难度选择分歧事件

This commit is contained in:
ckcz123 2020-05-19 12:58:31 +08:00
parent 47b083e3a5
commit c2f8c37983
17 changed files with 112 additions and 109 deletions

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@ -322,6 +322,43 @@ var code = '[\n'+action_0+']\n';
return code;
*/;
// levelChoose 事件编辑器入口之一
levelChoose_m
: '难度分歧' BGNL? levelChooseList+ BEND
/* levelChoose_m
tooltip : 难度分歧
helpUrl : https://h5mota.com/games/template/_docs/#/event
var code = '[\n'+levelChooseList_0+']\n';
return code;
*/;
levelChooseList
: levelChooseChoice
| levelChooseEmpty;
levelChooseEmpty
: Newline
/* levelChooseEmpty
var code = ' \n';
return code;
*/;
levelChooseChoice
: '难度分歧项' '名称' EvalString '简写' EvalString '变量:hard值' Int '颜色' ColorString? Colour BGNL Newline action+ BEND
/* levelChooseChoice
tooltip : 难度分歧项
helpUrl : https://h5mota.com/games/template/_docs/#/event
default : ['简单','Easy',1,'']
ColorString_0 = ColorString_0 ? (', "color": [' + ColorString_0 + ']') : '';
var code = '{"title": "'+EvalString_0+'", "name": "'+EvalString_1+'", "hard": '+Int_0+ColorString_0+', "action": [\n'+action_0+']},\n';
return code;
*/;
//为了避免关键字冲突,全部加了_s
//动作
action
@ -2808,8 +2845,8 @@ Floor_Meta_List
/*Floor_Meta_List ['title','name','canFlyTo', 'canUseQuickShop', 'cannotViewMap', 'cannotMoveDirectly', 'defaultGround', 'images', 'item_ratio', 'upFloor', 'downFloor', 'bgm', 'color', 'weather', 'underGround']*/;
Global_Attribute_List
: '全局字体'|'横屏左侧状态栏背景'|'竖屏上方状态栏背景'|'竖屏下方道具栏背景'|'边框颜色'|'状态栏文字色'|'难度显示文字色'|'楼层转换背景'|'楼层转换文字色'|'装备列表'
/*Global_Attribute_List ['font','statusLeftBackground','statusTopBackground', 'toolsBackground', 'borderColor', 'statusBarColor', 'hardLabelColor', 'floorChangingBackground', 'floorChangingTextColor', 'equipName']*/;
: '全局字体'|'横屏左侧状态栏背景'|'竖屏上方状态栏背景'|'竖屏下方道具栏背景'|'边框颜色'|'状态栏文字色'|'楼层转换背景'|'楼层转换文字色'|'装备列表'
/*Global_Attribute_List ['font','statusLeftBackground','statusTopBackground', 'toolsBackground', 'borderColor', 'statusBarColor', 'floorChangingBackground', 'floorChangingTextColor', 'equipName']*/;
Global_Value_List
: '血网伤害'|'中毒伤害'|'衰弱效果'|'红宝石效果'|'蓝宝石效果'|'绿宝石效果'|'红血瓶效果'|'蓝血瓶效果'|'黄血瓶效果'|'绿血瓶效果'|'破甲比例'|'反击比例'|'净化比例'|'仇恨增加值'|'动画时间'

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@ -49,6 +49,15 @@ ActionParser.prototype.parse = function (obj,type) {
}
return MotaActionBlocks['level_m'].xmlText([text_choices]);
case 'levelChoose':
if(!obj) obj=[];
var text_choices = null;
for(var ii=obj.length-1,choice;choice=obj[ii];ii--) {
text_choices=MotaActionBlocks['levelChooseChoice'].xmlText([
choice.title, choice.name, choice.hard||0, choice.color, 'rgba('+choice.color+')', this.parseList(choice.action), text_choices]);
}
return MotaActionBlocks['levelChoose_m'].xmlText([text_choices]);
case 'shop':
var buildsub = function(obj,parser,next){
var text_choices = null;

