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追逐战
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+18
-18
@@ -88,27 +88,27 @@ function draw() {
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* 计算元素总长度
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*/
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async function calHeight() {
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await new Promise(res => {
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const canvas = ctx.canvas;
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const style2 = getComputedStyle(canvas);
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canvas.style.width = `${width}px`;
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canvas.width = width * scale;
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canvas.height = parseFloat(style2.height) * scale;
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if (props.noScroll) canvas.style.width = `0px`;
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await sleep(20);
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const canvas = ctx.canvas;
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const style2 = getComputedStyle(canvas);
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canvas.style.width = `${width}px`;
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canvas.width = width * scale;
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canvas.height = parseFloat(style2.height) * scale;
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if (props.noScroll) canvas.style.width = `0px`;
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if (props.type === 'horizontal') {
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main.style.flexDirection = 'column';
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canvas.style.height = `${width}px`;
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canvas.style.width = '98%';
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canvas.style.margin = '0 1% 0 1%';
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canvas.width = parseFloat(style2.width) * scale;
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canvas.height = width * scale;
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if (props.noScroll) canvas.style.height = `0px`;
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}
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if (props.type === 'horizontal') {
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main.style.flexDirection = 'column';
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canvas.style.height = `${width}px`;
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canvas.style.width = '98%';
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canvas.style.margin = '0 1% 0 1%';
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canvas.width = parseFloat(style2.width) * scale;
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canvas.height = width * scale;
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if (props.noScroll) canvas.style.height = `0px`;
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}
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await new Promise(res => {
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requestAnimationFrame(() => {
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const style = getComputedStyle(content);
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total = parseFloat(style[canvasAttr]);
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res('');
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});
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});
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@@ -193,7 +193,7 @@ onMounted(async () => {
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useWheel(content, (x, y) => {
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fromSelf = true;
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const d = x !== 0 ? x : y;
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if (Math.abs(d) > 50) {
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if (Math.abs(d) > 30) {
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content.style.transition = `${cssTarget} 0.2s ease-out`;
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} else {
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content.style.transition = '';
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+163
-34
@@ -6,29 +6,183 @@
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"这里显示本塔中需要注意的事项。",
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"<br>",
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"<br>",
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"1. 本塔中<span style=\"color: gold\">几乎所有 ui </span>都可以纵向滚动,如果发现显示不全,",
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"1. 本百科全书字数很多,可以选择性地阅读。",
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"<br>",
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"<br>",
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"2. 本塔中<span style=\"color: gold\">几乎所有 ui </span>都可以纵向滚动,如果发现显示不全,",
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"可以尝试上下拖动,就像浏览网页一样。电脑端还可以使用滚轮上下滚动。",
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"大部分可以纵向滚动的 ui 都会在右方有一个滚动条,也可以拖动它进行滚动,例如本百科全书的条目列表和",
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"条目说明都是可以通过上述方式滚动的。",
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"<br>",
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"<br>",
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"2. 本百科全书的内容会<span style=\"color: gold\">随着游戏的推进而增加新内容</span>,",
