commit
5986d5f9fc
2
.gitignore
vendored
2
.gitignore
vendored
@ -1,7 +1,7 @@
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.vscode
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*ce5eec52_2fa1_447b_8dad_764e267a7fab*
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.DS_Store
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MTBuilder.app
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# Covers JetBrains IDEs: IntelliJ, RubyMine, PhpStorm, AppCode, PyCharm, CLion, Android Studio and Webstorm
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# Reference: https://intellij-support.jetbrains.com/hc/en-us/articles/206544839
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@ -5,22 +5,23 @@ grammar MotaAction;
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//事件 事件编辑器入口之一
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event_m
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: '事件' BGNL? Newline '覆盖触发器' Bool '启用' Bool '通行状态' B_0_List '显伤' Bool BGNL? Newline action+ BEND
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: '事件' BGNL? Newline '覆盖触发器' Bool '启用' Bool '通行状态' B_0_List '动画' Bool '显伤' Bool BGNL? Newline action+ BEND
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/* event_m
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tooltip : 编辑魔塔的事件
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helpUrl : https://h5mota.com/games/template/docs/#/event
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default : [false,null,null,null]
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default : [false,null,null,null,null]
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B_0_List_0=eval(B_0_List_0);
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var code = {
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'trigger': Bool_0?'action':null,
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'enable': Bool_1,
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'noPass': B_0_List_0,
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'displayDamage': Bool_2,
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'animate': Bool_2,
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'displayDamage': Bool_3,
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'data': 'data_asdfefw'
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}
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if (!Bool_0 && Bool_1 && (B_0_List_0===null) && Bool_2) code = 'data_asdfefw';
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if (!Bool_0 && Bool_1 && (B_0_List_0===null) && Bool_2 && Bool_3) code = 'data_asdfefw';
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code=JSON.stringify(code,null,2).split('"data_asdfefw"').join('[\n'+action_0+']\n');
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return code;
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*/;
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@ -50,15 +51,16 @@ return code;
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*/;
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levelCase
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: '需求' expression '称号' EvalString? BGNL? Newline action+
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: '需求' expression '称号' EvalString? '是否扣除经验' Bool BGNL? Newline action+
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/* levelCase
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tooltip : 升级设定
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helpUrl : https://h5mota.com/games/template/docs/#/event?id=%e7%bb%8f%e9%aa%8c%e5%8d%87%e7%ba%a7%ef%bc%88%e8%bf%9b%e9%98%b6%2f%e5%a2%83%e7%95%8c%e5%a1%94%ef%bc%89
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default : [0,"",null]
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default : [0,"",false,null]
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colour : this.subColor
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var code = '{"need": "'+expression_0+'", "title": "'+EvalString_0+'", "action": [\n'+action_0+']},\n';
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Bool_0 = Bool_0?', "clear": true':'';
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var code = '{"need": "'+expression_0+'", "title": "'+EvalString_0+'"'+Bool_0+', "action": [\n'+action_0+']},\n';
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return code;
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*/;
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@ -222,6 +224,7 @@ action
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| text_1_s
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| comment_s
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| autoText_s
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| scrollText_s
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| setText_s
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| tip_s
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| setValue_s
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@ -259,13 +262,12 @@ action
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| unfollow_s
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| animate_s
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| vibrate_s
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| showImage_0_s
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| showImage_1_s
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| animateImage_0_s
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| animateImage_1_s
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| showImage_s
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| hideImage_s
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| showTextImage_s
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| moveImage_s
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| showGif_0_s
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| showGif_1_s
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| moveImage_0_s
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| setFg_0_s
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| setFg_1_s
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| setWeather_s
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@ -276,6 +278,8 @@ action
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| playBgm_s
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| pauseBgm_s
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| resumeBgm_s
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| loadBgm_s
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| freeBgm_s
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| playSound_s
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| setVolume_s
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| win_s
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@ -365,6 +369,19 @@ var code = '{"type": "autoText", "text": "'+title+EvalString_1+EvalString_2+'",
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return code;
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*/;
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scrollText_s
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: '滚动剧情文本:' '时间' Int '不等待执行完毕' Bool? BGNL? EvalString Newline
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/* scrollText_s
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tooltip : scrollText:滚动剧情文本,将从下到上进行滚动显示。
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helpUrl : https://h5mota.com/games/template/docs/#/event?id=scrollText%ef%bc%9a%e6%bb%9a%e5%8a%a8%e5%89%a7%e6%83%85%e6%96%87%e6%9c%ac
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default : [5000,false,"时间是总时间,可以使用setText事件来控制字体、颜色、大小、偏移量等"]
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Bool_0 = Bool_0?', "async": true':'';
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var code = '{"type": "scrollText", "text": "'+EvalString_0+'"'+Bool_0+', "time" :'+Int_0+'},\n';
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return code;
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*/;
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setText_s
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: '设置剧情文本的属性' '位置' SetTextPosition_List '偏移像素' EvalString? BGNL? '标题颜色' EvalString? '正文颜色' EvalString? '背景色' EvalString? '粗体' B_1_List BGNL? '标题字体大小' EvalString? '正文字体大小' EvalString? '打字间隔' EvalString? Newline
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@ -509,7 +526,7 @@ if (EvalString_0 && EvalString_1) {
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floorstr = ', "loc": ['+EvalString_0.join(',')+']';
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}
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IdString_0 = IdString_0 && (', "floorId": "'+IdString_0+'"');
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Int_0 = Int_0 ?(', "time": '+Int_0):'';
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Int_0 = Int_0!=='' ?(', "time": '+Int_0):'';
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Bool_0 = Bool_0 ?', "async": true':'';
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var code = '{"type": "show"'+floorstr+IdString_0+''+Int_0+Bool_0+'},\n';
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return code;
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@ -542,7 +559,7 @@ if (EvalString_0 && EvalString_1) {
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floorstr = ', "loc": ['+EvalString_0.join(',')+']';
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}
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IdString_0 = IdString_0 && (', "floorId": "'+IdString_0+'"');
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Int_0 = Int_0 ?(', "time": '+Int_0):'';
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Int_0 = Int_0!=='' ?(', "time": '+Int_0):'';
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Bool_0 = Bool_0 ?', "async": true':'';
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var code = '{"type": "hide"'+floorstr+IdString_0+''+Int_0+Bool_0+'},\n';
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return code;
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@ -798,14 +815,16 @@ return code;
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*/;
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hideStatusBar_s
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: '隐藏状态栏' Newline
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: '隐藏状态栏' '不隐藏竖屏工具栏' Bool Newline
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/* hideStatusBar_s
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tooltip : hideStatusBar: 隐藏状态栏
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helpUrl : https://h5mota.com/games/template/docs/#/event?id=hideStatusBar%ef%bc%9a%e9%9a%90%e8%97%8f%e7%8a%b6%e6%80%81%e6%a0%8f
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colour : this.soundColor
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var code = '{"type": "hideStatusBar"},\n';
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default : [false]
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Bool_0 = Bool_0?', "toolbox": true':'';
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var code = '{"type": "hideStatusBar"'+Bool_0+'},\n';
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return code;
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*/;
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@ -1005,58 +1024,50 @@ var code = '{"type": "animate", "name": "'+IdString_0+'"'+EvalString_0+async+'},
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return code;
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*/;
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showImage_0_s
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: '显示图片' EvalString '起点像素位置' 'x' PosString 'y' PosString Newline
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showImage_s
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: '显示图片' '图片编号' Int '图片' EvalString '起点像素位置' 'x' PosString 'y' PosString BGNL?
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'放大率 : x' Int '% y' Int '% 不透明度' Number '时间' Int '不等待执行完毕' Bool Newline
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/* showImage_0_s
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/* showImage_s
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tooltip : showImage:显示图片
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helpUrl : https://h5mota.com/games/template/docs/#/event?id=showimage%EF%BC%9A%E6%98%BE%E7%A4%BA%E5%9B%BE%E7%89%87
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default : ["bg.jpg","0","0"]
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helpUrl : https://h5mota.com/games/template/docs/#/event?id=showImage%ef%bc%9a%e6%98%be%e7%a4%ba%e5%9b%be%e7%89%87
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default : [1,"bg.jpg","0","0",100,100,1,0,false]
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colour : this.printColor
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var code = '{"type": "showImage", "name": "'+EvalString_0+'", "loc": ['+PosString_0+','+PosString_1+']},\n';
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if(Int_0<=0 || Int_0>50) throw new Error('图片编号在1~50之间');
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var async = Bool_0?', "async": true':'';
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var code = '{"type": "showImage", "code": '+Int_0+', "image": "'+EvalString_0+'", "loc": ['+PosString_0+','+PosString_1+'], "dw": '+Int_1+', "dh": '+Int_2+', "opacity": '+Number_0+', "time": '+Int_3+async+'},\n';
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return code;
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*/;
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showImage_1_s
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: '清除所有图片' Newline
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showTextImage_s
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: '显示图片化文本' '文本内容' EvalString BGNL?
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'图片编号' Int '起点像素位置' 'x' PosString 'y' PosString '不透明度' Number '时间' Int '不等待执行完毕' Bool Newline
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/* showImage_1_s
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tooltip : showImage:清除所有显示的图片
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helpUrl : https://h5mota.com/games/template/docs/#/event?id=showimage%EF%BC%9A%E6%98%BE%E7%A4%BA%E5%9B%BE%E7%89%87
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/* showTextImage_s
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tooltip : showTextImage:显示图片化文本
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helpUrl : https://h5mota.com/games/template/docs/#/event?id=showTextImage%ef%bc%9a%e6%98%be%e7%a4%ba%e6%96%87%e6%9c%ac%e5%8c%96%e5%9b%be%e7%89%87
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colour : this.printColor
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var code = '{"type": "showImage"},\n';
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default : ["可以使用setText事件来控制字体、颜色、大小、偏移量等",1,"0","0",1,0,false]
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if(Int_0<=0 || Int_0>50) throw new Error('图片编号在1~50之间');
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var async = Bool_0?', "async": true':'';
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var code = '{"type": "showTextImage", "code": '+Int_0+', "text": "'+EvalString_0+'", "loc": ['+PosString_0+','+PosString_1+'], "opacity": '+Number_0+', "time": '+Int_1+async+'},\n';
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return code;
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*/;
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animateImage_0_s
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: '图片淡入' EvalString '起点像素位置' 'x' PosString 'y' PosString '动画时间' Int '保留图片' Bool '不等待执行完毕' Bool Newline
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hideImage_s
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: '清除图片' '图片编号' Int '时间' Int '不等待执行完毕' Bool Newline
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/* animateImage_0_s
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tooltip : animageImage:图片淡入
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helpUrl : https://h5mota.com/games/template/docs/#/event?id=animateimage%EF%BC%9A%E5%9B%BE%E7%89%87%E6%B7%A1%E5%85%A5%E6%B7%A1%E5%87%BA
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default : ["bg.jpg","0","0",500,true,false]
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/* hideImage_s
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tooltip : hideImage:清除图片
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helpUrl : https://h5mota.com/games/template/docs/#/event?id=hideImage%ef%bc%9a%e6%b8%85%e9%99%a4%e5%9b%be%e7%89%87
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colour : this.printColor
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var keep = Bool_0?', "keep": true':'';
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var async = Bool_1?', "async": true':'';
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var code = '{"type": "animateImage", "action": "show", "name": "'+EvalString_0+'", "loc": ['+PosString_0+','+PosString_1+'], "time": '+Int_0+keep+async+'},\n';
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return code;
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*/;
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animateImage_1_s
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: '图片淡出' EvalString '起点像素位置' 'x' PosString 'y' PosString '动画时间' Int '清除图片' Bool '不等待执行完毕' Bool Newline
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/* animateImage_1_s
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tooltip : animageImage:图片淡出
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helpUrl : https://h5mota.com/games/template/docs/#/event?id=animateimage%EF%BC%9A%E5%9B%BE%E7%89%87%E6%B7%A1%E5%85%A5%E6%B7%A1%E5%87%BA
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default : ["bg.jpg","0","0",500,true,false]
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colour : this.printColor
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var keep = Bool_0?', "keep": true':'';
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var async = Bool_1?', "async": true':'';
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var code = '{"type": "animateImage", "action": "hide", "name": "'+EvalString_0+'", "loc": ['+PosString_0+','+PosString_1+'], "time": '+Int_0+keep+async+'},\n';
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default : [1,0,false]
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if(Int_0<=0 || Int_0>50) throw new Error('图片编号在1~50之间');
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var async = Bool_0?', "async": true':'';
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var code = '{"type": "hideImage", "code": '+Int_0+', "time": '+Int_1+async+'},\n';
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return code;
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*/;
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@ -1085,19 +1096,23 @@ var code = '{"type": "showGif"},\n';
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return code;
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*/;
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moveImage_0_s
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: '图片移动' EvalString '起点像素位置' 'x' PosString 'y' PosString BGNL
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'终点像素位置' 'x' PosString 'y' PosString '移动时间' Int '保留图片' Bool '不等待执行完毕' Bool Newline
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moveImage_s
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: '图片移动' '图片编号' Int '终点像素位置' 'x' PosString? 'y' PosString? BGNL?
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'不透明度' EvalString? '移动时间' Int '不等待执行完毕' Bool Newline
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/* moveImage_0_s
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/* moveImage_s
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tooltip : moveImage:图片移动
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helpUrl : https://h5mota.com/games/template/docs/#/event?id=moveimage%EF%BC%9A%E5%9B%BE%E7%89%87%E7%A7%BB%E5%8A%A8
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default : ["bg.jpg","0","0","0","0",500,true,false]
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helpUrl : https://h5mota.com/games/template/docs/#/event?id=moveImage%ef%bc%9a%e5%9b%be%e7%89%87%e7%a7%bb%e5%8a%a8
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default : [1,'','','',500,false]
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colour : this.printColor
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var keep = Bool_0?', "keep": true':'';
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var async = Bool_1?', "async": true':'';
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var code = '{"type": "moveImage", "name": "'+EvalString_0+'", "from": ['+PosString_0+','+PosString_1+'], "to": ['+PosString_2+','+PosString_3+'], "time": '+Int_0+keep+async+'},\n';
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if(Int_0<=0 || Int_0>50) throw new Error('图片编号在1~50之间');
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var toloc = '';
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if (PosString_0 && PosString_1)
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toloc = ', "to": ['+PosString_0+','+PosString_1+']';
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EvalString_0 = (EvalString_0!=='') ? (', "opacity": '+EvalString_0):'';
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var async = Bool_0?', "async": true':'';
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var code = '{"type": "moveImage", "code": '+Int_0+toloc+EvalString_0+',"time": '+Int_1+async+'},\n';
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return code;
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*/;
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@ -1119,7 +1134,7 @@ Number_0 = limit(Number_0,0,255);
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Number_1 = limit(Number_1,0,255);
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Number_2 = limit(Number_2,0,255);
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Number_3 = limit(Number_3,0,1);
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Int_0 = Int_0 ?(', "time": '+Int_0):'';
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Int_0 = Int_0!=='' ?(', "time": '+Int_0):'';
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var async = Bool_0?', "async": true':'';
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var code = '{"type": "setFg", "color": ['+Number_0+','+Number_1+','+Number_2+','+Number_3+']'+Int_0 +async+'},\n';
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return code;
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@ -1134,7 +1149,7 @@ tooltip : setFg: 恢复画面色调,动画时间可不填
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helpUrl : https://h5mota.com/games/template/docs/#/event?id=setfg%EF%BC%9A%E6%9B%B4%E6%94%B9%E7%94%BB%E9%9D%A2%E8%89%B2%E8%B0%83
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default : [500,false]
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colour : this.soundColor
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Int_0 = Int_0 ?(', "time": '+Int_0):'';
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Int_0 = Int_0!=='' ?(', "time": '+Int_0):'';
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var async = Bool_0?', "async": true':'';
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var code = '{"type": "setFg"'+Int_0 +async+'},\n';
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return code;
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@ -1168,7 +1183,7 @@ var floorstr = '';
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if (PosString_0 && PosString_1) {
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floorstr = ', "loc": ['+PosString_0+','+PosString_1+']';
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}
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Int_0 = Int_0 ?(', "time": '+Int_0):'';
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Int_0 = Int_0!=='' ?(', "time": '+Int_0):'';
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Bool_0 = Bool_0?', "keep": true':'';
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Bool_1 = Bool_1?', "async": true':'';
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var code = '{"type": "move"'+floorstr+Int_0+Bool_0+Bool_1+', "steps": '+JSON.stringify(StepString_0)+'},\n';
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@ -1184,7 +1199,7 @@ tooltip : moveHero:移动勇士,用这种方式移动勇士的过程中将无
|
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helpUrl : https://h5mota.com/games/template/docs/#/event?id=movehero%EF%BC%9A%E7%A7%BB%E5%8A%A8%E5%8B%87%E5%A3%AB
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default : [500,false,"上右3下2左上左2"]
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colour : this.dataColor
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Int_0 = Int_0 ?(', "time": '+Int_0):'';
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Int_0 = Int_0!=='' ?(', "time": '+Int_0):'';
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Bool_0 = Bool_0?', "async": true':'';
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var code = '{"type": "moveHero"'+Int_0+Bool_0+', "steps": '+JSON.stringify(StepString_0)+'},\n';
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return code;
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@ -1206,7 +1221,7 @@ if (PosString_0 && PosString_1) {
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if (PosString_2 && PosString_3) {
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floorstr += ', "to": ['+PosString_2+','+PosString_3+']';
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}
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Int_0 = Int_0 ?(', "time": '+Int_0):'';
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||||
Int_0 = Int_0!=='' ?(', "time": '+Int_0):'';
|
||||
Bool_0 = Bool_0?', "keep": true':'';
|
||||
Bool_1 = Bool_1?', "async": true':'';
|
||||
var code = '{"type": "jump"'+floorstr+''+Int_0+Bool_0+Bool_1+'},\n';
|
||||
@ -1226,7 +1241,7 @@ var floorstr = '';
|
||||
if (PosString_0 && PosString_1) {
|
||||
floorstr = ', "loc": ['+PosString_0+','+PosString_1+']';
|
||||
}
|
||||
Int_0 = Int_0 ?(', "time": '+Int_0):'';
|
||||
Int_0 = Int_0!=='' ?(', "time": '+Int_0):'';
|
||||
Bool_0 = Bool_0?', "async": true':'';
|
||||
var code = '{"type": "jumpHero"'+floorstr+Int_0+Bool_0+'},\n';
|
||||
return code;
|
||||
@ -1269,6 +1284,32 @@ var code = '{"type": "resumeBgm"},\n';
|
||||
return code;
|
||||
*/;
|
||||
|
||||
loadBgm_s
|
||||
: '预加载背景音乐' EvalString Newline
|
||||
|
||||
|
||||
/* loadBgm_s
|
||||
tooltip : loadBgm: 预加载某个背景音乐,之后可以直接播放
|
||||
helpUrl : https://h5mota.com/games/template/docs/#/event?id=loadBgm%ef%bc%9a%e9%a2%84%e5%8a%a0%e8%bd%bd%e4%b8%80%e4%b8%aa%e8%83%8c%e6%99%af%e9%9f%b3%e4%b9%90
|
||||
default : ["bgm.mp3"]
|
||||
colour : this.soundColor
|
||||
var code = '{"type": "loadBgm", "name": "'+EvalString_0+'"},\n';
|
||||
return code;
|
||||
*/;
|
||||
|
||||
freeBgm_s
|
||||
: '释放背景音乐的缓存' EvalString Newline
|
||||
|
||||
|
||||
/* freeBgm_s
|
||||
tooltip : freeBgm: 释放背景音乐的缓存
|
||||
helpUrl : https://h5mota.com/games/template/docs/#/event?id=freeBgm%ef%bc%9a%e9%87%8a%e6%94%be%e4%b8%80%e4%b8%aa%e8%83%8c%e6%99%af%e9%9f%b3%e4%b9%90%e7%9a%84%e7%bc%93%e5%ad%98
|
||||
default : ["bgm.mp3"]
|
||||
colour : this.soundColor
|
||||
var code = '{"type": "freeBgm", "name": "'+EvalString_0+'"},\n';
|
||||
return code;
|
||||
*/;
|
||||
|
||||
playSound_s
|
||||
: '播放音效' EvalString Newline
|
||||
|
||||
@ -1291,7 +1332,7 @@ tooltip : setVolume: 设置音量
|
||||
helpUrl : https://h5mota.com/games/template/docs/#/event?id=setvolume%EF%BC%9A%E8%AE%BE%E7%BD%AE%E9%9F%B3%E9%87%8F
|
||||
default : [90, 500, false]
|
||||
colour : this.soundColor
|
||||
Int_1 = Int_1?(', "time": '+Int_1):""
|
||||
Int_1 = Int_1!==''?(', "time": '+Int_1):""
|
||||
var async = Bool_0?', "async": true':'';
|
||||
var code = '{"type": "setVolume", "value": '+Int_0+Int_1+async+'},\n';
|
||||
return code;
|
||||
@ -1490,15 +1531,16 @@ return code;
|
||||
|
||||
|
||||
function_s
|
||||
: '自定义JS脚本' BGNL? Newline RawEvalString Newline BEND Newline
|
||||
: '自定义JS脚本' '不自动执行下一个事件' Bool BGNL? Newline RawEvalString Newline BEND Newline
|
||||
|
||||
|
||||
/* function_s
|
||||
tooltip : 可双击多行编辑,请勿使用异步代码。常见API参见文档附录。
|
||||
helpUrl : https://h5mota.com/games/template/docs/#/event?id=function%EF%BC%9A%E8%87%AA%E5%AE%9A%E4%B9%89js%E8%84%9A%E6%9C%AC
|
||||
default : ["alert(core.getStatus(\"atk\"));"]
|
||||
default : [false,"alert(core.getStatus(\"atk\"));"]
|
||||
colour : this.dataColor
|
||||
var code = '{"type": "function", "function": "function(){\\n'+JSON.stringify(RawEvalString_0).slice(1,-1).split('\\\\n').join('\\n')+'\\n}"},\n';
|
||||
Bool_0 = Bool_0?', "async": true':'';
|
||||
var code = '{"type": "function"'+Bool_0+', "function": "function(){\\n'+JSON.stringify(RawEvalString_0).slice(1,-1).split('\\\\n').join('\\n')+'\\n}"},\n';
|
||||
return code;
|
||||
*/;
|
||||
|
||||
@ -1650,8 +1692,8 @@ Arithmetic_List
|
||||
;
|
||||
|
||||
Weather_List
|
||||
: '无'|'雨'|'雪'
|
||||
/*Weather_List ['','rain','snow']*/;
|
||||
: '无'|'雨'|'雪'|'雾'
|
||||
/*Weather_List ['','rain','snow','fog']*/;
|
||||
|
||||
B_0_List
|
||||
: '不改变'|'不可通行'|'可以通行'
|
||||
@ -1666,16 +1708,16 @@ Bg_Fg_List
|
||||
/*Bg_Fg_List ['bg','fg']*/;
|
||||
|
||||
Floor_Meta_List
|
||||
: '楼层中文名'|'状态栏名称'|'能否使用楼传'|'能否打开快捷商店'|'是否不可浏览地图'|'默认地面ID'|'楼层贴图'|'宝石血瓶效果'|'上楼点坐标'|'下楼点坐标'|'背景音乐'|'画面色调'|'天气和强度'|'是否地下层'
|
||||
/*Floor_Meta_List ['title','name','canFlyTo', 'canUseQuickShop', 'cannotViewMap', 'defaultGround', 'images', 'item_ratio', 'upFloor', 'downFloor', 'bgm', 'color', 'weather', 'underGround']*/;
|
||||
: '楼层中文名'|'状态栏名称'|'能否使用楼传'|'能否打开快捷商店'|'是否不可浏览地图'|'是否不可瞬间移动'|'默认地面ID'|'楼层贴图'|'宝石血瓶效果'|'上楼点坐标'|'下楼点坐标'|'背景音乐'|'画面色调'|'天气和强度'|'是否地下层'
|
||||
/*Floor_Meta_List ['title','name','canFlyTo', 'canUseQuickShop', 'cannotViewMap', 'cannotMoveDirectly', 'defaultGround', 'images', 'item_ratio', 'upFloor', 'downFloor', 'bgm', 'color', 'weather', 'underGround']*/;
|
||||
|
||||
Global_Attribute_List
|
||||
: '全局字体'|'横屏左侧状态栏背景'|'竖屏上方状态栏背景'|'竖屏下方道具栏背景'|'边框颜色'|'状态栏文字色'|'难度显示文字色'|'楼层转换背景'|'楼层转换文字色'
|
||||
/*Global_Attribute_List ['font','statusLeftBackground','statusTopBackground', 'toolsBackground', 'borderColor', 'statusBarColor', 'hardLabelColor', 'floorChangingBackground', 'floorChangingTextColor']*/;
|
||||
|
||||
Global_Value_List
|
||||
: '血网伤害'|'中毒伤害'|'衰弱效果'|'红宝石效果'|'蓝宝石效果'|'绿宝石效果'|'红血瓶效果'|'蓝血瓶效果'|'黄血瓶效果'|'绿血瓶效果'|'破甲比例'|'反击比例'|'净化比例'|'仇恨增加值'|'行走速度'|'动画时间'
|
||||
/*Global_Value_List ['lavaDamage','poisonDamage','weakValue', 'redJewel', 'blueJewel', 'greenJewel', 'redPotion', 'bluePotion', 'yellowPotion', 'greenPotion', 'breakArmor', 'counterAttack', 'purify', 'hatred', 'moveSpeed', 'animateSpeed']*/;
|
||||
: '血网伤害'|'中毒伤害'|'衰弱效果'|'红宝石效果'|'蓝宝石效果'|'绿宝石效果'|'红血瓶效果'|'蓝血瓶效果'|'黄血瓶效果'|'绿血瓶效果'|'破甲比例'|'反击比例'|'净化比例'|'仇恨增加值'|'行走速度'|'动画时间'|'楼层切换时间'
|
||||
/*Global_Value_List ['lavaDamage','poisonDamage','weakValue', 'redJewel', 'blueJewel', 'greenJewel', 'redPotion', 'bluePotion', 'yellowPotion', 'greenPotion', 'breakArmor', 'counterAttack', 'purify', 'hatred', 'moveSpeed', 'animateSpeed', 'floorChangeTime']*/;
|
||||
|
||||
Bool: 'TRUE'
|
||||
| 'FALSE'
|
||||
@ -1787,7 +1829,7 @@ ActionParser.prototype.parse = function (obj,type) {
|
||||
if(typeof(obj)===typeof('')) obj={'data':[obj]};
|
||||
if(obj instanceof Array) obj={'data':obj};
|
||||
return MotaActionBlocks['event_m'].xmlText([
|
||||
obj.trigger==='action',obj.enable,obj.noPass,obj.displayDamage,this.parseList(obj.data)
|
||||
obj.trigger==='action',obj.enable,obj.noPass,obj.animate,obj.displayDamage,this.parseList(obj.data)
|
||||
]);
|
||||
|
||||
case 'changeFloor':
|
||||
@ -1817,7 +1859,7 @@ ActionParser.prototype.parse = function (obj,type) {
|
||||
var text_choices = null;
|
||||
for(var ii=obj.length-1,choice;choice=obj[ii];ii--) {
|
||||
text_choices=MotaActionBlocks['levelCase'].xmlText([
|
||||
MotaActionBlocks['evalString_e'].xmlText([choice.need]),choice.title,this.parseList(choice.action),text_choices]);
|
||||
MotaActionBlocks['evalString_e'].xmlText([choice.need]),choice.title,choice.clear||false,this.parseList(choice.action),text_choices]);
|
||||
}
|
||||
return MotaActionBlocks['level_m'].xmlText([text_choices]);
|
||||
|
||||
@ -1901,12 +1943,15 @@ ActionParser.prototype.parseAction = function() {
|
||||
this.EvalString(data.text),this.next]);
|
||||
break;
|
||||
case "autoText": // 自动剧情文本
|
||||
data.time=this.isset(data.time)?data.time:MotaActionBlocks['autoText_s'].fieldDefault[3];
|
||||
this.next = MotaActionBlocks['autoText_s'].xmlText([
|
||||
'','','',data.time,this.EvalString(data.text),this.next]);
|
||||
break;
|
||||
case "scrollText":
|
||||
this.next = MotaActionBlocks['scrollText_s'].xmlText([
|
||||
data.time, data.async||false, this.EvalString(data.text), this.next]);
|
||||
break;
|
||||
case "comment": // 注释
|
||||
this.next = MotaActionBlocks['comment_s'].xmlText([data.text,this.next]);
|
||||
this.next = MotaActionBlocks['comment_s'].xmlText([this.EvalString(data.text),this.next]);
|
||||
break;
|
||||
case "setText": // 设置剧情文本的属性
|
||||
var setTextfunc = function(a){return a?JSON.stringify(a).slice(1,-1):null;}
|
||||
@ -1915,7 +1960,7 @@ ActionParser.prototype.parseAction = function() {
|
||||
if (!/^\w+\.png$/.test(data.background))
|
||||
data.background=setTextfunc(data.background);
|
||||
this.next = MotaActionBlocks['setText_s'].xmlText([
|
||||
data.position,data.offset,data.title,data.text,data.background,data.bold,data.titlefont,data.textfont,data.time,this.next]);
|
||||
data.position,data.offset,data.title,data.text,data.background,data.bold,data.titlefont,data.textfont,data.time||0,this.next]);
|
||||
break;
|
||||
case "tip":
|
||||
this.next = MotaActionBlocks['tip_s'].xmlText([
|
||||
@ -2057,22 +2102,23 @@ ActionParser.prototype.parseAction = function() {
|
||||
this.next = MotaActionBlocks['vibrate_s'].xmlText([data.time||0, data.async||false, this.next]);
|
||||
break;
|
||||
case "showImage": // 显示图片
|
||||
if(this.isset(data.name)){
|
||||
this.next = MotaActionBlocks['showImage_0_s'].xmlText([
|
||||
data.name,data.loc[0],data.loc[1],this.next]);
|
||||
} else {
|
||||
this.next = MotaActionBlocks['showImage_1_s'].xmlText([
|
||||
this.next]);
|
||||
}
|
||||
data.loc=data.loc||['','']
|
||||
this.next = MotaActionBlocks['showImage_s'].xmlText([
|
||||
data.code,data.image,data.loc[0],data.loc[1],data.dw,data.dh,data.opacity,data.time||0,data.async||false,this.next]);
|
||||
break;
|
||||
case "animateImage": // 显示图片
|
||||
if(data.action == 'show'){
|
||||
this.next = MotaActionBlocks['animateImage_0_s'].xmlText([
|
||||
data.name,data.loc[0],data.loc[1],data.time,data.keep||false,data.async||false,this.next]);
|
||||
} else if (data.action == 'hide') {
|
||||
this.next = MotaActionBlocks['animateImage_1_s'].xmlText([
|
||||
data.name,data.loc[0],data.loc[1],data.time,data.keep||false,data.async||false,this.next]);
|
||||
}
|
||||
case "hideImage": // 清除图片
|
||||
this.next = MotaActionBlocks['hideImage_s'].xmlText([
|
||||
data.code,data.time||0,data.async||false,this.next]);
|
||||
break;
|
||||
case "showTextImage": // 显示图片化文本
|
||||
data.loc=data.loc||['','']
|
||||
this.next = MotaActionBlocks['showTextImage_s'].xmlText([
|
||||
this.EvalString(data.text),data.code,data.loc[0],data.loc[1],data.opacity,data.time||0,data.async||false,this.next]);
|
||||
break;
|
||||
case "moveImage": // 移动图片
|
||||
data.to=data.to||['','']
|
||||
this.next = MotaActionBlocks['moveImage_s'].xmlText([
|
||||
data.code, data.to[0], data.to[1], data.opacity, data.time||0, data.async||false, this.next]);
|
||||
break;
|
||||
case "showGif": // 显示动图
|
||||
if(this.isset(data.name)){
|
||||
@ -2083,11 +2129,6 @@ ActionParser.prototype.parseAction = function() {
|
||||
this.next]);
|
||||
}
|
||||
break;
|
||||
case "moveImage": // 移动图片
|
||||
this.next = MotaActionBlocks['moveImage_0_s'].xmlText([
|
||||
data.name, data.from[0], data.from[1], data.to[0], data.to[1], data.time, data.keep||false, data.async||false, this.next
|
||||
]);
|
||||
break;
|
||||
case "setFg": // 颜色渐变
|
||||
if(this.isset(data.color)){
|
||||
var alpha = data.color[3];
|
||||
@ -2144,9 +2185,17 @@ ActionParser.prototype.parseAction = function() {
|
||||
this.next = MotaActionBlocks['resumeBgm_s'].xmlText([
|
||||
this.next]);
|
||||
break
|
||||
case "loadBgm":
|
||||
this.next = MotaActionBlocks['loadBgm_s'].xmlText([
|
||||
data.name,this.next]);
|
||||
break
|
||||
case "freeBgm":
|
||||
this.next = MotaActionBlocks['freeBgm_s'].xmlText([
|
||||
data.name,this.next]);
|
||||
break
|
||||
case "setVolume":
|
||||
this.next = MotaActionBlocks['setVolume_s'].xmlText([
|
||||
data.value, data.time, data.async||false, this.next]);
|
||||
data.value, data.time||0, data.async||false, this.next]);
|
||||
break
|
||||
case "setValue":
|
||||
this.next = MotaActionBlocks['setValue_s'].xmlText([
|
||||
@ -2225,7 +2274,7 @@ ActionParser.prototype.parseAction = function() {
|
||||
var func = data["function"];
|
||||
func=func.split('{').slice(1).join('{').split('}').slice(0,-1).join('}').trim().split('\n').join('\\n');
|
||||
this.next = MotaActionBlocks['function_s'].xmlText([
|
||||
func,this.next]);
|
||||
data.async||false,func,this.next]);
|
||||
break;
|
||||
case "update":
|
||||
this.next = MotaActionBlocks['update_s'].xmlText([
|
||||
@ -2237,7 +2286,7 @@ ActionParser.prototype.parseAction = function() {
|
||||
break;
|
||||
case "hideStatusBar":
|
||||
this.next = MotaActionBlocks['hideStatusBar_s'].xmlText([
|
||||
this.next]);
|
||||
data.toolbox||false,this.next]);
|
||||
break;
|
||||
case "updateEnemys":
|
||||
this.next = MotaActionBlocks['updateEnemys_s'].xmlText([
|
||||
@ -2245,7 +2294,7 @@ ActionParser.prototype.parseAction = function() {
|
||||
break;
|
||||
case "sleep": // 等待多少毫秒
|
||||
this.next = MotaActionBlocks['sleep_s'].xmlText([
|
||||
data.time,this.next]);
|
||||
data.time||0,this.next]);
|
||||
break;
|
||||
case "wait": // 等待用户操作
|
||||
this.next = MotaActionBlocks['wait_s'].xmlText([
|
||||
@ -2335,7 +2384,7 @@ MotaActionFunctions.IdString_pre = function(IdString){
|
||||
|
||||
MotaActionFunctions.PosString_pre = function(PosString){
|
||||
if (!PosString || /^-?\d+$/.test(PosString)) return PosString;
|
||||
if (!(/^flag:[0-9a-zA-Z_][0-9a-zA-Z_\-:]*$/.test(PosString)))throw new Error(PosString+'中包含了0-9 a-z A-Z _ - :之外的字符,或者是没有以flag: 开头');
|
||||
if (!(/^flag:[0-9a-zA-Z_][0-9a-zA-Z_:]*$/.test(PosString)))throw new Error(PosString+'中包含了0-9 a-z A-Z _ :之外的字符,或者是没有以flag: 开头');
|
||||
return '"'+PosString+'"';
|
||||
}
|
||||
|
||||
|
||||
@ -261,7 +261,7 @@ var comment_c456ea59_6018_45ef_8bcc_211a24c627dc =
|
||||
"_leaf": true,
|
||||
"_type": "textarea",
|
||||
"_range": "thiseval==null||(thiseval instanceof Array)",
|
||||
"_data": "该图块的不可入方向\n可以在这里定义不能从哪个方向访问该图块,可以达到悬崖之类的效果\n例如 [\"down\", \"right\"] 代表不能从下或右访问此图块\n此值对背景层、事件层、前景层上的图块均有效"
|
||||
"_data": "该图块的不可入方向\n可以在这里定义不能朝哪个方向进入该图块,可以达到悬崖之类的效果\n例如 [\"down\"] 代表不能从该图块的上方点朝向下进入此图块\n此值对背景层、事件层、前景层上的图块均有效"
|
||||
},
|
||||
"faceIds": {
|
||||
"_leaf": true,
|
||||
@ -324,6 +324,12 @@ var comment_c456ea59_6018_45ef_8bcc_211a24c627dc =
|
||||
"_bool": "bool",
|
||||
"_data": "该层是否不允许被浏览地图看到;如果勾上则浏览地图会跳过该层"
|
||||
},
|
||||
"cannotMoveDirectly": {
|
||||
"_leaf": true,
|
||||
"_type": "checkbox",
|
||||
"_bool": "bool",
|
||||
"_data": "该层是否不允许瞬间移动;如果勾上则不可在此层进行瞬移"
|
||||
},
|
||||
"firstArrive": {
|
||||
"_leaf": true,
|
||||
"_type": "event",
|
||||
@ -334,7 +340,7 @@ var comment_c456ea59_6018_45ef_8bcc_211a24c627dc =
|
||||
"_leaf": true,
|
||||
"_type": "event",
|
||||
"_event": "eachArrive",
|
||||
"_data": "每次到该楼层触发的事件,可以双击进入事件编辑器;该事件会比firstArrive先执行。"
|
||||
"_data": "每次到该楼层触发的事件,可以双击进入事件编辑器;该事件会在firstArrive执行后再执行。"
|
||||
},
|
||||
"parallelDo": {
|
||||
"_leaf": true,
|
||||
@ -376,7 +382,7 @@ var comment_c456ea59_6018_45ef_8bcc_211a24c627dc =
|
||||
"weather": {
|
||||
"_leaf": true,
|
||||
"_type": "textarea",
|
||||
"_data": "该层的默认天气。本项可忽略表示晴天,如果写则第一项为\"rain\"或\"snow\"代表雨雪,第二项为1-10之间的数代表强度。\n如[\"rain\", 8]代表8级雨天。"
|
||||
"_data": "该层的默认天气。本项可忽略表示晴天,如果写则第一项为\"rain\",\"snow\"或\"fog\"代表雨雪雾,第二项为1-10之间的数代表强度。\n如[\"rain\", 8]代表8级雨天。"
|
||||
},
|
||||
"bgm": {
|
||||
"_leaf": true,
|
||||
|
||||
@ -392,3 +392,21 @@ table.row td {
|
||||
[v-cloak] {
|
||||
display: none !important;
|
||||
}
|
||||
|
||||
#searchBlock {
|
||||
width: 100px;
|
||||
background-color: #E9EBF2;
|
||||
border-radius: 10px;
|
||||
outline: none;
|
||||
padding-left: 20px;
|
||||
height: 14px;
|
||||
}
|
||||
|
||||
.searchLogo {
|
||||
width: 15px;
|
||||
height: 15px;
|
||||
position: absolute;
|
||||
left: 6px;
|
||||
top: 6px;
|
||||
background-image:url('data:image/svg+xml;base64,PHN2ZyB2ZXJzaW9uPSIxLjEiIGJhc2VQcm9maWxlPSJmdWxsIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHhtbG5zOnhsaW5rPSJodHRwOi8vd3d3LnczLm9yZy8xOTk5L3hsaW5rIiB4bWxuczpldj0iaHR0cDovL3d3dy53My5vcmcvMjAwMS94bWwtZXZlbnRzIj4KPGc%2BCgk8cG9seWdvbiBmaWxsPSIjNjY2IiBwb2ludHM9IjkuMjA3LDYuMTI2IDcuNzkzLDcuNTQxIDExLjc5MywxMS41NDEgMTMuMjA3LDEwLjEyNiIgLz4KCTxwYXRoIGZpbGw9IiM2NjYiIGQ9Ik01LjkxNywyYzEuNjA4LDAsMi45MTcsMS4zMDgsMi45MTcsMi45MTdTNy41MjUsNy44MzMsNS45MTcsNy44MzNTMyw2LjUyNSwzLDQuOTE3UzQuMzA4LDIsNS45MTcsMgoJCSBNNS45MTcsMEMzLjIwMSwwLDEsMi4yMDEsMSw0LjkxN3MyLjIwMSw0LjkxNyw0LjkxNyw0LjkxN3M0LjkxNy0yLjIwMSw0LjkxNy00LjkxN0MxMC44MzMsMi4yMDEsOC42MzIsMCw1LjkxNywwTDUuOTE3LDB6IiAvPgo8L2c%2BCjwvc3ZnPgo%3D');
|
||||
}
|
||||
@ -388,7 +388,12 @@ var data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc =
|
||||
"animateSpeed": {
|
||||
"_leaf": true,
|
||||
"_type": "textarea",
|
||||
"_data": "动画时间,一般300比较合适"
|
||||
"_data": "全局动画时间,即怪物振动频率,一般300比较合适"
|
||||
},
|
||||
"floorChangeTime": {
|
||||
"_leaf": true,
|
||||
"_type": "textarea",
|
||||
"_data": "默认楼层切换时间"
|
||||
}
|
||||
}
|
||||
},
|
||||
@ -522,20 +527,6 @@ 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"
|
||||
},
|
||||
"equipPercentage": {
|
||||
"_leaf": true,
|
||||
"_type": "checkbox",
|
||||
"_bool": "bool",
|
||||
"_data": "装备增加百分比属性。如果此项为true,则装备属性全部按照百分比进行计算,比如\"atk\": 20意味着攻击增加20%。\n如果多个装备百分比增加同一个属性的,按加算处理。(即一个10%一个20%总共是30%而不是32%)"
|
||||
},
|
||||
/*
|
||||
"enableDeleteItem": {
|
||||
"_leaf": true,
|
||||
"_type": "checkbox",
|
||||
"_bool": "bool",
|
||||
"_data": "是否允许删除(丢弃)道具"
|
||||
},
|
||||
*/
|
||||
"enableAddPoint": {
|
||||
"_leaf": true,
|
||||
"_type": "checkbox",
|
||||
@ -566,6 +557,12 @@ var data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc =
|
||||
"_bool": "bool",
|
||||
"_data": "是否循环计算临界;如果此项为true则使用循环法(而不是回合数计算法)来算临界"
|
||||
},
|
||||
"loopStep": {
|
||||
"_leaf": true,
|
||||
"_type": "textbox",
|
||||
"_range": "thiseval==null || thiseval>0",
|
||||
"_data": "循环计算临界时,每次攻击增加量为原始攻击的多少分之一。\n例如,5000就代表循环中每次攻击增加量是原始攻击的1/5000(向上取整)。\n默认值5000。"
|
||||
},
|
||||
"startUsingCanvas": {
|
||||
"_leaf": true,
|
||||
"_type": "checkbox",
|
||||
@ -578,6 +575,18 @@ var data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc =
|
||||
"_bool": "bool",
|
||||
"_data": "点击“开始游戏”后是否立刻开始游戏而不显示难度选择界面"
|
||||
},
|
||||
"statusCanvas": {
|
||||
"_leaf": true,
|
||||
"_type": "checkbox",
|
||||
"_bool": "bool",
|
||||
"_data": "是否状态栏canvas化,即手动自定义绘制状态栏。\n如果此项开启,则可在脚本编辑的drawStatusBar中自定义绘制菜单栏。"
|
||||
},
|
||||
"statusCanvasRowsOnMobile": {
|
||||
"_leaf": true,
|
||||
"_type": "textarea",
|
||||
"_range": "thiseval==null || (thiseval>0 && thiseval<=4)",
|
||||
"_data": "竖屏模式下,顶端状态栏canvas化后的行数。\n此项将决定竖屏的状态栏高度,如果设置则不小于1且不大于4。\n仅在statusCanvas开启时才有效"
|
||||
},
|
||||
"canOpenBattleAnimate": {
|
||||
"_leaf": true,
|
||||
"_type": "checkbox",
|
||||
@ -655,6 +664,12 @@ var data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc =
|
||||
"_type": "checkbox",
|
||||
"_bool": "bool",
|
||||
"_data": "是否在经过领域/夹击/路障等伤害后禁用快捷商店。"
|
||||
},
|
||||
"checkConsole": {
|
||||
"_leaf": true,
|
||||
"_type": "checkbox",
|
||||
"_bool": "bool",
|
||||
"_data": "是否检查控制台的开启情况。"
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -197,7 +197,12 @@ editor.prototype.fetchMapFromCore = function(){
|
||||
var mapArray = core.maps.save(core.status.maps, core.status.floorId);
|
||||
editor.map = mapArray.map(function (v) {
|
||||
return v.map(function (v) {
|
||||
return editor.ids[[editor.indexs[parseInt(v)][0]]]
|
||||
var x = parseInt(v), y = editor.indexs[x];
|
||||
if (!core.isset(y)) {
|
||||
printe("素材数字"+x+"未定义。是不是忘了注册,或者接档时没有覆盖icons.js和maps.js?");
|
||||
y = [0];
|
||||
}
|
||||
return editor.ids[y[0]]
|
||||
})
|
||||
});
|
||||
editor.currentFloorId = core.status.floorId;
|
||||
@ -210,7 +215,12 @@ editor.prototype.fetchMapFromCore = function(){
|
||||
}
|
||||
editor[name]=mapArray.map(function (v) {
|
||||
return v.map(function (v) {
|
||||
return editor.ids[[editor.indexs[parseInt(v)][0]]]
|
||||
var x = parseInt(v), y = editor.indexs[x];
|
||||
if (!core.isset(y)) {
|
||||
printe("素材数字"+x+"未定义。是不是忘了注册,或者接档时没有覆盖icons.js和maps.js?");
|
||||
y = [0];
|
||||
}
|
||||
return editor.ids[y[0]]
|
||||
})
|
||||
});
|
||||
}
|
||||
@ -225,6 +235,7 @@ editor.prototype.changeFloor = function (floorId, callback) {
|
||||
});
|
||||
editor.currentFloorData[name]=mapArray;
|
||||
}
|
||||
editor.preMapData = null;
|
||||
core.changeFloor(floorId, null, {"x": 0, "y": 0, "direction": "up"}, null, function () {
|
||||
core.bigmap.offsetX=0;
|
||||
core.bigmap.offsetY=0;
|
||||
@ -275,12 +286,27 @@ editor.prototype.drawEventBlock = function () {
|
||||
}
|
||||
}
|
||||
|
||||
editor.prototype.drawPosSelection = function () {
|
||||
this.drawEventBlock();
|
||||
var fg=document.getElementById('efg').getContext('2d');
|
||||
fg.strokeStyle = 'rgba(255,255,255,0.7)';
|
||||
fg.lineWidth = 4;
|
||||
fg.strokeRect(32*editor.pos.x - core.bigmap.offsetX + 4, 32*editor.pos.y - core.bigmap.offsetY + 4, 24, 24);
|
||||
}
|
||||
|
||||
editor.prototype.updateMap = function () {
|
||||
var evs = {};
|
||||
if (editor.currentFloorData && editor.currentFloorData.events) {
|
||||
for (var loc in editor.currentFloorData.events) {
|
||||
if ((editor.currentFloorData.events[loc]||{}).animate == false)
|
||||
evs[loc] = {"animate": false};
|
||||
}
|
||||
}
|
||||
var blocks = main.editor.mapIntoBlocks(editor.map.map(function (v) {
|
||||
return v.map(function (v) {
|
||||
return v.idnum || v || 0
|
||||
})
|
||||
}), {'events': {}, 'changeFloor': {}}, editor.currentFloorId);
|
||||
}), {'events': evs, 'changeFloor': {}}, editor.currentFloorId);
|
||||
core.status.thisMap.blocks = blocks;
|
||||
main.editor.updateMap();
|
||||
|
||||
@ -327,7 +353,7 @@ editor.prototype.moveViewport=function(x,y){
|
||||
core.bigmap.offsetY = core.clamp(core.bigmap.offsetY+32*y, 0, 32*core.bigmap.height-416);
|
||||
core.control.updateViewport();
|
||||
editor.buildMark();
|
||||
editor.drawEventBlock();
|
||||
editor.drawPosSelection();
|
||||
}
|
||||
|
||||
/////////// 通用 ///////////
|
||||
@ -631,6 +657,15 @@ editor.prototype.listen = function () {
|
||||
|
||||
eui.oncontextmenu=function(e){e.preventDefault()}
|
||||
|
||||
eui.ondblclick = function(e) {
|
||||
// 双击地图可以选中素材
|
||||
var loc = eToLoc(e);
|
||||
var pos = locToPos(loc,true);
|
||||
var thisevent = editor.map[pos.y][pos.x];
|
||||
editor.setSelectBoxFromInfo(thisevent);
|
||||
return;
|
||||
}
|
||||
|
||||
eui.onmousedown = function (e) {
|
||||
if (e.button==2){
|
||||
var loc = eToLoc(e);
|
||||
@ -701,7 +736,7 @@ editor.prototype.listen = function () {
|
||||
holdingPath = 0;
|
||||
e.stopPropagation();
|
||||
if (stepPostfix && stepPostfix.length) {
|
||||
preMapData = JSON.parse(JSON.stringify({map:editor.map,fgmap:editor.fgmap,bgmap:editor.bgmap}));
|
||||
editor.preMapData = JSON.parse(JSON.stringify({map:editor.map,fgmap:editor.fgmap,bgmap:editor.bgmap}));
|
||||
if(editor.brushMod!=='line'){
|
||||
var x0=stepPostfix[0].x;
|
||||
var y0=stepPostfix[0].y;
|
||||
@ -795,7 +830,7 @@ editor.prototype.listen = function () {
|
||||
}
|
||||
}
|
||||
|
||||
var preMapData = {};
|
||||
editor.preMapData = null;
|
||||
var currDrawData = {
|
||||
pos: [],
|
||||
info: {}
|
||||
@ -809,18 +844,18 @@ editor.prototype.listen = function () {
|
||||
if (e.altKey && [48, 49, 50, 51, 52, 53, 54, 55, 56, 57].indexOf(e.keyCode) !== -1)
|
||||
e.preventDefault();
|
||||
//Ctrl+z 撤销上一步undo
|
||||
if (e.keyCode == 90 && e.ctrlKey && preMapData && currDrawData.pos.length && selectBox.isSelected) {
|
||||
editor.map = JSON.parse(JSON.stringify(preMapData.map));
|
||||
editor.fgmap = JSON.parse(JSON.stringify(preMapData.fgmap));
|
||||
editor.bgmap = JSON.parse(JSON.stringify(preMapData.bgmap));
|
||||
if (e.keyCode == 90 && e.ctrlKey && editor.preMapData && currDrawData.pos.length && selectBox.isSelected) {
|
||||
editor.map = JSON.parse(JSON.stringify(editor.preMapData.map));
|
||||
editor.fgmap = JSON.parse(JSON.stringify(editor.preMapData.fgmap));
|
||||
editor.bgmap = JSON.parse(JSON.stringify(editor.preMapData.bgmap));
|
||||
editor.updateMap();
|
||||
reDo = JSON.parse(JSON.stringify(currDrawData));
|
||||
currDrawData = {pos: [], info: {}};
|
||||
preMapData = null;
|
||||
editor.preMapData = null;
|
||||
}
|
||||
//Ctrl+y 重做一步redo
|
||||
if (e.keyCode == 89 && e.ctrlKey && reDo && reDo.pos.length && selectBox.isSelected) {
|
||||
preMapData = JSON.parse(JSON.stringify({map:editor.map,fgmap:editor.fgmap,bgmap:editor.bgmap}));
|
||||
editor.preMapData = JSON.parse(JSON.stringify({map:editor.map,fgmap:editor.fgmap,bgmap:editor.bgmap}));
|
||||
for (var j = 0; j < reDo.pos.length; j++)
|
||||
editor.map[reDo.pos[j].y][reDo.pos[j].x] = JSON.parse(JSON.stringify(reDo.info));
|
||||
|
||||
@ -863,6 +898,15 @@ editor.prototype.listen = function () {
|
||||
printf('已保存该快捷图块, ctrl + '+(e.keyCode-48)+' 使用.')
