1249 lines
39 KiB
JavaScript
1249 lines
39 KiB
JavaScript
"use strict";
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game.import("mode", function (lib, game, ui, get, ai, _status) {
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return {
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name: "tafang",
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canvasUpdates2: [],
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start: function () {
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"step 0";
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_status.gameDrawed = true;
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lib.init.css(lib.assetURL + "layout/mode", "chess");
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lib.init.css(lib.assetURL + "layout/mode", "tafang");
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game.loadMode("chess");
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"step 1";
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if (
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get.is.phoneLayout() &&
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lib.config.touchscreen &&
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!lib.config.show_round_menu &&
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!["system", "menu"].includes(lib.config.swipe_left) &&
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!["system", "menu"].includes(lib.config.swipe_right) &&
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!["system", "menu"].includes(lib.config.swipe_up)
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) {
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ui.roundmenu.style.display = "";
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}
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if (
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lib.config.player_border == "normal" &&
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(lib.config.layout == "long" || lib.config.layout == "long2")
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) {
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ui.arena.classList.add("lslim_player");
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}
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for (var i in result.element) {
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for (var j in result.element[i]) {
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if (j != "dieAfter") {
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lib.element[i][j] = result.element[i][j];
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}
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}
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}
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for (var i in result.ui) {
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for (var j in result.ui[i]) {
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ui[i][j] = result.ui[i][j];
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}
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}
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get.chessDistance = result.get.chessDistance;
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get.rawAttitude = result.get.rawAttitude;
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var toLoad = [
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"addChessPlayer",
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"addObstacle",
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"removeObstacle",
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"isChessNeighbour",
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"draw2",
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"updateCanvas2",
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"setChessInfo",
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"modeSwapPlayer",
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"initChess",
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];
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for (var i = 0; i < toLoad.length; i++) {
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game[toLoad[i]] = result.game[toLoad[i]];
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}
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toLoad = ["_attackmove", "_phasequeue", "_chessmove", "_chesscenter", "_tempobstacle"];
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for (var i = 0; i < toLoad.length; i++) {
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lib.skill[toLoad[i]] = result.skill[toLoad[i]];
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}
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ui.placeChess = result.ui.placeChess;
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ui.click.moveContainer = result.ui.click.moveContainer;
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for (var i in lib.skill) {
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if (lib.skill[i].changeSeat) {
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lib.skill[i] = {};
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if (lib.translate[i + "_info"]) {
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lib.translate[i + "_info"] = "此模式下不可用";
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}
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}
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}
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// if(!localStorage.getItem(lib.configprefix+'playback')){
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// game.loadMap();
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// }
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"step 2";
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var result = "basic_medium";
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_status.map = lib.tafang.map[result];
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_status.mapname = result;
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ui.chesssheet = document.createElement("style");
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document.head.appendChild(ui.chesssheet);
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var playback = localStorage.getItem(lib.configprefix + "playback");
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lib.mechlist = [];
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for (var i in lib.characterPack.mode_tafang) {
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if (i.indexOf("tafang_mech_") == 0) {
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lib.characterPack.mode_tafang[i][3].push(i + "_skill");
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lib.mechlist.push(i);
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}
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lib.character[i] = lib.characterPack.mode_tafang[i];
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}
