MoveBlock & move hero
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6c091d8ab1
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@ -215,6 +215,8 @@ action
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| setWeather_s
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| move_s
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| moveHero_s
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| jump_s
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| jumpHero_s
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| playBgm_s
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| pauseBgm_s
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| resumeBgm_s
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@ -797,6 +799,45 @@ var code = '{"type": "moveHero"'+Int_0+', "steps": '+JSON.stringify(StepString_0
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return code;
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*/;
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jump_s
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: '跳跃事件' '起始 x' PosString? ',' 'y' PosString? '终止 x' PosString? ',' 'y' PosString? BGNL? '动画时间' Int? '消失时无动画时间' Bool Newline
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/* jump_s
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tooltip : jump: 让某个NPC/怪物跳跃
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helpUrl : https://ckcz123.github.io/mota-js/#/event?id=jump%EF%BC%9A%E8%AE%A9%E6%9F%90%E4%B8%AANPC%2F%E6%80%AA%E7%89%A9%E8%B7%B3%E8%B7%83
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default : ["","","","",500,null]
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colour : this.eventColor
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var floorstr = '';
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if (PosString_0 && PosString_1) {
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floorstr += ', "from": ['+PosString_0+','+PosString_1+']';
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}
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if (PosString_2 && PosString_3) {
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floorstr += ', "to": ['+PosString_2+','+PosString_3+']';
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}
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Int_0 = Int_0 ?(', "time": '+Int_0):'';
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var code = '{"type": "jump"'+floorstr+''+Int_0+', "immediateHide": '+Bool_0+'},\n';
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return code;
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*/;
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jumpHero_s
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: '跳跃勇士' 'x' PosString? ',' 'y' PosString? '动画时间' Int? Newline
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/* jumpHero_s
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tooltip : jumpHero: 跳跃勇士
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helpUrl : https://ckcz123.github.io/mota-js/#/event?id=jumpHero%EF%BC%9A%E8%B7%B3%E8%B7%83%E5%8B%87%E5%A3%AB
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default : ["","",500]
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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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Int_0 = Int_0 ?(', "time": '+Int_0):'';
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var code = '{"type": "jumpHero"'+floorstr+Int_0+'},\n';
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return code;
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*/;
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playBgm_s
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: '播放背景音乐' EvalString Newline
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@ -1439,6 +1480,17 @@ ActionParser.prototype.parseAction = function() {
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this.next = MotaActionBlocks['moveHero_s'].xmlText([
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data.time||0,this.StepString(data.steps),this.next]);
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break;
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case "jump": // 跳跃事件
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data.from=data.from||[];
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data.to=data.to||[];
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this.next = MotaActionBlocks['jump_s'].xmlText([
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data.from[0]||'',data.from[1]||'',data.to[0]||'',data.to[1]||'',data.time||0,data.immediateHide,this.next]);
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break;
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case "jumpHero": // 跳跃勇士
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data.loc=data.loc||[]
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this.next = MotaActionBlocks['jumpHero_s'].xmlText([
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data.loc[0]||'',data.loc[1]||'',data.time||0,this.next]);
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break;
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case "changeFloor": // 楼层转换
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this.next = MotaActionBlocks['changeFloor_s'].xmlText([
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data.floorId,data.loc[0],data.loc[1],data.direction,this.time||0,this.next]);
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@ -85,6 +85,7 @@ editor_blockly = function () {
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MotaActionBlocks['input_s'].xmlText(),
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MotaActionBlocks['update_s'].xmlText(),
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MotaActionBlocks['moveHero_s'].xmlText(),
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MotaActionBlocks['jumpHero_s'].xmlText(),
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MotaActionBlocks['changeFloor_s'].xmlText(),
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MotaActionBlocks['changePos_0_s'].xmlText(),
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MotaActionBlocks['changePos_1_s'].xmlText(),
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@ -103,6 +104,7 @@ editor_blockly = function () {
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MotaActionBlocks['hide_s'].xmlText(),
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MotaActionBlocks['trigger_s'].xmlText(),
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MotaActionBlocks['move_s'].xmlText(),
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MotaActionBlocks['jump_s'].xmlText(),
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MotaActionBlocks['disableShop_s'].xmlText(),
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'<label text="特效/声音"></label>',
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MotaActionBlocks['sleep_s'].xmlText(),
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@ -833,6 +833,48 @@ move完毕后移动的NPC/怪物一定会消失,只不过可以通过immediate
