Commit 16714916 authored by Master Q's avatar Master Q

0915

parent a622a43d
......@@ -220,9 +220,9 @@ export class Main {
const pageCfg = Tools.PAGE
pageCfg.gameDiff && Object.assign(GameSimCfg, {
boomProbability: 30, // 炸弹的概率
diffLevel: 6,
maxBoomNum: 3, // 一波中最多炸弹数
boomProbability: 10, // 炸弹的概率
diffLevel: 10,
maxBoomNum: 2, // 一波中最多炸弹数
})
var scene
if (pageCfg.newUser) {
......
This diff is collapsed.
......@@ -23,8 +23,9 @@ export const Soundurl = {
sucess: '//yun.duiba.com.cn/spark/assets/b8d82c2e432278dcc4fddfec5c6d585ac7cc5675.mp3',
fail: '//yun.duiba.com.cn/spark/assets/aa8c3daa5c0717d58649b95216bd27e06ee714da.mp3',
moonCakeOut: '//yun.dui88.com/ec747b63-31d2-45ca-ba5a-6b1b8beefec4.mp3',
moonCakeBreak: '//yun.dui88.com/592006ed-1e80-4770-9ae5-95cdb47dab05.mp3',
boomBreak: '//yun.dui88.com/25f64850-b5d6-4507-b4df-35252282d2e2.mp3'
moonCakeBreak: '//yun.dui88.com/ae73ce3d-1c7c-4dec-81d1-c701bace9b8b.mp3',
boomBreak: '//yun.dui88.com/25f64850-b5d6-4507-b4df-35252282d2e2.mp3',
blade: '//yun.dui88.com/6d1b5f49-00ee-4590-975f-e2080f45ec4c.mp3', // 刀光
}
// private sounds = {
......
......@@ -22,9 +22,6 @@ export default class BoomEle extends FYGE.Sprite {
this.anchorX = this.width / 2
this.reset()
FYGE.Tween.get(this, {loop: true})
.to({ rotation: 360 }, 5000)
}
initPhyBody() {
......@@ -43,7 +40,9 @@ export default class BoomEle extends FYGE.Sprite {
reset() {
this.isDie = false
// this.initPhyBody()
FYGE.Tween.get(this, {loop: true})
.to({ rotation: 360 }, 5000)
return this
}
......
......@@ -36,10 +36,24 @@ export default class MoonCake extends FYGE.Sprite {
// 克隆一个纹理
this.texture = RES.getRes(`mooncake${i}.png`).clone()
this.texture.valid = true
// this.anchorTexture.set(0.5, 0.5)
this.anchorY = this.height / 2
this.anchorX = this.width / 2
this.scaleX = 1
this.scaleY = 1
var _scale = {
0: 1.2,
1: 1.55,
2: 1.55
}
if (_scale[i]) {
this.scaleX = _scale[i]
this.scaleY = _scale[i]
}
this.initHalfPart()
FYGE.Tween.get(this, {loop: true})
......