|
||||
core.setLocalStorage('shortcut',shortcut);
|
||||
}
|
||||
// wasd平移大地图
|
||||
if (e.keyCode==87)
|
||||
editor.moveViewport(0,-1)
|
||||
else if (e.keyCode==65)
|
||||
editor.moveViewport(-1,0)
|
||||
else if (e.keyCode==83)
|
||||
editor.moveViewport(0,1);
|
||||
else if (e.keyCode==68)
|
||||
editor.moveViewport(1,0);
|
||||
}
|
||||
|
||||
var dataSelection = document.getElementById('dataSelection');
|
||||
@ -991,7 +1035,7 @@ editor.prototype.listen = function () {
|
||||
copyLoc.onmousedown = function(e){
|
||||
editor.hideMidMenu();
|
||||
e.stopPropagation();
|
||||
preMapData = null;
|
||||
editor.preMapData = null;
|
||||
reDo = null;
|
||||
editor_mode.onmode('');
|
||||
var now = editor.pos;
|
||||
@ -1016,7 +1060,7 @@ editor.prototype.listen = function () {
|
||||
throw(err)
|
||||
}
|
||||
;printf('复制事件成功');
|
||||
editor.drawEventBlock();
|
||||
editor.drawPosSelection();
|
||||
});
|
||||
}
|
||||
|
||||
@ -1024,7 +1068,7 @@ editor.prototype.listen = function () {
|
||||
moveLoc.onmousedown = function(e){
|
||||
editor.hideMidMenu();
|
||||
e.stopPropagation();
|
||||
preMapData = null;
|
||||
editor.preMapData = null;
|
||||
reDo = null;
|
||||
var thisevent = editor.map[editor.pos.y][editor.pos.x];
|
||||
if(thisevent==0){
|
||||
@ -1054,7 +1098,7 @@ editor.prototype.listen = function () {
|
||||
fields.forEach(function(v){
|
||||
var temp_atsfcytaf=editor.currentFloorData[v][now.x+','+now.y];
|
||||
editor.currentFloorData[v][now.x+','+now.y]=editor.currentFloorData[v][last.x+','+last.y];
|
||||
editor.currentFloorData[v][last.x+','+last.y]=temp_atsfcytaf
|
||||
editor.currentFloorData[v][last.x+','+last.y]=temp_atsfcytaf;
|
||||
})
|
||||
editor.file.saveFloorFile(function (err) {
|
||||
if (err) {
|
||||
@ -1062,7 +1106,7 @@ editor.prototype.listen = function () {
|
||||
throw(err)
|
||||
}
|
||||
;printf('两位置的事件已互换');
|
||||
editor.drawEventBlock();
|
||||
editor.drawPosSelection();
|
||||
});
|
||||
}
|
||||
|
||||
@ -1070,7 +1114,7 @@ editor.prototype.listen = function () {
|
||||
clearLoc.onmousedown = function(e){
|
||||
editor.hideMidMenu();
|
||||
e.stopPropagation();
|
||||
preMapData = null;
|
||||
editor.preMapData = null;
|
||||
reDo = null;
|
||||
editor.info = 0;
|
||||
editor_mode.onmode('');
|
||||
@ -1078,7 +1122,7 @@ editor.prototype.listen = function () {
|
||||
editor.map[now.y][now.x]=editor.info;
|
||||
editor.updateMap();
|
||||
fields.forEach(function(v){
|
||||
editor.currentFloorData[v][now.x+','+now.y]=null;
|
||||
delete editor.currentFloorData[v][now.x+','+now.y];
|
||||
})
|
||||
editor.file.saveFloorFile(function (err) {
|
||||
if (err) {
|
||||
@ -1086,7 +1130,7 @@ editor.prototype.listen = function () {
|
||||
throw(err)
|
||||
}
|
||||
;printf('清空此点及事件成功');
|
||||
editor.drawEventBlock();
|
||||
editor.drawPosSelection();
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
@ -4,12 +4,13 @@ editor_blockly = function () {
|
||||
|
||||
initscript = String.raw`
|
||||
(function(){
|
||||
var getCategory = function(name){
|
||||
var getCategory = function(name,custom){
|
||||
for(var node of document.getElementById('toolbox').children) {
|
||||
if(node.getAttribute('name')==name) return node;
|
||||
}
|
||||
var node = document.createElement('category');
|
||||
node.setAttribute('name',name);
|
||||
if(custom)node.setAttribute('custom',custom);
|
||||
document.getElementById('toolbox').appendChild(node);
|
||||
return node;
|
||||
}
|
||||
@ -60,14 +61,14 @@ editor_blockly = function () {
|
||||
MotaActionBlocks['text_1_s'].xmlText(),
|
||||
MotaActionBlocks['comment_s'].xmlText(),
|
||||
MotaActionBlocks['autoText_s'].xmlText(),
|
||||
MotaActionBlocks['scrollText_s'].xmlText(),
|
||||
MotaActionBlocks['setText_s'].xmlText(),
|
||||
MotaActionBlocks['showImage_0_s'].xmlText(),
|
||||
MotaActionBlocks['animateImage_0_s'].xmlText(),
|
||||
MotaActionBlocks['animateImage_1_s'].xmlText(),
|
||||
MotaActionBlocks['showImage_1_s'].xmlText(),
|
||||
MotaActionBlocks['showImage_s'].xmlText(),
|
||||
MotaActionBlocks['hideImage_s'].xmlText(),
|
||||
MotaActionBlocks['showTextImage_s'].xmlText(),
|
||||
MotaActionBlocks['moveImage_s'].xmlText(),
|
||||
MotaActionBlocks['showGif_0_s'].xmlText(),
|
||||
MotaActionBlocks['showGif_1_s'].xmlText(),
|
||||
MotaActionBlocks['moveImage_0_s'].xmlText(),
|
||||
MotaActionBlocks['tip_s'].xmlText(),
|
||||
MotaActionBlocks['win_s'].xmlText(),
|
||||
MotaActionBlocks['lose_s'].xmlText(),
|
||||
@ -143,6 +144,8 @@ editor_blockly = function () {
|
||||
MotaActionBlocks['playBgm_s'].xmlText(),
|
||||
MotaActionBlocks['pauseBgm_s'].xmlText(),
|
||||
MotaActionBlocks['resumeBgm_s'].xmlText(),
|
||||
MotaActionBlocks['loadBgm_s'].xmlText(),
|
||||
MotaActionBlocks['freeBgm_s'].xmlText(),
|
||||
MotaActionBlocks['playSound_s'].xmlText(),
|
||||
MotaActionBlocks['setVolume_s'].xmlText(),
|
||||
],
|
||||
@ -242,15 +245,19 @@ editor_blockly = function () {
|
||||
}
|
||||
]
|
||||
},'event'),
|
||||
|
||||
],
|
||||
'最近使用事件':[
|
||||
'<label text="此处只是占位符,实际定义在editor_blockly.searchBlockCategoryCallback中"></label>',
|
||||
]
|
||||
}
|
||||
var toolboxgap = '<sep gap="5"></sep>'
|
||||
//xml_text = MotaActionFunctions.actionParser.parse(obj,type||'event')
|
||||
//MotaActionBlocks['idString_e'].xmlText()
|
||||
|
||||
for (var name in toolboxObj){
|
||||
getCategory(name).innerHTML = toolboxObj[name].join(toolboxgap);
|
||||
var custom = null;
|
||||
if(name=='最近使用事件')custom='searchBlockCategory';
|
||||
getCategory(name,custom).innerHTML = toolboxObj[name].join(toolboxgap);
|
||||
}
|
||||
|
||||
var blocklyArea = document.getElementById('blocklyArea');
|
||||
@ -268,6 +275,23 @@ var workspace = Blockly.inject(blocklyDiv,{
|
||||
},
|
||||
trashcan: false,
|
||||
});
|
||||
|
||||
editor_blockly.searchBlockCategoryCallback = function(workspace) {
|
||||
var xmlList = [];
|
||||
var labels = editor_blockly.searchBlock();
|
||||
for (var i = 0; i < labels.length; i++) {
|
||||
var blockText = '<xml>' +
|
||||
MotaActionBlocks[labels[i]].xmlText() +
|
||||
'</xml>';
|
||||
var block = Blockly.Xml.textToDom(blockText).firstChild;
|
||||
block.setAttribute("gap", 5);
|
||||
xmlList.push(block);
|
||||
}
|
||||
return xmlList;
|
||||
};
|
||||
|
||||
workspace.registerToolboxCategoryCallback(
|
||||
'searchBlockCategory', editor_blockly.searchBlockCategoryCallback);
|
||||
|
||||
var onresize = function(e) {
|
||||
blocklyDiv.style.width = blocklyArea.offsetWidth + 'px';
|
||||
@ -288,8 +312,11 @@ document.getElementById('blocklyDiv').onmousewheel = function(e){
|
||||
workspace.setScale(workspace.scale);
|
||||
}
|
||||
|
||||
var doubleClickCheck=[[0,'abc']];
|
||||
function omitedcheckUpdateFunction(event) {
|
||||
var doubleClickCheck=[[0,'abc']];
|
||||
function omitedcheckUpdateFunction(event) {
|
||||
if(event.type==='create'){
|
||||
editor_blockly.addIntoLastUsedType(event.blockId);
|
||||
}
|
||||
if(event.type==='ui'){
|
||||
var newClick = [new Date().getTime(),event.blockId];
|
||||
var lastClick = doubleClickCheck.shift();
|
||||
@ -407,7 +434,7 @@ document.getElementById('blocklyDiv').onmousewheel = function(e){
|
||||
MotaActionFunctions.parse(
|
||||
eval('obj=' + codeAreaHL.getValue().replace(/[<>&]/g, function (c) {
|
||||
return {'<': '<', '>': '>', '&': '&'}[c];
|
||||
})),
|
||||
}).replace(/\\r/g, '\\\\r').replace(/\\f/g, '\\\\f')),
|
||||
document.getElementById('entryType').value
|
||||
);
|
||||
}
|
||||
@ -422,7 +449,7 @@ document.getElementById('blocklyDiv').onmousewheel = function(e){
|
||||
var type = args.type;
|
||||
if (!type) return false;
|
||||
editor_blockly.id = id_;
|
||||
codeAreaHL.setValue(input.value.replace(/\\r/g,'\\\\r').replace(/\\f/,'\\\\f'));
|
||||
codeAreaHL.setValue(input.value);
|
||||
document.getElementById('entryType').value = type;
|
||||
editor_blockly.parse();
|
||||
editor_blockly.show();
|
||||
@ -492,8 +519,10 @@ document.getElementById('blocklyDiv').onmousewheel = function(e){
|
||||
'text_0_s': 'EvalString_0',
|
||||
'text_1_s': 'EvalString_2',
|
||||
'autoText_s': 'EvalString_2',
|
||||
'scrollText_s': 'EvalString_0',
|
||||
'comment_s': 'EvalString_0',
|
||||
'choices_s': 'EvalString_0',
|
||||
'showTextImage_s': 'EvalString_0',
|
||||
'function_s': 'RawEvalString_0',
|
||||
'shopsub': 'EvalString_3',
|
||||
}
|
||||
@ -509,6 +538,97 @@ document.getElementById('blocklyDiv').onmousewheel = function(e){
|
||||
}
|
||||
}
|
||||
|
||||
editor_blockly.lastUsedType=[
|
||||
'text_0_s',
|
||||
'comment_s',
|
||||
'show_s',
|
||||
'hide_s',
|
||||
'setValue_s',
|
||||
'if_s',
|
||||
'battle_s',
|
||||
'openDoor_s',
|
||||
'choices_s',
|
||||
'setText_s',
|
||||
'exit_s',
|
||||
'revisit_s',
|
||||
'sleep_s',
|
||||
'setBlock_s'
|
||||
]; // 最常用的15个图块
|
||||
editor_blockly.lastUsedTypeNum=15;
|
||||
|
||||
editor_blockly.addIntoLastUsedType=function(blockId) {
|
||||
var b = editor_blockly.workspace.getBlockById(blockId);
|
||||
if(!b)return;
|
||||
var blockType = b.type;
|
||||
if(!blockType || blockType.indexOf("_s")!==blockType.length-2 || blockType==='pass_s')return;
|
||||
editor_blockly.lastUsedType = editor_blockly.lastUsedType.filter(function (v) {return v!==blockType;});
|
||||
if (editor_blockly.lastUsedType.length >= editor_blockly.lastUsedTypeNum)
|
||||
editor_blockly.lastUsedType.pop();
|
||||
editor_blockly.lastUsedType.unshift(blockType);
|
||||
|
||||
document.getElementById("searchBlock").value='';
|
||||
}
|
||||
|
||||
// Index from 1 - 9
|
||||
editor_blockly.openToolbox = function(index) {
|
||||
// var element = document.getElementById(':'+index);
|
||||
// if (element == null || element.getAttribute("aria-selected")=="true") return;
|
||||
// element.click();
|
||||
editor_blockly.workspace.toolbox_.tree_.setSelectedItem(editor_blockly.workspace.toolbox_.tree_.children_[index-1]);
|
||||
}
|
||||
editor_blockly.reopenToolbox = function(index) {
|
||||
// var element = document.getElementById(':'+index);
|
||||
// if (element == null) return;
|
||||
// if (element.getAttribute("aria-selected")=="true") element.click();
|
||||
// element.click();
|
||||
editor_blockly.workspace.toolbox_.tree_.setSelectedItem(editor_blockly.workspace.toolbox_.tree_.children_[index-1]);
|
||||
editor_blockly.workspace.getFlyout_().show(editor_blockly.workspace.toolbox_.tree_.children_[index-1].blocks);
|
||||
}
|
||||
|
||||
editor_blockly.closeToolbox = function() {
|
||||
/*
|
||||
for (var i=1; i<=10; i++) {
|
||||
var element = document.getElementById(':'+i);
|
||||
if (element && element.getAttribute("aria-selected")=="true") {
|
||||
element.click();
|
||||
return;
|
||||
}
|
||||
}
|
||||
*/
|
||||
editor_blockly.workspace.toolbox_.clearSelection();
|
||||
}
|
||||
|
||||
var searchInput = document.getElementById("searchBlock");
|
||||
searchInput.onfocus = function () {
|
||||
editor_blockly.reopenToolbox(9);
|
||||
}
|
||||
|
||||
searchInput.oninput = function () {
|
||||
editor_blockly.reopenToolbox(9);
|
||||
}
|
||||
|
||||
editor_blockly.searchBlock = function (value) {
|
||||
if (value == null) value = searchInput.value;
|
||||
value = value.toLowerCase();
|
||||
if (value == '') return editor_blockly.lastUsedType;
|
||||
var results = [];
|
||||
for (var name in MotaActionBlocks) {
|
||||
if (typeof name !== 'string' || name.indexOf("_s") !== name.length-2) continue;
|
||||
var block = MotaActionBlocks[name];
|
||||
if(block && block.json) {
|
||||
if ((block.json.type||"").toLowerCase().indexOf(value)>=0
|
||||
|| (block.json.message0||"").toLowerCase().indexOf(value)>=0
|
||||
|| (block.json.tooltip||"").toLowerCase().indexOf(value)>=0) {
|
||||
results.push(name);
|
||||
if (results.length>=editor_blockly.lastUsedTypeNum)
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return results.length == 0 ? editor_blockly.lastUsedType : results;
|
||||
}
|
||||
|
||||
return editor_blockly;
|
||||
}
|
||||
//editor_blockly=editor_blockly();
|
||||
@ -147,6 +147,7 @@ editor_file = function (editor, callback) {
|
||||
canFlyTo: saveStatus?currData.canFlyTo:true,
|
||||
canUseQuickShop: saveStatus?currData.canUseQuickShop:true,
|
||||
cannotViewMap: saveStatus?currData.cannotViewMap:false,
|
||||
cannotMoveDirectly: saveStatus?currData.cannotMoveDirectly:false,
|
||||
images: [],
|
||||
item_ratio: saveStatus?currData.item_ratio:1,
|
||||
defaultGround: saveStatus?currData.defaultGround:"ground",
|
||||
@ -901,7 +902,11 @@ editor_file = function (editor, callback) {
|
||||
}
|
||||
if (file == 'floors') {
|
||||
actionList.forEach(function (value) {
|
||||
eval("editor.currentFloorData" + value[1] + '=' + JSON.stringify(value[2]));
|
||||
// 检测null/undefined
|
||||
if (core.isset(value[2]))
|
||||
eval("editor.currentFloorData" + value[1] + '=' + JSON.stringify(value[2]));
|
||||
else
|
||||
eval("delete editor.currentFloorData"+value[1]);
|
||||
});
|
||||
editor_file.saveFloorFile(callback);
|
||||
return;
|
||||
|
||||
@ -206,7 +206,7 @@ editor_mode = function (editor) {
|
||||
throw(objs_.slice(-1)[0])
|
||||
}
|
||||
;printf('修改成功');
|
||||
editor.drawEventBlock();
|
||||
editor.drawPosSelection();
|
||||
});
|
||||
break;
|
||||
case 'enemyitem':
|
||||
@ -286,6 +286,8 @@ editor_mode = function (editor) {
|
||||
editor_mode.dom[name].style = 'z-index:-1;opacity: 0;';
|
||||
}
|
||||
editor_mode.dom[mode].style = '';
|
||||
// clear
|
||||
editor.drawEventBlock();
|
||||
if (editor_mode[mode]) editor_mode[mode]();
|
||||
document.getElementById('editModeSelect').value = mode;
|
||||
var tips = tip_in_showMode;
|
||||
@ -307,7 +309,7 @@ editor_mode = function (editor) {
|
||||
var tableinfo = editor_mode.objToTable_(objs[0], objs[1]);
|
||||
document.getElementById('table_3d846fc4_7644_44d1_aa04_433d266a73df').innerHTML = tableinfo.HTML;
|
||||
tableinfo.listen(tableinfo.guids);
|
||||
|
||||
editor.drawPosSelection();
|
||||
if (Boolean(callback)) callback();
|
||||
}
|
||||
|
||||
@ -585,15 +587,16 @@ editor_mode = function (editor) {
|
||||
tempCanvas.imageSmoothingEnabled = false;
|
||||
tempCanvas.drawImage(image, 0, 0);
|
||||
var imgData = tempCanvas.getImageData(0, 0, image.width, image.height);
|
||||
var trans = 0, white = 0;
|
||||
var trans = 0, white = 0, black=0;
|
||||
for (var i=0;i<image.width;i++) {
|
||||
for (var j=0;j<image.height;j++) {
|
||||
var pixel = getPixel(imgData, i, j);
|
||||
if (pixel[3]==0) trans++;
|
||||
if (pixel[0]==255 && pixel[1]==255 && pixel[2]==255 && pixel[3]==255) white++;
|
||||
if (pixel[0]==0 && pixel[1]==0 && pixel[2]==0 && pixel[3]==255) black++;
|
||||
}
|
||||
}
|
||||
if (white>trans*10 && confirm("看起来这张图片是以白色为底色,是否自动调整为透明底色?")) {
|
||||
if (white>black && white>trans*10 && confirm("看起来这张图片是以纯白为底色,是否自动调整为透明底色?")) {
|
||||
for (var i=0;i<image.width;i++) {
|
||||
for (var j=0;j<image.height;j++) {
|
||||
var pixel = getPixel(imgData, i, j);
|
||||
@ -606,6 +609,19 @@ editor_mode = function (editor) {
|
||||
tempCanvas.putImageData(imgData, 0, 0);
|
||||
changed = true;
|
||||
}
|
||||
if (black>white && black>trans*10 && confirm("看起来这张图片是以纯黑为底色,是否自动调整为透明底色?")) {
|
||||
for (var i=0;i<image.width;i++) {
|
||||
for (var j=0;j<image.height;j++) {
|
||||
var pixel = getPixel(imgData, i, j);
|
||||
if (pixel[0]==0 && pixel[1]==0 && pixel[2]==0 && pixel[3]==255) {
|
||||
setPixel(imgData, i, j, [0,0,0,0]);
|
||||
}
|
||||
}
|
||||
}
|
||||
tempCanvas.clearRect(0, 0, image.width, image.height);
|
||||
tempCanvas.putImageData(imgData, 0, 0);
|
||||
changed = true;
|
||||
}
|
||||
|
||||
// Step 2: 检测长宽比
|
||||
var ysize = selectAppend.value.indexOf('48') === -1 ? 32 : 48;
|
||||
@ -649,10 +665,6 @@ editor_mode = function (editor) {
|
||||
callback(image);
|
||||
}
|
||||
image.src = content;
|
||||
if (image.complete) {
|
||||
callback(image);
|
||||
return;
|
||||
}
|
||||
}
|
||||
catch (e) {
|
||||
printe(e);
|
||||
|
||||
@ -162,6 +162,12 @@ var functions_comment_c456ea59_6018_45ef_8bcc_211a24c627dc =
|
||||
"_type": "textarea",
|
||||
"_lint": true,
|
||||
"_data": "阻激夹域的伤害值计算"
|
||||
},
|
||||
"moveOneStep": {
|
||||
"_leaf": true,
|
||||
"_type": "textarea",
|
||||
"_lint": true,
|
||||
"_data": "勇士每走一步的操作"
|
||||
}
|
||||
}
|
||||
},
|
||||
@ -169,6 +175,12 @@ var functions_comment_c456ea59_6018_45ef_8bcc_211a24c627dc =
|
||||
"_leaf": false,
|
||||
"_type": "object",
|
||||
"_data": {
|
||||
"drawStatusBar": {
|
||||
"_leaf": true,
|
||||
"_type": "textarea",
|
||||
"_lint": true,
|
||||
"_data": "自定义绘制状态栏。\n当状态栏canvas化开启时,可以在这里对状态栏进行自定义绘制。\n仅当statusCanvas开启时有效。"
|
||||
},
|
||||
"drawStatistics": {
|
||||
"_leaf": true,
|
||||
"_type": "textarea",
|
||||
|
||||
@ -1,6 +1,6 @@
|
||||
# V2.0版本介绍
|
||||
|
||||
?> 目前版本**v2.5.2**,上次更新时间:* {docsify-updated} *
|
||||
?> 目前版本**v2.5.3**,上次更新时间:* {docsify-updated} *
|
||||
|
||||
目前样板已经更新到V2.0版本以上,本章将对V2.0的一些内容进行介绍。
|
||||
|
||||
|
||||
96
docs/api.md
96
docs/api.md
@ -1,6 +1,6 @@
|
||||
# 附录: API列表
|
||||
|
||||
?> 目前版本**v2.5.2**,上次更新时间:* {docsify-updated} *
|
||||
?> 目前版本**v2.5.3**,上次更新时间:* {docsify-updated} *
|
||||
|
||||
**这里只列出所有可能会被造塔者用到的常用API,更多的有关内容请在代码内进行查询。**
|
||||
|
||||
@ -135,11 +135,15 @@ core.changeFloor('MT5', null, {'x': 3, 'y': 6}, 0) 无动画切换到MT5层的(3
|
||||
|
||||
|
||||
core.resetMap()
|
||||
重置当前楼层地图。
|
||||
重置当前楼层地图和楼层属性。
|
||||
当我们修改某一层地图后,进游戏读档,会发现修改的内容并没有被更新上去。
|
||||
这是因为,H5的存档是会存下来每一个楼层的地图的,读档会从档里面获得地图信息。
|
||||
此时,如果我们在某一层地图执行 core.resetMap() ,则可以立刻从剧本中读取并重置当前楼层地图。
|
||||
已经被修改过的内容也会相应出现。
|
||||
此函数参数有三种形式:
|
||||
- 不加任何参数,表示重置当前层:core.resetMap()
|
||||
- 加上一个floorId,表示重置某一层:core.resetMap("MT1")
|
||||
- 使用一个数组,表示重置若干层:core.resetMap(["MT1", "MT2", "MT3"])
|
||||
|
||||
|
||||
R
|
||||
@ -180,12 +184,6 @@ core.trigger(x, y) [异步]
|
||||
触发某个地点的事件。
|
||||
|
||||
|
||||
core.clearMap(mapName)
|
||||
清空某个画布图层。
|
||||
mapName可为'bg', 'event', 'hero', 'event2', 'fg', 'damage', 'animate', 'weather', 'ui', 'data', 'all'之一。
|
||||
如果mapName为'all',则为清空所有画布;否则只清空对应的画布。
|
||||
|
||||
|
||||
core.drawBlock(block)
|
||||
重绘某个图块。block应为core.status.thisMap.blocks中的一项。
|
||||
|
||||
@ -469,6 +467,86 @@ core.maps.removeBlockByIds(floorId, ids)
|
||||
ui.js主要用来进行UI窗口的绘制,比如对话框、怪物手册、楼传器、存读档界面等等。
|
||||
|
||||
|
||||
core.ui.getContextByName(name)
|
||||
根据画布名找到一个画布的context;支持系统画布和自定义画布。如果不存在画布返回null。
|
||||
|
||||
|
||||
core.clearMap(name)
|
||||
清空某个画布图层。
|
||||
name为画布名,可以是系统画布之一,也可以是任意自定义动态创建的画布名。
|
||||
如果name也可以是'all',若为all则为清空除色调层外的所有系统画布。
|
||||
|
||||
|
||||
core.ui.fillText(name, text, x, y, style, font)
|
||||
在某个画布上绘制一段文字。
|
||||
name为画布名,可以是系统画布之一,也可以是任意自定义动态创建的画布名。(下同)
|
||||
text为要绘制的文本,x,y为要绘制的坐标,style可选为绘制的样式,font可选为绘制的字体。
|
||||
|
||||
|
||||
core.ui.fillBoldText(canvas, text, style, x, y, font)
|
||||
在某个画布上绘制一个描黑边的文字。
|
||||
canvas为要绘制的画布的context,text为文本,style为颜色样式,x,y坐标,font可选为要绘制的字体。
|
||||
|
||||
|
||||
core.ui.fillRect(name, x, y, width, height, style)
|
||||
绘制一个矩形。style可选为绘制样式。
|
||||
|
||||
|
||||
core.ui.strokeRect(name, x, y, width, height, style)
|
||||
绘制一个矩形的边框。
|
||||
|
||||
|
||||
core.ui.drawLine(name, x1, y1, x2, y2, style, lineWidth)
|
||||
绘制一条线。lineWidth可选为线宽。
|
||||
|
||||
|
||||
core.ui.drawArrow(name, x1, y1, x2, y2, style, lineWidth)
|
||||
绘制一个箭头。
|
||||
|
||||
|
||||
core.ui.setFont(name, font) / core.ui.setLineWidth(name, lineWidth)
|
||||
设置一个画布的字体/线宽。
|
||||
|
||||
|
||||
core.ui.setAlpha(name, font) / core.ui.setOpacity(name, font)
|
||||
设置一个画布的绘制不透明度和画布本身的不透明度。
|
||||
两者区别如下:
|
||||
- setAlpha是设置"接下来绘制的内容的不透明度",不会对已经绘制的内容产生影响。比如setAlpha('ui', 0.5)则会在接下来的绘制中使用0.5的不透明度。
|
||||
- setOpacity是设置"画布本身的不透明度",已经绘制的内容也会产生影响。比如我已经在UI层绘制了一段文字,再setOpacity则也会看起来变得透明。
|
||||
尽量不要对系统画布使用setOpacity(因为会对已经绘制的内容产生影响),自定义创建的画布则不受此限制。
|
||||
|
||||
|
||||
core.ui.setFillStyle(name, style) / core.ui.setStrokeStype(name, style)
|
||||
设置一个画布的填充样式/描边样式。
|
||||
|
||||
|
||||
core.ui.createCanvas(name, x, y, width, height, zIndex)
|
||||
动态创建一个画布。name为要创建的画布名,如果已存在则会直接取用当前存在的。
|
||||
x,y为创建的画布相对窗口左上角的像素坐标,width,height为创建的长宽。
|
||||
zIndex为创建的纵向高度(关系到画布之间的覆盖),z值高的将覆盖z值低的;系统画布的z值可在个性化中查看。
|
||||
创建一个画布后,可以通过 core.dymCanvas[name] 进行调用。
|
||||
|
||||
|
||||
core.ui.findCanvas(name)
|
||||
寻找一个自定义画布的索引;如果存在该画布则返回对应的索引,不存在画布则返回-1。
|
||||
|
||||
|
||||
core.ui.relocateCanvas(name, x, y)
|
||||
重新定位一个自定义画布。
|
||||
|
||||
|
||||
core.ui.resizeCanvas(name, x, y)
|
||||
重新设置一个自定义画布的大小。
|
||||
|
||||
|
||||
core.ui.deleteCanvas(name)
|
||||
删除一个自定义画布。
|
||||
|
||||
|
||||
core.ui.deleteAllCanvas()
|
||||
清空所有的自定义画布。
|
||||
|
||||
|
||||
core.ui.drawThumbnail(floorId, canvas, blocks, x, y, size, heroLoc, heroIcon)
|
||||
绘制一个缩略图,比如楼传器界面,存读档界面等情况。
|
||||
floorId为目标楼层ID,canvas为要绘制到的图层,blocks为要绘制的所有图块。
|
||||
@ -500,7 +578,7 @@ core.utils.decodeBase64(str)
|
||||
Base64解密字符串
|
||||
|
||||
|
||||
core.utils.formatBigNumber(x)
|
||||
core.utils.formatBigNumber(x, onMap)
|
||||
大数据的格式化
|
||||
|
||||
|
||||
|
||||
@ -1,6 +1,6 @@
|
||||
# 元件说明
|
||||
|
||||
?> 目前版本**v2.5.2**,上次更新时间:* {docsify-updated} *
|
||||
?> 目前版本**v2.5.3**,上次更新时间:* {docsify-updated} *
|
||||
|
||||
在本章中,将对样板里的各个元件进行说明。各个元件主要包括道具、门、怪物、楼梯等等。
|
||||
|
||||
@ -47,8 +47,9 @@
|
||||
如果要将一个道具设置为装备,首先需要将其`cls`设为`equips`。
|
||||
|
||||
然后在图块属性的`equip`一项中设置装备的具体属性。该项写法如下:
|
||||
|
||||
``` js
|
||||
{"type": 0, "atk": 0, "def": 0, "mdef":0, "animate": "hand"}
|
||||
{"type": 0, "atk": 0, "def": 0, "mdef":0, "animate": "hand", "percentage": true}
|
||||
```
|
||||
|
||||
type为该装备的类型,必填,和上面装备栏一一对应。例如,0就是武器,2就是首饰等等。
|
||||
@ -57,35 +58,22 @@ atk/def/mdef为该装备分别增加的攻防魔防数值(支持负数);
|
||||
|
||||
animate为该装备的攻击动画,仅对type为0时有效。具体可参见[动画和天气系统](#动画和天气系统)。
|
||||
|
||||
percentage为该装备是否按比例增加属性。
|
||||
|
||||
下面是几个写法例子。
|
||||
|
||||
``` js
|
||||
{"type": 0, "atk": 10} // 装备类型是武器,效果是攻击+10,使用默认的攻击动画
|
||||
{"type": 0, "atk": 40, "animate": "sword"} // 装备类型为武器,效果是攻击+10,攻击动画是sword
|
||||
{"type": 1, "def": 40} // 装备类型是防具,效果是防御+40
|
||||
{"type": 1, "def": 40, "percentage": true} // 装备类型是防具,效果是防御提升40%
|
||||
{"type": 1, "def": 100, "mdef": 100} // 装备类型是防具,效果是防御和魔防各+100
|
||||
{"type": 3, "atk": -20, "def": 50, "mdef": 50} // 装备类型是魔杖,效果是攻击-20,防御和魔防各+50
|
||||
```
|
||||
|
||||
### 装备按比例增加属性
|
||||
|
||||
从V2.4.2开始,装备可以选择按照比例来增加属性。
|
||||
|
||||
在全塔属性中有个`equipPercentage`开关,如果将其打开,则会所有值都按照比例计算。(也就是类似Buff一样)
|
||||
|
||||
例如,上面的例子就变成了:
|
||||
|
||||
``` js
|
||||
{"type": 0, "atk": 10} // 装备类型是武器,效果是攻击提升10%,使用默认的攻击动画
|
||||
{"type": 0, "atk": 40, "animate": "sword"} // 装备类型为武器,效果是攻击提升40%,攻击动画是sword
|
||||
{"type": 1, "def": 40} // 装备类型是防具,效果是防御提升40%
|
||||
{"type": 1, "def": 100, "mdef": 100} // 装备类型是防具,效果是防御和魔防各提升100%
|
||||
{"type": 3, "atk": -20, "def": 50, "mdef": 50} // 装备类型是魔杖,效果是攻击下降20%,防御和魔防各提升50%
|
||||
{"type": 2, "atk": -20, "def": 50, "mdef": 50, "percentage": true} // 装备类型是魔杖,效果是攻击下降20%,防御和魔防各提升50%
|
||||
```
|
||||
|
||||
所有取值全部向下取整。
|
||||
|
||||
值得注意的是:多装备增加同一属性使用加法计算;也就是比如武器增加30%攻击,防具增加10%攻击,最终合起来增加的是40%而不是43%的属性。
|
||||
值得注意的是,如果多个装备同时按比例增加属性,使用加法计算。比如武器增加30%攻击,防具增加10%攻击,最终合起来增加的是40%而不是43%的属性。
|
||||
|
||||
### 检测是否存在装备
|
||||
|
||||
@ -330,7 +318,7 @@ floorId指定的是目标楼层的唯一标识符(ID)。
|
||||
另外一点是,V2.5.2以后,对话框`\b`可以根据文字长度来自动控制文本框宽度,其基本控制原理如下:
|
||||
|
||||
- 如果用户存在手动换行`\n`,则选取**最长的一段话**作为文本框宽度。
|
||||
- 如果用户不存在手动换行,则会将文本框宽度调整为**尽量刚好达到三行**的最佳宽度。
|
||||
- 如果用户不存在手动换行,则会将文本框宽度调整为X行半的最佳宽度。
|
||||
- 文本框宽度存在上下界,最终宽度一定会控制在该范围内。
|
||||
|
||||
该自动调整仅对`\b`的对话框效果有效。非对话框仍然会绘制整个界面的宽度。
|
||||
@ -373,7 +361,7 @@ floorId指定的是目标楼层的唯一标识符(ID)。
|
||||
在每层楼的剧本文件里存在一个weather选项,表示该层楼的默认天气。
|
||||
|
||||
``` js
|
||||
// 该层的默认天气。本项可忽略表示晴天,如果写则第一项为"rain"或"snow"代表雨雪,第二项为1-10之间的数代表强度。
|
||||
// 该层的默认天气。本项可忽略表示晴天,如果写则第一项为"rain","snow"或"fog"代表雨雪雾,第二项为1-10之间的数代表强度。
|
||||
"weather": ["snow",5]
|
||||
```
|
||||
|
||||
@ -414,6 +402,14 @@ floorId指定的是目标楼层的唯一标识符(ID)。
|
||||
|
||||
!> iOS平台以及部分浏览器不支持获得当前网络状态,此时即使在使用Wifi也必须要用户点击“音乐开关”才能播放音乐。
|
||||
|
||||
从V2.5.3开始,可以使用`loadBgm`事件来预加载一个bgm,这样到播放时无需等待,直接播放。
|
||||
|
||||
同时BGM将使用LRU算法增加缓存机制。默认最多缓存4个BGM(在core.js的musicStatus.cachedBgmCount控制)。
|
||||
|
||||
系统会自动释放最久未使用的BGM。
|
||||
|
||||
也可以使用`freeBgm`事件来手动释放一个无需再用的bgm。
|
||||
|
||||
## 录像
|
||||
|
||||
HTML5魔塔一大亮点就是存在录像系统,可以很方便进行录像回放。
|
||||
|
||||
155
docs/event.md
155
docs/event.md
@ -1,6 +1,6 @@
|
||||
# 事件
|
||||
|
||||
?> 目前版本**v2.5.2**,上次更新时间:* {docsify-updated} *
|
||||
?> 目前版本**v2.5.3**,上次更新时间:* {docsify-updated} *
|
||||
|
||||
本章内将对样板所支持的事件进行介绍。
|
||||
|
||||
@ -316,15 +316,35 @@ time为可选项,代表该自动文本的时间。可以不指定,不指定
|
||||
|
||||
!> 由于用户无法跳过自动剧情文本,因此对于大段剧情文本请自行添加“是否跳过剧情”的提示,否则可能会非常不友好。
|
||||
|
||||
### scrollText:滚动剧情文本
|
||||
|
||||
使用`{"type": "scrollText"}`可以使用滚动剧情文本,即将一段文字从屏幕最下方滚动到屏幕最上方。
|
||||
|
||||
``` js
|
||||
"x,y": [ // 实际执行的事件列表
|
||||
{"type": "scrollText", "text": "第一排\n第二牌\n\n空行后的一排", "time": 5000, "async": true},
|
||||
]
|
||||
```
|
||||
|
||||
text为正文文本内容。可以使用`${ }`来计算表达式的值,且使用`\n`手动换行。系统不会对滚动剧情文本进行自动换行。
|
||||
|
||||
time为可选项,代表总的滚动时间。默认为5000毫秒。
|
||||
|
||||
async可选,如果为true则会异步执行(即不等待当前事件执行完毕,立刻执行下一个事件)。
|
||||
|
||||
可以使用下面的[设置剧情文本的属性](event#setText:设置剧情文本的属性)来对文字颜色、文字大小、粗体、距离左边的偏移量进行设置。
|
||||
|
||||
!> 滚动剧情文本会绘制在UI层(和对话框冲突)!如果是异步处理请注意不要和对话框混用。
|
||||
|
||||
### setText:设置剧情文本的属性
|
||||
|
||||
使用`{"type": "setText"}`可以设置剧情文本的各项属性。
|
||||
|
||||
``` js
|
||||
"x,y": [ // 实际执行的事件列表
|
||||
{"type": "setText", "title": [255,0,0], "text": [255,255,0], "background": [0,0,255,0.3]},
|
||||
{"type": "setText", "position": "up", "bold": true, "titlefont": 26, "textfont": 17, "time": 70},
|
||||
"这段话将显示在上方,标题为红色,正文为黄色粗体,背景为透明度0.3的蓝色,标题26px,正文17px,70毫秒速度打字机效果",
|
||||
{"type": "setText", "title": [255,0,0], "text": [255,255,0], "background": [0,0,255,0.3], "time": 70},
|
||||
{"type": "setText", "position": "up", "offset": 15, "bold": true, "titlefont": 26, "textfont": 17},
|
||||
"这段话将显示在上方(距离顶端15像素),标题为红色,正文为黄色粗体,背景为透明度0.3的蓝色,标题26px,正文17px,70毫秒速度打字机效果",
|
||||
{"type": "setText", "background": "winskin.png"} // 还可以一张使用WindowSkin作为皮肤。
|
||||
]
|
||||
```
|
||||
@ -339,6 +359,8 @@ V2.5.2以后,background也可以为一个WindowSkin的文件名。详见[剧
|
||||
|
||||
position为可选项,表示设置文字显示位置。只能为up(上),center(中)和down(下)三者。 默认值: `center`
|
||||
|
||||
offset为可选项,如果设置则为代表距离如果显示位置是上/下的话,距离顶端/底端的像素值。也作为滚动剧情文本时距离左边的像素值。
|
||||
|
||||
bold为可选项,如果设置则为true或false,表示正文是否使用粗体。 默认值:`false`
|
||||
|
||||
titlefont为可选项,表示标题字体大小(px为单位)。默认值:`22`
|
||||
@ -419,7 +441,7 @@ value是一个表达式,将通过这个表达式计算出的结果赋值给nam
|
||||
]
|
||||
```
|
||||
|
||||
name为必填项,代表要修改的楼层属性。其和楼层属性中一一对应,目前只能为`"title", "name", "canFlyTo", "canUseQuickShop", "cannotViewMap", "color", "weather",
|
||||
name为必填项,代表要修改的楼层属性。其和楼层属性中一一对应,目前只能为`"title", "name", "canFlyTo", "canUseQuickShop", "cannotViewMap", "cannotMoveDirectly", "color", "weather",
|
||||
"defaultGround", "images", "item_ratio", "upFloor", "bgm", "downFloor", "underGround"`。
|
||||
|
||||
floorId为可选项,代表要修改的楼层ID;可以省略代表当前楼层。
|
||||
@ -728,7 +750,7 @@ name是可选的,代表目标行走图的文件名。
|
||||
|
||||
使用`{"type": "hideStatusBar"}`可以隐藏状态栏。读档或重新开始游戏时,状态栏会重新显示。
|
||||
|
||||
隐藏状态栏的状态下,将无法点击工具栏里面的按钮(如存读档怪物手册等)。建议仅在事件中使用,事件结束前显示。
|
||||
可以添加`"toolbox": true`来不隐藏竖屏模式下的工具栏。
|
||||
|
||||
### showStatusBar:显示状态栏
|
||||
|
||||
@ -901,7 +923,7 @@ async可选,如果为true则会异步执行(即不等待当前事件执行
|
||||
]
|
||||
```
|
||||
|
||||
name为动画名,**请确保动画在main.js中的this.animates中被定义过。**
|
||||
name为动画名,**请确保动画在全塔属性中的animates中被定义过。**
|
||||
|
||||
loc为动画的位置,可以是`[x,y]`表示在(x,y)点显示,也可以是字符串`"hero"`表示在勇士点显示。
|
||||
|
||||
@ -917,48 +939,66 @@ loc可忽略,如果忽略则显示为事件当前点。
|
||||
|
||||
``` js
|
||||
"x,y": [ // 实际执行的事件列表
|
||||
{"type": "showImage", "name": "bg.jpg", "loc": [231,297]}, // 在(231,297)显示bg.jpg
|
||||
{"type": "showImage", "name": "1.png", "loc": [109,167]}, // 在(109,167)显示1.png
|
||||
{"type": "showImage"} // 如果不指定name则清除所有图片。
|
||||
{"type": "showImage", "code": 1, "image": "bg.jpg", "loc": [231,297], "dw": 100, "dy" : 100, "opacity": 1, "time" : 0}, // 在(231,297)显示bg.jpg
|
||||
{"type": "showImage", "code": 12, "image": "1.png", "loc": [209,267], "dw": 100, "dy" : 100, "opacity": 0.5, "time" : 1000}, // 在(209,267)渐变显示1.png,渐变时间为1000毫秒,完成时不透明度为0.5,这张图片将遮盖上一张
|
||||
{"type": "showImage", "code": 8, "image": "hero.png", "loc": [349,367], "dw": 50, "dy" : 50, "opacity": 1, "time" : 500, "async": true}, // 在(209,267)渐变显示hero.png,大小为原图片的一半,渐变时间为500毫秒,异步执行;这张图片将被上一张遮盖
|
||||
]
|
||||
```
|
||||
|
||||
name为图片名。**请确保图片在data.js中的images中被定义过。**
|
||||
code为图片编号,如果两张图片重叠,编号较大会覆盖编号较小的。该值需要在1~50之间。
|
||||
|
||||
image为图片名。**请确保图片在全塔属性中的images中被定义过。**
|
||||
|
||||
loc为图片左上角坐标,以像素为单位进行计算。
|
||||
|
||||
如果不指定name则清除所有显示的图片。
|
||||
dw和dh为图片的横向、纵向放大率,默认值为100,即不进行缩放。
|
||||
|
||||
调用show/hide/move/animate等几个事件同样会清除所有显示的图片。
|
||||
opacity为图片不透明度,在0~1之间,默认值为1,即不透明。
|
||||
|
||||
### animateImage:图片淡入淡出
|
||||
|
||||
我们还可以使用 `{"type": "animateImage"}` 来造成显示图片的淡入淡出效果。
|
||||
|
||||
``` js
|
||||
"x,y": [ // 实际执行的事件列表
|
||||
{"type": "animateImage", "action": "show", "name": "bg.jpg", "loc": [231,297], "time": 500, "keep": true}, // 在(231,297)淡入bg.jpg,动画时间500ms
|
||||
{"type": "animateImage", "action": "hide", "name": "1.png", "loc": [109,167], "time": 300, "async": true}, // 在(109,167)淡出1.png,动画时间300ms,异步执行
|
||||
]
|
||||
```
|
||||
|
||||
action为淡入还是淡出,`show`为淡入,`hide`会淡出。
|
||||
|
||||
name为图片名。**请确保图片在data.js中的images中被定义过。**
|
||||
|
||||
loc为图片左上角坐标,以像素为单位进行计算。
|
||||
|
||||
time为淡入淡出的时间,如果是0则忽略此项。
|
||||
|
||||
keep可选,如果为true则在淡入图片后立刻调用showImage以保留图片,在淡出图片前先清除再动画。
|
||||
time为渐变时间,默认值为0,即不渐变直接显示。
|
||||
|
||||
async可选,如果为true则会异步执行(即不等待当前事件执行完毕,立刻执行下一个事件)。
|
||||
|
||||
如果多张图片的淡入淡出可以采用以下方式(仅供参考):
|
||||
### showTextImage:显示文本化图片
|
||||
|
||||
假设我现在已经有了`1.jpg`显示在屏幕上:
|
||||
- 淡入显示`2.png`:调用`animateImage`淡入图片,然后立刻调用`showImage`显示图片。
|
||||
- 淡出`1.png`:清除所有图片,`showImage`显示`2.png`,然后调用`animateImage`淡出`1.jpg`
|
||||
我们可以使用 `{"type": "showTextImage"}` 以图片的方式显示文本。
|
||||
|
||||
``` js
|
||||
"x,y": [ // 实际执行的事件列表
|
||||
{"type": "showTextImage", "code": 1, "text": "第一排\n第二排\n\n空行后的一排", "loc": [231,297], "opacity": 1, "time" : 0}, // 在(231,297)显示"第一排\n第二排\n\n空行后的一排"
|
||||
]
|
||||
```
|
||||
|
||||
code为图片编号,如果两张图片重叠,编号较大会覆盖编号较小的。该值需要在1~50之间。
|
||||
|
||||
text为要显示的文本。默认行宽为416。
|
||||
|
||||
loc为图片左上角坐标,以像素为单位进行计算。
|
||||
|
||||
opacity为图片不透明度,在0~1之间,默认值为1,即不透明。
|
||||
|
||||
time为渐变时间,默认值为0,即不渐变直接显示。
|
||||
|
||||
async可选,如果为true则会异步执行(即不等待当前事件执行完毕,立刻执行下一个事件)。
|
||||
|
||||
文本通过图片的方式显示后,即视为一张正常图片,可以被清除或者移动。
|
||||
|
||||
### hideImage:清除图片
|
||||
|
||||
我们可以使用 `{"type": "hideImage"}` 来清除一张图片。
|
||||
|
||||
``` js
|
||||
"x,y": [ // 实际执行的事件列表
|
||||
{"type": "hideImage", "code": 1, "time" : 0}, // 使1号图片消失
|
||||
{"type": "hideImage", "code": 12, "time" : 1000}, // 使12号图片渐变消失,时间为1000毫秒
|
||||
]
|
||||
```
|
||||
|
||||
time为渐变时间,默认值为0,即不渐变直接消除。
|
||||
|
||||
code为显示图片时输入的图片编号。
|
||||
|
||||
async可选,如果为true则会异步执行(即不等待当前事件执行完毕,立刻执行下一个事件)。
|
||||
|
||||
### showGif:显示动图
|
||||
|
||||
@ -971,7 +1011,7 @@ async可选,如果为true则会异步执行(即不等待当前事件执行
|
||||
]
|
||||
```
|
||||
|
||||
name为图片名。**请确保图片在data.js中的images中被定义过。**
|
||||
name为图片名。**请确保图片在全塔属性中的images中被定义过。**
|
||||
|
||||
loc为动图左上角坐标,以像素为单位进行计算。
|
||||
|
||||
@ -979,24 +1019,24 @@ loc为动图左上角坐标,以像素为单位进行计算。
|
||||
|
||||
### moveImage:图片移动
|
||||
|
||||
我们可以使用 `{"type": "moveImage"}` 来造成图片移动效果。
|
||||
我们可以使用 `{"type": "moveImage"}` 来造成图片移动,淡入淡出等效果。
|
||||
|
||||
``` js
|
||||
"x,y": [ // 实际执行的事件列表
|
||||
{"type": "moveImage", "name": "bg.jpg", "from": [231,297], "to": [22,333], "time": 500, "keep": true, "async": true},
|
||||
{"type": "moveImage", "code": 1, "to": [22,333], "opacity": 1, "time": 1000}, // 将1号图片移动到(22,333),动画时间为1000ms
|
||||
{"type": "moveImage", "code": 12, "opacity": 0.5, "time": 500}, // 将二号图片的透明度变为0.5,动画时间500ms
|
||||
{"type": "moveImage", "code": 1, "to": [109,167], "opacity": 0, "time": 300, "async": true}, // 将1号图片移动到(109,167),透明度设为0(不可见),动画时间300ms,异步执行
|
||||
]
|
||||
```
|
||||
|
||||
name为图片名。**请确保图片在data.js中的images中被定义过。**
|
||||
code为图片编号。该值需要在1~50之间。
|
||||
|
||||
from为起点图片左上角坐标,以像素为单位进行计算。
|
||||
to为终点图片左上角坐标,以像素为单位进行计算,不填写则视为当前图片位置。
|
||||
|
||||
to为终点图片左上角坐标,以像素为单位进行计算。
|
||||
opacity为完成时图片不透明度,移动过程中逐渐变化。在0~1之间。
|
||||
|
||||
time为总移动的时间。
|
||||
|
||||
keep可选,如果为true则在移动结束后立刻调用showImage以保留图片。
|
||||
|
||||
async可选,如果为true则会异步执行(即不等待当前事件执行完毕,立刻执行下一个事件)。
|
||||
|
||||
### setFg:更改画面色调
|
||||
@ -1035,6 +1075,8 @@ async可选,如果为true则会异步执行(即不等待当前事件执行
|
||||
|
||||
name为天气选项。目前只支持`rain`和`snow`,即雨天和雪天。
|
||||
|
||||
从V2.5.3开始,也支持雾天`fog`。
|
||||
|
||||
level为天气的强度等级,在1-10之间。1级为最弱,10级为最强。
|
||||
|
||||
如果想改回晴天则直接不加任何参数。
|
||||
@ -1175,6 +1217,20 @@ async可选,如果为true则会异步执行(即不等待当前事件执行
|
||||
|
||||
使用`{"type": "resumeBgm"}`可以恢复背景音乐的播放。
|
||||
|
||||
### loadBgm:预加载一个背景音乐
|
||||
|
||||
使用loadBgm可以预加载一个背景音乐。
|
||||
|
||||
使用方法:`{"type": "loadBgm", "name": "bgm.mp3"}`
|
||||
|
||||
有关BGM播放的详细说明参见[背景音乐](element#背景音乐)
|
||||
|
||||
### freeBgm:释放一个背景音乐的缓存
|
||||
|
||||
使用freeBgm可以预加载一个背景音乐。
|
||||
|
||||
使用方法:`{"type": "freeBgm", "name": "bgm.mp3"}`
|
||||
|
||||
### playSound:播放音效
|
||||
|
||||
使用playSound可以立刻播放一个音效。
|
||||
@ -1610,6 +1666,8 @@ core.insertAction([
|
||||
// 请勿直接调用 core.changeFloor(toFloor, ...),这个代码是异步的,会导致事件处理和录像出问题!
