mota-js/_server/editor_file.js
2019-07-24 18:27:37 +08:00

148 lines
5.8 KiB
JavaScript

editor_file_wrapper = function (editor) {
editor_file_proto = function () {
/**
* 以
* {
* "floor.MT1":<obj>,
* "plugins":<obj>
* }
* 的形式记录所有更改过的文件,save时写入
* <obj>的内容暂时还没想好
*/
this.fileMark = {}
}
// 这个函数之后挪到editor.table?
editor_file_proto.prototype.loadCommentjs = function (callback) {
var commentjs = {
'comment': 'comment',
'data.comment': 'dataComment',
'functions.comment': 'functionsComment',
'events.comment': 'eventsComment',
'plugins.comment': 'pluginsComment',
}
for (var key in commentjs) {
(function (key) {
var value = commentjs[key];
var script = document.createElement('script');
if (window.location.href.indexOf('_server') !== -1)
script.src = key + '.js';
else
script.src = '_server/table/' + key + '.js';
document.body.appendChild(script);
script.onload = function () {
editor.file[value] = eval(key.replace('.', '_') + '_c456ea59_6018_45ef_8bcc_211a24c627dc');
var loaded = Boolean(callback);
for (var key_ in commentjs) {
loaded = loaded && editor.file[commentjs[key_]]
}
if (loaded) callback();
}
})(key);
}
}
editor_file_proto.prototype.alertWhenCompress = function () {
if (editor.useCompress === true) {
editor.useCompress = 'alerted';
setTimeout("alert('当前游戏使用的是压缩文件,修改完成后请使用启动服务.exe->Js代码压缩工具重新压缩,或者把main.js的useCompress改成false来使用原始文件')", 1000)
}
}
editor_file_proto.prototype.formatMap = function (mapArr, trySimplify) {
if (!mapArr || JSON.stringify(mapArr) == JSON.stringify([])) return '';
if (trySimplify) {
//检查是否是全0二维数组
var jsoncheck = JSON.stringify(mapArr).replace(/\D/g, '');
if (jsoncheck == Array(jsoncheck.length + 1).join('0')) return '';
}
//把二维数组格式化
var formatArrStr = '';
var arr = JSON.stringify(mapArr).replace(/\s+/g, '').split('],[');
var si = mapArr.length - 1, sk = mapArr[0].length - 1;
for (var i = 0; i <= si; i++) {
var a = [];
formatArrStr += ' [';
if (i == 0 || i == si) a = arr[i].split(/\D+/).join(' ').trim().split(' ');
else a = arr[i].split(/\D+/);
for (var k = 0; k <= sk; k++) {
var num = parseInt(a[k]);
formatArrStr += Array(Math.max(4 - String(num).length, 0)).join(' ') + num + (k == sk ? '' : ',');
}
formatArrStr += ']' + (i == si ? '' : ',\n');
}
return formatArrStr;
}
editor_file_proto.prototype.saveFloor = function (floorData, callback) {
//callback(err:String)
var floorId = floorData.floorId;
var filename = 'project/floors/' + floorId + '.js';
var datastr = ['main.floors.', floorId, '=\n'];
var tempJsonObj = Object.assign({}, floorData);
var tempMap = [['map', editor.util.guid()], ['bgmap', editor.util.guid()], ['fgmap', editor.util.guid()]];
tempMap.forEach(function (v) {
v[2] = tempJsonObj[v[0]];
tempJsonObj[v[0]] = v[1];
});
var tempJson = JSON.stringify(tempJsonObj, editor.game.replacerForSaving, 4);
tempMap.forEach(function (v) {
tempJson = tempJson.replace('"' + v[1] + '"', '[\n' + editor.file.formatMap(v[2], v[0] != 'map') + '\n]')
});
datastr = datastr.concat([tempJson]);
datastr = datastr.join('');
editor.file.alertWhenCompress();
editor.fs.writeFile(filename, editor.util.encode64(datastr), 'base64', function (err, data) {
editor.addUsedFlags(datastr);
callback(err);
});
}
editor_file_proto.prototype.saveScript = function (name, varName, dataObj, callback) {
// 此处格式化以及写入 project/xxx.js 形式的文件
editor.file.alertWhenCompress();
if (['maps', 'enemys'].indexOf(name) === -1) {
// 全部用\t展开
var content = JSON.stringify(dataObj, editor.game.replacerForSaving, '\t');
} else {
// 只用\t展开第一层
var emap = {};
var estr = JSON.stringify(dataObj, function (_k, v) {
if (v.id != null) {
var id_ = editor.util.guid();
emap[id_] = JSON.stringify(v, editor.game.replacerForSaving);
return id_;
} else return v
}, '\t');
for (var id_ in emap) {
estr = estr.replace('"' + id_ + '"', emap[id_]);
}
var content = estr;
}
var strToWrite = `var ${varName} = \n${content}`;
editor.fs.writeFile(`project/${name}.js`, editor.util.encode64(strToWrite), 'base64', function (err, data) {
callback(err);
});
}
editor_file_proto.prototype.saveCommentJs = function () {
// 无需格式化的写入, 把multi的那部分略微修改
}
editor_file_proto.prototype.saveImage = function () {
// 给追加素材使用
}
editor_file_proto.prototype.addMark = function (name) {
// 把name对应的文件在editor.file.fileMark添加标记
}
editor_file_proto.prototype.save = function (callback) {
// 根据 editor.file.fileMark 把游戏对象格式化写入文件
}
}