Update startGame
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@ -281,7 +281,7 @@ var data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc =
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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": "使用画布绘制开始菜单。可以在这里自定义需要的标题界面等内容。"
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"_data": "标题界面事件化,可以使用事件流的形式来绘制开始界面等。\n需要开启startUsingCanvas这个开关。\n详见文档-个性化-标题界面事件化。"
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},
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"startText": {
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"_leaf": true,
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@ -2113,7 +2113,7 @@ if (core.getFlag("door",0)==2) {
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core.stopReplay();
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core.waitHeroToStop(function() {
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core.removeGlobalAnimate(0,0,true);
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core.clearMap('all'); // 清空全地图
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core.clearMap('all'); core.clearMap('curtain'); // 清空全地图
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core.drawText([
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"\t[恭喜通关]你的分数是${status:hp}。"
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], function () {
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@ -17,10 +17,10 @@ HTML5魔塔是使用画布(canvas)来绘制,存在若干个图层,它们
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- fg:前景层;绘制前景图层素材fgmap,和前景贴图
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- damage:显伤层;主要用来绘制怪物显伤和领域显伤
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- animate:动画层;主要用来绘制动画。showImage事件绘制的图片也是在这一层。
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- image:图片层;主要用来绘制显示图片
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- weather:天气层;主要用来绘制天气(雨/雪)
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- route:路线层;主要用来绘制勇士的行走路线图,也用来绘制图块的淡入/淡出效果,图块的移动等。
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- curtain:色调层;用来控制当前楼层的画面色调
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- image:图片层;主要用来绘制显示图片;该层之所以在curtain层上是为了可以在全黑时贴大头像图
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- ui:UI层;用来绘制一切UI窗口,如剧情文本、怪物手册、楼传器、系统菜单等等
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- data:数据层;用来绘制一些顶层的或更新比较快的数据,如左上角的提示,战斗界面中数据的变化等等。
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@ -560,6 +560,23 @@ this.myfunc = function(x) {
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通过这种,将脚本和自定义事件混用的方式,可以达到和RM中公共事件类似的效果,即一个调用触发一系列事件。
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-->
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## 标题界面事件化
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从V2.5.3开始,我们可以将标题界面的绘制和游戏开始用事件来完成。可以通过绘制画布、
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全塔属性,flags中的startUsingCanvas可以决定是否开启标题界面事件化。
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然后就可以使用“事件流”的形式来绘制标题界面、提供选项等等。
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在这里可以调用任意事件。例如,可以贴若干个图,可以事件切换楼层到某个剧情层再执行若干事件,等等。
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关于选项,样板默认给出的是最简单的choices事件;你也可以使用贴按钮图,循环处理+等待操作来定制自己的按钮点击效果。
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!> 开始游戏、读取存档、录像回放的效果已经默认给出,请不要修改或删减这些内容,以免出现问题。
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标题界面事件全部处理完后,将再继续执行startText事件。
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## 自定义状态栏(新增显示项)
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在V2.2以后,我们可以自定义状态栏背景图(全塔属性 - statusLeftBackground)等等。
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@ -221,6 +221,7 @@ control.prototype.showStartAnimate = function (noAnimate, callback) {
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core.status.played = false;
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core.clearStatus();
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core.clearMap('all');
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core.clearMap('curtain');
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if (core.flags.startUsingCanvas) {
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core.dom.startTop.style.display = 'none';
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@ -1033,7 +1034,7 @@ control.prototype.updateViewport = function() {
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////// 绘制勇士 //////
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control.prototype.drawHero = function (direction, x, y, status, offset) {
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if (!core.isPlaying() || core.status.isStarting) return;
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if (!core.isPlaying()) return;
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var scan = {
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'up': {'x': 0, 'y': -1},
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@ -1510,16 +1511,13 @@ control.prototype.setFg = function(color, time, callback) {
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////// 更新全地图显伤 //////
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control.prototype.updateDamage = function (floorId, canvas) {
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if (!core.isset(floorId)) floorId = core.status.floorId;
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floorId = floorId || core.status.floorId;
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if (!core.isset(floorId)) return;
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if (!core.isset(canvas)) {
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canvas = core.canvas.damage;
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core.clearMap('damage');
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}
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// 正在开始游戏中
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if (core.status.isStarting) return;
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// 更新显伤
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var mapBlocks = core.status.maps[floorId].blocks;
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// 没有怪物手册
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@ -1673,7 +1671,6 @@ control.prototype.chooseReplayFile = function () {
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}
