mirror of
https://github.com/unanmed/HumanBreak.git
synced 2025-04-19 17:16:08 +08:00
447 lines
18 KiB
JavaScript
447 lines
18 KiB
JavaScript
var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = {
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fiveLayer: function () {
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// 注册插件
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Mota.Plugin.register('fiveLayer_g', { init }, init);
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// 创建新图层
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function createCanvas(name, zIndex) {
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if (!name) return;
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var canvas = document.createElement('canvas');
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canvas.id = name;
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canvas.className = 'gameCanvas no-anti-aliasing';
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// 编辑器模式下设置zIndex会导致加入的图层覆盖优先级过高
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if (main.mode != 'editor') canvas.style.zIndex = zIndex || 0;
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// 将图层插入进游戏内容
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document.getElementById('gameDraw').appendChild(canvas);
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var ctx = canvas.getContext('2d');
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core.canvas[name] = ctx;
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return canvas;
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}
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function init() {
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var bg2Canvas = createCanvas('bg2', 20);
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var fg2Canvas = createCanvas('fg2', 63);
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// 大地图适配
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core.bigmap.canvas = [
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'bg2',
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'fg2',
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'bg',
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'event',
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'event2',
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'fg',
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'damage'
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];
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core.initStatus.bg2maps = {};
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core.initStatus.fg2maps = {};
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if (main.mode == 'editor') {
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/*插入编辑器的图层 不做此步新增图层无法在编辑器显示*/
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// 编辑器图层覆盖优先级 eui > efg > fg(前景层) > event2(48*32图块的事件层) > event(事件层) > bg(背景层)
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// 背景层2(bg2) 插入事件层(event)之前(即bg与event之间)
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document
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.getElementById('mapEdit')
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.insertBefore(bg2Canvas, document.getElementById('event'));
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// 前景层2(fg2) 插入编辑器前景(efg)之前(即fg之后)
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document
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.getElementById('mapEdit')
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.insertBefore(fg2Canvas, document.getElementById('ebm'));
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// 原本有三个图层 从4开始添加
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var num = 4;
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// 新增图层存入editor.dom中
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editor.dom.bg2c = core.canvas.bg2.canvas;
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editor.dom.bg2Ctx = core.canvas.bg2;
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editor.dom.fg2c = core.canvas.fg2.canvas;
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editor.dom.fg2Ctx = core.canvas.fg2;
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editor.dom.maps.push('bg2map', 'fg2map');
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editor.dom.canvas.push('bg2', 'fg2');
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// 创建编辑器上的按钮
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var createCanvasBtn = name => {
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// 电脑端创建按钮
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var input = document.createElement('input');
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// layerMod4/layerMod5
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var id = 'layerMod' + num++;
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// bg2map/fg2map
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var value = name + 'map';
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input.type = 'radio';
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input.name = 'layerMod';
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input.id = id;
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input.value = value;
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editor.dom[id] = input;
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input.onchange = () => {
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editor.uifunctions.setLayerMod(value);
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};
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return input;
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};
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var createCanvasBtn_mobile = name => {
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// 手机端往选择列表中添加子选项
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var input = document.createElement('option');
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var id = 'layerMod' + num++;
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var value = name + 'map';
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input.name = 'layerMod';
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input.value = value;
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editor.dom[id] = input;
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return input;
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};
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if (!editor.isMobile) {
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var input = createCanvasBtn('bg2');
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var input2 = createCanvasBtn('fg2');
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// 获取事件层及其父节点
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var child = document.getElementById('layerMod'),
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parent = child.parentNode;
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// 背景层2插入事件层前
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parent.insertBefore(input, child);
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// 不能直接更改背景层2的innerText 所以创建文本节点
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var txt = document.createTextNode('背2');
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// 插入事件层前(即新插入的背景层2前)
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parent.insertBefore(txt, child);
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// 向最后插入前景层2(即插入前景层后)
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parent.appendChild(input2);
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var txt2 = document.createTextNode('前2');
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parent.appendChild(txt2);
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} else {
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var input = createCanvasBtn_mobile('bg2');
