diff --git a/_docs/api.md b/_docs/api.md
index b75d25d1..f8268b3f 100644
--- a/_docs/api.md
+++ b/_docs/api.md
@@ -1373,14 +1373,11 @@ showDisable: 隐藏点是否不返回null,true表示不返回null
loadFloor: fn(floorId?: string, map?: ?)
从文件或存档中加载某个楼层
-generateMovableArray: fn(floorId?: string, x?: number, y?: number, direction?: string)
+generateMovableArray: fn(floorId?: string)
可通行性判定
例如:core.generateMovableArray(); // 判断当前地图主角从各点能向何方向移动
floorId: 地图id,不填视为当前地图
-x: 起点横坐标,不填视为挨个判定
-y: 起点纵坐标,不填视为挨个判定
-direction: 可选,必须和坐标一起使用。填写后将只检查是否可向该方向移动并返回布尔值
-返回值:不设置坐标时为从各点可移动方向的三维数组,设置坐标但不设置方向时为该点可移动方向的一维数组,都设置时为布尔值
+返回值:从各点可移动方向的三维数组
terrainExists: fn(x: number, y: number, id?: string, floorId?: string) -> bool
某个点是否存在(指定的)地形
diff --git a/_server/CodeMirror/defs.js b/_server/CodeMirror/defs.js
index 5f31a386..3d6e0332 100644
--- a/_server/CodeMirror/defs.js
+++ b/_server/CodeMirror/defs.js
@@ -1883,6 +1883,10 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "number",
"!doc": "新版大地图绘制方式的分界线"
},
+ "extend": {
+ "!type": "number",
+ "!doc": "新版大地图模式下向每一侧额外计算的数量"
+ },
"scale": {
"!type": "number",
"!doc": "缩略图的比例放缩"
@@ -3179,8 +3183,8 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "fn(floorId?: string, map?: ?)"
},
"generateMovableArray": {
- "!doc": "可通行性判定
例如:core.generateMovableArray(); // 判断当前地图主角从各点能向何方向移动
floorId: 地图id,不填视为当前地图
x: 起点横坐标,不填视为挨个判定
y: 起点纵坐标,不填视为挨个判定
direction: 可选,必须和坐标一起使用。填写后将只检查是否可向该方向移动并返回布尔值
返回值:不设置坐标时为从各点可移动方向的三维数组,设置坐标但不设置方向时为该点可移动方向的一维数组,都设置时为布尔值",
- "!type": "fn(floorId?: string, x?: number, y?: number, direction?: string)"
+ "!doc": "可通行性判定
例如:core.generateMovableArray(); // 判断当前地图主角从各点能向何方向移动
floorId: 地图id,不填视为当前地图
返回值:从各点可移动方向的三维数组",
+ "!type": "fn(floorId?: string) -> [[[string]]]"
},
"terrainExists": {
"!doc": "某个点是否存在(指定的)地形",
diff --git a/libs/control.js b/libs/control.js
index 61b20f5f..bece8cb9 100644
--- a/libs/control.js
+++ b/libs/control.js
@@ -1126,7 +1126,7 @@ control.prototype.updateDamage = function (floorId, ctx) {
if (!onMap) {
var width = core.floors[floorId].width, height = core.floors[floorId].height;
// 地图过大的缩略图不绘制显伤
- if (width * height > core.status.damage.bigmapThreshold) return;
+ if (width * height > (core.__SIZE__ + 2 * core.bigmap.extend) * (core.__SIZE__ + 2 * core.bigmap.extend)) return;
}
this._updateDamage_damage(floorId, onMap);
this._updateDamage_extraDamage(floorId, onMap);
@@ -1143,12 +1143,10 @@ control.prototype._updateDamage_damage = function (floorId, onMap) {
// v2优化,只绘制范围内的部分
if (onMap && core.bigmap.v2) {
- if (x < core.bigmap.posX - core.status.damage.bigmapLimit
- || x > core.bigmap.posX + core.__SIZE__ + core.status.damage.bigmapLimit
- || y < core.bigmap.posY - core.status.damage.bigmapLimit
- || y > core.bigmap.posY + core.__SIZE__ + core.status.damage.bigmapLimit) {
- return;
- }
+ if (x < core.bigmap.posX - core.bigmap.extend || x > core.bigmap.posX + core.__SIZE__ + core.bigmap.extend
