diff --git a/README.md b/README.md
index e84d092e..2a60c151 100644
--- a/README.md
+++ b/README.md
@@ -63,6 +63,19 @@ HTML5 canvas制作的魔塔样板,支持全平台游戏!
## 更新说明
+### 2018.4.25 V2.1.1
+
+* [x] 新增事件:改变勇士行走图
+* [x] 楼传器落点设置
+* [x] 录像回放从任意存档点开始
+* [x] 录像过程中允许存档
+* [x] 血网显伤
+* [x] 怪物手册显示接下来的临界表
+* [x] 重置当前楼层地图core.resetMap()
+* [x] 支持部分楼层不允许浏览地图
+* [x] 修复部分浏览器无法进入游戏的Bug
+* [x] 其他细节优化
+
### 2018.4.19 V2.1
* [x] 编辑器添加新建和删除按钮;地图自动保存
diff --git a/_server/blockly/MotaAction.g4 b/_server/blockly/MotaAction.g4
index 033ed685..55944530 100644
--- a/_server/blockly/MotaAction.g4
+++ b/_server/blockly/MotaAction.g4
@@ -165,6 +165,7 @@ action
| revisit_s
| exit_s
| setBlock_s
+ | setHeroIcon_s
| update_s
| sleep_s
| battle_s
@@ -415,6 +416,20 @@ var code = '{"type": "setBlock", "number":'+Int_0+floorstr+IdString_0+'},\n';
return code;
*/
+setHeroIcon_s
+ : '更改角色行走图' EvalString? Newline
+ ;
+
+/* setHeroIcon_s
+tooltip : setHeroIcon:更改角色行走图
+helpUrl : https://ckcz123.github.io/mota-js/#/event?id=setHeroIcon-%e6%9b%b4%e6%94%b9%e8%a7%92%e8%89%b2%e8%a1%8c%e8%b5%b0%e5%9b%be
+colour : this.dataColor
+default : ["hero.png"]
+EvalString_0 = EvalString_0 && (', "name": "'+EvalString_0+'"');
+var code = '{"type": "setHeroIcon"'+EvalString_0+'},\n';
+return code;
+*/
+
update_s
: '更新状态栏和地图显伤' Newline
;
@@ -1262,6 +1277,10 @@ ActionParser.prototype.parseAction = function() {
this.next = MotaActionBlocks['setBlock_s'].xmlText([
data.number||0,data.loc[0]||'',data.loc[1]||'',data.floorId||'',this.next]);
break;
+ case "setHeroIcon": // 改变勇士
+ this.next = MotaActionBlocks['setHeroIcon_s'].xmlText([
+ data.name||"",this.next]);
+ break;
case "move": // 移动事件
data.loc=data.loc||[];
this.next = MotaActionBlocks['move_s'].xmlText([
diff --git a/project/comment.js b/_server/comment.js
similarity index 92%
rename from project/comment.js
rename to _server/comment.js
index 835335bc..0a138152 100644
--- a/project/comment.js
+++ b/_server/comment.js
@@ -256,6 +256,24 @@ comment_c456ea59_6018_45ef_8bcc_211a24c627dc =
"_bool": "bool",
"_data": "该层是否允许使用快捷商店"
},
+ "cannotViewMap": {
+ "_leaf": true,
+ "_type": "checkbox",
+ "_bool": "bool",
+ "_data": "该层是否不允许被浏览地图看到;如果勾上则浏览地图会跳过该层"
+ },
+ "upFloor": {
+ "_leaf": true,
+ "_type": "textarea",
+ "_range": "thiseval==null||((thiseval instanceof Array) && thiseval.length==2)",
+ "_data": "该层上楼点,如[2,3]。\n如果此项不为null,则楼层转换时的stair:upFloor,以及楼传器的落点会被替换成该点而不是该层的上楼梯。"
+ },
+ "downFloor": {
+ "_leaf": true,
+ "_type": "textarea",
+ "_range": "thiseval==null||((thiseval instanceof Array) && thiseval.length==2)",
+ "_data": "该层上楼点,如[2,3]。\n如果此项不为null,则楼层转换时的stair:downFloor,以及楼传器的落点会被替换成该点而不是该层的下楼梯。"
+ },
"defaultGround": {
"_leaf": true,
"_type": "select",
diff --git a/project/data.comment.js b/_server/data.comment.js
similarity index 99%
rename from project/data.comment.js
rename to _server/data.comment.js
index c33ab63e..ee5745da 100644
--- a/project/data.comment.js
+++ b/_server/data.comment.js
@@ -135,7 +135,7 @@ data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc =
"constants": {
"_leaf": true,
"_type": "textarea",
- "_data": "初始永久道具个数,例如初始送手册可以写 {'book': true}"
+ "_data": "初始永久道具个数,例如初始送手册可以写 {'book': 1}"
},
"tools": {
"_leaf": true,
diff --git a/_server/editor_blockly.js b/_server/editor_blockly.js
index 0baf0f45..3c8ff664 100644
--- a/_server/editor_blockly.js
+++ b/_server/editor_blockly.js
@@ -90,6 +90,7 @@ editor_blockly = function () {
MotaActionBlocks['battle_s'].xmlText(),
MotaActionBlocks['openDoor_s'].xmlText(),
MotaActionBlocks['setBlock_s'].xmlText(),
+ MotaActionBlocks['setHeroIcon_s'].xmlText(),
'',
MotaActionBlocks['if_s'].xmlText(),
MotaActionBlocks['revisit_s'].xmlText(),
diff --git a/_server/editor_file.js b/_server/editor_file.js
index 47269812..cc80ed8e 100644
--- a/_server/editor_file.js
+++ b/_server/editor_file.js
@@ -13,9 +13,9 @@ editor_file = function (editor, callback) {
var value = commentjs[key];
var script = document.createElement('script');
if (window.location.href.indexOf('_server') !== -1)
- script.src = '../project/' + key + '.js';
+ script.src = key + '.js';
else
- script.src = 'project/' + key + '.js';
+ script.src = '_server/' + key + '.js';
document.body.appendChild(script);
script.onload = function () {
editor_file[value] = eval(key.replace('.', '_') + '_c456ea59_6018_45ef_8bcc_211a24c627dc');
@@ -125,6 +125,7 @@ editor_file = function (editor, callback) {
name: "0",
canFlyTo: true,
canUseQuickShop: true,
+ cannotViewMap: false,
images: [],
item_ratio: 1,
firstArrive: [],
diff --git a/project/functions.comment.js b/_server/functions.comment.js
similarity index 100%
rename from project/functions.comment.js
rename to _server/functions.comment.js
diff --git a/project/maps.comment.js b/_server/maps.comment.js
similarity index 100%
rename from project/maps.comment.js
rename to _server/maps.comment.js
diff --git a/docs/V2.0.md b/docs/V2.0.md
index 2075f6d4..177e2cb5 100644
--- a/docs/V2.0.md
+++ b/docs/V2.0.md
@@ -78,7 +78,7 @@ GUI界面分为`地图编辑器`,`事件编辑器`和`文本编辑器`。
> 面向有一定编程基础的用户
-修改`project/`下的`*comment.js`可以让地图编辑器对自己添加的属性有更好的支持.例如:
+修改`_server/`下的`*comment.js`可以让地图编辑器对自己添加的属性有更好的支持.例如:
+ 给`comment.js`中`enemys`加入新的键值对,就可以更方便的给怪物在UI界面中添加对应的值.
