状态栏!

This commit is contained in:
bdf1 2024-07-15 18:00:38 +08:00
parent 412e4565e8
commit a9a08a16c7
48 changed files with 1081 additions and 524 deletions

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@ -32,12 +32,51 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
],
"floorPartitions": [],
"images": [
"0.png",
"1.jpg",
"1.png",
"2.png",
"3.png",
"4.png",
"5.png",
"6.png",
"7.png",
"8.png",
"9.png",
"Actor05-Strange05.png",
"Star.png",
"a.png",
"atk.png",
"atk2.png",
"b.png",
"backg.png",
"backl.png",
"backl2.png",
"backw.png",
"bear.png",
"bg.jpg",
"box1.png",
"box1Light.png",
"box2.png",
"box2Light.png",
"boxLight.png",
"brave.png",
"c.png",
"def.png",
"def2.png",
"dragon.png",
"exp.png",
"expL.png",
"expLt.png",
"hero.png",
"hp.png",
"key.png",
"lv.png",
"mana.png",
"manaL.png",
"manaLt.png",
"mdef.png",
"money.png",
"shengzi.png",
"winskin.png"
],
@ -726,6 +765,10 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
}
],
"startText": [
{
"type": "function",
"function": "function(){\nflags._statusgry_ = 0;\ncore.createSpr0();\ncore.createSprBack();\n}"
},
{
"type": "comment",
"text": "初始剧情"

