mota-js/project/plugins.js
2021-08-19 16:12:39 +08:00

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var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
{
"init": function () {
console.log("插件编写测试");
// 可以写一些直接执行的代码
// 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。
// 请勿在这里对包括bgm图片等资源进行操作。
this._afterLoadResources = function () {
// 本函数将在所有资源加载完毕后,游戏开启前被执行
// 可以在这个函数里面对资源进行一些操作。
// 若需要进行切分图片,可以使用 core.splitImage() 函数,或直接在全塔属性-图片切分中操作
}
// 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();
// 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。
},
"drawLight": function () {
// 绘制灯光/漆黑层效果。调用方式 core.plugin.drawLight(...)
// 【参数说明】
// 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
// 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。
// lights可选一个数组定义了每个独立的灯光。
// 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。
// 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。
// 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。
// 【调用样例】
// 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]。
// 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。
// 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。
// 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。
// 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40%后才开始衰减。
this.drawLight = function (name, color, lights, lightDec) {
// 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
var ctx = core.getContextByName(name);
if (ctx == null) {
if (typeof name == 'string')
ctx = core.createCanvas(name, 0, 0, core.__PIXELS__, core.__PIXELS__, 98);
else return;
}
ctx.mozImageSmoothingEnabled = false;
ctx.webkitImageSmoothingEnabled = false;
ctx.msImageSmoothingEnabled = false;
ctx.imageSmoothingEnabled = false;
core.clearMap(name);
// 绘制色调层,默认不透明度
if (color == null) color = 0.9;
ctx.fillStyle = "rgba(0,0,0," + color + ")";
ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height);
lightDec = core.clamp(lightDec, 0, 1);
// 绘制每个灯光效果
ctx.globalCompositeOperation = 'destination-out';
lights.forEach(function (light) {
// 坐标,半径,中心不透明度
var x = light[0],
y = light[1],
r = light[2];
// 计算衰减距离
var decDistance = parseInt(r * lightDec);
// 正方形区域的直径和左上角坐标
var grd = ctx.createRadialGradient(x, y, decDistance, x, y, r);
grd.addColorStop(0, "rgba(0,0,0,1)");
grd.addColorStop(1, "rgba(0,0,0,0)");
ctx.beginPath();
ctx.fillStyle = grd;
ctx.arc(x, y, r, 0, 2 * Math.PI);
ctx.fill();
});
ctx.globalCompositeOperation = 'source-over';
// 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();
}
},
"shop": function () {
// 【全局商店】相关的功能
//
// 打开一个全局商店
// shopId要打开的商店idnoRoute是否不计入录像
this.openShop = function (shopId, noRoute) {
var shop = core.status.shops[shopId];
// Step 1: 检查能否打开此商店
if (!this.canOpenShop(shopId)) {
core.drawTip("该商店尚未开启");
return false;
}
// Step 2: (如有必要)记录打开商店的脚本事件
if (!noRoute) {
core.status.route.push("shop:" + shopId);
}
// Step 3: 检查道具商店 or 公共事件
if (shop.item) {
if (core.openItemShop) {
core.openItemShop(shopId);
} else {
core.playSound('操作失败');
core.insertAction("道具商店插件不存在!请检查是否存在该插件!");
}
return;
}
if (shop.commonEvent) {
core.insertCommonEvent(shop.commonEvent, shop.args);
return;
}
// Step 4: 执行标准公共商店
core.insertAction(this._convertShop(shop));
return true;
}
////// 将一个全局商店转变成可预览的公共事件 //////
this._convertShop = function (shop) {
return [
{ "type": "function", "function": "function() {core.setFlag('@temp@shop', true);}" },
{
"type": "while",
"condition": "true",
"data": [
// 检测能否访问该商店
{
"type": "if",
"condition": "core.isShopVisited('" + shop.id + "')",
"true": [
// 可以访问,直接插入执行效果
{ "type": "function", "function": "function() { core.plugin._convertShop_replaceChoices('" + shop.id + "', false) }" },
],
"false": [
// 不能访问的情况下:检测能否预览
{
"type": "if",
"condition": shop.disablePreview,
"true": [
// 不可预览,提示并退出
{ "type": "playSound", "name": "操作失败" },
"当前无法访问该商店!",
{ "type": "break" },
],
"false": [
// 可以预览:将商店全部内容进行替换
{ "type": "tip", "text": "当前处于预览模式,不可购买" },
{ "type": "function", "function": "function() { core.plugin._convertShop_replaceChoices('" + shop.id + "', true) }" },
]
}
]
}
]
},
{ "type": "function", "function": "function() {core.removeFlag('@temp@shop');}" }
];
}
this._convertShop_replaceChoices = function (shopId, previewMode) {
var shop = core.status.shops[shopId];
var choices = (shop.choices || []).filter(function (choice) {
if (choice.condition == null || choice.condition == '') return true;
try { return core.calValue(choice.condition); } catch (e) { return true; }
}).map(function (choice) {
var ableToBuy = core.calValue(choice.need);
return {
"text": choice.text,
"icon": choice.icon,
"color": ableToBuy && !previewMode ? choice.color : [153, 153, 153, 1],
"action": ableToBuy && !previewMode ? [{ "type": "playSound", "name": "商店" }].concat(choice.action) : [
{ "type": "playSound", "name": "操作失败" },
{ "type": "tip", "text": previewMode ? "预览模式下不可购买" : "购买条件不足" }
]
};
