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td-obj-map.js
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td-obj-map.js
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/*
* Copyright (c) 2011.
*
* Author: oldj <[email protected]>
* Blog: https://oldj.net/
*
* Last Update: 2011/1/10 5:22:52
*/
// _TD.a.push begin
_TD.a.push(function (TD) {
var _default_wait_clearInvalidElements = 20;
// map 对象的属性、方法。注意属性中不要有数组、对象等
// 引用属性,否则多个实例的相关属性会发生冲突
var map_obj = {
_init: function (cfg) {
cfg = cfg || {};
this.grid_x = cfg.grid_x || 10;
this.grid_y = cfg.grid_y || 10;
this.x = cfg.x || 0;
this.y = cfg.y || 0;
this.width = this.grid_x * TD.grid_size;
this.height = this.grid_y * TD.grid_size;
this.x2 = this.x + this.width;
this.y2 = this.y + this.height;
this.grids = [];
this.entrance = this.exit = null;
this.buildings = [];
this.monsters = [];
this.bullets = [];
this.scene = cfg.scene;
this.is_main_map = !!cfg.is_main_map;
this.select_hl = TD.MapSelectHighLight(this.id + "-hl", {
map: this
});
this.select_hl.addToScene(this.scene, 1, 9);
this.selected_building = null;
this._wait_clearInvalidElements = _default_wait_clearInvalidElements;
this._wait_add_monsters = 0;
this._wait_add_monsters_arr = [];
if (this.is_main_map) {
this.mmm = new MainMapMask(this.id + "-mmm", {
map: this
});
this.mmm.addToScene(this.scene, 1, 7);
}
// 下面添加相应的格子
var i, l = this.grid_x * this.grid_y,
grid_data = cfg["grid_data"] || [],
d, grid;
for (i = 0; i < l; i++) {
d = grid_data[i] || {};
d.mx = i % this.grid_x;
d.my = Math.floor(i / this.grid_x);
d.map = this;
d.step_level = this.step_level;
d.render_level = this.render_level;
grid = new TD.Grid(this.id + "-grid-" + d.mx + "-" + d.my, d);
this.grids.push(grid);
}
if (cfg.entrance && cfg.exit && !TD.lang.arrayEqual(cfg.entrance, cfg.exit)) {
this.entrance = this.getGrid(cfg.entrance[0], cfg.entrance[1]);
this.entrance.is_entrance = true;
this.exit = this.getGrid(cfg.exit[0], cfg.exit[1]);
this.exit.is_exit = true;
}
var _this = this;
if (cfg.grids_cfg) {
TD.lang.each(cfg.grids_cfg, function (obj) {
var grid = _this.getGrid(obj.pos[0], obj.pos[1]);
if (!grid) return;
if (!isNaN(obj.passable_flag))
grid.passable_flag = obj.passable_flag;
if (!isNaN(obj.build_flag))
grid.build_flag = obj.build_flag;
if (obj.building) {
grid.addBuilding(obj.building);
}
});
}
},
/**
* 检查地图中是否有武器(具备攻击性的建筑)
* 因为第一波怪物只有在地图上有了第一件武器后才会出现
*/
checkHasWeapon: function () {
this.has_weapon = (this.anyBuilding(function (obj) {
return obj.is_weapon;
}) != null);
},
/**
* 取得指定位置的格子对象
* @param mx {Number} 地图上的坐标 x
* @param my {Number} 地图上的坐标 y
*/
getGrid: function (mx, my) {
var p = my * this.grid_x + mx;
return this.grids[p];
},
anyMonster: function (f) {
return TD.lang.any(this.monsters, f);
},
anyBuilding: function (f) {
return TD.lang.any(this.buildings, f);
},
anyBullet: function (f) {
return TD.lang.any(this.bullets, f);
},
eachBuilding: function (f) {
TD.lang.each(this.buildings, f);
},
eachMonster: function (f) {
TD.lang.each(this.monsters, f);
},
eachBullet: function (f) {
TD.lang.each(this.bullets, f);
},
/**
* 预建设
* @param building_type {String}
*/
preBuild: function (building_type) {
TD.mode = "build";
if (this.pre_building) {
this.pre_building.remove();
}
this.pre_building = new TD.Building(this.id + "-" + "pre-building-" + TD.lang.rndStr(), {
type: building_type,
map: this,
is_pre_building: true
});
this.scene.addElement(this.pre_building, 1, this.render_level + 1);
//this.show_all_ranges = true;
},
/**
* 退出预建设状态
*/
cancelPreBuild: function () {
TD.mode = "normal";
if (this.pre_building) {
this.pre_building.remove();
}
//this.show_all_ranges = false;
},
/**
* 清除地图上无效的元素
*/
clearInvalidElements: function () {
if (this._wait_clearInvalidElements > 0) {
this._wait_clearInvalidElements--;
return;
}
this._wait_clearInvalidElements = _default_wait_clearInvalidElements;
var a = [];
TD.lang.shift(this.buildings, function (obj) {
if (obj.is_valid)
a.push(obj);
});
this.buildings = a;
a = [];
TD.lang.shift(this.monsters, function (obj) {
if (obj.is_valid)
a.push(obj);
});
this.monsters = a;
a = [];
TD.lang.shift(this.bullets, function (obj) {
if (obj.is_valid)
a.push(obj);
});
this.bullets = a;
},
/**
* 在地图的入口处添加一个怪物
* @param monster 可以是数字,也可以是 monster 对象
*/
addMonster: function (monster) {
if (!this.entrance) return;
if (typeof monster == "number") {
monster = new TD.Monster(null, {
idx: monster,
difficulty: TD.difficulty,
step_level: this.step_level,
render_level: this.render_level + 2
});
}
this.entrance.addMonster(monster);
},
/**
* 在地图的入口处添加 n 个怪物
* @param n
* @param monster
*/
addMonsters: function (n, monster) {
this._wait_add_monsters = n;
this._wait_add_monsters_objidx = monster;
},
/**
* arr 的格式形如:
* [[1, 0], [2, 5], [3, 6], [10, 4]...]
