2022-11-15 21:00:03 +08:00
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var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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2022-10-16 21:58:52 +08:00
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{
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2022-11-15 21:00:03 +08:00
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"events": {
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"resetGame": function (hero, hard, floorId, maps, values) {
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2022-10-16 21:58:52 +08:00
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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 = core.animateFrame.totalTime =
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Math.max(core.status.hero.statistics.totalTime, core.animateFrame.totalTime);
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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 || {})
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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)
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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
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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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},
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2022-11-15 21:00:03 +08:00
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"win": function (reason, norank, noexit) {
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2022-10-16 21:58:52 +08:00
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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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// 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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"\t[" + (reason || "恭喜通关") + "]你的分数是${status:hp}。"
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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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"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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"changingFloor": function (floorId, heroLoc) {
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2023-03-21 23:11:04 +08:00
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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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2023-03-21 23:11:04 +08:00
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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 && !(isFlying && currentId == floorId)) {
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if (!core.hasFlag("__leaveLoc__")) core.setFlag("__leaveLoc__", {});
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if (currentId != null) core.getFlag("__leaveLoc__")[currentId] = core.clone(core.status.hero.loc);
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}
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2023-03-21 23:11:04 +08:00
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// 可以对currentId进行判定,比如删除某些自定义图层等
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// if (currentId == 'MT0') {
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// core.deleteAllCanvas();
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// }
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2023-03-21 23:11:04 +08:00
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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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2022-10-16 21:58:52 +08:00
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2023-03-21 23:11:04 +08:00
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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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if (!fromLoad && null == core.getBlock(heroLoc.x, heroLoc.y, floorId))
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core.setHeroLoc('direction', core.turnDirection('down'), true);
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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 (block.disable && core.enemys.hasSpecial(block.event.id, 23)) {
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block.disable = false;
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core.setMapBlockDisabled(floorId, block.x, block.y, false);
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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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2022-10-16 21:58:52 +08:00
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2023-03-21 23:11:04 +08:00
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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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2023-03-21 23:11:04 +08:00
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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[Math.floor(Math.random() * bgm.length)]; // 多个bgm则随机播放一个
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if (!core.hasFlag("__bgm__")) core.playBgm(bgm);
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} else if (fromLoad && !core.hasFlag("__bgm__")) {
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core.pauseBgm();
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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) core.fillRect('curtain', 0, 0, core._PX_ || core.__PIXELS__, core._PY_ || core.__PIXELS__, core.arrayToRGBA(color));
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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)
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core.setWeather(weather[0], weather[1]);
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else core.setWeather();
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2022-10-16 21:58:52 +08:00
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2023-03-21 23:11:04 +08:00
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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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2022-10-16 21:58:52 +08:00
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2023-03-21 23:11:04 +08:00
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////复现RMbug,若5层法师移动且存在,则切换楼层后变回原位置
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if (core.getBlockId(5, 1, 'MT5') === 'bluePriest') {
