606 lines
35 KiB
HTML
606 lines
35 KiB
HTML
<!DOCTYPE html>
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<html>
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<head>
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<meta http-equiv='content-type' content='text/html' charset='utf-8'>
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<meta http-equiv='X-UA-Compatible' content='IE=Edge, chrome=1'>
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<meta name='author' content='ckcz123'>
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<meta name='viewport' content='width=device-width, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0, user-scalable=yes'>
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<title>HTML5魔塔样板V2.7接档工具</title>
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</head>
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<body>
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<h1>HTML5魔塔样板V2.7接档工具</h1>
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<script src='_server/fs.js'></script>
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<script src='project/data.js'></script>
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<script src='project/enemys.js'></script>
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<script src='project/functions.js'></script>
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<script src='project/icons.js'></script>
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<script src='project/items.js'></script>
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<script src='project/maps.js'></script>
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<script src='project/plugins.js'></script>
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<script>
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// 检查脚本编辑和插件编写;这两个绝对不能接
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if (functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a.events.setInitData || !plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1.shop) {
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document.write("<h2 style='color:red'>错误:请勿覆盖脚本编辑(functions.js)和插件编写(plugins.js)!<br/>请从全新的V2.7样板中复制一个functions.js和plugins.js到project文件夹,再继续接档操作。</h2>");
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} else {
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document.write("<p><button id='action' onclick='action()'>点此一键接档</button><p><p id='message' style='color:red; display:none'>接档成功!请重启编辑器并继续以下接档流程;若仍然无法打开编辑器请联系小艾处理。</p>");
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}
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</script>
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<h2>请严格按照如下流程,一步步进行接档操作。请勿随意增删接档过程,以免出现编辑器白屏、闪退等情况。</h2>
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<p>
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<ol>
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<li><b style="color:red">做好备份,做好备份,做好备份!!!</b>接档前请一定先做好备份!</li>
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<li>使用RM转H5刻塔器所刻的塔不适用于此接档工具。</li>
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<li>将V2.6.6样板中project目录下,除了<code>project/functions.js</code>和<code>project/plugins.js</code>以外的其他文件和文件夹,直接复制到最新的V2.7样板中,然后打开本接档工具。</li>
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<li>点击上述的「点此一键接档」,并看到红字提示接档成功。此时编辑器应该可以正常打开。若此时无法打开编辑器请联系小艾处理。</li>
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<li>下拉框切到「全塔属性」,并注意以下内容:
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<ul>
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<li>现在素材和使用的其他图片等在文件夹中被拆分,请检查对应的图片文件已经正确移动到对应的文件夹。</li>
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<li>「难度选择项」的逻辑在V2.7中被修改;请重新制作。</li>
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<li>「全局商店」的结构在V2.7中被修改;请重新制作。</li>
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<li>部分方框进行了合并,请一个个仔细检查是否存在问题。</li>
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</ul>
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</li>
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<li>素材区的如下图块有所变动:
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<ul>
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<li>三色墙和六色门从terrains中解除引用;请用animates中的进行绘制。</li>
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<li>如下图块的图块属性已被重置:三色墙、六色门、四色网、四个单向箭头、亮灯。</li>
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<li>所有的<code>noPass:false</code>都改成<code>canPass:true</code>;请仔细检查可通行性。</li>
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<li>如下道具的道具属性已被重置,请仔细检查:三色钥匙、四色宝石(已改名Gem)、四色血瓶、破墙、破冰、炸弹、地震、冰冻、大黄门钥匙、上下楼器。</li>
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<li>即时道具获得的说明和提示文字均改成了<code>${}</code>计算,<code>ratio</code>需写明全称(参见宝石血瓶写法),请自行处理。</li>
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<li>npc48的默认动画帧数<code>null</code>改回为4;如需静止状态请手动改成1。</li>
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</ul>
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</li>
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<li>下拉框切到「楼层属性」,并注意以下内容:
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<ul>
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<li><code>item_ratio</code>被重命名为<code>ratio</code>,请自行修改。</li>
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<li>(你也可以直接改宝石和血瓶的效果,将<code>core.status.thisMap.ratio</code>改成<code>core.status.thisMap.item_ratio</code>。)</li>
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<li>楼层贴图的结构在V2.7中被修改;请重新制作。</li>
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</ul>
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</li>
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<li>下拉框切换到「脚本编辑」,并请重新编辑各个自己改过的函数(可以双开一个原版V266项目和当前接档的项目进行处理)。
