feat: 角色增加铜币/银币/钻石字段并与金币在底部HUD横向展示

This commit is contained in:
李鹏宇
2026-09-03 18:48:48 +08:00
parent f63ab78f61
commit 585bbe8f0f
5 changed files with 110 additions and 32 deletions
+72 -18
View File
@@ -243,7 +243,7 @@ body { background: #0a0e17; overflow: hidden; font-family: 'Microsoft YaHei', sa
/* 世界等级经验条(位于 bottomBar 内最左侧,加大加清晰) */
#worldExpBarWrap{
flex:0 0 auto; width:520px; height:100%;
display:flex; flex-direction:column; justify-content:center; gap:7px;
display:flex; flex-direction:column; justify-content:center; gap:6px;
padding:0 16px 0 0; background:transparent; border:none;
}
.we-info{display:flex; align-items:center; gap:12px; flex-shrink:0; color:#e6f0fb;}
@@ -253,6 +253,16 @@ body { background: #0a0e17; overflow: hidden; font-family: 'Microsoft YaHei', sa
.we-pct{margin-left:2px; font-size:13px; font-weight:700; color:#c4b5fd; min-width:34px; text-align:right;}
.we-bar{width:100%; height:14px; background:rgba(255,255,255,.10); border-radius:7px; overflow:hidden;}
.we-fill{height:100%; width:0%; background:linear-gradient(90deg,#8b5cf6,#4af); border-radius:7px; transition:width .3s ease; box-shadow:0 0 12px rgba(139,92,246,.45);}
.we-currencies{display:flex; align-items:center; gap:8px; margin-left:auto; flex-shrink:0;}
.wc-item{display:flex; align-items:center; gap:4px; font-size:12px; font-weight:700; color:#e6f0fb; background:rgba(255,255,255,.06); padding:3px 8px; border-radius:8px; border:1px solid rgba(255,255,255,.08); white-space:nowrap;}
.wc-item b{font-variant-numeric:tabular-nums;}
@media (max-width:768px){
.we-currencies{gap:5px;}
.wc-item{font-size:11px; padding:2px 6px;}
}
@media (max-width:420px){
.we-currencies{display:none;}
}
/* 主沙盘底部功能框架(预留区:放功能按钮 / 素材槽,比微观边框更高) */
#bottomBar {
@@ -1254,6 +1264,12 @@ body { background: #0a0e17; overflow: hidden; font-family: 'Microsoft YaHei', sa
<div class="we-info">
<span class="we-lv">世界 Lv.<b id="weLv">--</b></span>
<span class="we-title" id="weTitle">--</span>
<div class="we-currencies">
<span class="wc-item" title="金币">🪙 <b id="wcGold">0</b></span>
<span class="wc-item" title="铜币">🥉 <b id="wcCopper">0</b></span>
<span class="wc-item" title="银币">🥈 <b id="wcSilver">0</b></span>
<span class="wc-item" title="钻石">💎 <b id="wcDiamond">0</b></span>
</div>
<span class="we-exp-txt" id="weExpTxt">EXP -- / --</span>
<span class="we-pct" id="weExpPct">--%</span>
</div>
@@ -2399,8 +2415,11 @@ async function microLoadGame() {
try {
const [c, cr] = await Promise.all([API.char(), API.creatures(), microLoadEquipCatalog()]);
microChar = (c && c.ok !== false) ? c : (c || null);
if (microChar && !microChar.equip) microChar.equip = { weapon: null, armor: null, accessory: null };
if (microChar && !microChar.inventory) microChar.inventory = {};
if (microChar) {
if (!microChar.equip) microChar.equip = { weapon: null, armor: null, accessory: null };
if (!microChar.inventory) microChar.inventory = {};
['gold','copper','silver','diamond'].forEach(k => { if (microChar[k] == null) microChar[k] = 0; });
}
microCreatureOverlay = {};
if (cr && cr.ok && Array.isArray(cr.creatures)) {
cr.creatures.forEach(x => { if (x.cid) microCreatureOverlay[x.cid] = x; });
@@ -2476,14 +2495,21 @@ function microRenderCharHud() {
updateGoldEditorDisplay();
}
// 顶部金币编辑器:测试阶段调试角色金币
// 顶部金币编辑器 + 底部世界经验条货币展示(共用角色货币数据)
function updateGoldEditorDisplay() {
const editor = document.getElementById('goldEditor');
const current = document.getElementById('goldCurrent');
if (!editor || !current) return;
if (!microChar) { editor.style.display = 'none'; return; }
editor.style.display = 'inline-flex';
current.textContent = Math.floor(microChar.gold || 0);
if (editor) editor.style.display = microChar ? 'inline-flex' : 'none';
if (current) current.textContent = Math.floor((microChar && microChar.gold) || 0);
// 底部世界经验条:金币/铜币/银币/钻石
const setWc = (id, val) => {
const el = document.getElementById(id);
if (el) el.textContent = Math.floor(val || 0);
};
setWc('wcGold', microChar ? microChar.gold : 0);
setWc('wcCopper', microChar ? microChar.copper : 0);
setWc('wcSilver', microChar ? microChar.silver : 0);
setWc('wcDiamond', microChar ? microChar.diamond : 0);
}
async function changeGoldEditor(delta) {
if (!microChar) { microToast('角色未加载,无法修改金币'); return; }
@@ -2494,7 +2520,10 @@ async function changeGoldEditor(delta) {
try {
const r = await API.saveChar({ gold: next });
if (r && r.ok && r.char) {
microChar.gold = r.char.gold;
microChar.gold = r.char.gold || 0;
microChar.copper = r.char.copper || 0;
microChar.silver = r.char.silver || 0;
