Commit fefdbd91 authored by wjf's avatar wjf

l

parent d3971b8e
...@@ -13,7 +13,7 @@ export default class PanelCtrl { ...@@ -13,7 +13,7 @@ export default class PanelCtrl {
/** /**
* 半透明黑色背景 * 半透明黑色背景
*/ */
private _bg: FYGE.Graphics; //FYGE.Shape; private _bg: FYGE.Shape;//FYGE.Graphics;
/** /**
* 所有的弹框 * 所有的弹框
*/ */
...@@ -26,8 +26,8 @@ export default class PanelCtrl { ...@@ -26,8 +26,8 @@ export default class PanelCtrl {
init(parent: FYGE.Container) { init(parent: FYGE.Container) {
this._parent = parent; this._parent = parent;
let bg = new FYGE.Graphics()//Shape(); let bg = new FYGE.Shape();//Graphics()//Shape();
bg.beginFill(0, 1); bg.beginFill(0);
bg.drawRect(//引用适配 bg.drawRect(//引用适配
layers.stageOffsetX - parent.x, layers.stageOffsetX - parent.x,
layers.stageOffsetY - parent.y, layers.stageOffsetY - parent.y,
...@@ -35,6 +35,7 @@ export default class PanelCtrl { ...@@ -35,6 +35,7 @@ export default class PanelCtrl {
layers.stageHeight layers.stageHeight
); );
bg.endFill(); bg.endFill();
bg.hitTestByPixel = false;
bg.visible = false; bg.visible = false;
this._parent.addChild(bg); this._parent.addChild(bg);
this._bg = bg; this._bg = bg;
......
...@@ -19,8 +19,8 @@ export default class SceneCtrl { ...@@ -19,8 +19,8 @@ export default class SceneCtrl {
} }
change(cls: any, data?: any) { change(cls: any, data?: any) {
//如果是同一个场景,考虑是替换还是return //如果是同一个场景,考虑是替换还是return
if (this._currentScene && this._currentScene instanceof cls) return; // if (this._currentScene && this._currentScene instanceof cls) return;//new一个得了,playScene维护太蛋疼,到时看性能吧
let scene: Scene = new cls(data); let scene: Scene = new cls(data);
scene.visible = false; scene.visible = false;
showWaiting(); showWaiting();
...@@ -32,7 +32,7 @@ export default class SceneCtrl { ...@@ -32,7 +32,7 @@ export default class SceneCtrl {
}) })
scene.visible = true; scene.visible = true;
//start里可能处理资源信息,所以在onLoaded后执行 //start里可能处理资源信息,所以在onLoaded后执行
scene.start(); scene.start(data);
} }
//加载失败,继续用之前的场景,移除scene //加载失败,继续用之前的场景,移除scene
scene.onLoadError = () => { scene.onLoadError = () => {
......
...@@ -8,7 +8,7 @@ export class Item extends FYGE.Container implements FYGE.IScrollListItem { ...@@ -8,7 +8,7 @@ export class Item extends FYGE.Container implements FYGE.IScrollListItem {
constructor(data?) { constructor(data?) {
super(); super();
if (this.skinName) RES.initSkinDisplay(this, this.skinName, this); if (this.skinName) RES.initSkinDisplay(this, this.skinName, this);
setTimeout(() => { this.initUi(data); })//考虑是否可以不加延时,加了会有问题,自行调用的updateData会先执行 setTimeout(() => { this.initUi(data); })//考虑是否可以不加延时,加了会有问题,自行调用的updateData会先执行,不加的话继承类里initUi里的属性。。。
} }
/** /**
* 自定义的初始布局方法 * 自定义的初始布局方法
......
...@@ -111,7 +111,7 @@ export class Module extends FYGE.Container { ...@@ -111,7 +111,7 @@ export class Module extends FYGE.Container {
protected btnDelay(target, delay = 2000) { protected btnDelay(target, delay = 2000) {
target.mouseEnable = false; target.mouseEnable = false;
target.mouseChildren = false; target.mouseChildren = false;
setTimeout(()=>{ setTimeout(() => {
target.mouseEnable = true; target.mouseEnable = true;
target.mouseChildren = true; target.mouseChildren = true;
}, delay); }, delay);
...@@ -122,7 +122,7 @@ export class Module extends FYGE.Container { ...@@ -122,7 +122,7 @@ export class Module extends FYGE.Container {
//以防有些地方用了showAni //以防有些地方用了showAni
removeTweens(this); removeTweens(this);
this.data = null;//看情况吧,有时候hidePanel后用了data,注意 // this.data = null;//看情况吧,有时候hidePanel后用了data,注意,还是先去掉吧
//移除事件 //移除事件
this.removeEvents(); this.removeEvents();
//派发销毁事件,主要用于场景及弹框控制 //派发销毁事件,主要用于场景及弹框控制
......
