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Copy pathCore.js
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4725 lines (4562 loc) · 159 KB
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//确保页面内容都载入了
window.onload = function(){
//测试是否出错,如果出错抛出错误
try{
/* 初始化 */
//获取所有元素
var CilentWidth = document.documentElement.clientWidth; //获得设备宽度
var CilentHeight = document.documentElement.clientHeight; //获得设备高度
var GameGroup = document.getElementById("GameGroup"); //获得游戏容器
var GameStart = document.getElementById("GameStart"); //获得开始画面
var GameLoading = document.getElementById("GameLoading"); //获得加载文字
var LoadTip = document.getElementById("LoadTip"); //获得加载时的提示
var LoadProgressBar = document.getElementById("LoadProgressBar"); //获得加载进度条
var LoadProgress = document.getElementById("LoadProgress"); //获得加载进度
var CanvasGroup = document.getElementById("CanvasGroup"); //获得画布容器
var WaitDraw = document.getElementById("GameLoading");
var GoFloorButton = document.getElementById("GoFloorButton");
var EnemyBookButton = document.getElementById("EnemyBookButton");
var ToolsButton = document.getElementById("ToolsButton");
var SettingButton = document.getElementById("SettingButton");
var SaveGameButton = document.getElementById("SaveGame");
var LoadGameButton = document.getElementById("LoadGame");
var HelpButton = document.getElementById("HelpButton");
var ControlGroup = document.getElementById("ControlGroup"); //获得控制界面
var Controller = document.getElementById("Controller"); //获得控制按钮
var Controller2 = document.getElementById("Controller2"); //获得被触发的控制按钮
var ZoomBox = document.getElementById("ZoomBox"); //获得缩放选择框
var Property = document.getElementById("Property");
var MapBg = document.getElementById("MapBg"); //获得背景画布
var MapEvent = document.getElementById("MapEvent"); //获得事件画布
var MapFg = document.getElementById("MapFg"); //获得前景画布
var SystemUI = document.getElementById("SystemUI"); //获得界面画布
var DataUpdate = document.getElementById("DataUpdate"); //获得数据画布
var TestButton = document.getElementById("Test");
function StartGame(){
var GlobalAnimate = []; //全局动画
var GlobalAnimateResName = ""; //全局动画当前绘制的资源名称
var GlobalAnimateStep = 0; //全局动画当前步骤
var GlobalAnimateTimer = window.setInterval(function(){
if(GlobalAnimate.length > 0){
for(var i = 0;i < GlobalAnimate.length;i++){
//防止重复定义
var ResName,IconX,IconY,IconW,IconH,X,Y;
if(GlobalAnimate[i][1] != null){
var Step = [0,32,96,64]; //定义动画顺序
ResName = GlobalAnimate[i][2]; //获得该帧动画的资源名
IconX = Step[GlobalAnimateStep];
IconY = GlobalAnimate[i][5][2];
IconW = GlobalAnimate[i][5][3];
IconH = GlobalAnimate[i][5][4];
X = GlobalAnimate[i][3] * IconW;
Y = GlobalAnimate[i][4] * IconH;
Map.ClearMap(Map.Event,X,Y,IconW,IconH);
Map.Event.drawImage(Map.Res[ResName],IconX,IconY,IconW,IconH,X,Y,IconW,IconH);
}
else{
ResName = GlobalAnimate[i][2];
IconX = GlobalAnimate[i][5][GlobalAnimateStep][1];
IconY = GlobalAnimate[i][5][GlobalAnimateStep][2];
IconW = GlobalAnimate[i][5][GlobalAnimateStep][3];
IconH = GlobalAnimate[i][5][GlobalAnimateStep][4];
