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王剑峰
babycare_xiaoxiao
Commits
dd9d6742
Commit
dd9d6742
authored
Jul 15, 2020
by
haiyoucuv
Browse files
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Plain Diff
Success Panel Effect!
parent
f2b1003a
Changes
12
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Showing
12 changed files
with
164 additions
and
94 deletions
+164
-94
workspace.xml
.idea/workspace.xml
+33
-45
babycare.getIndex.json
mock/miniTb/babycare.getIndex.json
+1
-1
闯关成功.png
resource/SuccessPanel/闯关成功.png
+0
-0
闯关成功Bg.png
resource/SuccessPanel/闯关成功Bg.png
+0
-0
res.json
resource/res.json
+1
-1
ResJson.ts
src/ResJson.ts
+1
-1
SkinJson.ts
src/SkinJson.ts
+46
-2
SuccessNoPrizePanel.ts
src/panels/SuccessNoPrizePanel.ts
+14
-1
SuccessPrizePanel.ts
src/panels/SuccessPrizePanel.ts
+15
-1
CheckBtn.ts
src/scene/map/CheckBtn.ts
+1
-1
MapPart.ts
src/scene/map/MapPart.ts
+11
-3
MapScene.ts
src/scene/map/MapScene.ts
+41
-38
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dd9d6742
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mock/miniTb/babycare.getIndex.json
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dd9d6742
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:
"
img_line1.png,img_line2.png,img_line3.png,img_line4.png,img_line5.png,loadingBg.jpg,loadingBg2.png,loadingPro0.png,loadingPro1.png,loadingPro10.png,loadingPro11.png,loadingPro2.png,loadingPro3.png,loadingPro4.png,loadingPro5.png,loadingPro6.png,loadingPro7.png,loadingPro8.png,loadingPro9.png,loadingTitle.png,proDown.png,wheel.pn
g"
,
"name"
:
"loadingScene"
},
{
...
...
src/ResJson.ts
View file @
dd9d6742
...
...
@@ -73,7 +73,7 @@ export const ResJson = {
"name"
:
"fiveVerHorDis"
},
{
"keys"
:
"
bg_loading_back.jp
g"
,
"keys"
:
"
img_line1.png,img_line2.png,img_line3.png,img_line4.png,img_line5.png,loadingBg.jpg,loadingBg2.png,loadingPro0.png,loadingPro1.png,loadingPro10.png,loadingPro11.png,loadingPro2.png,loadingPro3.png,loadingPro4.png,loadingPro5.png,loadingPro6.png,loadingPro7.png,loadingPro8.png,loadingPro9.png,loadingTitle.png,proDown.png,wheel.pn
g"
,
"name"
:
"loadingScene"
},
{
...
...
src/SkinJson.ts
View file @
dd9d6742
...
...
@@ -9,6 +9,28 @@ export const SkinJson = {
"y"
:
0
,
"type"
:
"container"
,
"children"
:
[
{
"name"
:
"light1"
,
"x"
:
155
,
"y"
:
280
,
"alpha"
:
0.8
,
"type"
:
"sprite"
,
"props"
:
{
"source"
:
"comm_light.png"
},
"id"
:
"light1"
},
{
"name"
:
"light2"
,
"x"
:
155
,
"y"
:
280
,
"alpha"
:
0.8
,
"type"
:
"sprite"
,
"props"
:
{
"source"
:
"comm_light.png"
},
"id"
:
"light2"
},
{
"name"
:
"闯关成功Bg"
,
"x"
:
55
,
...
...
@@ -55,7 +77,7 @@ export const SkinJson = {
{
"name"
:
"关卡文字"
,
"x"
:
300
,
"y"
:
5
2
1
,
"y"
:
5
0
1
,
"alpha"
:
1
,
"type"
:
"text"
,
"props"
:
{
...
...
@@ -100,6 +122,28 @@ export const SkinJson = {
"y"
:
0
,
"type"
:
"container"
,
"children"
:
[
{
"name"
:
"light1"
,
"x"
:
155
,
"y"
:
280
,
"alpha"
:
0.8
,
"type"
:
"sprite"
,
"props"
:
{
"source"
:
"comm_light.png"
},
"id"
:
"light1"
},
{
"name"
:
"light2"
,
"x"
:
155
,
"y"
:
280
,
"alpha"
:
0.8
,
"type"
:
"sprite"
,
"props"
:
{
"source"
:
"comm_light.png"
},
"id"
:
"light2"
},
{
"name"
:
"闯关成功"
,
"x"
:
55
,
...
...
@@ -146,7 +190,7 @@ export const SkinJson = {
{
"name"
:
"关卡文字"
,
"x"
:
300
,
"y"
:
5
2
1
,
"y"
:
5
0
1
,
"alpha"
:
1
,
"type"
:
"text"
,
"props"
:
{
...
...
src/panels/SuccessNoPrizePanel.ts
View file @
dd9d6742
...
...
