updated 部分参数修改
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2b3d86f979
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8
game.js
8
game.js
@ -33,7 +33,9 @@ function Game(id,options){
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orientation:0, //当前定位方向,0表示上,1表示右,2表示下,3表示左
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vector:{}, //目标坐标
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coord:{}, //如果对象与地图绑定,获得坐标值
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speed:1, //速度等级,内部计算器times多少帧变化一次
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speed:0, //移动速度
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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, //计数
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control:{}, //控制缓存,到达定位点时处理
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path:[], //NPC自动行走的路径
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index:0, //对象索引
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@ -196,8 +198,8 @@ function Game(id,options){
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if(stage.items.length){
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stage.items.forEach(function(item,index){
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if(stage.status!=2&&item.status!=2){ //对象及布景状态不为暂停
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if(!(f%item.speed)){
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item.frames = f/item.speed; //计数器
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if(!(f%item.frames)){
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item.times = f/item.frames; //计数器
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}
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if(stage.map&&item.type){
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item.coord = stage.map.position2coord(item.x,item.y);
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44
index.js
44
index.js
@ -18,11 +18,11 @@
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y:game.height*.45,
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width:100,
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height:100,
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speed:10,
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frames:10,
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draw:function(context){
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context.fillStyle = '#FC3';
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context.beginPath();
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if(this.frames%2){
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if(this.times%2){
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context.arc(this.x,this.y,this.width/2,.20*Math.PI,1.80*Math.PI,false);
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}else{
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context.arc(this.x,this.y,this.width/2,.01*Math.PI,1.99*Math.PI,false);
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@ -220,10 +220,10 @@
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height:30,
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type:1,
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orientation:3,
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speed:10,
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speed:2,
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frames:10,
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update:function(){
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var coord = this.coord;
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var steps = 2;
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if(!coord.offset){
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if(typeof this.control.orientation!='undefined'){
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switch(this.control.orientation){
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@ -254,7 +254,7 @@
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case 0:
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var value = map.get(coord.x,coord.y-1);
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if(value==0){
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this.y-=steps;
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this.y-=this.speed;
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}else if(value<0){
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this.y += map.size*(map.y_length-1);
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}
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@ -262,7 +262,7 @@
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case 1:
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var value = map.get(coord.x+1,coord.y);
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if(value==0){
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this.x+=steps;
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this.x+=this.speed;
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}else if(value<0){
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this.x -= map.size*(map.x_length-1);
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}
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@ -270,7 +270,7 @@
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case 2:
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var value = map.get(coord.x,coord.y+1);
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if(value==0){
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this.y+=steps;
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this.y+=this.speed;
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}else if(value<0){
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this.y -= map.size*(map.y_length-1);
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}
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@ -278,7 +278,7 @@
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case 3:
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var value = map.get(coord.x-1,coord.y);
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if(value==0){
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this.x-=steps;
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this.x-=this.speed;
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}else if(value<0){
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this.x += map.size*(map.x_length-1);
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}
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@ -287,16 +287,16 @@
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}else{
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switch(this.orientation){
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case 0:
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this.y-=steps;
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this.y-=this.speed;
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break;
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case 1:
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this.x+=steps;
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this.x+=this.speed;
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break;
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case 2:
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this.y+=steps;
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this.y+=this.speed;
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break;
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case 3:
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this.x-=steps;
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this.x-=this.speed;
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break;
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}
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}
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@ -306,28 +306,28 @@
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context.beginPath();
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switch(this.orientation){
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case 0:
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if(this.frames%2){
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if(this.times%2){
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context.arc(this.x,this.y,this.width/2,1.70*Math.PI,1.30*Math.PI,false);
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}else{
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context.arc(this.x,this.y,this.width/2,1.51*Math.PI,1.49*Math.PI,false);
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}
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break;
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case 1:
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if(this.frames%2){
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if(this.times%2){
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context.arc(this.x,this.y,this.width/2,.20*Math.PI,1.80*Math.PI,false);
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}else{
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context.arc(this.x,this.y,this.width/2,.01*Math.PI,1.99*Math.PI,false);
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}
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break;
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case 2:
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if(this.frames%2){
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if(this.times%2){
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context.arc(this.x,this.y,this.width/2,.70*Math.PI,.30*Math.PI,false);
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}else{
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context.arc(this.x,this.y,this.width/2,.51*Math.PI,.49*Math.PI,false);
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}
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break;
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case 3:
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if(this.frames%2){
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if(this.times%2){
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context.arc(this.x,this.y,this.width/2,1.20*Math.PI,.80*Math.PI,false);
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}else{
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context.arc(this.x,this.y,this.width/2,1.01*Math.PI,.99*Math.PI,false);
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@ -346,7 +346,8 @@
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width:30,
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height:30,
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type:2,
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speed:10,
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frames:10,
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speed:1,
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update:function(){
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if(!this.coord.offset){
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this.path = map.finder({
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@ -366,19 +367,18 @@
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this.orientation = 0;
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}
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}
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var steps = 1;
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switch(this.orientation){
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case 0:
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this.y-=steps;
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this.y-=this.speed;
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break;
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case 1:
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this.x+=steps;
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this.x+=this.speed;
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break;
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case 2:
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this.y+=steps;
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this.y+=this.speed;
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break;
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case 3:
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this.x-=steps;
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this.x-=this.speed;
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break;
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}
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},
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