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"3. 本百科全书的内容会<span style=\"color: gold\">随着游戏的推进而增加新内容</span>,",
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"同时每次增加新内容时都会有提示。",
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"<br>",
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"<br>",
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"3. 本塔主要面向电脑端设计,",
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"4. 本塔主要面向电脑端设计,",
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"<span style=\"color: gold\">建议使用电脑游玩以获得更好的游戏体验</span>。但是手机依然可以游玩本塔,",
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"但部分操作可能不是很方便,ui 也可能不是很美观,不过依然可以完整体验本游戏。",
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"<br>",
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"<br>",
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"4. 对于手机端,可以点击<span style=\"color: gold\">右下角的难度文字</span>来切换工具栏至数字键。",
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"5. 对于手机端,可以点击<span style=\"color: gold\">右下角的难度文字</span>来切换工具栏至数字键。",
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"这样,你可以更加方便地进行使用技能等操作。",
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"<br>",
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"<br>",
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"5. 本塔中几乎所有 ui 在打开时都会有一个0.6s的动画,如果不想要,可以在开头捡的系统设置里面关闭(默认关闭)。",
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"6. 本塔中几乎所有 ui 在打开时都会有一个0.6s的动画,如果不想要,可以在开头捡的系统设置里面关闭(默认关闭)。",
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"同时,几乎所有 ui 的退出按钮都在左上角。"
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]
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},
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"tutorial": {
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"text": "新手教程",
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"condition": "true",
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"desc": [
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"本条目是魔塔游戏的新手教程,如果对魔塔有一定的了解,可以直接忽略。",
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"<br>",
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"<br>",
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"魔塔是一种固定数值rpg游戏,在打怪的时候,遵循<span style=\"color: gold\">我打你一下,你打我一下</span>",
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"的原则,造成的伤害是己方攻击减去对方防御,最后怪物的伤害便是你在战斗中失去的生命值。当然,为了游戏体验,",
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"战斗过程会被省略。",
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"<br>",
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"<br>",
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"宝石可以增加你的属性,在大部分魔塔中,红宝石增加攻击,蓝宝石增加防御,本塔也不例外。血瓶可以增加你的生命值。",
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"一般情况下,拾取宝物的优先级是<span style=\"color: gold\">红宝石 > 蓝宝石 > 血瓶</span>,",
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"但部分情况可能不是这样,这需要你自己的游玩经验等。",
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"<br>",
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"<br>",
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"本塔还拥有升级机制,升级时能够给你增加大量的属性,因此,一般情况下当你接近升级时,需要尽快打怪升级。",
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"<br>",
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"<br>",
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"然后是门。在魔塔中,很多门都不是必开的门,它们的作用一般是可以躲开怪物拿宝石,或者门里面有血瓶等。",
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"当你血量足够时,这些门可以不用开,不然可能会有必开的门无法开启导致卡关。对于钥匙,每种颜色的钥匙开对应颜色的门,",
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"价值是<span style=\"color: gold\">红 > 蓝 > 黄</span>。",
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"<br>",
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"<br>",
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"为了更加方便,本塔增加了宝石血瓶显示数据的功能,这样你可以清晰地知道每个宝石增加了多少属性。",
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"<br>",
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"<br>",
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"下面是勇士基础属性的说明:",
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"<br>",
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"<span style=\"color: lightgreen\">1. 生命值</span>:",
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"勇士的血量,当它归零时,游戏结束",
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"<br>",
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"<span style=\"color: lightcoral\">2. 攻击</span>:",
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"勇士的攻击,攻击越高,每回合对怪物造成的伤害越高",
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"<br>",
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"<span style=\"color: lightblue\">3. 防御</span>:",
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"勇士的防御,防御越高,怪物每回合对你造成的伤害越低",
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"<br>",
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"<span style=\"color: green\">4. 经验</span>:",
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"勇士的经验,到达一定值后会升级。本塔在状态栏中显示为距离升级剩余的经验",
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"<br>",
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"<span style=\"color: gold\">5. 金币</span>:",
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"勇士的金币,可以用于购买物品。本塔中在进入第二章后会有用",
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"<br>",
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"<span style=\"color: lightgreen\">6. 护盾</span>:",
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"勇士的护盾,用处是能够在战后减少同等数值的伤害,可以使伤害变为负值。本塔中,在点开无上之盾技能后,",
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"智慧会充当护盾。更多信息可以查看“勇士属性”条目。"
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]
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},
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"noun": {