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@ -70,6 +70,11 @@ editor_blockly = function () {
MotaActionBlocks['level_m'].xmlText(),
MotaActionBlocks['commonEvent_m'].xmlText(),
MotaActionBlocks['item_m'].xmlText(),
MotaActionFunctions.actionParser.parse([
{"title":"简单", "name": "Easy", "hard": 1, "action": [
{"type": "comment", "text": "在这里写该难度需执行的事件"}
]}
], 'levelChoose'),
],
'显示文字':[
MotaActionBlocks['text_0_s'].xmlText(),

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@ -132,10 +132,10 @@ var data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc = {
},
"levelChoose": {
"_leaf": true,
"_type": "textarea",
"_range": "thiseval instanceof Array && thiseval.length>=1 && thiseval[0] instanceof Array && thiseval[0].length==2",
"_type": "event",
"_event": "levelChoose",
"_docs": "难度分歧",
"_data": "难度选择每个数组的第一个是其在标题界面显示的难度第二个是在游戏内部传输的字符串会显示在状态栏修改此处后需要在project/functions中作相应更改。\n如果需直接开始游戏将下面的startDirectly开关打开即可。"
"_data": "难度分歧定义和对应的事件;此处留空数组表示将直接开始游戏"
},
"equipName": {
"_leaf": true,
@ -188,13 +188,6 @@ var data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc = {
"_docs": "状态栏文字色",
"_data": "状态栏的文字颜色,默认是白色"
},
"hardLabelColor": {
"_leaf": true,
"_type": "textarea",
"_string": true,
"_docs": "难度标签色",
"_data": "难度显示的颜色,默认是红色"
},
"floorChangingBackground": {
"_leaf": true,
"_type": "textarea",
@ -647,12 +640,6 @@ var data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc = {
"_docs": "标题事件化",
"_data": "是否开始菜单canvas化如果此项为true则将使用canvas来绘制开始菜单"
},
"startDirectly": {
"_leaf": true,
"_type": "checkbox",
"_docs": "不选择难度",
"_data": "点击“开始游戏”后是否立刻开始游戏而不显示难度选择界面"
},
"statusCanvas": {
"_leaf": true,
"_type": "checkbox",

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@ -217,6 +217,7 @@
<option value="eachArrive">eachArrive</option>
<option value="commonEvent">commonEvent</option>
<option value="item">item</option>
<option value="levelChoose">levelChoose</option>
</select>
<button onclick="editor_blockly.confirm()">确认</button>
<button id='blocklyParse' onclick="editor_blockly.parse()">解析</button>

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@ -213,6 +213,7 @@
<option value="eachArrive">eachArrive</option>
<option value="commonEvent">commonEvent</option>
<option value="item">item</option>
<option value="levelChoose">levelChoose</option>
</select>
<button onclick="editor_blockly.confirm()">确认</button>
<button id='blocklyParse' onclick="editor_blockly.parse()">解析</button>

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@ -2521,9 +2521,6 @@ control.prototype.updateGlobalAttribute = function (name) {
texts[i].style.color = attribute[name];
break;
}
case 'hardLabelColor':
core.dom.hard.style.color = attribute[name];
break;
case 'floorChangingBackground':
core.dom.floorMsgGroup.style.background = attribute[name];
break;
@ -2844,7 +2841,6 @@ control.prototype._resize_tools = function (obj) {
style.marginTop = 6 * core.domStyle.scale + "px"
}
core.dom.hard.style.lineHeight = toolsHeight + "px";
core.dom.hard.style.color = obj.globalAttribute.hardLabelColor;
if (core.domStyle.isVertical) {
core.dom.hard.style.width = obj.outerSize - 9 * toolsMarginLeft - 8.5 * toolsHeight - 12 + "px";
}

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@ -195,7 +195,6 @@ function core() {
"toolsBackground": main.toolsBackground || "url(project/materials/ground.png) repeat",
"borderColor": main.borderColor || "white",
"statusBarColor": main.statusBarColor || "white",
"hardLabelColor": main.hardLabelColor || "red",
"floorChangingBackground": main.floorChangingBackground || "black",
"floorChangingTextColor": main.floorChangingTextColor || "white",
"font": main.font || "Verdana"

