noname/extension/coin/extension.js

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JavaScript
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'use strict';
game.import('play',{
name:'coin',
init:function(){
if(lib.config.mode!='chess'||get.config('chess_mode')!='leader'){
_status.coin=0;
}
},
arenaReady:function(){
if(_status.video||_status.connectMode) return;
if(lib.config.mode!='chess'||get.config('chess_mode')!='leader'){
var str;
if(lib.config.coin_display_playpackconfig=='text'){
str='<span>'+lib.config.coin+'</span><span>金</span>'
}
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);
if(lib.config.snowFall){
game.haveFun.list.snow.bought=true;
setTimeout(function(){
game.haveFun.snow();
},500);
}
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();
});
var clickBuy=function(){
if(this.innerHTML=='停止'){
game.haveFun[this.name+'Stop']();
}
else if(this.innerHTML=='开始'){
game.haveFun[this.name]();
}
else if(this.innerHTML.indexOf('金')!=-1){
if(lib.config.coin>=this.content.cost){
this.content.bought=true;
game.changeCoin(-this.content.cost);
game.haveFun[this.name]();
if(this.content.onbuy){
this.content.onbuy.call(this);
}
}
else{
return;
}
}
ui.click.window();
};
for(var i in game.haveFun.list){
var item=game.haveFun.list[i];
uiintro.add('<div class="coin_buy">'+item.name+'<div class="menubutton">'+item.cost+'金</span></div></div>');
var buy=uiintro.content.lastChild.lastChild.lastChild;
if(lib.config.coin<item.cost&&!item.bought){
buy.classList.add('disabled');
}
if(item.bought){
if(item.running){
buy.innerHTML='停止';
if(item.control){
var node=item.control();
if(node){
buy.parentNode.appendChild(node,buy);
}
}
}
else{
buy.innerHTML='开始';
}
}
buy.name=i;
buy.content=item;
buy.listen(clickBuy);
}
if(!game.phaseNumber&&!game.online){
uiintro.add('下注');
uiintro.add('<div class="coin_buy">本局获胜<div class="menubutton">20金</span></div></div>');
var bet=uiintro.content.lastChild.lastChild.lastChild;
bet.listen(function(){
if(_status.betWin) return;
_status.betWin=true;
game.changeCoin(-20);
this.innerHTML='已下注';
});
if(_status.betWin){
bet.innerHTML='已下注';
}
}
else if(_status.betWin){
uiintro.add('下注');
uiintro.add('<div class="coin_buy">本局获胜<div class="menubutton">已下注</span></div></div>');
}
uiintro.classList.add('noleave');
return uiintro;
},220,400);
}
},
game:{
changeCoin:function(num){
if(typeof num=='number'&&ui.coin){
game.saveConfig('coin',lib.config.coin+num);
var str;
if(lib.config.coin_display_playpackconfig=='text'){
str='<span>'+lib.config.coin+'</span><span>金</span>'
}
else{
str='<span style="position:absolute">㉤</span><span style="margin-left:18px;font-family:xinwei;line-height:10px">'+lib.config.coin+'</span>';
}
ui.coin.innerHTML=str;
}
},
haveFun:{
list:{
firework:{
name:'烟花',
cost:50,
},
snow:{
name:'下雪',
cost:20,
size:'large',
control:function(){
var size=ui.create.div('.menubutton');
if(game.haveFun.list.snow.size=='small'){
size.innerHTML='大雪';
}
else{
size.innerHTML='小雪';
}
size.listen(game.haveFun.snowSize);
return size;
}
},
star:{
name:'星云',
cost:10
},
blink:{
name:'闪烁',
cost:10
}
},
alwaysSnow:function(){
game.saveConfig('snowFall',!lib.config.snowFall);
game.reload();
},
blink:function(){
if(game.haveFun.list.blink.running) return;
game.haveFun.list.blink.running=true;
