地图绘制优化;缓存
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_docs/api.md
17
_docs/api.md
@ -1222,13 +1222,16 @@ nearStair: fn() -> bool
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turnBlock: fn(direction?: string, x?: number, y?: number, floorId?: string)
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事件转向
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getMapArray: fn(floorId?: string) -> [[number]]
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getMapArray: fn(floorId?: string, noCache?: bool) -> [[number]]
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生成事件层矩阵
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例如:core.getMapArray('MT0'); // 生成主塔0层的事件层矩阵,隐藏的图块视为0
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floorId: 地图id,不填视为当前地图
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showDisable: 可选,true表示隐藏的图块也会被表示出来
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返回值:事件层矩阵,注意对其阵元的访问是[y][x]
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getMapNumber: fn(x: number, y: number, floorId?: string, noCache?: bool) -> number
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获得事件层某个点的数字
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jumpBlock: fn(sx: number, sy: number, ex: number, ey: number, time?: number, keep?: bool, callback?: fn())
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跳跃图块;从V2.7开始不再有音效
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例如:core.jumpBlock(0, 0, 0, 0); // 令地图左上角的图块原地跳跃半秒,再花半秒淡出
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@ -1373,6 +1376,14 @@ floorId: 地图id,不填视为当前地图
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showDisable: 隐藏点是否不返回null,true表示不返回null
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返回值:图块id,该点无图块则返回null
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getBlockNumber: fn(x: number, y: number, floorId?: string, showDisable?: bool) -> number
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判定某个点的图块数字
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x: 横坐标
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y: 纵坐标
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floorId: 地图id,不填视为当前地图
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showDisable: 隐藏点是否不返回null,true表示不返回null
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返回值:图块数字,该点无图块则返回null
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loadFloor: fn(floorId?: string, map?: ?)
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从文件或存档中加载某个楼层
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@ -1401,7 +1412,7 @@ x: 横坐标
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y: 纵坐标
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floorId: 地图id,不填视为当前地图
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getMapBlocksObj: fn(floorId?: string, showDisable?: bool)
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getMapBlocksObj: fn(floorId?: string, noCache?: bool)
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以x,y的形式返回每个点的事件
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removeGlobalAnimate: fn(x?: number, y?: number, name?: string)
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@ -1442,7 +1453,7 @@ drawFg: fn(floorId?: string, ctx?: CanvasRenderingContext2D)
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floorId: 地图id,不填视为当前地图
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ctx: 某画布的ctx,用于绘制缩略图,一般不需要
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getBlock: fn(x: number, y: number, floorId?: string, showDisable?: bool) -> {index: number, block: block}
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getBlock: fn(x: number, y: number, floorId?: string, showDisable?: bool) -> block: block
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获得某个点的block
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initBlock: fn(x: number, y: number, id: string|number, addInfo?: bool, eventFloor?: ?) -> block
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@ -1932,6 +1932,9 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
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"fgmaps": {
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"!doc": "各地图前景层"
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},
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"mapBlockObjs": {
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"!doc": "以<位置,block>存放的各地图图块信息"
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},
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"boxAnimateObjs": {
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"!doc": "(手册和剧情文本的)帧动画对象"
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},
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@ -3060,8 +3063,12 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
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},
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"getMapArray": {
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"!doc": "生成事件层矩阵<br/>例如:core.getMapArray('MT0'); // 生成主塔0层的事件层矩阵,隐藏的图块视为0<br/>floorId: 地图id,不填视为当前地图<br/>showDisable: 可选,true表示隐藏的图块也会被表示出来<br/>返回值:事件层矩阵,注意对其阵元的访问是[y][x]",
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"!type": "fn(floorId?: string) -> [[number]]"
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"!type": "fn(floorId?: string, noCache?: bool) -> [[number]]"
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},
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"getMapNumber": {
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"!doc": "获得事件层某个点的数字",
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"!type": "fn(x: number, y: number, floorId?: string, noCache?: bool) -> number"
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},
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"jumpBlock": {
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"!doc": "跳跃图块;从V2.7开始不再有音效<br/>例如:core.jumpBlock(0, 0, 0, 0); // 令地图左上角的图块原地跳跃半秒,再花半秒淡出<br/>sx: 起点的横坐标<br/>sy: 起点的纵坐标<br/>ex: 终点的横坐标<br/>ey: 终点的纵坐标<br/>time: 单步和淡出用时,单位为毫秒。不填视为半秒<br/>keep: 是否不淡出,true表示不淡出<br/>callback: 落地或淡出后的回调函数,可选",
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"!type": "fn(sx: number, sy: number, ex: number, ey: number, time?: number, keep?: bool, callback?: fn())"
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@ -3186,6 +3193,10 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
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"!doc": "判定某个点的图块id<br/>例如:if(core.getBlockId(x1, y1) != 'greenSlime' && core.getBlockId(x2, y2) != 'redSlime') core.openDoor(x3, y3); // 一个简单的机关门事件,打败或炸掉这一对绿头怪和红头怪就开门<br/>x: 横坐标<br/>y: 纵坐标<br/>floorId: 地图id,不填视为当前地图<br/>showDisable: 隐藏点是否不返回null,true表示不返回null<br/>返回值:图块id,该点无图块则返回null",
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"!type": "fn(x: number, y: number, floorId?: string, showDisable?: bool) -> string"
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},
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"getBlockNumber": {
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"!doc": "判定某个点的图块数字<br/>x: 横坐标<br/>y: 纵坐标<br/>floorId: 地图id,不填视为当前地图<br/>showDisable: 隐藏点是否不返回null,true表示不返回null<br/>返回值:图块数字,该点无图块则返回null",
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"!type": "fn(x: number, y: number, floorId?: string, showDisable?: bool) -> number"
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},
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"loadFloor": {
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"!doc": "从文件或存档中加载某个楼层",
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"!type": "fn(floorId?: string, map?: ?)"
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@ -3212,7 +3223,7 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
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},
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"getMapBlocksObj": {
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"!doc": "以x,y的形式返回每个点的事件",
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"!type": "fn(floorId?: string, showDisable?: bool)"
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"!type": "fn(floorId?: string, noCache?: bool)"
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},
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"removeGlobalAnimate": {
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"!doc": "删除一个或所有全局动画",
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@ -3244,7 +3255,7 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
