commit
aac2d2e396
@ -802,21 +802,22 @@ return code;
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*/;
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viberate_s
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: '画面震动' '时间' Int Newline
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: '画面震动' '时间' Int '异步' Bool Newline
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/* viberate_s
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tooltip : viberate: 画面震动
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helpUrl : https://ckcz123.github.io/mota-js/#/event?id=viberate%ef%bc%9a%e7%94%bb%e9%9d%a2%e9%9c%87%e5%8a%a8
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default : [2000]
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default : [2000,false]
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colour : this.soundColor
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Int_0 = Int_0 ?(', "time": '+Int_0):'';
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var code = '{"type": "viberate"' + Int_0 + '},\n';
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var async = Bool_0?', "async": true':''
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var code = '{"type": "viberate"' + Int_0 + async + '},\n';
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return code;
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*/;
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animate_s
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: '显示动画' IdString '位置' EvalString? '不等待绘制完毕' Bool Newline
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: '显示动画' IdString '位置' EvalString? '异步' Bool Newline
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/* animate_s
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@ -835,7 +836,8 @@ if (EvalString_0) {
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throw new Error('此处只能填hero或者1,2形式的位置,或者不填代表当前事件点');
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}
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}
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var code = '{"type": "animate", "name": "'+IdString_0+'"'+EvalString_0+', "async": '+Bool_0+'},\n';
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var async = Bool_0?', "async": true':'';
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var code = '{"type": "animate", "name": "'+IdString_0+'"'+EvalString_0+async+'},\n';
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return code;
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*/;
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@ -865,28 +867,30 @@ return code;
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*/;
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animateImage_0_s
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: '图片淡入' EvalString '起点像素位置' 'x' PosString 'y' PosString '动画时间' Int Newline
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: '图片淡入' EvalString '起点像素位置' 'x' PosString 'y' PosString '动画时间' Int '异步' Bool Newline
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/* animateImage_0_s
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tooltip : animageImage:图片淡入
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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
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default : ["bg.jpg","0","0",500]
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default : ["bg.jpg","0","0",500,false]
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colour : this.printColor
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var code = '{"type": "animateImage", "action": "show", "name": "'+EvalString_0+'", "loc": ['+PosString_0+','+PosString_1+'], "time": '+Int_0+'},\n';
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var async = Bool_0?', "async": true':'';
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var code = '{"type": "animateImage", "action": "show", "name": "'+EvalString_0+'", "loc": ['+PosString_0+','+PosString_1+'], "time": '+Int_0+async+'},\n';
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return code;
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*/;
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animateImage_1_s
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: '图片淡出' EvalString '起点像素位置' 'x' PosString 'y' PosString '动画时间' Int Newline
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: '图片淡出' EvalString '起点像素位置' 'x' PosString 'y' PosString '动画时间' Int '异步' Bool Newline
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/* animateImage_1_s
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tooltip : animageImage:图片淡出
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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
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default : ["bg.jpg","0","0",500]
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default : ["bg.jpg","0","0",500,false]
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colour : this.printColor
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var code = '{"type": "animateImage", "action": "hide", "name": "'+EvalString_0+'", "loc": ['+PosString_0+','+PosString_1+'], "time": '+Int_0+'},\n';
