mota-js/libs/control.js
2018-08-06 01:09:56 +08:00

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/*
control.js游戏主要逻辑控制
主要负责status相关内容以及各种变量获取/存储
寻路算法和人物行走也在此文件内
*/
function control() {
this.init();
}
control.prototype.init = function () {
}
////// 设置requestAnimationFrame //////
control.prototype.setRequestAnimationFrame = function () {
(function() {
var lastTime = 0;
var vendors = ['webkit', 'moz'];
for(var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) {
window.requestAnimationFrame = window[vendors[x] + 'RequestAnimationFrame'];
window.cancelAnimationFrame = window[vendors[x] + 'CancelAnimationFrame'] || // Webkit中此取消方法的名字变了
window[vendors[x] + 'CancelRequestAnimationFrame'];
}
if (!window.requestAnimationFrame) {
window.requestAnimationFrame = function(callback, element) {
var currTime = new Date().getTime();
var timeToCall = Math.max(0, 16.7 - (currTime - lastTime));
var id = window.setTimeout(function() {
callback(currTime + timeToCall);
}, timeToCall);
lastTime = currTime + timeToCall;
return id;
};
}
if (!window.cancelAnimationFrame) {
window.cancelAnimationFrame = function(id) {
clearTimeout(id);
};
}
}());
core.animateFrame.speed = core.values.animateSpeed;
core.animateFrame.background = core.canvas.ui.createPattern(core.material.ground, "repeat");
var scan = {
'up': {'x': 0, 'y': -1},
'left': {'x': -1, 'y': 0},
'down': {'x': 0, 'y': 1},
'right': {'x': 1, 'y': 0}
};
var draw = function(timestamp) {
core.animateFrame.globalTime = core.animateFrame.globalTime||timestamp;
core.animateFrame.boxTime = core.animateFrame.boxTime||timestamp;
core.animateFrame.moveTime = core.animateFrame.moveTime||timestamp;
core.animateFrame.weather.time = core.animateFrame.weather.time||timestamp;
// move time
if (core.isPlaying() && core.isset(core.status) && core.isset(core.status.hero)
&& core.isset(core.status.hero.statistics)) {
core.status.hero.statistics.totalTime += timestamp-(core.status.hero.statistics.start||timestamp);
core.status.hero.statistics.currTime += timestamp-(core.status.hero.statistics.start||timestamp);
core.status.hero.statistics.start=timestamp;
}
// Global Animate
if (core.animateFrame.globalAnimate && core.isPlaying()) {
if (timestamp-core.animateFrame.globalTime>core.animateFrame.speed && core.isset(core.status.globalAnimateObjs)) {
for (var a = 0; a < core.status.globalAnimateObjs.length; a++) {
var obj = core.status.globalAnimateObjs[a];
obj.status = (obj.status+1)%(obj.event.animate||1);
core.drawBlock(obj, obj.status);
}
core.animateFrame.globalTime = timestamp;
}
}
// Box
if (timestamp-core.animateFrame.boxTime>core.animateFrame.speed && core.isset(core.status.boxAnimateObjs) && core.status.boxAnimateObjs.length>0) {
core.drawBoxAnimate();
core.animateFrame.boxTime = timestamp;
}
// Hero move
if (timestamp-core.animateFrame.moveTime>16 && core.isset(core.status.heroMoving) && core.status.heroMoving>0) {
var x=core.getHeroLoc('x'), y=core.getHeroLoc('y'), direction = core.getHeroLoc('direction');
if (core.status.heroMoving<=4) {
core.drawHero(direction, x, y, 'leftFoot', 4*core.status.heroMoving);
}
else if (core.status.heroMoving<=8) {
core.drawHero(direction, x, y, 'rightFoot', 4*core.status.heroMoving);
}
core.animateFrame.moveTime = timestamp;
}
// weather
if (core.isPlaying() && timestamp-core.animateFrame.weather.time>30) {
if (core.animateFrame.weather.type == 'rain' && core.animateFrame.weather.level > 0) {
core.clearMap('weather', 0, 0, 416, 416);
core.canvas.weather.strokeStyle = 'rgba(174,194,224,0.8)';
core.canvas.weather.lineWidth = 1;
core.canvas.weather.lineCap = 'round';
core.animateFrame.weather.nodes.forEach(function (p) {
core.canvas.weather.beginPath();
core.canvas.weather.moveTo(p.x, p.y);
core.canvas.weather.lineTo(p.x + p.l * p.xs, p.y + p.l * p.ys);
core.canvas.weather.stroke();
p.x += p.xs;
p.y += p.ys;
if (p.x > 416 || p.y > 416) {
p.x = Math.random() * 416;
p.y = -10;
}
})
core.canvas.weather.fill();
}
else if (core.animateFrame.weather.type == 'snow' && core.animateFrame.weather.level > 0) {
core.clearMap('weather', 0, 0, 416, 416);
core.canvas.weather.fillStyle = "rgba(255, 255, 255, 0.8)";
core.canvas.weather.beginPath();
if (!core.isset(core.animateFrame.weather.data))
core.animateFrame.weather.data = 0;
core.animateFrame.weather.data += 0.01;
var angle = core.animateFrame.weather.data;
core.animateFrame.weather.nodes.forEach(function (p) {
core.canvas.weather.moveTo(p.x, p.y);
core.canvas.weather.arc(p.x, p.y, p.r, 0, Math.PI * 2, true);
// update
p.x += Math.sin(angle) * 2;
p.y += Math.cos(angle + p.d) + 1 + p.r / 2;
if (p.x > 416 + 5 || p.x < -5 || p.y > 416) {
if (Math.random() > 1 / 3) {
p.x = Math.random() * 416;
p.y = -10;
}
else {
if (Math.sin(angle) > 0) {
p.x = -5;
p.y = Math.random() * 416;
}
else {
p.x = 416 + 5;
p.y = Math.random() * 416;
}
}
}
})
core.canvas.weather.fill();
}
core.animateFrame.weather.time = timestamp;
}
window.requestAnimationFrame(draw);
}
window.requestAnimationFrame(draw);
}
////// 显示游戏开始界面 //////
control.prototype.showStartAnimate = function (callback) {
core.dom.startPanel.style.opacity=1;
core.dom.startPanel.style.display="block";
core.dom.startTop.style.opacity=1;
core.dom.startTop.style.display="block";
core.dom.startButtonGroup.style.display = 'none';
core.dom.startButtons.style.display = 'block';
core.dom.levelChooseButtons.style.display = 'none';
core.dom.curtain.style.background = "#000000";
core.dom.curtain.style.opacity = 0;
core.status.played = false;
core.clearStatus();
core.clearMap('all');
var opacityVal = 1;
var startAnimate = window.setInterval(function () {
opacityVal -= 0.03;
if (opacityVal < 0) {
clearInterval(startAnimate);
core.dom.startTop.style.display = 'none';
// core.playGame();
core.dom.startButtonGroup.style.display = 'block';
if (core.isset(callback)) callback();
}
core.dom.startTop.style.opacity = opacityVal;
}, 20);
}
////// 隐藏游戏开始界面 //////
control.prototype.hideStartAnimate = function (callback) {
var opacityVal = 1;
var startAnimate = window.setInterval(function () {
opacityVal -= 0.03;
if (opacityVal < 0) {
clearInterval(startAnimate);
core.dom.startPanel.style.display = 'none';
if (core.isset(callback)) callback();
}
core.dom.startPanel.style.opacity = opacityVal;
}, 20);
}
////// 游戏是否已经开始 //////
control.prototype.isPlaying = function() {
return core.isset(core.status.played) && core.status.played;
}
////// 清除游戏状态和数据 //////
control.prototype.clearStatus = function() {
// 停止各个Timeout和Interval
for (var i in core.timeout) {
clearTimeout(core.timeout[i]);
core.timeout[i] = null;
}
for (var i in core.interval) {
clearInterval(core.interval[i]);
core.interval[i] = null;
}
core.status = {};
core.clearStatusBar();
core.resize(main.dom.body.clientWidth, main.dom.body.clientHeight);
}
////// 重置游戏状态和初始数据 //////
control.prototype.resetStatus = function(hero, hard, floorId, route, maps, values) {
var totalTime=0;
if (core.isset(core.status) && core.isset(core.status.hero)
&& core.isset(core.status.hero.statistics) && core.isset(route)) {
totalTime=core.status.hero.statistics.totalTime;
}
this.clearStatus();
// 初始化status
core.status = core.clone(core.initStatus);
core.status.played = true;
// 初始化maps
core.status.floorId = floorId;
core.status.maps = core.clone(maps);
// 初始化怪物
core.material.enemys = core.clone(core.enemys.getEnemys());
core.material.items = core.clone(core.items.getItems());
// 初始化人物属性
core.status.hero = core.clone(hero);
// 统计数据
if (!core.isset(core.status.hero.statistics))
core.status.hero.statistics = {
'totalTime': totalTime,
'currTime': 0,
'hp': 0,
'battleDamage': 0,
'poisonDamage': 0,
'extraDamage': 0,
'moveDirectly': 0,
'ignoreSteps': 0,
}
core.status.hero.statistics.totalTime = Math.max(core.status.hero.statistics.totalTime, totalTime);
core.status.hero.statistics.start = null;
core.status.hard = hard;
// 初始化路线
if (core.isset(route))
core.status.route = route;
// 保存的Index
core.status.saveIndex = core.getLocalStorage('saveIndex2', 1);
core.status.automaticRoute.clickMoveDirectly = core.getLocalStorage('clickMoveDirectly', true);
if (core.isset(values))
core.values = core.clone(values);
else core.values = core.clone(core.data.values);
core.events.initGame();
}
////// 开始游戏 //////
control.prototype.startGame = function (hard, callback) {
console.log('开始游戏');
this.resetStatus(core.firstData.hero, hard, core.firstData.floorId, null, core.initStatus.maps);
core.changeFloor(core.status.floorId, null, core.firstData.hero.loc, null, function() {
if (core.isset(callback)) callback();
}, true);
setTimeout(function () {
