firework
This commit is contained in:
parent
5c887a94e0
commit
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@ -511,7 +511,7 @@ character.fire={
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bazhen_info:'当你没装备防具时,始终视为你装备着【八卦阵】。',
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kanpo_info:'你可以将你的任意一张♠或♣手牌当【无懈可击】使用。',
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lianhuan_info:'出牌阶段,你可以将你任意一张梅花手牌当【铁索连环】使用或重铸。',
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niepan_info:'当你处于濒死状态时,你可以丢弃你所有的牌和你判定区里的牌,并重置你的武将牌,然后摸三张牌且体力回复至3点。',
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niepan_info:'限定技,当你处于濒死状态时,你可以丢弃你所有的牌和你判定区里的牌,并重置你的武将牌,然后摸三张牌且体力回复至3点。',
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quhu_info:'出牌阶段,你可以与一名体力比你多的角色拼电,若你赢,则该角色对其攻击范围内另一名由你指定的角色造成1点伤害。若你没赢,他/她对你造成一点伤害。每回合限用一次。',
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jieming_info:'你每受到1点伤害,可令任意一名角色将手牌补至其体力上限的张数(不能超过五张)。',
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qiangxi_info:'出牌阶段,你可以自减一点体力或弃一张武器牌,然后你对你攻击范围内的一名角色造成一点伤害,每回合限一次。',
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@ -1803,6 +1803,9 @@ character.yijiang={
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filterTarget:function(card,player,target){
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return player!=target;
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},
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filter:function(event,player){
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return player.num('h')>0;
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},
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filterCard:true,
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selectCard:-1,
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discard:false,
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@ -2144,7 +2144,7 @@ character.yxs={
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lshengong:'神工',
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lshengong_info:'出牌阶段限一次,你可以选定场上任意一名角色的装备区的牌,出自己的一张手牌复制该装备,然后可以选择装备上自己或者别的角色的装备区',
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zhexian:'谪仙',
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zhexian_info:'当你处于濒死状态时,你可以丢弃你所有的牌和你判定区里的牌,并重置你的武将牌,然后摸三张牌且体力回复至3点。',
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zhexian_info:'限定技,当你处于濒死状态时,你可以丢弃你所有的牌和你判定区里的牌,并重置你的武将牌,然后摸三张牌且体力回复至3点。',
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miaobi:'妙笔',
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miaobi_info:'出牌阶段限一次,你可以将一张红桃牌当作五谷丰登使用',
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cike:'刺客',
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127
game/game.js
127
game/game.js
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@ -12,15 +12,16 @@
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},
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ai:{},
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lastdragchange:[],
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skillaudio:[
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'界面问题修正',
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'引用配音方法调整'
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],
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skillaudio:[],
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dieClose:[]
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};
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var lib={
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version:1.74,
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changeLog:[],
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changeLog:[
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'界面问题修正',
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'限制结算速度选项(较卡时建议开启)',
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'引用配音方法调整'
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],
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configprefix:'noname_0.9_',
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updates:[],
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canvasUpdates:[],
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@ -32,6 +33,7 @@
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skilllist:[],
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characterPack:{},
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cardPack:{},
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onresize:[],
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onDB:function(func){
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if(lib.db){
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func();
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@ -237,6 +239,10 @@
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vvfast:'很快',
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},
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},
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sync_speed:{
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name:'限制结算速度',
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init:true
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},
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right_click:{
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name:'右键功能',
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init:'pause',
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@ -1260,6 +1266,19 @@
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if(game.changeCoin) game.changeCoin(0);
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}
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},
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coin_canvas_playpackconfig:{
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name:'特效置顶',
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init:false,
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onclick:function(bool){
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game.saveConfig('coin_canvas_playpackconfig',bool);
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if(bool){
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ui.window.classList.add('canvas_top');
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}
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else{