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if (core.flags.startUsingCanvas) {
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core.status.isStarting = false;
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core.startGame('', obj.seed, core.decodeRoute(obj.route));
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}
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else {
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@ -91,14 +91,12 @@ events.prototype.initGame = function () {
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////// 游戏开始事件 //////
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events.prototype.startGame = function (hard, seed, route, callback) {
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if (core.status.isStarting) return;
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core.status.isStarting = true;
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var start = function () {
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console.log('开始游戏');
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core.resetStatus(core.firstData.hero, hard, core.firstData.floorId, null, core.initStatus.maps);
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core.status.isStarting = true;
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core.resetStatus(core.firstData.hero, hard, null, null, core.initStatus.maps);
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var nowLoc = core.clone(core.getHeroLoc());
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core.setHeroLoc('x', -1);
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core.setHeroLoc('y', -1);
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if (core.isset(seed)) {
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core.setFlag('__seed__', seed);
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@ -106,19 +104,15 @@ events.prototype.startGame = function (hard, seed, route, callback) {
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}
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else core.utils.__init_seed();
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if (!core.flags.startUsingCanvas)
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core.events.setInitData(hard);
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core.clearMap('all');
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core.clearMap('curtain');
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core.clearStatusBar();
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var post_start = function () {
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core.status.isStarting = false;
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core.control.triggerStatusBar('show');
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core.changeFloor(core.status.floorId, null, core.status.hero.loc, null, function() {
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core.changeFloor(core.firstData.floorId, null, nowLoc, null, function() {
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if (core.isset(callback)) callback();
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}, true);
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@ -164,6 +158,7 @@ events.prototype.startGame = function (hard, seed, route, callback) {
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});
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}
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else {
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core.events.setInitData(hard);
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real_start();
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}
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@ -1334,6 +1329,7 @@ events.prototype.trigger = function (x, y) {
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events.prototype.setFloorName = function (floorId) {
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floorId = floorId || core.status.floorId;
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if (!core.isset(floorId)) return;
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// 根据文字判断是否斜体
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var floorName = core.status.maps[floorId].name || "";
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if (typeof floorName == 'number') floorName = ""+floorName;
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@ -1358,7 +1354,11 @@ events.prototype.setFloorName = function (floorId) {
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////// 楼层切换 //////
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events.prototype.changeFloor = function (floorId, stair, heroLoc, time, callback, fromLoad) {
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if (!core.isset(floorId)) floorId = core.status.floorId;
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floorId = floorId || core.status.floorId;
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if (!core.isset(floorId)) {
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if (core.isset(callback)) callback();
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return;
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}
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if (floorId == ':before') {
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var index=core.floorIds.indexOf(core.status.floorId);
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42
libs/maps.js
42
libs/maps.js
@ -211,6 +211,7 @@ maps.prototype.save = function(maps, floorId) {
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////// 更改地图画布的尺寸
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maps.prototype.resizeMap = function(floorId) {
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floorId = floorId || core.status.floorId;
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if (!core.isset(floorId)) return;
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core.bigmap.width = core.floors[floorId].width || 13;
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core.bigmap.height = core.floors[floorId].height || 13;
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var cwidth = core.bigmap.width * 32;
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@ -229,7 +230,7 @@ maps.prototype.resizeMap = function(floorId) {
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////// 将存档中的地图信息重新读取出来 //////