+ || y < core.bigmap.posY - core.bigmap.extend || y > core.bigmap.posY + core.__SIZE__ + core.bigmap.extend) {
+ return;
+ }
}
if (!block.disable && block.event.cls.indexOf('enemy') == 0 && block.event.displayDamage !== false) {
@@ -1171,10 +1169,10 @@ control.prototype._updateDamage_extraDamage = function (floorId, onMap) {
if (!core.flags.displayExtraDamage) return;
var width = core.floors[floorId].width, height = core.floors[floorId].height;
- var startX = onMap && core.bigmap.v2 ? Math.max(0, core.bigmap.posX - core.status.damage.bigmapLimit) : 0;
- var endX = onMap && core.bigmap.v2 ? Math.min(width, core.bigmap.posX + core.__SIZE__ + core.status.damage.bigmapLimit + 1) : width;
- var startY = onMap && core.bigmap.v2 ? Math.max(0, core.bigmap.posY - core.status.damage.bigmapLimit) : 0;
- var endY = onMap && core.bigmap.v2 ? Math.min(height, core.bigmap.posY + core.__SIZE__ + core.status.damage.bigmapLimit + 1) : height;
+ var startX = onMap && core.bigmap.v2 ? Math.max(0, core.bigmap.posX - core.bigmap.extend) : 0;
+ var endX = onMap && core.bigmap.v2 ? Math.min(width, core.bigmap.posX + core.__SIZE__ + core.bigmap.extend + 1) : width;
+ var startY = onMap && core.bigmap.v2 ? Math.max(0, core.bigmap.posY - core.bigmap.extend) : 0;
+ var endY = onMap && core.bigmap.v2 ? Math.min(height, core.bigmap.posY + core.__SIZE__ + core.bigmap.extend + 1) : height;
for (var x=startX;x= core.status.damage.bigmapLimit - 1
- || Math.abs(core.bigmap.posY - core.status.damage.posY) >= core.status.damage.bigmapLimit - 1) {
+ if (Math.abs(core.bigmap.posX - core.status.damage.posX) >= core.bigmap.extend - 1
+ || Math.abs(core.bigmap.posY - core.status.damage.posY) >= core.bigmap.extend - 1) {
return this.updateDamage();
}
}
diff --git a/libs/core.js b/libs/core.js
index 0307573c..23aac83a 100644
--- a/libs/core.js
+++ b/libs/core.js
@@ -99,6 +99,7 @@ function core() {
height: this.__SIZE__,
v2: false,
threshold: 512,
+ extend: 10,
scale: 1.0,
tempCanvas: null, // A temp canvas for drawing
}
@@ -134,8 +135,6 @@ function core() {
'damage': { // 每个点的显伤绘制
'posX': 0,
'posY': 0,
- 'bigmapThreshold': 1024,
- 'bigmapLimit': 10,
'data': [],
'extraData': [],
},
diff --git a/libs/maps.js b/libs/maps.js
index de4593ed..9378e726 100644
--- a/libs/maps.js
+++ b/libs/maps.js
@@ -484,47 +484,53 @@ maps.prototype.getFgNumber = function (x, y, floorId) {
// ------ 当前能否朝某方向移动,能否瞬间移动 ------ //
////// 生成全图的当前可移动信息 //////
-maps.prototype.generateMovableArray = function (floorId, x, y, direction) {
+maps.prototype.generateMovableArray = function (floorId) {
floorId = floorId || core.status.floorId;
if (!floorId) return null;
+ var arrays = this._generateMovableArray_arrays(floorId);
+
var width = core.floors[floorId].width, height = core.floors[floorId].height;
- var bgArray = this.getBgMapArray(floorId),
- fgArray = this.getFgMapArray(floorId),
- eventArray = this.getMapArray(floorId);
-
- var generate = function (x, y, direction) {
- if (direction != null) {
