Merge pull request #73 from zhaouv/v2.0-editor-20180304

V2 0 editor 20180304
This commit is contained in:
Zhang Chen 2018-03-10 23:45:28 +08:00 committed by GitHub
commit 73f2ea3a84
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
15 changed files with 173 additions and 2086 deletions

View File

@ -1,149 +0,0 @@
# v2.0目前的改动
## 总体上:
部分重构了运行时
+ 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
+ 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
* 需要相应的修改地图生成器和js压缩工具
+ 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
重构editor
+ 重命名为`editor.html`
* 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`
+ 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
+ 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
+ 把`editor`的代码拆到了`_server/editor.js`中
+ 添加了`_server/css/editor_mode.css`存放编辑模式有关的样式
+ 添加了`_server/editor_mode.js`存放编辑模式的实现
## 具体:
### main.js
用户修改内容转移到了`project/data.js`中
把事件监听打包成了`main.prototype.listen`
`main.listen`和`main.init`改为在`index.html`中执行
添加了`main.prototype.loadPureData`,在`main.init`中先加载纯数据再加载`libs`
### core.js
`core.drawMap`中`editor`模式下不再画图,而是生成画图的函数提供给`editor`
`editor`模式下`GlobalAnimate`可以独立的选择是否播放
`core.playBgm`和`core.playSound`中非`play`模式不再播放声音
`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
`editor`模式不执行`core.resize`
### data.js
数据转移到了`project/data.js`中
注释转移到了`project/data.comment.js`中
### enemy.js,items.js,maps.js,icons.js
数据转移到了`project`下的同名文件中
注释转移到了`project/comment.js`中
### editor_file.js
提供了以下函数进行楼层`map`数组相关的操作
```javascript
editor.file.getFloorFileList
editor.file.loadFloorFile
editor.file.saveFloorFile
editor.file.saveFloorFileAs
```
5个编辑模式有关的查询
```javascript
editor.file.editItem('redJewel',[],function(a){console.log(a)});
editor.file.editEnemy('redBat',[],function(a){console.log(a)});
editor.file.editLoc(2,0,[],function(a){console.log(a)});
editor.file.editFloor([],function(a){console.log(a)});
editor.file.editTower([],function(a){console.log(a)});
```
5个编辑模式有关的编辑
```javascript
editor.info={images: "terrains", y: 9};
editor.file.changeIdAndIdnum('yellowWall2',16,editor.info,function(a){console.log(a)});
editor.file.editItem('book',[["change","['items']['name']","怪物手册的新名字"]],function(a){console.log(a)});
editor.file.editEnemy('redBat',[['change',"['atk']",20]],function(a){console.log(a)});
editor.file.editLoc(2,6,[["change","['afterBattle']",null]],function(a){console.log(a)});
editor.file.editFloor([["change","['title']",'样板 33 层']],function(a){console.log(a)});
editor.file.editTower([["change","['values']['lavaDamage']",200]],function(a){console.log(a)});
```
### editor_mode.js
4个生成表格并绑定事件的函数
```javascript
editor.mode.loc();
editor.mode.emenyitem();
editor.mode.floor();
editor.mode.tower();
```
切换模式
```javascript
editor.mode.onmode('');
editor.mode.onmode('loc');
editor.mode.onmode('emenyitem');
editor.mode.onmode('floor');
editor.mode.onmode('tower');
```
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
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
```javascript
var node = thisTr.parentNode;
while (!editor_mode._ids.hasOwnProperty(node.getAttribute('id'))) {
node = node.parentNode;
}
editor_mode.onmode(editor_mode._ids[node.getAttribute('id')]);
```
### drawMapGUI.html
重命名为`editor.html`
把`editor`的代码拆到了`_server/editor.js`中
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
通过`main.init('editor')`加载数据,移除了原有的`editor.loadjs`等
背景层如果未设置`editor.bgY`则通过运行时中的代码画背景
`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
`editor.ids[0] = 0; editor.indexs[0]=[0];`
添加了`editor.changeFloor`用于切换楼层
### 注释的特殊指令
```
$range(evalstr:thiseval)$end
限制取值范围,要求修改后的eval(evalstr)为true
$leaf(evalstr:thiseval)$end
强制指定为叶节点,如果eval(evalstr)为true
//以下几个中选一个 [
$select(evalstr)$end
渲染成<select>,选项为数组eval(evalstr)['values']
$input(evalstr)$end
渲染成<input>
$textarea(evalstr)$end
渲染成<textarea>
默认选项为$textarea()$end
// ]
```
# todo & 目前的bug
+ `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
+ [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
+ [x] 目前未做$range(evalstr:thiseval)$end的检查
+ 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
+ `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
+ `editor.html`中独立换背景的功能不再需要,待移除
+ 全GUI下编辑要经常保存修改后F5
+ [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
+ [x] 有待美化,以及做成标签页式的模式切换