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maps.prototype.load = function (data, floorId) {
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if (floorId == undefined) {
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if (!core.isset(floorId)) {
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var map = {};
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core.floorIds.forEach(function (id) {
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map[id] = core.maps.loadFloor(id, data[id]);
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@ -266,7 +267,8 @@ maps.prototype.canMoveHero = function(x,y,direction,floorId) {
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if (!core.isset(x)) x=core.getHeroLoc('x');
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if (!core.isset(y)) y=core.getHeroLoc('y');
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if (!core.isset(direction)) direction=core.getHeroLoc('direction');
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if (!core.isset(floorId)) floorId=core.status.floorId;
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floorId = floorId || core.status.floorId;
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if (!core.isset(floorId)) return false;
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// 检查当前块的cannotMove
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if (core.isset(core.floors[floorId].cannotMove)) {
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@ -394,6 +396,7 @@ maps.prototype.drawBlock = function (block, animate, dx, dy) {
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maps.prototype.getBgFgMapArray = function (floorId, name) {
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floorId = floorId||core.status.floorId;
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if (!core.isset(floorId)) return [];
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var width = core.floors[floorId].width || 13;
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var height = core.floors[floorId].height || 13;
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@ -417,6 +420,7 @@ maps.prototype.getBgFgMapArray = function (floorId, name) {
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////// 背景/前景图块的绘制 //////
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maps.prototype.drawBgFgMap = function (floorId, canvas, name) {
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floorId = floorId || core.status.floorId;
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if (!core.isset(floorId)) return;
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var width = core.floors[floorId].width || 13;
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var height = core.floors[floorId].height || 13;
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@ -455,6 +459,11 @@ maps.prototype.drawBgFgMap = function (floorId, canvas, name) {
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////// 绘制某张地图 //////
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maps.prototype.drawMap = function (mapName, callback) {
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mapName = mapName || core.status.floorId;
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if (!core.isset(mapName)) {
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if (core.isset(callback))
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callback();
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return;
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}
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core.clearMap('all');
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core.removeGlobalAnimate(null, null, true);
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@ -707,7 +716,8 @@ maps.prototype.enemyExists = function (x, y, id,floorId) {
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////// 获得某个点的block //////
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maps.prototype.getBlock = function (x, y, floorId, showDisable) {
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if (!core.isset(floorId)) floorId=core.status.floorId;
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floorId = floorId || core.status.floorId;
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if (!core.isset(floorId)) return null;
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var blocks = core.status.maps[floorId].blocks;
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for (var n=0;n<blocks.length;n++) {
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if (blocks[n].x==x && blocks[n].y==y && core.isset(blocks[n].event)) {
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@ -1064,16 +1074,17 @@ maps.prototype.animateBlock = function (loc,type,time,callback) {
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}
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////// 将某个块从禁用变成启用状态 //////
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maps.prototype.showBlock = function(x, y, floodId) {
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floodId = floodId || core.status.floorId;
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var block = core.getBlock(x,y,floodId,true);
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maps.prototype.showBlock = function(x, y, floorId) {
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floorId = floorId || core.status.floorId;
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if (!core.isset(floorId)) return;
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var block = core.getBlock(x,y,floorId,true);
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if (block==null) return; // 不存在
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block=block.block;
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// 本身是禁用事件,启用之
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if (block.disable) {
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block.disable = false;
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// 在本层,添加动画
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if (floodId == core.status.floorId && core.isset(block.event)) {
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if (floorId == core.status.floorId && core.isset(block.event)) {
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core.drawBlock(block);
