commit
403b65dd62
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README.md
18
README.md
@ -55,6 +55,24 @@ HTML5 canvas制作的魔塔样板,支持全平台游戏!
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## 更新说明
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### 2019.4.13 V2.6
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* [x] 拆分整个项目,大幅重构代码,新增大量API
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* [x] 重写文档,尤其是脚本和API列表
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* [x] 现在可以对编辑器的表格的结构进行配置
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* [x] 可以收藏和高亮存档
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* [x] 独立出来的插件编写
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* [x] 新增事件:关门、显示确认框、后置循环处理
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* [x] 剧情文本的绘制可以设置居中选项
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* [x] 选项框的绘制可以增加图标
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* [x] 增加公共事件版的全局商店
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* [x] 公共事件现在可以传入参数
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* [x] 重写滑冰事件,现在滑冰在背景层了
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* [x] 将输入框改成自定义实现,避免部分设备不支持
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* [x] 状态栏文字可以自动放缩
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* [x] 显示图片和对话框立绘可以裁剪图片
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* [x] 修复所有已知bug,大量细节优化
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### 2019.2.19 V2.5.5
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* [x] 现在编辑器修改地图后可以直接读档生效,无需再重置地图或回放录像
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@ -1464,6 +1464,7 @@ posX, posY:素材在该素材图片上的位置;height:素材的高度;f
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core.searchBlock(id, floorId, showDisable)
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搜索一个图块出现过的所有位置。id为图块ID,也可以传入图块的数字。
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id支持通配符搜索,比如"*Door"可以搜索所有的门,"unknownEvent*"可以所有所有的unknownEvent。
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floorId为要搜索的楼层,可以是一个楼层ID,或者一个楼层数组。如果floorId不填则只搜索当前楼层。
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showDisable如果为真,则对于禁用的图块也会返回。
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此函数将返回一个数组,每一项为一个搜索到的结果:
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@ -1997,6 +1998,10 @@ core.reverseDirection(direction)
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翻转方向,即"up"转成"down", "left"转成"right"等。
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core.matchWildcard(pattern, string)
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进行通配符的匹配判定,目前仅支持*(可匹配0或任意个字符)。比如"a*b*c"可以匹配"aa012bc"。
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core.encodeBase64(str) / core.decodeBase64(str)
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将字符串进行base64加密或解密。
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@ -655,8 +655,9 @@ revisit常常使用在一些商人之类的地方,当用户购买物品后不
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``` js
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[
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{"type": "setBlock", "floorId": "MT1", "loc": [3,3], "number": 233}, // 将MT1层的(3,3)点变成数字233
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{"type": "setBlock", "loc": [2,1], "number": 121}, // 省略floorId则默认为本层
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{"type": "setBlock", "loc": [2,1],setVa "number": 121}, // 省略floorId则默认为本层
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{"type": "setBlock", "number": 57}, // loc也可省略,默认为当前点
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{"type": "setBlock", "number": "yellowDoor"}, // 从V2.6开始也允许写图块ID
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]
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```
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@ -666,6 +667,8 @@ loc为可选的,表示要更改地图块的坐标。如果忽略此项,则
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number为**要更改到的数字**,有关“数字”的定义详见参见[素材的机制](personalization#素材的机制)。
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从V2.6开始,number也允许写图块的ID,将自动转成对应的数字。
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图块更改后:
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- 其启用/禁用状态不会发生任何改变。原来是启用还是启用,原来是禁用还是禁用。
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@ -1642,7 +1645,7 @@ default可选,如果为true则显示选择项时默认选中【确定】,否
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yes和no均为必填项,即用户点击确认或取消后执行的事件。
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### while:循环处理
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### while:前置条件循环
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从2.2.1样板开始,我们提供了循环处理(while事件)。
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@ -1678,6 +1681,12 @@ yes和no均为必填项,即用户点击确认或取消后执行的事件。
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]
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```
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### dowhile:后置条件循环
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`type:dowhile`可以制作一个后置条件循环。
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其写法与参数和`type:while`完全一致,不过与其不同的是,会先执行一次事件列表,再对条件进行判定,就和C/C++中的 `do {...} while (...);` 语法一样。
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### break:跳出循环
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使用 `{"type": "break"}` 可以跳出当前循环。
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@ -327,6 +327,7 @@ action
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| if_1_s
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| switch_s
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| while_s
