Commit 71c6e716 authored by haiyoucuv's avatar haiyoucuv

四连特效替换

parent 4cee9345
......@@ -3,15 +3,10 @@
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......@@ -22,9 +17,9 @@
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......@@ -79,7 +74,7 @@
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......@@ -106,8 +101,8 @@
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......@@ -156,14 +151,7 @@
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......@@ -653,12 +649,6 @@
<line>55</line>
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<url>file://$PROJECT_DIR$/src/scene/PlayScene.ts</url>
<line>1960</line>
<properties lambdaOrdinal="-1" />
<option name="timeStamp" value="10" />
</line-breakpoint>
</breakpoints>
</breakpoint-manager>
</component>
......
......@@ -73,7 +73,7 @@
"name": "map"
},
{
"keys": "blueDoorBg.png,bonusFra0.png,bonusFra1.png,bonusFra10.png,bonusFra11.png,bonusFra2.png,bonusFra3.png,bonusFra4.png,bonusFra5.png,bonusFra6.png,bonusFra7.png,bonusFra8.png,bonusFra9.png,bonusShoot.png,boom0.png,boom1.png,boom10.png,boom11.png,boom12.png,boom13.png,boom14.png,boom15.png,boom16.png,boom17.png,boom18.png,boom19.png,boom2.png,boom20.png,boom3.png,boom4.png,boom5.png,boom6.png,boom7.png,boom8.png,boom9.png,brownBallFace.png,bubbleStar1.png,bubbleStar10.png,bubbleStar11.png,bubbleStar12.png,bubbleStar13.png,bubbleStar14.png,bubbleStar15.png,bubbleStar16.png,bubbleStar17.png,bubbleStar18.png,bubbleStar19.png,bubbleStar2.png,bubbleStar3.png,bubbleStar4.png,bubbleStar5.png,bubbleStar6.png,bubbleStar7.png,bubbleStar8.png,bubbleStar9.png,bubleEle0.png,bubleEle1.png,bubleEle2.png,bubleEle3.png,bubleEle4.png,chapterNum0.png,chapterNum1.png,chapterNum2.png,chapterNum3.png,chapterNum4.png,chapterNum5.png,chapterNum6.png,chapterNum7.png,chapterNum8.png,chapterNum9.png,chapterNum关.png,chapterNum第.png,chooseRect.png,doorClosed.png,doorOpen.png,eggPiece1.png,eggPiece2.png,eggPiece3.png,eggPiece4.png,eggPiece5.png,eggStatus0.png,eggStatus1.png,eggStatus2.png,ele0Exp.png,ele1Exp.png,ele2Exp.png,ele3Exp.png,ele4Exp.png,exLighting0.png,exLighting10.png,exLighting13.png,exLighting15.png,exLighting17.png,exLighting18.png,exLighting2.png,exLighting20.png,exLighting22.png,exLighting24.png,exLighting26.png,exLighting28.png,exLighting31.png,exLighting33.png,exLighting4.png,exLighting6.png,exLighting8.png,eyeDownLeft.png,eyeDownRight.png,eyeSingle.png,gameGuideBoard.png,greenCircleDown.png,greenCircleUp.png,greyBallFace.png,guidePropBoom.png,guidePropCow.png,guidePropHammer.png,guidePropHand.png,guidePropMsgPanel.png,guidePropShoe.png,hairballDisBg.png,hairballPiece1.png,hairballPiece2.png,hairballPiece3.png,hairballPiece4.png,hairballPiece5.png,hairballPiece6.png,hairballPiece7.png,hairballPiece8-1.png,hairballPiece8.png,hairballPiece9.png,ice2.png,ice3.png,ice4.png,ice5.jpg,ice5.png,ice6.png,jellyArrow.png,leftArrow.png,lightedStar.png,lineLight.png,lockVine.png,magicLion.png,magicLionBg.png,main_mapbottom.png,musicOff.png,musicOn.png,playBg.jpg,propNum0.png,propNum1.png,propNum2.png,propNum3.png,propNum4.png,propNum5.png,propNum6.png,propNum7.png,propNum8.png,propNum9.png,prop_count_bg.png,rectLat.png,rectLatWhite.png,redDoorBg.png,rightArrow.png,rightMark.png,rock2.png,rock3.png,rock4.png,rock5.png,rock6.png,scoreNum0.png,scoreNum1.png,scoreNum2.png,scoreNum3.png,scoreNum4.png,scoreNum5.png,scoreNum6.png,scoreNum7.png,scoreNum8.png,scoreNum9.png,scoreNum关.png,scoreNum冒号.png,scoreNum分.png,scoreNum数.png,scoreNum通.png,settingBg.png,settingBtn.png,starProgress.png,stepAni1.png,stepAni10.png,stepAni11.png,stepAni2.png,stepAni3.png,stepAni4.png,stepAni5.png,stepAni6.png,stepAni7.png,stepAni8.png,stepAni9.png,stepNum0.png,stepNum1.png,stepNum2.png,stepNum3.png,stepNum4.png,stepNum5.png,stepNum6.png,stepNum7.png,stepNum8.png,stepNum9.png,table.png,tarNum0.png,tarNum1.png,tarNum2.png,tarNum3.png,tarNum4.png,tarNum5.png,tarNum6.png,tarNum7.png,tarNum8.png,tarNum9.png,topBg.png,unlightedStar.png,yellowCircleDown.png,yellowCircleUp.png,yellowDoorBg.png",
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"name": "playScene"
},
{
......
