updated 布景事件绑定统一
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3
game.js
3
game.js
@ -185,7 +185,8 @@ function Game(id,options){
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map:null, //布景地图对象
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audio:[], //音频资源
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images:[], //图片资源
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items:[] //对象队列
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items:[], //对象队列
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update:function(){} //嗅探,处理布局下不同对象的相对关系
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};
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for(var i in settings){
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this[i] = options[i]||settings[i];
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39
index.js
39
index.js
@ -1,12 +1,5 @@
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//主程序,业务逻辑
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(function(){
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//处理映射关系
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var _ORIENTATION = { //方向
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'39':0, //右
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'40':1, //下
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'37':2, //左
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'38':3, //上
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},
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_DATA = [ //地图数据
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[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
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[1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1],
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@ -109,13 +102,9 @@
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})();
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//游戏主程序
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(function(){
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var stage = game.createStage();
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stage.bind('keydown',function(e){
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switch(e.keyCode){
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case 13:
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case 32:
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this.status = this.status==2?1:2;
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break;
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var stage = game.createStage({
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update:function(){
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}
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});
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//绘制地图
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@ -262,6 +251,7 @@
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context.fill();
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}
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});
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//NPC
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for(var i=0;i<4;i++){
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var pos = map.coord2position(12+i,14);
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stage.createItem({
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@ -345,9 +335,26 @@
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}
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});
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}
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//布景事件绑定
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stage.bind('keydown',function(e){
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player.control = {orientation:_ORIENTATION[e.keyCode]};
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switch(e.keyCode){
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case 13: //回车
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case 32: //空格
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this.status = this.status==2?1:2;
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break;
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case 39: //右
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player.control = {orientation:0};
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break;
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case 40: //下
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player.control = {orientation:1};
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break;
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case 37: //左
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player.control = {orientation:2};
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break;
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case 38: //上
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player.control = {orientation:3};
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break;
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}
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});
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})();
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game.init();
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