+
diff --git a/libs/core.js b/libs/core.js
index fdbba744..58e84441 100644
--- a/libs/core.js
+++ b/libs/core.js
@@ -114,6 +114,13 @@ core.prototype.init = function (dom, statusBar, canvas, images, sounds, floorIds
core[key] = coreData[key];
}
core.flags = core.clone(core.data.flags);
+ if (!core.flags.enableExperience)
+ core.flags.enableLevelUp = false;
+ if (!core.flags.canOpenBattleAnimate) {
+ core.flags.showBattleAnimateConfirm = false;
+ core.flags.battleAnimate = false;
+ core.setLocalStorage('battleAnimate', false);
+ }
core.values = core.clone(core.data.values);
core.firstData = core.data.getFirstData();
core.initStatus.shops = core.firstData.shops;
@@ -1536,7 +1543,9 @@ core.prototype.afterBattle = function(id, x, y, callback) {
core.canvas.event.clearRect(32 * x, 32 * y, 32, 32);
}
core.updateFg();
- var hint = "打败 " + core.material.enemys[id].name + ",金币+" + money;
+ var hint = "打败 " + core.material.enemys[id].name;
+ if (core.flags.enableMoney)
+ hint += ",金币+" + money;
if (core.flags.enableExperience)
hint += ",经验+" + core.material.enemys[id].experience;
core.drawTip(hint);
@@ -1583,15 +1592,19 @@ core.prototype.changeFloor = function (floorId, stair, heroLoc, time, callback)
core.clearContinueAutomaticRoute();
core.dom.floorNameLabel.innerHTML = core.status.maps[floorId].title;
if (core.isset(stair)) {
- // find heroLoc
- heroLoc = core.status.hero.loc;
+ if (!core.isset(heroLoc)) heroLoc={};
var blocks = core.status.maps[floorId].blocks;
for (var i in blocks) {
if (core.isset(blocks[i].event) && !(core.isset(blocks[i].enable) && !blocks[i].enable) && blocks[i].event.id === stair) {
heroLoc.x = blocks[i].x;
heroLoc.y = blocks[i].y;
+ break;
}
}
+ if (!core.isset(heroLoc.x)) {
+ heroLoc.x=core.status.hero.loc.x;
+ heroLoc.y=core.status.hero.loc.y;
+ }
}
if (core.status.maps[floorId].canFlyTo && core.status.hero.flyRange.indexOf(floorId)<0) {
if (core.floorIds.indexOf(floorId)>core.floorIds.indexOf(core.status.floorId))
@@ -1606,6 +1619,7 @@ core.prototype.changeFloor = function (floorId, stair, heroLoc, time, callback)
// 根据文字判断是否斜体
var floorName = core.status.maps[floorId].name;
+ if (!core.isset(floorName) || floorName=="") floorName=" "
core.statusBar.floor.innerHTML = floorName;
if (/^[+-]?\d+$/.test(floorName))
core.statusBar.floor.style.fontStyle = 'italic';
@@ -3182,6 +3196,11 @@ core.prototype.getStatus = function (statusName) {
return core.status.hero[statusName];
}
+core.prototype.getLvName = function () {
+ if (core.status.hero.lv>core.firstData.levelUp.length) return core.status.hero.lv;
+ return core.firstData.levelUp[core.status.hero.lv-1].name || core.status.hero.lv;
+}
+
core.prototype.setFlag = function(flag, value) {
if (!core.isset(core.status.hero)) return;
core.status.hero.flags[flag]=value;
@@ -3302,9 +3321,9 @@ core.prototype.hide = function (obj, speed, callback) {
////// 状态栏相关 //////
core.prototype.clearStatusBar = function() {
- var statusList = ['floor', 'hp', 'atk', 'def', 'mdef', 'money', 'experience', 'yellowKey', 'blueKey', 'redKey', 'poison', 'weak', 'curse', 'hard'];
+ var statusList = ['floor', 'lv', 'hp', 'atk', 'def', 'mdef', 'money', 'experience', 'up', 'yellowKey', 'blueKey', 'redKey', 'poison', 'weak', 'curse', 'hard'];
