546 lines
18 KiB
JavaScript
546 lines
18 KiB
JavaScript
var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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{
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"init": function () {
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console.log("插件编写测试");
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// 可以写一些直接执行的代码
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// 在这里写的代码将会在【资源加载前】被执行,此时图片等资源尚未被加载。
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// 请勿在这里对包括bgm,图片等资源进行操作。
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this._afterLoadResources = function () {
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// 本函数将在所有资源加载完毕后,游戏开启前被执行
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// 可以在这个函数里面对资源进行一些操作,比如切分图片等。
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// 这是一个将assets.png拆分成若干个32x32像素的小图片并保存的样例。
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// var arr = core.splitImage("assets.png", 32, 32);
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// for (var i = 0; i < arr.length; i++) {
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// core.material.images.images["asset"+i+".png"] = arr[i];
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// }
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}
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// 可以在任何地方(如afterXXX或自定义脚本事件)调用函数,方法为 core.plugin.xxx();
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// 从V2.6开始,插件中用this.XXX方式定义的函数也会被转发到core中,详见文档-脚本-函数的转发。
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},
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"drawLight": function () {
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// 绘制灯光/漆黑层效果。调用方式 core.plugin.drawLight(...)
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// 【参数说明】
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// name:必填,要绘制到的画布名;可以是一个系统画布,或者是个自定义画布;如果不存在则创建
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// color:可选,只能是一个0~1之间的数,为不透明度的值。不填则默认为0.9。
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// lights:可选,一个数组,定义了每个独立的灯光。
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// 其中每一项是三元组 [x,y,r] x和y分别为该灯光的横纵坐标,r为该灯光的半径。
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// lightDec:可选,0到1之间,光从多少百分比才开始衰减(在此范围内保持全亮),不设置默认为0。
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// 比如lightDec为0.5代表,每个灯光部分内圈50%的范围全亮,50%以后才开始快速衰减。
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// 【调用样例】
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// core.plugin.drawLight('curtain'); // 在curtain层绘制全图不透明度0.9,等价于更改画面色调为[0,0,0,0.9]。
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// core.plugin.drawLight('ui', 0.95, [[25,11,46]]); // 在ui层绘制全图不透明度0.95,其中在(25,11)点存在一个半径为46的灯光效果。
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// core.plugin.drawLight('test', 0.2, [[25,11,46,0.1]]); // 创建一个test图层,不透明度0.2,其中在(25,11)点存在一个半径为46的灯光效果,灯光中心不透明度0.1。
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// core.plugin.drawLight('test2', 0.9, [[25,11,46],[105,121,88],[301,221,106]]); // 创建test2图层,且存在三个灯光效果,分别是中心(25,11)半径46,中心(105,121)半径88,中心(301,221)半径106。
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// core.plugin.drawLight('xxx', 0.3, [[25,11,46],[105,121,88,0.2]], 0.4); // 存在两个灯光效果,它们在内圈40%范围内保持全亮,且40%后才开始衰减。
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this.drawLight = function (name, color, lights, lightDec) {
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// 清空色调层;也可以修改成其它层比如animate/weather层,或者用自己创建的canvas
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var ctx = core.getContextByName(name);
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if (ctx == null) {
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if (typeof name == 'string')
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ctx = core.createCanvas(name, 0, 0, core.__PIXELS__, core.__PIXELS__, 98);
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else return;
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}
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ctx.mozImageSmoothingEnabled = false;
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ctx.webkitImageSmoothingEnabled = false;
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ctx.msImageSmoothingEnabled = false;
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ctx.imageSmoothingEnabled = false;
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core.clearMap(name);
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// 绘制色调层,默认不透明度
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if (color == null) color = 0.9;
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ctx.fillStyle = "rgba(0,0,0," + color + ")";
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ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height);
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lightDec = core.clamp(lightDec, 0, 1);
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// 绘制每个灯光效果
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ctx.globalCompositeOperation = 'destination-out';
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lights.forEach(function (light) {
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// 坐标,半径,中心不透明度
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var x = light[0],
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y = light[1],
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r = light[2];
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// 计算衰减距离
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var decDistance = parseInt(r * lightDec);
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// 正方形区域的直径和左上角坐标
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var grd = ctx.createRadialGradient(x, y, decDistance, x, y, r);
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grd.addColorStop(0, "rgba(0,0,0,1)");
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grd.addColorStop(1, "rgba(0,0,0,0)");
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ctx.beginPath();
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ctx.fillStyle = grd;
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ctx.arc(x, y, r, 0, 2 * Math.PI);
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ctx.fill();
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});
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ctx.globalCompositeOperation = 'source-over';
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// 可以在任何地方(如afterXXX或自定义脚本事件)调用函数,方法为 core.plugin.xxx();
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}
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},
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"itemShop": function () {
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// 道具商店相关的插件
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var shopId = null; // 当前商店ID
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var type = 0; // 当前正在选中的类型,0买入1卖出
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var selectItem = 0; // 当前正在选中的道具
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var selectCount = 0; // 当前已经选中的数量
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var page = 0;
