完善d.ts & kill bug
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@ -3388,11 +3388,10 @@ control.prototype._resize_canvas = function (obj) {
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// resize dynamic canvas
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for (var name in core.dymCanvas) {
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var ctx = core.dymCanvas[name], canvas = ctx.canvas;
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var ratio = canvas.hasAttribute('isHD') ? core.domStyle.ratio : 1;
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canvas.style.width = canvas.width / ratio * core.domStyle.scale + "px";
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canvas.style.height = canvas.height / ratio * core.domStyle.scale + "px";
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canvas.style.left = parseFloat(canvas.getAttribute("_left")) * core.domStyle.scale + "px";
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canvas.style.top = parseFloat(canvas.getAttribute("_top")) * core.domStyle.scale + "px";
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var scale = canvas.getAttribute('_scale');
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core.resizeCanvas(canvas, canvas.width * scale * core.domStyle.scale, canvas.height * scale * core.domStyle.scale);
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}
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// resize next
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main.dom.next.style.width = main.dom.next.style.height = 5 * core.domStyle.scale + "px";
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@ -1097,7 +1097,7 @@ ui.prototype.drawTextContent = function (ctx, content, config) {
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config.top = config.top || 0;
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config.color = core.arrayToRGBA(config.color || textAttribute.text);
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if (config.bold == null) config.bold = textAttribute.bold;
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config.italic = false;
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config.italic = config.italic || false;
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config.align = config.align || textAttribute.align || "left";
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config.fontSize = config.fontSize || textAttribute.textfont;
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config.lineHeight = config.lineHeight || (config.fontSize * 1.3);
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@ -1166,6 +1166,7 @@ ui.prototype._drawTextContent_draw = function (ctx, tempCtx, content, config) {
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while (_drawNext());
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}
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else {
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clearInterval(core.status.event.interval);
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core.status.event.interval = setInterval(function () {
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if (!_drawNext()) {
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clearInterval(core.status.event.interval);
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4
main.js
4
main.js
@ -2,7 +2,7 @@ function main () {
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//------------------------ 用户修改内容 ------------------------//
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this.version = "2.8.2"; // 游戏版本号;如果更改了游戏内容建议修改此version以免造成缓存问题。
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this.version = "2.9"; // 游戏版本号;如果更改了游戏内容建议修改此version以免造成缓存问题。
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this.useCompress = false; // 是否使用压缩文件
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// 当你即将发布你的塔时,请使用“JS代码压缩工具”将所有js代码进行压缩,然后将这里的useCompress改为true。
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@ -188,7 +188,7 @@ function main () {
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this.floors = {}
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this.canvas = {};
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this.__VERSION__ = "2.8.2";
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this.__VERSION__ = "2.9";
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this.__VERSION_CODE__ = 507;
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}
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31
runtime.d.ts
vendored
31
runtime.d.ts
vendored
@ -2338,13 +2338,26 @@ declare class ui {
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/**
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* 绘制一段文字到某个画布上面
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* @param ctx 要绘制到的画布
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* @param content 要绘制的内容;转义字符不允许保留 \t, \b 和 \f
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* @param content 要绘制的内容;转义字符只允许保留 \n, \r[...], \i[...], \c[...], \d, \e
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* @param config 绘制配置项,目前暂时包含如下内容(均为可选)
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* left, top:起始点位置;maxWidth:单行最大宽度;color:默认颜色;align:左中右
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* fontSize:字体大小;lineHeight:行高;time:打字机间隔;font:默认字体名
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* @returns 绘制信息
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*/
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drawTextContent(ctx: string | CanvasRenderingContext2D, content: string, config: any): any
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drawTextContent(ctx: string | CanvasRenderingContext2D, content: string, config: {
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left?: number
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top?: number
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maxWidth?: number
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color?: number
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align?: 'left' | 'center' | 'right'
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fontSize: number
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lineHeight?: number
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time?: number
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font?: string
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letterSpacing?: number
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bold?: boolean
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italic?: boolean
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}): any
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/** 获得某段文字的预计绘制高度;参见 drawTextContent */
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getTextContentHeight(content: string, config?: any): void
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@ -2927,8 +2940,20 @@ type core = {
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declare class main {
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readonly core: core
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readonly dom = core.dom
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/** 游戏版本,发布后会被随机,请勿使用该属性 */
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readonly version: string
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readonly useCompress: boolean
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readonly savePages: number
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readonly mode: 'play' | 'editor'
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readonly statusBar: {
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images: { [x: string]: HTMLElement }
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icons: { [x: string]: number | null | undefined }
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[x: string]: HTMLElement | object
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}
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readonly __VERSION__: string
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readonly __VERSION_CODE__: number
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/** 输出内容(极不好用,建议换成console)*/
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/** 输出内容(极不好用,建议换成console,我甚至不知道样板为什么会有这个东西)*/
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log(e: string | Error, error: boolean): void
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}
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