}).concat({ "text": "离开", "action": [{ "type": "playSound", "name": "取消" }, { "type": "break" }] });
core.insertAction({ "type": "choices", "text": shop.text, "choices": choices });
}
/// 是否访问过某个快捷商店
this.isShopVisited = function (id) {
if (!core.hasFlag("__shops__")) core.setFlag("__shops__", {});
var shops = core.getFlag("__shops__");
if (!shops[id]) shops[id] = {};
return shops[id].visited;
}
/// 当前应当显示的快捷商店列表
this.listShopIds = function () {
return Object.keys(core.status.shops).filter(function (id) {
return core.isShopVisited(id) || !core.status.shops[id].mustEnable;
});
}
/// 是否能够打开某个商店
this.canOpenShop = function (id) {
if (this.isShopVisited(id)) return true;
var shop = core.status.shops[id];
if (shop.item || shop.commonEvent || shop.mustEnable) return false;
return true;
}
/// 启用或禁用某个快捷商店
this.setShopVisited = function (id, visited) {
if (!core.hasFlag("__shops__")) core.setFlag("__shops__", {});
var shops = core.getFlag("__shops__");
if (!shops[id]) shops[id] = {};
if (visited) shops[id].visited = true;
else delete shops[id].visited;
}
/// 能否使用快捷商店
this.canUseQuickShop = function (id) {
// 如果返回一个字符串,表示不能,字符串为不能使用的提示
// 返回null代表可以使用
// 检查当前楼层的canUseQuickShop选项是否为false
if (core.status.thisMap.canUseQuickShop === false)
return '当前楼层不能使用快捷商店。';
return null;
}
/// 允许商店X键退出
core.registerAction('keyUp', 'shops', function (keycode) {
if (!core.status.lockControl || !core.hasFlag("@temp@shop") || core.status.event.id != 'action') return false;
if (core.status.event.data.type != 'choices') return false;
var data = core.status.event.data.current;
var choices = data.choices;
var topIndex = core.actions._getChoicesTopIndex(choices.length);
if (keycode == 88 || keycode == 27) { // X, ESC
core.actions._clickAction(core.actions.HSIZE, topIndex + choices.length - 1);
return true;
}
if (keycode == 13 || keycode == 32) return true;
return false;
}, 60);
/// 允许长按空格或回车连续执行操作
core.registerAction('keyDown', 'shops', function (keycode) {
if (!core.status.lockControl || !core.hasFlag("@temp@shop") || core.status.event.id != 'action') return false;
if (core.status.event.data.type != 'choices') return false;
var data = core.status.event.data.current;
var choices = data.choices;
var topIndex = core.actions._getChoicesTopIndex(choices.length);
if (keycode == 13 || keycode == 32) { // Space, Enter
core.actions._clickAction(core.actions.HSIZE, topIndex + core.status.event.selection);
return true;
}
return false;
}, 60);
// 允许长按屏幕连续执行操作
core.registerAction('longClick', 'shops', function (x, y, px, py) {
if (!core.status.lockControl || !core.hasFlag("@temp@shop") || core.status.event.id != 'action') return false;
if (core.status.event.data.type != 'choices') return false;
var data = core.status.event.data.current;
var choices = data.choices;
var topIndex = core.actions._getChoicesTopIndex(choices.length);
if (x >= core.actions.CHOICES_LEFT && x <= core.actions.CHOICES_RIGHT && y >= topIndex && y < topIndex + choices.length) {
core.actions._clickAction(x, y);
return true;
}
return false;
}, 60);
},
"removeMap": function () {
// 高层塔砍层插件,删除后不会存入存档,不可浏览地图也不可飞到。
// 推荐用法:
// 对于超高层或分区域塔当在1区时将2区以后的地图删除1区结束时恢复2区进二区时删除1区地图以此类推
// 这样可以大幅减少存档空间,以及加快存读档速度
// 删除楼层
// core.removeMaps("MT1", "MT300") 删除MT1~MT300之间的全部层
// core.removeMaps("MT10") 只删除MT10层
this.removeMaps = function (fromId, toId) {
toId = toId || fromId;
var fromIndex = core.floorIds.indexOf(fromId),
toIndex = core.floorIds.indexOf(toId);
if (toIndex < 0) toIndex = core.floorIds.length - 1;
flags.__visited__ = flags.__visited__ || {};
flags.__removed__ = flags.__removed__ || [];
flags.__disabled__ = flags.__disabled__ || {};
flags.__leaveLoc__ = flags.__leaveLoc__ || {};
for (var i = fromIndex; i <= toIndex; ++i) {
var floorId = core.floorIds[i];
if (core.status.maps[floorId].deleted) continue;
delete flags.__visited__[floorId];
flags.__removed__.push(floorId);
delete flags.__disabled__[floorId];
delete flags.__leaveLoc__[floorId];
(core.status.autoEvents || []).forEach(function (event) {
if (event.floorId == floorId && event.currentFloor) {
core.autoEventExecuting(event.symbol, false);
core.autoEventExecuted(event.symbol, false);
}
});
core.status.maps[floorId].deleted = true;
core.status.maps[floorId].canFlyTo = false;
core.status.maps[floorId].canFlyFrom = false;
core.status.maps[floorId].cannotViewMap = true;
}
}
// 恢复楼层
// core.resumeMaps("MT1", "MT300") 恢复MT1~MT300之间的全部层
// core.resumeMaps("MT10") 只恢复MT10层
this.resumeMaps = function (fromId, toId) {
toId = toId || fromId;
var fromIndex = core.floorIds.indexOf(fromId),
toIndex = core.floorIds.indexOf(toId);
if (toIndex < 0) toIndex = core.floorIds.length - 1;
flags.__removed__ = flags.__removed__ || [];
for (var i = fromIndex; i <= toIndex; ++i) {
var floorId = core.floorIds[i];
if (!core.status.maps[floorId].deleted) continue;
flags.__removed__ = flags.__removed__.filter(function (f) { return f != floorId; });
core.status.maps[floorId] = core.loadFloor(floorId);
