Merge branch 'ckcz123'
This commit is contained in:
commit
e87adf63ec
@ -4,7 +4,7 @@
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## 事件的机制
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本塔所有的事件都是依靠触发`trigger`完成的。例如,勇士碰到一个门可以触发一个事件`openDoor`,勇士碰到怪物可以触发一个事件`battle`,勇士碰到一个(上面定义的)楼层传送点可以触发一个事件`changeFloor`,勇士穿过路障可以触发一个事件`passNet`,包括勇士到达一个指定的`checkBlock`也可以触发一个检查领域、夹击的事件。上面说的这些事件都是系统本身自带的,即类似于RMXP中的公共事件。
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本塔所有的事件都是依靠触发`trigger`完成的。例如,勇士碰到一个门可以触发一个事件`openDoor`,勇士碰到怪物可以触发一个事件`battle`,勇士碰到一个(上面定义的)楼层传送点可以触发一个事件`changeFloor`,勇士穿过路障可以触发一个事件`passNet`,等等。上面说的这些事件都是系统本身自带的,即类似于RMXP中的公共事件。
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上述这些默认的事件已经存在处理机制,不需要我们操心。我们真正所需要关心的,其实只是一个自定义的事件。
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@ -829,7 +829,7 @@ core.insertAction(list) //往当前事件列表中插入一系列事件。使用
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请注意,快捷商店默认是不可被使用的。直到至少调用一次自定义事件中的 `{"type": "openShop"}` 打开商店后,才能真正在快捷栏中被使用。
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``` java
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``` js
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"1,0": [ // 金币商店
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// 打开商店前,你也可以添加自己的剧情
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// 例如,通过if来事件来判断是不是第一次访问商店,是的则显示一段文字(类似宿命的华音那样)
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BIN
images/lv.png
Normal file
BIN
images/lv.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 1.4 KiB |
BIN
images/up.png
Normal file
BIN
images/up.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 863 B |
18
index.html
18
index.html
@ -47,10 +47,14 @@
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<p id='floorNameLabel'></p>
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</div>
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<div id='statusBar' class="clearfix">
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<div class="status">
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<div class="status" id="floorCol">
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<img src='images/floor.png' id="img-floor">
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<p class='statusLabel' id='floor'></p>
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</div>
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<div class="status" id="lvCol">
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<img src='images/lv.png' id="img-lv">
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<p class='statusLabel' id='lv'></p>
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</div>
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<div class="status">
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<img src='images/hp.png' id="img-hp">
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<p class='statusLabel' id='hp'></p>
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@ -67,7 +71,7 @@
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<img src='images/mdef.png' id="img-mdef">
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<p class='statusLabel' id='mdef'></p>
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</div>
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<div class="status">
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<div class="status" id="moneyCol">
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<img src='images/money.png' id="img-money">
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<p class='statusLabel' id='money'></p>
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</div>
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@ -75,12 +79,16 @@
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<img src='images/experience.png' id="img-experience">
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<p class='statusLabel' id='experience'></p>
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</div>
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<div class="status" id="upCol">
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<img src='images/up.png' id="img-up">
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<p class='statusLabel' id='up'></p>
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</div>
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<div class="status">
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<span class='statusLabel' id='yellowKey' style="color:#FFCCAA"></span>
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<span class='statusLabel' id='blueKey' style="color:#AAAADD"></span>
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<span class='statusLabel' id='redKey' style="color:#FF8888"></span>
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</div>
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<div class="status">
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<div class="status" id="debuffCol">
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<span class='statusLabel' id='poison' style="color: #AFFCA8;"></span>
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<span class='statusLabel' id='weak' style="color: #FECCD0;"></span>
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<span class='statusLabel' id='curse' style="color: #C2F4E7;"></span>
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@ -96,13 +104,15 @@
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<img src="images/settings.png" class="tools" id='img-settings'>
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<p class="statusLabel tools" id="hard"></p>
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</div>
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<div id="curtain"></div>
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<canvas class='gameCanvas' id='bg' width='416' height='416'></canvas>
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<canvas class='gameCanvas' id='event' width='416' height='416'></canvas>
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<canvas class='gameCanvas' id='hero' width='416' height='416'></canvas>
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<canvas class='gameCanvas' id='fg' width='416' height='416'></canvas>
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<canvas class='gameCanvas' id='hero' width='416' height='416'></canvas>
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<canvas class='gameCanvas' id='ui' width='416' height='416'></canvas>
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<canvas class='gameCanvas' id='data' width='416' height='416'>此浏览器不支持HTML5</canvas>
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</div>
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<script id='mainScript' src='main.js'></script>
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<script src='libs/thirdparty/mid.js'></script>
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</body>
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</html>
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984
libs/core.js
984
libs/core.js
File diff suppressed because it is too large
Load Diff
43
libs/data.js
43
libs/data.js
@ -10,12 +10,13 @@ data.prototype.init = function() {
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"floorId": "sample0", // 初始楼层ID
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"hero": { // 勇士初始数据
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"name": "阳光", // 勇士名;可以改成喜欢的
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'lv': 1, // 初始等级,该项必须为正整数
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"hp": 1000, // 初始生命值
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"atk": 100, // 初始攻击
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"def": 100, // 初始防御
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"mdef": 100, // 初始魔防
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"money": 100, // 初始金币
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"experience": 1000, // 初始经验
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"experience": 0, // 初始经验
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"items": { // 初始道具个数
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"keys": {
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"yellowKey": 0,
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@ -57,10 +58,11 @@ data.prototype.init = function() {
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{"text": "防御+4", "effect": "status:def+=4"},
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{"text": "魔防+10", "effect": "status:mdef+=10"}
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// effect只能对status和item进行操作,不能修改flag值。
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// 中间只能用+=符号(也就是只能增加某个属性或道具)
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// 必须是X+=Y的形式,其中Y可以是一个表达式,以status:xxx或item:xxx为参数
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// 其他effect样例:
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// "item:yellowKey+=1" 黄钥匙+1
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// "item:pickaxe+=3" 破墙镐+3
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// "status:hp+=2*(status:atk+status:def)" 将生命提升攻防和的数值的两倍
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]
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},
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"expShop1": { // 商店唯一ID
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@ -73,13 +75,33 @@ data.prototype.init = function() {
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"choices": [
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// 在choices中写need,可以针对每个选项都有不同的需求。
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// 这里的need同样可以以times作为参数,比如 "need": "100+20*times"
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{"text": "等级+1", "need": "100", "effect": "status:hp+=1000;status:atk+=7;status:def+=7"},
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{"text": "等级+1", "need": "100", "effect": "status:lv+=1;status:hp+=1000;status:atk+=7;status:def+=7"},
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// 多个effect直接以分号分开即可。如上面的意思是生命+1000,攻击+7,防御+7。
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{"text": "攻击+5", "need": "30", "effect": "status:atk+=5"},
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{"text": "防御+5", "need": "30", "effect": "status:def+=5"},
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]
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},
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},
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"levelUp": [ // 经验升级所需要的数值,是一个数组
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{}, // 第一项为初始等级,可以简单留空,也可以写name
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// 每一个里面可以含有三个参数 need, name, effect
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// need为所需要的经验数值,是一个正整数。请确保need所需的依次递增
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// name为该等级的名称,也可以省略代表使用系统默认值;本项将显示在状态栏中
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// effect为本次升级所执行的操作,可由若干项组成,由分号分开
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// 其中每一项写法和上面的商店完全相同,同样必须是X+=Y的形式,Y是一个表达式,同样可以使用status:xxx或item:xxx代表勇士的某项数值/道具个数
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{"need": 20, "name": "第二级", "effect": "status:hp+=2*(status:atk+status:def);status:atk+=10;status:def+=10"}, // 先将生命提升攻防和的2倍;再将攻击+10,防御+10
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// effect也允许写一个function,代表本次升级将会执行的操作
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{"need": 40, "effect": function () {
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core.drawText("恭喜升级!");
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core.status.hero.hp *= 2;
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core.status.hero.atk += 100;
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core.status.hero.def += 100;
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}},
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// 依次往下写需要的数值即可
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]
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}
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// 各种数值;一些数值可以在这里设置
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this.values = {
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@ -117,17 +139,26 @@ data.prototype.init = function() {