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"text": "名词解释",
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"condition": "true",
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"desc": [
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"本条目会解释诸如临界等魔塔术语,对魔塔有一定了解的可以直接忽略。",
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"<br>",
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"<br>",
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"<span style=\"color: lightcoral\">1. 临界</span>:",
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"在魔塔中,临界是一个非常重要的东西。首先,我们很容易可以得到,吃攻击时只有当减少了战斗回合数时怪物的伤害会减少,",
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"那么,吃攻击时怪物的减伤是不连续的。而<span style=\"color: gold\">距离下一次减少怪物的伤害需要加的攻击的量</span>",
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"便是临界。当我们吃一个攻击恰好使怪物伤害减少时,称为“踩临界”。一般情况下,踩临界的减伤要比吃防御要高,",
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"因此,当能踩到临界时,我们应当先踩临界,再吃防御。",
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"<br>",
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"<br>",
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"<span style=\"color: lightblue\">2. 加防</span>:",
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"加防指的是加防对怪物的减伤。在本塔中,会以“n防”的形式显示在怪物手册或其他地方。在本塔中,一般你不需要刻意计算",
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"临界与加防减伤,你可以在怪物手册中<span style=\"color: gold\">查看减伤折线图</span>,",
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"更多信息请查看“怪物手册”条目。",
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"<br>",
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"<br>",
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"<span style=\"color: gold\">3. 咸鱼</span>:",
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"一般来讲,开不必开的门,或者使用不必使用的道具被称为咸鱼,或者是咸门,咸道具。一般情况下,说“咸”便是指咸鱼。",
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"一般情况下,门后面有宝石且无法通过其他方式进入的都是必开门,而只有血瓶的都是咸鱼门。"
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]
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},
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"shortcut": {
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"text": "快捷键",
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"condition": "true",
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"desc": [
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"这里包含本塔中所有的快捷键。对于手机端,可以点击工具栏的难度的位置切换工具栏至数字键。",
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"<br>",
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"<br>",
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"下面是样板中的所有快捷键:",
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"<br>",
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"<span style=\"color: gold\">X</span>:打开怪物手册",
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"<br>",
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"<span style=\"color: gold\">S</span>:打开存档界面",
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"<br>",
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"<span style=\"color: gold\">D</span>:打开读档界面",
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"<br>",
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"<span style=\"color: gold\">A或5</span>:读取自动存档",
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"<br>",
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"<span style=\"color: gold\">W或6</span>:撤销读取的自动存档",
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"<br>",
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"<span style=\"color: gold\">Q</span>:打开装备栏",
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"<br>",
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"<span style=\"color: gold\">T</span>:打开道具栏",
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"<br>",
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"<span style=\"color: gold\">G</span>:打开楼层传送器",
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"<br>",
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"<span style=\"color: gold\">Z或单击勇士</span>:勇士转向",
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"<br>",
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"<span style=\"color: gold\">空格或双击勇士或7</span>:轻按(拾取勇士周围的宝物但不移动勇士)",
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"<br>",
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"<span style=\"color: gold\">Esc</span>:打开游戏菜单",
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"<br>",
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"<span style=\"color: gold\">R</span>:打开录像回放菜单",
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"<br>",
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"<span style=\"color: gold\">N</span>:询问是否返回游戏主菜单",
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"<br>",
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"<span style=\"color: gold\">V</span>:打开快捷商店",
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"<br>",
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"<span style=\"color: gold\">B</span>:打开数据统计界面",
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"<br>",
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"<span style=\"color: gold\">Alt + 数字键</span>:快速换装",
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"<br>",
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"<span style=\"color: gold\">PgUp或PgDn</span>:浏览地图",
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"<br>",
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"<span style=\"color: gold\">P</span>:打开评论区",
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"<br>",
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"<br>",
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"下面是本塔中新增的快捷键:",