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...@@ -9,7 +9,7 @@ ...@@ -9,7 +9,7 @@
"name": "BuyPowerPanel" "name": "BuyPowerPanel"
}, },
{ {
"keys": "comCloseBtn.png,star.png,toastBg.png,waitingBg.png,waitingRot.png,关闭按钮.png,再想想.png,动物.png,开始闯关要能量.png,确定.png,继续闯关大.png,继续闯关小.png", "keys": "comCloseBtn.png,ele0.png,ele1.png,ele10.png,ele11.png,ele12.png,ele13.png,ele14.png,ele2.png,ele3.png,ele4.png,ele5.png,ele6.png,ele7.png,ele8.png,ele9.png,star.png,toastBg.png,waitingBg.png,waitingRot.png,关闭按钮.png,再想想.png,动物.png,开始闯关要能量.png,确定.png,继续闯关大.png,继续闯关小.png",
"name": "common" "name": "common"
}, },
{ {
...@@ -49,7 +49,7 @@ ...@@ -49,7 +49,7 @@
"name": "NoStepBtn" "name": "NoStepBtn"
}, },
{ {
"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,boomBtn.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,chooseRect.png,doorClosed.png,doorOpen.png,eggPiece1.png,eggPiece2.png,eggPiece3.png,eggPiece4.png,eggPiece5.png,eggStatus0.png,eggStatus1.png,eggStatus2.png,ele0.png,ele0Exp.png,ele1.png,ele10.png,ele11.png,ele12.png,ele13.png,ele14.png,ele1Exp.png,ele2.png,ele2Exp.png,ele3.png,ele3Exp.png,ele4.png,ele4Exp.png,ele5.png,ele6.png,ele7.png,ele8.png,ele9.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,greenCircleDown.png,greenCircleUp.png,greyBallFace.png,guidePropBoom.png,guidePropCow.png,guidePropHammer.png,guidePropHand.png,guidePropMsgPanel.png,guidePropShoe.png,hairballDisBg.png,hairballPiece1.png,hairballPiece10.png,hairballPiece11.png,hairballPiece2.png,hairballPiece3.png,hairballPiece4.png,hairballPiece5.png,hairballPiece6.png,hairballPiece7.png,hairballPiece8.png,hairballPiece9.png,hammerBtn.png,ice2.png,ice3.png,ice4.png,ice5.png,ice6.png,jellyArrow.png,leftArrow.png,lightedStar.png,lineLight.png,lockVine.png,magicLion.png,magicLionBg.png,main_mapbottom.png,playBg.jpg,propNum0.png,propNum1.png,propNum2.png,propNum3.png,propNum4.png,propNum5.png,propNum6.png,propNum7.png,propNum8.png,propNum9.png,rectLat.png,rectLatWhite.png,redDoorBg.png,redNum0.png,redNum1.png,redNum2.png,redNum3.png,redNum4.png,redNum5.png,redNum6.png,redNum7.png,redNum8.png,redNum9.png,redNum关.png,redNum冒号.png,redNum分.png,redNum数.png,redNum第.png,redNum通.png,rightArrow.png,rightMark.png,rock2.png,rock3.png,rock4.png,rock5.png,rock6.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,stepBtn.png,table.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,boomBtn.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,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.png,hairballPiece9.png,hammerBtn.png,ice2.png,ice3.png,ice4.png,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,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,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,stepBtn.png,stepNum0.png,stepNum1.png,stepNum2.png,stepNum3.png,stepNum4.png,stepNum5.png,stepNum6.png,stepNum7.png,stepNum8.png,stepNum9.png,table.png,topBg.png,unlightedStar.png,yellowCircleDown.png,yellowCircleUp.png,yellowDoorBg.png",
"name": "playScene" "name": "playScene"
}, },
{ {
......
...@@ -78,8 +78,8 @@ export class Main { ...@@ -78,8 +78,8 @@ export class Main {
//隐藏加载中 //隐藏加载中
// if (document.getElementById("__loading__")) document.getElementById("__loading__").style.display = "none"; // if (document.getElementById("__loading__")) document.getElementById("__loading__").style.display = "none";
//打开开始场景 //打开开始场景
// changeScene(MapScene); changeScene(MapScene);
changeScene(PlayScene); // changeScene(PlayScene);
// changeScene(SStartScene); // changeScene(SStartScene);
// changeScene(StoryScene); // changeScene(StoryScene);
// changeScene(AdoptScene); // changeScene(AdoptScene);
......
...@@ -9,7 +9,7 @@ export const ResJson = { ...@@ -9,7 +9,7 @@ export const ResJson = {
"name": "BuyPowerPanel" "name": "BuyPowerPanel"
}, },
{ {
"keys": "comCloseBtn.png,star.png,toastBg.png,waitingBg.png,waitingRot.png,关闭按钮.png,再想想.png,动物.png,开始闯关要能量.png,确定.png,继续闯关大.png,继续闯关小.png", "keys": "comCloseBtn.png,ele0.png,ele1.png,ele10.png,ele11.png,ele12.png,ele13.png,ele14.png,ele2.png,ele3.png,ele4.png,ele5.png,ele6.png,ele7.png,ele8.png,ele9.png,star.png,toastBg.png,waitingBg.png,waitingRot.png,关闭按钮.png,再想想.png,动物.png,开始闯关要能量.png,确定.png,继续闯关大.png,继续闯关小.png",
"name": "common" "name": "common"
}, },
{ {
...@@ -49,7 +49,7 @@ export const ResJson = { ...@@ -49,7 +49,7 @@ export const ResJson = {
"name": "NoStepBtn" "name": "NoStepBtn"
}, },
{ {
"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,boomBtn.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,chooseRect.png,doorClosed.png,doorOpen.png,eggPiece1.png,eggPiece2.png,eggPiece3.png,eggPiece4.png,eggPiece5.png,eggStatus0.png,eggStatus1.png,eggStatus2.png,ele0.png,ele0Exp.png,ele1.png,ele10.png,ele11.png,ele12.png,ele13.png,ele14.png,ele1Exp.png,ele2.png,ele2Exp.png,ele3.png,ele3Exp.png,ele4.png,ele4Exp.png,ele5.png,ele6.png,ele7.png,ele8.png,ele9.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,greenCircleDown.png,greenCircleUp.png,greyBallFace.png,guidePropBoom.png,guidePropCow.png,guidePropHammer.png,guidePropHand.png,guidePropMsgPanel.png,guidePropShoe.png,hairballDisBg.png,hairballPiece1.png,hairballPiece10.png,hairballPiece11.png,hairballPiece2.png,hairballPiece3.png,hairballPiece4.png,hairballPiece5.png,hairballPiece6.png,hairballPiece7.png,hairballPiece8.png,hairballPiece9.png,hammerBtn.png,ice2.png,ice3.png,ice4.png,ice5.png,ice6.png,jellyArrow.png,leftArrow.png,lightedStar.png,lineLight.png,lockVine.png,magicLion.png,magicLionBg.png,main_mapbottom.png,playBg.jpg,propNum0.png,propNum1.png,propNum2.png,propNum3.png,propNum4.png,propNum5.png,propNum6.png,propNum7.png,propNum8.png,propNum9.png,rectLat.png,rectLatWhite.png,redDoorBg.png,redNum0.png,redNum1.png,redNum2.png,redNum3.png,redNum4.png,redNum5.png,redNum6.png,redNum7.png,redNum8.png,redNum9.png,redNum关.png,redNum冒号.png,redNum分.png,redNum数.png,redNum第.png,redNum通.png,rightArrow.png,rightMark.png,rock2.png,rock3.png,rock4.png,rock5.png,rock6.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,stepBtn.png,table.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,boomBtn.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,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.png,hairballPiece9.png,hammerBtn.png,ice2.png,ice3.png,ice4.png,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,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,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,stepBtn.png,stepNum0.png,stepNum1.png,stepNum2.png,stepNum3.png,stepNum4.png,stepNum5.png,stepNum6.png,stepNum7.png,stepNum8.png,stepNum9.png,table.png,topBg.png,unlightedStar.png,yellowCircleDown.png,yellowCircleUp.png,yellowDoorBg.png",
"name": "playScene" "name": "playScene"
}, },
{ {
......
