flyRecordPosition

This commit is contained in:
oc 2019-06-28 17:23:09 +08:00
parent f36970a785
commit 43c12e55f1
6 changed files with 42 additions and 17 deletions

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@ -258,6 +258,8 @@
其基本写法是`\f[img,x,y]`,或者`\f[img,x,y,w,h]`,或者`\f[img,sx,sy,sw,sh,x,y,w,h]`。
从V2.6.3开始也可以在最后加上alpha值即`\f[img,sx,sy,sw,sh,x,y,w,h,alpha]`。
需要注意的是这个图片是绘制在UI层上的下一个事件执行时即会擦除同时如果使用了\t的图标动画效果重叠的地方也会被图标动画给覆盖掉。
``` js
@ -265,7 +267,8 @@
"\t[勇士]\b[up,hero]\f[1.png,100,100]以(100,100)为左上角绘制1.png图片",
"\t[hero]\f[1.png,100,100]\f[2.png,300,300]同时绘制了两张图片",
"\f[1.png,100,100,300,300]也可以填写宽高,这样会把图片强制进行放缩到指定的宽高值",
"\f[1.png,64,64,128,128,100,100,128,128]裁剪1.png上以(64,64)开始的128x128图片并绘制到画布的(100,100)处"
"\f[1.png,64,64,128,128,100,100,128,128]裁剪1.png上以(64,64)开始的128x128图片并绘制到画布的(100,100)处",
"\f[1.png,64,64,128,128,100,100,128,128,0.5]同上不透明度0.5",
]
```

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@ -2536,8 +2536,8 @@ Global_Value_List
Global_Flag_List
: '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'|'夹击不超伤害值'|'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'
/*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', 'betweenAttackMax', 'useLoop', 'enableGentleClick', 'potionWhileRouting', 'canGoDeadZone', 'enableMoveDirectly', 'enableDisabledShop', 'disableShopOnDamage', 'checkConsole']*/;
: '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'|'楼传平面塔模式'|'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'|'夹击不超伤害值'|'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'
/*Global_Flag_List ['enableFloor','enableName','enableLv', 'enableHPMax', 'enableMana', 'enableMDef', 'enableMoney', 'enableExperience', 'enableLevelUp', 'levelUpLeftMode', 'enableKeys', 'enablePZF', 'enableDebuff', 'enableSkill', 'flyNearStair', 'flyRecordPosition', 'pickaxeFourDirections', 'bombFourDirections', 'snowFourDirections', 'steelDoorWithoutKey', 'enableAddPoint', 'enableNegativeDamage', 'hatredDecrease', 'betweenAttackCeil', 'betweenAttackMax', 'useLoop', 'enableGentleClick', 'potionWhileRouting', 'canGoDeadZone', 'enableMoveDirectly', 'enableDisabledShop', 'disableShopOnDamage', 'checkConsole']*/;
Colour
: 'sdeirughvuiyasdeb'+ //为了被识别为复杂词法规则

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@ -515,7 +515,13 @@ var data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc = {
"_leaf": true,
"_type": "checkbox",
"_bool": "bool",
"_data": "是否需要在楼梯边使用传送器"
"_data": "传送器是否需要在楼梯边使用如果flyRecordPosition开启则此项对箭头也有效。"
},
"flyRecordPosition": {
"_leaf": true,
"_type": "checkbox",
"_bool": "bool",
"_data": "传送器平面塔模式;此模式下楼层传送器将飞到上次离开该楼层的位置。"
},
"pickaxeFourDirections": {
"_leaf": true,

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@ -1170,9 +1170,12 @@ maps.prototype.terrainExists = function (x, y, id, floorId) {
////// 某个点是否存在楼梯 //////
maps.prototype.stairExists = function (x, y, floorId) {
var block = this.getBlock(x, y, floorId);
if (block == null) return false;
return block.block.event.cls == 'terrains' && (block.block.event.id == 'upFloor' || block.block.event.id == 'downFloor');
var blockId = this.getBlockId(x, y, floorId);
if (blockId == null) return false;
var ids = ['upFloor','downFloor'];
if (core.flags.flyRecordPosition)
ids = ids.concat(['leftPortal','rightPortal','upPortal','downPortal']);
return ids.indexOf(blockId)>=0;
}
////// 当前位置是否在楼梯边 //////

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@ -389,6 +389,7 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
"enableDebuff": false,
"enableSkill": false,
"flyNearStair": true,
"flyRecordPosition": false,
"pickaxeFourDirections": false,
"bombFourDirections": false,
"snowFourDirections": false,

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@ -112,16 +112,19 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
// ---------- 此时还没有进行切换当前floorId还是原来的 ---------- //
var currentId = core.status.floorId || null; // 获得当前的floorId可能为null
if (!core.hasFlag("__leaveLoc__")) core.setFlag("__leaveLoc__", {});
if (currentId != null) core.getFlag("__leaveLoc__")[currentId] = core.status.hero.loc;
// 可以对currentId进行判定比如删除某些自定义图层等
// if (currentId == 'MT0') {
// core.deleteAllCanvas();
// }
// 重置画布尺寸
core.maps.resizeMap(floorId);
// 检查重生怪并重置
if (!fromLoad) {
core.status.maps[floorId].blocks.forEach(function(block) {
core.status.maps[floorId].blocks.forEach(function (block) {
if (block.disable && core.enemys.hasSpecial(block.event.id, 23)) {
block.disable = false;
}
@ -133,7 +136,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
// ---------- 重绘新地图这一步将会设置core.status.floorId ---------- //
core.drawMap(floorId);
// 切换楼层BGM
if (core.status.maps[floorId].bgm) {
var bgm = core.status.maps[floorId].bgm;
@ -189,17 +192,26 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
return false;
}
// 获得两个楼层的索引,以决定是上楼梯还是下楼梯
var fromIndex = core.floorIds.indexOf(fromId),
toIndex = core.floorIds.indexOf(toId);
var stair = fromIndex <= toIndex ? "downFloor" : "upFloor";
// 地下层:同层传送至上楼梯
if (fromIndex == toIndex && core.status.maps[fromId].underGround) stair = "upFloor";
// 平面塔模式
var stair = null,
loc = null;
if (core.flags.flyRecordPosition) {
loc = core.getFlag("__leaveLoc__", {})[toId] || null;
}
if (loc == null) {
// 获得两个楼层的索引,以决定是上楼梯还是下楼梯
var fromIndex = core.floorIds.indexOf(fromId),
toIndex = core.floorIds.indexOf(toId);
var stair = fromIndex <= toIndex ? "downFloor" : "upFloor";
// 地下层:同层传送至上楼梯
if (fromIndex == toIndex && core.status.maps[fromId].underGround) stair = "upFloor";
}
// 记录录像
core.status.route.push("fly:" + toId);
// 传送
core.ui.closePanel();
core.changeFloor(toId, stair, null, null, callback);
core.changeFloor(toId, stair, loc, null, callback);
return true;
},