commit
5d8225a03f
@ -53,6 +53,15 @@ HTML5 canvas制作的魔塔样板,支持全平台游戏!
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## 更新说明
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### 2018.10.27 V2.4.4
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* [x] tilesets可以设置图块属性(如可通行状态)
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* [x] 追加素材时可以更改图片色调
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* [x] 防作弊手段的进一步加强:打开控制台则禁止上传成绩
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* [x] 图块属性增加“是否可被破震”的选项
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* [x] 模仿怪物内置模仿临界计算器
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* [x] 部分其他细节优化
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### 2018.10.14 V2.4.3
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* [x] 并行事件处理
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@ -228,14 +228,9 @@ comment_c456ea59_6018_45ef_8bcc_211a24c627dc =
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},
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"canBreak": {
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"_leaf": true,
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"_type": "select",
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"_select": {
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"values": [
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true,
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false
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]
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},
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"_data": "该图块是否可被破炸;true代表可以,false代表不可以"
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"_type": "checkbox",
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"_bool": "bool",
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"_data": "该图块是否可被破墙或地震"
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}
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}
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},
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@ -81,7 +81,12 @@ editor.prototype.init = function (callback) {
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editor.prototype.idsInit = function (maps, icons) {
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editor.ids = [0];
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editor.indexs = [];
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var MAX_NUM = Math.max.apply(null,Object.keys(maps_90f36752_8815_4be8_b32b_d7fad1d0542e));
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var MAX_NUM = 0;
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var keys=Object.keys(maps_90f36752_8815_4be8_b32b_d7fad1d0542e);
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for(var ii=0;ii<keys.length;ii++){
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var v=~~keys[ii];
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if(v>MAX_NUM && v<core.icons.tilesetStartOffset)MAX_NUM=v;
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}
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editor.MAX_NUM=MAX_NUM;
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var getInfoById = function (id) {
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var block = maps.initBlock(0, 0, id);
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@ -476,15 +476,25 @@ editor_file = function (editor, callback) {
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}
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;
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if (isset(actionList) && actionList.length > 0) {
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actionList.forEach(function (value) {
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var tempmap=[];
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for(var ii=0;ii<actionList.length;ii++){
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var value=actionList[ii];
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// 是tilesets 且未定义 且在这里是第一次定义
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if(idnum>=editor.core.icons.tilesetStartOffset && !isset(editor.core.maps.blocksInfo[idnum]) && tempmap.indexOf(idnum)===-1){
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actionList.splice(ii,0,["add","['" + idnum + "']",{"cls": "tileset", "id": "X"+idnum, "noPass": true}]);
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tempmap.push(idnum);
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ii++;
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}
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value[1] = "['" + idnum + "']" + value[1];
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});
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}
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saveSetting('maps', actionList, function (err) {
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callback([
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(function () {
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var locObj = Object.assign({}, editor.core.maps.blocksInfo[idnum]);
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var sourceobj=editor.core.maps.blocksInfo[idnum];
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if(!isset(sourceobj) && idnum>=editor.core.icons.tilesetStartOffset)sourceobj={"cls": "tileset", "id": "X"+idnum, "noPass": true}
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var locObj = Object.assign({}, sourceobj);
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Object.keys(editor_file.comment._data.maps._data).forEach(function (v) {
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if (!isset(editor.core.maps.blocksInfo[idnum][v]))
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if (!isset(sourceobj[v]))
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locObj[v] = null;
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});
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locObj.idnum = idnum;
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@ -496,9 +506,11 @@ editor_file = function (editor, callback) {
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} else {
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callback([
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(function () {
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var locObj = Object.assign({}, editor.core.maps.blocksInfo[idnum]);
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var sourceobj=editor.core.maps.blocksInfo[idnum];
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if(!isset(sourceobj) && idnum>=editor.core.icons.tilesetStartOffset)sourceobj={"cls": "tileset", "id": "X"+idnum, "noPass": true}
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var locObj = Object.assign({}, sourceobj);
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Object.keys(editor_file.comment._data.maps._data).forEach(function (v) {
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if (!isset(editor.core.maps.blocksInfo[idnum][v]))
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if (!isset(sourceobj[v]))
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locObj[v] = null;
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});
