Merge pull request #238 from ckcz123/v2.0

V2.0
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Zhang Chen 2018-10-16 23:41:10 +08:00 committed by GitHub
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16 changed files with 160 additions and 71 deletions

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@ -61,12 +61,13 @@ HTML5 canvas制作的魔塔样板支持全平台游戏
* [x] 事件改变天气或画面色调,读档后仍有效
* [x] Autotile自动元件的新增和注册
* [x] 状态栏可以显示角色名字
* [x] 浏览地图可以显伤
* [x] 图片淡入淡出和移动图片可以将其保留
* [x] 双击道具栏图标直接进入装备栏
* [x] 可以设置剧情文本的字体大小
* [x] 录像播放可以最高24倍速
* [x] 1-6键快速设置录像播放速度滚轮加减速
* [x] 修复大地图的夹击Bug
* [x] iOS设备默认关闭新版存档
* [x] 部分其他细节优化
### 2018.9.28 V2.4.2

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@ -875,30 +875,32 @@ return code;
*/;
animateImage_0_s
: '图片淡入' EvalString '起点像素位置' 'x' PosString 'y' PosString '动画时间' Int '不等待执行完毕' Bool Newline
: '图片淡入' EvalString '起点像素位置' 'x' PosString 'y' PosString '动画时间' Int '保留图片' Bool '不等待执行完毕' Bool Newline
/* animateImage_0_s
tooltip : animageImage图片淡入
helpUrl : https://ckcz123.github.io/mota-js/#/event?id=animateimage%EF%BC%9A%E5%9B%BE%E7%89%87%E6%B7%A1%E5%85%A5%E6%B7%A1%E5%87%BA
default : ["bg.jpg","0","0",500,false]
default : ["bg.jpg","0","0",500,true,false]
colour : this.printColor
var async = Bool_0?', "async": true':'';
var code = '{"type": "animateImage", "action": "show", "name": "'+EvalString_0+'", "loc": ['+PosString_0+','+PosString_1+'], "time": '+Int_0+async+'},\n';
var keep = Bool_0?', "keep": true':'';
var async = Bool_1?', "async": true':'';
var code = '{"type": "animateImage", "action": "show", "name": "'+EvalString_0+'", "loc": ['+PosString_0+','+PosString_1+'], "time": '+Int_0+keep+async+'},\n';
return code;
*/;
animateImage_1_s
: '图片淡出' EvalString '起点像素位置' 'x' PosString 'y' PosString '动画时间' Int '不等待执行完毕' Bool Newline
: '图片淡出' EvalString '起点像素位置' 'x' PosString 'y' PosString '动画时间' Int '清除图片' Bool '不等待执行完毕' Bool Newline
/* animateImage_1_s
tooltip : animageImage图片淡出
helpUrl : https://ckcz123.github.io/mota-js/#/event?id=animateimage%EF%BC%9A%E5%9B%BE%E7%89%87%E6%B7%A1%E5%85%A5%E6%B7%A1%E5%87%BA
default : ["bg.jpg","0","0",500,false]
default : ["bg.jpg","0","0",500,true,false]
colour : this.printColor
var async = Bool_0?', "async": true':'';
var code = '{"type": "animateImage", "action": "hide", "name": "'+EvalString_0+'", "loc": ['+PosString_0+','+PosString_1+'], "time": '+Int_0+async+'},\n';
var keep = Bool_0?', "keep": true':'';
var async = Bool_1?', "async": true':'';
var code = '{"type": "animateImage", "action": "hide", "name": "'+EvalString_0+'", "loc": ['+PosString_0+','+PosString_1+'], "time": '+Int_0+keep+async+'},\n';
return code;
*/;
@ -929,16 +931,17 @@ return code;
moveImage_0_s
: '图片移动' EvalString '起点像素位置' 'x' PosString 'y' PosString BGNL
'终点像素位置' 'x' PosString 'y' PosString '移动时间' Int '不等待执行完毕' Bool Newline
'终点像素位置' 'x' PosString 'y' PosString '移动时间' Int '保留图片' Bool '不等待执行完毕' Bool Newline
/* moveImage_0_s
tooltip : moveImage图片移动
helpUrl : https://ckcz123.github.io/mota-js/#/event?id=moveimage%EF%BC%9A%E5%9B%BE%E7%89%87%E7%A7%BB%E5%8A%A8
default : ["bg.jpg","0","0","0","0",500,false]
default : ["bg.jpg","0","0","0","0",500,true,false]
colour : this.printColor
var async = Bool_0?', "async": true':'';
var code = '{"type": "moveImage", "name": "'+EvalString_0+'", "from": ['+PosString_0+','+PosString_1+'], "to": ['+PosString_2+','+PosString_3+'], "time": '+Int_0+async+'},\n';
var keep = Bool_0?', "keep": true':'';
var async = Bool_1?', "async": true':'';
var code = '{"type": "moveImage", "name": "'+EvalString_0+'", "from": ['+PosString_0+','+PosString_1+'], "to": ['+PosString_2+','+PosString_3+'], "time": '+Int_0+keep+async+'},\n';
return code;
*/;
@ -1836,10 +1839,10 @@ ActionParser.prototype.parseAction = function() {
case "animateImage": // 显示图片
if(data.action == 'show'){
this.next = MotaActionBlocks['animateImage_0_s'].xmlText([
data.name,data.loc[0],data.loc[1],data.time,data.async||false,this.next]);
data.name,data.loc[0],data.loc[1],data.time,data.keep||false,data.async||false,this.next]);
} else if (data.action == 'hide') {
this.next = MotaActionBlocks['animateImage_1_s'].xmlText([
data.name,data.loc[0],data.loc[1],data.time,data.async||false,this.next]);
data.name,data.loc[0],data.loc[1],data.time,data.keep||false,data.async||false,this.next]);
}
break;
case "showGif": // 显示动图
@ -1853,7 +1856,7 @@ ActionParser.prototype.parseAction = function() {
break;
case "moveImage": // 移动图片
this.next = MotaActionBlocks['moveImage_0_s'].xmlText([
data.name, data.from[0], data.from[1], data.to[0], data.to[1], data.time, data.async||false, this.next
data.name, data.from[0], data.from[1], data.to[0], data.to[1], data.time, data.keep||false, data.async||false, this.next
]);
break;
case "setFg": // 颜色渐变

