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stage.js
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stage.js
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import Chess from "./chess.js";
import stageDataList from "./stageData.js";
import lib from "./lib.js";
import chessSkill from "./chessSkill.js";
import utils from "./utils.js";
class stage {
constructor() {
this.firstLoad = true;
this.User = null;
this.stageDataList = stageDataList;
this.nowStage = null;
this.level = 1;
this.levelLength = null;
this.speedList = [1, 2, 4];
this.moveSpeed = 1;
this.getStageData();
}
clearance() {
this.level = this.level + 1;
}
setUserObject(User) {
this.User = User;
}
getStageData() {
const _nowStageData = this.stageDataList[`level${this.level}`];
this.levelLength = Object.keys(this.stageDataList).length;
_nowStageData.chessList.forEach((row, rowIndex) => {
row.forEach((col, colIndex) => {
if (col === null) return;
const { race, level } = col;
_nowStageData.chessList[rowIndex][colIndex] = new Chess(race, level);
});
});
this.nowStage = _nowStageData;
}
addSpeed() {
const moveSpeed = this.moveSpeed;
if (moveSpeed === 4) {
this.moveSpeed = 1;
} else {
this.moveSpeed *= 2;
}
}
renderBoard() {
const arrFristLastCheange = (arr) => {
const _arr = arr.slice();
const first = _arr.shift();
const last = _arr.pop();
return [last, ..._arr, first];
};
const userBoardList = this.User.getBoard();
const stageBoardList = this.nowStage.chessList;
// 順序調換,關卡棋子佈局與遊戲戰鬥剛好相反
const renderStageBoardList = arrFristLastCheange(stageBoardList);
const userBoardWrap = document.querySelector(".user-board-wrap");
const computeBoardWrap = document.querySelector(".compute-board-wrap");
userBoardWrap.textContent = "";
computeBoardWrap.textContent = "";
let ninjaIndex = 1;
userBoardList.forEach((row, rowIndex) => {
const rowDiv = lib.createDOM("div", null, {
className: "user-board-row",
});
userBoardWrap.appendChild(rowDiv);
row.forEach((col, colIndex) => {
const colWrap = lib.createDOM("div", "", {
className: "user-board-col-item-wrap",
});
const colDiv = lib.createDOM("div", "", {
className: "user-board-col-item",
});
const colAttack = lib.createDOM("div", "", {
className:
"user-board-col-item-attack-wrap board-col-item-attack-wrap",
});
const colAttack2 = lib.createDOM("div", "", {
className:
"user-board-col-item-attack-wrap board-col-item-attack-wrap",
});
if (col?.race === "ninja") {
const _effectName = col.effect[0];
const _newEffectName = _effectName.slice(0, -1) + ninjaIndex;
colAttack.style.backgroundImage = `url('./static/${_newEffectName}.png')`;
ninjaIndex++;
} else if (col?.race) {
colAttack.style.backgroundImage = `url('./static/${col?.effect[0]}.png')`;
colAttack2.style.backgroundImage = `url('./static/${col?.effect[1]}.png')`;
}
const colImg = lib.createDOM("img", "", {
src: `./static/user/${
col?.level ? "level-" + col.level : "space"
}.png`,
});
colImg.style.backgroundImage = `url(./static/user/${
col?.name ?? "space"
}.png)`;
colImg.style.backgroundSize = "cover";
const colBatleSkill = lib.createDOM("div", "", {
className: "borard-col-batle-skill",
});
const colDivBackground = lib.createDOM("div", "", {
className: "user-board-col-item-background",
});
if (col) {
colDivBackground.style.height = `${
(1 - col.health / col.fullHealth) * 100
}%`;
}
const colDivBuffBackground = lib.createDOM("div", "", {
className: "user-board-col-item-buff board-col-item-buff",
});
if (col) {
col.setBackgroundElement(colDivBackground);
col.setElement(colDiv);
}
colDiv.appendChild(colDivBuffBackground);
colDiv.appendChild(colAttack);
colDiv.appendChild(colAttack2);
colDiv.appendChild(colBatleSkill);
colDiv.appendChild(colImg);
colDiv.appendChild(colDivBackground);
colWrap.appendChild(colDiv);
rowDiv.appendChild(colWrap);
});
});
ninjaIndex = 1;
renderStageBoardList.forEach((row, rowIndex) => {
