Merge pull request #195 from ckcz123/bigmap

Bigmap -> V2.0
This commit is contained in:
Zhang Chen 2018-08-27 18:05:00 +08:00 committed by GitHub
commit 09d4a65292
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33 changed files with 1568 additions and 1116 deletions

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@ -342,7 +342,7 @@ return code;
*/;
setValue_s
: '变量设置' ':' '名称' idString_e '值' expression Newline
: '数值操作' ':' '名称' idString_e '值' expression Newline
/* setValue_s

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@ -245,6 +245,18 @@ comment_c456ea59_6018_45ef_8bcc_211a24c627dc =
"_type": "textarea",
"_data": "显示在状态栏中的层数"
},
"width": {
"_leaf": true,
"_type": "textarea",
"_range": "false",
"_data": "地图x方向大小,这里不能更改,仅能在新建地图时设置,null视为13"
},
"height": {
"_leaf": true,
"_type": "textarea",
"_range": "false",
"_data": "地图y方向大小,这里不能更改,仅能在新建地图时设置,null视为13"
},
"canFlyTo": {
"_leaf": true,
"_type": "checkbox",

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@ -89,6 +89,10 @@ body {
height: 630px;
}
#mapEdit {
overflow: hidden;
}
.map {
position: absolute;
left: 20px;

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@ -82,6 +82,10 @@ body {
position: absolute;
}
#mapEdit {
overflow: hidden;
}
.map {
position: absolute;
left: 4vw;

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@ -426,6 +426,12 @@ data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc =
"_bool": "bool",
"_data": "是否在状态栏显示三色钥匙数量"
},
"enablePZF": {
"_leaf": true,
"_type": "checkbox",
"_bool": "bool",
"_data": "是否在状态栏显示破炸飞数量"
},
"enableDebuff": {
"_leaf": true,
"_type": "checkbox",

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@ -18,9 +18,10 @@ editor.prototype.init = function (callback) {
return editor.ids[[editor.indexs[parseInt(v)][0]]]
})
});
editor.updateMap();
editor.currentFloorId = core.status.floorId;
editor.currentFloorData = core.floors[core.status.floorId];
editor.updateMap();
editor.buildMark();
editor.drawEventBlock();
if (Boolean(callback)) callback();
});
@ -159,12 +160,13 @@ editor.prototype.drawInitData = function (icons) {
}
editor.prototype.mapInit = function () {
var ec = document.getElementById('event').getContext('2d');
ec.clearRect(0, 0, 416, 416);
document.getElementById('event2').getContext('2d').clearRect(0, 0, 416, 416);
ec.clearRect(0, 0, core.bigmap.width*32, core.bigmap.height*32);
document.getElementById('event2').getContext('2d').clearRect(0, 0, core.bigmap.width*32, core.bigmap.height*32);
editor.map = [];
for (var y = 0; y < 13; y++) {
var sy=editor.currentFloorData.map.length,sy=editor.currentFloorData.map[0].length;
for (var y = 0; y < sy; y++) {
editor.map[y] = [];
for (var x = 0; x < 13; x++) {
for (var x = 0; x < sx; x++) {
editor.map[y][x] = 0;
}
}
@ -200,23 +202,23 @@ editor.prototype.drawEventBlock = function () {
fg.clearRect(0, 0, 416, 416);
for (var i=0;i<13;i++) {
for (var j=0;j<13;j++) {
var color=null;
var loc=i+","+j;
var color=[];
var loc=(i+core.bigmap.offsetX/32)+","+(j+core.bigmap.offsetY/32);
if (core.isset(editor.currentFloorData.events[loc]))
color = '#FF0000';
else if (core.isset(editor.currentFloorData.changeFloor[loc]))
color = '#00FF00';
else if (core.isset(editor.currentFloorData.afterBattle[loc]))
color = '#FFFF00';
else if (core.isset(editor.currentFloorData.afterGetItem[loc]))
color = '#00FFFF';
else if (core.isset(editor.currentFloorData.afterOpenDoor[loc]))
color = '#FF00FF';
else if (core.isset(editor.currentFloorData.cannotMove[loc]))
color = '#0000FF';
if (color!=null) {
fg.fillStyle = color;
fg.fillRect(32*i, 32*j+32-8, 8, 8);
color.push('#FF0000');
if (core.isset(editor.currentFloorData.changeFloor[loc]))
color.push('#00FF00');
if (core.isset(editor.currentFloorData.afterBattle[loc]))
color.push('#FFFF00');
if (core.isset(editor.currentFloorData.afterGetItem[loc]))
color.push('#00FFFF');
if (core.isset(editor.currentFloorData.afterOpenDoor[loc]))
color.push('#FF00FF');
if (core.isset(editor.currentFloorData.cannotMove[loc]))
color.push('#0000FF');
for(var kk=0,cc;cc=color[kk];kk++){
fg.fillStyle = cc;
fg.fillRect(32*i+8*kk, 32*j+32-8, 8, 8);
}
}
}
@ -227,7 +229,7 @@ editor.prototype.updateMap = function () {
return v.map(function (v) {
return v.idnum || v || 0
})
}), {'events': {}, 'changeFloor': {}});
}), {'events': {}, 'changeFloor': {}}, editor.currentFloorId);
core.status.thisMap.blocks = blocks;
main.editor.updateMap();
@ -252,96 +254,10 @@ editor.prototype.updateMap = function () {
}
//ctx.drawImage(editor.material.images[tileInfo.images], 0, tileInfo.y*32, 32, 32, x*32, y*32, 32, 32);
}
/*
// autotile的相关处理
var indexArrs = [ //16种组合的图块索引数组; // 将autotile分割成48块16*16的小块; 数组索引即对应各个小块
// +----+----+----+----+----+----+
[10, 9, 4, 3 ], //0 bin:0000 | 1 | 2 | 3 | 4 | 5 | 6 |
[10, 9, 4, 13], //1 bin:0001 +----+----+----+----+----+----+
[10, 9, 18, 3 ], //2 bin:0010 | 7 | 8 | 9 | 10 | 11 | 12 |
[10, 9, 16, 15], //3 bin:0011 +----+----+----+----+----+----+
[10, 43, 4, 3 ], //4 bin:0100 | 13 | 14 | 15 | 16 | 17 | 18 |
[10, 31, 4, 25], //5 bin:0101 +----+----+----+----+----+----+
[10, 7, 2, 3 ], //6 bin:0110 | 19 | 20 | 21 | 22 | 23 | 24 |
[10, 31, 16, 5 ], //7 bin:0111 +----+----+----+----+----+----+
[48, 9, 4, 3 ], //8 bin:1000 | 25 | 26 | 27 | 28 | 29 | 30 |
[ 8, 9, 4, 1 ], //9 bin:1001 +----+----+----+----+----+----+
[36, 9, 30, 3 ], //10 bin:1010 | 31 | 32 | 33 | 34 | 35 | 36 |
[36, 9, 6, 15], //11 bin:1011 +----+----+----+----+----+----+
[46, 45, 4, 3 ], //12 bin:1100 | 37 | 38 | 39 | 40 | 41 | 42 |
[46, 11, 4, 25], //13 bin:1101 +----+----+----+----+----+----+
[12, 45, 30, 3 ], //14 bin:1110 | 43 | 44 | 45 | 46 | 47 | 48 |
[34, 33, 28, 27] //15 bin:1111 +----+----+----+----+----+----+
];
var drawBlockByIndex = function(ctx, dx, dy, autotileImg, index){ //index为autotile的图块索引1-48
var sx = 16*((index-1)%6), sy = 16*(~~((index-1)/6));
ctx.drawImage(autotileImg, sx, sy, 16, 16, dx, dy, 16, 16);
}
var isAutotile = function(info){
if(typeof(info)=='object' && hasOwnProp(info, 'images') && info.images=='autotile') return true;
return false;
}
var getAutotileAroundId = function(currId, x, y){ //与autotile当前idnum一致返回1否则返回0
if(x>=0 && y >=0 && x<13 && y<13 && isAutotile(editor.map[y][x]) && editor.map[y][x].idnum == currId)
return 1;
else if(x<0 || y<0 || x>12 || y>12) return 1; //边界外视为通用autotile这样好看些
else
return 0;
}
var checkAround = function(x, y){ // 得到周围四个32*32块周围每块都包含当前块的1/4不清楚的话画下图你就明白的数组索引
var currId = editor.map[y][x].idnum;
var pointBlock = [];
for(var i=0; i<4; i++){
var bsum = 0;
var offsetx = i%2, offsety = ~~(i/2);
for(var j=0; j<4; j++){
var mx = j%2, my = ~~(j/2);
var b = getAutotileAroundId(currId, x+offsetx+mx-1, y+offsety+my-1);
bsum += b*(Math.pow(2, 3-j));
}
pointBlock.push(bsum);
}
return pointBlock;
}
var addIndexToAutotileInfo = function(x, y){
var indexArr = [];
var pointBlocks = checkAround(x, y);
for(var i=0; i<4; i++){
var arr = indexArrs[pointBlocks[i]]
indexArr.push(arr[3-i]);
}
editor.map[y][x].blockIndex = indexArr;
}
var drawAutotile = function(ctx, x, y, info){ // 绘制一个autotile
ctx.clearRect(x*32, y*32, 32, 32);
//修正四个边角的固定搭配
if(info.blockIndex[0] == 13){
if(info.blockIndex[1] == 16) info.blockIndex[1] = 14;
if(info.blockIndex[2] == 31) info.blockIndex[2] = 19;
}
if(info.blockIndex[1] == 18){
if(info.blockIndex[0] == 15) info.blockIndex[0] = 17;
if(info.blockIndex[3] == 36) info.blockIndex[3] = 24;
}
if(info.blockIndex[2] == 43){
if(info.blockIndex[0] == 25) info.blockIndex[0] = 37;
if(info.blockIndex[3] == 46) info.blockIndex[3] = 44;
}
if(info.blockIndex[3] == 48){
if(info.blockIndex[1] == 30) info.blockIndex[1] = 42;
if(info.blockIndex[2] == 45) info.blockIndex[2] = 47;
}
for(var i=0; i<4; i++){
var index = info.blockIndex[i];
var dx = x*32 + 16*(i%2), dy = y*32 + 16*(~~(i/2));
drawBlockByIndex(ctx, dx, dy, editor.material.images[info.images][info.id], index);
}
}
*/
// 绘制地图 start
var eventCtx = document.getElementById('event').getContext("2d");
for (var y = 0; y < 13; y++)
for (var x = 0; x < 13; x++) {
for (var y = 0; y < editor.map.length; y++)
for (var x = 0; x < editor.map[0].length; x++) {
var tileInfo = editor.map[y][x];
if (false && isAutotile(tileInfo)) {
addIndexToAutotileInfo(x, y);
@ -352,6 +268,64 @@ editor.prototype.updateMap = function () {
}
editor.prototype.buildMark = function(){
// 生成定位编号
var arrColMark=document.getElementById('arrColMark');
var arrRowMark=document.getElementById('arrRowMark');
var mapColMark=document.getElementById('mapColMark');
var mapRowMark=document.getElementById('mapRowMark');
var buildMark = function (offsetX,offsetY) {
var colNum = ' ';
for (var i = 0; i < 13; i++) {
var tpl = '<td>' + (i+offsetX) + '<div class="colBlock" style="left:' + (i * 32 + 1) + 'px;"></div></td>';
colNum += tpl;
}
arrColMark.innerHTML = '<tr>' + colNum + '</tr>';
mapColMark.innerHTML = '<tr>' + colNum + '</tr>';
var rowNum = ' ';
for (var i = 0; i < 13; i++) {
var tpl = '<tr><td>' + (i+offsetY) + '<div class="rowBlock" style="top:' + (i * 32 + 1) + 'px;"></div></td></tr>';
rowNum += tpl;
}
arrRowMark.innerHTML = rowNum;
mapRowMark.innerHTML = rowNum;
}
var buildMark_mobile = function (offsetX,offsetY) {
var colNum = ' ';
for (var i = 0; i < 13; i++) {
var tpl = '<td>' + (' '+i).slice(-2).replace(' ','&nbsp;') + '<div class="colBlock" style="left:' + (i * 96/13 ) + 'vw;"></div></td>';
colNum += tpl;
}
arrColMark.innerHTML = '<tr>' + colNum + '</tr>';
//mapColMark.innerHTML = '<tr>' + colNum + '</tr>';
var rowNum = ' ';
for (var i = 0; i < 13; i++) {
var tpl = '<tr><td>' + (' '+i).slice(-2).replace(' ','&nbsp;') + '<div class="rowBlock" style="top:' + (i * 96/13 ) + 'vw;"></div></td></tr>';
rowNum += tpl;
}
arrRowMark.innerHTML = rowNum;
//mapRowMark.innerHTML = rowNum;
//=====
var colNum = ' ';
for (var i = 0; i < 13; i++) {
var tpl = '<div class="coltd" style="left:' + (i * 96/13 ) + 'vw;"><div class="coltext">' + (' '+(i+offsetX)).slice(-2).replace(' ','&nbsp;') + '</div><div class="colBlock"></div></div>';
colNum += tpl;
}
mapColMark.innerHTML = '<div class="coltr">' + colNum + '</div>';
var rowNum = ' ';
for (var i = 0; i < 13; i++) {
var tpl = '<div class="rowtr"><div class="rowtd" style="top:' + (i * 96/13 ) + 'vw;"><div class="rowtext">' + (' '+(i+offsetY)).slice(-2).replace(' ','&nbsp;') + '</div><div class="rowBlock"></div></div></div>';
rowNum += tpl;
}
mapRowMark.innerHTML = rowNum;
}
if(editor.isMobile){
buildMark_mobile(core.bigmap.offsetX/32,core.bigmap.offsetY/32);
} else {
buildMark(core.bigmap.offsetX/32,core.bigmap.offsetY/32);
}
}
editor.prototype.changeFloor = function (floorId, callback) {
editor.currentFloorData.map = editor.map.map(function (v) {
return v.map(function (v) {
@ -366,9 +340,9 @@ editor.prototype.changeFloor = function (floorId, callback) {
return editor.ids[[editor.indexs[parseInt(v)][0]]]
})
});
editor.updateMap();
editor.currentFloorId = core.status.floorId;
editor.currentFloorData = core.floors[core.status.floorId];
editor.updateMap();
editor_mode.floor();
editor.drawEventBlock();
if (core.isset(callback)) callback();
@ -394,7 +368,7 @@ editor.prototype.listen = function () {
function fillPos(pos) {
uc.fillStyle = '#' + ~~(Math.random() * 8) + ~~(Math.random() * 8) + ~~(Math.random() * 8);
uc.fillRect(pos.x * 32 + 12, pos.y * 32 + 12, 8, 8);
uc.fillRect(pos.x * 32 + 12 - core.bigmap.offsetX, pos.y * 32 + 12 - core.bigmap.offsetY, 8, 8);
}//在格子内画一个随机色块
function eToLoc(e) {
@ -410,8 +384,13 @@ editor.prototype.listen = function () {
return editor.loc;
}//返回可用的组件内坐标
function locToPos(loc) {
editor.pos = {'x': ~~(loc.x / loc.size), 'y': ~~(loc.y / loc.size)}
function locToPos(loc, addViewportOffset) {
var offsetX=0, offsetY=0;
if (addViewportOffset){
offsetX=core.bigmap.offsetX/32;
offsetY=core.bigmap.offsetY/32;
}
editor.pos = {'x': ~~(loc.x / loc.size)+offsetX, 'y': ~~(loc.y / loc.size)+offsetY}
return editor.pos;
}
@ -436,13 +415,13 @@ editor.prototype.listen = function () {
eui.onmousedown = function (e) {
if (e.button==2){
var loc = eToLoc(e);
var pos = locToPos(loc);
var pos = locToPos(loc,true);
editor.showMidMenu(e.clientX,e.clientY);
return;
}
if (!selectBox.isSelected) {
var loc = eToLoc(e);
var pos = locToPos(loc);
var pos = locToPos(loc,true);
editor_mode.onmode('nextChange');
editor_mode.onmode('loc');
//editor_mode.loc();
@ -458,7 +437,7 @@ editor.prototype.listen = function () {
e.stopPropagation();
uc.clearRect(0, 0, 416, 416);
var loc = eToLoc(e);
var pos = locToPos(loc);
var pos = locToPos(loc,true);
stepPostfix = [];
stepPostfix.push(pos);
fillPos(pos);
@ -476,7 +455,7 @@ editor.prototype.listen = function () {
mouseOutCheck = 2;
e.stopPropagation();
var loc = eToLoc(e);
var pos = locToPos(loc);
var pos = locToPos(loc,true);
var pos0 = stepPostfix[stepPostfix.length - 1]
var directionDistance = [pos.y - pos0.y, pos0.x - pos.x, pos0.y - pos.y, pos.x - pos0.x]
var max = 0, index = 4;
@ -532,6 +511,24 @@ editor.prototype.listen = function () {
}
}
/*
document.getElementById('mid').onkeydown = function (e) {
console.log(e);
if (e.keyCode==37) {
editor.moveViewport(-1, 0);
}
if (e.keyCode==38) {
editor.moveViewport(0, -1);
}
if (e.keyCode==39) {
editor.moveViewport(1, 0);
}
if (e.keyCode==40) {
editor.moveViewport(0, 1);
}
}
*/
document.getElementById('mid').onmousewheel = function (e) {
e.preventDefault();
var wheel = function (direct) {
@ -864,6 +861,24 @@ editor.prototype.listen = function () {
editor.brushMod=brushMod2.value;
}
editor.moveViewport=function(x,y){
core.bigmap.offsetX = core.clamp(core.bigmap.offsetX+32*x, 0, 32*core.bigmap.width-416);
core.bigmap.offsetY = core.clamp(core.bigmap.offsetY+32*y, 0, 32*core.bigmap.height-416);
core.control.updateViewport();
editor.buildMark();
editor.drawEventBlock();
}
var viewportButtons=document.getElementById('viewportButtons');
for(var ii=0,node;node=viewportButtons.children[ii];ii++){
(function(x,y){
node.onclick=function(){
editor.moveViewport(x,y);
}
})([-1,0,0,1][ii],[0,-1,1,0][ii]);
}
}//绑定事件
/*

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@ -83,12 +83,21 @@ editor_file = function (editor, callback) {
} */
var filename = 'project/floors/' + editor.currentFloorId + '.js';
var datastr = ['main.floors.', editor.currentFloorId, '=\n{'];
if (editor.currentFloorData.map == 'new')
if (editor.currentFloorData.map == 'new') {
/*
editor.currentFloorData.map = editor.map.map(function (v) {
return v.map(function () {
return 0
})
});
*/
var width = parseInt(document.getElementById('newMapWidth').value);
var height = parseInt(document.getElementById('newMapHeight').value);
var row = [];
for (var i=0;i<width;i++) row.push(0);
editor.currentFloorData.map = [];
for (var i=0;i<height;i++) editor.currentFloorData.map.push(row);
}
else
editor.currentFloorData.map = editor.map.map(function (v) {
return v.map(function (v) {
@ -115,14 +124,15 @@ editor_file = function (editor, callback) {
if (!isset(callback)) {
printe('未设置callback');
throw('未设置callback')
}
;
};
var currData=editor.currentFloorData;
var saveStatus = document.getElementById('newMapStatus').checked;
editor.currentFloorData = {
floorId: saveFilename,
title: saveStatus?currData.title:"新建楼层",
name: saveStatus?currData.name:"0",
width: parseInt(document.getElementById('newMapWidth').value),
height: parseInt(document.getElementById('newMapHeight').value),
canFlyTo: saveStatus?currData.canFlyTo:true,
canUseQuickShop: saveStatus?currData.canUseQuickShop:true,
cannotViewMap: saveStatus?currData.cannotViewMap:false,
@ -695,19 +705,20 @@ editor_file = function (editor, callback) {
}
var formatMap = function (mapArr) {
//把13*13或者1*169数组格式化
//把二维数组格式化
var formatArrStr = '';
var arr = JSON.stringify(mapArr).replace(/\s+/g, '').split('],[');
for (var i = 0; i < 13; i++) {
var si=mapArr.length-1,sk=mapArr[0].length-1;
for (var i = 0; i <= si; i++) {
var a = [];
formatArrStr += ' [';
if (i == 0 || i == 12) a = arr[i].split(/\D+/).join(' ').trim().split(' ');
if (i == 0 || i == si) a = arr[i].split(/\D+/).join(' ').trim().split(' ');
else a = arr[i].split(/\D+/);
for (var k = 0; k < 13; k++) {
for (var k = 0; k <= sk; k++) {
var num = parseInt(a[k]);
formatArrStr += Array(Math.max(4 - String(num).length, 0)).join(' ') + num + (k == 12 ? '' : ',');
formatArrStr += Array(Math.max(4 - String(num).length, 0)).join(' ') + num + (k == sk ? '' : ',');
}
formatArrStr += ']' + (i == 12 ? '' : ',\n');
formatArrStr += ']' + (i == si ? '' : ',\n');
}
return formatArrStr;
}

View File

@ -469,6 +469,12 @@ editor_mode = function (editor) {
printe("楼层名不合法!请使用字母、数字、下划线,且不能以数字开头!");
return;
}
var width = parseInt(document.getElementById('newMapWidth').value);
var height = parseInt(document.getElementById('newMapHeight').value);
if (!core.isset(width) || !core.isset(height) || width<13 || height<13 || width*height>1000) {
printe("新建地图的宽高都不得小于13且宽高之积不能超过1000");
return;
}
editor_mode.onmode('');
editor.file.saveNewFile(newFileName.value, function (err) {

View File

@ -24,7 +24,14 @@ document.body.onmousedown = function (e) {
}
});
if (clickpath.indexOf('edit') === -1 && clickpath.indexOf('tip') === -1 && clickpath.indexOf('brushMod') === -1 && clickpath.indexOf('brushMod2') === -1) {
var unselect=true;
for(var ii=0,thisId;thisId=['edit','tip','brushMod','brushMod2','viewportButtons'][ii];ii++){
if (clickpath.indexOf(thisId) !== -1){
unselect=false;
break;
}
}
if (unselect) {
if (clickpath.indexOf('eui') === -1) {
if (selectBox.isSelected) {
editor_mode.onmode('');
@ -60,11 +67,12 @@ var exportMap = new Vue({
methods: {
exportMap: function () {
editor.updateMap();
var sx=editor.map.length-1,sy=editor.map[0].length-1;
var filestr = '';
for (var yy = 0; yy < 13; yy++) {
for (var yy = 0; yy <= sy; yy++) {
filestr += '['
for (var xx = 0; xx < 13; xx++) {
for (var xx = 0; xx <= sx; xx++) {
var mapxy = editor.map[yy][xx];
if (typeof(mapxy) == typeof({})) {
if ('idnum' in mapxy) mapxy = mapxy.idnum;
@ -79,10 +87,10 @@ var exportMap = new Vue({
}
mapxy = String(mapxy);
mapxy = Array(Math.max(4 - mapxy.length, 0)).join(' ') + mapxy;
filestr += mapxy + (xx == 12 ? '' : ',')
filestr += mapxy + (xx == sx ? '' : ',')
}
filestr += ']' + (yy == 12 ? '' : ',\n');
filestr += ']' + (yy == sy ? '' : ',\n');
}
pout.value = filestr;
editArea.mapArr = filestr;
@ -97,7 +105,7 @@ var editArea = new Vue({
data: {
mapArr: '',
errors: [ // 编号1,2,3,4
"格式错误!请使用正确格式(13*13数组,如不清楚,可先点击生成地图查看正确格式)",
"格式错误!请使用正确格式(width*height数组,如不清楚,可先点击生成地图查看正确格式)",
"当前有未定义ID在地图区域显示红块请修改ID或者到icons.js和maps.js中进行定义",
"ID越界在地图区域显示红块当前编辑器暂时支持编号小于400请修改编号",
// "发生错误!",
@ -138,8 +146,9 @@ var editArea = new Vue({
// var mapArray = that.mapArr.split(/\D+/).join(' ').trim().split(' ');
var mapArray = JSON.parse('[' + that.mapArr + ']');
for (var y = 0; y < 13; y++)
for (var x = 0; x < 13; x++) {
var sy=editor.map.length,sx=editor.map[0].length;
for (var y = 0; y < sy; y++)
for (var x = 0; x < sx; x++) {
var num = mapArray[y][x];
if (num == 0)
editor.map[y][x] = 0;
@ -159,25 +168,26 @@ var editArea = new Vue({
var formatArrStr = '';
var that = this;
clearTimeout(that.formatTimer);
if (this.mapArr.split(/\D+/).join(' ').trim().split(' ').length != 169) return false;
var si=this.mapArr.length,sk=this.mapArr[0].length;
if (this.mapArr.split(/\D+/).join(' ').trim().split(' ').length != si*sk) return false;
var arr = this.mapArr.replace(/\s+/g, '').split('],[');
if (arr.length != 13) return;
for (var i = 0; i < 13; i++) {
if (arr.length != si) return;
for (var i = 0; i < si; i++) {
var a = [];
formatArrStr += '[';
if (i == 0 || i == 12) a = arr[i].split(/\D+/).join(' ').trim().split(' ');
if (i == 0 || i == si-1) a = arr[i].split(/\D+/).join(' ').trim().split(' ');
else a = arr[i].split(/\D+/);
if (a.length != 13) {
if (a.length != sk) {
formatArrStr = '';
return;
}
for (var k = 0; k < 13; k++) {
for (var k = 0; k < sk; k++) {
var num = parseInt(a[k]);
formatArrStr += Array(Math.max(4 - String(num).length, 0)).join(' ') + num + (k == 12 ? '' : ',');
formatArrStr += Array(Math.max(4 - String(num).length, 0)).join(' ') + num + (k == sk-1 ? '' : ',');
}
formatArrStr += ']' + (i == 12 ? '' : ',\n');
formatArrStr += ']' + (i == si-1 ? '' : ',\n');
}
return formatArrStr;
}

View File

@ -184,22 +184,29 @@ core.enemyExists(x, y, id, floorId)
x和y为坐标id为怪物ID可为null表示任意怪物floorId为楼层ID可忽略表示当前楼层。
core.getBlock(x, y, floorId, needEnable)
core.getBlock(x, y, floorId, showDisable)
获得某个点的当前图块信息。
x和y为坐标floorId为楼层ID可忽略或null表示当前楼层。
needEnable表示该点是否启用时才返回其值不设置则默认为true
showDisable如果为true则对于禁用的点和事件也会进行返回
如果该点不存在图块则返回null。
否则,返回值如下: {"index": xxx, "block": xxx}
其中index为该点在该楼层blocks数组中的索引block为该图块实际内容。
core.getBlockId(x, y, floorId, needEnable)
core.getBlockId(x, y, floorId, showDisable)
获得某个点的图块ID。
x和y为坐标floorId为楼层ID可忽略或null表示当前楼层。
needEnable表示是否需要该点处于启用状态才返回其值不设置则默认为true
showDisable如果为true则对于禁用的点和事件也会进行返回
如果该点不存在图块则返回null否则返回该点的图块ID。
core.getBlockCls(x, y, floorId, showDisable)
获得某个点的图块cls。
x和y为坐标floorId为楼层ID可忽略或null表示当前楼层。
showDisable如果为true则对于禁用的点和事件也会进行返回。
如果该点不存在图块则返回null否则返回该点的图块cls。
core.showBlock(x, y, floorId)
将某个点从禁用变成启用状态。

