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,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.insertCommonEvent(shop.commonEvent, 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": "function", "function": "function() {core.setFlag('@temp@shop', true);}" }, { "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) }" }, ] } ] } ] }, { "type": "function", "function": "function() {core.removeFlag('@temp@shop');}" } ]; } 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; } /// 允许商店X键退出 core.registerAction('keyUp', '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; var data = core.status.event.data.current; var choices = data.choices; var topIndex = core.actions.HSIZE - parseInt((choices.length - 1) / 2) + (core.status.event.ui.offset || 0); if (keycode == 88 || keycode == 27) { // X, ESC core.actions._clickAction(core.actions.HSIZE, topIndex + choices.length - 1); return true; } }, 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__ || {}; 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]; core.status.maps[floorId].deleted = true; core.status.maps[floorId].canFlyTo = 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 = true; if (!__enable) return; // 创建新图层 function createCanvas(name, zIndex) { if (!name) return; var canvas = document.createElement('canvas'); canvas.id = name; canvas.className = 'gameCanvas'; canvas.width = canvas.height = core.__PIXELS__; // 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); var ctx = canvas.getContext('2d'); core.canvas[name] = ctx; return canvas; } var bg2Canvas = createCanvas('bg2', 20); var 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) 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) document.getElementById('mapEdit').insertBefore(fg2Canvas, document.getElementById('efg')); // 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 var createCanvasBtn = function (name) { // 电脑端创建按钮 var input = document.createElement('input'); // layerMod4/layerMod5 var id = 'layerMod' + num++; // bg2map/fg2map var 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; }; var createCanvasBtn_mobile = function (name) { // 手机端往选择列表中添加子选项 var input = document.createElement('option'); var id = 'layerMod' + num++; var value = name + 'map'; input.name = 'layerMod'; input.value = value; editor.dom[id] = input; return input; }; if (!editor.isMobile) { var input = createCanvasBtn('bg2'); var input2 = createCanvasBtn('fg2'); // 获取事件层及其父节点 var child = document.getElementById('layerMod'), parent = child.parentNode; // 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('背景层2'); // 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('前景层2'); parent.appendChild(txt2); } else { var input = createCanvasBtn_mobile('bg2'); var 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'; var parent = document.getElementById('layerMod'); parent.insertBefore(input, parent.children[1]); parent.appendChild(input2); } } ////// 绘制背景和前景层 ////// core.maps._drawBg_draw = function (floorId, toDrawCtx, cacheCtx, config) { config.ctx = cacheCtx; var offset = config.onMap && core.bigmap.v2 ? -32 : 0; 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); core.drawImage(toDrawCtx, cacheCtx.canvas, offset, offset); if (config.onMap) core.clearMap('bg2'); core.clearMap(cacheCtx); core.maps._drawBgFgMap(floorId, 'bg2', config); core.drawImage(config.onMap ? 'bg2' : toDrawCtx, cacheCtx.canvas, offset, offset); config.ctx = toDrawCtx; } core.maps._drawFg_draw = function (floorId, toDrawCtx, cacheCtx, config) { config.ctx = cacheCtx; var offset = config.onMap && core.bigmap.v2 ? -32 : 0; // ------ 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); core.drawImage(toDrawCtx, cacheCtx.canvas, offset, offset); if (config.onMap) core.clearMap('fg2'); core.clearMap(cacheCtx); core.maps._drawBgFgMap(floorId, 'fg2', config); core.drawImage(config.onMap ? 