Merge pull request #5 from ckcz123/v2.0

update
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tocque 2018-12-18 21:50:51 +09:00 committed by GitHub
commit bda98ad1ea
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16 changed files with 539 additions and 568 deletions

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@ -31,11 +31,17 @@ var functions_comment_c456ea59_6018_45ef_8bcc_211a24c627dc =
"_lint": true,
"_data": "游戏失败事件"
},
"changingFloor": {
"_leaf": true,
"_type": "textarea",
"_lint": true,
"_data": "正在切换楼层过程中的操作\n此函数的执行时间是在切换楼层过程中屏幕完全变黑的一刻"
},
"afterChangeFloor": {
"_leaf": true,
"_type": "textarea",
"_lint": true,
"_data": "转换楼层结束的事件"
"_data": "转换楼层结束的事件\n此函数会在整个楼层切换完全结束后执行"
},
"addPoint": {
"_leaf": true,

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@ -184,12 +184,6 @@ core.trigger(x, y) [异步]
触发某个地点的事件。
core.clearMap(mapName)
清空某个画布图层。
mapName可为'bg', 'event', 'hero', 'event2', 'fg', 'damage', 'animate', 'weather', 'ui', 'data', 'all'之一。
如果mapName为'all',则为清空所有画布;否则只清空对应的画布。
core.drawBlock(block)
重绘某个图块。block应为core.status.thisMap.blocks中的一项。
@ -473,6 +467,86 @@ core.maps.removeBlockByIds(floorId, ids)
ui.js主要用来进行UI窗口的绘制比如对话框、怪物手册、楼传器、存读档界面等等。
core.ui.getContextByName(name)
根据画布名找到一个画布的context支持系统画布和自定义画布。如果不存在画布返回null。
core.clearMap(name)
清空某个画布图层。
name为画布名可以是系统画布之一也可以是任意自定义动态创建的画布名。
如果name也可以是'all'若为all则为清空所有系统画布。
core.ui.fillText(name, text, x, y, style, font)
在某个画布上绘制一段文字。
name为画布名可以是系统画布之一也可以是任意自定义动态创建的画布名。下同
text为要绘制的文本x,y为要绘制的坐标style可选为绘制的样式font可选为绘制的字体。
core.ui.fillBoldText(canvas, text, style, x, y, font)
在某个画布上绘制一个描黑边的文字。
canvas为要绘制的画布的contexttext为文本style为颜色样式x,y坐标font可选为要绘制的字体。
core.ui.fillRect(name, x, y, width, height, style)
绘制一个矩形。style可选为绘制样式。
core.ui.strokeRect(name, x, y, width, height, style)
绘制一个矩形的边框。
core.ui.drawLine(name, x1, y1, x2, y2, style, lineWidth)
绘制一条线。lineWidth可选为线宽。
core.ui.drawArrow(name, x1, y1, x2, y2, style, lineWidth)
绘制一个箭头。
core.ui.setFont(name, font) / core.ui.setLineWidth(name, lineWidth)
设置一个画布的字体/线宽。
core.ui.setAlpha(name, font) / core.ui.setOpacity(name, font)
设置一个画布的绘制不透明度和画布本身的不透明度。
两者区别如下:
- setAlpha是设置"接下来绘制的内容的不透明度"不会对已经绘制的内容产生影响。比如setAlpha('ui', 0.5)则会在接下来的绘制中使用0.5的不透明度。
- setOpacity是设置"画布本身的不透明度"已经绘制的内容也会产生影响。比如我已经在UI层绘制了一段文字再setOpacity则也会看起来变得透明。
尽量不要对系统画布使用setOpacity因为会对已经绘制的内容产生影响自定义创建的画布则不受此限制。
core.ui.setFillStyle(name, style) / core.ui.setStrokeStype(name, style)
设置一个画布的填充样式/描边样式。
core.ui.createCanvas(name, x, y, width, height, zIndex)
动态创建一个画布。name为要创建的画布名如果已存在则会直接取用当前存在的。
x,y为创建的画布相对窗口左上角的像素坐标width,height为创建的长宽。
zIndex为创建的纵向高度关系到画布之间的覆盖z值高的将覆盖z值低的系统画布的z值可在个性化中查看。
创建一个画布后,可以通过 core.dymCanvas[name] 进行调用。
core.ui.findCanvas(name)
寻找一个自定义画布的索引;如果存在该画布则返回对应的索引,不存在画布则返回-1。
core.ui.relocateCanvas(name, x, y)
重新定位一个自定义画布。
core.ui.resizeCanvas(name, x, y)
重新设置一个自定义画布的大小。
core.ui.deleteCanvas(name)
删除一个自定义画布。
core.ui.deleteAllCanvas()
清空所有的自定义画布。
core.ui.drawThumbnail(floorId, canvas, blocks, x, y, size, heroLoc, heroIcon)
绘制一个缩略图,比如楼传器界面,存读档界面等情况。
floorId为目标楼层IDcanvas为要绘制到的图层blocks为要绘制的所有图块。

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@ -2198,8 +2198,8 @@ if (core.getFlag("door",0)==2) {
var replaying = core.status.replay.replaying;
core.stopReplay();
core.waitHeroToStop(function() {
core.removeGlobalAnimate(0,0,true);
core.clearMap('all'); core.clearMap('curtain'); // 清空全地图
core.clearMap('all'); // 清空全地图
core.deleteAllCanvas();
core.drawText([
"\t[恭喜通关]你的分数是${status:hp}。"
], function () {

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@ -8,21 +8,45 @@
HTML5魔塔是使用画布canvas来绘制存在若干个图层它们之间有一个覆盖关系后面的图层将覆盖前面的图层。
所有图层从低往高依次如下:(加[B]的代表该层是大地图)
所有图层从低往高依次如下:(加[B]的代表该层是大地图[D]代表由系统按需动态创建z-index代表该层的纵向高度
- bg**[B]**背景层绘制背景图层素材bgmap和背景贴图
- event**[B]**事件层所有事件道具、墙壁、NPC、怪物等都绘制在这一层进行处理
- hero勇士层主要用来绘制勇士
- event2**[B]**事件2层本层主要用来绘制48x32的图片素材的上半部分避免和勇士错位
- fg**[B]**前景层绘制前景图层素材fgmap和前景贴图
- damage**[B]**:显伤层;主要用来绘制怪物显伤和领域显伤
- animate动画层主要用来绘制动画。
- weather天气层主要用来绘制天气雨/雪/雾)
- route**[B]**:路线层;主要用来绘制勇士的行走路线图,也用来绘制图块的淡入/淡出效果,图块的移动等。
- curtain色调层用来控制当前楼层的画面色调
- image图片层主要用来绘制显示图片该层之所以在curtain层上是为了可以在全黑时贴大头像图
- uiUI层用来绘制一切UI窗口如剧情文本、怪物手册、楼传器、系统菜单等等
- data数据层用来绘制一些顶层的或更新比较快的数据如左上角的提示战斗界面中数据的变化等等。
- bg**[B]**背景层绘制背景图层素材bgmap和背景贴图 (z-index: 10)
- event**[B]**事件层所有事件道具、墙壁、NPC、怪物等都绘制在这一层进行处理 (z-index: 30)
- hero勇士层主要用来绘制勇士 (z-index: 40)
- event2**[B]**事件2层本层主要用来绘制48x32的图片素材的上半部分避免和勇士错位 (z-index: 50)
- fg**[B]**前景层绘制前景图层素材fgmap和前景贴图 (z-index: 60)
- damage**[B]**:显伤层;主要用来绘制怪物显伤和领域显伤 (z-index: 65)
- animate动画层主要用来绘制动画。 (z-index: 70)
- weather**[D]**:天气层;主要用来绘制天气(雨/雪/雾) (z-index: 80)
- route**[D]**:路线层;主要用来绘制勇士的行走路线图。 (z-index: 95)
- paint**[D]**绘图层主要用来进行绘图模式。z-index: 95)
- curtain色调层用来控制当前楼层的画面色调 (z-index: 100)
- uiUI层用来绘制一切UI窗口如剧情文本、怪物手册、楼传器、系统菜单等等 (z-index: 160)
- data数据层用来绘制一些顶层的或更新比较快的数据如左上角的提示战斗界面中数据的变化等等。 (z-index: 170)
### 动态创建canvas
从V2.5.3开始可以在H5样板中任意动态创建canvas并进行使用。
使用`core.createCanvas(name, x, y, w, h, z)`来动态创建一个画布。
其中name为动态canvas名称x,y,w,h为创建的画布相对窗口左上角的像素坐标和长宽z为画布的纵向高度。
例如:`core.createCanvas('test', 10, 20, 100, 200, 74)` 创建了一个名为test的画布其左上角相对窗口的像素坐标为(10,20)宽100高200纵向高度74在动画层和天气层之间
可以通过 `core.dymCanvas[name]` 来获得该画布的context例如 `core.dymCanvas.test` 就是我们上面创建的画布的context然后进行操作。
也可以简单的使用`core.fillText()`, `core.fillRect()`, `core.strokeRect()`等等对画布进行任意绘制。
``` js
core.fillText('test', '这是一段文字', 10, 30, '#FF0000', '16px Verdana'); // 绘制一段文本
```
使用 `core.deleteCanvas(name)` 删除一个动态创建的画布,例如 `core.deleteCanvas('test')`
`core.deleteAllCanvas()`可以删除所有动态创建的画布,`core.relocateCanvas(name, x, y)`和`core.resizeCanvas(name, x, y)`可以对画布的位置和大小进行改变。
更多详细API请参见[API列表](api)。
## 自定义素材

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@ -440,8 +440,6 @@
<!-- <canvas class='gameCanvas' id='fg' width='416' height='416'></canvas> -->
<canvas class='gameCanvas' id='damage' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='animate' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='weather' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='route' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='curtain' 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>

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@ -425,8 +425,6 @@
<!-- <canvas class='gameCanvas' id='fg' width='416' height='416'></canvas> -->
<canvas class='gameCanvas' id='damage' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='animate' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='weather' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='route' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='curtain' 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>