View File

@ -18,6 +18,7 @@ HTML5魔塔是使用画布canvas来绘制存在若干个图层它们
- animate动画层主要用来绘制动画图块的淡入/淡出效果图块的移动。showImage事件绘制的图片也是在这一层。
- weather天气层主要用来绘制天气雨/雪)
- curtain色调层用来控制当前楼层的画面色调
- route路线层主要用来绘制勇士的行走路线图
- uiUI层用来绘制一切UI窗口如剧情文本、怪物手册、楼传器、系统菜单等等
- data数据层用来绘制一些顶层的或更新比较快的数据如左上角的提示战斗界面中数据的变化等等。
@ -299,7 +300,7 @@ enemys.prototype.calDamage = function (monster, hero_hp, hero_atk, hero_def, her
// 检查领域、夹击、阻击事件
control.prototype.checkBlock = function () {
var x=core.getHeroLoc('x'), y=core.getHeroLoc('y');
var damage = core.status.checkBlock.damage[13*x+y];
var damage = core.status.checkBlock.damage[x+core.bigmap.width*y];
if (damage>0) {
if (core.hasFlag("shield5")) damage = 0; // 如果存在神圣盾则将伤害变成0
core.status.hero.hp -= damage;

View File

@ -24,9 +24,13 @@
</div>
<div id="editTip" style="position: absolute; width: 95vw;margin-bottom: 10%;bottom: 0;left: 4vw;">
<input type="button" value="新建空白地图" id='newMap'/>
<input id='newFileName' placeholder="输入新楼层id" style="width: 120px"/>
<input id='newFileName' placeholder="新楼层id" style="width: 70px"/>
<span style="vertical-align: bottom"></span>
<input id='newMapWidth' value="13" style="width: 20px"/>
<span style="vertical-align: bottom"></span>
<input id='newMapHeight' value="13" style="width: 20px"/>
<input type="checkbox" id='newMapStatus' checked='checked' style='vertical-align: bottom'/>
<span style='vertical-align: bottom; margin-left: -4px'>保留楼层属性</span>
<span style='vertical-align: bottom; margin-left: -4px'>保留属性</span>
</div>
<div style="position: absolute;left: 10px;bottom:0; margin-bottom: 0%">
<input type="button" value="导出地图" id="exportMap" v-on:click="exportMap"/>
@ -268,7 +272,12 @@
<option value="line">画线</option>
<option value="rectangle">画矩形</option>
</select>
<br>
<div id="viewportButtons">
<input type="button" value="←"/>
<input type="button" value="↑"/>
<input type="button" value="↓"/>
<input type="button" value="→"/>
</div>
<select id="selectFloor"></select>
<input type="button" value="保存地图" id='saveFloor'/>
<span id='mobileeditdata' style="display:none">
@ -363,11 +372,16 @@
<img id="img-up">
<p class='statusLabel' id='up'></p>
</div>
<div class="status">
<div class="status" id='keyCol'>
<span class='statusLabel' id='yellowKey' style="color:#FFCCAA"></span>
<span class='statusLabel' id='blueKey' style="color:#AAAADD"></span>
<span class='statusLabel' id='redKey' style="color:#FF8888"></span>
</div>
<div class="status" id='pzfCol'>
<span class='statusLabel' id='pickaxe' style="color: #BC6E27"></span>
<span class='statusLabel' id='bomb' style="color: #FA14B9"></span>
<span class='statusLabel' id='fly' style="color: #8DB600"></span>
</div>
<div class="status" id="debuffCol">
<span class='statusLabel' id='poison' style="color: #AFFCA8;"></span>
<span class='statusLabel' id='weak' style="color: #FECCD0;"></span>
@ -387,50 +401,20 @@
<div id="gif"></div>
<div id="gif2"></div>
<div id="curtain"></div>
<!-- <canvas class='gameCanvas' id='bg' width='416' height='416'></canvas> -->
<!-- <canvas class='gameCanvas' id='event' width='416' height='416'></canvas> -->
<canvas class='gameCanvas' id='hero' width='416' height='416'></canvas>
<!-- <canvas class='gameCanvas' id='event2' width='416' height='416'></canvas> -->
<canvas class='gameCanvas' id='fg' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='animate' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='weather' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='ui' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='data' width='416' height='416'>此浏览器不支持HTML5</canvas>
<div id="gameDraw">
<!-- <canvas class='gameCanvas' id='bg' width='416' height='416'></canvas> -->
<!-- <canvas class='gameCanvas' id='event' width='416' height='416'></canvas> -->
<canvas class='gameCanvas' id='hero' width='416' height='416'></canvas>
<!-- <canvas class='gameCanvas' id='event2' width='416' height='416'></canvas> -->
<canvas class='gameCanvas' id='fg' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='animate' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='weather' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='route' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='ui' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='data' width='416' height='416'>此浏览器不支持HTML5</canvas>
</div>
</div>
<!-- */</script> -->
<script>
// 生成定位编号
(function () {
var colNum = ' ';
for (var i = 0; i < 13; i++) {
var tpl = '<td>' + (' '+i).slice(-2).replace(' ','&nbsp;') + '<div class="colBlock" style="left:' + (i * 96/13 ) + 'vw;"></div></td>';
colNum += tpl;
}
arrColMark.innerHTML = '<tr>' + colNum + '</tr>';
//mapColMark.innerHTML = '<tr>' + colNum + '</tr>';
var rowNum = ' ';
for (var i = 0; i < 13; i++) {
var tpl = '<tr><td>' + (' '+i).slice(-2).replace(' ','&nbsp;') + '<div class="rowBlock" style="top:' + (i * 96/13 ) + 'vw;"></div></td></tr>';
rowNum += tpl;
}
arrRowMark.innerHTML = rowNum;
//mapRowMark.innerHTML = rowNum;
})();
(function () {
var colNum = ' ';
for (var i = 0; i < 13; i++) {
var tpl = '<div class="coltd" style="left:' + (i * 96/13 ) + 'vw;"><div class="coltext">' + (' '+i).slice(-2).replace(' ','&nbsp;') + '</div><div class="colBlock"></div></div>';
colNum += tpl;
}
mapColMark.innerHTML = '<div class="coltr">' + colNum + '</div>';
var rowNum = ' ';
for (var i = 0; i < 13; i++) {
var tpl = '<div class="rowtr"><div class="rowtd" style="top:' + (i * 96/13 ) + 'vw;"><div class="rowtext">' + (' '+i).slice(-2).replace(' ','&nbsp;') + '</div><div class="rowBlock"></div></div></div>';
rowNum += tpl;
}
mapRowMark.innerHTML = rowNum;
})();
</script>
<!-- =========================================================== -->

View File

@ -23,7 +23,11 @@
</div>
<div id="editTip">
<input type="button" value="新建空白地图" id='newMap'/>
<input id='newFileName' placeholder="输入新楼层id" style="width: 120px"/>
<input id='newFileName' placeholder="新楼层id" style="width: 70px"/>
<span style="vertical-align: bottom"></span>
<input id='newMapWidth' value="13" style="width: 20px"/>
<span style="vertical-align: bottom"></span>
<input id='newMapHeight' value="13" style="width: 20px"/>
<input type="checkbox" id='newMapStatus' checked='checked' style='vertical-align: bottom'/>
<span style='vertical-align: bottom; margin-left: -4px'>保留楼层属性</span>
</div>
@ -241,7 +245,14 @@
<input type="radio" id="brushMod" name="brushMod" value="line" checked="checked" />画线
<input type="radio" id="brushMod2" name="brushMod" value="rectangle" />画矩形
</span>
<br><br><br>
<br>
<div id="viewportButtons">
<input type="button" value="←"/>
<input type="button" value="↑"/>
<input type="button" value="↓"/>
<input type="button" value="→"/>
</div>
<br>
<select id="selectFloor"></select>
<input type="button" value="保存地图" id='saveFloor'/>
<!-- -->
@ -346,11 +357,16 @@
<img id="img-up">
<p class='statusLabel' id='up'></p>
</div>
<div class="status">
<div class="status" id='keyCol'>
<span class='statusLabel' id='yellowKey' style="color:#FFCCAA"></span>
<span class='statusLabel' id='blueKey' style="color:#AAAADD"></span>
<span class='statusLabel' id='redKey' style="color:#FF8888"></span>
</div>
<div class="status" id='pzfCol'>
<span class='statusLabel' id='pickaxe' style="color: #BC6E27"></span>
<span class='statusLabel' id='bomb' style="color: #FA14B9"></span>
<span class='statusLabel' id='fly' style="color: #8DB600"></span>
</div>
<div class="status" id="debuffCol">
<span class='statusLabel' id='poison' style="color: #AFFCA8;"></span>
<span class='statusLabel' id='weak' style="color: #FECCD0;"></span>
@ -370,36 +386,20 @@
<div id="gif"></div>
<div id="gif2"></div>
<div id="curtain"></div>
<!-- <canvas class='gameCanvas' id='bg' width='416' height='416'></canvas> -->
<!-- <canvas class='gameCanvas' id='event' width='416' height='416'></canvas> -->
<canvas class='gameCanvas' id='hero' width='416' height='416'></canvas>
<!-- <canvas class='gameCanvas' id='event2' width='416' height='416'></canvas> -->
<canvas class='gameCanvas' id='fg' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='animate' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='weather' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='ui' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='data' width='416' height='416'>此浏览器不支持HTML5</canvas>
<div id="gameDraw">
<!-- <canvas class='gameCanvas' id='bg' width='416' height='416'></canvas> -->
<!-- <canvas class='gameCanvas' id='event' width='416' height='416'></canvas> -->
<canvas class='gameCanvas' id='hero' width='416' height='416'></canvas>
<!-- <canvas class='gameCanvas' id='event2' width='416' height='416'></canvas> -->
<canvas class='gameCanvas' id='fg' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='animate' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='weather' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='route' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='ui' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='data' width='416' height='416'>此浏览器不支持HTML5</canvas>
</div>
</div>
<!-- */</script> -->
<script>
// 生成定位编号
(function () {
var colNum = ' ';
for (var i = 0; i < 13; i++) {
var tpl = '<td>' + i + '<div class="colBlock" style="left:' + (i * 32 + 1) + 'px;"></div></td>';
colNum += tpl;
}
arrColMark.innerHTML = '<tr>' + colNum + '</tr>';
mapColMark.innerHTML = '<tr>' + colNum + '</tr>';
var rowNum = ' ';
for (var i = 0; i < 13; i++) {
var tpl = '<tr><td>' + i + '<div class="rowBlock" style="top:' + (i * 32 + 1) + 'px;"></div></td></tr>';
rowNum += tpl;
}
arrRowMark.innerHTML = rowNum;
mapRowMark.innerHTML = rowNum;
})();
</script>
<!-- =========================================================== -->

View File

@ -87,6 +87,11 @@
<span class='statusLabel' id='blueKey' style="color:#AAAADD"></span>
<span class='statusLabel' id='redKey' style="color:#FF8888"></span>
</div>
<div class="status" id='pzfCol'>
<span class='statusLabel' id='pickaxe' style="color: #BC6E27"></span>
<span class='statusLabel' id='bomb' style="color: #FA14B9"></span>
<span class='statusLabel' id='fly' style="color: #8DB600"></span>
</div>
<div class="status" id="debuffCol">
<span class='statusLabel' id='poison' style="color: #AFFCA8;"></span>
<span class='statusLabel' id='weak' style="color: #FECCD0;"></span>
@ -106,18 +111,22 @@
<div id="gif"></div>
<div id="gif2"></div>
<div id="curtain"></div>
<canvas class='gameCanvas' id='bg' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='event' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='hero' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='event2' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='fg' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='animate' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='weather' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='ui' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='data' width='416' height='416'>此浏览器不支持HTML5</canvas>
<div id="gameDraw">
<canvas class='gameCanvas' id='bg' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='event' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='hero' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='event2' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='fg' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='animate' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='weather' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='route' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='ui' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='data' width='416' height='416'>此浏览器不支持HTML5</canvas>
</div>
</div>
<script src='libs/thirdparty/mid.min.js'></script>
<script src='libs/thirdparty/lz-string.min.js'></script>
<script src='libs/thirdparty/priority-queue.min.js'></script>
<script id='mainScript' src='main.js'></script>
<script>main.init();main.listen();</script>
</body>

View File

@ -13,7 +13,8 @@ actions.prototype.init = function () {
////// 按下某个键时 //////
actions.prototype.onkeyDown = function (e) {
if (core.isset(core.status.replay)&&core.status.replay.replaying&&core.status.event.id!='save'&&(core.status.event.id||"").indexOf('book')!=0) return;
if (core.isset(core.status.replay)&&core.status.replay.replaying
&&core.status.event.id!='save'&&(core.status.event.id||"").indexOf('book')!=0&&core.status.event.id!='viewMaps') return;
if (!core.isset(core.status.holdingKeys))core.status.holdingKeys=[];
var isArrow={37:true,38:true,39:true,40:true}[e.keyCode]
if(isArrow && !core.status.lockControl){
@ -32,7 +33,8 @@ actions.prototype.onkeyDown = function (e) {
////// 放开某个键时 //////
actions.prototype.onkeyUp = function(e) {
if (core.isset(core.status.replay)&&core.status.replay.replaying&&core.status.event.id!='save'&&(core.status.event.id||"").indexOf('book')!=0) {
if (core.isset(core.status.replay)&&core.status.replay.replaying
&&core.status.event.id!='save'&&(core.status.event.id||"").indexOf('book')!=0&&core.status.event.id!='viewMaps') {
if (e.keyCode==27) // ESCAPE
core.stopReplay();
else if (e.keyCode==90) // Z
@ -47,6 +49,8 @@ actions.prototype.onkeyUp = function(e) {
core.saveReplay();
else if (e.keyCode==67)
core.bookReplay();
else if (e.keyCode==33||e.keyCode==34)
core.viewMapReplay();
return;
}
@ -77,7 +81,8 @@ actions.prototype.pressKey = function (keyCode) {
////// 根据按下键的code来执行一系列操作 //////
actions.prototype.keyDown = function(keyCode) {
if (core.isset(core.status.replay)&&core.status.replay.replaying&&core.status.event.id!='save'&&(core.status.event.id||"").indexOf('book')!=0) return;
if (core.isset(core.status.replay)&&core.status.replay.replaying
&&core.status.event.id!='save'&&(core.status.event.id||"").indexOf('book')!=0&&core.status.event.id!='viewMaps') return;
if (core.status.lockControl) {
// Ctrl跳过对话
if (keyCode==17) {
@ -165,40 +170,14 @@ actions.prototype.keyDown = function(keyCode) {
case 40:
core.moveHero('down');
break;
case 13: case 32: case 67: case 51: // 快捷键3
// 因为加入了两次的检测机制,从keydown转移到keyup,同时保证位置信息正确,但以下情况会触发作图的bug:
// 在鼠标的路线移动中使用飞,绿块会滞后一格,显示的位置不对,同时也不会倍以下的代码清除
if (core.status.heroStop && core.hasItem('centerFly')) {
if (core.status.usingCenterFly) {
if (core.canUseItem('centerFly')) {
core.useItem('centerFly');
core.clearMap('ui', core.getHeroLoc('x')*32,core.getHeroLoc('y')*32,32,32);
}
else {
core.drawTip('当前不能使用中心对称飞行器');
core.clearMap('ui', (12-core.getHeroLoc('x'))*32,(12-core.getHeroLoc('y'))*32,32,32);
}
core.status.usingCenterFly = false;
} else if (keyCode==51) {
core.status.usingCenterFly = true;
core.setAlpha('ui', 0.5);
core.fillRect('ui',(12-core.getHeroLoc('x'))*32,(12-core.getHeroLoc('y'))*32,32,32,core.canUseItem('centerFly')?'#00FF00':'#FF0000');
core.setAlpha('ui', 1);
core.drawTip("请确认当前中心对称飞行器的位置");
}
}
break;
}
if (core.status.usingCenterFly && keyCode!=51) {
core.clearMap('ui', (12-core.getHeroLoc('x'))*32,(12-core.getHeroLoc('y'))*32,32,32);
core.status.usingCenterFly= false;
}
}
////// 根据放开键的code来执行一系列操作 //////
actions.prototype.keyUp = function(keyCode, fromReplay) {
if (!fromReplay&&core.isset(core.status.replay)&&core.status.replay.replaying&&core.status.event.id!='save'&&(core.status.event.id||"").indexOf('book')!=0)
return;
if (core.isset(core.status.replay)&&core.status.replay.replaying
&&core.status.event.id!='save'&&(core.status.event.id||"").indexOf('book')!=0&&core.status.event.id!='viewMaps') return;
if (core.status.lockControl) {
core.status.holdingKeys = [];
@ -283,6 +262,10 @@ actions.prototype.keyUp = function(keyCode, fromReplay) {
this.keyUpReplay(keyCode);
return;
}
if (core.status.event.id=='centerFly') {
this.keyUpCenterFly(keyCode);
return;
}
return;
}
@ -351,7 +334,7 @@ actions.prototype.keyUp = function(keyCode, fromReplay) {
case 33: case 34: // PAGEUP/PAGEDOWN
if (core.status.heroStop) {
if (core.flags.enableViewMaps) {
core.ui.drawMaps(core.floorIds.indexOf(core.status.floorId));
core.ui.drawMaps();
}
else {
core.drawTip("本塔不允许浏览地图!");
@ -366,7 +349,7 @@ actions.prototype.keyUp = function(keyCode, fromReplay) {
break;
case 40: // DOWN
break;
case 49: // 快捷键1
case 49: // 快捷键1:
if (core.status.heroStop && core.hasItem('pickaxe')) {
if (core.canUseItem('pickaxe')) {
core.useItem('pickaxe');
@ -376,7 +359,7 @@ actions.prototype.keyUp = function(keyCode, fromReplay) {
}
}
break;
case 50: // 快捷键2
case 50: // 快捷键2:
if (core.status.heroStop) {
if (core.hasItem('bomb')) {
if (core.canUseItem('bomb')) {
@ -397,6 +380,11 @@ actions.prototype.keyUp = function(keyCode, fromReplay) {
}
}
break;
case 51: // 快捷键3: 飞
if (core.status.heroStop && core.hasItem('centerFly')) {
core.events.useItem('centerFly');
}
break;
}
@ -410,7 +398,8 @@ actions.prototype.keyUp = function(keyCode, fromReplay) {
////// 点击(触摸)事件按下时 //////
actions.prototype.ondown = function (x ,y) {
if (core.isset(core.status.replay)&&core.status.replay.replaying&&core.status.event.id!='save'&&(core.status.event.id||"").indexOf('book')!=0) return;
if (core.isset(core.status.replay)&&core.status.replay.replaying
&&core.status.event.id!='save'&&(core.status.event.id||"").indexOf('book')!=0&&core.status.event.id!='viewMaps') return;
if (!core.status.played || core.status.lockControl) {
this.onclick(x, y, []);
if (core.timeout.onDownTimeout==null) {
@ -429,7 +418,7 @@ actions.prototype.ondown = function (x ,y) {
}
core.status.downTime = new Date();
core.clearMap('ui', 0, 0, 416,416);
core.clearMap('route');
var pos={'x':x,'y':y}
core.status.stepPostfix=[];
core.status.stepPostfix.push(pos);
@ -438,7 +427,8 @@ actions.prototype.ondown = function (x ,y) {
////// 当在触摸屏上滑动时 //////
actions.prototype.onmove = function (x ,y) {
if (core.isset(core.status.replay)&&core.status.replay.replaying&&core.status.event.id!='save'&&(core.status.event.id||"").indexOf('book')!=0) return;
if (core.isset(core.status.replay)&&core.status.replay.replaying
&&core.status.event.id!='save'&&(core.status.event.id||"").indexOf('book')!=0&&core.status.event.id!='viewMaps') return;
// if (core.status.holdingPath==0){return;}
//core.status.mouseOutCheck =1;
var pos={'x':x,'y':y};
@ -462,7 +452,8 @@ actions.prototype.onmove = function (x ,y) {
////// 当点击(触摸)事件放开时 //////
actions.prototype.onup = function () {
if (core.isset(core.status.replay)&&core.status.replay.replaying&&core.status.event.id!='save'&&(core.status.event.id||"").indexOf('book')!=0) return;
if (core.isset(core.status.replay)&&core.status.replay.replaying
&&core.status.event.id!='save'&&(core.status.event.id||"").indexOf('book')!=0&&core.status.event.id!='viewMaps') return;
clearTimeout(core.timeout.onDownTimeout);
core.timeout.onDownTimeout = null;
@ -476,14 +467,14 @@ actions.prototype.onup = function () {
for(var ii=1;ii<core.status.stepPostfix.length;ii++){
var pos0 = core.status.stepPostfix[ii-1];
var pos = core.status.stepPostfix[ii];
stepPostfix.push({'direction': direction[pos.x-pos0.x][pos.y-pos0.y], 'x': pos.x, 'y': pos.y});
stepPostfix.push({'direction': direction[pos.x-pos0.x][pos.y-pos0.y], 'x': pos.x+parseInt(core.bigmap.offsetX/32), 'y': pos.y+parseInt(core.bigmap.offsetY/32)});
}
var posx=core.status.stepPostfix[0].x;
var posy=core.status.stepPostfix[0].y;
core.status.stepPostfix=[];
if (!core.status.lockControl) {
core.canvas.ui.clearRect(0, 0, 416,416);
core.canvas.ui.restore();
core.clearMap('route');
core.canvas.route.restore();
}
// 长按
@ -525,7 +516,8 @@ actions.prototype.getClickLoc = function (x, y) {
////// 具体点击屏幕上(x,y)点时,执行的操作 //////
actions.prototype.onclick = function (x, y, stepPostfix) {
if (core.isset(core.status.replay)&&core.status.replay.replaying&&core.status.event.id!='save'&&(core.status.event.id||"").indexOf('book')!=0) return;
if (core.isset(core.status.replay)&&core.status.replay.replaying
&&core.status.event.id!='save'&&(core.status.event.id||"").indexOf('book')!=0&&core.status.event.id!='viewMaps') return;
// console.log("Click: (" + x + "," + y + ")");
stepPostfix=stepPostfix||[];
@ -533,27 +525,15 @@ actions.prototype.onclick = function (x, y, stepPostfix) {
// 非游戏屏幕内
if (x<0 || y<0 || x>12 || y>12) return;
// 中心对称飞行器
if (core.status.usingCenterFly) {
if (x!=12-core.getHeroLoc('x') || y!=12-core.getHeroLoc('y')) {
core.clearMap('ui', (12-core.getHeroLoc('x'))*32,(12-core.getHeroLoc('y'))*32,32,32);
} else {
if (core.canUseItem('centerFly')) {
core.useItem('centerFly');
core.clearMap('ui', core.getHeroLoc('x')*32,core.getHeroLoc('y')*32,32,32);
return;
}
else {
core.drawTip('当前不能使用中心对称飞行器');
core.clearMap('ui', (12-core.getHeroLoc('x'))*32,(12-core.getHeroLoc('y'))*32,32,32);
}
}
core.status.usingCenterFly= false;
}
// 寻路
if (!core.status.lockControl) {
core.setAutomaticRoute(x, y, stepPostfix);
core.setAutomaticRoute(x+parseInt(core.bigmap.offsetX/32), y+parseInt(core.bigmap.offsetY/32), stepPostfix);
return;
}
// 中心对称飞行器
if (core.status.event.id == 'centerFly') {
this.clickCenterFly(x, y);
return;
}
@ -679,7 +659,8 @@ actions.prototype.onclick = function (x, y, stepPostfix) {
////// 滑动鼠标滚轮时的操作 //////
actions.prototype.onmousewheel = function (direct) {
if (core.isset(core.status.replay)&&core.status.replay.replaying&&core.status.event.id!='save'&&(core.status.event.id||"").indexOf('book')!=0) return;
if (core.isset(core.status.replay)&&core.status.replay.replaying
&&core.status.event.id!='save'&&(core.status.event.id||"").indexOf('book')!=0&&core.status.event.id!='viewMaps') return;
// 向下滚动是 -1 ,向上是 1
// 楼层飞行器
@ -705,8 +686,8 @@ actions.prototype.onmousewheel = function (direct) {
// 浏览地图
if (core.status.lockControl && core.status.event.id == 'viewMaps') {
if (direct==1) this.clickViewMaps(6,2);
if (direct==-1) this.clickViewMaps(6,10);
if (direct==1) this.clickViewMaps(6,3);
if (direct==-1) this.clickViewMaps(6,9);
return;
}
}
@ -747,6 +728,32 @@ actions.prototype.keyDownCtrl = function () {
}
}
//////
actions.prototype.clickCenterFly = function(x, y) {
if (x==core.status.event.data.x && y==core.status.event.data.y) {
if (core.canUseItem('centerFly')) {
core.useItem('centerFly');
}
else {
core.drawTip('当前不能使用中心对称飞行器');
}
}
core.ui.closePanel();
}
actions.prototype.keyUpCenterFly = function (keycode) {
if (keycode==51 || keycode==13 || keycode==32 || keycode==67) {
if (core.canUseItem('centerFly')) {
core.useItem('centerFly');
}
else {
core.drawTip('当前不能使用中心对称飞行器');
}
}
core.ui.closePanel();
}
////// 点击确认框时 //////
actions.prototype.clickConfirmBox = function (x,y) {
if ((x == 4 || x == 5) && y == 7 && core.isset(core.status.event.data.yes))
@ -923,7 +930,7 @@ actions.prototype.keyUpBook = function (keycode) {
////// 怪物手册属性显示界面时的点击操作 //////
actions.prototype.clickBookDetail = function () {
core.clearMap('data', 0, 0, 416, 416);
core.clearMap('data');
core.status.event.id = 'book';
}
@ -968,24 +975,49 @@ actions.prototype.keyUpFly = function (keycode) {
////// 查看地图界面时的点击操作 //////
actions.prototype.clickViewMaps = function (x,y) {
if (!core.isset(core.status.event.data)) {
core.ui.drawMaps(core.floorIds.indexOf(core.status.floorId));
return;
}
var now = core.floorIds.indexOf(core.status.floorId);
var nextId = core.status.event.data;
if(y<=4) {
nextId++;
while (nextId<core.floorIds.length && nextId!=now && core.floors[core.floorIds[nextId]].cannotViewMap)
nextId++;
if (nextId<core.floorIds.length)
core.ui.drawMaps(nextId);
var index = core.status.event.data.index;
var cx = core.status.event.data.x, cy = core.status.event.data.y;
var floorId = core.floorIds[index], mw = core.floors[floorId].width||13, mh = core.floors[floorId].height||13;
if (x>=2 && x<=10 && y<=1 && mh>13) {
core.ui.drawMaps(index, cx, cy-1);
return;
}
else if (y>=8) {
nextId--;
while (nextId>=0 && nextId!=now && core.floors[core.floorIds[nextId]].cannotViewMap)
nextId--;
if (nextId>=0)
core.ui.drawMaps(nextId);
if (x>=2 && x<=10 && y>=11 && mh>13) {
core.ui.drawMaps(index, cx, cy+1);
return;
}
else {
core.clearMap('data', 0, 0, 416, 416);
if (x<=1 && y>=2 && y<=10) {
core.ui.drawMaps(index, cx-1, cy);
return;
}
if (x>=11 && y>=2 && y<=10) {
core.ui.drawMaps(index, cx+1, cy);
return;
}
if(x>=2 && x<=10 && y<=4) {
index++;
while (index<core.floorIds.length && index!=now && core.floors[core.floorIds[index]].cannotViewMap)
index++;
if (index<core.floorIds.length)
core.ui.drawMaps(index);
}
else if (x>=2 && x<=10 && y>=8) {
index--;
while (index>=0 && index!=now && core.floors[core.floorIds[index]].cannotViewMap)
index--;
if (index>=0)
core.ui.drawMaps(index);
}
else if (x>=2 && x<=10 && y>=5 && y<=7) {
core.clearMap('data');
core.setOpacity('data', 1);
core.ui.closePanel();
}
@ -993,24 +1025,34 @@ actions.prototype.clickViewMaps = function (x,y) {
////// 查看地图界面时,按下某个键的操作 //////
actions.prototype.keyDownViewMaps = function (keycode) {
if (keycode==37 || keycode==38 || keycode==33) {
this.clickViewMaps(6,2);
}
else if (keycode==39 || keycode==40 || keycode==34) {
this.clickViewMaps(6,10);
}
if (!core.isset(core.status.event.data)) return;
if (keycode==38||keycode==33) this.clickViewMaps(6, 3);
if (keycode==40||keycode==34) this.clickViewMaps(6, 9);
if (keycode==87) this.clickViewMaps(6,0);
if (keycode==65) this.clickViewMaps(0,6);
if (keycode==83) this.clickViewMaps(6,12);
if (keycode==68) this.clickViewMaps(12,6);
return;
}
////// 查看地图界面时,放开某个键的操作 //////
actions.prototype.keyUpViewMaps = function (keycode) {
if (!core.isset(core.status.event.data)) {
core.ui.drawMaps(core.floorIds.indexOf(core.status.floorId));
return;
}
if (keycode==27 || keycode==13 || keycode==32 || keycode==67) {
core.clearMap('data', 0, 0, 416, 416);
core.clearMap('data');
core.setOpacity('data', 1);
core.ui.closePanel();
}
if (keycode==88) {
core.openBook(false);
if (core.isset(core.status.replay)&&core.status.replay.replaying) {
core.bookReplay();
} else {
core.openBook(false);
}
}
return;
}
@ -1351,8 +1393,17 @@ actions.prototype.clickSL = function(x,y) {
}
// 删除
if (x>=0 && x<=2 && y==12) {
core.status.event.selection=!core.status.event.selection;
core.ui.drawSLPanel(index);
if (core.status.event.id=='save') {
core.status.event.selection=!core.status.event.selection;
core.ui.drawSLPanel(index);
}
else {
var index = parseInt(prompt("请输入读档编号"))||0;
if (index>0) {
core.doSL(index, core.status.event.id);
}
}
return;
}
@ -1457,6 +1508,13 @@ actions.prototype.keyUpSL = function (keycode) {
}
return;
}
if (keycode==69 && core.status.event.id == 'load') { // E
var index = parseInt(prompt("请输入读档编号"))||0;
if (index>0) {
core.doSL(index, core.status.event.id);
}
return;
}
if (keycode==46) {
if (offset==0) {
core.drawTip("无法删除自动存档!");
@ -1585,9 +1643,12 @@ actions.prototype.clickSettings = function (x,y) {
core.drawTip("本塔不允许浏览地图!");
}
else {
/*
core.drawText("\t[系统提示]即将进入浏览地图模式。\n\n点击地图上半部分或按[↑]键可查看前一张地图\n点击地图下半部分或按[↓]键可查看后一张地图\n点击地图中间或按[ESC]键可离开浏览地图模式\n此模式下可以打开怪物手册以查看某层楼的怪物属性", function () {
core.ui.drawMaps(core.floorIds.indexOf(core.status.floorId));
})
*/
core.ui.drawMaps();
}
break;
case 3:
@ -2011,6 +2072,19 @@ actions.prototype.clickReplay = function (x, y) {
break;
}
case 2:
if (core.hasFlag('debug')) {
core.drawText("\t[系统提示]调试模式下无法下载录像");
break;
}
core.download(core.firstData.name+"_"+core.formatDate2(new Date())+".h5route", JSON.stringify({
'name': core.firstData.name,
'hard': core.status.hard,
'seed': core.getFlag('seed'),
'route': core.encodeRoute(core.status.route)
}));
break;
break;
case 3:
core.ui.closePanel();
break;
}