...@@ -220,4 +220,14 @@ export class Tools { ...@@ -220,4 +220,14 @@ export class Tools {
target.mouseChildren = true; target.mouseChildren = true;
}, delay); }, delay);
} }
/**
* 根据名字获取0到9的贴图
* @param name
*/
public static getNumTextures(name: string): { [key: number]: FYGE.Texture } {
var arr = {}
for (var i = 0; i <= 9; i++)arr[i] = RES.getRes(name + i + ".png")
return arr
}
} }
...@@ -219,7 +219,7 @@ export class PlayScene extends Scene { ...@@ -219,7 +219,7 @@ export class PlayScene extends Scene {
//道具使用引导 //道具使用引导
propGuide: PropGuide; propGuide: PropGuide;
//步数道具引导时的圆 //步数道具引导时的圆
stepCircle: FYGE.Shape; stepCircle: FYGE.Graphics//Shape;
//bonus Time 提示 //bonus Time 提示
bonusTime: BonusTime; bonusTime: BonusTime;
//游戏操作引导 //游戏操作引导
...@@ -243,18 +243,18 @@ export class PlayScene extends Scene { ...@@ -243,18 +243,18 @@ export class PlayScene extends Scene {
this.addChild(FYGE.Sprite.fromFrame("topBg.png")).position.set(0, 10); this.addChild(FYGE.Sprite.fromFrame("topBg.png")).position.set(0, 10);
var commonTextArr = {}; var commonTextArr = {};
for (var i = 0; i < 10; i++)commonTextArr[i] = RES.getRes("redNum" + i + ".png"); for (var i = 0; i < 10; i++)commonTextArr[i] = RES.getRes("scoreNum" + i + ".png");
["第", "关", "分", "数"].forEach((e) => { commonTextArr[e] = RES.getRes("redNum" + e + ".png"); }) ["通", "关", "分", "数"].forEach((e) => { commonTextArr[e] = RES.getRes("scoreNum" + e + ".png"); })
commonTextArr[":"] = RES.getRes("redNum冒号.png"); commonTextArr[":"] = RES.getRes("scoreNum冒号.png");
//通关目标分数 //通关目标分数
this.targetScoreTxt = this.addChild(new FYGE.BitmapText(commonTextArr)); this.targetScoreTxt = this.addChild(new FYGE.BitmapText(commonTextArr));
this.targetScoreTxt.position.set(375, 188); this.targetScoreTxt.position.set(375, 193);
this.targetScoreTxt.scale.set(0.8, 0.8); //设置,待定
// this.targetScoreTxt.text = "通关分数:1000" this.addChild(FYGE.Sprite.fromFrame("settingBtn.png")).position.set(618, 16)
// console.log(this.targetScoreTxt)
} }
start(data: { chapter: number }) { start(data: { chapter: number }) {
super.start(); super.start();
data = { chapter: 1 }
//第几关 //第几关
this.chapter = (data && data.chapter) ? data.chapter : 1; this.chapter = (data && data.chapter) ? data.chapter : 1;
// this.chapter = 24; // this.chapter = 24;
...@@ -265,23 +265,6 @@ export class PlayScene extends Scene { ...@@ -265,23 +265,6 @@ export class PlayScene extends Scene {
//初始化索引信息,包括10*10的, //初始化索引信息,包括10*10的,
Tool.init(Tool.getColOddEven(this.chapterData.map.lattices), !!(this.passElements && this.passElements[ElementType.LOLLIPOP])); Tool.init(Tool.getColOddEven(this.chapterData.map.lattices), !!(this.passElements && this.passElements[ElementType.LOLLIPOP]));
this.initScene(); this.initScene();
//修改道具数量,
// if (data.boom) {
// NetManager.ins.hc_useProp(() => { }, PropType.BOOMS, data.boom);
// this.propBtnCon.boomBtn.propNumShow.count += data.boom
// }
// this.propBtnCon.boomBtn.propNumShow.count += data.videoProp[0];
// if (data.hammer) {
// setTimeout(() => { NetManager.ins.hc_useProp(() => { }, PropType.HAMMERS, data.hammer) }, 500);
// this.propBtnCon.hammerBtn.propNumShow.count += data.hammer
// }
// this.propBtnCon.hammerBtn.propNumShow.count += data.videoProp[1];
// if (data.step) {
// setTimeout(() => { NetManager.ins.hc_useProp(() => { }, PropType.STEPS, data.step) }, 1000);
// this.propBtnCon.stepBtn.propNumShow.count += data.step
// }
// this.propBtnCon.stepBtn.propNumShow.count += data.videoProp[2];
//先禁掉事件 //先禁掉事件
this.enableMouseEvt(false); this.enableMouseEvt(false);
...@@ -356,16 +339,14 @@ export class PlayScene extends Scene { ...@@ -356,16 +339,14 @@ export class PlayScene extends Scene {
initScene() { initScene() {
//第几关 //第几关
var chapterTxt = new FYGE.BitmapText({});//TODO文本 var chapterTex = Tools.getNumTextures("chapterNum");
chapterTxt.text = "" + (this.chapter >> 0); ["第", "关"].forEach((e) => { chapterTex[e] = RES.getRes("chapterNum" + e + ".png") })
chapterTxt.x = 122; var chapterTxt = this.addChild(new FYGE.BitmapText(chapterTex));
chapterTxt.y = 148 chapterTxt.text = "第" + (this.chapter >> 0) + "关";
this.addChild(chapterTxt) chapterTxt.position.set(535, 58);
//步数 //步数
this.stepNumber = new FYGE.BitmapText({});//TODO文本 this.stepNumber = this.addChild(new FYGE.BitmapText(Tools.getNumTextures("stepNum")));
this.stepNumber.x = 123; this.stepNumber.position.set(375, 20);
this.stepNumber.y = 85;
