Fix groundPattern
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16
libs/maps.js
16
libs/maps.js
@ -465,6 +465,17 @@ maps.prototype.drawBgFgMap = function (floorId, canvas, name, animate) {
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if (animate) core.status.autotileAnimateObjs[name+"map"] = core.clone(arr);
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}
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////// 生成groundPattern //////
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maps.prototype.generateGroundPattern = function (floorId) {
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// 生成floorId层的groundPattern(盒子内的怪物动画)
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var groundId = ((core.status.maps||core.floors)[floorId||core.status.floorId]||{}).defaultGround || "ground";
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core.material.groundCanvas.clearRect(0, 0, 32, 32);
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core.material.groundCanvas.drawImage(core.material.images.terrains, 0, 32*core.material.icons.terrains[groundId], 32, 32, 0, 0, 32, 32);
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core.material.groundPattern = core.material.groundCanvas.createPattern(core.material.groundCanvas.canvas, 'repeat');
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// 如果需要用纯色可以直接将下面代码改成改成
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// core.material.groundPattern = '#000000';
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}
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////// 绘制某张地图 //////
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maps.prototype.drawMap = function (floorId, callback) {
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floorId = floorId || core.status.floorId;
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@ -475,10 +486,7 @@ maps.prototype.drawMap = function (floorId, callback) {
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}
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core.clearMap('all');
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var groundId = (core.status.maps||core.floors)[floorId].defaultGround || "ground";
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core.material.groundCanvas.clearRect(0, 0, 32, 32);
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core.material.groundCanvas.drawImage(core.material.images.terrains, 0, 32*core.material.icons.terrains[groundId], 32, 32, 0, 0, 32, 32);
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core.material.groundPattern = core.material.groundCanvas.createPattern(core.material.groundCanvas.canvas, 'repeat');
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this.generateGroundPattern(floorId);
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var drawBg = function(){
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var width = core.floors[floorId].width || 13;
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10
libs/ui.js
10
libs/ui.js
@ -227,6 +227,7 @@ ui.prototype.closePanel = function () {
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core.status.boxAnimateObjs = [];
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clearInterval(core.status.event.interval);
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core.clearLastEvent();
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core.maps.generateGroundPattern();
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core.unLockControl();
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core.status.event.data = null;
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core.status.event.id = null;
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@ -1537,9 +1538,14 @@ ui.prototype.drawCursor = function () {
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////// 绘制怪物手册 //////
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ui.prototype.drawBook = function (index) {
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var enemys = core.enemys.getCurrentEnemys(core.floorIds[(core.status.event.selection||{}).index]);
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var floorId = core.floorIds[(core.status.event.ui||{}).index] || core.status.floorId;
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var enemys = core.enemys.getCurrentEnemys(floorId);
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core.clearLastEvent();
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// 生成groundPattern
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core.maps.generateGroundPattern(floorId);
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core.setFillStyle('ui', core.material.groundPattern);
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core.fillRect('ui', 0, 0, 416, 416);
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