Merge branch 'noAnimate' into hasAnimate
This commit is contained in:
commit
f91153aa52
@ -377,6 +377,7 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
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"wangyuexiao.png",
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"winskin.png",
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"winskin2.png",
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"winskin3.png",
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"wupin.png",
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"xialouti.png",
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"xianzi.png",
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@ -1647,6 +1647,13 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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core.dom.caidan1Ctx.drawImage(core.material.images.images['caidan_grayscale.png'], 0, 0)
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return;
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}
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//手册和道具栏画面背景
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if (core.status.event.id === 'book' || core.status.event.id === 'toolbox') {
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core.dom.caidan1Ctx.drawImage(core.material.images.images['black.png'], 0, 0)
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core.drawWindowSkin('winskin.png', core.dom.caidan1Ctx, -20, 0, 201, 290);
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core.drawWindowSkin('winskin.png', core.dom.caidan1Ctx, 0, 290, 161, 95);
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core.drawWindowSkin('winskin.png', core.dom.caidan1Ctx, 0, 385, 161, 95);
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}
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if (core.flags.statusCanvas) { // 系统开关「自绘状态栏」开启
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@ -1687,20 +1694,40 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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fill(core.getFlag("juqing", 0), 107, 91 + 35 + 36 + 34 + 32 + 32, '#FF0000');
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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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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, '#FFFF80');
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fill('蓝钥匙', 50, 320 + 28, '#80FFFF');
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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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ctx.textAlign = 'right';
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fill(core.itemCount('yellowKey'), 140, 320, '#FFFF80');
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fill(core.itemCount('blueKey'), 140, 320 + 28, '#80FFFF');
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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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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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if (flags.poison) fill("中毒", 8, 282, '#00CD00');
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if (flags.weak) fill("衰弱", 64, 282, '#FF1493');
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if (core.status.event.id !== 'book' && core.status.event.id !== 'toolbox') {
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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, '#FFFF80');
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fill('蓝钥匙', 50, 320 + 28, '#80FFFF');
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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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ctx.textAlign = 'right';
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fill(core.itemCount('yellowKey'), 140, 320, '#FFFF80');
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fill(core.itemCount('blueKey'), 140, 320 + 28, '#80FFFF');
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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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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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if (flags.poison) fill("中毒", 8, 282, '#00CD00');
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if (flags.weak) fill("衰弱", 64, 282, '#FF1493');
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} else {
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core.drawWindowSkin('winskin3.png', ctx, 0, 0, 181, 290);
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fill('游戏时间', 20, 330, '#c0e0ff');
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fill('步数', 20, 425, '#c0e0ff');
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ctx.textAlign = 'right';
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var hour = Math.floor(core.animateFrame.totalTime / (1000 * 60 * 60)) % 24,
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minutes = Math.floor(core.animateFrame.totalTime / (1000 * 60)) % 60,
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seconds = Math.floor(core.animateFrame.totalTime / 1000) % 60,
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day = Math.floor(core.animateFrame.totalTime / (1000 * 60 * 60 * 24)),
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step = core.status.hero.steps;
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hour = hour < 10 ? '0' + hour : hour;
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minutes = minutes < 10 ? '0' + minutes : minutes;
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seconds = seconds < 10 ? '0' + seconds : seconds;
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if (day >= 1)
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fill(day + ':' + hour + ':' + minutes + ':' + seconds, 140, 360, "#ffffff");
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else
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fill(hour + ':' + minutes + ':' + seconds, 140, 360, "#ffffff");
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fill(step, 140, 455, '#ffffff');
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}
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}
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} else if (core.flags.extendToolbar && !core.domStyle.isVertical) { // 横屏且隐藏状态栏
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if (!core.dymCanvas['status'])
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BIN
project/images/winskin3.png
Normal file
BIN
project/images/winskin3.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 7.4 KiB |
@ -4,19 +4,19 @@ var items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a =
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"cls": "tools",
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"name": "黄钥匙",
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"text": "用来开黄色的门",
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"hideInToolbox": true
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"hideInToolbox": false
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},
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"blueKey": {
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"cls": "tools",
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"name": "蓝钥匙",
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"text": "用来开蓝色的门",
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"hideInToolbox": true
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"hideInToolbox": false
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},
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"redKey": {
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"cls": "tools",
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"name": "红钥匙",
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"text": "用来开红色的门",
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"hideInToolbox": true
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"hideInToolbox": false
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},
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"redGem": {
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"cls": "items",
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@ -310,15 +310,15 @@ var items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a =
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"book": {
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"cls": "constants",
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"name": "怪物手册",
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"text": "可以查看当前楼层各怪物属性",
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"hideInToolbox": true,
