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SparkProjects
MingSnake_241120
Commits
474fff89
Commit
474fff89
authored
Nov 06, 2024
by
haiyoucuv
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-361
MainGame.ts
assets/Scripts/Scenes/MainGame/MainGame.ts
+2
-361
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assets/Scripts/Scenes/MainGame/MainGame.ts
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474fff89
import
{
import
{
_decorator
,
Input
,
input
,
}
from
"cc"
;
_decorator
,
Collider
,
Color
,
easing
,
ICollisionEvent
,
Input
,
input
,
instantiate
,
ITriggerEvent
,
Label
,
lerp
,
Light
,
MeshRenderer
,
Node
,
ParticleSystem
,
PhysicsSystem
,
PointToPointConstraint
,
Prefab
,
RigidBody
,
Tween
,
tween
,
v3
,
Vec3
,
}
from
"cc"
;
import
Scene
from
"db://assets/Module/Scene"
;
import
Scene
from
"db://assets/Module/Scene"
;
import
{
Wall
}
from
"./Wall"
;
import
{
sleep
}
from
"../../Utils/Utils"
;
import
GameMgr
from
"../../GameMgr"
;
import
{
AudioMgr
}
from
"../../../core_tgx/base/AudioMgr"
;
import
{
BgAndColor
}
from
"./BgAndColor"
;
const
{
ccclass
,
property
}
=
_decorator
;
const
{
ccclass
,
property
}
=
_decorator
;
...
@@ -37,78 +9,12 @@ const { ccclass, property } = _decorator;
...
@@ -37,78 +9,12 @@ const { ccclass, property } = _decorator;
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"
;
// static group: string[] = ["MainGame"];
@
property
(
Node
)
linkPoint
:
Node
=
null
;
@
property
(
Node
)
line
:
Node
=
null
;
@
property
(
Node
)
player
:
Node
=
null
;
playerBody
:
RigidBody
=
null
;
playerConstraint
:
PointToPointConstraint
=
null
;
@
property
(
Node
)
initWall
:
Node
=
null
;
@
property
(
Prefab
)
wallPrefab
:
Prefab
=
null
;
@
property
(
Prefab
)
wallPrefab2
:
Prefab
=
null
;
@
property
(
Prefab
)
crushPrefab
:
Prefab
=
null
;
@
property
(
Light
)
light
:
Light
=
null
;
@
property
({
type
:
Label
,
group
:
"UI"
})
scoreLabel
:
Label
=
null
;
@
property
({
type
:
Node
,
group
:
"UI"
})
hitTip
:
Node
=
null
;
@
property
({
type
:
Node
})
bg
:
Node
=
null
;
@
property
({
type
:
[
BgAndColor
],
visible
:
true
,
displayName
:
`背景和颜色`
})
private
bgAndColor
:
BgAndColor
[]
=
[];
private
_score
:
number
=
0
;
set
score
(
value
:
number
)
{
this
.
_score
=
value
;
this
.
scoreLabel
.
string
=
value
.
toString
();
}
get
score
()
{
return
this
.
_score
;
}
isTouch
=
false
;
wallArr
:
Node
[]
=
[];
maxZ
=
0
;
scoreRadio
=
1
;
onLoad
()
{
onLoad
()
{
PhysicsSystem
.
instance
.
autoSimulation
=
true
;
const
playerCollider
=
this
.
player
.
getComponent
(
Collider
);
playerCollider
.
on
(
"onCollisionEnter"
,
this
.
onPlayerCollision
,
this
);
playerCollider
.
on
(
'onTriggerEnter'
,
this
.
onTriggerEnter
,
this
);
this
.
mainColor
=
this
.
bgAndColor
.
splice
(
0
,
1
)[
0
];
this
.
bg
.
getComponent
(
MeshRenderer
).
material
.
setProperty
(
"mainTexture"
,
this
.
mainColor
.
bg
);
this
.
light
.
color
=
Color
.
clone
(
this
.
mainColor
.
color
);
this
.
lightColor
=
Color
.
clone
(
this
.
mainColor
.
color
);
this
.
playerBody
=
this
.
player
.
getComponent
(
RigidBody
);
this
.
playerConstraint
=
this
.
linkPoint
.
getComponent
(
PointToPointConstraint
);
}
}
async
start
()
{
async
start
()
{
this
.
wallArr
[
4
]
=
this
.
initWall
;
for
(
let
i
=
0
;
i
<=
3
;
i
++
)
{
this
.
wallArr
[
i
]
=
this
.
createCube
(
4
-
i
);
}
for
(
let
i
=
5
;
i
<=
11
;
i
++
)
{
this
.
wallArr
[
i
]
=
this
.
createCube
();
}
// await sleep(0.5);
input
.
on
(
Input
.
