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SparkProjects
MingSnake_241120
Commits
1c3ec0d6
Commit
1c3ec0d6
authored
Nov 19, 2024
by
haiyoucuv
Browse files
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init
parent
d973657c
Changes
11
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11 changed files
with
244 additions
and
459 deletions
+244
-459
MainGame.scene
assets/Bundles/MainGame/MainGame.scene
+2
-2
Scene.ts
assets/Module/Scene.ts
+2
-2
Animal.ts
assets/Scripts/Scenes/MainGame/Animal.ts
+12
-12
GamePlayer.ts
assets/Scripts/Scenes/MainGame/GamePlayer.ts
+0
-253
GamePlayer.ts.meta
assets/Scripts/Scenes/MainGame/GamePlayer.ts.meta
+0
-9
Global.ts
assets/Scripts/Scenes/MainGame/Global.ts
+0
-20
MainGame.ts
assets/Scripts/Scenes/MainGame/MainGame.ts
+222
-85
MainGame.ts.meta
assets/Scripts/Scenes/MainGame/MainGame.ts.meta
+1
-1
Snake.ts
assets/Scripts/Scenes/MainGame/Snake.ts
+5
-4
Snake1.ts
assets/Scripts/Scenes/MainGame/Snake1.ts
+0
-62
Snake1.ts.meta
assets/Scripts/Scenes/MainGame/Snake1.ts.meta
+0
-9
No files found.
assets/Bundles/MainGame/MainGame.scene
View file @
1c3ec0d6
...
@@ -1275,7 +1275,7 @@
...
@@ -1275,7 +1275,7 @@
"_id": "4b4n24QAlBAJTbqsXR4lUh"
"_id": "4b4n24QAlBAJTbqsXR4lUh"
},
},
{
{
"__type__": "
21251JLe89C+bNR2HvMGDkB
",
"__type__": "
82c44Ork3tL+o56WmoE8TcQ
",
"_name": "",
"_name": "",
"_objFlags": 0,
"_objFlags": 0,
"__editorExtras__": {},
"__editorExtras__": {},
...
@@ -1314,7 +1314,7 @@
...
@@ -1314,7 +1314,7 @@
"camera": {
"camera": {
"__id__": 4
"__id__": 4
},
},
"_id": "
17e87LmmFPGJM7y37eKcPY
"
"_id": "
212vDeP7dNBZXi0fJjPuCy
"
},
},
{
{
"__type__": "4552b9T1AJHJ4xMNlpYdqL/",
"__type__": "4552b9T1AJHJ4xMNlpYdqL/",
...
...
assets/Module/Scene.ts
View file @
1c3ec0d6
...
@@ -6,7 +6,7 @@ const {ccclass, property} = _decorator;
...
@@ -6,7 +6,7 @@ const {ccclass, property} = _decorator;
@
ccclass
()
@
ccclass
()
export
default
class
Scene
extends
Module
{
export
default
class
Scene
extends
Module
{
@
property
(
UILayer
)
//
@property(UILayer)
uiLayer
:
UILayer
=
null
;
//
uiLayer: UILayer = null;
}
}
assets/Scripts/Scenes/MainGame/Animal.ts
View file @
1c3ec0d6
...
@@ -7,7 +7,7 @@ import { Global } from "./Global";
...
@@ -7,7 +7,7 @@ import { Global } from "./Global";
import
{
PoolManager
}
from
"./PoolManager"
;
import
{
PoolManager
}
from
"./PoolManager"
;
import
{
FoodType
,
DirectionType
}
from
"./Enums"
;
import
{
FoodType
,
DirectionType
}
from
"./Enums"
;
import
{
isIntersect
}
from
"./uitl"
;
import
{
isIntersect
}
from
"./uitl"
;
import
{
GamePlayer
}
from
"./GamePlayer
"
;
import
{
MainGame
}
from
"./MainGame
"
;
const
{
ccclass
,
property
}
=
_decorator
;
const
{
ccclass
,
property
}
=
_decorator
;
...
@@ -101,7 +101,7 @@ export class Animal extends Component {
...
@@ -101,7 +101,7 @@ export class Animal extends Component {
this
.
Head
.
getComponent
(
Sprite
).
spriteFrame
=
this
.
imgHead
;
this
.
Head
.
getComponent
(
Sprite
).
spriteFrame
=
this
.
imgHead
;
this
.
Head
.
active
=
isIntersect
(
this
.
Head
.
active
=
isIntersect
(
this
.
Head
.
getPosition
(),
this
.
Head
.
getPosition
(),
GamePlayer
.
ins
.
camera
.
node
.
getPosition
(),
MainGame
.
ins
.
camera
.
node
.
getPosition
(),
this
.
vw
,
this
.
vw
,
this
.
vh
this
.
vh
);
);
...
@@ -148,7 +148,7 @@ export class Animal extends Component {
...
@@ -148,7 +148,7 @@ export class Animal extends Component {
}
}
this
.
uiSanke
=
this
.
getComponent
(
UITransform
);
this
.
uiSanke
=
this
.
getComponent
(
UITransform
);
this
.
uiFondManger
=
Global
.
gamePlayer
.
fondManger
.
node
.
getComponent
(
UITransform
);
this
.
uiFondManger
=
MainGame
.
ins
.
fondManger
.
node
.
getComponent
(
UITransform
);
}
}
onDisable
()
{
onDisable
()
{
...
@@ -247,7 +247,7 @@ export class Animal extends Component {
...
