diff --git a/project/data.js b/project/data.js index 7ed376b..501fa42 100644 --- a/project/data.js +++ b/project/data.js @@ -417,6 +417,7 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d = "baofa", "daizhi", "daji", + "daji_bai", "dajian", "daluoleitian", "daluoleitianhong", diff --git a/project/floors/MT9.js b/project/floors/MT9.js index 4ec7da8..6e37fa1 100644 --- a/project/floors/MT9.js +++ b/project/floors/MT9.js @@ -55,15 +55,8 @@ main.floors.MT9= "function": "function(){\ncore.Confirmskip_On();\n}" }, { - "type": "move", - "loc": [ - 9, - 3 - ], - "time": 500, - "steps": [ - "right:3" - ] + "type": "function", + "function": "function(){\ncore.moveHidingBlock(9,3,[\"right:3\"],500,0);\n}" }, { "type": "showImage2", @@ -142,7 +135,7 @@ main.floors.MT9= }, { "type": "animate", - "name": "hanyou", + "name": "han", "loc": [ 8, 3 @@ -185,15 +178,8 @@ main.floors.MT9= "time": 500 }, { - "type": "move", - "loc": [ - 8, - 3 - ], - "time": 500, - "steps": [ - "right:4" - ] + "type": "function", + "function": "function(){\ncore.moveHidingBlock(8,3,[\"right:4\"],500,0);\n}" }, { "type": "function", diff --git a/project/floors/QISHI.js b/project/floors/QISHI.js index 068088b..607fad9 100644 --- a/project/floors/QISHI.js +++ b/project/floors/QISHI.js @@ -75,8 +75,8 @@ main.floors.QISHI= ], "text": [ 255, - 0, - 244, + 128, + 255, 1 ], "background": "winskin.png", diff --git a/project/functions.js b/project/functions.js index 5845e12..60c34b9 100644 --- a/project/functions.js +++ b/project/functions.js @@ -257,177 +257,177 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = return true; }, "afterBattle": function (enemyId, x, y) { - // 战斗结束后触发的事件 + // 战斗结束后触发的事件 - var enemy = core.material.enemys[enemyId]; - var special = enemy.special; + 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 = 'hand'; // 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 = '...'; + // 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'); + // 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); + // 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; - } + // 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; + } - // 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++; + // 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++; - // 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); - } + // 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); + } - 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; + 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; + // 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; - 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; - core.drawTip(hint, enemy.id); + 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; + core.drawTip(hint, enemy.id); - // 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); + // 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'); - } + // 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)); + // 事件的处理 + var todo = []; - // 事件的处理 - var todo = []; + // 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] }]); + } - // 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] }]); - } + // 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); - // 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": "...", ...}, + ]); + } + */ - // 在这里增加其他的自定义事件需求 - /* - if (enemyId=='xxx') { - core.push(todo, [ - {"type": "...", ...