if(game.haveFun.blinkLoop){
game.haveFun.blinkLoop();
}
else{
var canvas = document.createElement("canvas");
ui.window.appendChild(canvas);
canvas.classList.add('fun');
canvas.style.zIndex=20;
var ctx = canvas.getContext("2d");
//Make the canvas occupy the full page
var W = ui.window.offsetWidth, H = ui.window.offsetHeight;
canvas.width = W;
canvas.height = H;
lib.onresize.push(function(){
var W = ui.window.offsetWidth, H = ui.window.offsetHeight;
canvas.width = W;
canvas.height = H;
});
var particles = [];
var mouse = {};
//Lets create some particles now
var particle_count = 25;
//finally some mouse tracking
ui.window.addEventListener('mousemove', function(e)
{
//since the canvas = full page the position of the mouse
//relative to the document will suffice
mouse.x = e.pageX/game.documentZoom;
mouse.y = e.pageY/game.documentZoom;
});
ui.window.addEventListener('touchmove',function(e){
mouse.x = e.touches[0].clientX/game.documentZoom;
mouse.y = e.touches[0].clientY/game.documentZoom;
});
var particle=function()
{
//speed, life, location, life, colors
//speed.x range = -2.5 to 2.5
//speed.y range = -15 to -5 to make it move upwards
//lets change the Y speed to make it look like a flame
this.speed = {x: -2.5+Math.random()*5, y: -5+Math.random()*10};
this.speed.x/=4;
this.speed.y/=4;
//location = mouse coordinates
//Now the flame follows the mouse coordinates
if(mouse.x && mouse.y)
{
this.location = {x: mouse.x, y: mouse.y};
}
else
{
this.location = {x: W/2, y: H/2};
}
//radius range = 10-30
this.radius = 10+Math.random()*20;
//life range = 20-30
this.radius/=4;
this.life = 20+Math.random()*10;
this.life*=4;
this.remaining_life = this.life;
//colors
this.r = Math.round(Math.random()*255);
this.g = Math.round(Math.random()*255);
this.b = Math.round(Math.random()*255);
}
for(var i = 0; i < particle_count; i++)
{
particles.push(new particle());
}
var draw=function()
{
if(!game.haveFun.list.blink.running){
canvas.width=W;
canvas.height=H;
return;
}
ctx.clearRect(0, 0, W, H);
//Painting the canvas black
//Time for lighting magic
//particles are painted with "lighter"
//In the next frame the background is painted normally without blending to the
//previous frame
ctx.globalCompositeOperation = "lighter";
for(var i = 0; i < particles.length; i++)
{
var p = particles[i];
ctx.beginPath();
//changing opacity according to the life.
//opacity goes to 0 at the end of life of a particle
p.opacity = Math.round(p.remaining_life/p.life*100)/100
//a gradient instead of white fill
var gradient = ctx.createRadialGradient(p.location.x, p.location.y, 0, p.location.x, p.location.y, p.radius);
gradient.addColorStop(0, "rgba("+p.r+", "+p.g+", "+p.b+", "+p.opacity+")");
gradient.addColorStop(0.5, "rgba("+p.r+", "+p.g+", "+p.b+", "+p.opacity+")");
gradient.addColorStop(1, "rgba("+p.r+", "+p.g+", "+p.b+", 0)");
ctx.fillStyle = gradient;
ctx.arc(p.location.x, p.location.y, p.radius, Math.PI*2, false);
ctx.fill();
//lets move the particles
p.remaining_life--;
p.radius-=0.2;
p.location.x += p.speed.x;
p.location.y += p.speed.y;
//regenerate particles
if(p.remaining_life < 0 || p.radius < 0)
{
//a brand new particle replacing the dead one
particles[i] = new particle();
}
}
requestAnimationFrame(draw);
}
draw();