}
}
// 分区砍层相关
var inAnyPartition = function (floorId) {
var inPartition = false;
(core.floorPartitions || []).forEach(function (floor) {
var fromIndex = core.floorIds.indexOf(floor[0]);
var toIndex = core.floorIds.indexOf(floor[1]);
var index = core.floorIds.indexOf(floorId);
if (fromIndex < 0 || index < 0) return;
if (toIndex < 0) toIndex = core.floorIds.length - 1;
if (index >= fromIndex && index <= toIndex) inPartition = true;
});
return inPartition;
}
// 分区砍层
this.autoRemoveMaps = function (floorId) {
if (main.mode != 'play' || !inAnyPartition(floorId)) return;
// 根据分区信息自动砍层与恢复
(core.floorPartitions || []).forEach(function (floor) {
var fromIndex = core.floorIds.indexOf(floor[0]);
var toIndex = core.floorIds.indexOf(floor[1]);
var index = core.floorIds.indexOf(floorId);
if (fromIndex < 0 || index < 0) return;
if (toIndex < 0) toIndex = core.floorIds.length - 1;
if (index >= fromIndex && index <= toIndex) {
core.resumeMaps(core.floorIds[fromIndex], core.floorIds[toIndex]);
} else {
core.removeMaps(core.floorIds[fromIndex], core.floorIds[toIndex]);
}
});
}
},
"fiveLayers": function () {
// 是否启用五图层增加背景2层和前景2层 将__enable置为true即会启用启用后请保存后刷新编辑器
// 背景层2将会覆盖背景层 被事件层覆盖 前景层2将会覆盖前景层
// 另外 请注意加入两个新图层 会让大地图的性能降低一些
// 插件作者ad
var __enable = true;
if (!__enable) return;
// 创建新图层
function createCanvas(name, zIndex) {
if (!name) return;
var canvas = document.createElement('canvas');
canvas.id = name;
canvas.className = 'gameCanvas';
// 编辑器模式下设置zIndex会导致加入的图层覆盖优先级过高
if (main.mode != "editor") canvas.style.zIndex = zIndex || 0;
// 将图层插入进游戏内容
document.getElementById('gameDraw').appendChild(canvas);
var ctx = canvas.getContext('2d');
core.canvas[name] = ctx;
canvas.width = core.__PIXELS__;
canvas.height = core.__PIXELS__;
return canvas;
}
var bg2Canvas = createCanvas('bg2', 20);
var fg2Canvas = createCanvas('fg2', 63);
// 大地图适配
core.bigmap.canvas = ["bg2", "fg2", "bg", "event", "event2", "fg", "damage"];
core.initStatus.bg2maps = {};
core.initStatus.fg2maps = {};
if (main.mode == 'editor') {
/*插入编辑器的图层 不做此步新增图层无法在编辑器显示*/
// 编辑器图层覆盖优先级 eui > efg > fg(前景层) > event2(48*32图块的事件层) > event(事件层) > bg(背景层)
// 背景层2(bg2) 插入事件层(event)之前(即bg与event之间)
document.getElementById('mapEdit').insertBefore(bg2Canvas, document.getElementById('event'));
// 前景层2(fg2) 插入编辑器前景(efg)之前(即fg之后)
document.getElementById('mapEdit').insertBefore(fg2Canvas, document.getElementById('ebm'));
// 原本有三个图层 从4开始添加
var num = 4;
// 新增图层存入editor.dom中
editor.dom.bg2c = core.canvas.bg2.canvas;
editor.dom.bg2Ctx = core.canvas.bg2;
editor.dom.fg2c = core.canvas.fg2.canvas;
editor.dom.fg2Ctx = core.canvas.fg2;
editor.dom.maps.push('bg2map', 'fg2map');
editor.dom.canvas.push('bg2', 'fg2');
// 创建编辑器上的按钮
var createCanvasBtn = function (name) {
// 电脑端创建按钮
var input = document.createElement('input');
// layerMod4/layerMod5
var id = 'layerMod' + num++;
// bg2map/fg2map
var value = name + 'map';
input.type = 'radio';
input.name = 'layerMod';
input.id = id;
input.value = value;
editor.dom[id] = input;
input.onchange = function () {
editor.uifunctions.setLayerMod(value);
}
return input;
};
var createCanvasBtn_mobile = function (name) {
// 手机端往选择列表中添加子选项
var input = document.createElement('option');
var id = 'layerMod' + num++;
var value = name + 'map';
input.name = 'layerMod';
input.value = value;
editor.dom[id] = input;
return input;
};
if (!editor.isMobile) {
var input = createCanvasBtn('bg2');
var input2 = createCanvasBtn('fg2');
// 获取事件层及其父节点
var child = document.getElementById('layerMod'),
parent = child.parentNode;
// 背景层2插入事件层前
parent.insertBefore(input, child);
// 不能直接更改背景层2的innerText 所以创建文本节点
var txt = document.createTextNode('背景层2');
// 插入事件层前(即新插入的背景层2前)
parent.insertBefore(txt, child);
// 向最后插入前景层2(即插入前景层后)
parent.appendChild(input2);
var txt2 = document.createTextNode('前景层2');
parent.appendChild(txt2);
} else {
var input = createCanvasBtn_mobile('bg2');
var input2 = createCanvasBtn_mobile('fg2');
// 手机端因为是选项 所以可以直接改innerText
input.innerText = '背景层2';
input2.innerText = '前景层2';
var parent = document.getElementById('layerMod');
parent.insertBefore(input, parent.children[1]);
parent.appendChild(input2);
}
}
var _loadFloor_doNotCopy = core.maps._loadFloor_doNotCopy;
core.maps._loadFloor_doNotCopy = function () {
return ["bg2map", "fg2map"].concat(_loadFloor_doNotCopy());
}
////// 绘制背景和前景层 //////
core.maps._drawBg_draw = function (floorId, toDrawCtx, cacheCtx, config) {
config.ctx = cacheCtx;
core.maps._drawBg_drawBackground(floorId, config);
// ------ 调整这两行的顺序来控制是先绘制贴图还是先绘制背景图块;后绘制的覆盖先绘制的。
core.maps._drawFloorImages(floorId, config.ctx, 'bg', null, null, config.onMap);
core.maps._drawBgFgMap(floorId, 'bg', config);
if (config.onMap) {
core.drawImage(toDrawCtx, cacheCtx.canvas, core.bigmap.v2 ? -32 : 0, core.bigmap.v2 ? -32 : 0);
core.clearMap('bg2');
core.clearMap(cacheCtx);
}
core.maps._drawBgFgMap(floorId, 'bg2', config);