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}
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// 系统FLAG,在游戏运行中中请不要修改它。
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this.flags = {
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/****** 角色状态相关 ******/
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"enableMDef": true, // 是否涉及勇士的魔防值;如果此项为false,则状态栏不会显示勇士的魔防值
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"enableExperience": true, // 是否涉及经验值;如果此项为false,则状态栏和怪物手册均将不会显示经验值
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/****** 状态栏相关 ******/
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"enableFloor": true, // 是否在状态栏显示当前楼层
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"enableLv": false, // 是否在状态栏显示当前等级
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"enableMDef": true, // 是否在状态栏及战斗界面显示魔防(护盾)
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"enableMoney": true, // 是否在状态栏、怪物手册及战斗界面显示金币
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"enableExperience": true, // 是否在状态栏、怪物手册及战斗界面显示经验
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"enableLevelUp": false, // 是否允许等级提升(进阶);如果上面enableExperience为false,则此项恒视为false
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"enableDebuff": true, // 是否涉及毒衰咒;如果此项为false则不会在状态栏中显示毒衰咒的debuff
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////// 上述的几个开关将直接影响状态栏的显示效果 //////
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/****** 道具相关 ******/
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"flyNearStair": true, // 是否需要在楼梯边使用传送器
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"pickaxeFourDirections": true, // 使用破墙镐是否四个方向都破坏;如果false则只破坏面前的墙壁
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"bombFourDirections": true, // 使用炸弹是否四个方向都会炸;如果false则只炸面前的怪物(即和圣锤等价)
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"bigKeyIsBox": false, // 如果此项为true,则视为钥匙盒,红黄蓝钥匙+1;若为false,则视为大黄门钥匙
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/****** 怪物相关 ******/
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"enableNegativeDamage": true, // 是否支持负伤害(回血)
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"zoneSquare": false, // 领域类型。如果此项为true则为九宫格伤害,为false则为十字伤害
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/****** 系统相关 ******/
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"startDirectly": false, // 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
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"canOpenBattleAnimate": true, // 是否允许用户开启战斗过程;如果此项为false,则下面两项均强制视为false
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"showBattleAnimateConfirm": true, // 是否在游戏开始时提供“是否开启战斗动画”的选项
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"battleAnimate": true, // 是否默认显示战斗动画;用户可以手动在菜单栏中开关
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"displayEnemyDamage": true, // 是否地图怪物显伤;用户可以手动在菜单栏中开关
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117
libs/enemys.js
117
libs/enemys.js
@ -5,10 +5,10 @@ function enemys() {
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enemys.prototype.init = function () {
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// 怪物属性初始化定义:
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this.enemys = {
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'greenSlime': {'name': '绿头怪', 'hp': 100, 'atk': 120, 'def': 0, 'money': 1, 'experience': 0, 'special': 0},
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'greenSlime': {'name': '绿头怪', 'hp': 100, 'atk': 120, 'def': 0, 'money': 1, 'experience': 1, 'special': [1,5,7,8]},
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'redSlime': {'name': '红头怪', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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'blackSlime': {'name': '青头怪', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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'slimelord': {'name': '怪王', 'hp': 100, 'atk': 120, 'def': 0, 'money': 10, 'experience': 0, 'special': 9},
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'slimelord': {'name': '怪王', 'hp': 100, 'atk': 120, 'def': 0, 'money': 10, 'experience': 0, 'special': [1,9]},
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'bat': {'name': '小蝙蝠', 'hp': 100, 'atk': 120, 'def': 0, 'money': 2, 'experience': 0, 'special': 1},
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'bigBat': {'name': '大蝙蝠', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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'redBat': {'name': '红蝙蝠', 'hp': 100, 'atk': 120, 'def': 0, 'money': 5, 'experience': 0, 'special': 4},
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@ -23,8 +23,8 @@ enemys.prototype.init = function () {
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'slimeMan': {'name': '影子战士', 'hp': 100, 'atk': 0, 'def': 0, 'money': 11, 'experience': 0, 'special': 10}, // 模仿怪的攻防设为0就好
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'bluePriest': {'name': '初级法师', 'hp': 100, 'atk': 120, 'def': 0, 'money': 3, 'experience': 0, 'special': 2},
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'redPriest': {'name': '高级法师', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
|
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'brownWizard': {'name': '初级巫师', 'hp': 100, 'atk': 120, 'def': 0, 'money': 16, 'experience': 0, 'special': 15, 'value': 100}, // 领域怪需要加value表示领域伤害的数值
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'redWizard': {'name': '高级巫师', 'hp': 1000, 'atk': 1200, 'def': 0, 'money': 160, 'experience': 0, 'special': 15, 'value': 200},
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'brownWizard': {'name': '初级巫师', 'hp': 100, 'atk': 120, 'def': 0, 'money': 16, 'experience': 0, 'special': 15, 'value': 100, 'zoneSquare': true}, // 领域怪需要加value表示领域伤害的数值;zoneSquare代表是否九宫格伤害
|
||||
'redWizard': {'name': '高级巫师', 'hp': 1000, 'atk': 1200, 'def': 0, 'money': 160, 'experience': 0, 'special': 15, 'value': 200, 'range': 2}, // range可选,代表领域伤害的范围;不加默认为1
|
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'yellowGuard': {'name': '初级卫兵', 'hp': 100, 'atk': 120, 'def': 0, 'money': 10, 'experience': 0, 'special': 0},
|
||||
'blueGuard': {'name': '中级卫兵', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
|
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'redGuard': {'name': '高级卫兵', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
|
||||
@ -41,7 +41,7 @@ enemys.prototype.init = function () {
|
||||
'poisonSkeleton': {'name': '紫骷髅', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
|
||||
'poisonBat': {'name': '紫蝙蝠', 'hp': 100, 'atk': 120, 'def': 0, 'money': 14, 'experience': 0, 'special': 13},
|
||||
'steelRock': {'name': '铁面人', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
|
||||
'skeletonPriest': {'name': '骷髅法师', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
|
||||
'skeletonPriest': {'name': '骷髅法师', 'hp': 100, 'atk': 100, 'def': 0, 'money': 0, 'experience': 0, 'special': 18, 'value': 20},
|
||||
'skeletonKing': {'name': '骷髅王', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
|
||||
'skeletonWizard': {'name': '骷髅巫师', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
|
||||
'redSkeletonCaption': {'name': '骷髅武士', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'special': 0},
|
||||
@ -58,7 +58,7 @@ enemys.prototype.init = function () {
|
||||
'badPrincess': {'name': '痛苦魔女', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
|
||||
'badFairy': {'name': '黑暗仙子', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
|
||||
'grayPriest': {'name': '中级法师', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
|
||||
'redSwordsman': {'name': '剑王', 'hp': 100, 'atk': 120, 'def': 0, 'money': 7, 'experience': 0, 'special': 6},
|
||||
'redSwordsman': {'name': '剑王', 'hp': 100, 'atk': 120, 'def': 0, 'money': 7, 'experience': 0, 'special': 6, 'n': 8}, // 多连击需要在后面指定n代表是几连击
|
||||
'whiteGhost': {'name': '水银战士', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
|
||||
'poisonZombie': {'name': '绿兽人', 'hp': 100, 'atk': 120, 'def': 0, 'money': 13, 'experience': 0, 'special': 12},
|
||||
'magicDragon': {'name': '魔龙', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
|
||||
@ -76,19 +76,20 @@ enemys.prototype.getEnemys = function (enemyId) {
|
||||
}
|
||||
|
||||
enemys.prototype.hasSpecial = function (special, test) {
|
||||
return special!=0 && (special%100 == test || this.hasSpecial(parseInt(special/100), test));
|
||||
return (special instanceof Array)?special.indexOf(test)>=0:(special!=0&&(special%100==test||this.hasSpecial(parseInt(special/100), test)));
|
||||
}
|
||||
|
||||
enemys.prototype.getSpecialText = function (enemyId) {
|
||||
if (enemyId == undefined) return "";
|
||||
var special = this.enemys[enemyId].special;
|
||||
var enemy = this.enemys[enemyId];
|
||||
var special = enemy.special;
|
||||
var text = [];
|
||||
if (this.hasSpecial(special, 1)) text.push("先攻");
|
||||
if (this.hasSpecial(special, 2)) text.push("魔攻");
|
||||
if (this.hasSpecial(special, 3)) text.push("坚固");
|
||||
if (this.hasSpecial(special, 4)) text.push("2连击");
|
||||
if (this.hasSpecial(special, 5)) text.push("3连击");
|
||||
if (this.hasSpecial(special, 6)) text.push("4连击");
|
||||
if (this.hasSpecial(special, 6)) text.push((enemy.n||4)+"连击");
|
||||
if (this.hasSpecial(special, 7)) text.push("破甲");
|
||||
if (this.hasSpecial(special, 8)) text.push("反击");
|
||||
if (this.hasSpecial(special, 9)) text.push("净化");
|
||||
@ -100,14 +101,57 @@ enemys.prototype.getSpecialText = function (enemyId) {
|
||||
if (this.hasSpecial(special, 15)) text.push("领域");
|
||||
if (this.hasSpecial(special, 16)) text.push("夹击");
|
||||
if (this.hasSpecial(special, 17)) text.push("仇恨");
|
||||
return text.join(" ");
|
||||
if (this.hasSpecial(special, 18)) text.push("阻击");
|
||||
if (this.hasSpecial(special, 19)) text.push("自爆");
|
||||
if (this.hasSpecial(special, 20)) text.push("无敌");
|
||||
return text;
|
||||
}
|
||||
|
||||
////// 获得每个属性的文字提示 //////
|
||||
enemys.prototype.getSpecialHint = function (enemy, special) {
|
||||
if (!core.isset(special)) {
|
||||
var hints = [];
|
||||
for (var i=1;i<100;i++) {
|
||||
if (this.hasSpecial(enemy.special, i)) {
|
||||
var hint=this.getSpecialHint(enemy, i);
|
||||
if (hint!='')
|
||||
hints.push(hint);
|
||||
}
|
||||
}
|
||||
return hints;
|
||||
}
|
||||
|
||||
switch (special) {
|
||||
case 1: return "先攻:怪物首先攻击";
|
||||
case 2: return "魔攻:怪物无视勇士的魔防";
|
||||
case 3: return "坚固:勇士每回合最多只能对怪物造成1点伤害";
|
||||
case 4: return "2连击:怪物每回合攻击2次";
|
||||
case 5: return "3连击:怪物每回合攻击3次";
|
||||
case 6: return (enemy.n||4)+"连击: 怪物每回合攻击"+(enemy.n||4)+"次";
|
||||
case 7: return "破甲:战斗前,怪物附加角色防御的"+parseInt(100*core.values.breakArmor)+"%作为伤害";
|
||||
case 8: return "反击:战斗时,怪物每回合附加角色攻击的"+parseInt(100*core.values.counterAttack)+"%作为伤害,无视角色防御";
|
||||
case 9: return "净化:战斗前,怪物附加勇士魔防的"+core.values.purify+"倍作为伤害";
|
||||
case 10: return "模仿:怪物的攻防和勇士攻防相等";
|
||||
case 11: return "吸血:战斗前,怪物首先吸取角色的"+parseInt(100*enemy.value)+"%生命作为伤害";
|
||||
case 12: return "中毒:战斗后,勇士陷入中毒状态,每一步损失生命"+core.values.poisonDamage+"点";
|
||||
case 13: return "衰弱:战斗后,勇士陷入衰弱状态,攻防暂时下降"+core.values.weakValue+"点";
|
||||
case 14: return "诅咒:战斗后,勇士陷入诅咒状态,战斗无法获得金币和经验";
|
||||
case 15: return "领域:经过怪物周围"+(enemy.range||1)+"格时自动减生命"+enemy.value+"点";
|
||||
case 16: return "夹击:经过两只相同的怪物中间,勇士生命值变成一半";
|
||||
case 17: return "仇恨:战斗前,怪物附加之前积累的仇恨值作为伤害;战斗后,释放一半的仇恨值。(每杀死一个怪物获得"+core.values.hatred+"点仇恨值)";
|
||||
case 18: return "阻击:经过怪物的十字领域时自动减生命"+enemy.value+"点,同时怪物后退一格";
|
||||
case 19: return "自爆:战斗后勇士的生命值变成1";
|
||||
case 20: return "无敌:勇士无法打败怪物,除非拥有十字架";
|
||||
default: break;
|
||||
}
|
||||
return ""
|
||||
}
|
||||
|
||||
enemys.prototype.getDamage = function (monsterId) {
|
||||
var monster = core.material.enemys[monsterId];
|
||||
var hero_atk = core.status.hero.atk, hero_def = core.status.hero.def, hero_mdef = core.status.hero.mdef;
|
||||
var mon_hp = monster.hp, mon_atk = monster.atk, mon_def = monster.def, mon_special = monster.special;
|
||||
var damage = this.calDamage(hero_atk, hero_def, hero_mdef, mon_hp, mon_atk, mon_def, mon_special);
|
||||
var damage = this.calDamage(hero_atk, hero_def, hero_mdef, mon_hp, mon_atk, mon_def, mon_special, monster.n);
|
||||
if (damage == 999999999) return damage;
|
||||
return damage + this.getExtraDamage(monster);
|
||||
}
|
||||
@ -130,12 +174,12 @@ enemys.prototype.getCritical = function (monsterId) {
|
||||
var monster = core.material.enemys[monsterId];
|
||||