statusList.forEach(function (e) {
- core.statusBar[e].innerHTML = "";
+ core.statusBar[e].innerHTML = " ";
});
core.statusBar.image.book.style.opacity = 0.3;
core.statusBar.image.fly.style.opacity = 0.3;
@@ -3320,6 +3339,12 @@ core.prototype.updateStatusBar = function () {
core.setStatus('hp', Math.min(core.values.HPMAX, core.getStatus('hp')));
}
+ var lvName = core.getLvName();
+ core.statusBar.lv.innerHTML = lvName;
+ if (/^[+-]?\d+$/.test(lvName))
+ core.statusBar.lv.style.fontStyle = 'italic';
+ else core.statusBar.lv.style.fontStyle = 'normal';
+
var statusList = ['hp', 'atk', 'def', 'mdef', 'money', 'experience'];
statusList.forEach(function (item) {
core.statusBar[item].innerHTML = core.getStatus(item);
@@ -3376,18 +3401,22 @@ core.prototype.resize = function(clientWidth, clientHeight) {
statusWidth, statusHeight, statusMaxWidth,statusLabelsLH,
toolBarWidth, toolBarHeight, toolBarTop, toolBarBorder,
toolsWidth, toolsHeight,toolsMargin,toolsPMaxwidth,
- fontSize, margin;
+ fontSize, toolbarFontSize, margin;
- var count = 9;
+ var count = 11;
+ if (!core.flags.enableFloor) count--;
+ if (!core.flags.enableLv) count--;
if (!core.flags.enableMDef) count--;
+ if (!core.flags.enableMoney) count--;
if (!core.flags.enableExperience) count--;
+ if (!core.flags.enableLevelUp) count--;
if (!core.flags.enableDebuff) count--;
- var statusLineHeight = BASE_LINEHEIGHT * 9/count;
+ var statusLineHeight = BASE_LINEHEIGHT * 9 / count;
+ var statusLineFontSize = DEFAULT_FONT_SIZE;
+ if (count>9) statusLineFontSize = statusLineFontSize * 9 / count;
- var shopDisplay, mdefDisplay, expDisplay;
- mdefDisplay = core.flags.enableMDef ? 'block' : 'none';
- expDisplay = core.flags.enableExperience ? 'block' : 'none';
+ var shopDisplay;
statusBarBorder = '3px #fff solid';
toolBarBorder = '3px #fff solid';
@@ -3407,13 +3436,13 @@ core.prototype.resize = function(clientWidth, clientHeight) {
var scale = core.domStyle.scale
var tempWidth = DEFAULT_CANVAS_WIDTH * scale;
- fontSize = DEFAULT_FONT_SIZE * scale;
if(!isHorizontal){ //竖屏
core.domStyle.screenMode = 'vertical';
//显示快捷商店图标
shopDisplay = 'block';
//判断应该显示几行
- var col = core.flags.enableMDef || core.flags.enableExperience || core.flags.enableDebuff ? 3 : 2;
+ // var col = core.flags.enableMDef || core.flags.enableExperience || core.flags.enableDebuff ? 3 : 2;
+ var col = parseInt((count-1)/3)+1;
var tempTopBarH = scale * (BASE_LINEHEIGHT * col + SPACE * 2) + 6;
var tempBotBarH = scale * (BASE_LINEHEIGHT + SPACE * 4) + 6;
@@ -3440,6 +3469,8 @@ core.prototype.resize = function(clientWidth, clientHeight) {
margin = scale * SPACE * 2;
toolsMargin = scale * SPACE * 4;
+ fontSize = DEFAULT_FONT_SIZE * scale;
+ toolbarFontSize = DEFAULT_FONT_SIZE * scale;
}else { //横屏
core.domStyle.screenMode = 'horizontal';
shopDisplay = 'none';
@@ -3457,6 +3488,8 @@ core.prototype.resize = function(clientWidth, clientHeight) {
toolBarTop = scale*statusLineHeight * count + SPACE * 2;
toolBarBorder = '3px #fff solid';
toolsHeight = scale * BASE_LINEHEIGHT;
+ fontSize = statusLineFontSize * scale;
+ toolbarFontSize = DEFAULT_FONT_SIZE * scale;
borderRight = '';
statusMaxWidth = scale * DEFAULT_BAR_WIDTH;
