mirror of
https://github.com/unanmed/HumanBreak.git
synced 2025-01-19 12:49:25 +08:00
10649 lines
399 KiB
JavaScript
10649 lines
399 KiB
JavaScript
///<reference path="../../src/types/core.d.ts" />
|
||
|
||
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 () {
|
||
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;
|
||
core.setFont(ctx, '15px normal');
|
||
core.setTextAlign(ctx, 'left');
|
||
core.status.damage.data.forEach(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.__PIXELS__ + 32 ||
|
||
py < -32 ||
|
||
py > core.__PIXELS__ + 32
|
||
)
|
||
return;
|
||
}
|
||
core.fillBoldText(ctx, one.text, px, py, one.color);
|
||
});
|
||
core.setTextAlign(ctx, 'center');
|
||
core.status.damage.extraData.forEach(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.__PIXELS__ + 32 ||
|
||
py < -32 ||
|
||
py > core.__PIXELS__ + 32
|
||
)
|
||
return;
|
||
}
|
||
core.fillBoldText(ctx, one.text, px, py, one.color);
|
||
});
|
||
};
|
||
core.formatBigNumber = function (x, onMap, onCritical) {
|
||
x = Math.floor(parseFloat(x));
|
||
if (!core.isset(x) || !Number.isFinite(x)) return '???';
|
||
if (x > 1e24 || x < -1e24) return x.toExponential(2);
|
||
var c = x < 0 ? '-' : '';
|
||
if (onCritical) c = '-> ';
|
||
x = Math.abs(x);
|
||
if (x <= 9999 || (!onMap && x <= 999999)) return c + x;
|
||
var all = [
|
||
{ val: 1e20, c: 'g' },
|
||
{ val: 1e16, c: 'j' },
|
||
{ val: 1e12, c: 'z' },
|
||
{ val: 1e8, c: 'e' },
|
||
{ val: 1e4, c: 'w' }
|
||
];
|
||
for (var i = 0; i < all.length; i++) {
|
||
var one = all[i];
|
||
if (onMap) {
|
||
if (x >= one.val) {
|
||
var v = x / one.val;
|
||
return (
|
||
c +
|
||
v.toFixed(
|
||
Math.max(
|
||
0,
|
||
Math.floor(
|
||
(c == '-' ? 2 : 3) - Math.log10(v + 1)
|
||
)
|
||
)
|
||
) +
|
||
one.c
|
||
);
|
||
}
|
||
} else {
|
||
if (x >= 10 * one.val) {
|
||
var v = x / one.val;
|
||
return (
|
||
c +
|
||
v.toFixed(
|
||
Math.max(0, Math.floor(4 - Math.log10(v + 1)))
|
||
) +
|
||
one.c
|
||
);
|
||
}
|
||
}
|
||
}
|
||
return c + x;
|
||
};
|
||
// 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(block => {
|
||
if (block.event.cls !== 'items') 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 = 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) {
|
||
if (core.same(diff, {}) || !diff) return;
|
||
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]);
|
||
};
|
||
},
|
||
equipBox: function () {
|
||
// 注:///// *** 裹起来的区域: 该区域内参数可以随意更改调整ui绘制 不会影响总体布局
|
||
// 请尽量修改该区域而不是其他区域 修改的时候最好可以对照现有ui修改
|
||
|
||
///// *** 道具类型
|
||
// cls对应name
|
||
var itemClsName = {
|
||
constants: '永久道具',
|
||
tools: '消耗道具'
|
||
};
|
||
// 一页最大放的道具数量 将把整个道具左栏分成num份 每份是一个道具项
|
||
var itemNum = 12;
|
||
///// ***
|
||
|
||
// 背景设置
|
||
this.drawBoxBackground = function (ctx) {
|
||
core.setTextAlign(ctx, 'left');
|
||
core.clearMap(ctx);
|
||
core.deleteCanvas('_selector');
|
||
var info = core.status.thisUIEventInfo || {};
|
||
|
||
///// *** 背景设置
|
||
var max = core.__PIXELS__;
|
||
var x = 2,
|
||
y = x,
|
||
w = max - x * 2,
|
||
h = w;
|
||
var borderWidth = 2,
|
||
borderRadius = 5, // radius:圆角矩形的圆角半径
|
||
borderStyle = '#fff';
|
||
var backgroundColor = 'gray';
|
||
// 设置背景不透明度(0.85)
|
||
var backgroundAlpha = 0.85;
|
||
///// ***
|
||
|
||
var start_x = x + borderWidth / 2,
|
||
start_y = y + borderWidth / 2,
|
||
width = max - start_x * 2,
|
||
height = max - start_y * 2;
|
||
|
||
// 渐变色背景的一个例子(黑色渐变白色):
|
||
// 有关渐变色的具体知识请网上搜索canvas createGradient了解
|
||
|
||
var grd = ctx.createLinearGradient(x, y, x + w, y);
|
||
grd.addColorStop(0, '#555555');
|
||
grd.addColorStop(1, '#cccccc');
|
||
backgroundColor = grd;
|
||
|
||
// 使用图片背景要注释掉下面的strokeRect和fillRoundRect
|
||
// 图片背景的一个例子:
|
||
/*
|
||
core.drawImage(ctx, "xxx.png", x, y, w, h);
|
||
core.strokeRect(ctx, x, y, w, h, borderStyle, borderWidth);
|
||
*/
|
||
core.setAlpha(ctx, backgroundAlpha);
|
||
core.strokeRoundRect(
|
||
ctx,
|
||
x,
|
||
y,
|
||
w,
|
||
h,
|
||
borderRadius,
|
||
borderStyle,
|
||
borderWidth
|
||
);
|
||
core.fillRoundRect(
|
||
ctx,
|
||
start_x,
|
||
start_y,
|
||
width,
|
||
height,
|
||
borderRadius,
|
||
backgroundColor
|
||
);
|
||
core.setAlpha(ctx, 1);
|
||
|
||
///// *** 左栏配置
|
||
var leftbar_height = height;
|
||
// 左边栏宽度(width*0.6) 本身仅为坐标使用 需要与底下的rightbar_width(width*0.4)同时更改
|
||
var leftbar_width = width * 0.6;
|
||
///// ***
|
||
|
||
// xxx_right参数 代表最右侧坐标
|
||
var leftbar_right = start_x + leftbar_width - borderWidth / 2;
|
||
var leftbar_bottom = start_y + leftbar_height;
|
||
var leftbar_x = start_x;
|
||
var leftbar_y = start_y;
|
||
|
||
///// *** 道具栏配置
|
||
var boxName_color = '#fff';
