feat:图块通行性计入存档
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656e35bb84
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cdb26566c8
56
libs/maps.js
56
libs/maps.js
@ -11,6 +11,19 @@ maps.prototype._init = function () {
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//delete(maps_90f36752_8815_4be8_b32b_d7fad1d0542e);
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}
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maps.prototype.getBlocksInfo = function () {
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let blocksInfo = core.clone(maps_90f36752_8815_4be8_b32b_d7fad1d0542e);
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const blocksInfo_flag = core.getFlag('blocksInfo', {});
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for (let i in blocksInfo_flag) {
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if (blocksInfo.hasOwnProperty(i)) {
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for (let j in blocksInfo_flag[i]) {
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blocksInfo[i][j] = blocksInfo_flag[i][j];
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}
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}
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}
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return blocksInfo;
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}
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maps.prototype._initFloors = function (floorId) {
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if (!floorId) {
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core.floorIds.forEach(function (floorId) {
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@ -2483,6 +2496,49 @@ maps.prototype.setBgFgBlock = function (name, number, x, y, floorId) {
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}
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}
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////// 改变事件层图块的连通性 //////
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maps.prototype.setBlockConnectivity = function (num, statusName, statusValue) {
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if (typeof num === 'string') num = this.getNumberById(num);
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if (!core.maps.blocksInfo.hasOwnProperty(num)) return;
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const floorIds = core.floorIds,
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maps = core.status.maps,
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mapBlockObjs = core.status.mapBlockObjs,
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blocksInfo = core.maps.blocksInfo,
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number2Block = core.status.number2Block;
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core.maps.blocksInfo = core.clone(maps_90f36752_8815_4be8_b32b_d7fad1d0542e);
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if (statusName === 'noPass') {
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floorIds.forEach((floorId) => {
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if (maps.hasOwnProperty(floorId)) {
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Object.values(maps[floorId].blocks).forEach(
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(block) => {
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if (block.id === num) block.event[statusName] = statusValue;
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});
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}
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if (mapBlockObjs.hasOwnProperty(floorId)) {
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Object.values(mapBlockObjs[floorId]).forEach(
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(block) => {
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if (block.id === num) block.event[statusName] = statusValue;
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});
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}
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});
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blocksInfo[num]['canPass'] = !statusValue;
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const blocksInfo_flag = core.getFlag('blocksInfo', {});
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if (!blocksInfo_flag.hasOwnProperty(num)) blocksInfo_flag[num] = {};
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blocksInfo_flag[num]['canPass'] = !statusValue;
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core.setFlag('blocksInfo', blocksInfo_flag);
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}
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else if (['cannotOut', 'cannotIn'].includes(statusName)) {
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if (number2Block) number2Block[num]['event'][statusName] = statusValue;
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blocksInfo[num][statusName] = statusValue;
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const blocksInfo_flag = core.getFlag('blocksInfo', {});
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if (!blocksInfo_flag.hasOwnProperty(num)) blocksInfo_flag[num] = {};
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blocksInfo_flag[num][statusName] = statusValue;
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core.setFlag('blocksInfo', blocksInfo_flag);
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}
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}
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////// 重置地图 //////
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maps.prototype.resetMap = function (floorId) {
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floorId = floorId || core.status.floorId;
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20
mynote.md
Normal file
20
mynote.md
Normal file
@ -0,0 +1,20 @@
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tileset只有noPass属性。设置noPass为false的瞬间就会写入project/maps.js
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其它情况只要不是items就不可过。
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写入可通行性对tileset只用写canPass就好
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读档:```core.utils.decompress(core.saves.cache['template_save3'] );```
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解码录像 core.decodeRoute(a.route);
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可通行性,关键在getBlockByNumber函数。它从core.status.number2Block中获取信息。而number2Block不存在该属性时会initBlock
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initBlock从blocksInfo中读
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改变canPass后:(模仿setBlock)
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originBlock = core.getBlock(x, y, floorId, true);获取originBlock
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core.status.maps[floorId].blocks全要改
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core.status.mapBlockObjs全要改
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enemyInfo进存档的手法非常简单粗暴 就是存了个变量
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extractBlocks->_mapIntoBlocks->initBlock
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cannotOut和cannotIn的关键
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箭头还在getBlockByNumber中
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@ -30,9 +30,10 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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core.status.floorId = floorId;
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core.status.maps = maps;
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core.maps._resetFloorImages();
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// 初始化怪物和道具
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// 初始化怪物,道具,和地图图块信息
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core.material.enemys = core.enemys.getEnemys();
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core.material.items = core.items.getItems();
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core.maps.blocksInfo = core.maps.getBlocksInfo();
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// 初始化全局数值和全局开关
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core.values = core.clone(core.data.values);
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for (var key in values || {})
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@ -163,7 +164,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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// ...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
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},
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},
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"afterChangeFloor": function (floorId) {
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// 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
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// floorId是切换到的楼层
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@ -513,7 +514,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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}
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if (todo.length > 0) core.insertAction(todo, x, y);
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},
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},
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"afterPushBox": function () {
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// 推箱子后的事件
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if (core.searchBlock('box').length == 0) {
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@ -567,7 +568,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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[29, "败移", function (enemy) { return ""; }, "#c0ddbb"],
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[30, "吸噬", function (enemy) { return ""; }, "#c0ddbb"],
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];
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},
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},
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"getEnemyInfo": function (enemy, hero, x, y, floorId) {
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// 获得某个怪物变化后的数据;该函数将被伤害计算和怪物手册使用
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// 例如:坚固、模仿、仿攻等等
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@ -1027,7 +1028,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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*/
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}
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},
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},
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"onStatusBarClick": function (px, py, vertical) {
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// 点击状态栏时触发的事件,仅在自绘状态栏开启时生效
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// px和py为点击的像素坐标
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@ -1561,7 +1562,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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needCache: needCache,
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cache: {} // clear cache
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};
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},
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},
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"moveOneStep": function (callback) {
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// 勇士每走一步后执行的操作。callback为行走完毕后的回调
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// 这个函数执行在“刚走完”的时候,即还没有检查该点的事件和领域伤害等。
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25
runtime.d.ts
vendored
25
runtime.d.ts
vendored
@ -1549,6 +1549,21 @@ interface enemys {
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/** @file maps.js负责一切和地图相关的处理内容 */
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interface maps {
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/**
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* 获取初始core.maps.blockInfo的一个拷贝
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*/
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getBlocksInfo(): {
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[x: string]: {
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cls: string
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id: string
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name: string
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cannotIn: string[]
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cannotOut: string[]
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canPass: boolean
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[x: string]: any
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}
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}
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/**
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* 根据图块id得到数字(地图矩阵中的值)
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* @example core.getNumberById('yellowWall'); // 1
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@ -1832,6 +1847,16 @@ interface maps {
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*/
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setBgFgBlock(name: 'bg' | 'fg', number: number | string, x: number, y: number, floorId?: string): void
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/**
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* 改变事件层图块的连通性
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* @example core.setBlockConnectivity(165, 'noPass', true);
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* @example core.setBlockConnectivity(162, 'cannotIn', ['left', 'right']);
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* @param num 图层的数字或id
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* @param statusName 要修改的图块属性的名称
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* @param statusValue 要修改到的值
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*/
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setBlockConnectivity(num: number | string, statusName: 'noPass' | 'cannotIn' | 'cannotOut', statusValue: unknown): void
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/**
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* 移动图块
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* @example core.moveBlock(0, 0, ['down']); // 令地图左上角的图块下移一格,用时半秒,再花半秒淡出
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