game.haveFun.blinkLoop=draw;
game.haveFun.blinkStop=function(){
game.haveFun.list.blink.running=false;
}
}
},
star:function(){
if(game.haveFun.list.star.running) return;
game.haveFun.list.star.running=true;
if(game.haveFun.starLoop){
game.haveFun.starLoop();
}
else{
//******************************************************
// Yet Another Particle Engine
var cos = Math.cos,
sin = Math.sin,
sqrt = Math.sqrt,
abs = Math.abs,
atan2 = Math.atan2,
log = Math.log,
random = Math.random,
PI = Math.PI,
sqr = function(v){return v*v;},
particles = [],
drawScale = 1,
emitters = [],
forces = [],
collidedMass = 0,
maxParticles = 100,
emissionRate = 1,
minParticleSize = 2;
//-------------------------------------------------------
// Vectors, and not the kind you put stuff in
var Vector=function(x, y, z) {
this.x = x || 0;
this.y = y || 0;
this.z = z || 0;
}
Vector.prototype = {
add : function(vector) {
this.x += vector.x;
this.y += vector.y;
this.z += vector.z;
return this;
},
subtract : function(vector) {
this.x -= vector.x;
this.y -= vector.y;
this.z -= vector.z;
return this;
},
multiply : function(another) {
this.x /= another.x;
this.y /= another.y;
this.z /= another.z;
return this;
},
divide : function(another) {
this.x /= another.x;
this.y /= another.y;
this.z /= another.z;
return this;
},
scale : function(factor) {
this.x *= factor;
this.y *= factor;
this.z *= factor;
return this;
},
magnitude : function () {
return sqrt(sqr(this.x + this.y));
},
distance : function (another) {
return abs(sqrt(sqr(this.x - another.x) + sqr(this.y - another.y)));
},
angle : function (angle, magnitude) {
if(angle && magnitude)
return Vector.fromAngle(angle, magnitude);
return atan2(this.y, this.x);
},
clone : function() {
return new Vector(this.x, this.y, this.z);
},
equals : function(another) {
return this.x === another.x&&
this.y === another.y&&
this.z === another.z;
},
random : function(r) {
this.x += (random() * r * 2) - r;
this.y += (random() * r * 2) - r;
return this;
}
};
Vector.fromAngle = function (angle, magnitude) {
return new Vector(
magnitude * cos(angle),
magnitude * sin(angle),
magnitude * sin(angle));
};
//******************************************************
// A thing with mass, position, and velocity - like your mom
var Particle=function(pt, vc, ac, mass) {
this.pos = pt || new Vector(0, 0);
this.vc = vc || new Vector(0, 0);
this.ac = ac || new Vector(0, 0);
this.mass = mass || 1;
this.alive = true;
}
Particle.prototype.move = function () {
this.vc.add(this.ac);
this.pos.add(this.vc);
};
Particle.prototype.reactToForces = function (fields) {
var totalAccelerationX = 0;
var totalAccelerationY = 0;
for (var i = 0; i < fields.length; i++) {
var field = fields[i];
var vectorX = field.pos.x - this.pos.x;
var vectorY = field.pos.y - this.pos.y;
var distance = this.pos.distance(field.pos);
if(distance < 1) field.grow(this);
if(distance < 100) this.doubleSize = true;
var force = G(this.forceBetween(field, distance));
totalAccelerationX += vectorX * force;
totalAccelerationY += vectorY * force;
}
this.ac = new Vector(totalAccelerationX, totalAccelerationY);
totalAccelerationX = 0;
totalAccelerationY = 0;
for (var i = 0; i < particles.length; i++) {
var field = particles[i];
if(field === this || !field.alive) continue;