View File

@ -2,15 +2,40 @@
本目录下所有文件,以及`../editor.html`和`../启动服务.exe`([源码](http://github.com/ckcz123/mota-js-server/))是地图编辑器的所有组件.
`editor.js`,`editor_file.js`和`editor_mode.js`耦合较强,`editor_blockly.js`和`fs.js`基本可以独立使用.
`editor.js`,`editor_file.js`和`editor_mode.js`耦合较强,`editor_blockly.js`和`editor_multi.js`和`fs.js`基本可以独立使用.
## 各组件功能
### 总体上
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
通过`main.init('editor')`加载数据
`editor`模式关闭了部分动画
`core.drawMap`中`editor`模式下不再画图,而是生成画图的函数提供给`editor`
`editor`模式下`GlobalAnimate`可以独立的选择是否播放
`core.playBgm`和`core.playSound`中非`play`模式不再播放声音
`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
`editor`模式不执行`core.resize`
### editor.js
暂略
``` js
editor.mapInit();//清空地图
editor.changeFloor('MT2')//切换地图
editor.guid()//产生一个可以作为id的长随机字符串
```
`editor.updateMap`中画未定义快的报错
### editor_file.js
提供了以下函数进行楼层`map`数组相关的操作
```javascript
editor.file.getFloorFileList
@ -18,6 +43,7 @@ editor.file.loadFloorFile
editor.file.saveFloorFile
editor.file.saveFloorFileAs
```
编辑模式有关的查询
```javascript
editor.file.editItem('redJewel',[],function(a){console.log(a)});
@ -27,6 +53,7 @@ editor.file.editFloor([],function(a){console.log(a)});
editor.file.editTower([],function(a){console.log(a)});
editor.file.editFunctions([],function(a){console.log(a)});
```
编辑模式有关的编辑
```javascript
editor.info={images: "terrains", y: 9};
@ -40,7 +67,7 @@ editor.file.editFunctions(["change","['events']['afterChangeLight']","function(x
```
### editor_mode.js
5个生成表格并绑定事件的函数
生成表格并绑定事件的函数
```javascript
editor.mode.loc();
editor.mode.emenyitem();
@ -48,6 +75,7 @@ editor.mode.floor();
editor.mode.tower();
editor.mode.functions();
```
切换模式
```javascript
editor.mode.onmode('');//清空
@ -72,24 +100,82 @@ while (!editor_mode._ids.hasOwnProperty(node.getAttribute('id'))) {
}
editor_mode.onmode(editor_mode._ids[node.getAttribute('id')]);
```
`editor.mode.listen`中提供了追加素材的支持.
处理注释的特殊指令
```
$range(evalstr:thiseval)$end
限制取值范围,要求修改后的eval(evalstr)为true
$leaf(evalstr:thiseval)$end
强制指定为叶节点,如果eval(evalstr)为true
//以下几个中选一个 [
$select(evalstr)$end
渲染成<select>,选项为数组eval(evalstr)['values']
$input(evalstr)$end
渲染成<input>
$textarea(evalstr)$end
渲染成<textarea>
默认选项为$textarea()$end
// ]
```
### editor_blockly.js
把选定`id_`的事件用blockly编辑
``` js
editor_blockly.import(id_);
```
把文本区域的代码转换成图块
``` js
editor_blockly.parse();
```
把当前图块对应的事件返回给调用blockly的`id_`
### editor_multi.js
用[CodeMirror](https://github.com/codemirror/CodeMirror) 实现有高亮的多行文本编辑
编辑选定`id_`的文本域
``` js
editor_blockly.confirm();
editor_multi.import(id_)
```
### 待调整
编辑blockly方块的特定域
``` js
editor_multi.multiLineEdit(value,b,f,callback)
```
+ [x] 多行文本编辑器独立作为组件
+ [x] editor_multi.js
### fs.js
模仿node的fs模块提供如下api,与`启动服务.exe`配合为js提供文件读写功能
``` js
fs.readFile('file.in','utf-8',callback)
//读文本文件
//callback:function(err, data)
//data:字符串
fs.readFile('file.in','base64',callback)
//读二进制文件
//callback:function(err, data)
//data:base64字符串
fs.writeFile('file.out', data ,'utf-8', callback)
//写文本文件
//callback:function(err)
//data:字符串
fs.writeFile('file.out', data ,'base64', callback)
//写二进制文件
//callback:function(err)
//data:base64字符串
fs.readdir(path, callback)
//callback:function(err, data)
//path:支持"/"做分隔符
//data:[filename1,filename2,..] filename是字符串,只包含文件不包含目录
//所有参数不允许缺省
```
## z-index

