// @ts-check /// var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = { "init": function () { console.log("插件编写测试"); // 可以写一些直接执行的代码 // 在这里写的代码将会在【资源加载前】被执行,此时图片等资源尚未被加载。 // 请勿在这里对包括bgm,图片等资源进行操作。 this._afterLoadResources = function () { // 本函数将在所有资源加载完毕后,游戏开启前被执行 // 可以在这个函数里面对资源进行一些操作。 // 若需要进行切分图片,可以使用 core.splitImage() 函数,或直接在全塔属性-图片切分中操作 } // 可以在任何地方(如afterXXX或自定义脚本事件)调用函数,方法为 core.plugin.xxx(); // 从V2.6开始,插件中用this.XXX方式定义的函数也会被转发到core中,详见文档-脚本-函数的转发。 }, "shop": function () { // 【全局商店】相关的功能 // // 打开一个全局商店 // shopId:要打开的商店id;noRoute:是否不计入录像 this.openShop = function (shopId, noRoute) { var shop = core.status.shops[shopId]; // Step 1: 检查能否打开此商店 if (!this.canOpenShop(shopId)) { core.drawTip("该商店尚未开启"); return false; } // Step 2: (如有必要)记录打开商店的脚本事件 if (!noRoute) { core.status.route.push("shop:" + shopId); } // Step 3: 检查道具商店 or 公共事件 if (shop.item) { if (core.openItemShop) { core.openItemShop(shopId); } else { core.playSound('操作失败'); core.insertAction("道具商店插件不存在!请检查是否存在该插件!"); } return; } if (shop.commonEvent) { core.insertCommonEvent(shop.commonEvent, shop.args); return; } _shouldProcessKeyUp = true; // Step 4: 执行标准公共商店 core.insertAction(this._convertShop(shop)); return true; } ////// 将一个全局商店转变成可预览的公共事件 ////// this._convertShop = function (shop) { return [ { "type": "function", "function": "function() {core.addFlag('@temp@shop', 1);}" }, { "type": "while", "condition": "true", "data": [ // 检测能否访问该商店 { "type": "if", "condition": "core.isShopVisited('" + shop.id + "')", "true": [ // 可以访问,直接插入执行效果 { "type": "function", "function": "function() { core.plugin._convertShop_replaceChoices('" + shop.id + "', false) }" }, ], "false": [ // 不能访问的情况下:检测能否预览 { "type": "if", "condition": shop.disablePreview, "true": [ // 不可预览,提示并退出 { "type": "playSound", "name": "操作失败" }, "当前无法访问该商店!", { "type": "break" }, ], "false": [ // 可以预览:将商店全部内容进行替换 { "type": "tip", "text": "当前处于预览模式,不可购买" }, { "type": "function", "function": "function() { core.plugin._convertShop_replaceChoices('" + shop.id + "', true) }" }, ] } ] } ] }, { "type": "function", "function": "function() {core.addFlag('@temp@shop', -1);}" } ]; } this._convertShop_replaceChoices = function (shopId, previewMode) { var shop = core.status.shops[shopId]; var choices = (shop.choices || []).filter(function (choice) { if (choice.condition == null || choice.condition == '') return true; try { return core.calValue(choice.condition); } catch (e) { return true; } }).map(function (choice) { var ableToBuy = core.calValue(choice.need); return { "text": choice.text, "icon": choice.icon, "color": ableToBuy && !previewMode ? choice.color : [153, 153, 153, 1], "action": ableToBuy && !previewMode ? [{ "type": "playSound", "name": "商店" }].concat(choice.action) : [ { "type": "playSound", "name": "操作失败" }, { "type": "tip", "text": previewMode ? "预览模式下不可购买" : "购买条件不足" } ] }; }).concat({ "text": "离开", "action": [{ "type": "playSound", "name": "取消" }, { "type": "break" }] }); core.insertAction({ "type": "choices", "text": shop.text, "choices": choices }); } /// 是否访问过某个快捷商店 this.isShopVisited = function (id) { if (!core.hasFlag("__shops__")) core.setFlag("__shops__", {}); var shops = core.getFlag("__shops__"); if (!shops[id]) shops[id] = {}; return shops[id].visited; } /// 当前应当显示的快捷商店列表 this.listShopIds = function () { return Object.keys(core.status.shops).filter(function (id) { return core.isShopVisited(id) || !core.status.shops[id].mustEnable; }); } /// 是否能够打开某个商店 this.canOpenShop = function (id) { if (this.isShopVisited(id)) return true; var shop = core.status.shops[id]; if (shop.item || shop.commonEvent || shop.mustEnable) return false; return true; } /// 启用或禁用某个快捷商店 this.setShopVisited = function (id, visited) { if (!core.hasFlag("__shops__")) core.setFlag("__shops__", {}); var shops = core.getFlag("__shops__"); if (!shops[id]) shops[id] = {}; if (visited) shops[id].visited = true; else delete shops[id].visited; } /// 能否使用快捷商店 this.canUseQuickShop = function (id) { // 如果返回一个字符串,表示不能,字符串为不能使用的提示 // 返回null代表可以使用 // 检查当前楼层的canUseQuickShop选项是否为false if (core.status.thisMap.canUseQuickShop === false) return '当前楼层不能使用快捷商店。'; return null; } var _shouldProcessKeyUp = true; /// 允许商店X键退出 core.registerAction('keyUp', 'shops', function (keycode) { if (!core.status.lockControl || core.status.event.id != 'action') return false; if ((keycode == 13 || keycode == 32) && !_shouldProcessKeyUp) { _shouldProcessKeyUp = true; return true; } if (!core.hasFlag("@temp@shop") || core.status.event.data.type != 'choices') return false; var data = core.status.event.data.current; var choices = data.choices; var topIndex = core.actions._getChoicesTopIndex(choices.length); if (keycode == 88 || keycode == 27) { // X, ESC core.actions._clickAction(core.actions.HSIZE, topIndex + choices.length - 1); return true; } return false; }, 60); /// 允许长按空格或回车连续执行操作 core.registerAction('keyDown', 'shops', function (keycode) { if (!core.status.lockControl || !core.hasFlag("@temp@shop") || core.status.event.id != 'action') return false; if (core.status.event.data.type != 'choices') return false; core.status.onShopLongDown = true; var data = core.status.event.data.current; var choices = data.choices; var topIndex = core.actions._getChoicesTopIndex(choices.length); if (keycode == 13 || keycode == 32) { // Space, Enter core.actions._clickAction(core.actions.HSIZE, topIndex + core.status.event.selection); _shouldProcessKeyUp = false; return true; } return false; }, 60); // 允许长按屏幕连续执行操作 core.registerAction('longClick', 'shops', function (x, y, px, py) { if (!core.status.lockControl || !core.hasFlag("@temp@shop") || core.status.event.id != 'action') return false; if (core.status.event.data.type != 'choices') return false; var data = core.status.event.data.current; var choices = data.choices; var topIndex = core.actions._getChoicesTopIndex(choices.length); if (x >= core.actions.CHOICES_LEFT && x <= core.actions.CHOICES_RIGHT && y >= topIndex && y < topIndex + choices.length) { core.actions._clickAction(x, y); return true; } return false; }, 60); }, "removeMap": function () { // 高层塔砍层插件,删除后不会存入存档,不可浏览地图也不可飞到。 // 推荐用法: // 对于超高层或分区域塔,当在1区时将2区以后的地图删除;1区结束时恢复2区,进二区时删除1区地图,以此类推 // 这样可以大幅减少存档空间,以及加快存读档速度 // 删除楼层 // core.removeMaps("MT1", "MT300") 删除MT1~MT300之间的全部层 // core.removeMaps("MT10") 只删除MT10层 this.removeMaps = function (fromId, toId) { toId = toId || fromId; var fromIndex = core.floorIds.indexOf(fromId), toIndex = core.floorIds.indexOf(toId); if (toIndex < 0) toIndex = core.floorIds.length - 1; flags.__visited__ = flags.__visited__ || {}; flags.__removed__ = flags.__removed__ || []; flags.__disabled__ = flags.__disabled__ || {}; flags.__leaveLoc__ = flags.__leaveLoc__ || {}; for (var i = fromIndex; i <= toIndex; ++i) { var floorId = core.floorIds[i]; if (core.status.maps[floorId].deleted) continue; delete flags.__visited__[floorId]; flags.__removed__.push(floorId); delete flags.__disabled__[floorId]; delete flags.__leaveLoc__[floorId]; (core.status.autoEvents || []).forEach(function (event) { if (event.floorId == floorId && event.currentFloor) { core.autoEventExecuting(event.symbol, false); core.autoEventExecuted(event.symbol, false); } }); core.status.maps[floorId].deleted = true; core.status.maps[floorId].canFlyTo = false; core.status.maps[floorId].canFlyFrom = false; core.status.maps[floorId].cannotViewMap = true; } } // 恢复楼层 // core.resumeMaps("MT1", "MT300") 恢复MT1~MT300之间的全部层 // core.resumeMaps("MT10") 只恢复MT10层 this.resumeMaps = function (fromId, toId) { toId = toId || fromId; var fromIndex = core.floorIds.indexOf(fromId), toIndex = core.floorIds.indexOf(toId); if (toIndex < 0) toIndex = core.floorIds.length - 1; flags.__removed__ = flags.__removed__ || []; for (var i = fromIndex; i <= toIndex; ++i) { var floorId = core.floorIds[i]; if (!core.status.maps[floorId].deleted) continue; flags.__removed__ = flags.__removed__.filter(function (f) { return f != floorId; }); core.status.maps[floorId] = core.loadFloor(floorId); } } // 分区砍层相关 var inAnyPartition = function (floorId) { var inPartition = false; (core.floorPartitions || []).forEach(function (floor) { var fromIndex = core.floorIds.indexOf(floor[0]); var toIndex = core.floorIds.indexOf(floor[1]); var index = core.floorIds.indexOf(floorId); if (fromIndex < 0 || index < 0) return; if (toIndex < 0) toIndex = core.floorIds.length - 1; if (index >= fromIndex && index <= toIndex) inPartition = true; }); return inPartition; } // 分区砍层 this.autoRemoveMaps = function (floorId) { if (main.mode != 'play' || !inAnyPartition(floorId)) return; // 根据分区信息自动砍层与恢复 (core.floorPartitions || []).forEach(function (floor) { var fromIndex = core.floorIds.indexOf(floor[0]); var toIndex = core.floorIds.indexOf(floor[1]); var index = core.floorIds.indexOf(floorId); if (fromIndex < 0 || index < 0) return; if (toIndex < 0) toIndex = core.floorIds.length - 1; if (index >= fromIndex && index <= toIndex) { core.resumeMaps(core.floorIds[fromIndex], core.floorIds[toIndex]); } else { core.removeMaps(core.floorIds[fromIndex], core.floorIds[toIndex]); } }); } }, "fiveLayers": function () { // 是否启用五图层(增加背景2层和前景2层) 将__enable置为true即会启用;启用后请保存后刷新编辑器 // 背景层2将会覆盖背景层 被事件层覆盖 前景层2将会覆盖前景层 // 另外 请注意加入两个新图层 会让大地图的性能降低一些 // 插件作者:ad var __enable = false; if (!__enable) return; // 创建新图层 function createCanvas(name, zIndex) { if (!name) return; const canvas = document.createElement('canvas'); canvas.id = name; canvas.className = 'gameCanvas'; // 编辑器模式下设置zIndex会导致加入的图层覆盖优先级过高 if (main.mode != "editor") canvas.style.zIndex = zIndex || 0; // 将图层插入进游戏内容 document.getElementById('gameDraw')?.appendChild(canvas); const ctx = canvas.getContext('2d'); if (ctx) core.canvas[name] = ctx; canvas.width = core.__PIXELS__; canvas.height = core.__PIXELS__; return canvas; } const bg2Canvas = createCanvas('bg2', 20); const fg2Canvas = createCanvas('fg2', 63); // 大地图适配 core.bigmap.canvas = ["bg2", "fg2", "bg", "event", "event2", "fg", "damage"]; core.initStatus.bg2maps = {}; core.initStatus.fg2maps = {}; if (main.mode == 'editor') { /*插入编辑器的图层 不做此步新增图层无法在编辑器显示*/ // 编辑器图层覆盖优先级 eui > efg > fg(前景层) > event2(48*32图块的事件层) > event(事件层) > bg(背景层) // 背景层2(bg2) 插入事件层(event)之前(即bg与event之间) if (bg2Canvas) document.getElementById('mapEdit')?.insertBefore(bg2Canvas, document.getElementById('event')); // 前景层2(fg2) 插入编辑器前景(efg)之前(即fg之后) if (fg2Canvas) document.getElementById('mapEdit')?.insertBefore(fg2Canvas, document.getElementById('ebm')); // 原本有三个图层 从4开始添加 var num = 4; // 新增图层存入editor.dom中 editor.dom.bg2c = core.canvas.bg2.canvas; editor.dom.bg2Ctx = core.canvas.bg2; editor.dom.fg2c = core.canvas.fg2.canvas; editor.dom.fg2Ctx = core.canvas.fg2; editor.dom.maps.push('bg2map', 'fg2map'); editor.dom.canvas.push('bg2', 'fg2'); // 创建编辑器上的按钮 const createCanvasBtn = function (name) { // 电脑端创建按钮 const input = document.createElement('input'); // layerMod4/layerMod5 const id = 'layerMod' + num++; // bg2map/fg2map const value = name + 'map'; input.type = 'radio'; input.name = 'layerMod'; input.id = id; input.value = value; editor.dom[id] = input; input.onchange = function () { editor.uifunctions.setLayerMod(value); } return input; }; const createCanvasBtn_mobile = function (name) { // 手机端往选择列表中添加子选项 const input = document.createElement('option'); const id = 'layerMod' + num++; const value = name + 'map'; input.name = 'layerMod'; input.value = value; editor.dom[id] = input; return input; }; if (!editor.isMobile) { const input = createCanvasBtn('bg2'); const input2 = createCanvasBtn('fg2'); // 获取事件层及其父节点 const child = document.getElementById('layerMod'), parent = child?.parentNode; if (parent) { // 背景层2插入事件层前 parent.insertBefore(input, child); // 不能直接更改背景层2的innerText 所以创建文本节点 var txt = document.createTextNode('bg2'); // 插入事件层前(即新插入的背景层2前) parent.insertBefore(txt, child); // 向最后插入前景层2(即插入前景层后) parent.appendChild(input2); var txt2 = document.createTextNode('fg2'); parent.appendChild(txt2); parent.childNodes[2].replaceWith("bg"); parent.childNodes[6].replaceWith("事件"); parent.childNodes[8].replaceWith("fg"); } } else { const input = createCanvasBtn_mobile('bg2'); const input2 = createCanvasBtn_mobile('fg2'); // 手机端因为是选项 所以可以直接改innerText input.innerText = '背景层2'; input2.innerText = '前景层2'; const parent = document.getElementById('layerMod'); if (parent) { parent.insertBefore(input, parent.children[1]); parent.appendChild(input2); } } } var _loadFloor_doNotCopy = core.maps._loadFloor_doNotCopy; core.maps._loadFloor_doNotCopy = function () { return ["bg2map", "fg2map"].concat(_loadFloor_doNotCopy()); } ////// 绘制背景和前景层 ////// core.maps._drawBg_draw = function (floorId, toDrawCtx, cacheCtx, config) { config.ctx = cacheCtx; core.maps._drawBg_drawBackground(floorId, config); // ------ 调整这两行的顺序来控制是先绘制贴图还是先绘制背景图块;后绘制的覆盖先绘制的。 core.maps._drawFloorImages(floorId, config.ctx, 'bg', null, null, config.onMap); core.maps._drawBgFgMap(floorId, 'bg', config); if (config.onMap) { core.drawImage(toDrawCtx, cacheCtx.canvas, core.bigmap.v2 ? -32 : 0, core.bigmap.v2 ? -32 : 0); core.clearMap('bg2'); core.clearMap(cacheCtx); } core.maps._drawBgFgMap(floorId, 'bg2', config); if (config.onMap) core.drawImage('bg2', cacheCtx.canvas, core.bigmap.v2 ? -32 : 0, core.bigmap.v2 ? -32 : 0); config.ctx = toDrawCtx; } core.maps._drawFg_draw = function (floorId, toDrawCtx, cacheCtx, config) { config.ctx = cacheCtx; // ------ 调整这两行的顺序来控制是先绘制贴图还是先绘制前景图块;后绘制的覆盖先绘制的。 core.maps._drawFloorImages(floorId, config.ctx, 'fg', null, null, config.onMap); core.maps._drawBgFgMap(floorId, 'fg', config); if (config.onMap) { core.drawImage(toDrawCtx, cacheCtx.canvas, core.bigmap.v2 ? -32 : 0, core.bigmap.v2 ? -32 : 0); core.clearMap('fg2'); core.clearMap(cacheCtx); } core.maps._drawBgFgMap(floorId, 'fg2', config); if (config.onMap) core.drawImage('fg2', cacheCtx.canvas, core.bigmap.v2 ? -32 : 0, core.bigmap.v2 ? -32 : 0); config.ctx = toDrawCtx; } ////// 移动判定 ////// core.maps._generateMovableArray_arrays = function (floorId) { return { bgArray: this.getBgMapArray(floorId), fgArray: this.getFgMapArray(floorId), eventArray: this.getMapArray(floorId), bg2Array: this._getBgFgMapArray('bg2', floorId), fg2Array: this._getBgFgMapArray('fg2', floorId) }; } // @todo 测试五图层插件在此处是否表现正常 // @todo 五图层配合autotile是否有bug 待测试 // 楼层贴图绘制 core.maps._drawFloorImage = function (ctx, name, one, image, currStatus, onMap) { var height = image.height; var imageName = one.name + (one.reverse || ''); var width = parseInt((one.w == null ? image.width : one.w) / (one.frame || 1)); var height = one.h == null ? image.height : one.h; var sx = (one.sx || 0) + (currStatus || 0) % (one.frame || 1) * width; var sy = one.sy || 0; var x = one.x || 0, y = one.y || 0; if (onMap && core.bigmap.v2) { if (x > 32 * core.bigmap.posX + core.__PIXELS__ + 32 || x + width < 32 * core.bigmap.posX - 32 || y > 32 * core.bigmap.posX + core.__PIXELS__ + 32 || y + height < 32 * core.bigmap.posY - 32) { return; } x -= 32 * core.bigmap.posX; y -= 32 * core.bigmap.posY; } if (one.canvas != 'auto' && one.canvas != name) return; if (one.canvas != 'auto') { if (currStatus != null) core.clearMap(ctx, x, y, width, height); core.drawImage(ctx, imageName, sx, sy, width, height, x, y, width, height); } else { if (name === 'bg' || name === 'bg2') { if (currStatus != null) core.clearMap(ctx, x, y + height - 32, width, 32); core.drawImage(ctx, imageName, sx, sy + height - 32, width, 32, x, y + height - 32, width, 32); } else if (name == 'fg' || name === 'fg2') { if (currStatus != null) core.clearMap(ctx, x, y, width, height - 32); core.drawImage(ctx, imageName, sx, sy, width, height - 32, x, y, width, height - 32); } } } }, "itemShop": function () { // 道具商店相关的插件 // 可在全塔属性-全局商店中使用「道具商店」事件块进行编辑(如果找不到可以在入口方块中找) var shopId = null; // 当前商店ID var type = 0; // 当前正在选中的类型,0买入1卖出 /** 当前正在选中的道具 * @type {number | null} */ var selectItem = 0; var selectCount = 0; // 当前已经选中的数量 var page = 0; var totalPage = 0; var totalMoney = 0; var list = []; var shopInfo = null; // 商店信息 var choices = []; // 商店选项 var use = 'money'; var useText = '金币'; var bigFont = core.ui._buildFont(20, false), middleFont = core.ui._buildFont(18, false); this._drawItemShop = function () { // 绘制道具商店 // Step 1: 背景和固定的几个文字 core.ui._createUIEvent(); core.clearMap('uievent'); core.ui.clearUIEventSelector(); core.setTextAlign('uievent', 'left'); core.setTextBaseline('uievent', 'top'); core.fillRect('uievent', 0, 0, 416, 416, 'black'); core.drawWindowSkin('winskin.png', 'uievent', 0, 0, 416, 56); core.drawWindowSkin('winskin.png', 'uievent', 0, 56, 312, 56); core.drawWindowSkin('winskin.png', 'uievent', 0, 112, 312, 304); core.drawWindowSkin('winskin.png', 'uievent', 312, 56, 104, 56); core.drawWindowSkin('winskin.png', 'uievent', 312, 112, 104, 304); core.setFillStyle('uievent', 'white'); core.setStrokeStyle('uievent', 'white'); core.fillText("uievent", "购买", 32, 74, 'white', bigFont); core.fillText("uievent", "卖出", 132, 74); core.fillText("uievent", "离开", 232, 74); core.fillText("uievent", "当前" + useText, 324, 66, null, middleFont); core.setTextAlign("uievent", "right"); core.fillText("uievent", core.formatBigNumber(core.status.hero[use]), 405, 89); core.setTextAlign("uievent", "left"); core.ui.drawUIEventSelector(1, "winskin.png", 22 + 100 * type, 66, 60, 33); if (selectItem != null) { core.setTextAlign('uievent', 'center'); core.fillText("uievent", type == 0 ? "买入个数" : "卖出个数", 364, 320, null, bigFont); core.fillText("uievent", "< " + selectCount + " >", 364, 350); core.fillText("uievent", "确定", 364, 380); } // Step 2:获得列表并展示 list = choices.filter(function (one) { if (one.condition != null && one.condition != '') { try { if (!core.calValue(one.condition)) return false; } catch (e) { } } return (type == 0 && one.money != null) || (type == 1 && one.sell != null); }); var per_page = 6; totalPage = Math.ceil(list.length / per_page); page = Math.floor((selectItem || 0) / per_page) + 1; // 绘制分页 if (totalPage > 1) { var half = 156; core.setTextAlign('uievent', 'center'); core.fillText('uievent', page + " / " + totalPage, half, 388, null, middleFont); if (page > 1) core.fillText('uievent', '上一页', half - 80, 388); if (page < totalPage) core.fillText('uievent', '下一页', half + 80, 388); } core.setTextAlign('uievent', 'left'); // 绘制每一项 var start = (page - 1) * per_page; for (var i = 0; i < per_page; ++i) { var curr = start + i; if (curr >= list.length) break; var item = list[curr]; core.drawIcon('uievent', item.id, 10, 125 + i * 40); core.setTextAlign('uievent', 'left'); core.fillText('uievent', core.material.items[item.id].name, 50, 132 + i * 40, null, bigFont); core.setTextAlign('uievent', 'right'); core.fillText('uievent', (type == 0 ? core.calValue(item.money) : core.calValue(item.sell)) + useText + "/个", 300, 133 + i * 40, null, middleFont); core.setTextAlign("uievent", "left"); if (curr == selectItem) { // 绘制描述,文字自动放缩 var text = core.material.items[item.id].text || "该道具暂无描述"; try { text = core.replaceText(text); } catch (e) { } for (var fontSize = 20; fontSize >= 8; fontSize -= 2) { var config = { left: 10, fontSize: fontSize, maxWidth: 403 }; var height = core.getTextContentHeight(text, config); if (height <= 50) { config.top = (56 - height) / 2; core.drawTextContent("uievent", text, config); break; } } core.ui.drawUIEventSelector(2, "winskin.png", 8, 120 + i * 40, 295, 40); if (type == 0 && item.number != null) { core.fillText("uievent", "存货", 324, 132, null, bigFont); core.setTextAlign("uievent", "right"); core.fillText("uievent", item.number, 406, 132, null, null, 40); } else if (type == 1) { core.fillText("uievent", "数量", 324, 132, null, bigFont); core.setTextAlign("uievent", "right"); core.fillText("uievent", core.itemCount(item.id), 406, 132, null, null, 40); } core.setTextAlign("uievent", "left"); core.fillText("uievent", "预计" + useText, 324, 250); core.setTextAlign("uievent", "right"); totalMoney = selectCount * (type == 0 ? core.calValue(item.money) : core.calValue(item.sell)); core.fillText("uievent", core.formatBigNumber(totalMoney), 405, 280); core.setTextAlign("uievent", "left"); core.fillText("uievent", type == 0 ? "已购次数" : "已卖次数", 324, 170); core.setTextAlign("uievent", "right"); core.fillText("uievent", (type == 0 ? item.money_count : item.sell_count) || 0, 405, 200); } } core.setTextAlign('uievent', 'left'); core.setTextBaseline('uievent', 