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},
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"getBlock": {
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"!doc": "获得某个点的block",
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"!type": "fn(x: number, y: number, floorId?: string, showDisable?: bool) -> {index: number, block: block}"
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"!type": "fn(x: number, y: number, floorId?: string, showDisable?: bool) -> block"
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},
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"initBlock": {
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"!doc": "初始化一个图块",
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@ -457,7 +457,7 @@ editor.prototype._updateMap_bigmap = function () {
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bm.clearRect(0, 0, core.__PIXELS__, core.__PIXELS__);
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bm.fillStyle = '#000000';
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bm.fillRect(0, 0, core.__PIXELS__, core.__PIXELS__);
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core.drawThumbnail(editor.currentFloorId, core.status.thisMap.blocks, {ctx: bm, all: true});
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core.drawThumbnail(editor.currentFloorId, null, {ctx: bm, all: true});
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var width = editor.currentFloorData.width;
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var height = editor.currentFloorData.height;
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editor.uivalues.bigmapInfo.top = core.__PIXELS__ * Math.max(0, (1 - height / width) / 2);
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@ -143,7 +143,7 @@ control.prototype._animationFrame_globalAnimate = function (timestamp) {
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core.maps._drawFloorImages(core.status.floorId, core.canvas.fg, 'fg', core.status.floorAnimateObjs||[], core.status.globalAnimateStatus);
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// Global Autotile Animate
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core.status.autotileAnimateObjs.blocks.forEach(function (block) {
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core.status.autotileAnimateObjs.forEach(function (block) {
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core.maps._drawAutotileAnimate(block, core.status.globalAnimateStatus);
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});
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@ -132,6 +132,7 @@ function core() {
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'maps': null,
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'bgmaps': {},
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'fgmaps': {},
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'mapBlockObjs': {},
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'checkBlock': {}, // 每个点的阻激夹域信息
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'damage': { // 每个点的显伤绘制
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'posX': 0,
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@ -221,7 +222,7 @@ function core() {
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'globalAnimateObjs': [],
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'floorAnimateObjs': [],
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'boxAnimateObjs': [],
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'autotileAnimateObjs': {"blocks": [], "map": null, "bgmap": null, "fgmap": null},
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'autotileAnimateObjs': [],
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"globalAnimateStatus": 0,
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'animateObjs': [],
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};
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@ -336,12 +336,11 @@ enemys.prototype.getCurrentEnemys = function (floorId) {
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floorId = floorId || core.status.floorId;
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var enemys = [], used = {};
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core.extractBlocks(floorId);
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var mapBlocks = core.status.maps[floorId].blocks;
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for (var b = 0; b < mapBlocks.length; b++) {
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if (!mapBlocks[b].disable && mapBlocks[b].event.cls.indexOf('enemy') == 0) {
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this._getCurrentEnemys_addEnemy(mapBlocks[b].event.id, enemys, used, floorId);
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core.status.maps[floorId].blocks.forEach(function (block) {
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if (!block.disable && block.event.cls.indexOf('enemy') == 0) {
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this._getCurrentEnemys_addEnemy(block.event.id, enemys, used, floorId);
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}
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}
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}, this);
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return this._getCurrentEnemys_sort(enemys);
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}
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@ -335,7 +335,6 @@ events.prototype.trigger = function (x, y, callback) {
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var block = core.getBlock(x, y);
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if (block == null) return _executeCallback();
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block = block.block;
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// 执行该点的脚本
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if (block.event.script) {
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@ -363,7 +362,6 @@ events.prototype._trigger_inAction = function (x, y) {
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var block = core.getBlock(x, y);
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if (block == null) return core.doAction();
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block = block.block;
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// 执行该点的脚本
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try {
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@ -612,7 +610,7 @@ events.prototype._canGetNextItem = function (direction) {
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var nx = core.getHeroLoc('x') + core.utils.scan[direction].x;
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var ny = core.getHeroLoc('y') + core.utils.scan[direction].y;
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var block = core.getBlock(nx, ny);
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return block != null && block.block.event.trigger == 'getItem';
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return block != null && block.event.trigger == 'getItem';
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}
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events.prototype._getNextItem = function (direction, noRoute) {
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166
libs/maps.js
166
libs/maps.js
@ -410,11 +410,26 @@ maps.prototype.resizeMap = function (floorId) {
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}
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////// 将当前地图重新变成二维数组形式 //////
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maps.prototype.getMapArray = function (floorId) {
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maps.prototype.getMapArray = function (floorId, noCache) {
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floorId = floorId || core.status.floorId;
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var map = core.status.maps[floorId];
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if (!map.blocks) return map.map;
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return this._getMapArrayFromBlocks(map.blocks, map.width, map.height);
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if (!map.blocks || !noCache) return map.map;
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return map.map = this._getMapArrayFromBlocks(map.blocks, map.width, map.height);
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}