- return core.maps._canMoveHero_checkPoint(x, y, direction, floorId, {
- bgArray: bgArray, fgArray: fgArray, eventArray: eventArray
- });
- }
- return ["left", "down", "up", "right"].filter(function (direction) {
- return core.maps._canMoveHero_checkPoint(x, y, direction, floorId, {
- bgArray: bgArray, fgArray: fgArray, eventArray: eventArray
- });
- });
- }
-
- if (x != null && y != null) return generate(x, y, direction);
var array = [];
- for (var x = 0; x < width; x++) {
- array[x] = [];
- for (var y = 0; y < height; y++) {
- array[x][y] = generate(x, y, direction);
+ for (var x = 0; x < width; ++x) {
+ array[x] = Array(height).fill([]);
+ }
+ var v2 = floorId == core.status.floorId && core.bigmap.v2;
+ var startX = v2 ? Math.max(0, core.bigmap.posX - core.bigmap.extend) : 0;
+ var endX = v2 ? Math.min(width, core.bigmap.posX + core.__SIZE__ + core.bigmap.extend + 1) : width;
+ var startY = v2 ? Math.max(0, core.bigmap.posY - core.bigmap.extend) : 0;
+ var endY = v2 ? Math.min(height, core.bigmap.posY + core.__SIZE__ + core.bigmap.extend + 1) : height;
+
+ for (var x = startX; x < endX; x++) {
+ for (var y = startY; y < endY; y++) {
+ array[x][y] = ["left", "down", "up", "right"].filter(function (direction) {
+ return core.maps._canMoveHero_checkPoint(x, y, direction, floorId, arrays);
+ });
}
}
return array;
}
+maps.prototype._generateMovableArray_arrays = function (floorId) {
+ return {
+ bgArray: this.getBgMapArray(floorId),
+ fgArray: this.getFgMapArray(floorId),
+ eventArray: this.getMapArray(floorId)
+ };
+}
+
////// 勇士能否前往某方向 //////
maps.prototype.canMoveHero = function (x, y, direction, floorId) {
if (x == null) x = core.getHeroLoc('x');
if (y == null) y = core.getHeroLoc('y');
direction = direction || core.getHeroLoc('direction');
- return this.generateMovableArray(floorId, x, y, direction);
+ return this._canMoveHero_checkPoint(x, y, direction, floorId);
}
-maps.prototype._canMoveHero_checkPoint = function (x, y, direction, floorId, extraData) {
+maps.prototype._canMoveHero_checkPoint = function (x, y, direction, floorId, arrays) {
+ floorId = floorId || core.status.floorId;
+ if (!floorId) return false;
+ arrays = arrays || this._generateMovableArray_arrays(floorId);
+
// 1. 检查该点 cannotMove
if (core.inArray((core.floors[floorId].cannotMove || {})[x + "," + y], direction))
return false;
@@ -534,13 +540,9 @@ maps.prototype._canMoveHero_checkPoint = function (x, y, direction, floorId, ext
return false;
// 2. 检查该点素材的 cannotOut 和下一个点的 cannotIn
- if (this._canMoveHero_checkCannotInOut([
- extraData.bgArray[y][x], extraData.fgArray[y][x], extraData.eventArray[y][x]
- ], "cannotOut", direction))
+ if (this._canMoveHero_checkCannotInOut(Object.keys(arrays).map(function (name) { return arrays[name][y][x]; }), "cannotOut", direction))
return false;
- if (this._canMoveHero_checkCannotInOut([
- extraData.bgArray[ny][nx], extraData.fgArray[ny][nx], extraData.eventArray[ny][nx]
- ], "cannotIn", direction))