'alphabetic'); } var _add = function (item, delta) { if (item == null) return; selectCount = core.clamp( selectCount + delta, 0, Math.min(type == 0 ? Math.floor(core.status.hero[use] / core.calValue(item.money)) : core.itemCount(item.id), type == 0 && item.number != null ? item.number : Number.MAX_SAFE_INTEGER) ); } var _confirm = function (item) { if (item == null || selectCount == 0) return; if (type == 0) { core.status.hero[use] -= totalMoney; core.getItem(item.id, selectCount); core.stopSound(); core.playSound('确定'); if (item.number != null) item.number -= selectCount; item.money_count = (item.money_count || 0) + selectCount; } else { core.status.hero[use] += totalMoney; core.removeItem(item.id, selectCount); core.playSound('确定'); core.drawTip("成功卖出" + selectCount + "个" + core.material.items[item.id].name, item.id); if (item.number != null) item.number += selectCount; item.sell_count = (item.sell_count || 0) + selectCount; } selectCount = 0; } this._performItemShopKeyBoard = function (keycode) { var item = list[selectItem] || null; // 键盘操作 switch (keycode) { case 38: // up if (selectItem == null) break; if (selectItem == 0) selectItem = null; else selectItem--; selectCount = 0; break; case 37: // left if (selectItem == null) { if (type > 0) type--; break; } _add(item, -1); break; case 39: // right if (selectItem == null) { if (type < 2) type++; break; } _add(item, 1); break; case 40: // down if (selectItem == null) { if (list.length > 0) selectItem = 0; break; } if (list.length == 0) break; selectItem = Math.min(selectItem + 1, list.length - 1); selectCount = 0; break; case 13: case 32: // Enter/Space if (selectItem == null) { if (type == 2) core.insertAction({ "type": "break" }); else if (list.length > 0) selectItem = 0; break; } _confirm(item); break; case 27: // ESC if (selectItem == null) { core.insertAction({ "type": "break" }); break; } selectItem = null; break; } } this._performItemShopClick = function (px, py) { var item = list[selectItem] || null; // 鼠标操作 if (px >= 22 && px <= 82 && py >= 71 && py <= 102) { // 买 if (type != 0) { type = 0; selectItem = null; selectCount = 0; } return; } if (px >= 122 && px <= 182 && py >= 71 && py <= 102) { // 卖 if (type != 1) { type = 1; selectItem = null; selectCount = 0; } return; } if (px >= 222 && px <= 282 && py >= 71 && py <= 102) // 离开 return core.insertAction({ "type": "break" }); // < > if (px >= 318 && px <= 341 && py >= 348 && py <= 376) return _add(item, -1); if (px >= 388 && px <= 416 && py >= 348 && py <= 376) return _add(item, 1); // 确定 if (px >= 341 && px <= 387 && py >= 380 && py <= 407) return _confirm(item); // 上一页/下一页 if (px >= 45 && px <= 105 && py >= 388) { if (page > 1) { selectItem -= 6; selectCount = 0; } return; } if (px >= 208 && px <= 268 && py >= 388) { if (page < totalPage) { selectItem = Math.min(selectItem + 6, list.length - 1); selectCount = 0; } return; } // 实际区域 if (px >= 9 && px <= 300 && py >= 120 && py < 360) { if (list.length == 0) return; var index = parseInt((py - 120) / 40); var newItem = 6 * (page - 1) + index; if (newItem >= list.length) newItem = list.length - 1; if (newItem != selectItem) { selectItem = newItem; selectCount = 0; } return; } } this._performItemShopAction = function () { if (flags.type == 0) return this._performItemShopKeyBoard(flags.keycode); else return this._performItemShopClick(flags.px, flags.py); } this.openItemShop = function (itemShopId) { shopId = itemShopId; type = 0; page = 0; selectItem = null; selectCount = 0; core.isShopVisited(itemShopId); shopInfo = flags.__shops__[shopId]; if (shopInfo.choices == null) shopInfo.choices = core.clone(core.status.shops[shopId].choices); choices = shopInfo.choices; use = core.status.shops[shopId].use; if (use != 'exp') use = 'money'; useText = use == 'money' ? '金币' : '经验'; core.insertAction([{ "type": "while", "condition": "true", "data": [ { "type": "function", "function": "function () { core.plugin._drawItemShop(); }" }, { "type": "wait" }, { "type": "function", "function": "function() { core.plugin._performItemShopAction(); }" } ] }, { "type": "function", "function": "function () { core.deleteCanvas('uievent'); core.ui.clearUIEventSelector(); }" } ]); } }, "enemyLevel": function () { // 此插件将提供怪物手册中的怪物境界显示 // 使用此插件需要先给每个怪物定义境界,方法如下: // 点击怪物的【配置表格】,找到“【怪物】相关的表格配置”,然后在【名称】仿照增加境界定义: /* "level": { "_leaf": true, "_type": "textarea", "_string": true, "_data": "境界" }, */ // 然后保存刷新,可以看到怪物的属性定义中出现了【境界】。再开启本插件即可。 // 是否开启本插件,默认禁用;将此改成 true 将启用本插件。 var __enable = false; if (!__enable) return; // 这里定义每个境界的显示颜色;可以写'red', '#RRGGBB' 或者[r,g,b,a]四元数组 var levelToColors = { "萌新一阶": "red", "萌新二阶": "#FF0000", "萌新三阶": [255, 0, 0, 1], }; // 复写 _drawBook_drawName var originDrawBook = core.ui._drawBook_drawName; core.ui._drawBook_drawName = function (index, enemy, top, left, width) { // 如果没有境界,则直接调用原始代码绘制 if (!enemy.level) return originDrawBook.call(core.ui, index, enemy, top, left, width); // 存在境界,则额外进行绘制 core.setTextAlign('ui', 'center'); if (enemy.specialText.length == 0) { core.fillText('ui', enemy.name, left + width / 2, top + 27, '#DDDDDD', this._buildFont(17, true)); core.fillText('ui', enemy.level, left + width / 2, top + 51, core.arrayToRGBA(levelToColors[enemy.level] || '#DDDDDD'), this._buildFont(14, true)); } else { core.fillText('ui', enemy.name, left + width / 2, top + 20, '#DDDDDD', this._buildFont(17, true), width); switch (enemy.specialText.length) { case 1: core.fillText('ui', enemy.specialText[0], left + width / 2, top + 38, core.arrayToRGBA((enemy.specialColor || [])[0] || '#FF6A6A'), this._buildFont(14, true), width); break; case 2: // Step 1: 计算字体 var text = enemy.specialText[0] + " " + enemy.specialText[1]; core.setFontForMaxWidth('ui', text, width, this._buildFont(14, true)); // Step 2: 计算总宽度 var totalWidth = core.calWidth('ui', text); var leftWidth = core.calWidth('ui', enemy.specialText[0]); var rightWidth = core.calWidth('ui', enemy.specialText[1]); // Step 3: 绘制 core.fillText('ui', enemy.specialText[0], left + (width + leftWidth - totalWidth) / 2, top + 38, core.arrayToRGBA((enemy.specialColor || [])[0] || '#FF6A6A')); core.fillText('ui', enemy.specialText[1], left + (width + totalWidth - rightWidth) / 2, top + 38, core.arrayToRGBA((enemy.specialColor || [])[1] || '#FF6A6A')); break; default: core.fillText('ui', '多属性...', left + width / 2, top + 38, '#FF6A6A', this._buildFont(14, true), width); } core.fillText('ui', enemy.level, left + width / 2, top + 56, core.arrayToRGBA(levelToColors[enemy.level] || '#DDDDDD'), this._buildFont(14, true)); } } // 也可以复写其他的属性颜色如怪物攻防等,具体参见下面的例子的注释部分 core.ui._drawBook_drawRow1 = function (index, enemy, top, left, width, position) { // 绘制第一行 core.setTextAlign('ui', 'left'); var b13 = this._buildFont(13, true), f13 = this._buildFont(13, false); var col1 = left, col2 = left + width * 9 / 25, col3 = left + width * 17 / 25; core.fillText('ui', '生命', col1, position, '#DDDDDD', f13); core.fillText('ui', core.formatBigNumber(enemy.hp || 0), col1 + 30, position, /*'red' */ null, b13); core.fillText('ui', '攻击', col2, position, null, f13); core.fillText('ui', core.formatBigNumber(enemy.atk || 0), col2 + 30, position, /* '#FF0000' */ null, b13); core.fillText('ui', '防御', col3, position, null, f13); core.fillText('ui', core.formatBigNumber(enemy.def || 0), col3 + 30, position, /* [255, 0, 0, 1] */ null, b13); } }, "multiHeros": function () { // 多角色插件 // Step 1: 启用本插件 // Step 2: 定义每个新的角色各项初始数据(参见下方注释) // Step 3: 在游戏中的任何地方都可以调用 `core.changeHero()` 进行切换;也可以 `core.changeHero(1)` 来切换到某个具体的角色上 // 是否开启本插件,默认禁用;将此改成 true 将启用本插件。 var __enable = false; if (!__enable) return; // 在这里定义全部的新角色属性 // 请注意,在这里定义的内容不会多角色共用,在切换时会进行恢复。 // 你也可以自行新增或删除,比如不共用金币则可以加上"money"的初始化,不共用道具则可以加上"items"的初始化, // 多角色共用hp的话则删除hp,等等。总之,不共用的属性都在这里进行定义就好。 var hero1 = { "floorId": "MT0", // 该角色初始楼层ID;如果共用楼层可以注释此项 "image": "brave.png", // 角色的行走图名称;此项必填不然会报错 "name": "1号角色", "lv": 1, "hp": 10000, // 如果HP共用可注释此项 "atk": 1000, "def": 1000, "mdef": 0, // "money": 0, // 如果要不共用金币则取消此项注释 // "exp": 0, // 如果要不共用经验则取消此项注释 "loc": { "x": 0, "y": 0, "direction": "up" }, // 该角色初始位置;如果共用位置可注释此项 "items": { "tools": {}, // 如果共用消耗道具(含钥匙)则可注释此项 // "constants": {}, // 如果不共用永久道具(如手册)可取消注释此项 "equips": {}, // 如果共用在背包的装备可注释此项 }, "equipment": [], // 如果共用装备可注释此项;此项和上面的「共用在背包的装备」需要拥有相同状态,不然可能出现问题 }; // 也可以类似新增其他角色 // 新增的角色,各项属性共用与不共用的选择必须和上面完全相同,否则可能出现问题。 // var hero2 = { ... var heroCount = 2; // 包含默认角色在内总共多少个角色,该值需手动修改。 this.initHeros = function () { core.setFlag("hero1", core.clone(hero1)); // 将属性值存到变量中 // core.setFlag("hero2", core.clone(hero2)); // 更多的角色也存入变量中;每个定义的角色都需要新增一行 // 检测是否存在装备 if (hero1.equipment) { if (!hero1.items || !hero1.items.equips) { alert('多角色插件的equipment和道具中的equips必须拥有相同状态!'); } // 存99号套装为全空 var saveEquips = core.getFlag("saveEquips", []); saveEquips[99] = []; core.setFlag("saveEquips", saveEquips); } else { if (hero1.items && hero1.items.equips) { alert('多角色插件的equipment和道具中的equips必须拥有相同状态!'); } } } // 在游戏开始注入initHeros var _startGame_setHard = core.events._startGame_setHard; core.events._startGame_setHard = function () { _startGame_setHard.call(core.events); core.initHeros(); } // 切换角色 // 可以使用 core.changeHero() 来切换到下一个角色 // 也可以 core.changeHero(1) 来切换到某个角色(默认角色为0) this.changeHero = function (toHeroId) { var currHeroId = core.getFlag("heroId", 0); // 获得当前角色ID if (toHeroId == null) { toHeroId = (currHeroId + 1) % heroCount; } if (currHeroId == toHeroId) return; var saveList = Object.keys(hero1); // 保存当前内容 var toSave = {}; // 暂时干掉 drawTip 和 音效,避免切装时的提示 var _drawTip = core.ui.drawTip; core.ui.drawTip = function () { }; var _playSound = core.control.playSound; core.control.playSound = function () { return undefined; }; // 记录当前录像,因为可能存在换装问题 core.clearRouteFolding(); var routeLength = core.status.route.length; // 优先判定装备 if (hero1.equipment) { core.items.quickSaveEquip(100 + currHeroId); core.items.quickLoadEquip(99); } saveList.forEach(function (name) { if (name == 'floorId') toSave[name] = core.status.floorId; // 楼层单独设置 else if (name == 'items') { toSave.items = core.clone(core.status.hero.items); Object.keys(toSave.items).forEach(function (one) { if (!hero1.items[one]) delete toSave.items[one]; }); } else toSave[name] = core.clone(core.status.hero[name]); // 使用core.clone()来创建新对象 }); core.setFlag("hero" + currHeroId, toSave); // 将当前角色信息进行保存 var data = core.getFlag("hero" + toHeroId); // 获得要切换的角色保存内容 // 设置角色的属性值 saveList.forEach(function (name) { if (name == "items") { Object.keys(core.status.hero.items).forEach(function (one) { if (data.items[one]) core.status.hero.items[one] = core.clone(data.items[one]); }); } else { core.status.hero[name] = core.clone(data[name]); } }); // 最后装上装备 if (hero1.equipment) { core.items.quickLoadEquip(100 + toHeroId); } core.ui.drawTip = _drawTip; core.control.playSound = _playSound; core.status.route = core.status.route.slice(0, routeLength); core.control._bindRoutePush(); // 插入事件:改变角色行走图并进行楼层切换 var toFloorId = data.floorId || core.status.floorId; var toLoc = data.loc || core.status.hero.loc; core.insertAction([ { "type": "setHeroIcon", "name": data.image || "hero.png" }, // 改变行走图 // 同层则用changePos,不同层则用changeFloor;这是为了避免共用楼层造成触发eachArrive toFloorId != core.status.floorId ? { "type": "changeFloor", "floorId": toFloorId, "loc": [toLoc.x, toLoc.y], "direction": toLoc.direction, "time": 0 // 可以在这里设置切换时间 } : { "type": "changePos", "loc": [toLoc.x, toLoc.y], "direction": toLoc.direction } // 你还可以在这里执行其他事件,比如增加或取消跟随效果 ]); core.setFlag("heroId", toHeroId); // 保存切换到的角色ID } }, "heroFourFrames": function () { // 样板的勇士/跟随者移动时只使用2、4两帧,观感较差。本插件可以将四帧全用上。 // 是否启用本插件 var __enable = false; if (!__enable) return; ["up", "down", "left", "right"].forEach(function (one) { // 指定中间帧动画 core.material.icons.hero[one].midFoot = 2; }); var heroMoving = function (timestamp) { if (core.status.heroMoving <= 0) return; if (timestamp - core.animateFrame.moveTime > core.values.moveSpeed) { core.animateFrame.leftLeg++; core.animateFrame.moveTime = timestamp; } core.drawHero(['stop', 'leftFoot', 'midFoot', 'rightFoot'][core.animateFrame.leftLeg % 4], 4 * core.status.heroMoving); } core.registerAnimationFrame('heroMoving', true, heroMoving); core.events._eventMoveHero_moving = function (step, moveSteps) { var curr = moveSteps[0]; var direction = curr[0], x = core.getHeroLoc('x'), y = core.getHeroLoc('y'); // ------ 前进/后退 var o = direction == 'backward' ? -1 : 1; if (direction == 'forward' || direction == 'backward') direction = core.getHeroLoc('direction'); var faceDirection = direction; if (direction == 'leftup' || direction == 'leftdown') faceDirection = 'left'; if (direction == 'rightup' || direction == 'rightdown') faceDirection = 'right'; core.setHeroLoc('direction', direction); if (curr[1] <= 0) { core.setHeroLoc('direction', faceDirection); moveSteps.shift(); return true; } if (step <= 4) core.drawHero('stop', 4 * o * step); else if (step <= 8) core.drawHero('leftFoot', 4 * o * step); else if (step <= 12) core.drawHero('midFoot', 4 * o * (step - 8)); else if (step <= 16) core.drawHero('rightFoot', 4 * o * (step - 8)); // if (step == 8) { if (step == 8 || step == 16) { core.setHeroLoc('x', x + o * core.utils.scan2[direction].x, true); core.setHeroLoc('y', y + o * core.utils.scan2[direction].y, true); core.updateFollowers(); curr[1]--; if (curr[1] <= 0) moveSteps.shift(); core.setHeroLoc('direction', faceDirection); return step == 16; } return false; } }, "startCanvas": function () { // 使用本插件可以将自绘的标题界面居中。仅在【标题开启事件化】后才有效。 // 由于一些技术性的原因,标题界面事件化无法应用到覆盖状态栏的整个界面。 // 这是一个较为妥协的插件,会在自绘标题界面时隐藏状态栏、工具栏和边框,并将画布进行居中。 // 本插件仅在全塔属性的 "startCanvas" 生效;进入 "startText" 时将会离开居中状态,回归正常界面。 // 是否开启本插件,默认禁用;将此改成 true 将启用本插件。 var __enable = false; if (!__enable) return; // 检查【标题开启事件化】是否开启 if (!core.flags.startUsingCanvas || main.mode != 'play') return; var _isTitleCanvasEnabled = false; var _getClickLoc = core.actions._getClickLoc; this._setTitleCanvas = function () { if (_isTitleCanvasEnabled) return; _isTitleCanvasEnabled = true; // 禁用窗口resize window.onresize = function () { }; core.resize = function () { } // 隐藏状态栏 core.dom.statusBar.style.display = 'none'; core.dom.statusCanvas.style.display = 'none'; core.dom.toolBar.style.display = 'none'; // 居中画布 if (core.domStyle.isVertical) { core.dom.gameDraw.style.top = (parseInt(core.dom.gameGroup.style.height) - parseInt(core.dom.gameDraw.style.height)) / 2 + "px"; } else { core.dom.gameDraw.style.right = (parseInt(core.dom.gameGroup.style.width) - parseInt(core.dom.gameDraw.style.width)) / 2 + "px"; } core.dom.gameDraw.style.border = '3px transparent solid'; core.actions._getClickLoc = function (x, y) { var left = core.dom.gameGroup.offsetLeft + core.dom.gameDraw.offsetLeft + 3; var top = core.dom.gameGroup.offsetTop + core.dom.gameDraw.offsetTop + 3; var loc = { 'x': Math.max(x - left, 0), 'y': Math.max(y - top, 0), 'size': 32 * core.domStyle.scale }; return loc; } } this._resetTitleCanvas = function () { if (!_isTitleCanvasEnabled) return; _isTitleCanvasEnabled = false; window.onresize = function () { try { main.core.resize(); } catch (ee) { console.error(ee) } } core.resize = function () { return core.control.resize(); } core.resize(); core.actions._getClickLoc = _getClickLoc; } // 复写“开始游戏” core.events._startGame_start = function (hard, seed, route, callback) { console.log('开始游戏'); core.resetGame(core.firstData.hero, hard, null, core.cloneArray(core.initStatus.maps)); core.setHeroLoc('x', -1); core.setHeroLoc('y', -1); if (seed != null) { core.setFlag('__seed__', seed); core.setFlag('__rand__', seed); } else core.utils.__init_seed(); core.clearStatusBar(); core.plugin._setTitleCanvas(); var todo = []; core.hideStatusBar(); core.push(todo, core.firstData.startCanvas); core.push(todo, { "type": "function", "function": "function() { core.plugin._resetTitleCanvas(); core.events._startGame_setHard(); }" }) core.push(todo, core.firstData.startText); this.insertAction(todo, null, null, function () { core.events._startGame_afterStart(callback); }); if (route != null) core.startReplay(route); } var _loadData = core.control.loadData; core.control.loadData = function (data, callback) { core.plugin._resetTitleCanvas(); _loadData.call(core.control, data, callback); } }, "advancedAnimation": function () { // -------------------- 插件说明 -------------------- // // github仓库:https://github.com/unanmed/animate // npm包名:mutate-animate // npm地址:https://www.npmjs.com/package/mutate-animate // 是否开启本插件,默认启用;将此改成 false 将禁用本插件。 var __enable = true; if (main.replayChecking) __enable = false; if (!__enable) { core.plugin.animate = {}; this.tickerSet = new Set(); this.deleteAllAnis = () => { }; return; } /** 该集合中的所有Ticker在跨层时需要被摧毁 */ this.tickerSet = new Set(); /** 对Map中所有Ticker执行摧毁事件 */ this.deleteAllAnis = function () { core.plugin.tickerSet.forEach((ticker) => ticker.destroy()); } let w = []; const k = (n) => { for (const i of w) if (i.status === "running") try { for (const t of i.funcs) t(n - i.startTime); } catch (t) { i.destroy(), console.error(t); } requestAnimationFrame(k); }; requestAnimationFrame(k); /** Ticker类 */ class I { constructor() { this.funcs = /* @__PURE__ */ new Set(); this.status = "stop"; this.startTime = 0; this.status = "running", w.push(this), requestAnimationFrame((i) => this.startTime = i); } add(i) { return this.funcs.add(i), this; } remove(i) { return this.funcs.delete(i), this; } clear() { this.funcs.clear(); } destroy() { core.plugin.tickerSet.delete(this); this.clear(), this.stop(); } stop() { this.status = "stop", w = w.filter((i) => i !== this); } } /** AnimationBase类 */ class F { constructor() { this.timing = Date.now; this.relation = "absolute"; this.easeTime = 0; this.applying = {}; this.getTime = Date.now; const ticker = new I(); this.ticker = ticker; this.value = {}; this.listener = {}; this.timing = (i) => i; } async all() { if (Object.values(this.applying).every((i) => i === !0)) throw new ReferenceError("There is no animates to be waited."); await new Promise((i) => { const t = () => { Object.values(this.applying).every((e) => e === !1) && (this.unlisten("end", t), i("all animated.")); }; this.listen("end", t); }); } async n(i) { const t = Object.values(this.applying).filter((s) => s === !0).length; if (t < i) throw new ReferenceError( `You are trying to wait ${i} animate, but there are only ${t} animate animating.` ); let e = 0; await new Promise((s) => { const r = () => { e++, e === i && (this.unlisten("end", r), s(`${i} animated.`)); }; this.listen("end", r); }); } async w(i) { if (this.applying[i] === !1) throw new ReferenceError(`The ${i} animate is not animating.`); await new Promise((t) => { const e = () => { this.applying[i] === !1 && (this.unlisten("end", e), t(`${i} animated.