'fg2' : toDrawCtx, cacheCtx.canvas, offset, offset); config.ctx = toDrawCtx; } /* cannotIn/cannotOut适配 start*/ 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) }; } }, "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 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([1, 2]); 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._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)) + 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._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" + 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); 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.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; 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([1, 2]); }" } ]); } }, "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); } }, "dynamicHp": function () { // 此插件允许人物血量动态进行变化 // 原作:Fux2(老黄鸡) // 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; var speed = 0.05; // 动态血量变化速度,越大越快。 var _currentHp = null; var _lastStatus = null; var _check = function () { if (_lastStatus != core.status.hero) { _lastStatus = core.status.hero; _currentHp = core.status.hero.hp; } } core.registerAnimationFrame('dynamicHp', true, function () { _check(); if (core.status.hero.hp != _currentHp) { var dis = (_currentHp - core.status.hero.hp) * speed; if (Math.abs(dis) < 2) { _currentHp = core.status.hero.hp; } else { _currentHp -= dis; } core.setStatusBarInnerHTML('hp', _currentHp); } }); }, "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 () {} // 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 == "floorId"); else 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; // 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 } }, "flyHideFloors": function () { // 此插件可以让用户在楼传页面手动隐藏某些楼层 // 原作:一桶天下 // 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; var _drawFly = core.ui.drawFly; core.ui.drawFly = function (page) { _drawFly.call(core.ui, page); // 绘制「显示本层」和「显示全部」 var __hideFloors__ = core.getFlag('__hideFloors__', {}); var __showAllFloor__ = core.getFlag('__showAllFloor__', false); var floorId = core.floorIds[page]; core.fillText('ui', '显示该层', this.HPIXEL - 120, 60, __hideFloors__[floorId] ? '#FFFFFF' : 'yellow', this._buildFont(20, false)); core.fillText('ui', '显示全部', this.HPIXEL + 120, 60, !__showAllFloor__ ? '#FFFFFF' : 'yellow', this._buildFont(20, false)); } var _clickFly = core.actions._clickFly; core.actions._clickFly = function (x, y) { _clickFly.call(core.actions, x, y); var __hideFloors__ = core.getFlag('__hideFloors__', {}) var __showAllFloor__ = core.getFlag('__showAllFloor__', false) var _floorId = core.floorIds[core.status.event.data] if (y == 1 && x >= this.HSIZE - 5 && x <= this.HSIZE - 2) { __hideFloors__[_floorId] = !__hideFloors__[_floorId] core.setFlag('__hideFloors__', __hideFloors__) core.ui.drawFly(this._getNextFlyFloor(0)) } if (y == 1 && x >= this.HSIZE + 2 && x <= this.HSIZE + 5) { core.setFlag('__showAllFloor__', !__showAllFloor__) core.ui.drawFly(this._getNextFlyFloor(0)) } } var _keyUpFly = core.actions._keyUpFly; core.actions._keyUpFly = function (keycode) { _keyUpFly.call(core.actions, keycode); var __hideFloors__ = core.getFlag('__hideFloors__', {}) var __showAllFloor__ = core.getFlag('__showAllFloor__', false) var _floorId = core.floorIds[core.status.event.data] // Q if (keycode == 81) { __hideFloors__[_floorId] = !__hideFloors__[_floorId] core.setFlag('__hideFloors__', __hideFloors__) core.ui.drawFly(this._getNextFlyFloor(0)); } else if (keycode == 69) { // E core.setFlag('__showAllFloor__', !__showAllFloor__) core.ui.drawFly(this._getNextFlyFloor(0)) } } core.actions._getNextFlyFloor = function (delta, index) { var __hideFloors__ = core.getFlag('__hideFloors__', {}) var __showAllFloor__ = core.getFlag('__showAllFloor__', false) if (index == null) index = core.status.event.data; if (delta == 0) return index; var sign = Math.sign(delta); delta = Math.abs(delta); var ans = index; while (true) { index += sign; if (index < 0 || index >= core.floorIds.length) break; var floorId = core.floorIds[index]; if (core.status.maps[floorId].canFlyTo && core.hasVisitedFloor(floorId) && (__showAllFloor__ || !__hideFloors__[floorId])) { delta--; ans = index; } if (delta == 0) break; } return ans; } }, "itemCategory": function () { // 物品分类插件。此插件允许你对消耗道具和永久道具进行分类,比如标记「宝物类」「剧情道具」「药品」等等。 // 使用方法: // 1. 启用本插件 // 2. 在下方数组中定义全部的物品分类类型 // 3. 点击道具的【配置表格】,找到“【道具】相关的表格配置”,然后在【道具描述】之后仿照增加道具的分类: /* "category": { "_leaf": true, "_type": "textarea", "_string": true, "_data": "道具分类" }, */ // (你也可以选择使用下拉框的方式定义每个道具的分类,写法参见上面的cls) // 然后刷新编辑器,就可以对每个物品进行分类了 // 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; // 在这里定义所有的道具分类类型,一行一个 var categories = [ "宝物类", "辅助类", "技能类", "剧情道具", "增益道具", ]; // 当前选中的道具类别 var currentCategory = null; // 重写 core.ui.drawToolbox 以绘制分类类别 var _drawToolbox = core.ui.drawToolbox; core.ui.drawToolbox = function (index) { _drawToolbox.call(this, index); core.setTextAlign('ui', 'left'); core.fillText('ui', '类别[E]:' + (currentCategory || "全部"), 15, this.PIXEL - 13); } // 获得所有应该在道具栏显示的某个类型道具 core.ui.getToolboxItems = function (cls) { // 检查类别 return Object.keys(core.status.hero.items[cls]) .filter(function (id) { return !core.material.items[id].hideInToolbox && (currentCategory == null || core.material.items[id].category == currentCategory); }).sort(); } // 注入道具栏的点击事件(点击类别) var _clickToolbox = core.actions._clickToolbox; core.actions._clickToolbox = function (x, y) { if (x >= 0 && x <= this.HSIZE - 4 && y == this.LAST) { drawToolboxCategory(); return; } return _clickToolbox.call(core.actions, x, y); } // 注入道具栏的按键事件(E键) var _keyUpToolbox = core.actions._keyUpToolbox; core.actions._keyUpToolbox = function (keyCode) { if (keyCode == 69) { // 按E键则打开分类类别选择 drawToolboxCategory(); return; } return _keyUpToolbox.call(core.actions, keyCode); } // ------ 以下为选择道具分类的相关代码 ------ // // 关闭窗口时清除分类选择项 var _closePanel = core.ui.closePanel; core.ui.closePanel = function () { currentCategory = null; _closePanel.call(core.ui); } // 弹出菜单以选择具体哪个分类 // 直接使用 core.drawChoices 进行绘制 var drawToolboxCategory = function () { if (core.status.event.id != 'toolbox') return; var selection = categories.indexOf(currentCategory) + 1; core.ui.closePanel(); core.status.event.id = 'toolbox-category'; core.status.event.selection = selection; core.lockControl(); // 给第一项插入「全部」 core.drawChoices('请选择道具类别', ["全部"].concat(categories)); } // 选择某一项 var _selectCategory = function (index) { core.ui.closePanel(); if (index <= 0 || index > categories.length) currentCategory = null; else currentCategory = categories[index - 1]; core.openToolbox(); } var _clickToolBoxCategory = function (x, y) { if (!core.status.lockControl || core.status.event.id != 'toolbox-category') return false; if (x < core.actions.CHOICES_LEFT || x > core.actions.CHOICES_RIGHT) return false; var choices = core.status.event.ui.choices; var topIndex = core.actions.HSIZE - parseInt((choices.length - 1) / 2) + (core.status.event.ui.offset || 0); if (y >= topIndex && y < topIndex + choices.length) { _selectCategory(y - topIndex); } return true; } // 注入点击事件 core.registerAction('onclick', 'toolbox-category', _clickToolBoxCategory, 100); // 注入光标跟随事件 core.registerAction('onmove', 'toolbox-category', function (x, y) { if (!core.status.lockControl || core.status.event.id != 'toolbox-category') return false; core.actions._onMoveChoices(x, y); return true; }, 100); // 注入键盘光标事件 core.registerAction('keyDown', 'toolbox-category', function (keyCode) { if (!core.status.lockControl || core.status.event.id != 'toolbox-category') return false; core.actions._keyDownChoices(keyCode); return true; }, 100); // 注入键盘按键事件 core.registerAction('keyUp', 'toolbox-category', function (keyCode) { if (!core.status.lockControl || core.status.event.id != 'toolbox-category') return false; core.actions._selectChoices(core.status.event.ui.choices.length, keyCode, _clickToolBoxCategory); return true; }, 100); }, "smoothCamera": function () { // 此插件开启后,大地图的瞬间移动将开启平滑镜头移动,避免突兀感 // 插件作者:老黄鸡 // 是否启用本插件,默认不启用 var __enable = false; if (!__enable) 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(); }; }; // 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(); }; core.control._drawHero_updateViewport = function () { core.control.updateViewport(); } // 代理原本的镜头事件 core.control.updateViewport = function () { core.plugin.camera.requestCameraUpdate(); }; // 更变楼层的行为追加,重置镜头 core.events.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)); } }