drawBook_row & drawBackground
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209f10d7a2
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eb9dbf1953
275
libs/ui.js
275
libs/ui.js
@ -455,6 +455,57 @@ ui.prototype.drawWindowSkin = function(background, ctx, x, y, w, h, direction, p
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// 仿RM窗口皮肤 ↑
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}
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////// 绘制一个背景图,可绘制 winskin 或纯色背景;支持小箭头绘制
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ui.prototype.drawBackground = function (left, top, right, bottom, posInfo) {
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posInfo = posInfo || {};
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var px = posInfo.px == null ? null : posInfo.px * 32 - core.bigmap.offsetX;
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var py = posInfo.py == null ? null : posInfo.py * 32 - core.bigmap.offsetY;
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var xoffset = posInfo.xoffset || 0, yoffset = posInfo.yoffset || 0;
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var background = core.status.textAttribute.background;
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if (typeof background == 'string' && core.material.images.images[background]) {
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var image = core.material.images.images[background];
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if (image.width==192 && image.height==128) {
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core.setAlpha('ui', 0.85);
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this.drawWindowSkin(image, 'ui', left, top, right - left, bottom - top, posInfo.position, px, py);
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core.setAlpha('ui', 1);
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return true;
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}
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background = core.initStatus.textAttribute.background;
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}
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var alpha = background[3];
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core.setAlpha('ui', alpha);
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core.setStrokeStyle('ui', core.status.globalAttribute.borderColor);
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core.setFillStyle('ui', core.arrayToRGB(background));
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core.setLineWidth('ui', 2);
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// 绘制
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var ctx = core.canvas.ui;
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ctx.beginPath();
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ctx.moveTo(left, top);
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// 上边缘三角
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if (posInfo.position == 'down' && px != null && py != null) {
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ctx.lineTo(px + xoffset, top);
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ctx.lineTo(px + 16, top - yoffset);
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ctx.lineTo(px + 32 - xoffset, top);
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}
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ctx.lineTo(right, top);
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ctx.lineTo(right, bottom);
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// 下边缘三角
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if (posInfo.position == 'up' && px != null && py != null) {
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ctx.lineTo(px + 32 - xoffset, bottom);
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ctx.lineTo(px + 16, bottom + yoffset);
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ctx.lineTo(px + xoffset, bottom);
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}
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ctx.lineTo(left, bottom);
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ctx.closePath();
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ctx.fill();
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ctx.stroke();
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core.setAlpha('ui', 1);
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return false;
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}
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////// 计算有效文本框的宽度
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ui.prototype.calTextBoxWidth = function (ctx, content, min_width, max_width, font) {
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// 无限长度自动换行
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@ -697,8 +748,10 @@ ui.prototype.drawTextBox = function(content, showAll) {
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var vPos = this._drawTextBox_getVerticalPosition(content, titleInfo, posInfo, hPos.validWidth);
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// Step 3: 绘制背景图
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var isWindowSkin = this._drawTextBox_drawBackground(titleInfo, posInfo, hPos, vPos);
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var alpha = isWindowSkin ? 0.85 : (textAttribute.background[3] || core.initStatus.textAttribute.background[3]);
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var pInfo = core.clone(posInfo);
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pInfo.xoffset = hPos.xoffset; pInfo.yoffset = vPos.yoffset - 4;