|
||||
```
|
||||
|
||||
!> 从V2.5.3开始,提供了一个"不自动执行下一个事件"的选项(`"async": true`)。如果设置了此项,那么在该部分代码执行完毕后,不会立刻执行下一个事件。你需要在脚本中手动调用`core.events.doAction()`来执行下一个事件。可以通过此项来实现一些异步的代码,即在异步函数的回调中再执行下一个事件。使用此选项请谨慎,最好向开发者寻求咨询。
|
||||
|
||||
## 同一个点的多事件处理
|
||||
|
||||
我们可以发现,就目前而且,每个点的事件是和该点进行绑定,并以该点坐标作为唯一索引来查询。
|
||||
@ -1825,8 +1883,8 @@ if (core.getFlag("door",0)==2) {
|
||||
{"text": "攻击+4", "effect": "status:atk+=4"},
|
||||
{"text": "防御+4", "effect": "status:def+=4"},
|
||||
{"text": "魔防+10", "effect": "status:mdef+=10"}
|
||||
// effect只能对status和item进行操作,不能修改flag值。
|
||||
// 必须是X+=Y的形式,其中Y可以是一个表达式,以status:xxx或item:xxx为参数
|
||||
// effect可以对status,item和flag进行操作。
|
||||
// 必须是X+=Y的形式,其中Y可以是一个表达式,以status:xxx, item:xxx或flag:xxx为参数
|
||||
// 其他effect样例:
|
||||
// "item:yellowKey+=1" 黄钥匙+1
|
||||
// "item:pickaxe+=3" 破墙镐+3
|
||||
@ -1868,7 +1926,7 @@ if (core.getFlag("door",0)==2) {
|
||||
- text 为商店所说的话。可以用${need}表示需要的数值。
|
||||
- choices 为商店的各个选项,是一个list,每一项是一个选项
|
||||
- text为显示文字。请注意这里不支持 ${} 的表达式计算。
|
||||
- effect 为该选项的效果;effect只能对status或items进行操作,且必须是 `status:xxx+=yyy` 或 `item:xxx+=yyy`的形式。即中间必须是+=符号。
|
||||
- effect 为该选项的效果;effect必须是 `status:xxx+=yyy`, `item:xxx+=yyy`或`flag:xxx+=yyy`的形式。即中间必须是+=符号。
|
||||
- 如有多个effect(例如升级全属性提升),使用分号分开,参见经验商店的写法。
|
||||
|
||||
像这样定义了全局商店后,即可在快捷栏中看到。
|
||||
@ -2142,6 +2200,7 @@ if (core.getFlag("door",0)==2) {
|
||||
core.waitHeroToStop(function() {
|
||||
core.removeGlobalAnimate(0,0,true);
|
||||
core.clearMap('all'); core.clearMap('curtain'); // 清空全地图
|
||||
core.deleteAllCanvas();
|
||||
core.drawText([
|
||||
"\t[恭喜通关]你的分数是${status:hp}。"
|
||||
], function () {
|
||||
|
||||
@ -1,6 +1,6 @@
|
||||
# HTML5 魔塔样板说明文档
|
||||
|
||||
?> 目前版本**v2.5.2**,上次更新时间:* {docsify-updated} *
|
||||
?> 目前版本**v2.5.3**,上次更新时间:* {docsify-updated} *
|
||||
|
||||
众所周知,魔塔的趋势是向移动端发展,贴吧中也常常能见到“求手机魔塔”的帖子。然而现有的工具中,NekoRPG有着比较大的局限性,游戏感较差,更是完全没法在iOS上运行。而一些APP的魔塔虽然可用,但是必须要下载安装,对于Android和iOS还必须开发不同的版本,非常麻烦。
|
||||
|
||||
|
||||
@ -1,6 +1,6 @@
|
||||
# 个性化
|
||||
|
||||
?> 目前版本**v2.5.2**,上次更新时间:* {docsify-updated} *
|
||||
?> 目前版本**v2.5.3**,上次更新时间:* {docsify-updated} *
|
||||
|
||||
有时候只靠样板本身可能是不够的。我们需要一些个性化、自定义的素材,道具效果,怪物属性,等等。
|
||||
|
||||
@ -8,21 +8,44 @@
|
||||
|
||||
HTML5魔塔是使用画布(canvas)来绘制,存在若干个图层,它们之间有一个覆盖关系,后面的图层将覆盖前面的图层。
|
||||
|
||||
所有图层从低往高依次如下:
|
||||
所有图层从低往高依次如下:(加[B]的代表该层是大地图,z-index代表该层的纵向高度)
|
||||
|
||||
- bg:背景层;绘制背景图层素材bgmap,和背景贴图
|
||||
- event:事件层;所有事件(道具、墙壁、NPC、怪物等)都绘制在这一层进行处理
|
||||
- hero:勇士层;主要用来绘制勇士
|
||||
- event2:事件2层;本层主要用来绘制48x32的图片素材的上半部分(避免和勇士错位)
|
||||
- fg:前景层;绘制前景图层素材fgmap,和前景贴图
|
||||
- damage:显伤层;主要用来绘制怪物显伤和领域显伤
|
||||
- animate:动画层;主要用来绘制动画。showImage事件绘制的图片也是在这一层。
|
||||
- weather:天气层;主要用来绘制天气(雨/雪)
|
||||
- route:路线层;主要用来绘制勇士的行走路线图,也用来绘制图块的淡入/淡出效果,图块的移动等。
|
||||
- curtain:色调层;用来控制当前楼层的画面色调
|
||||
- image:图片层;主要用来绘制显示图片;该层之所以在curtain层上是为了可以在全黑时贴大头像图
|
||||
- ui:UI层;用来绘制一切UI窗口,如剧情文本、怪物手册、楼传器、系统菜单等等
|
||||
- data:数据层;用来绘制一些顶层的或更新比较快的数据,如左上角的提示,战斗界面中数据的变化等等。
|
||||
- bg**[B]**:背景层;绘制背景图层素材bgmap,和背景贴图 (z-index: 10)
|
||||
- event**[B]**:事件层;所有事件(道具、墙壁、NPC、怪物等)都绘制在这一层进行处理 (z-index: 30)
|
||||
- hero:勇士层;主要用来绘制勇士 (z-index: 40)
|
||||
- event2**[B]**:事件2层;本层主要用来绘制48x32的图片素材的上半部分(避免和勇士错位) (z-index: 50)
|
||||
- fg**[B]**:前景层;绘制前景图层素材fgmap,和前景贴图 (z-index: 60)
|
||||
- damage**[B]**:显伤层;主要用来绘制怪物显伤和领域显伤 (z-index: 65)
|
||||
- animate:动画层;主要用来绘制动画。 (z-index: 70)
|
||||
- weather:天气层;主要用来绘制天气(雨/雪/雾) (z-index: 80)
|
||||
- route**[B]**:路线层;主要用来绘制勇士的行走路线图。 (z-index: 95)
|
||||
- curtain:色调层;用来控制当前楼层的画面色调 (z-index: 100)
|
||||
- ui:UI层;用来绘制一切UI窗口,如剧情文本、怪物手册、楼传器、系统菜单等等 (z-index: 160)
|
||||
- data:数据层;用来绘制一些顶层的或更新比较快的数据,如左上角的提示,战斗界面中数据的变化等等。 (z-index: 170)
|
||||
|
||||
### 动态创建canvas
|
||||
|
||||
从V2.5.3开始,可以在H5样板中任意动态创建canvas并进行使用。
|
||||
|
||||
使用`core.createCanvas(name, x, y, w, h, z)`来动态创建一个画布。
|
||||
|
||||
其中name为动态canvas名称,x,y,w,h为创建的画布相对窗口左上角的像素坐标和长宽,z为画布的纵向高度。
|
||||
|
||||
例如:`core.createCanvas('test', 10, 20, 100, 200, 74)` 创建了一个名为test的画布,其左上角相对窗口的像素坐标为(10,20),宽100高200,纵向高度74(在动画层和天气层之间)。
|
||||
|
||||
可以通过 `core.dymCanvas[name]` 来获得该画布的context;例如 `core.dymCanvas.test` 就是我们上面创建的画布的context,然后进行操作。
|
||||
|
||||
也可以简单的使用`core.fillText()`, `core.fillRect()`, `core.strokeRect()`等等对画布进行任意绘制。
|
||||
|
||||
``` js
|
||||
core.fillText('test', '这是一段文字', 10, 30, '#FF0000', '16px Verdana'); // 绘制一段文本
|
||||
```
|
||||
|
||||
使用 `core.deleteCanvas(name)` 删除一个动态创建的画布,例如 `core.deleteCanvas('test')`。
|
||||
|
||||
`core.deleteAllCanvas()`可以删除所有动态创建的画布,`core.relocateCanvas(name, x, y)`和`core.resizeCanvas(name, x, y)`可以对画布的位置和大小进行改变。
|
||||
|
||||
更多详细API请参见[API列表](api)。
|
||||
|
||||
## 自定义素材
|
||||
|
||||
@ -351,10 +374,11 @@ function (enemy, hero_hp, hero_atk, hero_def, hero_mdef, x, y, floorId) {
|
||||
``` js
|
||||
// 写在获得道具后事件
|
||||
[
|
||||
{"type": "setValue", "name": "no_zone", "value": "true"}, // 免疫领域
|
||||
{"type": "setValue", "name": "no_snipe", "value": "true"}, // 免疫阻击
|
||||
{"type": "setValue", "name": "no_laser", "value": "true"}, // 免疫激光
|
||||
{"type": "setValue", "name": "no_betweenAttack", "value": "true"}, // 免疫夹击
|
||||
// 设置不同的flag可以分别无视对应的阻激夹域效果
|
||||
{"type": "setValue", "name": "flag:no_zone", "value": "true"}, // 免疫领域
|
||||
{"type": "setValue", "name": "flag:no_snipe", "value": "true"}, // 免疫阻击
|
||||
{"type": "setValue", "name": "flag:no_laser", "value": "true"}, // 免疫激光
|
||||
{"type": "setValue", "name": "flag:no_betweenAttack", "value": "true"}, // 免疫夹击
|
||||
]
|
||||
```
|
||||
4. 如果有更高的需求,例如想让吸血效果变成一半,则还是在上面这些地方进行对应的修改即可。
|
||||
@ -620,7 +644,7 @@ this.statusBar = {
|
||||
},
|
||||
'icons': {
|
||||
// ...其他略
|
||||
'speed': 24, // 图标的定义,这里对应的是icons.png中的索引
|
||||
'speed': 37, // 图标的定义,这里对应的是icons.png中的索引
|
||||
},
|
||||
// ...其他略
|
||||
'speed': document.getElementById('speed'), // 显示内容(数据)的定义
|
||||
@ -778,6 +802,65 @@ if (core.flags.enableSkill) {
|
||||
|
||||
通过上述这几种方式,我们就能成功的让H5支持技能啦!
|
||||
|
||||
## 成就系统
|
||||
|
||||
我们还可以给HTML5魔塔增加成就系统。注意到成就是和游戏相关,因此需要使用getLocalStorage而不是getFlag判定。
|
||||
|
||||
可将下面的代码粘贴到脚本编辑 - 插件编写中。
|
||||
|
||||
``` js
|
||||
// 所有成就项的定义
|
||||
this.achievements = [
|
||||
// 每行一个,分别定义flag、名称、描述、是否存在提示、成就点数
|
||||
{"flag": "a1", "name": "成就1", "text": "成就1的达成描述", "hint": false, "point": 1},
|
||||
// 可以继续往后新增其他的。
|
||||
];
|
||||
|
||||
// 达成成就;如 core.plugin.achieve("a1") 即达成a1对应的成就
|
||||
this.achieve = function (flag) {
|
||||
// 获得已达成的成就;如果跟存档而不是跟游戏则改成getFlag
|
||||
var achieved = core.getLocalStorage("achievements", []);
|
||||
var point = core.getLocalStorage("achievePoint", 0);
|
||||
// 已经获得该成就
|
||||
if (achieved.indexOf(flag)>=0) return;
|
||||
// 尝试达成成就;找到对应的成就项
|
||||
this.achievements.forEach(function (one) {
|
||||
if (one.flag == flag) {
|
||||
// 执行达成成就的操作;也可以自行在上面加上达成成就后的事件
|
||||
core.insertAction("\t[达成成就:"+one.name+"]"+one.text);
|
||||
point += one.point || 0;
|
||||
}
|
||||
});
|
||||
achieved.push(flag);
|
||||
// 存入localStorage中;如果跟存档走则使用setFlag
|
||||
core.setLocalStorage("achievements", achieved);
|
||||
core.setLocalStorage("achievePoint", point);
|
||||
}
|
||||
|
||||
// 获得所有成就说明;这里简单使用两个insertAction,你也可以修改成自己的实现
|
||||
// 简单一点的可以使用insertAction+剧情文本;稍微复杂一点的可以使用图片化文本等;更复杂的可以自绘UI。
|
||||
this.getAchievements = function () {
|
||||
var achieved = core.getLocalStorage("achievements", []);
|
||||
var yes = [], no = [];
|
||||
// 对所有成就进行遍历
|
||||
this.achievements.forEach(function (one) {
|
||||
// 检测是否达成
|
||||
if (achieved.indexOf(one.flag)>=0) {
|
||||
yes.push(one.name+":"+one.text);
|
||||
}
|
||||
else {
|
||||
no.push(one.name+":"+(one.hint?one.text:"达成条件请自行探索"));
|
||||
}
|
||||
});
|
||||
core.insertAction([
|
||||
"\t[已达成的成就]"+(yes.length==0?"暂无":yes.join("\n")),
|
||||
"\t[尚未达成的成就]"+(no.length==0?"暂无":no.join("\n"))
|
||||
]);
|
||||
}
|
||||
```
|
||||
|
||||
|
||||
|
||||
## 多角色的支持
|
||||
|
||||
其实,我们的样板还能支持多角色的制作。比如《黑·白·间》之类的塔也是完全可以刻的。
|
||||
@ -786,7 +869,7 @@ if (core.flags.enableSkill) {
|
||||
|
||||
1. 每个角色弄一张行走图。相关信息参见[自定义事件:setHeroIcon](event#setHeroIcon:更改角色行走图)。
|
||||
2. [覆盖楼传事件](#覆盖楼传事件),这样可以通过点工具栏的楼层传送按钮来切换角色。当然你也完全可以自己写一个道具,或[自定义快捷键](#自定义快捷键)来进行绑定。
|
||||
3. 将下述代码直接贴入脚本编辑 - 插件编写中。(写在`var _useEquipment = ...`之前。)
|
||||
3. 将下述代码直接贴入脚本编辑 - 插件编写中。
|
||||
``` js
|
||||
// 所有需要保存的内容;这些保存的内容不会多角色共用,在切换时会进行恢复。
|
||||
// 你也可以自行新增或删除,比如不共用金币则可以加上"money"的初始化,不共用道具则可以加上"items"的初始化,
|
||||
@ -854,38 +937,31 @@ if (core.flags.enableSkill) {
|
||||
3. 在脚本编辑 - setInitData中加上`core.plugin.initHeros()`来初始化新勇士。(写在`core.events.afterLoadData()`后,反大括号之前。)
|
||||
4. 如果需要切换角色(包括事件、道具或者快捷键等),可以直接调用自定义JS脚本:`core.plugin.changeHero();`进行切换。也可以指定参数调用`core.plugin.changeHero(1)`来切换到某个具体的勇士上。
|
||||
|
||||
## 根据难度分歧来自定义地图
|
||||
## 系统使用的flag变量
|
||||
|
||||
遗憾的是,所有地图数据必须在剧本的map中指定,换句话说,我们无法在游戏进行中动态修改地图,比如为简单难度增加一个血瓶。
|
||||
众所周知,自定义flag变量都可以任意定义并取用(未定义直接取用的flag默认值为0)。
|
||||
|
||||
幸运的是,我们可以采用如下方式进行难度分歧,为用户简单难度下增加额外的血瓶或宝石。
|
||||
下面是一些可能会被系统设置或取用的flag变量:
|
||||
|
||||
``` js
|
||||
"firstArrive": [ // 第一次到该楼层触发的事件
|
||||
{"type": "if", "condition": "flag:hard!=3", // 判断是否困难难度
|
||||
"true": [ // 不为困难,则为普通或简单难度
|
||||
{"type": "show", "loc": [3,6]} // 显示血瓶
|
||||
{"type": "if", "condition": "flag:hard==1", // 判断是否是简单难度
|
||||
"true": [
|
||||
{"type": "show", "loc": [3,7]} // 简单难度则显示宝石
|
||||
],
|
||||
"false": [] // 普通难度则只显示血瓶
|
||||
},
|
||||
],
|
||||
"false": [] // 困难难度,不进行任何操作
|
||||
},
|
||||
],
|
||||
"events": {
|
||||
"3,6": {"enable": false} // 比如[3,6]点是一个血瓶,初始不可见
|
||||
"3,7": {"enable": false} // 比如[3,7]点是一个宝石,初始不可见
|
||||
}
|
||||
```
|
||||
|
||||
如上所示,我们在地图上设置一个额外的血瓶和宝石,并初始时设为禁用状态。
|
||||
|
||||
当第一次到达该楼层时,进行一次判断;如果不为困难难度,则将血瓶显示出来;再判断是否为简单难度,如果是则再把宝石显示出来。
|
||||
|
||||
通过对`flag:hard`进行判断的方式,我们也可以达成“对于不同的难度有着不同的地图效果”。
|
||||
- **`flag:hard`**: 当前的难度标志;此flag变量在setInitData中被定义,可以直接取用来判定当前难度分歧。上传成绩时将根据此flag来对不同难度进行排序。
|
||||
- **`flag:posion`**, **`flag:weak`**, **`flag:curse`**: 中毒、衰弱、诅咒状态。
|
||||
- **`flag:no_zone`**, **`flag:no_snipe`**, **`flag:no_laser`**, **`flag:no_betweenAttack`**: 是否分别免疫领域、阻击、激光、夹击效果。
|
||||
- **`flag:hatred`**: 当前的仇恨数值。
|
||||
- **`flag:commonTimes`**: 全局商店共用次数时的访问次数。
|
||||
- **`flag:input`**: 接受用户输入的事件后,存放用户输入的结果。
|
||||
- **`flag:type`**, **`flag:keycode`**, **`flag:x`**, **`flag:y`**: 等待用户操作后,用户的操作类型,按键keycode或点击坐标。
|
||||
- **`flag:skill`**, **`flag:skillName`**: 开启的技能编号和技能名。
|
||||
- **`flag:heroIcon`**: 当前的勇士行走图名称。
|
||||
- **`flag:saveEquips`**: 快速换装时保存的套装。
|
||||
- **`flag:__visited__`**: 当前访问过的楼层。
|
||||
- **`flag:equip_atk_buff`**, **`flag:equip_def_buff`**, **`flag:equip_mdef_buff`**: 当前攻防魔防的实际计算比例加成。
|
||||
- **`flag:forceSave`**: 是否允许事件中强制自动存档。如果将此项置为true并调用core.autosave()即可在事件中强制自动存档,读档时会自动执行该楼层的`eachArrive`事件。
|
||||
- **`flag:__color__`**, **`flag:__weather__`**, **`flag:__volume__`**: 当前的画面色调、天气和音量。
|
||||
- **`flag:textAttribute`**, **`flag:globalAttribute`**: 当前的剧情文本属性,当前的全局属性。
|
||||
- **`flag:cannotMoveDirectly`**, **`flag:clickMove`**: 当前是否不允许瞬间移动,当前用户是否开启了单击瞬移。
|
||||
- **`flag:hideStatusBar`**, **`flag:showToolbox`**: 是否隐藏状态栏,是否显示工具栏。
|
||||
- **`flag:debug`**, **`flag:consoleOpened`**: 当前是否开启了调试模式,是否开启了控制台。
|
||||
- **`flag:__seed__`**, **`flag:__rand__`**: 伪随机数生成种子和当前的状态
|
||||
|
||||
==========================================================================================
|
||||
|
||||
|
||||
@ -1,6 +1,6 @@
|
||||
# 快速上手
|
||||
|
||||
?> 目前版本**v2.5.2**,上次更新时间:* {docsify-updated} *
|
||||
?> 目前版本**v2.5.3**,上次更新时间:* {docsify-updated} *
|
||||
|
||||
在这一节中,将详细介绍做一部塔的流程。现在,让我们来做一部单层塔!
|
||||
|
||||
|
||||
@ -179,6 +179,11 @@
|
||||
<button onclick="editor_blockly.confirm()">确认</button>
|
||||
<button onclick="editor_blockly.parse()">解析</button>
|
||||
<button onclick="editor_blockly.cancel()">取消</button>
|
||||
<!-- 手机端放不下,因此不显示搜索框 -->
|
||||
<div style="display: none">
|
||||
<div class="searchLogo"></div>
|
||||
<input type="text" id="searchBlock" placeholder="搜索图块"/>
|
||||
</div>
|
||||
<xml id="toolbox" style="display:none">
|
||||
</xml>
|
||||
</h3>
|
||||
@ -353,7 +358,7 @@
|
||||
<img id="img-hpmax">
|
||||
<p class='statusLabel statusText' id='hpmax'></p>
|
||||
</div>
|
||||
<div class="status">
|
||||
<div class="status" id='hpCol'>
|
||||
<img id="img-hp">
|
||||
<p class='statusLabel statusText' id='hp'></p>
|
||||
</div>
|
||||
@ -361,11 +366,11 @@
|
||||
<img id="img-mana">
|
||||
<p class='statusLabel statusText' id='mana'></p>
|
||||
</div>
|
||||
<div class="status">
|
||||
<div class="status" id='atkCol'>
|
||||
<img id="img-atk">
|
||||
<p class='statusLabel statusText' id='atk'></p>
|
||||
</div>
|
||||
<div class="status">
|
||||
<div class="status" id='defCol'>
|
||||
<img id="img-def">
|
||||
<p class='statusLabel statusText' id='def'></p>
|
||||
</div>
|
||||
@ -377,7 +382,7 @@
|
||||
<img id="img-money">
|
||||
<p class='statusLabel statusText' id='money'></p>
|
||||
</div>
|
||||
<div class="status" id="expCol">
|
||||
<div class="status" id="experienceCol">
|
||||
<img id="img-experience">
|
||||
<p class='statusLabel statusText' id='experience'></p>
|
||||
</div>
|
||||
@ -404,6 +409,9 @@
|
||||
<span class='statusLabel' id='weak' style="color: #FECCD0;"></span>
|
||||
<span class='statusLabel' id='curse' style="color: #C2F4E7;"></span>
|
||||
</div>
|
||||
|
||||
<!-- 状态栏canvas化 -->
|
||||
<canvas id="statusCanvas"></canvas>
|
||||
</div>
|
||||
<div id="toolBar" class="clearfix">
|
||||
<img class="tools" id='img-book'>
|
||||
@ -435,7 +443,6 @@
|
||||
<canvas class='gameCanvas' id='weather' width='416' height='416'></canvas>
|
||||
<canvas class='gameCanvas' id='route' width='416' height='416'></canvas>
|
||||
<canvas class='gameCanvas' id='curtain' width='416' height='416'></canvas>
|
||||
<canvas class='gameCanvas' id='image' width='416' height='416'></canvas>
|
||||
<canvas class='gameCanvas' id='ui' width='416' height='416'></canvas>
|
||||
<canvas class='gameCanvas' id='data' width='416' height='416'>此浏览器不支持HTML5</canvas>
|
||||
</div>
|
||||
|
||||
16
editor.html
16
editor.html
@ -178,6 +178,10 @@
|
||||
<button onclick="editor_blockly.confirm()">确认</button>
|
||||
<button onclick="editor_blockly.parse()">解析</button>
|
||||
<button onclick="editor_blockly.cancel()">取消</button>
|
||||
<div style="position: relative; display: inline-block; margin-left: 10px">
|
||||
<div class="searchLogo"></div>
|
||||
<input type="text" id="searchBlock" placeholder="搜索图块"/>
|
||||
</div>
|
||||
<xml id="toolbox" style="display:none">
|
||||
</xml>
|
||||
</h3>
|
||||
@ -339,7 +343,7 @@
|
||||
<img id="img-hpmax">
|
||||
<p class='statusLabel statusText' id='hpmax'></p>
|
||||
</div>
|
||||
<div class="status">
|
||||
<div class="status" id='hpCol'>
|
||||
<img id="img-hp">
|
||||
<p class='statusLabel statusText' id='hp'></p>
|
||||
</div>
|
||||
@ -347,11 +351,11 @@
|
||||
<img id="img-mana">
|
||||
<p class='statusLabel statusText' id='mana'></p>
|
||||
</div>
|
||||
<div class="status">
|
||||
<div class="status" id='atkCol'>
|
||||
<img id="img-atk">
|
||||
<p class='statusLabel statusText' id='atk'></p>
|
||||
</div>
|
||||
<div class="status">
|
||||
<div class="status" id='defCol'>
|
||||
<img id="img-def">
|
||||
<p class='statusLabel statusText' id='def'></p>
|
||||
</div>
|
||||
@ -363,7 +367,7 @@
|
||||
<img id="img-money">
|
||||
<p class='statusLabel statusText' id='money'></p>
|
||||
</div>
|
||||
<div class="status" id="expCol">
|
||||
<div class="status" id="experienceCol">
|
||||
<img id="img-experience">
|
||||
<p class='statusLabel statusText' id='experience'></p>
|
||||
</div>
|
||||
@ -390,6 +394,9 @@
|
||||
<span class='statusLabel' id='weak' style="color: #FECCD0;"></span>
|
||||
<span class='statusLabel' id='curse' style="color: #C2F4E7;"></span>
|
||||
</div>
|
||||
|
||||
<!-- 状态栏canvas化 -->
|
||||
<canvas id="statusCanvas"></canvas>
|
||||
</div>
|
||||
<div id="toolBar" class="clearfix">
|
||||
<img class="tools" id='img-book'>
|
||||
@ -421,7 +428,6 @@
|
||||
<canvas class='gameCanvas' id='weather' width='416' height='416'></canvas>
|
||||
<canvas class='gameCanvas' id='route' width='416' height='416'></canvas>
|
||||
<canvas class='gameCanvas' id='curtain' width='416' height='416'></canvas>
|
||||
<canvas class='gameCanvas' id='image' width='416' height='416'></canvas>
|
||||
<canvas class='gameCanvas' id='ui' width='416' height='416'></canvas>
|
||||
<canvas class='gameCanvas' id='data' width='416' height='416'>此浏览器不支持HTML5</canvas>
|
||||
</div>
|
||||
|
||||
12
index.html
12
index.html
@ -58,7 +58,7 @@
|
||||
<img id="img-hpmax">
|
||||
<p class='statusLabel statusText' id='hpmax'></p>
|
||||
</div>
|
||||
<div class="status">
|
||||
<div class="status" id='hpCol'>
|
||||
<img id="img-hp">
|
||||
<p class='statusLabel statusText' id='hp'></p>
|
||||
</div>
|
||||
@ -66,11 +66,11 @@
|
||||
<img id="img-mana">
|
||||
<p class='statusLabel statusText' id='mana'></p>
|
||||
</div>
|
||||
<div class="status">
|
||||
<div class="status" id='atkCol'>
|
||||
<img id="img-atk">
|
||||
<p class='statusLabel statusText' id='atk'></p>
|
||||
</div>
|
||||
<div class="status">
|
||||
<div class="status" id='defCol'>
|
||||
<img id="img-def">
|
||||
<p class='statusLabel statusText' id='def'></p>
|
||||
</div>
|
||||
@ -82,7 +82,7 @@
|
||||
<img id="img-money">
|
||||
<p class='statusLabel statusText' id='money'></p>
|
||||
</div>
|
||||
<div class="status" id="expCol">
|
||||
<div class="status" id="experienceCol">
|
||||
<img id="img-experience">
|
||||
<p class='statusLabel statusText' id='experience'></p>
|
||||
</div>
|
||||
@ -109,6 +109,9 @@
|
||||
<span class='statusLabel' id='weak' style="color: #FECCD0;"></span>
|
||||
<span class='statusLabel' id='curse' style="color: #C2F4E7;"></span>
|
||||
</div>
|
||||
|
||||
<!-- 状态栏canvas化 -->
|
||||
<canvas id="statusCanvas" style="position: absolute; left: 0; top: 0;"></canvas>
|
||||
</div>
|
||||
<div id="toolBar" class="clearfix">
|
||||
<img class="tools" id='img-book'>
|
||||
@ -140,7 +143,6 @@
|
||||
<canvas class='gameCanvas' id='weather' width='416' height='416'></canvas>
|
||||
<canvas class='gameCanvas' id='route' width='416' height='416'></canvas>
|
||||
<canvas class='gameCanvas' id='curtain' width='416' height='416'></canvas>
|
||||
<canvas class='gameCanvas' id='image' width='416' height='416'></canvas>
|
||||
<canvas class='gameCanvas' id='ui' width='416' height='416'></canvas>
|
||||
<canvas class='gameCanvas' id='data' width='416' height='416'>此浏览器不支持HTML5</canvas>
|
||||
</div>
|
||||
|
||||
@ -192,8 +192,8 @@ actions.prototype.keyDown = function(keyCode) {
|
||||
}
|
||||
|
||||
////// 根据放开键的code来执行一系列操作 //////
|
||||
actions.prototype.keyUp = function(keyCode, altKey) {
|
||||
if (core.isset(core.status.replay)&&core.status.replay.replaying
|
||||
actions.prototype.keyUp = function(keyCode, altKey, fromReplay) {
|
||||
if (!fromReplay && core.isset(core.status.replay)&&core.status.replay.replaying
|
||||
&&core.status.event.id!='save'&&(core.status.event.id||"").indexOf('book')!=0&&core.status.event.id!='viewMaps') return;
|
||||
|
||||
if (core.status.lockControl) {
|
||||
@ -432,16 +432,13 @@ actions.prototype.getClickLoc = function (x, y) {
|
||||
var size = 32;
|
||||
size = size * core.domStyle.scale;
|
||||
|
||||
switch (core.domStyle.screenMode) {// 这里的3是指statusBar和游戏画布之间的白线宽度
|
||||
case 'vertical':
|
||||
statusBar.x = 0;
|
||||
statusBar.y = core.dom.statusBar.offsetHeight + 3;
|
||||
break;
|
||||
case 'horizontal':
|
||||
case 'bigScreen':
|
||||
statusBar.x = core.dom.statusBar.offsetWidth + 3;
|
||||
statusBar.y = 0;
|
||||
break;
|
||||
if (core.domStyle.isVertical) {
|
||||
statusBar.x = 0;
|
||||
statusBar.y = core.dom.statusBar.offsetHeight + 3;
|
||||
}
|
||||
else {
|
||||
statusBar.x = core.dom.statusBar.offsetWidth + 3;
|
||||
statusBar.y = 0;
|
||||
}
|
||||
|
||||
var left = core.dom.gameGroup.offsetLeft + statusBar.x;
|
||||
@ -658,6 +655,13 @@ actions.prototype.longClick = function (x, y, fromEvent) {
|
||||
core.doAction();
|
||||
return true;
|
||||
}
|
||||
// 长按楼传器的箭头可以快速翻页
|
||||
if (core.status.event.id=='fly') {
|
||||
if ((x==10 || x==11) && (y==5 || y==9)) {
|
||||
this.clickFly(x, y);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (!fromEvent) {
|
||||
core.waitHeroToStop(function () {
|
||||
@ -780,12 +784,6 @@ actions.prototype.clickAction = function (x,y) {
|
||||
|
||||
////// 自定义事件时,按下某个键的操作 //////
|
||||
actions.prototype.keyDownAction = function (keycode) {
|
||||
// 视为无效
|
||||
var startTime = core.status.event.data.startTime||0;
|
||||
if (startTime>0 && new Date().getTime()-startTime<250)
|
||||
return;
|
||||
core.status.event.data.startTime = 0;
|
||||
|
||||
if (core.status.event.data.type=='choices') {
|
||||
var data = core.status.event.data.current;
|
||||
var choices = data.choices;
|
||||
@ -1082,13 +1080,13 @@ actions.prototype.clickShop = function(x,y) {
|
||||
core.status.event.selection=y-topIndex;
|
||||
|
||||
var money = core.getStatus('money'), experience = core.getStatus('experience');
|
||||
var times = shop.times, need = eval(shop.need);
|
||||
var times = shop.times, need = core.calValue(shop.need, null, times);
|
||||
var use = shop.use;
|
||||
var use_text = use=='money'?"金币":"经验";
|
||||
|
||||
var choice = choices[y-topIndex];
|
||||
if (core.isset(choice.need))
|
||||
need = eval(choice.need);
|
||||
need = core.calValue(choice.need, null, times);
|
||||
|
||||
if (need > eval(use)) {
|
||||
core.drawTip("你的"+use_text+"不足");
|
||||
@ -1103,7 +1101,7 @@ actions.prototype.clickShop = function(x,y) {
|
||||
|
||||
// 更新属性
|
||||
choice.effect.split(";").forEach(function (t) {
|
||||
core.doEffect(t);
|
||||
core.doEffect(t, need, times);
|
||||
});
|
||||
core.updateStatusBar();
|
||||
shop.times++;
|
||||
@ -1830,19 +1828,6 @@ actions.prototype.clickSwitchs = function (x,y) {
|
||||
core.ui.drawSwitchs();
|
||||
break;
|
||||
case 8:
|
||||
if (core.platform.isPC)
|
||||
window.open("editor.html", "_blank");
|
||||
else if (confirm("即将离开本塔,跳转至本塔工程页面,确认?")) {
|
||||
window.location.href = "editor-mobile.html";
|
||||
}
|
||||
break;
|
||||
case 9:
|
||||
if (core.platform.isPC)
|
||||
window.open(core.firstData.name+".zip");
|
||||
else
|
||||
window.location.href = core.firstData.name+".zip";
|
||||
break;
|
||||
case 10:
|
||||
core.status.event.selection=0;
|
||||
core.ui.drawSettings();
|
||||
break;
|
||||
@ -1902,9 +1887,11 @@ actions.prototype.clickSettings = function (x,y) {
|
||||
core.ui.drawKeyBoard();
|
||||
break;
|
||||
case 2:
|
||||
core.clearLastEvent();
|
||||
core.ui.drawMaps();
|
||||
break;
|
||||
case 3:
|
||||
core.clearLastEvent();
|
||||
core.ui.drawPaint();
|
||||
break;
|
||||
case 4:
|
||||
@ -2249,14 +2236,14 @@ actions.prototype.clickStorageRemove = function (x, y) {
|
||||
core.ui.closePanel();
|
||||
core.drawText("\t[操作成功]你的所有存档已被清空。");
|
||||
core.status.saveIndex = 1;
|
||||
core.setLocalStorage('saveIndex2', 1);
|
||||
core.removeLocalStorage('saveIndex');
|
||||
});
|
||||
}
|
||||
else {
|
||||
localStorage.clear();
|
||||
core.drawText("\t[操作成功]你的所有存档已被清空。");
|
||||
core.status.saveIndex = 1;
|
||||
core.setLocalStorage('saveIndex2', 1);
|
||||
core.removeLocalStorage('saveIndex');
|
||||
}
|
||||
break;
|
||||
case 1:
|
||||
@ -2270,7 +2257,7 @@ actions.prototype.clickStorageRemove = function (x, y) {
|
||||
core.ui.closePanel();
|
||||
core.drawText("\t[操作成功]当前塔的存档已被清空。");
|
||||
core.status.saveIndex = 1;
|
||||
core.setLocalStorage('saveIndex2', 1);
|
||||
core.removeLocalStorage('saveIndex');
|
||||
});
|
||||
}
|
||||
else {
|
||||
@ -2281,7 +2268,7 @@ actions.prototype.clickStorageRemove = function (x, y) {
|
||||
core.removeLocalStorage("autoSave");
|
||||
core.drawText("\t[操作成功]当前塔的存档已被清空。");
|
||||
core.status.saveIndex = 1;
|
||||
core.setLocalStorage('saveIndex2', 1);
|
||||
core.removeLocalStorage('saveIndex');
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
@ -2423,6 +2410,13 @@ actions.prototype.clickGameInfo = function (x, y) {
|
||||
core.ui.drawStatistics();
|
||||
break;
|
||||
case 1:
|
||||
if (core.platform.isPC)
|
||||
window.open("editor.html", "_blank");
|
||||
else if (confirm("即将离开本塔,跳转至本塔工程页面,确认?")) {
|
||||
window.location.href = "editor-mobile.html";
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
if (core.platform.isPC) {
|
||||
window.open("/score.php?name="+core.firstData.name+"&num=10", "_blank");
|
||||
}
|
||||
@ -2432,13 +2426,19 @@ actions.prototype.clickGameInfo = function (x, y) {
|
||||
}
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
case 3:
|
||||
core.ui.drawHelp();
|
||||
break;
|
||||
case 3:
|
||||
case 4:
|
||||
core.ui.drawAbout();
|
||||
break;
|
||||
case 4:
|
||||
case 5:
|
||||
if (core.platform.isPC)
|
||||
window.open(core.firstData.name+".zip");
|
||||
else
|
||||
window.location.href = core.firstData.name+".zip";
|
||||
break;
|
||||
case 6:
|
||||
core.status.event.selection=5;
|
||||
core.ui.drawSettings();
|
||||
break;
|
||||
|
||||
592
libs/control.js
592
libs/control.js
@ -57,8 +57,10 @@ control.prototype.setRequestAnimationFrame = function () {
|
||||
|
||||
core.animateFrame.globalTime = core.animateFrame.globalTime||timestamp;
|
||||
core.animateFrame.boxTime = core.animateFrame.boxTime||timestamp;
|
||||
core.animateFrame.selectorTime = core.animateFrame.selectorTime||timestamp;
|
||||
core.animateFrame.animateTime = core.animateFrame.animateTime||timestamp;
|
||||
core.animateFrame.moveTime = core.animateFrame.moveTime||timestamp;
|
||||
core.animateFrame.lastLegTime = core.animateFrame.lastLegTime||timestamp;
|
||||
core.animateFrame.weather.time = core.animateFrame.weather.time||timestamp;
|
||||
|
||||
// move time
|
||||
@ -109,28 +111,49 @@ control.prototype.setRequestAnimationFrame = function () {
|
||||
core.animateFrame.boxTime = timestamp;
|
||||
}
|
||||
|
||||
// selectorTime
|
||||
if (timestamp-core.animateFrame.selectorTime>20 && core.isset(core.dymCanvas.selector)) {
|
||||
var opacity = parseFloat(core.dymCanvas.selector.canvas.style.opacity);
|
||||
if (core.animateFrame.selectorUp)
|
||||
opacity += 0.02;
|
||||
else
|
||||
opacity -= 0.02;
|
||||
if (opacity > 0.95 || opacity < 0.55)
|
||||
core.animateFrame.selectorUp = !core.animateFrame.selectorUp;
|
||||
core.setOpacity("selector", opacity);
|
||||
core.animateFrame.selectorTime = timestamp;
|
||||
}
|
||||
|
||||
// Animate
|
||||
if (timestamp-core.animateFrame.animateTime>50 && core.isset(core.status.animateObjs) && core.status.animateObjs.length>0) {
|
||||
core.clearMap('animate');
|
||||
core.status.animateObjs = core.status.animateObjs.filter(function (obj) {
|
||||
return obj.index < obj.animate.frames.length;
|
||||
})
|
||||
});
|
||||
core.status.animateObjs.forEach(function (obj) {
|
||||
core.maps.drawAnimateFrame(obj.animate, obj.centerX, obj.centerY, obj.index++);
|
||||
})
|
||||
});
|
||||
core.animateFrame.animateTime = timestamp;
|
||||
}
|
||||
|
||||
// Hero move
|
||||
if (timestamp-core.animateFrame.moveTime>16 && core.isset(core.status.heroMoving) && core.status.heroMoving>0) {
|
||||
if (core.isPlaying() && core.status.heroMoving>0) {
|
||||
var x=core.getHeroLoc('x'), y=core.getHeroLoc('y'), direction = core.getHeroLoc('direction');
|
||||
|
||||
// 200ms换腿?