}, - ]); - } - */ + // 如果事件不为空,将其插入 + if (todo.length > 0) core.insertAction(todo, x, y); - // 如果事件不为空,将其插入 - if (todo.length > 0) core.insertAction(todo, x, y); + // 删除该点设置的怪物信息 + delete((flags.enemyOnPoint || {})[core.status.floorId] || {})[x + "," + y]; - // 删除该点设置的怪物信息 - delete ((flags.enemyOnPoint || {})[core.status.floorId] || {})[x + "," + y]; + // 因为removeBlock和hideBlock都会刷新状态栏,因此将删除部分移动到这里并保证刷新只执行一次,以提升效率 + if (core.getBlock(x, y) != null) { + // 检查是否是重生怪物;如果是则仅隐藏不删除 + if (core.hasSpecial(enemy.special, 23)) { + core.hideBlock(x, y); + } else { + core.removeBlock(x, y); + } + } else { + core.updateStatusBar(); + } - // 因为removeBlock和hideBlock都会刷新状态栏,因此将删除部分移动到这里并保证刷新只执行一次,以提升效率 - if (core.getBlock(x, y) != null) { - // 检查是否是重生怪物;如果是则仅隐藏不删除 - if (core.hasSpecial(enemy.special, 23)) { - core.hideBlock(x, y); - } else { - core.removeBlock(x, y); - } - } else { - core.updateStatusBar(); - } + // 如果已有事件正在处理中 + if (core.status.event.id == null) + core.continueAutomaticRoute(); + else + core.clearContinueAutomaticRoute(); - // 如果已有事件正在处理中 - if (core.status.event.id == null) - core.continueAutomaticRoute(); - else - core.clearContinueAutomaticRoute(); - - }, +}, "afterOpenDoor": function (doorId, x, y) { // 开一个门后触发的事件 @@ -450,27 +450,29 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = core.clearContinueAutomaticRoute(); }, "afterGetItem": function (itemId, x, y, isGentleClick) { - // 获得一个道具后触发的事件 - // itemId:获得的道具ID;x和y是该道具所在的坐标 - // isGentleClick:是否是轻按触发的 - if (itemId.endsWith('Potion') && 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'); + // 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); - } - if (todo.length > 0) core.insertAction(todo, x, y); - }, + + 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); + } + + if (todo.length > 0) core.insertAction(todo, x, y); +}, "afterPushBox": function () { // 推箱子后的事件 if (core.searchBlock('box').length == 0) { @@ -1643,7 +1645,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = core.ui.fillText(ctx, text, x, y, style); }, fill1 = function (text, x, y, style) { - core.ui.setFont(ctx, '10px fzchyjw'); + core.ui.setFont(ctx, '14px fzchyjw'); core.ui.fillText(ctx, text, x, y, style); }; @@ -1699,7 +1701,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = 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'; - if (flags.hard - 4) fill1('[' + core.formatBigNumber(core.getRealStatus('mdef')) + ']', 76, 174, '#FF1495'); + if (flags.hard - 4) fill1('[' + core.formatBigNumber(core.getRealStatus('mdef')) + ']', 72, 176, '#c800c8'); if (core.status.event.id !== 'book' && core.status.event.id !== 'book-detail' && core.status.event.id !== 'toolbox') { core.drawImage(ctx, core.material.images.items, 0, 0, 32, 128, 13, 300, 28, 112); fill('黄钥匙', 50, 320, '#FFFF80'); @@ -1733,7 +1735,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = //else fill(hour + ':' + minutes + ':' + seconds, 140, 360, "#ffffff"); fill(step, 140, 455, '#ffffff'); - setTimeout(function(){core.ui.drawStatusBar();}, 100); + setTimeout(function () { core.ui.drawStatusBar(); }, 100); } } } else if (core.flags.extendToolbar && !core.domStyle.isVertical) { // 横屏且隐藏状态栏 diff --git a/project/items.js b/project/items.js index b9fced1..2a84217 100644 --- a/project/items.js +++ b/project/items.js @@ -144,9 +144,9 @@ var items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a = "itemEffectTip": ",攻击+0" }, "sword1": { - "cls": "items", + "cls": "equips", "name": "铁剑", - "text": "一把很普通的铁剑", + "text": "得到铁剑,攻击力+10", "equip": { "type": 0, "animate": "sword", diff --git a/project/plugins.js b/project/plugins.js index d0a46f2..2977663 100644 --- a/project/plugins.js +++ b/project/plugins.js @@ -380,94 +380,12 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = // 立刻移动 core.setAutoHeroMove(); } - ////// 绘制一个对话框 ////// - /*core.ui.drawTextBox = function (content, config) { - config = config || {}; - this.clearUI(); - content = core.replaceText(content); - - let ctx = core.getContextByName(config.ctx || 'ui'); - if (ctx && main.mode == 'play') { - core.createCanvas(ctx, 0, 0, core._PX_, core._PY_, 141); - ctx = core.getContextByName(ctx); - } - - // Step 1: 获得标题信息和位置信息 - var textAttribute = core.status.textAttribute; - var titleInfo = this._getTitleAndIcon(content); - var posInfo = this._getPosition(titleInfo.content); - if (posInfo.position != 'up' && posInfo.position != 'down') posInfo.px = posInfo.py = null; - if (!posInfo.position) posInfo.position = textAttribute.position; - content = this._drawTextBox_drawImages(posInfo.content, config.ctx); - if (config.pos) { - delete posInfo.px; - delete posInfo.py; - posInfo.pos = config.pos; - } - posInfo.ctx = ctx; - - // Step 2: 计算对话框的矩形位置 - var hPos = this._drawTextBox_getHorizontalPosition(content, titleInfo, posInfo); - var vPos = this._drawTextBox_getVerticalPosition(content, titleInfo, posInfo, hPos.validWidth); - posInfo.xoffset = hPos.xoffset; - posInfo.yoffset = vPos.yoffset - 4; - - if (ctx && main.mode == 'play') { - ctx.canvas.setAttribute('_text_left', hPos.left); - ctx.canvas.setAttribute('_text_top', vPos.top); - } - - // Step 3: 绘制背景图 - var isWindowSkin = this.drawBackground(hPos.left, vPos.top, hPos.right, vPos.bottom, posInfo); - - if (titleInfo.title) { - let titlefont = core.status.textAttribute.titlefont, - titleStyle = core.arrayToRGBA(core.status.textAttribute.title); - let tf = this._buildFont(titlefont, false), - width = this.calWidth(ctx, titleInfo.title, tf); - this.drawBackground(hPos.left, vPos.top - titlefont - 12 - 10, hPos.left + width + 30, vPos.top, posInfo); - ctx.save(); - ctx.textAlign = 'center'; - ctx.textBaseline = 'middle'; - core.fillText(ctx, titleInfo.title, hPos.left + (width + 30) / 2 - 5, vPos.top - (titlefont + 12) / 2 - 5, titleStyle, tf); - ctx.restore(); - } - titleInfo.title = null; - - var alpha = isWindowSkin ? this._drawWindowSkin_getOpacity() : textAttribute.background[3]; - - // Step 4: 绘制标题、头像、动画 - var content_top = this._drawTextBox_drawTitleAndIcon(titleInfo, hPos, vPos, alpha, config.ctx); - - // Step 5: 绘制正文 - var config = this.drawTextContent(config.ctx || 'ui', content, { - left: hPos.content_left, - top: content_top, - maxWidth: hPos.validWidth, - lineHeight: vPos.lineHeight, - time: (config.showAll || config.async || textAttribute.time <= 0 || core.status.event.id != 'action') ? 0 : textAttribute.time - }); - - // Step 6: 绘制光标 - if (main.mode == 'play') { - main.dom.next.style.display = 'block'; - main.dom.next.style.borderRightColor = main.dom.next.style.borderBottomColor = core.arrayToRGB(textAttribute.text); - main.dom.next.style.top = (vPos.bottom - 20) * core.domStyle.scale + "px"; - var left = (hPos.left + hPos.right) / 2; - if (posInfo.position == 'up' && !posInfo.noPeak && posInfo.px != null && Math.abs(posInfo.px * 32 + 16 - left) < 50) - left = hPos.right - 64; - main.dom.next.style.left = left * core.domStyle.scale + "px"; - } - return config; - } - -*/ ui.prototype._drawChoices_drawChoices = function (choices, isWindowSkin, hPos, vPos, ctx) { var hasCtx = ctx != null; ctx = ctx || 'ui'; // 选项 - core.setTextAlign(ctx, 'left'); + core.setTextAlign(ctx, 'center'); core.setFont(ctx, this._buildFont(17, true)); for (var i = 0; i < choices.length; i++) { var color = core.arrayToRGBA(choices[i].color || core.status.textAttribute.text); @@ -484,7 +402,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = offset += 14; } } - core.fillText(ctx, choices[i].text, offset - 70, vPos.choice_top + 32 * i, color, ui.prototype._buildFont(22, false)); + core.fillText(ctx, choices[i].text, core.status.event.id != 'action' ? offset : offset - 55, vPos.choice_top + 32 * i, color, ui.prototype._buildFont(22, false)); } if (choices.length > 0 && core.status.event.selection != 'none') { @@ -498,7 +416,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = len + 10, 28, core._PX_ / 2 - len / 2 - 5, vPos.choice_top + 32 * core.status.event.selection - 20); } else { this._drawWindowSelector(core.status.textAttribute.background, - core._PX_ / 2 - len / 2 - 5 - 60, vPos.choice_top + 32 * core.status.event.selection - 20, len + 10, 28); + core.status.event.id != 'action' ? (core._PX_ / 2 - len / 2 - 5 - 20) : (core._PX_ / 2 - len / 2 - 5 - 60), vPos.choice_top + 32 * core.status.event.selection - 20, core.status.event.id != 'action' ? (len + 10 + 30) : (len + 10 + 30), 28); } } else core.strokeRoundRect(ctx, core._PX_ / 2 - len / 2 - 