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var input2 = createCanvasBtn_mobile('fg2');
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// 手机端因为是选项 所以可以直接改innerText
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input.innerText = '背景2';
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input2.innerText = '前景2';
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var parent = document.getElementById('layerMod');
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parent.insertBefore(input, parent.children[1]);
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parent.appendChild(input2);
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}
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}
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maps.prototype._loadFloor_doNotCopy = function () {
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return [
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'firstArrive',
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'eachArrive',
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'blocks',
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'parallelDo',
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'map',
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'bgmap',
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'fgmap',
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'bg2map',
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'fg2map',
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'events',
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'changeFloor',
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'afterBattle',
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'afterGetItem',
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'afterOpenDoor',
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'cannotMove',
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'enemy'
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];
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};
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////// 绘制背景和前景层 //////
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maps.prototype._drawBg_draw = function (
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floorId,
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toDrawCtx,
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cacheCtx,
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config
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) {
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config.ctx = cacheCtx;
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core.maps._drawBg_drawBackground(floorId, config);
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// ------ 调整这两行的顺序来控制是先绘制贴图还是先绘制背景图块;后绘制的覆盖先绘制的。
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core.maps._drawFloorImages(
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floorId,
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config.ctx,
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'bg',
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null,
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null,
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config.onMap
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);
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core.maps._drawBgFgMap(floorId, 'bg', config);
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if (config.onMap) {
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core.drawImage(
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toDrawCtx,
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cacheCtx.canvas,
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core.bigmap.v2 ? -32 : 0,
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core.bigmap.v2 ? -32 : 0
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);
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core.clearMap('bg2');
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core.clearMap(cacheCtx);
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}
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core.maps._drawBgFgMap(floorId, 'bg2', config);
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if (config.onMap)
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core.drawImage(
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'bg2',
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cacheCtx.canvas,
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core.bigmap.v2 ? -32 : 0,
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core.bigmap.v2 ? -32 : 0
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);
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config.ctx = toDrawCtx;
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};
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maps.prototype._drawFg_draw = function (
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floorId,
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toDrawCtx,
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cacheCtx,
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config
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) {
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config.ctx = cacheCtx;
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// ------ 调整这两行的顺序来控制是先绘制贴图还是先绘制前景图块;后绘制的覆盖先绘制的。
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core.maps._drawFloorImages(
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floorId,
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config.ctx,
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'fg',
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null,
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null,
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config.onMap
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);
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core.maps._drawBgFgMap(floorId, 'fg', config);
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if (config.onMap) {
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core.drawImage(
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toDrawCtx,
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cacheCtx.canvas,
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core.bigmap.v2 ? -32 : 0,
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core.bigmap.v2 ? -32 : 0
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);
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core.clearMap('fg2');
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core.clearMap(cacheCtx);
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}
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core.maps._drawBgFgMap(floorId, 'fg2', config);
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if (config.onMap)
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core.drawImage(
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'fg2',
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cacheCtx.canvas,
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core.bigmap.v2 ? -32 : 0,
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core.bigmap.v2 ? -32 : 0
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);
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config.ctx = toDrawCtx;
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};
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////// 移动判定 //////
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maps.prototype._generateMovableArray_arrays = function (floorId) {
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return {
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bgArray: this.getBgMapArray(floorId),
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fgArray: this.getFgMapArray(floorId),
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eventArray: this.getMapArray(floorId),
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bg2Array: this._getBgFgMapArray('bg2', floorId),