+ 在`data.comment.js`中把自己添加的内容标记为叶节点,不再在表格中展开到最末端.
diff --git a/docs/element.md b/docs/element.md
index 246dd695..83ee5d5c 100644
--- a/docs/element.md
+++ b/docs/element.md
@@ -165,6 +165,8 @@ floorId指定的是目标楼层的唯一标识符(ID)。
可以指定time,指定后切换动画时长为指定的数值。
+**从2.1.1开始,楼层属性中提供了`upFloor`和`downFloor`两项。如果设置此项(比如`"upFloor": [2,3]`),则写stair:upFloor或者楼传器的落点将用此点来替换楼梯位置(即类似于RM中的上箭头)。**
+
## 动画和天气系统
现在我们的H5魔塔支持播放动画,也支持天气系统了。
diff --git a/docs/event.md b/docs/event.md
index 7f10a94e..1d60fad1 100644
--- a/docs/event.md
+++ b/docs/event.md
@@ -482,6 +482,26 @@ number为**要更改到的数字**,有关“数字”的定义详见参见[素
图块更改往往与[同一个点的多事件处理](#同一个点的多事件处理)相关。
+### setHeroIcon:更改角色行走图
+
+使用`{"type": "setHeroIcon"}`可以更改角色行走图。
+
+``` js
+"x,y": [ // 实际执行的事件列表
+ {"type": "setHeroIcon", "name": "hero2.png"}, // 将勇士行走图改成hero2.png;必须在全塔属性的images中被定义过。
+ {"type": "setHeroIcon"}, // 如果不加name则恢复最初默认状态
+ {"type": "setValue", "name": "status:name", "value": "'可绒'"}, // 修改勇士名;请注意value必须加单引号。
+]
+```
+
+name是可选的,代表目标行走图的文件名。
+
+!> **目标行走图必须在全塔属性的this.images中被定义过,且宽度必须是128像素(高度不限)。**
+
+如果不加name,则恢复默认的角色行走图。
+
+如果你需要同时修改勇士的名称,可以使用`setValue`事件来修改`status:name`,但请注意value必须加单引号,不然会报错。
+
### update: 立刻更新状态栏和地图显伤
如果你需要刷新状态栏和地图显伤,只需要简单地调用 `{"type": "update"}` 即可。
diff --git a/libs/actions.js b/libs/actions.js
index af7224ef..eb98a683 100644
--- a/libs/actions.js
+++ b/libs/actions.js
@@ -13,7 +13,7 @@ actions.prototype.init = function () {
////// 按下某个键时 //////
actions.prototype.onkeyDown = function (e) {
- if (core.isset(core.status.replay)&&core.status.replay.replaying) return;
+ if (core.isset(core.status.replay)&&core.status.replay.replaying&&core.status.event.id!='save') return;
if (!core.isset(core.status.holdingKeys))core.status.holdingKeys=[];
var isArrow={37:true,38:true,39:true,40:true}[e.keyCode]
if(isArrow && !core.status.lockControl){
@@ -31,7 +31,7 @@ actions.prototype.onkeyDown = function (e) {
////// 放开某个键时 //////
actions.prototype.onkeyUp = function(e) {
- if (core.isset(core.status.replay)&&core.status.replay.replaying) {
+ if (core.isset(core.status.replay)&&core.status.replay.replaying&&core.status.event.id!='save') {
if (e.keyCode==27) // ESCAPE
core.stopReplay();
else if (e.keyCode==90) // Z
@@ -42,6 +42,8 @@ actions.prototype.onkeyUp = function(e) {
core.triggerReplay();
else if (e.keyCode==65) // A
core.rewindReplay();
+ else if (e.keyCode==83)
+ core.saveReplay();
return;
}
@@ -62,7 +64,7 @@ actions.prototype.onkeyUp = function(e) {
////// 按住某个键时 //////
actions.prototype.pressKey = function (keyCode) {
- if (core.isset(core.status.replay)&&core.status.replay.replaying) return;
+ if (core.isset(core.status.replay)&&core.status.replay.replaying&&core.status.event.id!='save') return;
if (keyCode === core.status.holdingKeys.slice(-1)[0]) {
this.keyDown(keyCode);
window.setTimeout(function(){core.pressKey(keyCode);},30);
@@ -71,7 +73,7 @@ actions.prototype.pressKey = function (keyCode) {
////// 根据按下键的code来执行一系列操作 //////
actions.prototype.keyDown = function(keyCode) {
- if (core.isset(core.status.replay)&&core.status.replay.replaying) return;
+ if (core.isset(core.status.replay)&&core.status.replay.replaying&&core.status.event.id!='save') return;
if (core.status.lockControl) {
// Ctrl跳过对话
if (keyCode==17) {
@@ -106,7 +108,7 @@ actions.prototype.keyDown = function(keyCode) {
this.keyDownToolbox(keyCode);
return;
}
- if (core.status.event.id=='save' || core.status.event.id=='load') {
+ if (core.status.event.id=='save' || core.status.event.id=='load' || core.status.event.id=='replayLoad') {
this.keyDownSL(keyCode);
return;
}
@@ -138,6 +140,9 @@ actions.prototype.keyDown = function(keyCode) {
this.keyDownCursor(keyCode);
return;
}
+ if (core.status.event.id=='replay') {
+ this.keyDownReplay(keyCode);
+ }
return;
}
if(!core.status.played) {
@@ -188,7 +193,7 @@ actions.prototype.keyDown = function(keyCode) {
////// 根据放开键的code来执行一系列操作 //////
actions.prototype.keyUp = function(keyCode, fromReplay) {
- if (!fromReplay&&core.isset(core.status.replay)&&core.status.replay.replaying) return;
+ if (!fromReplay&&core.isset(core.status.replay)&&core.status.replay.replaying&&core.status.event.id!='save') return;
if (core.status.lockControl) {
core.status.holdingKeys = [];
@@ -237,7 +242,7 @@ actions.prototype.keyUp = function(keyCode, fromReplay) {
this.keyUpToolbox(keyCode);
return;
}
- if (core.status.event.id=='save' || core.status.event.id=='load') {
+ if (core.status.event.id=='save' || core.status.event.id=='load' || core.status.event.id=='replayLoad') {
this.keyUpSL(keyCode);
return;
}
@@ -269,6 +274,10 @@ actions.prototype.keyUp = function(keyCode, fromReplay) {
this.keyUpCursor(keyCode);
return;
}
+ if (core.status.event.id=='replay') {
+ this.keyUpReplay(keyCode);
+ return;
+ }
return;
}
@@ -325,19 +334,8 @@ actions.prototype.keyUp = function(keyCode, fromReplay) {
core.ui.drawHelp();
break;
case 82: // R
- if (core.status.heroStop) {
- core.ui.drawConfirmBox("确定要回放录像吗?", function () {
- core.ui.closePanel();
- var hard=core.status.hard, route=core.clone(core.status.route);
- core.resetStatus(core.firstData.hero, hard, core.firstData.floorId, null, core.initStatus.maps);
- core.events.setInitData(hard);
- core.changeFloor(core.status.floorId, null, core.firstData.hero.loc, null, function() {
- core.startReplay(route);
- }, true);
- }, function () {
- core.ui.closePanel();
- });
- }
+ if (core.status.heroStop)
+ core.ui.drawReplay();
break;
case 33: case 34: // PAGEUP/PAGEDOWN
if (core.status.heroStop) {
@@ -401,7 +399,7 @@ actions.prototype.keyUp = function(keyCode, fromReplay) {
////// 点击(触摸)事件按下时 //////
actions.prototype.ondown = function (x ,y) {
- if (core.isset(core.status.replay)&&core.status.replay.replaying) return;
+ if (core.isset(core.status.replay)&&core.status.replay.replaying&&core.status.event.id!='save') return;
if (!core.status.played || core.status.lockControl) {
this.onclick(x, y, []);
if (core.timeout.onDownTimeout==null) {
@@ -429,7 +427,7 @@ actions.prototype.ondown = function (x ,y) {
////// 当在触摸屏上滑动时 //////
actions.prototype.onmove = function (x ,y) {
- if (core.isset(core.status.replay)&&core.status.replay.replaying) return;
+ if (core.isset(core.status.replay)&&core.status.replay.replaying&&core.status.event.id!='save') return;
// if (core.status.holdingPath==0){return;}
//core.status.mouseOutCheck =1;
var pos={'x':x,'y':y};
@@ -453,7 +451,7 @@ actions.prototype.onmove = function (x ,y) {
////// 当点击(触摸)事件放开时 //////
actions.prototype.onup = function () {
- if (core.isset(core.status.replay)&&core.status.replay.replaying) return;
+ if (core.isset(core.status.replay)&&core.status.replay.replaying&&core.status.event.id!='save') return;
clearTimeout(core.timeout.onDownTimeout);
core.timeout.onDownTimeout = null;