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@ -390,10 +390,11 @@ HTML5魔塔一大亮点就是存在录像系统可以很方便进行录像回
- **[G]** 打开/关闭楼层传送器
- **[A]** 读取自动存档
- **[S/D]** 打开/关闭存/读档页面
- **[K]** 打开/关闭快捷商店选择列表
- **[K/V]** 打开/关闭快捷商店选择列表
- **[T]** 打开/关闭工具栏
- **[Q]** 打开/关闭装备栏
- **[ESC]** 打开/关闭系统菜单
- **[B]** 打开数据统计
- **[H]** 打开帮助页面
- **[R]** 回放录像
- **[SPACE]** 轻按(仅在轻按开关打开时有效)

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@ -800,7 +800,7 @@ loc为图片左上角坐标以像素为单位进行计算。
``` js
"x,y": [ // 实际执行的事件列表
{"type": "animateImage", "action": "show", "name": "bg.jpg", "loc": [231,297], "time": 500}, // 在(231,297)淡入bg.jpg动画时间500ms
{"type": "animateImage", "action": "show", "name": "bg.jpg", "loc": [231,297], "time": 500, "keep": true}, // 在(231,297)淡入bg.jpg动画时间500ms
{"type": "animateImage", "action": "hide", "name": "1.png", "loc": [109,167], "time": 300, "async": true}, // 在(109,167)淡出1.png动画时间300ms异步执行
]
```
@ -813,9 +813,9 @@ loc为图片左上角坐标以像素为单位进行计算。
time为淡入淡出的时间如果是0则忽略此项。
async可选如果为true则会异步执行即不等待当前事件执行完毕立刻执行下一个事件
keep可选如果为true则在淡入图片后立刻调用showImage以保留图片在淡出图片前先清除再动画
!> 淡入淡出图片只是会在顶层绘制“淡入”和“淡出”效果动画结束即消失并不会实际对图片的显示造成影响。请与showImage事件合用
async可选如果为true则会异步执行即不等待当前事件执行完毕立刻执行下一个事件
如果多张图片的淡入淡出可以采用以下方式(仅供参考):
@ -846,7 +846,7 @@ loc为动图左上角坐标以像素为单位进行计算。
``` js
"x,y": [ // 实际执行的事件列表
{"type": "moveImage", "name": "bg.jpg", "from": [231,297], "to": [22,333], "time": 500, "async": true},
{"type": "moveImage", "name": "bg.jpg", "from": [231,297], "to": [22,333], "time": 500, "keep": true, "async": true},
]
```
@ -858,9 +858,9 @@ to为终点图片左上角坐标以像素为单位进行计算。
time为总移动的时间。
async可选如果为true则会异步执行即不等待当前事件执行完毕立刻执行下一个事件
keep可选如果为true则在移动结束后立刻调用showImage以保留图片
!> 移动图片只是会在顶层绘制“移动”效果动画结束即消失并不会实际对图片的显示造成影响。请与showImage事件合用
async可选如果为true则会异步执行即不等待当前事件执行完毕立刻执行下一个事件
### setFg更改画面色调