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var isWindowSkin = this.drawBackground(hPos.left, vPos.top, hPos.right, vPos.bottom, pInfo);
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var alpha = isWindowSkin ? 0.85 : textAttribute.background[3];
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// Step 4: 绘制标题、头像、
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var content_top = this._drawTextBox_drawTitleAndIcon(titleInfo, hPos, vPos, alpha);
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@ -780,56 +833,6 @@ ui.prototype._drawTextBox_getVerticalPosition = function (content, titleInfo, po
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return { top: top, height: height, bottom: top + height, yoffset: yoffset, lineHeight: lineHeight };
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}
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ui.prototype._drawTextBox_drawBackground = function (titleInfo, posInfo, hPos, vPos) {
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var background = core.status.textAttribute.background;
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var px = posInfo.px == null ? null : posInfo.px * 32 - core.bigmap.offsetX;
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var py = posInfo.py == null ? null : posInfo.py * 32 - core.bigmap.offsetY;
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var xoffset = hPos.xoffset, yoffset = vPos.yoffset - 4;
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var left = hPos.left, right = hPos.right, top = vPos.top, bottom = vPos.bottom;
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if (typeof background == 'string' && core.material.images.images[background]) {
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var image = core.material.images.images[background];
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if (image.width==192 && image.height==128) {
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core.setAlpha('ui', 0.85);
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this.drawWindowSkin(image, 'ui', left, top, right - left, bottom - top, posInfo.position, px, py);
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core.setAlpha('ui', 1);
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return true;
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}
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background = core.initStatus.textAttribute.background;
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}
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var alpha = background[3];
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core.setAlpha('ui', alpha);
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core.setStrokeStyle('ui', core.status.globalAttribute.borderColor);
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core.setFillStyle('ui', core.arrayToRGB(background));
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core.setLineWidth('ui', 2);
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// 绘制
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var ctx = core.canvas.ui;
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ctx.beginPath();
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ctx.moveTo(left, top);
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// 上边缘三角
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if (posInfo.position == 'down' && px != null && py != null) {
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ctx.lineTo(px + xoffset, top);
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ctx.lineTo(px + 16, top - yoffset);
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ctx.lineTo(px + 32 - xoffset, top);
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}
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ctx.lineTo(right, top);
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ctx.lineTo(right, bottom);
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// 下边缘三角
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if (posInfo.position == 'up' && px != null && py != null) {
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ctx.lineTo(px + 32 - xoffset, bottom);
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ctx.lineTo(px + 16, bottom + yoffset);
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ctx.lineTo(px + xoffset, bottom);
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}
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ctx.lineTo(left, bottom);
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ctx.closePath();
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ctx.fill();
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ctx.stroke();
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core.setAlpha('ui', 1);
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return false;
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}
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ui.prototype._drawTextBox_drawTitleAndIcon = function (titleInfo, hPos, vPos, alpha) {
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core.setTextAlign('ui', 'left');
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var textAttribute = core.status.textAttribute;
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@ -939,7 +942,7 @@ ui.prototype.drawChoices = function(content, choices) {
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var hPos = this._drawChoices_getHorizontalPosition(titleInfo, choices);
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var vPos = this._drawChoices_getVerticalPosition(titleInfo, choices, hPos);
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var isWindowSkin = this._drawTextBox_drawBackground(titleInfo, {}, hPos, vPos);