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core.setBlock(217, 6, 1, 'MT5');
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core.setBlock(0, 5, 1, 'MT5')
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}
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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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},
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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 (!core.status.maps[fromId].canFlyFrom || !core.status.maps[toId].canFlyTo || !core.hasVisitedFloor(toId)) {
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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 + "!", 'fly');
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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 (core.status.maps[toId].flyPoint != null && core.status.maps[toId].flyPoint.length == 2) {
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stair = 'flyPoint';
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}
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if (stair == null && 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 (fromIndex == toIndex && core.status.maps[fromId].underGround) 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.setFlag('__isFlying__', true);
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core.changeFloor(toId, stair, loc, null, function () {
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core.removeFlag("__isFlying__");
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if (callback) callback();
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});
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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": "跳跃" }];
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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, { "type": "jump", "from": [g[0], g[1]], "to": [x, y], "time": 300, "keep": false, "async": true });
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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
|
|
|
|
|
{ "type": "setBlock", "number": enemyId, "loc": [[x, y]] }, // 重新设置怪物自身
|
|
|
|
|
{ "type": "battle", "loc": [x, y] } // 重要!重新触发本次战斗
|
|
|
|
|
]);
|
|
|
|
|
core.insertAction(actions);
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
},
|
2022-11-15 21:00:03 +08:00
|
|
|
|
"afterBattle": function (enemyId, x, y) {
|
2023-01-04 00:01:17 +08:00
|
|
|
|
// 战斗结束后触发的事件
|
|
|
|
|
|
|
|
|
|
var enemy = core.material.enemys[enemyId];
|
|
|
|
|
var special = enemy.special;
|
|
|
|
|
|
|
|
|
|
// 播放战斗音效和动画
|
|
|
|
|
// 默认播放的动画;你也可以使用
|
|
|
|
|
var animate = 'daji_bai'; // 默认动画
|
|
|
|
|
// 检查当前装备是否存在攻击动画
|
|
|
|
|
var equipId = core.getEquip(0);
|
|
|
|
|
if (equipId && (core.material.items[equipId].equip || {}).animate)
|
|
|
|
|
animate = core.material.items[equipId].equip.animate;
|
|
|
|
|
// 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
|
|
|
|
|
// if (enemyId == '...') animate = '...';
|
|
|
|
|
|
|
|
|
|
// 检查该动画是否存在SE,如果不存在则使用默认音效
|
|
|
|
|
if (!(core.material.animates[animate] || {}).se)
|
|
|
|
|
core.playSound('attack.mp3');
|
|
|
|
|
|
|
|
|
|
// 播放动画;如果不存在坐标(强制战斗)则播放到勇士自身
|
|
|
|
|
if (x != null && y != null)
|
|
|
|
|
core.drawAnimate(animate, x, y);
|
|
|
|
|
else
|
|
|
|
|
core.drawHeroAnimate(animate);
|
|
|
|
|
|
|
|
|
|
// 获得战斗伤害信息
|
|
|
|
|
var damageInfo = core.getDamageInfo(enemyId, null, x, y) || {};
|
|
|
|
|
// 战斗伤害
|
|
|
|
|
var damage = damageInfo.damage;
|
|
|
|
|
// 当前战斗回合数,可用于战后所需的判定
|
|
|
|
|
var turn = damageInfo.turn;
|
|
|
|
|
// 判定是否致死
|
|
|
|
|
if (damage == null || damage >= core.status.hero.hp) {
|
|
|
|
|
core.status.hero.hp = 0;
|
|
|
|
|
core.updateStatusBar(false, true);
|
|
|
|
|
core.events.lose('战斗失败');
|
|
|
|
|
return;
|
|
|
|
|
}
|
2022-10-16 21:58:52 +08:00
|
|
|
|
|
2023-01-04 00:01:17 +08:00
|
|
|
|
// 扣减体力值并记录统计数据
|
|
|
|
|
core.status.hero.hp -= damage;
|
|
|
|
|
core.status.hero.statistics.battleDamage += damage;
|
|
|
|
|
core.status.hero.statistics.battle++;
|
2022-10-16 21:58:52 +08:00
|
|
|
|
|
2023-01-04 00:01:17 +08:00
|
|
|
|
// 计算当前怪物的支援怪物
|
|
|
|
|
var guards = [];
|
|
|
|
|
if (x != null && y != null) {
|
|
|
|
|
guards = core.getFlag("__guards__" + x + "_" + y, []);
|
|
|
|
|
core.removeFlag("__guards__" + x + "_" + y);
|
|
|
|
|
}
|
2022-10-16 21:58:52 +08:00
|
|
|
|
|
2023-01-04 00:01:17 +08:00
|
|
|
|
core.status.hero.mdef += [20, 3, 2, 1, 0, 20][core.getFlag('hard', 0)];
|
|
|
|
|
// 获得金币
|
|
|
|
|
var money = guards.reduce(function (curr, g) {
|
|
|
|
|
return curr + core.material.enemys[g[2]].money;
|
|
|
|
|
}, core.getEnemyValue(enemy, "money", x, y));
|
|
|
|
|
if (core.hasItem('coin')) money *= 2; // 幸运金币:双倍
|
|
|
|
|
if (core.hasFlag('curse')) money = 0; // 诅咒效果
|
|
|
|
|
core.status.hero.money += money;
|
|
|
|
|
core.status.hero.statistics.money += money;
|
|
|
|
|
|
|
|
|
|
// 获得经验
|
|
|
|
|
var exp = guards.reduce(function (curr, g) {
|
|
|
|
|
return curr + core.material.enemys[g[2]].exp;
|
|
|
|
|
}, core.getEnemyValue(enemy, "exp", x, y));
|
|
|
|
|
if (core.hasFlag('curse')) exp = 0;
|
|
|
|
|
core.status.hero.exp += exp;
|
|
|
|
|
core.status.hero.statistics.exp += exp;
|
|
|
|
|
|
2023-03-15 17:36:42 +08:00
|
|
|
|
var hint = "打败 " + core.getEnemyValue(enemy, "name", x, y);
|
|
|
|
|
if (core.flags.statusBarItems.indexOf('enableMoney') >= 0)
|
|
|
|
|
hint += ',' + core.getStatusLabel('money') + '+' + money; // hint += ",金币+" + money;
|
|
|
|
|
if (core.flags.statusBarItems.indexOf('enableExp') >= 0)
|
|
|
|
|
hint += ',' + core.getStatusLabel('exp') + '+' + exp; // hint += ",经验+" + exp;
|
|
|
|
|
if (!core.getFlag("isNoTip")) core.drawTip(hint, enemy.id);
|
2023-01-04 00:01:17 +08:00
|
|
|
|
|
|
|
|
|
// 中毒
|
|
|
|
|
if (core.enemys.hasSpecial(special, 12)) {
|
|
|
|
|
core.triggerDebuff('get', 'poison');
|
|
|
|
|
}
|
|
|
|
|
// 衰弱
|
|
|
|
|
if (core.enemys.hasSpecial(special, 13)) {
|
|
|
|
|
core.triggerDebuff('get', 'weak');
|
|
|
|
|
}
|
|
|
|
|
// 诅咒
|
|
|
|
|
if (core.enemys.hasSpecial(special, 14)) {
|
|
|
|
|
core.triggerDebuff('get', 'curse');
|
|
|
|
|
}
|
|
|
|
|
// 仇恨怪物将仇恨值减半
|
|
|
|
|
if (core.enemys.hasSpecial(special, 17)) {
|
|
|
|
|
core.setFlag('hatred', Math.floor(core.getFlag('hatred', 0) / 2));
|
|
|
|
|
}
|
|
|
|
|
// 自爆
|
|
|
|
|
if (core.enemys.hasSpecial(special, 19)) {
|
|
|
|
|
core.status.hero.statistics.battleDamage += core.status.hero.hp - 1;
|
|
|
|
|
core.status.hero.hp = 1;