// Upload
var formData = new FormData();
formData.append('type', 'people');
formData.append('name', core.firstData.name);
formData.append('version', core.firstData.version);
formData.append('platform', core.platform.isPC?"PC":core.platform.isAndroid?"Android":core.platform.isIOS?"iOS":"");
formData.append('hard', core.encodeBase64(hard));
formData.append('hardCode', core.getFlag('hard', 0));
formData.append('base64', 1);
core.utils.http("POST", "/games/upload.php", formData);
})
}
////// 重新开始游戏;此函数将回到标题页面 //////
control.prototype.restart = function() {
this.showStartAnimate();
if (core.bgms.length>0)
core.playBgm(core.bgms[0]);
}
/////////////////////// 寻路算法 & 人物行走控制 ///////////////////////
////// 清除自动寻路路线 //////
control.prototype.clearAutomaticRouteNode = function (x, y) {
if (core.status.event.id==null)
core.canvas.ui.clearRect(x * 32 + 5, y * 32 + 5, 27, 27);
}
////// 停止自动寻路操作 //////
control.prototype.stopAutomaticRoute = function () {
if (!core.status.played) {
return;
}
core.status.automaticRoute.autoHeroMove = false;
core.status.automaticRoute.autoStep = 0;
core.status.automaticRoute.destStep = 0;
core.status.automaticRoute.movedStep = 0;
core.status.automaticRoute.autoStepRoutes = [];
core.status.automaticRoute.destX=null;
core.status.automaticRoute.destY=null;
core.status.automaticRoute.lastDirection = null;
core.stopHero();
if (core.status.automaticRoute.moveStepBeforeStop.length==0)
core.canvas.ui.clearRect(0, 0, 416, 416);
}
////// 继续剩下的自动寻路操作 //////
control.prototype.continueAutomaticRoute = function () {
// 此函数只应由events.afterOpenDoor和events.afterBattle调用
var moveStep = core.status.automaticRoute.moveStepBeforeStop;
//core.status.automaticRoute.moveStepBeforeStop = [];
if(moveStep.length===0 || (moveStep.length===1 && moveStep[0].step===1)) {
core.status.automaticRoute.moveStepBeforeStop = [];
}
else {
core.setAutoHeroMove(moveStep);
}
}
////// 清空剩下的自动寻路列表 //////
control.prototype.clearContinueAutomaticRoute = function () {
core.canvas.ui.clearRect(0, 0, 416, 416);
core.status.automaticRoute.moveStepBeforeStop=[];
}
////// 瞬间移动 //////
control.prototype.moveDirectly = function (destX, destY) {
var ignoreSteps = core.canMoveDirectly(destX, destY);
if (ignoreSteps>=0) {
core.clearMap('hero', 0, 0, 416, 416);
var lastDirection = core.status.route[core.status.route.length-1];
if (['left', 'right', 'up', 'down'].indexOf(lastDirection)>=0)
core.setHeroLoc('direction', lastDirection);
core.setHeroLoc('x', destX);
core.setHeroLoc('y', destY);
core.drawHero();
core.status.route.push("move:"+destX+":"+destY);
core.status.hero.statistics.moveDirectly++;
core.status.hero.statistics.ignoreSteps+=ignoreSteps;
return true;
}
return false;
}
////// 尝试瞬间移动 //////
control.prototype.tryMoveDirectly = function (destX, destY) {
if (Math.abs(core.getHeroLoc('x')-destX)+Math.abs(core.getHeroLoc('y')-destY)<=1)
return false;
var testMove = function (dx, dy, dir) {
if (dx<0 || dx>12 || dy<0 || dy>12) return false;
if (core.control.moveDirectly(dx, dy)) {
if (core.isset(dir)) core.moveHero(dir, function() {});
return true;
}
return false;
}
return testMove(destX,destY) || testMove(destX-1, destY, "right") || testMove(destX,destY-1,"down")
|| testMove(destX,destY+1,"up") || testMove(destX+1,destY,"left");
}
////// 设置自动寻路路线 //////
control.prototype.setAutomaticRoute = function (destX, destY, stepPostfix) {
if (!core.status.played || core.status.lockControl) {
return;
}
// 正在寻路中
if (core.status.automaticRoute.autoHeroMove) {
var lastX = core.status.automaticRoute.destX, lastY=core.status.automaticRoute.destY;
core.stopAutomaticRoute();
if (lastX==destX && lastY==destY) {
core.status.automaticRoute.moveDirectly = true;
setTimeout(function () {
if (core.status.automaticRoute.moveDirectly && core.status.heroMoving==0) {
core.control.tryMoveDirectly(destX, destY);
}
core.status.automaticRoute.moveDirectly = false;
}, 100);
}
return;
}
if (destX == core.status.hero.loc.x && destY == core.status.hero.loc.y && stepPostfix.length==0) {
if (core.timeout.turnHeroTimeout==null) {
core.timeout.turnHeroTimeout = setTimeout(function() {
core.turnHero();
clearTimeout(core.timeout.turnHeroTimeout);
core.timeout.turnHeroTimeout = null;
}, 250);
}
else {
clearTimeout(core.timeout.turnHeroTimeout);
core.timeout.turnHeroTimeout = null;
core.getNextItem();
}
return;
}
// 单击瞬间移动
if (core.status.automaticRoute.clickMoveDirectly && core.status.heroStop) {
if (core.control.tryMoveDirectly(destX, destY))
return;
}
var step = 0;
var tempStep = null;
var moveStep;
if (!(moveStep = core.automaticRoute(destX, destY))) {
if (destX == core.status.hero.loc.x && destY == core.status.hero.loc.y){
moveStep=[];
} else {
core.canvas.ui.clearRect(0, 0, 416, 416);
return;
}
}
moveStep=moveStep.concat(stepPostfix);
core.status.automaticRoute.destX=destX;
core.status.automaticRoute.destY=destY;
core.canvas.ui.save();
core.canvas.ui.clearRect(0, 0, 416, 416);
core.canvas.ui.fillStyle = '#bfbfbf';
core.canvas.ui.strokeStyle = '#bfbfbf';
core.canvas.ui.lineWidth = 8;
for (var m = 0; m < moveStep.length; m++) {
if (tempStep == null) {
step++;
tempStep = moveStep[m].direction;
}
else if (tempStep == moveStep[m].direction) {
step++;
}
else {
//core.status.automaticRoutingTemp.moveStep.push({'direction': tempStep, 'step': step});
core.status.automaticRoute.autoStepRoutes.push({'direction': tempStep, 'step': step});
step = 1;
tempStep = moveStep[m].direction;
}
if (m == moveStep.length - 1) {
// core.status.automaticRoutingTemp.moveStep.push({'direction': tempStep, 'step': step});
core.status.automaticRoute.autoStepRoutes.push({'direction': tempStep, 'step': step});
core.canvas.ui.fillRect(moveStep[m].x * 32 + 10, moveStep[m].y * 32 + 10, 12, 12);
}
else {
core.canvas.ui.beginPath();
if (core.isset(moveStep[m + 1]) && tempStep != moveStep[m + 1].direction) {
if (tempStep == 'up' && moveStep[m + 1].direction == 'left' || tempStep == 'right' && moveStep[m + 1].direction == 'down') {
core.canvas.ui.moveTo(moveStep[m].x * 32 + 5, moveStep[m].y * 32 + 16);
core.canvas.ui.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 16);
core.canvas.ui.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 27);
}
else if (tempStep == 'up' && moveStep[m + 1].direction == 'right' || tempStep == 'left' && moveStep[m + 1].direction == 'down') {
core.canvas.ui.moveTo(moveStep[m].x * 32 + 27, moveStep[m].y * 32 + 16);
core.canvas.ui.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 16);
core.canvas.ui.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 27);
}
else if (tempStep == 'left' && moveStep[m + 1].direction == 'up' || tempStep == 'down' && moveStep[m + 1].direction == 'right') {
core.canvas.ui.moveTo(moveStep[m].x * 32 + 27, moveStep[m].y * 32 + 16);
core.canvas.ui.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 16);
core.canvas.ui.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 5);
}
else if (tempStep == 'right' && moveStep[m + 1].direction == 'up' || tempStep == 'down' && moveStep[m + 1].direction == 'left') {
core.canvas.ui.moveTo(moveStep[m].x * 32 + 5, moveStep[m].y * 32 + 16);
core.canvas.ui.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 16);
core.canvas.ui.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 5);
}
core.canvas.ui.stroke();
continue;
}
switch (tempStep) {
case 'up':
case 'down':
core.canvas.ui.beginPath();
core.canvas.ui.moveTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 5);
core.canvas.ui.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 27);
core.canvas.ui.stroke();
break;
case 'left':
case 'right':
core.canvas.ui.beginPath();
core.canvas.ui.moveTo(moveStep[m].x * 32 + 5, moveStep[m].y * 32 + 16);
core.canvas.ui.lineTo(moveStep[m].x * 32 + 27, moveStep[m].y * 32 + 16);
core.canvas.ui.stroke();
break;
}
}
}
core.canvas.ui.restore();
// 立刻移动
core.setAutoHeroMove();
}
////// 自动寻路算法,找寻最优路径 //////
control.prototype.automaticRoute = function (destX, destY) {
var startX = core.getHeroLoc('x');
var startY = core.getHeroLoc('y');
var scan = {
'up': {'x': 0, 'y': -1},
'left': {'x': -1, 'y': 0},
'down': {'x': 0, 'y': 1},
'right': {'x': 1, 'y': 0}
};
var queue = [];
var nowDeep = 0;
var route = [];
var ans = []
if (destX == startX && destY == startY) return false;
queue.push(13 * startX + startY);
queue.push(-1);
route[13 * startX + startY] = '';
while (queue.length != 1) {
var f = queue.shift();
if (f===-1) {nowDeep+=1;queue.push(-1);continue;}
var deep = ~~(f/169);
if (deep!==nowDeep) {queue.push(f);continue;}
f=f%169;
var nowX = parseInt(f / 13), nowY = f % 13;