toolsPMaxwidth = scale * DEFAULT_BAR_WIDTH;
@@ -3486,7 +3519,8 @@ core.prototype.resize = function(clientWidth, clientHeight) {
toolsHeight = BASE_LINEHEIGHT;
borderRight = '';
- fontSize = DEFAULT_FONT_SIZE;
+ fontSize = statusLineFontSize;
+ toolbarFontSize = DEFAULT_FONT_SIZE;
statusMaxWidth = DEFAULT_BAR_WIDTH;
toolsPMaxwidth = DEFAULT_BAR_WIDTH * .9;
margin = SPACE * 2;
@@ -3511,8 +3545,6 @@ core.prototype.resize = function(clientWidth, clientHeight) {
height: canvasWidth + unit,
top: canvasTop + unit,
right: 0,
- // left: canvasLeft + unit,
-
border: '3px #fff solid',
}
},
@@ -3576,7 +3608,7 @@ core.prototype.resize = function(clientWidth, clientHeight) {
borderBottom: toolBarBorder,
borderLeft: toolBarBorder,
borderRight: borderRight,
- fontSize: fontSize + unit
+ fontSize: toolbarFontSize + unit
}
},
{
@@ -3595,15 +3627,45 @@ core.prototype.resize = function(clientWidth, clientHeight) {
}
},
{
- id: 'expCol',
+ id: 'floorCol',
rules: {
- display: expDisplay
+ display: core.flags.enableFloor ? 'block': 'none'
+ }
+ },
+ {
+ id: 'lvCol',
+ rules: {
+ display: core.flags.enableLv ? 'block': 'none'
}
},
{
id: 'mdefCol',
rules: {
- display: mdefDisplay
+ display: core.flags.enableMDef ? 'block': 'none'
+ }
+ },
+ {
+ id: 'moneyCol',
+ rules: {
+ display: core.flags.enableMoney ? 'block': 'none'
+ }
+ },
+ {
+ id: 'expCol',
+ rules: {
+ display: core.flags.enableExperience ? 'block': 'none'
+ }
+ },
+ {
+ id: 'upCol',
+ rules: {
+ display: core.flags.enableLevelUp ? 'block': 'none'
+ }
+ },
+ {
+ 'id': 'debuffCol',
+ rules: {
+ display: core.flags.enableDebuff ? 'block': 'none'
}
},
{
diff --git a/libs/data.js b/libs/data.js
index fecc718c..ce9176a9 100644
--- a/libs/data.js
+++ b/libs/data.js
@@ -10,12 +10,13 @@ data.prototype.init = function() {
"floorId": "sample0", // 初始楼层ID
"hero": { // 勇士初始数据
"name": "阳光", // 勇士名;可以改成喜欢的
+ 'lv': 1, // 初始等级,该项必须为正整数
"hp": 1000, // 初始生命值
"atk": 100, // 初始攻击
"def": 100, // 初始防御
"mdef": 100, // 初始魔防
"money": 100, // 初始金币
- "experience": 1000, // 初始经验
+ "experience": 0, // 初始经验
"items": { // 初始道具个数
"keys": {
"yellowKey": 0,
@@ -57,10 +58,11 @@ data.prototype.init = function() {
{"text": "防御+4", "effect": "status:def+=4"},
{"text": "魔防+10", "effect": "status:mdef+=10"}
// effect只能对status和item进行操作,不能修改flag值。
- // 中间只能用+=符号(也就是只能增加某个属性或道具)
+ // 必须是X+=Y的形式,其中Y可以是一个表达式,以status:xxx或item:xxx为参数
// 其他effect样例:
// "item:yellowKey+=1" 黄钥匙+1
// "item:pickaxe+=3" 破墙镐+3
+ // "status:hp+=2*(status:atk+status:def)" 将生命提升攻防和的数值的两倍
]
},
"expShop1": { // 商店唯一ID
@@ -80,6 +82,17 @@ data.prototype.init = function() {
]
},
},
+ "levelUp": [ // 经验升级所需要的数值,是一个数组
+ {}, // 第一项为初始等级,可以简单留空,也可以写name
+ {"need": 20, "name": "第二级", "effect": "status:hp+=2*(status:atk+status:def);status:atk+=10;status:def+=10"}, // 先将生命提升攻防和的2倍;再将攻击+10,防御+10
+ // 每一个里面可以含有三个参数 name, need, effect
+ // 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
+ // 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
+ // effect为本次升级所执行的操作,可由若干项组成,由分号分开;
+ // 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
+ {"need": 40, "effect": "status:hp+=2*(status:atk+status:def);status:atk+=10;status:def+=10"},
+ // 依次往下写需要的数值即可
+ ]
}
// 各种数值;一些数值可以在这里设置
this.values = {