@@ -519,7 +517,7 @@ actions.prototype.getClickLoc = function (x, y) {
////// 具体点击屏幕上(x,y)点时,执行的操作 //////
actions.prototype.onclick = function (x, y, stepPostfix) {
- if (core.isset(core.status.replay)&&core.status.replay.replaying) return;
+ if (core.isset(core.status.replay)&&core.status.replay.replaying&&core.status.event.id!='save') return;
// console.log("Click: (" + x + "," + y + ")");
stepPostfix=stepPostfix||[];
@@ -606,7 +604,7 @@ actions.prototype.onclick = function (x, y, stepPostfix) {
}
// 存读档
- if (core.status.event.id == 'save' || core.status.event.id == 'load') {
+ if (core.status.event.id == 'save' || core.status.event.id == 'load' || core.status.event.id=='replayLoad') {
this.clickSL(x,y);
return;
}
@@ -664,11 +662,16 @@ actions.prototype.onclick = function (x, y, stepPostfix) {
return;
}
+ if (core.status.event.id == 'replay') {
+ this.clickReplay(x,y);
+ return;
+ }
+
}
////// 滑动鼠标滚轮时的操作 //////
actions.prototype.onmousewheel = function (direct) {
- if (core.isset(core.status.replay)&&core.status.replay.replaying) return;
+ if (core.isset(core.status.replay)&&core.status.replay.replaying&&core.status.event.id!='save') return;
// 向下滚动是 -1 ,向上是 1
// 楼层飞行器
@@ -694,8 +697,8 @@ actions.prototype.onmousewheel = function (direct) {
// 浏览地图
if (core.status.lockControl && core.status.event.id == 'viewMaps') {
- if (direct==1) core.ui.drawMaps(core.status.event.data+1);
- if (direct==-1) core.ui.drawMaps(core.status.event.data-1);
+ if (direct==1) this.clickViewMaps(6,2);
+ if (direct==-1) this.clickViewMaps(6,10);
return;
}
}
@@ -927,11 +930,21 @@ actions.prototype.keyUpFly = function (keycode) {
////// 查看地图界面时的点击操作 //////
actions.prototype.clickViewMaps = function (x,y) {
+ var now = core.floorIds.indexOf(core.status.floorId);
+ var nextId = core.status.event.data;
if(y<=4) {
- core.ui.drawMaps(core.status.event.data+1);
+ nextId++;
+ while (nextId=8) {
- core.ui.drawMaps(core.status.event.data-1);
+ nextId--;
+ while (nextId>=0 && nextId!=now && core.floors[core.floorIds[nextId]].cannotViewMap)
+ nextId--;
+ if (nextId>=0)
+ core.ui.drawMaps(nextId);
}
else {
core.clearMap('data', 0, 0, 416, 416);
@@ -942,8 +955,12 @@ actions.prototype.clickViewMaps = function (x,y) {
////// 查看地图界面时,按下某个键的操作 //////
actions.prototype.keyDownViewMaps = function (keycode) {
- if (keycode==37 || keycode==38 || keycode==33) core.ui.drawMaps(core.status.event.data+1);
- else if (keycode==39 || keycode==40 || keycode==34) core.ui.drawMaps(core.status.event.data-1);
+ if (keycode==37 || keycode==38 || keycode==33) {
+ this.clickViewMaps(6,2);
+ }
+ else if (keycode==39 || keycode==40 || keycode==34) {
+ this.clickViewMaps(6,10);
+ }
return;
}
@@ -1888,6 +1905,68 @@ actions.prototype.keyUpStorageRemove = function (keycode) {
}
}
+////// 回放选择界面时的点击操作 //////
+actions.prototype.clickReplay = function (x, y) {
+ if (x<5 || x>7) return;
+ var choices = core.status.event.ui.choices;
+
+ var topIndex = 6 - parseInt((choices.length - 1) / 2);
+
+ if (y>=topIndex && y=1 && x<=11) {
diff --git a/libs/control.js b/libs/control.js
index dfbc18d5..900441ad 100644
--- a/libs/control.js
+++ b/libs/control.js
@@ -291,10 +291,6 @@ control.prototype.restart = function() {
}
-
-
-
-
/////////////////////// 寻路算法 & 人物行走控制 ///////////////////////
////// 清除自动寻路路线 //////
@@ -357,7 +353,7 @@ control.prototype.setAutomaticRoute = function (destX, destY, stepPostfix) {
core.clearMap('hero', 0, 0, 416, 416);
core.setHeroLoc('x', destX);
core.setHeroLoc('y', destY);
- core.drawHero(core.getHeroLoc('direction'), core.getHeroLoc('x'), core.getHeroLoc('y'), 'stop');
+ core.drawHero();
core.status.route.push("move:"+destX+":"+destY);
}
}
@@ -594,9 +590,7 @@ control.prototype.setHeroMoveInterval = function (direction, x, y, callback) {
core.setHeroLoc('y', y+scan[direction].y);
core.moveOneStep();
core.clearMap('hero', 0, 0, 416, 416);
- core.drawHero(direction, core.getHeroLoc('x'), core.getHeroLoc('y'), 'stop');
- //if (core.status.heroStop)
- // core.drawHero(direction, core.getHeroLoc('x'), core.getHeroLoc('y'), 'stop');
+ core.drawHero(direction);
clearInterval(core.interval.heroMoveInterval);
core.status.heroMoving = 0;
if (core.isset(callback)) callback();
@@ -624,7 +618,7 @@ control.prototype.moveAction = function (callback) {
core.status.automaticRoute.moveStepBeforeStop = [];
if (canMove) // 非箭头:触发
core.trigger(x + scan[direction].x, y + scan[direction].y);
- core.drawHero(direction, x, y, 'stop');
+ core.drawHero(direction, x, y);
if (core.status.automaticRoute.moveStepBeforeStop.length==0) {
core.clearContinueAutomaticRoute();
@@ -652,7 +646,7 @@ control.prototype.moveAction = function (callback) {
}
}
else if (core.status.heroStop) {
- core.drawHero(core.getHeroLoc('direction'), core.getHeroLoc('x'), core.getHeroLoc('y'), 'stop');
+ core.drawHero();
}
if (core.status.event.id!='ski')
core.status.route.push(direction);
@@ -669,7 +663,7 @@ control.prototype.turnHero = function() {
else if (core.status.hero.loc.direction == 'right') core.status.hero.loc.direction = 'down';
else if (core.status.hero.loc.direction == 'down') core.status.hero.loc.direction = 'left';
else if (core.status.hero.loc.direction == 'left') core.status.hero.loc.direction = 'up';
- core.drawHero(core.status.hero.loc.direction, core.status.hero.loc.x, core.status.hero.loc.y, 'stop', 0, 0);
+ core.drawHero();
core.canvas.ui.clearRect(0, 0, 416, 416);
core.status.route.push("turn");
}
@@ -742,7 +736,7 @@ control.prototype.eventMoveHero = function(steps, time, callback) {
var x=core.getHeroLoc('x'), y=core.getHeroLoc('y');
if (moveSteps.length==0) {
clearInterval(animate);
- core.drawHero(core.getHeroLoc('direction'), x, y, 'stop');
+ core.drawHero(null, x, y);
core.status.replay.animate=false;
if (core.isset(callback)) callback();
}
@@ -792,7 +786,7 @@ control.prototype.waitHeroToStop = function(callback) {
core.status.automaticRoute.moveDirectly = false;
setTimeout(function(){
core.status.replay.animate=false;
- core.drawHero(core.getHeroLoc('direction'), core.getHeroLoc('x'), core.getHeroLoc('y'), 'stop');
+ core.drawHero();
callback();
}, 30);
}
@@ -808,10 +802,13 @@ control.prototype.drawHero = function (direction, x, y, status, offsetX, offsetY
offsetX = offsetX || 0;
offsetY = offsetY || 0;
var dx=offsetX==0?0:offsetX/Math.abs(offsetX), dy=offsetY==0?0:offsetY/Math.abs(offsetY);
+ if (!core.isset(x)) x = core.getHeroLoc('x');
+ if (!core.isset(y)) y = core.getHeroLoc('y');
core.clearAutomaticRouteNode(x+dx, y+dy);
- var heroIcon = core.material.icons.hero[direction];
x = x * 32;
y = y * 32;
+ status = status || 'stop';
+ var heroIcon = core.material.icons.hero[direction || core.getHeroLoc('direction')];