|
||||
if (timestamp - core.animateFrame.moveTime > (core.values.moveSpeed||100)) {
|
||||
core.animateFrame.leftLeg = !core.animateFrame.leftLeg;
|
||||
core.animateFrame.moveTime = timestamp;
|
||||
}
|
||||
core.drawHero(direction, x, y, core.animateFrame.leftLeg?'leftFoot':'rightFoot', 4*core.status.heroMoving);
|
||||
/*
|
||||
if (core.status.heroMoving<=4) {
|
||||
core.drawHero(direction, x, y, 'leftFoot', 4*core.status.heroMoving);
|
||||
}
|
||||
else if (core.status.heroMoving<=8) {
|
||||
core.drawHero(direction, x, y, 'rightFoot', 4*core.status.heroMoving);
|
||||
}
|
||||
core.animateFrame.moveTime = timestamp;
|
||||
*/
|
||||
}
|
||||
|
||||
// weather
|
||||
@ -203,6 +226,37 @@ control.prototype.setRequestAnimationFrame = function () {
|
||||
|
||||
core.canvas.weather.fill();
|
||||
|
||||
}
|
||||
else if (core.animateFrame.weather.type == 'fog' && core.animateFrame.weather.level > 0) {
|
||||
core.clearMap('weather');
|
||||
if (core.animateFrame.weather.fog) {
|
||||
var w = 416, h = 416;
|
||||
core.setAlpha('weather', 0.5);
|
||||
core.animateFrame.weather.nodes.forEach(function (p) {
|
||||
core.canvas.weather.drawImage(core.animateFrame.weather.fog, p.x - ox, p.y - oy, w, h);
|
||||
|
||||
p.x += p.xs;
|
||||
p.y += p.ys;
|
||||
if (p.x > core.bigmap.width*32 - w/2) {
|
||||
p.x = core.bigmap.width*32 - w/2 - 1;
|
||||
p.xs = -p.xs;
|
||||
}
|
||||
if (p.x < -w/2) {
|
||||
p.x = -w/2+1;
|
||||
p.xs = -p.xs;
|
||||
}
|
||||
if (p.y > core.bigmap.height*32 - h/2) {
|
||||
p.y = core.bigmap.height*32 - h/2 - 1;
|
||||
p.ys = -p.ys;
|
||||
}
|
||||
if (p.y < -h/2) {
|
||||
p.y = -h/2+1;
|
||||
p.ys = -p.ys;
|
||||
}
|
||||
})
|
||||
core.setAlpha('weather',1);
|
||||
}
|
||||
|
||||
}
|
||||
core.animateFrame.weather.time = timestamp;
|
||||
|
||||
@ -234,6 +288,10 @@ control.prototype.showStartAnimate = function (noAnimate, callback) {
|
||||
core.clearStatus();
|
||||
core.clearMap('all');
|
||||
core.clearMap('curtain');
|
||||
core.deleteAllCanvas();
|
||||
|
||||
// 重置音量
|
||||
core.events.setVolume(1, 0);
|
||||
|
||||
if (core.flags.startUsingCanvas) {
|
||||
core.dom.startTop.style.display = 'none';
|
||||
@ -298,6 +356,7 @@ control.prototype.clearStatus = function() {
|
||||
}
|
||||
core.status = {};
|
||||
core.clearStatusBar();
|
||||
core.deleteAllCanvas();
|
||||
core.status.played = false;
|
||||
core.events.setHeroIcon('hero.png', true);
|
||||
}
|
||||
@ -314,9 +373,6 @@ control.prototype.resetStatus = function(hero, hard, floorId, route, maps, value
|
||||
// 清除游戏数据
|
||||
core.clearStatus();
|
||||
|
||||
// 显示状态栏
|
||||
core.control.triggerStatusBar("show");
|
||||
|
||||
// 初始化status
|
||||
core.status = core.clone(core.initStatus);
|
||||
// 初始化maps
|
||||
@ -336,6 +392,8 @@ control.prototype.resetStatus = function(hero, hard, floorId, route, maps, value
|
||||
'currTime': 0,
|
||||
'hp': 0,
|
||||
"battle": 0,
|
||||
'money': 0,
|
||||
'experience': 0,
|
||||
'battleDamage': 0,
|
||||
'poisonDamage': 0,
|
||||
'extraDamage': 0,
|
||||
@ -350,13 +408,15 @@ control.prototype.resetStatus = function(hero, hard, floorId, route, maps, value
|
||||
if (core.isset(route))
|
||||
core.status.route = route;
|
||||
// 保存的Index
|
||||
core.status.saveIndex = core.getLocalStorage('saveIndex2', 1);
|
||||
core.status.saveIndex = core.getLocalStorage('saveIndex', 1);
|
||||
|
||||
if (core.isset(values))
|
||||
core.values = core.clone(values);
|
||||
else core.values = core.clone(core.data.values);
|
||||
|
||||
core.events.initGame();
|
||||
this.updateGlobalAttribute(Object.keys(core.status.globalAttribute));
|
||||
this.triggerStatusBar(core.getFlag('hideStatusBar', false)?'hide':'show', core.getFlag("showToolbox"));
|
||||
core.status.played = true;
|
||||
}
|
||||
|
||||
@ -983,19 +1043,7 @@ control.prototype.jumpHero = function (ex, ey, time, callback) {
|
||||
|
||||
////// 每移动一格后执行的事件 //////
|
||||
control.prototype.moveOneStep = function() {
|
||||
core.status.hero.steps++;
|
||||
// 中毒状态
|
||||
if (core.hasFlag('poison')) {
|
||||
core.status.hero.statistics.poisonDamage += core.values.poisonDamage;
|
||||
core.status.hero.hp -= core.values.poisonDamage;
|
||||
if (core.status.hero.hp<=0) {
|
||||
core.status.hero.hp=0;
|
||||
core.updateStatusBar();
|
||||
core.events.lose();
|
||||
return;
|
||||
}
|
||||
core.updateStatusBar();
|
||||
}
|
||||
return this.controldata.moveOneStep();
|
||||
}
|
||||
|
||||
////// 停止勇士的一切行动,等待勇士行动结束后,再执行callback //////
|
||||
@ -1294,142 +1342,20 @@ control.prototype.checkBlock = function () {
|
||||
|
||||
////// 阻击事件(动画效果) //////
|
||||
control.prototype.snipe = function (snipes) {
|
||||
|
||||
var scan = {
|
||||
'up': {'x': 0, 'y': -1},
|
||||
'left': {'x': -1, 'y': 0},
|
||||
'down': {'x': 0, 'y': 1},
|
||||
'right': {'x': 1, 'y': 0}
|
||||
};
|
||||
|
||||
snipes.forEach(function (snipe) {
|
||||
var x=snipe.x, y=snipe.y, direction = snipe.direction;
|
||||
snipe.nx = x+scan[snipe.direction].x;
|
||||
snipe.ny = y+scan[snipe.direction].y;
|
||||
|
||||
core.removeGlobalAnimate(x, y);
|
||||
|
||||
var block = core.getBlock(x,y).block;
|
||||
|
||||
var cls = block.event.cls;
|
||||
var height = block.event.height || 32;
|
||||
|
||||
snipe.animate = block.event.animate || 1;
|
||||
snipe.blockIcon = core.material.icons[cls][block.event.id];
|
||||
snipe.blockImage = core.material.images[cls];
|
||||
snipe.height = height;
|
||||
|
||||
var damage = core.enemys.getDamage(block.event.id, x, y);
|
||||
var color = '#000000';
|
||||
|
||||
if (damage == null) {
|
||||
damage = "???";
|
||||
color = '#FF0000';
|
||||
}
|
||||
else {
|
||||
if (damage <= 0) color = '#00FF00';
|
||||
else if (damage < core.status.hero.hp / 3) color = '#FFFFFF';
|
||||
else if (damage < core.status.hero.hp * 2 / 3) color = '#FFFF00';
|
||||
else if (damage < core.status.hero.hp) color = '#FF7F00';
|
||||
else color = '#FF0000';
|
||||
|
||||
damage = core.formatBigNumber(damage);
|
||||
if (core.enemys.hasSpecial(core.material.enemys[block.event.id], 19))
|
||||
damage += "+";
|
||||
if (core.enemys.hasSpecial(core.material.enemys[block.event.id], 21))
|
||||
damage += "-";
|
||||
if (core.enemys.hasSpecial(core.material.enemys[block.event.id], 11))
|
||||
damage += "^";
|
||||
}
|
||||
|
||||
snipe.damage = damage;
|
||||
snipe.color = color;
|
||||
snipe.block = core.clone(block);
|
||||
|
||||
})
|
||||
|
||||
var finishSnipe = function () {
|
||||
snipes.forEach(function (t) {
|
||||
core.removeBlock(t.x, t.y);
|
||||
var nBlock = core.clone(t.block);
|
||||
nBlock.x = t.nx; nBlock.y = t.ny;
|
||||
core.status.thisMap.blocks.push(nBlock);
|
||||
core.drawBlock(nBlock);
|
||||
core.addGlobalAnimate(nBlock);
|
||||
});
|
||||
core.syncGlobalAnimate();
|
||||
core.updateStatusBar();
|
||||
return;
|
||||
}
|
||||
|
||||
if (core.status.replay.replaying) {
|
||||
finishSnipe();
|
||||
}
|
||||
else {
|
||||
core.waitHeroToStop(function() {
|
||||
|
||||
core.lockControl();
|
||||
|
||||
var time = 500, step = 0;
|
||||
|
||||
var animateCurrent = 0;
|
||||
var animateTime = 0;
|
||||
|
||||
core.canvas.damage.textAlign = 'left';
|
||||
|
||||
var animate=window.setInterval(function() {
|
||||
|
||||
step++;
|
||||
animateTime += time / 16;
|
||||
if (animateTime >= core.values.animateSpeed) {
|
||||
animateCurrent++;
|
||||
animateTime = 0;
|
||||
}
|
||||
|
||||
snipes.forEach(function (snipe) {
|
||||
var x=snipe.x, y=snipe.y, direction = snipe.direction;
|
||||
|
||||
var dx = scan[direction].x*2*step, dy = scan[direction].y*2*step;
|
||||
var nowX = 32*x+dx, nowY = 32*y+dy;
|
||||
|
||||
// 清空上一次
|
||||
core.clearMap('damage', nowX-2*scan[direction].x, nowY-2*scan[direction].y, 32, 32);
|
||||
core.canvas.event.clearRect(nowX-2*scan[direction].x, nowY-2*scan[direction].y, 32, 32);
|
||||
core.canvas.event2.clearRect(nowX-2*scan[direction].x, nowY-2*scan[direction].y-32, 32, 32)
|
||||
|
||||
core.drawBlock(snipe.block, animateCurrent, dx, dy);
|
||||
|
||||
if (core.hasItem('book')) {
|
||||
// drawDamage
|
||||
core.setFillStyle('damage', '#000000');
|
||||
core.canvas.damage.fillText(snipe.damage, nowX + 2, nowY + 30);
|
||||
core.canvas.damage.fillText(snipe.damage, nowX, nowY + 30);
|
||||
core.canvas.damage.fillText(snipe.damage, nowX + 2, nowY + 32);
|
||||
core.canvas.damage.fillText(snipe.damage, nowX, nowY + 32);
|
||||
|
||||
core.setFillStyle('damage', snipe.color);
|
||||
core.canvas.damage.fillText(snipe.damage, nowX + 1, nowY + 31);
|
||||
}
|
||||
|
||||
})
|
||||
|
||||
if (step==16) { // 移动完毕
|
||||
clearInterval(animate);
|
||||
finishSnipe();
|
||||
// 不存在自定义事件
|
||||
if (core.status.event.id==null)
|
||||
core.unLockControl();
|
||||
}
|
||||
}, time/16);
|
||||
});
|
||||
}
|
||||
// 阻击改成moveBlock事件完成
|
||||
var actions = [];
|
||||
snipes.forEach(function (t) {
|
||||
actions.push({"type": "move", "loc": [t.x, t.y], "steps": [t.direction], "time": 500, "keep": true, "async": true});
|
||||
});
|
||||
actions.push({"type": "waitAsync"});
|
||||
core.insertAction(actions);
|
||||
}
|
||||
|
||||
////// 更改天气效果 //////
|
||||
control.prototype.setWeather = function (type, level) {
|
||||
|
||||
// 非雨雪
|
||||
if (type!='rain' && type!='snow') {
|
||||
if (type!='rain' && type!='snow' && type!='fog') {
|
||||
core.clearMap('weather')
|
||||
core.animateFrame.weather.type = null;
|
||||
core.animateFrame.weather.level = 0;
|
||||
@ -1476,6 +1402,18 @@ control.prototype.setWeather = function (type, level) {
|
||||
})
|
||||
}
|
||||
}
|
||||
else if (type=='fog') {
|
||||
if (core.animateFrame.weather.fog) {
|
||||
for (var a=0;a<level/10;a++) {
|
||||
core.animateFrame.weather.nodes.push({
|
||||
'x': Math.random()*core.bigmap.width*32 - 208,
|
||||
'y': Math.random()*core.bigmap.height*32 - 208,
|
||||
'xs': Math.random() * 4 - 2,
|
||||
'ys': Math.random() * 4 - 2
|
||||
})
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
////// 更改画面色调 //////
|
||||
@ -1503,26 +1441,26 @@ control.prototype.setFg = function(color, time, callback) {
|
||||
return;
|
||||
}
|
||||
|
||||
var step=0;
|
||||
// core.status.replay.animate=true;
|
||||
var per_time = 10, step=0, steps = parseInt(time / per_time);
|
||||
|
||||
var changeAnimate = setInterval(function() {
|
||||
step++;
|
||||
|
||||
var nowA = fromColor[3]+(color[3]-fromColor[3])*step/25;
|
||||
var nowR = parseInt(fromColor[0]+(color[0]-fromColor[0])*step/25);
|
||||
var nowG = parseInt(fromColor[1]+(color[1]-fromColor[1])*step/25);
|
||||
var nowB = parseInt(fromColor[2]+(color[2]-fromColor[2])*step/25);
|
||||
var nowA = fromColor[3]+(color[3]-fromColor[3])*step/steps;
|
||||
var nowR = parseInt(fromColor[0]+(color[0]-fromColor[0])*step/steps);
|
||||
var nowG = parseInt(fromColor[1]+(color[1]-fromColor[1])*step/steps);
|
||||
var nowB = parseInt(fromColor[2]+(color[2]-fromColor[2])*step/steps);
|
||||
core.clearMap('curtain');
|
||||
core.fillRect('curtain', 0, 0, 416, 416, core.arrayToRGBA([nowR,nowG,nowB,nowA]));
|
||||
|
||||
if (step>=25) {
|
||||
if (step>=steps) {
|
||||
delete core.animateFrame.asyncId[changeAnimate];
|
||||
clearInterval(changeAnimate);
|
||||
core.status.curtainColor = color;
|
||||
// core.status.replay.animate=false;
|
||||
if (core.isset(callback)) callback();
|
||||
}
|
||||
}, time/25/core.status.replay.speed);
|
||||
}, per_time);
|
||||
|
||||
core.animateFrame.asyncId[changeAnimate] = true;
|
||||
}
|
||||
@ -1557,51 +1495,18 @@ control.prototype.updateDamage = function (floorId, canvas) {
|
||||
var id = mapBlocks[b].event.id;
|
||||
|
||||
if (core.flags.displayEnemyDamage) {
|
||||
var damage = core.enemys.getDamage(id, x, y);
|
||||
var color = '#000000';
|
||||
|
||||
if (damage == null) {
|
||||
damage = "???";
|
||||
color = '#FF0000';
|
||||
}
|
||||
else {
|
||||
if (damage <= 0) color = '#00FF00';
|
||||
else if (damage < hero_hp / 3) color = '#FFFFFF';
|
||||
else if (damage < hero_hp * 2 / 3) color = '#FFFF00';
|
||||
else if (damage < hero_hp) color = '#FF7F00';
|
||||
else color = '#FF0000';
|
||||
damage = core.formatBigNumber(damage);
|
||||
if (core.enemys.hasSpecial(core.material.enemys[id], 19))
|
||||
damage += "+";
|
||||
if (core.enemys.hasSpecial(core.material.enemys[id], 21))
|
||||
damage += "-";
|
||||
if (core.enemys.hasSpecial(core.material.enemys[id], 11))
|
||||
damage += "^";
|
||||
}
|
||||
|
||||
canvas.fillStyle = '#000000';
|
||||
canvas.fillText(damage, 32 * x + 2, 32 * (y + 1) - 2);
|
||||
canvas.fillText(damage, 32 * x, 32 * (y + 1) - 2);
|
||||
canvas.fillText(damage, 32 * x + 2, 32 * (y + 1));
|
||||
canvas.fillText(damage, 32 * x, 32 * (y + 1));
|
||||
|
||||
canvas.fillStyle = color;
|
||||
canvas.fillText(damage, 32 * x + 1, 32 * (y + 1) - 1);
|
||||
var damageString = core.enemys.getDamageString(id, x, y);
|
||||
var damage = damageString.damage, color = damageString.color;
|
||||
core.fillBoldText(canvas, damage, color, 32*x+1, 32*(y+1)-1);
|
||||
}
|
||||
|
||||
// 临界显伤
|
||||
if (core.flags.displayCritical) {
|
||||
var critical = core.enemys.nextCriticals(id);
|
||||
if (critical.length>0) critical=critical[0];
|
||||
critical = core.formatBigNumber(critical[0]);
|
||||
critical = core.formatBigNumber(critical[0], true);
|
||||
if (critical == '???') critical = '?';
|
||||
canvas.fillStyle = '#000000';
|
||||
canvas.fillText(critical, 32 * x + 2, 32 * (y + 1) - 2 - 10);
|
||||
canvas.fillText(critical, 32 * x, 32 * (y + 1) - 2 - 10);
|
||||
canvas.fillText(critical, 32 * x + 2, 32 * (y + 1) - 10);
|
||||
canvas.fillText(critical, 32 * x, 32 * (y + 1) - 10);
|
||||
canvas.fillStyle = '#FFFFFF';
|
||||
canvas.fillText(critical, 32 * x + 1, 32 * (y + 1) - 1 - 10);
|
||||
core.fillBoldText(canvas, critical, '#FFFFFF', 32*x+1, 32*(y+1)-11);
|
||||
}
|
||||
|
||||
}
|
||||
@ -1625,15 +1530,8 @@ control.prototype.updateDamage = function (floorId, canvas) {
|
||||
for (var y=0;y<core.bigmap.height;y++) {
|
||||
var damage = core.status.checkBlock.damage[x+core.bigmap.width*y];
|
||||
if (damage>0) {
|
||||
damage = core.formatBigNumber(damage);
|
||||
canvas.fillStyle = '#000000';
|
||||
canvas.fillText(damage, 32 * x + 17, 32 * (y + 1) - 13);
|
||||
canvas.fillText(damage, 32 * x + 15, 32 * (y + 1) - 15);
|
||||
canvas.fillText(damage, 32 * x + 17, 32 * (y + 1) - 15);
|
||||
canvas.fillText(damage, 32 * x + 15, 32 * (y + 1) - 13);
|
||||
|
||||
canvas.fillStyle = '#FF7F00';
|
||||
canvas.fillText(damage, 32 * x + 16, 32 * (y + 1) - 14);
|
||||
damage = core.formatBigNumber(damage, true);
|
||||
core.fillBoldText(canvas, damage, "#FF7F00", 32*x+16, 32*(y+1)-14);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1648,11 +1546,11 @@ control.prototype.updateDamage = function (floorId, canvas) {
|
||||
}
|
||||
|
||||
////// 执行一个表达式的effect操作 //////
|
||||
control.prototype.doEffect = function (effect) {
|
||||
control.prototype.doEffect = function (effect, need, times) {
|
||||
effect.split(";").forEach(function (expression) {
|
||||
var arr = expression.split("+=");
|
||||
if (arr.length!=2) return;
|
||||
var name=arr[0], value=core.calValue(arr[1]);
|
||||
var name=arr[0], value=core.calValue(arr[1], need, times);
|
||||
if (name.indexOf("status:")==0) {
|
||||
var status=name.substring(7);
|
||||
core.setStatus(status, core.getStatus(status)+value);
|
||||
@ -1661,6 +1559,10 @@ control.prototype.doEffect = function (effect) {
|
||||
var itemId=name.substring(5);
|
||||
core.setItem(itemId, core.itemCount(itemId)+value);
|
||||
}
|
||||
else if (name.indexOf("flag:")==0) {
|
||||
var flag=name.substring(5);
|
||||
core.setFlag(flag, core.getFlag(flag, 0)+value);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
@ -2078,7 +1980,7 @@ control.prototype.replay = function () {
|
||||
}
|
||||
}
|
||||
else if (action.indexOf('key:')==0) {
|
||||
core.actions.keyUp(parseInt(action.substring(4)), true);
|
||||
core.actions.keyUp(parseInt(action.substring(4)), false, true);
|
||||
core.replay();
|
||||
return;
|
||||
}
|
||||
@ -2199,7 +2101,7 @@ control.prototype.save = function(need) {
|
||||
control.prototype.load = function (need) {
|
||||
if (core.isset(core.status.replay)&&core.status.replay.replaying) return;
|
||||
|
||||
var saveIndex = core.getLocalStorage('saveIndex2', 1);
|
||||
var saveIndex = core.getLocalStorage('saveIndex', 1);
|
||||
var page=parseInt((saveIndex-1)/5), offset=saveIndex-5*page;
|
||||
|
||||
// 游戏开始前读档
|
||||
@ -2226,17 +2128,23 @@ control.prototype.openSettings = function (need) {
|
||||
|
||||
////// 自动存档 //////
|
||||
control.prototype.autosave = function (removeLast) {
|
||||
if (core.status.event.id!=null)
|
||||
return;
|
||||
var addLast = true;
|
||||
if (core.status.event.id!=null) {
|
||||
// 检查是否是强制自动存档
|
||||
if (core.status.event.id=='action' && core.hasFlag("forceSave")) addLast = false;
|
||||
else return;
|
||||
}
|
||||
var x=null;
|
||||
if (removeLast)
|
||||
x=core.status.route.pop();
|
||||
// 加入当前方向
|
||||
core.status.route.push("turn:"+core.getHeroLoc('direction'));
|
||||
core.setLocalForage("autoSave", core.saveData())
|
||||
core.status.route.pop();
|
||||
if (addLast)
|
||||
core.status.route.push("turn:"+core.getHeroLoc('direction'));
|
||||
core.setLocalForage("autoSave", core.saveData());
|
||||
if (addLast)
|
||||
core.status.route.pop();
|
||||
if (removeLast && core.isset(x))
|
||||
core.status.route.push(x);
|
||||
core.removeFlag("forceSave");
|
||||
}
|
||||
|
||||
////// 实际进行存读档事件 //////
|
||||
@ -2251,7 +2159,7 @@ control.prototype.doSL = function (id, type) {
|
||||
core.drawTip('存档成功!');
|
||||
if (id!="autoSave") {
|
||||
core.status.saveIndex=id;
|
||||
core.setLocalStorage('saveIndex2', core.status.saveIndex);
|
||||
core.setLocalStorage('saveIndex', core.status.saveIndex);
|
||||
}
|
||||
}, function(err) {
|
||||
console.info(err);
|
||||
@ -2288,7 +2196,7 @@ control.prototype.doSL = function (id, type) {
|
||||
core.drawTip("读档成功");
|
||||
if (id!="autoSave") {
|
||||
core.status.saveIndex=id;
|
||||
core.setLocalStorage('saveIndex2', core.status.saveIndex);
|
||||
core.setLocalStorage('saveIndex', core.status.saveIndex);
|
||||
}
|
||||
});
|
||||
}, function(err) {
|
||||
@ -2484,6 +2392,9 @@ control.prototype.loadData = function (data, callback) {
|
||||
core.control.updateGlobalAttribute(Object.keys(toAttribute));
|
||||
}
|
||||
|
||||
// 重置音量
|
||||
core.events.setVolume(core.getFlag("__volume__", 1), 0);
|
||||
|
||||
// load icons
|
||||
var icon = core.getFlag("heroIcon", "hero.png");
|
||||
if (core.isset(core.material.images.images[icon])) {
|
||||
@ -2602,6 +2513,8 @@ control.prototype.playBgm = function (bgm) {
|
||||
}
|
||||
|
||||
try {
|
||||
// 缓存BGM
|
||||
core.loader.loadBgm(bgm);
|
||||
// 如果当前正在播放,且和本BGM相同,直接忽略
|
||||
if (core.musicStatus.playingBgm == bgm && core.musicStatus.isPlaying) {
|
||||
return;
|
||||
@ -2634,7 +2547,7 @@ control.prototype.pauseBgm = function () {
|
||||
core.musicStatus.isPlaying = false;
|
||||
}
|
||||
catch (e) {
|
||||
console.log("无法暂停BGM "+bgm);
|
||||
console.log("无法暂停BGM");
|
||||
console.log(e);
|
||||
}
|
||||
}
|
||||
@ -2662,7 +2575,7 @@ control.prototype.resumeBgm = function () {
|
||||
}
|
||||
}
|
||||
catch (e) {
|
||||
console.log("无法恢复BGM "+bgm);
|
||||
console.log("无法恢复BGM");
|
||||
console.log(e);
|
||||
}
|
||||
}
|
||||
@ -2774,16 +2687,28 @@ control.prototype.updateStatusBar = function () {
|
||||
}
|
||||
}
|
||||
|
||||
control.prototype.triggerStatusBar = function (name) {
|
||||
control.prototype.triggerStatusBar = function (name, showToolbox) {
|
||||
if (name!='hide') name='show';
|
||||
|
||||
// 如果是隐藏 -> 显示工具栏,则先显示
|
||||
if (name == 'hide' && showToolbox && !core.domStyle.showStatusBar && !core.hasFlag("showToolbox")) {
|
||||
this.triggerStatusBar("show");
|
||||
this.triggerStatusBar("hide", showToolbox);
|
||||
return;
|
||||
}
|
||||
|
||||
var statusItems = core.dom.status;
|
||||
var toolItems = core.dom.tools;
|
||||
core.domStyle.showStatusBar = name == 'show';
|
||||
core.setFlag('hideStatusBar', core.domStyle.showStatusBar?null:true);
|
||||
core.setFlag('showToolbox', showToolbox?true:null);
|
||||
if (!core.domStyle.showStatusBar) {
|
||||
for (var i = 0; i < statusItems.length; ++i)
|
||||
statusItems[i].style.opacity = 0;
|
||||
for (var i = 0; i < toolItems.length; ++i)
|
||||
toolItems[i].style.display = 'none';
|
||||
if (!core.domStyle.isVertical || !showToolbox) {
|
||||
for (var i = 0; i < toolItems.length; ++i)
|
||||
toolItems[i].style.display = 'none';
|
||||
}
|
||||
}
|
||||
else {
|
||||
for (var i = 0; i < statusItems.length; ++i)
|
||||
@ -2825,31 +2750,30 @@ control.prototype.updateGlobalAttribute = function (name) {
|
||||
if (!core.isset(attribute)) return;
|
||||
switch (name) {
|
||||
case 'statusLeftBackground':
|
||||
if (core.domStyle.screenMode == 'horizontal' || core.domStyle.screenMode == 'bigScreen') {
|
||||
if (!core.domStyle.isVertical) {
|
||||
core.dom.statusBar.style.background = attribute[name];
|
||||
}
|
||||
break;
|
||||
case 'statusTopBackground':
|
||||
if (core.domStyle.screenMode == 'vertical') {
|
||||
if (core.domStyle.isVertical) {
|
||||
core.dom.statusBar.style.background = attribute[name];
|
||||
}
|
||||
break;
|
||||
case 'toolsBackground':
|
||||
if (core.domStyle.screenMode == 'vertical') {
|
||||
if (core.domStyle.isVertical) {
|
||||
core.dom.toolBar.style.background = attribute[name];
|
||||
}
|
||||
break;
|
||||
case 'borderColor':
|
||||
{
|
||||
var border = '3px ' + attribute[name] + ' solid';
|
||||
var isVertical = core.domStyle.screenMode == 'vertical';
|
||||
core.dom.statusBar.style.borderTop = border;
|
||||
core.dom.statusBar.style.borderLeft = border;
|
||||
core.dom.statusBar.style.borderRight = isVertical?'':border;
|
||||
core.dom.statusBar.style.borderRight = core.domStyle.isVertical?border:'';
|
||||
core.dom.gameDraw.style.border = border;
|
||||
core.dom.toolBar.style.borderBottom = border;
|
||||
core.dom.toolBar.style.borderLeft = border;
|
||||
core.dom.toolBar.style.borderRight = isVertical?'':border;
|
||||
core.dom.toolBar.style.borderRight = core.domStyle.isVertical?border:'';
|
||||
break;
|
||||
}
|
||||
case 'statusBarColor':
|
||||
@ -2873,10 +2797,19 @@ control.prototype.updateGlobalAttribute = function (name) {
|
||||
|
||||
////// 改变工具栏为按钮1-7 //////
|
||||
control.prototype.setToolbarButton = function (useButton) {
|
||||
if (!core.domStyle.showStatusBar) return;
|
||||
if (!core.domStyle.showStatusBar) {
|
||||
// 隐藏状态栏时检查竖屏
|
||||
if (!core.domStyle.isVertical) {
|
||||
for (var i = 0; i < core.dom.tools.length; ++i)
|
||||
core.dom.tools[i].style.display = 'none';
|
||||
return;
|
||||
}
|
||||
if (!core.hasFlag('showToolbox')) return;
|
||||
else core.dom.tools.hard.style.display = 'block';
|
||||
}
|
||||
|
||||
if (!core.isset(useButton)) useButton = core.domStyle.toolbarBtn;
|
||||
if (core.domStyle.screenMode != 'vertical') useButton = false;
|
||||
if (!core.domStyle.isVertical) useButton = false;
|
||||
|
||||
core.domStyle.toolbarBtn = useButton;
|
||||
if (useButton) {
|
||||
@ -2894,7 +2827,37 @@ control.prototype.setToolbarButton = function (useButton) {
|
||||
["book","fly","toolbox","shop","save","load","settings"].forEach(function (t) {
|
||||
core.statusBar.image[t].style.display = 'block';
|
||||
});
|
||||
core.statusBar.image.shop.style.display = core.domStyle.screenMode != 'vertical' ? "none":"block";
|
||||
core.statusBar.image.shop.style.display = core.domStyle.isVertical ? "block":"none";
|
||||
}
|
||||
}
|
||||
|
||||
control.prototype.needDraw = function(id) {
|
||||
if (!core.isset(id)) {
|
||||
var toDraw = [], status = core.dom.status;
|
||||
for (var i = 0; i<status.length; ++i) {
|
||||
var dom = core.dom.status[i], idCol = dom.id;
|
||||
if (idCol.indexOf("Col")!=idCol.length-3) continue;
|
||||
var id = idCol.substring(0, idCol.length-3);
|
||||
if (!this.needDraw(id)) continue;
|
||||
toDraw.push(id);
|
||||
}
|
||||
return toDraw;
|
||||
}
|
||||
switch (id) {
|
||||
case 'floor': return core.flags.enableFloor;
|
||||
case 'name': return core.flags.enableName;
|
||||
case 'lv': return core.flags.enableLv;
|
||||
case 'hpmax': return core.flags.enableHPMax;
|
||||
case 'mana': return core.flags.enableMana;
|
||||
case 'mdef': return core.flags.enableMDef;
|
||||
case 'money': return core.flags.enableMoney;
|
||||
case 'experience': return core.flags.enableExperience && !core.flags.levelUpLeftMode;
|
||||
case 'up': return core.flags.enableLevelUp;
|
||||
case 'skill': return core.flags.enableSkill;
|
||||
case 'key': return core.flags.enableKeys;
|
||||
case 'pzf': return core.flags.enablePZF;
|
||||
case 'debuff': return core.flags.enableDebuff;
|
||||
default: return true;
|
||||
}
|
||||
}
|
||||
|
||||
@ -2927,25 +2890,16 @@ control.prototype.resize = function(clientWidth, clientHeight) {
|
||||
statusWidth, statusHeight, statusMaxWidth,statusLabelsLH,
|
||||
toolBarWidth, toolBarHeight, toolBarTop, toolBarBorder,
|
||||
toolsWidth, toolsHeight,toolsMargin,toolsPMaxwidth,
|
||||
fontSize, toolbarFontSize, margin, statusBackground, toolsBackground;
|
||||
fontSize, toolbarFontSize, margin, statusBackground, toolsBackground,
|
||||
statusCanvasWidth, statusCanvasHeight;
|
||||
|
||||
var count = core.dom.statusBar.children.length;
|
||||
if (!core.flags.enableFloor) count--;
|
||||
if (!core.flags.enableLv) count--;
|
||||
if (!core.flags.enableHPMax) count--;
|
||||
if (!core.flags.enableMDef) count--;
|
||||
if (!core.flags.enableMoney) count--;
|
||||
if (!core.flags.enableExperience) count--;
|
||||
if (!core.flags.enableLevelUp) count--;
|
||||
if (core.flags.levelUpLeftMode) count--;
|
||||
if (!core.flags.enableDebuff) count--;
|
||||
if (!core.flags.enableKeys) count--;
|
||||
if (!core.flags.enablePZF) count--;
|
||||
if (!core.flags.enableName) count--;
|
||||
if (!core.flags.enableMana) count--;
|
||||
if (!core.flags.enableSkill) count--;
|
||||
var toDraw = this.needDraw();
|
||||
var count = toDraw.length;
|
||||
var statusCanvas = core.flags.statusCanvas, statusCanvasRows = core.flags.statusCanvasRowsOnMobile || 3;
|
||||
|
||||
if (count>12) alert("当前状态栏数目("+count+")大于12,请调整到不超过12以避免手机端出现显示问题。");
|
||||
if (!statusCanvas && count>12) alert("当前状态栏数目("+count+")大于12,请调整到不超过12以避免手机端出现显示问题。");
|
||||
var col = Math.ceil(count / 3);
|
||||
if (statusCanvas) col = statusCanvasRows;
|
||||
|
||||
var statusLineHeight = BASE_LINEHEIGHT * 9 / count;
|
||||
var statusLineFontSize = DEFAULT_FONT_SIZE;
|
||||
@ -2977,11 +2931,9 @@ control.prototype.resize = function(clientWidth, clientHeight) {
|
||||
var tempWidth = DEFAULT_CANVAS_WIDTH * scale;
|
||||
if(!isHorizontal){ //竖屏
|
||||
core.domStyle.screenMode = 'vertical';
|
||||
core.domStyle.isVertical = true;
|
||||
//显示快捷商店图标
|
||||
shopDisplay = 'block';
|
||||
//判断应该显示几行
|
||||
// var col = core.flags.enableMDef || core.flags.enableExperience || core.flags.enableDebuff ? 3 : 2;
|
||||
var col = parseInt((count-1)/3)+1;
|
||||
|
||||
var tempTopBarH = scale * (BASE_LINEHEIGHT * col + SPACE * 2) + 6;
|
||||
var tempBotBarH = scale * (BASE_LINEHEIGHT + SPACE * 4) + 6;
|
||||
@ -2989,6 +2941,8 @@ control.prototype.resize = function(clientWidth, clientHeight) {
|
||||
gameGroupHeight = tempWidth + tempTopBarH + tempBotBarH;
|
||||
|
||||
gameGroupWidth = tempWidth
|
||||
statusCanvasWidth = canvasWidth;
|
||||
statusCanvasHeight = tempTopBarH;
|
||||
canvasTop = tempTopBarH;
|
||||
// canvasLeft = 0;
|
||||
toolBarWidth = statusBarWidth = canvasWidth;
|
||||
@ -3014,6 +2968,7 @@ control.prototype.resize = function(clientWidth, clientHeight) {
|
||||
toolbarFontSize = DEFAULT_FONT_SIZE * scale;
|
||||
}else { //横屏
|
||||
core.domStyle.screenMode = 'horizontal';
|
||||
core.domStyle.isVertical = false;
|
||||
shopDisplay = 'none';
|
||||
gameGroupWidth = tempWidth + DEFAULT_BAR_WIDTH * scale;
|
||||
gameGroupHeight = tempWidth;
|
||||
@ -3022,6 +2977,8 @@ control.prototype.resize = function(clientWidth, clientHeight) {
|
||||
toolBarWidth = statusBarWidth = DEFAULT_BAR_WIDTH * scale;
|
||||
statusBarHeight = gameGroupHeight - SPACE;
|
||||
statusBarBorder = '3px '+borderColor+' solid';
|
||||
statusCanvasWidth = toolBarWidth + SPACE;
|
||||
statusCanvasHeight = statusBarHeight;
|
||||
statusBackground = (core.status.globalAttribute||core.initStatus.globalAttribute).statusLeftBackground;
|
||||
|
||||
statusHeight = scale*statusLineHeight * .8;
|
||||
@ -3044,6 +3001,7 @@ control.prototype.resize = function(clientWidth, clientHeight) {
|
||||
}else { //大屏设备 pc端
|
||||
core.domStyle.scale = 1;
|
||||
core.domStyle.screenMode = 'bigScreen';
|
||||
core.domStyle.isVertical = false;
|
||||
shopDisplay = 'none';
|
||||
|
||||
gameGroupWidth = DEFAULT_CANVAS_WIDTH + DEFAULT_BAR_WIDTH;
|
||||
@ -3056,6 +3014,8 @@ control.prototype.resize = function(clientWidth, clientHeight) {
|
||||
// statusBarHeight = statusLineHeight * count + SPACE * 2; //一共有9行
|
||||
statusBackground = (core.status.globalAttribute||core.initStatus.globalAttribute).statusLeftBackground;
|
||||
statusBarHeight = gameGroupHeight - SPACE;
|
||||
statusCanvasWidth = toolBarWidth + SPACE;
|
||||
statusCanvasHeight = statusBarHeight;
|
||||
|
||||
statusHeight = statusLineHeight * .8;
|
||||
statusLabelsLH = .8 * statusLineHeight;
|
||||
@ -3091,6 +3051,14 @@ control.prototype.resize = function(clientWidth, clientHeight) {
|
||||
height: (canvasWidth - SPACE*2) + unit,
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'statusCanvas',
|
||||
rules: {
|
||||
width: (statusCanvasWidth - SPACE*2) + unit,
|
||||
height: (statusCanvasHeight - SPACE) + unit,
|
||||
display: statusCanvas?'block':'none'
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'gif',
|
||||
rules: {
|
||||
@ -3105,15 +3073,6 @@ control.prototype.resize = function(clientWidth, clientHeight) {
|
||||
height:(canvasWidth - SPACE*2) + unit,
|
||||
}
|
||||
},
|
||||
/*
|
||||
{
|
||||
id: 'curtain',
|
||||
rules: {
|
||||
width: (canvasWidth - SPACE*2) + unit,
|
||||
height:(canvasWidth - SPACE*2) + unit,
|
||||
}
|
||||
},
|
||||
*/
|
||||
{
|
||||
id: 'gameDraw',
|
||||
rules: {
|
||||
@ -3157,7 +3116,8 @@ control.prototype.resize = function(clientWidth, clientHeight) {
|
||||
width: '100%',
|
||||
maxWidth: statusMaxWidth + unit,
|
||||
height: statusHeight + unit,
|
||||
margin: margin/2 + unit
|
||||
margin: margin/2 + unit,
|
||||
display: !statusCanvas?'block':'none'
|
||||
}
|
||||
},
|
||||
{
|
||||
@ -3203,84 +3163,6 @@ control.prototype.resize = function(clientWidth, clientHeight) {
|
||||
display: shopDisplay && core.domStyle.showStatusBar
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'floorCol',
|
||||
rules: {
|
||||
display: core.flags.enableFloor ? 'block': 'none'
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'nameCol',
|
||||
rules: {
|
||||
display: core.flags.enableName ? 'block': 'none'
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'lvCol',
|
||||
rules: {
|
||||
display: core.flags.enableLv ? 'block': 'none'
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'hpmaxCol',
|
||||
rules: {
|
||||
display: core.flags.enableHPMax ? 'block': 'none'
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'manaCol',
|
||||
rules: {
|
||||
display: core.flags.enableMana ? 'block': 'none'
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'mdefCol',
|
||||
rules: {
|
||||
display: core.flags.enableMDef ? 'block': 'none'
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'moneyCol',
|
||||
rules: {
|
||||
display: core.flags.enableMoney ? 'block': 'none'
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'expCol',
|
||||
rules: {
|
||||
display: core.flags.enableExperience && !core.flags.levelUpLeftMode ? 'block': 'none'
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'upCol',
|
||||
rules: {
|
||||
display: core.flags.enableLevelUp ? 'block': 'none'
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'skillCol',
|
||||
rules: {
|
||||
display: core.flags.enableSkill ? 'block': 'none'
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'keyCol',
|
||||
rules: {
|
||||
display: !core.isset(core.flags.enableKeys)||core.flags.enableKeys?'block':'none'
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'pzfCol',
|
||||
rules: {
|
||||
display: core.flags.enablePZF?'block':'none'
|
||||
}
|
||||
},
|
||||
{
|
||||
'id': 'debuffCol',
|
||||
rules: {
|
||||
display: core.flags.enableDebuff ? 'block': 'none'
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'hard',
|
||||
rules: {
|
||||
@ -3289,8 +3171,29 @@ control.prototype.resize = function(clientWidth, clientHeight) {
|
||||
}
|
||||
},
|
||||
]
|
||||
for (var i = 0; i < core.dom.status.length; ++i) {
|
||||
var id = core.dom.status[i].id;
|
||||
core.domStyle.styles.push({
|
||||
id: id,
|
||||
rules: {
|
||||
display: toDraw.indexOf(id.substring(0, id.length-3))>=0 && !statusCanvas ? "block": "none"
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
core.domRenderer();
|
||||
this.setToolbarButton();
|
||||
|
||||
if (core.domStyle.isVertical) {
|
||||
core.dom.statusCanvas.width = 416;
|
||||
core.dom.statusCanvas.height = col * BASE_LINEHEIGHT + SPACE + 6;
|
||||
}
|
||||
else {
|
||||
core.dom.statusCanvas.width = 129;
|
||||
core.dom.statusCanvas.height = 416;
|
||||
}
|
||||
if (core.isPlaying())
|
||||
core.updateStatusBar();
|
||||
}
|
||||
|
||||
////// 渲染DOM //////
|
||||
@ -3335,5 +3238,12 @@ control.prototype.domRenderer = function(){
|
||||
core.canvas[cn].canvas.style.height = core.bigmap.height*32*core.domStyle.scale + "px";
|
||||
});
|
||||
}
|
||||
|
||||
// 动态canvas
|
||||
for (var i = 0; i < core.dymCanvas._list.length; i++) {
|
||||
var spirit = core.dymCanvas._list[i];
|
||||
core.dymCanvas[spirit.id].canvas.style.width = core.dymCanvas[spirit.id].canvas.width * core.domStyle.scale + "px";
|
||||
core.dymCanvas[spirit.id].canvas.style.height = core.dymCanvas[spirit.id].canvas.height * core.domStyle.scale + "px";
|
||||
core.dymCanvas[spirit.id].canvas.style.left = spirit.style.left * core.domStyle.scale + "px";
|
||||
core.dymCanvas[spirit.id].canvas.style.top = spirit.style.top * core.domStyle.scale + "px"
|
||||
}
|
||||
}
|
||||
166
libs/core.js
166
libs/core.js
@ -32,8 +32,12 @@ function core() {
|
||||
'globalAnimate': false,
|
||||
'globalTime': null,
|
||||
'boxTime': null,
|
||||
'selectorTime': null,
|
||||
'selectorUp': true,
|
||||
'animateTime': null,
|
||||
'moveTime': null,
|
||||
'lastLegTime': null,
|
||||
'leftLeg': true,
|
||||
'speed': null,
|
||||
'weather': {
|
||||
'time': null,
|
||||
@ -41,6 +45,7 @@ function core() {
|
||||
'level': 0,
|
||||
'nodes': [],
|
||||
'data': null,
|
||||
'fog': null,
|
||||
},
|
||||
"asyncId": {}
|
||||
}
|
||||
@ -53,6 +58,8 @@ function core() {
|
||||
'isPlaying': false,
|
||||
'gainNode': null,
|
||||
'volume': 1.0, // 音量
|
||||
'cachedBgms': [], // 缓存BGM内容
|
||||
'cachedBgmCount': 4, // 缓存的bgm数量
|
||||
}
|
||||
this.platform = {
|
||||
'isOnline': true, // 是否http
|
||||
@ -74,6 +81,8 @@ function core() {
|
||||
this.domStyle = {
|
||||
styles: [],
|
||||
scale: 1.0,
|
||||
screenMode: null,
|
||||
isVertical: false,
|
||||
toolbarBtn: false,
|
||||
showStatusBar: true,
|
||||
}
|
||||
@ -183,6 +192,9 @@ function core() {
|
||||
'animateObjs': [],
|
||||
};
|
||||
this.status = {};
|
||||
this.dymCanvas = {
