Commit 474fff89 authored by haiyoucuv's avatar haiyoucuv

init

parent 245ec8d4
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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