X = GlobalAnimate[i][3] * 32;
Y = GlobalAnimate[i][4] * 32;
Map.ClearMap(Map.Event,X,Y,IconW,IconH);
Map.Event.drawImage(Map.Res[ResName],IconX,IconY,IconW,IconH,X,Y,IconW,IconH);
}
}
GlobalAnimateStep++;
if(GlobalAnimateStep > 3){
GlobalAnimateStep = 0;
}
}
},200); //全局动画定时器
var Temp;
//定义变量
var Version = "Beta 1.1.6";
document.title = "纪元魔塔前传 & " + Version;
var Hero = new Object();
Hero["Name"] = "勇士";
Hero["HP"] = 1000;
Hero["ATK"] = 10;
Hero["DEF"] = 10;
Hero["Gold"] = 0;
Hero["Exp"] = 0;
Hero["YellowKey"] = 0;
Hero["BlueKey"] = 0;
Hero["RedKey"] = 0;
Hero["IronKey"] = 0;
Hero["GreenKey"] = 0;
Hero["PayGold"] = 0;
var Floor = 3; //当前楼层
var Map,Event;
var Zoom = 1;
var SLMode = "";
var HeroLocation = [2,5,10]; //勇士当前朝向和坐标
var NoPassLocation = []; //禁止通行的坐标
var ItemLocation = []; //物品的坐标
var DoorLocation = []; //门的坐标
var StairLocation = []; //楼梯口坐标
var EnemyLocation = []; //怪物坐标
var NpcLocation = []; //Npc坐标
var EventLocation = []; //事件坐标
var HeroMove = 4;
var AnimateStep = 2;
var BattleAnimateStep = 0;
var MoveStepNum = 0;
var HeroIconData;
var StoreOptionNum = 10;
var StoreOptionTemp = "";
var HelpPanelPage = 1;
var StoreChoose = 0;
var SLPanelChoose = 1;
var ToolPanelChoose = 0;
var WindowMode = 0; //0竖屏 1横屏
var EnemyPage = 0;
var NowFloor = 0;
var LastTalk = "";
var StartTip = "内测人员你好\n\n当前版本:" +Version+ "\n* 特别注意:为了适应新版本,旧存档会被清除\n\n更新内容:\n1.[New]商店制作完毕,手机点击选择要购买的能力值后再点击一次即可购买,电脑上下方向键选择,空格键购买\n2.增加三种墙模式:可破可震不可门、可门不可破不可震、可破可震可门\n3.修改框颜色为白色\n-3层准备大改\n\n修复内容:\n1.修复商店方向键向上到最顶部加HP向下到最底部关闭商店的问题\n2.修复飞羽无法飞到楼梯口的问题\n3.修复往地图添加物品并获得后又重现的问题\n4.修复道具用光后道具栏无法再打开的问题\n5.修复电脑上选择道具后使用却都是使用第一个道具的问题\n6.修复进入一些道具界面点击勇士勇士能够发生原地转向的问题\n\n*如发现本提示版本与作者发布的最新版本号不同,请清除浏览器缓存刷新重试";
var StartX = 0;
var StartY = 0;
var ControllerMode = 1; //控制模式,0触屏,1按键
var LastHead = 5;
var MoveTimeout,WaitSave,WaitLoad,FloorTipOut,WaitChooseFloor;
var UpTimer,LeftTimer,DownTimer,RightTimer,MoveTimer,RunTimer,MessageInTimer,MessageOutTimer,WaitOut,WaitNextMessageTimer,ShowWordTimer,EnemyBookAnimate,FloorTipTimer,MessageIconAnimate,ChooseFloorTimer,BattleAnimateTimer;
var AnimateNoPass = 0;
var ResPath = "./Res/"; //资源路径
//资源名称列表
var ResNameList = ['Hero','Npc1','Npc2','Npc3','Enemy1','Enemy2','Enemy3','Enemy4','Enemy5','Enemy6','Enemy7','Enemy8','Enemy9','Enemy10','Enemy11','Enemy12','Enemy13','Enemy14','Enemy15','Store','Terrain','Stair','Door1','Door2','Door3','Door4','Gem','Weapon','Floor','Item1','Item2','Item3','Star','Lava','Water','Name','Battle1'];
var ResData = {}; //存储所有图片对象的数组
var MapsData = MapSet;
var IconsData = IconSet; //所有图标坐标数据
var EnemyData = EnemySet;
var ItemsData = ItemSet; //所有物品数据
var ToolsData = ItemSet.Tool;
var NowProgress = 0; //当前加载进度
//更新加载提示内容
function UpdateLoadTip(Content){
LoadTip.innerHTML = Content;
}
//更新加载进度条
function UpdateLoadProgress(Progress){
LoadProgress.style.width = Progress + "px";
}
//加载图片资源
function LoadImage(Path,ResName,ResNum,callback){
var Img = new Image(); //创建一个图片对象
Img.src = Path; //获得图片路径
//如果该图片已经缓存则直接回调