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不过值得注意的是,用这种方式移动勇士的过程中将无视一切地形,无视一切事件,中毒状态也不会扣血。
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### jump:让某个NPC/怪物跳跃
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如果我们需要移动某个NPC或怪物,可以使用`{"type": "jump"}`。
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下面是该事件常见的写法:
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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": "jump", "from": [3,6], "to": [2,1], "time": 750, "immediateHide": true},
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]
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```
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from为需要跳跃的事件位置。可以省略,如果省略则移动本事件。
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to为要跳跃到的坐标。可以省略,如果省略则跳跃到当前坐标。
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time选项必须指定,为全程跳跃所需要用到的时间。
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immediateHide为一个可选项,同上代表该跳跃完毕后是否立刻消失。如果该项指定了并为true,则跳跃完毕后直接消失,否则以动画效果消失。
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值得注意的是,当调用jump事件时,实际上是使事件脱离了原始地点。
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为了避免冲突,同move事件一样规定:jump事件会自动调用该点的hide事件。
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如果是本地跳跃,需要在跳跃完毕后再启用事件。
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### jumpHero:跳跃勇士
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如果我们需要跳跃勇士,可以使用`{"type": "jumpHero"}`。
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下面是该事件常见的写法:
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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": "jump", "loc": [3,6], "time": 750},
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]
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```
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loc为目标坐标,可以忽略表示原地跳跃(请注意是原地跳跃而不是跳跃到当前事件点)。
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time选项为该跳跃所需要用到的时间。
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### playBgm:播放背景音乐
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使用playBgm可以播放一个背景音乐。
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@ -290,9 +290,11 @@ control.prototype.resetStatus = function(hero, hard, floorId, route, maps, value
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if (core.isset(values))
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core.values = core.clone(values);
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else core.values = core.clone(core.data.values);
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if (core.isset(flags))
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core.flags = core.clone(flags);
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else core.flags = core.clone(core.data.flags);
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core.events.initGame();
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@ -850,6 +852,64 @@ control.prototype.eventMoveHero = function(steps, time, callback) {
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}, time / 8 / core.status.replay.speed)
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}
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////// 勇士跳跃事件 //////
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control.prototype.jumpHero = function (ex, ey, time, callback) {
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var sx=core.status.hero.loc.x, sy=core.status.hero.loc.y;
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if (!core.isset(ex)) ex=sx;
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if (!core.isset(ey)) ey=sy;
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time = time || 500;
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core.clearMap('ui', 0, 0, 416, 416);
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core.setAlpha('ui', 1.0);
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core.status.replay.animate=true;
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var dx = ex-sx, dy=ey-sy, distance = Math.round(Math.sqrt(dx * dx + dy * dy));
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var jump_peak = 6 + distance, jump_count = jump_peak * 2;
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var currx = sx, curry = sy;
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var heroIcon = core.material.icons.hero[core.getHeroLoc('direction')];
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var status = 'stop';
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var height = core.material.icons.hero.height;
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var drawX = function() {
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return currx * 32;
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}
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var drawY = function() {
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var ret = curry * 32;
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if(jump_count >= jump_peak){
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var n = jump_count - jump_peak;
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}else{
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var n = jump_peak - jump_count;
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}
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return ret - (jump_peak * jump_peak - n * n) / 2;
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}
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var updateJump = function() {
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jump_count--;
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currx = (currx * jump_count + ex) / (jump_count + 1.0);
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curry = (curry * jump_count + ey) / (jump_count + 1.0);
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}
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var animate=window.setInterval(function() {
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if (jump_count>0) {
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core.clearMap('hero', drawX(), drawY()-height+32, 32, height);
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updateJump();
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core.canvas.hero.drawImage(core.material.images.hero, heroIcon[status] * 32, heroIcon.loc * height, 32, height, drawX(), drawY() + 32-height, 32, height); }
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else {
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clearInterval(animate);
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core.setHeroLoc('x', ex);
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core.setHeroLoc('y', ey);
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core.drawHero();
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core.status.replay.animate=false;
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if (core.isset(callback)) callback();
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}
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}, time / 16 / core.status.replay.speed);
