Merge pull request #110 from ckcz123/v2.0

V2.0
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Zhang Chen 2018-04-27 22:49:06 +08:00 committed by GitHub
commit 50dd7d84e6
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25 changed files with 504 additions and 204 deletions

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@ -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

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@ -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([

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@ -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",

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@ -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,

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@ -90,6 +90,7 @@ editor_blockly = function () {
MotaActionBlocks['battle_s'].xmlText(),
MotaActionBlocks['openDoor_s'].xmlText(),
MotaActionBlocks['setBlock_s'].xmlText(),
MotaActionBlocks['setHeroIcon_s'].xmlText(),
'<label text="事件控制"></label>',
MotaActionBlocks['if_s'].xmlText(),
MotaActionBlocks['revisit_s'].xmlText(),

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@ -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: [],

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@ -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.

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@ -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。

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@ -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。

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@ -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<core.floorIds.length && nextId!=now && core.floors[core.floorIds[nextId]].cannotViewMap)
nextId++;
if (nextId<core.floorIds.length)
core.ui.drawMaps(nextId);
}
else if (y>=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<topIndex+choices.length) {
var selection = y - topIndex;
switch (selection) {
case 0:
{
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);
break;
}
case 1:
{
core.status.event.id = 'replayLoad';
core.status.event.selection = null;
var saveIndex = core.status.saveIndex;
var page=parseInt((saveIndex-1)/5), offset=saveIndex-5*page;
core.ui.drawSLPanel(10*page+offset);
break;
}
case 2:
core.ui.closePanel();
break;
}
}
}
////// 回放选择界面时,按下某个键的操作 //////
actions.prototype.keyDownReplay = function (keycode) {
if (keycode==38) {
core.status.event.selection--;
core.ui.drawChoices(core.status.event.ui.text, core.status.event.ui.choices);
}
if (keycode==40) {
core.status.event.selection++;
core.ui.drawChoices(core.status.event.ui.text, core.status.event.ui.choices);
}
}
////// 回放选择界面时,放开某个键的操作 //////
actions.prototype.keyUpReplay = function (keycode) {
if (keycode==27 || keycode==88) {
core.ui.closePanel();
return;
}
var choices = core.status.event.ui.choices;
if (keycode==13 || keycode==32 || keycode==67) {
var topIndex = 6 - parseInt((choices.length - 1) / 2);
this.clickReplay(6, topIndex+core.status.event.selection);
}
}
////// “虚拟键盘”界面时的点击操作 //////
actions.prototype.clickKeyBoard = function (x, y) {
if (y==3 && x>=1 && x<=11) {

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@ -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;n<blocks.length;n++) {
var block = blocks[n];
if (core.isset(block.event) && !(core.isset(block.enable) && !block.enable) && block.event.cls.indexOf('enemy')==0) {
var id = block.event.id, enemy = core.enemys.getEnemys(id);
var id = block.event.id, enemy = core.material.enemys[id];
if (core.isset(enemy)) {
core.status.checkBlock.map[13*block.x+block.y]=id;
}
}
// 血网
if (core.isset(block.event) && !(core.isset(block.enable) && !block.enable) &&
block.event.id=='lavaNet' && block.event.trigger=='passNet' && !core.hasItem("shoes")) {
core.status.checkBlock.map[13*block.x+block.y]="lavaNet";
}
}
// Step2: 更新领域、阻击伤害
@ -884,7 +886,13 @@ control.prototype.updateCheckBlock = function() {
for (var y=0;y<13;y++) {
var id = core.status.checkBlock.map[13*x+y];
if (core.isset(id)) {
var enemy = core.enemys.getEnemys(id);
if (id=="lavaNet") {
core.status.checkBlock.damage[13*x+y]+=core.values.lavaDamage;
continue;
}
var enemy = core.material.enemys[id];
// 存在领域
if (core.enemys.hasSpecial(enemy.special, 15)) {
var range = enemy.range || 1;
@ -925,8 +933,8 @@ control.prototype.updateCheckBlock = function() {
var id1=core.status.checkBlock.map[13*(x-1)+y],
id2=core.status.checkBlock.map[13*(x+1)+y];
if (core.isset(id1) && core.isset(id2) && id1==id2) {
var enemy = core.enemys.getEnemys(id1);
if (core.enemys.hasSpecial(enemy.special, 16)) {
var enemy = core.material.enemys[id1];
if (core.isset(enemy) && core.enemys.hasSpecial(enemy.special, 16)) {
has = true;
}
}
@ -935,8 +943,8 @@ control.prototype.updateCheckBlock = function() {
var id1=core.status.checkBlock.map[13*x+y-1],
id2=core.status.checkBlock.map[13*x+y+1];
if (core.isset(id1) && core.isset(id2) && id1==id2) {
var enemy = core.enemys.getEnemys(id1);
if (core.enemys.hasSpecial(enemy.special, 16)) {
var enemy = core.material.enemys[id1];
if (core.isset(enemy) && core.enemys.hasSpecial(enemy.special, 16)) {
has = true;
}
}
@ -972,7 +980,7 @@ control.prototype.checkBlock = function () {
if (nx<0 || nx>12 || 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 {

View File

@ -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);

View File

@ -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;

View File

@ -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;

View File

@ -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 () {

View File

@ -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();
})
}

View File

@ -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) {

View File

@ -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.length<b.length)
return null;
var na = core.clone(a), nb=core.clone(b);
while (nb.length>0) {
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) {

View File

@ -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);
}

View File

@ -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",

View File

@ -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MT3hh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IDterrains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,
}

View File

@ -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);",

View File

@ -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
-----------------------------------------------------------------------