var nowIsArrow = false, nowId, nowBlock = core.getBlock(nowX,nowY);
for (var direction in scan) {
if (!core.canMoveHero(nowX, nowY, direction))
continue;
var nx = nowX + scan[direction].x;
var ny = nowY + scan[direction].y;
if (nx<0 || nx>12 || ny<0 || ny>12) continue;
var nid = 13 * nx + ny;
if (core.isset(route[nid])) continue;
var deepAdd=1;
var nextId, nextBlock = core.getBlock(nx,ny);
if (nextBlock!=null){
nextId = nextBlock.block.event.id;
// 绕过亮灯(因为只有一次通行机会很宝贵)
if(nextId == "light") deepAdd=100;
// 绕过路障
if (nextId.substring(nextId.length-3)=="Net") deepAdd=core.values.lavaDamage;
// 绕过血瓶
if (!core.flags.potionWhileRouting && nextId.substring(nextId.length-6)=="Potion") deepAdd=20;
// 绕过传送点
if (nextBlock.block.event.trigger == 'changeFloor') deepAdd = 10;
}
if (core.status.checkBlock.damage[nid]>0)
deepAdd = core.status.checkBlock.damage[nid];
if (nx == destX && ny == destY) {
route[nid] = direction;
break;
}
if (core.noPassExists(nx, ny))
continue;
route[nid] = direction;
queue.push(169*(nowDeep+deepAdd)+nid);
}
if (core.isset(route[13 * destX + destY])) break;
}
if (!core.isset(route[13 * destX + destY])) {
return false;
}
var nowX = destX, nowY = destY;
while (nowX != startX || nowY != startY) {
var dir = route[13 * nowX + nowY];
ans.push({'direction': dir, 'x': nowX, 'y': nowY});
nowX -= scan[dir].x;
nowY -= scan[dir].y;
}
ans.reverse();
return ans;
}
////// 显示离散的寻路点 //////
control.prototype.fillPosWithPoint = function (pos) {
core.fillRect('ui', pos.x*32+12,pos.y*32+12,8,8, '#bfbfbf');
}
////// 设置勇士的自动行走路线 //////
control.prototype.setAutoHeroMove = function (steps) {
steps=steps||core.status.automaticRoute.autoStepRoutes;
if (steps.length == 0) {
return;
}
core.status.automaticRoute.autoStepRoutes=steps;
core.status.automaticRoute.autoHeroMove = true;
core.status.automaticRoute.autoStep = 1;
core.status.automaticRoute.destStep = steps[0].step;
core.moveHero(steps[0].direction);
}
////// 设置行走的效果动画 //////
control.prototype.setHeroMoveInterval = function (direction, x, y, callback) {
if (core.status.heroMoving>0) {
return;
}
core.status.heroMoving=1;
var scan = {
'up': {'x': 0, 'y': -1},
'left': {'x': -1, 'y': 0},
'down': {'x': 0, 'y': 1},
'right': {'x': 1, 'y': 0}
};
var toAdd = 1;
if (core.status.replay.speed>3)
toAdd = 2;
core.interval.heroMoveInterval = window.setInterval(function () {
core.status.heroMoving+=toAdd;
if (core.status.heroMoving>=8) {
core.setHeroLoc('x', x+scan[direction].x, true);
core.setHeroLoc('y', y+scan[direction].y, true);
core.control.updateFollowers();
core.moveOneStep();
core.clearMap('hero', 0, 0, 416, 416);
core.drawHero(direction);
clearInterval(core.interval.heroMoveInterval);
core.status.heroMoving = 0;
if (core.isset(callback)) callback();
}
}, 12.5 * toAdd / core.status.replay.speed);
}
////// 实际每一步的行走过程 //////
control.prototype.moveAction = function (callback) {
if (core.interval.openDoorAnimate!=null) return; // 开门判断
if (core.status.heroMoving>0) return;
var scan = {
'up': {'x': 0, 'y': -1},
'left': {'x': -1, 'y': 0},
'down': {'x': 0, 'y': 1},
'right': {'x': 1, 'y': 0}
};
var direction = core.getHeroLoc('direction');
var x = core.getHeroLoc('x');
var y = core.getHeroLoc('y');
var noPass = core.noPass(x + scan[direction].x, y + scan[direction].y), canMove = core.canMoveHero();
if (noPass || !canMove) {
if (core.status.event.id!='ski')
core.status.route.push(direction);
core.status.automaticRoute.moveStepBeforeStop = [];
core.status.automaticRoute.lastDirection = core.getHeroLoc('direction');
if (canMove) // 非箭头:触发
core.trigger(x + scan[direction].x, y + scan[direction].y);
core.drawHero(direction, x, y);
if (core.status.automaticRoute.moveStepBeforeStop.length==0) {
core.clearContinueAutomaticRoute();
core.stopAutomaticRoute();
}
if (core.isset(callback))
callback();
}
else {
core.setHeroMoveInterval(direction, x, y, function () {
if (core.status.automaticRoute.autoHeroMove) {
core.status.automaticRoute.movedStep++;
core.status.automaticRoute.lastDirection = core.getHeroLoc('direction');
if (core.status.automaticRoute.destStep == core.status.automaticRoute.movedStep) {
if (core.status.automaticRoute.autoStep == core.status.automaticRoute.autoStepRoutes.length) {
core.clearContinueAutomaticRoute();
core.stopAutomaticRoute();
}
else {
core.status.automaticRoute.movedStep = 0;
core.status.automaticRoute.destStep = core.status.automaticRoute.autoStepRoutes[core.status.automaticRoute.autoStep].step;
core.setHeroLoc('direction', core.status.automaticRoute.autoStepRoutes[core.status.automaticRoute.autoStep].direction);
core.status.automaticRoute.autoStep++;
}
}
}
else if (core.status.heroStop) {
core.drawHero();
}
if (core.status.event.id!='ski')
core.status.route.push(direction);
// 检查是不是无事件的道具
var nowx = core.getHeroLoc('x'), nowy = core.getHeroLoc('y');
var block = core.getBlock(nowx,nowy);
var hasTrigger = false;
if (block!=null && block.block.event.trigger=='getItem' &&
!core.isset(core.floors[core.status.floorId].afterGetItem[nowx+","+nowy])) {
hasTrigger = true;
core.trigger(nowx, nowy);
}
core.checkBlock();
if (!hasTrigger && !core.status.gameOver)
core.trigger(nowx, nowy);
if (core.isset(callback)) callback();
});
}
}
////// 转向 //////
control.prototype.turnHero = function() {
if (core.status.hero.loc.direction == 'up') core.status.hero.loc.direction = 'right';
else if (core.status.hero.loc.direction == 'right') core.status.hero.loc.direction = 'down';
else if (core.status.hero.loc.direction == 'down') core.status.hero.loc.direction = 'left';
else if (core.status.hero.loc.direction == 'left') core.status.hero.loc.direction = 'up';
core.drawHero();
core.canvas.ui.clearRect(0, 0, 416, 416);
core.status.route.push("turn");
}
////// 让勇士开始移动 //////
control.prototype.moveHero = function (direction, callback) {
// 如果正在移动直接return
if (core.status.heroMoving!=0) return;
if (core.isset(direction))
core.setHeroLoc('direction', direction);
if (!core.isset(callback)) { // 如果不存在回调函数则使用heroMoveTrigger
core.status.heroStop = false;
core.status.automaticRoute.moveDirectly = false;
var doAction = function () {
if (!core.status.heroStop) {
if (core.hasFlag('debug') && core.status.ctrlDown) {
if (core.status.heroMoving!=0) return;
// 检测是否穿出去
var scan = {
'up': {'x': 0, 'y': -1},
'left': {'x': -1, 'y': 0},
'down': {'x': 0, 'y': 1},
'right': {'x': 1, 'y': 0}
};
direction = core.getHeroLoc('direction');
var nx = core.getHeroLoc('x') + scan[direction].x, ny=core.getHeroLoc('y') + scan[direction].y;
if (nx<0 || nx>12 || ny<0 || ny>12) return;
core.status.heroMoving=-1;
core.eventMoveHero([direction], 100, function () {
core.status.heroMoving=0;
doAction();
});
}
else {
core.moveAction();
setTimeout(doAction, 50);
}
}
else {
core.stopHero();
}
}
doAction();
}
else { // 否则只向某个方向移动一步然后调用callback
core.moveAction(function () {
callback();
})
}
}
/////// 使用事件让勇士移动。这个函数将不会触发任何事件 //////
control.prototype.eventMoveHero = function(steps, time, callback) {
time = time || 100;
core.clearMap('ui', 0, 0, 416, 416);
core.setAlpha('ui', 1.0);
// 要运行的轨迹将steps展开
var moveSteps=[];
steps.forEach(function (e) {
if (typeof e=="string") {
moveSteps.push(e);
}
else {
if (!core.isset(e.value)) {
moveSteps.push(e.direction)
}
else {
for (var i=0;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}
};
core.status.replay.animate=true;
var animate=window.setInterval(function() {
var x=core.getHeroLoc('x'), y=core.getHeroLoc('y');
if (moveSteps.length==0) {
clearInterval(animate);
core.drawHero(null, x, y);
core.status.replay.animate=false;
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);
}
else if (step <= 8) {
core.drawHero(direction, x, y, 'rightFoot', 4 * step);
}
if (step == 8) {
step = 0;
core.setHeroLoc('x', x + scan[direction].x, true);
core.setHeroLoc('y', y + scan[direction].y, true);
core.control.updateFollowers();
moveSteps.shift();
}
}
}, time / 8 / core.status.replay.speed)
}
////// 勇士跳跃事件 //////
control.prototype.jumpHero = function (ex, ey, time, callback) {
var sx=core.status.hero.loc.x, sy=core.status.hero.loc.y;
if (!core.isset(ex)) ex=sx;
if (!core.isset(ey)) ey=sy;
time = time || 500;
core.clearMap('ui', 0, 0, 416, 416);
core.setAlpha('ui', 1.0);
core.status.replay.animate=true;
core.playSound('jump.mp3');
var dx = ex-sx, dy=ey-sy, distance = Math.round(Math.sqrt(dx * dx + dy * dy));
var jump_peak = 6 + distance, jump_count = jump_peak * 2;
var currx = sx, curry = sy;
var heroIcon = core.material.icons.hero[core.getHeroLoc('direction')];
var status = 'stop';
var height = core.material.icons.hero.height;
var drawX = function() {
