updated 游戏引擎结构调整,物品和地图去除索引改为ID,且不在配置中
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cc2d104c4a
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132
game.js
132
game.js
@ -29,18 +29,18 @@ Date.now = function() { return new Date().getTime(); };
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function Game(id,params){
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var _ = this;
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params = params||{};
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var settings = {
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width:960, //画布宽度
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height:640 //画布高度
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};
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var _extend = function(target,settings,params){
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params = params||{};
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for(var i in settings){
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target[i] = params[i]||settings[i];
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}
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return target;
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};
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_extend(this,settings,params);
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_extend(_,settings,params);
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var $canvas = document.getElementById(id);
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$canvas.width = _.width;
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$canvas.height = _.height;
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@ -48,10 +48,12 @@ function Game(id,params){
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var _stages = []; //布景对象队列
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var _events = {}; //事件集合
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var _index=0, //当前布景索引
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_hander; //帧动画控制
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_hander; //帧动画控制
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//活动对象构造
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var Item = function(params){
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this._params = params||{};
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this._id = 0; //标志符
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this._stage = null; //与所属布景绑定
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this._settings = {
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x:0, //位置坐标:横坐标
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y:0, //位置坐标:纵坐标
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@ -68,8 +70,6 @@ function Game(id,params){
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path:[], //NPC自动行走的路径
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vector:null, //目标坐标
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//布局相关
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stage:null, //绑定对象与所属布景绑定
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index:0, //对象索引
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frames:1, //速度等级,内部计算器times多少帧变化一次
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times:0, //刷新画布计数(用于循环动画状态判断)
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timeout:0, //倒计时(用于过程动画状态判断)
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@ -86,7 +86,7 @@ function Game(id,params){
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var position = _.getPosition(e);
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_stages[_index].items.forEach(function(item){
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if(Math.abs(position.x-item.x)<item.width/2&&Math.abs(position.y-item.y)<item.height/2){
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var key = 's'+_index+'i'+item.index;
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var key = 's'+_index+'i'+item._id;
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if(_events[eventType][key]){
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_events[eventType][key](e);
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}
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@ -95,24 +95,25 @@ function Game(id,params){
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e.preventDefault();
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});
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}
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_events[eventType]['s'+this.stage.index+'i'+this.index] = callback.bind(this); //绑定作用域
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_events[eventType]['s'+this._stage.index+'i'+this._id] = callback.bind(this); //绑定作用域
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};
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//地图对象构造器
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var Map = function(params){
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this._params = params||{};
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this._id = 0; //标志符
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this._stage = null; //与所属布景绑定
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this._settings = {
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x:0, //地图起点坐标
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x:0, //地图起点坐标
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y:0,
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size:20, //地图单元的宽度
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data:[], //地图数据
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stage:null, //布景
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x_length:0, //二维数组x轴长度
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y_length:0, //二维数组y轴长度
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frames:1, //速度等级,内部计算器times多少帧变化一次
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times:0, //刷新画布计数(用于循环动画状态判断)
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cache:false, //是否静态(如静态则设置缓存)
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update:function(){}, //更新地图数据
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draw:function(){}, //绘制地图
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size:20, //地图单元的宽度
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data:[], //地图数据
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x_length:0, //二维数组x轴长度
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y_length:0, //二维数组y轴长度
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frames:1, //速度等级,内部计算器times多少帧变化一次
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times:0, //刷新画布计数(用于循环动画状态判断)
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cache:false, //是否静态(如静态则设置缓存)
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update:function(){}, //更新地图数据
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draw:function(){}, //绘制地图
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};
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_extend(this,this._settings,this._params);
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};
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@ -162,12 +163,9 @@ function Game(id,params){
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var result = [];
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var y_length = options.map.length;
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var x_length = options.map[0].length;
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var steps = []; //步骤的映射
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var steps = []; //步骤的映射
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for(var y=y_length;y--;){
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steps[y] = [];
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for(var x=x_length;x--;){
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steps[y][x] = 0;
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}
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steps[y] = new Array(x_length).fill(0);
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}
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var _getValue = function(x,y){ //获取地图上的值
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if(options.map[y]&&typeof options.map[y][x]!='undefined'){
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@ -175,7 +173,7 @@ function Game(id,params){
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}
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return -1;
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};
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var _next = function(to){ //判定是非可走,可走放入列表
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var _next = function(to){ //判定是否可走,可走放入列表
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var value = _getValue(to.x,to.y);
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if(value<1){
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if(value==-1){
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@ -238,6 +236,7 @@ function Game(id,params){
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var Stage = function(params){
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this._params = params||{};
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this._settings = {
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index:0, //布景索引
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status:0, //布景状态,0表示未激活/结束,1表示正常,2表示暂停,3表示临时,4表示异常
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maps:[], //地图队列
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audio:[], //音频资源
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@ -248,19 +247,54 @@ function Game(id,params){
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};
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_extend(this,this._settings,this._params);
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};
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//添加对象
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Stage.prototype.createItem = function(options){
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var item = new Item(options);
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//动态属性
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if(item.location){
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var position = item.location.coord2position(item.coord.x,item.coord.y);
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item.x = position.x;
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item.y = position.y;
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}
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//关系绑定
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item._stage = this;
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item._id = this.items.length;
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this.items.push(item);
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return item;
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};
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//重置物体位置
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Stage.prototype.resetItems = function(){
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this.status = 1;
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this.items.forEach(function(item,index){
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_extend(item,item._settings,item._params);
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item.index = index;
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item.stage = this;
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if(item.location){
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var position = item.location.coord2position(item.coord.x,item.coord.y);
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item.x = position.x;
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item.y = position.y;
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}
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}.bind(this));
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});
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};
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//获取对象列表
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Stage.prototype.getItemsByType = function(type){
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return this.items.filter(function(item){
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if(item.type==type){
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return item;
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}
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});
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};
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//添加地图