core.canvas.hero.clearRect(x - 32, y - 32, 96, 96);
var height=core.material.icons.hero.height;
core.canvas.hero.drawImage(core.material.images.hero, heroIcon[status] * 32, heroIcon.loc * height, 32, height, x + offsetX, y + offsetY + 32-height, 32, height);
@@ -869,11 +866,16 @@ control.prototype.updateCheckBlock = function() {
for (var n=0;n12 || ny<0 || ny>12) continue;
var id=core.status.checkBlock.map[13*nx+ny];
if (core.isset(id)) {
- var enemy = core.enemys.getEnemys(id);
+ var enemy = core.material.enemys[id];
if (core.isset(enemy) && core.enemys.hasSpecial(enemy.special, 18)) {
snipe.push({'direction': direction, 'x': nx, 'y': ny});
}
@@ -982,6 +990,9 @@ control.prototype.checkBlock = function () {
if (core.status.checkBlock.betweenAttack[13*x+y] && damage>0) {
core.drawTip('受到夹击,生命变成一半');
}
+ else if (core.status.checkBlock.map[13*x+y]=='lavaNet') {
+ core.drawTip('受到血网伤害'+damage+'点');
+ }
// 阻击
else if (snipe.length>0 && damage>0) {
core.drawTip('受到阻击伤害'+damage+'点');
@@ -1389,12 +1400,14 @@ control.prototype.startReplay = function (list) {
////// 更改播放状态 //////
control.prototype.triggerReplay = function () {
+ if (core.status.event.id=='save') return;
if (core.status.replay.pausing) this.resumeReplay();
else this.pauseReplay();
}
////// 暂停播放 //////
control.prototype.pauseReplay = function () {
+ if (core.status.event.id=='save') return;
if (!core.status.replay.replaying) return;
core.status.replay.pausing = true;
core.updateStatusBar();
@@ -1403,6 +1416,7 @@ control.prototype.pauseReplay = function () {
////// 恢复播放 //////
control.prototype.resumeReplay = function () {
+ if (core.status.event.id=='save') return;
if (!core.status.replay.replaying) return;
core.status.replay.pausing = false;
core.updateStatusBar();
@@ -1412,6 +1426,7 @@ control.prototype.resumeReplay = function () {
////// 加速播放 //////
control.prototype.speedUpReplay = function () {
+ if (core.status.event.id=='save') return;
if (!core.status.replay.replaying) return;
core.status.replay.speed = parseInt(10*core.status.replay.speed + 1)/10;
if (core.status.replay.speed>3.0) core.status.replay.speed=3.0;
@@ -1420,6 +1435,7 @@ control.prototype.speedUpReplay = function () {
////// 减速播放 //////
control.prototype.speedDownReplay = function () {
+ if (core.status.event.id=='save') return;
if (!core.status.replay.replaying) return;
core.status.replay.speed = parseInt(10*core.status.replay.speed - 1)/10;
if (core.status.replay.speed<0.3) core.status.replay.speed=0.3;
@@ -1428,6 +1444,7 @@ control.prototype.speedDownReplay = function () {
////// 停止播放 //////
control.prototype.stopReplay = function () {
+ if (core.status.event.id=='save') return;
if (!core.status.replay.replaying) return;
core.status.replay.toReplay = [];
core.status.replay.totalList = [];
@@ -1442,6 +1459,7 @@ control.prototype.stopReplay = function () {
////// 回退 //////
control.prototype.rewindReplay = function () {
+ if (core.status.event.id=='save') return;
if (!core.status.replay.replaying) return;
if (!core.status.replay.pausing) {
core.drawTip("请先暂停录像");
@@ -1472,7 +1490,26 @@ control.prototype.rewindReplay = function () {
core.updateStatusBar();
core.drawTip("成功回退到上一个节点");
})
+}
+////// 回放时存档 //////
+control.prototype.saveReplay = function () {
+ if (!core.status.replay.replaying) return;
+ if (!core.status.replay.pausing) {
+ core.drawTip("请先暂停录像");
+ return;
+ }
+ if (core.status.replay.animate || core.isset(core.status.event.id)) {
+ core.drawTip("请等待当前事件的处理结束");
+ return;
+ }
+
+ core.lockControl();
+ core.status.event.id='save';
+ var saveIndex = core.status.saveIndex;
+ var page=parseInt((saveIndex-1)/5), offset=saveIndex-5*page;
+
+ core.ui.drawSLPanel(10*page+offset);
}
////// 回放 //////
@@ -1601,7 +1638,7 @@ control.prototype.replay = function () {
core.clearMap('hero', 0, 0, 416, 416);
core.setHeroLoc('x', x);
core.setHeroLoc('y', y);
- core.drawHero(core.getHeroLoc('direction'), core.getHeroLoc('x'), core.getHeroLoc('y'), 'stop');
+ core.drawHero();
core.status.route.push("move:"+x+":"+y);
core.replay();
return;
@@ -1800,6 +1837,30 @@ control.prototype.doSL = function (id, type) {
});
return;
}
+ else if (type == 'replayLoad') {
+ var data = core.getLocalStorage(id=='autoSave'?id:"save"+id, null);
+ if (!core.isset(data)) {
+ core.drawTip("无效的存档");
+ return;
+ }
+ if (data.version != core.firstData.version) {
+ core.drawTip("存档版本不匹配");
+ return;
+ }
+ if (data.hard != core.status.hard) {
+ core.drawTip("游戏难度不匹配!");
+ return;
+ }
+ var route = core.subarray(core.status.route, core.decodeRoute(data.route));
+ if (!core.isset(route)) {
+ core.drawTip("无法从此存档回放录像");
+ return;
+ }
+ core.loadData(data, function () {
+ core.startReplay(route);
+ core.drawTip("回退到存档节点");
+ });
+ }
}
////// 同步存档到服务器 //////
@@ -1955,6 +2016,13 @@ control.prototype.loadData = function (data, callback) {
}
}
+ // load icons
+ var icon = core.getFlag("heroIcon", "hero.png");
+ if (core.isset(core.material.images.images[icon])) {
+ core.material.images.hero.src = core.material.images.images[icon].src;
+ core.material.icons.hero.height = core.material.images.images[icon].height/4;
+ }
+
core.events.afterLoadData(data);
core.changeFloor(data.floorId, null, data.hero.loc, 0, function() {
@@ -2195,7 +2263,8 @@ control.prototype.updateStatusBar = function () {
core.statusBar.image.load.src = core.statusBar.icons.speedUp.src;
core.statusBar.image.load.style.opacity = 1;
- core.statusBar.image.settings.style.opacity = 0;
+ core.statusBar.image.settings.src = core.statusBar.icons.save.src;
+ core.statusBar.image.settings.style.opacity = 1;
}
else {
diff --git a/libs/core.js b/libs/core.js
index b78e1087..a1fe38db 100644
--- a/libs/core.js
+++ b/libs/core.js
@@ -923,6 +923,11 @@ core.prototype.stopReplay = function () {
core.control.stopReplay();
}
+////// 回放时存档 //////
+core.prototype.saveReplay = function () {
+ core.control.saveReplay();
+}
+
////// 回放 //////
core.prototype.replay = function () {
core.control.replay();
@@ -1067,6 +1072,11 @@ core.prototype.isset = function (val) {
return core.utils.isset(val);
}
+////// 获得子数组 //////
+core.prototype.subarray = function (a, b) {
+ return core.utils.subarray(a, b);
+}
+
////// 读取一个本地文件内容 //////
core.prototype.readFile = function (success, error, readType) {
core.utils.readFile(success, error, readType);
diff --git a/libs/enemys.js b/libs/enemys.js
index dfc4ee21..e72ea82f 100644
--- a/libs/enemys.js
+++ b/libs/enemys.js
@@ -132,57 +132,72 @@ enemys.prototype.getExtraDamage = function (monster) {
return extra_damage;
}
+////// 接下来若干个临界值计算 /////
+enemys.prototype.nextCriticals = function (monsterId, number) {
+
+ number = number||1;
+
+ var monster = core.material.enemys[monsterId];
+ // 坚固、模仿怪物没有临界!