View File

@ -104,7 +104,7 @@ control.prototype.setRequestAnimationFrame = function () {
if (core.isPlaying() && timestamp-core.animateFrame.weather.time>30) {
if (core.animateFrame.weather.type == 'rain' && core.animateFrame.weather.level > 0) {
core.clearMap('weather', 0, 0, 416, 416);
core.clearMap('weather');
core.canvas.weather.strokeStyle = 'rgba(174,194,224,0.8)';
core.canvas.weather.lineWidth = 1;
@ -130,7 +130,7 @@ control.prototype.setRequestAnimationFrame = function () {
}
else if (core.animateFrame.weather.type == 'snow' && core.animateFrame.weather.level > 0) {
core.clearMap('weather', 0, 0, 416, 416);
core.clearMap('weather');
core.canvas.weather.fillStyle = "rgba(255, 255, 255, 0.8)";
core.canvas.weather.beginPath();
@ -286,7 +286,7 @@ control.prototype.resetStatus = function(hero, hard, floorId, route, maps, value
// 保存的Index
core.status.saveIndex = core.getLocalStorage('saveIndex2', 1);
core.status.automaticRoute.clickMoveDirectly = core.getLocalStorage('clickMoveDirectly', true);
core.status.automaticRoute.clickMoveDirectly = core.getLocalStorage('clickMoveDirectly', false);
if (core.isset(values))
core.values = core.clone(values);
@ -334,7 +334,7 @@ control.prototype.restart = function() {
////// 清除自动寻路路线 //////
control.prototype.clearAutomaticRouteNode = function (x, y) {
if (core.status.event.id==null)
core.canvas.ui.clearRect(x * 32 + 5, y * 32 + 5, 27, 27);
core.canvas.route.clearRect(x * 32 + 5, y * 32 + 5, 27, 27);
}
////// 停止自动寻路操作 //////
@ -352,7 +352,7 @@ control.prototype.stopAutomaticRoute = function () {
core.status.automaticRoute.lastDirection = null;
core.stopHero();
if (core.status.automaticRoute.moveStepBeforeStop.length==0)
core.canvas.ui.clearRect(0, 0, 416, 416);
core.clearMap('route');
}
////// 继续剩下的自动寻路操作 //////
@ -370,7 +370,7 @@ control.prototype.continueAutomaticRoute = function () {
////// 清空剩下的自动寻路列表 //////
control.prototype.clearContinueAutomaticRoute = function () {
core.canvas.ui.clearRect(0, 0, 416, 416);
core.clearMap('route');
core.status.automaticRoute.moveStepBeforeStop=[];
}
@ -378,7 +378,7 @@ control.prototype.clearContinueAutomaticRoute = function () {
control.prototype.moveDirectly = function (destX, destY) {
var ignoreSteps = core.canMoveDirectly(destX, destY);
if (ignoreSteps>=0) {
core.clearMap('hero', 0, 0, 416, 416);
core.clearMap('hero');
var lastDirection = core.status.route[core.status.route.length-1];
if (['left', 'right', 'up', 'down'].indexOf(lastDirection)>=0)
core.setHeroLoc('direction', lastDirection);
@ -398,7 +398,7 @@ control.prototype.tryMoveDirectly = function (destX, destY) {
if (Math.abs(core.getHeroLoc('x')-destX)+Math.abs(core.getHeroLoc('y')-destY)<=1)
return false;
var testMove = function (dx, dy, dir) {
if (dx<0 || dx>12 || dy<0 || dy>12) return false;
if (dx<0 || dx>=core.bigmap.width|| dy<0 || dy>core.bigmap.height) return false;
if (core.control.moveDirectly(dx, dy)) {
if (core.isset(dir)) core.moveHero(dir, function() {});
return true;
@ -458,18 +458,18 @@ control.prototype.setAutomaticRoute = function (destX, destY, stepPostfix) {
if (destX == core.status.hero.loc.x && destY == core.status.hero.loc.y){
moveStep=[];
} else {
core.canvas.ui.clearRect(0, 0, 416, 416);
core.clearMap('route');
return;
}
}
moveStep=moveStep.concat(stepPostfix);
core.status.automaticRoute.destX=destX;
core.status.automaticRoute.destY=destY;
core.canvas.ui.save();
core.canvas.ui.clearRect(0, 0, 416, 416);
core.canvas.ui.fillStyle = '#bfbfbf';
core.canvas.ui.strokeStyle = '#bfbfbf';
core.canvas.ui.lineWidth = 8;
core.canvas.route.save();
core.clearMap('route');
core.canvas.route.fillStyle = '#bfbfbf';
core.canvas.route.strokeStyle = '#bfbfbf';
core.canvas.route.lineWidth = 8;
for (var m = 0; m < moveStep.length; m++) {
if (tempStep == null) {
step++;
@ -487,53 +487,53 @@ control.prototype.setAutomaticRoute = function (destX, destY, stepPostfix) {
if (m == moveStep.length - 1) {
// core.status.automaticRoutingTemp.moveStep.push({'direction': tempStep, 'step': step});
core.status.automaticRoute.autoStepRoutes.push({'direction': tempStep, 'step': step});
core.canvas.ui.fillRect(moveStep[m].x * 32 + 10, moveStep[m].y * 32 + 10, 12, 12);
core.canvas.route.fillRect(moveStep[m].x * 32 + 10, moveStep[m].y * 32 + 10, 12, 12);
}
else {
core.canvas.ui.beginPath();
core.canvas.route.beginPath();
if (core.isset(moveStep[m + 1]) && tempStep != moveStep[m + 1].direction) {
if (tempStep == 'up' && moveStep[m + 1].direction == 'left' || tempStep == 'right' && moveStep[m + 1].direction == 'down') {
core.canvas.ui.moveTo(moveStep[m].x * 32 + 5, moveStep[m].y * 32 + 16);
core.canvas.ui.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 16);
core.canvas.ui.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 27);
core.canvas.route.moveTo(moveStep[m].x * 32 + 5, moveStep[m].y * 32 + 16);
core.canvas.route.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 16);
core.canvas.route.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 27);
}
else if (tempStep == 'up' && moveStep[m + 1].direction == 'right' || tempStep == 'left' && moveStep[m + 1].direction == 'down') {
core.canvas.ui.moveTo(moveStep[m].x * 32 + 27, moveStep[m].y * 32 + 16);
core.canvas.ui.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 16);
core.canvas.ui.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 27);
core.canvas.route.moveTo(moveStep[m].x * 32 + 27, moveStep[m].y * 32 + 16);
core.canvas.route.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 16);
core.canvas.route.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 27);
}
else if (tempStep == 'left' && moveStep[m + 1].direction == 'up' || tempStep == 'down' && moveStep[m + 1].direction == 'right') {
core.canvas.ui.moveTo(moveStep[m].x * 32 + 27, moveStep[m].y * 32 + 16);
core.canvas.ui.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 16);
core.canvas.ui.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 5);
core.canvas.route.moveTo(moveStep[m].x * 32 + 27, moveStep[m].y * 32 + 16);
core.canvas.route.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 16);
core.canvas.route.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 5);
}
else if (tempStep == 'right' && moveStep[m + 1].direction == 'up' || tempStep == 'down' && moveStep[m + 1].direction == 'left') {
core.canvas.ui.moveTo(moveStep[m].x * 32 + 5, moveStep[m].y * 32 + 16);
core.canvas.ui.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 16);
core.canvas.ui.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 5);
core.canvas.route.moveTo(moveStep[m].x * 32 + 5, moveStep[m].y * 32 + 16);
core.canvas.route.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 16);
core.canvas.route.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 5);
}
core.canvas.ui.stroke();
core.canvas.route.stroke();
continue;
}
switch (tempStep) {
case 'up':
case 'down':
core.canvas.ui.beginPath();
core.canvas.ui.moveTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 5);
core.canvas.ui.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 27);
core.canvas.ui.stroke();
core.canvas.route.beginPath();
core.canvas.route.moveTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 5);
core.canvas.route.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 27);
core.canvas.route.stroke();
break;
case 'left':
case 'right':
core.canvas.ui.beginPath();
core.canvas.ui.moveTo(moveStep[m].x * 32 + 5, moveStep[m].y * 32 + 16);
core.canvas.ui.lineTo(moveStep[m].x * 32 + 27, moveStep[m].y * 32 + 16);
core.canvas.ui.stroke();
core.canvas.route.beginPath();
core.canvas.route.moveTo(moveStep[m].x * 32 + 5, moveStep[m].y * 32 + 16);
core.canvas.route.lineTo(moveStep[m].x * 32 + 27, moveStep[m].y * 32 + 16);
core.canvas.route.stroke();
break;
}
}
}
core.canvas.ui.restore();
core.canvas.route.restore();
// 立刻移动
core.setAutoHeroMove();
@ -542,6 +542,7 @@ control.prototype.setAutomaticRoute = function (destX, destY, stepPostfix) {
////// 自动寻路算法,找寻最优路径 //////
control.prototype.automaticRoute = function (destX, destY) {
var fw = core.bigmap.width, fh = core.bigmap.height;
var startX = core.getHeroLoc('x');
var startY = core.getHeroLoc('y');
var scan = {
@ -550,53 +551,46 @@ control.prototype.automaticRoute = function (destX, destY) {
'down': {'x': 0, 'y': 1},
'right': {'x': 1, 'y': 0}
};
var queue = [];
var nowDeep = 0;
var route = [];
var ans = []
if (destX == startX && destY == startY) return false;
queue.push(13 * startX + startY);
queue.push(-1);
route[13 * startX + startY] = '';
while (queue.length != 1) {
var f = queue.shift();
if (f===-1) {nowDeep+=1;queue.push(-1);continue;}
var deep = ~~(f/169);
if (deep!==nowDeep) {queue.push(f);continue;}
f=f%169;
var nowX = parseInt(f / 13), nowY = f % 13;
var nowIsArrow = false, nowId, nowBlock = core.getBlock(nowX,nowY);
var route = [];
var queue = new PriorityQueue({comparator: function (a,b) {
return a.depth - b.depth;
}});
var ans = [];
route[startX + fw * startY] = '';
queue.queue({depth: 0, x: startX, y: startY});
while (queue.length!=0) {
var curr = queue.dequeue();
var deep = curr.depth, nowX = curr.x, nowY = curr.y;
for (var direction in scan) {
if (!core.canMoveHero(nowX, nowY, direction))
continue;
var nx = nowX + scan[direction].x;
var ny = nowY + scan[direction].y;
if (nx<0 || nx>=fw || ny<0 || ny>=fh) continue;
if (nx<0 || nx>12 || ny<0 || ny>12) continue;
var nid = 13 * nx + ny;
var nid = nx + fw * ny;
if (core.isset(route[nid])) continue;
var deepAdd=1;
var nextId, nextBlock = core.getBlock(nx,ny);
if (nextBlock!=null){
nextId = nextBlock.block.event.id;
// 绕过亮灯(因为只有一次通行机会很宝贵)
if(nextId == "light") deepAdd=100;
// 绕过路障
if (nextId.substring(nextId.length-3)=="Net") deepAdd=core.values.lavaDamage;
// if (nextId.substring(nextId.length-3)=="Net") deepAdd=core.values.lavaDamage*10;
// 绕过血瓶
if (!core.flags.potionWhileRouting && nextId.substring(nextId.length-6)=="Potion") deepAdd=20;
if (!core.flags.potionWhileRouting && nextId.substring(nextId.length-6)=="Potion") deepAdd+=20;
// 绕过传送点
if (nextBlock.block.event.trigger == 'changeFloor') deepAdd = 10;
if (nextBlock.block.event.trigger == 'changeFloor') deepAdd+=10;
}
if (core.status.checkBlock.damage[nid]>0)
deepAdd = core.status.checkBlock.damage[nid];
deepAdd+=core.status.checkBlock.damage[nid]*10;
if (nx == destX && ny == destY) {
route[nid] = direction;
@ -606,18 +600,17 @@ control.prototype.automaticRoute = function (destX, destY) {
continue;
route[nid] = direction;
queue.push(169*(nowDeep+deepAdd)+nid);
queue.queue({depth: deep+deepAdd, x: nx, y: ny});
}
if (core.isset(route[13 * destX + destY])) break;
if (core.isset(route[destX + fw * destY])) break;
}
if (!core.isset(route[13 * destX + destY])) {
if (!core.isset(route[destX + fw * destY])) {
return false;
}
var nowX = destX, nowY = destY;
while (nowX != startX || nowY != startY) {
var dir = route[13 * nowX + nowY];
var dir = route[nowX + fw * nowY];
ans.push({'direction': dir, 'x': nowX, 'y': nowY});
nowX -= scan[dir].x;
nowY -= scan[dir].y;
@ -629,7 +622,7 @@ control.prototype.automaticRoute = function (destX, destY) {
////// 显示离散的寻路点 //////
control.prototype.fillPosWithPoint = function (pos) {
core.fillRect('ui', pos.x*32+12,pos.y*32+12,8,8, '#bfbfbf');
core.fillRect('route', pos.x*32+12+core.bigmap.offsetX,pos.y*32+12+core.bigmap.offsetY,8,8, '#bfbfbf');
}
////// 设置勇士的自动行走路线 //////
@ -669,7 +662,7 @@ control.prototype.setHeroMoveInterval = function (direction, x, y, callback) {
core.setHeroLoc('y', y+scan[direction].y, true);
core.control.updateFollowers();
core.moveOneStep();
core.clearMap('hero', 0, 0, 416, 416);
core.clearMap('hero');
core.drawHero(direction);
clearInterval(core.interval.heroMoveInterval);
core.status.heroMoving = 0;
@ -756,7 +749,7 @@ control.prototype.turnHero = function() {
else if (core.status.hero.loc.direction == 'down') core.status.hero.loc.direction = 'left';
else if (core.status.hero.loc.direction == 'left') core.status.hero.loc.direction = 'up';
core.drawHero();
core.canvas.ui.clearRect(0, 0, 416, 416);
core.clearMap('route');
core.status.route.push("turn");
}
@ -783,7 +776,7 @@ control.prototype.moveHero = function (direction, callback) {
};
direction = core.getHeroLoc('direction');
var nx = core.getHeroLoc('x') + scan[direction].x, ny=core.getHeroLoc('y') + scan[direction].y;
if (nx<0 || nx>12 || ny<0 || ny>12) return;
if (nx<0 || nx>=core.bigmap.width || ny<0 || ny>=core.bigmap.height) return;
core.status.heroMoving=-1;
core.eventMoveHero([direction], 100, function () {
@ -814,7 +807,7 @@ control.prototype.eventMoveHero = function(steps, time, callback) {
time = time || 100;
core.clearMap('ui', 0, 0, 416, 416);
core.clearMap('ui');
core.setAlpha('ui', 1.0);
// 要运行的轨迹将steps展开
@ -881,7 +874,7 @@ control.prototype.jumpHero = function (ex, ey, time, callback) {
if (!core.isset(ey)) ey=sy;
time = time || 500;
core.clearMap('ui', 0, 0, 416, 416);
core.clearMap('ui');
core.setAlpha('ui', 1.0);
core.status.replay.animate=true;
@ -919,9 +912,14 @@ control.prototype.jumpHero = function (ex, ey, time, callback) {
var animate=window.setInterval(function() {
if (jump_count>0) {
core.clearMap('hero', drawX(), drawY()-height+32, 32, height);
core.clearMap('hero', drawX()-core.bigmap.offsetX, drawY()-height+32-core.bigmap.offsetY, 32, height);
updateJump();
core.canvas.hero.drawImage(core.material.images.hero, heroIcon[status] * 32, heroIcon.loc * height, 32, height, drawX(), drawY() + 32-height, 32, height);
var nowx = drawX(), nowy = drawY();
core.bigmap.offsetX = core.clamp(nowx - 32*6, 0, 32*core.bigmap.width-416);
core.bigmap.offsetY = core.clamp(nowy - 32*6, 0, 32*core.bigmap.height-416);
core.control.updateViewport();
core.canvas.hero.drawImage(core.material.images.hero, heroIcon[status] * 32, heroIcon.loc * height, 32, height,
nowx - core.bigmap.offsetX, nowy + 32-height - core.bigmap.offsetY, 32, height);
}
else {
clearInterval(animate);
@ -979,8 +977,33 @@ control.prototype.stopHero = function () {
core.status.heroStop = true;
}
////// 设置画布偏移
control.prototype.setGameCanvasTranslate = function(canvas,x,y){
var c=core.dom.gameCanvas[canvas];
x=x*core.domStyle.scale;
y=y*core.domStyle.scale;
c.style.transform='translate('+x+'px,'+y+'px)';
c.style.webkitTransform='translate('+x+'px,'+y+'px)';
c.style.OTransform='translate('+x+'px,'+y+'px)';
c.style.MozTransform='translate('+x+'px,'+y+'px)';
if(main.mode==='editor' && editor.isMobile){
c.style.transform='translate('+(x/416*96)+'vw,'+(y/416*96)+'vw)';
c.style.webkitTransform='translate('+(x/416*96)+'vw,'+(y/416*96)+'vw)';
c.style.OTransform='translate('+(x/416*96)+'vw,'+(y/416*96)+'vw)';
c.style.MozTransform='translate('+(x/416*96)+'vw,'+(y/416*96)+'vw)';
}
};
////// 更新视野范围 //////
control.prototype.updateViewport = function() {
core.bigmap.canvas.forEach(function(cn){
core.control.setGameCanvasTranslate(cn,-core.bigmap.offsetX,-core.bigmap.offsetY);
});
}
////// 绘制勇士 //////
control.prototype.drawHero = function (direction, x, y, status, offset) {
var scan = {
'up': {'x': 0, 'y': -1},
'left': {'x': -1, 'y': 0},
@ -993,9 +1016,17 @@ control.prototype.drawHero = function (direction, x, y, status, offset) {
status = status || 'stop';
direction = direction || core.getHeroLoc('direction');
offset = offset || 0;
var dx=offset==0?0:scan[direction].x, dy=offset==0?0:scan[direction].y;
var way = scan[direction];
var offsetX = way.x*offset;
var offsetY = way.y*offset;
var dx=offsetX==0?0:offsetX/Math.abs(offsetX), dy=offsetY==0?0:offsetY/Math.abs(offsetY);
core.bigmap.offsetX = core.clamp((x - 6) * 32 + offsetX, 0, 32*core.bigmap.width-416);
core.bigmap.offsetY = core.clamp((y - 6) * 32 + offsetY, 0, 32*core.bigmap.height-416);
core.clearAutomaticRouteNode(x+dx, y+dy);
core.canvas.hero.clearRect(32 * x - 32, 32 * y - 32, 96, 96);
core.canvas.hero.clearRect(x * 32 - core.bigmap.offsetX - 32, y * 32 - core.bigmap.offsetY - 32, 96, 96);
var heroIconArr = core.material.icons.hero;
var drawObjs = [];
@ -1004,8 +1035,8 @@ control.prototype.drawHero = function (direction, x, y, status, offset) {
"img": core.material.images.hero,
"height": core.material.icons.hero.height,
"heroIcon": heroIconArr[direction],
"posx": 32 * x + scan[direction].x*offset,
"posy": 32 * y + scan[direction].y*offset,
"posx": x * 32 - core.bigmap.offsetX + offsetX,
"posy": y * 32 - core.bigmap.offsetY + offsetY,
"status": status,
"index": 0,
});
@ -1014,14 +1045,14 @@ control.prototype.drawHero = function (direction, x, y, status, offset) {
if (core.isset(core.status.hero.followers)) {
var index=1;
core.status.hero.followers.forEach(function (t) {
core.canvas.hero.clearRect(32*t.x-32, 32*t.y-32, 96, 96);
core.canvas.hero.clearRect(32*t.x-core.bigmap.offsetX-32, 32*t.y-core.bigmap.offsetY-32, 96, 96);
if (core.isset(core.material.images.images[t.img])) {
drawObjs.push({
"img": core.material.images.images[t.img],
"height": core.material.images.images[t.img].height/4,
"heroIcon": heroIconArr[t.direction],
"posx": 32*t.x + (t.stop?0:scan[t.direction].x*offset),
"posy": 32*t.y + (t.stop?0:scan[t.direction].y*offset),
"posx": 32*t.x - core.bigmap.offsetX + (t.stop?0:scan[t.direction].x*offset),
"posy": 32*t.y - core.bigmap.offsetY + (t.stop?0:scan[t.direction].y*offset),
"status": t.stop?"stop":status,
"index": index++
});
@ -1031,13 +1062,15 @@ control.prototype.drawHero = function (direction, x, y, status, offset) {
drawObjs.sort(function (a, b) {
return a.posy==b.posy?b.index-a.index:a.posy-b.posy;
})
});
drawObjs.forEach(function (block) {
core.canvas.hero.drawImage(block.img, block.heroIcon[block.status]*32,
block.heroIcon.loc * block.height, 32, block.height,
block.posx, block.posy+32-block.height, 32, block.height);
})
});
core.control.updateViewport();
}
////// 设置勇士的位置 //////
@ -1142,30 +1175,30 @@ control.prototype.updateCheckBlock = function() {
core.status.checkBlock.map = []; // 记录怪物地图
for (var n=0;n<blocks.length;n++) {
var block = blocks[n];
if (core.isset(block.event) && !(core.isset(block.enable) && !block.enable) && block.event.cls.indexOf('enemy')==0) {
if (core.isset(block.event) && !block.disable && block.event.cls.indexOf('enemy')==0) {
var id = block.event.id, enemy = core.material.enemys[id];
if (core.isset(enemy)) {
core.status.checkBlock.map[13*block.x+block.y]=id;
core.status.checkBlock.map[block.x+core.bigmap.width*block.y]=id;
}
}
// 血网
if (core.isset(block.event) && !(core.isset(block.enable) && !block.enable) &&
if (core.isset(block.event) && !block.disable &&
block.event.id=='lavaNet' && block.event.trigger=='passNet' && !core.hasItem("shoes")) {
core.status.checkBlock.map[13*block.x+block.y]="lavaNet";
core.status.checkBlock.map[block.x+core.bigmap.width*block.y]="lavaNet";
}
}
// Step2: 更新领域、阻击伤害
core.status.checkBlock.damage = []; // 记录(x,y)点的伤害
for (var x=0;x<13*13;x++) core.status.checkBlock.damage[x]=0;
for (var x=0;x<core.bigmap.width*core.bigmap.height;x++) core.status.checkBlock.damage[x]=0;
for (var x=0;x<13;x++) {
for (var y=0;y<13;y++) {
var id = core.status.checkBlock.map[13*x+y];
for (var x=0;x<core.bigmap.width;x++) {
for (var y=0;y<core.bigmap.height;y++) {
var id = core.status.checkBlock.map[x+core.bigmap.width*y];
if (core.isset(id)) {
if (id=="lavaNet") {
core.status.checkBlock.damage[13*x+y]+=core.values.lavaDamage;
core.status.checkBlock.damage[x+core.bigmap.width*y]+=core.values.lavaDamage;
continue;
}
@ -1179,9 +1212,9 @@ control.prototype.updateCheckBlock = function() {
for (var dy=-range;dy<=range;dy++) {
if (dx==0 && dy==0) continue;
var nx=x+dx, ny=y+dy;
if (nx<0 || nx>12 || ny<0 || ny>12) continue;
if (nx<0 || nx>=core.bigmap.width || ny<0 || ny>=core.bigmap.height) continue;
if (!zoneSquare && Math.abs(dx)+Math.abs(dy)>range) continue;
core.status.checkBlock.damage[13*nx+ny]+=enemy.value;
core.status.checkBlock.damage[nx+ny*core.bigmap.width]+=enemy.value;
}
}
}
@ -1191,8 +1224,8 @@ control.prototype.updateCheckBlock = function() {
for (var dy=-1;dy<=1;dy++) {
if (dx==0 && dy==0) continue;
var nx=x+dx, ny=y+dy;
if (nx<0 || nx>12 || ny<0 || ny>12 || Math.abs(dx)+Math.abs(dy)>1) continue;
core.status.checkBlock.damage[13*nx+ny]+=enemy.value;
if (nx<0 || nx>=core.bigmap.width || ny<0 || ny>=core.bigmap.height || Math.abs(dx)+Math.abs(dy)>1) continue;
core.status.checkBlock.damage[nx+ny*core.bigmap.width]+=enemy.value;
}
}
}
@ -1203,12 +1236,12 @@ control.prototype.updateCheckBlock = function() {
// Step3: 更新夹击点坐标并将夹击伤害加入到damage中
core.status.checkBlock.betweenAttack = []; // 记录(x,y)点是否有夹击
for (var x=0;x<13;x++) {
for (var y=0;y<13;y++) {
for (var x=0;x<core.bigmap.width;x++) {
for (var y=0;y<core.bigmap.height;y++) {
var has=false;
if (x>0 && x<12) {
var id1=core.status.checkBlock.map[13*(x-1)+y],
id2=core.status.checkBlock.map[13*(x+1)+y];
if (x>0 && x<core.bigmap.width-1) {
var id1=core.status.checkBlock.map[x-1+core.bigmap.width*y],
id2=core.status.checkBlock.map[x+1+core.bigmap.height*y];
if (core.isset(id1) && core.isset(id2) && id1==id2) {
var enemy = core.material.enemys[id1];
if (core.isset(enemy) && core.enemys.hasSpecial(enemy.special, 16)) {
@ -1216,9 +1249,9 @@ control.prototype.updateCheckBlock = function() {
}
}
}
if (y>0 && y<12) {
var id1=core.status.checkBlock.map[13*x+y-1],
id2=core.status.checkBlock.map[13*x+y+1];
if (y>0 && y<core.bigmap.height-1) {
var id1=core.status.checkBlock.map[x+core.bigmap.width*(y-1)],
id2=core.status.checkBlock.map[x+core.bigmap.width*(y+1)];
if (core.isset(id1) && core.isset(id2) && id1==id2) {
var enemy = core.material.enemys[id1];
if (core.isset(enemy) && core.enemys.hasSpecial(enemy.special, 16)) {
@ -1228,10 +1261,10 @@ control.prototype.updateCheckBlock = function() {
}
// 存在夹击
if (has) {
core.status.checkBlock.betweenAttack[13*x+y]=true;
var leftHp = core.status.hero.hp - core.status.checkBlock.damage[13*x+y];
core.status.checkBlock.betweenAttack[x+core.bigmap.width*y]=true;
var leftHp = core.status.hero.hp - core.status.checkBlock.damage[x+core.bigmap.width*y];
if (leftHp>1)
core.status.checkBlock.damage[13*x+y] += Math.floor((leftHp+(core.flags.betweenAttackCeil?0:1))/2);
core.status.checkBlock.damage[x+core.bigmap.width*y] += Math.floor((leftHp+(core.flags.betweenAttackCeil?0:1))/2);
}
}
}
@ -1240,7 +1273,7 @@ control.prototype.updateCheckBlock = function() {
////// 检查并执行领域、夹击、阻击事件 //////
control.prototype.checkBlock = function () {
var x=core.getHeroLoc('x'), y=core.getHeroLoc('y');
var damage = core.status.checkBlock.damage[13*x+y];
var damage = core.status.checkBlock.damage[x+core.bigmap.width*y];
if (damage>0) {
core.status.hero.hp -= damage;
@ -1254,8 +1287,8 @@ control.prototype.checkBlock = function () {
}
for (var direction in scan) {
var nx = x+scan[direction].x, ny=y+scan[direction].y;
if (nx<0 || nx>12 || ny<0 || ny>12) continue;
var id=core.status.checkBlock.map[13*nx+ny];
if (nx<0 || nx>=core.bigmap.width || ny<0 || ny>=core.bigmap.height) continue;
var id=core.status.checkBlock.map[nx+core.bigmap.width*ny];
if (core.isset(id)) {
var enemy = core.material.enemys[id];
if (core.isset(enemy) && core.enemys.hasSpecial(enemy.special, 18)) {
@ -1264,10 +1297,10 @@ control.prototype.checkBlock = function () {
}
}
if (core.status.checkBlock.betweenAttack[13*x+y] && damage>0) {
if (core.status.checkBlock.betweenAttack[x+core.bigmap.width*y] && damage>0) {
core.drawTip('受到夹击,生命变成一半');
}
else if (core.status.checkBlock.map[13*x+y]=='lavaNet') {
else if (core.status.checkBlock.map[x+core.bigmap.width*y]=='lavaNet') {
core.drawTip('受到血网伤害'+damage+'点');
}
// 阻击
@ -1294,7 +1327,7 @@ control.prototype.checkBlock = function () {
var x=t.x, y=t.y, direction = t.direction;
var nx = x+scan[direction].x, ny=y+scan[direction].y;
return nx>=0 && nx<=12 && ny>=0 && ny<=12 && core.getBlock(nx, ny, core.status.floorId, false)==null;
return nx>=0 && nx<core.bigmap.width && ny>=0 && ny<core.bigmap.height && core.getBlock(nx, ny, null, true)==null;
});
core.updateStatusBar();
if (snipe.length>0)
@ -1434,7 +1467,7 @@ control.prototype.setWeather = function (type, level) {
// 非雨雪
if (type!='rain' && type!='snow') {
core.clearMap('weather', 0, 0, 416, 416)
core.clearMap('weather')
core.animateFrame.weather.type = null;
core.animateFrame.weather.level = 0;
core.animateFrame.weather.nodes = [];
@ -1453,7 +1486,7 @@ control.prototype.setWeather = function (type, level) {
if (level<1) level=1; if (level>10) level=10;
level *= 20;
core.clearMap('weather', 0, 0, 416, 416)
core.clearMap('weather')
core.animateFrame.weather.type = type;
core.animateFrame.weather.level = level;
@ -1536,7 +1569,7 @@ control.prototype.updateFg = function () {
if (!core.isset(core.status.thisMap) || !core.isset(core.status.thisMap.blocks)) return;
// 更新显伤
var mapBlocks = core.status.thisMap.blocks;
core.clearMap('fg', 0, 0, 416, 416);
core.clearMap('fg');
// 没有怪物手册
if (!core.hasItem('book')) return;
core.setFont('fg', "bold 11px Arial");
@ -1546,7 +1579,7 @@ control.prototype.updateFg = function () {
for (var b = 0; b < mapBlocks.length; b++) {
var x = mapBlocks[b].x, y = mapBlocks[b].y;
if (core.isset(mapBlocks[b].event) && mapBlocks[b].event.cls.indexOf('enemy')==0
&& !(core.isset(mapBlocks[b].enable) && !mapBlocks[b].enable)) {
&& !mapBlocks[b].disable) {
// 非系统默认的战斗事件(被覆盖)
if (mapBlocks[b].event.trigger != 'battle') {
@ -1610,9 +1643,9 @@ control.prototype.updateFg = function () {
// 如果是领域&夹击
if (core.flags.displayExtraDamage) {
core.canvas.fg.textAlign = 'center';
for (var x=0;x<13;x++) {
for (var y=0;y<13;y++) {
var damage = core.status.checkBlock.damage[13*x+y];
for (var x=0;x<core.bigmap.width;x++) {
for (var y=0;y<core.bigmap.height;y++) {
var damage = core.status.checkBlock.damage[x+core.bigmap.width*y];
if (damage>0) {
damage = core.formatBigNumber(damage);
core.setFillStyle('fg', '#000000');
@ -1687,14 +1720,14 @@ control.prototype.startReplay = function (list) {
////// 更改播放状态 //////
control.prototype.triggerReplay = function () {
if (core.status.event.id=='save' || core.status.event.id=='book') return;
if (core.status.event.id=='save' || (core.status.event.id||"").indexOf('book')==0 || core.status.event.id=='viewMaps') return;
if (core.status.replay.pausing) this.resumeReplay();
else this.pauseReplay();
}
////// 暂停播放 //////
control.prototype.pauseReplay = function () {
if (core.status.event.id=='save' || core.status.event.id=='book') return;
if (core.status.event.id=='save' || (core.status.event.id||"").indexOf('book')==0 || core.status.event.id=='viewMaps') return;
if (!core.status.replay.replaying) return;
core.status.replay.pausing = true;
core.updateStatusBar();
@ -1703,7 +1736,7 @@ control.prototype.pauseReplay = function () {
////// 恢复播放 //////
control.prototype.resumeReplay = function () {
if (core.status.event.id=='save' || core.status.event.id=='book') return;
if (core.status.event.id=='save' || (core.status.event.id||"").indexOf('book')==0 || core.status.event.id=='viewMaps') return;
if (!core.status.replay.replaying) return;
core.status.replay.pausing = false;
core.updateStatusBar();
@ -1713,7 +1746,7 @@ control.prototype.resumeReplay = function () {
////// 加速播放 //////
control.prototype.speedUpReplay = function () {
if (core.status.event.id=='save' || core.status.event.id=='book') return;
if (core.status.event.id=='save' || (core.status.event.id||"").indexOf('book')==0 || core.status.event.id=='viewMaps') return;
if (!core.status.replay.replaying) return;
var toAdd = core.status.replay.speed>=3?3:core.status.replay.speed>=2?2:1;
core.status.replay.speed = parseInt(10*core.status.replay.speed + toAdd)/10;
@ -1723,7 +1756,7 @@ control.prototype.speedUpReplay = function () {
////// 减速播放 //////
control.prototype.speedDownReplay = function () {
if (core.status.event.id=='save' || core.status.event.id=='book') return;
if (core.status.event.id=='save' || (core.status.event.id||"").indexOf('book')==0 || core.status.event.id=='viewMaps') return;
if (!core.status.replay.replaying) return;
var toAdd = core.status.replay.speed>3?3:core.status.replay.speed>2?2:1;
core.status.replay.speed = parseInt(10*core.status.replay.speed - toAdd)/10;
@ -1733,7 +1766,7 @@ control.prototype.speedDownReplay = function () {
////// 停止播放 //////
control.prototype.stopReplay = function () {
if (core.status.event.id=='save' || core.status.event.id=='book') return;
if (core.status.event.id=='save' || (core.status.event.id||"").indexOf('book')==0 || core.status.event.id=='viewMaps') return;
if (!core.status.replay.replaying) return;
core.status.replay.toReplay = [];
core.status.replay.totalList = [];
@ -1748,7 +1781,7 @@ control.prototype.stopReplay = function () {
////// 回退 //////
control.prototype.rewindReplay = function () {
if (core.status.event.id=='save' || core.status.event.id=='book') return;
if (core.status.event.id=='save' || (core.status.event.id||"").indexOf('book')==0 || core.status.event.id=='viewMaps') return;
if (!core.status.replay.replaying) return;
if (!core.status.replay.pausing) {
core.drawTip("请先暂停录像");
@ -1783,7 +1816,7 @@ control.prototype.rewindReplay = function () {
////// 回放时存档 //////
control.prototype.saveReplay = function () {
if (core.status.event.id=='save' || core.status.event.id=='book') return;
if (core.status.event.id=='save' || (core.status.event.id||"").indexOf('book')==0 || core.status.event.id=='viewMaps') return;
if (!core.status.replay.replaying) return;
if (!core.status.replay.pausing) {
core.drawTip("请先暂停录像");
@ -1804,7 +1837,33 @@ control.prototype.saveReplay = function () {
////// 回放时查看怪物手册 //////
control.prototype.bookReplay = function () {
if (core.status.event.id=='save' || core.status.event.id=='book') return;
if (core.status.event.id=='save' || (core.status.event.id||"").indexOf('book')==0) return;
if (!core.status.replay.replaying) return;
if (!core.status.replay.pausing) {
core.drawTip("请先暂停录像");
return;
}
// 从“浏览地图”页面打开
if (core.status.event.id=='viewMaps') {
core.status.event.selection = core.status.event.data;
core.status.event.id=null;
}
if (core.status.replay.animate || core.isset(core.status.event.id)) {
core.drawTip("请等待当前事件的处理结束");
return;
}
core.lockControl();
core.status.event.id='book';
core.useItem('book');
}
////// 回放录像时浏览地图 //////
control.prototype.viewMapReplay = function () {
if (core.status.event.id=='save' || (core.status.event.id||"").indexOf('book')==0 || core.status.event.id=='viewMaps') return;
if (!core.status.replay.replaying) return;
if (!core.status.replay.pausing) {
core.drawTip("请先暂停录像");
@ -1816,8 +1875,8 @@ control.prototype.bookReplay = function () {
}
core.lockControl();
core.status.event.id='book';
core.useItem('book');
core.status.event.id='viewMaps';
core.ui.drawMaps();
}
////// 回放 //////
@ -2567,6 +2626,11 @@ control.prototype.updateStatusBar = function () {
core.statusBar.weak.innerHTML = core.hasFlag('weak')?"衰":"";
core.statusBar.curse.innerHTML = core.hasFlag('curse')?"咒":"";
}
if (core.flags.enablePZF) {
core.statusBar.pickaxe.innerHTML = "破"+core.itemCount('pickaxe');
core.statusBar.bomb.innerHTML = "炸"+core.itemCount('bomb');
core.statusBar.fly.innerHTML = "飞"+core.itemCount('centerFly');
}
core.statusBar.hard.innerHTML = core.status.hard;
@ -2790,11 +2854,8 @@ control.prototype.resize = function(clientWidth, clientHeight) {
{
className: 'gameCanvas',
rules:{
width: canvasWidth + unit,
height: canvasWidth + unit,
top: canvasTop + unit,
right: 0,
border: '3px '+borderColor+' solid',
width: (canvasWidth - SPACE*2) + unit,
height: (canvasWidth - SPACE*2) + unit,
}
},
{
@ -2824,6 +2885,16 @@ control.prototype.resize = function(clientWidth, clientHeight) {
right: SPACE + unit,
}
},
{
id: 'gameDraw',
rules: {
width: (canvasWidth - SPACE*2) + unit,
height:(canvasWidth - SPACE*2) + unit,
top: canvasTop + unit,
right: 0,
border: '3px #fff solid'
}
},
{
id: 'floorMsgGroup',
rules:{
@ -2943,6 +3014,12 @@ control.prototype.resize = function(clientWidth, clientHeight) {
display: !core.isset(core.flags.enableKeys)||core.flags.enableKeys?'block':'none'
}
},
{
id: 'pzfCol',
rules: {
display: core.flags.enablePZF?'block':'none'
}
},
{
'id': 'debuffCol',
rules: {
@ -2993,4 +3070,12 @@ control.prototype.domRenderer = function(){
}
}
// resize map
if (core.isPlaying() && core.isset(core.status) && core.isset(core.bigmap)) {
core.bigmap.canvas.forEach(function(cn){
core.canvas[cn].canvas.style.width = core.bigmap.width*32*core.domStyle.scale + "px";
core.canvas[cn].canvas.style.height = core.bigmap.height*32*core.domStyle.scale + "px";
});
}
}

