HumanBreak/public/project/plugin/towerBoss.js
2023-02-28 18:21:29 +08:00

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///<reference path="../../../src/types/core.d.ts" />
'use strict';
// 1000多行改不动了
(function () {
// 智慧boss
// 变量们
var stage = 1,
hp = 10000,
seconds = 0,
boomLocs = [], // 随机轰炸
heroHp;
// 初始化
function initTowerBoss() {
stage = 1;
hp = 10000;
seconds = 0;
heroHp = core.status.hero.hp;
dynamicChangeHp(0, 10000, 10000);
autoFixRouteBoss(true);
core.insertAction([{ type: 'sleep', time: 1000, noSkip: true }]);
setTimeout(bossCore, 1000);
}
// 录像自动修正
function autoFixRouteBoss(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
function healthBar(now, total) {
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
function dynamicChangeHp(from, to, total) {
var frame = 0,
speed = (to - from) / 50,
now = from;
var interval = window.setInterval(() => {
frame++;
if (frame == 50) {
clearInterval(interval);
healthBar(to, total);
}
now += speed;
healthBar(now, total);
}, 20);
}
// boss说话跳字
function skipWord(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);
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
function dynamicCurtain(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
function attackBoss() {
// 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);
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
function bossCore() {
var interval = window.setInterval(() => {
if (stage == 1) {
if (seconds == 8) skipWord('智慧之神:果然,你和别人不一样。');
if (seconds == 12) skipWord('智慧之神:你知道去躲避那些攻击。');
if (seconds == 16)
skipWord(
'智慧之神:之前的那些人总会一头撞上我的攻击,悲剧收场。'
);
if (seconds == 20)
skipWord('提示:踩在红圈上可以对智慧之神造成伤害');
if (seconds > 10) attackBoss();
if (seconds % 10 == 0) intelligentArrow();
if (seconds % 7 == 0 && seconds != 0) intelligentDoor();
if (seconds > 20 && seconds % 13 == 0) icyMomentem();
}
if (stage == 1 && hp <= 7000) {
stage++;
seconds = 0;
skipWord('智慧之神:不错小伙子');
core.pauseBgm();
}
if (stage == 2) {
if (seconds == 4) skipWord('智慧之神:你的确拥有智慧。');
if (seconds == 8)
skipWord('智慧之神:或许你就是那个未来的救星。');
if (seconds == 12)
skipWord('智慧之神:不过,这场战斗才刚刚开始');
if (seconds == 25) 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) startStage2();
if (seconds > 20) attackBoss();
if (seconds % 4 == 0 && seconds > 20) randomThunder();
if (seconds > 30 && seconds % 12 == 0) ballThunder();
}
if (hp <= 3500 && stage == 2) {
stage++;
seconds = 0;
skipWord('智慧之神:不得不说小伙子');
core.pauseBgm();
}
if (stage >= 3) {
if (seconds == 4) skipWord('智慧之神:拥有智慧就是不一样。');
if (seconds == 8)
skipWord('智慧之神:不过,你还得再过我一关!');
if (seconds == 12) startStage3();
if (seconds == 15) {
flags.booming = true;
randomBoom();
}
if (seconds > 20) attackBoss();
if (seconds > 20 && seconds % 10 == 0) chainThunder();
if (hp == 2000 && stage == 3) {
stage++;
flags.booming = false;
skipWord('智慧之神:还没有结束!');
startStage4();
setTimeout(() => {
flags.booming = true;
randomBoom();
}, 5000);
}
if (hp == 1000 && stage == 4) {
stage++;
flags.booming = false;
skipWord('智慧之神:还没有结束!!!!!!');
startStage5();
setTimeout(() => {
flags.booming = true;
randomBoom();
}, 5000);
}
}
if (hp == 0) {
clearInterval(interval);
clearInterval(flags.boom);
core.status.hero.hp = heroHp;
core.plugin.towerBoss.autoFixRouteBoss(false);
delete flags.__bgm__;
core.pauseBgm();
core.insertAction([
'\t[智慧之神,E557]\b[down,7,4]看来你真的会成为那个拯救未来的人。',
'\t[智慧之神,E557]\b[down,7,4]记住,拥有智慧便可以掌控万物。',
'\t[低级智人]\b[up,hero]智慧?智慧到底是什么?',
'\t[智慧之神,E557]\b[down,7,4]最终,你会知道答案的。',
'\t[智慧之神,E557]\b[down,7,4]继续向东前进吧,那里能找到你想要的答案。',
{ type: 'openDoor', loc: [13, 6], floorId: 'MT19' },
'\t[智慧之神,E557]\b[down,7,4]我这就把你送出去',
{ type: 'setValue', name: 'flag:boss1', value: 'true' },
{ type: 'changeFloor', floorId: 'MT20', loc: [7, 9] },
{ type: 'forbidSave' },
{ type: 'showStatusBar' },
{
type: 'function',
function: '() => {\ncore.deleteAllCanvas();\n}'
}
]);
}
seconds++;
}, 1000);
}
// ------ 第一阶段 10000~7000血 ------ //
// 技能1 智慧之箭 1000伤害
function intelligentArrow(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(() => {
intelligentArrow(true);
nowTime++;
if (nowTime >= times) {
clearInterval(times1);
}
}, 200);
}
// 防重复
if (core.dymCanvas['inteArrow' + loc + direction])
return 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.addPop(x * 32 + 16, y * 32 + 16, -1000);
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.addPop(x * 32 + 16, y * 32 + 16, -1000);
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
function intelligentDoor() {
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
function icyMomentem() {
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.addPop(x * 32 + 16, y * 32 + 16, -5000);
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
function startStage2() {
// 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
function randomThunder() {
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');
drawThunder(x, y, power);
}, 1000);
}
// 绘制
function drawThunder(x, y, power) {
var route = 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
getThunderRoute(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
function getThunderRoute(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
function getThunderDamage(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.addPop(x * 32 + 16, y * 32 + 16, -3000 * power);
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
function ballThunder() {
// 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.addPop(x * 32 + 16, y * 32 + 16, -3000);
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 ------ //
function startStage3() {
// 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
function startStage4() {
// 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
function startStage5() {
// 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
function chainThunder() {
// 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(() => {
getChainRoute(locs);
core.deleteCanvas('chainDanger');
}, 1000);
}
now++;
}, 100);
}
// 链状闪电 动画
function chainAnimate(route) {
if (!route) return 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
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
function getChainRoute(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);
chainAnimate(routes);
}
}, 2);
}
// 随机轰炸
function randomBoom() {
// 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
boomingAnimate();
}
// 随机轰炸 动画
function boomingAnimate() {
// 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.addPop(x * 32 + 16, y * 32 + 16, -3000);
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
function lineDamage(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.addPop(x * 32 + 16, y * 32 + 16, -damage);
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.addPop(x * 32 + 16, y * 32 + 16, -damage);
core.updateStatusBar();
core.playSound('electron.mp3');
if (core.status.hero.hp < 0) {
core.status.hero.hp = 0;
core.updateStatusBar();
core.events.lose();
return;
}
return;
}
}
}
}
core.plugin.towerBoss = {
initTowerBoss,
autoFixRouteBoss
};
})();