`)); }; this.listen("end", e); }); } listen(i, t) { var e, s; (s = (e = this.listener)[i]) != null || (e[i] = []), this.listener[i].push(t); } unlisten(i, t) { const e = this.listener[i].findIndex((s) => s === t); if (e === -1) throw new ReferenceError( "You are trying to remove a nonexistent listener." ); this.listener[i].splice(e, 1); } hook(...i) { const t = Object.entries(this.listener).filter( (e) => i.includes(e[0]) ); for (const [e, s] of t) for (const r of s) r(this, e); } } function y(n) { return n != null; } async function R(n) { return new Promise((i) => setTimeout(i, n)); } /** Animation类 */ class j extends F { constructor() { super(); this.shakeTiming; this.path; this.multiTiming; this.value = {}; this.size = 1; this.angle = 0; this.targetValue = { system: { move: [0, 0], moveAs: [0, 0], resize: 0, rotate: 0, shake: 0, /** @type {number[]} */"@@bind": [] }, custom: {} }; this.animateFn = { system: { move: [() => { }, () => { }], moveAs: () => { }, resize: () => { }, rotate: () => { }, shake: () => { }, "@@bind": () => { } }, custom: {} }; this.ox = 0; this.oy = 0; this.sx = 0; this.sy = 0; this.bindInfo = []; this.timing = (t) => t, this.shakeTiming = (t) => t, this.multiTiming = (t) => [t, t], this.path = (t) => [t, t], this.applying = { move: !1, scale: !1, rotate: !1, shake: !1 }, this.ticker.add(() => { const { running: t } = this.listener; if (y(t)) for (const e of t) e(this, "running"); }); } get x() { return this.ox + this.sx; } get y() { return this.oy + this.sy; } mode(t, e = !1) { return typeof t(0) == "number" ? e ? this.shakeTiming = t : this.timing = t : this.multiTiming = t, this; } time(t) { return this.easeTime = t, this; } relative() { return this.relation = "relative", this; } absolute() { return this.relation = "absolute", this; } bind(...t) { return this.applying["@@bind"] === !0 && this.end(!1, "@@bind"), this.bindInfo = t, this; } unbind() { return this.applying["@@bind"] === !0 && this.end(!1, "@@bind"), this.bindInfo = [], this; } move(t, e) { return this.applying.move && this.end(!0, "move"), this.applySys("ox", t, "move"), this.applySys("oy", e, "move"), this; } rotate(t) { return this.applySys("angle", t, "rotate"), this; } scale(t) { return this.applySys("size", t, "resize"), this; } shake(t, e) { this.applying.shake === !0 && this.end(!0, "shake"), this.applying.shake = !0; const { easeTime: s, shakeTiming: r } = this, l = this.getTime(); if (this.hook("start", "shakestart"), s <= 0) return this.end(!1, "shake"), this; const a = () => { const c = this.getTime() - l; if (c > s) { this.ticker.remove(a), this.applying.shake = !1, this.sx = 0, this.sy = 0, this.hook("end", "shakeend"); return; } const h = c / s, m = r(h); this.sx = m * t, this.sy = m * e; }; return this.ticker.add(a), this.animateFn.system.shake = a, this; } moveAs(t) { this.applying.moveAs && this.end(!0, "moveAs"), this.applying.moveAs = !0, this.path = t; const { easeTime: e, relation: s, timing: r } = this, l = this.getTime(), [a, u] = [this.x, this.y], [c, h] = (() => { if (s === "absolute") return t(1); { const [d, f] = t(1); return [a + d, u + f]; } })(); if (this.hook("start", "movestart"), e <= 0) return this.end(!1, "moveAs"), this; const m = () => { const f = this.getTime() - l; if (f > e) { this.end(!0, "moveAs"); return; } const g = f / e, [v, x] = t(r(g)); s === "absolute" ? (this.ox = v, this.oy = x) : (this.ox = a + v, this.oy = u + x); }; return this.ticker.add(m), this.animateFn.system.moveAs = m, this.targetValue.system.moveAs = [c, h], this; } register(t, e) { if (typeof this.value[t] == "number") return this.error( `Property ${t} has been regietered twice.`, "reregister" ); this.value[t] = e, this.applying[t] = !1; } apply(t, e) { this.applying[t] === !0 && this.end(!1, t), t in this.value || this.error( `You are trying to execute nonexistent property ${t}.` ), this.applying[t] = !0; const s = this.value[t], r = this.getTime(), { timing: l, relation: a, easeTime: u } = this, c = a === "absolute" ? e - s : e; if (this.hook("start"), u <= 0) return this.end(!1, t), this; const h = () => { const d = this.getTime() - r; if (d > u) { this.end(!1, t); return; } const f = d / u, g = l(f); this.value[t] = s + g * c; }; return this.ticker.add(h), this.animateFn.custom[t] = h, this.targetValue.custom[t] = c + s, this; } applyMulti() { this.applying["@@bind"] === !0 && this.end(!1, "@@bind"), this.applying["@@bind"] = !0; const t = this.bindInfo, e = t.map((h) => this.value[h]), s = this.getTime(), { multiTiming: r, relation: l, easeTime: a } = this, u = r(1); if (u.length !== e.length) throw new TypeError( `The number of binded animate attributes and timing function returns's length does not match. binded: ${t.length}, timing: ${u.length}` ); if (this.hook("start"), a <= 0) return this.end(!1, "@@bind"), this; const c = () => { const m = this.getTime() - s; if (m > a) { this.end(!1, "@@bind"); return; } const d = m / a, f = r(d); t.forEach((g, v) => { l === "absolute" ? this.value[g] = f[v] : this.value[g] = e[v] + f[v]; }); }; return this.ticker.add(c), this.animateFn.custom["@@bind"] = c, this.targetValue.system["@@bind"] = u, this; } applySys(t, e, s) { s !== "move" && this.applying[s] === !0 && this.end(!0, s), this.applying[s] = !0; const r = this[t], l = this.getTime(), a = this.timing, u = this.relation, c = this.easeTime, h = u === "absolute" ? e - r : e; if (this.hook("start", `${s}start`), c <= 0) return this.end(!0, s); const m = () => { const f = this.getTime() - l; if (f > c) { this.end(!0, s); return; } const g = f / c, v = a(g); this[t] = r + h * v, t !== "oy" && this.hook(s); }; this.ticker.add(m), t === "ox" ? this.animateFn.system.move[0] = m : t === "oy" ? this.animateFn.system.move[1] = m : this.animateFn.system[s] = m, s === "move" ? (t === "ox" && (this.targetValue.system.move[0] = h + r), t === "oy" && (this.targetValue.system.move[1] = h + r)) : s !== "shake" && (this.targetValue.system[s] = h + r); } error(t, e) { throw e === "repeat" ? new Error( `Cannot execute the same animation twice. Info: ${t}` ) : e === "reregister" ? new Error( `Cannot register an animated property twice. Info: ${t}` ) : new Error(t); } end(t, e) { if (t === !0) if (this.applying[e] = !1, e === "move" ? (this.ticker.remove(this.animateFn.system.move[0]), this.ticker.remove(this.animateFn.system.move[1])) : e === "moveAs" ? this.ticker.remove(this.animateFn.system.moveAs) : e === "@@bind" ? this.ticker.remove(this.animateFn.system["@@bind"]) : this.ticker.remove( this.animateFn.system[e] ), e === "move") { const [s, r] = this.targetValue.system.move; this.ox = s, this.oy = r, this.hook("moveend", "end"); } else if (e === "moveAs") { const [s, r] = this.targetValue.system.moveAs; this.ox = s, this.oy = r, this.hook("moveend", "end"); } else e === "rotate" ? (this.angle = this.targetValue.system.rotate, this.hook("rotateend", "end")) : e === "resize" ? (this.size = this.targetValue.system.resize, this.hook("resizeend", "end")) : e === "@@bind" ? this.bindInfo.forEach((r, l) => { this.value[r] = this.targetValue.system["@@bind"][l]; }) : (this.sx = 0, this.sy = 0, this.hook("shakeend", "end")); else this.applying[e] = !1, this.ticker.remove(this.animateFn.custom[e]), this.value[e] = this.targetValue.custom[e], this.hook("end"); } } class O extends F { constructor() { super(); this.now = {}; this.target = {}; this.transitionFn = {}; this.value = undefined; this.handleSet = (t, e, s) => (this.transition(e, s), !0); this.handleGet = (t, e) => this.now[e]; this.timing = (t) => t, this.value = new Proxy(this.target, { set: this.handleSet, get: this.handleGet }); } mode(t) { return this.timing = t, this; } time(t) { return this.easeTime = t, this; } relative() { return this.relation = "relative", this; } absolute() { return this.relation = "absolute", this; } transition(t, e) { if (e === this.target[t]) return this; if (!y(this.now[t])) return this.now[t] = e, this; this.applying[t] && this.end(t, !0), this.applying[t] = !0, this.hook("start"); const s = this.getTime(), r = this.easeTime, l = this.timing, a = this.now[t], u = e + (this.relation === "absolute" ? 0 : a), c = u - a; this.target[t] = u; const h = () => { const d = this.getTime() - s; if (d >= r) { this.end(t); return; } const f = d / r; this.now[t] = l(f) * c + a, this.hook("running"); }; return this.transitionFn[t] = h, this.ticker.add(h), r <= 0 ? (this.end(t), this) : this; } end(t, e = !1) { const s = this.transitionFn[t]; if (!y(s)) throw new ReferenceError( `You are trying to end an ended transition: ${t}` ); this.ticker.remove(this.transitionFn[t]), delete this.transitionFn[t], this.applying[t] = !1, this.hook("end"), e || (this.now[t] = this.target[t]); } } const T = (...n) => n.reduce((i, t) => i + t, 0), b = (n) => { if (n === 0) return 1; let i = n; for (; n > 1;) n--, i *= n; return i; }, A = (n, i) => Math.round(b(i) / (b(n) * b(i - n))), p = (n, i, t = (e) => 1 - i(1 - e)) => n === "in" ? i : n === "out" ? t : n === "in-out" ? (e) => e < 0.5 ? i(e * 2) / 2 : 0.5 + t((e - 0.5) * 2) / 2 : (e) => e < 0.5 ? t(e * 2) / 2 : 0.5 + i((e - 0.5) * 2) / 2, $ = Math.cosh(2), z = Math.acosh(2), V = Math.tanh(3), P = Math.atan(5); function Y() { return (n) => n; } function q(...n) { const i = [0].concat(n); i.push(1); const t = i.length, e = Array(t).fill(0).map((s, r) => A(r, t - 1)); return (s) => { const r = e.map((l, a) => l * i[a] * (1 - s) ** (t - a - 1) * s ** a); return T(...r); }; } function U(n, i) { if (n === "sin") { const t = (s) => Math.sin(s * Math.PI / 2); return p(i, (s) => 1 - t(1 - s), t); } if (n === "sec") { const t = (s) => 1 / Math.cos(s); return p(i, (s) => t(s * Math.PI / 3) - 1); } throw new TypeError( "Unexpected parameters are delivered in trigo timing function." ); } function C(n, i) { if (!Number.isInteger(n)) throw new TypeError( "The first parameter of power timing function only allow integer." ); return p(i, (e) => e ** n); } function G(n, i) { if (n === "sin") return p(i, (e) => (Math.cosh(e * 2) - 1) / ($ - 1)); if (n === "tan") { const t = (s) => Math.tanh(s * 3) * 1 / V; return p(i, (s) => 1 - t(1 - s), t); } if (n === "sec") { const t = (s) => 1 / Math.cosh(s); return p(i, (s) => 1 - (t(s * z) - 0.5) * 2); } throw new TypeError( "Unexpected parameters are delivered in hyper timing function." ); } function N(n, i) { if (n === "sin") { const t = (s) => Math.asin(s) / Math.PI * 2; return p(i, (s) => 1 - t(1 - s), t); } if (n === "tan") { const t = (s) => Math.atan(s * 5) / P; return p(i, (s) => 1 - t(1 - s), t); } throw new TypeError( "Unexpected parameters are delivered in inverse trigo timing function." ); } /** @param {(input:number) => number} [i=() => 1] */ function B(n, i = () => 1) { let t = -1; return (e) => (t *= -1, e < 0.5 ? n * i(e * 2) * t : n * i((1 - e) * 2) * t); } function D(n, i = 1, t = [0, 0], e = 0, s = (l) => 1, r = !1) { return (l) => { const a = i * l * Math.PI * 2 + e * Math.PI / 180, u = Math.cos(a), c = Math.sin(a), h = n * s(s(r ? 1 - l : l)); return [h * u + t[0], h * c + t[1]]; }; } function H(n, i, ...t) { const e = [n].concat(t); e.push(i); const s = e.length, r = Array(s).fill(0).map((l, a) => A(a, s - 1)); return (l) => { const a = r.map((c, h) => c * e[h][0] * (1 - l) ** (s - h - 1) * l ** h), u = r.map((c, h) => c * e[h][1] * (1 - l) ** (s - h - 1) * l ** h); return [T(...a), T(...u)]; }; } core.plugin.animate = { Animation: j, AnimationBase: F, Ticker: I, Transition: O, bezier: q, bezierPath: H, circle: D, hyper: G, inverseTrigo: N, linear: Y, power: C, shake: B, sleep: R, trigo: U, } }, "drawItemDetail": function () { /* 宝石血瓶左下角显示数值 * 需要将 变量:itemDetail改为true才可正常运行 * 请尽量减少勇士的属性数量,否则可能会出现严重卡顿(划掉,现在你放一万个属性也不会卡) * 注意:这里的属性必须是core.status.hero里面的,flag无法显示 * 如果不想显示,可以core.setFlag("itemDetail", false); * 然后再core.getItemDetail(); * 如有bug在大群或造塔群@古祠 */ // 忽略的道具 const ignore = ['superPotion']; // 取消注释下面这句可以减少超大地图的判定。 // 如果地图宝石过多,可能会略有卡顿,可以尝试取消注释下面这句话来解决。 // core.bigmap.threshold = 256; const origin = core.control.updateStatusBar; core.updateStatusBar = core.control.updateStatusBar = function () { if (core.getFlag('__statistics__')) return; else return origin.apply(core.control, arguments); } core.control.updateDamage = function (floorId, ctx) { floorId = floorId || core.status.floorId; if (!floorId || core.status.gameOver || main.mode != 'play') return; const onMap = ctx == null; // 没有怪物手册 if (!core.hasItem('book')) return; core.status.damage.posX = core.bigmap.posX; core.status.damage.posY = core.bigmap.posY; if (!onMap) { const width = core.floors[floorId].width, height = core.floors[floorId].height; // 地图过大的缩略图不绘制显伤 if (width * height > core.bigmap.threshold) return; } this._updateDamage_damage(floorId, onMap); this._updateDamage_extraDamage(floorId, onMap); if (!core.isReplaying()) core.getItemDetail(floorId); // 宝石血瓶详细信息 this.drawDamage(ctx); }; function getRatio() { let ratio = (core.status.thisMap?.ratio) ?? 1; const currEvent = core.status.event; if (!currEvent) return ratio; switch (currEvent.id) { case 'viewMaps': //调整浏览地图时的倍率 if (currEvent.data) { const viewMapFloorId = (currEvent.data.floorId); ratio = core.status.maps[viewMapFloorId].ratio; } break; case 'fly': //调整在楼传界面浏览地图时的倍率 ratio = core.status.maps[core.floorIds[currEvent.data]].ratio; break; } return ratio; } // 获取宝石信息 并绘制 this.getItemDetail = function (floorId) { if (!core.getFlag('itemDetail')) return; if (!core.status.thisMap) return; floorId = floorId ?? core.status.thisMap.floorId; const beforeRatio = core.status.thisMap.ratio; core.status.thisMap.ratio = core.status.maps[floorId].ratio; let diff = {}; const before = core.status.hero; const hero = core.clone(core.status.hero); const handler = { set(target, key, v) { diff[key] = v - (target[key] || 0); if (!diff[key]) diff[key] = void 0; return true; } }; core.status.hero = new Proxy(hero, handler); core.status.maps[floorId].blocks.forEach(function (block) { if ( block.event.cls !== 'items' || ignore.includes(block.event.id) || block.disable ) return; const x = block.x, y = block.y; // v2优化,只绘制范围内的部分 if (core.bigmap.v2) { if ( x < core.bigmap.posX - core.bigmap.extend || x > core.bigmap.posX + core.__SIZE__ + core.bigmap.extend || y < core.bigmap.posY - core.bigmap.extend || y > core.bigmap.posY + core.__SIZE__ + core.bigmap.extend ) { return; } } diff = {}; const id = block.event.id; const item = core.material.items[id]; switch (item.cls) { case 'equips': { // 装备也显示 diff = item.equip.value ?? {}; const per = item.equip.percentage ?? {}; for (const name in per) { diff[name + 'per'] = per[name].toString() + '%'; } break; } case 'items': { // 跟数据统计原理一样 执行效果 前后比较 core.setFlag('__statistics__', true); try { eval(item.itemEffect); } catch (error) { } const ratio = getRatio(); const effectObj = core.getItemEffectValue(id, ratio); for (let statusName in effectObj) { if (!effectObj.hasOwnProperty(statusName)) continue; if (!diff.hasOwnProperty(statusName)) diff[statusName] = 0; diff[statusName] += effectObj[statusName]; } break; } } drawItemDetail(diff, x, y); }); core.status.thisMap.ratio = beforeRatio; core.status.hero = before; window.hero = before; window.flags = before.flags; }; // 绘制 function drawItemDetail(diff, x, y) { const px = 32 * x + 2, py = 32 * y + 30; let content = ''; // 获得数据和颜色 let i = 0; for (const name in diff) { if (!diff[name]) continue; let color = '#fff'; if (typeof diff[name] === 'number') content = core.formatBigNumber(diff[name], true); else content = diff[name]; switch (name) { case 'atk': case 'atkper': color = ' #FF7A7A'; break; case 'def': case 'defper': color = ' #00E6F1'; break; case 'mdef': case 'mdefper': color = ' #6EFF83'; break; case 'hp': color = ' #A4FF00'; break; case 'hpmax': case 'hpmaxper': color = ' #F9FF00'; break; case 'mana': case 'manamax': color = ' #CC6666'; break; } // 绘制 core.status.damage.data.push({ text: content, px: px, py: py - 10 * i, color: color }); i++; } } }, "autoClear": function () { // 在此增加新插件 /** * --------------- 使用说明 --------------- * 变量autoGet控制自动拾取开关 * 变量autoBattle控制自动清怪开关 */ const { Transition, hyper, Ticker } = core.plugin.animate ?? {}; // 磁吸特效的时长,单位毫秒 const transitionTime = 400; const transitionList = []; const ctxName = 'autoClear'; if (Ticker) { const ticker = new Ticker(); ticker.add(() => { if (core.isReplaying()) return; const ctx = core.getContextByName(ctxName); if (!has(ctx)) return; core.clearMap(ctx); }); } // 每走一步后自动拾取的判定要放在阻击结算之后 control.prototype.moveDirectly = function (destX, destY, ignoreSteps) { const res = this.controldata.moveDirectly( destX, destY, ignoreSteps ); core.control.updateCheckBlock(); core.plugin.autoClear(); return res; }; this.autoClear = function () { auto(); if (core.isReplaying()) return; for (let i = 0; i < transitionList.length; i++) { const t = transitionList[i]; let { x, y } = core.status.hero.loc; t.value.x = x * 32 - core.bigmap.offsetX; t.value.y = y * 32 - core.bigmap.offsetY; } } function willLvUp(exp) { const nextExp = core.getNextLvUpNeed(); if (typeof exp === 'number' && typeof nextExp === 'number' && exp >= nextExp) return true; return false; } /** * 是否清这个怪,可以修改这里来实现对不同怪的不同操作 * @param {string} enemy * @param {number} x * @param {number} y */ function canBattle(enemy, x, y) { const loc = `${x},${y}`; const floor = core.floors[core.status.floorId]; const e = core.getEnemyValue(enemy, null, x, y); const hasEvent = has(floor.afterBattle[loc]) || has(floor.beforeBattle[loc]) || has(e.beforeBattle) || has(e.afterBattle) || has(floor.events[loc]) || willLvUp(e.exp); // 防止有升级后事件 // 有事件,不清 if (hasEvent) return false; // 有特定特殊属性的怪不清 if (core.hasSpecial(e.special, 12) // 中毒 || core.hasSpecial(e.special, 13) // 衰弱 || core.hasSpecial(e.special, 14) // 诅咒 || core.hasSpecial(e.special, 19) // 自爆 || core.hasSpecial(e.special, 21) // 退化 || core.hasSpecial(e.special, 27) // 捕捉:逻辑上应该让怪物来找角色 || core.hasSpecial(e.special, 28) // 追猎:逻辑上应该让怪物来找角色 || core.hasSpecial(e.special, 29) // 败移:特殊战后事件 ) return false; const damage = core.getDamageInfo(enemy, void 0, x, y)?.damage; // 0伤或负伤,清 if (has(damage) && damage <= 0) return true; return false; } /** * 判断一个点是否能遍历 */ function judge(block, nx, ny, tx, ty, dir, floorId, autoBattle, autoGet) { if (!has(block)) { // 说明什么都没有,没事件也没图块 return { type: "none", canGoThrough: true }; } const cls = block.event.cls; const loc = `${tx},${ty}`; const floor = core.floors[floorId]; const changeFloor = floor.changeFloor[loc]; const isEnemy = autoBattle && cls.startsWith('enemy'), isItem = autoGet && cls === 'items'; // 因为没有判定往来图块的通行性,这里宁可严格一点,非空地(block.id === 0)一律不给穿 if (has(changeFloor)) { if ((changeFloor.ignoreChangeFloor ?? core.flags.ignoreChangeFloor) && block.id === 0) { return { type: "unknown", canGoThrough: true }; } return { type: "unknown", canGoThrough: false }; } if (has(core.floors[floorId].events[loc])) return { type: "unknown", canGoThrough: false }; if (isEnemy) return { type: "enemy", canGoThrough: true }; if (isItem) return { type: "item", canGoThrough: true }; return { type: "unknown", canGoThrough: false }; } /** * 是否捡拾这个物品 */ function canGetItem(item, loc, floorId) { // 可以用于检测道具是否应该被捡起,例如如果捡起后血量超过80%则不捡起可以这么写: // if (item.cls === 'items') { // let diff = {}; // const before = core.status.hero; // const hero = core.clone(core.status.hero); // const handler = { // set(target, key, v) { // diff[key] = v - (target[key] || 0); // if (!diff[key]) diff[key] = void 0; // return true; // } // }; // core.status.hero = new Proxy(hero, handler); // eval(item.itemEffect); // core.status.hero = before; // window.hero = before; // window.flags = before.flags; // if ( // diff.hp && // diff.hp + core.status.hero.hp > core.status.hero.hpmax * 0.8 // ) // return false; // } if (item.cls === 'items') { const itemEffectType = core.getItemEffectType(item.id); if (core.hasFlag('noRouting_HP') && itemEffectType.includes('hp')) return false; if (core.hasFlag('noRouting_MDEF') && itemEffectType.includes('mdef')) return false; if (core.hasFlag('noRouting_ATK') && itemEffectType.includes('atk')) return false; if (core.hasFlag('noRouting_DEF') && itemEffectType.includes('def')) return false; } return true; } /** * @template T * @param {T} v * @returns {v is NonNullable} */ function has(v) { return v !== null && v !== undefined; } function hasBlockDamage(loc) { const checkblockInfo = core.status.checkBlock; const damage = checkblockInfo.damage[loc]; const ambush = checkblockInfo.ambush[loc]; const repulse = checkblockInfo.repulse[loc]; const chase = checkblockInfo.chase[loc]; return (has(damage) && damage > 0) || has(ambush) || has(repulse) || has(chase); } /** * 广搜,搜索可以到达的需要清的怪 * @param {string} floorId */ function bfs(floorId, deep = Infinity) { core.extractBlocks(floorId); const objs = core.getMapBlocksObj(floorId); const bgMap = core.getBgMapArray(floorId); const { x, y } = core.status.hero.loc; const dir = /** @type {[direction, number, number][]} */Object.entries(core.utils.scan).map(v => [v[0], v[1].x, v[1].y]); const floor = core.status.maps[floorId]; /** @type {[number, number][]} */ const queue = [[x, y]]; const mapped = { [`${x},${y}`]: true }; const autoBattle = core.getFlag('autoBattle', false), autoGet = core.getFlag('autoGet', false); if (!autoGet && !autoBattle) return; while (queue.length > 0 && deep > 0) { const [nx, ny] = queue.shift(); dir.forEach(v => { const [tx, ty] = [nx + v[1], ny + v[2]]; if (tx < 0 || ty < 0 || tx >= floor.width || ty >= floor.height) { return; } const loc = `${tx},${ty}`; if (mapped[loc]) return; const block = objs[loc]; mapped[loc] = true; if (core.onSki(bgMap[ty][tx])) return; // bfs不允许穿过滑冰 const { type, canGoThrough } = judge(block, nx, ny, tx, ty, v[0], floorId, autoBattle, autoGet); if (!canGoThrough) return; if (type === 'enemy') { if (canBattle(block.event.id, tx, ty) && !block.disable) { core.battle(block.event.id, tx, ty); core.updateCheckBlock(); } else { return; } } else if (type === 'item') { const item = core.material.items[block.event.id]; if (canGetItem(item, loc, floorId)) { core.getItem(item.id, 1, tx, ty); if (!core.isReplaying() && Transition) { let px = tx * 32 - core.bigmap.offsetX; let py = ty * 32 - core.bigmap.offsetY; const t = new Transition(); const onDestory = function (t) { t.ticker.destroy(); const index = transitionList.findIndex(v => v === t); transitionList.splice(index, 1); } // 摧毁Transition t core.plugin.tickerSet.add(t.ticker); t.mode(hyper('sin', 'out')) .time(transitionTime) .absolute() .transition('x', px) .transition('y', py); let { x, y } = core.status.hero.loc; t.value.x = x * 32 - core.bigmap.offsetX; t.value.y = y * 32 - core.bigmap.offsetY; transitionList.push(t); t.ticker.add(() => { core.drawIcon(ctxName, item.id, t.value.x, t.value.y, 32, 32); let { x, y } = core.status.hero.loc; if (Math.abs(t.value.x - x * 32 + core.bigmap.offsetX) < 0.05 && Math.abs(t.value.y - y * 32 + core.bigmap.offsetY) < 0.05 ) { onDestory(t); } }); } } else { return; } } if (hasBlockDamage(loc)) return; queue.push([tx, ty]); }); deep--; } } function auto() { if (!core.status.floorId || !core.status.checkBlock.damage) return; // 这两个条件不知道什么情形下会出现 if (core.status.event.id == 'action' || core.events.onSki() || core.status.lockControl) return; // 在冰上不允许触发自动清怪 const before = flags.