mota-js/libs/core.js
2018-01-08 13:19:32 +08:00

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JavaScript
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/**
* 初始化 start
*/
function core() {
this.dom = {};
this.statusBar = {};
this.canvas = {};
this.images = [];
this.pngs = [];
this.bgms = [];
this.sounds = [];
this.floorIds = [];
this.floors = {};
this.firstData = {};
this.material = {
'images': {},
'bgms': {},
'sounds': {},
'ground': null,
'items': {},
'enemys': {},
'icons': {},
'events': {}
}
this.timeout = {
'getItemTipTimeout': null,
'turnHeroTimeout': null,
}
this.interval = {
'twoAnimate': null,
'fourAnimate': null,
'boxAnimate': null,
'heroMoveTriggerInterval': null,
'heroMoveInterval': null,
'heroAutoMoveScan': null,
"tipAnimate": null,
'openDoorAnimate': null
}
this.musicStatus = {
'audioContext': null, // WebAudioContext
'startDirectly': false, // 是否直接播放(加载)音乐
'bgmStatus': false, // 是否播放BGM
'soundStatus': true, // 是否播放SE
'playingBgm': null, // 正在播放的BGM
'isPlaying': false,
}
// 样式
this.domStyle = {
styles: [],
scale: 1.0,
}
this.initStatus = {
'played': false,
// 勇士属性
'hero': {},
// 当前地图
'floorId': null,
'thisMap': null,
'maps': null,
'checkBlock': {}, // 显伤伤害
// 勇士状态;自动寻路相关
'heroMoving': false,
'heroStop': true,
'lockControl': false,
'autoHeroMove': false,
'automaticRouting': false,
'automaticRouted': false,
'autoStep': 0,
'movedStep': 0,
'destStep': 0,
'automaticRoutingTemp': {'destX': 0, 'destY': 0, 'moveStep': []},
'autoStepRoutes': [],
'holdingPath': 0,
'stepPostfix': [],
'mouseOutCheck': 1,
'moveStepBeforeStop': [],
// 勇士状态;中心对称飞行器
// event事件
'saveIndex': null,
'shops': {},
'event': {
'id': null,
'data': null,
'selection': null,
'ui': null,
},
'curtainColor': null,
'usingCenterFly':false,
'openingDoor': null,
// 动画
'twoAnimateObjs': [],
'fourAnimateObjs': [],
'boxAnimateObjs': [],
};
this.status = {};
this.flags = {};
}
/////////// 系统事件相关 ///////////
////// 初始化 //////
core.prototype.init = function (dom, statusBar, canvas, images, pngs, bgms, sounds, floorIds, floors, coreData) {
core.dom = dom;
core.statusBar = statusBar;
core.canvas = canvas;
core.images = images;
core.pngs = pngs;
core.bgms = bgms;
core.sounds = sounds;
core.floorIds = floorIds;
core.floors = floors;
for (var key in coreData) {
core[key] = coreData[key];
}
core.flags = core.clone(core.data.flags);
if (!core.flags.enableExperience)
core.flags.enableLevelUp = false;
if (!core.flags.canOpenBattleAnimate) {
core.flags.showBattleAnimateConfirm = false;
core.flags.battleAnimate = false;
core.setLocalStorage('battleAnimate', false);
}
core.values = core.clone(core.data.values);
core.firstData = core.data.getFirstData();
core.initStatus.shops = core.firstData.shops;
core.dom.versionLabel.innerHTML = core.firstData.version;
core.dom.logoLabel.innerHTML = core.firstData.title;
document.title = core.firstData.title + " - HTML5魔塔";
document.getElementById("startLogo").innerHTML = core.firstData.title;
core.material.items = core.items.getItems();
core.initStatus.maps = core.maps.initMaps(floorIds);
core.material.enemys = core.clone(core.enemys.getEnemys());
core.material.icons = core.icons.getIcons();
core.material.events = core.events.getEvents();
if (location.protocol.indexOf("http")==0) {
window.AudioContext = window.AudioContext || window.webkitAudioContext || window.mozAudioContext || window.msAudioContext;
try {
core.musicStatus.audioContext = new window.AudioContext();
} catch (e) {
console.log("该浏览器不支持AudioContext");
core.musicStatus.audioContext = null;
}
}
// 音效设置部分
var isPC = true;
["Android", "iPhone", "SymbianOS", "Windows Phone", "iPad", "iPod"].forEach(function (t) {
if (navigator.userAgent.indexOf(t)>=0) isPC=false;
});
if (isPC) {
// 如果是PC端直接加载
core.musicStatus.startDirectly = true;
}
else {
var connection = navigator.connection;
if (core.isset(connection) && connection.type=='wifi')
core.musicStatus.startDirectly = true;
}
// 先从存储中读取BGM状态
core.musicStatus.bgmStatus = core.getLocalStorage('bgmStatus', true);
if (!core.musicStatus.startDirectly) // 如果当前网络环境不允许
core.musicStatus.bgmStatus = false;
core.setLocalStorage('bgmStatus', core.musicStatus.bgmStatus);
core.musicStatus.soundStatus = core.getLocalStorage('soundStatus', true);
core.setLocalStorage('soundStatus', core.musicStatus.soundStatus);
// switchs
core.flags.battleAnimate = core.getLocalStorage('battleAnimate', core.flags.battleAnimate);
core.flags.displayEnemyDamage = core.getLocalStorage('enemyDamage', core.flags.displayEnemyDamage);
core.flags.displayExtraDamage = core.getLocalStorage('extraDamage', core.flags.displayExtraDamage);
core.material.ground = new Image();
core.material.ground.src = "images/ground.png";
core.loader(function () {
console.log(core.material);
// 设置勇士高度
core.material.icons.hero.height = core.material.images.hero.height/4;
core.showStartAnimate();
});
}
////// 显示游戏开始界面 //////
core.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 //////
core.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);
}
////// 设置加载进度条进度 //////
core.prototype.setStartProgressVal = function (val) {
core.dom.startTopProgress.style.width = val + '%';
}
////// 设置加载进度条提示文字 //////
core.prototype.setStartLoadTipText = function (text) {
core.dom.startTopLoadTips.innerHTML = text;
}
////// 加载图片和音频 //////
core.prototype.loader = function (callback) {
var loadedImageNum = 0, allImageNum = 0, allSoundNum = 0;
allImageNum = core.images.length;
for (var key in core.sounds) {
allSoundNum += core.sounds[key].length;
}
for (var i = 0; i < core.images.length; i++) {
core.loadImage(core.images[i], function (imgName, image) {
core.setStartLoadTipText('正在加载图片 ' + imgName + "...");
core.material.images[imgName] = image;
loadedImageNum++;
core.setStartLoadTipText(imgName + ' 加载完毕...');
core.setStartProgressVal(loadedImageNum * (100 / allImageNum));
if (loadedImageNum == allImageNum) {
// 加载pngs
core.material.images.pngs = {};
if (core.pngs.length==0) {
core.loadAutotile(callback);
return;
}
for (var x=0;x<core.pngs.length;x++) {
core.loadImage(core.pngs[x], function (pngId, image) {
core.material.images.pngs[pngId] = image;
if (Object.keys(core.material.images.pngs).length==core.pngs.length) {
core.loadAutotile(callback);
}
});
}
}
});
}
}
////// 加载Autotile //////
core.prototype.loadAutotile = function (callback) {
core.material.images.autotile={};
var autotileIds = Object.keys(core.material.icons.autotile);
if (autotileIds.length==0) {
core.loadMusic(callback);
return;
}
for (var x=0;x<autotileIds.length;x++) {
core.loadImage(autotileIds[x], function (autotileId, image) {
core.material.images.autotile[autotileId]=image;
if (Object.keys(core.material.images.autotile).length==autotileIds.length) {
// 最后加载音频
core.loadMusic(callback);
}
})
}
}
////// 加载图片 //////
core.prototype.loadImage = function (imgName, callback) {
try {
core.setStartLoadTipText('加载图片 ' + imgName + ' 中...');
var name=imgName;
if (name.indexOf(".png")<0) // 不包含"png"
name=name+".png";
var image = new Image();
image.src = 'images/' + name + "?v=" + main.version;
if (image.complete) {
callback(imgName, image);
return;
}
image.onload = function () {
callback(imgName, image);
}
}
catch (e) {
alert(e);
}
}
////// 加载音频 //////
core.prototype.loadMusic = function (callback) {
core.bgms.forEach(function (t) {
// 判断是不是mid
if (/^.*\.mid$/.test(t)) {
if (core.musicStatus.audioContext!=null) {
core.material.bgms[t] = 'loading';
var xhr = new XMLHttpRequest();
xhr.open('GET', 'sounds/'+t, true);
xhr.overrideMimeType("text/plain; charset=x-user-defined");
xhr.onload = function(e) { //下载完成
try {
var ff = [];
var mx = this.responseText.length;
for (var z = 0; z < mx; z++)
ff[z] = String.fromCharCode(this.responseText.charCodeAt(z) & 255);
var shouldStart = core.material.bgms[t] == 'starting';
core.material.bgms[t] = AudioPlayer(core.musicStatus.audioContext, Replayer(MidiFile(ff.join("")), Synth(44100)), true);
if (shouldStart)
core.playBgm(t);
}
catch (ee) {
console.log(ee);
core.material.bgms[t] = null;
}
};
xhr.ontimeout = function(e) {
console.log(e);
core.material.bgms[t] = null;
}
xhr.onerror = function(e) {
console.log(e);
core.material.bgms[t] = null;
}
xhr.send();
}
else {
core.material.bgms[t] = null;
}
}
else {
var music = new Audio();
music.preload = core.musicStatus.startDirectly?'auto':'none';
music.src = 'sounds/'+t;
music.loop = 'loop';
core.material.bgms[t] = music;
}
});
core.sounds.forEach(function (t) {
if (core.musicStatus.audioContext != null) {
var xhr = new XMLHttpRequest();
xhr.open('GET', 'sounds/'+t, true);
xhr.responseType = 'arraybuffer';
xhr.onload = function(e) { //下载完成
try {
core.musicStatus.audioContext.decodeAudioData(this.response, function (buffer) {
core.material.sounds[t] = buffer;
}, function (e) {
console.log(e);
core.material.sounds[t] = null;
})
}
catch (ee) {
console.log(ee);
core.material.sounds[t] = null;
}
};
xhr.ontimeout = function(e) {
console.log(e);
core.material.sounds[t] = null;
}
xhr.onerror = function(e) {
console.log(e);
core.material.sounds[t] = null;
}
xhr.send();
}
else {
var music = new Audio();
music.src = 'sounds/'+t;
core.material.sounds[t] = music;
}
});
// 直接开始播放
if (core.musicStatus.startDirectly && core.bgms.length>0)
core.playBgm(core.bgms[0]);
callback();
}
////// 游戏是否已经开始 //////
core.prototype.isPlaying = function() {
if (core.isset(core.status.played) && core.status.played)
return true;
return false;
}
////// 清除游戏状态和数据 //////
core.prototype.clearStatus = function() {
// 停止各个Timeout和Interval
for (var i in core.interval) {
clearInterval(core.interval[i]);
}
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 //////
core.prototype.resetStatus = function(hero, hard, floorId, maps) {
// 停止各个Timeout和Interval
for (var i in core.interval) {
clearInterval(core.interval[i]);
}
// 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;
// 保存的Index
core.status.saveIndex = core.getLocalStorage('saveIndex', 1);
core.resize(main.dom.body.clientWidth, main.dom.body.clientHeight);