View File

@ -71,6 +71,14 @@ function core() {
styles: [],
scale: 1.0,
}
this.bigmap = {
canvas: ["bg", "event", "event2", "fg", "route"],
offsetX: 0, // in pixel
offsetY: 0,
width: 13, // map width and height
height: 13,
tempCanvas: null, // A temp canvas for drawing
}
this.initStatus = {
'played': false,
'gameOver': false,
@ -104,7 +112,7 @@ function core() {
'cursorX': null,
'cursorY': null,
"moveDirectly": false,
'clickMoveDirectly': true,
'clickMoveDirectly': false,
},
// 按下键的时间:为了判定双击
@ -143,7 +151,6 @@ function core() {
"time": 0,
},
'curtainColor': null,
'usingCenterFly':false,
'openingDoor': null,
'isSkiing': false,
@ -263,6 +270,8 @@ core.prototype.init = function (coreData, callback) {
core.material.ground = new Image();
core.material.ground.src = "project/images/ground.png";
core.bigmap.tempCanvas = document.createElement('canvas').getContext('2d');
core.loader.load(function () {
console.log(core.material);
// 设置勇士高度
@ -657,13 +666,18 @@ core.prototype.enemyExists = function (x, y, id,floorId) {
}
////// 获得某个点的block //////
core.prototype.getBlock = function (x, y, floorId, needEnable) {
return core.maps.getBlock(x,y,floorId,needEnable);
core.prototype.getBlock = function (x, y, floorId, showDisable) {
return core.maps.getBlock(x,y,floorId,showDisable);
}
////// 获得某个点的blockId //////
core.prototype.getBlockId = function (x, y, floorId, needEnable) {
return core.maps.getBlockId(x, y, floorId, needEnable);
core.prototype.getBlockId = function (x, y, floorId, showDisable) {
return core.maps.getBlockId(x, y, floorId, showDisable);
}
////// 获得某个点的blockCls //////
core.prototype.getBlockCls = function (x, y, floorId, showDisable) {
return core.maps.getBlockCls(x, y, floorId, showDisable);
}
////// 显示移动某块的动画,达到{“type”:”move”}的效果 //////
@ -988,10 +1002,16 @@ core.prototype.saveReplay = function () {
core.control.saveReplay();
}
////// 回放时查看怪物手册 //////
core.prototype.bookReplay = function () {
core.control.bookReplay();
}
////// 回放录像时浏览地图 //////
core.prototype.viewMapReplay = function () {
core.control.viewMapReplay();
}
////// 回放 //////
core.prototype.replay = function () {
core.control.replay();
@ -1141,6 +1161,10 @@ core.prototype.subarray = function (a, b) {
return core.utils.subarray(a, b);
}
core.prototype.clamp = function (x, a, b) {
return core.utils.clamp(x, a, b);
}
////// Base64加密 //////
core.prototype.encodeBase64 = function (str) {
return core.utils.encodeBase64(str);

View File

@ -228,7 +228,7 @@ enemys.prototype.getCurrentEnemys = function (floorId) {
var used = {};
var mapBlocks = core.status.maps[floorId].blocks;
for (var b = 0; b < mapBlocks.length; b++) {
if (core.isset(mapBlocks[b].event) && !(core.isset(mapBlocks[b].enable) && !mapBlocks[b].enable)
if (core.isset(mapBlocks[b].event) && !mapBlocks[b].disable
&& mapBlocks[b].event.cls.indexOf('enemy')==0) {
var enemyId = mapBlocks[b].event.id;
if (core.isset(used[enemyId])) continue;

View File

@ -131,9 +131,9 @@ events.prototype.lose = function (reason) {
events.prototype.gameOver = function (ending, fromReplay, norank) {
// 清空图片和天气
core.clearMap('animate', 0, 0, 416, 416);
core.clearMap('animate');
core.dom.gif2.innerHTML = "";
core.clearMap('weather', 0, 0, 416, 416)
core.clearMap('weather')
core.animateFrame.weather.type = null;
core.animateFrame.weather.level = 0;
core.animateFrame.weather.nodes = [];
@ -281,7 +281,7 @@ events.prototype.doAction = function() {
core.status.boxAnimateObjs = [];
clearInterval(core.status.event.interval);
core.clearMap('ui', 0, 0, 416, 416);
core.clearMap('ui');
core.setAlpha('ui', 1.0);
// 事件处理完毕
@ -513,7 +513,7 @@ events.prototype.doAction = function() {
break;
}
case "changePos": // 直接更换勇士位置,不切换楼层
core.clearMap('hero', 0, 0, 416, 416);
core.clearMap('hero');
if (core.isset(data.loc)) {
core.setHeroLoc('x', core.calValue(data.loc[0]));
core.setHeroLoc('y', core.calValue(data.loc[1]));
@ -527,7 +527,7 @@ events.prototype.doAction = function() {
core.canvas.animate.drawImage(core.material.images.images[data.name],
core.calValue(data.loc[0]), core.calValue(data.loc[1]));
}
else core.clearMap('animate', 0, 0, 416, 416);
else core.clearMap('animate');
this.doAction();
break;
case "animateImage": // 淡入淡出图片
@ -587,8 +587,12 @@ events.prototype.doAction = function() {
break;
case "openDoor": // 开一个门,包括暗墙
{
if (core.isset(data.loc)) {
x = core.calValue(data.loc[0]);
y = core.calValue(data.loc[1]);
}
var floorId=data.floorId || core.status.floorId;
var block=core.getBlock(core.calValue(data.loc[0]), core.calValue(data.loc[1]), floorId);
var block=core.getBlock(x, y, floorId);
if (block!=null) {
if (floorId==core.status.floorId)
core.openDoor(block.block.event.id, block.block.x, block.block.y, false, function() {
@ -1026,7 +1030,7 @@ events.prototype.trigger = function (x, y) {
var mapBlocks = core.status.thisMap.blocks;
var noPass;
for (var b = 0; b < mapBlocks.length; b++) {
if (mapBlocks[b].x == x && mapBlocks[b].y == y && !(core.isset(mapBlocks[b].enable) && !mapBlocks[b].enable)) { // 启用事件
if (mapBlocks[b].x == x && mapBlocks[b].y == y && !mapBlocks[b].disable) { // 启用事件
noPass = mapBlocks[b].event && mapBlocks[b].event.noPass;
if (noPass) {
core.clearAutomaticRouteNode(x, y);
@ -1102,7 +1106,7 @@ events.prototype.changeFloor = function (floorId, stair, heroLoc, time, callback
else {
var blocks = core.status.maps[floorId].blocks;
for (var i in blocks) {
if (core.isset(blocks[i].event) && !(core.isset(blocks[i].enable) && !blocks[i].enable) && blocks[i].event.id === stair) {
if (core.isset(blocks[i].event) && !blocks[i].disable && blocks[i].event.id === stair) {
heroLoc.x = blocks[i].x;
heroLoc.y = blocks[i].y;
break;
@ -1179,18 +1183,21 @@ events.prototype.changeFloor = function (floorId, stair, heroLoc, time, callback
// 检查重生
if (!core.isset(fromLoad)) {
core.status.maps[floorId].blocks.forEach(function(block) {
if (core.isset(block.enable) && !block.enable && core.isset(block.event) && block.event.cls.indexOf('enemy')==0
if (block.disable && core.isset(block.event) && block.event.cls.indexOf('enemy')==0
&& core.enemys.hasSpecial(core.material.enemys[block.event.id].special, 23)) {
block.enable = true;
block.disable = false;
}
})
}
// 重置画布尺寸
core.maps.resizeMap(floorId);
// 画地图
core.drawMap(floorId, function () {
if (core.isset(heroLoc.direction))
core.setHeroLoc('direction', heroLoc.direction);
core.setHeroLoc('x', heroLoc.x);
core.setHeroLoc('y', heroLoc.y);
core.clearMap('hero', 0, 0, 416, 416);
core.clearMap('hero');
core.drawHero();
var changed = function () {
@ -1244,7 +1251,7 @@ events.prototype.animateImage = function (type, image, loc, time, callback) {
core.setOpacity('data', opacityVal);
if (opacityVal >=1 || opacityVal<=0) {
clearInterval(animate);
core.clearMap('data', 0, 0, 416, 416);
core.clearMap('data');
core.setOpacity('data', 1);
core.status.replay.animate=false;
if (core.isset(callback)) callback();
@ -1264,7 +1271,7 @@ events.prototype.moveImage = function (image, from, to, time, callback) {
toX = core.calValue(to[0]), toY = core.calValue(to[1]);
var step = 0;
var drawImage = function () {
core.clearMap('data', 0, 0, 416, 416);
core.clearMap('data');
var nowX = parseInt(fromX + (toX-fromX)*step/64);
var nowY = parseInt(fromY + (toY-fromY)*step/64);
core.canvas.data.drawImage(image, nowX, nowY);
@ -1276,7 +1283,7 @@ events.prototype.moveImage = function (image, from, to, time, callback) {
drawImage();
if (step>=64) {
clearInterval(animate);
core.clearMap('data', 0, 0, 416, 416);
core.clearMap('data');
core.status.replay.animate=false;
if (core.isset(callback)) callback();
}
@ -1325,13 +1332,16 @@ events.prototype.vibrate = function(time, callback) {
core.status.replay.animate=true;
var setGameCanvasTranslate=function(x,y){
var addGameCanvasTranslate=function(x,y){
for(var ii=0,canvas;canvas=core.dom.gameCanvas[ii];ii++){
if(['data','ui'].indexOf(canvas.getAttribute('id'))!==-1)continue;
canvas.style.transform='translate('+x+'px,'+y+'px)';
canvas.style.webkitTransform='translate('+x+'px,'+y+'px)';
canvas.style.OTransform='translate('+x+'px,'+y+'px)';
canvas.style.MozTransform='translate('+x+'px,'+y+'px)';
var id = canvas.getAttribute('id');
if (id=='ui' || id=='data') continue;
var offsetX = x, offsetY = y;
if (core.bigmap.canvas.indexOf(id)>=0) {
offsetX-=core.bigmap.offsetX;
offsetY-=core.bigmap.offsetY;
}
core.control.setGameCanvasTranslate(id, offsetX, offsetY);
}
}
@ -1365,7 +1375,7 @@ events.prototype.vibrate = function(time, callback) {
var animate=setInterval(function(){
update();
setGameCanvasTranslate(shake,0);
addGameCanvasTranslate(shake, 0);
if(shake_duration===0) {
clearInterval(animate);
core.status.replay.animate=false;
@ -1487,10 +1497,15 @@ events.prototype.useItem = function(itemId) {
return;
}
if (itemId=='centerFly') {
core.status.usingCenterFly= true;
core.lockControl();
core.status.event.id = 'centerFly';
var fillstyle = 'rgba(255,0,0,0.5)';
if (core.canUseItem('centerFly')) fillstyle = 'rgba(0,255,0,0.5)';
core.fillRect('ui',(12-core.getHeroLoc('x'))*32,(12-core.getHeroLoc('y'))*32,32,32,fillstyle);
var toX = core.bigmap.width-1 - core.getHeroLoc('x'), toY = core.bigmap.height-1-core.getHeroLoc('y');
core.ui.drawThumbnail(core.status.floorId, 'ui', core.status.thisMap.blocks, 0, 0, 416, toX, toY, core.status.hero.loc, core.getFlag('heroIcon', "hero.png"));
var offsetX = core.clamp(toX-6, 0, core.bigmap.width-13), offsetY = core.clamp(toY-6, 0, core.bigmap.height-13);
core.fillRect('ui',(toX-offsetX)*32,(toY-offsetY)*32,32,32,fillstyle);
core.status.event.data = {"x": toX, "y": toY, "poxX": toX-offsetX, "posY": toY-offsetY};
core.drawTip("请确认当前中心对称飞行器的位置");
return;
}
@ -1607,9 +1622,9 @@ events.prototype.pushBox = function (data) {
var direction = core.getHeroLoc('direction'), nx=data.x+scan[direction].x, ny=data.y+scan[direction].y;
if (nx<0||nx>12||ny<0||ny>12) return;
if (nx<0||nx>=core.bigmap.width||ny<0||ny>=core.bigmap.height) return;
var block = core.getBlock(nx, ny, null, false);
var block = core.getBlock(nx, ny, null, true);
if (block!=null && !(core.isset(block.block.event) && block.block.event.id=='flower'))
return;