@@ -11,7 +11,7 @@ import { RES } from "../../module/RES";
export
class
SuccessNoPrizePanel
extends
Panel
{
get
groupNames
()
{
return
[
"SuccessPanel"
,
'starLight'
]
return
[
'SuccessPanel'
,
'starLight'
]
}
get
skinName
()
{
...
...
@@ -36,6 +36,8 @@ export class SuccessNoPrizePanel extends Panel {
againBtn
:
FYGE
.
Button
;
continueBtn
:
FYGE
.
Button
;
totalContinueBtn
:
FYGE
.
Button
;
light1
:
Sprite
;
light2
:
Sprite
;
private
starGroup
:
SuccessStarGroup
=
null
;
...
...
@@ -49,9 +51,20 @@ export class SuccessNoPrizePanel extends Panel {
this
.
starGroup
=
this
.
addChild
(
new
SuccessStarGroup
());
this
.
starGroup
.
position
.
set
(
373
,
680
);
this
.
lightEffect
();
this
.
starGroup
.
play
(
3
);
}
private
lightEffect
()
{
Tween
.
get
(
this
.
light1
,
{
loop
:
true
})
.
set
({
anchorX
:
219.5
,
anchorY
:
219.5
})
.
to
({
rotation
:
360
},
12000
);
Tween
.
get
(
this
.
light2
,
{
loop
:
true
})
.
set
({
anchorX
:
219.5
,
anchorY
:
219.5
})
.
to
({
rotation
:
-
360
},
12000
);
}
start
(
data
)
{
super
.
start
();
}
...
...
src/panels/SuccessPrizePanel.ts
View file @
dd9d6742
...
...
@@ -3,10 +3,11 @@ import TEXT_ALIGN = FYGE.TEXT_ALIGN;
import
{
SuccessStarGroup
}
from
"./SuccessNoPrizePanel"
;
import
Tween
=
FYGE
.
Tween
;
import
Ease
=
FYGE
.
Ease
;
import
Sprite
=
FYGE
.
Sprite
;
export
class
SuccessPrizePanel
extends
Panel
{
get
groupNames
()
{
return
[
"SuccessPanel"
,
'starLight'
]
return
[
'SuccessPanel'
,
'starLight'
]
}
get
skinName
()
{
...
...
@@ -31,6 +32,8 @@ export class SuccessPrizePanel extends Panel {
againBtn
:
FYGE
.
Button
;
noPrizeAgainBtn
:
FYGE
.
Button
;
goPrizeBtn
:
FYGE
.
Button
;
light1
:
Sprite
;
light2
:
Sprite
;
private
starGroup
:
SuccessStarGroup
=
null
;
...
...
@@ -44,9 +47,20 @@ export class SuccessPrizePanel extends Panel {
this
.
starGroup
=
this
.
addChild
(
new
SuccessStarGroup
());
this
.
starGroup
.
position
.
set
(
373
,
678
);
this
.
lightEffect
();
this
.
starGroup
.
play
(
4
);
}
private
lightEffect
()
{
Tween
.
get
(
this
.
light1
,
{
loop
:
true
})
.
set
({
anchorX
:
219.5
,
anchorY
:
219.5
})
.
to
({
rotation
:
360
},
12000
);
Tween
.
get
(
this
.
light2
,
{
loop
:
true
})
.
set
({
anchorX
:
219.5
,
anchorY
:
219.5
})
.
to
({
rotation
:
-
360
},
12000
);
}
start
(
data
)
{
super
.
start
();
}
...
...
src/scene/map/CheckBtn.ts
View file @
dd9d6742
...
...
@@ -241,7 +241,7 @@ class CheckCurEffect extends Container {
this
.
light1
.
anchorTexture
.
set
(
0.5
,
0.5
);
this
.
light2
.
anchorTexture
.
set
(
0.5
,
0.5
);
this
.
position
.
set
(
5
3
,
50
);
this
.
position
.
set
(
5
5
,
50
);
this
.
mouseEnable
=
this
.
mouseChildren
=
false
;
}
...
...
src/scene/map/MapPart.ts
View file @
dd9d6742
...
...
@@ -20,11 +20,19 @@ export default class MapPart extends Container {
}
protected
initIcon
()
{
this
.
data
.
forEach
((
value
,
index
)
=>
{
// 坑爹的头像,所以倒着加,可以解决层级问题
for
(
let
i
=
this
.
data
.
length
-
1
;
i
>=
0
;
i
--
)
{
const
value
=
this
.
data
[
i
];
const
nBtn
=
this
.
addChild
(
new
CheckBtn
(
value
));
nBtn
.
position
.
set
(
this
.
btnPos
[
i
ndex
][
0
],
this
.
btnPos
[
index
][
1
]);
nBtn
.
position
.
set
(
this
.
btnPos
[
i
][
0
],
this
.
btnPos
[
i
][
1
]);
MapScene
.
checkArr
[
value
.
check
]
=
nBtn
;
});
}
// this.data.forEach((value, index) => {
// const nBtn = this.addChild(new CheckBtn(value));
//
// nBtn.position.set(this.btnPos[index][0], this.btnPos[index][1]);
// MapScene.checkArr[value.check] = nBtn;
// });
}
}
src/scene/map/MapScene.ts
View file @
dd9d6742
...