@@ -247,7 +247,7 @@ export class Animal extends Component {
body
.
active
=
isIntersect
(
body
.
active
=
isIntersect
(
body
.
getPosition
(),
body
.
getPosition
(),
Global
.
gamePlayer
.
camera
.
node
.
getPosition
(),
MainGame
.
ins
.
camera
.
node
.
getPosition
(),
this
.
vw
,
this
.
vw
,
this
.
vh
this
.
vh
);
);
...
@@ -280,7 +280,7 @@ export class Animal extends Component {
...
@@ -280,7 +280,7 @@ export class Animal extends Component {
this
.
Bodys
[
i
].
setSiblingIndex
(
len
-
i
);
this
.
Bodys
[
i
].
setSiblingIndex
(
len
-
i
);
this
.
Bodys
[
i
].
active
=
isIntersect
(
this
.
Bodys
[
i
].
active
=
isIntersect
(
this
.
Bodys
[
i
].
getPosition
(),
this
.
Bodys
[
i
].
getPosition
(),
Global
.
gamePlayer
.
camera
.
node
.
getPosition
(),
MainGame
.
ins
.
camera
.
node
.
getPosition
(),
this
.
vw
,
this
.
vw
,
this
.
vh
this
.
vh
);
);
...
@@ -293,7 +293,7 @@ export class Animal extends Component {
...
@@ -293,7 +293,7 @@ export class Animal extends Component {
this
.
Bodys
[
1
].
setSiblingIndex
(
len
-
1
);
this
.
Bodys
[
1
].
setSiblingIndex
(
len
-
1
);
this
.
Bodys
[
1
].
active
=
isIntersect
(
this
.
Bodys
[
1
].
active
=
isIntersect
(
this
.
Bodys
[
1
].
getPosition
(),
this
.
Bodys
[
1
].
getPosition
(),
Global
.
gamePlayer
.
camera
.
node
.
getPosition
(),
MainGame
.
ins
.
camera
.
node
.
getPosition
(),
this
.
vw
,
this
.
vw
,
this
.
vh
this
.
vh
);
);
...
@@ -305,7 +305,7 @@ export class Animal extends Component {
...
@@ -305,7 +305,7 @@ export class Animal extends Component {
this
.
Bodys
[
0
].
setSiblingIndex
(
len
);
this
.
Bodys
[
0
].
setSiblingIndex
(
len
);
this
.
Bodys
[
0
].
active
=
isIntersect
(
this
.
Bodys
[
0
].
active
=
isIntersect
(
this
.
Bodys
[
0
].
getPosition
(),
this
.
Bodys
[
0
].
getPosition
(),
Global
.
gamePlayer
.
camera
.
node
.
getPosition
(),
MainGame
.
ins
.
camera
.
node
.
getPosition
(),
this
.
vw
,
this
.
vw
,
this
.
vh
this
.
vh
);
);
...
@@ -318,7 +318,7 @@ export class Animal extends Component {
...
@@ -318,7 +318,7 @@ export class Animal extends Component {
this
.
Head
.
setSiblingIndex
(
len
+
1
);
this
.
Head
.
setSiblingIndex
(
len
+
1
);
this
.
Head
.
active
=
isIntersect
(
this
.
Head
.
active
=
isIntersect
(
this
.
Head
.
getPosition
(),
this
.
Head
.
getPosition
(),
Global
.
gamePlayer
.
camera
.
node
.
getPosition
(),
MainGame
.
ins
.
camera
.
node
.
getPosition
(),
this
.
vw
,
this
.
vw
,
this
.
vh
this
.
vh
);
);
...
@@ -340,7 +340,7 @@ export class Animal extends Component {
...
@@ -340,7 +340,7 @@ export class Animal extends Component {
this
.
Bodys
[
i
].
setSiblingIndex
(
len
-
i
);
this
.
Bodys
[
i
].
setSiblingIndex
(
len
-
i
);
this
.
Bodys
[
i
].
active
=
isIntersect
(
this
.
Bodys
[
i
].
active
=
isIntersect
(
this
.
Bodys
[
i
].
getPosition
(),
this
.
Bodys
[
i
].
getPosition
(),
Global
.
gamePlayer
.
camera
.
node
.
getPosition
(),
MainGame
.
ins
.
camera
.
node
.
getPosition
(),
this
.
vw
,
this
.
vw
,
this
.
vh
this
.
vh
);
);
...
@@ -353,7 +353,7 @@ export class Animal extends Component {
...
@@ -353,7 +353,7 @@ export class Animal extends Component {
this
.
Bodys
[
0
].
setSiblingIndex
(
len
);
this
.
Bodys
[
0
].
setSiblingIndex
(
len
);
this
.
Bodys
[
0
].
active
=
isIntersect
(
this
.
Bodys
[
0
].
active
=
isIntersect
(
this
.
Bodys
[
0
].
getPosition
(),
this
.
Bodys
[
0
].
getPosition
(),
Global
.
gamePlayer
.
camera
.
node
.
getPosition
(),
MainGame
.
ins
.
camera
.
node
.
getPosition
(),
this
.
vw
,
this
.
vw
,
this
.
vh
this
.
vh
);
);
...
@@ -366,7 +366,7 @@ export class Animal extends Component {
...
@@ -366,7 +366,7 @@ export class Animal extends Component {
this
.
Head
.
setSiblingIndex
(
len
+
1
);
this
.
Head
.
setSiblingIndex
(
len
+
1
);
this
.
Head
.
active
=
isIntersect
(
this
.
Head
.
active
=
isIntersect
(
this
.