|
||
var boxName_fontSize = 15;
|
||
var boxName_font = core.ui._buildFont(boxName_fontSize, true);
|
||
var arrow_x = 10 + start_x;
|
||
var arrow_y = 10 + start_y;
|
||
var arrow_width = 20;
|
||
var arrow_style = 'white';
|
||
// 暂时只能是1 否则不太行 等待新样板(2.7.3)之后对drawArrow做优化
|
||
var arrow_lineWidth = 1;
|
||
// 右箭头
|
||
var rightArrow_right = leftbar_right - 10;
|
||
// 道具内栏顶部坐标 本质是通过该项 控制(道具栏顶部文字和箭头)与道具内栏顶部的间隔
|
||
var itembar_top = arrow_y + 15;
|
||
///// ***
|
||
|
||
var itembar_right = rightArrow_right;
|
||
var boxName =
|
||
core.status.event.id == 'toolbox'
|
||
? '\r[yellow]道具栏\r | 装备栏'
|
||
: '道具栏 | \r[yellow]装备栏\r';
|
||
core.drawArrow(
|
||
ctx,
|
||
arrow_x + arrow_width,
|
||
arrow_y,
|
||
arrow_x,
|
||
arrow_y,
|
||
arrow_style,
|
||
arrow_lineWidth
|
||
);
|
||
core.drawArrow(
|
||
ctx,
|
||
rightArrow_right - arrow_width,
|
||
arrow_y,
|
||
rightArrow_right,
|
||
arrow_y,
|
||
arrow_style,
|
||
arrow_lineWidth
|
||
);
|
||
core.setTextAlign(ctx, 'center');
|
||
core.setTextBaseline(ctx, 'middle');
|
||
var changeBox = () => {
|
||
var id = core.status.event.id;
|
||
core.closePanel();
|
||
if (id == 'toolbox') core.openEquipbox();
|
||
else core.openToolbox();
|
||
};
|
||
core.fillText(
|
||
ctx,
|
||
boxName,
|
||
(leftbar_right + leftbar_x) / 2,
|
||
arrow_y + 2,
|
||
boxName_color,
|
||
boxName_font
|
||
);
|
||
|
||
///// *** 底栏按钮
|
||
var pageBtn_radius = 8;
|
||
// xxx_left 最左侧坐标
|
||
var pageBtn_left = leftbar_x + 3;
|
||
var pageBtn_right = leftbar_right - 3;
|
||
// xxx_bottom 最底部坐标
|
||
var pageBtn_bottom = leftbar_bottom - 2;
|
||
var pageBtn_borderStyle = '#fff';
|
||
var pageBtn_borderWidth = 2;
|
||
var pageText_color = '#fff';
|
||
// 底部按钮与上面的道具内栏的间隔大小
|
||
var bottomSpace = 8;
|
||
///// ***
|
||
|
||
core.drawItemListbox_setPageBtn(
|
||
ctx,
|
||
pageBtn_left,
|
||
pageBtn_right,
|
||
pageBtn_bottom,
|
||
pageBtn_radius,
|
||
pageBtn_borderStyle,
|
||
pageBtn_borderWidth
|
||
);
|
||
var page = info.page || 1;
|
||
var pageFontSize = pageBtn_radius * 2 - 4;
|
||
var pageFont = core.ui._buildFont(pageFontSize);
|
||
core.setPageItems(page);
|
||
var num = itemNum;
|
||
if (core.status.event.id == 'equipbox') num -= 5;
|
||
var maxPage = info.maxPage;
|
||
var pageText = page + ' / ' + maxPage;
|
||
core.setTextAlign(ctx, 'center');
|
||
core.setTextBaseline(ctx, 'bottom');
|
||
core.fillText(
|
||
ctx,
|
||
pageText,
|
||
(leftbar_x + leftbar_right) / 2,
|
||
pageBtn_bottom,
|
||
pageText_color,
|
||
pageFont
|
||
);
|
||
core.addUIEventListener(
|
||
start_x,
|
||
start_y,
|
||
leftbar_right - start_x,
|
||
arrow_y - start_y + 13,
|
||
changeBox
|
||
);
|
||
var itembar_height = Math.ceil(
|
||
pageBtn_bottom -
|
||
pageBtn_radius * 2 -
|
||
pageBtn_borderWidth / 2 -
|
||
bottomSpace -
|
||
itembar_top
|
||
);
|
||
var oneItemHeight = (itembar_height - 4) / itemNum;
|
||
return {
|
||
x: start_x,
|
||
y: start_y,
|
||
width: width,
|
||
height: height,
|
||
leftbar_right: leftbar_right,
|
||
obj: {
|
||
x: arrow_x,
|
||
y: itembar_top,
|
||
width: itembar_right - arrow_x,
|
||
height: itembar_height,
|
||
oneItemHeight: oneItemHeight
|
||
}
|
||
};
|
||
};
|
||
|
||
this.drawItemListbox = function (ctx, obj) {
|
||
ctx = ctx || core.canvas.ui;
|
||
var itembar_x = obj.x,
|
||
itembar_y = obj.y,
|
||
itembar_width = obj.width,
|
||
itembar_height = obj.height,
|
||
itemNum = obj.itemNum,
|
||
oneItemHeight = obj.oneItemHeight;
|
||
var itembar_right = itembar_x + itembar_width;
|
||
var info = core.status.thisUIEventInfo || {};
|
||
var obj = {};
|
||
var page = info.page || 1,
|
||
index = info.index,
|
||
select = info.select || {};
|
||
|
||
///// *** 道具栏内栏配置
|
||
var itembar_style = 'black';
|
||
var itembar_alpha = 0.7;
|
||
// 一个竖屏下减少道具显示的例子:
|
||
// if (core.domStyle.isVertical) itemNum = 10;
|
||
// 每个道具项的上下空隙占总高度的比例
|
||
var itembar_marginHeightRatio = 0.2;
|
||
// 左右间隔空隙
|
||
var item_marginLeft = 2;
|
||
var item_x = itembar_x + 2,
|
||
item_y = itembar_y + 2,
|
||
item_right = itembar_right - 2,
|
||
itemName_color = '#fff';
|
||
// 修改此项以更换闪烁光标
|
||
var item_selector = 'winskin.png';
|
||
///// ***
|
||
|
||
core.setAlpha(ctx, itembar_alpha);
|
||
core.fillRect(
|
||
ctx,
|
||
itembar_x,
|
||
itembar_y,
|
||
itembar_width,
|
||
itembar_height,
|
||
itembar_style
|
||
);
|
||
core.setAlpha(ctx, 1);
|
||
var pageItems = core.setPageItems(page);
|
||
var marginHeight = itembar_marginHeightRatio * oneItemHeight;
|
||
core.setTextBaseline(ctx, 'middle');
|
||
var originColor = itemName_color;
|
||
for (var i = 0; i < pageItems.length; i++) {
|
||
itemName_color = originColor;
|
||
var item = pageItems[i];