this.addChild(this.stepNumber);
//步数初始化 //步数初始化
this.steps = this.chapterData.stepCount; this.steps = this.chapterData.stepCount;
//分数进度条,托管 //分数进度条,托管
...@@ -393,7 +374,6 @@ export class PlayScene extends Scene { ...@@ -393,7 +374,6 @@ export class PlayScene extends Scene {
//初始换道具容器 //初始换道具容器
this.propBtnCon = new PropBtnCon(); this.propBtnCon = new PropBtnCon();
this.propBtnCon.y = 238 + Tool.gameAreaHeight + 10; this.propBtnCon.y = 238 + Tool.gameAreaHeight + 10;
this.addChild(this.propBtnCon); this.addChild(this.propBtnCon);
//按钮的事件 //按钮的事件
this.propBtnCon.boomBtn.addEventListener(FYGE.MouseEvent.CLICK, this.onTap_boomBtn, this) this.propBtnCon.boomBtn.addEventListener(FYGE.MouseEvent.CLICK, this.onTap_boomBtn, this)
...@@ -406,12 +386,12 @@ export class PlayScene extends Scene { ...@@ -406,12 +386,12 @@ export class PlayScene extends Scene {
this.choosed = new FYGE.Sprite(textureChoosed); this.choosed = new FYGE.Sprite(textureChoosed);
this.choosed.anchorTexture.set(0.5, 0.5) this.choosed.anchorTexture.set(0.5, 0.5)
//道具使用时蒙层 无需加入场景,带入propBtnCo的位置数据 //道具使用时蒙层 无需加入场景,带入propBtnCo的位置数据
this.propGuide = new PropGuide(this.propBtnCon.y); this.propGuide = new PropGuide(this.propBtnCon.y - 10);
// this.addChild(this.propGuide); // this.addChild(this.propGuide);
//bonusTime引导,备用的,无需加入场景 //bonusTime引导,备用的,无需加入场景
this.bonusTime = new BonusTime(); this.bonusTime = new BonusTime();
this.bonusTime.x = 375 this.bonusTime.x = 375
this.bonusTime.y = 1624 / 2-layers.stageOffsetY; this.bonusTime.y = 1624 / 2 - layers.stageOffsetY;
} }
initTarget() { initTarget() {
//通关目标,如果通关目标是元素时,赋值this.passElements,否则 //通关目标,如果通关目标是元素时,赋值this.passElements,否则
...@@ -982,13 +962,14 @@ export class PlayScene extends Scene { ...@@ -982,13 +962,14 @@ export class PlayScene extends Scene {
}, this); }, this);
} else { } else {
if (!this.stepCircle) { if (!this.stepCircle) {
this.stepCircle = new FYGE.Shape(); this.stepCircle = new FYGE.Graphics()
this.stepCircle.beginFill(0xff0000, 0.5); .beginFill(0xff0000)
this.stepCircle.drawCircle(123, 98, 72); .drawCircle(stepPosition[0], stepPosition[1], 55)
this.stepCircle.endFill(); .endFill()
this.stepCircle.addEventListener(FYGE.MouseEvent.CLICK, () => { .addEventListener(FYGE.MouseEvent.CLICK, () => {
this.sendPropUse(PropType.STEPS) this.sendPropUse(PropType.STEPS)
}, this) }, this)
this.stepCircle.alpha = 0;
} }
this.addChild(this.stepCircle) this.addChild(this.stepCircle)
//如果点击引导取消使用 //如果点击引导取消使用
...@@ -1054,7 +1035,7 @@ export class PlayScene extends Scene { ...@@ -1054,7 +1035,7 @@ export class PlayScene extends Scene {
this.isMouseAction = true; this.isMouseAction = true;
break; break;
case PropType.STEPS: case PropType.STEPS:
this.playAni(RecoverName.STEP_ANI, [50, 100]); this.playAni(RecoverName.STEP_ANI, [stepPosition[0] - 40, stepPosition[1] + 20]);
setTimeout(() => { setTimeout(() => {
this.steps += 5; this.steps += 5;
}, 333) }, 333)
...@@ -2453,9 +2434,7 @@ export class PlayScene extends Scene { ...@@ -2453,9 +2434,7 @@ export class PlayScene extends Scene {
//分数 //分数
this.score += 1000; this.score += 1000;
this.addChild(bonusShootAni); this.addChild(bonusShootAni);
//算角度 bonusShootAni.play([ele.x, ele.y], () => {
var r = Tool.getForwardRotation(stepPosition, [ele.x, ele.y])
bonusShootAni.play(r * 180 / Math.PI, [ele.x, ele.y], () => {
ele.effectType = Math.random() > 0.5 ? EffectType.HORIZONTAL : EffectType.VERTICAL; ele.effectType = Math.random() > 0.5 ? EffectType.HORIZONTAL : EffectType.VERTICAL;
//去掉所有状态 //去掉所有状态
ele.removeAllState(); ele.removeAllState();
...@@ -2741,9 +2720,10 @@ export class PlayScene extends Scene { ...@@ -2741,9 +2720,10 @@ export class PlayScene extends Scene {
if (this.passElements[type] != undefined) { if (this.passElements[type] != undefined) {
if (this.passElements[type] != 0) { if (this.passElements[type] != 0) {
this.passElements[type]--; this.passElements[type]--;
// console.log(this.elementTargets.targets[type])
//@ts-ignore //@ts-ignore
var p = this.elementTargets.targets[type].localToGlobal({ x: 40 * 0.8, y: 40 * 0.8 }) var p = this.elementTargets.targets[type].localToGlobal({ x: 40 * 0.8, y: 40 * 0.8 })
this.addChild(FlyTargetAni(type, fromP, [p.x, p.y], () => { this.addChild(FlyTargetAni(type, fromP, [p.x, p.y - layers.stageOffsetY], () => {
this.elementTargets.targets[type].count--; this.elementTargets.targets[type].count--;
})) }))
} }
......