Head
.
getPosition
(),
this
.
Head
.
getPosition
(),
Global
.
gamePlayer
.
camera
.
node
.
getPosition
(),
MainGame
.
ins
.
camera
.
node
.
getPosition
(),
this
.
vw
,
this
.
vw
,
this
.
vh
this
.
vh
);
);
...
@@ -486,7 +486,7 @@ export class Animal extends Component {
...
@@ -486,7 +486,7 @@ export class Animal extends Component {
*/
*/
private
_initItem
(
index
:
number
)
{
private
_initItem
(
index
:
number
)
{
this
.
b
=
this
.
Bodys
[
index
].
getPosition
();
this
.
b
=
this
.
Bodys
[
index
].
getPosition
();
Global
.
gamePlayer
.
fondManger
.
setFood
(
MainGame
.
ins
.
fondManger
.
setFood
(
math
.
randomRangeInt
(
this
.
b
.
x
-
10
,
this
.
b
.
x
+
11
),
math
.
randomRangeInt
(
this
.
b
.
x
-
10
,
this
.
b
.
x
+
11
),
math
.
randomRangeInt
(
this
.
b
.
y
-
20
,
this
.
b
.
y
+
21
)
math
.
randomRangeInt
(
this
.
b
.
y
-
20
,
this
.
b
.
y
+
21
)
);
);
...
...
assets/Scripts/Scenes/MainGame/GamePlayer.ts
deleted
100644 → 0
View file @
d973657c
import
{
_decorator
,
UITransform
,
Node
,
Label
,
Camera
,
director
,
math
,
Component
,
Prefab
,
PhysicsSystem2D
,
PhysicsGroup
}
from
"cc"
;
import
{
AngleBtn
}
from
"./AngleBtn"
;
import
{
Snake
}
from
"./Snake"
;
import
{
FastBtn
}
from
"./FastBtn"
;
import
{
Animal
}
from
"./Animal"
;
import
{
FondManger
}
from
"./FondManger"
;
import
{
Config
}
from
"./Config"
;
import
{
Global
}
from
"./Global"
;
import
{
GameState
,
Events
}
from
"./Enums"
;
import
{
PoolManager
}
from
"./PoolManager"
;
import
{
showToast
}
from
"../../../Module/UIFast"
;
const
{
ccclass
,
property
}
=
_decorator
;
@
ccclass
(
"GamePlayer"
)
export
class
GamePlayer
extends
Component
{
@
property
(
Prefab
)
private
animalPrefab
:
Prefab
=
null
;
@
property
({
displayName
:
"最多食物"
,
tooltip
:
"地图上随机产生食物,如果超过当前值不在产生。"
})
private
maxFood
:
number
=
200
;
@
property
({
displayName
:
"NPC数量"
,
tooltip
:
"当前游戏最大NPC角色"
})
private
maxAnimal
:
number
=
20
;
@
property
({
type
:
AngleBtn
,
displayName
:
"旋转按钮"
})
private
angleBtn
:
AngleBtn
=
null
;
@
property
({
type
:
FastBtn
,
displayName
:
"快进按钮"
})
private
fashBtn
:
FastBtn
=
null
;
@
property
(
UITransform
)
private
uiBg
:
UITransform
=
null
;
@
property
(
Snake
)
private
snake
:
Snake
=
null
;
@
property
(
FondManger
)
private
fondManger
:
FondManger
=
null
;
@
property
(
Node
)
private
animalNode
:
Node
=
null
;
@
property
(
Label
)
private
LTips
:
Label
=
null
;
@
property
(
Camera
)
camera
:
Camera
=
null
;
private
state
:
GameState
=
GameState
.
READY
;
private
rebirthSum
:
number
=
0
;
private
static
_ins
:
GamePlayer
=
null
;
static
get
ins
():
GamePlayer
{
return
GamePlayer
.
_ins
;
}
onLoad
()
{
GamePlayer
.
_ins
=
this
;
PhysicsSystem2D
.
instance
.
enable
=
true
;
Global
.
gamePlayer
=
this
;
Global
.
MAP_WIDTH
=
this
.
uiBg
.
contentSize
.
x
;
Global
.
MAP_HIGHT
=
this
.
uiBg
.
contentSize
.
y
;
// 初始化墙壁
const
wallTop
=
this
.
uiBg
.
node
.
getChildByName
(
"WALL_TOP"
);
wallTop
.
setPosition
(
0
,
Global
.
MAP_HIGHT
/
2
);
wallTop
.
getComponent
(
UITransform
).
width
=
Global
.
MAP_WIDTH
;
const
wallBottom
=
this
.
uiBg
.
node
.
getChildByName
(
"WALL_BOTTOM"
);
wallBottom
.
setPosition
(
0
,
-
Global
.
MAP_HIGHT
/
2
);
wallBottom
.
getComponent
(
UITransform
).
width
=
Global
.
MAP_WIDTH
;
const
wallLeft
=
this
.
uiBg
.
node
.
getChildByName
(
"WALL_LEFT"
);
wallLeft
.
setPosition
(
-
Global
.
MAP_WIDTH
/
2
,
0
);
wallLeft
.
getComponent
(
UITransform
).
height
=
Global
.
MAP_HIGHT
;
const
wallRight
=
this
.
uiBg
.
node
.
getChildByName
(
"WALL_RIGHT"
);
wallRight
.
setPosition
(
Global
.
MAP_WIDTH
/
2
,
0
);
wallRight
.
getComponent
(
UITransform
).
height
=
Global
.
