Merge remote-tracking branch 'refs/remotes/ckcz123/v2.0' into refactoring-editor

This commit is contained in:
YouWei Zhao 2019-04-15 13:44:50 -04:00
commit 574a54f81a
19 changed files with 334 additions and 109 deletions

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@ -55,6 +55,24 @@ HTML5 canvas制作的魔塔样板支持全平台游戏
## 更新说明
### 2019.4.13 V2.6
* [x] 拆分整个项目大幅重构代码新增大量API
* [x] 重写文档尤其是脚本和API列表
* [x] 现在可以对编辑器的表格的结构进行配置
* [x] 可以收藏和高亮存档
* [x] 独立出来的插件编写
* [x] 新增事件:关门、显示确认框、后置循环处理
* [x] 剧情文本的绘制可以设置居中选项
* [x] 选项框的绘制可以增加图标
* [x] 增加公共事件版的全局商店
* [x] 公共事件现在可以传入参数
* [x] 重写滑冰事件,现在滑冰在背景层了
* [x] 将输入框改成自定义实现,避免部分设备不支持
* [x] 状态栏文字可以自动放缩
* [x] 显示图片和对话框立绘可以裁剪图片
* [x] 修复所有已知bug大量细节优化
### 2019.2.19 V2.5.5
* [x] 现在编辑器修改地图后可以直接读档生效,无需再重置地图或回放录像

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@ -199,7 +199,7 @@ core.onkeyDown(e)
core.onkeyUp(e)
当放开某个键时的操作e为KeyboardEvent。
请勿直接覆盖或调用此函数,如有需要请注册一个"onkeyDown"的交互函数。
请勿直接覆盖或调用此函数,如有需要请注册一个"onkeyUp"的交互函数。
core.pressKey(keyCode)
@ -394,12 +394,12 @@ core.updateViewport()
根据大地图的偏移量来更新窗口的视野范围。
core.nextX(n) / core.nextY(m)
core.nextX(n) / core.nextY(n)
获得勇士面对的第n个位置的横纵坐标。n可不填默认为1。
core.nearHero(x, y)
判定某个点是否和勇士的距离不大于1。
core.nearHero(x, y, n)
判定某个点是否和勇士的距离不大于n。n可不填默认为1。
core.gatherFollowers()
@ -1464,6 +1464,7 @@ posX, posY素材在该素材图片上的位置height素材的高度f
core.searchBlock(id, floorId, showDisable)
搜索一个图块出现过的所有位置。id为图块ID也可以传入图块的数字。
id支持通配符搜索比如"*Door"可以搜索所有的门,"unknownEvent*"可以所有所有的unknownEvent。
floorId为要搜索的楼层可以是一个楼层ID或者一个楼层数组。如果floorId不填则只搜索当前楼层。
showDisable如果为真则对于禁用的图块也会返回。
此函数将返回一个数组,每一项为一个搜索到的结果:
@ -1912,9 +1913,17 @@ errorCallback可选如果失败则会将错误信息传入errorCallback()
此函数是异步的,只能通过回调函数来获得读取的结果或错误信息。
core.clone(data)
core.clone(data, filter, recursion)
深拷贝一个对象。有关浅拷贝,深拷贝,基本类型和引用类型等相关知识可参见:
https://zhuanlan.zhihu.com/p/26282765
filter为过滤函数如果设置且不为null则需传递一个可接受(name, value)的函数,
并返回true或false表示该项是否应该被深拷贝。
recursion表示该filter是否应递归向下传递如果为true则递归函数也将传该filter。
例如:
core.clone(core.status.hero, function(name, value) {
return name == 'items' || typeof value == 'number';
}, false);
这个例子将会深拷贝勇士的属性和道具。
core.splitImage(image, width, height)
@ -1997,6 +2006,10 @@ core.reverseDirection(direction)
翻转方向,即"up"转成"down", "left"转成"right"等。
core.matchWildcard(pattern, string)
进行通配符的匹配判定,目前仅支持*可匹配0或任意个字符。比如"a*b*c"可以匹配"aa012bc"。
core.encodeBase64(str) / core.decodeBase64(str)
将字符串进行base64加密或解密。

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@ -655,8 +655,9 @@ revisit常常使用在一些商人之类的地方当用户购买物品后不
``` js
[
{"type": "setBlock", "floorId": "MT1", "loc": [3,3], "number": 233}, // 将MT1层的(3,3)点变成数字233
{"type": "setBlock", "loc": [2,1], "number": 121}, // 省略floorId则默认为本层
{"type": "setBlock", "loc": [2,1],setVa "number": 121}, // 省略floorId则默认为本层
{"type": "setBlock", "number": 57}, // loc也可省略默认为当前点
{"type": "setBlock", "number": "yellowDoor"}, // 从V2.6开始也允许写图块ID
]
```
@ -666,6 +667,8 @@ loc为可选的表示要更改地图块的坐标。如果忽略此项
number为**要更改到的数字**,有关“数字”的定义详见参见[素材的机制](personalization#素材的机制)。
从V2.6开始number也允许写图块的ID将自动转成对应的数字。
图块更改后:
- 其启用/禁用状态不会发生任何改变。原来是启用还是启用,原来是禁用还是禁用。
@ -1381,6 +1384,10 @@ async可选如果为true则会异步执行即不等待当前事件执行
该事件会显示失败页面,并重新开始游戏。
### restart直接回到标题界面
`{"type": "restart"}` 会中断一切执行的事件,并直接直接返回标题界面。
### callBook呼出怪物手册
`{"type": "callBook"}` 可以呼出怪物手册,玩家可以自由查看当前楼层怪物数据和详细信息。
@ -1642,7 +1649,7 @@ default可选如果为true则显示选择项时默认选中【确定】
yes和no均为必填项即用户点击确认或取消后执行的事件。
### while循环处理
### while前置条件循环
从2.2.1样板开始我们提供了循环处理while事件
@ -1678,6 +1685,12 @@ yes和no均为必填项即用户点击确认或取消后执行的事件。
]
```
### dowhile后置条件循环
`type:dowhile`可以制作一个后置条件循环。
其写法与参数和`type:while`完全一致不过与其不同的是会先执行一次事件列表再对条件进行判定就和C/C++中的 `do {...} while (...);` 语法一样。
### break跳出循环
使用 `{"type": "break"}` 可以跳出当前循环。

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@ -228,7 +228,8 @@ default : [null,"MT1",null,0,0,null,500,null]
var toFloorId = IdString_0;
if (Floor_List_0!='floorId') toFloorId = Floor_List_0;
var loc = ', "loc": ['+Number_0+', '+Number_1+']';
if (Stair_List_0!=='loc')loc = ', "stair": "'+Stair_List_0+'"';
if (Stair_List_0==='now')loc = '';
else if (Stair_List_0!=='loc')loc = ', "stair": "'+Stair_List_0+'"';
DirectionEx_List_0 = DirectionEx_List_0 && (', "direction": "'+DirectionEx_List_0+'"');
Int_0 = (Int_0!=='') ?(', "time": '+Int_0):'';
Bool_0 = Bool_0 ?'':(', "ignoreChangeFloor": false');
@ -323,10 +324,12 @@ action
| setVolume_s
| win_s
| lose_s
| restart_s
| if_s
| if_1_s
| switch_s
| while_s
| dowhile_s
| break_s
| continue_s
| input_s
@ -579,7 +582,7 @@ show_s
tooltip : show: 将禁用事件启用,楼层和动画时间可不填,xy可用逗号分隔表示多个点
helpUrl : https://h5mota.com/games/template/docs/#/event?id=show%EF%BC%9A%E5%B0%86%E4%B8%80%E4%B8%AA%E7%A6%81%E7%94%A8%E4%BA%8B%E4%BB%B6%E5%90%AF%E7%94%A8
default : ["","","",500,false]
colour : this.eventColor
colour : this.mapColor
var floorstr = '';
if (EvalString_0 && EvalString_1) {
var pattern1 = /^flag:[0-9a-zA-Z_][0-9a-zA-Z_\-:]*$/;
@ -612,7 +615,7 @@ hide_s
tooltip : hide: 将一个启用事件禁用,所有参数均可不填,代表禁用事件自身,xy可用逗号分隔表示多个点
helpUrl : https://h5mota.com/games/template/docs/#/event?id=hide%EF%BC%9A%E5%B0%86%E4%B8%80%E4%B8%AA%E5%90%AF%E7%94%A8%E4%BA%8B%E4%BB%B6%E7%A6%81%E7%94%A8
default : ["","","",500,false]
colour : this.eventColor
colour : this.mapColor
var floorstr = '';
if (EvalString_0 && EvalString_1) {
var pattern1 = /^flag:[0-9a-zA-Z_][0-9a-zA-Z_\-:]*$/;
@ -728,20 +731,20 @@ return code;
*/;
setBlock_s
: '转变图块为' Int 'x' PosString? ',' 'y' PosString? '楼层' IdString? Newline
: '转变图块为' EvalString 'x' PosString? ',' 'y' PosString? '楼层' IdString? Newline
/* setBlock_s
tooltip : setBlock设置某个图块,忽略坐标楼层则为当前事件
helpUrl : https://h5mota.com/games/template/docs/#/event?id=setblock%EF%BC%9A%E8%AE%BE%E7%BD%AE%E6%9F%90%E4%B8%AA%E5%9B%BE%E5%9D%97
colour : this.dataColor
default : [0,"","",""]
colour : this.mapColor
default : ["yellowDoor","","",""]
