diff --git a/drawMapGUI.html b/drawMapGUI.html
index 574817a8..c59246dd 100644
--- a/drawMapGUI.html
+++ b/drawMapGUI.html
@@ -608,7 +608,7 @@
}
filestr+='],\n'
}
- printf('
'+filestr+'\n
已复制到剪贴板
'+'
');
+ printf(''+filestr+'\n
已复制到剪贴板
'+'
');
poutTmp.select();
document.execCommand("Copy");
}
diff --git a/libs/core.js b/libs/core.js
index db2560fc..42f79220 100644
--- a/libs/core.js
+++ b/libs/core.js
@@ -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= 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;
diff --git a/libs/enemys.js b/libs/enemys.js
index f9e0d716..04611d30 100644
--- a/libs/enemys.js
+++ b/libs/enemys.js
@@ -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) {
diff --git a/libs/events.js b/libs/events.js
index b00e6e0e..c90a3cfa 100644
--- a/libs/events.js
+++ b/libs/events.js
@@ -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;
diff --git a/libs/floors/sample1.js b/libs/floors/sample1.js
index afb288c3..74cfca5f 100644
--- a/libs/floors/sample1.js
+++ b/libs/floors/sample1.js
@@ -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"}
],
diff --git a/libs/ui.js b/libs/ui.js
index d70c7551..71c7484c 100644
--- a/libs/ui.js
+++ b/libs/ui.js
@@ -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();
diff --git a/main.js b/main.js
index 4e7bcec1..2305a77f 100644
--- a/main.js
+++ b/main.js
@@ -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);
diff --git a/常用工具/便捷PS工具.exe b/常用工具/便捷PS工具.exe
new file mode 100644
index 00000000..ffe1447f
Binary files /dev/null and b/常用工具/便捷PS工具.exe differ
diff --git a/更新内容.txt b/更新内容.txt
index 0c504483..204a5f44 100644
--- a/更新内容.txt
+++ b/更新内容.txt
@@ -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:怪物支持双属性 √
+新增:怪物支持多属性 √
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 √