Merge remote-tracking branch 'refs/remotes/ckcz123/master'

This commit is contained in:
YouWei Zhao 2017-12-20 13:09:45 +08:00
commit 9f0082b243
9 changed files with 137 additions and 88 deletions

View File

@ -608,7 +608,7 @@
}
filestr+='],\n'
}
printf('<pre>'+filestr+'\n</pre><p>已复制到剪贴板</p>'+'<textarea cols="1" rows="1" id="poutTmp" style="display: none;">'+filestr+'\n</textarea><br><br><br>');
printf('<pre>'+filestr+'\n</pre><p>已复制到剪贴板</p>'+'<textarea cols="1" rows="1" id="poutTmp" style="opacity: 0;">'+filestr+'\n</textarea><br><br><br>');
poutTmp.select();
document.execCommand("Copy");
}

View File

@ -597,7 +597,7 @@ core.prototype.onup = function () {
core.canvas.ui.clearRect(0, 0, 416,416);
core.canvas.ui.restore();
core.onclick(posx,posy,stepPostfix);
//posx,posy是之前寻路的目标点,stepPostfix是后续的移动
//posx,posy是寻路的目标点,stepPostfix是后续的移动
}
}
@ -626,7 +626,7 @@ core.prototype.getClickLoc = function (x, y) {
}
core.prototype.onclick = function (x, y, stepPostfix) {
// console.log("Click: (" + x + "," + y + ")");
console.log("Click: (" + x + "," + y + ")");
// 非游戏屏幕内
if (x<0 || y<0 || x>12 || y>12) return;
@ -735,10 +735,26 @@ core.prototype.onclick = function (x, y, stepPostfix) {
}
core.prototype.onmousewheel = function (direct) {
// 向下滚动是 -1 ,向上是 1
// 楼层飞行器
if (core.status.lockControl && core.status.event.id == 'fly') {
if (direct==-1) core.ui.drawFly(core.status.event.data-1);
if (direct==1) core.ui.drawFly(core.status.event.data+1);
if (direct==-1) core.ui.drawFly(core.status.event.data-1);
return;
}
// 怪物手册
if (core.status.event.id == 'book') {
if (direct==1) core.ui.drawEnemyBook(core.status.event.data - 1);
if (direct==-1) core.ui.drawEnemyBook(core.status.event.data + 1);
return;
}
// 存读档
if (core.status.event.id == 'save' || core.status.event.id == 'load') {
if (direct==1) core.ui.drawSLPanel(core.status.event.data - 1);
if (direct==-1) core.ui.drawSLPanel(core.status.event.data + 1);
return;
}
}
@ -1049,86 +1065,29 @@ core.prototype.setHeroMoveInterval = function (direction, x, y, callback) {
}
core.status.heroMoving = true;
var moveStep = 0;
var scan = {
'up': {'x': 0, 'y': -1},
'left': {'x': -1, 'y': 0},
'down': {'x': 0, 'y': 1},
'right': {'x': 1, 'y': 0}
};
core.interval.heroMoveInterval = window.setInterval(function () {
switch (direction) {
case 'up':
moveStep -= 4;
if (moveStep == -4 || moveStep == -8 || moveStep == -12 || moveStep == -16) {
core.drawHero(direction, x, y, 'leftFoot', 0, moveStep);
}
else if (moveStep == -20 || moveStep == -24 || moveStep == -28 || moveStep == -32) {
core.drawHero(direction, x, y, 'rightFoot', 0, moveStep);
}
if (moveStep == -32) {
core.setHeroLoc('y', '--');
core.moveOneStep();
if (core.status.heroStop) {
core.drawHero(direction, x, y - 1, 'stop');
}
if (core.isset(callback)) {
callback();
}
}
break;
case 'left':
moveStep -= 4;
if (moveStep == -4 || moveStep == -8 || moveStep == -12 || moveStep == -16) {
core.drawHero(direction, x, y, 'leftFoot', moveStep);
}
else if (moveStep == -20 || moveStep == -24 || moveStep == -28 || moveStep == -32) {
core.drawHero(direction, x, y, 'rightFoot', moveStep);
}
if (moveStep == -32) {
core.setHeroLoc('x', '--');
core.moveOneStep();
if (core.status.heroStop) {
core.drawHero(direction, x - 1, y, 'stop');
}
if (core.isset(callback)) {
callback();
}
}
break;
case 'down':
moveStep+=4;
if(moveStep == 4 || moveStep == 8 || moveStep == 12 || moveStep == 16) {
core.drawHero(direction, x, y, 'leftFoot', 0, moveStep);
}
else if(moveStep == 20 || moveStep == 24 ||moveStep == 28 || moveStep == 32) {
core.drawHero(direction, x, y, 'rightFoot', 0, moveStep);
}
if (moveStep == 32) {
core.setHeroLoc('y', '++');
core.moveOneStep();
if (core.status.heroStop) {
core.drawHero(direction, x, y + 1, 'stop');
}
if (core.isset(callback)) {
callback();
}
}
break;
case 'right':
moveStep+=4;