}
////// 开始游戏 //////
core.prototype.startGame = function (hard, callback) {
console.log('开始游戏');
core.resetStatus(core.firstData.hero, hard, core.firstData.floorId, core.initStatus.maps);
core.changeFloor(core.status.floorId, null, core.firstData.hero.loc, null, function() {
core.setHeroMoveTriggerInterval();
if (core.isset(callback)) callback();
});
}
////// 重新开始游戏;此函数将回到标题页面 //////
core.prototype.restart = function() {
core.showStartAnimate();
}
/////////// 系统事件相关 END ///////////
/////////// 键盘、鼠标事件相关 ///////////
////// 按下某个键时 //////
core.prototype.onkeyDown = function(e) {
if (!core.isset(core.status.holdingKeys))core.status.holdingKeys=[];
var isArrow={37:true,38:true,39:true,40:true}[e.keyCode]
if(isArrow && !core.status.lockControl){
for(var ii =0;ii<core.status.holdingKeys.length;ii++){
if (core.status.holdingKeys[ii]===e.keyCode){
return;
}
}
core.status.holdingKeys.push(e.keyCode);
core.pressKey(e.keyCode);
} else {
core.keyDown(e.keyCode);
}
}
////// 放开某个键时 //////
core.prototype.onkeyUp = function(e) {
var isArrow={37:true,38:true,39:true,40:true}[e.keyCode]
if(isArrow && !core.status.lockControl){
for(var ii =0;ii<core.status.holdingKeys.length;ii++){
if (core.status.holdingKeys[ii]===e.keyCode){
core.status.holdingKeys= core.status.holdingKeys.slice(0,ii).concat(core.status.holdingKeys.slice(ii+1));
if (ii === core.status.holdingKeys.length && core.status.holdingKeys.length!==0)core.pressKey(core.status.holdingKeys.slice(-1)[0]);
break;
}
}
//core.stopHero();
core.keyUp(e.keyCode);
} else {
core.keyUp(e.keyCode);
}
}
////// 按住某个键时 //////
core.prototype.pressKey = function (keyCode) {
if (keyCode === core.status.holdingKeys.slice(-1)[0]) {
core.keyDown(keyCode);
window.setTimeout(function(){core.pressKey(keyCode);},30);
}
}
////// 根据按下键的code来执行一系列操作 //////
core.prototype.keyDown = function(keyCode) {
if(core.status.automaticRouting || core.status.automaticRouted) {
core.stopAutomaticRoute();
}
if (core.status.lockControl) {
// Ctrl跳过对话
if (keyCode==17) {
core.events.keyDownCtrl();
return;
}
if (core.status.event.id == 'action') {
core.events.keyDownAction(keyCode);
return;
}
if (core.status.event.id == 'book') {
core.events.keyDownBook(keyCode);
return;
}
if (core.status.event.id == 'fly') {
core.events.keyDownFly(keyCode);
return;
}
if (core.status.event.id=='shop') {
core.events.keyDownShop(keyCode);
return;
}
if (core.status.event.id=='selectShop') {
core.events.keyDownQuickShop(keyCode);
return;
}
if (core.status.event.id=='toolbox') {
core.events.keyDownToolbox(keyCode);
return;
}
if (core.status.event.id=='save' || core.status.event.id=='load') {
core.events.keyDownSL(keyCode);
return;
}
if (core.status.event.id=='switchs') {
core.events.keyDownSwitchs(keyCode);
return;
}
if (core.status.event.id=='settings') {
core.events.keyDownSettings(keyCode);
return;
}
if (core.status.event.id=='syncSave') {
core.events.keyDownSyncSave(keyCode);
return;
}
return;
}
if(!core.status.played) {
return;
}
switch(keyCode) {
case 37:
core.moveHero('left');
break;
case 38:
core.moveHero('up');
break;
case 39:
core.moveHero('right');
break;
case 40:
core.moveHero('down');
break;
case 13: case 32: case 67: case 51: // 快捷键3
// 因为加入了两次的检测机制,从keydown转移到keyup,同时保证位置信息正确,但以下情况会触发作图的bug:
// 在鼠标的路线移动中使用飞,绿块会滞后一格,显示的位置不对,同时也不会倍以下的代码清除
if (core.status.heroStop && core.hasItem('centerFly')) {
if (core.status.usingCenterFly) {
if (core.canUseItem('centerFly')) {
core.useItem('centerFly');
core.clearMap('ui', core.getHeroLoc('x')*32,core.getHeroLoc('y')*32,32,32);
}
else {
core.drawTip('当前不能使用中心对称飞行器');
core.clearMap('ui', (12-core.getHeroLoc('x'))*32,(12-core.getHeroLoc('y'))*32,32,32);
}
core.status.usingCenterFly = false;
} else if (keyCode==51) {
core.status.usingCenterFly = true;
core.setAlpha('ui', 0.5);
core.fillRect('ui',(12-core.getHeroLoc('x'))*32,(12-core.getHeroLoc('y'))*32,32,32,core.canUseItem('centerFly')?'#00FF00':'#FF0000');
core.setAlpha('ui', 1);
core.drawTip("请确认当前中心对称飞行器的位置");
}
}
break;
}
if (core.status.usingCenterFly && keyCode!=51) {
core.clearMap('ui', (12-core.getHeroLoc('x'))*32,(12-core.getHeroLoc('y'))*32,32,32);
core.status.usingCenterFly= false;
}
}
////// 根据放开键的code来执行一系列操作 //////
core.prototype.keyUp = function(keyCode) {
if (core.status.lockControl) {
core.status.holdingKeys = [];
// 全键盘操作部分
if (core.status.event.id == 'text' && (keyCode==13 || keyCode==32 || keyCode==67)) {
core.drawText();
return;
}
if (core.status.event.id=='confirmBox') {
core.events.keyUpConfirmBox(keyCode);
return;
}
if (core.status.event.id == 'action') {
core.events.keyUpAction(keyCode);
return;
}
if (core.status.event.id=='about' && (keyCode==13 || keyCode==32 || keyCode==67)) {
core.events.clickAbout();
return;
}
if (core.status.event.id=='book') {
core.events.keyUpBook(keyCode);
return;
}
if (core.status.event.id=='book-detail' && (keyCode==13 || keyCode==32 || keyCode==67)) {
core.events.clickBookDetail();
return;
}
if (core.status.event.id=='fly') {
core.events.keyUpFly(keyCode);
return;
}
if (core.status.event.id=='shop') {
core.events.keyUpShop(keyCode);
return;
}
if (core.status.event.id=='selectShop') {
core.events.keyUpQuickShop(keyCode);
return;
}
if (core.status.event.id=='toolbox') {
core.events.keyUpToolbox(keyCode);
return;
}
if (core.status.event.id=='save' || core.status.event.id=='load') {
core.events.keyUpSL(keyCode);
return;
}
if (core.status.event.id=='switchs') {
core.events.keyUpSwitchs(keyCode);
return;
}
if (core.status.event.id=='settings') {
core.events.keyUpSettings(keyCode);
return;
}
if (core.status.event.id=='syncSave') {
core.events.keyUpSyncSave(keyCode);
return;
}
return;
}
if(!core.status.played)
return;
switch (keyCode) {
case 27: // ESC
if (core.status.heroStop)
core.ui.drawSettings(true);
break;
case 71: // G
if (core.status.heroStop)
core.useFly(true);
break;
case 88: // X
if (core.status.heroStop)
core.openBook(true);
break;
case 83: // S
if (core.status.heroStop)
core.save(true);
break;
case 68: // D
if (core.status.heroStop)
core.load(true);
break;
case 84: // T
if (core.status.heroStop)
core.openToolbox(true);
break;
case 90: // Z
if (core.status.heroStop)
core.turnHero();
break;
case 75: // K
if (core.status.heroStop)
core.ui.drawQuickShop(true);
break;
case 32: // SPACE
if (!core.status.lockControl && core.status.heroStop)
core.getNextItem();
break;
case 72: // H
if (!core.status.lockControl && core.status.heroStop)
core.ui.drawHelp();
break;
case 37: // UP
break;
case 38: // DOWN
break;
case 39: // RIGHT
break;
case 40: // DOWN
break;
case 49: // 快捷键1
if (core.status.heroStop && core.hasItem('pickaxe')) {
if (core.canUseItem('pickaxe')) {
core.useItem('pickaxe');
}
else {
core.drawTip('当前不能使用破墙镐');
}
}
break;
case 50: // 快捷键2
if (core.status.heroStop) {
if (core.hasItem('bomb')) {
if (core.canUseItem('bomb')) {
core.useItem('bomb');
}
else {
core.drawTip('当前不能使用炸弹');
}
}
else if (core.hasItem('hammer')) {
if (core.canUseItem('hammer')) {
core.useItem('hammer');
}
else {
core.drawTip('当前不能使用圣锤');
}
}
}
break;
}
core.stopHero();
}
////// 点击(触摸)事件按下时 //////
core.prototype.ondown = function (x ,y) {
if (!core.status.played || core.status.lockControl) {
core.onclick(x, y, []);
return;
}
core.status.holdingPath=1;
core.status.mouseOutCheck =1;
window.setTimeout(core.clearStepPostfix);
core.saveCanvas('ui');
core.clearMap('ui', 0, 0, 416,416);
var pos={'x':x,'y':y}
core.status.stepPostfix=[];
core.status.stepPostfix.push(pos);
core.fillPosWithPoint(pos);
}
////// 当在触摸屏上滑动时 //////
core.prototype.onmove = function (x ,y) {
if (core.status.holdingPath==0){return;}
core.status.mouseOutCheck =1;
var pos={'x':x,'y':y};
var pos0=core.status.stepPostfix[core.status.stepPostfix.length-1];
var directionDistance=[pos.y-pos0.y,pos0.x-pos.x,pos0.y-pos.y,pos.x-pos0.x];
var max=0,index=4;
for(var ii=0;ii<4;ii++){
if(directionDistance[ii]>max){
index=ii;
max=directionDistance[ii];
}
}
pos=[{'x':0,'y':1},{'x':-1,'y':0},{'x':0,'y':-1},{'x':1,'y':0},false][index]
if(pos){
pos.x+=pos0.x;
pos.y+=pos0.y;
core.status.stepPostfix.push(pos);
core.fillPosWithPoint(pos);
}
}
////// 当点击(触摸)事件放开时 //////
core.prototype.onup = function () {
core.status.holdingPath=0;
if(core.status.stepPostfix.length>0){
var stepPostfix = [];
var direction={'0':{'1':'down','-1':'up'},'-1':{'0':'left'},'1':{'0':'right'}};
for(var ii=1;ii<core.status.stepPostfix.length;ii++){
var pos0 = core.status.stepPostfix[ii-1];
var pos = core.status.stepPostfix[ii];
stepPostfix.push({'direction': direction[pos.x-pos0.x][pos.y-pos0.y], 'x': pos.x, 'y': pos.y});
}
var posx=core.status.stepPostfix[0].x;
var posy=core.status.stepPostfix[0].y;
core.status.stepPostfix=[];
core.canvas.ui.clearRect(0, 0, 416,416);
core.canvas.ui.restore();
core.onclick(posx,posy,stepPostfix);
//posx,posy是寻路的目标点,stepPostfix是后续的移动
}
}
////// 获得点击事件相对左上角的坐标0到12之间 //////
core.prototype.getClickLoc = function (x, y) {
var statusBar = {'x': 0, 'y': 0};
var size = 32;
size = size * core.domStyle.scale;
switch (core.domStyle.screenMode) {// 这里的3是指statusBar和游戏画布之间的白线宽度
case 'vertical':
statusBar.x = 0;
statusBar.y = core.dom.statusBar.offsetHeight + 3;
break;
case 'horizontal':
case 'bigScreen':
statusBar.x = core.dom.statusBar.offsetWidth + 3;
statusBar.y = 0;
break;
}
var left = core.dom.gameGroup.offsetLeft + statusBar.x;
var top = core.dom.gameGroup.offsetTop + statusBar.y;
var loc={'x': x - left, 'y': y - top, 'size': size};
return loc;
}
////// 具体点击屏幕上(x,y)点时,执行的操作 //////
core.prototype.onclick = function (x, y, stepPostfix) {
// console.log("Click: (" + x + "," + y + ")");
// 非游戏屏幕内
if (x<0 || y<0 || x>12 || y>12) return;
// 中心对称飞行器
if (core.status.usingCenterFly) {
if (x!=12-core.getHeroLoc('x') || y!=12-core.getHeroLoc('y')) {
core.clearMap('ui', (12-core.getHeroLoc('x'))*32,(12-core.getHeroLoc('y'))*32,32,32);
} else {
if (core.canUseItem('centerFly')) {
core.useItem('centerFly');
