Merge pull request #554 from BauxiteAl/PR-Branch
修改了`$throwEmotion`及其相关的一系列函数
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commit
db3f3cbe16
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@ -24768,6 +24768,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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dynamicTranslate:{
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shanduan:function(player){
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if(player.storage.shanduan) return '锁定技。①摸牌/出牌/弃牌阶段开始时,你为本回合摸牌阶段摸牌数/攻击范围和使用【杀】的限制次数/手牌上限的默认值从数组R=['+get.translation(player.storage.shanduan)+']中分配数值。②当你于回合外受到伤害后,你令下回合〖善断①〗以此法分配的数值集合R中的最小值+1。';
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return '锁定技。①摸牌/出牌/弃牌阶段开始时,你为本回合摸牌阶段摸牌数/攻击范围和使用【杀】的限制次数/手牌上限的默认值从数组R=[1,2,3,4]中分配数值。②当你于回合外受到伤害后,你令下回合〖善断①〗以此法分配的数值集合R中的最小值+1。';
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},
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kunfen:function(player){
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if(player.storage.kunfen) return '结束阶段开始时,你可以失去1点体力,然后摸两张牌。';
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return '锁定技,结束阶段开始时,你失去1点体力,然后摸两张牌。';
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25
game/game.js
25
game/game.js
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@ -21605,7 +21605,7 @@
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next.setContent('chooseToGuanxing');
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return next;
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}
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$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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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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@ -21624,8 +21624,19 @@
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emotion.style.top=top+'px';
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var left2=getLeft(target)-width;
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var top2=target.getTop()+target.offsetHeight/3-height;
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if(['egg','flower','shoe'].contains(name)||rotate){
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var num1=0.95+Math.random()*(1.1-0.95);
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var num2=1+Math.random()*(3-1);
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var left2=getLeft(target)/num1-width;
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var top2=target.getTop()+target.offsetHeight/num2-height;
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}
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else{
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var left2=getLeft(target)-width;
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var top2=target.getTop()+target.offsetHeight/3-height;
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}
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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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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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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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@ -22379,10 +22390,10 @@
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game.playerMap[this.playerid]=this;
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return this;
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}
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throwEmotion(target,emotion){
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game.broadcastAll(function(player,target,emotion){
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player.$throwEmotion(target,emotion);
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},this,target,emotion);
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throwEmotion(target,emotion,rotate){
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game.broadcastAll(function(player,target,emotion,rotate){
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player.$throwEmotion(target,emotion,rotate);
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},this,target,emotion,rotate);
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}
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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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@ -33813,11 +33824,11 @@
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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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var player=lib.playerOL[this.id];
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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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emotion:function(id,pack,emotion){
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