View File

@ -16,11 +16,13 @@ maps.prototype.loadFloor = function (floorId, map) {
content['title'] = floor.title;
content['canFlyTo'] = floor.canFlyTo;
if (!core.isset(map)) map=floor.map;
var mapIntoBlocks = function(map,maps,floor){
var mapIntoBlocks = function(map,maps,floor,floorId){
var blocks = [];
for (var i = 0; i < 13; i++) {
for (var j = 0; j < 13; j++) {
var block = maps.initBlock(j, i, map[i][j]);
var mw = core.floors[floorId].width || 13;
var mh = core.floors[floorId].height || 13;
for (var i = 0; i < mh; i++) {
for (var j = 0; j < mw; j++) {
var block = maps.initBlock(j, i, (map[i]||[])[j]||0);
maps.addInfo(block);
maps.addEvent(block,j,i,floor.events[j+","+i])
maps.addChangeFloor(block,j,i,floor.changeFloor[j+","+i]);
@ -30,32 +32,32 @@ maps.prototype.loadFloor = function (floorId, map) {
return blocks;
}
if (main.mode=='editor'){
main.editor.mapIntoBlocks = function(map,floor){
return mapIntoBlocks(map,core.maps,floor);
main.editor.mapIntoBlocks = function(map,floor,floorId){
return mapIntoBlocks(map,core.maps,floor,floorId);
}
}
// 事件处理
content['blocks'] = mapIntoBlocks(map,this,floor);
content['blocks'] = mapIntoBlocks(map,this,floor,floorId);
return content;
}
////// 数字和ID的对应关系 //////
maps.prototype.initBlock = function (x, y, id) {
var enable=null;
var disable=null;
id = ""+id;
if (id.length>2) {
if (id.indexOf(":f")==id.length-2) {
id = id.substring(0, id.length - 2);
enable = false;
disable = false;
}
else if (id.indexOf(":t")==id.length-2) {
id = id.substring(0, id.length - 2);
enable = true;
disable = true;
}
}
id=parseInt(id);
var tmp = {'x': x, 'y': y, 'id': id};
if (enable!=null) tmp.enable = enable;
if (disable!=null) tmp.disable = disable;
if (id in this.blocksInfo) tmp.event = JSON.parse(JSON.stringify(this.blocksInfo[id]));
@ -111,8 +113,8 @@ maps.prototype.addEvent = function (block, x, y, event) {
block.event.noPass = event.noPass;
// 覆盖enable
if (!core.isset(block.enable) && core.isset(event.enable)) {
block.enable=event.enable;
if (!core.isset(block.disable) && core.isset(event.enable)) {
block.disable=!event.enable;
}
// 覆盖trigger
if (!core.isset(block.event.trigger)) {
@ -124,7 +126,7 @@ maps.prototype.addEvent = function (block, x, y, event) {
}
// 覆盖其他属性
for (var key in event) {
if (key!="enable" && key!="trigger" && key!="noPass" && core.isset(event[key])) {
if (key!="disable" && key!="trigger" && key!="noPass" && core.isset(event[key])) {
block.event[key]=core.clone(event[key]);
}
}
@ -158,17 +160,19 @@ maps.prototype.save = function(maps, floorId) {
}
var thisFloor = maps[floorId];
var mw = core.floors[floorId].width || 13;
var mh = core.floors[floorId].height || 13;
var blocks = [];
for (var x=0;x<13;x++) {
for (var x=0;x<mw;x++) {
blocks[x]=[];
for (var y=0;y<13;y++) {
for (var y=0;y<mh;y++) {
blocks[x].push(0);
}
}
thisFloor.blocks.forEach(function (block) {
if (core.isset(block.enable)) {
if (block.enable) blocks[block.y][block.x] = block.id+":t";
if (core.isset(block.disable)) {
if (!block.disable) blocks[block.y][block.x] = block.id+":t";
else blocks[block.y][block.x] = block.id+":f";
}
else blocks[block.y][block.x] = block.id;
@ -176,6 +180,25 @@ maps.prototype.save = function(maps, floorId) {
return blocks;
}
////// 更改地图画布的尺寸
maps.prototype.resizeMap = function(floorId) {
floorId = floorId || core.status.floorId;
core.bigmap.width = core.floors[floorId].width || 13;
core.bigmap.height = core.floors[floorId].height || 13;
var cwidth = core.bigmap.width * 32;
var cheight = core.bigmap.height * 32;
core.bigmap.canvas.forEach(function(cn){
core.canvas[cn].canvas.setAttribute("width",cwidth);
core.canvas[cn].canvas.setAttribute("height",cheight);
core.canvas[cn].canvas.style.width = cwidth*core.domStyle.scale + "px";
core.canvas[cn].canvas.style.height = cheight*core.domStyle.scale + "px";
if(main.mode==='editor' && editor.isMobile){
core.canvas[cn].canvas.style.width = core.bigmap.width*32/416*96 + "vw";
core.canvas[cn].canvas.style.height = core.bigmap.height*32/416*96 + "vw";
}
});
}
////// 将存档中的地图信息重新读取出来 //////
maps.prototype.load = function (data, floorId) {
if (floorId == undefined) {
@ -189,17 +212,17 @@ maps.prototype.load = function (data, floorId) {
}
////// 将当前地图重新变成二维数组形式 //////
maps.prototype.getMapArray = function (blockArray){
maps.prototype.getMapArray = function (blockArray,width,height){
var blocks = [];
for (var x=0;x<13;x++) {
for (var x=0;x<width;x++) {
blocks[x]=[];
for (var y=0;y<13;y++) {
for (var y=0;y<height;y++) {
blocks[x].push(0);
}
}
blockArray.forEach(function (block) {
if (!(core.isset(block.enable) && !block.enable))
if (!block.disable)
blocks[block.y][block.x] = block.id;
});
return blocks;
@ -253,7 +276,7 @@ maps.prototype.canMoveHero = function(x,y,direction,floorId) {
}
// 检查将死的领域
if (core.status.hero.hp <= core.status.checkBlock.damage[13*nx+ny] && !core.flags.canGoDeadZone)
if (core.status.hero.hp <= core.status.checkBlock.damage[nx+core.bigmap.width*ny] && !core.flags.canGoDeadZone)
return false;
return true;
@ -274,24 +297,24 @@ maps.prototype.canMoveDirectly = function (destX,destY) {
// 可以无视起点事件
var nowBlockId = core.getBlockId(fromX, fromY);
if ((nowBlockId!=null&&nowBlockId!='upFloor'&&nowBlockId!='downFloor')
||core.status.checkBlock.damage[13*fromX+fromY]>0)
||core.status.checkBlock.damage[fromX+core.bigmap.width*fromY]>0)
return -1;
// BFS
var visited=[], queue=[];
visited[13*fromX+fromY]=0;
queue.push(13*fromX+fromY);
visited[fromX+core.bigmap.width*fromY]=0;
queue.push(fromX+core.bigmap.width*fromY);
var directions = [[-1,0],[1,0],[0,1],[0,-1]];
while (queue.length>0) {
var now=queue.shift(), nowX=parseInt(now/13), nowY=now%13;
var now=queue.shift(), nowX=parseInt(now%core.bigmap.width), nowY=parseInt(now/core.bigmap.width);
for (var dir in directions) {
var nx=nowX+directions[dir][0], ny=nowY+directions[dir][1];
if (nx<0||nx>=13||ny<0||ny>=13||visited[13*nx+ny]||core.getBlock(nx,ny)!=null||core.status.checkBlock.damage[13*nx+ny]>0) continue;
visited[13*nx+ny]=visited[13*nowX+nowY]+1;
if (nx==destX&&ny==destY) return visited[13*nx+ny];
queue.push(13*nx+ny);
if (nx<0||nx>=core.bigmap.width||ny<0||ny>=core.bigmap.height||visited[nx+core.bigmap.width*ny]||core.getBlock(nx,ny)!=null||core.status.checkBlock.damage[nx+core.bigmap.width*ny]>0) continue;
visited[nx+core.bigmap.width*ny]=visited[nowX+core.bigmap.width*nowY]+1;
if (nx==destX&&ny==destY) return visited[nx+core.bigmap.width*ny];
queue.push(nx+core.bigmap.width*ny);
}
}
return -1;
@ -320,8 +343,9 @@ maps.prototype.drawMap = function (mapName, callback) {
var groundId = core.floors[mapName].defaultGround || "ground";
var blockIcon = core.material.icons.terrains[groundId];
var blockImage = core.material.images.terrains;
for (var x = 0; x < 13; x++) {
for (var y = 0; y < 13; y++) {
for (var x = 0; x < core.bigmap.width; x++) {
for (var y = 0; y < core.bigmap.height; y++) {
core.canvas.bg.drawImage(blockImage, 0, blockIcon * 32, 32, 32, x * 32, y * 32, 32, 32);
}
}
@ -334,10 +358,8 @@ maps.prototype.drawMap = function (mapName, callback) {
}
}
images.forEach(function (t) {
var size=416, ratio=1;
var dx=parseInt(t[0]), dy=parseInt(t[1]), p=t[2];
if (core.isset(dx) && core.isset(dy) && core.isset(core.material.images.images[p])) {
dx*=32; dy*=32;
var image = core.material.images.images[p];
if (!t[3]) {
if (/.*\.gif/i.test(p) && main.mode=='play') {
@ -345,23 +367,23 @@ maps.prototype.drawMap = function (mapName, callback) {
var gif = new Image();
gif.src = core.material.images.images[p].src;
gif.style.position = 'absolute';
gif.style.left = (dx*core.domStyle.scale)+"px";
gif.style.top = (dy*core.domStyle.scale)+"px";
gif.style.left = (32*dx*core.domStyle.scale)+"px";
gif.style.top = (32*dy*core.domStyle.scale)+"px";
gif.style.width = core.material.images.images[p].width*core.domStyle.scale+"px";
gif.style.height = core.material.images.images[p].height*core.domStyle.scale+"px";
core.dom.gif.appendChild(gif);
}
else {
core.canvas.bg.drawImage(image, dx * ratio, dy * ratio, Math.min(size - dx * ratio, ratio * image.width), Math.min(size - dy * ratio, ratio * image.height));
core.canvas.bg.drawImage(image, 32*dx, 32*dy, image.width, image.height);
}
}
else if (t[3]==1)
core.canvas.event2.drawImage(image, dx*ratio, dy*ratio, Math.min(size-dx*ratio, ratio*image.width), Math.min(size-dy*ratio, ratio*image.height));
core.canvas.event2.drawImage(image, 32*dx, 32*dy, image.width, image.height);
else if (t[3]==2) {
core.canvas.event2.drawImage(image, 0, 0, image.width, image.height-32,
dx * ratio, dy * ratio, ratio * image.width, ratio * (image.height-32));
32*dx, 32*dy, image.width, image.height-32);
core.canvas.bg.drawImage(image, 0, image.height-32, image.width, 32,
dx * ratio, (dy + image.height - 32) * ratio, ratio*image.width, 32*ratio);
32*dx, 32*dy + image.height - 32, image.width, 32);
}
}
})
@ -369,7 +391,7 @@ maps.prototype.drawMap = function (mapName, callback) {
}
if (main.mode=='editor'){
main.editor.drawMapBg = function(){
core.clearMap('bg', 0, 0, 416, 416);
core.clearMap('bg');
drawBg();
}
} else {
@ -382,11 +404,11 @@ maps.prototype.drawMap = function (mapName, callback) {
var mapData = core.status.maps[core.status.floorId];
var mapBlocks = mapData.blocks;
var mapArray = core.maps.getMapArray(mapBlocks);
var mapArray = core.maps.getMapArray(mapBlocks,core.bigmap.width,core.bigmap.height);
for (var b = 0; b < mapBlocks.length; b++) {
// 事件启用
var block = mapBlocks[b];
if (core.isset(block.event) && !(core.isset(block.enable) && !block.enable)) {
if (core.isset(block.event) && !block.disable) {
if (block.event.cls == 'autotile') {
core.drawAutotile(core.canvas.event, mapArray, block, 32, 0, 0);
}
@ -403,9 +425,9 @@ maps.prototype.drawMap = function (mapName, callback) {
if (main.mode=='editor'){
main.editor.updateMap = function(){
core.removeGlobalAnimate(null, null, true);
core.clearMap('bg', 0, 0, 416, 416);
core.clearMap('event', 0, 0, 416, 416);
core.clearMap('event2', 0, 0, 416, 416);
core.clearMap('bg');
core.clearMap('event');
core.clearMap('event2');
drawBg();
drawEvent();
core.setGlobalAnimate(core.values.animateSpeed);
@ -446,8 +468,8 @@ maps.prototype.drawAutotile = function(ctx, mapArr, block, size, left, top){
var sx = 16*((index-1)%6), sy = 16*(~~((index-1)/6));
ctx.drawImage(autotileImg, sx, sy, 16, 16, dx, dy, size/2, size/2);
}
var getAutotileAroundId = function(currId, x, y){
if(x<0 || y<0 || x>12 || y>12) return 1;
var getAutotileAroundId = function(currId, x, y) {
if(x<0 || y<0 || x>=mapArr[0].length || y>=mapArr.length) return 1;
else return mapArr[y][x]==currId ? 1:0;
}
var checkAround = function(x, y){ // 得到周围四个32*32块周围每块都包含当前块的1/4不清楚的话画下图你就明白的数组索引
@ -511,7 +533,7 @@ maps.prototype.noPassExists = function (x, y, floorId) {
////// 某个点是否在区域内且不可通行 //////
maps.prototype.noPass = function (x, y) {
return x<0 || x>12 || y<0 || y>12 || this.noPassExists(x,y);
return x<0 || x>=core.bigmap.width || y<0 || y>=core.bigmap.height || this.noPassExists(x,y);
}
////// 某个点是否存在NPC //////
@ -549,13 +571,12 @@ maps.prototype.enemyExists = function (x, y, id,floorId) {
}
////// 获得某个点的block //////
maps.prototype.getBlock = function (x, y, floorId, needEnable) {
maps.prototype.getBlock = function (x, y, floorId, showDisable) {
if (!core.isset(floorId)) floorId=core.status.floorId;
if (!core.isset(needEnable)) needEnable=true;
var blocks = core.status.maps[floorId].blocks;
for (var n=0;n<blocks.length;n++) {
if (blocks[n].x==x && blocks[n].y==y && core.isset(blocks[n].event)) {
if (needEnable && core.isset(blocks[n].enable) && !blocks[n].enable) return null;
if (!showDisable && blocks[n].disable) return null;
return {"index": n, "block": blocks[n]};
}
}
@ -563,18 +584,26 @@ maps.prototype.getBlock = function (x, y, floorId, needEnable) {
}
////// 获得某个点的blockId //////
maps.prototype.getBlockId = function (x, y, floorId, needEnable) {
var block = core.getBlock(x, y, floorId, needEnable);
maps.prototype.getBlockId = function (x, y, floorId, showDisable) {
var block = core.getBlock(x, y, floorId, showDisable);
if (block == null) return null;
if (core.isset(block.block.event)) return block.block.event.id;
return null;
}
////// 获得某个点的blockCls //////
maps.prototype.getBlockCls = function (x, y, floorId, showDisable) {
var block = core.getBlock(x, y, floorId, showDisable);
if (block == null) return null;
if (core.isset(block.block.event)) return block.block.event.cls;
return null;
}
////// 显示移动某块的动画,达到{“type”:”move”}的效果 //////
maps.prototype.moveBlock = function(x,y,steps,time,keep,callback) {
time = time || 500;
core.clearMap('animate', 0, 0, 416, 416);
core.clearMap('route');
var block = core.getBlock(x,y);
if (block==null) {// 不存在
@ -588,7 +617,7 @@ maps.prototype.moveBlock = function(x,y,steps,time,keep,callback) {
// 需要删除该块
core.removeBlock(x,y);
core.clearMap('ui', 0, 0, 416, 416);
core.clearMap('ui');
core.setAlpha('ui', 1.0);
block=block.block;
@ -597,8 +626,8 @@ maps.prototype.moveBlock = function(x,y,steps,time,keep,callback) {
var height = block.event.height || 32;
var opacityVal = 1;
core.setOpacity('animate', opacityVal);
core.canvas.animate.drawImage(blockImage, 0, blockIcon * height, 32, height, block.x * 32, block.y * 32 +32 - height, 32, height);
core.setOpacity('route', opacityVal);
core.canvas.route.drawImage(blockImage, 0, blockIcon * height, 32, height, block.x * 32, block.y * 32 +32 - height, 32, height);
// 要运行的轨迹将steps展开
var moveSteps=[];
@ -643,13 +672,13 @@ maps.prototype.moveBlock = function(x,y,steps,time,keep,callback) {
if (moveSteps.length==0) {
if (keep) opacityVal=0;
else opacityVal -= 0.06;
core.setOpacity('animate', opacityVal);
core.clearMap('animate', nowX, nowY-height+32, 32, height);
core.canvas.animate.drawImage(blockImage, animateCurrent * 32, blockIcon * height, 32, height, nowX, nowY-height+32, 32, height);
core.setOpacity('route', opacityVal);
core.clearMap('route', nowX, nowY-height+32, 32, height);
core.canvas.route.drawImage(blockImage, animateCurrent * 32, blockIcon * height, 32, height, nowX, nowY-height+32, 32, height);
if (opacityVal<=0) {
clearInterval(animate);
core.clearMap('animate', 0, 0, 416, 416);
core.setOpacity('animate', 1);
core.clearMap('route');
core.setOpacity('route', 1);
// 不消失
if (keep) {
core.setBlock(id, nowX/32, nowY/32);
@ -664,9 +693,9 @@ maps.prototype.moveBlock = function(x,y,steps,time,keep,callback) {
step++;
nowX+=scan[moveSteps[0]].x*2;
nowY+=scan[moveSteps[0]].y*2;
core.clearMap('animate', nowX-32, nowY-32, 96, 96);
core.clearMap('route', nowX-32, nowY-32, 96, 96);
// 绘制
core.canvas.animate.drawImage(blockImage, animateCurrent * 32, blockIcon * height, 32, height, nowX, nowY-height+32, 32, height);
core.canvas.route.drawImage(blockImage, animateCurrent * 32, blockIcon * height, 32, height, nowX, nowY-height+32, 32, height);
if (step==16) {
// 该移动完毕,继续
step=0;
@ -679,7 +708,7 @@ maps.prototype.moveBlock = function(x,y,steps,time,keep,callback) {
////// 显示跳跃某块的动画,达到{"type":"jump"}的效果 //////
maps.prototype.jumpBlock = function(sx,sy,ex,ey,time,keep,callback) {
time = time || 500;
core.clearMap('animate', 0, 0, 416, 416);
core.clearMap('route');
var block = core.getBlock(sx,sy);
if (block==null) {
if (core.isset(callback)) callback();
@ -691,7 +720,7 @@ maps.prototype.jumpBlock = function(sx,sy,ex,ey,time,keep,callback) {
// 需要删除该块
core.removeBlock(sx,sy);
core.clearMap('ui', 0, 0, 416, 416);
core.clearMap('ui');
core.setAlpha('ui', 1.0);
block=block.block;
@ -700,8 +729,8 @@ maps.prototype.jumpBlock = function(sx,sy,ex,ey,time,keep,callback) {
var height = block.event.height || 32;
var opacityVal = 1;
core.setOpacity('animate', opacityVal);
core.canvas.animate.drawImage(blockImage, 0, blockIcon * height, 32, height, block.x * 32, block.y * 32 +32 - height, 32, height);
core.setOpacity('route', opacityVal);
core.canvas.route.drawImage(blockImage, 0, blockIcon * height, 32, height, block.x * 32, block.y * 32 +32 - height, 32, height);
core.playSound('jump.mp3');
@ -742,20 +771,20 @@ maps.prototype.jumpBlock = function(sx,sy,ex,ey,time,keep,callback) {
}
if (jump_count>0) {
core.clearMap('animate', drawX(), drawY()-height+32, 32, height);
core.clearMap('route', drawX(), drawY()-height+32, 32, height);
updateJump();
core.canvas.animate.drawImage(blockImage, animateCurrent * 32, blockIcon * height, 32, height, drawX(), drawY()-height+32, 32, height);
core.canvas.route.drawImage(blockImage, animateCurrent * 32, blockIcon * height, 32, height, drawX(), drawY()-height+32, 32, height);
}
else {
if (keep) opacityVal=0;
else opacityVal -= 0.06;
core.setOpacity('animate', opacityVal);
core.clearMap('animate', drawX(), drawY()-height+32, 32, height);
core.canvas.animate.drawImage(blockImage, animateCurrent * 32, blockIcon * height, 32, height, drawX(), drawY()-height+32, 32, height);
core.setOpacity('route', opacityVal);
core.clearMap('route', drawX(), drawY()-height+32, 32, height);
core.canvas.route.drawImage(blockImage, animateCurrent * 32, blockIcon * height, 32, height, drawX(), drawY()-height+32, 32, height);
if (opacityVal<=0) {
clearInterval(animate);
core.clearMap('animate', 0, 0, 416, 416);
core.setOpacity('animate', 1);
core.clearMap('route');
core.setOpacity('route', 1);
if (keep) {
core.setBlock(id, ex, ey);
core.showBlock(ex, ey);
@ -772,14 +801,14 @@ maps.prototype.jumpBlock = function(sx,sy,ex,ey,time,keep,callback) {
maps.prototype.animateBlock = function (loc,type,time,callback) {
if (type!='hide') type='show';
core.clearMap('animate', 0, 0, 416, 416);
core.clearMap('route');
if (typeof loc[0] == 'number' && typeof loc[1] == 'number')
loc = [loc];
var list = [];
loc.forEach(function (t) {
var block = core.getBlock(t[0],t[1],core.status.floorId,false);
var block = core.getBlock(t[0],t[1],null,true);
if (block==null) return;
block=block.block;
list.push({
@ -797,24 +826,24 @@ maps.prototype.animateBlock = function (loc,type,time,callback) {
core.status.replay.animate=true;
var draw = function () {
list.forEach(function (t) {
core.canvas.animate.drawImage(t.blockImage, 0, t.blockIcon*t.height, 32, t.height, t.x*32, t.y*32+32-t.height, 32, t.height);
core.canvas.route.drawImage(t.blockImage, 0, t.blockIcon*t.height, 32, t.height, t.x*32, t.y*32+32-t.height, 32, t.height);
})
}
var opacityVal = 0;
if (type=='hide') opacityVal=1;
core.setOpacity('animate', opacityVal);
core.setOpacity('route', opacityVal);
draw();
var animate = window.setInterval(function () {
if (type=='show') opacityVal += 0.1;
else opacityVal -= 0.1;
core.setOpacity('animate', opacityVal);
core.setOpacity('route', opacityVal);
if (opacityVal >=1 || opacityVal<=0) {
clearInterval(animate);
core.clearMap('animate', 0, 0, 416, 416);
core.setOpacity('animate', 1);
core.clearMap('route');
core.setOpacity('route', 1);
core.status.replay.animate=false;
if (core.isset(callback)) callback();
}
@ -824,12 +853,12 @@ maps.prototype.animateBlock = function (loc,type,time,callback) {
////// 将某个块从禁用变成启用状态 //////
maps.prototype.showBlock = function(x, y, floodId) {
floodId = floodId || core.status.floorId;
var block = core.getBlock(x,y,floodId,false);
var block = core.getBlock(x,y,floodId,true);
if (block==null) return; // 不存在
block=block.block;
// 本身是禁用事件,启用之
if (core.isset(block.enable) && !block.enable) {
block.enable = true;
if (block.disable) {
block.disable = false;
// 在本层,添加动画
if (floodId == core.status.floorId && core.isset(block.event)) {
core.drawBlock(block);
@ -844,7 +873,7 @@ maps.prototype.showBlock = function(x, y, floodId) {
maps.prototype.removeBlock = function (x, y, floorId) {
floorId = floorId || core.status.floorId;
var block = core.getBlock(x,y,floorId,false);
var block = core.getBlock(x,y,floorId,true);
if (block==null) return; // 不存在
var index=block.index;
@ -886,7 +915,7 @@ maps.prototype.removeBlockById = function (index, floorId) {
blocks.splice(index,1);
return;
}
block.enable = false;
block.disable = true;
}
////// 一次性删除多个block //////
@ -900,9 +929,9 @@ maps.prototype.removeBlockByIds = function (floorId, ids) {
maps.prototype.setBlock = function (number, x, y, floorId) {
floorId = floorId || core.status.floorId;
if (!core.isset(number) || !core.isset(x) || !core.isset(y)) return;
if (x<0 || x>12 || y<0 || y>12) return;
if (x<0 || x>=core.bigmap.width || y<0 || y>=core.bigmap.height) return;
var originBlock=core.getBlock(x,y,floorId,false);
var originBlock=core.getBlock(x,y,floorId,true);
var block = core.maps.initBlock(x,y,number);
core.maps.addInfo(block);
core.maps.addEvent(block,x,y,core.floors[floorId].events[x+","+y]);
@ -994,7 +1023,7 @@ maps.prototype.drawAnimate = function (name, x, y, callback) {
// 清空animate层
clearInterval(core.interval.animateInterval);
core.clearMap('animate', 0, 0, 416, 416);
core.clearMap('animate');
// 开始绘制
var animate = core.material.animates[name];
@ -1006,7 +1035,7 @@ maps.prototype.drawAnimate = function (name, x, y, callback) {
core.playSound(animate.se);
var draw = function (index) {
core.clearMap('animate', 0, 0, 416, 416);
core.clearMap('animate');
var frame = animate.frames[index];
frame.forEach(function (t) {
@ -1019,7 +1048,7 @@ maps.prototype.drawAnimate = function (name, x, y, callback) {
var cx = centerX+t.x, cy=centerY+t.y;
if (!t.mirror && !t.angle) {
core.canvas.animate.drawImage(image, cx-realWidth/2, cy-realHeight/2, realWidth, realHeight);
core.canvas.animate.drawImage(image, cx-realWidth/2 - core.bigmap.offsetX, cy-realHeight/2 - core.bigmap.offsetY, realWidth, realHeight);
}
else {
core.saveCanvas('animate');
@ -1028,7 +1057,7 @@ maps.prototype.drawAnimate = function (name, x, y, callback) {
core.canvas.animate.rotate(-t.angle*Math.PI/180);
if (t.mirror)
core.canvas.animate.scale(-1,1);
core.canvas.animate.drawImage(image, -realWidth/2, -realHeight/2, realWidth, realHeight);
core.canvas.animate.drawImage(image, -realWidth/2 - core.bigmap.offsetX, -realHeight/2 - core.bigmap.offsetY, realWidth, realHeight);
core.loadCanvas('animate');
}
})
@ -1039,7 +1068,7 @@ maps.prototype.drawAnimate = function (name, x, y, callback) {
core.interval.animateInterval = setInterval(function (t) {
if (index == animate.frames.length) {
clearInterval(core.interval.animateInterval);
core.clearMap('animate', 0, 0, 416, 416);
core.clearMap('animate');
core.setAlpha('animate', 1);
if (core.isset(callback)) callback();
return;