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| dowhile_s
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| break_s
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| continue_s
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| input_s
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@ -728,20 +729,20 @@ return code;
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*/;
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setBlock_s
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: '转变图块为' Int 'x' PosString? ',' 'y' PosString? '楼层' IdString? Newline
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: '转变图块为' EvalString 'x' PosString? ',' 'y' PosString? '楼层' IdString? Newline
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/* setBlock_s
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tooltip : setBlock:设置某个图块,忽略坐标楼层则为当前事件
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helpUrl : https://h5mota.com/games/template/docs/#/event?id=setblock%EF%BC%9A%E8%AE%BE%E7%BD%AE%E6%9F%90%E4%B8%AA%E5%9B%BE%E5%9D%97
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colour : this.dataColor
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default : [0,"","",""]
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default : ["yellowDoor","","",""]
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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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IdString_0 = IdString_0 && (', "floorId": "'+IdString_0+'"');
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var code = '{"type": "setBlock", "number":'+Int_0+floorstr+IdString_0+'},\n';
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var code = '{"type": "setBlock", "number": "'+EvalString_0+'"'+floorstr+IdString_0+'},\n';
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return code;
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*/;
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@ -870,20 +871,20 @@ return code;
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*/;
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setBgFgBlock_s
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: '转变图层块' Bg_Fg_List '为' Int 'x' PosString? ',' 'y' PosString? '楼层' IdString? Newline
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: '转变图层块' Bg_Fg_List '为' EvalString 'x' PosString? ',' 'y' PosString? '楼层' IdString? Newline
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/* setBgFgBlock_s
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tooltip : setBgFgBlock:设置某个图层块,忽略坐标楼层则为当前点
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helpUrl : https://h5mota.com/games/template/docs/#/event?id=setblock%EF%BC%9A%E8%AE%BE%E7%BD%AE%E6%9F%90%E4%B8%AA%E5%9B%BE%E5%9D%97
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colour : this.dataColor
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default : ["bg",0,"","",""]
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default : ["bg","yellowDoor","","",""]
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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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IdString_0 = IdString_0 && (', "floorId": "'+IdString_0+'"');
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var code = '{"type": "setBgFgBlock", "name": "' + Bg_Fg_List_0 + '", "number":'+Int_0+floorstr+IdString_0+'},\n';
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var code = '{"type": "setBgFgBlock", "name": "' + Bg_Fg_List_0 + '", "number": "'+EvalString_0+'"'+floorstr+IdString_0+'},\n';
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return code;
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*/;
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@ -1693,11 +1694,11 @@ return code;
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*/;
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while_s
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: '循环处理' ':' '当' expression '时' BGNL? Newline action+ BEND Newline
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: '前置条件循环' ':' '当' expression '时' BGNL? Newline action+ BEND Newline
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/* while_s
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tooltip : while:循环处理
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helpUrl : https://h5mota.com/games/template/docs/#/event?id=while%EF%BC%9A%E5%BE%AA%E7%8E%AF%E5%A4%84%E7%90%86
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tooltip : while:前置条件循环
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helpUrl : https://h5mota.com/games/template/docs/#/event?id=while%ef%bc%9a%e5%89%8d%e7%bd%ae%e6%9d%a1%e4%bb%b6%e5%be%aa%e7%8e%af
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colour : this.eventColor
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var code = ['{"type": "while", "condition": "',expression_0,'",\n',
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'"data": [\n',action_0,'],\n',
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@ -1705,6 +1706,19 @@ var code = ['{"type": "while", "condition": "',expression_0,'",\n',
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return code;
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*/;
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dowhile_s
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: '后置条件循环' ':' BGNL? Newline action+ BEND '当' expression '时' Newline
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/* dowhile_s
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tooltip : dowhile:后置条件循环
