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,比如切分图片等。 // 这是一个将assets.png拆分成若干个32x32像素的小图片并保存的样例。 // var arr = core.splitImage("assets.png", 32, 32); // for (var i = 0; i < arr.length; i++) { // core.material.images.images["asset"+i+".png"] = arr[i]; // } } // 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。 }, "drawLight": function () { // 绘制灯光/漆黑层效果。调用方式 core.plugin.drawLight(...) // 【参数说明】 // name:必填,要绘制到的画布名;可以是一个系统画布,或者是个自定义画布;如果不存在则创建 // color:可选,只能是一个0~1之间的数,为不透明度的值。不填则默认为0.9。 // lights:可选,一个数组,定义了每个独立的灯光。 // 其中每一项是三元组 [x,y,r] x和y分别为该灯光的横纵坐标,r为该灯光的半径。 // lightDec:可选,0到1之间,光从多少百分比才开始衰减(在此范围内保持全亮),不设置默认为0。 // 比如lightDec为0.5代表,每个灯光部分内圈50%的范围全亮,50%以后才开始快速衰减。 // 【调用样例】 // core.plugin.drawLight('curtain'); // 在curtain层绘制全图不透明度0.9,等价于更改画面色调为[0,0,0,0.9]。 // core.plugin.drawLight('ui', 0.95, [[25,11,46]]); // 在ui层绘制全图不透明度0.95,其中在(25,11)点存在一个半径为46的灯光效果。 // core.plugin.drawLight('test', 0.2, [[25,11,46,0.1]]); // 创建一个test图层,不透明度0.2,其中在(25,11)点存在一个半径为46的灯光效果,灯光中心不透明度0.1。 // core.plugin.drawLight('test2', 0.9, [[25,11,46],[105,121,88],[301,221,106]]); // 创建test2图层,且存在三个灯光效果,分别是中心(25,11)半径46,中心(105,121)半径88,中心(301,221)半径106。 // core.plugin.drawLight('xxx', 0.3, [[25,11,46],[105,121,88,0.2]], 0.4); // 存在两个灯光效果,它们在内圈40%范围内保持全亮,且40%后才开始衰减。 this.drawLight = function (name, color, lights, lightDec) { // 清空色调层;也可以修改成其它层比如animate/weather层,或者用自己创建的canvas var ctx = core.getContextByName(name); if (ctx == null) { if (typeof name == 'string') ctx = core.createCanvas(name, 0, 0, core.__PIXELS__, core.__PIXELS__, 98); else return; } ctx.mozImageSmoothingEnabled = false; ctx.webkitImageSmoothingEnabled = false; ctx.msImageSmoothingEnabled = false; ctx.imageSmoothingEnabled = false; core.clearMap(name); // 绘制色调层,默认不透明度 if (color == null) color = 0.9; ctx.fillStyle = "rgba(0,0,0," + color + ")"; ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height); lightDec = core.clamp(lightDec, 0, 1); // 绘制每个灯光效果 ctx.globalCompositeOperation = 'destination-out'; lights.forEach(function (light) { // 坐标,半径,中心不透明度 var x = light[0], y = light[1], r = light[2]; // 计算衰减距离 var decDistance = parseInt(r * lightDec); // 正方形区域的直径和左上角坐标 var grd = ctx.createRadialGradient(x, y, decDistance, x, y, r); grd.addColorStop(0, "rgba(0,0,0,1)"); grd.addColorStop(1, "rgba(0,0,0,0)"); ctx.beginPath(); ctx.fillStyle = grd; ctx.arc(x, y, r, 0, 2 * Math.PI); ctx.fill(); }); ctx.globalCompositeOperation = 'source-over'; // 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(); } }, "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.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.insertAction({ "type": "insert", "name": shop.commonEvent, "args": shop.args }); return; } // 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": "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 "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) }" }, ] } ] } ] }]; } 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 ? choice.action : [ { "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": "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; } }, "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 var selectItem = 0; // 当前正在选中的道具 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 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._uievent_drawSelector({ "code": 1 }); core.ui._uievent_drawSelector({ "code": 2 }); core.setTextAlign('uievent', 'left'); core.setTextBaseline('uievent', 'top'); core.fillRect('uievent', 0, 0, 416, 416, 'black'); core.ui._uievent_drawBackground({ background: 'winskin.png', x: 0, y: 0, width: 416, height: 56 }); core.ui._uievent_drawBackground({ background: 'winskin.png', x: 0, y: 56, width: 312, height: 56 }); core.ui._uievent_drawBackground({ background: 'winskin.png', x: 0, y: 112, width: 312, height: 304 }); core.ui._uievent_drawBackground({ background: 'winskin.png', x: 312, y: 56, width: 104, height: 56 }); core.ui._uievent_drawBackground({ background: 'winskin.png', x: 312, y: 112, width: 104, height: 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", "当前金币", 324, 66, null, middleFont); core.setTextAlign("uievent", "right"); core.fillText("uievent", core.formatBigNumber(core.status.hero.money), 405, 89); core.setTextAlign("uievent", "left"); core.ui._uievent_drawSelector({ "type": "drawSelector", "image": "winskin.png", "code": 2, "x": 22 + 100 * type, "y": 66, "width": 60, "height": 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)) + "金币/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._uievent_drawSelector({ "type": "drawSelector", "image": "winskin.png", "code": 1, "x": 8, "y": 120 + i * 40, "width": 295, "height": 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", "预计金额", 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.money / 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.money -= totalMoney; core.getItem(item.id, selectCount); if (item.number != null) item.number -= selectCount; item.money_count = (item.money_count || 0) + selectCount; } else { core.status.hero.money += totalMoney; core.removeItem(item.id, selectCount); 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; shopInfo = flags.