mirror of
https://github.com/unanmed/HumanBreak.git
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2911 lines
119 KiB
JavaScript
2911 lines
119 KiB
JavaScript
///<reference path="../../src/types/core.d.ts" />
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var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = {
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events: {
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resetGame: function (hero, hard, floorId, maps, values) {
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// 重置整个游戏;此函数将在游戏开始时,或者每次读档时最先被调用
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// hero:勇士信息;hard:难度;floorId:当前楼层ID;maps:地图信息;values:全局数值信息
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// 清除游戏数据
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// 这一步会清空状态栏和全部画布内容,并删除所有动态创建的画布
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core.clearStatus();
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// 初始化status
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core.status = core.clone(core.initStatus, function (name) {
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return name != 'hero' && name != 'maps';
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});
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core.control._bindRoutePush();
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core.status.played = true;
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// 初始化人物,图标,统计信息
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core.status.hero = core.clone(hero);
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window.hero = core.status.hero;
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window.flags = core.status.hero.flags;
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core.events.setHeroIcon(core.status.hero.image, true);
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core.control._initStatistics(core.animateFrame.totalTime);
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core.status.hero.statistics.totalTime =
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core.animateFrame.totalTime = Math.max(
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core.status.hero.statistics.totalTime,
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core.animateFrame.totalTime
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);
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core.status.hero.statistics.start = null;
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// 初始难度
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core.status.hard = hard || '';
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// 初始化地图
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core.status.floorId = floorId;
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core.status.maps = maps;
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core.maps._resetFloorImages();
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// 初始化怪物和道具
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core.material.enemys = core.enemys.getEnemys();
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core.material.items = core.items.getItems();
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// 初始化全局数值和全局开关
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core.values = core.clone(core.data.values);
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for (var key in values || {}) core.values[key] = values[key];
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core.flags = core.clone(core.data.flags);
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var globalFlags = core.getFlag('globalFlags', {});
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for (var key in globalFlags) core.flags[key] = globalFlags[key];
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core._init_sys_flags();
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// 初始化界面,状态栏等
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core.resize();
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// 状态栏是否显示
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if (core.hasFlag('hideStatusBar'))
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core.hideStatusBar(core.hasFlag('showToolbox'));
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else core.showStatusBar();
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// 隐藏右下角的音乐按钮
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core.dom.musicBtn.style.display = 'none';
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core.dom.enlargeBtn.style.display = 'none';
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},
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win: function (reason, norank, noexit) {
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// 游戏获胜事件
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// 请注意,成绩统计时是按照hp进行上传并排名
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// 可以先在这里对最终分数进行计算,比如将2倍攻击和5倍黄钥匙数量加到分数上
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// core.status.hero.hp += 2 * core.getRealStatus('atk') + 5 * core.itemCount('yellowKey');
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// 如果不退出,则临时存储数据
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if (noexit) {
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core.status.extraEvent = core.clone(core.status.event);
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}
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flags.cheat = 0;
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if (reason != '智慧之始') {
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flags.cheat += 100;
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}
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if (core.status.hero.atk >= 1000 || core.status.hero.def >= 1000)
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flags.cheat += 50;
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if (flags.cheat >= 30) {
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while (true) {
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console.log(Math.pow(Math.random(), Math.random()));
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}
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}
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if (reason == '智慧之始')
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core.status.hero.hp +=
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core.itemCount('yellowKey') * 5000 +
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core.itemCount('blueKey') * 15000;
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// 游戏获胜事件
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core.ui.closePanel();
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var replaying = core.isReplaying();
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if (replaying) core.stopReplay();
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core.waitHeroToStop(function () {
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if (!noexit) {
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core.clearMap('all'); // 清空全地图
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core.deleteAllCanvas(); // 删除所有创建的画布
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core.dom.gif2.innerHTML = '';
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}
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reason = core.replaceText(reason);
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core.drawText(
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[
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'\t[' +
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(reason || '恭喜通关') +
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']你的分数是${status:hp}。'
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],
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function () {
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core.events.gameOver(reason || '', replaying, norank);
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}
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);
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});
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},
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lose: function (reason) {
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// 游戏失败事件
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core.ui.closePanel();
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var replaying = core.isReplaying();
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core.stopReplay();
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core.waitHeroToStop(function () {
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core.drawText(
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['\t[' + (reason || '结局1') + ']你死了。\n如题。'],
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function () {
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core.events.gameOver(null, replaying);
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}
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);
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});
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},
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changingFloor: function (floorId, heroLoc) {
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// 正在切换楼层过程中执行的操作;此函数的执行时间是“屏幕完全变黑“的那一刻
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// floorId为要切换到的楼层ID;heroLoc表示勇士切换到的位置
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// ---------- 此时还没有进行切换,当前floorId还是原来的 ---------- //
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var currentId = core.status.floorId || null; // 获得当前的floorId,可能为null
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var fromLoad = core.hasFlag('__fromLoad__'); // 是否是读档造成的切换
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var isFlying = core.hasFlag('__isFlying__'); // 是否是楼传造成的切换
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if (!fromLoad) {
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if (!core.hasFlag('__leaveLoc__'))
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core.setFlag('__leaveLoc__', {});
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if (currentId != null)
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core.getFlag('__leaveLoc__')[currentId] = core.clone(
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core.status.hero.loc
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);
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}
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// 根据分区信息自动砍层与恢复
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if (core.autoRemoveMaps) core.autoRemoveMaps(floorId);
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// 重置画布尺寸
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core.maps.resizeMap(floorId);
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// 设置勇士的位置
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heroLoc.direction = core.turnDirection(heroLoc.direction);
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core.status.hero.loc = heroLoc;
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// tower6
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if (floorId == 'tower6') {
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core.relocateLoopMap(floorId, heroLoc);
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}
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// 检查重生怪并重置
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if (!fromLoad) {
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core.extractBlocks(floorId);
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core.status.maps[floorId].blocks.forEach(function (block) {
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if (
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block.disable &&
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core.enemys.hasSpecial(block.event.id, 23)
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) {
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block.disable = false;
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core.setMapBlockDisabled(
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floorId,
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block.x,
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block.y,
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false
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);
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core.maps._updateMapArray(floorId, block.x, block.y);
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}
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});
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core.control.gatherFollowers();
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}
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// ---------- 重绘新地图;这一步将会设置core.status.floorId ---------- //
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core.drawMap(floorId);
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if (floorId == 'tower6') core.backgroundImage('tower6.jpeg');
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else {
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core.deleteCanvas('bImage');
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core.deleteCanvas('eImage');
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}
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// 切换楼层BGM
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if (core.status.maps[floorId].bgm) {
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var bgm = core.status.maps[floorId].bgm;
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if (bgm instanceof Array) bgm = bgm[0];
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if (!core.hasFlag('__bgm__')) core.playBgm(bgm);
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}
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// if (flags.chase && fromLoad) {
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// core.startChase();
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// }
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// 更改画面色调
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var color = core.getFlag('__color__', null);
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if (!color && core.status.maps[floorId].color)
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color = core.status.maps[floorId].color;
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core.clearMap('curtain');
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core.status.curtainColor = color;
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if (color)
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core.fillRect(
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'curtain',
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0,
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0,
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core.__PIXELS__,
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core.__PIXELS__,
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core.arrayToRGBA(color)
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);
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// 更改天气
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var weather = core.getFlag('__weather__', null);
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if (!weather && core.status.maps[floorId].weather)
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weather = core.status.maps[floorId].weather;