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var async = Bool_0?', "async": true':'';
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var code = '{"type": "animateImage", "action": "hide", "name": "'+EvalString_0+'", "loc": ['+PosString_0+','+PosString_1+'], "time": '+Int_0+async+'},\n';
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return code;
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*/;
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@ -917,26 +921,27 @@ return code;
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moveImage_0_s
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: '图片移动' EvalString '起点像素位置' 'x' PosString 'y' PosString BGNL
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'终点像素位置' 'x' PosString 'y' PosString '移动时间' Int Newline
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'终点像素位置' 'x' PosString 'y' PosString '移动时间' Int '异步' Bool Newline
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/* moveImage_0_s
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tooltip : moveImage:图片移动
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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
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default : ["bg.jpg","0","0","0","0",500]
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default : ["bg.jpg","0","0","0","0",500,false]
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colour : this.printColor
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var code = '{"type": "moveImage", "name": "'+EvalString_0+'", "from": ['+PosString_0+','+PosString_1+'], "to": ['+PosString_2+','+PosString_3+'], "time": '+Int_0+'},\n';
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var async = Bool_0?', "async": true':'';
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var code = '{"type": "moveImage", "name": "'+EvalString_0+'", "from": ['+PosString_0+','+PosString_1+'], "to": ['+PosString_2+','+PosString_3+'], "time": '+Int_0+async+'},\n';
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return code;
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*/;
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setFg_0_s
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: '更改画面色调' Number ',' Number ',' Number ',' Number '动画时间' Int? Newline
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: '更改画面色调' Number ',' Number ',' Number ',' Number '动画时间' Int? '异步' Bool Newline
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/* setFg_0_s
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tooltip : setFg: 更改画面色调,动画时间可不填
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helpUrl : https://ckcz123.github.io/mota-js/#/event?id=setfg%EF%BC%9A%E6%9B%B4%E6%94%B9%E7%94%BB%E9%9D%A2%E8%89%B2%E8%B0%83
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default : [255,255,255,1,500]
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default : [255,255,255,1,500,false]
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colour : this.soundColor
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var limit = function(v,min,max) {
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if(v>max) return max;
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@ -948,21 +953,23 @@ Number_1 = limit(Number_1,0,255);
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Number_2 = limit(Number_2,0,255);
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Number_3 = limit(Number_3,0,1);
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Int_0 = Int_0 ?(', "time": '+Int_0):'';
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var code = '{"type": "setFg", "color": ['+Number_0+','+Number_1+','+Number_2+','+Number_3+']'+Int_0 +'},\n';
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var async = Bool_0?', "async": true':'';
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var code = '{"type": "setFg", "color": ['+Number_0+','+Number_1+','+Number_2+','+Number_3+']'+Int_0 +async+'},\n';
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return code;
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*/;
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setFg_1_s
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: '恢复画面色调' '动画时间' Int? Newline
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: '恢复画面色调' '动画时间' Int? '异步' Bool Newline
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/* setFg_1_s
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tooltip : setFg: 恢复画面色调,动画时间可不填
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helpUrl : https://ckcz123.github.io/mota-js/#/event?id=setfg%EF%BC%9A%E6%9B%B4%E6%94%B9%E7%94%BB%E9%9D%A2%E8%89%B2%E8%B0%83
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default : [500]
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default : [500,false]
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colour : this.soundColor
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Int_0 = Int_0 ?(', "time": '+Int_0):'';
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var code = '{"type": "setFg"'+Int_0 +'},\n';
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var async = Bool_0?', "async": true':'';
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var code = '{"type": "setFg"'+Int_0 +async+'},\n';