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////// 获得地图上某点的数字
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maps.prototype.getMapNumber = function (x, y, floorId, noCache) {
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return this.getMapArray(floorId, noCache)[y][x];
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}
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maps.prototype._updateMapArray = function (floorId, x, y) {
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floorId = floorId || core.status.floorId;
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var map = core.status.maps[floorId];
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if (!map.blocks) return;
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if (x == null || y == null) return this.getMapArray(floorId, true);
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var block = this.getBlock(x, y, floorId, true);
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if (block == null || block.disable) map.map[y][x] = 0;
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else map.map[y][x] = block.id;
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}
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maps.prototype._getMapArrayFromBlocks = function (blockArray, width, height) {
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@ -428,15 +443,17 @@ maps.prototype._getMapArrayFromBlocks = function (blockArray, width, height) {
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}
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////// 以x,y的形式返回每个点的事件 //////
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maps.prototype.getMapBlocksObj = function (floorId, showDisable) {
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maps.prototype.getMapBlocksObj = function (floorId, noCache) {
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floorId = floorId || core.status.floorId;
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if (core.status.mapBlockObjs[floorId] && !noCache)
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return core.status.mapBlockObjs[floorId];
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var obj = {};
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core.extractBlocks(floorId);
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core.status.maps[floorId].blocks.forEach(function (block) {
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if (!block.disable || showDisable)
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obj[block.x + "," + block.y] = block;
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obj[block.x + "," + block.y] = block;
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});
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return obj;
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return core.status.mapBlockObjs[floorId] = obj;
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}
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////// 将背景前景层变成二维数组的形式 //////
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@ -564,7 +581,7 @@ maps.prototype._canMoveHero_checkPoint = function (x, y, direction, floorId, arr
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// 3. 检查是否能进将死的领域
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if (floorId == core.status.floorId && !core.flags.canGoDeadZone &&
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core.status.hero.hp <= (core.status.checkBlock.damage[nx + "," + ny]||0)
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&& extraData.eventArray[ny][nx] == 0)
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&& arrays.eventArray[ny][nx] == 0)
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return false;
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return true;
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@ -635,14 +652,14 @@ maps.prototype._canMoveDirectly_checkStartPoint = function (sx, sy) {
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var block = core.getBlock(sx, sy);
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if (block != null) {
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// 只有起点是传送点才是能无视
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return block.block.event.trigger == 'changeFloor';
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return block.event.trigger == 'changeFloor';
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}
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return true;
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}
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maps.prototype._canMoveDirectly_bfs = function (sx, sy, locs, number, ans, canMoveArray) {
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canMoveArray = canMoveArray || this.generateMovableArray();
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var blocksObj = this.getMapBlocksObj(core.status.floorId);
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var blocksObj = this.getMapBlocksObj();
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// 滑冰
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var bgMap = this.getBgMapArray();
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@ -663,7 +680,8 @@ maps.prototype._canMoveDirectly_bfs = function (sx, sy, locs, number, ans, canMo
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for (var i in ans) {
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if (locs[i][0] == nx && locs[i][1] == ny && ans[i] == null) {
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// 不可以绿点为终点
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if (blocksObj[nx + "," + ny] && blocksObj[nx + "," + ny].event.trigger) {
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var block = blocksObj[nx + "," + ny];
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if (block && !block.disable && block.event.trigger) {
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ans[i] = -1;
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} else {
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ans[i] = visited[nindex];
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@ -684,15 +702,16 @@ maps.prototype._canMoveDirectly_bfs = function (sx, sy, locs, number, ans, canMo
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maps.prototype._canMoveDirectly_checkNextPoint = function (blocksObj, x, y) {
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var index = x + "," + y;
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var block = blocksObj[index];
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// 该点是否不可通行或有脚本
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if (blocksObj[index] && (blocksObj[index].event.noPass || blocksObj[index].event.script))
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if (block && !block.disable && (block.event.noPass || block.event.script))
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return false;
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// 该点是否是绿点可触发
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if (blocksObj[index] && blocksObj[index].event.trigger) {
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if (blocksObj[index].event.trigger != 'changeFloor') return false;
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if (block && !block.disable && block.event.trigger) {
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if (block.event.trigger != 'changeFloor') return false;
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var ignore = core.flags.ignoreChangeFloor;
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if (blocksObj[index].event.data && blocksObj[index].event.data.ignoreChangeFloor != null)
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ignore = blocksObj[index].event.data.ignoreChangeFloor;
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if (block.event.data && block.event.data.ignoreChangeFloor != null)
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ignore = block.event.data.ignoreChangeFloor;
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if (!ignore) return false;
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}
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// 是否存在阻激夹域伤害
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@ -755,7 +774,7 @@ maps.prototype._automaticRoute_deepAdd = function (x, y, blocks) {
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// 判定每个可通行点的损耗值,越高越应该绕路