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@ -140,8 +140,6 @@
<canvas class='gameCanvas' id='fg' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='damage' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='animate' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='weather' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='route' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='curtain' 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>

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@ -341,7 +341,7 @@ actions.prototype.ondown = function (loc) {
}
core.status.downTime = new Date();
core.clearMap('route');
core.deleteCanvas('route');
var pos={'x':x,'y':y}
core.status.stepPostfix=[];
core.status.stepPostfix.push(pos);
@ -409,8 +409,7 @@ actions.prototype.onup = function () {
var posy=core.status.stepPostfix[0].y;
core.status.stepPostfix=[];
if (!core.status.lockControl) {
core.clearMap('route');
core.canvas.route.restore();
core.clearMap('ui');
}
// 长按
@ -2612,8 +2611,8 @@ actions.prototype.ondownPaint = function (x, y) {
x+=core.bigmap.offsetX;
y+=core.bigmap.offsetY;
if (!core.status.event.data.erase) {
core.canvas.route.beginPath();
core.canvas.route.moveTo(x, y);
core.dymCanvas.paint.beginPath();
core.dymCanvas.paint.moveTo(x, y);
}
core.status.event.data.x = x;
core.status.event.data.y = y;
@ -2624,12 +2623,12 @@ actions.prototype.onmovePaint = function (x, y) {
x+=core.bigmap.offsetX;
y+=core.bigmap.offsetY;
if (core.status.event.data.erase) {
core.clearMap('route', x-10, y-10, 20, 20);
core.clearMap('paint', x-10, y-10, 20, 20);
return;
}
var midx = (core.status.event.data.x+x)/2, midy = (core.status.event.data.y+y)/2;
core.canvas.route.quadraticCurveTo(midx, midy, x, y);
core.canvas.route.stroke();
core.dymCanvas.paint.quadraticCurveTo(midx, midy, x, y);
core.dymCanvas.paint.stroke();
core.status.event.data.x = x;
core.status.event.data.y = y;
}
@ -2638,7 +2637,7 @@ actions.prototype.onupPaint = function () {
core.status.event.data.x = null;
core.status.event.data.y = null;
// 保存
core.paint[core.status.floorId] = LZString.compress(core.utils.encodeCanvas(core.canvas.route).join(","));
core.paint[core.status.floorId] = LZString.compress(core.utils.encodeCanvas(core.dymCanvas.paint).join(","));
}
actions.prototype.setPaintMode = function (mode) {
@ -2650,8 +2649,8 @@ actions.prototype.setPaintMode = function (mode) {
}
actions.prototype.clearPaint = function () {
core.clearMap('route');
core.paint[core.status.floorId] = null;
core.clearMap('paint');
delete core.paint[core.status.floorId];
core.drawTip("已清空绘图内容");
}
@ -2683,18 +2682,18 @@ actions.prototype.loadPaint = function () {
core.paint[floorId] = LZString.compress(obj.paint[floorId]);
}
core.clearMap('route');
core.clearMap('paint');
var value = core.paint[core.status.floorId];
if (core.isset(value)) value = LZString.decompress(value).split(",");
core.utils.decodeCanvas(value, 32*core.bigmap.width, 32*core.bigmap.height);
core.canvas.route.drawImage(core.bigmap.tempCanvas.canvas, 0, 0);
core.canvas.paint.drawImage(core.bigmap.tempCanvas.canvas, 0, 0);
core.drawTip("读取绘图文件成功");
})
}
actions.prototype.exitPaint = function () {
core.clearMap('route');
core.deleteCanvas('paint');
core.ui.closePanel();
core.statusBar.image.shop.style.opacity = 1;
core.updateStatusBar();