if (config.onMap) core.drawImage('bg2', cacheCtx.canvas, core.bigmap.v2 ? -32 : 0, core.bigmap.v2 ? -32 : 0);
config.ctx = toDrawCtx;
}
core.maps._drawFg_draw = function (floorId, toDrawCtx, cacheCtx, config) {
config.ctx = cacheCtx;
// ------ 调整这两行的顺序来控制是先绘制贴图还是先绘制前景图块;后绘制的覆盖先绘制的。
core.maps._drawFloorImages(floorId, config.ctx, 'fg', null, null, config.onMap);
core.maps._drawBgFgMap(floorId, 'fg', config);
if (config.onMap) {
core.drawImage(toDrawCtx, cacheCtx.canvas, core.bigmap.v2 ? -32 : 0, core.bigmap.v2 ? -32 : 0);
core.clearMap('fg2');
core.clearMap(cacheCtx);
}
core.maps._drawBgFgMap(floorId, 'fg2', config);
if (config.onMap) core.drawImage('fg2', cacheCtx.canvas, core.bigmap.v2 ? -32 : 0, core.bigmap.v2 ? -32 : 0);
config.ctx = toDrawCtx;
}
////// 移动判定 //////
core.maps._generateMovableArray_arrays = function (floorId) {
return {
bgArray: this.getBgMapArray(floorId),
fgArray: this.getFgMapArray(floorId),
eventArray: this.getMapArray(floorId),
bg2Array: this._getBgFgMapArray('bg2', floorId),
fg2Array: this._getBgFgMapArray('fg2', floorId)
};
}
},
"itemShop": function () {
// 道具商店相关的插件
// 可在全塔属性-全局商店中使用「道具商店」事件块进行编辑(如果找不到可以在入口方块中找)
var shopId = null; // 当前商店ID
var type = 0; // 当前正在选中的类型0买入1卖出
var selectItem = 0; // 当前正在选中的道具
var selectCount = 0; // 当前已经选中的数量
var page = 0;
var totalPage = 0;
var totalMoney = 0;
var list = [];
var shopInfo = null; // 商店信息
var choices = []; // 商店选项
var use = 'money';
var useText = '金币';
var bigFont = core.ui._buildFont(20, false),
middleFont = core.ui._buildFont(18, false);
this._drawItemShop = function () {
// 绘制道具商店
// Step 1: 背景和固定的几个文字
core.ui._createUIEvent();
core.clearMap('uievent');
core.ui.clearUIEventSelector();
core.setTextAlign('uievent', 'left');
core.setTextBaseline('uievent', 'top');
core.fillRect('uievent', 0, 0, 416, 416, 'black');
core.drawWindowSkin('winskin.png', 'uievent', 0, 0, 416, 56);
core.drawWindowSkin('winskin.png', 'uievent', 0, 56, 312, 56);
core.drawWindowSkin('winskin.png', 'uievent', 0, 112, 312, 304);
core.drawWindowSkin('winskin.png', 'uievent', 312, 56, 104, 56);
core.drawWindowSkin('winskin.png', 'uievent', 312, 112, 104, 304);
core.setFillStyle('uievent', 'white');
core.setStrokeStyle('uievent', 'white');
core.fillText("uievent", "购买", 32, 74, 'white', bigFont);
core.fillText("uievent", "卖出", 132, 74);
core.fillText("uievent", "离开", 232, 74);
core.fillText("uievent", "当前" + useText, 324, 66, null, middleFont);
core.setTextAlign("uievent", "right");
core.fillText("uievent", core.formatBigNumber(core.status.hero[use]), 405, 89);
core.setTextAlign("uievent", "left");
core.ui.drawUIEventSelector(1, "winskin.png", 22 + 100 * type, 66, 60, 33);
if (selectItem != null) {
core.setTextAlign('uievent', 'center');
core.fillText("uievent", type == 0 ? "买入个数" : "卖出个数", 364, 320, null, bigFont);
core.fillText("uievent", "< " + selectCount + " >", 364, 350);
core.fillText("uievent", "确定", 364, 380);
}
// Step 2获得列表并展示
list = choices.filter(function (one) {
if (one.condition != null && one.condition != '') {
try { if (!core.calValue(one.condition)) return false; } catch (e) {}
}
return (type == 0 && one.money != null) || (type == 1 && one.sell != null);
});
var per_page = 6;
totalPage = Math.ceil(list.length / per_page);
page = Math.floor((selectItem || 0) / per_page) + 1;
// 绘制分页
if (totalPage > 1) {
var half = 156;
core.setTextAlign('uievent', 'center');
core.fillText('uievent', page + " / " + totalPage, half, 388, null, middleFont);
if (page > 1) core.fillText('uievent', '上一页', half - 80, 388);
if (page < totalPage) core.fillText('uievent', '下一页', half + 80, 388);
}
core.setTextAlign('uievent', 'left');
// 绘制每一项
var start = (page - 1) * per_page;
for (var i = 0; i < per_page; ++i) {
var curr = start + i;
if (curr >= list.length) break;
var item = list[curr];
core.drawIcon('uievent', item.id, 10, 125 + i * 40);
core.setTextAlign('uievent', 'left');
core.fillText('uievent', core.material.items[item.id].name, 50, 132 + i * 40, null, bigFont);
core.setTextAlign('uievent', 'right');
core.fillText('uievent', (type == 0 ? core.calValue(item.money) : core.calValue(item.sell)) + useText + "/个", 300, 133 + i * 40, null, middleFont);
core.setTextAlign("uievent", "left");
if (curr == selectItem) {
// 绘制描述,文字自动放缩
var text = core.material.items[item.id].text || "该道具暂无描述";
try { text = core.replaceText(text); } catch (e) {}
for (var fontSize = 20; fontSize >= 8; fontSize -= 2) {
var config = { left: 10, fontSize: fontSize, maxWidth: 403 };
var height = core.getTextContentHeight(text, config);
if (height <= 50) {
config.top = (56 - height) / 2;
core.drawTextContent("uievent", text, config);
break;
}
}
core.ui.drawUIEventSelector(2, "winskin.png", 8, 120 + i * 40, 295, 40);
if (type == 0 && item.number != null) {
core.fillText("uievent", "存货", 324, 132, null, bigFont);
core.setTextAlign("uievent", "right");
core.fillText("uievent", item.number, 406, 132, null, null, 40);
} else if (type == 1) {
