diff --git a/.gitignore b/.gitignore
index 928ab591..cd2cdffd 100644
--- a/.gitignore
+++ b/.gitignore
@@ -1,7 +1,7 @@
.vscode
-*ce5eec52_2fa1_447b_8dad_764e267a7fab*
.DS_Store
+MTBuilder.app
# Covers JetBrains IDEs: IntelliJ, RubyMine, PhpStorm, AppCode, PyCharm, CLion, Android Studio and Webstorm
# Reference: https://intellij-support.jetbrains.com/hc/en-us/articles/206544839
diff --git a/_server/blockly/MotaAction.g4 b/_server/blockly/MotaAction.g4
index c4c827c9..b72170e4 100644
--- a/_server/blockly/MotaAction.g4
+++ b/_server/blockly/MotaAction.g4
@@ -5,22 +5,23 @@ grammar MotaAction;
//事件 事件编辑器入口之一
event_m
- : '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
+ : '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
/* event_m
tooltip : 编辑魔塔的事件
helpUrl : https://h5mota.com/games/template/docs/#/event
-default : [false,null,null,null]
+default : [false,null,null,null,null]
B_0_List_0=eval(B_0_List_0);
var code = {
'trigger': Bool_0?'action':null,
'enable': Bool_1,
'noPass': B_0_List_0,
- 'displayDamage': Bool_2,
+ 'animate': Bool_2,
+ 'displayDamage': Bool_3,
'data': 'data_asdfefw'
}
-if (!Bool_0 && Bool_1 && (B_0_List_0===null) && Bool_2) code = 'data_asdfefw';
+if (!Bool_0 && Bool_1 && (B_0_List_0===null) && Bool_2 && Bool_3) code = 'data_asdfefw';
code=JSON.stringify(code,null,2).split('"data_asdfefw"').join('[\n'+action_0+']\n');
return code;
*/;
@@ -50,15 +51,16 @@ return code;
*/;
levelCase
- : '需求' expression '称号' EvalString? BGNL? Newline action+
+ : '需求' expression '称号' EvalString? '是否扣除经验' Bool BGNL? Newline action+
/* levelCase
tooltip : 升级设定
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
-default : [0,"",null]
+default : [0,"",false,null]
colour : this.subColor
-var code = '{"need": "'+expression_0+'", "title": "'+EvalString_0+'", "action": [\n'+action_0+']},\n';
+Bool_0 = Bool_0?', "clear": true':'';
+var code = '{"need": "'+expression_0+'", "title": "'+EvalString_0+'"'+Bool_0+', "action": [\n'+action_0+']},\n';
return code;
*/;
@@ -222,6 +224,7 @@ action
| text_1_s
| comment_s
| autoText_s
+ | scrollText_s
| setText_s
| tip_s
| setValue_s
@@ -259,13 +262,12 @@ action
| unfollow_s
| animate_s
| vibrate_s
- | showImage_0_s
- | showImage_1_s
- | animateImage_0_s
- | animateImage_1_s
+ | showImage_s
+ | hideImage_s
+ | showTextImage_s
+ | moveImage_s
| showGif_0_s
| showGif_1_s
- | moveImage_0_s
| setFg_0_s
| setFg_1_s
| setWeather_s
@@ -276,6 +278,8 @@ action
| playBgm_s
| pauseBgm_s
| resumeBgm_s
+ | loadBgm_s
+ | freeBgm_s
| playSound_s
| setVolume_s
| win_s
@@ -365,6 +369,19 @@ var code = '{"type": "autoText", "text": "'+title+EvalString_1+EvalString_2+'",
return code;
*/;
+scrollText_s
+ : '滚动剧情文本:' '时间' Int '不等待执行完毕' Bool? BGNL? EvalString Newline
+
+
+/* scrollText_s
+tooltip : scrollText:滚动剧情文本,将从下到上进行滚动显示。
+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
+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"]
+Bool_0 = Bool_0?', "async": true':'';
+var code = '{"type": "scrollText", "text": "'+EvalString_0+'"'+Bool_0+', "time" :'+Int_0+'},\n';
+return code;
+*/;
+
setText_s
: '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
@@ -509,7 +526,7 @@ if (EvalString_0 && EvalString_1) {
floorstr = ', "loc": ['+EvalString_0.join(',')+']';
}
IdString_0 = IdString_0 && (', "floorId": "'+IdString_0+'"');
-Int_0 = Int_0 ?(', "time": '+Int_0):'';
+Int_0 = Int_0!=='' ?(', "time": '+Int_0):'';
Bool_0 = Bool_0 ?', "async": true':'';
var code = '{"type": "show"'+floorstr+IdString_0+''+Int_0+Bool_0+'},\n';
return code;
@@ -542,7 +559,7 @@ if (EvalString_0 && EvalString_1) {
floorstr = ', "loc": ['+EvalString_0.join(',')+']';
}
IdString_0 = IdString_0 && (', "floorId": "'+IdString_0+'"');
-Int_0 = Int_0 ?(', "time": '+Int_0):'';
+Int_0 = Int_0!=='' ?(', "time": '+Int_0):'';
Bool_0 = Bool_0 ?', "async": true':'';
var code = '{"type": "hide"'+floorstr+IdString_0+''+Int_0+Bool_0+'},\n';