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<ul>
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<li>请注意:V2.7中的经验全部从<code>experience</code>替换成简写的<code>exp</code>;写伤害计算等时请尤其注意。</li>
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<li>部分文案有所改变,如「阻击」从<code>snipe</code>改名<code>repulse</code>,<code>shoes</code>改名<code>amulet</code>等等,请自行处理。</li>
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<li><code>setInitData</code>已被删除,请将需要的额外初始化代码写入<code>startText</code>中。</li>
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<li><code>afterChangeLight, afterUseBomb, afterPassNet</code>已被删除,请去对应图块属性内修改。</li>
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<li>其他基本每个函数都有大幅修改,<b style="color:red">请勿直接拿原来的脚本整体覆盖,而是重新对函数进行需要的编辑!</b></li>
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</ul>
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</li>
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<li>下拉框切换到「插件编写」,并重新新增自己加过的插件。
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<ul>
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<li>V2.7不能保证插件的兼容性,请谨慎测试。</li>
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<li>如果插件出现不可用问题,请自行联系插件原作者更新插件到支持V2.7的版本。</li>
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</ul>
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</li>
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<li>请仔细检查每个道具的道具效果、每个怪物的属性、每个楼层属性、以及每个点的事件(建议双开对比)。主要变动如下:
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<ul>
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<li>「数值增减」事件已被删除并被数值操作+运算符替代,编辑器将解析为自定义事件;但是游戏中仍然可以正确执行(你可以选择替换与否)。</li>
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<li>「隐藏事件」将不再默认删除该点(而只是纯粹的隐藏);请给有需要的「隐藏事件」勾选「同时删除」选项。</li>
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<li>「绘制圆」「绘制圆边框」「重启当前事件」已经被删除,并且无法再在游戏中使用,请替换成等价的写法。</li>
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</ul>
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</li>
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<li>其他
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<ul>
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<li>V2.7默认采用新版图标;如果觉得不合适可以将<code>materials</code>目录下的<code>icons_old.png</code>替换掉<code>icons.png</code>以使用原版图标。</li>
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</ul>
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</li>
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<li><b style='color:red'>接档后请做好充分的测试!最好能跑通录像以确认接档无误!</b></li>
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</ol>
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</p>
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<script>
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function action() {
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action_data(function() {
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action_enemys(function() {
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action_icons(function() {
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action_items(function() {
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action_maps(function() {
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alert('接档成功!请重启编辑器并继续以下接档流程;若仍然无法打开编辑器请联系小艾处理。');
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document.getElementById('action').style.display = 'none';
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document.getElementById('message').style.display = 'block';
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})
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})
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})
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})
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})
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}
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function encode(str) {
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return btoa(encodeURIComponent(str).replace(/%([0-9A-F]{2})/g, function (match, p1) {
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return String.fromCharCode(parseInt(p1, 16))
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}))
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}
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function random_string() {
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return (Math.random()+"_"+Math.random()).replace(/\./g, "");
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}
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// 接档全局属性
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function action_data(callback) {
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var data = data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d;
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var main = data.main, firstData = data.firstData, values = data.values, flags = data.flags;
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// Step 0: 移动目录
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// materials
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['animates', 'enemys', 'items', 'npcs', 'terrains', 'enemy48', 'npc48', 'airwall', 'fog', 'keyboard'].forEach(function (one) {
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fs.moveFile('project/images/'+one+".png", 'project/materials/'+one+'.png', function (e, d) {});
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});
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main.tilesets.forEach(function (one) {
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if (one.indexOf('.')<0) one += '.png';