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ui.create.cardsAsync();
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game.finishCards();
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game.addGlobalSkill("autoswap");
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ui.chessContainer = ui.create.div("#chess-container", ui.arena);
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ui.chessContainer.move = ui.click.moveContainer;
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ui.chessContainer.chessLeft = 0;
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ui.chessContainer.chessTop = 0;
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// lib.setScroll(ui.chessContainer);
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ui.chess = ui.create.div("#chess", ui.chessContainer);
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ui.canvas2 = document.createElement("canvas");
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ui.canvas2.id = "canvas2";
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ui.chess.appendChild(ui.canvas2);
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ui.ctx2 = ui.canvas2.getContext("2d");
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game.me = ui.create.player();
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if (playback) {
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for (var i in lib.characterPack) {
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for (var j in lib.characterPack[i]) {
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lib.character[j] = lib.character[j] || lib.characterPack[i][j];
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}
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}
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game.pause();
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ui.system.style.display = "none";
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_status.playback = playback;
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localStorage.removeItem(lib.configprefix + "playback");
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var store = lib.db.transaction(["video"], "readwrite").objectStore("video");
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store.get(parseInt(playback)).onsuccess = function (e) {
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if (e.target.result) {
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event.video = e.target.result.video;
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game.resume();
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} else {
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alert("播放失败:找不到录像");
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game.reload();
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}
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};
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}
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_status.mylist = [];
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_status.enemylist = [];
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"step 3";
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ui.arena.classList.add("chess");
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if (event.video) {
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for (var ii = 0; ii < event.video.length; ii++) {
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if (event.video[ii].type == "init") {
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_status.mapname = event.video[ii].content;
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break;
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}
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}
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_status.map = lib.tafang.map[_status.mapname];
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game.playerMap = lib.posmap;
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}
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ui.chesswidth = _status.map.size[0];
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ui.chessheight = _status.map.size[1];
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game.initChess();
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var grids = [];
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var gridnum = ui.chessheight * ui.chesswidth;
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for (var i = 0; i < gridnum; i++) {
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grids.push(i);
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}
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event.obs = [];
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if (!event.video) {
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var tafanglist = [0, 2, 3, 5, 6, 8, 9, 11, 12];
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for (var i = 0; i < ui.chessheight - 1; i++) {
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for (var j = 0; j < ui.chesswidth; j++) {
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if (i >= 8 && j != 0 && j != ui.chesswidth - 1) continue;
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if (tafanglist.includes(j)) {
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var cg = i * ui.chesswidth + j;
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grids.remove(cg);
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game.addObstacle(cg.toString(), false);
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event.obs.push(cg.toString());
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}
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}
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}
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for (var i = 0; i < ui.chesswidth; i++) {
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switch (ui.chesswidth) {
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case 6:
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if (i == 2 || i == 3) continue;
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break;
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case 9:
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if (i == 3 || i == 4 || i == 5) continue;
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break;
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case 12:
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if (i == 4 || i == 5 || i == 6 || i == 7) continue;
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break;
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}
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var cg = (ui.chessheight - 1) * ui.chesswidth + i;
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grids.remove(cg);
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game.addObstacle(cg.toString(), false);
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event.obs.push(cg.toString());
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}