File diff suppressed because it is too large Load Diff

File diff suppressed because one or more lines are too long

View File

@ -19,6 +19,11 @@
width: 435px;
}
#appendPicSelection span {
font-size:11px;
-webkit-text-stroke: 1px black;
}
#left6 {
left: 5px;
/* top: 1930px; */
@ -30,8 +35,17 @@
height: 780px;
}
#left6 #blocklyDiv {height: 480px; width: 940px;float:left;}
#left6 #codeArea {width: 99.5%; height: 15.4em;overflow:y;/* resize:none; */clear:both;}
#left6 #blocklyDiv {
height: 480px;
width: 940px;
}
#left6 .CodeMirror {
border: 1px solid #eee;
height: 200px;
width: 1300px;
}
#left6 #codeArea {width: 99.5%; height: 15.4em;overflow:y;/* resize:none; */}
#left7 {
/* height: 440px; width: 375px;float:left; */
@ -87,6 +101,7 @@
background-color: #f6f8fa;
}
/* copy end --------------------------------------------- */
.etable tr {width:100%}
.etable tr > :nth-child(1) {width:20%}
.etable tr > :nth-child(2) {width:20%}

View File

@ -209,9 +209,9 @@ initscript=String.raw`
}
try {
var code = Blockly.JavaScript.workspaceToCode(workspace);
document.getElementById('codeArea').value = code;
codeAreaHL.setValue(code);
} catch (error) {
document.getElementById('codeArea').value = String(error);
codeAreaHL.setValue(String(error));
if (error instanceof OmitedError){
var blockName = error.blockName;
var varName = error.varName;
@ -267,6 +267,14 @@ xhr.onreadystatechange = function (){
xhr.open('GET','_server/blockly/MotaAction.g4',true);
xhr.send(null);
var codeAreaHL = CodeMirror.fromTextArea(document.getElementById("codeArea"), {
lineNumbers: true,
matchBrackets: true,
lineWrapping: true,
continueComments: "Enter",
extraKeys: {"Ctrl-Q": "toggleComment"}
});
editor_blockly.showXML = function () {
var xml = Blockly.Xml.workspaceToDom(editor_blockly.workspace);
var xml_text = Blockly.Xml.domToPrettyText(xml);
@ -293,7 +301,7 @@ editor_blockly.runCode = function () {
editor_blockly.parse = function () {
MotaActionFunctions.parse(
eval('obj=' + document.getElementById('codeArea').value.replace(/[<>&]/g,function(c){return {'<':'&lt;','>':'&gt;','&':'&amp;'}[c];})),
eval('obj=' + codeAreaHL.getValue().replace(/[<>&]/g,function(c){return {'<':'&lt;','>':'&gt;','&':'&amp;'}[c];})),
document.getElementById('entryType').value
);
}
@ -322,7 +330,7 @@ editor_blockly.import = function(id_){
}[field];
if(!type)return false;
editor_blockly.id=id_;
document.getElementById('codeArea').value = input.value;
codeAreaHL.setValue(input.value);
document.getElementById('entryType').value = type;
editor_blockly.parse();
editor_blockly.show();
@ -350,7 +358,7 @@ editor_blockly.confirm = function (){
editor_blockly.hide();
input.onchange();
}
if(document.getElementById('codeArea').value===''){
if(codeAreaHL.getValue()===''){
setvalue('null');
return;
}