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ui.window.classList.remove('canvas_top');
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}
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}
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},
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update:function(config,map){
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for(var i in map){
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if(i.indexOf('_playpackconfig')!=-1){
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@ -3377,8 +3396,6 @@
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ui.arena.classList.add('thrownhighlight');
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game.addVideo('thrownhighlight1');
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player.$compare(event.card1,target,event.card2);
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// player.$throw(event.card1);
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// target.$throw(event.card2);
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game.log(player,'的拼点牌为',event.card1);
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game.log(target,'的拼点牌为',event.card2);
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event.result={
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@ -3953,11 +3970,18 @@
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}
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}
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player.$throw(cards);
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if(lib.config.sync_speed&&cards[0]&&cards[0].clone){
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var waitingForTransition=get.time();
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event.waitingForTransition=waitingForTransition;
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cards[0].clone.addEventListener('webkitTransitionEnd',function(){
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if(_status.waitingForTransition==waitingForTransition&&_status.paused){
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game.resume();
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}
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delete event.waitingForTransition;
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});
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}
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}
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event.trigger('useCard');
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// if(event.card.name=='sha'&&lib.config.animation){
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// player.$sha(event.card.nature);
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// }
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if(get.type(card)!='equip'){
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var str='';
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if(targets.length){
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@ -4045,9 +4069,15 @@
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if(event.animate!=false||num>0){
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if(num==0){
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if(event.delayx!==false){
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if(event.waitingForTransition){
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_status.waitingForTransition=event.waitingForTransition;
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game.pause();
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}
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else{
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game.delayx();
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}
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}
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}
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else game.delayx(0.5);
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}
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"step 3"
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@ -4112,6 +4142,9 @@
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if(info.prepare){
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info.prepare(cards,player,targets);
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}
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if(lib.config.low_performance){
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event.discardTransition=true;
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}
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}
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else{
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if(info.lose!=false){
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@ -4122,6 +4155,16 @@
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}
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else if(info.viewAs){
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player.$throw(cards);
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if(lib.config.sync_speed&&cards[0]&&cards[0].clone){
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var waitingForTransition=get.time();
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event.waitingForTransition=waitingForTransition;
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cards[0].clone.addEventListener('webkitTransitionEnd',function(){
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if(_status.waitingForTransition==waitingForTransition&&_status.paused){
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game.resume();
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}
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delete event.waitingForTransition;
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});
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}
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}
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}
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if((info.line||info.discard!=false)&&targets.length){
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@ -4220,7 +4263,15 @@
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}
