开启5图层

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草莓 2024-11-30 21:57:47 +08:00
parent f2d8d74eae
commit 87ce50edf4

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@ -350,159 +350,159 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
}
},
"fiveLayers": function () {
// 是否启用五图层增加背景2层和前景2层 将__enable置为true即会启用启用后请保存后刷新编辑器
// 背景层2将会覆盖背景层 被事件层覆盖 前景层2将会覆盖前景层
// 另外 请注意加入两个新图层 会让大地图的性能降低一些
// 插件作者ad
var __enable = false;
if (!__enable) return;
// 是否启用五图层增加背景2层和前景2层 将__enable置为true即会启用启用后请保存后刷新编辑器
// 背景层2将会覆盖背景层 被事件层覆盖 前景层2将会覆盖前景层
// 另外 请注意加入两个新图层 会让大地图的性能降低一些
// 插件作者ad
var __enable = true;
if (!__enable) return;
// 创建新图层
function createCanvas (name, zIndex) {
if (!name) return;
var canvas = document.createElement('canvas');
canvas.id = name;
canvas.className = 'gameCanvas anti-aliasing';
// 编辑器模式下设置zIndex会导致加入的图层覆盖优先级过高
if (main.mode != "editor") canvas.style.zIndex = zIndex || 0;
// 将图层插入进游戏内容
document.getElementById('gameDraw').appendChild(canvas);
var ctx = canvas.getContext('2d');
core.canvas[name] = ctx;
canvas.width = core._PX_ || core.__PIXELS__;
canvas.height = core._PY_ || core.__PIXELS__;
return canvas;
}
// 创建新图层
function createCanvas(name, zIndex) {
if (!name) return;
var canvas = document.createElement('canvas');
canvas.id = name;
canvas.className = 'gameCanvas anti-aliasing';
// 编辑器模式下设置zIndex会导致加入的图层覆盖优先级过高
if (main.mode != "editor") canvas.style.zIndex = zIndex || 0;
// 将图层插入进游戏内容
document.getElementById('gameDraw').appendChild(canvas);
var ctx = canvas.getContext('2d');
core.canvas[name] = ctx;
canvas.width = core._PX_ || core.__PIXELS__;
canvas.height = core._PY_ || core.__PIXELS__;
return canvas;
}
var bg2Canvas = createCanvas('bg2', 20);
var fg2Canvas = createCanvas('fg2', 63);
// 大地图适配
core.bigmap.canvas = ["bg2", "fg2", "bg", "event", "event2", "fg", "damage"];
core.initStatus.bg2maps = {};
core.initStatus.fg2maps = {};
var bg2Canvas = createCanvas('bg2', 20);
var fg2Canvas = createCanvas('fg2', 63);
// 大地图适配
core.bigmap.canvas = ["bg2", "fg2", "bg", "event", "event2", "fg", "damage"];
core.initStatus.bg2maps = {};
core.initStatus.fg2maps = {};
if (main.mode == 'editor') {
/*插入编辑器的图层 不做此步新增图层无法在编辑器显示*/
// 编辑器图层覆盖优先级 eui > efg > fg(前景层) > event2(48*32图块的事件层) > event(事件层) > bg(背景层)
// 背景层2(bg2) 插入事件层(event)之前(即bg与event之间)
document.getElementById('mapEdit').insertBefore(bg2Canvas, document.getElementById('event'));
// 前景层2(fg2) 插入编辑器前景(efg)之前(即fg之后)
document.getElementById('mapEdit').insertBefore(fg2Canvas, document.getElementById('ebm'));
// 原本有三个图层 从4开始添加
var num = 4;
// 新增图层存入editor.dom中
editor.dom.bg2c = core.canvas.bg2.canvas;
editor.dom.bg2Ctx = core.canvas.bg2;
editor.dom.fg2c = core.canvas.fg2.canvas;
editor.dom.fg2Ctx = core.canvas.fg2;
editor.dom.maps.push('bg2map', 'fg2map');
editor.dom.canvas.push('bg2', 'fg2');
if (main.mode == 'editor') {
/*插入编辑器的图层 不做此步新增图层无法在编辑器显示*/
// 编辑器图层覆盖优先级 eui > efg > fg(前景层) > event2(48*32图块的事件层) > event(事件层) > bg(背景层)
// 背景层2(bg2) 插入事件层(event)之前(即bg与event之间)
document.getElementById('mapEdit').insertBefore(bg2Canvas, document.getElementById('event'));
// 前景层2(fg2) 插入编辑器前景(efg)之前(即fg之后)
document.getElementById('mapEdit').insertBefore(fg2Canvas, document.getElementById('ebm'));
// 原本有三个图层 从4开始添加
var num = 4;
// 新增图层存入editor.dom中
editor.dom.bg2c = core.canvas.bg2.canvas;
editor.dom.bg2Ctx = core.canvas.bg2;
editor.dom.fg2c = core.canvas.fg2.canvas;
editor.dom.fg2Ctx = core.canvas.fg2;
