mirror of
https://github.com/webxoss/webxoss-core.git
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86 lines
No EOL
2.3 KiB
JavaScript
86 lines
No EOL
2.3 KiB
JavaScript
'use strict';
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// Timming 拼写错误...
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// 应该是 Timing ...
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// 嘛,改起来挺麻烦,不改了喵
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function Timming (game) {
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this.game = game;
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// this.subTimmings = [];
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// this.conditions = [];
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this.funcs = [];
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this.onceFlags = [];
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this.effects = [];
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this.constEffects = [];
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this.constEffectsDestroy = [];
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}
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// Timming.prototype.if = function (condition) {
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// var timming = new Timming();
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// this.subTimmings.push(timming);
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// this.conditions.push(condition);
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// return timming;
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// };
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Timming.prototype.addFunction = function (func,once) {
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this.funcs.push(func);
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this.onceFlags.push(!!once);
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};
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Timming.prototype.addConstEffect = function (constEffect) {
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this.constEffects.push(constEffect);
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};
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Timming.prototype.removeConstEffect = function (constEffect) {
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removeFromArr(constEffect,this.constEffects);
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};
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Timming.prototype.addConstEffectDestroy = function (constEffect) {
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this.constEffectsDestroy.push(constEffect);
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};
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Timming.prototype.removeConstEffectDestroy = function (constEffect) {
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removeFromArr(constEffect,this.constEffectsDestroy);
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};
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Timming.prototype.trigger = function (event,dontHandleFrameEnd) {
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for (var i = 0; i < this.funcs.length; i++) {
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var func = this.funcs[i];
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var once = this.onceFlags[i];
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func();
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if (once) {
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this.funcs.splice(i,1);
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this.onceFlags.splice(i,1);
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i--;
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}
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}
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// this.funcs.forEach(function (func) {
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// func();
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// },this);
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this.constEffectsDestroy.slice().forEach(function (constEffect) {
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constEffect.destroy();
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},this);
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// this.constEffects.forEach(function (constEffect) {
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// constEffect.trigger();
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// },this);
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// 注:
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// 关于创建/销毁常时效果和触发触发效果的顺序:
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// 某时点触发时,会创建/销毁常时效果,但此时不计算,
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// 效果触发之后,才计算常时效果.
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// 这与WIXOSS中"場から移動したことによって発動する常時能力は、
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// 移動する直前の状態を参照して発動の有無を確認します."的规则相符.
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this.effects.forEach(function (effect) {
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this.game.pushTriggeringEffect(effect,event);
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},this);
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// this.subTimmings.forEach(function (timming,idx) {
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// if (this.conditions[idx](event)) {
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// timming.trigger(event);
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// }
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// },this);
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if (!dontHandleFrameEnd) {
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this.game.handleFrameEnd();
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}
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};
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global.Timming = Timming; |