5, vPos.choice_top + 32 * core.status.event.selection - 20, @@ -508,70 +426,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = - core.ui._drawSettings = function () { - core.status.event.id = 'settings'; - this.drawChoices(null, [ - "系统设置", "虚拟键盘", "浏览地图", "存档笔记", "同步存档", "游戏信息", "返回标题", "返回游戏", "数值显示: " + (core.getFlag("itemDetail") ? "[ON]" : "[OFF]"), "RM楼传: " + (core.getFlag("isRmFly") ? "[ON]" : "[OFF]") - ]); - } - core.actions._clickSettings = function (x, y) { - if (this._out(x)) return; - var choices = core.status.event.ui.choices; - var topIndex = this._getChoicesTopIndex(choices.length); - if (y >= topIndex && y < topIndex + choices.length) { - var selection = y - topIndex; - core.status.event.selection = selection; - switch (selection) { - case 0: - core.status.event.selection = 0; - core.playSound('确定'); - core.ui._drawSwitchs(); - break; - case 1: - // core.playSound('确定'); - core.ui._drawKeyBoard(); - break; - case 2: - // core.playSound('确定'); - core.clearUI(); - core.ui._drawViewMaps(); - break; - case 3: - core.status.event.selection = 0; - core.playSound('确定'); - core.ui._drawNotes(); - break; - case 4: - core.status.event.selection = 0; - core.playSound('确定'); - core.ui._drawSyncSave(); - break; - case 5: - core.status.event.selection = 0; - core.playSound('确定'); - core.ui._drawGameInfo(); - break; - case 6: - return core.confirmRestart(); - case 7: - core.playSound('取消'); - core.ui.closePanel(); - break; - case 8: - core.playSound('确定'); - core.setFlag("itemDetail", !core.getFlag("itemDetail")); - core.getItemDetail(); - core.ui.closePanel(); - break; - case 9: - core.playSound('确定'); - core.setFlag("isRmFly", !core.getFlag("isRmFly")); - core.ui.closePanel(); - break; - } - } - return; - } + ////// 获得某个物品 ////// core.events.getItem = function (id, num, x, y, isGentleClick, callback) { if (num == null) num = 1; @@ -908,7 +763,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = this.drawPagination(info.constantsPage, info.constantsTotalPage); core.setTextAlign('ui', 'center'); - core.fillText('ui', '[装备栏]', core._PX_ - 46, 25, '#DDDDDD', this._buildFont(15, true)); + //core.fillText('ui', '[装备栏]', core._PX_ - 46, 25, '#DDDDDD', this._buildFont(15, true)); core.fillText('ui', '返回游戏', core._PX_ - 46, core._PY_ - 13); } @@ -988,6 +843,137 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = if (callback) callback(); } + ////// “即捡即用类”道具的使用效果 ////// + items.prototype.getItemEffect = function (itemId, itemNum) { + var itemCls = core.material.items[itemId].cls; + // 消耗品 + if (itemCls === 'items' || itemCls === "equips") { + var curr_hp = core.status.hero.hp; + var itemEffect = core.material.items[itemId].itemEffect; + if (itemEffect) { + try { + for (var i = 0; i < itemNum; ++i) + eval(itemEffect); + } catch (e) { + console.error(e); + } + } + core.status.hero.statistics.hp += core.status.hero.hp - curr_hp; + + var useItemEvent = core.material.items[itemId].useItemEvent; + if (useItemEvent) { + try { + core.insertAction(useItemEvent); + } catch (e) { + console.error(e); + } + } + core.updateStatusBar(false, true); + } else { + core.addItem(itemId, itemNum); + } + } + + /////屏蔽装备栏 + ////// 点击装备栏时的打开操作 ////// + events.prototype.openEquipbox = function (fromUserAction) { + if (core.isReplaying() || true) return; ////直接返回 + if (!this._checkStatus('equipbox', fromUserAction)) return; + core.playSound('打开界面'); + core.ui._drawEquipbox(); + } + ////// 工具栏界面时的点击操作 ////// + actions.prototype._clickToolbox = function (x, y) { + var tools = core.getToolboxItems('tools'), + constants = core.getToolboxItems('constants'); + + // 装备栏 + // if (x >= this.LAST - 2 && y == 0) { + // core.ui.closePanel(); + // if (core.isReplaying()) + // core.control._replay_equipbox(); + // else + // core.openEquipbox(); + // return; + // } + if (x >= this.LAST - 2 && y === core._HEIGHT_ - 1) { + core.playSound('取消'); + core.ui.closePanel(); + var last = core.status.route[core.status.route.length - 1] || ''; + if (last.startsWith('equip:') || last.startsWith('unEquip:')) { + core.status.route.push('no'); + } + core.checkAutoEvents(); + return; + } + + var toolsPage = core.status.event.data.toolsPage; + var constantsPage = core.status.event.data.constantsPage; + // 上一页 + if (x == this._HX_ - 2 || x == this._HX_ - 3) { + if (y === core._HEIGHT_ - 1 - 5 && toolsPage > 1) { + core.status.event.data.toolsPage--; + core.playSound('光标移动'); + core.ui._drawToolbox(core.status.event.selection); + } + if (y === core._HEIGHT_ - 1 && constantsPage > 1) { + core.status.event.data.constantsPage--; + core.playSound('光标移动'); + core.ui._drawToolbox(core.status.event.selection); + } + } + // 下一页 + if (x == this._HX_ + 2 || x == this._HX_ + 3) { + if (y === core._HEIGHT_ - 1 - 5 && toolsPage < Math.ceil(tools.length / this.LAST)) { + core.status.event.data.toolsPage++; + core.playSound('光标移动'); + core.ui._drawToolbox(core.status.event.selection); + } + if (y === core._HEIGHT_ - 1 && constantsPage < Math.ceil(constants.length / this.LAST)) { + core.status.event.data.constantsPage++; + core.playSound('光标移动'); + core.ui._drawToolbox(core.status.event.selection); + } + } + + var index = parseInt(x / 2); + if (y === core._HEIGHT_ - 1 - 8) index += 0; + else if (y === core._HEIGHT_ - 1 - 6) index += this._HX_; + else if (y === core._HEIGHT_ - 1 - 3) index += this.LAST; + else if (y === core._HEIGHT_ - 1 - 1) index += this.LAST + this._HX_; + else index = -1; + if (index >= 0) + this._clickToolboxIndex(index); + } + ////// 工具栏界面时,放开某个键的操作 ////// + actions.prototype._keyUpToolbox = function (keycode) { + // if (keycode == 81) { + // core.playSound('确定'); + // core.ui.closePanel(); + // if (core.isReplaying()) + // core.control._replay_equipbox(); + // else + // core.openEquipbox(); + // return; + //} + if (keycode == 84 || keycode == 27 || keycode == 88) { + core.playSound('取消'); + core.ui.closePanel(); + var last = core.status.route[core.status.route.length - 1] || ''; + if (last.startsWith('equip:') || last.startsWith('unEquip:')) { + core.status.route.push('no'); + } + core.checkAutoEvents(); + return; + } + if (core.status.event.data == null) return; + + if (keycode == 13 || keycode == 32 || keycode == 67) { + this._clickToolboxIndex(core.status.event.selection); + return; + } + } + }, "drawLight": function () { @@ -2957,7 +2943,10 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = // *** 下一句话可以更改你想要的显示字体 core.setFont(ctx, "bold 11px Arial"); // *** - core.setTextAlign(ctx, "right"); + if (core.getFlag('isRmDamage')) + core.setTextAlign(ctx, "right"); + else + core.setTextAlign(ctx, "left"); core.status.damage.data.forEach(function (one) { var px = one.px, py = one.py; @@ -2967,7 +2956,10 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = if (px < -32 * 2 || px > core.__PX__ + 32 || py < -32 || py > core.__PY__ + 32) return; } - core.fillBoldText(ctx, one.text, px + 32, py, one.color); + if (core.getFlag('isRmDamage')) + core.fillBoldText(ctx, one.text, px + 32, py, one.color); + else + core.fillBoldText(ctx, one.text, px, py, one.color); }); core.setTextAlign(ctx, 'center'); core.status.damage.extraData.forEach(function (one) { @@ -3674,7 +3666,10 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = var _my_useS_PASS = function (keycode) { ////放开某个键 if (!core.getFlag('useS_PASS')) return false; if (keycode == 83) { ////按下S时 - core.Confirmskip(); + if (core.hasAsync()) + core.drawTip('请等待事件结束'); + else + core.Confirmskip(); } }; core.registerAction('keyUp', 'useS_PASS', _my_useS_PASS, 100); @@ -3683,7 +3678,10 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = if (!core.getFlag('useS_PASS')) return false; if (x >= 7 && y <= 2) { - core.Confirmskip(); + if (core.hasAsync()) + core.drawTip('请等待事件结束'); + else + core.Confirmskip(); } }, 100); @@ -3976,5 +3974,521 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = core.relocateCanvas('ui', 