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@ -17,6 +17,7 @@ HTML5魔塔是使用画布canvas来绘制存在若干个图层它们
- fg前景层绘制前景图层素材fgmap和前景贴图
- damage显伤层主要用来绘制怪物显伤和领域显伤
- animate动画层主要用来绘制动画。showImage事件绘制的图片也是在这一层。
- image图片层主要用来绘制显示图片
- weather天气层主要用来绘制天气雨/雪)
- route路线层主要用来绘制勇士的行走路线图也用来绘制图块的淡入/淡出效果,图块的移动等。
- curtain色调层用来控制当前楼层的画面色调

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@ -409,6 +409,7 @@
<!-- <canvas class='gameCanvas' id='fg' width='416' height='416'></canvas> -->
<canvas class='gameCanvas' id='damage' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='animate' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='image' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='weather' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='route' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='curtain' width='416' height='416'></canvas>

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@ -395,6 +395,7 @@
<!-- <canvas class='gameCanvas' id='fg' width='416' height='416'></canvas> -->
<canvas class='gameCanvas' id='damage' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='animate' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='image' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='weather' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='route' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='curtain' width='416' height='416'></canvas>

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@ -122,6 +122,7 @@
<canvas class='gameCanvas' id='fg' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='damage' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='animate' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='image' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='weather' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='route' width='416' height='416'></canvas>
<canvas class='gameCanvas' id='curtain' width='416' height='416'></canvas>

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@ -309,6 +309,10 @@ actions.prototype.keyUp = function(keyCode) {
if (core.status.heroStop)
core.doSL("autoSave", "load");
break;
case 66: // B
if (core.status.heroStop)
core.ui.drawStatistics();
break;
case 83: // S
if (core.status.heroStop)
core.save(true);
@ -1018,6 +1022,12 @@ actions.prototype.clickViewMaps = function (x,y) {
var cx = core.status.event.data.x, cy = core.status.event.data.y;
var floorId = core.floorIds[index], mw = core.floors[floorId].width||13, mh = core.floors[floorId].height||13;
if (x==0 && y==0) {
core.status.event.data.damage = !core.status.event.data.damage;
core.ui.drawMaps(index, cx, cy);
return;
}
if (x>=2 && x<=10 && y<=1 && mh>13) {
core.ui.drawMaps(index, cx, cy-1);
return;
@ -1083,6 +1093,10 @@ actions.prototype.keyUpViewMaps = function (keycode) {
core.setOpacity('data', 1);
core.ui.closePanel();
}
if (keycode==86) {
core.status.event.data.damage = !core.status.event.data.damage;
core.ui.drawMaps(core.status.event.data.index, core.status.event.data.x, core.status.event.data.y);
}
if (keycode==88 || (core.status.replay.replaying && keycode==67)) {
if (core.isset(core.status.replay)&&core.status.replay.replaying) {
core.bookReplay();