export const GameSimCfg = {
boomProbability: 10, // 炸弹的概率
diffLevel: 10,
boomProbability: 5, // 炸弹的概率
diffLevel: 15,
levelNum: 4,
crazyMaxLen: 6, // crazy time boom's number
maxBoomNum: 2, // 一波中最多炸弹数
shortCutTime: 200,
maxBoomNum: 1, // 一波中最多炸弹数
shortCutTime: 500,
crazyTime: 10000,
isPlayMusic: false,
isPlayMusic: true,
GamingTime: 70000,
fpsScale: 1
}
\ No newline at end of file
......@@ -21,6 +21,7 @@ export default class GameScene extends Scene {
isOver: boolean = true
gameEles: Array<MoonCake|BoomEle> = []
maxcakes: number = GameSimCfg.diffLevel
currLevel: number = 0 // 分成n波
sceneContainer: FYGE.Container
blade: Blade
currBoomNum: number = 0
......@@ -48,7 +49,6 @@ export default class GameScene extends Scene {
shortCutCnt: FYGE.Container // 连击 Container
shortCutText: FYGE.BitmapText
moonCakeScore: number = 0
boomScore: number = 0
shortCutScore: number = 0
set score(n: number) {
......@@ -297,7 +297,8 @@ export default class GameScene extends Scene {
*/
gennerateMoonCakes() {
if (this.isOver) return
while(this.gameEles.length < this.maxcakes) {
this.currLevel < GameSimCfg.levelNum && ++this.currLevel
while(this.gameEles.length < Math.floor(this.maxcakes * this.currLevel / GameSimCfg.levelNum)) {
this.initGameEle()
}
}
......@@ -314,7 +315,7 @@ export default class GameScene extends Scene {
mc.addedToPhyScene(randomNum(1000, 4000), {x: rx < 812 ? randomNum(3,5) : randomNum(-3, -5), y: -32 * k})
mc.fx = rx
// 测试
mc.fy = 750
mc.fy = 800
this.gameEles.push(mc)
}
......@@ -356,6 +357,7 @@ export default class GameScene extends Scene {
return
}
}
this.spIcon.play(1)
this.gameEles.forEach(ele => {
!ele.isFire && (ele.fy = layers.stageHeight + 1000)
......@@ -389,7 +391,7 @@ export default class GameScene extends Scene {
x: layers.stageOffsetX - 200,
y: randomNum(layers.stageOffsetY + 100, layers.stageOffsetY + 300)
}, {
x: randomNum(15, 20),
x: randomNum(20, 30),
y: randomNum(-4, -10)
}))
}
......@@ -399,7 +401,7 @@ export default class GameScene extends Scene {
x: layers.stageOffsetX + layers.stageWidth + 50,
y: randomNum(layers.stageOffsetY + 100, layers.stageOffsetY + 300)
}, {
x: randomNum(-15, -20),
x: randomNum(-20, -30),
y: randomNum(-4, -10)
}))
}
......@@ -417,7 +419,6 @@ export default class GameScene extends Scene {
boomScoreSp: FYGE.Sprite
onBoomFunc({data}) {
this.score -= 10
this.boomScore -= 10
// 重新计算连击
this.shortCutNum.reDo()
this.allGameEles.forEach((ele, i) => {
......@@ -563,7 +564,7 @@ export default class GameScene extends Scene {
}
drawBlade = throttle((e) =>{
!this.isOver && this.blade && this.blade.drawBlade(e)
(!this.isOver || this.isCrazy) && this.blade && this.blade.drawBlade(e)
}, 0)
// 帧事件
......@@ -571,7 +572,7 @@ export default class GameScene extends Scene {
let len = this.gameEles.length
for (var i = len -1; i>= 0;i --) {
var curr = this.gameEles[i]
if (curr.y > layers.stageHeight) {
if (curr.y > layers.stageHeight + 100) {
curr.comeDown()
if (curr instanceof MoonCake) {
// @ts-ignore
......@@ -593,7 +594,7 @@ export default class GameScene extends Scene {
let llen = this.leftCrazyMoonCake.length
for (let i = llen -1; i>= 0;i --) {
let curr = this.leftCrazyMoonCake[i]
if (curr.y > layers.stageHeight) {
if (curr.y > layers.stageHeight + 100) {
curr.comeDown()
if (curr instanceof MoonCake) {
// @ts-ignore
......@@ -608,7 +609,7 @@ export default class GameScene extends Scene {
let rlen = this.rightCrazyMoonCake.length
for (let i = rlen -1; i>= 0;i --) {
let curr = this.rightCrazyMoonCake[i]
if (curr.y > layers.stageHeight) {
if (curr.y > layers.stageHeight + 100) {
curr.comeDown()
if (curr instanceof MoonCake) {
// @ts-ignore
......
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