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var isWindowSkin = this.drawBackground(hPos.left, vPos.top, hPos.right, vPos.bottom);
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this._drawChoices_drawTitle(titleInfo, hPos, vPos);
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this._drawChoices_drawChoices(choices, isWindowSkin, hPos, vPos);
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}
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@ -1035,7 +1038,7 @@ ui.prototype._drawChoices_drawChoices = function (choices, isWindowSkin, hPos, v
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while (core.status.event.selection >= choices.length) core.status.event.selection -= choices.length;
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var len = choices[core.status.event.selection].width;
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if (isWindowSkin)
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this.drawWindowSelector(core.material.images.images[core.status.textAttribute.background],
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this.drawWindowSelector(core.status.textAttribute.background,
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this.HPIXEL - len/2 - 5, vPos.choice_top + 32 * core.status.event.selection - 20, len + 10, 28);
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else
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core.strokeRect('ui', this.HPIXEL - len/2 - 5, vPos.choice_top + 32 * core.status.event.selection - 20,
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@ -1057,7 +1060,7 @@ ui.prototype.drawConfirmBox = function (text, yesCallback, noCallback) {
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core.setFont('ui', this._buildFont(19, true));
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var contents = text.split("\n");
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var rect = this._drawConfirmBox_getRect(contents);
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var isWindowSkin = this._drawTextBox_drawBackground({}, {}, rect, rect);
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var isWindowSkin = this.drawBackground(rect.left, rect.top, rect.right, rect.bottom);
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core.setTextAlign('ui', 'center');
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core.setFillStyle('ui', core.arrayToRGBA(core.status.textAttribute.text))
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@ -1133,7 +1136,7 @@ ui.prototype.drawWaiting = function(text) {
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var text_length = core.calWidth('ui', text, this._buildFont(19, true));
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var width = Math.max(text_length + 80, 220), left = this.HPIXEL - parseInt(width / 2), right = left + width;
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var top = this.HPIXEL - 48, height = 96, bottom = top + height;
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this._drawTextBox_drawBackground({}, {}, {left: left, right: right}, {top: top, bottom: bottom});
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this.drawBackground(left, top, right, bottom);
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core.setTextAlign('ui', 'center');
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core.fillText('ui', text, this.HPIXEL, top + 56, core.arrayToRGBA(core.status.textAttribute.text));
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}
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@ -1228,50 +1231,43 @@ ui.prototype.drawBook = function (index) {
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var enemys = core.enemys.getCurrentEnemys(floorId);
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core.clearUI();
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core.clearMap('data');
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// 生成groundPattern
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core.maps.generateGroundPattern(floorId);
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this._drawBook_drawBackground();
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core.setAlpha('ui', 1);
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if (enemys.length == 0) {
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core.setTextAlign('ui', 'center');
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core.fillText('ui', "本层无怪物", this.HPIXEL, this.HPIXEL + 14, '#999999', this._buildFont(50, true));
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core.fillText('ui', '返回游戏', this.PIXEL - 46, this.PIXEL - 13,'#DDDDDD', this._buildFont(15, true));
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return;
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}
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if (this._drawBook_drawBackground(floorId, enemys)) return;
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index = core.clamp(index, 0, enemys.length - 1);
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var perpage = this.HSIZE, page = parseInt(index / perpage) + 1;
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var totalPage = parseInt((enemys.length - 1) / perpage) + 1;
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core.status.event.data = index;
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var start = (page - 1) * perpage, end = Math.min(page * perpage, enemys.length);
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enemys = enemys.slice(start, end);
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var perpage = this.HSIZE, page = parseInt(index / perpage) + 1, totalPage = Math.ceil(enemys.length / perpage);