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helpUrl : https://h5mota.com/games/template/docs/#/event?id=dowhile%ef%bc%9a%e5%90%8e%e7%bd%ae%e6%9d%a1%e4%bb%b6%e5%be%aa%e7%8e%af
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colour : this.eventColor
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var code = ['{"type": "dowhile", "condition": "',expression_0,'",\n',
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'"data": [\n',action_0,'],\n',
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'},\n'].join('');
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return code;
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*/;
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break_s
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: '跳出循环' Newline
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@ -2021,8 +2035,8 @@ Global_Value_List
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Global_Flag_List
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: '显示当前楼层'|'显示勇士图标'|'显示当前等级'|'启用生命上限'|'显示魔力值'|'显示魔防值'|'显示金币值'|'显示经验值'|'允许等级提升'|'升级扣除模式'|'显示钥匙数量'|'显示破炸飞'|'显示毒衰咒'|'显示当前技能'|'楼梯边才能楼传'|'开启加点'|'开启负伤'|'仇恨怪战后扣减一半'|'夹击是否上整'|'循环计算临界'|'允许轻按'|'寻路算法不绕血瓶'|'允许走到将死领域'|'允许瞬间移动'|'允许查看禁用商店'|'阻激夹域后禁用快捷商店'|'检查控制台'
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/*Global_Flag_List ['enableFloor','enableName','enableLv', 'enableHPMax', 'enableMana', 'enableMDef', 'enableMoney', 'enableExperience', 'enableLevelUp', 'levelUpLeftMode', 'enableKeys', 'enablePZF', 'enableDebuff', 'enableSkill', 'flyNearStair', 'enableAddPoint', 'enableNegativeDamage', 'hatredDecrease', 'betweenAttackCeil', 'useLoop', 'enableGentleClick', 'potionWhileRouting', 'canGoDeadZone', 'enableMoveDirectly', 'enableDisabledShop', 'disableShopOnDamage', 'checkConsole']*/;
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: '显示当前楼层'|'显示勇士图标'|'显示当前等级'|'启用生命上限'|'显示魔力值'|'显示魔防值'|'显示金币值'|'显示经验值'|'允许等级提升'|'升级扣除模式'|'显示钥匙数量'|'显示破炸飞'|'显示毒衰咒'|'显示当前技能'|'楼梯边才能楼传'|'破墙镐四方向'|'炸弹四方向'|'冰冻徽章四方向'|'铁门不需要钥匙'|'开启加点'|'开启负伤'|'仇恨怪战后扣减一半'|'夹击是否上整'|'循环计算临界'|'允许轻按'|'寻路算法不绕血瓶'|'允许走到将死领域'|'允许瞬间移动'|'允许查看禁用商店'|'阻激夹域后禁用快捷商店'|'检查控制台'
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/*Global_Flag_List ['enableFloor','enableName','enableLv', 'enableHPMax', 'enableMana', 'enableMDef', 'enableMoney', 'enableExperience', 'enableLevelUp', 'levelUpLeftMode', 'enableKeys', 'enablePZF', 'enableDebuff', 'enableSkill', 'flyNearStair', 'pickaxeFourDirections', 'bombFourDirections', 'snowFourDirections', 'steelDoorWithoutKey', 'enableAddPoint', 'enableNegativeDamage', 'hatredDecrease', 'betweenAttackCeil', 'useLoop', 'enableGentleClick', 'potionWhileRouting', 'canGoDeadZone', 'enableMoveDirectly', 'enableDisabledShop', 'disableShopOnDamage', 'checkConsole']*/;
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Colour
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: 'sdeirughvuiyasdeb'+ //为了被识别为复杂词法规则
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@ -2639,13 +2653,20 @@ ActionParser.prototype.parseAction = function() {
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this.next = MotaActionBlocks['choices_s'].xmlText([
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this.isset(data.text)?this.EvalString(data.text):null,'','',text_choices,this.next]);
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break;
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case "while": // 循环处理
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case "while": // 前置条件循环处理
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this.next = MotaActionBlocks['while_s'].xmlText([
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// MotaActionBlocks['evalString_e'].xmlText([data.condition]),
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this.tryToUseEvFlag_e('evalString_e', [data.condition]),
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this.insertActionList(data["data"]),
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this.next]);
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break;
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case "dowhile": // 后置条件循环处理
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this.next = MotaActionBlocks['dowhile_s'].xmlText([
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this.insertActionList(data["data"]),
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// MotaActionBlocks['evalString_e'].xmlText([data.condition]),
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this.tryToUseEvFlag_e('evalString_e', [data.condition]),
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this.next]);
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break;
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case "break": // 跳出循环
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this.next = MotaActionBlocks['break_s'].xmlText([
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this.next]);
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@ -68,6 +68,7 @@ editor_blockly = function () {
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MotaActionBlocks['tip_s'].xmlText(),
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MotaActionBlocks['win_s'].xmlText(),
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MotaActionBlocks['lose_s'].xmlText(),
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MotaActionBlocks['confirm_s'].xmlText(),
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MotaActionBlocks['choices_s'].xmlText([
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'选择剑或者盾','流浪者','man',MotaActionBlocks['choicesContext'].xmlText([
