fix: fix some type
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bf8d4ba43a
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@ -313,22 +313,22 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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// 创建新图层
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function createCanvas(name, zIndex) {
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if (!name) return;
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var canvas = document.createElement('canvas');
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const canvas = document.createElement('canvas');
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canvas.id = name;
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canvas.className = 'gameCanvas';
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// 编辑器模式下设置zIndex会导致加入的图层覆盖优先级过高
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if (main.mode != "editor") canvas.style.zIndex = zIndex || 0;
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// 将图层插入进游戏内容
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document.getElementById('gameDraw').appendChild(canvas);
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var ctx = canvas.getContext('2d');
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core.canvas[name] = ctx;
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document.getElementById('gameDraw')?.appendChild(canvas);
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const ctx = canvas.getContext('2d');
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if (ctx) core.canvas[name] = ctx;
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canvas.width = core.__PIXELS__;
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canvas.height = core.__PIXELS__;
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return canvas;
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}
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var bg2Canvas = createCanvas('bg2', 20);
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var fg2Canvas = createCanvas('fg2', 63);
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const bg2Canvas = createCanvas('bg2', 20);
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const fg2Canvas = createCanvas('fg2', 63);
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// 大地图适配
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core.bigmap.canvas = ["bg2", "fg2", "bg", "event", "event2", "fg", "damage"];
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core.initStatus.bg2maps = {};
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@ -338,9 +338,9 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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/*插入编辑器的图层 不做此步新增图层无法在编辑器显示*/
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// 编辑器图层覆盖优先级 eui > efg > fg(前景层) > event2(48*32图块的事件层) > event(事件层) > bg(背景层)
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// 背景层2(bg2) 插入事件层(event)之前(即bg与event之间)
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document.getElementById('mapEdit').insertBefore(bg2Canvas, document.getElementById('event'));
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if (bg2Canvas) document.getElementById('mapEdit')?.insertBefore(bg2Canvas, document.getElementById('event'));
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// 前景层2(fg2) 插入编辑器前景(efg)之前(即fg之后)
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document.getElementById('mapEdit').insertBefore(fg2Canvas, document.getElementById('ebm'));
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if (fg2Canvas) document.getElementById('mapEdit')?.insertBefore(fg2Canvas, document.getElementById('ebm'));
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// 原本有三个图层 从4开始添加
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var num = 4;
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// 新增图层存入editor.dom中
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@ -352,13 +352,13 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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editor.dom.canvas.push('bg2', 'fg2');
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// 创建编辑器上的按钮
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var createCanvasBtn = function (name) {
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const createCanvasBtn = function (name) {
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// 电脑端创建按钮
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var input = document.createElement('input');
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const input = document.createElement('input');
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// layerMod4/layerMod5
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var id = 'layerMod' + num++;
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const id = 'layerMod' + num++;
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// bg2map/fg2map
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var value = name + 'map';
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const value = name + 'map';
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input.type = 'radio';
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input.name = 'layerMod';
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input.id = id;
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@ -370,44 +370,48 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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return input;
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};
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var createCanvasBtn_mobile = function (name) {
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const createCanvasBtn_mobile = function (name) {
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// 手机端往选择列表中添加子选项
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var input = document.createElement('option');
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var id = 'layerMod' + num++;
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var value = name + 'map';
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const input = document.createElement('option');
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const id = 'layerMod' + num++;
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const value = name + 'map';
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input.name = 'layerMod';
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input.value = value;
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editor.dom[id] = input;
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return input;
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};
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if (!editor.isMobile) {
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var input = createCanvasBtn('bg2');
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var input2 = createCanvasBtn('fg2');
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const input = createCanvasBtn('bg2');
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const input2 = createCanvasBtn('fg2');
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// 获取事件层及其父节点
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var child = document.getElementById('layerMod'),
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parent = child.parentNode;
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// 背景层2插入事件层前
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parent.insertBefore(input, child);
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// 不能直接更改背景层2的innerText 所以创建文本节点
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var txt = document.createTextNode('bg2');
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// 插入事件层前(即新插入的背景层2前)
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parent.insertBefore(txt, child);
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// 向最后插入前景层2(即插入前景层后)
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parent.appendChild(input2);
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var txt2 = document.createTextNode('fg2');
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parent.appendChild(txt2);
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parent.childNodes[2].replaceWith("bg");
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parent.childNodes[6].replaceWith("事件");
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parent.childNodes[8].replaceWith("fg");
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const child = document.getElementById('layerMod'),
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parent = child?.parentNode;
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if (parent) {
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// 背景层2插入事件层前
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parent.insertBefore(input, child);
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// 不能直接更改背景层2的innerText 所以创建文本节点
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var txt = document.createTextNode('bg2');
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// 插入事件层前(即新插入的背景层2前)
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parent.insertBefore(txt, child);
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// 向最后插入前景层2(即插入前景层后)
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parent.appendChild(input2);
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var txt2 = document.createTextNode('fg2');
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parent.appendChild(txt2);
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parent.childNodes[2].replaceWith("bg");
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parent.childNodes[6].replaceWith("事件");
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parent.childNodes[8].replaceWith("fg");
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}
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} else {
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var input = createCanvasBtn_mobile('bg2');
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var input2 = createCanvasBtn_mobile('fg2');
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const input = createCanvasBtn_mobile('bg2');
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const input2 = createCanvasBtn_mobile('fg2');
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// 手机端因为是选项 所以可以直接改innerText
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input.innerText = '背景层2';
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input2.innerText = '前景层2';
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var parent = document.getElementById('layerMod');
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parent.insertBefore(input, parent.children[1]);
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parent.appendChild(input2);
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const parent = document.getElementById('layerMod');
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if (parent) {
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parent.insertBefore(input, parent.children[1]);
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parent.appendChild(input2);
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}
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}
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}
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11
runtime.d.ts
vendored
11
runtime.d.ts
vendored
@ -979,6 +979,7 @@ interface events {
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__action_checkReplaying(): boolean
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_action_sleep(data: { time: number }, x?: undefined, y?: undefined, prefix?: undefined): void
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_startGame_start(hard: string, seed: number, route: string, callback: Function): void
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_startGame_afterStart(callback: Function): void
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/**
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* 开始新游戏
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@ -1644,10 +1645,19 @@ interface enemys {
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}
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}
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type mapsConfig = {
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onMap: boolean, ctx?: CanvasRenderingContext2D,
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redraw?: boolean, postDraw?: (() => void)[]
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}
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/** @file maps.js负责一切和地图相关的处理内容 */
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interface maps {
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_loadFloor_doNotCopy(): string[]
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_getAndRemoveBlock(x: number, y: number): [Block, any]
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_drawBg_draw(floorId: string, toDrawCtx: CanvasRenderingContext2D, cacheCtx: CanvasRenderingContext2D,
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config: mapsConfig): void
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_drawBgFgMap(floorId: string, name: string, config: mapsConfig): void
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_drawBg_drawBackground(floorId: string, config: mapsConfig): void
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/**
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* 获取初始core.maps.blockInfo的一个拷贝
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@ -2339,6 +2349,7 @@ interface ui {
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_buildFont(fontSize?: number | string, bold?: boolean, italic?: boolean, font?: string): string
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_createUIEvent(): void
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_drawBook_drawName(index: number, enemy: Enemy, top: number, left: number, width: number): void
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_drawBook_drawRow1(index: number, enemy: Enemy, top: number, left: number, width: number, position: number): void
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/**
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* 根据画布名找到一个画布的context;支持系统画布和自定义画布。如果不存在画布返回null。
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