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var deepAdd = 1;
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var block = blocks[x+","+y];
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if (block != null){
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if (block && !block.disable) {
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var id = block.event.id;
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// 绕过亮灯
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if (id == "light") deepAdd += 100;
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@ -764,7 +783,7 @@ maps.prototype._automaticRoute_deepAdd = function (x, y, blocks) {
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// 绕过血瓶和绿宝石
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if (core.hasFlag('__potionNoRouting__') && (id.endsWith("Potion") || id == 'greenGem')) deepAdd += 100;
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// 绕过传送点
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// if (block.block.event.trigger == 'changeFloor') deepAdd+=10;
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// if (block.event.trigger == 'changeFloor') deepAdd+=10;
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}
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// 绕过存在伤害的地方
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deepAdd += (core.status.checkBlock.damage[x+","+y]||0) * 100;
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@ -988,13 +1007,23 @@ maps.prototype.drawEvents = function (floorId, blocks, config) {
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if (core.bigmap.v2) cacheCtx.translate(32, 32);
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}
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var arr = null;
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if (!blocks) {
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core.extractBlocks(floorId);
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blocks = core.status.maps[floorId].blocks;
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arr = this.getMapArray(floorId, !config.redraw)
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} else {
|
||||
arr = this._getMapArrayFromBlocks(blocks, core.floors[floorId].width, core.floors[floorId].height);
|
||||
}
|
||||
var arr = this._getMapArrayFromBlocks(blocks, core.floors[floorId].width, core.floors[floorId].height);
|
||||
|
||||
blocks.filter(function (block) {
|
||||
if (config.onMap && core.bigmap.v2) {
|
||||
// 判定是否绘制
|
||||
var posX = core.bigmap.posX, posY = core.bigmap.posY;
|
||||
if (block.x < posX - 1 || block.y < posY - 1 || block.x > posX + core.__SIZE__ || block.y > posY + core.__SIZE__ + 1) { // +1 for 48 height
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return block.event && !block.disable;
|
||||
}).forEach(function (block) {
|
||||
core.maps._drawMap_drawBlockInfo(cacheCtx, block, core.maps.getBlockInfo(block), arr, config.onMap);
|
||||
@ -1003,7 +1032,6 @@ maps.prototype.drawEvents = function (floorId, blocks, config) {
|
||||
if (config.onMap) {
|
||||
core.drawImage(toDrawCtx, cacheCtx.canvas, core.bigmap.v2 ? -32 : 0, core.bigmap.v2 ? -32 : 0);
|
||||
cacheCtx.translate(0, 0);
|
||||
core.status.autotileAnimateObjs.map = arr;
|
||||
}
|
||||
}
|
||||
|
||||
@ -1082,8 +1110,6 @@ maps.prototype._drawBgFgMap = function (floorId, name, config) {
|
||||
if (blur) config.ctx.globalAlpha = alpha;
|
||||
}
|
||||
}
|
||||
if (config.onMap)
|
||||
core.status.autotileAnimateObjs[name + "map"] = arr;
|
||||
}
|
||||
|
||||
////// 是否应当存在事件时虚化前景层 //////
|
||||
@ -1340,10 +1366,10 @@ maps.prototype._drawAutotileAnimate = function (block, animate) {
|
||||
if (block.name) {
|
||||
if (block.name == 'bg')
|
||||
core.drawImage('bg', core.material.groundCanvas.canvas, 32 * x - 32 * core.bigmap.posX, 32 * y - 32 * core.bigmap.posY);
|
||||
this._drawAutotile(cv, core.status.autotileAnimateObjs[block.name+"map"], block, 32, 0, 0, animate, true);
|
||||
this._drawAutotile(cv, this._getBgFgMapArray(block.name), block, 32, 0, 0, animate, true);
|
||||
}
|
||||
else {
|
||||
this._drawAutotile(cv, core.status.autotileAnimateObjs.map, block, 32, 0, 0, animate, true);
|
||||
this._drawAutotile(cv, this.getMapArray(), block, 32, 0, 0, animate, true);
|
||||
}
|
||||
}
|
||||
|
||||
@ -1400,10 +1426,6 @@ maps.prototype.drawThumbnail = function (floorId, blocks, options) {
|
||||
}
|
||||
|
||||
maps.prototype._drawThumbnail_drawTempCanvas = function (floorId, blocks, options) {
|
||||
if (!blocks) {
|
||||
core.extractBlocks(floorId);
|
||||
blocks = core.status.maps[floorId].blocks;
|
||||
}
|
||||
var width = core.floors[floorId].width;
|
||||
var height = core.floors[floorId].height;
|
||||
// 绘制到tempCanvas上面
|
||||
@ -1523,21 +1545,21 @@ maps.prototype._drawThumbnail_drawToTarget = function (floorId, options) {
|
||||
maps.prototype.noPass = function (x, y, floorId) {
|
||||
var block = core.getBlock(x, y, floorId);
|
||||
if (block == null) return false;
|
||||
return block.block.event.noPass;
|
||||
return block.event.noPass;
|
||||
}
|
||||
|
||||
////// 某个点是否存在NPC //////
|
||||
maps.prototype.npcExists = function (x, y, floorId) {
|
||||
var block = this.getBlock(x, y, floorId);
|
||||
if (block == null) return false;
|
||||
return block.block.event.cls.indexOf('npc') == 0;
|
||||
return block.event.cls.indexOf('npc') == 0;
|
||||
}
|
||||
|
||||
////// 某个点是否存在(指定的)地形 //////
|
||||
maps.prototype.terrainExists = function (x, y, id, floorId) {
|
||||
var block = this.getBlock(x, y, floorId);
|
||||
if (block == null) return false;
|
||||
return block.block.event.cls == 'terrains' && (id ? block.block.event.id == id : true);
|
||||
return block.event.cls == 'terrains' && (id ? block.event.id == id : true);
|
||||
}
|
||||
|
||||
////// 某个点是否存在楼梯 //////
|
||||
@ -1560,7 +1582,7 @@ maps.prototype.nearStair = function () {
|
||||
maps.prototype.enemyExists = function (x, y, id, floorId) {
|
||||
var block = this.getBlock(x, y, floorId);
|
||||
if (block == null) return false;
|
||||
return block.block.event.cls.indexOf('enemy') == 0 && (id ? block.block.event.id == id : true);
|
||||
return block.event.cls.indexOf('enemy') == 0 && (id ? block.event.id == id : true);
|
||||
}
|
||||
|
||||
////// 获得某个点的block //////
|
||||
@ -1568,26 +1590,28 @@ maps.prototype.getBlock = function (x, y, floorId, showDisable) {
|
||||
floorId = floorId || core.status.floorId;
|
||||
if (!floorId) return null;
|
||||
core.extractBlocks(floorId);
|
||||
var blocks = core.status.maps[floorId].blocks;
|
||||
for (var n = 0; n < blocks.length; n++) {
|
||||
if (blocks[n].x == x && blocks[n].y == y) {
|
||||
if (!showDisable && blocks[n].disable) return null;
|
||||
return {"index": n, "block": blocks[n]};
|
||||
}
|
||||
}
|
||||
var blockObjs = this.getMapBlocksObj(floorId);
|
||||
var block = blockObjs[x + "," + y];
|
||||
if (block && (showDisable || !block.disable)) return block;
|
||||
return null;
|
||||
}
|
||||
|
||||
////// 获得某个点的blockId //////
|
||||
maps.prototype.getBlockId = function (x, y, floorId, showDisable) {
|
||||
var block = core.getBlock(x, y, floorId, showDisable);
|
||||
return block == null ? null : block.block.event.id;
|
||||
return block == null ? null : block.event.id;
|
||||
}
|
||||
|
||||
////// 获得某个点的数字 //////
|
||||
maps.prototype.getBlockNumber = function (x, y, floorId, showDisable) {
|
||||
var block = core.getBlock(x, y, floorId, showDisable);
|
||||
return block == null ? null : block.id;
|
||||
}
|
||||
|
||||
////// 获得某个点的blockCls //////
|
||||
maps.prototype.getBlockCls = function (x, y, floorId, showDisable) {
|
||||
var block = core.getBlock(x, y, floorId, showDisable);
|
||||
return block == null ? null : block.block.event.cls;
|
||||
return block == null ? null : block.event.cls;
|
||||
}
|
||||
|
||||
////// 获得某个图块或素材的信息,包括 ID,cls,图片,坐标,faceIds 等等 //////
|
||||
@ -1649,7 +1673,7 @@ maps.prototype.searchBlock = function (id, floorId, showDisable) {
|
||||
for (var i = 0; i < core.status.maps[floorId].blocks.length; ++i) {
|
||||
var block = core.status.maps[floorId].blocks[i];
|
||||
if ((showDisable || !block.disable) && (core.matchWildcard(id, block.event.id) || core.matchRegex(id, block.event.id))) {
|
||||
result.push({floorId: floorId, index: i, block: block, x: block.x, y: block.y});
|
||||
result.push({floorId: floorId, x: block.x, y: block.y, block: block});
|
||||
}
|
||||
}
|
||||
return result;
|
||||