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@ -288,6 +288,7 @@ control.prototype.resetStatus = function(hero, hard, floorId, route, maps, value
'totalTime': totalTime,
'currTime': 0,
'hp': 0,
"battle": 0,
'battleDamage': 0,
'poisonDamage': 0,
'extraDamage': 0,
@ -1500,18 +1501,24 @@ control.prototype.setFg = function(color, time, callback) {
}
////// 更新全地图显伤 //////
control.prototype.updateDamage = function () {
control.prototype.updateDamage = function (floorId, canvas) {
if (!core.isset(core.status.thisMap) || !core.isset(core.status.thisMap.blocks)) return;
if (!core.isset(floorId)) floorId = core.status.floorId;
if (!core.isset(canvas)) {
canvas = core.canvas.damage;
core.clearMap('damage');
}
// if (!core.isset(core.status.thisMap) || !core.isset(core.status.thisMap.blocks)) return;
// 更新显伤
var mapBlocks = core.status.thisMap.blocks;
core.clearMap('damage');
var mapBlocks = core.status.maps[floorId].blocks;
// 没有怪物手册
if (!core.hasItem('book')) return;
core.setFont('damage', "bold 11px Arial");
canvas.font = "bold 11px Arial";
var hero_hp = core.status.hero.hp;
if (core.flags.displayEnemyDamage || core.flags.displayCritical) {
core.canvas.damage.textAlign = 'left';
canvas.textAlign = 'left';
for (var b = 0; b < mapBlocks.length; b++) {
var x = mapBlocks[b].x, y = mapBlocks[b].y;
if (core.isset(mapBlocks[b].event) && mapBlocks[b].event.cls.indexOf('enemy')==0
@ -1520,7 +1527,7 @@ control.prototype.updateDamage = function () {
// 非系统默认的战斗事件(被覆盖)
if (mapBlocks[b].event.trigger != 'battle') {
// 判断显伤
var event = core.floors[core.status.floorId].events[x+","+y];
var event = core.floors[floorId].events[x+","+y];
if (core.isset(event) && !(event instanceof Array)) {
if (event.displayDamage === false)
continue;
@ -1550,14 +1557,14 @@ control.prototype.updateDamage = function () {
damage += "-";
}
core.setFillStyle('damage', '#000000');
core.canvas.damage.fillText(damage, 32 * x + 2, 32 * (y + 1) - 2);
core.canvas.damage.fillText(damage, 32 * x, 32 * (y + 1) - 2);
core.canvas.damage.fillText(damage, 32 * x + 2, 32 * (y + 1));
core.canvas.damage.fillText(damage, 32 * x, 32 * (y + 1));
canvas.fillStyle = '#000000';
canvas.fillText(damage, 32 * x + 2, 32 * (y + 1) - 2);
canvas.fillText(damage, 32 * x, 32 * (y + 1) - 2);
canvas.fillText(damage, 32 * x + 2, 32 * (y + 1));
canvas.fillText(damage, 32 * x, 32 * (y + 1));
core.setFillStyle('damage', color);
core.canvas.damage.fillText(damage, 32 * x + 1, 32 * (y + 1) - 1);
canvas.fillStyle = color;
canvas.fillText(damage, 32 * x + 1, 32 * (y + 1) - 1);
}
// 临界显伤
@ -1566,13 +1573,13 @@ control.prototype.updateDamage = function () {
if (critical.length>0) critical=critical[0];