......@@ -73,7 +73,7 @@ export const ResJson = {
"name": "map"
},
{
"keys": "blueDoorBg.png,bonusFra0.png,bonusFra1.png,bonusFra10.png,bonusFra11.png,bonusFra2.png,bonusFra3.png,bonusFra4.png,bonusFra5.png,bonusFra6.png,bonusFra7.png,bonusFra8.png,bonusFra9.png,bonusShoot.png,boom0.png,boom1.png,boom10.png,boom11.png,boom12.png,boom13.png,boom14.png,boom15.png,boom16.png,boom17.png,boom18.png,boom19.png,boom2.png,boom20.png,boom3.png,boom4.png,boom5.png,boom6.png,boom7.png,boom8.png,boom9.png,brownBallFace.png,bubbleStar1.png,bubbleStar10.png,bubbleStar11.png,bubbleStar12.png,bubbleStar13.png,bubbleStar14.png,bubbleStar15.png,bubbleStar16.png,bubbleStar17.png,bubbleStar18.png,bubbleStar19.png,bubbleStar2.png,bubbleStar3.png,bubbleStar4.png,bubbleStar5.png,bubbleStar6.png,bubbleStar7.png,bubbleStar8.png,bubbleStar9.png,bubleEle0.png,bubleEle1.png,bubleEle2.png,bubleEle3.png,bubleEle4.png,chapterNum0.png,chapterNum1.png,chapterNum2.png,chapterNum3.png,chapterNum4.png,chapterNum5.png,chapterNum6.png,chapterNum7.png,chapterNum8.png,chapterNum9.png,chapterNum关.png,chapterNum第.png,chooseRect.png,doorClosed.png,doorOpen.png,eggPiece1.png,eggPiece2.png,eggPiece3.png,eggPiece4.png,eggPiece5.png,eggStatus0.png,eggStatus1.png,eggStatus2.png,ele0Exp.png,ele1Exp.png,ele2Exp.png,ele3Exp.png,ele4Exp.png,exLighting0.png,exLighting10.png,exLighting13.png,exLighting15.png,exLighting17.png,exLighting18.png,exLighting2.png,exLighting20.png,exLighting22.png,exLighting24.png,exLighting26.png,exLighting28.png,exLighting31.png,exLighting33.png,exLighting4.png,exLighting6.png,exLighting8.png,eyeDownLeft.png,eyeDownRight.png,eyeSingle.png,gameGuideBoard.png,greenCircleDown.png,greenCircleUp.png,greyBallFace.png,guidePropBoom.png,guidePropCow.png,guidePropHammer.png,guidePropHand.png,guidePropMsgPanel.png,guidePropShoe.png,hairballDisBg.png,hairballPiece1.png,hairballPiece2.png,hairballPiece3.png,hairballPiece4.png,hairballPiece5.png,hairballPiece6.png,hairballPiece7.png,hairballPiece8-1.png,hairballPiece8.png,hairballPiece9.png,ice2.png,ice3.png,ice4.png,ice5.jpg,ice5.png,ice6.png,jellyArrow.png,leftArrow.png,lightedStar.png,lineLight.png,lockVine.png,magicLion.png,magicLionBg.png,main_mapbottom.png,musicOff.png,musicOn.png,playBg.jpg,propNum0.png,propNum1.png,propNum2.png,propNum3.png,propNum4.png,propNum5.png,propNum6.png,propNum7.png,propNum8.png,propNum9.png,prop_count_bg.png,rectLat.png,rectLatWhite.png,redDoorBg.png,rightArrow.png,rightMark.png,rock2.png,rock3.png,rock4.png,rock5.png,rock6.png,scoreNum0.png,scoreNum1.png,scoreNum2.png,scoreNum3.png,scoreNum4.png,scoreNum5.png,scoreNum6.png,scoreNum7.png,scoreNum8.png,scoreNum9.png,scoreNum关.png,scoreNum冒号.png,scoreNum分.png,scoreNum数.png,scoreNum通.png,settingBg.png,settingBtn.png,starProgress.png,stepAni1.png,stepAni10.png,stepAni11.png,stepAni2.png,stepAni3.png,stepAni4.png,stepAni5.png,stepAni6.png,stepAni7.png,stepAni8.png,stepAni9.png,stepNum0.png,stepNum1.png,stepNum2.png,stepNum3.png,stepNum4.png,stepNum5.png,stepNum6.png,stepNum7.png,stepNum8.png,stepNum9.png,table.png,tarNum0.png,tarNum1.png,tarNum2.png,tarNum3.png,tarNum4.png,tarNum5.png,tarNum6.png,tarNum7.png,tarNum8.png,tarNum9.png,topBg.png,unlightedStar.png,yellowCircleDown.png,yellowCircleUp.png,yellowDoorBg.png",
"keys": "blueDoorBg.png,bonusFra0.png,bonusFra1.png,bonusFra10.png,bonusFra11.png,bonusFra2.png,bonusFra3.png,bonusFra4.png,bonusFra5.png,bonusFra6.png,bonusFra7.png,bonusFra8.png,bonusFra9.png,bonusShoot.png,boom0.png,boom1.png,boom10.png,boom11.png,boom12.png,boom13.png,boom14.png,boom15.png,boom16.png,boom17.png,boom18.png,boom19.png,boom2.png,boom20.png,boom3.png,boom4.png,boom5.png,boom6.png,boom7.png,boom8.png,boom9.png,brownBallFace.png,bubbleStar1.png,bubbleStar10.png,bubbleStar11.png,bubbleStar12.png,bubbleStar13.png,bubbleStar14.png,bubbleStar15.png,bubbleStar16.png,bubbleStar17.png,bubbleStar18.png,bubbleStar19.png,bubbleStar2.png,bubbleStar3.png,bubbleStar4.png,bubbleStar5.png,bubbleStar6.png,bubbleStar7.png,bubbleStar8.png,bubbleStar9.png,bubleEle0.png,bubleEle1.png,bubleEle2.png,bubleEle3.png,bubleEle4.png,chapterNum0.png,chapterNum1.png,chapterNum2.png,chapterNum3.png,chapterNum4.png,chapterNum5.png,chapterNum6.png,chapterNum7.png,chapterNum8.png,chapterNum9.png,chapterNum关.png,chapterNum第.png,chooseRect.png,doorClosed.png,doorOpen.png,eggPiece1.png,eggPiece2.png,eggPiece3.png,eggPiece4.png,eggPiece5.png,eggStatus0.png,eggStatus1.png,eggStatus2.png,ele0Exp.png,ele0Line.png,ele1Exp.png,ele1Line.png,ele2Exp.png,ele2Line.png,ele3Exp.png,ele3Line.png,ele4Exp.png,ele4Line.png,exLighting0.png,exLighting10.png,exLighting13.png,exLighting15.png,exLighting17.png,exLighting18.png,exLighting2.png,exLighting20.png,exLighting22.png,exLighting24.png,exLighting26.png,exLighting28.png,exLighting31.png,exLighting33.png,exLighting4.png,exLighting6.png,exLighting8.png,eyeDownLeft.png,eyeDownRight.png,eyeSingle.png,gameGuideBoard.png,greenCircleDown.png,greenCircleUp.png,greyBallFace.png,guidePropBoom.png,guidePropCow.png,guidePropHammer.png,guidePropHand.png,guidePropMsgPanel.png,guidePropShoe.png,hairballDisBg.png,hairballPiece1.png,hairballPiece2.png,hairballPiece3.png,hairballPiece4.png,hairballPiece5.png,hairballPiece6.png,hairballPiece7.png,hairballPiece8-1.png,hairballPiece8.png,hairballPiece9.png,ice2.png,ice3.png,ice4.png,ice5.jpg,ice5.png,ice6.png,jellyArrow.png,leftArrow.png,lightedStar.png,lineLight.png,lockVine.png,magicLion.png,magicLionBg.png,main_mapbottom.png,musicOff.png,musicOn.png,playBg.jpg,propNum0.png,propNum1.png,propNum2.png,propNum3.png,propNum4.png,propNum5.png,propNum6.png,propNum7.png,propNum8.png,propNum9.png,prop_count_bg.png,rectLat.png,rectLatWhite.png,redDoorBg.png,rightArrow.png,rightMark.png,rock2.png,rock3.png,rock4.png,rock5.png,rock6.png,scoreNum0.png,scoreNum1.png,scoreNum2.png,scoreNum3.png,scoreNum4.png,scoreNum5.png,scoreNum6.png,scoreNum7.png,scoreNum8.png,scoreNum9.png,scoreNum关.png,scoreNum冒号.png,scoreNum分.png,scoreNum数.png,scoreNum通.png,settingBg.png,settingBtn.png,starProgress.png,stepAni1.png,stepAni10.png,stepAni11.png,stepAni2.png,stepAni3.png,stepAni4.png,stepAni5.png,stepAni6.png,stepAni7.png,stepAni8.png,stepAni9.png,stepNum0.png,stepNum1.png,stepNum2.png,stepNum3.png,stepNum4.png,stepNum5.png,stepNum6.png,stepNum7.png,stepNum8.png,stepNum9.png,table.png,tarNum0.png,tarNum1.png,tarNum2.png,tarNum3.png,tarNum4.png,tarNum5.png,tarNum6.png,tarNum7.png,tarNum8.png,tarNum9.png,topBg.png,unlightedStar.png,yellowCircleDown.png,yellowCircleUp.png,yellowDoorBg.png",
"name": "playScene"
},
{
......
......@@ -362,14 +362,14 @@ export class PlayScene extends Scene {
async initSvgas() {
//这里加载资源吧
await RES.loadGroup("bonusTime")
var bonusTime = new Lottie(bonus_lottie)
const bonusTime = new Lottie(bonus_lottie);
bonusTime.position.set(
(750 - bonusTime.videoWidth) / 2,
(1624 - bonusTime.videoHeight) / 2 - layers.stageOffsetY
)
movieClips.bonusTime = bonusTime;
["great", "wonderful", "amazing"].forEach((e) => {
var g = new GameToast(e + ".png");
const g = new GameToast(e + ".png");
g.position.set(375, 1624 / 2 - layers.stageOffsetY);
movieClips[e] = g
})
......@@ -379,11 +379,11 @@ export class PlayScene extends Scene {
initScene() {
//第几关
var chapterTex = Tools.getNumTextures("chapterNum");
const chapterTex = Tools.getNumTextures("chapterNum");
["第", "关"].forEach((e) => {
chapterTex[e] = RES.getRes("chapterNum" + e + ".png")
})
var chapterTxt = this.addChild(new FYGE.BitmapText(chapterTex));
const chapterTxt = this.addChild(new FYGE.BitmapText(chapterTex));
chapterTxt.text = "第" + (this.chapter >> 0) + "关";
chapterTxt.position.set(535, 58);
//步数
......@@ -397,15 +397,15 @@ export class PlayScene extends Scene {
//分数置0
this.score = 0;
//地图生成
var path = generateMapBg(this.chapterData.map.lattices);
var bg = drawBg(path, this.chapterData.map.lattices)
const path = generateMapBg(this.chapterData.map.lattices);
const bg = drawBg(path, this.chapterData.map.lattices);
this.addChild(bg);
this.map = bg;
//容器
this.elementContainer = new FYGE.Container();
this.addChild(this.elementContainer);
//加遮罩,大遮罩一直都加,小遮罩时时判断
var mask = drawShape(path);
const mask = drawShape(path);
this.elementContainer.mask = mask;
mask.updateShape();//执行一边吧,不然又bug,不更新_localBoundSelf
this.addChild(mask)
......@@ -441,8 +441,8 @@ export class PlayScene extends Scene {
if (this.chapterData.passTarget.type == PassType.ELEMENT_TARGET) {
this.hasEliminatedElements = [];
this.passElements = [];
for (var m = 0; m < this.chapterData.passTarget.elements.length; m++) {
var element: ElementTargetData = this.chapterData.passTarget.elements[m];
for (let m = 0; m < this.chapterData.passTarget.elements.length; m++) {
const element: ElementTargetData = this.chapterData.passTarget.elements[m];
this.passElements[element.type] = element.count;
this.hasEliminatedElements[element.type] = 0;
}
......@@ -497,8 +497,8 @@ export class PlayScene extends Scene {
//画回收口
const texture: FYGE.Texture = RES.getRes('main_mapbottom.png');
const imgs = new FYGE.Container;
for (var m = 0; m < this.recycleIndexs.length; m++) {
var p = Tool.getPositionByIndex(this.recycleIndexs[m]);
for (let m = 0; m < this.recycleIndexs.length; m++) {
const p = Tool.getPositionByIndex(this.recycleIndexs[m]);
const img = new FYGE.Sprite(texture);
img.x = p[0];
img.y = p[1];
