diff --git a/_server/data.comment.js b/_server/data.comment.js index 94a6fcbb..a149b17b 100644 --- a/_server/data.comment.js +++ b/_server/data.comment.js @@ -351,6 +351,12 @@ data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc = "_bool": "bool", "_data": "是否在状态栏显示当前楼层" }, + "enableName": { + "_leaf": true, + "_type": "checkbox", + "_bool": "bool", + "_data": "是否在状态栏显示勇士名字" + }, "enableLv": { "_leaf": true, "_type": "checkbox", diff --git a/_server/functions.comment.js b/_server/functions.comment.js index ecc6ac0f..2e5f1735 100644 --- a/_server/functions.comment.js +++ b/_server/functions.comment.js @@ -90,6 +90,12 @@ functions_comment_c456ea59_6018_45ef_8bcc_211a24c627dc = "_type": "textarea", "_lint": true, "_data": "读档事件后,载入事件前,可以执行的操作" + }, + "canUseQuickShop": { + "_leaf": true, + "_type": "textarea", + "_lint": true, + "_data": "当前能否使用快捷商店" } } }, @@ -103,6 +109,12 @@ functions_comment_c456ea59_6018_45ef_8bcc_211a24c627dc = "_lint": true, "_data": "怪物特殊属性的定义(获得怪物的特殊属性)" }, + "getEnemyInfo": { + "_leaf": true, + "_type": "textarea", + "_lint": true, + "_data": "获得某个怪物的当前属性数据\n该函数主要是会被伤害计算和怪物手册等使用" + }, "getDamageInfo": { "_leaf": true, "_type": "textarea", @@ -121,6 +133,12 @@ functions_comment_c456ea59_6018_45ef_8bcc_211a24c627dc = "_leaf": false, "_type": "object", "_data": { + "flyTo": { + "_leaf": true, + "_type": "textarea", + "_lint": true, + "_data": "使用楼层传送器飞到某层" + }, "updateStatusBar": { "_leaf": true, "_type": "textarea", @@ -132,13 +150,19 @@ functions_comment_c456ea59_6018_45ef_8bcc_211a24c627dc = "_type": "textarea", "_lint": true, "_data": "阻激夹域的伤害值计算" - }, + } } }, "ui": { "_leaf": false, "_type": "object", "_data": { + "drawStatistics": { + "_leaf": true, + "_type": "textarea", + "_lint": true, + "_data": "地图数据统计项的注册" + }, "drawAbout": { "_leaf": true, "_type": "textarea", diff --git a/docs/api.md b/docs/api.md index 14cde546..0388bd22 100644 --- a/docs/api.md +++ b/docs/api.md @@ -349,34 +349,36 @@ core.enemys.getSpecialHint(enemy, special) 获得怪物某个(或全部)特殊属性的文字说明。 -core.enemys.canBattle(enemyId) +core.enemys.canBattle(enemyId, x, y, floorId) 返回当前能否战胜某个怪物。 +后面三个参数是怪物坐标和楼层。 -core.enemys.getDamage(enemyId) +core.enemys.getDamage(enemyId, x, y, floorId) 返回当前对某个怪物的战斗伤害。如果无法战斗,返回null。 +后面三个参数是怪物坐标和楼层。 core.enemys.getExtraDamage(enemyId) 返回某个怪物会对勇士造成的额外伤害(不可被魔防抵消),例如仇恨、固伤等等。 -core.enemys.nextCriticals(enemyId, number) +core.enemys.nextCriticals(enemyId, number, x, y, floorId) 返回一个列表,为接下来number(可忽略,默认为1)个该怪物的临界值和临界减伤。 列表每一项类似 [x,y] 表示临界值为x,且临界减伤为y。 如果无临界值,则返回空列表。 -core.enemys.getDefDamage(enemyId, k) +core.enemys.getDefDamage(enemyId, k, x, y, floorId) 获得k(可忽略,默认为1)防减伤值。 -core.enemys.getDamageInfo(enemy, hero_hp, hero_atk, hero_def, hero_mdef) +core.enemys.getDamageInfo(enemy, hero_hp, hero_atk, hero_def, hero_mdef, x, y, floorId) 获得实际战斗信息,比如伤害,回合数,每回合伤害等等。 此函数是实际战斗过程的计算。 -core.enemys.calDamage(enemy, hero_hp, hero_atk, hero_def, hero_mdef) +core.enemys.calDamage(enemy, hero_hp, hero_atk, hero_def, hero_mdef, x, y, floorId) 获得在某个勇士属性下怪物伤害;实际返回的是上面getDamageInfo中伤害的数值。 diff --git a/docs/personalization.md b/docs/personalization.md index 4814f924..78ab906f 100644 --- a/docs/personalization.md +++ b/docs/personalization.md @@ -320,7 +320,7 @@ core.setFlag("shield5", true); // 增加一个自定义Flag:已经拿到神圣 ``` 2. 免疫吸血效果:在脚本编辑的getDamageInfo中,编辑成如果存在神圣盾标记,吸血伤害为0。 ``` js -function (enemy, hero_hp, hero_atk, hero_def, hero_mdef) { +function (enemy, hero_hp, hero_atk, hero_def, hero_mdef, x, y, floorId) { // ... 上略 // 吸血 if (this.hasSpecial(mon_special, 11)) { @@ -501,7 +501,7 @@ case 87: // W // 请使用同步脚本,请勿执行任何异步代码,否则可能导致游戏过程或录像出现问题。 core.insertAction([...]) // 例如,插入一段自定义事件并执行。 - core.status.route.push("key:"+keyCode); // 录像的支持!这句话必须要加,不然录像回放会出错! + // core.status.route.push("key:"+keyCode); // 录像的支持,这句话加不加最好仔细进行测试 } break; ``` @@ -509,7 +509,9 @@ case 87: // W 在勇士处于停止的条件下,按下W键时,将执行你写的脚本代码。请只使用同步脚本而不要使用异步代码,不然可能导致游戏出现问题。 -`core.status.route.push("key:"+keyCode);` 这句话是对录像的支持,一定要加(这样录像播放时也会模拟该按键)。 +`core.status.route.push("key:"+keyCode);` 这句话是对录像的支持。 + +**录像的支持可能比较诡异,在不同条件下都是不同的;因此加不加最好分开独立进行测试。** !> H5不支持组合快捷键,所以不存在`W+1`这种组合快捷键的说法! @@ -560,8 +562,8 @@ this.myfunc = function(x) {

``` -3. 在editor.html中的statusBar(305行起),仿照第二点同样添加;这一项如果不进行则会地图编辑器报错。 -4. 使用便捷PS工具,打开icons.png,新增一行并将魔力的图标P上去;记下其索引比如23(减速播放图标的下方)。 +3. 在editor.html中的statusBar(317行起),仿照第二点同样添加;这一项如果不进行则会地图编辑器报错。editor-mobile.html同理。 +4. 使用便捷PS工具,打开icons.png,新增一行并将魔力的图标P上去;记下其索引比如24(从0开始数)。 5. 在main.js的this.statusBar中增加图片、图标和内容的定义。 ``` js this.statusBar = { @@ -571,7 +573,7 @@ this.statusBar = { }, 'icons': { // ...其他略 - 'mana': 23, // 图标的定义,这里对应的是icons.png中的索引 + 'mana': 24, // 图标的定义,这里对应的是icons.png中的索引 }, // ...其他略 'mana': document.getElementById('mana'), // 显示内容(数据)的定义 @@ -583,7 +585,6 @@ core.statusBar.mana.innerHTML = core.getFlag('mana', 0); // 设置其显示内 core.statusBar.mana.innerHTML = core.getFlag('mana', 0) + '/' + core.getFlag('manaMax', 0); // 显示内容将类似 "32/60" 这样。 core.statusBar.mana.style.fontStyle = 'normal'; // 这一行会取消斜体。如果是汉字(比如技能名)的话,斜体起来会非常难看,可以通过这一句取消。 ``` -7. 在control.js的clearStatusBar函数,`statusList`里面也要增加mana项,这样清空状态栏时也会对其清空。 ## 技能塔的支持 diff --git a/editor-mobile.html b/editor-mobile.html index 3f656e78..b04d75ae 100644 --- a/editor-mobile.html +++ b/editor-mobile.html @@ -333,6 +333,10 @@