|
||
// 设置某个的字体颜色的一个例子
|
||
// if (item.id == "xxx") itemName_color = "green";
|
||
core.drawItemListbox_drawItem(
|
||
ctx,
|
||
item_x,
|
||
item_right,
|
||
item_y,
|
||
oneItemHeight,
|
||
item_marginLeft,
|
||
marginHeight,
|
||
itemName_color,
|
||
pageItems[i]
|
||
);
|
||
if (index == i + 1)
|
||
core.ui._drawWindowSelector(
|
||
item_selector,
|
||
item_x + 1,
|
||
item_y - 1,
|
||
item_right - item_x - 2,
|
||
oneItemHeight - 2
|
||
);
|
||
item_y += oneItemHeight;
|
||
}
|
||
};
|
||
|
||
this.drawToolboxRightbar = function (ctx, obj) {
|
||
ctx = ctx || core.canvas.ui;
|
||
var info = core.status.thisUIEventInfo || {};
|
||
var page = info.page || 1,
|
||
index = info.index || 1,
|
||
select = info.select || {};
|
||
var start_x = obj.x,
|
||
start_y = obj.y,
|
||
width = obj.width,
|
||
height = obj.height;
|
||
var toolboxRight = start_x + width,
|
||
toolboxBottom = start_y + height;
|
||
|
||
///// *** 侧边栏(rightbar)背景设置(物品介绍)
|
||
var rightbar_width = width * 0.4;
|
||
var rightbar_height = height;
|
||
var rightbar_lineWidth = 2;
|
||
var rightbar_lineStyle = '#fff';
|
||
///// ***
|
||
|
||
var rightbar_x =
|
||
toolboxRight - rightbar_width - rightbar_lineWidth / 2;
|
||
var rightbar_y = start_y;
|
||
core.drawLine(
|
||
ctx,
|
||
rightbar_x,
|
||
rightbar_y,
|
||
rightbar_x,
|
||
rightbar_y + rightbar_height,
|
||
rightbar_lineStyle,
|
||
rightbar_lineWidth
|
||
);
|
||
|
||
// 获取道具id(有可能为null)
|
||
var itemId = select.id;
|
||
var item = core.material.items[itemId];
|
||
|
||
///// *** 侧边栏物品Icon信息
|
||
var iconRect_y = rightbar_y + 10;
|
||
// space:间距
|
||
// 这里布局设定iconRect与侧边栏左边框 itemName与工具栏右边框 itemRect与itemName的间距均为space
|
||
var space = 15;
|
||
var iconRect_x = rightbar_x + space;
|
||
var iconRect_radius = 2,
|
||
iconRect_width = 32,
|
||
iconRect_height = 32,
|
||
iconRect_style = '#fff',
|
||
iconRect_lineWidth = 2;
|
||
///// ***
|
||
|
||
var iconRect_bottom = iconRect_y + iconRect_height,
|
||
iconRect_right = iconRect_x + iconRect_width;
|
||
|
||
///// *** 侧边栏各项信息
|
||
var itemTextFontSize = 15,
|
||
itemText_x = iconRect_x - 4,
|
||
itemText_y = Math.floor(start_y + rightbar_height * 0.25), // 坐标取整防止模糊
|
||
itemClsFontSize = 15,
|
||
itemClsFont = core.ui._buildFont(itemClsFontSize),
|
||
itemClsColor = '#fff',
|
||
itemCls_x = itemText_x - itemClsFontSize / 2,
|
||
itemCls_middle = (iconRect_bottom + itemText_y) / 2, //_middle代表文字的中心y坐标
|
||
itemNameFontSize = 18,
|
||
itemNameColor = '#fff',
|
||
itemNameFont = core.ui._buildFont(itemNameFontSize, true);
|
||
var itemName_x = iconRect_right + space;
|
||
var itemName_middle =
|
||
iconRect_y + iconRect_height / 2 + iconRect_lineWidth;
|
||
// 修改这里可以编辑未选中道具时的默认值
|
||
var defaultItem = {
|
||
cls: 'constants',
|
||
name: '未知道具',
|
||
text: '没有道具最永久'
|
||
};
|
||
var defaultEquip = {
|
||
cls: 'equips',
|
||
name: '未知装备',
|
||
text: '一无所有,又何尝不是一种装备',
|
||
equip: {
|
||
type: '装备'
|
||
}
|
||
};
|
||
///// ***
|
||
|
||
var originItem = item;
|
||
if (core.status.event.id == 'equipbox') item = item || defaultEquip;
|
||
item = item || defaultItem;
|
||
var itemCls = item.cls,
|
||
itemName = item.name,
|
||
itemText = item.text;
|
||
/* 一个根据道具id修改道具名字(右栏)的例子
|
||
* if (item.id == "xxx") itemNameColor = "red";
|
||
*/
|
||
var itemClsName = core.getItemClsName(item);
|
||
var itemNameMaxWidth =
|
||
rightbar_width -
|
||
iconRect_width -
|
||
iconRect_lineWidth * 2 -
|
||
space * 2;
|
||
core.strokeRoundRect(
|
||
ctx,
|
||
iconRect_x,
|
||
iconRect_y,
|
||
iconRect_width,
|
||
iconRect_height,
|
||
iconRect_radius,
|
||
iconRect_style,
|
||
iconRect_lineWidth
|
||
);
|
||
if (item.id)
|
||
core.drawIcon(
|
||
ctx,
|
||
item.id,
|
||
iconRect_x + iconRect_lineWidth / 2,
|
||
iconRect_y + iconRect_lineWidth / 2,
|
||
iconRect_width - iconRect_lineWidth,
|
||
iconRect_height - iconRect_lineWidth
|
||
);
|
||
core.setTextAlign(ctx, 'left');
|
||
core.setTextBaseline(ctx, 'middle');
|
||
core.fillText(
|
||
ctx,
|
||
itemName,
|
||
itemName_x,
|
||
itemName_middle,
|
||
itemNameColor,
|
||
itemNameFont,
|
||
itemNameMaxWidth
|
||
);
|
||
core.fillText(
|
||
ctx,
|
||
'【' + itemClsName + '】',
|
||
itemCls_x,
|
||
itemCls_middle,
|
||
itemClsColor,
|
||
itemClsFont
|
||
);
|
||
var statusText = '';
|
||
if (core.status.event.id == 'equipbox') {
|
||
var type = item.equip.type;
|
||
if (typeof type == 'string')
|
||
type = core.getEquipTypeByName(type);
|
||
var compare = core.compareEquipment(
|
||
item.id,
|
||
core.getEquip(type)
|
||
);
|
||
if (info.select.action == 'unload')
|
||
compare = core.compareEquipment(null, item.id);
|
||
// --- 变化值...
