/* control.js:游戏主要逻辑控制 主要负责status相关内容,以及各种变量获取/存储 寻路算法和人物行走也在此文件内 */ function control() { this.init(); } control.prototype.init = function () { } ////// 设置requestAnimationFrame ////// control.prototype.setRequestAnimationFrame = function () { (function() { var lastTime = 0; var vendors = ['webkit', 'moz']; for(var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) { window.requestAnimationFrame = window[vendors[x] + 'RequestAnimationFrame']; window.cancelAnimationFrame = window[vendors[x] + 'CancelAnimationFrame'] || // Webkit中此取消方法的名字变了 window[vendors[x] + 'CancelRequestAnimationFrame']; } if (!window.requestAnimationFrame) { window.requestAnimationFrame = function(callback, element) { var currTime = new Date().getTime(); var timeToCall = Math.max(0, 16.7 - (currTime - lastTime)); var id = window.setTimeout(function() { callback(currTime + timeToCall); }, timeToCall); lastTime = currTime + timeToCall; return id; }; } if (!window.cancelAnimationFrame) { window.cancelAnimationFrame = function(id) { clearTimeout(id); }; } }()); core.animateFrame.speed = core.values.animateSpeed; core.animateFrame.background = core.canvas.ui.createPattern(core.material.ground, "repeat"); var scan = { 'up': {'x': 0, 'y': -1}, 'left': {'x': -1, 'y': 0}, 'down': {'x': 0, 'y': 1}, 'right': {'x': 1, 'y': 0} }; var draw = function(timestamp) { core.animateFrame.twoTime = core.animateFrame.twoTime||timestamp; core.animateFrame.fourTime = core.animateFrame.fourTime||timestamp; core.animateFrame.boxTime = core.animateFrame.boxTime||timestamp; core.animateFrame.moveTime = core.animateFrame.moveTime||timestamp; core.animateFrame.weather.time = core.animateFrame.weather.time||timestamp; // Global Animate if (core.animateFrame.globalAnimate && core.isPlaying()) { if (timestamp-core.animateFrame.twoTime>core.animateFrame.speed && core.isset(core.status.twoAnimateObjs)) { for (var a = 0; a < core.status.twoAnimateObjs.length; a++) { var obj = core.status.twoAnimateObjs[a]; obj.status = (obj.status+1)%2; core.canvas.event.clearRect(obj.x, obj.y, 32, 32); core.canvas.event.drawImage(obj.image, obj.status * 32, obj.loc * 32, 32, 32, obj.x, obj.y, 32, 32); } core.animateFrame.twoTime = timestamp; } if (timestamp-core.animateFrame.fourTime>core.animateFrame.speed/2 && core.isset(core.status.fourAnimateObjs)) { for (var a = 0; a < core.status.fourAnimateObjs.length; a++) { var obj=core.status.fourAnimateObjs[a]; obj.status = (obj.status+1)%4; core.canvas.event.clearRect(obj.x, obj.y, 32, 32); core.canvas.event.drawImage(obj.image, obj.status * 32, obj.loc * 32, 32, 32, obj.x, obj.y, 32, 32); } // fourtime = timestamp % fourDelta; core.animateFrame.fourTime = timestamp; } } // Box if (timestamp-core.animateFrame.boxTime>core.animateFrame.speed && core.isset(core.status.boxAnimateObjs) && core.status.boxAnimateObjs.length>0) { core.drawBoxAnimate(); core.animateFrame.boxTime = timestamp; } // Hero move if (timestamp-core.animateFrame.moveTime>16 && core.isset(core.status.heroMoving) && core.status.heroMoving>0) { var x=core.getHeroLoc('x'), y=core.getHeroLoc('y'), direction = core.getHeroLoc('direction'); if (core.status.heroMoving<=4) { core.drawHero(direction, x, y, 'leftFoot', 4*core.status.heroMoving*scan[direction].x, 4*core.status.heroMoving*scan[direction].y); } else if (core.status.heroMoving<=8) { core.drawHero(direction, x, y, 'rightFoot', 4*core.status.heroMoving*scan[direction].x, 4*core.status.heroMoving*scan[direction].y); } core.animateFrame.moveTime = timestamp; } // weather if (core.isPlaying() && timestamp-core.animateFrame.weather.time>30) { if (core.animateFrame.weather.type == 'rain' && core.animateFrame.weather.level > 0) { core.clearMap('weather', 0, 0, 416, 416); core.canvas.weather.strokeStyle = 'rgba(174,194,224,0.8)'; core.canvas.weather.lineWidth = 1; core.canvas.weather.lineCap = 'round'; core.animateFrame.weather.nodes.forEach(function (p) { core.canvas.weather.beginPath(); core.canvas.weather.moveTo(p.x, p.y); core.canvas.weather.lineTo(p.x + p.l * p.xs, p.y + p.l * p.ys); core.canvas.weather.stroke(); p.x += p.xs; p.y += p.ys; if (p.x > 416 || p.y > 416) { p.x = Math.random() * 416; p.y = -10; } }) core.canvas.weather.fill(); } else if (core.animateFrame.weather.type == 'snow' && core.animateFrame.weather.level > 0) { core.clearMap('weather', 0, 0, 416, 416); core.canvas.weather.fillStyle = "rgba(255, 255, 255, 0.8)"; core.canvas.weather.beginPath(); if (!core.isset(core.animateFrame.weather.data)) core.animateFrame.weather.data = 0; core.animateFrame.weather.data += 0.01; var angle = core.animateFrame.weather.data; core.animateFrame.weather.nodes.forEach(function (p) { core.canvas.weather.moveTo(p.x, p.y); core.canvas.weather.arc(p.x, p.y, p.r, 0, Math.PI * 2, true); // update p.x += Math.sin(angle) * 2; p.y += Math.cos(angle + p.d) + 1 + p.r / 2; if (p.x > 416 + 5 || p.x < -5 || p.y > 416) { if (Math.random() > 1 / 3) { p.x = Math.random() * 416; p.y = -10; } else { if (Math.sin(angle) > 0) { p.x = -5; p.y = Math.random() * 416; } else { p.x = 416 + 5; p.y = Math.random() * 416; } } } }) core.canvas.weather.fill(); } core.animateFrame.weather.time = timestamp; } window.requestAnimationFrame(draw); } window.requestAnimationFrame(draw); } ////// 显示游戏开始界面 ////// control.prototype.showStartAnimate = function (callback) { core.dom.startPanel.style.opacity=1; core.dom.startPanel.style.display="block"; core.dom.startTop.style.opacity=1; core.dom.startTop.style.display="block"; core.dom.startButtonGroup.style.display = 'none'; core.dom.startButtons.style.display = 'block'; core.dom.levelChooseButtons.style.display = 'none'; core.dom.curtain.style.background = "#000000"; core.dom.curtain.style.opacity = 0; core.status.played = false; core.clearStatus(); core.clearMap('all'); var opacityVal = 1; var startAnimate = window.setInterval(function () { opacityVal -= 0.03; if (opacityVal < 0) { clearInterval(startAnimate); core.dom.startTop.style.display = 'none'; // core.playGame(); core.dom.startButtonGroup.style.display = 'block'; if (core.isset(callback)) callback(); } core.dom.startTop.style.opacity = opacityVal; }, 20); } ////// 隐藏游戏开始界面 ////// control.prototype.hideStartAnimate = function (callback) { var opacityVal = 1; var startAnimate = window.setInterval(function () { opacityVal -= 0.03; if (opacityVal < 0) { clearInterval(startAnimate); core.dom.startPanel.style.display = 'none'; if (core.isset(callback)) callback(); } core.dom.startPanel.style.opacity = opacityVal; }, 20); } ////// 游戏是否已经开始 ////// control.prototype.isPlaying = function() { return core.isset(core.status.played) && core.status.played; } ////// 清除游戏状态和数据 ////// control.prototype.clearStatus = function() { // 停止各个Timeout和Interval for (var i in core.timeout) { clearTimeout(core.timeout[i]); core.timeout[i] = null; } for (var i in core.interval) { clearInterval(core.interval[i]); core.interval[i] = null; } core.status = {}; core.clearStatusBar(); core.resize(main.dom.body.clientWidth, main.dom.body.clientHeight); } ////// 重置游戏状态和初始数据 ////// control.prototype.resetStatus = function(hero, hard, floorId, route, maps) { this.clearStatus(); // 