+
+ +

+

diff --git a/editor.html b/editor.html index f3d9b16f..1a37ee1b 100644 --- a/editor.html +++ b/editor.html @@ -319,6 +319,10 @@

+
+ +

+

diff --git a/index.html b/index.html index 7710ce4e..f84ce4e1 100644 --- a/index.html +++ b/index.html @@ -46,6 +46,10 @@

+
+ +

+

diff --git a/libs/actions.js b/libs/actions.js index 706eac89..7dd56cad 100644 --- a/libs/actions.js +++ b/libs/actions.js @@ -969,24 +969,15 @@ actions.prototype.clickFly = function(x,y) { if ((x==10 || x==11) && y==10) core.ui.drawFly(core.status.event.data-10); if ((x==10 || x==11) && y==4) core.ui.drawFly(core.status.event.data+10); if (x>=5 && x<=7 && y==12) core.ui.closePanel(); - if (x>=0 && x<=9 && y>=3 && y<=11) { - var index=core.status.hero.flyRange.indexOf(core.status.floorId); - var stair=core.status.event.data=0 && x<=9 && y>=3 && y<=11) + core.control.flyTo(core.status.hero.flyRange[core.status.event.data]); return; } ////// 楼层传送器界面时,按下某个键的操作 ////// actions.prototype.keyDownFly = function (keycode) { if (keycode==37) core.ui.drawFly(core.status.event.data-10); - else if ( keycode==38) core.ui.drawFly(core.status.event.data+1); + else if (keycode==38) core.ui.drawFly(core.status.event.data+1); else if (keycode==39) core.ui.drawFly(core.status.event.data+10); else if (keycode==40) core.ui.drawFly(core.status.event.data-1); return; @@ -1030,14 +1021,14 @@ actions.prototype.clickViewMaps = function (x,y) { return; } - if(x>=2 && x<=10 && y<=4) { + if(y<=4 && (mh==13 || (x>=2 && x<=10))) { index++; while (index=2 && x<=10 && y>=8) { + else if (y>=8 && (mh==13 || (x>=2 && x<=10))) { index--; while (index>=0 && index!=now && core.floors[core.floorIds[index]].cannotViewMap) index--; @@ -1231,7 +1222,7 @@ actions.prototype.keyUpQuickShop = function (keycode) { ////// 工具栏界面时的点击操作 ////// actions.prototype.clickToolbox = function(x,y) { // 装备栏 - if (x>=10 && x<=12 && y==0 && core.flags.equipment) { + if (x>=10 && x<=12 && y==0) { core.ui.closePanel(); core.openEquipbox(); return; @@ -2067,6 +2058,10 @@ actions.prototype.clickSyncSave = function (x,y) { }); break; case 4: + core.status.event.selection=0; + core.ui.drawReplay(); + break; + case 5: if (core.hasFlag('debug')) { core.drawText("\t[系统提示]调试模式下无法下载录像"); break; @@ -2078,11 +2073,11 @@ actions.prototype.clickSyncSave = function (x,y) { 'route': core.encodeRoute(core.status.route) })); break; - case 5: + case 6: core.status.event.selection=0; core.ui.drawStorageRemove(); break; - case 6: + case 7: core.status.event.selection=3; core.ui.drawSettings(); break; diff --git a/libs/control.js b/libs/control.js index a910c9a5..69ce1ce8 100644 --- a/libs/control.js +++ b/libs/control.js @@ -250,6 +250,8 @@ control.prototype.clearStatus = function() { } core.status = {}; core.clearStatusBar(); + core.status.played = false; + core.events.setHeroIcon('hero.png', true); } ////// 重置游戏状态和初始数据 ////// @@ -266,7 +268,6 @@ control.prototype.resetStatus = function(hero, hard, floorId, route, maps, value // 初始化status core.status = core.clone(core.initStatus); - core.status.played = true; // 初始化maps core.status.floorId = floorId; core.status.maps = core.clone(maps); @@ -275,6 +276,8 @@ control.prototype.resetStatus = function(hero, hard, floorId, route, maps, value core.material.items = core.clone(core.items.getItems()); // 初始化人物属性 core.status.hero = core.clone(hero); + // 初始化人物图标 + core.events.setHeroIcon(core.getFlag('heroIcon', 'hero.png'), true); // 统计数据 if (!core.isset(core.status.hero.statistics)) core.status.hero.statistics = { @@ -302,6 +305,7 @@ control.prototype.resetStatus = function(hero, hard, floorId, route, maps, value else core.values = core.clone(core.data.values); core.events.initGame(); + core.status.played = true; } ////// 开始游戏 ////// @@ -1022,6 +1026,8 @@ control.prototype.updateViewport = function() { ////// 绘制勇士 ////// control.prototype.drawHero = function (direction, x, y, status, offset) { + if (!core.isPlaying()) return; + var scan = { 'up': {'x': 0, 'y': -1}, 'left': {'x': -1, 'y': 0}, @@ -1197,20 +1203,22 @@ control.prototype.checkBlock = function () { // 检查阻击事件 var snipe = []; - var scan = { - 'up': {'x': 0, 'y': -1}, - 'left': {'x': -1, 'y': 0}, - 'down': {'x': 0, 'y': 1}, - 'right': {'x': 1, 'y': 