var floorstr = '';
if (PosString_0 && PosString_1) {
floorstr = ', "loc": ['+PosString_0+','+PosString_1+']';
}
IdString_0 = IdString_0 && (', "floorId": "'+IdString_0+'"');
var code = '{"type": "setBlock", "number":'+Int_0+floorstr+IdString_0+'},\n';
var code = '{"type": "setBlock", "number": "'+EvalString_0+'"'+floorstr+IdString_0+'},\n';
return code;
*/;
@ -753,7 +756,7 @@ showFloorImg_s
tooltip : showFloorImg: 显示一个贴图xy为左上角坐标可用逗号分隔表示多个点
helpUrl : https://h5mota.com/games/template/docs/#/event?id=showFloorImg%ef%bc%9a%e6%98%be%e7%a4%ba%e8%b4%b4%e5%9b%be
default : ["","",""]
colour : this.eventColor
colour : this.mapColor
var floorstr = '';
if (EvalString_0 && EvalString_1) {
var pattern1 = /^flag:[0-9a-zA-Z_][0-9a-zA-Z_\-:]*$/;
@ -784,7 +787,7 @@ hideFloorImg_s
tooltip : hideFloorImg: 隐藏一个贴图xy为左上角坐标可用逗号分隔表示多个点
helpUrl : https://h5mota.com/games/template/docs/#/event?id=hideFloorImg%ef%bc%9a%e9%9a%90%e8%97%8f%e8%b4%b4%e5%9b%be
default : ["","",""]
colour : this.eventColor
colour : this.mapColor
var floorstr = '';
if (EvalString_0 && EvalString_1) {
var pattern1 = /^flag:[0-9a-zA-Z_][0-9a-zA-Z_\-:]*$/;
@ -815,7 +818,7 @@ showBgFgMap_s
tooltip : showBgFgMap: 显示图层块,即背景图层/前景图层的某些图块xy为左上角坐标可用逗号分隔表示多个点
helpUrl : https://h5mota.com/games/template/docs/#/event?id=showFloorImg%ef%bc%9a%e6%98%be%e7%a4%ba%e8%b4%b4%e5%9b%be
default : ["bg","","",""]
colour : this.eventColor
colour : this.mapColor
var floorstr = '';
if (EvalString_0 && EvalString_1) {
var pattern1 = /^flag:[0-9a-zA-Z_][0-9a-zA-Z_\-:]*$/;
@ -846,7 +849,7 @@ hideBgFgMap_s
tooltip : hideBgFgMap: 隐藏图层块,即背景图层/前景图层的某些图块xy为左上角坐标可用逗号分隔表示多个点
helpUrl : https://h5mota.com/games/template/docs/#/event?id=hideFloorImg%ef%bc%9a%e9%9a%90%e8%97%8f%e8%b4%b4%e5%9b%be
default : ["bg","","",""]
colour : this.eventColor
colour : this.mapColor
var floorstr = '';
if (EvalString_0 && EvalString_1) {
var pattern1 = /^flag:[0-9a-zA-Z_][0-9a-zA-Z_\-:]*$/;
@ -870,20 +873,20 @@ return code;
*/;
setBgFgBlock_s
: '转变图层块' Bg_Fg_List '为' Int 'x' PosString? ',' 'y' PosString? '楼层' IdString? Newline
: '转变图层块' Bg_Fg_List '为' EvalString 'x' PosString? ',' 'y' PosString? '楼层' IdString? Newline
/* setBgFgBlock_s
tooltip : setBgFgBlock设置某个图层块,忽略坐标楼层则为当前点
helpUrl : https://h5mota.com/games/template/docs/#/event?id=setblock%EF%BC%9A%E8%AE%BE%E7%BD%AE%E6%9F%90%E4%B8%AA%E5%9B%BE%E5%9D%97
colour : this.dataColor
default : ["bg",0,"","",""]
colour : this.mapColor
default : ["bg","yellowDoor","","",""]
var floorstr = '';
if (PosString_0 && PosString_1) {
floorstr = ', "loc": ['+PosString_0+','+PosString_1+']';
}
IdString_0 = IdString_0 && (', "floorId": "'+IdString_0+'"');
var code = '{"type": "setBgFgBlock", "name": "' + Bg_Fg_List_0 + '", "number":'+Int_0+floorstr+IdString_0+'},\n';
var code = '{"type": "setBgFgBlock", "name": "' + Bg_Fg_List_0 + '", "number": "'+EvalString_0+'"'+floorstr+IdString_0+'},\n';
return code;
*/;
@ -987,7 +990,7 @@ openDoor_s
tooltip : openDoor: 开门,楼层可不填表示当前层
helpUrl : https://h5mota.com/games/template/docs/#/event?id=opendoor%EF%BC%9A%E5%BC%80%E9%97%A8
default : ["","","",false]
colour : this.dataColor
colour : this.mapColor
IdString_0 = IdString_0 && (', "floorId": "'+IdString_0+'"');
var floorstr = '';
if (PosString_0 && PosString_1) {
@ -1006,7 +1009,7 @@ closeDoor_s
tooltip : closeDoor: 关门事件,需要该点本身无事件
helpUrl : https://h5mota.com/games/template/docs/#/event?id=opendoor%EF%BC%9A%E5%BC%80%E9%97%A8
default : ["","","yellowDoor"]
colour : this.dataColor
colour : this.mapColor
var floorstr = '';
if (PosString_0 && PosString_1) {
floorstr = ', "loc": ['+PosString_0+','+PosString_1+']';
@ -1095,7 +1098,7 @@ disableShop_s
tooltip : 全局商店
helpUrl : https://h5mota.com/games/template/docs/#/event?id=disableshop%EF%BC%9A%E7%A6%81%E7%94%A8%E4%B8%80%E4%B8%AA%E5%85%A8%E5%B1%80%E5%95%86%E5%BA%97
default : ["shop1"]
colour : this.eventColor
colour : this.dataColor
var code = '{"type": "disableShop", "id": "'+IdString_0+'"},\n';
return code;
*/;
@ -1350,7 +1353,7 @@ move_s
tooltip : move: 让某个NPC/怪物移动,位置可不填代表当前事件
helpUrl : https://h5mota.com/games/template/docs/#/event?id=move%EF%BC%9A%E8%AE%A9%E6%9F%90%E4%B8%AAnpc%E6%80%AA%E7%89%A9%E7%A7%BB%E5%8A%A8
default : ["","",500,false,false,"上右3下2左上左2"]
colour : this.eventColor
colour : this.mapColor
var floorstr = '';
if (PosString_0 && PosString_1) {
floorstr = ', "loc": ['+PosString_0+','+PosString_1+']';
@ -1385,7 +1388,7 @@ jump_s
tooltip : jump: 让某个NPC/怪物跳跃
helpUrl : https://h5mota.com/games/template/docs/#/event?id=jump%EF%BC%9A%E8%AE%A9%E6%9F%90%E4%B8%AANPC%2F%E6%80%AA%E7%89%A9%E8%B7%B3%E8%B7%83
default : ["","","","",500,true,false]
colour : this.eventColor
colour : this.mapColor
var floorstr = '';
if (PosString_0 && PosString_1) {
floorstr += ', "from": ['+PosString_0+','+PosString_1+']';
@ -1548,6 +1551,17 @@ var code = '{"type": "lose", "reason": "'+EvalString_0+'"},\n';
return code;
*/;
restart_s
: '直接回到标题界面' Newline
/* restart_s
tooltip : restart: 直接回到标题界面
helpUrl : https://h5mota.com/games/template/docs/#/event?id=restart%ef%bc%9a%e7%9b%b4%e6%8e%a5%e5%9b%9e%e5%88%b0%e6%a0%87%e9%a2%98%e7%95%8c%e9%9d%a2
var code = '{"type": "restart"},\n';
return code;
*/;
input_s
: '接受用户输入数字,提示' ':' EvalString Newline
@ -1693,11 +1707,11 @@ return code;
*/;
while_s
: '循环处理' '' '当' expression '时' BGNL? Newline action+ BEND Newline
: '前置条件循环' '' '当' expression '时' BGNL? Newline action+ BEND Newline
/* while_s
tooltip : while循环处理
helpUrl : https://h5mota.com/games/template/docs/#/event?id=while%EF%BC%9A%E5%BE%AA%E7%8E%AF%E5%A4%84%E7%90%86
tooltip : while前置条件循环
helpUrl : https://h5mota.com/games/template/docs/#/event?id=while%ef%bc%9a%e5%89%8d%e7%bd%ae%e6%9d%a1%e4%bb%b6%e5%be%aa%e7%8e%af