...@@ -2,9 +2,10 @@ ...@@ -2,9 +2,10 @@
import { Pool } from "../Pool"; import { Pool } from "../Pool";
import { RecoverName } from "../enum/RecoverName"; import { RecoverName } from "../enum/RecoverName";
import { RES } from "../../../module/RES"; import { RES } from "../../../module/RES";
import { Tool } from "../Tool";
export const stepPosition: number[] = [125, 115]; export const stepPosition: number[] = [375, 60];
/** /**
* 需要回调的 * 需要回调的
* 手动修改this.shoot.rotation= * 手动修改this.shoot.rotation=
...@@ -34,9 +35,9 @@ export class BonusShootAni extends FYGE.Container { ...@@ -34,9 +35,9 @@ export class BonusShootAni extends FYGE.Container {
this.y = stepPosition[1]; this.y = stepPosition[1];
} }
play(rotation: number, p: number[], callback: Function) { play(p: number[], callback: Function) {
this.reset() this.reset()
this.shoot.rotation = rotation; this.shoot.rotation = Tool.getForwardRotation(stepPosition, p) * 180 / Math.PI;
FYGE.Tween.get(this) FYGE.Tween.get(this)
.to({ x: p[0], y: p[1] }, 300) .to({ x: p[0], y: p[1] }, 300)
.call(() => { .call(() => {
...@@ -44,7 +45,7 @@ export class BonusShootAni extends FYGE.Container { ...@@ -44,7 +45,7 @@ export class BonusShootAni extends FYGE.Container {
// playSound(SoundType.bonusShoot) // playSound(SoundType.bonusShoot)
this.shoot.visible = false; this.shoot.visible = false;
this.imageAni.visible = true; this.imageAni.visible = true;
this.imageAni.play(1,() => { this.imageAni.play(1, () => {
if (this.parent) { if (this.parent) {
this.parent.removeChild(this) this.parent.removeChild(this)
}; };
......
...@@ -6,8 +6,8 @@ import { ElementType } from "../enum/ElementType"; ...@@ -6,8 +6,8 @@ import { ElementType } from "../enum/ElementType";
import { RES } from "../../../module/RES"; import { RES } from "../../../module/RES";
//位置信息暂时都统一,因为现在所有基础5种元素的长宽都是90,如果以后基础元素图修改 //位置信息暂时都统一,因为现在所有基础5种元素的长宽都是90,如果以后基础元素图修改
const baseEleWidth = 90; const baseEleWidth = 80//90;
const baseEleHeight = 90; const baseEleHeight = 80//90;
//动画时间 //动画时间
const time = 300; const time = 300;
......
...@@ -23,7 +23,7 @@ export function FlyTargetAni( ...@@ -23,7 +23,7 @@ export function FlyTargetAni(
eleC.x = fromP[0]; eleC.x = fromP[0];
eleC.y = fromP[1]; eleC.y = fromP[1];
FYGE.Tween.get(eleC) FYGE.Tween.get(eleC)
.to({ x: targetP[0], y: targetP[1], scaleX: 0.3, scaleY: 0.3 }, 500 + (Math.random() * 100) >> 0) .to({ x: targetP[0], y: targetP[1], scaleX: 0.7, scaleY: 0.7 }, 500 + (Math.random() * 100) >> 0)
.call(() => { .call(() => {
//回收 //回收
if (eleC.parent) { if (eleC.parent) {
......
...@@ -4,8 +4,8 @@ import { Tool } from "../Tool"; ...@@ -4,8 +4,8 @@ import { Tool } from "../Tool";
import { RES } from "../../../module/RES"; import { RES } from "../../../module/RES";
const offsetX = 71 / 2; const offsetX = 80 / 2;
const offsetY = 62 / 2; const offsetY = 80 / 2;
/** /**
* 分裂的动画,待写 * 分裂的动画,待写
...@@ -38,8 +38,8 @@ export class HairballBrownDivideAni extends FYGE.Container { ...@@ -38,8 +38,8 @@ export class HairballBrownDivideAni extends FYGE.Container {
} }
play(startP: number[], endP: number[], callback: Function) { play(startP: number[], endP: number[], callback: Function) {
this.reset(); this.reset();
var oriEyeX = 10.99; var oriEyeX = 23;
var oriEyeY = 24.66; var oriEyeY = 33;
//判断上下左右, //判断上下左右,
var obj = { x: -offsetX, y: -offsetY };//整体的位置跳动 var obj = { x: -offsetX, y: -offsetY };//整体的位置跳动
var eyeObj = { x: oriEyeX, y: oriEyeY };//眼睛的移动 var eyeObj = { x: oriEyeX, y: oriEyeY };//眼睛的移动
...@@ -142,13 +142,14 @@ class Hairball extends FYGE.Container { ...@@ -142,13 +142,14 @@ class Hairball extends FYGE.Container {
this.greyFace = new FYGE.Sprite(RES.getRes("greyBallFace.png")); this.greyFace = new FYGE.Sprite(RES.getRes("greyBallFace.png"));
this.addChild(this.greyFace); this.addChild(this.greyFace);
this.eyesDown = new EyesDown(); this.eyesDown = new EyesDown();
this.eyesDown.x = 10; this.eyesDown.x = 16;
this.eyesDown.y = 32.66; this.eyesDown.y = 29 + 29 / 2;
this.addChild(this.eyesDown); this.addChild(this.eyesDown);
this.eyes = new Eyes(); this.eyes = new Eyes();
this.eyes.x = 10.99; this.eyes.x = 23;
this.eyes.y = 24.66; this.eyes.y = 33;
this.addChild(this.eyes); this.addChild(this.eyes);
} }
} }
...@@ -164,7 +165,7 @@ class Eyes extends FYGE.Container { ...@@ -164,7 +165,7 @@ class Eyes extends FYGE.Container {
this.left = new FYGE.Sprite(texture); this.left = new FYGE.Sprite(texture);
this.addChild(this.left); this.addChild(this.left);
this.right = new FYGE.Sprite(texture); this.right = new FYGE.Sprite(texture);
this.right.x = 27.85; this.right.x = 23;
this.addChild(this.right) this.addChild(this.right)
} }
} }
...@@ -178,11 +179,11 @@ class EyesDown extends FYGE.Container { ...@@ -178,11 +179,11 @@ class EyesDown extends FYGE.Container {
constructor() { constructor() {
super(); super();
this.left = new FYGE.Sprite(RES.getRes("eyeDownLeft.png")); this.left = new FYGE.Sprite(RES.getRes("eyeDownLeft.png"));
this.left.y = -10; this.left.y = -29 / 2;
this.addChild(this.left); this.addChild(this.left);
this.right = new FYGE.Sprite(RES.getRes("eyeDownRight.png")); this.right = new FYGE.Sprite(RES.getRes("eyeDownRight.png"));
this.right.x = 27.51; this.right.x = 45 - 16;
this.right.y = -10; this.right.y = -29 / 2;
this.addChild(this.right) this.addChild(this.right)
} }
} }
......
