This commit is contained in:
libccy 2015-12-28 15:30:15 +08:00
parent 5c887a94e0
commit d78292c7f2
7 changed files with 519 additions and 31 deletions

View File

@ -511,7 +511,7 @@ character.fire={
bazhen_info:'当你没装备防具时,始终视为你装备着【八卦阵】。',
kanpo_info:'你可以将你的任意一张♠或♣手牌当【无懈可击】使用。',
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。',
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。',
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。',
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。',
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)。',
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。',

View File

@ -1803,6 +1803,9 @@ character.yijiang={
filterTarget:function(card,player,target){
return player!=target;
},
filter:function(event,player){
return player.num('h')>0;
},
filterCard:true,
selectCard:-1,
discard:false,

View File

@ -2144,7 +2144,7 @@ character.yxs={
lshengong:'神工',
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',
zhexian:'谪仙',
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。',
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。',
miaobi:'妙笔',
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',
cike:'刺客',

View File

@ -12,15 +12,16 @@
},
ai:{},
lastdragchange:[],
skillaudio:[
'界面问题修正',
'引用配音方法调整'
],
skillaudio:[],
dieClose:[]
};
var lib={
version:1.74,
changeLog:[],
changeLog:[
'界面问题修正',
'限制结算速度选项(较卡时建议开启)',
'引用配音方法调整'
],
configprefix:'noname_0.9_',
updates:[],
canvasUpdates:[],
@ -32,6 +33,7 @@
skilllist:[],
characterPack:{},
cardPack:{},
onresize:[],
onDB:function(func){
if(lib.db){
func();
@ -237,6 +239,10 @@
vvfast:'很快',
},
},
sync_speed:{
name:'限制结算速度',
init:true
},
right_click:{
name:'右键功能',
init:'pause',
@ -1260,6 +1266,19 @@
if(game.changeCoin) game.changeCoin(0);
}
},
coin_canvas_playpackconfig:{
name:'特效置顶',
init:false,
onclick:function(bool){
game.saveConfig('coin_canvas_playpackconfig',bool);
if(bool){
ui.window.classList.add('canvas_top');
}
else{
ui.window.classList.remove('canvas_top');
}
}
},
update:function(config,map){
for(var i in map){
if(i.indexOf('_playpackconfig')!=-1){
@ -3377,8 +3396,6 @@
ui.arena.classList.add('thrownhighlight');
game.addVideo('thrownhighlight1');
player.$compare(event.card1,target,event.card2);
// player.$throw(event.card1);
// target.$throw(event.card2);
game.log(player,'的拼点牌为',event.card1);
game.log(target,'的拼点牌为',event.card2);
event.result={
@ -3953,11 +3970,18 @@
}
}
player.$throw(cards);
if(lib.config.sync_speed&&cards[0]&&cards[0].clone){
var waitingForTransition=get.time();
event.waitingForTransition=waitingForTransition;
cards[0].clone.addEventListener('webkitTransitionEnd',function(){
if(_status.waitingForTransition==waitingForTransition&&_status.paused){
game.resume();
}
delete event.waitingForTransition;
});
}
}
event.trigger('useCard');
// if(event.card.name=='sha'&&lib.config.animation){
// player.$sha(event.card.nature);
// }
if(get.type(card)!='equip'){
var str='';
if(targets.length){
@ -4045,9 +4069,15 @@
if(event.animate!=false||num>0){
if(num==0){
if(event.delayx!==false){
if(event.waitingForTransition){
_status.waitingForTransition=event.waitingForTransition;
game.pause();
}
else{
game.delayx();
}
}
}
else game.delayx(0.5);
}
"step 3"
@ -4112,6 +4142,9 @@
if(info.prepare){
info.prepare(cards,player,targets);
}
if(lib.config.low_performance){
event.discardTransition=true;
}
}
else{
if(info.lose!=false){
@ -4122,6 +4155,16 @@
}
else if(info.viewAs){
player.$throw(cards);
if(lib.config.sync_speed&&cards[0]&&cards[0].clone){
var waitingForTransition=get.time();
event.waitingForTransition=waitingForTransition;