0} - } - for (var direction in scan) { - var nx = x+scan[direction].x, ny=y+scan[direction].y; - 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)) { - snipe.push({'direction': direction, 'x': nx, 'y': ny}); + if (!core.hasFlag("no_snipe")) { + var scan = { + 'up': {'x': 0, 'y': -1}, + 'left': {'x': -1, 'y': 0}, + 'down': {'x': 0, 'y': 1}, + 'right': {'x': 1, 'y': 0} + } + for (var direction in scan) { + var nx = x+scan[direction].x, ny=y+scan[direction].y; + 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)) { + snipe.push({'direction': direction, 'x': nx, 'y': ny}); + } } } } @@ -1280,7 +1288,7 @@ control.prototype.snipe = function (snipes) { snipe.blockImage = core.material.images[cls]; snipe.height = height; - var damage = core.enemys.getDamage(block.event.id); + var damage = core.enemys.getDamage(block.event.id, x, y); var color = '#000000'; if (damage == null) { @@ -1506,7 +1514,7 @@ control.prototype.updateDamage = function () { // 判断显伤 var event = core.floors[core.status.floorId].events[x+","+y]; if (core.isset(event) && !(event instanceof Array)) { - if (core.isset(event.displayDamage) && !event.displayDamage) + if (event.displayDamage === false) continue; } } @@ -1514,7 +1522,7 @@ control.prototype.updateDamage = function () { var id = mapBlocks[b].event.id; if (core.flags.displayEnemyDamage) { - var damage = core.enemys.getDamage(id); + var damage = core.enemys.getDamage(id, x, y); var color = '#000000'; if (damage == null) { @@ -1901,14 +1909,10 @@ control.prototype.replay = function () { if (core.hasItem('fly') && toIndex>=0 && nowIndex>=0) { core.ui.drawFly(toIndex); setTimeout(function () { - core.ui.closePanel(); - var stair=toIndexcore.firstData.levelUp.length) return core.status.hero.lv; - return core.firstData.levelUp[core.status.hero.lv-1].name || core.status.hero.lv; + return ((core.firstData.levelUp||[])[core.status.hero.lv-1]||{}).name || core.status.hero.lv; } ////// 设置某个自定义变量或flag ////// @@ -2585,11 +2591,11 @@ control.prototype.playSound = function (sound) { ////// 清空状态栏 ////// control.prototype.clearStatusBar = function() { - var statusList = ['floor', 'lv', 'hpmax', 'hp', 'atk', 'def', 'mdef', 'money', 'experience', - 'up', 'yellowKey', 'blueKey', 'redKey', 'poison', 'weak', 'curse', 'hard']; - statusList.forEach(function (e) { - core.statusBar[e].innerHTML = " "; - }); + + Object.keys(core.statusBar).forEach(function (e) { + if (core.isset(core.statusBar[e].innerHTML)) + core.statusBar[e].innerHTML = " "; + }) core.statusBar.image.book.style.opacity = 0.3; if (!core.flags.equipboxButton) { core.statusBar.image.fly.style.opacity = 0.3; @@ -2645,6 +2651,27 @@ control.prototype.updateStatusBar = function () { } } +control.prototype.updateHeroIcon = function (name) { + name = name || "hero.png"; + if (core.statusBar.icons.name == name) return; + core.statusBar.icons.name = name; + + var image = core.material.images.hero; + + var canvas = document.createElement("canvas"); + var context = canvas.getContext("2d"); + canvas.width = 32; + canvas.height = 32; + context.drawImage(image, 0, 0, 32, 32, 0, 0, 32, 32); + if (core.material.icons.hero.height>=48) { + context.lineWidth = 5; + context.strokeStyle = '#FFFFFF'; + context.strokeRect(0, 0, 32, 32); + } + core.statusBar.image.name.src = canvas.toDataURL("image/png"); + +} + ////// 屏幕分辨率改变后重新自适应 ////// control.prototype.resize = function(clientWidth, clientHeight) { if (main.mode=='editor')return; @@ -2685,8 +2712,9 @@ control.prototype.resize = function(clientWidth, clientHeight) { if (!core.flags.enableExperience) count--; if (!core.flags.enableLevelUp) count--; if (!core.flags.enableDebuff) count--; - if (core.isset(core.flags.enableKeys) && !core.flags.enableKeys) count--; + if (!core.flags.enableKeys) count--; if (!core.flags.enablePZF) count--; + if (!core.flags.enableName) count--; var statusLineHeight = BASE_LINEHEIGHT * 9 / count; var statusLineFontSize = DEFAULT_FONT_SIZE; @@ -2940,6 +2968,12 @@ control.prototype.resize = function(clientWidth, clientHeight) { display: core.flags.enableFloor ? 'block': 'none' } }, + { + id: 'nameCol', + rules: { + display: core.flags.enableName ? 'block': 'none' + } + }, { id: 'lvCol', rules: { diff --git a/libs/core.js b/libs/core.js index a4157709..b155f6e5 100644 --- a/libs/core.js +++ b/libs/core.js @@ -232,19 +232,23 @@ core.prototype.init = function (coreData, callback) { core.platform.isQQ = /QQ/i.test(navigator.userAgent); core.platform.isWeChat = /MicroMessenger/i.test(navigator.userAgent); core.platform.useLocalForage = core.getLocalStorage('useLocalForage', true); + if (core.platform.isIOS) core.platform.useLocalForage=false; if (core.platform.useLocalForage) { try { - core.setLocalForage("__test__", "__test__", function() { + core.setLocalForage("__test__", LZString.compress("__test__"), function() { try { core.getLocalForage("__test__", null, function(data) { - if (data!