critical = core.formatBigNumber(critical[0]);
if (critical == '???') critical = '?';
core.setFillStyle('damage', '#000000');
core.canvas.damage.fillText(critical, 32 * x + 2, 32 * (y + 1) - 2 - 10);
core.canvas.damage.fillText(critical, 32 * x, 32 * (y + 1) - 2 - 10);
core.canvas.damage.fillText(critical, 32 * x + 2, 32 * (y + 1) - 10);
core.canvas.damage.fillText(critical, 32 * x, 32 * (y + 1) - 10);
core.setFillStyle('damage', '#FFFFFF');
core.canvas.damage.fillText(critical, 32 * x + 1, 32 * (y + 1) - 1 - 10);
canvas.fillStyle = '#000000';
canvas.fillText(critical, 32 * x + 2, 32 * (y + 1) - 2 - 10);
canvas.fillText(critical, 32 * x, 32 * (y + 1) - 2 - 10);
canvas.fillText(critical, 32 * x + 2, 32 * (y + 1) - 10);
canvas.fillText(critical, 32 * x, 32 * (y + 1) - 10);
canvas.fillStyle = '#FFFFFF';
canvas.fillText(critical, 32 * x + 1, 32 * (y + 1) - 1 - 10);
}
}
@ -1580,23 +1587,41 @@ control.prototype.updateDamage = function () {
}
// 如果是领域&夹击
if (core.flags.displayExtraDamage) {
core.canvas.damage.textAlign = 'center';
canvas.textAlign = 'center';
// 临时改变
var tempCheckBlock = null;
if (floorId != core.status.floorId) {
tempCheckBlock = core.clone(core.status.checkBlock);
core.status.thisMap = core.status.maps[floorId];
core.bigmap.width = core.floors[floorId].width || 13;
core.bigmap.height = core.floors[floorId].height || 13;
core.updateCheckBlock();
}
for (var x=0;x<core.bigmap.width;x++) {
for (var y=0;y<core.bigmap.height;y++) {
var damage = core.status.checkBlock.damage[x+core.bigmap.width*y];
if (damage>0) {
damage = core.formatBigNumber(damage);
core.setFillStyle('damage', '#000000');
core.canvas.damage.fillText(damage, 32 * x + 17, 32 * (y + 1) - 13);
core.canvas.damage.fillText(damage, 32 * x + 15, 32 * (y + 1) - 15);
core.canvas.damage.fillText(damage, 32 * x + 17, 32 * (y + 1) - 15);
core.canvas.damage.fillText(damage, 32 * x + 15, 32 * (y + 1) - 13);
canvas.fillStyle = '#000000';
canvas.fillText(damage, 32 * x + 17, 32 * (y + 1) - 13);
canvas.fillText(damage, 32 * x + 15, 32 * (y + 1) - 15);
canvas.fillText(damage, 32 * x + 17, 32 * (y + 1) - 15);
canvas.fillText(damage, 32 * x + 15, 32 * (y + 1) - 13);
core.setFillStyle('damage', '#FF7F00');
core.canvas.damage.fillText(damage, 32 * x + 16, 32 * (y + 1) - 14);
canvas.fillStyle = '#FF7F00';
canvas.fillText(damage, 32 * x + 16, 32 * (y + 1) - 14);
}
}
}
if (floorId!=core.status.floorId) {
core.status.thisMap = core.status.maps[core.status.floorId];
core.status.checkBlock = tempCheckBlock;
core.bigmap.width = core.floors[core.status.floorId].width || 13;
core.bigmap.height = core.floors[core.status.floorId].height || 13;
}
}
}

