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3 Commits

Author SHA1 Message Date
67d75b4ef3 同步之前的提交 2023-01-04 00:50:46 +08:00
ee336525b2 Merge branch 'noAnimate' of https://gitea.mota.press/bdf1/tianta into noAnimate 2023-01-04 00:38:51 +08:00
3ddb5b876c Esc-系统设置中增加“游戏设置”选项,整合了血瓶显示、RM楼传、RM显伤
跳过剧情优化:存在异步事件时不响应跳过且弹出等待提示
屏蔽装备栏,
修改函数允许Equips类型道具触发即捡即用效果,方便获取装备时 弹出文本框提示
增加白色打击动画用于攻击动画、增加被击怪物发亮
重置hand动画
9层事件,NPC一边移动一边消失(透明),适用了ad新写的插件
重置流汗(han)动画并用于13层、9层
优化了魔防在状态栏中的显示
开头剧情公主的粉色对话颜色修改为与RM一致的粉色
2023-01-04 00:01:17 +08:00
6 changed files with 677 additions and 591 deletions

View File

@ -417,6 +417,7 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
"baofa", "baofa",
"daizhi", "daizhi",
"daji", "daji",
"daji_bai",
"dajian", "dajian",
"daluoleitian", "daluoleitian",
"daluoleitianhong", "daluoleitianhong",

View File

@ -55,15 +55,8 @@ main.floors.MT9=
"function": "function(){\ncore.Confirmskip_On();\n}" "function": "function(){\ncore.Confirmskip_On();\n}"
}, },
{ {
"type": "move", "type": "function",
"loc": [ "function": "function(){\ncore.moveHidingBlock(9,3,[\"right:3\"],500,0);\n}"
9,
3
],
"time": 500,
"steps": [
"right:3"
]
}, },
{ {
"type": "showImage2", "type": "showImage2",
@ -142,7 +135,7 @@ main.floors.MT9=
}, },
{ {
"type": "animate", "type": "animate",
"name": "hanyou", "name": "han",
"loc": [ "loc": [
8, 8,
3 3
@ -185,15 +178,8 @@ main.floors.MT9=
"time": 500 "time": 500
}, },
{ {
"type": "move", "type": "function",
"loc": [ "function": "function(){\ncore.moveHidingBlock(8,3,[\"right:4\"],500,0);\n}"
8,
3
],
"time": 500,
"steps": [
"right:4"
]
}, },
{ {
"type": "function", "type": "function",

View File

@ -75,8 +75,8 @@ main.floors.QISHI=
], ],
"text": [ "text": [
255, 255,
0, 128,
244, 255,
1 1
], ],
"background": "winskin.png", "background": "winskin.png",