MAP_HIGHT
;
// 初始化蛇
const
skinId
=
Global
.
skinId
;
this
.
snake
.
init
(
0
,
0
,
0
,
skinId
,
0.2
,
Config
.
SKIN_STYLE
[
skinId
].
len
,
Config
.
SKIN_STYLE
[
skinId
].
taitLen
,
0
);
// 初始化食物和NPC
this
.
fondManger
.
init
(
this
.
maxFood
);
this
.
initAnimal
(
this
.
maxAnimal
);
// 设置游戏状态
this
.
setGameState
(
GameState
.
PLAY
);
// 注册事件
director
.
on
(
Events
.
showGOver
,
this
.
showGOver
,
this
);
director
.
on
(
Events
.
setGameState
,
this
.
setGameState
,
this
);
}
onDestroy
()
{
GamePlayer
.
_ins
=
null
;
}
update
(
dt
:
number
)
{
if
(
this
.
state
==
GameState
.
READY
)
return
;
// 更新UI提示
this
.
LTips
.
string
=
`长度:
${
this
.
snake
.
getSnakeLen
()}
金币:
${
this
.
snake
.
getmoneySum
()}
`
;
// 更新蛇的移动
this
.
snake
.
setAngle
((
360
-
this
.
angleBtn
.
angle
)
%
360
);
if
(
this
.
fashBtn
.
isFash
)
{
this
.
snake
.
running
(
dt
);
}
else
{
this
.
snake
.
move
(
dt
);
}
// 更新NPC移动
this
.
animalNode
.
children
.
forEach
(
child
=>
{
child
.
getComponent
(
Animal
)?.
autoMove
(
dt
);
});
}
onPause
()
{
this
.
setGameState
(
GameState
.
PAUSE
);
console
.
log
(
"pause"
);
}
setGameState
(
state
:
GameState
)
{
this
.
state
=
Number
(
state
);
switch
(
this
.
state
)
{
case
GameState
.
READY
:
break
;
case
GameState
.
PLAY
:
director
.
resume
();
break
;
case
GameState
.
PAUSE
:
director
.
pause
();
break
;
case
GameState
.
OVER
:
this
.
rebirthSum
++
;
if
(
this
.
rebirthSum
>
2
)
return
this
.
showGOver
();
showToast
(
"你已死亡!"
);
break
;
case
GameState
.
WIN
:
director
.
pause
();
console
.
log
(
"win"
,
this
.
snake
.
getSnakeLen
(),
this
.
snake
.
getmoneySum
());
break
;
case
GameState
.
QUIT
:
director
.
resume
();
director
.
loadScene
(
"GameMain"
);
break
;
default
:
console
.
log
(
"err"
);
}
}
play
()
{
if
(
this
.
state
==
GameState
.
OVER
)
{
showToast
(
"你已复活!"
);
this
.
state
=
GameState
.
PLAY
;
this
.
snake
.
reInit
(
math
.
randomRangeInt
(
-
(
Global
.
MAP_WIDTH
/
2
-
50
),
Global
.
MAP_WIDTH
/
2
-
50
),
math
.
randomRangeInt
(
-
(
Global
.
MAP_HIGHT
/
2
-
50
),
Global
.
MAP_HIGHT
/
2
-
50
)
);
// this.showGOver();
}
}
showGOver
()
{
console
.
log
(
"showGOver"
,
this
.
snake
.
getSnakeLen
(),
this
.
snake
.
getmoneySum
());
}
private
*
_getItemGenerator
(
count
:
number
)
{
for
(
let
i
=
0
;
i
<
count
;
i
++
)
{
yield
this
.
_initItem
(
i
);
}
}
private
_initItem
(
index
:
number
)
{
const
node
=
PoolManager
.
instance
.
getNode
(
this
.
animalPrefab
,
this
.
animalNode
);
const
x
=
math
.
randomRangeInt
(
-
(
Global
.
MAP_WIDTH
/
2
-
50
),
Global
.
MAP_WIDTH
/
2
-
50
);
const
y
=
math
.
randomRangeInt
(
-
(
Global
.
MAP_HIGHT
/
2
-
50
),
Global
.
MAP_HIGHT
/
2
-
50
);
// const skinId = math.randomRangeInt(0, Config.SKIN_STYLE.length);
const
skinId
=
0
;
node
.
getComponent
(
Animal
)?.
init
(
x
,
y
,
math
.
randomRangeInt
(
0
,
360
),
skinId
,
0.2
,
Config
.
SKIN_STYLE
[
skinId
].
len
,
Config
.
SKIN_STYLE
[
skinId
].
taitLen
,
index
+
1
);
}
async
initAnimal
(
count
:
number
)
{
await
this
.
executePreFrame
(
this
.
_getItemGenerator
(
count
),
1
);
}
executePreFrame
(
generator
:
Generator
,
frameTime
:
number
):
Promise
<
boolean
>
{
return
new
Promise
((
resolve
,
reject
)
=>
{
const
iter
=
generator
;
const
next
=
()
=>
{
const
startTime
=
new
Date
().
getTime
();
for
(
let
result
=
iter
.
next
();
;
result
=
iter
.
next
())
{
if
(
!
result
||
result
.
done
)
{
resolve
(
true
);
return
;
}
if
(
new
Date
().
getTime
()
-
startTime
>
frameTime
)
{
this
.
scheduleOnce
(()
=>
{
next
();
});
return
;
}
}
};
next
();
});
}
}
\ No newline at end of file
assets/Scripts/Scenes/MainGame/GamePlayer.ts.meta
deleted
100644 → 0
View file @
d973657c
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "2125124b-7bcf-42f9-b351-d87bcc183901",
"files": [],
"subMetas": {},
"userData": {}
}
assets/Scripts/Scenes/MainGame/Global.ts
View file @
1c3ec0d6
...
