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SparkProjects
MingSnake_241120
Commits
24b4bd2f
Commit
24b4bd2f
authored
Nov 21, 2024
by
haiyoucuv
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init
parent
8e3d82ba
Changes
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13 changed files
with
98 additions
and
346 deletions
+98
-346
AISnake.ts
assets/Scripts/Scenes/MainGame/AISnake.ts
+32
-31
BaseBuff.ts
assets/Scripts/Scenes/MainGame/Buff/BaseBuff.ts
+0
-75
BaseBuff.ts.meta
assets/Scripts/Scenes/MainGame/Buff/BaseBuff.ts.meta
+0
-9
BuffManager.ts
assets/Scripts/Scenes/MainGame/Buff/BuffManager.ts
+0
-83
BuffManager.ts.meta
assets/Scripts/Scenes/MainGame/Buff/BuffManager.ts.meta
+0
-9
BuffType.ts
assets/Scripts/Scenes/MainGame/Buff/BuffType.ts
+0
-17
BuffType.ts.meta
assets/Scripts/Scenes/MainGame/Buff/BuffType.ts.meta
+0
-9
Buffs.ts
assets/Scripts/Scenes/MainGame/Buff/Buffs.ts
+0
-44
Buffs.ts.meta
assets/Scripts/Scenes/MainGame/Buff/Buffs.ts.meta
+0
-9
FastBtn.ts
assets/Scripts/Scenes/MainGame/Components/FastBtn.ts
+40
-29
Player.ts
assets/Scripts/Scenes/MainGame/Player.ts
+6
-3
Props.meta
assets/Scripts/Scenes/MainGame/Props.meta
+1
-1
Snake.ts
assets/Scripts/Scenes/MainGame/Snake.ts
+19
-27
No files found.
assets/Scripts/Scenes/MainGame/AISnake.ts
View file @
24b4bd2f
...
...
@@ -20,7 +20,8 @@ export class AISnake extends Snake {
range
:
[
1
,
5
],
tooltip
:
"AI难度(1-5)"
})
private
difficulty
:
number
=
5
;
// private difficulty: number = 5;
private
difficulty
:
number
=
1
+
Math
.
random
()
*
4
;
private
currentState
:
AIState
=
AIState
.
WANDERING
;
private
behaviorTimer
:
number
=
0
;
...
...
@@ -31,7 +32,7 @@ export class AISnake extends Snake {
private
readonly
BASE_VIEW_DISTANCE
=
300
;
private
readonly
INTERCEPT_DISTANCE
=
350
;
// 降低拦截距离
private
readonly
PREDICTION_TIME
=
1.2
;
// 增加预测时间
private
readonly
ESCAPE_BOUNDARY
=
2
50
;
// 增加边界安全距离
private
readonly
ESCAPE_BOUNDARY
=
1
50
;
// 增加边界安全距离
private
readonly
SAFE_MARGIN
=
3.0
;
// 增加安全边际
private
readonly
COLLISION_CHECK_DISTANCE
=
500
;
// 增加碰撞检测距离
private
readonly
ASSIST_DISTANCE
=
500
;
// 协助攻击的最大距离
...
...
@@ -49,12 +50,13 @@ export class AISnake extends Snake {
}
onBeginEye
(
selfCollider
:
Collider2D
,
otherCollider
:
Collider2D
){
onBeginEye
(
selfCollider
:
Collider2D
,
otherCollider
:
Collider2D
)
{
super
.
onBeginEye
(
selfCollider
,
otherCollider
);
if
(
otherCollider
.
group
===
PhysicsGroup
[
"Body"
]
&&
otherCollider
.
tag
!=
this
.
tag
)
{
// 碰到其他蛇身
this
.
setAngle
(
this
.
head
.
angle
+
180
);
this
.
isFast
=
true
;
// this.setAngle(this.head.angle + 180);
// this.isFast = true;
this
.
setState
(
AIState
.
