fix: fix hero direction when changefloor, color in statusbar, color on damage, add q/e for down/up
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13e08b122f
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2be53ffca8
@ -197,7 +197,7 @@ enemys.prototype.getDamageString = function (enemy, x, y, floorId) {
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color = '#FF2222';
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color = '#FF2222';
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}
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}
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else {
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else {
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if (damage < 0) color = '#11FF11';
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if (damage <= 0) color = '#11FF11';
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else if (damage < core.status.hero.hp / 3) color = '#FFFFFF';
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else if (damage < core.status.hero.hp / 3) color = '#FFFFFF';
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else if (damage < core.status.hero.hp * 2 / 3) color = '#FFFF00';
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else if (damage < core.status.hero.hp * 2 / 3) color = '#FFFF00';
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else if (damage < core.status.hero.hp) color = '#FF9933';
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else if (damage < core.status.hero.hp) color = '#FF9933';
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@ -120,6 +120,8 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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// 设置勇士的位置
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// 设置勇士的位置
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heroLoc.direction = core.turnDirection(heroLoc.direction);
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heroLoc.direction = core.turnDirection(heroLoc.direction);
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core.status.hero.loc = heroLoc;
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core.status.hero.loc = heroLoc;
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if (!fromLoad && null == core.getBlock(heroLoc.x, heroLoc.y, floorId))
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core.setHeroLoc('direction', core.turnDirection('down'), true);
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// 检查重生怪并重置
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// 检查重生怪并重置
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if (!fromLoad) {
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if (!fromLoad) {
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core.extractBlocks(floorId);
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core.extractBlocks(floorId);
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@ -845,14 +847,44 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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case 68: // D:读档
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case 68: // D:读档
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core.load(true);
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core.load(true);
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break;
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break;
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case 69: // E:打开光标
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case 69: // E:上 //打开光标
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core.ui._drawCursor();
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if ((core.flags.flyNearStair && !core.nearStair()))
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core.drawTip("必须在楼梯口才能使用" + core.material.items['fly'].name, 'fly');
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else if (!core.canUseItem('fly'))
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core.drawTip("不知道为什么," + core.material.items['fly'].name + "在此层失效了!", 'fly');
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else {
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var tmp = core.status.floorId;
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if (tmp[0] == 'M' && tmp[1] == 'T' && tmp[2] >= '0' && tmp[2] <= '9') {
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tmp = 'MT' + (tmp.substring(2) - (-1));
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}
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else if (tmp == 'U1') tmp = 'MT0';
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else if (tmp[0] == 'U' && tmp[1] >= '0' && tmp[1] <= '9') {
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tmp = 'U' + (tmp.substring(1) - 1);
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}
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if (!core.flyTo(tmp)) core.drawTip("您不能去该楼层!", 'fly');
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}
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//core.ui._drawCursor();
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break;
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break;
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case 84: // T:打开道具栏
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case 84: // T:打开道具栏
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core.openToolbox(true);
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core.openToolbox(true);
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break;
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break;
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case 81: // Q:打开装备栏
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case 81: // Q:下 //打开装备栏
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core.openEquipbox(true);
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if ((core.flags.flyNearStair && !core.nearStair()))
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core.drawTip("必须在楼梯口才能使用" + core.material.items['fly'].name, 'fly');
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else if (!core.canUseItem('fly'))
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core.drawTip("不知道为什么," + core.material.items['fly'].name + "在此层失效了!", 'fly');
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else {
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var tmp = core.status.floorId;
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if (tmp[0] == 'U' && tmp[1] >= '0' && tmp[1] <= '9') {
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tmp = 'U' + (tmp.substring(1) - (-1));
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}
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else if (tmp == 'MT0') tmp = 'U1';
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else if (tmp[0] == 'M' && tmp[1] == 'T' && tmp[2] >= '0' && tmp[2] <= '9') {
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tmp = 'MT' + (tmp.substring(2) - 1);
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}
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if (!core.flyTo(tmp)) core.drawTip("您不能去该楼层!", 'fly');
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}
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//core.openEquipbox(true);
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break;
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break;
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case 90: // Z:转向
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case 90: // Z:转向
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core.turnHero();
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core.turnHero();
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@ -1645,14 +1677,14 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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ctx.textAlign = 'left';
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ctx.textAlign = 'left';
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if (flags.hard - 4) fill1('[' + core.formatBigNumber(core.getRealStatus('mdef')) + ']', 76, 174, '#FF1495');
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if (flags.hard - 4) fill1('[' + core.formatBigNumber(core.getRealStatus('mdef')) + ']', 76, 174, '#FF1495');
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core.drawImage(ctx, core.material.images.items, 0, 0, 32, 128, 13, 300, 28, 112);
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core.drawImage(ctx, core.material.images.items, 0, 0, 32, 128, 13, 300, 28, 112);
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fill('黄钥匙', 50, 320, '#F0E6BC');
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fill('黄钥匙', 50, 320, '#FFFF80');
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fill('蓝钥匙', 50, 320 + 28, '#7FFFD4');
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fill('蓝钥匙', 50, 320 + 28, '#80FFFF');
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fill('红钥匙', 50, 320 + 56, '#E9967A');
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fill('红钥匙', 50, 320 + 56, '#FF8080');
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fill('黑钥匙', 50, 320 + 84, '#000000');