View File

@ -1284,88 +1284,88 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
}
},
"updateStatusBar": function () {
// 更新状态栏
// 更新状态栏
// 检查等级
core.events.checkLvUp();
// 检查等级
core.events.checkLvUp();
// 检查HP上限
if (core.flags.statusBarItems.indexOf('enableHPMax') >= 0) {
core.setStatus('hp', Math.min(core.getRealStatus('hpmax'), core.getStatus('hp')));
}
// 检查HP上限
if (core.flags.statusBarItems.indexOf('enableHPMax') >= 0) {
core.setStatus('hp', Math.min(core.getRealStatus('hpmax'), core.getStatus('hp')));
}
// 设置楼层名
if (core.status.floorId) {
core.setStatusBarInnerHTML('floor', core.status.maps[core.status.floorId].name);
}
// 设置楼层名
if (core.status.floorId) {
core.setStatusBarInnerHTML('floor', core.status.maps[core.status.floorId].name);
}
// 设置勇士名字和图标
core.setStatusBarInnerHTML('name', core.getStatus('name'));
// 设置等级名称
core.setStatusBarInnerHTML('lv', core.getLvName());
// 设置勇士名字和图标
core.setStatusBarInnerHTML('name', core.getStatus('name'));
// 设置等级名称
core.setStatusBarInnerHTML('lv', core.getLvName());
// 设置生命上限、生命值、攻防护盾金币和经验值
var statusList = ['hpmax', 'hp', 'mana', 'atk', 'def', 'mdef', 'money', 'exp'];
statusList.forEach(function (item) {
// 向下取整
core.status.hero[item] = Math.floor(core.status.hero[item]);
// 大数据格式化
core.setStatusBarInnerHTML(item, core.getRealStatus(item));
});
// 设置生命上限、生命值、攻防护盾金币和经验值
var statusList = ['hpmax', 'hp', 'mana', 'atk', 'def', 'mdef', 'money', 'exp'];
statusList.forEach(function (item) {
// 向下取整
core.status.hero[item] = Math.floor(core.status.hero[item]);
// 大数据格式化
core.setStatusBarInnerHTML(item, core.getRealStatus(item));
});
// 设置魔力值; status:manamax 只有在非负时才生效。
if (core.status.hero.manamax != null && core.getRealStatus('manamax') >= 0) {
core.status.hero.mana = Math.min(core.status.hero.mana, core.getRealStatus('manamax'));
core.setStatusBarInnerHTML('mana', core.status.hero.mana + "/" + core.getRealStatus('manamax'));
} else {
core.setStatusBarInnerHTML("mana", core.status.hero.mana);
}
// 设置技能栏
// 可以用flag:skill表示当前开启的技能类型flag:skillName显示技能名详见文档-个性化-技能塔的支持
core.setStatusBarInnerHTML('skill', core.getFlag('skillName', '无'));
// 设置魔力值; status:manamax 只有在非负时才生效。
if (core.status.hero.manamax != null && core.getRealStatus('manamax') >= 0) {
core.status.hero.mana = Math.min(core.status.hero.mana, core.getRealStatus('manamax'));
core.setStatusBarInnerHTML('mana', core.status.hero.mana + "/" + core.getRealStatus('manamax'));
} else {
core.setStatusBarInnerHTML("mana", core.status.hero.mana);
}
// 设置技能栏
// 可以用flag:skill表示当前开启的技能类型flag:skillName显示技能名详见文档-个性化-技能塔的支持
core.setStatusBarInnerHTML('skill', core.getFlag('skillName', '无'));
// 可以在这里添加自己额外的状态栏信息,比如想攻击显示 +0.5 可以这么写:
// if (core.hasFlag('halfAtk')) core.setStatusBarInnerHTML('atk', core.statusBar.atk.innerText + "+0.5");
// 可以在这里添加自己额外的状态栏信息,比如想攻击显示 +0.5 可以这么写:
// if (core.hasFlag('halfAtk')) core.setStatusBarInnerHTML('atk', core.statusBar.atk.innerText + "+0.5");
// 如果是自定义添加的状态栏,也需要在这里进行设置显示的数值
// 如果是自定义添加的状态栏,也需要在这里进行设置显示的数值
// 进阶
if (core.flags.statusBarItems.indexOf('enableLevelUp') >= 0) {
core.setStatusBarInnerHTML('up', core.formatBigNumber(core.getNextLvUpNeed()) || "");
} else core.setStatusBarInnerHTML('up', "");
// 进阶
if (core.flags.statusBarItems.indexOf('enableLevelUp') >= 0) {
core.setStatusBarInnerHTML('up', core.formatBigNumber(core.getNextLvUpNeed()) || "");
} else core.setStatusBarInnerHTML('up', "");
// 钥匙
var keys = ['yellowKey', 'blueKey', 'redKey', 'greenKey'];
keys.forEach(function (key) {
core.setStatusBarInnerHTML(key, core.setTwoDigits(core.itemCount(key)));
});
// 毒衰咒
core.setStatusBarInnerHTML('poison', core.hasFlag('poison') ? "毒" : "");
core.setStatusBarInnerHTML('weak', core.hasFlag('weak') ? "衰" : "");
core.setStatusBarInnerHTML('curse', core.hasFlag('curse') ? "咒" : "");
// 破炸飞
core.setStatusBarInnerHTML('pickaxe', "破" + core.itemCount('pickaxe'));
core.setStatusBarInnerHTML('bomb', "炸" + core.itemCount('bomb'));
core.setStatusBarInnerHTML('fly', "飞" + core.itemCount('centerFly'));
// 钥匙
var keys = ['yellowKey', 'blueKey', 'redKey', 'greenKey'];
keys.forEach(function (key) {
core.setStatusBarInnerHTML(key, core.setTwoDigits(core.itemCount(key)));
});
// 毒衰咒
core.setStatusBarInnerHTML('poison', core.hasFlag('poison') ? "毒" : "");
core.setStatusBarInnerHTML('weak', core.hasFlag('weak') ? "衰" : "");
core.setStatusBarInnerHTML('curse', core.hasFlag('curse') ? "咒" : "");
// 破炸飞
core.setStatusBarInnerHTML('pickaxe', "破" + core.itemCount('pickaxe'));
core.setStatusBarInnerHTML('bomb', "炸" + core.itemCount('bomb'));
core.setStatusBarInnerHTML('fly', "飞" + core.itemCount('centerFly'));
// 难度
if (core.statusBar.hard.innerText != core.status.hard) {
core.statusBar.hard.innerText = core.status.hard;
}
var hardColor = core.getFlag('__hardColor__');
if (hardColor == null) core.statusBar.hard.innerText = '';
if (core.statusBar.hard.getAttribute('_style') != hardColor) {
core.statusBar.hard.style.color = hardColor;
core.statusBar.hard.setAttribute('_style', hardColor);
}
// 自定义状态栏绘制
core.drawStatusBar();
// 更新阻激夹域的伤害值
core.updateCheckBlock();
// updateDamage只能在此处执行更新全地图显伤
core.updateDamage();
},
// 难度
if (core.statusBar.hard.innerText != core.status.hard) {
core.statusBar.hard.innerText = core.status.hard;
}
var hardColor = core.getFlag('__hardColor__');
if (hardColor == null) core.statusBar.hard.innerText = '';
if (core.statusBar.hard.getAttribute('_style') != hardColor) {
core.statusBar.hard.style.color = hardColor;
core.statusBar.hard.setAttribute('_style', hardColor);
}
// 自定义状态栏绘制
core.drawStatusBar();
core.createSpr2();
// 更新阻激夹域的伤害值
core.updateCheckBlock();
// updateDamage只能在此处执行更新全地图显伤
core.updateDamage();
},
"updateCheckBlock": function (floorId) {
// 领域、夹击、阻击等的伤害值计算
floorId = floorId || core.status.floorId;
@ -1680,22 +1680,27 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
return false;
},
"parallelDo": function (timestamp) {
// 并行事件处理,可以在这里写任何需要并行处理的脚本或事件
// 该函数将被系统反复执行每次执行间隔视浏览器或设备性能而定一般约为16.6ms一次
// 参数timestamp为“从游戏资源加载完毕到当前函数执行时”的时间差以毫秒为单位
// 并行事件处理,可以在这里写任何需要并行处理的脚本或事件
// 该函数将被系统反复执行每次执行间隔视浏览器或设备性能而定一般约为16.6ms一次
// 参数timestamp为“从游戏资源加载完毕到当前函数执行时”的时间差以毫秒为单位
// 检查当前是否处于游戏开始状态
if (!core.isPlaying()) return;
// 检查当前是否处于游戏开始状态
if (!core.isPlaying()) return;
// 执行当前楼层的并行事件处理
if (core.status.floorId) {
try {
eval(core.floors[core.status.floorId].parallelDo);
} catch (e) {
console.error(e);
}
}
// 执行当前楼层的并行事件处理
if (core.status.floorId) {
try {
eval(core.floors[core.status.floorId].parallelDo);
} catch (e) {
console.error(e);
}
}
if ((!main.replayChecking && core.status.played) && flags._coltrue_) {
flags._statuscol_ = flags._statuscol_ + 5 || 0
core.createSpr0();
core.createSprBack();
}
}
},
"ui": {
"getToolboxItems": function (cls) {

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@ -201,7 +201,7 @@
-moz-box-sizing: border-box;
-webkit-box-sizing: border-box;
background: url(project/materials/ground.png) repeat;
z-index: 185;
z-index: 1;
display: none;
top: 0;
left: 0;
@ -238,7 +238,7 @@
#toolBar {
position: absolute;
background: url(project/materials/ground.png) repeat;
z-index: 210;
z-index: 1;
box-sizing: border-box;
-moz-box-sizing: border-box;
-webkit-box-sizing: border-box;