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'剑','','',null,MotaActionFunctions.actionParser.parseList([{"type": "openDoor", "loc": [3,3]}]),
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@ -76,7 +77,6 @@ editor_blockly = function () {
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])
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])
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]),
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MotaActionBlocks['confirm_s'].xmlText(),
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],
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'数据相关':[
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MotaActionBlocks['setValue_s'].xmlText([
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@ -118,6 +118,7 @@ editor_blockly = function () {
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{"case": "default", "action": [{"type": "comment", "text": "当没有符合的值的场合执行default事件"}]},
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]}),
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MotaActionBlocks['while_s'].xmlText(),
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MotaActionBlocks['dowhile_s'].xmlText(),
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MotaActionBlocks['break_s'].xmlText(),
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MotaActionBlocks['continue_s'].xmlText(),
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MotaActionBlocks['revisit_s'].xmlText(),
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@ -536,6 +536,12 @@ var data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc = {
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"_bool": "bool",
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"_data": "如果此项为true,则视为钥匙盒,红黄蓝钥匙+1;若为false,则视为大黄门钥匙"
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},
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"steelDoorWithoutKey": {
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"_left": true,
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"_type": "checkbox",
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"_bool": "bool",
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"_data": "铁门是否不需要钥匙开启。如果此项为true,则无需钥匙也可以开铁门。"
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},
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"equipment": {
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"_leaf": true,
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"_type": "checkbox",
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@ -548,6 +554,12 @@ var data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc = {
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"_bool": "bool",
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"_data": "状态栏的装备按钮。若此项为true则将状态栏中的楼层转换器按钮换为装备栏按钮"
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},
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"iconInEquipbox": {
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"_leaf": true,
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"_type": "checkbox",
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"_bool": "bool",
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"_data": "在装备栏中的属性变化,是否绘制图标;如果此项开启,则会绘制图标而不是文字"
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},
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"enableAddPoint": {
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"_leaf": true,
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"_type": "checkbox",
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@ -120,7 +120,7 @@
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<div class="leftTabContent">
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<div id='newIdIdnum'><!-- id and idnum -->
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<input placeholder="新id(唯一标识符)"/>
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<input placeholder="新idnum(1000以内数字)"/>
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<input placeholder="新idnum(10000以内数字)"/>
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<button>save</button>
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<br/>
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<button style="margin-top: 10px">自动注册</button>
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@ -116,7 +116,7 @@
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<div class="leftTabContent">
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<div id='newIdIdnum'><!-- id and idnum -->
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<input placeholder="新id(唯一标识符)"/>
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<input placeholder="新idnum(1000以内数字)"/>
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<input placeholder="新idnum(10000以内数字)"/>
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<button>save</button>
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<br/>
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<button style="margin-top: 10px">自动注册</button>
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@ -777,7 +777,7 @@ actions.prototype._sys_longClick = function (x, y, fromEvent) {
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// 数字键快速选择选项
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actions.prototype._selectChoices = function (length, keycode, callback) {
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var topIndex = this.HSIZE - parseInt((length - 1) / 2);
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var topIndex = this.HSIZE - parseInt((length - 1) / 2) + (core.status.event.ui.offset || 0);