core.clearMap('ui', core.getHeroLoc('x')*32,core.getHeroLoc('y')*32,32,32);
return;
}
else {
core.drawTip('当前不能使用中心对称飞行器');
core.clearMap('ui', (12-core.getHeroLoc('x'))*32,(12-core.getHeroLoc('y'))*32,32,32);
}
}
core.status.usingCenterFly= false;
}
// 寻路
if (!core.status.lockControl) {
core.setAutomaticRoute(x, y, stepPostfix);
return;
}
// 怪物手册
if (core.status.event.id == 'book') {
core.events.clickBook(x,y);
return;
}
// 怪物详细信息
if (core.status.event.id == 'book-detail') {
core.events.clickBookDetail(x,y);
return;
}
// 楼层飞行器
if (core.status.event.id == 'fly') {
core.events.clickFly(x,y);
return;
}
// 开关
if (core.status.event.id == 'switchs') {
core.events.clickSwitchs(x,y);
return;
}
// 设置
if (core.status.event.id == 'settings') {
core.events.clickSettings(x,y);
return;
}
// 商店
if (core.status.event.id == 'shop') {
core.events.clickShop(x,y);
return;
}
// 快捷商店
if (core.status.event.id == 'selectShop') {
core.events.clickQuickShop(x,y);
return;
}
// 工具栏
if (core.status.event.id == 'toolbox') {
core.events.clickToolbox(x,y);
return;
}
// 存读档
if (core.status.event.id == 'save' || core.status.event.id == 'load') {
core.events.clickSL(x,y);
return;
}
// 选项
if (core.status.event.id == 'confirmBox') {
core.events.clickConfirmBox(x,y);
return;
}
// 关于
if (core.status.event.id == 'about') {
core.events.clickAbout(x,y);
return;
}
if (core.status.event.id == 'action') {
core.events.clickAction(x,y);
return;
}
// 纯文本
if (core.status.event.id == 'text') {
core.drawText();
return;
}
// 同步存档
if (core.status.event.id == 'syncSave') {
core.events.clickSyncSave(x,y);
return;
}
}
////// 滑动鼠标滚轮时的操作 //////
core.prototype.onmousewheel = function (direct) {
// 向下滚动是 -1 ,向上是 1
// 楼层飞行器
if (core.status.lockControl && core.status.event.id == 'fly') {
if (direct==1) core.ui.drawFly(core.status.event.data+1);
if (direct==-1) core.ui.drawFly(core.status.event.data-1);
return;
}
// 怪物手册
if (core.status.lockControl && core.status.event.id == 'book') {
if (direct==1) core.ui.drawBook(core.status.event.data - 1);
if (direct==-1) core.ui.drawBook(core.status.event.data + 1);
return;
}
// 存读档
if (core.status.lockControl && (core.status.event.id == 'save' || core.status.event.id == 'load')) {
if (direct==1) core.ui.drawSLPanel(core.status.event.data - 6);
if (direct==-1) core.ui.drawSLPanel(core.status.event.data + 6);
return;
}
}
/////////// 键盘、鼠标事件相关 END ///////////
/////////// 寻路代码相关 ///////////
////// 清除自动寻路路线 //////
core.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 //////
core.prototype.stopAutomaticRoute = function () {
if (!core.status.played) {
return;
}
core.stopAutoHeroMove();
core.status.automaticRouting = false;
core.status.automaticRouted = false;
core.status.autoStepRoutes = [];
core.status.automaticRoutingTemp = {'destX': 0, 'destY': 0, 'moveStep': []};
if (core.status.moveStepBeforeStop.length==0)
core.canvas.ui.clearRect(0, 0, 416, 416);
}
////// 继续剩下的自动寻路操作 //////
core.prototype.continueAutomaticRoute = function () {
// 此函数只应由events.afterOpenDoor和events.afterBattle调用
var moveStep = core.status.moveStepBeforeStop;
core.status.moveStepBeforeStop = [];
if(moveStep.length===0)return;
if(moveStep.length===1 && moveStep[0].step===1)return;
core.status.automaticRouting = true;
core.setAutoHeroMove(moveStep);
}
////// 清空剩下的自动寻路列表 //////
core.prototype.clearContinueAutomaticRoute = function () {
core.canvas.ui.clearRect(0, 0, 416, 416);
core.status.moveStepBeforeStop=[];
}
////// 设置自动寻路路线 //////
core.prototype.setAutomaticRoute = function (destX, destY, stepPostfix) {
if (!core.status.played || core.status.lockControl) {
return;
}
else if (core.status.automaticRouting) {
core.stopAutomaticRoute();
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;
core.status.automaticRoutingTemp = {'destX': 0, 'destY': 0, '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.automaticRoutingTemp.destX = destX;
core.status.automaticRoutingTemp.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});
step = 1;
tempStep = moveStep[m].direction;
}
if (m == moveStep.length - 1) {
core.status.automaticRoutingTemp.moveStep.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();
core.status.automaticRouted = true;
// 立刻移动
core.status.automaticRouting = true;
// core.setAutoHeroMove(core.status.automaticRoutingTemp.moveStep);
core.setAutoHeroMove(core.status.automaticRoutingTemp.moveStep);
core.status.automaticRoutingTemp = {'destX': 0, 'destY': 0, 'moveStep': []};
}
////// 自动寻路算法,找寻最优路径 //////
core.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);
if (nowBlock!=null){
nowId = nowBlock.block.event.id;
nowIsArrow = nowId.slice(0, 5).toLowerCase() == 'arrow';
}
for (var direction in scan) {
if(nowIsArrow){
var nowArrow = nowId.slice(5).toLowerCase();
if (direction != nowArrow) 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;
// 遇到单向箭头处理
var isArrow = nextId.slice(0, 5).toLowerCase() == 'arrow';
if(isArrow){
var nextArrow = nextId.slice(5).toLowerCase();
if ( (scan[direction].x + scan[nextArrow].x) == 0 && (scan[direction].y + scan[nextArrow].y) == 0 ) continue;
}
// 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;
// 绕过可能的夹击点
// if (nextBlock.block.event.trigger == 'checkBlock') deepAdd=200;
}
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 //////
core.prototype.fillPosWithPoint = function (pos) {
core.fillRect('ui', pos.x*32+12,pos.y*32+12,8,8, '#bfbfbf');
}
////// 清除已经寻路过的部分 //////
core.prototype.clearStepPostfix = function () {
if(core.status.mouseOutCheck >0){
core.status.mouseOutCheck--;
window.setTimeout(core.clearStepPostfix,1000);
return;
}
core.status.holdingPath=0;
if(core.status.stepPostfix.length>0){
core.status.stepPostfix=[];
core.canvas.ui.clearRect(0, 0, 416,416);
core.canvas.ui.restore();
}
}
/////////// 寻路代码相关 END ///////////
/////////// 自动行走 & 行走控制 ///////////
////// 停止勇士的自动行走 //////
core.prototype.stopAutoHeroMove = function () {
core.status.autoHeroMove = false;
core.status.automaticRouting = false;
core.status.automaticRouted = false;
core.status.autoStep = 0;
core.status.destStep = 0;
core.status.movedStep = 0;
core.status.autoStepRoutes = [];
core.stopHero();
clearInterval(core.interval.heroAutoMoveScan);
}
////// 设置勇士的自动行走路线 //////
core.prototype.setAutoHeroMove = function (steps, start) {
if (steps.length == 0) {
return;
}
core.status.autoStepRoutes = steps;
core.status.autoStep = 0;
clearInterval(core.interval.heroAutoMoveScan);
core.interval.heroAutoMoveScan = window.setInterval(function () {
if (!core.status.autoHeroMove) {
if (core.status.autoStep == core.status.autoStepRoutes.length) {
core.stopAutoHeroMove();
return;
}
core.autoHeroMove(core.status.autoStepRoutes[core.status.autoStep].direction, core.status.autoStepRoutes[core.status.autoStep].step);
core.status.autoStep++;
}
}, 80);
}
////// 让勇士开始自动行走 //////
core.prototype.autoHeroMove = function (direction, step) {
core.status.autoHeroMove = true;
core.status.destStep = step;
core.moveHero(direction);
}
////// 设置行走的效果动画 //////
core.prototype.setHeroMoveInterval = function (direction, x, y, callback) {
if (core.status.heroMoving) {
return;
}
core.status.heroMoving = true;
var moveStep = 0;
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 () {
moveStep++;
if (moveStep<=4) {
core.drawHero(direction, x, y, 'leftFoot', 4*moveStep*scan[direction].x, 4*moveStep*scan[direction].y);
}
else if (moveStep<=8) {
core.drawHero(direction, x, y, 'rightFoot', 4*moveStep*scan[direction].x, 4*moveStep*scan[direction].y);
}
if (moveStep==8) {
core.setHeroLoc('x', x+scan[direction].x);
core.setHeroLoc('y', y+scan[direction].y);
core.moveOneStep();
if (core.status.heroStop)
core.drawHero(direction, core.getHeroLoc('x'), core.getHeroLoc('y'), 'stop');
if (core.isset(callback)) callback();
}
}, 12.5);
}
////// 设置勇士行走过程中对事件的触发检测 //////
core.prototype.setHeroMoveTriggerInterval = function () {
var direction, x, y;
var scan = {
'up': {'x': 0, 'y': -1},
'left': {'x': -1, 'y': 0},
'down': {'x': 0, 'y': 1},
'right': {'x': 1, 'y': 0}
};
core.interval.heroMoveTriggerInterval = window.setInterval(function () {
if (!core.status.heroStop) {
direction = core.getHeroLoc('direction');
x = core.getHeroLoc('x');
y = core.getHeroLoc('y');
var noPass = core.noPass(x + scan[direction].x, y + scan[direction].y), canMove = core.canMoveHero();
if (noPass || !canMove) {
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.autoHeroMove) {
core.status.movedStep++;
if (core.status.destStep == core.status.movedStep) {
core.status.autoHeroMove = false;
core.status.destStep = 0;
core.status.movedStep = 0;
core.status.moveStepBeforeStop=[];
core.stopAutomaticRoute();
}
}
else {
core.status.heroStop = true;
}
return;
}
core.setHeroMoveInterval(direction, x, y, function () {
if (core.status.autoHeroMove) {
core.status.movedStep++;
if (core.status.destStep == core.status.movedStep) {
core.status.autoHeroMove = false;
core.status.destStep = 0;
core.status.movedStep = 0;
core.stopHero();
core.drawHero(core.getHeroLoc('direction'), core.getHeroLoc('x'), core.getHeroLoc('y'), 'stop');
}
}
else if (core.status.heroStop) {
core.drawHero(core.getHeroLoc('direction'), core.getHeroLoc('x'), core.getHeroLoc('y'), 'stop');
}
core.trigger(core.getHeroLoc('x'), core.getHeroLoc('y'));
clearInterval(core.interval.heroMoveInterval);
core.status.heroMoving = false;
core.checkBlock();
});
}
}, 50);
}
////// 设置勇士的方向(转向) //////
core.prototype.turnHero = function(direction) {
if (core.isset(direction)) {
core.status.hero.loc.direction = direction;
}
else 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.status.automaticRoutingTemp = {'destX': 0, 'destY': 0, 'moveStep': []};
core.canvas.ui.clearRect(0, 0, 416, 416);
}
////// 勇士能否前往某方向 //////
core.prototype.canMoveHero = function() {
var direction = core.getHeroLoc('direction');
var nowBlock = core.getBlock(core.getHeroLoc('x'),core.getHeroLoc('y'));
if (nowBlock!=null){
nowId = nowBlock.block.event.id;
var nowIsArrow = nowId.slice(0, 5).toLowerCase() == 'arrow';
if(nowIsArrow){