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fs.moveFile('project/images/'+one, 'project/tilesets/'+one, function (e, d) {});
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});
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// bgms
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main.bgms.forEach(function (one) {
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fs.moveFile('project/sounds/'+one, 'project/bgms/'+one, function (e,d) {});
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})
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// Step 1: 重置levelChoose和shop
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main.levelChoose = [];
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firstData.shops = [];
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main.fonts = [];
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// Step 2: 合并main.styles
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if (!main.styles) main.styles = {
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"startBackground": "project/images/bg.jpg",
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"startVerticalBackground": "project/images/bg.jpg",
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"startLogoStyle": "color: black",
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"startButtonsStyle": "background-color: #32369F; opacity: 0.85; color: #FFFFFF; border: #FFFFFF 2px solid; caret-color: #FFD700;",
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"statusLeftBackground": "url(project/materials/ground.png) repeat",
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"statusTopBackground": "url(project/materials/ground.png) repeat",
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"toolsBackground": "url(project/materials/ground.png) repeat",
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"borderColor": [204,204,204,1],
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"statusBarColor": [255,255,255,1],
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"floorChangingStyle": "background-color: black; color: white",
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"font": "Verdana"
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};
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["startLogoStyle", "startButtonsStyle", "statusLeftBackground", "statusTopBackground", "toolsBackground", "font"].forEach(function (one) {
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if (main[one]) main.styles[one] = main[one];
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});
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if (main.styles.startVerticalBackground == null) main.styles.startVerticalBackground = main.styles.startBackground;
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for (var key in main.styles) delete main[key];
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delete main.floorChangingBackground; delete main.floorChangingTextColor;
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// Step 3: 重置勇士属性
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if (main.images.indexOf('hero.png') < 0) main.images.push('hero.png');
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firstData.hero.image = 'hero.png';
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firstData.hero.followers = [];
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if (firstData.hero.exp == null) firstData.hero.exp = firstData.hero.experience;
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delete firstData.hero.experience;
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delete firstData.hero.items.keys;
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// Step 4: 重置全局开关
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if (values.statusCanvasRowsOnMobile == null)
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values.statusCanvasRowsOnMobile = flags.statusCanvasRowsOnMobile;
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delete flags.statusCanvasRowsOnMobile;
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if (values.redGem == null) values.redGem = values.redJewel;
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if (values.blueGem == null) values.blueGem = values.blueJewel;
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if (values.greenGem == null) values.greenGem = values.greenJewel;
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delete values.redJewel;
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delete values.blueJewel;
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delete values.greenJewel;
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delete values.moveSpeed;
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delete values.floorChangeTime;
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if (flags.enableExperience != null) {
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flags.enableExp = flags.enableExperience;
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delete flags.enableExperience;
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}
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var statusList = [
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"enableFloor",
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"enableName",
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"enableLv",
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"enableHPMax",
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"enableHP",
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"enableMana",
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"enableAtk",
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"enableDef",
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"enableMDef",