ESCAPING
,
otherCollider
.
node
.
parent
.
getComponent
(
Snake
));
}
}
...
...
@@ -69,10 +71,10 @@ export class AISnake extends Snake {
private
get
difficultyParams
()
{
return
{
reactionTime
:
math
.
lerp
(
0.8
,
0.
2
,
(
this
.
difficulty
-
1
)
/
4
),
reactionTime
:
math
.
lerp
(
0.8
,
0.
15
,
(
this
.
difficulty
-
1
)
/
4
),
viewDistance
:
this
.
BASE_VIEW_DISTANCE
*
(
1
+
(
this
.
difficulty
-
1
)
*
0.2
),
interceptDistance
:
this
.
INTERCEPT_DISTANCE
*
(
1
+
(
this
.
difficulty
-
1
)
*
0.2
),
aggressiveness
:
math
.
lerp
(
0.2
,
0.7
,
(
this
.
difficulty
-
1
)
/
4
),
//
降低激进程度
aggressiveness
:
math
.
lerp
(
0.2
,
0.7
,
(
this
.
difficulty
-
1
)
/
4
),
//
攻击性
predictionAccuracy
:
math
.
lerp
(
0.6
,
0.9
,
(
this
.
difficulty
-
1
)
/
4
),
turnSpeed
:
math
.
lerp
(
2
,
4.5
,
(
this
.
difficulty
-
1
)
/
4
)
// 略微降低最大转向速度
};
...
...
@@ -129,10 +131,10 @@ export class AISnake extends Snake {
}
// 默认追击玩家
if
(
player
&&
player
.
isLife
&&
Vec3
.
distance
(
myPos
,
player
.
head
.
getPosition
())
<
this
.
BASE_VIEW_DISTANCE
&&
// 只在较近距离时考虑追击
this
.
getSnakeLen
()
>
player
.
getSnakeLen
()
*
0.8
&&
// 保持一定实力优势
math
.
random
()
<
this
.
difficultyParams
.
aggressiveness
*
0.6
)
{
// 降低
追击概率
if
(
player
&&
player
.
isLife
&&
Vec3
.
distance
(
myPos
,
player
.
head
.
getPosition
())
<
this
.
BASE_VIEW_DISTANCE
// 只在较近距离时考虑追击
&&
this
.
getSnakeLen
()
>
player
.
getSnakeLen
()
*
0.8
// 保持一定实力优势
&&
math
.
random
()
<
this
.
difficultyParams
.
aggressiveness
*
0.6
)
{
//
追击概率
this
.
setState
(
AIState
.
INTERCEPTING
,
player
);
}
else
{
this
.
setState
(
AIState
.
WANDERING
,
null
);
...
...
@@ -141,7 +143,7 @@ export class AISnake extends Snake {
// 判断是否在极度危险的位置(非常靠近边界)
private
isInDangerousPosition
(
position
:
Vec3
):
boolean
{
const
dangerBuffer
=
this
.
ESCAPE_BOUNDARY
*
0.5
;
// 减小危险区域范围
const
dangerBuffer
=
this
.
ESCAPE_BOUNDARY
;
// 减小危险区域范围
const
mapWidth
=
Global
.
MAP_WIDTH
;
const
mapHeight
=
Global
.
MAP_HEIGHT
;
...
...
@@ -281,11 +283,21 @@ export class AISnake extends Snake {
// 执行原有状态逻辑
switch
(
this
.
currentState
)
{
case
AIState
.
HUNTING
:
this
.
executeHunting
();
break
;
case
AIState
.
INTERCEPTING
:
this
.
executeIntercepting
();
break
;
case
AIState
.
ESCAPING
:
this
.
executeEscaping
();
break
;
case
AIState
.
WANDERING
:
this
.
executeWandering
();
break
;
case
AIState
.
ASSISTING
:
this
.
executeAssisting
();
break
;
case
AIState
.
HUNTING
:
this
.
executeHunting
();
break
;
case
AIState
.
INTERCEPTING
:
this
.
executeIntercepting
();
break
;
case
AIState
.