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}
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if (lib.config.show_handcardbutton) {
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lib.setPopped(
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ui.create.system("手牌", null, true),
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function () {
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var uiintro = ui.create.dialog("hidden");
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var added = false;
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for (var i = 0; i < game.players.length; i++) {
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if (game.players[i].side == game.me.side && game.players[i] != game.me) {
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added = true;
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uiintro.add(get.translation(game.players[i]));
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var cards = game.players[i].getCards("h");
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if (cards.length) {
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uiintro.addSmall(cards, true);
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} else {
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uiintro.add("(无)");
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}
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}
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}
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if (!added) {
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uiintro.add("无队友");
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}
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return uiintro;
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},
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220
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);
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}
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ui.create.me();
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ui.create.fakeme();
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ui.chessinfo = ui.create.div(".fakeme.player", ui.me, function (e) {
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e.stopPropagation();
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});
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ui.create.div(ui.chessinfo);
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lib.setScroll(ui.chessinfo.firstChild);
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game.arrangePlayers();
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"step 4";
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ui.control.style.display = "";
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if (event.video) {
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game.playVideoContent(event.video);
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game.setChessInfo();
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return;
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}
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_status.videoInited = true;
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game.addVideo("init", null, _status.mapname);
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if (game.friendZhu) {
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game.addVideo("identityText", game.friendZhu, "将");
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game.addVideo("identityText", game.enemyZhu, "帅");
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if (game.friendViceZhu) {
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game.addVideo("identityText", game.friendViceZhu, "仕");
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game.addVideo("identityText", game.enemyViceZhu, "士");
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}
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}
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if (event.obs) {
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game.addVideo("initobs", null, event.obs);
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}
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ui.me.querySelector(".fakeme.player").hide();
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ui.me.querySelector(".fakeme.avatar").hide();
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var list = [];
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for (i in lib.character) {
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if (i.indexOf("treasure_") == 0) continue;
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if (i.indexOf("tafang_mech_") == 0) continue;
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if (lib.character[i].isMinskin) continue;
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if (lib.config.forbidchess.includes(i)) continue;
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if (lib.character[i].isBoss) continue;
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if (lib.filter.characterDisabled(i)) continue;
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list.push(i);
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}
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list.randomSort();
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_status.characterList = list;
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_status.friends = [];
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_status.enemies = [];
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_status.turnCount = 0;
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_status.turnTotal = parseInt(get.config("tafang_turn"));
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ui.turnCount = ui.create.system("", null, true);
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_status.remainingCount = 0;
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_status.tafangend = [];
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for (var i = 0; i < ui.chesswidth; i++) {
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var tafangdes = ui.chesswidth * (ui.chessheight - 1) + i;
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if (!lib.posmap[tafangdes]) {
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_status.tafangend.push(tafangdes.toString());
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}
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}
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lib.init.onfree();
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event.trigger("gameStart");
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game.phaseLoopTafang();
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},
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element: {
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content: {
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chessMechRemove: function () {