初始化status core.status = core.clone(core.initStatus); core.status.played = true; // 初始化maps core.status.floorId = floorId; core.status.maps = core.clone(maps); // 初始化怪物 core.material.enemys = core.clone(core.enemys.getEnemys()); // 初始化人物属性 core.status.hero = core.clone(hero); core.status.hard = hard; // 初始化路线 if (core.isset(route)) core.status.route = route; // 保存的Index core.status.saveIndex = core.getLocalStorage('saveIndex2', 1); } ////// 开始游戏 ////// control.prototype.startGame = function (hard, callback) { console.log('开始游戏'); this.resetStatus(core.firstData.hero, hard, core.firstData.floorId, null, core.initStatus.maps); core.changeFloor(core.status.floorId, null, core.firstData.hero.loc, null, function() { if (core.isset(callback)) callback(); }, true); setTimeout(function () { // Upload var formData = new FormData(); formData.append('type', 'people'); formData.append('name', core.firstData.name); formData.append('version', core.firstData.version); formData.append('platform', core.platform.isPC?"PC":core.platform.isAndroid?"Android":core.platform.isIOS?"iOS":""); formData.append('hard', hard); formData.append('hardCode', core.getFlag('hard', 0)); core.utils.http("POST", "/games/upload.php", formData); }) } ////// 重新开始游戏;此函数将回到标题页面 ////// control.prototype.restart = function() { this.showStartAnimate(); if (core.bgms.length>0) core.playBgm(core.bgms[0]); } /////////////////////// 寻路算法 & 人物行走控制 /////////////////////// ////// 清除自动寻路路线 ////// control.prototype.clearAutomaticRouteNode = function (x, y) { if (core.status.event.id==null) core.canvas.ui.clearRect(x * 32 + 5, y * 32 + 5, 27, 27); } ////// 停止自动寻路操作 ////// control.prototype.stopAutomaticRoute = function () { if (!core.status.played) { return; } core.status.automaticRoute.autoHeroMove = false; core.status.automaticRoute.autoStep = 0; core.status.automaticRoute.destStep = 0; core.status.automaticRoute.movedStep = 0; core.status.automaticRoute.autoStepRoutes = []; core.status.automaticRoute.destX=null; core.status.automaticRoute.destY=null; core.status.automaticRoute.lastDirection = null; core.stopHero(); if (core.status.automaticRoute.moveStepBeforeStop.length==0) core.canvas.ui.clearRect(0, 0, 416, 416); } ////// 继续剩下的自动寻路操作 ////// control.prototype.continueAutomaticRoute = function () { // 此函数只应由events.afterOpenDoor和events.afterBattle调用 var moveStep = core.status.automaticRoute.moveStepBeforeStop; //core.status.automaticRoute.moveStepBeforeStop = []; if(moveStep.length===0 || (moveStep.length===1 && moveStep[0].step===1)) { core.status.automaticRoute.moveStepBeforeStop = []; } else { core.setAutoHeroMove(moveStep); } } ////// 清空剩下的自动寻路列表 ////// control.prototype.clearContinueAutomaticRoute = function () { core.canvas.ui.clearRect(0, 0, 416, 416); core.status.automaticRoute.moveStepBeforeStop=[]; } ////// 设置自动寻路路线 ////// control.prototype.setAutomaticRoute = function (destX, destY, stepPostfix) { if (!core.status.played || core.status.lockControl) { return; } // 正在寻路中 if (core.status.automaticRoute.autoHeroMove) { var lastX = core.status.automaticRoute.destX, lastY=core.status.automaticRoute.destY; core.stopAutomaticRoute(); if (lastX==destX && lastY==destY) { core.status.automaticRoute.moveDirectly = true; setTimeout(function () { if (core.status.automaticRoute.moveDirectly && core.status.heroMoving==0) { if (core.canMoveDirectly(destX, destY)) { core.clearMap('hero', 0, 0, 416, 416); core.setHeroLoc('x', destX); core.setHeroLoc('y', destY); core.drawHero(core.getHeroLoc('direction'), core.getHeroLoc('x'), core.getHeroLoc('y'), 'stop'); core.status.route.push("move:"+destX+":"+destY); } } core.status.automaticRoute.moveDirectly = false; }, 100); } return; } if (destX == core.status.hero.loc.x && destY == core.status.hero.loc.y && stepPostfix.length==0) { if (core.timeout.turnHeroTimeout==null) { core.timeout.turnHeroTimeout = setTimeout(function() { core.turnHero(); clearTimeout(core.timeout.turnHeroTimeout); core.timeout.turnHeroTimeout = null; }, 250); } else { clearTimeout(core.timeout.turnHeroTimeout); core.timeout.turnHeroTimeout = null; core.getNextItem(); } return; } var step = 0; var tempStep = null; var moveStep; if (!(moveStep = core.automaticRoute(destX, destY))) { if (destX == core.status.hero.loc.x && destY == core.status.hero.loc.y){ moveStep=[]; } else { core.canvas.ui.clearRect(0, 0, 416, 416); return; } } moveStep=moveStep.concat(stepPostfix); core.status.automaticRoute.destX=destX; core.status.automaticRoute.destY=destY; core.canvas.ui.save(); core.canvas.ui.clearRect(0, 0, 416, 416); core.canvas.ui.fillStyle = '#bfbfbf'; core.canvas.ui.strokeStyle = '#bfbfbf'; core.canvas.ui.lineWidth = 8; for (var m = 0; m < moveStep.length; m++) { if (tempStep == null) { step++; tempStep = moveStep[m].direction; } else if (tempStep == moveStep[m].direction) { step++; } else { //core.status.automaticRoutingTemp.moveStep.push({'direction': tempStep, 'step': step}); core.status.automaticRoute.autoStepRoutes.push({'direction': tempStep, 'step': step}); step = 1; tempStep = moveStep[m].direction; } if (m == moveStep.length - 1) { // core.status.automaticRoutingTemp.moveStep.push({'direction': tempStep, 'step': step}); core.status.automaticRoute.autoStepRoutes.push({'direction': tempStep, 'step': step}); core.canvas.ui.fillRect(moveStep[m].x * 32 + 10, moveStep[m].y * 32 + 10, 12, 12); } else { core.canvas.ui.beginPath(); if (core.isset(moveStep[m + 1]) && tempStep != moveStep[m + 1].direction) { if (tempStep == 'up' && moveStep[m + 1].direction == 'left' || tempStep == 'right' && moveStep[m + 1].direction == 'down') { core.canvas.ui.moveTo(moveStep[m].x * 32 + 5, moveStep[m].y * 32 + 16); core.canvas.ui.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 16); core.canvas.ui.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 27); } else if (tempStep == 'up' && moveStep[m + 1].direction == 'right' || tempStep == 'left' && moveStep[m + 1].direction == 'down') { core.canvas.ui.moveTo(moveStep[m].x * 32 + 27, moveStep[m].y * 32 + 16); core.canvas.ui.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 16); core.canvas.ui.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 27); } else if (tempStep == 'left' && moveStep[m + 1].direction == 'up' || tempStep == 'down' && moveStep[m + 1].direction == 'right') { core.canvas.ui.moveTo(moveStep[m].x * 32 + 27, moveStep[m].y * 32 + 16); core.canvas.ui.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 16); core.canvas.ui.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 5); } else if (tempStep == 'right' && moveStep[m + 1].direction == 'up' || tempStep == 'down' && moveStep[m + 1].direction == 'left') { core.canvas.ui.moveTo(moveStep[m].x * 32 + 5, moveStep[m].y * 32 + 16); core.canvas.ui.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 16); core.canvas.ui.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 5); } core.canvas.ui.stroke(); continue; } switch (tempStep) { case 'up': case 'down': core.canvas.ui.beginPath(); core.canvas.ui.moveTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 5); core.canvas.ui.