mirror of
https://github.com/unanmed/HumanBreak.git
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82 lines
4.8 KiB
JavaScript
82 lines
4.8 KiB
JavaScript
main.floors.MT7=
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{
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"floorId": "MT7",
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"title": "主塔 7 层",
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"name": "7",
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"width": 15,
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"height": 15,
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"canFlyTo": true,
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"canFlyFrom": true,
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"canUseQuickShop": true,
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"cannotViewMap": false,
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"images": [],
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"ratio": 1,
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"defaultGround": "ground",
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"bgm": "cave.mp3",
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"firstArrive": [],
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"eachArrive": [],
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"parallelDo": "",
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"events": {
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"10,1": [
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"除此之外,这个插件还允许你去对一个画布进行碎裂特效的操作。",
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"例如我可以让整张地图进行一次碎裂操作,下面请先看效果。",
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{
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"type": "function",
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"function": "function(){\n// 先把地图上的所有内容单独绘制到一张画布上\nconst ctx = core.createCanvas('frag', 0, 0, 480, 480, 0);\nObject.values(core.canvas).forEach(v => {\n\tctx.drawImage(v.canvas, 0, 0, 480, 480);\n});\n// 然后创建碎裂特效控制器\nconst ratio = core.domStyle.scale;\nconst manager = core.applyFragWith(ctx.canvas, 32 * ratio, 10000, { moveFlush: 0.2 });\n// 然后设置特效画布的css属性\nconst frag = manager.canvas;\nfrag.style.position = 'absolute';\nfrag.style.zIndex = '160';\nfrag.style.width = `${frag.width / devicePixelRatio}px`;\nfrag.style.height = `${frag.height / devicePixelRatio}px`;\nfrag.style.left = `${240 * ratio - frag.width / devicePixelRatio / 2}px`;\nfrag.style.top = `${240 * ratio - frag.height / devicePixelRatio / 2}px`;\n// 然后部署到样板上,并把样板原先的画布先暂时不显示\ncore.dom.gameDraw.appendChild(frag);\ncore.deleteCanvas('frag');\nObject.values(core.canvas).forEach(v => {\n\tv.canvas.style.display = 'none';\n});\n// 特效执行完毕后得把画布删了,同时让画布显示出来\nmanager.onEnd.then(() => {\n\tfrag.remove();\n\tObject.values(core.canvas).forEach(v => {\n\t\tv.canvas.style.display = 'block';\n\t});\n});\n}"
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},
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{
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"type": "sleep",
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"time": 10000
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},
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"它的代码如下,比较长,可以自己琢磨一下,不懂的可以在造塔群问",
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"// 先把地图上的所有内容单独绘制到一张画布上\nconst ctx = core.createCanvas('frag', 0, 0, 480, 480, 0);\nObject.values(core.canvas).forEach(v => {\n\tctx.drawImage(v.canvas, 0, 0, 480, 480);\n});\n// 然后创建碎裂特效控制器\nconst ratio = core.domStyle.scale;\nconst manager = core.applyFragWith(ctx.canvas, 32 * ratio, 10000, { moveFlush: 0.2 });\n// 然后设置特效画布的css属性\nconst frag = manager.canvas;\nfrag.style.position = 'absolute';\nfrag.style.zIndex = '160';\nfrag.style.width = frag.width / devicePixelRatio + 'px';\nfrag.style.height = frag.height / devicePixelRatio + 'px';\n// 后面还有一页",
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"frag.style.left = 240 * ratio - frag.width / devicePixelRatio / 2 + 'px';\nfrag.style.top = 240 * ratio - frag.height / devicePixelRatio / 2 + 'px';\n// 然后部署到样板上,并把样板原先的画布先暂时不显示\ncore.dom.gameDraw.appendChild(frag);\ncore.deleteCanvas('frag');\nObject.values(core.canvas).forEach(v => {\n\tv.canvas.style.display = 'none';\n});\n// 特效执行完毕后得把画布删了,同时让画布显示出来\nmanager.onEnd.then(() => {\n\tfrag.remove();\n\tObject.values(core.canvas).forEach(v => {\n\t\tv.canvas.style.display = 'block';\n\t});\n});"
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]
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},
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"changeFloor": {
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"7,1": {
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"floorId": ":before",
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"stair": "upFloor"
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},
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"7,13": {
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"floorId": ":next",
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"stair": "downFloor"
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}
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},
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"beforeBattle": {},
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"afterBattle": {},
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"afterGetItem": {},
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"afterOpenDoor": {},
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"autoEvent": {},
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"cannotMove": {},
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"cannotMoveIn": {},
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"map": [
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[ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
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[ 1, 0, 0, 0, 0, 0, 0, 88, 0, 0,129, 0, 0, 0, 1],
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[ 1, 0,201, 27, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
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[ 1, 0,201, 0, 0,203,203, 45, 45, 45, 0, 0, 0, 0, 1],
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[ 1, 0,201,492,492,492,203, 0, 0, 0, 0,276, 0, 0, 1],
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[ 1, 0,201, 0,467,467,203,467,467, 0,276,276, 0, 0, 1],
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[ 1, 0, 0, 0, 0, 0, 0,376, 0, 0,276, 0, 0, 0, 1],
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[ 1, 0, 0, 0,420,420,420, 0, 0, 0, 0,482,482,482, 1],
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[ 1, 93, 93, 93, 0, 29, 0, 0,482,271, 0,381,381, 0, 1],
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[ 1, 0, 0, 0, 0, 0,206,206,482,271, 0,381, 0, 0, 1],
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[ 1, 0,218,218, 0, 0,206,203, 0,271,271, 0, 0, 0, 1],
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[ 1, 0, 0,218,218, 0,206, 0,471,471, 0,494,494, 0, 1],
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[ 1, 0, 0, 0,218,218, 0, 0, 0,471, 0, 0,494, 0, 1],
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[ 1, 0, 0, 0, 0, 0, 0, 87, 0, 0, 0, 0, 0, 0, 1],
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[ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
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],
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"bgmap": [
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],
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"fgmap": [
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],
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"bg2map": [
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],
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"fg2map": [
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]
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} |