+ if (this.hasSpecial(monster.special, 3) || this.hasSpecial(monster.special, 10)) return [];
+
+ var info = this.getDamageInfo(monster, core.status.hero.hp, core.status.hero.atk, core.status.hero.def, core.status.hero.mdef);
+
+ if (info == null) {
+ if (core.status.hero.atk<=monster.def) {
+ return [(monster.def+1-core.status.hero.atk)+":?"];
+ }
+ return [];
+ }
+ if (info.damage <= 0) return [];
+
+ var mon_hp = info.mon_hp, hero_atk = core.status.hero.atk, mon_def = monster.def, turn = info.turn;
+
+ if (turn<=1) return [];
+
+ var list = [], pre = null;
+
+ for (var t = turn-1;t>=1;t--) {
+ var nextAtk = Math.ceil(mon_hp/t) + mon_def;
+ if (nextAtk<=hero_atk) break;
+ if (nextAtk!=pre) {
+ var nextInfo = this.getDamageInfo(monster, core.status.hero.hp, nextAtk, core.status.hero.def, core.status.hero.mdef);
+ if (nextInfo==null) break;
+ list.push((nextAtk-hero_atk)+":"+(info.damage-nextInfo.damage));
+ if (nextInfo.damage<=0) break;
+ pre = nextAtk;
+ }
+ if (list.length>=number)
+ break;
+ }
+ return list;
+}
+
////// 临界值计算 //////
enemys.prototype.getCritical = function (monsterId) {
var monster = core.material.enemys[monsterId];
// 坚固、模仿怪物没有临界!
if (this.hasSpecial(monster.special, 3) || this.hasSpecial(monster.special, 10)) return "???";
- if (false) { // 采用回合方式
-
- var last = this.calDamage(monster, core.status.hero.hp, core.status.hero.atk, core.status.hero.def, core.status.hero.mdef);
-
- if (last == null) {
- if (core.status.hero.atk<=monster.def)
- return monster.def+1-core.status.hero.atk;
-
- return '???';
- }
-
- if (last <= 0) return 0;
-
- for (var i = core.status.hero.atk + 1; i <= monster.hp + monster.def; i++) {
- var damage = this.calDamage(monster, core.status.hero.hp, i, core.status.hero.def, core.status.hero.mdef);
- if (damage == null) return '???';
- if (damage < last)
- return core.formatBigNumber(i - core.status.hero.atk);
- last = damage;
- }
- return 0;
+ var info = this.getDamageInfo(monster, core.status.hero.hp, core.status.hero.atk, core.status.hero.def, core.status.hero.mdef);
+ if (info == null) {
+ if (core.status.hero.atk<=monster.def)
+ return monster.def+1-core.status.hero.atk;
+ return '???';
}
- else {
+ if (info.damage <= 0) return 0;
- var info = this.getDamageInfo(monster, core.status.hero.hp, core.status.hero.atk, core.status.hero.def, core.status.hero.mdef);
+ var mon_hp = info.mon_hp, hero_atk = core.status.hero.atk, mon_def = monster.def, turn = info.turn;
- if (info == null) {
- if (core.status.hero.atk<=monster.def)
- return monster.def+1-core.status.hero.atk;
- return '???';
- }
- if (info.damage <= 0) return 0;
+ // turn 是勇士攻击次数
+ if (turn<=1) return 0; // 攻杀
- var mon_hp = info.mon_hp, hero_atk = core.status.hero.atk, mon_def = monster.def, turn = info.turn;
+ // 每回合最小伤害 = ⎡怪物生命/勇士攻击次数⎤
+ var nextAtk = Math.ceil(mon_hp/(turn-1)) + mon_def;
- // turn 是勇士攻击次数
- if (turn<=1) return 0; // 攻杀
-
- // 每回合最小伤害 = ⎡怪物生命/勇士攻击次数⎤
- var nextAtk = Math.ceil(mon_hp/(turn-1)) + mon_def;
-
- if (nextAtk <= hero_atk) return 0;
- return nextAtk - hero_atk;
- }
+ if (nextAtk <= hero_atk) return 0;
+ return nextAtk - hero_atk;
}
@@ -350,6 +365,12 @@ enemys.prototype.getCurrentEnemys = function (floorId) {
if (a.damage == b.damage) {
return a.money - b.money;
}
+ if (a.damage == null) {
+ return 1;
+ }
+ if (b.damage == null) {
+ return -1;
+ }
return a.damage - b.damage;
});
return enemys;
diff --git a/libs/events.js b/libs/events.js
index f1e26f9c..43fdfd49 100644
--- a/libs/events.js
+++ b/libs/events.js
@@ -125,8 +125,7 @@ events.prototype.gameOver = function (ending, fromReplay) {
// 清空图片和天气
core.clearMap('animate', 0, 0, 416, 416);
- while (core.dom.gif2.firstChild)
- core.dom.gif2.removeChild(core.dom.gif2.firstChild);
+ core.dom.gif2.innerHTML = "";
core.clearMap('weather', 0, 0, 416, 416)
core.animateFrame.weather.type = null;
core.animateFrame.weather.level = 0;
@@ -366,7 +365,7 @@ events.prototype.doAction = function() {
}
if (floorId==core.status.floorId) {
core.drawMap(floorId);
- core.drawHero(core.getHeroLoc('direction'), core.getHeroLoc('x'), core.getHeroLoc('y'), 'stop');
+ core.drawHero();
core.updateStatusBar();
}
}
@@ -419,7 +418,7 @@ events.prototype.doAction = function() {
core.setHeroLoc('y', data.loc[1]);
}
if (core.isset(data.direction)) core.setHeroLoc('direction', data.direction);
- core.drawHero(core.getHeroLoc('direction'), core.getHeroLoc('x'), core.getHeroLoc('y'), 'stop');
+ core.drawHero();
this.doAction();
break;
case "showImage": // 显示图片
@@ -454,8 +453,7 @@ events.prototype.doAction = function() {
core.dom.gif2.appendChild(gif);
}
else {
- while (core.dom.gif2.firstChild)
- core.dom.gif2.removeChild(core.dom.gif2.firstChild);
+ core.dom.gif2.innerHTML = "";
}
this.doAction();
break;
@@ -569,6 +567,18 @@ events.prototype.doAction = function() {
this.doAction();
}
break;
+ case "setHeroIcon":
+ {
+ var name = "hero.png";
+ if (core.isset(core.material.images.images[data.name]) && core.material.images.images[data.name].width==128)
+ name = data.name;
+ core.setFlag("heroIcon", name);
+ core.material.images.hero.src = core.material.images.images[name].src;
+ core.material.icons.hero.height = core.material.images.images[name].height/4;
+ core.drawHero();
+ this.doAction();
+ break;
+ }
case "input":
{
var value;
@@ -884,12 +894,19 @@ events.prototype.changeFloor = function (floorId, stair, heroLoc, time, callback
heroLoc = core.status.hero.loc;
if (core.isset(stair)) {
if (!core.isset(heroLoc)) heroLoc={};
- var blocks = core.status.maps[floorId].blocks;
- for (var i in blocks) {
- if (core.isset(blocks[i].event) && !(core.isset(blocks[i].enable) && !blocks[i].enable) && blocks[i].event.id === stair) {
- heroLoc.x = blocks[i].x;
- heroLoc.y = blocks[i].y;
- break;
+
+ if (core.isset(core.floors[floorId][stair])) {
+ heroLoc.x = core.floors[floorId][stair][0];
+ heroLoc.y = core.floors[floorId][stair][1];
+ }
+ else {
+ var blocks = core.status.maps[floorId].blocks;
+ for (var i in blocks) {