return currx * 32;
}
var drawY = function() {
var ret = curry * 32;
if(jump_count >= jump_peak){
var n = jump_count - jump_peak;
}else{
var n = jump_peak - jump_count;
}
return ret - (jump_peak * jump_peak - n * n) / 2;
}
var updateJump = function() {
jump_count--;
currx = (currx * jump_count + ex) / (jump_count + 1.0);
curry = (curry * jump_count + ey) / (jump_count + 1.0);
}
if (core.isset(core.status.hero.followers) && core.status.hero.followers.length>0)
core.clearMap('hero');
var animate=window.setInterval(function() {
if (jump_count>0) {
core.clearMap('hero', drawX(), drawY()-height+32, 32, height);
updateJump();
core.canvas.hero.drawImage(core.material.images.hero, heroIcon[status] * 32, heroIcon.loc * height, 32, height, drawX(), drawY() + 32-height, 32, height);
}
else {
clearInterval(animate);
core.setHeroLoc('x', ex);
core.setHeroLoc('y', ey);
core.drawHero();
core.status.replay.animate=false;
if (core.isset(callback)) callback();
}
}, time / 16 / core.status.replay.speed);
}
////// 每移动一格后执行的事件 //////
control.prototype.moveOneStep = function() {
core.status.hero.steps++;
// 中毒状态
if (core.hasFlag('poison')) {
core.status.hero.statistics.poisonDamage += core.values.poisonDamage;
core.status.hero.hp -= core.values.poisonDamage;
if (core.status.hero.hp<=0) {
core.status.hero.hp=0;
core.updateStatusBar();
core.events.lose();
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 //////
control.prototype.waitHeroToStop = function(callback) {
var lastDirection = core.status.automaticRoute.lastDirection;
core.stopAutomaticRoute();
core.clearContinueAutomaticRoute();
if (core.isset(callback)) {
core.status.replay.animate=true;
core.lockControl();
core.status.automaticRoute.moveDirectly = false;
setTimeout(function(){
core.status.replay.animate=false;
if (core.isset(lastDirection))
core.setHeroLoc('direction', lastDirection);
core.drawHero();
callback();
}, 30);
}
}
////// 停止勇士的移动状态 //////
control.prototype.stopHero = function () {
core.status.heroStop = true;
}
////// 绘制勇士 //////
control.prototype.drawHero = function (direction, x, y, status, offset) {
var scan = {
'up': {'x': 0, 'y': -1},
'left': {'x': -1, 'y': 0},
'down': {'x': 0, 'y': 1},
'right': {'x': 1, 'y': 0}
};
if (!core.isset(x)) x = core.getHeroLoc('x');
if (!core.isset(y)) y = core.getHeroLoc('y');
status = status || 'stop';
direction = direction || core.getHeroLoc('direction');
offset = offset || 0;
var dx=offset==0?0:scan[direction].x, dy=offset==0?0:scan[direction].y;
core.clearAutomaticRouteNode(x+dx, y+dy);
core.canvas.hero.clearRect(32 * x - 32, 32 * y - 32, 96, 96);
var heroIconArr = core.material.icons.hero;
var drawObjs = [];
// add hero
drawObjs.push({
"img": core.material.images.hero,
"height": core.material.icons.hero.height,
"heroIcon": heroIconArr[direction],
"posx": 32 * x + scan[direction].x*offset,
"posy": 32 * y + scan[direction].y*offset,
"status": status,
"index": 0,
});
// Add other followers
if (core.isset(core.status.hero.followers)) {
var index=1;
core.status.hero.followers.forEach(function (t) {
core.canvas.hero.clearRect(32*t.x-32, 32*t.y-32, 96, 96);
if (core.isset(core.material.images.images[t.img])) {
drawObjs.push({
"img": core.material.images.images[t.img],
"height": core.material.images.images[t.img].height/4,
"heroIcon": heroIconArr[t.direction],
"posx": 32*t.x + (t.stop?0:scan[t.direction].x*offset),
"posy": 32*t.y + (t.stop?0:scan[t.direction].y*offset),
"status": t.stop?"stop":status,
"index": index++
});
}
});
}
drawObjs.sort(function (a, b) {
return a.posy==b.posy?b.index-a.index:a.posy-b.posy;
})
drawObjs.forEach(function (block) {
core.canvas.hero.drawImage(block.img, block.heroIcon[block.status]*32,
block.heroIcon.loc * block.height, 32, block.height,
block.posx, block.posy+32-block.height, 32, block.height);
})
}
////// 设置勇士的位置 //////
control.prototype.setHeroLoc = function (itemName, itemVal, noGather) {
core.status.hero.loc[itemName] = itemVal;
if ((itemName=='x' || itemName=='y') && !noGather) {
this.gatherFollowers();
}
}
////// 获得勇士的位置 //////
control.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 //////
control.prototype.nextX = function(n) {
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*(n||1);
}
////// 获得勇士面对位置的y坐标 //////
control.prototype.nextY = function (n) {
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*(n||1);
}
////// 聚集跟随者 //////
control.prototype.gatherFollowers = function () {
if (!core.isset(core.status.hero.followers) || core.status.hero.followers.length==0) return;
var x=core.getHeroLoc('x'), y=core.getHeroLoc('y'), dir=core.getHeroLoc('direction');
core.status.hero.followers.forEach(function (t) {
t.x = x;
t.y = y;
t.stop = true;
t.direction = dir;
});
}
////// 更新跟随者坐标 //////
control.prototype.updateFollowers = function () {
if (!core.isset(core.status.hero.followers) || core.status.hero.followers.length==0) return;
var scan = {
'up': {'x': 0, 'y': -1},
'left': {'x': -1, 'y': 0},
'down': {'x': 0, 'y': 1},
'right': {'x': 1, 'y': 0}
};
core.status.hero.followers.forEach(function (t) {
if (!t.stop) {
t.x += scan[t.direction].x;
t.y += scan[t.direction].y;
}
})
var nowx = core.getHeroLoc('x'), nowy = core.getHeroLoc('y');
core.status.hero.followers.forEach(function (t) {
if (t.x == nowx && t.y == nowy) {
t.stop = true;
}
else {
var dx = nowx-t.x, dy = nowy-t.y;
if (dx==-1) {
t.stop=false;
t.direction='left';
}
else if (dx==1) {
t.stop=false;
t.direction='right';
}
else if (dy==-1) {
t.stop=false;
t.direction='up';
}
else if (dy==1) {
t.stop=false;
t.direction='down';
}
}
nowx=t.x; nowy=t.y;
})
}
////// 更新领域、夹击、阻击的伤害地图 //////
control.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.indexOf('enemy')==0) {
var id = block.event.id, enemy = core.material.enemys[id];
if (core.isset(enemy)) {
core.status.checkBlock.map[13*block.x+block.y]=id;
}
}
// 血网
if (core.isset(block.event) && !(core.isset(block.enable) && !block.enable) &&
block.event.id=='lavaNet' && block.event.trigger=='passNet' && !core.hasItem("shoes")) {
core.status.checkBlock.map[13*block.x+block.y]="lavaNet";
}
}
// 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)) {
if (id=="lavaNet") {
core.status.checkBlock.damage[13*x+y]+=core.values.lavaDamage;
continue;
}
var enemy = core.material.enemys[id];
// 存在领域
if (core.enemys.hasSpecial(enemy.special, 15)) {
var range = enemy.range || 1;
var zoneSquare = false;
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.material.enemys[id1];
if (core.isset(enemy) && 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.material.enemys[id1];
if (core.isset(enemy) && 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] += Math.floor((leftHp+(core.flags.betweenAttackCeil?0:1))/2);
}
}
}
}
////// 检查并执行领域、夹击、阻击事件 //////
control.prototype.checkBlock = function () {
var x=core.getHeroLoc('x'), y=core.getHeroLoc('y');
var damage = core.status.checkBlock.damage[13*x+y];
if (damage>0) {
core.status.hero.hp -= damage;
// 检查阻击事件
var snipe = [];
var scan = {
'up': {'x': 0, 'y': -1},
'left': {'x': -1, 'y': 0},
'down': {'x': 0, 'y': 1},
'right': {'x': 1, 'y': 0}
}
for (var direction in scan) {
var nx = x+scan[direction].x, ny=y+scan[direction].y;
if (nx<0 || nx>12 || ny<0 || ny>12) continue;
var id=core.status.checkBlock.map[13*nx+ny];
if (core.isset(id)) {
var enemy = core.material.enemys[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');
}
else if (core.status.checkBlock.map[13*x+y]=='lavaNet') {
core.drawTip('受到血网伤害'+damage+'点');
}
// 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 (damage>0) {
core.playSound('zone.mp3');
core.drawAnimate("zone", x, y);
}
core.status.hero.statistics.extraDamage += damage;
if (core.status.hero.hp<=0) {
core.status.hero.hp=0;
core.updateStatusBar();
core.events.lose();
return;
}
snipe = snipe.filter(function (t) {
var x=t.x, y=t.y, direction = t.direction;
var nx = x+scan[direction].x, ny=y+scan[direction].y;
return nx>=0 && nx<=12 && ny>=0 && ny<=12 && core.getBlock(nx, ny, core.status.floorId, false)==null;
});
core.updateStatusBar();
if (snipe.length>0)
core.snipe(snipe);
}
}
////// 阻击事件(动画效果) //////
control.prototype.snipe = function (snipes) {
var scan = {
'up': {'x': 0, 'y': -1},
'left': {'x': -1, 'y': 0},
'down': {'x': 0, 'y': 1},
'right': {'x': 1, 'y': 0}
};
snipes.forEach(function (snipe) {
var x=snipe.x, y=snipe.y, direction = snipe.direction;
snipe.nx = x+scan[snipe.direction].x;
snipe.ny = y+scan[snipe.direction].y;
core.removeGlobalAnimate(x, y);
var block = core.getBlock(x,y).block;
var cls = block.event.cls;
var height = block.event.height || 32;