var vectorX = field.pos.x - this.pos.x;
var vectorY = field.pos.y - this.pos.y;
var distance = this.pos.distance(field.pos);
if(distance < 1) {
if(this.mass >= field.mass) {
var massRatio = this.mass / field.mass;
if(particles.length <= maxParticles && this.mass>40) {
this.alive = false;
this.nova = true;
collidedMass += this.mass;
} else this.grow(field);
} else this.alive = false;
}
if(this.alive) {
var force = G(this.forceBetween(field, distance));
totalAccelerationX += vectorX * G(force);
totalAccelerationY += vectorY * G(force);
}
}
var travelDist = this.pos.distance(this.lastPos ? this.lastPos : this.pos);
this.velocity = travelDist - (this.lastDistance ? this.lastDistance : travelDist);
this.lastDistance = travelDist;
this.lastPos = this.pos.clone();
this.ac.add(new Vector(totalAccelerationX, totalAccelerationY));
this.lastPos = this.pos.clone();
// if(this.mass > 20) {
// var chance = 1 / (this.mass - 20);
// if(Math.random()>chance) {
// this.supernova = true;
// this.supernovaDur = 10;
// this.alive = false;
// if(particles.length <= maxParticles) collidedMass += this.mass;
// delete this.size;
// }
// }
};
Particle.prototype.grow = function (another) {
this.mass += another.mass;
this.nova = true;
another.alive = false;
delete this.size;
};
Particle.prototype.breakApart = function(minMass, maxParts) {
if(!minMass) minMass = 1;
if(!maxParts) maxParts = 2;
var remainingMass = this.mass;
var num = 0;
while(remainingMass > 0) {
var np = new Particle(this.pos.clone().random(this.mass), new Vector(0,0));
np.mass = 1 + Math.random() * (remainingMass - 1);
if(num>=maxParts-1) np.mass = remainingMass;
np.mass = np.mass < minMass ? minMass : np.mass;
remainingMass -= np.mass;
num++;
}
this.nova = true;
delete this.size;
this.alive = false;
};
Particle.prototype.forceBetween = function(another, distance) {
var distance = distance? distance : this.pos.distance(another.pos);
return (this.mass * another.mass) / sqr(distance);
};
//******************************************************
//This certainly doesn't *sub*mit to particles, that's for sure
var ParticleEmitter=function(pos, vc, ang) {
// to do config options for emitter - random, static, show emitter, emitter color, etc
this.pos = pos;
this.vc = vc;
this.ang = ang || 0.09;
this.color = "#999";
}
ParticleEmitter.prototype.emit = function() {
var angle = this.vc.angle() +
this.ang - (Math.random() * this.ang * 2);
var magnitude = this.vc.magnitude();
var position = this.pos.clone();
position.add(
new Vector(
~~((Math.random() * 100) - 50) * drawScale,
~~((Math.random() * 100) - 50) * drawScale
));
var velocity = Vector.fromAngle(angle, magnitude);
return new Particle(position,velocity);
};
//******************************************************
// Use it, Luke
// to do collapse functionality into particle
var Force=function(pos, m) {
this.pos = pos;
this.mass = m || 100;
}
Force.prototype.grow = function (another) {
this.mass += another.mass;
this.burp = true;
another.alive = false;
};
var G=function(data) {
return 0.00674 * data;
}
//******************************************************
var canvas = document.createElement('canvas');
canvas.classList.add('fun');
ui.window.appendChild(canvas);
var ctx = canvas.getContext('2d');
canvas.width = ui.window.offsetWidth;