if (this.hasSpecial(monster.special, 3) || this.hasSpecial(monster.special, 10)) return "???";
|
||||
var last = this.calDamage(core.status.hero.atk, core.status.hero.def, core.status.hero.mdef,
|
||||
monster.hp, monster.atk, monster.def, monster.special);
|
||||
if (last == 0) return 0;
|
||||
monster.hp, monster.atk, monster.def, monster.special, monster.n);
|
||||
if (last <= 0) return 0;
|
||||
|
||||
for (var i = core.status.hero.atk + 1; i <= monster.hp + monster.def; i++) {
|
||||
var damage = this.calDamage(i, core.status.hero.def, core.status.hero.mdef,
|
||||
monster.hp, monster.atk, monster.def, monster.special);
|
||||
monster.hp, monster.atk, monster.def, monster.special, monster.n);
|
||||
if (damage < last)
|
||||
return i - core.status.hero.atk;
|
||||
last = damage;
|
||||
@ -147,36 +191,41 @@ enemys.prototype.getCritical = function (monsterId) {
|
||||
enemys.prototype.getCriticalDamage = function (monsterId) {
|
||||
var c = this.getCritical(monsterId);
|
||||
if (c == '???') return '???';
|
||||
if (c == 0) return 0;
|
||||
if (c <= 0) return 0;
|
||||
var monster = core.material.enemys[monsterId];
|
||||
// if (c<=0) return 0;
|
||||
var last = this.calDamage(core.status.hero.atk, core.status.hero.def, core.status.hero.mdef,
|
||||
monster.hp, monster.atk, monster.def, monster.special);
|
||||
monster.hp, monster.atk, monster.def, monster.special, monster.n);
|
||||
if (last == 999999999) return '???';
|
||||
|
||||
return last - this.calDamage(core.status.hero.atk + c, core.status.hero.def, core.status.hero.mdef,
|
||||
monster.hp, monster.atk, monster.def, monster.special);
|
||||
monster.hp, monster.atk, monster.def, monster.special, monster.n);
|
||||
}
|
||||
|
||||
// 1防减伤计算
|
||||
enemys.prototype.getDefDamage = function (monsterId) {
|
||||
var monster = core.material.enemys[monsterId];
|
||||
return this.calDamage(core.status.hero.atk, core.status.hero.def, core.status.hero.mdef,
|
||||
monster.hp, monster.atk, monster.def, monster.special) -
|
||||
this.calDamage(core.status.hero.atk, core.status.hero.def + 1, core.status.hero.mdef,
|
||||
monster.hp, monster.atk, monster.def, monster.special)
|
||||
var nowDamage = this.calDamage(core.status.hero.atk, core.status.hero.def, core.status.hero.mdef,
|
||||
monster.hp, monster.atk, monster.def, monster.special, monster.n);
|
||||
var nextDamage = this.calDamage(core.status.hero.atk, core.status.hero.def + 1, core.status.hero.mdef,
|
||||
monster.hp, monster.atk, monster.def, monster.special, monster.n);
|
||||
if (nowDamage == 999999999 || nextDamage == 999999999) return "???";
|
||||
return nowDamage - nextDamage;
|
||||
}
|
||||
|
||||
enemys.prototype.calDamage = function (hero_atk, hero_def, hero_mdef, mon_hp, mon_atk, mon_def, mon_special) {
|
||||
// 魔攻
|
||||
if (this.hasSpecial(mon_special,2)) hero_def = 0;
|
||||
// 坚固
|
||||
if (this.hasSpecial(mon_special,3) && mon_def < hero_atk - 1) mon_def = hero_atk - 1;
|
||||
enemys.prototype.calDamage = function (hero_atk, hero_def, hero_mdef, mon_hp, mon_atk, mon_def, mon_special, n) {
|
||||
|
||||
if (this.hasSpecial(mon_special, 20) && !core.hasItem("cross")) // 如果是无敌属性,且勇士未持有十字架
|
||||
return 999999999; // 返回无限大
|
||||
|
||||
// 模仿
|
||||
if (this.hasSpecial(mon_special,10)) {
|
||||
mon_atk = hero_atk;
|
||||
mon_def = hero_def;
|
||||
}
|
||||
// 魔攻
|
||||
if (this.hasSpecial(mon_special,2)) hero_def = 0;
|
||||
// 坚固
|
||||
if (this.hasSpecial(mon_special,3) && mon_def < hero_atk - 1) mon_def = hero_atk - 1;
|
||||
if (hero_atk <= mon_def) return 999999999; // 不可战斗时请直接返回999999999
|
||||
|
||||
var per_damage = mon_atk - hero_def;
|
||||
@ -185,7 +234,7 @@ enemys.prototype.calDamage = function (hero_atk, hero_def, hero_mdef, mon_hp, mo
|
||||
|
||||
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 *= 4;
|
||||
if (this.hasSpecial(mon_special, 6)) per_damage *= (n||4);
|
||||
|
||||
var counterDamage = 0;
|
||||
// 反击
|
||||
@ -202,11 +251,7 @@ enemys.prototype.calDamage = function (hero_atk, hero_def, hero_mdef, mon_hp, mo
|
||||
var ans = damage + turn * per_damage + (turn + 1) * counterDamage;
|
||||
ans -= hero_mdef;
|
||||
|
||||
// 魔防回血
|
||||
// return ans;
|
||||
|
||||
// 魔防不回血
|
||||
return ans <= 0 ? 0 : ans;
|
||||
return core.flags.enableNegativeDamage?ans:Math.max(0, ans);
|
||||
}
|
||||
|
||||
// 获得当前楼层的怪物列表
|
||||
@ -229,6 +274,10 @@ enemys.prototype.getCurrentEnemys = function () {
|
||||
mon_def=core.status.hero.def;
|
||||
}
|
||||
|
||||
var specialText = core.enemys.getSpecialText(monsterId);
|
||||
if (specialText.length>=3) specialText = "多属性...";
|
||||
else specialText = specialText.join(" ");
|
||||
|
||||
enemys.push({
|
||||
'id': monsterId,
|
||||
'name': monster.name,
|
||||
@ -237,7 +286,7 @@ enemys.prototype.getCurrentEnemys = function () {
|
||||
'def': mon_def,
|
||||
'money': monster.money,
|
||||
'experience': monster.experience,
|
||||
'special': core.enemys.getSpecialText(monsterId),
|
||||
'special': specialText,
|
||||
'damage': this.getDamage(monsterId),
|
||||
'critical': this.getCritical(monsterId),
|
||||
'criticalDamage': this.getCriticalDamage(monsterId),
|
||||
|
||||
243
libs/events.js
243
libs/events.js
@ -20,12 +20,11 @@ events.prototype.init = function () {
|
||||
callback();
|
||||
},
|
||||
'changeFloor': function (data, core, callback) {
|
||||
var heroLoc = null;
|
||||
if (core.isset(data.event.data.loc)) {
|
||||
var heroLoc = {};
|
||||
if (core.isset(data.event.data.loc))
|
||||
heroLoc = {'x': data.event.data.loc[0], 'y': data.event.data.loc[1]};
|
||||
if (core.isset(data.event.data.direction))
|
||||
heroLoc.direction = data.event.data.direction;
|
||||
}
|
||||
if (core.isset(data.event.data.direction))
|
||||
heroLoc.direction = data.event.data.direction;
|
||||
core.changeFloor(data.event.data.floorId, data.event.data.stair,
|
||||
heroLoc, data.event.data.time, callback);
|
||||
},
|
||||
@ -134,6 +133,17 @@ events.prototype.afterChangeFloor = function (floorId) {
|
||||
this.doEvents(core.floors[floorId].firstArrive);
|
||||
core.setFlag("visited_"+floorId, true);
|
||||
}
|
||||
|
||||
// 播放BGM
|
||||
if (floorId == 'sample0') {
|
||||
core.playBgm('bgm.mp3');
|
||||
}
|
||||
if (floorId == 'sample1') {
|
||||
core.playBgm('star.mid');
|
||||
}
|
||||
if (floorId == 'sample2') {
|
||||
core.playBgm('qianjin.mid');
|
||||
}
|
||||
}
|
||||
|
||||
////// 实际事件的处理 //////
|
||||
@ -286,11 +296,6 @@ events.prototype.doAction = function() {
|
||||
block = block.block;
|
||||
if (core.isset(block.event) && block.event.trigger=='action') {
|
||||
// 触发
|
||||
/*
|
||||
core.status.event = {'id': 'action', 'data': {
|
||||
'list': core.clone(block.event.data), 'x': block.x, 'y': block.y, 'callback': core.status.event.data.callback
|
||||
}}
|
||||
*/
|
||||
core.status.event.data.list = core.clone(block.event.data);
|
||||
core.status.event.data.x=block.x;
|
||||
core.status.event.data.y=block.y;
|
||||
@ -299,11 +304,21 @@ events.prototype.doAction = function() {
|
||||
this.doAction();
|
||||
break;
|
||||
case "playSound":
|
||||
var name=data.name.split(".");
|
||||
if (name.length==2)
|
||||
core.playSound(name[0],name[1]);
|
||||
core.playSound(data.name);
|
||||
this.doAction();
|
||||
break;
|
||||
case "playBgm":
|
||||
core.playBgm(data.name);
|
||||
this.doAction();
|
||||
break
|
||||
case "pauseBgm":
|
||||
core.pauseBgm();
|
||||
this.doAction();
|
||||
break
|
||||
case "resumeBgm":
|
||||
core.resumeBgm();
|
||||
this.doAction();
|
||||
break
|
||||
case "setValue":
|
||||
try {
|
||||
var value=core.calValue(data.value);
|
||||
@ -330,7 +345,6 @@ events.prototype.doAction = function() {
|
||||
core.status.hero.hp=0;
|
||||
core.updateStatusBar();
|
||||
core.events.lose('damage');
|
||||
|
||||
}
|
||||
else {
|
||||
core.updateStatusBar();
|
||||
@ -354,8 +368,14 @@ events.prototype.doAction = function() {
|
||||
core.events.lose(data.reason);
|
||||
break;
|
||||
case "function":
|
||||
if (core.isset(data["function"]))
|
||||
data["function"]();
|
||||
var func = data["function"];
|
||||
if (core.isset(func)) {
|
||||
if ((typeof func == "string") && func.indexOf("function")==0) {
|
||||
eval('('+func+')()');
|
||||
}
|
||||
else if (func instanceof Function)
|
||||
func();
|
||||
}
|
||||
this.doAction();
|
||||
break;
|
||||
case "update":
|
||||
@ -390,7 +410,12 @@ events.prototype.doAction = function() {
|
||||
|
||||
////// 往当前事件列表之前添加一个或多个事件 //////
|
||||
events.prototype.insertAction = function (action) {
|
||||
core.unshift(core.status.event.data.list, action)
|
||||
if (core.status.event.id == null) {
|
||||
this.doEvents(action);
|
||||
}
|
||||
else {
|
||||
core.unshift(core.status.event.data.list, action)
|
||||
}
|
||||
}
|
||||
|
||||
////// 打开商店 //////
|
||||
@ -497,6 +522,30 @@ events.prototype.useItem = function(itemId) {
|
||||
else core.drawTip("当前无法使用"+core.material.items[itemId].name);
|
||||
}
|
||||
|
||||
////// 加点 //////
|
||||
events.prototype.addPoint = function (enemy) {
|
||||
var point = enemy.point;
|
||||
if (!core.isset(point) || point<=0) return [];
|
||||
|
||||
// 加点,返回一个choices事件
|
||||
return [
|
||||
{"type": "choices",
|
||||
"choices": [
|
||||
{"text": "生命+"+(200*point), "action": [
|
||||
{"type": "setValue", "name": "status:hp", "value": "status:hp+"+(200*point)}
|
||||
]},
|
||||
{"text": "攻击+"+(1*point), "action": [
|
||||
{"type": "setValue", "name": "status:atk", "value": "status:atk+"+(1*point)}
|
||||
]},
|
||||
{"text": "防御+"+(2*point), "action": [
|
||||
{"type": "setValue", "name": "status:def", "value": "status:def+"+(2*point)}
|
||||
]},
|
||||
]
|
||||
}
|
||||
];
|
||||
|
||||
}
|
||||
|
||||
/****** 打完怪物 ******/
|
||||
events.prototype.afterBattle = function(enemyId,x,y,callback) {
|
||||
|
||||
@ -520,47 +569,63 @@ events.prototype.afterBattle = function(enemyId,x,y,callback) {
|
||||
if (core.enemys.hasSpecial(special, 17)) {
|
||||
core.setFlag('hatred', parseInt(core.getFlag('hatred', 0)/2));
|
||||
}
|
||||
// 自爆
|
||||
if (core.enemys.hasSpecial(special, 19)) {
|
||||
core.status.hero.hp = 1;
|
||||
}
|
||||
// 增加仇恨值
|
||||
core.setFlag('hatred', core.getFlag('hatred',0)+core.values.hatred);
|
||||
core.updateStatusBar();
|
||||
|
||||
// 如果已有事件正在处理中
|
||||
if (core.status.lockControl) {
|
||||
if (core.isset(callback)) callback();
|
||||
return;
|
||||
|
||||
// 事件的处理
|
||||
var todo = [];
|
||||
// 如果不为阻击,且该点存在,且有事件
|
||||
if (!core.enemys.hasSpecial(special, 18) && core.isset(x) && core.isset(y)) {
|
||||
var event = core.floors[core.status.floorId].afterBattle[x+","+y];
|
||||
if (core.isset(event)) {
|
||||
// 插入事件
|
||||
core.unshift(todo, event);
|
||||
}
|
||||
}
|
||||
// 如果有加点
|
||||
var point = core.material.enemys[enemyId].point;
|
||||
if (core.isset(point) && point>0) {
|
||||
core.unshift(todo, core.events.addPoint(core.material.enemys[enemyId]));
|
||||
}
|
||||
|
||||
// 检查处理后的事件。
|
||||
var event = core.floors[core.status.floorId].afterBattle[x+","+y];
|
||||
if (core.isset(event)) {
|
||||
core.events.doEvents(event, x, y, callback);
|
||||
// 如果事件不为空,将其插入
|
||||
if (todo.length>0) {
|
||||
this.insertAction(todo);
|
||||
}
|
||||
//继续行走
|
||||
else {
|
||||
|
||||
// 如果已有事件正在处理中
|
||||
if (core.status.event.id == null) {
|
||||
core.continueAutomaticRoute();
|
||||
if (core.isset(callback)) callback();
|
||||
}
|
||||
if (core.isset(callback)) callback();
|
||||
|
||||
}
|
||||
|
||||
/****** 开完门 ******/
|
||||
events.prototype.afterOpenDoor = function(doorId,x,y,callback) {
|
||||
|
||||
// 如果已有事件正在处理中
|
||||
if (core.status.lockControl) {
|
||||
if (core.isset(callback)) callback();
|
||||
return;
|
||||
var todo = [];
|
||||
if (core.isset(x) && core.isset(y)) {
|
||||
var event = core.floors[core.status.floorId].afterOpenDoor[x+","+y];
|
||||
if (core.isset(event)) {
|
||||
core.unshift(todo, event);
|
||||
}
|
||||
}
|
||||
|
||||
// 检查处理后的事件。
|
||||
var event = core.floors[core.status.floorId].afterOpenDoor[x+","+y];
|
||||
if (core.isset(event)) {
|
||||
core.events.doEvents(event, x, y, callback);
|
||||
if (todo.length>0) {
|
||||
this.insertAction(todo);
|
||||
}
|
||||
//继续行走
|
||||
else {
|
||||
|
||||
if (core.status.event.id == null) {
|
||||
core.continueAutomaticRoute();
|
||||
if (core.isset(callback)) callback();
|
||||
}
|
||||
if (core.isset(callback)) callback();
|
||||
}
|
||||
|
||||
/****** 经过路障 ******/
|
||||
@ -613,6 +678,12 @@ events.prototype.changeLight = function(x, y) {