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game.treasures.remove(player);
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setTimeout(function () {
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player.delete();
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}, 500);
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delete lib.posmap[player.dataset.position];
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game.addVideo("deleteChessPlayer", player);
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game.addObstacle(player.dataset.position);
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game.log(get.translation(player) + "使用期限已到");
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},
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},
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player: {
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dieAfter2: function () {
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var player = this;
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delete lib.posmap[player.dataset.position];
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setTimeout(function () {
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player.delete();
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}, 500);
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for (var i = 0; i < ui.phasequeue.length; i++) {
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if (ui.phasequeue[i].link == player) {
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ui.phasequeue[i].remove();
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ui.phasequeue.splice(i, 1);
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break;
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}
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}
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},
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dieAfter: function (source) {
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var player = this;
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if (_status.friends) {
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_status.friends.remove(this);
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}
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if (_status.enemies) {
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_status.enemies.remove(this);
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}
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if (player == game.me) {
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for (var i = 0; i < game.players.length; i++) {
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if (game.players[i].side == player.side) {
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game.modeSwapPlayer(game.players[i]);
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}
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}
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}
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if (_status.friends.length == 0) {
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ui.fakeme.hide();
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this.node.handcards1.delete();
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this.node.handcards2.delete();
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game.me = ui.create.player();
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game.me.side = false;
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game.addVideo("removeTafangPlayer");
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}
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},
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},
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},
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tafang: {
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map: {
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basic_small: {
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name: "小型战场",
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size: [6, 11],
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obstacle: [],
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},
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basic_medium: {
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name: "中型战场",
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size: [9, 11],
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},
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basic_large: {
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name: "大型战场",
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size: [12, 11],
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},
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},
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},
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game: {
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minskin: true,
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singleHandcard: true,
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chess: true,
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treasures: [],
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obstacles: [],
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getVideoName: function () {
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return [get.translation(game.me.name), "塔防模式"];
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},
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addOverDialog: function (dialog) {
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dialog.classList.add("center");
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},
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phaseLoopTafang: function () {
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var next = game.createEvent("phaseLoop");
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next.setContent(function () {
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"step 0";
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delete _status.roundStart;
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_status.turnCount++;
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_status.remainingCount -= _status.friends.length;
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ui.turnCount.innerHTML = "回合" + get.cnNumber(_status.turnCount, true);
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var dialog = ui.create.dialog("剩余行动点:" + (10 + _status.remainingCount), "hidden");
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dialog.style.height = "260px";
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dialog.style.maxHeight = "260px";
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dialog.style.top = "calc(50% - 160px)";
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dialog.classList.add("center");
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dialog.classList.add("noupdate");