__forbidSave__; const { x, y } = core.status.hero.loc; const floor = core.floors[core.status.floorId]; const loc = `${x},${y}`; const hasEvent = has(floor.events[loc]); if (hasEvent) return; // 如果有事件,直接不清了 const block = core.getBlock(x, y); if (block != null && block.event.cls !== 'items') return; // 角色站的位置为空地和物品以外的图块,不清(例如箭头,可能无法返回) let deep = Infinity; if (hasBlockDamage(loc)) { deep = core.flags.enableGentleClick ? 1 : 0; // 角色站的位置有地图伤害时,仍然允许轻点附近1格 } flags.__forbidSave__ = true; flags.__statistics__ = true; const ctx = core.getContextByName(ctxName); if (!ctx) core.createCanvas(ctxName, 0, 0, core.__PIXELS__, core.__PIXELS__, 75); bfs(core.status.floorId, deep); flags.__statistics__ = false; flags.__forbidSave__ = before; core.updateStatusBar(); }; }, "scrollingText": function () { // 本插件用于绘制在线留言 // 说明:https://h5mota.com/bbs/thread/?tid=1017 // 目前使用core.http代替帖子中提到的axios /** 塔的英文名 */ const towerName = core.firstData.name; let [W, H] = [core.__SIZE__, core.__SIZE__]; let [WIDTH, HEIGHT] = [core.__PIXELS__, core.__PIXELS__]; //#region 弹幕的收发 this.getComment = function () { if (core.isReplaying()) return; let form = new FormData(); form.append('type', '1'); form.append('towername', towerName); core.utils.http( 'POST', 'https://h5mota.com/backend/tower/barrage.php', form, function (res) { try { res = JSON.parse(res); console.log(res); core.drawTip('接收成功!', 'postman'); core.playSound('item.mp3'); let commentCollection = {}; const commentList = res?.list; const isEmpty = /^\s*$/; for (let i = 0, l = commentList.length; i <= l - 1; i++) { if (isEmpty.test(commentList[i]?.comment)) continue; const commentTagsList = commentList[i].tags.split(','); const [cFloorId, cX, cY] = commentTagsList; if (0 <= cX && cX <= W - 1 && 0 <= cY && cY <= H - 1 && core.floorIds.includes(cFloorId)) { if (!commentCollection.hasOwnProperty(cFloorId)) { commentCollection[cFloorId] = {}; } const str = cX + ',' + cY; if (!commentCollection[cFloorId].hasOwnProperty(str)) { commentCollection[cFloorId][str] = []; } commentCollection[cFloorId][str].push(commentList[i]?.comment); } } core.setFlag('commentCollection', commentCollection); } catch (err) { core.drawFailTip('在线留言接收失败! ' + err.message, 'postman'); } }, function (err) { console.log(err); if (['Abort', 'Timeout', 'Error on Connection'].includes(err)) err = { message: '连接异常' }; else if (err.startsWith('HTTP ')) err = { message: '连接异常, 状态码:' + err.replace('HTTP ', '') }; else err = JSON.parse(err); core.drawFailTip('在线留言接收失败! ' + err?.message, 'postman'); }, null, null, null, 1000 ); } this.postComment = function (comment, tags) { if (core.isReplaying()) return; const isEmpty = /^\s*$/; if (isEmpty.test(comment)) { core.drawFailTip('您输入的消息为空,请重发!', 'postman'); return; } let form = new FormData(); form.append('type', '2'); form.append('towername', towerName); form.append('comment', comment); form.append('tags', tags); core.utils.http( 'POST', 'https://h5mota.com/backend/tower/barrage.php', form, function (res) { try { res = JSON.parse(res); console.log(res); if (res?.code === 0) { core.drawTip('提交成功! ', 'postman') } else { core.drawTip('提交失败! ' + res?.message, 'postman'); } } catch (err) { core.drawFailTip('提交失败! ' + err.message, 'postman'); } }, function (err) { console.log(err); if (['Abort', 'Timeout', 'Error on Connection'].includes(err)) err = { message: '连接异常' }; else if (err.startsWith('HTTP ')) err = { message: '连接异常, 状态码:' + err.replace('HTTP ', '') }; else err = JSON.parse(err); core.drawFailTip('提交失败! ' + err?.message, 'postman'); }, null, null, null, 1000 ); } //#endregion /** 若变量comment为真,在每层切换时在地上有弹幕的地方显示相应图标。 */ this.drawCommentSign = function () { if (!core.hasFlag('comment') || core.isReplaying()) return; let commentCollection = core.getFlag('commentCollection', {}), floorId = core.status.floorId; core.createCanvas('sign', 0, 0, WIDTH, HEIGHT, 61); core.setOpacity('sign', 0.6); if (commentCollection.hasOwnProperty(floorId)) { for (let pos in commentCollection[floorId]) { const l = commentCollection[floorId][pos].length; for (let i = 0; i <= l - 1; i++) { const [x, y] = pos.split(',').map(x => Number(x)); core.drawIcon('sign', 'postman', 32 * x, 32 * y); break; } } } } /** 立即清除楼层的弹幕图标。关闭弹幕相关设置时调用。 */ this.clearCommentSign = function () { core.deleteCanvas('sign'); } /** 默认一次显示的弹幕数 */ const showNum = 5; // 每走一步或瞬移,调用该函数,若目标点有弹幕,显示之 this.showComment = function (x, y) { if (!core.getFlag('comment') || core.isReplaying()) return; const commentCollection = core.getFlag('commentCollection', {}); const floorId = core.status.floorId, str = x + ',' + y; if (commentCollection.hasOwnProperty(floorId) && commentCollection[floorId].hasOwnProperty(str)) { let commentArr = commentCollection[floorId][str].concat(); const commentArrPicked = pickComment(commentArr, showNum); drawComment(commentArrPicked); } } /** 返回从commentArr中挑选showNum个comment组成的数组*/ function pickComment(commentArr, showNum) { let showList = []; if (commentArr.length <= showNum) { showList = commentArr; } else { for (let i = 0; i <= showNum - 1; i++) { const l = commentArr.length, n = core.plugin.dice(l - 1); showList.push(commentArr[n]); commentArr.splice(n, 1); } } return showList; } function drawComment(commentArr) { const l = commentArr.length; let yList = generateCommentYList(20, HEIGHT - 20, showNum); if (l < showNum) yList = getRandomElements(yList, l); for (let i = 0; i <= l - 1; i++) { drawCommentStr(commentArr[i], WIDTH + 20 * Math.random(), yList[i], Math.random() * 0.1 + 0.1); } } /** 生成count个随机数,范围从min到max,作为弹幕的y坐标*/ function generateCommentYList(min, max, count) { let yList = Array(count).fill(0); const distance = (max - min) / (count + 1); for (let i = 0; i < count; i++) { yList[i] = min + distance * (i + 1) + (Math.random() - 0.5) * (distance / 2); } return yList; } function getRandomElements(arr, count) { let result = [...arr]; let len = result.length; count = Math.min(len, count); for (let i = len - 1; i > len - 1 - count; i--) { let j = Math.floor(Math.random() * (i + 1)); [result[i], result[j]] = [result[j], result[i]]; } return result.slice(len - count); } //#region 弹幕绘制部分 const { Animation, linear, Ticker } = core.plugin.animate ?? {}; const ctxName = 'scrollingText'; if (Ticker) { const ticker = new Ticker(); ticker.add(() => { if (core.isReplaying()) return; core.createCanvas(ctxName, 0, 0, core.__PIXELS__, core.__PIXELS__, 136); //每帧重绘该画布 }); } /** * 绘制弹幕 * @example * drawCommentStr('OK', 450, 200, 0.1); * @param {string} content 弹幕的内容 * @param {number} x 弹幕的初始x坐标 * @param {number} y 弹幕的初始y坐标 * @param {number} vx 弹幕的横向滚动速度 */ function drawCommentStr(content, x, y, vx) { if (core.isReplaying() || !Animation) return; const ani = new Animation(); core.plugin.tickerSet.add(ani.ticker); ani.ticker.add(() => { core.fillText(ctxName, content, x + ani.x, y, 'white', '16px Verdana'); }) // 弹幕的最大长度5600,再长属于异常数据 const aim = 100 + Math.min(core.calWidth(ctxName, content, '16px Verdana'), 5000); ani.mode(linear()) .time(aim / vx) .absolute() .move(-aim, 0) ani.all().then(() => { ani.ticker.destroy(); }); } //#endregion }, "uiBaseClass": function () { // 本插件定义了一些用于绘制的基类 /** 按钮基类 */ class ButtonBase { constructor(x, y, w, h) { this.x = x; this.y = y; this.w = w; this.h = h; this.disable = false; this.status = 'none'; // 下面三项在initBtnList时添加 /** @type {MenuBase} 所在的Menu,用于触发重绘等事件 */ this.menu; /** @type {string} 所在的Menu的画布名称 */ this.ctx = ''; /** @type {string} 自身在所在的Menu的btnList中的索引 */ this.key = ''; this.draw = () => { }; this.event = (x, y, px, py) => { }; } /** 默认为矩形判定区 */ inRange(px, py) { return px >= this.x && px <= this.x + this.w && py >= this.y && py <= this.y + this.h; } } class RoundBtn extends ButtonBase { constructor(x, y, w, h, text, config) { super(x, y, w, h); this.text = text; this.config = config || {}; this.draw = () => { const ctx = this.ctx; const { fillStyle = 'rgb(204, 204, 204)', strokeStyle = 'black', fontStyle = 'black', selectedFillStyle = 'rgb(255, 51, 153)', selectedstrokeStyle = 'black', selectedFontStyle = 'white', radius = 3, lineWidth = 1, angle = null, font = '16px Verdana' } = this.config || {}; core.setTextAlign(ctx, 'center'); core.setTextBaseline(ctx, 'alphabetic'); if (this.status === 'selected') { core.fillRoundRect(ctx, x, y, w, h, radius, selectedFillStyle, angle); core.strokeRoundRect(ctx, x, y, w, h, radius, selectedstrokeStyle, lineWidth, angle); core.fillText(ctx, this.text, x + w / 2, y + h / 2 + 5, selectedFontStyle, font); } else { core.fillRoundRect(ctx, x, y, w, h, radius, fillStyle, angle); core.strokeRoundRect(ctx, x, y, w, h, radius, strokeStyle, lineWidth, angle); core.fillText(ctx, this.text, x + w / 2, y + h / 2 + 5, fontStyle, font); } }; } } class IconBtn extends ButtonBase { constructor(x, y, w, h, icon, config) { super(x, y, w, h); this.icon = icon; this.config = config || {}; this.draw = () => { const ctx = this.ctx; const { strokeStyle = 'black', fillStyle = 'white', radius = 3, lineWidth = 1, angle = null, frame = 0, } = this.config || {}; if (fillStyle !== 'none') core.fillRoundRect(ctx, this.x, this.y, this.w, this.h, radius, fillStyle, angle); if (strokeStyle !== 'none') core.strokeRoundRect(ctx, this.x, this.y, this.w, this.h, radius, strokeStyle, lineWidth, angle); core.drawIcon(ctx, this.icon, this.x, this.y, this.w, this.h, frame); }; } } class ExitBtn extends ButtonBase { constructor(x, y, w, h, config) { super(x, y, w, h); this.config = config || {}; this.draw = () => { const ctx = this.ctx; const { strokeStyle = ' #D32F2F', fillStyle = ' #EF5350', lineStyle = 'white', radius = 3, lineOffsetX = 5, lineWidthX = 3, } = this.config || {}; const [x, y, w, h] = [this.x, this.y, this.w, this.h]; core.strokeRoundRect(ctx, x, y, w, h, radius, strokeStyle); core.fillRoundRect(ctx, x + 1, y + 1, w - 2, h - 2, radius, fillStyle); core.drawLine(ctx, x + lineOffsetX, y + lineOffsetX, x + w - lineOffsetX, y + h - lineOffsetX, lineStyle, lineWidthX); core.drawLine(ctx, x + lineOffsetX, y + h - lineOffsetX, x + w - lineOffsetX, y + lineOffsetX, lineStyle, lineWidthX); } } } class MenuBase { constructor(name, x, y, w, h, zIndex) { this.name = name; /** @type {Map} 本菜单上的按钮列表,每次绘制将触发按钮的draw事件 */ this.btnList = new Map(); /** 当前画布是否正被绘制 */ this.onDraw = false; this.x = x ?? 0; this.y = y ?? 0; this.w = w ?? core.__PIXELS__; this.h = h ?? core.__PIXELS__; this.zIndex = zIndex ?? 136; // 136比uievent大1 /** 屏幕被按下时触发的事件 */ this.clickEvent = (x, y, rawpx, rawpy) => { if (!this.isPosValid(rawpx, rawpy)) return; const [px, py] = this.convertCoordinate(rawpx, rawpy); this.btnList.forEach((btn) => { if (btn.disable) return; if (btn.inRange(px, py)) { btn.event(x, y, px, py); } }); } /** @type {((keycode:number)=>void) | undefined} 按键被按下时触发的事件 */ this.keyEvent = undefined; /** @type {((keycode:number,altkey?:boolean,fromReplay?:boolean)=>void) | undefined} 按键被放开时触发的事件 */ this.keyUpEvent = undefined; /** @type {((x:number,y:number,px:number,py:number)=>void) | undefined} 屏幕被鼠标滑动或手指拖动时触发的事件 */ this.onMoveEvent = undefined; /** @type {((x:number,y:number,px:number,py:number)=>void) | undefined} 当屏幕被鼠标或手指放开时触发的事件 */ this.onUpEvent = undefined; /** @type {((direct:1|-1)=>void) | undefined} 鼠标滚轮滚动时触发的事件 */ this.onMouseWheelEvent = undefined; } /** @param {[any, ButtonBase][]} arr */ initBtnList(arr) { this.btnList = new Map(arr); this.btnList.forEach((button, key) => { button.menu = this; button.ctx = this.name; button.key = key; }) } // 返回换算后的画布上的相对坐标 convertCoordinate(px, py) { return [px - this.x, py - this.y]; } // 检查坐标是否在画布范围内 isPosValid(px, py) { return (px >= this.x) && (px <= this.x + this.w) && (py >= this.y) && (py <= this.y + this.h); } // 创建并返回本菜单的画布 createCanvas() { return core.createCanvas(this.name, this.x, this.y, this.w, this.h, this.zIndex); } drawButtonContent() { this.btnList.forEach((button) => { if (!button.disable) button.draw(); }) } drawContent() { this.drawButtonContent(); this.onDraw = true; } beginListen() { core.registerAction('ondown', this.name, this.clickEvent, 100); if (this.keyEvent) core.registerAction('keyDown', this.name, this.keyEvent, 100); if (this.keyUpEvent) core.registerAction('keyUp', this.name, this.keyUpEvent, 100); if (core.platform.isPC && this.onMoveEvent) core.registerAction('onmove', this.name, this.onMoveEvent, 100); if (this.onUpEvent) core.registerAction('onup', this.name, this.onUpEvent, 100); if (core.platform.isPC && this.onMouseWheelEvent) core.registerAction('onmousewheel', this.name, this.onMouseWheelEvent, 100); } endListen() { core.unregisterAction('ondown', this.name); core.unregisterAction('keyDown', this.name); core.unregisterAction('keyUp', this.name); core.unregisterAction('onmove', this.name); core.unregisterAction('onup', this.name); core.unregisterAction('onmousewheel', this.name); } clear() { this.endListen(); core.deleteCanvas(this.name); this.onDraw = false; } init() { this.beginListen(); this.drawContent(); } } this.uiBase = { ButtonBase, RoundBtn, IconBtn, ExitBtn, MenuBase }; }, "newBackpackLook": function () { let __enable = true; if (!__enable) return; // #region 复写 core.ui._drawToolbox = function () { drawItemBox('all'); }.bind(core.ui); core.ui._drawEquipbox = function () { drawItemBox('equips'); }.bind(core.ui); core.actions._keyDownToolbox = function (keyCode) { return true; }.bind(core.actions); core.actions._keyUpToolbox = function (keyCode) { return true; }.bind(core.actions); core.actions._clickToolbox = function (x, y, px, py) { return true; }.bind(core.actions); const oriClosePanel = core.ui.closePanel; core.ui.closePanel = function () { oriClosePanel.apply(core.ui, [arguments]); clearAll(); } core.control._replayAction_item = function (action) { if (action.indexOf("item:") != 0) return false; const itemId = action.substring(5); if (!core.canUseItem(itemId)) return false; if (core.material.items[itemId].hideInReplay || core.status.replay.speed == 24) { core.useItem(itemId, false, core.replay); return true; }; core.ui._drawToolbox(0); const itemInv = globalUI.itemInv; const totalIndex = itemInv.allItemList.indexOf(itemId); const page = Math.max(Math.ceil(totalIndex / itemInv.pageCap) - 1, 0); const currIndex = totalIndex - page * itemInv.pageCap; itemInv.page = page; itemInv.focus(currIndex); redraw(); setTimeout(function () { core.ui.closePanel(); core.useItem(itemId, false, core.replay); }, core.control.__replay_getTimeout()); return true; } core.control._replayAction_equip = function (action) { if (action.indexOf("equip:") != 0) return false; const equipId = action.substring(6); if (!core.hasItem(equipId)) { core.removeFlag('__doNotCheckAutoEvents__'); return false; } const callbackFunc = function () { const next = core.status.replay.toReplay[0] || ""; if (!next.startsWith('equip:') && !next.startsWith('unEquip:')) { core.removeFlag('__doNotCheckAutoEvents__'); core.checkAutoEvents(); } core.replay(); } core.setFlag('__doNotCheckAutoEvents__', true); core.status.route.push(action); if (core.material.items[equipId].hideInReplay || core.status.replay.speed == 24) { core.loadEquip(equipId, callbackFunc); return true; } core.ui._drawEquipbox(0); const { itemId, itemInv } = globalUI; const totalIndex = itemInv.allItemList.indexOf(itemId); const page = Math.max(Math.ceil(totalIndex / itemInv.pageCap) - 1, 0); const currIndex = totalIndex - page * itemInv.pageCap; itemInv.page = page; itemInv.focus(currIndex); redraw(); setTimeout(function () { core.ui.closePanel(); core.loadEquip(equipId, callbackFunc); }, core.control.__replay_getTimeout()); return true; } core.control._replayAction_unEquip = function (action) { if (action.indexOf("unEquip:") != 0) return false; const equipType = parseInt(action.substring(8)); if (!core.isset(equipType)) { core.removeFlag('__doNotCheckAutoEvents__'); return false; } const callback = function () { redraw(); core.ui.closePanel(); const next = core.status.replay.toReplay[0] || ""; if (!next.startsWith('equip:') && !next.startsWith('unEquip:')) { core.removeFlag('__doNotCheckAutoEvents__'); core.checkAutoEvents(); } core.replay(); } core.setFlag('__doNotCheckAutoEvents__', true); core.status.route.push(action); if (core.status.replay.speed == 24) { core.unloadEquip(equipType, callback); return true; } const itemInv = globalUI.itemInv; const page = Math.max(Math.ceil(equipType / itemInv.pageCap) - 1, 0); const currIndex = equipType - page * itemInv.pageCap; itemInv.page = page; itemInv.focus(currIndex); core.ui._drawEquipbox(0); setTimeout(function () { core.unloadEquip(equipType, callback); }, core.control.__replay_getTimeout()); return true; } core.registerReplayAction("item", core.control._replayAction_item); core.registerReplayAction("equip", core.control._replayAction_equip); core.registerReplayAction("unEquip", core.control._replayAction_unEquip); // 复写control.startReplay const oriStartReplay = core.control.startReplay; // 进入播放录像模式时清空道具栏选中目标的缓存 core.control.startReplay = function (list) { clearItemBoxCache(); oriStartReplay.apply(core.control, [list, ...arguments]); } // 复写items._afterUseItem // flag:itemsUsedCount {[itemId:string]:boolean} 成功使用了的道具的计数 const origin__afterUseItem = items.prototype._afterUseItem; items.prototype._afterUseItem = function (itemId) { const itemsUsedCount = core.getFlag('itemsUsedCount', {}); if (!itemsUsedCount.hasOwnProperty(itemId)) itemsUsedCount[itemId] = 0; itemsUsedCount[itemId]++; core.setFlag('itemsUsedCount', itemsUsedCount); origin__afterUseItem(itemId); } // 复写ui.getToolboxItems // flag:markedItems string[] 在道具栏中置顶的道具的列表 // flag:hideInfo {[itemId:string]:boolean} 手动选择了显示/隐藏的道具的列表 core.ui.getToolboxItems = function (cls, showHide, sortFunc) { console.trace(1); const markedItems = core.getFlag('markedItems', []); const itemsUsedCount = core.getFlag('itemsUsedCount', {}); if (!sortFunc) sortFunc = (itemId1, itemId2) => { const item1Count = itemsUsedCount[itemId1] || 0, item2Count = itemsUsedCount[itemId2] || 0; return item2Count - item1Count; } let list = []; if (cls === 'all') { for (let name in core.status.hero.items) { if (name === "equips") continue; list = list.concat(Object.keys(core.status.hero.items[name])); // 获取'constants'和'tools'整体的列表 } } else if (core.status.hero.items[cls]) { list = Object.keys(core.status.hero.items[cls] || {}); } const markedList = list.filter((itemId) => markedItems.includes(itemId)).sort(sortFunc), unmarkedList = list.filter((itemId) => !markedItems.includes(itemId)).sort(sortFunc); list = [...markedList, ...unmarkedList]; const hideInfo = core.getFlag('hideInfo', {}); if (!showHide) list = list.filter(function (id) { if (hideInfo[id]) return false; return !core.material.items[id].hideInToolbox; }) return list; } // 复写resize,保证屏幕变化时此画布表现正常 const originResize = core.control.resize; core.control.resize = function () { originResize.apply(core.control, arguments); const { _back, _itemInv, _equipChangeBoard, _itemInfoBoard } = globalUI; [_back, _itemInv, _equipChangeBoard, _itemInfoBoard].forEach((menu) => { if (menu && menu.onDraw) menu.drawContent(); }); } // #endregion const { ButtonBase, RoundBtn, IconBtn, ExitBtn, MenuBase } = core.plugin.uiBase; // #region 绘制用到的按钮类 class HideBtn extends RoundBtn { constructor(x, y, w, h, config) { super(x, y, w, h, '隐藏', config); const oriDraw = this.draw; this.draw = () => { const itemId = globalUI.itemId; if (core.material.items[itemId]) { const hideInfo = core.getFlag('hideInfo', {}); if (hideInfo.hasOwnProperty(itemId)) this.text = hideInfo[itemId] ? "显示" : "隐藏"; else this.text = core.material.items[itemId].hideInToolbox ? "显示" : "隐藏"; } oriDraw(); } } } class MarkBtn extends RoundBtn { constructor(x, y, w, h, config) { super(x, y, w, h, '隐藏', config); const oriDraw = this.draw; this.draw = () => { const itemId = globalUI.itemId; const markedItems = core.getFlag('markedItems', []); this.text = markedItems.includes(itemId) ? "取消" : "置顶"; oriDraw(); } } } class ClassifyBtn extends RoundBtn { constructor(x, y, w, h, text, subType, config) { super(x, y, w, h, text, config); this.subType = subType; const oriDraw = this.draw; this.draw = () => { const { type, toolInv } = globalUI; if (type === 'equips') return; if (toolInv.subType === this.subType) this.status = 'selected'; else this.status = "none"; oriDraw(); } this.event = () => { const { type, toolInv } = globalUI; if (type === 'equips') return; if (toolInv.subType !