1
libs/thirdparty/priority-queue.min.js vendored Normal file

File diff suppressed because one or more lines are too long

View File

@ -18,12 +18,12 @@ ui.prototype.init = function () {
ui.prototype.clearMap = function (map, x, y, width, height) {
if (map == 'all') {
for (var m in core.canvas) {
core.canvas[m].clearRect(0, 0, 416, 416);
core.canvas[m].clearRect(0, 0, core.bigmap.width*32, core.bigmap.height*32);
}
core.dom.gif.innerHTML = "";
}
else {
core.canvas[map].clearRect(x||0, y||0, width||416, height||416);
core.canvas[map].clearRect(x||0, y||0, width||core.bigmap.width*32, height||core.bigmap.height*32);
}
}
@ -149,7 +149,7 @@ ui.prototype.setFillStyle = function (map, style) {
ui.prototype.closePanel = function () {
core.status.boxAnimateObjs = [];
clearInterval(core.status.event.interval);
core.clearMap('ui', 0, 0, 416, 416);
core.clearMap('ui');
core.setAlpha('ui', 1.0);
core.unLockControl();
core.status.event.data = null;
@ -380,7 +380,7 @@ ui.prototype.drawTextBox = function(content) {
var background = core.canvas.ui.createPattern(core.material.ground, "repeat");
core.status.boxAnimateObjs = [];
core.clearMap('ui', 0, 0, 416, 416);
core.clearMap('ui');
// var contents = content.split('\n');
// var contents = core.splitLines('ui', content, );
@ -541,7 +541,7 @@ ui.prototype.drawChoices = function(content, choices) {
var background = core.canvas.ui.createPattern(core.material.ground, "repeat");
core.clearMap('ui', 0, 0, 416, 416);
core.clearMap('ui');
core.setAlpha('ui', 1);
core.setFillStyle('ui', background);
@ -728,7 +728,7 @@ ui.prototype.drawConfirmBox = function (text, yesCallback, noCallback) {
if (core.status.event.selection<0) core.status.event.selection=0;
var background = core.canvas.ui.createPattern(core.material.ground, "repeat");
core.clearMap('ui', 0, 0, 416, 416);
core.clearMap('ui');
core.setAlpha('ui', 1);
core.setFillStyle('ui', background);
core.setFont('ui', "bold 19px Verdana");
@ -872,7 +872,7 @@ ui.prototype.drawBattleAnimate = function(monsterId, callback) {
var background = core.canvas.ui.createPattern(core.material.ground, "repeat");
core.clearMap('ui', 0, 0, 416, 416);
core.clearMap('ui');
var left=10, right=416-2*left;
@ -891,7 +891,7 @@ ui.prototype.drawBattleAnimate = function(monsterId, callback) {
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);
core.clearMap('data',0,0,416,416);
core.clearMap('data');
clearInterval(core.interval.tipAnimate);
core.setAlpha('data', 1);
@ -1099,9 +1099,9 @@ ui.prototype.drawBattleAnimate = function(monsterId, callback) {
// 战斗结束
clearInterval(battleInterval);
core.status.boxAnimateObjs = [];
core.clearMap('ui', 0, 0, 416, 416);
core.clearMap('ui');
core.setAlpha('ui', 1.0);
core.clearMap('data', 0, 0, 416, 416);
core.clearMap('data');
if (core.status.event.id=='battle') {
core.unLockControl();
core.status.event.id=null;
@ -1121,7 +1121,7 @@ ui.prototype.drawWaiting = function(text) {
core.status.event.id = 'waiting';
var background = core.canvas.ui.createPattern(core.material.ground, "repeat");
core.clearMap('ui', 0, 0, 416, 416);
core.clearMap('ui');
core.setAlpha('ui', 1);
core.setFillStyle('ui', background);
@ -1178,7 +1178,7 @@ ui.prototype.drawReplay = function () {
core.lockControl();
core.status.event.id = 'replay';
this.drawChoices(null, [
"从头回放录像", "从存档开始回放", "返回游戏"
"从头回放录像", "从存档开始回放", "下载当前录像", "返回游戏"
]);
}
@ -1219,7 +1219,7 @@ ui.prototype.drawCursor = function () {
core.status.event.id = 'cursor';
core.lockControl();
core.clearMap('ui', 0, 0, 416, 416);
core.clearMap('ui');
core.setAlpha('ui', 1);
var width = 4;
@ -1235,10 +1235,10 @@ ui.prototype.drawBook = function (index) {
var background = core.canvas.ui.createPattern(core.material.ground, "repeat");
clearInterval(core.interval.tipAnimate);
core.clearMap('data', 0, 0, 416, 416);
core.clearMap('data');
core.setOpacity('data', 1);
core.clearMap('ui', 0, 0, 416, 416);
core.clearMap('ui');
core.setAlpha('ui', 1);
core.setFillStyle('ui', background);
core.fillRect('ui', 0, 0, 416, 416);
@ -1400,7 +1400,7 @@ ui.prototype.drawBookDetail = function (index) {
core.status.event.id = 'book-detail';
clearInterval(core.interval.tipAnimate);
core.clearMap('data', 0, 0, 416, 416);
core.clearMap('data');
core.setOpacity('data', 1);
var left=10, right=416-2*left;
@ -1453,7 +1453,7 @@ ui.prototype.drawFly = function(page) {
var floorId = core.status.hero.flyRange[page];
var title = core.status.maps[floorId].title;
core.clearMap('ui', 0, 0, 416, 416);
core.clearMap('ui');
core.setAlpha('ui', 0.85);
core.fillRect('ui', 0, 0, 416, 416, '#000000');
core.setAlpha('ui', 1);
@ -1476,30 +1476,81 @@ ui.prototype.drawFly = function(page) {
}
////// 绘制浏览地图界面 //////
ui.prototype.drawMaps = function (index) {
if (!core.isset(index)) index=core.floorIds.indexOf(core.status.floorId);
ui.prototype.drawMaps = function (index, x, y) {
core.lockControl();
core.status.event.id = 'viewMaps';
if (!core.isset(index)) {
core.status.event.data = null;
core.clearMap('ui');
core.setAlpha('ui', 1);
core.clearMap('animate');
core.setOpacity('animate', 0.4);
core.fillRect('animate', 0, 0, 416, 416, '#000000');
core.strokeRect('ui', 66, 2, 284, 60, "#FFD700", 4);
core.strokeRect('ui', 2, 66, 60, 284);
core.strokeRect('ui', 66, 416-62, 284, 60);
core.strokeRect('ui', 416-62, 66, 60, 284);
core.strokeRect('ui', 66, 66, 284, 92);
core.strokeRect('ui', 66, 32*8+2, 284, 92);
core.canvas.ui.textAlign = 'center';
core.fillText('ui', "上移地图 [W]", 208, 38, '#FFD700', '20px Arial');
core.fillText('ui', "下移地图 [S]", 208, 390);
var top = 150;
core.fillText('ui', "左", 32, top);
core.fillText('ui', "移", 32, top+32);
core.fillText('ui', "地", 32, top+32*2);
core.fillText('ui', "图", 32, top+32*3);
core.fillText('ui', "[A]", 32, top+32*4);
core.fillText('ui', "右", 384, top);
core.fillText('ui', "移", 384, top+32);
core.fillText('ui', "地", 384, top+32*2);
core.fillText('ui', "图", 384, top+32*3);
core.fillText('ui', "[D]", 384, top+32*4);
core.fillText('ui', "前张地图 [▲ / PGUP]", 208, 64+54);
core.fillText('ui', "后张地图 [▼ / PGDN]", 208, 32*8+54);
core.fillText('ui', "退出 [ESC / ENTER]", 208, 208+8);
core.fillText('ui', "[X] 可查看怪物手册", 285, 208+40, null, '13px Arial');
return;
}
core.clearMap('animate');
core.setOpacity('animate', 1);
if (core.isset(index.index)) {
x=index.x;
y=index.y;
index=index.index;
}
if (index<0) index=0;
if (index>=core.floorIds.length) index=core.floorIds.length-1;
var floorId = core.floorIds[index], mw = core.floors[floorId].width||13, mh = core.floors[floorId].height||13;
if (!core.isset(x)) x = parseInt(mw/2);
if (!core.isset(y)) y = parseInt(mh/2);
if (x<6) x=6;
if (x>mw-7) x=mw-7;
if (y<6) y=6;
if (y>mh-7) y=mh-7;
core.lockControl();
core.status.event.id = 'viewMaps';
core.status.event.data = index;
var floorId = core.floorIds[index];
core.status.event.data = {"index": index, "x": x, "y": y};
clearTimeout(core.interval.tipAnimate);
core.clearMap('ui', 0, 0, 416, 416);
core.clearMap('ui');
core.setAlpha('ui', 1);
this.drawThumbnail(floorId, 'ui', core.status.maps[floorId].blocks, 0, 0, 416);
this.drawThumbnail(floorId, 'ui', core.status.maps[floorId].blocks, 0, 0, 416, x, y);
core.clearMap('data', 0, 0, 416, 416);
core.clearMap('data');
core.setOpacity('data', 0.2);
core.canvas.data.textAlign = 'left';
core.setFont('data', '16px Arial');
var text = core.floors[floorId].title;
var text = core.floors[floorId].title + " ["+(x-6)+","+(y-6)+"]";
var textX = 16, textY = 18, width = textX + core.canvas.data.measureText(text).width + 16, height = 42;
core.fillRect('data', 5, 5, width, height, '#000');
core.setOpacity('data', 0.5);
@ -1538,7 +1589,7 @@ ui.prototype.drawToolbox = function(index) {
core.status.event.data=selectId;
core.clearMap('ui', 0, 0, 416, 416);
core.clearMap('ui');
core.setAlpha('ui', 0.85);
core.fillRect('ui', 0, 0, 416, 416, '#000000');
core.setAlpha('ui', 1);
@ -1660,7 +1711,7 @@ ui.prototype.drawSLPanel = function(index) {
core.status.event.data=index;
core.clearMap('ui', 0, 0, 416, 416);
core.clearMap('ui');
core.setAlpha('ui', 0.85);
core.fillRect('ui', 0, 0, 416, 416, '#000000');
core.setAlpha('ui', 1);
@ -1679,7 +1730,7 @@ ui.prototype.drawSLPanel = function(index) {
core.fillText('ui', i==0?"自动存档":name+id, (2*i+1)*u, 35, '#FFFFFF', "bold 17px Verdana");
core.strokeRect('ui', (2*i+1)*u-size/2, 50, size, size, i==offset?strokeColor:'#FFFFFF', i==offset?6:2);
if (core.isset(data) && core.isset(data.floorId)) {
this.drawThumbnail(data.floorId, 'ui', core.maps.load(data.maps, data.floorId).blocks, (2*i+1)*u-size/2, 50, size, data.hero.loc, data.hero.flags.heroIcon||"hero.png");
this.drawThumbnail(data.floorId, 'ui', core.maps.load(data.maps, data.floorId).blocks, (2*i+1)*u-size/2, 50, size, data.hero.loc.x, data.hero.loc.y, data.hero.loc, data.hero.flags.heroIcon||"hero.png");
core.fillText('ui', core.formatDate(new Date(data.time)), (2*i+1)*u, 65+size, '#FFFFFF', '10px Verdana');
}
else {
@ -1691,7 +1742,7 @@ ui.prototype.drawSLPanel = function(index) {
core.fillText('ui', name+id, (2*i-5)*u, 230, '#FFFFFF', "bold 17px Verdana");
core.strokeRect('ui', (2*i-5)*u-size/2, 245, size, size, i==offset?strokeColor:'#FFFFFF', i==offset?6:2);
if (core.isset(data) && core.isset(data.floorId)) {
this.drawThumbnail(data.floorId, 'ui', core.maps.load(data.maps, data.floorId).blocks, (2*i-5)*u-size/2, 245, size, data.hero.loc, data.hero.flags.heroIcon||"hero.png");
this.drawThumbnail(data.floorId, 'ui', core.maps.load(data.maps, data.floorId).blocks, (2*i-5)*u-size/2, 245, size, data.hero.loc.x, data.hero.loc.y, data.hero.loc, data.hero.flags.heroIcon||"hero.png");
core.fillText('ui', core.formatDate(new Date(data.time)), (2*i-5)*u, 260+size, '#FFFFFF', '10px Verdana');
}
else {
@ -1704,23 +1755,34 @@ ui.prototype.drawSLPanel = function(index) {
if (core.status.event.selection)
core.setFillStyle('ui', '#FF6A6A');
core.fillText('ui', '删除模式', 48, 403);
if (core.status.event.id=='save')
core.fillText('ui', '删除模式', 48, 403);
else
core.fillText('ui', '输入编号', 48, 403);
}
////// 绘制一个缩略图 //////
ui.prototype.drawThumbnail = function(floorId, canvas, blocks, x, y, size, heroLoc, heroIcon) {
core.clearMap(canvas, x, y, size, size);
ui.prototype.drawThumbnail = function(floorId, canvas, blocks, x, y, size, centerX, centerY, heroLoc, heroIcon) {
var mw = core.floors[floorId].width || 13;
var mh = core.floors[floorId].height || 13;
// 绘制到tempCanvas上面
var tempCanvas = core.bigmap.tempCanvas;
var tempWidth = mw*32, tempHeight = mh*32;
tempCanvas.canvas.width = tempWidth;
tempCanvas.canvas.height = tempHeight;
tempCanvas.clearRect(0, 0, tempWidth, tempHeight);
var groundId = core.floors[floorId].defaultGround || "ground";
var blockIcon = core.material.icons.terrains[groundId];
var blockImage = core.material.images.terrains;
var persize = size/13;
for (var i=0;i<13;i++) {
for (var j=0;j<13;j++) {
core.canvas[canvas].drawImage(blockImage, 0, blockIcon * 32, 32, 32, x + i * persize, y + j * persize, persize, persize);
// background
for (var i=0;i<mw;i++) {
for (var j=0;j<mh;j++) {
tempCanvas.drawImage(blockImage, 0, blockIcon * 32, 32, 32, i * 32, j * 32, 32, 32);
}
}
// background image
var images = [];
if (core.isset(core.floors[floorId].images)) {
images = core.floors[floorId].images;
@ -1728,69 +1790,71 @@ ui.prototype.drawThumbnail = function(floorId, canvas, blocks, x, y, size, heroL
images = [[0, 0, images]];
}
}
images.forEach(function (t) {
var ratio = size/416;
var dx=parseInt(t[0]), dy=parseInt(t[1]), p=t[2];
if (core.isset(dx) && core.isset(dy) && core.isset(core.material.images.images[p])) {
dx*=32; dy*=32;
var image = core.material.images.images[p];
if (!t[3])
core.canvas.ui.drawImage(image, x+dx*ratio, y+dy*ratio, Math.min(size-dx*ratio, ratio*image.width), Math.min(size-dy*ratio, ratio*image.height));
tempCanvas.drawImage(image, 32 * dx, 32 * dy, image.width, image.height);
else if (t[3]==2)
core.canvas.ui.drawImage(image, 0, image.height-32, image.width, 32,
x+dx * ratio, y+(dy + image.height - 32) * ratio, ratio*image.width, 32*ratio);
tempCanvas.drawImage(image, 0, image.height-32, image.width, 32,
32 * dx, 32 * dy + image.height - 32, image.width, 32);
}
})
var mapArray = core.maps.getMapArray(blocks);
// draw block
var mapArray = core.maps.getMapArray(blocks,mw,mh);
for (var b in blocks) {
var block = blocks[b];
if (core.isset(block.event) && !(core.isset(block.enable) && !block.enable)) {
if (core.isset(block.event) && !block.disable) {
if (block.event.cls == 'autotile') {
core.drawAutotile(core.canvas.ui, mapArray, block, persize, x, y);
core.drawAutotile(tempCanvas, mapArray, block, 32, 0, 0);
}
else {
if (block.event.id!='none') {
var blockIcon = core.material.icons[block.event.cls][block.event.id];
var blockImage = core.material.images[block.event.cls];
var height = block.event.height || 32;
core.canvas[canvas].drawImage(blockImage, 0, blockIcon * height, 32, height, x + block.x * persize, y + block.y * persize + (persize-persize*height/32), persize, persize * height/32);
tempCanvas.drawImage(blockImage, 0, blockIcon * height, 32, height, 32*block.x, 32*block.y + 32 - height, 32, height);
}
}
}
}
// draw hero
if (core.isset(heroLoc)) {
if (!core.isset(core.material.images.images[heroIcon]))
heroIcon = "hero.png";
var icon = core.material.icons.hero[heroLoc.direction];
var height = core.material.images.images[heroIcon].height/4;
var realHeight = persize*height/32;
core.canvas[canvas].drawImage(core.material.images.images[heroIcon], icon.stop * 32, icon.loc * height, 32, height, x+persize*heroLoc.x, y+persize*heroLoc.y+persize-realHeight, persize, realHeight);
tempCanvas.drawImage(core.material.images.images[heroIcon], icon.stop * 32, icon.loc * height, 32, height, 32*heroLoc.x, 32*heroLoc.y+32-height, 32, height);
}
// draw fg
images.forEach(function (t) {
var ratio = size/416;
var dx=parseInt(t[0]), dy=parseInt(t[1]), p=t[2];
if (core.isset(dx) && core.isset(dy) && core.isset(core.material.images.images[p])) {
dx*=32; dy*=32;
var image = core.material.images.images[p];
if (t[3]==1)
core.canvas.ui.drawImage(image, x+dx*ratio, y+dy*ratio, Math.min(size-dx*ratio, ratio*image.width), Math.min(size-dy*ratio, ratio*image.height));
tempCanvas.drawImage(image, 32*dx, 32*dy, image.width, image.height);
else if (t[3]==2)
core.canvas.ui.drawImage(image, 0, 0, image.width, image.height-32,
x+dx * ratio, y+dy * ratio, ratio * image.width, ratio * (image.height-32));
tempCanvas.drawImage(image, 0, 0, image.width, image.height-32,
32*dx, 32*dy, image.width, image.height-32);
}
})
// draw to canvas
core.clearMap(canvas, x, y, size, size);
if (!core.isset(centerX)) centerX=parseInt(mw/2);
if (!core.isset(centerY)) centerY=parseInt(mh/2);
var offsetX = core.clamp(centerX-6, 0, mw-13), offsetY = core.clamp(centerY-6, 0, mh-13);
// offsetX~offsetX+12; offsetY~offsetY+12
core.canvas[canvas].drawImage(tempCanvas.canvas, offsetX*32, offsetY*32, 416, 416, x, y, size, size);
}
ui.prototype.drawKeyBoard = function () {
core.lockControl();
core.status.event.id = 'keyBoard';
core.clearMap('ui', 0, 0, 416, 416);
core.clearMap('ui');
var left = 16, top = 48, right = 416 - 2 * left, bottom = 416 - 2 * top;
var background = core.canvas.ui.createPattern(core.material.ground, "repeat");
@ -1863,7 +1927,7 @@ ui.prototype.drawStatistics = function () {
if (floor.cannotViewMap && floorId!=core.status.floorId) return;
blocks.forEach(function (block) {
if (!core.isset(block.event) || (core.isset(block.enable) && !block.enable))
if (!core.isset(block.event) || block.disable)
return;
var event = block.event;
if (event.cls.indexOf("enemy")==0) {

View File

@ -352,6 +352,11 @@ utils.prototype.subarray = function (a, b) {
return na;
}
utils.prototype.clamp = function (x, a, b) {
var min=Math.min(a, b), max=Math.max(a, b);
return Math.min(Math.max(x||0, min), max);
}
////// Base64加密 //////
utils.prototype.encodeBase64 = function (str) {
return btoa(encodeURIComponent(str).replace(/%([0-9A-F]{2})/g, function (match, p1) {

View File

@ -43,6 +43,7 @@ function main() {
'gif': document.getElementById('gif'),
'gif2': document.getElementById('gif2'),
'curtain': document.getElementById('curtain'),
'gameDraw': document.getElementById('gameDraw'),
'startButtons': document.getElementById('startButtons'),
'playGame': document.getElementById('playGame'),
'loadGame': document.getElementById('loadGame'),
@ -58,6 +59,7 @@ function main() {
'expCol': document.getElementById('expCol'),
'upCol': document.getElementById('upCol'),
'keyCol': document.getElementById('keyCol'),
'pzfCol': document.getElementById('pzfCol'),
'debuffCol': document.getElementById('debuffCol'),
'hard': document.getElementById('hard'),
};
@ -133,6 +135,9 @@ function main() {
'poison': document.getElementById('poison'),
'weak':document.getElementById('weak'),
'curse': document.getElementById('curse'),
'pickaxe': document.getElementById('pickaxe'),
'bomb': document.getElementById('bomb'),
'fly': document.getElementById('fly'),
'hard': document.getElementById("hard")
}
this.floors = {}

View File

@ -2,7 +2,7 @@ data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
{
"main" : {
"floorIds" : [
"sample0", "sample1", "sample2", "MT0"
"sample0", "sample1", "sample2", "sample3", "MT0"
],
"images" : [
"bg.jpg"
@ -142,6 +142,7 @@ data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
"enableExperience": false,
"enableLevelUp": false,
"enableKeys": true,
"enablePZF": false,
"enableDebuff": false,
"flyNearStair": true,
"pickaxeFourDirections": false,

View File

@ -1,7 +1,7 @@
enemys_fcae963b_31c9_42b4_b48c_bb48d09f3f80 =
{
'greenSlime': {'name': '绿头怪', 'hp': 100, 'atk': 120, 'def': 0, 'money': 1, 'experience': 1, 'point': 0, 'special': [1,5,7,8]},
'redSlime': {'name': '红头怪', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'point': 0, 'special': 0},
'redSlime': {'name': '红头怪', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'point': 0, 'special': [16,18], 'value': 10},
'blackSlime': {'name': '青头怪', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'point': 0, 'special': 0},
'slimelord': {'name': '怪王', 'hp': 100, 'atk': 120, 'def': 0, 'money': 10, 'experience': 0, 'point': 0, 'special': [1,9]},
'bat': {'name': '小蝙蝠', 'hp': 100, 'atk': 120, 'def': 0, 'money': 2, 'experience': 0, 'point': 0, 'special': 1},

View File

@ -1,35 +1,35 @@
main.floors.MT0=
{
"floorId": "MT0",
"title": "主塔 0 层",
"name": "0",
"canFlyTo": true,
"canUseQuickShop": true,
"cannotViewMap": false,
"defaultGround": "ground",
"images": [],
"item_ratio": 1,
"map": [
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
],
"firstArrive": [],
"events": {},
"changeFloor": {},
"afterBattle": {},
"afterGetItem": {},
"afterOpenDoor": {},
"cannotMove": {},
"upFloor": null,
"floorId": "MT0",
"title": "主塔 0 层",
"name": "0",
"canFlyTo": true,
"canUseQuickShop": true,
"cannotViewMap": false,
"defaultGround": "ground",
"images": [],
"item_ratio": 1,
"map": [
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
],
"firstArrive": [],
"events": {},
"changeFloor": {},
"afterBattle": {},
"afterGetItem": {},
"afterOpenDoor": {},
"cannotMove": {},
"upFloor": null,
}