|
||||
"_list": []
|
||||
};
|
||||
}
|
||||
|
||||
/////////// 系统事件相关 ///////////
|
||||
@ -310,7 +322,7 @@ core.prototype.init = function (coreData, callback) {
|
||||
core.musicStatus.bgmStatus = core.getLocalStorage('bgmStatus', true);
|
||||
if (!core.musicStatus.startDirectly) // 如果当前网络环境不允许
|
||||
core.musicStatus.bgmStatus = false;
|
||||
core.setLocalStorage('bgmStatus', core.musicStatus.bgmStatus);
|
||||
// core.setLocalStorage('bgmStatus', core.musicStatus.bgmStatus);
|
||||
|
||||
core.musicStatus.soundStatus = core.getLocalStorage('soundStatus', true);
|
||||
core.setLocalStorage('soundStatus', core.musicStatus.soundStatus);
|
||||
@ -327,6 +339,12 @@ core.prototype.init = function (coreData, callback) {
|
||||
}
|
||||
core.material.ground.src = "project/images/ground.png";
|
||||
|
||||
core.animateFrame.weather.fog = new Image();
|
||||
core.animateFrame.weather.fog.onerror = function () {
|
||||
core.animateFrame.weather.fog = null;
|
||||
}
|
||||
core.animateFrame.weather.fog.src = "project/images/fog.png";
|
||||
|
||||
core.bigmap.tempCanvas = document.createElement('canvas').getContext('2d');
|
||||
|
||||
core.loader.load(function () {
|
||||
@ -417,8 +435,8 @@ core.prototype.keyDown = function(keyCode) {
|
||||
}
|
||||
|
||||
////// 根据放开键的code来执行一系列操作 //////
|
||||
core.prototype.keyUp = function(keyCode, altKey) {
|
||||
return core.actions.keyUp(keyCode, altKey);
|
||||
core.prototype.keyUp = function(keyCode, altKey, fromReplay) {
|
||||
return core.actions.keyUp(keyCode, altKey, fromReplay);
|
||||
}
|
||||
|
||||
////// 点击(触摸)事件按下时 //////
|
||||
@ -613,68 +631,106 @@ core.prototype.changeFloor = function (floorId, stair, heroLoc, time, callback,
|
||||
}
|
||||
|
||||
////// 清除地图 //////
|
||||
core.prototype.clearMap = function (map, x, y, width, height) {
|
||||
core.ui.clearMap(map, x, y, width, height);
|
||||
core.prototype.clearMap = function (name, x, y, width, height) {
|
||||
core.ui.clearMap(name, x, y, width, height);
|
||||
}
|
||||
|
||||
////// 在某个canvas上绘制一段文字 //////
|
||||
core.prototype.fillText = function (map, text, x, y, style, font) {
|
||||
core.ui.fillText(map, text, x, y, style, font);
|
||||
core.prototype.fillText = function (name, text, x, y, style, font) {
|
||||
core.ui.fillText(name, text, x, y, style, font);
|
||||
}
|
||||
|
||||
////// 在某个canvas上绘制一段描边文字 //////
|
||||
core.prototype.fillBoldText = function (canvas, text, style, x, y, font) {
|
||||
core.ui.fillBoldText(canvas, text, style , x, y, font);
|
||||
}
|
||||
|
||||
////// 在某个canvas上绘制一个矩形 //////
|
||||
core.prototype.fillRect = function (map, x, y, width, height, style) {
|
||||
core.ui.fillRect(map, x, y, width, height, style)
|
||||
core.prototype.fillRect = function (name, x, y, width, height, style) {
|
||||
core.ui.fillRect(name, x, y, width, height, style)
|
||||
}
|
||||
|
||||
////// 在某个canvas上绘制一个矩形的边框 //////
|
||||
core.prototype.strokeRect = function (map, x, y, width, height, style, lineWidth) {
|
||||
core.ui.strokeRect(map, x, y, width, height, style, lineWidth)
|
||||
core.prototype.strokeRect = function (name, x, y, width, height, style, lineWidth) {
|
||||
core.ui.strokeRect(name, x, y, width, height, style, lineWidth)
|
||||
}
|
||||
|
||||
////// 在某个canvas上绘制一条线 //////
|
||||
core.prototype.drawLine = function (map, x1, y1, x2, y2, style, lineWidth) {
|
||||
core.ui.drawLine(map, x1, y1, x2, y2, style, lineWidth);
|
||||
core.prototype.drawLine = function (name, x1, y1, x2, y2, style, lineWidth) {
|
||||
core.ui.drawLine(name, x1, y1, x2, y2, style, lineWidth);
|
||||
}
|
||||
|
||||
////// 在某个canvas上绘制一个箭头 //////
|
||||
core.prototype.drawArrow = function (name, x1, y1, x2, y2, style, lineWidth) {
|
||||
core.ui.drawArrow(name, x1, y1, x2, y2, style, lineWidth);
|
||||
}
|
||||
|
||||
////// 设置某个canvas的文字字体 //////
|
||||
core.prototype.setFont = function (map, font) {
|
||||
core.ui.setFont(map, font);
|
||||
core.prototype.setFont = function (name, font) {
|
||||
core.ui.setFont(name, font);
|
||||
}
|
||||
|
||||
////// 设置某个canvas的线宽度 //////
|
||||
core.prototype.setLineWidth = function (map, lineWidth) {
|
||||
core.ui.setLineWidth(map, lineWidth);
|
||||
core.prototype.setLineWidth = function (name, lineWidth) {
|
||||
core.ui.setLineWidth(name, lineWidth);
|
||||
}
|
||||
|
||||
////// 保存某个canvas状态 //////
|
||||
core.prototype.saveCanvas = function (map) {
|
||||
core.ui.saveCanvas(map);
|
||||
core.prototype.saveCanvas = function (name) {
|
||||
core.ui.saveCanvas(name);
|
||||
}
|
||||
|
||||
////// 加载某个canvas状态 //////
|
||||
core.prototype.loadCanvas = function (map) {
|
||||
core.ui.loadCanvas(map);
|
||||
core.prototype.loadCanvas = function (name) {
|
||||
core.ui.loadCanvas(name);
|
||||
}
|
||||
|
||||
////// 设置某个canvas边框属性 //////
|
||||
core.prototype.setStrokeStyle = function (map, style) {
|
||||
core.ui.setStrokeStyle(map, style);
|
||||
}
|
||||
|
||||
////// 设置某个canvas的alpha值 //////
|
||||
core.prototype.setAlpha = function (map, alpha) {
|
||||
core.ui.setAlpha(map, alpha);
|
||||
core.prototype.setAlpha = function (name, alpha) {
|
||||
core.ui.setAlpha(name, alpha);
|
||||
}
|
||||
|
||||
////// 设置某个canvas的透明度 //////
|
||||
core.prototype.setOpacity = function (map, opacity) {
|
||||
core.ui.setOpacity(map, opacity);
|
||||
core.prototype.setOpacity = function (name, opacity) {
|
||||
core.ui.setOpacity(name, opacity);
|
||||
}
|
||||
|
||||
////// 设置某个canvas的绘制属性(如颜色等) //////
|
||||
core.prototype.setFillStyle = function (map, style) {
|
||||
core.ui.setFillStyle(map, style);
|
||||
core.prototype.setFillStyle = function (name, style) {
|
||||
core.ui.setFillStyle(name, style);
|
||||
}
|
||||
|
||||
////// 设置某个canvas的边框属性 //////
|
||||
core.prototype.setStrokeStyle = function (name, style) {
|
||||
core.ui.setStrokeStyle(name, style);
|
||||
}
|
||||
|
||||
////// canvas创建 //////
|
||||
core.prototype.createCanvas = function (name, x, y, width, height, z) {
|
||||
core.ui.createCanvas(name, x, y, width, height, z);
|
||||
}
|
||||
|
||||
////// canvas查找 //////
|
||||
core.prototype.findCanvas = function (name) {
|
||||
return core.ui.findCanvas(name);
|
||||
}
|
||||
|
||||
////// canvas重定位 //////
|
||||
core.prototype.relocateCanvas = function (name, x, y) {
|
||||
core.ui.relocateCanvas(name, x, y);
|
||||
}
|
||||
|
||||
////// canvas重置 //////
|
||||
core.prototype.resizeCanvas = function (name, width, height) {
|
||||
core.ui.resizeCanvas(name, width, height);
|
||||
}
|
||||
|
||||
////// canvas删除 //////
|
||||
core.prototype.deleteCanvas = function (name) {
|
||||
core.ui.deleteCanvas(name);
|
||||
}
|
||||
////// 删除所有canvas //////
|
||||
core.prototype.deleteAllCanvas = function () {
|
||||
core.ui.deleteAllCanvas();
|
||||
}
|
||||
|
||||
core.prototype.drawBlock = function (block, animate, dx, dy) {
|
||||
@ -682,8 +738,8 @@ core.prototype.drawBlock = function (block, animate, dx, dy) {
|
||||
}
|
||||
|
||||
////// 绘制某张地图 //////
|
||||
core.prototype.drawMap = function (mapName, callback) {
|
||||
core.maps.drawMap(mapName, callback);
|
||||
core.prototype.drawMap = function (floorId, callback) {
|
||||
core.maps.drawMap(floorId, callback);
|
||||
}
|
||||
|
||||
////// 绘制Autotile //////
|
||||
@ -757,8 +813,8 @@ core.prototype.animateBlock = function (loc,type,time,callback) {
|
||||
}
|
||||
|
||||
////// 将某个块从禁用变成启用状态 //////
|
||||
core.prototype.showBlock = function(x, y, floodId) {
|
||||
core.maps.showBlock(x,y,floodId);
|
||||
core.prototype.showBlock = function(x, y, floorId) {
|
||||
core.maps.showBlock(x,y,floorId);
|
||||
}
|
||||
|
||||
////// 将某个块从启用变成禁用状态,但是并不删除它 //////
|
||||
@ -954,18 +1010,18 @@ core.prototype.drawText = function (contents, callback) {
|
||||
/////////// 系统机制 ///////////
|
||||
|
||||
////// 将文字中的${和}(表达式)进行替换 //////
|
||||
core.prototype.replaceText = function (text) {
|
||||
return core.utils.replaceText(text);
|
||||
core.prototype.replaceText = function (text, need, times) {
|
||||
return core.utils.replaceText(text, need, times);
|
||||
}
|
||||
|
||||
////// 计算表达式的值 //////
|
||||
core.prototype.calValue = function (value) {
|
||||
return core.utils.calValue(value);
|
||||
core.prototype.calValue = function (value, need, times) {
|
||||
return core.utils.calValue(value, need, times);
|
||||
}
|
||||
|
||||
////// 执行一个表达式的effect操作 //////
|
||||
core.prototype.doEffect = function (expression) {
|
||||
core.control.doEffect(expression);
|
||||
core.prototype.doEffect = function (expression, need, times) {
|
||||
core.control.doEffect(expression, need, times);
|
||||
}
|
||||
|
||||
////// 字符串自动换行的分割 //////
|
||||
@ -1026,8 +1082,8 @@ core.prototype.formatDate2 = function (date) {
|
||||
}
|
||||
|
||||
////// 格式化大数 //////
|
||||
core.prototype.formatBigNumber = function (x) {
|
||||
return core.utils.formatBigNumber(x);
|
||||
core.prototype.formatBigNumber = function (x, onMap) {
|
||||
return core.utils.formatBigNumber(x, onMap);
|
||||
}
|
||||
|
||||
////// 两位数显示 //////
|
||||
@ -1081,6 +1137,11 @@ core.prototype.closePanel = function () {
|
||||
core.ui.closePanel();
|
||||
}
|
||||
|
||||
////// 一般清除事件 //////
|
||||
core.prototype.clearLastEvent = function () {
|
||||
core.ui.clearLastEvent();
|
||||
}
|
||||
|
||||
////// 更改播放状态 //////
|
||||
core.prototype.triggerReplay = function () {
|
||||
core.control.triggerReplay();
|
||||
@ -1355,6 +1416,16 @@ core.prototype.resumeBgm = function () {
|
||||
core.control.resumeBgm();
|
||||
}
|
||||
|
||||
////// 预加载一个背景音乐 //////
|
||||
core.prototype.loadBgm = function (bgm) {
|
||||
core.loader.loadBgm(bgm);
|
||||
}
|
||||
|
||||
////// 手动释放一个背景音乐的缓存 //////
|
||||
core.prototype.freeBgm = function (bgm) {
|
||||
core.loader.freeBgm(bgm);
|
||||
}
|
||||
|
||||
////// 播放音频 //////
|
||||
core.prototype.playSound = function (sound) {
|
||||
core.control.playSound(sound);
|
||||
@ -1380,6 +1451,11 @@ core.prototype.updateStatusBar = function () {
|
||||
core.control.updateStatusBar();
|
||||
}
|
||||
|
||||
////// 绘制状态栏 //////
|
||||
core.prototype.drawStatusBar = function () {
|
||||
core.ui.drawStatusBar();
|
||||
}
|
||||
|
||||
////// 屏幕分辨率改变后重新自适应 //////
|
||||
core.prototype.resize = function(clientWidth, clientHeight) {
|
||||
core.control.resize(clientWidth, clientHeight);
|
||||
|
||||
@ -127,6 +127,38 @@ enemys.prototype.getExtraDamage = function (enemy) {
|
||||
return extra_damage;
|
||||
}
|
||||
|
||||
enemys.prototype.getDamageString = function (enemy, x, y) {
|
||||
if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
|
||||
var damage = core.enemys.getDamage(enemy, x, y);
|
||||
|
||||
var color = '#000000';
|
||||
|
||||
if (damage == null) {
|
||||
damage = "???";
|
||||
color = '#FF0000';
|
||||
}
|
||||
else {
|
||||
if (damage <= 0) color = '#00FF00';
|
||||
else if (damage < core.status.hero.hp / 3) color = '#FFFFFF';
|
||||
else if (damage < core.status.hero.hp * 2 / 3) color = '#FFFF00';
|
||||
else if (damage < core.status.hero.hp) color = '#FF7F00';
|
||||
else color = '#FF0000';
|
||||
|
||||
damage = core.formatBigNumber(damage, true);
|
||||
if (core.enemys.hasSpecial(enemy, 19))
|
||||
damage += "+";
|
||||
if (core.enemys.hasSpecial(enemy, 21))
|
||||
damage += "-";
|
||||
if (core.enemys.hasSpecial(enemy, 11))
|
||||
damage += "^";
|
||||
}
|
||||
|
||||
return {
|
||||
"damage": damage,
|
||||
"color": color
|
||||
};
|
||||
}
|
||||
|
||||
////// 接下来N个临界值和临界减伤计算 //////
|
||||
enemys.prototype.nextCriticals = function (enemy, number, x, y, floorId) {
|
||||
if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
|
||||
@ -164,9 +196,7 @@ enemys.prototype.nextCriticals = function (enemy, number, x, y, floorId) {
|
||||
for (var t = turn-1;t>=1;t--) {
|
||||
var nextAtk = Math.ceil(mon_hp/t) + mon_def;
|
||||
// 装备提升比例的计算临界
|
||||
if (core.flags.equipPercentage) {
|
||||
nextAtk = Math.ceil(nextAtk / core.getFlag('equip_atk_buff', 1));
|
||||
}
|
||||
nextAtk = Math.ceil(nextAtk / core.getFlag('equip_atk_buff', 1));
|
||||
if (nextAtk<=hero_atk) break;
|
||||
if (nextAtk!=pre) {
|
||||
var nextInfo = this.getDamageInfo(enemy, core.status.hero.hp, nextAtk, core.status.hero.def, core.status.hero.mdef, x, y, floorId);
|
||||
@ -181,7 +211,9 @@ enemys.prototype.nextCriticals = function (enemy, number, x, y, floorId) {
|
||||
}
|
||||
else { // 暴力for循环法
|
||||
pre = info.damage;
|
||||
for (var atk=hero_atk+1;atk<=mon_hp+mon_def;atk++) {
|
||||
var per_add = Math.ceil(hero_atk / (core.flags.loopStep||5000));
|
||||
if (per_add<0) per_add = 1;
|
||||
for (var atk=hero_atk+per_add;atk<=mon_hp+mon_def;atk+=per_add) {
|
||||
var nextInfo = this.getDamageInfo(enemy, core.status.hero.hp, atk, core.status.hero.def, core.status.hero.mdef, x, y, floorId);
|
||||
if (nextInfo==null) break;
|
||||
if (pre>nextInfo.damage) {
|
||||
@ -257,11 +289,10 @@ enemys.prototype.getCurrentEnemys = function (floorId) {
|
||||
var mon_hp = enemy.hp, mon_atk = enemy.atk, mon_def = enemy.def;
|
||||
var hero_atk = core.status.hero.atk, hero_def = core.status.hero.def, hero_mdef = core.status.hero.mdef;
|
||||
|
||||
if (core.flags.equipPercentage) {
|
||||
hero_atk = Math.floor(core.getFlag('equip_atk_buff',1)*hero_atk);
|
||||
hero_def = Math.floor(core.getFlag('equip_def_buff',1)*hero_def);
|
||||
hero_mdef = Math.floor(core.getFlag('equip_mdef_buff',1)*hero_mdef);
|
||||
}
|
||||
hero_atk = Math.floor(core.getFlag('equip_atk_buff',1)*hero_atk);
|
||||
hero_def = Math.floor(core.getFlag('equip_def_buff',1)*hero_def);
|
||||
hero_mdef = Math.floor(core.getFlag('equip_mdef_buff',1)*hero_mdef);
|
||||
|
||||
var enemyInfo = this.getEnemyInfo(enemy, core.status.hero.hp, hero_atk, hero_def, hero_mdef, null, null, floorId);
|
||||
|
||||
var specialText = core.enemys.getSpecialText(enemyId);
|
||||
|
||||
438
libs/events.js
438
libs/events.js
@ -9,7 +9,11 @@ events.prototype.init = function () {
|
||||
this.eventdata = functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a.events;
|
||||
this.events = {
|
||||
'battle': function (data, core, callback) {
|
||||
//core.autosave(true);
|
||||
// 正在执行自定义事件:不允许战斗
|
||||
if (core.status.event.id == 'action') {
|
||||
if (core.isset(callback)) callback();
|
||||
return;
|
||||
}
|
||||
core.battle(data.event.id, data.x, data.y);
|
||||
if (core.isset(callback))
|
||||
callback();
|
||||
@ -20,13 +24,22 @@ events.prototype.init = function () {
|
||||
callback();
|
||||
},
|
||||
'openDoor': function (data, core, callback) {
|
||||
//core.autosave(true);
|
||||
// 正在执行自定义事件:不允许开门
|
||||
if (core.status.event.id == 'action') {
|
||||
if (core.isset(callback)) callback();
|
||||
return;
|
||||
}
|
||||
core.openDoor(data.event.id, data.x, data.y, true, function () {
|
||||
if (core.isset(callback)) callback();
|
||||
core.replay();
|
||||
});
|
||||
},
|
||||
'changeFloor': function (data, core, callback) {
|
||||
// 正在执行自定义事件:不允许切换楼层
|
||||
if (core.status.event.id == 'action') {
|
||||
if (core.isset(callback)) callback();
|
||||
return;
|
||||
}
|
||||
var heroLoc = {};
|
||||
if (core.isset(data.event.data.loc))
|
||||
heroLoc = {'x': data.event.data.loc[0], 'y': data.event.data.loc[1]};
|
||||
@ -109,6 +122,7 @@ events.prototype.startGame = function (hard, seed, route, callback) {
|
||||
|
||||
core.clearMap('all');
|
||||
core.clearMap('curtain');
|
||||
core.deleteAllCanvas();
|
||||
core.clearStatusBar();
|
||||
|
||||
var post_start = function () {
|
||||
@ -117,7 +131,7 @@ events.prototype.startGame = function (hard, seed, route, callback) {
|
||||
|
||||
core.changeFloor(core.firstData.floorId, null, nowLoc, null, function() {
|
||||
if (core.isset(callback)) callback();
|
||||
}, true);
|
||||
});
|
||||
|
||||
setTimeout(function () {
|
||||
// Upload
|
||||
@ -171,6 +185,8 @@ events.prototype.startGame = function (hard, seed, route, callback) {
|
||||
|
||||
}
|
||||
|
||||
if (main.mode!='play') return;
|
||||
|
||||
if (core.flags.startUsingCanvas) {
|
||||
core.dom.startPanel.style.display = 'none';
|
||||
start();
|
||||
@ -210,8 +226,7 @@ events.prototype.gameOver = function (ending, fromReplay, norank) {
|
||||
|
||||
// 清空图片和天气
|
||||
core.clearMap('animate');
|
||||
core.clearMap('image');
|
||||
core.clearMap('weather')
|
||||
core.clearMap('weather');
|
||||
core.dom.gif2.innerHTML = "";
|
||||
core.animateFrame.weather.type = null;
|
||||
core.animateFrame.weather.level = 0;
|
||||
@ -344,7 +359,7 @@ events.prototype.doEvents = function (list, x, y, callback) {
|
||||
core.status.event = {'id': 'action', 'data': {
|
||||
'list': [
|
||||
{"todo": core.clone(list), "total": core.clone(list), "condition": "false"}
|
||||
], 'x': x, 'y': y, 'callback': callback, 'startTime': new Date().getTime()
|
||||
], 'x': x, 'y': y, 'callback': callback
|
||||
}}
|
||||
|
||||
// 停止勇士
|
||||
@ -361,8 +376,7 @@ events.prototype.doAction = function() {
|
||||
clearInterval(core.status.event.interval);
|
||||
core.status.event.interval = null;
|
||||
|
||||
core.clearMap('ui');
|
||||
core.setAlpha('ui', 1.0);
|
||||
core.clearLastEvent();
|
||||
|
||||
// 事件处理完毕
|
||||
if (core.status.event.data.list.length==0) {
|
||||
@ -420,6 +434,23 @@ events.prototype.doAction = function() {
|
||||
}, data.time || 3000);
|
||||
}
|
||||
break;
|
||||
case "scrollText": // 滚动剧情文本
|
||||
if (core.status.replay.replaying)
|
||||
core.events.doAction();
|
||||
else {
|
||||
var content = core.replaceText(data.text);
|
||||
var time = data.time || 5000;
|
||||
if (data.async) {
|
||||
core.ui.drawScrollText(content, time);
|
||||
core.events.doAction();
|
||||
}
|
||||
else {
|
||||
core.ui.drawScrollText(content, time, function() {
|
||||
core.events.doAction();
|
||||
});
|
||||
}
|
||||
}
|
||||
break;
|
||||
case "comment":
|
||||
this.doAction();
|
||||
break;
|
||||
@ -701,29 +732,54 @@ events.prototype.doAction = function() {
|
||||
this.doAction();
|
||||
break;
|
||||
case "showImage": // 显示图片
|
||||
if (!core.isset(data.loc)) data.loc=[];
|
||||
core.events.showImage(data.name, data.loc[0], data.loc[1]);
|
||||
this.doAction();
|
||||
break;
|
||||
case "animateImage": // 淡入淡出图片
|
||||
if (core.status.replay.replaying) { // 正在播放录像
|
||||
if (!core.isset(data.loc)) data.loc=[0, 0];
|
||||
if (core.status.replay.replaying) {
|
||||
data.time = 0;
|
||||
}
|
||||
var image = core.material.images.images[data.image];
|
||||
if (!core.isset(image)) {
|
||||
this.doAction();
|
||||
break;
|
||||
}
|
||||
if (data.async || data.time == 0) {
|
||||
core.events.showImage(data.code, image, data.loc[0], data.loc[1], data.dw, data.dh, data.opacity, data.time);
|
||||
this.doAction();
|
||||
}
|
||||
else {
|
||||
if (core.isset(data.loc) && core.isset(core.material.images.images[data.name]) && (data.action=="show" || data.action=="hide")) {
|
||||
if (data.async) {
|
||||
core.events.animateImage(data.action, core.material.images.images[data.name], data.loc, data.time, data.keep);
|
||||
this.doAction();
|
||||
}
|
||||
else {
|
||||
core.events.animateImage(data.action, core.material.images.images[data.name], data.loc, data.time, data.keep, function() {
|
||||
core.events.doAction();
|
||||
});
|
||||
}
|
||||
}
|
||||
else {
|
||||
this.doAction();
|
||||
}
|
||||
core.events.showImage(data.code, image, data.loc[0], data.loc[1], data.dw, data.dh, data.opacity, data.time, function () {
|
||||
core.events.doAction();
|
||||
});
|
||||
}
|
||||
break;
|
||||
case "showTextImage": // 显示图片化文本
|
||||
if (!core.isset(data.loc)) data.loc=[0, 0];
|
||||
if (core.status.replay.replaying) {
|
||||
data.time = 0;
|
||||
}
|
||||
var content = core.replaceText(data.text);
|
||||
var image = core.events.textImage(content);
|
||||
if (data.async || data.time == 0) {
|
||||
core.events.showImage(data.code, image, data.loc[0], data.loc[1], 100, 100, data.opacity, data.time);
|
||||
this.doAction();
|
||||
}
|
||||
else {
|
||||
core.events.showImage(data.code, image, data.loc[0], data.loc[1], 100, 100, data.opacity, data.time, function() {
|
||||
core.events.doAction();
|
||||
});
|
||||
}
|
||||
break;
|
||||
case "hideImage": // 隐藏图片
|
||||
if (core.status.replay.replaying) {
|
||||
data.time = 0;
|
||||
}
|
||||
if (data.async || data.time == 0) {
|
||||
core.events.hideImage(data.code, data.time);
|
||||
this.doAction();
|
||||
}
|
||||
else {
|
||||
core.events.hideImage(data.code, data.time, function () {
|
||||
core.events.doAction();
|
||||
});
|
||||
}
|
||||
break;
|
||||
case "showGif": // 显示动图
|
||||
@ -747,19 +803,14 @@ events.prototype.doAction = function() {
|
||||
this.doAction();
|
||||
}
|
||||
else {
|
||||
if (core.isset(data.from) && core.isset(data.to) && core.isset(core.material.images.images[data.name])) {
|
||||
if (data.async) {
|
||||
core.events.moveImage(core.material.images.images[data.name], data.from, data.to, data.time, data.keep);
|
||||
this.doAction();
|
||||
}
|
||||
else {
|
||||
core.events.moveImage(core.material.images.images[data.name], data.from, data.to, data.time, data.keep, function() {
|
||||
core.events.doAction();
|
||||
});
|
||||
}
|
||||
if (data.async) {
|
||||
core.events.moveImage(data.code, data.to, data.opacity, data.time);
|
||||
this.doAction();
|
||||
}
|
||||
else {
|
||||
this.doAction();
|
||||
core.events.moveImage(data.code, data.to, data.opacity, data.time, function() {
|
||||
core.events.doAction();
|
||||
});
|
||||
}
|
||||
}
|
||||
break;
|
||||
@ -864,16 +915,23 @@ events.prototype.doAction = function() {
|
||||
core.resumeBgm();
|
||||
this.doAction();
|
||||
break
|
||||
case "loadBgm":
|
||||
core.loadBgm(data.name);
|
||||
this.doAction();
|
||||
break;
|
||||
case "freeBgm":
|
||||
core.freeBgm(data.name);
|
||||
this.doAction();
|
||||
break;
|
||||
case "setVolume":
|
||||
data.value = parseInt(data.value||0);
|
||||
if (data.value<0) data.value=0;
|
||||
if (data.value>100) data.value=100;
|
||||
data.value = core.clamp(parseInt(data.value)/100, 0, 1);
|
||||
core.setFlag("__volume__", data.value);
|
||||
if (data.async) {
|
||||
this.setVolume(data.value/100, data.time);
|
||||
this.setVolume(data.value, data.time);
|
||||
this.doAction();
|
||||
}
|
||||
else {
|
||||
this.setVolume(data.value/100, data.time, function() {
|
||||
this.setVolume(data.value, data.time, function() {
|
||||
core.events.doAction();
|
||||
});
|
||||
}
|
||||
@ -916,6 +974,11 @@ events.prototype.doAction = function() {
|
||||
this.doAction();
|
||||
break;
|
||||
case "setGlobalAttribute":
|
||||
if (typeof data.value == 'string') {
|
||||
if ((data.value.charAt(0)=='"' && data.value.charAt(data.value.length-1)=='"')
|
||||
|| (data.value.charAt(0)=="'" && data.value.charAt(data.value.length-1)=="'"))
|
||||
data.value = data.value.substring(1, data.value.length-1);
|
||||
}
|
||||
core.status.globalAttribute[data.name] = data.value;
|
||||
core.control.updateGlobalAttribute(data.name);
|
||||
core.setFlag('globalAttribute', core.status.globalAttribute);
|
||||
@ -1053,14 +1116,19 @@ events.prototype.doAction = function() {
|
||||
case "function":
|
||||
{
|
||||
var func = data["function"];
|
||||
if (core.isset(func)) {
|
||||
if ((typeof func == "string") && func.indexOf("function")==0) {
|
||||
eval('('+func+')()');
|
||||
try {
|
||||
if (core.isset(func)) {
|
||||
if ((typeof func == "string") && func.indexOf("function")==0) {
|
||||
eval('('+func+')()');
|
||||
}
|
||||
else if (func instanceof Function)
|
||||
func();
|
||||
}
|
||||
else if (func instanceof Function)
|
||||
func();
|
||||
} catch (e) {
|
||||
console.log(e);
|
||||
}
|
||||
this.doAction();
|
||||
if (!data.async)
|
||||
this.doAction();
|
||||
break;
|
||||
}
|
||||
case "update":
|
||||
@ -1072,7 +1140,7 @@ events.prototype.doAction = function() {
|
||||
this.doAction();
|
||||
break;
|
||||
case "hideStatusBar":
|
||||
core.control.triggerStatusBar("hide");
|
||||
core.control.triggerStatusBar("hide", data.toolbox);
|
||||
this.doAction();
|
||||
break;
|
||||
case "updateEnemys":
|
||||
@ -1092,13 +1160,9 @@ events.prototype.doAction = function() {
|
||||
}
|
||||
break;
|
||||
case "sleep": // 等待多少毫秒
|
||||
if (core.status.replay.replaying)
|
||||
setTimeout(function() {
|
||||
core.events.doAction();
|
||||
else {
|
||||
setTimeout(function () {
|
||||
core.events.doAction();
|
||||
}, data.time);
|
||||
}
|
||||
}, core.status.replay.replaying?20:data.time);
|
||||
break;
|
||||
case "wait":
|
||||
if (core.status.replay.replaying) {
|
||||
@ -1160,6 +1224,8 @@ events.prototype.doAction = function() {
|
||||
|
||||
////// 往当前事件列表之前添加一个或多个事件 //////
|
||||
events.prototype.insertAction = function (action, x, y, callback) {
|
||||
if (core.hasFlag("__statistics__")) return;
|
||||
|
||||
if (core.status.event.id != 'action') {
|
||||
this.doEvents(action, x, y, callback);
|
||||
}
|
||||
@ -1384,10 +1450,12 @@ events.prototype.changeFloor = function (floorId, stair, heroLoc, time, callback
|
||||
if (index<core.floorIds.length-1) floorId = core.floorIds[index+1];
|
||||
else floorId=core.status.floorId;
|
||||
}
|
||||
if (main.mode!='play') time = 0;
|
||||
if (!core.isset(time)) time = core.values.floorChangeTime;
|
||||
if (!core.isset(time)) time = 800;
|
||||
|
||||
var displayAnimate=(!core.isset(time) || time>=100) && !core.status.replay.replaying;
|
||||
var displayAnimate = time>=100 && !core.status.replay.replaying;
|
||||
|
||||
time = time || 800;
|
||||
time /= 20;
|
||||
core.lockControl();
|
||||
core.stopHero();
|
||||
@ -1514,91 +1582,150 @@ events.prototype.changeFloor = function (floorId, stair, heroLoc, time, callback
|
||||
}, 25);
|
||||
}
|
||||
|
||||
////// 绘制图片 //////
|
||||
events.prototype.showImage = function (name, x, y) {
|
||||
if (core.isset(name) && core.isset(x) && core.isset(y) && core.isset(core.material.images.images[name])) {
|
||||
core.canvas.image.drawImage(core.material.images.images[name], x, y);
|
||||
////// 显示图片 //////
|
||||
events.prototype.showImage = function (code, image, x, y, dw, dh, opacityVal, time, callback) {
|
||||
dw /= 100;
|
||||
dh /= 100;
|
||||
x = core.calValue(x) || 0;
|
||||
y = core.calValue(y) || 0;
|
||||
var zIndex = code + 100;
|
||||
time = time || 0;
|
||||
var name = "image"+ zIndex;
|
||||
if (core.findCanvas(name) != -1) {
|
||||
core.relocateCanvas(name, x, y);
|
||||
core.resizeCanvas(name, image.width * dw, image.height * dh);
|
||||
core.dymCanvas[name].style.zIndex = zIndex;
|
||||
}
|
||||
else
|
||||
core.createCanvas(name, x, y, image.width * dw, image.height * dh, zIndex);
|
||||
|
||||
core.dymCanvas[name].drawImage(image, 0, 0, image.width * dw, image.height * dh);
|
||||
if (time == 0)
|
||||
core.setOpacity(name, opacityVal);
|
||||
else {
|
||||
var per_time = 10, steps = parseInt(time / per_time), per_add = opacityVal / steps;
|
||||
var opacity = 0;
|
||||
core.setOpacity(name, 0);
|
||||
var animate = setInterval(function () {
|
||||
opacity += per_add;
|
||||
core.setOpacity(name, opacity);
|
||||
if (opacity >= opacityVal) {
|
||||
delete core.animateFrame.asyncId[animate];
|
||||
clearInterval(animate);
|
||||
core.setOpacity(name, opacityVal);
|
||||
if (core.isset(callback)) callback();
|
||||
}
|
||||
}, per_time);
|
||||
|
||||
core.animateFrame.asyncId[animate] = true;
|
||||
}
|
||||
else core.clearMap('image');
|
||||
}
|
||||
|
||||
////// 图片淡入/淡出 //////
|
||||
events.prototype.animateImage = function (type, image, loc, time, keep, callback) {
|
||||
time = time||0;
|
||||
if ((type!='show' && type!='hide') || time<=0) {
|
||||
////// 隐藏图片 //////
|
||||
events.prototype.hideImage = function (code, time, callback) {
|
||||
time = time || 0;
|
||||
var name = "image"+ (code+100);
|
||||
if (!core.isset(core.dymCanvas[name])) {
|
||||
console.log(code+"号图片不存在")
|
||||
if (core.isset(callback)) callback();
|
||||
return;
|
||||
}
|
||||
if (time == 0)
|
||||
core.deleteCanvas(name);
|
||||
else {
|
||||
var opacityVal = parseFloat(core.dymCanvas[name].canvas.style.opacity);
|
||||
var per_time = 10, steps = parseInt(time / per_time), per_add = opacityVal / steps;
|
||||
var animate = setInterval(function () {
|
||||
opacityVal -= per_add;
|
||||
core.setOpacity(name, opacityVal);
|
||||
if (opacityVal < 0) {
|
||||
delete core.animateFrame.asyncId[animate];
|
||||
clearInterval(animate);
|
||||
core.deleteCanvas(name);
|
||||
if (core.isset(callback)) callback();
|
||||
}
|
||||
}, per_time);
|
||||
|
||||
clearInterval(core.interval.tipAnimate);
|
||||
|
||||
var alpha = 0;
|
||||
if (type == 'hide') alpha = 1;
|
||||
|
||||
var x = core.calValue(loc[0]), y = core.calValue(loc[1]);
|
||||
|
||||
if (type == 'hide' && keep) {
|
||||
core.clearMap('image', x, y, image.width, image.height);
|
||||
core.animateFrame.asyncId[animate] = true;
|
||||
}
|
||||
core.setAlpha('data', alpha);
|
||||
core.canvas.data.drawImage(image, x, y);
|
||||
core.setAlpha('data', 1);
|
||||
}
|
||||
|
||||
// core.status.replay.animate=true;
|
||||
var animate = setInterval(function () {
|
||||
if (type=='show') alpha += 0.1;
|
||||
else alpha -= 0.1;
|
||||
core.clearMap('data', x, y, image.width, image.height);
|
||||
if (alpha >=1 || alpha<=0) {
|
||||
delete core.animateFrame.asyncId[animate];
|
||||
clearInterval(animate);
|
||||
if (type == 'show' && keep)
|
||||
core.canvas.image.drawImage(image, x, y);
|
||||
core.setAlpha('data', 1);
|
||||
if (core.isset(callback)) callback();
|
||||
}
|
||||
else {
|
||||
core.setAlpha('data', alpha);
|
||||
core.canvas.data.drawImage(image, x, y);
|
||||
core.setAlpha('data', 1);
|
||||
}
|
||||
}, time / 10);
|
||||
////// 文本图片化 //////
|
||||
events.prototype.textImage = function (content) {
|
||||
content = content || "";
|
||||
|
||||
core.animateFrame.asyncId[animate] = true;
|
||||
// 获得颜色的盒子等信息
|
||||
var textAttribute = core.status.textAttribute || core.initStatus.textAttribute;
|
||||
var textfont = textAttribute.textfont || 16;
|
||||
var offset = textAttribute.offset || 15;
|
||||
var textColor = core.arrayToRGBA(textAttribute.text);
|
||||
|
||||
var font = textfont+"px "+core.status.globalAttribute.font;
|
||||
if (textAttribute.bold) font = "bold "+font;
|
||||
var contents = core.splitLines('ui', content), lines = contents.length;
|
||||
|
||||
// 计算总高度,按1.4倍行距计算
|
||||
var width = 416, height = textfont * 1.4 * lines;
|
||||
var tempCanvas = core.bigmap.tempCanvas;
|
||||
tempCanvas.canvas.width = width;
|
||||
tempCanvas.canvas.height = height;
|
||||
tempCanvas.clearRect(0, 0, width, height);
|
||||
tempCanvas.font = font;
|
||||
tempCanvas.fillStyle = textColor;
|
||||
|
||||
// 全部绘制
|
||||
var currH = textfont;
|
||||
for (var i = 0; i < lines; ++i) {
|
||||
var text = contents[i];
|
||||
tempCanvas.fillText(text, offset, currH);
|
||||
currH += 1.4 * textfont;
|
||||
}
|
||||
|
||||
return tempCanvas.canvas;
|
||||
}
|
||||
|
||||
////// 移动图片 //////
|
||||
events.prototype.moveImage = function (image, from, to, time, keep, callback) {
|
||||
events.prototype.moveImage = function (code, to, opacityVal, time, callback) {
|
||||
time = time || 1000;
|
||||
clearInterval(core.interval.tipAnimate);
|
||||
core.setAlpha('data', 1);
|
||||
|
||||
var width = image.width, height = image.height;
|
||||
var name = "image"+ (code+100), index = core.findCanvas(name);
|
||||
if (index == -1) {
|
||||
console.log(code+"号图片不存在")
|
||||
if (core.isset(callback)) callback();
|
||||
return;
|
||||
}
|
||||
var fromX = core.dymCanvas._list[index].style.left,
|
||||
fromY = core.dymCanvas._list[index].style.top,
|
||||
preX = fromX, preY = fromY, toX = fromX, toY = fromY;
|
||||
|
||||
// core.status.replay.animate=true;
|
||||
var fromX = core.calValue(from[0]), fromY = core.calValue(from[1]),
|
||||
toX = core.calValue(to[0]), toY = core.calValue(to[1]);
|
||||
|
||||
if (keep) core.clearMap('image', fromX, fromY, width, height);
|
||||
|
||||
var step = 0, preX = fromX, preY = fromY;
|
||||
var per_time = 10, steps = parseInt(time / per_time);
|
||||
var drawImage = function () {
|
||||
preX = parseInt(fromX + (toX-fromX)*step/steps);
|
||||
preY = parseInt(fromY + (toY-fromY)*step/steps);
|
||||
core.canvas.data.drawImage(image, preX, preY);
|
||||
if (core.isset(to)) {
|
||||
toX = core.calValue(to[0]) || toX;
|
||||
toY = core.calValue(to[1]) || toY;
|
||||
}
|
||||
|
||||
drawImage();
|
||||
var step = 0;
|
||||
var per_time = 10, steps = parseInt(time / per_time);
|
||||
var preOpac = parseFloat(core.dymCanvas[name].canvas.style.opacity), opacStep = 0;
|
||||
if (core.isset(opacityVal)) {
|
||||
opacityVal = core.calValue(opacityVal);
|
||||
opacStep = (opacityVal - preOpac) / steps;
|
||||
}
|
||||
|
||||
var moveStep = function () {
|
||||
preOpac += opacStep;
|
||||
core.setOpacity(name, preOpac);
|
||||
preX = parseInt(fromX + (toX-fromX)*step/steps);
|
||||
preY = parseInt(fromY + (toY-fromY)*step/steps);
|
||||
core.relocateCanvas(name, preX, preY);
|
||||
}
|
||||
var animate = setInterval(function () {
|
||||
core.clearMap('data', preX, preY, width, height);
|
||||
step++;
|
||||
if (step <= steps)
|
||||
drawImage();
|
||||
else {
|
||||
moveStep();
|
||||
if (step > steps) {
|
||||
if (core.isset(opacityVal))
|
||||
core.setOpacity(name, opacityVal);
|
||||
delete core.animateFrame.asyncId[animate];
|
||||
clearInterval(animate);
|
||||
if (keep) core.canvas.image.drawImage(image, toX, toY);
|
||||
if (core.isset(callback)) callback();
|
||||
}
|
||||
}, per_time);
|
||||
@ -1622,21 +1749,20 @@ events.prototype.setVolume = function (value, time, callback) {
|
||||
if (core.isset(callback)) callback();
|
||||
return;
|
||||
}
|
||||
// core.status.replay.animate=true;
|
||||
|
||||
var currVolume = core.musicStatus.volume;
|
||||
var step = 0;
|
||||
var per_time = 10, step = 0, steps = parseInt(time / per_time);
|
||||
var fade = setInterval(function () {
|
||||
step++;
|
||||
var nowVolume = currVolume+(value-currVolume)*step/32;
|
||||
var nowVolume = currVolume+(value-currVolume)*step/steps;
|
||||
set(nowVolume);
|
||||
if (step>=32) {
|
||||
if (step>=steps) {
|
||||
delete core.animateFrame.asyncId[fade];
|
||||
clearInterval(fade);
|
||||
// core.status.replay.animate=false;
|
||||
if (core.isset(callback))
|
||||
callback();
|
||||
}
|
||||
}, time / 32);
|
||||
}, per_time);
|
||||
|
||||
core.animateFrame.asyncId[fade] = true;
|
||||
}
|
||||
@ -1743,20 +1869,18 @@ events.prototype.openShop = function(shopId, needVisited) {
|
||||
|
||||
// 拼词
|
||||
var content = "\t["+shop.name+","+shop.icon+"]";
|
||||
var times = shop.times, need=eval(shop.need);
|
||||
var times = shop.times, need=core.calValue(shop.need, null, times);
|
||||
|
||||
content = content + shop.text.replace(/\${([^}]+)}/g, function (word, value) {
|
||||
return eval(value);
|
||||
});
|
||||
content += core.replaceText(shop.text, need, times);
|
||||
|
||||
var use = shop.use=='experience'?'经验':'金币';
|
||||
|
||||
var choices = [];
|
||||
for (var i=0;i<shop.choices.length;i++) {
|
||||
var choice = shop.choices[i];
|
||||
var text = choice.text;
|
||||
var text = core.replaceText(choice.text, need, times);
|
||||
if (core.isset(choice.need))
|
||||
text += "("+eval(choice.need)+use+")";
|
||||
text += "("+core.calValue(choice.need, null, times)+use+")";
|
||||
choices.push({"text": text, "color":shop.visited?null:"#999999"});
|
||||
}
|
||||
choices.push("离开");
|
||||