canvas.height = ui.window.offsetHeight;
var canvasWidth = canvas.width;
var canvasHeight = canvas.height;
lib.onresize.push(function() {
canvas.width = ui.window.offsetWidth;
canvas.height = ui.window.offsetHeight;
canvasWidth = canvas.width;
canvasHeight = canvas.height;
});
var renderToCanvas = function (width, height, renderFunction) {
var buffer = document.createElement('canvas');
buffer.width = width;
buffer.height = height;
renderFunction(buffer.getContext('2d'));
return buffer;
};
maxParticles = 500;
emissionRate = 1;
drawScale = 1.3;
minParticleSize = 2;
emitters = [
//br
new ParticleEmitter(
new Vector(
canvasWidth / 2 * drawScale + 400,
canvasHeight / 2 * drawScale
),
Vector.fromAngle(2, 5),
1
),
// // bl
// new ParticleEmitter(
// new Vector(
// canvasWidth / 2 * drawScale - 400,
// canvasHeight / 2 * drawScale + 400
// ),
// Vector.fromAngle(1.5, 1),
// 1
// ),
// tl
new ParticleEmitter(
new Vector(
canvasWidth / 2 * drawScale - 400,
canvasHeight / 2 * drawScale
),
Vector.fromAngle(5, 5),
1
),
// // tr
// new ParticleEmitter(
// new Vector(
// canvasWidth / 2 * drawScale + 400,
// canvasHeight / 2 * drawScale - 400
// ),
// Vector.fromAngle(4.5, 1),
// 1
// )
];
forces = [
new Force(
new Vector((canvasWidth / 2 * drawScale) ,
(canvasHeight / 2 * drawScale)), 1800)
];
var loop=function() {
if(!game.haveFun.list.star.running){
canvas.width=ui.window.offsetWidth;
canvas.height=ui.window.offsetHeight;
return;
}
clear();
update();
draw();
queue();
}
game.haveFun.starLoop=loop;
game.haveFun.starStop=function(){
game.haveFun.list.star.running=false;
};
var clear=function() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
}
var ctr = 0;
var c = [
'rgba(255,255,255,',
'rgba(0,150,255,',
'rgba(255,255,128,',
'rgba(255,255,255,'
];
var rndc=function() {
return c[~~(Math.random() * c.length-1)];
}
var c2 = 'rgba(255,64,32,';
var addNewParticles=function() {
var _emit = function() {
var ret = 0;
for (var i = 0; i < emitters.length; i++) {
for (var j = 0; j < emissionRate; j++) {
var p = emitters[i].emit();
p.color = ( ctr % 10 === 0 )?
( Math.random() * 5 <= 1 ? c2 : rndc() )
: rndc();
p.mass = ~~(Math.random() * 5);
particles.push(p);
ret += p.mass;
ctr++;
}
}
return ret;
};
if(collidedMass !== 0) {
while(collidedMass !== 0) {
collidedMass -= _emit();
collidedMass = collidedMass<0 ? 0 :collidedMass;
}
}
if (particles.length > maxParticles)
return;
_emit();
}
var CLIPOFFSCREEN = 1,
BUFFEROFFSCREEN = 2,
LOOPSCREEN = 3;
var isPositionAliveAndAdjust=function(particle,check) {
return true;
// var pos = particle.pos;
// if(!check) check = BUFFEROFFSCREEN;
// if(check === CLIPOFFSCREEN) {
// return !(!particle.alive ||
// pos.x < 0 ||
// (pos.x / drawScale) > boundsX ||
// pos.y < 0 ||
// (pos.y / drawScale) > boundsY);
// } else if(check === BUFFEROFFSCREEN) {
// return !(!particle.alive ||
// pos.x < -boundsX * drawScale ||
// pos.x > 2 * boundsX * drawScale ||
// pos.y < -boundsY * drawScale ||
// pos.y > 2 * boundsY * drawScale);
// } else if(check === LOOPSCREEN) {
// if (pos.x < 0) pos.x = boundsX * drawScale;
// if ((pos.x / drawScale) > boundsX) pos.x = 0;
// if (pos.y < 0) pos.y = boundsY * drawScale;
// if ((pos.y / drawScale) > boundsY) pos.y = 0;
// return true;
// }
}