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locObj.idnum = idnum;
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@ -320,18 +320,11 @@ editor_mode = function (editor) {
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if (!core.isset(editor_mode.info.id)) {
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// document.getElementById('table_a3f03d4c_55b8_4ef6_b362_b345783acd72').innerHTML = '';
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document.getElementById('enemyItemTable').style.display = 'none';
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document.getElementById('tilesetsDiv').style.display = 'none';
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document.getElementById('newIdIdnum').style.display = 'block';
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return;
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}
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if (editor_mode.info.isTile) {
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document.getElementById('enemyItemTable').style.display = 'none';
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document.getElementById('tilesetsDiv').style.display = 'block';
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document.getElementById('newIdIdnum').style.display = 'none';
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return;
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}
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document.getElementById('newIdIdnum').style.display = 'none';
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document.getElementById('tilesetsDiv').style.display = 'none';
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document.getElementById('enemyItemTable').style.display = 'block';
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var objs = [];
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@ -506,9 +499,18 @@ editor_mode = function (editor) {
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var appendPicCanvas = document.getElementById('appendPicCanvas');
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var bg = appendPicCanvas.children[0];
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var source = appendPicCanvas.children[1];
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var source_ctx=source.getContext('2d');
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var picClick = appendPicCanvas.children[2];
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var sprite = appendPicCanvas.children[3];
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var sprite_ctx=sprite.getContext('2d');
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var appendPicSelection = document.getElementById('appendPicSelection');
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[source_ctx,sprite_ctx].forEach(function(ctx){
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ctx.mozImageSmoothingEnabled = false;
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ctx.webkitImageSmoothingEnabled = false;
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ctx.msImageSmoothingEnabled = false;
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ctx.imageSmoothingEnabled = false;
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})
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var selectAppend = document.getElementById('selectAppend');
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var selectAppend_str = [];
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@ -526,8 +528,8 @@ editor_mode = function (editor) {
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if (editor_mode.appendPic.img) {
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sprite.style.width = (sprite.width = editor_mode.appendPic.img.width) / ratio + 'px';
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sprite.style.height = (sprite.height = editor_mode.appendPic.img.height) / ratio + 'px';
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sprite.getContext('2d').clearRect(0, 0, sprite.width, sprite.height);
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sprite.getContext('2d').drawImage(editor_mode.appendPic.img, 0, 0);
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sprite_ctx.clearRect(0, 0, sprite.width, sprite.height);
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sprite_ctx.drawImage(editor_mode.appendPic.img, 0, 0);
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}
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return;
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}
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@ -550,7 +552,7 @@ editor_mode = function (editor) {
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}
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sprite.style.width = (sprite.width = img.width) / ratio + 'px';
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sprite.style.height = (sprite.height = img.height + ysize) / ratio + 'px';
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sprite.getContext('2d').drawImage(img, 0, 0);
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sprite_ctx.drawImage(img, 0, 0);
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}
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selectAppend.onchange();
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@ -581,8 +583,8 @@ editor_mode = function (editor) {
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if (selectAppend.value == 'autotile') {
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sprite.style.width = (sprite.width = image.width) / ratio + 'px';
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sprite.style.height = (sprite.height = image.height) / ratio + 'px';
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sprite.getContext('2d').clearRect(0, 0, sprite.width, sprite.height);
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sprite.getContext('2d').drawImage(image, 0, 0);
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sprite_ctx.clearRect(0, 0, sprite.width, sprite.height);
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sprite_ctx.drawImage(image, 0, 0);
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}
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else {
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var ysize = selectAppend.value.indexOf('48') === -1 ? 32 : 48;
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@ -608,7 +610,8 @@ editor_mode = function (editor) {
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}
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//把导入的图片画出
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source.getContext('2d').drawImage(image, 0, 0);
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source_ctx.drawImage(image, 0, 0);
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editor_mode.appendPic.sourceImageData=source_ctx.getImageData(0,0,image.width,image.height);
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//重置临时变量
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selectAppend.onchange();
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@ -618,6 +621,151 @@ editor_mode = function (editor) {