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return code;
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*/;
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@ -1103,16 +1110,17 @@ return code;
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*/;
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setVolume_s
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: '设置音量' Int '渐变时间' Int? Newline
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: '设置音量' Int '渐变时间' Int? '异步' Bool Newline
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/* setVolume_s
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tooltip : setVolume: 设置音量
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helpUrl : https://ckcz123.github.io/mota-js/#/event?id=setvolume%EF%BC%9A%E8%AE%BE%E7%BD%AE%E9%9F%B3%E9%87%8F
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default : [90, 500]
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default : [90, 500, false]
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colour : this.soundColor
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Int_1 = Int_1?(', "time": '+Int_1):""
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var code = '{"type": "setVolume", "value": '+Int_0+Int_1+'},\n';
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var async = Bool_0?', "async": true':'';
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var code = '{"type": "setVolume", "value": '+Int_0+Int_1+async+'},\n';
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return code;
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*/;
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@ -1803,10 +1811,10 @@ ActionParser.prototype.parseAction = function() {
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var animate_loc = data.loc||'';
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if(animate_loc && animate_loc!=='hero')animate_loc = animate_loc[0]+','+animate_loc[1];
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this.next = MotaActionBlocks['animate_s'].xmlText([
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data.name,animate_loc,data.async||0,this.next]);
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data.name,animate_loc,data.async||false,this.next]);
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break;
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case "viberate": // 画面震动
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this.next = MotaActionBlocks['viberate_s'].xmlText([data.time||0, this.next]);
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this.next = MotaActionBlocks['viberate_s'].xmlText([data.time||0, data.async||false, this.next]);
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break;
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case "showImage": // 显示图片
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if(this.isset(data.name)){
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@ -1820,10 +1828,10 @@ ActionParser.prototype.parseAction = function() {
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case "animateImage": // 显示图片
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if(data.action == 'show'){
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this.next = MotaActionBlocks['animateImage_0_s'].xmlText([
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data.name,data.loc[0],data.loc[1],data.time,this.next]);
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data.name,data.loc[0],data.loc[1],data.time,data.async||false,this.next]);
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} else if (data.action == 'hide') {
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this.next = MotaActionBlocks['animateImage_1_s'].xmlText([
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data.name,data.loc[0],data.loc[1],data.time,this.next]);
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data.name,data.loc[0],data.loc[1],data.time,data.async||false,this.next]);
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}
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break;
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case "showGif": // 显示动图
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@ -1837,7 +1845,7 @@ ActionParser.prototype.parseAction = function() {
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break;
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case "moveImage": // 移动图片
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this.next = MotaActionBlocks['moveImage_0_s'].xmlText([
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data.name, data.from[0], data.from[1], data.to[0], data.to[1], data.time, this.next
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data.name, data.from[0], data.from[1], data.to[0], data.to[1], data.time, data.async||false, this.next
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]);
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break;
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case "setFg": // 颜色渐变
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@ -1845,10 +1853,10 @@ ActionParser.prototype.parseAction = function() {