@@ -118,9 +131,15 @@ data.prototype.init = function() {
// 系统FLAG,在游戏运行中中请不要修改它。
this.flags = {
/****** 角色状态相关 ******/
- "enableMDef": true, // 是否涉及勇士的魔防值;如果此项为false,则状态栏不会显示勇士的魔防值
- "enableExperience": true, // 是否涉及经验值;如果此项为false,则状态栏和怪物手册均将不会显示经验值
+ "enableNegativeDamage": true, // 是否支持负伤害(回血)
+ "enableFloor": true, // 是否在状态栏显示当前楼层
+ "enableLv": false, // 是否在状态栏显示当前等级
+ "enableMDef": true, // 是否在状态栏及战斗界面显示魔防(护盾)
+ "enableMoney": true, // 是否在状态栏、怪物手册及战斗界面显示金币
+ "enableExperience": true, // 是否在状态栏、怪物手册及战斗界面显示经验
+ "enableLevelUp": false, // 是否允许等级提升(进阶);如果上面enableExperience为false,则此项恒视为false
"enableDebuff": true, // 是否涉及毒衰咒;如果此项为false则不会在状态栏中显示毒衰咒的debuff
+ ////// 上述的几个开关将直接影响状态栏的显示效果 //////
/****** 道具相关 ******/
"flyNearStair": true, // 是否需要在楼梯边使用传送器
"pickaxeFourDirections": true, // 使用破墙镐是否四个方向都破坏;如果false则只破坏面前的墙壁
diff --git a/libs/enemys.js b/libs/enemys.js
index 3b28b06e..05eba39b 100644
--- a/libs/enemys.js
+++ b/libs/enemys.js
@@ -131,7 +131,7 @@ enemys.prototype.getCritical = function (monsterId) {
if (this.hasSpecial(monster.special, 3) || this.hasSpecial(monster.special, 10)) return "???";
var last = this.calDamage(core.status.hero.atk, core.status.hero.def, core.status.hero.mdef,
monster.hp, monster.atk, monster.def, monster.special);
- if (last == 0) return 0;
+ if (last <= 0) return 0;
for (var i = core.status.hero.atk + 1; i <= monster.hp + monster.def; i++) {
var damage = this.calDamage(i, core.status.hero.def, core.status.hero.mdef,
@@ -147,9 +147,8 @@ enemys.prototype.getCritical = function (monsterId) {
enemys.prototype.getCriticalDamage = function (monsterId) {
var c = this.getCritical(monsterId);
if (c == '???') return '???';
- if (c == 0) return 0;
+ if (c <= 0) return 0;
var monster = core.material.enemys[monsterId];
- // if (c<=0) return 0;
var last = this.calDamage(core.status.hero.atk, core.status.hero.def, core.status.hero.mdef,
monster.hp, monster.atk, monster.def, monster.special);
if (last == 999999999) return '???';
@@ -202,11 +201,7 @@ enemys.prototype.calDamage = function (hero_atk, hero_def, hero_mdef, mon_hp, mo
var ans = damage + turn * per_damage + (turn + 1) * counterDamage;
ans -= hero_mdef;
- // 魔防回血
- // return ans;
-
- // 魔防不回血
- return ans <= 0 ? 0 : ans;
+ return core.flags.enableNegativeDamage?ans:Math.max(0, ans);
}
// 获得当前楼层的怪物列表
diff --git a/libs/events.js b/libs/events.js
index 59ac6553..6ff86ca0 100644
--- a/libs/events.js
+++ b/libs/events.js
@@ -20,12 +20,11 @@ events.prototype.init = function () {
callback();
},
'changeFloor': function (data, core, callback) {
- var heroLoc = null;
- if (core.isset(data.event.data.loc)) {
+ var heroLoc = {};
+ if (core.isset(data.event.data.loc))
heroLoc = {'x': data.event.data.loc[0], 'y': data.event.data.loc[1]};
- if (core.isset(data.event.data.direction))
- heroLoc.direction = data.event.data.direction;
- }
+ if (core.isset(data.event.data.direction))
+ heroLoc.direction = data.event.data.direction;
core.changeFloor(data.event.data.floorId, data.event.data.stair,
heroLoc, data.event.data.time, callback);
},
@@ -66,14 +65,6 @@ events.prototype.startGame = function (hard) {
core.hideStartAnimate(function() {
core.drawText(core.clone(core.firstData.startText), function() {
-
- // 强制关闭战斗过程?
