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已经无法工作的editor_file_test.html 旧版的blockly 已经无效的2.0diff
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2.0diff.md
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2.0diff.md
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# v2.0目前的改动
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## 总体上:
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部分重构了运行时
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+ 把`libs`中的数据分离出来保存为类似json的js文件,分离后的数据进一步分离为纯数据和注释两部分
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+ 更改目录结构,分离后的`libs`一般无需修改,把数据楼层文件声音图片放入`project`目录中
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* 需要相应的修改地图生成器和js压缩工具
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+ 设置了三个模式`play|editor|replay`在`editor`模式关闭了部分动画,并且角色无法行动
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重构editor
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+ 重命名为`editor.html`
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* 需要相应的修改本地服务的按钮打开的网址,为了兼容,临时加了个内容为`<html><body><script>window.location='editor.html'</script></body></html>`的`drawMapGUI.html`
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+ 不再独立的导入数据和画图,尽可能的通过`main.init('editor')`复用代码
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+ 能够在本地服务器环境中直接修改`project`中的数据,即全GUI下做塔
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+ 把`editor`的代码拆到了`_server/editor.js`中
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+ 添加了`_server/css/editor_mode.css`存放编辑模式有关的样式
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+ 添加了`_server/editor_mode.js`存放编辑模式的实现
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## 具体:
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### main.js
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用户修改内容转移到了`project/data.js`中
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把事件监听打包成了`main.prototype.listen`
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`main.listen`和`main.init`改为在`index.html`中执行
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添加了`main.prototype.loadPureData`,在`main.init`中先加载纯数据再加载`libs`
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### core.js
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`core.drawMap`中`editor`模式下不再画图,而是生成画图的函数提供给`editor`
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`editor`模式下`GlobalAnimate`可以独立的选择是否播放
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`core.playBgm`和`core.playSound`中非`play`模式不再播放声音
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`core.show`和`core.hide`中非`play`模式不再进行动画而是立刻完成并执行回调
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`editor`模式不执行`core.resize`
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### data.js
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数据转移到了`project/data.js`中
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注释转移到了`project/data.comment.js`中
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### enemy.js,items.js,maps.js,icons.js
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数据转移到了`project`下的同名文件中
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注释转移到了`project/comment.js`中
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### editor_file.js
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提供了以下函数进行楼层`map`数组相关的操作
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```javascript
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editor.file.getFloorFileList
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editor.file.loadFloorFile
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editor.file.saveFloorFile
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editor.file.saveFloorFileAs
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```
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5个编辑模式有关的查询
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```javascript
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editor.file.editItem('redJewel',[],function(a){console.log(a)});
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editor.file.editEnemy('redBat',[],function(a){console.log(a)});
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editor.file.editLoc(2,0,[],function(a){console.log(a)});
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editor.file.editFloor([],function(a){console.log(a)});
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editor.file.editTower([],function(a){console.log(a)});
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```
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5个编辑模式有关的编辑
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```javascript
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editor.info={images: "terrains", y: 9};
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editor.file.changeIdAndIdnum('yellowWall2',16,editor.info,function(a){console.log(a)});
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editor.file.editItem('book',[["change","['items']['name']","怪物手册的新名字"]],function(a){console.log(a)});
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editor.file.editEnemy('redBat',[['change',"['atk']",20]],function(a){console.log(a)});
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editor.file.editLoc(2,6,[["change","['afterBattle']",null]],function(a){console.log(a)});
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editor.file.editFloor([["change","['title']",'样板 33 层']],function(a){console.log(a)});
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editor.file.editTower([["change","['values']['lavaDamage']",200]],function(a){console.log(a)});
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```
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### editor_mode.js
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4个生成表格并绑定事件的函数
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```javascript
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editor.mode.loc();
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editor.mode.emenyitem();
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editor.mode.floor();