......@@ -513,10 +513,10 @@ export class PlayScene extends Scene {
//初始化地图格子数据,包括生成口,联通口
initLattices() {
var latticesD = this.chapterData.map.lattices;
const latticesD = this.chapterData.map.lattices;
//先格子
this.lattices = [];
for (var i = 0; i < latticesD.length; i++) {
for (let i = 0; i < latticesD.length; i++) {
if (!latticesD[i]) continue;
this.lattices[i] = Pool.takeOut(RecoverName.LATTICE);
if (!this.lattices[i]) {
......@@ -525,12 +525,12 @@ export class PlayScene extends Scene {
this.lattices[i].reset(i);
}
//位置
var p = Tool.getPositionByIndex(i);
const p = Tool.getPositionByIndex(i);
//石门
var dooreData = [4, 5, 6, 51, 61]
const dooreData = [4, 5, 6, 51, 61];
if (dooreData.indexOf(latticesD[i]) >= 0) {
let door: Door = Pool.takeOut(RecoverName.DOOR);
var closed: boolean = (latticesD[i] + "").length == 2 ? false : true
const closed: boolean = (latticesD[i] + "").length != 2;
if (!door) {
door = new Door(closed);
} else {
......@@ -542,13 +542,13 @@ export class PlayScene extends Scene {
door.y = p[1];
}
//冰块数据 2 3 5 6 或者51 61
var iceData = [2, 3, 5, 6, 51, 61]
const iceData = [2, 3, 5, 6, 51, 61];
if (iceData.indexOf(latticesD[i]) >= 0) {
var iceCount = (function(n) {
const iceCount = (function(n) {
if (n == 2 || n == 3) return n - 1;
if (n == 5 || n == 6) return n - 4;
return parseInt((n + "").split("")[0]) - 4;
})(latticesD[i])
})(latticesD[i]);
let ice = Pool.takeOut(RecoverName.ICE);
if (!ice) {
ice = new Ice(iceCount);
......@@ -577,15 +577,15 @@ export class PlayScene extends Scene {
let hasBigToSmall: boolean;
//联通口
const connectedLats = this.chapterData.map.connectedLats || [];
for (var i = 0; i < connectedLats.length; i++) {
for (let i = 0; i < connectedLats.length; i++) {
//0是上格子,1是下格子
const connectedLat = connectedLats[i];
if (!connectedLat || !connectedLat.length) continue;
this.lattices[connectedLat[0]].down = connectedLat[1];
this.lattices[connectedLat[1]].up = connectedLat[0];
var colUp = Tool.indexToRc(connectedLat[0])[1];
var colDown = Tool.indexToRc(connectedLat[1])[1];
const colUp = Tool.indexToRc(connectedLat[0])[1];
const colDown = Tool.indexToRc(connectedLat[1])[1];
downMax = Math.max(downMax, colDown);
upMax = Math.max(upMax, colUp);
if (colUp > colDown) hasBigToSmall = true;
......@@ -938,7 +938,7 @@ export class PlayScene extends Scene {
}
let fun: Function;
this.elementContainer.addEventListener(FYGE.MouseEvent.MOUSE_DOWN, fun = function(e) {
var ele = e.currentTarget.parent.parent;
const ele = e.currentTarget.parent.parent;
if (ele instanceof Element &&
// ele.type != ElementType.ROCK &&
ele.type != ElementType.LOLLIPOP) {
......@@ -1202,10 +1202,10 @@ export class PlayScene extends Scene {
private fallVertical() {
var anis: FallAniData[] = []
//先把竖直掉落一格
for (var m = 0; m < Tool.colNum; m++) {
for (let m = 0; m < Tool.colNum; m++) {
//同一列
for (var n = Tool.rowNum - 1; n >= 0; n--) {
var index = Tool.rcToIndex(n, m);
for (let n = Tool.rowNum - 1; n >= 0; n--) {
const index = Tool.rcToIndex(n, m);
let lat = this.lattices[index];
if (Tool.judgeFall(lat)) {
//如果能掉落,,找down,下面,左下,右下是否有空格
......@@ -1220,7 +1220,7 @@ export class PlayScene extends Scene {
connects.push({index: indexDown, type: FallType.STRIGHT})
}
//下方有格子,并且再this.empty中
var emptyIndex = this.emptys.indexOf(indexDown)
const emptyIndex = this.emptys.indexOf(indexDown);
if (emptyIndex > -1) {
anis.push({ele: lat.element, indexs: connects});
//去掉一个
......@@ -1257,18 +1257,18 @@ export class PlayScene extends Scene {
//2表示存在大列连通到小烈,从左往右遍历
//3表示都有,遍历两边,down比up大,从右先
//4表示都有,遍历两边,down比up小,从左先
var anis: FallAniData[] = []
const anis: FallAniData[] = [];
let operation = (m) => {
//同一列,先原有的填满,再查是否有生成口
for (var n = Tool.rowNum - 1; n >= 0; n--) {
for (let n = Tool.rowNum - 1; n >= 0; n--) {
let index = Tool.rcToIndex(n, m);
let lat = this.lattices[index];
if (Tool.judgeFall(lat)) {
//待修改
var indexs = Tool.findBottom(lat, this.emptys, this.lattices);
const indexs = Tool.findBottom(lat, this.emptys, this.lattices);
if (indexs != null) {
//最后一个
var downIndex = indexs[indexs.length - 1].index;
const downIndex = indexs[indexs.length - 1].index;
anis.push({ele: lat.element, indexs: indexs});
//去掉最后一个
// this.emptys.splice(emptyIndex, 1);
......@@ -1283,7 +1283,7 @@ export class PlayScene extends Scene {
}
//找m列的生成口,可能有多个
if (this.generateIndexs[m]) {
for (var aaa = 0; aaa < this.generateIndexs[m].length; aaa++) {
for (let aaa = 0; aaa < this.generateIndexs[m].length; aaa++) {
let index = this.generateIndexs[m][aaa].index;
let lat = this.lattices[index];
//如果有格子。无元素,是生成口,要补齐下面能掉落的
......@@ -1320,15 +1320,15 @@ export class PlayScene extends Scene {
}
}
if (this.connectState == 1) {
for (var m = Tool.colNum; m >= 0; m--) operation(m)