|
||||
// 改变灯后的事件
|
||||
events.prototype.afterChangeLight = function(x,y) {
|
||||
|
||||
}
|
||||
|
||||
// 使用炸弹/圣锤后的事件
|
||||
events.prototype.afterUseBomb = function () {
|
||||
|
||||
|
||||
}
|
||||
|
||||
// 存档事件前一刻的处理
|
||||
@ -641,6 +712,13 @@ events.prototype.keyDownCtrl = function () {
|
||||
}
|
||||
}
|
||||
|
||||
events.prototype.clickConfirmBox = function (x,y) {
|
||||
if ((x == 4 || x == 5) && y == 7 && core.isset(core.status.event.data.yes))
|
||||
core.status.event.data.yes();
|
||||
if ((x == 7 || x == 8) && y == 7 && core.isset(core.status.event.data.no))
|
||||
core.status.event.data.no();
|
||||
}
|
||||
|
||||
events.prototype.keyUpConfirmBox = function (keycode) {
|
||||
if (keycode==37) {
|
||||
core.status.event.selection=0;
|
||||
@ -663,12 +741,6 @@ events.prototype.keyUpConfirmBox = function (keycode) {
|
||||
}
|
||||
}
|
||||
}
|
||||
events.prototype.clickConfirmBox = function (x,y) {
|
||||
if ((x == 4 || x == 5) && y == 7 && core.isset(core.status.event.data.yes))
|
||||
core.status.event.data.yes();
|
||||
if ((x == 7 || x == 8) && y == 7 && core.isset(core.status.event.data.no))
|
||||
core.status.event.data.no();
|
||||
}
|
||||
|
||||
// 正在处理事件时的点击操作...
|
||||
events.prototype.clickAction = function (x,y) {
|
||||
@ -733,22 +805,38 @@ events.prototype.keyUpAction = function (keycode) {
|
||||
events.prototype.clickBook = function(x,y) {
|
||||
// 上一页
|
||||
if ((x == 3 || x == 4) && y == 12) {
|
||||
core.ui.drawEnemyBook(core.status.event.data - 1);
|
||||
core.ui.drawEnemyBook(core.status.event.data - 6);
|
||||
return;
|
||||
}
|
||||
// 下一页
|
||||
if ((x == 8 || x == 9) && y == 12) {
|
||||
core.ui.drawEnemyBook(core.status.event.data + 1);
|
||||
core.ui.drawEnemyBook(core.status.event.data + 6);
|
||||
return;
|
||||
}
|
||||
// 返回
|
||||
if (x>=10 && x<=12 && y==12) {
|
||||
core.ui.closePanel(true);
|
||||
return;
|
||||
}
|
||||
// 怪物信息
|
||||
// var index = parseInt(y/2);
|
||||
var data = core.status.event.data;
|
||||
if (core.isset(data) && y<12) {
|
||||
var page=parseInt(data/6);
|
||||
var index=6*page+parseInt(y/2);
|
||||
core.ui.drawEnemyBook(index);
|
||||
core.ui.drawBookDetail(index);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
events.prototype.keyDownBook = function (keycode) {
|
||||
if (keycode==37 || keycode==38) core.ui.drawEnemyBook(core.status.event.data - 1);
|
||||
else if (keycode==39 || keycode==40) core.ui.drawEnemyBook(core.status.event.data + 1);
|
||||
if (keycode==37) core.ui.drawEnemyBook(core.status.event.data-6);
|
||||
if (keycode==38) core.ui.drawEnemyBook(core.status.event.data-1);
|
||||
if (keycode==39) core.ui.drawEnemyBook(core.status.event.data+6);
|
||||
if (keycode==40) core.ui.drawEnemyBook(core.status.event.data+1);
|
||||
if (keycode==33) core.ui.drawEnemyBook(core.status.event.data-6);
|
||||
if (keycode==34) core.ui.drawEnemyBook(core.status.event.data+6);
|
||||
return;
|
||||
}
|
||||
|
||||
@ -757,9 +845,22 @@ events.prototype.keyUpBook = function (keycode) {
|
||||
core.ui.closePanel(true);
|
||||
return;
|
||||
}
|
||||
if (keycode==13 || keycode==32 || keycode==67) {
|
||||
var data=core.status.event.data;
|
||||
if (core.isset(data)) {
|
||||
this.clickBook(6, 2*(data%6));
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
events.prototype.clickBookDetail = function (x,y) {
|
||||
core.clearMap('data', 0, 0, 416, 416);
|
||||
|
||||
core.status.event.id = 'book';
|
||||
|
||||
}
|
||||
|
||||
// 飞行器
|
||||
events.prototype.clickFly = function(x,y) {
|
||||
if ((x==10 || x==11) && y==9) core.ui.drawFly(core.status.event.data-1);
|
||||
if ((x==10 || x==11) && y==5) core.ui.drawFly(core.status.event.data+1);
|
||||
@ -818,12 +919,7 @@ events.prototype.clickShop = function(x,y) {
|
||||
|
||||
// 更新属性
|
||||
choice.effect.split(";").forEach(function (t) {
|
||||
if (t.indexOf("status:")==0) {
|
||||
eval(t.replace("status:", "core.status.hero."));
|
||||
}
|
||||
else if (t.indexOf("item:")==0) {
|
||||
eval(t.replace("item:", "core.getItem('").replace("+=", "', ")+")");
|
||||
}
|
||||
core.doEffect(t);
|
||||
});
|
||||
core.updateStatusBar();
|
||||
shop.times++;
|
||||
@ -1110,38 +1206,49 @@ events.prototype.keyUpSL = function (keycode) {
|
||||
events.prototype.clickSwitchs = function (x,y) {
|
||||
if (x<5 || x>7) return;
|
||||
var choices = [
|
||||
"背景音乐", "战斗动画", "怪物显伤", "领域显伤", "返回主菜单"
|
||||
"背景音乐", "背景音效", "战斗动画", "怪物显伤", "领域显伤", "返回主菜单"
|
||||
];
|
||||
var topIndex = 6 - parseInt((choices.length - 1) / 2);
|
||||
if (y>=topIndex && y<topIndex+choices.length) {
|
||||
var selection = y-topIndex;
|
||||
switch (selection) {
|
||||
case 0:
|
||||
if (core.musicStatus.isIOS) {
|
||||
core.drawTip("iOS设备不支持播放音乐");
|
||||
return;
|
||||
}
|
||||
core.changeSoundStatus();
|
||||
core.musicStatus.bgmStatus = !core.musicStatus.bgmStatus;
|
||||
if (core.musicStatus.bgmStatus)
|
||||
core.resumeBgm();
|
||||
else
|
||||
core.pauseBgm();
|
||||
core.setLocalStorage('bgmStatus', core.musicStatus.bgmStatus);
|
||||
core.ui.drawSwitchs();
|
||||
break;
|
||||
case 1:
|
||||
core.flags.battleAnimate=!core.flags.battleAnimate;
|
||||
core.setLocalStorage('battleAnimate', core.flags.battleAnimate);
|
||||
core.musicStatus.soundStatus = !core.musicStatus.soundStatus;
|
||||
core.setLocalStorage('soundStatus', core.musicStatus.soundStatus);
|
||||
core.ui.drawSwitchs();
|
||||
break;
|
||||
case 2:
|
||||
if (!core.flags.canOpenBattleAnimate) {
|
||||
core.drawTip("本塔不能开启战斗动画!");
|
||||
}
|
||||
else {
|
||||
core.flags.battleAnimate=!core.flags.battleAnimate;
|
||||
core.setLocalStorage('battleAnimate', core.flags.battleAnimate);
|
||||
core.ui.drawSwitchs();
|
||||
}
|
||||
break;
|
||||
case 3:
|
||||
core.flags.displayEnemyDamage=!core.flags.displayEnemyDamage;
|
||||
core.updateFg();
|
||||
core.setLocalStorage('enemyDamage', core.flags.displayEnemyDamage);
|
||||
core.ui.drawSwitchs();
|
||||
break;
|
||||
case 3:
|
||||
case 4:
|
||||
core.flags.displayExtraDamage=!core.flags.displayExtraDamage;
|
||||
core.updateFg();
|
||||
core.setLocalStorage('extraDamage', core.flags.displayExtraDamage);
|
||||
core.ui.drawSwitchs();
|
||||
break;
|
||||
case 4:
|
||||
case 5:
|
||||
core.status.event.selection=0;
|
||||
core.ui.drawSettings(false);
|
||||
break;
|
||||
@ -1151,7 +1258,7 @@ events.prototype.clickSwitchs = function (x,y) {
|
||||
|
||||
events.prototype.keyDownSwitchs = function (keycode) {
|
||||
var choices = [
|
||||
"背景音乐", "战斗动画", "怪物显伤", "领域显伤", "返回主菜单"
|
||||
"背景音乐", "背景音效", "战斗动画", "怪物显伤", "领域显伤", "返回主菜单"
|
||||
];
|
||||
if (keycode==38) {
|
||||
core.status.event.selection--;
|
||||
@ -1172,7 +1279,7 @@ events.prototype.keyUpSwitchs = function (keycode) {
|
||||
return;
|
||||
}
|
||||
var choices = [
|
||||
"背景音乐", "战斗动画", "怪物显伤", "领域显伤", "返回主菜单"
|
||||
"背景音乐", "背景音效", "战斗动画", "怪物显伤", "领域显伤", "返回主菜单"
|
||||
];
|
||||
if (keycode==13 || keycode==32 || keycode==67) {
|
||||
var topIndex = 6 - parseInt((choices.length - 1) / 2);
|
||||
|
||||
@ -4,7 +4,7 @@
|
||||
main.floors.MT0 = {
|
||||
"floorId": "MT0", // 楼层唯一标识符,需要和名字完全一致
|
||||
"title": "主塔 0 层", // 楼层中文名
|
||||
"name": 0, // 显示在状态栏中的层数
|
||||
"name": "0", // 显示在状态栏中的层数
|
||||
"canFlyTo": true, // 该楼能否被楼传器飞到(不能的话在该楼也不允许使用楼传器)
|
||||
"canUseQuickShop": true, // 该层是否允许使用快捷商店
|
||||
"defaultGround": "ground", // 默认地面的图块ID(terrains中)
|
||||
|
||||
@ -4,7 +4,7 @@
|
||||
main.floors.sample0 = {
|
||||
"floorId": "sample0", // 楼层唯一标识符,需要和名字完全一致
|
||||
"title": "样板 0 层", // 楼层中文名
|
||||
"name": 0, // 显示在状态栏中的层数
|
||||
"name": "0", // 显示在状态栏中的层数
|
||||
"canFlyTo": true, // 该楼能否被楼传器飞到(不能的话在该楼也不允许使用楼传器)
|
||||
"canUseQuickShop": true, // 该层是否允许使用快捷商店
|
||||
"defaultGround": "ground", // 默认地面的图块ID(terrains中)
|
||||
@ -16,8 +16,8 @@ main.floors.sample0 = {
|
||||
[216, 247, 256, 235, 248, 6, 0, 3, 49, 50, 51, 52, 38],
|
||||
[6, 6, 125, 6, 6, 6, 0, 1, 45, 46, 47, 48, 37],
|
||||
[224, 254, 212, 232, 204, 5, 0, 1, 31, 32, 34, 33, 36],
|
||||
[201, 205, 217, 215, 207, 5, 50, 1, 27, 28, 29, 30, 35],
|
||||
[5, 5, 125, 5, 5, 5, 50, 1, 21, 22, 23, 24, 25],
|
||||
[201, 205, 217, 215, 207, 5, 0, 1, 27, 28, 29, 30, 35],
|
||||
[5, 5, 125, 5, 5, 5, 0, 1, 21, 22, 23, 24, 25],
|
||||
[0, 0, 0, 0, 0, 0, 45, 1, 1, 1, 121, 1, 1],
|
||||
[4, 4, 126, 4, 4, 4, 0, 0, 0, 0, 0, 85, 124],
|
||||
[87, 11, 12, 13, 14, 4, 4, 2, 2, 2, 122, 2, 2],
|
||||
@ -102,7 +102,6 @@ main.floors.sample0 = {
|
||||
"炸弹是只能炸面前的怪物还是四个方向的怪物,由data.js中的系统Flag所决定。\n如只能炸前方怪物则和上面的圣锤等价。\n不能被炸的怪物在enemys中可以定义,可参见样板里黑衣魔王和黑暗大法师的写法。",
|
||||
],
|
||||
"10,4": ["“上楼”和“下楼”的目标层由 main.js 的 floorIds顺序所决定。"],
|
||||
"10,3": ["十字架目前未被定义,可能需要自行实现功能。\n有关如何实现一个道具功能参见doc文档。"],
|
||||
"9,2": ["该道具默认是大黄门钥匙,如需改为钥匙盒直接修改 data.js 中的系统Flag即可。"],
|
||||
"10,2": ["屠龙匕首目前未被定义,可能需要自行实现功能。\n有关如何实现一个道具功能参见doc文档。"],
|
||||
},
|
||||
|
||||
@ -4,24 +4,24 @@
|
||||
main.floors.sample1 = {
|
||||
"floorId": "sample1", // 楼层唯一标识符,需要和名字完全一致
|
||||
"title": "样板 1 层", // 楼层中文名
|
||||
"name": 1, // 显示在状态栏中的层数
|
||||
"name": "1", // 显示在状态栏中的层数
|
||||
"canFlyTo": true, // 该楼能否被楼传器飞到(不能的话在该楼也不允许使用楼传器)
|
||||
"canUseQuickShop": true, // 该层是否允许使用快捷商店
|
||||
"defaultGround": "grass", // 默认地面的图块ID(terrains中)
|
||||
"map": [ // 地图数据,需要是13x13,建议使用地图生成器来生成
|
||||
[7, 131, 8, 2, 9, 130, 10, 2, 166, 165, 132, 165, 166],
|
||||
[0, 0, 0, 0, 0, 0, 0, 2, 165, 164, 0, 162, 165],
|
||||
[2, 2, 2, 2, 121, 2, 2, 2, 0, 0, 229, 0, 0],
|
||||
[43, 33, 44, 1, 0, 0, 0, 2, 165, 161, 0, 163, 165],
|
||||
[21, 22, 21, 1, 0, 0, 0, 2, 166, 165, 0, 165, 166],
|
||||
[1, 245, 1, 1, 0, 87, 0, 2, 2, 2, 85, 2, 2],
|
||||
[0, 246, 0, 1, 0, 0, 0, 2, 2, 221, 0, 221, 2],
|
||||
[246, 0, 246, 1, 0, 0, 0, 121, 85, 0, 0, 0, 2],
|
||||
[1, 246, 1, 1, 0, 2, 2, 2, 2, 2, 2, 2, 2],
|
||||
[7, 131, 8, 152, 9, 130, 10, 152, 166, 165, 132, 165, 166],
|
||||
[0, 0, 0, 0, 0, 0, 0, 152, 165, 164, 0, 162, 165],
|
||||
[152, 152, 152, 152, 121, 152, 152, 152, 0, 0, 229, 0, 0],
|
||||
[43, 33, 44, 151, 0, 0, 0, 152, 165, 161, 0, 163, 165],
|
||||
[21, 22, 21, 151, 0, 0, 0, 152, 166, 165, 0, 165, 166],
|
||||
[151, 245, 151, 151, 0, 87, 0, 152, 152, 152, 85, 153, 153],
|
||||
[0, 246, 0, 151, 0, 0, 0, 152, 152, 221, 0, 221, 153],
|
||||
[246, 0, 246, 151, 0, 0, 0, 121, 85, 0, 0, 0, 153],
|
||||
[151, 246, 151, 151, 0, 153, 153, 153, 153, 153, 153, 153, 153],
|
||||
[0, 0, 0, 0, 0, 0, 0, 164, 0, 0, 163, 0, 0],
|
||||
[1, 1, 1, 1, 0, 3, 0, 0, 0, 162, 0, 161, 0],
|
||||
[1, 0, 123, 1, 0, 3, 124, 0, 121, 0, 122, 0, 126],
|
||||
[1, 0, 0, 1, 88, 3, 86, 0, 0, 0, 0, 0, 0],
|
||||
[1, 1, 1, 1, 0, 20, 0, 0, 0, 162, 0, 161, 0],
|
||||
[1, 0, 123, 1, 0, 20, 124, 0, 121, 0, 122, 0, 126],
|
||||
[1, 0, 0, 1, 88, 20, 86, 0, 0, 0, 0, 0, 0],
|
||||
],
|
||||
"firstArrive": [ // 第一次到该楼层触发的事件
|
||||
|
||||
@ -31,8 +31,9 @@ main.floors.sample1 = {
|
||||
"4,10": [ // 走到中间时的提示
|
||||
"\t[样板提示]本层楼将会对各类事件进行介绍。",
|
||||
"左边是一个仿50层的陷阱做法,上方是商店、快捷商店的使用方法,右上是一个典型的杀怪开门的例子,右下是各类可能的NPC事件。",
|
||||
"本样板目前支持的事件列表大致有:\ntext: 显示一段文字(比如你现在正在看到的)\ntip: 左上角显示提示\nshow: 使一个事件有效(可见、可被交互)\nhide: 使一个事件失效(不可见、不可被交互)\ntrigger: 触发另一个地点的事件\nbattle: 强制和某怪物战斗\nopenDoor: 无需钥匙开门(例如机关门、暗墙)\nopenShop: 打开一个全局商店\ndisableShop: 禁用一个全局商店\nchangeFloor: 传送勇士到某层某位置\nchangePos: 传送勇士到当层某位置;转向\nsetFg: 更改画面色调",
|
||||
"move: 移动事件效果\nmoveHero: 移动勇士效果\nplaySound: 播放某个音频\nif: 条件判断\nchoices: 提供选项\nsetValue: 设置勇士属性道具,或某个变量/flag\nupdate: 更新状态栏和地图显伤\nwin: 获得胜利(游戏通关)\nlose: 游戏失败\nsleep: 等待多少毫秒\nexit: 立刻结束当前事件\nrevisit: 立刻结束事件并重新触发\nfunction: 自定义JS脚本\n更多支持的事件还在编写中,欢迎您宝贵的意见。",
|
||||
"本样板目前支持的事件列表大致有:\ntext: 显示一段文字(比如你现在正在看到的)\ntip: 左上角显示提示\nshow: 使一个事件有效(可见、可被交互)\nhide: 使一个事件失效(不可见、不可被交互)\ntrigger: 触发另一个地点的事件\nbattle: 强制和某怪物战斗\nopenDoor: 无需钥匙开门(例如机关门、暗墙)",
|
||||
"openShop: 打开一个全局商店\ndisableShop: 禁用一个全局商店\nchangeFloor: 传送勇士到某层某位置\nchangePos: 传送勇士到当层某位置;转向\nsetFg: 更改画面色调\nmove: 移动事件效果\nmoveHero: 移动勇士效果\nplayBgm: 播放某个背景音乐\npauseBgm: 暂停背景音乐\nresumeBgm: 恢复背景音乐的播放\nplaySound: 播放某个音频",
|
||||
"if: 条件判断\nchoices: 提供选项\nsetValue: 设置勇士属性道具,或某个变量/flag\nupdate: 更新状态栏和地图显伤\nwin: 获得胜利(游戏通关)\nlose: 游戏失败\nsleep: 等待多少毫秒\nexit: 立刻结束当前事件\nrevisit: 立刻结束事件并重新触发\nfunction: 自定义JS脚本\n\n更多支持的事件还在编写中,欢迎您宝贵的意见。",
|
||||
"有关各事件的样例,可参见本层一些NPC的写法。\n所有事件样例本层都有介绍。\n\n一个自定义事件处理完后,需要调用{\"type\": \"hide\"}该事件才不会再次出现。",
|
||||
{"type": "hide"}
|
||||
],
|
||||
@ -273,7 +274,7 @@ main.floors.sample1 = {
|
||||
},
|
||||
"changeFloor": { // 楼层转换事件;该事件不能和上面的events有冲突(同位置点),否则会被覆盖
|
||||
"4,12": {"floorId": "sample0", "loc": [6,0]}, // 由于楼下有多个上楼梯,所以需指定位置而不是简单地写"stair": "upFloor"