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 27); core.canvas.ui.stroke(); break; case 'left': case 'right': core.canvas.ui.beginPath(); core.canvas.ui.moveTo(moveStep[m].x * 32 + 5, moveStep[m].y * 32 + 16); core.canvas.ui.lineTo(moveStep[m].x * 32 + 27, moveStep[m].y * 32 + 16); core.canvas.ui.stroke(); break; } } } core.canvas.ui.restore(); // 立刻移动 core.setAutoHeroMove(); } ////// 自动寻路算法,找寻最优路径 ////// control.prototype.automaticRoute = function (destX, destY) { var startX = core.getHeroLoc('x'); var startY = core.getHeroLoc('y'); var scan = { 'up': {'x': 0, 'y': -1}, 'left': {'x': -1, 'y': 0}, 'down': {'x': 0, 'y': 1}, 'right': {'x': 1, 'y': 0} }; var queue = []; var nowDeep = 0; var route = []; var ans = [] if (destX == startX && destY == startY) return false; queue.push(13 * startX + startY); queue.push(-1); route[13 * startX + startY] = ''; while (queue.length != 1) { var f = queue.shift(); if (f===-1) {nowDeep+=1;queue.push(-1);continue;} var deep = ~~(f/169); if (deep!==nowDeep) {queue.push(f);continue;} f=f%169; var nowX = parseInt(f / 13), nowY = f % 13; var nowIsArrow = false, nowId, nowBlock = core.getBlock(nowX,nowY); for (var direction in scan) { if (!core.canMoveHero(nowX, nowY, direction)) continue; var nx = nowX + scan[direction].x; var ny = nowY + scan[direction].y; if (nx<0 || nx>12 || ny<0 || ny>12) continue; var nid = 13 * nx + ny; if (core.isset(route[nid])) continue; var deepAdd=1; var nextId, nextBlock = core.getBlock(nx,ny); if (nextBlock!=null){ nextId = nextBlock.block.event.id; // 绕过亮灯(因为只有一次通行机会很宝贵) if(nextId == "light") deepAdd=100; // 绕过路障 if (nextId.substring(nextId.length-3)=="Net") deepAdd=core.values.lavaDamage; // 绕过血瓶 if (!core.flags.potionWhileRouting && nextId.substring(nextId.length-6)=="Potion") deepAdd=20; // 绕过传送点 if (nextBlock.block.event.trigger == 'changeFloor') deepAdd = 10; } if (core.status.checkBlock.damage[nid]>0) deepAdd = core.status.checkBlock.damage[nid]; if (nx == destX && ny == destY) { route[nid] = direction; break; } if (core.noPassExists(nx, ny)) continue; route[nid] = direction; queue.push(169*(nowDeep+deepAdd)+nid); } if (core.isset(route[13 * destX + destY])) break; } if (!core.isset(route[13 * destX + destY])) { return false; } var nowX = destX, nowY = destY; while (nowX != startX || nowY != startY) { var dir = route[13 * nowX + nowY]; ans.push({'direction': dir, 'x': nowX, 'y': nowY}); nowX -= scan[dir].x; nowY -= scan[dir].y; } ans.reverse(); return ans; } ////// 显示离散的寻路点 ////// control.prototype.fillPosWithPoint = function (pos) { core.fillRect('ui', pos.x*32+12,pos.y*32+12,8,8, '#bfbfbf'); } ////// 设置勇士的自动行走路线 ////// control.prototype.setAutoHeroMove = function (steps) { steps=steps||core.status.automaticRoute.autoStepRoutes; if (steps.length == 0) { return; } core.status.automaticRoute.autoStepRoutes=steps; core.status.automaticRoute.autoHeroMove = true; core.status.automaticRoute.autoStep = 1; core.status.automaticRoute.destStep = steps[0].step; core.moveHero(steps[0].direction); } ////// 设置行走的效果动画 ////// control.prototype.setHeroMoveInterval = function (direction, x, y, callback) { if (core.status.heroMoving>0) { return; } core.status.heroMoving=1; var scan = { 'up': {'x': 0, 'y': -1}, 'left': {'x': -1, 'y': 0}, 'down': {'x': 0, 'y': 1}, 'right': {'x': 1, 'y': 0} }; core.interval.heroMoveInterval = window.setInterval(function () { core.status.heroMoving++; if (core.status.heroMoving==8) { core.setHeroLoc('x', x+scan[direction].x); core.setHeroLoc('y', y+scan[direction].y); core.moveOneStep(); core.clearMap('hero', 0, 0, 416, 416); core.drawHero(direction, core.getHeroLoc('x'), core.getHeroLoc('y'), 'stop'); //if (core.status.heroStop) // core.drawHero(direction, core.getHeroLoc('x'), core.getHeroLoc('y'), 'stop'); clearInterval(core.interval.heroMoveInterval); core.status.heroMoving = 0; if (core.isset(callback)) callback(); } }, 12.5 / core.status.replay.speed); } ////// 实际每一步的行走过程 ////// control.prototype.moveAction = function (callback) { if (core.interval.openDoorAnimate!=null) return; // 开门判断 if (core.status.heroMoving>0) return; var scan = { 'up': {'x': 0, 'y': -1}, 'left': {'x': -1, 'y': 0}, 'down': {'x': 0, 'y': 1}, 'right': {'x': 1, 'y': 0} }; var direction = core.getHeroLoc('direction'); var x = core.getHeroLoc('x'); var y = core.getHeroLoc('y'); var noPass = core.noPass(x + scan[direction].x, y + scan[direction].y), canMove = core.canMoveHero(); if (noPass || !canMove) { if (core.status.event.id!='ski') core.status.route.push(direction); core.status.automaticRoute.moveStepBeforeStop = []; if (canMove) // 非箭头:触发 core.trigger(x + scan[direction].x, y + scan[direction].y); core.drawHero(direction, x, y, 'stop'); if (core.status.automaticRoute.moveStepBeforeStop.length==0) { core.clearContinueAutomaticRoute(); core.stopAutomaticRoute(); } if (core.isset(callback)) callback(); } else { core.setHeroMoveInterval(direction, x, y, function () { if (core.status.automaticRoute.autoHeroMove) { core.status.automaticRoute.movedStep++; core.status.automaticRoute.lastDirection = core.getHeroLoc('direction'); if (core.status.automaticRoute.destStep == core.status.automaticRoute.movedStep) { if (core.status.automaticRoute.autoStep == core.status.automaticRoute.autoStepRoutes.length) { core.clearContinueAutomaticRoute(); core.stopAutomaticRoute(); } else { core.status.automaticRoute.movedStep = 0; core.status.automaticRoute.destStep = core.status.automaticRoute.autoStepRoutes[core.status.automaticRoute.autoStep].step; core.setHeroLoc('direction', core.status.automaticRoute.autoStepRoutes[core.status.automaticRoute.autoStep].direction); core.status.automaticRoute.autoStep++; } } } else if (core.status.heroStop) { core.drawHero(core.getHeroLoc('direction'), core.getHeroLoc('x'), core.getHeroLoc('y'), 'stop'); } if (core.status.event.id!='ski') core.status.route.push(direction); core.trigger(core.getHeroLoc('x'), core.getHeroLoc('y')); core.checkBlock(); if (core.isset(callback)) callback(); }); } } ////// 转向 ////// control.prototype.turnHero = function() { if (core.status.hero.loc.direction == 'up') core.status.hero.loc.direction = 'right'; else if (core.status.hero.loc.direction == 'right') core.status.hero.loc.direction = 'down'; else if (core.status.hero.loc.direction == 'down') core.status.hero.loc.direction = 'left'; else if (core.status.hero.loc.direction == 'left') core.status.hero.loc.direction = 'up'; core.drawHero(core.status.hero.loc.direction, core.status.hero.loc.x, core.status.hero.loc.y, 'stop', 0, 0); core.canvas.ui.clearRect(0, 0, 416, 416); core.status.route.push("turn"); } ////// 让勇士开始移动 ////// control.prototype.moveHero = function (direction, callback) { // 如果正在移动,直接return if (core.status.heroMoving>0) return; if (core.isset(direction)) core.setHeroLoc('direction', direction); if (!core.isset(callback)) { // 如果不存在回调函数,则使用heroMoveTrigger core.status.heroStop = false; core.status.automaticRoute.moveDirectly = false; var doAction = function () { if (!core.status.heroStop) { core.moveAction(); setTimeout(doAction, 50); } else { core.stopHero(); } } doAction(); } else { // 否则,只向某个方向移动一步,然后调用callback core.moveAction(function () { callback(); }) } } /////// 使用事件让勇士移动。