|
|
|
|
|
}
|
|
|
|
|
// 退化
|
|
|
|
|
if (core.enemys.hasSpecial(special, 21)) {
|
|
|
|
|
core.status.hero.atk -= (enemy.atkValue || 0);
|
|
|
|
|
core.status.hero.def -= (enemy.defValue || 0);
|
|
|
|
|
if (core.status.hero.atk < 0) core.status.hero.atk = 0;
|
|
|
|
|
if (core.status.hero.def < 0) core.status.hero.def = 0;
|
|
|
|
|
}
|
|
|
|
|
// 增加仇恨值
|
|
|
|
|
core.setFlag('hatred', core.getFlag('hatred', 0) + core.values.hatred);
|
|
|
|
|
|
|
|
|
|
// 战后的技能处理,比如扣除魔力值
|
|
|
|
|
if (core.flags.statusBarItems.indexOf('enableSkill') >= 0) {
|
|
|
|
|
// 检测当前开启的技能类型
|
|
|
|
|
var skill = core.getFlag('skill', 0);
|
|
|
|
|
if (skill == 1) { // 技能1:二倍斩
|
|
|
|
|
core.status.hero.mana -= 5; // 扣除5点魔力值
|
|
|
|
|
}
|
|
|
|
|
// 关闭技能
|
|
|
|
|
core.setFlag('skill', 0);
|
|
|
|
|
core.setFlag('skillName', '无');
|
|
|
|
|
}
|
|
|
|
|
core.addPop(x * 32, y * 32, core.getBlockId(x, y));
|
2022-10-16 21:58:52 +08:00
|
|
|
|
|
2023-01-04 00:01:17 +08:00
|
|
|
|
// 事件的处理
|
|
|
|
|
var todo = [];
|
2022-10-16 21:58:52 +08:00
|
|
|
|
|
2023-01-04 00:01:17 +08:00
|
|
|
|
// 加点事件
|
|
|
|
|
var point = guards.reduce(function (curr, g) {
|
|
|
|
|
return curr + core.material.enemys[g[2]].point;
|
|
|
|
|
}, core.getEnemyValue(enemy, "point", x, y)) || 0;
|
|
|
|
|
if (core.flags.enableAddPoint && point > 0) {
|
|
|
|
|
core.push(todo, [{ "type": "insert", "name": "加点事件", "args": [point] }]);
|
|
|
|
|
}
|
2022-10-16 21:58:52 +08:00
|
|
|
|
|
2023-03-15 17:36:42 +08:00
|
|
|
|
//等待动画执行完毕
|
2023-03-21 20:05:25 +08:00
|
|
|
|
if (core.getFlag("isPause"))
|
|
|
|
|
core.push(todo, [{ "type": "waitAsync" }]);
|
2023-01-04 00:01:17 +08:00
|
|
|
|
// 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);
|
|
|
|
|
|
|
|
|
|
// 在这里增加其他的自定义事件需求
|
|
|
|
|
/*
|
|
|
|
|
if (enemyId=='xxx') {
|
|
|
|
|
core.push(todo, [
|
|
|
|
|
{"type": "...", ...},
|
|
|
|
|
]);
|
|
|
|
|
}
|
|
|
|
|
*/
|
2022-10-16 21:58:52 +08:00
|
|
|
|
|
2023-01-04 00:01:17 +08:00
|
|
|
|
// 如果事件不为空,将其插入
|
|
|
|
|
if (todo.length > 0) core.insertAction(todo, x, y);
|
2022-10-16 21:58:52 +08:00
|
|
|
|
|
2023-01-04 00:01:17 +08:00
|
|
|
|
// 删除该点设置的怪物信息
|
|
|
|
|
delete((flags.enemyOnPoint || {})[core.status.floorId] || {})[x + "," + y];
|
2022-10-16 21:58:52 +08:00
|
|
|
|
|
2023-01-04 00:01:17 +08:00
|
|
|
|
// 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();
|
|
|
|
|
}
|
2022-10-16 21:58:52 +08:00
|
|
|
|
|
2023-01-04 00:01:17 +08:00
|
|
|
|
// 如果已有事件正在处理中
|
|
|
|
|
if (core.status.event.id == null)
|
|
|
|
|
core.continueAutomaticRoute();
|
|
|
|
|
else
|
|
|
|
|
core.clearContinueAutomaticRoute();
|
2022-10-16 21:58:52 +08:00
|
|
|
|
|
2023-01-04 00:01:17 +08:00
|
|
|
|
},
|
2022-11-15 21:00:03 +08:00
|
|
|
|
"afterOpenDoor": function (doorId, x, y) {
|
2023-06-14 23:02:22 +08:00
|
|
|
|
// 开一个门后触发的事件
|
|
|
|
|
if (core.status.floorId == "MT34") {
|
|
|
|
|
let doorInfo = {
|
|
|
|
|
"5,4": 1,
|
|
|
|
|
"7,4": 2,
|
|
|
|
|
"9,4": 0,
|
|
|
|
|
"4,5": 2,
|
|
|
|
|
"6,5": 1,
|
|
|
|
|
"8,5": 0,
|
|
|
|
|
"10,5": 2,
|
|
|
|
|
"5,6": 0,
|
|
|
|
|
"7,6": 1,
|
|
|
|
|
"9,6": 2,
|
|
|
|
|
"4,7": 1,
|
|
|
|
|
"6,7": 2,
|
|
|
|
|
"8,7": 1,
|
|
|
|
|
"10,7": 1,
|
|
|
|
|
"5,8": 0,
|
|
|
|
|
"7,8": 0,
|
|
|
|
|
"9,8": 2,
|
|
|
|
|
"4,9": 1,
|
|
|
|
|
"6,9": 1,
|
|
|
|
|
"8,9": 1,
|
|
|
|
|
"10,9": 1,
|
|
|
|
|
"5,10": 2,
|
|
|
|
|
"7,10": 0,
|
|
|
|
|
"9,10": 1
|
|
|
|
|
},
|
|
|
|
|
doorIds = ['A538', 'A539', 'A540'];
|
|
|
|
|
|
|
|
|
|
core.addFlag("_MT34OpenDoors_", 1);
|
|
|
|
|
|
|
|
|
|
for (let loc in doorInfo) {
|
|
|
|
|
let [dx, dy] = loc.split(',');
|
|
|
|
|
dx = parseInt(dx)
|
|
|
|
|
dy = parseInt(dy)
|
|
|
|
|
if (x == dx && y == dy) continue;
|
|
|
|
|
|
|
|
|
|
let calIndex = (core.getFlag("_MT34OpenDoors_", 0) + doorInfo[loc]) % doorIds.length;
|
2023-06-24 21:12:29 +08:00
|
|
|
|
core.drawAnimate('xiaoshideqiang', x, y);
|
2023-06-14 23:02:22 +08:00
|
|
|
|
core.setBlock(doorIds[calIndex], dx, dy);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
var todo = [];
|
|
|
|
|
// 检查该点的开门后事件
|
|
|
|
|
if (core.status.floorId) {
|
|
|
|
|
core.push(todo, core.floors[core.status.floorId].afterOpenDoor[x + "," + y]);
|
|
|
|
|
}
|
|
|
|
|
// 检查批量开门事件
|
|
|
|
|
var door = core.getBlockById(doorId);
|
|
|
|
|
if (door && door.event.doorInfo) {
|
|
|
|
|
core.push(todo, door.event.doorInfo.afterOpenDoor);
|
|
|
|
|
}
|
2022-10-16 21:58:52 +08:00
|
|
|
|
|
2023-06-14 23:02:22 +08:00
|
|
|
|
if (todo.length > 0) core.insertAction(todo, x, y);
|
2022-10-16 21:58:52 +08:00
|
|
|
|
|
2023-06-14 23:02:22 +08:00
|
|
|
|
if (core.status.event.id == null)
|
|
|
|
|
core.continueAutomaticRoute();
|
|
|
|
|
else
|
|
|
|
|
core.clearContinueAutomaticRoute();
|
|
|
|
|
},
|
2022-11-15 21:00:03 +08:00
|
|
|
|
"afterGetItem": function (itemId, x, y, isGentleClick) {
|
2023-01-04 00:01:17 +08:00
|
|
|
|
// 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') && core.material.items[itemId].cls == 'items')
|
|
|
|
|
core.playSound('回血');
|
|
|
|
|
else if (itemId.endsWith('Gem') && core.material.items[itemId].cls == 'items')
|
|
|
|
|
core.playSound('宝石')
|
|
|
|
|
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)) {
|
|
|
|
|
if (event.data) event = event.data;
|
|
|
|
|
core.unshift(todo, event);
|
|
|
|
|
}
|
2022-10-16 21:58:52 +08:00
|
|
|
|
|
2023-01-04 00:01:17 +08:00
|
|
|
|
if (todo.length > 0) core.insertAction(todo, x, y);
|
|
|
|
|
},
|
2022-11-15 21:00:03 +08:00
|
|
|
|
"afterPushBox": function () {
|
2022-10-16 21:58:52 +08:00
|
|
|
|
// 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
|
|
|
|
|
])
|
|
|
|
|
}
|
|
|
|
|
*/
|
|
|
|
|
}
|
|
|
|
|
}
|
2022-11-15 21:00:03 +08:00
|
|
|
|
},
|
|
|
|
|
"enemys": {
|
|
|
|
|
"getSpecials": function () {
|
2022-11-17 13:00:36 +08:00
|
|
|
|
// 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, "先攻", "怪物率先攻击", "#e5de0d"],
|
|
|
|
|
[2, "魔攻", "怪物攻击无视基础防御", "#ffc080"],
|
|
|
|
|
[3, "坚固", "怪物防御小于勇士攻击时,怪物防御=勇士攻击-1", "#c0c0c0"],
|
|
|
|
|
[4, "2连击", "每回合怪物2次攻击", "#ffff80"],
|
|
|
|
|
[5, "3连击", "每回合怪物3次攻击", "#ffff80"],
|
|
|
|
|
[6, function (enemy) { return (enemy.n || '') + "连击"; }, function (enemy) { return "怪物每回合攻击" + (enemy.n || 4) + "次"; }, "#ffee77"],
|
|
|
|
|
[7, "破甲", function (enemy) { return "战斗前,怪物附加角色防御的" + Math.floor(100 * (enemy.breakArmor || core.values.breakArmor || 0)) + "%作为伤害"; }, "#88c0ff"],
|
|
|
|
|
[8, "反击", function (enemy) { return "战斗时,怪物每回合附加角色攻击的" + Math.floor(100 * (enemy.counterAttack || core.values.counterAttack || 0)) + "%作为伤害,无视角色防御"; }, "#ffaa44"],
