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enhance(drop-and-fusion): some tweaks
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1 changed files with 3 additions and 2 deletions
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@ -77,6 +77,7 @@ SPDX-License-Identifier: AGPL-3.0-only
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<img src="/client-assets/drop-and-fusion/gameover.png" style="width: 200px; max-width: 100%; display: block; margin: auto; margin-bottom: -5px;"/>
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<img src="/client-assets/drop-and-fusion/gameover.png" style="width: 200px; max-width: 100%; display: block; margin: auto; margin-bottom: -5px;"/>
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<div>SCORE: <MkNumber :value="score"/>{{ gameMode === 'yen' ? '円' : 'pt' }}</div>
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<div>SCORE: <MkNumber :value="score"/>{{ gameMode === 'yen' ? '円' : 'pt' }}</div>
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<div>MAX CHAIN: <MkNumber :value="maxCombo"/></div>
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<div>MAX CHAIN: <MkNumber :value="maxCombo"/></div>
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<div v-if="gameMode === 'yen'">TOTAL EARNINGS: <b><MkNumber :value="yenTotal ?? score"/>円</b></div>
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</div>
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</div>
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</div>
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</div>
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<div v-if="replaying" :class="$style.replayIndicator"><span :class="$style.replayIndicatorText"><i class="ti ti-player-play"></i> {{ i18n.ts.replaying }}</span></div>
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<div v-if="replaying" :class="$style.replayIndicator"><span :class="$style.replayIndicatorText"><i class="ti ti-player-play"></i> {{ i18n.ts.replaying }}</span></div>
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@ -736,8 +737,8 @@ function tickReplay() {
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}
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}
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async function start() {
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async function start() {
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await loadMonoTextures();
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renderer = createRendererInstance(game);
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renderer = createRendererInstance(game);
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await loadMonoTextures();
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Matter.Render.lookAt(renderer, {
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Matter.Render.lookAt(renderer, {
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min: { x: 0, y: 0 },
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min: { x: 0, y: 0 },
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max: { x: game.GAME_WIDTH, y: game.GAME_HEIGHT },
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max: { x: game.GAME_WIDTH, y: game.GAME_HEIGHT },
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@ -915,7 +916,7 @@ function getGameImageDriveFile() {
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ctx.fillStyle = '#000';
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ctx.fillStyle = '#000';
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ctx.font = '16px bold sans-serif';
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ctx.font = '16px bold sans-serif';
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ctx.textBaseline = 'top';
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ctx.textBaseline = 'top';
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ctx.fillText(`SCORE: ${score.value.toLocaleString()}`, 10, 10);
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ctx.fillText(`SCORE: ${score.value.toLocaleString()}${props.gameMode === 'yen' ? '円' : 'pt'}`, 10, 10);
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ctx.globalAlpha = 0.7;
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ctx.globalAlpha = 0.7;
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ctx.drawImage(logo, game.GAME_WIDTH * 0.55, 6, game.GAME_WIDTH * 0.45, game.GAME_WIDTH * 0.45 * (logo.height / logo.width));
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ctx.drawImage(logo, game.GAME_WIDTH * 0.55, 6, game.GAME_WIDTH * 0.45, game.GAME_WIDTH * 0.45 * (logo.height / logo.width));
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