- if (!core.flags.canOpenBattleAnimate) {
- core.flags.showBattleAnimateConfirm=false;
- core.flags.battleAnimate=false;
- core.setLocalStorage('battleAnimate', false);
- }
-
if (core.flags.showBattleAnimateConfirm) { // 是否提供“开启战斗动画”的选择项
core.status.event.selection = core.flags.battleAnimate ? 0 : 1;
core.ui.drawConfirmBox("你想开启战斗动画吗?\n之后可以在菜单栏中开启或关闭。\n(强烈建议新手开启此项)", function () {
diff --git a/libs/floors/sample1.js b/libs/floors/sample1.js
index bc23f241..b28c41d1 100644
--- a/libs/floors/sample1.js
+++ b/libs/floors/sample1.js
@@ -4,7 +4,7 @@
main.floors.sample1 = {
"floorId": "sample1", // 楼层唯一标识符,需要和名字完全一致
"title": "样板 1 层", // 楼层中文名
- "name": "样板1层", // 显示在状态栏中的层数
+ "name": "1", // 显示在状态栏中的层数
"canFlyTo": true, // 该楼能否被楼传器飞到(不能的话在该楼也不允许使用楼传器)
"canUseQuickShop": true, // 该层是否允许使用快捷商店
"defaultGround": "grass", // 默认地面的图块ID(terrains中)
@@ -273,7 +273,7 @@ main.floors.sample1 = {
},
"changeFloor": { // 楼层转换事件;该事件不能和上面的events有冲突(同位置点),否则会被覆盖
"4,12": {"floorId": "sample0", "loc": [6,0]}, // 由于楼下有多个上楼梯,所以需指定位置而不是简单地写"stair": "upFloor"
- "5,5": {"floorId": "sample2", "stair": "downFloor"}
+ "5,5": {"floorId": "sample2", "stair": "downFloor", "direction": "up"}
},
"afterBattle": { // 战斗后可能触发的事件列表
"9,6": [ // 初级卫兵1
diff --git a/libs/floors/sample2.js b/libs/floors/sample2.js
index 4c569e37..32d227ff 100644
--- a/libs/floors/sample2.js
+++ b/libs/floors/sample2.js
@@ -4,7 +4,7 @@
main.floors.sample2 = {
"floorId": "sample2", // 楼层唯一标识符,需要和名字完全一致
"title": "主塔 40 层", // 楼层中文名
- "name": "-40", // 显示在状态栏中的层数
+ "name": "40", // 显示在状态栏中的层数
"canFlyTo": false, // 该楼能否被楼传器飞到(不能的话在该楼也不允许使用楼传器)
"canUseQuickShop": true, // 该层是否允许使用快捷商店
"defaultGround": "snowGround", // 默认地面的图块ID(terrains中)
diff --git a/libs/ui.js b/libs/ui.js
index 2911de16..62ef59e8 100644
--- a/libs/ui.js
+++ b/libs/ui.js
@@ -430,7 +430,10 @@ ui.prototype.drawBattleAnimate = function(monsterId, callback) {
var left=10, right=416-2*left;
- var lines = core.flags.enableExperience?5:4;
+ // var lines = core.flags.enableExperience?5:4;
+ var lines = 3;
+ if (core.flags.enableMDef || core.flags.enableMoney || core.flags.enableExperience) lines=4;
+ if (core.flags.enableMoney && core.flags.enableExperience) lines=5;
var lineHeight = 60;
var height = lineHeight * lines + 50;
@@ -515,7 +518,7 @@ ui.prototype.drawBattleAnimate = function(monsterId, callback) {
if (core.flags.enableMDef) {
textTop += lineHeight;
core.canvas.ui.textAlign='left';
- core.fillText('ui', "魔防", left_start, textTop, '#DDDDDD', '16px Verdana');
+ core.fillText('ui', "护盾", left_start, textTop, '#DDDDDD', '16px Verdana');
core.drawLine('ui', left_start, textTop + 8, left_end, textTop + 8, '#FFFFFF', 2);
core.canvas.data.textAlign='right';
core.fillText('data', hero_mdef, left_end, textTop+26, '#DDDDDD', 'bold 16px Verdana');
@@ -543,12 +546,14 @@ ui.prototype.drawBattleAnimate = function(monsterId, callback) {
core.canvas.ui.textAlign='left';