|
|
|
|
|
[9, "净化", function (enemy) { return "战斗前,怪物附加角色护盾的" + (enemy.purify || core.values.purify) + "倍作为伤害"; }, "#80eed6"],
|
|
|
|
|
[10, "模仿", "怪物的攻防和角色攻防相等", "#b0c0dd"],
|
|
|
|
|
[11, "吸血", function (enemy) { return "优先扣掉玩家" + Math.floor(100 * enemy.vampire || 0) + "%生命(约" + Math.floor((enemy.vampire || 0) * core.getStatus('hp')) + "点)" + (enemy.add ? ",并把伤害数值加到自身生命上" : ""); }, "#ff8080"],
|
|
|
|
|
[12, "中毒", "每走一步会损失15点生命值", "#80ff80"],
|
|
|
|
|
[13, "衰弱", "勇士攻防降低" + (core.values.weakValue >= 1 ? core.values.weakValue + "点" : parseInt(core.values.weakValue * 100) + "%"), "#fb7ff8"],
|
|
|
|
|
[14, "诅咒", "战斗后,角色陷入诅咒状态,战斗无法获得金币和经验", "#bbeef0"],
|
|
|
|
|
[15, "领域", function (enemy) { return "靠近怪物时受到伤害" + (enemy.zone || 0) + "点"; }, "#ff32c8"],
|
|
|
|
|
[16, "夹击", "经过两只相同的怪物中间,角色生命值变成一半", "#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 "经过怪物周围" + (enemy.zoneSquare ? "九宫格" : "十字") + "时自动减生命" + (enemy.repulse || 0) + "点,同时怪物后退一格"; }, "#8888e6"],
|
|
|
|
|
[19, "自爆", "战斗后角色的生命值变成1", "#ff6666"],
|
|
|
|
|
[20, "无敌", "角色无法打败怪物,除非拥有十字架", "#aaaaaa"],
|
|
|
|
|
[21, "退化", function (enemy) { return "战斗后角色永久下降" + (enemy.atkValue || 0) + "点攻击和" + (enemy.defValue || 0) + "点防御"; }],
|
|
|
|
|
[22, "固伤", function (enemy) { return "战斗前,怪物对角色造成" + (enemy.damage || 0) + "点固定伤害,未开启负伤时无视角色护盾。"; }, "#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, "激光", function (enemy) { return "经过怪物同行或同列时自动减生命" + (enemy.laser || 0) + "点"; }, "#dda0dd"],
|
|
|
|
|
[25, "光环", function (enemy) { return (enemy.range != null ? ((enemy.haloSquare ? "该怪物九宫格" : "该怪物十字") + enemy.haloRange + "格范围内") : "同楼层所有") + "怪物生命提升" + (enemy.hpBuff || 0) + "%,攻击提升" + (enemy.atkBuff || 0) + "%,防御提升" + (enemy.defBuff || 0) + "%," + (enemy.haloAdd ? "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", function (enemy) { return "当走到怪物周围" + (enemy.zoneSquare ? "九宫格" : "十字") + "时会强制进行战斗。"; }, "#c0ddbb"]
|
|
|
|
|
];
|
|
|
|
|
},
|
2022-11-15 21:00:03 +08:00
|
|
|
|
"getEnemyInfo": function (enemy, hero, x, y, floorId) {
|
2022-10-16 21:58:52 +08:00
|
|
|
|
// 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);
|
|
|
|
|
// 模仿
|
|
|
|
|
if (core.hasSpecial(mon_special, 10)) {
|
|
|
|
|
mon_atk = hero_atk;
|
|
|
|
|
mon_def = hero_def;
|
|
|
|
|
}
|
|
|
|
|
// 坚固
|
|
|
|
|
if (core.hasSpecial(mon_special, 3) && mon_def < hero_atk - 1) {
|
|
|
|
|
mon_def = hero_atk - 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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) : floorId;
|
|
|
|
|
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];
|
|
|
|
|
// 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.haloRange == null;
|
|
|
|
|
if (enemy.haloRange != null && x != null && y != null) {
|
|
|
|
|
var dx = Math.abs(block.x - x),
|
|
|
|
|
dy = Math.abs(block.y - y);
|
|
|
|
|
// 检查十字和九宫格光环
|
|
|
|
|
if (dx + dy <= enemy.haloRange) inRange = true;
|
|
|
|
|
if (enemy.haloSquare && dx <= enemy.haloRange && dy <= enemy.haloRange) inRange = true;
|
|
|
|
|
}
|
|
|
|
|
// 检查是否可叠加
|
|
|
|
|
if (inRange && (enemy.haloAdd || !usedEnemyIds[enemy.id])) {
|
|
|
|
|
hp_buff += enemy.hpBuff || 0;
|
|
|
|
|
atk_buff += enemy.atkBuff || 0;
|
|
|
|
|
def_buff += enemy.defBuff || 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]);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 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
|
|
|
|
|
};
|
|
|
|
|
},
|
2022-11-15 21:00:03 +08:00
|
|
|
|
"getDamageInfo": function (enemy, hero, x, y, floorId) {
|
2022-10-16 21:58:52 +08:00
|
|
|
|
// 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_mdef = core.getRealStatusOrDefault(hero, 'mdef'),
|
|
|
|
|
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);
|
|
|
|
|
hero_mdef = Math.max(0, hero_mdef);
|
|
|
|
|
|
|
|
|
|
// 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;
|
|
|
|
|
|
|
|
|
|
// 技能的处理
|
|
|
|
|
if (core.getFlag('skill', 0) == 1) { // 开启了技能1:二倍斩
|
|
|
|
|
hero_atk *= 2; // 计算时攻击力翻倍
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 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;
|
|
|
|
|
|
|
|
|
|
// 吸血
|
|
|
|
|
if (core.hasSpecial(mon_special, 11)) {
|
|
|
|
|
var vampire_damage = hero_hp * enemy.vampire;
|
|
|
|
|
|
|
|
|
|
// 如果有神圣盾免疫吸血等可以在这里写
|
|
|
|
|
// 也可以用hasItem和hasEquip来判定装备
|
|
|
|
|
// if (core.hasFlag('shield5')) vampire_damage = 0;
|
|
|
|
|
|
|
|
|
|
vampire_damage = Math.floor(vampire_damage) || 0;
|
|
|
|
|
// 加到自身
|
|
|
|
|
if (enemy.add) // 如果加到自身
|
|
|
|
|
mon_hp += vampire_damage;
|
|
|
|
|
|
|
|
|
|
init_damage += vampire_damage;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 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)) 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);
|
|
|
|
|
|
|
|
|
|
// 每回合的反击伤害;反击是按照勇士的攻击次数来计算回合
|
|
|
|
|
var counterDamage = 0;
|
|
|
|
|
if (core.hasSpecial(mon_special, 8))
|
|
|
|
|
counterDamage += Math.floor((enemy.counterAttack || core.values.counterAttack) * hero_atk);
|
|
|
|
|
|
|
|
|
|
// 先攻
|
|
|
|
|
if (core.hasSpecial(mon_special, 1)) init_damage += per_damage;
|
|
|
|
|
|
|
|
|
|
// 破甲
|
|
|
|
|
if (core.hasSpecial(mon_special, 7))
|
|
|
|
|
init_damage += Math.floor((enemy.breakArmor || core.values.breakArmor) * hero_def);
|
|
|
|
|
|
|
|
|
|
// 净化
|
|
|
|
|
if (core.hasSpecial(mon_special, 9))
|
|
|
|
|
init_damage += Math.floor((enemy.purify || core.values.purify) * hero_mdef);
|
|
|
|
|
|
|
|
|
|
// 勇士每回合对怪物造成的伤害
|
|
|
|
|
var hero_per_damage = Math.max(hero_atk - 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);
|
|
|
|
|
|
|
|
|
|
// ------ 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 = false; // ------ 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
|
|
|
|
|
var damage = init_damage + (turn - 1) * per_damage + turn * counterDamage;
|
|
|
|
|
// 再扣去护盾
|
|
|
|
|
damage -= hero_mdef;
|
|
|
|
|
|
|
|
|
|
// 检查是否允许负伤
|
|
|
|
|
if (!core.flags.enableNegativeDamage)
|
|
|
|
|
damage = Math.max(0, damage);
|
|
|
|
|
|
|
|
|
|
// 最后处理仇恨和固伤(因为这两个不能被护盾减伤)
|
|
|
|
|
if (core.hasSpecial(mon_special, 17)) { // 仇恨
|
|
|
|
|
damage += core.getFlag('hatred', 0);
|
|
|
|
|
}
|
|
|
|
|
if (core.hasSpecial(mon_special, 22)) { // 固伤
|
|
|
|
|
damage += enemy.damage || 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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)
|
|
|
|
|
};
|
|
|
|
|
}
|
2022-11-15 21:00:03 +08:00
|
|
|
|
},
|
|
|
|
|
"actions": {
|
|
|
|
|
"onKeyUp": function (keyCode, altKey) {
|