View File

@ -175,11 +175,11 @@ editor_file = function(editor, callback){
saveSetting('items',actionList,function (err) {
callback([
{'items':(function(){
var locObj={};
var locObj=Object.assign({},editor.core.items.items[id]);
Object.keys(editor_file.comment.items.items).forEach(function(v){
if (isset(editor.core.items.items[id][v]))
locObj[v]=editor.core.items.items[id][v];
else
if (!isset(editor.core.items.items[id][v]))
/* locObj[v]=editor.core.items.items[id][v];
else */
locObj[v]=null;
});
return locObj;
@ -191,11 +191,11 @@ editor_file = function(editor, callback){
} else {
callback([
{'items':(function(){
var locObj={};
var locObj=Object.assign({},editor.core.items.items[id]);
Object.keys(editor_file.comment.items.items).forEach(function(v){
if (isset(editor.core.items.items[id][v]))
locObj[v]=editor.core.items.items[id][v];
else
if (!isset(editor.core.items.items[id][v]))
/* locObj[v]=editor.core.items.items[id][v];
else */
locObj[v]=null;
});
return locObj;
@ -223,11 +223,11 @@ editor_file = function(editor, callback){
saveSetting('enemys',actionList,function (err) {
callback([
(function(){
var locObj={};
var locObj=Object.assign({},editor.core.enemys.enemys[id]);
Object.keys(editor_file.comment.enemys).forEach(function(v){
if (isset(editor.core.enemys.enemys[id][v]))
locObj[v]=editor.core.enemys.enemys[id][v];
else
if (!isset(editor.core.enemys.enemys[id][v]))
/* locObj[v]=editor.core.enemys.enemys[id][v];
else */
locObj[v]=null;
});
return locObj;
@ -238,11 +238,11 @@ editor_file = function(editor, callback){
} else {
callback([
(function(){
var locObj={};
var locObj=Object.assign({},editor.core.enemys.enemys[id]);
Object.keys(editor_file.comment.enemys).forEach(function(v){
if (isset(editor.core.enemys.enemys[id][v]))
locObj[v]=editor.core.enemys.enemys[id][v];
else
if (!isset(editor.core.enemys.enemys[id][v]))
/* locObj[v]=editor.core.enemys.enemys[id][v];
else */
locObj[v]=null;
});
return locObj;
@ -315,13 +315,17 @@ editor_file = function(editor, callback){
saveSetting('floors',actionList,function (err) {
callback([
(function(){
var locObj={};
var locObj=Object.assign({},editor.currentFloorData);
Object.keys(editor_file.comment.floors.floor).forEach(function(v){
if (isset(editor.currentFloorData[v]))
locObj[v]=editor.currentFloorData[v];
else
if (!isset(editor.currentFloorData[v]))
/* locObj[v]=editor.currentFloorData[v];
else */
locObj[v]=null;
});
Object.keys(editor_file.comment.floors.loc).forEach(function(v){
delete(locObj[v]);
});
delete(locObj.map);
return locObj;
})(),
editor_file.comment.floors.floor,
@ -330,13 +334,17 @@ editor_file = function(editor, callback){
} else {
callback([
(function(){
var locObj={};
var locObj=Object.assign({},editor.currentFloorData);
Object.keys(editor_file.comment.floors.floor).forEach(function(v){
if (isset(editor.currentFloorData[v]))
locObj[v]=editor.currentFloorData[v];
else
if (!isset(editor.currentFloorData[v]))
/* locObj[v]=editor.currentFloorData[v];
else */
locObj[v]=null;
});
Object.keys(editor_file.comment.floors.loc).forEach(function(v){
delete(locObj[v]);
});
delete(locObj.map);
return locObj;
})(),
editor_file.comment.floors.floor,

