Merge remote-tracking branch 'refs/remotes/ckcz123/v2.0' into v2.0-editor-20180304
This commit is contained in:
commit
3a62dee1ba
@ -20,25 +20,25 @@ editor.prototype.init = function(callback){
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if (Boolean(callback))callback();
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});
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}
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var afterMainInit = function(){
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editor.main=main;
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editor.core=core;
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editor.fs=fs;
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editor_file = editor_file(editor);
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editor.file=editor_file;
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editor_mode = editor_mode(editor);
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editor.mode=editor_mode;
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editor.material.images=core.material.images;
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editor.listen(); // 开始监听事件
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var hard = 'Hard';
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core.resetStatus(core.firstData.hero, hard, core.firstData.floorId, null, core.initStatus.maps);
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//core.status.maps = core.clone(core.maps.initMaps(floorIds));
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core.changeFloor(core.status.floorId, null, core.firstData.hero.loc, null, function() {
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afterCoreReset();
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}, true);
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core.events.setInitData(hard);
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editor_file = editor_file(editor, function() {
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editor.file=editor_file;
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editor_mode = editor_mode(editor);
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editor.mode=editor_mode;
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editor.material.images=core.material.images;
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editor.listen(); // 开始监听事件
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core.resetStatus(core.firstData.hero, null, core.firstData.floorId, null, core.initStatus.maps);
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core.changeFloor(core.status.floorId, null, core.firstData.hero.loc, null, function() {
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afterCoreReset();
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}, true);
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core.events.setInitData(null);
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});
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}
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setTimeout(afterMainInit, 500);
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afterMainInit();
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}
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editor.prototype.reset = function(callback){
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@ -1,7 +1,9 @@
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editor_file = function(editor){
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editor_file = function(editor, callback){
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var editor_file = {};
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(function(){
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var script = document.createElement('script');
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if (window.location.href.indexOf('_server')!==-1)
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@ -12,6 +14,8 @@ editor_file = function(editor){
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script.onload = function () {
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editor_file.comment=comment_c456ea59_6018_45ef_8bcc_211a24c627dc;
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delete(comment_c456ea59_6018_45ef_8bcc_211a24c627dc);
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if (editor_file.comment && editor_file.dataComment && callback)
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callback();
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}
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})();
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(function(){
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@ -24,6 +28,8 @@ editor_file = function(editor){
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script.onload = function () {
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editor_file.dataComment=data_comment_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d;
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delete(data_comment_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d);
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if (editor_file.comment && editor_file.dataComment && callback)
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callback();
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}
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})();
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22
editor.html
22
editor.html
@ -321,19 +321,21 @@ function hasOwnProp (obj, key) {
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</script>
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<script src='_server/editor.js'></script>
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<script>
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main.init('editor');
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editor.init(function(){
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editor.pos={x: 0, y: 0};
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editor.mode.loc();
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editor.info=editor.ids[editor.indexs[201]];
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editor.mode.emenyitem();
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editor.mode.floor();
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editor.mode.tower();
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editor.mode.listen();
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editor_blockly=editor_blockly();
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main.init('editor', function() {
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editor.init(function(){
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editor.pos={x: 0, y: 0};
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editor.mode.loc();
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editor.info=editor.ids[editor.indexs[201]];
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editor.mode.emenyitem();
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editor.mode.floor();
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editor.mode.tower();
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editor.mode.listen();
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editor_blockly=editor_blockly();
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});
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});
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//main.listen();
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</script>
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@ -151,7 +151,7 @@ function core() {
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/////////// 系统事件相关 ///////////
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////// 初始化 //////
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core.prototype.init = function (coreData) {
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core.prototype.init = function (coreData, callback) {
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for (var key in coreData) {
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core[key] = coreData[key];
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}