@@ -6,23 +6,6 @@ const { ccclass } = _decorator;
...
@@ -6,23 +6,6 @@ const { ccclass } = _decorator;
*/
*/
@
ccclass
(
'Global'
)
@
ccclass
(
'Global'
)
export
class
Global
{
export
class
Global
{
/** 插屏广告ID */
public
static
intersitialAdUnitId
:
string
;
/** 激励视频广告ID */
public
static
rewardedVideoAdUnitId
:
string
;
/** Banner广告ID */
public
static
bannerAdAdUnitId
:
string
;
/** 自定义广告ID */
public
static
customAdUnitId
:
string
;
/** 加载进度 */
public
static
LoadingRate
:
number
=
0
;
/** 调试模式 */
public
static
Debug
:
boolean
=
false
;
/** 设计分辨率 */
/** 设计分辨率 */
public
static
designResolutionSize
=
View
.
instance
.
getDesignResolutionSize
();
public
static
designResolutionSize
=
View
.
instance
.
getDesignResolutionSize
();
...
@@ -35,9 +18,6 @@ export class Global {
...
@@ -35,9 +18,6 @@ export class Global {
(
Global
.
visibleSize
.
width
/
Global
.
designResolutionSize
.
width
)
*
100
(
Global
.
visibleSize
.
width
/
Global
.
designResolutionSize
.
width
)
*
100
)
/
100
;
)
/
100
;
/** 游戏玩家实例 */
public
static
gamePlayer
=
null
;
/** 地图宽度 */
/** 地图宽度 */
public
static
MAP_WIDTH
:
number
=
5000
;
public
static
MAP_WIDTH
:
number
=
5000
;
...
...
assets/Scripts/Scenes/MainGame/MainGame.ts
View file @
1c3ec0d6
import
{
_decorator
,
EventKeyboard
,
Input
,
input
,
KeyCode
,
Node
,
}
from
"cc"
;
import
{
import
Scene
from
"db://assets/Module/Scene"
;
_decorator
,
UITransform
,
Node
,
Label
,
Camera
,
director
,
math
,
Prefab
,
PhysicsSystem2D
,
}
from
"cc"
;
import
{
AngleBtn
}
from
"./AngleBtn"
;
import
{
Snake
}
from
"./Snake"
;
import
{
Snake
}
from
"./Snake"
;
import
{
FastBtn
}
from
"./FastBtn"
;
import
{
Animal
}
from
"./Animal"
;
import
{
FondManger
}
from
"./FondManger"
;
import
{
Config
}
from
"./Config"
;
import
{
Global
}
from
"./Global"
;
import
{
GameState
,
Events
}
from
"./Enums"
;
import
{
PoolManager
}
from
"./PoolManager"
;
import
{
showToast
}
from
"../../../Module/UIFast"
;
import
Scene
from
"../../../Module/Scene"
;
const
{
ccclass
,
property
}
=
_decorator
;
const
{
ccclass
,
property
}
=
_decorator
;
export
enum
DIR
{
UP
,
DOWN
,
LEFT
,
RIGHT
,
}
@
ccclass
(
"MainGame"
)
@
ccclass
(
"MainGame"
)
export
class
MainGame
extends
Scene
{
export
class
MainGame
extends
Scene
{
static
bundle
:
string
=
"MainGame"
;
static
bundle
:
string
=
"MainGame"
;
static
skin
:
string
=
"MainGame"
;
static
skin
:
string
=
"MainGame"
;
@
property
(
Prefab
)
private
animalPrefab
:
Prefab
=
null
;
@
property
({
displayName
:
"最多食物"
,
tooltip
:
"地图上随机产生食物,如果超过当前值不在产生。"
})
maxFood
:
number
=
200
;
@
property
({
displayName
:
"NPC数量"
,
tooltip
:
"当前游戏最大NPC角色"
})
private
maxAnimal
:
number
=
20
;
@
property
({
type
:
AngleBtn
,
displayName
:
"旋转按钮"
})
private
angleBtn
:
AngleBtn
=
null
;
@
property
({
type
:
FastBtn
,
displayName
:
"快进按钮"
})
private
fashBtn
:
FastBtn
=
null
;
@
property
(
UITransform
)
private
uiBg
:
UITransform
=
null
;
@
property
(
Snake
)
private
snake
:
Snake
=
null
;
@
property
(
FondManger
)
fondManger
:
FondManger
=
null
;
@
property
(
Node
)
@
property
(
Node
)
snak
e
:
Node
=
null
;
private
animalNod
e
:
Node
=
null
;
@
property
@
property
(
Label
)
speed
:
number
=
200
;
private
LTips
:
Label
=
null
;
onLoad
()
{
@
property
(
Camera
)
input
.
on
(
Input
.
EventType
.
TOUCH_START
,
this
.
onTouchStart
,
this
);
camera
:
Camera
=
null
;
input
.
on
(
Input
.
EventType
.
TOUCH_END
,
this
.
onTouchEnd
,
this
);
input
.
on
(
Input
.
EventType
.
TOUCH_CANCEL
,
this
.
onTouchEnd
,
this
);
private
state
:
GameState
=
GameState
.
READY
;
private
rebirthSum
:
number
=
0
;
input
.
on
(
Input
.