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if (weather) core.setWeather(weather[0], weather[1]);
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else core.setWeather();
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// ...可以新增一些其他内容,比如创建个画布在右上角显示什么内容等等
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},
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afterChangeFloor: function (floorId) {
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// 转换楼层结束的事件;此函数会在整个楼层切换完全结束后再执行
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// floorId是切换到的楼层
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// 如果是读档,则进行检查(是否需要恢复事件)
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if (core.hasFlag('__fromLoad__')) {
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core.events.recoverEvents(core.getFlag('__events__'));
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core.removeFlag('__events__');
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} else {
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// 每次抵达楼层执行的事件
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core.insertAction(core.floors[floorId].eachArrive);
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// 首次抵达楼层时执行的事件(后插入,先执行)
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if (!core.hasVisitedFloor(floorId)) {
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core.insertAction(core.floors[floorId].firstArrive);
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core.visitFloor(floorId);
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}
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}
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if (floorId.startsWith('tower')) flags.layer = 0;
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},
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flyTo: function (toId, callback) {
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// 楼层传送器的使用,从当前楼层飞往toId
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// 如果不能飞行请返回false
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var fromId = core.status.floorId;
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// 检查能否飞行
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if (
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!core.status.maps[fromId].canFlyFrom ||
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!core.status.maps[toId].canFlyTo ||
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!core.hasVisitedFloor(toId)
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) {
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core.playSound('操作失败');
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core.drawTip('无法飞往' + core.status.maps[toId].title + '!');
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return false;
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}
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// 平面塔模式
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var stair = null,
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loc = null;
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if (core.flags.flyRecordPosition) {
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loc = core.getFlag('__leaveLoc__', {})[toId] || null;
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}
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if (
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core.status.maps[toId].flyPoint != null &&
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core.status.maps[toId].flyPoint.length == 2
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) {
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loc = {
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x: core.status.maps[toId].flyPoint[0],
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y: core.status.maps[toId].flyPoint[1]
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};
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}
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if (loc == null) {
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// 获得两个楼层的索引,以决定是上楼梯还是下楼梯
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var fromIndex = core.floorIds.indexOf(fromId),
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toIndex = core.floorIds.indexOf(toId);
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var stair = fromIndex <= toIndex ? 'downFloor' : 'upFloor';
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// 地下层:同层传送至上楼梯
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if (
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fromIndex == toIndex &&
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core.status.maps[fromId].underGround
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)
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stair = 'upFloor';
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}
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// 记录录像
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core.status.route.push('fly:' + toId);
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// 传送
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core.ui.closePanel();
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core.changeFloor(toId, stair, loc, null, callback);
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return true;
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},
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beforeBattle: function (enemyId, x, y) {
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// 战斗前触发的事件,可以加上一些战前特效(详见下面支援的例子)
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// 此函数在“检测能否战斗和自动存档”【之后】执行。如果需要更早的战前事件,请在插件中覆重写 core.events.doSystemEvent 函数。
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// 返回true则将继续战斗,返回false将不再战斗。
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// ------ 支援技能 ------ //
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if (x != null && y != null) {
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var index = x + ',' + y,
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cache = core.status.checkBlock.cache[index] || {},
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guards = cache.guards || [];
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// 如果存在支援怪
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if (guards.length > 0) {
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// 记录flag,当前要参与支援的怪物
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core.setFlag('__guards__' + x + '_' + y, guards);
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var actions = [{ type: 'playSound', name: 'jump.mp3' }];
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// 增加支援的特效动画(图块跳跃)
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guards.forEach(function (g) {
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core.push(actions, {
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type: 'jump',
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from: [g[0], g[1]],
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to: [x, y],
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time: 300,
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keep: false,
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async: true
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});
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});
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core.push(actions, [
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{ type: 'waitAsync' }, // 等待所有异步事件执行完毕
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{ type: 'trigger', loc: [x, y] } // 重要!重新触发本点事件(即重新触发战斗)
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]);
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core.insertAction(actions);
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return false;
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}
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}
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return true;
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},
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afterBattle: function (enemyId, x, y) {
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// 战斗结束后触发的事件
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var enemy = core.material.enemys[enemyId];
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var special = enemy.special;
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// 播放战斗音效和动画
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// 默认播放的动画;你也可以使用
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var animate = 'hand'; // 默认动画
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// 检查当前装备是否存在攻击动画
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var equipId = core.getEquip(0);
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if (equipId && (core.material.items[equipId].equip || {}).animate)
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animate = core.material.items[equipId].equip.animate;
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// 你也可以在这里根据自己的需要,比如enemyId或special或flag来修改播放的动画效果
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// if (enemyId == '...') animate = '...';
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// 检查该动画是否存在SE,如果不存在则使用默认音效
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if (!(core.material.animates[animate] || {}).se)
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core.playSound('attack.mp3');
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// 播放动画;如果不存在坐标(强制战斗)则播放到勇士自身
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if (x != null && y != null) core.drawAnimate(animate, x, y);
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else core.drawHeroAnimate(animate);
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// 获得战斗伤害信息
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var damageInfo = core.getDamageInfo(enemyId, null, x, y) || {};
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// 战斗伤害
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var damage = damageInfo.damage;
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// 当前战斗回合数,可用于战后所需的判定
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var turn = damageInfo.turn;
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// 判定是否致死
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if (damage == null || damage >= core.status.hero.hp) {
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core.status.hero.hp = 0;
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core.updateStatusBar(false, true);
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core.events.lose('战斗失败');
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return;
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}
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// 扣减体力值并记录统计数据
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core.status.hero.hp -= damage;
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core.status.hero.statistics.battleDamage += damage;
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core.status.hero.statistics.battle++;
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// 智慧之源
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if (core.hasSpecial(special, 14) && flags.hard == 2) {
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var floorId = core.status.floorId;
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core.addFlag(
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'inte_' + floorId,
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Math.ceil((core.status.hero.mdef / 10) * 0.3) * 10
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);
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core.status.hero.mdef -=
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Math.ceil((core.status.hero.mdef / 10) * 0.3) * 10;
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}
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// 计算当前怪物的支援怪物
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var guards = [];
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if (x != null && y != null) {
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guards = core.getFlag('__guards__' + x + '_' + y, []);
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core.removeFlag('__guards__' + x + '_' + y);
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}
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// 获得金币
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var money = guards.reduce(function (curr, g) {
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return curr + core.material.enemys[g[2]].money;
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}, enemy.money);
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if (core.hasItem('coin')) money *= 2; // 幸运金币:双倍
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if (core.hasFlag('curse')) money = 0; // 诅咒效果
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core.status.hero.money += money;
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core.status.hero.statistics.money += money;
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// 获得经验
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var exp = guards.reduce(function (curr, g) {
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return curr + core.material.enemys[g[2]].exp;
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}, enemy.exp);
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if (core.hasFlag('curse')) exp = 0;
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core.status.hero.exp += exp;
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core.status.hero.statistics.exp += exp;
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var hint = '打败 ' + enemy.name;
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if (core.flags.statusBarItems.indexOf('enableMoney') >= 0)
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hint += ',金币+' + money;
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if (core.flags.statusBarItems.indexOf('enableExp') >= 0)
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hint += ',经验+' + exp;
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core.drawTip(hint, enemy.id);
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// 战后的技能处理,比如扣除魔力值
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if (core.flags.statusBarItems.indexOf('enableSkill') >= 0) {
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// 检测当前开启的技能类型
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var skill = core.getFlag('skill', 0);
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if (skill == 1) {
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// 技能1:二倍斩
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core.status.hero.mana -= 5; // 扣除5点魔力值
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}
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// 关闭技能
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core.setFlag('skill', 0);
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core.setFlag('skillName', '无');
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}
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if (core.getFlag('bladeOn') && core.getFlag('blade')) {
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core.setFlag('blade', false);
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}
|
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||
// 事件的处理
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||
var todo = [];
|
||
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||
// 加点事件
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||
var point =
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guards.reduce(function (curr, g) {
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return curr + core.material.enemys[g[2]].point;
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||
}, enemy.point) || 0;
|
||
if (core.flags.enableAddPoint && point > 0) {
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core.push(todo, [
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{ type: 'insert', name: '加点事件', args: [point] }
|
||
]);
|
||
}
|
||
|
||
// 战后事件
|
||
if (core.status.floorId != null) {
|
||
core.push(
|
||
todo,
|
||
core.floors[core.status.floorId].afterBattle[x + ',' + y]
|
||
);
|
||
}
|
||
core.push(todo, enemy.afterBattle);
|
||
if (
|
||
core.status.hero.loc.direction == 'up' ||
|
||
core.status.hero.loc.direction == 'down'
|
||
)
|
||
core.insertAction([{ type: 'moveAction' }]);
|
||
// 在这里增加其他的自定义事件需求
|
||
/*
|
||
if (enemyId=='xxx') {
|
||
core.push(todo, [
|
||
{"type": "...", ...},
|
||
]);
|
||
}
|
||
*/
|
||
|
||
// 如果事件不为空,将其插入
|
||
if (todo.length > 0) core.insertAction(todo, x, y);
|
||
|
||
// 因为removeBlock和hideBlock都会刷新状态栏,因此将删除部分移动到这里并保证刷新只执行一次,以提升效率
|
||
if (core.getBlock(x, y) != null) {
|
||
// 检查是否是重生怪物;如果是则仅隐藏不删除
|
||
if (core.hasSpecial(enemy.special, 23)) {
|
||
core.hideBlock(x, y);
|
||
} else {
|
||
core.removeBlock(x, y);
|
||
}
|
||
} else {
|
||
core.updateStatusBar();
|
||
}
|
||
|
||
// 如果已有事件正在处理中
|
||
if (core.status.event.id == null) core.continueAutomaticRoute();
|
||
else core.clearContinueAutomaticRoute();
|
||
},
|
||
afterOpenDoor: function (doorId, x, y) {
|
||
// 开一个门后触发的事件
|
||
|
||
var todo = [];
|
||
// 检查该点的获得开门后事件。
|
||
if (core.status.floorId == null) return;
|
||
var event =
|
||
core.floors[core.status.floorId].afterOpenDoor[x + ',' + y];
|
||
if (event) core.unshift(todo, event);
|
||
|
||
if (todo.length > 0) core.insertAction(todo, x, y);
|
||
|
||
if (core.status.event.id == null) core.continueAutomaticRoute();
|
||
else core.clearContinueAutomaticRoute();
|
||
},
|
||
afterGetItem: function (itemId, x, y, isGentleClick) {
|
||
// 获得一个道具后触发的事件
|
||
// itemId:获得的道具ID;x和y是该道具所在的坐标
|
||
// isGentleClick:是否是轻按触发的
|
||
if (
|
||
(itemId.endsWith('Potion') ||
|
||
itemId == 'I482' ||
|
||
itemId == 'I484' ||
|
||
itemId == 'I487' ||
|
||
itemId == 'I491') &&
|
||
core.material.items[itemId].cls == 'items'
|
||
)
|
||
core.playSound('回血');
|
||
else core.playSound('获得道具');
|
||
|
||
var todo = [];
|
||
// 检查该点的获得道具后事件。
|
||
if (core.status.floorId == null) return;
|
||
var event =
|
||
core.floors[core.status.floorId].afterGetItem[x + ',' + y];
|
||
if (
|
||
event &&
|
||
(event instanceof Array ||
|
||
!isGentleClick ||
|
||
!event.disableOnGentleClick)
|
||
) {
|
||
core.unshift(todo, event);
|
||
}
|
||
if (core.hasFlag('spring')) {
|
||
if (!core.hasFlag('springCount'))
|
||
core.setFlag('springCount', 0);
|
||
if (
|
||
itemId.endsWith('Potion') ||
|
||
itemId == 'I482' ||
|
||
itemId == 'I484' ||
|
||
itemId == 'I487' ||
|
||
itemId == 'I491'
|
||
) {
|
||
core.addFlag('springCount', 1);
|
||
}
|
||
if (core.getFlag('springCount', 0) == 50) {
|
||
core.setFlag('springCount', 0);
|
||
core.status.hero.hpmax *= 1.1;
|
||
}
|
||
core.updateStatusBar();
|
||
}
|
||
|
||
if (todo.length > 0) core.insertAction(todo, x, y);
|
||
},
|
||
afterPushBox: function () {
|
||
// 推箱子后的事件
|
||
if (core.searchBlock('box').length == 0) {
|
||
// 可以通过if语句来进行开门操作
|
||
/*
|
||
if (core.status.floorId=='xxx') { // 在某个楼层
|
||
core.insertAction([ // 插入一条事件
|
||
{"type": "openDoor", "loc": [x,y]} // 开门
|
||
])
|
||
}
|
||
*/
|
||
}
|
||
}
|
||
},
|
||
enemys: {
|
||
getSpecials: function () {
|
||
// 获得怪物的特殊属性,每一行定义一个特殊属性。
|
||
// 分为五项,第一项为该特殊属性的数字,第二项为特殊属性的名字,第三项为特殊属性的描述
|
||
// 第四项为该特殊属性的颜色,可以写十六进制 #RRGGBB 或者 [r,g,b,a] 四元数组
|
||
// 第五项为该特殊属性的标记;目前 1 代表是地图类技能(需要进行遍历全图)
|
||
// 名字和描述可以直接写字符串,也可以写个function将怪物传进去
|
||
return [
|
||
[
|
||
1,
|
||
'致命一击',
|
||
function (enemy) {
|
||
return (
|
||
'怪物每5回合触发一次强力攻击,造成' +
|
||
(enemy.crit || 100) +
|
||
'%的伤害'
|
||
);
|
||
},
|
||
'#ffcc33'
|
||
],
|
||
[2, '恶毒', '怪物攻击无视勇士的防御', '#bbb0ff'],
|
||
[3, '坚固', '怪物防御不小于勇士攻击-1', '#c0b088'],
|
||
[4, '2连击', '怪物每回合攻击2次', '#ffee77'],
|
||
[5, '3连击', '怪物每回合攻击3次', '#ffee77'],
|
||
[
|
||
6,
|
||
function (enemy) {
|
||
return (enemy.n || '') + '连击';
|
||
},
|
||
function (enemy) {
|
||
return '怪物每回合攻击' + (enemy.n || 4) + '次';
|
||
},
|
||
'#ffee77'
|
||
],
|
||
[
|
||
7,
|
||
'饥渴',
|
||
function (enemy) {
|
||
return (
|
||
'战斗前,怪物偷取勇士' +
|
||
(enemy.hungry || 0) +
|
||
'%加在自己身上(勇士攻击也会降低)'
|
||
);
|
||
},
|
||
'#b30000'
|
||
],
|
||
[
|
||
8,
|
||
'抱团',
|
||
function (enemy) {
|
||
return (
|
||
'怪物周围5×5范围内每有一个拥有该属性的怪物,该怪物攻防就增加' +
|
||
(enemy.together || 0) +
|
||
'%(线性叠加)'
|
||
);
|
||
},
|
||
'#ffaa44',
|
||
1
|
||
],
|
||
[
|
||
9,
|
||
'绝对防御',
|
||
function () {
|
||
return '怪物的奇特护甲可以让勇士的额外攻击变为正常攻击(相当于勇士的攻击变为基础攻击+额外攻击)';
|
||
},
|
||
'#80eed6'
|
||
],
|
||
[
|
||
10,
|
||
'勇气之刃',
|
||
function (enemy) {
|
||
return (
|
||
'第一回合造成' +
|
||
(enemy.courage || 100) +
|
||
'%的伤害,之后正常'
|
||
);
|
||
},
|
||
'#b0c0dd'
|
||
],
|
||
[
|
||
11,
|
||
'勇气冲锋',
|
||
function (enemy) {
|
||
return (
|
||
'怪物首先发动冲锋,造成' +
|
||
(enemy.charge || 100) +
|
||
'%的伤害,并眩晕勇士5回合'
|
||
);
|
||
},
|
||
'#ff00d2'
|
||
],
|
||
[
|
||
12,
|
||
'追猎',
|
||
'当勇士移动到该怪物的水平或竖直方向上时,怪物向勇士移动一格',
|
||
'#99ee88',
|
||
2
|
||
],
|
||
[13, '魔攻', '怪物攻击无视勇士防御', '#bbb0ff'],
|
||
[
|
||
14,
|
||
'智慧之源',
|
||
'困难难度下(简单难度没有效果),战斗后,怪物会吸取勇士30%的智慧(勇士智慧向下取整至整十)加在本层的拥有该属性的怪物攻击上',
|
||
'#bbeef0'
|
||
],
|
||
[
|
||
15,
|
||
'突刺',
|
||
function (enemy) {
|
||
return (
|
||
'经过怪物周围' +
|
||
(enemy.zoneSquare ? '九宫格' : '十字') +
|
||
'范围内' +
|
||
(enemy.range || 1) +
|
||
'格时怪物会攻击勇士,造成' +
|
||
core.formatBigNumber(
|
||
Math.max(
|
||
(enemy.value || 0) -
|
||
core.getRealStatusOrDefault(
|
||
null,
|
||
'def'
|
||
),
|
||
0
|
||
)
|
||
) +
|
||
'点伤害'
|
||
);
|
||
},
|
||
'#c677dd'
|
||
],
|
||
[
|
||
16,
|
||
'夹击',
|
||
'经过两只相同的怪物中间,勇士生命值变成一半',
|
||
'#bb99ee'
|
||
],
|
||
[
|
||
17,
|
||
'仇恨',
|
||
'战斗前,怪物附加之前积累的仇恨值作为伤害;战斗后,释放一半的仇恨值。(每杀死一个怪物获得' +
|
||
(core.values.hatred || 0) +
|
||
'点仇恨值)',
|
||
'#b0b666'
|
||
],
|
||
[
|
||
18,
|
||
'阻击',
|
||
function (enemy) {
|
||
return (
|
||
'经过怪物的十字领域时自动减生命' +
|
||
(enemy.value || 0) +
|
||
'点,同时怪物后退一格'
|
||
);
|
||
},
|
||
'#8888e6'
|
||
],
|
||
[19, '自爆', '战斗后勇士的生命值变成1', '#ff6666'],
|
||
[20, '无敌', '勇士无法打败怪物,除非拥有十字架', '#aaaaaa'],
|
||
[
|
||
21,
|
||
'退化',
|
||
function (enemy) {
|
||
return (
|
||
'战斗后勇士永久下降' +
|
||
(enemy.atkValue || 0) +
|
||
'点攻击和' +
|
||
(enemy.defValue || 0) +
|
||
'点防御'
|
||
);
|
||
}
|
||
],
|
||
[
|
||
22,
|
||
'固伤',
|
||
function (enemy) {
|
||
return (
|
||
'战斗前,怪物对勇士造成' +
|
||
(enemy.damage || 0) +
|
||
'点固定伤害,未开启负伤时无视勇士护盾。'
|
||
);
|
||
},
|
||
'#ff9977'
|
||
],
|
||
[
|
||
23,
|
||
'重生',
|
||
'怪物被击败后,角色转换楼层则怪物将再次出现',
|
||
'#a0e0ff'
|
||
],
|
||
[
|
||
24,
|
||
'射击',
|
||
function () {
|
||
return '经过怪物同行或同列的可视范围内时受到一次普通攻击的伤害';
|
||
},
|
||
'#dda0dd'
|
||
],
|
||
[
|
||
25,
|
||
'光环',
|
||
function (enemy) {
|
||
return (
|
||
'同楼层所有怪物生命提升' +
|
||
(enemy.value || 0) +
|
||
'%,攻击提升' +
|
||
(enemy.atkValue || 0) +
|
||
'%,防御提升' +
|
||
(enemy.defValue || 0) +
|
||
'%,' +
|
||
(enemy.add ? '可叠加' : '不可叠加')
|
||
);
|
||
},
|
||
'#e6e099',
|
||
1
|
||
],
|
||
[
|
||
26,
|
||
'支援',
|
||
'当周围一圈的怪物受到攻击时将上前支援,并组成小队战斗。',
|
||
'#77c0b6',
|
||
1
|
||
],
|
||
[27, '捕捉', '当走到怪物周围十字时会强制进行战斗。', '#c0ddbb']
|
||
];
|
||
},
|
||
getEnemyInfo: function (enemy, hero, x, y, floorId) {
|
||
// 获得某个怪物变化后的数据;该函数将被伤害计算和怪物手册使用
|
||
// 例如:坚固、模仿、仿攻等等
|
||
//
|
||
// 参数说明:
|
||
// enemy:该怪物信息
|
||
// hero_hp,hero_atk,hero_def,hero_mdef:勇士的生命攻防护盾数据
|
||
// x,y:该怪物的坐标(查看手册和强制战斗时为undefined)
|
||
// floorId:该怪物所在的楼层
|
||
// 后面三个参数主要是可以在光环等效果上可以适用(也可以按需制作部分范围光环效果)
|
||
floorId = floorId || core.status.floorId;
|
||
var hero_hp = core.getRealStatusOrDefault(hero, 'hp'),
|
||
hero_atk = core.getRealStatusOrDefault(hero, 'atk'),
|
||
hero_def = core.getRealStatusOrDefault(hero, 'def'),
|
||
hero_mdef = core.getRealStatusOrDefault(hero, 'mdef');
|
||
|
||
var mon_hp = core.getEnemyValue(enemy, 'hp', x, y, floorId),
|
||
mon_atk = core.getEnemyValue(enemy, 'atk', x, y, floorId),
|
||
mon_def = core.getEnemyValue(enemy, 'def', x, y, floorId),
|
||
mon_special = core.getEnemyValue(
|
||
enemy,
|
||
'special',
|
||
x,
|
||
y,
|
||
floorId
|
||
);
|
||
var mon_money = core.getEnemyValue(enemy, 'money', x, y, floorId),
|
||
mon_exp = core.getEnemyValue(enemy, 'exp', x, y, floorId),
|
||
mon_point = core.getEnemyValue(enemy, 'point', x, y, floorId);
|
||
// 坚固
|
||
if (core.hasSpecial(mon_special, 3) && mon_def < hero_atk - 1) {
|
||
mon_def = hero_atk - 1;
|
||
}
|
||
// 饥渴
|
||
if (core.hasSpecial(mon_special, 7))
|
||
mon_atk += (hero_atk * (enemy.hungry || 0)) / 100;
|
||
|
||
// 智慧之源
|
||
if (core.hasSpecial(mon_special, 14) && flags.hard == 2) {
|
||
mon_atk += core.getFlag('inte_' + floorId, 0);
|
||
}
|
||
|
||
var guards = [];
|
||
|
||
// 光环和支援检查
|
||
if (!core.status.checkBlock) core.status.checkBlock = {};
|
||
|
||
if (core.status.checkBlock.needCache) {
|
||
// 从V2.5.4开始,对光环效果增加缓存,以解决多次重复计算的问题,从而大幅提升运行效率。
|
||
var hp_buff = 0,
|
||
atk_buff = 0,
|
||
def_buff = 0;
|
||
// 已经计算过的光环怪ID列表,用于判定叠加
|
||
var usedEnemyIds = {};
|
||
// 检查光环和支援的缓存
|
||
var index =
|
||
x != null && y != null ? x + ',' + y : 'floor' + enemy.id;
|
||
if (!core.status.checkBlock.cache)
|
||
core.status.checkBlock.cache = {};
|
||
var cache = core.status.checkBlock.cache[index];
|
||
if (!cache) {
|
||
// 没有该点的缓存,则遍历每个图块
|
||
core.extractBlocks(floorId);
|
||
core.status.maps[floorId].blocks.forEach(function (block) {
|
||
if (!block.disable) {
|
||
// 获得该图块的ID
|
||
var id = block.event.id,
|
||
enemy = core.material.enemys[id];
|
||
var dx = Math.abs(block.x - x),
|
||
dy = Math.abs(block.y - y);
|
||
// 检查【光环】技能,数字25
|
||
if (enemy && core.hasSpecial(enemy.special, 25)) {
|
||
// 检查是否是范围光环
|
||
var inRange = enemy.range == null;
|
||
if (
|
||
enemy.range != null &&
|
||
x != null &&
|
||
y != null
|
||
) {
|
||
// 检查十字和九宫格光环
|
||
if (dx + dy <= enemy.range) inRange = true;
|
||
if (
|
||
enemy.zoneSquare &&
|
||
dx <= enemy.range &&
|
||
dy <= enemy.range
|
||
)
|
||
inRange = true;
|
||
}
|
||
// 检查是否可叠加
|
||
if (
|
||
inRange &&
|
||
(enemy.add || !usedEnemyIds[enemy.id])
|
||
) {
|
||
hp_buff += enemy.value || 0;
|
||
atk_buff += enemy.atkValue || 0;
|
||
def_buff += enemy.defValue || 0;
|
||
usedEnemyIds[enemy.id] = true;
|
||
}
|
||
}
|
||
// 检查【支援】技能,数字26
|
||
if (
|
||
enemy &&
|
||
core.hasSpecial(enemy.special, 26) &&
|
||
// 检查支援条件,坐标存在,距离为1,且不能是自己
|
||
// 其他类型的支援怪,比如十字之类的话.... 看着做是一样的
|
||
x != null &&
|
||
y != null &&
|
||
Math.abs(block.x - x) <= 1 &&
|
||
Math.abs(block.y - y) <= 1 &&
|
||
!(x == block.x && y == block.y)
|
||
) {
|
||
// 记录怪物的x,y,ID
|
||
guards.push([block.x, block.y, id]);
|
||
}
|
||
// 抱团
|
||
if (
|
||
enemy &&
|
||
core.hasSpecial(mon_special, 8) &&
|
||
core.hasSpecial(enemy.special, 8) &&
|
||
!(dx == 0 && dy == 0) &&
|
||
dx < 3 &&
|
||
dy < 3
|
||
) {
|
||
atk_buff += enemy.together || 0;
|
||
def_buff += enemy.together || 0;
|
||
}
|
||
|
||
// TODO:如果有其他类型光环怪物在这里仿照添加检查
|
||
// 注:新增新的类光环属性(需要遍历全图的)需要在特殊属性定义那里的第五项写1,参见光环和支援的特殊属性定义。
|
||
}
|
||
});
|
||
core.status.checkBlock.cache[index] = {
|
||
hp_buff: hp_buff,
|
||
atk_buff: atk_buff,
|
||
def_buff: def_buff,
|
||
guards: guards
|
||
};
|
||
} else {
|
||
// 直接使用缓存数据
|
||
hp_buff = cache.hp_buff;
|
||
atk_buff = cache.atk_buff;
|
||
def_buff = cache.def_buff;
|
||
guards = cache.guards;
|
||
}
|
||
|
||
// 增加比例;如果要增加数值可以直接在这里修改
|
||
mon_hp *= 1 + hp_buff / 100;
|
||
mon_atk *= 1 + atk_buff / 100;
|
||
mon_def *= 1 + def_buff / 100;
|
||
}
|
||
|
||
// TODO:可以在这里新增其他的怪物数据变化
|
||
// 比如仿攻(怪物攻击不低于勇士攻击):
|
||
// if (core.hasSpecial(mon_special, 27) && mon_atk < hero_atk) {
|
||
// mon_atk = hero_atk;
|
||
// }
|
||
// 也可以按需增加各种自定义内容
|
||
|
||
return {
|
||
hp: Math.floor(mon_hp),
|
||
atk: Math.floor(mon_atk),
|
||
def: Math.floor(mon_def),
|
||
money: Math.floor(mon_money),
|
||
exp: Math.floor(mon_exp),
|
||
point: Math.floor(mon_point),
|
||
special: mon_special,
|
||
guards: guards // 返回支援情况
|
||
};
|
||
},
|
||
getDamageInfo: function (enemy, hero, x, y, floorId) {
|
||
// 获得战斗伤害信息(实际伤害计算函数)
|
||
//
|
||
// 参数说明:
|
||
// enemy:该怪物信息
|
||
// hero:勇士的当前数据;如果对应项不存在则会从core.status.hero中取
|
||
// x,y:该怪物的坐标(查看手册和强制战斗时为undefined)
|
||
// floorId:该怪物所在的楼层
|
||
// 后面三个参数主要是可以在光环等效果上可以适用
|
||
floorId = floorId || core.status.floorId;
|
||
|
||
var hero_hp = core.getRealStatusOrDefault(hero, 'hp'),
|
||
hero_atk = core.getRealStatusOrDefault(hero, 'atk'),
|
||
hero_def = core.getRealStatusOrDefault(hero, 'def'),
|
||
hero_IQ = core.getRealStatusOrDefault(hero, 'mdef'),
|
||
hero_recovery = core.getRealStatusOrDefault(hero, 'hpmax'),
|
||
hero_extraAtk = core.getRealStatusOrDefault(hero, 'mana'),
|
||
origin_hero_hp = core.getStatusOrDefault(hero, 'hp'),
|
||
origin_hero_atk = core.getStatusOrDefault(hero, 'atk'),
|
||
origin_hero_def = core.getStatusOrDefault(hero, 'def');
|
||
|
||
// 勇士的负属性都按0计算
|
||
hero_hp = Math.max(0, hero_hp);
|
||
hero_atk = Math.max(0, hero_atk);
|
||
hero_def = Math.max(0, hero_def);
|
||
|
||
// 怪物的各项数据
|
||
// 对坚固模仿等处理扔到了脚本编辑-getEnemyInfo之中
|
||
var enemyInfo = core.enemys.getEnemyInfo(
|
||
enemy,
|
||
hero,
|
||
x,
|
||
y,
|
||
floorId
|
||
);
|
||
var mon_hp = enemyInfo.hp,
|
||
mon_atk = enemyInfo.atk,
|
||
mon_def = enemyInfo.def,
|
||
mon_special = enemyInfo.special;
|
||
var damage = 0;
|
||
|
||
// 断灭之刃技能
|
||
if (core.getFlag('bladeOn') && core.getFlag('blade')) {
|
||
var level = core.getSkillLevel()[2];
|
||
hero_atk *= 1 + 0.1 * level;
|
||
hero_def *= 1 - 0.1 * level;
|
||
}
|
||
// 饥渴
|
||
if (core.hasSpecial(mon_special, 7)) {
|
||
hero_atk *= 1 - (enemy.hungry || 0) / 100;
|
||
}
|
||
|
||
// 如果是无敌属性,且勇士未持有十字架
|
||
if (core.hasSpecial(mon_special, 20) && !core.hasItem('cross'))
|
||
return null; // 不可战斗
|
||
|
||
// 战前造成的额外伤害(可被护盾抵消)
|
||
var init_damage = 0;
|
||
|
||
// 每回合怪物对勇士造成的战斗伤害
|
||
var per_damage = mon_atk - hero_def;
|
||
// 魔攻:战斗伤害就是怪物攻击力
|
||
if (
|
||
core.hasSpecial(mon_special, 2) ||
|
||
core.hasSpecial(mon_special, 13)
|
||
)
|
||
per_damage = mon_atk;
|
||
// 战斗伤害不能为负值
|
||
if (per_damage < 0) per_damage = 0;
|
||
|
||
// 2连击 & 3连击 & N连击
|
||
if (core.hasSpecial(mon_special, 4)) per_damage *= 2;
|
||
if (core.hasSpecial(mon_special, 5)) per_damage *= 3;
|
||
if (core.hasSpecial(mon_special, 6)) per_damage *= enemy.n || 4;
|
||
// 勇士每回合对怪物造成的伤害
|
||
if (!core.hasSpecial(mon_special, 9)) {
|
||
var hero_per_damage = Math.max(hero_atk - mon_def, 0);
|
||
if (hero_per_damage > 0) hero_per_damage += hero_extraAtk;
|
||
}
|
||
if (core.hasSpecial(mon_special, 9)) {
|
||
var hero_per_damage = Math.max(
|
||
hero_atk + hero_extraAtk - mon_def,
|
||
0
|
||
);
|
||
}
|
||
|
||
// 如果没有破防,则不可战斗
|
||
if (hero_per_damage <= 0) return null;
|
||
|
||
// 勇士的攻击回合数;为怪物生命除以每回合伤害向上取整
|
||
var turn = Math.ceil(mon_hp / hero_per_damage);
|
||
|
||
// 致命一击
|
||
if (core.hasSpecial(mon_special, 1)) {
|
||
var times = Math.floor(turn / 5);
|
||
damage +=
|
||
((times * ((enemy.crit || 100) - 100)) / 100) * per_damage;
|
||
}
|
||
// 勇气之刃
|
||
if (turn > 1 && core.hasSpecial(mon_special, 10)) {
|
||
damage += ((enemy.courage || 100) / 100 - 1) * per_damage;
|
||
}
|
||
// 勇气冲锋
|
||
if (core.hasSpecial(mon_special, 11)) {
|
||
damage += ((enemy.charge || 100) / 100) * per_damage;
|
||
turn += 5;
|
||
}
|
||
|
||
// ------ 支援 ----- //
|
||
// 这个递归最好想明白为什么,flag:__extraTurn__是怎么用的
|
||
var guards = core.getFlag(
|
||
'__guards__' + x + '_' + y,
|
||
enemyInfo.guards
|
||
);
|
||
var guard_before_current_enemy = true; // ------ 支援怪是先打(true)还是后打(false)?
|
||
turn += core.getFlag('__extraTurn__', 0);
|
||
if (guards.length > 0) {
|
||
if (!guard_before_current_enemy) {
|
||
// --- 先打当前怪物,记录当前回合数
|
||
core.setFlag('__extraTurn__', turn);
|
||
}
|
||
// 获得那些怪物组成小队战斗
|
||
for (var i = 0; i < guards.length; i++) {
|
||
var gx = guards[i][0],
|
||
gy = guards[i][1],
|
||
gid = guards[i][2];
|
||
// 递归计算支援怪伤害信息,这里不传x,y保证不会重复调用
|
||
// 这里的mdef传0,因为护盾应该只会被计算一次
|
||
var info = core.enemys.getDamageInfo(
|
||
core.material.enemys[gid],
|
||
{
|
||
hp: origin_hero_hp,
|
||
atk: origin_hero_atk,
|
||
def: origin_hero_def,
|
||
mdef: 0
|
||
}
|
||
);
|
||
if (info == null) {
|
||
// 小队中任何一个怪物不可战斗,直接返回null
|
||
core.removeFlag('__extraTurn__');
|
||
return null;
|
||
}
|
||
// 已经进行的回合数
|
||
core.setFlag('__extraTurn__', info.turn);
|
||
init_damage += info.damage;
|
||
}
|
||
if (guard_before_current_enemy) {
|
||
// --- 先打支援怪物,增加当前回合数
|
||
turn += core.getFlag('__extraTurn__', 0);
|
||
}
|
||
}
|
||
core.removeFlag('__extraTurn__');
|
||
// ------ 支援END ------ //
|
||
|
||
// 最终伤害:初始伤害 + 怪物对勇士造成的伤害 + 反击伤害
|
||
damage += init_damage + (turn - 1) * per_damage;
|
||
// 无上之盾
|
||
if (core.hasFlag('superSheild')) {
|
||
damage -= hero_IQ;
|
||
}
|
||
// 生命回复
|
||
damage -= hero_recovery * turn;
|
||
if (core.getFlag('hard') == 1) damage *= 0.9;
|
||
|
||
return {
|
||
mon_hp: Math.floor(mon_hp),
|
||
mon_atk: Math.floor(mon_atk),
|
||
mon_def: Math.floor(mon_def),
|
||
init_damage: Math.floor(init_damage),
|
||
per_damage: Math.floor(per_damage),
|
||
hero_per_damage: Math.floor(hero_per_damage),
|
||
turn: Math.floor(turn),
|
||
damage: Math.floor(damage)
|
||
};
|
||
}
|
||
},
|
||
actions: {
|
||
onKeyUp: function (keyCode, altKey) {
|
||
// 键盘按键处理,可以在这里自定义快捷键列表
|
||
// keyCode:当前按键的keyCode(每个键的keyCode自行百度)
|
||
// altKey:Alt键是否被按下,为true代表同时按下了Alt键
|
||
// 可以在这里任意增加或编辑每个按键的行为
|
||
|
||
if (core.status.lockControl) return;
|
||
|
||
// 如果处于正在行走状态,则不处理
|
||
if (core.isMoving()) return;
|
||
|
||
// Alt+0~9,快捷换上套装
|
||
if (altKey && keyCode >= 48 && keyCode <= 57) {
|
||
core.items.quickLoadEquip(keyCode - 48);
|
||
return;
|
||
}
|
||
|
||
// 根据keyCode值来执行对应操作
|
||
switch (keyCode) {
|
||
case 74: // J:打开技能树
|
||
core.useItem('skill1');
|
||
break;
|
||
case 56: // 8
|
||
core.useItem('wand');
|
||
break;
|
||
case 27: // ESC:打开菜单栏
|
||
core.openSettings(true);
|
||
break;
|
||
case 88: // X:使用怪物手册
|
||
if (!core.getFlag('fixToBook')) core.openBook(true);
|
||
else core.useItem('wand');
|
||
break;
|
||
case 71: // G:使用楼传器
|
||
core.useFly(true);
|
||
break;
|
||
case 65: // A:读取自动存档(回退)
|
||
if (core.status.floorId != 'tower6') {
|
||
core.doSL('autoSave', 'load');
|
||
} else {
|
||
core.myconfirm(
|
||
'确定要读取自动存档吗?读取后无法通过按W回退至现在',
|
||
function () {
|
||
core.doSL('autoSave', 'load');
|
||
},
|
||
function () {
|
||
return;
|
||
}
|
||
);
|
||
}
|
||
break;
|
||
case 87: // W:撤销回退
|
||
if (core.status.floorId != 'tower6') {
|
||
core.doSL('autoSave', 'reload');
|
||
} else {
|
||
core.myconfirm(
|
||
'确定要撤销回退吗?撤销后后无法通过按A回退至现在',
|
||
function () {
|
||
core.doSL('autoSave', 'reload');
|
||
},
|
||
function () {
|
||
return;
|
||
}
|
||
);
|
||
}
|
||
break;
|
||
case 83: // S:存档
|
||
core.save(true);
|
||
break;
|
||
case 68: // D:读档
|
||
core.load(true);
|
||
break;
|
||
case 69: // E:打开光标
|
||
core.ui._drawCursor();
|
||
break;
|
||
case 84: // T:打开道具栏
|
||
core.openToolbox(true);
|
||
break;
|
||
case 81: // Q:打开装备栏
|
||
core.openEquipbox(true);
|
||
break;
|
||
case 90: // Z:转向
|
||
core.turnHero();
|
||
break;
|
||
case 86: // V:打开快捷商店列表
|
||
core.openQuickShop(true);
|
||
break;
|
||
case 32: // SPACE:轻按
|
||
core.getNextItem();
|
||
break;
|
||
case 82: // R:回放录像
|
||
core.ui._drawReplay();
|
||
break;
|
||
case 33:
|
||
case 34: // PgUp/PgDn:浏览地图
|
||
core.ui._drawViewMaps();
|
||
break;
|
||
case 66: // B:打开数据统计
|
||
core.ui._drawStatistics();
|
||
break;
|
||
case 72: // H:打开帮助页面
|
||
core.ui._drawHelp();
|
||
break;
|
||
case 77: // M:打开存档笔记
|
||
core.actions._clickNotes_show();
|
||
break;
|
||
case 78: // N:重新开始
|
||
core.confirmRestart();
|
||
break;
|
||
case 79: // O:查看工程
|
||
core.actions._clickGameInfo_openProject();
|
||
break;
|
||
case 80: // P:游戏主页
|
||
core.actions._clickGameInfo_openComments();
|
||
break;
|
||
case 49: // 1: 断灭之刃
|
||
if (!flags.bladeOn) break;
|
||
core.status.route.push('key:49'); // 将按键记在录像中
|
||
core.playSound('光标移动');
|
||
if (flags.blade) flags.blade = false;
|
||
else flags.blade = true;
|
||
core.updateStatusBar(false, true);
|
||
break;
|
||
case 50: // 快捷键2: 跳跃技能 || 破
|
||
if (
|
||
!flags.chase &&
|
||
!core.status.floorId.startsWith('tower') &&
|
||
flags.skill2
|
||
) {
|
||
core.jumpSkill();
|
||
core.status.route.push('key:50'); // 将按键记在录像中
|
||
} else {
|
||
if (core.hasItem('pickaxe')) {
|
||
core.status.route.push('key:50'); // 将按键记在录像中
|
||
core.useItem('pickaxe', true); // 第二个参数true代表该次使用道具是被按键触发的,使用过程不计入录像
|
||
}
|
||
}
|
||
break;
|
||
case 51: // 快捷键3: 飞
|
||
break;
|
||
case 52: // 快捷键4:破冰/冰冻/地震/上下楼器/... 其他道具依次判断
|
||
{
|
||
var list = [
|
||
'icePickaxe',
|
||
'freezeBadge',
|
||
'earthquake',
|
||
'upFly',
|
||
'downFly',
|
||
'jumpShoes',
|
||
'lifeWand',
|
||
'poisonWine',
|
||
'weakWine',
|
||
'curseWine',
|
||
'superWine'
|
||
];
|
||
for (var i = 0; i < list.length; i++) {
|
||
var itemId = list[i];
|
||
if (core.canUseItem(itemId)) {
|
||
core.status.route.push('key:52');
|
||
core.useItem(itemId, true);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
break;
|
||
case 53: // 5:读取自动存档(回退),方便手机版操作
|
||
if (core.status.floorId != 'tower6') {
|
||
core.doSL('autoSave', 'load');
|
||
} else {
|
||
core.myconfirm(
|
||
'确定要读取自动存档吗?读取后无法通过按6回退至现在',
|
||
function () {
|
||
core.doSL('autoSave', 'load');
|
||
},
|
||
function () {
|
||
return;
|
||
}
|
||
);
|
||
}
|
||
break;
|
||
case 54: // 6:撤销回退,方便手机版操作
|
||
if (core.status.floorId != 'tower6') {
|
||
core.doSL('autoSave', 'reload');
|
||
} else {
|
||
core.myconfirm(
|
||
'确定要撤销回退吗?撤销后后无法通过按5回退至现在',
|
||
function () {
|
||
core.doSL('autoSave', 'reload');
|
||
},
|
||
function () {
|
||
return;
|
||
}
|
||
);
|
||
}
|
||
break;
|
||
case 55: // 快捷键7:绑定为轻按,方便手机版操作
|
||
core.getNextItem();
|
||
break;
|
||
case 118: // F7:开启debug模式
|
||
core.debug();
|
||
break;
|
||
case 70: // F:开启技能“二倍斩”
|
||
break;
|
||
// 在这里可以任意新增或编辑已有的快捷键内容
|
||
/*
|
||
case 0: // 使用该按键的keyCode
|
||
// 还可以再判定altKey是否被按下,即 if (altKey) { ...
|
||
|
||
// ... 在这里写你要执行脚本
|
||
// **强烈建议所有新增的自定义快捷键均能给个对应的道具可点击,以方便手机端的行为**
|
||
if (core.hasItem('...')) {
|
||
core.status.route.push("key:0");
|
||
core.useItem('...', true); // 增加true代表该使用道具不计入录像
|
||
}
|
||
|
||
break;
|
||
*/
|
||
}
|
||
},
|
||
onStatusBarClick: function (px, py) {
|
||
// 点击状态栏时触发的事件,仅在自绘状态栏开启时生效
|
||
// px和py为点击的像素坐标
|
||
//
|
||
// 横屏模式下状态栏的画布大小是 149*480
|
||
// 竖屏模式下状态栏的画布大小是 480*(32*rows+9) 其中rows为状态栏行数,即全塔属性中statusCanvasRowsOnMobile值
|
||
// 可以使用 core.domStyle.isVertical 来判定当前是否是竖屏模式
|
||
|
||
// 如果正在执行事件,则忽略
|
||
if (core.status.lockControl) return;
|
||
// 如果当前正在行走,则忽略;也可以使用 core.waitHeroToStop(callback) 来停止行走再回调执行脚本
|
||
if (core.isMoving()) return;
|
||
|
||
if (!core.domStyle.isVertical) {
|
||
if (px >= 20 && px <= 129 && py >= 320 && py <= 350) {
|
||
core.useItem('skill1');
|
||
}
|
||
if (px >= 20 && px <= 129 && py >= 280 && py <= 310) {
|
||
core.useItem('cross');
|
||
}
|
||
} else {
|
||
if (px >= 400 && px <= 430 && py >= 10 && py <= 95) {
|
||
core.useItem('skill1');
|
||
}
|
||
if (px >= 440 && px <= 470 && py >= 10 && py <= 95) {
|
||
core.useItem('cross');
|
||
}
|
||
}
|
||
// 判定px和py来执行自己的脚本内容.... 注意横竖屏
|
||
// 这里是直接打出点击坐标的例子。
|
||
// console.log("onStatusBarClick:", px, py);
|
||
}
|
||
},
|
||
control: {
|
||
saveData: function () {
|
||
// 存档操作,此函数应该返回“具体要存档的内容”
|
||
|
||
// 差异化存储values
|
||
var values = {};
|
||
for (var key in core.values) {
|
||
if (!core.same(core.values[key], core.data.values[key]))
|
||
values[key] = core.clone(core.values[key]);
|
||
}
|
||
|
||
// 要存档的内容
|
||
var data = {
|
||
floorId: core.status.floorId,
|
||
hero: core.clone(core.status.hero),
|
||
hard: core.status.hard,
|
||
maps: core.clone(core.maps.saveMap()),
|
||
route: core.encodeRoute(core.status.route),
|
||
values: values,
|
||
version: core.firstData.version,
|
||
guid: core.getGuid(),
|
||
time: new Date().getTime(),
|
||
tower6: core.saveLoopMap('tower6', [
|
||
'tower1',
|
||
'tower2',
|
||
'tower4',
|
||
'tower5'
|
||
])
|
||
};
|
||
|
||
return data;
|
||
},
|
||
loadData: function (data, callback) {
|
||
// 读档操作;从存储中读取了内容后的行为
|
||
|
||
// tower6
|
||
if (core.floors.tower6) {
|
||
core.loadLoopMap(data.tower6, 'tower6');
|
||
if (core.status.floorId == 'tower6')
|
||
core.extractBlocks('tower6');
|
||
}
|
||
// 重置游戏和路线
|
||
core.resetGame(
|
||
data.hero,
|
||
data.hard,
|
||
data.floorId,
|
||
core.maps.loadMap(data.maps, null, data.hero.flags),
|
||
data.values
|
||
);
|
||
core.status.route = core.decodeRoute(data.route);
|
||
core.control._bindRoutePush();
|
||
// 文字属性,全局属性
|
||
core.status.textAttribute = core.getFlag(
|
||
'textAttribute',
|
||
core.status.textAttribute
|
||
);
|
||
var toAttribute = core.getFlag(
|
||
'globalAttribute',
|
||
core.status.globalAttribute
|
||
);
|
||
if (!core.same(toAttribute, core.status.globalAttribute)) {
|
||
core.status.globalAttribute = toAttribute;
|
||
core.resize();
|
||
}
|
||
// 重置音量
|
||
core.events.setVolume(core.getFlag('__volume__', 1), 0);
|
||
// 加载勇士图标
|
||
var icon = core.status.hero.image;
|
||
icon = core.getMappedName(icon);
|
||
if (core.material.images.images[icon]) {
|
||
core.material.images.hero = core.material.images.images[icon];
|
||
core.material.icons.hero.width =
|
||
core.material.images.images[icon].width / 4;
|
||
core.material.icons.hero.height =
|
||
core.material.images.images[icon].height / 4;
|
||
}
|
||
core.setFlag('__fromLoad__', true);
|
||
|
||
// TODO:增加自己的一些读档处理
|
||
|
||
// 切换到对应的楼层
|
||
core.changeFloor(data.floorId, null, data.hero.loc, 0, function () {
|
||
// TODO:可以在这里设置读档后播放BGM
|
||
if (core.hasFlag('__bgm__')) {
|
||
// 持续播放
|
||
core.playBgm(core.getFlag('__bgm__'));
|
||
}
|
||
|
||
core.removeFlag('__fromLoad__');
|
||
if (callback) callback();
|
||
});
|
||
},
|
||
getStatusLabel: function (name) {
|
||
// 返回某个状态英文名的对应中文标签,如atk -> 攻击,def -> 防御等。
|
||
// 请注意此项仅影响 libs/ 下的内容(如绘制怪物手册、数据统计等)
|
||
// 自行定义的(比如获得道具效果)中用到的“攻击+3”等需要自己去对应地方修改
|
||
|
||
return (
|
||
{
|
||
name: '名称',
|
||
lv: '等级',
|
||
hpmax: '生命回复',
|
||
hp: '生命',
|
||
manamax: '魔力上限',
|
||
mana: '额外攻击',
|
||
atk: '攻击',
|
||
def: '防御',
|
||
mdef: '智慧',
|
||
money: '金币',
|
||
exp: '经验',
|
||
point: '加点',
|
||
steps: '步数',
|
||
up: '升级',
|
||
none: '无'
|
||
}[name] || name
|
||
);
|
||
},
|
||
triggerDebuff: function (action, type) {
|
||
// 毒衰咒效果的获得与解除
|
||
// action:获得还是解除;'get'表示获得,'remove'表示解除
|
||
// type:一个数组表示获得了哪些毒衰咒效果;poison, weak,curse
|
||
if (!(type instanceof Array)) type = [type];
|
||
|
||
if (action == 'get') {
|
||
if (core.inArray(type, 'poison') && !core.hasFlag('poison')) {
|
||
// 获得毒效果
|
||
core.setFlag('poison', true);
|
||
}
|
||
if (core.inArray(type, 'weak') && !core.hasFlag('weak')) {
|
||
// 获得衰效果
|
||
core.setFlag('weak', true);
|
||
if (core.values.weakValue >= 1) {
|
||
// >=1,直接扣数值
|
||
core.addStatus('atk', -core.values.weakValue);
|
||
core.addStatus('def', -core.values.weakValue);
|
||
} else {
|
||
// <1,扣比例
|
||
core.addBuff('atk', -core.values.weakValue);
|
||
core.addBuff('def', -core.values.weakValue);
|
||
}
|
||
}
|
||
if (core.inArray(type, 'curse') && !core.hasFlag('curse')) {
|
||
// 获得咒效果
|
||
core.setFlag('curse', true);
|
||
}
|
||
} else if (action == 'remove') {
|
||
if (core.inArray(type, 'poison') && core.hasFlag('poison')) {
|
||
// 移除毒效果
|
||
core.setFlag('poison', false);
|
||
}
|
||
if (core.inArray(type, 'weak') && core.hasFlag('weak')) {
|
||
// 移除衰效果
|
||
core.setFlag('weak', false);
|
||
if (core.values.weakValue >= 1) {
|
||
// >=1,直接扣数值
|
||
core.addStatus('atk', core.values.weakValue);
|
||
core.addStatus('def', core.values.weakValue);
|
||
} else {
|
||
// <1,扣比例
|
||
core.addBuff('atk', core.values.weakValue);
|
||
core.addBuff('def', core.values.weakValue);
|
||
}
|
||
}
|
||
if (core.inArray(type, 'curse') && core.hasFlag('curse')) {
|
||
// 移除咒效果
|
||
core.setFlag('curse', false);
|
||
}
|
||
}
|
||
},
|
||
updateStatusBar: function () {
|
||
// 更新状态栏
|
||
|
||
// 检查等级
|
||
core.events.checkLvUp();
|
||
|
||
// 检查HP上限
|
||
if (core.flags.statusBarItems.indexOf('enableHPMax') >= 0) {
|
||
core.setStatus(
|
||
'hp',
|
||
Math.min(core.getStatus('hpmax'), core.getStatus('hp'))
|
||
);
|
||
}
|
||
|
||
// 设置楼层名
|
||
if (core.status.floorId) {
|
||
core.setStatusBarInnerHTML(
|
||
'floor',
|
||
core.status.maps[core.status.floorId].name
|
||
);
|
||
}
|
||
|
||
// 设置勇士名字和图标
|
||
core.setStatusBarInnerHTML('name', core.getStatus('name'));
|
||
// 设置等级名称
|
||
core.setStatusBarInnerHTML('lv', core.getLvName());
|
||
|
||
// 设置生命上限、生命值、攻防护盾金币和经验值
|
||
var statusList = [
|
||
'hpmax',
|
||
'hp',
|
||
'mana',
|
||
'atk',
|
||
'def',
|
||
'mdef',
|
||
'money',
|
||
'exp'
|
||
];
|
||
statusList.forEach(function (item) {
|
||
// 向下取整
|
||
core.status.hero[item] = Math.floor(core.status.hero[item]);
|
||
// 大数据格式化
|
||
core.setStatusBarInnerHTML(item, core.getRealStatus(item));
|
||
});
|
||
|
||
// 设置魔力值; status:manamax 只有在非负时才生效。
|
||
if (
|
||
core.status.hero.manamax != null &&
|
||
core.getRealStatus('manamax') >= 0
|
||
) {
|
||
core.status.hero.mana = Math.min(
|
||
core.status.hero.mana,
|
||
core.getRealStatus('manamax')
|
||
);
|
||
core.setStatusBarInnerHTML(
|
||
'mana',
|
||
core.status.hero.mana + '/' + core.getRealStatus('manamax')
|
||
);
|
||
} else {
|
||
core.setStatusBarInnerHTML('mana', core.status.hero.mana);
|
||
}
|
||
// 设置技能栏
|
||
// 可以用flag:skill表示当前开启的技能类型,flag:skillName显示技能名;详见文档-个性化-技能塔的支持
|
||
core.setStatusBarInnerHTML(
|
||
'skill',
|
||
core.getFlag('skillName', '无')
|
||
);
|
||
|
||
// 可以在这里添加自己额外的状态栏信息,比如想攻击显示 +0.5 可以这么写:
|
||
// if (core.hasFlag('halfAtk')) core.setStatusBarInnerHTML('atk', core.statusBar.atk.innerText + "+0.5");
|
||
|
||
// 如果是自定义添加的状态栏,也需要在这里进行设置显示的数值
|
||
|
||
// 进阶
|
||
if (
|
||
core.flags.statusBarItems.indexOf('enableLevelUp') >= 0 &&
|
||
core.status.hero.lv < core.firstData.levelUp.length
|
||
) {
|
||
var need = core.calValue(
|
||
core.firstData.levelUp[core.status.hero.lv].need
|
||
);
|
||
if (core.flags.statusBarItems.indexOf('levelUpLeftMode') >= 0)
|
||
core.setStatusBarInnerHTML(
|
||
'up',
|
||
core.formatBigNumber(need - core.getStatus('exp')) || ''
|
||
);
|
||
else
|
||
core.setStatusBarInnerHTML(
|
||
'up',
|
||
core.formatBigNumber(need) || ''
|
||
);
|
||
} else core.setStatusBarInnerHTML('up', '');
|
||
|
||
// 钥匙
|
||
var keys = ['yellowKey', 'blueKey', 'redKey', 'greenKey'];
|
||
keys.forEach(function (key) {
|
||
core.setStatusBarInnerHTML(
|
||
key,
|
||
core.setTwoDigits(core.itemCount(key))
|
||
);
|
||
});
|
||
// 毒衰咒
|
||
core.setStatusBarInnerHTML(
|
||
'poison',
|
||
core.hasFlag('poison') ? '毒' : ''
|
||
);
|
||
core.setStatusBarInnerHTML(
|
||
'weak',
|
||
core.hasFlag('weak') ? '衰' : ''
|
||
);
|
||
core.setStatusBarInnerHTML(
|
||
'curse',
|
||
core.hasFlag('curse') ? '咒' : ''
|
||
);
|
||
// 破炸飞
|
||
core.setStatusBarInnerHTML(
|
||
'pickaxe',
|
||
'破' + core.itemCount('pickaxe')
|
||
);
|
||
core.setStatusBarInnerHTML('bomb', '炸' + core.itemCount('bomb'));
|
||
core.setStatusBarInnerHTML(
|
||
'fly',
|
||
'飞' + core.itemCount('centerFly')
|
||
);
|
||
|
||
// 难度
|
||
if (core.statusBar.hard.innerText != core.status.hard) {
|
||
core.statusBar.hard.innerText = core.status.hard;
|
||
}
|
||
var hardColor = core.getFlag('__hardColor__', 'red');
|
||
if (core.statusBar.hard.getAttribute('_style') != hardColor) {
|
||
core.statusBar.hard.style.color = hardColor;
|
||
core.statusBar.hard.setAttribute('_style', hardColor);
|
||
}
|
||
// 自定义状态栏绘制
|
||
core.drawStatusBar();
|
||
|
||
// 更新阻激夹域的伤害值
|
||
core.updateCheckBlock();
|
||
// 更新全地图显伤
|
||
core.updateDamage();
|
||
},
|
||
updateCheckBlock: function (floorId) {
|
||
// 领域、夹击、阻击等的伤害值计算
|
||
floorId = floorId || core.status.floorId;
|
||
if (!floorId || !core.status.maps) return;
|
||
|
||
var width = core.floors[floorId].width,
|
||
height = core.floors[floorId].height;
|
||
var blocks = core.getMapBlocksObj(floorId);
|
||
|
||
var damage = {}, // 每个点的伤害值
|
||
type = {}, // 每个点的伤害类型
|
||
repulse = {}, // 每个点的阻击怪信息
|
||
ambush = {}; // 每个点的捕捉信息
|
||
var betweenAttackLocs = {}; // 所有可能的夹击点
|
||
var needCache = false;
|
||
var canGoDeadZone = core.flags.canGoDeadZone;
|
||
var haveHunt = false;
|
||
core.flags.canGoDeadZone = true;
|
||
|
||
// 计算血网和领域、阻击、激光的伤害,计算捕捉信息
|
||
for (var loc in blocks) {
|
||
var block = blocks[loc],
|
||
x = block.x,
|
||
y = block.y,
|
||
id = block.event.id,
|
||
enemy = core.material.enemys[id];
|
||
if (block.disable) continue;
|
||
|
||
type[loc] = type[loc] || {};
|
||
|
||
// 血网
|
||
// 如需调用当前楼层的ratio可使用 core.status.maps[floorId].ratio
|
||
if (id == 'lavaNet' && !core.hasItem('amulet')) {
|
||
damage[loc] = (damage[loc] || 0) + core.values.lavaDamage;
|
||
type[loc]['血网伤害'] = true;
|
||
}
|
||
|
||
// 领域
|
||
// 如果要防止领域伤害,可以直接简单的将 flag:no_zone 设为true
|
||
if (
|
||
enemy &&
|
||
core.hasSpecial(enemy.special, 15) &&
|
||
!core.hasFlag('no_zone')
|
||
) {
|
||
// 领域范围,默认为1
|
||
var range = enemy.range || 1;
|
||
// 是否是九宫格领域
|
||
var zoneSquare = false;
|
||
if (enemy.zoneSquare != null) zoneSquare = enemy.zoneSquare;
|
||
// 在范围内进行搜索,增加领域伤害值
|
||
for (var dx = -range; dx <= range; dx++) {
|
||
for (var dy = -range; dy <= range; dy++) {
|
||
if (dx == 0 && dy == 0) continue;
|
||
var nx = x + dx,
|
||
ny = y + dy,
|
||
currloc = nx + ',' + ny;
|
||
if (nx < 0 || nx >= width || ny < 0 || ny >= height)
|
||
continue;
|
||
// 如果是十字领域,则还需要满足 |dx|+|dy|<=range
|
||
if (
|
||
!zoneSquare &&
|
||
Math.abs(dx) + Math.abs(dy) > range
|
||
)
|
||
continue;
|
||
damage[currloc] = Math.max(
|
||
(damage[currloc] || 0) +
|
||
(enemy.value || 0) -
|
||
core.getRealStatusOrDefault(null, 'def'),
|
||
0
|
||
);
|
||
type[currloc] = type[currloc] || {};
|
||
type[currloc]['领域伤害'] = true;
|
||
}
|
||
}
|
||
}
|
||
|
||
// 阻击
|
||
// 如果要防止阻击伤害,可以直接简单的将 flag:no_repulse 设为true
|
||
if (
|
||
enemy &&
|
||
core.hasSpecial(enemy.special, 18) &&
|
||
!core.hasFlag('no_repulse')
|
||
) {
|
||
for (var dir in core.utils.scan) {
|
||
var nx = x + core.utils.scan[dir].x,
|
||
ny = y + core.utils.scan[dir].y,
|
||
currloc = nx + ',' + ny;
|
||
if (nx < 0 || nx >= width || ny < 0 || ny >= height)
|
||
continue;
|
||
damage[currloc] =
|
||
(damage[currloc] || 0) + (enemy.value || 0);
|
||
type[currloc] = type[currloc] || {};
|
||
type[currloc]['阻击伤害'] = true;
|
||
|
||
var rdir = core.turnDirection(':back', dir);
|
||
// 检查下一个点是否存在事件(从而判定是否移动)
|
||
var rnx = x + core.utils.scan[rdir].x,
|
||
rny = y + core.utils.scan[rdir].y;
|
||
if (
|
||
core.canMoveHero(x, y, rdir, floorId) &&
|
||
core.getBlock(rnx, rny, floorId) == null
|
||
) {
|
||
repulse[currloc] = (repulse[currloc] || []).concat([
|
||
[x, y, id, rdir]
|
||
]);
|
||
}
|
||
}
|
||
}
|
||
// 射击
|
||
// 如果要防止激光伤害,可以直接简单的将 flag:no_laser 设为true
|
||
if (enemy && core.hasSpecial(enemy.special, 24)) {
|
||
var beyondVisual = false;
|
||
for (var nx = 0; nx < width; nx++) {
|
||
var currloc = nx + ',' + y;
|
||
for (var mx = nx; mx != x; mx > x ? mx-- : mx++) {
|
||
if (
|
||
core.getBlockCls(mx, y, floorId) == 'enemys' ||
|
||
core.getBlockCls(mx, y, floorId) == 'enemy48'
|
||
)
|
||
continue;
|
||
if (
|
||
core.noPass(mx, y, floorId) &&
|
||
core.getBlockNumber(mx, y, floorId) != 141 &&
|
||
core.getBlockNumber(mx, y, floorId) != 151
|
||
) {
|
||
beyondVisual = true;
|
||
break;
|
||
}
|
||
}
|
||
if (beyondVisual) {
|
||
beyondVisual = false;
|
||
continue;
|
||
}
|
||
if (
|
||
nx != x &&
|
||
!(
|
||
core.getBlockCls(nx, y, floorId) == 'enemys' ||
|
||
core.getBlockCls(nx, y, floorId) == 'enemy48'
|
||
)
|
||
) {
|
||
damage[currloc] =
|
||
(damage[currloc] || 0) +
|
||
Math.max(
|
||
(enemy.atk || 0) -
|
||
core.getRealStatusOrDefault(
|
||
null,
|
||
'def'
|
||
),
|
||
0
|
||
);
|
||
type[currloc] = type[currloc] || {};
|
||
type[currloc]['射击伤害'] = true;
|
||
}
|
||
}
|
||
for (var ny = 0; ny < height; ny++) {
|
||
var currloc = x + ',' + ny;
|
||
for (var my = ny; my != y; my > y ? my-- : my++) {
|
||
if (
|
||
core.getBlockCls(x, my, floorId) == 'enemys' ||
|
||
core.getBlockCls(x, my, floorId) == 'enemy48'
|
||
)
|
||
continue;
|
||
if (
|
||
core.noPass(x, my, floorId) &&
|
||
core.getBlockNumber(x, my, floorId) != 141 &&
|
||
core.getBlockNumber(x, my, floorId) != 151
|
||
) {
|
||
beyondVisual = true;
|
||
break;
|
||
}
|
||
}
|
||
if (beyondVisual) {
|
||
beyondVisual = false;
|
||
continue;
|
||
}
|
||
if (
|
||
ny != y &&
|
||
!(
|
||
core.getBlockCls(x, ny, floorId) == 'enemys' ||
|
||
core.getBlockCls(x, ny, floorId) == 'enemy48'
|
||
)
|
||
) {
|
||
damage[currloc] =
|
||
(damage[currloc] || 0) +
|
||
Math.max(
|
||
(enemy.atk || 0) -
|
||
core.getRealStatusOrDefault(
|
||
null,
|
||
'def'
|
||
),
|
||
0
|
||
);
|
||
if (damage < 0) damage = 0;
|
||
type[currloc] = type[currloc] || {};
|
||
type[currloc]['射击伤害'] = true;
|
||
}
|
||
}
|
||
}
|
||
|
||
// 捕捉
|
||
// 如果要防止捕捉效果,可以直接简单的将 flag:no_ambush 设为true
|
||
if (
|
||
enemy &&
|
||
core.enemys.hasSpecial(enemy.special, 27) &&
|
||
!core.hasFlag('no_ambush')
|
||
) {
|
||
// 给周围格子加上【捕捉】记号
|
||
for (var dir in core.utils.scan) {
|
||
var nx = x + core.utils.scan[dir].x,
|
||
ny = y + core.utils.scan[dir].y,
|
||
currloc = nx + ',' + ny;
|
||
if (
|
||
nx < 0 ||
|
||
nx >= width ||
|
||
ny < 0 ||
|
||
ny >= height ||
|
||
!core.canMoveHero(x, y, dir, floorId)
|
||
)
|
||
continue;
|
||
ambush[currloc] = (ambush[currloc] || []).concat([
|
||
[x, y, id, dir]
|
||
]);
|
||
}
|
||
}
|
||
|
||
// 夹击;在这里提前计算所有可能的夹击点,具体计算逻辑在下面
|
||
// 如果要防止夹击伤害,可以简单的将 flag:no_betweenAttack 设为true
|
||
if (
|
||
enemy &&
|
||
core.enemys.hasSpecial(enemy.special, 16) &&
|
||
!core.hasFlag('no_betweenAttack')
|
||
) {
|
||
for (var dir in core.utils.scan) {
|
||
var nx = x + core.utils.scan[dir].x,
|
||
ny = y + core.utils.scan[dir].y,
|
||
currloc = nx + ',' + ny;
|
||
if (nx < 0 || nx >= width || ny < 0 || ny >= height)
|
||
continue;
|
||
betweenAttackLocs[currloc] = true;
|
||
}
|
||
}
|
||
|
||
// 检查地图范围类技能
|
||
var specialFlag = core.getSpecialFlag(enemy);
|
||
if (specialFlag & 1) needCache = true;
|
||
if (core.status.event.id == 'viewMaps') needCache = true;
|
||
if (
|
||
(core.status.event.id == 'book' ||
|
||
core.status.event.id == 'bool-detail') &&
|
||
core.status.event.ui
|
||
)
|
||
needCache = true;
|
||
if (specialFlag & 2) haveHunt = true;
|
||
}
|
||
|
||
// 对每个可能的夹击点计算夹击伤害
|
||
for (var loc in betweenAttackLocs) {
|
||
var xy = loc.split(','),
|
||
x = parseInt(xy[0]),
|
||
y = parseInt(xy[1]);
|
||
// 夹击怪物的ID
|
||
var enemyId1 = null,
|
||
enemyId2 = null;
|
||
// 检查左右夹击
|
||
var leftBlock = blocks[x - 1 + ',' + y],
|
||
rightBlock = blocks[x + 1 + ',' + y];
|
||
if (
|
||
leftBlock &&
|
||
!leftBlock.disable &&
|
||
rightBlock &&
|
||
!rightBlock.disable &&
|
||
leftBlock.id == rightBlock.id
|
||
) {
|
||
if (core.hasSpecial(leftBlock.event.id, 16))
|
||
enemyId1 = leftBlock.event.id;
|
||
}
|
||
// 检查上下夹击
|
||
var topBlock = blocks[x + ',' + (y - 1)],
|
||
bottomBlock = blocks[x + ',' + (y + 1)];
|
||
if (
|
||
topBlock &&
|
||
!topBlock.disable &&
|
||
bottomBlock &&
|
||
!bottomBlock.disable &&
|
||
topBlock.id == bottomBlock.id
|
||
) {
|
||
if (core.hasSpecial(topBlock.event.id, 16))
|
||
enemyId2 = topBlock.event.id;
|
||
}
|
||
|
||
if (enemyId1 != null || enemyId2 != null) {
|
||
var leftHp = core.status.hero.hp - (damage[loc] || 0);
|
||
if (leftHp > 1) {
|
||
// 夹击伤害值
|
||
var value = Math.floor(leftHp / 2);
|
||
// 是否不超过怪物伤害值
|
||
if (core.flags.betweenAttackMax) {
|
||
var enemyDamage1 = core.getDamage(
|
||
enemyId1,
|
||
x,
|
||
y,
|
||
floorId
|
||
);
|
||
if (enemyDamage1 != null && enemyDamage1 < value)
|
||
value = enemyDamage1;
|
||
var enemyDamage2 = core.getDamage(
|
||
enemyId2,
|
||
x,
|
||
y,
|
||
floorId
|
||
);
|
||
if (enemyDamage2 != null && enemyDamage2 < value)
|
||
value = enemyDamage2;
|
||
}
|
||
if (value > 0) {
|
||
damage[loc] = (damage[loc] || 0) + value;
|
||
type[loc] = type[loc] || {};
|
||
type[loc]['夹击伤害'] = true;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// 取消注释下面这一段可以让护盾抵御阻激夹域伤害
|
||
/*
|
||
for (var loc in damage) {
|
||
damage[loc] = Math.max(0, damage[loc] - core.getRealStatus('mdef'));
|
||
}
|
||
*/
|
||
|
||
core.flags.canGoDeadZone = canGoDeadZone;
|
||
core.status.checkBlock = {
|
||
damage: damage,
|
||
type: type,
|
||
repulse: repulse,
|
||
ambush: ambush,
|
||
needCache: needCache,
|
||
cache: {}, // clear cache
|
||
haveHunt: haveHunt
|
||
};
|
||
},
|
||
moveOneStep: function (callback) {
|
||
// 勇士每走一步后执行的操作。callback为行走完毕后的回调
|
||
// 这个函数执行在“刚走完”的时候,即还没有检查该点的事件和领域伤害等。
|
||
// 请注意:瞬间移动不会执行该函数。如果要控制能否瞬间移动有三种方法:
|
||
// 1. 将全塔属性中的cannotMoveDirectly这个开关勾上,即可在全塔中全程禁止使用瞬移。
|
||
// 2, 将楼层属性中的cannotMoveDirectly这个开关勾上,即禁止在该层楼使用瞬移。
|
||
// 3. 将flag:cannotMoveDirectly置为true,即可使用flag控制在某段剧情范围内禁止瞬移。
|
||
|
||
// 增加步数
|
||
core.status.hero.steps++;
|
||
// 更新跟随者状态,并绘制
|
||
core.updateFollowers();
|
||
core.drawHero();
|
||
|
||
// 从v2.7开始,每一步行走不会再刷新状态栏。
|
||
// 如果有特殊要求(如每走一步都加buff之类),可手动取消注释下面这一句:
|
||
// core.updateStatusBar(true);
|
||
|
||
// 检查自动事件
|
||
core.checkAutoEvents();
|
||
|
||
// ------ 检查目标点事件 ------ //
|
||
// 无事件的道具(如血瓶)需要优先于阻激夹域判定
|
||
var nowx = core.getHeroLoc('x'),
|
||
nowy = core.getHeroLoc('y');
|
||
var block = core.getBlock(nowx, nowy);
|
||
var hasTrigger = false;
|
||
if (
|
||
block != null &&
|
||
block.event.trigger == 'getItem' &&
|
||
!core.floors[core.status.floorId].afterGetItem[
|
||
nowx + ',' + nowy
|
||
]
|
||
) {
|
||
hasTrigger = true;
|
||
core.trigger(nowx, nowy, callback);
|
||
}
|
||
// 执行目标点的阻激夹域事件
|
||
core.checkBlock();
|
||
|
||
// 执行目标点的script和事件
|
||
if (core.status.floorId == 'tower6')
|
||
core.setMapBlockDisabled('tower6', nowx, nowy, false);
|
||
if (!hasTrigger) core.trigger(nowx, nowy, callback);
|
||
|
||
// 检查该点是否是滑冰
|
||
if (core.onSki()) {
|
||
// 延迟到事件最后执行,因为这之前可能有阻激夹域动画
|
||
core.insertAction(
|
||
{ type: 'moveAction' },
|
||
null,
|
||
null,
|
||
null,
|
||
true
|
||
);
|
||
}
|
||
|
||
// 追猎
|
||
if (core.status.checkBlock.haveHunt) {
|
||
var x = core.status.hero.loc.x,
|
||
y = core.status.hero.loc.y;
|
||
core.status.maps[core.status.floorId].blocks.forEach(function (
|
||
block
|
||
) {
|
||
if (block.x != x && block.y != y) return;
|
||
var id = block.event.id,
|
||
enemy = core.material.enemys[id];
|
||
if (enemy && core.hasSpecial(enemy.special, 12)) {
|
||
var nx = block.x,
|
||
ny = block.y;
|
||
var dx = Math.abs(x - nx),
|
||
dy = Math.abs(y - ny);
|
||
if (x == block.x) {
|
||
if (
|
||
y > block.y &&
|
||
!core.noPass(block.x, block.y + 1) &&
|
||
core.getBlockCls(block.x, block.y + 1) !=
|
||
'items'
|
||
) {
|
||
dy--;
|
||
ny++;
|
||
core.insertAction([
|
||
{
|
||
type: 'move',
|
||
loc: [block.x, block.y],
|
||
time: 200,
|
||
keep: true,
|
||
steps: ['down:1']
|
||
},
|
||
{
|
||
type: 'if',
|
||
condition: dy + '<=1',
|
||
true: [
|
||
{ type: 'battle', loc: [nx, ny] }
|
||
]
|
||
}
|
||
]);
|
||
}
|
||
if (
|
||
y < block.y &&
|
||
!core.noPass(block.x, block.y - 1) &&
|
||
core.getBlockCls(block.x, block.y - 1) !=
|
||
'items'
|
||
) {
|
||
dy--;
|
||
ny--;
|
||
core.insertAction([
|
||
{
|
||
type: 'move',
|
||
loc: [block.x, block.y],
|
||
time: 200,
|
||
keep: true,
|
||
steps: ['up:1']
|
||
},
|
||
{
|
||
type: 'if',
|
||
condition: dy + '<=1',
|
||
true: [
|
||
{ type: 'battle', loc: [nx, ny] }
|
||
]
|
||
}
|
||
]);
|
||
}
|
||
} else {
|
||
if (
|
||
x > block.x &&
|
||
!core.noPass(block.x + 1, block.y) &&
|
||
core.getBlockCls(block.x + 1, block.y) !=
|
||
'items'
|
||
) {
|
||
dx--;
|
||
nx++;
|
||
core.insertAction([
|
||
{
|
||
type: 'move',
|
||
loc: [block.x, block.y],
|
||
time: 200,
|
||
keep: true,
|
||
steps: ['right:1']
|
||
},
|
||
{
|
||
type: 'if',
|
||
condition: dx + '<=1',
|
||
true: [
|
||
{ type: 'battle', loc: [nx, ny] }
|
||
]
|
||
}
|
||
]);
|
||
}
|
||
if (
|
||
x < block.x &&
|
||
!core.noPass(block.x - 1, block.y) &&
|
||
core.getBlockCls(block.x - 1, block.y) !=
|
||
'items'
|
||
) {
|
||
dx--;
|
||
nx--;
|
||
core.insertAction([
|
||
{
|
||
type: 'move',
|
||
loc: [block.x, block.y],
|
||
time: 200,
|
||
keep: true,
|
||
steps: ['left:1']
|
||
},
|
||
{
|
||
type: 'if',
|
||
condition: dx + '<=1',
|
||
true: [
|
||
{ type: 'battle', loc: [nx, ny] }
|
||
]
|
||
}
|
||
]);
|
||
}
|
||
}
|
||
}
|
||
});
|
||
}
|
||
|
||
// 如需强行终止行走可以在这里条件判定:
|
||
// core.stopAutomaticRoute();
|
||
},
|
||
moveDirectly: function (x, y, ignoreSteps) {
|
||
// 瞬间移动;x,y为要瞬间移动的点;ignoreSteps为减少的步数,可能之前已经被计算过
|
||
// 返回true代表成功瞬移,false代表没有成功瞬移
|
||
|
||
// 判定能否瞬移到该点
|
||
if (ignoreSteps == null) ignoreSteps = core.canMoveDirectly(x, y);
|
||
if (core.status.checkBlock.haveHunt) return false;
|
||
if (ignoreSteps >= 0) {
|
||
// 中毒也允许瞬移
|
||
if (core.hasFlag('poison')) {
|
||
var damage = ignoreSteps * core.values.poisonDamage;
|
||
if (damage >= core.status.hero.hp) return false;
|
||
core.status.hero.statistics.poisonDamage += damage;
|
||
core.status.hero.hp -= damage;
|
||
}
|
||
|
||
core.clearMap('hero');
|
||
// 获得勇士最后的朝向
|
||
var lastDirection =
|
||
core.status.route[core.status.route.length - 1];
|
||
if (['left', 'right', 'up', 'down'].indexOf(lastDirection) >= 0)
|
||
core.setHeroLoc('direction', lastDirection);
|
||
// 设置坐标,并绘制
|
||
core.setHeroLoc('x', x);
|
||
core.setHeroLoc('y', y);
|
||
core.drawHero();
|
||
// 记录录像
|
||
core.status.route.push('move:' + x + ':' + y);
|
||
// 统计信息
|
||
core.status.hero.statistics.moveDirectly++;
|
||
core.status.hero.statistics.ignoreSteps += ignoreSteps;
|
||
if (core.hasFlag('poison')) {
|
||
core.updateStatusBar(false, true);
|
||
}
|
||
core.checkRouteFolding();
|
||
return true;
|
||
}
|
||
return false;
|
||
},
|
||
parallelDo: function (timestamp) {
|
||
// 并行事件处理,可以在这里写任何需要并行处理的脚本或事件
|
||
// 该函数将被系统反复执行,每次执行间隔视浏览器或设备性能而定,一般约为16.6ms一次
|
||
// 参数timestamp为“从游戏资源加载完毕到当前函数执行时”的时间差,以毫秒为单位
|
||
|
||
// 检查当前是否处于游戏开始状态
|
||
if (!core.isPlaying()) return;
|
||
|
||
// 执行当前楼层的并行事件处理
|
||
if (core.status.floorId) {
|
||
try {
|
||
eval(core.floors[core.status.floorId].parallelDo);
|
||
} catch (e) {
|
||
main.log(e);
|
||
}
|
||
}
|
||
}
|
||
},
|
||
ui: {
|
||
getToolboxItems: function (cls) {
|
||
// 获得道具栏中当前某类型道具的显示项和显示顺序
|
||
// cls为道具类型,只可能是 tools, constants 和 equips
|
||
// 返回一个数组,代表当前某类型道具的显示内容和顺序
|
||
// 默认按id升序排列,您可以取消下面的注释改为按名称排列
|
||
|
||
return Object.keys(core.status.hero.items[cls] || {})
|
||
.filter(function (id) {
|
||
return !core.material.items[id].hideInToolbox;
|
||
})
|
||
.sort(/*function (id1, id2) { return core.material.items[id1].name <= core.material.items[id2].name ? -1 : 1 }*/);
|
||
},
|
||
drawStatusBar: function () {
|
||
// 自定义绘制状态栏,需要开启状态栏canvas化
|
||
|
||
// 如果是非状态栏canvas化,直接返回
|
||
if (!core.flags.statusCanvas) return;
|
||
var ctx = core.dom.statusCanvasCtx;
|
||
// 清空状态栏
|
||
core.clearMap(ctx);
|
||
// 如果是隐藏状态栏模式,直接返回
|
||
if (!core.domStyle.showStatusBar) return;
|
||
|
||
// 作为样板,只绘制楼层、生命、攻击、防御、护盾、金币、钥匙这七个内容
|
||
// 需要其他的请自行进行修改;横竖屏都需要进行适配绘制。
|
||
// (可以使用Chrome浏览器开控制台来模拟手机上的竖屏模式的显示效果,具体方式自行百度)
|
||
// 横屏模式下的画布大小是 149*480
|
||
// 竖屏模式下的画布大小是 480*(32*rows+9) 其中rows为状态栏行数,即全塔属性中statusCanvasRowsOnMobile值
|
||
// 可以使用 core.domStyle.isVertical 来判定当前是否是竖屏模式
|
||
|
||
core.setFillStyle(
|
||
ctx,
|
||
core.status.globalAttribute.statusBarColor ||
|
||
core.initStatus.globalAttribute.statusBarColor
|
||
);
|
||
// 属性
|
||
var hp = core.getRealStatus('hp'), // 生命
|
||
atk = core.getRealStatus('atk'), // 攻击
|
||
def = core.getRealStatus('def'), // 防御
|
||
inte = core.getRealStatus('mdef'), // 智慧
|
||
recovery = core.getRealStatus('hpmax'), // 恢复
|
||
extraAtk = core.getRealStatus('mana'); // 额外攻击
|
||
// 断灭之刃技能
|
||
if (flags.blade && flags.bladeOn) {
|
||
var level = core.getSkillLevel()[2];
|
||
atk *= 1 + 0.1 * level;
|
||
def *= 1 - 0.1 * level;
|
||
}
|
||
// 横竖屏需要分别绘制...
|
||
if (!core.domStyle.isVertical) {
|
||
// 横屏模式
|
||
// 背景
|
||
ctx.shadowColor = 'rgba(0, 0, 0, 0.4)';
|
||
ctx.shadowOffsetX = 0;
|
||
ctx.shadowOffsetY = 0;
|
||
ctx.shadowBlur = 7;
|
||
core.fillRect(ctx, 0, 0, 149, 480, [30, 30, 30, 0.8]);
|
||
core.strokeRect(ctx, 0, 0, 149, 480, [255, 255, 255, 1], 3);
|
||
ctx.shadowOffsetX = 3;
|
||
ctx.shadowOffsetY = 2;
|
||
ctx.shadowBlur = 3;
|
||
// 技能名
|
||
core.setTextAlign(ctx, 'right');
|
||
if (flags.blade && flags.bladeOn)
|
||
core.fillBoldText(
|
||
ctx,
|
||
'断灭之刃',
|
||
145,
|
||
47,
|
||
'#ffffff',
|
||
'#cc3333',
|
||
'16px normal'
|
||
);
|
||
core.setTextAlign(ctx, 'left');
|
||
// 楼层名+等级名
|
||
core.fillBoldText(
|
||
ctx,
|
||
(core.status.thisMap || {}).title || '',
|
||
10,
|
||
22,
|
||
'#ffffff',
|
||
'#000000',
|
||
'20px normal'
|
||
);
|
||
core.drawLine(ctx, 5, 27, 144, 27, '#ffffff', 2);
|
||
core.drawLine(ctx, 85, 49, 144, 49, '#ffffff', 1);
|
||
ctx.beginPath();
|
||
ctx.moveTo(55, 27);
|
||
ctx.bezierCurveTo(75, 27, 70, 49, 85, 49);
|
||
ctx.stroke();
|
||
ctx.beginPath();
|
||
core.fillBoldText(
|
||
ctx,
|
||
core.getLvName(),
|
||
10,
|
||
47,
|
||
'#ffffff',
|
||
'#000000',
|
||
'20px normal'
|
||
);
|
||
// 各个属性
|
||
core.drawImage(ctx, 'hp.png', 5, 55, 32, 32);
|
||
core.fillBoldText(
|
||
ctx,
|
||
core.formatBigNumber(hp),
|
||
42,
|
||
80,
|
||
'#ffffff',
|
||
'#000000',
|
||
'27px normal'
|
||
);
|
||
// 生命回复
|
||
core.fillBoldText(
|
||
ctx,
|
||
'+' + core.formatBigNumber(recovery) + '/t',
|
||
100,
|
||
95,
|
||
'#ffffff',
|
||
'#00cc00',
|
||
'16px normal'
|
||
);
|
||
// 治愈之泉
|
||
if (core.hasFlag('spring'))
|
||
core.fillBoldText(
|
||
ctx,
|
||
'剩余' + (50 - core.getFlag('springCount', 0)),
|
||
90,
|
||
60,
|
||
'#ffffff',
|
||
'#00cc00',
|
||
'16px normal'
|
||
);
|
||
// 额外攻击
|
||
core.fillBoldText(
|
||
ctx,
|
||
'+' + core.formatBigNumber(extraAtk),
|
||
100,
|
||
127,
|
||
'#ffffff',
|
||
'#cc6666',
|
||
'16px normal'
|
||
);
|
||
// 其他
|
||
core.drawImage(ctx, 'atk.png', 5, 87, 32, 32);
|
||
core.fillBoldText(
|
||
ctx,
|
||
core.formatBigNumber(atk),
|
||
42,
|
||
112,
|
||
'#ffffff',
|
||
'#000000',
|
||
'27px normal'
|
||
);
|
||
core.drawImage(ctx, 'def.png', 5, 119, 32, 32);
|
||
core.fillBoldText(
|
||
ctx,
|
||
core.formatBigNumber(def),
|
||
42,
|
||
144,
|
||
'#ffffff',
|
||
'#000000',
|
||
'27px normal'
|
||
);
|
||