return code;
@@ -798,14 +815,16 @@ return code;
*/;
hideStatusBar_s
- : '隐藏状态栏' Newline
+ : '隐藏状态栏' '不隐藏竖屏工具栏' Bool Newline
/* hideStatusBar_s
tooltip : hideStatusBar: 隐藏状态栏
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
colour : this.soundColor
-var code = '{"type": "hideStatusBar"},\n';
+default : [false]
+Bool_0 = Bool_0?', "toolbox": true':'';
+var code = '{"type": "hideStatusBar"'+Bool_0+'},\n';
return code;
*/;
@@ -1005,58 +1024,50 @@ var code = '{"type": "animate", "name": "'+IdString_0+'"'+EvalString_0+async+'},
return code;
*/;
-showImage_0_s
- : '显示图片' EvalString '起点像素位置' 'x' PosString 'y' PosString Newline
+showImage_s
+ : '显示图片' '图片编号' Int '图片' EvalString '起点像素位置' 'x' PosString 'y' PosString BGNL?
+ '放大率 : x' Int '% y' Int '% 不透明度' Number '时间' Int '不等待执行完毕' Bool Newline
-/* showImage_0_s
+/* showImage_s
tooltip : showImage:显示图片
-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
-default : ["bg.jpg","0","0"]
+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
+default : [1,"bg.jpg","0","0",100,100,1,0,false]
colour : this.printColor
-var code = '{"type": "showImage", "name": "'+EvalString_0+'", "loc": ['+PosString_0+','+PosString_1+']},\n';
+if(Int_0<=0 || Int_0>50) throw new Error('图片编号在1~50之间');
+var async = Bool_0?', "async": true':'';
+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';
return code;
*/;
-showImage_1_s
- : '清除所有图片' Newline
+showTextImage_s
+ : '显示图片化文本' '文本内容' EvalString BGNL?
+ '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
-/* showImage_1_s
-tooltip : showImage:清除所有显示的图片
-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
+/* showTextImage_s
+tooltip : showTextImage:显示图片化文本
+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
colour : this.printColor
-var code = '{"type": "showImage"},\n';
+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]
+if(Int_0<=0 || Int_0>50) throw new Error('图片编号在1~50之间');
+var async = Bool_0?', "async": true':'';
+var code = '{"type": "showTextImage", "code": '+Int_0+', "text": "'+EvalString_0+'", "loc": ['+PosString_0+','+PosString_1+'], "opacity": '+Number_0+', "time": '+Int_1+async+'},\n';
return code;
*/;
-animateImage_0_s
- : '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
+hideImage_s
+ : '清除图片' '图片编号' Int '时间' Int '不等待执行完毕' Bool Newline
-/* animateImage_0_s
-tooltip : animageImage:图片淡入
-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
-default : ["bg.jpg","0","0",500,true,false]
+/* hideImage_s
+tooltip : hideImage:清除图片
+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
colour : this.printColor
-var keep = Bool_0?', "keep": true':'';
-var async = Bool_1?', "async": true':'';
-var code = '{"type": "animateImage", "action": "show", "name": "'+EvalString_0+'", "loc": ['+PosString_0+','+PosString_1+'], "time": '+Int_0+keep+async+'},\n';
-return code;
-*/;
-
-animateImage_1_s
- : '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
-
-
-/* animateImage_1_s
-tooltip : animageImage:图片淡出
-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
-default : ["bg.jpg","0","0",500,true,false]
-colour : this.printColor
-var keep = Bool_0?', "keep": true':'';
-var async = Bool_1?', "async": true':'';
-var code = '{"type": "animateImage", "action": "hide", "name": "'+EvalString_0+'", "loc": ['+PosString_0+','+PosString_1+'], "time": '+Int_0+keep+async+'},\n';
+default : [1,0,false]
+if(Int_0<=0 || Int_0>50) throw new Error('图片编号在1~50之间');
+var async = Bool_0?', "async": true':'';
+var code = '{"type": "hideImage", "code": '+Int_0+', "time": '+Int_1+async+'},\n';
return code;
*/;
@@ -1085,19 +1096,23 @@ var code = '{"type": "showGif"},\n';
return code;
*/;
-moveImage_0_s
- : '图片移动' EvalString '起点像素位置' 'x' PosString 'y' PosString BGNL
- '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
+moveImage_s
+ : '图片移动' '图片编号' Int '终点像素位置' 'x' PosString? 'y' PosString? BGNL?
