Fix 2.7 接档工具
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@ -2142,10 +2142,6 @@ core.showWithAnimate(obj, speed, callback) / core.hideWithAnimate(obj, speed, ca
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动画淡入或淡出一个对象。
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core.hashCode(obj)
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计算一个对象的哈希值。
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core.same(a, b)
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判定a和b是否相同,包括类型相同和值相同。
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如果a和b都是数组,则会递归依次比较数组中的值;如果都是对象亦然。
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@ -2142,10 +2142,6 @@ core.showWithAnimate(obj, speed, callback) / core.hideWithAnimate(obj, speed, ca
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动画淡入或淡出一个对象。
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core.hashCode(obj)
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计算一个对象的哈希值。
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core.same(a, b)
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判定a和b是否相同,包括类型相同和值相同。
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如果a和b都是数组,则会递归依次比较数组中的值;如果都是对象亦然。
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@ -1760,8 +1760,6 @@ control.prototype._doSL_replayLoad_afterGet = function (id, data) {
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if (!data) return core.drawTip("无效的存档");
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if (data.version != core.firstData.version) return core.drawTip("存档版本不匹配");
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if (data.hard != core.status.hard) core.drawTip("游戏难度不匹配!");
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if (data.hashCode != null && data.hashCode != core.utils.hashCode(data.hero))
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return alert("存档校验失败,请勿修改存档文件!");
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var route = core.subarray(core.status.route, core.decodeRoute(data.route));
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if (route == null || data.hero.flags.__seed__ != core.getFlag('__seed__'))
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return core.drawTip("无法从此存档回放录像");
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@ -1091,20 +1091,6 @@ utils.prototype._decodeCanvas = function (arr, width, height) {
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tempCanvas.putImageData(imgData, 0, 0);
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}
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utils.prototype.hashCode = function (obj) {
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if (typeof obj == 'string') {
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var hash = 0, i, chr;
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if (obj.length === 0) return hash;
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for (i = 0; i < obj.length; i++) {
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chr = obj.charCodeAt(i);
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hash = ((hash << 5) - hash) + chr;
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hash |= 0;
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}
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return hash;
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}
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return this.hashCode(JSON.stringify(obj).split("").sort().join(""));
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}
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utils.prototype.same = function (a, b) {
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if (a == null && b == null) return true;
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if (a == null || b == null) return false;
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4
main.js
4
main.js
@ -186,8 +186,8 @@ function main() {
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this.floors = {}
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this.canvas = {};
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this.__VERSION__ = "2.6.6";
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this.__VERSION_CODE__ = 99;
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this.__VERSION__ = "2.7";
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this.__VERSION_CODE__ = 127;
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}
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main.prototype.init = function (mode, callback) {
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@ -118,7 +118,7 @@ function action_data(callback) {
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// Step 0: 移动目录
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// materials
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['animates', 'enemys', 'items', 'npcs', 'terrains', 'enemy48', 'npc48', 'icons'].forEach(function (one) {
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['animates', 'enemys', 'items', 'npcs', 'terrains', 'enemy48', 'npc48', 'icons', 'airwall', 'fog', 'keyboard'].forEach(function (one) {
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fs.moveFile('project/images/'+one+".png", 'project/materials/'+one+'.png', function (e, d) {});
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});
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main.tilesets.forEach(function (one) {
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@ -127,7 +127,7 @@ function action_data(callback) {
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});
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// bgms
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main.bgms.forEach(function (one) {
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fs.moveFile('project/bgms/'+one, 'project/bgms/'+one, function (e,d) {});
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fs.moveFile('project/sounds/'+one, 'project/bgms/'+one, function (e,d) {});
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})
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// Step 1: 重置levelChoose和shop
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@ -308,7 +308,7 @@ function action_items(callback) {
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var data = items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a[one];
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if (!data) return;
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for (var id in data) {
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if (data[id] != null)
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if (data[id] != null && items[id])
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items[id][one] = data[id];
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}
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});
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@ -87,7 +87,7 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
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"firstData": {
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"title": "魔塔样板",
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"name": "template",
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"version": "Ver 2.6.6",
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"version": "Ver 2.7",
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"floorId": "sample0",
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"hero": {
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"image": "hero.png",
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@ -164,6 +164,8 @@ def moveFile():
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if not os.path.exists(src):
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abort(404)
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return
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if src == dest:
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return 'Success'
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if os.path.exists(dest):
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os.remove(dest)
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os.rename(src, dest)
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@ -54,7 +54,7 @@
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(已完成!) 大屏幕下放大游戏界面
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(已完成!) 最近使用/最常使用的图块
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(已完成!) loader并行加载
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合并items.js
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(已完成!) 合并items.js
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(已完成!) 增加fonts目录,全塔属性增加fonts引用
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(已完成!) 右边框输入完后解析按钮高亮
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(已完成!) 32x48的门
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@ -68,6 +68,7 @@
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(不处理;现在静止状态可以有帧动画了,所以不考虑行走过程动画) 行走动画
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(已完成!) 合并main中一些设置内容
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(已完成!) \t[this], 勇士朝下,flag:arg清理,瞬移扣血
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nowLoc;同步存档合并;右键反复弹出;失去焦点右键;地图编辑框无效
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-------------
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