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var start = (page - 1) * perpage;
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enemys = enemys.slice(start, page * perpage);
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for (var i = 0; i < enemys.length; i++) {
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this._drawBook_drawOne(floorId, i, enemys[i]);
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}
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if (index - start >= 0 && index - start < enemys.length) {
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core.strokeRect('ui', 10, 62 * (index - start) + 13, this.PIXEL - 10 * 2, 62, '#FFD700');
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}
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for (var i = 0; i < enemys.length; i++)
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this._drawBook_drawOne(floorId, i, enemys[i], index == start + i);
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core.drawBoxAnimate();
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this.drawPagination(page, totalPage);
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core.fillText('ui', '返回游戏', this.PIXEL - 46, this.PIXEL - 13,'#DDDDDD', this._buildFont(15, true));
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}
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ui.prototype._drawBook_drawBackground = function (floorId, enemys) {
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// 生成groundPattern
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core.maps.generateGroundPattern(floorId);
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ui.prototype._drawBook_drawBackground = function () {
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core.setAlpha('ui', 1);
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core.setFillStyle('ui', core.material.groundPattern);
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core.fillRect('ui', 0, 0, this.PIXEL, this.PIXEL);
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core.setAlpha('ui', 0.6);
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core.setFillStyle('ui', '#000000');
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core.fillRect('ui', 0, 0, this.PIXEL, this.PIXEL);
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core.setAlpha('ui', 1);
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if (enemys.length == 0) {
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core.setTextAlign('ui', 'center');
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core.fillText('ui', "本层无怪物", this.HPIXEL, this.HPIXEL + 14, '#999999', this._buildFont(50, true));
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core.fillText('ui', '返回游戏', this.PIXEL - 46, this.PIXEL - 13,'#DDDDDD', this._buildFont(15, true));
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return true;
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}
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return false;
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}
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ui.prototype._drawBook_drawOne = function (floorId, index, enemy) {
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ui.prototype._drawBook_drawOne = function (floorId, index, enemy, selected) {
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// --- 区域规划:每个区域总高度为62,宽度为 PIXEL
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var top = 62 * index + 12; // 最上面margin是12px
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// 横向规划:
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@ -1279,29 +1275,11 @@ ui.prototype._drawBook_drawOne = function (floorId, index, enemy) {
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this._drawBook_drawBox(index, enemy, top);
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// 剩余 PIXEL - 64 的宽度,按照 10 : 9 : 8 : 8 的比例划分
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var left = 64, total_width = this.PIXEL - left;
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var name_width = total_width * 10 / 35,
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col1_width = total_width * 9 / 35, col1_offset = left + name_width,
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col2_width = total_width * 8 / 35, col2_offset = col1_offset + col2_width,
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col3_width = total_width * 8 / 35, col3_offset = col2_offset + col3_width;
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this._drawBook_drawNameCol(index, enemy, top, left, name_width);
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// 第二行:金币、加点、经验
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var second_line = [];
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if (core.flags.enableMoney) second_line.push(["金币", core.formatBigNumber(enemy.money || 0)]);
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if (core.flags.enableAddPoint) second_line.push(["加点", core.formatBigNumber(enemy.point || 0)]);
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if (core.flags.enableExperience && second_line.length < 2)
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second_line.push(["经验", core.formatBigNumber(enemy.experience || 0)]);
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var cnt = second_line.length;
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this._drawBook_drawCol1(index, enemy, top, col1_offset, col1_width, second_line);
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this._drawBook_drawCol2(index, enemy, top, col2_offset, col2_width, second_line);
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this._drawBook_drawCol3(index, enemy, top, col3_offset, col3_width);