var nowArrow = nowId.slice(5).toLowerCase();
if (direction != nowArrow) {
// core.status.heroStop = true;
// core.turnHero(direction);
return false;
}
}
}
var scan = {
'up': {'x': 0, 'y': -1},
'left': {'x': -1, 'y': 0},
'down': {'x': 0, 'y': 1},
'right': {'x': 1, 'y': 0}
};
var nextBlock = core.getBlock(core.nextX(),core.nextY());
if (nextBlock!=null){
nextId = nextBlock.block.event.id;
// 遇到单向箭头处理
var isArrow = nextId.slice(0, 5).toLowerCase() == 'arrow';
if(isArrow){
var nextArrow = nextId.slice(5).toLowerCase();
if ( (scan[direction].x + scan[nextArrow].x) == 0 && (scan[direction].y + scan[nextArrow].y) == 0 ) {
// core.status.heroStop = true;
// core.turnHero(direction);
return false;
}
}
}
return true;
}
////// 让勇士开始移动 //////
core.prototype.moveHero = function (direction) {
core.setHeroLoc('direction', direction);
core.status.heroStop = false;
}
/////// 使用事件让勇士移动。这个函数将不会触发任何事件 //////
core.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;i<e.value;i++) {
moveSteps.push(e.direction);
}
}
}
});
var step=0;
var scan = {
'up': {'x': 0, 'y': -1},
'left': {'x': -1, 'y': 0},
'down': {'x': 0, 'y': 1},
'right': {'x': 1, 'y': 0}
};
var animate=window.setInterval(function() {
var x=core.getHeroLoc('x'), y=core.getHeroLoc('y');
if (moveSteps.length==0) {
clearInterval(animate);
core.drawHero(core.getHeroLoc('direction'), x, y, 'stop');
if (core.isset(callback)) callback();
}
else {
var direction = moveSteps[0];
core.setHeroLoc('direction', direction);
step++;
if (step <= 4) {
core.drawHero(direction, x, y, 'leftFoot', 4 * step * scan[direction].x, 4 * step * scan[direction].y);
}
else if (step <= 8) {
core.drawHero(direction, x, y, 'rightFoot', 4 * step * scan[direction].x, 4 * step * scan[direction].y);
}
if (step == 8) {
step = 0;
core.setHeroLoc('x', x + scan[direction].x);
core.setHeroLoc('y', y + scan[direction].y);
moveSteps.shift();
}
}
}, time/8);
}
////// 每移动一格后执行的事件 //////
core.prototype.moveOneStep = function() {
// 中毒状态
if (core.hasFlag('poison')) {
core.status.hero.hp -= core.values.poisonDamage;
if (core.status.hero.hp<=0) {
core.status.hero.hp=0;
core.updateStatusBar();
core.events.lose('poison');
return;
}
core.updateStatusBar();
}
}
////// 停止勇士的一切行动等待勇士行动结束后再执行callback //////
core.prototype.waitHeroToStop = function(callback) {
core.stopAutomaticRoute();
core.clearContinueAutomaticRoute();
if (core.isset(callback)) {
core.lockControl();
setTimeout(function(){
core.drawHero(core.getHeroLoc('direction'), core.getHeroLoc('x'), core.getHeroLoc('y'), 'stop');
callback();
}, 30);
}
}
////// 停止勇士的移动状态 //////
core.prototype.stopHero = function () {
core.status.heroStop = true;
}
////// 绘制勇士 //////
core.prototype.drawHero = function (direction, x, y, status, offsetX, offsetY) {
offsetX = offsetX || 0;
offsetY = offsetY || 0;
core.clearAutomaticRouteNode(x, y);
var heroIcon = core.material.icons.hero[direction];
x = x * 32;
y = y * 32;
core.canvas.hero.clearRect(x - 32, y - 32, 96, 96);
var height=core.material.icons.hero.height;
core.canvas.hero.drawImage(core.material.images.hero, heroIcon[status] * 32, heroIcon.loc * height, 32, height, x + offsetX, y + offsetY + 32-height, 32, height);
}
////// 设置勇士的位置 //////
core.prototype.setHeroLoc = function (itemName, itemVal) {
if (itemVal == '++') {
core.status.hero.loc[itemName]++;
return;
}
else if (itemVal == '--') {
core.status.hero.loc[itemName]--;
return;
}
core.status.hero.loc[itemName] = itemVal;
}
////// 获得勇士的位置 //////
core.prototype.getHeroLoc = function (itemName) {
if (!core.isset(itemName)) return core.status.hero.loc;
return core.status.hero.loc[itemName];
}
////// 获得勇士面对位置的x坐标 //////
core.prototype.nextX = function() {
var scan = {
'up': {'x': 0, 'y': -1},
'left': {'x': -1, 'y': 0},
'down': {'x': 0, 'y': 1},
'right': {'x': 1, 'y': 0}
};
return core.getHeroLoc('x')+scan[core.getHeroLoc('direction')].x;
}
////// 获得勇士面对位置的y坐标 //////
core.prototype.nextY = function () {
var scan = {
'up': {'x': 0, 'y': -1},
'left': {'x': -1, 'y': 0},
'down': {'x': 0, 'y': 1},
'right': {'x': 1, 'y': 0}
};
return core.getHeroLoc('y')+scan[core.getHeroLoc('direction')].y;
}
/////////// 自动行走 & 行走控制 END ///////////
/////////// 地图处理 ///////////
////// 开门 //////
core.prototype.openDoor = function (id, x, y, needKey, callback) {
if (core.interval.openDoorAnimate!=null) return;
// 是否存在门
if (!core.terrainExists(x, y, id)) {
if (core.isset(callback)) callback();
return;
}
if (core.status.moveStepBeforeStop.length==0) {
core.status.moveStepBeforeStop=core.status.autoStepRoutes.slice(core.status.autoStep-1,core.status.autoStepRoutes.length);
if (core.status.moveStepBeforeStop.length>=1)core.status.moveStepBeforeStop[0].step-=core.status.movedStep;
}
core.stopHero();
core.stopAutomaticRoute();
var speed=30;
if (needKey) {
var key = id.replace("Door", "Key");
if (!core.removeItem(key)) {
if (key != "specialKey")
core.drawTip("你没有" + core.material.items[key].name);
else core.drawTip("无法开启此门");
core.clearContinueAutomaticRoute();
if (core.isset(callback)) callback();
return;
}
}
// open
core.playSound("door.ogg");
var state = 0;
var doorId = id;
if (!(doorId.substring(doorId.length-4)=="Door")) {
doorId=doorId+"Door";
speed=100;
}
var door = core.material.icons.animates[doorId];
core.interval.openDoorAnimate = window.setInterval(function () {
state++;
if (state == 4) {
clearInterval(core.interval.openDoorAnimate);
core.interval.openDoorAnimate=null;
core.removeBlock(x, y);
core.events.afterOpenDoor(id,x,y,callback);
return;
}
core.canvas.event.clearRect(32 * x, 32 * y, 32, 32);
core.canvas.event.drawImage(core.material.images.animates, 32 * state, 32 * door, 32, 32, 32 * x, 32 * y, 32, 32);
}, speed)
}
////// 战斗 //////
core.prototype.battle = function (id, x, y, force, callback) {
if (core.status.moveStepBeforeStop.length==0) {
core.status.moveStepBeforeStop=core.status.autoStepRoutes.slice(core.status.autoStep-1,core.status.autoStepRoutes.length);
if (core.status.moveStepBeforeStop.length>=1)core.status.moveStepBeforeStop[0].step-=core.status.movedStep;
}
core.stopHero();
core.stopAutomaticRoute();
var damage = core.enemys.getDamage(id);
// 非强制战斗
if (damage >= core.status.hero.hp && !force) {
core.drawTip("你打不过此怪物!");
core.clearContinueAutomaticRoute();
return;
}
if (core.flags.battleAnimate) {
core.waitHeroToStop(function() {
core.ui.drawBattleAnimate(id, function() {
core.afterBattle(id, x, y, callback);
});
});
}
else {
core.playSound('attack.ogg');
core.afterBattle(id, x, y, callback);
}
}
////// 战斗完毕 //////
core.prototype.afterBattle = function(id, x, y, callback) {
core.status.hero.hp -= core.enemys.getDamage(id);
if (core.status.hero.hp<=0) {
core.status.hero.hp=0;
core.updateStatusBar();
core.events.lose('battle');
return;
}
var money = core.material.enemys[id].money;
if (core.hasItem('coin')) money *= 2;
if (core.hasFlag('curse')) money=0;
core.status.hero.money += money;
var experience = core.material.enemys[id].experience;
if (core.hasFlag('curse')) experience=0;
core.status.hero.experience += experience;
if (core.isset(x) && core.isset(y)) {
core.removeBlock(x, y);
core.canvas.event.clearRect(32 * x, 32 * y, 32, 32);
}
// core.updateStatusBar();
var hint = "打败 " + core.material.enemys[id].name;
if (core.flags.enableMoney)
hint += ",金币+" + money;
if (core.flags.enableExperience)
hint += ",经验+" + core.material.enemys[id].experience;
core.drawTip(hint);
// 打完怪物,触发事件
core.events.afterBattle(id,x,y,callback);
}
////// 触发(x,y)点的事件 //////
core.prototype.trigger = function (x, y) {
var mapBlocks = core.status.thisMap.blocks;
var noPass;
for (var b = 0; b < mapBlocks.length; b++) {
if (mapBlocks[b].x == x && mapBlocks[b].y == y && !(core.isset(mapBlocks[b].enable) && !mapBlocks[b].enable)) { // 启用事件
noPass = mapBlocks[b].event && mapBlocks[b].event.noPass;
if (noPass) {
core.clearAutomaticRouteNode(x, y);
}
if (core.isset(mapBlocks[b].event) && core.isset(mapBlocks[b].event.trigger)) {
var trigger = mapBlocks[b].event.trigger;
// 转换楼层能否穿透
if (trigger=='changeFloor' && (core.status.autoHeroMove || core.status.autoStep<core.status.autoStepRoutes.length)) {
var canCross = core.flags.portalWithoutTrigger;
if (core.isset(mapBlocks[b].event.data) && core.isset(mapBlocks[b].event.data.portalWithoutTrigger))
canCross=mapBlocks[b].event.data.portalWithoutTrigger;
if (canCross) continue;
}
core.material.events[trigger](mapBlocks[b], core, function (data) {
});
}
}
}
}
////// 楼层切换 //////
core.prototype.changeFloor = function (floorId, stair, heroLoc, time, callback) {
time = time || 800;
time /= 20;
core.lockControl();
core.stopHero();
core.stopAutomaticRoute();
core.clearContinueAutomaticRoute();
core.dom.floorNameLabel.innerHTML = core.status.maps[floorId].title;
if (!core.isset(stair) && !core.isset(heroLoc))
heroLoc = core.status.hero.loc;
if (core.isset(stair)) {
if (!core.isset(heroLoc)) heroLoc={};
var blocks = core.status.maps[floorId].blocks;
for (var i in blocks) {
if (core.isset(blocks[i].event) && !(core.isset(blocks[i].enable) && !blocks[i].enable) && blocks[i].event.id === stair) {
heroLoc.x = blocks[i].x;
heroLoc.y = blocks[i].y;
break;
}
}
if (!core.isset(heroLoc.x)) {
heroLoc.x=core.status.hero.loc.x;
heroLoc.y=core.status.hero.loc.y;
}
}
if (core.status.maps[floorId].canFlyTo && core.status.hero.flyRange.indexOf(floorId)<0) {
if (core.floorIds.indexOf(floorId)>core.floorIds.indexOf(core.status.floorId))
core.status.hero.flyRange.push(floorId);
else
core.status.hero.flyRange.unshift(floorId);
}
window.setTimeout(function () {
core.playSound('floor.mp3');
core.mapChangeAnimate('show', time/2, function () {
// 根据文字判断是否斜体
var floorName = core.status.maps[floorId].name;
if (!core.isset(floorName) || floorName=="") floorName="&nbsp;"
core.statusBar.floor.innerHTML = floorName;
if (/^[+-]?\d+$/.test(floorName))
core.statusBar.floor.style.fontStyle = 'italic';
else core.statusBar.floor.style.fontStyle = 'normal';
// 更改BGM
if (core.isset(core.floors[floorId].bgm)) {
