Commit 1d53ba27 authored by wildfirecode's avatar wildfirecode

1

parent 6faff4fb
...@@ -79,7 +79,7 @@ ...@@ -79,7 +79,7 @@
</script> </script>
<script src="output.js"></script> <script src="output.js"></script>
<!-- <div id="debugCanvas" style="position:absolute;opacity: .9;pointer-events: none"></div> --> <!-- <div id="debugCanvas" style="position:absolute;opacity: .8;pointer-events: none"></div> -->
</body> </body>
</html> </html>
\ No newline at end of file
This diff is collapsed.
...@@ -5,14 +5,14 @@ import StartScene from "./StartScene"; ...@@ -5,14 +5,14 @@ import StartScene from "./StartScene";
import vibrate from "./vibrate"; import vibrate from "./vibrate";
const check = (_this: StartScene) => { const check = (_this: StartScene) => {
const center = 109; const center = 109-40;
const paddingX = 30; const paddingX = 30;
const ypos = 1386; const ypos = 1386-110;
const h = 100; const h = 100;
const center2 = 643; const center2 = 643+8;
const paddingX2 = 40 + 5; const paddingX2 = 40 + 5;
const ypos2 = 1386 - 20 - 5; const ypos2 = 1386 - 20 - 5-110;
const h2 = 50; const h2 = 50;
// _this._egretRender._root.graphics.beginFill(0xff0000, 1); // _this._egretRender._root.graphics.beginFill(0xff0000, 1);
...@@ -35,7 +35,7 @@ const check = (_this: StartScene) => { ...@@ -35,7 +35,7 @@ const check = (_this: StartScene) => {
} }
} }
const { x, y } = i.position; const { x, y } = i.position;
if (y > 1550) { if (y > 1624-100) {
_this._egretRender.remove(i); _this._egretRender.remove(i);
return; return;
} }
......
...@@ -2,11 +2,11 @@ import { wall, wallMask, basket, basketMask } from "./collisionConfig"; ...@@ -2,11 +2,11 @@ import { wall, wallMask, basket, basketMask } from "./collisionConfig";
import StartScene from "./StartScene"; import StartScene from "./StartScene";
const createBox = (_this: StartScene) => { const createBox = (_this: StartScene) => {
_this._egretRender.rectangle(750 / 2, 1624, 750, 10, null, { isStatic: true, collisionFilter: { group: wall, category: wall, mask: wallMask } }); // _this._egretRender.rectangle(750 / 2, 1624, 750, 100, null, { isStatic: true, collisionFilter: { group: wall, category: wall, mask: wallMask } });
_this._egretRender.rectangle(15, 1624 / 2, 40, 1624, null, { isStatic: true, collisionFilter: { group: wall, category: wall, mask: wallMask } }); _this._egretRender.rectangle(0, 1624 / 2, 10, 1624, null, { isStatic: true, collisionFilter: { group: wall, category: wall, mask: wallMask } });
_this._egretRender.rectangle(750, 1624 / 2, 10, 1624, null, { isStatic: true, collisionFilter: { group: wall, category: wall, mask: wallMask } }); _this._egretRender.rectangle(750, 1624 / 2, 10, 1624, null, { isStatic: true, collisionFilter: { group: wall, category: wall, mask: wallMask } });
const seesaw = _this._egretRender.rectangle(375, 1173, 503, 70, _this['arrow'], { const seesaw = _this._egretRender.rectangle(375, 1043, 503, 70, _this['arrow'], {
isStatic: true, isStatic: true,
restitution:0, restitution:0,
collisionFilter: { group: basket, category: basket, mask: basketMask }, collisionFilter: { group: basket, category: basket, mask: basketMask },
...@@ -23,22 +23,31 @@ const createBox = (_this: StartScene) => { ...@@ -23,22 +23,31 @@ const createBox = (_this: StartScene) => {
// collisionFilter: { group: basket, category: basket, mask: basketMask }, // collisionFilter: { group: basket, category: basket, mask: basketMask },
// }); // });
const basketLeft = Matter.Bodies.circle(558 - 5, 1353, 6, { isStatic: true, friction: 0, collisionFilter: { group: basket, category: basket, mask: basketMask } }) const offsetx = 0-40;
Matter.World.add(_this._engine.world, basketLeft); const offsety = 0-110;
const basketRight = Matter.Bodies.circle(721, 1353, 6, { isStatic: true, friction: 0, collisionFilter: { group: basket, category: basket, mask: basketMask } }) const offset2x = 0+8;
Matter.World.add(_this._engine.world, basketRight); const offset2y = 0-110;
const basketLeft1 = Matter.Bodies.circle(60, 1353, 5, { isStatic: true, friction: 0, collisionFilter: { group: basket, category: basket, mask: basketMask } })
const basketLeft1 = Matter.Bodies.circle(60+offsetx, 1353+offsety, 5, { isStatic: true, friction: 0, collisionFilter: { group: basket, category: basket, mask: basketMask } })
Matter.World.add(_this._engine.world, basketLeft1); Matter.World.add(_this._engine.world, basketLeft1);