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return;
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}
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var changeColorInput=document.getElementById('changeColorInput')
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changeColorInput.oninput=function(){
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var delta=(~~changeColorInput.value)*30;
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var imgData=editor_mode.appendPic.sourceImageData;
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var nimgData=new ImageData(imgData.width,imgData.height);
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// ImageData .data 形如一维数组,依次排着每个点的 R(0~255) G(0~255) B(0~255) A(0~255)
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var getPixel=function(imgData, x, y) {
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var offset = (x + y * imgData.width) * 4;
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var r = imgData.data[offset+0];
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var g = imgData.data[offset+1];
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var b = imgData.data[offset+2];
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var a = imgData.data[offset+3];
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return [r,g,b,a];
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}
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var setPixel=function(imgData, x, y, rgba) {
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var offset = (x + y * imgData.width) * 4;
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imgData.data[offset+0]=rgba[0];
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imgData.data[offset+1]=rgba[1];
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imgData.data[offset+2]=rgba[2];
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imgData.data[offset+3]=rgba[3];
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}
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var convert=function(rgba,delta){
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var round=Math.round;
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// rgbToHsl hue2rgb hslToRgb from https://github.com/carloscabo/colz.git
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//--------------------------------------------
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// The MIT License (MIT)
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//
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// Copyright (c) 2014 Carlos Cabo
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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//--------------------------------------------
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// https://github.com/carloscabo/colz/blob/master/public/js/colz.class.js
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var rgbToHsl = function (rgba) {
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var arg, r, g, b, h, s, l, d, max, min;
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arg = rgba;
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if (typeof arg[0] === 'number') {
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r = arg[0];
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g = arg[1];
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b = arg[2];
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} else {
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r = arg[0][0];
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g = arg[0][1];
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b = arg[0][2];
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}
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r /= 255;
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g /= 255;
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b /= 255;
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max = Math.max(r, g, b);
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min = Math.min(r, g, b);
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l = (max + min) / 2;
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if (max === min) {
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h = s = 0; // achromatic
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} else {
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d = max - min;
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s = l > 0.5 ? d / (2 - max - min) : d / (max + min);
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switch (max) {
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case r: h = (g - b) / d + (g < b ? 6 : 0); break;
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case g: h = (b - r) / d + 2; break;
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case b: h = (r - g) / d + 4; break;
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}
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h /= 6;
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}
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//CARLOS
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h = round(h * 360);
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s = round(s * 100);
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l = round(l * 100);
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return [h, s, l];
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}
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//
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var hue2rgb = function (p, q, t) {
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if (t < 0) { t += 1; }
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if (t > 1) { t -= 1; }
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if (t < 1 / 6) { return p + (q - p) * 6 * t; }
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if (t < 1 / 2) { return q; }
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if (t < 2 / 3) { return p + (q - p) * (2 / 3 - t) * 6; }
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return p;
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}
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var hslToRgb = function (hsl) {
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var arg, r, g, b, h, s, l, q, p;
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arg = hsl;
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if (typeof arg[0] === 'number') {
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h = arg[0] / 360;
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s = arg[1] / 100;
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l = arg[2] / 100;
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} else {
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h = arg[0][0] / 360;
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s = arg[0][1] / 100;
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l = arg[0][2] / 100;
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}
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if (s === 0) {
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r = g = b = l; // achromatic
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} else {