const rowDiv = lib.createDOM("div", null, {
className: "compute-board-row",
});
computeBoardWrap.appendChild(rowDiv);
let i = 0;
row.forEach((col, colIndex) => {
const colWrap = lib.createDOM("div", "", {
className: "compute-board-col-item-wrap",
});
const colDiv = lib.createDOM("div", "", {
className: "compute-board-col-item",
});
const colAttack = lib.createDOM("div", "", {
className:
"compute-board-col-item-attack-wrap board-col-item-attack-wrap",
});
const colAttack2 = lib.createDOM("div", "", {
className:
"compute-board-col-item-attack-wrap board-col-item-attack-wrap",
});
if (col?.race === "ninja") {
const _effectName = col.effect[0];
const _effectBackground = _effectName.slice(0, -1) + ninjaIndex;
colAttack.style.backgroundImage = `url('./static/${_effectBackground}.png')`;
ninjaIndex++;
} else if (col?.race) {
colAttack.style.backgroundImage = `url('./static/${col?.effect[0]}.png')`;
colAttack2.style.backgroundImage = `url('./static/${col?.effect[1]}.png')`;
}
const colImg = lib.createDOM("img", "", {
src: `./static/stage/${
col?.level ? "level-" + col.level : "space"
}.png`,
});
if (col?.name) {
colImg.style.backgroundImage = `url(./static/stage/${col.name}.png)`;
}
colImg.style.backgroundSize = "cover";
// const colImg = lib.createDOM("img", "", {
// src: `./static/stage/${col?.name ?? "space"}.png`,
// });
const colBatleSkill = lib.createDOM("div", "", {
className: "borard-col-batle-skill",
});
const colDivBackground = lib.createDOM("div", "", {
className: "compute-board-col-item-background",
});
if (col) {
colDivBackground.style.height = `${
(1 - col.health / col.fullHealth) * 100
}%`;
}
const colDivBuffBackground = lib.createDOM("div", "", {
className: "compute-board-col-item-buff board-col-item-buff",
});
if (col) {
col.setBackgroundElement(colDivBackground);
col.setElement(colDiv);
}
colDiv.appendChild(colDivBuffBackground);
colDiv.appendChild(colAttack);
colDiv.appendChild(colAttack2);
colDiv.appendChild(colBatleSkill);
colDiv.appendChild(colImg);
colDiv.appendChild(colDivBackground);
colWrap.appendChild(colDiv);
rowDiv.appendChild(colWrap);
});
});
if (this.firstLoad) {
this.firstLoad = false;
this.addEvent();
}
}
addEvent() {
const _this = this;
const speedClassList = _this.speedList.map((e) => `speed-btn-${e}`);
const speedBtn = document.querySelector(".speed-btn");
speedBtn.classList.remove(...speedClassList);
speedBtn.classList.add(`speed-btn-${_this.moveSpeed}`);
speedBtn.onclick = null;
speedBtn.onclick = () => {
_this.addSpeed();
const nowSpeed = _this.moveSpeed;
speedBtn.classList.remove(...speedClassList);
speedBtn.classList.add(`speed-btn-${nowSpeed}`);
};
}
startFight(callBack) {
const _this = this;
this.fightProcess().then(({ winner, money }) => {
if (winner === "user") {
const _User = _this.User;
if (_this.level === this.levelLength) {
utils
.popUps({
type: "win",
title: window.$i18n.t("popup.allwin.title"),
content: window.$i18n.t("popup.allwin.content"),
})
.then((v) => {
const fightWrap = document.querySelector(".fight-wrap");
fightWrap.classList.add("hidden");
callBack();
});
return;
}
utils
.popUps({
type: "win",
title: window.$i18n.t("popup.win.title"),
content: window.$i18n.t("popup.win.content"),
})
.then((v) => {
_this.level++;
if (_this.level < 15 && !(_this.level % 5)) {
_User.Shop.upgrade();
}
_this.getStageData();
_User.battleOver();
_User.addMoney(money);
_User.render();
const fightWrap = document.querySelector(".fight-wrap");
fightWrap.classList.add("hidden");
});
} else {
utils
.popUps({
type: "fail",
title: window.$i18n.t("popup.fail.title"),
content: window.$i18n.t("popup.fail.content"),
})
.then((v) => {
const fightWrap = document.querySelector(".fight-wrap");
fightWrap.classList.add("hidden");
callBack();
});
}
});
}
fightProcess() {
const _this = this;