|
||
for (var name in core.status.hero) {
|
||
if (typeof core.status.hero[name] != 'number') continue;
|
||
var nowValue = core.getRealStatus(name);
|
||
// 查询新值
|
||
var newValue = Math.floor(
|
||
((core.getStatus(name) + (compare.value[name] || 0)) *
|
||
(core.getBuff(name) * 100 +
|
||
(compare.percentage[name] || 0))) /
|
||
100
|
||
);
|
||
if (nowValue == newValue) continue;
|
||
var color = newValue > nowValue ? '#00FF00' : '#FF0000';
|
||
nowValue = core.formatBigNumber(nowValue);
|
||
newValue = core.formatBigNumber(newValue);
|
||
statusText +=
|
||
core.getStatusLabel(name) +
|
||
' ' +
|
||
nowValue +
|
||
'->\r[' +
|
||
color +
|
||
']' +
|
||
newValue +
|
||
'\r\n';
|
||
}
|
||
}
|
||
itemText = statusText + itemText;
|
||
core.drawTextContent(ctx, itemText, {
|
||
left: itemText_x,
|
||
top: itemText_y,
|
||
bold: false,
|
||
color: 'white',
|
||
align: 'left',
|
||
fontSize: itemTextFontSize,
|
||
maxWidth:
|
||
rightbar_width -
|
||
(itemText_x - rightbar_x) * 2 +
|
||
itemTextFontSize / 2
|
||
});
|
||
|
||
///// *** 退出按钮设置
|
||
var btnRadius = 10;
|
||
var btnBorderWidth = 2;
|
||
var btnRight = toolboxRight - 2;
|
||
var btnBottom = toolboxBottom - 2;
|
||
var btnBorderStyle = '#fff';
|
||
///// ***
|
||
|
||
// 获取圆心位置
|
||
var btn_x = btnRight - btnRadius - btnBorderWidth / 2;
|
||
btn_y = btnBottom - btnRadius - btnBorderWidth / 2;
|
||
core.drawToolbox_setExitBtn(
|
||
ctx,
|
||
btn_x,
|
||
btn_y,
|
||
btnRadius,
|
||
btnBorderStyle,
|
||
btnBorderWidth
|
||
);
|
||
|
||
///// *** 使用按钮设置
|
||
var useBtnHeight = btnRadius * 2;
|
||
// 这里不设置useBtnWidth而是根据各项数据自动得出width
|
||
var useBtnRadius = useBtnHeight / 2;
|
||
var useBtn_x = rightbar_x + 4,
|
||
useBtn_y = btnBottom - useBtnHeight;
|
||
var useBtnBorderStyle = '#fff';
|
||
var useBtnBorderWidth = btnBorderWidth;
|
||
///// ***
|
||
|
||
core.drawToolbox_setUseBtn(
|
||
ctx,
|
||
useBtn_x,
|
||
useBtn_y,
|
||
useBtnRadius,
|
||
useBtnHeight,
|
||
useBtnBorderStyle,
|
||
useBtnBorderWidth
|
||
);
|
||
};
|
||
|
||
this.drawEquipbox_drawOthers = function (ctx, obj) {
|
||
var info = core.status.thisUIEventInfo;
|
||
|
||
///// *** 装备格设置
|
||
var equipList_lineWidth = 2;
|
||
var equipList_boxSize = 32;
|
||
var equipList_borderWidth = 2;
|
||
var equipList_borderStyle = '#fff';
|
||
var equipList_nameColor = '#fff';
|
||
///// ***
|
||
|
||
var equipList_x = obj.x + 4,
|
||
equipList_bottom = obj.obj.y - equipList_lineWidth,
|
||
equipList_y =
|
||
equipList_bottom - obj.obj.oneItemHeight * reduceItem - 2,
|
||
equipList_height = equipList_bottom - equipList_y;
|
||
var equipList_right = obj.leftbar_right,
|
||
equipList_width = equipList_right - equipList_x;
|
||
core.drawLine(
|
||
ctx,
|
||
obj.x,
|
||
equipList_bottom + equipList_lineWidth / 2,
|
||
equipList_right,
|
||
equipList_bottom + equipList_lineWidth / 2,
|
||
equipList_borderStyle,
|
||
equipList_lineWidth
|
||
);
|
||
var toDrawList = core.status.globalAttribute.equipName,
|
||
len = toDrawList.length;
|
||
|
||
///// *** 装备格设置
|
||
var maxItem = 4;
|
||
var box_width = 32,
|
||
box_height = 32,
|
||
box_borderStyle = '#fff',
|
||
box_selectBorderStyle = 'gold', // 选中的装备格的颜色
|
||
box_borderWidth = 2;
|
||
var boxName_fontSize = 14,
|
||
boxName_space = 2,
|
||
boxName_color = '#fff'; // 装备格名称与上面的装备格框的距离
|
||
var maxLine = Math.ceil(len / maxItem);
|
||
///// ***
|
||
var l = Math.sqrt(len);
|
||
if (Math.pow(l) == len && len != 4) {
|
||
if (l <= maxItem) maxItem = l;
|
||
}
|
||
maxItem = Math.min(toDrawList.length, maxItem);
|
||
info.equips = maxItem;
|
||
|
||
var boxName_font = core.ui._buildFont(boxName_fontSize);
|
||
// 总宽高减去所有装备格宽高得到空隙大小
|
||
var oneBoxWidth = box_width + box_borderWidth * 2;
|
||
var oneBoxHeight =
|
||
box_height +
|
||
boxName_fontSize +
|
||
boxName_space +
|
||
2 * box_borderWidth;
|
||
var space_y =
|
||
(equipList_height - maxLine * oneBoxHeight) / (1 + maxLine),
|
||
space_x =
|
||
(equipList_width - maxItem * oneBoxWidth) / (1 + maxItem);
|
||
var box_x = equipList_x + space_x,
|
||
box_y = equipList_y + space_y;
|
||
for (var i = 0; i < len; i++) {
|
||
var id = core.getEquip(i),
|
||
name = toDrawList[i];
|
||
var selectBorder = false;
|
||
if (core.status.thisUIEventInfo.select.type == i)
|
||
selectBorder = true;
|
||
var borderStyle = selectBorder
|
||
? box_selectBorderStyle
|
||
: box_borderStyle;
|
||
core.drawEquipbox_drawOne(
|
||
ctx,
|
||
name,
|
||
id,
|
||
box_x,
|
||
box_y,
|
||
box_width,
|
||
box_height,
|
||
boxName_space,
|
||
boxName_font,
|
||
boxName_color,
|
||
borderStyle,
|
||
box_borderWidth
|
||
);
|
||
var todo = new Function(
|
||
"core.clickOneEquipbox('" + id + "'," + i + ')'
|
||
);
|
||
core.addUIEventListener(
|
||
box_x - box_borderWidth / 2,
|
||
box_y - box_borderWidth / 2,
|
||
oneBoxWidth,
|
||
oneBoxHeight,
|
||
todo
|
||
);
|
||
box_x += space_x + oneBoxWidth;
|
||
if ((i + 1) % maxItem == 0) {
|
||
box_x = equipList_x + space_x;
|
||
box_y += space_y + oneBoxHeight;
|
||
}
|
||
}
|
||
};
|
||
|
||
this.drawToolbox = function (ctx) {
|
||
ctx = ctx || core.canvas.ui;
|
||
core.status.thisEventClickArea = [];
|
||
|
||
var info = core.drawBoxBackground(ctx);
|
||
info.itemNum = itemNum;
|
||
core.drawItemListbox(ctx, info.obj);