View File

@ -1,46 +0,0 @@
<!doctype html>
<html>
<head><meta charset="utf-8"></head>
<body>
<pre id='pout'>
</pre>
<script src="fs.js"></script>
<script src="editor_file.js"></script>
<script>
pout.innerHTML='waiting\nwaiting waiting';
var editor={};
editor.fs=fs;
editor_file = editor_file(editor);
editor.file=editor_file;
//代码复制到 http://127.0.0.1:1055/drawMapGUI.html 的console中进行测试
/* editor.file.loadFloorFile('sample0',function(err){console.log(err);
editor.file.saveFloorFileAs('aaa',function(err){console.log(err)});
}); */
//查询
/*
editor.file.editItem('redJewel',[],function(a){console.log(a)});
editor.file.editEnemy('redBat',[],function(a){console.log(a)});
editor.file.editLoc(2,6,[],function(a){console.log(a)});
editor.file.editFloor([],function(a){console.log(a)});
editor.file.editTower([],function(a){console.log(a)});
*/
//编辑
/*
editor.info={images: "terrains", y: 9};
editor.file.changeIdAndIdnum('yellowWall2',16,editor.info,function(a){console.log(a)});
editor.file.editItem('book',[["change","['items']['name']","怪物手册的新名字"]],function(a){console.log(a)});
editor.file.editEnemy('redBat',[['change',"['atk']",20]],function(a){console.log(a)});
editor.file.editLoc(2,6,[["change","['afterBattle']",null]],function(a){console.log(a)});
editor.file.editFloor([["change","['title']",'样板 33 层']],function(a){console.log(a)});
editor.file.editTower([["change","['values']['lavaDamage']",200]],function(a){console.log(a)});
*/
pout.innerHTML='succeed\nsucceed succeed';
</script>
</body>
</html>

View File

@ -371,7 +371,6 @@ editor_mode.prototype.listen = function(callback){
selectAppend.onchange();
var selectFileBtn = document.getElementById('selectFileBtn');
var selectFileStr = document.getElementById('selectFileStr');
selectFileBtn.onclick = function(){
var loadImage = function (content, callback) {
var image = new Image();

View File

@ -29,7 +29,7 @@ editor_multi.import = function(id_){
editor_multi.isString=true;
codeEditor.setValue(JSON.parse(input.value)||'');
} else {
eval('var tobj='+input.value);
eval('var tobj='+(input.value||'null'));
var tmap={};
var tstr = JSON.stringify(tobj,function(k,v){if(typeof(v)===typeof('') && v.slice(0,8)==='function'){var id_ = editor.guid();tmap[id_]=v.toString();return id_;}else return v},4);
for(var id_ in tmap){
@ -64,7 +64,7 @@ editor_multi.confirm = function (){
if(editor_multi.isString){
input.value = JSON.stringify(value);
} else {
eval('var tobj='+value);
eval('var tobj='+(value||'null'));
var tmap={};
var tstr = JSON.stringify(tobj,function(k,v){if(v instanceof Function){var id_ = editor.guid();tmap[id_]=v.toString();return id_;}else return v},4);
for(var id_ in tmap){

View File

@ -219,6 +219,7 @@ tip_in_showMode = [
'涉及图片的更改需要F5刷新浏览器来生效',
'文本域可以通过双击,在文本编辑器或事件编辑器中编辑',
'事件编辑器中的显示文本和自定义脚本的方块也可以双击',
"画出的地图要点击\"保存地图\"才会写入到文件中",
];
var tip = new Vue({
el: '#tip',