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var alpha = data.color[3];
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if (alpha==undefined || alpha==null) alpha=1;
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this.next = MotaActionBlocks['setFg_0_s'].xmlText([
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data.color[0],data.color[1],data.color[2],alpha,data.time||0,this.next]);
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data.color[0],data.color[1],data.color[2],alpha,data.time||0,data.async||false,this.next]);
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} else {
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this.next = MotaActionBlocks['setFg_1_s'].xmlText([
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data.time||0,this.next]);
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data.time||0,data.async||false,this.next]);
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}
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break;
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case "setWeather": // 更改天气
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@ -1894,7 +1902,7 @@ ActionParser.prototype.parseAction = function() {
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break
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case "setVolume":
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this.next = MotaActionBlocks['setVolume_s'].xmlText([
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data.value, data.time, this.next]);
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data.value, data.time, data.async||false, this.next]);
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break
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case "setValue":
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this.next = MotaActionBlocks['setValue_s'].xmlText([
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@ -118,6 +118,7 @@ comment_c456ea59_6018_45ef_8bcc_211a24c627dc =
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"special": {
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"_leaf": true,
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"_type": "textarea",
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"_range": "thiseval==null || thiseval instanceof Array || (thiseval==~~thiseval && thiseval>=0)",
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"_data": "特殊属性\n\n0:无,1:先攻,2:魔攻,3:坚固,4:2连击,\n5:3连击,6:n连击,7:破甲,8:反击,9:净化,\n10:模仿,11:吸血,12:中毒,13:衰弱,14:诅咒,\n15:领域,16:夹击,17:仇恨,18:阻击,19:自爆,\n20:无敌,21:退化,22:固伤,23:重生,24:激光\n\n多个属性例如用[1,4,11]表示先攻2连击吸血\n模仿怪的攻防设为0就好"
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},
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"value": {
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@ -10,6 +10,7 @@ data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc =
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"floorIds": {
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"_leaf": true,
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"_type": "textarea",
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"_range": "editor.mode.checkFloorIds(thiseval)",
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"_data": "在这里按顺序放所有的楼层;其顺序直接影响到楼层传送器、浏览地图和上/下楼器的顺序"
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},
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"images": {
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@ -45,11 +46,13 @@ data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc =
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"levelChoose": {
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"_leaf": true,
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"_type": "textarea",
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"_data": "难度选择:每个数组的第一个是其在标题界面显示的难度,第二个是在游戏内部传输的字符串,会显示在状态栏,修改此处后需要在project/functions中作相应更改"
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"_range": "thiseval instanceof Array && thiseval.length>=1 && thiseval[0] instanceof Array && thiseval[0].length==2",
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"_data": "难度选择:每个数组的第一个是其在标题界面显示的难度,第二个是在游戏内部传输的字符串,会显示在状态栏,修改此处后需要在project/functions中作相应更改。\n如果需直接开始游戏将下面的startDirectly开关打开即可。"
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},
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"equipName": {
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"_leaf": true,
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"_type": "textarea",
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"_range": "(thiseval instanceof Array && thiseval.length<=6)||thiseval==null",
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"_data": "装备位名称,为不超过6个的数组,此项的顺序与equiptype数值关联;例如可写[\"武器\",\"防具\",\"首饰\"]等等。"
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},
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"statusLeftBackground": {
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@ -97,6 +100,7 @@ data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc =
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"floorId": {
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"_leaf": true,
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||||
"_type": "textarea",