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"<br>",
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"<span style=\"color: gold\">M</span>:快速标记怪物"
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]
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},
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"extraAttr": {
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"text": "勇士属性",
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"condition": "true",
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"desc": [
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"这里只对本塔中新增的勇士属性进行说明。",
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"<br>",
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"<br>",
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"<span style=\"color: lightblue\">1. 智慧</span>:",
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"智慧是该塔的核心属性之一。智慧可用于智慧加点,该功能会在进入第一章后开启。使用智慧可以点技能树。",
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"除此之外,智慧也有其它功能。例如点开无上之盾技能后智慧还可以充当护盾,第二章点开学习技能后可以使用智慧学习怪物技能等。",
|
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"<br>",
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"<br>",
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"<span style=\"color: lightgreen\">2. 生命回复</span>:",
|
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"生命回复指的是勇士每回合回复的生命值。当与怪物战斗时,勇士每回合都会回复对应量的生命值。因此,当吃攻击时,",
|
||||
"与怪物战斗的回合数可能会减少,导致生命回复的总回复量减少。不过大部分情况下不需要在意这一点,",
|
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"减少一回合并不会对吸的血造成很大的影响,除了一些特殊情况。",
|
||||
"该项会显示在状态栏的生命值右方偏下的位置。",
|
||||
"<br>",
|
||||
"<br>",
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"<span style=\"color: lightcoral\">3. 额外攻击</span>:",
|
||||
"额外攻击指的是勇士每回合的额外造成的伤害。一般情况下,当勇士破了怪物的防御时,该项便会起作用。",
|
||||
"额外攻击相当于魔攻,无法通过一般方式减免。当勇士攻击怪物时,每回合都会附加对应量的伤害,对坚固怪同样有效。",
|
||||
"额外攻击会显示在状态栏的攻击右方偏下的位置。"
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]
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},
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"statusBar": {
|
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"text": "状态栏",
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"condition": "true",
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@@ -132,7 +286,7 @@
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||||
"<br>",
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||||
"点击一个怪物或者按下回车空格后,将进入怪物详细信息界面。这个界面分为多个栏,分别是特殊属性栏,详细临界栏,更多信息栏。",
|
||||
"进入怪物详细信息后默认在特殊属性栏,该栏可以查看怪物的特殊属性。<span style=\"color: gold\">",
|
||||
"同时也是唯一一个会在点击后返回到怪物手册界面的栏,更多信息请查看本条目的最后一段</span>。",
|
||||
"同时也是唯一一个会在点击屏幕后会返回到怪物手册界面的栏,更多信息请查看本条目的最后一段</span>。",
|
||||
"注意特殊属性依然可以纵向滚动。在特殊属性下方,",
|
||||
"是怪物的临界表,可以粗略地查看怪物的临界信息。在下方,你可以点击详细临界信息进入详细临界栏。",
|
||||
"<br>",
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||||
@@ -149,7 +303,7 @@
|
||||
"这一栏的核心功能是标记怪物。被标记的怪物会有一些非常方便的行为,这些行为可以在“标记怪物”条目中查看。",
|
||||
"<br>",
|
||||
"<br>",
|
||||
"注意,在怪物详细信息中,只有特殊属性栏可以通过点击返回到怪物手册界面,详细临界与更多信息栏均不行。",
|
||||
"注意,在怪物详细信息中,只有特殊属性栏可以通过点击屏幕返回到怪物手册界面,详细临界与更多信息栏均不行。",
|
||||
"如果你是电脑端,在任意栏目中<span style=\"color: gold\">按下X键</span>会退出怪物手册,返回游戏,",
|
||||
"<span style=\"color: gold\">按下回车(Enter)键</span>会回到怪物手册界面。"
|
||||
]
|
||||
@@ -168,8 +322,8 @@
|
||||
"首先,对于电脑端,最左侧显示区域信息,手机端则在上方的左侧。",
|
||||
"<br>",
|
||||
"<br>",
|
||||
"然后,区域的右侧是小地图栏,这一栏会显示楼层的屏幕结构。你可以拖动,也可以使用滚轮或者双指放缩,当放缩到一定大小时,",
|
||||
"会显示地图的缩略图。直接点击地图也可以选中地图,再次点击会传送至目标地图",
|
||||
"然后,区域的右侧是小地图栏,这一栏会显示楼层的平面结构。你可以拖动,也可以使用滚轮或者双指放缩,当放缩到一定大小时,",
|
||||
"会显示地图的缩略图。直接点击地图也可以选中地图,再次点击会传送至目标地图。",
|
||||
"<br>",
|
||||
"<br>",
|
||||
"对于电脑端,最右侧是当前选中的地图的缩略图,手机则在下方,点击缩略图也可以传送。缩略图的下方是当前选中的地图名,",
|
||||
@@ -204,31 +358,6 @@
|
||||
"还会直接在勇士属性栏显示增加或减少的属性。"
|
||||
]
|
||||
},
|
||||
"extraAttr": {
|
||||
"text": "勇士属性",
|
||||
"condition": "true",
|
||||
"desc": [
|
||||
"这里只对本塔中新增的勇士属性进行说明。",
|
||||
"<br>",
|
||||
"<br>",
|
||||
"<span style=\"color: lightblue\">1. 智慧</span>:",
|
||||
"智慧是该塔的核心属性之一。智慧可用于智慧加点,该功能会在进入第一章后开启。使用智慧可以点技能树。",
|
||||
"除此之外,智慧也有其它功能。例如点开无上之盾技能后智慧还可以充当护盾,第二章点开学习技能后可以使用智慧学习怪物技能等。",
|
||||
"<br>",
|
||||
"<br>",
|
||||
"<span style=\"color: lightgreen\">2. 生命回复</span>:",
|
||||
"生命回复指的是勇士每回合回复的生命值。当与怪物战斗时,勇士每回合都会回复对应量的生命值。因此,当吃攻击时,",
|
||||
"与怪物战斗的回合数可能会减少,导致生命回复的总回复量减少。不过大部分情况下不需要在意这一点,",
|
||||
"减少一回合并不会对吸的血造成很大的影响,除了一些特殊情况。",
|
||||
"该项会显示在状态栏的生命值右方偏下的位置。",
|
||||
"<br>",
|
||||
"<br>",
|
||||
"<span style=\"color: lightcoral\">3. 额外攻击</span>:",
|
||||
"额外攻击指的是勇士每回合的额外造成的伤害。一般情况下,当勇士破了怪物的防御时,该项便会起作用。",
|
||||
"额外攻击相当于魔攻,无法通过一般方式减免。当勇士攻击怪物时,每回合都会附加对应量的伤害,对坚固怪同样有效。",
|
||||
"额外攻击会显示在状态栏的攻击右方偏下的位置。"
|
||||
]
|
||||
},
|
||||
"skillTree": {
|
||||
"text": "技能树",
|
||||
"condition": "flags.chapter > 0",
|
||||
|
||||
+3
-1
@@ -9,6 +9,7 @@ import mark from './plugin/mark';
|
||||
import setting from './plugin/settings';
|
||||
import chapter from './plugin/ui/chapter';
|
||||
import fly from './plugin/ui/fly';
|
||||
import chase from './plugin/chase/chase';
|
||||
|
||||
function forward() {
|
||||
// 每个引入的插件都要在这里执行,否则不会被转发
|
||||
@@ -22,7 +23,8 @@ function forward() {
|
||||
mark(),
|
||||
setting(),
|
||||
chapter(),
|
||||
fly()
|
||||
fly(),
|
||||
chase()
|
||||
];
|
||||
|
||||
// 初始化所有插件,并转发到core上
|
||||
|
||||
@@ -0,0 +1,224 @@
|
||||
import { Animation, sleep, TimingFn } from 'mutate-animate';
|
||||
import { has } from '../utils';
|
||||
import { ChaseCameraData, ChasePath, getChaseDataByIndex } from './data';
|
||||
|
||||
export default function init() {
|
||||
return { startChase };
|
||||
}
|
||||
|
||||
export function shake2(power: number, timing: TimingFn): TimingFn {
|
||||
let r = 0;
|
||||
return t => {
|
||||
r += Math.PI / 2;
|
||||
return Math.sin(r) * power * timing(t);
|
||||