View File

@ -17,10 +17,9 @@
<p class="warnText" v-if="error">{{ errors[error-1] }}</p>
</div>
<div id="editTip" v-cloak>
<select id="selectFloor"></select><br>
<br>
<input type="button" value="当前地图另存为" id='saveFloorAs'/>
<input id='saveAsName' placeholder="输入新楼层id"/>
<input class='btn' type="button" value="save" id='saveFloor'/>
<input class='btn' type="button" value="saveAs" id='saveFloorAs'/>
<input class='btn' type="button" value="复制地图" v-on:click="copyMap"/>
</div>
<div style="position: absolute;right: 10px;bottom:70px;">
@ -49,10 +48,10 @@
<canvas style="position:absolute;z-index:100"></canvas><!-- 用于响应鼠标点击 -->
<canvas style="position:absolute;display:none;"></canvas><!-- 画出追加后的sprite用于储存 -->
<div id="appendPicSelection">
<div class="appendSelection"><span style="font-size:10px">1</span></div>
<div class="appendSelection"><span style="font-size:10px">&nbsp;&nbsp;2</span></div>
<div class="appendSelection"><span style="font-size:10px">&nbsp;&nbsp;&nbsp;&nbsp;3</span></div>
<div class="appendSelection"><span style="font-size:10px">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;4</span></div>
<div class="appendSelection"><span>1</span></div>
<div class="appendSelection"><span>&nbsp;&nbsp;2</span></div>
<div class="appendSelection"><span>&nbsp;&nbsp;&nbsp;&nbsp;3</span></div>
<div class="appendSelection"><span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;4</span></div>
</div>
</div>
</div></div>
@ -128,7 +127,7 @@
<category name="template"></category>
</xml>
</h3>
<div>
<div style="position: relative;">
<div id="blocklyDiv"></div>
<textarea id="codeArea" spellcheck="false"></textarea>
</div>
@ -183,6 +182,9 @@
<option value="functions">脚本编辑</option>
<option value="appendpic">追加素材</option>
</select>
<br><br><br><br>
<select id="selectFloor"></select>
<input type="button" value="保存地图" id='saveFloor'/>
<!-- -->
<div id="bgSelect" v-cloak style="display:none">
<span>当前地板: </span>
@ -337,7 +339,7 @@
<script>
//所有全局量
__all__=['Vue','fs','editor_file','editor_mode','main','core','hasOwnProp','printf','printe','editor','converter','ActionParser','MotaActionFunctions','MotaActionBlocks'];
__id__=['editArea','arrRowMark','mapRowMark','data','bg','dataSelection','blocklyDiv','codeArea','entryType'];
__id__=['editArea','arrRowMark','mapRowMark','data','bg','dataSelection','blocklyDiv','codeAreaHL','entryType'];
__Vue__=['exportM','editArea','editTip','clear','tip','selectBox'];
//var event = document.getElementById('event');
@ -357,7 +359,7 @@ main.init('editor', function() {
editor.mode.floor();
editor.mode.tower();
editor.mode.functions();
editor.mode.showMode('loc');
editor.mode.showMode('floor');
editor.mode.listen();
editor_multi=editor_multi();
editor_blockly=editor_blockly();

View File

@ -118,7 +118,7 @@ main.prototype.init = function (mode, callback) {
for (var i = 0; i < main.dom.gameCanvas.length; i++) {
main.canvas[main.dom.gameCanvas[i].id] = main.dom.gameCanvas[i].getContext('2d');
}
if (({"editor":0,"replay":0}).hasOwnProperty(mode)) {
if (({"editor":0}).hasOwnProperty(mode)) {
main.mode = mode;
if (mode === 'editor')main.editor = {'disableGlobalAnimate':true};
}

View File

@ -25,6 +25,7 @@ comment_c456ea59_6018_45ef_8bcc_211a24c627dc =
'range': 'range可选代表领域伤害的范围不加默认为1\n$range((thiseval==~~thiseval && thiseval>0)||thiseval==null)$end',
'bomb':' 加入 "bomb": false 代表该怪物不可被炸弹或圣锤炸掉\n$select({\"values\":[true,false]})$end',
'n': '多连击需要在后面指定n代表是几连击\n$range((thiseval==~~thiseval && thiseval>0)||thiseval==null)$end',
'add': '代表吸血后是否加到自身\n$select({\"values\":[true,false]})$end',
'atkValue':'退化时勇士下降的攻击力点数\n$range(thiseval==~~thiseval||thiseval==null)$end',
'defValue':'退化时勇士下降的防御力点数\n$range(thiseval==~~thiseval||thiseval==null)$end',
'damage':'战前扣血的点数\n$range(thiseval==~~thiseval||thiseval==null)$end'

