type:closeDoor
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@ -901,6 +901,30 @@ needKey是可选的,如果设置为true则需要钥匙才能打开此门。如
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!> needKey仅对当前楼层开门有效!跨楼层的门仍然不需要钥匙即可打开,如有需求请自行判定。
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### closeDoor:关门
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从V2.6开始提供了关门事件`{"type": "closeDoor"}`,拥有关门动画和对应的音效。
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``` js
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"x,y": [ // 实际执行的事件列表
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{"type": "closeDoor", "id": "yellowDoor", "loc": [3,6]}, // 给(3,6)点关上黄门
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{"type": "closeDoor", "id": "specialDoor"}, // 不写loc则视为当前点
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]
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```
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id为你要关门的ID,需要是一个合法的门,系统默认只支持如下几种:
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```
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yellowDoor, blueDoor, redDoor, greenDoor, specialDoor, steelDoor,
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yellowWall, blueWall, whiteWall
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```
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如果需要自己添加门,请参考[新增门和对应的钥匙](personalization#新增门和对应的钥匙)。
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loc可选,为要关的位置,不填默认为当前点。
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关门事件需要保证该点是空地,否则将无视此事件。
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### changeFloor:楼层切换
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在事件中也可以对楼层进行切换。一个比较典型的例子就是TSW中,勇士在三楼的陷阱被扔到了二楼,就是一个楼层切换事件。
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@ -256,6 +256,7 @@ action
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| waitAsync_s
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| battle_s
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| openDoor_s
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| closeDoor_s
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| changeFloor_s
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| changePos_0_s
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| changePos_1_s
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@ -961,6 +962,23 @@ var code = '{"type": "openDoor"'+floorstr+IdString_0+Bool_0+'},\n';
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return code;
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*/;
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closeDoor_s
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: '关门' 'x' PosString? ',' 'y' PosString? 'ID' IdString Newline
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/* closeDoor_s
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tooltip : closeDoor: 关门事件,需要该点本身无事件
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helpUrl : https://h5mota.com/games/template/docs/#/event?id=opendoor%EF%BC%9A%E5%BC%80%E9%97%A8
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default : ["","","yellowDoor"]
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colour : this.dataColor
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var floorstr = '';
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if (PosString_0 && PosString_1) {
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floorstr = ', "loc": ['+PosString_0+','+PosString_1+']';
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}
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var code = '{"type": "closeDoor", "id": "'+IdString_0+'"'+floorstr+'},\n';
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return code;
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*/;
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changeFloor_s
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: '楼层切换' IdString? 'x' PosString? ',' 'y' PosString? '朝向' DirectionEx_List '动画时间' Int? Newline
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@ -2338,6 +2356,11 @@ ActionParser.prototype.parseAction = function() {
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this.next = MotaActionBlocks['openDoor_s'].xmlText([
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data.loc[0],data.loc[1],data.floorId||'',data.needKey||false,this.next]);
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break;
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case "closeDoor": // 关一个门,需要该点无事件
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data.loc=data.loc||['','']
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this.next = MotaActionBlocks['closeDoor_s'].xmlText([
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data.loc[0],data.loc[1],data.id,this.next]);
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break;
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case "useItem": // 使用道具
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this.next = MotaActionBlocks['useItem_s'].xmlText([
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data.id,this.next]);
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@ -721,7 +721,7 @@ editor.prototype.listen = function () {
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mouseOutCheck = 2;
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setTimeout(clear1);
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e.stopPropagation();
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uc.clearRect(0, 0, core.__SIZE__, core.__SIZE__);
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uc.clearRect(0, 0, core.__PIXELS__, core.__PIXELS__);
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var loc = eToLoc(e);
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var pos = locToPos(loc,true);
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stepPostfix = [];
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@ -93,6 +93,7 @@ editor_blockly = function () {
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MotaActionBlocks['changePos_1_s'].xmlText(),
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MotaActionBlocks['battle_s'].xmlText(),
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MotaActionBlocks['openDoor_s'].xmlText(),
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MotaActionBlocks['closeDoor_s'].xmlText(),
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MotaActionBlocks['useItem_s'].xmlText(),
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MotaActionBlocks['openShop_s'].xmlText(),
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MotaActionBlocks['setBlock_s'].xmlText(),
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@ -1118,6 +1118,11 @@ events.prototype._action_openDoor = function (data, x, y, prefix) {
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}
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}
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events.prototype._action_closeDoor = function (data, x, y, prefix) {
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var loc = this.__action_getLoc(data.loc, x, y, prefix);
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core.closeDoor(loc[0], loc[1], data.id, core.doAction);
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}
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events.prototype._action_useItem = function (data, x, y, prefix) {
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// 考虑到可能覆盖楼传事件的问题,这里不对fly进行检查。
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if (data.id != 'book' && core.canUseItem(data.id)) {
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@ -1800,6 +1805,32 @@ events.prototype.setGlobalFlag = function (name, value) {
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core.resize();
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}
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events.prototype.closeDoor = function (x, y, id, callback) {
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id = id || "";
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if (!(id.endsWith("Door") || id.endsWith("Wall"))
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|| !core.material.icons.animates[id] || core.getBlock(x, y) != null) {
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if (callback) callback();
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return;
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}
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// 关门动画
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core.playSound('door.mp3');
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var door = core.material.icons.animates[id];
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var speed = id.endsWith("Door") ? 30 : 70, state = 0;
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var animate = window.setInterval(function () {
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state++;
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if (state == 4) {
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clearInterval(animate);
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delete core.animateFrame.asyncId[animate];
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core.setBlock(core.getNumberById(id), x, y);
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if (callback) callback();
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return;
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}
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core.clearMap('event', 32 * x, 32 * y, 32, 32);
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core.drawImage('event', core.material.images.animates, 32 * (4-state), 32 * door, 32, 32, 32 * x, 32 * y, 32, 32);
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}, speed / core.status.replay.speed);
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core.animateFrame.asyncId[animate] = true;
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}
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////// 显示图片 //////
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events.prototype.showImage = function (code, image, x, y, dw, dh, opacityVal, time, callback) {
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dw /= 100;
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