ESCAPING
:
this
.
executeEscaping
();
break
;
case
AIState
.
WANDERING
:
this
.
executeWandering
();
break
;
case
AIState
.
ASSISTING
:
this
.
executeAssisting
();
break
;
}
}
...
...
@@ -486,7 +498,7 @@ export class AISnake extends Snake {
}
// 寻找需要躲避的附近AI
private
findNearbyAIToAvoid
():
{
snake
:
Snake
,
dangerLevel
:
number
,
canCounter
:
boolean
}
|
null
{
private
findNearbyAIToAvoid
():
{
snake
:
Snake
,
dangerLevel
:
number
}
|
null
{
const
myPos
=
this
.
head
.
getPosition
();
const
myFuturePos
=
this
.
predictFuturePosition
(
myPos
,
this
.
head
.
angle
,
this
.
speed
*
2
);
let
maxDanger
=
0
;
...
...
@@ -560,21 +572,10 @@ export class AISnake extends Snake {
}
}
// 评估是否可以反击
if
(
mostDangerousSnake
)
{
const
threatLength
=
mostDangerousSnake
.
getSnakeLen
();
const
lengthAdvantage
=
myLength
/
threatLength
;
const
distance
=
Vec3
.
distance
(
myPos
,
mostDangerousSnake
.
head
.
getPosition
());
const
isSafeDistance
=
distance
>
this
.
COLLISION_CHECK_DISTANCE
*
this
.
SAFE_DISTANCE_MULTIPLIER
;
canCounterAttack
=
lengthAdvantage
>
this
.
COUNTER_ATTACK_THRESHOLD
&&
isSafeDistance
;
}
// 降低触发避让的阈值,使AI更容易进入避让状态
return
maxDanger
>
15
?
{
snake
:
mostDangerousSnake
,
dangerLevel
:
maxDanger
,
canCounter
:
canCounterAttack
}
:
null
;
}
...
...
@@ -731,7 +732,7 @@ export class AISnake extends Snake {
private
getDistanceToBoundary
(
position
:
Vec3
):
number
{
const
mapWidth
=
Global
.
MAP_WIDTH
;
const
mapHeight
=
Global
.
MAP_HEIGHT
;
return
Math
.
min
(
mapWidth
/
2
-
Math
.
abs
(
position
.
x
),
mapHeight
/
2
-
Math
.
abs
(
position
.
y
)
...
...
@@ -915,7 +916,7 @@ export class AISnake extends Snake {
// 判断是否能在竞争者之前到达食物
private
canReachFoodFirst
(
foodPos
:
Vec3
,
myDistance
:
number
,
competitors
:
Snake
[]):
boolean
{
const
mySpeed
=
this
.
speed
*
(
this
.
isFast
?
2
:
1
)
;
const
mySpeed
=
this
.
speed
*
this
.
moveScale
;
const
myTimeToReach
=
myDistance
/
mySpeed
;
for
(
const
competitor
of
competitors
)
{
...
...
assets/Scripts/Scenes/MainGame/Buff/BaseBuff.ts
deleted
100644 → 0
View file @
8e3d82ba
import
{
_decorator
}
from
"cc"
;
import
{
BuffType
,
BuffState
}
from
"./BuffType"
;
import
{
Snake
}
from
"../Snake"
;
const
{
ccclass
,
property
}
=
_decorator
;
@
ccclass
(
"BaseBuff"
)
export
class
BaseBuff
{
protected
type
:
BuffType
=
BuffType
.
NONE
;
protected
duration
:
number
=
0
;
protected
remainTime
:
number
=
0
;
protected
value
:
number
=
0
;
protected
state
:
BuffState
=
BuffState
.
INACTIVE
;
protected
target
:
Snake
=
null
;
constructor
(
type
:
BuffType
,
duration
:
number
,
value
:
number
)
{
this
.
type
=
type
;
this
.
duration
=
duration
;
this
.
remainTime
=
duration
;
this
.
value
=
value
;
}
// 激活Buff
activate
(
target
:
Snake
):
void
{
this
.
target
=
target
;
this
.
state
=
BuffState
.