0, 0); _doa.call(core.events); } +}, + "游戏设置": function () { + + + + // 在此增加新插件 + // + // + ////游戏设置选项 + ////// 绘制系统设置界面 ////// + ui.prototype._drawSwitchs = function () { + core.status.event.id = 'switchs'; + var choices = [ + "音效设置", + "显示设置", + "操作设置", + "游戏设置", //////新增 + "返回主菜单" + ]; + this.drawChoices(null, choices); + } + ////// 系统设置界面时的点击操作 ////// + actions.prototype._clickSwitchs = function (x, y) { + var choices = core.status.event.ui.choices; + var topIndex = this._getChoicesTopIndex(choices.length); + var selection = y - topIndex; + if (this._out(x)) return; + if (selection >= 0 && selection < choices.length) { + core.status.event.selection = selection; + switch (selection) { + case 0: + core.status.event.selection = 0; + core.playSound('确定'); + return core.ui._drawSwitchs_sounds(); + case 1: + core.status.event.selection = 0; + core.playSound('确定'); + return core.ui._drawSwitchs_display(); + case 2: + core.status.event.selection = 0; + core.playSound('确定'); + return core.ui._drawSwitchs_action(); + case 3: //////游戏设置 + core.status.event.selection = 0; + core.playSound('确定'); + return core.ui._drawSwitchs_game(); + case 4: + core.status.event.selection = 0; + core.playSound('取消'); + return core.ui._drawSettings(); + } + } + } + + + + + ui.prototype._drawSwitchs_game = function () { + core.status.event.id = 'switchs-game'; + var choices = [ + "血瓶显示: " + (core.hasFlag('itemDetail') ? "[ON]" : "[OFF]"), + "RM楼传: " + (core.hasFlag('isRmFly') ? "[ON]" : "[OFF]"), + "RM显伤: " + (core.hasFlag('isRmDamage') ? "[ON]" : "[OFF]"), + "返回上一级" + ]; + this.drawChoices(null, choices); + } + + + ////游戏设置 + actions.prototype._clickSwitchs_game = function (x, y) { + var choices = core.status.event.ui.choices; + var topIndex = this._getChoicesTopIndex(choices.length); + var selection = y - topIndex; + if (this._out(x)) { + if (selection != 0 && selection != 1) return; + } + if (selection >= 0 && selection < choices.length) { + var width = choices[selection].width; + var leftPos = (core._PX_ - width) / 2, + rightPos = (core._PX_ + width) / 2; + var leftGrid = parseInt(leftPos / 32), + rightGrid = parseInt(rightPos / 32) - 1; + core.status.event.selection = selection; + switch (selection) { + case 0: + core.playSound('确定'); + return this._clickSwitchs_game_itemDetail(); + case 1: + core.playSound('确定'); + return this._clickSwitchs_game_isRmFly(); + case 2: + core.playSound('确定'); + return this._clickSwitchs_game_isRmDamage(); + case 3: + core.status.event.selection = 2; + core.playSound('取消'); + core.ui._drawSwitchs(); + return; + } + } + } + ///游戏设置 + actions.prototype._keyUpSwitchs_game = function (keycode) { + if (keycode == 27 || keycode == 88) { + core.status.event.selection = 3; + core.playSound('取消'); + core.ui._drawSwitchs(); + return; + } + + this._selectChoices(core.status.event.ui.choices.length, keycode, this._clickSwitchs_game); + } + + + actions.prototype._clickSwitchs_game_itemDetail = function () { + if (core.hasFlag('itemDetail')) core.removeFlag('itemDetail'); + else core.setFlag('itemDetail', true); + core.ui._drawSwitchs_game(); + } + actions.prototype._clickSwitchs_game_isRmFly = function () { + if (core.hasFlag('isRmFly')) core.removeFlag('isRmFly'); + else core.setFlag('isRmFly', true); + core.ui._drawSwitchs_game(); + } + actions.prototype._clickSwitchs_game_isRmDamage = function () { + if (core.hasFlag('isRmDamage')) core.removeFlag('isRmDamage'); + else core.setFlag('isRmDamage', true); + core.ui._drawSwitchs_game(); + } + + + + + + /////////////////////////////// + // + // + //////////// + /// + /// + ///注册同名函数 + /// + /// + ///但是,对于register系列函数是无效的,例如直接复写core.control._animationFrame_globalAnimate函数是没有效果的。对于这种情况引入的函数,需要注册同名函数,可参见最下面的样例。 + /// + // + // + + /* + this.myGlobalAnimate = function (timestamp) { + // ...... 