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if(num==0){
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if(typeof info.delay=='number') game.delay(info.delay);
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else if(info.delay!==false&&info.delay!==0) game.delayx();
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else if(info.delay!==false&&info.delay!==0){
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if(event.waitingForTransition){
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_status.waitingForTransition=event.waitingForTransition;
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game.pause();
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}
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else{
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game.delayx()
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}
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}
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}
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else game.delayx(0.5);
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if(!info.multitarget&&num<targets.length-1){
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@ -4264,10 +4315,43 @@
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}
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game.log(player,'弃置了',cards);
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player.lose(cards);
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if(event.animate!=false) player.$throw(cards,1000);
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if(event.animate!=false){
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player.$throw(cards,1000);
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if(lib.config.sync_speed&&cards[0]&&cards[0].clone){
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if(event.delay!=false){
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var waitingForTransition=get.time();
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event.waitingForTransition=waitingForTransition;
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cards[0].clone.addEventListener('webkitTransitionEnd',function(){
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if(_status.waitingForTransition==waitingForTransition&&_status.paused){
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game.resume();
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}
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delete event.waitingForTransition;
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});
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}
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else if(event.parent.discardTransition){
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delete event.parent.discardTransition;
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var waitingForTransition=get.time();
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event.parent.waitingForTransition=waitingForTransition;
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cards[0].clone.addEventListener('webkitTransitionEnd',function(){
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if(_status.waitingForTransition==waitingForTransition&&_status.paused){
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game.resume();
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}
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delete event.parent.waitingForTransition;
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});
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}
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}
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}
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event.trigger('discard');
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"step 1"
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if(event.delay!=false) game.delayx();
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if(event.delay!=false){
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if(event.waitingForTransition){
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_status.waitingForTransition=event.waitingForTransition;
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game.pause();
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}
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else{
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game.delayx();
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}
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}
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},
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respond:function(){
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var cardaudio=true;
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@ -7962,8 +8046,19 @@
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player.offsetTop+player.offsetHeight/2
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],{opacity:0.5,dashed:true});
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}
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if(lib.config.low_performance&&card&&card.clone){
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var waitingForTransition=get.time();
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_status.waitingForTransition=waitingForTransition;
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card.clone.addEventListener('webkitTransitionEnd',function(){
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if(_status.waitingForTransition==waitingForTransition&&_status.paused){
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game.resume();
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}
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});
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game.pause();
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}
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else{
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game.delay();
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}
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}
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},
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card:{
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@ -11287,6 +11382,7 @@