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@ -46,13 +46,6 @@ control.prototype.setRequestAnimationFrame = function () {
core.animateFrame.speed = core.values.animateSpeed;
var scan = {
'up': {'x': 0, 'y': -1},
'left': {'x': -1, 'y': 0},
'down': {'x': 0, 'y': 1},
'right': {'x': 1, 'y': 0}
};
var draw = function(timestamp) {
core.animateFrame.globalTime = core.animateFrame.globalTime||timestamp;
@ -127,12 +120,27 @@ control.prototype.setRequestAnimationFrame = function () {
// Animate
if (timestamp-core.animateFrame.animateTime>50 && core.isset(core.status.animateObjs) && core.status.animateObjs.length>0) {
core.clearMap('animate');
core.status.animateObjs = core.status.animateObjs.filter(function (obj) {
return obj.index < obj.animate.frames.length;
});
core.status.animateObjs.forEach(function (obj) {
core.maps.drawAnimateFrame(obj.animate, obj.centerX, obj.centerY, obj.index++);
});
// 更新帧
var animateObjs = [];
for (var i=0;i<core.status.animateObjs.length;i++) {
var obj = core.status.animateObjs[i];
if (obj.index == obj.animate.frames.length) {
// 绘制完毕
delete core.animateFrame.asyncId[obj.id];
// 异步执行回调...
(function(callback) {
setTimeout(function() {
if (core.isset(callback))
callback();
});
})(obj.callback);
}
else {
core.maps.drawAnimateFrame(obj.animate, obj.centerX, obj.centerY, obj.index++);
animateObjs.push(obj);
}
}
core.status.animateObjs = animateObjs;
core.animateFrame.animateTime = timestamp;
}
@ -157,21 +165,22 @@ control.prototype.setRequestAnimationFrame = function () {
}
// weather
if (core.isPlaying() && timestamp-core.animateFrame.weather.time>30) {
if (core.isPlaying() && timestamp-core.animateFrame.weather.time>30 && core.isset(core.dymCanvas.weather)) {
var ctx = core.dymCanvas.weather;
var ox = core.bigmap.offsetX, oy = core.bigmap.offsetY;
if (core.animateFrame.weather.type == 'rain' && core.animateFrame.weather.level > 0) {
core.clearMap('weather');
core.canvas.weather.strokeStyle = 'rgba(174,194,224,0.8)';
core.canvas.weather.lineWidth = 1;
core.canvas.weather.lineCap = 'round';
ctx.strokeStyle = 'rgba(174,194,224,0.8)';
ctx.lineWidth = 1;
ctx.lineCap = 'round';
core.animateFrame.weather.nodes.forEach(function (p) {
core.canvas.weather.beginPath();
core.canvas.weather.moveTo(p.x-ox, p.y-oy);
core.canvas.weather.lineTo(p.x + p.l * p.xs - ox, p.y + p.l * p.ys - oy);
core.canvas.weather.stroke();
ctx.beginPath();
ctx.moveTo(p.x-ox, p.y-oy);
ctx.lineTo(p.x + p.l * p.xs - ox, p.y + p.l * p.ys - oy);
ctx.stroke();
p.x += p.xs;
p.y += p.ys;
@ -182,15 +191,14 @@ control.prototype.setRequestAnimationFrame = function () {
})
core.canvas.weather.fill();
ctx.fill();
}
else if (core.animateFrame.weather.type == 'snow' && core.animateFrame.weather.level > 0) {
core.clearMap('weather');
core.canvas.weather.fillStyle = "rgba(255, 255, 255, 0.8)";
core.canvas.weather.beginPath();
ctx.fillStyle = "rgba(255, 255, 255, 0.8)";
ctx.beginPath();
if (!core.isset(core.animateFrame.weather.data))
core.animateFrame.weather.data = 0;
@ -198,8 +206,8 @@ control.prototype.setRequestAnimationFrame = function () {
var angle = core.animateFrame.weather.data;
core.animateFrame.weather.nodes.forEach(function (p) {
core.canvas.weather.moveTo(p.x - ox, p.y - oy);
core.canvas.weather.arc(p.x - ox, p.y - oy, p.r, 0, Math.PI * 2, true);
ctx.moveTo(p.x - ox, p.y - oy);
ctx.arc(p.x - ox, p.y - oy, p.r, 0, Math.PI * 2, true);
// update
p.x += Math.sin(angle) * 2;
@ -224,7 +232,7 @@ control.prototype.setRequestAnimationFrame = function () {
})
core.canvas.weather.fill();
ctx.fill();
}
else if (core.animateFrame.weather.type == 'fog' && core.animateFrame.weather.level > 0) {
@ -233,7 +241,7 @@ control.prototype.setRequestAnimationFrame = function () {
var w = 416, h = 416;
core.setAlpha('weather', 0.5);
core.animateFrame.weather.nodes.forEach(function (p) {
core.canvas.weather.drawImage(core.animateFrame.weather.fog, p.x - ox, p.y - oy, w, h);
ctx.drawImage(core.animateFrame.weather.fog, p.x - ox, p.y - oy, w, h);
p.x += p.xs;
p.y += p.ys;
@ -287,7 +295,7 @@ control.prototype.showStartAnimate = function (noAnimate, callback) {
core.status.played = false;
core.clearStatus();
core.clearMap('all');
core.clearMap('curtain');
core.deleteAllCanvas();
// 重置音量
core.events.setVolume(1, 0);
@ -355,6 +363,7 @@ control.prototype.clearStatus = function() {
}
core.status = {};
core.clearStatusBar();
core.deleteAllCanvas();
core.status.played = false;
core.events.setHeroIcon('hero.png', true);
}
@ -431,7 +440,7 @@ control.prototype.restart = function(noAnimate) {
////// 清除自动寻路路线 //////
control.prototype.clearAutomaticRouteNode = function (x, y) {
if (core.status.event.id==null)
core.canvas.route.clearRect(x * 32 + 5, y * 32 + 5, 27, 27);
core.clearMap('route', x * 32 + 5 - core.status.automaticRoute.offsetX, y * 32 + 5 - core.status.automaticRoute.offsetY, 27, 27);
}
////// 停止自动寻路操作 //////
@ -449,7 +458,7 @@ control.prototype.stopAutomaticRoute = function () {
core.status.automaticRoute.lastDirection = null;
core.stopHero();
if (core.status.automaticRoute.moveStepBeforeStop.length==0)
core.clearMap('route');
core.deleteCanvas('route');
}
////// 继续剩下的自动寻路操作 //////
@ -467,7 +476,7 @@ control.prototype.continueAutomaticRoute = function () {
////// 清空剩下的自动寻路列表 //////
control.prototype.clearContinueAutomaticRoute = function () {
core.clearMap('route');
core.deleteCanvas('route');
core.status.automaticRoute.moveStepBeforeStop=[];
}
@ -551,93 +560,59 @@ control.prototype.setAutomaticRoute = function (destX, destY, stepPostfix) {
return;
}
var step = 0;
var tempStep = null;
var moveStep;
if (!(moveStep = core.automaticRoute(destX, destY))) {
if (destX == core.status.hero.loc.x && destY == core.status.hero.loc.y){
moveStep=[];
} else {
core.clearMap('route');
return;
}
var moveStep = core.automaticRoute(destX, destY).concat(stepPostfix);
if (moveStep.length == 0) {
core.deleteCanvas('route');
return;
}
moveStep=moveStep.concat(stepPostfix);
core.status.automaticRoute.destX=destX;
core.status.automaticRoute.destY=destY;
core.canvas.route.save();
core.clearMap('route');
core.canvas.route.fillStyle = '#bfbfbf';
core.canvas.route.strokeStyle = '#bfbfbf';
core.canvas.route.lineWidth = 8;
// 计算绘制区域的宽高
var sx = core.bigmap.width * 32, sy = core.bigmap.height * 32, dx = 0, dy = 0;
moveStep.forEach(function (t) {
sx = Math.min(sx, t.x * 32); dx = Math.max(dx, t.x * 32);
sy = Math.min(sy, t.y * 32); dy = Math.max(dy, t.y * 32);
});
core.createCanvas('route', sx-core.bigmap.offsetX, sy-core.bigmap.offsetY, dx-sx+32, dy-sy+32, 95);
core.status.automaticRoute.offsetX = sx;
core.status.automaticRoute.offsetY = sy;
var ctx = core.dymCanvas['route'];
ctx.fillStyle = '#bfbfbf';
ctx.strokeStyle = '#bfbfbf';
ctx.lineWidth = 8;
for (var m = 0; m < moveStep.length; m++) {
if (tempStep == null) {
step++;
tempStep = moveStep[m].direction;
}
else if (tempStep == moveStep[m].direction) {
step++;
}
else {
//core.status.automaticRoutingTemp.moveStep.push({'direction': tempStep, 'step': step});
core.status.automaticRoute.autoStepRoutes.push({'direction': tempStep, 'step': step});
step = 1;
tempStep = moveStep[m].direction;
}
if (m == moveStep.length - 1) {
// core.status.automaticRoutingTemp.moveStep.push({'direction': tempStep, 'step': step});
core.status.automaticRoute.autoStepRoutes.push({'direction': tempStep, 'step': step});
core.canvas.route.fillRect(moveStep[m].x * 32 + 10, moveStep[m].y * 32 + 10, 12, 12);
ctx.fillRect(moveStep[m].x * 32 + 10 - sx, moveStep[m].y * 32 + 10 - sy, 12, 12);
}
else {
core.canvas.route.beginPath();
if (core.isset(moveStep[m + 1]) && tempStep != moveStep[m + 1].direction) {
if (tempStep == 'up' && moveStep[m + 1].direction == 'left' || tempStep == 'right' && moveStep[m + 1].direction == 'down') {
core.canvas.route.moveTo(moveStep[m].x * 32 + 5, moveStep[m].y * 32 + 16);
core.canvas.route.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 16);
core.canvas.route.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 27);
}
else if (tempStep == 'up' && moveStep[m + 1].direction == 'right' || tempStep == 'left' && moveStep[m + 1].direction == 'down') {
core.canvas.route.moveTo(moveStep[m].x * 32 + 27, moveStep[m].y * 32 + 16);
core.canvas.route.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 16);
core.canvas.route.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 27);
}
else if (tempStep == 'left' && moveStep[m + 1].direction == 'up' || tempStep == 'down' && moveStep[m + 1].direction == 'right') {
core.canvas.route.moveTo(moveStep[m].x * 32 + 27, moveStep[m].y * 32 + 16);
core.canvas.route.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 16);
core.canvas.route.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 5);
}
else if (tempStep == 'right' && moveStep[m + 1].direction == 'up' || tempStep == 'down' && moveStep[m + 1].direction == 'left') {
core.canvas.route.moveTo(moveStep[m].x * 32 + 5, moveStep[m].y * 32 + 16);
core.canvas.route.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 16);
core.canvas.route.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 5);
}
core.canvas.route.stroke();
continue;
}
switch (tempStep) {
case 'up':
case 'down':
core.canvas.route.beginPath();
core.canvas.route.moveTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 5);
core.canvas.route.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 27);
core.canvas.route.stroke();
break;
case 'left':
case 'right':
core.canvas.route.beginPath();
core.canvas.route.moveTo(moveStep[m].x * 32 + 5, moveStep[m].y * 32 + 16);
core.canvas.route.lineTo(moveStep[m].x * 32 + 27, moveStep[m].y * 32 + 16);
core.canvas.route.stroke();
break;
}
ctx.beginPath();
var cx = moveStep[m].x*32 +16 - sx, cy = moveStep[m].y*32+16 - sy;
var currDir = moveStep[m].direction, nextDir = moveStep[m+1].direction;
ctx.moveTo(cx-core.utils.scan[currDir].x*11, cy-core.utils.scan[currDir].y*11);
ctx.lineTo(cx, cy);
ctx.lineTo(cx+core.utils.scan[nextDir].x*11, cy+core.utils.scan[nextDir].y*11);
ctx.stroke();
}
}
core.canvas.route.restore();
// 路线转autoStepRoutes
var step = 0, currStep = null;
moveStep.forEach(function (t) {
var dir = t.direction;
if (currStep == null || currStep == dir) {
step++; currStep = dir;
}
else {
core.status.automaticRoute.autoStepRoutes.push({'direction': currStep, 'step': step});
step = 1; currStep = dir;
}
});
core.status.automaticRoute.autoStepRoutes.push({'direction': currStep, 'step': step});
// 立刻移动
core.setAutoHeroMove();
}
////// 自动寻路算法,找寻最优路径 //////
@ -645,13 +620,7 @@ control.prototype.automaticRoute = function (destX, destY) {
var fw = core.bigmap.width, fh = core.bigmap.height;
var startX = core.getHeroLoc('x');
var startY = core.getHeroLoc('y');
var scan = {
'up': {'x': 0, 'y': -1},
'left': {'x': -1, 'y': 0},