ACTIVE
;
this
.
onActivate
();
}
// 更新Buff状态
update
(
dt
:
number
):
boolean
{
if
(
this
.
state
!==
BuffState
.
ACTIVE
)
return
false
;
this
.
remainTime
-=
dt
;
this
.
onUpdate
(
dt
);
if
(
this
.
remainTime
<=
0
)
{
this
.
deactivate
();
return
false
;
}
return
true
;
}
// 停用Buff
deactivate
():
void
{
this
.
state
=
BuffState
.
FINISHED
;
this
.
onDeactivate
();
}
// 获取剩余时间
getRemainTime
():
number
{
return
Math
.
max
(
0
,
this
.
remainTime
);
}
// 获取Buff类型
getType
():
BuffType
{
return
this
.
type
;
}
// 获取Buff状态
getState
():
BuffState
{
return
this
.
state
;
}
// 获取Buff值
getValue
():
number
{
return
this
.
value
;
}
// 以下是子类需要实现的方法
protected
onActivate
():
void
{
}
protected
onUpdate
(
dt
:
number
):
void
{
}
protected
onDeactivate
():
void
{
}
}
\ No newline at end of file
assets/Scripts/Scenes/MainGame/Buff/BaseBuff.ts.meta
deleted
100644 → 0
View file @
8e3d82ba
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "448e8ec0-47bb-488e-b80b-e52e93c7136f",
"files": [],
"subMetas": {},
"userData": {}
}
assets/Scripts/Scenes/MainGame/Buff/BuffManager.ts
deleted
100644 → 0
View file @
8e3d82ba
import
{
_decorator
}
from
"cc"
;
import
{
BaseBuff
}
from
"./BaseBuff"
;
import
{
BuffType
}
from
"./BuffType"
;
import
{
Snake
}
from
"../Snake"
;
import
{
ShieldBuff
,
SpeedUpBuff
,
MagnetBuff
}
from
"./Buffs"
;
const
{
ccclass
}
=
_decorator
;
@
ccclass
(
"BuffManager"
)
export
class
BuffManager
{
private
buffs
:
Map
<
BuffType
,
BaseBuff
>
=
new
Map
();
private
target
:
Snake
=
null
;
constructor
(
target
:
Snake
)
{
this
.
target
=
target
;
}
// 添加Buff
addBuff
(
buff
:
BaseBuff
):
void
{
const
type
=
buff
.
getType
();
// 如果已存在同类型Buff,先移除
if
(
this
.
buffs
.
has
(
type
))
{
this
.
removeBuff
(
type
);
}
this
.
buffs
.
set
(
type
,
buff
);
buff
.
activate
(
this
.
target
);
}
// 移除指定类型的Buff
removeBuff
(
type
:
BuffType
):
void
{
const
buff
=
this
.
buffs
.
get
(
type
);
if
(
buff
)
{
buff
.
deactivate
();
this
.
buffs
.
delete
(
type
);
}
}
// 更新所有Buff
update
(
dt
:
number
):
void
{
this
.
buffs
.
forEach
((
buff
,
type
)
=>
{
if
(
!
buff
.
update
(
dt
))
{
this
.
buffs
.
delete
(
type
);
}
});
}
// 检查是否有某个Buff
hasBuff
(
type
:
BuffType
):
boolean
{
return
this
.
buffs
.
has
(
type
);
}
// 获取Buff
getBuff
(
type
:
BuffType
):
BaseBuff
|
null
{
return
this
.
buffs
.
get
(
type
)
||
null
;
}
// 清除所有Buff
clearAll
():
void
{
this
.
buffs
.
forEach
(
buff
=>
buff
.
deactivate
());
this
.
buffs
.
clear
();
}
// 获取所有激活的Buff
getActiveBuffs
():
BaseBuff
[]
{
return
Array
.
from
(
this
.
buffs
.
values
());
}
// 创建Buff的便捷方法
createBuff
(
type
:
BuffType
,
duration
?:
number
,
value
?:
number
):
BaseBuff
{
switch
(
type
)
{
case
BuffType
.