|
||
core.drawToolboxRightbar(ctx, info);
|
||
core.setTextBaseline(ctx, 'alphabetic');
|
||
core.setTextAlign('left');
|
||
};
|
||
|
||
var reduceItem = 4;
|
||
this.drawEquipbox = function (ctx) {
|
||
ctx = ctx || core.canvas.ui;
|
||
core.status.thisEventClickArea = [];
|
||
var info = core.drawBoxBackground(ctx);
|
||
info.itemNum = itemNum - reduceItem;
|
||
info.obj.y += info.obj.oneItemHeight * reduceItem;
|
||
info.obj.height -= info.obj.oneItemHeight * reduceItem;
|
||
core.drawItemListbox(ctx, info.obj);
|
||
core.drawEquipbox_drawOthers(ctx, info);
|
||
core.drawToolboxRightbar(ctx, info);
|
||
core.setTextBaseline(ctx, 'alphabetic');
|
||
core.setTextAlign('left');
|
||
};
|
||
|
||
this.drawEquipbox_drawOne = function (
|
||
ctx,
|
||
name,
|
||
id,
|
||
x,
|
||
y,
|
||
width,
|
||
height,
|
||
space,
|
||
font,
|
||
color,
|
||
style,
|
||
lineWidth
|
||
) {
|
||
if (id)
|
||
core.drawIcon(
|
||
ctx,
|
||
id,
|
||
x + lineWidth / 2,
|
||
y + lineWidth / 2,
|
||
width,
|
||
height
|
||
);
|
||
core.strokeRect(
|
||
ctx,
|
||
x,
|
||
y,
|
||
width + lineWidth,
|
||
height + lineWidth,
|
||
style,
|
||
lineWidth
|
||
);
|
||
core.setTextAlign(ctx, 'center');
|
||
core.setTextBaseline(ctx, 'top');
|
||
var tx = (x + x + lineWidth / 2 + width) / 2,
|
||
ty = y + height + (lineWidth / 2) * 3 + space;
|
||
core.fillText(ctx, name, tx, ty, color, font);
|
||
core.setTextBaseline(ctx, 'alphabetic');
|
||
core.setTextAlign('left');
|
||
};
|
||
|
||
this.drawItemListbox_drawItem = function (
|
||
ctx,
|
||
left,
|
||
right,
|
||
top,
|
||
height,
|
||
marginLeft,
|
||
marginHeight,
|
||
style,
|
||
id
|
||
) {
|
||
var info = core.status.thisUIEventInfo;
|
||
var nowClick = info.index;
|
||
var item = core.material.items[id] || {};
|
||
var name = item.name || '???';
|
||
var num = core.itemCount(id) || 0;
|
||
var fontSize = Math.floor(height - marginHeight * 2);
|
||
core.setTextAlign(ctx, 'right');
|
||
var numText = 'x' + num;
|
||
core.fillText(
|
||
ctx,
|
||
numText,
|
||
right - marginLeft,
|
||
top + height / 2,
|
||
style,
|
||
core.ui._buildFont(fontSize)
|
||
);
|
||
if (name != '???')
|
||
core.drawIcon(
|
||
ctx,
|
||
id,
|
||
left + marginLeft,
|
||
top + marginHeight,
|
||
fontSize,
|
||
fontSize
|
||
);
|
||
var text_x = left + marginLeft + fontSize + 2;
|
||
var maxWidth = right - core.calWidth(ctx, numText) - text_x;
|
||
core.setTextAlign(ctx, 'left');
|
||
core.fillText(
|
||
ctx,
|
||
name,
|
||
text_x,
|
||
top + height / 2,
|
||
style,
|
||
core.ui._buildFont(fontSize),
|
||
maxWidth
|
||
);
|
||
var todo = new Function(
|
||
"var id = '" + id + "';\ncore.clickItemFunc(id)"
|
||
);
|
||
core.addUIEventListener(left, top, right - left, height, todo);
|
||
};
|
||
|
||
this.setPageItems = function (page) {
|
||
var num = itemNum;
|
||
if (core.status.event.id == 'equipbox') num -= reduceItem;
|
||
var info = core.status.thisUIEventInfo;
|
||
if (!info) return;
|
||
page = page || info.page;
|
||
var items = core.getToolboxItems(
|
||
core.status.event.id == 'toolbox' ? 'all' : 'equips'
|
||
);
|
||
info.allItems = items;
|
||
var maxPage = Math.ceil(items.length / num);
|
||
info.maxPage = maxPage;
|
||
var pageItems = items.slice((page - 1) * num, page * num);
|
||
info.pageItems = pageItems;
|
||
info.maxItem = pageItems.length;
|
||
if (items.length == 0 && pageItems.length == 0) info.index = null;
|
||
if (pageItems.length == 0 && info.page > 1) {
|
||
info.page = Math.max(1, info.page - 1);
|
||
return core.setPageItems(info.page);
|
||
}
|
||
return pageItems;
|
||
};
|
||
|
||
this.drawToolbox_setExitBtn = function (
|
||
ctx,
|
||
x,
|
||
y,
|
||
r,
|
||
style,
|
||
lineWidth
|
||
) {
|
||
core.strokeCircle(ctx, x, y, r, style, lineWidth);
|
||
ctx.textAlign = 'center';
|
||
ctx.textBaseline = 'middle';
|
||
var textSize = Math.sqrt(2) * r;
|
||
core.fillText(
|
||
ctx,
|
||
'x',
|
||
x,
|
||
y,
|
||
style,
|
||
core.ui._buildFont(textSize),
|
||
textSize
|
||
);
|
||
core.setTextAlign(ctx, 'start');
|
||
core.setTextBaseline(ctx, 'top');
|
||
|
||
var todo = () => {
|
||
core.closePanel();
|
||
};
|
||
core.addUIEventListener(x - r, y - r, r * 2, r * 2, todo);
|
||
};
|
||
|
||
this.drawToolbox_setUseBtn = function (
|
||
ctx,
|
||
x,
|
||
y,
|
||
r,
|
||
h,
|
||
style,
|
||
lineWidth
|
||
) {
|
||
core.setTextAlign(ctx, 'left');
|
||
core.setTextBaseline(ctx, 'top');
|
||
var fontSize = h - 4;
|
||
var font = core.ui._buildFont(fontSize);
|
||
var text = core.status.event.id == 'toolbox' ? '使用' : '装备';
|
||
if (core.status.thisUIEventInfo.select.action == 'unload')
|
||
text = '卸下';
|
||
var w = core.calWidth(ctx, text, font) + 2 * r + lineWidth / 2;
|
||
|
||
core.strokeRoundRect(ctx, x, y, w, h, r, style, lineWidth);
|
||
core.fillText(ctx, text, x + r, y + lineWidth / 2 + 2, style, font);
|
||
|
||
var todo = () => {
|
||
core.useSelectItemInBox();
|
||
};
|
||
core.addUIEventListener(x, y, w, h, todo);
|
||
};
|
||
|
||
this.drawItemListbox_setPageBtn = function (
|
||
ctx,
|
||
left,
|
||
right,
|
||
bottom,
|
||
r,
|
||
style,
|
||
lineWidth
|
||
) {
|
||
var offset = lineWidth / 2 + r;
|
||
|
||
var x = left + offset;
|
||
var y = bottom - offset;
|
||
var pos = (Math.sqrt(2) / 2) * (r - lineWidth / 2);