colour : this.eventColor
var code = ['{"type": "while", "condition": "',expression_0,'",\n',
'"data": [\n',action_0,'],\n',
@ -1705,6 +1719,19 @@ var code = ['{"type": "while", "condition": "',expression_0,'",\n',
return code;
*/;
dowhile_s
: '后置条件循环' '' BGNL? Newline action+ BEND '当' expression '时' Newline
/* dowhile_s
tooltip : dowhile后置条件循环
helpUrl : https://h5mota.com/games/template/docs/#/event?id=dowhile%ef%bc%9a%e5%90%8e%e7%bd%ae%e6%9d%a1%e4%bb%b6%e5%be%aa%e7%8e%af
colour : this.eventColor
var code = ['{"type": "dowhile", "condition": "',expression_0,'",\n',
'"data": [\n',action_0,'],\n',
'},\n'].join('');
return code;
*/;
break_s
: '跳出循环' Newline
@ -1968,8 +1995,8 @@ Floor_List
/*Floor_List ['floorId',':before',':next']*/;
Stair_List
: '坐标'|'上楼梯'|'下楼梯'
/*Stair_List ['loc','upFloor','downFloor']*/;
: '坐标'|'上楼梯'|'下楼梯'|'保持不变'
/*Stair_List ['loc','upFloor','downFloor','now']*/;
SetTextPosition_List
: '不改变'|'距离顶部'|'居中'|'距离底部'
@ -2021,8 +2048,8 @@ Global_Value_List
Global_Flag_List
: '显示当前楼层'|'显示勇士图标'|'显示当前等级'|'启用生命上限'|'显示魔力值'|'显示魔防值'|'显示金币值'|'显示经验值'|'允许等级提升'|'升级扣除模式'|'显示钥匙数量'|'显示破炸飞'|'显示毒衰咒'|'显示当前技能'|'楼梯边才能楼传'|'开启加点'|'开启负伤'|'仇恨怪战后扣减一半'|'夹击是否上整'|'循环计算临界'|'允许轻按'|'寻路算法不绕血瓶'|'允许走到将死领域'|'允许瞬间移动'|'允许查看禁用商店'|'阻激夹域后禁用快捷商店'|'检查控制台'
/*Global_Flag_List ['enableFloor','enableName','enableLv', 'enableHPMax', 'enableMana', 'enableMDef', 'enableMoney', 'enableExperience', 'enableLevelUp', 'levelUpLeftMode', 'enableKeys', 'enablePZF', 'enableDebuff', 'enableSkill', 'flyNearStair', 'enableAddPoint', 'enableNegativeDamage', 'hatredDecrease', 'betweenAttackCeil', 'useLoop', 'enableGentleClick', 'potionWhileRouting', 'canGoDeadZone', 'enableMoveDirectly', 'enableDisabledShop', 'disableShopOnDamage', 'checkConsole']*/;
: '显示当前楼层'|'显示勇士图标'|'显示当前等级'|'启用生命上限'|'显示魔力值'|'显示魔防值'|'显示金币值'|'显示经验值'|'允许等级提升'|'升级扣除模式'|'显示钥匙数量'|'显示破炸飞'|'显示毒衰咒'|'显示当前技能'|'楼梯边才能楼传'|'破墙镐四方向'|'炸弹四方向'|'冰冻徽章四方向'|'铁门不需要钥匙'|'开启加点'|'开启负伤'|'仇恨怪战后扣减一半'|'夹击是否上整'|'夹击不超伤害值'|'循环计算临界'|'允许轻按'|'寻路算法不绕血瓶'|'允许走到将死领域'|'允许瞬间移动'|'允许查看禁用商店'|'阻激夹域后禁用快捷商店'|'检查控制台'
/*Global_Flag_List ['enableFloor','enableName','enableLv', 'enableHPMax', 'enableMana', 'enableMDef', 'enableMoney', 'enableExperience', 'enableLevelUp', 'levelUpLeftMode', 'enableKeys', 'enablePZF', 'enableDebuff', 'enableSkill', 'flyNearStair', 'pickaxeFourDirections', 'bombFourDirections', 'snowFourDirections', 'steelDoorWithoutKey', 'enableAddPoint', 'enableNegativeDamage', 'hatredDecrease', 'betweenAttackCeil', 'betweenAttackMax', 'useLoop', 'enableGentleClick', 'potionWhileRouting', 'canGoDeadZone', 'enableMoveDirectly', 'enableDisabledShop', 'disableShopOnDamage', 'checkConsole']*/;
Colour
: 'sdeirughvuiyasdeb'+ //为了被识别为复杂词法规则
@ -2127,6 +2154,7 @@ this.evisitor.dataColor=130;
this.evisitor.eventColor=220;
this.evisitor.soundColor=20;
this.evisitor.commentColor=285;
this.evisitor.mapColor=175;
*/
/* Function_1
@ -2153,7 +2181,10 @@ ActionParser.prototype.parse = function (obj,type) {
case 'changeFloor':
if(!obj)obj={};
if(!this.isset(obj.loc))obj.loc=[0,0];
if(!this.isset(obj.loc)) {
obj.loc=[0,0];
if (!this.isset(obj.stair)) obj.stair='now';
}
if (obj.floorId==':before'||obj.floorId==':next') {
obj.floorType=obj.floorId;
delete obj.floorId;
@ -2639,13 +2670,20 @@ ActionParser.prototype.parseAction = function() {
this.next = MotaActionBlocks['choices_s'].xmlText([
this.isset(data.text)?this.EvalString(data.text):null,'','',text_choices,this.next]);
break;
case "while": // 循环处理
case "while": // 前置条件循环处理
this.next = MotaActionBlocks['while_s'].xmlText([
// MotaActionBlocks['evalString_e'].xmlText([data.condition]),
this.tryToUseEvFlag_e('evalString_e', [data.condition]),
this.insertActionList(data["data"]),
this.next]);
break;
case "dowhile": // 后置条件循环处理
this.next = MotaActionBlocks['dowhile_s'].xmlText([
this.insertActionList(data["data"]),
// MotaActionBlocks['evalString_e'].xmlText([data.condition]),
this.tryToUseEvFlag_e('evalString_e', [data.condition]),
this.next]);
break;
case "break": // 跳出循环
this.next = MotaActionBlocks['break_s'].xmlText([
this.next]);
@ -2662,6 +2700,10 @@ ActionParser.prototype.parseAction = function() {
this.next = MotaActionBlocks['lose_s'].xmlText([
data.reason,this.next]);
break;
case "restart":
this.next = MotaActionBlocks['restart_s'].xmlText([
this.next]);
break;
case "function":
var func = data["function"];
func=func.split('{').slice(1).join('{').split('}').slice(0,-1).join('}').trim().split('\n').join('\\n');

View File

@ -68,6 +68,8 @@ editor_blockly = function () {
MotaActionBlocks['tip_s'].xmlText(),
MotaActionBlocks['win_s'].xmlText(),
MotaActionBlocks['lose_s'].xmlText(),
MotaActionBlocks['restart_s'].xmlText(),
MotaActionBlocks['confirm_s'].xmlText(),
MotaActionBlocks['choices_s'].xmlText([
'选择剑或者盾','流浪者','man',MotaActionBlocks['choicesContext'].xmlText([
'剑','','',null,MotaActionFunctions.actionParser.parseList([{"type": "openDoor", "loc": [3,3]}]),
@ -76,7 +78,6 @@ editor_blockly = function () {
])
])
]),
MotaActionBlocks['confirm_s'].xmlText(),
],
'数据相关':[
MotaActionBlocks['setValue_s'].xmlText([
@ -99,16 +100,27 @@ editor_blockly = function () {
MotaActionBlocks['changePos_0_s'].xmlText(),
MotaActionBlocks['changePos_1_s'].xmlText(),
MotaActionBlocks['battle_s'].xmlText(),
MotaActionBlocks['openDoor_s'].xmlText(),
MotaActionBlocks['closeDoor_s'].xmlText(),
MotaActionBlocks['useItem_s'].xmlText(),
MotaActionBlocks['openShop_s'].xmlText(),
MotaActionBlocks['setBlock_s'].xmlText(),
MotaActionBlocks['setBgFgBlock_s'].xmlText(),
MotaActionBlocks['disableShop_s'].xmlText(),
MotaActionBlocks['setHeroIcon_s'].xmlText(),
MotaActionBlocks['follow_s'].xmlText(),
MotaActionBlocks['unfollow_s'].xmlText(),
],
'地图处理':[