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var totalPage = 0;
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var totalMoney = 0;
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var list = [];
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var bigFont = core.ui._buildFont(20, false),
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middleFont = core.ui._buildFont(18, false);
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this.drawItemShop = function () {
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// 绘制道具商店
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// Step 1: 背景和固定的几个文字
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core.ui._createUIEvent();
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this.clearItemShop();
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core.fillRect('uievent', 0, 0, 416, 416, 'black');
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core.ui._uievent_drawBackground({ x: 0, y: 0, width: 416, height: 56 });
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core.ui._uievent_drawBackground({ x: 0, y: 56, width: 312, height: 56 });
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core.ui._uievent_drawBackground({ x: 0, y: 112, width: 312, height: 304 });
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core.ui._uievent_drawBackground({ x: 312, y: 56, width: 104, height: 56 });
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core.ui._uievent_drawBackground({ x: 312, y: 112, width: 104, height: 304 });
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core.fillText("uievent", "购买", 32, 74, 'white', bigFont);
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core.fillText("uievent", "卖出", 132, 74);
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core.fillText("uievent", "离开", 232, 74);
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core.fillText("uievent", "当前金币", 324, 66, null, middleFont);
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core.setTextAlign("uievent", "right");
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core.fillText("uievent", core.formatBigNumber(core.status.hero.money), 405, 89);
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core.setTextAlign("uievent", "left");
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core.ui._uievent_drawSelector({
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"type": "drawSelector",
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"image": "winskin.png",
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"code": 2,
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"x": 22 + 100 * type,
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"y": 66,
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"width": 60,
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"height": 33
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});
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if (selectItem != null) {
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core.setTextAlign('uievent', 'center');
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core.fillText("uievent", type == 0 ? "买入个数" : "卖出个数", 364, 320, null, bigFont);
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core.fillText("uievent", "◀ " + selectCount + " ▶", 364, 350);
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core.fillText("uievent", "确定", 364, 380);
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}
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// Step 2:获得列表并展示
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var choices = core.status.shops[shopId].choices;
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list = choices.filter(function (one) {
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return (type == 0 && one.money != null) || (type == 1 && one.sell != null);
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});
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var per_page = 6;
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totalPage = Math.ceil(list.length / per_page);
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page = Math.floor((selectItem || 0) / per_page) + 1;
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// 绘制分页
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if (totalPage > 1) {
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var half = 156;
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core.setTextAlign('uievent', 'center');
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core.fillText('uievent', page + " / " + totalPage, half, 388, null, middleFont);
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if (page > 1) core.fillText('uievent', '上一页', half - 80, 388);
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if (page < totalPage) core.fillText('uievent', '下一页', half + 80, 388);
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}
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core.setTextAlign('uievent', 'left');
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// 绘制每一项
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var start = (page - 1) * per_page;
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for (var i = 0; i < per_page; ++i) {
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var curr = start + i;
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if (curr >= list.length) break;
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var item = list[curr];
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core.drawIcon('uievent', item.id, 10, 125 + i * 40);
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core.setTextAlign('uievent', 'left');
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core.fillText('uievent', core.material.items[item.id].name, 50, 132 + i * 40, null, bigFont);
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core.setTextAlign('uievent', 'right');
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core.fillText('uievent', (type == 0 ? item.money : item.sell) + "金币/个", 300, 133 + i * 40, null, middleFont);
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core.setTextAlign("uievent", "left");
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if (curr == selectItem) {
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// 绘制描述,文字自动放缩
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var text = core.material.items[item.id].text || "该道具暂无描述";
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try { text = core.replaceText(text); } catch (e) {}
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for (var fontSize = 20; fontSize >= 8; fontSize -= 2) {
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var config = { left: 10, fontSize: fontSize, maxWidth: 403, lineHeight: 1.4 };
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var height = core.getTextContentHeight(text, config);
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if (height <= 50) {
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config.top = (56 - height) / 2;
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core.drawTextContent("uievent", text, config);
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break;