View File

@ -264,7 +264,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
// 播放战斗音效和动画 // 播放战斗音效和动画
// 默认播放的动画;你也可以使用 // 默认播放的动画;你也可以使用
var animate = 'hand'; // 默认动画 var animate = 'daji_bai'; // 默认动画
// 检查当前装备是否存在攻击动画 // 检查当前装备是否存在攻击动画
var equipId = core.getEquip(0); var equipId = core.getEquip(0);
if (equipId && (core.material.items[equipId].equip || {}).animate) if (equipId && (core.material.items[equipId].equip || {}).animate)
@ -375,7 +375,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
core.setFlag('skill', 0); core.setFlag('skill', 0);
core.setFlag('skillName', '无'); core.setFlag('skillName', '无');
} }
core.addPop(x * 32, y * 32, core.getBlockId(x, y));
// 事件的处理 // 事件的处理
var todo = []; var todo = [];
@ -407,7 +407,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
if (todo.length > 0) core.insertAction(todo, x, y); if (todo.length > 0) core.insertAction(todo, x, y);
// 删除该点设置的怪物信息 // 删除该点设置的怪物信息
delete ((flags.enemyOnPoint || {})[core.status.floorId] || {})[x + "," + y]; delete((flags.enemyOnPoint || {})[core.status.floorId] || {})[x + "," + y];
// 因为removeBlock和hideBlock都会刷新状态栏因此将删除部分移动到这里并保证刷新只执行一次以提升效率 // 因为removeBlock和hideBlock都会刷新状态栏因此将删除部分移动到这里并保证刷新只执行一次以提升效率
if (core.getBlock(x, y) != null) { if (core.getBlock(x, y) != null) {
@ -427,7 +427,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
else else
core.clearContinueAutomaticRoute(); core.clearContinueAutomaticRoute();
}, },
"afterOpenDoor": function (doorId, x, y) { "afterOpenDoor": function (doorId, x, y) {
// 开一个门后触发的事件 // 开一个门后触发的事件
@ -460,6 +460,8 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
else else
core.playSound('获得道具'); core.playSound('获得道具');
var todo = []; var todo = [];
// 检查该点的获得道具后事件。 // 检查该点的获得道具后事件。
if (core.status.floorId == null) return; if (core.status.floorId == null) return;
@ -470,7 +472,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
} }
if (todo.length > 0) core.insertAction(todo, x, y); if (todo.length > 0) core.insertAction(todo, x, y);
}, },
"afterPushBox": function () { "afterPushBox": function () {
// 推箱子后的事件 // 推箱子后的事件
if (core.searchBlock('box').length == 0) { if (core.searchBlock('box').length == 0) {
@ -1653,7 +1655,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
core.ui.fillText(ctx, text, x, y, style); core.ui.fillText(ctx, text, x, y, style);
}, },
fill1 = function (text, x, y, style) { fill1 = function (text, x, y, style) {
core.ui.setFont(ctx, '10px fzchyjw'); core.ui.setFont(ctx, '14px fzchyjw');
core.ui.fillText(ctx, text, x, y, style); core.ui.fillText(ctx, text, x, y, style);
}; };
@ -1709,7 +1711,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
fill(core.formatBigNumber(core.status.hero.money), 107, 91 + 35 + 36 + 34 + 32, '#000000'); fill(core.formatBigNumber(core.status.hero.money), 107, 91 + 35 + 36 + 34 + 32, '#000000');
fill(core.getFlag("juqing", 0), 107, 91 + 35 + 36 + 34 + 32 + 32, '#FF0000'); fill(core.getFlag("juqing", 0), 107, 91 + 35 + 36 + 34 + 32 + 32, '#FF0000');
ctx.textAlign = 'left'; ctx.textAlign = 'left';
if (flags.hard - 4) fill1('[' + core.formatBigNumber(core.getRealStatus('mdef')) + ']', 76, 174, '#FF1495'); if (flags.hard - 4) fill1('[' + core.formatBigNumber(core.getRealStatus('mdef')) + ']', 72, 176, '#c800c8');
if (core.status.event.id !== 'book' && core.status.event.id !== 'book-detail' && core.status.event.id !== 'toolbox') { if (core.status.event.id !== 'book' && core.status.event.id !== 'book-detail' && core.status.event.id !== 'toolbox') {
core.drawImage(ctx, core.material.images.items, 0, 0, 32, 128, 13, 300, 28, 112); core.drawImage(ctx, core.material.images.items, 0, 0, 32, 128, 13, 300, 28, 112);
fill('黄钥匙', 50, 320, '#FFFF80'); fill('黄钥匙', 50, 320, '#FFFF80');
@ -1743,7 +1745,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
//else //else
fill(hour + ':' + minutes + ':' + seconds, 140, 360, "#ffffff"); fill(hour + ':' + minutes + ':' + seconds, 140, 360, "#ffffff");
fill(step, 140, 455, '#ffffff'); fill(step, 140, 455, '#ffffff');
setTimeout(function(){core.ui.drawStatusBar();}, 100); setTimeout(function () { core.ui.drawStatusBar(); }, 100);
} }
if (core.status.floorId == "nandu") { if (core.status.floorId == "nandu") {
core.dom.statusCanvas.width *= 1; core.dom.statusCanvas.width *= 1;