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if (keycode == 13 || keycode == 32 || keycode == 67) {
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callback.apply(this, [this.HSIZE, topIndex + core.status.event.selection]);
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}
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@ -883,7 +883,7 @@ actions.prototype._clickAction = function (x, y) {
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var choices = data.choices;
|
||||
if (choices.length == 0) return;
|
||||
if (x >= this.CHOICES_LEFT && x <= this.CHOICES_RIGHT) {
|
||||
var topIndex = this.HSIZE - parseInt((choices.length - 1) / 2);
|
||||
var topIndex = this.HSIZE - parseInt((choices.length - 1) / 2) + (core.status.event.ui.offset || 0);
|
||||
if (y >= topIndex && y < topIndex + choices.length) {
|
||||
// 选择
|
||||
core.status.route.push("choices:" + (y - topIndex));
|
||||
@ -1207,7 +1207,7 @@ actions.prototype._clickShop = function (x, y) {
|
||||
var shop = core.status.event.data.shop;
|
||||
var choices = shop.choices;
|
||||
if (x >= this.CHOICES_LEFT && x <= this.CHOICES_RIGHT) {
|
||||
var topIndex = this.HSIZE - parseInt(choices.length / 2);
|
||||
var topIndex = this.HSIZE - parseInt(choices.length / 2) + (core.status.event.ui.offset || 0);
|
||||
if (y >= topIndex && y < topIndex + choices.length) {
|
||||
return core.events._useShop(shop, y - topIndex);
|
||||
}
|
||||
@ -1237,7 +1237,7 @@ actions.prototype._clickQuickShop = function (x, y) {
|
||||
});
|
||||
|
||||
if (x >= this.CHOICES_LEFT && x <= this.CHOICES_RIGHT) {
|
||||
var topIndex = this.HSIZE - parseInt(keys.length / 2);
|
||||
var topIndex = this.HSIZE - parseInt(keys.length / 2) + (core.status.event.ui.offset || 0);
|
||||
if (y >= topIndex && y < topIndex + keys.length) {
|
||||
var reason = core.events.canUseQuickShop(keys[y - topIndex]);
|
||||
if (!core.flags.enableDisabledShop && reason) {
|
||||
@ -1830,7 +1830,7 @@ actions.prototype._keyUpSL = function (keycode) {
|
||||
actions.prototype._clickSwitchs = function (x, y) {
|
||||
if (x < this.CHOICES_LEFT || x > this.CHOICES_RIGHT) return;
|
||||
var choices = core.status.event.ui.choices;
|
||||
var topIndex = this.HSIZE - parseInt((choices.length - 1) / 2);
|
||||
var topIndex = this.HSIZE - parseInt((choices.length - 1) / 2) + (core.status.event.ui.offset || 0);
|
||||
if (y >= topIndex && y < topIndex + choices.length) {
|
||||
var selection = y - topIndex;
|
||||
core.status.event.selection = selection;
|
||||
@ -1927,7 +1927,7 @@ actions.prototype._keyUpSwitchs = function (keycode) {
|
||||
actions.prototype._clickSettings = function (x, y) {
|
||||
if (x < this.CHOICES_LEFT || x > this.CHOICES_RIGHT) return;
|
||||
var choices = core.status.event.ui.choices;
|
||||
var topIndex = this.HSIZE - parseInt((choices.length - 1) / 2);
|
||||
var topIndex = this.HSIZE - parseInt((choices.length - 1) / 2) + (core.status.event.ui.offset || 0);
|
||||
if (y >= topIndex && y < topIndex + choices.length) {
|
||||
var selection = y - topIndex;
|
||||
core.status.event.selection = selection;
|
||||
@ -1978,7 +1978,7 @@ actions.prototype._keyUpSettings = function (keycode) {
|
||||
actions.prototype._clickSyncSave = function (x, y) {
|
||||
if (x < this.CHOICES_LEFT || x > this.CHOICES_RIGHT) return;
|
||||
var choices = core.status.event.ui.choices;
|
||||
var topIndex = this.HSIZE - parseInt((choices.length - 1) / 2);
|
||||
var topIndex = this.HSIZE - parseInt((choices.length - 1) / 2) + (core.status.event.ui.offset || 0);
|
||||
if (y >= topIndex && y < topIndex + choices.length) {
|
||||
var selection = y - topIndex;
|
||||
core.status.event.selection = selection;
|
||||
@ -2061,7 +2061,7 @@ actions.prototype._clickSyncSelect = function (x, y) {
|
||||
if (x < this.CHOICES_LEFT || x > this.CHOICES_RIGHT) return;
|
||||
var choices = core.status.event.ui.choices;
|
||||
|
||||
var topIndex = this.HSIZE - parseInt((choices.length - 1) / 2);
|
||||
var topIndex = this.HSIZE - parseInt((choices.length - 1) / 2) + (core.status.event.ui.offset || 0);
|
||||
if (y >= topIndex && y < topIndex + choices.length) {
|
||||
var selection = y - topIndex;
|
||||
core.status.event.selection = selection;
|
||||
@ -2095,7 +2095,7 @@ actions.prototype._clickLocalSaveSelect = function (x, y) {
|
||||
if (x < this.CHOICES_LEFT || x > this.CHOICES_RIGHT) return;
|
||||
var choices = core.status.event.ui.choices;
|
||||
|
||||
var topIndex = this.HSIZE - parseInt((choices.length - 1) / 2);
|
||||
var topIndex = this.HSIZE - parseInt((choices.length - 1) / 2) + (core.status.event.ui.offset || 0);
|
||||
|
||||
if (y >= topIndex && y < topIndex + choices.length) {
|
||||
var selection = y - topIndex;
|
||||
@ -2135,7 +2135,7 @@ actions.prototype._clickStorageRemove = function (x, y) {
|
||||
if (x < this.CHOICES_LEFT || x > this.CHOICES_RIGHT) return;
|
||||
var choices = core.status.event.ui.choices;
|
||||
|
||||
var topIndex = this.HSIZE - parseInt((choices.length - 1) / 2);
|
||||
var topIndex = this.HSIZE - parseInt((choices.length - 1) / 2) + (core.status.event.ui.offset || 0);
|
||||
|
||||
if (y >= topIndex && y < topIndex + choices.length) {
|
||||
var selection = y - topIndex;
|
||||
@ -2224,7 +2224,7 @@ actions.prototype._clickReplay = function (x, y) {
|
||||
if (x < this.CHOICES_LEFT || x > this.CHOICES_RIGHT) return;
|
||||
var choices = core.status.event.ui.choices;
|
||||
|
||||
var topIndex = this.HSIZE - parseInt((choices.length - 1) / 2);
|
||||
var topIndex = this.HSIZE - parseInt((choices.length - 1) / 2) + (core.status.event.ui.offset || 0);
|
||||
|
||||
