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ground.js
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ground.js
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var Ground = function(player, map) {
this.state = "idle";
this.pos = [0, 0];
this.posPx = [0, 0];
this.player = player;
this.map = map;
this.dir = "down";
this.frame = 0;
this.to = [0, 0];
this.treasure = null;
this.setPos = function(x, y) {
this.pos = [x, y];
this.posPx = [x * 48, y * 48];
this.to = [x * 48, y * 48];
};
};
var GroundControl = function(game) {
var posPxChange = {
left: [-48, 0],
up: [0, -48],
right: [48, 0],
down: [0, 48]
};
var posChange = {
left: [-1, 0],
up: [0, -1],
right: [1, 0],
down: [0, 1]
};
var movePerFrame = {
left: [-2, 0],
up: [0, -2],
right: [2, 0],
down: [0, 2]
};
var keyToDir = {
37: "left",
38: "up",
39: "right",
40: "down"
};
var moveHandler = function(event) {
if (game.state === "ground" && game.ground.state === "treasure") {
if (event.which === 13) {
game.ground.state = "idle";
game.ground.treasure = null;
return;
}
}
if (game.state === "ground" && game.ground.state === "idle") {
var ground = game.ground;
var nx;
var ny;
if (event.which >= 37 && event.which <= 40) {
if (ground.posPx[0] !== ground.to[0] || ground.posPx[1] !== ground.to[1]) {} else {
ground.dir = keyToDir[event.which];
nx = ground.pos[0] + posChange[ground.dir][0];
ny = ground.pos[1] + posChange[ground.dir][1];
if (nx >= 0 && nx < ground.map.width && ny >= 0 && ny < ground.map.height && ground.map.map[ny][nx] !== 2) {
ground.state = "walk";
ground.to[0] = posPxChange[ground.dir][0] + ground.posPx[0];
ground.to[1] = posPxChange[ground.dir][1] + ground.posPx[1];
ground.pos[0] += posChange[ground.dir][0];
ground.pos[1] += posChange[ground.dir][1];
}
}
} else if (event.which === 13) {
var npcs = game.ground.map.npcs;
var curNpc;
for (var i = npcs.length; i--;) {
if (ground.pos[0] + posChange[ground.dir][0] === npcs[i].pos[0] && ground.pos[1] + posChange[ground.dir][1] === npcs[i].pos[1]) {
curNpc = npcs[i];
switch (game.ground.dir) {
case "left":
curNpc.dir = "right";
break;
case "right":
curNpc.dir = "left";
break;
case "up":
curNpc.dir = "down";
break;
case "down":
curNpc.dir = "up";
break;
}
break;
}
}
if (curNpc && typeof curNpc.dialog !== "undefined") {
game.dialog = new Dialog(curNpc);
game.state = "dialog";
}
}
}
};
var swichToInfo = function(event) {
if (game.state === "ground" && game.ground.state === "idle") {
if (event.which === 219) {
game.state = "info";
}
}
};
var atEndArea = function() {
var ground = game.ground;
var doors = ground.map.doors;
for (var i = doors.length; i--;) {
for (var j = doors[i].area.length; j--;) {
if (doors[i].area[j][0] === ground.pos[0] && doors[i].area[j][1] === ground.pos[1]) {
return doors[i];
}
}
}
return null;
};
var atTreasure = function() {
var ground = game.ground;
var treasures = ground.map.treasures;
for (var i = treasures.length; i--;) {
if (treasures[i].pos[0] === ground.pos[0] && treasures[i].pos[1] === ground.pos[1]) {
return treasures[i];
}
}
return null;
};
var move = function() {
var ground = game.ground;
if (ground.state === "walk") {
if (ground.posPx[0] === ground.to[0] && ground.posPx[1] === ground.to[1]) {
return true;
}
ground.posPx[0] += movePerFrame[ground.dir][0];
ground.posPx[1] += movePerFrame[ground.dir][1];
return false;
}
return false;
};
this.tick = function() {
var curDoor;
var curTreasure;
if (game.story.canToNext(game)) {
game.story.toNext(game);
game.state = "story";
return;
}
if (move()) {
curDoor = atEndArea();
if (curDoor) {
game.ground = new Ground(game.player, Maps[curDoor.to]);