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}
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}
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core.ui._uievent_drawSelector({ "type": "drawSelector", "image": "winskin.png", "code": 1, "x": 8, "y": 120 + i * 40, "width": 295, "height": 40 });
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if (type == 0 && item.number != null) {
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core.fillText("uievent", "存货", 324, 132, null, bigFont);
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core.setTextAlign("uievent", "right");
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core.fillText("uievent", item.number, 406, 132, null, null, 40);
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} else if (type == 1) {
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core.fillText("uievent", "数量", 324, 132, null, bigFont);
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core.setTextAlign("uievent", "right");
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core.fillText("uievent", core.itemCount(item.id), 406, 132, null, null, 40);
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}
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core.setTextAlign("uievent", "left");
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core.fillText("uievent", "合计金额", 324, 190);
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core.setTextAlign("uievent", "right");
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totalMoney = selectCount * (type == 0 ? item.money : item.sell);
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core.fillText("uievent", core.formatBigNumber(totalMoney), 405, 220);
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}
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}
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core.setTextAlign('uievent', 'left');
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core.setTextBaseline('uievent', 'alphabetic');
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}
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this.clearItemShop = function () {
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core.clearMap('uievent');
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core.ui._uievent_drawSelector({ "code": 1 });
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core.ui._uievent_drawSelector({ "code": 2 });
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core.setTextAlign('uievent', 'left');
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core.setTextBaseline('uievent', 'top');
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core.setFillStyle('uievent', 'white');
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core.setStrokeStyle('uievent', 'white');
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}
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var _add = function (item, delta) {
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if (item == null) return;
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selectCount = core.clamp(
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selectCount + delta, 0,
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Math.min(type == 0 ? Math.floor(core.status.hero.money / item.money) : core.itemCount(item.id),
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type == 0 && item.number != null ? item.number : Number.MAX_SAFE_INTEGER)
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);
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}
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var _confirm = function (item) {
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if (item == null || selectCount == 0) return;
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if (type == 0) {
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core.status.hero.money -= totalMoney;
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core.getItem(item.id, selectCount);
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if (item.number != null) item.number -= selectCount;
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} else {
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core.status.hero.money += totalMoney;
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core.removeItem(item.id, selectCount);
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core.drawTip("成功卖出" + selectCount + "个" + core.material.items[item.id].name, item.id);
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if (item.number != null) item.number += selectCount;
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}
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selectCount = 0;
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}
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this._performItemShopKeyBoard = function (keycode) {
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var item = list[selectItem] || null;
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// 键盘操作
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switch (keycode) {
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case 38: // up
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if (selectItem == null) break;
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if (selectItem == 0) selectItem = null;
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else selectItem--;
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selectCount = 0;
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break;
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case 37: // left
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if (selectItem == null) {
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if (type > 0) type--;
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break;
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}
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_add(item, -1);
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break;
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case 39: // right
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if (selectItem == null) {
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if (type < 2) type++;
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break;
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}
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_add(item, 1);
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break;
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case 40: // down
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if (selectItem == null) {
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if (list.length > 0) selectItem = 0;
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break;
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}
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if (list.length == 0) break;
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selectItem = Math.min(selectItem + 1, list.length - 1);
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selectCount = 0;
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break;
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case 13:
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case 32: // SpaceBar/Space
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if (selectItem == null) {
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if (type == 2)
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core.insertAction({ "type": "break" });
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else if (list.length > 0)
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selectItem = 0;
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break;
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}
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_confirm(item);
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break;
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case 27: // ESC
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if (selectItem == null) {
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core.insertAction({ "type": "break" });
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break;
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}
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selectItem = null;
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break;
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}
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}
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this._performItemShopClick = function (px, py) {
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var item = list[selectItem] || null;
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// 鼠标操作
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console.log(px, py);
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if (px >= 22 && px <= 82 && py >= 71 && py <= 102) {
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// 买
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if (type != 0) {
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type = 0;
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selectItem = null;
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selectCount = 0;
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}
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return;
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}
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if (px >= 122 && px <= 182 && py >= 71 && py <= 102) {
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// 卖
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if (type != 1) {
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type = 1;
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selectItem = null;
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selectCount = 0;
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}
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return;
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}
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if (px >= 222 && px <= 282 && py >= 71 && py <= 102) // 离开
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return core.insertAction({ "type": "break" });
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// ◀,▶
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if (px >= 318 && px <= 341 && py >= 348 && py <= 376)
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return _add(item, -1);
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if (px >= 388 && px <= 416 && py >= 348 && py <= 376)
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return _add(item, 1);
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// 确定
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if (px >= 341 && px <= 387 && py >= 380 && py <= 407)
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return _confirm(item);
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// 上一页/下一页
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if (px >= 45 && px <= 105 && py >= 388) {
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if (page > 1) selectItem -= 6;
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return;
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}
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if (px >= 208 && px <= 268 && py >= 388) {
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if (page < totalPage) selectItem = Math.min(selectItem + 6, list.length - 1);
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return;
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}
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// 实际区域
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if (px >= 9 && px <= 300 && py >= 120 && py < 360) {
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var index = parseInt((py - 120) / 40);
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var newItem = 6 * (page - 1) + index;
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if (newItem >= list.length) newItem = list.length - 1;
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if (newItem != selectItem) {
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selectItem = newItem;
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selectCount = 0;
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}
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return;
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}
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}
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this.performItemShopAction = function () {
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if (flags.type == 0) return this._performItemShopKeyBoard(flags.keycode);
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else return this._performItemShopClick(flags.px, flags.py);
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}
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this.openItemShop = function (itemShopId) {
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shopId = itemShopId;
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type = 0;
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page = 0;
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selectItem = null;
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selectCount = 0;
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core.insertAction([{
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"type": "while",
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"condition": "true",
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"data": [
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{ "type": "function", "function": "function () { core.drawItemShop(); }" },
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{ "type": "wait" },
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{ "type": "function", "function": "function() { core.performItemShopAction(); }" }
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]
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},
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{ "type": "function", "function": "function () { core.clearItemShop(); core.deleteCanvas('uievent'); }" }
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]);
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}
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// Write item number to save
