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王勇霞
zjzy_client_game
Commits
5432b50e
Commit
5432b50e
authored
Mar 09, 2023
by
王勇霞
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feat: 记录
parent
e7e92de9
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3 changed files
with
432 additions
and
420 deletions
+432
-420
GameScene copy.ts
src/scenes/GameScene copy.ts
+63
-105
GameScene.ts
src/scenes/GameScene.ts
+305
-273
Role.ts
src/scenes/components/Role.ts
+64
-42
No files found.
src/scenes/GameScene copy.ts
View file @
5432b50e
...
...
@@ -2,10 +2,8 @@ import { Scene } from "../../module/views/Scene";
import
*
as
Matter
from
"matter-js"
;
import
Role
from
"./components/Role"
;
import
AddProp
from
"./components/AddProp"
;
import
{
RES
}
from
"../../module/RES"
;
import
ObstacleProp
from
"./components/ObstacleProp"
;
import
MapItem
from
"./components/MapItem"
;
import
Cloud
from
"./components/Cloud"
;
import
{
getWebData
,
WebNetName
,
sendWebNet
,
sendLog
,
LOG_TYPE
}
from
"../webNet"
;
import
{
showPanel
,
showToast
,
changeScene
}
from
"../../module/ctrls"
;
import
{
GuidePanel
}
from
"../panels/GuidePanel"
;
...
...
@@ -14,130 +12,74 @@ import { SuccessPanel } from "../panels/SuccessPanel";
import
{
FailPanel
}
from
"../panels/FailPanel"
;
import
{
duiba_md5
}
from
"../../module/tools/security"
;
import
{
Tools
}
from
"../Tools"
;
import
{
playAllSound
,
stopAllSound
,
cusPlaySound
}
from
"../common/SoundWeb"
;
import
{
layers
}
from
"../../module/views/layers"
;
import
UI
from
"../UI"
;
export
class
GameScene
extends
Scene
{
get
groupNames
()
{
return
[
"GameScene"
]
};
get
skinName
()
{
return
"GameScene"
};
bg
:
FYGE
.
Sprite
;
left
;
right
;
cdbg
:
FYGE
.
Sprite
;
bgCon
;
//背景移动
cdnum
:
FYGE
.
TextField
;
cloud
:
FYGE
.
Sprite
;
peo
:
FYGE
.
Sprite
;
tianpop
:
FYGE
.
Sprite
;
xiangpop
:
FYGE
.
Sprite
;
monster
:
FYGE
.
Sprite
;
right
:
FYGE
.
Sprite
;
left
:
FYGE
.
Sprite
;
scorebg
:
FYGE
.
Sprite
;
scorenum
:
FYGE
.
TextField
;
cdbg
:
FYGE
.
Sprite
;
cdnum
:
FYGE
.
TextField
;
close
:
FYGE
.
Sprite
;
open
:
FYGE
.
Sprite
;
jumpLock
=
false
;
isonce
=
false
;
score
;
time
;
public
static
instance
:
GameScene
;
initUi
()
{
}
async
start
(
data
)
{
start
(
data
)
{
super
.
start
();
sendLog
(
LOG_TYPE
.
EXPOSURE
,
37
)
GameScene
.
instance
=
this
console
.
log
(
"新手引导"
)
// showPanel(GuidePanel);
this
.
left
=
new
FYGE
.
SvgaAni
(
await
RES
.
getResAsync
(
"left.svga"
))
this
.
left
=
this
.
addChild
(
this
.
left
)
this
.
left
.
position
.
set
(
8
,
979
);
this
.
left
.
startAniRange
(
1
,
1
,
1
);
this
.
right
=
new
FYGE
.