const userBoardList = this.User.getBoard();
const stageBoardList = this.nowStage.chessList;
let userBoardIterator = userBoardList.values();
let stageBoardIterator = stageBoardList.values();
let userRowIndex = -1;
let stageRowIndex = -1;
const fightWrap = document.querySelector(".fight-wrap");
fightWrap.classList.remove("hidden");
const getNowRowChess = (type, arriIerator) => {
const _item = arriIerator.next();
// 二次遍歷
if (_item.done) {
if (type === "user") {
userRowIndex = -1;
userBoardIterator = userBoardList.values();
return getNowRowChess("user", userBoardIterator);
} else {
stageRowIndex = -1;
stageBoardIterator = stageBoardList.values();
return getNowRowChess("stage", stageBoardIterator);
}
}
if (type === "user") userRowIndex++;
else stageRowIndex++;
if (_item.value && !_item.done) return _item;
};
async function fightForeach(type) {
let winner = null;
if (winner) return winner;
let attacker, receiver;
if (type === "user") {
attacker = "user";
receiver = "stage";
} else {
attacker = "stage";
receiver = "user";
}
async function delay(duration) {
return new Promise((resolve) => setTimeout(resolve, duration));
}
const attackerChessList = getNowRowChess(
attacker,
eval(`${attacker}BoardIterator`)
).value;
const receiverBoardList = eval(`${receiver}BoardList`);
for (const [colIndex, attackChess] of attackerChessList.entries()) {
if (!attackChess || !attackChess.health || winner) continue;
await delay(50);
// 特殊技能直接調過攻擊
if (chessSkill.anyAttck.includes(attackChess.skill)) continue;
// 輔助技能
if (chessSkill.anyAssist.includes(attackChess.skill)) {
const attackChessSkill = attackChess.skill;
const receiverChessList = eval(`${attacker}BoardList`);
await chessSkill[attackChessSkill](attackChess, receiverChessList);
continue;
}
const receiverChess = _this.getEnemyChess(attacker, colIndex);
// 判斷每次攻擊技能
const attackChessList = eval(`${attacker}BoardList`)
.flat()
.filter((e) => e !== null);
const _chessAnyAttackSkill = attackChessList.filter(
(e) => chessSkill.anyAttck.includes(e.skill) && e.health
);
// 攻擊追加動畫
if (_chessAnyAttackSkill.length) {
const _chessSkillIterator = _chessAnyAttackSkill.values();
let _chessSkillitem = _chessSkillIterator.next();
while (!_chessSkillitem.done) {
const chessItem = _chessSkillitem.value;
const skillAnimationRequest = {
attack: chessItem,
receive: receiverChess,
type: attacker,
callBack: () => {
if (receiverChess.health)
chessItem.attackPiece(receiverChess, _this.moveSpeed);
},
};
setTimeout(() => {
attackAnimation(skillAnimationRequest);
}, 500);
_chessSkillitem = _chessSkillIterator.next();
}
}
// 一般攻擊
const chessAnimationRequest = {
attack: attackChess,
receive: receiverChess,
type: attacker,
callBack: () => {
attackChess.attackPiece(receiverChess, _this.moveSpeed);
},
delayTime: _chessAnyAttackSkill.length ? 500 : 0,
};
await attackAnimation(chessAnimationRequest);
const receiverChessSurvive = receiverBoardList
.flat()
.some((e) => e?.health);
if (!receiverChessSurvive) {
winner = attacker;
}
}
async function attackAnimation(configure) {
const { attack, receive, type, callBack, delayTime = 0 } = configure;
const attackChess = attack.element;
const attackOriginLeft = attackChess.offsetLeft;
const attackOriginTop = attackChess.offsetTop;
const receiveChess = receive.element;
const receiveChessLeft = receiveChess.offsetLeft;
const receiveChessTop = receiveChess.offsetTop;
const typeHeight = type === "user" ? 60 : -60;
attackChess.style.position = "fixed";
receiveChess.style.position = "fixed";
const speedClassList = _this.speedList.map(
(e) => `attack-move-chess-speed-${e}`
);
const _load = (_callback) => {
window.requestAnimationFrame(() => {
if (!window.landscape) {
_callback();
return;
}
_load(_callback);
});
};
function animation1() {
return new Promise((resolve, reject) => {
attack.element.style.left = `${attackOriginLeft}px`;