import { Ani } from "../class/Ani";
import { RES } from "../../../module/RES";
import { RecoverName } from "../enum/RecoverName";
const offsetX = 71 / 2;
const offsetY = 62 / 2;
/**
* 碎片位置参数
*/
const config = [
{
"name": "hairballPiece1",
"x": 5,
"y": 46,
"width": 33,
"height": 15
},
{
"name": "hairballPiece2",
"x": 32,
"y": 41,
"width": 36,
"height": 21
},
{
"name": "hairballPiece3",
"x": 0,
"y": 37,
"width": 36,
"height": 21
},
{
"name": "hairballPiece4",
"x": 30,
"y": 26,
"width": 41,
"height": 31
},
{
"name": "hairballPiece5",
"x": 1,
"y": 32,
"width": 42,
"height": 17
},
{
"name": "hairballPiece6",
"x": 33,
"y": 30,
"width": 34,
"height": 17
},
{
"name": "hairballPiece7",
"x": 1,
"y": 23,
"width": 47,
"height": 15
},
{
"name": "hairballPiece8",
"x": 33,
"y": 20,
"width": 38,
"height": 14
},
{
"name": "hairballPiece9",
"x": 2,
"y": 16,
"width": 41,
"height": 11
},
{
"name": "hairballPiece10",
"x": 31,
"y": 13,
"width": 39,
"height": 10
},
{
"name": "hairballPiece11",
"x": 5,
"y": 0,
"width": 65,
"height": 23
}
]
/**
* 毛球消失动效
*/
export class HairballGreyDisAni extends Ani {
pieces: FYGE.Sprite[];
upBg: FYGE.Sprite;
constructor() {
super();
this.aniName = RecoverName.HAIRBALLGREYDIS_ANI// "HairballGreyDisAni";
this.pieces = []
for (var i = 0; i < config.length; i++) {
var bitmap = new FYGE.Sprite(RES.getRes(config[i].name + ".png"))
this.addChild(bitmap)
this.pieces.push(bitmap);
}
this.upBg = new FYGE.Sprite(RES.getRes("hairballDisBg.png"));
// this.upBg.anchorOffsetX = offsetX;
// this.upBg.anchorOffsetY = offsetY;
this.upBg.anchorTexture.set(offsetX / this.upBg.texture.width, offsetY / this.upBg.texture.height)
this.addChild(this.upBg);
this.reset();
}
private reset() {
for (var i = 0; i < config.length; i++) {
this.pieces[i].x = config[i].x - offsetX;
this.pieces[i].y = config[i].y - offsetY;
this.pieces[i].alpha = 1;
}
this.upBg.scaleX = this.upBg.scaleY = 1;
this.upBg.alpha = 1;
}
play() {
//重置
this.reset();
//动画,完了要调this.recover()
FYGE.Tween.get(this.upBg)
.to({ scaleX: 1.5, scaleY: 1.5 }, 150)
FYGE.Tween.get(this.upBg)
.wait(50)
.to({ alpha: 0 }, 100)
.call(() => {
//碎片掉落
for (let i = 0; i < config.length; i++) {
let p = this.pieces[i];
let y = config[i].y;
FYGE.Tween.get(p)
.wait(i * 30)
.to({ y: y + 6 }, 200);
FYGE.Tween.get(p)
.wait(i * 30 + 150)
.to({ alpha: 0 }, 50)
.call(() => {
if (i == config.length - 1) {
this.recover();
}
})
}
})
}
}
...@@ -3,8 +3,8 @@ import { Ani } from "../class/Ani"; ...@@ -3,8 +3,8 @@ import { Ani } from "../class/Ani";
import { RES } from "../../../module/RES"; import { RES } from "../../../module/RES";
import { RecoverName } from "../enum/RecoverName"; import { RecoverName } from "../enum/RecoverName";
const offsetX = 71 / 2; const offsetX = 120 / 2;
const offsetY = 62 / 2; const offsetY = 120 / 2;
/** /**
...@@ -13,83 +13,50 @@ const offsetY = 62 / 2; ...@@ -13,83 +13,50 @@ const offsetY = 62 / 2;
const config = [ const config = [
{ {
"name": "hairballPiece1", "name": "hairballPiece1",
"x": 5, "x": 57,
"y": 46, "y": 70,
"width": 33,
"height": 15
}, },
{ {
"name": "hairballPiece2", "name": "hairballPiece2",
"x": 32, "x": 23,
"y": 41, "y": 71,
"width": 36,
"height": 21
}, },
{ {
"name": "hairballPiece3", "name": "hairballPiece3",
"x": 0, "x": 61,
"y": 37, "y": 63,
"width": 36,
"height": 21
}, },
{ {
"name": "hairballPiece4", "name": "hairballPiece4",
"x": 30, "x": 22,
"y": 26, "y": 64,
"width": 41,
"height": 31
}, },
{ {
"name": "hairballPiece5", "name": "hairballPiece5",
"x": 1, "x": 71,
"y": 32, "y": 49,
"width": 42,
"height": 17
}, },
{ {
"name": "hairballPiece6", "name": "hairballPiece6",
"x": 33, "x": 42,