if (y >= topIndex && y < topIndex + choices.length) {
|
||||
var selection = y - topIndex;
|
||||
@ -2278,7 +2278,7 @@ actions.prototype._clickGameInfo = function (x, y) {
|
||||
if (x < this.CHOICES_LEFT || x > this.CHOICES_RIGHT) return;
|
||||
var choices = core.status.event.ui.choices;
|
||||
|
||||
var topIndex = this.HSIZE - parseInt((choices.length - 1) / 2);
|
||||
var topIndex = this.HSIZE - parseInt((choices.length - 1) / 2) + (core.status.event.ui.offset || 0);
|
||||
|
||||
if (y >= topIndex && y < topIndex + choices.length) {
|
||||
var selection = y - topIndex;
|
||||
|
||||
@ -798,8 +798,8 @@ control.prototype._drawHero_getDrawObjs = function (direction, x, y, status, off
|
||||
});
|
||||
(core.status.hero.followers||[]).forEach(function (t) {
|
||||
drawObjs.push({
|
||||
"img": t.img,
|
||||
"height": t.img.height/4,
|
||||
"img": core.material.images.images[t.name],
|
||||
"height": core.material.images.images[t.name].height/4,
|
||||
"heroIcon": heroIconArr[t.direction],
|
||||
"posx": 32*t.x - core.bigmap.offsetX + (t.stop?0:core.utils.scan[t.direction].x*offset),
|
||||
"posy": 32*t.y - core.bigmap.offsetY + (t.stop?0:core.utils.scan[t.direction].y*offset),
|
||||
@ -1882,6 +1882,15 @@ control.prototype.getHeroLoc = function (name) {
|
||||
return core.status.hero.loc[name];
|
||||
}
|
||||
|
||||
////// 获得某个属性的中文名 //////
|
||||
control.prototype.getStatusName = function (name) {
|
||||
var map = {
|
||||
name: "名称", lv: "等级", hpmax: "生命上限", hp: "生命", manamax: "魔力上限", mana: "魔力",
|
||||
atk: "攻击", def: "防御", mdef: "魔防", money: "金币", exp: "经验", experience: "经验", steps: "步数"
|
||||
};
|
||||
return map[name] || name;
|
||||
}
|
||||
|
||||
////// 获得某个等级的名称 //////
|
||||
control.prototype.getLvName = function (lv) {
|
||||
if (!core.status.hero) return null;
|
||||
|
||||
@ -70,7 +70,7 @@ events.prototype._startGame_start = function (hard, seed, route, callback) {
|
||||
|
||||
events.prototype._startGame_afterStart = function (nowLoc, callback) {
|
||||
core.ui.closePanel();
|
||||
core.showStatusBar();
|
||||
this._startGame_statusBar();
|
||||
core.dom.musicBtn.style.display = 'none';
|
||||
core.changeFloor(core.firstData.floorId, null, nowLoc, null, function () {
|
||||
// 插入一个空事件避免直接回放录像出错
|
||||
@ -80,6 +80,14 @@ events.prototype._startGame_afterStart = function (nowLoc, callback) {
|
||||
this._startGame_upload();
|
||||
}
|
||||
|
||||
// 开始游戏时是否显示状态栏
|
||||
events.prototype._startGame_statusBar = function () {
|
||||
if (core.flags.startUsingCanvas)
|
||||
core.hideStatusBar();
|
||||
else
|
||||
core.showStatusBar();
|
||||
}
|
||||
|
||||
events.prototype._startGame_upload = function () {
|
||||
// Upload
|
||||
var formData = new FormData();
|
||||
@ -382,6 +390,9 @@ events.prototype._openDoor_check = function (id, x, y, needKey) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (id == 'steelDoor' && core.flags.steelDoorWithoutKey)
|
||||
needKey = false;
|
||||
|
||||
if (needKey && id.endsWith("Door")) {
|
||||
var key = id.replace("Door", "Key");
|
||||
if (!core.hasItem(key)) {
|
||||
@ -773,6 +784,8 @@ events.prototype.startEvents = function (list, x, y, callback) {
|
||||
events.prototype.doAction = function () {
|
||||
// 清空boxAnimate和UI层
|
||||
core.clearUI();
|
||||
clearInterval(core.status.event.interval);
|
||||
core.status.event.interval = null;
|
||||
// 判定是否执行完毕
|
||||
if (this._doAction_finishEvents()) return;
|
||||
// 当前点坐标和前缀
|
||||
@ -1405,6 +1418,13 @@ events.prototype._action_while = function (data, x, y, prefix) {
|
||||
core.doAction();
|
||||
}
|
||||
|
||||
events.prototype._action_dowhile = function (data, x, y, prefix) {
|
||||
core.unshift(core.status.event.data.list,
|
||||
{"todo": core.clone(data.data), "total": core.clone(data.data), "condition": data.condition}
|
||||
);
|
||||
core.doAction();
|
||||
}
|
||||
|
||||
events.prototype._action_break = function (data, x, y, prefix) {
|
||||
core.status.event.data.list.shift();
|
||||
core.doAction();
|
||||
@ -1715,7 +1735,7 @@ events.prototype.follow = function (name) {
|
||||
core.status.hero.followers = core.status.hero.followers || [];
|
||||
if (core.material.images.images[name]
|
||||
&& core.material.images.images[name].width == 128) {
|
||||
core.status.hero.followers.push({"name": name, "img": core.material.images.images[name]});
|
||||
core.status.hero.followers.push({"name": name});
|
||||
core.gatherFollowers();
|
||||
core.clearMap('hero');
|
||||
core.drawHero();
|
||||
|
||||
16
libs/maps.js
16
libs/maps.js
@ -977,10 +977,10 @@ maps.prototype._drawAutotileAnimate = function (block, animate) {
|
||||
if (block.name) {
|
||||
if (block.name == 'bg')
|
||||
core.drawImage('bg', core.material.groundCanvas.canvas, 32 * x, 32 * y);
|
||||
this.drawAutotile(cv, core.status.autotileAnimateObjs[block.name+"map"], block, 32, 0, 0, animate);
|
||||
this._drawAutotile(cv, core.status.autotileAnimateObjs[block.name+"map"], block, 32, 0, 0, animate);
|
||||
}
|
||||
else {
|
||||
this.drawAutotile(cv, core.status.autotileAnimateObjs.map, block, 32, 0, 0, animate);
|
||||
this._drawAutotile(cv, core.status.autotileAnimateObjs.map, block, 32, 0, 0, animate);
|
||||
}
|
||||
}
|
||||
|
||||
@ -1239,8 +1239,9 @@ maps.prototype.searchBlock = function (id, floorId, showDisable) {
|
||||
}
|
||||
for (var i = 0; i < core.status.maps[floorId].blocks.length; ++i) {
|
||||
var block = core.status.maps[floorId].blocks[i];
|
||||
if (block.event.id == id && (showDisable || !block.disable))
|
||||
if ((showDisable || !block.disable) && core.matchWildcard(id, block.event.id)) {
|
||||