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// get damage offset
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var damageOffset = col1_offset + (col1_width + col2_width + col3_width) / 2 - 12;
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if (cnt == 1) damageOffset = col2_offset + (col2_width + col3_width) / 2 - 12;
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else if (cnt == 2) damageOffset = col3_offset + col3_width / 2 - 12;
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this._drawBook_drawDamage(index, enemy, top, damageOffset);
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var name_width = total_width * 10 / 35;
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this._drawBook_drawName(index, enemy, top, left, name_width);
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this._drawBook_drawContent(index, enemy, top, left + name_width);
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if (selected)
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core.strokeRect('ui', 10, top + 1, this.PIXEL - 10 * 2, 62, '#FFD700');
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}
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ui.prototype._drawBook_drawBox = function (index, enemy, top) {
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@ -1317,7 +1295,7 @@ ui.prototype._drawBook_drawBox = function (index, enemy, top) {
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});
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}
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ui.prototype._drawBook_drawNameCol = function (index, enemy, top, left, width) {
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ui.prototype._drawBook_drawName = function (index, enemy, top, left, width) {
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// 绘制第零列(名称和特殊属性)
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// 如果需要添加自己的比如怪物的称号等,也可以在这里绘制
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core.setTextAlign('ui', 'center');
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@ -1333,47 +1311,70 @@ ui.prototype._drawBook_drawNameCol = function (index, enemy, top, left, width) {
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}
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}
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ui.prototype._drawBook_drawCol1 = function (index, enemy, top, left, width, second_line) {
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// 绘制第一列
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ui.prototype._drawBook_drawContent = function (index, enemy, top, left) {
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var width = this.PIXEL - left; // 9 : 8 : 8 划分三列
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this._drawBook_drawRow1(index, enemy, top, left, width, top + 20);
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this._drawBook_drawRow2(index, enemy, top, left, width, top + 38);
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this._drawBook_drawRow3(index, enemy, top, left, width, top + 56);
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}
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ui.prototype._drawBook_drawRow1 = function (index, enemy, top, left, width, position) {
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// 绘制第一行
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core.setTextAlign('ui', 'left');
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var b13 = this._buildFont(13, true), f13 = this._buildFont(13, false);
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core.fillText('ui', '生命', left, top + 20, '#DDDDDD', f13);
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core.fillText('ui', core.formatBigNumber(enemy.hp||0), left + 30, top + 20, null, b13);
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if (second_line.length>0) {
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var col1 = left, col2 = left + width * 9 / 25, col3 = left + width * 17 / 25;
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core.fillText('ui', '生命', col1, position, '#DDDDDD', f13);
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core.fillText('ui', core.formatBigNumber(enemy.hp||0), col1 + 30, position, null, b13);
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core.fillText('ui', '攻击', col2, position, null, f13);
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core.fillText('ui', core.formatBigNumber(enemy.atk||0), col2 + 30, position, null, b13);
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core.fillText('ui', '防御', col3, position, null, f13);
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core.fillText('ui', core.formatBigNumber(enemy.def||0), col3 + 30, position, null, b13);
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}
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ui.prototype._drawBook_drawRow2 = function (index, enemy, top, left, width, position) {
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// 绘制第三行
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core.setTextAlign('ui', 'left');
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var b13 = this._buildFont(13, true), f13 = this._buildFont(13, false);
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var col1 = left, col2 = left + width * 9 / 25, col3 = left + width * 17 / 25;
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// 获得第二行绘制的内容
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var second_line = [];
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if (core.flags.enableMoney) second_line.push(["金币", core.formatBigNumber(enemy.money || 0)]);