"y": 30, "y": 55,
"width": 34,
"height": 17
}, },
{ {
"name": "hairballPiece7", "name": "hairballPiece7",
"x": 1, "x": 23,
"y": 23, "y": 44,
"width": 47,
"height": 15
}, },
{ {
"name": "hairballPiece8", "name": "hairballPiece8",
"x": 33, "x": 59,
"y": 20, "y": 26,
"width": 38,
"height": 14
}, },
{ {
"name": "hairballPiece9", "name": "hairballPiece9",
"x": 2, "x": 23,
"y": 16, "y": 26,
"width": 41,
"height": 11
},
{
"name": "hairballPiece10",
"x": 31,
"y": 13,
"width": 39,
"height": 10
}, },
{
"name": "hairballPiece11",
"x": 5,
"y": 0,
"width": 65,
"height": 23
}
] ]
/** /**
* 毛球消失动效 * 毛球消失动效
*/ */
...@@ -102,19 +69,11 @@ export class HairballGreyDisAni extends Ani { ...@@ -102,19 +69,11 @@ export class HairballGreyDisAni extends Ani {
this.pieces = [] this.pieces = []
for (var i = 0; i < config.length; i++) { for (var i = 0; i < config.length; i++) {
var bitmap = new FYGE.Sprite(RES.getRes(config[i].name + ".png")) var bitmap = this.addChild(new FYGE.Sprite(RES.getRes(config[i].name + ".png")))
this.addChild(bitmap)
this.pieces.push(bitmap); this.pieces.push(bitmap);
} }
this.upBg = this.addChild(new FYGE.Sprite(RES.getRes("hairballDisBg.png")))
this.upBg.anchorTexture.set(0.5, 0.5)
this.upBg = new FYGE.Sprite(RES.getRes("hairballDisBg.png"));
// this.upBg.anchorOffsetX = offsetX;
// this.upBg.anchorOffsetY = offsetY;
this.upBg.anchorTexture.set(offsetX / this.upBg.texture.width, offsetY / this.upBg.texture.height)
this.addChild(this.upBg);
this.reset(); this.reset();
} }
...@@ -134,20 +93,18 @@ export class HairballGreyDisAni extends Ani { ...@@ -134,20 +93,18 @@ export class HairballGreyDisAni extends Ani {
this.reset(); this.reset();
//动画,完了要调this.recover() //动画,完了要调this.recover()
FYGE.Tween.get(this.upBg) FYGE.Tween.get(this.upBg)
.to({ scaleX: 1.5, scaleY: 1.5 }, 150) .to({ scaleX: 1.4, scaleY: 1.4 }, 170)
FYGE.Tween.get(this.upBg) .to({ scaleX: 1, scaleY: 1, alpha: 0 }, 160)
.wait(50) .call(()=>{
.to({ alpha: 0 }, 100)
.call(() => {
//碎片掉落 //碎片掉落
for (let i = 0; i < config.length; i++) { for (let i = 0; i < config.length; i++) {
let p = this.pieces[i]; let p = this.pieces[i];
let y = config[i].y; let y = config[i].y;
FYGE.Tween.get(p) FYGE.Tween.get(p)
.wait(i * 30) .wait(i * 30)
.to({ y: y + 6 }, 200); .to({ y: y + 6 }, 170);
FYGE.Tween.get(p) FYGE.Tween.get(p)
.wait(i * 30 + 150) .wait(i * 30 + 100)
.to({ alpha: 0 }, 50) .to({ alpha: 0 }, 50)
.call(() => { .call(() => {
if (i == config.length - 1) { if (i == config.length - 1) {
...@@ -156,7 +113,5 @@ export class HairballGreyDisAni extends Ani { ...@@ -156,7 +113,5 @@ export class HairballGreyDisAni extends Ani {
}) })
} }
}) })
} }
} }
...@@ -7,8 +7,6 @@ import { Tool } from "../Tool"; ...@@ -7,8 +7,6 @@ import { Tool } from "../Tool";
import { ElementType } from "../enum/ElementType"; import { ElementType } from "../enum/ElementType";
import { RES } from "../../../module/RES"; import { RES } from "../../../module/RES";
export const stepPosition: number[] = [125, 115];
/** /**
* 需要回调的 * 需要回调的
* 手动修改this.shoot.rotation= * 手动修改this.shoot.rotation=
......
...@@ -738,7 +738,7 @@ export const Chapters1: ChapterData[] = [ ...@@ -738,7 +738,7 @@ export const Chapters1: ChapterData[] = [
10, 10, 20, 20, 50, 30, 30, 40, 40, 10, 10, 20, 20, 50, 30, 30, 40, 40,
10, 10, 20, 20, 50, 30, 30, 40, 40, 10, 10, 20, 20, 50, 30, 30, 40, 40,
40, 40, 30, 30, 40, 10, 10, 50, 50, 40, 40, 30, 30, 40, 10, 10, 50, 50,
40, 40, 30, 30, 30, 10, 10, 50, 50, 40, 40, 30, 20, 30, 10, 10, 50, 50,//第四个原先30改成20了
0, 0, 0, 0, 30, 0, 0, 0, 0, 0, 0, 0, 0, 30, 0, 0, 0, 0,
0, 0, 10, 20, 10, 20, 10, 0, 0, 0, 0, 10, 20, 10, 20, 10, 0, 0,
], ],
......