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"enableMoney",
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"enableExp",
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"enableLevelUp",
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"levelUpLeftMode",
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"enableKeys",
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"enableGreenKey",
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"enablePZF",
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"enableDebuff",
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"enableSkill"
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];
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if (flags.statusBarItems == null) {
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flags.statusBarItems = [];
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statusList.forEach(function (one) {
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if (flags[one]) flags.statusBarItems.push(one);
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});
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}
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statusList.forEach(function (one) { delete flags[one]; });
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delete flags.enableExperience;
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delete flags.pickaxeFourDirections;
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delete flags.bombFourDirections;
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delete flags.snowFourDirections;
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delete flags.bigKeyIsBox;
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delete flags.equipment;
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delete flags.iconInEquipbox;
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delete flags.hatredDecrease;
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delete flags.betweenAttackCeil;
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delete flags.startDirectly;
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delete flags.enableDisabledShop;
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delete flags.potionWhileRouting;
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delete flags.checkConsole;
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// 写入
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var datastr = 'var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d = \n';
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datastr += JSON.stringify(data, null, '\t');
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fs.writeFile('project/data.js', encode(datastr), 'base64', function (err, data) {
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if (err) {
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alert('datas接档失败!请查看控制台报错,并刷新重试。');
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console.error(err);
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} else callback();
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});
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}
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// 接档怪物:experience->exp
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function action_enemys(callback) {
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var enemy = enemys_fcae963b_31c9_42b4_b48c_bb48d09f3f80;
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for (var id in enemy) {
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if (enemy[id].experience != null) {
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enemy[id].exp = enemy[id].experience;
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}
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delete enemy[id].experience;
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}
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var datastr = 'var enemys_fcae963b_31c9_42b4_b48c_bb48d09f3f80 = \n';
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var emap = {};
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var estr = JSON.stringify(enemy, function (k, t) {
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if (t && t.hp != null) {
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delete t.id;
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var id_ = random_string();
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emap[id_] = JSON.stringify(t);
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return id_;
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} else return t;
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}, '\t');
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for (var id_ in emap) {
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estr = estr.replace('"' + id_ + '"', emap[id_])
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}
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datastr += estr;
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fs.writeFile('project/enemys.js', encode(datastr), 'base64', function (err, data) {
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if (err) {
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alert('enemys接档失败!请查看控制台报错,并刷新重试。');
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console.error(err);
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} else callback();
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});
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}
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function action_icons(callback) {