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editor.mode.tower();
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```
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切换模式
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```javascript
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editor.mode.onmode('');
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editor.mode.onmode('loc');
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editor.mode.onmode('emenyitem');
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editor.mode.onmode('floor');
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editor.mode.onmode('tower');
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```
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在切换模式时,改动才会保存到文件,并且需要刷新页面使得`editor`能看到改动
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表格的`onchange`的实现中,获得当前模式的方式.不注意的话,修改`index.html`中页面的结构,会被坑
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```javascript
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var node = thisTr.parentNode;
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while (!editor_mode._ids.hasOwnProperty(node.getAttribute('id'))) {
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node = node.parentNode;
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}
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editor_mode.onmode(editor_mode._ids[node.getAttribute('id')]);
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```
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### drawMapGUI.html
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重命名为`editor.html`
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把`editor`的代码拆到了`_server/editor.js`中
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以`display:none`的形式引入了`index.html`的`dom`,修改了原来的`.gameCanvas #ui #data`等的名字以避免冲突
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通过`main.init('editor')`加载数据,移除了原有的`editor.loadjs`等
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背景层如果未设置`editor.bgY`则通过运行时中的代码画背景
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`editor.updateMap`中只画未定义快的报错,其他的由运行时中的代码完成
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`editor.ids[0] = 0; editor.indexs[0]=[0];`
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添加了`editor.changeFloor`用于切换楼层
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### 注释的特殊指令
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```
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$range(evalstr:thiseval)$end
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限制取值范围,要求修改后的eval(evalstr)为true
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$leaf(evalstr:thiseval)$end
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强制指定为叶节点,如果eval(evalstr)为true
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//以下几个中选一个 [
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$select(evalstr)$end
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渲染成<select>,选项为数组eval(evalstr)['values']
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$input(evalstr)$end
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渲染成<input>
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$textarea(evalstr)$end
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渲染成<textarea>
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默认选项为$textarea()$end
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// ]
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```
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# todo & 目前的bug
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+ `event`,`after...`在地图上没有标记,可以在右下角加类似于无`id`的红问号类似的绿色星号小标记
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+ [x] 添加新图块只对地形好使,添加的新物品还是需要手动在`project/items.js`中加东西
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+ [x] 目前未做$range(evalstr:thiseval)$end的检查
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+ 通过`core.values.redJewel`的方式设置物品加的数值,在全GUI下反而会不直观
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+ `idnum`上限改到`999`,不需要在`.js`中手动设置`idnum`的话,根据数字范围来约定类型意义不大,而且`400`内随便输个数就发现已经被占了,体验极差
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+ `editor.html`中独立换背景的功能不再需要,待移除
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+ 全GUI下编辑要经常保存修改后F5
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+ [x] 目前的报错只是throw,如果不开F12注意不到有错误发生,修改没有生效
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+ [x] 有待美化,以及做成标签页式的模式切换
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@ -6,6 +6,24 @@
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## 各组件功能
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### 总体上
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以`display:none`的形式引入了`index.html`的`dom`,修改了原来的`.gameCanvas #ui #data`等的名字以避免冲突
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通过`main.init('editor')`加载数据
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`editor`模式关闭了部分动画
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`core.drawMap`中`editor`模式下不再画图,而是生成画图的函数提供给`editor`
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`editor`模式下`GlobalAnimate`可以独立的选择是否播放
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`core.playBgm`和`core.playSound`中非`play`模式不再播放声音
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`core.show`和`core.hide`中非`play`模式不再进行动画而是立刻完成并执行回调
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`editor`模式不执行`core.resize`
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### editor.js
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``` js
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@ -14,6 +32,8 @@ editor.changeFloor('MT2')//切换地图
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editor.guid()//产生一个可以作为id的长随机字符串
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```
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`editor.updateMap`中画未定义快的报错
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### editor_file.js
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提供了以下函数进行楼层`map`数组相关的操作
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`editor.mode.listen`中提供了追加素材的支持.