|
||
core.fillPolygon(
|
||
ctx,
|
||
[
|
||
[x - pos, y],
|
||
[x + pos - 2, y - pos],
|
||
[x + pos - 2, y + pos]
|
||
],
|
||
style
|
||
);
|
||
core.strokeCircle(ctx, x, y, r, style, lineWidth);
|
||
var todo = () => {
|
||
core.addItemListboxPage(-1);
|
||
};
|
||
core.addUIEventListener(
|
||
x - r - 2,
|
||
y - r - 2,
|
||
r * 2 + 4,
|
||
r * 2 + 4,
|
||
todo
|
||
);
|
||
|
||
x = right - offset;
|
||
core.fillPolygon(
|
||
ctx,
|
||
[
|
||
[x + pos, y],
|
||
[x - pos + 2, y - pos],
|
||
[x - pos + 2, y + pos]
|
||
],
|
||
style
|
||
);
|
||
core.strokeCircle(ctx, x, y, r, style, lineWidth);
|
||
var todo = () => {
|
||
core.addItemListboxPage(1);
|
||
};
|
||
core.addUIEventListener(
|
||
x - r - 2,
|
||
y - r - 2,
|
||
r * 2 + 4,
|
||
r * 2 + 4,
|
||
todo
|
||
);
|
||
};
|
||
|
||
this.clickItemFunc = function (id) {
|
||
var info = core.status.thisUIEventInfo;
|
||
if (!info) return;
|
||
if (info.select.id == id) return core.useSelectItemInBox();
|
||
info.select = {};
|
||
info.select.id = id;
|
||
core.setIndexAndSelect('index');
|
||
core.refreshBox();
|
||
};
|
||
|
||
this.clickOneEquipbox = function (id, type) {
|
||
var info = core.status.thisUIEventInfo;
|
||
if (!info) return;
|
||
if (info.select.id == id && info.select.type == type)
|
||
core.useSelectItemInBox();
|
||
else
|
||
core.status.thisUIEventInfo.select = {
|
||
id: id,
|
||
type: type,
|
||
action: 'unload'
|
||
};
|
||
return core.refreshBox();
|
||
};
|
||
|
||
core.ui.getToolboxItems = function (cls) {
|
||
var list = Object.keys(core.status.hero.items[cls] || {});
|
||
if (cls == 'all') {
|
||
for (var name in core.status.hero.items) {
|
||
if (name == 'equips') continue;
|
||
list = list.concat(
|
||
Object.keys(core.status.hero.items[name])
|
||
);
|
||
}
|
||
return list
|
||
.filter(id => {
|
||
return !core.material.items[id].hideInToolbox;
|
||
})
|
||
.sort();
|
||
}
|
||
|
||
if (this.uidata.getToolboxItems) {
|
||
return this.uidata.getToolboxItems(cls);
|
||
}
|
||
return list
|
||
.filter(id => {
|
||
return !core.material.items[id].hideInToolbox;
|
||
})
|
||
.sort();
|
||
};
|
||
|
||
this.useSelectItemInBox = function () {
|
||
var info = core.status.thisUIEventInfo;
|
||
if (!info) return;
|
||
if (!info.select.id) return;
|
||
var id = info.select.id;
|
||
if (core.status.event.id == 'toolbox') {
|
||
core.events.tryUseItem(id);
|
||
// core.closePanel();
|
||
} else if (core.status.event.id == 'equipbox') {
|
||
var action = info.select.action || 'load';
|
||
info.index = 1;
|
||
if (action == 'load') {
|
||
var type = core.getEquipTypeById(id);
|
||
core.loadEquip(id, () => {
|
||
core.status.route.push('equip:' + id);
|
||
info.select.type = type;
|
||
core.setIndexAndSelect('select');
|
||
core.drawEquipbox();
|
||
});
|
||
} else {
|
||
var type = info.select.type;
|
||
core.unloadEquip(type, () => {
|
||
core.status.route.push('unEquip:' + type);
|
||
core.setIndexAndSelect('select');
|
||
core.drawEquipbox();
|
||
});
|
||
}
|
||
}
|
||
};
|
||
|
||
this.setIndexAndSelect = function (toChange) {
|
||
var info = core.status.thisUIEventInfo;
|
||
if (!info) return;
|
||
core.setPageItems(info.page);
|
||
var index = info.index || 1;
|
||
var items = info.pageItems;
|
||
if (info.select.type) {
|
||
var type = info.select.type;
|
||
id = core.getEquip(type);
|
||
info.index = null;
|
||
info.select = {
|
||
id: id,
|
||
action: 'unload',
|
||
type: type
|
||
};
|
||
return;
|
||
} else {
|
||
info.select.type = null;
|
||
}
|
||
if (toChange == 'index')
|
||
info.index = items.indexOf(info.select.id) + 1;
|
||
else {
|
||
var id = info.pageItems[index - 1];
|
||
info.select.id = id;
|
||
}
|
||
};
|
||
|
||
this.addItemListboxPage = function (num) {
|
||
var info = core.status.thisUIEventInfo;
|
||
if (!info) return;
|
||
var maxPage = info.maxPage || 1;
|
||
info.page = info.page || 1;
|
||
info.page += num;
|
||
if (info.page <= 0) info.page = maxPage;
|
||
if (info.page > maxPage) info.page = 1;
|
||
info.index = 1;
|
||
core.setPageItems(info.page);
|
||
core.setIndexAndSelect('select');
|
||
core.refreshBox();
|
||
};
|
||
|
||
this.addItemListboxIndex = function (num) {
|
||
var info = core.status.thisUIEventInfo;
|
||
if (!info) return;
|
||
var maxItem = info.maxItem || 0;
|
||
info.index = info.index || 0;
|
||
info.index += num;
|
||
if (info.index <= 0) info.index = 1;
|
||
if (info.index > maxItem) info.index = maxItem;
|
||
core.setIndexAndSelect('select');
|
||
core.refreshBox();
|
||
};
|
||
|
||
this.addEquipboxType = function (num) {
|
||
var info = core.status.thisUIEventInfo;
|
||
var type = info.select.type;
|
||
if (type == null && num > 0) info.select.type = 0;
|
||
else info.select.type = type + num;
|
||
var max = core.status.globalAttribute.equipName.length;
|
||
if (info.select.type >= max) {
|
||
info.select = {};
|
||
return core.addItemListboxPage(0);
|
||
} else {
|
||
var m = Math.abs(info.select.type);
|
||
if (info.select.type < 0) info.select.type = max - m;
|
||
core.refreshBox();
|
||
return;
|
||
}
|
||
};
|
||
|
||
core.actions._keyDownToolbox = function (keycode) {
|
||
if (!core.status.thisEventClickArea) return;
|
||
if (keycode == 37) {
|
||
// left
|
||
