diff --git a/README.md b/README.md
index b81aa04b..da2183a4 100644
--- a/README.md
+++ b/README.md
@@ -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
diff --git a/_docs/api.md b/_docs/api.md
index ee5fbbaf..4194aa66 100644
--- a/_docs/api.md
+++ b/_docs/api.md
@@ -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。
diff --git a/_docs/event.md b/_docs/event.md
index e5a2b7b9..866a771c 100644
--- a/_docs/event.md
+++ b/_docs/event.md
@@ -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,则
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】,否
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。
diff --git a/_server/MotaAction.g4 b/_server/MotaAction.g4
index a8741045..6906166b 100644
--- a/_server/MotaAction.g4
+++ b/_server/MotaAction.g4
@@ -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');
diff --git a/_server/editor_blockly.js b/_server/editor_blockly.js
index 2a641312..ee3b9550 100644
--- a/_server/editor_blockly.js
+++ b/_server/editor_blockly.js
@@ -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(),
diff --git a/_server/table/data.comment.js b/_server/table/data.comment.js
index 026ab732..6b98a633 100644
--- a/_server/table/data.comment.js
+++ b/_server/table/data.comment.js
@@ -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,
diff --git a/editor-mobile.html b/editor-mobile.html
index e77a286f..0e4fde1f 100644
--- a/editor-mobile.html
+++ b/editor-mobile.html
@@ -120,7 +120,7 @@
-
+
diff --git a/editor.html b/editor.html
index 58ea0a1c..75b7856a 100644
--- a/editor.html
+++ b/editor.html
@@ -116,7 +116,7 @@
-
+
diff --git a/libs/actions.js b/libs/actions.js
index c4388106..e64fb01e 100644
--- a/libs/actions.js
+++ b/libs/actions.js
@@ -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;
diff --git a/libs/control.js b/libs/control.js
index 5f38acfd..4288890f 100644
--- a/libs/control.js
+++ b/libs/control.js
@@ -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;
diff --git a/libs/events.js b/libs/events.js
index 814afc2b..7adeffb3 100644
--- a/libs/events.js
+++ b/libs/events.js
@@ -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();
diff --git a/libs/maps.js b/libs/maps.js
index f03bfe60..52b540b4 100644
--- a/libs/maps.js
+++ b/libs/maps.js
@@ -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);
diff --git a/libs/ui.js b/libs/ui.js
index 9d63d8d0..e689ef59 100644
--- a/libs/ui.js
+++ b/libs/ui.js
@@ -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];
diff --git a/libs/utils.js b/libs/utils.js
index d491197e..9260a9c7 100644
--- a/libs/utils.js
+++ b/libs/utils.js
@@ -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 threshold
diff --git a/project/data.js b/project/data.js
index ba2c9d99..d8d9ccae 100644
--- a/project/data.js
+++ b/project/data.js
@@ -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,
diff --git a/project/functions.js b/project/functions.js
index 4e4c0762..1cee5278 100644
--- a/project/functions.js
+++ b/project/functions.js
@@ -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) {
diff --git a/project/images/autotile1.png b/project/images/autotile1.png
index 2dacd883..37a0b271 100644
Binary files a/project/images/autotile1.png and b/project/images/autotile1.png differ
diff --git a/project/images/magictower.png b/project/images/magictower.png
new file mode 100644
index 00000000..8e0a90d3
Binary files /dev/null and b/project/images/magictower.png differ
diff --git a/更新说明.txt b/更新说明.txt
index 4bf78891..ec9833e3 100644
--- a/更新说明.txt
+++ b/更新说明.txt
@@ -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