注意:本系列教程为长篇连载无底洞,半路杀进来的朋友,如果看不懂的话,请从第一章开始看起,文章目录请点击下面链接。
http://blog.csdn.net/lufy_legend/article/details/8888787
RPGRunMode.set(1); RPGRunMode.set(0);
LRPGObject.runMode = false;
/*
* LRPGRunMode.js
**/
LRPGRunMode = function(){};
LRPGRunMode.analysis=function(value){
var start = value.indexOf("(");
var end = value.indexOf(")");
var params = value.substring(start+1,end).split(",");
switch(value.substr(0,start)){
case "RPGRunMode.set":
LRPGObject.runMode = (parseInt(params[0]) == 1);
LGlobal.script.analysis();
break;
default:
LGlobal.script.analysis();
}
};if(LRPGObject.runMode)return;
//角色ID,坐标x,坐标y,是否等待 RPGCharacter.moveTo(2,60,13,1);
MapController.prototype.characterMoveTo = function(chara,cx,cy,callback){
var self = this;
chara = self.getCharacter(chara);
if(!chara)return;
if(chara.hasEventListener(Character.MOVE_COMPLETE)){
chara.removeEventListener(Character.MOVE_COMPLETE);
}
var coordinate = chara.getTo();
var fx = coordinate[0] , fy = coordinate[1];
var returnList = self.query.queryPath(new LPoint(fx,fy),new LPoint(cx,cy));
if(returnList.length > 0){
chara.setRoad(returnList);
if(callback){
chara.addEventListener(Character.MOVE_COMPLETE,callback);
}
}
};
MapController.prototype.getCharacter = function(value){
var self = this;
if(LString.isInt(value)){
var childList = self.view.charaLayer.childList,child;
for(var i=0,l=childList.length;i<l;i++){
child = childList[i];
if(value != child.index)continue;
return child;
}
}else if(typeof value == "object"){
return value;
}
return null;
};LRPGCharacter.moveTo = function (value,start,end){
var params = value.substring(start+1,end).split(","), wait;
if(params.length == 3){
wait = false;
}else{
wait = (parseInt(params.pop()) == 1);
}
//params:index,x,y
LRPGObject.RPGMap.characterMoveTo.call(LRPGObject.RPGMap,params[0],parseInt(params[1]),parseInt(params[2]),LRPGCharacter.getMoveCallback(wait));
};
LRPGCharacter.getMoveCallback = function (wait){
var lineValue, callback = LGlobal.script.analysis.bind(LGlobal.script);
if(!wait && LGlobal.script.lineList.length > 0){
lineValue = LMath.trim(LGlobal.script.lineList[0]);
if(lineValue.indexOf("RPGCharacter.move") == 0){
callback = null;
LGlobal.script.analysis();
}
}
return callback;
};
//角色ID,相对坐标x,相对坐标y RPGCharacter.move(2,-4,0);
MapController.prototype.characterMove = function(chara,cx,cy,callback){
var self = this;
chara = self.getCharacter(chara);
self.characterMoveToCharacter(chara,chara,cx,cy,callback);
};LRPGCharacter.move = function (value,start,end){
var params = value.substring(start+1,end).split(","), wait;
if(params.length == 3){
wait = false;
}else{
wait = (parseInt(params.pop()) == 1);
}
//params:index,x,y
LRPGObject.RPGMap.characterMove.call(LRPGObject.RPGMap,params[0],parseInt(params[1]),parseInt(params[2]),LRPGCharacter.getMoveCallback(wait));
};
//移动角色ID,参照角色ID,相对坐标x,相对坐标y RPGCharacter.moveToCharacter(2,1,0,4);
MapController.prototype.characterMoveToCharacter = function(chara,toChara,cx,cy,callback){
var self = this;
chara = self.getCharacter(chara);
toChara = self.getCharacter(toChara);
var coordinate = toChara.getTo();
self.characterMoveTo(chara,coordinate[0] + cx,coordinate[1] + cy,callback);
};LRPGCharacter.moveToCharacter = function (value,start,end){
var params = value.substring(start+1,end).split(","), wait;
if(params.length == 4){
wait = false;
}else{
wait = (parseInt(params.pop()) == 1);
}
//params:index,index2,x,y
LRPGObject.RPGMap.characterMoveToCharacter.call(LRPGObject.RPGMap,params[0],parseInt(params[1]),parseInt(params[2]),parseInt(params[3]),LRPGCharacter.getMoveCallback(wait));
};
RPGCharacter.move(1,4,0,0); RPGCharacter.move(2,4,0,0);

