Lode Runner version 2.11a, AI_VERSION=4

(1) Modified for AI VERSION = 4
   (1.1) When guard failing in hole, will drop gold before guard failing into hole totally
   (1.2) Shake time extension when guard in hole.
         NOW the runner can dig three hold for three guards and pass through them. (MUST quickly)
	 ==> The behavior almost same as original lode runner (APPLE-II version).
   Modified files: LodeRunner/lodeRunner.guard.js

(2) New Demo Data all ai_version = 4
    modified files: lodeRunner.demoData1.js

(3) Slow down play speed:
                            //slow normal fast
    change from speedMode = [15, 20, 25, 30, 35];
             to speedMode = [14, 18, 23, 29, 35];
    Modified files: lodeRunner.main.js

(4) Keep ai version don't overflow:
    Modified files: lodeRunner.preload.js
Cette révision appartient à :
simon_hung
2016-06-06 22:10:32 +08:00
Parent ae1eb8a02c
révision dc96a5ac8d
7 fichiers modifiés avec 199 ajouts et 180 suppressions
+23 -6
Voir le fichier
@@ -37,7 +37,8 @@ var loadingTxt;
var gameState, lastGameState ;
var tileScale, xMove, yMove;
var speedMode = [15, 20, 25, 30, 35]; //slow normal fast
//var speedMode = [15, 20, 25, 30, 35]; //slow normal fast
var speedMode = [14, 18, 23, 29, 35]; //slow normal fast , slow down all speed 6/2/2016
var speedText = ["VERY SLOW", "SLOW", "NORMAL", "FAST", "VERY FAST"];
var speed = 2; //normal
var demoSpeed = 35;
@@ -992,9 +993,9 @@ function toggleTrapTile()
for(var x = 0; x < NO_OF_TILES_X; x++) {
if( map[x][y].base == TRAP_T) {
if(dspTrapTile) {
map[x][y].bitmap.set({alpha:0.5}); //hidden tile
map[x][y].bitmap.set({alpha:0.5}); //show trap tile
} else {
map[x][y].bitmap.set({alpha:1}); //display tile
map[x][y].bitmap.set({alpha:1}); //hide trap tile
}
}
}
@@ -1084,7 +1085,22 @@ function gameOverAnimation()
.to({scaleY:-tileScale},750)
.to({scaleY:tileScale},750)
.wait(1500)
.call(function(){gameState = GAME_OVER;});
.call(function(){ if(gameState == GAME_OVER_ANIMATION) gameState = GAME_OVER;});
/*
BUG:
while in PLAY_AUTO MODE and demo dead into the gameOverAnimation()
At this time if player press any key or click mouse will cause
gameState changed to "GAME_START" and start play the game,
and after the TWEEN function into final "call( function() { gameState = GAME_OVER;})"
will cause program orderless and want player record hiscore table
BUG FIXED: 9/15/2015
if TWEEN complete and into call() func need check gameState MUST = "GAME_OVER_ANIMATION"
==> call(function(){ if(gameState == GAME_OVER_ANIMATION) gameState = GAME_OVER;});
*/
mainStage.addChild(rectBlock);
mainStage.addChild(gameOverImage);
@@ -1386,6 +1402,7 @@ var scoreIncValue, finalScore;
function mainTick(event)
{
var deltaS = event.delta/1000;
var scoreInfo;
switch(gameState) {
case GAME_START:
@@ -1464,7 +1481,7 @@ function mainTick(event)
break;
case GAME_OVER:
////getClassicInfo();
var scoreInfo = null;
scoreInfo = null;
if(playMode == PLAY_CLASSIC && !sometimePlayInGodMode) {
//try to set hi-score record
//scoreInfo = {s:curScore, l:(curLevel>maxLevel)?curLevel:maxLevel};
@@ -1575,7 +1592,7 @@ function mainTick(event)
newLevel();
break;
case GAME_WIN:
var scoreInfo = {s:curScore, l: levelData.length, w:1 }; //winner
scoreInfo = {s:curScore, l: levelData.length, w:1 }; //winner
menuIconDisable(1);
clearClassicInfo();
showScoreTable(playData, scoreInfo , function() { showCoverPage();});