MotaActionBlocks['openDoor_s'].xmlText(),
MotaActionBlocks['closeDoor_s'].xmlText(),
MotaActionBlocks['show_s'].xmlText(),
MotaActionBlocks['hide_s'].xmlText(),
MotaActionBlocks['setBlock_s'].xmlText(),
MotaActionBlocks['move_s'].xmlText(),
MotaActionBlocks['jump_s'].xmlText(),
MotaActionBlocks['showBgFgMap_s'].xmlText(),
MotaActionBlocks['hideBgFgMap_s'].xmlText(),
MotaActionBlocks['setBgFgBlock_s'].xmlText(),
MotaActionBlocks['showFloorImg_s'].xmlText(),
MotaActionBlocks['hideFloorImg_s'].xmlText(),
],
'事件控制':[
MotaActionBlocks['if_s'].xmlText(),
MotaActionBlocks['if_1_s'].xmlText(),
@ -118,22 +130,14 @@ editor_blockly = function () {
{"case": "default", "action": [{"type": "comment", "text": "当没有符合的值的场合执行default事件"}]},
]}),
MotaActionBlocks['while_s'].xmlText(),
MotaActionBlocks['dowhile_s'].xmlText(),
MotaActionBlocks['break_s'].xmlText(),
MotaActionBlocks['continue_s'].xmlText(),
MotaActionBlocks['revisit_s'].xmlText(),
MotaActionBlocks['exit_s'].xmlText(),
MotaActionBlocks['show_s'].xmlText(),
MotaActionBlocks['hide_s'].xmlText(),
MotaActionBlocks['showFloorImg_s'].xmlText(),
MotaActionBlocks['hideFloorImg_s'].xmlText(),
MotaActionBlocks['showBgFgMap_s'].xmlText(),
MotaActionBlocks['hideBgFgMap_s'].xmlText(),
MotaActionBlocks['trigger_s'].xmlText(),
MotaActionBlocks['insert_1_s'].xmlText(),
MotaActionBlocks['insert_2_s'].xmlText(),
MotaActionBlocks['move_s'].xmlText(),
MotaActionBlocks['jump_s'].xmlText(),
MotaActionBlocks['disableShop_s'].xmlText(),
],
'特效/声音':[
MotaActionBlocks['sleep_s'].xmlText(),

View File

@ -536,6 +536,12 @@ var data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc = {
"_bool": "bool",
"_data": "如果此项为true则视为钥匙盒红黄蓝钥匙+1若为false则视为大黄门钥匙"
},
"steelDoorWithoutKey": {
"_left": true,
"_type": "checkbox",
"_bool": "bool",
"_data": "铁门是否不需要钥匙开启。如果此项为true则无需钥匙也可以开铁门。"
},
"equipment": {
"_leaf": true,
"_type": "checkbox",
@ -548,6 +554,12 @@ var data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc = {
"_bool": "bool",
"_data": "状态栏的装备按钮。若此项为true则将状态栏中的楼层转换器按钮换为装备栏按钮"
},
"iconInEquipbox": {
"_leaf": true,
"_type": "checkbox",
"_bool": "bool",
"_data": "在装备栏中的属性变化,是否绘制图标;如果此项开启,则会绘制图标而不是文字"
},
"enableAddPoint": {
"_leaf": true,
"_type": "checkbox",
@ -570,7 +582,13 @@ var data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc = {
"_leaf": true,
"_type": "checkbox",
"_bool": "bool",
"_data": "夹击方式是向上取整还是向下取整。如果此项为true则为向上取整为false则为向下取整"
"_data": "夹击上整还是下整。如果此项为true则夹击伤害值向上取整为false则为向下取整"
},
"betweenAttackMax": {
"_leaf": true,
"_type": "checkbox",
"_bool": "bool",
"_data": "夹击伤害是否不超过怪物伤害值。"
},
"useLoop": {
"_leaf": true,

View File

@ -120,7 +120,7 @@
<div class="leftTabContent">
<div id='newIdIdnum'><!-- id and idnum -->
<input placeholder="新id唯一标识符"/>
<input placeholder="新idnum1000以内数字)"/>
<input placeholder="新idnum10000以内数字)"/>
<button>save</button>
<br/>
<button style="margin-top: 10px">自动注册</button>

View File

@ -116,7 +116,7 @@
<div class="leftTabContent">
<div id='newIdIdnum'><!-- id and idnum -->
<input placeholder="新id唯一标识符"/>
<input placeholder="新idnum1000以内数字)"/>
<input placeholder="新idnum10000以内数字)"/>
<button>save</button>
<br/>
<button style="margin-top: 10px">自动注册</button>

View File

@ -777,7 +777,7 @@ actions.prototype._sys_longClick = function (x, y, fromEvent) {
// 数字键快速选择选项
actions.prototype._selectChoices = function (length, keycode, callback) {
var topIndex = this.HSIZE - parseInt((length - 1) / 2);
var topIndex = this.HSIZE - parseInt((length - 1) / 2) + (core.status.event.ui.offset || 0);
if (keycode == 13 || keycode == 32 || keycode == 67) {
callback.apply(this, [this.HSIZE, topIndex + core.status.event.selection]);
}
@ -883,7 +883,7 @@ actions.prototype._clickAction = function (x, y) {
var choices = data.choices;
if (choices.length == 0) return;
if (x >= this.CHOICES_LEFT && x <= this.CHOICES_RIGHT) {
var topIndex = this.HSIZE - parseInt((choices.length - 1) / 2);
var topIndex = this.HSIZE - parseInt((choices.length - 1) / 2) + (core.status.event.ui.offset || 0);
if (y >= topIndex && y < topIndex + choices.length) {
// 选择
core.status.route.push("choices:" + (y - topIndex));
@ -1207,7 +1207,7 @@ actions.prototype._clickShop = function (x, y) {
var shop = core.status.event.data.shop;
var choices = shop.choices;
if (x >= this.CHOICES_LEFT && x <= this.CHOICES_RIGHT) {
var topIndex = this.HSIZE - parseInt(choices.length / 2);
var topIndex = this.HSIZE - parseInt(choices.length / 2) + (core.status.event.ui.offset || 0);
if (y >= topIndex && y < topIndex + choices.length) {
return core.events._useShop(shop, y - topIndex);
}
@ -1237,7 +1237,7 @@ actions.prototype._clickQuickShop = function (x, y) {
});
if (x >= this.CHOICES_LEFT && x <= this.CHOICES_RIGHT) {
var topIndex = this.HSIZE - parseInt(keys.length / 2);
var topIndex = this.HSIZE - parseInt(keys.length / 2) + (core.status.event.ui.offset || 0);
if (y >= topIndex && y < topIndex + keys.length) {
var reason = core.events.canUseQuickShop(keys[y - topIndex]);
if (!core.flags.enableDisabledShop && reason) {
@ -1830,7 +1830,7 @@ actions.prototype._keyUpSL = function (keycode) {
actions.prototype._clickSwitchs = function (x, y) {
if (x < this.CHOICES_LEFT || x > this.CHOICES_RIGHT) return;
var choices = core.status.event.ui.choices;
var topIndex = this.HSIZE - parseInt((choices.length - 1) / 2);
var topIndex = this.HSIZE - parseInt((choices.length - 1) / 2) + (core.status.event.ui.offset || 0);
if (y >= topIndex && y < topIndex + choices.length) {
var selection = y - topIndex;
core.status.event.selection = selection;
@ -1927,7 +1927,7 @@ actions.prototype._keyUpSwitchs = function (keycode) {
actions.prototype._clickSettings = function (x, y) {
