Commit d2d92e18 authored by haiyoucuv's avatar haiyoucuv

init

parent 57192aa8
This diff is collapsed.
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"_color": {
"__type__": "cc.Color",
"r": 0,
"g": 0,
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},
"_string": "我",
"_horizontalAlign": 1,
"_verticalAlign": 1,
"_actualFontSize": 22,
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"_overflow": 0,
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},
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},
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},
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]
\ No newline at end of file
{
"ver": "1.1.50",
"importer": "prefab",
"imported": true,
"uuid": "279fb523-a195-4d19-9e7c-1a05f1af2c6b",
"files": [
".json"
],
"subMetas": {},
"userData": {
"syncNodeName": "排行榜自己"
}
}
......@@ -57,7 +57,7 @@ export class AISnake extends Snake {
// 碰到其他蛇身
// this.setAngle(this.head.angle + 180);
// this.isFast = true;
this.setState(AIState.ESCAPING, otherCollider.node.parent.getComponent(Snake));
this.setState(AIState.ESCAPING, otherCollider.node?.parent?.getComponent(Snake));
}
}
......@@ -68,7 +68,7 @@ export class AISnake extends Snake {
aiPool.put(this.node);
MainGame.ins.initAnimal(1);
MainGame.ins.initAiSnake(this.nickName, this.tag);
}
private get difficultyParams() {
......
import { _decorator, Component, v3, instantiate, Label, math, Node, Prefab, tween, UIOpacity } from "cc";
import { MainGame } from "../MainGame";
import { Snake } from "../Snake";
const { ccclass, property } = _decorator;
@ccclass("Rank")
export class Rank extends Component {
@property(Prefab) otherRankPrefab: Prefab;
@property(Prefab) selfRankPrefab: Prefab;
@property(Node) selfNode: Node;
nodeMap = new Map<number, Node>();
start() {
this.nodeMap.set(MainGame.ins.player.tag, this.selfNode);
this.schedule(() => {
this.updateRank();
}, 1);
}
updateRank() {
const snakes = MainGame.ins.animalNode.children.map((snakeNode) => {
const snake = snakeNode.getComponent(Snake);
if (!this.nodeMap.has(snake.tag)) {
const node = instantiate(this.otherRankPrefab);
node.position.set(0, -220 - 44);
node.getComponent(UIOpacity).opacity = 0;
node.getChildByName("nick").getComponent(Label).string = snake.nickName;
this.node.addChild(node);
this.nodeMap.set(snake.tag, node);
}
return snake;
});
snakes.push(MainGame.ins.player);
snakes.sort((a, b) => {
return b.length - a.length;
});
const playerIndex = snakes.indexOf(MainGame.ins.player);
for (let i = 0; i < snakes.length; i++) {
const node = this.nodeMap.get(snakes[i].tag);
node.getChildByName("rank").getComponent(Label).string = `${i + 1}`;
let rankIndex = i;
if (i == playerIndex) {
rankIndex = Math.min(rankIndex, 5);
} else if (playerIndex > 5 && rankIndex >= 5) {
rankIndex = 7;
}
tween(node)
.to(0.288, { position: v3(0, -44 * rankIndex, 0) })
.start();
tween(node.getComponent(UIOpacity))
.to(0.288, { opacity: rankIndex > 5 ? 0 : 255 })
.start();
}
}
update(deltaTime: number) {
}
}
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "98e42767-981a-4465-babd-59db437eb4b9",
"files": [],
"subMetas": {},
"userData": {}
}
......@@ -52,7 +52,7 @@ export class MainGame extends Scene {
@property({ type: FastBtn, displayName: "快进按钮" }) private fastBtn: FastBtn = null;
@property(UITransform) private uiBg: UITransform = null;
@property(Node) private uiBg: Node = null;
@property(Player) player: Player = null;
......@@ -106,25 +106,8 @@ export class MainGame extends Scene {
// EPhysics2DDrawFlags.Joint |
// EPhysics2DDrawFlags.Shape;
Global.MAP_WIDTH = this.uiBg.contentSize.x;
Global.MAP_HEIGHT = this.uiBg.contentSize.y;
// 初始化墙壁
const wallTop = this.uiBg.node.getChildByName("WALL_TOP");
wallTop.setPosition(0, Global.MAP_HEIGHT / 2);
wallTop.getComponent(UITransform).width = Global.MAP_WIDTH;
const wallBottom = this.uiBg.node.getChildByName("WALL_BOTTOM");
wallBottom.setPosition(0, -Global.MAP_HEIGHT / 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_HEIGHT;
const wallRight = this.uiBg.node.getChildByName("WALL_RIGHT");
wallRight.setPosition(Global.MAP_WIDTH / 2, 0);
wallRight.getComponent(UITransform).height = Global.MAP_HEIGHT;
this.uiBg.getComponent(UITransform)
.setContentSize(Global.MAP_WIDTH, Global.MAP_HEIGHT);
this.player.init({
// initEnergy: 10000
......@@ -246,28 +229,30 @@ export class MainGame extends Scene {
console.log("showGOver", this.player.getSnakeLen());
}
async initAnimal(count: number) {
initAiSnake(nickName?: string, tag?: number) {
const node = aiPool.get() || instantiate(this.animalPrefab);
const x = math.randomRangeInt(-(Global.MAP_WIDTH / 2 - 50), Global.MAP_WIDTH / 2 - 50);
const y = math.randomRangeInt(-(Global.MAP_HEIGHT / 2 - 50), Global.MAP_HEIGHT / 2 - 50);
node.getComponent(AISnake)?.init({
nickName: nickName,
tag: tag,
x, y,
// x: 50,
// y: 50,
// bodyCount: 100,
angle: math.randomRangeInt(0, 360),
skinName: "s0",
});
this.animalNode.addChild(node);
}
async initAnimal(count: number) {
const nickArr = useNick(count);
const initItem = (index: number) => {
const node = aiPool.get() || instantiate(this.animalPrefab);
const x = math.randomRangeInt(-(Global.MAP_WIDTH / 2 - 50), Global.MAP_WIDTH / 2 - 50);
const y = math.randomRangeInt(-(Global.MAP_HEIGHT / 2 - 50), Global.MAP_HEIGHT / 2 - 50);
node.getComponent(AISnake)?.init({
nickName: nickArr[index],
x, y,
// x: 50,
// y: 50,
// bodyCount: 100,
angle: math.randomRangeInt(0, 360),
skinName: "s0",
});
this.animalNode.addChild(node);
this.initAiSnake(nickArr[index]);
};
await executePreFrame(getItemGenerator(count, initItem), 1, this);
}
......
......@@ -32,6 +32,7 @@ export interface IInitConfig {
scale?: number;
bodyCount?: number;
initEnergy?: number,
tag?: number;
}
@ccclass("Snake")
......@@ -59,7 +60,7 @@ export class Snake extends Component {
private scale: number = 0.2;
speed: number = 300;
private energy: number = 0;
protected tag: number = 0;
tag: number = 0;
// 位置相关
private ready: boolean = false;
......@@ -88,6 +89,7 @@ export class Snake extends Component {
x = 0, y = 0, angle = 0, scale = 0.5,
skinName = "default",
initEnergy = 5,
tag = Snake.getTag(),
} = config;
this.nickName = nickName;
......@@ -98,7 +100,7 @@ export class Snake extends Component {
this.energy = 0;
this.bodyArr = [];
this.scale = scale;
this.tag = Snake.getTag();
this.tag = tag;
// 设置头部
this.head.angle = angle;
......
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