实际复写的函数内容 + } + + // 注册同名(globalAnimate)函数来覆盖系统原始内容 + core.registerAnimationFrame("globalAnimate", true, "myGlobalAnimate"); + */ + + this.mykeyDown = function (keyCode) { + if (!core.status.lockControl) return false; + // Ctrl跳过对话 + if (keyCode == 17) { + this.keyDownCtrl(); + return true; + } + switch (core.status.event.id) { + case 'action': + this._keyDownAction(keyCode); + break; + case 'book': + this._keyDownBook(keyCode); + break; + case 'fly': + this._keyDownFly(keyCode); + break; + case 'viewMaps': + this._keyDownViewMaps(keyCode); + break; + case 'equipbox': + this._keyDownEquipbox(keyCode); + break; + case 'toolbox': + this._keyDownToolbox(keyCode); + break; + case 'save': + case 'load': + case 'replayLoad': + case 'replayRemain': + case 'replaySince': + this._keyDownSL(keyCode); + break; + case 'selectShop': + case 'switchs': + case 'switchs-sounds': + case 'switchs-display': + case 'switchs-action': + case 'switchs-game': + case 'notes': + case 'settings': + case 'syncSave': + case 'syncSelect': + case 'localSaveSelect': + case 'storageRemove': + case 'replay': + case 'gameInfo': + this._keyDownChoices(keyCode); + break; + case 'cursor': + this._keyDownCursor(keyCode); + break; + } + return true; + } + core.registerAction('keyDown', '_sys_keyDown_lockControl', this.mykeyDown, 50); + + + this.mykeyUp = function (keyCode, altKey) { + if (!core.status.lockControl) return false; + + var ok = function () { + return keyCode == 27 || keyCode == 88 || keyCode == 13 || keyCode == 32 || keyCode == 67; + } + + core.status.holdingKeys = []; + switch (core.status.event.id) { + case 'text': + ok() && core.drawText(); + break; + case 'confirmBox': + this._keyUpConfirmBox(keyCode); + break; + case 'action': + this._keyUpAction(keyCode); + break; + case 'about': + ok() && core.closePanel(); + break; + case 'help': + ok() && core.closePanel(); + break; + case 'book': + this._keyUpBook(keyCode); + break; + case 'book-detail': + ok() && this._clickBookDetail(); + break; + case 'fly': + this._keyUpFly(keyCode); + break; + case 'viewMaps': + this._keyUpViewMaps(keyCode); + break; + case 'selectShop': + this._keyUpQuickShop(keyCode); + break; + case 'toolbox': + this._keyUpToolbox(keyCode); + break; + case 'equipbox': + this._keyUpEquipbox(keyCode, altKey); + break; + case 'save': + case 'load': + case 'replayLoad': + case 'replayRemain': + case 'replaySince': + this._keyUpSL(keyCode); + break; + case 'keyBoard': + ok() && core.closePanel(); + break; + case 'switchs': + this._keyUpSwitchs(keyCode); + break; + case 'switchs-sounds': + this._keyUpSwitchs_sounds(keyCode); + break; + case 'switchs-display': + this._keyUpSwitchs_display(keyCode); + break; + case 'switchs-action': + this._keyUpSwitchs_action(keyCode); + break; + case 'switchs-game': + this._keyUpSwitchs_game(keyCode); + break; + case 'settings': + this._keyUpSettings(keyCode); + break; + case 'notes': + this._keyUpNotes(keyCode); + break; + case 'syncSave': + this._keyUpSyncSave(keyCode); + break; + case 'syncSelect': + this._keyUpSyncSelect(keyCode); + break; + case 'localSaveSelect': + this._keyUpLocalSaveSelect(keyCode); + break; + case 'storageRemove': + this._keyUpStorageRemove(keyCode); + break; + case 'cursor': + this._keyUpCursor(keyCode); + break; + case 'replay': + this._keyUpReplay(keyCode); + break; + case 'gameInfo': + this._keyUpGameInfo(keyCode); + break; + case 'centerFly': + this._keyUpCenterFly(keyCode); + break; + } + return true; + } + core.registerAction('keyUp', '_sys_keyUp_lockControl', this.mykeyUp, 50); + + + this.myondown = function (x, y, px, py) { + if (core.status.played && !core.status.lockControl) return false; + + switch (core.status.event.id) { + case 'centerFly': + this._clickCenterFly(x, y, px, py); + break; + case 'book': + this._clickBook(x, y, px, py); + break; + case 'book-detail': + this._clickBookDetail(x, y, px, py); + break; + case 'fly': + this._clickFly(x, y, px, py); + break; + case 'viewMaps': + this._clickViewMaps(x, y, px, py); + break; + case 'switchs': + this._clickSwitchs(x, y, px, py); + break; + case 