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resume:function(){
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if(_status.paused){
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_status.paused=false;
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delete _status.waitingForTransition;
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game.loop();
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}
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},
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@ -18477,6 +18573,9 @@
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updatex:function(){
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ui.update.apply(this,arguments);
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ui.updatehl();
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for(var i=0;i<lib.onresize.length;i++){
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lib.onresize[i]();
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}
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},
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updatehl:function(){
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if(!game.me) return;
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@ -279,7 +279,7 @@ body>.background.paused{
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filter:blur(3px);
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-webkit-filter:blur(3px);
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}
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body>.background{z-index:-2}
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body>.background{z-index:-5}
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.popup{padding: 5px;}
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.removing,.hidden{opacity: 0 !important;}
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#system>div>div.hidden{opacity:0.5 !important;}
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@ -1257,6 +1257,34 @@ div[data-color="unknownm"]{
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.browntext{
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color: rgb(195,161,223);
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}
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#window>canvas.fun{
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position: absolute;
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left: 0;
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top: 0;
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z-index: -2;
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pointer-events: none;
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}
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#window.canvas_top>canvas.fun{
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z-index: 20;
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}
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.coin_menu .content>.caption>.coin_buy{
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line-height: 36px;
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font-family: 'xinwei';
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font-size: 24px;
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}
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.coin_menu .content>.caption>.coin_buy>.menubutton{
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width: auto;
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display: inline-block;
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position: relative;
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float: right;
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padding-left: 5px;
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padding-right: 5px;
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height: auto;
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font-size: 24px;
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}
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.coin_menu .content>.caption>.coin_buy>.menubutton.disabled{
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opacity: 0.5;
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}
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.wunature{
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font-family:'huangcao','xinwei';
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font-size: 24px;
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@ -785,6 +785,10 @@ mode.versus={
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if(lib.storage.single_control&&lib.storage.control_all){
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game.onSwapControl();
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}
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"step 2"
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// if(_status.currentPhase==source){
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// source.skip('phase');
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// }
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}
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},
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versusClickToSwap:function(e){
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@ -1218,7 +1222,6 @@ mode.versus={
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}
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game.replacePlayer(this);
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}
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}
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}
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},
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377
play/coin.js
377
play/coin.js
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@ -15,17 +15,53 @@ play.coin={
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else{
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str='<span style="position:absolute">㉤</span><span style="margin-left:18px;font-family:xinwei;line-height:10px">'+lib.config.coin+'</span>';
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}
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if(lib.config.coin_canvas_playpackconfig){
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ui.window.classList.add('canvas_top');