+ if (core.isset(blocks[i].event) && !(core.isset(blocks[i].enable) && !blocks[i].enable) && blocks[i].event.id === stair) {
+ heroLoc.x = blocks[i].x;
+ heroLoc.y = blocks[i].y;
+ break;
+ }
}
}
if (!core.isset(heroLoc.x)) {
@@ -947,8 +964,7 @@ events.prototype.changeFloor = function (floorId, stair, heroLoc, time, callback
else core.setWeather();
// 清除gif
- while (core.dom.gif.firstChild)
- core.dom.gif.removeChild(core.dom.gif.firstChild);
+ core.dom.gif.innerHTML = "";
// 检查重生
if (!core.isset(fromLoad)) {
@@ -965,7 +981,7 @@ events.prototype.changeFloor = function (floorId, stair, heroLoc, time, callback
core.setHeroLoc('direction', heroLoc.direction);
core.setHeroLoc('x', heroLoc.x);
core.setHeroLoc('y', heroLoc.y);
- core.drawHero(core.getHeroLoc('direction'), core.getHeroLoc('x'), core.getHeroLoc('y'), 'stop');
+ core.drawHero();
core.updateStatusBar();
var changed = function () {
@@ -1162,6 +1178,8 @@ events.prototype.passNet = function (data) {
// 有鞋子
if (core.hasItem('shoes')) return;
if (data.event.id=='lavaNet') { // 血网
+ // 在checkBlock中进行处理
+ /*
core.status.hero.hp -= core.values.lavaDamage;
if (core.status.hero.hp<=0) {
core.status.hero.hp=0;
@@ -1169,7 +1187,8 @@ events.prototype.passNet = function (data) {
core.events.lose();
return;
}
- core.drawTip('经过血网,生命-'+core.values.lavaDamage);
+ */
+ // core.drawTip('经过血网,生命-'+core.values.lavaDamage);
}
if (data.event.id=='poisonNet') { // 毒网
if (core.hasFlag('poison')) return;
diff --git a/libs/loader.js b/libs/loader.js
index d5271bb2..969f4f54 100644
--- a/libs/loader.js
+++ b/libs/loader.js
@@ -30,7 +30,12 @@ loader.prototype.load = function (callback) {
core.loader.loadImages(core.materials, core.material.images, function () {
// 加载png图片
core.material.images.images = {};
- core.loader.loadImages(core.images, core.material.images.images, function () {
+
+ var images = core.clone(core.images);
+ if (images.indexOf("hero.png")<0)
+ images.push("hero.png");
+
+ core.loader.loadImages(images, core.material.images.images, function () {
// 加载autotile
core.material.images.autotile = {};
core.loader.loadImages(Object.keys(core.material.icons.autotile), core.material.images.autotile, function () {
diff --git a/libs/maps.js b/libs/maps.js
index 4b99a178..fa80da9f 100644
--- a/libs/maps.js
+++ b/libs/maps.js
@@ -331,8 +331,7 @@ maps.prototype.drawMap = function (mapName, callback) {
if (!t[3]) {
core.canvas.bg.drawImage(image, dx * ratio, dy * ratio, Math.min(size - dx * ratio, ratio * image.width), Math.min(size - dy * ratio, ratio * image.height));
if (/.*\.gif/i.test(p)) {
- while (core.dom.gif.firstChild)
- core.dom.gif.removeChild(core.dom.gif.firstChild);
+ core.dom.gif.innerHTML = "";
var gif = new Image();
gif.src = core.material.images.images[p].src;
gif.style.position = 'absolute';
@@ -893,7 +892,7 @@ maps.prototype.resetMap = function() {
var floorId = core.status.floorId;
core.status.maps[floorId] = this.loadFloor(floorId);
this.drawMap(floorId, function() {
- core.drawHero(core.getHeroLoc('direction'), core.getHeroLoc('x'), core.getHeroLoc('y'), 'stop');
+ core.drawHero();
core.updateStatusBar();
})
}
\ No newline at end of file
diff --git a/libs/ui.js b/libs/ui.js
index 89802697..84ea2d28 100644
--- a/libs/ui.js
+++ b/libs/ui.js
@@ -20,8 +20,7 @@ ui.prototype.clearMap = function (map, x, y, width, height) {
for (var m in core.canvas) {
core.canvas[m].clearRect(0, 0, 416, 416);
}
- while (core.dom.gif.firstChild)
- core.dom.gif.removeChild(core.dom.gif.firstChild);
+ core.dom.gif.innerHTML = "";
}
else {
core.canvas[map].clearRect(x||0, y||0, width||416, height||416);
@@ -1132,6 +1131,14 @@ ui.prototype.drawStorageRemove = function () {
]);
}
+ui.prototype.drawReplay = function () {
+ core.lockControl();
+ core.status.event.id = 'replay';
+ this.drawChoices(null, [
+ "从头回放录像", "从存档开始回放", "返回游戏"
+ ]);
+}
+
////// 绘制分页 //////
ui.prototype.drawPagination = function (page, totalPage) {
@@ -1332,6 +1339,10 @@ ui.prototype.drawBookDetail = function (index) {
if (hints.length==0)
hints.push("该怪物无特殊属性。");
+
+ hints.push("");
+ hints.push("临界表:"+JSON.stringify(core.enemys.nextCriticals(enemyId,10)))
+
var content=hints.join("\n");
core.status.event.id = 'book-detail';
@@ -1577,7 +1588,7 @@ ui.prototype.drawSLPanel = function(index) {
var strokeColor = '#FFD700';
if (core.status.event.selection) strokeColor = '#FF6A6A';
- var name=core.status.event.id=='save'?"存档":"读档";
+ var name=core.status.event.id=='save'?"存档":core.status.event.id=='load'?"读档":core.status.event.id=='replayLoad'?"回放":"";
for (var i=0;i<6;i++) {
var id=5*page+i;
var data=core.getLocalStorage(i==0?"autoSave":"save"+id, null);
@@ -1585,7 +1596,7 @@ ui.prototype.drawSLPanel = function(index) {
core.fillText('ui', i==0?"自动存档":name+id, (2*i+1)*u, 35, '#FFFFFF', "bold 17px Verdana");
core.strokeRect('ui', (2*i+1)*u-size/2, 50, size, size, i==offset?strokeColor:'#FFFFFF', i==offset?6:2);
if (core.isset(data) && core.isset(data.floorId)) {
- this.drawThumbnail(data.floorId, 'ui', core.maps.load(data.maps, data.floorId).blocks, (2*i+1)*u-size/2, 50, size, data.hero.loc);
+ this.drawThumbnail(data.floorId, 'ui', core.maps.load(data.maps, data.floorId).blocks, (2*i+1)*u-size/2, 50, size, data.hero.loc, data.hero.flags.heroIcon||"hero.png");
core.fillText('ui', core.formatDate(new Date(data.time)), (2*i+1)*u, 65+size, '#FFFFFF', '10px Verdana');
}
else {
@@ -1597,7 +1608,7 @@ ui.prototype.drawSLPanel = function(index) {
core.fillText('ui', name+id, (2*i-5)*u, 230, '#FFFFFF', "bold 17px Verdana");
core.strokeRect('ui', (2*i-5)*u-size/2, 245, size, size, i==offset?strokeColor:'#FFFFFF', i==offset?6:2);
if (core.isset(data) && core.isset(data.floorId)) {
- this.drawThumbnail(data.floorId, 'ui', core.maps.load(data.maps, data.floorId).blocks, (2*i-5)*u-size/2, 245, size, data.hero.loc);
+ this.drawThumbnail(data.floorId, 'ui', core.maps.load(data.maps, data.floorId).blocks, (2*i-5)*u-size/2, 245, size, data.hero.loc, data.hero.flags.heroIcon||"hero.png");
