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修复动画的bug
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@ -4560,13 +4560,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = {
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var damage = core.status.checkBlock.damage[loc];
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if (damage) {
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if (!main.replayChecking)
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core.addPop(
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x * 32 + 12,
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y * 32 + 20,
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damage,
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'#f00',
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'#000'
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);
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core.addPop(x * 32 + 12, y * 32 + 20, damage);
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core.status.hero.hp -= damage;
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var text =
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Object.keys(core.status.checkBlock.type[loc] || {}).join(
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@ -5246,10 +5240,11 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = {
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core.extractBlocks(data);
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if (data === core.status.floorId) {
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core.drawMap(data);
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core.setWeather(
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core.animateFrame.weather.type,
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core.animateFrame.weather.level
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);
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let weather = core.getFlag('__weather__', null);
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if (!weather && core.status.thisMap.weather)
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weather = core.status.thisMap.weather;
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if (weather) core.setWeather(weather[0], weather[1]);
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else core.setWeather();
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}
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core.updateStatusBar(true, true);
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}
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@ -5435,15 +5430,18 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = {
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}
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ui.prototype.drawBook = function () {
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return (core.plugin.bookOpened.value = true);
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if (!main.replayChecking)
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return (core.plugin.bookOpened.value = true);
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};
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ui.prototype._drawToolbox = function () {
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return (core.plugin.toolOpened.value = true);
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if (!core.isReplaying())
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return (core.plugin.toolOpened.value = true);
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};
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ui.prototype._drawEquipbox = function () {
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return (core.plugin.equipOpened.value = true);
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if (!core.isReplaying())
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return (core.plugin.equipOpened.value = true);
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};
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control.prototype.updateStatusBar_update = function () {
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@ -5489,13 +5487,13 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = {
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};
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this.showChapter = function (chapter) {
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if (main.replayChecking) return;
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if (core.isReplaying()) return;
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core.plugin.chapterContent.value = chapter;
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core.plugin.chapterShowed.value = true;
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};
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this.openSkill = function () {
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if (main.replayChecking) return;
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if (core.isReplaying()) return;
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core.plugin.skillOpened.value = true;
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};
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},
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@ -18,6 +18,15 @@
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},
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"autoScale": {
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"text": "自动放缩",
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"desc": ["开启后,每次进入游戏时会自动缩放游戏画面至合适值。"]
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"desc": [
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"开启后,每次进入游戏时会自动缩放游戏画面至合适值。该项只对电脑端有效。",
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"<br>",
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"<br>",
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"缩放原则如下:",
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"<br>",
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"1. 首先尝试缩放至最大缩放比例",
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"<br>",
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"2. 如果缩放后游戏画面高度高于页面高度的95%,那么缩小一个缩放比例,否则保持最大比例"
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]
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}
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}
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@ -3,7 +3,7 @@ const animation: ((time: number) => void)[] = [];
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let animateTime = 0;
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export default function init() {
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core.registerAnimationFrame('animate', true, time => {
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core.registerAnimationFrame('animateController', true, time => {
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if (time - animateTime <= core.values.animateSpeed) return;
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for (const fn of animation) {
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fn(time);
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@ -2,6 +2,8 @@
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let pop: any[] = [];
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let time = 0;
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// 插件必须有默认导出,并返回所有外部会用到的函数,所有返回的函数会被转发到core上
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// 并且在这里面完成所有的初始化,函数外部也可以进行初始化,但完全不能涉及到样板相关内容
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export default function init() {
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@ -14,7 +16,8 @@ export default function init() {
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/**
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* 弹出文字
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*/
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function popValue() {
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function popValue(t: number) {
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if (t - time < 15) return;
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let ctx = core.getContextByName('pop')!;
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if (!ctx) ctx = core.createCanvas('pop', 0, 0, core._PX_, core._PY_, 90);
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core.clearMap(ctx);
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@ -41,6 +44,7 @@ function popValue() {
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if (one.frame >= 90) count++;
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});
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if (count > 0) pop.splice(0, count);
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time = t;
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}
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/**
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9
src/plugin/ui/fly.ts
Normal file
9
src/plugin/ui/fly.ts
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@ -0,0 +1,9 @@
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export default function init() {
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return { splitArea };
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}
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function splitArea() {}
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function getMapData(floorId: FloorIds) {}
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function bfs(floorId: FloorIds) {}
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