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}
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ui.coin=ui.create.system(str,null,true);
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// lib.setPopped(ui.coin,function(){
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// var uiintro=ui.create.dialog('hidden');
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// uiintro.add('商店');
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// uiintro.listen(function(e){
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// e.stopPropagation();
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// });
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// uiintro.add('<div class="text center">本局比赛能否获得胜利?</div>');
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// uiintro.classList.add('noleave');
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// return uiintro;
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// },220,400);
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lib.setPopped(ui.coin,function(){
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var uiintro=ui.create.dialog('hidden');
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uiintro.classList.add('coin_menu')
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uiintro.add('商店');
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uiintro.listen(function(e){
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e.stopPropagation();
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});
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uiintro.add('<div class="coin_buy">放烟花<div class="menubutton">100金</span></div></div>');
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var buyfirework=uiintro.content.lastChild.lastChild.lastChild;
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if(lib.config.coin<100){
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buyfirework.classList.add('disabled');
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}
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if(_status.fireworkbought){
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if(_status.fireworkRunning){
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buyfirework.innerHTML='停止';
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}
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else{
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buyfirework.innerHTML='开始';
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}
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}
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buyfirework.listen(function(){
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if(this.innerHTML=='100金'){
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if(lib.config.coin>=100){
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_status.fireworkbought=true;
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game.changeCoin(-100);
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game.haveFun.firework();
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}
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else{
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return;
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}
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}
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else if(this.innerHTML=='停止'){
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game.haveFun.fireworkStop();
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}
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else if(this.innerHTML=='开始'){
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game.haveFun.firework();
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}
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ui.click.window();
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});
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uiintro.classList.add('noleave');
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return uiintro;
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},220,400);
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}
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},
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game:{
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@ -42,6 +78,325 @@ play.coin={
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ui.coin.innerHTML=str;
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}
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},
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haveFun:{
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fireworkStop:function(){
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_status.fireworkRunning=false;
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},
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firework:function(){
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if(_status.fireworkRunning) return;
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_status.fireworkRunning=true;
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if(game.haveFun.fireworkLoop){
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game.haveFun.fireworkLoop();
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}
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else{
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// when animating on canvas, it is best to use requestAnimationFrame instead of setTimeout or setInterval
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// not supported in all browsers though and sometimes needs a prefix, so we need a shim
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window.requestAnimFrame = ( function() {
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return window.requestAnimationFrame ||
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window.webkitRequestAnimationFrame ||
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window.mozRequestAnimationFrame ||
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function( callback ) {
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window.setTimeout( callback, 1000 / 60 );
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};
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})();