'down': {'x': 0, 'y': 1},
'right': {'x': 1, 'y': 0}
};
if (destX == startX && destY == startY) return false;
if (destX == startX && destY == startY) return [];
var route = [];
var queue = new PriorityQueue({comparator: function (a,b) {
@ -665,12 +634,12 @@ control.prototype.automaticRoute = function (destX, destY) {
var curr = queue.dequeue();
var deep = curr.depth, nowX = curr.x, nowY = curr.y;
for (var direction in scan) {
for (var direction in core.utils.scan) {
if (!core.canMoveHero(nowX, nowY, direction))
continue;
var nx = nowX + scan[direction].x;
var ny = nowY + scan[direction].y;
var nx = nowX + core.utils.scan[direction].x;
var ny = nowY + core.utils.scan[direction].y;
if (nx<0 || nx>=fw || ny<0 || ny>=fh) continue;
var nid = nx + fw * ny;
@ -705,15 +674,15 @@ control.prototype.automaticRoute = function (destX, destY) {
if (core.isset(route[destX + fw * destY])) break;
}
if (!core.isset(route[destX + fw * destY])) {
return false;
return [];
}
var nowX = destX, nowY = destY;
while (nowX != startX || nowY != startY) {
var dir = route[nowX + fw * nowY];
ans.push({'direction': dir, 'x': nowX, 'y': nowY});
nowX -= scan[dir].x;
nowY -= scan[dir].y;
nowX -= core.utils.scan[dir].x;
nowY -= core.utils.scan[dir].y;
}
ans.reverse();
@ -722,7 +691,7 @@ control.prototype.automaticRoute = function (destX, destY) {
////// 显示离散的寻路点 //////
control.prototype.fillPosWithPoint = function (pos) {
core.fillRect('route', pos.x*32+12+core.bigmap.offsetX,pos.y*32+12+core.bigmap.offsetY,8,8, '#bfbfbf');
core.fillRect('ui', pos.x*32+12,pos.y*32+12,8,8, '#bfbfbf');
}
////// 设置勇士的自动行走路线 //////
@ -744,12 +713,6 @@ control.prototype.setHeroMoveInterval = function (direction, x, y, callback) {
return;
}
core.status.heroMoving=1;
var scan = {
'up': {'x': 0, 'y': -1},
'left': {'x': -1, 'y': 0},
'down': {'x': 0, 'y': 1},
'right': {'x': 1, 'y': 0}
};
var toAdd = 1;
if (core.status.replay.speed>3)
@ -762,8 +725,8 @@ control.prototype.setHeroMoveInterval = function (direction, x, y, callback) {
core.interval.heroMoveInterval = window.setInterval(function () {
core.status.heroMoving+=toAdd;
if (core.status.heroMoving>=8) {
core.setHeroLoc('x', x+scan[direction].x, true);
core.setHeroLoc('y', y+scan[direction].y, true);
core.setHeroLoc('x', x+core.utils.scan[direction].x, true);
core.setHeroLoc('y', y+core.utils.scan[direction].y, true);
core.control.updateFollowers();
core.moveOneStep();
core.clearMap('hero');
@ -779,23 +742,17 @@ control.prototype.setHeroMoveInterval = function (direction, x, y, callback) {
control.prototype.moveAction = function (callback) {
if (core.interval.openDoorAnimate!=null) return; // 开门判断
if (core.status.heroMoving>0) return;
var scan = {
'up': {'x': 0, 'y': -1},
'left': {'x': -1, 'y': 0},
'down': {'x': 0, 'y': 1},
'right': {'x': 1, 'y': 0}
};
var direction = core.getHeroLoc('direction');
var x = core.getHeroLoc('x');
var y = core.getHeroLoc('y');
var noPass = core.noPass(x + scan[direction].x, y + scan[direction].y), canMove = core.canMoveHero();
var noPass = core.noPass(x + core.utils.scan[direction].x, y + core.utils.scan[direction].y), canMove = core.canMoveHero();
if (noPass || !canMove) {
if (core.status.event.id!='ski')
core.status.route.push(direction);
core.status.automaticRoute.moveStepBeforeStop = [];
core.status.automaticRoute.lastDirection = core.getHeroLoc('direction');
if (canMove) // 非箭头:触发
core.trigger(x + scan[direction].x, y + scan[direction].y);
core.trigger(x + core.utils.scan[direction].x, y + core.utils.scan[direction].y);
core.drawHero(direction, x, y);
if (core.status.automaticRoute.moveStepBeforeStop.length==0) {
@ -851,7 +808,6 @@ control.prototype.turnHero = function(direction) {
if (core.isset(direction)) {
core.setHeroLoc('direction', direction);
core.drawHero();
core.clearMap('route');
core.status.route.push("turn:"+direction);
return;
}
@ -860,7 +816,6 @@ control.prototype.turnHero = function(direction) {
else if (core.status.hero.loc.direction == 'down') core.status.hero.loc.direction = 'left';
else if (core.status.hero.loc.direction == 'left') core.status.hero.loc.direction = 'up';
core.drawHero();
core.clearMap('route');
core.status.route.push("turn");
}
@ -879,14 +834,8 @@ control.prototype.moveHero = function (direction, callback) {
if (core.hasFlag('debug') && core.status.ctrlDown) {
if (core.status.heroMoving!=0) return;
// 检测是否穿出去
var scan = {
'up': {'x': 0, 'y': -1},
'left': {'x': -1, 'y': 0},
'down': {'x': 0, 'y': 1},
'right': {'x': 1, 'y': 0}
};
direction = core.getHeroLoc('direction');
var nx = core.getHeroLoc('x') + scan[direction].x, ny=core.getHeroLoc('y') + scan[direction].y;
var nx = core.getHeroLoc('x') + core.utils.scan[direction].x, ny=core.getHeroLoc('y') + core.utils.scan[direction].y;
if (nx<0 || nx>=core.bigmap.width || ny<0 || ny>=core.bigmap.height) return;
core.status.heroMoving=-1;
@ -936,12 +885,6 @@ control.prototype.eventMoveHero = function(steps, time, callback) {
});
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');
@ -963,8 +906,8 @@ control.prototype.eventMoveHero = function(steps, time, callback) {
}
if (step == 8) {
step = 0;
core.setHeroLoc('x', x + scan[direction].x, true);
core.setHeroLoc('y', y + scan[direction].y, true);
core.setHeroLoc('x', x + core.utils.scan[direction].x, true);
core.setHeroLoc('y', y + core.utils.scan[direction].y, true);
core.control.updateFollowers();
moveSteps.shift();
}
@ -1090,6 +1033,8 @@ control.prototype.updateViewport = function() {
core.bigmap.canvas.forEach(function(cn){
core.control.setGameCanvasTranslate(cn,-core.bigmap.offsetX,-core.bigmap.offsetY);
});
// ------ 路线
core.relocateCanvas('route', core.status.automaticRoute.offsetX - core.bigmap.offsetX, core.status.automaticRoute.offsetY - core.bigmap.offsetY);
}
////// 绘制勇士 //////
@ -1097,19 +1042,12 @@ control.prototype.drawHero = function (direction, x, y, status, offset) {
if (!core.isPlaying()) return;
var scan = {
'up': {'x': 0, 'y': -1},
'left': {'x': -1, 'y': 0},
'down': {'x': 0, 'y': 1},
'right': {'x': 1, 'y': 0}
};
if (!core.isset(x)) x = core.getHeroLoc('x');
if (!core.isset(y)) y = core.getHeroLoc('y');
status = status || 'stop';
direction = direction || core.getHeroLoc('direction');
offset = offset || 0;
var way = scan[direction];
var way = core.utils.scan[direction];
var offsetX = way.x*offset;
var offsetY = way.y*offset;
var dx=offsetX==0?0:offsetX/Math.abs(offsetX), dy=offsetY==0?0:offsetY/Math.abs(offsetY);
@ -1144,8 +1082,8 @@ control.prototype.drawHero = function (direction, x, y, status, offset) {
"img": core.material.images.images[t.img],
"height": core.material.images.images[t.img].height/4,
"heroIcon": heroIconArr[t.direction],
"posx": 32*t.x - core.bigmap.offsetX + (t.stop?0:scan[t.direction].x*offset),
"posy": 32*t.y - core.bigmap.offsetY + (t.stop?0:scan[t.direction].y*offset),
"posx": 32*t.x - core.bigmap.offsetX + (t.stop?0:core.utils.scan[t.direction].x*offset),
"posy": 32*t.y - core.bigmap.offsetY + (t.stop?0:core.utils.scan[t.direction].y*offset),
"status": t.stop?"stop":status,
"index": index++
});
@ -1182,24 +1120,12 @@ control.prototype.getHeroLoc = function (itemName) {
////// 获得勇士面对位置的x坐标 //////
control.prototype.nextX = function(n) {
var scan = {
'up': {'x': 0, 'y': -1},
'left': {'x': -1, 'y': 0},
'down': {'x': 0, 'y': 1},
'right': {'x': 1, 'y': 0}
};
return core.getHeroLoc('x')+scan[core.getHeroLoc('direction')].x*(n||1);
return core.getHeroLoc('x')+core.utils.scan[core.getHeroLoc('direction')].x*(n||1);
}
////// 获得勇士面对位置的y坐标 //////
control.prototype.nextY = function (n) {
var scan = {
'up': {'x': 0, 'y': -1},
'left': {'x': -1, 'y': 0},
'down': {'x': 0, 'y': 1},
'right': {'x': 1, 'y': 0}
};
return core.getHeroLoc('y')+scan[core.getHeroLoc('direction')].y*(n||1);
return core.getHeroLoc('y')+core.utils.scan[core.getHeroLoc('direction')].y*(n||1);
}
////// 聚集跟随者 //////
@ -1217,16 +1143,10 @@ control.prototype.gatherFollowers = function () {
////// 更新跟随者坐标 //////
control.prototype.updateFollowers = function () {
if (!core.isset(core.status.hero.followers) || core.status.hero.followers.length==0) return;
var scan = {
'up': {'x': 0, 'y': -1},
'left': {'x': -1, 'y': 0},
'down': {'x': 0, 'y': 1},
'right': {'x': 1, 'y': 0}
};
core.status.hero.followers.forEach(function (t) {
if (!t.stop) {
t.x += scan[t.direction].x;
t.y += scan[t.direction].y;
t.x += core.utils.scan[t.direction].x;
t.y += core.utils.scan[t.direction].y;
}
})
@ -1273,14 +1193,8 @@ control.prototype.checkBlock = function () {
// 检查阻击事件
var snipe = [];
if (!core.hasFlag("no_snipe")) {
var scan = {
'up': {'x': 0, 'y': -1},
'left': {'x': -1, 'y': 0},
'down': {'x': 0, 'y': 1},
'right': {'x': 1, 'y': 0}
}
for (var direction in scan) {
var nx = x+scan[direction].x, ny=y+scan[direction].y;
for (var direction in core.utils.scan) {
var nx = x+core.utils.scan[direction].x, ny=y+core.utils.scan[direction].y;
if (nx<0 || nx>=core.bigmap.width || ny<0 || ny>=core.bigmap.height) continue;
var id=core.status.checkBlock.map[nx+core.bigmap.width*ny];
if (core.isset(id)) {
@ -1328,7 +1242,7 @@ control.prototype.checkBlock = function () {
}
snipe = snipe.filter(function (t) {
var x=t.x, y=t.y, direction = t.direction;
var nx = x+scan[direction].x, ny=y+scan[direction].y;
var nx = x+core.utils.scan[direction].x, ny=y+core.utils.scan[direction].y;
return nx>=0 && nx<core.bigmap.width && ny>=0 && ny<core.bigmap.height && core.getBlock(nx, ny, null, true)==null;
});
@ -1354,7 +1268,8 @@ control.prototype.setWeather = function (type, level) {
// 非雨雪
if (type!='rain' && type!='snow' && type!='fog') {
core.clearMap('weather')
// core.clearMap('weather');
core.deleteCanvas('weather')
core.animateFrame.weather.type = null;
core.animateFrame.weather.level = 0;
core.animateFrame.weather.nodes = [];
@ -1373,10 +1288,9 @@ control.prototype.setWeather = function (type, level) {
level *= parseInt(20*core.bigmap.width*core.bigmap.height/169);
// 计算当前的宽高
core.clearMap('weather')
core.createCanvas('weather', 0, 0, 416, 416, 80);
core.animateFrame.weather.type = type;
core.animateFrame.weather.level = level;
core.animateFrame.weather.nodes = [];
if (type == 'rain') {
@ -1969,9 +1883,9 @@ control.prototype.replay = function () {
var x=parseInt(pos[0]), y=parseInt(pos[1]);
var nowx=core.getHeroLoc('x'), nowy=core.getHeroLoc('y');
if (core.control.moveDirectly(x,y)) {
core.ui.drawArrow('route', 32*nowx+16, 32*nowy+16, 32*x+16, 32*y+16, '#FF0000', 3);
core.ui.drawArrow('ui', 32*nowx+16-core.bigmap.offsetX, 32*nowy+16-core.bigmap.offsetY, 32*x+16-core.bigmap.offsetX, 32*y+16-core.bigmap.offsetY, '#FF0000', 3);
setTimeout(function () {
core.clearMap('route');
core.clearMap('ui');
core.replay();
}, 750 / Math.max(1, core.status.replay.speed));
return;