snipe.animate = block.event.animate || 1;
snipe.blockIcon = core.material.icons[cls][block.event.id];
snipe.blockImage = core.material.images[cls];
snipe.height = height;
var damage = core.enemys.getDamage(block.event.id);
var color = '#000000';
if (damage == null) {
damage = "???";
color = '#FF0000';
}
else {
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';
damage = core.formatBigNumber(damage);
}
snipe.damage = damage;
snipe.color = color;
snipe.block = core.clone(block);
})
var finishSnipe = function () {
snipes.forEach(function (t) {
core.removeBlock(t.x, t.y);
var nBlock = core.clone(t.block);
nBlock.x = t.nx; nBlock.y = t.ny;
core.status.thisMap.blocks.push(nBlock);
core.drawBlock(nBlock);
core.addGlobalAnimate(nBlock);
});
core.syncGlobalAnimate();
core.updateStatusBar();
return;
}
if (core.status.replay.replaying) {
finishSnipe();
}
else {
core.waitHeroToStop(function() {
core.lockControl();
var time = 500, step = 0;
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) {
animateCurrent++;
animateTime = 0;
}
snipes.forEach(function (snipe) {
var x=snipe.x, y=snipe.y, direction = snipe.direction;
var dx = scan[direction].x*2*step, dy = scan[direction].y*2*step;
var nowX = 32*x+dx, nowY = 32*y+dy;
// 清空上一次
core.clearMap('fg', nowX-2*scan[direction].x, nowY-2*scan[direction].y, 32, 32);
core.canvas.event.clearRect(nowX-2*scan[direction].x, nowY-2*scan[direction].y, 32, 32);
core.canvas.event2.clearRect(nowX-2*scan[direction].x, nowY-2*scan[direction].y-32, 32, 32)
core.drawBlock(snipe.block, animateCurrent, dx, dy);
if (core.hasItem('book')) {
// drawFG
core.setFillStyle('fg', '#000000');
core.canvas.fg.fillText(snipe.damage, nowX + 2, nowY + 30);
core.canvas.fg.fillText(snipe.damage, nowX, nowY + 30);
core.canvas.fg.fillText(snipe.damage, nowX + 2, nowY + 32);
core.canvas.fg.fillText(snipe.damage, nowX, nowY + 32);
core.setFillStyle('fg', snipe.color);
core.canvas.fg.fillText(snipe.damage, nowX + 1, nowY + 31);
}
})
if (step==16) { // 移动完毕
clearInterval(animate);
finishSnipe();
// 不存在自定义事件
if (core.status.event.id==null)
core.unLockControl();
}
}, time/16);
});
}
}
////// 更改天气效果 //////
control.prototype.setWeather = function (type, level) {
// 非雨雪
if (type!='rain' && type!='snow') {
core.clearMap('weather', 0, 0, 416, 416)
core.animateFrame.weather.type = null;
core.animateFrame.weather.level = 0;
core.animateFrame.weather.nodes = [];
return;
}
level = parseInt(level);
// 当前天气:则忽略
if (type==core.animateFrame.weather.type &&
(!core.isset(level) || 20*level==core.animateFrame.weather.level)) {
return;
}
if (!core.isset(level)) level=5;
if (level<1) level=1; if (level>10) level=10;
level *= 20;
core.clearMap('weather', 0, 0, 416, 416)
core.animateFrame.weather.type = type;
core.animateFrame.weather.level = level;
core.animateFrame.weather.nodes = [];
if (type == 'rain') {
for (var a=0;a<level;a++) {
core.animateFrame.weather.nodes.push({
'x': Math.random()*416,
'y': Math.random()*416,
'l': Math.random() * 2.5,
'xs': -4 + Math.random() * 4 + 2,
'ys': Math.random() * 10 + 10
})
}
}
else if (type=='snow') {
for (var a=0;a<level;a++) {
core.animateFrame.weather.nodes.push({
'x': Math.random()*416,
'y': Math.random()*416,
'r': Math.random() * 5 + 1,
'd': Math.random() * level,
})
}
}
}
////// 更改画面色调 //////
control.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
core.dom.curtain.style.background = core.arrayToRGB(color);
core.dom.curtain.style.opacity = color[3];
core.status.curtainColor = color;
if (core.isset(callback)) callback();
return;
}
var step=0;
core.status.replay.animate=true;
var changeAnimate = setInterval(function() {
step++;
var nowAlpha = fromColor[3]+(color[3]-fromColor[3])*step/25;
var nowR = parseInt(fromColor[0]+(color[0]-fromColor[0])*step/25);
var nowG = parseInt(fromColor[1]+(color[1]-fromColor[1])*step/25);
var nowB = parseInt(fromColor[2]+(color[2]-fromColor[2])*step/25);
core.dom.curtain.style.background = core.arrayToRGB([nowR,nowG,nowB]);
core.dom.curtain.style.opacity = nowAlpha;
if (step>=25) {
clearInterval(changeAnimate);
core.status.curtainColor = color;
core.status.replay.animate=false;
if (core.isset(callback)) callback();
}
}, time/25);
}
////// 更新全地图显伤 //////
control.prototype.updateFg = function () {
if (!core.isset(core.status.thisMap) || !core.isset(core.status.thisMap.blocks)) return;
// 更新显伤
var mapBlocks = core.status.thisMap.blocks;
core.clearMap('fg', 0, 0, 416, 416);
// 没有怪物手册
if (!core.hasItem('book')) return;
core.setFont('fg', "bold 11px Arial");
var hero_hp = core.status.hero.hp;
if (core.flags.displayEnemyDamage || core.flags.displayCritical) {
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.indexOf('enemy')==0
&& !(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;
if (core.flags.displayEnemyDamage) {
var damage = core.enemys.getDamage(id);
var color = '#000000';
if (damage == null) {
damage = "???";
color = '#FF0000';
}
else {
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';
damage = core.formatBigNumber(damage);
if (core.enemys.hasSpecial(core.material.enemys[id], 19))
damage += "+";
}
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);
}
// 临界显伤
if (core.flags.displayCritical) {
var critical = core.enemys.nextCriticals(id);
if (critical.length>0) critical=critical[0];
critical = core.formatBigNumber(critical[0]);
if (critical == '???') critical = '?';
core.setFillStyle('fg', '#000000');
core.canvas.fg.fillText(critical, 32 * x + 2, 32 * (y + 1) - 2 - 10);
core.canvas.fg.fillText(critical, 32 * x, 32 * (y + 1) - 2 - 10);
core.canvas.fg.fillText(critical, 32 * x + 2, 32 * (y + 1) - 10);
core.canvas.fg.fillText(critical, 32 * x, 32 * (y + 1) - 10);
core.setFillStyle('fg', '#FFFFFF');
core.canvas.fg.fillText(critical, 32 * x + 1, 32 * (y + 1) - 1 - 10);
}
}
}
}
// 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) {
damage = core.formatBigNumber(damage);
core.setFillStyle('fg', '#000000');
core.canvas.fg.fillText(damage, 32 * x + 17, 32 * (y + 1) - 13);
core.canvas.fg.fillText(damage, 32 * x + 15, 32 * (y + 1) - 15);
core.canvas.fg.fillText(damage, 32 * x + 17, 32 * (y + 1) - 15);
core.canvas.fg.fillText(damage, 32 * x + 15, 32 * (y + 1) - 13);
core.setFillStyle('fg', '#FF7F00');
core.canvas.fg.fillText(damage, 32 * x + 16, 32 * (y + 1) - 14);
}
}
}
}
}
////// 执行一个表达式的effect操作 //////
control.prototype.doEffect = function (effect) {
effect.split(";").forEach(function (expression) {
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);
}
});
}
////// 开启debug模式 //////
control.prototype.debug = function() {
core.setFlag('debug', true);
core.insertAction(["\t[调试模式开启]此模式下按住Ctrl键或Ctrl+Shift键可以穿墙并忽略一切事件。\n同时录像将失效也无法上传成绩。"]);
/*
core.setStatus('hp', 999999);
core.setStatus('atk', 10000);
core.setStatus('def', 10000);
core.setStatus('mdef', 10000);
core.setStatus('money', 10000);
core.setStatus('experience', 10000);
core.setItem('yellowKey', 50);
core.setItem('blueKey', 50);
core.setItem('redKey', 50);
core.setItem('book', 1);
core.setItem('fly', 1);
for (var i in core.status.maps)
if (core.status.maps[i].canFlyTo && core.status.hero.flyRange.indexOf(i)<0)
core.status.hero.flyRange.push(i);
core.updateStatusBar();
core.drawTip("作弊成功");
*/
}
////// 开始播放 //////
control.prototype.startReplay = function (list) {
core.status.replay.replaying=true;
core.status.replay.pausing=false;
core.status.replay.speed=1.0;
core.status.replay.toReplay = core.clone(list);
core.status.replay.totalList = core.clone(list);
core.status.replay.steps = 0;
core.status.replay.save = [];
core.updateStatusBar();
core.drawTip("开始播放");
this.replay();
return;
}
////// 更改播放状态 //////
control.prototype.triggerReplay = function () {
if (core.status.event.id=='save' || core.status.event.id=='book') return;
if (core.status.replay.pausing) this.resumeReplay();
else this.pauseReplay();
}
////// 暂停播放 //////
control.prototype.pauseReplay = function () {
if (core.status.event.id=='save' || core.status.event.id=='book') return;
if (!core.status.replay.replaying) return;
core.status.replay.pausing = true;
core.updateStatusBar();
core.drawTip("暂停播放");
}
////// 恢复播放 //////
control.prototype.resumeReplay = function () {
if (core.status.event.id=='save' || core.status.event.id=='book') return;
if (!core.status.replay.replaying) return;
core.status.replay.pausing = false;
core.updateStatusBar();
core.drawTip("恢复播放");
core.replay();
}
////// 加速播放 //////
control.prototype.speedUpReplay = function () {
if (core.status.event.id=='save' || core.status.event.id=='book') return;
if (!core.status.replay.replaying) return;
