items.js v2.6

This commit is contained in:
oc 2019-03-10 01:30:41 +08:00
parent 454bba33c3
commit 4b68df329d
3 changed files with 108 additions and 118 deletions

View File

@ -407,7 +407,7 @@ control.prototype.resetStatus = function(hero, hard, floorId, route, maps, value
core.status.maps = core.clone(maps);
// 初始化怪物
core.material.enemys = core.clone(core.enemys.getEnemys());
core.material.items = core.clone(core.items.getItems());
core.material.items = core.items.getItems();
// 初始化人物属性
core.status.hero = core.clone(hero);
// 初始化人物图标

View File

@ -236,7 +236,7 @@ core.prototype.init = function (coreData, callback) {
core.dom.logoLabel.innerHTML = core.firstData.title;
document.title = core.firstData.title + " - HTML5魔塔";
document.getElementById("startLogo").innerHTML = core.firstData.title;
core.material.items = core.clone(core.items.getItems());
core.material.items = core.items.getItems();
core.material.enemys = core.clone(core.enemys.getEnemys());
core.material.icons = core.icons.getIcons();
core.material.events = core.events.getEvents();
@ -402,7 +402,7 @@ core.prototype._forwardFunc = function (name, funcname) {
main.log("Error in forwarding "+funcname+" from "+name+"!");
return;
}
var parameterInfo = /^\s*function\s*[\w_$]*\(([\w_,$ \n]*)\)\s*\{/.exec(core[name][funcname].toString());
var parameterInfo = /^\s*function\s*[\w_$]*\(([\w_,$\s]*)\)\s*\{/.exec(core[name][funcname].toString());
var parameters = (parameterInfo==null?"":parameterInfo[1]).replace(/\s*/g, '').replace(/,/g, ', ');
// core[funcname] = new Function(parameters, "return core."+name+"."+funcname+"("+parameters+");");
eval("core."+funcname+" = function ("+parameters+") {\n\treturn core."+name+"."+funcname+"("+parameters+");\n}");