};
|
||||
}
|
||||
|
||||
export class Chase {
|
||||
/**
|
||||
* 动画实例
|
||||
*/
|
||||
ani: Animation = new Animation();
|
||||
|
||||
/**
|
||||
* 追逐战的路径
|
||||
*/
|
||||
path: ChasePath;
|
||||
|
||||
/**
|
||||
* 是否展示路径
|
||||
*/
|
||||
showPath: boolean = false;
|
||||
|
||||
/**
|
||||
* 开始一个追逐战
|
||||
* @param index 追逐战索引
|
||||
* @param path 追逐战的路线
|
||||
* @param fn 开始时执行的函数
|
||||
*/
|
||||
constructor(
|
||||
path: ChasePath,
|
||||
fns: ((chase: Chase) => void)[],
|
||||
camera: ChaseCameraData[],
|
||||
showPath: boolean = false
|
||||
) {
|
||||
this.path = path;
|
||||
flags.__lockViewport__ = true;
|
||||
flags.onChase = true;
|
||||
flags.chaseTime = {
|
||||
[core.status.floorId]: Date.now()
|
||||
};
|
||||
this.ani
|
||||
.absolute()
|
||||
.time(0)
|
||||
.move(core.bigmap.offsetX / 32, core.bigmap.offsetY / 32);
|
||||
fns.forEach(v => v(this));
|
||||
const added: FloorIds[] = [];
|
||||
const ctx = core.createCanvas('chasePath', 0, 0, 0, 0, 35);
|
||||
|
||||
for (const [id, x, y, start, time, mode, path] of camera) {
|
||||
if (!added.includes(id)) {
|
||||
this.on(
|
||||
id,
|
||||
0,
|
||||
() => {
|
||||
flags.__lockViewport__ = false;
|
||||
core.drawHero();
|
||||
flags.__lockViewport__ = true;
|
||||
this.ani
|
||||
.time(0)
|
||||
.move(
|
||||
core.bigmap.offsetX / 32,
|
||||
core.bigmap.offsetY / 32
|
||||
);
|
||||
},
|
||||
true
|
||||
);
|
||||
added.push(id);
|
||||
}
|
||||
if (!has(path)) {
|
||||
this.on(id, start, () => {
|
||||
this.ani.time(time).mode(mode).move(x, y);
|
||||
});
|
||||
} else {
|
||||
this.on(id, start, () => {
|
||||
this.ani.time(time).mode(mode).moveAs(path);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
this.ani.ticker.add(() => {
|
||||
if (!flags.floorChanging) {
|
||||
core.setViewport(this.ani.x * 32, this.ani.y * 32);
|
||||
core.relocateCanvas(ctx, -this.ani.x * 32, -this.ani.y * 32);
|
||||
}
|
||||
});
|
||||
|
||||
if (showPath) {
|
||||
for (const [id, p] of Object.entries(path) as [
|
||||
FloorIds,
|
||||
LocArr[]
|
||||
][]) {
|
||||
this.on(id, 0, () => {
|
||||
const floor = core.status.maps[id];
|
||||
core.resizeCanvas(ctx, floor.width * 32, floor.height * 32);
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(p[0][0] * 32 + 16, p[1][1] * 32 + 24);
|
||||
ctx.lineJoin = 'round';
|
||||
ctx.lineWidth = 4;
|
||||
ctx.strokeStyle = 'cyan';
|
||||
ctx.globalAlpha = 0.3;
|
||||
p.forEach((v, i, a) => {
|
||||
if (i === 0) return;
|
||||
const [x, y] = v;
|
||||
ctx.lineTo(x * 32 + 16, y * 32 + 24);
|
||||
});
|
||||
ctx.stroke();
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 在追逐战的某个时刻执行函数
|
||||
* @param floorId 楼层id
|
||||
* @param time 该楼层中经过的时间
|
||||
* @param fn 执行的函数
|
||||
*/
|
||||
on(
|
||||
floorId: FloorIds,
|
||||
time: number,
|
||||
fn: (chase: Chase) => void,
|
||||
first: boolean = false
|
||||
) {
|
||||
const func = () => {
|
||||
if (!flags.chaseTime?.[floorId]) return;
|
||||
if (Date.now() - (flags.chaseTime?.[floorId] ?? 0) >= time) {
|
||||
fn(this);
|
||||
this.ani.ticker.remove(func);
|
||||
}
|
||||
};
|
||||
this.ani.ticker.add(func, first);
|
||||
}
|
||||
|
||||
/**
|
||||
* 当勇士移动到某个点上时执行函数
|
||||
* @param x 横坐标
|
||||
* @param y 纵坐标
|
||||
* @param floorId 楼层id
|
||||
* @param fn 执行的函数
|
||||
* @param mode 为0时,当传入数组时表示勇士在任意一个位置都执行,否则是每个位置执行一次
|
||||
*/
|
||||
onHeroLoc(
|
||||
floorId: FloorIds,
|
||||
fn: (chase: Chase) => void,
|
||||
x?: number | number[],
|
||||
y?: number | number[],
|
||||
mode: 0 | 1 = 0
|
||||
) {
|
||||
if (mode === 1) {
|
||||
if (typeof x === 'number') x = [x];
|
||||
if (typeof y === 'number') y = [y];
|
||||
x!.forEach(v => {
|
||||
(y as number[]).forEach(vv => {
|
||||
this.onHeroLoc(floorId, fn, v, vv);
|
||||
});
|
||||
});
|
||||
return;
|
||||
}
|
||||
const judge = () => {
|
||||
if (core.status.floorId !== floorId) return false;
|
||||
if (has(x)) {
|
||||
if (typeof x === 'number') {
|
||||
if (core.status.hero.loc.x !== x) return false;
|
||||
} else {
|
||||
if (!x.includes(core.status.hero.loc.x)) return false;
|
||||
}
|
||||
}
|
||||
if (has(y)) {
|
||||
if (typeof y === 'number') {
|
||||
if (core.status.hero.loc.y !== y) return false;
|
||||
} else {
|
||||
if (!y.includes(core.status.hero.loc.y)) return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
};
|
||||
const func = () => {
|
||||
if (judge()) {
|
||||
fn(this);
|
||||
try {
|
||||
this.ani.ticker.remove(func);
|
||||
} catch {}
|
||||
}
|
||||
};
|
||||
this.ani.ticker.add(func);
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置路径显示状态
|
||||
* @param show 是否显示路径
|
||||
*/
|
||||
setPathShowStatus(show: boolean) {
|
||||
this.showPath = show;
|
||||
}
|
||||
|
||||
/**
|
||||
* 结束这个追逐战
|
||||
*/
|
||||
end() {
|
||||
this.ani.ticker.destroy();
|
||||
delete flags.onChase;
|
||||
delete flags.chase;
|
||||
flags.__lockViewport__ = false;
|
||||
core.deleteCanvas('chasePath');
|
||||
}
|
||||
}
|
||||
|
||||
export async function startChase(index: number) {
|
||||
const data = getChaseDataByIndex(index);
|
||||
flags.chaseIndex = index;
|
||||
flags.onChase = true;
|
||||
await sleep(20);
|
||||
flags.chase = new Chase(data.path, data.fns, data.camera);
|
||||
}
|
||||
@@ -0,0 +1,587 @@
|
||||
import { Animation, bezier, hyper, linear, shake, sleep } from 'mutate-animate';
|
||||
import { Chase, shake2 } from './chase';
|
||||
import { ChaseCameraData } from './data';
|
||||
|
||||
const ani = new Animation();
|
||||
ani.register('rect', 0);
|
||||
|
||||
export const path1: Partial<Record<FloorIds, LocArr[]>> = {
|
||||
MT16: [
|
||||
[23, 23],
|
||||
[0, 23]
|
||||
],
|
||||
MT15: [
|
||||
[63, 4],
|
||||
[61, 4],
|
||||
[61, 5],
|
||||
[58, 5],
|
||||
[58, 8],