core.fillText("uievent", "数量", 324, 132, null, bigFont);
core.setTextAlign("uievent", "right");
core.fillText("uievent", core.itemCount(item.id), 406, 132, null, null, 40);
}
core.setTextAlign("uievent", "left");
core.fillText("uievent", "预计" + useText, 324, 250);
core.setTextAlign("uievent", "right");
totalMoney = selectCount * (type == 0 ? core.calValue(item.money) : core.calValue(item.sell));
core.fillText("uievent", core.formatBigNumber(totalMoney), 405, 280);
core.setTextAlign("uievent", "left");
core.fillText("uievent", type == 0 ? "已购次数" : "已卖次数", 324, 170);
core.setTextAlign("uievent", "right");
core.fillText("uievent", (type == 0 ? item.money_count : item.sell_count) || 0, 405, 200);
}
}
core.setTextAlign('uievent', 'left');
core.setTextBaseline('uievent', 'alphabetic');
}
var _add = function (item, delta) {
if (item == null) return;
selectCount = core.clamp(
selectCount + delta, 0,
Math.min(type == 0 ? Math.floor(core.status.hero[use] / core.calValue(item.money)) : core.itemCount(item.id),
type == 0 && item.number != null ? item.number : Number.MAX_SAFE_INTEGER)
);
}
var _confirm = function (item) {
if (item == null || selectCount == 0) return;
if (type == 0) {
core.status.hero[use] -= totalMoney;
core.getItem(item.id, selectCount);
core.stopSound();
core.playSound('确定');
if (item.number != null) item.number -= selectCount;
item.money_count = (item.money_count || 0) + selectCount;
} else {
core.status.hero[use] += totalMoney;
core.removeItem(item.id, selectCount);
core.playSound('确定');
core.drawTip("成功卖出" + selectCount + "个" + core.material.items[item.id].name, item.id);
if (item.number != null) item.number += selectCount;
item.sell_count = (item.sell_count || 0) + selectCount;
}
selectCount = 0;
}
this._performItemShopKeyBoard = function (keycode) {
var item = list[selectItem] || null;
// 键盘操作
switch (keycode) {
case 38: // up
if (selectItem == null) break;
if (selectItem == 0) selectItem = null;
else selectItem--;
selectCount = 0;
break;
case 37: // left
if (selectItem == null) {
if (type > 0) type--;
break;
}
_add(item, -1);
break;
case 39: // right
if (selectItem == null) {
if (type < 2) type++;
break;
}
_add(item, 1);
break;
case 40: // down
if (selectItem == null) {
if (list.length > 0) selectItem = 0;
break;
}
if (list.length == 0) break;
selectItem = Math.min(selectItem + 1, list.length - 1);
selectCount = 0;
break;
case 13:
case 32: // Enter/Space
if (selectItem == null) {
if (type == 2)
core.insertAction({ "type": "break" });
else if (list.length > 0)
selectItem = 0;
break;
}
_confirm(item);
break;
case 27: // ESC
if (selectItem == null) {
core.insertAction({ "type": "break" });
break;
}
selectItem = null;
break;
}
}
this._performItemShopClick = function (px, py) {
var item = list[selectItem] || null;
// 鼠标操作
if (px >= 22 && px <= 82 && py >= 71 && py <= 102) {
// 买
if (type != 0) {
type = 0;
selectItem = null;
selectCount = 0;
}
return;
}
if (px >= 122 && px <= 182 && py >= 71 && py <= 102) {
// 卖
if (type != 1) {
type = 1;
selectItem = null;
selectCount = 0;
}
return;
}
if (px >= 222 && px <= 282 && py >= 71 && py <= 102) // 离开
return core.insertAction({ "type": "break" });
// < >
if (px >= 318 && px <= 341 && py >= 348 && py <= 376)
return _add(item, -1);
if (px >= 388 && px <= 416 && py >= 348 && py <= 376)
return _add(item, 1);
// 确定
if (px >= 341 && px <= 387 && py >= 380 && py <= 407)
return _confirm(item);
// 上一页/下一页
if (px >= 45 && px <= 105 && py >= 388) {
if (page > 1) {
selectItem -= 6;
selectCount = 0;
}
return;
}
if (px >= 208 && px <= 268 && py >= 388) {
if (page < totalPage) {
selectItem = Math.min(selectItem + 6, list.length - 1);
selectCount = 0;
}
return;
}
// 实际区域
if (px >= 9 && px <= 300 && py >= 120 && py < 360) {
if (list.length == 0) return;
var index = parseInt((py - 120) / 40);
var newItem = 6 * (page - 1) + index;
if (newItem >= list.length) newItem = list.length - 1;
if (newItem != selectItem) {
selectItem = newItem;
selectCount = 0;
}
return;
}
}
this._performItemShopAction = function () {
if (flags.type == 0) return this._performItemShopKeyBoard(flags.keycode);
else return this._performItemShopClick(flags.px, flags.py);
}
this.openItemShop = function (itemShopId) {
shopId = itemShopId;
type = 0;
page = 0;
selectItem = null;
selectCount = 0;
core.isShopVisited(itemShopId);
shopInfo = flags.__shops__[shopId];
if (shopInfo.choices == null) shopInfo.choices = core.clone(core.status.shops[shopId].choices);
choices = shopInfo.choices;
use = core.status.shops[shopId].use;
if (use != 'exp') use = 'money';
useText = use == 'money' ? '金币' : '经验';
core.insertAction([{
"type": "while",
"condition": "true",
"data": [
{ "type": "function", "function": "function () { core.plugin._drawItemShop(); }" },
{ "type": "wait" },
{ "type": "function", "function": "function() { core.plugin._performItemShopAction(); }" }
]
},
{
"type": "function",