这个函数将不会触发任何事件 ////// control.prototype.eventMoveHero = function(steps, time, callback) { time = time || 100; core.clearMap('ui', 0, 0, 416, 416); core.setAlpha('ui', 1.0); // 要运行的轨迹:将steps展开 var moveSteps=[]; steps.forEach(function (e) { if (typeof e=="string") { moveSteps.push(e); } else { if (!core.isset(e.value)) { moveSteps.push(e.direction) } else { for (var i=0;i12 || ny<0 || ny>12) continue; if (!zoneSquare && Math.abs(dx)+Math.abs(dy)>range) continue; core.status.checkBlock.damage[13*nx+ny]+=enemy.value; } } } // 存在阻击 if (core.enemys.hasSpecial(enemy.special, 18)) { for (var dx=-1;dx<=1;dx++) { for (var dy=-1;dy<=1;dy++) { if (dx==0 && dy==0) continue; var nx=x+dx, ny=y+dy; if (nx<0 || nx>12 || ny<0 || ny>12 || Math.abs(dx)+Math.abs(dy)>1) continue; core.status.checkBlock.damage[13*nx+ny]+=enemy.value; } } } } } } // Step3: 更新夹击点坐标,并将夹击伤害加入到damage中 core.status.checkBlock.betweenAttack = []; // 记录(x,y)点是否有夹击 for (var x=0;x<13;x++) { for (var y=0;y<13;y++) { var has=false; if (x>0 && x<12) { var id1=core.status.checkBlock.map[13*(x-1)+y], id2=core.status.checkBlock.map[13*(x+1)+y]; if (core.isset(id1) && core.isset(id2) && id1==id2) { var enemy = core.enemys.getEnemys(id1); if (core.enemys.hasSpecial(enemy.special, 16)) { has = true; } } } if (y>0 && y<12) { var id1=core.status.checkBlock.map[13*x+y-1], id2=core.status.checkBlock.map[13*x+y+1]; if (core.isset(id1) && core.isset(id2) && id1==id2) { var enemy = core.enemys.getEnemys(id1); if (core.enemys.hasSpecial(enemy.special, 16)) { has = true; } } } // 存在夹击 if (has) { core.status.checkBlock.betweenAttack[13*x+y]=true; var leftHp = core.status.hero.hp - core.status.checkBlock.damage[13*x+y]; if (leftHp>1) core.status.checkBlock.damage[13*x+y] += parseInt((leftHp+(core.flags.betweenAttackCeil?0:1))/2); } } } } ////// 检查并执行领域、夹击、阻击事件 ////// control.prototype.checkBlock = function () { var x=core.getHeroLoc('x'), y=core.getHeroLoc('y'); var damage = core.status.checkBlock.damage[13*x+y]; if (damage>0) { core.status.hero.hp -= damage; // 检查阻击事件 var snipe = []; var scan = { 'up': {'x': 0, 'y': -1}, 'left': {'x': -1, 'y': 0}, 'down': {'x': 0, 'y': 1}, 'right': {'x': 1, 'y': 0} } for (var direction in scan) { var nx = x+scan[direction].x, ny=y+scan[direction].y; if (nx<0 || nx>12 || ny<0 || ny>12) continue; var id=core.status.checkBlock.map[13*nx+ny]; if (core.isset(id)) { var enemy = core.enemys.getEnemys(id); if (core.isset(enemy) && core.enemys.hasSpecial(enemy.special, 18)) { snipe.push({'direction': direction, 'x': nx, 'y': ny}); } } } if (core.status.checkBlock.betweenAttack[13*x+y] && damage>0) { core.drawTip('受到夹击,生命变成一半'); } // 阻击 else if (snipe.length>0 && damage>0) { core.drawTip('受到阻击伤害'+damage+'点'); } else if (damage>0) { core.drawTip('受到领域伤害'+damage+'点'); } core.playSound('zone.ogg'); core.drawAnimate("zone", x, y); if (core.status.hero.hp<=0) { core.status.hero.hp=0; core.updateStatusBar(); core.events.lose('zone'); return; } snipe = snipe.filter(function (t) { var x=t.x, y=t.y, direction = t.direction; var nx = x+scan[direction].x, ny=y+scan[direction].y; return nx>=0 && nx<=12 && ny>=0 && ny<=12 && core.getBlock(nx, ny, core.status.floorId, false)==null; }); core.updateStatusBar(); if (snipe.length>0) core.snipe(snipe); } } ////// 阻击事件(动画效果) ////// control.prototype.snipe = function (snipes) { var scan = { 'up': {'x': 0, 'y': -1}, 'left': {'x': -1, 'y': 0}, 'down': {'x': 0, 'y': 1}, 'right': {'x': 1, 'y': 0} }; snipes.forEach(function (snipe) { var x=snipe.x, y=snipe.y, direction = snipe.direction; snipe.nx = x+scan[snipe.direction].x; snipe.ny = y+scan[snipe.direction].y; core.removeGlobalAnimate(x, y); var block = core.getBlock(x,y).block; snipe.blockIcon = core.material.icons[block.event.cls][block.event.id]; snipe.blockImage = core.material.images[block.event.cls]; var damage = core.enemys.getDamage(block.event.id); var color = "#000000"; if (damage <= 0) color = '#00FF00'; else if (damage < core.status.hero.hp / 3) color = '#FFFFFF'; else if (damage < core.status.hero.hp * 2 / 3) color = '#FFFF00'; else if (damage < core.status.hero.hp) color = '#FF7F00'; else color = '#FF0000'; if (damage >= 999999999) damage = "???"; else if (damage > 100000) damage = (damage / 10000).toFixed(1) + "w"; snipe.damage = damage; snipe.color = color; snipe.block = core.clone(block); }) var finishSnipe = function () { snipes.forEach(function (t) { core.removeBlock(t.x, t.y); var nBlock = core.clone(t.block); nBlock.x = t.nx; nBlock.y = t.ny; core.status.thisMap.blocks.push(nBlock); core.addGlobalAnimate(2, 32*t.nx, 32*t.ny, t.blockIcon, t.blockImage); core.canvas.event.drawImage(t.blockImage, 0, t.blockIcon*32, 32, 32, 32*t.nx, 32*t.ny, 32, 32); }); core.syncGlobalAnimate(); core.updateStatusBar(); return; } if (core.status.replay.replaying) { finishSnipe(); } else { core.waitHeroToStop(function() { core.lockControl(); var time = 500, step = 0; var animateValue = 2; var animateCurrent = 0; var animateTime = 0; core.canvas.fg.textAlign = 'left'; var animate=window.setInterval(function() { step++; animateTime += time / 16; if (animateTime >= core.values.animateSpeed * 2 / animateValue) { animateCurrent++; animateTime = 0; if (animateCurrent>=animateValue) animateCurrent=0; } snipes.forEach(function (snipe) { var x=snipe.x, y=snipe.y, direction = snipe.direction; var nowX=32*x+scan[direction].x*2*step, nowY=32*y+scan[direction].y*2*step; // 清空上一次 core.clearMap('event', nowX-2*scan[direction].x, nowY-2*scan[direction].y, 32, 32); core.clearMap('fg', nowX-2*scan[direction].x, nowY-2*scan[direction].y, 32, 32); core.canvas.event.drawImage(snipe.blockImage, animateCurrent*32, snipe.blockIcon*32, 32, 32, nowX, nowY, 32, 32); if (core.hasItem('book')) { // drawFG core.setFillStyle('fg', '#000000'); core.canvas.fg.fillText(snipe.damage, nowX + 2, nowY + 30); core.canvas.fg.fillText(snipe.damage, nowX, nowY + 30); core.canvas.fg.fillText(snipe.damage, nowX + 2, nowY + 32); core.canvas.fg.fillText(snipe.damage, nowX, nowY + 32); core.setFillStyle('fg', snipe.color); core.canvas.fg.fillText(snipe.damage, nowX + 1, nowY + 31); } }) if (step==16) { // 移动完毕 clearInterval(animate); finishSnipe(); // 不存在自定义事件 if (core.status.event.id==null) core.unLockControl(); } }, time/16); }); } } ////// 更改天气效果 ////// control.prototype.setWeather = function (type, level) { // 非雨雪 if (type!='rain' && type!