== this.subType) { const oldConfig = toolInv.cache[toolInv.subType], newConfig = toolInv.cache[this.subType]; oldConfig.page = toolInv.page; oldConfig.index = toolInv.index; toolInv.page = newConfig.page; toolInv.index = newConfig.index; toolInv.subType = this.subType; toolInv.updateItemList(); redraw(true); } }; } } class ShowHideBtn extends ButtonBase { constructor(x, y, w, h) { super(x, y, w, h) this.draw = () => { const ctx = this.ctx; const squareSize = this.h; core.strokeRect(ctx, this.x, this.y, squareSize, squareSize, 'black'); core.fillRect(ctx, this.x + 1, this.y + 1, squareSize - 2, squareSize - 2, 'white'); const font = core.ui._buildFont(this.h - 4); core.setTextAlign(ctx, 'left'); core.setTextBaseline(ctx, 'middle'); if (core.hasFlag('showHideItem')) core.fillText(ctx, '√', this.x + 3, this.y + 10, 'red', font); core.fillText(ctx, '查看隐藏', this.x + squareSize + 6, this.y + 10, 'white', font); }; this.event = () => { const itemInv = globalUI.itemInv; core.setFlag('showHideItem', !core.getFlag('showHideItem', false)); itemInv.updateItemList(); redraw(); } } } /** 切换道具栏和装备栏的按钮 */ class SwitchBtn extends IconBtn { constructor(x, y, w, h, config) { super(x, y, w, h, '', config); const oriDraw = this.draw; this.draw = () => { this.icon = (globalUI.type === 'all') ? 'toolbox' : 'equipbox'; oriDraw(); } this.event = () => { switchType(); redraw(true); } } } class ArrowBtn extends ButtonBase { constructor(x, y, w, h, dir, config) { super(x, y, w, h); this.config = config || {}; /** @type {'left'|'right'} */this.dir = dir; this.draw = () => { const { marginLeft = 6, marginTop = 5, marginRight = 4, backStyle = 'gray', arrowStyle = 'black' } = this.config || {}; const ctx = this.ctx; core.fillRoundRect(ctx, this.x, this.y, this.w, this.h, 3, backStyle); if (this.dir === 'left') core.fillPolygon(ctx, [[this.x + this.w - marginLeft, this.y + marginTop], [this.x + this.w - marginLeft, this.y + this.h - marginTop], [this.x + marginRight, this.y + this.h / 2]], arrowStyle); else if (this.dir === 'right') core.fillPolygon(ctx, [[this.x + marginLeft, this.y + marginTop], [this.x + marginLeft, this.y + this.h - marginTop], [this.x + this.w - marginRight, this.y + this.h / 2]], arrowStyle); core.setAlpha(ctx, 1); }; } } class ItemBox extends ButtonBase { constructor(x, y, w, h) { super(x, y, w, h); /** @type {ItemInventory} */this.menu; this.draw = () => { const menu = this.menu; const ctx = this.ctx; const itemId = menu.currItemList[this.key]; const y = this.y; const item = core.material.items[itemId] || {}; const num = core.formatBigNumber(core.itemCount(itemId), 5) || 0; // 道具数量过大时需要format // 被隐藏的道具在显示时需要半透明 const hideInfo = core.getFlag('hideInfo', {}); if (item && (hideInfo.hasOwnProperty(itemId) ? hideInfo[itemId] : item.hideInToolbox)) core.setAlpha(ctx, 0.5); // 绘制物品图标 if (core.material.items[itemId]) core.drawIcon(ctx, itemId, 4, this.y + 6, 18, 18); core.setTextAlign(ctx, "right"); core.setTextBaseline(ctx, "middle"); // 绘制物品数量 ×几 const numText = "×" + num; core.fillText(ctx, numText, 220, y + menu.oneItemHeight / 2, 'white', '18px Verdana'); // 绘制物品名称 const markedItems = core.getFlag('markedItems', []); const name = item.name || "???"; core.setTextAlign(ctx, "left"); core.fillText(ctx, name, 24, this.y + menu.oneItemHeight / 2, markedItems.includes(itemId) ? 'gold' : 'white', '18px Verdana', 180); core.setAlpha(ctx, 1); } } } class EquipBox extends ButtonBase { constructor(x, y, w, h, index) { super(x, y, w, h); /** @type {EquipChangeBoard} */this.menu; this.draw = () => { const ctx = this.ctx; const [x, y, w, h] = [this.x, this.y, this.w, this.h]; const space = 2, lineWidth = 2, squareSize = w; const equipId = this.menu.currItemList[this.key]; if (equipId) core.drawIcon(ctx, equipId, x, y, squareSize, squareSize); const color = (this.menu.index === this.key) ? 'gold' : 'white'; core.strokeRect(ctx, x, y, squareSize, squareSize, color, lineWidth); core.setTextAlign(ctx, "center"); core.setTextBaseline(ctx, "top"); const tx = x + w / 2, ty = y + squareSize + space; core.fillText(ctx, this.menu.currItemList[this.key], tx, ty, color, '14px Verdana'); }; this.event = () => { this.menu.triggerItem(); }; } } // #endregion // #region 绘制用到的菜单类 // 道具栏/装备栏的背景 class ItemBoxBack extends MenuBase { constructor() { super('itemBoxBase'); // 装备栏和道具栏共用同一个光标,故所有按键事件全部写在这里处理 this.keyEvent = (keyCode) => { const { itemId, type, selectType, itemInv, equipChangeBoard } = globalUI; if (keyCode === 37) { // left if (selectType === 'toolBox') itemInv.pageDown(); else if (selectType === 'equipBox') equipChangeBoard.pageDown(); redraw(); } else if (keyCode === 39) { // right if (selectType === 'toolBox') itemInv.pageUp(); else if (selectType === 'equipBox') equipChangeBoard.pageUp(); redraw(); } else if (keyCode === 38) { // up if (selectType === 'toolBox') { if (itemInv.index === 0) { if (type === 'equips') { // 在仅物品栏模式下点上键到顶,切换到上一页,否则会切换到装备栏 let newIndex = Math.min(equipChangeBoard.pageCap - 1, core.status.globalAttribute.equipName.length - equipChangeBoard.page * equipChangeBoard.pageCap); equipChangeBoard.focus(newIndex); redraw(); } else { itemInv.pageDown(); // 向上到顶将翻到上一页 redraw(); } } else { itemInv.focus(itemInv.index - 1); redraw(); } } else if (selectType === 'equipBox') { if (equipChangeBoard.index >= equipChangeBoard.rowMax) { equipChangeBoard.index -= equipChangeBoard.rowMax; redraw(); } } } else if (keyCode === 40) { // down if (selectType === 'toolBox') { if (itemInv.index < itemInv.currItemList.length - 1) { itemInv.focus(itemInv.index + 1); redraw(); } else { itemInv.pageUp(); // 向下到底将翻到下一页 redraw(); } } else if (selectType === 'equipBox') { let newIndex = equipChangeBoard.index + equipChangeBoard.rowMax; const newTotalIndex = equipChangeBoard.page * equipChangeBoard.pageCap + newIndex; if (newTotalIndex < core.status.globalAttribute.equipName.length) { equipChangeBoard.focus(newIndex); } else { equipChangeBoard.focus(0); } redraw(); } } else if (keyCode === 8 || keyCode === 27 || keyCode === 81) { // Q/Esc/BackSpace exit(); } else if (keyCode === 13 || keyCode === 32 || keyCode === 67) { // Enter/SpaceBar/C if (selectType === "toolBox") { if (core.material.items[itemId]) itemInv.triggerItem(); } else if (selectType === "equipBox") { equipChangeBoard.triggerItem(); redraw(); } else { itemInv.focus(0); redraw(); } } }; this.keyUpEvent = (keyCode) => { if (keyCode === 81) { // Q if (globalUI.type === "equips") exit(); else { switchType(); redraw(true); } } else if (keyCode === 84) { // T if (globalUI.type === "all") exit(); else { switchType(); redraw(true); } } } } drawContent() { const ctx = this.createCanvas(); this.drawBackGround(ctx); super.drawContent(); } drawBackGround(ctx) { core.strokeRoundRect(ctx, 2, 2, 412, 412, 5, 'white', 2); core.fillRoundRect(ctx, 3, 3, 410, 410, 5, 'rgb(108, 187, 219)'); core.drawLine(ctx, 248, 3, 248, 413, 'white', 2); // 左栏和右栏的分界线 if (globalUI.type === 'equips') core.drawLine(ctx, 3, 140, 248, 140, 'white', 2); // 装备栏和道具栏的分界线 } } // selectType采用一套新的逻辑来判定 // 物品列表和换装界面的共用基类 class ItemBoxBase extends MenuBase { constructor(name, x, y, w, h, zIndex) { super(name, x, y, w, h, zIndex); /** 当前页 */ this.page = 0; /** 一页最多可容纳的道具数量 */ this.pageCap = 0; /** 当前最大页数,page应小于此值*/ this.pageMax = 1; /** @type {string[]} 此界面总的物品列表 */ this.allItemList = []; /** @type {string[]} 此界面当前页展示的物品列表 */ this.currItemList = []; /** 当前选中了第几个道具 */ this.index = 0; /** 当前选中的道具的名称 */ this.itemId = ''; this.clickEvent = (x, y, rawpx, rawpy) => { if (!this.isPosValid(rawpx, rawpy)) return; const [px, py] = this.convertCoordinate(rawpx, rawpy); this.btnList.forEach((btn) => { if (btn.disable) return; if (btn.inRange(px, py)) { if (btn instanceof ItemBox || btn instanceof EquipBox) { if (btn.key !== this.index) this.focus(btn.key); else btn.event(x, y, px, py); } else if (btn instanceof ArrowBtn) btn.event(x, y, px, py); } }); } this.onMoveEvent = (x, y, rawpx, rawpy) => { if (!this.isPosValid(rawpx, rawpy)) return; const [px, py] = this.convertCoordinate(rawpx, rawpy); this.btnList.forEach((btn) => { if (btn.disable) return; if (!btn.inRange || !(btn.inRange instanceof Function)) debugger; if (btn.inRange(px, py)) { if (btn instanceof ItemBox || btn instanceof EquipBox) { if (btn.key !== this.index) this.focus(btn.key); } } }); } } /** * @abstract 获取最新的物品列表 * @returns {string[]} */ getItemList() { return []; } /** @abstract 尝试使用当前选中的物品 */ triggerItem() { } /** 更新物品列表 */ updateItemList() { this.allItemList = this.getItemList(); this.pageMax = Math.ceil(this.allItemList.length / this.pageCap); if (this.pageMax < 1) this.pageMax = 1; this.currItemList = this.allItemList.slice(this.page * this.pageCap, (this.page + 1) * this.pageCap); if (this.index >= this.currItemList.length) this.index = 0; this.itemId = this.currItemList[this.index]; } /** 聚焦于指定序号的按钮,并重绘画面 */ focus(index) { this.index = index; this.itemId = this.currItemList[this.index]; this.btnList.forEach(btn => { btn.status = (btn.key === this.index) ? 'selected' : 'none' }); globalUI.selectType = (this instanceof EquipChangeBoard) ? 'equipBox' : 'toolBox'; globalUI.itemId = this.itemId; redraw(); } canPageUp(){ return this.page < this.pageMax - 1; } canPageDown(){ return this.page > 0; } pageUp() { if (!this.canPageUp()) return; this.page++; this.updateItemList(); this.focus((this.index < this.currItemList.length) ? this.index : 0); } pageDown() { if (!this.canPageDown()) return; this.page--; this.updateItemList(); this.focus(this.index); } } /** 展示角色当前已穿戴的装备的面板 */ class EquipChangeBoard extends ItemBoxBase { constructor(x, y, w, h, zIndex) { super('equipChangeBoard', x, y, w, h, zIndex); this.columnMax = 4; this.rowMax = 2; this.pageCap = this.columnMax * this.rowMax; this.updateItemList(); } drawContent() { const ctx = this.createCanvas(); if (this.pageMax > 1) { core.setTextAlign(ctx, "center"); core.setTextBaseline(ctx, "alphabetic"); core.fillText(ctx, this.page + 1 + '/' + this.pageMax, this.w / 2, this.h - 2, 'white', '12px Verdana'); } const currNameList = this.currItemList; const columnCount = Math.min(currNameList.length, this.columnMax), // 判断装备孔数量是否小于最大列数 rowCount = Math.min(Math.ceil(currNameList.length / this.columnMax), this.rowMax); const [boxWidth, boxHeight] = [36, 52]; const spaceX = (this.w - columnCount * boxWidth) / (1 + columnCount), spaceY = (this.h - rowCount * boxHeight) / (1 + rowCount); let [x, y] = [spaceX, spaceY]; /** @type {[number, EquipBox][]} */ const btnArr = []; for (let i = 0; i < this.currItemList.length; i++) { const btn = new EquipBox(x, y, boxWidth, boxHeight); btnArr.push([i, btn]); if ((i + 1) % this.columnMax === 0) { x = spaceX; y += spaceY + boxHeight; } else x += spaceX + boxWidth; } this.initBtnList(btnArr); super.drawContent(); } getItemList() { return core.status.globalAttribute.equipName; } updateItemList() { super.updateItemList(); } triggerItem() { const index = this.index; if (core.status.hero.equipment[index]) { core.unloadEquip(index); core.status.route.push("unEquip:" + index); this.updateItemList(); globalUI.itemInv.updateItemList(); // @ todo 穿脱装备是双向的过程,装备栏和道具栏的物品列表组成都会变 redraw(); } } } /** 展示角色当前背包物品的面板,有道具/装备两种模式 */ class ItemInventory extends ItemBoxBase { constructor(name, x, y, w, h, zIndex) { super(name, x, y, w, h, zIndex); /** @type {number} 单个物品占据的列宽 */ this.oneItemHeight = 30; /** @type {number} 单个页面显示的物品数, -1是因为最后一行要留给换行按钮*/ this.pageCap = Math.floor(h / this.oneItemHeight) - 1; } drawContent() { const ctx = this.createCanvas(); const [x, y, w, h] = [this.x, this.y, this.w, this.h]; core.fillRect(ctx, 0, 0, w, h, 'rgb(0, 105, 148)'); core.setTextBaseline(ctx, "middle"); for (let i = 0; i < this.pageCap; i++) { const btn = this.btnList.get(i); if (btn && btn instanceof ItemBox) btn.disable = i >= this.currItemList.length; } core.setTextAlign(ctx, "center"); core.setTextBaseline(ctx, "alphabetic"); core.fillText(ctx, (this.page + 1) + '/' + this.pageMax, w / 2, h - 4, 'white', '12px Verdana'); if (globalUI.type === 'all') { // 光标绘制是绝对坐标 core.drawUIEventSelector(1, 'winskin.png', x, y + this.index * this.oneItemHeight, w, this.oneItemHeight, 140); }else core.clearUIEventSelector(1); super.drawContent(); } } class ToolInventory extends ItemInventory { constructor(x, y, w, h, zIndex) { super('toolInventory', x, y, w, h, zIndex); /** @type {'all'|'tools'|'constants'} 当前显示哪个子菜单 */ this.subType = 'all'; /** 各个子页面当前选中的位置,用于在切换后显示原位置 */ this.cache = { all: { page: 0, index: 0 }, tools: { page: 0, index: 0 }, constants: { page: 0, index: 0 } } this.updateItemList(); } getItemList() { return core.getToolboxItems(this.subType, core.hasFlag('showHideItem')); } triggerItem() { const itemId = globalUI.itemId; if (!core.canUseItem(itemId)) { core.drawFailTip("当前无法使用" + core.material.items[itemId].name, itemId); return; } clearAll(); setTimeout(() => { core.unlockControl(); core.tryUseItem(itemId); }, 0); } } class EquipInventory extends ItemInventory { constructor(x, y, w, h, zIndex) { super('equipInventory', x, y, w, h, zIndex); this.updateItemList(); } getItemList() { return core.getToolboxItems('equips', core.hasFlag('showHideItem')); } triggerItem() { if (!core.canEquip(globalUI.itemId, true)) return; core.loadEquip(globalUI.itemId); this.updateItemList(); // 穿上装备会导致道具数量变化 core.status.route.push("equip:" + globalUI.itemId); redraw(); } } class ItemInfoBox extends MenuBase { constructor(x, y, w, h) { super('itemInfoBox', x, y, w, h, 137); } drawContent() { const ctx = this.createCanvas(); core.strokeRoundRect(ctx, 23, 27, 32, 32, 2, 'white', 2); const itemId = globalUI.itemId; if (itemId) core.drawIcon(ctx, itemId, 24, 28, 30, 30); // 修改这里可以编辑未选中道具时的默认值 const defaultItem = { cls: "constants", name: "无道具", id: "-", text: "没有道具最永久" }; const defaultEquip = { cls: "equips", name: "无装备", id: "-", text: "一无所有,又何尝不是一种装备", equip: { type: "装备" } }; let item = core.material.items[itemId]; if (!item) item = (globalUI.type === 'all' ? defaultItem : defaultEquip); core.setTextAlign(ctx, "left"); core.setTextBaseline(ctx, "middle"); core.fillText(ctx, item.name, 66, 46, 'black', 'bold 18px Verdana', 98); // 物品名字 e.g.护符 core.fillText(ctx, "类型", 20, 75, 'crimson', '14px Verdana'); core.fillText(ctx, "【" + getItemClsName(item) + "】", 50, 75, 'rgb(47, 49, 54)', '14px Verdana'); // 物品类型 e.g.【永久道具】 core.fillText(ctx, "ID", 20, 95, 'crimson', '14px Verdana'); core.fillText(ctx, item.id, 50, 95, 'rgb(47, 49, 54)', '14px Verdana'); if (globalUI.type === 'all') { // 显示物品累计使用的次数,将作为排序依据 core.fillText(ctx, "累计使用", 20, 113, 'crimson', '14px Verdana'); const itemsUsedCount = core.getFlag('itemsUsedCount', {}); core.fillText(ctx, itemsUsedCount[itemId] || 0, 80, 113, 'rgb(47, 49, 54)', '14px Verdana'); } const itemText = core.replaceText(item.text) + ((globalUI.type === "equips") ? this.getEquipCompareInfo(item) : ""); // 物品描述信息 core.drawTextContent(ctx, itemText, { left: 20, top: 125, bold: false, color: "black", align: "left", fontSize: 15, maxWidth: 150 }); const currItemHotKey = HotkeySelect.getHotkeyNum(itemId); // 获取快捷键设置按钮当前的图标 const setHotkeyBtn = /** @type {IconBtnClass} */(this.btnList.get('setHotkeyBtn')); if (setHotkeyBtn) { setHotkeyBtn.disable = (globalUI.type === 'equips'); setHotkeyBtn.icon = (currItemHotKey == null) ? 'keyboard' : ('btn' + currItemHotKey); } super.drawContent(); } /*** @param {Item} item */ getEquipCompareInfo(item) { let str = ''; if (globalUI.type !== "equips") return str; let equipType = item.equip?.type; if (!equipType) return str; if (typeof equipType == "string") equipType = core.getEquipTypeByName(equipType); let compare; /** @todo 准备卸下装备时显示卸下的比较信息 */ if (globalUI.selectType == "equipBox") compare = core.compareEquipment(null, item.id); else compare = core.compareEquipment(item.id, core.getEquip(equipType)); // --- 变化值... for (const name in core.status.hero) { if (typeof core.status.hero[name] != 'number') continue; let nowValue = core.getRealStatus(name); let newValue = Math.floor((core.getStatus(name) + (compare.value[name] || 0)) * (core.getBuff(name) * 100 + (compare.percentage[name] || 0)) / 100); if (nowValue === newValue) continue; const color = newValue > nowValue ? '#00FF00' : '#FF0000'; const [nowValueStr, newValueStr] = [nowValue, newValue].map(value => core.formatBigNumber(value)); str += "\n" + core.getStatusLabel(name) + " " + nowValueStr + "->\r[" + color + "]" + newValueStr + "\r"; } return str; } } // class ToolBox extends MenuBase { // constructor(type, x, y, w, h) { // super('toolBox', x, y, w, h, 137); // /** @type {'all'|'equips'} */ // this.type = type; // /** @type {'all'|'tools'|'constants'} 物品栏模式下显示哪个子菜单 */ // this.subType = 'all'; // /** @type {number} 单个物品占据的列宽 */ // this.oneItemHeight = 30; // /** @type {number} 单个页面显示的物品数,每次refreshItemList时将刷新 */ // this.pageCap = Math.floor(h / this.oneItemHeight) - 1; // /** @type {number} 当前在物品栏的第几页 */ // this.page = 0; // /** @type {number} 当前选中了物品栏的第几个物品 */ // this.index = 0; // /** @type {string} 当前选中的物品Id 有可能不存在,每次调用都要检验*/ // this.itemId = ''; // /** 各个子页面当前选中的位置,用于在切换后显示原位置 */ // this.cache = { // all: { page: 0, index: 0 }, // tools: { page: 0, index: 0 }, // constants: { page: 0, index: 0 } // } // /** @type {string[]} 所有应当显示的物品的列表*/ // this.allItemList = []; // /** @type {string[]} 当前画面上显示的物品列表*/ // this.currItemList = []; // /** @type {number} 当前物品栏的最大页数 */ // this.pageMax = 1; // this.refreshItemList(); // const oriClickEvent = this.clickEvent; // this.clickEvent = (x, y, rawpx, rawpy) => { // if (!this.isPosValid(rawpx, rawpy)) return; // oriClickEvent(x, y, rawpx, rawpy); // const [px, py] = this.convertCoordinate(rawpx, rawpy); // if (px < 0 || px > this.w || py < 0 || py > this.h) return; // const currIndex = Math.floor(py / this.oneItemHeight); // if (currIndex >= this.currItemList.length) return; // 未选中有效物品时返回 // if (this.index === currIndex) { // this.useItem(this.itemId); // } // else { // this.select(currIndex); // redraw(); // } // } // if (core.platform.isPC) { // this.onMoveEvent = (x, y, rawpx, rawpy) => { // if (!this.isPosValid(rawpx, rawpy)) return; // const [px, py] = this.convertCoordinate(rawpx, rawpy); // const currIndex = Math.floor(py / this.oneItemHeight); // if (currIndex >= this.currItemList.length) return; // 未选中有效物品时返回 // if (this.index !