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dialog.classList.add("fixed");
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event.dialog = dialog;
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var list = _status.characterList.splice(0, 6);
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list.sort(function (a, b) {
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return get.rank(a, true) - get.rank(b, true);
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});
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var map = {};
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var mechlist = lib.mechlist.randomGets(6);
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mechlist.sort(function (a, b) {
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return lib.character[a][5] - lib.character[b][5];
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});
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map.bufang = ui.create.buttons(mechlist, "character", dialog.content);
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var difficulty = parseInt(get.config("tafang_difficulty"));
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for (var i = 0; i < map.bufang.length; i++) {
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var button = map.bufang[i];
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// button.node.name.style.top='8px';
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button.node.intro.classList.add("showintro");
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button.node.intro.classList.add("tafang");
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button.count = difficulty + lib.character[button.link][5] - 2;
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button.node.intro.innerHTML = get.cnNumber(button.count, true);
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button._link = "布防";
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}
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map.zhaomu = ui.create.buttons(list, "character", dialog.content);
|
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for (var i = 0; i < map.zhaomu.length; i++) {
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var button = map.zhaomu[i];
|
||
if (lib.config.buttoncharacter_style == "default") {
|
||
button.node.group.style.display = "none";
|
||
}
|
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button.node.intro.classList.add("showintro");
|
||
button.node.intro.classList.add("tafang");
|
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button.count = difficulty + get.rank(button.link, 3.9) + 3;
|
||
button.node.intro.innerHTML = get.cnNumber(button.count, true);
|
||
button._link = "招募";
|
||
}
|
||
if (_status.friends.length) {
|
||
map.xingdong = ui.create.buttons(_status.friends, "player", dialog.content);
|
||
for (var i = 0; i < map.xingdong.length; i++) {
|
||
var button = map.xingdong[i];
|
||
button.node.intro.classList.add("showintro");
|
||
button.node.intro.classList.add("tafang");
|
||
if (difficulty < 2) {
|
||
button.count = 1;
|
||
} else {
|
||
button.count = 2;
|
||
}
|
||
button.node.intro.innerHTML = get.cnNumber(button.count, true);
|
||
button._link = "行动";
|
||
}
|
||
} else {
|
||
map.xingdong = [];
|
||
}
|
||
var updateSelected = function () {
|
||
var count = 10 + _status.remainingCount;
|
||
var selected = dialog.querySelectorAll(".button.selected");
|
||
var selectedZhaomu = 0;
|
||
for (var i = 0; i < selected.length; i++) {
|
||
count -= selected[i].count;
|
||
if (selected[i]._link == "招募") {
|
||
selectedZhaomu++;
|
||
}
|
||
}
|
||
for (var i in map) {
|
||
for (var j = 0; j < map[i].length; j++) {
|
||
map[i][j].classList.remove("unselectable");
|
||
map[i][j].classList.add("pointerdiv");
|
||
if (map[i][j].count > count) {
|
||
map[i][j].classList.add("unselectable");
|
||
map[i][j].classList.remove("pointerdiv");
|
||
} else if (i == "zhaomu" && _status.friends.length + selectedZhaomu >= 5) {
|
||
map[i][j].classList.add("unselectable");
|
||
map[i][j].classList.remove("pointerdiv");
|
||
} else if (i == "bufang") {
|
||
var numbufang = 0;
|
||
for (var k = 0; k < game.treasures.length; k++) {
|
||
if (game.treasures[k].name == map[i][j].link) {
|
||
numbufang++;
|
||
}
|
||
if (numbufang >= 3) {
|
||
map[i][j].classList.add("unselectable");
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
ui.dialog.content.firstChild.innerHTML = "剩余行动点:" + count;
|
||
};
|
||
var clickOrder = 0;
|
||
event.custom.replace.button = function (button) {
|
||
if (
|
||
!button.classList.contains("unselectable") ||
|
||
button.classList.contains("selected")
|
||
) {
|
||
button.classList.toggle("selected");
|
||
button._clickOrder = clickOrder++;
|
||
}
|
||
updateSelected();
|
||
};
|
||
event.custom.add.window = function (clicked) {
|
||
if (clicked) return;
|
||
if (event.step > 1) return;
|
||
for (var i in map) {
|
||
for (var j = 0; j < map[i].length; j++) {
|
||
map[i][j].classList.remove("selected");
|
||
map[i][j].classList.remove("unselectable");
|
||
}
|
||
}
|
||
updateSelected();
|
||
};
|
||
var update = function (link) {
|
||
for (var i in map) {
|
||
for (var j = 0; j < map[i].length; j++) {
|
||
if (map[i][j]._link != link) {
|
||
map[i][j].style.display = "none";
|
||
} else {
|
||
map[i][j].style.display = "";
|
||
}
|
||
}
|
||
}
|
||
for (var i = 0; i < event.control.childNodes.length; i++) {
|
||
if (event.control.childNodes[i].innerHTML == link) {
|
||
event.control.childNodes[i].classList.add("thundertext");
|
||
}
|
||
}
|
||
_status.lastTafangCommand = link;
|
||
};
|
||
event.control = ui.create.control("布防", "招募", function (link, node) {
|
||
if (node.disabled) return;
|
||
var current = node.parentNode.querySelector(".thundertext");
|
||
if (current == node) return;
|
||
if (current) {
|
||
current.classList.remove("thundertext");
|
||
}
|
||
update(link);
|
||
});
|
||
// if(!_status.friends.length){
|
||
// event.control.lastChild.style.opacity=0.5;
|
||
// if(_status.lastTafangCommand=='行动'){
|
||
// _status.lastTafangCommand='招募';
|
||
// }
|
||
// }
|
||
if (_status.friends.length >= 5) {
|
||
event.control.childNodes[1].style.opacity = 0.5;
|
||
event.control.childNodes[1].disabled = true;
|
||
if (_status.lastTafangCommand == "招募") {
|
||
_status.lastTafangCommand = "布防";
|
||
}
|
||
}
|
||
_status.imchoosing = true;
|
||
ui.auto.hide();
|
||
var eventdong = function () {
|
||
var selected = dialog.querySelectorAll(".button.selected");
|
||
event.bufang = [];
|
||
event.zhaomu = [];
|
||
event.xingdong = _status.friends.slice(0);
|
||
// var xingdongs=[];
|
||
_status.remainingCount += 10;
|
||
for (var i = 0; i < selected.length; i++) {
|
||
switch (selected[i]._link) {
|
||
case "布防":
|
||
event.bufang.push(selected[i].link);
|
||
break;
|
||
case "招募":
|
||
event.zhaomu.push(selected[i].link);
|
||
break;
|
||
// case '行动':xingdongs.push(selected[i]);break;
|
||
}
|
||
_status.remainingCount -= selected[i].count;
|
||
}
|
||