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var icons = icons_4665ee12_3a1f_44a4_bea3_0fccba634dc1;
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var terrains = icons.terrains;
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// 三色墙&六色门
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delete terrains.yellowWall;
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delete terrains.blueWall;
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delete terrains.whiteWall;
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delete terrains.yellowDoor;
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delete terrains.blueDoor;
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delete terrains.redDoor;
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delete terrains.greenDoor;
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delete terrains.specialDoor;
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delete terrains.steelDoor;
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// shop
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if (terrains.blueShopLeft == null) terrains.blueShopLeft = terrains['blueShop-left'];
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if (terrains.blueShopRight == null) terrains.blueShopRight = terrains['blueShop-right'];
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if (terrains.pinkShopLeft == null) terrains.pinkShopLeft = terrains['pinkShop-left'];
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if (terrains.pinkShopRight == null) terrains.pinkShopRight = terrains['pinkShop-right'];
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delete terrains['blueShop-left'];
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delete terrains['blueShop-right'];
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delete terrains['pinkShop-left'];
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delete terrains['pinkShop-right'];
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if (icons.items.snow != null) icons.items.freezeBadge = icons.items.snow;
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delete icons.items.snow;
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var datastr = 'var icons_4665ee12_3a1f_44a4_bea3_0fccba634dc1 = \n';
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datastr += JSON.stringify(icons, null, '\t');
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fs.writeFile('project/icons.js', encode(datastr), 'base64', function (err, data) {
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if (err) {
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alert('icons接档失败!请查看控制台报错,并刷新重试。');
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console.error(err);
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} else callback();
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});
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Object.keys(icons.autotile).forEach(function (one) {
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fs.moveFile('project/images/'+one+'.png', 'project/autotiles/'+one+'.png', function (e,d) {});
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});
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}
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function action_items(callback) {
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if (!items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a.itemEffect || !items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a.itemEffectTip) {
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callback();
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return;
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}
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// Step 1: 合并内容
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var items = items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a.items;
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["itemEffect", "itemEffectTip", "useItemEvent", "useItemEffect", "canUseItemEffect", "equipCondition"].forEach(function(one) {
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var data = items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a[one];
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if (!data) return;
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for (var id in data) {
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if (data[id] != null && items[id])
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items[id][one] = data[id];
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}
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});
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// Step 2: 重置道具效果
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var data = {
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"yellowKey": {
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"cls": "tools",
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"name": "黄钥匙",
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"text": "可以打开一扇黄门",
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"hideInToolbox": true
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},
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"blueKey": {
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"cls": "tools",
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"name": "蓝钥匙",
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"text": "可以打开一扇蓝门",
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"hideInToolbox": true
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},
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"redKey": {
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"cls": "tools",