View File

@ -13,14 +13,12 @@ items.prototype._init = function () {
this.canUseItemEffect = items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a.canUseItemEffect;
if (!items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a.canEquip)
items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a.canEquip = {};
this.canEquip = items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a.canEquip;
//delete(items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a);
this.equipCondition = items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a.canEquip;
}
////// 获得所有道具 //////
items.prototype.getItems = function () {
return this.items;
return core.clone(this.items);
}
////// “即捡即用类”道具的使用效果 //////
@ -63,14 +61,7 @@ items.prototype.getItemEffectTip = function(itemId) {
return "";
}
////// 使用道具 //////
items.prototype.useItem = function (itemId, noRoute, callback) {
if (!this.canUseItem(itemId)) {
if (core.isset(callback)) callback();
return;
}
var itemCls = core.material.items[itemId].cls;
items.prototype._useItemEffect = function (itemId) {
if (itemId in this.useItemEffect) {
try {
eval(this.useItemEffect[itemId]);
@ -79,23 +70,32 @@ items.prototype.useItem = function (itemId, noRoute, callback) {
main.log(e);
}
}
// 记录路线
if (!noRoute) {
core.status.route.push("item:"+itemId);
}
}
items.prototype._afterUseItem = function (itemId) {
// 道具使用完毕:删除
var itemCls = core.material.items[itemId].cls;
if (itemCls=='tools')
core.status.hero.items[itemCls][itemId]--;
if (core.status.hero.items[itemCls][itemId]<=0)
delete core.status.hero.items[itemCls][itemId];
core.status.event.ui = null;
core.updateStatusBar();
if (!core.isset(core.status.event.id)) {
core.status.event.data = null;
core.status.event.ui = null;
}
}
////// 使用道具 //////
items.prototype.useItem = function (itemId, noRoute, callback) {
if (!this.canUseItem(itemId)) {
if (core.isset(callback)) callback();
return;
}
// 执行道具效果
this._useItemEffect(itemId);
// 执行完毕
this._afterUseItem(itemId);
// 记录路线
if (!noRoute) core.status.route.push("item:"+itemId);
if (core.isset(callback)) callback();
}
@ -113,7 +113,7 @@ items.prototype.canUseItem = function (itemId) {
main.log(e);
}
}
if (!able) core.status.event.data = null;
if (!able) core.status.event.ui = null;
return able;
}
@ -208,6 +208,15 @@ items.prototype.addItem = function (itemId, itemNum) {
core.updateStatusBar();
}
// ---------- 装备相关 ------------ //
items.prototype.getEquipTypeById = function (equipId) {
var type = core.material.items[equipId].equip.type;
if (typeof type == 'string')
type = this.getEquipTypeByName(type);
return type;
}
items.prototype.getEquipTypeByName = function (name) {
var names = core.status.globalAttribute.equipName;
for (var i = 0; i < names.length; ++i) {
@ -218,61 +227,44 @@ items.prototype.getEquipTypeByName = function (name) {
return -1;
}
////// 换上 //////
items.prototype.loadEquip = function (equipId, callback) {
if (!core.isset(core.status.hero)) return null;
if (!core.isset(core.status.hero.equipment)) core.status.hero.equipment = [];
var loadEquip = core.material.items[equipId]||{};
if (!core.isset(loadEquip.equip)) {
if (core.isset(callback)) callback();
return;
// 当前能否撞上某装备
items.prototype.canEquip = function (equipId, hint) {
// 装备是否合法
var equip = core.material.items[equipId]||{};
if (!core.isset(equip.equip)) {
if (hint) core.drawTip("不合法的装备!");
return false;
}
var can = this.canEquip[equipId];
if (core.isset(can)) {
// 是否拥有该装备
if (!core.hasItem(equipId) && !core.hasEquip(equipId)) {
if (hint) core.drawTip("你当前没有"+equip.name+",无法换装");
return false;
}
// 可装备条件
var condition = this.equipCondition[equipId];
if (core.isset(condition) && condition.length>0) {
try {
if (!eval(can)) {
core.drawTip("当前不可换上"+loadEquip.name);
if (core.isset(callback)) callback();
return;
if (!eval(condition)) {
if (hint) core.drawTip("当前不可换上"+equip.name);
return false;
}
}
catch (e) {
main.log(e);
console.log(e);
return false;
}
}
return true;
}
core.playSound('equip.mp3');
var loadEquipType = loadEquip.equip.type;
// ------ 判定多重装备 ------
if (typeof loadEquipType === 'string') {
loadEquipType = this.getEquipTypeByName(loadEquipType);
if (loadEquipType < 0) {
core.drawTip("当前没有"+loadEquip.equip.type+"的空位!");
return;
}
}
var unloadEquipId = core.status.hero.equipment[loadEquipType];
var unloadEquip = core.material.items[unloadEquipId] || {};
// ------ 如果当前装备和目标装备的模式不同(一个百分比一个数值),则需要先脱再穿 ------ //
if (core.isset(unloadEquip.equip) && (unloadEquip.equip.percentage||false) != (loadEquip.equip.percentage||false)) {
this.unloadEquip(loadEquipType);
this.loadEquip(equipId);
if (core.isset(callback)) callback();
return;
}
// 下面保证了两者的模式是相同的