if(Img.complete){
callback(ResName,ResNum,Img);
return;
}
//未缓存则等待加载完成后回调
Img.onload = function(){
callback(ResName,ResNum,Img);
}
}
//加载资源
function LoadResource(ResPath,ResNameList,callback){
var ResTemp = {}; //临时存储对象
for(var r = 0;r < ResNameList.length;r++){
var ResName = ResNameList[r]; //获得资源名称
UpdateLoadTip("Load " + ResName + ".png...");
//开始加载图片
LoadImage(ResPath + ResName + ".png",ResName,ResNameList.length,function(ResName,ResNum,Img){
//图片加载完成
var rnum = 0; //资源个数
ResData[ResName] = Img; //存入图片对象数组
UpdateLoadTip(ResName + ".png - Done");
var Num = parseInt(LoadProgressBar.offsetWidth/ResNum); //计算进度
UpdateLoadProgress(NowProgress += Num);
for(var r in ResData){rnum++}; //统计资源数量
if(rnum == ResNum){
UpdateLoadTip("Done");
var NowOpacity = 1; //当前透明度150%
UpdateLoadProgress(LoadProgressBar.offsetWidth - 20);
var MessageOutTimer = setInterval(function(){
GameStart.style.opacity = NowOpacity -= 0.1; //开始渐变到透明度为0
if(NowOpacity <= 0){
clearInterval(MessageOutTimer);
GameStart.style.display = "none"; //隐藏开始界面
callback();
}
},40);
}
});
}
//完成后返回所有资源
return ResTemp;
}
//重置大小
function Resize(Map){
CilentWidth = document.documentElement.clientWidth; //重新获得设备宽度
CilentHeight = document.documentElement.clientHeight; //重新获得设备高度
if(CilentWidth <= 490){
GameGroup.style.width = CilentWidth + "px"; //将游戏容器宽度设置为设备宽度
GameGroup.style.height = CilentHeight + "px"; //将游戏容器高度设置为设备高度
WindowMode = 0;
CanvasGroup.style.width = "352px";
CanvasGroup.style.height = "512px";
MapBg.style.marginTop = "100px";
MapEvent.style.marginTop = "100px";
MapFg.style.marginTop = "100px";
SystemUI.style.marginTop = "100px";
DataUpdate.style.marginTop = "100px";
MapBg.style.marginLeft = "0px";
MapEvent.style.marginLeft = "0px";
MapFg.style.marginLeft = "0px";
SystemUI.style.marginLeft = "0px";
DataUpdate.style.marginLeft = "0px";
Property.width = 352;
Property.height = 512;
}
else{
GameGroup.style.width = "800px"; //将游戏容器宽度设置为设备宽度
GameGroup.style.height = CilentHeight + "px"; //将游戏容器高度设置为设备高度
WindowMode = 1;
var Left = 122 + "px";
CanvasGroup.style.width = "474px";
CanvasGroup.style.height = "352px";
MapBg.style.marginTop = "0px";
MapEvent.style.marginTop = "0px";
MapFg.style.marginTop = "0px";
SystemUI.style.marginTop = "0px";
DataUpdate.style.marginTop = "0px";
MapBg.style.marginLeft = Left;
MapEvent.style.marginLeft = Left;
MapFg.style.marginLeft = Left;
SystemUI.style.marginLeft = Left;
DataUpdate.style.marginLeft = Left;
Property.width = 452;
Property.height = 352;
}
if(TestNull(Map)){
Map.DrawPropertyGroup();
}
}
//属性刷新
function UpdateProperty(){
Map.DrawPropertyGroup();
}
function Vibrate(Time){
if (navigator.vibrate) {
navigator.vibrate(Time);
}
else if(navigator.webkitVibrate){
navigator.webkitVibrate(Time);
}
}
//事件触发
function EventTrigger(X,Y,Type){
var Exist = false;
if(X < 0 || X > 10 || Y < 0 || Y > 10){
return false;
}
if(Flag.RunOver){
return true;
}
Flag.RunOver = true;
for(var n = 0;n < NoPassLocation.length;n++){
if(X == NoPassLocation[n][0] && Y == NoPassLocation[n][1]){