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@ -61,6 +61,7 @@ events.prototype._startGame_start = function (hard, seed, route, callback) {
core.dom.musicBtn.style.display = 'block';
core.push(todo, core.firstData.startCanvas);
}
core.push(todo, {"type": "function", "function": "function() { core.events._startGame_setHard(); }"})
core.push(todo, core.firstData.startText);
this.insertAction(todo, null, null, function () {
core.events._startGame_afterStart(nowLoc, callback);
@ -69,6 +70,22 @@ events.prototype._startGame_start = function (hard, seed, route, callback) {
if (route != null) core.startReplay(route);
}
events.prototype._startGame_setHard = function () {
// 根据难度设置flag:hard
// 这一段应当在startCanvas之后startText之前做
var hardValue = 0;
var hardColor = 'red';
main.levelChoose.forEach(function (one) {
if (one.name == core.status.hard) {
hardValue = one.hard;
hardColor = core.arrayToRGBA(one.color || [255,0,0,1]);
core.insertAction(one.action);
}
});
core.setFlag('hard', 0);
core.setFlag('__hardColor__', hardColor);
}
events.prototype._startGame_afterStart = function (nowLoc, callback) {
core.ui.closePanel();
this._startGame_statusBar();

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@ -1238,7 +1238,7 @@ maps.prototype._drawThumbnail_realDrawTempCanvas = function (floorId, blocks, op
this.drawEvents(floorId, blocks, tempCanvas);
// 缩略图:勇士
if (options.heroLoc) {
options.heroIcon = options.heroIcon || core.status.hero.image;
options.heroIcon = options.heroIcon || core.status.hero.image || 'hero.png';
options.heroIcon = core.getMappedName(options.heroIcon);
var icon = core.material.icons.hero[options.heroLoc.direction];
var height = core.material.images.images[options.heroIcon].height / 4;

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@ -2636,7 +2636,7 @@ ui.prototype._drawSLPanel_drawRecord = function(title, data, x, y, size, cho, hi
});
if (core.isPlaying() && core.getFlag("hard") != data.hero.flags.hard) {
core.fillRect('ui', x-size/2, y+15, size, size, [0, 0, 0, 0.4], 2);
core.fillText('ui', data.hard, x, parseInt(y+22+size/2), core.dom.hard.style.color, this._buildFont(30,true));
core.fillText('ui', data.hard, x, parseInt(y+22+size/2), data.hero.flags.__hardColor__ || 'red', this._buildFont(30,true));
}
var v = core.formatBigNumber(data.hero.hp,true)+"/"+core.formatBigNumber(data.hero.atk,true)+"/"+core.formatBigNumber(data.hero.def,true);
var v2 = "/"+core.formatBigNumber(data.hero.mdef,true);

12
main.js
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@ -203,15 +203,16 @@ main.prototype.init = function (mode, callback) {
main.dom.startBackground.src = main.startBackground;
main.dom.startLogo.style=main.startLogoStyle;
main.dom.startButtonGroup.style = main.startButtonsStyle;
main.levelChoose.forEach(function(value){
main.levelChoose = main.levelChoose || [];
main.levelChoose.forEach(function (value) {
var span = document.createElement('span');
span.setAttribute('class','startButton');
span.innerText=value[0];
span.innerText=value.title || '';
(function(span,str_){
span.onclick = function () {
core.events.startGame(str_);
}
})(span,value[1]);
})(span,value.name||'');
main.dom.levelChooseButtons.appendChild(span);
});
main.createOnChoiceAnimation();
@ -724,10 +725,9 @@ main.dom.playGame.onclick = function () {
main.dom.startButtons.style.display='none';
main.core.control.checkBgm();
if (main.core.isset(main.core.flags.startDirectly) && main.core.flags.startDirectly) {
if (main.levelChoose.length == 0) {
core.events.startGame("");
}
else {
} else {
main.dom.levelChooseButtons.style.display='block';
main.selectedButton = null;
main.selectButton(0);