View File

@ -1,410 +1,50 @@
main.floors.sample2 =
main.floors.sample2=
{
"floorId": "sample2", // 这里需要改楼层名请和文件名及下面的floorId保持完全一致
// 楼层唯一标识符仅能由字母、数字、下划线组成,且不能由数字开头
// 推荐用法第20层就用MT20第38层就用MT38地下6层就用MT_6用下划线代替负号隐藏3层用MT3hh表示隐藏等等
// 楼层唯一标识符,需要和名字完全一致
"title": "主塔 40 层", // 楼层中文名
"name": "40", // 显示在状态栏中的层数
"canFlyTo": false, // 该楼能否被楼传器飞到(不能的话在该楼也不允许使用楼传器)
"canUseQuickShop": true, // 该层是否允许使用快捷商店
"defaultGround": "snowGround", // 默认地面的图块IDterrains中
"images": [], // // 该层默认显示的所有图片;详细用法请查看文档“自定义素材”中的说明。
"color": [255,0,0,0.3], // 该层的默认画面色调。本项可不写代表无色调如果写需要是一个RGBA数组。
"weather": ["rain",10], // 该层的默认天气。本项可忽略表示晴天,如果写则第一项为"rain"或"snow"代表雨雪第二项为1-10之间的数代表强度。
"bgm": "bgm.mp3", // 到达该层后默认播放的BGM。本项可忽略。
"item_ratio": 1, // 该层的宝石/血瓶倍率
"map": [ // 地图数据需要是13x13建议使用地图生成器来生成
[ 5, 5, 5, 5, 5, 5, 87, 5, 5, 5, 5, 5, 5],
[ 5, 4, 4, 4, 4, 1, 0, 1, 4, 4, 4, 4, 5],
[ 5, 4, 4, 4, 4, 1, 85, 1, 4, 4, 4, 4, 5],
[ 5, 4, 4, 4,247, 1,247, 1,247, 4, 4, 4, 5],
[ 5, 4, 4, 4, 1,247,247,247, 1, 4, 4, 4, 5],
[ 5, 4, 4, 4, 1,247, 30,247, 1, 4, 4, 4, 5],
[ 5, 4, 4, 4,247, 1,124, 1,247, 4, 4, 4, 5],
[ 5, 4, 4, 4, 4, 1,123, 1, 4, 4, 4, 4, 5],
[ 5, 4, 4, 4, 4, 1, 0, 1, 4, 4, 4, 4, 5],
[ 5, 4, 4, 4, 4, 1, 0, 1, 4, 4, 4, 4, 5],
[ 5, 4, 4, 4, 4, 4, 0, 4, 4, 4, 4, 4, 5],
[ 5, 4, 4, 4, 4, 4, 85, 4, 4, 4, 4, 4, 5],
[ 5, 5, 5, 5, 5, 5, 88, 5, 5, 5, 5, 5, 5]
],
"firstArrive": [ // 第一次到该楼层触发的事件
"\t[实战!]本楼将尝试复刻《宿命的旋律》40F剧情。"
],
"events": { // 该楼的所有可能事件列表
"6,11": {"enable": false}, // 下楼梯口的机关门,初始处于关闭状态
"6,10": [ // 进入陷阱后关门
{"type": "playSound", "name": "door.mp3"},
{"type": "show", "loc": [6,11]}, // 显示机关门
{"type": "hide"}, // 隐藏该事件
{"type": "trigger", "loc": [6,7]}, // 直接引发"6,7"处的事件,即下面的杰克
// 请再次注意"trigger"会立刻结束当前事件,因此"type":"hide"需要在trigger前调用
],
"6,7": [ // 杰克事件
{"type": "playSound", "name": "item.mp3"},
"\t[hero]杰克,你究竟是什么人?",
{"type": "playSound", "name": "item.mp3"},
"\t[杰克,thief]……",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]我们……是朋友对吧?\n是朋友就应该相互信任对吧",
{"type": "playSound", "name": "item.mp3"},
"\t[杰克,thief]……事到如今也没有什么好隐瞒的了。",
{"type": "playSound", "name": "item.mp3"},
"\t[杰克,thief]没错,我就是这一切的背后主谋。",
{"type": "move", "steps": [ // 移动到黑暗大法师的位置使用move会自动调用hide进行隐藏无需再手动调用
{"direction": "up", "value": 3}
], "time": 1000},
{"type": "show", "loc": [6,4], "time": 1000}, // 显示黑暗大法师
{"type": "sleep", "time": 500}, // 等待500毫秒
// 下面是黑暗大法师的事件
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]我的真名为——黑暗大法师,第四区域的头目。",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]呵呵,不知道为什么,我竟然对事情走到现在这一步毫不感觉意外。",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]以杰克的名义利用了你这么久,真是抱歉啊。",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]真正的杰克现在在哪里?",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]盗贼杰克这个人类从未存在过,他只是我用来接近你的一副皮囊而已。",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]……这样啊,呵呵。",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]为什么你看上去丝毫不生气?",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]多亏了鬼帝,我现在的脾气好得连我自己都害怕。",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]说起来我还得好好感谢你呢,如果没有杰克……你的帮助,我早就死在第一区域了。",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]不论你的目的如何,你的所作所为都是对我有利的。不是吗?",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]能够如此淡定的面对背叛,看来跟五年前相比,你确实成长了很多啊。",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]五年前?……黑暗大法师,在这之前,我们好像素未谋面吧?",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]五年前那场屠城你应该这一生都不会忘记吧。",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]很不巧,那场屠城的主谋,也是我。",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]……",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]这么说,击中我双亲的那道紫色闪电,也就是你释放的吧……",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]你的双亲?这种事情我怎么可能会记得?\n你难道在踩死蚂蚁的时候还会一只只记下他们的样子吗",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]老 子 要 你 的 命",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]你应该对我心怀感激才对,如果不是那时的我看出了你隐藏的稀有勇者体质,你绝对不可能活到今天。",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]在暗中动手脚让你通过勇者选拔的人也是我,我一直一直在暗中引导你走到今天这一步。",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]是我救赎了一无是处的你。",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]为什么只有我一个人活了下来!!!!",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]为什么偏偏是我!!!!",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]我刚才不是说过了吗?因为我看出了你有稀有勇者体质啊。",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]你刚刚跟鬼帝交过手,应该已经很清楚这稀有勇者体质意味着什么了吧?",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]……就因为我有这种体质,就不得不背负如此残酷的宿命吗?",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]愚蠢!这意味着只要我对你加以引导跟培养,你就能成为这世间实力最强的存在!",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]……所以,你究竟想利用我干什么?",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]我利用你干的事情,你不是已经完成了吗?",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]……你说什么?",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]不知不觉间,你已经在我的指引下跟鬼帝正面交手并且杀掉了他啊。",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]就连我跟鬼帝的对决……也是被你安排好了的?",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]你们两个一个是人类勇者,一个是魔物勇者,迟早会有交手的一天。",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]我只不过是操纵了一系列的连锁事件让这一天提早了数十年到来而已。",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]……你这样做对谁有好处?他可是你们魔物世界的救世主啊。",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]一个惧怕征战,爱好和平的懦夫,也配叫救世主?",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]获得了力量,却只会被动挨打而不主动向人类世界出击,龟缩在第二区域惶惶度日,他根本就不配拥有稀有勇者体质。",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]为了不让这种人霸占着积累多年的庞大灵魂能量无作为,我设计让你杀掉了他。",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]你没有辜负我的期待,成功战胜了那个废物,现在你体内累积的灵魂能量……也就是魔力,已经达到了能跟魔王匹敌的地步。",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]……是吗?现在的我能与魔王匹敌?",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]不止如此,你现在的力量之强就算是统治世界也是绰绰有余!",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]怎么样?要不要加入我的麾下,跟随我去征战人类世界?",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]能与魔王匹敌的话,也就是说。",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]我 现 在 对 付 你 这 种 杂 碎 也 绰 绰 有 余 吧 ",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]……什么?!",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]等一下!别冲动!你先等我把这利害关系理一理——",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]你给老子闭嘴。",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]老子什么都不想听。",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]老子现在想做的事情只有一件——",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]剁掉你的头,把它放回我双亲的墓前。",
{"type": "update"} // 本事件剧情结束,更新地图显伤
],
"6,4": { // 黑暗大法师战斗事件
"enable": false, // 初始时是禁用状态
// 打败后将触发afterBattle事件
},
"5,4": {"enable":false}, // 大法师的分身们,初始时禁用状态
"7,4": {"enable":false}, // 大法师的分身们,初始时禁用状态
"5,5": {"enable":false}, // 大法师的分身们,初始时禁用状态
"7,5": {"enable":false}, // 大法师的分身们,初始时禁用状态
"6,3": { // 大法师本尊
"trigger": "action", // 注意:这里要写 trigger:action 来覆盖掉系统默认的battle事件。
"enable":false,
"data": [
"\t[blackMagician]听不进去人话的蠢货,就要用疼痛来管教!",
{"type": "changePos", "direction": "up"},
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]出来吧!禁忌——紫电凶杀阵!",
{"type": "show", "loc": [[4,3],[4,6],[8,6],[8,3]], "time": 500}, // 依次显示四个角的法师
{"type": "sleep", "time": 500},
"\t[blackMagician]感受绝望吧!冥顽不化的蠢货!",
/*
{"type": "hide", "loc": [4,3], "time": 150}, // 由于没有动画效果,暂时使用“闪一下”表示
{"type": "show", "loc": [4,3], "time": 150},
{"type": "hide", "loc": [4,6], "time": 150}, // 由于没有动画效果,暂时使用“闪一下”表示
{"type": "show", "loc": [4,6], "time": 150},
{"type": "hide", "loc": [8,6], "time": 150}, // 由于没有动画效果,暂时使用“闪一下”表示
{"type": "show", "loc": [8,6], "time": 150},
{"type": "hide", "loc": [8,3], "time": 150}, // 由于没有动画效果,暂时使用“闪一下”表示
{"type": "show", "loc": [8,3], "time": 150},
*/
{"type": "animate", "name": "yongchang", "loc": [4,3]},
{"type": "animate", "name": "yongchang", "loc": [4,6]},
{"type": "animate", "name": "yongchang", "loc": [8,6]},
{"type": "animate", "name": "yongchang", "loc": [8,3]},
{"type": "sleep", "time": 200},
{"type": "playSound", "name": "attack.mp3"}, // 播放攻击音效
{"type": "animate", "name": "thunder", "loc": "hero"},
{"type": "sleep", "time": 200},
"\t[hero]唔……!!(吐血)",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]我的魔力可是充足的很啊!我会一直折磨到你屈服于我为止!",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]人类!好好感受吧!当初你们施加于我的痛苦!如今我要百倍奉还!",
{"type": "show", "loc": [6,6], "time": 1000}, // 显示妖精
{"type": "sleep", "time": 700},
{"type": "trigger", "loc": [6,6]} // 立刻触发妖精事件
]
},
"4,3": { // 四个角的大法师,
"trigger": "action",
"displayDamage": false,
"enable":false
},
"8,3": { // 四个角的大法师,
"trigger": "action",
"displayDamage": false,
"enable":false
},
"4,6": { // 四个角的大法师,
"trigger": "action",
"displayDamage": false,
"enable":false
},
"8,6": { // 四个角的大法师,
"trigger": "action",
"displayDamage": false,
"enable":false
},
"6,6": { // 妖精
"enable":false, // 初始时禁用状态
"data": [ // 妖精事件
{"type": "playSound", "name": "item.mp3"},
"\t[hero]…妖精…小姐……是你吗?",
{"type": "playSound", "name": "item.mp3"},
"\t[小妖精,fairy]不要绝望,也不要悲伤。",
{"type": "playSound", "name": "item.mp3"},
"\t[小妖精,fairy]你从来都不是独自一人在前进。",
{"type": "playSound", "name": "item.mp3"},
"\t[小妖精,fairy]咱一直,一直都在注视着你。",
{"type": "playSound", "name": "item.mp3"},
"\t[小妖精,fairy]耍小聪明的你、笨笨的你呆呆的你、胆小的你、勇敢的你帅气的你……全部全部都是你。",
{"type": "playSound", "name": "item.mp3"},
"\t[小妖精,fairy]所以放心吧,无论发生什么,咱都会陪伴在你身边的。",
{"type": "playSound", "name": "item.mp3"},
"\t[小妖精,fairy]因为你要是离开我的话,立刻就会死掉吧?",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]…妖精…小姐……其实一直以来,我都非常感激你……",
{"type": "playSound", "name": "item.mp3"},
"\t[小妖精,fairy]笨蛋!都这种时候了就不要作出像是临终遗言的发言了啊!!",
{"type": "playSound", "name": "item.mp3"},
"\t[小妖精,fairy]喂!那边穿衣品味差到极点的黑暗大法师,别左顾右盼说的就是你!你应该知道咱的身份吧?\n还不速速退下",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]可恶…多管闲事的妖精族…明明只要再让他承受一点疼痛来瓦解他的意志力,我的计划就成功了!",
{"type": "playSound", "name": "item.mp3"},
"\t[小妖精,fairy]哼哼哼~抱歉哦,这个笨蛋的意志力可不像你想象的那么薄弱哦!",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]不甘心!我不甘心!妖精公主又如何!\n只要是阻挡我的不管是谁我都要铲除",
{"type": "playSound", "name": "item.mp3"},
"\t[小妖精,fairy]终于露出狐狸尾巴了,其实咱早就看出你有谋反的念头。你的计划就是拉拢这家伙入伙然后推翻魔王对魔塔的统治对吧?",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]呵呵呵……那个昏庸的魔王,掌握着那么庞大的魔物军队却只知道固守魔塔,而不主动侵略人类世界扩张领土!",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]我实在是看不过眼,所以我才决定把这个具备稀有勇者体质的家伙培养成新一任魔王!\n来让这个世界的势力重新洗牌",
{"type": "playSound", "name": "item.mp3"},
"\t[小妖精,fairy]你觉得一个满脑子想着回家种田的废柴勇者会成为改变世界的魔王?你晃晃脑袋试试,是不是能听到大海的声音?",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]恼人至极的妖精族!呵呵呵……我干脆一不做二不休,连你也一块收拾了吧!",
{"type": "playSound", "name": "item.mp3"},
"\t[小妖精,fairy]别小瞧咱!咱好歹也是妖精族里实力数一数二的存在!",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]只会耍嘴皮子的恼人苍蝇!我倒要看看一块焦炭会不会说话!\n——招雷弹",
/*
{"type": "hide", "loc": [4,3], "time": 150}, // 由于没有动画效果,暂时使用“闪一下”表示
{"type": "show", "loc": [4,3], "time": 150},
{"type": "hide", "loc": [4,6], "time": 150}, // 由于没有动画效果,暂时使用“闪一下”表示
{"type": "show", "loc": [4,6], "time": 150},
{"type": "hide", "loc": [8,6], "time": 150}, // 由于没有动画效果,暂时使用“闪一下”表示
{"type": "show", "loc": [8,6], "time": 150},
{"type": "hide", "loc": [8,3], "time": 150}, // 由于没有动画效果,暂时使用“闪一下”表示
{"type": "show", "loc": [8,3], "time": 150},
*/
{"type": "animate", "name": "yongchang", "loc": [4,3]},
{"type": "animate", "name": "yongchang", "loc": [4,6]},
{"type": "animate", "name": "yongchang", "loc": [8,6]},
{"type": "animate", "name": "yongchang", "loc": [8,3]},
{"type": "playSound", "name": "attack.mp3"}, // 播放攻击音效
/*
{"type": "hide", "loc": [6,6], "time": 150}, // 妖精也闪一下表示收到了伤害
{"type": "show", "loc": [6,6], "time": 150}, // 妖精也闪一下表示收到了伤害
*/
{"type": "animate", "name": "thunder", "loc": [6,6]},
{"type": "sleep", "time": 500}, // 等待500毫秒
"\t[小妖精,fairy]切,这点伤痛跟他刚才经历的身心地狱相比根本就不算什么。",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]哼!翅膀都被烧焦了还要嘴硬?你难不成真以为我不会对你动真格?",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]……你这混蛋!给我离她远点!!",
{"type": "playSound", "name": "item.mp3"},
"\t[小妖精,fairy]!…你现在受了很严重的致命伤,乱动什么?\n乖。别怕这里有咱顶着",
{"type": "playSound", "name": "item.mp3"},
"\t[小妖精,fairy]对了,咱再问你一遍,你是很珍惜自己性命的对吧?",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]!…等等…妖精小姐,你不会是……?",
{"type": "playSound", "name": "item.mp3"},
"\t[小妖精,fairy]喂,黑暗大法师,你作为魔塔里最博学多识的蠢货,应该对咱妖精族的特殊能力再清楚不过吧?",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]什么?!难不成你是想!!不可能……\n就为了一个渺小的人类不可理喻",
{"type": "playSound", "name": "item.mp3"},
"\t[小妖精,fairy]哼哼哼!你害怕的表情可真美味!",
{"type": "playSound", "name": "item.mp3"},
"\t[小妖精,fairy]不过比起这个,咱更期待你吃到“妖精自灭冲击”之后的死状哦!~",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]不!!不应该是这样的!我完美的计划竟然会被一只小小的妖精破坏!",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]不要!……千万不要!……为了我这种人……唔!",
{"type": "playSound", "name": "item.mp3"},
"\t[小妖精,fairy]笨蛋,动都动不了了就不要强撑着站起来了啊。",
{"type": "playSound", "name": "item.mp3"},
"\t[小妖精,fairy]真是的,都到最后一刻了,你这家伙好歹也让咱省点心吧。",
{"type": "playSound", "name": "item.mp3"},
"\t[小妖精,fairy]那么,再见了……我的勇者大人。",
{"type": "move", "time": 700, "steps": [ // 向上移动三个撞上黑暗大大法师本事件的hide会自动被调用
{"direction": "up", "value": 3}
]},
{"type": "playSound", "name": "attack.mp3"}, // 播放攻击音效
{"type": "sleep", "time": 200},
"\t[blackMagician]不可能!!!!!",
{"type": "hide", "loc": [6,3]}, // 法师消失
{"type": "hide", "loc": [4,3]}, // 四个分身消失
{"type": "hide", "loc": [4,6]},
{"type": "hide", "loc": [8,6]},
{"type": "hide", "loc": [8,3]},
{"type": "changeFloor", "floorId": "sample2", "loc": [6,6], "direction": "up", "time": 1000}, // 更换勇士地点合计1秒
{"type": "show", "loc": [6,5]}, // 显示黄宝石
{"type": "sleep", "time": 200}, // 等待200毫秒
{"type": "playSound", "name": "item.mp3"},
{"type": "sleep", "time": 200}, // 等待200毫秒
"\t[hero]…妖精…小姐……",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]……妖精小姐!",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]是梦吗?……不对,为什么我在流泪?",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]这颗漂亮的宝石是……?",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]我全都想起来了……妖精小姐为了我……\n牺牲了自己的性命。",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]在这颗宝石上,我能感受到你的温度……\n熟悉而又令人安心这就是你最后留给我的东西吗……",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]好温暖……",
{"type": "setValue", "name": "item:yellowJewel", "value": "1"}, // 获得1个黄宝石
{"type": "hide", "loc": [6,5]}, // 隐藏黄宝石
{"type": "playSound", "name": "item.mp3"},
"\t[hero]……",
{"type": "openDoor", "loc": [6,2]}, // 开门
{"type": "openDoor", "loc": [6,11]}
]
},
"6,5": { // 黄宝石
"enable": false
}
},
"changeFloor": { // 楼层转换事件该事件不能和上面的events有冲突同位置点否则会被覆盖
"6,0": {"floorId": "sample2", "stair": "upFloor"},
"6,12": {"floorId": "sample1", "stair": "upFloor"}
},
"afterBattle": { // 战斗后可能触发的事件列表
"6,4": [ // 和黑暗大法师战斗结束
"\t[blackMagician]天真!你以为这样就能战胜我吗?",
{"type": "show", "loc": [7,5], "time": 500},
{"type": "update"}, // 更新地图显伤
],
"7,5": [ // 和分身1的战斗
"\t[blackMagician]你打败的不过是我众多分身中的其中一个而已。",
{"type": "show", "loc": [5,4], "time": 500},
{"type": "update"}, // 更新地图显伤
],
"5,4": [ // 和分身2的战斗
"\t[blackMagician]你的身体已经伤痕累累了,可我还留有着九成多的魔力。",
{"type": "show", "loc": [5,5], "time": 500},
{"type": "update"}, // 更新地图显伤
],
"5,5": [ // 和分身3的战斗
"\t[blackMagician]顽固的家伙!放弃抵抗吧!",
{"type": "show", "loc": [7,4], "time": 500},
{"type": "update"}, // 更新地图显伤
],
"7,4": [ // 和分身4的战斗
"\t[blackMagician]哈哈哈哈!我的灵魂远比你想象的强大!\n我即是永恒",
{"type": "show", "loc": [6,3], "time": 500},
{"type": "trigger", "loc": [6,3]} // 显示大法师本尊
],
},
"afterGetItem": { // 获得道具后可能触发的事件列表
},
"afterOpenDoor": { // 开完门后可能触发的事件列表
},
"cannotMove": { // 每个图块不可通行的方向
// 可以在这里定义每个点不能前往哪个方向,例如悬崖边不能跳下去
// "x,y": ["up", "left"], // (x,y)点不能往上和左走
},
}
"floorId": "sample2",
"title": "样板 2 层",
"name": "2",
"canFlyTo": true,
"canUseQuickShop": true,
"cannotViewMap": false,
"defaultGround": "ground",
"images": [],
"item_ratio": 1,
"map": [
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 1, 121, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 1, 0, 0, 0,202, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0,202, 0, 0, 0, 0, 0, 0],
[ 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0],
[ 0, 0, 0, 0, 1, 1, 45, 0, 1, 0,202,202, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 0,202,202, 0],
[ 0, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0],
[ 0, 0, 0, 0, 0, 0, 88, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0],
[ 0, 0, 0, 0, 0,202, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,202, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 0, 0, 0, 0, 0, 87, 0, 0, 0, 0, 122, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 1, 0, 0, 0,202, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0,202, 0, 0, 0, 0, 0, 0],
[ 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0],
[ 0, 0, 0, 0, 1, 1, 0, 0, 1, 0,202,202, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 0,202,202, 0],
[ 0, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0],
[ 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0],
[ 0, 0, 0, 0, 0,202, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,202, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
],
"width":26,
"height":26,
"firstArrive": [],
"events": {"3,2":["123"],"12,12":["234"]},
"changeFloor": {"6,10": {"floorId": "sample1", "stair": "upFloor"}, "7,12": {"floorId": "sample3", "stair": "downFloor"}},
"afterBattle": {},
"afterGetItem": {},
"afterOpenDoor": {},
"cannotMove": {},
"upFloor": null,
}

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project/floors/sample3.js Normal file
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main.floors.sample3 =
{
"floorId": "sample3", // 这里需要改楼层名请和文件名及下面的floorId保持完全一致
// 楼层唯一标识符仅能由字母、数字、下划线组成,且不能由数字开头
// 推荐用法第20层就用MT20第38层就用MT38地下6层就用MT_6用下划线代替负号隐藏3层用MT3hh表示隐藏等等
// 楼层唯一标识符,需要和名字完全一致
"title": "主塔 40 层", // 楼层中文名
"name": "40", // 显示在状态栏中的层数
"canFlyTo": false, // 该楼能否被楼传器飞到(不能的话在该楼也不允许使用楼传器)
"canUseQuickShop": true, // 该层是否允许使用快捷商店
"defaultGround": "snowGround", // 默认地面的图块IDterrains中
"images": [], // // 该层默认显示的所有图片;详细用法请查看文档“自定义素材”中的说明。
"color": [255,0,0,0.3], // 该层的默认画面色调。本项可不写代表无色调如果写需要是一个RGBA数组。
"weather": ["rain",10], // 该层的默认天气。本项可忽略表示晴天,如果写则第一项为"rain"或"snow"代表雨雪第二项为1-10之间的数代表强度。
"bgm": "bgm.mp3", // 到达该层后默认播放的BGM。本项可忽略。
"item_ratio": 1, // 该层的宝石/血瓶倍率
"map": [ // 地图数据需要是13x13建议使用地图生成器来生成
[ 5, 5, 5, 5, 5, 5, 87, 5, 5, 5, 5, 5, 5],
[ 5, 4, 4, 4, 4, 1, 0, 1, 4, 4, 4, 4, 5],
[ 5, 4, 4, 4, 4, 1, 85, 1, 4, 4, 4, 4, 5],
[ 5, 4, 4, 4,247, 1,247, 1,247, 4, 4, 4, 5],
[ 5, 4, 4, 4, 1,247,247,247, 1, 4, 4, 4, 5],
[ 5, 4, 4, 4, 1,247, 30,247, 1, 4, 4, 4, 5],
[ 5, 4, 4, 4,247, 1,124, 1,247, 4, 4, 4, 5],
[ 5, 4, 4, 4, 4, 1,123, 1, 4, 4, 4, 4, 5],
[ 5, 4, 4, 4, 4, 1, 0, 1, 4, 4, 4, 4, 5],
[ 5, 4, 4, 4, 4, 1, 0, 1, 4, 4, 4, 4, 5],
[ 5, 4, 4, 4, 4, 4, 0, 4, 4, 4, 4, 4, 5],
[ 5, 4, 4, 4, 4, 4, 85, 4, 4, 4, 4, 4, 5],
[ 5, 5, 5, 5, 5, 5, 88, 5, 5, 5, 5, 5, 5]
],
"firstArrive": [ // 第一次到该楼层触发的事件
"\t[实战!]本楼将尝试复刻《宿命的旋律》40F剧情。"
],
"events": { // 该楼的所有可能事件列表
"6,11": {"enable": false}, // 下楼梯口的机关门,初始处于关闭状态
"6,10": [ // 进入陷阱后关门
{"type": "playSound", "name": "door.mp3"},
{"type": "show", "loc": [6,11]}, // 显示机关门
{"type": "hide"}, // 隐藏该事件
{"type": "trigger", "loc": [6,7]}, // 直接引发"6,7"处的事件,即下面的杰克
// 请再次注意"trigger"会立刻结束当前事件,因此"type":"hide"需要在trigger前调用
],
"6,7": [ // 杰克事件
{"type": "playSound", "name": "item.mp3"},
"\t[hero]杰克,你究竟是什么人?",
{"type": "playSound", "name": "item.mp3"},
"\t[杰克,thief]……",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]我们……是朋友对吧?\n是朋友就应该相互信任对吧",
{"type": "playSound", "name": "item.mp3"},
"\t[杰克,thief]……事到如今也没有什么好隐瞒的了。",
{"type": "playSound", "name": "item.mp3"},
"\t[杰克,thief]没错,我就是这一切的背后主谋。",
{"type": "move", "steps": [ // 移动到黑暗大法师的位置使用move会自动调用hide进行隐藏无需再手动调用
{"direction": "up", "value": 3}
], "time": 1000},
{"type": "show", "loc": [6,4], "time": 1000}, // 显示黑暗大法师
{"type": "sleep", "time": 500}, // 等待500毫秒
// 下面是黑暗大法师的事件
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]我的真名为——黑暗大法师,第四区域的头目。",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]呵呵,不知道为什么,我竟然对事情走到现在这一步毫不感觉意外。",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]以杰克的名义利用了你这么久,真是抱歉啊。",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]真正的杰克现在在哪里?",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]盗贼杰克这个人类从未存在过,他只是我用来接近你的一副皮囊而已。",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]……这样啊,呵呵。",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]为什么你看上去丝毫不生气?",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]多亏了鬼帝,我现在的脾气好得连我自己都害怕。",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]说起来我还得好好感谢你呢,如果没有杰克……你的帮助,我早就死在第一区域了。",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]不论你的目的如何,你的所作所为都是对我有利的。不是吗?",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]能够如此淡定的面对背叛,看来跟五年前相比,你确实成长了很多啊。",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]五年前?……黑暗大法师,在这之前,我们好像素未谋面吧?",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]五年前那场屠城你应该这一生都不会忘记吧。",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]很不巧,那场屠城的主谋,也是我。",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]……",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]这么说,击中我双亲的那道紫色闪电,也就是你释放的吧……",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]你的双亲?这种事情我怎么可能会记得?\n你难道在踩死蚂蚁的时候还会一只只记下他们的样子吗",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]老 子 要 你 的 命",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]你应该对我心怀感激才对,如果不是那时的我看出了你隐藏的稀有勇者体质,你绝对不可能活到今天。",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]在暗中动手脚让你通过勇者选拔的人也是我,我一直一直在暗中引导你走到今天这一步。",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]是我救赎了一无是处的你。",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]为什么只有我一个人活了下来!!!!",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]为什么偏偏是我!!!!",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]我刚才不是说过了吗?因为我看出了你有稀有勇者体质啊。",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]你刚刚跟鬼帝交过手,应该已经很清楚这稀有勇者体质意味着什么了吧?",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]……就因为我有这种体质,就不得不背负如此残酷的宿命吗?",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]愚蠢!这意味着只要我对你加以引导跟培养,你就能成为这世间实力最强的存在!",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]……所以,你究竟想利用我干什么?",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]我利用你干的事情,你不是已经完成了吗?",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]……你说什么?",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]不知不觉间,你已经在我的指引下跟鬼帝正面交手并且杀掉了他啊。",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]就连我跟鬼帝的对决……也是被你安排好了的?",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]你们两个一个是人类勇者,一个是魔物勇者,迟早会有交手的一天。",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]我只不过是操纵了一系列的连锁事件让这一天提早了数十年到来而已。",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]……你这样做对谁有好处?他可是你们魔物世界的救世主啊。",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]一个惧怕征战,爱好和平的懦夫,也配叫救世主?",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]获得了力量,却只会被动挨打而不主动向人类世界出击,龟缩在第二区域惶惶度日,他根本就不配拥有稀有勇者体质。",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]为了不让这种人霸占着积累多年的庞大灵魂能量无作为,我设计让你杀掉了他。",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]你没有辜负我的期待,成功战胜了那个废物,现在你体内累积的灵魂能量……也就是魔力,已经达到了能跟魔王匹敌的地步。",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]……是吗?现在的我能与魔王匹敌?",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]不止如此,你现在的力量之强就算是统治世界也是绰绰有余!",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]怎么样?要不要加入我的麾下,跟随我去征战人类世界?",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]能与魔王匹敌的话,也就是说。",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]我 现 在 对 付 你 这 种 杂 碎 也 绰 绰 有 余 吧 ",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]……什么?!",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]等一下!别冲动!你先等我把这利害关系理一理——",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]你给老子闭嘴。",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]老子什么都不想听。",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]老子现在想做的事情只有一件——",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]剁掉你的头,把它放回我双亲的墓前。",
{"type": "update"} // 本事件剧情结束,更新地图显伤
],
"6,4": { // 黑暗大法师战斗事件
"enable": false, // 初始时是禁用状态
// 打败后将触发afterBattle事件
},
"5,4": {"enable":false}, // 大法师的分身们,初始时禁用状态
"7,4": {"enable":false}, // 大法师的分身们,初始时禁用状态
"5,5": {"enable":false}, // 大法师的分身们,初始时禁用状态
"7,5": {"enable":false}, // 大法师的分身们,初始时禁用状态
"6,3": { // 大法师本尊
"trigger": "action", // 注意:这里要写 trigger:action 来覆盖掉系统默认的battle事件。
"enable":false,
"data": [
"\t[blackMagician]听不进去人话的蠢货,就要用疼痛来管教!",
{"type": "changePos", "direction": "up"},
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]出来吧!禁忌——紫电凶杀阵!",
{"type": "show", "loc": [[4,3],[4,6],[8,6],[8,3]], "time": 500}, // 依次显示四个角的法师
{"type": "sleep", "time": 500},
"\t[blackMagician]感受绝望吧!冥顽不化的蠢货!",
/*
{"type": "hide", "loc": [4,3], "time": 150}, // 由于没有动画效果,暂时使用“闪一下”表示
{"type": "show", "loc": [4,3], "time": 150},
{"type": "hide", "loc": [4,6], "time": 150}, // 由于没有动画效果,暂时使用“闪一下”表示
{"type": "show", "loc": [4,6], "time": 150},
{"type": "hide", "loc": [8,6], "time": 150}, // 由于没有动画效果,暂时使用“闪一下”表示
{"type": "show", "loc": [8,6], "time": 150},
{"type": "hide", "loc": [8,3], "time": 150}, // 由于没有动画效果,暂时使用“闪一下”表示
{"type": "show", "loc": [8,3], "time": 150},
*/
{"type": "animate", "name": "yongchang", "loc": [4,3]},
{"type": "animate", "name": "yongchang", "loc": [4,6]},
{"type": "animate", "name": "yongchang", "loc": [8,6]},
{"type": "animate", "name": "yongchang", "loc": [8,3]},
{"type": "sleep", "time": 200},
{"type": "playSound", "name": "attack.mp3"}, // 播放攻击音效
{"type": "animate", "name": "thunder", "loc": "hero"},
{"type": "sleep", "time": 200},
"\t[hero]唔……!!(吐血)",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]我的魔力可是充足的很啊!我会一直折磨到你屈服于我为止!",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]人类!好好感受吧!当初你们施加于我的痛苦!如今我要百倍奉还!",
{"type": "show", "loc": [6,6], "time": 1000}, // 显示妖精
{"type": "sleep", "time": 700},
{"type": "trigger", "loc": [6,6]} // 立刻触发妖精事件
]
},
"4,3": { // 四个角的大法师,
"trigger": "action",
"displayDamage": false,
"enable":false
},
"8,3": { // 四个角的大法师,
"trigger": "action",
"displayDamage": false,
"enable":false
},
"4,6": { // 四个角的大法师,
"trigger": "action",
"displayDamage": false,
"enable":false
},
"8,6": { // 四个角的大法师,
"trigger": "action",
"displayDamage": false,
"enable":false
},
"6,6": { // 妖精
"enable":false, // 初始时禁用状态
"data": [ // 妖精事件
{"type": "playSound", "name": "item.mp3"},
"\t[hero]…妖精…小姐……是你吗?",
{"type": "playSound", "name": "item.mp3"},
"\t[小妖精,fairy]不要绝望,也不要悲伤。",
{"type": "playSound", "name": "item.mp3"},
"\t[小妖精,fairy]你从来都不是独自一人在前进。",
{"type": "playSound", "name": "item.mp3"},
"\t[小妖精,fairy]咱一直,一直都在注视着你。",
{"type": "playSound", "name": "item.mp3"},
"\t[小妖精,fairy]耍小聪明的你、笨笨的你呆呆的你、胆小的你、勇敢的你帅气的你……全部全部都是你。",
{"type": "playSound", "name": "item.mp3"},
"\t[小妖精,fairy]所以放心吧,无论发生什么,咱都会陪伴在你身边的。",
{"type": "playSound", "name": "item.mp3"},
"\t[小妖精,fairy]因为你要是离开我的话,立刻就会死掉吧?",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]…妖精…小姐……其实一直以来,我都非常感激你……",
{"type": "playSound", "name": "item.mp3"},
"\t[小妖精,fairy]笨蛋!都这种时候了就不要作出像是临终遗言的发言了啊!!",
{"type": "playSound", "name": "item.mp3"},
"\t[小妖精,fairy]喂!那边穿衣品味差到极点的黑暗大法师,别左顾右盼说的就是你!你应该知道咱的身份吧?\n还不速速退下",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]可恶…多管闲事的妖精族…明明只要再让他承受一点疼痛来瓦解他的意志力,我的计划就成功了!",
{"type": "playSound", "name": "item.mp3"},
"\t[小妖精,fairy]哼哼哼~抱歉哦,这个笨蛋的意志力可不像你想象的那么薄弱哦!",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]不甘心!我不甘心!妖精公主又如何!\n只要是阻挡我的不管是谁我都要铲除",
{"type": "playSound", "name": "item.mp3"},
"\t[小妖精,fairy]终于露出狐狸尾巴了,其实咱早就看出你有谋反的念头。你的计划就是拉拢这家伙入伙然后推翻魔王对魔塔的统治对吧?",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]呵呵呵……那个昏庸的魔王,掌握着那么庞大的魔物军队却只知道固守魔塔,而不主动侵略人类世界扩张领土!",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]我实在是看不过眼,所以我才决定把这个具备稀有勇者体质的家伙培养成新一任魔王!\n来让这个世界的势力重新洗牌",
{"type": "playSound", "name": "item.mp3"},
"\t[小妖精,fairy]你觉得一个满脑子想着回家种田的废柴勇者会成为改变世界的魔王?你晃晃脑袋试试,是不是能听到大海的声音?",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]恼人至极的妖精族!呵呵呵……我干脆一不做二不休,连你也一块收拾了吧!",
{"type": "playSound", "name": "item.mp3"},
"\t[小妖精,fairy]别小瞧咱!咱好歹也是妖精族里实力数一数二的存在!",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]只会耍嘴皮子的恼人苍蝇!我倒要看看一块焦炭会不会说话!\n——招雷弹",
/*
{"type": "hide", "loc": [4,3], "time": 150}, // 由于没有动画效果,暂时使用“闪一下”表示
{"type": "show", "loc": [4,3], "time": 150},
{"type": "hide", "loc": [4,6], "time": 150}, // 由于没有动画效果,暂时使用“闪一下”表示
{"type": "show", "loc": [4,6], "time": 150},
{"type": "hide", "loc": [8,6], "time": 150}, // 由于没有动画效果,暂时使用“闪一下”表示
{"type": "show", "loc": [8,6], "time": 150},
{"type": "hide", "loc": [8,3], "time": 150}, // 由于没有动画效果,暂时使用“闪一下”表示
{"type": "show", "loc": [8,3], "time": 150},
*/
{"type": "animate", "name": "yongchang", "loc": [4,3]},
{"type": "animate", "name": "yongchang", "loc": [4,6]},
{"type": "animate", "name": "yongchang", "loc": [8,6]},
{"type": "animate", "name": "yongchang", "loc": [8,3]},
{"type": "playSound", "name": "attack.mp3"}, // 播放攻击音效
/*
{"type": "hide", "loc": [6,6], "time": 150}, // 妖精也闪一下表示收到了伤害
{"type": "show", "loc": [6,6], "time": 150}, // 妖精也闪一下表示收到了伤害
*/
{"type": "animate", "name": "thunder", "loc": [6,6]},
{"type": "sleep", "time": 500}, // 等待500毫秒
"\t[小妖精,fairy]切,这点伤痛跟他刚才经历的身心地狱相比根本就不算什么。",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]哼!翅膀都被烧焦了还要嘴硬?你难不成真以为我不会对你动真格?",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]……你这混蛋!给我离她远点!!",
{"type": "playSound", "name": "item.mp3"},
"\t[小妖精,fairy]!…你现在受了很严重的致命伤,乱动什么?\n乖。别怕这里有咱顶着",
{"type": "playSound", "name": "item.mp3"},
"\t[小妖精,fairy]对了,咱再问你一遍,你是很珍惜自己性命的对吧?",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]!…等等…妖精小姐,你不会是……?",
{"type": "playSound", "name": "item.mp3"},
"\t[小妖精,fairy]喂,黑暗大法师,你作为魔塔里最博学多识的蠢货,应该对咱妖精族的特殊能力再清楚不过吧?",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]什么?!难不成你是想!!不可能……\n就为了一个渺小的人类不可理喻",
{"type": "playSound", "name": "item.mp3"},
"\t[小妖精,fairy]哼哼哼!你害怕的表情可真美味!",
{"type": "playSound", "name": "item.mp3"},
"\t[小妖精,fairy]不过比起这个,咱更期待你吃到“妖精自灭冲击”之后的死状哦!~",
{"type": "playSound", "name": "item.mp3"},
"\t[blackMagician]不!!不应该是这样的!我完美的计划竟然会被一只小小的妖精破坏!",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]不要!……千万不要!……为了我这种人……唔!",
{"type": "playSound", "name": "item.mp3"},
"\t[小妖精,fairy]笨蛋,动都动不了了就不要强撑着站起来了啊。",
{"type": "playSound", "name": "item.mp3"},
"\t[小妖精,fairy]真是的,都到最后一刻了,你这家伙好歹也让咱省点心吧。",
{"type": "playSound", "name": "item.mp3"},
"\t[小妖精,fairy]那么,再见了……我的勇者大人。",
{"type": "move", "time": 700, "steps": [ // 向上移动三个撞上黑暗大大法师本事件的hide会自动被调用
{"direction": "up", "value": 3}
]},
{"type": "playSound", "name": "attack.mp3"}, // 播放攻击音效
{"type": "sleep", "time": 200},
"\t[blackMagician]不可能!!!!!",
{"type": "hide", "loc": [6,3]}, // 法师消失
{"type": "hide", "loc": [4,3]}, // 四个分身消失
{"type": "hide", "loc": [4,6]},
{"type": "hide", "loc": [8,6]},
{"type": "hide", "loc": [8,3]},
{"type": "changeFloor", "floorId": "sample3", "loc": [6,6], "direction": "up", "time": 1000}, // 更换勇士地点合计1秒
{"type": "show", "loc": [6,5]}, // 显示黄宝石
{"type": "sleep", "time": 200}, // 等待200毫秒
{"type": "playSound", "name": "item.mp3"},
{"type": "sleep", "time": 200}, // 等待200毫秒
"\t[hero]…妖精…小姐……",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]……妖精小姐!",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]是梦吗?……不对,为什么我在流泪?",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]这颗漂亮的宝石是……?",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]我全都想起来了……妖精小姐为了我……\n牺牲了自己的性命。",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]在这颗宝石上,我能感受到你的温度……\n熟悉而又令人安心这就是你最后留给我的东西吗……",
{"type": "playSound", "name": "item.mp3"},
"\t[hero]好温暖……",
{"type": "setValue", "name": "item:yellowJewel", "value": "1"}, // 获得1个黄宝石
{"type": "hide", "loc": [6,5]}, // 隐藏黄宝石
{"type": "playSound", "name": "item.mp3"},
"\t[hero]……",
{"type": "openDoor", "loc": [6,2]}, // 开门
{"type": "openDoor", "loc": [6,11]}
]
},
"6,5": { // 黄宝石
"enable": false
}
},
"changeFloor": { // 楼层转换事件该事件不能和上面的events有冲突同位置点否则会被覆盖
"6,0": {"floorId": "sample3", "stair": "upFloor"},
"6,12": {"floorId": "sample2", "stair": "upFloor"}
},
"afterBattle": { // 战斗后可能触发的事件列表
"6,4": [ // 和黑暗大法师战斗结束
"\t[blackMagician]天真!你以为这样就能战胜我吗?",
{"type": "show", "loc": [7,5], "time": 500},
{"type": "update"}, // 更新地图显伤
],
"7,5": [ // 和分身1的战斗
"\t[blackMagician]你打败的不过是我众多分身中的其中一个而已。",
{"type": "show", "loc": [5,4], "time": 500},
{"type": "update"}, // 更新地图显伤
],
"5,4": [ // 和分身2的战斗
"\t[blackMagician]你的身体已经伤痕累累了,可我还留有着九成多的魔力。",
{"type": "show", "loc": [5,5], "time": 500},
{"type": "update"}, // 更新地图显伤
],
"5,5": [ // 和分身3的战斗
"\t[blackMagician]顽固的家伙!放弃抵抗吧!",
{"type": "show", "loc": [7,4], "time": 500},
{"type": "update"}, // 更新地图显伤
],
"7,4": [ // 和分身4的战斗
"\t[blackMagician]哈哈哈哈!我的灵魂远比你想象的强大!\n我即是永恒",
{"type": "show", "loc": [6,3], "time": 500},
{"type": "trigger", "loc": [6,3]} // 显示大法师本尊
],
},
"afterGetItem": { // 获得道具后可能触发的事件列表
},
"afterOpenDoor": { // 开完门后可能触发的事件列表
},
"cannotMove": { // 每个图块不可通行的方向
// 可以在这里定义每个点不能前往哪个方向,例如悬崖边不能跳下去
// "x,y": ["up", "left"], // (x,y)点不能往上和左走
},
}