attack.element.style.top = `${attackOriginTop}px`;
attackChess.classList.remove("revice-move-chess");
attackChess.classList.add("attack-move-chess");
const attackChessClass = [...attackChess.classList];
if (
!attackChessClass.some(
(e) => e === `attack-move-chess-speed-${_this.moveSpeed}`
)
) {
attackChess.classList.remove(...speedClassList);
attackChess.classList.add(
`attack-move-chess-speed-${_this.moveSpeed}`
);
}
const chessPosition = {
left: receiveChessLeft,
top: receiveChessTop + typeHeight,
};
chessMove(attack, 250 / _this.moveSpeed, chessPosition);
setTimeout(() => {
_load(resolve);
}, 250 / _this.moveSpeed + delayTime);
});
}
function animation2() {
return new Promise((resolve, reject) => {
const receiveEffect = type === "user" ? -10 : 10;
attackChess.classList.remove("attack-move-chess");
receiveChess.classList.add("revice-move-chess");
receiveChess.style.top = `${receiveChessTop + receiveEffect}px`;
const attackChessEffect = attackChess.getElementsByClassName(
"board-col-item-attack-wrap"
)[0];
const attackChessEffect2 = attackChess.getElementsByClassName(
"board-col-item-attack-wrap"
)[1];
attackChessEffect.style.opacity = "1";
attackChessEffect.style.height = "100%";
if (attack.counter.includes(receive.race)) {
setTimeout(() => {
attackChessEffect2.style.opacity = "1";
attackChessEffect2.style.height = "100%";
}, 100);
}
setTimeout(() => {
callBack();
}, 200);
setTimeout(() => {
attackChessEffect.style.opacity = "0";
attackChessEffect.style.height = "0%";
attackChessEffect2.style.opacity = "0";
attackChessEffect2.style.height = "0%";
_load(resolve);
}, 500);
});
}
function animation3() {
return new Promise((resolve, reject) => {
receiveChess.style.top = `${receiveChessTop}px`;
setTimeout(() => {
_load(resolve);
}, 500);
});
}
function animation4() {
return new Promise((resolve, reject) => {
const chessPosition = {
left: attackOriginLeft,
top: attackOriginTop,
};
attackChess.classList.remove("revice-move-chess");
attackChess.classList.add("attack-move-chess");
const attackChessClass = [...attackChess.classList];
if (
!attackChessClass.some(
(e) => e === `attack-move-chess-speed-${_this.moveSpeed}`
)
) {
attackChess.classList.remove(...speedClassList);
attackChess.classList.add(
`attack-move-chess-speed-${_this.moveSpeed}`
);
}
chessMove(attack, 250 / _this.moveSpeed, chessPosition);
setTimeout(() => {
_load(resolve);
}, 250 / _this.moveSpeed);
});
}
function animation5() {
return new Promise((resolve, reject) => {
attackChess.parentNode.style.zIndex = 1;
setTimeout(() => {
_load(resolve);
}, 50);
});
}
await animation1();
await animation2();
await animation3();
await animation4();
await animation5();
}
function chessMove(chess, time, position) {
const { left: endLeft, top: endTop } = position;
const chessLeft = chess.element.offsetLeft;
const chessTop = chess.element.offsetTop;
let timeSplit = (time / 1000) * 60;
if (chess.race === "ninja") {
chess.element.parentNode.style.zIndex = 2;
} else {
chess.element.parentNode.style.zIndex = 3;
}
chess.element.style.left = `${endLeft}px`;
chess.element.style.top = `${endTop}px`;
}
// 輪流攻擊
if (!winner) {
return fightForeach(receiver);
} else {
return { winner, money: _this.nowStage.money };
}
}
// 由玩家先攻擊
return fightForeach("user");
}
getEnemyChess(type, index) {
let enemyChessList, orderIndex;
if (type === "user") enemyChessList = this.nowStage.chessList;
else enemyChessList = this.User.getBoard();
switch (index) {
case 0:
orderIndex = [0, 1, 2];
break;
case 1:
orderIndex = [1, 2, 0];
break;
case 2:
orderIndex = [2, 1, 0];
break;
}
let enemyChess;
enemyChessList.some((rowList) => {
return orderIndex.some((index) => {
if (!rowList[index]) return false;
if (!rowList[index].health) return false;
enemyChess = rowList[index];
return true;
});
});
return enemyChess;
}
}
export default stage;