*/
addMonsters2: function (arr) {
this._wait_add_monsters_arr = arr;
},
/**
* 检查地图的指定格子是否可通过
* @param mx {Number}
* @param my {Number}
*/
checkPassable: function (mx, my) {
var grid = this.getGrid(mx, my);
return (grid != null && grid.passable_flag == 1 && grid.build_flag != 2);
},
step: function () {
this.clearInvalidElements();
if (this._wait_add_monsters > 0) {
this.addMonster(this._wait_add_monsters_objidx);
this._wait_add_monsters--;
} else if (this._wait_add_monsters_arr.length > 0) {
var a = this._wait_add_monsters_arr.shift();
this.addMonsters(a[0], a[1]);
}
},
render: function () {
var ctx = TD.ctx;
ctx.strokeStyle = "#99a";
ctx.lineWidth = _TD.retina;
ctx.beginPath();
ctx.strokeRect(this.x + 0.5, this.y + 0.5, this.width, this.height);
ctx.closePath();
ctx.stroke();
},
/**
* 鼠标移出地图事件
*/
onOut: function () {
if (this.is_main_map && this.pre_building)
this.pre_building.hide();
}
};
/**
* @param id {String} 配置对象
* @param cfg {Object} 配置对象
* 至少需要包含以下项:
* {
* grid_x: 宽度(格子),
* grid_y: 高度(格子),
* scene: 属于哪个场景,
* }
*/
TD.Map = function (id, cfg) {
// map 目前只需要监听 out 事件
// 虽然只需要监听 out 事件,但同时也需要监听 enter ,因为如果
// 没有 enter ,out 将永远不会被触发
cfg.on_events = ["enter", "out"];
var map = new TD.Element(id, cfg);
TD.lang.mix(map, map_obj);
map._init(cfg);
return map;
};
/**
* 地图选中元素高亮边框对象
*/
var map_selecthl_obj = {
_init: function (cfg) {
this.map = cfg.map;
this.width = TD.grid_size + 2;
this.height = TD.grid_size + 2;
this.is_visiable = false;
},
show: function (grid) {
this.x = grid.x;
this.y = grid.y;
this.is_visiable = true;
},
render: function () {
var ctx = TD.ctx;
ctx.lineWidth = 2;
ctx.strokeStyle = "#f93";
ctx.beginPath();
ctx.strokeRect(this.x, this.y, this.width - 1, this.height - 1);
ctx.closePath();
ctx.stroke();
}
};
/**
* 地图选中的高亮框
* @param id {String} 至少需要包含
* @param cfg {Object} 至少需要包含
* {
* map: map 对象
* }
*/
TD.MapSelectHighLight = function (id, cfg) {
var map_selecthl = new TD.Element(id, cfg);
TD.lang.mix(map_selecthl, map_selecthl_obj);
map_selecthl._init(cfg);
return map_selecthl;
};
var mmm_obj = {
_init: function (cfg) {
this.map = cfg.map;
this.x1 = this.map.x;
this.y1 = this.map.y;
this.x2 = this.map.x2 + 1;
this.y2 = this.map.y2 + 1;
this.w = this.map.scene.stage.width;
this.h = this.map.scene.stage.height;
this.w2 = this.w - this.x2;
this.h2 = this.h - this.y2;
},
render: function () {
var ctx = TD.ctx;
/*ctx.clearRect(0, 0, this.x1, this.h);
ctx.clearRect(0, 0, this.w, this.y1);
ctx.clearRect(0, this.y2, this.w, this.h2);
ctx.clearRect(this.x2, 0, this.w2, this.h2);*/
ctx.fillStyle = "#fff";
ctx.beginPath();
ctx.fillRect(0, 0, this.x1, this.h);
ctx.fillRect(0, 0, this.w, this.y1);
ctx.fillRect(0, this.y2, this.w, this.h2);
ctx.fillRect(this.x2, 0, this.w2, this.h);
ctx.closePath();
ctx.fill();
}
};
/**
* 主地图外边的遮罩,用于遮住超出地图的射程等
*/
function MainMapMask(id, cfg) {
var mmm = new TD.Element(id, cfg);
TD.lang.mix(mmm, mmm_obj);
mmm._init(cfg);
return mmm;
}
}); // _TD.a.push end