View File

@ -25,7 +25,6 @@ function core() {
'heroMoveInterval': null,
"tipAnimate": null,
'openDoorAnimate': null,
'animateInterval': null,
'onDownInterval': null,
}
this.animateFrame = {
@ -87,7 +86,7 @@ function core() {
showStatusBar: true,
}
this.bigmap = {
canvas: ["bg", "event", "event2", "fg", "damage", "route"],
canvas: ["bg", "event", "event2", "fg", "damage"],
offsetX: 0, // in pixel
offsetY: 0,
width: 13, // map width and height
@ -124,6 +123,8 @@ function core() {
'destStep': 0,
'destX': null,
'destY': null,
'offsetX': null,
'offsetY': null,
'autoStepRoutes': [],
'moveStepBeforeStop': [],
'lastDirection': null,
@ -630,69 +631,83 @@ core.prototype.changeFloor = function (floorId, stair, heroLoc, time, callback,
core.events.changeFloor(floorId, stair, heroLoc, time, callback, fromLoad);
}
////// 从名字获得画布 //////
core.prototype.getContextByName = function (name) {
return core.ui.getContextByName(name);
}
////// 清除地图 //////
core.prototype.clearMap = function (map, x, y, width, height) {
core.ui.clearMap(map, x, y, width, height);
core.prototype.clearMap = function (name, x, y, width, height) {
core.ui.clearMap(name, x, y, width, height);
}
////// 在某个canvas上绘制一段文字 //////
core.prototype.fillText = function (map, text, x, y, style, font) {
core.ui.fillText(map, text, x, y, style, font);
core.prototype.fillText = function (name, text, x, y, style, font) {
core.ui.fillText(name, text, x, y, style, font);
}
////// 在某个canvas上绘制一段描边文字 //////
core.prototype.fillBoldText = function (canvas, text, style, x, y, font) {
core.ui.fillBoldText(canvas, text, style , x, y, font);
}
////// 在某个canvas上绘制一个矩形 //////
core.prototype.fillRect = function (map, x, y, width, height, style) {
core.ui.fillRect(map, x, y, width, height, style)
core.prototype.fillRect = function (name, x, y, width, height, style) {
core.ui.fillRect(name, x, y, width, height, style)
}
////// 在某个canvas上绘制一个矩形的边框 //////
core.prototype.strokeRect = function (map, x, y, width, height, style, lineWidth) {
core.ui.strokeRect(map, x, y, width, height, style, lineWidth)
core.prototype.strokeRect = function (name, x, y, width, height, style, lineWidth) {
core.ui.strokeRect(name, x, y, width, height, style, lineWidth)
}
////// 在某个canvas上绘制一条线 //////
core.prototype.drawLine = function (map, x1, y1, x2, y2, style, lineWidth) {
core.ui.drawLine(map, x1, y1, x2, y2, style, lineWidth);
core.prototype.drawLine = function (name, x1, y1, x2, y2, style, lineWidth) {
core.ui.drawLine(name, x1, y1, x2, y2, style, lineWidth);
}
////// 在某个canvas上绘制一个箭头 //////
core.prototype.drawArrow = function (name, x1, y1, x2, y2, style, lineWidth) {
core.ui.drawArrow(name, x1, y1, x2, y2, style, lineWidth);
}
////// 设置某个canvas的文字字体 //////
core.prototype.setFont = function (map, font) {
core.ui.setFont(map, font);
core.prototype.setFont = function (name, font) {
core.ui.setFont(name, font);
}
////// 设置某个canvas的线宽度 //////
core.prototype.setLineWidth = function (map, lineWidth) {
core.ui.setLineWidth(map, lineWidth);
core.prototype.setLineWidth = function (name, lineWidth) {
core.ui.setLineWidth(name, lineWidth);
}
////// 保存某个canvas状态 //////
core.prototype.saveCanvas = function (map) {
core.ui.saveCanvas(map);
core.prototype.saveCanvas = function (name) {
core.ui.saveCanvas(name);
}
////// 加载某个canvas状态 //////
core.prototype.loadCanvas = function (map) {
core.ui.loadCanvas(map);
core.prototype.loadCanvas = function (name) {
core.ui.loadCanvas(name);
}
////// 设置某个canvas边框属性 //////
core.prototype.setStrokeStyle = function (map, style) {
core.ui.setStrokeStyle(map, style);
}
////// 设置某个canvas的alpha值 //////
core.prototype.setAlpha = function (map, alpha) {
core.ui.setAlpha(map, alpha);
core.prototype.setAlpha = function (name, alpha) {
core.ui.setAlpha(name, alpha);
}
////// 设置某个canvas的透明度 //////
core.prototype.setOpacity = function (map, opacity) {
core.ui.setOpacity(map, opacity);
core.prototype.setOpacity = function (name, opacity) {
core.ui.setOpacity(name, opacity);
}
////// 设置某个canvas的绘制属性如颜色等 //////
core.prototype.setFillStyle = function (map, style) {
core.ui.setFillStyle(map, style);
core.prototype.setFillStyle = function (name, style) {
core.ui.setFillStyle(name, style);
}
////// 设置某个canvas的边框属性 //////
core.prototype.setStrokeStyle = function (name, style) {
core.ui.setStrokeStyle(name, style);
}
////// canvas创建 //////
@ -719,7 +734,7 @@ core.prototype.resizeCanvas = function (name, width, height) {
core.prototype.deleteCanvas = function (name) {
core.ui.deleteCanvas(name);
}
////// 删除所有canvas //////
core.prototype.deleteAllCanvas = function () {
core.ui.deleteAllCanvas();
}
@ -729,8 +744,8 @@ core.prototype.drawBlock = function (block, animate, dx, dy) {
}
////// 绘制某张地图 //////
core.prototype.drawMap = function (mapName, callback) {
core.maps.drawMap(mapName, callback);
core.prototype.drawMap = function (floorId, callback) {
core.maps.drawMap(floorId, callback);
}
////// 绘制Autotile //////
@ -898,10 +913,6 @@ core.prototype.updateDamage = function () {
core.control.updateDamage();
}
core.prototype.fillBoldText = function (canvas, text, color, x, y, font) {
core.ui.fillBoldText(canvas, text, color, x, y, font);
}
////// 测试是否拥有某个特殊属性 //////
core.prototype.hasSpecial = function (special, test) {
return core.enemys.hasSpecial(special, test);

View File

@ -121,7 +121,7 @@ events.prototype.startGame = function (hard, seed, route, callback) {
else core.utils.__init_seed();
core.clearMap('all');
core.clearMap('curtain');
core.deleteAllCanvas();
core.clearStatusBar();
var post_start = function () {
@ -223,14 +223,10 @@ events.prototype.lose = function (reason) {
////// 游戏结束 //////
events.prototype.gameOver = function (ending, fromReplay, norank) {
// 清空图片和天气
core.clearMap('animate');
core.clearMap('weather');
core.clearMap('all');
core.deleteAllCanvas();
core.dom.gif2.innerHTML = "";
core.animateFrame.weather.type = null;
core.animateFrame.weather.level = 0;
core.animateFrame.weather.nodes = [];
core.setFg(null, 0);
core.setWeather();
core.ui.closePanel();
// 下载录像
@ -1463,7 +1459,7 @@ events.prototype.changeFloor = function (floorId, stair, heroLoc, time, callback
core.status.replay.animate=true;
core.dom.floorNameLabel.innerHTML = core.status.maps[floorId].title;
if (!core.isset(stair) && !core.isset(heroLoc))
heroLoc = core.status.hero.loc;
heroLoc = core.clone(core.status.hero.loc);
if (core.isset(stair)) {
if (!core.isset(heroLoc)) heroLoc={};
@ -1486,6 +1482,8 @@ events.prototype.changeFloor = function (floorId, stair, heroLoc, time, callback
heroLoc.y=core.status.hero.loc.y;
}
}
if (!core.isset(heroLoc.direction)) heroLoc.direction = core.status.hero.loc.direction;
if (core.status.maps[floorId].canFlyTo && core.status.hero.flyRange.indexOf(floorId)<0) {
core.status.hero.flyRange.push(floorId);
core.status.hero.flyRange.sort(function (a, b) {
@ -1497,77 +1495,23 @@ events.prototype.changeFloor = function (floorId, stair, heroLoc, time, callback
var changing = function () {
core.events.setFloorName(floorId);
core.events.eventdata.changingFloor(floorId, heroLoc, fromLoad);
// 重置画布尺寸
core.maps.resizeMap(floorId);
// 更改BGM
if (core.isset(core.status.maps[floorId].bgm)) {
var bgm = core.status.maps[floorId].bgm;
if (bgm instanceof Array) bgm = bgm[0];
core.playBgm(bgm);
var changed = function () {
core.unLockControl();
core.status.replay.animate=false;
core.events.afterChangeFloor(floorId, fromLoad);
if (core.isset(callback)) callback();
}
// 不存在事件时,更改画面色调
var color = core.getFlag('__color__', null);
if (!core.isset(color) && core.isset(core.status.maps[floorId].color)) {
color = core.status.maps[floorId].color;
}
if (core.isset(color)) {
// 直接变色
core.clearMap('curtain');
core.fillRect('curtain',0,0,416,416,core.arrayToRGBA(color));
core.status.curtainColor = color;
}
else core.clearMap('curtain');
// 更改天气
var weather = core.getFlag('__weather__', null);
if (!core.isset(weather) && core.isset(core.status.maps[floorId].weather)) {
weather = core.status.maps[floorId].weather;
}
if (core.isset(weather)) {
core.setWeather(weather[0], weather[1])
}
else core.setWeather();
// 清除gif
core.dom.gif.innerHTML = "";
// 检查重生
if (!core.isset(fromLoad)) {
core.status.maps[floorId].blocks.forEach(function(block) {
if (block.disable && core.isset(block.event) && block.event.cls.indexOf('enemy')==0
&& core.enemys.hasSpecial(core.material.enemys[block.event.id].special, 23)) {
block.disable = false;
}
})
}
// 画地图
core.drawMap(floorId, function () {
if (core.isset(heroLoc.direction))
core.setHeroLoc('direction', heroLoc.direction);
core.setHeroLoc('x', heroLoc.x);
core.setHeroLoc('y', heroLoc.y);
core.clearMap('hero');
core.drawHero();
var changed = function () {
core.unLockControl();
core.status.replay.animate=false;
core.events.afterChangeFloor(floorId, fromLoad);
if (core.isset(callback)) callback();
}
if (displayAnimate) {
core.hide(core.dom.floorMsgGroup, time/4, function () {
changed();
});
}
else {
if (displayAnimate) {
core.hide(core.dom.floorMsgGroup, time/4, function () {
changed();
}
});
});
}
else {
changed();
}
}
core.playSound('floor.mp3');
if (displayAnimate) {
@ -1590,13 +1534,7 @@ events.prototype.showImage = function (code, image, x, y, dw, dh, opacityVal, ti
var zIndex = code + 100;
time = time || 0;
var name = "image"+ zIndex;
if (core.findCanvas(name) != -1) {
core.relocateCanvas(name, x, y);
core.resizeCanvas(name, image.width * dw, image.height * dh);
core.dymCanvas[name].style.zIndex = zIndex;
}
else
core.createCanvas(name, x, y, image.width * dw, image.height * dh, zIndex);
core.createCanvas(name, x, y, image.width * dw, image.height * dh, zIndex);
core.dymCanvas[name].drawImage(image, 0, 0, image.width * dw, image.height * dh);
if (time == 0)
@ -2065,14 +2003,7 @@ events.prototype.pushBox = function (data) {
if (data.event.id!='box' && data.event.id!='boxed') return;
// 判断还能否前进,看看是否存在事件
var scan = {
'up': {'x': 0, 'y': -1},
'left': {'x': -1, 'y': 0},
'down': {'x': 0, 'y': 1},
'right': {'x': 1, 'y': 0}
};
var direction = core.getHeroLoc('direction'), nx=data.x+scan[direction].x, ny=data.y+scan[direction].y;
var direction = core.getHeroLoc('direction'), nx=data.x+core.utils.scan[direction].x, ny=data.y+core.utils.scan[direction].y;
if (nx<0||nx>=core.bigmap.width||ny<0||ny>=core.bigmap.height) return;