_status.remainingCount = Math.floor(_status.remainingCount / 2);
|
||
// xingdongs.sort(function(a,b){
|
||
// return a._clickOrder-b._clickOrder;
|
||
// });
|
||
// for(var i=0;i<xingdongs.length;i++){
|
||
// event.xingdong.push(xingdongs[i].link);
|
||
// }
|
||
game.resume();
|
||
};
|
||
event.done = ui.create.control("完成", eventdong);
|
||
if (_status.lastTafangCommand) {
|
||
update(_status.lastTafangCommand);
|
||
} else {
|
||
update("招募");
|
||
}
|
||
if (_status.characterList.length < 6) {
|
||
game.over(true);
|
||
event.done.close();
|
||
event.control.close();
|
||
return;
|
||
}
|
||
setTimeout(function () {
|
||
dialog.open();
|
||
updateSelected();
|
||
}, 50);
|
||
event.switchToAuto = eventdong;
|
||
if (!_status.auto && 10 + _status.remainingCount > 0) {
|
||
game.pause();
|
||
} else {
|
||
eventdong();
|
||
}
|
||
"step 1";
|
||
event.dialog.close();
|
||
event.control.close();
|
||
event.done.close();
|
||
delete event.dialog;
|
||
delete event.control;
|
||
delete event.done;
|
||
"step 2";
|
||
event.chooseObstacle = false;
|
||
if (event.bufang.length) {
|
||
event.obstacles = game.obstacles.slice(0);
|
||
for (var i = 0; i < event.obstacles.length; i++) {
|
||
event.obstacles[i].classList.add("glow");
|
||
}
|
||
event.chooseObstacle = true;
|
||
event.currentBufang = event.bufang.shift();
|
||
event.dialog = ui.create.dialog(
|
||
"选择一个位置放置【" + get.translation(event.currentBufang) + "】"
|
||
);
|
||
if (!_status.auto) {
|
||
game.pause();
|
||
} else {
|
||
event.obstacle = event.obstacles.randomGet();
|
||
}
|
||
event.switchToAuto = function () {
|
||
event.obstacle = event.obstacles.randomGet();
|
||
game.resume();
|
||
};
|
||
} else {
|
||
delete event.bufang;
|
||
}
|
||
"step 3";
|
||
if (event.dialog) {
|
||
event.dialog.close();
|
||
delete event.dialog;
|
||
}
|
||
if (event.chooseObstacle) {
|
||
game.removeObstacle(event.obstacle.dataset.position);
|
||
var mech = game.addChessPlayer(
|
||
event.currentBufang,
|
||
"treasure",
|
||
0,
|
||
event.obstacle.dataset.position
|
||
);
|
||
event.chooseObstacle = false;
|
||
event.goto(2);
|
||
} else {
|
||
if (event.obstacles) {
|
||
for (var i = 0; i < event.obstacles.length; i++) {
|
||
event.obstacles[i].classList.remove("glow");
|
||
}
|
||
delete event.obstacles;
|
||
}
|
||
delete event.obstacle;
|
||
delete event.currentBufang;
|
||
}
|
||
"step 4";
|
||
if (event.dialog) {
|
||
event.dialog.close();
|
||
delete event.dialog;
|
||
}
|
||
if (event.zhaomu.length) {
|
||
event.currentZhaomu = event.zhaomu.shift();
|
||
event.dialog = ui.create.dialog(
|
||
"选择一个位置安排【" + get.translation(event.currentZhaomu) + "】"
|
||
);
|
||
var size = ui.chesswidth * (ui.chessheight - 1);
|
||
var clickGrid = function () {
|
||
var player = game.addChessPlayer(
|
||
event.currentZhaomu,
|
||
false,
|
||
4,
|
||
this.dataset.position
|
||
);
|
||
_status.friends.push(player);
|
||
if (!game.me.name) {
|
||
game.me = player;
|
||
game.me.classList.add("current_action");
|
||
ui.me.querySelector(".fakeme.avatar").show();
|
||
ui.me.querySelector(".fakeme.player").show();
|
||
ui.create.fakeme();
|
||
ui.handcards1 = player.node.handcards1.addTempClass("start").fix();
|
||
ui.handcards2 = player.node.handcards2.addTempClass("start").fix();
|
||
ui.handcards1Container.appendChild(ui.handcards1);
|
||
ui.handcards2Container.appendChild(ui.handcards2);
|
||
ui.updatehl();
|
||
game.setChessInfo();
|
||
game.addVideo("tafangMe", player);
|
||
}
|
||
this.delete();
|
||
event.redo();
|
||
game.resume();
|
||
};
|
||
if (!event.playergrids) {
|
||
event.playergrids = [];
|
||
for (var i = ui.chesswidth; i < size; i++) {
|
||
if (!lib.posmap[i.toString()]) {
|
||
var grid = ui.create.div(
|
||
".player.minskin.playerblank.glow",
|
||
clickGrid,
|
||
ui.chess
|
||
);
|
||
grid.addTempClass("start");
|
||
ui.placeChess(grid, i);
|
||
event.playergrids.push(grid);
|
||
}
|
||
}
|
||
}
|
||
game.pause();
|
||
if (_status.auto) {
|
||
setTimeout(function () {
|
||
clickGrid.call(event.playergrids.randomGet());
|
||
}, 50);
|
||
}
|
||
} else {
|
||
delete event.zhaomu;
|
||
}
|
||
"step 5";
|
||
_status.imchoosing = false;
|
||
ui.auto.show();
|
||
game.delay();
|
||
if (event.dialog) {
|
||
event.dialog.close();
|
||
delete event.dialog;
|
||
}
|
||
if (event.playergrids) {
|
||
for (var i = 0; i < event.playergrids.length; i++) {
|
||
event.playergrids[i].delete();
|
||
}
|
||
delete event.playergrids;
|
||
}
|
||
delete event.currentZhaomu;
|
||
"step 6";
|
||
var shalldelay = false;
|
||
for (var i = 0; i < ui.chesswidth; i++) {
|
||
if (lib.posmap[i] && game.players.includes(lib.posmap[i])) {
|
||
for (var j = 0; j < ui.chessheight; j++) {
|
||
var pos = i + j * ui.chesswidth;
|
||
if (lib.posmap[pos] && lib.posmap[pos].movable(0, 1)) {
|
||
break;
|
||
}
|
||
}
|
||
if (j < ui.chessheight) {
|
||
shalldelay = true;
|
||
for (var k = j; k >= 0; k--) {
|
||
var pos = i + k * ui.chesswidth;
|
||
if (lib.posmap[pos]) {
|
||
lib.posmap[pos].moveDown();
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
if (shalldelay) game.delay();
|
||
"step 7";
|
||
event.justadded = [];
|
||
if (_status.characterList.length) {
|
||
if (_status.enemies.length < ui.chesswidth * 2) {
|
||
var list1 = [];
|
||
for (var i = 0; i < ui.chesswidth; i++) {
|
||
if (!lib.posmap[i]) {
|
||
list1.push(i);
|
||
}
|
||
}
|
||
if (list1.length) {
|
||
var enemy = game.addChessPlayer(
|
||
_status.characterList.shift(),
|
||
true,
|
||
4,
|
||
list1.randomRemove()
|
||
);
|
||
_status.enemies.push(enemy);
|
||
event.justadded.push(enemy.name);
|
||
if (game.players.length == 1) {
|
||
ui.me.querySelector(".fakeme.player").show();
|
||
game.setChessInfo(game.players[0]);
|
||
}
|
||
game.delay();
|
||
}
|
||
// var difficulty=get.config('tafang_difficulty');
|
||
// if(_status.turnCount>=10&&list1.length&&difficulty>1){
|
||
// var enemy=game.addChessPlayer(_status.characterList.shift(),true,4,list1.randomRemove());
|
||
// _status.enemies.push(enemy);
|
||
// event.justadded.push(enemy.name);
|
||
// }
|
||
// if(_status.turnCount>=20&&list1.length&&difficulty>1){
|
||
// var enemy=game.addChessPlayer(_status.characterList.shift(),true,4,list1.randomRemove());
|
||
// _status.enemies.push(enemy);
|
||
// event.justadded.push(enemy.name);
|
||
// }
|
||
// if(list1.length&&difficulty>2){
|
||
// var enemy=game.addChessPlayer(_status.characterList.shift(),true,4,list1.randomRemove());
|
||
// _status.enemies.push(enemy);
|
||
// event.justadded.push(enemy.name);
|
||
// }
|
||
}
|
||
} else {
|
||
game.over(true);
|
||
}
|
||
"step 8";
|
||
if (event.xingdong.length) {
|
||
var toact = event.xingdong.shift();
|
||
if (game.players.includes(toact)) {
|
||
toact.phase();
|
||
}
|
||
event.redo();
|
||
} else {
|
||
event.xingdong = _status.enemies.slice(0);
|
||
}
|
||
"step 9";
|
||
if (event.xingdong.length) {
|
||
var enemy = event.xingdong.shift();
|
||
if (!event.justadded.includes(enemy.name) && game.players.includes(enemy)) {
|
||
enemy.phase();
|
||
}
|
||
event.redo();
|
||
} else {