if(moveStep == 4 || moveStep == 8 || moveStep == 12 || moveStep == 16) {
core.drawHero(direction, x, y, 'leftFoot', moveStep);
}
else if(moveStep == 20 || moveStep == 24 ||moveStep == 28 || moveStep == 32) {
core.drawHero(direction, x, y, 'rightFoot', moveStep);
}
if (moveStep == 32) {
core.setHeroLoc('x', '++');
core.moveOneStep();
if (core.status.heroStop) {
core.drawHero(direction, x + 1, y, 'stop');
}
if (core.isset(callback)) {
callback();
}
}
break;
moveStep++;
if (moveStep<=4) {
core.drawHero(direction, x, y, 'leftFoot', 4*moveStep*scan[direction].x, 4*moveStep*scan[direction].y);
}
}, 10);
else if (moveStep<=8) {
core.drawHero(direction, x, y, 'rightFoot', 4*moveStep*scan[direction].x, 4*moveStep*scan[direction].y);
}
if (moveStep==8) {
core.setHeroLoc('x', x+scan[direction].x);
core.setHeroLoc('y', y+scan[direction].y);
core.moveOneStep();
if (core.status.heroStop)
core.drawHero(direction, core.getHeroLoc('x'), core.getHeroLoc('y'), 'stop');
if (core.isset(callback)) callback();
}
}, 12.5);
}
core.prototype.setHeroMoveTriggerInterval = function () {
@ -1242,6 +1201,66 @@ core.prototype.moveHero = function (direction) {
core.status.heroStop = false;
}
core.prototype.eventMoveHero = function(steps, time, callback) {
time = time || 100;
core.clearMap('ui', 0, 0, 416, 416);
core.setAlpha('ui', 1.0);
// 要运行的轨迹将steps展开
var moveSteps=[];
steps.forEach(function (e) {
if (typeof e=="string") {
moveSteps.push(e);
}
else {
if (!core.isset(e.value)) {
moveSteps.push(e.direction)
}
else {
for (var i=0;i<e.value;i++) {
moveSteps.push(e.direction);
}
}
}
});
var step=0;
var scan = {
'up': {'x': 0, 'y': -1},
'left': {'x': -1, 'y': 0},
'down': {'x': 0, 'y': 1},
'right': {'x': 1, 'y': 0}
};
var animate=window.setInterval(function() {
var x=core.getHeroLoc('x'), y=core.getHeroLoc('y');
if (moveSteps.length==0) {
clearInterval(animate);
core.drawHero(core.getHeroLoc('direction'), x, y, 'stop');
if (core.isset(callback)) callback();
}
else {
var direction = moveSteps[0];
core.setHeroLoc('direction', direction);
step++;
if (step <= 4) {
core.drawHero(direction, x, y, 'leftFoot', 4 * step * scan[direction].x, 4 * step * scan[direction].y);
}
else if (step <= 8) {
core.drawHero(direction, x, y, 'rightFoot', 4 * step * scan[direction].x, 4 * step * scan[direction].y);
}
if (step == 8) {
step = 0;
core.setHeroLoc('x', x + scan[direction].x);
core.setHeroLoc('y', y + scan[direction].y);
moveSteps.shift();
}
}
}, time/8);
}
core.prototype.moveOneStep = function() {
// 中毒状态
if (core.hasFlag('poison')) {
@ -1877,14 +1896,26 @@ core.prototype.moveBlock = function(x,y,steps,time,immediateHide,callback) {
'right': {'x': 1, 'y': 0}
};
var animateValue = block.event.animate || 1;
var animateCurrent = 0;
var animateTime = 0;
var animate=window.setInterval(function() {
animateTime += time / 16;
if (animateTime >= core.values.animateSpeed * 2 / animateValue) {
animateCurrent++;
animateTime = 0;
if (animateCurrent>=animateValue) animateCurrent=0;
}
// 已经移动完毕,消失
if (moveSteps.length==0) {
if (immediateHide) opacityVal=0;
else opacityVal -= 0.06;
core.setOpacity('data', opacityVal);
core.clearMap('data', nowX, nowY, 32, 32);
core.canvas.data.drawImage(blockImage, 0, blockIcon * 32, 32, 32, nowX, nowY, 32, 32);
core.canvas.data.drawImage(blockImage, animateCurrent * 32, blockIcon * 32, 32, 32, nowX, nowY, 32, 32);
if (opacityVal<=0) {
clearInterval(animate);
core.loadCanvas('data');
@ -1900,7 +1931,7 @@ core.prototype.moveBlock = function(x,y,steps,time,immediateHide,callback) {
nowY+=scan[moveSteps[0]].y*2;
core.clearMap('data', nowX-32, nowY-32, 96, 96);
// 绘制
core.canvas.data.drawImage(blockImage, 0, blockIcon * 32, 32, 32, nowX, nowY, 32, 32);
core.canvas.data.drawImage(blockImage, animateCurrent * 32, blockIcon * 32, 32, 32, nowX, nowY, 32, 32);
if (step==16) {
// 该移动完毕,继续
step=0;