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fill('黑钥匙', 50, 320 + 84, '#000000');
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ctx.textAlign = 'right';
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ctx.textAlign = 'right';
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fill(core.itemCount('yellowKey'), 140, 320, '#F0E6BC');
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fill(core.itemCount('yellowKey'), 140, 320, '#FFFF80');
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fill(core.itemCount('blueKey'), 140, 320 + 28, '#7FFFD4');
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fill(core.itemCount('blueKey'), 140, 320 + 28, '#80FFFF');
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fill(core.itemCount('redKey'), 140, 320 + 56, '#E9967A');
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fill(core.itemCount('redKey'), 140, 320 + 56, '#FF8080');
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fill(core.itemCount('greenKey'), 140, 320 + 84, '#000000');
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fill(core.itemCount('greenKey'), 140, 320 + 84, '#000000');
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core.drawImage(ctx, core.material.images.images[['00005.png','00001.png','00002.png','00003.png','00004.png','00005.png'][flags.hard || 0]], 7, 404 - [0,10,10,0,0,0][flags.hard || 0]);
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core.drawImage(ctx, core.material.images.images[['00005.png','00001.png','00002.png','00003.png','00004.png','00005.png'][flags.hard || 0]], 7, 404 - [0,10,10,0,0,0][flags.hard || 0]);
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ctx.textAlign = 'left';
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ctx.textAlign = 'left';
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@ -528,6 +528,83 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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this.afterGetItem(id, x, y, isGentleClick);
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this.afterGetItem(id, x, y, isGentleClick);
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if (callback) callback();
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if (callback) callback();
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}
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}
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core.enemys.getDamageString = function (enemy, x, y, floorId) {
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if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
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var damage = this.getDamage(enemy, x, y, floorId);
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var color = '#000000';
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if (damage == null) {
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damage = "???";
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color = '#FF2222';
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}
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else {
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if (damage < 0) color = '#11FF11';
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else if (damage == 0) color = '#FFFFFF';
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else if (damage < core.status.hero.hp / 3) color = '#FFFF00';
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else if (damage < core.status.hero.hp * 2 / 3) color = '#FF9933';
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else if (damage < core.status.hero.hp) color = '#FF9933';
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else color = '#FF2222';
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damage = core.formatBigNumber(damage, true);
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if (core.enemys.hasSpecial(enemy, 19))
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damage += "+";
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if (core.enemys.hasSpecial(enemy, 21))
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damage += "-";
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if (core.enemys.hasSpecial(enemy, 11))
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damage += "^";
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}
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return {
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"damage": damage,
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"color": color
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};
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}
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core.ui._drawBook_drawBackground = function () {
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core.setAlpha('ui', 1);
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core.setFillStyle('ui', '#000000');
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core.fillRect('ui', 0, 0, core._PX_, core._PY_);
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core.drawWindowSkin('winskin.png', 'ui', 0, 0, core._PX_, core._PY_);
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}
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core.ui.drawFly = function (page) {
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core.status.event.data = page;
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var floorId = core.floorIds[page];
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var title = core.status.maps[floorId].title;
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core.clearMap('ui');
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core.setAlpha('ui', 0.85);
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core.fillRect('ui', 0, 0, core._PX_, core._PY_, '#000000');
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core.setAlpha('ui', 1);
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core.setTextAlign('ui', 'center');
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core.fillText('ui', '楼层跳跃', core._PX_ / 2, 48, '#FFFFFF', this._buildFont(28, true));
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core.fillText('ui', '返回游戏', core._PX_ / 2, core._PY_ - 13, null, this._buildFont(15, true))
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core.setTextAlign('ui', 'right');
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core.fillText('ui', '浏览地图时也', core._PX_ - 10, core._PY_ - 23, '#aaaaaa', this._buildFont(10, false));
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core.fillText('ui', '可楼层跳跃!', core._PX_ - 10, core._PY_ - 11, null, this._buildFont(10, false));
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core.setTextAlign('ui', 'center');
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var middle = core._PY_ / 2 + 39;
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// 换行
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var lines = core.splitLines('ui', title, 120, this._buildFont(19, true));
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var start_y = middle - (lines.length - 1) * 11;
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for (var i in lines) {
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core.fillText('ui', lines[i], core._PX_ - 53, start_y, '#FFFFFF', this._buildFont(17, true));
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start_y += 22;
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}
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if (core.actions._getNextFlyFloor(1) != page) {
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core.fillText('ui', '▲', core._PX_ - 60, middle - 64, null, this._buildFont(17, false));
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core.fillText('ui', '▲', core._PX_ - 60, middle - 96);
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core.fillText('ui', '▲', core._PX_ - 60, middle - 96 - 7);
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}
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if (core.actions._getNextFlyFloor(-1) != page) {
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core.fillText('ui', '▼', core._PX_ - 60, middle + 64, null, this._buildFont(17, false));
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core.fillText('ui', '▼', core._PX_ - 60, middle + 96);
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core.fillText('ui', '▼', core._PX_ - 60, middle + 96 + 7);
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}
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var size = 0.75;
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core.strokeRect('ui', 16, 64, size * core._PX_, size * core._PY_, '#FFFFFF', 2);
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core.drawThumbnail(floorId, null, { ctx: 'ui', x: 16, y: 64, size: size, damage: true, all: true });
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}
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},
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},
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"drawLight": function () {
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"drawLight": function () {
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