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core.addGlobalAnimate(block);
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core.syncGlobalAnimate();
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@ -1085,6 +1096,7 @@ maps.prototype.showBlock = function(x, y, floodId) {
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////// 只隐藏但不删除某块 //////
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maps.prototype.hideBlock = function (x, y, floorId) {
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floorId = floorId || core.status.floorId;
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if (!core.isset(floorId)) return;
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var block = core.getBlock(x,y,floorId,true);
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if (block==null) return; // 不存在
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@ -1106,6 +1118,7 @@ maps.prototype.hideBlock = function (x, y, floorId) {
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////// 将某个块从启用变成禁用状态 //////
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maps.prototype.removeBlock = function (x, y, floorId) {
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floorId = floorId || core.status.floorId;
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if (!core.isset(floorId)) return;
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var block = core.getBlock(x,y,floorId,true);
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if (block==null) return; // 不存在
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@ -1129,6 +1142,8 @@ maps.prototype.removeBlock = function (x, y, floorId) {
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////// 根据block的索引删除该块 //////
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maps.prototype.removeBlockById = function (index, floorId) {
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floorId = floorId || core.status.floorId;
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if (!core.isset(floorId)) return;
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var blocks = core.status.maps[floorId].blocks, block = blocks[index];
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var x=block.x, y=block.y;
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@ -1154,6 +1169,8 @@ maps.prototype.removeBlockById = function (index, floorId) {
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////// 一次性删除多个block //////
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maps.prototype.removeBlockByIds = function (floorId, ids) {
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floorId = floorId || core.status.floorId;
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if (!core.isset(floorId)) return;
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ids.sort(function (a,b) {return b-a}).forEach(function (id) {
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core.removeBlockById(id, floorId);
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});
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@ -1162,6 +1179,7 @@ maps.prototype.removeBlockByIds = function (floorId, ids) {
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////// 改变图块 //////
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maps.prototype.setBlock = function (number, x, y, floorId) {
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floorId = floorId || core.status.floorId;
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if (!core.isset(floorId)) return;
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if (!core.isset(number) || !core.isset(x) || !core.isset(y)) return;
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if (x<0 || x>=core.bigmap.width || y<0 || y>=core.bigmap.height) return;
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@ -1187,6 +1205,7 @@ maps.prototype.setBlock = function (number, x, y, floorId) {
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////// 改变图层块 //////
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maps.prototype.setBgFgBlock = function (name, number, x, y, floorId) {
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floorId = floorId || core.status.floorId;
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if (!core.isset(floorId)) return;
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if (!core.isset(number) || !core.isset(x) || !core.isset(y)) return;
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if (x<0 || x>=core.bigmap.width || y<0 || y>=core.bigmap.height) return;
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if (name!='bg' && name!='fg') return;
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@ -1338,7 +1357,8 @@ maps.prototype.setFloorImage = function (type, loc, floorId, callback) {
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if (type!='show') type='hide';
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if (typeof loc[0] == 'number' && typeof loc[1] == 'number')
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loc = [loc];
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floorId = floorId||core.status.floorId;
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floorId = floorId || core.status.floorId;
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if (!core.isset(floorId)) return;
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if (loc.length==0) return;
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loc.forEach(function (t) {
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@ -1360,7 +1380,8 @@ maps.prototype.setBgFgMap = function (type, name, loc, floorId, callback) {
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if (name!='fg') name='bg';
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if (typeof loc[0] == 'number' && typeof loc[1] == 'number')
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loc = [loc];
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floorId = floorId||core.status.floorId;
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floorId = floorId || core.status.floorId;
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if (!core.isset(floorId)) return;
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if (loc.length==0) return;
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loc.forEach(function (t) {