@ -1663,7 +1687,6 @@ maps.prototype.showBlock = function (x, y, floorId) {
|
||||
if (!floorId) return;
|
||||
var block = core.getBlock(x, y, floorId, true);
|
||||
if (block == null) return; // 不存在
|
||||
block = block.block;
|
||||
// 本身是禁用事件,启用之
|
||||
if (block.disable) {
|
||||
block.disable = false;
|
||||
@ -1689,10 +1712,11 @@ maps.prototype.hideBlock = function (x, y, floorId) {
|
||||
var block = core.getBlock(x, y, floorId, true);
|
||||
if (block == null) return; // 不存在
|
||||
|
||||
core.hideBlockByIndex(block.index, floorId);
|
||||
block.disable = true;
|
||||
core.setMapBlockDisabled(floorId, block.x, block.y, true);
|
||||
|
||||
// 删除动画,清除地图
|
||||
this._removeBlockFromMap(floorId, block.block);
|
||||
this._removeBlockFromMap(floorId, block);
|
||||
}
|
||||
|
||||
////// 根据图块的索引来隐藏图块 //////
|
||||
@ -1703,6 +1727,7 @@ maps.prototype.hideBlockByIndex = function (index, floorId) {
|
||||
var blocks = core.status.maps[floorId].blocks, block = blocks[index];
|
||||
block.disable = true;
|
||||
core.setMapBlockDisabled(floorId, block.x, block.y, true);
|
||||
this._updateMapArray(floorId, block.x, block.y);
|
||||
}
|
||||
|
||||
////// 一次性隐藏多个block //////
|
||||
@ -1736,14 +1761,15 @@ maps.prototype.removeBlock = function (x, y, floorId) {
|
||||
floorId = floorId || core.status.floorId;
|
||||
if (!floorId) return false;
|
||||
|
||||
var block = core.getBlock(x, y, floorId, true);
|
||||
if (block == null) return false; // 不存在
|
||||
|
||||
core.removeBlockByIndex(block.index, floorId);
|
||||
|
||||
// 删除动画,清除地图
|
||||
this._removeBlockFromMap(floorId, block.block);
|
||||
return true;
|
||||
for (var i in core.status.maps[floorId].blocks) {
|
||||
var block = core.status.maps[floorId].blocks[i];
|
||||
if (block.x == x && block.y == y) {
|
||||
this.removeBlockByIndex(i, floorId);
|
||||
this._removeBlockFromMap(floorId, block);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
////// 根据block的索引(尽可能)删除该块 //////
|
||||
@ -1753,7 +1779,10 @@ maps.prototype.removeBlockByIndex = function (index, floorId) {
|
||||
core.extractBlocks(floorId);
|
||||
var blocks = core.status.maps[floorId].blocks, block = blocks[index];
|
||||
blocks.splice(index, 1);
|
||||
if (core.status.mapBlockObjs[floorId])
|
||||
delete core.status.mapBlockObjs[floorId][block.x+","+block.y];
|
||||
core.setMapBlockDisabled(floorId, block.x, block.y, true);
|
||||
this._updateMapArray(floorId, block.x, block.y);
|
||||
}
|
||||
|
||||
////// 一次性删除多个block //////
|
||||
@ -1853,17 +1882,20 @@ maps.prototype.setBlock = function (number, x, y, floorId) {
|
||||
return;
|
||||
}
|
||||
var originBlock = core.getBlock(x, y, floorId, true);
|
||||
var originEvent = originBlock == null ? null : originBlock.block.event;
|
||||
var originEvent = originBlock == null ? null : originBlock.event;
|
||||
if (originBlock == null) {
|
||||
core.status.maps[floorId].blocks.push(block);
|
||||
if (core.status.mapBlockObjs[floorId])
|
||||
core.status.mapBlockObjs[floorId][block.x+","+block.y] = block;
|
||||
core.setMapBlockDisabled(floorId, block.x, block.y, false);
|
||||
delete block.disable;
|
||||
}
|
||||
else {
|
||||
originBlock.block.id = number;
|
||||
originBlock.block.event = block.event;
|
||||
block = originBlock.block;
|
||||
originBlock.id = number;
|
||||
originBlock.event = block.event;
|
||||
block = originBlock;
|
||||
}
|
||||
this._updateMapArray(floorId, x, y);
|
||||
if (floorId == core.status.floorId) {
|
||||
// 有任何一个是autotile直接重绘地图
|
||||
if ((originEvent != null && originEvent.cls == 'autotile') || block.event.cls == 'autotile') {
|
||||
@ -1898,7 +1930,7 @@ maps.prototype.animateSetBlock = function (number, x, y, floorId, time, callback
|
||||
var block = this.initBlock(x, y, number, true, core.floors[floorId]);
|
||||
|
||||
// 如果原本是启用的
|
||||
if (originBlock != null && !originBlock.block.disable) {
|
||||
if (originBlock != null && !originBlock.disable) {
|
||||
return this._animateSetBlock_originEnabled(block, number, x, y, floorId, time, callback);
|
||||
}
|
||||
|
||||
@ -1908,7 +1940,7 @@ maps.prototype.animateSetBlock = function (number, x, y, floorId, time, callback
|
||||
}
|
||||
|
||||
// 如果原本存在且禁用;应当直接设置,没有动画
|
||||
if (originBlock != null && originBlock.block.disable) {
|
||||
if (originBlock != null && originBlock.disable) {
|
||||
return this._animateSetBlock_originDisabled(number, x, y, floorId, callback);
|
||||
}
|
||||
if (callback) callback();
|
||||
@ -2015,8 +2047,10 @@ maps.prototype.replaceBlock = function (fromNumber, toNumber, floorId) {
|
||||
for (var one in toBlock.event) {
|
||||
block.event[one] = core.clone(toBlock.event[one]);
|
||||
}
|
||||
this._updateMapArray(floorId, block.x, block.y);
|
||||
}
|
||||
});
|
||||
}, this);
|
||||
if (floorId == core.status.floorId) core.drawMap();
|
||||
}
|
||||
|
||||
////// 改变前景背景的图块 //////
|
||||
@ -2135,7 +2169,6 @@ maps.prototype._deleteDetachedBlock = function (canvases) {
|
||||
maps.prototype._getAndRemoveBlock = function (x, y) {
|
||||
var block = core.getBlock(x, y);
|
||||
if (block == null) return null;
|
||||
block = block.block;
|
||||
var blockInfo = this.getBlockInfo(block);
|
||||
if (blockInfo == null) return;
|
||||
core.removeBlock(x, y);
|
||||
@ -2348,7 +2381,6 @@ maps.prototype._animateBlock_getList = function (loc, type) {
|
||||
loc.forEach(function (t) {
|
||||
var block = core.getBlock(t[0], t[1], null, true);
|
||||
if (block == null) return;
|
||||
block = block.block;
|
||||
|
||||
var blockInfo = core.maps.getBlockInfo(block);
|
||||
if (blockInfo == null) {
|
||||
@ -2388,12 +2420,10 @@ maps.prototype._animateBlock_drawList = function (list, opacity) {
|
||||
maps.prototype.addGlobalAnimate = function (block) {
|
||||
if (!block || !block.event) return;
|
||||
this.removeGlobalAnimate(block.x, block.y, block.name);
|
||||
if (!block.name && core.status.autotileAnimateObjs.map)
|
||||
core.status.autotileAnimateObjs.map[block.y][block.x] = block.id;
|
||||
if (block.event.cls == 'autotile') {
|
||||
var id = block.event.id, img = core.material.images.autotile[id];
|
||||
if (!img || img.width == 96) return;
|
||||
core.status.autotileAnimateObjs.blocks.push(block);
|
||||
core.status.autotileAnimateObjs.push(block);
|
||||
}
|
||||
else {
|
||||
if (!block.event.animate || block.event.animate == 1) return;
|
||||
@ -2407,7 +2437,7 @@ maps.prototype.removeGlobalAnimate = function (x, y, name) {
|
||||
if (x == null || y == null) {
|
||||
core.status.globalAnimateStatus = 0;
|
||||
core.status.globalAnimateObjs = [];
|
||||
core.status.autotileAnimateObjs = {"blocks": [], "map": null, "bgmap": null, "fgmap": null};
|
||||
core.status.autotileAnimateObjs = [];
|
||||
core.status.floorAnimateObjs = [];
|
||||
return;
|
||||
}
|
||||
@ -2417,11 +2447,9 @@ maps.prototype.removeGlobalAnimate = function (x, y, name) {
|
||||
});
|
||||
|
||||
// 检查Autotile
|
||||
core.status.autotileAnimateObjs.blocks = core.status.autotileAnimateObjs.blocks.filter(function (block) {
|
||||
core.status.autotileAnimateObjs = core.status.autotileAnimateObjs.filter(function (block) {
|
||||
return block.x != x || block.y != y || block.name != name;
|
||||
});
|
||||
if (!name && core.status.autotileAnimateObjs.map)
|
||||
core.status.autotileAnimateObjs.map[y][x] = 0;
|
||||
}
|
||||
|
||||
////// 绘制UI层的box动画 //////
|
||||
|
||||
@ -715,11 +715,30 @@ utils.prototype.setStatusBarInnerHTML = function (name, value, css) {
|
||||
var length = this.strlen(value) || 1;
|
||||
style += 'font-size: ' + Math.min(1, 7 / length) + 'em; ';
|
||||
if (css) style += css;
|
||||
var _isNumber = core.statusBar[name].getAttribute('_isNumber') == "1";
|
||||
var _style = core.statusBar[name].getAttribute('_style');
|
||||
var _value = core.statusBar[name].getAttribute('_value');
|
||||
if (isNumber) {
|
||||
core.statusBar[name].innerHTML = "<span class='_status' style='" + style + "'>" + value + "</span>";
|
||||
if (_isNumber && _style == style) {
|
||||
if (value == _value) return;
|
||||
core.statusBar[name].innerText = value;
|
||||
} else {
|
||||
core.statusBar[name].innerHTML = "<span class='_status' style='" + style + "'>" + value + "</span>";
|
||||
core.statusBar[name].setAttribute('_isNumber', '1');
|
||||
core.statusBar[name].setAttribute('_style', style);
|
||||
}
|
||||
core.statusBar[name].setAttribute('_value', value);
|
||||
} else {
|
||||
core.statusBar[name].innerHTML = "<span class='_status' style='" + style + "'></span>";
|
||||
core.statusBar[name].children[0].innerText = value;