...
@@ -5,7 +5,6 @@ import MapUI from "./MapUI";
import
MapMid
from
"./MapMid"
;
import
CheckBtn
,
{
CHECK_TYPE
}
from
"./CheckBtn"
;
import
{
layers
}
from
"../../../module/views/layers"
;
import
{
sendTbNet
,
TbNetName
}
from
"../../TaoBaoNet"
;
import
ScrollPage
=
FYGE
.
ScrollPage
;
import
Container
=
FYGE
.
Container
;
import
{
Tools
}
from
"../../Tools"
;
...
...
@@ -50,54 +49,58 @@ export class MapScene extends Scene {
this
.
initMap
();
this
.
updateMapCheck
();
showPanel
(
Success
PrizePanel
);
showPanel
(
Success
NoPrizePanel
)
}
private
updateMapCheck
()
{
sendTbNet
(
TbNetName
.
getIndex
,
{},
(
success
,
res
)
=>
{
if
(
!
success
)
return
;
this
.
uiLayer
.
energyBox
.
count
=
res
.
data
.
power
;
if
(
this
.
data
.
from
==
'loading'
)
{
this
.
initMapByData
(
Tools
.
gameData
);
}
else
{
Tools
.
getIndex
().
then
((
success
)
=>
{
if
(
success
)
{
this
.
initMapByData
(
Tools
.
gameData
);
}
});
}
}
const
currentLevel
=
res
.
data
.
currentLevel
;
private
initMapByData
(
data
)
{
this
.
uiLayer
.
energyBox
.
count
=
data
.
power
;
// 已经通关的
for
(
let
i
=
1
;
i
<
currentLevel
;
i
++
)
{
MapScene
.
checkArr
[
i
].
type
=
CHECK_TYPE
.
COM
;
MapScene
.
checkArr
[
i
].
enabled
=
true
;
}
const
currentLevel
=
data
.
currentLevel
;
// 当前关卡
if
(
currentLevel
<
121
&&
currentLevel
>
0
)
{
MapScene
.
checkArr
[
currentLevel
].
type
=
CHECK_TYPE
.
CUR
;
MapScene
.
checkArr
[
currentLevel
].
enabled
=
true
;
!
this
.
mapAvatar
&&
(
this
.
mapAvatar
=
this
.
addChild
(
new
MapAvatar
()));
this
.
mapAvatar
.
parent
&&
this
.
mapAvatar
.
parent
.
removeChild
(
this
.
mapAvatar
);
MapScene
.
checkArr
[
currentLevel
].
addChild
(
this
.
mapAvatar
);
}
// 已经通关的
for
(
let
i
=
1
;
i
<
currentLevel
;
i
++
)
{
MapScene
.
checkArr
[
i
].
type
=
CHECK_TYPE
.
COM
;
MapScene
.
checkArr
[
i
].
enabled
=
true
;
}
// 未通关的
for
(
let
i
=
currentLevel
+
1
;
i
<
121
;
i
++
)
{
MapScene
.
checkArr
[
i
].
type
=
CHECK_TYPE
.
COM
;
MapScene
.
checkArr
[
i
].
enabled
=
false
;
}
// 当前关卡
if
(
currentLevel
<
121
&&
currentLevel
>
0
)
{
MapScene
.
checkArr
[
currentLevel
].
type
=
CHECK_TYPE
.
CUR
;
MapScene
.
checkArr
[
currentLevel
].
enabled
=
true
;
!
this
.
mapAvatar
&&
(
this
.
mapAvatar
=
this
.
addChild
(
new
MapAvatar
()));
this
.
mapAvatar
.
parent
&&
this
.
mapAvatar
.
parent
.
removeChild
(
this
.
mapAvatar
);
MapScene
.
checkArr
[
currentLevel
].
addChild
(
this
.
mapAvatar
);
}
// 闯关记录里有的
res
.
data
.
visitors
.
forEach
((
v
)
=>
{
MapScene
.
checkArr
[
v
.
level
].
data
=
v
;
});
// 未通关的
for
(
let
i
=
currentLevel
+
1
;
i
<
121
;
i
++
)
{
MapScene
.
checkArr
[
i
].
type
=
CHECK_TYPE
.
COM
;
MapScene
.
checkArr
[
i
].
enabled
=
false
;
}
// 奖励关卡
res
.
data
.
prize
s
.
forEach
((
v
)
=>
{
MapScene
.
checkArr
[
v
.
level
].
isPrize
=
true
;
});
// 闯关记录里有的
data
.
visitor
s
.
forEach
((
v
)
=>
{
MapScene
.
checkArr
[
v
.
level
].
data
=
v
;
});
this
.
scrollToCheck
(
currentLevel
);
// 奖励关卡
data
.
prizes
.
forEach
((
v
)
=>
{
MapScene
.
checkArr
[
v
.
level
].
isPrize
=
true
;
});
}
);
this
.
scrollToCheck
(
currentLevel
);
}
public
initMap
()
{
...
...
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