multiple drawTip
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@ -1719,11 +1719,16 @@ core.clearUI()
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重置UI窗口。此函数将清掉所有的UI帧动画和光标,清空UI画布,并将alpha设为1。
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core.drawTip(text, id)
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core.drawTip(text, id, clear)
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在左上角以气泡的形式绘制一段提示。
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text为文字内容,仅支持${}的表达式计算,不支持换行和变色。
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id可选,为同时绘制的图标ID,如果不为null则会同时绘制该图标(仅对32x32的素材有效)。
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也可以使用状态栏的图标ID,例如lv, hp, up, save, settings等。
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如果clear为true,则会清空当前所有正在显示的提示。
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core.clearTip()
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清空当前所有正在显示的提示。
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core.drawText(content, callback)
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@ -22,6 +22,7 @@ control.prototype._init = function () {
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this.registerAnimationFrame("animate", true, this._animationFrame_animate);
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this.registerAnimationFrame("heroMoving", true, this._animationFrame_heroMoving);
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this.registerAnimationFrame("weather", true, this._animationFrame_weather);
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this.registerAnimationFrame("tips", true, this._animateFrame_tips);
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this.registerAnimationFrame("parallelDo", false, this._animationFrame_parallelDo);
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this.registerAnimationFrame("checkConsoleOpened", true, this._animationFrame_checkConsoleOpened);
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// --- 注册系统的replay
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@ -278,6 +279,40 @@ control.prototype._animationFrame_weather_fog = function () {
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}
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}
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control.prototype._animateFrame_tips = function (timestamp) {
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var tips = core.animateFrame.tips;
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if (timestamp - tips.time <= 30) return;
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var delta = timestamp - tips.time;
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tips.time = timestamp;
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if (tips.list.length == 0) return;
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var currentOffset = Math.max(tips.offset - 5, 0), firstOffset = null;
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var currList = [];
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core.setFont('data', "16px Arial");
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core.setTextAlign('data', 'left');
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core.clearMap('data', 0, 0, this.PIXEL, tips.lastSize * 50);
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tips.lastLength = tips.list.length;
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while (tips.list.length > 0) {
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var one = tips.list.shift();
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core.ui._drawTip_drawOne(one, currentOffset);
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if (one.stage == 1) {
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one.opacity += 0.05;
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if (one.opacity >= 0.7) one.stage = 2;
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} else if (one.stage == 2) {
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one.time += delta;
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if (one.time >= 2000) one.stage = 3;
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} else one.opacity -= 0.05;
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if (one.opacity > 0) {
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currList.push(one);
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if (firstOffset == null) firstOffset = currentOffset;
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}
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currentOffset += 50;
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}
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tips.list = currList;
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tips.offset = firstOffset || 0;
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}
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control.prototype._animationFrame_parallelDo = function (timestamp) {
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core.control.controldata.parallelDo(timestamp);
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}
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@ -19,14 +19,12 @@ function core() {
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'icons': {},
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}
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this.timeout = {
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'tipTimeout': null,
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'turnHeroTimeout': null,
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'onDownTimeout': null,
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'sleepTimeout': null,
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}
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this.interval = {
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'heroMoveInterval': null,
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"tipAnimate": null,
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'onDownInterval': null,
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}
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this.animateFrame = {
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@ -47,6 +45,12 @@ function core() {
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'data': null,
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'fog': null,
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},
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"tips": {
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'time': 0,
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'offset': 0,
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'list': [],
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'lastSize': 0,
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},
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"asyncId": {}
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}
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this.musicStatus = {
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@ -341,7 +341,7 @@ events.prototype.battle = function (id, x, y, force, callback) {
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if (!id) return core.clearContinueAutomaticRoute(callback);
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// 非强制战斗
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if (!core.enemys.canBattle(id, x, y) && !force && !core.status.event.id) {
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core.drawTip("你打不过此怪物!");
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core.drawTip("你打不过此怪物!", null, true);
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return core.clearContinueAutomaticRoute(callback);
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}
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// 自动存档
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@ -401,8 +401,8 @@ events.prototype._openDoor_check = function (id, x, y, needKey) {
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var key = id.replace("Door", "Key");
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if (!core.hasItem(key)) {
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if (key != "specialKey")
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core.drawTip("你没有" + ((core.material.items[key] || {}).name || "钥匙"));
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else core.drawTip("无法开启此门");
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core.drawTip("你没有" + ((core.material.items[key] || {}).name || "钥匙"), null, true);
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else core.drawTip("无法开启此门", null, true);
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core.clearContinueAutomaticRoute();
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return false;
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}
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90
libs/ui.js
90
libs/ui.js
@ -458,66 +458,50 @@ ui.prototype.clearUI = function () {
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}
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////// 左上角绘制一段提示 //////
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ui.prototype.drawTip = function (text, id) {
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var textX, textY, width, height;
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clearInterval(core.interval.tipAnimate);
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core.setFont('data', "16px Arial");
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core.setTextAlign('data', 'left');
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ui.prototype.drawTip = function (text, id, clear) {
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if (clear) this.clearTip();
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var one = {
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text: text,
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textX: 21,
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width: 26 + core.calWidth('data', text, "16px Arial"),
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opacity: 0.1,
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stage: 1,
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time: 0
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};
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if (id != null) {
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var info = core.getBlockInfo(id);
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if (info == null || !info.image || info.height != 32) {
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if (info == null || !info.image) {
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// 检查状态栏图标
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if (core.statusBar.icons[id] instanceof Image) {
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id = {image: core.statusBar.icons[id], posX: 0, posY: 0};
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id = {image: core.statusBar.icons[id], posX: 0, posY: 0, height: 32};
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}
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else id = null;
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else info = null;
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}
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if (info != null) {
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one.image = info.image;
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one.posX = info.posX;
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one.posY = info.posY;
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one.height = info.height;
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one.textX += 24;
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one.width += 24;
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}
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else id = info;
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}
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if (!id) {
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textX = 16;
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textY = 18;
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width = textX + core.calWidth('data', text) + 16;
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height = 42;
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}
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else {
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textX = 44;
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textY = 18;
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width = textX + core.calWidth('data', text) + 8;
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height = 42;
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}
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this._drawTip_animate(text, id, textX, textY, width, height);
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core.animateFrame.tips.list.push(one);
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}
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ui.prototype._drawTip_animate = function (text, info, textX, textY, width, height) {
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var alpha = 0, hide = false;
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core.interval.tipAnimate = window.setInterval(function () {
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if (hide) alpha -= 0.1;
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else alpha += 0.1;
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core.clearMap('data', 5, 5, core.ui.PIXEL, height);
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core.setAlpha('data', alpha);
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core.fillRect('data', 5, 5, width, height, '#000');
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if (info)
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core.drawImage('data', info.image, info.posX * 32, info.posY * 32, 32, 32, 10, 8, 32, 32);
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core.fillText('data', text, textX + 5, textY + 15, '#fff');
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core.setAlpha('data', 1);
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if (alpha > 0.6 || alpha < 0) {
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if (hide) {
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core.clearMap('data', 5, 5, core.ui.PIXEL, height);
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clearInterval(core.interval.tipAnimate);
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return;
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}
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else {
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if (!core.timeout.tipTimeout) {
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core.timeout.tipTimeout = window.setTimeout(function () {
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hide = true;
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core.timeout.tipTimeout = null;
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}, 750);
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}
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alpha = 0.6;
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}
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}
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}, 30);
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ui.prototype._drawTip_drawOne = function (one, offset) {
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core.setAlpha('data', one.opacity);
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core.fillRect('data', 5, offset+ 5, one.width, 42, '#000000');
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if (one.image)
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core.drawImage('data', one.image, one.posX * 32, one.posY * one.height, 32, 32, 10, offset + 10, 32, 32);
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core.fillText('data', one.text, one.textX, offset + 33, '#FFFFFF');
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core.setAlpha('data', 1);
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}
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ui.prototype.clearTip = function () {
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core.animateFrame.tips.list = [];
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core.animateFrame.tips.offset = 0;
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core.animateFrame.tips.lastSize = 0;
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}
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////// 地图中间绘制一段文字 //////
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@ -1807,7 +1791,7 @@ ui.prototype.drawBookDetail = function (index) {
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if (!enemy) return;
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var content = info[1].join("\n");
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core.status.event.id = 'book-detail';
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clearInterval(core.interval.tipAnimate);
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core.clearTip();
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core.clearMap('data');
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var left = 10, width = this.PIXEL - 2 * left, right = left + width;
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@ -2049,7 +2033,7 @@ ui.prototype.drawMaps = function (index, x, y) {
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core.status.event.id = 'viewMaps';
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this.clearUI();
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if (index == null) return this._drawMaps_drawHint();
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clearTimeout(core.interval.tipAnimate);
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core.clearTip();
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core.status.checkBlock.cache = {};
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var data = this._drawMaps_buildData(index, x, y);
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core.drawThumbnail(data.floorId, null, {damage: data.damage},
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@ -306,7 +306,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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var hint = "打败 " + enemy.name;
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if (core.flags.enableMoney) hint += ",金币+" + money;
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if (core.flags.enableExperience) hint += ",经验+" + experience;
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core.drawTip(hint);
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core.drawTip(hint, enemy.id);
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// 事件的处理
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var todo = [];
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