for (let m = Tool.colNum; m >= 0; m--) operation(m)
} else if (this.connectState == 2) {
for (var m = 0; m < Tool.colNum; m++) operation(m)
for (let m = 0; m < Tool.colNum; m++) operation(m)
} else if (this.connectState == 3) {
for (var m = Tool.colNum; m >= 0; m--) operation(m);
for (var m = 0; m < Tool.colNum; m++) operation(m);
for (let m = Tool.colNum; m >= 0; m--) operation(m);
for (let m = 0; m < Tool.colNum; m++) operation(m);
} else if (this.connectState == 4) {
for (var m = 0; m < Tool.colNum; m++) operation(m);
for (var m = Tool.colNum; m >= 0; m--) operation(m);
for (let m = 0; m < Tool.colNum; m++) operation(m);
for (let m = Tool.colNum; m >= 0; m--) operation(m);
}
return anis;
}
......@@ -1338,22 +1338,22 @@ export class PlayScene extends Scene {
*/
private fallSkewEx() {
//记录一个对象和位置信息[obj,index]的数组,如果obj是null则生成,index位置上方
var anis: FallAniData[] = [];
var emptys = this.emptys;
const anis: FallAniData[] = [];
const emptys = this.emptys;
//排序从大到小
emptys.sort(function(a, b) {
return a < b ? 1 : -1
})
for (var i = 0; i < emptys.length; i++) {
for (let i = 0; i < emptys.length; i++) {
let indexMy = emptys[i];
var lat = this.lattices[indexMy];
const lat = this.lattices[indexMy];
let latFall;
let indexFall;
let type: FallType = FallType.STRIGHT
//找联通的up,一期没有复杂的联通,所以动画不用特殊处理
if (lat.up) {
var latUnUp = this.lattices[lat.up];
const latUnUp = this.lattices[lat.up];
if (Tool.judgeFall(latUnUp)) {
latFall = latUnUp;
indexFall = lat.up;
......@@ -1362,7 +1362,7 @@ export class PlayScene extends Scene {
}
//找正上方
if (!latFall && Tool.indexToRc(indexMy)[0] != 0) {
var latUp = this.lattices[indexMy - Tool.colNum];
const latUp = this.lattices[indexMy - Tool.colNum];
if (Tool.judgeFall(latUp)) {
latFall = latUp;
indexFall = indexMy - Tool.colNum;
......@@ -1371,7 +1371,7 @@ export class PlayScene extends Scene {
//找左上
let findLeft = () => {
if (!latFall && Tool.indexToRc(indexMy)[1] != 0) {
var latLeftUp = this.lattices[indexMy - Tool.colNum - 1];
const latLeftUp = this.lattices[indexMy - Tool.colNum - 1];
if (Tool.judgeFall(latLeftUp)) {
latFall = latLeftUp;
indexFall = indexMy - Tool.colNum - 1;
......@@ -1381,7 +1381,7 @@ export class PlayScene extends Scene {
//找右上
let findRight = () => {
if (!latFall && Tool.indexToRc(indexMy)[1] != Tool.colNum - 1) {
var latRightUp = this.lattices[indexMy - Tool.colNum + 1];
const latRightUp = this.lattices[indexMy - Tool.colNum + 1];
if (Tool.judgeFall(latRightUp)) {
latFall = latRightUp;
indexFall = indexMy - Tool.colNum + 1;
......@@ -1423,7 +1423,6 @@ export class PlayScene extends Scene {
emptys.splice(i, 1);
//优先判断生成的,不用管掉落了,跳下一个
i--
continue
}
}
}
......@@ -1680,15 +1679,15 @@ export class PlayScene extends Scene {
//横排检测
for (let i = 0; i < Tool.rowNum; i++) {
//集合横排元素
var arr = []
for (var g = 0; g < Tool.colNum; g++) {
const arr = []
for (let g = 0; g < Tool.colNum; g++) {
arr.push(i * Tool.colNum + g)
}
let re = Tool.fn(arr, this.lattices);
for (var j = 0; j < re.length; j++) {
for (let j = 0; j < re.length; j++) {
let len = re[j].length;
if (len >= 3) {
for (var k = 0; k < len; k++) {
for (let k = 0; k < len; k++) {
let ele = this.lattices[re[j][k]].element;
this.eliminatedElements.push(re[j][k]);
//是五个的
......@@ -1715,15 +1714,15 @@ export class PlayScene extends Scene {
//竖排检测
for (let m = 0; m < Tool.colNum; m++) {
//集合竖排元素
var arr = []
for (var g = 0; g < Tool.rowNum; g++) {
const arr = []
for (let g = 0; g < Tool.rowNum; g++) {
arr.push(Tool.colNum * g + m)
}
let re = Tool.fn(arr, this.lattices);
for (var j = 0; j < re.length; j++) {
for (let j = 0; j < re.length; j++) {
let len = re[j].length;
if (len >= 3) {
for (var k = 0; k < len; k++) {
for (let k = 0; k < len; k++) {
let ele = this.lattices[re[j][k]].element;
//是五个的,特殊处理
if (len >= 5) {
......@@ -1771,8 +1770,8 @@ export class PlayScene extends Scene {
}
//算普通消除分数
if (this.eliminatedElements.length && !this.hasPassed) this.commonContinuityTimes++;
for (var aa = 0; aa < this.eliminatedElements.length; aa++) {
var index = this.eliminatedElements[aa];
for (let aa = 0; aa < this.eliminatedElements.length; aa++) {
const index = this.eliminatedElements[aa];
//没有锁,也没有毛球
if (Tool.judgeHasScore(this.lattices[index].element)) {
this.pushScoreAni(baseScore * this.commonContinuityTimes, Tool.getPositionByIndex(index))
......@@ -1795,11 +1794,11 @@ export class PlayScene extends Scene {
//先消除有旋转的消除完就置空
this.rotateEliminate()
//消除同时找出带特效的
var effectIndexs = this.commonEliminate();
var scoreAll = 0;
const effectIndexs = this.commonEliminate();
let scoreAll = 0;
//得分动效执行,在上面消除动效后出现,分数动效层级要高
for (var i = 0; i < this.scoreAnis.length; i++) {
var scoreAni = this.scoreAnis[i];