SHIELD
:
return
new
ShieldBuff
(
duration
);
case
BuffType
.
SPEED_UP
:
return
new
SpeedUpBuff
(
duration
,
value
);
case
BuffType
.
MAGNET
:
return
new
MagnetBuff
(
duration
,
value
);
default
:
return
null
;
}
}
}
\ No newline at end of file
assets/Scripts/Scenes/MainGame/Buff/BuffManager.ts.meta
deleted
100644 → 0
View file @
8e3d82ba
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "1224d146-f247-4925-ba1c-eb35147e5b8f",
"files": [],
"subMetas": {},
"userData": {}
}
assets/Scripts/Scenes/MainGame/Buff/BuffType.ts
deleted
100644 → 0
View file @
8e3d82ba
export
enum
BuffType
{
NONE
=
0
,
SHIELD
=
1
,
// 护盾
MAGNET
=
2
,
// 磁铁
SPEED_UP
=
3
,
// 加速
DOUBLE_SCORE
=
4
,
// 双倍积分
INVINCIBLE
=
5
,
// 无敌
FROZEN
=
6
,
// 冰冻
// ... 可以继续添加更多类型
}
// Buff的一些通用状态
export
enum
BuffState
{
INACTIVE
=
0
,
// 未激活
ACTIVE
=
1
,
// 激活中
FINISHED
=
2
// 已结束
}
\ No newline at end of file
assets/Scripts/Scenes/MainGame/Buff/BuffType.ts.meta
deleted
100644 → 0
View file @
8e3d82ba
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "de21d110-11a6-4935-a4b4-1898a9fe6101",
"files": [],
"subMetas": {},
"userData": {}
}
assets/Scripts/Scenes/MainGame/Buff/Buffs.ts
deleted
100644 → 0
View file @
8e3d82ba
import
{
BaseBuff
}
from
"./BaseBuff"
;
import
{
BuffType
}
from
"./BuffType"
;
// 护盾Buff
export
class
ShieldBuff
extends
BaseBuff
{
constructor
(
duration
:
number
=
10
)
{
super
(
BuffType
.
SHIELD
,
duration
,
1
);
}
protected
onActivate
():
void
{
this
.
target
.
setInvincible
(
true
);
}
protected
onDeactivate
():
void
{
this
.
target
.
setInvincible
(
false
);
}
}
// 加速Buff
export
class
SpeedUpBuff
extends
BaseBuff
{
constructor
(
duration
:
number
=
8
,
accPercent
:
number
=
1.5
)
{
super
(
BuffType
.
SPEED_UP
,
duration
,
accPercent
);
}
protected
onActivate
():
void
{
this
.
target
.
setSpeedMultiplier
(
this
.
value
);
}
protected
onDeactivate
():
void
{
this
.
target
.
setSpeedMultiplier
(
1
);
}
}
// 磁铁Buff
export
class
MagnetBuff
extends
BaseBuff
{
constructor
(
duration
:
number
=
15
,
range
:
number
=
100
)
{
super
(
BuffType
.
MAGNET
,
duration
,
range
);
}
protected
onUpdate
(
dt
:
number
):
void
{
// 在这里实现磁铁效果的逻辑
// 例如:吸引范围内的食物
}
}
\ No newline at end of file
assets/Scripts/Scenes/MainGame/Buff/Buffs.ts.meta
deleted
100644 → 0
View file @
8e3d82ba
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "aa216ae1-29cc-4cdc-bb17-86f9e1701160",
"files": [],
"subMetas": {},
"userData": {}
}
assets/Scripts/Scenes/MainGame/Components/FastBtn.ts
View file @
24b4bd2f
...
...
