优化瞬移判定和自动寻路算法

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ckcz123 committed 2020-07-02 22:10:26 +08:00
1 parent 6f0a66bb11
commit 49ca100dfd
7 files changed
+97 -146

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@@ -434,107 +434,60 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
}
////// 绘制背景层 //////
core.maps.drawBg = function (floorId, ctx) {
core.maps.drawBg = function (floorId, config) {
floorId = floorId || core.status.floorId;
var onMap = ctx == null;
if (onMap) {
ctx = core.canvas.bg;
core.clearMap(ctx);
config = config || {};
if (config.ctx == null) {
config.onMap = true;
config.ctx = 'bg';
core.clearMap('bg');
core.status.floorAnimateObjs = this._getFloorImages(floorId);
}
core.maps._drawBg_drawBackground(floorId, ctx);
core.maps._drawBg_drawBackground(floorId, config);
// ------ 调整这两行的顺序来控制是先绘制贴图还是先绘制背景图块;后绘制的覆盖先绘制的。
core.maps._drawFloorImages(floorId, ctx, 'bg');
core.maps._drawBgFgMap(floorId, ctx, 'bg', onMap);
core.maps._drawFloorImages(floorId, config.ctx, 'bg', null, null, config.onMap);
core.maps._drawBgFgMap(floorId, 'bg', config);
// 绘制背景层2
core.maps._drawBgFgMap(floorId, ctx, 'bg2', onMap);
};
if (config.onMap) {
config.ctx = 'bg2';
core.clearMap('bg2');
}
core.maps._drawBgFgMap(floorId, 'bg2', config);
}
////// 绘制前景层 //////
core.maps.drawFg = function (floorId, ctx) {
core.maps.drawFg = function (floorId, config) {
floorId = floorId || core.status.floorId;
var onMap = ctx == null;
if (onMap) {
ctx = core.canvas.fg;
config = config || {};
if (config.ctx == null) {
config.onMap = true;
config.ctx = 'fg';
core.clearMap('fg');
core.status.floorAnimateObjs = this._getFloorImages(floorId);
}
// ------ 调整这两行的顺序来控制是先绘制贴图还是先绘制前景图块;后绘制的覆盖先绘制的。
this._drawFloorImages(floorId, ctx, 'fg');
this._drawBgFgMap(floorId, ctx, 'fg', onMap);
core.maps._drawFloorImages(floorId, config.ctx, 'fg', null, null, config.onMap);
core.maps._drawBgFgMap(floorId, 'fg', config);
// 绘制前景层2
this._drawBgFgMap(floorId, ctx, 'fg2', onMap);
};
/* cannotIn/cannotOut适配 start*/
core.maps.generateMovableArray = function (floorId, x, y, direction) {
floorId = floorId || core.status.floorId;
if (!floorId) return null;
var width = core.floors[floorId].width,
height = core.floors[floorId].height;
var bgArray = this.getBgMapArray(floorId),
bg2Array = this._getBgFgMapArray('bg2', floorId),
fgArray = this.getFgMapArray(floorId),
fg2Array = this._getBgFgMapArray('fg2', floorId),
eventArray = this.getMapArray(floorId);
var generate = function (x, y, direction) {
if (direction != null) {
return core.maps._canMoveHero_checkPoint(x, y, direction, floorId, {
bgArray: bgArray,
fgArray: fgArray,
bg2Array: bg2Array,
fg2Array: fg2Array,
eventArray: eventArray
});
}
return ["left", "down", "up", "right"].filter(function (direction) {
return core.maps._canMoveHero_checkPoint(x, y, direction, floorId, {
bgArray: bgArray,
fgArray: fgArray,
bg2Array: bg2Array,
fg2Array: fg2Array,
eventArray: eventArray
});
});
};
if (x != null && y != null) return generate(x, y, direction);
var array = [];
for (var x = 0; x < width; x++) {
array[x] = [];
for (var y = 0; y < height; y++) {
array[x][y] = generate(x, y);
}
if (config.onMap) {
config.ctx = 'fg2';
core.clearMap('fg2');
}
return array;
};
core.maps._canMoveHero_checkPoint = function (x, y, direction, floorId, extraData) {
// 1. 检查该点 cannotMove
if (core.inArray((core.floors[floorId].cannotMove || {})[x + "," + y], direction))
return false;
var nx = x + core.utils.scan[direction].x,
ny = y + core.utils.scan[direction].y;
if (nx < 0 || ny < 0 || nx >= core.floors[floorId].width || ny >= core.floors[floorId].height)
return false;
// 2. 检查该点素材的 cannotOut 和下一个点的 cannotIn
if (this._canMoveHero_checkCannotInOut([
extraData.bgArray[y][x], extraData.bg2Array[y][x], extraData.fgArray[y][x], extraData.fg2Array[y][x], extraData.eventArray[y][x]
], "cannotOut", direction))
return false;
if (this._canMoveHero_checkCannotInOut([
extraData.bgArray[ny][nx], extraData.bg2Array[ny][nx], extraData.fgArray[ny][nx], extraData.fg2Array[ny][nx], extraData.eventArray[ny][nx]
], "cannotIn", direction))
return false;
// 3. 检查是否能进将死的领域
if (floorId == core.status.floorId && !core.flags.canGoDeadZone &&
core.status.hero.hp <= (core.status.checkBlock.damage[nx + "," + ny] || 0) &&
extraData.eventArray[ny][nx] == 0)
return false;
return true;
};
core.maps._drawBgFgMap(floorId, 'fg2', config);
}
/* cannotIn/cannotOut适配 start*/
core.maps._generateMovableArray_arrays = function (floorId) {
return {
bgArray: this.getBgMapArray(floorId),
fgArray: this.getFgMapArray(floorId),
eventArray: this.getMapArray(floorId),
bg2Array: this._getBgFgMapArray('bg2', floorId),
fg2Array: this._getBgFgMapArray('fg2', floorId)
};
}
},
"itemShop": function () {
// 道具商店相关的插件