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"name": "红钥匙",
|
||
"text": "可以打开一扇红门",
|
||
"hideInToolbox": true
|
||
},
|
||
"redJewel": {
|
||
"cls": "items",
|
||
"name": "红宝石",
|
||
"text": "攻击+${core.values.redGem}",
|
||
"itemEffect": "core.status.hero.atk += core.values.redGem * core.status.thisMap.ratio",
|
||
"itemEffectTip": ",攻击+${core.values.redGem * core.status.thisMap.ratio}",
|
||
"useItemEffect": "core.status.hero.atk += core.values.redGem",
|
||
"canUseItemEffect": "true"
|
||
},
|
||
"blueJewel": {
|
||
"cls": "items",
|
||
"name": "蓝宝石",
|
||
"text": ",防御+${core.values.blueGem}",
|
||
"itemEffect": "core.status.hero.def += core.values.blueGem * core.status.thisMap.ratio",
|
||
"itemEffectTip": ",防御+${core.values.blueGem * core.status.thisMap.ratio}",
|
||
"useItemEffect": "core.status.hero.def += core.values.blueGem",
|
||
"canUseItemEffect": "true"
|
||
},
|
||
"greenJewel": {
|
||
"cls": "items",
|
||
"name": "绿宝石",
|
||
"text": ",护盾+${core.values.greenGem}",
|
||
"itemEffect": "core.status.hero.mdef += core.values.greenGem * core.status.thisMap.ratio",
|
||
"itemEffectTip": ",护盾+${core.values.greenGem * core.status.thisMap.ratio}",
|
||
"useItemEffect": "core.status.hero.mdef += core.values.greenGem",
|
||
"canUseItemEffect": "true"
|
||
},
|
||
"yellowJewel": {
|
||
"cls": "items",
|
||
"name": "黄宝石",
|
||
"text": "可以进行加点",
|
||
"itemEffect": "core.status.hero.hp+=1000;core.status.hero.atk+=6;core.status.hero.def+=6;core.status.hero.mdef+=10;",
|
||
"itemEffectTip": ",全属性提升",
|
||
"useItemEvent": [
|
||
{
|
||
"type": "choices",
|
||
"choices": [
|
||
{
|
||
"text": "攻击+1",
|
||
"action": [
|
||
{
|
||
"type": "setValue",
|
||
"name": "status:atk",
|
||
"operator": "+=",
|
||
"value": "1"
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"text": "防御+2",
|
||
"action": [
|
||
{
|
||
"type": "setValue",
|
||
"name": "status:def",
|
||
"operator": "+=",
|
||
"value": "2"
|
||
}
|
||
]
|
||
},
|
||
{
|
||
"text": "生命+200",
|
||
"action": [
|
||
{
|
||
"type": "setValue",
|
||
"name": "status:hp",
|
||
"operator": "+=",
|
||
"value": "200"
|
||
}
|
||
]
|
||
}
|
||
]
|
||
}
|
||
],
|
||
"canUseItemEffect": "true"
|
||
},
|
||
"redPotion": {
|
||
"cls": "items",
|
||
"name": "红血瓶",
|
||
"text": ",生命+${core.values.redPotion}",
|
||
"itemEffect": "core.status.hero.hp += core.values.redPotion * core.status.thisMap.ratio",
|
||
"itemEffectTip": ",生命+${core.values.redPotion * core.status.thisMap.ratio}",
|
||
"useItemEffect": "core.status.hero.hp += core.values.redPotion",
|
||
"canUseItemEffect": "true"
|
||
},
|
||
"bluePotion": {
|
||
"cls": "items",
|
||
"name": "蓝血瓶",
|
||
"text": ",生命+${core.values.bluePotion}",
|
||
"itemEffect": "core.status.hero.hp += core.values.bluePotion * core.status.thisMap.ratio",
|
||
"itemEffectTip": ",生命+${core.values.bluePotion * core.status.thisMap.ratio}",
|
||
"useItemEffect": "core.status.hero.hp += core.values.bluePotion",
|
||
"canUseItemEffect": "true"
|
||
},
|
||
"yellowPotion": {
|
||
"cls": "items",
|
||
"name": "黄血瓶",
|
||
"text": ",生命+${core.values.yellowPotion}",
|
||
"itemEffect": "core.status.hero.hp += core.values.yellowPotion * core.status.thisMap.ratio",
|
||
"itemEffectTip": ",生命+${core.values.yellowPotion * core.status.thisMap.ratio}",
|
||
"useItemEffect": "core.status.hero.hp += core.values.yellowPotion",
|
||
"canUseItemEffect": "true"
|
||
},
|
||
"greenPotion": {
|
||
"cls": "items",
|
||
"name": "绿血瓶",
|
||
"text": ",生命+${core.values.greenPotion}",
|
||
"itemEffect": "core.status.hero.hp += core.values.greenPotion * core.status.thisMap.ratio",
|
||
"itemEffectTip": ",生命+${core.values.greenPotion * core.status.thisMap.ratio}",
|
||
"useItemEffect": "core.status.hero.hp += core.values.greenPotion",
|
||
"canUseItemEffect": "true"
|
||
},
|
||
"freezeBadge": {
|
||
"cls": "constants",
|
||
"name": "冰冻徽章",
|
||
"text": "可以将面前的熔岩变成平地",
|
||
"useItemEffect": "(function () {\n\tvar success = false;\n\n\tvar snowFourDirections = false; // 是否四方向雪花;如果是将其改成true\n\tif (snowFourDirections) {\n\t\t// 四方向雪花\n\t\tfor (var direction in core.utils.scan) {\n\t\t\tvar delta = core.utils.scan[direction];\n\t\t\tvar nx = core.getHeroLoc('x') + delta.x,\n\t\t\t\tny = core.getHeroLoc('y') + delta.y;\n\t\t\tif (core.getBlockId(nx, ny) == 'lava') {\n\t\t\t\tcore.removeBlock(nx, ny);\n\t\t\t\tsuccess = true;\n\t\t\t}\n\t\t}\n\t} else {\n\t\tif (core.getBlockId(core.nextX(), core.nextY()) == 'lava') {\n\t\t\tcore.removeBlock(core.nextX(), core.nextY());\n\t\t\tsuccess = true;\n\t\t}\n\t}\n\n\tif (success) {\n\t\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n\t} else {\n\t\tcore.drawTip(\"当前无法使用\" + core.material.items[itemId].name);\n\t\tcore.addItem(itemId, 1);\n\t\treturn;\n\t}\n})();",
|
||
"canUseItemEffect": "true"
|
||
},
|
||
"bigKey": {
|
||
"cls": "tools",
|
||
"name": "大黄门钥匙",
|
||
"text": "可以开启当前层所有黄门",
|
||
"itemEffect": "core.addItem('yellowKey', 1);\ncore.addItem('blueKey', 1);\ncore.addItem('redKey', 1);",
|
||
"itemEffectTip": ",全钥匙+1",
|
||
"useItemEffect": "(function () {\n\tvar actions = core.searchBlock(\"yellowDoor\").map(function (block) {\n\t\treturn { \"type\": \"openDoor\", \"loc\": [block.x, block.y], \"async\": true };\n\t});\n\tactions.push({ \"type\": \"waitAsync\" });\n\tactions.push({ \"type\": \"tip\", \"text\": core.material.items[itemId].name + \"使用成功\" });\n\tcore.insertAction(actions);\n})();",
|
||
"canUseItemEffect": "(function () {\n\treturn core.searchBlock('yellowDoor').length > 0;\n})();"
|
||
},
|
||
"pickaxe": {
|
||
"cls": "tools",
|
||
"name": "破墙镐",
|
||
"text": "可以破坏勇士面前的墙",
|
||