View File

@ -144,9 +144,9 @@ var items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a =
"itemEffectTip": ",攻击+0" "itemEffectTip": ",攻击+0"
}, },
"sword1": { "sword1": {
"cls": "items", "cls": "equips",
"name": "铁剑", "name": "铁剑",
"text": "一把很普通的铁剑", "text": "得到铁剑,攻击力+10",
"equip": { "equip": {
"type": 0, "type": 0,
"animate": "sword", "animate": "sword",

View File

@ -380,94 +380,12 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
// 立刻移动 // 立刻移动
core.setAutoHeroMove(); core.setAutoHeroMove();
} }
////// 绘制一个对话框 //////
/*core.ui.drawTextBox = function (content, config) {
config = config || {};
this.clearUI();
content = core.replaceText(content);
let ctx = core.getContextByName(config.ctx || 'ui');
if (ctx && main.mode == 'play') {
core.createCanvas(ctx, 0, 0, core._PX_, core._PY_, 141);
ctx = core.getContextByName(ctx);
}
// Step 1: 获得标题信息和位置信息
var textAttribute = core.status.textAttribute;
var titleInfo = this._getTitleAndIcon(content);
var posInfo = this._getPosition(titleInfo.content);
if (posInfo.position != 'up' && posInfo.position != 'down') posInfo.px = posInfo.py = null;
if (!posInfo.position) posInfo.position = textAttribute.position;
content = this._drawTextBox_drawImages(posInfo.content, config.ctx);
if (config.pos) {
delete posInfo.px;
delete posInfo.py;
posInfo.pos = config.pos;
}
posInfo.ctx = ctx;
// Step 2: 计算对话框的矩形位置
var hPos = this._drawTextBox_getHorizontalPosition(content, titleInfo, posInfo);
var vPos = this._drawTextBox_getVerticalPosition(content, titleInfo, posInfo, hPos.validWidth);
posInfo.xoffset = hPos.xoffset;
posInfo.yoffset = vPos.yoffset - 4;
if (ctx && main.mode == 'play') {
ctx.canvas.setAttribute('_text_left', hPos.left);
ctx.canvas.setAttribute('_text_top', vPos.top);
}
// Step 3: 绘制背景图
var isWindowSkin = this.drawBackground(hPos.left, vPos.top, hPos.right, vPos.bottom, posInfo);
if (titleInfo.title) {
let titlefont = core.status.textAttribute.titlefont,
titleStyle = core.arrayToRGBA(core.status.textAttribute.title);
let tf = this._buildFont(titlefont, false),
width = this.calWidth(ctx, titleInfo.title, tf);
this.drawBackground(hPos.left, vPos.top - titlefont - 12 - 10, hPos.left + width + 30, vPos.top, posInfo);
ctx.save();
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
core.fillText(ctx, titleInfo.title, hPos.left + (width + 30) / 2 - 5, vPos.top - (titlefont + 12) / 2 - 5, titleStyle, tf);
ctx.restore();
}
titleInfo.title = null;
var alpha = isWindowSkin ? this._drawWindowSkin_getOpacity() : textAttribute.background[3];
// Step 4: 绘制标题、头像、动画
var content_top = this._drawTextBox_drawTitleAndIcon(titleInfo, hPos, vPos, alpha, config.ctx);
// Step 5: 绘制正文
var config = this.drawTextContent(config.ctx || 'ui', content, {
left: hPos.content_left,
top: content_top,
maxWidth: hPos.validWidth,
lineHeight: vPos.lineHeight,
time: (config.showAll || config.async || textAttribute.time <= 0 || core.status.event.id != 'action') ? 0 : textAttribute.time
});
// Step 6: 绘制光标
if (main.mode == 'play') {
main.dom.next.style.display = 'block';
main.dom.next.style.borderRightColor = main.dom.next.style.borderBottomColor = core.arrayToRGB(textAttribute.text);
main.dom.next.style.top = (vPos.bottom - 20) * core.domStyle.scale + "px";
var left = (hPos.left + hPos.right) / 2;