result.push({floorId: floorId, index: i, block: block, x: block.x, y: block.y});
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
@ -1425,7 +1426,10 @@ maps.prototype.setBlock = function (number, x, y, floorId) {
|
||||
floorId = floorId || core.status.floorId;
|
||||
if (!floorId || number == null || x == null || y == null) return;
|
||||
if (x < 0 || x >= core.floors[floorId].width || y < 0 || y >= core.floors[floorId].height) return;
|
||||
if (typeof number == 'string') number = core.getNumberById(number);
|
||||
if (typeof number == 'string') {
|
||||
if (/^\d+$/.test(number)) number = parseInt(number);
|
||||
else number = core.getNumberById(number);
|
||||
}
|
||||
|
||||
var originBlock = core.getBlock(x, y, floorId, true);
|
||||
var block = this.initBlock(x, y, number, true, core.floors[floorId]);
|
||||
@ -1479,6 +1483,10 @@ maps.prototype.setBgFgBlock = function (name, number, x, y, floorId) {
|
||||
if (!floorId || number == null || x == null || y == null) return;
|
||||
if (x < 0 || x >= core.floors[floorId].width || y < 0 || y >= core.floors[floorId].height) return;
|
||||
if (name != 'bg' && name != 'fg') return;
|
||||
if (typeof number == 'string') {
|
||||
if (/^\d+$/.test(number)) number = parseInt(number);
|
||||
else number = core.getNumberById(number);
|
||||
}
|
||||
|
||||
var vFlag = "__" + name + "Value__" + floorId + "_" + x + "_" + y;
|
||||
core.setFlag(vFlag, number);
|
||||
|
||||
42
libs/ui.js
42
libs/ui.js
@ -261,8 +261,6 @@ ui.prototype.closePanel = function () {
|
||||
}
|
||||
|
||||
ui.prototype.clearUI = function () {
|
||||
clearInterval(core.status.event.interval);
|
||||
core.status.event.interval = null;
|
||||
core.status.boxAnimateObjs = [];
|
||||
if (core.dymCanvas._selector) core.deleteCanvas("_selector");
|
||||
core.clearMap('ui');
|
||||
@ -557,6 +555,9 @@ ui.prototype._calTextBoxWidth = function (ctx, content, min_width, max_width, fo
|
||||
|
||||
////// 处理 \i[xxx] 的问题
|
||||
ui.prototype._getDrawableIconInfo = function (id) {
|
||||
if (id && id.indexOf('flag:') === 0) {
|
||||
id = core.getFlag(id.substring(5), id);
|
||||
}
|
||||
var image = null, icon = null;
|
||||
["terrains","animates","items","npcs","enemys"].forEach(function (v) {
|
||||
if (core.material.icons[v][id] != null) {
|
||||
@ -770,8 +771,8 @@ ui.prototype.drawTextBox = function(content, showAll) {
|
||||
var textAttribute = core.status.textAttribute;
|
||||
var titleInfo = this._getTitleAndIcon(content);
|
||||
var posInfo = this._getPosition(titleInfo.content);
|
||||
if (!posInfo.position) posInfo.position = textAttribute.position;
|
||||
if (posInfo.position != 'up' && posInfo.position != 'down') posInfo.px = posInfo.py = null;
|
||||
if (!posInfo.position) posInfo.position = textAttribute.position;
|
||||
content = this._drawTextBox_drawImages(posInfo.content);
|
||||
|
||||
// Step 2: 计算对话框的矩形位置
|
||||
@ -972,6 +973,7 @@ ui.prototype.drawChoices = function(content, choices) {
|
||||
var titleInfo = this._getTitleAndIcon(content);
|
||||
var hPos = this._drawChoices_getHorizontalPosition(titleInfo, choices);
|
||||
var vPos = this._drawChoices_getVerticalPosition(titleInfo, choices, hPos);
|
||||
core.status.event.ui.offset = vPos.offset;
|
||||
|
||||
var isWindowSkin = this.drawBackground(hPos.left, vPos.top, hPos.right, vPos.bottom);
|
||||
this._drawChoices_drawTitle(titleInfo, hPos, vPos);
|
||||
@ -1000,14 +1002,22 @@ ui.prototype._drawChoices_getVerticalPosition = function (titleInfo, choices, hP
|
||||
var length = choices.length;
|
||||
var height = 32 * (length + 2), bottom = this.HPIXEL + height / 2;
|
||||
if (length % 2 == 0) bottom += 16;
|
||||
var offset = 0;
|
||||
var choice_top = bottom - height + 56;
|
||||
if (titleInfo.content) {
|
||||
var headHeight = 0;
|
||||
var realContent = this._getRealContent(titleInfo.content);
|
||||
var lines = core.splitLines('ui', realContent, hPos.validWidth, this._buildFont(15, true));
|
||||
if (titleInfo.title) height += 25;
|
||||
height += lines.length * 20;
|
||||
if (titleInfo.title) headHeight += 25;
|
||||
headHeight += lines.length * 20;
|
||||
height += headHeight;
|
||||
if (bottom - height <= 32) {
|
||||
offset = Math.floor(headHeight / 64);
|
||||
bottom += 32 * offset;
|
||||
choice_top += 32 * offset;
|
||||
}
|
||||
}
|
||||
return {top: bottom - height, height: height, bottom: bottom, choice_top: choice_top };
|
||||
return {top: bottom - height, height: height, bottom: bottom, choice_top: choice_top, offset: offset };
|
||||
}
|
||||
|
||||
ui.prototype._drawChoices_drawTitle = function (titleInfo, hPos, vPos) {
|
||||
@ -1958,7 +1968,7 @@ ui.prototype._drawEquipbox_description = function (info, max_height) {
|
||||
this._drawEquipbox_drawStatusChanged(info, curr, equip, equipType);
|
||||
}
|
||||
|
||||
ui.prototype._drawEquipbox_drawStatusChanged = function (info, y, equip, equipType) {
|
||||
ui.prototype._drawEquipbox_getStatusChanged = function (info, equip, equipType) {
|
||||
var compare, differentMode = null;
|
||||
if (info.index < this.LAST) compare = core.compareEquipment(null, info.selectId);
|
||||
else {
|
||||
@ -1975,18 +1985,25 @@ ui.prototype._drawEquipbox_drawStatusChanged = function (info, y, equip, equipTy
|
||||
core.fillText('ui', differentMode, 10, y, '#CCCCCC', this._buildFont(14, false));
|
||||
return;
|
||||
}
|
||||
return compare;
|
||||
}
|
||||
|
||||
ui.prototype._drawEquipbox_drawStatusChanged = function (info, y, equip, equipType) {
|
||||
var compare = this._drawEquipbox_getStatusChanged(info, equip, equipType);
|
||||
if (compare == null) return;
|
||||
var drawOffset = 10;
|
||||
// --- 变化值...