+ '不透明度' EvalString? '移动时间' Int '不等待执行完毕' Bool Newline
-/* moveImage_0_s
+/* moveImage_s
tooltip : moveImage:图片移动
-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
-default : ["bg.jpg","0","0","0","0",500,true,false]
+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
+default : [1,'','','',500,false]
colour : this.printColor
-var keep = Bool_0?', "keep": true':'';
-var async = Bool_1?', "async": true':'';
-var code = '{"type": "moveImage", "name": "'+EvalString_0+'", "from": ['+PosString_0+','+PosString_1+'], "to": ['+PosString_2+','+PosString_3+'], "time": '+Int_0+keep+async+'},\n';
+if(Int_0<=0 || Int_0>50) throw new Error('图片编号在1~50之间');
+var toloc = '';
+if (PosString_0 && PosString_1)
+ toloc = ', "to": ['+PosString_0+','+PosString_1+']';
+EvalString_0 = (EvalString_0!=='') ? (', "opacity": '+EvalString_0):'';
+var async = Bool_0?', "async": true':'';
+var code = '{"type": "moveImage", "code": '+Int_0+toloc+EvalString_0+',"time": '+Int_1+async+'},\n';
return code;
*/;
@@ -1119,7 +1134,7 @@ Number_0 = limit(Number_0,0,255);
Number_1 = limit(Number_1,0,255);
Number_2 = limit(Number_2,0,255);
Number_3 = limit(Number_3,0,1);
-Int_0 = Int_0 ?(', "time": '+Int_0):'';
+Int_0 = Int_0!=='' ?(', "time": '+Int_0):'';
var async = Bool_0?', "async": true':'';
var code = '{"type": "setFg", "color": ['+Number_0+','+Number_1+','+Number_2+','+Number_3+']'+Int_0 +async+'},\n';
return code;
@@ -1134,7 +1149,7 @@ tooltip : setFg: 恢复画面色调,动画时间可不填
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
default : [500,false]
colour : this.soundColor
-Int_0 = Int_0 ?(', "time": '+Int_0):'';
+Int_0 = Int_0!=='' ?(', "time": '+Int_0):'';
var async = Bool_0?', "async": true':'';
var code = '{"type": "setFg"'+Int_0 +async+'},\n';
return code;
@@ -1168,7 +1183,7 @@ 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?', "keep": true':'';
Bool_1 = Bool_1?', "async": true':'';
var code = '{"type": "move"'+floorstr+Int_0+Bool_0+Bool_1+', "steps": '+JSON.stringify(StepString_0)+'},\n';
@@ -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
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
default : [500,false,"上右3下2左上左2"]
colour : this.dataColor
-Int_0 = Int_0 ?(', "time": '+Int_0):'';
+Int_0 = Int_0!=='' ?(', "time": '+Int_0):'';
Bool_0 = Bool_0?', "async": true':'';
var code = '{"type": "moveHero"'+Int_0+Bool_0+', "steps": '+JSON.stringify(StepString_0)+'},\n';
return code;
@@ -1206,7 +1221,7 @@ if (PosString_0 && PosString_1) {
if (PosString_2 && PosString_3) {
floorstr += ', "to": ['+PosString_2+','+PosString_3+']';
}
-Int_0 = Int_0 ?(', "time": '+Int_0):'';
+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+'"';
}
diff --git a/_server/comment.js b/_server/comment.js
index 2b7fcc33..b44cc428 100644
--- a/_server/comment.js
+++ b/_server/comment.js
@@ -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,
diff --git a/_server/css/editor.css b/_server/css/editor.css
index 928a0964..ebd4b009 100644
--- a/_server/css/editor.css
+++ b/_server/css/editor.css
@@ -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');
+}
\ No newline at end of file
diff --git a/_server/data.comment.js b/_server/data.comment.js
index 300a5fc0..fc527ef8 100644
--- a/_server/data.comment.js
+++ b/_server/data.comment.js
@@ -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。"
}
}
}
diff --git a/_server/editor.js b/_server/editor.js
index 3da2558c..77b802e1 100644
--- a/_server/editor.js
+++ b/_server/editor.js
@@ -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();
});
}
diff --git a/_server/editor_blockly.js b/_server/editor_blockly.js
index c16c0a12..34e90829 100644
--- a/_server/editor_blockly.js
+++ b/_server/editor_blockly.js
@@ -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':[
+ '',
+ ]
}
var toolboxgap = ''
//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 = '' +
+ MotaActionBlocks[labels[i]].xmlText() +
+ '';
+ 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();
\ No newline at end of file
diff --git a/_server/editor_file.js b/_server/editor_file.js
index 3e938917..3d2b80ca 100644
--- a/_server/editor_file.js
+++ b/_server/editor_file.js
@@ -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;
diff --git a/_server/editor_mode.js b/_server/editor_mode.js
index 3dd40ece..031dd8b9 100644
--- a/_server/editor_mode.js
+++ b/_server/editor_mode.js
@@ -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;itrans*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;iwhite && 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 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。
diff --git a/docs/api.md b/docs/api.md
index c1f9bc74..15477fdd 100644
--- a/docs/api.md
+++ b/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
diff --git a/docs/element.md b/docs/element.md
index 254f8ad9..ebec42ad 100644
--- a/docs/element.md
+++ b/docs/element.md
@@ -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。
diff --git a/docs/event.md b/docs/event.md
index 7720332f..a17fcc93 100644
--- a/docs/event.md
+++ b/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 () {
diff --git a/docs/index.md b/docs/index.md
index f46c24e5..1689ac40 100644
--- a/docs/index.md
+++ b/docs/index.md
@@ -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。
diff --git a/docs/personalization.md b/docs/personalization.md
index 153ee029..59afe874 100644
--- a/docs/personalization.md
+++ b/docs/personalization.md
@@ -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
==========================================================================================
diff --git a/docs/start.md b/docs/start.md
index 27a6b3c8..1b4bcd71 100644
--- a/docs/start.md
+++ b/docs/start.md
@@ -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!