core.playBgm(core.floors[floorId].bgm);
}
// 不存在事件时,更改画面色调
if (core.status.event.id == null) {
// 默认画面色调
if (core.isset(core.floors[floorId].color)) {
var color = core.floors[floorId].color;
// 直接变色
var nowR = parseInt(color[0]), nowG = parseInt(color[1]), nowB = parseInt(color[2]);
var toRGB = "#"+((1<<24)+(nowR<<16)+(nowG<<8)+nowB).toString(16).slice(1);
core.dom.curtain.style.background = toRGB;
if (core.isset(color[3]))
core.dom.curtain.style.opacity = color[3];
else core.dom.curtain.style.opacity=1;
core.status.curtainColor = color;
}
else {
core.dom.curtain.style.background = "#000000";
core.dom.curtain.style.opacity = 0;
}
}
core.drawMap(floorId, function () {
setTimeout(function() {
core.mapChangeAnimate('hide', time/4, function () {
core.unLockControl();
core.events.afterChangeFloor(floorId);
if (core.isset(callback)) callback();
});
if (core.isset(heroLoc.direction))
core.setHeroLoc('direction', heroLoc.direction);
core.setHeroLoc('x', heroLoc.x);
core.setHeroLoc('y', heroLoc.y);
core.drawHero(core.getHeroLoc('direction'), core.getHeroLoc('x'), core.getHeroLoc('y'), 'stop');
core.updateStatusBar();
}, 15)
});
});
}, 50);
}
////// 地图切换动画效果 //////
core.prototype.mapChangeAnimate = function (mode, time, callback) {
if (mode == 'show') {
core.show(core.dom.floorMsgGroup, time, function () {
callback();
});
}
else {
core.hide(core.dom.floorMsgGroup, time, function () {
callback();
});
}
}
////// 清除地图 //////
core.prototype.clearMap = function (map, x, y, width, height) {
if (map == 'all') {
for (var m in core.canvas) {
core.canvas[m].clearRect(0, 0, 416, 416);
}
}
else {
core.canvas[map].clearRect(x, y, width, height);
}
}
////// 在某个canvas上绘制一段文字 //////
core.prototype.fillText = function (map, text, x, y, style, font) {
if (core.isset(style)) {
core.setFillStyle(map, style);
}
if (core.isset(font)) {
core.setFont(map, font);
}
core.canvas[map].fillText(text, x, y);
}
////// 在某个canvas上绘制一个矩形 //////
core.prototype.fillRect = function (map, x, y, width, height, style) {
if (core.isset(style)) {
core.setFillStyle(map, style);
}
core.canvas[map].fillRect(x, y, width, height);
}
////// 在某个canvas上绘制一个矩形的边框 //////
core.prototype.strokeRect = function (map, x, y, width, height, style, lineWidth) {
if (core.isset(style)) {
core.setStrokeStyle(map, style);
}
if (core.isset(lineWidth)) {
core.setLineWidth(map, lineWidth);
}
core.canvas[map].strokeRect(x, y, width, height);
}
////// 在某个canvas上绘制一条线 //////
core.prototype.drawLine = function (map, x1, y1, x2, y2, style, lineWidth) {
if (core.isset(style)) {
core.setStrokeStyle(map, style);
}
if (core.isset(lineWidth)) {
core.setLineWidth(map, lineWidth);
}
core.canvas[map].beginPath();
core.canvas[map].moveTo(x1, y1);
core.canvas[map].lineTo(x2, y2);
core.canvas[map].stroke();
}
////// 设置某个canvas的文字字体 //////
core.prototype.setFont = function (map, font) {
core.canvas[map].font = font;
}
////// 设置某个canvas的线宽度 //////
core.prototype.setLineWidth = function (map, lineWidth) {
if (map == 'all') {
for (var m in core.canvas) {
core.canvas[m].lineWidth = lineWidth;
}
}
core.canvas[map].lineWidth = lineWidth;
}
////// 保存某个canvas状态 //////
core.prototype.saveCanvas = function (map) {
core.canvas[map].save();
}
////// 加载某个canvas状态 //////
core.prototype.loadCanvas = function (map) {
core.canvas[map].restore();
}
////// 设置某个canvas边框属性 //////
core.prototype.setStrokeStyle = function (map, style) {
if (map == 'all') {
for (var m in core.canvas) {
core.canvas[m].strokeStyle = style;
}
}
else {
core.canvas[map].strokeStyle = style;
}
}
////// 设置某个canvas的alpha值 //////
core.prototype.setAlpha = function (map, alpha) {
if (map == 'all') {
for (var m in core.canvas) {
core.canvas[m].globalAlpha = alpha;
}
}
else core.canvas[map].globalAlpha = alpha;
}
////// 设置某个canvas的透明度 //////
core.prototype.setOpacity = function (map, opacity) {
if (map == 'all') {
for (var m in core.canvas) {
core.canvas[m].canvas.style.opacity = opacity;
}
}
else core.canvas[map].canvas.style.opacity = opacity;
}
////// 设置某个canvas的绘制属性如颜色等 //////
core.prototype.setFillStyle = function (map, style) {
if (map == 'all') {
for (var m in core.canvas) {
core.canvas[m].fillStyle = style;
}
}
else {
core.canvas[map].fillStyle = style;
}
}
////// 绘制某张地图 //////
core.prototype.drawMap = function (mapName, callback) {
var mapData = core.status.maps[mapName];
var mapBlocks = mapData.blocks;
core.status.floorId = mapName;
core.status.thisMap = mapData;
core.clearMap('all');
core.removeGlobalAnimate(null, null, true);
var groundId = core.floors[mapName].defaultGround || "ground";
var blockIcon = core.material.icons.terrains[groundId];
var blockImage = core.material.images.terrains;
for (var x = 0; x < 13; x++) {
for (var y = 0; y < 13; y++) {
core.canvas.bg.drawImage(blockImage, 0, blockIcon * 32, 32, 32, x * 32, y * 32, 32, 32);
}
}
// 如果存在png
if (core.isset(core.floors[mapName].png)) {
var png = core.floors[mapName].png;
if (core.isset(core.material.images.pngs[png])) {
core.canvas.bg.drawImage(core.material.images.pngs[png], 0, 0, 416, 416);
}
}
var mapArray = core.maps.getMapArray(core.status.maps, mapName);
for (var b = 0; b < mapBlocks.length; b++) {
// 事件启用
var block = mapBlocks[b];
if (core.isset(block.event) && !(core.isset(block.enable) && !block.enable)) {
if (block.event.cls == 'autotile') {
core.drawAutotile(core.canvas.event, mapArray, block, 32, 0, 0);
}
else {
if (block.event.id!='none') {
blockIcon = core.material.icons[block.event.cls][block.event.id];
blockImage = core.material.images[block.event.cls];
core.canvas.event.drawImage(core.material.images[block.event.cls], 0, blockIcon * 32, 32, 32, block.x * 32, block.y * 32, 32, 32);
core.addGlobalAnimate(block.event.animate, block.x * 32, block.y * 32, blockIcon, blockImage);
}
}
}
}
core.setGlobalAnimate(core.values.animateSpeed);
if (core.isset(callback))
callback();
}
////// 绘制Autotile //////
core.prototype.drawAutotile = function(ctx, mapArr, block, size, left, top){
var indexArrs = [ //16种组合的图块索引数组; // 将autotile分割成48块16*16的小块; 数组索引即对应各个小块
// +----+----+----+----+----+----+
[10, 9, 4, 3 ], //0 bin:0000 | 1 | 2 | 3 | 4 | 5 | 6 |
[10, 9, 4, 13], //1 bin:0001 +----+----+----+----+----+----+
[10, 9, 18, 3 ], //2 bin:0010 | 7 | 8 | 9 | 10 | 11 | 12 |
[10, 9, 16, 15], //3 bin:0011 +----+----+----+----+----+----+
[10, 43, 4, 3 ], //4 bin:0100 | 13 | 14 | 15 | 16 | 17 | 18 |
[10, 31, 4, 25], //5 bin:0101 +----+----+----+----+----+----+
[10, 7, 2, 3 ], //6 bin:0110 | 19 | 20 | 21 | 22 | 23 | 24 |
[10, 31, 16, 5 ], //7 bin:0111 +----+----+----+----+----+----+
[48, 9, 4, 3 ], //8 bin:1000 | 25 | 26 | 27 | 28 | 29 | 30 |
[ 8, 9, 4, 1 ], //9 bin:1001 +----+----+----+----+----+----+
[36, 9, 30, 3 ], //10 bin:1010 | 31 | 32 | 33 | 34 | 35 | 36 |
[36, 9, 6, 15], //11 bin:1011 +----+----+----+----+----+----+
[46, 45, 4, 3 ], //12 bin:1100 | 37 | 38 | 39 | 40 | 41 | 42 |
[46, 11, 4, 25], //13 bin:1101 +----+----+----+----+----+----+
[12, 45, 30, 3 ], //14 bin:1110 | 43 | 44 | 45 | 46 | 47 | 48 |
[34, 33, 28, 27] //15 bin:1111 +----+----+----+----+----+----+
];
var drawBlockByIndex = function(ctx, dx, dy, autotileImg, index, size){ //index为autotile的图块索引1-48
var sx = 16*((index-1)%6), sy = 16*(~~((index-1)/6));
ctx.drawImage(autotileImg, sx, sy, 16, 16, dx, dy, size/2, size/2);
}
var getAutotileAroundId = function(currId, x, y){
if(x<0 || y<0 || x>12 || y>12) return 1;
else return mapArr[y][x]==currId ? 1:0;
}
var checkAround = function(x, y){ // 得到周围四个32*32块周围每块都包含当前块的1/4不清楚的话画下图你就明白的数组索引
var currId = mapArr[y][x];
var pointBlock = [];
for(var i=0; i<4; i++){
var bsum = 0;
var offsetx = i%2, offsety = ~~(i/2);
for(var j=0; j<4; j++){
var mx = j%2, my = ~~(j/2);
var b = getAutotileAroundId(currId, x+offsetx+mx-1, y+offsety+my-1);
bsum += b*(Math.pow(2, 3-j));
}
pointBlock.push(bsum);
}
return pointBlock;
}
var getAutotileIndexs = function(x, y){
var indexArr = [];
var pointBlocks = checkAround(x, y);
for(var i=0; i<4; i++){
var arr = indexArrs[pointBlocks[i]]
indexArr.push(arr[3-i]);
}
return indexArr;
}
// 开始绘制autotile
var x = block.x, y = block.y;
var pieceIndexs = getAutotileIndexs(x, y);
//修正四个边角的固定搭配
if(pieceIndexs[0] == 13){
if(pieceIndexs[1] == 16) pieceIndexs[1] = 14;
if(pieceIndexs[2] == 31) pieceIndexs[2] = 19;
}
if(pieceIndexs[1] == 18){
if(pieceIndexs[0] == 15) pieceIndexs[0] = 17;
if(pieceIndexs[3] == 36) pieceIndexs[3] = 24;
}
if(pieceIndexs[2] == 43){
if(pieceIndexs[0] == 25) pieceIndexs[0] = 37;
if(pieceIndexs[3] == 46) pieceIndexs[3] = 44;
}
if(pieceIndexs[3] == 48){
if(pieceIndexs[1] == 30) pieceIndexs[1] = 42;
if(pieceIndexs[2] == 45) pieceIndexs[2] = 47;
}
for(var i=0; i<4; i++){
var index = pieceIndexs[i];
var dx = x*size + size/2*(i%2), dy = y*size + size/2*(~~(i/2));
drawBlockByIndex(ctx, dx+left, dy+top, core.material.images['autotile'][block.event.id], index, size);
}
}
////// 某个点是否不可通行 //////
core.prototype.noPassExists = function (x, y, floorId) {
var block = core.getBlock(x,y,floorId);
if (block==null) return false;
return core.isset(block.block.event.noPass) && block.block.event.noPass;
}
////// 某个点是否在区域内且不可通行 //////
core.prototype.noPass = function (x, y) {
return x<0 || x>12 || y<0 || y>12 || core.noPassExists(x,y);
}
////// 某个点是否存在NPC //////
core.prototype.npcExists = function (x, y, floorId) {
var block = core.getBlock(x,y,floorId);
if (block==null) return false;
return block.block.event.cls == 'npcs';
}
////// 某个点是否存在(指定的)地形 //////
core.prototype.terrainExists = function (x, y, id, floorId) {
var block = core.getBlock(x,y,floorId);
if (block==null) return false;
return block.block.event.cls=='terrains' && (core.isset(id)?block.block.event.id==id:true);
}
////// 某个点是否存在楼梯 //////
core.prototype.stairExists = function (x, y, floorId) {
var block = core.getBlock(x,y,floorId);
if (block==null) return false;
return block.block.event.cls=='terrains' && (block.block.event.id=='upFloor' || block.block.event.id=='downFloor');
}