View File

@ -296,13 +296,7 @@ maps.prototype.canMoveHero = function(x,y,direction,floorId) {
if (!check(core.getBlock(x,y,floorId),"cannotOut") || !check(getNumber(floorId,"bg",x,y),"cannotOut") || !check(getNumber(floorId,"fg",x,y),"cannotOut"))
return false;
var scan = {
'up': {'x': 0, 'y': -1},
'left': {'x': -1, 'y': 0},
'down': {'x': 0, 'y': 1},
'right': {'x': 1, 'y': 0}
};
var nx = x+scan[direction].x, ny = y+scan[direction].y;
var nx = x+core.utils.scan[direction].x, ny = y+core.utils.scan[direction].y;
// 检查目标点的cannotIn
if (!check(core.getBlock(nx,ny,floorId),"cannotIn") || !check(getNumber(floorId,"bg",nx,ny),"cannotIn") || !check(getNumber(floorId,"fg",nx,ny),"cannotIn"))
return false;
@ -474,21 +468,20 @@ maps.prototype.drawBgFgMap = function (floorId, canvas, name, animate) {
}
////// 绘制某张地图 //////
maps.prototype.drawMap = function (mapName, callback) {
mapName = mapName || core.status.floorId;
if (!core.isset(mapName)) {
maps.prototype.drawMap = function (floorId, callback) {
floorId = floorId || core.status.floorId;
if (!core.isset(floorId)) {
if (core.isset(callback))
callback();
return;
}
core.clearMap('all');
core.removeGlobalAnimate(null, null, true);
var drawBg = function(){
var width = core.floors[mapName].width || 13;
var height = core.floors[mapName].height || 13;
var width = core.floors[floorId].width || 13;
var height = core.floors[floorId].height || 13;
var groundId = (core.status.maps||core.floors)[mapName].defaultGround || "ground";
var groundId = (core.status.maps||core.floors)[floorId].defaultGround || "ground";
var blockIcon = core.material.icons.terrains[groundId];
for (var x = 0; x < width; x++) {
for (var y = 0; y < height; y++) {
@ -497,8 +490,8 @@ maps.prototype.drawMap = function (mapName, callback) {
}
var images = [];
if (core.isset(core.status.maps[mapName].images)) {
images = core.status.maps[mapName].images;
if (core.isset(core.status.maps[floorId].images)) {
images = core.status.maps[floorId].images;
if (typeof images == 'string') {
images = [[0, 0, images]];
}
@ -507,7 +500,7 @@ maps.prototype.drawMap = function (mapName, callback) {
if (typeof t == 'string') t = [0,0,t];
var dx=parseInt(t[0]), dy=parseInt(t[1]), p=t[2];
if (core.isset(dx) && core.isset(dy) &&
!core.hasFlag("floorimg_"+mapName+"_"+dx+"_"+dy) &&
!core.hasFlag("floorimg_"+floorId+"_"+dx+"_"+dy) &&
core.isset(core.material.images.images[p])) {
var image = core.material.images.images[p];
if (!t[3]) {
@ -537,8 +530,8 @@ maps.prototype.drawMap = function (mapName, callback) {
}
});
core.maps.drawBgFgMap(mapName, core.canvas.bg, "bg", true);
core.maps.drawBgFgMap(mapName, core.canvas.fg, "fg", true);
core.maps.drawBgFgMap(floorId, core.canvas.bg, "bg", true);
core.maps.drawBgFgMap(floorId, core.canvas.fg, "fg", true);
}
if (main.mode=='editor'){
@ -554,8 +547,8 @@ maps.prototype.drawMap = function (mapName, callback) {
drawBg();
}
core.status.floorId = mapName;
core.status.thisMap = core.status.maps[mapName];
core.status.floorId = floorId;
core.status.thisMap = core.status.maps[floorId];
var drawEvent = function(){
var mapData = core.status.maps[core.status.floorId];
@ -838,7 +831,15 @@ maps.prototype.__initBlockCanvas = function (block, height, x, y) {
damageCanvas = "blockDamage"+x+"_"+y;
core.createCanvas(damageCanvas, 0, 0, 32, 32, 65);
core.dymCanvas[damageCanvas].textAlign = 'left';
core.dymCanvas[damageCanvas].font = "bold 11px Arial";
core.fillBoldText(core.dymCanvas[damageCanvas], damage, damageColor, 1, 31);
if (core.flags.displayCritical) {
var critical = core.enemys.nextCriticals(block.event.id);
if (critical.length>0) critical=critical[0];
critical = core.formatBigNumber(critical[0], true);
if (critical == '???') critical = '?';
core.fillBoldText(core.dymCanvas[damageCanvas], critical, '#FFFFFF', 1, 21);
}
}
return {
"headCanvas": headCanvas,
@ -888,12 +889,6 @@ maps.prototype.moveBlock = function(x,y,steps,time,keep,callback) {
});
var nowX=32*x, nowY=32*y, 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 animateValue = block.event.animate || 1, animateCurrent = isTileset?bx:0, animateTime = 0;
var blockCanvas = this.__initBlockCanvas(block, height, x, y);
@ -946,8 +941,8 @@ maps.prototype.moveBlock = function(x,y,steps,time,keep,callback) {
}
}
step++;
nowX+=scan[direction].x*2;
nowY+=scan[direction].y*2;
nowX+=core.utils.scan[direction].x*2;
nowY+=core.utils.scan[direction].y*2;
// 移动
core.maps.__moveBlockCanvas(image, animateCurrent, by, height, nowX, nowY, opacity, headCanvas, bodyCanvas, damageCanvas);
if (step==16) {
@ -1369,34 +1364,22 @@ maps.prototype.drawAnimate = function (name, x, y, callback) {
return;
}
clearInterval(core.interval.animateInterval);
// 开始绘制
var animate = core.material.animates[name], centerX = 32*x+16, centerY = 32*y+16;
// 播放音效
core.playSound(animate.se);
// 异步绘制使用requestAnimationFrame进行绘制
if (!core.isset(callback)) {
core.status.animateObjs.push({"animate": animate, "centerX": centerX, "centerY": centerY, "index": 0});
return;
}
var animateId = parseInt(Math.random() * 100000000);
core.status.animateObjs.push({
"animate": animate,
"centerX": centerX,
"centerY": centerY,
"index": 0,
"id": animateId,
"callback": callback
});
var index=0;
core.clearMap('animate');
core.maps.drawAnimateFrame(animate, centerX, centerY, index++);
core.interval.animateInterval = setInterval(function (t) {
if (index == animate.frames.length) {
clearInterval(core.interval.animateInterval);
core.clearMap('animate');
core.setAlpha('animate', 1);
if (core.isset(callback)) callback();
return;
}
core.clearMap('animate');
core.maps.drawAnimateFrame(animate, centerX, centerY, index++);
}, 50);
core.animateFrame.asyncId[animateId] = true;
}
maps.prototype.setFloorImage = function (type, loc, floorId, callback) {