if(Type == "Fly"){
Exist = true;
break;
}
HeroStop();
//console.log("触发了禁止通过事件 坐标(" + NoPassLocation[n][0] +","+ NoPassLocation[n][1] + ")");
return false;
}
}
var EventData = MapsData[Floor][2];
for(var d = 0;d < DoorLocation.length;d++){
if(X == DoorLocation[d][1] && Y == DoorLocation[d][2]){
if(Type == "Fly"){
Exist = true;
break;
}
Flag.Move = false;
var DoorEventData = EventData.Door;
Event.OpenDoor(DoorEventData[d],X,Y);
return false;
}
}
for(var s = 0;s < StairLocation.length;s++){
if(X == StairLocation[s][1] && Y == StairLocation[s][2] && !Flag.JumpFloor){
if(Type == "Fly"){
break;
}
Flag.LockMove = true;
Flag.JumpFloor = true; //防止死循环跳跃
HeroStop();
var ToX = StairLocation[s][3];
var ToY = StairLocation[s][4];
var ToHead = StairLocation[s][5];
var ToFloor = StairLocation[s][6];
var FloorIndex = Event.FindFloor(ToFloor);
var FloorName = Map.Maps[FloorIndex][2].Name;
Event.JumpFloor(FloorName,FloorIndex,ToHead,ToX,ToY);
return true;
}
}
for(var e = 0;e < EnemyLocation.length;e++){
if(X == EnemyLocation[e][2] && Y == EnemyLocation[e][3]){
if(Type == "Fly"){
Exist = true;
break;
}
var EnemyEventData = EventData.Enemy;
if(TestNull(EnemyEventData[e][4]) && EnemyEventData[e][4] != -1){
Flag.Event(EnemyEventData[e][4],Map,Event,HeroLocation,Floor);
}
else{
Event.OpenBattle(EnemyEventData[e]);
}
return false;
}
}
for(var n = 0;n < NpcLocation.length;n++){
if(X == NpcLocation[n][2] && Y == NpcLocation[n][3]){
if(Type == "Fly"){
Exist = true;
break;
}
var NpcEventData = EventData.Npc;
if(TestNull(NpcEventData[n][4]) && NpcEventData[n][4] != -1){
Flag.Event(NpcEventData[n][4],Map,Event,HeroLocation,Floor);
}
return false;
}
}
for(var i = 0;i < ItemLocation.length;i++){
if(X == ItemLocation[i][2] && Y == ItemLocation[i][3]){
if(Type == "Fly"){
Exist = true;
break;
}
var ItemEventData = EventData.Item;
if(TestNull(ItemEventData[i][4]) && ItemEventData[i][4] != -1){
Flag.Event(ItemEventData[i][4],Map,Event,HeroLocation,Floor);
}
Event.AddItem(ItemLocation[i][1],ItemLocation[i][0],X,Y);
return true;
}
}
for(var v = 0;v < EventLocation.length;v++){
if(X == EventLocation[v][1] && Y == EventLocation[v][2]){
if(Type == "Fly" && EventLocation[v][4] != 2){
Exist = true;
break;
}
var FloorEventData = EventData.Event;
Event.RunEvent(EventLocation[v][4]);
return true;
}
}
if(Type == "Fly" && Exist){
return "Exist";
}
return true;
}
function XYMod(_TouchX,_TouchY,Left,Top,X,Y,W,H){
var TouchX = _TouchX - (Left * Zoom);
var TouchY = _TouchY - (Top * Zoom);
if(TouchX > X * Zoom && TouchX < (X + W) * Zoom && TouchY > Y * Zoom && TouchY < (Y + H) * Zoom){
return true;
}
return false;
}
//测试参数是否为Null
function TestNull(Obj){
return ((typeof(Obj) == "undefined" || Obj == null)?false:true); //如果未定义或者null返回false,反之true
}
function getHeadXY(_Head){
var Head = HeroLocation[0];
if(TestNull(_Head)){
Head = _Head;
}
var X = HeroLocation[1];
var Y = HeroLocation[2];
switch(Head){
case 0:Y--;break;
case 1:X--;break;
case 2:Y++;break;
case 3:X++;break;
}
return [Head,X,Y];
