Fix Snipe Bug

This commit is contained in:
oc 2018-01-17 09:39:38 +08:00
parent c3da5c5e1c
commit d172cbcd86
3 changed files with 107 additions and 91 deletions

View File

@ -2773,105 +2773,119 @@ core.prototype.checkBlock = function () {
////// 阻击事件(动画效果) //////
core.prototype.snipe = function (snipes) {
core.waitHeroToStop(function() {
core.lockControl();
var scan = {
'up': {'x': 0, 'y': -1},
'left': {'x': -1, 'y': 0},
'down': {'x': 0, 'y': 1},
'right': {'x': 1, 'y': 0}
};
var scan = {
'up': {'x': 0, 'y': -1},
'left': {'x': -1, 'y': 0},
'down': {'x': 0, 'y': 1},
'right': {'x': 1, 'y': 0}
};
snipes.forEach(function (snipe) {
var x=snipe.x, y=snipe.y, direction = snipe.direction;
snipe.nx = x+scan[snipe.direction].x;
snipe.ny = y+scan[snipe.direction].y;
snipes.forEach(function (snipe) {
var x=snipe.x, y=snipe.y, direction = snipe.direction;
snipe.nx = x+scan[snipe.direction].x;
snipe.ny = y+scan[snipe.direction].y;
core.removeGlobalAnimate(x, y);
core.removeGlobalAnimate(x, y);
var block = core.getBlock(x,y).block;
var block = core.getBlock(x,y).block;
snipe.blockIcon = core.material.icons[block.event.cls][block.event.id];
snipe.blockImage = core.material.images[block.event.cls];
var damage = core.enemys.getDamage(block.event.id);
snipe.blockIcon = core.material.icons[block.event.cls][block.event.id];
snipe.blockImage = core.material.images[block.event.cls];
var damage = core.enemys.getDamage(block.event.id);
var color = "#000000";
if (damage <= 0) color = '#00FF00';
else if (damage < core.status.hero.hp / 3) color = '#FFFFFF';
else if (damage < core.status.hero.hp * 2 / 3) color = '#FFFF00';
else if (damage < core.status.hero.hp) color = '#FF7F00';
else color = '#FF0000';
var color = "#000000";
if (damage <= 0) color = '#00FF00';
else if (damage < core.status.hero.hp / 3) color = '#FFFFFF';
else if (damage < core.status.hero.hp * 2 / 3) color = '#FFFF00';
else if (damage < core.status.hero.hp) color = '#FF7F00';
else color = '#FF0000';
if (damage >= 999999999) damage = "???";
else if (damage > 100000) damage = (damage / 10000).toFixed(1) + "w";
if (damage >= 999999999) damage = "???";
else if (damage > 100000) damage = (damage / 10000).toFixed(1) + "w";
snipe.damage = damage;
snipe.color = color;
snipe.block = core.clone(block);
})
snipe.damage = damage;
snipe.color = color;
snipe.block = core.clone(block);
})
var time = 500, step = 0;
var finishSnipe = function () {
snipes.forEach(function (t) {
core.removeBlock(t.x, t.y);
var nBlock = core.clone(t.block);
nBlock.x = t.nx; nBlock.y = t.ny;
core.status.thisMap.blocks.push(nBlock);
core.addGlobalAnimate(2, 32*t.nx, 32*t.ny, t.blockIcon, t.blockImage);
core.canvas.event.drawImage(t.blockImage, 0, t.blockIcon*32, 32, 32, 32*t.nx, 32*t.ny, 32, 32);
});
core.syncGlobalAnimate();
core.updateStatusBar();
return;
}
var animateValue = 2;
var animateCurrent = 0;
var animateTime = 0;
if (core.status.replay.replaying) {
finishSnipe();
}
else {
core.waitHeroToStop(function() {
core.canvas.fg.textAlign = 'left';
core.lockControl();
var animate=window.setInterval(function() {
var time = 500, step = 0;
step++;
animateTime += time / 16;
if (animateTime >= core.values.animateSpeed * 2 / animateValue) {
animateCurrent++;
animateTime = 0;
if (animateCurrent>=animateValue) animateCurrent=0;
}
var animateValue = 2;
var animateCurrent = 0;
var animateTime = 0;
snipes.forEach(function (snipe) {
var x=snipe.x, y=snipe.y, direction = snipe.direction;
core.canvas.fg.textAlign = 'left';
var nowX=32*x+scan[direction].x*2*step, nowY=32*y+scan[direction].y*2*step;
var animate=window.setInterval(function() {
// 清空上一次
core.clearMap('event', nowX-2*scan[direction].x, nowY-2*scan[direction].y, 32, 32);
core.clearMap('fg', nowX-2*scan[direction].x, nowY-2*scan[direction].y, 32, 32);