core.addItemListboxPage(-1);
|
||
return;
|
||
}
|
||
if (keycode == 38) {
|
||
// up
|
||
core.addItemListboxIndex(-1);
|
||
return;
|
||
}
|
||
if (keycode == 39) {
|
||
// right
|
||
core.addItemListboxPage(1);
|
||
return;
|
||
}
|
||
if (keycode == 40) {
|
||
// down
|
||
core.addItemListboxIndex(1);
|
||
return;
|
||
}
|
||
};
|
||
|
||
////// 工具栏界面时,放开某个键的操作 //////
|
||
core.actions._keyUpToolbox = function (keycode) {
|
||
if (keycode == 81) {
|
||
core.ui.closePanel();
|
||
if (core.isReplaying()) core.control._replay_equipbox();
|
||
else core.openEquipbox();
|
||
return;
|
||
}
|
||
if (keycode == 84 || keycode == 27 || keycode == 88) {
|
||
core.closePanel();
|
||
return;
|
||
}
|
||
if (keycode == 13 || keycode == 32 || keycode == 67) {
|
||
var info = core.status.thisUIEventInfo;
|
||
if (info.select) {
|
||
core.useSelectItemInBox();
|
||
}
|
||
return;
|
||
}
|
||
};
|
||
|
||
core.actions._keyDownEquipbox = function (keycode) {
|
||
if (!core.status.thisEventClickArea) return;
|
||
if (keycode == 37) {
|
||
// left
|
||
var info = core.status.thisUIEventInfo;
|
||
if (info.index != null) return core.addItemListboxPage(-1);
|
||
return core.addEquipboxType(-1);
|
||
}
|
||
if (keycode == 38) {
|
||
// up
|
||
var info = core.status.thisUIEventInfo;
|
||
if (info.index == 1) {
|
||
info.select.type =
|
||
core.status.globalAttribute.equipName.length - 1;
|
||
core.setIndexAndSelect();
|
||
return core.refreshBox();
|
||
}
|
||
if (info.index) return core.addItemListboxIndex(-1);
|
||
return core.addEquipboxType(-1 * info.equips);
|
||
}
|
||
if (keycode == 39) {
|
||
// right
|
||
var info = core.status.thisUIEventInfo;
|
||
if (info.index != null) return core.addItemListboxPage(1);
|
||
return core.addEquipboxType(1);
|
||
}
|
||
if (keycode == 40) {
|
||
// down
|
||
var info = core.status.thisUIEventInfo;
|
||
if (info.index) return core.addItemListboxIndex(1);
|
||
return core.addEquipboxType(info.equips);
|
||
}
|
||
};
|
||
|
||
core.actions._keyUpEquipbox = function (keycode, altKey) {
|
||
if (altKey && keycode >= 48 && keycode <= 57) {
|
||
core.items.quickSaveEquip(keycode - 48);
|
||
return;
|
||
}
|
||
if (keycode == 84) {
|
||
core.ui.closePanel();
|
||
if (core.isReplaying()) core.control._replay_toolbox();
|
||
else core.openToolbox();
|
||
return;
|
||
}
|
||
if (keycode == 81 || keycode == 27 || keycode == 88) {
|
||
core.closePanel();
|
||
return;
|
||
}
|
||
if (keycode == 13 || keycode == 32 || keycode == 67) {
|
||
var info = core.status.thisUIEventInfo;
|
||
if (info.select) core.useSelectItemInBox();
|
||
return;
|
||
}
|
||
};
|
||
|
||
core.registerAction(
|
||
'ondown',
|
||
'inEventClickAction',
|
||
(x, y, px, py) => {
|
||
if (!core.status.thisEventClickArea) return false;
|
||
// console.log(px + "," + py);
|
||
var info = core.status.thisEventClickArea;
|
||
for (var i = 0; i < info.length; i++) {
|
||
var obj = info[i];
|
||
if (
|
||
px >= obj.x &&
|
||
px <= obj.x + obj.width &&
|
||
py > obj.y &&
|
||
py < obj.y + obj.height
|
||
) {
|
||
if (obj.todo) obj.todo();
|
||
break;
|
||
}
|
||
}
|
||
return true;
|
||
},
|
||
51
|
||
);
|
||
core.registerAction(
|
||
'onclick',
|
||
'stopClick',
|
||
() => {
|
||
if (core.status.thisEventClickArea) return true;
|
||
},
|
||
51
|
||
);
|
||
|
||
this.addUIEventListener = function (x, y, width, height, todo) {
|
||
if (!core.status.thisEventClickArea) return;
|
||
var obj = {
|
||
x: x,
|
||
y: y,
|
||
width: width,
|
||
height: height,
|
||
todo: todo
|
||
};
|
||
core.status.thisEventClickArea.push(obj);
|
||
};
|
||
|
||
this.initThisEventInfo = function () {
|
||
core.status.thisUIEventInfo = {
|
||
page: 1,
|
||
select: {}
|
||
};
|
||
core.status.thisEventClickArea = [];
|
||
};
|
||
|
||
this.refreshBox = function () {
|
||
if (!core.status.event.id) return;
|
||
if (core.status.event.id == 'toolbox') core.drawToolbox();
|
||
else core.drawEquipbox();
|
||
};
|
||
|
||
core.ui.closePanel = function () {
|
||
if (core.status.hero && core.status.hero.flags) {
|
||
// 清除全部临时变量
|
||
Object.keys(core.status.hero.flags).forEach(name => {
|
||
if (name.startsWith('@temp@') || /^arg\d+$/.test(name)) {
|
||
delete core.status.hero.flags[name];
|
||
}
|
||
});
|
||
}
|
||
this.clearUI();
|
||
core.maps.generateGroundPattern();
|
||
core.updateStatusBar(true);
|
||
core.unlockControl();
|
||
core.status.event.data = null;
|
||
core.status.event.id = null;
|
||
core.status.event.selection = null;
|
||
core.status.event.ui = null;
|
||
core.status.event.interval = null;
|
||
core.status.thisUIEventInfo = null;
|
||
core.status.thisEventClickArea = null;
|
||
};
|
||
|
||
this.getItemClsName = function (item) {
|
||
if (item == null) return itemClsName;
|
||
if (item.cls == 'equips') {
|
||
if (typeof item.equip.type == 'string') return item.equip.type;
|
||
var type = core.getEquipTypeById(item.id);
|
||
return core.status.globalAttribute.equipName[type];
|
||
} else return itemClsName[item.cls] || item.cls;
|
||
};
|
||
|
||
core.events.openToolbox = function (fromUserAction) {
|
||
if (core.isReplaying()) return;
|
||
if (!this._checkStatus('toolbox', fromUserAction)) return;
|
||
core.initThisEventInfo();
|
||
core.drawToolbox();
|
||
};
|
||
|
||