2022-10-16 21:58:52 +08:00
|
|
|
|
// 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
|
|
|
|
|
|
|
|
|
|
// 如果处于正在行走状态,则不处理
|
|
|
|
|
if (core.isMoving()) return;
|
|
|
|
|
|
|
|
|
|
// 商店长按时忽略
|
|
|
|
|
if (core.status.onShopLongDown) return core.status.onShopLongDown = false;
|
|
|
|
|
|
|
|
|
|
// 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 27: // ESC:打开菜单栏
|
|
|
|
|
core.openSettings(true);
|
|
|
|
|
break;
|
|
|
|
|
case 88: // X:使用怪物手册
|
|
|
|
|
core.openBook(true);
|
|
|
|
|
break;
|
|
|
|
|
case 71: // G:使用楼传器
|
|
|
|
|
core.useFly(true);
|
|
|
|
|
break;
|
|
|
|
|
case 65: // A:读取自动存档(回退)
|
|
|
|
|
core.doSL("autoSave", "load");
|
|
|
|
|
break;
|
|
|
|
|
case 87: // W:撤销回退
|
|
|
|
|
core.doSL("autoSave", "reload");
|
|
|
|
|
break;
|
|
|
|
|
case 83: // S:存档
|
|
|
|
|
core.save(true);
|
|
|
|
|
break;
|
|
|
|
|
case 68: // D:读档
|
|
|
|
|
core.load(true);
|
|
|
|
|
break;
|
2022-11-12 21:35:25 +08:00
|
|
|
|
case 69: // E:上 //打开光标
|
2023-01-03 22:33:58 +08:00
|
|
|
|
if (!core.hasItem('fly'))
|
|
|
|
|
core.drawTip("你没有" + core.material.items['fly'].name, 'fly');
|
|
|
|
|
else if ((core.flags.flyNearStair && !core.nearStair()))
|
2022-11-12 21:35:25 +08:00
|
|
|
|
core.drawTip("必须在楼梯口才能使用" + core.material.items['fly'].name, 'fly');
|
|
|
|
|
else if (!core.canUseItem('fly'))
|
|
|
|
|
core.drawTip("不知道为什么," + core.material.items['fly'].name + "在此层失效了!", 'fly');
|
|
|
|
|
else {
|
|
|
|
|
var tmp = core.status.floorId;
|
|
|
|
|
if (tmp[0] == 'M' && tmp[1] == 'T' && tmp[2] >= '0' && tmp[2] <= '9') {
|
|
|
|
|
tmp = 'MT' + (tmp.substring(2) - (-1));
|
|
|
|
|
}
|
|
|
|
|
else if (tmp == 'U1') tmp = 'MT0';
|
|
|
|
|
else if (tmp[0] == 'U' && tmp[1] >= '0' && tmp[1] <= '9') {
|
|
|
|
|
tmp = 'U' + (tmp.substring(1) - 1);
|
|
|
|
|
}
|
|
|
|
|
if (!core.flyTo(tmp)) core.drawTip("您不能去该楼层!", 'fly');
|
|
|
|
|
}
|
|
|
|
|
//core.ui._drawCursor();
|
2022-10-16 21:58:52 +08:00
|
|
|
|
break;
|
|
|
|
|
case 84: // T:打开道具栏
|
|
|
|
|
core.openToolbox(true);
|
|
|
|
|
break;
|
2022-11-12 21:35:25 +08:00
|
|
|
|
case 81: // Q:下 //打开装备栏
|
2023-01-03 22:33:58 +08:00
|
|
|
|
if (!core.hasItem('fly'))
|
|
|
|
|
core.drawTip("你没有" + core.material.items['fly'].name, 'fly');
|
|
|
|
|
else if ((core.flags.flyNearStair && !core.nearStair()))
|
2022-11-12 21:35:25 +08:00
|
|
|
|
core.drawTip("必须在楼梯口才能使用" + core.material.items['fly'].name, 'fly');
|
|
|
|
|
else if (!core.canUseItem('fly'))
|
|
|
|
|
core.drawTip("不知道为什么," + core.material.items['fly'].name + "在此层失效了!", 'fly');
|
|
|
|
|
else {
|
|
|
|
|
var tmp = core.status.floorId;
|
|
|
|
|
if (tmp[0] == 'U' && tmp[1] >= '0' && tmp[1] <= '9') {
|
|
|
|
|
tmp = 'U' + (tmp.substring(1) - (-1));
|
|
|
|
|
}
|
|
|
|
|
else if (tmp == 'MT0') tmp = 'U1';
|
|
|
|
|
else if (tmp[0] == 'M' && tmp[1] == 'T' && tmp[2] >= '0' && tmp[2] <= '9') {
|
|
|
|
|
tmp = 'MT' + (tmp.substring(2) - 1);
|
|
|
|
|
}
|
|
|
|
|
if (!core.flyTo(tmp)) core.drawTip("您不能去该楼层!", 'fly');
|
|
|
|
|
}
|
|
|
|
|
//core.openEquipbox(true);
|
2022-10-16 21:58:52 +08:00
|
|
|
|
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: // 快捷键1: 破
|
|
|
|
|
if (core.hasItem('pickaxe')) {
|
|
|
|
|
core.status.route.push("key:49"); // 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 50: // 快捷键2: 炸
|
|
|
|
|
if (core.hasItem('bomb')) {
|
|
|
|
|
core.status.route.push("key:50"); // 将按键记在录像中
|
|
|
|
|
core.useItem('bomb', 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
|
|
|
|
|
if (core.hasItem('centerFly')) {
|
|
|
|
|
core.ui._drawCenterFly();
|
|
|
|
|
}
|
|
|
|
|
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
|
|
|
|
|
core.doSL("autoSave", "load");
|
|
|
|
|
break;
|
|
|
|
|
case 54: // 6:撤销回退,方便手机版操作
|
|
|
|
|
core.doSL("autoSave", "reload");
|
|
|
|
|
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
|
|
|
|
|
case 119: // F8:由于F7与部分浏览器有冲突,故新增F8
|
|
|
|
|
core.debug();
|
|
|
|
|
break;
|
|
|
|
|
case 70: // F:开启技能“二倍斩”
|
|
|
|
|
// 检测是否拥有“二倍斩”这个技能道具
|
|
|
|
|
if (core.hasItem('skill1')) {
|
|
|
|
|
core.status.route.push("key:70");
|
|
|
|
|
core.useItem('skill1', true);
|
|
|
|
|
}
|
|
|
|
|
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;
|
|
|
|
|
*/
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
},
|
2022-11-15 21:00:03 +08:00
|
|
|
|
"onStatusBarClick": function (px, py, vertical) {
|
2022-10-16 21:58:52 +08:00
|
|
|
|
// 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
|
|
|
|
|
// vertical为录像播放过程中的横竖屏信息
|
|
|
|
|
//
|
|
|
|
|
// 横屏模式下状态栏的画布大小是 129*416 (开启拓展装备栏后是 129*457)
|
|
|
|
|
// 竖屏模式下状态栏的画布大小是 416*(32*rows+9) 其中rows为状态栏行数,即全塔属性中statusCanvasRowsOnMobile值
|
|
|
|
|
// 可以使用 _isVertical() 来判定当前是否是竖屏模式
|
|
|
|
|
|
|
|
|
|
// 判定当前是否是竖屏模式。录像播放过程中可能会记录当时的横竖屏信息以覆盖。
|
|
|
|
|
var _isVertical = function () {
|
|
|
|
|
if (core.isReplaying() && vertical != null) return vertical;
|
|
|
|
|
return core.domStyle.isVertical;
|
|
|
|
|
}
|
2023-01-04 00:45:33 +08:00
|
|
|
|
if (core.status.floorId == "nandu") {
|
|
|
|
|
var h = -1;
|
|
|
|
|
if (py >= 46 && py <= 430) h = Math.floor((py - 46) / 77) + 1;
|
|
|
|
|
if (h > 0) {
|
|
|
|
|
core.actions._clickAction(0, Math.floor(py / 16), 1, py)
|
|
|
|
|
}
|
|
|
|
|
}
|
2022-10-16 21:58:52 +08:00
|
|
|
|
// 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;
|
|
|
|
|
|
|
|
|
|
// 判定px和py来执行自己的脚本内容.... 注意横竖屏
|
|
|
|
|
// console.log("onStatusBarClick: ", px, py, _isVertical());
|
|
|
|
|
|
|
|
|
|
// 样例一:点击某个区域后使用一个道具
|
|
|
|
|
/*
|
|
|
|
|
if (core.hasItem("pickaxe")) {
|
|
|
|
|
if (_isVertical()) {
|
|
|
|
|
// 竖屏模式下
|
|
|
|
|
if (px >= 200 && px <= 250 && py >= 50 && py <= 100) {
|
|
|
|
|
core.useItem("pickaxe");
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
// 横屏模式下
|
|
|
|
|
if (px >= 50 && px <= 100 && py >= 200 && py <= 250) {
|
|
|
|
|
core.useItem("pickaxe");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
// 样例二:点击某个区域后执行一段公共事件或脚本
|
|
|
|
|
/*
|
|
|
|
|
if (core.hasFlag("xxx")) {
|
|
|
|
|
if (_isVertical()) {
|
|
|
|
|
// 竖屏模式下
|
|
|
|
|
if (px >= 200 && px <= 250 && py >= 50 && py <= 100) {
|
|
|
|
|
// 记录点击坐标。这里的1代表此时是竖屏!
|
|
|
|
|
core.status.route.push("click:1:" + px + ":" + py);
|
|
|
|
|
// 可以插入公共事件 / 普通事件 / 执行一段脚本(如打开自绘UI或增减flag)
|
|
|
|
|
core.insertCommonEvent("道具商店");
|
|
|
|
|
// core.insertAction(["一段事件"]);
|
|
|
|
|
// core.openItemShop("shop1");
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
// 横屏模式下
|
|
|
|
|
if (px >= 50 && px <= 100 && py >= 200 && py <= 250) {
|
|
|
|
|
// 记录点击坐标。这里的0代表此时是横屏!
