setVolume
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@ -216,6 +216,7 @@ action
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| pauseBgm_s
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| resumeBgm_s
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| playSound_s
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| setVolume_s
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| win_s
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| lose_s
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| if_s
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@ -834,6 +835,19 @@ var code = '{"type": "playSound", "name": "'+EvalString_0+'"},\n';
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return code;
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*/
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setVolume_s
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: '设置音量' Int Newline
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;
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/* setVolume_s
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tooltip : setVolume: 设置音量
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helpUrl : https://ckcz123.github.io/mota-js/#/event?id=setVolume-%e8%ae%be%e7%bd%ae%e9%9f%b3%e9%87%8f
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default : [90]
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colour : this.soundColor
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var code = '{"type": "setVolume", "value": '+Int_0+'},\n';
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return code;
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*/
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win_s
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: '游戏胜利,结局' ':' EvalString? Newline
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;
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@ -1452,6 +1466,10 @@ ActionParser.prototype.parseAction = function() {
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this.next = MotaActionBlocks['resumeBgm_s'].xmlText([
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this.next]);
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break
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case "setVolume":
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this.next = MotaActionBlocks['setVolume_s'].xmlText([
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data.value, this.next]);
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break
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case "setValue":
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this.next = MotaActionBlocks['setValue_s'].xmlText([
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MotaActionBlocks['idString_e'].xmlText([data.name]),
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@ -111,6 +111,7 @@ editor_blockly = function () {
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MotaActionBlocks['pauseBgm_s'].xmlText(),
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MotaActionBlocks['resumeBgm_s'].xmlText(),
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MotaActionBlocks['playSound_s'].xmlText(),
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MotaActionBlocks['setVolume_s'].xmlText(),
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'<label text="其他"></label>',
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MotaActionBlocks['function_s'].xmlText(),
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],
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@ -842,6 +842,14 @@ move完毕后移动的NPC/怪物一定会消失,只不过可以通过immediate
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值得注意的是,如果是额外添加进文件的音效,则需在main.js中this.sounds里加载它。
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### setVolume:设置音量
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使用setVolume可以设置音量大小。
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使用方法: `{"type": "setVolume", "value": 90}`
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value为音量大小,在0到100之间,默认为100。设置后,BGM和SE都将使用该音量进行播放。
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### win: 获得胜利
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`{"type": "win", "reason": "xxx"}` 将会直接调用events.js中的win函数,并将reason作为结局传入。
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@ -2110,6 +2110,7 @@ control.prototype.playBgm = function (bgm) {
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}
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// 播放当前BGM
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core.musicStatus.playingBgm = bgm;
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core.material.bgms[bgm].volume = core.musicStatus.volume;
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core.material.bgms[bgm].play();
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core.musicStatus.isPlaying = true;
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@ -2177,7 +2178,7 @@ control.prototype.playSound = function (sound) {
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if (core.musicStatus.audioContext != null) {
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var source = core.musicStatus.audioContext.createBufferSource();
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source.buffer = core.material.sounds[sound];
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source.connect(core.musicStatus.audioContext.destination);
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source.connect(core.musicStatus.gainNode);
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try {
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source.start(0);
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}
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@ -2190,11 +2191,12 @@ control.prototype.playSound = function (sound) {
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}
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}
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else {
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core.material.sounds[sound].volume = core.musicStatus.volume;
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core.material.sounds[sound].play();
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}
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}
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catch (eee) {
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console.log("无法播放SE "+bgm);
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console.log("无法播放SE "+sound);
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console.log(eee);
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}
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}
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@ -48,6 +48,8 @@ function core() {
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'soundStatus': true, // 是否播放SE
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'playingBgm': null, // 正在播放的BGM
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'isPlaying': false,
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'gainNode': null,
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'volume': 1.0, // 音量
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}
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this.platform = {
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'isOnline': true, // 是否http
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@ -187,6 +189,8 @@ core.prototype.init = function (coreData, callback) {
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window.AudioContext = window.AudioContext || window.webkitAudioContext || window.mozAudioContext || window.msAudioContext;
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try {
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core.musicStatus.audioContext = new window.AudioContext();
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core.musicStatus.gainNode = core.musicStatus.audioContext.createGain();
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core.musicStatus.gainNode.connect(core.musicStatus.audioContext.destination);
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} catch (e) {
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console.log("该浏览器不支持AudioContext");
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core.musicStatus.audioContext = null;
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@ -537,6 +537,17 @@ events.prototype.doAction = function() {
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core.resumeBgm();
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this.doAction();
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break
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case "setVolume":
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data.value = parseInt(data.value||0);
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if (data.value>100) data.value=100;
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data.value = data.value / 100;
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core.musicStatus.volume = data.value;
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if (core.isset(core.musicStatus.playingBgm)) {
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core.material.bgms[core.musicStatus.playingBgm].volume = data.value;
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}
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core.musicStatus.gainNode.gain.value = data.value;
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this.doAction();
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break;
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case "setValue":
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try {
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var value=core.calValue(data.value);
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