"function": "function () { core.deleteCanvas('uievent'); core.ui.clearUIEventSelector(); }"
}
]);
}
},
"enemyLevel": function () {
// 此插件将提供怪物手册中的怪物境界显示
// 使用此插件需要先给每个怪物定义境界,方法如下:
// 点击怪物的【配置表格】,找到“【怪物】相关的表格配置”,然后在【名称】仿照增加境界定义:
/*
"level": {
"_leaf": true,
"_type": "textarea",
"_string": true,
"_data": "境界"
},
*/
// 然后保存刷新,可以看到怪物的属性定义中出现了【境界】。再开启本插件即可。
// 是否开启本插件,默认禁用;将此改成 true 将启用本插件。
var __enable = false;
if (!__enable) return;
// 这里定义每个境界的显示颜色;可以写'red', '#RRGGBB' 或者[r,g,b,a]四元数组
var levelToColors = {
"萌新一阶": "red",
"萌新二阶": "#FF0000",
"萌新三阶": [255, 0, 0, 1],
};
// 复写 _drawBook_drawName
var originDrawBook = core.ui._drawBook_drawName;
core.ui._drawBook_drawName = function (index, enemy, top, left, width) {
// 如果没有境界,则直接调用原始代码绘制
if (!enemy.level) return originDrawBook.call(core.ui, index, enemy, top, left, width);
// 存在境界,则额外进行绘制
core.setTextAlign('ui', 'center');
if (enemy.specialText.length == 0) {
core.fillText('ui', enemy.name, left + width / 2,
top + 27, '#DDDDDD', this._buildFont(17, true));
core.fillText('ui', enemy.level, left + width / 2,
top + 51, core.arrayToRGBA(levelToColors[enemy.level] || '#DDDDDD'), this._buildFont(14, true));
} else {
core.fillText('ui', enemy.name, left + width / 2,
top + 20, '#DDDDDD', this._buildFont(17, true), width);
switch (enemy.specialText.length) {
case 1:
core.fillText('ui', enemy.specialText[0], left + width / 2,
top + 38, core.arrayToRGBA((enemy.specialColor || [])[0] || '#FF6A6A'),
this._buildFont(14, true), width);
break;
case 2:
// Step 1: 计算字体
var text = enemy.specialText[0] + " " + enemy.specialText[1];
core.setFontForMaxWidth('ui', text, width, this._buildFont(14, true));
// Step 2: 计算总宽度
var totalWidth = core.calWidth('ui', text);
var leftWidth = core.calWidth('ui', enemy.specialText[0]);
var rightWidth = core.calWidth('ui', enemy.specialText[1]);
// Step 3: 绘制
core.fillText('ui', enemy.specialText[0], left + (width + leftWidth - totalWidth) / 2,
top + 38, core.arrayToRGBA((enemy.specialColor || [])[0] || '#FF6A6A'));
core.fillText('ui', enemy.specialText[1], left + (width + totalWidth - rightWidth) / 2,
top + 38, core.arrayToRGBA((enemy.specialColor || [])[1] || '#FF6A6A'));
break;
default:
core.fillText('ui', '多属性...', left + width / 2,
top + 38, '#FF6A6A', this._buildFont(14, true), width);
}
core.fillText('ui', enemy.level, left + width / 2,
top + 56, core.arrayToRGBA(levelToColors[enemy.level] || '#DDDDDD'), this._buildFont(14, true));
}
}
// 也可以复写其他的属性颜色如怪物攻防等,具体参见下面的例子的注释部分
core.ui._drawBook_drawRow1 = function (index, enemy, top, left, width, position) {
// 绘制第一行
core.setTextAlign('ui', 'left');
var b13 = this._buildFont(13, true),
f13 = this._buildFont(13, false);
var col1 = left,
col2 = left + width * 9 / 25,
col3 = left + width * 17 / 25;
core.fillText('ui', '生命', col1, position, '#DDDDDD', f13);
core.fillText('ui', core.formatBigNumber(enemy.hp || 0), col1 + 30, position, /*'red' */ null, b13);
core.fillText('ui', '攻击', col2, position, null, f13);
core.fillText('ui', core.formatBigNumber(enemy.atk || 0), col2 + 30, position, /* '#FF0000' */ null, b13);
core.fillText('ui', '防御', col3, position, null, f13);
core.fillText('ui', core.formatBigNumber(enemy.def || 0), col3 + 30, position, /* [255, 0, 0, 1] */ null, b13);
}
},
"dynamicHp": function () {
// 此插件允许人物血量动态进行变化
// 原作Fux2老黄鸡
// 是否开启本插件,默认禁用;将此改成 true 将启用本插件。
var __enable = false;
if (!__enable) return;
var speed = 0.05; // 动态血量变化速度,越大越快。
var _currentHp = null;
var _lastStatus = null;
var _check = function () {
if (_lastStatus != core.status.hero) {
_lastStatus = core.status.hero;
_currentHp = core.status.hero.hp;
}
}
core.registerAnimationFrame('dynamicHp', true, function () {
_check();
if (core.status.hero.hp != _currentHp) {
var dis = (_currentHp - core.status.hero.hp) * speed;
if (Math.abs(dis) < 2) {
_currentHp = core.status.hero.hp;
} else {
_currentHp -= dis;
}
core.setStatusBarInnerHTML('hp', _currentHp);
}
});
},
"multiHeros": function () {
// 多角色插件
// Step 1: 启用本插件
// Step 2: 定义每个新的角色各项初始数据(参见下方注释)
// Step 3: 在游戏中的任何地方都可以调用 `core.changeHero()` 进行切换;也可以 `core.changeHero(1)` 来切换到某个具体的角色上
// 是否开启本插件,默认禁用;将此改成 true 将启用本插件。
var __enable = false;
if (!__enable) return;
// 在这里定义全部的新角色属性
// 请注意,在这里定义的内容不会多角色共用,在切换时会进行恢复。
// 你也可以自行新增或删除,比如不共用金币则可以加上"money"的初始化,不共用道具则可以加上"items"的初始化,
// 多角色共用hp的话则删除hp等等。总之不共用的属性都在这里进行定义就好。
var hero1 = {
"floorId": "MT0", // 该角色初始楼层ID如果共用楼层可以注释此项
"image": "brave.png", // 角色的行走图名称;此项必填不然会报错
"name": "1号角色",
"lv": 1,
"hp": 10000, // 如果HP共用可注释此项
"atk": 1000,
"def": 1000,
"mdef": 0,
// "money": 0, // 如果要不共用金币则取消此项注释
// "exp": 0, // 如果要不共用经验则取消此项注释
"loc": { "x": 0, "y": 0, "direction": "up" }, // 该角色初始位置;如果共用位置可注释此项
"items": {
"tools": {}, // 如果共用消耗道具(含钥匙)则可注释此项
// "constants": {}, // 如果不共用永久道具(如手册)可取消注释此项
"equips": {}, // 如果共用在背包的装备可注释此项
},
"equipment": [], // 如果共用装备可注释此项;此项和上面的「共用在背包的装备」需要拥有相同状态,不然可能出现问题
};
// 也可以类似新增其他角色
// 新增的角色,各项属性共用与不共用的选择必须和上面完全相同,否则可能出现问题。
// var hero2 = { ...