game.ground.setPos(curDoor.desPos[0], curDoor.desPos[1]);
game.ground.state = "idle";
return;
}
curTreasure = atTreasure();
if (curTreasure && !curTreasure.opened) {
if (curTreasure.item === "money") {
game.player.money += curTreasure.amount;
} else {
game.player.getItem(curTreasure.item, curTreasure.amount);
}
game.ground.treasure = curTreasure;
game.ground.state = "treasure";
curTreasure.opened = true;
return;
}
game.ground.state = "idle";
if (Math.random() < game.ground.map.radio) {
game.battle = new Battle(game.player, new Enermy(game.ground.map.enermies[Math.floor(Math.random() * 500) % game.ground.map.enermies.length]));
game.state = "battle";
return;
}
}
};
$env.bind("keydown", moveHandler);
$env.bind("keydown", swichToInfo);
};
var GroundPainter = function(game) {
var playerFrames = {
idle: {
up: [7],
down: [1],
left: [4],
right: [10]
},
walk: {
up: [7, 6, 7, 8],
down: [1, 0, 1, 2],
left: [4, 3, 4, 5],
right: [10, 9, 10, 11]
}
};
var npcFrames = {
down: 0,
left: 1,
up: 2,
right: 3
};
var calPos = function(x, y, bx, by) {
var ground = game.ground;
var px = 48 * x - bx;
var py = 48 * y - by;
var show = false;
if (px >= 0 && px <= canvas.width - 48 && py >= 0 && py <= canvas.height) {
show = true;
}
return {
x: px,
y: py,
show: show
};
};
this.paint = function() {
if (game.ground.state === "treasure") {
PainterHelper.drawPanel(0, 330, 720, 150);
PainterHelper.drawStaticAvatar(7, 337, 136, 136, true);
ctx.font = "italic bolder 20px 'Microsoft YaHei'";
ctx.fillStyle = "#f0f0f0";
if (game.ground.treasure.item === "money") {
PainterHelper.drawText("获得金币:" + game.ground.treasure.amount, 160, 370, 530);
} else {
PainterHelper.drawText("获得物品:" + Items[game.ground.treasure.item].name + " " + game.ground.treasure.amount + "个", 160, 370, 530);
}
return;
}
ctx.clearRect(0, 0, canvas.width, canvas.height);
var ground = game.ground;
var playerFrame = (Math.floor(ground.frame / 6)) % (playerFrames[ground.state][ground.dir].length);
var px;
var py;
var bx;
var by;
var i;
var curNpc;
var treasure;
var pos;
if (ground.posPx[0] < canvas.width / 2) {
px = ground.posPx[0];
bx = 0;
} else if (ground.posPx[0] > ground.map.width * 48 - canvas.width / 2) {
px = ground.posPx[0] - ground.map.width * 48 + canvas.width;
bx = ground.map.width * 48 - canvas.width;
} else {
px = canvas.width / 2;
bx = ground.posPx[0] - canvas.width / 2;
}
if (ground.posPx[1] < canvas.height / 2) {
py = ground.posPx[1];
by = 0;
} else if (ground.posPx[1] > ground.map.height * 48 - canvas.height / 2) {
py = ground.posPx[1] - ground.map.height * 48 + canvas.height;
by = ground.map.height * 48 - canvas.height;
} else {
py = canvas.height / 2;
by = ground.posPx[1] - canvas.height / 2;
}
ctx.drawImage(Resources.images.maps[game.ground.map.rc_index].map, bx / 2, by / 2, canvas.width / 2, canvas.height / 2, 0, 0, canvas.width, canvas.height);
for (i = ground.map.treasures.length; i--;) {
treasure = ground.map.treasures[i];
pos = calPos(treasure.pos[0], treasure.pos[1], bx, by);
if (treasure.opened) {
ctx.drawImage(Resources.images.other.treasure, 0, 24, 24, 24, pos.x, pos.y, 48, 48);
} else {
ctx.drawImage(Resources.images.other.treasure, 0, 0, 24, 24, pos.x, pos.y, 48, 48);
}
}
ctx.drawImage(Resources.images.player.ground, 0, playerFrames[ground.state][ground.dir][playerFrame] * 24, 24, 24, px, py, 48, 48);
for (i = ground.map.npcs.length; i--;) {
curNpc = ground.map.npcs[i];
pos = calPos(curNpc.pos[0], curNpc.pos[1], bx, by);
ctx.drawImage(Resources.images.other.npcs, 0, 96 * curNpc.detail.rc_index + 24 * npcFrames[curNpc.dir], 24, 24, pos.x, pos.y, 48, 48);
}
game.ground.frame++;
};
};