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处理注释的特殊指令
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```
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$range(evalstr:thiseval)$end
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限制取值范围,要求修改后的eval(evalstr)为true
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$leaf(evalstr:thiseval)$end
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强制指定为叶节点,如果eval(evalstr)为true
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//以下几个中选一个 [
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$select(evalstr)$end
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渲染成<select>,选项为数组eval(evalstr)['values']
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$input(evalstr)$end
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渲染成<input>
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$textarea(evalstr)$end
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渲染成<textarea>
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默认选项为$textarea()$end
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// ]
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```
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### editor_blockly.js
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把选定`id_`的事件用blockly编辑
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File diff suppressed because it is too large
Load Diff
File diff suppressed because one or more lines are too long
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<!doctype html>
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<html>
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<head><meta charset="utf-8"></head>
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<body>
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<pre id='pout'>
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</pre>
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<script src="fs.js"></script>
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<script src="editor_file.js"></script>
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<script>
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pout.innerHTML='waiting\nwaiting waiting';
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var editor={};
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editor.fs=fs;
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editor_file = editor_file(editor);
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editor.file=editor_file;
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//代码复制到 http://127.0.0.1:1055/drawMapGUI.html 的console中进行测试
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/* editor.file.loadFloorFile('sample0',function(err){console.log(err);
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editor.file.saveFloorFileAs('aaa',function(err){console.log(err)});
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}); */
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//查询
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/*
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editor.file.editItem('redJewel',[],function(a){console.log(a)});
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editor.file.editEnemy('redBat',[],function(a){console.log(a)});
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editor.file.editLoc(2,6,[],function(a){console.log(a)});
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editor.file.editFloor([],function(a){console.log(a)});
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editor.file.editTower([],function(a){console.log(a)});
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*/
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//编辑
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/*
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editor.info={images: "terrains", y: 9};
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editor.file.changeIdAndIdnum('yellowWall2',16,editor.info,function(a){console.log(a)});
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editor.file.editItem('book',[["change","['items']['name']","怪物手册的新名字"]],function(a){console.log(a)});
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editor.file.editEnemy('redBat',[['change',"['atk']",20]],function(a){console.log(a)});
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editor.file.editLoc(2,6,[["change","['afterBattle']",null]],function(a){console.log(a)});
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editor.file.editFloor([["change","['title']",'样板 33 层']],function(a){console.log(a)});
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editor.file.editTower([["change","['values']['lavaDamage']",200]],function(a){console.log(a)});
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*/
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pout.innerHTML='succeed\nsucceed succeed';
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</script>
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</body>
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</html>
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2
main.js
2
main.js
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for (var i = 0; i < main.dom.gameCanvas.length; i++) {
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main.canvas[main.dom.gameCanvas[i].id] = main.dom.gameCanvas[i].getContext('2d');
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}
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if (({"editor":0,"replay":0}).hasOwnProperty(mode)) {
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if (({"editor":0}).hasOwnProperty(mode)) {
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main.mode = mode;
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if (mode === 'editor')main.editor = {'disableGlobalAnimate':true};
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}
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<!DOCTYPE html>
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<html>
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<head>
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<meta http-equiv='content-type' content='text/html' charset='utf-8'>
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<meta http-equiv='X-UA-Compatible' content='IE=Edge, chrome=1'>
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<meta name='author' content='ckcz123'>
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<meta name='viewport' content='width=device-width, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0, user-scalable=yes'>
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<title></title>
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<meta name="apple-mobile-web-app-status-bar-style" content="black-translucent"/>
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<meta name="screen-orientation" content="portrait">
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<meta name="full-screen" content="yes">
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<meta name="browsermode" content="application">
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<meta name="x5-orientation" content="portrait">
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<meta name="x5-fullscreen" content="true">
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<meta name="x5-page-mode" content="app">
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<link type='text/css' href='styles.css' rel='stylesheet'>
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</head>
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<body>
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<div id='gameGroup'>
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<p id='mainTips'>请稍后...</p>
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<div id='startPanel'>
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<div id='startTop'>
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<div id='startTopProgressBar'>
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<div id='startTopProgress'></div>
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</div>
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<p id='startTopLoadTips'>资源即将开始加载</p>
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</div>
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<img id='startBackground' src='project/images/bg.png'>
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<!-- 标题界面;可以改style的color使标题改变颜色 -->