for (let i = 0; i < this.scoreAnis.length; i++) {
const scoreAni = this.scoreAnis[i];
scoreAll += scoreAni.score;
// this.addChild(scoreAni)
// scoreAni.play();
......@@ -1977,8 +1976,8 @@ export class PlayScene extends Scene {
* 特效元素的组合效果
*/
effectCombination() {
var one = this.eliminatedElements[0];
var two = this.eliminatedElements[1];
const one = this.eliminatedElements[0];
const two = this.eliminatedElements[1];
let lat1 = this.lattices[one];
let lat2 = this.lattices[two];
let ele1: Element = this.lattices[one].element;
......@@ -1997,8 +1996,8 @@ export class PlayScene extends Scene {
this.recoverEle(two);
//先不管特效组合时的自身的分数
//把所有元素加入
for (var i = 0; i < this.lattices.length; i++) {
var lat = this.lattices[i];
for (let i = 0; i < this.lattices.length; i++) {
const lat = this.lattices[i];
if (Tool.judgeEliminate(lat)) {
//本来没必要判断特效组合时是否有重复的消除元素,但是recoverEle里会有判断石头或果冻的加入,造成重复
if (this.eliminatedElements.indexOf(i) == -1) this.eliminatedElements.push(i);
......@@ -2013,7 +2012,7 @@ export class PlayScene extends Scene {
else if ((ele1.effectType == EffectType.MAGICLION || ele2.effectType == EffectType.MAGICLION)) {
//playSound(SoundType.magic)
let magic: Element, other: Element;
var magicIndex: number;
let magicIndex: number;
if (ele1.effectType == EffectType.MAGICLION) {
magic = ele1;
other = ele2;
......@@ -2027,15 +2026,15 @@ export class PlayScene extends Scene {
this.playAni(RecoverName.MAGICLION_ANI, Tool.getPositionByIndex(magicIndex));
//移除
this.recoverEle(magicIndex);
var rotateData: MagicRotateData = {
const rotateData: MagicRotateData = {
p: Tool.getPositionByIndex(magicIndex),
elementsIndex: [],
type: other.type,
}
};
//手动触发只有一个
this.magicRotateData = [rotateData];
for (var i = 0; i < this.lattices.length; i++) {
var lat = this.lattices[i];
for (let i = 0; i < this.lattices.length; i++) {
const lat = this.lattices[i];
if (Tool.judgeMagicEliminate(lat) &&
lat.element.type == other.type //类型相等
) {
......@@ -2065,15 +2064,15 @@ export class PlayScene extends Scene {
else if (ele1.effectType < 2 && ele2.effectType < 2) {
//playSound(SoundType.line)
//以第二个元素为中心
var p = Tool.getPositionByIndex(one);
const p = Tool.getPositionByIndex(one);
//播放特效
this.playAni(RecoverName.CROSS_ANI, p);
//回收
this.recoverEle(one)
this.recoverEle(two)
//添加消除元素two,同行或同列
for (var i = 0; i < this.lattices.length; i++) {
var lat = this.lattices[i];
for (let i = 0; i < this.lattices.length; i++) {
const lat = this.lattices[i];
if (Tool.judgeEliminate(lat) && (lat.row == lat1.row || lat.column == lat1.column)) {
if (this.eliminatedElements.indexOf(i) == -1) this.eliminatedElements.push(i);
if (Tool.judgeHasScore(lat.element)) {
......@@ -2088,15 +2087,15 @@ export class PlayScene extends Scene {
(ele1.effectType == EffectType.EXPLOSIVE || ele2.effectType == EffectType.EXPLOSIVE)) {
//playSound(SoundType.line)
//以第二个元素为中心
var p = Tool.getPositionByIndex(one);
const p = Tool.getPositionByIndex(one);
//播放特效
this.playAni(RecoverName.THREECROSS_ANI, p);
//回收
this.recoverEle(one)
this.recoverEle(two)
//添加消除元素two,同行或同列,需要优化
for (var i = 0; i < this.lattices.length; i++) {
var lat = this.lattices[i];
for (let i = 0; i < this.lattices.length; i++) {
const lat = this.lattices[i];
if (Tool.judgeEliminate(lat) &&
(Math.abs(lat.row - lat1.row) < 2 || Math.abs(lat.column - lat1.column) < 2)) {
if (this.eliminatedElements.indexOf(i) == -1) this.eliminatedElements.push(i);
......@@ -2111,17 +2110,17 @@ export class PlayScene extends Scene {
else if (ele1.effectType == EffectType.EXPLOSIVE && ele2.effectType == EffectType.EXPLOSIVE) {
//playSound(SoundType.boom)
//以第二个元素为中心
var p = Tool.getPositionByIndex(one);
const p = Tool.getPositionByIndex(one);
//播放特效
var boomAni = this.playAni(RecoverName.BOOM_ANI, p);
const boomAni = this.playAni(RecoverName.BOOM_ANI, p);
boomAni.scaleX = boomAni.scaleY = 2;
//回收
this.recoverEle(one)
this.recoverEle(two)
//添加消除元素two,5*5,需要优化
for (var i = 0; i < this.lattices.length; i++) {
var lat = this.lattices[i];
for (let i = 0; i < this.lattices.length; i++) {
const lat = this.lattices[i];
if (Tool.judgeEliminate(lat) &&
(Math.abs(lat.row - lat1.row) < 3 && Math.abs(lat.column - lat1.column) < 3)) {
if (this.eliminatedElements.indexOf(i) == -1) this.eliminatedElements.push(i);
......@@ -2138,10 +2137,10 @@ export class PlayScene extends Scene {
* 螺旋线消除
*/
rotateEliminate() {
for (var m = 0; m < this.magicRotateData.length; m++) {
var indexs = this.magicRotateData[m].elementsIndex;
var position = this.magicRotateData[m].p;
for (var n = 0; n < indexs.length; n++) {
for (let m = 0; m < this.magicRotateData.length; m++) {
const indexs = this.magicRotateData[m].elementsIndex;