View File

@ -17,179 +17,162 @@ ui.prototype.init = function () {
////////////////// 地图设置
ui.prototype.getContextByName = function (name) {
if (core.isset(core.canvas[name]))
return core.canvas[name];
if (core.isset(core.dymCanvas[name]))
return core.dymCanvas[name];
return null;
}
////// 清除地图 //////
ui.prototype.clearMap = function (map, x, y, width, height) {
if (map == 'all') {
ui.prototype.clearMap = function (name, x, y, width, height) {
if (name == 'all') {
for (var m in core.canvas) {
// 不擦除curtain层
if (m=='curtain') continue;
core.canvas[m].clearRect(0, 0, core.bigmap.width*32, core.bigmap.height*32);
}
core.dom.gif.innerHTML = "";
core.removeGlobalAnimate(0,0,true);
}
else {
core.canvas[map].clearRect(x||0, y||0, width||core.bigmap.width*32, height||core.bigmap.height*32);
var ctx = this.getContextByName(name);
if (ctx) ctx.clearRect(x||0, y||0, width||ctx.canvas.width, height||ctx.canvas.height);
}
}
////// 在某个canvas上绘制一段文字 //////
ui.prototype.fillText = function (map, text, x, y, style, font) {
ui.prototype.fillText = function (name, text, x, y, style, font) {
if (core.isset(style)) {
core.setFillStyle(map, style);
core.setFillStyle(name, style);
}
if (core.isset(font)) {
core.setFont(map, font);
core.setFont(name, font);
}
core.canvas[map].fillText(text, x, y);
var ctx = this.getContextByName(name);
if (ctx) ctx.fillText(text, x, y);
}
////// 在某个canvas上绘制粗体 //////
ui.prototype.fillBoldText = function (canvas, text, color, x, y, font) {
ui.prototype.fillBoldText = function (canvas, text, style, x, y, font) {
if (core.isset(font)) canvas.font = font;
canvas.fillStyle = '#000000';
canvas.fillText(text, x-1, y-1);
canvas.fillText(text, x-1, y+1);
canvas.fillText(text, x+1, y-1);
canvas.fillText(text, x+1, y+1);
canvas.fillStyle = color;
canvas.fillStyle = style;
canvas.fillText(text, x, y);
}
////// 在某个canvas上绘制一个矩形 //////
ui.prototype.fillRect = function (map, x, y, width, height, style) {
ui.prototype.fillRect = function (name, x, y, width, height, style) {
if (core.isset(style)) {
core.setFillStyle(map, style);
core.setFillStyle(name, style);
}
core.canvas[map].fillRect(x, y, width, height);
var ctx = this.getContextByName(name);
if (ctx) ctx.fillRect(x, y, width, height);
}
////// 在某个canvas上绘制一个矩形的边框 //////
ui.prototype.strokeRect = function (map, x, y, width, height, style, lineWidth) {
ui.prototype.strokeRect = function (name, x, y, width, height, style, lineWidth) {
if (core.isset(style)) {
core.setStrokeStyle(map, style);
core.setStrokeStyle(name, style);
}
if (core.isset(lineWidth)) {
core.setLineWidth(map, lineWidth);
core.setLineWidth(name, lineWidth);
}
core.canvas[map].strokeRect(x, y, width, height);
var ctx = this.getContextByName(name);
if (ctx) ctx.strokeRect(x, y, width, height);
}
////// 在某个canvas上绘制一条线 //////
ui.prototype.drawLine = function (map, x1, y1, x2, y2, style, lineWidth) {
ui.prototype.drawLine = function (name, x1, y1, x2, y2, style, lineWidth) {
if (core.isset(style)) {
core.setStrokeStyle(map, style);
core.setStrokeStyle(name, style);
}
if (core.isset(lineWidth)) {
core.setLineWidth(map, lineWidth);
core.setLineWidth(name, lineWidth);
}
var ctx = this.getContextByName(name);
if (ctx) {
ctx.beginPath();
ctx.moveTo(x1, y1);
ctx.lineTo(x2, y2);
ctx.stroke();
}
core.canvas[map].beginPath();
core.canvas[map].moveTo(x1, y1);
core.canvas[map].lineTo(x2, y2);
core.canvas[map].stroke();
}
////// 在某个canvas上绘制一个箭头 //////
ui.prototype.drawArrow = function (map, x1, y1, x2, y2, style, lineWidth) {
ui.prototype.drawArrow = function (name, x1, y1, x2, y2, style, lineWidth) {
if (x1==x2 && y1==y2) return;
if (core.isset(style)) {
core.setStrokeStyle(map, style);
core.setStrokeStyle(name, style);
}
if (core.isset(lineWidth)) {
core.setLineWidth(map, lineWidth);
core.setLineWidth(name, lineWidth);
}
var ctx = this.getContextByName(name);
if (ctx) {
var head = 10;
var dx = x2-x1, dy=y2-y1;
var angle = Math.atan2(dy,dx);
ctx.beginPath();
ctx.moveTo(x1,y1);
ctx.lineTo(x2, y2);
ctx.lineTo(x2-head*Math.cos(angle-Math.PI/6),y2-head*Math.sin(angle-Math.PI/6));
ctx.moveTo(x2, y2);
ctx.lineTo(x2-head*Math.cos(angle+Math.PI/6),y2-head*Math.sin(angle+Math.PI/6));
ctx.stroke();
}
var head = 10;
var dx = x2-x1, dy=y2-y1;
var angle = Math.atan2(dy,dx);
core.canvas[map].beginPath();
core.canvas[map].moveTo(x1,y1);
core.canvas[map].lineTo(x2, y2);
core.canvas[map].lineTo(x2-head*Math.cos(angle-Math.PI/6),y2-head*Math.sin(angle-Math.PI/6));
core.canvas[map].moveTo(x2, y2);
core.canvas[map].lineTo(x2-head*Math.cos(angle+Math.PI/6),y2-head*Math.sin(angle+Math.PI/6));
core.canvas[map].stroke();
}
////// 设置某个canvas的文字字体 //////
ui.prototype.setFont = function (map, font) {
core.canvas[map].font = font;
ui.prototype.setFont = function (name, font) {
var ctx = this.getContextByName(name);
if (ctx) ctx.font = font;
}
////// 设置某个canvas的线宽度 //////
ui.prototype.setLineWidth = function (map, lineWidth) {
if (map == 'all') {
for (var m in core.canvas) {
core.canvas[m].lineWidth = lineWidth;
}
}
core.canvas[map].lineWidth = lineWidth;
ui.prototype.setLineWidth = function (name, lineWidth) {
var ctx = this.getContextByName(name);
if (ctx) ctx.lineWidth = lineWidth;
}
////// 保存某个canvas状态 //////
ui.prototype.saveCanvas = function (map) {
core.canvas[map].save();
ui.prototype.saveCanvas = function (name) {
var ctx = this.getContextByName(name);
if (ctx) ctx.save();
}
////// 加载某个canvas状态 //////
ui.prototype.loadCanvas = function (map) {
core.canvas[map].restore();
}
////// 设置某个canvas边框属性 //////
ui.prototype.setStrokeStyle = function (map, style) {
if (map == 'all') {
for (var m in core.canvas) {
core.canvas[m].strokeStyle = style;
}
}
else {
core.canvas[map].strokeStyle = style;
}
ui.prototype.loadCanvas = function (name) {
var ctx = this.getContextByName(name);
if (ctx) ctx.restore();
}
////// 设置某个canvas的alpha值 //////
ui.prototype.setAlpha = function (map, alpha) {
if (map == 'all') {
for (var m in core.canvas) {
core.canvas[m].globalAlpha = alpha;
}
}
else core.canvas[map].globalAlpha = alpha;
ui.prototype.setAlpha = function (name, alpha) {
var ctx = this.getContextByName(name);
if (ctx) ctx.globalAlpha = alpha;
}
////// 设置某个canvas的透明度尽量不要使用本函数而是全部换成setAlpha实现 //////
ui.prototype.setOpacity = function (map, opacity) {
if (map == 'all') {
for (var m in core.canvas) {
core.canvas[m].canvas.style.opacity = opacity;
}
}
else if (core.isset(core.canvas[map])) {
core.canvas[map].canvas.style.opacity = opacity;
}
else if (core.isset(core.dymCanvas[map])) {
core.dymCanvas[map].canvas.style.opacity = opacity;
}
else
console.log("未找到"+map);
ui.prototype.setOpacity = function (name, opacity) {
var ctx = this.getContextByName(name);
if (ctx) ctx.canvas.style.opacity = opacity;
}
////// 设置某个canvas的绘制属性如颜色等 //////
ui.prototype.setFillStyle = function (map, style) {
if (map == 'all') {
for (var m in core.canvas) {
core.canvas[m].fillStyle = style;
}
}
else if (core.isset(core.canvas[map])) {
core.canvas[map].fillStyle = style;
}
else if (core.isset(core.dymCanvas[map])) {
core.dymCanvas[map].fillStyle = style;
}
else
console.log("未找到"+map);
ui.prototype.setFillStyle = function (name, style) {
var ctx = this.getContextByName(name);
if (ctx) ctx.fillStyle = style;
}
////// 设置某个canvas边框属性 //////
ui.prototype.setStrokeStyle = function (name, style) {
var ctx = this.getContextByName(name);
if (ctx) ctx.strokeStyle = style;
}
///////////////// UI绘制
@ -1833,8 +1816,7 @@ ui.prototype.drawMaps = function (index, x, y) {
core.status.event.data = null;
core.clearLastEvent();
core.clearMap('animate');
core.fillRect('animate', 0, 0, 416, 416, 'rgba(0,0,0,0.4)');
core.fillRect('ui', 0, 0, 416, 416, 'rgba(0,0,0,0.4)');
core.strokeRect('ui', 66, 2, 284, 60, "#FFD700", 4);
core.strokeRect('ui', 2, 66, 60, 284);
@ -1874,8 +1856,6 @@ ui.prototype.drawMaps = function (index, x, y) {
return;
}
core.clearMap('animate');
var damage = (core.status.event.data||{}).damage, paint = (core.status.event.data||{}).paint;
var all = (core.status.event.data||{}).all;
if (core.isset(index.damage)) damage=index.damage;
@ -1901,8 +1881,7 @@ ui.prototype.drawMaps = function (index, x, y) {
core.status.event.data = {"index": index, "x": x, "y": y, "damage": damage, "paint": paint, "all": all};
clearTimeout(core.interval.tipAnimate);
core.clearMap('ui');
core.setAlpha('ui', 1);
core.clearLastEvent();
this.drawThumbnail(floorId, 'ui', core.status.maps[floorId].blocks, 0, 0, 416, x, y);
// 绘图
@ -2739,18 +2718,16 @@ ui.prototype.drawPaint = function () {
core.status.event.data = {"x": null, "y": null, "erase": false};
core.clearLastEvent();
core.clearMap('route');
core.setAlpha('route', 1);
core.createCanvas('paint', -core.bigmap.offsetX, -core.bigmap.offsetY, 32*core.bigmap.width, 32*core.bigmap.height, 95);
// 将已有的内容绘制到route上
var value = core.paint[core.status.floorId];
if (core.isset(value)) value = LZString.decompress(value).split(",");
core.utils.decodeCanvas(value, 32*core.bigmap.width, 32*core.bigmap.height);
core.canvas.route.drawImage(core.bigmap.tempCanvas.canvas, 0, 0);
core.dymCanvas.paint.drawImage(core.bigmap.tempCanvas.canvas, 0, 0);
core.setLineWidth('route', 3);
core.setStrokeStyle('route', '#FF0000');
core.setLineWidth('paint', 3);
core.setStrokeStyle('paint', '#FF0000');
core.statusBar.image.shop.style.opacity = 0;
@ -2796,6 +2773,14 @@ ui.prototype.drawHelp = function () {
////// canvas创建 //////
ui.prototype.createCanvas = function (name, x, y, width, height, z) {
// 如果画布已存在则直接调用
var cv = this.findCanvas(name);
if (cv!=-1) {
this.relocateCanvas(name, x, y);
this.resizeCanvas(name, width, height);
core.dymCanvas[name].canvas.style.zIndex = z;
return;
}
var newCanvas = document.createElement("canvas");
newCanvas.id = name;
newCanvas.style.display = 'block';