"useItemEffect": "(function () {\n\tvar canBreak = function (x, y) {\n\t\tvar block = core.getBlock(x, y);\n\t\tif (block == null || block.block.disable) return false;\n\t\treturn block.block.event.canBreak;\n\t};\n\n\tvar success = false;\n\tvar pickaxeFourDirections = false; // 是否四方向破;如果是将其改成true\n\tif (pickaxeFourDirections) {\n\t\t// 四方向破\n\t\tfor (var direction in core.utils.scan) {\n\t\t\tvar delta = core.utils.scan[direction];\n\t\t\tvar nx = core.getHeroLoc('x') + delta.x,\n\t\t\t\tny = core.getHeroLoc('y') + delta.y;\n\t\t\tif (canBreak(nx, ny)) {\n\t\t\t\tcore.removeBlock(nx, ny);\n\t\t\t\tsuccess = true;\n\t\t\t}\n\t\t}\n\t} else {\n\t\t// 仅破当前\n\t\tif (canBreak(core.nextX(), core.nextY())) {\n\t\t\tcore.removeBlock(core.nextX(), core.nextY());\n\t\t\tsuccess = true;\n\t\t}\n\t}\n\n\tif (success) {\n\t\tcore.playSound('pickaxe.mp3');\n\t\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n\t} else {\n\t\t// 无法使用\n\t\tcore.drawTip(\"当前无法使用\" + core.material.items[itemId].name);\n\t\tcore.addItem(itemId, 1);\n\t\treturn;\n\t}\n})();",
|
||
"canUseItemEffect": "true"
|
||
},
|
||
"icePickaxe": {
|
||
"cls": "tools",
|
||
"name": "破冰镐",
|
||
"text": "可以破坏勇士面前的一堵冰墙",
|
||
"useItemEffect": "(function () {\n\tcore.removeBlock(core.nextX(), core.nextY());\n\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n})();",
|
||
"canUseItemEffect": "(function () {\n\treturn core.getBlockId(core.nextX(), core.nextY()) == 'ice';\n})();"
|
||
},
|
||
"bomb": {
|
||
"cls": "tools",
|
||
"name": "炸弹",
|
||
"text": "可以炸掉勇士面前的怪物",
|
||
"useItemEffect": "(function () {\n\tvar canBomb = function (x, y) {\n\t\tvar block = core.getBlock(x, y);\n\t\tif (block == null || block.block.disable || block.block.event.cls.indexOf('enemy') != 0) return false;\n\t\tvar enemy = core.material.enemys[block.block.event.id];\n\t\treturn enemy && !enemy.notBomb;\n\t};\n\n\tvar bombList = []; // 炸掉的怪物坐标列表\n\tvar bombFourDirections = false; // 是否四方向可炸;如果是将其改成true。\n\tif (bombFourDirections) {\n\t\t// 四方向炸\n\t\tfor (var direction in core.utils.scan) {\n\t\t\tvar delta = core.utils.scan[direction];\n\t\t\tvar nx = core.getHeroLoc('x') + delta.x,\n\t\t\t\tny = core.getHeroLoc('y') + delta.y;\n\t\t\tif (canBomb(nx, ny)) {\n\t\t\t\tbombList.push([nx, ny]);\n\t\t\t\tcore.removeBlock(nx, ny);\n\t\t\t}\n\t\t}\n\t} else {\n\t\t// 仅炸当前\n\t\tif (canBomb(core.nextX(), core.nextY())) {\n\t\t\tbombList.push([core.nextX(), core.nextY()]);\n\t\t\tcore.removeBlock(core.nextX(), core.nextY());\n\t\t}\n\t}\n\n\tif (bombList.length > 0) {\n\t\tcore.playSound('bomb.mp3');\n\t\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n\t} else {\n\t\tcore.drawTip('当前无法使用' + core.material.items[itemId].name);\n\t\tcore.addItem(itemId, 1);\n\t\treturn;\n\t}\n\n\t// 炸弹后事件\n\t// 这是一个使用炸弹也能开门的例子\n\t/*\n\tif (core.status.floorId=='xxx' && core.terrainExists(x0,y0,'specialDoor') // 某个楼层,该机关门存在\n\t\t&& !core.enemyExists(x1,y1) && !core.enemyExists(x2,y2)) // 且守门的怪物都不存在\n\t{\n\t\tcore.insertAction([ // 插入事件\n\t\t\t{\"type\": \"openDoor\", \"loc\": [x0,y0]} // 开门\n\t\t])\n\t}\n\t*/\n})();",
|
||
"canUseItemEffect": "true"
|
||
},
|
||
"upFly": {
|
||
"cls": "tools",
|
||
"name": "上楼器",
|
||
"text": "可以飞往楼上的相同位置",
|
||
"useItemEffect": "(function () {\n\tvar floorId = core.floorIds[core.floorIds.indexOf(core.status.floorId) + 1];\n\tif (core.status.event.id == 'action') {\n\t\tcore.insertAction([\n\t\t\t{ \"type\": \"changeFloor\", \"loc\": [core.getHeroLoc('x'), core.getHeroLoc('y')], \"floorId\": floorId },\n\t\t\t{ \"type\": \"tip\", \"text\": core.material.items[itemId].name + '使用成功' }\n\t\t]);\n\t} else {\n\t\tcore.changeFloor(floorId, null, core.status.hero.loc, null, function () {\n\t\t\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n\t\t\tcore.replay();\n\t\t});\n\t}\n})();",
|
||
"canUseItemEffect": "(function () {\n\tvar floorId = core.status.floorId,\n\t\tindex = core.floorIds.indexOf(floorId);\n\tif (index < core.floorIds.length - 1) {\n\t\tvar toId = core.floorIds[index + 1],\n\t\t\ttoX = core.getHeroLoc('x'),\n\t\t\ttoY = core.getHeroLoc('y');\n\t\tvar mw = core.floors[toId].width,\n\t\t\tmh = core.floors[toId].height;\n\t\tif (toX >= 0 && toX < mw && toY >= 0 && toY < mh && core.getBlock(toX, toY, toId) == null) {\n\t\t\treturn true;\n\t\t}\n\t}\n\treturn false;\n})();"
|
||
},
|
||
"downFly": {
|
||
"cls": "tools",
|
||
"name": "下楼器",
|
||
"text": "可以飞往楼下的相同位置",
|
||
"useItemEffect": "(function () {\n\tvar floorId = core.floorIds[core.floorIds.indexOf(core.status.floorId) - 1];\n\tif (core.status.event.id == 'action') {\n\t\tcore.insertAction([\n\t\t\t{ \"type\": \"changeFloor\", \"loc\": [core.getHeroLoc('x'), core.getHeroLoc('y')], \"floorId\": floorId },\n\t\t\t{ \"type\": \"tip\", \"text\": core.material.items[itemId].name + '使用成功' }\n\t\t]);\n\t} else {\n\t\tcore.changeFloor(floorId, null, core.status.hero.loc, null, function () {\n\t\t\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n\t\t\tcore.replay();\n\t\t});\n\t}\n})();",
|
||
"canUseItemEffect": "(function () {\n\tvar floorId = core.status.floorId,\n\t\tindex = core.floorIds.indexOf(floorId);\n\tif (index > 0) {\n\t\tvar toId = core.floorIds[index - 1],\n\t\t\ttoX = core.getHeroLoc('x'),\n\t\t\ttoY = core.getHeroLoc('y');\n\t\tvar mw = core.floors[toId].width,\n\t\t\tmh = core.floors[toId].height;\n\t\tif (toX >= 0 && toX < mw && toY >= 0 && toY < mh && core.getBlock(toX, toY, toId) == null) {\n\t\t\treturn true;\n\t\t}\n\t}\n\treturn false;\n})();"
|
||
},
|
||
"earthquake": {
|
||
"cls": "tools",
|
||
"name": "地震卷轴",
|
||
"text": "可以破坏当前层的所有墙",
|
||