='snow') { core.clearMap('weather', 0, 0, 416, 416) core.animateFrame.weather.type = null; core.animateFrame.weather.level = 0; core.animateFrame.weather.nodes = []; return; } level = parseInt(level); // 当前天气:则忽略 if (type==core.animateFrame.weather.type && (!core.isset(level) || 20*level==core.animateFrame.weather.level)) { return; } if (!core.isset(level)) level=5; if (level<1) level=1; if (level>10) level=10; level *= 20; core.clearMap('weather', 0, 0, 416, 416) core.animateFrame.weather.type = type; core.animateFrame.weather.level = level; core.animateFrame.weather.nodes = []; if (type == 'rain') { for (var a=0;a1) color[3]=1; if (time==0) { // 直接变色 core.dom.curtain.style.background = core.arrayToRGB(color); core.dom.curtain.style.opacity = color[3]; core.status.curtainColor = color; if (core.isset(callback)) callback(); return; } var step=0; core.status.replay.animate=true; var changeAnimate = setInterval(function() { step++; var nowAlpha = fromColor[3]+(color[3]-fromColor[3])*step/25; var nowR = parseInt(fromColor[0]+(color[0]-fromColor[0])*step/25); var nowG = parseInt(fromColor[1]+(color[1]-fromColor[1])*step/25); var nowB = parseInt(fromColor[2]+(color[2]-fromColor[2])*step/25); core.dom.curtain.style.background = core.arrayToRGB([nowR,nowG,nowB]); core.dom.curtain.style.opacity = nowAlpha; if (step>=25) { clearInterval(changeAnimate); core.status.curtainColor = color; core.status.replay.animate=false; if (core.isset(callback)) callback(); } }, time/25); } ////// 更新全地图显伤 ////// control.prototype.updateFg = function () { if (!core.isset(core.status.thisMap) || !core.isset(core.status.thisMap.blocks)) return; // 更新显伤 var mapBlocks = core.status.thisMap.blocks; core.clearMap('fg', 0, 0, 416, 416); // 没有怪物手册 if (!core.hasItem('book')) return; core.setFont('fg', "bold 11px Arial"); var hero_hp = core.status.hero.hp; if (core.flags.displayEnemyDamage) { core.canvas.fg.textAlign = 'left'; for (var b = 0; b < mapBlocks.length; b++) { var x = mapBlocks[b].x, y = mapBlocks[b].y; if (core.isset(mapBlocks[b].event) && mapBlocks[b].event.cls == 'enemys' && !(core.isset(mapBlocks[b].enable) && !mapBlocks[b].enable)) { // 非系统默认的战斗事件(被覆盖) if (mapBlocks[b].event.trigger != 'battle') { // 判断显伤 var event = core.floors[core.status.floorId].events[x+","+y]; if (core.isset(event) && !(event instanceof Array)) { if (core.isset(event.displayDamage) && !event.displayDamage) continue; } } var id = mapBlocks[b].event.id; var damage = core.enemys.getDamage(id); var color = "#000000"; if (damage <= 0) color = '#00FF00'; else if (damage < hero_hp / 3) color = '#FFFFFF'; else if (damage < hero_hp * 2 / 3) color = '#FFFF00'; else if (damage < hero_hp) color = '#FF7F00'; else color = '#FF0000'; if (damage >= 999999999) damage = "???"; else if (damage > 100000) damage = (damage / 10000).toFixed(1) + "w"; core.setFillStyle('fg', '#000000'); core.canvas.fg.fillText(damage, 32 * x + 2, 32 * (y + 1) - 2); core.canvas.fg.fillText(damage, 32 * x, 32 * (y + 1) - 2); core.canvas.fg.fillText(damage, 32 * x + 2, 32 * (y + 1)); core.canvas.fg.fillText(damage, 32 * x, 32 * (y + 1)); core.setFillStyle('fg', color); core.canvas.fg.fillText(damage, 32 * x + 1, 32 * (y + 1) - 1); } } } // 如果是领域&夹击 if (core.flags.displayExtraDamage) { core.canvas.fg.textAlign = 'center'; for (var x=0;x<13;x++) { for (var y=0;y<13;y++) { var damage = core.status.checkBlock.damage[13*x+y]; if (damage>0) { core.setFillStyle('fg', '#000000'); core.canvas.fg.fillText(damage, 32 * x + 17, 32 * (y + 1) - 13); core.canvas.fg.fillText(damage, 32 * x + 15, 32 * (y + 1) - 15); core.canvas.fg.fillText(damage, 32 * x + 17, 32 * (y + 1) - 15); core.canvas.fg.fillText(damage, 32 * x + 15, 32 * (y + 1) - 13); core.setFillStyle('fg', '#FF7F00'); core.canvas.fg.fillText(damage, 32 * x + 16, 32 * (y + 1) - 14); } } } } } ////// 执行一个表达式的effect操作 ////// control.prototype.doEffect = function (expression) { // 必须使用"+=" var arr = expression.split("+="); if (arr.length!=2) return; var name=arr[0], value=core.calValue(arr[1]); if (name.indexOf("status:")==0) { var status=name.substring(7); core.setStatus(status, core.getStatus(status)+value); } else if (name.indexOf("item:")==0) { var itemId=name.substring(5); core.setItem(itemId, core.itemCount(itemId)+value); } } ////// 作弊 ////// control.prototype.debug = function() { core.setStatus('hp', 999999); core.setStatus('atk', 10000); core.setStatus('def', 10000); core.setStatus('mdef', 10000); core.setStatus('money', 10000); core.setStatus('experience', 10000); core.setItem('yellowKey', 50); core.setItem('blueKey', 50); core.setItem('redKey', 50); core.setItem('book', 1); core.setItem('fly', 1); for (var i in core.status.maps) if (core.status.maps[i].canFlyTo && core.status.hero.flyRange.indexOf(i)<0) core.status.hero.flyRange.push(i); core.updateStatusBar(); core.drawTip("作弊成功"); } ////// 开始播放 ////// control.prototype.startReplay = function (list) { core.status.replay.replaying=true; core.status.replay.pausing=false; core.status.replay.speed=1.0; core.status.replay.toReplay = core.clone(list); core.status.replay.totalList = core.clone(list); core.updateStatusBar(); core.drawTip("开始播放"); this.replay(); return; } ////// 更改播放状态 ////// control.prototype.triggerReplay = function () { if (core.status.replay.pausing) this.resumeReplay(); else this.pauseReplay(); } ////// 暂停播放 ////// control.prototype.pauseReplay = function () { if (!core.status.replay.replaying) return; core.status.replay.pausing = true; core.updateStatusBar(); core.drawTip("暂停播放"); } ////// 恢复播放 ////// control.prototype.resumeReplay = function () { if (!core.status.replay.replaying) return; core.status.replay.pausing = false; core.updateStatusBar(); core.drawTip("恢复播放"); core.replay(); } ////// 加速播放 ////// control.prototype.forwardReplay = function () { if (!core.status.replay.replaying) return; core.status.replay.speed = parseInt(10*core.status.replay.speed + 1)/10; if (core.status.replay.speed>2.5) core.status.replay.speed=2.5; core.drawTip("x"+core.status.replay.speed+"倍"); } ////// 减速播放 ////// control.prototype.rewindReplay = function () { if (!core.status.replay.replaying) return; core.status.replay.speed = parseInt(10*core.status.replay.speed - 1)/10; if (core.status.replay.speed<0.3) core.status.replay.speed=0.3; core.drawTip("x"+core.status.replay.speed+"倍"); } ////// 停止播放 ////// control.prototype.stopReplay = function () { if (!core.status.replay.replaying) return; core.status.replay.toReplay = []; core.status.replay.totalList = []; core.status.replay.replaying=false; core.status.replay.pausing=false; core.status.replay.speed=1.0; core.updateStatusBar(); core.drawTip("停止播放并恢复游戏"); } ////// 回放 ////// control.prototype.replay = function () { if (!core.status.replay.replaying) return; // 没有回放 if (core.status.replay.pausing) return; // 暂停状态 if (core.status.replay.animate) return; // 正在某段动画中 if (core.status.replay.toReplay.length==0) { // 回放完毕 core.stopReplay(); core.insertAction("录像回放完毕!"); return; } var action=core.status.replay.toReplay.shift(); if (action=='up' || action=='down' || action=='left' || action=='right') { core.moveHero(action, function () { core.replay(); }); return; } else if (action.indexOf("item:")==0) { var itemId = action.substring(5); if (core.canUseItem(itemId)) { var tools = Object.keys(core.status.hero.items.tools).sort(); var constants = Object.keys(core.status.hero.items.constants).sort(); var index; if ((index=tools.indexOf(itemId))>=0 || (index=constants.indexOf(itemId)+100)>=100) { core.ui.drawToolbox(index); setTimeout(function () { core.ui.closePanel(); core.useItem(itemId, function () { core.replay(); }); }, 750); } return; } } else if (action.indexOf("fly:")==0) { var floorId=action.substring(4); var toIndex=core.status.hero.flyRange.indexOf(floorId); var