|
||||
[54, 8],
|
||||
[54, 11],
|
||||
[51, 11],
|
||||
[51, 8],
|
||||
[45, 8],
|
||||
[45, 4],
|
||||
[47, 4],
|
||||
[47, 6],
|
||||
[51, 6],
|
||||
[51, 5],
|
||||
[52, 5],
|
||||
[52, 3],
|
||||
[50, 3],
|
||||
[50, 5],
|
||||
[48, 5],
|
||||
[48, 3],
|
||||
[35, 3],
|
||||
[35, 5],
|
||||
[31, 5],
|
||||
[31, 7],
|
||||
[34, 7],
|
||||
[34, 9],
|
||||
[31, 9],
|
||||
[31, 11],
|
||||
[12, 11],
|
||||
[12, 8],
|
||||
[1, 8],
|
||||
[1, 7],
|
||||
[0, 7]
|
||||
],
|
||||
MT14: [
|
||||
[127, 7],
|
||||
[126, 7],
|
||||
[126, 8],
|
||||
[124, 8],
|
||||
[124, 7],
|
||||
[115.2, 7],
|
||||
[115.2, 9.2],
|
||||
[110.2, 9.2],
|
||||
[110.2, 11],
|
||||
[109.8, 11],
|
||||
[109.8, 8.8],
|
||||
[111.8, 8.8],
|
||||
[111.8, 7],
|
||||
[104, 7],
|
||||
[104, 3],
|
||||
[100, 3],
|
||||
[100, 4],
|
||||
[98, 4],
|
||||
[98, 3],
|
||||
[96, 3],
|
||||
[96, 6],
|
||||
[95, 6],
|
||||
[95, 7],
|
||||
[88, 7],
|
||||
[88, 6],
|
||||
[85, 6],
|
||||
[85, 8],
|
||||
[83, 8],
|
||||
[83, 9],
|
||||
[81, 9],
|
||||
[81, 11],
|
||||
[72, 11],
|
||||
[72, 5],
|
||||
[68, 5],
|
||||
[68, 8],
|
||||
[67, 8],
|
||||
[67, 10],
|
||||
[65, 10],
|
||||
[65, 11],
|
||||
[62, 11],
|
||||
[62, 9],
|
||||
[60, 9],
|
||||
[60, 11],
|
||||
[57, 11],
|
||||
[57, 9],
|
||||
[54, 9]
|
||||
]
|
||||
};
|
||||
|
||||
export const camera1: ChaseCameraData[] = [
|
||||
['MT16', 0, 10, 0, 1600, hyper('sin', 'in')],
|
||||
['MT15', 45, 0, 0, 2324, hyper('sin', 'in')],
|
||||
['MT15', 40, 0, 2324, 1992, hyper('sin', 'out')],
|
||||
['MT15', 41, 0, 5312, 498, hyper('sin', 'in-out')],
|
||||
['MT15', 37, 0, 5810, 1660, hyper('sin', 'in')],
|
||||
['MT15', 29, 0, 7470, 830, hyper('sin', 'out')],
|
||||
['MT15', 25, 0, 11454, 996, hyper('sin', 'in')],
|
||||
['MT15', 12, 0, 12450, 996, linear()],
|
||||
['MT15', 0, 0, 13446, 1470, hyper('sin', 'out')],
|
||||
['MT14', 109, 0, 0, 1328, hyper('sin', 'in')],
|
||||
['MT14', 104, 0, 1328, 332, hyper('sin', 'out')],
|
||||
['MT14', 92, 0, 5478, 2822, hyper('sin', 'in')],
|
||||
['MT14', 84, 0, 8300, 1992, linear()],
|
||||
['MT14', 74, 0, 10292, 2988, linear()],
|
||||
['MT14', 65, 0, 13280, 2988, linear()],
|
||||
['MT14', 58, 0, 16268, 1992, linear()],
|
||||
['MT14', 47, 0, 18260, 3320, linear()],
|
||||
['MT14', 36, 0, 21580, 3320, linear()],
|
||||
['MT14', 0, 0, 24900, 9960, linear()]
|
||||
];
|
||||
|
||||
/**
|
||||
* 追逐战开始前的初始化函数,移除所有血瓶和门等
|
||||
*/
|
||||
export function init1() {
|
||||
const ids: FloorIds[] = ['MT13', 'MT14', 'MT15'];
|
||||
const toRemove: [number, number, FloorIds][] = [];
|
||||
ids.forEach(v => {
|
||||
core.status.maps[v].cannotMoveDirectly = true;
|
||||
core.extractBlocks(v);
|
||||
core.status.maps[v].blocks.forEach(vv => {
|
||||
if (
|
||||
['animates', 'items'].includes(vv.event.cls) &&
|
||||
!vv.event.id.endsWith('Portal')
|
||||
) {
|
||||
toRemove.push([vv.x, vv.y, v]);
|
||||
}
|
||||
});
|
||||
});
|
||||
toRemove.forEach(v => {
|
||||
core.removeBlock(...v);
|
||||
});
|
||||
}
|
||||
|
||||
export function chaseShake(chase: Chase) {
|
||||
chase.ani
|
||||
.mode(shake2(2 / 32, bezier(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1)), true)
|
||||
.time(50000)
|
||||
.shake(1, 0);
|
||||
}
|
||||
|
||||
export async function wolfMove(chase: Chase) {
|
||||
core.moveBlock(23, 17, Array(6).fill('down'), 80);
|
||||
await sleep(550);
|
||||
core.setBlock(508, 23, 23);
|
||||
}
|
||||
|
||||
export function judgeFail1(chase: Chase) {
|
||||
chase.ani.ticker.add(() => {
|
||||
if (core.status.hero.loc.x > core.bigmap.offsetX / 32 + 17) {
|
||||
chase.end();
|
||||
ani.time(750).apply('rect', 0);
|
||||
core.lose('逃跑失败');
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
export function drawBack(chase: Chase) {
|
||||
chase.on('MT15', 0, () => {
|
||||
ani.mode(hyper('sin', 'out')).time(1500).absolute().apply('rect', 64);
|
||||
const ctx = core.createCanvas('chaseBack', 0, 0, 480, 480, 120);
|
||||
ctx.fillStyle = '#000';
|
||||
const fn = () => {
|
||||
if (!ctx) ani.ticker.remove(fn);
|
||||
core.clearMap(ctx);
|
||||
ctx.fillRect(0, 0, 480, ani.value.rect);
|
||||
ctx.fillRect(0, 480, 480, -ani.value.rect);
|
||||
};
|
||||
ani.ticker.add(fn);
|
||||
});
|
||||
}
|
||||
|
||||
export function para1(chase: Chase) {
|
||||
chase.on('MT15', 830, () => {
|
||||
for (let tx = 53; tx < 58; tx++) {
|
||||
for (let ty = 3; ty < 8; ty++) {
|
||||
core.setBlock(336, tx, ty);
|
||||
}
|
||||
}
|
||||
core.drawAnimate('explosion3', 55, 5);
|
||||
core.drawAnimate('stone', 55, 5);
|
||||
});
|
||||
chase.on('MT15', 1080, () => {
|
||||
core.setBlock(336, 58, 9);
|
||||
core.setBlock(336, 59, 9);
|
||||
core.drawAnimate('explosion1', 58, 9);
|
||||
core.drawAnimate('explosion1', 59, 9);
|
||||
});
|
||||
chase.on('MT15', 1190, () => {
|
||||
core.setBlock(336, 53, 8);
|
||||
core.setBlock(336, 52, 8);
|
||||
core.drawAnimate('explosion1', 53, 8);
|
||||
core.drawAnimate('explosion1', 52, 8);
|
||||
});
|
||||
chase.on('MT15', 1580, () => {
|
||||
core.setBlock(336, 51, 7);
|
||||
core.drawAnimate('explosion1', 51, 7);
|
||||
});
|
||||
chase.on('MT15', 1830, () => {
|
||||
core.setBlock(336, 47, 7);
|
||||
core.setBlock(336, 49, 9);
|
||||
core.drawAnimate('explosion1', 49, 9);
|
||||
core.drawAnimate('explosion1', 47, 7);
|
||||
});
|
||||
}
|
||||
|
||||
export function para2(chase: Chase) {
|
||||
chase.onHeroLoc(
|
||||
'MT15',
|
||||
() => {
|
||||
core.setBlock(336, 45, 9);
|
||||
core.drawAnimate('explosion1', 45, 9);
|
||||
},
|
||||
45,
|
||||
8
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT15',
|
||||
() => {
|
||||
core.setBlock(336, 44, 6);
|
||||
core.drawAnimate('explosion1', 44, 6);
|
||||
},
|
||||
45,
|
||||
6