var toAdd = core.status.replay.speed>=3?3:core.status.replay.speed>=2?2:1;
core.status.replay.speed = parseInt(10*core.status.replay.speed + toAdd)/10;
if (core.status.replay.speed>6.0) core.status.replay.speed=6.0;
core.drawTip("x"+core.status.replay.speed+"倍");
}
////// 减速播放 //////
control.prototype.speedDownReplay = function () {
if (core.status.event.id=='save' || core.status.event.id=='book') return;
if (!core.status.replay.replaying) return;
var toAdd = core.status.replay.speed>3?3:core.status.replay.speed>2?2:1;
core.status.replay.speed = parseInt(10*core.status.replay.speed - toAdd)/10;
if (core.status.replay.speed<0.3) core.status.replay.speed=0.3;
core.drawTip("x"+core.status.replay.speed+"倍");
}
////// 停止播放 //////
control.prototype.stopReplay = function () {
if (core.status.event.id=='save' || core.status.event.id=='book') return;
if (!core.status.replay.replaying) return;
core.status.replay.toReplay = [];
core.status.replay.totalList = [];
core.status.replay.replaying=false;
core.status.replay.pausing=false;
core.status.replay.speed=1.0;
core.status.replay.steps = 0;
core.status.replay.save = [];
core.updateStatusBar();
core.drawTip("停止播放并恢复游戏");
}
////// 回退 //////
control.prototype.rewindReplay = function () {
if (core.status.event.id=='save' || core.status.event.id=='book') return;
if (!core.status.replay.replaying) return;
if (!core.status.replay.pausing) {
core.drawTip("请先暂停录像");
return;
}
if (core.status.replay.animate) {
core.drawTip("请等待当前事件的处理结束");
return;
}
if (core.status.replay.save.length==0) {
core.drawTip("无法再回到上一个节点");
return;
}
var save = core.status.replay.save;
var data = save.pop();
core.loadData(data.data, function () {
core.status.replay = {
"replaying": true,
"pausing": true,
"animate": false,
"toReplay": data.replay.toReplay,
"totalList": data.replay.totalList,
"speed": data.replay.speed,
"steps": data.replay.steps,
"save": save
}
core.updateStatusBar();
core.drawTip("成功回退到上一个节点");
})
}
////// 回放时存档 //////
control.prototype.saveReplay = function () {
if (core.status.event.id=='save' || core.status.event.id=='book') return;
if (!core.status.replay.replaying) return;
if (!core.status.replay.pausing) {
core.drawTip("请先暂停录像");
return;
}
if (core.status.replay.animate || core.isset(core.status.event.id)) {
core.drawTip("请等待当前事件的处理结束");
return;
}
core.lockControl();
core.status.event.id='save';
var saveIndex = core.status.saveIndex;
var page=parseInt((saveIndex-1)/5), offset=saveIndex-5*page;
core.ui.drawSLPanel(10*page+offset);
}
////// 回放时查看怪物手册 //////
control.prototype.bookReplay = function () {
if (core.status.event.id=='save' || core.status.event.id=='book') return;
if (!core.status.replay.replaying) return;
if (!core.status.replay.pausing) {
core.drawTip("请先暂停录像");
return;
}
if (core.status.replay.animate || core.isset(core.status.event.id)) {
core.drawTip("请等待当前事件的处理结束");
return;
}
core.lockControl();
core.status.event.id='book';
core.useItem('book');
}
////// 回放 //////
control.prototype.replay = function () {
if (!core.status.replay.replaying) return; // 没有回放
if (core.status.replay.pausing) return; // 暂停状态
if (core.status.replay.animate) return; // 正在某段动画中
if (core.status.replay.toReplay.length==0) { // 回放完毕
core.stopReplay();
core.insertAction("录像回放完毕!");
return;
}
core.status.replay.steps++;
if (core.status.replay.steps%50==0) {
//if (core.status.replay.save.length == 30)
// core.status.replay.save.shift();
core.status.replay.save.push({"data": core.saveData(), "replay": {
"totalList": core.clone(core.status.replay.totalList),
"toReplay": core.clone(core.status.replay.toReplay),
"speed": core.status.replay.speed,
"steps": core.status.replay.steps
}});
}
var action=core.status.replay.toReplay.shift();
if (action=='up' || action=='down' || action=='left' || action=='right') {
core.moveHero(action, function () {
setTimeout(function() {
core.replay();
});
});
return;
}
else if (action.indexOf("item:")==0) {
var itemId = action.substring(5);
if (core.canUseItem(itemId)) {
var tools = Object.keys(core.status.hero.items.tools).sort();
var constants = Object.keys(core.status.hero.items.constants).sort();
var index;
if ((index=tools.indexOf(itemId))>=0 || (index=constants.indexOf(itemId)+1000)>=1000) {
core.ui.drawToolbox(index);
setTimeout(function () {
core.ui.closePanel();
core.useItem(itemId, function () {
core.replay();
});
}, 750 / Math.max(1, core.status.replay.speed));
}
return;
}
}
else if (action.indexOf("fly:")==0) {
var floorId=action.substring(4);
var toIndex=core.status.hero.flyRange.indexOf(floorId);
var nowIndex=core.status.hero.flyRange.indexOf(core.status.floorId);
if (core.hasItem('fly') && toIndex>=0 && nowIndex>=0) {
core.ui.drawFly(toIndex);
setTimeout(function () {
core.ui.closePanel();
var stair=toIndex<nowIndex?"upFloor":"downFloor";
if (toIndex==nowIndex && core.floors[core.status.floorId].underGround)
stair = "upFloor";
core.status.route.push("fly:"+floorId);
core.changeFloor(floorId, stair, null, null, function () {
core.replay();
});
}, 750 / Math.max(1, core.status.replay.speed));
return;
}
}
else if (action.indexOf("shop:")==0) {
var sps=action.substring(5).split(":");
var shopId=sps[0], selections=sps[1].split("");
if (selections.length>0) {
var shop=core.status.shops[shopId];
if (core.isset(shop) && shop.visited) { // 商店可用
var choices = shop.choices;
var topIndex = 6 - parseInt(choices.length / 2);
core.status.event.selection = parseInt(selections.shift());
core.events.openShop(shopId, false);
var shopInterval = setInterval(function () {
if (!core.actions.clickShop(6, topIndex+core.status.event.selection)) {
clearInterval(shopInterval);
core.stopReplay();
core.drawTip("录像文件出错");
return;
}
if (selections.length==0) {
clearInterval(shopInterval);
core.actions.clickShop(6, topIndex+choices.length);
core.replay();
return;
}
core.status.event.selection = parseInt(selections.shift());
core.events.openShop(shopId, false);
}, 750 / Math.max(1, core.status.replay.speed));
return;
}
}
}
else if (action=='turn') {
core.turnHero();
core.replay();
return;
}
else if (action=='getNext') {
if (core.flags.enableGentleClick && core.getBlock(core.nextX(), core.nextY())!=null) {
var nextX = core.nextX(), nextY = core.nextY();
var block = core.getBlock(nextX, nextY);
if (block!=null && block.block.event.trigger=='getItem') {
core.getItem(block.block.event.id, 1, nextX, nextY);
core.status.route.push("getNext");
core.replay();
return;
}
}
}
else if (action.indexOf('move:')==0) {
while (core.status.replay.toReplay.length>0 &&
core.status.replay.toReplay[0].indexOf('move:')==0) {
action = core.status.replay.toReplay.shift();
}
var pos=action.substring(5).split(":");
var x=parseInt(pos[0]), y=parseInt(pos[1]);
if (core.control.moveDirectly(x,y)) {
setTimeout(function () {
core.replay();
}, 750 / Math.max(1, core.status.replay.speed));
return;
}
}
else if (action.indexOf('key:')==0) {
core.actions.keyUp(parseInt(action.substring(4)), true);
core.replay();
return;
}
core.stopReplay();
core.insertAction("录像文件出错");
}
////// 判断当前能否进入某个事件 //////
control.prototype.checkStatus = function (name, need, item) {
if (need && core.status.event.id == name) {
core.ui.closePanel();
return false;
}
if (need && core.status.lockControl) return false;
if (core.isset(item) && item && !core.hasItem(name)) {
core.drawTip("你没有" + core.material.items[name].name);
return false;
}
if (!core.status.heroStop) {
core.drawTip("请先停止勇士行动");
return false;
}
core.lockControl();
core.status.event.id = name;
return true;
}
////// 点击怪物手册时的打开操作 //////
control.prototype.openBook = function (need) {
if (core.isset(core.status.replay)&&core.status.replay.replaying) return;
// 当前是book且从“浏览地图”打开
if (core.status.event.id == 'book' && core.isset(core.status.event.selection)) {
core.status.boxAnimateObjs = [];
core.ui.drawMaps(core.status.event.selection);
return;
}
// 从“浏览地图”页面打开
if (core.status.event.id=='viewMaps') {
need=false;
core.status.event.selection = core.status.event.data;
}
if (!core.checkStatus('book', need, true))
return;
core.useItem('book');
}
////// 点击楼层传送器时的打开操作 //////
control.prototype.useFly = function (need) {
if (core.isset(core.status.replay)&&core.status.replay.replaying) return;
if (!core.checkStatus('fly', need, true))
return;
if (core.flags.flyNearStair && !core.nearStair()) {
core.drawTip("只有在楼梯边才能使用传送器");
core.unLockControl();
core.status.event.data = null;
core.status.event.id = null;
return;
}
if (!core.canUseItem('fly')) {
core.drawTip("楼层传送器好像失效了");
core.unLockControl();
core.status.event.data = null;
core.status.event.id = null;