="__test__") { - console.log("localForage unsupported!"); - core.platform.useLocalForage=false; - } - else { - console.log("localForage supported!") - core.removeLocalForage("__test__"); + try { + if (LZString.decompress(data)!="__test__") { + console.log("localForage unsupported!"); + core.platform.useLocalForage=false; + } + else { + console.log("localForage supported!") + core.removeLocalForage("__test__"); + } } + catch (e) {console.log(e); core.platform.useLocalForage=false;} }, function(e) {console.log(e); core.platform.useLocalForage=false;}) } catch (e) {console.log(e); core.platform.useLocalForage=false;} @@ -288,8 +292,7 @@ core.prototype.init = function (coreData, callback) { core.flags.displayEnemyDamage = core.getLocalStorage('enemyDamage', core.flags.displayEnemyDamage); core.flags.displayCritical = core.getLocalStorage('critical', core.flags.displayCritical); core.flags.displayExtraDamage = core.getLocalStorage('extraDamage', core.flags.displayExtraDamage); - core.flags.clickMoveDirectly = core.getLocalStorage('clickMoveDirectly', - !(core.isset(core.flags.clickMoveDirectly) && !core.flags.clickMoveDirectly)); + core.flags.clickMoveDirectly = core.getLocalStorage('clickMoveDirectly', core.flags.clickMoveDirectly); core.material.ground = new Image(); core.material.ground.src = "project/images/ground.png"; @@ -300,6 +303,9 @@ core.prototype.init = function (coreData, callback) { console.log(core.material); // 设置勇士高度 core.material.icons.hero.height = core.material.images.hero.height/4; + // 行走图 + core.control.updateHeroIcon(); + core.initStatus.maps = core.maps.initMaps(core.floorIds); core.setRequestAnimationFrame(); core.showStartAnimate(); @@ -821,13 +827,13 @@ core.prototype.hasSpecial = function (special, test) { } ////// 判断能否战斗 ////// -core.prototype.canBattle = function(enemyId) { - return core.enemys.canBattle(enemyId); +core.prototype.canBattle = function(enemyId, x, y, floorId) { + return core.enemys.canBattle(enemyId, x, y, floorId); } ////// 获得伤害数值 ////// -core.prototype.getDamage = function(enemy) { - return core.enemys.getDamage(enemy); +core.prototype.getDamage = function(enemy, x, y, floorId) { + return core.enemys.getDamage(enemy, x, y, floorId); } ////// 获得某个物品的个数 ////// diff --git a/libs/enemys.js b/libs/enemys.js index c2f7d3ee..efae6beb 100644 --- a/libs/enemys.js +++ b/libs/enemys.js @@ -99,15 +99,15 @@ enemys.prototype.getSpecialHint = function (enemy, special) { } ////// 能否获胜 ////// -enemys.prototype.canBattle = function (enemyId) { - var damage = this.getDamage(enemyId); +enemys.prototype.canBattle = function (enemyId, x, y, floorId) { + var damage = this.getDamage(enemyId, x, y, floorId); return damage != null && damage < core.status.hero.hp; } ////// 获得某个怪物的伤害 ////// -enemys.prototype.getDamage = function (enemy) { +enemys.prototype.getDamage = function (enemy, x, y, floorId) { if (typeof enemy == 'string') enemy = core.material.enemys[enemy]; - var damage = this.calDamage(enemy, core.status.hero.hp, core.status.hero.atk, core.status.hero.def, core.status.hero.mdef); + var damage = this.calDamage(enemy, core.status.hero.hp, core.status.hero.atk, core.status.hero.def, core.status.hero.mdef, x, y, floorId); if (damage == null) return null; return damage + this.getExtraDamage(enemy); } @@ -126,7 +126,7 @@ enemys.prototype.getExtraDamage = function (enemy) { } ////// 接下来N个临界值和临界减伤计算 ////// -enemys.prototype.nextCriticals = function (enemy, number) { +enemys.prototype.nextCriticals = function (enemy, number, x, y, floorId) { if (typeof enemy == 'string') enemy = core.material.enemys[enemy]; var useTurn = !core.flags.useLoop; @@ -142,7 +142,7 @@ enemys.prototype.nextCriticals = function (enemy, number) { // 坚固、模仿怪物没有临界! if (this.hasSpecial(enemy.special, 10)) return []; - var info = this.getDamageInfo(enemy, core.status.hero.hp, core.status.hero.atk, core.status.hero.def, core.status.hero.mdef); + var info = this.getDamageInfo(enemy, core.status.hero.hp, core.status.hero.atk, core.status.hero.def, core.status.hero.mdef, x, y, floorId); if (info == null) { if (core.status.hero.atk<=enemy.def) { @@ -167,7 +167,7 @@ enemys.prototype.nextCriticals = function (enemy, number) { } if (nextAtk<=hero_atk) break; if (nextAtk!