if (posInfo.position == 'up' && !posInfo.noPeak && posInfo.px != null && Math.abs(posInfo.px * 32 + 16 - left) < 50)
left = hPos.right - 64;
main.dom.next.style.left = left * core.domStyle.scale + "px";
}
return config;
}
*/
ui.prototype._drawChoices_drawChoices = function (choices, isWindowSkin, hPos, vPos, ctx) { ui.prototype._drawChoices_drawChoices = function (choices, isWindowSkin, hPos, vPos, ctx) {
var hasCtx = ctx != null; var hasCtx = ctx != null;
ctx = ctx || 'ui'; ctx = ctx || 'ui';
// 选项 // 选项
core.setTextAlign(ctx, 'left'); core.setTextAlign(ctx, 'center');
core.setFont(ctx, this._buildFont(17, true)); core.setFont(ctx, this._buildFont(17, true));
for (var i = 0; i < choices.length; i++) { for (var i = 0; i < choices.length; i++) {
var color = core.arrayToRGBA(choices[i].color || core.status.textAttribute.text); var color = core.arrayToRGBA(choices[i].color || core.status.textAttribute.text);
@ -484,7 +402,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
offset += 14; offset += 14;
} }
} }
core.fillText(ctx, choices[i].text, offset - 70, vPos.choice_top + 32 * i, color, ui.prototype._buildFont(22, false)); core.fillText(ctx, choices[i].text, core.status.event.id != 'action' ? offset : offset - 55, vPos.choice_top + 32 * i, color, ui.prototype._buildFont(22, false));
} }
if (choices.length > 0 && core.status.event.selection != 'none') { if (choices.length > 0 && core.status.event.selection != 'none') {
@ -498,7 +416,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
len + 10, 28, core._PX_ / 2 - len / 2 - 5, vPos.choice_top + 32 * core.status.event.selection - 20); len + 10, 28, core._PX_ / 2 - len / 2 - 5, vPos.choice_top + 32 * core.status.event.selection - 20);
} else { } else {
this._drawWindowSelector(core.status.textAttribute.background, this._drawWindowSelector(core.status.textAttribute.background,
core._PX_ / 2 - len / 2 - 5 - 60, vPos.choice_top + 32 * core.status.event.selection - 20, len + 10, 28); core.status.event.id != 'action' ? (core._PX_ / 2 - len / 2 - 5 - 20) : (core._PX_ / 2 - len / 2 - 5 - 60), vPos.choice_top + 32 * core.status.event.selection - 20, core.status.event.id != 'action' ? (len + 10 + 30) : (len + 10 + 30), 28);
} }
} else } else
core.strokeRoundRect(ctx, core._PX_ / 2 - len / 2 - 5, vPos.choice_top + 32 * core.status.event.selection - 20, core.strokeRoundRect(ctx, core._PX_ / 2 - len / 2 - 5, vPos.choice_top + 32 * core.status.event.selection - 20,
@ -927,7 +845,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
case 'shuangta': case 'shuangta':
this._clickShuangta(x, y, px, py); this._clickShuangta(x, y, px, py);
break; break;
case 'RM': case 'rm':
this._clickRM(x, y, px, py); this._clickRM(x, y, px, py);
break; break;
case 'about': case 'about':
@ -1189,8 +1107,8 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
top + 28, '#ffffff', this._buildFont(enemy.name.length >= 5 ? 18 : 20, false), width); /////修改怪物名字颜色,取消加粗 top + 28, '#ffffff', this._buildFont(enemy.name.length >= 5 ? 18 : 20, false), width); /////修改怪物名字颜色,取消加粗
switch (enemy.specialText.length) { switch (enemy.specialText.length) {
case 1: case 1:
core.fillText('ui', ((!core.getFlag('isCommon') || (2 != enemy.specialText[0].length)) core.fillText('ui', ((!core.getFlag('isCommon') || (2 != enemy.specialText[0].length)) ?