@ -1788,17 +1912,28 @@ events.prototype.setHeroIcon = function (name, noDraw) {
|
||||
|
||||
////// 检查升级事件 //////
|
||||
events.prototype.checkLvUp = function () {
|
||||
if (!core.flags.enableLevelUp || !core.isset(core.firstData.levelUp)
|
||||
|| core.status.hero.lv>=core.firstData.levelUp.length) return;
|
||||
// 计算下一个所需要的数值
|
||||
var need=core.calValue((core.firstData.levelUp[core.status.hero.lv]||{}).need);
|
||||
if (!core.isset(need)) return;
|
||||
if (core.status.hero.experience>=need) {
|
||||
// 升级
|
||||
core.status.hero.lv++;
|
||||
core.insertAction(core.firstData.levelUp[core.status.hero.lv-1].action);
|
||||
this.checkLvUp();
|
||||
var check = function () {
|
||||
if (!core.flags.enableLevelUp || !core.isset(core.firstData.levelUp)
|
||||
|| core.status.hero.lv>=core.firstData.levelUp.length) return null;
|
||||
// 计算下一个所需要的数值
|
||||
var next = (core.firstData.levelUp[core.status.hero.lv]||{});
|
||||
var need = core.calValue(next.need);
|
||||
if (!core.isset(need)) return null;
|
||||
if (core.status.hero.experience>=need) {
|
||||
// 升级
|
||||
core.status.hero.lv++;
|
||||
if (next.clear) core.status.hero.experience -= need;
|
||||
return next.action||[];
|
||||
}
|
||||
return null;
|
||||
}
|
||||
var actions = [];
|
||||
while (true) {
|
||||
var next = check();
|
||||
if (next == null) break;
|
||||
actions = actions.concat(next);
|
||||
}
|
||||
if (actions.length>0) core.insertAction(actions);
|
||||
}
|
||||
|
||||
////// 尝试使用道具 //////
|
||||
@ -1870,13 +2005,14 @@ events.prototype.passNet = function (data) {
|
||||
if (data.event.id=='weakNet') { // 衰网
|
||||
if (core.hasFlag('weak')) return;
|
||||
core.setFlag('weak', true);
|
||||
var weakValue = core.values.weakValue;
|
||||
var weakAtk = weakValue>=1?weakValue:Math.floor(weakValue*core.status.hero.atk);
|
||||
var weakDef = weakValue>=1?weakValue:Math.floor(weakValue*core.status.hero.def);
|
||||
core.setFlag('weakAtk', weakAtk);
|
||||
core.setFlag('weakDef', weakDef);
|
||||
core.status.hero.atk-=weakAtk;
|
||||
core.status.hero.def-=weakDef;
|
||||
if (core.values.weakValue>=1) { // >=1:直接扣数值
|
||||
core.status.hero.atk -= core.values.weakValue;
|
||||
core.status.hero.def -= core.values.weakValue;
|
||||
}
|
||||
else { // <1:扣比例
|
||||
core.setFlag("equip_atk_buff", core.getFlag("equip_atk_buff", 1) - core.values.weakValue);
|
||||
core.setFlag("equip_def_buff", core.getFlag("equip_def_buff", 1) - core.values.weakValue);
|
||||
}
|
||||
}
|
||||
if (data.event.id=='curseNet') { // 咒网
|
||||
if (core.hasFlag('curse')) return;
|
||||
|
||||
@ -72,7 +72,12 @@ items.prototype.useItem = function (itemId, callback) {
|
||||
var itemCls = core.material.items[itemId].cls;
|
||||
|
||||
if (itemId in this.useItemEffect) {
|
||||
eval(this.useItemEffect[itemId]);
|
||||
try {
|
||||
eval(this.useItemEffect[itemId]);
|
||||
}
|
||||
catch (e) {
|
||||
console.log(e);
|
||||
}
|
||||
}
|
||||
// 记录路线
|
||||
if (itemId!='book' && itemId!='fly') {
|
||||
@ -82,10 +87,11 @@ items.prototype.useItem = function (itemId, callback) {
|
||||
// 道具使用完毕:删除
|
||||
if (itemCls=='tools')
|
||||
core.status.hero.items[itemCls][itemId]--;
|
||||
if (core.status.hero.items[itemCls][itemId]==0)
|
||||
if (core.status.hero.items[itemCls][itemId]<=0)
|
||||
delete core.status.hero.items[itemCls][itemId];
|
||||
|
||||
core.updateStatusBar();
|
||||
if (!core.isset(core.status.event.id)) core.status.event.data = null;
|
||||
|
||||
if (core.isset(callback)) callback();
|
||||
}
|
||||
@ -95,11 +101,18 @@ items.prototype.canUseItem = function (itemId) {
|
||||
// 没有道具
|
||||
if (!core.hasItem(itemId)) return false;
|
||||
|
||||
var able = false;
|
||||
if (itemId in this.canUseItemEffect) {
|
||||
return eval(this.canUseItemEffect[itemId]);
|
||||
try {
|
||||
able = eval(this.canUseItemEffect[itemId]);
|
||||
}
|
||||
catch (e) {
|
||||
console.log(e);
|
||||
}
|
||||
}
|
||||
if (!able) core.status.event.data = null;
|
||||
|
||||
return false;
|
||||
return able;
|
||||
}
|
||||
|
||||
////// 获得某个物品的个数 //////
|
||||
@ -107,7 +120,7 @@ items.prototype.itemCount = function (itemId) {
|
||||
if (!core.isset(itemId) || !core.isset(core.material.items[itemId])) return 0;
|
||||
var itemCls = core.material.items[itemId].cls;
|
||||
if (itemCls=="items") return 0;
|
||||
return core.isset(core.status.hero.items[itemCls][itemId]) ? core.status.hero.items[itemCls][itemId] : 0;
|
||||
return core.status.hero.items[itemCls][itemId]||0;
|
||||
}
|
||||
|
||||
////// 是否存在某个物品 //////
|
||||
@ -121,7 +134,7 @@ items.prototype.hasEquip = function (itemId) {
|
||||
if (!core.isset(itemId)) return null;
|
||||
if (!core.isset((core.material.items[itemId]||{}).equip)) return null;
|
||||
|
||||
return itemId == this.getEquip(core.material.items[itemId].equip.type);
|
||||
return this.getEquip(core.material.items[itemId].equip.type) == itemId;
|
||||
}
|
||||
|
||||
////// 获得某个装备类型的当前装备 //////
|
||||
@ -132,16 +145,17 @@ items.prototype.getEquip = function (equipType) {
|
||||
////// 设置某个物品的个数 //////
|
||||
items.prototype.setItem = function (itemId, itemNum) {
|
||||
itemNum = itemNum || 0;
|
||||
if (itemNum<=0) itemNum = 0;
|
||||
var itemCls = core.material.items[itemId].cls;
|
||||
if (itemCls == 'items') return;
|
||||
if (!core.isset(core.status.hero.items[itemCls])) {
|
||||
core.status.hero.items[itemCls] = {};
|
||||
}
|
||||
core.status.hero.items[itemCls][itemId] = itemNum;
|
||||
if (itemCls!='keys' && itemNum==0) {
|
||||
delete core.status.hero.items[itemCls][itemId];
|
||||
if (core.status.hero.items[itemCls][itemId] <= 0) {
|
||||
if (itemCls!='keys') delete core.status.hero.items[itemCls][itemId];
|
||||
else core.status.hero.items[itemCls][itemId] = 0;
|
||||
}
|
||||
core.updateStatusBar();
|
||||
}
|
||||
|
||||
////// 删除某个物品 //////
|
||||
@ -150,8 +164,9 @@ items.prototype.removeItem = function (itemId, itemNum) {
|
||||
if (!core.hasItem(itemId)) return false;
|
||||
var itemCls = core.material.items[itemId].cls;
|
||||
core.status.hero.items[itemCls][itemId]-=itemNum;
|
||||
if (itemCls!='keys' && core.status.hero.items[itemCls][itemId]<=0) {
|
||||
delete core.status.hero.items[itemCls][itemId];
|
||||
if (core.status.hero.items[itemCls][itemId] <= 0) {
|
||||
if (itemCls!='keys') delete core.status.hero.items[itemCls][itemId];
|
||||
else core.status.hero.items[itemCls][itemId] = 0;
|
||||
}
|
||||
core.updateStatusBar();
|
||||
return true;
|
||||
@ -159,7 +174,7 @@ items.prototype.removeItem = function (itemId, itemNum) {
|
||||
|
||||
////// 增加某个物品的个数 //////
|
||||
items.prototype.addItem = function (itemId, itemNum) {
|
||||
itemNum=itemNum||1;
|
||||
itemNum = itemNum || 1;
|
||||
var itemData = core.material.items[itemId];
|
||||
var itemCls = itemData.cls;
|
||||
if (itemCls == 'items') return;
|
||||
@ -171,9 +186,14 @@ items.prototype.addItem = function (itemId, itemNum) {
|
||||
core.status.hero.items[itemCls][itemId] = 0;
|
||||
}
|
||||
core.status.hero.items[itemCls][itemId] += itemNum;
|
||||
if (core.status.hero.items[itemCls][itemId] <= 0) {
|
||||
if (itemCls!='keys') delete core.status.hero.items[itemCls][itemId];
|
||||
else core.status.hero.items[itemCls][itemId] = 0;
|
||||
}
|
||||
// 永久道具只能有一个
|
||||
if (itemCls == 'constants' && core.status.hero.items[itemCls][itemId]>1)
|
||||
core.status.hero.items[itemCls][itemId] = 1;
|
||||
core.updateStatusBar();
|
||||
}
|
||||
|
||||
|
||||
@ -182,28 +202,45 @@ items.prototype.loadEquip = function (equipId, callback) {
|
||||
|
||||
if (!core.isset(core.status.hero.equipment)) core.status.hero.equipment = [];
|
||||
|
||||
var loadEquip = core.material.items[equipId];
|
||||
if (!core.isset(loadEquip)) {
|
||||
var loadEquip = core.material.items[equipId]||{};
|
||||
if (!core.isset(loadEquip.equip)) {
|
||||
if (core.isset(callback)) callback();
|
||||
return;
|
||||
}
|
||||
|
||||
var can = this.canEquip[equipId];
|
||||
if (core.isset(can) && !eval(can)) {
|
||||
core.drawTip("当前不可换上"+loadEquip.name);
|
||||
if (core.isset(callback)) callback();
|
||||
return;
|
||||
if (core.isset(can)) {
|
||||
try {
|
||||
if (!eval(can)) {
|
||||
core.drawTip("当前不可换上"+loadEquip.name);
|
||||
if (core.isset(callback)) callback();
|
||||
return;
|
||||
}
|
||||
}
|
||||
catch (e) {
|
||||
console.log(e);
|
||||
}
|
||||
}
|
||||
|
||||
core.playSound('equip.mp3');
|
||||
|
||||
var loadEquipType = loadEquip.equip.type;
|
||||
var unloadEquipId = core.status.hero.equipment[loadEquipType];
|
||||
var unloadEquip = core.material.items[unloadEquipId] || {};
|
||||
|
||||
// ------ 如果当前装备和目标装备的模式不同(一个百分比一个数值),则需要先脱再穿 ------ //
|
||||
if (core.isset(unloadEquip.equip) && (unloadEquip.equip.percentage||false) != (loadEquip.equip.percentage||false)) {
|
||||
this.unloadEquip(loadEquipType);
|
||||
this.loadEquip(equipId);
|
||||
if (core.isset(callback)) callback();
|
||||
return;
|
||||
}
|
||||
// 下面保证了两者的模式是相同的
|
||||
|
||||
// 比较能力值
|
||||
var result = core.compareEquipment(equipId,unloadEquipId);
|
||||
|
||||
if (core.flags.equipPercentage) {
|
||||
if (loadEquip.equip.percentage) {
|
||||
core.setFlag('equip_atk_buff', core.getFlag('equip_atk_buff',1)+result.atk/100);
|
||||
core.setFlag('equip_def_buff', core.getFlag('equip_def_buff',1)+result.def/100);
|
||||
core.setFlag('equip_mdef_buff', core.getFlag('equip_mdef_buff',1)+result.mdef/100);
|
||||
@ -218,9 +255,6 @@ items.prototype.loadEquip = function (equipId, callback) {
|
||||
core.status.hero.equipment[loadEquipType] = equipId;
|
||||
core.updateStatusBar();
|
||||
|
||||
// 记录路线
|
||||
// core.status.route.push("equip:"+equipId);
|
||||
|
||||
// 装备更换完毕:删除换上的装备
|
||||
core.removeItem(equipId);
|
||||
|
||||
@ -245,10 +279,10 @@ items.prototype.unloadEquip = function (equipType, callback) {
|
||||
if (core.isset(callback)) callback();
|
||||
return;
|
||||
}
|
||||
var unloadEquip = core.material.items[unloadEquipId];
|
||||
var unloadEquip = core.material.items[unloadEquipId] || {};
|
||||
|
||||
// 处理能力值改变
|
||||
if (core.flags.equipPercentage) {
|
||||
if (unloadEquip.equip.percentage) {
|
||||
core.setFlag('equip_atk_buff', core.getFlag('equip_atk_buff',1)-(unloadEquip.equip.atk||0)/100);
|
||||
core.setFlag('equip_def_buff', core.getFlag('equip_def_buff',1)-(unloadEquip.equip.def||0)/100);
|
||||
core.setFlag('equip_mdef_buff', core.getFlag('equip_mdef_buff',1)-(unloadEquip.equip.mdef||0)/100);
|
||||
@ -263,9 +297,6 @@ items.prototype.unloadEquip = function (equipType, callback) {
|
||||
core.status.hero.equipment[equipType] = null;
|
||||
|
||||
core.updateStatusBar();
|
||||
|
||||
// 记录路线
|
||||
// core.status.route.push("unEquip:"+equipType);
|
||||
|
||||
// 装备更换完毕:增加卸下的装备
|
||||
core.addItem(unloadEquipId, 1);
|
||||
|
||||
@ -106,14 +106,10 @@ loader.prototype.loadImage = function (imgName, callback) {
|
||||
if (name.indexOf(".")<0)
|
||||
name=name+".png";
|
||||
var image = new Image();
|
||||
image.src = 'project/images/' + name + "?v=" + main.version;
|
||||
if (image.complete) {
|
||||
callback(imgName, image);
|
||||
return;
|
||||
}
|
||||
image.onload = function () {
|
||||
callback(imgName, image);
|
||||
}
|
||||
image.src = 'project/images/' + name + "?v=" + main.version;
|
||||
}
|
||||
catch (e) {
|
||||
console.log(e);
|
||||
@ -212,12 +208,7 @@ loader.prototype.loadMusic = function () {
|
||||
}
|
||||
}
|
||||
else {
|
||||
var music = new Audio();
|
||||
music.preload = 'none';
|
||||
if (main.bgmRemote) music.src = main.bgmRemoteRoot+core.firstData.name+'/'+t;
|
||||
else music.src = 'project/sounds/'+t;
|
||||
music.loop = 'loop';
|
||||
core.material.bgms[t] = music;
|
||||
core.loader.loadOneMusic(t);
|
||||
}
|
||||
});
|
||||
|
||||
@ -238,7 +229,7 @@ loader.prototype.loadMusic = function () {
|
||||
console.log(ee);
|
||||
core.material.sounds[t] = null;
|
||||
}
|
||||
}, function () {
|
||||
}, function (e) {
|
||||
console.log(e);
|
||||
core.material.sounds[t] = null;
|
||||
}, null, 'arraybuffer');
|
||||
@ -255,3 +246,45 @@ loader.prototype.loadMusic = function () {
|
||||
if (core.musicStatus.startDirectly && core.bgms.length>0)
|
||||
core.playBgm(core.bgms[0]);
|
||||
}
|
||||
|
||||
loader.prototype.loadOneMusic = function (name) {
|
||||
var music = new Audio();
|
||||
music.preload = 'none';
|
||||
if (main.bgmRemote) music.src = main.bgmRemoteRoot+core.firstData.name+'/'+name;
|
||||
else music.src = 'project/sounds/'+name;
|
||||
music.loop = 'loop';
|
||||
core.material.bgms[name] = music;
|
||||
}
|
||||
|
||||
loader.prototype.freeBgm = function (name) {
|
||||
if (!core.isset(core.material.bgms[name])) return;
|
||||
// 从cachedBgms中删除
|
||||
core.musicStatus.cachedBgms = core.musicStatus.cachedBgms.filter(function (t) {return t!=name; });
|
||||
// 清掉缓存
|
||||
core.material.bgms[name].removeAttribute("src");
|
||||
core.material.bgms[name].load();
|
||||
core.material.bgms[name] = null;
|
||||
// 三秒后重新加载
|
||||
setTimeout(function () {
|
||||
core.loader.loadOneMusic(name);
|
||||
}, 3000);
|
||||
}
|
||||
|
||||
loader.prototype.loadBgm = function (name) {
|
||||
if (!core.isset(core.material.bgms[name])) return;
|
||||
// 是否已经预加载过
|
||||
var index = core.musicStatus.cachedBgms.indexOf(name);
|
||||
if (index>=0) {
|
||||
core.musicStatus.cachedBgms.splice(index, 1);
|
||||
}
|
||||
else {
|
||||
// 预加载BGM
|
||||
core.material.bgms[name].load();
|
||||
// 清理尾巴
|
||||
if (core.musicStatus.cachedBgms.length == core.musicStatus.cachedBgmCount) {
|
||||
this.freeBgm(core.musicStatus.cachedBgms.pop());
|
||||
}
|
||||
}
|
||||
// 移动到缓存最前方
|
||||
core.musicStatus.cachedBgms.unshift(name);
|
||||
}
|
||||
390
libs/maps.js
390
libs/maps.js
@ -18,7 +18,7 @@ maps.prototype.loadFloor = function (floorId, map) {
|
||||
map = {"map": map};
|
||||
}
|
||||
var content = {};
|
||||
["floorId", "title", "name", "canFlyTo", "canUseQuickShop", "cannotViewMap", "color", "weather",
|
||||
["floorId", "title", "name", "canFlyTo", "canUseQuickShop", "cannotViewMap", "cannotMoveDirectly", "color", "weather",
|
||||
"defaultGround", "images", "item_ratio", "upFloor", "bgm", "downFloor", "underGround"].forEach(function (e) {
|
||||
if (core.isset(map[e])) content[e] = core.clone(map[e]);
|
||||
else content[e] = core.clone(floor[e]);
|
||||
@ -146,9 +146,13 @@ maps.prototype.addEvent = function (block, x, y, event) {
|
||||
if (!core.isset(block.disable) && core.isset(event.enable)) {
|
||||
block.disable=!event.enable;
|
||||
}
|
||||
// 覆盖animate
|
||||
if (event.animate === false) {
|
||||
block.event.animate = 1;
|
||||
}
|
||||
// 覆盖所有属性
|
||||
for (var key in event) {
|
||||
if (key!="enable" && core.isset(event[key])) {
|
||||
if (key!="enable" && key!="animate" && core.isset(event[key])) {
|
||||
block.event[key]=core.clone(event[key]);
|
||||
}
|
||||
}
|
||||
@ -317,6 +321,12 @@ maps.prototype.canMoveDirectly = function (destX,destY) {
|
||||
// 不可瞬间移动请返回-1
|
||||
if (!core.flags.enableMoveDirectly) return -1;
|
||||
|
||||
// 检查该楼层是否不可瞬间移动
|
||||
if (core.status.thisMap.cannotMoveDirectly) return -1;
|
||||
|
||||
// flag:cannotMoveDirectly为true:不能
|
||||
if (core.hasFlag('cannotMoveDirectly')) return -1;
|
||||
|
||||
// 中毒状态:不能
|
||||
if (core.hasFlag('poison')) return -1;
|
||||
|
||||
@ -360,29 +370,13 @@ maps.prototype.drawBlock = function (block, animate, dx, dy) {
|
||||
// none:空地
|
||||
if (block.event.id=='none') return;
|
||||
|
||||
var cls = block.event.cls, height = block.event.height || 32;
|
||||
var cls = block.event.cls;
|
||||
|
||||
var image, x, y;
|
||||
var blockInfo = this.__getBlockInfo(block);
|
||||
if (blockInfo == null) return;
|
||||
var image = blockInfo.image, x = blockInfo.bx, y = blockInfo.by, height = blockInfo.height;
|
||||
if (!blockInfo.isTileset) x = (animate||0)%(block.event.animate||1);
|
||||
|
||||
if (cls == 'tileset') {
|
||||
var offset = core.icons.getTilesetOffset(block.event.id);
|
||||
if (offset == null) return;
|
||||
image = core.material.images.tilesets[offset.image];
|
||||
x = offset.x;
|
||||
y = offset.y;
|
||||
}
|
||||
else if (cls == 'autotile') return;
|
||||
// 空气墙的单独处理
|
||||
else if (block.id==17) {
|
||||
if (!core.isset(core.material.images.airwall)) return;
|
||||
image = core.material.images.airwall;
|
||||
x = y = 0;
|
||||
}
|
||||
else {
|
||||
image = core.material.images[cls];
|
||||
x = (animate||0)%(block.event.animate||1);
|
||||
y = core.material.icons[cls][block.event.id];
|
||||
}
|
||||
dx = dx || 0;
|
||||
dy = dy || 0;
|
||||
|
||||
@ -476,13 +470,13 @@ maps.prototype.drawBgFgMap = function (floorId, canvas, name, animate) {
|
||||
}
|
||||
}
|
||||
}
|
||||
core.status.autotileAnimateObjs[name+"map"] = core.clone(arr);
|
||||
if (animate) core.status.autotileAnimateObjs[name+"map"] = core.clone(arr);
|
||||
}
|
||||
|
||||
////// 绘制某张地图 //////
|
||||
maps.prototype.drawMap = function (mapName, callback) {
|
||||
mapName = mapName || core.status.floorId;
|
||||
if (!core.isset(mapName)) {
|
||||
maps.prototype.drawMap = function (floorId, callback) {
|
||||
floorId = floorId || core.status.floorId;
|
||||
if (!core.isset(floorId)) {
|
||||
if (core.isset(callback))
|
||||
callback();
|
||||
return;
|
||||
@ -491,10 +485,10 @@ maps.prototype.drawMap = function (mapName, callback) {
|
||||
core.removeGlobalAnimate(null, null, true);
|
||||
|
||||
var drawBg = function(){
|
||||
var width = core.floors[mapName].width || 13;
|
||||
var height = core.floors[mapName].height || 13;
|
||||
var width = core.floors[floorId].width || 13;
|
||||
var height = core.floors[floorId].height || 13;
|
||||
|
||||
var groundId = (core.status.maps||core.floors)[mapName].defaultGround || "ground";
|
||||
var groundId = (core.status.maps||core.floors)[floorId].defaultGround || "ground";
|
||||
var blockIcon = core.material.icons.terrains[groundId];
|
||||
for (var x = 0; x < width; x++) {
|
||||
for (var y = 0; y < height; y++) {
|
||||
@ -503,8 +497,8 @@ maps.prototype.drawMap = function (mapName, callback) {
|
||||
}
|
||||
|
||||
var images = [];
|
||||
if (core.isset(core.status.maps[mapName].images)) {
|
||||
images = core.status.maps[mapName].images;
|
||||
if (core.isset(core.status.maps[floorId].images)) {
|
||||
images = core.status.maps[floorId].images;
|
||||
if (typeof images == 'string') {
|
||||
images = [[0, 0, images]];
|
||||
}
|
||||
@ -513,7 +507,7 @@ maps.prototype.drawMap = function (mapName, callback) {
|
||||
if (typeof t == 'string') t = [0,0,t];
|
||||
var dx=parseInt(t[0]), dy=parseInt(t[1]), p=t[2];
|
||||
if (core.isset(dx) && core.isset(dy) &&
|
||||
!core.hasFlag("floorimg_"+mapName+"_"+dx+"_"+dy) &&
|
||||
!core.hasFlag("floorimg_"+floorId+"_"+dx+"_"+dy) &&
|
||||
core.isset(core.material.images.images[p])) {
|
||||
var image = core.material.images.images[p];
|
||||
if (!t[3]) {
|
||||
@ -543,8 +537,8 @@ maps.prototype.drawMap = function (mapName, callback) {
|
||||
}
|
||||
});
|
||||
|
||||
core.maps.drawBgFgMap(mapName, core.canvas.bg, "bg", true);
|
||||
core.maps.drawBgFgMap(mapName, core.canvas.fg, "fg", true);
|
||||
core.maps.drawBgFgMap(floorId, core.canvas.bg, "bg", true);
|
||||
core.maps.drawBgFgMap(floorId, core.canvas.fg, "fg", true);
|
||||
|
||||
}
|
||||
if (main.mode=='editor'){
|
||||
@ -560,8 +554,8 @@ maps.prototype.drawMap = function (mapName, callback) {
|
||||
drawBg();
|
||||
}
|
||||
|
||||
core.status.floorId = mapName;
|
||||
core.status.thisMap = core.status.maps[mapName];
|
||||
core.status.floorId = floorId;
|
||||
core.status.thisMap = core.status.maps[floorId];
|
||||
var drawEvent = function(){
|
||||
|
||||
var mapData = core.status.maps[core.status.floorId];
|
||||
@ -766,6 +760,101 @@ maps.prototype.getBlockCls = function (x, y, floorId, showDisable) {
|
||||
return null;
|
||||
}
|
||||
|
||||
maps.prototype.__getBlockInfo = function (block) {
|
||||
var image, bx, by, height = block.event.height || 32;
|
||||
var faceIds = {}, isTileset = false;
|
||||
if (block.event.cls == 'tileset') {
|
||||
var offset = core.icons.getTilesetOffset(block.event.id);
|
||||
if (offset==null) {
|
||||
return null;
|
||||
}
|
||||
bx = offset.x;
|
||||
by = offset.y;
|
||||
image = core.material.images.tilesets[offset.image];
|
||||
isTileset = true;
|
||||
}
|
||||
// 不支持autotile
|
||||
else if (block.event.cls == 'autotile') {
|
||||
return null;
|
||||
}
|
||||
// 空气墙;忽略事件
|
||||
else if (block.id==17) {
|
||||
if (!core.isset(core.material.images.airwall)) return null;
|
||||
image = core.material.images.airwall;
|
||||
bx = by = 0;
|
||||
}
|
||||
else {
|
||||
image = core.material.images[block.event.cls];
|
||||
bx = 0;
|
||||
by = core.material.icons[block.event.cls][block.event.id];
|
||||
faceIds = block.event.faceIds||{};
|
||||
}
|
||||
return {
|
||||
"image": image,
|
||||
"bx": bx,
|
||||
"by": by,
|
||||
"height": height,
|
||||
"isTileset": isTileset,
|
||||
"faceIds": faceIds
|
||||
};
|
||||
}
|
||||
|
||||
maps.prototype.__moveBlockCanvas = function (image, bx, by, height, nowX, nowY, opacity, headCanvas, bodyCanvas, damageCanvas) {
|
||||
// 重绘block & 重定位
|
||||
if (headCanvas != null) {
|
||||
core.dymCanvas[headCanvas].clearRect(0, 0, 32, height);
|
||||
core.dymCanvas[headCanvas].drawImage(image, bx * 32, by * height, 32, height - 32, 0, 0, 32, height - 32);
|
||||
core.relocateCanvas(headCanvas, nowX - core.bigmap.offsetX, nowY+32-height - core.bigmap.offsetY);
|
||||
core.setOpacity(headCanvas, opacity);
|
||||
}
|
||||
if (bodyCanvas != null) {
|
||||
core.dymCanvas[bodyCanvas].clearRect(0, 0, 32, 32);
|
||||
core.dymCanvas[bodyCanvas].drawImage(image, bx * 32, by * height + height - 32, 32, 32, 0, 0, 32, 32);
|
||||
core.relocateCanvas(bodyCanvas, nowX - core.bigmap.offsetX, nowY - core.bigmap.offsetY);
|
||||
core.setOpacity(bodyCanvas, opacity);
|
||||
}
|
||||
if (damageCanvas != null) {
|
||||
core.relocateCanvas(damageCanvas, nowX - core.bigmap.offsetX, nowY - core.bigmap.offsetY);
|
||||
core.setOpacity(damageCanvas, opacity);
|
||||
}
|
||||
}
|
||||
|
||||
maps.prototype.__initBlockCanvas = function (block, height, x, y) {
|
||||
var headCanvas = null, bodyCanvas = 'block'+x+"_"+y, damageCanvas = null;
|
||||
|
||||
core.createCanvas(bodyCanvas, 0, 0, 32, 32, 35);
|
||||
if (height > 32) {
|
||||
headCanvas = "blockHead"+x+"_"+y;
|
||||
core.createCanvas(headCanvas, 0, 0, 32, height - 32, 55);
|
||||
}
|
||||
// 显伤
|
||||
var damage = null, damageColor = null;
|
||||
if ((block.event.cls == 'enemys' || block.event.cls == 'enemy48') && core.hasItem('book')
|
||||
&& block.event.displayDamage !== false) {
|
||||
var damageString = core.enemys.getDamageString(block.event.id, x, y);
|
||||
damage = damageString.damage; damageColor = damageString.color;
|
||||
}
|
||||
if (damage != null) {
|
||||
damageCanvas = "blockDamage"+x+"_"+y;
|
||||
core.createCanvas(damageCanvas, 0, 0, 32, 32, 65);
|
||||
core.dymCanvas[damageCanvas].textAlign = 'left';
|
||||
core.dymCanvas[damageCanvas].font = "bold 11px Arial";
|
||||
core.fillBoldText(core.dymCanvas[damageCanvas], damage, damageColor, 1, 31);
|
||||
if (core.flags.displayCritical) {
|
||||
var critical = core.enemys.nextCriticals(block.event.id);
|
||||
if (critical.length>0) critical=critical[0];
|
||||
critical = core.formatBigNumber(critical[0], true);
|
||||
if (critical == '???') critical = '?';
|
||||
core.fillBoldText(core.dymCanvas[damageCanvas], critical, '#FFFFFF', 1, 21);
|
||||
}
|
||||
}
|
||||
return {
|
||||
"headCanvas": headCanvas,
|
||||
"bodyCanvas": bodyCanvas,
|
||||
"damageCanvas": damageCanvas
|
||||
}
|
||||
}
|
||||
|
||||
////// 显示移动某块的动画,达到{“type”:”move”}的效果 //////
|
||||
maps.prototype.moveBlock = function(x,y,steps,time,keep,callback) {
|
||||
time = time || 500;
|
||||
@ -781,39 +870,12 @@ maps.prototype.moveBlock = function(x,y,steps,time,keep,callback) {
|
||||
core.removeBlock(x,y);
|
||||
|
||||
block=block.block;
|
||||
|
||||
var image, bx, by, height = block.event.height || 32;
|
||||
var faceIds = {};
|
||||
if (block.event.cls == 'tileset') {
|
||||
var offset = core.icons.getTilesetOffset(block.event.id);
|
||||
if (offset==null) {
|
||||
if (core.isset(callback)) callback();
|
||||
return;
|
||||
}
|
||||
bx = offset.x;
|
||||
by = offset.y;
|
||||
image = core.material.images.tilesets[offset.image];
|
||||
}
|
||||
// 不支持autotile
|
||||
else if (block.event.cls == 'autotile') {
|
||||
var blockInfo = this.__getBlockInfo(block);
|
||||
if (blockInfo == null) {
|
||||
if (core.isset(callback)) callback();
|
||||
return;
|
||||
}
|
||||
// 空气墙;忽略事件
|
||||
else if (block.id==17) {
|
||||
if (core.isset(callback)) callback();
|
||||
return;
|
||||
}
|
||||
else {
|
||||
image = core.material.images[block.event.cls];
|
||||
bx = 0;
|
||||
by = core.material.icons[block.event.cls][block.event.id];
|
||||
faceIds = block.event.faceIds||{};
|
||||
}
|
||||
|
||||
var alpha = 1;
|
||||
core.setAlpha('route', alpha);
|
||||
core.canvas.route.drawImage(image, bx * 32, by * height, 32, height, block.x * 32, block.y * 32 +32 - height, 32, height);
|
||||
var image = blockInfo.image, bx = blockInfo.bx, by = blockInfo.by, height = blockInfo.height, isTileset = blockInfo.isTileset, faceIds = blockInfo.faceIds;
|
||||
|
||||
// 要运行的轨迹:将steps展开
|
||||
var moveSteps=[];
|
||||
@ -841,9 +903,12 @@ maps.prototype.moveBlock = function(x,y,steps,time,keep,callback) {
|
||||
'right': {'x': 1, 'y': 0}
|
||||
};
|
||||
|
||||
var animateValue = block.event.animate || 1;
|
||||
var animateCurrent = 0;
|
||||
var animateTime = 0;
|
||||
var animateValue = block.event.animate || 1, animateCurrent = isTileset?bx:0, animateTime = 0;
|
||||
var blockCanvas = this.__initBlockCanvas(block, height, x, y);
|
||||
var headCanvas = blockCanvas.headCanvas, bodyCanvas = blockCanvas.bodyCanvas, damageCanvas = blockCanvas.damageCanvas;
|
||||
var opacity = 1;
|
||||
|
||||
core.maps.__moveBlockCanvas(image, animateCurrent, by, height, nowX, nowY, opacity, headCanvas, bodyCanvas, damageCanvas);
|
||||
|
||||
var animate=window.setInterval(function() {
|
||||
|
||||
@ -853,30 +918,27 @@ maps.prototype.moveBlock = function(x,y,steps,time,keep,callback) {
|
||||
animateTime = 0;
|
||||
if (animateCurrent>=animateValue) animateCurrent=0;
|
||||
}
|
||||
if (block.event.cls=='tileset') {
|
||||
animateCurrent = bx;
|
||||
}
|
||||
if (isTileset) animateCurrent = bx;
|
||||
|
||||
// 已经移动完毕,消失
|
||||
if (moveSteps.length==0) {
|
||||
if (keep) alpha=0;
|
||||
else alpha -= 0.06;
|
||||
core.clearMap('route', nowX, nowY-height+32, 32, height);
|
||||
if (alpha<=0) {
|
||||
if (keep) opacity=0;
|
||||
else opacity -= 0.06;
|
||||
if (opacity<=0) {
|
||||
delete core.animateFrame.asyncId[animate];
|
||||
clearInterval(animate);
|
||||
core.deleteCanvas(headCanvas);
|
||||
core.deleteCanvas(bodyCanvas);
|
||||
core.deleteCanvas(damageCanvas);
|
||||
// 不消失
|
||||
if (keep) {
|
||||
core.setBlock(id, nowX/32, nowY/32);
|
||||
core.showBlock(nowX/32, nowY/32);
|
||||
}
|
||||
core.setAlpha('route',1);
|
||||
if (core.isset(callback)) callback();
|
||||
}
|
||||
else {
|
||||
core.setAlpha('route', alpha);
|
||||
core.canvas.route.drawImage(image, animateCurrent * 32, by * height, 32, height, nowX, nowY-height+32, 32, height);
|
||||
core.setAlpha('route', 1);
|
||||
core.maps.__moveBlockCanvas(image, animateCurrent, by, height, nowX, nowY, opacity, headCanvas, bodyCanvas, damageCanvas);
|
||||
}
|
||||
}
|
||||
else {
|
||||
@ -891,13 +953,11 @@ maps.prototype.moveBlock = function(x,y,steps,time,keep,callback) {
|
||||
by = tby;
|
||||
}
|
||||
}
|
||||
|
||||
core.clearMap('route', nowX, nowY-height+32, 32, height);
|
||||
step++;
|
||||
nowX+=scan[direction].x*2;
|
||||
nowY+=scan[direction].y*2;
|
||||
// 绘制
|
||||
core.canvas.route.drawImage(image, animateCurrent * 32, by * height, 32, height, nowX, nowY-height+32, 32, height);
|
||||
// 移动
|
||||
core.maps.__moveBlockCanvas(image, animateCurrent, by, height, nowX, nowY, opacity, headCanvas, bodyCanvas, damageCanvas);
|
||||
if (step==16) {
|
||||
// 该移动完毕,继续
|
||||
step=0;
|
||||
@ -924,36 +984,12 @@ maps.prototype.jumpBlock = function(sx,sy,ex,ey,time,keep,callback) {
|
||||
core.removeBlock(sx,sy);
|
||||
|
||||
block=block.block;
|
||||
var image, bx, by, height = block.event.height || 32;
|
||||
if (block.event.cls == 'tileset') {
|
||||
var offset = core.icons.getTilesetOffset(block.event.id);
|
||||
if (offset==null) {
|
||||
if (core.isset(callback)) callback();
|
||||
return;
|
||||
}
|
||||
bx = offset.x;
|
||||
by = offset.y;
|
||||
image = core.material.images.tilesets[offset.image];
|
||||
}
|
||||
// 不支持autotile
|
||||
else if (block.event.cls == 'autotile') {
|
||||
var blockInfo = this.__getBlockInfo(block);
|
||||
if (blockInfo == null) {
|
||||
if (core.isset(callback)) callback();
|
||||
return;
|
||||
}
|
||||
// 空气墙;忽略事件
|
||||
else if (block.id==17) {
|
||||
if (core.isset(callback)) callback();
|
||||
return;
|
||||
}
|
||||
else {
|
||||
image = core.material.images[block.event.cls];
|
||||
bx = 0;
|
||||
by = core.material.icons[block.event.cls][block.event.id];
|
||||
}
|
||||
|
||||
var alpha = 1;
|
||||
core.setAlpha('route', alpha);
|
||||
core.canvas.route.drawImage(image, bx*32, by * height, 32, height, block.x * 32, block.y * 32 +32 - height, 32, height);
|
||||
var image = blockInfo.image, bx = blockInfo.bx, by = blockInfo.by, height = blockInfo.height, isTileset = blockInfo.isTileset, faceIds = blockInfo.faceIds;
|
||||
|
||||
core.playSound('jump.mp3');
|
||||
|
||||
@ -981,35 +1017,27 @@ maps.prototype.jumpBlock = function(sx,sy,ex,ey,time,keep,callback) {
|
||||
curry = (curry * jump_count + ey) / (jump_count + 1.0);
|
||||
}
|
||||
|
||||
var animateValue = block.event.animate || 1;
|
||||
var animateCurrent = 0;
|
||||
var animateTime = 0;
|
||||
var blockCanvas = this.__initBlockCanvas(block, height, sx, sy);
|
||||
var headCanvas = blockCanvas.headCanvas, bodyCanvas = blockCanvas.bodyCanvas, damageCanvas = blockCanvas.damageCanvas;
|
||||
var opacity = 1;
|
||||
|
||||
core.maps.__moveBlockCanvas(image, bx, by, height, drawX(), drawY(), opacity, headCanvas, bodyCanvas, damageCanvas);
|
||||
|
||||
var animate=window.setInterval(function() {
|
||||
|
||||
animateTime += time / 16 / core.status.replay.speed;
|
||||
if (animateTime >= core.values.animateSpeed) {
|
||||
animateCurrent++;
|
||||
animateTime = 0;
|
||||
if (animateCurrent >= animateValue) animateCurrent = 0;
|
||||
}
|
||||
if (block.event.cls=='tileset') {
|
||||
animateCurrent = bx;
|
||||
}
|
||||
|
||||
if (jump_count>0) {
|
||||
core.clearMap('route', drawX(), drawY()-height+32, 32, height);
|
||||
updateJump();
|
||||
core.canvas.route.drawImage(image, animateCurrent * 32, by * height, 32, height, drawX(), drawY()-height+32, 32, height);
|
||||
core.maps.__moveBlockCanvas(image, bx, by, height, drawX(), drawY(), opacity, headCanvas, bodyCanvas, damageCanvas);
|
||||
}
|
||||
else {
|
||||
if (keep) alpha=0;
|
||||
else alpha -= 0.06;
|
||||
core.clearMap('route', drawX(), drawY()-height+32, 32, height);
|
||||
if (alpha<=0) {
|
||||
if (keep) opacity=0;
|
||||
else opacity -= 0.06;
|
||||
if (opacity<=0) {
|
||||
delete core.animateFrame.asyncId[animate];
|
||||
clearInterval(animate);
|
||||
core.clearMap('route');
|
||||
core.setAlpha('route', 1);
|
||||
core.deleteCanvas(headCanvas);
|
||||
core.deleteCanvas(bodyCanvas);
|
||||
core.deleteCanvas(damageCanvas);
|
||||
if (keep) {
|
||||
core.setBlock(id, ex, ey);
|
||||
core.showBlock(ex, ey);
|
||||
@ -1017,9 +1045,7 @@ maps.prototype.jumpBlock = function(sx,sy,ex,ey,time,keep,callback) {
|
||||
if (core.isset(callback)) callback();
|
||||
}
|
||||
else {
|
||||
core.setAlpha('route', alpha);
|
||||
core.canvas.route.drawImage(image, animateCurrent * 32, by * height, 32, height, drawX(), drawY()-height+32, 32, height);
|
||||
core.setAlpha('route', 1);
|
||||
core.maps.__moveBlockCanvas(image, bx, by, height, drawX(), drawY(), opacity, headCanvas, bodyCanvas, damageCanvas);
|
||||
}
|
||||
}
|
||||
|
||||
@ -1040,65 +1066,47 @@ maps.prototype.animateBlock = function (loc,type,time,callback) {
|
||||
var block = core.getBlock(t[0],t[1],null,true);
|
||||
if (block==null) return;
|
||||
block=block.block;
|
||||
var image, bx, by, height = block.event.height || 32;
|
||||
if (block.event.cls == 'tileset') {
|
||||
var offset = core.icons.getTilesetOffset(block.event.id);
|
||||
if (offset==null) {
|
||||
if (core.isset(callback)) callback();
|
||||
return;
|
||||
}
|
||||
bx = offset.x;
|
||||
by = offset.y;
|
||||
image = core.material.images.tilesets[offset.image];
|
||||
}
|
||||
// 不支持autotile
|
||||
else if (block.event.cls == 'autotile') {
|
||||
return;
|
||||
}
|
||||
// 空气墙,忽略事件
|
||||
else if (block.id==17) return;
|
||||
else {
|
||||
image = core.material.images[block.event.cls];
|
||||
bx = 0;
|
||||
by = core.material.icons[block.event.cls][block.event.id];
|
||||
}
|
||||
|
||||
var blockInfo = core.maps.__getBlockInfo(block);
|
||||
if (blockInfo == null) return;
|
||||
var blockCanvas = core.maps.__initBlockCanvas(block, blockInfo.height, t[0], t[1]);
|
||||
var headCanvas = blockCanvas.headCanvas, bodyCanvas = blockCanvas.bodyCanvas, damageCanvas = blockCanvas.damageCanvas;
|
||||
|
||||
list.push({
|
||||
'x': t[0], 'y': t[1], 'height': height,
|
||||
'bx': bx, 'by': by, 'image': image
|
||||
})
|
||||
})
|
||||
'x': t[0], 'y': t[1], 'height': blockInfo.height,
|
||||
'bx': blockInfo.bx, 'by': blockInfo.by, 'image': blockInfo.image,
|
||||
'headCanvas': headCanvas, 'bodyCanvas': bodyCanvas, 'damageCanvas': damageCanvas
|
||||
});
|
||||
|
||||
});
|
||||
|
||||
if (list.length==0) {
|
||||
if (core.isset(callback)) callback();
|
||||
return;
|
||||
}
|
||||
|
||||
// core.status.replay.animate=true;
|
||||
var clear = function () {
|
||||
list.forEach(function (t) {
|
||||
core.clearMap('route', t.x*32, t.y*32+32-t.height, 32, t.height);
|
||||
})
|
||||
}
|
||||
var opacity = 0;
|
||||
if (type=='hide') opacity=1;
|
||||
|
||||
var draw = function () {
|
||||
list.forEach(function (t) {
|
||||
core.canvas.route.drawImage(t.image, t.bx*32, t.by*t.height, 32, t.height, t.x*32, t.y*32+32-t.height, 32, t.height);
|
||||
core.maps.__moveBlockCanvas(t.image, t.bx, t.by, t.height, t.x*32, t.y*32, opacity, t.headCanvas, t.bodyCanvas, t.damageCanvas);
|
||||
})
|
||||
}
|
||||
|
||||
var alpha = 0;
|
||||
if (type=='hide') alpha=1;
|
||||
|
||||
core.setAlpha('route', alpha);
|
||||
};
|
||||
draw();
|
||||
|
||||
var animate = window.setInterval(function () {
|
||||
if (type=='show') alpha += 0.1;
|
||||
else alpha -= 0.1;
|
||||
clear();
|
||||
if (alpha >=1 || alpha<=0) {
|
||||
var per_time = 10, steps = parseInt(time / per_time), delta = 1 / steps;
|
||||
var animate = setInterval(function () {
|
||||
if (type=='show') opacity += delta;
|
||||
else opacity -= delta;
|
||||
if (opacity >=1 || opacity<=0) {
|
||||
delete core.animateFrame.asyncId[animate];
|
||||
clearInterval(animate);
|
||||
core.setAlpha('route', 1);
|
||||
list.forEach(function (t) {
|
||||
core.deleteCanvas(t.headCanvas);
|
||||
core.deleteCanvas(t.bodyCanvas);
|
||||
core.deleteCanvas(t.damageCanvas);
|
||||
});
|
||||
if (type == 'show') {
|
||||
loc.forEach(function (t) {
|
||||
core.showBlock(t[0],t[1],data.floorId);
|
||||
@ -1112,10 +1120,9 @@ maps.prototype.animateBlock = function (loc,type,time,callback) {