View File

@ -7,6 +7,12 @@ utils.js 工具类
function utils() {
this.init();
this.scan = {
'up': {'x': 0, 'y': -1},
'left': {'x': -1, 'y': 0},
'down': {'x': 0, 'y': 1},
'right': {'x': 1, 'y': 0}
};
}
utils.prototype.init = function () {

View File

@ -58,8 +58,9 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
var replaying = core.status.replay.replaying;
core.stopReplay();
core.waitHeroToStop(function() {
core.removeGlobalAnimate(0,0,true);
core.clearMap('all'); core.clearMap('curtain'); // 清空全地图
core.clearMap('all'); // 清空全地图
core.deleteAllCanvas(); // 删除所有创建的画布
core.dom.gif2.innerHTML = "";
// 请注意:
// 成绩统计时是按照hp进行上传并排名因此光在这里改${status:hp}是无效的
// 如需按照其他的的分数统计方式请先将hp设置为你的得分
@ -83,9 +84,62 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
core.events.gameOver(null, replaying);
});
})
},
"changingFloor": function (floorId, heroLoc, fromLoad) {
// 正在切换楼层过程中执行的操作;此函数的执行时间是“屏幕完全变黑“的那一刻
// floorId为要切换到的楼层IDheroLoc表示勇士切换到的位置fromLoad表示是否是从读档造成的切换
// ---------- 此时还没有进行切换当前floorId还是原来的 ---------- //
var currentId = core.status.floorId || null; // 获得当前的floorId可能为null
// 可以对currentId进行判定比如删除某些自定义图层等
// if (currentId == 'MT0') {
// core.deleteAllCanvas();
// }
// 重置画布尺寸
core.maps.resizeMap(floorId);
// 检查重生怪并重置
if (!fromLoad) {
core.status.maps[floorId].blocks.forEach(function(block) {
if (block.disable && core.isset(block.event) && block.event.cls.indexOf('enemy')==0 &&
core.enemys.hasSpecial(core.material.enemys[block.event.id].special, 23)) {
block.disable = false;
}
});
}
// 设置勇士的位置
core.status.hero.loc = heroLoc;
// ---------- 重绘新地图这一步将会设置core.status.floorId ---------- //
core.drawMap(floorId);
// 切换楼层BGM
if (core.isset(core.status.maps[floorId].bgm)) {
var bgm = core.status.maps[floorId].bgm;
if (bgm instanceof Array) bgm = bgm[0];
core.playBgm(bgm);
}
// 更改画面色调
var color = core.getFlag('__color__', null);
if (!core.isset(color) && core.isset(core.status.maps[floorId].color))
color = core.status.maps[floorId].color;
if (core.isset(color)) {
core.fillRect('curtain',0,0,416,416,core.arrayToRGBA(color));
core.status.curtainColor = color;
}
// 更改天气
var weather = core.getFlag('__weather__', null);
if (!core.isset(weather) && core.isset(core.status.maps[floorId].weather))
weather = core.status.maps[floorId].weather;
if (core.isset(weather))
core.setWeather(weather[0], weather[1]);
else core.setWeather();
// ...可以新增一些其他内容,比如创建个画布在右上角显示什么内容等等
},
"afterChangeFloor": function (floorId, fromLoad) {
// 转换楼层结束的事件
// 转换楼层结束的事件;此函数会在整个楼层切换完全结束后再执行
// floorId是切换到的楼层fromLoad若为true则代表是从读档行为造成的楼层切换
// 每次抵达楼层时执行的事件
@ -422,12 +476,12 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
var mon_hp = enemy.hp, mon_atk = enemy.atk, mon_def = enemy.def, mon_special = enemy.special;
var mon_money = enemy.money, mon_experience = enemy.experience, mon_point = enemy.point;
// 模仿
if (this.hasSpecial(mon_special, 10)) {
if (core.hasSpecial(mon_special, 10)) {
mon_atk = hero_atk;
mon_def = hero_def;
}
// 坚固
if (this.hasSpecial(mon_special, 3) && mon_def < hero_atk - 1) {
if (core.hasSpecial(mon_special, 3) && mon_def < hero_atk - 1) {
mon_def = hero_atk - 1;
}
@ -463,7 +517,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
// TODO可以在这里新增其他的怪物数据变化
// 比如仿攻(怪物攻击不低于勇士攻击):
// if (this.hasSpecial(mon_special, 27) && mon_atk < hero_atk) {
// if (core.hasSpecial(mon_special, 27) && mon_atk < hero_atk) {
// mon_atk = hero_atk;
// }
// 也可以按需增加各种自定义内容(比如幻塔的魔杖效果等)
@ -511,14 +565,14 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
}
// 如果是无敌属性,且勇士未持有十字架
if (this.hasSpecial(mon_special, 20) && !core.hasItem("cross"))
if (core.hasSpecial(mon_special, 20) && !core.hasItem("cross"))
return null; // 不可战斗
// 战前造成的额外伤害(可被魔防抵消)
var init_damage = 0;
// 吸血
if (this.hasSpecial(mon_special, 11)) {
if (core.hasSpecial(mon_special, 11)) {
var vampire_damage = hero_hp * enemy.value;
// 如果有神圣盾免疫吸血等可以在这里写
@ -536,28 +590,28 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
// 每回合怪物对勇士造成的战斗伤害
var per_damage = mon_atk - hero_def;
// 魔攻:战斗伤害就是怪物攻击力
if (this.hasSpecial(mon_special, 2)) per_damage = mon_atk;
if (core.hasSpecial(mon_special, 2)) per_damage = mon_atk;
// 战斗伤害不能为负值
if (per_damage < 0) per_damage = 0;
// 2连击 & 3连击 & N连击
if (this.hasSpecial(mon_special, 4)) per_damage *= 2;
if (this.hasSpecial(mon_special, 5)) per_damage *= 3;
if (this.hasSpecial(mon_special, 6)) per_damage *= (enemy.n||4);
if (core.hasSpecial(mon_special, 4)) per_damage *= 2;
if (core.hasSpecial(mon_special, 5)) per_damage *= 3;
if (core.hasSpecial(mon_special, 6)) per_damage *= (enemy.n||4);
// 每回合的反击伤害;反击是按照勇士的攻击次数来计算回合
var counterDamage = 0;
if (this.hasSpecial(mon_special, 8)) counterDamage += Math.floor(core.values.counterAttack * hero_atk);
if (core.hasSpecial(mon_special, 8)) counterDamage += Math.floor(core.values.counterAttack * hero_atk);
// 先攻
if (this.hasSpecial(mon_special, 1)) init_damage += per_damage;
if (core.hasSpecial(mon_special, 1)) init_damage += per_damage;
// 破甲
if (this.hasSpecial(mon_special, 7))
if (core.hasSpecial(mon_special, 7))
init_damage += Math.floor(core.values.breakArmor * hero_def);
// 净化
if (this.hasSpecial(mon_special, 9))
if (core.hasSpecial(mon_special, 9))
init_damage += Math.floor(core.values.purify * hero_mdef);
// 勇士每回合对怪物造成的伤害
@ -1113,14 +1167,9 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
},
"drawAbout": function() {
// 绘制“关于”界面
if (!core.isPlaying()) {
core.status.event = {'id': null, 'data': null};
core.dom.startPanel.style.display = 'none';
}
core.lockControl();
core.ui.closePanel();
core.status.event.id = 'about';
core.clearMap('ui');
var left = 48, top = 36, right = 416 - 2 * left, bottom = 416 - 2 * top;
core.setAlpha('ui', 0.85);
@ -1207,8 +1256,11 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
// core.plugin.drawLight(0.9, [[25,11,46],[105,121,88],[301,221,106]]); // 存在三个灯光效果,分别是中心(25,11)半径46中心(105,121)半径88中心(301,221)半径106。
// core.plugin.drawLight([0,0,255,0.3], [[25,11,46],[105,121,88,0.2]], 0.4); // 存在两个灯光效果它们在内圈40%范围内保持全亮且40%后才开始衰减。
this.drawLight = function (color, lights, lightDec) {
// 清空色调层也可以修改成其它层比如animate层或者用自己创建的canvas
var ctx = core.canvas.curtain;
// 清空色调层也可以修改成其它层比如animate/weather层或者用自己创建的canvas
var canvasName = 'curtain';
var ctx = core.getContextByName(canvasName);
if (ctx == null) return;
ctx.mozImageSmoothingEnabled = false;
ctx.webkitImageSmoothingEnabled = false;
ctx.msImageSmoothingEnabled = false;

View File

@ -286,14 +286,6 @@ p#name {
z-index: 70;
}
#weather {
z-index: 80;
}
#route {
z-index: 95;
}
#curtain {
z-index: 100;
}