}
//使勇士停下
function HeroStop(){
clearInterval(UpTimer);
clearInterval(LeftTimer);
clearInterval(DownTimer);
clearInterval(RightTimer);
}
//创建Event对象的工厂函数
function CreateEventControl(EnemyData,callback){
var e = new Object();
e.Enemys = EnemyData;
e.EnemyExist = function(EnemyFloor,ID){
if(EnemyFloor == "Now"){
EnemyFloor = Floor;
}
var EnemyData = Map.Maps[EnemyFloor][2].Enemy;
for(var i = 0;i < EnemyData.length;i++){
if(EnemyData[i][0] == ID){
return true;
}
}
return false;
}
e.FindFloor = function(FloorNum){
var MapData = Map.Maps;
for(var f = 0;f < MapData.length;f++){
if(MapData[f][2].Floor == FloorNum){
return f;
}
}
return false;
}
e.TestNo = function(Type,_Floor){
if(!TestNull(_Floor)){
_Floor = Floor;
}
else{
_Floor = e.FindFloor(_Floor);
}
var NoData = Map.Maps[_Floor][2].No;
for(var t = 0;t < NoData.length;t++){
if(NoData[t] == Type){
return true;
}
}
return false;
}
e.getHero = function(Name){
return Hero[Name];
}
e.setHero = function(Name,Val){
Hero[Name] = Val;
UpdateProperty();
}
e.AddKey = function(Key,Val){
switch(Key){
case "Yellow": if(Hero["YellowKey"] < 99){Hero["YellowKey"] += Val;} break;
case "Blue": if(Hero["BlueKey"] < 99){Hero["BlueKey"] += Val;} break;
case "Red": if(Hero["RedKey"] < 99){Hero["RedKey"] += Val;} break;
case "Green": if(GreenKey < 99){GreenKey += Val;} break;
case "Iron": if(Hero["IronKey"] < 99){Hero["IronKey"] += Val;} break;
case "KeyHub1":
if(Hero["YellowKey"] < 99){Hero["YellowKey"]++;}
if(Hero["BlueKey"] < 99){Hero["BlueKey"]++;}
if(Hero["RedKey"] < 99){Hero["RedKey"]++;}
break;
case "KeyHub2":
if(Hero["YellowKey"] < 99){Hero["YellowKey"]+=3;}
if(Hero["BlueKey"] < 99){Hero["BlueKey"]+=3;}
if(Hero["RedKey"] < 99){Hero["RedKey"]+=3;}
break;
}
UpdateProperty();
}
e.ReduceKey = function(Key,Val){
switch(Key){
case "Yellow": Hero["YellowKey"] -= Val; break;
case "Blue": Hero["BlueKey"] -= Val; break;
case "Red": Hero["RedKey"] -= Val; break;
case "Green": GreenKey -= Val; break;
case "Iron": Hero["IronKey"] -= Val; break;
}
UpdateProperty();
}
e.AddHP = function(Val){
Hero["HP"] += Val;
UpdateProperty();
}
e.ReduceHP = function(Val){
if(Val > Hero["HP"]){
Hero["HP"] = 0;
UpdateProperty();
Map.DrawGameOver(function(){});
return;
}
Hero["HP"] -= Val;
UpdateProperty();
}
e.AddATK = function(Val){
Hero["ATK"] += Val;
UpdateProperty();
}
e.ReduceATK = function(Val){
Hero["ATK"] -= Val;
UpdateProperty();
}
e.AddDEF = function(Val){
Hero["DEF"] += Val;
UpdateProperty();
}
e.ReduceDEF = function(Val){
Hero["DEF"] -= Val;
UpdateProperty();
}
e.AddGold = function(Val){
Hero["Gold"] += Val;
UpdateProperty();
}
e.ReduceGold = function(Val){
Hero["Gold"] -= Val;
UpdateProperty();
}
e.AddExp = function(Val){
Hero["Exp"] += Val;
UpdateProperty();
}
e.ReduceExp = function(Val){
Hero["Exp"] -= Val;
UpdateProperty();
}
e.AddItem = function(Type,ID,X,Y){
var ItemEventData = Map.Maps[Floor][2].Item;
var ItemData = ItemSet.GetData("All",Type);
Map.DrawMessage(ItemData,"Item");
eval("Event." + ItemData[5] + ";");