EventType
.
TOUCH_START
,
this
.
onTouchStart
,
this
);
input
.
on
(
Input
.
EventType
.
TOUCH_START
,
this
.
onTouchStart
,
this
);
input
.
on
(
Input
.
EventType
.
TOUCH_END
,
this
.
onTouchEnd
,
this
);
input
.
on
(
Input
.
EventType
.
TOUCH_END
,
this
.
onTouchEnd
,
this
);
input
.
on
(
Input
.
EventType
.
TOUCH_CANCEL
,
this
.
onTouchEnd
,
this
);
input
.
on
(
Input
.
EventType
.
TOUCH_CANCEL
,
this
.
onTouchEnd
,
this
);
...
@@ -118,284 +24,19 @@ export class MainGame extends Scene {
...
@@ -118,284 +24,19 @@ export class MainGame extends Scene {
input
.
off
(
Input
.
EventType
.
TOUCH_START
,
this
.
onTouchStart
,
this
);
input
.
off
(
Input
.
EventType
.
TOUCH_START
,
this
.
onTouchStart
,
this
);
input
.
off
(
Input
.
EventType
.
TOUCH_END
,
this
.
onTouchEnd
,
this
);
input
.
off
(
Input
.
EventType
.
TOUCH_END
,
this
.
onTouchEnd
,
this
);
input
.
off
(
Input
.
EventType
.
TOUCH_CANCEL
,
this
.
onTouchEnd
,
this
);
input
.
off
(
Input
.
EventType
.
TOUCH_CANCEL
,
this
.
onTouchEnd
,
this
);
this
.
linkPoint
.
destroy
();
// this.playerConstraint.connectedBody = null;
// this.playerConstraint.enabled = false;
}
mainColor
:
BgAndColor
=
null
;
randomMainColor
()
{
// const index = Math.floor(Math.random() * this.bgAndColor.length);
// this.mainColor = this.bgAndColor.splice(index, 1, this.mainColor)[0];
this
.
mainColor
=
this
.
bgAndColor
.
splice
(
0
,
1
)[
0
];
this
.
bgAndColor
.
push
(
this
.
mainColor
);
return
this
.
mainColor
;
}
isOver
:
boolean
=
false
;
async
gameOver
()
{
this
.
isOver
=
true
;
await
sleep
(
1.5
);
await
GameMgr
.
ins
.
submit
(
this
.
score
);
}
scoreRadioFunc
=
()
=>
{
this
.
scoreRadio
=
1
;
}
onTriggerEnter
(
event
:
ITriggerEvent
)
{
const
{
otherCollider
,
selfCollider
}
=
event
;
const
otherName
=
otherCollider
.
node
.
name
;
if
(
otherName
==
"光幕"
)
{
otherCollider
.
node
.
active
=
false
;
this
.
changeMainColor
();
}
else
if
(
otherName
==
"圆环"
)
{
otherCollider
.
node
.
active
=
false
;
this
.
scoreRadio
=
2
;
this
.
unschedule
(
this
.
scoreRadioFunc
);
this
.
scheduleOnce
(
this
.
scoreRadioFunc
,
5
);
tween
(
this
.
hitTip
)
.
set
({
active
:
true
})
.
delay
(
2
)
.
set
({
active
:
false
})
.
start
();
const
crushNode
=
instantiate
(
this
.
crushPrefab
);
this
.
node
.
addChild
(
crushNode
);
crushNode
.
setPosition
(
otherCollider
.
node
.
worldPosition
);
const
particleSys
=
crushNode
.
getComponent
(
ParticleSystem
);
particleSys
.
play
();
this
.
scheduleOnce
(()
=>
{
crushNode
.
destroy
();
},
particleSys
.
duration
);
}
}
onPlayerCollision
(
event
:
ICollisionEvent
)
{
if
(
this
.
isOver
)
return
;
const
{
otherCollider
,
selfCollider
}
=
event
;
const
otherGroup
=
otherCollider
.
getGroup
();
if
(
otherGroup
===
PhysicsSystem
.