////// 当前位置是否在楼梯边 //////
core.prototype.nearStair = function() {
var x=core.getHeroLoc('x'), y=core.getHeroLoc('y');
return core.stairExists(x,y) || core.stairExists(x-1,y) || core.stairExists(x,y-1) || core.stairExists(x+1,y) || core.stairExists(x,y+1);
}
////// 某个点是否存在(指定的)怪物 //////
core.prototype.enemyExists = function (x, y, id,floorId) {
var block = core.getBlock(x,y,floorId);
if (block==null) return false;
return block.block.event.cls=='enemys' && (core.isset(id)?block.block.event.id==id:true);
}
////// 获得某个点的block //////
core.prototype.getBlock = function (x, y, floorId, needEnable) {
if (!core.isset(floorId)) floorId=core.status.floorId;
if (!core.isset(needEnable)) needEnable=true;
var blocks = core.status.maps[floorId].blocks;
for (var n=0;n<blocks.length;n++) {
if (blocks[n].x==x && blocks[n].y==y && core.isset(blocks[n].event)) {
if (needEnable && core.isset(blocks[n].enable) && !blocks[n].enable) return null;
return {"index": n, "block": blocks[n]};
}
}
return null;
}
////// 显示移动某块的动画,达到{“type”:”move”}的效果 //////
core.prototype.moveBlock = function(x,y,steps,time,immediateHide,callback) {
time = time || 500;
clearInterval(core.interval.tipAnimate);
core.saveCanvas('data');
core.clearMap('data', 0, 0, 416, 416);
var block = core.getBlock(x,y,core.status.floorId,false);
if (block==null) {// 不存在
if (core.isset(callback)) callback();
return;
}
// 需要删除该块
core.removeBlock(x,y);
core.clearMap('ui', 0, 0, 416, 416);
core.setAlpha('ui', 1.0);
block=block.block;
blockIcon = core.material.icons[block.event.cls][block.event.id];
blockImage = core.material.images[block.event.cls];
// 绘制data层
var opacityVal = 1;
core.setOpacity('data', opacityVal);
core.canvas.data.drawImage(blockImage, 0, blockIcon * 32, 32, 32, block.x * 32, block.y * 32, 32, 32);
// 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;i<e.value;i++) {
moveSteps.push(e.direction);
}
}
}
});
var nowX=32*x, nowY=32*y, step=0;
var scan = {
'up': {'x': 0, 'y': -1},
'left': {'x': -1, 'y': 0},
'down': {'x': 0, 'y': 1},
'right': {'x': 1, 'y': 0}
};
var animateValue = block.event.animate || 1;
var animateCurrent = 0;
var animateTime = 0;
var animate=window.setInterval(function() {
animateTime += time / 16;
if (animateTime >= core.values.animateSpeed * 2 / animateValue) {
animateCurrent++;
animateTime = 0;
if (animateCurrent>=animateValue) animateCurrent=0;
}
// 已经移动完毕,消失
if (moveSteps.length==0) {
if (immediateHide) opacityVal=0;
else opacityVal -= 0.06;
core.setOpacity('data', opacityVal);
core.clearMap('data', nowX, nowY, 32, 32);
core.canvas.data.drawImage(blockImage, animateCurrent * 32, blockIcon * 32, 32, 32, nowX, nowY, 32, 32);
if (opacityVal<=0) {
clearInterval(animate);
core.loadCanvas('data');
core.clearMap('data', 0, 0, 416, 416);
core.setOpacity('data', 1);
if (core.isset(callback)) callback();
}
}
else {
// 移动中
step++;
nowX+=scan[moveSteps[0]].x*2;
nowY+=scan[moveSteps[0]].y*2;
core.clearMap('data', nowX-32, nowY-32, 96, 96);
// 绘制
core.canvas.data.drawImage(blockImage, animateCurrent * 32, blockIcon * 32, 32, 32, nowX, nowY, 32, 32);
if (step==16) {
// 该移动完毕,继续
step=0;
moveSteps.shift();
}
}
}, time/16);
}
////// 显示/隐藏某个块时的动画效果 //////
core.prototype.animateBlock = function (x,y,type,time,callback) {
if (type!='hide') type='show';
clearInterval(core.interval.tipAnimate);
core.saveCanvas('data');
core.clearMap('data', 0, 0, 416, 416);
var block = core.getBlock(x,y,core.status.floorId,false);
if (block==null) {// 不存在
if (core.isset(callback)) callback();
return;
}
// 清空UI
core.clearMap('ui', 0, 0, 416, 416);
core.setAlpha('ui', 1.0);
block=block.block;
blockIcon = core.material.icons[block.event.cls][block.event.id];
blockImage = core.material.images[block.event.cls];
var opacityVal = 0;
if (type=='hide') opacityVal=1;
core.setOpacity('data', opacityVal);
core.canvas.data.drawImage(blockImage, 0, blockIcon * 32, 32, 32, block.x * 32, block.y * 32, 32, 32);
var animate = window.setInterval(function () {
if (type=='show') opacityVal += 0.1;
else opacityVal -= 0.1;
core.setOpacity('data', opacityVal);
core.clearMap('data',block.x * 32, block.y * 32, 32, 32);
core.canvas.data.drawImage(blockImage, 0, blockIcon * 32, 32, 32, block.x * 32, block.y * 32, 32, 32);
if (opacityVal >=1 || opacityVal<=0) {
clearInterval(animate);
core.loadCanvas('data');
core.clearMap('data', 0, 0, 416, 416);
core.setOpacity('data', 1);
if (core.isset(callback)) callback();
}
}, time/10);
}
////// 将某个块从禁用变成启用状态 //////
core.prototype.showBlock = function(x, y, floodId) {
floodId = floodId || core.status.floorId;
var block = core.getBlock(x,y,floodId,false);
if (block==null) return; // 不存在
block=block.block;
// 本身是禁用事件,启用之
if (core.isset(block.enable) && !block.enable) {
block.enable = true;
// 在本层,添加动画
if (floodId == core.status.floorId && core.isset(block.event)) {
blockIcon = core.material.icons[block.event.cls][block.event.id];
blockImage = core.material.images[block.event.cls];
core.canvas.event.drawImage(core.material.images[block.event.cls], 0, blockIcon * 32, 32, 32, block.x * 32, block.y * 32, 32, 32);
core.addGlobalAnimate(block.event.animate, block.x * 32, block.y * 32, blockIcon, blockImage);
core.setGlobalAnimate(core.values.animateSpeed);
}
}
}
////// 将某个块从启用变成禁用状态 //////
core.prototype.removeBlock = function (x, y, floorId) {
floorId = floorId || core.status.floorId;
var block = core.getBlock(x,y,floorId,false);
if (block==null) return; // 不存在
var index=block.index;
// 删除动画,清除地图
if (floorId==core.status.floorId) {
core.removeGlobalAnimate(x, y);
core.canvas.event.clearRect(x * 32, y * 32, 32, 32);
}
// 删除Index
core.removeBlockById(index, floorId);
core.updateFg();
}
////// 根据block的索引删除该块 //////
core.prototype.removeBlockById = function (index, floorId) {
var blocks = core.status.maps[floorId].blocks;
var x=blocks[index].x, y=blocks[index].y;
// 检查该点是否存在事件
var event = core.floors[floorId].events[x+","+y];
if (!core.isset(event))
event = core.floors[floorId].changeFloor[x+","+y];
// 不存在事件,直接删除
if (!core.isset(event)) {
blocks.splice(index,1);
return;
}
blocks[index].enable = false;
}
////// 一次性删除多个block //////
core.prototype.removeBlockByIds = function (floorId, ids) {
ids.sort(function (a,b) {return b-a}).forEach(function (id) {
core.removeBlockById(id, floorId);
});
}
////// 添加一个全局动画 //////
core.prototype.addGlobalAnimate = function (animateMore, x, y, loc, image) {
if (animateMore == 2) {
core.status.twoAnimateObjs.push({
'x': x,
'y': y,
'status': 0,
'loc': loc,
'image': image
});
}
else if (animateMore == 4) {
core.status.fourAnimateObjs.push({
'x': x,
'y': y,
'status': 0,
'loc': loc,
'image': image
});
}
}
////// 删除一个或所有全局动画 //////
core.prototype.removeGlobalAnimate = function (x, y, all) {
if (all == true) {
core.status.twoAnimateObjs = [];
core.status.fourAnimateObjs = [];
}
for (var t = 0; t < core.status.twoAnimateObjs.length; t++) {
if (core.status.twoAnimateObjs[t].x == x * 32 && core.status.twoAnimateObjs[t].y == y * 32) {
core.status.twoAnimateObjs.splice(t, 1);
return;
}
}
for (var f = 0; f < core.status.fourAnimateObjs.length; f++) {
if (core.status.fourAnimateObjs[f].x == x * 32 && core.status.fourAnimateObjs[f].y == y * 32) {
core.status.fourAnimateObjs.splice(f, 1);
return;
}
}
}
////// 设置全局动画的显示效果 //////
core.prototype.setGlobalAnimate = function (speed) {
clearInterval(core.interval.twoAnimate);
clearInterval(core.interval.fourAnimate);
var animateClose = false;
core.interval.twoAnimate = window.setInterval(function () {
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);
if (!animateClose) {
core.canvas.event.drawImage(obj.image, obj.status * 32, obj.loc * 32, 32, 32, obj.x, obj.y, 32, 32);
}
animateClose = false;
}
}, speed);
core.interval.fourAnimate = window.setInterval(function () {
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);
if (!animateClose) {
core.canvas.event.drawImage(obj.image, obj.status * 32, obj.loc * 32, 32, 32, obj.x, obj.y, 32, 32);
}
animateClose = false;
}
}, speed / 2);
}
////// 同步所有的全局动画效果 //////
core.prototype.syncGlobalAnimate = function () {
core.status.twoAnimateObjs.forEach(function (t) {
t.status=0;
})
core.status.fourAnimateObjs.forEach(function (t) {
t.status=0;
})
}
////// 显示UI层某个box的动画 //////
core.prototype.setBoxAnimate = function () {
clearInterval(core.interval.boxAnimate);
if (core.status.boxAnimateObjs.length > 0) {
var background = core.canvas.ui.createPattern(core.material.ground, "repeat");
core.drawBoxAnimate(background);
core.interval.boxAnimate = setInterval(function () {
core.drawBoxAnimate(background);
}, core.values.animateSpeed);
}
}
////// 绘制UI层的box动画 //////
core.prototype.drawBoxAnimate = function (background) {
for (var a = 0; a < core.status.boxAnimateObjs.length; a++) {
var obj = core.status.boxAnimateObjs[a];
obj.status = obj.status == 0 ? 1 : 0;
core.clearMap('ui', obj.bgx, obj.bgy, obj.bgsize, obj.bgsize);
core.fillRect('ui', obj.bgx, obj.bgy, obj.bgsize, obj.bgsize, background);
core.canvas.ui.drawImage(obj.image, obj.status * 32, obj.icon * 32,
32, 32, obj.x, obj.y, 32, 32);
}
}
////// 更新领域、夹击、阻击的伤害地图 //////
core.prototype.updateCheckBlock = function() {
core.status.checkBlock = {};
if (!core.isset(core.status.thisMap)) return;
var blocks = core.status.thisMap.blocks;
// Step1: 更新怪物地图
core.status.checkBlock.map = []; // 记录怪物地图
for (var n=0;n<blocks.length;n++) {
var block = blocks[n];
if (core.isset(block.event) && !(core.isset(block.enable) && !block.enable) && block.event.cls=='enemys') {
var id = block.event.id, enemy = core.enemys.getEnemys(id);
if (core.isset(enemy)) {
core.status.checkBlock.map[13*block.x+block.y]=id;
}
}
}
// Step2: 更新领域、阻击伤害
core.status.checkBlock.damage = []; // 记录(x,y)点的伤害
for (var x=0;x<13*13;x++) core.status.checkBlock.damage[x]=0;
for (var x=0;x<13;x++) {
for (var y=0;y<13;y++) {
var id = core.status.checkBlock.map[13*x+y];
if (core.isset(id)) {
var enemy = core.enemys.getEnemys(id);
// 存在领域
if (core.enemys.hasSpecial(enemy.special, 15)) {