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q = l < 0.5 ? l * (1 + s) : l + s - l * s;
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p = 2 * l - q;
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r = hue2rgb(p, q, h + 1 / 3);
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g = hue2rgb(p, q, h);
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b = hue2rgb(p, q, h - 1 / 3);
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}
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return [round(r * 255), round(g * 255), round(b * 255)];
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}
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//
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var hsl=rgbToHsl(rgba)
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hsl[0]=(hsl[0]+delta)%360
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var nrgb=hslToRgb(hsl)
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nrgb.push(rgba[3])
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return nrgb
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}
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for(var x=0; x<imgData.width; x++){
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for(var y=0 ; y<imgData.height; y++){
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setPixel(nimgData,x,y,convert(getPixel(imgData,x,y),delta))
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}
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}
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source_ctx.clearRect(0, 0, imgData.width, imgData.height);
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source_ctx.putImageData(nimgData, 0, 0);
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}
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var left1 = document.getElementById('left1');
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var eToLoc = function (e) {
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var scrollLeft = document.documentElement.scrollLeft || document.body.scrollLeft
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@ -660,7 +808,7 @@ editor_mode = function (editor) {
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printe("不合法的Autotile图片!");
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return;
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}
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var imgbase64 = sprite.toDataURL().split(',')[1];
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var imgbase64 = source.toDataURL().split(',')[1];
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// Step 1: List文件名
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fs.readdir('./project/images', function (err, data) {
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@ -703,14 +851,11 @@ editor_mode = function (editor) {
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}
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var ysize = selectAppend.value.indexOf('48') === -1 ? 32 : 48;
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var sprited = sprite.getContext('2d');
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//sprited.drawImage(img, 0, 0);
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var height = editor_mode.appendPic.toImg.height;
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var sourced = source.getContext('2d');
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for (var ii = 0, v; v = editor_mode.appendPic.selectPos[ii]; ii++) {
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// var imgData = sourced.getImageData(v.x * 32, v.y * ysize, 32, ysize);
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// sprited.putImageData(imgData, ii * 32, height);
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sprited.drawImage(editor_mode.appendPic.img, v.x * 32, v.y * ysize, 32, ysize, ii * 32, height, 32, ysize)
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var imgData = source_ctx.getImageData(v.x * 32, v.y * ysize, 32, ysize);
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sprite_ctx.putImageData(imgData, ii * 32, height);
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// sprite_ctx.drawImage(editor_mode.appendPic.img, v.x * 32, v.y * ysize, 32, ysize, ii * 32, height, 32, ysize)
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}
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var imgbase64 = sprite.toDataURL().split(',')[1];
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fs.writeFile('./project/images/' + editor_mode.appendPic.imageName + '.png', imgbase64, 'base64', function (err, data) {
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@ -1,6 +1,6 @@
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# V2.0版本介绍
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?> 目前版本**v2.4.3**,上次更新时间:* {docsify-updated} *
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?> 目前版本**v2.4.4**,上次更新时间:* {docsify-updated} *
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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。
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@ -1,6 +1,6 @@
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# 附录: API列表
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?> 目前版本**v2.4.3**,上次更新时间:* {docsify-updated} *
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?> 目前版本**v2.4.4**,上次更新时间:* {docsify-updated} *
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**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。**
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@ -1,6 +1,6 @@
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# 元件说明
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?> 目前版本**v2.4.3**,上次更新时间:* {docsify-updated} *
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?> 目前版本**v2.4.4**,上次更新时间:* {docsify-updated} *
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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。
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@ -1,6 +1,6 @@
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# 事件
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?> 目前版本**v2.4.3**,上次更新时间:* {docsify-updated} *
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?> 目前版本**v2.4.4**,上次更新时间:* {docsify-updated} *
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本章内将对样板所支持的事件进行介绍。
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@ -1,6 +1,6 @@
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# HTML5 魔塔样板说明文档
|
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?> 目前版本**v2.4.3**,上次更新时间:* {docsify-updated} *
|
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?> 目前版本**v2.4.4**,上次更新时间:* {docsify-updated} *
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|
||||
众所周知,魔塔的趋势是向移动端发展,贴吧中也常常能见到“求手机魔塔”的帖子。然而现有的工具中,NekoRPG有着比较大的局限性,游戏感较差,更是完全没法在iOS上运行。而一些APP的魔塔虽然可用,但是必须要下载安装,对于Android和iOS还必须开发不同的版本,非常麻烦。
|
||||
|
||||
|
||||
@ -1,6 +1,6 @@
|
||||
# 个性化
|
||||
|
||||
?> 目前版本**v2.4.3**,上次更新时间:* {docsify-updated} *
|
||||
?> 目前版本**v2.4.4**,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。
|
||||
|
||||
|
||||
@ -1,6 +1,6 @@
|
||||
# 快速上手
|
||||
|
||||
?> 目前版本**v2.4.3**,上次更新时间:* {docsify-updated} *
|
||||
?> 目前版本**v2.4.4**,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!