|
||
event.mechlist = game.treasures.slice(0);
|
||
}
|
||
"step 10";
|
||
if (event.mechlist.length) {
|
||
var mech = event.mechlist.shift();
|
||
var info = lib.skill[mech.name + "_skill"];
|
||
if (!info.filter || info.filter(mech)) {
|
||
var next = game.createEvent("chessMech");
|
||
next.player = mech;
|
||
next.setContent(info.content);
|
||
mech.chessFocus();
|
||
if (lib.config.animation && !lib.config.low_performance) {
|
||
mech.$epic2();
|
||
}
|
||
game.delay();
|
||
}
|
||
if (--mech.hp <= 0) {
|
||
var next = game.createEvent("chessMechRemove");
|
||
next.player = mech;
|
||
next.setContent("chessMechRemove");
|
||
} else {
|
||
mech.update();
|
||
}
|
||
event.redo();
|
||
}
|
||
"step 11";
|
||
delete event.xingdong;
|
||
delete event.mechlist;
|
||
if (_status.turnCount >= _status.turnTotal) {
|
||
game.over(true);
|
||
} else {
|
||
event.goto(0);
|
||
game.delay();
|
||
}
|
||
});
|
||
},
|
||
loadMap: function () {
|
||
var next = game.createEvent("loadMap");
|
||
next.setContent(function () {
|
||
if (!lib.storage.map) {
|
||
lib.storage.map = ["basic_small", "basic_medium", "basic_large"];
|
||
}
|
||
if (!lib.storage.newmap) {
|
||
lib.storage.newmap = [];
|
||
}
|
||
var sceneview = ui.create.div(".storyscene");
|
||
if (!lib.config.touchscreen && lib.config.mousewheel) {
|
||
sceneview._scrollspeed = 30;
|
||
sceneview._scrollnum = 10;
|
||
sceneview.onmousewheel = function () {
|
||
if (!this.classList.contains("lockscroll")) {
|
||
ui.click.mousewheel.apply(this, arguments);
|
||
}
|
||
};
|
||
}
|
||
lib.setScroll(sceneview);
|
||
var switchScene = function () {
|
||
event.result = this.link;
|
||
sceneview.delete();
|
||
setTimeout(game.resume, 300);
|
||
};
|
||
var clickScene = function (e) {
|
||
if (this.classList.contains("unselectable")) return;
|
||
if (this._clicking) return;
|
||
if (e && e.stopPropagation) e.stopPropagation();
|
||
if (this.classList.contains("flipped")) {
|
||
return;
|
||
}
|
||
if (this.classList.contains("glow3")) {
|
||
this.classList.remove("glow3");
|
||
lib.storage.newmap.remove(this.name);
|
||
game.save("newmap", lib.storage.newmap);
|
||
}
|
||
var sceneNode = this.parentNode;
|
||
var current = document.querySelector(".flipped.scene");
|
||
if (current) {
|
||
restoreScene(current, true);
|
||
}
|
||
this.content.innerHTML = "";
|
||
ui.create.div(".menubutton.large.enter", "进入", this.content, switchScene).link =
|
||
this.name;
|
||
sceneNode.classList.add("lockscroll");
|
||
var node = this;
|
||
node._clicking = true;
|
||
setTimeout(function () {
|
||
node._clicking = false;
|
||
}, 700);
|
||
sceneNode.dx =
|
||
ui.window.offsetWidth / 2 -
|
||
(-sceneNode.scrollLeft + this.offsetLeft + this.offsetWidth / 2);
|
||
if (Math.abs(sceneNode.dx) < 20) {
|
||
sceneNode.dx = 0;
|
||
}
|
||
if (!sceneNode.sceneInterval && sceneNode.dx) {
|
||
sceneNode.sceneInterval = setInterval(function () {
|
||
var dx = sceneNode.dx;
|
||
if (Math.abs(dx) <= 2) {
|
||
sceneNode.scrollLeft -= dx;
|
||
clearInterval(sceneNode.sceneInterval);
|
||
delete sceneNode.sceneInterval;
|
||
} else {
|
||
var ddx = (dx / Math.sqrt(Math.abs(dx))) * 1.5;
|
||
sceneNode.scrollLeft -= ddx;
|
||
sceneNode.dx -= ddx;
|
||
}
|
||
}, 16);
|
||
}
|
||
node.style.transition = "all ease-in 0.2s";
|
||
node.style.transform = "perspective(1600px) rotateY(90deg) scale(0.75)";
|
||
var onEnd = function () {
|
||
node.removeEventListener("webkitTransitionEnd", onEnd);
|
||
node.classList.add("flipped");
|
||
sceneNode.classList.add("lockscroll");
|
||
node.style.transition = "all ease-out 0.4s";
|
||
node.style.transform = "perspective(1600px) rotateY(180deg) scale(1)";
|
||
};
|
||
node.listenTransition(onEnd);
|
||
};
|
||
ui.click.scene = clickScene;
|
||
var restoreScene = function (node, forced) {
|
||
if (node._clicking && !forced) return;
|
||
if (node.transformInterval) {
|
||
clearInterval(node.transformInterval);
|
||
delete node.transformInterval;
|
||
}
|
||
var sceneNode = node.parentNode;
|
||
node._clicking = true;
|
||
setTimeout(function () {
|
||
node._clicking = false;
|
||
}, 700);
|
||
node.style.transition = "all ease-in 0.2s";
|
||
node.style.transform = "perspective(1600px) rotateY(90deg) scale(0.75)";
|
||
var onEnd = function () {
|
||
node.removeEventListener("webkitTransitionEnd", onEnd);
|
||
node.classList.remove("flipped");
|
||
if (!sceneNode.querySelector(".flipped")) {
|
||
sceneNode.classList.remove("lockscroll");
|
||
}
|
||
node.style.transition = "all ease-out 0.4s";
|
||
node.style.transform = "perspective(1600px) rotateY(0deg) scale(0.7)";
|
||
};
|
||
node.listenTransition(onEnd);
|
||
};
|
||
ui.click.scene2 = restoreScene;
|
||
var createScene = function (name) {
|
||
var scene = lib.tafang.map[name];
|
||
var node = ui.create.div(".scene", clickScene);
|
||
node.style.transform = "perspective(1600px) rotateY(0deg) scale(0.7)";
|
||
node.name = name;
|
||
node.bgnode = ui.create.div(".background.player", node);
|
||
node.info = scene;
|
||
ui.create.div(".avatar.menu", node.bgnode);
|
||
node.namenode = ui.create.div(".name", node, scene.name);
|
||
if (lib.storage.map.includes(name)) {
|
||
if (lib.storage.newmap.includes(name)) {
|
||
node.classList.add("glow3");
|
||
}
|
||
node.namenode.dataset.nature = "soilm";
|
||
} else {
|
||
node.classList.add("unselectable");
|
||
node.namenode.innerHTML = "未开启";
|
||
}
|
||
var content = ui.create.div(".menu", node);
|
||
lib.setScroll(content);
|
||
node.content = content;
|
||
sceneview.appendChild(node);
|
||
return node;
|
||
};
|
||
event.custom.add.window = function () {
|
||
var current = document.querySelector(".flipped.scene");
|
||
if (current) {
|
||
restoreScene(current);
|
||
}
|
||
};
|
||
for (var i in lib.tafang.map) {
|
||
createScene(i);
|
||
}
|
||
ui.window.appendChild(sceneview.addTempClass("start"));
|
||
game.pause();
|
||
});
|
||
},
|
||
},
|
||
skill: {
|
||
tafang_mech_weixingxianjing_skill: {
|
||
filter: function (player) {
|
||
for (var i = 0; i < _status.enemies.length; i++) {
|
||
if (
|
||
!_status.enemies[i].isTurnedOver() &&
|
||
get.chessDistance(player, _status.enemies[i]) <= 2
|
||
) {
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content: function () {
|
||
var list = [];
|
||
for (var i = 0; i < _status.enemies.length; i++) {
|
||
if (
|
||
!_status.enemies[i].isTurnedOver() &&
|
||
get.chessDistance(player, _status.enemies[i]) <= 2
|
||
) {
|
||
list.push(_status.enemies[i]);
|
||
}
|
||
}
|
||
if (list.length) {
|
||
game.log("小型陷阱发动");
|
||
var target = list.randomGet();
|
||
target.turnOver();
|
||
game.logv(player, "tafang_mech_weixingxianjing_skill", [
|
||
target,
|
||
]).node.text.style.display = "none";
|
||
player.line(target, "green");
|
||
}
|
||
},
|
||
},
|
||
tafang_mech_nengliangqiu_skill: {
|
||
filter: function (player) {
|
||
for (var i = 0; i < _status.friends.length; i++) {
|
||
if (get.chessDistance(player, _status.friends[i]) <= 3) {
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content: function () {
|