__shops__[shopId]; if (shopInfo.choices == null) shopInfo.choices = core.clone(core.status.shops[shopId].choices); choices = shopInfo.choices; core.insertAction([{ "type": "while", "condition": "true", "data": [ { "type": "function", "function": "function () { core.drawItemShop(); }" }, { "type": "wait" }, { "type": "function", "function": "function() { core.performItemShopAction(); }" } ] }, { "type": "function", "function": "function () { " + "core.deleteCanvas('uievent'); " + "core.ui._uievent_drawSelector({ \"code\": 1 }); " + "core.ui._uievent_drawSelector({ \"code\": 2 }); " + "}" } ]); } }, "smoothCamera": function () { // 是否启用本插件,默认不启用 this.__enableSmoothCamera = false; if (!this.__enableSmoothCamera) return; this.Camera = function () { // 下面这个变量决定本插件的开关 // 你可以在游戏中使用core.setFlag('smoothCamera',false)来关闭本插件的功能 // 同时也可以core.setFlag('smoothCamera',true)重新开启 // 此项默认为true // this.__switchName = 'smoothCamera'; // 初始化成员变量 this._cameraNeedRefresh = true; this._nowOffsetX = 0; this._nowOffsetY = 0; this._targetOffsetX = 0; this._targetOffsetY = 0; this._currentFloorId = null; // 重置镜头,在楼层变更时使用 this.resetCamera = function () { this._targetOffsetX = core.bigmap.offsetX; this._targetOffsetY = core.bigmap.offsetY; this._nowOffsetX = this._targetOffsetX; this._nowOffsetY = this._targetOffsetY; this._cameraNeedRefresh = true; }; // 设置焦点坐标,目前没有用 this.setTarget = function (x, y) { this._targetOffsetX = x; this._targetOffsetY = y; }; // 请求镜头更新 this.requestCameraUpdate = function () { this._cameraNeedRefresh = true; }; // 更新焦点坐标,目前仅根据大地图偏移决定 this.updateTargetPosition = function () { this._targetOffsetX = core.bigmap.offsetX; this._targetOffsetY = core.bigmap.offsetY; }; // 更新额外的刷新条件,即镜头未指向焦点时 this.updateRefreshFlag = function () { if (this._nowOffsetX != this._targetOffsetX || this._nowOffsetY != this._targetOffsetY) { this._cameraNeedRefresh = true; } }; // 判断是否禁止了弹性滚动 this.canDirectMove = function () { return !core.getFlag(this.__switchName, true); }; // 更新镜头坐标 this.updateCameraPosition = function () { if (this._cameraNeedRefresh) { this._cameraNeedRefresh = false; var disX = this._targetOffsetX - this._nowOffsetX; var disY = this._targetOffsetY - this._nowOffsetY; if (Math.abs(disX) <= 2 && Math.abs(disY) <= 2 || this.canDirectMove()) { this._nowOffsetX = this._targetOffsetX; this._nowOffsetY = this._targetOffsetY; } else { this._nowOffsetX += disX / 10; this._nowOffsetY += disY / 10; } var x = -Math.floor(this._nowOffsetX); var y = -Math.floor(this._nowOffsetY); core.bigmap.canvas.forEach(function (cn) { core.control.setGameCanvasTranslate(cn, x, y); }); core.relocateCanvas('route', core.status.automaticRoute.offsetX + x, core.status.automaticRoute.offsetY + y); core.setGameCanvasTranslate('hero', x + this._targetOffsetX, y + this._targetOffsetY); } }; // 更新逻辑主体 this.update = function () { this.updateTargetPosition(); this.updateRefreshFlag(); this.updateCameraPosition(); }; }; // 其实只注释了最后一行,只能这样了 control.drawHero = function (status, offset) { if (!core.isPlaying() || !core.status.floorId || core.status.gameOver) return; var x = core.getHeroLoc('x'), y = core.getHeroLoc('y'), direction = core.getHeroLoc('direction'); status = status || 'stop'; offset = offset || 0; var way = core.utils.scan[direction]; var dx = way.x, dy = way.y, offsetX = dx * offset, offsetY = dy * offset; core.bigmap.offsetX = core.clamp((x - core.__HALF_SIZE__) * 32 + offsetX, 0, 32 * core.bigmap.width - core.__PIXELS__); core.bigmap.offsetY = core.clamp((y - core.__HALF_SIZE__) * 32 + offsetY, 0, 32 * core.bigmap.height - core.__PIXELS__); core.clearAutomaticRouteNode(x + dx, y + dy); core.clearMap('hero'); if (!core.hasFlag('hideHero')) { this._drawHero_getDrawObjs(direction, x, y, status, offset).forEach(function (block) { core.drawImage('hero', block.img, block.heroIcon[block.status] * block.width, block.heroIcon.loc * block.height, block.width, block.height, block.posx + (32 - block.width) / 2, block.posy + 32 - block.height, block.width, block.height); }); } core.control.updateViewport(); //core.setGameCanvasTranslate('hero', 0, 0); }; // 复写转发 core.drawHero = function (status, offset) { return core.control.drawHero(status, offset); }; // 创建摄像机对象 this.camera = new this.Camera(); // 帧事件 更新摄像机 this.updateCameraEx = function () { this.camera.update(); }; // 代理原本的镜头事件 control.updateViewport = function () { core.plugin.camera.requestCameraUpdate(); }; // 更变楼层的行为追加,重置镜头 events.prototype.changingFloor = function (floorId, heroLoc) { this.eventdata.changingFloor(floorId, heroLoc); core.plugin.camera.resetCamera(); }; // 注册帧事件 core.registerAnimationFrame('smoothCameraFlash', true, this.updateCameraEx.bind(this)); } }