cards[0].clone.addEventListener('webkitTransitionEnd',function(){
if(_status.waitingForTransition==waitingForTransition&&_status.paused){
game.resume();
}
delete event.waitingForTransition;
});
}
}
}
if((info.line||info.discard!=false)&&targets.length){
@ -4220,7 +4263,15 @@
}
if(num==0){
if(typeof info.delay=='number') game.delay(info.delay);
else if(info.delay!==false&&info.delay!==0) game.delayx();
else if(info.delay!==false&&info.delay!==0){
if(event.waitingForTransition){
_status.waitingForTransition=event.waitingForTransition;
game.pause();
}
else{
game.delayx()
}
}
}
else game.delayx(0.5);
if(!info.multitarget&&num<targets.length-1){
@ -4264,10 +4315,43 @@
}
game.log(player,'弃置了',cards);
player.lose(cards);
if(event.animate!=false) player.$throw(cards,1000);
if(event.animate!=false){
player.$throw(cards,1000);
if(lib.config.sync_speed&&cards[0]&&cards[0].clone){
if(event.delay!=false){
var waitingForTransition=get.time();
event.waitingForTransition=waitingForTransition;
cards[0].clone.addEventListener('webkitTransitionEnd',function(){
if(_status.waitingForTransition==waitingForTransition&&_status.paused){
game.resume();
}
delete event.waitingForTransition;
});
}
else if(event.parent.discardTransition){
delete event.parent.discardTransition;
var waitingForTransition=get.time();
event.parent.waitingForTransition=waitingForTransition;
cards[0].clone.addEventListener('webkitTransitionEnd',function(){
if(_status.waitingForTransition==waitingForTransition&&_status.paused){
game.resume();
}
delete event.parent.waitingForTransition;
});
}
}
}
event.trigger('discard');
"step 1"
if(event.delay!=false) game.delayx();
if(event.delay!=false){
if(event.waitingForTransition){
_status.waitingForTransition=event.waitingForTransition;
game.pause();
}
else{
game.delayx();
}
}
},
respond:function(){
var cardaudio=true;
@ -7962,8 +8046,19 @@
player.offsetTop+player.offsetHeight/2
],{opacity:0.5,dashed:true});
}
if(lib.config.low_performance&&card&&card.clone){
var waitingForTransition=get.time();
_status.waitingForTransition=waitingForTransition;
card.clone.addEventListener('webkitTransitionEnd',function(){
if(_status.waitingForTransition==waitingForTransition&&_status.paused){
game.resume();
}
});
game.pause();
}
else{
game.delay();
}
}
},
card:{
@ -11287,6 +11382,7 @@
resume:function(){
if(_status.paused){
_status.paused=false;
delete _status.waitingForTransition;
game.loop();
}
},
@ -18477,6 +18573,9 @@
updatex:function(){
ui.update.apply(this,arguments);
ui.updatehl();
for(var i=0;i<lib.onresize.length;i++){
lib.onresize[i]();
}
},
updatehl:function(){
if(!game.me) return;

View File

@ -279,7 +279,7 @@ body>.background.paused{
filter:blur(3px);
-webkit-filter:blur(3px);
}
body>.background{z-index:-2}
body>.background{z-index:-5}
.popup{padding: 5px;}
.removing,.hidden{opacity: 0 !important;}
#system>div>div.hidden{opacity:0.5 !important;}
@ -1257,6 +1257,34 @@ div[data-color="unknownm"]{
.browntext{
color: rgb(195,161,223);
}
#window>canvas.fun{
position: absolute;
left: 0;
top: 0;
z-index: -2;
pointer-events: none;
}
#window.canvas_top>canvas.fun{
z-index: 20;
}
.coin_menu .content>.caption>.coin_buy{
line-height: 36px;
font-family: 'xinwei';
font-size: 24px;
}
.coin_menu .content>.caption>.coin_buy>.menubutton{
width: auto;
display: inline-block;
position: relative;
float: right;
padding-left: 5px;
padding-right: 5px;
height: auto;
font-size: 24px;
}
.coin_menu .content>.caption>.coin_buy>.menubutton.disabled{
opacity: 0.5;
}
.wunature{
font-family:'huangcao','xinwei';
font-size: 24px;