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT15',
|
||||
() => {
|
||||
core.setBlock(336, 44, 4);
|
||||
core.drawAnimate('explosion1', 44, 4);
|
||||
core.drawAnimate('explosion1', 48, 6);
|
||||
core.removeBlock(48, 6);
|
||||
},
|
||||
45,
|
||||
4
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT15',
|
||||
() => {
|
||||
core.setBlock(336, 41, 4);
|
||||
core.setBlock(336, 32, 6);
|
||||
core.drawAnimate('explosion1', 41, 4);
|
||||
core.drawAnimate('explosion1', 32, 6);
|
||||
},
|
||||
41,
|
||||
3
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT15',
|
||||
() => {
|
||||
core.drawAnimate('explosion3', 37, 7);
|
||||
core.vibrate('vertical', 1000, 25, 10);
|
||||
for (let tx = 36; tx < 42; tx++) {
|
||||
for (let ty = 4; ty < 11; ty++) {
|
||||
core.setBlock(336, tx, ty);
|
||||
}
|
||||
}
|
||||
},
|
||||
35,
|
||||
3
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT15',
|
||||
() => {
|
||||
core.vibrate('vertical', 10000, 25, 1);
|
||||
core.removeBlock(34, 8);
|
||||
core.removeBlock(33, 8);
|
||||
core.drawAnimate('explosion1', 34, 8);
|
||||
core.drawAnimate('explosion1', 33, 8);
|
||||
},
|
||||
31,
|
||||
5
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT15',
|
||||
() => {
|
||||
core.setBlock(336, 32, 9);
|
||||
core.drawAnimate('explosion1', 32, 9);
|
||||
},
|
||||
33,
|
||||
7
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT15',
|
||||
() => {
|
||||
core.removeBlock(32, 9);
|
||||
core.drawAnimate('explosion1', 32, 9);
|
||||
},
|
||||
[33, 34, 34],
|
||||
9
|
||||
);
|
||||
for (let x = 19; x < 31; x++) {
|
||||
const xx = x;
|
||||
chase.onHeroLoc(
|
||||
'MT15',
|
||||
() => {
|
||||
core.setBlock(336, xx + 1, 11);
|
||||
core.drawAnimate('explosion1', xx + 1, 11);
|
||||
},
|
||||
xx,
|
||||
11
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
export function para3(chase: Chase) {
|
||||
chase.onHeroLoc(
|
||||
'MT14',
|
||||
() => {
|
||||
core.setBlock(336, 126, 6);
|
||||
core.setBlock(336, 124, 6);
|
||||
core.setBlock(336, 124, 9);
|
||||
core.setBlock(336, 126, 9);
|
||||
core.drawAnimate('explosion1', 126, 6);
|
||||
core.drawAnimate('explosion1', 124, 6);
|
||||
core.drawAnimate('explosion1', 124, 9);
|
||||
core.drawAnimate('explosion1', 126, 9);
|
||||
},
|
||||
126,
|
||||
7
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT14',
|
||||
() => {
|
||||
core.setBlock(508, 127, 7);
|
||||
core.jumpBlock(127, 7, 112, 7, 500, true);
|
||||
setTimeout(() => {
|
||||
core.setBlock(509, 112, 7);
|
||||
}, 520);
|
||||
core.drawHeroAnimate('amazed');
|
||||
core.setBlock(336, 121, 6);
|
||||
core.setBlock(336, 122, 6);
|
||||
core.setBlock(336, 120, 8);
|
||||
core.setBlock(336, 121, 8);
|
||||
core.setBlock(336, 122, 8);
|
||||
core.drawAnimate('explosion1', 121, 6);
|
||||
core.drawAnimate('explosion1', 122, 6);
|
||||
core.drawAnimate('explosion1', 120, 8);
|
||||
core.drawAnimate('explosion1', 121, 8);
|
||||
core.drawAnimate('explosion1', 122, 8);
|
||||
},
|
||||
123,
|
||||
7
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT14',
|
||||
() => {
|
||||
core.setBlock(336, 109, 11);
|
||||
core.removeBlock(112, 8);
|
||||
core.drawAnimate('explosion1', 109, 11);
|
||||
core.drawAnimate('explosion1', 112, 8);
|
||||
core.insertAction([
|
||||
{ type: 'moveHero', time: 400, steps: ['backward:1'] }
|
||||
]);
|
||||
chase.onHeroLoc(
|
||||
'MT14',
|
||||
() => {
|
||||
core.jumpBlock(112, 7, 110, 4, 500, true);
|
||||
core.drawHeroAnimate('amazed');
|
||||
setTimeout(() => {
|
||||
core.setBlock(506, 110, 4);
|
||||
}, 540);
|
||||
},
|
||||
112,
|
||||
8
|
||||
);
|
||||
},
|
||||
110,
|
||||
10
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT14',
|
||||
() => {
|
||||
core.setBlock(336, 117, 6);
|
||||
core.setBlock(336, 116, 6);
|
||||
core.setBlock(336, 115, 6);
|
||||
core.setBlock(336, 114, 6);
|
||||
core.setBlock(336, 117, 8);
|
||||
core.setBlock(336, 116, 8);
|
||||
core.drawAnimate('explosion1', 117, 6);
|
||||
core.drawAnimate('explosion1', 116, 6);
|
||||
core.drawAnimate('explosion1', 115, 6);
|
||||
core.drawAnimate('explosion1', 114, 6);
|
||||
core.drawAnimate('explosion1', 116, 8);
|
||||
core.drawAnimate('explosion1', 117, 8);
|
||||
},
|
||||
118,
|
||||
7
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT14',
|
||||
() => {
|
||||
core.setBlock(336, 112, 8);
|
||||
core.setBlock(336, 113, 7);
|
||||
core.drawAnimate('explosion1', 112, 8);
|
||||
core.drawAnimate('explosion1', 113, 7);
|
||||
},
|
||||
112,
|
||||
7
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT14',
|
||||
() => {
|
||||
for (let tx = 111; tx <= 115; tx++) {
|
||||
core.setBlock(336, tx, 10);
|
||||
core.drawAnimate('explosion1', tx, 10);
|
||||
}
|
||||
core.setBlock(336, 112, 8);
|
||||
core.drawAnimate('explosion1', 112, 8);
|
||||
},
|
||||
115,
|
||||
7
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT14',
|
||||
() => {
|
||||
core.jumpBlock(97, 4, 120, -3, 2000);
|
||||
for (let tx = 109; tx <= 120; tx++) {
|
||||
for (let ty = 3; ty <= 11; ty++) {
|
||||
if (ty == 7) continue;
|
||||
core.setBlock(336, tx, ty);
|
||||
}
|
||||
}
|
||||
core.drawAnimate('explosion2', 119, 7);
|
||||
core.removeBlock(105, 7);
|
||||
core.drawAnimate('explosion1', 105, 7);
|
||||
},
|
||||
110,
|
||||
7
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT14',
|
||||
() => {
|
||||
core.setBlock(336, 95, 3);
|
||||
core.setBlock(336, 93, 6);
|
||||
core.drawAnimate('explosion1', 95, 3);
|
||||
core.drawAnimate('explosion1', 93, 6);
|
||||
},
|
||||
97,
|
||||
3
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT14',
|
||||
() => {
|
||||
core.setBlock(336, 87, 4);
|
||||
core.setBlock(336, 88, 5);
|
||||
core.drawAnimate('explosion1', 87, 4);