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"text": "持有后可以察看怪物信息",
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"hideInToolbox": false,
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"useItemEffect": "core.ui.drawBook(0);",
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"canUseItemEffect": "true"
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},
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"fly": {
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"cls": "constants",
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"name": "楼层传送器",
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"text": "可以自由往来去过的楼层",
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"text": "在访问过的楼层间任意往来(快捷键g)",
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"hideInReplay": true,
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"hideInToolbox": false,
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"useItemEffect": "core.ui.drawFly(core.floorIds.indexOf(core.status.floorId));",
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@ -363,7 +363,7 @@ var items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a =
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"greenKey": {
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"cls": "tools",
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"name": "黑钥匙",
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"text": "可以打开一扇黑门"
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"text": "用来开黑色的门"
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},
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"steelKey": {
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"cls": "tools",
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@ -850,7 +850,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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core.clearMap('bookBg'); ////清空手册Bg
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core.clearMap('itemBg'); ////清空道具栏Bg
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core.clearUIEventSelector(1); ////清除绘制的光标
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core.clearUIEventSelector(2);
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if (core.status.hero && core.status.hero.flags) {
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// 清除全部临时变量
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Object.keys(core.status.hero.flags).forEach(function (name) {
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@ -879,7 +879,71 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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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.createCanvas('itemBg', 0, 0, 480, 480, 138); ///创建一个动态画布用于绘制道具栏bg
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core.drawWindowSkin('winskin.png', 'itemBg', 0, 0, core._PX_, core._PY_); ///道具栏背景用winskin绘制
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core.drawWindowSkin('winskin.png', 'itemBg', 0, 0, core._PX_, core._PY_ - 306); ///道具栏背景用winskin绘制
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core.drawWindowSkin('winskin.png', 'itemBg', 0, core._PY_ - 306 - 20, core._PX_, core._PY_ - 306);
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core.drawWindowSkin('winskin.png', 'itemBg', 0, core._PY_ - 146 - 30, core._PX_, core._PY_ - 306);
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}
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////// 绘制道具栏 //////
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ui.prototype._drawToolbox = function (index) {
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var info = this._drawToolbox_getInfo(index);
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this._drawToolbox_drawBackground();
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// 绘制线
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core.setAlpha('ui', 1);
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core.setStrokeStyle('ui', '#DDDDDD');
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core.canvas.ui.lineWidth = 2;
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core.canvas.ui.strokeWidth = 2;
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core.setTextAlign('ui', 'right');
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var line1 = core._PY_ - 306;
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// this._drawToolbox_drawLine(line1, "消耗道具");
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var line2 = core._PY_ - 146;
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// this._drawToolbox_drawLine(line2, "永久道具");
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this._drawToolbox_drawDescription(info, line1);
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this._drawToolbox_drawContent(info, line1, info.tools, info.toolsPage, true);
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this.drawPagination(info.toolsPage, info.toolsTotalPage, core._HEIGHT_ - 6);
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this._drawToolbox_drawContent(info, line2, info.constants, info.constantsPage);
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this.drawPagination(info.constantsPage, info.constantsTotalPage);
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core.setTextAlign('ui', 'center');
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core.fillText('ui', '[装备栏]', core._PX_ - 46, 25, '#DDDDDD', this._buildFont(15, true));
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core.fillText('ui', '返回游戏', core._PX_ - 46, core._PY_ - 13);
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}
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ui.prototype._drawToolbox_drawDescription = function (info, max_height) {
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core.setTextAlign('ui', 'left');
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if (!info.selectId) return;
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var item = core.material.items[info.selectId];
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var name = item.name || "未知道具";
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try { name = core.replaceText(name); } catch (e) {}
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core.fillText('ui', name, 10 + 10, 32 + 10, "#ffffff", this._buildFont(20, true));
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core.drawUIEventSelector(2, 'winskin.png', 15, 32 - 10, 25 * name.length || 0, 30, 139);
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var text = item.text || "该道具暂无描述。";
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try { text = core.replaceText(text); } catch (e) {}
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var height = null;
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for (var fontSize = 20; fontSize >= 9; fontSize -= 2) {
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var config = { left: 10 + 10, top: 46 + 20, fontSize: fontSize, maxWidth: core._PX_ - 15, bold: true, color: "white" };
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height = 42 + core.getTextContentHeight(text, config);
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if (height < max_height || fontSize == 9) {
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core.drawTextContent('ui', text, config);
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break;
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}
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}
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if (height < max_height - 33) {
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core.fillText('ui', '<继续点击该道具即可进行使用>', 10 + 10, max_height - 15 - 10, '#CCCCCC', this._buildFont(14, false));
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}
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}
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////// 点击工具栏时的打开操作 //////
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events.prototype.openToolbox = function (fromUserAction) {
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if (core.isReplaying()) return;
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if (!this._checkStatus('toolbox', fromUserAction)) return;
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core.playSound('打开界面');
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core.updateStatusBar(); ///更新状态栏以绘制工具栏时的状态栏背景
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core.ui._drawToolbox();
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}
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ui.prototype._drawToolbox_drawContent = function (info, line, items, page, drawCount) {
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