? enemy.specialText[0] : enemy.specialText[0][0] + ' ' + enemy.specialText[0][1]), enemy.specialText[0] : enemy.specialText[0][0] + ' ' + enemy.specialText[0][1]),
left + width / 2, ////单属性两个字中间空一格 left + width / 2, ////单属性两个字中间空一格
top + 50, core.arrayToRGBA((enemy.specialColor || [])[0] || '#FF6A6A'), top + 50, core.arrayToRGBA((enemy.specialColor || [])[0] || '#FF6A6A'),
this._buildFont(20, false), width); ////调大怪物字号,取消加粗 this._buildFont(20, false), width); ////调大怪物字号,取消加粗
@ -1409,7 +1327,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
this.drawPagination(info.constantsPage, info.constantsTotalPage); this.drawPagination(info.constantsPage, info.constantsTotalPage);
core.setTextAlign('ui', 'center'); core.setTextAlign('ui', 'center');
core.fillText('ui', '[装备栏]', core._PX_ - 46, 25, '#DDDDDD', this._buildFont(15, true)); //core.fillText('ui', '[装备栏]', core._PX_ - 46, 25, '#DDDDDD', this._buildFont(15, true));
core.fillText('ui', '返回游戏', core._PX_ - 46, core._PY_ - 13); core.fillText('ui', '返回游戏', core._PX_ - 46, core._PY_ - 13);
} }
@ -1489,6 +1407,137 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
if (callback) callback(); if (callback) callback();
} }
////// “即捡即用类”道具的使用效果 //////
items.prototype.getItemEffect = function (itemId, itemNum) {
var itemCls = core.material.items[itemId].cls;
// 消耗品
if (itemCls === 'items' || itemCls === "equips") {
var curr_hp = core.status.hero.hp;
var itemEffect = core.material.items[itemId].itemEffect;
if (itemEffect) {
try {
for (var i = 0; i < itemNum; ++i)
eval(itemEffect);
} catch (e) {
console.error(e);
}
}
core.status.hero.statistics.hp += core.status.hero.hp - curr_hp;
var useItemEvent = core.material.items[itemId].useItemEvent;
if (useItemEvent) {
try {
core.insertAction(useItemEvent);
} catch (e) {
console.error(e);
}
}
core.updateStatusBar(false, true);
} else {
core.addItem(itemId, itemNum);
}
}
/////屏蔽装备栏
////// 点击装备栏时的打开操作 //////
events.prototype.openEquipbox = function (fromUserAction) {
if (core.isReplaying() || true) return; ////直接返回
if (!this._checkStatus('equipbox', fromUserAction)) return;
core.playSound('打开界面');
core.ui._drawEquipbox();
}
////// 工具栏界面时的点击操作 //////
actions.prototype._clickToolbox = function (x, y) {
var tools = core.getToolboxItems('tools'),
constants = core.getToolboxItems('constants');
// 装备栏
// if (x >= this.LAST - 2 && y == 0) {
// core.ui.closePanel();
// if (core.isReplaying())
// core.control._replay_equipbox();
// else
// core.openEquipbox();
// return;
// }
if (x >= this.LAST - 2 && y === core._HEIGHT_ - 1) {
core.playSound('取消');
core.ui.closePanel();
var last = core.status.route[core.status.route.length - 1] || '';
if (last.startsWith('equip:') || last.startsWith('unEquip:')) {
core.status.route.push('no');
}
core.checkAutoEvents();
return;
}
var toolsPage = core.status.event.data.toolsPage;
var constantsPage = core.status.event.data.constantsPage;
// 上一页
if (x == this._HX_ - 2 || x == this._HX_ - 3) {
if (y === core._HEIGHT_ - 1 - 5 && toolsPage > 1) {
core.status.event.data.toolsPage--;
core.playSound('光标移动');
core.ui._drawToolbox(core.status.event.selection);
}
if (y === core._HEIGHT_ - 1 && constantsPage > 1) {
core.status.event.data.constantsPage--;
core.playSound('光标移动');
core.ui._drawToolbox(core.status.event.selection);
}
}
// 下一页
if (x == this._HX_ + 2 || x == this._HX_ + 3) {