var range = enemy.range || 1;
var zoneSquare = core.flags.zoneSquare;
if (core.isset(enemy.zoneSquare)) zoneSquare=enemy.zoneSquare;
for (var dx=-range;dx<=range;dx++) {
for (var dy=-range;dy<=range;dy++) {
if (dx==0 && dy==0) continue;
var nx=x+dx, ny=y+dy;
if (nx<0 || nx>12 || 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+1)/2);
}
}
}
}
////// 检查并执行领域、夹击、阻击事件 //////
core.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');
}
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) //////
core.prototype.snipe = function (snipes) {
core.waitHeroToStop(function() {
core.lockControl();
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 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);
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(animateValue, 32*t.nx, 32*t.ny, t.blockIcon, t.blockImage);
});
core.syncGlobalAnimate();
core.updateStatusBar();
// 不存在自定义事件
if (core.status.event.id==null)
core.unLockControl();
}
}, time/16);
});
}
////// 更改画面色调 //////
core.prototype.setFg = function(color, time, callback) {
if (!core.isset(time)) time=750;
if (time<=0) time=0;
if (!core.isset(core.status.curtainColor)) {
core.status.curtainColor = [0,0,0,0];
}
var fromColor = core.status.curtainColor;
if (!core.isset(color))
color = [0,0,0,0];
if (color.length==3)
color.push(1);
if (color[3]<0) color[3]=0;
if (color[3]>1) color[3]=1;
if (time==0) {
// 直接变色
var nowR = parseInt(color[0]), nowG = parseInt(color[1]), nowB = parseInt(color[2]);
var toRGB = "#"+((1<<24)+(nowR<<16)+(nowG<<8)+nowB).toString(16).slice(1);
core.dom.curtain.style.background = toRGB;
core.dom.curtain.style.opacity = color[3];
core.status.curtainColor = color;
if (core.isset(callback)) callback();
return;
}
var step=0;
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);
if (nowR<0) nowR=0; if (nowR>255) nowR=255;
if (nowG<0) nowG=0; if (nowG>255) nowG=255;
if (nowB<0) nowB=0; if (nowB>255) nowB=255;
var toRGB = "#"+((1<<24)+(nowR<<16)+(nowG<<8)+nowB).toString(16).slice(1);
core.dom.curtain.style.background = toRGB;
core.dom.curtain.style.opacity = nowAlpha;
if (step>=25) {
clearInterval(changeAnimate);
core.status.curtainColor = color;
if (core.isset(callback)) callback();
}
}, time/25);
}
////// 更新全地图显伤 //////
core.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);
}
}
}
}
}
////// 获得某个物品的个数 //////
core.prototype.itemCount = function (itemId) {
if (!core.isset(itemId) || !core.isset(core.material.items[itemId])) return 0;
var itemCls = core.material.items[itemId].cls;
if (itemCls=="items") return 0;
return core.isset(core.status.hero.items[itemCls][itemId]) ? core.status.hero.items[itemCls][itemId] : 0;
}
////// 是否存在某个物品 //////
core.prototype.hasItem = function (itemId) {
return core.itemCount(itemId) > 0;
}
////// 设置某个物品的个数 //////
core.prototype.setItem = function (itemId, itemNum) {
var itemCls = core.material.items[itemId].cls;
if (itemCls == 'items') return;
if (!core.isset(core.status.hero.items[itemCls])) {
core.status.hero.items[itemCls] = {};
}
core.status.hero.items[itemCls][itemId] = itemNum;
if (itemCls!='keys' && itemNum==0) {
delete core.status.hero.items[itemCls][itemId];
}
}
////// 删除某个物品 //////
core.prototype.removeItem = function (itemId) {
if (!core.hasItem(itemId)) return false;
var itemCls = core.material.items[itemId].cls;
core.status.hero.items[itemCls][itemId]--;
if (itemCls!='keys' && core.status.hero.items[itemCls][itemId]==0) {
delete core.status.hero.items[itemCls][itemId];
}
core.updateStatusBar();
return true;
}
////// 使用某个物品 //////
core.prototype.useItem = function (itemId) {
core.items.useItem(itemId);
return;
}
////// 能否使用某个物品 //////
core.prototype.canUseItem = function (itemId) {
return core.items.canUseItem(itemId);
}
////// 增加某个物品的个数 //////
core.prototype.addItem = function (itemId, itemNum) {
var itemData = core.material.items[itemId];
var itemCls = itemData.cls;
if (itemCls == 'items') return;
if (!core.isset(core.status.hero.items[itemCls])) {
core.status.hero.items[itemCls] = {};
core.status.hero.items[itemCls][itemId] = 0;
}
else if (!core.isset(core.status.hero.items[itemCls][itemId])) {
core.status.hero.items[itemCls][itemId] = 0;
}
core.status.hero.items[itemCls][itemId] += itemNum;
}
////// 获得面前的物品(轻按) //////
core.prototype.getNextItem = function() {
if (!core.status.heroStop || !core.flags.enableGentleClick) return;
var nextX = core.nextX(), nextY = core.nextY();
var block = core.getBlock(nextX, nextY);
if (block==null) return;
if (block.block.event.trigger=='getItem') {
core.getItem(block.block.event.id, 1, nextX, nextY);
}
}
////// 获得某个物品 //////
core.prototype.getItem = function (itemId, itemNum, itemX, itemY, callback) {
// core.getItemAnimate(itemId, itemNum, itemX, itemY);
core.playSound('item.ogg');
var itemCls = core.material.items[itemId].cls;
core.items.getItemEffect(itemId, itemNum);
core.removeBlock(itemX, itemY);
var text = '获得 ' + core.material.items[itemId].name;
if (itemNum > 1) text += "x" + itemNum;
if (itemCls === 'items') text += core.items.getItemEffectTip(itemId);
core.drawTip(text, core.material.icons.items[itemId]);
core.canvas.event.clearRect(itemX * 32, itemY * 32, 32, 32);
core.updateStatusBar();
// 检查处理后的事件。
var event = core.floors[core.status.floorId].afterGetItem[itemX+","+itemY];
if (core.isset(event)) {
core.events.doEvents(event, itemX, itemY, callback);
}
else if (core.isset(callback)) callback();
}
////// 左上角绘制一段提示 //////
core.prototype.drawTip = function (text, itemIcon) {
var textX, textY, width, height, hide = false, opacityVal = 0;
clearInterval(core.interval.tipAnimate);
core.setFont('data', "16px Arial");
core.saveCanvas('data');
core.setOpacity('data', 0);
core.canvas.data.textAlign = 'left';
if (!core.isset(itemIcon)) {
textX = 16;
textY = 18;
width = textX + core.canvas.data.measureText(text).width + 16;
height = 42;
}
else {
textX = 44;
textY = 18;
width = textX + core.canvas.data.measureText(text).width + 8;
height = 42;
}
core.interval.tipAnimate = window.setInterval(function () {
if (hide) {
opacityVal -= 0.1;
}
else {
opacityVal += 0.1;
}
core.setOpacity('data', opacityVal);
core.clearMap('data', 5, 5, 400, height);
core.fillRect('data', 5, 5, width, height, '#000');
if (core.isset(itemIcon)) {
core.canvas.data.drawImage(core.material.images.items, 0, itemIcon * 32, 32, 32, 10, 8, 32, 32);
}
core.fillText('data', text, textX + 5, textY + 15, '#fff');
if (opacityVal > 0.6 || opacityVal < 0) {
if (hide) {
core.loadCanvas('data');
core.clearMap('data', 5, 5, 400, height);
core.setOpacity('data', 1);
clearInterval(core.interval.tipAnimate);
return;
}
else {
if (!core.isset(core.timeout.getItemTipTimeout)) {
core.timeout.getItemTipTimeout = window.setTimeout(function () {
hide = true;
core.timeout.getItemTipTimeout = null;
}, 750);
}
opacityVal = 0.6;
core.setOpacity('data', opacityVal);
}
}
}, 30);
}
////// 地图中间绘制一段文字 //////
core.prototype.drawText = function (contents, callback) {
if (core.isset(contents)) {
if (typeof contents == 'string') {
contents = [{'content': contents}];
}
else if (contents instanceof Object && core.isset(contents.content)) {
contents = [contents];
}
else if (!(contents instanceof Array)) {
core.drawTip("出错了");
console.log(contents);
return;
}
core.status.event = {'id': 'text', 'data': {'list': contents, 'callback': callback}};
core.lockControl();
// wait the hero to stop
core.stopAutomaticRoute();
setTimeout(function() {
core.drawText();
}, 30);
return;
}
if (core.status.event.data.list.length==0) {
var callback = core.status.event.data.callback;
core.ui.closePanel(false);
if (core.isset(callback)) callback();
return;
}
var data=core.status.event.data.list.shift();
if (typeof data == 'string')
core.ui.drawTextBox(data);
else
core.ui.drawTextBox(data.content, data.id);
// core.drawTextBox(content);
}
/////////// 地图相关 END ///////////
/////////// 系统机制 ///////////
////// 将文字中的${和}(表达式)进行替换 //////
core.prototype.replaceText = function (text) {
return text.replace(/\${([^}]+)}/g, function (word, value) {
return core.calValue(value);
});
}
////// 计算表达式的值 //////
core.prototype.calValue = function (value) {
value=value.replace(/status:([\w\d_]+)/g, "core.getStatus('$1')");
value=value.replace(/item:([\w\d_]+)/g, "core.itemCount('$1')");
value=value.replace(/flag:([\w\d_]+)/g, "core.getFlag('$1', false)");
return eval(value);
}
////// 执行一个表达式的effect操作 //////
core.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);
}
}
////// 字符串自动换行的分割 //////
core.prototype.splitLines = function(canvas, text, maxLength, font) {
if (core.isset(font)) core.setFont(canvas, font);
var contents = [];
var last = 0;
for (var i=0;i<text.length;i++) {
if (text.charAt(i)=='\n') {
contents.push(text.substring(last, i));
last=i+1;
}
else {
var toAdd = text.substring(last, i+1);
var width = core.canvas[canvas].measureText(toAdd).width;
if (width>maxLength) {
contents.push(text.substring(last, i));
last=i;
}
}
}
contents.push(text.substring(last));
return contents;
}
////// 向某个数组前插入另一个数组或元素 //////
core.prototype.unshift = function (a,b) {
if (!(a instanceof Array) || !core.isset(b)) return;
if (b instanceof Array) {
core.clone(b).reverse().forEach(function (e) {
a.unshift(e);
});
}
else a.unshift(b);
return a;
}
////// 设置本地存储 //////
core.prototype.setLocalStorage = function(key, value) {
try {
localStorage.setItem(core.firstData.name + "_" + key, JSON.stringify(value));
return true;
}
catch (e) {
console.log(e);
return false;
}
}
////// 获得本地存储 //////
core.prototype.getLocalStorage = function(key, defaultValue) {
var value = localStorage.getItem(core.firstData.name+"_"+key);
if (core.isset(value)) return JSON.parse(value);
return defaultValue;
}
////// 移除本地存储 //////
core.prototype.removeLocalStorage = function (key) {
localStorage.removeItem(core.firstData.name+"_"+key);
}
////// 深拷贝一个对象 //////
core.prototype.clone = function (data) {
if (!core.isset(data)) return data;
// date
if (data instanceof Date) {
var copy=new Date();