|
||||
"5,5": {"floorId": "sample2", "stair": "downFloor"}
|
||||
"5,5": {"floorId": "sample2", "stair": "downFloor", "direction": "up"}
|
||||
},
|
||||
"afterBattle": { // 战斗后可能触发的事件列表
|
||||
"9,6": [ // 初级卫兵1
|
||||
|
||||
@ -4,10 +4,11 @@
|
||||
main.floors.sample2 = {
|
||||
"floorId": "sample2", // 楼层唯一标识符,需要和名字完全一致
|
||||
"title": "主塔 40 层", // 楼层中文名
|
||||
"name": 40, // 显示在状态栏中的层数
|
||||
"name": "40", // 显示在状态栏中的层数
|
||||
"canFlyTo": false, // 该楼能否被楼传器飞到(不能的话在该楼也不允许使用楼传器)
|
||||
"canUseQuickShop": true, // 该层是否允许使用快捷商店
|
||||
"defaultGround": "soil", // 默认地面的图块ID(terrains中)
|
||||
"defaultGround": "snowGround", // 默认地面的图块ID(terrains中)
|
||||
"color": [255,0,0,0.3], // 可以设置该层的默认背景色调(RGBA);本项可省略
|
||||
"map": [ // 地图数据,需要是13x13,建议使用地图生成器来生成
|
||||
[5, 5, 5, 5, 5, 5, 87, 5, 5, 5, 5, 5, 5],
|
||||
[5, 4, 4, 4, 4, 1, 0, 1, 4, 4, 4, 4, 5],
|
||||
|
||||
@ -36,7 +36,7 @@ items.prototype.init = function () {
|
||||
'fly': {'cls': 'constants', 'name': '楼层传送器', 'text': '可以自由往来去过的楼层'},
|
||||
'coin': {'cls': 'constants', 'name': '幸运金币', 'text': '持有时打败怪物可得双倍金币'},
|
||||
'snow': {'cls': 'constants', 'name': '冰冻徽章', 'text': '可以将四周的熔岩变成平地'},
|
||||
'cross': {'cls': 'constants', 'name': '十字架', 'text': '该道具尚未被定义'},
|
||||
'cross': {'cls': 'constants', 'name': '十字架', 'text': '持有后无视怪物的无敌属性'},
|
||||
'knife': {'cls': 'constants', 'name': '屠龙匕首', 'text': '该道具尚未被定义'},
|
||||
'shoes': {'cls': 'constants', 'name': '绿鞋', 'text': '持有时无视负面地形'},
|
||||
|
||||
@ -147,7 +147,7 @@ items.prototype.useItem = function (itemId) {
|
||||
if (!this.canUseItem(itemId)) return;
|
||||
var itemCls = core.material.items[itemId].cls;
|
||||
|
||||
if (itemId=='book') core.ui.drawEnemyBook(1);
|
||||
if (itemId=='book') core.ui.drawEnemyBook(0);
|
||||
if (itemId=='fly') core.ui.drawFly(core.status.hero.flyRange.indexOf(core.status.floorId));
|
||||
if (itemId == 'earthquake' || itemId == 'bomb' || itemId == 'pickaxe' || itemId=='icePickaxe'
|
||||
|| itemId == 'snow' || itemId == 'hammer' || itemId=='bigKey') {
|
||||
@ -157,6 +157,9 @@ items.prototype.useItem = function (itemId) {
|
||||
core.drawHero(core.getHeroLoc('direction'), core.getHeroLoc('x'), core.getHeroLoc('y'), 'stop');
|
||||
core.updateFg();
|
||||
core.drawTip(core.material.items[itemId].name + "使用成功");
|
||||
|
||||
if (itemId == 'bomb' || itemId == 'hammer')
|
||||
core.events.afterUseBomb();
|
||||
});
|
||||
}
|
||||
if (itemId == 'centerFly') {
|
||||
|
||||
19
libs/maps.js
19
libs/maps.js
@ -61,6 +61,8 @@ maps.prototype.getBlock = function (x, y, id) {
|
||||
var tmp = {'x': x, 'y': y, 'id': id};
|
||||
if (enable!=null) tmp.enable = enable;
|
||||
|
||||
////////////////////////// 地形部分 //////////////////////////
|
||||
|
||||
// 0-20 地形
|
||||
if (id == 1) tmp.event = {'cls': 'terrains', 'id': 'yellowWall'}; // 黄墙
|
||||
if (id == 2) tmp.event = {'cls': 'terrains', 'id': 'whiteWall'}; // 白墙
|
||||
@ -77,7 +79,8 @@ maps.prototype.getBlock = function (x, y, id) {
|
||||
if (id == 13) tmp.event = {'cls': 'animates', 'id': 'weakNet', 'noPass': false, 'trigger': 'passNet'}; // 衰网
|
||||
if (id == 14) tmp.event = {'cls': 'animates', 'id': 'curseNet', 'noPass': false, 'trigger': 'passNet'}; // 咒网
|
||||
if (id == 15) tmp.event = {'cls': 'animates', 'id': 'water', 'noPass': true}; // 水
|
||||
|
||||
// 在这里添加更多地形
|
||||
// 如果空地不足,可以从180以后开始继续放,只要不和现有的数字冲突即可
|
||||
|
||||
// Autotile
|
||||
if (id == 20) tmp.event = {'cls': 'autotile', 'id': 'autotile', 'noPass': true}; // autotile
|
||||
@ -86,6 +89,7 @@ maps.prototype.getBlock = function (x, y, id) {
|
||||
if (id == 152) tmp.event = {'cls': 'autotile', 'id': 'autotile2', 'noPass': true};
|
||||
if (id == 153) tmp.event = {'cls': 'autotile', 'id': 'autotile3', 'noPass': true};
|
||||
|
||||
////////////////////////// 物品部分 //////////////////////////
|
||||
|
||||
// 21-80 物品
|
||||
if (id == 21) tmp.event = {'cls': 'items', 'id': 'yellowKey'}; // 黄钥匙
|
||||
@ -134,6 +138,9 @@ maps.prototype.getBlock = function (x, y, id) {
|
||||
if (id == 64) tmp.event = {'cls': 'items', 'id': 'shoes'} // 绿鞋
|
||||
if (id == 65) tmp.event = {'cls': 'items', 'id': 'hammer'} // 圣锤
|
||||
|
||||
|
||||
////////////////////////// 门、楼梯、传送点部分 //////////////////////////
|
||||
|
||||
// 81-100 门
|
||||
if (id == 81) tmp.event = {'cls': 'terrains', 'id': 'yellowDoor', 'trigger': 'openDoor'}; // 黄门
|
||||
if (id == 82) tmp.event = {'cls': 'terrains', 'id': 'blueDoor', 'trigger': 'openDoor'}; // 蓝门
|
||||
@ -151,6 +158,8 @@ maps.prototype.getBlock = function (x, y, id) {
|
||||
if (id == 94) tmp.event = {'cls': 'animates', 'id': 'rightPortal', 'noPass': false}; // 右箭头
|
||||
|
||||
|
||||
////////////////////////// NPC部分 //////////////////////////
|
||||
|
||||
// 121-150 NPC
|
||||
if (id == 121) tmp.event = {'cls': 'npcs', 'id': 'man'};
|
||||
if (id == 122) tmp.event = {'cls': 'npcs', 'id': 'woman'};
|
||||
@ -165,6 +174,8 @@ maps.prototype.getBlock = function (x, y, id) {
|
||||
if (id == 131) tmp.event = {'cls': 'npcs', 'id': 'blueShop'};
|
||||
if (id == 132) tmp.event = {'cls': 'npcs', 'id': 'princess'};
|
||||
|
||||
////////////////////////// 其他部分 //////////////////////////
|
||||
|
||||
// 161-200 其他(单向箭头、灯、箱子等等)
|
||||
if (id == 161) tmp.event = {'cls': 'terrains', 'id': 'arrowUp', 'noPass': false}; // 单向上箭头
|
||||
if (id == 162) tmp.event = {'cls': 'terrains', 'id': 'arrowDown', 'noPass': false}; // 单向下箭头
|
||||
@ -173,6 +184,9 @@ maps.prototype.getBlock = function (x, y, id) {
|
||||
if (id == 165) tmp.event = {'cls': 'terrains', 'id': 'light', 'trigger': 'changeLight', 'noPass': false}; // 灯
|
||||
if (id == 166) tmp.event = {'cls': 'terrains', 'id': 'darkLight', 'noPass': true}; // 暗灯
|
||||
|
||||
|
||||
////////////////////////// 怪物部分 //////////////////////////
|
||||
|
||||
// 201-300 怪物
|
||||
if (id == 201) tmp.event = {'cls': 'enemys', 'id': 'greenSlime'};
|
||||
if (id == 202) tmp.event = {'cls': 'enemys', 'id': 'redSlime'};
|
||||
@ -235,6 +249,9 @@ maps.prototype.getBlock = function (x, y, id) {
|
||||
if (id == 259) tmp.event = {'cls': 'enemys', 'id': 'darkFairy'};
|
||||
if (id == 260) tmp.event = {'cls': 'enemys', 'id': 'greenKnight'};
|
||||
|
||||
////////////////////////// 待定... //////////////////////////
|
||||
// 目前ID暂时不要超过400
|
||||
|
||||
return tmp;
|
||||
}
|
||||
|
||||
|
||||
701
libs/thirdparty/mid.js
vendored
Normal file
701
libs/thirdparty/mid.js
vendored
Normal file
@ -0,0 +1,701 @@
|
||||
var sampleRate = 44100; /* hard-coded in Flash player */
|
||||
|
||||
function AudioPlayer(context, generator, loop) {
|
||||
|
||||
// Uses Webkit Web Audio API if available
|
||||
sampleRate = context.sampleRate;
|
||||
|
||||
var channelCount = 2;
|
||||
var bufferSize = 4096*4; // Higher for less gitches, lower for less latency
|
||||
|
||||
var node = context.createScriptProcessor(bufferSize, 0, channelCount);
|
||||
|
||||
node.onaudioprocess = function(e) { process(e) };
|
||||
|
||||
function process(e) {
|
||||
if (generator.finished) {
|
||||
if (loop) {
|
||||
generator.reset();
|
||||
generator.finished = false;
|
||||
}
|
||||
else {
|
||||
node.disconnect();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
var dataLeft = e.outputBuffer.getChannelData(0);
|
||||
var dataRight = e.outputBuffer.getChannelData(1);
|
||||
|
||||
var generate = generator.generate(bufferSize);
|
||||
|
||||
for (var i = 0; i < bufferSize; ++i) {
|
||||
dataLeft[i] = generate[i*2];
|
||||
dataRight[i] = generate[i*2+1];
|
||||
}
|
||||
}
|
||||
|
||||
// start
|
||||
// node.connect(context.destination);
|
||||
|
||||
return {
|
||||
'play': function () {
|
||||
node.connect(context.destination);
|
||||
},
|
||||
'pause': function() {
|
||||
node.disconnect();
|
||||
}
|
||||
}
|
||||
}
|
||||
/*
|
||||
class to parse the .mid file format
|
||||
(depends on stream.js)
|
||||
*/
|
||||
function MidiFile(data) {
|
||||
function readChunk(stream) {
|
||||
var id = stream.read(4);
|
||||
var length = stream.readInt32();
|
||||
return {
|
||||
'id': id,
|
||||
'length': length,
|
||||
'data': stream.read(length)
|
||||
};
|
||||
}
|
||||
|
||||
var lastEventTypeByte;
|
||||
|
||||
function readEvent(stream) {
|
||||
var event = {};
|
||||
event.deltaTime = stream.readVarInt();
|
||||
var eventTypeByte = stream.readInt8();
|
||||
if ((eventTypeByte & 0xf0) == 0xf0) {
|
||||
/* system / meta event */
|
||||
if (eventTypeByte == 0xff) {
|
||||
/* meta event */
|
||||
event.type = 'meta';
|
||||
var subtypeByte = stream.readInt8();
|
||||
var length = stream.readVarInt();
|
||||
switch(subtypeByte) {
|
||||
case 0x00:
|
||||
event.subtype = 'sequenceNumber';
|
||||
if (length != 2) throw "Expected length for sequenceNumber event is 2, got " + length;
|
||||
event.number = stream.readInt16();
|
||||
return event;
|
||||
case 0x01:
|
||||
event.subtype = 'text';
|
||||
event.text = stream.read(length);
|
||||
return event;
|
||||
case 0x02:
|
||||
event.subtype = 'copyrightNotice';
|
||||
event.text = stream.read(length);
|
||||
return event;
|
||||
case 0x03:
|
||||
event.subtype = 'trackName';
|
||||
event.text = stream.read(length);
|
||||
return event;
|
||||
case 0x04:
|
||||
event.subtype = 'instrumentName';
|
||||
event.text = stream.read(length);
|
||||
return event;
|
||||
case 0x05:
|
||||
event.subtype = 'lyrics';
|
||||
event.text = stream.read(length);
|
||||
return event;
|
||||
case 0x06:
|
||||
event.subtype = 'marker';
|
||||
event.text = stream.read(length);
|
||||
return event;
|
||||
case 0x07:
|
||||
event.subtype = 'cuePoint';
|
||||
event.text = stream.read(length);
|
||||
return event;
|
||||
case 0x20:
|
||||
event.subtype = 'midiChannelPrefix';
|
||||
if (length != 1) throw "Expected length for midiChannelPrefix event is 1, got " + length;
|
||||
event.channel = stream.readInt8();
|
||||
return event;
|
||||
case 0x2f:
|
||||
event.subtype = 'endOfTrack';
|
||||
if (length != 0) throw "Expected length for endOfTrack event is 0, got " + length;
|
||||
return event;
|
||||
case 0x51:
|
||||
event.subtype = 'setTempo';
|
||||
if (length != 3) throw "Expected length for setTempo event is 3, got " + length;
|
||||
event.microsecondsPerBeat = (
|
||||
(stream.readInt8() << 16)
|
||||
+ (stream.readInt8() << 8)
|
||||
+ stream.readInt8()
|
||||
)
|
||||
return event;
|
||||
case 0x54:
|
||||
event.subtype = 'smpteOffset';
|
||||
if (length != 5) throw "Expected length for smpteOffset event is 5, got " + length;
|
||||
var hourByte = stream.readInt8();
|
||||
event.frameRate = {
|
||||
0x00: 24, 0x20: 25, 0x40: 29, 0x60: 30
|
||||
}[hourByte & 0x60];
|
||||
event.hour = hourByte & 0x1f;
|
||||
event.min = stream.readInt8();
|
||||
event.sec = stream.readInt8();
|
||||
event.frame = stream.readInt8();
|
||||
event.subframe = stream.readInt8();
|
||||
return event;
|
||||
case 0x58:
|
||||
event.subtype = 'timeSignature';
|
||||
if (length != 4) throw "Expected length for timeSignature event is 4, got " + length;
|
||||
event.numerator = stream.readInt8();
|
||||
event.denominator = Math.pow(2, stream.readInt8());
|
||||
event.metronome = stream.readInt8();
|
||||
event.thirtyseconds = stream.readInt8();
|
||||
return event;
|
||||
case 0x59:
|
||||
event.subtype = 'keySignature';
|
||||
if (length != 2) throw "Expected length for keySignature event is 2, got " + length;
|
||||
event.key = stream.readInt8(true);
|
||||
event.scale = stream.readInt8();
|
||||
return event;
|
||||
case 0x7f:
|
||||
event.subtype = 'sequencerSpecific';
|
||||
event.data = stream.read(length);
|
||||
return event;
|
||||
default:
|
||||
// console.log("Unrecognised meta event subtype: " + subtypeByte);
|
||||
event.subtype = 'unknown'
|
||||
event.data = stream.read(length);
|
||||
return event;
|
||||
}
|
||||
event.data = stream.read(length);
|
||||
return event;
|
||||
} else if (eventTypeByte == 0xf0) {
|
||||
event.type = 'sysEx';
|
||||
var length = stream.readVarInt();
|
||||
event.data = stream.read(length);
|
||||
return event;
|
||||
} else if (eventTypeByte == 0xf7) {
|
||||
event.type = 'dividedSysEx';
|
||||
var length = stream.readVarInt();
|
||||
event.data = stream.read(length);
|
||||
return event;
|
||||
} else {
|
||||
throw "Unrecognised MIDI event type byte: " + eventTypeByte;
|
||||
}
|
||||
} else {
|
||||
/* channel event */
|
||||
var param1;
|
||||
if ((eventTypeByte & 0x80) == 0) {
|
||||
/* running status - reuse lastEventTypeByte as the event type.