var plotParticles=function(boundsX, boundsY) {
var currentParticles = [];
for (var i = 0; i < particles.length; i++) {
var particle = particles[i];
particle.reactToForces(forces);
if(!isPositionAliveAndAdjust(particle))
continue;
particle.move();
currentParticles.push(particle);
}
}
var offscreenCache = {};
var renderParticle=function(p) {
var position = p.pos;
if(!p.size) p.size = Math.floor(p.mass / 100);
if(!p.opacity) p.opacity = 0.05;
if(p.velocity > 0) {
if(p.opacity<=0.18)
p.opacity += 0.04;
}
if(p.opacity>0.08)
p.opacity -= 0.02;
var actualSize = p.size / drawScale;
actualSize = actualSize < minParticleSize ? minParticleSize : actualSize;
if(p.mass>8) actualSize *= 2;
if(p.nova) {
actualSize *= 4;
p.nova = false;
}
if(p.doubleSize) {
p.doubleSize = false;
actualSize *= 2;
}
// if(p.supernova) {
// actualSize *= 6;
// opacity = 0.15;
// p.supernovaDur = p.supernovaDur - 1;
// if(p.supernovaDur === 0)
// p.supernova = false;
// }
var cacheKey = actualSize + '_' + p.opacity + '_' + p.color;
var cacheValue = offscreenCache[cacheKey];
if(!cacheValue) {
cacheValue = renderToCanvas(actualSize * 32, actualSize * 32, function(ofsContext) {
var opacity = p.opacity;
var fills = [
{size:actualSize/2, opacity:1},
{size:actualSize, opacity:opacity},
{size:actualSize * 2, opacity:opacity / 2},
{size:actualSize * 4, opacity:opacity / 3},
{size:actualSize * 8, opacity:opacity / 5},
{size:actualSize * 16, opacity:opacity / 16}
];
ofsContext.beginPath();
for(var f in fills) {
f = fills[f];
ofsContext.fillStyle = p.color + f.opacity + ')';
ofsContext.arc(
actualSize * 16,
actualSize * 16,
f.size , 0, Math.PI*2, true);
ofsContext.fill();
}
ofsContext.closePath();
});
offscreenCache[cacheKey] = cacheValue;
}
var posX = p.pos.x / drawScale;
var posY = p.pos.y / drawScale;
ctx.drawImage(cacheValue, posX, posY);
}
var fills = [
{size:15,opacity:1 },
{size:25,opacity:0.3},
{size:50,opacity:0.1} ];
var renderScene=function(ofsContext) {
for (var i = 0; i < forces.length; i++) {
var p = forces[i];
var position = p.pos;
var opacity = 1;
ofsContext.beginPath();
for(var f in fills) {
f = fills[f];
var o = p.burp === true ? 1 : f.opacity;
p.burp = false;
// ofsContext.fillStyle = 'rgba(255,255,255,' + o + ')';
// ofsContext.arc(position.x / drawScale,
// position.y / drawScale,
// f.size / drawScale, 0, Math.PI*2, true);
// ofsContext.fill();
}
ofsContext.closePath();
}
for (var i = 0; i < particles.length; i++) {
var p = particles[i];
renderParticle(p);
}
}
var draw=function() {
renderScene(ctx);
}
var update=function() {
addNewParticles();
plotParticles(canvas.width, canvas.height);
}
var queue=function() {
window.requestAnimationFrame(loop);
}
loop();
}
},
snow:function(){
game.haveFun.list.snow.running=true;
if(game.haveFun.snowStart){
game.haveFun.snowStart();
}
else{
/*
* 自由下雪 snowFall
* authorxuanfeng
* time: 2014-01-11
*/
// 控制下雪
var canvas;
var snowFall=function(snow) {
// 可配置属性
snow = snow || {};
this.maxFlake = snow.maxFlake || 200; //最多片数
this.flakeSize = snow.flakeSize || 10; //雪花形状
this.fallSpeed = snow.fallSpeed || 2; //坠落速度
this.status = 0; //0-初始化、1-开始下雪、2-停止下雪、3-暂停下雪、4-继续下雪
}
// 兼容写法
var requestAnimationFrame = window.requestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.msRequestAnimationFrame ||
window.oRequestAnimationFrame ||