microChar.diamond = r.char.diamond || 0;
updateGoldEditorDisplay();
microRenderCharHud();
microToast(`金币已调整为 🪙${microChar.gold}`);
@@ -2536,8 +2565,11 @@ async function emitTaskEvent(event, payload) {
taskData = { chapters: r.chapters, tasks: r.tasks, char: r.char };
if (microChar && r.char) {
microChar.level = r.char.level; microChar.exp = r.char.exp;
microChar.exp_max = r.char.exp_max; microChar.gold = r.char.gold;
microChar.exp_max = r.char.exp_max; microChar.gold = r.char.gold || 0;
microChar.copper = r.char.copper || 0; microChar.silver = r.char.silver || 0;
microChar.diamond = r.char.diamond || 0;
microRenderCharHud();
updateGoldEditorDisplay();
}
const body = document.getElementById('taskPanelBody');
if (body) {
@@ -2564,7 +2596,9 @@ async function fetchTasks() {
if (!microChar) {
microChar = {
name: r.char.name, level: r.char.level, exp: r.char.exp,
exp_max: r.char.exp_max, gold: r.char.gold,
exp_max: r.char.exp_max, gold: r.char.gold || 0,
copper: r.char.copper || 0, silver: r.char.silver || 0,
diamond: r.char.diamond || 0,
equip: { weapon: null, armor: null, accessory: null },
inventory: {}
};
@@ -2573,7 +2607,10 @@ async function fetchTasks() {
microChar.level = r.char.level;
microChar.exp = r.char.exp;
microChar.exp_max = r.char.exp_max;
microChar.gold = r.char.gold;
microChar.gold = r.char.gold || 0;
microChar.copper = r.char.copper || 0;
microChar.silver = r.char.silver || 0;
microChar.diamond = r.char.diamond || 0;
}
microRenderCharHud();
updateGoldEditorDisplay();
@@ -2668,8 +2705,12 @@ async function claimTask(code, btn) {
microChar.level = r.char.level;
microChar.exp = r.char.exp;
microChar.exp_max = r.char.exp_max;
microChar.gold = r.char.gold;
microChar.gold = r.char.gold || 0;
microChar.copper = r.char.copper || 0;
microChar.silver = r.char.silver || 0;
microChar.diamond = r.char.diamond || 0;
microRenderCharHud();
updateGoldEditorDisplay();
}
const gained = [];
if (r.reward_exp) gained.push(`⭐${r.reward_exp} 经验`);
@@ -4610,7 +4651,7 @@ async function onMicroUp(e) {
return;
}
if (microChar) microChar.gold = res.gold;
microRenderCharHud();
microRenderCharHud(); updateGoldEditorDisplay();
}
microRoadPaintBefore = 0;
scheduleBuildSave(); microToast('道路已铺设');
@@ -5307,8 +5348,16 @@ async function microUnitRest(unitId) {
// 保存角色(金币/背包/装备)到 Odoo
async function updateChar() {
if (!microChar) return;
const r = await API.saveChar({ gold: microChar.gold, inventory: microChar.inventory, equip: microChar.equip });
if (r && r.ok && r.char) microChar = r.char;
const r = await API.saveChar({
gold: microChar.gold, copper: microChar.copper, silver: microChar.silver,
diamond: microChar.diamond, inventory: microChar.inventory, equip: microChar.equip
});
if (r && r.ok && r.char) {
microChar = r.char;
if (!microChar.equip) microChar.equip = { weapon: null, armor: null, accessory: null };
if (!microChar.inventory) microChar.inventory = {};
['gold','copper','silver','diamond'].forEach(k => { if (microChar[k] == null) microChar[k] = 0; });
}
}
function closeUnitModal() { microOpenUnitId = null; document.getElementById('unitModal').classList.remove('active'); }
@@ -5413,8 +5462,11 @@ async function microBuildingAct(type, action, label) {
}
// 同步角色金币 / 背包
if (res.gold != null) { microChar = microChar || {}; microChar.gold = res.gold; }
if (res.copper != null && microChar) microChar.copper = res.copper;
if (res.silver != null && microChar) microChar.silver = res.silver;
if (res.diamond != null && microChar) microChar.diamond = res.diamond;
if (res.inventory && microChar) microChar.inventory = res.inventory;
microRenderCharHud();
microRenderCharHud(); updateGoldEditorDisplay();
// 发射任务事件:建筑交互 + 资源产出
const _bkey = type + '_' + action;
emitTaskEvent('building_action', { key: _bkey });
@@ -6611,7 +6663,7 @@ async function microCommitPlace() {
return;
}
if (microChar) microChar.gold = res.gold;
microRenderCharHud();
microRenderCharHud(); updateGoldEditorDisplay();
}
microBuildList().push({ i: g.i, j: g.j, type: microBuildSel, rot: microBuildRot, w: it.w || 1, h: it.h || 1, level: 1, exp: 0, hp: (it.statHp || 100) });
emitTaskEvent('build_placed', { code: microBuildSel });
@@ -8277,6 +8329,8 @@ if (typeof fitWorld === 'function') fitWorld();
microChar = {
name: fresh.name, level: fresh.level, exp: fresh.exp,
exp_max: fresh.exp_max || 100, gold: fresh.gold || 0,
copper: fresh.copper || 0, silver: fresh.silver || 0,
diamond: fresh.diamond || 0,
equip: fresh.equip || { weapon: null, armor: null, accessory: null },
inventory: fresh.inventory || {}
};