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if (core.flags.enableAddPoint) second_line.push(["加点", core.formatBigNumber(enemy.point || 0)]);
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if (core.flags.enableExperience) second_line.push(["经验", core.formatBigNumber(enemy.experience || 0)]);
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var damage_offset = col1 + (this.PIXEL - col1) / 2 - 12;
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// 第一列
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if (second_line.length > 0) {
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var one = second_line.shift();
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core.fillText('ui', one[0], left, top + 38, '#DDDDDD', f13);
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core.fillText('ui', one[1], left + 30, top + 38, null, b13);
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core.fillText('ui', one[0], col1, position, '#DDDDDD', f13);
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core.fillText('ui', one[1], col1 + 30, position, null, b13);
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damage_offset = col2 + (this.PIXEL - col2) / 2 - 12;
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}
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core.fillText('ui', '临界', left, top + 56, '#DDDDDD', f13);
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core.fillText('ui', core.formatBigNumber(enemy.critical||0), left + 30, top + 56, null, b13);
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}
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ui.prototype._drawBook_drawCol2 = function (index, enemy, top, left, width, second_line) {
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// 绘制第二列
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core.setTextAlign('ui', 'left');
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var b13 = this._buildFont(13, true), f13 = this._buildFont(13, false);
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core.fillText('ui', '攻击', left, top + 20, '#DDDDDD', f13);
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core.fillText('ui', core.formatBigNumber(enemy.atk||0), left + 30, top + 20, null, b13);
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if (second_line.length>0) {
|
||||
// 第二列
|
||||
if (second_line.length > 0) {
|
||||
var one = second_line.shift();
|
||||
core.fillText('ui', one[0], left, top + 38, '#DDDDDD', f13);
|
||||
core.fillText('ui', one[1], left + 30, top + 38, null, b13);
|
||||
core.fillText('ui', one[0], col2, position, '#DDDDDD', f13);
|
||||
core.fillText('ui', one[1], col2 + 30, position, null, b13);
|
||||
damage_offset = col3 + (this.PIXEL - col3) / 2 - 12;
|
||||
}
|
||||
core.fillText('ui', '减伤', left, top + 56, '#DDDDDD', f13);
|
||||
core.fillText('ui', core.formatBigNumber(enemy.criticalDamage||0), left + 30, top + 56, null, b13);
|
||||
// 忽略第三列,直接绘制伤害
|
||||
this._drawBook_drawDamage(index, enemy, damage_offset, position);
|
||||
}
|
||||
|
||||
ui.prototype._drawBook_drawCol3 = function (index, enemy, top, left, width) {
|
||||
// 绘制第三列
|
||||
ui.prototype._drawBook_drawRow3 = function (index, enemy, top, left, width, position) {
|
||||
// 绘制第三行
|
||||
core.setTextAlign('ui', 'left');
|
||||
var b13 = this._buildFont(13, true), f13 = this._buildFont(13, false);
|
||||
core.fillText('ui', '防御', left, top + 20, '#DDDDDD', f13);
|
||||
core.fillText('ui', core.formatBigNumber(enemy.def||0), left + 30, top + 20, null, b13);
|
||||
core.fillText('ui', '1防', left, top + 56, '#DDDDDD', f13);
|
||||
core.fillText('ui', core.formatBigNumber(enemy.defDamage||0), left + 30, top + 56, null, b13);
|
||||
var col1 = left, col2 = left + width * 9 / 25, col3 = left + width * 17 / 25;
|
||||
core.fillText('ui', '临界', col1, position, '#DDDDDD', f13);
|
||||
core.fillText('ui', core.formatBigNumber(enemy.critical||0), col1 + 30, position, null, b13);
|
||||
core.fillText('ui', '减伤', col2, position, null, f13);
|
||||
core.fillText('ui', core.formatBigNumber(enemy.criticalDamage||0), col2 + 30, position, null, b13);
|
||||
core.fillText('ui', '1防', col3, position, null, f13);
|
||||
core.fillText('ui', core.formatBigNumber(enemy.defDamage||0), col3 + 30, position, null, b13);
|
||||
}
|
||||
|
||||
ui.prototype._drawBook_drawDamage = function (index, enemy, top, damageOffset) {
|
||||
ui.prototype._drawBook_drawDamage = function (index, enemy, offset, position) {
|
||||
core.setTextAlign('ui', 'center');
|
||||
var damage = enemy.damage, color = '#FFFF00';
|
||||
if (damage == null) {
|
||||
@ -1389,7 +1390,7 @@ ui.prototype._drawBook_drawDamage = function (index, enemy, top, damageOffset) {
|
||||
if (core.enemys.hasSpecial(enemy, 11)) damage += "^";
|
||||
}
|
||||
if (enemy.notBomb) damage += "[b]";
|
||||
core.fillText('ui', damage, damageOffset, top + 38, color, this._buildFont(13, true));
|
||||
core.fillText('ui', damage, offset, position, color, this._buildFont(13, true));
|
||||
}
|
||||
|
||||
////// 绘制怪物属性的详细信息 //////
|
||||
@ -2177,7 +2178,7 @@ ui.prototype.drawKeyBoard = function () {
|
||||
var left = (this.PIXEL - width) / 2, right = left + width;
|
||||
var top = (this.PIXEL - height) / 2, bottom = top + height;
|
||||
|
||||
var isWindowSkin = this._drawTextBox_drawBackground({}, {}, {left:left, right:right}, {top:top, bottom: bottom});
|
||||
var isWindowSkin = this.drawBackground(left, top, right, bottom);
|
||||
core.setTextAlign('ui', 'center');
|
||||
core.setFillStyle('ui', core.arrayToRGBA(core.status.textAttribute.title));
|
||||
core.fillText('ui', '虚拟键盘', this.HPIXEL, top + 35, null, this._buildFont(22, true));
|
||||
|
||||
Loading…
Reference in New Issue
Block a user