editor.dom.maps.push('bg2map', 'fg2map');
editor.dom.canvas.push('bg2', 'fg2');
// 创建编辑器上的按钮
var createCanvasBtn = function (name) {
// 电脑端创建按钮
var input = document.createElement('input');
// layerMod4/layerMod5
var id = 'layerMod' + num++;
// bg2map/fg2map
var value = name + 'map';
input.type = 'radio';
input.name = 'layerMod';
input.id = id;
input.value = value;
editor.dom[id] = input;
input.onchange = function () {
editor.uifunctions.setLayerMod(value);
}
return input;
};
var createCanvasBtn_mobile = function (name) {
// 手机端往选择列表中添加子选项
var input = document.createElement('option');
var id = 'layerMod' + num++;
var value = name + 'map';
input.name = 'layerMod';
input.value = value;
editor.dom[id] = input;
return input;
};
if (!editor.isMobile) {
var input = createCanvasBtn('bg2');
var input2 = createCanvasBtn('fg2');
// 获取事件层及其父节点
var child = document.getElementById('layerMod'),
parent = child.parentNode;
// 背景层2插入事件层前
parent.insertBefore(input, child);
// 不能直接更改背景层2的innerText 所以创建文本节点
var txt = document.createTextNode('bg2');
// 插入事件层前(即新插入的背景层2前)
parent.insertBefore(txt, child);
// 向最后插入前景层2(即插入前景层后)
parent.appendChild(input2);
var txt2 = document.createTextNode('fg2');
parent.appendChild(txt2);
parent.childNodes[2].replaceWith("bg");
parent.childNodes[6].replaceWith("事件");
parent.childNodes[8].replaceWith("fg");
} else {
var input = createCanvasBtn_mobile('bg2');
var input2 = createCanvasBtn_mobile('fg2');
// 手机端因为是选项 所以可以直接改innerText
input.innerText = '背景层2';
input2.innerText = '前景层2';
var parent = document.getElementById('layerMod');
parent.insertBefore(input, parent.children[1]);
parent.appendChild(input2);
// 创建编辑器上的按钮
var createCanvasBtn = function (name) {
// 电脑端创建按钮
var input = document.createElement('input');
// layerMod4/layerMod5
var id = 'layerMod' + num++;
// bg2map/fg2map
var value = name + 'map';
input.type = 'radio';
input.name = 'layerMod';
input.id = id;
input.value = value;
editor.dom[id] = input;
input.onchange = function () {
editor.uifunctions.setLayerMod(value);
}
}
return input;
};
var _loadFloor_doNotCopy = core.maps._loadFloor_doNotCopy;
core.maps._loadFloor_doNotCopy = function () {
return ["bg2map", "fg2map"].concat(_loadFloor_doNotCopy());
var createCanvasBtn_mobile = function (name) {
// 手机端往选择列表中添加子选项
var input = document.createElement('option');
var id = 'layerMod' + num++;
var value = name + 'map';
input.name = 'layerMod';
input.value = value;
editor.dom[id] = input;
return input;
};
if (!editor.isMobile) {
var input = createCanvasBtn('bg2');
var input2 = createCanvasBtn('fg2');
// 获取事件层及其父节点
var child = document.getElementById('layerMod'),
parent = child.parentNode;
// 背景层2插入事件层前
parent.insertBefore(input, child);
// 不能直接更改背景层2的innerText 所以创建文本节点
var txt = document.createTextNode('bg2');
// 插入事件层前(即新插入的背景层2前)
parent.insertBefore(txt, child);
// 向最后插入前景层2(即插入前景层后)
parent.appendChild(input2);
var txt2 = document.createTextNode('fg2');
parent.appendChild(txt2);
parent.childNodes[2].replaceWith("bg");
parent.childNodes[6].replaceWith("事件");
parent.childNodes[8].replaceWith("fg");
} else {
var input = createCanvasBtn_mobile('bg2');
var input2 = createCanvasBtn_mobile('fg2');
// 手机端因为是选项 所以可以直接改innerText
input.innerText = '背景层2';
input2.innerText = '前景层2';
var parent = document.getElementById('layerMod');
parent.insertBefore(input, parent.children[1]);
parent.appendChild(input2);
}
////// 绘制背景和前景层 //////
core.maps._drawBg_draw = function (floorId, toDrawCtx, cacheCtx, config) {