if (y === core._HEIGHT_ - 1 - 5 && toolsPage < Math.ceil(tools.length / this.LAST)) {
core.status.event.data.toolsPage++;
core.playSound('光标移动');
core.ui._drawToolbox(core.status.event.selection);
}
if (y === core._HEIGHT_ - 1 && constantsPage < Math.ceil(constants.length / this.LAST)) {
core.status.event.data.constantsPage++;
core.playSound('光标移动');
core.ui._drawToolbox(core.status.event.selection);
}
}
var index = parseInt(x / 2);
if (y === core._HEIGHT_ - 1 - 8) index += 0;
else if (y === core._HEIGHT_ - 1 - 6) index += this._HX_;
else if (y === core._HEIGHT_ - 1 - 3) index += this.LAST;
else if (y === core._HEIGHT_ - 1 - 1) index += this.LAST + this._HX_;
else index = -1;
if (index >= 0)
this._clickToolboxIndex(index);
}
////// 工具栏界面时,放开某个键的操作 //////
actions.prototype._keyUpToolbox = function (keycode) {
// if (keycode == 81) {
// core.playSound('确定');
// core.ui.closePanel();
// if (core.isReplaying())
// core.control._replay_equipbox();
// else
// core.openEquipbox();
// return;
//}
if (keycode == 84 || keycode == 27 || keycode == 88) {
core.playSound('取消');
core.ui.closePanel();
var last = core.status.route[core.status.route.length - 1] || '';
if (last.startsWith('equip:') || last.startsWith('unEquip:')) {
core.status.route.push('no');
}
core.checkAutoEvents();
return;
}
if (core.status.event.data == null) return;
if (keycode == 13 || keycode == 32 || keycode == 67) {
this._clickToolboxIndex(core.status.event.selection);
return;
}
}
}, },
"drawLight": function () { "drawLight": function () {
@ -4175,6 +4224,9 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
var _my_useS_PASS = function (keycode) { ////放开某个键 var _my_useS_PASS = function (keycode) { ////放开某个键
if (!core.getFlag('useS_PASS')) return false; if (!core.getFlag('useS_PASS')) return false;
if (keycode == 83) { ////按下S时 if (keycode == 83) { ////按下S时
if (core.hasAsync())
core.drawTip('请等待事件结束');
else
core.Confirmskip(); core.Confirmskip();
} }
}; };
@ -4184,6 +4236,9 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
if (!core.getFlag('useS_PASS')) return false; if (!core.getFlag('useS_PASS')) return false;
if (x >= 7 && y <= 2) { if (x >= 7 && y <= 2) {
if (core.hasAsync())
core.drawTip('请等待事件结束');
else
core.Confirmskip(); core.Confirmskip();
} }
@ -4477,5 +4532,47 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
core.relocateCanvas('ui', 0, 0); core.relocateCanvas('ui', 0, 0);
_doa.call(core.events); _doa.call(core.events);
} }
},
"怪物受击发亮": function () {
// 在此增加新插件
// 在此增加新插件
function pop() {
var ctx = core.getContextByName('pop');
if (!ctx) ctx = core.createCanvas('pop', 0, 0, core.__PIXELS__, core.__PIXELS__, 90);
core.clearMap(ctx);
if (core.status.replay.speed <= 3) {
var list = core.status.pop || [];
var count = 0;
list.forEach(function (one) {
one.frame++;
// 绘制
core.setFilter(ctx, 'brightness(' + (220 - 6 * one.frame) + '%)');
core.drawIcon(ctx, one.value, one.px, one.py, 32, 32);
if (one.frame >= 20) count++;
});
if (count > 0) list.splice(0, count);
}
}
if (!main.replayChecking) {
core.registerAnimationFrame('pop', true, pop);
}
/** 添加弹出内容 */
this.addPop = function (px, py, value, frame) {
var data = { px: px, py: py, value: value, frame: frame || 0 };
if (core.status.replay.speed <= 3) {
if (!core.status.pop) core.status.pop = [data];
else core.status.pop.push(data);
}
}
} }
} }