core.canvas.event.drawImage(snipe.blockImage, animateCurrent*32, snipe.blockIcon*32, 32, 32, nowX, nowY, 32, 32);
if (core.hasItem('book')) {
// drawFG
core.setFillStyle('fg', '#000000');
core.canvas.fg.fillText(snipe.damage, nowX + 2, nowY + 30);
core.canvas.fg.fillText(snipe.damage, nowX, nowY + 30);
core.canvas.fg.fillText(snipe.damage, nowX + 2, nowY + 32);
core.canvas.fg.fillText(snipe.damage, nowX, nowY + 32);
core.setFillStyle('fg', snipe.color);
core.canvas.fg.fillText(snipe.damage, nowX + 1, nowY + 31);
step++;
animateTime += time / 16;
if (animateTime >= core.values.animateSpeed * 2 / animateValue) {
animateCurrent++;
animateTime = 0;
if (animateCurrent>=animateValue) animateCurrent=0;
}
})
snipes.forEach(function (snipe) {
var x=snipe.x, y=snipe.y, direction = snipe.direction;
var nowX=32*x+scan[direction].x*2*step, nowY=32*y+scan[direction].y*2*step;
// 清空上一次
core.clearMap('event', nowX-2*scan[direction].x, nowY-2*scan[direction].y, 32, 32);
core.clearMap('fg', nowX-2*scan[direction].x, nowY-2*scan[direction].y, 32, 32);
core.canvas.event.drawImage(snipe.blockImage, animateCurrent*32, snipe.blockIcon*32, 32, 32, nowX, nowY, 32, 32);
if (core.hasItem('book')) {
// drawFG
core.setFillStyle('fg', '#000000');
core.canvas.fg.fillText(snipe.damage, nowX + 2, nowY + 30);
core.canvas.fg.fillText(snipe.damage, nowX, nowY + 30);
core.canvas.fg.fillText(snipe.damage, nowX + 2, nowY + 32);
core.canvas.fg.fillText(snipe.damage, nowX, nowY + 32);
core.setFillStyle('fg', snipe.color);
core.canvas.fg.fillText(snipe.damage, nowX + 1, nowY + 31);
}
})
if (step==16) { // 移动完毕
clearInterval(animate);
finishSnipe();
// 不存在自定义事件
if (core.status.event.id==null)
core.unLockControl();
}
}, time/16);
});
}
if (step==16) { // 移动完毕
clearInterval(animate);
snipes.forEach(function (t) {
core.removeBlock(t.x, t.y);
var nBlock = core.clone(t.block);
nBlock.x = t.nx; nBlock.y = t.ny;
core.status.thisMap.blocks.push(nBlock);
core.addGlobalAnimate(animateValue, 32*t.nx, 32*t.ny, t.blockIcon, t.blockImage);
});
core.syncGlobalAnimate();
core.updateStatusBar();
// 不存在自定义事件
if (core.status.event.id==null)
core.unLockControl();
core.replay();
}
}, time/16);
});
}
////// 更改画面色调 //////
@ -3665,13 +3679,11 @@ core.prototype.syncSave = function(type) {
core.drawText("出错啦!\n无法同步存档到服务器。\n错误原因HTTP "+xhr.status);
}
};
xhr.ontimeout = function(e) {
console.log(e);
core.drawText("出错啦!\n无法同步存档到服务器。\n错误原因"+e);
xhr.ontimeout = function() {
core.drawText("出错啦!\n无法同步存档到服务器。\n错误原因Timeout");
}
xhr.onerror = function(e) {
console.log(e);
core.drawText("出错啦!\n无法同步存档到服务器。\n错误原因"+e);
xhr.onerror = function() {
core.drawText("出错啦!\n无法同步存档到服务器。\n错误原因XHR Error");
}
xhr.send(formData);
}, function() {
@ -3735,11 +3747,11 @@ core.prototype.syncSave = function(type) {
core.drawText("出错啦!\n无法从服务器同步存档。\n错误原因HTTP "+xhr.status);
}
};
xhr.ontimeout = function(e) {
core.drawText("出错啦!\n无法从服务器同步存档。\n错误原因"+e);
xhr.ontimeout = function() {
core.drawText("出错啦!\n无法同步存档到服务器。\n错误原因Timeout");
}
xhr.onerror = function(e) {
core.drawText("出错啦!\n无法从服务器同步存档。\n错误原因"+e);
xhr.onerror = function() {
core.drawText("出错啦!\n无法同步存档到服务器。\n错误原因XHR Error");
}
xhr.send(formData);
}, function() {

View File

@ -150,7 +150,7 @@ events.prototype.gameOver = function () {
core.drawConfirmBox("你想下载录像吗?", function () {
// 检测是否微信浏览器
if ()
// if ()
}, function () {

View File

@ -34,6 +34,10 @@ main.floors.sample0 = {
],
"events": { // 该楼的所有可能事件列表
"3,9": [
"test"
],
"10,9": [ // 守着道具的老人
"\t[老人,man]这些是本样板支持的所有的道具。\n\n道具分为三类items, constants, tools。\nitems 为即捡即用类道具,例如宝石、血瓶、剑盾等。\nconstants 为永久道具,例如怪物手册、楼层传送器、幸运金币等。\ntools 为消耗类道具,例如破墙镐、炸弹、中心对称飞行器等。\n\n后两类道具在工具栏中可以看到并使用。",
"\t[老人,man]有关道具效果定义在items.js中。\n目前大多数道具已有默认行为如有自定义的需求则需在items.js中修改代码。",