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}
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////// 每移动一格后执行的事件 //////
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control.prototype.moveOneStep = function() {
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core.status.hero.steps++;
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@ -1391,8 +1451,9 @@ control.prototype.updateFg = function () {
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else if (damage < hero_hp * 2 / 3) color = '#FFFF00';
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else if (damage < hero_hp) color = '#FF7F00';
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else color = '#FF0000';
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damage = core.formatBigNumber(damage);
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if (core.enemys.hasSpecial(core.material.enemys[id], 19))
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damage += "+";
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}
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core.setFillStyle('fg', '#000000');
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10
libs/core.js
10
libs/core.js
@ -463,6 +463,11 @@ core.prototype.eventMoveHero = function(steps, time, callback) {
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core.control.eventMoveHero(steps, time, callback);
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}
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////// 使用事件让勇士跳跃。这个函数将不会触发任何事件 //////
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core.prototype.jumpHero = function (ex,ey,time,callback) {
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core.control.jumpHero(ex,ey,time,callback);
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}
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////// 每移动一格后执行的事件 //////
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core.prototype.moveOneStep = function() {
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core.control.moveOneStep();
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@ -663,6 +668,11 @@ core.prototype.moveBlock = function(x,y,steps,time,immediateHide,callback) {
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core.maps.moveBlock(x,y,steps,time,immediateHide,callback)
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}
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////// 显示跳跃某块的动画,达到{"type":"jump"}的效果 //////
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core.prototype.jumpBlock = function(sx,sy,ex,ey,time,immediateHide,callback) {
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core.maps.jumpBlock(sx,sy,ex,ey,time,immediateHide,callback);
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}
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////// 显示/隐藏某个块时的动画效果 //////
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core.prototype.animateBlock = function (loc,type,time,callback) {
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core.maps.animateBlock(loc,type,time,callback)
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@ -432,6 +432,34 @@ events.prototype.doAction = function() {
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core.events.doAction();
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});
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break;
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case "jump": // 跳跃事件
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{
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var sx=x, sy=y, ex=x,ey=y;
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if (core.isset(data.from)) {
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sx=core.calValue(data.from[0]);
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sy=core.calValue(data.from[1]);
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}
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if (core.isset(data.to)) {
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ex=core.calValue(data.to[0]);
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ey=core.calValue(data.to[1]);
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}
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core.jumpBlock(sx,sy,ex,ey,data.time,data.immediateHide,function() {
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core.events.doAction();
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});
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break;
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}
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case "jumpHero":
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{
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var ex=core.status.hero.loc.x, ey=core.status.hero.loc.y;
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if (core.isset(data.loc)) {
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ex=core.calValue(data.loc[0]);
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ey=core.calValue(data.loc[1]);
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}
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core.jumpHero(ex,ey,data.time,function() {
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core.events.doAction();
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});
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break;
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}
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case "changeFloor": // 楼层转换
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{
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var heroLoc = {"x": core.calValue(data.loc[0]), "y": core.calValue(data.loc[1])};
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88
libs/maps.js
88
libs/maps.js
@ -558,7 +558,7 @@ maps.prototype.moveBlock = function(x,y,steps,time,immediateHide,callback) {
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core.clearMap('animate', 0, 0, 416, 416);
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var block = core.getBlock(x,y,core.status.floorId,false);
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var block = core.getBlock(x,y);
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if (block==null) {// 不存在
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if (core.isset(callback)) callback();
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return;
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@ -650,6 +650,92 @@ maps.prototype.moveBlock = function(x,y,steps,time,immediateHide,callback) {
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}, time / 16 / core.status.replay.speed);
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}
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////// 显示跳跃某块的动画,达到{"type":"jump"}的效果 //////
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maps.prototype.jumpBlock = function(sx,sy,ex,ey,time,immediateHide,callback) {
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time = time || 500;