nowIndex=core.status.hero.flyRange.indexOf(core.status.floorId); if (core.hasItem('fly') && toIndex>=0 && nowIndex>=0) { core.ui.drawFly(toIndex); setTimeout(function () { core.ui.closePanel(); var stair=toIndex0) { var shop=core.status.shops[shopId]; if (core.isset(shop) && shop.visited) { // 商店可用 var choices = shop.choices; var topIndex = 6 - parseInt(choices.length / 2); core.status.event.selection = parseInt(selections.shift()); core.events.openShop(shopId, false); var shopInterval = setInterval(function () { if (!core.events.clickShop(6, topIndex+core.status.event.selection)) { clearInterval(shopInterval); core.stopReplay(); core.drawTip("录像文件出错"); return; } if (selections.length==0) { clearInterval(shopInterval); core.events.clickShop(6, topIndex+choices.length); core.replay(); return; } core.status.event.selection = parseInt(selections.shift()); core.events.openShop(shopId, false); }, 750); return; } } } else if (action=='turn') { core.turnHero(); core.replay(); return; } else if (action=='getNext') { if (core.flags.enableGentleClick && core.getBlock(core.nextX(), core.nextY())!=null) { var nextX = core.nextX(), nextY = core.nextY(); var block = core.getBlock(nextX, nextY); if (block!=null && block.block.event.trigger=='getItem') { core.getItem(block.block.event.id, 1, nextX, nextY); core.status.route.push("getNext"); core.replay(); return; } } } else if (action.indexOf('move:')==0) { var pos=action.substring(5).split(":"); var x=parseInt(pos[0]), y=parseInt(pos[1]); if (core.canMoveDirectly(x,y)) { core.clearMap('hero', 0, 0, 416, 416); core.setHeroLoc('x', x); core.setHeroLoc('y', y); core.drawHero(core.getHeroLoc('direction'), core.getHeroLoc('x'), core.getHeroLoc('y'), 'stop'); core.status.route.push("move:"+x+":"+y); core.replay(); return; } } core.stopReplay(); core.insertAction("录像文件出错"); } ////// 判断当前能否进入某个事件 ////// control.prototype.checkStatus = function (name, need, item) { if (need && core.status.event.id == name) { core.ui.closePanel(); return false; } if (need && core.status.lockControl) return false; if (core.isset(item) && item && !core.hasItem(name)) { core.drawTip("你没有" + core.material.items[name].name); return false; } if (!core.status.heroStop) { core.drawTip("请先停止勇士行动"); return false; } core.lockControl(); core.status.event.id = name; return true; } ////// 点击怪物手册时的打开操作 ////// control.prototype.openBook = function (need) { if (core.isset(core.status.replay)&&core.status.replay.replaying) return; // 当前是book,且从“浏览地图”打开 if (core.status.event.id == 'book' && core.isset(core.status.event.selection)) { core.status.boxAnimateObjs = []; core.ui.drawMaps(core.status.event.selection); return; } // 从“浏览地图”页面打开 if (core.status.event.id=='viewMaps') { need=false; core.status.event.selection = core.status.event.data; } if (!core.checkStatus('book', need, true)) return; core.useItem('book'); } ////// 点击楼层传送器时的打开操作 ////// control.prototype.useFly = function (need) { if (core.isset(core.status.replay)&&core.status.replay.replaying) return; if (!core.checkStatus('fly', need, true)) return; if (core.flags.flyNearStair && !core.nearStair()) { core.drawTip("只有在楼梯边才能使用传送器"); core.unLockControl(); core.status.event.data = null; core.status.event.id = null; return; } if (!core.canUseItem('fly')) { core.drawTip("楼层传送器好像失效了"); core.unLockControl(); core.status.event.data = null; core.status.event.id = null; return; } core.useItem('fly'); return; } ////// 点击工具栏时的打开操作 ////// control.prototype.openToolbox = function (need) { if (core.isset(core.status.replay)&&core.status.replay.replaying) return; if (!core.checkStatus('toolbox', need)) return; core.ui.drawToolbox(); } ////// 点击快捷商店按钮时的打开操作 ////// control.prototype.openQuickShop = function (need) { if (core.isset(core.status.replay)&&core.status.replay.replaying) return; if (!core.checkStatus('selectShop', need)) return; core.ui.drawQuickShop(); } ////// 点击保存按钮时的打开操作 ////// control.prototype.save = function(need) { if (core.isset(core.status.replay)&&core.status.replay.replaying) return; if (!core.checkStatus('save', need)) return; var saveIndex = core.status.saveIndex; var page=parseInt((saveIndex-1)/5), offset=saveIndex-5*page; core.ui.drawSLPanel(10*page+offset); } ////// 点击读取按钮时的打开操作 ////// control.prototype.load = function (need) { if (core.isset(core.status.replay)&&core.status.replay.replaying) return; var saveIndex = core.getLocalStorage('saveIndex2', 1); var page=parseInt((saveIndex-1)/5), offset=saveIndex-5*page; // 游戏开始前读档 if (!core.isPlaying()) { core.status.event = {'id': 'load', 'data': null}; core.status.lockControl = true; core.dom.startPanel.style.display = 'none'; core.ui.drawSLPanel(10*page+offset); return; } if (!core.checkStatus('load', need)) return; core.ui.drawSLPanel(10*page+offset); } ////// 点击设置按钮时的操作 ////// control.prototype.openSettings = function (need) { if (core.isset(core.status.replay)&&core.status.replay.replaying) return; if (!core.checkStatus('settings', need)) return; core.ui.drawSettings(); } ////// 自动存档 ////// control.prototype.autosave = function (removeLast) { var x=null; if (removeLast) x=core.status.route.pop(); core.saveData("autoSave"); if (removeLast && core.isset(x)) core.status.route.push(x); } ////// 实际进行存读档事件 ////// control.prototype.doSL = function (id, type) { if (type=='save') { if (id=='autoSave') { core.drawTip('不能覆盖自动存档!'); return; } if (core.saveData("save"+id)) { core.ui.closePanel(); core.drawTip('存档成功!'); if (id!="autoSave") { core.status.saveIndex=id; core.setLocalStorage('saveIndex2', core.status.saveIndex); } } else { core.drawTip('存储空间不足,请覆盖已有的存档或在菜单栏中进行清理'); } return; } else if (type=='load') { var data = core.getLocalStorage(id=='autoSave'?id:"save"+id, null); if (!core.isset(data)) { core.drawTip("无效的存档"); return; } if (data.version != core.firstData.version) { // core.drawTip("存档版本不匹配"); if (confirm("存档版本不匹配!\n你想回放此存档的录像吗?")) { core.dom.startPanel.style.display = 'none'; core.resetStatus(core.firstData.hero, data.hard, core.firstData.floorId, null, core.initStatus.maps); core.events.setInitData(data.hard); core.changeFloor(core.status.floorId, null, core.firstData.hero.loc, null, function() { core.startReplay(core.decodeRoute(data.route)); }, true); } return; } core.ui.closePanel(); core.loadData(data, function() { core.drawTip("读档成功"); if (id!="autoSave") { core.status.saveIndex=id; core.setLocalStorage('saveIndex2', core.status.saveIndex); } }); return; } } ////// 同步存档到服务器 ////// control.prototype.syncSave = function (type) { var saves=null; // data if (type=='all') { saves=[]; for (var i=1;i<=150;i++) { var data = core.getLocalStorage("save"+i, null); if (core.isset(data)) { saves.push(data); } } } else { for (var i=150;i>=1;i--) { saves=core.getLocalStorage("save"+i, null); if (core.isset(saves)) { break; } } } if (!core.isset(saves)) { core.drawText("没有要同步的存档"); return; } core.ui.drawWaiting("正在同步,请稍后..."); var formData = new FormData(); formData.append('type', 'save'); formData.append('name', core.firstData.name); var save_text = JSON.stringify(saves); formData.append('data', save_text); core.http("POST", "/games/sync.php", formData, function (data) { var response = JSON.parse(data); if (response.code<0) { core.drawText("出错啦!