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core.control.saveData = function () {
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var data = this.controldata.saveData();
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for (var shopId in core.status.shops) {
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if (core.status.shops[shopId].item) {
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data.shops[shopId].number = core.status.shops[shopId].choices.map(function (t) {
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return t.number == null ? null : t.number;
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});
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}
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}
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return data;
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}
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core.control.loadData = function (data, callback) {
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this.controldata.loadData(data, callback);
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for (var shopId in data.shops) {
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if (data.shops[shopId].number) {
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for (var i = 0; i < data.shops[shopId].number.length; ++i) {
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core.status.shops[shopId].choices[i].number = data.shops[shopId].number[i];
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}
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}
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}
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}
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},
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"smoothCamera": function () {
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// 是否启用本插件,默认不启用
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this.__enableSmoothCamera = false;
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if (!this.__enableSmoothCamera) return;
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this.Camera = function () {
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// 下面这个变量决定本插件的开关
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// 你可以在游戏中使用core.setFlag('smoothCamera',false)来关闭本插件的功能
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// 同时也可以core.setFlag('smoothCamera',true)重新开启
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// 此项默认为true
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//
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this.__switchName = 'smoothCamera';
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// 初始化成员变量
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this._cameraNeedRefresh = true;
|
||
this._nowOffsetX = 0;
|
||
this._nowOffsetY = 0;
|
||
this._targetOffsetX = 0;
|
||
this._targetOffsetY = 0;
|
||
this._currentFloorId = null;
|
||
|
||
// 重置镜头,在楼层变更时使用
|
||
this.resetCamera = function () {
|
||
this._targetOffsetX = core.bigmap.offsetX;
|
||
this._targetOffsetY = core.bigmap.offsetY;
|
||
this._nowOffsetX = this._targetOffsetX;
|
||
this._nowOffsetY = this._targetOffsetY;
|
||
this._cameraNeedRefresh = true;
|
||
};
|
||
|
||
// 设置焦点坐标,目前没有用
|
||
this.setTarget = function (x, y) {
|
||
this._targetOffsetX = x;
|
||
this._targetOffsetY = y;
|
||
};
|
||
|
||
// 请求镜头更新
|
||
this.requestCameraUpdate = function () {
|
||
this._cameraNeedRefresh = true;
|
||
};
|
||
|
||
// 更新焦点坐标,目前仅根据大地图偏移决定
|
||
this.updateTargetPosition = function () {
|
||
this._targetOffsetX = core.bigmap.offsetX;
|
||
this._targetOffsetY = core.bigmap.offsetY;
|
||
};
|
||
|
||
// 更新额外的刷新条件,即镜头未指向焦点时
|
||
this.updateRefreshFlag = function () {
|
||
if (this._nowOffsetX != this._targetOffsetX || this._nowOffsetY != this._targetOffsetY) {
|
||
this._cameraNeedRefresh = true;
|
||
}
|
||
};
|
||
|
||
// 判断是否禁止了弹性滚动
|
||
this.canDirectMove = function () {
|
||
return !core.getFlag(this.__switchName, true);
|
||
};
|
||
|
||
// 更新镜头坐标
|
||
this.updateCameraPosition = function () {
|
||
if (this._cameraNeedRefresh) {
|
||
this._cameraNeedRefresh = false;
|
||
var disX = this._targetOffsetX - this._nowOffsetX;
|
||
var disY = this._targetOffsetY - this._nowOffsetY;
|
||
if (Math.abs(disX) <= 2 && Math.abs(disY) <= 2 || this.canDirectMove()) {
|
||
this._nowOffsetX = this._targetOffsetX;
|
||
this._nowOffsetY = this._targetOffsetY;
|
||
} else {
|
||
this._nowOffsetX += disX / 10;
|
||
this._nowOffsetY += disY / 10;
|
||
}
|
||
var x = -Math.floor(this._nowOffsetX);
|
||
var y = -Math.floor(this._nowOffsetY);
|
||
core.bigmap.canvas.forEach(function (cn) {
|
||
core.control.setGameCanvasTranslate(cn, x, y);
|
||
});
|
||
core.relocateCanvas('route', core.status.automaticRoute.offsetX + x, core.status.automaticRoute.offsetY + y);
|
||
core.setGameCanvasTranslate('hero', x + this._targetOffsetX, y + this._targetOffsetY);
|
||
}
|
||
};
|
||
|
||
// 更新逻辑主体
|
||
this.update = function () {
|
||
this.updateTargetPosition();
|
||
this.updateRefreshFlag();
|
||
this.updateCameraPosition();
|
||
};
|
||
};
|
||
|
||
// 其实只注释了最后一行,只能这样了
|
||
control.drawHero = function (status, offset) {
|
||
if (!core.isPlaying() || !core.status.floorId || core.status.gameOver) return;
|
||
var x = core.getHeroLoc('x'),
|
||
y = core.getHeroLoc('y'),
|
||
direction = core.getHeroLoc('direction');
|
||
status = status || 'stop';
|
||
offset = offset || 0;
|
||
var way = core.utils.scan[direction];
|
||
var dx = way.x,
|
||
dy = way.y,
|
||
offsetX = dx * offset,
|
||
offsetY = dy * offset;
|
||
core.bigmap.offsetX = core.clamp((x - core.__HALF_SIZE__) * 32 + offsetX, 0, 32 * core.bigmap.width - core.__PIXELS__);
|
||
core.bigmap.offsetY = core.clamp((y - core.__HALF_SIZE__) * 32 + offsetY, 0, 32 * core.bigmap.height - core.__PIXELS__);
|
||
core.clearAutomaticRouteNode(x + dx, y + dy);
|
||
core.clearMap('hero');
|
||
|
||
if (!core.hasFlag('hideHero')) {
|
||
this._drawHero_getDrawObjs(direction, x, y, status, offset).forEach(function (block) {
|
||
core.drawImage('hero', block.img, block.heroIcon[block.status] * block.width,
|
||
block.heroIcon.loc * block.height, block.width, block.height,
|
||
block.posx + (32 - block.width) / 2, block.posy + 32 - block.height, block.width, block.height);
|
||
});
|
||
}
|
||
|
||
core.control.updateViewport();
|
||
//core.setGameCanvasTranslate('hero', 0, 0);
|
||
};
|
||
|
||
// 复写转发
|
||
core.drawHero = function (status, offset) {
|
||
return core.control.drawHero(status, offset);
|
||
};
|
||
|
||
// 创建摄像机对象
|
||
this.camera = new this.Camera();
|
||
|
||
// 帧事件 更新摄像机
|
||
this.updateCameraEx = function () {
|
||
this.camera.update();
|
||
};
|
||
|
||
// 代理原本的镜头事件
|
||
control.updateViewport = function () {
|
||
core.plugin.camera.requestCameraUpdate();
|
||
};
|
||
|
||
// 更变楼层的行为追加,重置镜头
|
||
events.prototype.changingFloor = function (floorId, heroLoc, fromLoad) {
|
||
this.eventdata.changingFloor(floorId, heroLoc, fromLoad);
|
||
core.plugin.camera.resetCamera();
|
||
};
|
||
|
||
// 注册帧事件
|
||
core.registerAnimationFrame('smoothCameraFlash', true, this.updateCameraEx.bind(this));
|
||
}
|
||
} |