View File

@ -1,152 +0,0 @@
<!DOCTYPE html>
<html>
<head>
<meta http-equiv='content-type' content='text/html' charset='utf-8'>
<meta http-equiv='X-UA-Compatible' content='IE=Edge, chrome=1'>
<meta name='author' content='ckcz123'>
<meta name='viewport' content='width=device-width, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0, user-scalable=yes'>
<title></title>
<meta name="apple-mobile-web-app-status-bar-style" content="black-translucent"/>
<meta name="screen-orientation" content="portrait">
<meta name="full-screen" content="yes">
<meta name="browsermode" content="application">
<meta name="x5-orientation" content="portrait">
<meta name="x5-fullscreen" content="true">
<meta name="x5-page-mode" content="app">
<link type='text/css' href='styles.css' rel='stylesheet'>
</head>
<body>
<div id='gameGroup'>
<p id='mainTips'>请稍后...</p>
<div id='startPanel'>
<div id='startTop'>
<div id='startTopProgressBar'>
<div id='startTopProgress'></div>
</div>
<p id='startTopLoadTips'>资源即将开始加载</p>
</div>
<img id='startBackground' src='project/images/bg.png'>
<!-- 标题界面可以改style的color使标题改变颜色 -->
<p id='startLogo' style="color: black"></p>
<div id='startButtonGroup'>
<div id='startButtons'>
<span class='startButton' id='playGame'>开始游戏</span>
<span class='startButton' id='loadGame'>载入游戏</span>
<span class='startButton' id='aboutGame'>关于本塔</span>
</div>
<div id='levelChooseButtons'>
<span class='startButton' id='easyLevel'>简单</span>
<span class='startButton' id='normalLevel'>普通</span>
<span class='startButton' id='hardLevel'>困难</span>
</div>
</div>
</div>
<div id='floorMsgGroup'>
<p id='logoLabel'></p>
<p id='versionLabel'></p>
<p id='floorNameLabel'></p>
</div>
<div id='statusBar' class="clearfix">
<div class="status" id="floorCol">
<img src='project/images/floor.png' id="img-floor">
<p class='statusLabel' id='floor'></p>
</div>
<div class="status" id="lvCol">
<img src='project/images/lv.png' id="img-lv">
<p class='statusLabel' id='lv'></p>
</div>
<div class="status">
<img src='project/images/hp.png' id="img-hp">
<p class='statusLabel' id='hp'></p>
</div>
<div class="status">
<img src='project/images/atk.png' id="img-atk">
<p class='statusLabel' id='atk'></p>
</div>
<div class="status">
<img src='project/images/def.png' id="img-def">
<p class='statusLabel' id='def'></p>
</div>
<div class="status" id="mdefCol">
<img src='project/images/mdef.png' id="img-mdef">
<p class='statusLabel' id='mdef'></p>
</div>
<div class="status" id="moneyCol">
<img src='project/images/money.png' id="img-money">
<p class='statusLabel' id='money'></p>
</div>
<div class="status" id="expCol">
<img src='project/images/experience.png' id="img-experience">
<p class='statusLabel' id='experience'></p>
</div>
<div class="status" id="upCol">
<img src='project/images/up.png' id="img-up">
<p class='statusLabel' id='up'></p>
</div>
<div class="status">
<span class='statusLabel' id='yellowKey' style="color:#FFCCAA"></span>
<span class='statusLabel' id='blueKey' style="color:#AAAADD"></span>
<span class='statusLabel' id='redKey' style="color:#FF8888"></span>
</div>
<div class="status" id="debuffCol">
<span class='statusLabel' id='poison' style="color: #AFFCA8;"></span>
<span class='statusLabel' id='weak' style="color: #FECCD0;"></span>
<span class='statusLabel' id='curse' style="color: #C2F4E7;"></span>
</div>
</div>
<div id="toolBar" class="clearfix">
<img src="project/images/book.png" class="tools" id='img-book'>
<img src="project/images/fly.png" class="tools" id='img-fly'>
<img src="project/images/toolbox.png" class="tools" id='img-toolbox'>
<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>