|
||||
if (!_isNumber && _style == style) {
|
||||
if (value == _value) return;
|
||||
core.statusBar[name].children[0].innerText = value;
|
||||
} else {
|
||||
core.statusBar[name].innerHTML = "<span class='_status' style='" + style + "'></span>";
|
||||
core.statusBar[name].children[0].innerText = value;
|
||||
core.statusBar[name].setAttribute('_isNumber', '0');
|
||||
core.statusBar[name].setAttribute('_style', style);
|
||||
}
|
||||
core.statusBar[name].setAttribute('_value', value);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -483,8 +483,8 @@ function action_items(callback) {
|
||||
"cls": "tools",
|
||||
"name": "破墙镐",
|
||||
"text": "可以破坏勇士面前的墙",
|
||||
"useItemEffect": "(function () {\n\tvar canBreak = function (x, y) {\n\t\tvar block = core.getBlock(x, y);\n\t\tif (block == null || block.block.disable) return false;\n\t\treturn block.block.event.canBreak;\n\t};\n\n\tvar success = false;\n\tvar pickaxeFourDirections = false; // 是否四方向破;如果是将其改成true\n\tif (pickaxeFourDirections) {\n\t\t// 四方向破\n\t\tfor (var direction in core.utils.scan) {\n\t\t\tvar delta = core.utils.scan[direction];\n\t\t\tvar nx = core.getHeroLoc('x') + delta.x,\n\t\t\t\tny = core.getHeroLoc('y') + delta.y;\n\t\t\tif (canBreak(nx, ny)) {\n\t\t\t\tcore.removeBlock(nx, ny);\n\t\t\t\tsuccess = true;\n\t\t\t}\n\t\t}\n\t} else {\n\t\t// 仅破当前\n\t\tif (canBreak(core.nextX(), core.nextY())) {\n\t\t\tcore.removeBlock(core.nextX(), core.nextY());\n\t\t\tsuccess = true;\n\t\t}\n\t}\n\n\tif (success) {\n\t\tcore.playSound('pickaxe.mp3');\n\t\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n\t} else {\n\t\t// 无法使用\n\t\tcore.drawTip(\"当前无法使用\" + core.material.items[itemId].name);\n\t\tcore.addItem(itemId, 1);\n\t\treturn;\n\t}\n})();",
|
||||
"canUseItemEffect": "true"
|
||||
"useItemEffect": "(function () {\n\tvar canBreak = function (x, y) {\n\t\tvar block = core.getBlock(x, y);\n\t\tif (block == null || block.disable) return false;\n\t\treturn block.event.canBreak;\n\t};\n\n\tvar success = false;\n\tvar pickaxeFourDirections = false; // 是否四方向破;如果是将其改成true\n\tif (pickaxeFourDirections) {\n\t\t// 四方向破\n\t\tfor (var direction in core.utils.scan) {\n\t\t\tvar delta = core.utils.scan[direction];\n\t\t\tvar nx = core.getHeroLoc('x') + delta.x,\n\t\t\t\tny = core.getHeroLoc('y') + delta.y;\n\t\t\tif (canBreak(nx, ny)) {\n\t\t\t\tcore.removeBlock(nx, ny);\n\t\t\t\tsuccess = true;\n\t\t\t}\n\t\t}\n\t} else {\n\t\t// 仅破当前\n\t\tif (canBreak(core.nextX(), core.nextY())) {\n\t\t\tcore.removeBlock(core.nextX(), core.nextY());\n\t\t\tsuccess = true;\n\t\t}\n\t}\n\n\tif (success) {\n\t\tcore.playSound('pickaxe.mp3');\n\t\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n\t} else {\n\t\t// 无法使用\n\t\tcore.drawTip(\"当前无法使用\" + core.material.items[itemId].name);\n\t\tcore.addItem(itemId, 1);\n\t\treturn;\n\t}\n})();",
|
||||
"canUseItemEffect": "true"
|
||||
},
|
||||
"icePickaxe": {
|
||||
"cls": "tools",
|
||||
@ -497,8 +497,8 @@ function action_items(callback) {
|
||||
"cls": "tools",
|
||||
"name": "炸弹",
|
||||
"text": "可以炸掉勇士面前的怪物",
|
||||
"useItemEffect": "(function () {\n\tvar canBomb = function (x, y) {\n\t\tvar block = core.getBlock(x, y);\n\t\tif (block == null || block.block.disable || block.block.event.cls.indexOf('enemy') != 0) return false;\n\t\tvar enemy = core.material.enemys[block.block.event.id];\n\t\treturn enemy && !enemy.notBomb;\n\t};\n\n\tvar bombList = []; // 炸掉的怪物坐标列表\n\tvar bombFourDirections = false; // 是否四方向可炸;如果是将其改成true。\n\tif (bombFourDirections) {\n\t\t// 四方向炸\n\t\tfor (var direction in core.utils.scan) {\n\t\t\tvar delta = core.utils.scan[direction];\n\t\t\tvar nx = core.getHeroLoc('x') + delta.x,\n\t\t\t\tny = core.getHeroLoc('y') + delta.y;\n\t\t\tif (canBomb(nx, ny)) {\n\t\t\t\tbombList.push([nx, ny]);\n\t\t\t\tcore.removeBlock(nx, ny);\n\t\t\t}\n\t\t}\n\t} else {\n\t\t// 仅炸当前\n\t\tif (canBomb(core.nextX(), core.nextY())) {\n\t\t\tbombList.push([core.nextX(), core.nextY()]);\n\t\t\tcore.removeBlock(core.nextX(), core.nextY());\n\t\t}\n\t}\n\n\tif (bombList.length > 0) {\n\t\tcore.playSound('bomb.mp3');\n\t\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n\t} else {\n\t\tcore.drawTip('当前无法使用' + core.material.items[itemId].name);\n\t\tcore.addItem(itemId, 1);\n\t\treturn;\n\t}\n\n\t// 炸弹后事件\n\t// 这是一个使用炸弹也能开门的例子\n\t/*\n\tif (core.status.floorId=='xxx' && core.terrainExists(x0,y0,'specialDoor') // 某个楼层,该机关门存在\n\t\t&& !core.enemyExists(x1,y1) && !core.enemyExists(x2,y2)) // 且守门的怪物都不存在\n\t{\n\t\tcore.insertAction([ // 插入事件\n\t\t\t{\"type\": \"openDoor\", \"loc\": [x0,y0]} // 开门\n\t\t])\n\t}\n\t*/\n})();",
|
||||
"canUseItemEffect": "true"
|
||||
"useItemEffect": "(function () {\n\tvar canBomb = function (x, y) {\n\t\tvar block = core.getBlock(x, y);\n\t\tif (block == null || block.disable || block.event.cls.indexOf('enemy') != 0) return false;\n\t\tvar enemy = core.material.enemys[block.event.id];\n\t\treturn enemy && !enemy.notBomb;\n\t};\n\n\tvar bombList = []; // 炸掉的怪物坐标列表\n\tvar bombFourDirections = false; // 是否四方向可炸;如果是将其改成true。\n\tif (bombFourDirections) {\n\t\t// 四方向炸\n\t\tfor (var direction in core.utils.scan) {\n\t\t\tvar delta = core.utils.scan[direction];\n\t\t\tvar nx = core.getHeroLoc('x') + delta.x,\n\t\t\t\tny = core.getHeroLoc('y') + delta.y;\n\t\t\tif (canBomb(nx, ny)) {\n\t\t\t\tbombList.push([nx, ny]);\n\t\t\t\tcore.removeBlock(nx, ny);\n\t\t\t}\n\t\t}\n\t} else {\n\t\t// 仅炸当前\n\t\tif (canBomb(core.nextX(), core.nextY())) {\n\t\t\tbombList.push([core.nextX(), core.nextY()]);\n\t\t\tcore.removeBlock(core.nextX(), core.nextY());\n\t\t}\n\t}\n\n\tif (bombList.length > 0) {\n\t\tcore.playSound('bomb.mp3');\n\t\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n\t} else {\n\t\tcore.drawTip('当前无法使用' + core.material.items[itemId].name);\n\t\tcore.addItem(itemId, 1);\n\t\treturn;\n\t}\n\n\t// 炸弹后事件\n\t// 这是一个使用炸弹也能开门的例子\n\t/*\n\tif (core.status.floorId=='xxx' && core.terrainExists(x0,y0,'specialDoor') // 某个楼层,该机关门存在\n\t\t&& !core.enemyExists(x1,y1) && !core.enemyExists(x2,y2)) // 且守门的怪物都不存在\n\t{\n\t\tcore.insertAction([ // 插入事件\n\t\t\t{\"type\": \"openDoor\", \"loc\": [x0,y0]} // 开门\n\t\t])\n\t}\n\t*/\n})();",
|
||||
"canUseItemEffect": "true"
|
||||
},
|
||||
"upFly": {
|
||||
"cls": "tools",
|
||||
@ -518,7 +518,7 @@ function action_items(callback) {
|
||||
"cls": "tools",
|
||||
"name": "地震卷轴",
|
||||
"text": "可以破坏当前层的所有墙",
|
||||
"useItemEffect": "(function () {\n\tvar indexes = [];\n\tfor (var index in core.status.thisMap.blocks) {\n\t\tvar block = core.status.thisMap.blocks[index];\n\t\tif (!block.disable && block.event.canBreak) {\n\t\t\tindexes.push(index);\n\t\t}\n\t}\n\tcore.removeBlockByIndexes(indexes);\n\tcore.drawMap(core.status.floorId, function () {\n\t\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n\t});\n})();",
|
||||
"useItemEffect": "(function () {\n\tvar indexes = [];\n\tfor (var index in core.status.thisMap.blocks) {\n\t\tvar block = core.status.thisMap.blocks[index];\n\t\tif (!block.disable && block.event.canBreak) {\n\t\t\tindexes.push(index);\n\t\t}\n\t}\n\tcore.removeBlockByIndexes(indexes);\n\tcore.drawMap();\n\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n})();",
|
||||
"canUseItemEffect": "(function () {\n\treturn core.status.thisMap.blocks.filter(function (block) {\n\t\treturn !block.disable && block.event.canBreak;\n\t}).length > 0;\n})();"
|
||||
},
|
||||
};
|
||||
|
||||
@ -13,14 +13,14 @@ main.floors.sample2=
|
||||
[201, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,206, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,202, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0, 0, 0, 0, 0, 0,209, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,202, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0,151,151, 0, 0, 0, 0, 0, 0, 0, 0,206, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0,151, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0,151, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0,151, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0,151, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,202, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0,151, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0,151, 0, 0, 0, 0, 0,209, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,202, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0,151,151, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0, 0, 0, 0, 45, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,202, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0, 0, 0, 0, 0,202, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