//参数:角色ID,动作,方向(或者角色ID),动作是否循环,是否等待 RPGCharacter.changeAction(2,move,up,0,1); RPGCharacter.changeAction(2,move,left,1); RPGCharacter.changeAction(1,stand,2,1);
MapController.prototype.setActionDirection = function(chara,action,direction,loop,callback){
var self = this;
chara = self.getCharacter(chara);
if(LString.isInt(direction)){
var toChara = self.getCharacter(direction);
var coordinate = chara.getTo();
var coordinateTo = toChara.getTo();
var angle = Math.atan2(coordinateTo[1] - coordinate[1],coordinateTo[0] - coordinate[0])*180/Math.PI + 180;
if(angle <= 22.5 || angle >= 337.5){
direction = CharacterDirection.LEFT;
}else if(angle > 22.5 && angle <= 67.5){
direction = CharacterDirection.LEFT_UP;
}else if(angle > 67.5 && angle <= 112.5){
direction = CharacterDirection.UP;
}else if(angle > 112.5 && angle <= 157.5){
direction = CharacterDirection.RIGHT_UP;
}else if(angle > 157.5 && angle <= 202.5){
direction = CharacterDirection.RIGHT;
}else if(angle > 202.5 && angle <= 247.5){
direction = CharacterDirection.RIGHT_DOWN;
}else if(angle > 247.5 && angle <= 292.5){
direction = CharacterDirection.DOWN;
}else{
direction = CharacterDirection.LEFT_DOWN;
}
}
chara.setActionDirection(action,direction);
if(callback){
if(loop){
callback();
}else{
var fun = function(){
chara.actionObject.anime.stop();
chara.removeEventListener(LEvent.COMPLETE,fun);
callback();
};
chara.addEventListener(LEvent.COMPLETE,fun);
}
}
};LRPGCharacter.changeAction = function (value,start,end){
var params = value.substring(start+1,end).split(","), wait;
//params:index,action,direction,loop,wait
params[3] = (parseInt(params[3]) == 1);
if(params.length == 4){
wait = false;
}else{
wait = (parseInt(params.pop()) == 1);
}
params.push(LRPGCharacter.getActionCallback(wait));
LRPGObject.RPGMap.setActionDirection.apply(LRPGObject.RPGMap,params);
};
LRPGCharacter.getActionCallback = function (wait){
var lineValue, callback = LGlobal.script.analysis.bind(LGlobal.script);
if(!wait && LGlobal.script.lineList.length > 0){
lineValue = LMath.trim(LGlobal.script.lineList[0]);
if(lineValue.indexOf("RPGCharacter.changeAction") == 0){
var start = lineValue.indexOf("(");
var end = lineValue.indexOf(")");
var params = lineValue.substring(start+1,end).split(",");
if(parseInt(params[3]) == 0)return callback;
callback = null;
LGlobal.script.analysis();
}
}
return callback;
};
RPGCharacter.changeAction(1,stand,2,1,0); RPGCharacter.changeAction(2,stand,1,1,0);

//人物角色离开场景 //参数:角色ID RPGCharacter.remove(2); //人物角色进入场景 //参数:角色ID,方向,动作,坐标x,坐标y,是否可控 RPGCharacter.add(2,stand,down,52,13,false);
MapController.prototype.addCharacter=function(index,action,direction,x,y,ishero,callback){
var self = this;
self.view.addCharaLayer(index,action,direction,x,y,ishero);
if(typeof callback == "function")callback();
};
MapController.prototype.removeCharacter=function(index,callback){
var self = this;
self.view.removeCharaLayer(index);
if(typeof callback == "function")callback();
};MapView.prototype.removeCharaLayer=function(index){
var self = this;
var childList = self.charaLayer.childList,child;
for(var i=0,l=childList.length;i<l;i++){
child = childList[i];
if(index == child.index){
self.charaLayer.removeChildAt(i);
break;
}
}
};

《游戏脚本的设计与开发》系列文章目录
http://blog.csdn.net/lufy_legend/article/details/8888787
《游戏脚本的设计与开发》-(RPG部分)3.8 通过脚本来自由控制游戏(一)
原文:http://blog.csdn.net/lufy_legend/article/details/39011709