|
||||
if (core.isset(callback)) callback();
|
||||
}
|
||||
else {
|
||||
core.setAlpha('route', alpha);
|
||||
draw();
|
||||
}
|
||||
}, time / 10 / core.status.replay.speed);
|
||||
}, per_time);
|
||||
|
||||
core.animateFrame.asyncId[animate] = true;
|
||||
}
|
||||
@ -1449,13 +1456,12 @@ maps.prototype.setBgFgMap = function (type, name, loc, floorId, callback) {
|
||||
maps.prototype.resetMap = function(floorId) {
|
||||
floorId = floorId || core.status.floorId;
|
||||
if (!core.isset(floorId)) return;
|
||||
core.status.maps[floorId] = this.loadFloor(floorId);
|
||||
if (floorId==core.status.floorId) {
|
||||
this.drawMap(floorId, function () {
|
||||
core.drawTip("地图重置成功");
|
||||
})
|
||||
}
|
||||
else {
|
||||
core.drawTip(floorId+"地图重置成功");
|
||||
}
|
||||
if (typeof floorId == 'string') floorId = [floorId];
|
||||
var needRefresh = false;
|
||||
floorId.forEach(function (t) {
|
||||
core.status.maps[t] = core.maps.loadFloor(t);
|
||||
if (t == core.status.floorId) needRefresh = true;
|
||||
});
|
||||
if (needRefresh) this.drawMap(core.status.floorId);
|
||||
core.drawTip("地图重置成功");
|
||||
}
|
||||
599
libs/ui.js
599
libs/ui.js
@ -17,9 +17,17 @@ ui.prototype.init = function () {
|
||||
|
||||
////////////////// 地图设置
|
||||
|
||||
ui.prototype.getContextByName = function (name) {
|
||||
if (core.isset(core.canvas[name]))
|
||||
return core.canvas[name];
|
||||
if (core.isset(core.dymCanvas[name]))
|
||||
return core.dymCanvas[name];
|
||||
return null;
|
||||
}
|
||||
|
||||
////// 清除地图 //////
|
||||
ui.prototype.clearMap = function (map, x, y, width, height) {
|
||||
if (map == 'all') {
|
||||
ui.prototype.clearMap = function (name, x, y, width, height) {
|
||||
if (name == 'all') {
|
||||
for (var m in core.canvas) {
|
||||
// 不擦除curtain层
|
||||
if (m=='curtain') continue;
|
||||
@ -28,144 +36,144 @@ ui.prototype.clearMap = function (map, x, y, width, height) {
|
||||
core.dom.gif.innerHTML = "";
|
||||
}
|
||||
else {
|
||||
core.canvas[map].clearRect(x||0, y||0, width||core.bigmap.width*32, height||core.bigmap.height*32);
|
||||
var ctx = this.getContextByName(name);
|
||||
if (ctx) ctx.clearRect(x||0, y||0, width||ctx.canvas.width, height||ctx.canvas.height);
|
||||
}
|
||||
}
|
||||
|
||||
////// 在某个canvas上绘制一段文字 //////
|
||||
ui.prototype.fillText = function (map, text, x, y, style, font) {
|
||||
ui.prototype.fillText = function (name, text, x, y, style, font) {
|
||||
if (core.isset(style)) {
|
||||
core.setFillStyle(map, style);
|
||||
core.setFillStyle(name, style);
|
||||
}
|
||||
if (core.isset(font)) {
|
||||
core.setFont(map, font);
|
||||
core.setFont(name, font);
|
||||
}
|
||||
core.canvas[map].fillText(text, x, y);
|
||||
var ctx = this.getContextByName(name);
|
||||
if (ctx) ctx.fillText(text, x, y);
|
||||
}
|
||||
|
||||
////// 在某个canvas上绘制粗体 //////
|
||||
ui.prototype.fillBoldText = function (canvas, text, style, x, y, font) {
|
||||
if (core.isset(font)) canvas.font = font;
|
||||
canvas.fillStyle = '#000000';
|
||||
canvas.fillText(text, x-1, y-1);
|
||||
canvas.fillText(text, x-1, y+1);
|
||||
canvas.fillText(text, x+1, y-1);
|
||||
canvas.fillText(text, x+1, y+1);
|
||||
canvas.fillStyle = style;
|
||||
canvas.fillText(text, x, y);
|
||||
}
|
||||
|
||||
////// 在某个canvas上绘制一个矩形 //////
|
||||
ui.prototype.fillRect = function (map, x, y, width, height, style) {
|
||||
ui.prototype.fillRect = function (name, x, y, width, height, style) {
|
||||
if (core.isset(style)) {
|
||||
core.setFillStyle(map, style);
|
||||
core.setFillStyle(name, style);
|
||||
}
|
||||
core.canvas[map].fillRect(x, y, width, height);
|
||||
var ctx = this.getContextByName(name);
|
||||
if (ctx) ctx.fillRect(x, y, width, height);
|
||||
}
|
||||
|
||||
////// 在某个canvas上绘制一个矩形的边框 //////
|
||||
ui.prototype.strokeRect = function (map, x, y, width, height, style, lineWidth) {
|
||||
ui.prototype.strokeRect = function (name, x, y, width, height, style, lineWidth) {
|
||||
if (core.isset(style)) {
|
||||
core.setStrokeStyle(map, style);
|
||||
core.setStrokeStyle(name, style);
|
||||
}
|
||||
if (core.isset(lineWidth)) {
|
||||
core.setLineWidth(map, lineWidth);
|
||||
core.setLineWidth(name, lineWidth);
|
||||
}
|
||||
core.canvas[map].strokeRect(x, y, width, height);
|
||||
var ctx = this.getContextByName(name);
|
||||
if (ctx) ctx.strokeRect(x, y, width, height);
|
||||
}
|
||||
|
||||
////// 在某个canvas上绘制一条线 //////
|
||||
ui.prototype.drawLine = function (map, x1, y1, x2, y2, style, lineWidth) {
|
||||
ui.prototype.drawLine = function (name, x1, y1, x2, y2, style, lineWidth) {
|
||||
if (core.isset(style)) {
|
||||
core.setStrokeStyle(map, style);
|
||||
core.setStrokeStyle(name, style);
|
||||
}
|
||||
if (core.isset(lineWidth)) {
|
||||
core.setLineWidth(map, lineWidth);
|
||||
core.setLineWidth(name, lineWidth);
|
||||
}
|
||||
var ctx = this.getContextByName(name);
|
||||
if (ctx) {
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(x1, y1);
|
||||
ctx.lineTo(x2, y2);
|
||||
ctx.stroke();
|
||||
}
|
||||
core.canvas[map].beginPath();
|
||||
core.canvas[map].moveTo(x1, y1);
|
||||
core.canvas[map].lineTo(x2, y2);
|
||||
core.canvas[map].stroke();
|
||||
}
|
||||
|
||||
////// 在某个canvas上绘制一个箭头 //////
|
||||
ui.prototype.drawArrow = function (map, x1, y1, x2, y2, style, lineWidth) {
|
||||
ui.prototype.drawArrow = function (name, x1, y1, x2, y2, style, lineWidth) {
|
||||
if (x1==x2 && y1==y2) return;
|
||||
if (core.isset(style)) {
|
||||
core.setStrokeStyle(map, style);
|
||||
core.setStrokeStyle(name, style);
|
||||
}
|
||||
if (core.isset(lineWidth)) {
|
||||
core.setLineWidth(map, lineWidth);
|
||||
core.setLineWidth(name, lineWidth);
|
||||
}
|
||||
var ctx = this.getContextByName(name);
|
||||
if (ctx) {
|
||||
var head = 10;
|
||||
var dx = x2-x1, dy=y2-y1;
|
||||
var angle = Math.atan2(dy,dx);
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(x1,y1);
|
||||
ctx.lineTo(x2, y2);
|
||||
ctx.lineTo(x2-head*Math.cos(angle-Math.PI/6),y2-head*Math.sin(angle-Math.PI/6));
|
||||
ctx.moveTo(x2, y2);
|
||||
ctx.lineTo(x2-head*Math.cos(angle+Math.PI/6),y2-head*Math.sin(angle+Math.PI/6));
|
||||
ctx.stroke();
|
||||
}
|
||||
var head = 10;
|
||||
var dx = x2-x1, dy=y2-y1;
|
||||
var angle = Math.atan2(dy,dx);
|
||||
core.canvas[map].beginPath();
|
||||
core.canvas[map].moveTo(x1,y1);
|
||||
core.canvas[map].lineTo(x2, y2);
|
||||
core.canvas[map].lineTo(x2-head*Math.cos(angle-Math.PI/6),y2-head*Math.sin(angle-Math.PI/6));
|
||||
core.canvas[map].moveTo(x2, y2);
|
||||
core.canvas[map].lineTo(x2-head*Math.cos(angle+Math.PI/6),y2-head*Math.sin(angle+Math.PI/6));
|
||||
core.canvas[map].stroke();
|
||||
}
|
||||
|
||||
////// 设置某个canvas的文字字体 //////
|
||||
ui.prototype.setFont = function (map, font) {
|
||||
core.canvas[map].font = font;
|
||||
ui.prototype.setFont = function (name, font) {
|
||||
var ctx = this.getContextByName(name);
|
||||
if (ctx) ctx.font = font;
|
||||
}
|
||||
|
||||
////// 设置某个canvas的线宽度 //////
|
||||
ui.prototype.setLineWidth = function (map, lineWidth) {
|
||||
if (map == 'all') {
|
||||
for (var m in core.canvas) {
|
||||
core.canvas[m].lineWidth = lineWidth;
|
||||
}
|
||||
}
|
||||
core.canvas[map].lineWidth = lineWidth;
|
||||
ui.prototype.setLineWidth = function (name, lineWidth) {
|
||||
var ctx = this.getContextByName(name);
|
||||
if (ctx) ctx.lineWidth = lineWidth;
|
||||
}
|
||||
|
||||
////// 保存某个canvas状态 //////
|
||||
ui.prototype.saveCanvas = function (map) {
|
||||
core.canvas[map].save();
|
||||
ui.prototype.saveCanvas = function (name) {
|
||||
var ctx = this.getContextByName(name);
|
||||
if (ctx) ctx.save();
|
||||
}
|
||||
|
||||
////// 加载某个canvas状态 //////
|
||||
ui.prototype.loadCanvas = function (map) {
|
||||
core.canvas[map].restore();
|
||||
}
|
||||
|
||||
////// 设置某个canvas边框属性 //////
|
||||
ui.prototype.setStrokeStyle = function (map, style) {
|
||||
if (map == 'all') {
|
||||
for (var m in core.canvas) {
|
||||
core.canvas[m].strokeStyle = style;
|
||||
}
|
||||
}
|
||||
else {
|
||||
core.canvas[map].strokeStyle = style;
|
||||
}
|
||||
ui.prototype.loadCanvas = function (name) {
|
||||
var ctx = this.getContextByName(name);
|
||||
if (ctx) ctx.restore();
|
||||
}
|
||||
|
||||
////// 设置某个canvas的alpha值 //////
|
||||
ui.prototype.setAlpha = function (map, alpha) {
|
||||
if (map == 'all') {
|
||||
for (var m in core.canvas) {
|
||||
core.canvas[m].globalAlpha = alpha;
|
||||
}
|
||||
}
|
||||
else core.canvas[map].globalAlpha = alpha;
|
||||
ui.prototype.setAlpha = function (name, alpha) {
|
||||
var ctx = this.getContextByName(name);
|
||||
if (ctx) ctx.globalAlpha = alpha;
|
||||
}
|
||||
|
||||
////// 设置某个canvas的透明度;尽量不要使用本函数,而是全部换成setAlpha实现 //////
|
||||
ui.prototype.setOpacity = function (map, opacity) {
|
||||
if (map == 'all') {
|
||||
for (var m in core.canvas) {
|
||||
core.canvas[m].canvas.style.opacity = opacity;
|
||||
}
|
||||
}
|
||||
else core.canvas[map].canvas.style.opacity = opacity;
|
||||
ui.prototype.setOpacity = function (name, opacity) {
|
||||
var ctx = this.getContextByName(name);
|
||||
if (ctx) ctx.canvas.style.opacity = opacity;
|
||||
}
|
||||
|
||||
////// 设置某个canvas的绘制属性(如颜色等) //////
|
||||
ui.prototype.setFillStyle = function (map, style) {
|
||||
if (map == 'all') {
|
||||
for (var m in core.canvas) {
|
||||
core.canvas[m].fillStyle = style;
|
||||
}
|
||||
}
|
||||
else {
|
||||
core.canvas[map].fillStyle = style;
|
||||
}
|
||||
ui.prototype.setFillStyle = function (name, style) {
|
||||
var ctx = this.getContextByName(name);
|
||||
if (ctx) ctx.fillStyle = style;
|
||||
}
|
||||
|
||||
////// 设置某个canvas边框属性 //////
|
||||
ui.prototype.setStrokeStyle = function (name, style) {
|
||||
var ctx = this.getContextByName(name);
|
||||
if (ctx) ctx.strokeStyle = style;
|
||||
}
|
||||
|
||||
|
||||
///////////////// UI绘制
|
||||
@ -174,8 +182,7 @@ ui.prototype.setFillStyle = function (map, style) {
|
||||
ui.prototype.closePanel = function () {
|
||||
core.status.boxAnimateObjs = [];
|
||||
clearInterval(core.status.event.interval);
|
||||
core.clearMap('ui');
|
||||
core.setAlpha('ui', 1.0);
|
||||
core.clearLastEvent();
|
||||
core.unLockControl();
|
||||
core.status.event.data = null;
|
||||
core.status.event.id = null;
|
||||
@ -184,6 +191,14 @@ ui.prototype.closePanel = function () {
|
||||
core.status.event.interval = null;
|
||||
}
|
||||
|
||||
////// 一般清除事件 //////
|
||||
ui.prototype.clearLastEvent = function () {
|
||||
if (core.isset(core.dymCanvas.selector))
|
||||
core.deleteCanvas("selector");
|
||||
core.clearMap('ui');
|
||||
core.setAlpha('ui', 1);
|
||||
}
|
||||
|
||||
////// 左上角绘制一段提示 //////
|
||||
ui.prototype.drawTip = function (text, itemIcon) {
|
||||
var textX, textY, width, height, hide = false, alpha = 0;
|
||||
@ -351,40 +366,59 @@ ui.prototype.getTitleAndIcon = function (content) {
|
||||
}
|
||||
|
||||
// 绘制选择光标
|
||||
ui.prototype.drawWindowSelector = function(background,canvas,x,y,w,h) {
|
||||
var dstImage = core.canvas[canvas];
|
||||
|
||||
ui.prototype.drawWindowSelector = function(background,x,y,w,h) {
|
||||
w = Math.round(w), h = Math.round(h);
|
||||
if (core.isset(core.dymCanvas.selector)) {
|
||||
core.relocateCanvas("selector", x, y);
|
||||
core.resizeCanvas("selector", w, h);
|
||||
}
|
||||
else {
|
||||
core.ui.createCanvas("selector", x, y, w, h, 165);
|
||||
}
|
||||
core.setOpacity("selector", 0.8);
|
||||
var dstImage = core.dymCanvas.selector;
|
||||
// back
|
||||
dstImage.drawImage(background,130,66,28,28,x+2,y+2,w-4,h-4);
|
||||
dstImage.drawImage(background, 130, 66, 28, 28, 2, 2,w-4,h-4);
|
||||
// corner
|
||||
dstImage.drawImage(background,128,64,2,2,x,y,2,2);
|
||||
dstImage.drawImage(background,158,64,2,2,x+w-2,y,2,2);
|
||||
dstImage.drawImage(background,128,94,2,2,x,y+h-2,2,2);
|
||||
dstImage.drawImage(background,158,94,2,2,x+w-2,y+h-2,2,2);
|
||||
dstImage.drawImage(background, 128, 64, 2, 2, 0, 0, 2, 2);
|
||||
dstImage.drawImage(background, 158, 64, 2, 2,w-2, 0, 2, 2);
|
||||
dstImage.drawImage(background, 128, 94, 2, 2, 0,h-2, 2, 2);
|
||||
dstImage.drawImage(background, 158, 94, 2, 2,w-2,h-2, 2, 2);
|
||||
// border
|
||||
dstImage.drawImage(background,130,64,28,2,x+2,y,w-4,2);
|
||||
dstImage.drawImage(background,130,94,28,2,x+2,y+h-2,w-4,2);
|
||||
dstImage.drawImage(background,128,66,2,28,x,y+2,2,h-4);
|
||||
dstImage.drawImage(background,158,66,2,28,x+w-2,y+2,2,h-4);
|
||||
dstImage.drawImage(background, 130, 64, 28, 2, 2, 0,w-4, 2);
|
||||
dstImage.drawImage(background, 130, 94, 28, 2, 2,h-2,w-4, 2);
|
||||
dstImage.drawImage(background, 128, 66, 2, 28, 0, 2, 2,h-4);
|
||||
dstImage.drawImage(background, 158, 66, 2, 28,w-2, 2, 2,h-4);
|
||||
}
|
||||
|
||||
// 绘制皮肤
|
||||
ui.prototype.drawWindowSkin = function(background,canvas,x,y,w,h,direction,px,py) {
|
||||
// 仿RM窗口皮肤 ↓
|
||||
var dstImage = core.canvas[canvas];
|
||||
var dx = 0, dy = 0;
|
||||
// 绘制背景
|
||||
dstImage.drawImage(background, 0, 0, 128, 128, x+2, y+2, w-4, h-4);
|
||||
// 绘制边框
|
||||
// 上方
|
||||
dstImage.drawImage(background, 128, 0, 16, 16, x, y, 16, 16);
|
||||
for (dx = 0; dx < w - 64; dx += 32) {
|
||||
dstImage.drawImage(background, 144, 0, 32, 16,x+dx+16, y, 32, 16);
|
||||
dstImage.drawImage(background, 144,48, 32, 16,x+dx+16, y+h-16, 32, 16);
|
||||
}
|
||||
dstImage.drawImage(background, 144, 0,w-dx-32, 16,x+dx+16, y,w-dx-32, 16);
|
||||
dstImage.drawImage(background, 144,48,w-dx-32, 16,x+dx+16, y+h-16,w-dx-32, 16);
|
||||
dstImage.drawImage(background, 176, 0, 16, 16, x+w-16, y, 16, 16);
|
||||
// 左右
|
||||
for (dy = 0; dy < h - 64; dy += 32) {
|
||||
dstImage.drawImage(background, 128,16, 16, 32, x,y+dy+16, 16, 32);
|
||||
dstImage.drawImage(background, 176,16, 16, 32, x+w-16,y+dy+16, 16, 32);
|
||||
}
|
||||
dstImage.drawImage(background, 128,16, 16,h-dy-32, x,y+dy+16, 16,h-dy-32);
|
||||
dstImage.drawImage(background, 176,16, 16,h-dy-32, x+w-16,y+dy+16, 16,h-dy-32);
|
||||
// 下方
|
||||
dstImage.drawImage(background, 128,48, 16, 16, x, y+h-16, 16, 16);
|
||||
dstImage.drawImage(background, 176,48, 16, 16, x+w-16, y+h-16, 16, 16);
|
||||
|
||||
// back
|
||||
dstImage.drawImage(background,0,0,128,128,x+1,y+1,w-2,h-2);
|
||||
// corner
|
||||
dstImage.drawImage(background,128,0,16,16,x,y,16,16);
|
||||
dstImage.drawImage(background,176,0,16,16,x+w-16,y,16,16);
|
||||
dstImage.drawImage(background,128,48,16,16,x,y+h-16,16,16);
|
||||
dstImage.drawImage(background,176,48,16,16,x+w-16,y+h-16,16,16);
|
||||
// border
|
||||
dstImage.drawImage(background,144,0,32,16,x+16,y,w-32,16);
|
||||
dstImage.drawImage(background,144,48,32,16,x+16,y+h-16,w-32,16);
|
||||
dstImage.drawImage(background,128,16,16,32,x,y+16,16,h-32);
|
||||
dstImage.drawImage(background,176,16,16,32,x+w-16,y+16,16,h-32);
|
||||
// arrow
|
||||
if(core.isset(px) && core.isset(py)){
|
||||
if(direction == 'up'){
|
||||
@ -403,6 +437,11 @@ ui.prototype.calTextBoxWidth = function (canvas, content, min_width, max_width)
|
||||
|
||||
// 如果不存在手动换行,则二分自动换行
|
||||
if (allLines.length == 1) {
|
||||
var w = core.canvas[canvas].measureText(allLines[0]).width;
|
||||
if (w<min_width*2.3) return core.clamp(w / 1.4, min_width, max_width);
|
||||
if (w<max_width*2.2) return core.clamp(w / 2.4, min_width, max_width);
|
||||
return core.clamp(w / 3.4, min_width, max_width);
|
||||
/*
|
||||
var prefer_lines = 3;
|
||||
var start = Math.floor(min_width), end = Math.floor(max_width);
|
||||
while (start < end) {
|
||||
@ -413,6 +452,7 @@ ui.prototype.calTextBoxWidth = function (canvas, content, min_width, max_width)
|
||||
start = mid + 1;
|
||||
}
|
||||
return mid;
|
||||
*/
|
||||
}
|
||||
// 存在手动换行:以最长的为准
|
||||
else {
|
||||
@ -496,7 +536,7 @@ ui.prototype.drawTextBox = function(content, showAll) {
|
||||
content = core.replaceText(content);
|
||||
|
||||
core.status.boxAnimateObjs = [];
|
||||
core.clearMap('ui');
|
||||
core.clearLastEvent();
|
||||
|
||||
// drawImage
|
||||
content = content.replace(/(\f|\\f)\[(.*?)]/g, function (text, sympol, str) {
|
||||
@ -530,14 +570,10 @@ ui.prototype.drawTextBox = function(content, showAll) {
|
||||
validWidth = this.calTextBoxWidth('ui', realContent, min_width, max_width);
|
||||
width = validWidth + leftSpace + rightSpace;
|
||||
// left必须在7~416-7-width区间内,以保证left>=7,right<=416-7
|
||||
left = core.clamp(32*px+16-width/2, 7, 416-7-width);
|
||||
|
||||
left -= core.bigmap.offsetX;
|
||||
|
||||
left = core.clamp(32*px+16-width/2-core.bigmap.offsetX, 7, 416-7-width);
|
||||
right = left + width;
|
||||
}
|
||||
|
||||
|
||||
var content_left = left + leftSpace;
|
||||
var height = 30 + (textfont+5)*core.splitLines("ui", realContent, validWidth, font).length;
|
||||
if (core.isset(name)) height += titlefont + 5;
|
||||
@ -715,6 +751,62 @@ ui.prototype.drawTextBox = function(content, showAll) {
|
||||
|
||||
}
|
||||
|
||||
////// 绘制滚动字幕 //////
|
||||
ui.prototype.drawScrollText = function (content, time, callback) {
|
||||
|
||||
content = content || "";
|
||||
time = time || 5000;
|
||||
|
||||
clearInterval(core.status.event.interval);
|
||||
core.status.event.interval = null;
|
||||
|
||||
// 获得颜色的盒子等信息
|
||||
var textAttribute = core.status.textAttribute || core.initStatus.textAttribute;
|
||||
var textfont = textAttribute.textfont || 16;
|
||||
var offset = textAttribute.offset || 15;
|
||||
var textColor = core.arrayToRGBA(textAttribute.text);
|
||||
|
||||
var font = textfont+"px "+core.status.globalAttribute.font;
|
||||
if (textAttribute.bold) font = "bold "+font;
|
||||
var contents = core.splitLines('ui', content), lines = contents.length;
|
||||
|
||||
// 计算总高度,按1.4倍行距计算
|
||||
var width = 416, height = textfont * 1.4 * lines;
|
||||
var tempCanvas = core.bigmap.tempCanvas;
|
||||
tempCanvas.canvas.width = width;
|
||||
tempCanvas.canvas.height = height;
|
||||
tempCanvas.clearRect(0, 0, width, height);
|
||||
tempCanvas.font = font;
|
||||
tempCanvas.fillStyle = textColor;
|
||||
|
||||
// 全部绘制
|
||||
var currH = textfont;
|
||||
for (var i = 0; i < lines; ++i) {
|
||||
var text = contents[i];
|
||||
tempCanvas.fillText(text, offset, currH);
|
||||
currH += 1.4 * textfont;
|
||||
}
|
||||
|
||||
// 开始绘制到UI上
|
||||
core.clearMap('ui');
|
||||
var per_pixel = 1, per_time = time * per_pixel / (416+height);
|
||||
var currH = 416;
|
||||
core.canvas.ui.drawImage(tempCanvas.canvas, 0, currH);
|
||||
var animate = setInterval(function () {
|
||||
core.clearMap('ui');
|
||||
currH -= per_pixel;
|
||||
if (currH < -height) {
|
||||
delete core.animateFrame.asyncId[animate];
|
||||
clearInterval(animate);
|
||||
if (core.isset(callback)) callback();
|
||||
return;
|
||||
}
|
||||
core.canvas.ui.drawImage(tempCanvas.canvas, 0, currH);
|
||||
}, per_time);
|
||||
|
||||
core.animateFrame.asyncId[animate] = true;
|
||||
}
|
||||
|
||||
////// 绘制一个选项界面 //////
|
||||
ui.prototype.drawChoices = function(content, choices) {
|
||||
|
||||
@ -847,7 +939,7 @@ ui.prototype.drawChoices = function(content, choices) {
|
||||
while (core.status.event.selection>=choices.length) core.status.event.selection-=choices.length;
|
||||
var len = core.canvas.ui.measureText(core.replaceText(choices[core.status.event.selection].text || choices[core.status.event.selection])).width;
|
||||
if (isWindowSkin)
|
||||
this.drawWindowSelector(background, 'ui' ,208-len/2-5, choice_top + 32 * core.status.event.selection - 20, len+10, 28);
|
||||
this.drawWindowSelector(background, 208-len/2-5, choice_top + 32 * core.status.event.selection - 20, len+10, 28);
|
||||
else
|
||||
core.strokeRect('ui', 208-len/2-5, choice_top + 32 * core.status.event.selection - 20, len+10, 28, "#FFD700", 2);
|
||||
}
|
||||
@ -865,9 +957,19 @@ ui.prototype.drawConfirmBox = function (text, yesCallback, noCallback) {
|
||||
if (!core.isset(core.status.event.selection) || core.status.event.selection>1) core.status.event.selection=1;
|
||||
if (core.status.event.selection<0) core.status.event.selection=0;
|
||||
|
||||
core.clearMap('ui');
|
||||
core.setAlpha('ui', 1);
|
||||
core.setFillStyle('ui', core.material.groundPattern);
|
||||
core.clearLastEvent();
|
||||
|
||||
var background = core.status.textAttribute.background;
|
||||
var isWindowSkin = false;
|
||||
if (typeof background == 'string') {
|
||||
background = core.material.images.images[background];
|
||||
if (core.isset(background) && background.width==192 && background.height==128) isWindowSkin = true;
|
||||
else background = core.initStatus.textAttribute.background;
|
||||
}
|
||||
if (!isWindowSkin) background = core.arrayToRGBA(background);
|
||||
var borderColor = core.status.globalAttribute.borderColor;
|
||||
var textColor = core.arrayToRGBA(core.status.textAttribute.text);
|
||||
|
||||
var globalFont = core.status.globalAttribute.font;
|
||||
core.setFont('ui', "bold 19px "+globalFont);
|
||||
|
||||
@ -880,29 +982,35 @@ ui.prototype.drawConfirmBox = function (text, yesCallback, noCallback) {
|
||||
|
||||
var left = Math.min(208 - 40 - parseInt(max_length / 2), 100);
|
||||
var top = 140 - (lines-1)*30;
|
||||
var right = 416 - 2 * left, bottom = 416 - 140 - top;
|
||||
var right = 416 - left, bottom = 416 - 140, width = right - left, height = bottom - top;
|
||||
|
||||
var borderColor = core.status.globalAttribute.borderColor;
|
||||
core.clearMap('ui');
|
||||
if (isWindowSkin) {
|
||||
core.setAlpha('ui', 0.85);
|
||||
this.drawWindowSkin(background,'ui',left,top,width,height);
|
||||
}
|
||||
else {
|
||||
core.fillRect('ui', left, top, width, height, background);
|
||||
core.strokeRect('ui', left - 1, top - 1, width + 1, height + 1, borderColor, 2);
|
||||
}
|
||||
core.setAlpha('ui', 1);
|
||||
|
||||
if (core.isPlaying())
|
||||
core.fillRect('ui', left, top, right, bottom, core.material.groundPattern);
|
||||
if (core.isPlaying())
|
||||
core.strokeRect('ui', left - 1, top - 1, right + 1, bottom + 1, borderColor, 2);
|
||||
core.canvas.ui.textAlign = "center";
|
||||
for (var i in contents) {
|
||||
core.fillText('ui', contents[i], 208, top + 50 + i*30, "#FFFFFF");
|
||||
core.fillText('ui', contents[i], 208, top + 50 + i*30, textColor);
|
||||
}
|
||||
|
||||
core.fillText('ui', "确定", 208 - 38, top + bottom - 35, "#FFFFFF", "bold 17px "+globalFont);
|
||||
core.fillText('ui', "取消", 208 + 38, top + bottom - 35);
|
||||
core.fillText('ui', "确定", 208 - 38, bottom - 35, null, "bold 17px "+globalFont);
|
||||
core.fillText('ui', "取消", 208 + 38, bottom - 35);
|
||||
|
||||
var len=core.canvas.ui.measureText("确定").width;
|
||||
if (core.status.event.selection==0) {
|
||||
core.strokeRect('ui', 208-38-parseInt(len/2)-5, top+bottom-35-20, len+10, 28, "#FFD700", 2);
|
||||
}
|
||||
if (core.status.event.selection==1) {
|
||||
core.strokeRect('ui', 208+38-parseInt(len/2)-5, top+bottom-35-20, len+10, 28, "#FFD700", 2);
|
||||
}
|
||||
|
||||
var strokeLeft = 208 + (76*core.status.event.selection-38) - parseInt(len/2) - 5;
|
||||
|
||||
if (isWindowSkin)
|
||||
this.drawWindowSelector(background, strokeLeft, bottom-35-20, len+10, 28);
|
||||
else
|
||||
core.strokeRect('ui', strokeLeft, bottom-35-20, len+10, 28, "#FFD700", 2);
|
||||
|
||||
}
|
||||
|
||||
@ -919,8 +1027,6 @@ ui.prototype.drawSwitchs = function() {
|
||||
"领域显伤: "+(core.flags.displayExtraDamage ? "[ON]" : "[OFF]"),
|
||||
"新版存档: "+(core.platform.useLocalForage ? "[ON]":"[OFF]"),
|
||||
"单击瞬移: "+(core.getFlag('clickMove', true) ? "[ON]":"[OFF]"),
|
||||
"查看工程",
|
||||
"下载离线版本",
|
||||
"返回主菜单"
|
||||
];
|
||||
this.drawChoices(null, choices);
|
||||
@ -966,11 +1072,9 @@ ui.prototype.drawBattleAnimate = function(monsterId, callback) {
|
||||
hero_def=Math.max(0, hero_def);
|
||||
hero_mdef=Math.max(0, hero_mdef);
|
||||
|
||||
if (core.flags.equipPercentage) {
|
||||
hero_atk = Math.floor(core.getFlag('equip_atk_buff',1)*hero_atk);
|
||||
hero_def = Math.floor(core.getFlag('equip_def_buff',1)*hero_def);
|
||||
hero_mdef = Math.floor(core.getFlag('equip_mdef_buff',1)*hero_mdef);
|
||||
}
|
||||
hero_atk = Math.floor(core.getFlag('equip_atk_buff',1)*hero_atk);
|
||||
hero_def = Math.floor(core.getFlag('equip_def_buff',1)*hero_def);
|
||||
hero_mdef = Math.floor(core.getFlag('equip_mdef_buff',1)*hero_mdef);
|
||||
|
||||
var enemy = core.material.enemys[monsterId];
|
||||
var enemyInfo = core.enemys.getEnemyInfo(enemy, hero_hp, hero_atk, hero_def, hero_mdef);
|
||||
@ -1262,22 +1366,39 @@ ui.prototype.drawWaiting = function(text) {
|
||||
core.lockControl();
|
||||
core.status.event.id = 'waiting';
|
||||
|
||||
core.clearMap('ui');
|
||||
core.setAlpha('ui', 1);
|
||||
core.setFillStyle('ui', core.material.groundPattern);
|
||||
core.clearLastEvent();
|
||||
|
||||
var background = core.status.textAttribute.background;
|
||||
var isWindowSkin = false;
|
||||
if (typeof background == 'string') {
|
||||
background = core.material.images.images[background];
|
||||
if (core.isset(background) && background.width==192 && background.height==128) isWindowSkin = true;
|
||||
else background = core.initStatus.textAttribute.background;
|
||||
}
|
||||
if (!isWindowSkin) background = core.arrayToRGBA(background);
|
||||
var borderColor = core.status.globalAttribute.borderColor;
|
||||
var textColor = core.arrayToRGBA(core.status.textAttribute.text);
|
||||
|
||||
var globalFont = core.status.globalAttribute.font;
|
||||
core.setFont('ui', 'bold 17px '+globalFont);
|
||||
core.setFont('ui', "bold 19px "+globalFont);
|
||||
var text_length = core.canvas.ui.measureText(text).width;
|
||||
|
||||
var right = Math.max(text_length+50, 220);
|
||||
var left = 208-parseInt(right/2), top = 208 - 32 - 16, bottom = 416 - 2 * top;
|
||||
|
||||
core.fillRect('ui', left, top, right, bottom);
|
||||
core.strokeRect('ui', left - 1, top - 1, right + 1, bottom + 1, '#FFFFFF', 2);
|
||||
core.clearMap('ui');
|
||||
if (isWindowSkin) {
|
||||
core.setAlpha('ui', 0.85);
|
||||
this.drawWindowSkin(background,'ui',left,top,right,bottom);
|
||||
}
|
||||
else {
|
||||
core.fillRect('ui', left, top, right, bottom, background);
|
||||
core.strokeRect('ui', left - 1, top - 1, right + 1, bottom + 1, borderColor, 2);
|
||||
}
|
||||
core.setAlpha('ui', 1);
|
||||
|
||||
core.canvas.ui.textAlign = "center";
|
||||
core.fillText('ui', text, 208, top + 56, '#FFFFFF');
|
||||
core.fillText('ui', text, 208, top + 56, textColor);
|
||||
|
||||
}
|
||||
|
||||
@ -1327,7 +1448,7 @@ ui.prototype.drawReplay = function () {
|
||||
ui.prototype.drawGameInfo = function () {
|
||||
core.status.event.id = 'gameInfo';
|
||||
this.drawChoices(null, [
|
||||
"数据统计", "查看评论", "操作帮助", "关于本塔", "返回上级菜单"
|
||||
"数据统计", "查看工程", "查看评论", "操作帮助", "关于本塔","下载离线版本", "返回主菜单"
|
||||
]);
|
||||
}
|
||||
|
||||
@ -1381,11 +1502,7 @@ ui.prototype.drawCursor = function () {
|
||||
ui.prototype.drawBook = function (index) {
|
||||
var enemys = core.enemys.getCurrentEnemys(core.floorIds[(core.status.event.selection||{}).index]);
|
||||
|
||||
clearInterval(core.interval.tipAnimate);
|
||||
core.clearMap('data');
|
||||
|
||||
core.clearMap('ui');
|
||||
core.setAlpha('ui', 1);
|
||||
core.clearLastEvent();
|
||||
core.setFillStyle('ui', core.material.groundPattern);
|
||||
core.fillRect('ui', 0, 0, 416, 416);
|
||||
|
||||
@ -1482,8 +1599,8 @@ ui.prototype.drawBook = function (index) {
|
||||
if (line_cnt==2) damageOffset=361;
|
||||
|
||||
core.canvas.ui.textAlign = "center";
|
||||
var damage = enemy.damage;
|
||||
|
||||
var damage = enemy.damage;
|
||||
var color = '#FFFF00';
|
||||
if (damage == null) {
|
||||
damage = '无法战斗';
|
||||
@ -1503,7 +1620,6 @@ ui.prototype.drawBook = function (index) {
|
||||
}
|
||||
if (enemy.notBomb)
|
||||
damage += "[b]";
|
||||
|
||||
core.fillText('ui', damage, damageOffset, 62 * i + 50, color, 'bold 13px '+globalFont);
|
||||
|
||||
core.canvas.ui.textAlign = "left";
|
||||
@ -1573,7 +1689,7 @@ ui.prototype.drawBookDetail = function (index) {
|
||||
u.push(t);
|
||||
}
|
||||
});
|
||||
hints.push(JSON.stringify(u.map(function (v) {return v[0]+":"+v[1];})));
|
||||
hints.push(JSON.stringify(u.map(function (v) {return core.formatBigNumber(v[0])+":"+core.formatBigNumber(v[1]);})));
|
||||
}
|
||||
}
|
||||
|
||||
@ -1607,7 +1723,7 @@ ui.prototype.drawBookDetail = function (index) {
|
||||
|
||||
hints.push("");
|
||||
var criticals = core.enemys.nextCriticals(enemyId, 10).map(function (v) {
|
||||
return v[0]+":"+v[1];
|
||||
return core.formatBigNumber(v[0])+":"+core.formatBigNumber(v[1]);
|
||||
});
|
||||
while (criticals[0]=='0:0') criticals.shift();
|
||||
hints.push("临界表:"+JSON.stringify(criticals))
|
||||
@ -1699,8 +1815,7 @@ ui.prototype.drawMaps = function (index, x, y) {
|
||||
|
||||
if (!core.isset(index)) {
|
||||
core.status.event.data = null;
|
||||
core.clearMap('ui');
|
||||
core.setAlpha('ui', 1);
|
||||
core.clearLastEvent();
|
||||
|
||||
core.clearMap('animate');
|
||||
core.fillRect('animate', 0, 0, 416, 416, 'rgba(0,0,0,0.4)');
|
||||
@ -2034,30 +2149,41 @@ ui.prototype.drawEquipbox = function(index) {
|
||||
|
||||
// 比较属性
|
||||
if (lines.length==1) {
|
||||
var compare;
|
||||
var compare, differentMode = false;
|
||||
if (index<12) compare = core.compareEquipment(null, selectId);
|
||||
else {
|
||||
compare = core.compareEquipment(selectId, equipEquipment[equip.equip.type]);
|
||||
}
|
||||
var drawOffset = 10;
|
||||
|
||||
[['攻击','atk'], ['防御','def'], ['魔防','mdef']].forEach(function (t) {
|
||||
var title = t[0], name = t[1];
|
||||
if (!core.isset(compare[name]) || compare[name]==0) return;
|
||||
var color = '#00FF00';
|
||||
if (compare[name]<0) color = '#FF0000';
|
||||
var nowValue = core.getStatus(name), newValue = nowValue + compare[name];
|
||||
if (core.flags.equipPercentage) {
|
||||
var nowBuff = core.getFlag('equip_'+name+"_buff",1), newBuff = nowBuff+compare[name]/100;
|
||||
nowValue = Math.floor(nowBuff*core.getStatus(name));
|
||||
newValue = Math.floor(newBuff*core.getStatus(name));
|
||||
var last = core.material.items[equipEquipment[equipType]]||{};
|
||||
// 检查是不是数值模式和比例模式之间的切换
|
||||
if (core.isset(last.equip) && (last.equip.percentage||false) != (equip.equip.percentage||false)) {
|
||||
differentMode = true;
|
||||
}
|
||||
var content = title + ' ' + nowValue + '->';
|
||||
core.fillText('ui', content, drawOffset, 89, '#CCCCCC', 'bold 14px '+globalFont);
|
||||
drawOffset += core.canvas.ui.measureText(content).width;
|
||||
core.fillText('ui', newValue, drawOffset, 89, color);
|
||||
drawOffset += core.canvas.ui.measureText(newValue).width + 15;
|
||||
})
|
||||
else {
|
||||
compare = core.compareEquipment(selectId, equipEquipment[equipType]);
|
||||
}
|
||||
}
|
||||
if (differentMode) {
|
||||
core.fillText('ui', '<数值和比例模式之间的切换不显示属性变化>', 10, 89, '#CCCCCC', '14px '+globalFont);
|
||||
}
|
||||
else {
|
||||
var drawOffset = 10;
|
||||
[['攻击','atk'], ['防御','def'], ['魔防','mdef']].forEach(function (t) {
|
||||
var title = t[0], name = t[1];
|
||||
if (!core.isset(compare[name]) || compare[name]==0) return;
|
||||
var color = '#00FF00';
|
||||
if (compare[name]<0) color = '#FF0000';
|
||||
var nowValue = core.getStatus(name), newValue = nowValue + compare[name];
|
||||
if (equip.equip.percentage) {
|
||||
var nowBuff = core.getFlag('equip_'+name+"_buff",1), newBuff = nowBuff+compare[name]/100;
|
||||
nowValue = Math.floor(nowBuff*core.getStatus(name));
|
||||
newValue = Math.floor(newBuff*core.getStatus(name));
|
||||
}
|
||||
var content = title + ' ' + nowValue + '->';
|
||||
core.fillText('ui', content, drawOffset, 89, '#CCCCCC', 'bold 14px '+globalFont);
|
||||
drawOffset += core.canvas.ui.measureText(content).width;
|
||||
core.fillText('ui', newValue, drawOffset, 89, color);
|
||||
drawOffset += core.canvas.ui.measureText(newValue).width + 15;
|
||||
})
|
||||
}
|
||||
}
|
||||
else {
|
||||
var leftText = text.substring(lines[0].length);
|
||||
@ -2154,8 +2280,8 @@ ui.prototype.drawSLPanel = function(index, refresh) {
|
||||
core.strokeRect('ui', (2*i+1)*u-size/2, 45, size, size, i==offset?strokeColor:'#FFFFFF', i==offset?6:2);
|
||||
if (core.isset(data) && core.isset(data.floorId)) {
|
||||
core.ui.drawThumbnail(data.floorId, 'ui', core.maps.load(data.maps, data.floorId).blocks, (2*i+1)*u-size/2, 45, size, data.hero.loc.x, data.hero.loc.y, data.hero.loc, data.hero.flags.heroIcon||"hero.png");
|
||||
var v = core.formatBigNumber(data.hero.hp)+"/"+core.formatBigNumber(data.hero.atk)+"/"+core.formatBigNumber(data.hero.def);
|
||||
var v2 = "/"+core.formatBigNumber(data.hero.mdef);
|
||||
var v = core.formatBigNumber(data.hero.hp,true)+"/"+core.formatBigNumber(data.hero.atk,true)+"/"+core.formatBigNumber(data.hero.def,true);
|
||||
var v2 = "/"+core.formatBigNumber(data.hero.mdef,true);
|
||||
if (v.length+v2.length<=21) v+=v2;
|
||||
core.fillText('ui', v, (2*i+1)*u, 60+size, '#FFD700', '10px '+globalFont);
|
||||
core.fillText('ui', core.formatDate(new Date(data.time)), (2*i+1)*u, 73+size, data.hero.flags.consoleOpened?'#FF6A6A':'#FFFFFF');
|
||||
@ -2170,8 +2296,8 @@ ui.prototype.drawSLPanel = function(index, refresh) {
|
||||
core.strokeRect('ui', (2*i-5)*u-size/2, 233, size, size, i==offset?strokeColor:'#FFFFFF', i==offset?6:2);
|
||||
if (core.isset(data) && core.isset(data.floorId)) {
|
||||
core.ui.drawThumbnail(data.floorId, 'ui', core.maps.load(data.maps, data.floorId).blocks, (2*i-5)*u-size/2, 233, size, data.hero.loc.x, data.hero.loc.y, data.hero.loc, data.hero.flags.heroIcon||"hero.png");
|
||||
var v = core.formatBigNumber(data.hero.hp)+"/"+core.formatBigNumber(data.hero.atk)+"/"+core.formatBigNumber(data.hero.def);
|
||||
var v2 = "/"+core.formatBigNumber(data.hero.mdef);
|
||||
var v = core.formatBigNumber(data.hero.hp,true)+"/"+core.formatBigNumber(data.hero.atk,true)+"/"+core.formatBigNumber(data.hero.def,true);
|
||||
var v2 = "/"+core.formatBigNumber(data.hero.mdef,true);
|
||||
if (v.length+v2.length<=21) v+=v2;
|
||||
core.fillText('ui', v, (2*i-5)*u, 248+size, '#FFD700', '10px '+globalFont);
|
||||
core.fillText('ui', core.formatDate(new Date(data.time)), (2*i-5)*u, 261+size, data.hero.flags.consoleOpened?'#FF6A6A':'#FFFFFF', '10px '+globalFont);
|
||||
@ -2343,7 +2469,7 @@ ui.prototype.drawKeyBoard = function () {
|
||||
core.lockControl();
|
||||
core.status.event.id = 'keyBoard';
|
||||
|
||||
core.clearMap('ui');
|
||||
core.clearLastEvent();
|
||||
|
||||
var left = 16, top = 48, right = 416 - 2 * left, bottom = 416 - 2 * top;
|
||||
core.fillRect('ui', left, top, right, bottom, core.material.groundPattern);
|
||||
@ -2379,6 +2505,11 @@ ui.prototype.drawKeyBoard = function () {
|
||||
core.fillText("ui", "返回游戏", 416-80, offset-3, '#FFFFFF', 'bold 15px '+globalFont);
|
||||
}
|
||||
|
||||
////// 绘制状态栏 /////
|
||||
ui.prototype.drawStatusBar = function () {
|
||||
this.uidata.drawStatusBar();
|
||||
}
|
||||
|
||||
////// 绘制“数据统计”界面 //////
|
||||
ui.prototype.drawStatistics = function () {
|
||||
|
||||
@ -2448,6 +2579,8 @@ ui.prototype.drawStatistics = function () {
|
||||
|
||||
var temp = core.clone(core.status.hero);
|
||||
|
||||
core.setFlag("__statistics__", true);
|
||||
|
||||
if (core.isset(total.count[id])) {
|
||||
var hp=0, atk=0, def=0, mdef=0;
|
||||
|
||||
@ -2455,6 +2588,7 @@ ui.prototype.drawStatistics = function () {
|
||||
var ratio = floor.item_ratio||1;
|
||||
if (core.isset(core.items.itemEffect[id])) {
|
||||
try {
|
||||
// 需要检查是否是测试状态...