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// now we will setup our basic variables for the demo
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var canvas = document.createElement( 'canvas' ),
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ctx = canvas.getContext( '2d' ),
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// full screen dimensions
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cw = ui.window.offsetWidth,
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ch = ui.window.offsetHeight,
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// firework collection
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fireworks = [],
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// particle collection
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particles = [],
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// starting hue
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hue = 120,
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// when launching fireworks with a click, too many get launched at once without a limiter, one launch per 5 loop ticks
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limiterTotal = 5,
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limiterTick = 0,
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// this will time the auto launches of fireworks, one launch per 80 loop ticks
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timerTotal = 80,
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timerTick = 0,
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mousedown = false,
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// mouse x coordinate,
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mx,
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// mouse y coordinate
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my;
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// set canvas dimensions
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canvas.width = cw;
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canvas.height = ch;
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ui.window.appendChild(canvas);
|
||||
canvas.classList.add('fun');
|
||||
lib.onresize.push(function(){
|
||||
cw=ui.window.offsetWidth;
|
||||
ch=ui.window.offsetHeight;
|
||||
canvas.width = cw;
|
||||
canvas.height = ch;
|
||||
});
|
||||
|
||||
// now we are going to setup our function placeholders for the entire demo
|
||||
|
||||
// get a random number within a range
|
||||
function random( min, max ) {
|
||||
return Math.random() * ( max - min ) + min;
|
||||
}
|
||||
|
||||
// calculate the distance between two points
|
||||
function calculateDistance( p1x, p1y, p2x, p2y ) {
|
||||
var xDistance = p1x - p2x,
|
||||
yDistance = p1y - p2y;
|
||||
return Math.sqrt( Math.pow( xDistance, 2 ) + Math.pow( yDistance, 2 ) );
|
||||
}
|
||||
|
||||
// create firework
|
||||
function Firework( sx, sy, tx, ty ) {
|
||||
// actual coordinates
|
||||
this.x = sx;
|
||||
this.y = sy;
|
||||
// starting coordinates
|
||||
this.sx = sx;
|
||||
this.sy = sy;
|
||||
// target coordinates
|
||||
this.tx = tx;
|
||||
this.ty = ty;
|
||||
// distance from starting point to target
|
||||
this.distanceToTarget = calculateDistance( sx, sy, tx, ty );
|
||||
this.distanceTraveled = 0;
|
||||
// track the past coordinates of each firework to create a trail effect, increase the coordinate count to create more prominent trails
|
||||
this.coordinates = [];
|
||||
this.coordinateCount = 3;
|
||||
// populate initial coordinate collection with the current coordinates
|
||||
while( this.coordinateCount-- ) {
|
||||
this.coordinates.push( [ this.x, this.y ] );
|
||||
}
|
||||
this.angle = Math.atan2( ty - sy, tx - sx );
|
||||
this.speed = 2;
|
||||
this.acceleration = 1.05;
|
||||
this.brightness = random( 50, 70 );
|
||||
// circle target indicator radius
|
||||
this.targetRadius = 1;
|
||||
}
|
||||
|
||||
// update firework
|
||||
Firework.prototype.update = function( index ) {
|
||||
// remove last item in coordinates array
|
||||
this.coordinates.pop();
|
||||
// add current coordinates to the start of the array
|
||||
this.coordinates.unshift( [ this.x, this.y ] );
|
||||
|
||||
// cycle the circle target indicator radius
|
||||
if( this.targetRadius < 8 ) {
|
||||
this.targetRadius += 0.3;
|
||||
} else {
|
||||
this.targetRadius = 1;
|
||||
}
|
||||
|
||||
// speed up the firework
|
||||
this.speed *= this.acceleration;
|
||||
|
||||
// get the current velocities based on angle and speed
|
||||
var vx = Math.cos( this.angle ) * this.speed,
|
||||
vy = Math.sin( this.angle ) * this.speed;
|
||||
// how far will the firework have traveled with velocities applied?
|
||||
this.distanceTraveled = calculateDistance( this.sx, this.sy, this.x + vx, this.y + vy );
|
||||
|
||||
// if the distance traveled, including velocities, is greater than the initial distance to the target, then the target has been reached
|
||||
if( this.distanceTraveled >= this.distanceToTarget ) {
|
||||
createParticles( this.tx, this.ty );
|
||||
// remove the firework, use the index passed into the update function to determine which to remove
|
||||
fireworks.splice( index, 1 );
|
||||
} else {
|
||||
// target not reached, keep traveling
|
||||
this.x += vx;
|
||||
this.y += vy;
|
||||
}
|
||||
}
|
||||
|
||||
// draw firework
|
||||
Firework.prototype.draw = function() {
|
||||
ctx.beginPath();
|
||||
// move to the last tracked coordinate in the set, then draw a line to the current x and y
|
||||
ctx.moveTo( this.coordinates[ this.coordinates.length - 1][ 0 ], this.coordinates[ this.coordinates.length - 1][ 1 ] );
|
||||
ctx.lineTo( this.x, this.y );
|
||||
ctx.strokeStyle = 'hsl(' + hue + ', 100%, ' + this.brightness + '%)';
|
||||
ctx.stroke();
|
||||
|
||||
ctx.beginPath();
|
||||
// draw the target for this firework with a pulsing circle
|
||||
ctx.arc( this.tx, this.ty, this.targetRadius, 0, Math.PI * 2 );
|
||||
ctx.stroke();
|
||||
}
|
||||
|
||||
// create particle
|
||||
function Particle( x, y ) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
// track the past coordinates of each particle to create a trail effect, increase the coordinate count to create more prominent trails
|
||||
this.coordinates = [];
|
||||
this.coordinateCount = 5;