var heroCount = 2; // 包含默认角色在内总共多少个角色,该值需手动修改。
this.initHeros = function () {
core.setFlag("hero1", core.clone(hero1)); // 将属性值存到变量中
// core.setFlag("hero2", core.clone(hero2)); // 更多的角色也存入变量中;每个定义的角色都需要新增一行
// 检测是否存在装备
if (hero1.equipment) {
if (!hero1.items || !hero1.items.equips) {
alert('多角色插件的equipment和道具中的equips必须拥有相同状态');
}
// 存99号套装为全空
var saveEquips = core.getFlag("saveEquips", []);
saveEquips[99] = [];
core.setFlag("saveEquips", saveEquips);
} else {
if (hero1.items && hero1.items.equips) {
alert('多角色插件的equipment和道具中的equips必须拥有相同状态');
}
}
}
// 在游戏开始注入initHeros
var _startGame_setHard = core.events._startGame_setHard;
core.events._startGame_setHard = function () {
_startGame_setHard.call(core.events);
core.initHeros();
}
// 切换角色
// 可以使用 core.changeHero() 来切换到下一个角色
// 也可以 core.changeHero(1) 来切换到某个角色默认角色为0
this.changeHero = function (toHeroId) {
var currHeroId = core.getFlag("heroId", 0); // 获得当前角色ID
if (toHeroId == null) {
toHeroId = (currHeroId + 1) % heroCount;
}
if (currHeroId == toHeroId) return;
var saveList = Object.keys(hero1);
// 保存当前内容
var toSave = {};
// 暂时干掉 drawTip 和 音效,避免切装时的提示
var _drawTip = core.ui.drawTip;
core.ui.drawTip = function () {};
var _playSound = core.control.playSound;
core.control.playSound = function () {}
// 记录当前录像,因为可能存在换装问题
core.clearRouteFolding();
var routeLength = core.status.route.length;
// 优先判定装备
if (hero1.equipment) {
core.items.quickSaveEquip(100 + currHeroId);
core.items.quickLoadEquip(99);
}
saveList.forEach(function (name) {
if (name == 'floorId') toSave[name] = core.status.floorId; // 楼层单独设置
else if (name == 'items') {
toSave.items = core.clone(core.status.hero.items);
Object.keys(toSave.items).forEach(function (one) {
if (!hero1.items[one]) delete toSave.items[one];
});
} else toSave[name] = core.clone(core.status.hero[name]); // 使用core.clone()来创建新对象
});
core.setFlag("hero" + currHeroId, toSave); // 将当前角色信息进行保存
var data = core.getFlag("hero" + toHeroId); // 获得要切换的角色保存内容
// 设置角色的属性值
saveList.forEach(function (name) {
if (name == "floorId");
else if (name == "items") {
Object.keys(core.status.hero.items).forEach(function (one) {
if (data.items[one]) core.status.hero.items[one] = core.clone(data.items[one]);
});
} else {
core.status.hero[name] = core.clone(data[name]);
}
});
// 最后装上装备
if (hero1.equipment) {
core.items.quickLoadEquip(100 + toHeroId);
}
core.ui.drawTip = _drawTip;
core.control.playSound = _playSound;
core.status.route = core.status.route.slice(0, routeLength);
core.control._bindRoutePush();
// 插入事件:改变角色行走图并进行楼层切换
var toFloorId = data.floorId || core.status.floorId;
var toLoc = data.loc || core.status.hero.loc;
core.insertAction([
{ "type": "setHeroIcon", "name": data.image || "hero.png" }, // 改变行走图
// 同层则用changePos不同层则用changeFloor这是为了避免共用楼层造成触发eachArrive
toFloorId != core.status.floorId ? {
"type": "changeFloor",
"floorId": toFloorId,
"loc": [toLoc.x, toLoc.y],
"direction": toLoc.direction,
"time": 0 // 可以在这里设置切换时间
} : { "type": "changePos", "loc": [toLoc.x, toLoc.y], "direction": toLoc.direction }
// 你还可以在这里执行其他事件,比如增加或取消跟随效果
]);
core.setFlag("heroId", toHeroId); // 保存切换到的角色ID
}
},
"itemCategory": function () {
// 物品分类插件。此插件允许你对消耗道具和永久道具进行分类,比如标记「宝物类」「剧情道具」「药品」等等。
// 使用方法:
// 1. 启用本插件
// 2. 在下方数组中定义全部的物品分类类型
// 3. 点击道具的【配置表格】,找到“【道具】相关的表格配置”,然后在【道具描述】之后仿照增加道具的分类:
/*
"category": {
"_leaf": true,
"_type": "textarea",
"_string": true,
"_data": "道具分类"
},
*/
// 你也可以选择使用下拉框的方式定义每个道具的分类写法参见上面的cls
// 然后刷新编辑器,就可以对每个物品进行分类了
// 是否开启本插件,默认禁用;将此改成 true 将启用本插件。
var __enable = false;
if (!__enable) return;
// 在这里定义所有的道具分类类型,一行一个
var categories = [
"宝物类",
"辅助类",
"技能类",
"剧情道具",
"增益道具",
];
// 当前选中的道具类别
var currentCategory = null;
// 重写 core.ui._drawToolbox 以绘制分类类别
var _drawToolbox = core.ui._drawToolbox;
core.ui._drawToolbox = function (index) {
_drawToolbox.call(this, index);
core.setTextAlign('ui', 'left');
core.fillText('ui', '类别[E]' + (currentCategory || "全部"), 15, this.PIXEL - 13);
}
// 获得所有应该在道具栏显示的某个类型道具
core.ui.getToolboxItems = function (cls) {
// 检查类别
return Object.keys(core.status.hero.items[cls])
.filter(function (id) {
return !core.material.items[id].hideInToolbox &&
(currentCategory == null || core.material.items[id].category == currentCategory);
}).sort();
}
// 注入道具栏的点击事件(点击类别)
var _clickToolbox = core.actions._clickToolbox;
core.actions._clickToolbox = function (x, y) {
if (x >= 0 && x <= this.HSIZE - 4 && y == this.LAST) {
drawToolboxCategory();
return;
}
return _clickToolbox.call(core.actions, x, y);
}
// 注入道具栏的按键事件E键
var _keyUpToolbox = core.actions._keyUpToolbox;
core.actions._keyUpToolbox = function (keyCode) {
if (keyCode == 69) {
// 按E键则打开分类类别选择
drawToolboxCategory();
return;
}
return _keyUpToolbox.call(core.actions, keyCode);
}
// ------ 以下为选择道具分类的相关代码 ------ //
// 关闭窗口时清除分类选择项
var _closePanel = core.ui.closePanel;
core.ui.closePanel = function () {
currentCategory = null;
_closePanel.call(core.ui);
}
// 弹出菜单以选择具体哪个分类
// 直接使用 core.drawChoices 进行绘制
var drawToolboxCategory = function () {
if (core.status.event.id != 'toolbox') return;
var selection = categories.indexOf(currentCategory) + 1;
core.ui.closePanel();
core.status.event.id = 'toolbox-category';
core.status.event.selection = selection;
core.lockControl();
// 给第一项插入「全部」
core.drawChoices('请选择道具类别', ["全部"].concat(categories));
}
// 选择某一项
var _selectCategory = function (index) {
core.ui.closePanel();
if (index <= 0 || index > categories.length) currentCategory = null;
else currentCategory = categories[index - 1];
core.openToolbox();
}
var _clickToolBoxCategory = function (x, y) {
if (!core.status.lockControl || core.status.event.id != 'toolbox-category') return false;
if (x < core.actions.CHOICES_LEFT || x > core.actions.CHOICES_RIGHT) return false;