|
|
|
|
|
core.status.route.push("click:0:" + px + ":" + py);
|
|
|
|
|
// 可以插入公共事件 / 普通事件 / 执行一段脚本(如打开自绘UI或增减flag)
|
|
|
|
|
core.insertCommonEvent("道具商店");
|
|
|
|
|
// core.insertAction(["一段事件"]);
|
|
|
|
|
// core.openItemShop("shop1");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
}
|
2022-11-15 21:00:03 +08:00
|
|
|
|
},
|
|
|
|
|
"control": {
|
|
|
|
|
"saveData": function () {
|
2022-10-16 21:58:52 +08:00
|
|
|
|
// 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()
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
return data;
|
|
|
|
|
},
|
2022-11-15 21:00:03 +08:00
|
|
|
|
"loadData": function (data, callback) {
|
2022-10-16 21:58:52 +08:00
|
|
|
|
// 读档操作;从存储中读取了内容后的行为
|
|
|
|
|
|
|
|
|
|
// 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();
|
|
|
|
|
});
|
2022-11-10 21:57:32 +08:00
|
|
|
|
core.plugin.donghuas();
|
2022-10-16 21:58:52 +08:00
|
|
|
|
},
|
2022-11-15 21:00:03 +08:00
|
|
|
|
"getStatusLabel": function (name) {
|
2022-10-16 21:58:52 +08:00
|
|
|
|
// 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: "生命上限",
|
|
|
|
|
hp: "生命",
|
|
|
|
|
manamax: "魔力上限",
|
|
|
|
|
mana: "魔力",
|
|
|
|
|
atk: "攻击",
|
|
|
|
|
def: "防御",
|
|
|
|
|
mdef: "护盾",
|
|
|
|
|
money: "金币",
|
|
|
|
|
exp: "经验",
|
|
|
|
|
point: "加点",
|
|
|
|
|
steps: "步数",
|
|
|
|
|
}[name] || name;
|
|
|
|
|
},
|
2022-11-15 21:00:03 +08:00
|
|
|
|
"triggerDebuff": function (action, type) {
|
2022-10-16 21:58:52 +08:00
|
|
|
|
// 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);
|
2022-11-13 02:56:18 +08:00
|
|
|
|
core.plugin.donghua3();
|
2022-10-16 21:58:52 +08:00
|
|
|
|
}
|
|
|
|
|
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') {
|
|
|
|
|
var success = false;
|
|
|
|
|
if (core.inArray(type, "poison") && core.hasFlag("poison")) {
|
|
|
|
|
success = true;
|
|
|
|
|
// 移除毒效果
|
|
|
|
|
core.setFlag("poison", false);
|
|
|
|
|
}
|
|
|
|
|
if (core.inArray(type, "weak") && core.hasFlag("weak")) {
|
|
|
|
|
success = true;
|
|
|
|
|
// 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")) {
|
|
|
|
|
success = true;
|
|
|
|
|
// 移除咒效果
|
|
|
|
|
core.setFlag("curse", false);
|
|
|
|
|
}
|
|
|
|
|
if (success) core.playSound('回血');
|
|
|
|
|
}
|
|
|
|
|
},
|
2022-11-15 21:00:03 +08:00
|
|
|
|
"updateStatusBar": function () {
|
2022-10-16 21:58:52 +08:00
|
|
|
|
// 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.getRealStatus('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.setStatusBarInnerHTML('up', core.formatBigNumber(core.getNextLvUpNeed()) || "");
|
|
|
|
|
} 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
|
2022-10-21 23:00:12 +08:00
|
|
|
|
/*if (core.statusBar.hard.innerText != core.status.hard) {
|
2022-10-16 21:58:52 +08:00
|
|
|
|
core.statusBar.hard.innerText = core.status.hard;
|
|
|
|
|
}
|
|
|
|
|
var hardColor = core.getFlag('__hardColor__');
|
|
|
|
|
if (hardColor == null) core.statusBar.hard.innerText = '';
|
|
|
|
|
if (core.statusBar.hard.getAttribute('_style') != hardColor) {
|
|
|
|
|
core.statusBar.hard.style.color = hardColor;
|
|
|
|
|
core.statusBar.hard.setAttribute('_style', hardColor);
|
|
|
|
|
}
|
2022-10-21 23:00:12 +08:00
|
|
|
|
*/
|
2022-10-16 21:58:52 +08:00
|
|
|
|
// 自定义状态栏绘制
|
|
|
|
|
core.drawStatusBar();
|
|
|
|
|
|
|
|
|
|
// 更新阻激夹域的伤害值
|
|
|
|
|
core.updateCheckBlock();
|
|
|
|
|
// updateDamage只能在此处执行!!更新全地图显伤
|
|
|
|
|
core.updateDamage();
|
|
|
|
|
},
|
2022-11-15 21:00:03 +08:00
|
|
|
|
"updateCheckBlock": function (floorId) {
|
2022-10-16 21:58:52 +08:00
|
|
|
|
// 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;
|
|
|
|
|
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][(block.event.name || "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] = (damage[currloc] || 0) + (enemy.zone || 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')) {
|
|
|
|
|
var scan = enemy.zoneSquare ? core.utils.scan2 : core.utils.scan;
|
|
|
|
|
for (var dir in scan) {
|
|
|
|
|
var nx = x + scan[dir].x,
|
|
|
|
|
ny = y + scan[dir].y,
|
|
|
|
|
currloc = nx + "," + ny;
|
|
|
|
|
if (nx < 0 || nx >= width || ny < 0 || ny >= height) continue;
|
|
|
|
|
damage[currloc] = (damage[currloc] || 0) + (enemy.repulse || 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 + scan[rdir].x,
|
|
|
|
|
rny = y + scan[rdir].y;
|
|
|
|
|
if (rnx < 0 || rnx >= width || rny < 0 || rny >= height) continue;
|
|
|
|
|
// 如需禁止阻击被推到已隐藏的事件处(如重生怪处),可将这一句的false改为true
|
|
|
|
|
if (core.getBlock(rnx, rny, floorId, false) != null) continue;
|
|
|
|
|
if (core.utils.scan[rdir] && !core.canMoveHero(x, y, rdir, floorId)) continue;
|
|
|
|
|
repulse[currloc] = (repulse[currloc] || []).concat([
|
|
|
|
|
[x, y, id, rdir]
|
|
|
|
|
]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 激光
|
|
|
|
|
// 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) && !core.hasFlag("no_laser")) {
|
|
|
|
|
for (var nx = 0; nx < width; nx++) {
|
|
|
|
|
var currloc = nx + "," + y;
|
|
|
|
|
if (nx != x) {
|
|
|
|
|
damage[currloc] = (damage[currloc] || 0) + (enemy.laser || 0);
|
|
|
|
|
type[currloc] = type[currloc] || {};
|
|
|
|
|
type[currloc]["激光伤害"] = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
for (var ny = 0; ny < height; ny++) {
|
|
|
|
|
var currloc = x + "," + ny;
|
|
|
|
|
if (ny != y) {
|
|
|
|
|
damage[currloc] = (damage[currloc] || 0) + (enemy.laser || 0);
|
|
|
|
|
type[currloc] = type[currloc] || {};
|
|
|
|
|
type[currloc]["激光伤害"] = 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")) {
|
|
|
|
|
var scan = enemy.zoneSquare ? core.utils.scan2 : core.utils.scan;
|
|
|
|
|
// 给周围格子加上【捕捉】记号
|
|
|
|
|
for (var dir in scan) {
|
|
|
|
|
var nx = x + scan[dir].x,
|
|
|
|
|
ny = y + scan[dir].y,
|
|
|
|
|
currloc = nx + "," + ny;
|
|
|
|
|
if (nx < 0 || nx >= width || ny < 0 || ny >= height || (core.utils.scan[dir] && !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;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 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];
|
|
|
|
|
var leftId = core.getFaceDownId(leftBlock),
|
|
|
|
|
rightId = core.getFaceDownId(rightBlock);
|
|
|
|
|
if (leftBlock && !leftBlock.disable && rightBlock && !rightBlock.disable && leftId == rightId) {
|
|
|
|
|
if (core.hasSpecial(leftId, 16))
|
|
|
|
|
enemyId1 = leftId;
|
|
|
|
|
}
|
|
|
|
|
// 检查上下夹击
|
|
|
|
|
var topBlock = blocks[x + "," + (y - 1)],
|
|
|
|
|
bottomBlock = blocks[x + "," + (y + 1)];
|
|
|
|
|
var topId = core.getFaceDownId(topBlock),
|
|
|
|
|
bottomId = core.getFaceDownId(bottomBlock);
|
|
|
|
|
if (topBlock && !topBlock.disable && bottomBlock && !bottomBlock.disable && topId == bottomId) {
|
|
|
|
|
if (core.hasSpecial(topId, 16))
|
|
|
|
|
enemyId2 = topId;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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
|
|
|
|
|
};
|
|
|
|
|
},
|
2022-11-15 21:00:03 +08:00
|
|
|
|
"moveOneStep": function (callback) {