core.events.openEquipbox = function (fromUserAction) {
|
||
if (core.isReplaying()) return;
|
||
if (!this._checkStatus('equipbox', fromUserAction)) return;
|
||
core.initThisEventInfo();
|
||
core.drawEquipbox();
|
||
};
|
||
|
||
core.control._replay_toolbox = function () {
|
||
if (!core.isPlaying() || !core.isReplaying()) return;
|
||
if (!core.status.replay.pausing)
|
||
return core.drawTip('请先暂停录像');
|
||
if (
|
||
core.isMoving() ||
|
||
core.status.replay.animate ||
|
||
core.status.event.id
|
||
)
|
||
return core.drawTip('请等待当前事件的处理结束');
|
||
|
||
core.lockControl();
|
||
core.status.event.id = 'toolbox';
|
||
core.drawToolbox();
|
||
};
|
||
|
||
core.control._replay_equipbox = function () {
|
||
if (!core.isPlaying() || !core.isReplaying()) return;
|
||
if (!core.status.replay.pausing)
|
||
return core.drawTip('请先暂停录像');
|
||
if (
|
||
core.isMoving() ||
|
||
core.status.replay.animate ||
|
||
core.status.event.id
|
||
)
|
||
return core.drawTip('请等待当前事件的处理结束');
|
||
|
||
core.lockControl();
|
||
core.status.event.id = 'equipbox';
|
||
core.drawEquipbox();
|
||
};
|
||
|
||
core.control._replayAction_item = function (action) {
|
||
if (action.indexOf('item:') != 0) return false;
|
||
var itemId = action.substring(5);
|
||
if (!core.canUseItem(itemId)) return false;
|
||
if (
|
||
core.material.items[itemId].hideInReplay ||
|
||
core.status.replay.speed == 24
|
||
) {
|
||
core.useItem(itemId, false, core.replay);
|
||
return true;
|
||
}
|
||
core.status.event.id = 'toolbox';
|
||
core.initThisEventInfo();
|
||
var info = core.status.thisUIEventInfo;
|
||
var items = core.getToolboxItems('all');
|
||
core.setPageItems(1);
|
||
var index = items.indexOf(itemId) + 1;
|
||
info.page = Math.ceil(index / info.maxItem);
|
||
info.index = index % info.maxItem || info.maxItem;
|
||
core.setIndexAndSelect('select');
|
||
core.setPageItems(info.page);
|
||
core.drawToolbox();
|
||
setTimeout(() => {
|
||
core.ui.closePanel();
|
||
core.useItem(itemId, false, core.replay);
|
||
}, core.control.__replay_getTimeout());
|
||
return true;
|
||
};
|
||
|
||
core.control._replayAction_equip = function (action) {
|
||
if (action.indexOf('equip:') != 0) return false;
|
||
var itemId = action.substring(6);
|
||
var items = core.getToolboxItems('equips');
|
||
var index = items.indexOf(itemId) + 1;
|
||
if (index < 1) return false;
|
||
core.status.route.push(action);
|
||
if (
|
||
core.material.items[itemId].hideInReplay ||
|
||
core.status.replay.speed == 24
|
||
) {
|
||
core.loadEquip(itemId, core.replay);
|
||
return true;
|
||
}
|
||
core.status.event.id = 'equipbox';
|
||
core.initThisEventInfo();
|
||
var info = core.status.thisUIEventInfo;
|
||
core.setPageItems(1);
|
||
info.page = Math.ceil(index / info.maxItem);
|
||
info.index = index % info.maxItem || info.maxItem;
|
||
core.setIndexAndSelect('select');
|
||
core.setPageItems(info.page);
|
||
core.drawEquipbox();
|
||
setTimeout(() => {
|
||
core.ui.closePanel();
|
||
core.loadEquip(itemId, core.replay);
|
||
}, core.control.__replay_getTimeout());
|
||
return true;
|
||
};
|
||
|
||
core.control._replayAction_unEquip = function (action) {
|
||
if (action.indexOf('unEquip:') != 0) return false;
|
||
var equipType = parseInt(action.substring(8));
|
||
if (!core.isset(equipType)) return false;
|
||
core.status.route.push(action);
|
||
if (core.status.replay.speed == 24) {
|
||
core.unloadEquip(equipType, core.replay);
|
||
return true;
|
||
}
|
||
core.status.event.id = 'equipbox';
|
||
core.initThisEventInfo();
|
||
var info = core.status.thisUIEventInfo;
|
||
core.setPageItems(1);
|
||
info.select.type = equipType;
|
||
core.setIndexAndSelect();
|
||
core.drawEquipbox();
|
||
setTimeout(() => {
|
||
core.ui.closePanel();
|
||
core.unloadEquip(equipType, core.replay);
|
||
}, core.control.__replay_getTimeout());
|
||
return true;
|
||
};
|
||
core.registerReplayAction('item', core.control._replayAction_item);
|
||
core.registerReplayAction('equip', core.control._replayAction_equip);
|
||
core.registerReplayAction(
|
||
'unEquip',
|
||
core.control._replayAction_unEquip
|
||
);
|
||
},
|
||
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<string>}
|
||
*/
|
||
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(`hot reload css: ${data}`);
|
||
}
|
||
});
|
||
}
|
||
|
||
/**
|
||
* 热重载楼层
|
||
* @param {string} data
|
||
*/
|
||
async function reloadFloor(data) {
|
||
// 首先重新加载main.floors对应的楼层
|
||
await import(`/project/floors/${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(`hot reload floor: ${data}`);
|
||
}
|
||
|
||
/**
|
||
* 热重载脚本编辑及插件编写
|
||
* @param {string} data
|
||
*/
|
||
async function reloadScript(data) {
|
||
if (data === 'plugins') {
|
||
// 插件编写比较好办
|
||
const before = plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1;
|
||
// 这里不能用动态导入,因为动态导入会变成模块,变量就不是全局的了
|
||
const script = document.createElement('script');
|
||
script.src = `/project/plugins.js?v=${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;
|
||
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;
|
||
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 () {
|
||
ui.prototype.drawBook = function () {
|
||
return (core.plugin.bookOpened.value = true);
|
||
};
|
||
}
|
||
};
|