if (x < this.CHOICES_LEFT || x > this.CHOICES_RIGHT) return;
var choices = core.status.event.ui.choices;
var topIndex = this.HSIZE - parseInt((choices.length - 1) / 2);
var topIndex = this.HSIZE - parseInt((choices.length - 1) / 2) + (core.status.event.ui.offset || 0);
if (y >= topIndex && y < topIndex + choices.length) {
var selection = y - topIndex;
core.status.event.selection = selection;
@ -1978,7 +1978,7 @@ actions.prototype._keyUpSettings = function (keycode) {
actions.prototype._clickSyncSave = function (x, y) {
if (x < this.CHOICES_LEFT || x > this.CHOICES_RIGHT) return;
var choices = core.status.event.ui.choices;
var topIndex = this.HSIZE - parseInt((choices.length - 1) / 2);
var topIndex = this.HSIZE - parseInt((choices.length - 1) / 2) + (core.status.event.ui.offset || 0);
if (y >= topIndex && y < topIndex + choices.length) {
var selection = y - topIndex;
core.status.event.selection = selection;
@ -2061,7 +2061,7 @@ actions.prototype._clickSyncSelect = function (x, y) {
if (x < this.CHOICES_LEFT || x > this.CHOICES_RIGHT) return;
var choices = core.status.event.ui.choices;
var topIndex = this.HSIZE - parseInt((choices.length - 1) / 2);
var topIndex = this.HSIZE - parseInt((choices.length - 1) / 2) + (core.status.event.ui.offset || 0);
if (y >= topIndex && y < topIndex + choices.length) {
var selection = y - topIndex;
core.status.event.selection = selection;
@ -2095,7 +2095,7 @@ actions.prototype._clickLocalSaveSelect = function (x, y) {
if (x < this.CHOICES_LEFT || x > this.CHOICES_RIGHT) return;
var choices = core.status.event.ui.choices;
var topIndex = this.HSIZE - parseInt((choices.length - 1) / 2);
var topIndex = this.HSIZE - parseInt((choices.length - 1) / 2) + (core.status.event.ui.offset || 0);
if (y >= topIndex && y < topIndex + choices.length) {
var selection = y - topIndex;
@ -2135,7 +2135,7 @@ actions.prototype._clickStorageRemove = function (x, y) {
if (x < this.CHOICES_LEFT || x > this.CHOICES_RIGHT) return;
var choices = core.status.event.ui.choices;
var topIndex = this.HSIZE - parseInt((choices.length - 1) / 2);
var topIndex = this.HSIZE - parseInt((choices.length - 1) / 2) + (core.status.event.ui.offset || 0);
if (y >= topIndex && y < topIndex + choices.length) {
var selection = y - topIndex;
@ -2224,7 +2224,7 @@ actions.prototype._clickReplay = function (x, y) {
if (x < this.CHOICES_LEFT || x > this.CHOICES_RIGHT) return;
var choices = core.status.event.ui.choices;
var topIndex = this.HSIZE - parseInt((choices.length - 1) / 2);
var topIndex = this.HSIZE - parseInt((choices.length - 1) / 2) + (core.status.event.ui.offset || 0);
if (y >= topIndex && y < topIndex + choices.length) {
var selection = y - topIndex;
@ -2278,7 +2278,7 @@ actions.prototype._clickGameInfo = function (x, y) {
if (x < this.CHOICES_LEFT || x > this.CHOICES_RIGHT) return;
var choices = core.status.event.ui.choices;
var topIndex = this.HSIZE - parseInt((choices.length - 1) / 2);
var topIndex = this.HSIZE - parseInt((choices.length - 1) / 2) + (core.status.event.ui.offset || 0);
if (y >= topIndex && y < topIndex + choices.length) {
var selection = y - topIndex;

View File

@ -798,8 +798,8 @@ control.prototype._drawHero_getDrawObjs = function (direction, x, y, status, off
});
(core.status.hero.followers||[]).forEach(function (t) {
drawObjs.push({
"img": t.img,
"height": t.img.height/4,
"img": core.material.images.images[t.name],
"height": core.material.images.images[t.name].height/4,
"heroIcon": heroIconArr[t.direction],
"posx": 32*t.x - core.bigmap.offsetX + (t.stop?0:core.utils.scan[t.direction].x*offset),
"posy": 32*t.y - core.bigmap.offsetY + (t.stop?0:core.utils.scan[t.direction].y*offset),
@ -856,17 +856,20 @@ control.prototype.updateViewport = function() {
////// 获得勇士面对位置的x坐标 //////
control.prototype.nextX = function(n) {
return core.getHeroLoc('x')+core.utils.scan[core.getHeroLoc('direction')].x*(n||1);
if (n == null) n = 1;
return core.getHeroLoc('x')+core.utils.scan[core.getHeroLoc('direction')].x*n;
}
////// 获得勇士面对位置的y坐标 //////
control.prototype.nextY = function (n) {
return core.getHeroLoc('y')+core.utils.scan[core.getHeroLoc('direction')].y*(n||1);
if (n == null) n = 1;
return core.getHeroLoc('y')+core.utils.scan[core.getHeroLoc('direction')].y*n;
}
////// 某个点是否在勇士旁边 //////
control.prototype.nearHero = function (x, y) {
return Math.abs(x-core.getHeroLoc('x'))+Math.abs(y-core.getHeroLoc('y'))<=1;
control.prototype.nearHero = function (x, y, n) {
if (n == null) n = 1;
return Math.abs(x-core.getHeroLoc('x'))+Math.abs(y-core.getHeroLoc('y'))<=n;
}
////// 聚集跟随者 //////
@ -916,6 +919,8 @@ control.prototype.checkBlock = function () {
core.status.hero.hp -= damage;
core.drawTip("受到"+(core.status.checkBlock.type[loc]||"伤害")+damage+"点");
this._checkBlock_soundAndAnimate(x, y);
this._checkBlock_disableQuickShop();
core.status.hero.statistics.extraDamage += damage;
if (core.status.hero.hp <= 0) {
core.status.hero.hp=0;
core.updateStatusBar();
@ -932,6 +937,15 @@ control.prototype._checkBlock_soundAndAnimate = function (x,y) {
core.drawAnimate("zone", x, y);
}
control.prototype._checkBlock_disableQuickShop = function () {
// 禁用快捷商店
if (core.flags.disableShopOnDamage) {
for (var shopId in core.status.shops) {
core.status.shops[shopId].visited = false;
}
}
}
////// 阻击 //////
control.prototype._checkBlock_snipe = function (snipe) {
if (!snipe || snipe.length == 0) return;
@ -1879,6 +1893,15 @@ control.prototype.getHeroLoc = function (name) {
return core.status.hero.loc[name];
}
////// 获得某个属性的中文名 //////
control.prototype.getStatusName = function (name) {
var map = {
name: "名称", lv: "等级", hpmax: "生命上限", hp: "生命", manamax: "魔力上限", mana: "魔力",