const position = this.magicRotateData[m].p;
for (let n = 0; n < indexs.length; n++) {
let roIndex = indexs[n];
let roEle = this.lattices[roIndex].element
//如果即将产生特效的,跳下一个
......@@ -2163,13 +2162,13 @@ export class PlayScene extends Scene {
commonEliminate(): number[] {
//playSound(SoundType.eliminate)
//记录带特效的
var effectIndexs: number[] = [];
for (var i = this.eliminatedElements.length - 1; i >= 0; i--) {
var index = this.eliminatedElements[i];
var lat = this.lattices[index];
const effectIndexs: number[] = [];
for (let i = this.eliminatedElements.length - 1; i >= 0; i--) {
const index = this.eliminatedElements[i];
const lat = this.lattices[index];
//不用判断是否存在元素了吧
var ele = lat.element;
var p = Tool.getPositionByIndex(index);
const ele = lat.element;
const p = Tool.getPositionByIndex(index);
if (!ele) {
//以防万一还是判断一次
}
......@@ -2182,7 +2181,7 @@ export class PlayScene extends Scene {
}
//有褐色毛球的,记录分裂激活
else if (ele.hasState(StateType.HAIRBALLBROWN)) {
var hairballBrownState: HairballBrownState = ele.getState(StateType.HAIRBALLBROWN);
const hairballBrownState: HairballBrownState = ele.getState(StateType.HAIRBALLBROWN);
hairballBrownState.isActive = true;
//算个数,不能在这里算,得在分裂时算,分裂时算也有问题,目标完成就后置了,会出bug,最好就是不设为目标。
// this.goElementTarget(ElementType.HAIRBALLBROWN, [ele.x, ele.y]);
......@@ -2198,7 +2197,7 @@ export class PlayScene extends Scene {
}
//有黑色毛球的,一次眩晕,两次消失
else if (ele.hasState(StateType.HAIRBALLGREY)) {
var blackballBrownState: HairballBlackState = ele.getState(StateType.HAIRBALLBLACK);
const blackballBrownState: HairballBlackState = ele.getState(StateType.HAIRBALLBLACK);
//醒着的就晕
if (blackballBrownState.isAwake) {
blackballBrownState.isAwake = false;
......@@ -2287,23 +2286,23 @@ export class PlayScene extends Scene {
return this.eliminatedElements.indexOf(i) < 0 && effectIndexs.indexOf(i) < 0
}
// var sounds: SoundType[] = [];
for (var j = 0; j < effectIndexs.length; j++) {
var index = effectIndexs[j];
var lat: Lattice = this.lattices[index];
for (let j = 0; j < effectIndexs.length; j++) {
const index = effectIndexs[j];
const lat: Lattice = this.lattices[index];
let ele = lat.element;
var p = Tool.getPositionByIndex(index);
const p = Tool.getPositionByIndex(index);
switch (ele.effectType) {
case EffectType.MAGICLION:
// if (sounds.indexOf(SoundType.magic) == -1) sounds.push(SoundType.magic)
this.playAni(RecoverName.MAGICLION_ANI, p);
this.recoverEle(index);
//为了不重复
var types = this.chapterData.baseElementTypes.slice();
for (var iii = 0; iii < this.magicRotateData.length; iii++) {
const types = this.chapterData.baseElementTypes.slice();
for (let iii = 0; iii < this.magicRotateData.length; iii++) {
Tool.removeEle(this.magicRotateData[iii].type, types)
}
//随一种基础元素
var type = types.length ? Tool.randomT(types) : Tool.randomT(this.chapterData.baseElementTypes);
const type = types.length ? Tool.randomT(types) : Tool.randomT(this.chapterData.baseElementTypes);
//建一个旋转数据
let rotateData: MagicRotateData = {
p: Tool.getPositionByIndex(index),
......@@ -2312,7 +2311,7 @@ export class PlayScene extends Scene {
}
this.magicRotateData.push(rotateData);
//对于魔力鸟的效果有不一样的,旋转,该组元素要旋转消除
for (var i = 0; i < this.lattices.length; i++) {
for (let i = 0; i < this.lattices.length; i++) {
if (Tool.judgeMagicEliminate(this.lattices[i]) &&
this.lattices[i].element.type == type && //类型相等
judgeExclude(i)
......@@ -2332,7 +2331,7 @@ export class PlayScene extends Scene {
case EffectType.EXPLOSIVE:
// if (sounds.indexOf(SoundType.boom) == -1) sounds.push(SoundType.boom)
//动画移除自己
var boomAni = this.playAni(RecoverName.BOOM_ANI, p);
const boomAni = this.playAni(RecoverName.BOOM_ANI, p);
boomAni.scaleX = boomAni.scaleY = 1;
this.recoverEle(index);
//3*3,需要优化
......@@ -2360,12 +2359,12 @@ export class PlayScene extends Scene {
break;
case EffectType.HORIZONTAL:
// if (sounds.indexOf(SoundType.line) == -1) sounds.push(SoundType.line)
var row = lat.row;
const row = lat.row;
//动画移除自己
this.playAni(RecoverName.HORIZONTAL_ANI, p);
this.recoverEle(index);
for (var i = 0; i < Tool.colNum; i++) {
var ein = Tool.rcToIndex(row, i);
for (let i = 0; i < Tool.colNum; i++) {
let ein = Tool.rcToIndex(row, i);
if (Tool.judgeEliminate(this.lattices[ein]) &&
judgeExclude(ein)
) {
......@@ -2383,8 +2382,8 @@ export class PlayScene extends Scene {
//动画移除自己
this.playAni(RecoverName.VERTICAL_ANI, p);
this.recoverEle(index);
for (var i = 0; i < Tool.rowNum; i++) {
var ein = Tool.rcToIndex(i, col);
for (let i = 0; i < Tool.rowNum; i++) {
let ein = Tool.rcToIndex(i, col);
if (Tool.judgeEliminate(this.lattices[ein]) &&
judgeExclude(ein)
) {
......@@ -2418,11 +2417,7 @@ export class PlayScene extends Scene {
return true
} else {
//判断分数