=pre) { - var nextInfo = this.getDamageInfo(enemy, core.status.hero.hp, nextAtk, core.status.hero.def, core.status.hero.mdef); + var nextInfo = this.getDamageInfo(enemy, core.status.hero.hp, nextAtk, core.status.hero.def, core.status.hero.mdef, x, y, floorId); if (nextInfo==null) break; list.push([nextAtk-hero_atk,info.damage-nextInfo.damage]); if (nextInfo.damage<=0 && !core.flags.enableNegativeDamage) break; @@ -180,7 +180,7 @@ enemys.prototype.nextCriticals = function (enemy, number) { else { // 暴力for循环法 pre = info.damage; for (var atk=hero_atk+1;atk<=mon_hp+mon_def;atk++) { - var nextInfo = this.getDamageInfo(enemy, core.status.hero.hp, atk, core.status.hero.def, core.status.hero.mdef); + var nextInfo = this.getDamageInfo(enemy, core.status.hero.hp, atk, core.status.hero.def, core.status.hero.mdef, x, y, floorId); if (nextInfo==null) break; if (pre>nextInfo.damage) { pre = nextInfo.damage; @@ -195,27 +195,32 @@ enemys.prototype.nextCriticals = function (enemy, number) { } ////// N防减伤计算 ////// -enemys.prototype.getDefDamage = function (enemy, k) { +enemys.prototype.getDefDamage = function (enemy, k, x, y, floorId) { if (typeof enemy == 'string') enemy = core.material.enemys[enemy]; k = k || 1; - var nowDamage = this.calDamage(enemy, core.status.hero.hp, core.status.hero.atk, core.status.hero.def, core.status.hero.mdef); - var nextDamage = this.calDamage(enemy, core.status.hero.hp, core.status.hero.atk, core.status.hero.def + k, core.status.hero.mdef); + var nowDamage = this.calDamage(enemy, core.status.hero.hp, core.status.hero.atk, core.status.hero.def, core.status.hero.mdef, x, y, floorId); + var nextDamage = this.calDamage(enemy, core.status.hero.hp, core.status.hero.atk, core.status.hero.def + k, core.status.hero.mdef, x, y, floorId); if (nowDamage == null || nextDamage ==null) return "???"; return nowDamage - nextDamage; } +enemys.prototype.getEnemyInfo = function (enemy, hero_hp, hero_atk, hero_def, hero_mdef, x, y, floorId) { + if (typeof enemy == 'string') enemy = core.material.enemys[enemy]; + return this.enemydata.getEnemyInfo(enemy, hero_hp, hero_atk, hero_def, hero_mdef, x, y, floorId) +} + ////// 获得战斗伤害信息(实际伤害计算函数) ////// -enemys.prototype.getDamageInfo = function(enemy, hero_hp, hero_atk, hero_def, hero_mdef) { +enemys.prototype.getDamageInfo = function(enemy, hero_hp, hero_atk, hero_def, hero_mdef, x, y, floorId) { // 移动到了脚本编辑 - getDamageInfo中 if (typeof enemy == 'string') enemy = core.material.enemys[enemy]; - return this.enemydata.getDamageInfo(enemy, hero_hp, hero_atk, hero_def, hero_mdef); + return this.enemydata.getDamageInfo(enemy, hero_hp, hero_atk, hero_def, hero_mdef, x, y, floorId); } ////// 获得在某个勇士属性下怪物伤害 ////// -enemys.prototype.calDamage = function (enemy, hero_hp, hero_atk, hero_def, hero_mdef) { +enemys.prototype.calDamage = function (enemy, hero_hp, hero_atk, hero_def, hero_mdef, x, y, floorId) { if (typeof enemy == 'string') enemy = core.material.enemys[enemy]; - var info = this.getDamageInfo(enemy, hero_hp, hero_atk, hero_def, hero_mdef); + var info = this.getDamageInfo(enemy, hero_hp, hero_atk, hero_def, hero_mdef, x, y, floorId); if (info == null) return null; return info.damage; } @@ -246,12 +251,7 @@ enemys.prototype.getCurrentEnemys = function (floorId) { hero_def = Math.floor(core.getFlag('equip_def_buff',1)*hero_def); hero_mdef = Math.floor(core.getFlag('equip_mdef_buff',1)*hero_mdef); } - if (this.hasSpecial(enemy.special, 10)) { - mon_atk=hero_atk; - mon_def=hero_def; - } - if (this.hasSpecial(enemy.special, 3) && mon_def < hero_atk - 1) - mon_def = hero_atk - 1; + var enemyInfo = this.getEnemyInfo(enemy, core.status.hero.hp, hero_atk, hero_def, hero_mdef, null, null, floorId); var specialText = core.enemys.getSpecialText(enemyId); if (specialText.length>=3) specialText = "多属性..."; @@ -263,17 +263,17 @@ enemys.prototype.getCurrentEnemys = function (floorId) { enemys.push({ 'id': enemyId, 'name': enemy.name, - 'hp': mon_hp, - 'atk': mon_atk, - 'def': mon_def, - 'money': enemy.money, - 'experience': enemy.experience, - 'point': enemy.point||0, // 加点 + 'hp': enemyInfo.hp, + 'atk': enemyInfo.atk, + 'def': enemyInfo.def, + 'money': enemyInfo.money||0, + 'experience': enemyInfo.experience||0, + 'point': enemyInfo.point||0, // 加点 'special': specialText, - 'damage': this.getDamage(enemyId), + 'damage': this.getDamage(enemyId,null,null,floorId), 'critical': critical[0], 'criticalDamage': critical[1], - 'defDamage': this.getDefDamage(enemyId) + 'defDamage': this.getDefDamage(enemyId,1,null,null,floorId) }); used[enemyId] = true; diff --git a/libs/events.js b/libs/events.js index aab2a7d1..5ea87222 100644 --- a/libs/events.js +++ b/libs/events.js @@ -657,16 +657,21 @@ events.prototype.doAction = function() { case "setFg": // 颜色渐变 if (data.async) { core.setFg(data.color, data.time); + core.setFlag('color', data.color||null); this.doAction(); } else { core.setFg(data.color, data.time, function() { + core.setFlag('color', data.color||null); core.events.doAction(); }); } break; case "setWeather": // 更改天气 core.setWeather(data.name, data.level); + if (core.isset(data.name)) + core.setFlag('weather', [data.name, data.level]); + else core.setFlag('weather', null); this.doAction(); break; case "openDoor": // 开一个门,包括暗墙 @@ -1120,7 +1125,7 @@ events.prototype.battle = function (id, x, y, force, callback) { core.stopAutomaticRoute(); // 非强制战斗 - if (!core.enemys.canBattle(id) && !force && !core.isset(core.status.event.id)) { + if (!core.enemys.canBattle(id, x, y) && !force && !core.isset(core.status.event.id)) { core.drawTip("你打不过此怪物!"); core.clearContinueAutomaticRoute(); return; @@ -1272,29 +1277,32 @@ events.prototype.changeFloor = function (floorId, stair, heroLoc, time, callback } // 不存在事件时,更改画面色调 - if (core.status.event.id == null) { - // 默认画面色调 - if (core.isset(core.floors[floorId].color)) { - var color = core.floors[floorId].color; - - // 直接变色 - core.clearMap('curtain'); - if (core.isset(color[3])) - core.setAlpha('curtain', color[3]); - else - core.setAlpha('curtain', 1); - core.fillRect('curtain', 0, 0, 416, 416, core.arrayToRGB(color)); - core.status.curtainColor = color; - } - else { - core.clearMap('curtain'); - core.setAlpha('curtain', 0); - } + var color = core.getFlag('color', null); + if (!core.isset(color) && core.isset(core.floors[floorId].color)) { + color = core.floors[floorId].color; + } + if (core.isset(color)) { + // 直接变色 + core.clearMap('curtain'); + if (core.isset(color[3])) + core.setAlpha('curtain', color[3]); + else + core.setAlpha('curtain', 1); + core.fillRect('curtain', 0, 0, 416, 416, core.arrayToRGB(color)); + core.status.curtainColor = color; + } + else { + core.clearMap('curtain'); + core.setAlpha('curtain', 0); } // 更改天气 - if (core.isset(core.floors[floorId].weather)) { - core.setWeather(core.floors[floorId].weather[0], core.floors[floorId].weather[1]) + var weather = core.getFlag('weather', null); + if (!core.isset(weather) && core.isset(core.floors[floorId].weather)) { + weather = core.floors[floorId].weather; + } + if (core.isset(weather)) { + core.setWeather(weather[0], weather[1]) } else core.setWeather(); @@ -1561,19 +1569,19 @@ events.prototype.disableQuickShop = function (shopId) { ////// 能否使用快捷商店 ////// events.prototype.canUseQuickShop = function(shopId) { - if (core.isset(core.floors[core.status.floorId].canUseQuickShop) && !core.floors[core.status.floorId].canUseQuickShop) - return '当前不能使用快捷商店。'; - - return null; + return this.eventdata.canUseQuickShop(shopId); } ////// 设置角色行走图 ////// -events.prototype.setHeroIcon = function (name) { +events.prototype.setHeroIcon = function (name, noDraw) { if (core.isset(core.material.images.images[name]) && core.material.images.images[name].width==128) { core.setFlag("heroIcon", name); + core.material.images.hero.onload = function () { + core.material.icons.hero.height = core.material.images.images[name].height/4; + core.control.updateHeroIcon(name); + if (!noDraw) core.drawHero(); + } core.material.images.hero.src = core.material.images.images[name].src; - core.material.icons.hero.height = core.material.images.images[name].height/4; - core.drawHero(); } } @@ -1582,7 +1590,7 @@ events.prototype.checkLvUp = function () { if (!core.flags.enableLevelUp || !core.isset(core.firstData.levelUp) || core.status.hero.lv>=core.firstData.levelUp.length) return; // 计算下一个所需要的数值 - var need=core.firstData.levelUp[core.status.hero.lv].need; + var need=(core.firstData.levelUp[core.status.hero.lv]||{}).need; if (!core.isset(need)) return; if (core.status.hero.experience>=need) { // 升级 diff --git a/libs/ui.js b/libs/ui.js index 47cd026e..f7984067 100644 --- a/libs/ui.js +++ b/libs/ui.js @@ -862,8 +862,11 @@ ui.prototype.drawBattleAnimate = function(monsterId, callback) { var hero_hp = core.getStatus('hp'), hero_atk = core.getStatus('atk'), hero_def = core.getStatus('def'), hero_mdef = core.getStatus('mdef'); - var monster = core.material.enemys[monsterId]; - var mon_hp = monster.hp, mon_atk = monster.atk, mon_def = monster.def, mon_money=monster.money, mon_exp = monster.experience, mon_special=monster.special; + + hero_hp=Math.max(0, hero_hp); + hero_atk=Math.max(0, hero_atk); + hero_def=Math.max(0, hero_def); + hero_mdef=Math.max(0, hero_mdef); if (core.flags.equipPercentage) { hero_atk = Math.floor(core.getFlag('equip_atk_buff',1)*hero_atk); @@ -871,30 +874,30 @@ ui.prototype.drawBattleAnimate = function(monsterId, callback) { hero_mdef = Math.floor(core.getFlag('equip_mdef_buff',1)*hero_mdef); } + var enemy = core.material.enemys[monsterId]; + var enemyInfo = core.enemys.getEnemyInfo(enemy, hero_hp, hero_atk, hero_def, hero_mdef); + var mon_hp = enemyInfo.hp, mon_atk = enemyInfo.atk, mon_def = enemyInfo.def, mon_money=enemyInfo.money, + mon_exp = enemyInfo.experience, mon_special=enemyInfo.special; + var initDamage = 0; // 战前伤害 // 吸血 if (core.enemys.hasSpecial(mon_special, 11)) { - var vampireDamage = hero_hp * monster.value; + var vampireDamage = hero_hp * enemy.value; // 如果有神圣盾免疫吸血等可以在这里写 - vampireDamage = Math.floor(vampireDamage); + vampireDamage = Math.floor(vampireDamage) || 0; // 加到自身 - if (monster.add) // 如果加到自身 + if (enemy.add) // 如果加到自身 mon_hp += vampireDamage; initDamage += vampireDamage; } - hero_hp -= core.enemys.getExtraDamage(monster); + hero_hp -= core.enemys.getExtraDamage(enemy); - if (core.enemys.hasSpecial(mon_special, 10)) { // 模仿 - mon_atk=hero_atk; - mon_def=hero_def; - } if (core.enemys.hasSpecial(mon_special, 2)) hero_def=0; // 魔攻 - if (core.enemys.hasSpecial(mon_special, 3) && mon_def0) { - var name=""; + var name=null; if (key=='yellowDoor') name="黄门"; else if (key=='blueDoor') name="蓝门"; else if (key=='redDoor') name="红门"; else if (key=='greenDoor') name="绿门"; else if (key=='steelDoor') name="铁门"; - else name=core.material.items[key].name; + else name=(core.material.items[key]||{}).name; if (core.isset(name)) { text+=name+value+"个;"; } diff --git a/main.js b/main.js index 130a77b3..54442633 100644 --- a/main.js +++ b/main.js @@ -51,6 +51,7 @@ function main() { 'data': document.getElementById('data'), 'statusLabels': document.getElementsByClassName('statusLabel'), 'floorCol': document.getElementById('floorCol'), + 'nameCol': document.getElementById('nameCol'), 'lvCol': document.getElementById('lvCol'), 'hpmaxCol': document.getElementById('hpmaxCol'), 'mdefCol': document.getElementById('mdefCol'), @@ -76,6 +77,7 @@ function main() { this.statusBar = { 'image': { 'floor': document.getElementById('img-floor'), + 'name': document.getElementById('img-name'), 'lv': document.getElementById('img-lv'), 'hpmax': document.getElementById('img-hpmax'), 'hp': document.getElementById("img-hp"), @@ -95,6 +97,7 @@ function main() { }, 'icons': { 'floor': 0, + 'name': null, 'lv': 1, 'hpmax': 2, 'hp': 3, @@ -120,6 +123,7 @@ function main() { 'equipbox': 23, }, 'floor': document.getElementById('floor'), + 'name': document.getElementById('name'), 'lv': document.getElementById('lv'), 'hpmax': document.getElementById('hpmax'), 'hp': document.getElementById('hp'), @@ -413,8 +417,22 @@ main.statusBar.image.toolbox.onclick = function () { return; } + if (main.core.isPlaying()) { + main.core.openToolbox(core.status.event.id != 'equipbox'); + } +} + +////// 双击状态栏中的工具箱时 ////// +main.statusBar.image.toolbox.ondblclick = function () { + + if (core.isset(core.status.replay) && core.status.replay.replaying) { + core.rewindReplay(); + return; + } + if (main.core.isPlaying()) - main.core.openToolbox(true); + main.core.openEquipbox(true); + } ////// 点击状态栏中的快捷商店时 ////// diff --git a/project/data.js b/project/data.js index d708e48a..e035a504 100644 --- a/project/data.js +++ b/project/data.js @@ -187,6 +187,7 @@ data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d = }, "flags": { "enableFloor": true, + "enableName": false, "enableLv": false, "enableHPMax": false, "enableMDef": true, diff --git a/project/functions.js b/project/functions.js index 168941a4..fc0ea1af 100644 --- a/project/functions.js +++ b/project/functions.js @@ -129,7 +129,7 @@ functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = core.playSound('attack.mp3'); core.drawAnimate(equipAnimate, x, y); - var damage = core.enemys.getDamage(enemyId); + var damage = core.enemys.getDamage(enemyId, x, y); if (damage == null) damage = core.status.hero.hp+1; // 扣减体力值 @@ -336,6 +336,18 @@ functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = // 怪物数据的动态修改迁移到了“脚本编辑 - updateEnemys”中,详见文档说明 core.enemys.updateEnemys(); +}, + "canUseQuickShop": function(shopId) { + // 当前能否使用某个快捷商店 + // shopId:快捷商店ID + // 如果返回一个字符串,表示不能,字符串为不能使用的提示 + // 返回null代表可以使用 + + // 检查当前楼层的canUseQuickShop选项是否为false + if (core.floors[core.status.floorId].canUseQuickShop === false) + return '当前楼层不能使用快捷商店。'; + + return null; } }, "enemys": { @@ -367,14 +379,86 @@ functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = [21, "退化", function (enemy) {return "战斗后勇士永久下降"+(enemy.atkValue||0)+"点攻击和"+(enemy.defValue||0)+"点防御";}], [22, "固伤", function (enemy) {return "战斗前,怪物对勇士造成"+(enemy.damage||0)+"点固定伤害,无视勇士魔防。";}], [23, "重生", "怪物被击败后,角色转换楼层则怪物将再次出现"], - [24, "激光", function (enemy) {return "经过怪物同行或同列时自动减生命"+(enemy.value||0)+"点";}] + [24, "激光", function (enemy) {return "经过怪物同行或同列时自动减生命"+(enemy.value||0)+"点";}], + [25, "光环", function (enemy) {return "同楼层所有怪物生命提升"+(enemy.value||0)+"%,攻击提升"+(enemy.atkValue||0)+"%,防御提升"+(enemy.defValue||0)+"%,"+(enemy.add?"