config.ctx = cacheCtx;
core.maps._drawBg_drawBackground(floorId, config);
// ------ 调整这两行的顺序来控制是先绘制贴图还是先绘制背景图块;后绘制的覆盖先绘制的。
core.maps._drawFloorImages(floorId, config.ctx, 'bg', null, null, config.onMap);
core.maps._drawBgFgMap(floorId, 'bg', config);
if (config.onMap) {
core.drawImage(toDrawCtx, cacheCtx.canvas, core.bigmap.v2 ? -32 : 0, core.bigmap.v2 ? -32 : 0);
core.clearMap('bg2');
core.clearMap(cacheCtx);
}
core.maps._drawBgFgMap(floorId, 'bg2', config);
if (config.onMap) core.drawImage('bg2', cacheCtx.canvas, core.bigmap.v2 ? -32 : 0, core.bigmap.v2 ? -32 : 0);
config.ctx = toDrawCtx;
}
var _loadFloor_doNotCopy = core.maps._loadFloor_doNotCopy;
core.maps._loadFloor_doNotCopy = function () {
return ["bg2map", "fg2map"].concat(_loadFloor_doNotCopy());
}
////// 绘制背景和前景层 //////
core.maps._drawBg_draw = function (floorId, toDrawCtx, cacheCtx, config) {
config.ctx = cacheCtx;
core.maps._drawBg_drawBackground(floorId, config);
// ------ 调整这两行的顺序来控制是先绘制贴图还是先绘制背景图块;后绘制的覆盖先绘制的。
core.maps._drawFloorImages(floorId, config.ctx, 'bg', null, null, config.onMap);
core.maps._drawBgFgMap(floorId, 'bg', config);
if (config.onMap) {
core.drawImage(toDrawCtx, cacheCtx.canvas, core.bigmap.v2 ? -32 : 0, core.bigmap.v2 ? -32 : 0);
core.clearMap('bg2');
core.clearMap(cacheCtx);
}
core.maps._drawFg_draw = function (floorId, toDrawCtx, cacheCtx, config) {
config.ctx = cacheCtx;
// ------ 调整这两行的顺序来控制是先绘制贴图还是先绘制前景图块;后绘制的覆盖先绘制的。
core.maps._drawFloorImages(floorId, config.ctx, 'fg', null, null, config.onMap);
core.maps._drawBgFgMap(floorId, 'fg', config);
if (config.onMap) {
core.drawImage(toDrawCtx, cacheCtx.canvas, core.bigmap.v2 ? -32 : 0, core.bigmap.v2 ? -32 : 0);
core.clearMap('fg2');
core.clearMap(cacheCtx);
}
core.maps._drawBgFgMap(floorId, 'fg2', config);
if (config.onMap) core.drawImage('fg2', cacheCtx.canvas, core.bigmap.v2 ? -32 : 0, core.bigmap.v2 ? -32 : 0);
config.ctx = toDrawCtx;
core.maps._drawBgFgMap(floorId, 'bg2', config);
if (config.onMap) core.drawImage('bg2', cacheCtx.canvas, core.bigmap.v2 ? -32 : 0, core.bigmap.v2 ? -32 : 0);
config.ctx = toDrawCtx;
}
core.maps._drawFg_draw = function (floorId, toDrawCtx, cacheCtx, config) {
config.ctx = cacheCtx;
// ------ 调整这两行的顺序来控制是先绘制贴图还是先绘制前景图块;后绘制的覆盖先绘制的。
core.maps._drawFloorImages(floorId, config.ctx, 'fg', null, null, config.onMap);
core.maps._drawBgFgMap(floorId, 'fg', config);
if (config.onMap) {
core.drawImage(toDrawCtx, cacheCtx.canvas, core.bigmap.v2 ? -32 : 0, core.bigmap.v2 ? -32 : 0);
core.clearMap('fg2');
core.clearMap(cacheCtx);
}
////// 移动判定 //////
core.maps._generateMovableArray_arrays = function (floorId) {
return {
bgArray: this.getBgMapArray(floorId),
fgArray: this.getFgMapArray(floorId),
eventArray: this.getMapArray(floorId),
bg2Array: this._getBgFgMapArray('bg2', floorId),
fg2Array: this._getBgFgMapArray('fg2', floorId)
};
}
},
core.maps._drawBgFgMap(floorId, 'fg2', config);
if (config.onMap) core.drawImage('fg2', cacheCtx.canvas, core.bigmap.v2 ? -32 : 0, core.bigmap.v2 ? -32 : 0);
config.ctx = toDrawCtx;
}
////// 移动判定 //////
core.maps._generateMovableArray_arrays = function (floorId) {
return {
bgArray: this.getBgMapArray(floorId),
fgArray: this.getFgMapArray(floorId),
eventArray: this.getMapArray(floorId),
bg2Array: this._getBgFgMapArray('bg2', floorId),
fg2Array: this._getBgFgMapArray('fg2', floorId)
};
}
},
"itemShop": function () {
// 道具商店相关的插件
// 可在全塔属性-全局商店中使用「道具商店」事件块进行编辑(如果找不到可以在入口方块中找)