atk: "攻击", def: "防御", mdef: "魔防", money: "金币", exp: "经验", experience: "经验", steps: "步数"
};
return map[name] || name;
}
////// 获得某个等级的名称 //////
control.prototype.getLvName = function (lv) {
if (!core.status.hero) return null;
@ -2637,7 +2660,7 @@ control.prototype._resize_toolBar = function (obj) {
}
control.prototype._resize_tools = function (obj) {
var toolsHeight = 32 * core.domStyle.scale * (core.domStyle.isVertical ? 0.95 : 1);
var toolsHeight = 32 * core.domStyle.scale * (core.domStyle.isVertical && !obj.is15x15 ? 0.95 : 1);
var toolsMarginLeft;
if (core.domStyle.isVertical)
toolsMarginLeft = (core.__HALF_SIZE__ - 3) * 3 * core.domStyle.scale;

View File

@ -70,7 +70,7 @@ events.prototype._startGame_start = function (hard, seed, route, callback) {
events.prototype._startGame_afterStart = function (nowLoc, callback) {
core.ui.closePanel();
core.showStatusBar();
this._startGame_statusBar();
core.dom.musicBtn.style.display = 'none';
core.changeFloor(core.firstData.floorId, null, nowLoc, null, function () {
// 插入一个空事件避免直接回放录像出错
@ -80,6 +80,14 @@ events.prototype._startGame_afterStart = function (nowLoc, callback) {
this._startGame_upload();
}
// 开始游戏时是否显示状态栏
events.prototype._startGame_statusBar = function () {
if (core.flags.startUsingCanvas)
core.hideStatusBar();
else
core.showStatusBar();
}
events.prototype._startGame_upload = function () {
// Upload
var formData = new FormData();
@ -382,6 +390,9 @@ events.prototype._openDoor_check = function (id, x, y, needKey) {
return false;
}
if (id == 'steelDoor' && core.flags.steelDoorWithoutKey)
needKey = false;
if (needKey && id.endsWith("Door")) {
var key = id.replace("Door", "Key");
if (!core.hasItem(key)) {
@ -431,6 +442,7 @@ events.prototype._sys_getItem = function (data, callback) {
////// 获得某个物品 //////
events.prototype.getItem = function (id, num, x, y, callback) {
if (num == null) num = 1;
num = num || 1;
var itemCls = core.material.items[id].cls;
core.items.getItemEffect(id, num);
@ -772,6 +784,8 @@ events.prototype.startEvents = function (list, x, y, callback) {
events.prototype.doAction = function () {
// 清空boxAnimate和UI层
core.clearUI();
clearInterval(core.status.event.interval);
core.status.event.interval = null;
// 判定是否执行完毕
if (this._doAction_finishEvents()) return;
// 当前点坐标和前缀
@ -1404,6 +1418,13 @@ events.prototype._action_while = function (data, x, y, prefix) {
core.doAction();
}
events.prototype._action_dowhile = function (data, x, y, prefix) {
core.unshift(core.status.event.data.list,
{"todo": core.clone(data.data), "total": core.clone(data.data), "condition": data.condition}
);
core.doAction();
}
events.prototype._action_break = function (data, x, y, prefix) {
core.status.event.data.list.shift();
core.doAction();
@ -1427,6 +1448,10 @@ events.prototype._action_lose = function (data, x, y, prefix) {
this.lose(data.reason);
}
events.prototype._action_restart = function (data, x, y, prefix) {
core.restart();
}
events.prototype._action_function = function (data, x, y, prefix) {
var func = data["function"];
try {
@ -1714,7 +1739,7 @@ events.prototype.follow = function (name) {
core.status.hero.followers = core.status.hero.followers || [];
if (core.material.images.images[name]
&& core.material.images.images[name].width == 128) {
core.status.hero.followers.push({"name": name, "img": core.material.images.images[name]});
core.status.hero.followers.push({"name": name});
core.gatherFollowers();
core.clearMap('hero');
core.drawHero();

View File

@ -977,10 +977,10 @@ maps.prototype._drawAutotileAnimate = function (block, animate) {
if (block.name) {
if (block.name == 'bg')
core.drawImage('bg', core.material.groundCanvas.canvas, 32 * x, 32 * y);
this.drawAutotile(cv, core.status.autotileAnimateObjs[block.name+"map"], block, 32, 0, 0, animate);
this._drawAutotile(cv, core.status.autotileAnimateObjs[block.name+"map"], block, 32, 0, 0, animate);
}
else {
this.drawAutotile(cv, core.status.autotileAnimateObjs.map, block, 32, 0, 0, animate);
this._drawAutotile(cv, core.status.autotileAnimateObjs.map, block, 32, 0, 0, animate);
}
}
@ -1239,8 +1239,9 @@ 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 (block.event.id == id && (showDisable || !block.disable))
if ((showDisable || !block.disable) && core.matchWildcard(id, block.event.id)) {
result.push({floorId: floorId, index: i, block: block, x: block.x, y: block.y});
}
}
return result;
}
@ -1425,7 +1426,10 @@ maps.prototype.setBlock = function (number, x, y, floorId) {
floorId = floorId || core.status.floorId;
if (!floorId || number == null || x == null || y == null) return;
if (x < 0 || x >= core.floors[floorId].width || y < 0 || y >= core.floors[floorId].height) return;
if (typeof number == 'string') number = core.getNumberById(number);
if (typeof number == 'string') {
if (/^\d+$/.test(number)) number = parseInt(number);
else number = core.getNumberById(number);
}
var originBlock = core.getBlock(x, y, floorId, true);
var block = this.initBlock(x, y, number, true, core.floors[floorId]);
@ -1479,6 +1483,10 @@ maps.prototype.setBgFgBlock = function (name, number, x, y, floorId) {
if (!floorId || number == null || x == null || y == null) return;
if (x < 0 || x >= core.floors[floorId].width || y < 0 || y >= core.floors[floorId].height) return;
if (name != 'bg' && name != 'fg') return;
if (typeof number == 'string') {
if (/^\d+$/.test(number)) number = parseInt(number);
else number = core.getNumberById(number);
}
var vFlag = "__" + name + "Value__" + floorId + "_" + x + "_" + y;
core.setFlag(vFlag, number);

View File

@ -261,8 +261,6 @@ ui.prototype.closePanel = function () {
}
ui.prototype.clearUI = function () {
clearInterval(core.status.event.interval);
core.status.event.interval = null;