== currIndex) { // this.select(currIndex); // redraw(); // } // } // } // } // /*** 每次显示/隐藏道具时,翻页时,及切换道具/装备栏时调用 */ // refreshItemList() { // this.allItemList = core.getToolboxItems((this.type === 'all') ? this.subType : this.type, core.hasFlag('showHideItem')); // this.currItemList = this.allItemList.slice(this.page * this.pageCap, (this.page + 1) * this.pageCap); // this.itemId = this.currItemList[this.index]; // this.pageMax = Math.ceil(this.allItemList.length / this.pageCap); // if (this.pageMax < 1) this.pageMax = 1; // } // drawContent() { // const [x, y, w, h, oneH] = [this.x, this.y, this.w, this.h, this.oneItemHeight]; // const ctx = this.createCanvas(); // if (selectType === 'toolBox') { // core.drawUIEventSelector(1, 'winskin.png', x, y + this.index * oneH, w, oneH, 140); // } // else core.clearUIEventSelector(1); // core.fillRect(ctx, 0, 0, w, h, 'rgb(0, 105, 148)'); // const currPageItems = this.currItemList; // core.setTextBaseline(ctx, "middle"); // for (let i = 0; i < currPageItems.length; i++) { // const currItemId = currPageItems[i]; // this.drawOneItem(ctx, currItemId, i); // } // core.setTextAlign(ctx, "center"); // core.setTextBaseline(ctx, "alphabetic"); // core.fillText(ctx, (this.page + 1) + '/' + this.pageMax, w / 2, h - 4, 'white', '12px Verdana'); // super.drawContent(); // } // drawOneItem(ctx, id, itemIndex) { // const dy = itemIndex * this.oneItemHeight; // const item = core.material.items[id] || {}; // const num = core.formatBigNumber(core.itemCount(id), 5) || 0; // 道具数量过大时需要format // // 被隐藏的道具在显示时需要半透明 // const hideInfo = core.getFlag('hideInfo', {}); // if (item && (hideInfo.hasOwnProperty(id) ? hideInfo[id] : item.hideInToolbox)) core.setAlpha(ctx, 0.5); // // 绘制物品图标 // if (core.material.items[id]) core.drawIcon(ctx, id, 4, dy + 6, 18, 18); // core.setTextAlign(ctx, "right"); // // 绘制物品数量 ×几 // const numText = "×" + num; // core.fillText(ctx, numText, 220, dy + this.oneItemHeight / 2, 'white', '18px Verdana'); // // 绘制物品名称 // const markedItems = core.getFlag('markedItems', []); // const name = item.name || "???"; // core.setTextAlign(ctx, "left"); // core.fillText(ctx, name, 24, dy + this.oneItemHeight / 2, markedItems.includes(id) ? 'gold' : 'white', '18px Verdana', 180); // core.setAlpha(ctx, 1); // } // /** 选中当前itemList下的指定位置 */ // select(index) { // selectType = 'toolBox'; // equipBoard.index = -1; // this.index = index; // const currItemId = this.currItemList[index]; // this.itemId = currItemId; // if (core.material.items[currItemId]) itemId = currItemId; // } // pgUp() { // if (this.page < this.pageMax - 1) { // this.page++; // this.refreshItemList(); // let newIndex = this.index; // if (newIndex >= this.currItemList.length) newIndex = 0; // this.select(newIndex); // } // } // pgDown() { // if (this.page > 0) { // this.page--; // this.refreshItemList(); // this.select(this.index); // } // } // clear() { // core.clearUIEventSelector(1); // super.clear(); // } // /** @param {string} itemId */ // useItem(itemId) { // if (this.type === 'all') { // if (!core.canUseItem(itemId)) { // core.drawFailTip("当前无法使用" + core.material.items[itemId].name, itemId); // return; // } // clearAll(); // setTimeout(() => { // core.unlockControl(); // core.tryUseItem(itemId); // }, 0); // } // else { // if (!core.canEquip(itemId, true)) return; // core.loadEquip(itemId); // this.refreshItemList(); // 穿上装备会导致道具数量变化 // core.status.route.push("equip:" + itemId); // redraw(); // } // } // } // 为当前道具设定一个快捷键 class HotkeySelect extends MenuBase { constructor(itemId, x, y, w, h, zIndex) { super('hotkeySelect', x, y, w, h, zIndex); this.itemId = itemId; /** @type {number | null} null代表当前道具没有快捷键 */ this.hotkeyNum = HotkeySelect.getHotkeyNum(this.itemId); } drawContent() { const ctx = this.createCanvas(); const [x, y, w, h] = [this.x, this.y, this.w, this.h]; core.fillRect(ctx, 3, 3, w - 6, h - 6, ' #A8CABA'); core.strokeRect(ctx, 0, 0, w, h, ' #004B23', 3); core.setTextAlign(ctx, 'center'); core.setTextBaseline(ctx, 'alphabetic'); core.fillText(ctx, '为当前道具选择一个快捷键', this.w / 2, 40, 'black', '20px Verdana'); core.fillText(ctx, '无自定义设置时样板的默认快捷键', this.w / 2, 60, 'gray', '16px Verdana'); core.fillText(ctx, '(如123分别对应破炸飞)不可在此设置', this.w / 2, 80, 'gray', '16px Verdana'); // 无自定义设置时样板的默认快捷键(如123分别对应破炸飞),不可在此设置 // 绘制指向当前快捷键的监听 if (this.hotkeyNum != null) { const btn = this.btnList.get('btn' + this.hotkeyNum); if (btn) { core.fillPolygon(ctx, [[btn.x + 12, btn.y + btn.h + 10], [btn.x + btn.w - 12, btn.y + btn.h + 10], [btn.x + btn.w / 2, btn.y + btn.h + 2]], 'black'); } } super.drawContent(); } /* @__PURE__ */ static getHotkeyNum(itemId) { for (let i = 1; i <= 9; i++) { const currHotkey = core.getLocalStorage('hotkey' + i, null); if (currHotkey === itemId) { return i; } } return null; } deleteHotkey() { if (this.hotkeyNum != null) core.setLocalStorage('hotkey' + this.hotkeyNum, null); } setHotkey(num) { this.deleteHotkey(); core.setLocalStorage('hotkey' + num, this.itemId); this.hotkeyNum = Number(num); } clear() { super.clear(); const { back, itemInv, equipChangeBoard, itemInfoBoard } = globalUI; [back, itemInv, equipChangeBoard, itemInfoBoard].forEach((menu) => { menu.beginListen(); }); } } /** @param {string} itemId */ function hotkeySelectFactory(itemId) { const hotkeySelect = new HotkeySelect(itemId, 60, 100, 296, 206, 138); /** @type {[string, ButtonBaseClass][]} */ const btnList = []; const setHotkeyNum = function () { const num = this.key.replace('btn', ''); hotkeySelect.setHotkey(num); hotkeySelect.clear(); globalUI.itemInfoBoard.drawContent(); } const [btnSize, btnInterval] = [32, 20]; const leftMargin = hotkeySelect.w / 2 - 2.5 * btnSize - 2 * btnInterval; const style = { strokeStyle: 'none', fillStyle: 'none' }; for (let i = 0; i < 9; i++) { const num = i + 1; const row = (i <= 4) ? 1 : 2; let btn; if (row === 1) btn = new IconBtn(leftMargin + i * (btnSize + btnInterval), 100, btnSize, btnSize, 'btn' + num, style); else btn = new IconBtn(leftMargin + (i - 5) * (btnSize + btnInterval), 150, btnSize, btnSize, 'btn' + num, style); btnList.push(['btn' + num, btn]); btn.event = setHotkeyNum.bind(btn); } const setNullBtn = new ButtonBase(leftMargin + 4 * (btnSize + btnInterval), 150, btnSize, btnSize); setNullBtn.draw = function () { const [x, y, w, h] = [this.x, this.y, this.w, this.h]; core.strokeRect(this.ctx, x, y, w, h, 'red', 2); core.drawLine(this.ctx, x, y, x + w, y + h, 'red', 2); }.bind(setNullBtn); setNullBtn.event = function () { hotkeySelect.deleteHotkey(); hotkeySelect.clear(); globalUI.itemInfoBoard.drawContent(); } const exitBtn = new ExitBtn(274, 5, 16, 16, { radius: 1, lineOffsetX: 2, lineWidthX: 2 }); exitBtn.event = () => { hotkeySelect.clear(); } btnList.push(['setNullBtn', setNullBtn], ['exitBtn', exitBtn]); hotkeySelect.initBtnList(btnList); return hotkeySelect; } // #endregion // #region 核心功能函数和全局变量 function getItemClsName(item) { const itemClsName = { "constants": "永久道具", "tools": "消耗道具", } if (item == null) return "未知"; if (item.cls == "equips") { if (typeof item.equip.type == "string") return item.equip.type; const type = core.getEquipTypeById(item.id); return core.status.globalAttribute.equipName[type]; } else return itemClsName[item.cls] || item.cls; } /** 隐藏 | 取消隐藏当前选中的物品 */ function hideItem(itemId) { if (!itemId) return; let hideInfo = core.getFlag('hideInfo', {}); if (hideInfo.hasOwnProperty(itemId)) { hideInfo[itemId] = !hideInfo[itemId]; } else { hideInfo[itemId] = !core.material.items[itemId].hideInToolbox; } core.setFlag('hideInfo', hideInfo); } /** 置顶 | 取消置顶当前选中的物品 */ function markItem(itemId) { let markedItems = core.getFlag('markedItems', []); if (markedItems.includes(itemId)) markedItems = markedItems.filter((currId) => currId !== itemId); else markedItems.push(itemId); core.setFlag('markedItems', markedItems); } /** 初始化物品栏的所有菜单 */ function initAll() { [globalUI.back, globalUI.itemInv, globalUI.itemInfoBoard].forEach((menu) => menu.init()); if (globalUI.type === 'equips') globalUI.equipChangeBoard.init(); } /** 彻底退出物品栏 */ function clearAll() { [globalUI._back, globalUI._toolInv, globalUI._equipInv, globalUI._itemInfoBoard, globalUI._equipChangeBoard].forEach((menu) => { if (menu) menu.clear(); }); core.status.event.id = null; } function exit() { clearAll(); setTimeout(core.unlockControl, 0); } function clearItemBoxCache() { globalUI.itemId = ''; [globalUI._toolInv, globalUI._equipInv, globalUI._equipChangeBoard].forEach((menu) => { if (menu) menu.index = 0; }); } // 每次存读档,及进行录像回放时调用,清空之前选中的道具信息 this.clearItemBoxCache = clearItemBoxCache; function redraw(all) { globalUI.itemInv.drawContent(); globalUI.itemInfoBoard.drawContent(); if (globalUI.type === 'equips') globalUI.equipChangeBoard.drawContent(); if (all) globalUI.back.drawContent(); } function switchType() { globalUI.type = (globalUI.type === 'all') ? 'equips' : 'all'; if (globalUI.type === 'all') { globalUI.equipChangeBoard.clear(); globalUI.equipInv.clear(); } else if (globalUI.type === 'equips') { globalUI.equipChangeBoard.init(); globalUI.toolInv.clear(); } globalUI.itemInv.beginListen(); // 接下来再进行包括此在内全体菜单的重绘 globalUI.itemInv.focus(globalUI.itemInv.index); } // 以下是本插件范围内的全局变量 const globalUI = { /** @type {'all'|'equips'} 当前打开的物品页面是道具页还是装备页 */ type: 'all', /** @type {'toolBox'|'equipBox'} 当前选中的物品所在位置 */ selectType: 'toolBox', /** @type {string} 当前选中的物品ID */ itemId: '', /** @type {undefined|ItemBoxBack} 物品页面的背景 */ _back: undefined, /** @type {undefined|ToolInventory} 道具背包 */ _toolInv: undefined, /** @type {undefined|EquipInventory} 装备背包 */ _equipInv: undefined, /** @type {undefined|ItemInfoBox} 右侧显示选中物品详细信息的页面 */ _itemInfoBoard: undefined, /** @type {undefined|EquipChangeBoard} 显示已穿戴装备的面板 */ _equipChangeBoard: undefined, /** 物品页面的背景 */ get back() { if (!this._back) { this._back = new ItemBoxBack(); const switchModeBtn = new SwitchBtn(385, 5, 24, 24, { strokeStyle: ' #8B4513', fillStyle: ' #D2691E' }); // 背景上的按钮不需要随着itemId切换 const exitBtn = new ExitBtn(385, 385, 24, 24); const allBtn = new ClassifyBtn(20, 10, 44, 24, "全部", "all"), toolsBtn = new ClassifyBtn(80, 10, 44, 24, "消耗", "tools"), constantsBtn = new ClassifyBtn(140, 10, 44, 24, "永久", "constants"); exitBtn.event = () => exit(); this._back.initBtnList([['switchModeBtn', switchModeBtn], ['exitBtn', exitBtn], ['allBtn', allBtn], ['toolsBtn', toolsBtn], ['constantsBtn', constantsBtn]]); } return this._back; }, /** 道具背包 */ get toolInv() { if (!this._toolInv) { this._toolInv = new ToolInventory(15, 40, 225, 360, 137); /** @type {[number|string, ButtonBaseClass][]} */const btnArr = []; for (let i = 0; i < this._toolInv.pageCap; i++) { btnArr.push([i, new ItemBox(0, i * this._toolInv.oneItemHeight, this._toolInv.w, this._toolInv.oneItemHeight)]) } const [pgDown, pgUp] = [new ArrowBtn(5, 335, 20, 20, 'left'), new ArrowBtn(200, 335, 20, 20, 'right')]; pgDown.event = () => { globalUI.toolInv.pageDown(); redraw(); } pgUp.event = () => { globalUI.toolInv.pageUp(); redraw(); } btnArr.push(['pgDownBtn', pgDown]); // 这里不能使用core.push,否则会丢失类的方法 @todo 修复此bug btnArr.push(['pgUpBtn', pgUp]); this._toolInv.initBtnList(btnArr); } return this._toolInv; }, /** 装备背包 */ get equipInv() { if (!this._equipInv) { this._equipInv = new EquipInventory(15, 160, 225, 240, 137); /** @type {[number|string, ButtonBaseClass][]} */const btnArr = []; for (let i = 0; i < this._equipInv.pageCap; i++) { btnArr.push([i, new ItemBox(0, i * this._equipInv.oneItemHeight, this._equipInv.w, this._equipInv.oneItemHeight)]) } const [pgDown, pgUp] = [new ArrowBtn(5, 215, 20, 20, 'left'), new ArrowBtn(200, 215, 20, 20, 'right')]; pgDown.event = () => { globalUI.equipInv.pageDown(); redraw(); } pgUp.event = () => { globalUI.equipInv.pageUp(); redraw(); } btnArr.push(['pgDownBtn', pgDown]); btnArr.push(['pgUpBtn', pgUp]); this._equipInv.initBtnList(btnArr); } return this._equipInv; }, /** 物品背包 */ get itemInv() { return (this.type === 'all') ? this.toolInv : this.equipInv; }, /** 右侧显示选中物品详细信息的页面 */ get itemInfoBoard() { if (!this._itemInfoBoard) { this._itemInfoBoard = new ItemInfoBox(240, 0, core.__PIXELS__ - 240, core.__PIXELS__); const [hideBtn, markBtn] = [new HideBtn(20, 380, 46, 24), new MarkBtn(80, 380, 46, 24)]; hideBtn.event = () => { hideItem(globalUI.itemId); this.itemInv.updateItemList(); redraw(); } markBtn.event = () => { markItem(globalUI.itemId); this.itemInv.updateItemList(); redraw(); } const showHideBtn = new ShowHideBtn(20, 350, 95, 18); const setHotkeyBtn = new IconBtn(145, 40, 24, 24, 'keyboard'); setHotkeyBtn.event = () => { if (!globalUI.itemId) return; [globalUI.back, globalUI.itemInv, globalUI.equipChangeBoard, globalUI.itemInfoBoard].forEach((menu) => { if (menu) menu.endListen(); }); const hotkeySelect = hotkeySelectFactory(globalUI.itemId); hotkeySelect.init(); } this._itemInfoBoard.initBtnList([['hideBtn', hideBtn], ['markBtn', markBtn], ['showHideBtn', showHideBtn], ['setHotkeyBtn', setHotkeyBtn]]); } return this._itemInfoBoard; }, get equipChangeBoard() { if (!this._equipChangeBoard) { this._equipChangeBoard = new EquipChangeBoard(7, 10, 240, 125, 137); const config = { marginLeft: 4, marginTop: 3, marginRight: 2 }; const [pgDown, pgUp] = [new ArrowBtn(0, 56, 14, 14, 'left', config), new ArrowBtn(222, 56, 14, 14, 'right', config)]; pgDown.event = () => { globalUI.equipChangeBoard.pageDown(); redraw(); }; pgUp.event = () => { globalUI.equipChangeBoard.pageUp(); redraw(); }; } return this._equipChangeBoard; } } /** @param {'all'|'equips'} currType */ function drawItemBox(currType) { clearAll(); core.lockControl(); globalUI.type = currType; globalUI.itemInv.focus(globalUI.itemInv.index); initAll(); } // #endregion }, "autoChangeEquip": function () { // 调用方法:在合适的位置调用函数figureEquip即可,例如在脚本编辑-按键处理加入case 89: core.plugin.figureEquip(); break; // 即按Y键进入切装模式 let compareMode = false; let equipStatus = []; let equipIncluded; ////// 请在[]中填好不参与换装的装备孔的序号。 // 例如,0号,4号装备孔不参与换装,则 ignoreList 应设为[0,4] // 所有装备孔都参与换装,则 ignoreList 应设为[] let ignoreList = []; ////// 请在{}中根据装备的穿脱事件手动填写装备穿脱时要执行的函数,没有则不填。只填写有效的数值变化即可。 // 例如:{'sword3':{'equip':function(){core.setFlag('mms3',1);},'unequip':function(){core.setFlag('mms3',0);}}} let equipEvents = {}; function compareEquip() { return new Promise(function (res) { const canvas = 'compareEquip', width = core._PX_ || core.__PIXELS__, height = core._PY_ || core.__PIXELS__; core.lockControl(); function finish() { compareMode = false; core.unregisterAction('onclick', 'bestEquip'); core.deleteCanvas(canvas); res(void 0); } core.createCanvas(canvas, 0, 0, width, height, 160); core.setTextAlign(canvas, 'center'); core.fillText(canvas, '点击选择一个怪物,点击非怪物图块自动退出', width / 2, 20, 'red', '18px Arial'); core.registerAction('onclick', 'bestEquip', function (x, y, px, py) { const cls = core.getBlockCls(x, y), id = core.getBlockId(x, y); if (!(cls === 'enemys' || cls === "enemy48")) { finish(); return false; } figureBestEquip(id, x, y); core.updateDamage(); finish(); }, 100); }) } function figureBestEquip(id, x, y) { compareMode = true; const equipNum = core.status.globalAttribute.equipName.length; // 装备总数量 // 角色初始各项数值,用于推算出最优切装后复原初始状态 const oriEffect = { 'value': { 'atk': core.status.hero.atk, 'def': core.status.hero.def, 'mdef': core.status.hero.mdef, }, 'percentage': { 'atk': core.getBuff('atk'), 'def': core.getBuff('def'), 'mdef': core.getBuff('mdef'), }, 'equipment': core.clone(core.status.hero.equipment), } if (!equipIncluded) equipIncluded = getEquipIncluded(equipNum); const equipIncludedNum = equipIncluded.length; const equipNameList = core.status.globalAttribute.equipName.filter((ele, i) => { return !ignoreList.includes(i); }); equipStatus = equipIncluded.map((ele) => core.getEquip(ele)); //当前参与计算的各个装备孔的装备 const equipOwned = getEquipOwned(equipNum); let equipList = getEquipList(equipIncludedNum, equipOwned, equipNameList); const equipCombination = traverseSetCombinations(equipList); const bestCombination = findBestEquipComb(equipCombination, equipOwned, id, x, y); ['atk', 'def', 'mdef'].forEach((ele) => { core.setStatus(ele, oriEffect.value[ele]); core.setBuff(ele, oriEffect.percentage[ele]); }); core.status.hero.equipment = core.clone(oriEffect.equipment); equipBestComb(bestCombination, equipIncluded, equipNameList); } // 返回一个包含所有参与切装计算的装备孔的序号的数组。 // 例如,0,2,4号装备孔参与切装计算,则本函数返回[0,2,4] function getEquipIncluded(equipNum) { let equipIncluded = []; for (let i = 0; i < equipNum; i++) { if (!ignoreList.includes(i)) equipIncluded.push(i); } return equipIncluded; } function getEquipOwned(equipNum) { // equipOwned:当前拥有的所有装备的数量 // 形如{sword1: 2, sword2: 1} let equipOwned = core.clone(core.status.hero.items.equips); for (let i = 0; i < equipNum; i++) { if (ignoreList.includes(i)) continue; const currEquip = core.getEquip(i); if (currEquip !== null) if (equipOwned.hasOwnProperty(currEquip)) equipOwned[currEquip]++; else equipOwned[currEquip] = 1; } return equipOwned; } // 生成切装列表,为一个二维数组 function getEquipList(equipNum, equipOwned, equipNameList) { // equipNameList:计入切装计算的装备格子的名称列表,可重复 // 形如['武器', '武器', '盾牌'] let equipList = Array(equipNameList.length).fill(void 0).map(() => new Set([null])); //对每个装备孔展开 for (let i = 0, l = equipNameList.length; i < l; i++) { for (let j in equipOwned) { let equipType = core.material.items[j].equip.type; switch (typeof equipType) { case 'number': for (let k = 0, l = equipOwned[j]; k < l; k++) { equipList[equipIncluded.indexOf(equipType)].add(j); } break; case 'string': if (equipType === equipNameList[i]) for (let k = 0, l = equipOwned[j]; k < l; k++) { equipList[i].add(j); } break; } } } return equipList; } function traverseSetCombinations(arr) { const result = []; const currentCombination = []; function backtrack(index) { if (index === arr.length) { result.push([...currentCombination]); return; } const currentSet = Array.from(arr[index]); for (let value of currentSet) { currentCombination[index] = value; backtrack(index + 1); } } backtrack(0); return result; } function getEleCount(ele, arr) { let count = 0; for (let i = 0, l = arr.length; i < l; i++) { if (arr[i] === ele) count++; } return count; } function hasEnoughEquip(currComb, equipOwned) { for (let i in equipOwned) { const equipNeed = getEleCount(i, currComb); if (equipOwned[i] < equipNeed) return false; } return true; } // 按照给定的列表aimStatus,形如['sword1','sword2',null,'sword1'],修改equipStatus进行模拟切装 function simulateEquip(equipStatus, aimStatus) { equipIncluded.forEach((ele, i) => { core.status.hero.equipment[ele] = aimStatus[i]; }) for (let i = 0, l = equipStatus.length; i < l; i++) { if (equipStatus[i] !== aimStatus[i]) { if (aimStatus[i] === null) { const unequipId = equipStatus[i]; if (equipEvents.hasOwnProperty(unequipId) && equipEvents[unequipId].hasOwnProperty('unequip')) equipEvents[unequipId].unequip(); core.items._loadEquipEffect(null, unequipId); } else { const equipId = aimStatus[i]; if (equipEvents.hasOwnProperty(equipId) && equipEvents[equipId].hasOwnProperty('equip')) equipEvents[equipId].equip(); core.items._loadEquipEffect(equipId, equipStatus[i]); } equipStatus[i] = aimStatus[i]; } } } function findBestEquipComb(equipCombination, equipOwned, id, x, y) { let minDamage = core.getDamage(id, x, y), bestCombination = core.clone(equipStatus); for (let i = 0, l = equipCombination.length; i < l; i++) { const currComb = equipCombination[i]; if (!hasEnoughEquip(currComb, equipOwned)) continue; simulateEquip(equipStatus, currComb); let damage = core.getDamage(id, x, y); if (damage !== null && (minDamage === null || damage < minDamage)) { minDamage = damage; bestCombination = core.clone(equipStatus); } } return bestCombination; } function equipBestComb(bestCombination, equipIncluded, equipNameList) { /** @type {Set} */ const duplicatedName = new Set([]), name = core.status.globalAttribute.equipName; // 脱下重复装备 equipNameList.forEach((ele) => { if (getEleCount(ele, equipNameList) > 1) duplicatedName.add(ele); }) equipIncluded.forEach((ele) => { if (duplicatedName.has(name[ele]) && core.getEquip(ele) !