修改了throwEmotion及其一系列函数,新增一个rotate参数让投掷表情旋转
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15
game/game.js
15
game/game.js
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@ -21605,7 +21605,7 @@
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next.setContent('chooseToGuanxing');
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next.setContent('chooseToGuanxing');
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return next;
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return next;
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}
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}
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$throwEmotion(target,name){
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$throwEmotion(target,name,rotate){
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game.addVideo('throwEmotion',this,[target.dataset.position,name]);
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game.addVideo('throwEmotion',this,[target.dataset.position,name]);
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var getLeft=function(player){
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var getLeft=function(player){
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if(player==game.me&&!ui.fakeme&&!ui.chess) return player.getLeft()+player.node.avatar.offsetWidth/2;
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if(player==game.me&&!ui.fakeme&&!ui.chess) return player.getLeft()+player.node.avatar.offsetWidth/2;
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@ -21626,6 +21626,7 @@
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var top2=target.getTop()+target.offsetHeight/3-height;
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var top2=target.getTop()+target.offsetHeight/3-height;
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emotion.style['z-index']=10;
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emotion.style['z-index']=10;
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emotion.style.transform='translateY('+(top2-top)+'px) translateX('+(left2-left)+'px)';
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emotion.style.transform='translateY('+(top2-top)+'px) translateX('+(left2-left)+'px)';
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if(['egg','flower','shoe'].contains(name)||rotate) emotion.firstElementChild.style.transform='rotate(1440deg)';
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if(lib.config.background_audio) game.playAudio('effect','throw_'+name+get.rand(1,2));
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if(lib.config.background_audio) game.playAudio('effect','throw_'+name+get.rand(1,2));
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setTimeout(function(){
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setTimeout(function(){
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emotion.innerHTML=('<div style="text-align:center"> <img src="'+lib.assetURL+'image/emotion/throw_emotion/'+name+'2.png"> </div>');
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emotion.innerHTML=('<div style="text-align:center"> <img src="'+lib.assetURL+'image/emotion/throw_emotion/'+name+'2.png"> </div>');
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@ -22379,10 +22380,10 @@
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game.playerMap[this.playerid]=this;
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game.playerMap[this.playerid]=this;
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return this;
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return this;
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}
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}
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throwEmotion(target,emotion){
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throwEmotion(target,emotion,rotate){
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game.broadcastAll(function(player,target,emotion){
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game.broadcastAll(function(player,target,emotion,rotate){
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player.$throwEmotion(target,emotion);
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player.$throwEmotion(target,emotion,rotate);
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},this,target,emotion);
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},this,target,emotion,rotate);
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}
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}
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emotion(pack,id){
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emotion(pack,id){
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var str='<img src="##assetURL##image/emotion/'+pack+'/'+id+'.gif" width="50" height="50">';
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var str='<img src="##assetURL##image/emotion/'+pack+'/'+id+'.gif" width="50" height="50">';
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@ -33813,11 +33814,11 @@
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}
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}
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}
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}
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},
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},
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throwEmotion:function(target,emotion){
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throwEmotion:function(target,emotion,rotate){
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if(lib.node.observing.contains(this)) return;
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if(lib.node.observing.contains(this)) return;
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var player=lib.playerOL[this.id];
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var player=lib.playerOL[this.id];
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if(player){
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if(player){
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player.throwEmotion(target,emotion);
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player.throwEmotion(target,emotion,rotate);
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}
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}
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},
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},
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emotion:function(id,pack,emotion){
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emotion:function(id,pack,emotion){
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