+ if (this._canMoveHero_checkCannotInOut(Object.keys(arrays).map(function (name) { return arrays[name][ny][nx]; }), "cannotIn", direction))
return false;
// 3. 检查是否能进将死的领域
diff --git a/project/plugins.js b/project/plugins.js
index a3975576..18cf47a3 100644
--- a/project/plugins.js
+++ b/project/plugins.js
@@ -434,107 +434,60 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
}
////// 绘制背景层 //////
- core.maps.drawBg = function (floorId, ctx) {
+ core.maps.drawBg = function (floorId, config) {
floorId = floorId || core.status.floorId;
- var onMap = ctx == null;
- if (onMap) {
- ctx = core.canvas.bg;
- core.clearMap(ctx);
+
+ config = config || {};
+ if (config.ctx == null) {
+ config.onMap = true;
+ config.ctx = 'bg';
+ core.clearMap('bg');
core.status.floorAnimateObjs = this._getFloorImages(floorId);
}
- core.maps._drawBg_drawBackground(floorId, ctx);
+
+ core.maps._drawBg_drawBackground(floorId, config);
// ------ 调整这两行的顺序来控制是先绘制贴图还是先绘制背景图块;后绘制的覆盖先绘制的。
- core.maps._drawFloorImages(floorId, ctx, 'bg');
- core.maps._drawBgFgMap(floorId, ctx, 'bg', onMap);
+ core.maps._drawFloorImages(floorId, config.ctx, 'bg', null, null, config.onMap);
+ core.maps._drawBgFgMap(floorId, 'bg', config);
// 绘制背景层2
- core.maps._drawBgFgMap(floorId, ctx, 'bg2', onMap);
- };
+ if (config.onMap) {
+ config.ctx = 'bg2';
+ core.clearMap('bg2');
+ }
+ core.maps._drawBgFgMap(floorId, 'bg2', config);
+ }
////// 绘制前景层 //////
- core.maps.drawFg = function (floorId, ctx) {
+ core.maps.drawFg = function (floorId, config) {
floorId = floorId || core.status.floorId;
- var onMap = ctx == null;
- if (onMap) {
- ctx = core.canvas.fg;
+ config = config || {};
+ if (config.ctx == null) {
+ config.onMap = true;
+ config.ctx = 'fg';
+ core.clearMap('fg');
core.status.floorAnimateObjs = this._getFloorImages(floorId);
}
+
// ------ 调整这两行的顺序来控制是先绘制贴图还是先绘制前景图块;后绘制的覆盖先绘制的。
- this._drawFloorImages(floorId, ctx, 'fg');
- this._drawBgFgMap(floorId, ctx, 'fg', onMap);
+ core.maps._drawFloorImages(floorId, config.ctx, 'fg', null, null, config.onMap);
+ core.maps._drawBgFgMap(floorId, 'fg', config);
// 绘制前景层2
- this._drawBgFgMap(floorId, ctx, 'fg2', onMap);
- };
- /* cannotIn/cannotOut适配 start*/
- core.maps.generateMovableArray = function (floorId, x, y, direction) {
- floorId = floorId || core.status.floorId;
- if (!floorId) return null;
- var width = core.floors[floorId].width,
- height = core.floors[floorId].height;
- var bgArray = this.getBgMapArray(floorId),
- bg2Array = this._getBgFgMapArray('bg2', floorId),
- fgArray = this.getFgMapArray(floorId),
- fg2Array = this._getBgFgMapArray('fg2', floorId),
- eventArray = this.getMapArray(floorId);
-
- var generate = function (x, y, direction) {
- if (direction != null) {
- return core.maps._canMoveHero_checkPoint(x, y, direction, floorId, {
- bgArray: bgArray,
- fgArray: fgArray,
- bg2Array: bg2Array,
- fg2Array: fg2Array,
- eventArray: eventArray
- });
- }
- return ["left", "down", "up", "right"].filter(function (direction) {