return;
}
core.useItem('fly');
return;
}
////// 点击工具栏时的打开操作 //////
control.prototype.openToolbox = function (need) {
if (core.isset(core.status.replay)&&core.status.replay.replaying) return;
if (!core.checkStatus('toolbox', need))
return;
core.ui.drawToolbox();
}
////// 点击快捷商店按钮时的打开操作 //////
control.prototype.openQuickShop = function (need) {
if (core.isset(core.status.replay)&&core.status.replay.replaying) return;
if (!core.checkStatus('selectShop', need))
return;
core.ui.drawQuickShop();
}
////// 点击保存按钮时的打开操作 //////
control.prototype.save = function(need) {
if (core.isset(core.status.replay)&&core.status.replay.replaying) return;
if (!core.checkStatus('save', need))
return;
var saveIndex = core.status.saveIndex;
var page=parseInt((saveIndex-1)/5), offset=saveIndex-5*page;
core.ui.drawSLPanel(10*page+offset);
}
////// 点击读取按钮时的打开操作 //////
control.prototype.load = function (need) {
if (core.isset(core.status.replay)&&core.status.replay.replaying) return;
var saveIndex = core.getLocalStorage('saveIndex2', 1);
var page=parseInt((saveIndex-1)/5), offset=saveIndex-5*page;
// 游戏开始前读档
if (!core.isPlaying()) {
core.status.event = {'id': 'load', 'data': null};
core.status.lockControl = true;
core.dom.startPanel.style.display = 'none';
core.ui.drawSLPanel(10*page+offset);
return;
}
if (!core.checkStatus('load', need))
return;
core.ui.drawSLPanel(10*page+offset);
}
////// 点击设置按钮时的操作 //////
control.prototype.openSettings = function (need) {
if (core.isset(core.status.replay)&&core.status.replay.replaying) return;
if (!core.checkStatus('settings', need))
return;
core.ui.drawSettings();
}
////// 自动存档 //////
control.prototype.autosave = function (removeLast) {
if (core.status.event.id!=null)
return;
var x=null;
if (removeLast)
x=core.status.route.pop();
core.setLocalStorage("autoSave", core.saveData())
if (removeLast && core.isset(x))
core.status.route.push(x);
}
////// 实际进行存读档事件 //////
control.prototype.doSL = function (id, type) {
if (type=='save') {
if (id=='autoSave') {
core.drawTip('不能覆盖自动存档!');
return;
}
if (core.setLocalStorage("save"+id, core.saveData())) {
core.ui.closePanel();
core.drawTip('存档成功!');
if (id!="autoSave") {
core.status.saveIndex=id;
core.setLocalStorage('saveIndex2', core.status.saveIndex);
}
}
else {
core.drawTip('存储空间不足,请覆盖已有的存档或在菜单栏中进行清理');
}
return;
}
else if (type=='load') {
var data = core.getLocalStorage(id=='autoSave'?id:"save"+id, null);
if (!core.isset(data)) {
core.drawTip("无效的存档");
return;
}
if (data.version != core.firstData.version) {
// core.drawTip("存档版本不匹配");
if (confirm("存档版本不匹配!\n你想回放此存档的录像吗\n可以随时停止录像播放以继续游戏。")) {
core.dom.startPanel.style.display = 'none';
var seed = data.hero.flags.seed;
core.resetStatus(core.firstData.hero, data.hard, core.firstData.floorId, null, core.initStatus.maps);
core.events.setInitData(data.hard);
core.setFlag('seed', seed);
core.setFlag('rand', seed);
core.changeFloor(core.status.floorId, null, core.firstData.hero.loc, null, function() {
core.startReplay(core.decodeRoute(data.route));
}, true);
}
return;
}
core.ui.closePanel();
core.loadData(data, function() {
core.drawTip("读档成功");
if (id!="autoSave") {
core.status.saveIndex=id;
core.setLocalStorage('saveIndex2', core.status.saveIndex);
}
});
return;
}
else if (type == 'replayLoad') {
var data = core.getLocalStorage(id=='autoSave'?id:"save"+id, null);
if (!core.isset(data)) {
core.drawTip("无效的存档");
return;
}
if (data.version != core.firstData.version) {
core.drawTip("存档版本不匹配");
return;
}
if (data.hard != core.status.hard) {
core.drawTip("游戏难度不匹配!");
return;
}
var route = core.subarray(core.status.route, core.decodeRoute(data.route));
if (!core.isset(route) || data.hero.flags.seed!=core.getFlag('seed')) {
core.drawTip("无法从此存档回放录像");
return;
}
core.loadData(data, function () {
core.startReplay(route);
core.drawTip("回退到存档节点");
});
}
}
////// 同步存档到服务器 //////
control.prototype.syncSave = function (type) {
var saves=null;
// data
if (type=='all') {
saves=[];
for (var i=1;i<=5*(main.savePages||30);i++) {
var data = core.getLocalStorage("save"+i, null);
if (core.isset(data)) {
saves.push(data);
}
}
}
else {
saves=core.getLocalStorage("save"+core.status.saveIndex, null);
}
if (!core.isset(saves)) {
core.drawText("没有要同步的存档");
return;
}
core.ui.drawWaiting("正在同步,请稍后...");
var formData = new FormData();
formData.append('type', 'save');
formData.append('name', core.firstData.name);
var save_text = JSON.stringify(saves);
formData.append('data', save_text);
core.http("POST", "/games/sync.php", formData, function (data) {
var response = JSON.parse(data);
if (response.code<0) {
core.drawText("出错啦!\n无法同步存档到服务器。\n错误原因"+response.msg);
}
else {
core.drawText((type=='all'?"所有存档":"存档"+core.status.saveIndex)+"同步成功!\n\n您的存档编号 "
+response.code+"\n您的存档密码 "+response.msg
+"\n\n请牢记以上两个信息如截图等在从服务器\n同步存档时使用。")
}
}, function (e) {
core.drawText("出错啦!\n无法同步存档到服务器。\n错误原因"+e);
})
}
////// 从服务器加载存档 //////
control.prototype.syncLoad = function () {
core.interval.onDownInterval = 'tmp';
var id = prompt("请输入存档编号:");
if (id==null || id=="") {
core.ui.drawSyncSave(); return;
}
core.interval.onDownInterval = 'tmp';
var password = prompt("请输入存档密码:");
if (password==null || password=="") {
core.ui.drawSyncSave(); return;
}
core.ui.drawWaiting("正在同步,请稍后...");
var formData = new FormData();
formData.append('type', 'load');
formData.append('name', core.firstData.name);
formData.append('id', id);
formData.append('password', password);
core.http("POST", "/games/sync.php", formData, function (data) {
var response = JSON.parse(data);
switch (response.code) {
case 0:
// 成功
var data=JSON.parse(response.msg);
// console.log(data);
if (data instanceof Array) {
core.status.event.selection=1;
core.ui.drawConfirmBox("所有本地存档都将被覆盖,确认?", function () {
for (var i=1;i<=5*(main.savePages||30);i++) {
if (i<=data.length) {
core.setLocalStorage("save"+i, data[i-1]);
}
else {
core.removeLocalStorage("save"+i);
}
}
core.drawText("同步成功!\n你的本地所有存档均已被覆盖。");
}, function () {
core.status.event.selection=0;
core.ui.drawSyncSave();
})
}
else {
// 只覆盖单存档
core.setLocalStorage("save"+core.status.saveIndex, data);
core.drawText("同步成功!\n单存档已覆盖至存档"+core.status.saveIndex);
}
break;
case -1:
core.drawText("出错啦!\n存档编号"+id+"不存在!");
break;
case -2:
core.drawText("出错啦!\n存档密码错误");
break;
default:
core.drawText("出错啦!\n无法从服务器同步存档。\n错误原因"+response.msg);
break;
}
}, function (e) {
core.drawText("出错啦!\n无法从服务器同步存档。\n错误原因"+e);
});
}
////// 存档到本地 //////
control.prototype.saveData = function() {
var data = {
'floorId': core.status.floorId,
'hero': core.clone(core.status.hero),
'hard': core.status.hard,
'maps': core.maps.save(core.status.maps),
'route': core.encodeRoute(core.status.route),
'values': core.clone(core.values),
'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 data;
}
////// 从本地读档 //////
control.prototype.loadData = function (data, callback) {
core.resetStatus(data.hero, data.hard, data.floorId, core.decodeRoute(data.route), core.maps.load(data.maps),
data.values);
// load shop times
for (var shop in core.status.shops) {
if (core.isset(data.shops[shop])) {
core.status.shops[shop].times = data.shops[shop].times;
core.status.shops[shop].visited = data.shops[shop].visited;
}
}
// load icons
var icon = core.getFlag("heroIcon", "hero.png");
if (core.isset(core.material.images.images[icon])) {
core.material.images.hero.src = core.material.images.images[icon].src;
core.material.icons.hero.height = core.material.images.images[icon].height/4;
}
core.events.afterLoadData(data);
core.changeFloor(data.floorId, null, data.hero.loc, 0, function() {
if (core.isset(callback)) callback();
}, true);
}
////// 设置勇士属性 //////
control.prototype.setStatus = function (statusName, statusVal) {
if (statusName == 'exp') statusName = 'experience';
if (core.isset(core.status.hero.loc[statusName]))
core.status.hero.loc[statusName] = statusVal;
else
core.status.hero[statusName] = statusVal;
}
////// 获得勇士属性 //////
control.prototype.getStatus = function (statusName) {
// support status:x
if (core.isset(core.status.hero.loc[statusName]))
return core.status.hero.loc[statusName];
if (statusName == 'exp') statusName = 'experience';
return core.status.hero[statusName];
}
////// 获得某个等级的名称 //////
control.prototype.getLvName = function () {
if (!core.isset(core.firstData.levelUp) || core.status.hero.lv<=0
|| core.status.hero.lv>core.firstData.levelUp.length) return core.status.hero.lv;
return core.firstData.levelUp[core.status.hero.lv-1].name || core.status.hero.lv;
}
////// 设置某个自定义变量或flag //////
control.prototype.setFlag = function(flag, value) {