EventType
.
KEY_DOWN
,
this
.
onKeyDown
,
this
);
private
static
_ins
:
MainGame
=
null
;
input
.
on
(
Input
.
EventType
.
KEY_UP
,
this
.
onKeyUp
,
this
);
static
get
ins
():
MainGame
{
return
MainGame
.
_ins
;
}
}
curDir
:
DIR
=
DIR
.
UP
;
onLoad
()
{
MainGame
.
_ins
=
this
;
PhysicsSystem2D
.
instance
.
enable
=
true
;
keyArr
=
[];
Global
.
MAP_WIDTH
=
this
.
uiBg
.
contentSize
.
x
;
Global
.
MAP_HIGHT
=
this
.
uiBg
.
contentSize
.
y
;
async
start
()
{
// 初始化墙壁
// this.schedule(() => {
const
wallTop
=
this
.
uiBg
.
node
.
getChildByName
(
"WALL_TOP"
);
// this.snake.getComponent(Snake).addNode();
wallTop
.
setPosition
(
0
,
Global
.
MAP_HIGHT
/
2
);
// }, 1);
wallTop
.
getComponent
(
UITransform
).
width
=
Global
.
MAP_WIDTH
;
const
wallBottom
=
this
.
uiBg
.
node
.
getChildByName
(
"WALL_BOTTOM"
);
wallBottom
.
setPosition
(
0
,
-
Global
.
MAP_HIGHT
/
2
);
wallBottom
.
getComponent
(
UITransform
).
width
=
Global
.
MAP_WIDTH
;
const
wallLeft
=
this
.
uiBg
.
node
.
getChildByName
(
"WALL_LEFT"
);
wallLeft
.
setPosition
(
-
Global
.
MAP_WIDTH
/
2
,
0
);
wallLeft
.
getComponent
(
UITransform
).
height
=
Global
.
MAP_HIGHT
;
const
wallRight
=
this
.
uiBg
.
node
.
getChildByName
(
"WALL_RIGHT"
);
wallRight
.
setPosition
(
Global
.
MAP_WIDTH
/
2
,
0
);
wallRight
.
getComponent
(
UITransform
).
height
=
Global
.
MAP_HIGHT
;
// 初始化蛇
const
skinId
=
Global
.
skinId
;
this
.
snake
.
init
(
0
,
0
,
0
,
skinId
,
0.2
,
Config
.
SKIN_STYLE
[
skinId
].
len
,
Config
.
SKIN_STYLE
[
skinId
].
taitLen
,
0
);
// 初始化食物和NPC
this
.
fondManger
.
init
(
this
.
maxFood
);
this
.
initAnimal
(
this
.
maxAnimal
);
// 设置游戏状态
this
.
setGameState
(
GameState
.
PLAY
);
// 注册事件
director
.
on
(
Events
.
showGOver
,
this
.
showGOver
,
this
);
director
.
on
(
Events
.
setGameState
,
this
.
setGameState
,
this
);
}
}
onDestroy
()
{
onDestroy
()
{
input
.
off
(
Input
.
EventType
.
TOUCH_START
,
this
.
onTouchStart
,
this
);
MainGame
.
_ins
=
null
;
input
.
off
(
Input
.
EventType
.
TOUCH_END
,
this
.
onTouchEnd
,
this
);
input
.
off
(
Input
.
EventType
.
TOUCH_CANCEL
,
this
.
onTouchEnd
,
this
);
input
.
off
(
Input
.
EventType
.
KEY_DOWN
,
this
.
onKeyDown
,
this
);
input
.
off
(
Input
.
EventType
.
KEY_UP
,
this
.
onKeyUp
,
this
);
}
}
onKeyDown
(
event
:
EventKeyboard
)
{
update
(
dt
:
number
)
{
if
(
this
.
state
==
GameState
.
READY
)
return
;
const
keyArr
=
[
// 更新UI提示
KeyCode
.
KEY_W
,
this
.
LTips
.
string
=
`长度:
${
this
.
snake
.
getSnakeLen
()}
金币:
${
this
.
snake
.
getmoneySum
()}
`
;
KeyCode
.
KEY_S
,
KeyCode
.
KEY_A
,
KeyCode
.
KEY_D
,
];
if
(
keyArr
.
indexOf
(
event
.
keyCode
)
>
-
1
)
{
// 更新蛇的移动
this
.
keyArr
.
push
(
event
.
keyCode
);
this
.
snake
.
setAngle
((
360
-
this
.
angleBtn
.
angle
)
%
360
);
if
(
this
.
fashBtn
.
isFash
)
{
this
.
snake
.
running
(
dt
);
}
else
{
this
.
snake
.
move
(
dt
);
}
}
this
.
setDir
();
// 更新NPC移动
this
.
animalNode
.
children
.
forEach
(
child
=>
{
child
.
getComponent
(
Animal
)?.
autoMove
(
dt
);
});
}
}
onKeyUp
(
event
:
EventKeyboard
)
{
onPause
()
{
const
index
=
this
.
keyArr
.
indexOf
(
event
.
keyCode
);
this
.
setGameState
(
GameState
.
PAUSE
);
if
(
index
>
-
1
)
{
console
.
log
(
"pause"
);
this
.
keyArr
.
splice
(
index
,
1
);
}
}
this
.
setDir
();
setGameState
(
state
:
GameState
)
{
this
.
state
=
Number
(
state
);
switch
(
this
.
state
)
{
case
GameState
.
READY
:
break
;
case
GameState
.
