添加布景重置方法
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parent
7941696e44
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d1024d3e06
69
game.js
69
game.js
@ -2,16 +2,19 @@
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/*
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/*
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* 小型游戏引擎
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* 小型游戏引擎
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*/
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*/
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function Game(id,options){
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function Game(id,params){
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var _ = this;
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var _ = this;
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options = options||{};
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params = params||{};
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var settings = {
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var settings = {
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width:960, //画布宽度
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width:960, //画布宽度
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height:640 //画布高度
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height:640 //画布高度
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};
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};
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var _extend = function(target,settings,params){
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for(var i in settings){
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for(var i in settings){
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this[i] = options[i]||settings[i];
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target[i] = params[i]||settings[i];
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}
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}
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};
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_extend(this,settings,params);
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var $canvas = document.getElementById(id);
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var $canvas = document.getElementById(id);
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$canvas.width = _.width;
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$canvas.width = _.width;
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$canvas.height = _.height;
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$canvas.height = _.height;
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@ -21,9 +24,9 @@ function Game(id,options){
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var _index, //当前布景索引
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var _index, //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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//活动对象构造
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var Item = function(options){
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var Item = function(params){
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options = options||{};
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this._params = params||{};
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var settings = {
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this._settings = {
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x:0, //位置坐标:横坐标
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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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y:0, //位置坐标:纵坐标
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width:20, //宽
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width:20, //宽
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@ -43,14 +46,11 @@ function Game(id,options){
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index:0, //对象索引
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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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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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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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control:{}, //控制缓存,到达定位点时处理
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control:{}, //控制缓存,到达定位点时处理
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update:function(){}, //更新参数信息
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update:function(){}, //更新参数信息
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draw:function(){} //绘制
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draw:function(){} //绘制
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};
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};
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for(var i in settings){
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_extend(this,this._settings,this._params);
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this[i] = options[i]||settings[i];
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}
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};
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};
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Item.prototype.bind = function(eventType,callback){
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Item.prototype.bind = function(eventType,callback){
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if(!_events[eventType]){
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if(!_events[eventType]){
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@ -71,9 +71,9 @@ function Game(id,options){
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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.index] = callback.bind(this); //绑定作用域
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};
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};
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//地图对象构造器
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//地图对象构造器
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var Map = function(options){
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var Map = function(params){
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options = options||{};
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this._params = params||{};
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var settings = {
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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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y:0,
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size:20, //地图单元的宽度
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size:20, //地图单元的宽度
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@ -84,9 +84,7 @@ function Game(id,options){
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update:function(){}, //更新地图数据
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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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draw:function(){}, //绘制地图
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};
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};
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for(var i in settings){
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_extend(this,this._settings,this._params);
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this[i] = options[i]||settings[i];
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}
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};
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};
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//获取地图上某点的值
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//获取地图上某点的值
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Map.prototype.get = function(x,y){
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Map.prototype.get = function(x,y){
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@ -182,19 +180,18 @@ function Game(id,options){
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return result;
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return result;
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};
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};
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//布景对象构造器
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//布景对象构造器
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var Stage = function(options){
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var Stage = function(params){
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options = options||{};
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this._params = params||{};
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var settings = {
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this._settings = {
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status:1, //布景状态,0表示未激活,1表示正常,2表示暂停,3表示结束
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status:1, //布景状态,0表示未激活,1表示正常,2表示暂停,3表示结束
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maps:[], //地图队列
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maps:[], //地图队列
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audio:[], //音频资源
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audio:[], //音频资源
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images:[], //图片资源
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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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timeout:0, //倒计时(用于过程动画状态判断)
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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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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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};
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for(var i in settings){
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_extend(this,this._settings,this._params);
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this[i] = options[i]||settings[i];
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}
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};
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};
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//动画开始
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//动画开始
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Stage.prototype.start = function() {
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Stage.prototype.start = function() {
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@ -204,6 +201,9 @@ function Game(id,options){
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var fn = function(){
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var fn = function(){
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_context.clearRect(0,0,_.width,_.height); //清除画布
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_context.clearRect(0,0,_.width,_.height); //清除画布
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f++;
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f++;
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if(stage.timeout){
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stage.timeout--;
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}
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stage.update();
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stage.update();
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if(stage.maps.length){
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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,index){
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@ -212,12 +212,9 @@ function Game(id,options){
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});
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});
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}
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}
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if(stage.items.length){
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if(stage.items.length){
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stage.items.forEach(function(item,index){
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stage.items.forEach(function(item){
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if(!(f%item.frames)){
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if(!(f%item.frames)){
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item.times = f/item.frames; //计数器
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item.times = f/item.frames; //计数器
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if(item.timeout){
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item.timeout--;
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}
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}
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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==1){ //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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if(item.location){
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@ -238,6 +235,26 @@ function Game(id,options){
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var cancelAnimationFrame = window.cancelAnimationFrame || window.webkitCancelAnimationFrame||window.mozCancelAnimationFrame ||window.msCancelAnimationFrame;
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var cancelAnimationFrame = window.cancelAnimationFrame || window.webkitCancelAnimationFrame||window.mozCancelAnimationFrame ||window.msCancelAnimationFrame;
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_hander&&cancelAnimationFrame(_hander);
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_hander&&cancelAnimationFrame(_hander);
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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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_extend(this,this._settings,this._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.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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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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//添加对象
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//添加对象
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Stage.prototype.createItem = function(options){
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Stage.prototype.createItem = function(options){
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var item = new Item(options);
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var item = new Item(options);
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11
index.js
11
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var dy = item.y-player.y;
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var dy = item.y-player.y;
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if(dx*dx+dy*dy<750){
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if(dx*dx+dy*dy<750){
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stage.status = 2;
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stage.status = 2;
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stage.timeout = 30;
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player.status = 3;
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player.status = 3;
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player.frames = 1;
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player.timeout = 50;
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}
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}
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});
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});
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}else if(stage.status=3){
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if(!stage.timeout){
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stage.reset();
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}
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}
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}
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}
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}
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});
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});
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@ -261,8 +264,8 @@
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context.arc(this.x,this.y,this.width/2,(.5*this.orientation+.01)*Math.PI,(.5*this.orientation-.01)*Math.PI,false);
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context.arc(this.x,this.y,this.width/2,(.5*this.orientation+.01)*Math.PI,(.5*this.orientation-.01)*Math.PI,false);
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}
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}
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}else{
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}else{
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if(this.timeout) {
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if(stage.timeout) {
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context.arc(this.x,this.y,this.width/2,(.5*this.orientation+1-.02*this.timeout)*Math.PI,(.5*this.orientation-1+.02*this.timeout)*Math.PI,false);
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context.arc(this.x,this.y,this.width/2,(.5*this.orientation+1-.02*stage.timeout)*Math.PI,(.5*this.orientation-1+.02*stage.timeout)*Math.PI,false);
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}
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}
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}
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}
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context.lineTo(this.x,this.y);
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context.lineTo(this.x,this.y);
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