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@ -44,22 +44,29 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
"startBackground": "project/images/bg.jpg",
"startLogoStyle": "color: black",
"levelChoose": [
[
"简单",
"Easy"
],
[
"普通",
"Normal"
],
[
"困难",
"Hard"
],
[
"噩梦",
"Hell"
{
"title": "简单",
"name": "Easy",
"hard": 1,
"action": [
{
"type": "comment",
"text": "在这里写该难度需执行的事件"
}
]
},
{
"title": "普通",
"name": "Normal",
"hard": 2,
"color": [
0,
255,
0,
1
],
"action": []
}
],
"equipName": [
"武器",
@ -71,7 +78,6 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
"toolsBackground": "url(project/materials/ground.png) repeat",
"borderColor": "#CCCCCC",
"statusBarColor": "white",
"hardLabelColor": "red",
"floorChangingBackground": "black",
"floorChangingTextColor": "white",
"font": "Verdana",
@ -158,7 +164,7 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
},
{
"type": "if",
"condition": "core.flags.startDirectly",
"condition": "main.levelChoose.length == 0",
"true": [
{
"type": "comment",
@ -172,7 +178,7 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
},
{
"type": "function",
"function": "function(){\nvar choices = [];\nmain.levelChoose.forEach(function (one) {\n\tchoices.push({\n\t\t\"text\": one[0],\n\t\t\"action\": [\n\t\t\t{ \"type\": \"function\", \"function\": \"function() { core.status.hard = '\" + one[1] + \"'; }\" }\n\t\t]\n\t});\n})\ncore.insertAction({ \"type\": \"choices\", \"choices\": choices });\n}"
"function": "function(){\nvar choices = [];\nmain.levelChoose.forEach(function (one) {\n\tchoices.push({\n\t\t\"text\": one.title || '',\n\t\t\"action\": [\n\t\t\t{ \"type\": \"function\", \"function\": \"function() { core.status.hard = '\" + (one.name || '') + \"'; }\" }\n\t\t]\n\t});\n})\ncore.insertAction({ \"type\": \"choices\", \"choices\": choices });\n}"
}
]
},
@ -219,7 +225,7 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
},
{
"type": "if",
"condition": "!core.isReplaying()",
"condition": "(!core.isReplaying())",
"true": [
{
"type": "function",
@ -239,60 +245,6 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
}
],
"startText": [
{
"type": "comment",
"text": "根据难度分歧设置<flag:hard>并给其他初始值"
},
{
"type": "switch",
"condition": "core.status.hard",
"caseList": [
{
"case": "'Easy'",
"action": [
{
"type": "setValue",
"name": "flag:hard",
"value": "1"
},
{
"type": "comment",
"text": "可以在这里修改初始道具或属性,比如赠送黄钥匙等"
}
]
},
{
"case": "'Normal'",
"action": [
{
"type": "setValue",
"name": "flag:hard",
"value": "2"
}
]
},
{
"case": "'Hard'",
"action": [
{
"type": "setValue",
"name": "flag:hard",
"value": "3"
}
]
},
{
"case": "'Hell'",
"action": [
{
"type": "setValue",
"name": "flag:hard",
"value": "4"
}
]
}
]
},
{
"type": "comment",
"text": "初始剧情"
@ -499,7 +451,6 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
"betweenAttackMax": false,
"useLoop": false,
"startUsingCanvas": false,
"startDirectly": false,
"statusCanvas": false,
"displayEnemyDamage": true,
"displayCritical": true,

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@ -1032,6 +1032,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
// 难度
core.statusBar.hard.innerText = core.status.hard;
core.statusBar.hard.style.color = core.getFlag('__hardColor__', 'red');
// 自定义状态栏绘制
core.drawStatusBar();

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1
runtime.d.ts vendored
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@ -221,7 +221,6 @@ type gameStatus = {
toolsBackground: string
borderColor: string
statusBarColor: string
hardLabelColor: string
floorChangingBackground: string
floorChangingTextColor: string
font: string

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@ -56,8 +56,8 @@
合并items.js
(已完成!) 增加fonts目录全塔属性增加fonts引用
(已完成!) 右边框输入完后解析按钮高亮
32x48的门
难度分歧的图块颜色含SL界面
(已完成!) 32x48的门
(已完成!) 难度分歧的图块颜色含SL界面
装备同时加属性和比例
-------------