PLAY
:
director
.
resume
();
break
;
case
GameState
.
PAUSE
:
director
.
pause
();
break
;
case
GameState
.
OVER
:
this
.
rebirthSum
++
;
if
(
this
.
rebirthSum
>
2
)
return
this
.
showGOver
();
showToast
(
"你已死亡!"
);
break
;
case
GameState
.
WIN
:
director
.
pause
();
console
.
log
(
"win"
,
this
.
snake
.
getSnakeLen
(),
this
.
snake
.
getmoneySum
());
break
;
case
GameState
.
QUIT
:
director
.
resume
();
director
.
loadScene
(
"GameMain"
);
break
;
default
:
console
.
log
(
"err"
);
}
}
}
setDir
()
{
play
()
{
if
(
!
this
.
keyArr
.
length
)
return
;
if
(
this
.
state
==
GameState
.
OVER
)
{
this
.
curDir
=
{
showToast
(
"你已复活!"
);
[
KeyCode
.
KEY_W
]:
DIR
.
UP
,
this
.
state
=
GameState
.
PLAY
;
[
KeyCode
.
KEY_S
]:
DIR
.
DOWN
,
this
.
snake
.
reInit
(
[
KeyCode
.
KEY_A
]:
DIR
.
LEFT
,
math
.
randomRangeInt
(
-
(
Global
.
MAP_WIDTH
/
2
-
50
),
Global
.
MAP_WIDTH
/
2
-
50
),
[
KeyCode
.
KEY_D
]:
DIR
.
RIGHT
,
math
.
randomRangeInt
(
-
(
Global
.
MAP_HIGHT
/
2
-
50
),
Global
.
MAP_HIGHT
/
2
-
50
)
}[
this
.
keyArr
[
this
.
keyArr
.
length
-
1
]];
);
// this.showGOver();
}
}
}
onTouchStart
(
event
:
any
)
{
showGOver
()
{
console
.
log
(
"showGOver"
,
this
.
snake
.
getSnakeLen
(),
this
.
snake
.
getmoneySum
());
}
private
*
_getItemGenerator
(
count
:
number
)
{
for
(
let
i
=
0
;
i
<
count
;
i
++
)
{
yield
this
.
_initItem
(
i
);
}
}
}
onTouchEnd
(
event
:
any
)
{
private
_initItem
(
index
:
number
)
{
const
node
=
PoolManager
.
instance
.
getNode
(
this
.
animalPrefab
,
this
.
animalNode
);
const
x
=
math
.
randomRangeInt
(
-
(
Global
.
MAP_WIDTH
/
2
-
50
),
Global
.
MAP_WIDTH
/
2
-
50
);
const
y
=
math
.
randomRangeInt
(
-
(
Global
.
MAP_HIGHT
/
2
-
50
),
Global
.
MAP_HIGHT
/
2
-
50
);
// const skinId = math.randomRangeInt(0, Config.SKIN_STYLE.length);
const
skinId
=
0
;
node
.
getComponent
(
Animal
)?.
init
(
x
,
y
,
math
.
randomRangeInt
(
0
,
360
),
skinId
,
0.2
,
Config
.
SKIN_STYLE
[
skinId
].
len
,
Config
.
SKIN_STYLE
[
skinId
].
taitLen
,
index
+
1
);
}
async
initAnimal
(
count
:
number
)
{
await
this
.
executePreFrame
(
this
.
_getItemGenerator
(
count
),
1
);
}
}
update
(
dt
:
number
)
{
executePreFrame
(
generator
:
Generator
,
frameTime
:
number
):
Promise
<
boolean
>
{
return
new
Promise
((
resolve
,
reject
)
=>
{
const
iter
=
generator
;
if
(
this
.
curDir
==
DIR
.
UP
)
{
const
next
=
()
=>
{
const
newY
=
this
.
snake
.
position
.
y
+
this
.
speed
*
dt
;
const
startTime
=
new
Date
().
getTime
();
this
.
snake
.
setPosition
(
this
.
snake
.
position
.
x
,
newY
);
for
(
let
result
=
iter
.
next
();
;
result
=
iter
.
next
())
{
}
else
if
(
this
.
curDir
==
DIR
.
DOWN
)
{
if
(
!
result
||
result
.
done
)
{
const
newY
=
this
.
snake
.
position
.
y
-
this
.
speed
*
dt
;
resolve
(
true
);
this
.
snake
.
setPosition
(
this
.
snake
.
position
.
x
,
newY
);
return
;
}
else
if
(
this
.
curDir
==
DIR
.
LEFT
)
{
const
newX
=
this
.
snake
.
position
.
x
-
this
.
speed
*
dt
;
this
.
snake
.
setPosition
(
newX
,
this
.
snake
.
position
.
y
);
}
else
if
(
this
.
curDir
==
DIR
.
RIGHT
)
{
const
newX
=
this
.
snake
.
position
.
x
+
this
.
speed
*
dt
;
this
.
snake
.
setPosition
(
newX
,
this
.
snake
.
position
.
y
);
}
}
if
(
new
Date
().
getTime
()
-
startTime
>
frameTime
)
{
this
.
scheduleOnce
(()
=>
{
next
();
});
return
;
}
}
}
};
next
();
});
}
}
}
\ No newline at end of file
assets/Scripts/Scenes/MainGame/MainGame.ts.meta
View file @
1c3ec0d6
...
@@ -2,7 +2,7 @@
...