"useItemEffect": "(function () {\n\tvar indexes = [];\n\tfor (var index in core.status.thisMap.blocks) {\n\t\tvar block = core.status.thisMap.blocks[index];\n\t\tif (!block.disable && block.event.canBreak) {\n\t\t\tindexes.push(index);\n\t\t}\n\t}\n\tcore.removeBlockByIndexes(indexes);\n\tcore.drawMap(core.status.floorId, function () {\n\t\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n\t});\n})();",
|
||
"canUseItemEffect": "(function () {\n\treturn core.status.thisMap.blocks.filter(function (block) {\n\t\treturn !block.disable && block.event.canBreak;\n\t}).length > 0;\n})();"
|
||
},
|
||
};
|
||
for (var id in data) {
|
||
items[id] = data[id];
|
||
}
|
||
delete items.snow;
|
||
|
||
var datastr = 'var items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a = \n';
|
||
for (var id in items) delete items[id].id;
|
||
datastr += JSON.stringify(items, null, '\t');
|
||
fs.writeFile('project/items.js', encode(datastr), 'base64', function (err, data) {
|
||
if (err) {
|
||
alert('items接档失败!请查看控制台报错,并刷新重试。');
|
||
console.error(err);
|
||
} else callback();
|
||
});
|
||
}
|
||
|
||
function action_maps(callback) {
|
||
var maps = maps_90f36752_8815_4be8_b32b_d7fad1d0542e;
|
||
|
||
var data = {
|
||
"1": {"cls":"animates","id":"yellowWall","canBreak":true,"animate":1,"doorInfo":{"time":160,"openSound":"door.mp3","closeSound":"door.mp3","keys":{}}},
|
||
"2": {"cls":"animates","id":"whiteWall","canBreak":true,"animate":1,"doorInfo":{"time":160,"openSound":"door.mp3","closeSound":"door.mp3","keys":{}}},
|
||
"3": {"cls":"animates","id":"blueWall","canBreak":true,"animate":1,"doorInfo":{"time":160,"openSound":"door.mp3","closeSound":"door.mp3","keys":{}}},
|
||
"7": {"cls":"terrains","id":"blueShopLeft"},
|
||
"8": {"cls":"terrains","id":"blueShopRight"},
|
||
"9": {"cls":"terrains","id":"pinkShopLeft"},
|
||
"10": {"cls":"terrains","id":"pinkShopRight"},
|
||
"11": {"cls":"animates","id":"lavaNet","canPass":true,"trigger":"null","script":"(function () {\n\t// 血网的伤害效果移动到 checkBlock 中处理\n\n\t// 如果要做一次性血网,可直接注释掉下面这句话:\n\t// core.removeBlock(core.getHeroLoc('x'), core.getHeroLoc('y'));\n})();","name":"血网"},
|
||
"12": {"cls":"animates","id":"poisonNet","canPass":true,"trigger":"null","script":"(function () {\n\tif (!core.hasItem('amulet')) {\n\t\tcore.triggerDebuff('get', 'poison');\n\t\tcore.updateStatusBar();\n\t}\n\n\t// 如果要做一次性毒网,可直接注释掉下面这句话:\n\t// core.removeBlock(core.getHeroLoc('x'), core.getHeroLoc('y'));\n})()","name":"毒网"},
|
||
"13": {"cls":"animates","id":"weakNet","canPass":true,"trigger":"null","script":"(function () {\n\tif (!core.hasItem('amulet')) {\n\t\tcore.triggerDebuff('get', 'weak');\n\t\tcore.updateStatusBar();\n\t}\n\n\t// 如果要做一次性衰网,可直接注释掉下面这句话:\n\t// core.removeBlock(core.getHeroLoc('x'), core.getHeroLoc('y'));\n})()","name":"衰网"},
|
||
"14": {"cls":"animates","id":"curseNet","canPass":true,"trigger":"null","script":"(function () {\n\tif (!core.hasItem('amulet')) {\n\t\tcore.triggerDebuff('get', 'curse');\n\t\tcore.updateStatusBar();\n\t}\n\n\t// 如果要做一次性咒网,可直接注释掉下面这句话:\n\t// core.removeBlock(core.getHeroLoc('x'), core.getHeroLoc('y'));\n})()","name":"咒网"},
|
||
"54": {"cls":"items","id":"freezeBadge"},
|
||
"81": {"cls":"animates","id":"yellowDoor","trigger":"openDoor","animate":1,"doorInfo":{"time":160,"openSound":"door.mp3","closeSound":"door.mp3","keys":{"yellowKey":1}},"name":"黄门"},
|
||
"82": {"cls":"animates","id":"blueDoor","trigger":"openDoor","animate":1,"doorInfo":{"time":160,"openSound":"door.mp3","closeSound":"door.mp3","keys":{"blueKey":1}},"name":"蓝门"},
|
||
"83": {"cls":"animates","id":"redDoor","trigger":"openDoor","animate":1,"doorInfo":{"time":160,"openSound":"door.mp3","closeSound":"door.mp3","keys":{"redKey":1}},"name":"红门"},
|
||
"84": {"cls":"animates","id":"greenDoor","trigger":"openDoor","animate":1,"doorInfo":{"time":160,"openSound":"door.mp3","closeSound":"door.mp3","keys":{"greenKey":1}},"name":"绿门"},
|
||
"85": {"cls":"animates","id":"specialDoor","trigger":"openDoor","animate":1,"doorInfo":{"time":160,"openSound":"door.mp3","closeSound":"door.mp3","keys":{"specialKey":1}},"name":"机关门"},
|
||
"86": {"cls":"animates","id":"steelDoor","trigger":"openDoor","animate":1,"doorInfo":{"time":160,"openSound":"door.mp3","closeSound":"door.mp3","keys":{"steelKey":1}},"name":"铁门"},
|
||
"161": {"cls":"terrains","id":"arrowUp","canPass":true,"cannotOut":["left","right","down"],"cannotIn":["up"]},
|
||
"162": {"cls":"terrains","id":"arrowDown","canPass":true,"cannotOut":["left","right","up"],"cannotIn":["down"]},
|
||
"163": {"cls":"terrains","id":"arrowLeft","canPass":true,"cannotOut":["up","down","right"],"cannotIn":["left"]},
|
||
"164": {"cls":"terrains","id":"arrowRight","canPass":true,"cannotOut":["up","down","left"],"cannotIn":["right"]},
|
||
"165": {"cls":"terrains","id":"light","trigger":"null","canPass":true,"script":"(function () {\n\tcore.setBlock(core.getNumberById('darkLight'), core.getHeroLoc('x'), core.getHeroLoc('y'));\n})();"},
|
||
};
|
||
|
||
for (var id in data) {
|
||
maps[id] = data[id];
|
||
}
|
||
|
||
for (var id in maps) {
|
||
if (maps[id].noPass === false || maps[id].noPass === 'false')
|
||
maps[id].canPass = true;
|
||
delete maps[id].noPass;
|
||
}
|
||
|
||
var datastr = 'var maps_90f36752_8815_4be8_b32b_d7fad1d0542e = \n';
|
||
var emap = {};
|
||
var estr = JSON.stringify(maps, function (k, v) {
|
||
if (v && v.id != null) {
|
||
var id_ = random_string();
|
||
emap[id_] = JSON.stringify(v);
|
||
return id_;
|
||
} else return v
|
||
}, '\t');
|
||
for (var id_ in emap) {
|
||
estr = estr.replace('"' + id_ + '"', emap[id_])
|
||
}
|
||
datastr += estr;
|
||
|
||
fs.writeFile('project/maps.js', encode(datastr), 'base64', function (err, data) {
|
||
if (err) {
|
||
alert('maps接档失败!请查看控制台报错,并刷新重试。');
|
||
console.error(err);
|
||
} else callback();
|
||
});
|
||
}
|
||
|
||
</script>
|
||
|
||
</body>
|
||
|