View File

@ -76,7 +76,7 @@ enemys.prototype.getEnemys = function (enemyId) {
}
enemys.prototype.hasSpecial = function (special, test) {
return parseInt(special/1000) == test || special % 1000 == test;
return special!=0 && (special%100 == test || this.hasSpecial(parseInt(special/100), test));
}
enemys.prototype.getSpecialText = function (enemyId) {

View File

@ -239,10 +239,19 @@ events.prototype.doAction = function() {
else this.doAction();
break;
case "move": // 移动事件
if (core.isset(data.loc)) {
x=data.loc[0];
y=data.loc[1];
}
core.moveBlock(x,y,data.steps,data.time,data.immediateHide,function() {
core.events.doAction();
})
break;
case "moveHero":
core.eventMoveHero(data.steps,data.time,function() {
core.events.doAction();
});
break;
case "changeFloor": // 楼层转换
var heroLoc = {"x": data.loc[0], "y": data.loc[1]};
if (core.isset(data.direction)) heroLoc.direction=data.direction;

View File

@ -31,7 +31,7 @@ main.floors.sample1 = {
"\t[样板提示]本层楼将会对各类事件进行介绍。",
"左边是一个仿50层的陷阱做法上方是商店、快捷商店的使用方法右上是一个典型的杀怪开门的例子右下是各类可能的NPC事件。",
"本样板目前支持的事件列表大致有:\ntext: 显示一段文字(比如你现在正在看到的)\nshow: 使一个事件有效(可见、可被交互)\nhide: 使一个事件失效(不可见、不可被交互)\ntrigger: 触发另一个地点的事件\nbattle: 强制和某怪物战斗\nopenDoor: 无需钥匙开门(例如机关门、暗墙)\nopenShop: 打开一个全局商店\ndisableShop: 禁用一个全局商店\nchangeFloor: 传送勇士到某层某位置\nchangePos: 传送勇士到当层某位置;转向\nsetFg: 更改画面色调",
"move: 移动事件效果\nplaySound: 播放某个音频\nif: 条件判断\nchoices: 提供选项\nsetValue: 设置勇士属性道具,或某个变量/flag\nupdate: 更新状态栏和地图显伤\nwin: 获得胜利(游戏通关)\nlose: 游戏失败\nsleep: 等待多少毫秒\nexit: 立刻结束当前事件\nrevisit: 立刻结束事件并重新触发\nfunction: 自定义JS脚本\n更多支持的事件还在编写中欢迎您宝贵的意见。",
"move: 移动事件效果\nmoveHero: 移动勇士效果\nplaySound: 播放某个音频\nif: 条件判断\nchoices: 提供选项\nsetValue: 设置勇士属性道具,或某个变量/flag\nupdate: 更新状态栏和地图显伤\nwin: 获得胜利(游戏通关)\nlose: 游戏失败\nsleep: 等待多少毫秒\nexit: 立刻结束当前事件\nrevisit: 立刻结束事件并重新触发\nfunction: 自定义JS脚本\n更多支持的事件还在编写中欢迎您宝贵的意见。",
"有关各事件的样例可参见本层一些NPC的写法。\n所有事件样例本层都有介绍。\n\n一个自定义事件处理完后需要调用{\"type\": \"hide\"}该事件才不会再次出现。",
{"type": "hide"}
],

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@ -425,6 +425,8 @@ ui.prototype.drawBattleAnimate = function(monsterId, callback) {
core.fillRect('ui', left, top, right, bottom, '#000000');
core.setAlpha('ui', 1);
core.strokeRect('ui', left - 1, top - 1, right + 1, bottom + 1, '#FFFFFF', 2);
core.setAlpha('data', 1);
core.setOpacity('data', 1);
core.status.boxAnimateObjs = [];
core.setBoxAnimate();

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@ -224,6 +224,10 @@ document.ontouchstart = function() {
main.dom.data.onmousedown = function (e) {
try {
e.stopPropagation();
if(e.button==1){// 把鼠标中键绑定为ESC
core.keyUp(27);
return;
}
var loc = main.core.getClickLoc(e.clientX, e.clientY);
if (loc == null) return;
var x = parseInt(loc.x / loc.size), y = parseInt(loc.y / loc.size);

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@ -1,8 +1,11 @@
新增:本地服务器
新增:可视化地图编辑工具
新增便捷P图工具 √
新增支持Autotile √
新增:怪物支持属性 √
新增:怪物支持属性 √
新增:单向箭头、感叹号 √
新增:怪物P图工具
新增:勇士支持移动;其他事件支持移动 √
快捷道具使用1破2炸3飞读档改为D键 √
更多的默认素材无需P图直接替换即可 √
破甲、反击、净化等效果放全局变量 √
细节优化和Bug修复 √