|
||||
eventTypeByte is actually the first parameter
|
||||
*/
|
||||
param1 = eventTypeByte;
|
||||
eventTypeByte = lastEventTypeByte;
|
||||
} else {
|
||||
param1 = stream.readInt8();
|
||||
lastEventTypeByte = eventTypeByte;
|
||||
}
|
||||
var eventType = eventTypeByte >> 4;
|
||||
event.channel = eventTypeByte & 0x0f;
|
||||
event.type = 'channel';
|
||||
switch (eventType) {
|
||||
case 0x08:
|
||||
event.subtype = 'noteOff';
|
||||
event.noteNumber = param1;
|
||||
event.velocity = stream.readInt8();
|
||||
return event;
|
||||
case 0x09:
|
||||
event.noteNumber = param1;
|
||||
event.velocity = stream.readInt8();
|
||||
if (event.velocity == 0) {
|
||||
event.subtype = 'noteOff';
|
||||
} else {
|
||||
event.subtype = 'noteOn';
|
||||
}
|
||||
return event;
|
||||
case 0x0a:
|
||||
event.subtype = 'noteAftertouch';
|
||||
event.noteNumber = param1;
|
||||
event.amount = stream.readInt8();
|
||||
return event;
|
||||
case 0x0b:
|
||||
event.subtype = 'controller';
|
||||
event.controllerType = param1;
|
||||
event.value = stream.readInt8();
|
||||
return event;
|
||||
case 0x0c:
|
||||
event.subtype = 'programChange';
|
||||
event.programNumber = param1;
|
||||
return event;
|
||||
case 0x0d:
|
||||
event.subtype = 'channelAftertouch';
|
||||
event.amount = param1;
|
||||
return event;
|
||||
case 0x0e:
|
||||
event.subtype = 'pitchBend';
|
||||
event.value = param1 + (stream.readInt8() << 7);
|
||||
return event;
|
||||
default:
|
||||
throw "Unrecognised MIDI event type: " + eventType
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
stream = Stream(data);
|
||||
var headerChunk = readChunk(stream);
|
||||
if (headerChunk.id != 'MThd' || headerChunk.length != 6) {
|
||||
throw "Bad .mid file - header not found";
|
||||
}
|
||||
var headerStream = Stream(headerChunk.data);
|
||||
var formatType = headerStream.readInt16();
|
||||
var trackCount = headerStream.readInt16();
|
||||
var timeDivision = headerStream.readInt16();
|
||||
|
||||
if (timeDivision & 0x8000) {
|
||||
throw "Expressing time division in SMTPE frames is not supported yet"
|
||||
} else {
|
||||
ticksPerBeat = timeDivision;
|
||||
}
|
||||
|
||||
var header = {
|
||||
'formatType': formatType,
|
||||
'trackCount': trackCount,
|
||||
'ticksPerBeat': ticksPerBeat
|
||||
}
|
||||
var tracks = [];
|
||||
for (var i = 0; i < header.trackCount; i++) {
|
||||
tracks[i] = [];
|
||||
var trackChunk = readChunk(stream);
|
||||
if (trackChunk.id != 'MTrk') {
|
||||
throw "Unexpected chunk - expected MTrk, got "+ trackChunk.id;
|
||||
}
|
||||
var trackStream = Stream(trackChunk.data);
|
||||
while (!trackStream.eof()) {
|
||||
var event = readEvent(trackStream);
|
||||
tracks[i].push(event);
|
||||
//console.log(event);
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
'header': header,
|
||||
'tracks': tracks
|
||||
}
|
||||
}
|
||||
function Replayer(midiFile, synth) {
|
||||
var trackStates = [];
|
||||
var beatsPerMinute = 120;
|
||||
var ticksPerBeat = midiFile.header.ticksPerBeat;
|
||||
var channelCount = 16;
|
||||
var channels = [];
|
||||
var nextEventInfo;
|
||||
var samplesToNextEvent;
|
||||
|
||||
function Channel() {
|
||||
|
||||
var generatorsByNote = {};
|
||||
var currentProgram = PianoProgram;
|
||||
|
||||
function noteOn(note, velocity) {
|
||||
if (generatorsByNote[note] && !generatorsByNote[note].released) {
|
||||
/* playing same note before releasing the last one. BOO */
|
||||
generatorsByNote[note].noteOff(); /* TODO: check whether we ought to be passing a velocity in */
|
||||
}
|
||||
generator = currentProgram.createNote(note, velocity);
|
||||
synth.addGenerator(generator);
|
||||
generatorsByNote[note] = generator;
|
||||
}
|
||||
function noteOff(note, velocity) {
|
||||
if (generatorsByNote[note] && !generatorsByNote[note].released) {
|
||||
generatorsByNote[note].noteOff(velocity);
|
||||
}
|
||||
}
|
||||
function setProgram(programNumber) {
|
||||
currentProgram = PROGRAMS[programNumber] || PianoProgram;
|
||||
}
|
||||
|
||||
return {
|
||||
'noteOn': noteOn,
|
||||
'noteOff': noteOff,
|
||||
'setProgram': setProgram
|
||||
}
|
||||
}
|
||||
|
||||
function getNextEvent() {
|
||||
var ticksToNextEvent = null;
|
||||
var nextEventTrack = null;
|
||||
var nextEventIndex = null;
|
||||
|
||||
for (var i = 0; i < trackStates.length; i++) {
|
||||
if (
|
||||
trackStates[i].ticksToNextEvent != null
|
||||
&& (ticksToNextEvent == null || trackStates[i].ticksToNextEvent < ticksToNextEvent)
|
||||
) {
|
||||
ticksToNextEvent = trackStates[i].ticksToNextEvent;
|
||||
nextEventTrack = i;
|
||||
nextEventIndex = trackStates[i].nextEventIndex;
|
||||
}
|
||||
}
|
||||
if (nextEventTrack != null) {
|
||||
/* consume event from that track */
|
||||
var nextEvent = midiFile.tracks[nextEventTrack][nextEventIndex];
|
||||
if (midiFile.tracks[nextEventTrack][nextEventIndex + 1]) {
|
||||
trackStates[nextEventTrack].ticksToNextEvent += midiFile.tracks[nextEventTrack][nextEventIndex + 1].deltaTime;
|
||||
} else {
|
||||
trackStates[nextEventTrack].ticksToNextEvent = null;
|
||||
}
|
||||
trackStates[nextEventTrack].nextEventIndex += 1;
|
||||
/* advance timings on all tracks by ticksToNextEvent */
|
||||
for (var i = 0; i < trackStates.length; i++) {
|
||||
if (trackStates[i].ticksToNextEvent != null) {
|
||||
trackStates[i].ticksToNextEvent -= ticksToNextEvent
|
||||
}
|
||||
}
|
||||
nextEventInfo = {
|
||||
'ticksToEvent': ticksToNextEvent,
|
||||
'event': nextEvent,
|
||||
'track': nextEventTrack
|
||||
}
|
||||
var beatsToNextEvent = ticksToNextEvent / ticksPerBeat;
|
||||
var secondsToNextEvent = beatsToNextEvent / (beatsPerMinute / 60);
|
||||
samplesToNextEvent += secondsToNextEvent * synth.sampleRate;
|
||||
} else {
|
||||
nextEventInfo = null;
|
||||
samplesToNextEvent = null;
|
||||
self.finished = true;
|
||||
}
|
||||
}
|
||||
|
||||
function generate(samples) {
|
||||
var data = new Array(samples*2);
|
||||
var samplesRemaining = samples;
|
||||
var dataOffset = 0;
|
||||
|
||||
while (true) {
|
||||
if (samplesToNextEvent != null && samplesToNextEvent <= samplesRemaining) {
|
||||
/* generate samplesToNextEvent samples, process event and repeat */
|
||||
var samplesToGenerate = Math.ceil(samplesToNextEvent);
|
||||
if (samplesToGenerate > 0) {
|
||||
synth.generateIntoBuffer(samplesToGenerate, data, dataOffset);
|
||||
dataOffset += samplesToGenerate * 2;
|
||||
samplesRemaining -= samplesToGenerate;
|
||||
samplesToNextEvent -= samplesToGenerate;
|
||||
}
|
||||
|
||||
handleEvent();
|
||||
getNextEvent();
|
||||
} else {
|
||||
/* generate samples to end of buffer */
|
||||
if (samplesRemaining > 0) {
|
||||
synth.generateIntoBuffer(samplesRemaining, data, dataOffset);
|
||||
samplesToNextEvent -= samplesRemaining;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
return data;
|
||||
}
|
||||
|
||||
function handleEvent() {
|
||||
var event = nextEventInfo.event;
|
||||
switch (event.type) {
|
||||
case 'meta':
|
||||
switch (event.subtype) {
|
||||
case 'setTempo':
|
||||
beatsPerMinute = 60000000 / event.microsecondsPerBeat
|
||||
}
|
||||
break;
|
||||
case 'channel':
|
||||
switch (event.subtype) {
|
||||
case 'noteOn':
|
||||
channels[event.channel].noteOn(event.noteNumber, event.velocity);
|
||||
break;
|
||||
case 'noteOff':
|
||||
channels[event.channel].noteOff(event.noteNumber, event.velocity);
|
||||
break;
|
||||
case 'programChange':
|
||||
//console.log('program change to ' + event.programNumber);
|
||||
channels[event.channel].setProgram(event.programNumber);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
function reset() {
|
||||
for (var i = 0; i < midiFile.tracks.length; i++) {
|
||||
trackStates[i] = {
|
||||
'nextEventIndex': 0,
|
||||
'ticksToNextEvent': (
|
||||
midiFile.tracks[i].length ?
|
||||
midiFile.tracks[i][0].deltaTime :
|
||||
null
|
||||
)
|
||||
};
|
||||
}
|
||||
for (var i = 0; i < channelCount; i++) {
|
||||
channels[i] = Channel();
|
||||
}
|
||||
samplesToNextEvent = 0;
|
||||
getNextEvent();
|
||||
}
|
||||
|
||||
reset();
|
||||
|
||||
var self = {
|
||||
'reset': reset,
|
||||
'generate': generate,
|
||||
'finished': false
|
||||
}
|
||||
return self;
|
||||
}
|
||||
/* Wrapper for accessing strings through sequential reads */
|
||||
function Stream(str) {
|
||||
var position = 0;
|
||||
|
||||
function read(length) {
|
||||
var result = str.substr(position, length);
|
||||
position += length;
|
||||
return result;
|
||||
}
|
||||
|
||||
/* read a big-endian 32-bit integer */
|
||||
function readInt32() {
|
||||
var result = (
|
||||
(str.charCodeAt(position) << 24)
|
||||
+ (str.charCodeAt(position + 1) << 16)
|
||||
+ (str.charCodeAt(position + 2) << 8)
|
||||
+ str.charCodeAt(position + 3));
|
||||
position += 4;
|
||||
return result;
|
||||
}
|
||||
|
||||
/* read a big-endian 16-bit integer */
|
||||
function readInt16() {
|
||||
var result = (
|
||||
(str.charCodeAt(position) << 8)
|
||||
+ str.charCodeAt(position + 1));
|
||||
position += 2;
|
||||
return result;
|
||||
}
|
||||
|
||||
/* read an 8-bit integer */
|
||||
function readInt8(signed) {
|
||||
var result = str.charCodeAt(position);
|
||||
if (signed && result > 127) result -= 256;
|
||||
position += 1;
|
||||
return result;
|
||||
}
|
||||
|
||||
function eof() {
|
||||
return position >= str.length;
|
||||
}
|
||||
|
||||
/* read a MIDI-style variable-length integer
|
||||
(big-endian value in groups of 7 bits,
|
||||
with top bit set to signify that another byte follows)
|
||||
*/
|
||||
function readVarInt() {
|
||||
var result = 0;
|
||||
while (true) {
|
||||
var b = readInt8();
|
||||
if (b & 0x80) {
|
||||
result += (b & 0x7f);
|
||||
result <<= 7;
|
||||
} else {
|
||||
/* b is the last byte */
|
||||
return result + b;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
'eof': eof,
|
||||
'read': read,
|
||||
'readInt32': readInt32,
|
||||
'readInt16': readInt16,
|
||||
'readInt8': readInt8,
|
||||
'readVarInt': readVarInt
|
||||
}
|
||||
}
|
||||
function SineGenerator(freq) {
|
||||
var self = {'alive': true};
|
||||
var period = sampleRate / freq;
|
||||
var t = 0;
|
||||
|
||||
self.generate = function(buf, offset, count) {
|
||||
for (; count; count--) {
|
||||
var phase = t / period;
|
||||
var result = Math.sin(phase * 2 * Math.PI);
|
||||
buf[offset++] += result;
|
||||
buf[offset++] += result;
|
||||
t++;
|
||||
}
|
||||
}
|
||||
|
||||
return self;
|
||||
}
|
||||
|
||||
function SquareGenerator(freq, phase) {
|
||||
var self = {'alive': true};
|
||||
var period = sampleRate / freq;
|
||||
var t = 0;
|
||||
|
||||
self.generate = function(buf, offset, count) {
|
||||
for (; count; count--) {
|
||||
var result = ( (t / period) % 1 > phase ? 1 : -1);
|
||||
buf[offset++] += result;
|
||||
buf[offset++] += result;
|
||||
t++;
|
||||
}
|
||||
}
|
||||
|
||||
return self;
|
||||
}
|
||||
|
||||
function ADSRGenerator(child, attackAmplitude, sustainAmplitude, attackTimeS, decayTimeS, releaseTimeS) {
|
||||
var self = {'alive': true}
|
||||
var attackTime = sampleRate * attackTimeS;
|
||||
var decayTime = sampleRate * (attackTimeS + decayTimeS);
|
||||
var decayRate = (attackAmplitude - sustainAmplitude) / (decayTime - attackTime);
|
||||
var releaseTime = null; /* not known yet */
|
||||
var endTime = null; /* not known yet */
|
||||
var releaseRate = sustainAmplitude / (sampleRate * releaseTimeS);
|
||||
var t = 0;
|
||||
|
||||
self.noteOff = function() {
|
||||
if (self.released) return;
|
||||
releaseTime = t;
|
||||
self.released = true;
|
||||
endTime = releaseTime + sampleRate * releaseTimeS;
|
||||
}
|
||||
|
||||
self.generate = function(buf, offset, count) {
|
||||
if (!self.alive) return;
|
||||
var input = new Array(count * 2);
|
||||
for (var i = 0; i < count*2; i++) {
|
||||
input[i] = 0;
|
||||
}
|
||||
child.generate(input, 0, count);
|
||||
|
||||
childOffset = 0;
|
||||
while(count) {
|
||||
if (releaseTime != null) {
|
||||
if (t < endTime) {
|
||||
/* release */
|
||||
while(count && t < endTime) {
|
||||
var ampl = sustainAmplitude - releaseRate * (t - releaseTime);
|
||||
buf[offset++] += input[childOffset++] * ampl;
|
||||
buf[offset++] += input[childOffset++] * ampl;
|
||||
t++;
|
||||
count--;
|
||||
}
|
||||
} else {
|
||||
/* dead */
|
||||
self.alive = false;
|
||||
return;