copy.setTime(data.getTime());
return copy;
}
// array
if (data instanceof Array) {
var copy=[];
// for (var i=0;i<data.length;i++) {
for (var i in data) {
// copy.push(core.clone(data[i]));
copy[i] = core.clone(data[i]);
}
return copy;
}
// 函数
if (data instanceof Function) {
return data;
}
// object
if (data instanceof Object) {
var copy={};
for (var i in data) {
if (data.hasOwnProperty(i))
copy[i]=core.clone(data[i]);
}
return copy;
}
return data;
}
////// 格式化时间为字符串 //////
core.prototype.formatDate = function(date) {
if (!core.isset(date)) return "";
return date.getFullYear()+"-"+core.setTwoDigits(date.getMonth()+1)+"-"+core.setTwoDigits(date.getDate())+" "
+core.setTwoDigits(date.getHours())+":"+core.setTwoDigits(date.getMinutes())+":"+core.setTwoDigits(date.getSeconds());
}
////// 两位数显示 //////
core.prototype.setTwoDigits = function (x) {
return parseInt(x)<10?"0"+x:x;
}
////// 作弊 //////
core.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");
}
////// 判断当前能否进入某个事件 //////
core.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.automaticRoutingTemp = {'destX': 0, 'destY': 0, 'moveStep': []};
core.status.event.id = name;
return true;
}
////// 点击怪物手册时的打开操作 //////
core.prototype.openBook = function (need) {
if (!core.checkStatus('book', need, true))
return;
core.useItem('book');
}
////// 点击楼层传送器时的打开操作 //////
core.prototype.useFly = function (need) {
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 //////
core.prototype.openToolbox = function (need) {
if (!core.checkStatus('toolbox', need))
return;
core.ui.drawToolbox();
}
////// 点击保存按钮时的打开操作 //////
core.prototype.save = function(need) {
if (!core.checkStatus('save', need))
return;
core.ui.drawSLPanel(core.status.saveIndex);
}
////// 点击读取按钮时的打开操作 //////
core.prototype.load = function (need) {
// 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(core.getLocalStorage('saveIndex', 1));
return;
}
if (!core.checkStatus('load', need))
return;
core.ui.drawSLPanel(core.status.saveIndex);
}
////// 实际进行存读档事件 //////
core.prototype.doSL = function (id, type) {
core.status.saveIndex=id;
if (type=='save') {
if (core.saveData("save"+id)) {
core.ui.closePanel();
core.drawTip('存档成功!');
core.setLocalStorage('saveIndex', 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("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");
return;
}
core.ui.closePanel();
core.loadData(data, function() {
core.status.saveIndex=id;
core.setLocalStorage('saveIndex', core.status.saveIndex);
core.drawTip("读档成功");
});
return;
}
}
////// 存档同步操作 //////
core.prototype.syncSave = function(type) {
if (type=='save') {
core.status.event.selection=1;
core.ui.drawConfirmBox("你确定要将本地存档同步到服务器吗?", function(){
// console.log("同步存档...");
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 saves = [];
for (var i=1;i<=180;i++) {
var data = core.getLocalStorage("save"+i, null);
if (core.isset(data)) {
saves.push(data);
}
}
var save_text = JSON.stringify(saves);
formData.append('data', save_text);
// send
var xhr = new XMLHttpRequest();
xhr.open("POST", "/games/sync.php");
xhr.onload = function(e) {
if (xhr.status==200) {
// console.log("同步成功。");
var response = JSON.parse(xhr.response);
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。")
}
}
else {
core.drawText("出错啦!\n无法同步存档到服务器。\n错误原因HTTP "+xhr.status);
}
};
xhr.ontimeout = function(e) {
console.log(e);
core.drawText("出错啦!\n无法同步存档到服务器。\n错误原因"+e);
}
xhr.onerror = function(e) {
console.log(e);
core.drawText("出错啦!\n无法同步存档到服务器。\n错误原因"+e);
}
xhr.send(formData);
}, function() {
core.status.event.selection=0;
core.ui.drawSyncSave();
})
}
else if (type=='load') {
core.status.event.selection=1;
core.ui.drawConfirmBox("你确定要从服务器加载存档吗?\n该操作将覆盖所有本地存档且不可逆", 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);
// send
var xhr = new XMLHttpRequest();
xhr.open("POST", "/games/sync.php");
xhr.onload = function(e) {
if (xhr.status==200) {
// console.log("同步成功。");
var response = JSON.parse(xhr.response);
switch (response.code) {
case 0:
// 成功
var data=JSON.parse(response.msg);
// console.log(data);
for (var i=1;i<=180;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。");
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;
}
}
else {
core.drawText("出错啦!\n无法从服务器同步存档。\n错误原因HTTP "+xhr.status);
}
};
xhr.ontimeout = function(e) {
core.drawText("出错啦!\n无法从服务器同步存档。\n错误原因"+e);
}
xhr.onerror = function(e) {
core.drawText("出错啦!\n无法从服务器同步存档。\n错误原因"+e);
}
xhr.send(formData);
}, function() {
core.status.event.selection=1;
core.ui.drawSyncSave();
})
}
}
////// 存档到本地 //////
core.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),
'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 //////
core.prototype.loadData = function (data, callback) {
core.resetStatus(data.hero, data.hard, data.floorId, core.maps.load(data.maps));
// load shop times
for (var shop in core.status.shops) {
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, null, function() {
core.setHeroMoveTriggerInterval();
if (core.isset(callback)) callback();
});
}
////// 设置勇士属性 //////
core.prototype.setStatus = function (statusName, statusVal) {
core.status.hero[statusName] = statusVal;
}
////// 获得勇士属性 //////
core.prototype.getStatus = function (statusName) {
return core.status.hero[statusName];
}
////// 获得某个等级的名称 //////
core.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 //////
core.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 //////
core.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 //////
core.prototype.hasFlag = function(flag) {
if (core.getFlag(flag)) return true;
return false;
}
////// 往当前事件列表之前插入一系列事件 //////
core.prototype.insertAction = function (list) {
core.events.insertAction(list);
}
////// 锁定状态栏,常常用于事件处理 //////
core.prototype.lockControl = function () {
core.status.lockControl = true;
}
////// 解锁状态栏 //////
core.prototype.unLockControl = function () {
core.status.lockControl = false;
}
////// 判断某对象是否不为undefined也不会null //////
core.prototype.isset = function (val) {
if (val == undefined || val == null) {
return false;
}
return true
}
////// 播放背景音乐 //////
core.prototype.playBgm = function (bgm) {
// 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 //////
core.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 "+bgm);
console.log(e);
}
}
////// 恢复背景音乐的播放 //////
core.prototype.resumeBgm = function () {
// 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) {
core.playBgm(core.bgms[0]);
core.musicStatus.isPlaying = true;
}
}
}
catch (e) {
console.log("无法恢复BGM "+bgm);
console.log(e);
}
}
////// 播放音频 //////
core.prototype.playSound = function (sound) {
// 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);
}
}
////// 动画显示某对象 //////
core.prototype.show = function (obj, speed, callback) {
if (!core.isset(speed)) {
obj.style.display = 'block';
return;
}
obj.style.display = 'block';
obj.style.opacity = 0;
var opacityVal = 0;
var showAnimate = window.setInterval(function () {
opacityVal += 0.03;
obj.style.opacity = opacityVal;
if (opacityVal > 1) {
clearInterval(showAnimate);
if (core.isset(callback)) {
callback();
}
}
}, speed);
}
////// 动画使某对象消失 //////
core.prototype.hide = function (obj, speed, callback) {
if (!core.isset(speed)) {
obj.style.display = 'none';
return;
}
var opacityVal = 1;
var hideAnimate = window.setInterval(function () {
opacityVal -= 0.03;
obj.style.opacity = opacityVal;
if (opacityVal < 0) {
obj.style.display = 'none';
clearInterval(hideAnimate);
if (core.isset(callback)) {
callback();
}
}
}, speed);
}
////// 清空状态栏 //////
core.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 = "&nbsp;";
});
core.statusBar.image.book.style.opacity = 0.3;
core.statusBar.image.fly.style.opacity = 0.3;
}
////// 更新状态栏 //////
core.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<core.firstData.levelUp.length) {
core.statusBar.up.innerHTML = core.firstData.levelUp[core.status.hero.lv].need || "&nbsp;";
}
else core.statusBar.up.innerHTML = "&nbsp;";
var keys = ['yellowKey', 'blueKey', 'redKey'];
keys.forEach(function (key) {
core.statusBar[key].innerHTML = core.setTwoDigits(core.status.hero.items.keys[key]);
})
if(core.flags.enableDebuff){
core.statusBar.poison.innerHTML = core.hasFlag('poison')?"毒":"";
core.statusBar.weak.innerHTML = core.hasFlag('weak')?"衰":"";
core.statusBar.curse.innerHTML = core.hasFlag('curse')?"咒":"";
}
core.statusBar.hard.innerHTML = core.status.hard;
if (core.hasItem('book')) {
core.statusBar.image.book.style.opacity = 1;
} else {
core.statusBar.image.book.style.opacity = 0.3;
}
if (core.hasItem('fly')) {
core.statusBar.image.fly.style.opacity = 1;
} else {
core.statusBar.image.fly.style.opacity = 0.3;
}
core.updateFg();
}
////// 屏幕分辨率改变后重新自适应 //////
core.prototype.resize = function(clientWidth, clientHeight) {
// 默认画布大小
var DEFAULT_CANVAS_WIDTH = 422;
// 默认边栏宽度
var DEFAULT_BAR_WIDTH = 132;
var BASE_LINEHEIGHT = 32;
var SPACE = 3;
var DEFAULT_FONT_SIZE = 16;
//适配宽度 422
var ADAPT_WIDTH = DEFAULT_CANVAS_WIDTH;
var CHANGE_WIDTH = DEFAULT_CANVAS_WIDTH+DEFAULT_BAR_WIDTH;
//判断横竖屏
var width = clientWidth;
var isHorizontal = false;
if(clientWidth > 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 //////
core.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<styles.length; i++){
if(styles[i].hasOwnProperty('rules')){
var rules = styles[i].rules;
var rulesProp = Object.keys(rules);
if(styles[i].hasOwnProperty('className')){
var className = styles[i].className
for(var j=0; j<core.dom[className].length; j++)
for(var k=0; k<rulesProp.length; k++)
core.dom[className][j].style[rulesProp[k]] = rules[rulesProp[k]];
}
if(styles[i].hasOwnProperty('id')){
var id = styles[i].id;
for(var j=0; j<rulesProp.length; j++)
core.dom[id].style[rulesProp[j]] = rules[rulesProp[j]];
}
if(styles[i].hasOwnProperty('imgId')){
var imgId = styles[i].imgId;
for(var j=0; j<rulesProp.length; j++)
core.statusBar.image[imgId].style[rulesProp[j]] = rules[rulesProp[j]];
}
}
}
}
/**
* 系统机制 end
*/
var core = new core();
main.instance.core = core;