editor_game_wrapper = function (editor, main, core) { editor_game = function () { this.replacerRecord = {} } // 三个 replacer 和 replacerRecord 暂时放在此处 editor_game.prototype.replacerForLoading = function (_key, value) { var rmap = editor.game.replacerRecord; if (value instanceof Function) { var guid_ = editor.util.guid() rmap[guid_] = value.toString() return guid_ } else if (value === null) { // 为了包含functions的新建, 不使用'null'是否有问题待测 var guid_ = editor.util.guid() rmap[guid_] = null return guid_ } return value } editor_game.prototype.replacerForSaving = function (_key, value) { var rmap = editor.game.replacerRecord; if (rmap.hasOwnProperty(value)) { return rmap[value] } return value } editor_game.prototype.replacerWithoutRecord = function (_key, value) { if (value instanceof Function) { return value.toString() } else return value } editor_game.prototype.fixFunctionInGameData = function () { var rf = editor.game.replacerWithoutRecord core.floors = JSON.parse(JSON.stringify(core.floors, rf)); core.data = JSON.parse(JSON.stringify(core.data, rf)); data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d = JSON.parse(JSON.stringify(data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d, rf)); } editor_game.prototype.idsInit = function (maps, icons) { editor.ids = [0]; editor.indexs = []; var MAX_NUM = 0; var keys = Object.keys(maps_90f36752_8815_4be8_b32b_d7fad1d0542e); for (var ii = 0; ii < keys.length; ii++) { var v = ~~keys[ii]; if (v > MAX_NUM && v < core.icons.tilesetStartOffset) MAX_NUM = v; } editor.MAX_NUM = MAX_NUM; var getInfoById = function (id) { var block = maps.initBlock(0, 0, id); if (Object.prototype.hasOwnProperty.call(block, 'event')) { return block; } } var point = 0; for (var i = 0; i <= MAX_NUM; i++) { var indexBlock = getInfoById(i); editor.indexs[i] = []; if (indexBlock) { var id = indexBlock.event.id; var indexId = indexBlock.id; var allCls = Object.keys(icons); if (i == 17) { editor.ids.push({ 'idnum': 17, 'id': id, 'images': 'terrains' }); point++; editor.indexs[i].push(point); continue; } for (var j = 0; j < allCls.length; j++) { if (id in icons[allCls[j]]) { editor.ids.push({ 'idnum': indexId, 'id': id, 'images': allCls[j], 'y': icons[allCls[j]][id] }); point++; editor.indexs[i].push(point); } } } } editor.indexs[0] = [0]; var startOffset = core.icons.tilesetStartOffset; for (var i in core.tilesets) { var imgName = core.tilesets[i]; var img = core.material.images.tilesets[imgName]; var width = Math.floor(img.width / 32), height = Math.floor(img.height / 32); if (img.width % 32 || img.height % 32) { alert(imgName + '的长或宽不是32的整数倍, 请修改后刷新页面'); } if (img.width * img.height > 32 * 32 * 3000) { alert(imgName + '上的图块数量超过了3000,请修改后刷新页面'); } for (var id = startOffset; id < startOffset + width * height; id++) { var x = (id - startOffset) % width, y = parseInt((id - startOffset) / width); var indexBlock = getInfoById(id); editor.ids.push({ 'idnum': id, 'id': indexBlock.event.id, 'images': imgName, "x": x, "y": y, isTile: true }); point++; editor.indexs[id] = [point]; } startOffset += core.icons.tilesetStartOffset; } } editor_game.prototype.fetchMapFromCore = function () { var mapArray = core.maps.saveMap(core.status.floorId); editor.map = mapArray.map(function (v) { return v.map(function (v) { var x = parseInt(v), y = editor.indexs[x]; if (y == null) { printe("素材数字" + x + "未定义。是不是忘了注册,或者接档时没有覆盖icons.js和maps.js?"); y = [0]; } return editor.ids[y[0]] }) }); editor.currentFloorId = core.status.floorId; editor.currentFloorData = core.floors[core.status.floorId]; for (var ii = 0, name; name = ['bgmap', 'fgmap'][ii]; ii++) { var mapArray = editor.currentFloorData[name]; if (!mapArray || JSON.stringify(mapArray) == JSON.stringify([])) {//未设置或空数组 //与editor.map同形的全0 mapArray = eval('[' + Array(editor.map.length + 1).join('[' + Array(editor.map[0].length + 1).join('0,') + '],') + ']'); } editor[name] = mapArray.map(function (v) { return v.map(function (v) { var x = parseInt(v), y = editor.indexs[x]; if (y == null) { printe("素材数字" + x + "未定义。是不是忘了注册,或者接档时没有覆盖icons.js和maps.js?"); y = [0]; } return editor.ids[y[0]] }) }); } } editor.constructor.prototype.game = new editor_game(); } //editor_game_wrapper(editor);