'switchs-sounds': + this._clickSwitchs_sounds(x, y, px, py); + break; + case 'switchs-display': + this._clickSwitchs_display(x, y, px, py); + break; + case 'switchs-action': + this._clickSwitchs_action(x, y, px, py); + break; + case 'switchs-game': + this._clickSwitchs_game(x, y, px, py); + break; + case 'settings': + this._clickSettings(x, y, px, py); + break; + case 'selectShop': + this._clickQuickShop(x, y, px, py); + break; + case 'equipbox': + this._clickEquipbox(x, y, px, py); + break; + case 'toolbox': + this._clickToolbox(x, y, px, py); + break; + case 'save': + case 'load': + case 'replayLoad': + case 'replayRemain': + case 'replaySince': + this._clickSL(x, y, px, py); + break; + case 'confirmBox': + this._clickConfirmBox(x, y, px, py); + break; + case 'keyBoard': + this._clickKeyBoard(x, y, px, py); + break; + case 'action': + this._clickAction(x, y, px, py); + break; + case 'text': + core.drawText(); + break; + case 'notes': + this._clickNotes(x, y, px, py); + break; + case 'syncSave': + this._clickSyncSave(x, y, px, py); + break; + case 'syncSelect': + this._clickSyncSelect(x, y, px, py); + break; + case 'localSaveSelect': + this._clickLocalSaveSelect(x, y, px, py); + break; + case 'storageRemove': + this._clickStorageRemove(x, y, px, py); + break; + case 'cursor': + this._clickCursor(x, y, px, py); + break; + case 'replay': + this._clickReplay(x, y, px, py); + break; + case 'gameInfo': + this._clickGameInfo(x, y, px, py); + break; + case 'about': + case 'help': + core.ui.closePanel(); + break; + } + + // --- 长按判定 + if (core.timeout.onDownTimeout == null) { + core.timeout.onDownTimeout = setTimeout(function () { + if (core.interval.onDownInterval == null) { + core.interval.onDownInterval = setInterval(function () { + if (!core.actions.longClick(x, y, px, py)) { + clearInterval(core.interval.onDownInterval); + core.interval.onDownInterval = null; + } + }, 40) + } + }, 500); + } + return true; + } + core.registerAction('ondown', '_sys_ondown_lockControl', this.myondown, 30); + + this.myonmove = function (x, y, px, py) { + if (!core.status.lockControl) return false; + + switch (core.status.event.id) { + case 'action': + if (core.status.event.data.type == 'choices') { + this._onMoveChoices(x, y); + return true; + } + if (core.status.event.data.type == 'confirm') { + this._onMoveConfirmBox(x, y, px, py); + return true; + } + break; + case 'selectShop': + case 'switchs': + case 'switchs-sounds': + case 'switchs-display': + case 'switchs-action': + case 'switchs-game': + case 'notes': + case 'settings': + case 'syncSave': + case 'syncSelect': + case 'localSaveSelect': + case 'storageRemove': + case 'replay': + case 'gameInfo': + this._onMoveChoices(x, y); + return true; + case 'confirmBox': + this._onMoveConfirmBox(x, y, px, py); + return true; + default: + break; + } + return false; + } + core.registerAction('onmove', '_sys_onmove_choices', this.myonmove, 30); + +}, + "怪物受击发亮": function () { + // 在此增加新插件 + // 在此增加新插件 + + + function pop() { + var ctx = core.getContextByName('pop'); + if (!ctx) ctx = core.createCanvas('pop', 0, 0, core.__PIXELS__, core.__PIXELS__, 90); + core.clearMap(ctx); + + if (core.status.replay.speed <= 3) { + var list = core.status.pop || []; + var count = 0; + list.forEach(function (one) { + + one.frame++; + // 绘制 + + core.setFilter(ctx, 'brightness(' + (220 - 6 * one.frame) + '%)'); + + + core.drawIcon(ctx, one.value, one.px, one.py, 32, 32); + + if (one.frame >= 20) count++; + }); + if (count > 0) list.splice(0, count); + } + } + + if (!main.replayChecking) { + core.registerAnimationFrame('pop', true, pop); + } + /** 添加弹出内容 */ + this.addPop = function (px, py, value, frame) { + var data = { px: px, py: py, value: value, frame: frame || 0 }; + if (core.status.replay.speed <= 3) { + if (!core.status.pop) core.status.pop = [data]; + else core.status.pop.push(data); + } + } + } } \ No newline at end of file