var choices = core.status.event.ui.choices;
var topIndex = core.actions._getChoicesTopIndex(choices.length);
if (y >= topIndex && y < topIndex + choices.length) {
_selectCategory(y - topIndex);
}
return true;
}
// 注入点击事件
core.registerAction('onclick', 'toolbox-category', _clickToolBoxCategory, 100);
// 注入光标跟随事件
core.registerAction('onmove', 'toolbox-category', function (x, y) {
if (!core.status.lockControl || core.status.event.id != 'toolbox-category') return false;
core.actions._onMoveChoices(x, y);
return true;
}, 100);
// 注入键盘光标事件
core.registerAction('keyDown', 'toolbox-category', function (keyCode) {
if (!core.status.lockControl || core.status.event.id != 'toolbox-category') return false;
core.actions._keyDownChoices(keyCode);
return true;
}, 100);
// 注入键盘按键事件
core.registerAction('keyUp', 'toolbox-category', function (keyCode) {
if (!core.status.lockControl || core.status.event.id != 'toolbox-category') return false;
core.actions._selectChoices(core.status.event.ui.choices.length, keyCode, _clickToolBoxCategory);
return true;
}, 100);
},
"heroFourFrames": function () {
// 样板的勇士/跟随者移动时只使用2、4两帧观感较差。本插件可以将四帧全用上。
// 是否启用本插件
var __enable = false;
if (!__enable) return;
["up", "down", "left", "right"].forEach(function (one) {
// 指定中间帧动画
core.material.icons.hero[one].midFoot = 2;
});
var heroMoving = function (timestamp) {
if (core.status.heroMoving <= 0) return;
if (timestamp - core.animateFrame.moveTime > core.values.moveSpeed) {
core.animateFrame.leftLeg++;
core.animateFrame.moveTime = timestamp;
}
core.drawHero(['stop', 'leftFoot', 'midFoot', 'rightFoot'][core.animateFrame.leftLeg % 4], 4 * core.status.heroMoving);
}
core.registerAnimationFrame('heroMoving', true, heroMoving);
core.events._eventMoveHero_moving = function (step, moveSteps) {
var curr = moveSteps[0];
var direction = curr[0], x = core.getHeroLoc('x'), y = core.getHeroLoc('y');
// ------ 前进/后退
var o = direction == 'backward' ? -1 : 1;
if (direction == 'forward' || direction == 'backward') direction = core.getHeroLoc('direction');
var faceDirection = direction;
if (direction == 'leftup' || direction == 'leftdown') faceDirection = 'left';
if (direction == 'rightup' || direction == 'rightdown') faceDirection = 'right';
core.setHeroLoc('direction', direction);
if (curr[1] <= 0) {
core.setHeroLoc('direction', faceDirection);
moveSteps.shift();
return true;
}
if (step <= 4) core.drawHero('stop', 4 * o * step);
else if (step <= 8) core.drawHero('leftFoot', 4 * o * step);
else if (step <= 12) core.drawHero('midFoot', 4 * o * (step - 8));
else if (step <= 16) core.drawHero('rightFoot', 4 * o * (step - 8)); // if (step == 8) {
if (step == 8 || step == 16) {
core.setHeroLoc('x', x + o * core.utils.scan2[direction].x, true);
core.setHeroLoc('y', y + o * core.utils.scan2[direction].y, true);
core.updateFollowers();
curr[1]--;
if (curr[1] <= 0) moveSteps.shift();
core.setHeroLoc('direction', faceDirection);
return step == 16;
}
return false;
}
},
"startCanvas": function () {
// 使用本插件可以将自绘的标题界面居中。仅在【标题开启事件化】后才有效。
// 由于一些技术性的原因,标题界面事件化无法应用到覆盖状态栏的整个界面。
// 这是一个较为妥协的插件,会在自绘标题界面时隐藏状态栏、工具栏和边框,并将画布进行居中。
// 本插件仅在全塔属性的 "startCanvas" 生效;进入 "startText" 时将会离开居中状态,回归正常界面。
// 是否开启本插件,默认禁用;将此改成 true 将启用本插件。
var __enable = false;
if (!__enable) return;
// 检查【标题开启事件化】是否开启
if (!core.flags.startUsingCanvas || main.mode != 'play') return;
var _isTitleCanvasEnabled = false;
var _getClickLoc = core.actions._getClickLoc;
this._setTitleCanvas = function () {
if (_isTitleCanvasEnabled) return;
_isTitleCanvasEnabled = true;
// 禁用窗口resize
window.onresize = function () {};
core.resize = function () {}
// 隐藏状态栏
core.dom.statusBar.style.display = 'none';
core.dom.statusCanvas.style.display = 'none';
core.dom.toolBar.style.display = 'none';
// 居中画布
if (core.domStyle.isVertical) {
core.dom.gameDraw.style.top =
(parseInt(core.dom.gameGroup.style.height) - parseInt(core.dom.gameDraw.style.height)) / 2 + "px";
} else {
core.dom.gameDraw.style.right =
(parseInt(core.dom.gameGroup.style.width) - parseInt(core.dom.gameDraw.style.width)) / 2 + "px";
}
core.dom.gameDraw.style.border = '3px transparent solid';
core.actions._getClickLoc = function (x, y) {
var left = core.dom.gameGroup.offsetLeft + core.dom.gameDraw.offsetLeft + 3;
var top = core.dom.gameGroup.offsetTop + core.dom.gameDraw.offsetTop + 3;
var loc = { 'x': Math.max(x - left, 0), 'y': Math.max(y - top, 0), 'size': 32 * core.domStyle.scale };
return loc;
}
}
this._resetTitleCanvas = function () {
if (!_isTitleCanvasEnabled) return;
_isTitleCanvasEnabled = false;
window.onresize = function () { try { main.core.resize(); } catch (e) { main.log(e); } }
core.resize = function () { return core.control.resize(); }
core.resize();
core.actions._getClickLoc = _getClickLoc;
}
// 复写“开始游戏”
core.events._startGame_start = function (hard, seed, route, callback) {
console.log('开始游戏');
core.resetGame(core.firstData.hero, hard, null, core.cloneArray(core.initStatus.maps));
core.setHeroLoc('x', -1);
core.setHeroLoc('y', -1);
if (seed != null) {
core.setFlag('__seed__', seed);
core.setFlag('__rand__', seed);
} else core.utils.__init_seed();
core.clearStatusBar();
core.plugin._setTitleCanvas();
var todo = [];
core.hideStatusBar();
core.push(todo, core.firstData.startCanvas);
core.push(todo, { "type": "function", "function": "function() { core.plugin._resetTitleCanvas(); core.events._startGame_setHard(); }" })
core.push(todo, core.firstData.startText);
this.insertAction(todo, null, null, function () {
core.events._startGame_afterStart(callback);
});
if (route != null) core.startReplay(route);
}
var _loadData = core.control.loadData;
core.control.loadData = function (data, callback) {
core.plugin._resetTitleCanvas();
_loadData.call(core.control, data, callback);
}
}
}