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"_range": "data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d.main.floorIds.indexOf(thiseval)!==-1",
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"_data": "初始楼层的ID"
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},
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"hero": {
|
||||
@ -222,17 +226,20 @@ data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc =
|
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"_leaf": true,
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"_type": "event",
|
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"_event": "firstArrive",
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||||
"_range": "thiseval==null || thiseval instanceof Array",
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"_data": "游戏开始前剧情。\n可以双击进入事件编辑器。\n如果无剧情直接留一个空数组即可。"
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||||
},
|
||||
"shops": {
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||||
"_leaf": true,
|
||||
"_type": "event",
|
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"_event": "shop",
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||||
"_range": "thiseval instanceof Array",
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||||
"_data": "全局商店,是一个数组,可以双击进入事件编辑器。"
|
||||
},
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||||
"levelUp": {
|
||||
"_leaf": true,
|
||||
"_type": "textarea",
|
||||
"_range": "thiseval==null || thiseval instanceof Array",
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||||
"_data": "经验升级所需要的数值,是一个数组,可以双击进行编辑。 \n 第一项为初始等级,可以简单留空,也可以写name \n 每一个里面可以含有三个参数 need, name, effect \n need为所需要的经验数值,是一个正整数。请确保need所需的依次递增 \n name为该等级的名称,也可以省略代表使用系统默认值;本项将显示在状态栏中 \n effect为本次升级所执行的操作,可由若干项组成,由分号分开 \n 其中每一项写法和上面的商店完全相同,同样必须是X+=Y的形式,Y是一个表达式,同样可以使用status:xxx或item:xxx代表勇士的某项数值/道具个数"
|
||||
}
|
||||
}
|
||||
|
||||
@ -565,6 +565,8 @@ editor_file = function (editor, callback) {
|
||||
delete(locObj[v]);
|
||||
});
|
||||
delete(locObj.map);
|
||||
delete(locObj.bgmap);
|
||||
delete(locObj.fgmap);
|
||||
return locObj;
|
||||
})(),
|
||||
editor_file.comment._data.floors._data.floor,
|
||||
@ -584,6 +586,8 @@ editor_file = function (editor, callback) {
|
||||
delete(locObj[v]);
|
||||
});
|
||||
delete(locObj.map);
|
||||
delete(locObj.bgmap);
|
||||
delete(locObj.fgmap);
|
||||
return locObj;
|
||||
})(),
|
||||
editor_file.comment._data.floors._data.floor,
|
||||
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||||
@ -71,6 +71,7 @@ editor_mode = function (editor) {
|
||||
if (key === '_data') continue;
|
||||
if (cobj[key] instanceof Function) cobj[key] = cobj[key](args);
|
||||
}
|
||||
if (cobj._hide)continue;
|
||||
if (cobj._leaf) {
|
||||
var leafnode = editor_mode.objToTr_(obj, commentObj, field, cfield, vobj, cobj);
|
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outstr.push(leafnode[0]);
|
||||
@ -649,6 +650,34 @@ editor_mode = function (editor) {
|
||||
if(editor.isMobile)editor.showdataarea(false);
|
||||
}
|
||||
|
||||
editor_mode.checkFloorIds = function(thiseval){
|
||||
var oldvalue = data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d.main.floorIds;
|
||||
fs.readdir('project/floors',function(err, data){
|
||||
if(err){
|
||||
printe(err);
|
||||
throw Error(err);
|
||||
}
|
||||
var newfiles=thiseval.map(function(v){return v+'.js'});
|
||||
var notExist='';
|
||||
for(var name,ii=0;name=newfiles[ii];ii++){
|
||||
if(data.indexOf(name)===-1)notExist=name;
|
||||
}
|
||||
if(notExist){
|
||||
var discard=confirm('文件'+notExist+'不存在, 保存会导致工程无法打开, 是否放弃更改');
|
||||
if(discard){
|
||||
editor.file.editTower([['change', "['main']['floorIds']", oldvalue]], function (objs_) {/*console.log(objs_);*/
|
||||
if (objs_.slice(-1)[0] != null) {
|
||||
printe(objs_.slice(-1)[0]);
|
||||
throw(objs_.slice(-1)[0])
|
||||
}
|
||||
;printe('已放弃floorIds的修改');
|
||||
});
|
||||
}
|
||||
}
|
||||
});
|
||||
return true
|
||||
}
|
||||
|
||||
if (Boolean(callback)) callback();
|
||||
}
|
||||
|
||||
|
||||
@ -741,7 +741,11 @@ name为可选的,是要取消跟随的行走图文件名。
|
||||
|
||||
### viberate:画面震动
|
||||
|
||||
使用 `{"type": "viberate", "time": 2000}` 可以造成画面震动效果,后面time可以指定震动时间。
|
||||
使用 `{"type": "viberate", "time": 2000, "async": true}` 可以造成画面震动效果。
|
||||
|
||||
time可以指定震动时间,默认是2000毫秒。
|
||||
|
||||
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)。
|
||||
|
||||
### animate:显示动画
|
||||
|
||||
@ -795,7 +799,7 @@ 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": "hide", "name": "1.png", "loc": [109,167], "time": 300}, // 在(109,167)淡出1.png,动画时间300ms
|
||||
{"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
|
||||
]
|
||||
```
|
||||
|
||||
@ -807,6 +811,8 @@ 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)。
|
||||
|
||||
!> 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。
|
||||
|
||||
如果多张图片的淡入淡出可以采用以下方式(仅供参考):
|
||||
@ -838,7 +844,7 @@ 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},
|
||||
{"type": "moveImage", "name": "bg.jpg", "from": [231,297], "to": [22,333], "time": 500, "async": true},
|
||||
]
|
||||
```
|
||||
|
||||
@ -850,6 +856,8 @@ 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)。
|
||||
|
||||
!> 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。