== null) { core.unloadEquip(ele); core.status.route.push("unEquip:" + ele.toString()); } }) for (let i = 0, l = bestCombination.length; i < l; i++) { const currEquip = bestCombination[i], pos = equipIncluded[i]; if (core.getEquip(pos) === currEquip) continue; else if (currEquip === null) { core.unloadEquip(pos); core.status.route.push("unEquip:" + pos.toString()); } else { core.loadEquip(currEquip); core.status.route.push("equip:" + currEquip.toString()); } } } this.figureEquip = function () { compareEquip().then(function (confirm) { core.unlockControl(); }) } }, "customizableToolBar": function () { // 自定义工具栏显示项 // 本插件需要配合main.js, control.js等的修改 // 新的逻辑如下: // 函数_updateStatusBar_setToolboxIcon在updateStatusBar中调用,仅用于切换录像replay/pause,和计算几个图标的透明度 // setToolbarButton根据输入的类型重新向状态栏填入元素 // resize添加一个只刷新工具栏的模式,此外,resize不调用setToolbarButton,相反,setToolbarButton后调用resize // 以下地方调用setToolbarButton: hard的点击事件,回放录像的进入/退出事件 // 要注意一点, floor是不能作为toolBar元素的,statuBar具有同id元素,样式会相互冲突 复制了一个外形一样的图标叫view,作为浏览地图按钮 /** * PC 默认6个键且不需要切入数字键的模式 最多9个键 手机 默认9个键 最多9个键(手机理论上可以塞10个键,但是懒得判定了) * normal:普通模式 num:按下数字键切换到的模式 replay:录像模式 opacity:透明度 */ const defaultConfig = { normal: { vertical: ['book', 'fly', 'toolbox', 'keyboard', 'shop', 'save', 'load', 'settings', 'rollback'], horizontal: ['book', 'fly', 'toolbox', 'save', 'load', 'settings'] }, num: { vertical: ['btn1', 'btn2', 'btn3', 'btn4', 'btn5', 'btn6', 'btn7', 'btn8', 'btnAlt'], horizontal: ['btn1', 'btn2', 'btn3', 'btn4', 'btn5', 'btn6', 'btn7', 'btn8', 'btnAlt'] }, replay: { vertical: ['play', 'stop', 'rewind', 'book', 'view', 'speedDown', 'speedUp', 'single'], horizontal: ['play', 'stop', 'rewind', 'speedDown', 'speedUp', 'book'] }, hide: { vertical: [], horizontal: [], } }; function isVertical() { return core.domStyle.isVertical || core.flags.extendToolbar; } function getToolBarConfig(type) { const currObj = core.getLocalStorage('toorBarConfig' + type, defaultConfig[type]); return isVertical() ? currObj.vertical : currObj.horizontal; } this.getToolBarConfig = getToolBarConfig; /** * * @param {string} type * @param {number} index * @param {string} value * @example core.setToolBarConfig('normal', 3, null) */ function setToolBarConfig(type, index, value) { const allToolType = ['normal', 'num', 'replay']; const allTools = ['book', 'fly', 'toolbox', 'keyboard', 'shop', 'save', 'load', 'settings', 'rollback', 'undoRollback', 'btn1', 'btn2', 'btn3', 'btn4', 'btn5', 'btn6', 'btn7', 'btn8', 'btn9', 'btnAlt', 'equipbox', 'floor', 'play', 'rewind', 'speedDown', 'speedUp', 'stop', 'single', 'view']; if (!allToolType.includes(type) || index < 0 || index > 8) { core.drawFailTip('请选中工具栏的一个合法位置作为目标点!'); return; } if (value !== 'delete' && !allTools.includes(value)) { core.drawFailTip('请选中一个图标作为替换目标!'); return; } const toorBarConfig = core.getLocalStorage('toorBarConfig' + type, defaultConfig[type]); const key = isVertical() ? 'vertical' : 'horizontal'; if (type === 'replay' && (['fly', 'shop', 'load', 'settings', 'btnAlt', 'rollback', 'undoRollback', 'btnAlt'].includes(value))) { core.drawFailTip('该按钮不允许放在录像模式下!'); return; } // 录像模式下的按键处理有一套专门的逻辑,在_sys_onkeyUp_replay,实际上并不能读取自动档 if (type !== 'replay' && ['play', 'stop', 'rewind', 'speedDown', 'speedUp', 'single'].includes(value)) { core.drawFailTip('该按钮不允许放在非录像模式下!'); return; } if (value === 'delete') toorBarConfig[key].splice(index, 1); else { if (index > toorBarConfig[key].length) { core.drawFailTip('按钮中间不能有空白!'); return; } const oldIndex = toorBarConfig[key].indexOf(value); if (oldIndex !== -1) { // 如果目标位置有图标,两者交换 if (toorBarConfig[key][index] === value) return; const aimTool = toorBarConfig[key][index]; toorBarConfig[key][index] = value; toorBarConfig[key][oldIndex] = aimTool; } else toorBarConfig[key][index] = value; } core.setLocalStorage('toorBarConfig' + type, toorBarConfig); setToolbarButton(core.domStyle.toolbarBtn); } this.setToolBarConfig = setToolBarConfig; function resetToolBarConfig() { for (let type in defaultConfig) { if (!defaultConfig.hasOwnProperty(type)) return; const toorBarConfig = core.getLocalStorage('toorBarConfig' + type, defaultConfig[type]); core.setLocalStorage('toorBarConfig' + type, toorBarConfig); } } this.resetToolBarConfig = resetToolBarConfig; /** * * @param {'normal'|'num'|'replay'|'hide'} type */ function setToolbarButton(type) { const currList = getToolBarConfig(type); if (!currList) return; const fragment = document.createDocumentFragment(); for (let i = 0, l = currList.length; i < l; i++) { const iconId = currList[i]; const currEle = core.statusBar.image[iconId]; if (!currEle) continue; currEle.style.display = 'block'; fragment.appendChild(currEle); } if (type !== "hide") { core.domStyle.toolbarBtn = type; } core.domStyle.toolsCount = currList.length; fragment.appendChild(core.dom.hard); // 难度一定会显示 因为难度所在位置要用于切换常规模式和数字模式 难度的尺寸是动态决定的 core.dom.toolBar.innerHTML = ''; core.dom.toolBar.appendChild(fragment); core.control.resize('tools'); // 在这里计算难度的尺寸 } this.setToolbarButton = setToolbarButton; }, "setting": function () { // 自绘设置界面 // 请保持本插件在所有插件的最下方 /** * 本插件的修改方法:如果您了解样板的绘制API,基础的JS和面向对象,您可以轻松读懂和修改本插件。否则,您可以借助AI辅助阅读。 * 以下给出一些快速修改的参考 * 1.如何了解选项的效果,及修改已有的选项:找到下方如下代码段: const settingMap = new Map([ ['autoGet', new Setting( // 'autoGet'为其在settingMap中对应的键名 () => '自动拾取:' + (core.getFlag('autoGet', false) ? '开' : '关'), // 此项填一个函数,返回一个字符串,为该选项显示的文字内容 () => invertFlag('autoGet'), // 此项填一个函数,为点击该选项执行的效果 '每走一步,自动拾取当前层可获得的道具。', // 此项填一个字符串,为该选项的说明文本 true, // 此项控制点击该选项的操作是否计入录像。请勿计入任何DOM操作。 )], // ...some Content ]); 将对应位置的数组修改为 ['autoGet', new Setting( () => '点我加100血', () => { core.status.hero.hp += 100; core.updateStatusBar(); }, '点击该选项加100血', true, // 此项控制点击该选项的操作是否计入录像。请勿计入任何DOM操作。 )], 应用该修改后,选项“自动拾取”效果改为点1次加100血。 * 2.如何删除和添加已有的选项 以删除“自动拾取”这个选项为例。查找可知,“自动拾取”在settingMap中对应的键名为'autoGet' 在本插件最下方找到如下代码段 gamePlayMenu.initBtnList([ ['1,1', new SettingButton(40, 180, 150, 30, 'autoGet')], // ...some Content ]); 该按钮在此被添加到子菜单gamePlayMenu(功能)中 删除 ['1,1', new SettingButton(40, 180, 150, 30, 'autoGet')], 这一行,自动拾取按钮将消失。 但同时,相应按钮的位置将会空缺。 如果想要添加按钮,上面的数组中,第一项'1,1'表示按钮所在的行和列,仅影响按下方向键时光标的移动 按钮在画面中视觉上所处的位置为(40, 180), 尺寸为(150, 30),对应的settingMap中的数据索引为'autoGet' 根据以上原则来修改和添加自己的按钮 重要:为保险起见,您应当不仅删除按钮的入口,还删除按钮的效果,方法见上一条 * 3.如何删除和添加子菜单 下列代码段控制子菜单的绘制: const settingMenu = new SettingMenu([gamePlayMenu, gameViewMenu, keyMenu, consoleMenu], 0, ctx); const gamePlayBtn = new ChoiceButton(32, 40, 46, 24, '功能', 0), gameViewBtn = new ChoiceButton(92, 40, 46, 24, '音画', 1), keyBtn = new ChoiceButton(152, 40, 46, 24, '按键', 2), consoleBtn = new ChoiceButton(212, 40, 66, 24, '控制台', 3); settingMenu.initBtnList([ [0, gamePlayBtn], [1, gameViewBtn], [2, keyBtn], [3, consoleBtn], ['quit', quit] ]); 删除consoleBtn的声明和引用,就能从设置界面中去掉控制台菜单。 下面演示如何添加一个自己的菜单,添加下列代码段: const myMenu = new SettingOnePage('myContent'); 然后在settingMenu中加入该子菜单,如下: const settingMenu = new SettingMenu([gamePlayMenu, gameViewMenu, keyMenu, consoleMenu, myMenu], 0, ctx); 在画面中添加该菜单的入口: const myBtn = new ChoiceButton(272, 40, 86, 24, '我的菜单', 4); settingMenu.initBtnList([... ,[4, myBtn], ['quit', quit] ]); 但该菜单还没有任何内容,添加一个按钮,如下: myMenu.initBtnList([ ['1,1', new SettingButton(40, 180, 150, 30, 'autoGet')], ]); */ // #region 复写 // 复写resize,保证屏幕变化时此画布表现正常 const originResize = core.control.resize; core.control.resize = function () { originResize.apply(core.control, arguments); const settingMenu = core.plugin.settingMenu; if (settingMenu && settingMenu.onDraw) settingMenu.drawContent(); } // #endregion const { ButtonBase, RoundBtn, MenuBase } = core.plugin.uiBase; class MenuPage extends MenuBase { constructor(pageList, currPage, ctx) { super(ctx); /** * 当前页面列表 * @type {Array} */ this.pageList = pageList; /** * 当前页的序号 * @type {number} */ this.currPage = currPage || 0; } initOnePage(index) { if (index == null) index = this.currPage; this.pageList[index].init(); } changePage(num) { if (num !== this.currPage) { const beforeMenu = this.pageList[this.currPage]; beforeMenu.clear(); } this.currPage = num; this.initOnePage(); } pageDown() { if (this.currPage > 0) this.changePage(this.currPage - 1); } pageUp() { if (this.currPage < this.pageList.length - 1) this.changePage(this.currPage + 1); } clear() { this.pageList.forEach((page) => page.clear()); super.clear(); } } class Setting { /** * @param {(ctx:string)=>void} [draw] */ constructor(name, effect, text, replay, draw) { /** 获取选项界面显示的名称 */ this.getName = name; /** 执行该选项的效果 */ this.effect = effect; /** 该选项在框中的说明文字 */ this.text = text; /** 该选项是否计入录像 * @type {boolean} */ this.replay = replay; /** 除名称外的绘制内容 * @type {((ctx:string)=>void )| undefined} */ this.draw = draw; } } // #region 跳过剧情相关设置 function invertFlag(name) { core.setFlag(name, !core.getFlag(name, false)); } function instantMove(fromX, fromY, aimX, aimY, keep, callback) { const [block, blockInfo] = core.maps._getAndRemoveBlock(fromX, fromY); if (keep) { core.setBlock(blockInfo.number, aimX, aimY); core.showBlock(aimX, aimY); } if (callback) callback(); } function checkSkipFuncs() { const skipInfo = core.getLocalStorage('skip'); const skipText = skipInfo === 'perform' || skipInfo === 'text'; // 此函数用于检测是否处在录像模式下,是则将跳过所有非必要对话 core.events.__action_checkReplaying = skipText ? function () { core.doAction(); return true; }.bind(core.events) : events.prototype.__action_checkReplaying; const skipPeform = skipInfo === 'perform'; core.maps.jumpBlock = skipPeform ? function (sx, sy, ex, ey, time, keep, callback) { return instantMove(sx, sy, ex, ey, keep, callback); }.bind(core.maps) : maps.prototype.jumpBlock; core.maps.moveBlock = skipPeform ? function (x, y, steps, time, keep, callback) { maps.prototype.moveBlock(x, y, steps, 1, keep, callback); }.bind(core.maps) : maps.prototype.moveBlock; core.maps.drawAnimate = skipPeform ? function (name, x, y, alignWindow, callback) { if (callback) callback(); return -1; }.bind(core.maps) : maps.prototype.drawAnimate; core.maps.drawHeroAnimate = skipPeform ? function (name, callback) { if (callback) callback(); return -1; }.bind(core.maps) : maps.prototype.drawHeroAnimate; core.events.jumpHero = skipPeform ? function (ex, ey, time, callback) { const { x: sx, y: sy } = core.status.hero.loc; if (ex == null) ex = sx; if (ey == null) ey = sy; core.setHeroLoc('x', ex); core.setHeroLoc('y', ey); core.clearMap('hero'); core.drawHero(); if (callback) callback(); }.bind(core.events) : events.prototype.jumpHero; core.events.vibrate = skipPeform ? function (direction, time, speed, power, callback) { if (callback) callback(); return; }.bind(core.events) : events.prototype.vibrate; core.events._action_sleep = skipPeform ? function (data, x, y, prefix) { core.doAction(); }.bind(core.events) : events.prototype._action_sleep; } this.checkSkipFuncs = checkSkipFuncs; // #endregion // #region 设置的具体内容,与相应的录像注册 const settingMap = new Map([ ['autoGet', new Setting( () => '自动拾取:' + (core.getFlag('autoGet', false) ? '开' : '关'), () => invertFlag('autoGet'), '每走一步,自动拾取当前层可获得的道具。', true, )], ['autoBattle', new Setting( () => '自动清怪:' + (core.getFlag('autoBattle', false) ? '开' : '关'), () => invertFlag('autoBattle'), '每走一步,自动和当前层可到达位置伤害为0的敌人战斗。对部分特殊敌人无效。', true, )], ['noRouting_HP', new Setting( () => '', () => invertFlag('noRouting_HP'), '自动寻路时绕过加血物品。同时自动拾取也将忽略这类物品。', true, function (ctx) { core.setAlpha(ctx, core.hasFlag('noRouting_HP') ? 1 : 0.3); core.drawIcon(ctx, 'redPotion', this.x, this.y, this.w, this.h); core.setAlpha(ctx, 1); } )], ['noRouting_MDEF', new Setting( () => '', () => invertFlag('noRouting_MDEF'), '自动寻路时绕过加护盾物品。同时自动拾取也将忽略这类物品。', true, function (ctx) { core.setAlpha(ctx, core.hasFlag('noRouting_MDEF') ? 1 : 0.3); core.drawIcon(ctx, 'greenGem', this.x, this.y, this.w, this.h); core.setAlpha(ctx, 1); } )], ['noRouting_ATK', new Setting( () => '', () => invertFlag('noRouting_ATK'), '自动寻路时绕过加攻物品。同时自动拾取也将忽略这类物品。', true, function (ctx) { core.setAlpha(ctx, core.hasFlag('noRouting_ATK') ? 1 : 0.3); core.drawIcon(ctx, 'redGem', this.x, this.y, this.w, this.h); core.setAlpha(ctx, 1); } )], ['noRouting_DEF', new Setting( () => '', () => invertFlag('noRouting_DEF'), '自动寻路时绕过加防物品。同时自动拾取也将忽略这类物品。', true, function (ctx) { core.setAlpha(ctx, core.hasFlag('noRouting_DEF') ? 1 : 0.3); core.drawIcon(ctx, 'blueGem', this.x, this.y, this.w, this.h); core.setAlpha(ctx, 1); } )], ['clickMove', new Setting( () => '单击瞬移:' + (core.hasFlag('__noClickMove__') ? '关' : '开'), () => invertFlag('__noClickMove__'), '系统设置。单击即可触发瞬移。', true, )], ['moveSpeedDown', new Setting( () => ' < 步时:' + core.values.moveSpeed, () => core.actions._clickSwitchs_action_moveSpeed(-10), '缩短步时。', false, )], ['moveSpeedUp', new Setting( () => ' > ', () => core.actions._clickSwitchs_action_moveSpeed(10), '增大步时。', false, )], ['floorChangeTimeDown', new Setting( () => ' < 转场:' + core.values.floorChangeTime, () => core.actions._clickSwitchs_action_floorChangeTime(-100), '缩短转场时间。', false, // 录像中不可录入任何DOM操作 )], ['floorChangeTimeUp', new Setting( () => ' > ', () => core.actions._clickSwitchs_action_floorChangeTime(100), '增大转场时间。', false, )], ['skip', new Setting( () => { let text = '跳过:'; switch (core.getFlag('skip')) { case 'perform': text += '[剧情+演出]'; break; case 'text': text += '[剧情]'; break; default: text += '无'; break; } return text; }, () => { const list = [null, 'text', 'perform']; const skipMode = core.getLocalStorage('skip', null); const index = list.indexOf(skipMode); let newIndex = index + 1; if (newIndex > list.length - 1) newIndex = 0; const newSkipMode = list[newIndex]; core.setLocalStorage('skip', newSkipMode); core.plugin.checkSkipFuncs(); }, '跳过所有对话(可能跳过重要信息,请慎用)。', true, )], ['comment', new Setting( () => '在线留言:' + (core.hasFlag('comment') ? '开' : '关'), () => { if (core.hasFlag('comment')) { core.setFlag('comment', false); core.plugin.clearCommentSign(); } else { core.setFlag('comment', true); core.plugin.drawCommentSign(); } }, '在地图上显示玩家的在线留言。', true, )], ['itemDetail', new Setting( () => '物品显示数据:' + (core.hasFlag('itemDetail') ? '开' : '关'), () => invertFlag('itemDetail'), '在地图上显示即捡即用道具和装备增加的属性值。', true, )], /** @todo 该数字可以是小数,需要舍入 */ ['zoomIn', new Setting( () => ' < 放缩:' + Math.max(core.domStyle.scale, 1) + 'x', () => { core.actions._clickSwitchs_display_setSize(-1); }, '放缩。', false, // 录像中不可录入任何DOM操作 )], ['zoomOut', new Setting( () => ' > ', () => { core.actions._clickSwitchs_display_setSize(1); }, '放缩。', false, )], ['HDCanvas', new Setting( () => '高清画面:' + (core.flags.enableHDCanvas ? '开' : '关'), core.actions._clickSwitchs_display_enableHDCanvas, '高清画面。本功能开关后刷新游戏才能看到效果。', false, )], ['enableEnemyPoint', new Setting( () => '定点怪显:' + (core.flags.enableEnemyPoint ? '开' : '关'), core.actions._clickSwitchs_display_enableEnemyPoint, '怪物属性定点显示功能,即属性不同的怪物会在怪物手册单列。', false, )], ['displayEnemyDamage', new Setting( () => '怪物显伤:' + (core.flags.displayEnemyDamage ? '开' : '关'), core.actions._clickSwitchs_display_enemyDamage, '怪物显伤', false, )], ['displayCritical', new Setting( () => '临界显伤:' + (core.flags.displayCritical ? '开' : '关'), core.actions._clickSwitchs_display_critical, '临界显伤', false, )], ['displayExtraDamage', new Setting( () => '领域显伤:' + (core.flags.displayExtraDamage ? '开' : '关'), core.actions._clickSwitchs_display_extraDamage, '领域显伤', false, )], ['extraDamageType', new Setting( () => '领域模式:' + (core.flags.extraDamageType == 2 ? '[最简]' : core.flags.extraDamageType == 1 ? '[半透明]' : '[完整]'), core.actions._clickSwitchs_display_extraDamageType, '是否显示不可通行地块的领域伤害。', false, )], ['autoScale', new Setting( () => '自动放缩:' + (core.getLocalStorage('autoScale') ? '开' : '关'), () => { core.setLocalStorage('autoScale', core.getLocalStorage('autoScale') ? false : true); }, '自动放缩。', false, )], ['bgm', new Setting( () => '音乐:' + (core.musicStatus.bgmStatus ? '开' : '关'), core.actions._clickSwitchs_sounds_bgm, '播放背景音乐。', false, )], ['se', new Setting( () => '音效:' + (core.musicStatus.soundStatus ? '开' : '关'), core.actions._clickSwitchs_sounds_se, '播放音效。', false, )], ['decreaseVolume', new Setting( () => " < 音量:" + Math.round(Math.sqrt(100 * core.musicStatus.userVolume)), () => core.actions._clickSwitchs_sounds_userVolume(-1), '减小音量。', false, )], ['increaseVolume', new Setting( () => ' > ', () => core.actions._clickSwitchs_sounds_userVolume(1), '增大音量。', false, )], ['leftHand', new Setting( () => '左手模式:' + (core.flags.leftHandPrefer ? '开' : '关'), () => { core.flags.leftHandPrefer = !core.flags.leftHandPrefer; core.setLocalStorage('leftHandPrefer', core.flags.leftHandPrefer); }, '系统设置。左手模式下WASD将用于移动角色,IJKL对应于原始的WASD进行存读档等操作。', true, )], ['setHotKey', new Setting( () => '', function (num) { core.utils.myprompt('输入物品名。名称(例如:破墙镐)或英文ID(例如:pickaxe)均可。', '', (value) => { const itemInfo = core.material.items; const aimItem = Object.values(itemInfo).find((item) => item.name === value || item.id === value); if (aimItem) { if (['constants', 'tools'].includes(aimItem.cls)) { for (let i = 1; i <= 9; i++) { if (i !== num && core.getLocalStorage('hotkey' + i) === aimItem.id) { core.setLocalStorage('hotkey' + i, null); } // 除默认外,一个物品只保留一个快捷键即可 } core.setLocalStorage('hotkey' + num, aimItem.id); this.menu.drawContent(); } else core.drawFailTip('错误:该类型的物品不支持快捷使用!'); } else core.drawFailTip('错误:找不到该名称的物品!'); }, () => { }); }, '给选定的数字键绑定一个可快捷使用的物品。', false, function (ctx) { const num = this.eventArgs[0]; const item = core.getLocalStorage('hotkey' + num, null); let icon, itemName; if (item && core.material.items.hasOwnProperty(item)) { icon = item; itemName = core.material.items[item].name; } else { const itemMap = { '1': { icon: 'pickaxe', itemName: '破墙镐' }, '2': { icon: 'bomb', itemName: '炸弹' }, '3': { icon: 'centerFly', itemName: '中心飞' }, '4': { itemName: '杂物' }, '5': { itemName: '回退一步' }, '6': { itemName: '撤销回退' }, '7': { itemName: '轻按' } }; if (num >= '1' && num <= '9') { ({ icon, itemName = '无' } = itemMap[num] || {}); } } const keyIcon = 'btn' + num; core.drawIcon(ctx, keyIcon, this.x, this.y, 16, 16); const hasItem = core.material.items.hasOwnProperty(icon); if (hasItem) core.drawIcon(ctx, icon, this.x + 20, this.y, 16, 16); core.setTextAlign(ctx, 'left'); core.setTextBaseline(ctx, 'alphabetic'); core.fillText(ctx, itemName || '无', this.x + (hasItem ? 40 : 20), this.y + 14, 'white', '16px Verdana'); } )], ['clearHotKeys', new Setting( () => '', function () { for (let i = 1; i <= 9; i++) { core.setLocalStorage('hotkey' + i, null); } this.menu.drawContent(); core.drawSuccessTip('快捷键已重置到默认状态。') }, '重置本页面所有快捷键到默认状态。', false, function (ctx) { core.fillRoundRect(ctx, this.x, this.y, this.w, this.h, 3, ' #D3D3D3'); core.strokeRoundRect(ctx, this.x, this.y, this.w, this.h, 3, ' #888888'); core.fillText(ctx, '重置', this.x + 5, this.y + this.h / 2 + 5, ' #333333', '16px Verdana'); }, )], ['debug_wallHacking', new Setting( () => ' 穿墙:' + (core.hasFlag('debug_wallHacking') ? '开' : '关'), () => { core.setFlag('debug', true); invertFlag('debug_wallHacking'); }, '开启时将始终穿墙并无视各种事件,无论是否按下Ctrl。', false, )], ['debug_statusName', new Setting( () => core.getFlag('debug_statusName', '??'), function () { const dictionary = { '体力': 'hp', '血量': 'hp', '生命': 'hp', '血': 'hp', '体力上限': 'hpmax', '血量上限': 'hpmax', '生命上限': 'hpmax', '血限': 'hpmax', '攻击': 'atk', '攻': 'atk', '防御': 'def', '防': 'def', '魔防': 'mdef', '护盾': 'mdef', 'mf': 'mdef', '金币': 'money', '金钱': 'money', '钱': 'money', '经验': 'exp', '魔力': 'mana', '魔': 'mana', '蓝': 'mana', } core.utils.myprompt('输入要修改的属性名称', '', (value) => { const heroStatus = core.status.hero; if (dictionary.hasOwnProperty(value)) { value = dictionary[value]; } if (heroStatus && heroStatus.hasOwnProperty(value) && ['hp', 'hpmax', 'atk', 'def', 'mdef', 'money', 'exp', 'mana', 'manamax'].includes(value)) { core.setFlag('debug_statusName', value); this.menu.drawContent(); } else { core.drawFailTip('错误:不合法的名称!'); } }, () => { }); }, '', false, function (ctx) { core.strokeRect(ctx, this.x, this.y, this.w, this.h, ' #708090'); }, )], ['debug_statusValue', new Setting( () => { let value = core.getFlag('debug_statusValue', '??'); if (typeof value === 'number') return core.formatBigNumber(value, 5); else return value; }, function () { core.utils.myprompt('输入要修改到的值', null, (input) => { const value = parseInt(input); if (!Number.isNaN(value)) { core.setFlag('debug_statusValue', value); this.menu.drawContent(); } else { core.drawFailTip('错误:不合法的值!'); } }, () => { }); }, '', false, function (ctx) { core.strokeRect(ctx, this.x, this.y, this.w, this.h, ' #708090'); }, )], ['debug_setStatus', new Setting( () => '', () => { const name = core.getFlag('debug_statusName'), value = core.getFlag('debug_statusValue'); if (!