e.RemoveEvent("Item",ID,X,Y);
}
e.AddEnemy = function(ID,EnemyID,X,Y,EventID1,EventID2,EventID3,_Floor){
IconData = Map.Icons.GetData("Enemy",EnemyID);
if(TestNull(_Floor)){
}
else{
if(TestNull(EventID1)){
Map.Maps[Floor][2].Enemy.push([ID,EnemyID,X,Y,EventID1,EventID2,EventID3]);
}
else{
Map.Maps[Floor][2].Enemy.push([ID,EnemyID,X,Y]);
}
EnemyLocation.push([ID,EnemyID,X,Y]);
Map.DrawEnemy(ID,EnemyID,X,Y,IconData);
}
}
e.GetItem = function(Type){
var ItemData = ItemSet.GetData("All",Type);
Map.DrawMessage(ItemData,"Item");
}
e.AddTool = function(Type,Val){
if(!TestNull(Val)){
Val = 1;
}
if(Val >= 0){
ToolsData[Type][4] += Val;
}
else{
ToolsData[Type][4] = Val;
}
}
e.AddDragon = function(){
e.AddTool("Dragon",-1);
}
e.AddEnemyBook = function(){
e.AddTool("EnemyBook",-1);
e.Enable("EnemyBookButton");
e.Enable("EnemyBook");
}
e.AddGoFloor = function(){
e.AddTool("GoFloor1",-1);
e.Enable("GoFloorButton");
e.Enable("GoFloor");
}
e.AddHolyWater = function(){
e.AddTool("HolyWater");
}
e.AddIce = function(){
e.AddTool("Ice",-1);
e.Enable("LockIceButton");
}
e.AddPickaxe = function(){
e.AddTool("Pickaxe");
}
e.AddDownFloor = function(){
e.AddTool("DownFloor");
}
e.RemoveDoor = function(X,Y){
var DoorEventData = MapsData[Floor][2].Door;
for(var d = 0;d < DoorEventData.length;d++){
if(DoorEventData[d][1] == X && DoorEventData[d][2] == Y){
var DoorType = DoorEventData[d][0];
DoorEventData.splice(d,1);
DoorLocation.splice(d,1);
return DoorType;
}
}
}
e.RunEvent = function(EventID,callback){
Flag.Event(EventID,Map,Event,HeroLocation,Floor,function(){
if(TestNull(callback)){
callback();
}
});
}
e.OpenDoor = function(DoorEventData,X,Y){
var KeyColor;
switch(DoorEventData[0]){
case 0:
if(TestNull(DoorEventData[3]) && DoorEventData[3] == 1){
Map.DrawMessage("被一种未知力量所封印","Tip");
return false;
}
else if(Hero["YellowKey"] > 0){
Event.ReduceKey("Yellow",1);
Map.DoorOpen(X,Y);
return false;
}
else{
KeyColor = "黄";
}
break;
case 1:
if(TestNull(DoorEventData[3]) && DoorEventData[3] == 1){
Map.DrawMessage("被一种未知力量所封印","Tip");
return false;
}
else if(Hero["BlueKey"] > 0){
Event.ReduceKey("Blue",1);
Map.DoorOpen(X,Y);
return false;
}
else{
KeyColor = "蓝";
}
break;
case 2:
if(TestNull(DoorEventData[3]) && DoorEventData[3] == 1){
Map.DrawMessage("被一种未知力量所封印","Tip");
return false;
}
else if(Hero["RedKey"] > 0){
Event.ReduceKey("Red",1);
Map.DoorOpen(X,Y);
return false;
}
else{
KeyColor = "红";
}
break;
case 3:
if(TestNull(DoorEventData[3]) && DoorEventData[3] == 1){
Map.DrawMessage("被一种未知力量所封印","Tip");
return false;
}
else if(true){
Map.DoorOpen(X,Y);
return false;
}
else{
Map.DrawMessage("被一种未知力量所封印","Tip");
return false;
}
break;
case 5:
case 6:
case 12:
case 13:
case 14:
case 15:
if(TestNull(DoorEventData[3]) && DoorEventData[3] == 1){
return false;
}
else if(true){
Map.DoorOpen(X,Y);
return false;
}
else{
Map.DrawMessage("这面墙好像有些不一样","Tip");
return false;
}
break;
case 7:
if(TestNull(DoorEventData[3]) && DoorEventData[3] == 1){
return false;
}
else if(Hero["IronKey"] > 0){