function(callback) { setTimeout(callback, 1000 / 60); };
var cancelAnimationFrame = window.cancelAnimationFrame ||
window.mozCancelAnimationFrame ||
window.webkitCancelAnimationFrame ||
window.msCancelAnimationFrame ||
window.oCancelAnimationFrame;
// 开始下雪
snowFall.prototype.start = function(){
if(this.status == 1 || this.status == 4){
// 已经在下雪则不作处理
return false;
}
this.status = 1;
// 创建画布
snowCanvas.apply(this);
// 创建雪花形状
createFlakes.apply(this);
// 画雪
drawSnow.apply(this)
}
// 停止下雪
snowFall.prototype.stop = function(){
if(this.status == 2 || this.status == 0 || !this.canvas){
return false;
}
// 停止动画循环
this.pause();
this.status = 2;
// 删除画布
this.canvas.parentNode.removeChild(this.canvas);
this.canvas = null;
}
// 暂停下雪
snowFall.prototype.pause = function(){
if(this.status == 3){
return false;
}
this.status = 3;
cancelAnimationFrame(this.loop)
};
// 继续下雪
snowFall.prototype.resume = function(){
if(this.status == 3 && this.canvas){
this.status = 4;
// 动画的计时控制
var that=this;
this.loop = requestAnimationFrame(function() {
drawSnow.apply(that)
});
}
};
// 创建画布
var snowCanvas=function() {
// 添加Dom结点
var snowcanvas = document.createElement("canvas");
snowcanvas.classList.add('fun');
snowcanvas.id = "snowfall";
ui.window.appendChild(snowcanvas);
canvas=snowcanvas;
this.canvas = snowcanvas;
this.ctx = snowcanvas.getContext("2d");
// 窗口大小改变的处理
lib.onresize.push(function() {
snowcanvas.width = ui.window.offsetWidth;
snowcanvas.height = ui.window.offsetHeight
});
snowcanvas.width = ui.window.offsetWidth;
snowcanvas.height = ui.window.offsetHeight;
}
// 雪运动对象
var flakeMove=function(canvasWidth, canvasHeight, flakeSize, fallSpeed) {
this.x = Math.floor(Math.random() * canvasWidth); //x坐标
this.y = Math.floor(Math.random() * canvasHeight); //y坐标
this.size = Math.random() * flakeSize + 2; //形状
this.maxSize = flakeSize; //最大形状
this.speed = Math.random() * 1 + fallSpeed; //坠落速度
this.fallSpeed = fallSpeed; //坠落速度
this.velY = this.speed; //Y方向速度
this.velX = 0; //X方向速度
this.stepSize = Math.random() / 30; //步长
this.step = 0 //步数
}
flakeMove.prototype.update = function() {
var x = this.x,
y = this.y;
// 左右摆动(余弦)
this.velX *= 0.98;
if (this.velY <= this.speed) {
this.velY = this.speed
}
this.velX += Math.cos(this.step += 0.05) * this.stepSize;
this.y += this.velY;
this.x += this.velX;
// 飞出边界的处理
if (this.x >= canvas.width || this.x <= 0 || this.y >= canvas.height || this.y <= 0) {
this.reset(canvas.width, canvas.height)
}
};
// 飞出边界-放置最顶端继续坠落
flakeMove.prototype.reset = function(width, height) {
this.x = Math.floor(Math.random() * width);
this.y = 0;
this.size = Math.random() * snow.flakeSize + 2;
this.speed = Math.random() * 1 + snow.fallSpeed;
this.velY = this.speed;
this.velX = 0;
};
// 渲染雪花-随机形状
flakeMove.prototype.render = function(ctx) {
var snowFlake = ctx.createRadialGradient(this.x, this.y, 0, this.x, this.y, this.size);
snowFlake.addColorStop(0, "rgba(255, 255, 255, 0.9)");
snowFlake.addColorStop(0.5, "rgba(255, 255, 255, 0.5)");
snowFlake.addColorStop(1, "rgba(255, 255, 255, 0)");
ctx.save();
ctx.fillStyle = snowFlake;
ctx.beginPath();
ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2);
ctx.fill();
ctx.restore();
};
// 创建雪花-定义形状
var createFlakes=function() {
var maxFlake = this.maxFlake,