core.fillText('ui', mon_def, right_start, textTop+26, '#DDDDDD', 'bold 16px Verdana');
- textTop += lineHeight;
- core.canvas.ui.textAlign='right';
- core.fillText('ui', "金币", right_end, textTop, '#DDDDDD', '16px Verdana');
- core.drawLine('ui', right_start, textTop + 8, right_end, textTop + 8, '#FFFFFF', 2);
- core.canvas.ui.textAlign='left';
- core.fillText('ui', mon_money, right_start, textTop+26, '#DDDDDD', 'bold 16px Verdana');
+ if (core.flags.enableMoney) {
+ textTop += lineHeight;
+ core.canvas.ui.textAlign = 'right';
+ core.fillText('ui', "金币", right_end, textTop, '#DDDDDD', '16px Verdana');
+ core.drawLine('ui', right_start, textTop + 8, right_end, textTop + 8, '#FFFFFF', 2);
+ core.canvas.ui.textAlign = 'left';
+ core.fillText('ui', mon_money, right_start, textTop + 26, '#DDDDDD', 'bold 16px Verdana');
+ }
if (core.flags.enableExperience) {
textTop += lineHeight;
@@ -564,12 +569,6 @@ ui.prototype.drawBattleAnimate = function(monsterId, callback) {
core.canvas.ui.textAlign='right';
core.fillText("ui", "S", right_start-8, 208+15, "#FFFFFF", "italic bold 40px Verdana");
-/*
- core.drawLine('data', left + right - margin - boxWidth + 6, top+margin+boxWidth-6,
- left+right-margin-6, top+margin+6, '#FF0000', 4);
- core.drawLine('data', left + margin + 6, top+margin+heroHeight+(boxWidth-32)-6,
- left+margin+boxWidth-6, top+margin+6, '#FF0000', 4);
-*/
var battleInterval = setInterval(function() {
core.playSound("attack", "ogg");
@@ -797,25 +796,34 @@ ui.prototype.drawEnemyBook = function (page) {
core.fillText('ui', enemy.atk, 285, 62 * i + 32, '#DDDDDD', 'bold 13px Verdana');
core.fillText('ui', '防御', 335, 62 * i + 32, '#DDDDDD', '13px Verdana');
core.fillText('ui', enemy.def, 365, 62 * i + 32, '#DDDDDD', 'bold 13px Verdana');
- core.fillText('ui', '金币', 165, 62 * i + 50, '#DDDDDD', '13px Verdana');
- core.fillText('ui', enemy.money, 195, 62 * i + 50, '#DDDDDD', 'bold 13px Verdana');
- var damage_offset = 326;
+ var expOffset = 165;
+ if (core.flags.enableMoney) {
+ core.fillText('ui', '金币', 165, 62 * i + 50, '#DDDDDD', '13px Verdana');
+ core.fillText('ui', enemy.money, 195, 62 * i + 50, '#DDDDDD', 'bold 13px Verdana');
+ expOffset = 255;
+ }
+
if (core.flags.enableExperience) {
core.canvas.ui.textAlign = "left";
- core.fillText('ui', '经验', 255, 62 * i + 50, '#DDDDDD', '13px Verdana');
- core.fillText('ui', enemy.experience, 285, 62 * i + 50, '#DDDDDD', 'bold 13px Verdana');
- damage_offset = 361;
+ core.fillText('ui', '经验', expOffset, 62 * i + 50, '#DDDDDD', '13px Verdana');
+ core.fillText('ui', enemy.experience, expOffset + 30, 62 * i + 50, '#DDDDDD', 'bold 13px Verdana');
}
+ var damageOffet = 281;
+ if (core.flags.enableMoney && core.flags.enableExperience)
+ damageOffet = 361;
+ else if (core.flags.enableMoney || core.flags.enableExperience)
+ damageOffet = 326;
+
+
core.canvas.ui.textAlign = "center";
var damage = enemy.damage;
var color = '#FFFF00';