|
||||
}
|
||||
} else if (t < attackTime) {
|
||||
/* attack */
|
||||
while(count && t < attackTime) {
|
||||
var ampl = attackAmplitude * t / attackTime;
|
||||
buf[offset++] += input[childOffset++] * ampl;
|
||||
buf[offset++] += input[childOffset++] * ampl;
|
||||
t++;
|
||||
count--;
|
||||
}
|
||||
} else if (t < decayTime) {
|
||||
/* decay */
|
||||
while(count && t < decayTime) {
|
||||
var ampl = attackAmplitude - decayRate * (t - attackTime);
|
||||
buf[offset++] += input[childOffset++] * ampl;
|
||||
buf[offset++] += input[childOffset++] * ampl;
|
||||
t++;
|
||||
count--;
|
||||
}
|
||||
} else {
|
||||
/* sustain */
|
||||
while(count) {
|
||||
buf[offset++] += input[childOffset++] * sustainAmplitude;
|
||||
buf[offset++] += input[childOffset++] * sustainAmplitude;
|
||||
t++;
|
||||
count--;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return self;
|
||||
}
|
||||
|
||||
function midiToFrequency(note) {
|
||||
return 440 * Math.pow(2, (note-69)/12);
|
||||
}
|
||||
|
||||
PianoProgram = {
|
||||
'attackAmplitude': 0.2,
|
||||
'sustainAmplitude': 0.1,
|
||||
'attackTime': 0.02,
|
||||
'decayTime': 0.3,
|
||||
'releaseTime': 0.02,
|
||||
'createNote': function(note, velocity) {
|
||||
var frequency = midiToFrequency(note);
|
||||
return ADSRGenerator(
|
||||
SineGenerator(frequency),
|
||||
this.attackAmplitude * (velocity / 128), this.sustainAmplitude * (velocity / 128),
|
||||
this.attackTime, this.decayTime, this.releaseTime
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
StringProgram = {
|
||||
'createNote': function(note, velocity) {
|
||||
var frequency = midiToFrequency(note);
|
||||
return ADSRGenerator(
|
||||
SineGenerator(frequency),
|
||||
0.5 * (velocity / 128), 0.2 * (velocity / 128),
|
||||
0.4, 0.8, 0.4
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
PROGRAMS = {
|
||||
41: StringProgram,
|
||||
42: StringProgram,
|
||||
43: StringProgram,
|
||||
44: StringProgram,
|
||||
45: StringProgram,
|
||||
46: StringProgram,
|
||||
47: StringProgram,
|
||||
49: StringProgram,
|
||||
50: StringProgram
|
||||
};
|
||||
|
||||
function Synth(sampleRate) {
|
||||
|
||||
var generators = [];
|
||||
|
||||
function addGenerator(generator) {
|
||||
generators.push(generator);
|
||||
}
|
||||
|
||||
function generate(samples) {
|
||||
var data = new Array(samples*2);
|
||||
generateIntoBuffer(samples, data, 0);
|
||||
return data;
|
||||
}
|
||||
|
||||
function generateIntoBuffer(samplesToGenerate, buffer, offset) {
|
||||
for (var i = offset; i < offset + samplesToGenerate * 2; i++) {
|
||||
buffer[i] = 0;
|
||||
}
|
||||
for (var i = generators.length - 1; i >= 0; i--) {
|
||||
generators[i].generate(buffer, offset, samplesToGenerate);
|
||||
if (!generators[i].alive) generators.splice(i, 1);
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
'sampleRate': sampleRate,
|
||||
'addGenerator': addGenerator,
|
||||
'generate': generate,
|
||||
'generateIntoBuffer': generateIntoBuffer
|
||||
}
|
||||
}
|
||||
152
libs/ui.js
152
libs/ui.js
@ -334,7 +334,8 @@ ui.prototype.drawSwitchs = function() {
|
||||
core.status.event.id = 'switchs';
|
||||
|
||||
var choices = [
|
||||
"背景音乐:"+(core.musicStatus.soundStatus ? "[ON]" : "[OFF]"),
|
||||
"背景音乐:"+(core.musicStatus.bgmStatus ? "[ON]" : "[OFF]"),
|
||||
"背景音效:"+(core.musicStatus.soundStatus ? "[ON]" : "[OFF]"),
|
||||
"战斗动画: " + (core.flags.battleAnimate ? "[ON]" : "[OFF]"),
|
||||
"怪物显伤: " + (core.flags.displayEnemyDamage ? "[ON]" : "[OFF]"),
|
||||
"领域显伤: " + (core.flags.displayExtraDamage ? "[ON]" : "[OFF]"),
|
||||
@ -389,12 +390,12 @@ ui.prototype.drawBattleAnimate = function(monsterId, callback) {
|
||||
|
||||
hero_hp -= core.enemys.getExtraDamage(monster);
|
||||
|
||||
if (core.enemys.hasSpecial(mon_special, 2)) hero_def=0; // 魔攻
|
||||
if (core.enemys.hasSpecial(mon_special, 3) && mon_def<hero_atk) mon_def=hero_atk-1; // 坚固
|
||||
if (core.enemys.hasSpecial(mon_special, 10)) { // 模仿
|
||||
mon_atk=hero_atk;
|
||||
mon_def=hero_def;
|
||||
}
|
||||
if (core.enemys.hasSpecial(mon_special, 2)) hero_def=0; // 魔攻
|
||||
if (core.enemys.hasSpecial(mon_special, 3) && mon_def<hero_atk) mon_def=hero_atk-1; // 坚固
|
||||
|
||||
// 实际操作
|
||||
var turn = 0; // 0为勇士攻击
|
||||
@ -404,7 +405,7 @@ ui.prototype.drawBattleAnimate = function(monsterId, callback) {
|
||||
var turns = 2;
|
||||
if (core.enemys.hasSpecial(mon_special, 4)) turns=3;
|
||||
if (core.enemys.hasSpecial(mon_special, 5)) turns=4;
|
||||
if (core.enemys.hasSpecial(mon_special, 6)) turns=5;
|
||||
if (core.enemys.hasSpecial(mon_special, 6)) turns=1+(monster.n||4);
|
||||
|
||||
|
||||
// 初始伤害
|
||||
@ -422,7 +423,7 @@ ui.prototype.drawBattleAnimate = function(monsterId, callback) {
|
||||
hero_mdef=0;
|
||||
}
|
||||
|
||||
var specialText = core.enemys.getSpecialText(monsterId);
|
||||
var specialTexts = core.enemys.getSpecialText(monsterId);
|
||||
|
||||
var background = core.canvas.ui.createPattern(core.material.ground, "repeat");
|
||||
|
||||
@ -430,7 +431,10 @@ ui.prototype.drawBattleAnimate = function(monsterId, callback) {
|
||||
var left=10, right=416-2*left;
|
||||
|
||||
|
||||
var lines = core.flags.enableExperience?5:4;
|
||||
// var lines = core.flags.enableExperience?5:4;
|
||||
var lines = 3;
|
||||
if (core.flags.enableMDef || core.flags.enableMoney || core.flags.enableExperience) lines=4;
|
||||
if (core.flags.enableMoney && core.flags.enableExperience) lines=5;
|
||||
|
||||
var lineHeight = 60;
|
||||
var height = lineHeight * lines + 50;
|
||||
@ -443,6 +447,8 @@ ui.prototype.drawBattleAnimate = function(monsterId, callback) {
|
||||
core.setAlpha('ui', 1);
|
||||
core.strokeRect('ui', left - 1, top - 1, right + 1, bottom + 1, '#FFFFFF', 2);
|
||||
core.clearMap('data',0,0,416,416);
|
||||
|
||||
clearInterval(core.interval.tipAnimate);
|
||||
core.setAlpha('data', 1);
|
||||
core.setOpacity('data', 1);
|
||||
core.status.boxAnimateObjs = [];
|
||||
@ -460,7 +466,6 @@ ui.prototype.drawBattleAnimate = function(monsterId, callback) {
|
||||
core.canvas.ui.textAlign='center';
|
||||
core.fillText('ui', core.status.hero.name, left+margin+boxWidth/2, top+margin+heroHeight+40, '#FFD700', 'bold 22px Verdana');
|
||||
core.fillText('ui', "怪物", left+right-margin-boxWidth/2, top+margin+32+40);
|
||||
var specialTexts = specialText.split(" ");
|
||||
for (var i=0, j=0; i<specialTexts.length;i++) {
|
||||
if (specialTexts[i]!='') {
|
||||
core.fillText('ui', specialTexts[i], left+right-margin-boxWidth/2, top+margin+32+44+20*(++j), '#FF6A6A', '15px Verdana');
|
||||
@ -513,7 +518,7 @@ ui.prototype.drawBattleAnimate = function(monsterId, callback) {
|
||||
if (core.flags.enableMDef) {
|
||||
textTop += lineHeight;
|
||||
core.canvas.ui.textAlign='left';
|
||||
core.fillText('ui', "魔防", left_start, textTop, '#DDDDDD', '16px Verdana');
|
||||
core.fillText('ui', "护盾", left_start, textTop, '#DDDDDD', '16px Verdana');
|
||||
core.drawLine('ui', left_start, textTop + 8, left_end, textTop + 8, '#FFFFFF', 2);
|
||||
core.canvas.data.textAlign='right';
|
||||
core.fillText('data', hero_mdef, left_end, textTop+26, '#DDDDDD', 'bold 16px Verdana');
|
||||
@ -541,12 +546,14 @@ ui.prototype.drawBattleAnimate = function(monsterId, callback) {
|
||||
core.canvas.ui.textAlign='left';
|
||||
core.fillText('ui', mon_def, right_start, textTop+26, '#DDDDDD', 'bold 16px Verdana');
|
||||
|
||||
textTop += lineHeight;
|
||||
core.canvas.ui.textAlign='right';
|
||||
core.fillText('ui', "金币", right_end, textTop, '#DDDDDD', '16px Verdana');
|
||||
core.drawLine('ui', right_start, textTop + 8, right_end, textTop + 8, '#FFFFFF', 2);
|
||||
core.canvas.ui.textAlign='left';
|
||||
core.fillText('ui', mon_money, right_start, textTop+26, '#DDDDDD', 'bold 16px Verdana');
|
||||
if (core.flags.enableMoney) {
|
||||
textTop += lineHeight;
|
||||
core.canvas.ui.textAlign = 'right';
|
||||
core.fillText('ui', "金币", right_end, textTop, '#DDDDDD', '16px Verdana');
|
||||
core.drawLine('ui', right_start, textTop + 8, right_end, textTop + 8, '#FFFFFF', 2);
|
||||
core.canvas.ui.textAlign = 'left';
|
||||
core.fillText('ui', mon_money, right_start, textTop + 26, '#DDDDDD', 'bold 16px Verdana');
|
||||
}
|
||||
|
||||
if (core.flags.enableExperience) {
|
||||
textTop += lineHeight;
|
||||
@ -562,15 +569,9 @@ ui.prototype.drawBattleAnimate = function(monsterId, callback) {
|
||||
|
||||
core.canvas.ui.textAlign='right';
|
||||
core.fillText("ui", "S", right_start-8, 208+15, "#FFFFFF", "italic bold 40px Verdana");
|
||||
/*
|
||||
core.drawLine('data', left + right - margin - boxWidth + 6, top+margin+boxWidth-6,
|
||||
left+right-margin-6, top+margin+6, '#FF0000', 4);
|
||||
core.drawLine('data', left + margin + 6, top+margin+heroHeight+(boxWidth-32)-6,
|
||||
left+margin+boxWidth-6, top+margin+6, '#FF0000', 4);
|
||||
*/
|
||||
|
||||
var battleInterval = setInterval(function() {
|
||||
core.playSound("attack", "ogg");
|
||||
core.playSound("attack.ogg");
|
||||
|
||||
if (turn==0) {
|
||||
// 勇士攻击
|
||||
@ -592,8 +593,7 @@ ui.prototype.drawBattleAnimate = function(monsterId, callback) {
|
||||
|
||||
// 反击
|
||||
if (core.enemys.hasSpecial(mon_special, 8)) {
|
||||
var counterDamage = parseInt(core.values.counterAttack * hero_atk);
|
||||
hero_mdef -= counterDamage;
|
||||
hero_mdef -= parseInt(core.values.counterAttack * hero_atk);
|
||||
|
||||
if (hero_mdef<0) {
|
||||
hero_hp+=hero_mdef;
|
||||
@ -726,9 +726,9 @@ ui.prototype.drawPagination = function (page, totalPage) {
|
||||
|
||||
/**
|
||||
* 绘制怪物手册
|
||||
* @param page 页数
|
||||
* @param index 怪物索引
|
||||
*/
|
||||
ui.prototype.drawEnemyBook = function (page) {
|
||||
ui.prototype.drawEnemyBook = function (index) {
|
||||
|
||||
var enemys = core.enemys.getCurrentEnemys();
|
||||
var background = core.canvas.ui.createPattern(core.material.ground, "repeat");
|
||||
@ -758,11 +758,12 @@ ui.prototype.drawEnemyBook = function (page) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (index<0) index=0;
|
||||
if (index>=enemys.length) index=enemys.length-1;
|
||||
var perpage = 6;
|
||||
var page=parseInt(index/perpage)+1;
|
||||
var totalPage = parseInt((enemys.length - 1) / perpage) + 1;
|
||||
if (page < 1) page = 1;
|
||||
if (page > totalPage) page = totalPage;
|
||||
core.status.event.data = page;
|
||||
core.status.event.data = index;
|
||||
var start = (page - 1) * perpage, end = Math.min(page * perpage, enemys.length);
|
||||
|
||||
enemys = enemys.slice(start, end);
|
||||
@ -796,25 +797,34 @@ ui.prototype.drawEnemyBook = function (page) {
|
||||
core.fillText('ui', enemy.atk, 285, 62 * i + 32, '#DDDDDD', 'bold 13px Verdana');
|
||||
core.fillText('ui', '防御', 335, 62 * i + 32, '#DDDDDD', '13px Verdana');
|
||||
core.fillText('ui', enemy.def, 365, 62 * i + 32, '#DDDDDD', 'bold 13px Verdana');
|
||||
core.fillText('ui', '金币', 165, 62 * i + 50, '#DDDDDD', '13px Verdana');
|
||||
core.fillText('ui', enemy.money, 195, 62 * i + 50, '#DDDDDD', 'bold 13px Verdana');
|
||||
|
||||
var damage_offset = 326;
|
||||
var expOffset = 165;
|
||||
if (core.flags.enableMoney) {
|
||||
core.fillText('ui', '金币', 165, 62 * i + 50, '#DDDDDD', '13px Verdana');
|
||||
core.fillText('ui', enemy.money, 195, 62 * i + 50, '#DDDDDD', 'bold 13px Verdana');
|
||||
expOffset = 255;
|
||||
}
|
||||
|
||||
if (core.flags.enableExperience) {
|
||||
core.canvas.ui.textAlign = "left";
|
||||
core.fillText('ui', '经验', 255, 62 * i + 50, '#DDDDDD', '13px Verdana');
|
||||
core.fillText('ui', enemy.experience, 285, 62 * i + 50, '#DDDDDD', 'bold 13px Verdana');
|
||||
damage_offset = 361;
|
||||
core.fillText('ui', '经验', expOffset, 62 * i + 50, '#DDDDDD', '13px Verdana');
|
||||
core.fillText('ui', enemy.experience, expOffset + 30, 62 * i + 50, '#DDDDDD', 'bold 13px Verdana');
|
||||
}
|
||||
|
||||
var damageOffet = 281;
|
||||
if (core.flags.enableMoney && core.flags.enableExperience)
|
||||
damageOffet = 361;
|
||||
else if (core.flags.enableMoney || core.flags.enableExperience)
|
||||
damageOffet = 326;
|
||||
|
||||
|
||||
core.canvas.ui.textAlign = "center";
|
||||
var damage = enemy.damage;
|
||||
var color = '#FFFF00';
|
||||
if (damage >= core.status.hero.hp) color = '#FF0000';
|
||||
if (damage == 0) color = '#00FF00';
|
||||
if (damage <= 0) color = '#00FF00';
|
||||
if (damage >= 999999999) damage = '无法战斗';