core.status.boxAnimateObjs = [];
if (core.dymCanvas._selector) core.deleteCanvas("_selector");
core.clearMap('ui');
@ -405,9 +403,9 @@ ui.prototype._getPosition = function (content) {
py = core.status.event.data.y;
}
content = content.replace("\b", "\\b")
.replace(/\\b\[(up|center|down)(,(hero|null|\d+,\d+))?]/g, function (s0, s1, s2, s3) {
.replace(/\\b\[(up|center|down|hero|null)(,(hero|null|\d+,\d+))?]/g, function (s0, s1, s2, s3) {
pos = s1;
if (s3 == 'hero') {
if (s3 == 'hero' || s1=='hero') {
px = core.status.hero.loc.x;
py = core.status.hero.loc.y;
}
@ -419,6 +417,9 @@ ui.prototype._getPosition = function (content) {
px = parseInt(str[0]);
py = parseInt(str[1]);
}
if(pos=='hero' || pos=='null'){
pos = py==null?'center':(py>=core.__HALF_SIZE__? 'up':'down');
}
return "";
});
return {content: content, position: pos, px: px, py: py};
@ -557,6 +558,9 @@ ui.prototype._calTextBoxWidth = function (ctx, content, min_width, max_width, fo
////// 处理 \i[xxx] 的问题
ui.prototype._getDrawableIconInfo = function (id) {
if (id && id.indexOf('flag:') === 0) {
id = core.getFlag(id.substring(5), id);
}
var image = null, icon = null;
["terrains","animates","items","npcs","enemys"].forEach(function (v) {
if (core.material.icons[v][id] != null) {
@ -588,14 +592,15 @@ ui.prototype.drawTextContent = function (ctx, content, config) {
ctx = core.getContextByName(ctx);
if (!ctx) return;
// 设置默认配置项
var textAttribute = core.status.textAttribute || core.initStatus.textAttribute;
config = core.clone(config || {});
config.left = config.left || 0;
config.right = config.left + (config.maxWidth == null ? ctx.canvas.width : config.maxWidth);
config.top = config.top || 0;
config.color = config.color || core.arrayToRGBA(core.status.textAttribute.text);
config.bold = config.bold || false;
config.align = config.align || core.status.textAttribute.align || "left";
config.fontSize = config.fontSize || core.status.textAttribute.textfont;
config.color = config.color || core.arrayToRGBA(textAttribute.text);
if (config.bold == null) config.bold = textAttribute.bold;
config.align = config.align || textAttribute.align || "left";
config.fontSize = config.fontSize || textAttribute.textfont;
config.lineHeight = config.lineHeight || (config.fontSize * 1.3);
config.time = config.time || 0;
@ -769,8 +774,8 @@ ui.prototype.drawTextBox = function(content, showAll) {
var textAttribute = core.status.textAttribute;
var titleInfo = this._getTitleAndIcon(content);
var posInfo = this._getPosition(titleInfo.content);
if (!posInfo.position) posInfo.position = textAttribute.position;
if (posInfo.position != 'up' && posInfo.position != 'down') posInfo.px = posInfo.py = null;
if (!posInfo.position) posInfo.position = textAttribute.position;
content = this._drawTextBox_drawImages(posInfo.content);
// Step 2: 计算对话框的矩形位置
@ -783,7 +788,7 @@ ui.prototype.drawTextBox = function(content, showAll) {
var isWindowSkin = this.drawBackground(hPos.left, vPos.top, hPos.right, vPos.bottom, pInfo);
var alpha = isWindowSkin ? 0.85 : textAttribute.background[3];
// Step 4: 绘制标题、头像、
// Step 4: 绘制标题、头像、动画
var content_top = this._drawTextBox_drawTitleAndIcon(titleInfo, hPos, vPos, alpha);
// Step 5: 绘制正文
@ -969,8 +974,10 @@ ui.prototype.drawChoices = function(content, choices) {
content = core.replaceText(content || "");
var titleInfo = this._getTitleAndIcon(content);
titleInfo.content = this._drawTextBox_drawImages(titleInfo.content);
var hPos = this._drawChoices_getHorizontalPosition(titleInfo, choices);
var vPos = this._drawChoices_getVerticalPosition(titleInfo, choices, hPos);
core.status.event.ui.offset = vPos.offset;
var isWindowSkin = this.drawBackground(hPos.left, vPos.top, hPos.right, vPos.bottom);
this._drawChoices_drawTitle(titleInfo, hPos, vPos);
@ -999,14 +1006,22 @@ ui.prototype._drawChoices_getVerticalPosition = function (titleInfo, choices, hP
var length = choices.length;
var height = 32 * (length + 2), bottom = this.HPIXEL + height / 2;
if (length % 2 == 0) bottom += 16;
var offset = 0;
var choice_top = bottom - height + 56;
if (titleInfo.content) {
var headHeight = 0;
var realContent = this._getRealContent(titleInfo.content);
var lines = core.splitLines('ui', realContent, hPos.validWidth, this._buildFont(15, true));
if (titleInfo.title) height += 25;
height += lines.length * 20;
if (titleInfo.title) headHeight += 25;
headHeight += lines.length * 20;
height += headHeight;
if (bottom - height <= 32) {
offset = Math.floor(headHeight / 64);
bottom += 32 * offset;
choice_top += 32 * offset;
}
}
return {top: bottom - height, height: height, bottom: bottom, choice_top: choice_top };
return {top: bottom - height, height: height, bottom: bottom, choice_top: choice_top, offset: offset };
}
ui.prototype._drawChoices_drawTitle = function (titleInfo, hPos, vPos) {
@ -1957,7 +1972,7 @@ ui.prototype._drawEquipbox_description = function (info, max_height) {
this._drawEquipbox_drawStatusChanged(info, curr, equip, equipType);
}
ui.prototype._drawEquipbox_drawStatusChanged = function (info, y, equip, equipType) {
ui.prototype._drawEquipbox_getStatusChanged = function (info, equip, equipType) {
var compare, differentMode = null;
if (info.index < this.LAST) compare = core.compareEquipment(null, info.selectId);
else {
@ -1974,18 +1989,25 @@ ui.prototype._drawEquipbox_drawStatusChanged = function (info, y, equip, equipTy
core.fillText('ui', differentMode, 10, y, '#CCCCCC', this._buildFont(14, false));
return;
}
return compare;
}
ui.prototype._drawEquipbox_drawStatusChanged = function (info, y, equip, equipType) {
var compare = this._drawEquipbox_getStatusChanged(info, equip, equipType);
if (compare == null) return;
var drawOffset = 10;
// --- 变化值...