|
2022-10-16 21:58:52 +08:00
|
|
|
|
// 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();
|
|
|
|
|
// 检查中毒状态的扣血和死亡
|
|
|
|
|
if (core.hasFlag('poison')) {
|
|
|
|
|
core.status.hero.statistics.poisonDamage += core.values.poisonDamage;
|
|
|
|
|
core.status.hero.hp -= core.values.poisonDamage;
|
|
|
|
|
if (core.status.hero.hp <= 0) {
|
|
|
|
|
core.status.hero.hp = 0;
|
|
|
|
|
core.updateStatusBar(false, true);
|
|
|
|
|
core.events.lose();
|
|
|
|
|
return;
|
|
|
|
|
} else {
|
|
|
|
|
core.updateStatusBar(false, true);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 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, 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 (!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);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ------ 检查目标点事件 END ------ //
|
|
|
|
|
|
|
|
|
|
// 如需强行终止行走可以在这里条件判定:
|
|
|
|
|
// core.stopAutomaticRoute();
|
|
|
|
|
},
|
2022-11-15 21:00:03 +08:00
|
|
|
|
"moveDirectly": function (x, y, ignoreSteps) {
|
2023-04-04 11:47:33 +08:00
|
|
|
|
// 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 (ignoreSteps >= 0) {
|
|
|
|
|
// 中毒也允许瞬移
|
|
|
|
|
if (core.hasFlag('poison')) {
|
2022-10-16 21:58:52 +08:00
|
|
|
|
return false;
|
2023-04-04 11:47:33 +08:00
|
|
|
|
//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.control._moveDirectyFollowers(x, y);
|
|
|
|
|
core.status.hero.loc.x = x;
|
|
|
|
|
core.status.hero.loc.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.ui.drawStatusBar();
|
|
|
|
|
core.checkRouteFolding();
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
2022-11-15 21:00:03 +08:00
|
|
|
|
"parallelDo": function (timestamp) {
|
2023-01-01 19:40:11 +08:00
|
|
|
|
// 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) {
|
|
|
|
|
console.error(e);
|
|
|
|
|
}
|
|
|
|
|
}
|
2022-10-16 21:58:52 +08:00
|
|
|
|
|
2023-01-01 19:40:11 +08:00
|
|
|
|
if (core.getFlag('tiaojuqing_black')) {
|
|
|
|
|
core.status.hero.flags.tiaojuqing_black++
|
|
|
|
|
core.setOpacity('tiaojuqing_black', Math.abs(core.status.hero.flags.tiaojuqing_black % 200 * 0.004 - 0.4));
|
|
|
|
|
}
|
2022-10-16 21:58:52 +08:00
|
|
|
|
|
2023-01-01 19:40:11 +08:00
|
|
|
|
}
|
2022-11-15 21:00:03 +08:00
|
|
|
|
},
|
|
|
|
|
"ui": {
|
|
|
|
|
"getToolboxItems": function (cls) {
|
2022-10-16 21:58:52 +08:00
|
|
|
|
// 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 }*/);
|
|
|
|
|
},
|
2022-11-15 21:00:03 +08:00
|
|
|
|
"drawStatusBar": function () {
|
|
|
|
|
if (!core.status.floorId) return;
|
|
|
|
|
|
|
|
|
|
if (core.status.floorId == 'nandu') core.clearMap('caidan');
|
|
|
|
|
else core.drawImage('caidan', 'caidan.png', -161, 0);
|
|
|
|
|
core.dom.caidan1Ctx.drawImage(core.material.images.images['caidan.png'], 0, 0)
|
|
|
|
|
var ctx, fill = function (text, x, y, style) {
|
|
|
|
|
core.ui.setFont(ctx, /*(/\w+/.test(text) ? 'italic ' : '') + */ '21px fzchyjw');
|
|
|
|
|
core.ui.fillText(ctx, text, x, y, style);
|
2022-10-16 21:58:52 +08:00
|
|
|
|
},
|
2022-11-15 21:00:03 +08:00
|
|
|
|
fill1 = function (text, x, y, style) {
|
2023-01-04 00:01:17 +08:00
|
|
|
|
core.ui.setFont(ctx, '14px fzchyjw');
|
2022-11-15 21:00:03 +08:00
|
|
|
|
core.ui.fillText(ctx, text, x, y, style);
|
|
|
|
|
};
|
|
|
|
|
|
2023-03-16 16:47:31 +08:00
|
|
|
|
|
2022-11-23 18:57:13 +08:00
|
|
|
|
//手册和道具栏画面背景
|
2023-01-02 21:58:36 +08:00
|
|
|
|
if (core.status.event.id === 'book' || core.status.event.id === 'book-detail' || core.status.event.id === 'toolbox') {
|
2022-11-23 18:57:13 +08:00
|
|
|
|
core.dom.caidan1Ctx.drawImage(core.material.images.images['black.png'], 0, 0)
|
|
|
|
|
core.drawWindowSkin('winskin.png', core.dom.caidan1Ctx, -20, 0, 201, 290);
|
|
|
|
|
core.drawWindowSkin('winskin.png', core.dom.caidan1Ctx, 0, 290, 161, 95);
|
|
|
|
|
core.drawWindowSkin('winskin.png', core.dom.caidan1Ctx, 0, 385, 161, 95);
|
|
|
|
|
}
|
2022-11-15 21:00:03 +08:00
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (core.flags.statusCanvas) { // 系统开关「自绘状态栏」开启
|
|
|
|
|
core.ui.clearMap(ctx = core.dom.statusCanvasCtx); // 清空状态栏
|
|
|
|
|
core.ui.setFillStyle(ctx, core.status.globalAttribute.statusBarColor);
|
|
|
|
|
if (core.domStyle.isVertical) { // 竖屏
|
|
|
|
|
core.drawImage(ctx, core.statusBar.icons.floor, 6, 6, 25, 25);
|
|
|
|
|
fill((core.status.thisMap || {}).name || "Loading", 42, 26);
|
|
|
|
|
core.drawImage(ctx, core.statusBar.icons.hp, 137, 6, 25, 25);
|
|
|
|
|
fill(core.formatBigNumber(core.getRealStatus('hp')), 173, 26);
|
|
|
|
|
core.drawImage(ctx, core.statusBar.icons.atk, 268, 6, 25, 25);
|
|
|
|
|
fill(core.formatBigNumber(core.getRealStatus('atk')), 304, 26);
|
|
|
|
|
core.drawImage(ctx, core.statusBar.icons.def, 6, 38, 25, 25);
|
|
|
|
|
fill(core.formatBigNumber(core.getRealStatus('def')), 42, 58);
|
|
|
|
|
core.drawImage(ctx, core.statusBar.icons.mdef, 137, 38, 25, 25);
|
|
|
|
|
fill(core.formatBigNumber(core.getRealStatus('mdef')), 173, 58);
|
|
|
|
|
core.drawImage(ctx, core.statusBar.icons.money, 268, 38, 25, 25);
|
|
|
|
|
fill(core.formatBigNumber(core.status.hero.money), 304, 58);
|
|
|
|
|
core.drawImage(ctx, core.statusBar.icons.exp, 6, 70, 25, 25);
|
|
|
|
|
fill(core.formatBigNumber(core.status.hero.exp), 42, 90);
|
2023-03-15 21:47:00 +08:00
|
|
|
|
} else if (!core.flags.hideLeftStatusBar) { // 横屏且未隐藏状态栏
|
2022-11-15 21:00:03 +08:00
|
|
|
|
core.drawImage(ctx, core.material.images.images[flags.hard == 4 ? 'status.png' : 'status2.png'], 0, 63);
|
|
|
|
|
core.drawImage(ctx, core.statusBar.icons.floor, 124, 24, 32, 32);
|
|
|
|
|
ctx.textAlign = 'left';
|
|
|
|
|
fill((core.status.thisMap || {}).title || "Loading", 0, 49, '#000000');
|
|
|
|
|
//core.drawImage(ctx, core.statusBar.icons.hp, 6, 43, 25, 25);
|
|
|
|
|
ctx.textAlign = 'right';
|
|
|
|
|
fill(core.formatBigNumber(core.getRealStatus('hp')), 107, 91, '#000000');
|
|
|
|
|
//core.drawImage(ctx, core.statusBar.icons.atk, 6, 77, 25, 25);
|
|
|
|
|
fill(core.formatBigNumber(core.getRealStatus('atk')), 107, 91 + 35, '#000000');
|
|
|
|
|
//core.drawImage(ctx, core.statusBar.icons.def, 6, 111, 25, 25);
|
|
|
|
|
fill(core.formatBigNumber(core.getRealStatus('def')), 107, 91 + 35 + 36, '#000000');
|
|
|
|
|
//core.drawImage(ctx, core.statusBar.icons.mdef, 6, 145, 25, 25);
|
|
|
|
|
//core.drawImage(ctx, core.statusBar.icons.money, 6, 179, 25, 25);
|
|
|
|
|
fill(core.formatBigNumber(core.status.hero.exp), 107, 91 + 35 + 36 + 34, '#000000');
|
|
|
|
|
//core.drawImage(ctx, core.statusBar.icons.exp, 6, 213, 25, 25);
|
|
|
|
|
fill(core.formatBigNumber(core.status.hero.money), 107, 91 + 35 + 36 + 34 + 32, '#000000');
|
|
|
|
|
fill(core.getFlag("juqing", 0), 107, 91 + 35 + 36 + 34 + 32 + 32, '#FF0000');
|
|
|
|
|
ctx.textAlign = 'left';
|
2023-01-04 00:01:17 +08:00
|
|
|
|
if (flags.hard - 4) fill1('[' + core.formatBigNumber(core.getRealStatus('mdef')) + ']', 72, 176, '#c800c8');