if (this.score > this.chapterData.passTarget.score) {
return true
} else {
return false
}
return this.score > this.chapterData.passTarget.score;
}
}
......@@ -2431,9 +2426,9 @@ export class PlayScene extends Scene {
*/
terminateSteps() {
//遍历有特效的索引,和,基础元素
var effectElements = [], elements = [];
for (var i = Tool.colNum * Tool.rowNum - 1; i >= 0; i--) {
var lat = this.lattices[i];
const effectElements = [], elements = [];
for (let i = Tool.colNum * Tool.rowNum - 1; i >= 0; i--) {
const lat = this.lattices[i];
if (Tool.judgeBaseEle(lat)) {
if (lat.element.effectType != null) {
effectElements.push(i);
......@@ -2461,7 +2456,7 @@ export class PlayScene extends Scene {
let deltaCount = 0;
//将步数变成横竖特效
while (deltaCount < countAll) {
var rand = Math.floor(Math.random() * elements.length);
const rand = Math.floor(Math.random() * elements.length);
let ele: Element = elements.splice(rand, 1)[0];
if (!ele) break;
deltaCount++;
......@@ -2479,7 +2474,7 @@ export class PlayScene extends Scene {
//去掉所有状态
ele.removeAllState();
this.eliminatedElements.push(ele.index);
this.pushScoreAni(baseScore * 1 * 1.5, [ele.x, ele.y])
this.pushScoreAni(baseScore * 1.5, [ele.x, ele.y])
if (++count == countAll) {
this.eliminate();
//如果还有步数就置0
......@@ -2540,16 +2535,16 @@ export class PlayScene extends Scene {
*/
upsetElement() {
//所有允许交换的格子
var lats: Lattice[] = []
const lats: Lattice[] = [];
//记录元素和目标位置的索引,然后执行所有动画
var anis = [];//两个,0下标是元素,1下标是索引
for (var i = 0; i < this.lattices.length; i++) {
var lat = this.lattices[i];
const anis = [];//两个,0下标是元素,1下标是索引
for (let i = 0; i < this.lattices.length; i++) {
let lat = this.lattices[i];
if (Tool.judgeUpsetMove(lat)) lats.push(lat);
}
//不改变的
var latsCopy = lats.slice();
for (var i = 0; i < lats.length; i++) {
const latsCopy = lats.slice();
for (let i = 0; i < lats.length; i++) {
let ele = lats[i].element;
const rand = Math.floor(Math.random() * latsCopy.length);
let lat = latsCopy.splice(rand, 1)[0];
......@@ -2558,12 +2553,12 @@ export class PlayScene extends Scene {
let count = 0;
let countAll = anis.length;
//执行所有的交换动画
for (var i = 0; i < countAll; i++) {
for (let i = 0; i < countAll; i++) {
let ele: Element = anis[i][0];
let index: number = anis[i][1];
const p = Tool.getPositionByIndex(index);
//现在得位置的赋值
var lat = this.lattices[index];
const lat = this.lattices[index];
lat.element = ele;
FYGE.Tween.get(ele)
.to({x: p[0], y: p[1]}, 500)
......@@ -2611,7 +2606,7 @@ export class PlayScene extends Scene {
* 获得提交数据的jsob
*/
getSubmitJson(): string {
var json = {};
const json = {};
//分数
// json[1] = this.score;
// if (this.passElements) {
......@@ -2863,7 +2858,7 @@ export class PlayScene extends Scene {
this.addChild(eleC);
/// TODO 小红包消失动画
Tween.get(eleC)
.to({scaleX: 0, scaleY:0}, 270, Ease.backIn)
.to({scaleX: 0, scaleY: 0}, 270, Ease.backIn)
.call(() => {
this.removeChild(eleC);
this.festivalTarget.count--;
......
......@@ -132,7 +132,7 @@ export class Element extends FYGE.Container {
private states: State[] = []
/**
*
*
* @param type 只应该是基础元素和特殊元素
*/
constructor(type: ElementType) {
......@@ -183,14 +183,14 @@ export class Element extends FYGE.Container {
texArr = [RES.getRes("magicLion.png")];
} else {
//直线特效的 hor ver
texArr = [];
var hv = this._effectType == EffectType.HORIZONTAL ? "hor" : "ver";
for (var i = 0; i <= 15; i++) {
texArr.push(RES.getRes(hv + "_ele" + this._type + "_" + i + ".png"));
}
for (var i = 14; i >= 1; i--) {
texArr.push(RES.getRes(hv + "_ele" + this._type + "_" + i + ".png"));
}
texArr = [RES.getRes("ele" + this._type + "Line.png")];
// var hv = this._effectType == EffectType.HORIZONTAL ? "hor" : "ver";
// for (var i = 0; i <= 15; i++) {
// texArr.push(RES.getRes(hv + "_ele" + this._type + "_" + i + ".png"));
// }
// for (var i = 14; i >= 1; i--) {
// texArr.push(RES.getRes(hv + "_ele" + this._type + "_" + i + ".png"));
// }
}
}
//处理showImage
......@@ -270,7 +270,7 @@ export class Element extends FYGE.Container {
/**
* 只修改类型,不改变其他状态,主要针对修改基础元素类型
* @param type
* @param type
*/
resetType(type: ElementType) {
//如果类型一致,return
......@@ -336,7 +336,7 @@ export class Element extends FYGE.Container {
/**
* 是否有该状态
* @param state
* @param state
*/
hasState(state: StateType): boolean {
return !!this.states[state];
......@@ -416,7 +416,7 @@ export class Element extends FYGE.Container {
}
/**
* 取得一个状态
* @param state
* @param state
*/
getState(state: StateType): any {
return this.states[state]
......@@ -499,4 +499,4 @@ FYGE.FrameAni.prototype.resetTexturesAll = function (texturesAll: FYGE.Texture[]
// this.changeTexture(0);
this.currentFrame = 0;
this.frameRate = 30;
}
\ No newline at end of file
}
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