\n无法同步存档到服务器。\n错误原因:"+response.msg); } else { core.drawText("同步成功!\n\n您的存档编号: "+response.code+"\n您的存档密码: "+response.msg+"\n\n请牢记以上两个信息(如截图等),在从服务器\n同步存档时使用。") } }, function (e) { core.drawText("出错啦!\n无法同步存档到服务器。\n错误原因:"+e); }) } ////// 从服务器加载存档 ////// control.prototype.syncLoad = function () { var id = prompt("请输入存档编号:"); if (id==null || id=="") { core.ui.drawSyncSave(); return; } var password = prompt("请输入存档密码:"); if (password==null || password=="") { core.ui.drawSyncSave(); return; } core.ui.drawWaiting("正在同步,请稍后..."); var formData = new FormData(); formData.append('type', 'load'); formData.append('name', core.firstData.name); formData.append('id', id); formData.append('password', password); core.http("POST", "/games/sync.php", formData, function (data) { var response = JSON.parse(data); switch (response.code) { case 0: // 成功 var data=JSON.parse(response.msg); // console.log(data); if (data instanceof Array) { core.status.event.selection=1; core.ui.drawConfirmBox("所有本地存档都将被覆盖,确认?", function () { for (var i=1;i<=150;i++) { if (i<=data.length) { core.setLocalStorage("save"+i, data[i-1]); } else { core.removeLocalStorage("save"+i); } } core.drawText("同步成功!\n你的本地所有存档均已被覆盖。"); }, function () { core.status.event.selection=0; core.ui.drawSyncSave(); }) } else { // 只覆盖单存档 var index=150; for (var i=150;i>=1;i--) { if (core.getLocalStorage("save"+i, null)==null) index=i; else break; } core.setLocalStorage("save"+index, data); core.drawText("同步成功!\n单存档已覆盖至存档"+index); } break; case -1: core.drawText("出错啦!\n存档编号"+id+"不存在!"); break; case -2: core.drawText("出错啦!\n存档密码错误!"); break; default: core.drawText("出错啦!\n无法从服务器同步存档。\n错误原因:"+response.msg); break; } }, function (e) { core.drawText("出错啦!\n无法从服务器同步存档。\n错误原因:"+e); }); } ////// 存档到本地 ////// control.prototype.saveData = function(dataId) { var data = { 'floorId': core.status.floorId, 'hero': core.clone(core.status.hero), 'hard': core.status.hard, 'maps': core.maps.save(core.status.maps), 'route': core.encodeRoute(core.status.route), 'shops': {}, 'version': core.firstData.version, "time": new Date().getTime() }; // set shop times for (var shop in core.status.shops) { data.shops[shop]={ 'times': core.status.shops[shop].times || 0, 'visited': core.status.shops[shop].visited || false } } core.events.beforeSaveData(data); return core.setLocalStorage(dataId, data); } ////// 从本地读档 ////// control.prototype.loadData = function (data, callback) { core.resetStatus(data.hero, data.hard, data.floorId, core.decodeRoute(data.route), core.maps.load(data.maps)); // load shop times for (var shop in core.status.shops) { if (core.isset(data.shops[shop])) { core.status.shops[shop].times = data.shops[shop].times; core.status.shops[shop].visited = data.shops[shop].visited; } } core.events.afterLoadData(data); core.changeFloor(data.floorId, null, data.hero.loc, 0, function() { if (core.isset(callback)) callback(); }, true); } ////// 设置勇士属性 ////// control.prototype.setStatus = function (statusName, statusVal) { core.status.hero[statusName] = statusVal; } ////// 获得勇士属性 ////// control.prototype.getStatus = function (statusName) { return core.status.hero[statusName]; } ////// 获得某个等级的名称 ////// control.prototype.getLvName = function () { if (core.status.hero.lv>core.firstData.levelUp.length) return core.status.hero.lv; return core.firstData.levelUp[core.status.hero.lv-1].name || core.status.hero.lv; } ////// 设置某个自定义变量或flag ////// control.prototype.setFlag = function(flag, value) { if (!core.isset(core.status.hero)) return; core.status.hero.flags[flag]=value; } ////// 获得某个自定义变量或flag ////// control.prototype.getFlag = function(flag, defaultValue) { if (!core.isset(core.status.hero)) return defaultValue; var value = core.status.hero.flags[flag]; if (core.isset(value)) return value; return defaultValue; } ////// 是否存在某个自定义变量或flag,且值为true ////// control.prototype.hasFlag = function(flag) { if (core.getFlag(flag)) return true; return false; } ////// 锁定状态栏,常常用于事件处理 ////// control.prototype.lockControl = function () { core.status.lockControl = true; } ////// 解锁状态栏 ////// control.prototype.unLockControl = function () { core.status.lockControl = false; } ////// 播放背景音乐 ////// control.prototype.playBgm = function (bgm) { if (main.mode!='play')return; // 如果不允许播放 if (!core.musicStatus.bgmStatus) return; // 音频不存在 if (!core.isset(core.material.bgms[bgm])) return; // 延迟播放 if (core.material.bgms[bgm] == 'loading') { core.material.bgms[bgm] = 'starting'; return; } try { // 如果当前正在播放,且和本BGM相同,直接忽略 if (core.musicStatus.playingBgm == bgm && core.musicStatus.isPlaying) { return; } // 如果正在播放中,暂停 if (core.isset(core.musicStatus.playingBgm) && core.musicStatus.isPlaying) { core.material.bgms[core.musicStatus.playingBgm].pause(); } // 播放当前BGM core.musicStatus.playingBgm = bgm; core.material.bgms[bgm].play(); core.musicStatus.isPlaying = true; } catch (e) { console.log("无法播放BGM "+bgm); console.log(e); core.musicStatus.playingBgm = null; } } ////// 暂停背景音乐的播放 ////// control.prototype.pauseBgm = function () { // 直接暂停播放 try { if (core.isset(core.musicStatus.playingBgm)) { core.material.bgms[core.musicStatus.playingBgm].pause(); } core.musicStatus.isPlaying = false; } catch (e) { console.log("无法暂停BGM"); console.log(e); } } ////// 恢复背景音乐的播放 ////// control.prototype.resumeBgm = function () { if (main.mode!='play')return; // 如果不允许播放 if (!core.musicStatus.bgmStatus) return; // 恢复BGM try { if (core.isset(core.musicStatus.playingBgm)) { core.material.bgms[core.musicStatus.playingBgm].play(); core.musicStatus.isPlaying = true; } else { if (core.bgms.length>0) { if (core.isset(core.floors[core.status.floorId].bgm)) { core.playBgm(core.floors[core.status.floorId].bgm); } else { core.playBgm(core.bgms[0]); } core.musicStatus.isPlaying = true; } } } catch (e) { console.log("无法恢复BGM"); console.log(e); } } ////// 播放音频 ////// control.prototype.playSound = function (sound) { if (main.mode!='play')return; // 如果不允许播放 if (!core.musicStatus.soundStatus) return; // 音频不存在 if (!core.isset(core.material.sounds[sound])) return; try { if (core.musicStatus.audioContext != null) { var source = core.musicStatus.audioContext.createBufferSource(); source.buffer = core.material.sounds[sound]; source.connect(core.musicStatus.audioContext.destination); try { source.start(0); } catch (e) { try { source.noteOn(0); } catch (ee) { } } } else { core.material.sounds[sound].play(); } } catch (eee) { console.log("无法播放SE "+bgm); console.log(eee); } } ////// 清空状态栏 ////// control.prototype.clearStatusBar = function() { var statusList = ['floor', 'lv', 'hp', 'atk', 'def', 'mdef', 'money', 'experience', 'up', 'yellowKey', 'blueKey', 'redKey', 'poison', 'weak', 'curse', 'hard']; statusList.forEach(function (e) { core.statusBar[e].innerHTML = " "; }); core.statusBar.image.book.style.opacity = 0.3; core.statusBar.image.fly.style.opacity = 0.3; } ////// 更新状态栏 ////// control.prototype.updateStatusBar = function () { // 检查等级 core.events.checkLvUp(); // 检查HP上限 if (core.values.HPMAX>0) { core.setStatus('hp', Math.min(core.values.HPMAX, core.getStatus('hp'))); } // 更新领域、阻击、显伤 core.updateCheckBlock(); var lvName = core.getLvName(); core.statusBar.lv.innerHTML = lvName; if (/^[+-]?