Esc-系统设置中增加“游戏设置”选项,整合了血瓶显示、RM楼传、RM显伤

跳过剧情优化:存在异步事件时不响应跳过且弹出等待提示
屏蔽装备栏,
修改函数允许Equips类型道具触发即捡即用效果,方便获取装备时 弹出文本框提示
增加白色打击动画用于攻击动画、增加被击怪物发亮
重置hand动画
9层事件,NPC一边移动一边消失(透明),适用了ad新写的插件
重置流汗(han)动画并用于13层、9层
优化了魔防在状态栏中的显示
开头剧情公主的粉色对话颜色修改为与RM一致的粉色
This commit is contained in:
爱的天使Erdnase 2023-01-04 00:01:17 +08:00
parent 8b2c73c17d
commit 3ddb5b876c
6 changed files with 852 additions and 349 deletions

View File

@ -417,6 +417,7 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
"baofa",
"daizhi",
"daji",
"daji_bai",
"dajian",
"daluoleitian",
"daluoleitianhong",

View File

@ -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",

View File

@ -75,8 +75,8 @@ main.floors.QISHI=
],
"text": [
255,
0,
244,
128,
255,
1
],
"background": "winskin.png",

View File

@ -264,7 +264,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
// 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
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)
@ -375,7 +375,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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 = [];
@ -460,6 +460,8 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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;
@ -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');

View File

@ -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",

View File

@ -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");
// ***
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;
}
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) {
@ -3674,6 +3666,9 @@ 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
if (core.hasAsync())
core.drawTip('请等待事件结束');
else
core.Confirmskip();
}
};
@ -3683,6 +3678,9 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
if (!core.getFlag('useS_PASS')) return false;
if (x >= 7 && y <= 2) {
if (core.hasAsync())
core.drawTip('请等待事件结束');
else
core.Confirmskip();
}
@ -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);
}
}
}
}