- return core.maps._canMoveHero_checkPoint(x, y, direction, floorId, {
- bgArray: bgArray,
- fgArray: fgArray,
- bg2Array: bg2Array,
- fg2Array: fg2Array,
- eventArray: eventArray
- });
- });
- };
-
- if (x != null && y != null) return generate(x, y, direction);
- var array = [];
- for (var x = 0; x < width; x++) {
- array[x] = [];
- for (var y = 0; y < height; y++) {
- array[x][y] = generate(x, y);
- }
+ if (config.onMap) {
+ config.ctx = 'fg2';
+ core.clearMap('fg2');
}
- return array;
- };
- core.maps._canMoveHero_checkPoint = function (x, y, direction, floorId, extraData) {
- // 1. 检查该点 cannotMove
- if (core.inArray((core.floors[floorId].cannotMove || {})[x + "," + y], direction))
- return false;
-
- var nx = x + core.utils.scan[direction].x,
- ny = y + core.utils.scan[direction].y;
- if (nx < 0 || ny < 0 || nx >= core.floors[floorId].width || ny >= core.floors[floorId].height)
- return false;
-
- // 2. 检查该点素材的 cannotOut 和下一个点的 cannotIn
- if (this._canMoveHero_checkCannotInOut([
- extraData.bgArray[y][x], extraData.bg2Array[y][x], extraData.fgArray[y][x], extraData.fg2Array[y][x], extraData.eventArray[y][x]
- ], "cannotOut", direction))
- return false;
- if (this._canMoveHero_checkCannotInOut([
- extraData.bgArray[ny][nx], extraData.bg2Array[ny][nx], extraData.fgArray[ny][nx], extraData.fg2Array[ny][nx], extraData.eventArray[ny][nx]
- ], "cannotIn", direction))
- return false;
-
- // 3. 检查是否能进将死的领域
- if (floorId == core.status.floorId && !core.flags.canGoDeadZone &&
- core.status.hero.hp <= (core.status.checkBlock.damage[nx + "," + ny] || 0) &&
- extraData.eventArray[ny][nx] == 0)
- return false;
-
- return true;
- };
+ core.maps._drawBgFgMap(floorId, 'fg2', config);
+ }
+ /* cannotIn/cannotOut适配 start*/
+ core.maps._generateMovableArray_arrays = function (floorId) {
+ return {
+ bgArray: this.getBgMapArray(floorId),
+ fgArray: this.getFgMapArray(floorId),
+ eventArray: this.getMapArray(floorId),
+ bg2Array: this._getBgFgMapArray('bg2', floorId),
+ fg2Array: this._getBgFgMapArray('fg2', floorId)
+ };
+ }
},
"itemShop": function () {
// 道具商店相关的插件
diff --git a/runtime.d.ts b/runtime.d.ts
index eb65ade6..7409d637 100644
--- a/runtime.d.ts
+++ b/runtime.d.ts
@@ -1458,12 +1458,9 @@ declare class maps {
* 可通行性判定
* @example core.generateMovableArray(); // 判断当前地图主角从各点能向何方向移动
* @param floorId 地图id,不填视为当前地图
- * @param x 起点横坐标,不填视为挨个判定
- * @param y 起点纵坐标,不填视为挨个判定
- * @param direction 可选,必须和坐标一起使用。填写后将只检查是否可向该方向移动并返回布尔值
- * @returns 不设置坐标时为从各点可移动方向的三维数组,设置坐标但不设置方向时为该点可移动方向的一维数组,都设置时为布尔值
+ * @returns 从各点可移动方向的三维数组
*/
- generateMovableArray(floorId?: string, x?: number, y?: number, direction?: direction): boolean | Array>>
+ generateMovableArray(floorId?: string): Array>>
/**
* 单点单朝向的可通行性判定
@@ -2758,6 +2755,7 @@ type core = {
height: number
v2: boolean
threshold: number
+ extend: number
scale: number
tempCanvas: CanvasRenderingContext2D // A temp canvas for drawing
}