const basketRight1 = Matter.Bodies.circle(161, 1353, 5, { isStatic: true, friction: 0, collisionFilter: { group: basket, category: basket, mask: basketMask } })
Matter.World.add(_this._engine.world, basketRight1);
const basketRight1 = Matter.Bodies.circle(161+offsetx, 1353+offsety, 5, { isStatic: true, friction: 0, collisionFilter: { group: basket, category: basket, mask: basketMask } })
Matter.World.add(_this._engine.world, basketRight1);
const basketPath = Matter.Vertices.fromPath('62 1363 72 1453 144 1450 157 1361 155 1361 133 1444 80 1445', null); const basketPath = Matter.Vertices.fromPath('62 1363 72 1453 144 1450 157 1361 155 1361 133 1444 80 1445', null);
const basketBody = Matter.Bodies.fromVertices(100 + 10 - 10 + 3 + 5, 8 + 900 + 500 + 20, [basketPath], { isStatic: true, collisionFilter: { group: basket, category: basket, mask: basketMask } }, true); const basketBody = Matter.Bodies.fromVertices(108+offsetx, 1428+offsety, [basketPath], { isStatic: true, collisionFilter: { group: basket, category: basket, mask: basketMask } }, true);
Matter.World.add(_this._engine.world, basketBody); Matter.World.add(_this._engine.world, basketBody);
const basketRight = Matter.Bodies.circle(721+offset2x, 1353+offset2y, 6, { isStatic: true, friction: 0, collisionFilter: { group: basket, category: basket, mask: basketMask } })
Matter.World.add(_this._engine.world, basketRight);
const basketLeft = Matter.Bodies.circle(553+offset2x, 1353+offset2y, 6, { isStatic: true, friction: 0, collisionFilter: { group: basket, category: basket, mask: basketMask } })
Matter.World.add(_this._engine.world, basketLeft);
const basketRightPath = Matter.Vertices.fromPath('556 1355 603 1430 632 1439 665 1435 705 1406 719 1366 643 1432 ', null); const basketRightPath = Matter.Vertices.fromPath('556 1355 603 1430 632 1439 665 1435 705 1406 719 1366 643 1432 ', null);
const rightBasketBody = Matter.Bodies.fromVertices(600 + 30 + 10, 8 + 900 + 500, [basketRightPath], { isStatic: true, collisionFilter: { group: basket, category: basket, mask: basketMask } }, true); const rightBasketBody = Matter.Bodies.fromVertices(649+offset2x, 1408+offset2y, [basketRightPath], { isStatic: true, collisionFilter: { group: basket, category: basket, mask: basketMask } }, true);
Matter.World.add(_this._engine.world, rightBasketBody); Matter.World.add(_this._engine.world, rightBasketBody);
//钉子约束 //钉子约束
......
...@@ -4,7 +4,7 @@ import createItem from "./items/createItem"; ...@@ -4,7 +4,7 @@ import createItem from "./items/createItem";
import LabelType from "./LabelType"; import LabelType from "./LabelType";
import StartScene from "./StartScene"; import StartScene from "./StartScene";
const startY = 984; const startY = 984-100-60;
const startX = 100; const startX = 100;
const restitution = 0.7; const restitution = 0.7;
// const types = [LabelType.Candy2,LabelType.Donut,LabelType.Egg]; // const types = [LabelType.Candy2,LabelType.Donut,LabelType.Egg];
......
...@@ -53,12 +53,27 @@ export const nextLevel = () => { ...@@ -53,12 +53,27 @@ export const nextLevel = () => {
updateLevelView(); updateLevelView();
} }
const updateLevelView = () => { const updateLevelView = () => {
hideAllGroup(); hideAllGroup();
that[currentLv].visible = true; that[currentLv].visible = true;
that['condition'].text = `本轮需要获得3个${groupName[currentLv]}` that['condition'].text = `本轮需3个${groupName[currentLv]}`
setProgress(currentLv, getProgress(currentLv)); setProgress(currentLv, getProgress(currentLv));
updateProgressBar(); updateProgressBar();
if (!that['condition'].filters || that['condition'].filters.length < 1) {
var color: number = 0x1ec9bf; /// 光晕的颜色,十六进制,不包含透明度
var alpha: number = 1; /// 光晕的颜色透明度,是对 color 参数的透明度设定。有效值为 0.0 到 1.0。例如,0.8 设置透明度值为 80%。
var blurX: number = 5; /// 水平模糊量。有效值为 0 到 255.0(浮点)
var blurY: number = 5; /// 垂直模糊量。有效值为 0 到 255.0(浮点)
var strength: number = 2; /// 压印的强度,值越大,压印的颜色越深,而且发光与背景之间的对比度也越强。有效值为 0 到 255。暂未实现
var quality: number = egret.BitmapFilterQuality.HIGH; /// 应用滤镜的次数,建议用 BitmapFilterQuality 类的常量来体现
var inner: boolean = false; /// 指定发光是否为内侧发光,暂未实现
var knockout: boolean = false; /// 指定对象是否具有挖空效果,暂未实现
var glowFilter: egret.GlowFilter = new egret.GlowFilter(color, alpha, blurX, blurY,
strength, quality, inner, knockout);
that['condition'].filters = [glowFilter];
}
} }
const getProgress = (type) => { const getProgress = (type) => {
......
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