@ -167,9 +167,9 @@ main.floors.sample2=
|
||||
"upFloor": null,
|
||||
"bgmap": [
|
||||
[209, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0,213, 0, 0, 0, 0,210, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0, 0, 0, 0, 0,210,210, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0,151,151,151, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0,213,151, 0, 0, 0,210, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0,151, 0, 0, 0,210,210, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0,210, 0,151, 0, 0, 0, 0,210, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0,210, 0,151, 0, 0, 0, 0,210, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0,210, 0,151, 0, 0,210,210,210, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
@ -299,7 +299,7 @@ main.floors.sample2=
|
||||
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0, 0, 0,151,151, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0, 0, 0,151, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0, 0, 0,151, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0, 0, 0,151, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
@ -438,8 +438,8 @@ main.floors.sample2=
|
||||
[ 0, 0, 0, 0,151, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0, 0,151, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0, 0,151, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0, 0,151, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0,151,151, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
@ -567,7 +567,7 @@ main.floors.sample2=
|
||||
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0, 0, 0, 0,151, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0, 0, 0, 0,151, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0, 0, 0, 0,151,151,151, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
|
||||
@ -125,6 +125,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
if (block.disable && core.enemys.hasSpecial(block.event.id, 23)) {
|
||||
block.disable = false;
|
||||
core.setMapBlockDisabled(floorId, block.x, block.y, false);
|
||||
core.maps._updateMapArray(floorId, block.x, block.y);
|
||||
}
|
||||
});
|
||||
core.control.gatherFollowers();
|
||||
@ -284,15 +285,8 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
return;
|
||||
}
|
||||
|
||||
// 删除该块
|
||||
var guards = []; // 支援
|
||||
if (x != null && y != null) {
|
||||
// 检查是否是重生怪物;如果是则仅隐藏不删除
|
||||
if (core.hasSpecial(enemy.special, 23)) {
|
||||
core.hideBlock(x, y);
|
||||
} else {
|
||||
core.removeBlock(x, y);
|
||||
}
|
||||
guards = core.getFlag("__guards__" + x + "_" + y, []);
|
||||
core.removeFlag("__guards__" + x + "_" + y);
|
||||
}
|
||||
@ -389,7 +383,18 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
|
||||
// 如果事件不为空,将其插入
|
||||
if (todo.length > 0) core.insertAction(todo, x, y);
|
||||
core.updateStatusBar();
|
||||
|
||||
// 因为removeBlock和hideBlock都会刷新状态栏,因此移动到这里并保证刷新只执行一次,以提升效率
|
||||
if (core.getBlock(x, y) != null) {
|
||||
// 检查是否是重生怪物;如果是则仅隐藏不删除
|
||||
if (core.hasSpecial(enemy.special, 23)) {
|
||||
core.hideBlock(x, y);
|
||||
} else {
|
||||
core.removeBlock(x, y);
|
||||
}
|
||||
} else {
|
||||
core.updateStatusBar();
|
||||
}
|
||||
|
||||
// 如果已有事件正在处理中
|
||||
if (core.status.event.id == null)
|
||||
@ -1137,8 +1142,10 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
core.setStatusBarInnerHTML('fly', "飞" + core.itemCount('centerFly'));
|
||||
|
||||
// 难度
|
||||
core.statusBar.hard.innerText = core.status.hard;
|
||||
core.statusBar.hard.style.color = core.getFlag('__hardColor__', 'red');
|
||||
if (core.statusBar.hard.innerText != core.status.hard) {
|
||||
core.statusBar.hard.innerText = core.status.hard;
|
||||
core.statusBar.hard.style.color = core.getFlag('__hardColor__', 'red');
|
||||
}
|
||||
// 自定义状态栏绘制
|
||||
core.drawStatusBar();
|
||||
|
||||
@ -1160,6 +1167,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
type = {}, // 每个点的伤害类型
|
||||
repulse = {}, // 每个点的阻击怪信息
|
||||
ambush = {}; // 每个点的捕捉信息
|
||||
var betweenAttackLocs = {}; // 所有带夹击的怪物
|
||||
var needCache = false;
|
||||
var canGoDeadZone = core.flags.canGoDeadZone;
|
||||
core.flags.canGoDeadZone = true;
|
||||
@ -1171,6 +1179,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
y = block.y,
|
||||
id = block.event.id,
|
||||
enemy = core.material.enemys[id];
|
||||
if (block.disable) continue;
|
||||
|
||||
type[loc] = type[loc] || {};
|
||||
|
||||
@ -1266,6 +1275,18 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
}
|
||||
}
|
||||
|
||||
// 夹击;在这里提前计算所有可能的夹击点,具体计算逻辑在下面
|
||||
// 如果要防止夹击伤害,可以简单的将 flag:no_betweenAttack 设为true
|
||||
if (enemy && core.enemys.hasSpecial(enemy.special, 16) && !core.hasFlag('no_betweenAttack')) {
|
||||
for (var dir in core.utils.scan) {
|
||||
var nx = x + core.utils.scan[dir].x,
|
||||
ny = y + core.utils.scan[dir].y,
|
||||
currloc = nx + "," + ny;
|
||||
if (nx < 0 || nx >= width || ny < 0 || ny >= height) continue;
|
||||
betweenAttackLocs[currloc] = true;
|
||||
}
|
||||
}
|
||||
|
||||
// 检查地图范围类技能
|
||||
var specialFlag = core.getSpecialFlag(enemy);
|
||||
if (specialFlag & 1) needCache = true;
|
||||
@ -1275,48 +1296,46 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
|
||||
// 更新夹击伤害
|
||||
// 如果要防止夹击伤害,可以简单的将 flag:no_betweenAttack 设为true
|
||||
if (!core.hasFlag('no_betweenAttack')) {
|
||||
for (var x = 0; x < width; x++) {
|
||||
for (var y = 0; y < height; y++) {
|
||||
var loc = x + "," + y;
|
||||
// 夹击怪物的ID
|
||||
var enemyId1 = null,
|
||||
enemyId2 = null;
|
||||
// 检查左右夹击
|
||||
var leftBlock = blocks[(x - 1) + "," + y],
|
||||
rightBlock = blocks[(x + 1) + "," + y];
|
||||
if (leftBlock && rightBlock && leftBlock.id == rightBlock.id) {
|
||||
if (core.hasSpecial(leftBlock.event.id, 16))
|
||||
enemyId1 = leftBlock.event.id;
|
||||
}
|
||||
// 检查上下夹击
|
||||
var topBlock = blocks[x + "," + (y - 1)],
|
||||
bottomBlock = blocks[x + "," + (y + 1)];
|
||||
if (topBlock && bottomBlock && topBlock.id == bottomBlock.id) {
|
||||
if (core.hasSpecial(topBlock.event.id, 16))
|
||||
enemyId2 = topBlock.event.id;
|
||||
}
|
||||
for (var loc in betweenAttackLocs) {
|
||||
var xy = loc.split(","),
|
||||
x = parseInt(xy[0]),
|
||||
y = parseInt(xy[1]);
|
||||
// 夹击怪物的ID
|
||||
var enemyId1 = null,
|
||||
enemyId2 = null;
|
||||
// 检查左右夹击
|
||||
var leftBlock = blocks[(x - 1) + "," + y],
|
||||
rightBlock = blocks[(x + 1) + "," + y];
|
||||
if (leftBlock && !leftBlock.disable && rightBlock && !rightBlock.disable && leftBlock.id == rightBlock.id) {
|
||||
if (core.hasSpecial(leftBlock.event.id, 16))
|
||||
enemyId1 = leftBlock.event.id;
|
||||
}
|
||||
// 检查上下夹击
|
||||
var topBlock = blocks[x + "," + (y - 1)],
|
||||
bottomBlock = blocks[x + "," + (y + 1)];
|
||||
if (topBlock && !topBlock.disable && bottomBlock && !bottomBlock.disable && topBlock.id == bottomBlock.id) {
|
||||
if (core.hasSpecial(topBlock.event.id, 16))
|
||||
enemyId2 = topBlock.event.id;
|
||||
}
|
||||
|
||||
if (enemyId1 != null || enemyId2 != null) {
|
||||
var leftHp = core.status.hero.hp - (damage[loc] || 0);
|
||||
if (leftHp > 1) {
|
||||
// 夹击伤害值
|
||||
var value = Math.floor(leftHp / 2);
|
||||
// 是否不超过怪物伤害值
|
||||
if (core.flags.betweenAttackMax) {
|
||||
var enemyDamage1 = core.getDamage(enemyId1, x, y, floorId);
|
||||
if (enemyDamage1 != null && enemyDamage1 < value)
|
||||
value = enemyDamage1;
|
||||
var enemyDamage2 = core.getDamage(enemyId2, x, y, floorId);
|
||||
if (enemyDamage2 != null && enemyDamage2 < value)
|
||||
value = enemyDamage2;
|
||||
}
|
||||
if (value > 0) {
|
||||
damage[loc] = (damage[loc] || 0) + value;
|
||||
type[loc] = type[loc] || {};
|
||||
type[loc]["夹击伤害"] = true;
|
||||
}
|
||||
}
|
||||
if (enemyId1 != null || enemyId2 != null) {
|
||||
var leftHp = core.status.hero.hp - (damage[loc] || 0);
|
||||
if (leftHp > 1) {
|
||||
// 夹击伤害值
|
||||
var value = Math.floor(leftHp / 2);
|
||||
// 是否不超过怪物伤害值
|
||||
if (core.flags.betweenAttackMax) {
|
||||
var enemyDamage1 = core.getDamage(enemyId1, x, y, floorId);
|
||||
if (enemyDamage1 != null && enemyDamage1 < value)
|
||||
value = enemyDamage1;
|
||||
var enemyDamage2 = core.getDamage(enemyId2, x, y, floorId);
|
||||
if (enemyDamage2 != null && enemyDamage2 < value)
|
||||
value = enemyDamage2;
|
||||
}
|
||||
if (value > 0) {
|
||||
damage[loc] = (damage[loc] || 0) + value;
|
||||
type[loc] = type[loc] || {};
|
||||