(name && core.status.hero && core.status.hero.hasOwnProperty(name))) { core.drawFailTip('错误:不合法的名称!'); return; } if (!Number.isInteger(value)) { core.drawFailTip('错误:不合法的值!'); return; } core.setFlag('debug', true); core.setStatus(name, value); core.updateStatusBar(); core.drawSuccessTip('设置成功!'); }, '将角色状态设为相应值。', false, function (ctx) { core.fillRoundRect(ctx, this.x, this.y, this.w, this.h, 3, ' #D3D3D3'); core.strokeRoundRect(ctx, this.x, this.y, this.w, this.h, 3, ' #888888'); core.fillText(ctx, '执行', this.x + 5, this.y + this.h / 2 + 5, ' #333333', '16px Verdana'); }, )], ['debug_itemName', new Setting( () => core.getFlag('debug_itemName', '??'), function () { core.utils.myprompt('输入要修改的物品名称', null, (value) => { const itemInfo = core.material.items; if (itemInfo) { const aimItem = Object.values(itemInfo).find((item) => item.name === value || item.id === value); if (aimItem) { core.setFlag('debug_itemName', aimItem.id); this.menu.drawContent(); return; } } core.drawFailTip('错误:不合法的名称!'); }, () => { }); }, '', false, function (ctx) { core.strokeRect(ctx, this.x, this.y, this.w, this.h, ' #708090'); }, )], ['debug_itemValue', new Setting( () => core.getFlag('debug_itemValue', '??'), function () { core.setFlag('debug', true); core.utils.myprompt('输入要修改到的值', null, (input) => { const value = parseInt(input); if (!Number.isNaN(value)) { core.setFlag('debug_itemValue', value); this.menu.drawContent(); } else { core.drawFailTip('错误:不合法的值!'); } }, () => { }); }, '', false, function (ctx) { core.strokeRect(ctx, this.x, this.y, this.w, this.h, ' #708090'); }, )], ['debug_setItem', new Setting( () => '', () => { const name = core.getFlag('debug_itemName'), value = core.getFlag('debug_itemValue'); const itemInfo = core.material.items; if (name && itemInfo) { let itemExist = Object.values(itemInfo).some((item) => item.id === name); if (!itemExist) { core.drawFailTip('错误:不合法的名称!'); return; } } else { core.drawFailTip('错误:不合法的名称!'); return; } if (!Number.isInteger(value)) { core.drawFailTip('错误:不合法的值!'); return; } core.setFlag('debug', true); core.setItem(name, value); core.updateStatusBar(); core.drawSuccessTip('设置成功!'); }, '将道具数设为相应值。', false, function (ctx) { core.fillRoundRect(ctx, this.x, this.y, this.w, this.h, 3, ' #D3D3D3'); core.strokeRoundRect(ctx, this.x, this.y, this.w, this.h, 3, ' #888888'); core.fillText(ctx, '执行', this.x + 5, this.y + this.h / 2 + 5, ' #333333', '16px Verdana'); }, )], ['debug_flagName', new Setting( () => core.getFlag('debug_flagName', '??'), function () { core.setFlag('debug', true); core.utils.myprompt('输入要修改的变量名。注意:如果您不了解修改变量的后果,请勿尝试。', null, (value) => { if (!value.startsWith('debug')) { core.setFlag('debug_flagName', value); this.menu.drawContent(); } else { core.drawFailTip('错误:不合法的名称!'); } }, () => { }); }, '', false, function (ctx) { core.strokeRect(ctx, this.x, this.y, this.w, this.h, ' #708090'); }, )], ['debug_flagValue', new Setting( () => core.getFlag('debug_flagValue', '??'), function () { core.setFlag('debug', true); core.utils.myprompt('输入要修改到的值。注意:如果您不了解修改变量的后果,请勿尝试。', null, (value) => { let newValue; try { newValue = JSON.parse(value.trim()); } catch { core.drawFailTip('错误:不合法的值,无法解析!'); return; } core.setFlag('debug_flagValue', newValue); this.menu.drawContent(); }, () => { }); }, '', false, function (ctx) { core.strokeRect(ctx, this.x, this.y, this.w, this.h, ' #708090'); }, )], ['debug_setFlag', new Setting( () => '', () => { const name = core.getFlag('debug_flagName'), value = core.getFlag('debug_flagValue'); if (!name) { core.drawFailTip('错误:不合法的变量名称!'); return; } core.setFlag('debug', true); core.setFlag(name, value); core.updateStatusBar(); core.drawSuccessTip('设置成功!'); }, '将变量设为相应值。', false, function (ctx) { core.fillRoundRect(ctx, this.x, this.y, this.w, this.h, 3, ' #D3D3D3'); core.strokeRoundRect(ctx, this.x, this.y, this.w, this.h, 3, ' #888888'); core.fillText(ctx, '执行', this.x + 5, this.y + this.h / 2 + 5, ' #333333', '16px Verdana'); }, )], ]) // 注册点击SettingButton的行为cSet, 只有replay为真时计入录像 core.registerReplayAction('cSet', (action) => { const strArr = action.split(':'); if (strArr[0] !== 'cSet') return false; const btn = settingMap.get(strArr[1]); if (!btn || !btn.replay || strArr[1].startsWith('debug')) return false; let params = strArr.slice(2); if (params.length > 0) { btn.effect.apply(btn, params); } else { btn.effect.call(btn); } core.status.route.push(action); core.replay(); return true; }); // #endregion // #region 按钮类 class SettingButton extends ButtonBase { /** * @param {string[]} [eventArgs] */ constructor(x, y, w, h, name, eventArgs) { super(x, y, w, h); this.name = name; /*** @type {Array}*/ this.eventArgs = eventArgs || []; /** @type {Setting} */ this.setting = settingMap.get(name); /** @type {string} 本设置在框中的说明文字*/ this.text = this.setting.text; this.draw = () => { if (this.disable) return; const ctx = this.ctx; // 取消注释下面这一句将显示所有按钮的判定框 // core.strokeRect(ctx, this.x, this.y, this.w, this.h, 'yellow'); core.ui.fillText(ctx, this.setting.getName(), this.x, this.y + this.h / 2 + 5, 'white', '16px Verdana'); const drawFunc = this.setting.draw; if (this.status === 'selected') { core.drawUIEventSelector(0, "winskin.png", this.x, this.y, this.w, this.h, 137); } if (drawFunc) drawFunc.apply(this, [ctx]); } this.event = () => { if (this.disable) return; this.setting.effect.apply(this, eventArgs); this.menu.drawContent(); if (this.setting.replay) { let actionString = 'cSet:' + name; if (this.eventArgs.length > 0) { actionString += ':' + this.eventArgs.map(arg => encodeURIComponent(arg)).join(':'); } core.status.route.push(actionString); } } } } class PageChangeBtn extends RoundBtn { constructor(x, y, w, h, text, index) { super(x, y, w, h, text); /** @type {SettingBase} */this.menu; this.index = index; } } class TextButton extends ButtonBase { constructor(x, y, w, h, text) { super(x, y, w, h); this.text = text; this.draw = () => { if (this.disable) return; core.ui.fillText(this.ctx, this.text, this.x + this.w / 2, this.y + this.h / 2 + 5, 'white', '16px Verdana'); } } } class ToolBtn extends ButtonBase { constructor(x, y, w, h, icon, text, config) { super(x, y, w, h); /** @type {ToolBarConfigPage} */this.menu; this.icon = icon; // 特殊icon:delete 用于删除图标 /** @todo 这里需要重构 */ this.text = text; const { strokeStyle = 'white', fillStyle = 'white', selectedStyle = 'gold' } = config || {}; this.draw = () => { const ctx = this.ctx; core.strokeRoundRect(ctx, this.x, this.y, this.w, this.h, 3, (this.menu.selectedTool === this.icon) ? selectedStyle : strokeStyle); if (this.icon === 'delete') { core.drawLine(ctx, this.x + 2, this.y + 2, this.x + this.w - 2, this.y + this.h - 2, 'red', 2); core.drawLine(ctx, this.x + 2, this.y + this.h - 2, this.x + this.w - 2, this.y + 2, 'red', 2); } else core.drawIcon(ctx, this.icon, this.x, this.y, this.w, this.h); }; this.event = () => { this.menu.selectedTool = this.icon; this.menu.drawContent(); }; } } class ToolBarBtn extends ButtonBase { constructor(x, y, size, type, length, text) { super(x, y, length * size, size); /** @type {ToolBarConfigPage} */this.menu; this.type = type; this.length = length; /** @todo 这里需要重构 */ this.text = text; this.draw = () => { const ctx = this.ctx; const squareSize = this.h; const toolBarConfig = core.plugin.getToolBarConfig(type); for (let i = 0; i < this.length; i++) { const style = (this.menu.type === type && this.menu.index === i) ? 'gold' : 'white'; core.strokeRoundRect(ctx, this.x + squareSize * i + i, this.y, squareSize, squareSize, 3, style); core.drawIcon(ctx, toolBarConfig[i], this.x + squareSize * i + i, this.y, squareSize, squareSize); } } this.event = (x, y, px, py) => { const squareSize = this.h; const index = Math.floor((px - this.x) / squareSize); this.menu.type = type; this.menu.index = index; this.menu.drawContent(); } } } function drawSetting(ctx) { core.strokeRoundRect(ctx, 0, 0, core.__PIXELS__, core.__PIXELS__, 5, "white", 2); core.fillRoundRect(ctx, 0, 0, core.__PIXELS__, core.__PIXELS__, 5, "gray"); // 绘制设置说明的文本框 core.strokeRoundRect(ctx, 20, 70, core.__PIXELS__ - 40, 70, 3, "white"); core.fillRoundRect(ctx, 21, 71, core.__PIXELS__ - 42, 68, 3, " #555555"); // 绘制设置的框体 core.strokeRoundRect(ctx, 20, 150, core.__PIXELS__ - 40, 240, 3, "white"); core.fillRoundRect(ctx, 21, 151, core.__PIXELS__ - 42, 238, 3, " #999999"); core.setTextAlign(ctx, 'center'); core.ui.fillText(ctx, "设置", core.__PIXELS__ / 2, 25, 'white', '20px Verdana'); } // #endregion // #region 菜单类 class SettingBase extends MenuPage { constructor(pageList, currPage, name) { super(pageList, currPage, name); this.keyEvent = (keyCode) => { if (keyCode === 33) this.pageUp(); if (keyCode === 34) this.pageDown(); if ([33, 34].includes(keyCode)) { const btn = this.btnList.get(this.currPage); this.changeBtn(btn); this.drawContent(); } if (keyCode === 27) { this.quit(); } } } quit() { this.clear(); setTimeout(core.unlockControl, 0); // 消抖,防止点击关闭按钮的一瞬间触发瞬移。 } initBtnList(arr) { super.initBtnList(arr); this.btnList.forEach((btn) => { if (btn instanceof PageChangeBtn) { btn.event = function () { this.menu.changePage(this.index); this.menu.changeBtn(this); this.menu.drawContent(); } } }); } drawContent() { const ctx = core.createCanvas(this.name, this.x, this.y, this.w, this.h, 136); drawSetting(ctx); super.drawContent(); this.initOnePage(); } changeBtn(aimBtn) { this.btnList.forEach((btn) => { if (btn instanceof RoundBtn) { btn.status = aimBtn === btn ? 'selected' : 'none'; } }) } } /** 除自定义工具栏外的选项界面 */ class SettingOnePage extends MenuBase { constructor(name) { super(name); this.text = ''; this.selectedPos; this.selectedBtn; this.clickEvent = (x, y, px, py) => { this.btnList.forEach((btn, pos) => { if (btn.disable) return; if (px >= btn.x && px <= btn.x + btn.w && py > btn.y && py <= btn.y + btn.h) { if (this.selectedBtn === btn) btn.event(x, y, px, py); else { this.focus(btn, pos); } } }); } if (core.platform.isPC) this.onMoveEvent = (x, y, px, py) => { const btnNow = this.selectedBtn; // 先检测,如果还在当前已选中的按钮范围内,则什么也不做 if (btnNow) { if (px >= btnNow.x && px <= btnNow.x + btnNow.w && py > btnNow.y && py <= btnNow.y + btnNow.h) return; } this.btnList.forEach((btn, pos) => { if (btn.disable) return; if (px >= btn.x && px <= btn.x + btn.w && py > btn.y && py <= btn.y + btn.h) { if (btnNow !== btn) this.focus(btn, pos); } }); } this.keyEvent = (keyCode) => { let x, y; const changePos = (newPos) => { if (this.btnList.has(newPos)) { const button = this.btnList.get(newPos); this.focus(button, newPos); } } if ([37, 38, 39, 40].includes(keyCode)) { if (!this.selectedBtn) { const button = this.btnList.get('1,1'); if (button) this.focus(button, '1,1'); return; } else { [x, y] = this.selectedPos.split(',').map((x) => parseInt(x)); if (keyCode === 37) x--; if (keyCode === 38) y--; if (keyCode === 39) x++; if (keyCode === 40) y++; let newPos = x + ',' + y; // 逻辑:左右,查找不到对应坐标就不动。 // 上下,查找不到对应坐标,只要该列存在第一个元素,就会移到该列。 if (keyCode === 37 || keyCode === 39) { changePos(newPos); } if (keyCode === 38 || keyCode === 40) { if (this.btnList.has(newPos)) { const button = this.btnList.get(newPos); this.focus(button, newPos); } else { newPos = '1,' + y; changePos(newPos); } } } } else { switch (keyCode) { case 13: case 32: // Enter/Space if (this.selectedBtn) this.selectedBtn.event(); break; } } } } focus(button, pos) { this.selectedPos = pos; this.selectedBtn = button; this.btnList.forEach((currBtn) => { currBtn.status = (currBtn === button) ? 'selected' : 'none'; }) this.text = button.text; this.drawContent(); } drawContent() { core.createCanvas(this.name, 0, 0, core.__PIXELS__, core.__PIXELS__, 136); super.drawContent(); if (this.text && this.text.length > 0) { core.ui.drawTextContent(this.name, this.text, { left: 30, top: 78, bold: false, color: "white", align: "left", fontSize: 14, maxWidth: 350 }); } switch (this.name) { case 'gamePlay': core.fillText(this.name, '-- 自动 --', 40, 175, ' #FFE4B5', '18px Verdana'); core.fillText(this.name, '-- 瞬移 --', 40, 225, ' #FFE4B5', '18px Verdana'); core.fillText(this.name, '绕开', 220, 250, 'white', '16px Verdana'); core.fillText(this.name, '-- 杂项 --', 40, 275, ' #FFE4B5', '18px Verdana'); break; case 'gameView': core.fillText(this.name, '-- 显示 --', 40, 175, ' #FFE4B5', '18px Verdana'); core.fillText(this.name, '-- 音效 --', 40, 320, ' #FFE4B5', '18px Verdana'); break; case 'key': core.fillText(this.name, '-- 快捷键设置 --', 40, 205, ' #FFE4B5', '18px Verdana'); break; case 'toolBarConfig': core.setTextAlign(this.name, 'left'); core.fillText(this.name, '常规', 40, 175, ' #FFE4B5', '16px Verdana'); core.fillText(this.name, '数字', 40, 205, ' #FFE4B5', '16px Verdana'); core.fillText(this.name, '录像', 40, 235, ' #FFE4B5', '16px Verdana'); core.fillText(this.name, '可选按钮', 40, 265, ' #FFE4B5', '16px Verdana'); break; case 'console': const ctx = this.name; const consoleWarnText = "本页面的功能仅供调试用。使用后相应存档将变红,录像不能通过,且无法提交。请读档到普通存档后正常游玩方可提交。"; core.setTextAlign(this.name, 'left'); core.setTextBaseline(ctx, 'alphabetic'); core.fillText(this.name, "本页面的功能仅供调试用。使用后相应存档将变红,录像", 30, 170, " #FFC0CB", '14px Verdana'); core.fillText(this.name, "不能通过,且无法提交。请读档到普通存档后正常游玩方", 30, 190, " #FFC0CB", '14px Verdana'); core.fillText(this.name, "可提交。", 30, 210, " #FFC0CB", '14px Verdana'); core.fillText(this.name, "属性", 45, 264, 'white', '16px Verdana'); core.fillText(this.name, "设为", 170, 264, 'white', '16px Verdana'); core.fillText(this.name, "物品", 45, 290, 'white', '16px Verdana'); core.fillText(this.name, "数量设为", 170, 290, 'white', '16px Verdana'); core.fillText(this.name, "变量", 45, 316, 'white', '16px Verdana'); core.fillText(this.name, "设为", 170, 316, 'white', '16px Verdana'); break; } } clear() { core.clearUIEventSelector(0); // 光标的绘制在按钮中进行 super.clear(); } } /** 自定义工具栏界面 */ class ToolBarConfigPage extends SettingOnePage { constructor(name) { super(name); /** 当前选中的图标 */this.selectedTool = 'none'; /** 当前选中了哪个类型的工具栏 */this.type = 'none'; /** 当前选中工具栏哪个位置(1-9) */this.index = -1; this.clickEvent = (x, y, px, py) => { this.btnList.forEach((btn, pos) => { if (btn.disable) return; if (px >= btn.x && px <= btn.x + btn.w && py > btn.y && py <= btn.y + btn.h) { btn.event(x, y, px, py); } }); } this.keyEvent = () => { }; /** 这个页面没有按键事件,因为有两类按钮可以同时被选中,没想好怎么弄 */ if (core.platform.isPC) this.onMoveEvent = () => { }; /** 这里滚轮事件体验过于灵活,不利于选中想要的图标 */ } } // #endregion this.openSetting = function () { if (core.isReplaying()) return; core.lockControl(); const ctx = 'setting'; // 每个页面的按钮 const gamePlayMenu = new SettingOnePage('gamePlay'); gamePlayMenu.initBtnList([ ['1,1', new SettingButton(40, 180, 150, 30, 'autoGet')], ['2,1', new SettingButton(220, 180, 150, 30, 'autoBattle')], ['1,2', new SettingButton(40, 230, 150, 30, 'clickMove')], ['2,2', new SettingButton(260, 234, 24, 24, 'noRouting_HP')], ['3,2', new SettingButton(290, 234, 24, 24, 'noRouting_MDEF')], ['4,2', new SettingButton(320, 234, 24, 24, 'noRouting_ATK')], ['5,2', new SettingButton(350, 234, 24, 24, 'noRouting_DEF')], ['1,3', new SettingButton(40, 280, 25, 25, 'moveSpeedDown')], ['2,3', new SettingButton(140, 280, 25, 25, 'moveSpeedUp')], ['3,3', new SettingButton(220, 280, 25, 25, 'floorChangeTimeDown')], ['4,3', new SettingButton(340, 280, 25, 25, 'floorChangeTimeUp')], ['1,4', new SettingButton(40, 305, 150, 25, 'skip')], ['2,4', new SettingButton(220, 305, 150, 25, 'comment')], ]); const gameViewMenu = new SettingOnePage('gameView'); gameViewMenu.initBtnList([ ['1,1', new SettingButton(40, 180, 150, 25, 'itemDetail')], ['1,2', new SettingButton(40, 205, 150, 25, 'HDCanvas')], ['1,3', new SettingButton(40, 230, 150, 25, 'displayEnemyDamage')], ['1,4', new SettingButton(40, 255, 150, 25, 'displayExtraDamage')], ['1,5', new SettingButton(40, 280, 150, 25, 'extraDamageType')], ['1,6', new SettingButton(40, 325, 150, 25, 'bgm')], ['1,7', new SettingButton(40, 350, 25, 25, 'decreaseVolume')], ['2,7', new SettingButton(140, 350, 25, 25, 'increaseVolume')], ['2,1', new SettingButton(220, 180, 25, 25, 'zoomIn')], ['3,1', new SettingButton(330, 180, 25, 25, 'zoomOut')], ['2,2', new SettingButton(220, 205, 150, 25, 'autoScale')], ['2,3', new SettingButton(220, 230, 150, 25, 'enableEnemyPoint')], ['2,4', new SettingButton(220, 255, 150, 25, 'displayCritical')], ['2,6', new SettingButton(220, 325, 150, 25, 'se')], ]); const keyMenu = new SettingOnePage('key'); keyMenu.initBtnList([ ['1,1', new SettingButton(40, 160, 150, 25, 'leftHand')], ['1,2', new SettingButton(40, 220, 150, 25, 'setHotKey', ['1'])], ['2,2', new SettingButton(220, 220, 150, 25, 'setHotKey', ['2'])], ['1,3', new SettingButton(40, 250, 150, 25, 'setHotKey', ['3'])], ['2,3', new SettingButton(220, 250, 150, 25, 'setHotKey', ['4'])], ['1,4', new SettingButton(40, 280, 150, 25, 'setHotKey', ['5'])], ['2,4', new SettingButton(220, 280, 150, 25, 'setHotKey', ['6'])], ['1,5', new SettingButton(40, 310, 150, 25, 'setHotKey', ['7'])], ['2,5', new SettingButton(220, 310, 150, 25, 'setHotKey', ['8'])], ['1,6', new SettingButton(40, 340, 150, 25, 'setHotKey', ['9'])], ['2,6', new SettingButton(300, 350, 42, 25, 'clearHotKeys')], ]); // 名字不能叫toolBar 画布toolBar被系统占了 const toolBarMenu = new ToolBarConfigPage('toolBarConfig'); const changeToolBarBtn = new RoundBtn(320, 158, 42, 24, '执行', -1); changeToolBarBtn.event = function () { core.setToolBarConfig(this.menu.type, this.menu.index, this.menu.selectedTool); this.menu.drawContent(); }.bind(changeToolBarBtn); toolBarMenu.initBtnList([ ['1,1', new ToolBarBtn(80, 158, 24, 'normal', 9, '常规模式下显示在工具栏中的图标。')], ['1,2', changeToolBarBtn], ['2,1', new ToolBarBtn(80, 188, 24, 'num', 9, '数字模式下显示在工具栏中的图标。')], ['3,1', new ToolBarBtn(80, 218, 24, 'replay', 9, '录像模式下显示在工具栏中的图标。')], ['5,1', new ToolBtn(40, 275, 24, 24, 'book', '打开怪物手册')], ['5,2', new ToolBtn(70, 275, 24, 24, 'fly', '进行楼层传送')], ['5,3', new ToolBtn(100, 275, 24, 24, 'toolbox', '打开物品背包')], ['5,4', new ToolBtn(130, 275, 24, 24, 'equipbox', '打开装备背包')], ['5,5', new ToolBtn(160, 275, 24, 24, 'keyboard', '打开虚拟键盘')], ['5,6', new ToolBtn(190, 275, 24, 24, 'shop', '打开快捷商店')], ['5,7', new ToolBtn(220, 275, 24, 24, 'save', '存档')], ['5,8', new ToolBtn(250, 275, 24, 24, 'load', '读档')], ['5,9', new ToolBtn(280, 275, 24, 24, 'settings', '打开系统设置')], ['5,10', new ToolBtn(310, 275, 24, 24, 'rollback', '读取自动存档')], ['5,11', new ToolBtn(340, 275, 24, 24, 'undoRollback', '取消读取自动存档')], ['6,1', new ToolBtn(40, 305, 24, 24, 'btn1', '数字键1')], ['6,2', new ToolBtn(70, 305, 24, 24, 'btn2', '数字键2')], ['6,3', new ToolBtn(100, 305, 24, 24, 'btn3', '数字键3')], ['6,4', new ToolBtn(130, 305, 24, 24, 'btn4', '数字键4')], ['6,5', new ToolBtn(160, 305, 24, 24, 'btn5', '数字键5')], ['6,6', new ToolBtn(190, 305, 24, 24, 'btn6', '数字键6')], ['6,7', new ToolBtn(220, 305, 24, 24, 'btn7', '数字键7')], ['6,8', new ToolBtn(250, 305, 24, 24, 'btn8', '数字键8')], ['6,9', new ToolBtn(280, 305, 24, 24, 'btn9', '数字键9')], ['6,10', new ToolBtn(310, 305, 24, 24, 'btnAlt', '开关Alt模式(需要配合数字键使用)')], ['7,1', new ToolBtn(40, 335, 24, 24, 'play', '播放/暂停录像')], ['7,2', new ToolBtn(70, 335, 24, 24, 'stop', '停止播放录像')], ['7,3', new ToolBtn(100, 335, 24, 24, 'rewind', '录像模式下回退')], ['7,4', new ToolBtn(130, 335, 24, 24, 'speedDown', '减速录像(最低0.2倍)')], ['7,5', new ToolBtn(160, 335, 24, 24, 'speedUp', '加速录像(最高24倍)')], ['7,6', new ToolBtn(190, 335, 24, 24, 'single', '单步播放录像')], ['7,7', new ToolBtn(220, 335, 24, 24, 'view', '浏览地图')], ['7,8', new ToolBtn(250, 335, 24, 24, 'delete', '删除已有图标')], ]) const consoleMenu = new SettingOnePage('console'); consoleMenu.initBtnList([ ['1,1', new SettingButton(40, 220, 150, 25, 'debug_wallHacking')], ['1,2', new SettingButton(80, 250, 80, 20, 'debug_statusName')], ['2,2', new SettingButton(210, 250, 80, 20, 'debug_statusValue')], ['3,2', new SettingButton(340, 250, 40, 20, 'debug_setStatus')], ['1,3', new SettingButton(80, 276, 80, 20, 'debug_itemName')], ['2,3', new SettingButton(240, 276, 80, 20, 'debug_itemValue')], ['3,3', new SettingButton(340, 276, 40, 20, 'debug_setItem')], ['1,4', new SettingButton(80, 302, 80, 20, 'debug_flagName')], ['2,4', new SettingButton(210, 302, 80, 20, 'debug_flagValue')], ['3,4', new SettingButton(340, 302, 40, 20, 'debug_setFlag')], ]); // 在此处添加新的菜单页面 const settingMenu = new SettingBase([gamePlayMenu, gameViewMenu, keyMenu, toolBarMenu, consoleMenu], 0, ctx); // 主页面的按钮列表 const gamePlayBtn = new PageChangeBtn(32, 40, 46, 24, '功能', 0), gameViewBtn = new PageChangeBtn(92, 40, 46, 24, '音画', 1), keyBtn = new PageChangeBtn(152, 40, 46, 24, '按键', 2), toolBarBtn = new PageChangeBtn(212, 40, 66, 24, '工具栏', 3), consoleBtn = new PageChangeBtn(292, 40, 66, 24, '控制台', 4); const quit = new TextButton(360, 10, 45, 25, '[退出]'); quit.event = () => { settingMenu.quit(); } settingMenu.initBtnList([[0, gamePlayBtn], [1, gameViewBtn], [2, keyBtn], [3, toolBarBtn], [4, consoleBtn], ['quit', quit]]); // 放缩时重绘整个大menu core.plugin.settingMenu = settingMenu; // 设置初始时选中的按键为第一个按键 settingMenu.changeBtn(gamePlayBtn); settingMenu.init(); } // @todo 新版存档界面 } }