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@ -281,6 +281,9 @@ core.prototype.init = function (coreData) {
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core.material.icons.hero.height = core.material.images.hero.height/4;
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core.setRequestAnimationFrame();
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core.showStartAnimate();
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if (core.isset(callback)) callback();
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});
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}
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@ -41,6 +41,7 @@ items.prototype.getItemEffect = function(itemId, itemNum) {
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var itemCls = core.material.items[itemId].cls;
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// 消耗品
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if (itemCls === 'items') {
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var ratio = parseInt(core.floors[core.status.floorId].item_ratio) || 1;
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if (itemId in this.itemEffect)eval(this.itemEffect[itemId]);
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}
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else {
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@ -50,6 +51,7 @@ items.prototype.getItemEffect = function(itemId, itemNum) {
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////// “即捡即用类”道具的文字提示 //////
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items.prototype.getItemEffectTip = function(itemId) {
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var ratio = parseInt(core.floors[core.status.floorId].item_ratio) || 1;
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if (itemId in this.itemEffectTip && (!this.items[itemId].isEquipment || !core.flags.equipment)) {
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return eval(this.itemEffectTip[itemId]);
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}
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6
main.js
6
main.js
@ -106,11 +106,10 @@ function main() {
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'hard': document.getElementById("hard")
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}
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this.floors = {}
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this.instance = {};
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this.canvas = {};
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}
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main.prototype.init = function (mode) {
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main.prototype.init = function (mode, callback) {
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for (var i = 0; i < main.dom.gameCanvas.length; i++) {
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main.canvas[main.dom.gameCanvas[i].id] = main.dom.gameCanvas[i].getContext('2d');
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}
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@ -156,7 +155,7 @@ main.prototype.init = function (mode) {
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"animates", "bgms", "sounds", "floorIds", "floors"].forEach(function (t) {
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coreData[t] = main[t];
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})
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main.core.init(coreData);
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main.core.init(coreData, callback);
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main.core.resize(main.dom.body.clientWidth, main.dom.body.clientHeight);
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});
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});
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@ -213,7 +212,6 @@ main.prototype.loadMod = function (modName, callback) {
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script.src = 'libs/' + modName + (this.useCompress?".min":"") + '.js?v=' + this.version;
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main.dom.body.appendChild(script);
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script.onload = function () {
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main[name] = main.instance[name];
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callback(name);
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}
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}
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@ -43,6 +43,7 @@ comment_c456ea59_6018_45ef_8bcc_211a24c627dc =
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"weather": "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。 \n$leaf(true)$end",
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"bgm": "到达该层后默认播放的BGM。本项可忽略。 ",
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//"map": "地图数据,需要是13x13,建议使用地图生成器来生成 ",
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"item_ratio": "每一层的宝石/血瓶效果,即获得宝石和血瓶时框内\"ratio\"的值。",
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"firstArrive": "第一次到该楼层触发的事件 \n$leaf(true)$end",
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},
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'loc' : {
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@ -13,6 +13,7 @@ main.floors.MT0 =
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// "color": [0,0,0,0.3], // 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。
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// "weather": ["snow",5], // 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。
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// "bgm": "bgm.mp3", // 到达该层后默认播放的BGM。本项可忽略。
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"item_ratio": 1, // 该层的宝石/血瓶倍率
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"map": [ // 地图数据,需要是13x13,建议使用地图生成器来生成
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],
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@ -13,6 +13,7 @@ main.floors.sample0 =
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// "color": [0,0,0,0.3] // 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。
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// "weather": ["snow",5], // 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。
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"bgm": "bgm.mp3", // 到达该层后默认播放的BGM。本项可忽略。
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"item_ratio": 2, // 该层的宝石/血瓶倍率
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"map": [ // 地图数据,需要是13x13,建议使用地图生成器来生成
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[0, 0, 220, 0, 0, 20, 87, 3, 65, 64, 44, 43, 42],
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[0, 246, 0, 246, 0, 20, 0, 3, 58, 59, 60, 61, 41],
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@ -13,6 +13,7 @@ main.floors.sample1 =
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// "color": [0,0,0,0.3] // 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。
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"weather": ["snow",6], // 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。
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// "bgm": "bgm.mp3", // 到达该层后默认播放的BGM。本项可忽略。
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"item_ratio": 1, // 该层的宝石/血瓶倍率
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"map": [ // 地图数据,需要是13x13,建议使用地图生成器来生成
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[7, 131, 8, 152, 9, 130, 10, 152, 166, 165, 132, 165, 166],
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[0, 0, 0, 0, 0, 0, 0, 152, 165, 164, 0, 162, 165],
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@ -13,6 +13,7 @@ main.floors.sample2 =
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"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。
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"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。
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"bgm": "qianjin.mid", // 到达该层后默认播放的BGM。本项可忽略。
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"item_ratio": 1, // 该层的宝石/血瓶倍率
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"map": [ // 地图数据,需要是13x13,建议使用地图生成器来生成