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@ -233,8 +233,7 @@ core.prototype.init = function (coreData, callback) {
core.platform.isSafari = /Safari/i.test(navigator.userAgent) && !/Chrome/i.test(navigator.userAgent);
core.platform.isQQ = /QQ/i.test(navigator.userAgent);
core.platform.isWeChat = /MicroMessenger/i.test(navigator.userAgent);
core.platform.useLocalForage = core.getLocalStorage('useLocalForage', true);
if (core.platform.isIOS) core.platform.useLocalForage=false;
core.platform.useLocalForage = core.getLocalStorage('useLocalForage', !core.platform.isIOS);
if (core.platform.useLocalForage) {
try {
core.setLocalForage("__test__", LZString.compress("__test__"), function() {

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@ -132,8 +132,9 @@ events.prototype.gameOver = function (ending, fromReplay, norank) {
// 清空图片和天气
core.clearMap('animate');
core.dom.gif2.innerHTML = "";
core.clearMap('image');
core.clearMap('weather')
core.dom.gif2.innerHTML = "";
core.animateFrame.weather.type = null;
core.animateFrame.weather.level = 0;
core.animateFrame.weather.nodes = [];
@ -587,10 +588,10 @@ events.prototype.doAction = function() {
break;
case "showImage": // 显示图片
if (core.isset(data.loc) && core.isset(core.material.images.images[data.name])) {
core.canvas.animate.drawImage(core.material.images.images[data.name],
core.canvas.image.drawImage(core.material.images.images[data.name],
core.calValue(data.loc[0]), core.calValue(data.loc[1]));
}
else core.clearMap('animate');
else core.clearMap('image');
this.doAction();
break;
case "animateImage": // 淡入淡出图片
@ -600,11 +601,11 @@ events.prototype.doAction = function() {
else {
if (core.isset(data.loc) && core.isset(core.material.images.images[data.name]) && (data.action=="show" || data.action=="hide")) {
if (data.async) {
core.events.animateImage(data.action, core.material.images.images[data.name], data.loc, data.time);
core.events.animateImage(data.action, core.material.images.images[data.name], data.loc, data.time, data.keep);
this.doAction();
}
else {
core.events.animateImage(data.action, core.material.images.images[data.name], data.loc, data.time, function() {
core.events.animateImage(data.action, core.material.images.images[data.name], data.loc, data.time, data.keep, function() {
core.events.doAction();
});
}
@ -637,11 +638,11 @@ events.prototype.doAction = function() {
else {
if (core.isset(data.from) && core.isset(data.to) && core.isset(core.material.images.images[data.name])) {
if (data.async) {
core.events.moveImage(core.material.images.images[data.name], data.from, data.to, data.time);
core.events.moveImage(core.material.images.images[data.name], data.from, data.to, data.time, data.keep);
this.doAction();
}
else {
core.events.moveImage(core.material.images.images[data.name], data.from, data.to, data.time, function() {
core.events.moveImage(core.material.images.images[data.name], data.from, data.to, data.time, data.keep, function() {
core.events.doAction();
});
}
@ -1355,7 +1356,7 @@ events.prototype.changeFloor = function (floorId, stair, heroLoc, time, callback
}
////// 图片淡入/淡出 //////
events.prototype.animateImage = function (type, image, loc, time, callback) {
events.prototype.animateImage = function (type, image, loc, time, keep, callback) {
time = time||0;
if ((type!='show' && type!='hide') || time<=0) {
if (core.isset(callback)) callback();
@ -1368,8 +1369,13 @@ events.prototype.animateImage = function (type, image, loc, time, callback) {
var opacityVal = 0;
if (type == 'hide') opacityVal = 1;
if (type == 'hide' && keep) {
core.clearMap('image');
}
core.setOpacity('data', opacityVal);
core.canvas.data.drawImage(image, core.calValue(loc[0]), core.calValue(loc[1]));
var x = core.calValue(loc[0]), y = core.calValue(loc[1]);
core.canvas.data.drawImage(image, x, y);
core.status.replay.animate=true;
var animate = setInterval(function () {
if (type=='show') opacityVal += 0.1;
@ -1377,6 +1383,8 @@ events.prototype.animateImage = function (type, image, loc, time, callback) {
core.setOpacity('data', opacityVal);
if (opacityVal >=1 || opacityVal<=0) {
clearInterval(animate);
if (type == 'show' && keep)
core.canvas.image.drawImage(image, x, y);
core.clearMap('data');
core.setOpacity('data', 1);
core.status.replay.animate=false;
@ -1386,12 +1394,14 @@ events.prototype.animateImage = function (type, image, loc, time, callback) {
}
////// 移动图片 //////
events.prototype.moveImage = function (image, from, to, time, callback) {
events.prototype.moveImage = function (image, from, to, time, keep, callback) {
time = time || 1000;
clearInterval(core.interval.tipAnimate);
core.setAlpha('data', 1);
core.setOpacity('data', 1);
if (keep) core.clearMap('image');
core.status.replay.animate=true;
var fromX = core.calValue(from[0]), fromY = core.calValue(from[1]),
toX = core.calValue(to[0]), toY = core.calValue(to[1]);
@ -1411,6 +1421,7 @@ events.prototype.moveImage = function (image, from, to, time, callback) {
clearInterval(animate);
core.clearMap('data');
core.status.replay.animate=false;
if (keep) core.canvas.data.drawImage(image, toX, toY);
if (core.isset(callback)) callback();
}
}, time / 64);