|
||||
while( this.coordinateCount-- ) {
|
||||
this.coordinates.push( [ this.x, this.y ] );
|
||||
}
|
||||
// set a random angle in all possible directions, in radians
|
||||
this.angle = random( 0, Math.PI * 2 );
|
||||
this.speed = random( 1, 10 );
|
||||
// friction will slow the particle down
|
||||
this.friction = 0.95;
|
||||
// gravity will be applied and pull the particle down
|
||||
this.gravity = 1;
|
||||
// set the hue to a random number +-20 of the overall hue variable
|
||||
this.hue = random( hue - 20, hue + 20 );
|
||||
this.brightness = random( 50, 80 );
|
||||
this.alpha = 1;
|
||||
// set how fast the particle fades out
|
||||
this.decay = random( 0.015, 0.03 );
|
||||
}
|
||||
|
||||
// update particle
|
||||
Particle.prototype.update = function( index ) {
|
||||
// remove last item in coordinates array
|
||||
this.coordinates.pop();
|
||||
// add current coordinates to the start of the array
|
||||
this.coordinates.unshift( [ this.x, this.y ] );
|
||||
// slow down the particle
|
||||
this.speed *= this.friction;
|
||||
// apply velocity
|
||||
this.x += Math.cos( this.angle ) * this.speed;
|
||||
this.y += Math.sin( this.angle ) * this.speed + this.gravity;
|
||||
// fade out the particle
|
||||
this.alpha -= this.decay;
|
||||
|
||||
// remove the particle once the alpha is low enough, based on the passed in index
|
||||
if( this.alpha <= this.decay ) {
|
||||
particles.splice( index, 1 );
|
||||
}
|
||||
}
|
||||
|
||||
// draw particle
|
||||
Particle.prototype.draw = function() {
|
||||
ctx. beginPath();
|
||||
// move to the last tracked coordinates in the set, then draw a line to the current x and y
|
||||
ctx.moveTo( this.coordinates[ this.coordinates.length - 1 ][ 0 ], this.coordinates[ this.coordinates.length - 1 ][ 1 ] );
|
||||
ctx.lineTo( this.x, this.y );
|
||||
ctx.strokeStyle = 'hsla(' + this.hue + ', 100%, ' + this.brightness + '%, ' + this.alpha + ')';
|
||||
ctx.stroke();
|
||||
}
|
||||
|
||||
// create particle group/explosion
|
||||
function createParticles( x, y ) {
|
||||
// increase the particle count for a bigger explosion, beware of the canvas performance hit with the increased particles though
|
||||
var particleCount = 30;
|
||||
while( particleCount-- ) {
|
||||
particles.push( new Particle( x, y ) );
|
||||
}
|
||||
}
|
||||
|
||||
// main demo loop
|
||||
function loop() {
|
||||
// this function will run endlessly with requestAnimationFrame
|
||||
if(!_status.fireworkRunning){
|
||||
canvas.width=cw;
|
||||
canvas.height=ch;
|
||||
return;
|
||||
}
|
||||
else{
|
||||
requestAnimFrame( loop );
|
||||
}
|
||||
|
||||
// increase the hue to get different colored fireworks over time
|
||||
hue += 0.5;
|
||||
|
||||
// normally, clearRect() would be used to clear the canvas
|
||||
// we want to create a trailing effect though
|
||||
// setting the composite operation to destination-out will allow us to clear the canvas at a specific opacity, rather than wiping it entirely
|
||||
ctx.globalCompositeOperation = 'destination-out';
|
||||
// decrease the alpha property to create more prominent trails
|
||||
ctx.fillStyle = 'rgba(0, 0, 0, 0.5)';
|
||||
ctx.fillRect( 0, 0, cw, ch );
|
||||
// change the composite operation back to our main mode
|
||||
// lighter creates bright highlight points as the fireworks and particles overlap each other
|
||||
ctx.globalCompositeOperation = 'lighter';
|
||||
|
||||
// loop over each firework, draw it, update it
|
||||
var i = fireworks.length;
|
||||
while( i-- ) {
|
||||
fireworks[ i ].draw();
|
||||
fireworks[ i ].update( i );
|
||||
}
|
||||
|
||||
// loop over each particle, draw it, update it
|
||||
var i = particles.length;
|
||||
while( i-- ) {
|
||||
particles[ i ].draw();
|
||||
particles[ i ].update( i );
|
||||
}
|
||||
|
||||
// launch fireworks automatically to random coordinates, when the mouse isn't down
|
||||
if( timerTick >= timerTotal ) {
|
||||
if( !mousedown ) {
|
||||
// start the firework at the bottom middle of the screen, then set the random target coordinates, the random y coordinates will be set within the range of the top half of the screen
|
||||
fireworks.push( new Firework( cw / 2, ch, random( 0, cw ), random( 0, ch / 2 ) ) );
|
||||
timerTick = 0;
|
||||
}
|
||||
} else {
|
||||
timerTick++;
|
||||
}
|
||||
|
||||
// limit the rate at which fireworks get launched when mouse is down
|
||||
if( limiterTick >= limiterTotal ) {
|
||||
if( mousedown ) {
|
||||
// start the firework at the bottom middle of the screen, then set the current mouse coordinates as the target
|
||||
fireworks.push( new Firework( cw / 2, ch, mx, my ) );
|
||||
limiterTick = 0;
|
||||
}
|
||||
} else {
|
||||
limiterTick++;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if(lib.config.touchscreen){
|
||||
ui.window.addEventListener( 'touchmove', function( e ) {
|
||||
mx = e.touches[0].clientX - canvas.offsetLeft;
|
||||
my = e.touches[0].clientY - canvas.offsetTop;
|
||||
});
|
||||
ui.window.addEventListener( 'touchstart', function( e ) {
|
||||
e.preventDefault();
|
||||
mousedown = true;
|
||||
});
|
||||
ui.window.addEventListener( 'touchend', function( e ) {
|
||||
e.preventDefault();
|
||||
mousedown = false;
|
||||
});
|
||||
}
|
||||
else{
|
||||
// mouse event bindings
|
||||
// update the mouse coordinates on mousemove
|
||||
ui.window.addEventListener( 'mousemove', function( e ) {
|
||||
mx = e.pageX - canvas.offsetLeft;
|
||||
my = e.pageY - canvas.offsetTop;
|
||||
});
|
||||
|
||||
// toggle mousedown state and prevent canvas from being selected
|
||||
ui.window.addEventListener( 'mousedown', function( e ) {
|
||||
e.preventDefault();
|
||||
mousedown = true;
|
||||
});
|
||||
|
||||
ui.window.addEventListener( 'mouseup', function( e ) {
|
||||
e.preventDefault();
|
||||
mousedown = false;
|
||||
});
|
||||
}
|
||||
|
||||
// once the window loads, we are ready for some fireworks!
|
||||
game.haveFun.fireworkLoop=loop;
|
||||
loop();
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
help:{
|
||||
'富甲天下':'<ul><li>每完成一次对局,可获得一定数量的金币'+
|
||||
|
@ -49,6 +404,6 @@ play.coin={
|
|||
'<li>使用的武将越强,获得的金币数越少'+
|
||||
'<li>执行以下操作时,将扣除金币:<ul><li>作弊:20金币<li>换将卡:10金币<li>'+
|
||||
'自由选将:50金币<li>手气卡:10金币<li>换人:20金币</ul>'+
|
||||
'<li>金币暂时还没什么用〜'
|
||||
'<li>金币可用于购买烟花等游戏特效'
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue