更新自动补全

This commit is contained in:
ckcz123 2020-06-06 22:59:10 +08:00
parent dbc541ca65
commit 9342c12842
9 changed files with 194 additions and 157 deletions

View File

@ -1831,11 +1831,11 @@
var obj = {from: from, to: to, list: completions}; var obj = {from: from, to: to, list: completions};
var tooltip = null; var tooltip = null;
CodeMirror.on(obj, "close", function() { remove(tooltip); }); CodeMirror.on(obj, "close", function() { remove(tooltip); });
CodeMirror.on(obj, "update", function() { remove(tooltip); }); CodeMirror.on(obj, "update", function() { remove(tooltip); });
CodeMirror.on(obj, "select", function(cur, node) { CodeMirror.on(obj, "select", function(cur, node) {
remove(tooltip); remove(tooltip);
var content = ts.options.completionTip ? ts.options.completionTip(cur.data) : cur.data.doc; var content = ts.options.completionTip ? ts.options.completionTip(cur.data) : buildTooltip(cur.data);
if (content) { if (content) {
tooltip = makeTooltip(node.parentNode.getBoundingClientRect().right + window.pageXOffset, tooltip = makeTooltip(node.parentNode.getBoundingClientRect().right + window.pageXOffset,
node.getBoundingClientRect().top + window.pageYOffset, content); node.getBoundingClientRect().top + window.pageYOffset, content);
@ -1860,25 +1860,32 @@
function showContextInfo(ts, cm, pos, queryName, c) { function showContextInfo(ts, cm, pos, queryName, c) {
ts.request(cm, queryName, function(error, data) { ts.request(cm, queryName, function(error, data) {
data = data || {}; if (!error) {
data.type = data.type || ''; var tip = buildTooltip(data);
data.doc = data.doc || ''; if (tip) tempTooltip(cm, tip, ts);
if (!error && (data.type.startsWith('fn(') || data.doc)) {
var tip = elt("span", null, elt("strong", null, data.type || "not found"));
if (data.doc)
tip.appendChild(document.createTextNode("\n" + data.doc.replace(/<br\/?>/g,"\n")));
if (data.url) {
tip.appendChild(document.createTextNode("\n"));
var child = tip.appendChild(elt("a", null, "[文档]"));
child.href = data.url;
child.target = "_blank";
}
tempTooltip(cm, tip, ts);
} }
if (c) c(); if (c) c();
}, pos); }, pos);
} }
function buildTooltip(data) {
data = data || {};
data.type = data.type || '';
data.doc = data.doc || '';
if (data.type.startsWith('fn(') || data.doc) {
var tip = elt("span", null, elt("strong", null, data.type || "not found"));
if (data.doc)
tip.appendChild(document.createTextNode("\n" + data.doc.replace(/<br\/?>/g,"\n")));
if (data.url) {
tip.appendChild(document.createTextNode("\n"));
var child = tip.appendChild(elt("a", null, "[文档]"));
child.href = data.url;
child.target = "_blank";
}
return tip;
}
}
// Maintaining argument hints // Maintaining argument hints
function updateArgHints(ts, cm) { function updateArgHints(ts, cm) {
@ -2211,7 +2218,7 @@
function clear() { function clear() {
if (mouseOnTip) { if (mouseOnTip) {
mouseOnTip = false; mouseOnTip = false;
setTimeout(clear, 50); setTimeout(clear, 100);
return; return;
} }
cm.state.ternTooltip = null; cm.state.ternTooltip = null;

View File

@ -650,7 +650,6 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!doc": "返回一个布尔值,指示对象是否具有指定的属性.", "!doc": "返回一个布尔值,指示对象是否具有指定的属性.",
} }
}, },
"!doc": "创建对象包装器.",
}, },
"Function": { "Function": {
"!type": "fn(body: string) -> fn()", "!type": "fn(body: string) -> fn()",
@ -676,7 +675,6 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
}, },
"prototype": "?" "prototype": "?"
}, },
"!doc": " JavaScript中的每个函数实际上都是一个Function对象."
}, },
"Array": { "Array": {
"!type": "fn(size: number) -> !custom:Array_ctor", "!type": "fn(size: number) -> !custom:Array_ctor",
@ -813,7 +811,6 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!doc": "确定数组是否包含某个元素,并根据需要返回true或false.,", "!doc": "确定数组是否包含某个元素,并根据需要返回true或false.,",
} }
}, },
"!doc": " JavaScript Array全局对象是数组的构造函数,这些数组是高级的,类似于列表的对象.",
}, },
"String": { "String": {
"!type": "fn(value: ?) -> string", "!type": "fn(value: ?) -> string",
@ -842,11 +839,11 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
}, },
"substring": { "substring": {
"!type": "fn(from: number, to?: number) -> string", "!type": "fn(from: number, to?: number) -> string",
"!doc": "返回一个索引与另一个索引之间或字符串末尾的字符串子集.", "!doc": "返回一个索引与另一个索引之间或字符串末尾的字符串子集.<br/>from为起始位置to为终止位置.",
}, },
"substr": { "substr": {
"!type": "fn(from: number, length?: number) -> string", "!type": "fn(from: number, length?: number) -> string",
"!doc": "以指定的字符数返回从指定位置开始的字符串中的字符.", "!doc": "以指定的字符数返回从指定位置开始的字符串中的字符.<br/>from为起始位置length为长度",
}, },
"slice": { "slice": {
"!type": "fn(from: number, to?: number) -> string", "!type": "fn(from: number, to?: number) -> string",
@ -905,7 +902,6 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!doc": " startsWith()方法确定一个字符串是否以另一个字符串的字符开头,并根据需要返回true或false.,", "!doc": " startsWith()方法确定一个字符串是否以另一个字符串的字符开头,并根据需要返回true或false.,",
} }
}, },
"!doc": " String全局对象是字符串或字符序列的构造函数.",
}, },
"Number": { "Number": {
"!type": "fn(value: ?) -> number", "!type": "fn(value: ?) -> number",
@ -980,14 +976,12 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "fn(string: string, radix?: number) -> number", "!type": "fn(string: string, radix?: number) -> number",
"!doc": " Number.parseInt()方法解析字符串参数并返回指定基数或基数的整数.,", "!doc": " Number.parseInt()方法解析字符串参数并返回指定基数或基数的整数.,",
}, },
"!doc": " Number JavaScript对象是一个包装器对象,允许您使用数值.使用Number()构造函数创建Number对象.",
}, },
"Boolean": { "Boolean": {
"!type": "fn(value: ?) -> bool", "!type": "fn(value: ?) -> bool",
"prototype": { "prototype": {
"!stdProto": "Boolean" "!stdProto": "Boolean"
}, },
"!doc": "布尔对象是布尔值的对象包装.",
}, },
"RegExp": { "RegExp": {
"!type": "fn(source: string, flags?: string)", "!type": "fn(source: string, flags?: string)",
@ -2027,11 +2021,11 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "fn()" "!type": "fn()"
}, },
"startReplay": { "startReplay": {
"!doc": "开始播放", "!doc": "开始播放录像",
"!type": "fn(list: [string])" "!type": "fn(list: [string])"
}, },
"triggerReplay": { "triggerReplay": {
"!doc": "更改播放状态", "!doc": "播放或暂停录像回放",
"!type": "fn()" "!type": "fn()"
}, },
"screenFlash": { "screenFlash": {
@ -2078,8 +2072,12 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!doc": "回放录像时浏览地图", "!doc": "回放录像时浏览地图",
"!type": "fn()" "!type": "fn()"
}, },
"playSound": {
"!doc": "播放一个音效",
"!tyoe": "fn(sound: string)"
},
"stopSound": { "stopSound": {
"!doc": "停止所有音频", "!doc": "停止所有SE",
"!type": "fn()" "!type": "fn()"
}, },
"addGameCanvasTranslate": { "addGameCanvasTranslate": {
@ -2091,7 +2089,7 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "fn(name: string, value: number)" "!type": "fn(name: string, value: number)"
}, },
"drawHero": { "drawHero": {
"!doc": "绘制主角和跟随者并重置视野到以主角为中心<br/>例如core.drawHero(); // 原地绘制主角的静止帧(第一帧)并重置视野,这样调用一般就是用来重置视野<br/>status: 绘制第几帧默认支持1、2、4推荐在project\\icons.js中把第三帧也注册了这里预留了一个'midFoot'作为其枚举值),不填视为静止帧(第一帧)。<br/>offset: 相对主角逻辑位置的偏移量,不填视为无偏移。用于绘制行走中的主角(正数表示前进,负数表示后退,但跟随者的后退很难看)或表现一些特殊的演出效果", "!doc": "绘制主角和跟随者并重置视野到以主角为中心<br/>例如core.drawHero(); // 原地绘制主角的静止帧并重置视野野<br/>status: 只能为 stop, leftFoot 和 rightFoot不填用stop。<br/>offset: 相对主角逻辑位置的偏移量,不填视为无偏移。<br/>frame: 绘制的第几帧",
"!type": "fn(status?: string, offset?: number, frame?: number)" "!type": "fn(status?: string, offset?: number, frame?: number)"
}, },
"pauseBgm": { "pauseBgm": {
@ -2115,7 +2113,7 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "fn(name: string, value: number)" "!type": "fn(name: string, value: number)"
}, },
"setAutomaticRoute": { "setAutomaticRoute": {
"!doc": "半自动寻路,用于鼠标或手指拖动<br/>例如core.setAutomaticRoute(0, 0, [{direction: \"right\", x: 4, y: 9}, {direction: \"right\", x: 5, y: 9}, {direction: \"right\", x: 6, y: 9}, {direction: \"up\", x: 6, y: 8}]);<br/>destX: 鼠标或手指的起拖点横坐标<br/>destY: 鼠标或手指的起拖点坐标<br/>stepPostfix: 拖动轨迹的数组表示,每项为一步的方向和目标点。", "!doc": "半自动寻路,用于鼠标或手指拖动<br/>例如core.setAutomaticRoute(0, 0, [{direction: \"right\", x: 4, y: 9}, {direction: \"right\", x: 5, y: 9}]);<br/>destX: 鼠标或手指的起拖点横坐标<br/>destY: 鼠标或手指的起拖点坐标<br/>stepPostfix: 拖动轨迹的数组表示,每项为一步的方向和目标点。",
"!type": "fn(destX: number, destY: number, stepPostfix: [loc])" "!type": "fn(destX: number, destY: number, stepPostfix: [loc])"
}, },
"triggerHero": { "triggerHero": {
@ -2171,7 +2169,7 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "fn(callback?: fn())" "!type": "fn(callback?: fn())"
}, },
"hideStatusBar": { "hideStatusBar": {
"!doc": "隐藏状态栏", "!doc": "隐藏状态栏<br/>showToolbox: 是否不隐藏竖屏工具栏",
"!type": "fn(showToolbox?: bool)" "!type": "fn(showToolbox?: bool)"
}, },
"getBuff": { "getBuff": {
@ -2247,7 +2245,7 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "fn() -> bool" "!type": "fn() -> bool"
}, },
"triggerBgm": { "triggerBgm": {
"!doc": "更改背景音乐的播放", "!doc": "开启或关闭背景音乐的播放",
"!type": "fn()" "!type": "fn()"
}, },
"moveHero": { "moveHero": {
@ -2279,8 +2277,8 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "fn(type?: string, level?: number)" "!type": "fn(type?: string, level?: number)"
}, },
"updateStatusBar": { "updateStatusBar": {
"!doc": "立刻刷新状态栏和地图显伤", "!doc": "立刻刷新状态栏和地图显伤<br/>doNotCheckAutoEvents: 是否不检查自动事件",
"!type": "fn()" "!type": "fn(doNotCheckAutoEvents?: bool)"
}, },
"autosave": { "autosave": {
"!doc": "自动存档", "!doc": "自动存档",
@ -2291,7 +2289,7 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "fn()" "!type": "fn()"
}, },
"moveAction": { "moveAction": {
"!doc": "尝试前进一步,如果面前不可被踏入就会直接触发该点事件<br/>例如core.moveAction(core.doAction); // 尝试前进一步然后继续事件处理。常用于在事件流中让主角像自由行动时一样前进一步可以照常触发moveOneStep跑毒和计步和面前的事件包括但不限于阻激夹域捕<br/>callback: 走一步后的回调函数,可选", "!doc": "尝试前进一步,如果面前不可被踏入就会直接触发该点事件<br/>请勿直接使用此函数,如有需要请使用「勇士前进一步或撞击」事件",
"!type": "fn(callback?: fn())" "!type": "fn(callback?: fn())"
}, },
"hasFlag": { "hasFlag": {
@ -2299,7 +2297,7 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "fn(name: string) -> bool" "!type": "fn(name: string) -> bool"
}, },
"rewindReplay": { "rewindReplay": {
"!doc": "回退", "!doc": "回退到上一个录像节点",
"!type": "fn()" "!type": "fn()"
}, },
"toolboxReplay": { "toolboxReplay": {
@ -2322,8 +2320,8 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!doc": "获得所有存在存档的存档位", "!doc": "获得所有存在存档的存档位",
"!type": "fn(callback?: fn())" "!type": "fn(callback?: fn())"
}, },
"unLockControl": { "unlockControl": {
"!doc": "解锁状态栏", "!doc": "解锁用户控制行为",
"!type": "fn()" "!type": "fn()"
}, },
"syncSave": { "syncSave": {
@ -2347,7 +2345,7 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "fn()" "!type": "fn()"
}, },
"turnHero": { "turnHero": {
"!doc": "主角转向并计入录像,不会导致跟随者聚集,会导致视野重置到以主角为中心<br/>例如core.turnHero(); // 主角顺时针旋转90°即单击主角或按下Z键的效果<br/>direction: 主角的新朝向,可", "!doc": "主角转向并计入录像,不会导致跟随者聚集,会导致视野重置到以主角为中心<br/>例如core.turnHero(); // 主角顺时针旋转90°即单击主角或按下Z键的效果<br/>direction: 主角的新朝向,可为 up, down, left, right, :left, :right, :back 七种之一",
"!type": "fn(direction?: string)" "!type": "fn(direction?: string)"
}, },
"resumeReplay": { "resumeReplay": {
@ -2367,7 +2365,7 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "fn(index?: number, callback?: fn(data: ?))" "!type": "fn(index?: number, callback?: fn(data: ?))"
}, },
"setViewport": { "setViewport": {
"!doc": "设置视野范围", "!doc": "设置视野范围<br/>x,y: 左上角相对大地图的像素坐标不需要为32倍数",
"!type": "fn(x?: number, y?: number)" "!type": "fn(x?: number, y?: number)"
}, },
"chooseReplayFile": { "chooseReplayFile": {
@ -2375,7 +2373,7 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "fn()" "!type": "fn()"
}, },
"lockControl": { "lockControl": {
"!doc": "锁定状态栏,常常用于事件处理", "!doc": "锁定用户控制,常常用于事件处理",
"!type": "fn()" "!type": "fn()"
}, },
"updateCheckBlock": { "updateCheckBlock": {
@ -2399,7 +2397,7 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "fn(name: string)" "!type": "fn(name: string)"
}, },
"nearHero": { "nearHero": {
"!doc": "判定主角是否身处某个点的锯齿领域(曼哈顿距离)<br/>例如core.nearHero(6, 6, 6); // 判定主角是否身处点66的半径为6的锯齿领域<br/>x: 领域的中心横坐标<br/>y: 领域的中心纵坐标<br/>n: 领域的半径不填视为1", "!doc": "判定主角是否身处某个点的锯齿领域(曼哈顿距离)<br/>例如core.nearHero(6, 6, 6); // 判定主角是否身处点66的半径为6的锯齿领域<br/>x: 领域的中心横坐标<br/>y: 领域的中心纵坐标<br/>n: 领域的半径不填视为1",
"!type": "fn(x: number, y: number, n?: number) -> bool" "!type": "fn(x: number, y: number, n?: number) -> bool"
}, },
"stepReplay": { "stepReplay": {
@ -2435,7 +2433,7 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "fn()" "!type": "fn()"
}, },
"resumeBgm": { "resumeBgm": {
"!doc": "恢复背景音乐的播放", "!doc": "恢复背景音乐的播放<br/>resumeTime: 从哪一秒开始恢复播放",
"!type": "fn(resumeTime?: number)" "!type": "fn(resumeTime?: number)"
}, },
"setGameCanvasTranslate": { "setGameCanvasTranslate": {
@ -2497,7 +2495,7 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "fn(equipType: number) -> string" "!type": "fn(equipType: number) -> string"
}, },
"loadEquip": { "loadEquip": {
"!doc": "尝试穿上某件装备并提示<br/>例如core.loadEquip('sword5') // 尝试装备上神圣剑,无回调<br/>equipId: 装备id<br/>callback: 穿戴成功或失败后的回调函数", "!doc": "尝试穿上某件背包里面的装备并提示<br/>例如core.loadEquip('sword5') // 尝试装备上背包里面的神圣剑,无回调<br/>equipId: 装备id<br/>callback: 穿戴成功或失败后的回调函数",
"!type": "fn(equipId: string, callback?: fn())" "!type": "fn(equipId: string, callback?: fn())"
}, },
"itemCount": { "itemCount": {
@ -2537,7 +2535,7 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "fn(index: number)" "!type": "fn(index: number)"
}, },
"setItem": { "setItem": {
"!doc": "设置某种道具的持有量<br/>例如core.setItem('shoes') // 没收绿鞋重新启用passNet触发器<br/>itemId: 道具id<br/>itemNum: 新的持有量可选自然数默认为0", "!doc": "设置某种道具的持有量<br/>例如core.setItem('yellowKey', 3) // 设置黄钥匙为3把<br/>itemId: 道具id<br/>itemNum: 新的持有量可选自然数默认为0",
"!type": "fn(itemId: string, itemNum?: number)" "!type": "fn(itemId: string, itemNum?: number)"
}, },
"compareEquipment": { "compareEquipment": {
@ -2699,7 +2697,7 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "fn(a?: [?], b?: [?]) -> [?]|null" "!type": "fn(a?: [?], b?: [?]) -> [?]|null"
}, },
"turnDirection": { "turnDirection": {
"!doc": "转向某方向<br/>turn: 转向的方向,可为 up,down,left,right,:left,:right,:back 七种<br/>direction: 当前方向", "!doc": "计算应当转向某方向<br/>turn: 转向的方向,可为 up,down,left,right,:left,:right,:back 七种<br/>direction: 当前方向",
"!type": "fn(turn: string, direction?: string) -> string" "!type": "fn(turn: string, direction?: string) -> string"
}, },
"myconfirm": { "myconfirm": {
@ -2727,7 +2725,11 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "fn(key: string, defaultValue?: ?)" "!type": "fn(key: string, defaultValue?: ?)"
}, },
"arrayToRGB": { "arrayToRGB": {
"!doc": "颜色数组转字符串<br/>例如core.arrayToRGBA([102, 204, 255]); // \"rgba(102,204,255,1)\"<br/>color: 一行三列或一行四列的数组前三个元素必须为不大于255的自然数。第四个元素如果有必须为0或不大于1的数字第四个元素不填视为1<br/>返回值:该颜色的字符串表示", "!doc": "颜色数组转字符串<br/>例如core.arrayToRGB([102, 204, 255]); // \"#66ccff\"<br/>color: 一行三列的数组必须为不大于255的自然数<br/>返回值:该颜色的#xxxxxx字符串表示",
"!type": "fn(color: [number]) -> string"
},
"arrayToRGBA": {
"!doc": "颜色数组转字符串<br/>例如core.arrayToRGBA([102, 204, 255, 0.3]); // \"rgba(102,204,255,0.3)\"<br/>color: 一行三列或一行四列的数组前三个元素必须为不大于255的自然数。第四个元素如果有必须为0或不大于1的数字第四个元素不填视为1<br/>返回值该颜色的rgba(...)字符串表示",
"!type": "fn(color: [number]) -> string" "!type": "fn(color: [number]) -> string"
}, },
"formatBigNumber": { "formatBigNumber": {
@ -2767,7 +2769,7 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "fn(key: string, defaultValue?: ?, successCallback?: fn(data: ?), errorCallback?: fn())" "!type": "fn(key: string, defaultValue?: ?, successCallback?: fn(data: ?), errorCallback?: fn())"
}, },
"inArray": { "inArray": {
"!doc": "判定array是不是一个数组以及element是否在该数组中。<br/>例如core.inArray(core.material.enemys.greenSlime.special, 1); // 判定绿头怪除先攻外还有无其他特殊属性<br/>array: 可能的数组不为数组或不填将导致返回值为false<br/>element: 待查找的元素<br/>返回值如果array为数组且具有element这项就返回true否则返回false", "!doc": "判定array是不是一个数组以及element是否在该数组中。<br/>array: 可能的数组不为数组或不填将导致返回值为false<br/>element: 待查找的元素<br/>返回值如果array为数组且具有element这项就返回true否则返回false",
"!type": "fn(array?: ?, element?: ?) -> bool" "!type": "fn(array?: ?, element?: ?) -> bool"
}, },
"setGlobal": { "setGlobal": {
@ -2900,7 +2902,7 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "fn(x: number, y: number, floorId?: string) -> bool" "!type": "fn(x: number, y: number, floorId?: string) -> bool"
}, },
"drawAnimate": { "drawAnimate": {
"!doc": "播放动画注意即使指定了主角的坐标也不会跟随主角移动如有需要请使用core.drawHeroAnimate(name, callback)函数<br/>例如core.drawAnimate('attack', core.nextX(), core.nextY(), core.vibrate); // 在主角面前一格播放普攻动画动画停止后视野左右抖动1秒<br/>name: 动画文件名,不含后缀<br/>x: 绝对横坐标<br/>y: 绝对纵坐标<br/>callback: 动画停止后的回调函数,可选<br/>返回值一个数字可作为core.stopAnimate()的参数来立即停止播放(届时还可选择是否执行此次播放的回调函数)", "!doc": "播放动画注意即使指定了主角的坐标也不会跟随主角移动如有需要请使用core.drawHeroAnimate(name, callback)函数<br/>例如core.drawAnimate('attack', core.nextX(), core.nextY(), false, core.vibrate); // 在主角面前一格播放普攻动画动画停止后视野左右抖动1秒<br/>name: 动画文件名,不含后缀<br/>x: 横坐标<br/>y: 纵坐标<br/>alignWindow: 是否是相对窗口的坐标<br/>callback: 动画停止后的回调函数,可选<br/>返回值一个数字可作为core.stopAnimate()的参数来立即停止播放(届时还可选择是否执行此次播放的回调函数)",
"!type": "fn(name: string, x: number, y: number, alignWindow: bool, callback?: fn()) -> number" "!type": "fn(name: string, x: number, y: number, alignWindow: bool, callback?: fn()) -> number"
}, },
"getBlockCls": { "getBlockCls": {
@ -2908,11 +2910,11 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "fn(x: number, y: number, floorId?: string, showDisable?: bool) -> string" "!type": "fn(x: number, y: number, floorId?: string, showDisable?: bool) -> string"
}, },
"drawMap": { "drawMap": {
"!doc": "地图重绘<br/>例如core.drawMap(); // 重绘当前地图,常用于更改贴图后的刷新<br/>floorId: 地图id建议省略<br/>callback: 重绘完毕后的回调函数,可选", "!doc": "地图重绘<br/>例如core.drawMap(); // 重绘当前地图,常用于更改贴图或改变自动元件后的刷新<br/>floorId: 地图id可省略表示当前楼层<br/>callback: 重绘完毕后的回调函数,可选",
"!type": "fn(floorId?: string)" "!type": "fn(floorId?: string)"
}, },
"nearStair": { "nearStair": {
"!doc": "当前位置是否在楼梯边", "!doc": "当前位置是否在楼梯边;在楼传平面塔模式下对箭头也有效",
"!type": "fn() -> bool" "!type": "fn() -> bool"
}, },
"turnBlock": { "turnBlock": {
@ -2924,7 +2926,7 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "fn(floorId?: string) -> [[number]]" "!type": "fn(floorId?: string) -> [[number]]"
}, },
"jumpBlock": { "jumpBlock": {
"!doc": "跳跃图块<br/>例如core.jumpBlock(0, 0, 0, 0); // 令地图左上角的图块原地跳跃半秒,再花半秒淡出<br/>sx: 起点的横坐标<br/>sy: 起点的纵坐标<br/>ex: 终点的横坐标<br/>ey: 终点的纵坐标<br/>time: 单步和淡出用时,单位为毫秒。不填视为半秒<br/>keep: 是否不淡出true表示不淡出<br/>callback: 落地或淡出后的回调函数,可选", "!doc": "跳跃图块从V2.7开始不再有音效<br/>例如core.jumpBlock(0, 0, 0, 0); // 令地图左上角的图块原地跳跃半秒,再花半秒淡出<br/>sx: 起点的横坐标<br/>sy: 起点的纵坐标<br/>ex: 终点的横坐标<br/>ey: 终点的纵坐标<br/>time: 单步和淡出用时,单位为毫秒。不填视为半秒<br/>keep: 是否不淡出true表示不淡出<br/>callback: 落地或淡出后的回调函数,可选",
"!type": "fn(sx: number, sy: number, ex: number, ey: number, time?: number, keep?: bool, callback?: fn())" "!type": "fn(sx: number, sy: number, ex: number, ey: number, time?: number, keep?: bool, callback?: fn())"
}, },
"replaceBlock": { "replaceBlock": {
@ -2964,11 +2966,11 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "fn(number: number) -> block" "!type": "fn(number: number) -> block"
}, },
"removeBlock": { "removeBlock": {
"!doc": "尝试删除一个图块,此函数会被打怪开门捡道具、“隐藏事件”指令和“移动/跳跃事件”指令的起点直接调用。<br/>例如core.removeBlock(0, 0); // 尝试删除地图左上角的图块<br/>x: 横坐标<br/>y: 纵坐标<br/>floorId: 地图id不填视为当前地图", "!doc": "删除一个图块,对应于「隐藏事件」并同时删除<br/>例如core.removeBlock(0, 0); // 尝试删除地图左上角的图块<br/>x: 横坐标<br/>y: 纵坐标<br/>floorId: 地图id不填视为当前地图",
"!type": "fn(x: number, y: number, floorId?: string)" "!type": "fn(x: number, y: number, floorId?: string)"
}, },
"hideBlock": { "hideBlock": {
"!doc": "隐藏(显示或隐藏的)图块,此函数不会被任何事件指令【直接】调用<br/>例如core.hideBlock(0, 0); // 隐藏地图左上角的图块<br/>x: 横坐标<br/>y: 纵坐标<br/>floorId: 地图id不填视为当前地图", "!doc": "隐藏一个图块,对应于「隐藏事件」且不删除<br/>例如core.hideBlock(0, 0); // 隐藏地图左上角的图块<br/>x: 横坐标<br/>y: 纵坐标<br/>floorId: 地图id不填视为当前地图",
"!type": "fn(x: number, y: number, floorId?: string)" "!type": "fn(x: number, y: number, floorId?: string)"
}, },
"removeBlockByIndex": { "removeBlockByIndex": {
@ -2992,16 +2994,16 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "fn(floorId?: string)" "!type": "fn(floorId?: string)"
}, },
"getFgNumber": { "getFgNumber": {
"!doc": "判定前景层的一个位置是什么<br/>例如core.getFgNumber(core.status.hero.loc.x, core.status.hero.loc.y); // 判断主角脚下的前景层图块的数字<br/>x: 横坐标<br/>y: 纵坐标<br/>floorId: 地图id不填视为当前地图<br/>noCache: 可选true表示不使用缓存", "!doc": "判定某点的前景层的数字<br/>例如core.getFgNumber(); // 判断主角脚下的前景层图块的数字<br/>x: 横坐标,不填为勇士坐标<br/>y: 纵坐标,不填为勇士坐标floorId: 地图id不填视为当前地图<br/>noCache: 可选true表示不使用缓存而强制重算",
"!type": "fn(x: number, y: number, floorId?: string, noCache?: bool) -> number" "!type": "fn(x: number, y: number, floorId?: string, noCache?: bool) -> number"
}, },
"moveBlock": { "moveBlock": {
"!doc": "移动图块<br/>例如core.moveBlock(0, 0, ['down']); // 令地图左上角的图块下移一格,用时半秒,再花半秒淡出<br/>x: 起点的横坐标<br/>y: 起点的纵坐标<br/>steps: 步伐数组前进和后退用于带朝向的npc<br/>time: 单步和淡出用时,单位为毫秒。不填视为半秒<br/>keep: 是否不淡出true表示不淡出<br/>callback: 移动或淡出后的回调函数,可选", "!doc": "移动图块<br/>例如core.moveBlock(0, 0, ['down']); // 令地图左上角的图块下移一格<br/>x: 起点的横坐标<br/>y: 起点的纵坐标<br/>steps: 步伐数组<br/>time: 单步和淡出用时,单位为毫秒。不填视为半秒<br/>keep: 是否不淡出true表示不淡出<br/>callback: 移动或淡出后的回调函数,可选",
"!type": "fn(x: number, y: number, steps: [string], time?: number, keep?: bool, callback?: fn())" "!type": "fn(x: number, y: number, steps: [string], time?: number, keep?: bool, callback?: fn())"
}, },
"getBgNumber": { "getBgNumber": {
"!doc": "判定背景层的一个位置是什么主要用于滑冰167<br/>例如core.getBgNumber(core.status.hero.loc.x, core.status.hero.loc.y); // 判断主角脚下的背景层图块的数字<br/>x: 横坐标<br/>y: 纵坐标<br/>floorId: 地图id不填视为当前地图<br/>@param 可选true表示不使用缓存", "!doc": "判定某点的背景层的数字<br/>例如core.getBgNumber(); // 判断主角脚下的背景层图块的数字<br/>x: 横坐标,不填为勇士坐标<br/>y: 纵坐标,不填为勇士坐标<br/>floorId: 地图id不填视为当前地图<br/>noCache: 可选true表示不使用缓存而强制重算",
"!type": "fn(x: number, y: number, floorId?: string, noCache?: bool) -> number" "!type": "fn(x?: number, y?: number, floorId?: string, noCache?: bool) -> number"
}, },
"getIdOfThis": { "getIdOfThis": {
"!doc": "获得当前事件点的ID", "!doc": "获得当前事件点的ID",
@ -3072,7 +3074,7 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "fn(floorId?: string, blocks?: [block], ctx?: CanvasRenderingContext2D)" "!type": "fn(floorId?: string, blocks?: [block], ctx?: CanvasRenderingContext2D)"
}, },
"canMoveDirectly": { "canMoveDirectly": {
"!doc": "能否瞬移到某点,并求出节约的步数。此函数会无视可通行图块的script属性如需使用该属性请手动禁止瞬移<br/>例如core.canMoveDirectly(0, 0); // 能否瞬移到地图左上角<br/>destX: 目标点的横坐标<br/>destY: 目标点的纵坐标<br/>返回值:正数表示节约的步数,-1表示不可瞬移", "!doc": "能否瞬移到某点,并求出节约的步数。<br/>例如core.canMoveDirectly(0, 0); // 能否瞬移到地图左上角<br/>destX: 目标点的横坐标<br/>destY: 目标点的纵坐标<br/>返回值:正数表示节约的步数,-1表示不可瞬移",
"!type": "fn(destX: number, destY: number) -> number" "!type": "fn(destX: number, destY: number) -> number"
}, },
"saveMap": { "saveMap": {
@ -3124,7 +3126,7 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "fn(floorId?: string, noCache?: bool) -> [[number]]" "!type": "fn(floorId?: string, noCache?: bool) -> [[number]]"
}, },
"canMoveHero": { "canMoveHero": {
"!doc": "单点单朝向的可通行性判定<br/>@exmaple core.canMoveHero(); // 判断主角是否可以前进一步<br/>x: 起点横坐标,不填视为主角当前的<br/>y: 起点纵坐标,不填视为主角当前的<br/>direction: 移动的方向,不填视为主角面对的方向<br/>floorId: 地图id不填视为当前地图<br/>返回值true表示可移动false表示不可移动", "!doc": "单点单朝向的可通行性判定受各图层cannotInOut、起点cannotMove和canGoDeadZone影响不受canPass和noPass影响<br/>x: 起点横坐标,不填视为主角当前的<br/>y: 起点纵坐标,不填视为主角当前的<br/>direction: 移动的方向,不填视为主角面对的方向<br/>floorId: 地图id不填视为当前地图",
"!type": "fn(x?: number, y?: number, direction?: string, floorId?: string) -> bool" "!type": "fn(x?: number, y?: number, direction?: string, floorId?: string) -> bool"
}, },
"drawThumbnail": { "drawThumbnail": {
@ -3195,7 +3197,7 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "fn(page?: ?)" "!type": "fn(page?: ?)"
}, },
"setOpacity": { "setOpacity": {
"!doc": "设置某个canvas的透明度尽量不要使用本函数而是全部换成setAlpha实现", "!doc": "设置某个canvas整体的透明度;此函数直接改变画布本身,对已经绘制的内容也生效<br/>如果仅想对接下来的绘制生效请使用setAlpha",
"!type": "fn(name: string|CanvasRenderingContext2D, opacity: number)" "!type": "fn(name: string|CanvasRenderingContext2D, opacity: number)"
}, },
"drawAbout": { "drawAbout": {
@ -3249,7 +3251,7 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "fn(name: string|CanvasRenderingContext2D, image: string|image, x: number, y: number, w?: number, h?: number, x1?: number, y1?: number, w1?: number, h1?: number, angle?: number)" "!type": "fn(name: string|CanvasRenderingContext2D, image: string|image, x: number, y: number, w?: number, h?: number, x1?: number, y1?: number, w1?: number, h1?: number, angle?: number)"
}, },
"drawTip": { "drawTip": {
"!doc": "左上角绘制一段提示", "!doc": "左上角绘制一段提示<br/>text: 要提示的字符串,支持${}语法<br/>id: 要绘制的图标ID<br/>frame: 要绘制该图标的第几帧",
"!type": "fn(text: string, id?: string, frame?: number)" "!type": "fn(text: string, id?: string, frame?: number)"
}, },
"drawBackground": { "drawBackground": {
@ -3283,7 +3285,7 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "fn(name: string|CanvasRenderingContext2D, text: string, x: number, y: number, style?: string, font?: string, maxWidth?: number)" "!type": "fn(name: string|CanvasRenderingContext2D, text: string, x: number, y: number, style?: string, font?: string, maxWidth?: number)"
}, },
"setTextBaseline": { "setTextBaseline": {
"!doc": "设置某个canvas的baseline", "!doc": "设置某个canvas的基准线<br/>baseline: 可为alphabetic, top, hanging, middle, ideographic, bottom",
"!url": "https://www.w3school.com.cn/tags/canvas_textbaseline.asp", "!url": "https://www.w3school.com.cn/tags/canvas_textbaseline.asp",
"!type": "fn(name: string|CanvasRenderingContext2D, baseline: string)" "!type": "fn(name: string|CanvasRenderingContext2D, baseline: string)"
}, },
@ -3296,11 +3298,11 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "fn(name: string|CanvasRenderingContext2D)" "!type": "fn(name: string|CanvasRenderingContext2D)"
}, },
"splitLines": { "splitLines": {
"!doc": "字符串自动换行的分割", "!doc": "字符串自动换行的分割;具有标点禁则功能",
"!type": "fn(name: string|CanvasRenderingContext2D, text: string, maxWidth?: number, font?: string)" "!type": "fn(name: string|CanvasRenderingContext2D, text: string, maxWidth?: number, font?: string)"
}, },
"setAlpha": { "setAlpha": {
"!doc": "设置某个canvas的alpha值", "!doc": "设置某个canvas接下来绘制的不透明度;不会影响已经绘制的内容<br/>如果需要修改画布本身的不透明度请使用setOpacity",
"!url": "https://www.w3school.com.cn/tags/canvas_globalalpha.asp", "!url": "https://www.w3school.com.cn/tags/canvas_globalalpha.asp",
"!type": "fn(name: string|CanvasRenderingContext2D, alpha: number)" "!type": "fn(name: string|CanvasRenderingContext2D, alpha: number)"
}, },
@ -3449,7 +3451,7 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"strokeRect": { "strokeRect": {
"!doc": "绘制一个矩形的边框<br/>style: 绘制的样式", "!doc": "绘制一个矩形的边框<br/>style: 绘制的样式",
"!url": "https://www.w3school.com.cn/tags/canvas_strokerect.asp", "!url": "https://www.w3school.com.cn/tags/canvas_strokerect.asp",
"!type": "fn(name: CtxRefer, x: number, y: number, width: number, height: number, style: string)" "!type": "fn(name: string|CanvasRenderingContext2D, x: number, y: number, width: number, height: number, style: string)"
}, },
"drawBook": { "drawBook": {
"!doc": "绘制怪物手册", "!doc": "绘制怪物手册",
@ -3460,8 +3462,8 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "fn(name: string|CanvasRenderingContext2D, x: number, y: number, width: number, height: number, radius: number, style?: string, angle?: number)" "!type": "fn(name: string|CanvasRenderingContext2D, x: number, y: number, width: number, height: number, radius: number, style?: string, angle?: number)"
}, },
"fillBoldText": { "fillBoldText": {
"!doc": "在某个画布上绘制一个描文字<br/>text: 要绘制的文本<br/>style: 绘制的样式<br/>font: 绘制的字体", "!doc": "在某个画布上绘制一个描边文字<br/>text: 要绘制的文本<br/>style: 绘制的样式<br/>strokeStyle: 要绘制的描边颜色<br/>font: 绘制的字体",
"!type": "fn(name: CtxRefer, text: string, x: number, y: number, style: string, font: string)" "!type": "fn(name: string|CanvasRenderingContext2D, text: string, x: number, y: number, style?: string, strokeStyle?: string, font?: string)"
}, },
"drawSyncSave": { "drawSyncSave": {
"!doc": "绘制存档同步界面", "!doc": "绘制存档同步界面",
@ -3476,7 +3478,7 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "fn()" "!type": "fn()"
}, },
"createCanvas": { "createCanvas": {
"!doc": "动态创建一个画布。name为要创建的画布名如果已存在则会直接取用当前存在的。<br/>x,y为创建的画布相对窗口左上角的像素坐标width,height为创建的长宽。<br/>zIndex为创建的纵向高度关系到画布之间的覆盖z值高的将覆盖z值低的系统画布的z值可在个性化中查看。<br/>返回创建的画布的context也可以通过core.dymCanvas[name]调用。<br/>name:<br/>x:<br/>y:<br/>width:<br/>height:<br/>zIndex:", "!doc": "动态创建一个画布。<br/>name 要创建的画布名,如果已存在则会直接取用当前存在的。<br/>x,y: 创建的画布相对窗口左上角的像素坐标<br/>width,height: 创建的长宽。<br/>zIndex: 创建的纵向高度关系到画布之间的覆盖z值高的将覆盖z值低的系统画布的z值可在个性化中查看。<br/>返回创建的画布的context也可以通过core.dymCanvas[name]调用。",
"!type": "fn(name: string, x: number, y: number, width: number, height: number, zIndex: number) -> CanvasRenderingContext2D" "!type": "fn(name: string, x: number, y: number, width: number, height: number, zIndex: number) -> CanvasRenderingContext2D"
}, },
"setTextAlign": { "setTextAlign": {
@ -3535,11 +3537,11 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "fn()" "!type": "fn()"
}, },
"insertAction": { "insertAction": {
"!doc": "插入事件<br/>例如core.insertAction('一段文字'); // 插入一个显示文章<br/>action: 单个事件指令,或事件指令数组<br/>x: 新的当前点横坐标,可选<br/>y: 新的当前点纵坐标,可选<br/>callback: 新的回调函数,可选<br/>addToLast: 插入的位置true表示插入到末尾否则插入到开头", "!doc": "插入一段事件;此项不可插入公共事件,请用 core.insertCommonEvent<br/>例如core.insertAction('一段文字'); // 插入一个显示文章<br/>action: 单个事件指令,或事件指令数组<br/>x: 新的当前点横坐标,可选<br/>y: 新的当前点纵坐标,可选<br/>callback: 新的回调函数,可选<br/>addToLast: 插入的位置true表示插入到末尾否则插入到开头",
"!type": "fn(action: string|?|[?], x?: number, y?: number, callback?: fn(), addToLast?: bool)" "!type": "fn(action: string|?|[?], x?: number, y?: number, callback?: fn(), addToLast?: bool)"
}, },
"unfollow": { "unfollow": {
"!doc": "取消跟随", "!doc": "取消跟随<br/>name: 取消跟随的行走图,不填则取消全部跟随者",
"!type": "fn(name?: string)" "!type": "fn(name?: string)"
}, },
"hasVisitedFloor": { "hasVisitedFloor": {
@ -3583,7 +3585,7 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "fn(id: string, x?: number, y?: number, force?: bool, callback?: fn())" "!type": "fn(id: string, x?: number, y?: number, force?: bool, callback?: fn())"
}, },
"follow": { "follow": {
"!doc": "跟随", "!doc": "跟随<br/>name: 要跟随的一个合法的4x4的行走图名称需要在全塔属性注册",
"!type": "fn(name: string)" "!type": "fn(name: string)"
}, },
"beforeBattle": { "beforeBattle": {
@ -3611,7 +3613,7 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "fn(fromUserAction?: bool)" "!type": "fn(fromUserAction?: bool)"
}, },
"getNextItem": { "getNextItem": {
"!doc": "获得面前的物品(轻按)", "!doc": "轻按获得面前的物品或周围唯一物品<br/>noRoute: 若为true则不计入录像",
"!type": "fn(noRoute?: bool)" "!type": "fn(noRoute?: bool)"
}, },
"hasAsync": { "hasAsync": {
@ -3647,7 +3649,7 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "fn(type: string)" "!type": "fn(type: string)"
}, },
"trigger": { "trigger": {
"!doc": "触发(x,y)点的事件", "!doc": "触发(x,y)点的系统事件会执行该点图块的script属性同时支持战斗会触发战后、道具会触发道具后、楼层切换等等<br/>callback: 执行完毕的回调函数",
"!type": "fn(x?: number, y?: number, callback?: fn())" "!type": "fn(x?: number, y?: number, callback?: fn())"
}, },
"restart": { "restart": {
@ -3683,7 +3685,7 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "fn(fromUserAction?: bool)" "!type": "fn(fromUserAction?: bool)"
}, },
"insertCommonEvent": { "insertCommonEvent": {
"!doc": "往当前事件列表之前或之后添加一个公共事件", "!doc": "插入一个公共事件<br/>例如core.insertCommonEvent('毒衰咒处理', [0]);<br/>name: 公共事件名;如果公共事件不存在则直接忽略<br/>args: 参数列表,为一个数组,将依次赋值给 flag:arg1, flag:arg2, ...<br/>x: 新的当前点横坐标,可选<br/>y: 新的当前点纵坐标,可选<br/>callback 新的回调函数,可选<br/>addToLast: 插入的位置true表示插入到末尾否则插入到开头",
"!type": "fn(name?: string, args?: [?], x?: number, y?: number, callback?: fn(), addToLast?: bool)" "!type": "fn(name?: string, args?: [?], x?: number, y?: number, callback?: fn(), addToLast?: bool)"
}, },
"hideImage": { "hideImage": {
@ -3709,11 +3711,7 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"autoEventExecuted": { "autoEventExecuted": {
"!doc": "当前是否执行过某个自动事件", "!doc": "当前是否执行过某个自动事件",
"!type": "fn(symbol?: string, value?: ?) -> bool" "!type": "fn(symbol?: string, value?: ?) -> bool"
}, },
"addValue": {
"!doc": "数值增减",
"!type": "fn(name: string, value: ?, prefix?: string)"
},
"onSki": { "onSki": {
"!doc": "当前是否在冰上", "!doc": "当前是否在冰上",
"!type": "fn(number?: number) -> bool" "!type": "fn(number?: number) -> bool"
@ -3743,7 +3741,7 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "fn(hero?: ?, hard?: ?, floorId?: string, maps?: ?, values?: ?)" "!type": "fn(hero?: ?, hard?: ?, floorId?: string, maps?: ?, values?: ?)"
}, },
"setFloorInfo": { "setFloorInfo": {
"!doc": "设置一项楼层属性并刷新状态栏<br/>例如core.setFloorInfo('ratio', 2, 'MT0'); // 把主塔0层的血瓶和宝石变为双倍效果<br/>name: 'title','name','canFlyTo','canUseQuickShop','cannotViewMap','cannotMoveDirectly','upFloor','downFloor','defaultGround','images','color','weather','bgm','ratio','underGround'之一<br/>values: 属性的新值,可选。对'title'、'name'、'defaultGround'和'bgm'需要是字符串,对'underGround'和四个'canXxx'需要是布尔值,对两个'xxxFloor'需要是一行两列的自然数数组,对'ratio'需要是数字<br/>floorId: 楼层id不填视为当前层<br/>prefix: 独立开关前缀,一般不需要,下同", "!doc": "设置一项楼层属性并刷新状态栏<br/>例如core.setFloorInfo('ratio', 2, 'MT0'); // 把主塔0层的血瓶和宝石变为双倍效果<br/>name: 要修改的属性名<br/>values: 属性的新值。<br/>floorId: 楼层id不填视为当前层<br/>prefix: 独立开关前缀,一般不需要",
"!type": "fn(name: string, values: ?, floorId?: string, prefix?: string)" "!type": "fn(name: string, values: ?, floorId?: string, prefix?: string)"
}, },
"openDoor": { "openDoor": {
@ -3783,8 +3781,8 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!type": "fn(steps: [step], time?: number, callback?: fn())" "!type": "fn(steps: [step], time?: number, callback?: fn())"
}, },
"changeFloor": { "changeFloor": {
"!doc": "场景切换<br/>例如core.changeFloor('MT0'); // 传送到主塔0层主角坐标和朝向不变黑屏时间取全塔属性中的值<br/>floorId: 传送的目标地图id可以填':before'和':after'分别表示楼下或楼上<br/>stair: 传送的位置,可以填':now'(保持不变,可省略),':symmetry'(中心对称),':symmetry_x'(左右对称),':symmetry_y'上下对称或图块id该图块最好在目标层唯一一般为'downFloor'或'upFloor'<br/>heroLoc: 传送的坐标(如果填写了,就会覆盖上述的粗略目标位置)和传送后主角的朝向(不填表示保持不变)<br/>time: 传送的黑屏时间单位为毫秒。可以填0无黑屏或不小于100的正整数也可以省略取全塔属性中的值<br/>callback: 黑屏结束后的回调函数,可选(这居然不是最后一个参数)<br/>fromLoad: 本次场景切换是否为读档,读档会提示且没有黑屏,不会触发“每次到达事件”,也不会导致重生怪复活", "!doc": "场景切换<br/>例如core.changeFloor('MT0'); // 传送到主塔0层主角坐标和朝向不变黑屏时间取用户定义的值<br/>floorId: 传送的目标地图id可以填':before'和':after'分别表示楼下或楼上<br/>stair: 传送的位置<br/>heroLoc: 传送的坐标会覆盖stair<br/>time: 传送的黑屏时间,单位为毫秒;不填为用户设置值<br/>callback: 传送的回调函数",
"!type": "fn(floorId: string, stair?: string, heroLoc?: {x?: number, y?: number, direction?: string}, time?: number, callback?: fn(), fromLoad?: bool)" "!type": "fn(floorId: string, stair?: string, heroLoc?: {x?: number, y?: number, direction?: string}, time?: number, callback?: fn())"
}, },
"getCommonEvent": { "getCommonEvent": {
"!doc": "获得一个公共事件", "!doc": "获得一个公共事件",

View File

@ -32,6 +32,7 @@ editor_multi = function () {
styleActiveLine: true, styleActiveLine: true,
extraKeys: extraKeys, extraKeys: extraKeys,
foldGutter: true, foldGutter: true,
inputStyle: "textarea",
highlightSelectionMatches: { showToken: /\w/, annotateScrollbar: true } highlightSelectionMatches: { showToken: /\w/, annotateScrollbar: true }
}); });
@ -141,9 +142,10 @@ editor_multi = function () {
var one = coredef.core[name][funcname] || {}; var one = coredef.core[name][funcname] || {};
var type = one["!type"] || ""; var type = one["!type"] || "";
if (type.startsWith("fn(")) { if (type.startsWith("fn(")) {
var forwardname = (functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a[name] || {})[funcname] ? '脚本编辑' : name;
coredef.core[funcname] = { coredef.core[funcname] = {
"!type": one["!type"], "!type": one["!type"],
"!doc": one["!doc"] + "<br/>(转发到 " + name + " 中)" "!doc": one["!doc"] + "<br/>(转发到" + forwardname + "中)"
}; };
if (one["!url"]) coredef.core[funcname]["!url"] = one["!url"]; if (one["!url"]) coredef.core[funcname]["!url"] = one["!url"];
} }
@ -180,7 +182,8 @@ editor_multi = function () {
editor_multi.codeEditor = codeEditor; editor_multi.codeEditor = codeEditor;
codeEditor.on("cursorActivity", function (cm) { codeEditor.on("cursorActivity", function (cm) {
if (codeEditor.getOption("autocomplete")) { var cursor = cm.getCursor();
if (codeEditor.getOption("autocomplete") && !(cursor.line == 0 && cursor.ch == 0)) {
ternServer.updateArgHints(cm); ternServer.updateArgHints(cm);
ternServer.showDocs(cm); ternServer.showDocs(cm);
} }

View File

@ -2155,7 +2155,7 @@ control.prototype.lockControl = function () {
} }
////// 解锁状态栏 ////// ////// 解锁状态栏 //////
control.prototype.unLockControl = function () { control.prototype.unlockControl = function () {
core.status.lockControl = false; core.status.lockControl = false;
} }

View File

@ -249,6 +249,8 @@ core.prototype._init_flags = function () {
// 让你总是拼错! // 让你总是拼错!
window.on = true; window.on = true;
window.off = false; window.off = false;
window.ture = true;
window.flase = false;
core.dom.versionLabel.innerText = core.firstData.version; core.dom.versionLabel.innerText = core.firstData.version;
core.dom.logoLabel.innerText = core.firstData.title; core.dom.logoLabel.innerText = core.firstData.title;

View File

@ -448,7 +448,7 @@ events.prototype.openDoor = function (x, y, needKey, callback) {
if (!this._openDoor_check(id, x, y, needKey)) { if (!this._openDoor_check(id, x, y, needKey)) {
var locked = core.status.lockControl; var locked = core.status.lockControl;
core.waitHeroToStop(function () { core.waitHeroToStop(function () {
if (!locked) core.unLockControl(); if (!locked) core.unlockControl();
if (callback) callback(); if (callback) callback();
}); });
return; return;
@ -531,7 +531,7 @@ events.prototype._openDoor_animate = function (id, x, y, callback) {
if (state == 4) { if (state == 4) {
clearInterval(animate); clearInterval(animate);
delete core.animateFrame.asyncId[animate]; delete core.animateFrame.asyncId[animate];
if (!locked) core.unLockControl(); if (!locked) core.unlockControl();
core.status.replay.animate = false; core.status.replay.animate = false;
core.events.afterOpenDoor(id, x, y); core.events.afterOpenDoor(id, x, y);
if (callback) callback(); if (callback) callback();
@ -747,7 +747,7 @@ events.prototype._changeFloor_changing = function (info, callback) {
} }
events.prototype._changeFloor_afterChange = function (info, callback) { events.prototype._changeFloor_afterChange = function (info, callback) {
if (!info.locked) core.unLockControl(); if (!info.locked) core.unlockControl();
core.status.replay.animate = false; core.status.replay.animate = false;
core.events.afterChangeFloor(info.floorId); core.events.afterChangeFloor(info.floorId);
@ -2426,14 +2426,14 @@ events.prototype.useFly = function (fromUserAction) {
if (!this._checkStatus('fly', fromUserAction, true)) return; if (!this._checkStatus('fly', fromUserAction, true)) return;
if (core.flags.flyNearStair && !core.nearStair()) { if (core.flags.flyNearStair && !core.nearStair()) {
core.drawTip("只有在楼梯边才能使用" + core.material.items['fly'].name); core.drawTip("只有在楼梯边才能使用" + core.material.items['fly'].name);
core.unLockControl(); core.unlockControl();
core.status.event.data = null; core.status.event.data = null;
core.status.event.id = null; core.status.event.id = null;
return; return;
} }
if (!core.canUseItem('fly')) { if (!core.canUseItem('fly')) {
core.drawTip(core.material.items['fly'].name + "好像失效了"); core.drawTip(core.material.items['fly'].name + "好像失效了");
core.unLockControl(); core.unlockControl();
core.status.event.data = null; core.status.event.data = null;
core.status.event.id = null; core.status.event.id = null;
return; return;

View File

@ -645,7 +645,7 @@ ui.prototype.closePanel = function () {
this.clearUI(); this.clearUI();
core.maps.generateGroundPattern(); core.maps.generateGroundPattern();
core.updateStatusBar(true); core.updateStatusBar(true);
core.unLockControl(); core.unlockControl();
core.status.event.data = null; core.status.event.data = null;
core.status.event.id = null; core.status.event.id = null;
core.status.event.selection = null; core.status.event.selection = null;

View File

@ -355,7 +355,7 @@ var items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a =
"cls": "tools", "cls": "tools",
"name": "大黄门钥匙", "name": "大黄门钥匙",
"text": "可以开启当前层所有黄门", "text": "可以开启当前层所有黄门",
"itemEffect": "core.status.hero.items.keys.yellowKey++;core.status.hero.items.keys.blueKey++;core.status.hero.items.keys.redKey++;", "itemEffect": "core.addItem('yellowKey', 1);\ncore.addItem('blueKey', 1);\ncore.addItem('redKey', 1);",
"itemEffectTip": ",全钥匙+1", "itemEffectTip": ",全钥匙+1",
"useItemEffect": "(function () {\n\tvar actions = core.searchBlock(\"yellowDoor\").map(function (block) {\n\t\treturn { \"type\": \"openDoor\", \"loc\": [block.x, block.y], \"async\": true };\n\t});\n\tactions.push({ \"type\": \"waitAsync\" });\n\tactions.push({ \"type\": \"tip\", \"text\": core.material.items[itemId].name + \"使用成功\" });\n\tcore.insertAction(actions);\n})();", "useItemEffect": "(function () {\n\tvar actions = core.searchBlock(\"yellowDoor\").map(function (block) {\n\t\treturn { \"type\": \"openDoor\", \"loc\": [block.x, block.y], \"async\": true };\n\t});\n\tactions.push({ \"type\": \"waitAsync\" });\n\tactions.push({ \"type\": \"tip\", \"text\": core.material.items[itemId].name + \"使用成功\" });\n\tcore.insertAction(actions);\n})();",
"canUseItemEffect": "(function () {\n\treturn core.searchBlock('yellowDoor').length > 0;\n})();" "canUseItemEffect": "(function () {\n\treturn core.searchBlock('yellowDoor').length > 0;\n})();"

155
runtime.d.ts vendored
View File

@ -252,8 +252,9 @@ declare class control {
/** /**
* *
* @param doNotCheckAutoEvents
*/ */
updateStatusBar(): void updateStatusBar(doNotCheckAutoEvents?: boolean): void
/** /**
* flag * flag
@ -311,7 +312,7 @@ declare class control {
* *
* @example core.setAutomaticRoute(0, 0, [{direction: "right", x: 4, y: 9}, {direction: "right", x: 5, y: 9}, {direction: "right", x: 6, y: 9}, {direction: "up", x: 6, y: 8}]); * @example core.setAutomaticRoute(0, 0, [{direction: "right", x: 4, y: 9}, {direction: "right", x: 5, y: 9}, {direction: "right", x: 6, y: 9}, {direction: "up", x: 6, y: 8}]);
* @param destX * @param destX
* @param destY * @param destY
* @param stepPostfix * @param stepPostfix
*/ */
setAutomaticRoute(destX: number, destY: number, stepPostfix: Array<{ direction: direction, x: number, y: number }>): void setAutomaticRoute(destX: number, destY: number, stepPostfix: Array<{ direction: direction, x: number, y: number }>): void
@ -348,7 +349,7 @@ declare class control {
/** /**
* *
* @example core.turnHero(); // 主角顺时针旋转90°即单击主角或按下Z键的效果 * @example core.turnHero(); // 主角顺时针旋转90°即单击主角或按下Z键的效果
* @param direction * @param direction up, down, left, right, :left, :right, :back
*/ */
turnHero(direction?: direction): void turnHero(direction?: direction): void
@ -362,9 +363,10 @@ declare class control {
/** /**
* *
* @example core.drawHero(); // 原地绘制主角的静止帧(第一帧)并重置视野,这样调用一般就是用来重置视野 * @example core.drawHero(); // 原地绘制主角的静止帧
* @param status 124project\icons.js中把第三帧也注册了'midFoot' * @param status stop
* @param offset 退退 * @param offset
* @param frame
*/ */
drawHero(status?: 'stop' | 'leftFoot' | 'rightFoot', offset?: number, frame?: number): void drawHero(status?: 'stop' | 'leftFoot' | 'rightFoot', offset?: number, frame?: number): void
@ -383,7 +385,7 @@ declare class control {
nextY(n?: number): number nextY(n?: number): number
/** /**
* 齿() * 齿()
* @example core.nearHero(6, 6, 6); // 判定主角是否身处点66的半径为6的锯齿领域 * @example core.nearHero(6, 6, 6); // 判定主角是否身处点66的半径为6的锯齿领域
* @param x * @param x
* @param y * @param y
@ -604,7 +606,10 @@ declare class control {
/** 加减画布偏移 */ /** 加减画布偏移 */
addGameCanvasTranslate(x?: number, y?: number): void addGameCanvasTranslate(x?: number, y?: number): void
/** 设置视野范围 */ /**
*
* x,y: 左上角相对大地图的像素坐标32
*/
setViewport(x?: number, y?: number): void setViewport(x?: number, y?: number): void
/** 移动视野范围 */ /** 移动视野范围 */
@ -730,11 +735,11 @@ declare class control {
/** 获得勇士原始属性(无装备和衰弱影响) */ /** 获得勇士原始属性(无装备和衰弱影响) */
getNakedStatus(name?: string): any getNakedStatus(name?: string): any
/** 锁定状态栏,常常用于事件处理 */ /** 锁定用户控制,常常用于事件处理 */
lockControl(): void lockControl(): void
/** 解锁状态栏 */ /** 解锁用户控制 */
unLockControl(): void unlockControl(): void
/** 获得映射文件名 */ /** 获得映射文件名 */
getMappedName(name?: string): string getMappedName(name?: string): string
@ -748,9 +753,12 @@ declare class control {
/** 设置音乐图标的显隐状态 */ /** 设置音乐图标的显隐状态 */
setMusicBtn(): void setMusicBtn(): void
/** 更改背景音乐的播放 */ /** 开启或关闭背景音乐的播放 */
triggerBgm(): void triggerBgm(): void
/** 播放一个音效 */
playSound(sound: string): void
/** 停止所有音频 */ /** 停止所有音频 */
stopSound(): void stopSound(): void
@ -842,15 +850,14 @@ declare class events {
/** /**
* *
* @example core.changeFloor('MT0'); // 传送到主塔0层主角坐标和朝向不变黑屏时间取全塔属性中的 * @example core.changeFloor('MT0'); // 传送到主塔0层主角坐标和朝向不变黑屏时间取用户设置
* @param floorId id':before'':after' * @param floorId id':before'':after'
* @param stair ':now',':symmetry',':symmetry_x',':symmetry_y'id'downFloor''upFloor' * @param stair ':now',':symmetry',':symmetry_x',':symmetry_y'id'downFloor''upFloor'
* @param heroLoc * @param heroLoc
* @param time 0100 * @param time
* @param callback * @param callback
* @param fromLoad
*/ */
changeFloor(floorId: string, stair?: string, heroLoc?: { x?: number, y?: number, direction?: direction }, time?: number, callback?: () => void, fromLoad?: boolean): void changeFloor(floorId: string, stair?: string, heroLoc?: { x?: number, y?: number, direction?: direction }, time?: number, callback?: () => void): void
/** /**
* *
@ -860,12 +867,12 @@ declare class events {
doAction(keepUI?: true): void doAction(keepUI?: true): void
/** /**
* * core.insertCommonEvent
* @example core.insertAction('回收钥匙商店'); // 插入公共事件“回收钥匙商店” * @example core.insertAction('一段文字'); // 插入一个显示文章
* @param action * @param action
* @param x * @param x
* @param y * @param y
* @param callback * @param callback
* @param addToLast true表示插入到末尾 * @param addToLast true表示插入到末尾
*/ */
insertAction(action: string | MotaAction | MotaAction[], x?: number, y?: number, callback?: () => void, addToLast?: boolean): void insertAction(action: string | MotaAction | MotaAction[], x?: number, y?: number, callback?: () => void, addToLast?: boolean): void
@ -883,8 +890,8 @@ declare class events {
/** /**
* *
* @example core.setFloorInfo('ratio', 2, 'MT0'); // 把主塔0层的血瓶和宝石变为双倍效果 * @example core.setFloorInfo('ratio', 2, 'MT0'); // 把主塔0层的血瓶和宝石变为双倍效果
* @param name 'title','name','canFlyTo','canUseQuickShop','cannotViewMap','cannotMoveDirectly','upFloor','downFloor','defaultGround','images','color','weather','bgm','ratio','underGround' * @param name
* @param values 'title''name''defaultGround''bgm''underGround''canXxx''xxxFloor''ratio' * @param values
* @param floorId id * @param floorId id
* @param prefix * @param prefix
*/ */
@ -1029,7 +1036,9 @@ declare class events {
/** 执行一个系统事件 */ /** 执行一个系统事件 */
doSystemEvent(type: string, data?: any, callback?: () => any): void doSystemEvent(type: string, data?: any, callback?: () => any): void
/** 触发(x,y)点的事件 */ /**
* (x,y)script属性
*/
trigger(x?: number, y?: number, callback?: () => any): void trigger(x?: number, y?: number, callback?: () => any): void
/** 战斗前触发的事件 */ /** 战斗前触发的事件 */
@ -1044,7 +1053,10 @@ declare class events {
/** 获得一个道具后的shij */ /** 获得一个道具后的shij */
afterGetItem(id?: string, x?: number, y?: number, isGentleClick?: boolean): void afterGetItem(id?: string, x?: number, y?: number, isGentleClick?: boolean): void
/** 获得面前的物品(轻按) */ /**
*
* @param noRoute true则不计入录像
*/
getNextItem(noRoute?: boolean): void getNextItem(noRoute?: boolean): void
/** 楼层转换中 */ /** 楼层转换中 */
@ -1088,7 +1100,16 @@ declare class events {
/** 开始执行一系列自定义事件 */ /** 开始执行一系列自定义事件 */
startEvents(list?: any, x?: number, y?: number, callback?: () => any): void startEvents(list?: any, x?: number, y?: number, callback?: () => any): void
/** 往当前事件列表之前或之后添加一个公共事件 */ /**
*
* @example core.insertCommonEvent('毒衰咒处理', [0]);
* @param name
* @param args flag:arg1, flag:arg2, ...
* @param x
* @param y
* @param callback
* @param addToLast true表示插入到末尾
*/
insertCommonEvent(name?: string, args?: any, x?: number, y?: number, callback?: () => any, addToLast?: boolean): void insertCommonEvent(name?: string, args?: any, x?: number, y?: number, callback?: () => any, addToLast?: boolean): void
/** 获得一个公共事件 */ /** 获得一个公共事件 */
@ -1142,10 +1163,16 @@ declare class events {
/** 当前是否有未处理完毕的异步事件 */ /** 当前是否有未处理完毕的异步事件 */
hasAsync(): boolean hasAsync(): boolean
/** 跟随 */ /**
*
* @param name 4x4的行走图名称
*/
follow(name: string): void follow(name: string): void
/** 取消跟随 */ /**
*
* @param name
*/
unfollow(name?: string): void unfollow(name?: string): void
/** 数值操作 */ /** 数值操作 */
@ -1383,24 +1410,24 @@ declare class maps {
getFgMapArray(floorId?: string, noCache?: boolean): number[][] getFgMapArray(floorId?: string, noCache?: boolean): number[][]
/** /**
* 167 *
* @example core.getBgNumber(core.status.hero.loc.x, core.status.hero.loc.y); // 判断主角脚下的背景层图块的数字 * @example core.getBgNumber(); // 判断主角脚下的背景层图块的数字
* @param x * @param x
* @param y * @param y
* @param floorId id * @param floorId id
* @param true表示不使用缓存 * @param true表示不使用缓存而强制重算
*/ */
getBgNumber(x: number, y: number, floorId?: string, noCache?: boolean): number getBgNumber(x?: number, y?: number, floorId?: string, noCache?: boolean): number
/** /**
* *
* @example core.getFgNumber(core.status.hero.loc.x, core.status.hero.loc.y); // 判断主角脚下的前景层图块的数字 * @example core.getFgNumber(); // 判断主角脚下的前景层图块的数字
* @param x * @param x
* @param y * @param y
* @param floorId id * @param floorId id
* @param true表示不使用缓存 * @param true表示不使用缓存而强制重算
*/ */
getFgNumber(x: number, y: number, floorId?: string, noCache?: boolean): number getFgNumber(x?: number, y?: number, floorId?: string, noCache?: boolean): number
/** /**
* *
@ -1425,7 +1452,7 @@ declare class maps {
canMoveHero(x?: number, y?: number, direction?: direction, floorId?: string): boolean canMoveHero(x?: number, y?: number, direction?: direction, floorId?: string): boolean
/** /**
* script属性使 *
* @example core.canMoveDirectly(0, 0); // 能否瞬移到地图左上角 * @example core.canMoveDirectly(0, 0); // 能否瞬移到地图左上角
* @param destX * @param destX
* @param destY * @param destY
@ -1444,8 +1471,8 @@ declare class maps {
/** /**
* *
* @example core.drawMap(); // 重绘当前地图,常用于更改贴图后的刷新 * @example core.drawMap(); // 重绘当前地图,常用于更改贴图后或自动元件的刷新
* @param floorId id * @param floorId id
* @param callback * @param callback
*/ */
drawMap(floorId?: string, callback?: () => void): void drawMap(floorId?: string, callback?: () => void): void
@ -1537,7 +1564,7 @@ declare class maps {
showBlock(x: number, y: number, floorId?: string): void showBlock(x: number, y: number, floorId?: string): void
/** /**
* *
* @example core.hideBlock(0, 0); // 隐藏地图左上角的图块 * @example core.hideBlock(0, 0); // 隐藏地图左上角的图块
* @param x * @param x
* @param y * @param y
@ -1546,7 +1573,7 @@ declare class maps {
hideBlock(x: number, y: number, floorId?: string): void hideBlock(x: number, y: number, floorId?: string): void
/** /**
* / *
* @example core.removeBlock(0, 0); // 尝试删除地图左上角的图块 * @example core.removeBlock(0, 0); // 尝试删除地图左上角的图块
* @param x * @param x
* @param y * @param y
@ -1610,7 +1637,7 @@ declare class maps {
* @example core.moveBlock(0, 0, ['down']); // 令地图左上角的图块下移一格,用时半秒,再花半秒淡出 * @example core.moveBlock(0, 0, ['down']); // 令地图左上角的图块下移一格,用时半秒,再花半秒淡出
* @param x * @param x
* @param y * @param y
* @param steps 退npc * @param steps
* @param time * @param time
* @param keep true表示不淡出 * @param keep true表示不淡出
* @param callback * @param callback
@ -1618,7 +1645,7 @@ declare class maps {
moveBlock(x: number, y: number, steps: step[], time?: number, keep?: boolean, callback?: () => void): void moveBlock(x: number, y: number, steps: step[], time?: number, keep?: boolean, callback?: () => void): void
/** /**
* * V2.7
* @example core.jumpBlock(0, 0, 0, 0); // 令地图左上角的图块原地跳跃半秒,再花半秒淡出 * @example core.jumpBlock(0, 0, 0, 0); // 令地图左上角的图块原地跳跃半秒,再花半秒淡出
* @param sx * @param sx
* @param sy * @param sy
@ -1632,10 +1659,11 @@ declare class maps {
/** /**
* 使使core.drawHeroAnimate(name, callback) * 使使core.drawHeroAnimate(name, callback)
* @example core.drawAnimate('attack', core.nextX(), core.nextY(), core.vibrate); // 在主角面前一格播放普攻动画动画停止后视野左右抖动1秒 * @example core.drawAnimate('attack', core.nextX(), core.nextY(), false, core.vibrate); // 在主角面前一格播放普攻动画动画停止后视野左右抖动1秒
* @param name * @param name
* @param x * @param x
* @param y * @param y
* @param alignWindow
* @param callback * @param callback
* @returns core.stopAnimate() * @returns core.stopAnimate()
*/ */
@ -1695,7 +1723,7 @@ declare class maps {
/** 某个点是否存在楼梯 */ /** 某个点是否存在楼梯 */
stairExists(x?: number, y?: number, floorId?: string): boolean stairExists(x?: number, y?: number, floorId?: string): boolean
/** 当前位置是否在楼梯边 */ /** 当前位置是否在楼梯边;在楼传平面塔模式下对箭头也有效 */
nearStair(): boolean nearStair(): boolean
/** 某个点是否存在(指定的)怪物 */ /** 某个点是否存在(指定的)怪物 */
@ -1850,7 +1878,7 @@ declare class items {
/** /**
* *
* @example core.setItem('shoes') // 没收绿鞋重新启用passNet触发器 * @example core.setItem('yellowKey', 3) // 设置黄钥匙为3把
* @param itemId id * @param itemId id
* @param itemNum 0 * @param itemNum 0
*/ */
@ -1882,8 +1910,8 @@ declare class items {
canEquip(equipId: string, hint: boolean): boolean canEquip(equipId: string, hint: boolean): boolean
/** /**
* 穿 * 穿
* @example core.loadEquip('sword5') // 尝试装备上神圣剑,无回调 * @example core.loadEquip('sword5') // 尝试装备上背包里的神圣剑,无回调
* @param equipId id * @param equipId id
* @param callback 穿 * @param callback 穿
*/ */
@ -1958,9 +1986,10 @@ declare class ui {
* *
* @param text * @param text
* @param style * @param style
* @param strokeStyle
* @param font * @param font
*/ */
fillBoldText(name: CtxRefer, text: string, x: number, y: number, style: string, font: string): void fillBoldText(name: CtxRefer, text: string, x: number, y: number, style: string, strokeStyle: string, font: string): void
/** /**
* style可选为绘制样式 * style可选为绘制样式
@ -1981,13 +2010,7 @@ declare class ui {
* name为要创建的画布名 * name为要创建的画布名
* x,y为创建的画布相对窗口左上角的像素坐标width,height为创建的长宽 * x,y为创建的画布相对窗口左上角的像素坐标width,height为创建的长宽
* zIndex为创建的纵向高度z值高的将覆盖z值低的z值可在个性化中查看 * zIndex为创建的纵向高度z值高的将覆盖z值低的z值可在个性化中查看
* contextcore.dymCanvas[name] * contextcore.dymCanvas[name]
* @param name
* @param x
* @param y
* @param width
* @param height
* @param zIndex
*/ */
createCanvas(name: string, x: number, y: number, width: number, height: number, zIndex: number): CanvasRenderingContext2D createCanvas(name: string, x: number, y: number, width: number, height: number, zIndex: number): CanvasRenderingContext2D
@ -2061,7 +2084,7 @@ declare class ui {
/** 设置某个canvas的baseline */ /** 设置某个canvas的baseline */
setTextBaseline(name: string | CanvasRenderingContext2D, baseline: any): void setTextBaseline(name: string | CanvasRenderingContext2D, baseline: any): void
/** 字符串自动换行的分割 */ /** 字符串自动换行的分割;具有标点禁则功能 */
splitLines(name: string | CanvasRenderingContext2D, text: string, maxWidth?: number, font?: string): void splitLines(name: string | CanvasRenderingContext2D, text: string, maxWidth?: number, font?: string): void
/** 在某个canvas上绘制一个图标 */ /** 在某个canvas上绘制一个图标 */
@ -2073,7 +2096,12 @@ declare class ui {
/** 清空UI层内容 */ /** 清空UI层内容 */
clearUI(): void clearUI(): void
/** 左上角绘制一段提示 */ /**
*
* @param text ${}
* @param id ID
* @param frame
*/
drawTip(text: string, id?: string, frame?: number): void drawTip(text: string, id?: string, frame?: number): void
/** 清除提示内容 */ /** 清除提示内容 */
@ -2332,7 +2360,7 @@ declare class utils {
* @param color 255011 * @param color 255011
* @returns * @returns
*/ */
arrayToRGB(color: [number, number, number, number]): string arrayToRGBA(color: [number, number, number, number]): string
/** /**
* base64压缩 * base64压缩
@ -2369,7 +2397,6 @@ declare class utils {
/** /**
* array是不是一个数组element是否在该数组中 * array是不是一个数组element是否在该数组中
* @example core.inArray(core.material.enemys.greenSlime.special, 1); // 判定绿头怪除先攻外还有无其他特殊属性
* @param array false * @param array false
* @param element * @param element
* @returns array为数组且具有element这项truefalse * @returns array为数组且具有element这项truefalse
@ -2535,7 +2562,7 @@ declare class utils {
getCookie(name: string): string getCookie(name: string): string
/** /**
* *
* @param turn * @param turn
* @param direction * @param direction
*/ */