||
var list1 = [],
|
||
list2 = [];
|
||
for (var i = 0; i < _status.friends.length; i++) {
|
||
if (get.chessDistance(player, _status.friends[i]) <= 1) {
|
||
list2.push(_status.friends[i]);
|
||
} else if (get.chessDistance(player, _status.friends[i]) <= 3) {
|
||
list1.push(_status.friends[i]);
|
||
}
|
||
// else if(get.chessDistance(player,_status.friends[i])<=4){
|
||
// list2.push(_status.friends[i]);
|
||
// }
|
||
}
|
||
if (list2.length) {
|
||
game.asyncDraw(list2, 2);
|
||
player.line(list2, "green");
|
||
}
|
||
if (list1.length) {
|
||
game.asyncDraw(list1);
|
||
player.line(list1, "green");
|
||
}
|
||
if (list1.length || list2.length) {
|
||
game.log("能量球发动");
|
||
game.logv(
|
||
player,
|
||
"tafang_mech_nengliangqiu_skill",
|
||
list1.concat(list2)
|
||
).node.text.style.display = "none";
|
||
}
|
||
},
|
||
},
|
||
tafang_mech_mutong_skill: {
|
||
filter: function (player) {
|
||
for (var i = 0; i < _status.enemies.length; i++) {
|
||
if (get.chessDistance(player, _status.enemies[i]) <= 3) {
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content: function () {
|
||
var list = [];
|
||
for (var i = 0; i < _status.enemies.length; i++) {
|
||
if (get.chessDistance(player, _status.enemies[i]) <= 3) {
|
||
list.push(_status.enemies[i]);
|
||
}
|
||
}
|
||
if (list.length) {
|
||
game.log("木桶发动");
|
||
var targets = list.randomGets(1);
|
||
game.logv(player, "tafang_mech_mutong_skill", targets).node.text.style.display =
|
||
"none";
|
||
player.line(targets, "green");
|
||
for (var i = 0; i < targets.length; i++) {
|
||
targets[i].damage("nosource");
|
||
}
|
||
}
|
||
},
|
||
},
|
||
tafang_mech_guangmingquan_skill: {
|
||
filter: function (player) {
|
||
for (var i = 0; i < _status.friends.length; i++) {
|
||
if (
|
||
_status.friends[i].hp < _status.friends[i].maxHp &&
|
||
get.chessDistance(player, _status.friends[i]) <= 2
|
||
) {
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content: function () {
|
||
var list = [];
|
||
for (var i = 0; i < _status.friends.length; i++) {
|
||
if (
|
||
_status.friends[i].hp < _status.friends[i].maxHp &&
|
||
get.chessDistance(player, _status.friends[i]) <= 2
|
||
) {
|
||
list.push(_status.friends[i]);
|
||
}
|
||
}
|
||
if (list.length) {
|
||
game.log("光明泉发动");
|
||
player.line(list, "green");
|
||
game.logv(
|
||
player,
|
||
"tafang_mech_guangmingquan_skill",
|
||
list.slice(0)
|
||
).node.text.style.display = "none";
|
||
while (list.length) {
|
||
list.shift().recover();
|
||
}
|
||
}
|
||
},
|
||
},
|
||
tafang_mech_jiguanren_skill: {
|
||
filter: function (player) {
|
||
for (var i = 0; i < _status.enemies.length; i++) {
|
||
if (get.chessDistance(player, _status.enemies[i]) <= 3) {
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
var list = [];
|
||
for (var i = 0; i < _status.enemies.length; i++) {
|
||
if (get.chessDistance(player, _status.enemies[i]) <= 3) {
|
||
list.push(_status.enemies[i]);
|
||
}
|
||
}
|
||
if (list.length) {
|
||
game.log("机关人发动");
|
||
player.line(list, "green");
|
||
game.logv(
|
||
player,
|
||
"tafang_mech_jiguanren_skill",
|
||
list.slice(0)
|
||
).node.text.style.display = "none";
|
||
event.list = list;
|
||
} else {
|
||
event.finish();
|
||
}
|
||
"step 1";
|
||
if (event.list.length) {
|
||
var target = event.list.shift();
|
||
var he = target.getCards("he");
|
||
if (he.length) {
|
||
target.discard(he.randomGets(Math.ceil(Math.random() * 2)));
|
||
}
|
||
event.redo();
|
||
}
|
||
},
|
||
},
|
||
tafang_mech_gongchengche_skill: {
|
||
filter: function (player) {
|
||
for (var i = 0; i < _status.enemies.length; i++) {
|
||
if (get.chessDistance(player, _status.enemies[i]) <= 2) {
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content: function () {
|
||
var list = [];
|
||
for (var i = 0; i < _status.enemies.length; i++) {
|
||
if (get.chessDistance(player, _status.enemies[i]) <= 2) {
|
||
list.push(_status.enemies[i]);
|
||
}
|
||
}
|
||
if (list.length) {
|
||
game.log("攻城车发动");
|
||
var target = list.randomGet();
|
||
player.line(target, "fire");
|
||
target.damage("fire", "nosource");
|
||
var he = target.getCards("he");
|
||
if (he.length) {
|
||
target.discard(he.randomGet());
|
||
}
|
||
game.logv(player, "tafang_mech_gongchengche_skill", [
|
||
target,
|
||
]).node.text.style.display = "none";
|
||
}
|
||
},
|
||
},
|
||
},
|
||
translate: {
|
||
friend: "友",
|
||
enemy: "敌",
|
||
neutral: "中",
|
||
trueColor: "zhu",
|
||
falseColor: "wei",
|
||
_chessmove: "移动",
|
||
|
||
mode_tafang_character_config: "塔防模式",
|
||
mode_tafang_card_config: "塔防模式",
|
||
|
||
tafang_mech_weixingxianjing: "小型陷阱",
|
||
tafang_mech_weixingxianjing_skill: "捕猎",
|
||
tafang_mech_weixingxianjing_skill_info: "每一轮令距离你2格以内的一名随机敌人翻面。",
|
||
tafang_mech_mutong: "木桶",
|
||
tafang_mech_mutong_skill: "飞滚",
|
||
tafang_mech_mutong_skill_info: "每一轮对距离3格以内的一名随机敌人造成1点伤害。",
|
||
tafang_mech_nengliangqiu: "能量球",
|
||
tafang_mech_nengliangqiu_skill: "充能",
|
||
tafang_mech_nengliangqiu_skill_info:
|
||
"每一轮令距离3格以内的所有友方角色摸1张牌,距离1以内改为摸2张。",
|
||
tafang_mech_jiguanren: "机关人",
|
||
tafang_mech_jiguanren_skill: "掠夺",
|
||
tafang_mech_jiguanren_skill_info: "每一轮弃置3格以内的所有敌方角色各1~2张牌。",
|
||
tafang_mech_gongchengche: "攻城车",
|
||
tafang_mech_gongchengche_skill: "攻坚",
|
||
tafang_mech_gongchengche_skill_info:
|
||
"每一轮对距离2格以内的一名随机敌方角色造成1点火焰伤害,并随机弃置其一张牌。",
|
||
tafang_mech_guangmingquan: "光明泉",
|
||
tafang_mech_guangmingquan_skill: "圣疗",
|
||
tafang_mech_guangmingquan_skill_info: "每一轮令距离2格以内的所有友方角色各回复1点体力。",
|
||
|
||
tafang_mech_dubiaoxianjing: "毒镖陷阱",
|
||
tafang_mech_dubiaoxianjing_skill: "毒镖",
|
||
tafang_mech_dubiaoxianjing_skill_info: "每当距离2格以内的一名敌方角色。",
|
||
tafang_mech_jiqishi: "集合石",
|
||
tafang_mech_shenmidiaoxiang: "神秘雕像",
|
||
tafang_mech_shenpanxianjing: "审判之刃",
|
||
tafang_mech_shiyuansu: "石元素",
|
||
tafang_mech_wuyashenxiang: "乌鸦神像",
|
||
},
|
||
characterPack: {
|
||
mode_tafang: {
|
||
// tafang_mech_dubiaoxianjing:['','',4,[],['boss'],2],
|
||
// tafang_mech_wuyashenxiang:['','',4,[],['boss'],2],
|
||
// tafang_mech_shenpanxianjing:['','',4,[],['boss'],2],
|
||
// tafang_mech_shenmidiaoxiang:['','',4,[],['boss'],5],
|
||
// tafang_mech_shiyuansu:['','',4,[],['boss'],5],
|
||
// tafang_mech_jiqishi:['','',4,[],['boss'],5],
|
||
|
||
tafang_mech_guangmingquan: ["", "", 3, [], ["boss"], 3],
|
||
tafang_mech_nengliangqiu: ["", "", 3, [], ["boss"], 3],
|
||
tafang_mech_jiguanren: ["", "", 3, [], ["boss"], 3],
|
||
tafang_mech_weixingxianjing: ["", "", 3, [], ["boss"], 4],
|
||
tafang_mech_mutong: ["", "", 3, [], ["boss"], 4],
|
||
tafang_mech_gongchengche: ["", "", 3, [], ["boss"], 4],
|
||
},
|
||
},
|
||
cardPack: {
|
||
mode_tafang: [],
|
||
},
|
||
posmap: {},
|
||
help: {
|
||
塔防模式:
|
||
"<ul><li>阻上敌人到达最下方的出口,坚持到给定的回合数即获得胜利<li>" +
|
||
"每轮可获得10个行动点,用来布置机关、招募武将。场上每有一个友方武将,行动点数-1。游戏难度将影响不同操作消耗的行动点数。未用完的行动点将减半(向下取整)并累积到下一轮<li>" +
|
||
"每一轮在最上方的一个随机位置增加一名敌人,若最上方已有角色,则将其下移一格<li>" +
|
||
"战场上最多出现3个相同的机关,每个机关在置入战场3轮后消失。战场上最多招募5名友方角色。<li>" +
|
||
"敌方角色到达底部出口时游戏失败,已方角色到达底部出口,将被移出游戏",
|
||
},
|
||
};
|
||
});
|