0.2.5-dev: an optional 「官方伤害数字」 setting (default off) shows only the numbers the official game shows per the PRTS red-number rule (#412, the owner's decision of 2026-10-12); a small link to the project's GitHub repository on the title page (#543); golden: unchanged

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sganggs committed 2026-10-12 14:59:20 +08:00
1 parent 7fd0478dc0
commit a3e8460bb0
26 files changed
+555 -43

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+5 -4
View File
@@ -53,7 +53,7 @@
// view.holdPiece(uid, {row,col} | null) keep a dropped prep piece standing on a tile while its direction is
// chosen / the move is in flight (null releases; setPrep then settles it)
// view.setPieceDir(uid, dir) show a prep piece facing UP|RIGHT|DOWN|LEFT (wheel preview / stored dir)
// view.setSettings({ damageNumbers, quality: 'high'|'medium'|'low' }) ; view.resize() ; view.destroy()
// view.setSettings({ damageNumbers, officialDamageNumbers, quality: 'high'|'medium'|'low' }) ; view.resize() ; view.destroy()
// view.stats() → { fps, frameMs, cpuMs, renderMs, units, particles, impostor, impostorAtlas, boardArt, … } (dev / perf)
//
// Enemy preview pen (research 09 §2.2 / 08 §4.2, render/pen.js): in prep the next round's enemies idle in the pen
@@ -149,7 +149,7 @@ export { releaseGl } from './app/host.js';
/**
* Create the battlefield view inside `host` (an element sized by CSS; the canvas fills it).
* @param {HTMLElement} host
* @param {{ data?: any, assets?: any, audio?: any, settings?: { damageNumbers?: boolean, quality?: string }, signal?: AbortSignal,
* @param {{ data?: any, assets?: any, audio?: any, settings?: { damageNumbers?: boolean, officialDamageNumbers?: boolean, quality?: string }, signal?: AbortSignal,
* padding?: object|((kind:string, size:{width:number,height:number}) => object),
* hud?: {top:number,bottom:number}|((kind:'prep'|'bossPrep', size:{width:number,height:number}, o:{shop:boolean}) => {top:number,bottom:number}|null) }} [opts]
*/
@@ -162,7 +162,7 @@ export async function createFieldView(host, options = {}) {
signal?.throwIfAborted();
const assets = resolveAssets(opts.assets);
const data = makeData(opts.data);
const settings = { damageNumbers: true, quality: 'high', ...(opts.settings || {}) };
const settings = { damageNumbers: true, officialDamageNumbers: false, quality: 'high', ...(opts.settings || {}) };
// the 3D board (three.js + the official art) loads in parallel with everything else
const boardPref = boardPreference(opts.board);
const want3d = boardPref !== '2d' && webgl2Available(boardPref === '3d');
@@ -1443,7 +1443,7 @@ export async function createFieldView(host, options = {}) {
const m = meleePending.get(v.id);
let src = null;
if (m && now - m.t < 0.35) { src = m.src; meleePending.delete(v.id); fx._slashAt = src.id; }
fx.damage(v, amt, e[3], src);
fx.damage(v, amt, e[3], src, e[4]);
break;
}
case 'heal': { const v = views.get(e[1]); if (v) fx.heal(v, Number(e[2]) || 0); break; }
@@ -1880,6 +1880,7 @@ export async function createFieldView(host, options = {}) {
if (!s || typeof s !== 'object') return;
const q = settings.quality;
if (typeof s.damageNumbers === 'boolean') settings.damageNumbers = s.damageNumbers;
if (typeof s.officialDamageNumbers === 'boolean') settings.officialDamageNumbers = s.officialDamageNumbers;
if (s.quality === 'high' || s.quality === 'medium' || s.quality === 'low') settings.quality = s.quality;
if (q !== settings.quality) { board3d?.setQuality?.(settings.quality); resize(); }
},