View File

@ -785,6 +785,10 @@ mode.versus={
if(lib.storage.single_control&&lib.storage.control_all){
game.onSwapControl();
}
"step 2"
// if(_status.currentPhase==source){
// source.skip('phase');
// }
}
},
versusClickToSwap:function(e){
@ -1218,7 +1222,6 @@ mode.versus={
}
game.replacePlayer(this);
}
}
}
},

View File

@ -15,17 +15,53 @@ play.coin={
else{
str='<span style="position:absolute">㉤</span><span style="margin-left:18px;font-family:xinwei;line-height:10px">'+lib.config.coin+'</span>';
}
if(lib.config.coin_canvas_playpackconfig){
ui.window.classList.add('canvas_top');
}
ui.coin=ui.create.system(str,null,true);
// lib.setPopped(ui.coin,function(){
// var uiintro=ui.create.dialog('hidden');
// uiintro.add('商店');
// uiintro.listen(function(e){
// e.stopPropagation();
// });
// uiintro.add('<div class="text center">本局比赛能否获得胜利?</div>');
// uiintro.classList.add('noleave');
// return uiintro;
// },220,400);
lib.setPopped(ui.coin,function(){
var uiintro=ui.create.dialog('hidden');
uiintro.classList.add('coin_menu')
uiintro.add('商店');
uiintro.listen(function(e){
e.stopPropagation();
});
uiintro.add('<div class="coin_buy">放烟花<div class="menubutton">100金</span></div></div>');
var buyfirework=uiintro.content.lastChild.lastChild.lastChild;
if(lib.config.coin<100){
buyfirework.classList.add('disabled');
}
if(_status.fireworkbought){
if(_status.fireworkRunning){
buyfirework.innerHTML='停止';
}
else{
buyfirework.innerHTML='开始';
}
}
buyfirework.listen(function(){
if(this.innerHTML=='100金'){
if(lib.config.coin>=100){
_status.fireworkbought=true;
game.changeCoin(-100);
game.haveFun.firework();
}
else{
return;
}
}
else if(this.innerHTML=='停止'){
game.haveFun.fireworkStop();
}
else if(this.innerHTML=='开始'){
game.haveFun.firework();
}
ui.click.window();
});
uiintro.classList.add('noleave');
return uiintro;
},220,400);
}
},
game:{
@ -42,6 +78,325 @@ play.coin={
ui.coin.innerHTML=str;
}
},
haveFun:{
fireworkStop:function(){
_status.fireworkRunning=false;
},
firework:function(){
if(_status.fireworkRunning) return;
_status.fireworkRunning=true;
if(game.haveFun.fireworkLoop){
game.haveFun.fireworkLoop();
}
else{
// when animating on canvas, it is best to use requestAnimationFrame instead of setTimeout or setInterval
// not supported in all browsers though and sometimes needs a prefix, so we need a shim
window.requestAnimFrame = ( function() {
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
function( callback ) {
window.setTimeout( callback, 1000 / 60 );
};
})();
// now we will setup our basic variables for the demo
var canvas = document.createElement( 'canvas' ),
ctx = canvas.getContext( '2d' ),
// full screen dimensions
cw = ui.window.offsetWidth,
ch = ui.window.offsetHeight,
// firework collection
fireworks = [],
// particle collection
particles = [],
// starting hue
hue = 120,
// when launching fireworks with a click, too many get launched at once without a limiter, one launch per 5 loop ticks
limiterTotal = 5,
limiterTick = 0,
// this will time the auto launches of fireworks, one launch per 80 loop ticks
timerTotal = 80,
timerTick = 0,
mousedown = false,
// mouse x coordinate,
mx,
// mouse y coordinate
my;
// set canvas dimensions
canvas.width = cw;
canvas.height = ch;
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'
}
}