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fg2Array: this._getBgFgMapArray('fg2', floorId)
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};
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};
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}
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},
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uiRewrite: function () {
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Mota.Plugin.register('ui_g', { init }, init);
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function init() {
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const { mainUi, fixedUi } = Mota.requireAll('var');
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ui.prototype.drawBook = function () {
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if (!core.isReplaying()) return mainUi.open('book');
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};
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ui.prototype._drawToolbox = function () {
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if (!core.isReplaying()) return mainUi.open('toolbox');
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};
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ui.prototype._drawEquipbox = function () {
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if (!core.isReplaying()) return mainUi.open('equipbox');
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};
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ui.prototype.drawFly = function () {
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if (!core.isReplaying()) return mainUi.open('fly');
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};
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control.prototype.updateStatusBar_update = function () {
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core.control.updateNextFrame = false;
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if (!core.isPlaying() || core.hasFlag('__statistics__')) return;
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core.control.controldata.updateStatusBar();
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if (!core.control.noAutoEvents) core.checkAutoEvents();
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core.control._updateStatusBar_setToolboxIcon();
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core.clearRouteFolding();
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core.control.noAutoEvents = true;
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// 更新vue状态栏
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updateVueStatusBar();
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Mota.require('var', 'hook').emit('statusBarUpdate');
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};
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// todo: 多个状态栏分离与控制
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control.prototype.showStatusBar = function () {
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if (main.mode == 'editor') return;
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core.removeFlag('hideStatusBar');
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if (!fixedUi.hasName('statusBar')) {
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fixedUi.open('statusBar');
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}
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core.dom.tools.hard.style.display = 'block';
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core.dom.toolBar.style.display = 'block';
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};
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control.prototype.hideStatusBar = function (showToolbox) {
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if (main.mode == 'editor') return;
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// 如果原本就是隐藏的,则先显示
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if (!core.domStyle.showStatusBar) this.showStatusBar();
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if (core.isReplaying()) showToolbox = true;
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fixedUi.closeByName('statusBar');
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var toolItems = core.dom.tools;
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core.setFlag('hideStatusBar', true);
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core.setFlag('showToolbox', showToolbox || null);
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if (
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(!core.domStyle.isVertical && !core.flags.extendToolbar) ||
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!showToolbox
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) {
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for (var i = 0; i < toolItems.length; ++i)
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toolItems[i].style.display = 'none';
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}
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if (!core.domStyle.isVertical && !core.flags.extendToolbar) {
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core.dom.toolBar.style.display = 'none';
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}
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};
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}
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function updateVueStatusBar() {
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Mota.r(() => {
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const status = Mota.require('var', 'status');
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status.value = !status.value;
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});
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}
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},
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battle: function () {
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// 这个插件负责战斗相关内容
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// --------------- 战斗伤害
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const Damage = Mota.require('module', 'Damage');
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// 这个数组常量控制着在战斗时哪些属性计算真实属性,也就是经过buff加成的属性
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// 如果有属性不会经过buff加成等,请将其去除,可以提高性能表现
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Damage.realStatus = ['atk', 'def', 'mdef', 'hpmax'];
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// 复写系统的伤害计算函数即可,全量复写
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// 函数接受两个参数,分别是怪物信息和勇士信息,返回一个数字作为伤害
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// 返回null表示不能战斗,返回Infinity也可以
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Mota.rewrite(Damage, 'calDamageWith', 'full', (info, hero) => {
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// 获取勇士属性,这几个属性直接从core.status.hero获取
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const { hp, mana } = core.status.hero;
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// 获取勇士属性,这几个属性从勇士真实属性获取
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// 分开获取是因为获取勇士真实属性会对性能造成一定影响
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let { atk, def, mdef, hpmax } = hero;
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// 获取怪物信息,是在某点的信息
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let { hp: monHp, atk: monAtk, def: monDef, special, enemy } = info;
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/** 总伤害 */
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let damage = 0;
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/** 勇士单回合伤害 */
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let heroPerDamage;
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if (special.includes(3)) {
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// 由于坚固的特性,只能放到这来计算了
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if (atk > enemy.def) heroPerDamage = 1;
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else return null;