core.setFont('ui', this._buildFont(14, true));
for (var name in compare) {
var img = core.statusBar.icons[name];
if (img) { // 绘制图标
var text = core.getStatusName(name);
if (img && core.flags.iconInEquipbox) { // 绘制图标
core.drawImage('ui', img, 0, 0, 32, 32, drawOffset, y - 13, 16, 16);
drawOffset += 20;
}
else { // 绘制文字
core.fillText('ui', name + " ", drawOffset, y, '#CCCCCC');
drawOffset += core.calWidth('ui', name + " ");
core.fillText('ui', text + " ", drawOffset, y, '#CCCCCC');
drawOffset += core.calWidth('ui', text + " ");
}
var nowValue = core.getStatus(name) * core.getBuff(name), newValue = (nowValue + compare[name]) * core.getBuff(name);
if (equip.equip.percentage) {
@ -2003,13 +2025,14 @@ ui.prototype._drawEquipbox_drawStatusChanged = function (info, y, equip, equipTy
}
ui.prototype._drawEquipbox_drawEquiped = function (info, line) {
core.setTextAlign('ui', 'right');
core.setTextAlign('ui', 'center');
var per_line = this.HSIZE - 3, width = Math.floor(this.PIXEL / (per_line + 0.25));
// 当前装备
for (var i = 0; i < info.equipLength ; i++) {
var equipId = info.equipEquipment[i] || null;
var offset_text = width * (i % per_line) + 56;
// var offset_text = width * (i % per_line) + 56;
var offset_image = width * (i % per_line) + width * 2 / 3;
var offset_text = offset_image - (width - 32) / 2;
var y = line + 54 * Math.floor(i / per_line) + 19;
if (equipId) {
var icon = core.material.icons.items[equipId];

View File

@ -247,7 +247,7 @@ utils.prototype.removeLocalForage = function (key, successCallback, errorCallbac
}
////// 深拷贝一个对象 //////
utils.prototype.clone = function (data) {
utils.prototype.clone = function (data, filter, recursion) {
if (!core.isset(data)) return null;
// date
if (data instanceof Date) {
@ -258,10 +258,9 @@ utils.prototype.clone = function (data) {
// array
if (data instanceof Array) {
var copy = [];
// for (var i=0;i<data.length;i++) {
for (var i in data) {
// copy.push(core.clone(data[i]));
copy[i] = core.clone(data[i]);
if (!filter || filter(i, data[i]))
copy[i] = core.clone(data[i], recursion?filter:null, recursion);
}
return copy;
}
@ -273,8 +272,8 @@ utils.prototype.clone = function (data) {
if (data instanceof Object) {
var copy = {};
for (var i in data) {
if (data.hasOwnProperty(i))
copy[i] = core.clone(data[i]);
if (data.hasOwnProperty(i) && (!filter || filter(i, data[i])))
copy[i] = core.clone(data[i], recursion?filter:null, recursion);
}
return copy;
}
@ -624,6 +623,12 @@ utils.prototype.reverseDirection = function (direction) {
return {"left":"right","right":"left","down":"up","up":"down"}[direction] || direction;
}
utils.prototype.matchWildcard = function (pattern, string) {
return new RegExp('^' + pattern.split(/\*+/).map(function (s) {
return s.replace(/[|\\{}()[\]^$+*?.]/g, '\\$&');
}).join('.*') + '$').test(string);
}
////// Base64加密 //////
utils.prototype.encodeBase64 = function (str) {
return btoa(encodeURIComponent(str).replace(/%([0-9A-F]{2})/g, function (match, p1) {
@ -999,6 +1004,7 @@ utils.prototype.consoleOpened = function () {
if (!core.flags.checkConsole) return false;
if (window.Firebug && window.Firebug.chrome && window.Firebug.chrome.isInitialized)
return true;
if (!core.platform.isPC) return false;
var threshold = 160;
var zoom = Math.min(window.outerWidth / window.innerWidth, window.outerHeight / window.innerHeight);
return window.outerWidth - zoom * window.innerWidth > threshold

View File

@ -12,7 +12,9 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
"bg.jpg",
"winskin.png"
],
"tilesets": [],
"tilesets": [
"magictower.png"
],
"animates": [
"hand",
"sword",
@ -387,12 +389,15 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
"bombFourDirections": false,
"snowFourDirections": false,
"bigKeyIsBox": false,
"steelDoorWithoutKey": false,
"equipment": false,
"equipboxButton": false,
"iconInEquipbox": false,
"enableAddPoint": false,
"enableNegativeDamage": false,
"hatredDecrease": true,
"betweenAttackCeil": false,
"betweenAttackMax": false,
"useLoop": false,
"startUsingCanvas": false,
"startDirectly": false,

View File

@ -522,6 +522,8 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
var guards = [];
// 检查光环缓存
var index = x != null && y != null ? (x + "," + y) : "floor";
if (!core.status.checkBlock) core.status.checkBlock = {};
if (!core.status.checkBlock.cache) core.status.checkBlock.cache = {};
var cache = core.status.checkBlock.cache[index];
if (!cache) {
// 没有该点的缓存,则遍历每个图块
@ -553,7 +555,6 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
}
});
// 放入缓存中
core.status.checkBlock.cache[index] = { "hp_buff": hp_buff, "atk_buff": atk_buff, "def_buff": def_buff, "guards": guards };
} else {
// 直接使用缓存数据
@ -1202,10 +1203,16 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
}
if (enemyId != null) {
var leftHp = core.status.hero.hp - (damage[x + "," + y] || 0);
var leftHp = core.status.hero.hp - (damage[loc] || 0);
if (leftHp > 1) {
// 上整/下整
var value = Math.floor((leftHp + (core.flags.betweenAttackCeil ? 0 : 1)) / 2);
var value = Math.floor((leftHp + (core.flags.betweenAttackCeil ? 1 : 0)) / 2);
// 是否不超过怪物伤害值
if (core.flags.betweenAttackMax) {
var enemyDamage = core.getDamage(enemyId, x, y, floorId);
if (enemyDamage != null && enemyDamage < value)
value = enemyDamage;
}
damage[loc] = (damage[loc] || 0) + value;
type[loc] = "夹击伤害";
}
@ -1219,7 +1226,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
type: type,
snipe: snipe,
ambush: ambush,
cache: {}
cache: {} // clear cache
};
},
"moveOneStep": function (x, y) {

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@ -1,4 +1,24 @@
HTML5魔塔样板V2.5.5
HTML5魔塔样板V2.6
拆分整个项目大幅重构代码新增大量API
重写文档尤其是脚本和API列表
现在可以对编辑器的表格的结构进行配置
可以收藏和高亮存档
独立出来的插件编写
新增事件:关门、显示确认框、后置循环处理
剧情文本的绘制可以设置居中选项
选项框的绘制可以增加图标
增加公共事件版的全局商店
公共事件现在可以传入参数
重写滑冰事件,现在滑冰在背景层了
将输入框改成自定义实现,避免部分设备不支持
状态栏文字可以自动放缩
显示图片和对话框立绘可以裁剪图片
修复所有已知bug大量细节优化
-----------------------------------------------------------------------
HTML5魔塔样板V2.5.5
现在编辑器修改地图后可以直接读档生效,无需再重置地图或回放录像
存档方式优化,大幅降低单个存档的占用空间