View File

@ -149,7 +149,6 @@ functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
// 删除该块
if (core.isset(x) && core.isset(y)) {
core.removeBlock(x, y);
core.canvas.event.clearRect(32 * x, 32 * y, 32, 32);
}
// 毒衰咒的处理
@ -209,6 +208,15 @@ functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
core.unshift(todo, core.events.addPoint(core.material.enemys[enemyId]));
}
// 在这里增加其他的自定义事件需求
/*
if (enemyId=='xxx') {
core.unshift(todo, [
{"type": "...", ...},
]);
}
*/
// 如果事件不为空,将其插入
if (todo.length>0) {
core.events.insertAction(todo,x,y);
@ -322,7 +330,7 @@ functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
[8, "反击", "战斗时,怪物每回合附加角色攻击的"+Math.floor(100*core.values.counterAttack||0)+"%作为伤害,无视角色防御"],
[9, "净化", "战斗前,怪物附加勇士魔防的"+core.values.purify+"倍作为伤害"],
[10, "模仿", "怪物的攻防和勇士攻防相等"],
[11, "吸血", function (enemy) {return "吸血:战斗前,怪物首先吸取角色的"+Math.floor(100*enemy.value||0)+"%生命作为伤害"+(enemy.add?",并把伤害数值加到自身生命上":"");}],
[11, "吸血", function (enemy) {return "战斗前,怪物首先吸取角色的"+Math.floor(100*enemy.value||0)+"%生命作为伤害"+(enemy.add?",并把伤害数值加到自身生命上":"");}],
[12, "中毒", "战斗后,勇士陷入中毒状态,每一步损失生命"+core.values.poisonDamage+"点"],
[13, "衰弱", "战斗后,勇士陷入衰弱状态,攻防暂时下降"+(core.values.weakValue>=1?core.values.weakValue+"点":parseInt(core.values.weakValue*100)+"%")],
[14, "诅咒", "战斗后,勇士陷入诅咒状态,战斗无法获得金币和经验"],
@ -453,7 +461,7 @@ functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
core.lockControl();
core.status.event.id = 'about';
core.clearMap('ui', 0, 0, 416, 416);
core.clearMap('ui');
var left = 48, top = 36, right = 416 - 2 * left, bottom = 416 - 2 * top;
core.setAlpha('ui', 0.85);

View File

@ -290,7 +290,7 @@ items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a =
"bigKey": "core.removeBlockByIds(core.status.floorId, core.status.event.data);\ncore.drawMap(core.status.floorId, function () {\n core.drawTip(core.material.items[itemId].name + '使用成功');\n});",
"bomb": "core.removeBlockByIds(core.status.floorId, core.status.event.data);\ncore.drawMap(core.status.floorId, function () {\n core.drawTip(core.material.items[itemId].name + '使用成功');\n core.events.afterUseBomb();\n});",
"hammer": "core.removeBlockByIds(core.status.floorId, core.status.event.data);\ncore.drawMap(core.status.floorId, function () {\n core.drawTip(core.material.items[itemId].name + '使用成功');\n core.events.afterUseBomb();\n});",
"centerFly": "core.clearMap('hero', 0, 0, 416, 416);\ncore.setHeroLoc('x', core.status.event.data.x);\ncore.setHeroLoc('y', core.status.event.data.y);\ncore.drawHero();\ncore.drawTip(core.material.items[itemId].name + '使用成功');",
"centerFly": "core.clearMap('hero');\ncore.setHeroLoc('x', (core.bigmap.width||13)-1-core.getHeroLoc('x'));\ncore.setHeroLoc('y', (core.bigmap.height||13)-1-core.getHeroLoc('y'));\ncore.drawHero();\ncore.drawTip(core.material.items[itemId].name + '使用成功');",
"upFly": "var loc = {'direction': core.status.hero.loc.direction, 'x': core.status.event.data.x, 'y': core.status.event.data.y};\ncore.changeFloor(core.status.event.data.id, null, loc, null, function (){\n core.drawTip(core.material.items[itemId].name + '使用成功');\n core.replay();\n});",
"downFly": "var loc = {'direction': core.status.hero.loc.direction, 'x': core.status.event.data.x, 'y': core.status.event.data.y};\ncore.changeFloor(core.status.event.data.id, null, loc, null, function (){\n core.drawTip(core.material.items[itemId].name + '使用成功');\n core.replay();\n});",
"poisonWine": "core.setFlag('poison', false);",
@ -315,16 +315,16 @@ items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a =
"canUseItemEffect": {
"book": "true",
"fly": "core.status.hero.flyRange.indexOf(core.status.floorId)>=0",
"pickaxe": "var able=false;\nvar ids = [], id2s = [];\nfor (var i in core.status.thisMap.blocks) {\n\tvar block = core.status.thisMap.blocks[i];\n\tif (core.isset(block.event) && !(core.isset(block.enable) && !block.enable) \n\t\t&& Math.abs(block.x-core.status.hero.loc.x)+Math.abs(block.y-core.status.hero.loc.y)<=1\n\t\t&& (block.event.id == 'yellowWall' || block.event.id=='whiteWall' || block.event.id=='blueWall')) // 能破哪些墙\n\t{\n\t\t// 四个方向\n\t\tif (core.flags.pickaxeFourDirections || (block.x == core.nextX() && block.y == core.nextY()))\n\t\t\tids.push(i);\n\t\telse id2s.push(i);\n\t}\n}\nif (ids.length>0) {\n\tcore.status.event.data = ids;\n\table=true;\n}\nelse if (id2s.length==1) {\n\tcore.status.event.data = id2s;\n\table=true;\n}\nable",
"icePickaxe": "var able=false;\nfor (var i in core.status.thisMap.blocks) {\n\tvar block = core.status.thisMap.blocks[i];\n\tif (core.isset(block.event) && !(core.isset(block.enable) && !block.enable) && block.x==core.nextX() && block.y==core.nextY() && block.event.id=='ice') {\n\t\tcore.status.event.data = [i];\n\t\table=true;\n\t}\n}\nable",
"bomb": "var able=false;\nvar ids = [], id2s = [];\nfor (var i in core.status.thisMap.blocks) {\n\tvar block = core.status.thisMap.blocks[i];\n\tif (core.isset(block.event) && !(core.isset(block.enable) && !block.enable) && block.event.cls.indexOf('enemy')==0 && \n\t\tMath.abs(block.x-core.status.hero.loc.x)+Math.abs(block.y-core.status.hero.loc.y)<=1) {\n\t\tvar enemy = core.material.enemys[block.event.id];\n\t\tif (core.isset(enemy) && enemy.notBomb) continue;\n\t\tif (core.flags.bombFourDirections || (block.x==core.nextX() && block.y==core.nextY()))\n\t\t\tids.push(i);\n\t\telse\n\t\t\tid2s.push(i);\n\t}\n}\nif (ids.length>0) {\n\tcore.status.event.data = ids;\n\table=true;\n}\nelse if (id2s.length==1) {\n\tcore.status.event.data = id2s;\n\table=true;\n}\nable",
"hammer": "var able=false;\nvar ids = [], id2s = [];\nfor (var i in core.status.thisMap.blocks) {\n\tvar block = core.status.thisMap.blocks[i];\n\tif (core.isset(block.event) && !(core.isset(block.enable) && !block.enable) && block.event.cls.indexOf('enemy')==0 && \n\t\tMath.abs(block.x-core.status.hero.loc.x)+Math.abs(block.y-core.status.hero.loc.y)<=1) {\n\t\tvar enemy = core.material.enemys[block.event.id];\n\t\tif (core.isset(enemy) && enemy.notBomb) continue;\n\t\tif (block.x==core.nextX() && block.y==core.nextY())\n\t\t\tids.push(i);\n\t\telse\n\t\t\tid2s.push(i);\n\t}\n}\nif (ids.length>0) {\n\tcore.status.event.data = ids;\n\table=true;\n}\nelse if (id2s.length==1) {\n\tcore.status.event.data = id2s;\n\table=true;\n}\nable",
"earthquake": "var able=false;\nvar ids = [];\nfor (var i in core.status.thisMap.blocks) {\n var block = core.status.thisMap.blocks[i];\n if (core.isset(block.event) && !(core.isset(block.enable) && !block.enable) && (block.event.id == 'yellowWall' || block.event.id == 'blueWall' || block.event.id == 'whiteWall')) // 能炸的墙壁\n ids.push(i);\n}\nif (ids.length>0) {\n core.status.event.data = ids;\n able=true;\n}\nable",
"centerFly": "var able=false;\nvar toX = 12 - core.getHeroLoc('x'), toY = 12-core.getHeroLoc('y');\nvar block = core.getBlock(toX, toY);\nif (block==null) {\n core.status.event.data = {'x': toX, 'y': toY};\n able = true;\n}\nable",
"upFly": "var able=false;\nvar floorId = core.status.floorId, index = core.floorIds.indexOf(floorId);\nif (index<core.floorIds.length-1) {\n\tvar toId = core.floorIds[index+1], toX = core.getHeroLoc('x'), toY = core.getHeroLoc('y');\n\tif (core.getBlock(toX, toY, toId)==null) {\n\t\tcore.status.event.data = {'id': toId, 'x': toX, 'y': toY};\n\t\table=true;\n\t}\n}\nable",
"downFly": "var able=false;\nvar floorId = core.status.floorId, index = core.floorIds.indexOf(floorId);\nif (index>0) {\n\tvar toId = core.floorIds[index-1], toX = core.getHeroLoc('x'), toY = core.getHeroLoc('y');\n\tif (core.getBlock(toX, toY, toId)==null) {\n\t\tcore.status.event.data = {'id': toId, 'x': toX, 'y': toY};\n\t\table=true;\n\t}\n}\nable",
"snow": "var able=false;\nvar ids = [], id2s = [];\nfor (var i in core.status.thisMap.blocks) {\n\tvar block = core.status.thisMap.blocks[i];\n\tif (core.isset(block.event) && !(core.isset(block.enable) && !block.enable) \n\t\t&& block.event.id == 'lava' && Math.abs(block.x-core.status.hero.loc.x)+Math.abs(block.y-core.status.hero.loc.y)<=1) {\n\t\tif (core.flags.snowFourDirections || (block.x == core.nextX() && block.y == core.nextY()))\n\t\t\tids.push(i);\n\t\telse id2s.push(i);\n\t}\n}\nif (ids.length>0) {\n\tcore.status.event.data = ids;\n\table=true;\n}\nelse if (id2s.length==1) {\n\tcore.status.event.data = id2s;\n\table=true;\n}\nable",
"bigKey": "var able=false;\nvar ids = [];\nfor (var i in core.status.thisMap.blocks) {\n var block = core.status.thisMap.blocks[i];\n if (core.isset(block.event) && !(core.isset(block.enable) && !block.enable) && block.event.id == 'yellowDoor') {\n ids.push(i);\n }\n}\nif (ids.length>0) {\n core.status.event.data = ids;\n able=true;\n}\nable",
"pickaxe": "var able=false;\nvar ids = [], id2s = [];\nfor (var i in core.status.thisMap.blocks) {\n\tvar block = core.status.thisMap.blocks[i];\n\tif (core.isset(block.event) && !block.disable && Math.abs(block.x-core.status.hero.loc.x)+Math.abs(block.y-core.status.hero.loc.y)<=1\n\t\t&& (block.event.id == 'yellowWall' || block.event.id=='whiteWall' || block.event.id=='blueWall')) // 能破哪些墙\n\t{\n\t\t// 四个方向\n\t\tif (core.flags.pickaxeFourDirections || (block.x == core.nextX() && block.y == core.nextY()))\n\t\t\tids.push(i);\n\t\telse id2s.push(i);\n\t}\n}\nif (ids.length>0) {\n\tcore.status.event.data = ids;\n\table=true;\n}\nelse if (id2s.length==1) {\n\tcore.status.event.data = id2s;\n\table=true;\n}\nable",
"icePickaxe": "var able=false;\nfor (var i in core.status.thisMap.blocks) {\n\tvar block = core.status.thisMap.blocks[i];\n\tif (core.isset(block.event) && !block.disable && block.x==core.nextX() && block.y==core.nextY() && block.event.id=='ice') {\n\t\tcore.status.event.data = [i];\n\t\table=true;\n\t}\n}\nable",
"bomb": "var able=false;\nvar ids = [], id2s = [];\nfor (var i in core.status.thisMap.blocks) {\n\tvar block = core.status.thisMap.blocks[i];\n\tif (core.isset(block.event) && !block.disable && block.event.cls.indexOf('enemy')==0 && Math.abs(block.x-core.status.hero.loc.x)+Math.abs(block.y-core.status.hero.loc.y)<=1) {\n\t\tvar enemy = core.material.enemys[block.event.id];\n\t\tif (core.isset(enemy) && enemy.notBomb) continue;\n\t\tif (core.flags.bombFourDirections || (block.x==core.nextX() && block.y==core.nextY()))\n\t\t\tids.push(i);\n\t\telse\n\t\t\tid2s.push(i);\n\t}\n}\nif (ids.length>0) {\n\tcore.status.event.data = ids;\n\table=true;\n}\nelse if (id2s.length==1) {\n\tcore.status.event.data = id2s;\n\table=true;\n}\nable",
"hammer": "var able=false;\nvar ids = [], id2s = [];\nfor (var i in core.status.thisMap.blocks) {\n\tvar block = core.status.thisMap.blocks[i];\n\tif (core.isset(block.event) && !block.disable && block.event.cls.indexOf('enemy')==0 && \n\t\tMath.abs(block.x-core.status.hero.loc.x)+Math.abs(block.y-core.status.hero.loc.y)<=1) {\n\t\tvar enemy = core.material.enemys[block.event.id];\n\t\tif (core.isset(enemy) && enemy.notBomb) continue;\n\t\tif (block.x==core.nextX() && block.y==core.nextY())\n\t\t\tids.push(i);\n\t\telse\n\t\t\tid2s.push(i);\n\t}\n}\nif (ids.length>0) {\n\tcore.status.event.data = ids;\n\table=true;\n}\nelse if (id2s.length==1) {\n\tcore.status.event.data = id2s;\n\table=true;\n}\nable",
"earthquake": "var able=false;\nvar ids = [];\nfor (var i in core.status.thisMap.blocks) {\n var block = core.status.thisMap.blocks[i];\n if (core.isset(block.event) && !block.disable && (block.event.id == 'yellowWall' || block.event.id == 'blueWall' || block.event.id == 'whiteWall')) // 能炸的墙壁\n ids.push(i);\n}\nif (ids.length>0) {\n core.status.event.data = ids;\n able=true;\n}\nable",
"centerFly": "var toX = (core.bigmap.width||13)-1-core.getHeroLoc('x'), toY = (core.bigmap.height||13)-1-core.getHeroLoc('y');\ncore.getBlockId(toX, toY) == null",
"upFly": "var able=false;\nvar floorId = core.status.floorId, index = core.floorIds.indexOf(floorId);\nif (index<core.floorIds.length-1) {\n\tvar toId = core.floorIds[index+1], toX = core.getHeroLoc('x'), toY = core.getHeroLoc('y');\n\tvar mw = core.floors[toId].width||13, mh = core.floors[toId].height||13;\n\tif (toX>=0 && toX<mw && toY>=0 && toY<mh && core.getBlock(toX, toY, toId)==null) {\n\t\tcore.status.event.data = {'id': toId, 'x': toX, 'y': toY};\n\t\table=true;\n\t}\n}\nable",
"downFly": "var able=false;\nvar floorId = core.status.floorId, index = core.floorIds.indexOf(floorId);\nif (index>0) {\n\tvar toId = core.floorIds[index-1], toX = core.getHeroLoc('x'), toY = core.getHeroLoc('y');\n\tvar mw = core.floors[toId].width||13, mh = core.floors[toId].height||13;\n\tif (toX>=0 && toX<mw && toY>=0 && toY<mh && core.getBlock(toX, toY, toId)==null) {\n\t\tcore.status.event.data = {'id': toId, 'x': toX, 'y': toY};\n\t\table=true;\n\t}\n}\nable",
"snow": "var able=false;\nvar ids = [], id2s = [];\nfor (var i in core.status.thisMap.blocks) {\n\tvar block = core.status.thisMap.blocks[i];\n\tif (core.isset(block.event) && !block.disable && block.event.id == 'lava' && Math.abs(block.x-core.status.hero.loc.x)+Math.abs(block.y-core.status.hero.loc.y)<=1) {\n\t\tif (core.flags.snowFourDirections || (block.x == core.nextX() && block.y == core.nextY()))\n\t\t\tids.push(i);\n\t\telse id2s.push(i);\n\t}\n}\nif (ids.length>0) {\n\tcore.status.event.data = ids;\n\table=true;\n}\nelse if (id2s.length==1) {\n\tcore.status.event.data = id2s;\n\table=true;\n}\nable",
"bigKey": "var able=false;\nvar ids = [];\nfor (var i in core.status.thisMap.blocks) {\n var block = core.status.thisMap.blocks[i];\n if (core.isset(block.event) && !block.disable && block.event.id == 'yellowDoor') {\n ids.push(i);\n }\n}\nif (ids.length>0) {\n core.status.event.data = ids;\n able=true;\n}\nable",
"poisonWine": "core.hasFlag('poison')",
"weakWine": "core.hasFlag('weak')",
"curseWine": "core.hasFlag('curse')",
@ -343,6 +343,6 @@ items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a =
"shiled5": "true",
"shield5": "true",
"lifeWand": "true",
"jumpShoes": "var nx=core.nextX(2),ny=core.nextY(2);nx>=0&&nx<=12&&ny>=0&&ny<=12&&core.getBlock(nx,ny)==null"
"jumpShoes": "var nx=core.nextX(2),ny=core.nextY(2);nx>=0&&nx<core.bigmap.width&&ny>=0&&ny<core.bigmap.height&&core.getBlock(nx,ny)==null"
}
}

View File

@ -170,7 +170,7 @@
-moz-box-sizing: border-box;
-webkit-box-sizing: border-box;
background: url(project/images/ground.png) repeat;
z-index: 150;
z-index: 135;
display: none;
}
#statusBar .status{
@ -222,7 +222,7 @@ p#hard {
margin: 0 6px 6px 0;
}
span#poison, span#weak, span#curse {
span#poison, span#weak, span#curse, span#pickaxe, span#bomb, span#fly {
font-style: normal;
font-size: 1em;
}
@ -253,6 +253,13 @@ span#poison, span#weak, span#curse {
background: #000000;
}
#gameDraw {
position: absolute;
background: #000000;
overflow: hidden;
z-index: 135;
}
#bg {
z-index: 10;
}
@ -281,6 +288,10 @@ span#poison, span#weak, span#curse {
z-index: 80;
}
#route {
z-index: 105;
}
#ui {
z-index: 110;
}

View File

@ -1,4 +1,16 @@
HTML5魔塔样板V2.3.3
HTML5魔塔样板V2.3.4
大地图的支持
修复超大数值领域导致自动寻路卡死的问题
同点多事件的颜色块绘制
录像播放时可以按PgUp/PgDn浏览地图
可以在读档时E键直接指定编号
破炸飞可以在状态栏显示个数
部分细节优化
-----------------------------------------------------------------------
HTML5魔塔样板V2.3.3
将怪物特殊属性定义和伤害计算函数移动到脚本编辑中
地图编辑器可以使用矩形方式绘制地图