|
||||
|
||||
|
||||
@ -56,6 +56,15 @@
|
||||
<!-- ["terrains", "animates", "enemys", "enemy48", "items", "npcs", "npc48"] -->
|
||||
<input id="appendConfirm" type="button" value="追加"/>
|
||||
</p>
|
||||
<p>
|
||||
色相:<input id='changeColorInput' type="range" min="0" max="12" step="1" value="0" list="huelists" style="width: 60%;margin-left: 3%;vertical-align: middle">
|
||||
<datalist id="huelists" style="display: none">
|
||||
<option value="0"/><option value="1"/><option value="2"/>
|
||||
<option value="3"/><option value="4"/><option value="5"/>
|
||||
<option value="6"/><option value="7"/><option value="8"/>
|
||||
<option value="9"/><option value="10"/><option value="11"/><option value="12"/>
|
||||
</datalist>
|
||||
</p>
|
||||
<div id="appendPicCanvas" style="position:relative;overflow: auto;height:470px;">
|
||||
<canvas style="position:absolute"></canvas><!-- 用于画出灰白相间背景 -->
|
||||
<canvas style="position:absolute"></canvas><!-- 用于画出选中文件 -->
|
||||
@ -92,9 +101,6 @@
|
||||
<h3 class="leftTabHeader">图块属性 <button onclick="editor.mode.onmode('save')">保存</button>
|
||||
</h3>
|
||||
<div class="leftTabContent">
|
||||
<div id='tilesetsDiv'><!-- tilesets -->
|
||||
<p>tilesets不允许编辑图块属性</p>
|
||||
</div>
|
||||
<div id='newIdIdnum'><!-- id and idnum -->
|
||||
<input placeholder="新id(唯一标识符)"/>
|
||||
<input placeholder="新idnum(1000以内数字)"/>
|
||||
|
||||
12
editor.html
12
editor.html
@ -55,6 +55,15 @@
|
||||
<!-- ["terrains", "animates", "enemys", "enemy48", "items", "npcs", "npc48"] -->
|
||||
<input id="appendConfirm" type="button" value="追加"/>
|
||||
</p>
|
||||
<p>
|
||||
色相:<input id='changeColorInput' type="range" min="0" max="12" step="1" value="0" list="huelists" style="width: 60%;margin-left: 3%;vertical-align: middle">
|
||||
<datalist id="huelists" style="display: none">
|
||||
<option value="0"/><option value="1"/><option value="2"/>
|
||||
<option value="3"/><option value="4"/><option value="5"/>
|
||||
<option value="6"/><option value="7"/><option value="8"/>
|
||||
<option value="9"/><option value="10"/><option value="11"/><option value="12"/>
|
||||
</datalist>
|
||||
</p>
|
||||
<div id="appendPicCanvas" style="position:relative;overflow: auto;height:470px;">
|
||||
<canvas style="position:absolute"></canvas><!-- 用于画出灰白相间背景 -->
|
||||
<canvas style="position:absolute"></canvas><!-- 用于画出选中文件 -->
|
||||
@ -91,9 +100,6 @@
|
||||
<h3 class="leftTabHeader">图块属性 <button onclick="editor.mode.onmode('save')">保存</button>
|
||||
</h3>
|
||||
<div class="leftTabContent">
|
||||
<div id='tilesetsDiv'><!-- tilesets -->
|
||||
<p>tilesets不允许编辑图块属性</p>
|
||||
</div>
|
||||
<div id='newIdIdnum'><!-- id and idnum -->
|
||||
<input placeholder="新id(唯一标识符)"/>
|
||||
<input placeholder="新idnum(1000以内数字)"/>
|
||||
|
||||
2
main.js
2
main.js
@ -2,7 +2,7 @@ function main() {
|
||||
|
||||
//------------------------ 用户修改内容 ------------------------//
|
||||
|
||||
this.version = "2.4.3"; // 游戏版本号;如果更改了游戏内容建议修改此version以免造成缓存问题。
|
||||
this.version = "2.4.4"; // 游戏版本号;如果更改了游戏内容建议修改此version以免造成缓存问题。
|
||||
|
||||
this.useCompress = false; // 是否使用压缩文件
|
||||
// 当你即将发布你的塔时,请使用“JS代码压缩工具”将所有js代码进行压缩,然后将这里的useCompress改为true。
|
||||
|
||||
@ -61,7 +61,7 @@ data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
|
||||
"firstData": {
|
||||
"title": "魔塔样板",
|
||||
"name": "template",
|
||||
"version": "Ver 2.4.3",
|
||||
"version": "Ver 2.4.4",
|
||||
"floorId": "sample0",
|
||||
"hero": {
|
||||
"name": "阳光",
|
||||
|
||||
Loading…
Reference in New Issue
Block a user