316 lines
8.9 KiB
JavaScript
316 lines
8.9 KiB
JavaScript
'use strict';
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/*
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* 小型游戏引擎
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*/
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function Game(id,options){
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var _ = this;
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options = options||{};
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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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for(var i in settings){
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this[i] = options[i]||settings[i];
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}
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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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var _context = $canvas.getContext('2d'); //画布上下文环境
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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, //当前布景索引
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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(options){
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options = options||{};
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var 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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width:20, //宽
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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,1表示正常,0表示隐藏,2表示暂停
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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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location:null, //定位地图,Map对象
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coord:null, //如果对象与地图绑定,需设置地图坐标;若不绑定,则设置位置坐标
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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, //计数
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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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draw:function(){} //绘制
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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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}
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};
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Item.prototype.bind = function(eventType,callback){
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if(!_events[eventType]){
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_events[eventType] = {};
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$canvas.addEventListener(eventType,function(e){
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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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if(_events[eventType][key]){
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_events[eventType][key](e);
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}
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}
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});
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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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};
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//地图对象构造器
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var Map = function(options){
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options = options||{};
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var settings = {
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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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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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for(var i in settings){
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this[i] = options[i]||settings[i];
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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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Map.prototype.get = function(x,y){
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if(this.data[y]&&typeof this.data[y][x]!='undefined'){
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return this.data[y][x];
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}
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return -1;
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};
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//地图坐标转画布坐标
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Map.prototype.coord2position = function(cx,cy){
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return {
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x:this.x+cx*this.size+this.size/2,
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y:this.y+cy*this.size+this.size/2
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};
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};
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//画布坐标转地图坐标
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Map.prototype.position2coord = function(x,y){
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var fx = Math.abs(x-this.x)%this.size-this.size/2;
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var fy = Math.abs(y-this.y)%this.size-this.size/2;
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return {
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x:Math.floor((x-this.x)/this.size),
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y:Math.floor((y-this.y)/this.size),
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offset:Math.sqrt(fx*fx+fy*fy)
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};
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};
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//寻址算法
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Map.prototype.finder = function(param){
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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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};
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var options = (function(target, params) {
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for (var prop in params) {
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target[prop] = params[prop];
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}
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return target;
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})(defaults,param);
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var result = [];
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if(options.map[options.start.y][options.start.x]||options.map[options.end.y][options.end.x]){ //当起点或终点设置在墙上
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return [];
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}
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var finded = false;
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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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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 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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}
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}
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};
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for(var i=0,len=list.length;i<len;i++){
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var current = list[i];
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next(current,{y:current.y+1,x:current.x});
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next(current,{y:current.y,x:current.x+1});
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next(current,{y:current.y-1,x:current.x});
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next(current,{y:current.y,x:current.x-1});
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}
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if(!finded&&new_list.length){
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_render(new_list);
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}
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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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}
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return result;
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};
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//布景对象构造器
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var Stage = function(options){
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options = options||{};
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var settings = {
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status:1, //布景状态,1表示正常,0表示非活动
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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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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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}
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};
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//动画开始
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Stage.prototype.start = function() {
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var requestAnimationFrame = window.requestAnimationFrame || window.webkitRequestAnimationFrame ||window.mozRequestAnimationFrame ||window.msRequestAnimationFrame;
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var f = 0; //帧数计算
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var stage = this;
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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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f++;
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stage.update();
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if(stage.maps.length){
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stage.maps.forEach(function(map,index){
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map.update();
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map.draw(_context);
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});
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}
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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.frames)){
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item.times = f/item.frames; //计数器
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}
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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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item.update();
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}
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item.draw(_context);
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});
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}
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_hander = requestAnimationFrame(fn);
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};
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this.stop();
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_hander = requestAnimationFrame(fn);
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};
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//动画结束
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Stage.prototype.stop = function(){
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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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};
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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.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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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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_events[eventType] = {};
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window.addEventListener(eventType,function(e){
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var key = 's' + _index;
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if(_events[eventType][key]){
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_events[eventType][key](e);
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}
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e.preventDefault();
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});
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}
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_events[eventType]['s'+this.index] = callback.bind(this); //绑定事件作用域
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};
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//事件坐标
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this.getPosition = function(e){
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var box = $canvas.getBoundingClientRect();
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return {
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x:e.clientX-box.left*(_.width/box.width),
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y:e.clientY-box.top*(_.height/box.height)
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};
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}
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//创建布景
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this.createStage = function(options){
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var stage = new Stage(options);
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stage.index = _stages.length;
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_stages.push(stage);
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return stage;
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};
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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] = 0;
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_index++;
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_stages[_index].start();
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}else{
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throw new Error('unfound new stage.');
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}
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};
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//初始化游戏引擎
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this.init = function(){
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_index = 0;
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if(_stages[_index]){
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_stages[_index].start();
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}
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};
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} |