Event.ReduceKey("Iron",1);
Map.DoorOpen(X,Y);
return false;
}
else{
KeyColor = "铁";
}
break;
case 15:
return false;
break;
}
Map.DrawMessage("没有足够的" +KeyColor+ "钥匙","Tip");
return false;
}
e.AddDoor = function(DoorType,X,Y,Pass){
(Map.Maps[Floor][2].Door).push([DoorType,X,Y,Pass]);
DoorLocation.push([DoorType,X,Y]);
}
e.RemoveEventID = function(Type,ID){
var MapEventData = MapsData[Floor][2];
var EventData = eval("MapEventData." + Type);
for(var i = 0;i < EventData.length;i++){
if(EventData[i][0] == ID && TestNull(EventData[i][4])){
EventData[i].splice(4,1);
}
}
}
e.DisableEvent = function(EventFloor,EventType,ID,Type){
if(EventFloor == "Now"){
EventFloor = Floor;
}
var MapEventData = Map.Maps[EventFloor][2];
var EventData = MapEventData[EventType];
for(var i = 0;i < EventData.length;i++){
if(EventData[i][0] == ID){
EventData[i].splice(Type,1,-1);
}
}
}
e.RemoveAnimate = function(Type,X,Y){
var Exist;
var AnimateData = Map.Maps[Floor][2].Animate;
for(var a = 0;a < GlobalAnimate.length;a++){
if(GlobalAnimate[a][0][1] == "Animate" && GlobalAnimate[a][2] == Type && GlobalAnimate[a][3] == X && GlobalAnimate[a][4] == Y){
GlobalAnimate.splice(a,1);
for(var l = 0;l < NoPassLocation.length;l++){
if(NoPassLocation[l][0] == X && NoPassLocation[l][1] == Y){
Map.ClearMap(Map.Event,X * 32,Y * 32,32,32);
NoPassLocation.splice(l,1);
}
}
for(var i = 0;i < AnimateData.length;i++){
if(typeof(AnimateData[i]) == "string" && AnimateData[i].split("-")[0] == Type){
Exist = true;
}
else if(Exist){
if(AnimateData[i][0] == X && AnimateData[i][1] == Y){
AnimateData.splice(i,1);
return true;
}
}
}
}
}
return false;
}
e.RemoveEvent = function(Type,ID,X,Y){
var MapEventData = Map.Maps[Floor][2];
var EventData = MapEventData[Type];
//清除事件
for(var v = 0;v < EventData.length;v++){
if(EventData[v][0] == ID){
EventData.splice(v,1);
}
}
//清除动画
for(var a = 0;a < GlobalAnimate.length;a++){
if(GlobalAnimate[a][0][0] == ID && GlobalAnimate[a][0][1] == Type){
GlobalAnimate.splice(a,1);
}
}
//清除坐标
for(var l = 0;l < eval(Type + "Location.length");l++){
if(eval(Type + "Location[" +l+ "][0]") == ID){
Map.ClearMap(Map.Event,X * 32,Y * 32,32,32);
eval(Type + "Location.splice(" +l+ ",1);");
}
}
}
e.StartBattle = function(EnemyData){
}
e.OpenBattle = function(EnemyData){
if(Flag.Battle){
Map.DrawMessage("战斗未完成,你发现了bug","Tip");
return;
}
e.Disable("Controller");
e.Disable("ChangeHead");
e.Enable("Battle");
if(Flag.BattleAnimate){
e.StartBattle(EnemyData);
}
else{
_EnemyData = e.Enemys.GetData("All",EnemyData[1]);
var Damage = e.getDamage(_EnemyData[0],_EnemyData[7],Hero["ATK"],Hero["DEF"],_EnemyData[2],_EnemyData[3],_EnemyData[4]);
if(Hero["HP"] > Damage){
Hero["HP"] -= Damage;
Hero["Gold"] += _EnemyData[5];
Hero["Exp"] += _EnemyData[6];
UpdateProperty();
Map.DrawMessage("获得" + _EnemyData[5] + "金币 " + _EnemyData[6] + "经验","Tip");
e.Enable("Controller");
e.Disable("Battle");
e.Enable("ChangeHead");
if(TestNull(EnemyData[5]) && EnemyData[5] != -1){