@@ -4,33 +4,44 @@ const { ccclass, property } = _decorator;
@
ccclass
(
"FastBtn"
)
export
class
FastBtn
extends
Component
{
// 是否处于加速状态
isFast
:
boolean
=
false
;
// 按钮精灵组件
@
property
(
Sprite
)
sp
:
Sprite
=
null
;
// 按钮颜色状态
private
c1
=
new
Color
(
255
,
255
,
255
,
220
);
// 按下时的颜色
private
c2
=
new
Color
(
200
,
200
,
200
,
200
);
// 松开时的颜色
onLoad
()
{
// 注册触摸事件
this
.
node
.
on
(
Node
.
EventType
.
TOUCH_START
,
this
.
onTouchStart
,
this
);
this
.
node
.
on
(
Node
.
EventType
.
TOUCH_END
,
this
.
onTouchEnd
,
this
);
this
.
node
.
on
(
Node
.
EventType
.
TOUCH_CANCEL
,
this
.
onTouchEnd
,
this
);
}
// 按下时的处理
onTouchStart
()
{
this
.
isFast
=
true
;
this
.
sp
.
color
=
this
.
c1
;
}
// 松开时的处理
onTouchEnd
()
{
this
.
isFast
=
false
;
this
.
sp
.
color
=
this
.
c2
;
}
// 是否处于加速状态
_isFast
:
boolean
=
false
;
// 是否处于加速状态
get
isFast
():
boolean
{
return
this
.
_isFast
;
}
// 设置是否处于加速状态
set
isFast
(
value
:
boolean
)
{
this
.
_isFast
=
value
;
this
.
node
.
emit
(
"fast"
,
value
);
}
// 按钮精灵组件
@
property
(
Sprite
)
sp
:
Sprite
=
null
;
// 按钮颜色状态
private
c1
=
new
Color
(
255
,
255
,
255
,
220
);
// 按下时的颜色
private
c2
=
new
Color
(
200
,
200
,
200
,
200
);
// 松开时的颜色
onLoad
()
{
// 注册触摸事件
this
.
node
.
on
(
Node
.
EventType
.
TOUCH_START
,
this
.
onTouchStart
,
this
);
this
.
node
.
on
(
Node
.
EventType
.
TOUCH_END
,
this
.
onTouchEnd
,
this
);
this
.
node
.
on
(
Node
.
EventType
.
TOUCH_CANCEL
,
this
.
onTouchEnd
,
this
);
}
// 按下时的处理
onTouchStart
()
{
this
.
isFast
=
true
;
this
.
sp
.
color
=
this
.
c2
;
}
// 松开时的处理
onTouchEnd
()
{
this
.
isFast
=
false
;
this
.
sp
.
color
=
this
.
c1
;
}
}
\ No newline at end of file
assets/Scripts/Scenes/MainGame/Player.ts
View file @
24b4bd2f
...
...
@@ -22,11 +22,17 @@ export class Player extends Snake {
super
.
onLoad
();
input
.
on
(
Input
.
EventType
.
KEY_DOWN
,
this
.
onKeyDown
,
this
);
input
.
on
(
Input
.
EventType
.
KEY_UP
,
this
.
onKeyUp
,
this
);
this
.
fastBtn
.
node
.
on
(
"fast"
,
this
.
onFast
,
this
);
}
onDestroy
()
{
input
.
off
(
Input
.
EventType
.
KEY_DOWN
,
this
.
onKeyDown
,
this
);
input
.
off
(
Input
.
EventType
.
KEY_UP
,
this
.
onKeyUp
,
this
);
this
.
fastBtn
.
node
.
off
(
"fast"
,
this
.
onFast
,
this
);
}
onFast
(
isFast
:
boolean
)
{
this
.
isFast
=
isFast
;
}
death
()
{
...
...
@@ -77,9 +83,6 @@ export class Player extends Snake {
onUpdate
(
dt
:
number
)
{
this
.
setAngle
((
360
-
this
.
joystick
.
angle
)
%
360
);
this
.
isFast
=
this
.
fastBtn
.
isFast
;
super
.
onUpdate
(
dt
);
}
...
...
assets/Scripts/Scenes/MainGame/
Buff
.meta
→
assets/Scripts/Scenes/MainGame/
Props
.meta
View file @
24b4bd2f
...
...
@@ -2,7 +2,7 @@
"ver": "1.2.0",
"importer": "directory",
"imported": true,
"uuid": "
4fa63f7f-07d2-4949-b7aa-3f9827a3e8ce
",
"uuid": "
37b804dc-24cb-428a-8adc-02385db11e69
",
"files": [],
"subMetas": {},
"userData": {}
...
...
assets/Scripts/Scenes/MainGame/Snake.ts
View file @
24b4bd2f
...
...
@@ -20,8 +20,6 @@ import { PoolManager } from "./Manager/PoolManager";
import
{
isIntersect
,
loadSkin
}
from
"./uitl"
;
import
{
MainGame
}
from
"./MainGame"
;
import
{
executePreFrame
,
getItemGenerator
}
from
"../../Utils/ExecutePreFrame"
;
import
{
BuffManager
}
from
"./Buff/BuffManager"
;
import
{
BuffType
}
from
"./Buff/BuffType"
;
const
{
ccclass
,
property
}
=
_decorator
;
...
...
@@ -212,17 +210,15 @@ export class Snake extends Component {
moveTime
=
1
/
60
;
totalTime
=
0
;
moveScale
=
1
;
onUpdate
(
dt
:
number
)
{
this
.
buffManager
.
update
(
dt
);
let
speedScale
=
1
;
let
moveScale
=
this
.
moveScale
;
if
(
this
.
isFast
)
{
speed
Scale
+=
1
;
move
Scale
+=
1
;
}
this
.
totalTime
+=
dt
*
speed
Scale
;
this
.
totalTime
+=
dt
*
move
Scale
;
while
(
this
.
totalTime
>=
this
.
moveTime
)
{
this
.
totalTime
-=
this
.
moveTime
;
this
.
move
(
this
.
moveTime
);
...
...
@@ -268,7 +264,7 @@ export class Snake extends Component {
body
.
angle
=
Math
.
atan2
(
targetPos
.
y
-
prevPos
.
y
,
targetPos
.
x
-
prevPos
.
x
)
*
180
/
Math
.
PI
;
)
*
180
/
3.1415927
;
}
body
.
setPosition
(
targetPos
);
...
...
@@ -340,30 +336,26 @@ export class Snake extends Component {
}
private
buffManager
:
BuffManager
=
new
BuffManager
(
this
);
private
isInvincible
:
boolean
=
false
;
private
speedMultiplier
:
number
=
1
;
onLoad
()
{
// ... 其他初始化代码 ...
this
.
buffManager
=
new
BuffManager
(
this
)
;
/**
* 护盾时间
* 假如有两个护盾同时生效,则取时间大的,正是因为这样,才设计成数字
*/
_invincibleTime
:
number
=
0
;
get
invincibleTime
()
{
return
this
.
_invincibleTime
;
}
// 添加Buff的便捷方法
addBuff
(
type
:
BuffType
,
duration
?:
number
,
value
?:
number
)
{
const
buff
=
this
.
buffManager
.
createBuff
(
type
,
duration
,
value
);
if
(
buff
)
{
this
.
buffManager
.
addBuff
(
buff
);
}
set
invincibleTime
(
value
:
number
)
{
this
.
_invincibleTime
=
Math
.
max
(
this
.
_invincibleTime
,
value
);
}
// 提供给Buff使用的方法
setInvincible
(
value
:
boolean
)
{
this
.
isInvincible
=
value
;
clearInvincible
()
{
this
.
_invincibleTime
=
0
;
}
setSpeedMultiplier
(
value
:
number
)
{
this
.
speedMultiplier
=
value
;
onLoad
(
)
{
}
}
\ No newline at end of file
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