flakes = this.flakes = [],
canvas = this.canvas;
for (var i = 0; i < 200; i++) {
flakes.push(new flakeMove(canvas.width, canvas.height, this.flakeSize, this.fallSpeed))
}
}
// 画雪
var drawSnow=function() {
var maxFlake = this.maxFlake,
flakes = this.flakes;
var ctx = this.ctx, canvas = this.canvas, that = this;
// 清空雪花
ctx.clearRect(0, 0, canvas.width, canvas.height);
for (var e = 0; e < maxFlake; e++) {
flakes[e].update();
flakes[e].render(ctx);
}
// 一帧一帧的画
this.loop = requestAnimationFrame(function() {
drawSnow.apply(that);
});
}
// 调用及控制方法
var snow = new snowFall();
game.haveFun.snowStart=function(){
snow.start();
}
game.haveFun.snowStop=function(){
game.haveFun.list.snow.running=false;
snow.stop();
}
game.haveFun.snowSize=function(){
if(game.haveFun.list.snow.size=='large'){
game.haveFun.list.snow.size='small';
snow.maxFlake=80;
snow.flakeSize=3;
snow.fallSpeed=1;
if(this&&this.innerHTML){
this.innerHTML='大雪';
}
game.saveConfig('coinSnowSize',true);
}
else{
game.haveFun.list.snow.size='large';
snow.maxFlake=200;
snow.flakeSize=10;
snow.fallSpeed=2;
if(this&&this.innerHTML){
this.innerHTML='小雪';
}
game.saveConfig('coinSnowSize',false);
}
}
if(lib.config.coinSnowSize){
game.haveFun.snowSize();
}
snow.start();
}
},
firework:function(){
if(game.haveFun.list.firework.running) return;
game.haveFun.list.firework.running=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
var 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
var random=function( min, max ) {
return Math.random() * ( max - min ) + min;
}
// calculate the distance between two points
var calculateDistance=function( p1x, p1y, p2x, p2y ) {
var xDistance = p1x - p2x,
yDistance = p1y - p2y;
return Math.sqrt( Math.pow( xDistance, 2 ) + Math.pow( yDistance, 2 ) );
}
// create firework
var Firework=function( 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
var Particle=function( 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
var createParticles=function( 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
var loop=function() {
// if(lib.config.coin_free_playpackconfig&&!_status.imchoosing){
// canvas.style.display='none';
// }
// else{
// canvas.style.display='';
// }
// this function will run endlessly with requestAnimationFrame
if(!game.haveFun.list.firework.running){
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/game.documentZoom - canvas.offsetLeft;
my = e.touches[0].clientY/game.documentZoom - canvas.offsetTop;
});
ui.window.addEventListener( 'touchstart', function( e ) {
mousedown = true;
});
ui.window.addEventListener( 'touchend', function( e ) {
mousedown = false;
});
}
else{
// mouse event bindings
// update the mouse coordinates on mousemove
ui.window.addEventListener( 'mousemove', function( e ) {
mx = e.pageX/game.documentZoom - canvas.offsetLeft;
my = e.pageY/game.documentZoom - 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;
game.haveFun.fireworkStop=function(){
game.haveFun.list.firework.running=false;
},
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'+
'<li>战斗胜利可额外获得20金币每杀死一个敌人可获得10金币托管无效'+
'<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3金币<li>'+
'自由选将10金币<li>手气卡3金币<li>换人10金币</ul>'+
'<li>金币可用于购买烟花等游戏特效(点击右上角的金币按钮)'+
'<li>修改金币:<br>game.changCoin'+
'<li>默认下雪:<br>game.haveFun.alwaysSnow'
}
});