@@ -2,7 +2,7 @@
"ver": "4.0.24",
"ver": "4.0.24",
"importer": "typescript",
"importer": "typescript",
"imported": true,
"imported": true,
"uuid": "
701bec3a-f5a6-484b-92cf-5cb67aff8961
",
"uuid": "
82c443ab-937b-4bfa-8e7a-5a6a04f13710
",
"files": [],
"files": [],
"subMetas": {},
"subMetas": {},
"userData": {}
"userData": {}
...
...
assets/Scripts/Scenes/MainGame/Snake.ts
View file @
1c3ec0d6
...
@@ -14,6 +14,7 @@ import { FoodType } from "./Enums";
...
@@ -14,6 +14,7 @@ import { FoodType } from "./Enums";
import
{
Global
}
from
"./Global"
;
import
{
Global
}
from
"./Global"
;
import
{
PoolManager
}
from
"./PoolManager"
;
import
{
PoolManager
}
from
"./PoolManager"
;
import
{
isIntersect
}
from
"./uitl"
;
import
{
isIntersect
}
from
"./uitl"
;
import
{
MainGame
}
from
"./MainGame"
;
const
{
ccclass
,
property
}
=
_decorator
;
const
{
ccclass
,
property
}
=
_decorator
;
@
ccclass
(
"Snake"
)
@
ccclass
(
"Snake"
)
...
@@ -162,8 +163,8 @@ export class Snake extends Component {
...
@@ -162,8 +163,8 @@ export class Snake extends Component {
}
}
// 生成新的食物
// 生成新的食物
if
(
Global
.
gamePlayer
.
fondManger
.
getFoodSum
()
<
Global
.
gamePlayer
.
maxFood
)
{
if
(
MainGame
.
ins
.
fondManger
.
getFoodSum
()
<
MainGame
.
ins
.
maxFood
)
{
Global
.
gamePlayer
.
fondManger
.
setFood
();
MainGame
.
ins
.
fondManger
.
setFood
();
}
}
})
})
.
start
();
.
start
();
...
@@ -258,7 +259,7 @@ export class Snake extends Component {
...
@@ -258,7 +259,7 @@ export class Snake extends Component {
this
.
Head
.
setSiblingIndex
(
lastIndex
+
1
);
this
.
Head
.
setSiblingIndex
(
lastIndex
+
1
);
// 更新相机位置
// 更新相机位置
Global
.
gamePlayer
.
camera
.
node
.
setPosition
(
this
.
Head
.
getPosition
());
MainGame
.
ins
.
camera
.
node
.
setPosition
(
this
.
Head
.
getPosition
());
}
}
move
(
dt
:
number
)
{
move
(
dt
:
number
)
{
...
@@ -327,7 +328,7 @@ export class Snake extends Component {
...
@@ -327,7 +328,7 @@ export class Snake extends Component {
this
.
Head
.
setSiblingIndex
(
lastIndex
+
1
);
this
.
Head
.
setSiblingIndex
(
lastIndex
+
1
);
// 更新相机位置,跟随头部
// 更新相机位置,跟随头部
Global
.
gamePlayer
.
camera
.
node
.
setPosition
(
this
.
Head
.
getPosition
());
MainGame
.
ins
.
camera
.
node
.
setPosition
(
this
.
Head
.
getPosition
());
}
}
getSnakeLen
()
{
getSnakeLen
()
{
...
...
assets/Scripts/Scenes/MainGame/Snake1.ts
deleted
100644 → 0
View file @
d973657c
import
{
_decorator
,
Component
,
instantiate
,
Node
,
Prefab
,
Vec3
}
from
"cc"
;
const
{
ccclass
,
property
}
=
_decorator
;
class
SnakeNode
{
node
:
Node
=
null
;
next
:
SnakeNode
=
null
;
}
const
_tempPos
=
new
Vec3
();
const
_tempPrePos
=
new
Vec3
();
@
ccclass
(
"Snake"
)
export
class
Snake
extends
Component
{
@
property
(
Prefab
)
nodePrefab
:
Prefab
=
null
;
@
property
gap
:
number
=
50
;
head
:
SnakeNode
=
null
;
last
:
SnakeNode
=
null
;
onLoad
()
{
this
.
last
=
this
.
head
=
new
SnakeNode
();
this
.
head
.
node
=
this
.
node
;
}
addNode
()
{
const
node
=
instantiate
(
this
.
nodePrefab
);
this
.
node
.
parent
.
addChild
(
node
);
node
.
position
=
this
.
last
.
node
.
position
;
const
snakeNode
=
new
SnakeNode
();
snakeNode
.
node
=
node
;
this
.
last
.
next
=
snakeNode
;
this
.
last
=
snakeNode
;
}
update
(
dt
:
number
)
{
let
pre
:
SnakeNode
=
this
.
head
;
let
current
:
SnakeNode
=
this
.
head
.
next
;
while
(
current
)
{
const
posDir
=
current
.
node
.
getPosition
(
_tempPos
)
.
subtract
(
pre
.
node
.
position
)
.
normalize
();
const
pos
=
pre
.
node
.
getPosition
(
_tempPrePos
)
.
add
(
posDir
.
multiplyScalar
(
this
.
gap
));
current
.
node
.
setPosition
(
pos
);
pre
=
current
;
current
=
current
.
next
;
}
}
}
\ No newline at end of file
assets/Scripts/Scenes/MainGame/Snake1.ts.meta
deleted
100644 → 0
View file @
d973657c
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "917a4745-8677-4e4a-83f1-07545cfd07ef",
"files": [],
"subMetas": {},
"userData": {}
}
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