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Stage.prototype.createMap = function(options){
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var map = new Map(options);
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//动态属性
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map.data = JSON.parse(JSON.stringify(map._params.data));
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map.y_length = map.data.length;
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map.x_length = map.data[0].length;
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map.imageData = null;
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//关系绑定
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map._stage = this;
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map._id = this.maps.length;
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this.maps.push(map);
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return map;
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};
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//重置地图
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Stage.prototype.resetMaps = function(){
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@ -268,10 +302,10 @@ function Game(id,params){
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this.maps.forEach(function(map){
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_extend(map,map._settings,map._params);
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map.data = JSON.parse(JSON.stringify(map._params.data));
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map.stage = this;
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map.y_length = map.data.length;
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map.x_length = map.data[0].length;
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}.bind(this));
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map.imageData = null;
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});
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};
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//重置
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Stage.prototype.reset = function(){
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@ -279,41 +313,6 @@ function Game(id,params){
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this.resetItems();
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this.resetMaps();
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};
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//添加对象
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Stage.prototype.createItem = function(options){
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var item = new Item(options);
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//动态属性
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item.stage = this;
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item.index = this.items.length;
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if(item.location){
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var position = item.location.coord2position(item.coord.x,item.coord.y);
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item.x = position.x;
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item.y = position.y;
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}
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this.items.push(item);
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return item;
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};
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//获取对象列表
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Stage.prototype.getItemsByType = function(type){
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var items = this.items.filter(function(item){
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if(item.type==type){
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return item;
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}
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});
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return items;
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};
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//添加地图
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Stage.prototype.createMap = function(options){
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var map = new Map(options);
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//动态属性
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map.data = JSON.parse(JSON.stringify(map._params.data));
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map.stage = this;
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map.y_length = map.data.length;
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map.x_length = map.data[0].length;
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map.imageData = null;
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this.maps.push(map);
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return map;
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};
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//绑定事件
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Stage.prototype.bind = function(eventType,callback){
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if(!_events[eventType]){
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@ -406,10 +405,7 @@ function Game(id,params){
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//下个布景
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this.nextStage = function(){
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if(_index<_stages.length-1){
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_stages[_index].status = 0;
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_index++;
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_stages[_index].status = 1;
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return _stages[_index];
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return this.setStage(++_index);
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}else{
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throw new Error('unfound new stage.');
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}
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28
index.js
28
index.js
@ -33,6 +33,12 @@
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[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
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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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],
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_GOODS = { //能量豆
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'1,3':1,
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'26,3':1,
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'1,23':1,
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'26,23':1
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},
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_COS = [1,0,-1,0],
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_SIN = [0,1,0,-1],
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_COLOR = ['#F00','#F93','#0CF','#F9C'],//红,橙,
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@ -104,7 +110,7 @@
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})();
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//游戏主程序
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(function(){
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var stage,map,goods,beans,player,times;
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var stage,map,beans,player,times;
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stage = game.createStage({
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update:function(){
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var stage = this;
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@ -237,12 +243,6 @@
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}
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});
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//物品地图
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goods = {
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'1,3':1,
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'26,3':1,
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'1,23':1,
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'26,23':1
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};
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beans = stage.createMap({
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x:60,
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y:10,
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@ -254,7 +254,7 @@
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if(!this.get(i,j)){
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var pos = this.coord2position(i,j);
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context.fillStyle = "#F5F5DC";
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if(goods[i+','+j]){
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if(_GOODS[i+','+j]){
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context.beginPath();
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context.arc(pos.x,pos.y,3+this.times%2,0,2*Math.PI,true);
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context.fill();
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@ -340,9 +340,9 @@
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if(this.status==1){
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if(!this.timeout){ //定时器
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new_map = JSON.parse(JSON.stringify(map.data).replace(/2/g,0));
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var index = this.index;
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var id = this._id;
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items.forEach(function(item){
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if(item.index!=index&&item.status==1){ //NPC将其它所有还处于正常状态的NPC当成一堵墙
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if(item._id!=id&&item.status==1){ //NPC将其它所有还处于正常状态的NPC当成一堵墙
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new_map[item.coord.y][item.coord.x]=1;
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}
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});
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@ -357,9 +357,9 @@
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}
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}else if(this.status==3){
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new_map = JSON.parse(JSON.stringify(map.data).replace(/2/g,0));
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var index = this.index;
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var id = this._id;
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items.forEach(function(item){
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if(item.index!=index){
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if(item._id!=id){
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new_map[item.coord.y][item.coord.x]=1;
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}
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});
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@ -469,7 +469,7 @@
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update:function(){
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var coord = this.coord;
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if(!coord.offset){
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if(typeof this.control.orientation!='undefined'){
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if(this.control.orientation!='undefined'){
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if(!map.get(coord.x+_COS[this.control.orientation],coord.y+_SIN[this.control.orientation])){
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this.orientation = this.control.orientation;
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}
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@ -487,7 +487,7 @@
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if(!beans.get(this.coord.x,this.coord.y)){ //吃豆
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_SCORE++;
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beans.set(this.coord.x,this.coord.y,1);
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if(goods[this.coord.x+','+this.coord.y]){ //吃到能量豆
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if(_GOODS[this.coord.x+','+this.coord.y]){ //吃到能量豆
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items.forEach(function(item){
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if(item.status==1||item.status==3){ //如果NPC为正常状态,则置为临时状态
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item.timeout = 450;
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