|
||||
var length = core.canvas.ui.measureText(damage).width;
|
||||
core.fillText('ui', damage, damage_offset, 62 * i + 50, color, 'bold 13px Verdana');
|
||||
core.fillText('ui', damage, damageOffet, 62 * i + 50, color, 'bold 13px Verdana');
|
||||
|
||||
core.canvas.ui.textAlign = "left";
|
||||
|
||||
@ -825,11 +835,77 @@ ui.prototype.drawEnemyBook = function (page) {
|
||||
core.fillText('ui', '1防', 335, 62 * i + 68, '#DDDDDD', '13px Verdana');
|
||||
core.fillText('ui', enemy.defDamage, 365, 62 * i + 68, '#DDDDDD', 'bold 13px Verdana');
|
||||
|
||||
if (index == start+i) {
|
||||
core.strokeRect('ui', 10, 62 * i + 13, 416-10*2, 62, '#FFD700');
|
||||
}
|
||||
|
||||
}
|
||||
core.setBoxAnimate();
|
||||
this.drawPagination(page, totalPage);
|
||||
}
|
||||
|
||||
ui.prototype.drawBookDetail = function (index) {
|
||||
var enemys = core.enemys.getCurrentEnemys();
|
||||
if (enemys.length==0) return;
|
||||
if (index<0) index=0;
|
||||
if (index>=enemys.length) index=enemys.length-1;
|
||||
|
||||
var enemy = enemys[index];
|
||||
var enemyId=enemy.id;
|
||||
var hints=core.enemys.getSpecialHint(core.enemys.getEnemys(enemyId));
|
||||
|
||||
if (hints.length==0) {
|
||||
core.drawTip("该怪物无特殊属性!");
|
||||
return;
|
||||
}
|
||||
var content=hints.join("\n");
|
||||
|
||||
core.status.event.id = 'book-detail';
|
||||
clearInterval(core.interval.tipAnimate);
|
||||
|
||||
core.clearMap('data', 0, 0, 416, 416);
|
||||
core.setOpacity('data', 1);
|
||||
|
||||
var left=10, right=416-2*left;
|
||||
var content_left = left + 25;
|
||||
|
||||
var validWidth = right-(content_left-left)-13;
|
||||
var contents = core.splitLines("data", content, validWidth, '16px Verdana');
|
||||
|
||||
var height = 416 - 10 - Math.min(416-24*(contents.length+1)-65, 250);
|
||||
var top = (416-height)/2, bottom = height;
|
||||
|
||||
// var left = 97, top = 64, right = 416 - 2 * left, bottom = 416 - 2 * top;
|
||||
core.setAlpha('data', 0.9);
|
||||
core.fillRect('data', left, top, right, bottom, '#000000');
|
||||
core.setAlpha('data', 1);
|
||||
core.strokeRect('data', left - 1, top - 1, right + 1, bottom + 1, '#FFFFFF', 2);
|
||||
|
||||
// 名称
|
||||
core.canvas.data.textAlign = "left";
|
||||
|
||||
core.fillText('data', enemy.name, content_left, top + 30, '#FFD700', 'bold 22px Verdana');
|
||||
var content_top = top + 57;
|
||||
|
||||
for (var i=0;i<contents.length;i++) {
|
||||
// core.fillText('data', contents[i], content_left, content_top, '#FFFFFF', '16px Verdana');
|
||||
var text=contents[i];
|
||||
var index=text.indexOf(":");
|
||||
if (index>=0) {
|
||||
var x1 = text.substring(0, index+1);
|
||||
core.fillText('data', x1, content_left, content_top, '#FF6A6A', 'bold 16px Verdana');
|
||||
var len=core.canvas.data.measureText(x1).width;
|
||||
core.fillText('data', text.substring(index+1), content_left+len, content_top, '#FFFFFF', '16px Verdana');
|
||||
}
|
||||
else {
|
||||
core.fillText('data', contents[i], content_left, content_top, '#FFFFFF', '16px Verdana');
|
||||
}
|
||||
content_top+=24;
|
||||
}
|
||||
|
||||
core.fillText('data', '<点击任意位置继续>', 270, top+height-13, '#CCCCCC', '13px Verdana');
|
||||
}
|
||||
|
||||
/**
|
||||
* 绘制楼传器
|
||||
* @param page
|
||||
@ -1044,7 +1120,7 @@ ui.prototype.drawThumbnail = function(floorId, canvas, blocks, x, y, size, heroL
|
||||
if (core.isset(block.event) && !(core.isset(block.enable) && !block.enable)) {
|
||||
if (block.event.cls == 'autotile') {
|
||||
// core.drawAutotile();
|
||||
autotileMaps[13*block.x + block.y] = true;
|
||||
autotileMaps[13*block.x + block.y] = block.event.id;
|
||||
continue;
|
||||
}
|
||||
else {
|
||||
|
||||
46
main.js
46
main.js
@ -20,6 +20,7 @@ function main() {
|
||||
'toolBar': document.getElementById('toolBar'),
|
||||
'tools': document.getElementsByClassName('tools'),
|
||||
'gameCanvas': document.getElementsByClassName('gameCanvas'),
|
||||
'curtain': document.getElementById('curtain'),
|
||||
'startButtons': document.getElementById('startButtons'),
|
||||
'playGame': document.getElementById('playGame'),
|
||||
'loadGame': document.getElementById('loadGame'),
|
||||
@ -30,31 +31,40 @@ function main() {
|
||||
'hardLevel': document.getElementById('hardLevel'),
|
||||
'data': document.getElementById('data'),
|
||||
'statusLabels': document.getElementsByClassName('statusLabel'),
|
||||
'floorCol': document.getElementById('floorCol'),
|
||||
'lvCol': document.getElementById('lvCol'),
|
||||
'mdefCol': document.getElementById('mdefCol'),
|
||||
'moneyCol': document.getElementById('moneyCol'),
|
||||
'expCol': document.getElementById('expCol'),
|
||||
'upCol': document.getElementById('upCol'),
|
||||
'debuffCol': document.getElementById('debuffCol'),
|
||||
'hard': document.getElementById('hard'),
|
||||
};
|
||||
// console.log('加载游戏容器和开始界面dom对象完成 如下');
|
||||
// console.log(this.dom);
|
||||
this.loadList = [
|
||||
'items', 'icons', 'maps', 'enemys', 'events', 'data', 'ui', 'core'
|
||||
];
|
||||
// console.log('加载js文件列表加载完成' + this.loadList);
|
||||
this.images = [
|
||||
'animates', 'enemys', 'hero', 'items', 'npcs', 'terrains', "autotile"
|
||||
'animates', 'enemys', 'hero', 'items', 'npcs', 'terrains'
|
||||
];
|
||||
this.sounds = {
|
||||
'mp3': ['bgm-loop', 'floor'],
|
||||
'ogg': ['attack', 'door', 'item']
|
||||
}
|
||||
this.bgms = [ // 在此存放所有的bgm,和文件名一致。第一项为默认播放项
|
||||
// 音频名不能使用中文,不能带空格或特殊字符;可以直接改名拼音就好
|
||||
'058-Slow01.mid', 'bgm.mp3', 'qianjin.mid', 'star.mid'
|
||||
];
|
||||
this.sounds = [ // 在此存放所有的SE,和文件名一致
|
||||
// 音频名不能使用中文,不能带空格或特殊字符;可以直接改名拼音就好
|
||||
'floor.mp3', 'attack.ogg', 'door.ogg', 'item.ogg'
|
||||
]
|
||||
this.statusBar = {
|
||||
'image': {
|
||||
'floor': document.getElementById('img-floor'),
|
||||
'lv': document.getElementById('img-lv'),
|
||||
'hp': document.getElementById("img-hp"),
|
||||
'atk': document.getElementById("img-atk"),
|
||||
'def': document.getElementById("img-def"),
|
||||
'mdef': document.getElementById("img-mdef"),
|
||||
'money': document.getElementById("img-money"),
|
||||
'experience': document.getElementById("img-experience"),
|
||||
'up': document.getElementById("img-up"),
|
||||
'book': document.getElementById("img-book"),
|
||||
'fly': document.getElementById("img-fly"),
|
||||
'toolbox': document.getElementById("img-toolbox"),
|
||||
@ -64,12 +74,14 @@ function main() {
|
||||
'settings': document.getElementById("img-settings")
|
||||
},
|
||||
'floor': document.getElementById('floor'),
|
||||
'lv': document.getElementById('lv'),
|
||||
'hp': document.getElementById('hp'),
|
||||
'atk': document.getElementById('atk'),
|
||||
'def': document.getElementById("def"),
|
||||
'mdef': document.getElementById('mdef'),
|
||||
'money': document.getElementById("money"),
|
||||
'experience': document.getElementById("experience"),
|
||||
'up': document.getElementById('up'),
|
||||
'yellowKey': document.getElementById("yellowKey"),
|
||||
'blueKey': document.getElementById("blueKey"),
|
||||
'redKey': document.getElementById("redKey"),
|
||||
@ -78,6 +90,8 @@ function main() {
|
||||
'curse': document.getElementById('curse'),
|
||||
'hard': document.getElementById("hard")
|
||||
}
|
||||
|
||||
//------------------------ 用户修改内容 ------------------------//
|
||||
this.version = "0.1"; // 游戏版本号;如果更改了游戏内容建议修改此version以免造成缓存问题。
|
||||
|
||||
this.useCompress = false; // 是否使用压缩文件
|
||||
@ -88,6 +102,8 @@ function main() {
|
||||
this.floorIds = [ // 在这里按顺序放所有的楼层;其顺序直接影响到楼层传送器的顺序和上楼器/下楼器的顺序
|
||||
"sample0", "sample1", "sample2"
|
||||
]
|
||||
//------------------------ 用户修改内容 END ------------------------//
|
||||
|
||||
this.floors = {}
|
||||
this.instance = {};
|
||||
this.canvas = {};
|
||||
@ -106,7 +122,7 @@ main.prototype.init = function () {
|
||||
coreData[name] = main[name];
|
||||
}
|
||||
main.loaderFloors(function() {
|
||||
main.core.init(main.dom, main.statusBar, main.canvas, main.images, main.sounds, main.floorIds, main.floors, coreData);
|
||||
main.core.init(main.dom, main.statusBar, main.canvas, main.images, main.bgms, main.sounds, main.floorIds, main.floors, coreData);
|
||||
main.core.resize(main.dom.body.clientWidth, main.dom.body.clientHeight);
|
||||
})
|
||||
});
|
||||
@ -209,18 +225,6 @@ main.dom.body.onselectstart = function () {
|
||||
return false;
|
||||
}
|
||||
|
||||
document.onmousemove = function() {
|
||||
try {
|
||||
main.core.loadSound();
|
||||
}catch (e) {}
|
||||
}
|
||||
|
||||
document.ontouchstart = function() {
|
||||
try {
|
||||
main.core.loadSound();
|
||||
}catch (e) {}
|
||||
}
|
||||
|
||||
main.dom.data.onmousedown = function (e) {
|
||||
try {
|
||||
e.stopPropagation();
|
||||
|
||||
BIN
sounds/058-Slow01.mid
Normal file
BIN
sounds/058-Slow01.mid
Normal file
Binary file not shown.
BIN
sounds/qianjin.mid
Normal file
BIN
sounds/qianjin.mid
Normal file
Binary file not shown.
BIN
sounds/star.mid
Normal file
BIN
sounds/star.mid
Normal file
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44
styles.css
44
styles.css
@ -21,7 +21,7 @@
|
||||
position: fixed;
|
||||
top: 10px;
|
||||
left: 10px;
|
||||
z-index: 12;
|
||||
z-index: 13;
|
||||
}
|
||||
|
||||
#startPanel {
|
||||
@ -32,7 +32,7 @@
|
||||
left: 0;
|
||||
background-color: #fff;
|
||||
overflow: hidden;
|
||||
z-index: 8;
|
||||
z-index: 9;
|
||||
}
|
||||
|
||||
#startTop {
|
||||
@ -42,7 +42,7 @@
|
||||
top: 0;
|
||||
left: 0;
|
||||
background-color: #000;
|
||||
z-index: 11;
|
||||
z-index: 12;
|
||||
}
|
||||
|
||||
#startTopProgressBar {
|
||||
@ -52,7 +52,7 @@
|
||||
position: absolute;
|
||||
top: 5%;
|
||||
background-color: #fff;
|
||||
z-index: 12;
|
||||
z-index: 13;
|
||||
}
|
||||
|
||||
#startTopProgress {
|
||||
@ -67,7 +67,7 @@
|
||||
position: absolute;
|
||||
top: 8%;
|
||||
left: 5%;
|
||||
z-index: 12;
|
||||
z-index: 13;
|
||||
}
|
||||
|
||||
#startBackground {
|
||||
@ -77,12 +77,12 @@
|
||||
height: 100%;
|
||||
width: auto;
|
||||
transform:translate(-50%,-50%);
|
||||
z-index: 9;
|
||||
z-index: 10;
|
||||
}
|
||||
|
||||
#startLogo {
|
||||
position: absolute;
|
||||
z-index: 9;
|
||||
z-index: 10;
|
||||
left: 0;
|
||||
right: 0;
|
||||
margin-left: auto;
|
||||
@ -95,7 +95,7 @@
|
||||
|
||||
#startTitle {
|
||||
position: absolute;
|
||||
z-index: 10;
|
||||
z-index: 11;
|
||||
}
|
||||
|
||||
#startButtonGroup {
|
||||
@ -106,7 +106,7 @@
|
||||
background-color: #000;
|
||||
opacity: 0.85;
|
||||
display: none;
|
||||
z-index: 9;
|
||||
z-index: 10;
|
||||
bottom: 0;
|
||||
margin-bottom: 7%;
|
||||
}
|
||||
@ -142,7 +142,7 @@
|
||||
display: none;
|
||||
color: #fff;
|
||||
background-color: #000;
|
||||
z-index: 7;
|
||||
z-index: 8;
|
||||
}
|
||||
|
||||
#logoLabel {
|
||||
@ -170,7 +170,7 @@
|
||||
-moz-box-sizing: border-box;
|
||||
-webkit-box-sizing: border-box;
|
||||
background: url(images/ground.png) round;
|
||||
z-index: 6;
|
||||
z-index: 7;
|
||||
display: none;
|
||||
}
|
||||
#statusBar .status{
|
||||
@ -180,8 +180,9 @@
|
||||
}
|
||||
.status img{
|
||||
vertical-align: middle;
|
||||
width: 1.6em;
|
||||
height: 1.6em;
|
||||
width: auto;
|
||||
height: 100%;
|
||||
max-height: 1.6em;
|
||||
}
|
||||
#statusBar span{
|
||||
color: white;
|
||||
@ -198,7 +199,7 @@
|
||||
#toolBar {
|
||||
position: absolute;
|
||||
background: url(images/ground.png) round;
|
||||
z-index: 5;
|
||||
z-index: 6;
|
||||
box-sizing: border-box;
|
||||
-moz-box-sizing: border-box;
|
||||
-webkit-box-sizing: border-box;
|
||||
@ -232,6 +233,13 @@ span#poison, span#weak, span#curse {
|
||||
-webkit-box-sizing: border-box;
|
||||
}
|
||||
|
||||
#curtain {
|
||||
z-index: 5;
|
||||
position: absolute;
|
||||
opacity: 0;
|
||||
background: #000000;
|
||||
}
|
||||
|
||||
#bg {
|
||||
z-index: 1;
|
||||
}
|
||||
@ -240,20 +248,20 @@ span#poison, span#weak, span#curse {
|
||||
z-index: 2;
|
||||
}
|
||||
|
||||
#hero {
|
||||
#fg {
|
||||
z-index: 3;
|
||||
}
|
||||
|
||||
#fg {
|
||||
#hero {
|
||||
z-index: 4;
|
||||
}
|
||||
|
||||
#ui {
|
||||
z-index: 5;
|
||||
z-index: 6;
|
||||
}
|
||||
|
||||
#data {
|
||||
z-index: 6;
|
||||
z-index: 7;
|
||||
}
|
||||
|
||||
.clearfix:before,
|
||||
|
||||
BIN
常用工具/便捷PS工具.exe
BIN
常用工具/便捷PS工具.exe
Binary file not shown.
BIN
常用工具/地图生成器.exe
BIN
常用工具/地图生成器.exe
Binary file not shown.
Loading…
Reference in New Issue
Block a user