core.fillText('ui', core.formatDate(new Date(data.time)), (2*i-5)*u, 260+size, '#FFFFFF', '10px Verdana');
}
else {
@@ -1615,7 +1626,7 @@ ui.prototype.drawSLPanel = function(index) {
}
////// 绘制一个缩略图 //////
-ui.prototype.drawThumbnail = function(floorId, canvas, blocks, x, y, size, heroLoc) {
+ui.prototype.drawThumbnail = function(floorId, canvas, blocks, x, y, size, heroLoc, heroIcon) {
core.clearMap(canvas, x, y, size, size);
var groundId = core.floors[floorId].defaultGround || "ground";
var blockIcon = core.material.icons.terrains[groundId];
@@ -1664,10 +1675,12 @@ ui.prototype.drawThumbnail = function(floorId, canvas, blocks, x, y, size, heroL
}
if (core.isset(heroLoc)) {
- var heroIcon = core.material.icons.hero[heroLoc.direction];
- var height = core.material.icons.hero.height;
+ if (!core.isset(core.material.images.images[heroIcon]))
+ heroIcon = "hero.png";
+ var icon = core.material.icons.hero[heroLoc.direction];
+ var height = core.material.images.images[heroIcon].height/4;
var realHeight = persize*height/32;
- core.canvas[canvas].drawImage(core.material.images.hero, heroIcon.stop * 32, heroIcon.loc * height, 32, height, x+persize*heroLoc.x, y+persize*heroLoc.y+persize-realHeight, persize, realHeight);
+ core.canvas[canvas].drawImage(core.material.images.images[heroIcon], icon.stop * 32, icon.loc * height, 32, height, x+persize*heroLoc.x, y+persize*heroLoc.y+persize-realHeight, persize, realHeight);
}
images.forEach(function (t) {
diff --git a/libs/utils.js b/libs/utils.js
index bfa4cae6..9d11609b 100644
--- a/libs/utils.js
+++ b/libs/utils.js
@@ -300,6 +300,17 @@ utils.prototype.isset = function (val) {
return true
}
+////// 获得子数组 //////
+utils.prototype.subarray = function (a, b) {
+ if (!core.isset(a) || !core.isset(b) || !(a instanceof Array) || !(b instanceof Array) || a.length0) {
+ if (na.shift() != nb.shift()) return null;
+ }
+ return na;
+}
+
////// 读取一个本地文件内容 //////
utils.prototype.readFile = function (success, error, readType) {
diff --git a/main.js b/main.js
index e83fb164..6cd095c0 100644
--- a/main.js
+++ b/main.js
@@ -2,7 +2,7 @@ function main() {
//------------------------ 用户修改内容 ------------------------//
- this.version = "2.1"; // 游戏版本号;如果更改了游戏内容建议修改此version以免造成缓存问题。
+ this.version = "2.1.1"; // 游戏版本号;如果更改了游戏内容建议修改此version以免造成缓存问题。
this.useCompress = false; // 是否使用压缩文件
// 当你即将发布你的塔时,请使用“JS代码压缩工具”将所有js代码进行压缩,然后将这里的useCompress改为true。
@@ -433,6 +433,12 @@ main.statusBar.image.load.onclick = function () {
////// 点击状态栏中的系统菜单时 //////
main.statusBar.image.settings.onclick = function () {
+
+ if (core.isset(core.status.replay) && core.status.replay.replaying) {
+ core.saveReplay();
+ return;
+ }
+
if (main.core.isPlaying())
main.core.openSettings(true);
}
diff --git a/project/data.js b/project/data.js
index 1d14035d..ac0361db 100644
--- a/project/data.js
+++ b/project/data.js
@@ -23,7 +23,7 @@ data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
"firstData" : {
"title": "魔塔样板",
"name": "template",
- "version": "Ver 2.1",
+ "version": "Ver 2.1.1",
"floorId": "sample0",
"hero": {
"name": "阳光",
diff --git a/project/floors/MT0.js b/project/floors/MT0.js
index 1d9f492e..bb215c0f 100644
--- a/project/floors/MT0.js
+++ b/project/floors/MT0.js
@@ -1,56 +1,35 @@
-main.floors.MT0 =
+main.floors.MT0=
{
- "floorId": "MT0", // 这里需要改楼层名,请和文件名及下面的floorId保持完全一致
- // 楼层唯一标识符仅能由字母、数字、下划线组成,且不能由数字开头
- // 推荐用法:第20层就用MT20,第38层就用MT38,地下6层就用MT_6(用下划线代替负号),隐藏3层用MT3h(h表示隐藏),等等
- // 楼层唯一标识符,需要和名字完全一致
- "title": "主塔 0 层", // 楼层中文名
- "name": "0", // 显示在状态栏中的层数
- "canFlyTo": true, // 该楼能否被楼传器飞到(不能的话在该楼也不允许使用楼传器)
- "canUseQuickShop": true, // 该层是否允许使用快捷商店
- "defaultGround": "ground", // 默认地面的图块ID(terrains中)
- "images": [], // 该层默认显示的所有图片;详细用法请查看文档“自定义素材”中的说明。
- // "color": [0,0,0,0.3], // 该层的默认画面色调。本项可不写(代表无色调),如果写需要是一个RGBA数组。
- // "weather": ["snow",5], // 该层的默认天气。本项可忽略表示晴天,如果写则第一项为"rain"或"snow"代表雨雪,第二项为1-10之间的数代表强度。
- // "bgm": "bgm.mp3", // 到达该层后默认播放的BGM。本项可忽略。
- "item_ratio": 1, // 该层的宝石/血瓶倍率
- "map": [ // 地图数据,需要是13x13,建议使用地图生成器来生成
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
- ],
- "firstArrive": [ // 第一次到该楼层触发的事件
-
- ],
- "events": { // 该楼的所有可能事件列表
-
- },
- "changeFloor": { // 楼层转换事件;该事件不能和上面的events有冲突(同位置点),否则会被覆盖
-
- },
- "afterBattle": { // 战斗后可能触发的事件列表
-
- },
- "afterGetItem": { // 获得道具后可能触发的事件列表
-
- },
- "afterOpenDoor": { // 开完门后可能触发的事件列表
-
- },
- "cannotMove": { // 每个图块不可通行的方向
- // 可以在这里定义每个点不能前往哪个方向,例如悬崖边不能跳下去
- // "x,y": ["up", "left"], // (x,y)点不能往上和左走
-
- },
-}
-
+"floorId": "MT0",
+"title": "主塔 0 层",
+"name": "0",
+"canFlyTo": true,
+"canUseQuickShop": true,
+"cannotViewMap": false,
+"defaultGround": "ground",
+"images": [],
+"item_ratio": 1,
+"map": [
+ [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
+ [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
+ [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
+ [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
+ [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
+ [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
+ [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
+ [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
+ [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
+ [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
+ [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
+ [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
+ [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
+],
+"firstArrive": [],
+"events": {},
+"changeFloor": {},
+"afterBattle": {},
+"afterGetItem": {},
+"afterOpenDoor": {},
+"cannotMove": {},
+"upFloor": null,
+}
\ No newline at end of file
diff --git a/project/items.js b/project/items.js
index 6f7d33d1..3a7660ce 100644
--- a/project/items.js
+++ b/project/items.js
@@ -117,14 +117,14 @@ items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a =
"useItemEffect": {
"book": "core.ui.drawBook(0);",
"fly": "core.ui.drawFly(core.status.hero.flyRange.indexOf(core.status.floorId));",