PhysicsGroup
[
'Wall'
])
{
// 死了
this
.
playerBody
.
enabled
=
false
;
this
.
player
.
active
=
false
;
const
crushNode
=
instantiate
(
this
.
crushPrefab
);
this
.
node
.
addChild
(
crushNode
);
crushNode
.
setPosition
(
this
.
player
.
position
);
const
particleSys
=
crushNode
.
getComponent
(
ParticleSystem
);
particleSys
.
play
();
this
.
scheduleOnce
(()
=>
{
crushNode
.
destroy
();
},
particleSys
.
duration
);
this
.
gameOver
();
}
}
}
lightTween
:
Tween
<
any
>
=
null
;
lightColor
:
Color
=
null
;
changeMainColor
()
{
this
.
randomMainColor
();
const
{
bg
,
color
}
=
this
.
mainColor
;
this
.
bg
.
getComponent
(
MeshRenderer
).
material
.
setProperty
(
"mainTexture"
,
bg
);
this
.
lightTween
?.
removeSelf
();
this
.
lightTween
=
tween
({
radio
:
0
})
.
to
(
1
,
{
radio
:
1
},
{
easing
:
easing
.
quadInOut
,
onUpdate
:
(
target
,
ratio
)
=>
{
this
.
lightColor
.
lerp
(
color
,
ratio
);
this
.
light
.
color
=
this
.
lightColor
;
}
})
.
start
();
}
createCube
(
z
=
this
.
wallArr
[
this
.
wallArr
.
length
-
1
].
position
.
z
-
1
)
{
const
singular
=
z
%
2
==
0
;
const
newGroup
=
instantiate
(
singular
?
this
.
wallPrefab
:
this
.
wallPrefab2
);
this
.
node
.
addChild
(
newGroup
);
newGroup
.
setPosition
(
v3
(
0
,
Math
.
random
(),
z
));
return
newGroup
;
}
onTouchStart
(
event
:
any
)
{
onTouchStart
(
event
:
any
)
{
if
(
this
.
isOver
)
return
;
this
.
isTouch
=
true
;
AudioMgr
.
ins
.
playOneShot
(
"audio/点击音效"
,
{
bundleName
:
"common"
,
});
this
.
line
.
active
=
true
;
const
pPos
=
this
.
player
.
position
;
const
targetZ
=
pPos
.
z
-
0.5
;
const
index
=
this
.
wallArr
[
0
].
position
.
z
-
Math
.
round
(
targetZ
);
const
y
=
this
.
wallArr
[
index
].
getComponent
(
Wall
).
topY
;
const
linkPos
=
v3
(
0
,
y
,
targetZ
);
this
.
linkPoint
.
setPosition
(
linkPos
);
// 计算角度
const
dir
=
Vec3
.
subtract
(
new
Vec3
(),
linkPos
,
pPos
);
const
angle
=
Math
.
atan
(
dir
.
z
/
dir
.
y
)
*
180
/
Math
.
PI
;
this
.
player
.
setRotationFromEuler
(
angle
,
0
,
0
);
// 重新设置连接点
const
constraintY
=
Vec3
.
distance
(
pPos
,
linkPos
);
this
.
playerConstraint
.
pivotB
=
v3
(
0
,
constraintY
,
0
);
this
.
playerConstraint
.
enabled
=
true
;
const
velocityMultiplier
=
lerp
(
0
,
1
,
this
.
getDifficultyRatio
());
const
linear
=
v3
();
this
.
playerBody
.
getLinearVelocity
(
linear
);
linear
.
multiplyScalar
(
velocityMultiplier
);
this
.
playerBody
.
setLinearVelocity
(
linear
);
const
angular
=
v3
();
this
.
playerBody
.
getAngularVelocity
(
angular
);
angular
.
multiplyScalar
(
velocityMultiplier
);
this
.
playerBody
.
setAngularVelocity
(
v3
());
}
}
onTouchEnd
(
event
:
any
)
{
onTouchEnd
(
event
:
any
)
{
if
(
this
.