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<p id='startLogo' style="color: black"></p>
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<div id='startButtonGroup'>
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<div id='startButtons'>
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<span class='startButton' id='playGame'>开始游戏</span>
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<span class='startButton' id='loadGame'>载入游戏</span>
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<span class='startButton' id='aboutGame'>关于本塔</span>
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</div>
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<div id='levelChooseButtons'>
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<span class='startButton' id='easyLevel'>简单</span>
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<span class='startButton' id='normalLevel'>普通</span>
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<span class='startButton' id='hardLevel'>困难</span>
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</div>
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</div>
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</div>
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<div id='floorMsgGroup'>
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<p id='logoLabel'></p>
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<p id='versionLabel'></p>
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<p id='floorNameLabel'></p>
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</div>
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<div id='statusBar' class="clearfix">
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<div class="status" id="floorCol">
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<img src='project/images/floor.png' id="img-floor">
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<p class='statusLabel' id='floor'></p>
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</div>
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<div class="status" id="lvCol">
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<img src='project/images/lv.png' id="img-lv">
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<p class='statusLabel' id='lv'></p>
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</div>
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<div class="status">
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<img src='project/images/hp.png' id="img-hp">
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<p class='statusLabel' id='hp'></p>
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</div>
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<div class="status">
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<img src='project/images/atk.png' id="img-atk">
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<p class='statusLabel' id='atk'></p>
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</div>
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<div class="status">
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<img src='project/images/def.png' id="img-def">
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<p class='statusLabel' id='def'></p>
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</div>
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<div class="status" id="mdefCol">
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<img src='project/images/mdef.png' id="img-mdef">
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<p class='statusLabel' id='mdef'></p>
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</div>
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<div class="status" id="moneyCol">
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<img src='project/images/money.png' id="img-money">
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<p class='statusLabel' id='money'></p>
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</div>
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<div class="status" id="expCol">
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<img src='project/images/experience.png' id="img-experience">
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<p class='statusLabel' id='experience'></p>
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</div>
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<div class="status" id="upCol">
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<img src='project/images/up.png' id="img-up">
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<p class='statusLabel' id='up'></p>
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</div>
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<div class="status">
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<span class='statusLabel' id='yellowKey' style="color:#FFCCAA"></span>
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<span class='statusLabel' id='blueKey' style="color:#AAAADD"></span>
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<span class='statusLabel' id='redKey' style="color:#FF8888"></span>
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</div>
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<div class="status" id="debuffCol">
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<span class='statusLabel' id='poison' style="color: #AFFCA8;"></span>
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<span class='statusLabel' id='weak' style="color: #FECCD0;"></span>
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<span class='statusLabel' id='curse' style="color: #C2F4E7;"></span>
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</div>
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</div>
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<div id="toolBar" class="clearfix">
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<img src="project/images/book.png" class="tools" id='img-book'>
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<img src="project/images/fly.png" class="tools" id='img-fly'>
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<img src="project/images/toolbox.png" class="tools" id='img-toolbox'>
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<img src="project/images/shop.png" class="tools" id='img-shop'>
|
||||
<img src="project/images/save.png" class="tools" id='img-save'>
|
||||
<img src="project/images/load.png" class="tools" id='img-load'>
|
||||
<img src="project/images/settings.png" class="tools" id='img-settings'>
|
||||
<p class="statusLabel tools" id="hard"></p>
|
||||
</div>
|
||||
<div id="curtain"></div>
|
||||
<canvas class='gameCanvas' id='bg' width='416' height='416'></canvas>
|
||||
<canvas class='gameCanvas' id='event' width='416' height='416'></canvas>
|
||||
<canvas class='gameCanvas' id='fg' width='416' height='416'></canvas>
|
||||
<canvas class='gameCanvas' id='hero' width='416' height='416'></canvas>
|
||||
<canvas class='gameCanvas' id='ui' width='416' height='416'></canvas>
|
||||
<canvas class='gameCanvas' id='data' width='416' height='416'>此浏览器不支持HTML5</canvas>
|
||||
</div>
|
||||
<script id='mainScript' src='main.js'></script>
|
||||
<script>
|
||||
main.init('editor');
|
||||
//main.init('replay');
|
||||
main.listen();
|
||||
|
||||
var replayActions = function(){
|
||||
//core.onclick(7,7,[]);
|
||||
}
|
||||
|
||||
var replay = function(){
|
||||
core.events.startGame('');
|
||||
//setTimeout(function(){Array.from(Array(200)).forEach(function(){core.onclick(7,7,[]);});console.log(1);},1000);//关开场剧情
|
||||
//setTimeout(function(){try {Array.from(Array(200)).forEach(function(){core.drawText();})} catch (error){}},3000);//关firstArrive
|
||||
//console.log(1);
|
||||
|
||||
}
|
||||
|
||||
var afterInit = function(){
|
||||
main.editor.disableGlobalAnimate=false;
|
||||
main.editor.drawMapBg();
|
||||
main.editor.updateMap();
|
||||
core.setHeroMoveTriggerInterval();
|
||||
}
|
||||
var start = function(){
|
||||
var hard = 'Hard';
|
||||
core.resetStatus(core.firstData.hero, hard, core.firstData.floorId, core.initStatus.maps);
|
||||
core.changeFloor(core.status.floorId, null, core.firstData.hero.loc, null, function() {
|
||||
/* core.setHeroMoveTriggerInterval(); */
|
||||
afterInit();
|
||||
});
|
||||
core.events.setInitData(hard);
|
||||
}
|
||||
setTimeout(start, 300);
|
||||
//setTimeout(replay, 300);
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
||||
Loading…
Reference in New Issue
Block a user