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core.status.replay.animate=true;
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core.clearMap('animate', 0, 0, 416, 416);
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var block = core.getBlock(sx,sy);
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if (block==null) {
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if (core.isset(callback)) callback();
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return;
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}
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// 需要删除该块
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core.removeBlock(sx,sy);
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core.clearMap('ui', 0, 0, 416, 416);
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core.setAlpha('ui', 1.0);
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block=block.block;
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var blockIcon = core.material.icons[block.event.cls][block.event.id];
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var blockImage = core.material.images[block.event.cls];
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var height = block.event.height || 32;
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var opacityVal = 1;
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core.setOpacity('animate', opacityVal);
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core.canvas.animate.drawImage(blockImage, 0, blockIcon * height, 32, height, block.x * 32, block.y * 32 +32 - height, 32, height);
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core.playSound('jump.ogg');
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var dx = ex-sx, dy=ey-sy, distance = Math.round(Math.sqrt(dx * dx + dy * dy));
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var jump_peak = 6 + distance, jump_count = jump_peak * 2;
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var currx = sx, curry = sy;
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var drawX = function() {
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return currx * 32;
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}
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var drawY = function() {
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var ret = curry * 32;
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if(jump_count >= jump_peak){
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var n = jump_count - jump_peak;
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}else{
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var n = jump_peak - jump_count;
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}
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return ret - (jump_peak * jump_peak - n * n) / 2;
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}
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var updateJump = function() {
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jump_count--;
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currx = (currx * jump_count + ex) / (jump_count + 1.0);
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curry = (curry * jump_count + ey) / (jump_count + 1.0);
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}
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var animateValue = block.event.animate || 1;
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var animateCurrent = 0;
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var animateTime = 0;
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var animate=window.setInterval(function() {
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animateTime += time / 16 / core.status.replay.speed;
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if (animateTime >= core.values.animateSpeed) {
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animateCurrent++;
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animateTime = 0;
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if (animateCurrent >= animateValue) animateCurrent = 0;
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}
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if (jump_count>0) {
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core.clearMap('animate', drawX(), drawY()-height+32, 32, height);
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updateJump();
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core.canvas.animate.drawImage(blockImage, animateCurrent * 32, blockIcon * height, 32, height, drawX(), drawY()-height+32, 32, height);
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}
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else {
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if (immediateHide) opacityVal=0;
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else opacityVal -= 0.06;
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core.setOpacity('animate', opacityVal);
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core.clearMap('animate', drawX(), drawY()-height+32, 32, height);
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core.canvas.animate.drawImage(blockImage, animateCurrent * 32, blockIcon * height, 32, height, drawX(), drawY()-height+32, 32, height);
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if (opacityVal<=0) {
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clearInterval(animate);
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core.clearMap('animate', 0, 0, 416, 416);
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core.setOpacity('animate', 1);
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core.status.replay.animate=false;
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if (core.isset(callback)) callback();
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}
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}
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}, time / 16 / core.status.replay.speed);
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}
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////// 显示/隐藏某个块时的动画效果 //////
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maps.prototype.animateBlock = function (loc,type,time,callback) {
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if (type!='hide') type='show';
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@ -1305,6 +1305,8 @@ ui.prototype.drawBook = function (index) {
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if (damage<=0) color = '#00FF00';
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damage = core.formatBigNumber(damage);
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if (core.enemys.hasSpecial(core.material.enemys[enemy.id], 19))
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damage += "+";
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}
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core.fillText('ui', damage, damageOffset, 62 * i + 50, color, 'bold 13px Verdana');
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