|
||||
core.setFont('ui', this._buildFont(14, true));
|
||||
for (var name in compare) {
|
||||
var img = core.statusBar.icons[name];
|
||||
if (img) { // 绘制图标
|
||||
var text = core.getStatusName(name);
|
||||
if (img && core.flags.iconInEquipbox) { // 绘制图标
|
||||
core.drawImage('ui', img, 0, 0, 32, 32, drawOffset, y - 13, 16, 16);
|
||||
drawOffset += 20;
|
||||
}
|
||||
else { // 绘制文字
|
||||
core.fillText('ui', name + " ", drawOffset, y, '#CCCCCC');
|
||||
drawOffset += core.calWidth('ui', name + " ");
|
||||
core.fillText('ui', text + " ", drawOffset, y, '#CCCCCC');
|
||||
drawOffset += core.calWidth('ui', text + " ");
|
||||
}
|
||||
var nowValue = core.getStatus(name) * core.getBuff(name), newValue = (nowValue + compare[name]) * core.getBuff(name);
|
||||
if (equip.equip.percentage) {
|
||||
@ -2004,13 +2021,14 @@ ui.prototype._drawEquipbox_drawStatusChanged = function (info, y, equip, equipTy
|
||||
}
|
||||
|
||||
ui.prototype._drawEquipbox_drawEquiped = function (info, line) {
|
||||
core.setTextAlign('ui', 'right');
|
||||
core.setTextAlign('ui', 'center');
|
||||
var per_line = this.HSIZE - 3, width = Math.floor(this.PIXEL / (per_line + 0.25));
|
||||
// 当前装备
|
||||
for (var i = 0; i < info.equipLength ; i++) {
|
||||
var equipId = info.equipEquipment[i] || null;
|
||||
var offset_text = width * (i % per_line) + 56;
|
||||
// var offset_text = width * (i % per_line) + 56;
|
||||
var offset_image = width * (i % per_line) + width * 2 / 3;
|
||||
var offset_text = offset_image - (width - 32) / 2;
|
||||
var y = line + 54 * Math.floor(i / per_line) + 19;
|
||||
if (equipId) {
|
||||
var icon = core.material.icons.items[equipId];
|
||||
|
||||
@ -624,6 +624,12 @@ utils.prototype.reverseDirection = function (direction) {
|
||||
return {"left":"right","right":"left","down":"up","up":"down"}[direction] || direction;
|
||||
}
|
||||
|
||||
utils.prototype.matchWildcard = function (pattern, string) {
|
||||
return new RegExp('^' + pattern.split(/\*+/).map(function (s) {
|
||||
return s.replace(/[|\\{}()[\]^$+*?.]/g, '\\$&');
|
||||
}).join('.*') + '$').test(string);
|
||||
}
|
||||
|
||||
////// Base64加密 //////
|
||||
utils.prototype.encodeBase64 = function (str) {
|
||||
return btoa(encodeURIComponent(str).replace(/%([0-9A-F]{2})/g, function (match, p1) {
|
||||
|
||||
@ -387,8 +387,10 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
|
||||
"bombFourDirections": false,
|
||||
"snowFourDirections": false,
|
||||
"bigKeyIsBox": false,
|
||||
"steelDoorWithoutKey": false,
|
||||
"equipment": false,
|
||||
"equipboxButton": false,
|
||||
"iconInEquipbox": false,
|
||||
"enableAddPoint": false,
|
||||
"enableNegativeDamage": false,
|
||||
"hatredDecrease": true,
|
||||
|
||||
22
更新说明.txt
22
更新说明.txt
@ -1,4 +1,24 @@
|
||||
HTML5魔塔样板V2.5.5
|
||||
HTML5魔塔样板V2.6
|
||||
|
||||
拆分整个项目,大幅重构代码,新增大量API
|
||||
重写文档,尤其是脚本和API列表
|
||||
现在可以对编辑器的表格的结构进行配置
|
||||
可以收藏和高亮存档
|
||||
独立出来的插件编写
|
||||
新增事件:关门、显示确认框、后置循环处理
|
||||
剧情文本的绘制可以设置居中选项
|
||||
选项框的绘制可以增加图标
|
||||
增加公共事件版的全局商店
|
||||
公共事件现在可以传入参数
|
||||
重写滑冰事件,现在滑冰在背景层了
|
||||
将输入框改成自定义实现,避免部分设备不支持
|
||||
状态栏文字可以自动放缩
|
||||
显示图片和对话框立绘可以裁剪图片
|
||||
修复所有已知bug,大量细节优化
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
HTML5魔塔样板V2.5.5
|
||||
|
||||
现在编辑器修改地图后可以直接读档生效,无需再重置地图或回放录像
|
||||
存档方式优化,大幅降低单个存档的占用空间
|
||||
|
||||
Loading…
Reference in New Issue
Block a user