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[5, 5, 5, 5, 5, 5, 87, 5, 5, 5, 5, 5, 5],
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[5, 4, 4, 4, 4, 1, 0, 1, 4, 4, 4, 4, 5],
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@ -1,46 +0,0 @@
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main.floors.test =
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{
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"floorId": "test", // 这里需要改楼层名,请和文件名及下面的floorId保持完全一致
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// 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
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// 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MT3h(h表示隐藏),等等
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// 楼层唯一标识符,需要和名字完全一致
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"title": "test", // 楼层中文名
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"name": "", // 显示在状态栏中的层数
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"canFlyTo": true, // 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)
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"canUseQuickShop": true, // 该层是否允许使用快捷商店
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"defaultGround": "ground", // 默认地面的图块ID(terrains中)
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"map": [ // 地图数据,需要是13x13,建议使用地图生成器来生成
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[201,201,201,201,201,201,201,201,201,201,201,201,201],
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[201,201,201,201,201,201,201,201,201,201,201,201,201],
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[201,201,201,201,201,201,201,201,201,201,201,201,201],
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[201,201,201,201,201,201,201,201,201,201,201,201,201],
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[201,201,201,201,201,201,201,201,201,201,201,201,201],
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[201,201,201,201,201,201,201,201,201,201,201,201,201],
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[201,201,201,201,201,201,201,201,201,201,201,201,201],
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[201,201,201,201,201,201,201,201,201,201,201,201,201],
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[201,201,201,201,201,201,201,201,201,201,201,201,201],
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[201,201,201,201,201,201,201,201,201,201,201,201,201],
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[201,201,201,201,201,201,201,201,201,201,201,201,201],
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[201,201,201,201,201,201, 45,201,201,201,201,201,201],
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[201,201,201,201,201,201, 0,201,201,201,201,201,201]
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],
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"firstArrive": [ // 第一次到该楼层触发的事件
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],
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"events": { // 该楼的所有可能事件列表
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},
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"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
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},
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"afterBattle": { // 战斗后可能触发的事件列表
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},
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"afterGetItem": { // 获得道具后可能触发的事件列表
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},
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"afterOpenDoor": { // 开完门后可能触发的事件列表
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}
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}
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@ -62,16 +62,16 @@ items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a =
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"itemEffect" : {
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"redJewel":"core.status.hero.atk += core.values.redJewel",
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"blueJewel":"core.status.hero.def += core.values.blueJewel",
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"greenJewel":"core.status.hero.mdef += core.values.greenJewel",
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"redJewel":"core.status.hero.atk += core.values.redJewel * ratio",
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"blueJewel":"core.status.hero.def += core.values.blueJewel * ratio",
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"greenJewel":"core.status.hero.mdef += core.values.greenJewel * ratio",
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"yellowJewel":"core.status.hero.hp+=1000;core.status.hero.atk+=6;core.status.hero.def+=6;core.status.hero.mdef+=10;",
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// 黄宝石属性:需自己定义
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"redPotion":"core.status.hero.hp += core.values.redPotion",
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"bluePotion":"core.status.hero.hp += core.values.bluePotion",
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"yellowPotion":"core.status.hero.hp += core.values.yellowPotion",
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"greenPotion":"core.status.hero.hp += core.values.greenPotion",
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"redPotion":"core.status.hero.hp += core.values.redPotion * ratio",
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"bluePotion":"core.status.hero.hp += core.values.bluePotion * ratio",
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"yellowPotion":"core.status.hero.hp += core.values.yellowPotion * ratio",
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"greenPotion":"core.status.hero.hp += core.values.greenPotion * ratio",
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"sword1":"core.status.hero.atk += core.values.sword1",
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"sword2":"core.status.hero.atk += core.values.sword2",
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"sword3":"core.status.hero.atk += core.values.sword3",
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@ -91,14 +91,14 @@ items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a =
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"itemEffectTip" : {
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"redJewel":"',攻击+'+core.values.redJewel",
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"blueJewel":"',防御+'+core.values.blueJewel",
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"greenJewel":"',魔防+'+core.values.greenJewel",
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"redJewel":"',攻击+'+core.values.redJewel * ratio",
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"blueJewel":"',防御+'+core.values.blueJewel * ratio",
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"greenJewel":"',魔防+'+core.values.greenJewel * ratio",
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"yellowJewel":"',全属性提升'",
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"redPotion":"',生命+'+core.values.redPotion",
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"bluePotion":"',生命+'+core.values.bluePotion",
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"yellowPotion":"',生命+'+core.values.yellowPotion",
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"greenPotion":"',生命+'+core.values.greenPotion",
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"redPotion":"',生命+'+core.values.redPotion * ratio",
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"bluePotion":"',生命+'+core.values.bluePotion * ratio",
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"yellowPotion":"',生命+'+core.values.yellowPotion * ratio",
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"greenPotion":"',生命+'+core.values.greenPotion * ratio",
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"sword1":"',攻击+'+core.values.sword1",
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"sword2":"',攻击+'+core.values.sword2",
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"sword3":"',攻击+'+core.values.sword3",
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