updated 添加能量豆功能
This commit is contained in:
83
game.js
83
game.js
@@ -59,7 +59,7 @@ function Game(id,params){
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height:20, //高
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type:0, //对象类型,0表示普通对象(不与地图绑定),1表示玩家控制对象,2表示程序控制对象
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color:'#F00', //标识颜色
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status:1, //对象状态,0表示隐藏,1表示正常,2表示暂停
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status:1, //对象状态,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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orientation:0, //当前定位方向,0表示右,1表示下,2表示左,3表示上
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speed:0, //移动速度
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//地图相关
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@@ -108,6 +108,8 @@ function Game(id,params){
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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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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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@@ -148,7 +150,8 @@ function Game(id,params){
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var defaults = {
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map:null,
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start:{},
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end:{}
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end:{},
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type:'path'
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};
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var options = _extend({},defaults,params);
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var result = [];
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@@ -159,30 +162,48 @@ function Game(id,params){
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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_length = 0;
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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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}
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var _render = function(list){
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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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return options.map[y][x];
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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 value = _getValue(to.x,to.y);
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if(value<1){
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if(value==-1){
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to.x = (to.x+x_length)%x_length;
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to.y = (to.y+y_length)%y_length;
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to.change = 1;
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}
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if(!steps[to.y][to.x]){
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result.push(to);
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}
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}
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};
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var _render = function(list){//找线路
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var new_list = [];
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var next = function(from,to){
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if(!finded){
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var value = options.map[to.y]&&typeof options.map[to.y][to.x] !='undefined'?options.map[to.y][to.x]:-1;
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if(value!=1){ //当前点是否可以走
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if(value==-1){
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to.x = (to.x+x_length)%x_length;
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to.y = (to.y+y_length)%y_length;
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to.change = 1;
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}
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if(to.x==options.end.x&&to.y==options.end.y){
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steps[to.y][to.x] = from;
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finded = true;
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}else if(!steps[to.y][to.x]){
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steps[to.y][to.x] = from;
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new_list.push(to);
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}
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var value = _getValue(to.x,to.y);
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if(value<1){ //当前点是否可以走
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if(value==-1){
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to.x = (to.x+x_length)%x_length;
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to.y = (to.y+y_length)%y_length;
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to.change = 1;
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}
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if(to.x==options.end.x&&to.y==options.end.y){
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steps[to.y][to.x] = from;
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finded = true;
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}else if(!steps[to.y][to.x]){
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steps[to.y][to.x] = from;
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new_list.push(to);
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}
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}
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};
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@@ -199,11 +220,18 @@ function Game(id,params){
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};
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_render([options.start]);
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if(finded){
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var current=options.end;
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while(current.x!=options.start.x||current.y!=options.start.y){
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result.unshift(current);
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current=steps[current.y][current.x];
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}
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var current=options.end;
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if(options.type=='path'){
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while(current.x!=options.start.x||current.y!=options.start.y){
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result.unshift(current);
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current=steps[current.y][current.x];
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}
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}else if(options.type=='next'){
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_next({x:current.x+1,y:current.y});
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_next({x:current.x,y:current.y+1});
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_next({x:current.x-1,y:current.y});
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_next({x:current.x,y:current.y-1});
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}
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}
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return result;
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};
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@@ -211,7 +239,7 @@ 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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status:0, //布景状态,0表示未激活,1表示正常,2表示暂停,3表示中断或异常,4表示结束
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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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images:[], //图片资源
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@@ -312,7 +340,10 @@ function Game(id,params){
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}
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if(stage.update()!=false){ //update返回false,则不绘制
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if(stage.maps.length){
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stage.maps.forEach(function(map,index){
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stage.maps.forEach(function(map){
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if(!(f%map.frames)){
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map.times = f/map.frames; //计数器
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}
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map.update();
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map.draw(_context);
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});
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@@ -322,7 +353,7 @@ function Game(id,params){
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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.status==1&&item.status==1){ //对象及布景状态都处于正常状态下
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if(stage.status==1&&item.status!=2){ //对象及布景状态都处于正常状态下
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if(item.location){
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item.coord = item.location.position2coord(item.x,item.y);
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}
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