e.RemoveEvent("Enemy",EnemyData[0],EnemyData[2],EnemyData[3]); e.RunEvent(EnemyData[5],function(){
return;
});
}
e.RemoveEvent("Enemy",EnemyData[0],EnemyData[2],EnemyData[3]);
}
else {
Hero["HP"] = 0;
UpdateProperty();
if(TestNull(EnemyData[6]) && EnemyData[6] != -1){
e.RunEvent(EnemyData[6],function(){
e.Disable("Battle");
e.Disable("ToolsPanel");
Map.DrawGameOver(function(){
location.reload();
});
});
}
else{
e.Disable("Battle");
e.Disable("ToolsPanel");
Map.DrawGameOver(function(){
location.reload();
});
}
}
}
}
e.getDamage = function(ID,SkillData,ATK,DEF,EnemyHP,EnemyATK,EnemyDEF){
var Temp = SkillData.split("&");
var SkillType = parseInt(Temp[0]);
var SkillVal;
if(TestNull(Temp[1])){
SkillVal = Temp[1].split("|");
}
var Damage = 0;
var MC = false;
var First = false;
var Combo = 1;
var SpecialDamage = 0;
if(ID > 38 && ID < 48 && ToolsData["Dragon"][4] == -1){
ATK = ATK * 2;
}
var Temp1 = Math.ceil(EnemyHP/(ATK - EnemyDEF));
switch(SkillType){
case 1:
First = true;
break;
case 2:
Combo = parseInt(SkillVal[0]);
break;
case 3:
SpecialDamage = Math.floor((Hero["HP"] * parseFloat(SkillVal[0])));
break;
case 4:
MC = true;
break;
case 5:
if(Hero["ATK"] > EnemyATK){
EnemyATK = ATK;
}
break;
}
DamageTemp = SpecialDamage + (Combo * ((First)?(Temp1):(Temp1 - 1))) * ((EnemyATK - ((MC)?(0):(DEF)) < 0)?(0):(EnemyATK - ((MC)?(0):(DEF))));
if(ATK <= EnemyDEF && (SkillType == 1)){
Damage = 9999999;
}
else if(ATK <= EnemyDEF){
Damage = 9999999;
}
else if(DamageTemp < 0){
Damage = 9999999;
}
else if((SkillType != 4 && SkillType != 3) && (EnemyATK < DEF || (ATK > (EnemyDEF + EnemyHP)) && (SkillType != 1))){
Damage = 0;
}
else{
Damage = DamageTemp;
}
return Damage;
}
//打开楼层传送器
e.OpenGoFloor = function(Type){
if(Flag.DisableGoFloor || Flag.ShowStorePanel || Flag.SL || Flag.Battle || Flag.ShowToolsPanel || Flag.ShowSettingPanel || Flag.ShowEnemyBook || Flag.ShowHelpPanel){
return;
}
if(e.TestNo("GoFloor")){
Map.DrawMessage("传送权杖的法力似乎消失了...","Tip");
return;
}
Flag.Move = false;
e.LockMove();
e.Disable("SL");
e.Disable("ChangeHead");
if(TestNull(Type)){
Map.DrawGoFloorPanel(Type);
}
else{
NowFloor = Map.Maps[Floor][2].Floor;
Map.DrawGoFloorPanel();
}
}
e.CloseGoFloor = function(){
if(!Flag.ShowGoFloor){
return;
}
Flag.ShowGoFloor = false;
Map.ClearMap(Map.UI);
Map.ClearMap(Map.Data);
e.UnlockMove();
e.Enable("SL");
e.Enable("ChangeHead");
}
e.GoToFloor = function(ToFloor){
var NowFloor = Map.Maps[Floor][2].Floor;
if(ToFloor == NowFloor){
e.CloseGoFloor();
Map.DrawMessage("已在该楼层,不能传送","Tip");
return;
}
var FloorIndex = Event.FindFloor(ToFloor);
if(FloorIndex === false){
return false;
}
FloorData = Map.Maps[FloorIndex][2];
var FloorName = FloorData.Name;
var StairData;
var StairsData = FloorData.Stair;
var Type = (ToFloor > NowFloor)?("Up"):("Down");
if(StairsData.length == 1){
StairData = StairsData[0];
}
else{
for(var s = 0;s < StairsData.length;s++){
if(Type == "Up" && StairsData[s][7] == 0){
StairData = StairsData[s];
}
else if(Type == "Down" && StairsData[s][7] == 1){
StairData = StairsData[s];
}
}
}