|
2023-01-02 21:58:36 +08:00
|
|
|
|
if (core.status.event.id !== 'book' && core.status.event.id !== 'book-detail' && core.status.event.id !== 'toolbox') {
|
2022-11-23 18:57:13 +08:00
|
|
|
|
core.drawImage(ctx, core.material.images.items, 0, 0, 32, 128, 13, 300, 28, 112);
|
|
|
|
|
fill('黄钥匙', 50, 320, '#FFFF80');
|
|
|
|
|
fill('蓝钥匙', 50, 320 + 28, '#80FFFF');
|
|
|
|
|
fill('红钥匙', 50, 320 + 56, '#FF8080');
|
|
|
|
|
fill('黑钥匙', 50, 320 + 84, '#000000');
|
|
|
|
|
ctx.textAlign = 'right';
|
|
|
|
|
fill(core.itemCount('yellowKey'), 140, 320, '#FFFF80');
|
|
|
|
|
fill(core.itemCount('blueKey'), 140, 320 + 28, '#80FFFF');
|
|
|
|
|
fill(core.itemCount('redKey'), 140, 320 + 56, '#FF8080');
|
|
|
|
|
fill(core.itemCount('greenKey'), 140, 320 + 84, '#000000');
|
|
|
|
|
core.drawImage(ctx, core.material.images.images[['00005.png', '00001.png', '00002.png', '00003.png', '00004.png', '00005.png'][flags.hard || 0]], 7, 404 - [0, 10, 10, 0, 0, 0][flags.hard || 0]);
|
|
|
|
|
ctx.textAlign = 'left';
|
|
|
|
|
if (flags.poison) fill("中毒", 8, 282, '#00CD00');
|
|
|
|
|
if (flags.weak) fill("衰弱", 64, 282, '#FF1493');
|
|
|
|
|
} else {
|
|
|
|
|
core.drawWindowSkin('winskin3.png', ctx, 0, 0, 181, 290);
|
|
|
|
|
fill('游戏时间', 20, 330, '#c0e0ff');
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fill('步数', 20, 425, '#c0e0ff');
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ctx.textAlign = 'right';
|
2023-01-02 21:58:36 +08:00
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var hour = Math.floor(core.status.hero.statistics.currTime / (1000 * 60 * 60)) % 24,
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|
|
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|
minutes = Math.floor(core.status.hero.statistics.currTime / (1000 * 60)) % 60,
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seconds = Math.floor(core.status.hero.statistics.currTime / 1000) % 60,
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day = Math.floor(core.status.hero.statistics.currTime / (1000 * 60 * 60 * 24)),
|
2022-11-23 18:57:13 +08:00
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step = core.status.hero.steps;
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|
|
|
hour = hour < 10 ? '0' + hour : hour;
|
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|
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minutes = minutes < 10 ? '0' + minutes : minutes;
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seconds = seconds < 10 ? '0' + seconds : seconds;
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2022-12-10 08:12:38 +08:00
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//if (day >= 1)
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|
// fill(day + ':' + hour + ':' + minutes + ':' + seconds, 140, 360, "#ffffff");
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|
|
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|
//else
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|
|
|
|
fill(hour + ':' + minutes + ':' + seconds, 140, 360, "#ffffff");
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2022-11-23 18:57:13 +08:00
|
|
|
|
fill(step, 140, 455, '#ffffff');
|
2023-01-04 00:01:17 +08:00
|
|
|
|
setTimeout(function () { core.ui.drawStatusBar(); }, 100);
|
2022-11-23 18:57:13 +08:00
|
|
|
|
}
|
2023-01-04 00:45:33 +08:00
|
|
|
|
if (core.status.floorId == "nandu") {
|
2023-03-16 16:29:46 +08:00
|
|
|
|
core.ui.clearMap(ctx = core.dom.statusCanvasCtx);
|
2023-03-16 16:47:31 +08:00
|
|
|
|
core.dom.statusCanvas.style.zIndex = 80;
|
|
|
|
|
} else core.dom.statusCanvas.style.zIndex = 50;
|
2022-11-15 21:00:03 +08:00
|
|
|
|
}
|
2023-03-15 21:47:00 +08:00
|
|
|
|
} else if (core.flags.hideLeftStatusBar && !core.domStyle.isVertical) { // 横屏且隐藏状态栏
|
2022-11-15 21:00:03 +08:00
|
|
|
|
if (!core.dymCanvas['status'])
|
|
|
|
|
core.ui.createCanvas('status', 0, 0, core._PX_, core._PY_, 66); // 刚好盖过显伤层
|
|
|
|
|
core.ui.clearMap(ctx = core.dymCanvas['status']);
|
|
|
|
|
core.ui.setFillStyle(ctx, core.status.globalAttribute.statusBarColor);
|
|
|
|
|
var offset = core.status.hero.loc.x - core.bigmap.offsetX / 32 >= core._HEIGHT_ ? 0 : core._PY_;
|
|
|
|
|
core.ui.setAlpha(ctx, 0.75);
|
|
|
|
|
core.ui.drawWindowSkin('winskin.png', ctx, offset, 0, core._PX_ - core._PY_, core._PY_);
|
|
|
|
|
core.ui.setAlpha(ctx, 1);
|
|
|
|
|
core.drawImage(ctx, core.statusBar.icons.floor, 6 + offset, 9, 25, 25);
|
|
|
|
|
fill((core.status.thisMap || {}).name || "Loading", 42 + offset, 29);
|
|
|
|
|
core.drawImage(ctx, core.statusBar.icons.hp, 6 + offset, 43, 25, 25);
|
|
|
|
|
fill(core.formatBigNumber(core.getRealStatus('hp')), 42 + offset, 63);
|
|
|
|
|
core.drawImage(ctx, core.statusBar.icons.atk, 6 + offset, 77, 25, 25);
|
|
|
|
|
fill(core.formatBigNumber(core.getRealStatus('atk')), 42 + offset, 97);
|
|
|
|
|
core.drawImage(ctx, core.statusBar.icons.def, 6 + offset, 111, 25, 25);
|
|
|
|
|
fill(core.formatBigNumber(core.getRealStatus('def')), 42 + offset, 131);
|
|
|
|
|
core.drawImage(ctx, core.statusBar.icons.mdef, 6 + offset, 145, 25, 25);
|
|
|
|
|
fill(core.formatBigNumber(core.getRealStatus('mdef')), 42 + offset, 165);
|
|
|
|
|
core.drawImage(ctx, core.statusBar.icons.money, 6 + offset, 179, 25, 25);
|
|
|
|
|
fill(core.formatBigNumber(core.status.hero.money), 42 + offset, 199);
|
|
|
|
|
core.drawImage(ctx, core.statusBar.icons.exp, 6 + offset, 213, 25, 25);
|
|
|
|
|
fill(core.formatBigNumber(core.status.hero.exp), 42 + offset, 233);
|
|
|
|
|
fill(core.setTwoDigits(core.itemCount('yellowKey')), 11 + offset, 267, '#FFCCAA');
|
|
|
|
|
fill(core.setTwoDigits(core.itemCount('blueKey')), 46 + offset, 267, '#AAAADD');
|
|
|
|
|
fill(core.setTwoDigits(core.itemCount('redKey')), 81 + offset, 267, '#FF8888');
|
|
|
|
|
}
|
2023-03-16 16:47:31 +08:00
|
|
|
|
|
|
|
|
|
//回忆画面
|
|
|
|
|
if (core.status.hero.flags.Memories_grayscale) {
|
|
|
|
|
core.drawImage('caidan', 'caidan_grayscale.png', -161, 0);
|
|
|
|
|
core.dom.caidan1Ctx.drawImage(core.material.images.images['caidan_grayscale.png'], 0, 0)
|
|
|
|
|
core.ui.clearMap(ctx = core.dom.statusCanvasCtx); // 清空状态栏
|
|
|
|
|
}
|
2022-11-15 21:00:03 +08:00
|
|
|
|
},
|
|
|
|
|
"drawStatistics": function () {
|
2022-10-16 21:58:52 +08:00
|
|
|
|
// 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
|
|
|
|
|
];
|
|
|
|
|
},
|
2022-11-15 21:00:03 +08:00
|
|
|
|
"drawAbout": function () {
|
2022-10-16 21:58:52 +08:00
|
|
|
|
// 绘制“关于”界面
|
|
|
|
|
core.ui.closePanel();
|
|
|
|
|
core.lockControl();
|
|
|
|
|
core.status.event.id = 'about';
|
|
|
|
|
|
|
|
|
|
var left = 48,
|
|
|
|
|
top = 36,
|
|
|
|
|
right = (core._PX_ || core.__PIXELS__) - 2 * left,
|
|
|
|
|
bottom = (core._PY_ || 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');
|
|
|
|
|
}
|
2022-11-15 21:00:03 +08:00
|
|
|
|
}
|
2022-10-16 21:58:52 +08:00
|
|
|
|
}
|