Lode Runner v1.00c.2
(1) AI version 2 (2) Add God-Mode Hot-key
Cette révision appartient à :
@@ -159,7 +159,7 @@ function guardMoveStep( id, action)
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map[x][y].act = curToken; //runner move to [x][y-1], so set [x][y].act to previous state
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y--;
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yOffset = tileH + yOffset;
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if(map[x][y].act == RUNNER_T) gameState = GAME_RUNNER_DEAD; //collision
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if(map[x][y].act == RUNNER_T) setRunnerDead(); //collision
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//map[x][y].act = GUARD_T;
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}
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@@ -195,7 +195,7 @@ function guardMoveStep( id, action)
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map[x][y].act = curToken; //runner move to [x][y+1], so set [x][y].act to previous state
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y++;
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yOffset = yOffset - tileH;
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if(map[x][y].act == RUNNER_T) gameState = GAME_RUNNER_DEAD; //collision
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if(map[x][y].act == RUNNER_T) setRunnerDead(); //collision
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//map[x][y].act = GUARD_T;
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}
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if(action == ACT_DOWN && yOffset >= 0 && yOffset < yMove) { //try drop gold
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@@ -255,7 +255,7 @@ function guardMoveStep( id, action)
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map[x][y].act = curToken; //runner move to [x-1][y], so set [x][y].act to previous state
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x--;
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xOffset = tileW + xOffset;
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if(map[x][y].act == RUNNER_T) gameState = GAME_RUNNER_DEAD; //collision
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if(map[x][y].act == RUNNER_T) setRunnerDead(); //collision
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//map[x][y].act = GUARD_T;
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}
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if( xOffset <= 0 && xOffset > -xMove) {
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@@ -279,7 +279,7 @@ function guardMoveStep( id, action)
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map[x][y].act = curToken; //runner move to [x+1][y], so set [x][y].act to previous state
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x++;
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xOffset = xOffset - tileW;
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if(map[x][y].act == RUNNER_T) gameState = GAME_RUNNER_DEAD; //collision
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if(map[x][y].act == RUNNER_T) setRunnerDead(); //collision
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//map[x][y].act = GUARD_T;
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}
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if( xOffset >= 0 && xOffset < xMove) {
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@@ -303,8 +303,8 @@ function guardMoveStep( id, action)
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}
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} else {
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if(curGuard.action == ACT_CLIMB_OUT) action = ACT_CLIMB_OUT;
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curGuard.sprite.x = x * tileW + xOffset;
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curGuard.sprite.y = y * tileH + yOffset;
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curGuard.sprite.x = (x * tileW + xOffset) * tileScale | 0;
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curGuard.sprite.y = (y * tileH + yOffset) * tileScale | 0;
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curGuard.pos = { x:x, y:y, xOffset:xOffset, yOffset:yOffset};
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if(curShape != newShape) {
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curGuard.sprite.gotoAndPlay(newShape);
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@@ -730,8 +730,8 @@ function guardReborn(x, y)
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var curGuard = guard[id];
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curGuard.pos = { x:bornX, y:bornY, xOffset:0, yOffset: 0 };
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curGuard.sprite.x = bornX * tileW;
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curGuard.sprite.y = bornY * tileH;
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curGuard.sprite.x = bornX * tileWScale | 0;
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curGuard.sprite.y = bornY * tileHScale | 0;
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curGuard.sprite.on("animationend", function() { rebornComplete(id); });
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curGuard.sprite.gotoAndPlay("reborn");
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@@ -745,7 +745,7 @@ function rebornComplete(id)
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var x = guard[id].pos.x;
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var y = guard[id].pos.y;
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if( map[x][y].act == RUNNER_T) gameState = GAME_RUNNER_DEAD; //collision
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if( map[x][y].act == RUNNER_T) setRunnerDead(); //collision
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map[x][y].act = GUARD_T;
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guard[id].sprite.removeAllEventListeners ("animationend");
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guard[id].action = ACT_FALL;
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@@ -754,3 +754,8 @@ function rebornComplete(id)
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guard[id].sprite.gotoAndPlay("fallRight");
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soundPlay("reborn");
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}
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function setRunnerDead()
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{
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if(!godMode) gameState = GAME_RUNNER_DEAD;
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}
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