|
||||
core.drawAnimate('explosion1', 88, 5);
|
||||
},
|
||||
88,
|
||||
6
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT14',
|
||||
() => {
|
||||
core.setBlock(336, 84, 6);
|
||||
core.setBlock(336, 85, 5);
|
||||
core.setBlock(336, 86, 8);
|
||||
core.drawAnimate('explosion1', 84, 6);
|
||||
core.drawAnimate('explosion1', 85, 5);
|
||||
core.drawAnimate('explosion1', 86, 8);
|
||||
},
|
||||
86,
|
||||
6
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT14',
|
||||
() => {
|
||||
core.setBlock(336, 81, 8);
|
||||
core.setBlock(336, 82, 11);
|
||||
core.drawAnimate('explosion1', 81, 8);
|
||||
core.drawAnimate('explosion1', 82, 11);
|
||||
},
|
||||
81,
|
||||
9
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT14',
|
||||
() => {
|
||||
core.setBlock(336, 73, 8);
|
||||
core.setBlock(336, 72, 4);
|
||||
core.drawAnimate('explosion1', 73, 8);
|
||||
core.drawAnimate('explosion1', 72, 4);
|
||||
},
|
||||
72,
|
||||
11
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT14',
|
||||
() => {
|
||||
for (let tx = 74; tx < 86; tx++) {
|
||||
for (let ty = 3; ty < 12; ty++) {
|
||||
core.setBlock(336, tx, ty);
|
||||
}
|
||||
}
|
||||
core.drawAnimate('explosion2', 79, 7);
|
||||
core.vibrate('vertical', 4000, 25, 15);
|
||||
},
|
||||
71,
|
||||
7
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT14',
|
||||
() => {
|
||||
core.setBlock(336, 68, 4);
|
||||
core.setBlock(336, 67, 6);
|
||||
core.drawAnimate('explosion1', 68, 4);
|
||||
core.drawAnimate('explosion1', 67, 6);
|
||||
},
|
||||
68,
|
||||
5
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT14',
|
||||
() => {
|
||||
for (let tx = 65; tx <= 72; tx++) {
|
||||
for (let ty = 3; ty <= 9; ty++) {
|
||||
core.setBlock(336, tx, ty);
|
||||
}
|
||||
}
|
||||
core.setBlock(336, 72, 10);
|
||||
core.setBlock(336, 72, 11);
|
||||
core.drawAnimate('explosion3', 69, 5);
|
||||
},
|
||||
67,
|
||||
10
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT14',
|
||||
() => {
|
||||
core.setBlock(336, 63, 9);
|
||||
core.setBlock(336, 60, 8);
|
||||
core.setBlock(336, 56, 11);
|
||||
core.drawAnimate('explosion1', 63, 9);
|
||||
core.drawAnimate('explosion1', 60, 8);
|
||||
core.drawAnimate('explosion1', 56, 11);
|
||||
},
|
||||
64,
|
||||
11
|
||||
);
|
||||
chase.onHeroLoc(
|
||||
'MT14',
|
||||
() => {
|
||||
for (let tx = 58; tx <= 64; tx++) {
|
||||
for (let ty = 3; ty <= 11; ty++) {
|
||||
core.setBlock(336, tx, ty);
|
||||
}
|
||||
}
|
||||
core.drawAnimate('explosion2', 61, 7);
|
||||
},
|
||||
57,
|
||||
9
|
||||
);
|
||||
for (let x = 21; x < 49; x++) {
|
||||
chase.onHeroLoc(
|
||||
'MT14',
|
||||
() => {
|
||||
for (let ty = 3; ty <= 11; ty++) {
|
||||
core.setBlock(336, x + 4, ty);
|
||||
core.drawAnimate('explosion1', x + 4, ty);
|
||||
}
|
||||
},
|
||||
x
|
||||
);
|
||||
}
|
||||
chase.onHeroLoc(
|
||||
'MT14',
|
||||
async () => {
|
||||
flags.finishChase1 = true;
|
||||
ani.time(750).apply('rect', 0);
|
||||
chase.end();
|
||||
await sleep(750);
|
||||
ani.ticker.destroy();
|
||||
core.deleteCanvas('chaseBack');
|
||||
},
|
||||
21
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,52 @@
|
||||
import { PathFn, TimingFn } from 'mutate-animate';
|
||||
import { Chase } from './chase';
|
||||
import {
|
||||
camera1,
|
||||
para1,
|
||||
para2,
|
||||
para3,
|
||||
path1,
|
||||
chaseShake,
|
||||
wolfMove,
|
||||
init1,
|
||||
judgeFail1,
|
||||
drawBack
|
||||
} from './chase1';
|
||||
|
||||
export type ChaseCameraData = [
|
||||
floorId: FloorIds, // 楼层
|
||||
x: number, // 目标横坐标
|
||||
y: number, // 目标纵坐标
|
||||
start: number, // 开始时间
|
||||
time: number, // 持续时间
|
||||
mode: TimingFn, // 渐变函数
|
||||
path?: PathFn // 路径函数
|
||||
];
|
||||
|
||||
export type ChasePath = Partial<Record<FloorIds, LocArr[]>>;
|
||||
|
||||
interface ChaseData {
|
||||
camera: ChaseCameraData[];
|
||||
fns: ((chase: Chase) => void)[];
|
||||
path: ChasePath;
|
||||
}
|
||||
|
||||
export function getChaseDataByIndex(index: number): ChaseData {
|
||||
if (index === 1) {
|
||||
init1();
|
||||
return {
|
||||
camera: camera1,
|
||||
fns: [
|
||||
para1,
|
||||
para2,
|
||||
para3,
|
||||
chaseShake,
|
||||
wolfMove,
|
||||
drawBack,
|
||||
judgeFail1
|
||||
],
|
||||
path: path1
|
||||
};
|
||||
}
|
||||
throw new ReferenceError(`Deliver wrong chase index.`);
|
||||
}
|
||||
Vendored
+6
-1
@@ -146,6 +146,11 @@ interface FloorBase<T extends FloorIds = FloorIds> {
|
||||
*/
|
||||
cannotViewMap?: boolean;
|
||||
|
||||
/**
|
||||
* 是否不能瞬移
|
||||
*/
|
||||
cannotMoveDirectly?: boolean;
|
||||
|
||||
/**
|
||||
* 是否是地下层
|
||||
*/
|
||||
@@ -1347,7 +1352,7 @@ interface Maps {
|
||||
name: AnimationIds | NameMapIn<AnimationIds>,
|
||||
x: number,
|
||||
y: number,
|
||||
alignWindow: boolean,
|
||||
alignWindow?: boolean,
|
||||
callback?: () => void
|
||||
): number;
|
||||
|
||||
|
||||
Vendored
+6
@@ -108,6 +108,12 @@ interface PluginUtils {
|
||||
type: 'warn' | 'info' | 'success' | 'error' | 'warning' | 'loading',
|
||||
text: string
|
||||
): void;
|
||||
|
||||
/**
|
||||
* 开始一个追逐战
|
||||
* @param index 追逐战索引
|
||||
*/
|
||||
startChase(index: number): Promise<void>;
|
||||
}
|
||||
|
||||
interface PluginUis {
|
||||
|
||||
Vendored
+2
-2
@@ -784,7 +784,7 @@ interface Ui {
|
||||
* 重新定位一个自定义画布
|
||||
*/
|
||||
relocateCanvas(
|
||||
name: string,
|
||||
name: CtxRefer,
|
||||
x: number,
|
||||
y: number,
|
||||
useDelta?: boolean
|
||||
@@ -806,7 +806,7 @@ interface Ui {
|
||||
* @param isTempCanvas 是否是临时画布,如果填true,会将临时画布修改为高清画布
|
||||
*/
|
||||
resizeCanvas(
|
||||
name: string,
|
||||
name: CtxRefer,
|
||||
x?: number,
|
||||
y?: number,
|
||||
styleOnly?: boolean,
|
||||
|
||||
Reference in new issue
Block a user