\d+$/.test(lvName)) core.statusBar.lv.style.fontStyle = 'italic'; else core.statusBar.lv.style.fontStyle = 'normal'; var statusList = ['hp', 'atk', 'def', 'mdef', 'money', 'experience']; statusList.forEach(function (item) { core.statusBar[item].innerHTML = core.getStatus(item); }); // 进阶 if (core.flags.enableLevelUp && core.status.hero.lv clientHeight && clientHeight < ADAPT_WIDTH){ isHorizontal = true; width = clientHeight; } // 各元素大小的变量声明 var gameGroupWidth, gameGroupHeight, borderRight, canvasWidth, canvasTop, // canvasLeft, statusBarWidth, statusBarHeight, statusBarBorder, statusWidth, statusHeight, statusMaxWidth,statusLabelsLH, toolBarWidth, toolBarHeight, toolBarTop, toolBarBorder, toolsWidth, toolsHeight,toolsMargin,toolsPMaxwidth, fontSize, toolbarFontSize, margin; var count = 11; if (!core.flags.enableFloor) count--; if (!core.flags.enableLv) count--; if (!core.flags.enableMDef) count--; if (!core.flags.enableMoney) count--; if (!core.flags.enableExperience) count--; if (!core.flags.enableLevelUp) count--; if (!core.flags.enableDebuff) count--; var statusLineHeight = BASE_LINEHEIGHT * 9 / count; var statusLineFontSize = DEFAULT_FONT_SIZE; if (count>9) statusLineFontSize = statusLineFontSize * 9 / count; var shopDisplay; statusBarBorder = '3px #fff solid'; toolBarBorder = '3px #fff solid'; var zoom = (ADAPT_WIDTH - width) / 4.22; var aScale = 1 - zoom / 100; // 移动端 if (width < CHANGE_WIDTH) { if(width < ADAPT_WIDTH){ core.domStyle.scale = aScale; canvasWidth = width; }else{ canvasWidth = DEFAULT_CANVAS_WIDTH; core.domStyle.scale = 1; } var scale = core.domStyle.scale var tempWidth = DEFAULT_CANVAS_WIDTH * scale; if(!isHorizontal){ //竖屏 core.domStyle.screenMode = 'vertical'; //显示快捷商店图标 shopDisplay = 'block'; //判断应该显示几行 // var col = core.flags.enableMDef || core.flags.enableExperience || core.flags.enableDebuff ? 3 : 2; var col = parseInt((count-1)/3)+1; var tempTopBarH = scale * (BASE_LINEHEIGHT * col + SPACE * 2) + 6; var tempBotBarH = scale * (BASE_LINEHEIGHT + SPACE * 4) + 6; gameGroupHeight = tempWidth + tempTopBarH + tempBotBarH; gameGroupWidth = tempWidth canvasTop = tempTopBarH; // canvasLeft = 0; toolBarWidth = statusBarWidth = canvasWidth; statusBarHeight = tempTopBarH; statusBarBorder = '3px #fff solid'; statusHeight = scale*BASE_LINEHEIGHT * .8; statusLabelsLH = .8 * BASE_LINEHEIGHT *scale; statusMaxWidth = scale * DEFAULT_BAR_WIDTH * .95; toolBarHeight = tempBotBarH; toolBarTop = statusBarHeight + canvasWidth; toolBarBorder = '3px #fff solid'; toolsHeight = scale * BASE_LINEHEIGHT; toolsPMaxwidth = scale * DEFAULT_BAR_WIDTH * .4; borderRight = '3px #fff solid'; margin = scale * SPACE * 2; toolsMargin = scale * SPACE * 4; fontSize = DEFAULT_FONT_SIZE * scale; toolbarFontSize = DEFAULT_FONT_SIZE * scale; }else { //横屏 core.domStyle.screenMode = 'horizontal'; shopDisplay = 'none'; gameGroupWidth = tempWidth + DEFAULT_BAR_WIDTH * scale; gameGroupHeight = tempWidth; canvasTop = 0; // canvasLeft = DEFAULT_BAR_WIDTH * scale; toolBarWidth = statusBarWidth = DEFAULT_BAR_WIDTH * scale; statusBarHeight = scale * statusLineHeight * count + SPACE * 2; //一共有9行加上两个padding空隙 statusBarBorder = '3px #fff solid'; statusHeight = scale*statusLineHeight * .8; statusLabelsLH = .8 * statusLineHeight *scale; toolBarHeight = canvasWidth - statusBarHeight; toolBarTop = scale*statusLineHeight * count + SPACE * 2; toolBarBorder = '3px #fff solid'; toolsHeight = scale * BASE_LINEHEIGHT; fontSize = statusLineFontSize * scale; toolbarFontSize = DEFAULT_FONT_SIZE * scale; borderRight = ''; statusMaxWidth = scale * DEFAULT_BAR_WIDTH; toolsPMaxwidth = scale * DEFAULT_BAR_WIDTH; margin = scale * SPACE * 2; toolsMargin = 2 * SPACE * scale; } }else { //大屏设备 pc端 core.domStyle.scale = 1; core.domStyle.screenMode = 'bigScreen'; shopDisplay = 'none'; gameGroupWidth = DEFAULT_CANVAS_WIDTH + DEFAULT_BAR_WIDTH; gameGroupHeight = DEFAULT_CANVAS_WIDTH; canvasWidth = DEFAULT_CANVAS_WIDTH; canvasTop = 0; // canvasLeft = DEFAULT_BAR_WIDTH; toolBarWidth = statusBarWidth = DEFAULT_BAR_WIDTH; statusBarHeight = statusLineHeight * count + SPACE * 2; //一共有9行 statusHeight = statusLineHeight * .8; statusLabelsLH = .8 * statusLineHeight; toolBarHeight = DEFAULT_CANVAS_WIDTH - statusBarHeight; toolBarTop = statusLineHeight * count + SPACE * 2; toolsHeight = BASE_LINEHEIGHT; borderRight = ''; fontSize = statusLineFontSize; toolbarFontSize = DEFAULT_FONT_SIZE; statusMaxWidth = DEFAULT_BAR_WIDTH; toolsPMaxwidth = DEFAULT_BAR_WIDTH * .9; margin = SPACE * 2; toolsMargin = 2 * SPACE; } var unit = 'px' core.domStyle.styles = [ { id: 'gameGroup', rules:{ width: gameGroupWidth + unit, height: gameGroupHeight + unit, top: (clientHeight-gameGroupHeight)/2 + unit, left: (clientWidth-gameGroupWidth)/2 + unit, } }, { className: 'gameCanvas', rules:{ width: canvasWidth + unit, height: canvasWidth + unit, top: canvasTop + unit, right: 0, border: '3px #fff solid', } }, { id: 'curtain', rules: { width: (canvasWidth - SPACE*2) + unit, height:(canvasWidth - SPACE*2) + unit, top: (canvasTop + SPACE) + unit, right: SPACE + unit, } }, { id: 'floorMsgGroup', rules:{ width: (canvasWidth - SPACE*2) + unit, height: (gameGroupHeight - SPACE*2) + unit, top: SPACE + unit, right: SPACE + unit, } }, { id: 'statusBar', rules:{ width: statusBarWidth + unit, height: statusBarHeight + unit, top: 0, left: 0, padding: SPACE + unit, borderTop: statusBarBorder, borderLeft: statusBarBorder, borderRight: borderRight, fontSize: fontSize + unit } }, { className: 'status', rules:{ width: '100%', maxWidth: statusMaxWidth + unit, height: statusHeight + unit, margin: margin/2 + unit } }, { className: 'statusLabels', rules:{ marginLeft: margin + unit, lineHeight: statusLabelsLH + unit, } }, { id: 'toolBar', rules:{ width: toolBarWidth + unit, height: toolBarHeight + unit, top: toolBarTop +unit, left: 0, padding: SPACE + unit, borderBottom: toolBarBorder, borderLeft: toolBarBorder, borderRight: borderRight, fontSize: toolbarFontSize + unit } }, { className: 'tools', rules:{ height: toolsHeight + unit, maxWidth: toolsPMaxwidth + unit, marginLeft: toolsMargin + unit, marginTop: margin + unit, } }, { imgId: 'shop', rules:{ display: shopDisplay } }, { id: 'floorCol', rules: { display: core.flags.enableFloor ? 'block': 'none' } }, { id: 'lvCol', rules: { display: core.flags.enableLv ? 'block': 'none' } }, { id: 'mdefCol', rules: { display: core.flags.enableMDef ? 'block': 'none' } }, { id: 'moneyCol', rules: { display: core.flags.enableMoney ? 'block': 'none' } }, { id: 'expCol', rules: { display: core.flags.enableExperience ? 'block': 'none' } }, { id: 'upCol', rules: { display: core.flags.enableLevelUp ? 'block': 'none' } }, { 'id': 'debuffCol', rules: { display: core.flags.enableDebuff ? 'block': 'none' } }, { id: 'hard', rules: { lineHeight: toolsHeight + unit } } ] core.domRenderer(); } ////// 渲染DOM ////// control.prototype.domRenderer = function(){ core.dom.statusBar.style.display = 'block'; core.dom.toolBar.style.display = 'block'; var styles = core.domStyle.styles; for(var i=0; i