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@ -1379,7 +1400,8 @@ maps.prototype.setBgFgMap = function (type, name, loc, floorId, callback) {
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}
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maps.prototype.resetMap = function(floorId) {
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var floorId = floorId||core.status.floorId;
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floorId = floorId || core.status.floorId;
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if (!core.isset(floorId)) return;
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core.status.maps[floorId] = this.loadFloor(floorId);
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if (floorId==core.status.floorId) {
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this.drawMap(floorId, function () {
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@ -104,6 +104,10 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
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"steps": 0
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},
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"startCanvas": [
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{
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"type": "comment",
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"text": "在这里可以用事件来自定义绘制标题界面的背景图等"
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},
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{
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"type": "showImage",
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"name": "bg.jpg",
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@ -112,12 +116,24 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
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0
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]
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},
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{
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"type": "comment",
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"text": "给用户提供选择项,这里简单的使用了choices事件"
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},
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{
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"type": "comment",
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"text": "也可以贴按钮图然后使用循环处理+等待操作来完成"
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},
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{
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"type": "choices",
|
||||
"choices": [
|
||||
{
|
||||
"text": "开始游戏",
|
||||
"action": [
|
||||
{
|
||||
"type": "comment",
|
||||
"text": "检查bgm状态,下同"
|
||||
},
|
||||
{
|
||||
"type": "function",
|
||||
"function": "function(){\ncore.control.checkBgm()\n}"
|
||||
@ -126,20 +142,32 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
|
||||
"type": "if",
|
||||
"condition": "core.flags.startDirectly",
|
||||
"true": [
|
||||
{
|
||||
"type": "comment",
|
||||
"text": "直接开始游戏,设置初始化数据"
|
||||
},
|
||||
{
|
||||
"type": "function",
|
||||
"function": "function(){\ncore.events.setInitData('')\n}"
|
||||
}
|
||||
],
|
||||
"false": [
|
||||
{
|
||||
"type": "comment",
|
||||
"text": "动态生成难度选择项"
|
||||
},
|
||||
{
|
||||
"type": "function",
|
||||
"function": "function(){\n// 动态生成难度选择项\nvar choices = [];\nmain.levelChoose.forEach(function (one) {\n\tchoices.push({\"text\": one[0], \"action\": [\n\t\t{\"type\": \"function\", \"function\": \"function() { core.status.hard = '\"+one[1]+\"'; core.events.setInitData('\"+one[1]+\"'); }\"}\n\t]});\n})\ncore.insertAction({\"type\": \"choices\", \"choices\": choices});\n}"
|
||||
"function": "function(){\nvar choices = [];\nmain.levelChoose.forEach(function (one) {\n\tchoices.push({\"text\": one[0], \"action\": [\n\t\t{\"type\": \"function\", \"function\": \"function() { core.status.hard = '\"+one[1]+\"'; core.events.setInitData('\"+one[1]+\"'); }\"}\n\t]});\n})\ncore.insertAction({\"type\": \"choices\", \"choices\": choices});\n}"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"type": "showImage"
|
||||
},
|
||||
{
|
||||
"type": "comment",
|
||||
"text": "成功选择难度"
|
||||
}
|
||||
]
|
||||
},
|
||||
@ -153,9 +181,17 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
|
||||
{
|
||||
"type": "showImage"
|
||||
},
|
||||
{
|
||||
"type": "comment",
|
||||
"text": "这段代码会结束事件,打开读档页面,读取存档或重新开始"
|
||||
},
|
||||
{
|
||||
"type": "function",
|
||||
"function": "function(){\ncore.insertAction([{\"type\": \"exit\"}], null, null, function() {\n\tcore.status.played = false;\n\tcore.status.isStarting = false;\n\tcore.load();\n})\n}"
|
||||
"function": "function(){\ncore.insertAction([{\"type\": \"exit\"}], null, null, function() {\n\tcore.status.played = false;\n\tcore.load();\n})\n}"
|
||||
},
|
||||
{
|
||||
"type": "comment",
|
||||
"text": "不管读档有没有成功,都会重新开始,这个地方不会被执行到"
|
||||
}
|
||||
]
|
||||
},
|
||||
@ -166,13 +202,25 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
|
||||
"type": "function",
|
||||
"function": "function(){\ncore.control.checkBgm()\n}"
|
||||
},
|
||||
{
|
||||
"type": "comment",
|
||||
"text": "这段代码会结束事件,选择录像文件,播放录像或重新开始"
|
||||
},
|
||||
{
|
||||
"type": "function",
|
||||
"function": "function(){\ncore.insertAction([{\"type\": \"exit\"}], null, null, function() {\n\tcore.restart();\n\tcore.chooseReplayFile();\n})\n}"
|
||||
},
|
||||
{
|
||||
"type": "comment",
|
||||
"text": "不管录像有没有成功,都会重新开始,这个地方不会被执行到"
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"type": "comment",
|
||||
"text": "接下来会执行startText中的事件"
|
||||
}
|
||||
],
|
||||
"startText": [
|
||||
@ -320,7 +368,7 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
|
||||
"hatredDecrease": true,
|
||||
"betweenAttackCeil": false,
|
||||
"useLoop": false,
|
||||
"startUsingCanvas": true,
|
||||
"startUsingCanvas": false,
|
||||
"startDirectly": false,
|
||||
"canOpenBattleAnimate": true,
|
||||
"showBattleAnimateConfirm": false,
|
||||
|
||||
@ -59,7 +59,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
core.stopReplay();
|
||||
core.waitHeroToStop(function() {
|
||||
core.removeGlobalAnimate(0,0,true);
|
||||
core.clearMap('all'); // 清空全地图
|
||||
core.clearMap('all'); core.clearMap('curtain'); // 清空全地图
|
||||
// 请注意:
|
||||
// 成绩统计时是按照hp进行上传并排名,因此光在这里改${status:hp}是无效的
|
||||
// 如需按照其他的的分数统计方式,请先将hp设置为你的得分
|
||||
|
||||
Loading…
Reference in New Issue
Block a user