可叠加":"不可叠加");}] ]; }, - "getDamageInfo": function (enemy, hero_hp, hero_atk, hero_def, hero_mdef) { - // 获得战斗伤害信息(实际伤害计算函数) - - // 怪物生命,怪物攻击、防御、特殊属性 + "getEnemyInfo": function (enemy, hero_hp, hero_atk, hero_def, hero_mdef, x, y, floorId) { + // 获得某个怪物变化后的数据;该函数将被伤害计算和怪物手册使用 + // 例如:坚固、模仿、仿攻等等 + // + // 参数说明: + // enemy:该怪物信息 + // hero_hp,hero_atk,hero_def,hero_mdef:勇士的生命攻防魔防数据 + // x,y:该怪物的坐标(查看手册和强制战斗时为undefined) + // floorId:该怪物所在的楼层 + // 后面三个参数主要是可以在光环等效果上可以适用(也可以按需制作部分范围光环效果) + floorId = floorId || core.status.floorId; var mon_hp = enemy.hp, mon_atk = enemy.atk, mon_def = enemy.def, mon_special = enemy.special; + var mon_money = enemy.money, mon_experience = enemy.experience, mon_point = enemy.point; + // 模仿 + if (this.hasSpecial(mon_special, 10)) { + mon_atk = hero_atk; + mon_def = hero_def; + } + // 坚固 + if (this.hasSpecial(mon_special, 3) && mon_def < hero_atk - 1) { + mon_def = hero_atk - 1; + } + + // 光环效果 + // 检查当前楼层所有光环怪物(数字25) + var hp_delta = 0, atk_delta = 0, def_delta = 0, cnt = 0; + // 遍历每个图块 + core.status.maps[floorId].blocks.forEach(function (block) { + if (core.isset(block.event) && !block.disable) { + // 获得该图块的ID + var id = block.event.id, enemy = core.material.enemys[id]; + // 检查是不是怪物,且是否拥有该特殊属性 + if (core.isset(enemy) && core.hasSpecial(enemy.special, 25)) { + // 检查是否可叠加 + if (enemy.add || cnt == 0) { + hp_delta += enemy.value || 0; + atk_delta += enemy.atkValue || 0; + def_delta += enemy.defValue || 0; + cnt++; + } + } + } + }); + // 增加比例;如果要增加数值可以直接在这里修改 + mon_hp *= (1+hp_delta/100); + mon_atk *= (1+atk_delta/100); + mon_def *= (1+def_delta/100); + + // TODO:可以在这里新增其他的怪物数据变化 + // 比如仿攻(怪物攻击不低于勇士攻击): + // if (this.hasSpecial(mon_special, 27) && mon_atk < hero_atk) { + // mon_atk = hero_atk; + // } + // 也可以按需增加各种自定义内容(比如幻塔的魔杖效果等) + + return { + "hp": Math.floor(mon_hp), + "atk": Math.floor(mon_atk), + "def": Math.floor(mon_def), + "money": Math.floor(mon_money), + "experience": Math.floor(mon_experience), + "point": Math.floor(mon_point), + "special": mon_special + }; +}, + "getDamageInfo": function (enemy, hero_hp, hero_atk, hero_def, hero_mdef, x, y, floorId) { + // 获得战斗伤害信息(实际伤害计算函数) + // + // 参数说明: + // enemy:该怪物信息 + // hero_hp,hero_atk,hero_def,hero_mdef:勇士的生命攻防魔防数据 + // x,y:该怪物的坐标(查看手册和强制战斗时为undefined) + // floorId:该怪物所在的楼层 + // 后面三个参数主要是可以在光环等效果上可以适用 + floorId = floorId || core.status.floorId; + // 勇士的负属性都按0计算 hero_hp=Math.max(0, hero_hp); hero_atk=Math.max(0, hero_atk); @@ -387,11 +471,16 @@ functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = hero_def = Math.floor(core.getFlag('equip_def_buff',1)*hero_def); hero_mdef = Math.floor(core.getFlag('equip_mdef_buff',1)*hero_mdef); } + + // 怪物的各项数据 + // 对坚固模仿等处理扔到了脚本编辑-getEnemyInfo之中 + var enemyInfo = core.enemys.getEnemyInfo(enemy, hero_hp, hero_atk, hero_def, hero_mdef, x, y, floorId); + var mon_hp = enemyInfo.hp, mon_atk = enemyInfo.atk, mon_def = enemyInfo.def, mon_special = enemyInfo.special; // 如果是无敌属性,且勇士未持有十字架 if (this.hasSpecial(mon_special, 20) && !core.hasItem("cross")) return null; // 不可战斗 - + // 战前造成的额外伤害(可被魔防抵消) var init_damage = 0; @@ -410,15 +499,6 @@ functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = init_damage += vampire_damage; } - // 模仿 - if (this.hasSpecial(mon_special, 10)) { - mon_atk = hero_atk; - mon_def = hero_def; - } - // 坚固 - if (this.hasSpecial(mon_special, 3) && mon_def < hero_atk - 1) - mon_def = hero_atk - 1; - // 检查是否破防;否则直接返回不可战斗 if (hero_atk <= mon_def) return null; @@ -486,6 +566,31 @@ functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = } }, "control": { + "flyTo": function (toId, callback) { + // 楼层传送器的使用,从当前楼层飞往toId + // 如果不能飞行请返回false + + var fromId = core.status.floorId; + + // 检查能否飞行 + if (!core.floors[fromId].canFlyTo || !core.floors[toId].canFlyTo) { + core.drawTip("无法飞往" + core.floors[toId].title +"!"); + return false; + } + + // 获得两个楼层的索引,以决定是上楼梯还是下楼梯 + var fromIndex = core.floorIds.indexOf(fromId), toIndex = core.floorIds.indexOf(toId); + var stair = fromIndex<=toIndex?"downFloor":"upFloor"; + // 地下层:同层传送至上楼梯 + if (fromIndex == toIndex && core.floorIds[fromId].underGround) stair = "upFloor"; + // 记录录像 + core.status.route.push("fly:"+toId); + // 传送 + core.ui.closePanel(); + core.changeFloor(toId, stair, null, null, callback); + + return true; +}, "updateStatusBar": function () { // 更新状态栏 @@ -497,7 +602,10 @@ functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = core.setStatus('hp', Math.min(core.getStatus('hpmax'), core.getStatus('hp'))); } - // 设置等级奴名称 + // 设置勇士名字和图标 + core.statusBar.name.innerHTML = core.getStatus('name'); + + // 设置等级名称 var lvName = core.getLvName(); core.statusBar.lv.innerHTML = lvName; // 检测是不是纯数字;如果带中文等需要取消斜体(不然很难看的!) @@ -584,7 +692,7 @@ functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = } // Step2: 更新领域、阻击伤害 - core.status.checkBlock.damage = []; // 记录(x,y)点的伤害;(x,y)对应的值是 x+y*core.bigmap + core.status.checkBlock.damage = []; // 记录(x,y)点的伤害;(x,y)对应的值是 x+core.bigmap.width*y for (var x=0;x0 && x