...@@ -45,12 +45,11 @@ export function drawBg(paths: PathData[], lattices?: number[]) { ...@@ -45,12 +45,11 @@ export function drawBg(paths: PathData[], lattices?: number[]) {
.position.set(x, y) .position.set(x, y)
return c return c
} }
export function drawShape(paths: PathData[], dontFill: boolean = false): FYGE.Shape { export function drawShape(paths: PathData[]): FYGE.Shape {
var shape = new FYGE.Shape(); var shape = new FYGE.Shape();
shape.beginFill(0x5e2635, 1);//指令中有beginPath,会中断之前绘制得路径,会导致clip只有最后一段poly有效
for (var i = 0; i < paths.length; i++) { for (var i = 0; i < paths.length; i++) {
var path = paths[i]; var path = paths[i];
//画路径
!dontFill && shape.beginFill(0x5e2635, 1);
drawPoly(shape, path) drawPoly(shape, path)
//画洞了 //画洞了
for (var j = 0; j < path.holes.length; j++) { for (var j = 0; j < path.holes.length; j++) {
...@@ -58,7 +57,7 @@ export function drawShape(paths: PathData[], dontFill: boolean = false): FYGE.Sh ...@@ -58,7 +57,7 @@ export function drawShape(paths: PathData[], dontFill: boolean = false): FYGE.Sh
drawPoly(shape, hole) drawPoly(shape, hole)
} }
//最终绘制 //最终绘制
!dontFill && shape.endFill() shape.endFill()
} }
return shape return shape
} }
......
...@@ -2,6 +2,7 @@ ...@@ -2,6 +2,7 @@
import { Tool } from "../Tool"; import { Tool } from "../Tool";
import { RES } from "../../../module/RES"; import { RES } from "../../../module/RES";
import { PropType } from "../enum/PropType"; import { PropType } from "../enum/PropType";
import { stepPosition } from "../anis/BonusShootAni";
/** /**
* 道具使用引导,初始化一次,然后用init初始化 * 道具使用引导,初始化一次,然后用init初始化
...@@ -20,16 +21,16 @@ export class PropGuide extends FYGE.Container { ...@@ -20,16 +21,16 @@ export class PropGuide extends FYGE.Container {
this.bg = new FYGE.Shape(); this.bg = new FYGE.Shape();
this.addChild(this.bg); this.addChild(this.bg);
this.boomBtn = new FYGE.Sprite(RES.getRes("boomBtn.png")); this.boomBtn = new FYGE.Sprite(RES.getRes("boomBtn.png"));
this.boomBtn.x = 375 - 110 - 50 - 55; //110图片宽度,50按钮间隔,55一半的图片宽度 this.boomBtn.x = 311;
this.boomBtn.y = offsetY - 55; this.boomBtn.y = offsetY;
this.addChild(this.boomBtn); this.addChild(this.boomBtn);
this.hammerBtn = new FYGE.Sprite(RES.getRes("hammerBtn.png")); this.hammerBtn = new FYGE.Sprite(RES.getRes("hammerBtn.png"));
this.hammerBtn.x = 375 - 55; this.hammerBtn.x = 488;
this.hammerBtn.y = offsetY - 55; this.hammerBtn.y = offsetY;
this.addChild(this.hammerBtn); this.addChild(this.hammerBtn);
this.stepBtn = new FYGE.Sprite(RES.getRes("stepBtn.png")); this.stepBtn = new FYGE.Sprite(RES.getRes("stepBtn.png"));
this.stepBtn.x = 375 + 110 + 50 - 55; this.stepBtn.x = 100;
this.stepBtn.y = offsetY - 55; this.stepBtn.y = offsetY;
this.addChild(this.stepBtn); this.addChild(this.stepBtn);
//再调 //再调
var text: FYGE.TextField = new FYGE.TextField(); var text: FYGE.TextField = new FYGE.TextField();
...@@ -71,7 +72,7 @@ export class PropGuide extends FYGE.Container { ...@@ -71,7 +72,7 @@ export class PropGuide extends FYGE.Container {
this.bg.lineTo(750, 1624); this.bg.lineTo(750, 1624);
this.bg.lineTo(0, 1624); this.bg.lineTo(0, 1624);
this.bg.lineTo(0, 0); this.bg.lineTo(0, 0);
this.bg.arc(123, 98, 72, 0, Math.PI * 2, true) this.bg.arc(stepPosition[0], stepPosition[1], 55, 0, Math.PI * 2, true)
this.bg.endFill(); this.bg.endFill();
this.msgTxt.text = "点击左上方步数,可为闯关时增加额外5次步数"; this.msgTxt.text = "点击左上方步数,可为闯关时增加额外5次步数";
// this.msgTxt.x = 320; // this.msgTxt.x = 320;
......
import { RES } from "../../../module/RES"; import { RES } from "../../../module/RES";
import { Tools } from "../../Tools";
/** /**
* 分数条的托管类,不需要继承 * 分数条的托管类,不需要继承
...@@ -98,7 +99,8 @@ export class ScoreProgress extends FYGE.Container { ...@@ -98,7 +99,8 @@ export class ScoreProgress extends FYGE.Container {
constructor(starScores: number[]) { constructor(starScores: number[]) {
super() super()
this.starProgress = this.addChild(FYGE.Sprite.fromFrame("starProgress.png")); this.starProgress = this.addChild(FYGE.Sprite.fromFrame("starProgress.png"));
this.scoreTxt = this.addChild(new FYGE.BitmapText({}));//待写 this.scoreTxt = this.addChild(new FYGE.BitmapText(Tools.getNumTextures("scoreNum")));
this.scoreTxt.position.set(39,-32)
this.starScores = starScores; this.starScores = starScores;
this.allScore = this.diss[3] / this.diss[2] * this.starScores[2]; this.allScore = this.diss[3] / this.diss[2] * this.starScores[2];
......
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