type[loc]["夹击伤害"] = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1372,7 +1391,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
nowy = core.getHeroLoc('y');
|
||||
var block = core.getBlock(nowx, nowy);
|
||||
var hasTrigger = false;
|
||||
if (block != null && block.block.event.trigger == 'getItem' &&
|
||||
if (block != null && block.event.trigger == 'getItem' &&
|
||||
!core.floors[core.status.floorId].afterGetItem[nowx + "," + nowy]) {
|
||||
hasTrigger = true;
|
||||
core.trigger(nowx, nowy, callback);
|
||||
|
||||
@ -374,7 +374,7 @@ var items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a =
|
||||
"cls": "tools",
|
||||
"name": "破墙镐",
|
||||
"text": "可以破坏勇士面前的墙",
|
||||
"useItemEffect": "(function () {\n\tvar canBreak = function (x, y) {\n\t\tvar block = core.getBlock(x, y);\n\t\tif (block == null || block.block.disable) return false;\n\t\treturn block.block.event.canBreak;\n\t};\n\n\tvar success = false;\n\tvar pickaxeFourDirections = false; // 是否四方向破;如果是将其改成true\n\tif (pickaxeFourDirections) {\n\t\t// 四方向破\n\t\tfor (var direction in core.utils.scan) {\n\t\t\tvar delta = core.utils.scan[direction];\n\t\t\tvar nx = core.getHeroLoc('x') + delta.x,\n\t\t\t\tny = core.getHeroLoc('y') + delta.y;\n\t\t\tif (canBreak(nx, ny)) {\n\t\t\t\tcore.removeBlock(nx, ny);\n\t\t\t\tsuccess = true;\n\t\t\t}\n\t\t}\n\t} else {\n\t\t// 仅破当前\n\t\tif (canBreak(core.nextX(), core.nextY())) {\n\t\t\tcore.removeBlock(core.nextX(), core.nextY());\n\t\t\tsuccess = true;\n\t\t}\n\t}\n\n\tif (success) {\n\t\tcore.playSound('pickaxe.mp3');\n\t\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n\t} else {\n\t\t// 无法使用\n\t\tcore.drawTip(\"当前无法使用\" + core.material.items[itemId].name);\n\t\tcore.addItem(itemId, 1);\n\t\treturn;\n\t}\n})();",
|
||||
"useItemEffect": "(function () {\n\tvar canBreak = function (x, y) {\n\t\tvar block = core.getBlock(x, y);\n\t\tif (block == null || block.disable) return false;\n\t\treturn block.event.canBreak;\n\t};\n\n\tvar success = false;\n\tvar pickaxeFourDirections = false; // 是否四方向破;如果是将其改成true\n\tif (pickaxeFourDirections) {\n\t\t// 四方向破\n\t\tfor (var direction in core.utils.scan) {\n\t\t\tvar delta = core.utils.scan[direction];\n\t\t\tvar nx = core.getHeroLoc('x') + delta.x,\n\t\t\t\tny = core.getHeroLoc('y') + delta.y;\n\t\t\tif (canBreak(nx, ny)) {\n\t\t\t\tcore.removeBlock(nx, ny);\n\t\t\t\tsuccess = true;\n\t\t\t}\n\t\t}\n\t} else {\n\t\t// 仅破当前\n\t\tif (canBreak(core.nextX(), core.nextY())) {\n\t\t\tcore.removeBlock(core.nextX(), core.nextY());\n\t\t\tsuccess = true;\n\t\t}\n\t}\n\n\tif (success) {\n\t\tcore.playSound('pickaxe.mp3');\n\t\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n\t} else {\n\t\t// 无法使用\n\t\tcore.drawTip(\"当前无法使用\" + core.material.items[itemId].name);\n\t\tcore.addItem(itemId, 1);\n\t\treturn;\n\t}\n})();",
|
||||
"canUseItemEffect": "true"
|
||||
},
|
||||
"icePickaxe": {
|
||||
@ -388,7 +388,7 @@ var items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a =
|
||||
"cls": "tools",
|
||||
"name": "炸弹",
|
||||
"text": "可以炸掉勇士面前的怪物",
|
||||
"useItemEffect": "(function () {\n\tvar canBomb = function (x, y) {\n\t\tvar block = core.getBlock(x, y);\n\t\tif (block == null || block.block.disable || block.block.event.cls.indexOf('enemy') != 0) return false;\n\t\tvar enemy = core.material.enemys[block.block.event.id];\n\t\treturn enemy && !enemy.notBomb;\n\t};\n\n\tvar bombList = []; // 炸掉的怪物坐标列表\n\tvar bombFourDirections = false; // 是否四方向可炸;如果是将其改成true。\n\tif (bombFourDirections) {\n\t\t// 四方向炸\n\t\tfor (var direction in core.utils.scan) {\n\t\t\tvar delta = core.utils.scan[direction];\n\t\t\tvar nx = core.getHeroLoc('x') + delta.x,\n\t\t\t\tny = core.getHeroLoc('y') + delta.y;\n\t\t\tif (canBomb(nx, ny)) {\n\t\t\t\tbombList.push([nx, ny]);\n\t\t\t\tcore.removeBlock(nx, ny);\n\t\t\t}\n\t\t}\n\t} else {\n\t\t// 仅炸当前\n\t\tif (canBomb(core.nextX(), core.nextY())) {\n\t\t\tbombList.push([core.nextX(), core.nextY()]);\n\t\t\tcore.removeBlock(core.nextX(), core.nextY());\n\t\t}\n\t}\n\n\tif (bombList.length > 0) {\n\t\tcore.playSound('bomb.mp3');\n\t\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n\t} else {\n\t\tcore.drawTip('当前无法使用' + core.material.items[itemId].name);\n\t\tcore.addItem(itemId, 1);\n\t\treturn;\n\t}\n\n\t// 炸弹后事件\n\t// 这是一个使用炸弹也能开门的例子\n\t/*\n\tif (core.status.floorId=='xxx' && core.terrainExists(x0,y0,'specialDoor') // 某个楼层,该机关门存在\n\t\t&& !core.enemyExists(x1,y1) && !core.enemyExists(x2,y2)) // 且守门的怪物都不存在\n\t{\n\t\tcore.insertAction([ // 插入事件\n\t\t\t{\"type\": \"openDoor\", \"loc\": [x0,y0]} // 开门\n\t\t])\n\t}\n\t*/\n})();",
|
||||
"useItemEffect": "(function () {\n\tvar canBomb = function (x, y) {\n\t\tvar block = core.getBlock(x, y);\n\t\tif (block == null || block.disable || block.event.cls.indexOf('enemy') != 0) return false;\n\t\tvar enemy = core.material.enemys[block.event.id];\n\t\treturn enemy && !enemy.notBomb;\n\t};\n\n\tvar bombList = []; // 炸掉的怪物坐标列表\n\tvar bombFourDirections = false; // 是否四方向可炸;如果是将其改成true。\n\tif (bombFourDirections) {\n\t\t// 四方向炸\n\t\tfor (var direction in core.utils.scan) {\n\t\t\tvar delta = core.utils.scan[direction];\n\t\t\tvar nx = core.getHeroLoc('x') + delta.x,\n\t\t\t\tny = core.getHeroLoc('y') + delta.y;\n\t\t\tif (canBomb(nx, ny)) {\n\t\t\t\tbombList.push([nx, ny]);\n\t\t\t\tcore.removeBlock(nx, ny);\n\t\t\t}\n\t\t}\n\t} else {\n\t\t// 仅炸当前\n\t\tif (canBomb(core.nextX(), core.nextY())) {\n\t\t\tbombList.push([core.nextX(), core.nextY()]);\n\t\t\tcore.removeBlock(core.nextX(), core.nextY());\n\t\t}\n\t}\n\n\tif (bombList.length > 0) {\n\t\tcore.playSound('bomb.mp3');\n\t\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n\t} else {\n\t\tcore.drawTip('当前无法使用' + core.material.items[itemId].name);\n\t\tcore.addItem(itemId, 1);\n\t\treturn;\n\t}\n\n\t// 炸弹后事件\n\t// 这是一个使用炸弹也能开门的例子\n\t/*\n\tif (core.status.floorId=='xxx' && core.terrainExists(x0,y0,'specialDoor') // 某个楼层,该机关门存在\n\t\t&& !core.enemyExists(x1,y1) && !core.enemyExists(x2,y2)) // 且守门的怪物都不存在\n\t{\n\t\tcore.insertAction([ // 插入事件\n\t\t\t{\"type\": \"openDoor\", \"loc\": [x0,y0]} // 开门\n\t\t])\n\t}\n\t*/\n})();",
|
||||
"canUseItemEffect": "true"
|
||||
},
|
||||
"centerFly": {
|
||||
|
||||
20
runtime.d.ts
vendored
20
runtime.d.ts
vendored
@ -149,6 +149,7 @@ type gameStatus = {
|
||||
thisMap: ResolvedMap
|
||||
bgmaps: { [key: string]: number[][] }
|
||||
fgmaps: { [key: string]: number[][] }
|
||||
mapBlockObjs: { [key: string]: any }
|
||||
/** 显伤伤害 */
|
||||
checkBlock: {}
|
||||
damage: {}
|
||||
@ -231,12 +232,7 @@ type gameStatus = {
|
||||
globalAnimateObjs: []
|
||||
floorAnimateObjs: []
|
||||
boxAnimateObjs: []
|
||||
autotileAnimateObjs: {
|
||||
blocks: [],
|
||||
map: any
|
||||
bgmap: any
|
||||
fgmap: null
|
||||
}
|
||||
autotileAnimateObjs: []
|
||||
globalAnimateStatus: number
|
||||
animateObjs: []
|
||||
}
|
||||
@ -1414,7 +1410,10 @@ declare class maps {
|
||||
* @param showDisable 可选,true表示隐藏的图块也会被表示出来
|
||||
* @returns 事件层矩阵,注意对其阵元的访问是[y][x]
|
||||
*/
|
||||
getMapArray(floorId?: string): number[][]
|
||||
getMapArray(floorId?: string, noCache?: boolean): number[][]
|
||||
|
||||
/** 判定图块的事件层数字;不存在为0 */
|
||||
getMapNumber(floorId?: string, noCache?: boolean): number
|
||||
|
||||
/**
|
||||
* 生成背景层矩阵
|
||||
@ -1554,6 +1553,9 @@ declare class maps {
|
||||
*/
|
||||
getBlockId(x: number, y: number, floorId?: string, showDisable?: boolean): string | null
|
||||
|
||||
/** 判定某个点的图块数字;空图块为0 */
|
||||
getBlockNumber(x: number, y: number, floorId?: string, showDisable?: boolean): number
|
||||
|
||||
/**
|
||||
* 判定某个点的图块类型
|
||||
* @example if(core.getBlockCls(x1, y1) != 'enemys' && core.getBlockCls(x2, y2) != 'enemy48') core.openDoor(x3, y3); // 另一个简单的机关门事件,打败或炸掉这一对不同身高的敌人就开门
|
||||
@ -1742,7 +1744,7 @@ declare class maps {
|
||||
resizeMap(floorId?: string): void
|
||||
|
||||
/** 以x,y的形式返回每个点的事件 */
|
||||
getMapBlocksObj(floorId?: string, showDisable?: any): any
|
||||
getMapBlocksObj(floorId?: string, noCache?: boolean): any
|
||||
|
||||
/** 获得某些点可否通行的信息 */
|
||||
canMoveDirectlyArray(locs?: any): any
|
||||
@ -1769,7 +1771,7 @@ declare class maps {
|
||||
enemyExists(x?: number, y?: number, id?: string, floorId?: string): boolean
|
||||
|
||||
/** 获得某个点的block */
|
||||
getBlock(x?: number, y?: number, floorId?: string, showDisable?: boolean): any
|
||||
getBlock(x?: number, y?: number, floorId?: string, showDisable?: boolean): Block
|
||||
|
||||
/** 获得某个图块或素材的信息,包括ID,cls,图片,坐标,faceIds等等 */
|
||||
getBlockInfo(block?: any): any
|
||||
|
||||
Loading…
Reference in New Issue
Block a user