- "earthquake": "core.removeBlockByIds(core.status.floorId, core.status.event.data);\ncore.drawMap(core.status.floorId, function () {\n core.drawHero(core.getHeroLoc('direction'), core.getHeroLoc('x'), core.getHeroLoc('y'), 'stop');\n core.updateFg();\n core.drawTip(core.material.items[itemId].name + '使用成功');\n});",
- "pickaxe": "core.removeBlockByIds(core.status.floorId, core.status.event.data);\ncore.drawMap(core.status.floorId, function () {\n core.drawHero(core.getHeroLoc('direction'), core.getHeroLoc('x'), core.getHeroLoc('y'), 'stop');\n core.updateFg();\n core.drawTip(core.material.items[itemId].name + '使用成功');\n});",
- "icePickaxe": "core.removeBlockByIds(core.status.floorId, core.status.event.data);\ncore.drawMap(core.status.floorId, function () {\n core.drawHero(core.getHeroLoc('direction'), core.getHeroLoc('x'), core.getHeroLoc('y'), 'stop');\n core.updateFg();\n core.drawTip(core.material.items[itemId].name + '使用成功');\n});",
- "snow": "core.removeBlockByIds(core.status.floorId, core.status.event.data);\ncore.drawMap(core.status.floorId, function () {\n core.drawHero(core.getHeroLoc('direction'), core.getHeroLoc('x'), core.getHeroLoc('y'), 'stop');\n core.updateFg();\n core.drawTip(core.material.items[itemId].name + '使用成功');\n});",
- "bigKey": "core.removeBlockByIds(core.status.floorId, core.status.event.data);\ncore.drawMap(core.status.floorId, function () {\n core.drawHero(core.getHeroLoc('direction'), core.getHeroLoc('x'), core.getHeroLoc('y'), 'stop');\n core.updateFg();\n core.drawTip(core.material.items[itemId].name + '使用成功');\n});",
- "bomb": "core.removeBlockByIds(core.status.floorId, core.status.event.data);\ncore.drawMap(core.status.floorId, function () {\n core.drawHero(core.getHeroLoc('direction'), core.getHeroLoc('x'), core.getHeroLoc('y'), 'stop');\n core.updateFg();\n core.drawTip(core.material.items[itemId].name + '使用成功');\n core.events.afterUseBomb();\n});",
- "hammer": "core.removeBlockByIds(core.status.floorId, core.status.event.data);\ncore.drawMap(core.status.floorId, function () {\n core.drawHero(core.getHeroLoc('direction'), core.getHeroLoc('x'), core.getHeroLoc('y'), 'stop');\n core.updateFg();\n core.drawTip(core.material.items[itemId].name + '使用成功');\n core.events.afterUseBomb();\n});",
- "centerFly": "core.clearMap('hero', 0, 0, 416, 416);\ncore.setHeroLoc('x', core.status.event.data.x);\ncore.setHeroLoc('y', core.status.event.data.y);\ncore.drawHero(core.getHeroLoc('direction'), core.getHeroLoc('x'), core.getHeroLoc('y'), 'stop');\ncore.drawTip(core.material.items[itemId].name + '使用成功');",
+ "earthquake": "core.removeBlockByIds(core.status.floorId, core.status.event.data);\ncore.drawMap(core.status.floorId, function () {\n core.drawHero();\n core.updateFg();\n core.drawTip(core.material.items[itemId].name + '使用成功');\n});",
+ "pickaxe": "core.removeBlockByIds(core.status.floorId, core.status.event.data);\ncore.drawMap(core.status.floorId, function () {\n core.drawHero();\n core.updateFg();\n core.drawTip(core.material.items[itemId].name + '使用成功');\n});",
+ "icePickaxe": "core.removeBlockByIds(core.status.floorId, core.status.event.data);\ncore.drawMap(core.status.floorId, function () {\n core.drawHero(), 'stop');\n core.updateFg();\n core.drawTip(core.material.items[itemId].name + '使用成功');\n});",
+ "snow": "core.removeBlockByIds(core.status.floorId, core.status.event.data);\ncore.drawMap(core.status.floorId, function () {\n core.drawHero();\n core.updateFg();\n core.drawTip(core.material.items[itemId].name + '使用成功');\n});",
+ "bigKey": "core.removeBlockByIds(core.status.floorId, core.status.event.data);\ncore.drawMap(core.status.floorId, function () {\n core.drawHero();\n core.updateFg();\n core.drawTip(core.material.items[itemId].name + '使用成功');\n});",
+ "bomb": "core.removeBlockByIds(core.status.floorId, core.status.event.data);\ncore.drawMap(core.status.floorId, function () {\n core.drawHero();\n core.updateFg();\n core.drawTip(core.material.items[itemId].name + '使用成功');\n core.events.afterUseBomb();\n});",
+ "hammer": "core.removeBlockByIds(core.status.floorId, core.status.event.data);\ncore.drawMap(core.status.floorId, function () {\n core.drawHero();\n core.updateFg();\n core.drawTip(core.material.items[itemId].name + '使用成功');\n core.events.afterUseBomb();\n});",
+ "centerFly": "core.clearMap('hero', 0, 0, 416, 416);\ncore.setHeroLoc('x', core.status.event.data.x);\ncore.setHeroLoc('y', core.status.event.data.y);\ncore.drawHero();\ncore.drawTip(core.material.items[itemId].name + '使用成功');",
"upFly": "var loc = {'direction': core.status.hero.loc.direction, 'x': core.status.event.data.x, 'y': core.status.event.data.y};\ncore.changeFloor(core.status.event.data.id, null, loc, null, function (){\n core.drawTip(core.material.items[itemId].name + '使用成功');\n core.replay();\n});",
"downFly": "var loc = {'direction': core.status.hero.loc.direction, 'x': core.status.event.data.x, 'y': core.status.event.data.y};\ncore.changeFloor(core.status.event.data.id, null, loc, null, function (){\n core.drawTip(core.material.items[itemId].name + '使用成功');\n core.replay();\n});",
"poisonWine": "core.setFlag('poison', false);",
diff --git a/更新说明.txt b/更新说明.txt
index 0fcf8d06..a2ed95eb 100644
--- a/更新说明.txt
+++ b/更新说明.txt
@@ -1,16 +1,31 @@
-HTML5魔塔样板V2.1
+HTML5魔塔样板V2.1.1
-编辑器添加新建和删除按钮;地图自动保存 √
-录像支持倒退(录像播放中每20步自动存档,最多存30个) √
-Gif支持:可以作为楼层背景图或者使用显示动图事件 √
-图片显示增加淡入淡出效果 √
-APP端也能下载或读取文件 √
-地图临界显伤 √
-单个存档清理 √
-大数据魔塔的支持(临界计算等) √
-进一步对JS文件和图标进行压缩,大幅提高加载速度 √
-修复有时候无法输入ID的问题 √
-其他细节优化 √
+新增事件:改变勇士行走图
+楼传器落点设置
+录像回放从任意存档点开始
+录像过程中允许存档
+血网显伤
+怪物手册显示接下来的临界表
+重置当前楼层地图core.resetMap()
+支持部分楼层不允许浏览地图
+修复部分浏览器无法进入游戏的Bug
+其他细节优化
+
+-----------------------------------------------------------------------
+
+HTML5魔塔样板V2.1
+
+编辑器添加新建和删除按钮;地图自动保存
+录像支持倒退(录像播放中每20步自动存档,最多存30个)
+Gif支持:可以作为楼层背景图或者使用显示动图事件
+图片显示增加淡入淡出效果
+APP端也能下载或读取文件
+地图临界显伤
+单个存档清理
+大数据魔塔的支持(临界计算等)
+进一步对JS文件和图标进行压缩,大幅提高加载速度
+修复有时候无法输入ID的问题
+其他细节优化
-----------------------------------------------------------------------