优化瞬移判定和自动寻路算法

This commit is contained in:
ckcz123 2020-07-02 22:10:26 +08:00
parent 6f0a66bb11
commit 49ca100dfd
7 changed files with 97 additions and 146 deletions

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@ -1373,14 +1373,11 @@ showDisable: 隐藏点是否不返回nulltrue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

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@ -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<br/>例如core.generateMovableArray(); // 判断当前地图主角从各点能向何方向移动<br/>floorId: 地图id不填视为当前地图<br/>x: 起点横坐标,不填视为挨个判定<br/>y: 起点纵坐标,不填视为挨个判定<br/>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<br/>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<br/>例如core.generateMovableArray(); // 判断当前地图主角从各点能向何方向移动<br/>floorId: 地图id不填视为当前地图<br/>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",

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@ -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);
@ -1143,10 +1143,8 @@ 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) {
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;
}
}
@ -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<endX;x++) {
for (var y=startY;y<endY;y++) {
@ -1204,8 +1202,8 @@ control.prototype.drawDamage = function (ctx) {
if (onMap && core.bigmap.v2) {
// 检查是否需要重算...
if (Math.abs(core.bigmap.posX - core.status.damage.posX) >= 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();
}
}

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@ -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': [],
},

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@ -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

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@ -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);
};
if (config.onMap) {
config.ctx = 'fg2';
core.clearMap('fg2');
}
core.maps._drawBgFgMap(floorId, 'fg2', config);
}
/* 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
});
});
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)
};
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);
}
}
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;
};
},
"itemShop": function () {
// 道具商店相关的插件

8
runtime.d.ts vendored
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@ -1458,12 +1458,9 @@ declare class maps {
*
* @example core.generateMovableArray(); // 判断当前地图主角从各点能向何方向移动
* @param floorId id
* @param x
* @param y
* @param direction 使
* @returns
* @returns
*/
generateMovableArray(floorId?: string, x?: number, y?: number, direction?: direction): boolean | Array<direction | Array<Array<direction>>>
generateMovableArray(floorId?: string): Array<Array<Array<direction>>>
/**
*
@ -2758,6 +2755,7 @@ type core = {
height: number
v2: boolean
threshold: number
extend: number
scale: number
tempCanvas: CanvasRenderingContext2D // A temp canvas for drawing
}