diff --git a/editor-mobile.html b/editor-mobile.html
index 89b98714..1026c9dc 100644
--- a/editor-mobile.html
+++ b/editor-mobile.html
@@ -179,6 +179,11 @@
+
+
@@ -353,7 +358,7 @@
-
+
@@ -361,11 +366,11 @@
-
+
-
+
@@ -377,7 +382,7 @@
-
+
+
+
diff --git a/editor.html b/editor.html
index b5f76989..7f865e9b 100644
--- a/editor.html
+++ b/editor.html
@@ -178,6 +178,10 @@
+
@@ -339,7 +343,7 @@
-
+
@@ -347,11 +351,11 @@
-
+
-
+
@@ -363,7 +367,7 @@
-
+
+
+
diff --git a/index.html b/index.html
index 4e65f98a..028c5a6a 100644
--- a/index.html
+++ b/index.html
@@ -58,7 +58,7 @@
-
+
@@ -66,11 +66,11 @@
-
+
-
+
@@ -82,7 +82,7 @@
-
+
+
+
diff --git a/libs/actions.js b/libs/actions.js
index 5b8a3ede..f41f52dc 100644
--- a/libs/actions.js
+++ b/libs/actions.js
@@ -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;
diff --git a/libs/control.js b/libs/control.js
index 56bdff04..d671933c 100644
--- a/libs/control.js
+++ b/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=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;y0) {
- 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; i12) 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"
+ }
}
\ No newline at end of file
diff --git a/libs/core.js b/libs/core.js
index f6cfe375..238ee2de 100644
--- a/libs/core.js
+++ b/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);
diff --git a/libs/enemys.js b/libs/enemys.js
index c6dd1311..cc3ca193 100644
--- a/libs/enemys.js
+++ b/libs/enemys.js
@@ -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);
diff --git a/libs/events.js b/libs/events.js
index a1a3184a..4e7574b0 100644
--- a/libs/events.js
+++ b/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=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=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;
diff --git a/libs/items.js b/libs/items.js
index ea6fcd59..d7c5a7ff 100644
--- a/libs/items.js
+++ b/libs/items.js
@@ -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);
diff --git a/libs/loader.js b/libs/loader.js
index d5a4d3d3..d5185100 100644
--- a/libs/loader.js
+++ b/libs/loader.js
@@ -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);
+}
\ No newline at end of file
diff --git a/libs/maps.js b/libs/maps.js
index 2c9c5f83..b7f62b88 100644
--- a/libs/maps.js
+++ b/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");
}
\ No newline at end of file
diff --git a/libs/ui.js b/libs/ui.js
index 635d0221..575dbf24 100644
--- a/libs/ui.js
+++ b/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=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 = [];
+}
diff --git a/libs/utils.js b/libs/utils.js
index aad199fb..5a356344 100644
--- a/libs/utils.js
+++ b/libs/utils.js
@@ -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=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=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=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": {}
}
\ No newline at end of file
diff --git a/project/maps.js b/project/maps.js
index d39bbf77..8056a76c 100644
--- a/project/maps.js
+++ b/project/maps.js
@@ -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 //////////////////////////
diff --git a/styles.css b/styles.css
index a1505d1e..8609eedb 100644
--- a/styles.css
+++ b/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,
diff --git a/常用工具/便捷PS工具.exe b/常用工具/便捷PS工具.exe
index 422d76fa..0fe753ae 100644
Binary files a/常用工具/便捷PS工具.exe and b/常用工具/便捷PS工具.exe differ