View File

@ -1440,10 +1440,31 @@ ui.prototype.drawBookDetail = function (index) {
var enemyId=enemy.id;
var hints=core.enemys.getSpecialHint(core.material.enemys[enemyId]);
if (hints.length==0)
hints.push("该怪物无特殊属性。");
// 吸血怪的最低生命值
if (core.enemys.hasSpecial(core.material.enemys[enemyId].special, 11)) {
var damage = core.getDamage(enemyId);
if (damage != null) {
// 二分HP
var start = 1, end = 100 * damage;
var nowHp = core.status.hero.hp;
while (start<end) {
var mid = Math.floor((start+end)/2);
core.status.hero.hp = mid;
if (core.canBattle(enemyId)) end = mid;
else start = mid+1;
}
core.status.hero.hp = start;
if (core.canBattle(enemyId)) {
hints.push("");
hints.push("打死该怪物最低需要生命值:"+core.formatBigNumber(start));
}
core.status.hero.hp = nowHp;
}
}
hints.push("");
var criticals = core.enemys.nextCriticals(enemyId, 10).map(function (v) {
return v[0]+":"+v[1];
@ -1594,7 +1615,7 @@ ui.prototype.drawMaps = function (index, x, y) {
if (y<6) y=6;
if (y>mh-7) y=mh-7;
core.status.event.data = {"index": index, "x": x, "y": y};
core.status.event.data = {"index": index, "x": x, "y": y, "damage": (core.status.event.data||{"damage":false}).damage};
clearTimeout(core.interval.tipAnimate);
core.clearMap('ui');
@ -2101,6 +2122,10 @@ ui.prototype.drawThumbnail = function(floorId, canvas, blocks, x, y, size, cente
}
})
// draw damage
if (core.status.event.id=='viewMaps' && (core.status.event.data||{}).damage)
core.control.updateDamage(floorId, tempCanvas);
// draw to canvas
core.clearMap(canvas, x, y, size, size);
if (!core.isset(centerX)) centerX=parseInt(mw/2);
@ -2296,7 +2321,7 @@ ui.prototype.drawStatistics = function () {
+",总游戏时长"+formatTime(statistics.totalTime)
+"。\n瞬间移动次数"+statistics.moveDirectly+",共计少走"+statistics.ignoreSteps+"步。"
+"\n\n总计通过血瓶恢复生命值为"+core.formatBigNumber(statistics.hp)+"点。\n\n"
+"总计受到的伤害为"+core.formatBigNumber(statistics.battleDamage+statistics.poisonDamage+statistics.extraDamage)
+"总计打死了"+statistics.battle+"个怪物,受到的伤害为"+core.formatBigNumber(statistics.battleDamage+statistics.poisonDamage+statistics.extraDamage)
+",其中战斗伤害"+core.formatBigNumber(statistics.battleDamage)+"点"
+(core.flags.enableDebuff?(",中毒伤害"+core.formatBigNumber(statistics.poisonDamage)+"点"):"")
+",领域/夹击/阻击/血网伤害"+core.formatBigNumber(statistics.extraDamage)+"点。",
@ -2323,9 +2348,10 @@ ui.prototype.drawHelp = function () {
"[G] 打开/关闭楼层传送器\n" +
"[A] 读取自动存档(回退)\n" +
"[S/D] 打开/关闭存/读档页面\n" +
"[K] 打开/关闭快捷商店选择列表\n" +
"[K/V] 打开/关闭快捷商店选择列表\n" +
"[T] 打开/关闭工具栏\n" +
"[ESC] 打开/关闭系统菜单\n" +
"[B] 打开数据统计\n" +
// "[E] 显示光标\n" +
"[H] 打开帮助页面\n"+
"[R] 回放\n"+

View File

@ -137,6 +137,7 @@ functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
// 记录
core.status.hero.statistics.battleDamage += damage;
core.status.hero.statistics.battle++;
if (core.status.hero.hp<=0) {
core.status.hero.hp=0;
@ -366,7 +367,7 @@ functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
[8, "反击", "战斗时,怪物每回合附加角色攻击的"+Math.floor(100*core.values.counterAttack||0)+"%作为伤害,无视角色防御"],
[9, "净化", "战斗前,怪物附加勇士魔防的"+core.values.purify+"倍作为伤害"],
[10, "模仿", "怪物的攻防和勇士攻防相等"],
[11, "吸血", function (enemy) {return "战斗前,怪物首先吸取角色的"+Math.floor(100*enemy.value||0)+"%生命作为伤害"+(enemy.add?",并把伤害数值加到自身生命上":"");}],
[11, "吸血", function (enemy) {return "战斗前,怪物首先吸取角色的"+Math.floor(100*enemy.value||0)+"%生命(约" + Math.floor((enemy.value||0)*core.getStatus('hp')) + "点)作为伤害"+(enemy.add?",并把伤害数值加到自身生命上":"");}],
[12, "中毒", "战斗后,勇士陷入中毒状态,每一步损失生命"+core.values.poisonDamage+"点"],
[13, "衰弱", "战斗后,勇士陷入衰弱状态,攻防暂时下降"+(core.values.weakValue>=1?core.values.weakValue+"点":parseInt(core.values.weakValue*100)+"%")],
[14, "诅咒", "战斗后,勇士陷入诅咒状态,战斗无法获得金币和经验"],

View File

@ -285,6 +285,10 @@ p#name {
z-index: 70;
}
#image {
z-index: 75;
}
#weather {
z-index: 80;
}

View File

@ -7,12 +7,12 @@
事件改变天气或画面色调,读档后仍有效
Autotile自动元件的新增和注册
状态栏可以显示角色名字
浏览地图可以显伤
图片淡入淡出和移动图片可以将其保留
双击道具栏图标直接进入装备栏
可以设置剧情文本的字体大小
录像播放可以最高24倍速
1-6键快速设置录像播放速度滚轮加减速
修复大地图的夹击Bug
iOS设备默认关闭新版存档
部分其他细节优化
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