|
||||
|
||||
### setFg:更改画面色调
|
||||
@ -859,7 +867,7 @@ time为总移动的时间。
|
||||
``` js
|
||||
"x,y": [ // 实际执行的事件列表
|
||||
{"type": "setFg", "color": [255,255,255,0.6], "time": 1000}, // 更改画面色调为纯白,不透明度0.6,动画时间1000毫秒
|
||||
{"type": "setFg", "color": [0,0,0]}, // 更改画面色调为纯黑,不透明度1,不指定动画时间(使用默认时间)
|
||||
{"type": "setFg", "color": [0,0,0], "async": true}, // 更改画面色调为纯黑,不透明度1,不指定动画时间(使用默认时间),且异步执行
|
||||
{"type": "setFg"} // 如果不指定color则恢复原样。
|
||||
]
|
||||
```
|
||||
@ -872,6 +880,8 @@ color为需要更改画面色调的颜色。它是一个数组,分别指定目
|
||||
|
||||
time为可选的,如果指定,则会作为更改画面色调的时间。
|
||||
|
||||
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)。
|
||||
|
||||
### setWeather:更改天气
|
||||
|
||||
我们可以使用 `{"type": "setWeather"}` 来更改天气。
|
||||
@ -1030,12 +1040,14 @@ time选项为该跳跃所需要用到的时间。
|
||||
|
||||
使用setVolume可以设置音量大小。
|
||||
|
||||
使用方法: `{"type": "setVolume", "value": 90, "time": 500}`
|
||||
使用方法: `{"type": "setVolume", "value": 90, "time": 500, "async": true}`
|
||||
|
||||
value为音量大小,在0到100之间,默认为100。设置后,BGM和SE都将使用该音量进行播放。
|
||||
|
||||
可以设置time为音量渐变时间。
|
||||
|
||||
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)。
|
||||
|
||||
### win:获得胜利
|
||||
|
||||
`{"type": "win", "reason": "xxx"}` 将会直接调用events.js中的win函数,并将reason作为结局传入。
|
||||
|
||||
@ -1526,6 +1526,8 @@ control.prototype.updateDamage = function () {
|
||||
damage = core.formatBigNumber(damage);
|
||||
if (core.enemys.hasSpecial(core.material.enemys[id], 19))
|
||||
damage += "+";
|
||||
if (core.enemys.hasSpecial(core.material.enemys[id], 21))
|
||||
damage += "-";
|
||||
}
|
||||
|
||||
core.setFillStyle('damage', '#000000');
|
||||
|
||||
@ -594,9 +594,15 @@ events.prototype.doAction = function() {
|
||||
}
|
||||
else {
|
||||
if (core.isset(data.loc) && core.isset(core.material.images.images[data.name]) && (data.action=="show" || data.action=="hide")) {
|
||||
core.events.animateImage(data.action, core.material.images.images[data.name], data.loc, data.time, function() {
|
||||
core.events.doAction();
|
||||
});
|
||||
if (data.async) {
|
||||
core.events.animateImage(data.action, core.material.images.images[data.name], data.loc, data.time);
|
||||
this.doAction();
|
||||
}
|
||||
else {
|
||||
core.events.animateImage(data.action, core.material.images.images[data.name], data.loc, data.time, function() {
|
||||
core.events.doAction();
|
||||
});
|
||||
}
|
||||
}
|
||||
else {
|
||||
this.doAction();
|
||||
@ -625,9 +631,15 @@ events.prototype.doAction = function() {
|
||||
}
|
||||
else {
|
||||
if (core.isset(data.from) && core.isset(data.to) && core.isset(core.material.images.images[data.name])) {
|
||||
core.events.moveImage(core.material.images.images[data.name], data.from, data.to, data.time, function() {
|
||||
core.events.doAction();
|
||||
});
|
||||
if (data.async) {
|
||||
core.events.moveImage(core.material.images.images[data.name], data.from, data.to, data.time);
|
||||
this.doAction();
|
||||
}
|
||||
else {
|
||||
core.events.moveImage(core.material.images.images[data.name], data.from, data.to, data.time, function() {
|
||||
core.events.doAction();
|
||||
});
|
||||
}
|
||||
}
|
||||
else {
|
||||
this.doAction();
|
||||
@ -635,9 +647,15 @@ events.prototype.doAction = function() {
|
||||
}
|
||||
break;
|
||||
case "setFg": // 颜色渐变
|
||||
core.setFg(data.color, data.time, function() {
|
||||
core.events.doAction();
|
||||
});
|
||||
if (data.async) {
|
||||
core.setFg(data.color, data.time);
|
||||
this.doAction();
|
||||
}
|
||||
else {
|
||||
core.setFg(data.color, data.time, function() {
|
||||
core.events.doAction();
|
||||
});
|
||||
}
|
||||
break;
|
||||
case "setWeather": // 更改天气
|
||||
core.setWeather(data.name, data.level);
|
||||
@ -722,9 +740,15 @@ events.prototype.doAction = function() {
|
||||
data.value = parseInt(data.value||0);
|
||||
if (data.value<0) data.value=0;
|
||||
if (data.value>100) data.value=100;
|
||||
this.setVolume(data.value/100, data.time, function() {
|
||||
core.doAction();
|
||||
});
|
||||
if (data.async) {
|
||||
this.setVolume(data.value/100, data.time);
|
||||
this.doAction();
|
||||
}
|
||||
else {
|
||||
this.setVolume(data.value/100, data.time, function() {
|
||||
core.events.doAction();
|
||||
});
|
||||
}
|
||||
break;
|
||||
case "setValue":
|
||||
try {
|
||||
@ -896,9 +920,15 @@ events.prototype.doAction = function() {
|
||||
this.doAction();
|
||||
break;
|
||||
case "viberate":
|
||||
core.events.vibrate(data.time, function () {
|
||||
core.events.doAction();
|
||||
})
|
||||
if (data.async) {
|
||||
core.events.vibrate(data.time);
|
||||
this.doAction();
|
||||
}
|
||||
else {
|
||||
core.events.vibrate(data.time, function () {
|
||||
core.events.doAction();
|
||||
})
|
||||
}
|
||||
break;
|
||||
case "sleep": // 等待多少毫秒
|
||||
if (core.status.replay.replaying)
|
||||
|
||||
@ -1388,6 +1388,8 @@ ui.prototype.drawBook = function (index) {
|
||||
damage = core.formatBigNumber(damage);
|
||||
if (core.enemys.hasSpecial(core.material.enemys[enemy.id], 19))
|
||||
damage += "+";
|
||||
if (core.enemys.hasSpecial(core.material.enemys[enemy.id], 21))
|
||||
damage += "-";
|
||||
}
|
||||
if (core.material.enemys[enemy.id].notBomb)
|
||||
damage += "[b]";
|
||||
|
||||
Loading…
Reference in New Issue
Block a user