isOver
)
return
;
if
(
!
this
.
isTouch
)
return
;
this
.
isTouch
=
false
;
this
.
line
.
active
=
false
;
this
.
playerConstraint
.
enabled
=
false
;
}
checkFrame
=
0
;
propCFG
=
[
{
lastZ
:
0
,
create
:
false
,
interval
:
50
,
funcName
:
"createLight"
,
},
{
lastZ
:
0
,
create
:
false
,
interval
:
25
,
funcName
:
"createRing"
,
},
]
checkWall
()
{
this
.
checkFrame
=
0
;
const
pPos
=
this
.
player
.
position
;
const
pz
=
Math
.
round
(
pPos
.
z
);
const
index
=
this
.
wallArr
[
0
].
position
.
z
-
pz
;
const
propLen
=
this
.
propCFG
.
length
;
let
create
=
false
;
for
(
let
i
=
0
;
i
<
propLen
;
i
++
)
{
const
{
lastZ
,
interval
}
=
this
.
propCFG
[
i
];
const
dz
=
lastZ
-
pz
;
if
(
create
)
{
this
.
propCFG
[
i
].
lastZ
=
pz
;
}
else
if
(
dz
>=
interval
)
{
create
=
true
;
this
.
propCFG
[
i
].
create
=
true
;
this
.
propCFG
[
i
].
lastZ
=
pz
;
}
}
const
createCount
=
index
-
4
;
for
(
let
i
=
0
;
i
<
createCount
;
i
++
)
{
const
wall
=
this
.
wallArr
.
shift
();
wall
.
setPosition
(
0
,
Math
.
random
(),
this
.
wallArr
[
this
.
wallArr
.
length
-
1
].
position
.
z
-
1
);
this
.
wallArr
.
push
(
wall
);
const
wallTs
=
wall
.
getComponent
(
Wall
);
wallTs
.
reset
();
for
(
let
i
=
0
;
i
<
propLen
;
i
++
)
{
const
{
funcName
,
create
}
=
this
.
propCFG
[
i
];
if
(
create
)
{
this
.
propCFG
[
i
].
create
=
false
;
wallTs
[
funcName
]();
break
;
}
}
}
}
updateScore
(
addScore
)
{
this
.
score
+=
~~
((
addScore
*
15
)
*
this
.
scoreRadio
);
if
(
this
.
score
>
9999
)
{
this
.
score
=
9999
;
PhysicsSystem
.
instance
.
enable
=
false
;
this
.
gameOver
();
}
}
/**
* 获取难度比例,根据分数返回难度比例,最大到5000,难度最大
* @returns {number} 返回计算后的难度比例值
*/
getDifficultyRatio
():
number
{
return
Math
.
min
(
this
.
score
,
5000
)
/
5000
;
}
protected
lateUpdate
(
dt
:
number
)
{
// PhysicsSystem.instance.physicsWorld.syncSceneToPhysics();
//
// // PhysicsSystem.instance.fixedTimeStep = dt;
// // PhysicsSystem.instance.update(dt);
// PhysicsSystem.instance.step(1/60, dt);
//
// PhysicsSystem.instance.physicsWorld.emitEvents();
// PhysicsSystem.instance.physicsWorld.syncAfterEvents();
}
}
update
(
dt
:
number
)
{
update
(
dt
:
number
)
{
if
(
this
.
isOver
)
return
;
const
pz
=
-
this
.
player
.
position
.
z
;
const
addScore
=
pz
-
this
.
maxZ
;
if
(
pz
>
0
)
{
this
.
maxZ
+=
addScore
;
this
.
updateScore
(
addScore
);
}
this
.
checkFrame
++
;
// 检测是否需要生成墙
if
(
this
.
checkFrame
>=
20
)
{
this
.
checkWall
();
}
if
(
this
.
isTouch
)
{
const
lineScale
=
Vec3
.
distance
(
this
.
player
.
position
,
this
.
linkPoint
.
position
);
this
.
line
.
setScale
(
1
,
lineScale
/
2
,
1
);
this
.
playerBody
.
applyForce
(
v3
(
0
,
0
,
-
10
));
}
else
{
// this.playerBody.applyForce(v3(0, 0, -10));
}
}
}
...
...
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