core.drawImage(ctx, 'IQ.png', 5, 151, 32, 32);
|
||
core.fillBoldText(
|
||
ctx,
|
||
core.formatBigNumber(inte),
|
||
42,
|
||
176,
|
||
'#ffffff',
|
||
'#000000',
|
||
'27px normal'
|
||
);
|
||
core.drawImage(ctx, 'money.png', 5, 183, 32, 32);
|
||
core.fillBoldText(
|
||
ctx,
|
||
core.formatBigNumber(
|
||
core.getRealStatusOrDefault(null, 'money')
|
||
),
|
||
42,
|
||
208,
|
||
'#ffffff',
|
||
'#000000',
|
||
'27px normal'
|
||
);
|
||
core.drawImage(ctx, 'exp.png', 5, 215, 32, 32);
|
||
core.fillBoldText(
|
||
ctx,
|
||
core.formatBigNumber(core.getNextLvUpNeed() || 0),
|
||
42,
|
||
240,
|
||
'#ffffff',
|
||
'#000000',
|
||
'27px normal'
|
||
);
|
||
// 绘制三色钥匙
|
||
core.fillBoldText(
|
||
ctx,
|
||
core.setTwoDigits(core.itemCount('yellowKey')),
|
||
15,
|
||
270,
|
||
'#ffccaa',
|
||
'#000000',
|
||
'bold 27px normal'
|
||
);
|
||
core.fillBoldText(
|
||
ctx,
|
||
core.setTwoDigits(core.itemCount('blueKey')),
|
||
55,
|
||
270,
|
||
'#aaaadd',
|
||
'#000000',
|
||
'bold 27px normal'
|
||
);
|
||
core.fillBoldText(
|
||
ctx,
|
||
core.setTwoDigits(core.itemCount('redKey')),
|
||
95,
|
||
270,
|
||
'#ff8888',
|
||
'#000000',
|
||
'bold 27px normal'
|
||
);
|
||
// 技能树 和 技能查看
|
||
if (core.getFlag('chapter', 0) > 0) {
|
||
// core.fillRect(ctx, 20, 320, 109, 30, "#ffffff");
|
||
// core.fillRect(ctx, 20, 280, 109, 30, "#ffffff");
|
||
ctx.shadowOffsetX = 0;
|
||
ctx.shadowOffsetY = 0;
|
||
ctx.shadowBlur = 5;
|
||
core.drawImage(ctx, 'botton.png', 20, 320, 109, 30);
|
||
core.drawImage(ctx, 'botton.png', 20, 280, 109, 30);
|
||
// core.fillRect(ctx, 21, 321, 107, 28, "#ffffff");
|
||
// core.fillRect(ctx, 21, 281, 107, 28, "#ffffff");
|
||
core.setTextAlign(ctx, 'center');
|
||
ctx.shadowOffsetX = 3;
|
||
ctx.shadowOffsetY = 2;
|
||
ctx.shadowBlur = 3;
|
||
core.fillBoldText(
|
||
ctx,
|
||
'技能树',
|
||
75,
|
||
340,
|
||
'#ffffff',
|
||
'#000000',
|
||
'20px normal'
|
||
);
|
||
core.fillBoldText(
|
||
ctx,
|
||
'查看技能',
|
||
75,
|
||
300,
|
||
'#ffffff',
|
||
'#000000',
|
||
'20px normal'
|
||
);
|
||
core.setTextAlign(ctx, 'left');
|
||
}
|
||
} else {
|
||
// 竖屏模式
|
||
// css
|
||
ctx.shadowColor = 'rgba(0, 0, 0, 0.4)';
|
||
ctx.shadowOffsetX = 0;
|
||
ctx.shadowOffsetY = 0;
|
||
ctx.shadowBlur = 7;
|
||
core.fillRect(ctx, 0, 0, 480, 105, [30, 30, 30, 0.8]);
|
||
core.strokeRect(ctx, 0, 0, 480, 105, [255, 255, 255, 1], 3);
|
||
ctx.shadowOffsetX = 3;
|
||
ctx.shadowOffsetY = 2;
|
||
ctx.shadowBlur = 3;
|
||
// 各个属性
|
||
core.setTextAlign(ctx, 'left');
|
||
core.drawImage(ctx, 'hp.png', 5, 4, 32, 32);
|
||
core.fillBoldText(
|
||
ctx,
|
||
core.formatBigNumber(hp),
|
||
42,
|
||
29,
|
||
'#ffffff',
|
||
'#000000',
|
||
'27px normal'
|
||
);
|
||
// 治愈之泉
|
||
if (core.hasFlag('spring'))
|
||
core.fillBoldText(
|
||
ctx,
|
||
'剩余' + (50 - core.getFlag('springCount', 0)),
|
||
220,
|
||
41,
|
||
'#ffffff',
|
||
'#00cc00',
|
||
'16px normal'
|
||
);
|
||
// 生命回复
|
||
core.fillBoldText(
|
||
ctx,
|
||
'+' + core.formatBigNumber(recovery) + '/t',
|
||
100,
|
||
41,
|
||
'#ffffff',
|
||
'#00cc00',
|
||
'16px normal'
|
||
);
|
||
// 额外攻击
|
||
core.fillBoldText(
|
||
ctx,
|
||
'+' + core.formatBigNumber(extraAtk),
|
||
100,
|
||
76,
|
||
'#ffffff',
|
||
'#cc6666',
|
||
'16px normal'
|
||
);
|
||
core.drawImage(ctx, 'atk.png', 5, 36, 32, 32);
|
||
core.fillBoldText(
|
||
ctx,
|
||
core.formatBigNumber(atk),
|
||
42,
|
||
61,
|
||
'#ffffff',
|
||
'#000000',
|
||
'27px normal'
|
||
);
|
||
core.drawImage(ctx, 'def.png', 5, 68, 32, 32);
|
||
core.fillBoldText(
|
||
ctx,
|
||
core.formatBigNumber(def),
|
||
42,
|
||
93,
|
||
'#ffffff',
|
||
'#000000',
|
||
'27px normal'
|
||
);
|
||
core.drawImage(ctx, 'IQ.png', 145, 4, 32, 32);
|
||
core.fillBoldText(
|
||
ctx,
|
||
core.formatBigNumber(inte),
|
||
182,
|
||
29,
|
||
'#ffffff',
|
||
'#000000',
|
||
'27px normal'
|
||
);
|
||
core.drawImage(ctx, 'money.png', 145, 36, 32, 32);
|
||
core.fillBoldText(
|
||
ctx,
|
||
core.formatBigNumber(
|
||
core.getRealStatusOrDefault(null, 'money')
|
||
),
|
||
182,
|
||
61,
|
||
'#ffffff',
|
||
'#000000',
|
||
'27px normal'
|
||
);
|
||
core.drawImage(ctx, 'exp.png', 145, 68, 32, 32);
|
||
core.fillBoldText(
|
||
ctx,
|
||
core.formatBigNumber(core.getNextLvUpNeed() || 0),
|
||
182,
|
||
93,
|
||
'#ffffff',
|
||
'#000000',
|
||
'27px normal'
|
||
);
|
||
// 楼层名 + 等级名 + 技能名
|
||
core.setTextAlign(ctx, 'right');
|
||
core.fillBoldText(
|
||
ctx,
|
||
(core.status.thisMap || {}).title || '',
|
||
385,
|
||
52,
|
||
'#ffffff',
|
||
'#000000',
|
||
'20px normal'
|
||
);
|
||
core.drawLine(ctx, 282, 57, 390, 57, '#ffffff', 2);
|
||
core.drawLine(ctx, 312, 82, 390, 82, '#ffffff', 1);
|
||
core.fillBoldText(
|
||
ctx,
|
||
core.getLvName(),
|
||
385,
|
||
77,
|
||
'#ffffff',
|
||
'#000000',
|
||
'20px normal'
|
||
);
|
||
if (flags.blade && flags.bladeOn)
|
||
core.fillBoldText(
|
||
ctx,
|
||
'断灭之刃',
|
||
385,
|
||
97,
|
||
'#ffffff',
|
||
'#cc3333',
|
||
'16px normal'
|
||
);
|
||
core.setTextAlign(ctx, 'left');
|
||
|
||
// 技能树 查看技能
|
||
if (core.getFlag('chapter', 0) > 0) {
|
||
// core.fillRect(ctx, 400, 10, 30, 85, "#ffffff");
|
||
// core.fillRect(ctx, 440, 10, 30, 85, "#ffffff");
|
||
ctx.shadowOffsetX = 0;
|
||
ctx.shadowOffsetY = 0;
|
||
ctx.shadowBlur = 5;
|
||
core.drawImage(
|
||
ctx,
|
||
'botton.png',
|
||
0,
|
||
0,
|
||
190,
|
||
60,
|
||
375,
|
||
40,
|
||
85,
|
||
30,
|
||
-Math.PI / 2
|
||
);
|
||
core.drawImage(
|
||
ctx,
|
||
'botton.png',
|
||
0,
|
||
0,
|
||
190,
|
||
60,
|
||
415,
|
||
40,
|
||
85,
|
||
30,
|
||
-Math.PI / 2
|
||
);
|
||
// core.fillRect(ctx, 401, 11, 28, 83, "#ffffff");
|
||
// core.fillRect(ctx, 441, 11, 28, 83, "#ffffff");
|
||
core.setTextAlign(ctx, 'center');
|
||
ctx.shadowOffsetX = 3;
|
||
ctx.shadowOffsetY = 2;
|
||
ctx.shadowBlur = 3;
|
||
core.setTextAlign(ctx, 'center');
|
||
core.fillBoldText(
|
||
ctx,
|
||
'技',
|
||
415,
|
||
42,
|
||
'#ffffff',
|
||
'#000000',
|
||
'20px normal'
|
||
);
|
||
core.fillBoldText(
|
||
ctx,
|
||
'能',
|
||
415,
|
||
62,
|
||
'#ffffff',
|
||
'#000000',
|
||
'20px normal'
|
||
);
|
||
core.fillBoldText(
|
||
ctx,
|
||
'树',
|
||
415,
|
||
82,
|
||
'#ffffff',
|
||
'#000000',
|
||
'20px normal'
|
||
);
|
||
core.fillBoldText(
|
||
ctx,
|
||
'查',
|
||
455,
|
||
30,
|
||
'#ffffff',
|
||
'#000000',
|
||
'20px normal'
|
||
);
|
||
core.fillBoldText(
|
||
ctx,
|
||
'看',
|
||
455,
|
||
50,
|
||
'#ffffff',
|
||
'#000000',
|
||
'20px normal'
|
||
);
|
||
core.fillBoldText(
|
||
ctx,
|
||
'技',
|
||
455,
|
||
70,
|
||
'#ffffff',
|
||
'#000000',
|
||
'20px normal'
|
||
);
|
||
core.fillBoldText(
|
||
ctx,
|
||
'能',
|
||
455,
|
||
90,
|
||
'#ffffff',
|
||
'#000000',
|
||
'20px normal'
|
||
);
|
||
core.setTextAlign(ctx, 'left');
|
||
}
|
||
|
||
// 绘制三色钥匙
|
||
core.fillBoldText(
|
||
ctx,
|
||
core.setTwoDigits(core.itemCount('yellowKey')),
|
||
282,
|
||
29,
|
||
'#FFCCAA',
|
||
'#000000',
|
||
'bold 27px normal'
|
||
);
|
||
core.fillBoldText(
|
||
ctx,
|
||
core.setTwoDigits(core.itemCount('blueKey')),
|
||
317,
|
||
29,
|
||
'#AAAADD',
|
||
'#000000',
|
||
'bold 27px normal'
|
||
);
|
||
core.fillBoldText(
|
||
ctx,
|
||
core.setTwoDigits(core.itemCount('redKey')),
|
||
352,
|
||
29,
|
||
'#FF8888',
|
||
'#000000',
|
||
'bold 27px normal'
|
||
);
|
||
}
|
||
},
|
||
drawStatistics: function () {
|
||
// 浏览地图时参与的统计项目
|
||
|
||
return [
|
||
'yellowDoor',
|
||
'blueDoor',
|
||
'redDoor',
|
||
'greenDoor',
|
||
'steelDoor',
|
||
'yellowKey',
|
||
'blueKey',
|
||
'redKey',
|
||
'greenKey',
|
||
'steelKey',
|
||
'redGem',
|
||
'blueGem',
|
||
'greenGem',
|
||
'yellowGem',
|
||
'redPotion',
|
||
'bluePotion',
|
||
'greenPotion',
|
||
'yellowPotion',
|
||
'superPotion',
|
||
'pickaxe',
|
||
'bomb',
|
||
'centerFly',
|
||
'icePickaxe',
|
||
'freezeBadge',
|
||
'earthquake',
|
||
'upFly',
|
||
'downFly',
|
||
'jumpShoes',
|
||
'lifeWand',
|
||
'poisonWine',
|
||
'weakWine',
|
||
'curseWine',
|
||
'superWine',
|
||
'sword1',
|
||
'sword2',
|
||
'sword3',
|
||
'sword4',
|
||
'sword5',
|
||
'shield1',
|
||
'shield2',
|
||
'shield3',
|
||
'shield4',
|
||
'shield5'
|
||
// 在这里可以增加新的ID来进行统计个数,只能增加道具ID
|
||
];
|
||
},
|
||
drawAbout: function () {
|
||
// 绘制“关于”界面
|
||
core.ui.closePanel();
|
||
core.lockControl();
|
||
core.status.event.id = 'about';
|
||
|
||
var left = 52,
|
||
top = 68,
|
||
right = core.__PIXELS__ - 2 * left,
|
||
bottom = core.__PIXELS__ - 2 * top;
|
||
|
||
core.setAlpha('ui', 0.85);
|
||
core.fillRect('ui', left, top, right, bottom, '#000000');
|
||
core.setAlpha('ui', 1);
|
||
core.strokeRect(
|
||
'ui',
|
||
left - 1,
|
||
top - 1,
|
||
right + 1,
|
||
bottom + 1,
|
||
'#FFFFFF',
|
||
2
|
||
);
|
||
|
||
var text_start = left + 24;
|
||
|
||
// 名称
|
||
core.setTextAlign('ui', 'left');
|
||
var globalAttribute =
|
||
core.status.globalAttribute || core.initStatus.globalAttribute;
|
||
core.fillText(
|
||
'ui',
|
||
'HTML5 魔塔样板',
|
||
text_start,
|
||
top + 35,
|
||
globalAttribute.selectColor,
|
||
'bold 22px ' + globalAttribute.font
|
||
);
|
||
core.fillText(
|
||
'ui',
|
||
'版本: ' + main.__VERSION__,
|
||
text_start,
|
||
top + 80,
|
||
'#FFFFFF',
|
||
'bold 17px ' + globalAttribute.font
|
||
);
|
||
core.fillText('ui', '作者: 艾之葵', text_start, top + 112);
|
||
core.fillText(
|
||
'ui',
|
||
'HTML5魔塔交流群:539113091',
|
||
text_start,
|
||
top + 112 + 32
|
||
);
|
||
// TODO: 写自己的“关于”页面,每次增加32像素即可
|
||
core.playSound('打开界面');
|
||
}
|
||
}
|
||
};
|