if (damage >= core.status.hero.hp) color = '#FF0000';
- if (damage == 0) color = '#00FF00';
+ if (damage <= 0) color = '#00FF00';
if (damage >= 999999999) damage = '无法战斗';
- var length = core.canvas.ui.measureText(damage).width;
- core.fillText('ui', damage, damage_offset, 62 * i + 50, color, 'bold 13px Verdana');
+ core.fillText('ui', damage, damageOffet, 62 * i + 50, color, 'bold 13px Verdana');
core.canvas.ui.textAlign = "left";
diff --git a/main.js b/main.js
index 8edd46bf..91194798 100644
--- a/main.js
+++ b/main.js
@@ -31,8 +31,13 @@ function main() {
'hardLevel': document.getElementById('hardLevel'),
'data': document.getElementById('data'),
'statusLabels': document.getElementsByClassName('statusLabel'),
+ 'floorCol': document.getElementById('floorCol'),
+ 'lvCol': document.getElementById('lvCol'),
'mdefCol': document.getElementById('mdefCol'),
+ 'moneyCol': document.getElementById('moneyCol'),
'expCol': document.getElementById('expCol'),
+ 'upCol': document.getElementById('upCol'),
+ 'debuffCol': document.getElementById('debuffCol'),
'hard': document.getElementById('hard'),
};
this.loadList = [
@@ -49,12 +54,14 @@ function main() {
this.statusBar = {
'image': {
'floor': document.getElementById('img-floor'),
+ 'lv': document.getElementById('img-lv'),
'hp': document.getElementById("img-hp"),
'atk': document.getElementById("img-atk"),
'def': document.getElementById("img-def"),
'mdef': document.getElementById("img-mdef"),
'money': document.getElementById("img-money"),
'experience': document.getElementById("img-experience"),
+ 'up': document.getElementById("img-up"),
'book': document.getElementById("img-book"),
'fly': document.getElementById("img-fly"),
'toolbox': document.getElementById("img-toolbox"),
@@ -64,12 +71,14 @@ function main() {
'settings': document.getElementById("img-settings")
},
'floor': document.getElementById('floor'),
+ 'lv': document.getElementById('lv'),
'hp': document.getElementById('hp'),
'atk': document.getElementById('atk'),
'def': document.getElementById("def"),
'mdef': document.getElementById('mdef'),
'money': document.getElementById("money"),
'experience': document.getElementById("experience"),
+ 'up': document.getElementById('up'),
'yellowKey': document.getElementById("yellowKey"),
'blueKey': document.getElementById("blueKey"),
'redKey': document.getElementById("redKey"),
diff --git a/styles.css b/styles.css
index 2c5ebf9d..6523b3b8 100644
--- a/styles.css
+++ b/styles.css
@@ -180,8 +180,9 @@
}
.status img{
vertical-align: middle;
- width: 1.6em;
- height: 1.6em;
+ width: auto;
+ height: 100%;
+ max-height: 1.6em;
}
#statusBar span{
color: white;
diff --git a/更新说明.txt b/更新说明.txt
index cd4e1ea0..af8b3f58 100644
--- a/更新说明.txt
+++ b/更新说明.txt
@@ -1,8 +1,10 @@
全键盘操作 √
Ctrl快速跳过对话 √
+增加负伤 √
支持不同层使用不同的地面素材 √
支持多个Autotile同时存在 √
直接内嵌了诸多默认的terrains素材 √
自动定位到上次存/读档位置 √
设置储存 √
修改setFg的实现方法 √
+大范围领域伤害
\ No newline at end of file