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} else {
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heroPerDamage = atk - monDef;
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if (heroPerDamage <= 0) return null;
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}
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/** 怪物单回合伤害 */
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let enemyPerDamage;
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// 魔攻
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if (special.includes(2) || special.includes(13)) {
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enemyPerDamage = monAtk;
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} else {
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enemyPerDamage = monAtk - def;
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if (enemyPerDamage < 0) enemyPerDamage = 0;
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}
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// 先攻
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if (special.includes(17)) {
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damage += enemyPerDamage;
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}
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// 连击
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if (special.includes(4)) enemyPerDamage *= 2;
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if (special.includes(5)) enemyPerDamage *= 3;
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if (special.includes(6)) enemyPerDamage *= enemy.n;
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/** 战斗回合 */
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let turn = Math.ceil(monHp / heroPerDamage);
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damage += (turn - 1) * enemyPerDamage;
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damage -= mdef;
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if (!core.flags.enableNegativeDamage) damage = Math.max(0, damage);
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return damage;
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});
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// --------------- 地图伤害
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// 全量复写地图伤害的计算函数,注意此处不能使用箭头函数,因为这是在原型上的函数,其this指向实例,也即怪物(DamageEnemy实例)
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// 函数接收两个参数,damage和hero,前者表示要将结果存入的对象,后者是勇士真实属性
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// 直接将damage返回即可,返回其他值有可能会引起出错
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// 计算出伤害后直接调用this.setMapDamage即可将伤害传到对象中
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Mota.rewrite(
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Mota.require('class', 'DamageEnemy').prototype,
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'calMapDamage',
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'full',
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function (damage = {}, hero = getHeroStatusOn(Damage.realStatus)) {
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// 功能函数,计算曼哈顿距离,和判断一个值是否存在
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const { manhattan, has } = Mota.Plugin.require('utils_g');
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// 判断这个怪物是不是在地图上
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if (!has(this.x) || !has(this.y) || !has(this.floorId))
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return damage;
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const enemy = this.enemy;
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const floor = core.status.maps[this.floorId];
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const w = floor.width;
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const h = floor.height;
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// 突刺
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if (this.info.special.includes(15)) {
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const range = enemy.range ?? 1;
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const startX = Math.max(0, this.x - range);
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const startY = Math.max(0, this.y - range);
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const endX = Math.min(floor.width - 1, this.x + range);
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const endY = Math.min(floor.height - 1, this.y + range);
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const dam = Math.max((enemy.value ?? 0) - hero.def, 0);
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for (let x = startX; x <= endX; x++) {
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for (let y = startY; y <= endY; y++) {
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if (
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!enemy.zoneSquare &&
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manhattan(x, y, this.x, this.y) > range
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) {
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continue;
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}
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const loc = `${x},${y}`;
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this.setMapDamage(damage, loc, dam, '突刺');
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}
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}
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}
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// 射击
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if (this.info.special.includes(24)) {
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const dirs = ['left', 'down', 'up', 'right'];
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const dam = Math.max((enemy.atk ?? 0) - hero.def, 0);
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const objs = core.getMapBlocksObj(this.floorId);
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for (const dir of dirs) {
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let x = this.x;
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let y = this.y;
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const { x: dx, y: dy } = core.utils.scan[dir];
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while (x >= 0 && y >= 0 && x < w && y < h) {
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x += dx;
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y += dy;
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const loc = `${x},${y}`;
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const block = objs[loc];
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if (
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block &&
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block.event.noPass &&
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block.event.cls !== 'enemys' &&
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block.event.cls !== 'enemy48' &&
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block.id !== 141 &&
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block.id !== 151
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) {
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break;
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}
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this.setMapDamage(damage, loc, dam, '射击');
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}
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}
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}
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return damage;
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}
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);
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// --------------- 光环处理
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}
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};
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