////// 实际换装的效果 //////
items.prototype._loadEquipEffect = function (equipId, unloadEquipId, isPercentage) {
// 比较能力值
var result = core.compareEquipment(equipId,unloadEquipId);
var result = core.compareEquipment(equipId, unloadEquipId);
if (loadEquip.equip.percentage) {
if (isPercentage) {
core.setFlag('equip_atk_buff', core.getFlag('equip_atk_buff',1)+result.atk/100);
core.setFlag('equip_def_buff', core.getFlag('equip_def_buff',1)+result.def/100);
core.setFlag('equip_mdef_buff', core.getFlag('equip_mdef_buff',1)+result.mdef/100);
@ -282,61 +274,71 @@ items.prototype.loadEquip = function (equipId, callback) {
core.status.hero.def += result.def;
core.status.hero.mdef += result.mdef;
}
}
// 更新装备状态
core.status.hero.equipment[loadEquipType] = equipId;
core.updateStatusBar();
items.prototype._realLoadEquip = function (type, loadId, unloadId, callback) {
var loadEquip = core.material.items[loadId] || {}, unloadEquip = core.material.items[unloadId] || {};
if (!core.isset(loadEquip.equip)) loadEquip.equip = {};
if (!core.isset(unloadEquip.equip)) unloadEquip.equip = {};
// 装备更换完毕:删除换上的装备
core.removeItem(equipId);
// 装备更换完毕:增加卸下的装备
if (core.isset(unloadEquipId))
core.addItem(unloadEquipId, 1);
var loadPercentage = loadEquip.equip.percentage, unloadPercentage = unloadEquip.equip.percentage;
core.drawTip("已装备上"+loadEquip.name, core.material.icons.items[equipId]);
if (loadPercentage != null && unloadPercentage != null && loadPercentage != unloadPercentage) {
this.unloadEquip(type);
this.loadEquip(loadId);
if (core.isset(callback)) callback();
return;
}
// --- 音效
core.playSound('equip.mp3');
// --- 实际换装
this._loadEquipEffect(loadId, unloadId, loadPercentage==null?unloadPercentage:loadPercentage);
// --- 加减
if (loadId) core.removeItem(loadId);
if (unloadId) core.addItem(unloadId);
core.status.hero.equipment[type] = loadId||null;
// --- 提示
if (loadId) core.drawTip("已装备上"+loadEquip.name, core.material.icons.items[loadId]);
else if (unloadId) core.drawTip("已卸下"+unloadEquip.name, core.material.icons.items[unloadId]);
if (core.isset(callback)) callback();
}
////// 换上 //////
items.prototype.loadEquip = function (equipId, callback) {
if (!core.isset(core.status.hero)) return null;
if (!core.isset(core.status.hero.equipment)) core.status.hero.equipment = [];
if (!this.canEquip(equipId, true)) {
if (core.isset(callback)) callback();
return;
}
var loadEquip = core.material.items[equipId] || {};
var type = this.getEquipTypeById(equipId);
if (type < 0) {
core.drawTip("当前没有"+loadEquip.equip.type+"的空位!");
return;
}
this._realLoadEquip(type, equipId, core.status.hero.equipment[type], callback);
}
////// 卸下 //////
items.prototype.unloadEquip = function (equipType, callback) {
if (!core.isset(core.status.hero)) return null;
if (!core.isset(core.status.hero.equipment)) core.status.hero.equipment = [];
core.playSound('equip.mp3');
var unloadEquipId = core.status.hero.equipment[equipType];
if (!core.isset(unloadEquipId)) {
if (core.isset(callback)) callback();
return;
}
var unloadEquip = core.material.items[unloadEquipId] || {};
// 处理能力值改变
if (unloadEquip.equip.percentage) {
core.setFlag('equip_atk_buff', core.getFlag('equip_atk_buff',1)-(unloadEquip.equip.atk||0)/100);
core.setFlag('equip_def_buff', core.getFlag('equip_def_buff',1)-(unloadEquip.equip.def||0)/100);
core.setFlag('equip_mdef_buff', core.getFlag('equip_mdef_buff',1)-(unloadEquip.equip.mdef||0)/100);
}
else {
core.status.hero.atk -= unloadEquip.equip.atk || 0;
core.status.hero.def -= unloadEquip.equip.def || 0;
core.status.hero.mdef -= unloadEquip.equip.mdef || 0;
}
// 更新装备状态
core.status.hero.equipment[equipType] = null;
core.updateStatusBar();
// 装备更换完毕:增加卸下的装备
core.addItem(unloadEquipId, 1);
core.drawTip("已卸下"+unloadEquip.name, core.material.icons.items[unloadEquipId]);
if (core.isset(callback)) callback();
this._realLoadEquip(equipType, null, unloadEquipId, callback);
}
items.prototype.compareEquipment = function (compareEquipId, beComparedEquipId) {
@ -376,20 +378,8 @@ items.prototype.quickLoadEquip = function (index) {
var equipSize = core.status.globalAttribute.equipName.length;
for (var i=0;i<equipSize;i++) {
var v = current[i];
if (core.isset(v) && !core.hasItem(v) && !core.hasEquip(v)) {
if (core.isset(v) && !this.canEquip(v, true))
return;
}
if (core.isset(v)) {
if (!core.hasItem(v) && !core.hasEquip(v)) {
core.drawTip("你当前没有"+((core.material.items[v]||{}).name||"未知装备")+",无法换装");
return;
}
var can = this.canEquip[v];
if (core.isset(can) && !eval(can)) {
core.drawTip("当前不可换上"+((core.material.items[v]||{}).name||"未知装备"));
return;
}
}
}
// 快速换装
if (!core.isset(core.status.hero.equipment)) core.status.hero.equipment = [];