|
||||
eval(core.items.itemEffect[id]);
|
||||
}
|
||||
catch (e) {}
|
||||
@ -2555,7 +2689,8 @@ ui.prototype.drawStatistics = function () {
|
||||
+",总游戏时长"+formatTime(statistics.totalTime)
|
||||
+"。\n瞬间移动次数:"+statistics.moveDirectly+",共计少走"+statistics.ignoreSteps+"步。"
|
||||
+"\n\n总计通过血瓶恢复生命值为"+core.formatBigNumber(statistics.hp)+"点。\n\n"
|
||||
+"总计打死了"+statistics.battle+"个怪物,受到的伤害为"+core.formatBigNumber(statistics.battleDamage+statistics.poisonDamage+statistics.extraDamage)
|
||||
+"总计打死了"+statistics.battle+"个怪物,得到了"+core.formatBigNumber(statistics.money)+"金币,"+core.formatBigNumber(statistics.experience)+"点经验。\n\n"
|
||||
+"受到的总伤害为"+core.formatBigNumber(statistics.battleDamage+statistics.poisonDamage+statistics.extraDamage)
|
||||
+",其中战斗伤害"+core.formatBigNumber(statistics.battleDamage)+"点"
|
||||
+(core.flags.enableDebuff?(",中毒伤害"+core.formatBigNumber(statistics.poisonDamage)+"点"):"")
|
||||
+",领域/夹击/阻击/血网伤害"+core.formatBigNumber(statistics.extraDamage)+"点。",
|
||||
@ -2587,7 +2722,7 @@ ui.prototype.drawPaint = function () {
|
||||
core.status.event.id = 'paint';
|
||||
core.status.event.data = {"x": null, "y": null, "erase": false};
|
||||
|
||||
core.clearMap('ui');
|
||||
core.clearLastEvent();
|
||||
core.clearMap('route');
|
||||
|
||||
core.setAlpha('route', 1);
|
||||
@ -2641,3 +2776,93 @@ ui.prototype.drawHelp = function () {
|
||||
]);
|
||||
}
|
||||
|
||||
////// 动态canvas //////
|
||||
|
||||
////// canvas创建 //////
|
||||
ui.prototype.createCanvas = function (name, x, y, width, height, z) {
|
||||
// 如果画布已存在则直接调用
|
||||
var cv = this.findCanvas(name);
|
||||
if (cv!=-1) {
|
||||
this.relocateCanvas(name, x, y);
|
||||
this.resizeCanvas(name, width, height);
|
||||
core.dymCanvas[name].canvas.style.zIndex = z;
|
||||
return;
|
||||
}
|
||||
var newCanvas = document.createElement("canvas");
|
||||
newCanvas.id = name;
|
||||
newCanvas.style.display = 'block';
|
||||
newCanvas.width = width;
|
||||
newCanvas.height = height;
|
||||
newCanvas.style.width = width * core.domStyle.scale + 'px';
|
||||
newCanvas.style.height = height * core.domStyle.scale + 'px';
|
||||
newCanvas.style.left = x * core.domStyle.scale + 'px';
|
||||
newCanvas.style.top = y * core.domStyle.scale + 'px';
|
||||
newCanvas.style.zIndex = z;
|
||||
newCanvas.style.position = 'absolute';
|
||||
core.dymCanvas[name] = newCanvas.getContext('2d');
|
||||
core.dymCanvas._list.push({
|
||||
"id": name,
|
||||
"style": {
|
||||
"left": x,
|
||||
"top": y,
|
||||
}
|
||||
});
|
||||
core.dom.gameDraw.appendChild(newCanvas);
|
||||
}
|
||||
|
||||
////// canvas查找 //////
|
||||
ui.prototype.findCanvas = function (name) {
|
||||
if (!core.isset(name)) return -1;
|
||||
for (var index = 0; index < core.dymCanvas._list.length; index++) {
|
||||
if (core.dymCanvas._list[index].id == name)
|
||||
return index;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
////// canvas重定位 //////
|
||||
ui.prototype.relocateCanvas = function (name, x, y) {
|
||||
if (!core.isset(name)) return;
|
||||
var index = core.findCanvas(name);
|
||||
if (index < 0) return;
|
||||
if (core.isset(x)) {
|
||||
core.dymCanvas[name].canvas.style.left = x * core.domStyle.scale + 'px';
|
||||
core.dymCanvas._list[index].style.left = x;
|
||||
}
|
||||
if (core.isset(y)) {
|
||||
core.dymCanvas[name].canvas.style.top = y * core.domStyle.scale + 'px';
|
||||
core.dymCanvas._list[index].style.top = y;
|
||||
}
|
||||
}
|
||||
|
||||
////// canvas重置 //////
|
||||
ui.prototype.resizeCanvas = function (name, width, height) {
|
||||
if (!core.isset(name)) return;
|
||||
var dstCanvas = core.dymCanvas[name].canvas;
|
||||
if (core.isset(width)) {
|
||||
dstCanvas.width = width;
|
||||
dstCanvas.style.width = width * core.domStyle.scale + 'px';
|
||||
}
|
||||
if (core.isset(height)) {
|
||||
dstCanvas.height = height;
|
||||
dstCanvas.style.height = height * core.domStyle.scale + 'px';
|
||||
}
|
||||
}
|
||||
////// canvas删除 //////
|
||||
ui.prototype.deleteCanvas = function (name) {
|
||||
if (!core.isset(name)) return;
|
||||
var index = core.findCanvas(name);
|
||||
if (index == -1) return;
|
||||
core.dom.gameDraw.removeChild(core.dymCanvas[name].canvas);
|
||||
delete core.dymCanvas[name];
|
||||
core.dymCanvas._list.splice(index,1);
|
||||
}
|
||||
|
||||
////// 删除所有动态canvas //////
|
||||
ui.prototype.deleteAllCanvas = function () {
|
||||
core.dymCanvas._list.forEach(function (t) {
|
||||
core.dom.gameDraw.removeChild(core.dymCanvas[t.id].canvas);
|
||||
delete core.dymCanvas[t.id];
|
||||
});
|
||||
core.dymCanvas._list = [];
|
||||
}
|
||||
|
||||
@ -39,14 +39,14 @@ utils.prototype.init = function () {
|
||||
}
|
||||
|
||||
////// 将文字中的${和}(表达式)进行替换 //////
|
||||
utils.prototype.replaceText = function (text) {
|
||||
utils.prototype.replaceText = function (text, need, times) {
|
||||
return text.replace(/\${(.*?)}/g, function (word, value) {
|
||||
return core.calValue(value);
|
||||
return core.calValue(value, need, times);
|
||||
});
|
||||
}
|
||||
|
||||
////// 计算表达式的值 //////
|
||||
utils.prototype.calValue = function (value) {
|
||||
utils.prototype.calValue = function (value, need, times) {
|
||||
if (!core.isset(value)) return value;
|
||||
if (typeof value == 'number') {
|
||||
return value;
|
||||
@ -297,14 +297,14 @@ utils.prototype.setTwoDigits = function (x) {
|
||||
return parseInt(x)<10?"0"+x:x;
|
||||
}
|
||||
|
||||
utils.prototype.formatBigNumber = function (x) {
|
||||
utils.prototype.formatBigNumber = function (x, onMap) {
|
||||
x = Math.floor(parseFloat(x));
|
||||
if (!core.isset(x)) return '???';
|
||||
|
||||
var c = x<0?"-":"";
|
||||
x = Math.abs(x);
|
||||
|
||||
if (x<=999999) return c + x;
|
||||
if (x<=99999 || (!onMap && x<=999999)) return c + x;
|
||||
|
||||
var all = [
|
||||
{"val": 1e20, "c": "g"},
|
||||
@ -316,9 +316,17 @@ utils.prototype.formatBigNumber = function (x) {
|
||||
|
||||
for (var i=0;i<all.length;i++) {
|
||||
var one = all[i];
|
||||
if (x>=10*one.val) {
|
||||
var v = x/one.val;
|
||||
return c + v.toFixed(Math.max(0, Math.floor(4-Math.log10(v+1)))) + one.c;
|
||||
if (onMap) {
|
||||
if (x>=one.val) {
|
||||
var v = x/one.val;
|
||||
return c + v.toFixed(Math.max(0, Math.floor(3-Math.log10(v+1)))) + one.c;
|
||||
}
|
||||
}
|
||||
else {
|
||||
if (x>=10*one.val) {
|
||||
var v = x/one.val;
|
||||
return c + v.toFixed(Math.max(0, Math.floor(4-Math.log10(v+1)))) + one.c;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -735,14 +743,10 @@ utils.prototype.copy = function (data) {
|
||||
|
||||
////// 动画显示某对象 //////
|
||||
utils.prototype.show = function (obj, speed, callback) {
|
||||
if (!core.isset(speed)) {
|
||||
obj.style.display = 'block';
|
||||
return;
|
||||
}
|
||||
obj.style.display = 'block';
|
||||
if (main.mode!='play'){
|
||||
if (!core.isset(speed) && main.mode!='play') {
|
||||
obj.style.opacity = 1;
|
||||
if (core.isset(callback)) {callback();}
|
||||
if (core.isset(callback)) callback();
|
||||
return;
|
||||
}
|
||||
obj.style.opacity = 0;
|
||||
@ -761,15 +765,12 @@ utils.prototype.show = function (obj, speed, callback) {
|
||||
|
||||
////// 动画使某对象消失 //////
|
||||
utils.prototype.hide = function (obj, speed, callback) {
|
||||
if (!core.isset(speed)) {
|
||||
if (!core.isset(speed) || main.mode!='play'){
|
||||
obj.style.display = 'none';
|
||||
if (core.isset(callback)) callback();
|
||||
return;
|
||||
}
|
||||
if (main.mode!='play'){
|
||||
obj.style.display = 'none';
|
||||
if (core.isset(callback)) {callback();}
|
||||
return;
|
||||
}
|
||||
obj.style.opacity = 1;
|
||||
var opacityVal = 1;
|
||||
var hideAnimate = window.setInterval(function () {
|
||||
opacityVal -= 0.03;
|
||||
@ -812,6 +813,12 @@ utils.prototype.encodeCanvas = function (ctx) {
|
||||
|
||||
////// 解析arr数组,并绘制到tempCanvas上 //////
|
||||
utils.prototype.decodeCanvas = function (arr, width, height) {
|
||||
// 清空tempCanvas
|
||||
var tempCanvas = core.bigmap.tempCanvas;
|
||||
tempCanvas.canvas.width=width;
|
||||
tempCanvas.canvas.height=height;
|
||||
tempCanvas.clearRect(0, 0, width, height);
|
||||
|
||||
if (!core.isset(arr)) return null;
|
||||
// to byte array
|
||||
var curr = 0, list = [];
|
||||
@ -819,11 +826,6 @@ utils.prototype.decodeCanvas = function (arr, width, height) {
|
||||
for (var i=0;i<x;i++) list.push(curr);
|
||||
curr = 1-curr;
|
||||
})
|
||||
// 使用tempCanvas
|
||||
var tempCanvas = core.bigmap.tempCanvas;
|
||||
tempCanvas.canvas.width=width;
|
||||
tempCanvas.canvas.height=height;
|
||||
tempCanvas.clearRect(0, 0, width, height);
|
||||
|
||||
var imgData = tempCanvas.getImageData(0, 0, width, height);
|
||||
for (var i=0;i<imgData.data.length;i+=4) {
|
||||
@ -837,6 +839,7 @@ utils.prototype.decodeCanvas = function (arr, width, height) {
|
||||
}
|
||||
|
||||
utils.prototype.consoleOpened = function () {
|
||||
if (!core.flags.checkConsole) return false;
|
||||
if (window.Firebug && window.Firebug.chrome && window.Firebug.chrome.isInitialized)
|
||||
return true;
|
||||
var threshold = 160;
|
||||
|
||||
8
main.js
8
main.js
@ -2,7 +2,7 @@ function main() {
|
||||
|
||||
//------------------------ 用户修改内容 ------------------------//
|
||||
|
||||
this.version = "2.5.2"; // 游戏版本号;如果更改了游戏内容建议修改此version以免造成缓存问题。
|
||||
this.version = "2.5.3"; // 游戏版本号;如果更改了游戏内容建议修改此version以免造成缓存问题。
|
||||
|
||||
this.useCompress = false; // 是否使用压缩文件
|
||||
// 当你即将发布你的塔时,请使用“JS代码压缩工具”将所有js代码进行压缩,然后将这里的useCompress改为true。
|
||||
@ -55,16 +55,20 @@ function main() {
|
||||
'nameCol': document.getElementById('nameCol'),
|
||||
'lvCol': document.getElementById('lvCol'),
|
||||
'hpmaxCol': document.getElementById('hpmaxCol'),
|
||||
'hpCol': document.getElementById('hpCol'),
|
||||
'manaCol': document.getElementById('manaCol'),
|
||||
'atkCol': document.getElementById('atkCol'),
|
||||
'defCol': document.getElementById('defCol'),
|
||||
'mdefCol': document.getElementById('mdefCol'),
|
||||
'moneyCol': document.getElementById('moneyCol'),
|
||||
'expCol': document.getElementById('expCol'),
|
||||
'experienceCol': document.getElementById('experienceCol'),
|
||||
'upCol': document.getElementById('upCol'),
|
||||
'keyCol': document.getElementById('keyCol'),
|
||||
'pzfCol': document.getElementById('pzfCol'),
|
||||
'debuffCol': document.getElementById('debuffCol'),
|
||||
'skillCol': document.getElementById('skillCol'),
|
||||
'hard': document.getElementById('hard'),
|
||||
'statusCanvas': document.getElementById('statusCanvas'),
|
||||
};
|
||||
this.mode = 'play';
|
||||
this.loadList = [
|
||||
|
||||
@ -70,7 +70,7 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
|
||||
"firstData": {
|
||||
"title": "魔塔样板",
|
||||
"name": "template",
|
||||
"version": "Ver 2.5.2",
|
||||
"version": "Ver 2.5.3",
|
||||
"floorId": "sample0",
|
||||
"hero": {
|
||||
"name": "阳光",
|
||||
@ -110,11 +110,16 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
|
||||
},
|
||||
{
|
||||
"type": "showImage",
|
||||
"name": "bg.jpg",
|
||||
"code": 1,
|
||||
"image": "bg.jpg",
|
||||
"loc": [
|
||||
0,
|
||||
0
|
||||
]
|
||||
],
|
||||
"dw": 100,
|
||||
"dh": 100,
|
||||
"opacity": 100,
|
||||
"time": 0
|
||||
},
|
||||
{
|
||||
"type": "comment",
|
||||
@ -163,7 +168,9 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
|
||||
]
|
||||
},
|
||||
{
|
||||
"type": "showImage"
|
||||
"type": "hideImage",
|
||||
"code": 1,
|
||||
"time": 0
|
||||
},
|
||||
{
|
||||
"type": "comment",
|
||||
@ -179,7 +186,9 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
|
||||
"function": "function(){\ncore.control.checkBgm()\n}"
|
||||
},
|
||||
{
|
||||
"type": "showImage"
|
||||
"type": "hideImage",
|
||||
"code": 1,
|
||||
"time": 0
|
||||
},
|
||||
{
|
||||
"type": "comment",
|
||||
@ -202,6 +211,11 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
|
||||
"type": "function",
|
||||
"function": "function(){\ncore.control.checkBgm()\n}"
|
||||
},
|
||||
{
|
||||
"type": "hideImage",
|
||||
"code": 1,
|
||||
"time": 0
|
||||
},
|
||||
{
|
||||
"type": "comment",
|
||||
"text": "这段代码会结束事件,选择录像文件,播放录像或重新开始"
|
||||
@ -338,7 +352,8 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
|
||||
"purify": 3,
|
||||
"hatred": 2,
|
||||
"moveSpeed": 100,
|
||||
"animateSpeed": 300
|
||||
"animateSpeed": 300,
|
||||
"floorChangeTime": 800
|
||||
},
|
||||
"flags": {
|
||||
"enableFloor": true,
|
||||
@ -362,14 +377,16 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
|
||||
"bigKeyIsBox": false,
|
||||
"equipment": false,
|
||||
"equipboxButton": false,
|
||||
"equipPercentage": false,
|
||||
"enableAddPoint": false,
|
||||
"enableNegativeDamage": false,
|
||||
"hatredDecrease": true,
|
||||
"betweenAttackCeil": false,
|
||||
"useLoop": false,
|
||||
"loopStep": 5000,
|
||||
"startUsingCanvas": false,
|
||||
"startDirectly": false,
|
||||
"statusCanvas": false,
|
||||
"statusCanvasRowsOnMobile": 3,
|
||||
"canOpenBattleAnimate": true,
|
||||
"showBattleAnimateConfirm": false,
|
||||
"battleAnimate": false,
|
||||
@ -382,6 +399,7 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
|
||||
"canGoDeadZone": false,
|
||||
"enableMoveDirectly": true,
|
||||
"enableDisabledShop": true,
|
||||
"disableShopOnDamage": false
|
||||
"disableShopOnDamage": false,
|
||||
"checkConsole": false
|
||||
}
|
||||
}
|
||||
@ -60,6 +60,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
core.waitHeroToStop(function() {
|
||||
core.removeGlobalAnimate(0,0,true);
|
||||
core.clearMap('all'); core.clearMap('curtain'); // 清空全地图
|
||||
core.deleteAllCanvas();
|
||||
// 请注意:
|
||||
// 成绩统计时是按照hp进行上传并排名,因此光在这里改${status:hp}是无效的
|
||||
// 如需按照其他的的分数统计方式,请先将hp设置为你的得分
|
||||
@ -87,16 +88,19 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
"afterChangeFloor": function (floorId, fromLoad) {
|
||||
// 转换楼层结束的事件
|
||||
// floorId是切换到的楼层;fromLoad若为true则代表是从读档行为造成的楼层切换
|
||||
|
||||
// 每次抵达楼层时执行的事件
|
||||
if (!fromLoad || core.hasFlag("forceSave")) {
|
||||
core.insertAction(core.floors[floorId].eachArrive);
|
||||
}
|
||||
|
||||
// 首次抵达楼层时执行的事件(后插入,先执行)
|
||||
var visited = core.getFlag("__visited__", []);
|
||||
if (visited.indexOf(floorId)===-1) {
|
||||
core.insertAction(core.floors[floorId].firstArrive);
|
||||
visited.push(floorId);
|
||||
core.setFlag("__visited__", visited);
|
||||
}
|
||||
// 每次抵达楼层时执行的事件
|
||||
if (!fromLoad) {
|
||||
core.insertAction(core.floors[floorId].eachArrive);
|
||||
}
|
||||
},
|
||||
"addPoint": function (enemy) {
|
||||
// 加点事件
|
||||
@ -155,9 +159,11 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
if (core.hasItem('coin')) money *= 2;
|
||||
if (core.hasFlag('curse')) money=0;
|
||||
core.status.hero.money += money;
|
||||
core.status.hero.statistics.money += money;
|
||||
var experience =enemy.experience;
|
||||
if (core.hasFlag('curse')) experience=0;
|
||||
core.status.hero.experience += experience;
|
||||
core.status.hero.statistics.experience += experience;
|
||||
var hint = "打败 " + enemy.name;
|
||||
if (core.flags.enableMoney)
|
||||
hint += ",金币+" + money;
|
||||
@ -179,13 +185,14 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
// 衰弱
|
||||
if (core.enemys.hasSpecial(special, 13) && !core.hasFlag('weak')) {
|
||||
core.setFlag('weak', true);
|
||||
var weakValue = core.values.weakValue;
|
||||
var weakAtk = weakValue>=1?weakValue:Math.floor(weakValue*core.status.hero.atk);
|
||||
var weakDef = weakValue>=1?weakValue:Math.floor(weakValue*core.status.hero.def);
|
||||
core.setFlag('weakAtk', weakAtk);
|
||||
core.setFlag('weakDef', weakDef);
|
||||
core.status.hero.atk-=weakAtk;
|
||||
core.status.hero.def-=weakDef;
|
||||
if (core.values.weakValue>=1) { // >=1:直接扣数值
|
||||
core.status.hero.atk -= core.values.weakValue;
|
||||
core.status.hero.def -= core.values.weakValue;
|
||||
}
|
||||
else { // <1:扣比例
|
||||
core.setFlag("equip_atk_buff", core.getFlag("equip_atk_buff", 1) - core.values.weakValue);
|
||||
core.setFlag("equip_def_buff", core.getFlag("equip_def_buff", 1) - core.values.weakValue);
|
||||
}
|
||||
}
|
||||
// 诅咒
|
||||
if (core.enemys.hasSpecial(special, 14) && !core.hasFlag('curse')) {
|
||||
@ -416,16 +423,20 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
var mon_hp = enemy.hp, mon_atk = enemy.atk, mon_def = enemy.def, mon_special = enemy.special;
|
||||
var mon_money = enemy.money, mon_experience = enemy.experience, mon_point = enemy.point;
|
||||
// 模仿
|
||||
if (this.hasSpecial(mon_special, 10)) {
|
||||
if (core.hasSpecial(mon_special, 10)) {
|
||||
mon_atk = hero_atk;
|
||||
mon_def = hero_def;
|
||||
}
|
||||
// 坚固
|
||||
if (this.hasSpecial(mon_special, 3) && mon_def < hero_atk - 1) {
|
||||
if (core.hasSpecial(mon_special, 3) && mon_def < hero_atk - 1) {
|
||||
mon_def = hero_atk - 1;
|
||||
}
|
||||
|
||||
// 光环效果
|
||||
|
||||
// V2.5.3备注:
|
||||
// 这一部分是检查光环代码的,需要对整个地图上的图块进行遍历,可能会造成不必要的性能的损耗,尤其是循环计算临界会变得非常慢。
|
||||
// 因此默认注释掉此段代码以加快游戏运行速度。
|
||||
// 如果游戏中有光环怪物存在,取消注释(或按需根据floorId加判定)即可。
|
||||
/*
|
||||
// 检查当前楼层所有光环怪物(数字25)
|
||||
var hp_delta = 0, atk_delta = 0, def_delta = 0, cnt = 0;
|
||||
// 遍历每个图块
|
||||
@ -449,10 +460,11 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
mon_hp *= (1+hp_delta/100);
|
||||
mon_atk *= (1+atk_delta/100);
|
||||
mon_def *= (1+def_delta/100);
|
||||
*/
|
||||
|
||||
// TODO:可以在这里新增其他的怪物数据变化
|
||||
// 比如仿攻(怪物攻击不低于勇士攻击):
|
||||
// if (this.hasSpecial(mon_special, 27) && mon_atk < hero_atk) {
|
||||
// if (core.hasSpecial(mon_special, 27) && mon_atk < hero_atk) {
|
||||
// mon_atk = hero_atk;
|
||||
// }
|
||||
// 也可以按需增加各种自定义内容(比如幻塔的魔杖效果等)
|
||||
@ -484,12 +496,10 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
hero_def=Math.max(0, hero_def);
|
||||
hero_mdef=Math.max(0, hero_mdef);
|
||||
|
||||
// 装备按比例增加属性
|
||||
if (core.flags.equipPercentage) {
|
||||
hero_atk = Math.floor(core.getFlag('equip_atk_buff',1)*hero_atk);
|
||||
hero_def = Math.floor(core.getFlag('equip_def_buff',1)*hero_def);
|
||||
hero_mdef = Math.floor(core.getFlag('equip_mdef_buff',1)*hero_mdef);
|
||||
}
|
||||
// 计算装备按比例增加属性后的数值
|
||||
hero_atk = Math.floor(core.getFlag('equip_atk_buff',1)*hero_atk);
|
||||
hero_def = Math.floor(core.getFlag('equip_def_buff',1)*hero_def);
|
||||
hero_mdef = Math.floor(core.getFlag('equip_mdef_buff',1)*hero_mdef);
|
||||
|
||||
// 怪物的各项数据
|
||||
// 对坚固模仿等处理扔到了脚本编辑-getEnemyInfo之中
|
||||
@ -502,14 +512,14 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
}
|
||||
|
||||
// 如果是无敌属性,且勇士未持有十字架
|
||||
if (this.hasSpecial(mon_special, 20) && !core.hasItem("cross"))
|
||||
if (core.hasSpecial(mon_special, 20) && !core.hasItem("cross"))
|
||||
return null; // 不可战斗
|
||||
|
||||
// 战前造成的额外伤害(可被魔防抵消)
|
||||
var init_damage = 0;
|
||||
|
||||
// 吸血
|
||||
if (this.hasSpecial(mon_special, 11)) {
|
||||
if (core.hasSpecial(mon_special, 11)) {
|
||||
var vampire_damage = hero_hp * enemy.value;
|
||||
|
||||
// 如果有神圣盾免疫吸血等可以在这里写
|
||||
@ -524,38 +534,39 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
init_damage += vampire_damage;
|
||||
}
|
||||
|
||||
// 检查是否破防;否则直接返回不可战斗
|
||||
if (hero_atk <= mon_def) return null;
|
||||
|
||||
// 每回合怪物对勇士造成的战斗伤害
|
||||
var per_damage = mon_atk - hero_def;
|
||||
// 魔攻:战斗伤害就是怪物攻击力
|
||||
if (this.hasSpecial(mon_special, 2)) per_damage = mon_atk;
|
||||
if (core.hasSpecial(mon_special, 2)) per_damage = mon_atk;
|
||||
// 战斗伤害不能为负值
|
||||
if (per_damage < 0) per_damage = 0;
|
||||
|
||||
// 2连击 & 3连击 & N连击
|
||||
if (this.hasSpecial(mon_special, 4)) per_damage *= 2;
|
||||
if (this.hasSpecial(mon_special, 5)) per_damage *= 3;
|
||||
if (this.hasSpecial(mon_special, 6)) per_damage *= (enemy.n||4);
|
||||
if (core.hasSpecial(mon_special, 4)) per_damage *= 2;
|
||||
if (core.hasSpecial(mon_special, 5)) per_damage *= 3;
|
||||
if (core.hasSpecial(mon_special, 6)) per_damage *= (enemy.n||4);
|
||||
|
||||
// 每回合的反击伤害;反击是按照勇士的攻击次数来计算回合
|
||||
var counterDamage = 0;
|
||||
if (this.hasSpecial(mon_special, 8)) counterDamage += Math.floor(core.values.counterAttack * hero_atk);
|
||||
if (core.hasSpecial(mon_special, 8)) counterDamage += Math.floor(core.values.counterAttack * hero_atk);
|
||||
|
||||
// 先攻
|
||||
if (this.hasSpecial(mon_special, 1)) init_damage += per_damage;
|
||||
if (core.hasSpecial(mon_special, 1)) init_damage += per_damage;
|
||||
|
||||
// 破甲
|
||||
if (this.hasSpecial(mon_special, 7))
|
||||
if (core.hasSpecial(mon_special, 7))
|
||||
init_damage += Math.floor(core.values.breakArmor * hero_def);
|
||||
|
||||
// 净化
|
||||
if (this.hasSpecial(mon_special, 9))
|
||||
if (core.hasSpecial(mon_special, 9))
|
||||
init_damage += Math.floor(core.values.purify * hero_mdef);
|
||||
|
||||
// 勇士每回合对怪物造成的伤害
|
||||
var hero_per_damage = hero_atk - mon_def;
|
||||
var hero_per_damage = Math.max(hero_atk - mon_def, 0);
|
||||
|
||||
// 如果没有破防,则不可战斗
|
||||
if (hero_per_damage <= 0) return null;
|
||||
|
||||
// 勇士的攻击回合数;为怪物生命除以每回合伤害向上取整
|
||||
var turn = Math.ceil(mon_hp / hero_per_damage);
|
||||
// 最终伤害:初始伤害 + 怪物对勇士造成的伤害 + 反击伤害
|
||||
@ -679,7 +690,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
break;
|
||||
case 80: // P:查看评论
|
||||
window.open("/score.php?name="+core.firstData.name+"&num=10", "_blank");
|
||||
break;
|
||||
break;
|
||||
case 49: // 快捷键1: 破
|
||||
if (core.hasItem('pickaxe')) {
|
||||
if (core.canUseItem('pickaxe')) {
|
||||
@ -726,6 +737,9 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
}
|
||||
}
|
||||
break;
|
||||
case 55: // 快捷键7:绑定为轻按,方便手机版操作
|
||||
core.getNextItem();
|
||||
break;
|
||||
case 118: // F7:开启debug模式
|
||||
core.debug();
|
||||
break;
|
||||
@ -809,16 +823,11 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
// 向下取整
|
||||
if (core.isset(core.status.hero[item]))
|
||||
core.status.hero[item] = Math.floor(core.status.hero[item]);
|
||||
// 大数据格式化
|
||||
core.statusBar[item].innerHTML = core.formatBigNumber(core.getStatus(item));
|
||||
// 装备按比例增加属性
|
||||
var value = Math.floor(core.getStatus(item)*core.getFlag('equip_'+item+'_buff',1));
|
||||
// 大数据格式化;
|
||||
core.statusBar[item].innerHTML = core.formatBigNumber(value);
|
||||
});
|
||||
|
||||
// 装备按比例增加属性
|
||||
if (core.flags.equipPercentage) {
|
||||
core.statusBar.atk.innerHTML = core.formatBigNumber(Math.floor(core.getFlag('equip_atk_buff',1)*core.getStatus('atk')));
|
||||
core.statusBar.def.innerHTML = core.formatBigNumber(Math.floor(core.getFlag('equip_def_buff',1)*core.getStatus('def')));
|
||||
core.statusBar.mdef.innerHTML = core.formatBigNumber(Math.floor(core.getFlag('equip_mdef_buff',1)*core.getStatus('mdef')));
|
||||
}
|
||||
|
||||
// 设置魔力值
|
||||
if (core.flags.enableMana) {
|
||||
@ -841,9 +850,9 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
if (core.flags.enableLevelUp && core.status.hero.lv<core.firstData.levelUp.length) {
|
||||
var need = core.calValue(core.firstData.levelUp[core.status.hero.lv].need);
|
||||
if (core.flags.levelUpLeftMode)
|
||||
core.statusBar.up.innerHTML = (need - core.getStatus('experience')) || " ";
|
||||
core.statusBar.up.innerHTML = (need - core.getStatus('experience')) || " ";
|
||||
else
|
||||
core.statusBar.up.innerHTML = need || " ";
|
||||
core.statusBar.up.innerHTML = need || " ";
|
||||
}
|
||||
else core.statusBar.up.innerHTML = " ";
|
||||
|
||||
@ -867,6 +876,8 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
|
||||
// 难度
|
||||
core.statusBar.hard.innerHTML = core.status.hard;
|
||||
// 状态栏绘制
|
||||
core.drawStatusBar();
|
||||
|
||||
// 更新阻激夹域的伤害值
|
||||
core.updateCheckBlock();
|
||||
@ -1002,9 +1013,90 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
"moveOneStep": function () {
|
||||
// 勇士每走一步后执行的操作
|
||||
core.status.hero.steps++;
|
||||
// 中毒状态:扣血
|
||||
if (core.hasFlag('poison')) {
|
||||
core.status.hero.statistics.poisonDamage += core.values.poisonDamage;
|
||||
core.status.hero.hp -= core.values.poisonDamage;
|
||||
if (core.status.hero.hp<=0) {
|
||||
core.status.hero.hp=0;
|
||||
core.updateStatusBar();
|
||||
core.events.lose();
|
||||
return;
|
||||
}
|
||||
core.updateStatusBar();
|
||||
}
|
||||
// 备注:瞬间移动不会执行该函数。如果要控制能否瞬间移动有三种方法:
|
||||
// 1. 将全塔属性中的cannotMoveDirectly这个开关勾上,即可在全塔中全程禁止使用瞬移。
|
||||
// 2, 将楼层属性中的cannotMoveDirectly这个开关勾上,即禁止在该层楼使用瞬移。
|
||||
// 3. 将flag:cannotMoveDirectly置为true,即可使用flag控制在某段剧情范围内禁止瞬移。
|
||||
|
||||
}
|
||||
},
|
||||
"ui": {
|
||||
"drawStatusBar": function () {
|
||||
// 如果是非状态栏canvas化,直接返回
|
||||
if (!core.flags.statusCanvas) return;
|
||||
var canvas = core.dom.statusCanvas, ctx = canvas.getContext('2d');
|
||||
// 清空状态栏
|
||||
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
||||
// 如果是隐藏状态栏模式,直接返回
|
||||
if (!core.domStyle.showStatusBar) return;
|
||||
|
||||
// 作为样板,只绘制楼层、生命、攻击、防御、魔防、金币、钥匙这七个内容
|
||||
// 需要其他的请自行进行修改;横竖屏都需要进行适配绘制。
|
||||
// (可以使用Chrome浏览器开控制台来模拟手机上的竖屏模式的显示效果,具体方式自行百度)
|
||||
// 横屏模式下的画布大小是 129*416
|
||||
// 竖屏模式下的画布大小是 416*(32*rows+9) 其中rows为状态栏行数,即全塔属性中statusCanvasRowsOnMobile值
|
||||
// 可以使用 core.domStyle.isVertical 来判定当前是否是竖屏模式
|
||||
|
||||
ctx.fillStyle = core.status.globalAttribute.statusBarColor || core.initStatus.globalAttribute.statusBarColor;
|
||||
ctx.font = 'italic bold 18px Verdana';
|
||||
|
||||
// 距离左侧边框6像素,上侧边框9像素,行距约为39像素
|
||||
var leftOffset = 6, topOffset = 9, lineHeight = 39;
|
||||
if (core.domStyle.isVertical) { // 竖屏模式,行高32像素
|
||||
leftOffset = 6; topOffset = 6; lineHeight = 32;
|
||||
}
|
||||
|
||||
var toDraw = ["floor", "hp", "atk", "def", "mdef", "money"];
|
||||
for (var index = 0; index < toDraw.length; index++) {
|
||||
// 绘制下一个数据
|
||||
var name = toDraw[index];
|
||||
// 图片大小25x25
|
||||
ctx.drawImage(core.statusBar.icons[name], leftOffset, topOffset, 25, 25);
|
||||
// 文字内容
|
||||
var text = (core.statusBar[name]||{}).innerText || " ";
|
||||
// 斜体判定:如果不是纯数字和字母,斜体会非常难看,需要取消
|
||||
if (!/^[-+_.a-zA-Z0-9]*$/.test(text)) ctx.font = 'bold 18px Verdana';
|
||||
// 绘制文字
|
||||
ctx.fillText(text, leftOffset + 36, topOffset + 20);
|
||||
ctx.font = 'italic bold 18px Verdana';
|
||||
// 计算下一个绘制的坐标
|
||||
if (core.domStyle.isVertical) {
|
||||
// 竖屏模式
|
||||
if (index % 3 != 2) leftOffset += 131;
|
||||
else {
|
||||
leftOffset = 6;
|
||||
topOffset += lineHeight;
|
||||
}
|
||||
}
|
||||
else {
|
||||
// 横屏模式
|
||||
topOffset += lineHeight;
|
||||
}
|
||||
}
|
||||
// 绘制三色钥匙
|
||||
ctx.fillStyle = '#FFCCAA';
|
||||
ctx.fillText(core.statusBar.yellowKey.innerText, leftOffset + 5, topOffset + 20);
|
||||
ctx.fillStyle = '#AAAADD';
|
||||
ctx.fillText(core.statusBar.blueKey.innerText, leftOffset + 40, topOffset + 20);
|
||||
ctx.fillStyle = '#FF8888';
|
||||
ctx.fillText(core.statusBar.redKey.innerText, leftOffset + 75, topOffset + 20);
|
||||
},
|
||||
"drawStatistics": function () {
|
||||
// 浏览地图时参与的统计项目
|
||||
|
||||
@ -1064,7 +1156,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
eval(core.floors[core.status.floorId].parallelDo);
|
||||
} catch (e) {
|
||||
console.log(e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 下面是一个并行事件开门的样例
|
||||
@ -1115,21 +1207,23 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
// core.plugin.drawLight([255,255,0,0.2], [[25,11,46,0.1]]); // 全图为不透明度0.2的黄色,其中在(25,11)点存在一个半径为46的灯光效果,灯光中心不透明度0.1。
|
||||
// core.plugin.drawLight(0.9, [[25,11,46],[105,121,88],[301,221,106]]); // 存在三个灯光效果,分别是中心(25,11)半径46,中心(105,121)半径88,中心(301,221)半径106。
|
||||
// core.plugin.drawLight([0,0,255,0.3], [[25,11,46],[105,121,88,0.2]], 0.4); // 存在两个灯光效果,它们在内圈40%范围内保持全亮,且40%后才开始衰减。
|
||||
// 【注意事项】
|
||||
// 此函数会和更改画面色调发生冲突,请只选择一个使用。
|
||||
this.drawLight = function (color, lights, lightDec) {
|
||||
// 清空色调层
|
||||
var ctx = core.canvas.curtain;
|
||||
// 清空色调层;也可以修改成其它层比如animate/weather层,或者用自己创建的canvas
|
||||
var canvasName = 'curtain';
|
||||
var ctx = core.ui.getContextByName(canvasName);
|
||||
if (ctx == null) return;
|
||||
|
||||
ctx.mozImageSmoothingEnabled = false;
|
||||
ctx.webkitImageSmoothingEnabled = false;
|
||||
ctx.msImageSmoothingEnabled = false;
|
||||
ctx.imageSmoothingEnabled = false;
|
||||
core.clearMap('curtain');
|
||||
ctx.clearRect(0, 0, 416, 416);
|
||||
|
||||
// 绘制色调层,默认不透明度
|
||||
if (!core.isset(color)) color = 0.9;
|
||||
if (typeof color == "number") color = [0,0,0,color];
|
||||
core.fillRect('curtain', 0, 0, 416, 416, core.arrayToRGBA(color));
|
||||
ctx.fillStyle = core.arrayToRGBA(color);
|
||||
ctx.fillRect(0, 0, 416, 416);
|
||||
|
||||
// 绘制每个灯光效果
|
||||
if (!core.isset(lights) || lights.length==0) return;
|
||||
|
||||
BIN
project/images/fog.png
Normal file
BIN
project/images/fog.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 38 KiB |
Binary file not shown.
|
Before Width: | Height: | Size: 25 KiB After Width: | Height: | Size: 25 KiB |
@ -1,4 +1,4 @@
|
||||
var items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a =
|
||||
var items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a =
|
||||
{
|
||||
"items": {
|
||||
"yellowKey": {
|
||||
@ -301,7 +301,7 @@ var items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a =
|
||||
"cls": "constants",
|
||||
"name": "技能:二倍斩",
|
||||
"text": "可以打开或关闭主动技能二倍斩",
|
||||
"hideInReplay": true
|
||||
"hideInReplay": true
|
||||
}
|
||||
},
|
||||
"itemEffect": {
|
||||
@ -368,9 +368,9 @@ var items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a =
|
||||
"upFly": "var loc = {'direction': core.status.hero.loc.direction, 'x': core.status.event.data.x, 'y': core.status.event.data.y};\ncore.changeFloor(core.status.event.data.id, null, loc, null, function (){\n\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n\tcore.replay();\n});",
|
||||
"downFly": "var loc = {'direction': core.status.hero.loc.direction, 'x': core.status.event.data.x, 'y': core.status.event.data.y};\ncore.changeFloor(core.status.event.data.id, null, loc, null, function (){\n\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n\tcore.replay();\n});",
|
||||
"poisonWine": "core.removeFlag('poison');",
|
||||
"weakWine": "core.removeFlag('weak');\ncore.status.hero.atk += core.getFlag('weakAtk', core.values.weakValue);\ncore.status.hero.def += core.getFlag('weakDef', core.values.weakValue);",
|
||||
"weakWine": "core.removeFlag('weak');\nif (core.values.weakValue>=1) { // >=1:直接扣数值\n\tcore.status.hero.atk += core.values.weakValue;\n\tcore.status.hero.def += core.values.weakValue;\n}\nelse { // <1:扣比例\n\tcore.setFlag(\"equip_atk_buff\", core.getFlag(\"equip_atk_buff\", 1) + core.values.weakValue);\n\tcore.setFlag(\"equip_def_buff\", core.getFlag(\"equip_def_buff\", 1) + core.values.weakValue);\n}",
|
||||
"curseWine": "core.removeFlag('curse');",
|
||||
"superWine": "core.removeFlag('poison');\nif (core.hasFlag('weak')) {\n\tcore.removeFlag('weak');\n\tcore.status.hero.atk += core.getFlag('weakAtk', core.values.weakValue);\n\tcore.status.hero.def += core.getFlag('weakDef', core.values.weakValue);\n}\ncore.removeFlag('curse');",
|
||||
"superWine": "core.removeFlag('poison');\nif (core.hasFlag('weak')) {\n\tcore.removeFlag('weak');\n\tif (core.values.weakValue>=1) { // >=1:直接扣数值\n\t\tcore.status.hero.atk += core.values.weakValue;\n\t\tcore.status.hero.def += core.values.weakValue;\n\t}\n\telse { // <1:扣比例\n\t\tcore.setFlag(\"equip_atk_buff\", core.getFlag(\"equip_atk_buff\", 1) + core.values.weakValue);\n\t\tcore.setFlag(\"equip_def_buff\", core.getFlag(\"equip_def_buff\", 1) + core.values.weakValue);\n\t}\n}\ncore.removeFlag('curse');",
|
||||
"lifeWand": "core.insertAction([\n\t{\"type\": \"input\", \"text\": \"请输入生命魔杖使用次数:(0-${item:lifeWand})\"},\n\t{\"type\": \"if\", \"condition\": \"flag:input<=item:lifeWand\",\n\t\t\"true\": [\n\t\t\t{\"type\": \"setValue\", \"name\": \"item:lifeWand\", \"value\": \"item:lifeWand-flag:input\"},\n\t\t\t{\"type\": \"setValue\", \"name\": \"status:hp\", \"value\": \"status:hp+flag:input*100\"},\n\t\t\t\"成功使用${flag:input}次生命魔杖,恢复${flag:input*100}点生命。\"\n\t\t],\n\t\t\"false\": [\"输入不合法!\"]\n\t},\n]);\ncore.addItem('lifeWand', 1);",
|
||||
"jumpShoes": "core.insertAction({\"type\":\"jumpHero\",\"loc\":[core.nextX(2),core.nextY(2)]});",
|
||||
"redPotion": "core.status.hero.hp += core.values.redPotion",
|
||||
@ -411,5 +411,6 @@ var items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a =
|
||||
"greenJewel": "true",
|
||||
"yellowJewel": "true",
|
||||
"skill1": "true"
|
||||
}
|
||||
},
|
||||
"canEquip": {}
|
||||
}
|
||||
@ -79,7 +79,9 @@ var maps_90f36752_8815_4be8_b32b_d7fad1d0542e =
|
||||
'65':{'cls': 'items', 'id': 'hammer'}, // 圣锤
|
||||
'68':{'cls': 'items', 'id': 'lifeWand'}, // 生命魔杖
|
||||
'69':{'cls': 'items', 'id': 'jumpShoes'}, // 生命魔杖
|
||||
'70':{'cls': 'items', 'id': 'skill1'}, // 技能:二倍斩
|
||||
'70':{'cls': 'items', 'id': 'sword0'},
|
||||
'71':{'cls': 'items', 'id': 'shield0'},
|
||||
'72':{'cls': 'items', 'id': 'skill1'}, // 技能:二倍斩
|
||||
|
||||
|
||||
////////////////////////// 门、楼梯、传送点部分 //////////////////////////
|
||||
|
||||
31
styles.css
31
styles.css
@ -21,7 +21,7 @@
|
||||
position: fixed;
|
||||
top: 10px;
|
||||
left: 10px;
|
||||
z-index: 320;
|
||||
z-index: 370;
|
||||
}
|
||||
|
||||
#startPanel {
|
||||
@ -32,7 +32,7 @@
|
||||
left: 0;
|
||||
background-color: #fff;
|
||||
overflow: hidden;
|
||||
z-index: 250;
|
||||
z-index: 300;
|
||||
}
|
||||
|
||||
#startTop {
|
||||
@ -42,7 +42,7 @@
|
||||
top: 0;
|
||||
left: 0;
|
||||
background-color: #000;
|
||||
z-index: 300;
|
||||
z-index: 350;
|
||||
}
|
||||
|
||||
#startTopProgressBar {
|
||||
@ -77,12 +77,12 @@
|
||||
height: 100%;
|
||||
width: auto;
|
||||
transform:translate(-50%,-50%);
|
||||
z-index: 210;
|
||||
z-index: 260;
|
||||
}
|
||||
|
||||
#startLogo {
|
||||
position: absolute;
|
||||
z-index: 240;
|
||||
z-index: 290;
|
||||
left: 0;
|
||||
right: 0;
|
||||
margin-left: auto;
|
||||
@ -95,7 +95,7 @@
|
||||
|
||||
#startTitle {
|
||||
position: absolute;
|
||||
z-index: 230;
|
||||
z-index: 280;
|
||||
}
|
||||
|
||||
#startButtonGroup {
|
||||
@ -106,7 +106,7 @@
|
||||
background-color: #000;
|
||||
opacity: 0.85;
|
||||
display: none;
|
||||
z-index: 260;
|
||||
z-index: 310;
|
||||
bottom: 0;
|
||||
margin-bottom: 7%;
|
||||
}
|
||||
@ -142,7 +142,7 @@
|
||||
display: none;
|
||||
color: #fff;
|
||||
background-color: #000;
|
||||
z-index: 180;
|
||||
z-index: 230;
|
||||
}
|
||||
|
||||
#logoLabel {
|
||||
@ -170,7 +170,7 @@
|
||||
-moz-box-sizing: border-box;
|
||||
-webkit-box-sizing: border-box;
|
||||
background: url(project/images/ground.png) repeat;
|
||||
z-index: 135;
|
||||
z-index: 185;
|
||||
display: none;
|
||||
}
|
||||
#statusBar .status{
|
||||
@ -200,7 +200,7 @@
|
||||
#toolBar {
|
||||
position: absolute;
|
||||
background: url(project/images/ground.png) repeat;
|
||||
z-index: 160;
|
||||
z-index: 210;
|
||||
box-sizing: border-box;
|
||||
-moz-box-sizing: border-box;
|
||||
-webkit-box-sizing: border-box;
|
||||
@ -220,6 +220,7 @@ p#hard {
|
||||
font: bold normal 1.1em "Arial Black";
|
||||
text-align: center;
|
||||
margin: 0 6px 6px 0;
|
||||
word-break: keep-all;
|
||||
}
|
||||
|
||||
span#poison, span#weak, span#curse, span#pickaxe, span#bomb, span#fly {
|
||||
@ -254,7 +255,7 @@ p#name {
|
||||
position: absolute;
|
||||
background: #000000;
|
||||
overflow: hidden;
|
||||
z-index: 135;
|
||||
z-index: 185;
|
||||
}
|
||||
|
||||
#bg {
|
||||
@ -297,16 +298,12 @@ p#name {
|
||||
z-index: 100;
|
||||
}
|
||||
|
||||
#image {
|
||||
z-index: 105;
|
||||
}
|
||||
|
||||
#ui {
|
||||
z-index: 110;
|
||||
z-index: 160;
|
||||
}
|
||||
|
||||
#data {
|
||||
z-index: 120;
|
||||
z-index: 170;
|
||||
}
|
||||
|
||||
.clearfix:before,
|
||||
|
||||
BIN
常用工具/便捷PS工具.exe
BIN
常用工具/便捷PS工具.exe
Binary file not shown.
Loading…
Reference in New Issue
Block a user