if (!core.isset(core.status.hero)) return;
core.status.hero.flags[flag]=value;
}
////// 获得某个自定义变量或flag //////
control.prototype.getFlag = function(flag, defaultValue) {
if (!core.isset(core.status.hero)) return defaultValue;
var value = core.status.hero.flags[flag];
if (core.isset(value)) return value;
return defaultValue;
}
////// 是否存在某个自定义变量或flag且值为true //////
control.prototype.hasFlag = function(flag) {
if (core.getFlag(flag)) return true;
return false;
}
////// 锁定状态栏,常常用于事件处理 //////
control.prototype.lockControl = function () {
core.status.lockControl = true;
}
////// 解锁状态栏 //////
control.prototype.unLockControl = function () {
core.status.lockControl = false;
}
////// 播放背景音乐 //////
control.prototype.playBgm = function (bgm) {
if (main.mode!='play')return;
// 如果不允许播放
if (!core.musicStatus.bgmStatus) return;
// 音频不存在
if (!core.isset(core.material.bgms[bgm])) return;
// 延迟播放
if (core.material.bgms[bgm] == 'loading') {
core.material.bgms[bgm] = 'starting';
return;
}
try {
// 如果当前正在播放且和本BGM相同直接忽略
if (core.musicStatus.playingBgm == bgm && core.musicStatus.isPlaying) {
return;
}
// 如果正在播放中,暂停
if (core.isset(core.musicStatus.playingBgm) && core.musicStatus.isPlaying) {
core.material.bgms[core.musicStatus.playingBgm].pause();
}
// 播放当前BGM
core.material.bgms[bgm].volume = core.musicStatus.volume;
core.material.bgms[bgm].play();
core.musicStatus.playingBgm = bgm;
core.musicStatus.isPlaying = true;
}
catch (e) {
console.log("无法播放BGM "+bgm);
console.log(e);
core.musicStatus.playingBgm = null;
}
}
////// 暂停背景音乐的播放 //////
control.prototype.pauseBgm = function () {
// 直接暂停播放
try {
if (core.isset(core.musicStatus.playingBgm)) {
core.material.bgms[core.musicStatus.playingBgm].pause();
}
core.musicStatus.isPlaying = false;
}
catch (e) {
console.log("无法暂停BGM "+bgm);
console.log(e);
}
}
////// 恢复背景音乐的播放 //////
control.prototype.resumeBgm = function () {
if (main.mode!='play')return;
// 如果不允许播放
if (!core.musicStatus.bgmStatus) return;
// 恢复BGM
try {
if (core.isset(core.musicStatus.playingBgm)) {
core.material.bgms[core.musicStatus.playingBgm].play();
core.musicStatus.isPlaying = true;
}
else {
if (core.bgms.length>0) {
if (core.isset(core.floors[core.status.floorId].bgm)) {
core.playBgm(core.floors[core.status.floorId].bgm);
}
else
core.playBgm(core.bgms[0]);
core.musicStatus.isPlaying = true;
}
}
}
catch (e) {
console.log("无法恢复BGM "+bgm);
console.log(e);
}
}
////// 播放音频 //////
control.prototype.playSound = function (sound) {
if (main.mode!='play')return;
// 如果不允许播放
if (!core.musicStatus.soundStatus) return;
// 音频不存在
if (!core.isset(core.material.sounds[sound])) return;
try {
if (core.musicStatus.audioContext != null) {
var source = core.musicStatus.audioContext.createBufferSource();
source.buffer = core.material.sounds[sound];
source.connect(core.musicStatus.gainNode);
try {
source.start(0);
}
catch (e) {
try {
source.noteOn(0);
}
catch (ee) {
}
}
}
else {
core.material.sounds[sound].volume = core.musicStatus.volume;
core.material.sounds[sound].play();
}
}
catch (eee) {
console.log("无法播放SE "+sound);
console.log(eee);
}
}
////// 清空状态栏 //////
control.prototype.clearStatusBar = function() {
var statusList = ['floor', 'lv', 'hpmax', '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 //////
control.prototype.updateStatusBar = function () {
// 检查等级
core.events.checkLvUp();
// 检查HP上限
if (core.flags.enableHPMax) {
core.setStatus('hp', Math.min(core.getStatus('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 = ['hpmax', 'hp', 'atk', 'def', 'mdef', 'money', 'experience'];
statusList.forEach(function (item) {
if (core.isset(core.status.hero[item]))
core.status.hero[item] = Math.floor(core.status.hero[item]);
core.statusBar[item].innerHTML = core.formatBigNumber(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;
// 回放
if (core.status.replay.replaying) {
core.statusBar.image.book.src = core.status.replay.pausing?core.statusBar.icons.play.src:core.statusBar.icons.pause.src;
core.statusBar.image.book.style.opacity = 1;
core.statusBar.image.fly.src = core.statusBar.icons.stop.src;
core.statusBar.image.fly.style.opacity = 1;
core.statusBar.image.toolbox.src = core.statusBar.icons.rewind.src;
core.statusBar.image.shop.src = core.statusBar.icons.book.src;
core.statusBar.image.save.src = core.statusBar.icons.speedDown.src;
core.statusBar.image.load.src = core.statusBar.icons.speedUp.src;
core.statusBar.image.settings.src = core.statusBar.icons.save.src;
}
else {
core.statusBar.image.book.src = core.statusBar.icons.book.src;
core.statusBar.image.book.style.opacity = core.hasItem('book')?1:0.3;
core.statusBar.image.fly.src = core.statusBar.icons.fly.src;
core.statusBar.image.fly.style.opacity = core.hasItem('fly')?1:0.3;
core.statusBar.image.toolbox.src = core.statusBar.icons.toolbox.src;
core.statusBar.image.shop.src = core.statusBar.icons.shop.src;
core.statusBar.image.save.src = core.statusBar.icons.save.src;
core.statusBar.image.load.src = core.statusBar.icons.load.src;
core.statusBar.image.settings.src = core.statusBar.icons.settings.src;
}
core.updateFg();
}
////// 屏幕分辨率改变后重新自适应 //////
control.prototype.resize = function(clientWidth, clientHeight) {
if (main.mode=='editor')return;
// 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, statusBackground, toolsBackground;
var count = core.dom.statusBar.children.length;
if (!core.flags.enableFloor) count--;
if (!core.flags.enableLv) count--;
if (!core.flags.enableHPMax) 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--;
if (core.isset(core.flags.enableKeys) && !core.flags.enableKeys) count--;
var statusLineHeight = BASE_LINEHEIGHT * 9 / count;
var statusLineFontSize = DEFAULT_FONT_SIZE;
if (count>9) statusLineFontSize = statusLineFontSize * 9 / count;
var shopDisplay;
var borderColor = main.borderColor||"white";
statusBarBorder = '3px '+borderColor+' solid';
toolBarBorder = '3px '+borderColor+' 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 '+borderColor+' solid';
statusHeight = scale*BASE_LINEHEIGHT * .8;
statusLabelsLH = .8 * BASE_LINEHEIGHT *scale;
statusMaxWidth = scale * DEFAULT_BAR_WIDTH * .95;
statusBackground = main.statusTopBackground;
toolBarHeight = tempBotBarH;
toolBarTop = statusBarHeight + canvasWidth;
toolBarBorder = '3px '+borderColor+' solid';
toolsHeight = scale * BASE_LINEHEIGHT;
toolsPMaxwidth = scale * DEFAULT_BAR_WIDTH * .4;
toolsBackground = main.toolsBackground;
borderRight = '3px '+borderColor+' 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 = gameGroupHeight - SPACE;
statusBarBorder = '3px '+borderColor+' solid';
statusBackground = main.statusLeftBackground;
statusHeight = scale*statusLineHeight * .8;
statusLabelsLH = .8 * statusLineHeight *scale;
toolBarTop = scale*statusLineHeight * count + SPACE * 2;
toolBarHeight = canvasWidth - toolBarTop;
toolBarBorder = '3px '+borderColor+' solid';
toolsHeight = scale * BASE_LINEHEIGHT;
toolsBackground = 'transparent';
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
statusBackground = main.statusLeftBackground;
statusBarHeight = gameGroupHeight - SPACE;
statusHeight = statusLineHeight * .8;
statusLabelsLH = .8 * statusLineHeight;
toolBarTop = statusLineHeight * count + SPACE * 2;
toolBarHeight = DEFAULT_CANVAS_WIDTH - toolBarTop;
toolsBackground = 'transparent';
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 '+borderColor+' solid',
}
},
{
id: 'gif',
rules: {
width: (canvasWidth - SPACE*2) + unit,
height:(canvasWidth - SPACE*2) + unit,
top: (canvasTop + SPACE) + unit,
right: SPACE + unit,
}
},
{
id: 'gif2',
rules: {
width: (canvasWidth - SPACE*2) + unit,
height:(canvasWidth - SPACE*2) + unit,
top: (canvasTop + SPACE) + unit,
right: SPACE + unit,
}
},
{
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,
background: statusBackground,
}
},
{
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,
background: toolsBackground,
}
},
{
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: 'hpmaxCol',
rules: {
display: core.flags.enableHPMax ? '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: 'keyCol',
rules: {
display: !core.isset(core.flags.enableKeys)||core.flags.enableKeys?'block':'none'
}
},
{
'id': 'debuffCol',
rules: {
display: core.flags.enableDebuff ? 'block': 'none'
}
},
{
id: 'hard',
rules: {
lineHeight: toolsHeight + unit
}
}
]
core.domRenderer();
}
////// 渲染DOM //////
control.prototype.domRenderer = function(){
core.dom.statusBar.style.display = 'block';
core.dom.toolBar.style.display = 'block';
var styles = core.domStyle.styles;
for(var i=0; i<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]];
}
}
}
}