SvgaAni
(
await
RES
.
getResAsync
(
"right.svga"
))
this
.
right
=
this
.
addChild
(
this
.
right
)
this
.
right
.
position
.
set
(
524
,
979
);
this
.
right
.
startAniRange
(
1
,
1
,
1
);
// this.cdUIRender(StartScene.instance.gameInfo.duration)
this
.
cdUIRender
()
showPanel
(
GuidePanel
);
if
(
Tools
.
isMusic
)
{
this
.
open
.
visible
=
true
;
this
.
close
.
visible
=
false
cusPlaySound
(
"bg"
,
true
)
}
else
{
this
.
open
.
visible
=
false
;
this
.
close
.
visible
=
true
}
this
.
createPhyWorld
()
this
.
bgCon
=
this
.
addChild
(
new
FYGE
.
Container
());
this
.
setChildIndex
(
this
.
bgCon
,
2
)
this
.
initCloud
();
// this.createPhyWorld()
// this.bgCon = this.addChild(new FYGE.Container());
// this.setChildIndex(this.bgCon, 2)
// this.initMap();
// this.scorenum.text = "0"
// this.cdnum.text = StartScene.instance.gameInfo.duration
}
cdUIRender
(
num
=
17
)
{
// 先清除所有节点
this
.
cdbg
.
removeChildren
();
let
str
=
num
+
's'
;
let
arr
=
str
.
split
(
""
);
let
startPos
=
(
130
-
(
30
*
arr
.
length
))
/
2
arr
.
forEach
((
item
,
index
)
=>
{
UI
.
Sp
(
this
.
cdbg
,
`num_
${
item
}
.png`
,
startPos
+
(
index
*
30
),
38
)
})
}
initCloud
()
{
let
stageHeight
=
this
.
stage
.
stageHeight
;
// 渲染人物脚下的一朵云层
UI
.
Sp
(
this
.
bgCon
,
'cloud2.png'
,
190
,
stageHeight
-
310
)
this
.
createCloudItem
(
stageHeight
-
600
,
'left'
,
false
);
// for (let i = 0; i < 4; i++) {
this
.
initMap
();
this
.
scorenum
.
text
=
"0"
this
.
cdnum
.
text
=
StartScene
.
instance
.
gameInfo
.
duration
// if (i < 4) {
// this.createLineItem(stageHeight - (240 * (i + 2)), 0, false);
// } else {
// this.createLineItem(stageHeight - (240 * (i + 2)));
// }
// }
}
/**
*
* @param h
* @param direction 方向 left right
* @param isprop
*/
createCloudItem
(
h
,
direction
?:
string
,
isprop
=
true
)
{
let
nx
=
direction
===
'left'
?
88
:
440
;
let
cloudItem
=
new
Cloud
();
cloudItem
.
fx
=
nx
;
cloudItem
.
fy
=
h
this
.
bgCon
.
addChildAt
(
cloudItem
,
0
)
this
.
composites
.
add
(
this
.
world
,
[
cloudItem
.
phyBody
]);
}
score
;
time
;
changeMusic
()
{
this
.
open
.
visible
=
!
this
.
open
.
visible
this
.
close
.
visible
=
!
this
.
close
.
visible
Tools
.
isMusic
=
!
Tools
.
isMusic
if
(
Tools
.
isMusic
)
{
// playAllSound()
cusPlaySound
(
"bg"
,
true
)
}
else
{
stopAllSound
()
}
}
upDateInfo
()
{
this
.
score
=
0
this
.
time
=
StartScene
.
instance
.
gameInfo
.
duration
...
...
@@ -169,7 +111,7 @@ export class GameScene extends Scene {
this
.
composites
.
add
(
this
.
world
,
[
this
.
_role
.
phyBody
]);
}
_role
;
//人物
bgCon
;
//背景移动
addRole
()
{
let
offset
=
(
1624
-
this
.
stage
.
viewRect
.
height
)
/
2
;
...
...
@@ -205,6 +147,8 @@ export class GameScene extends Scene {
Matter
.
Events
.
on
(
this
.
engine
,
"collisionStart"
,
this
.
onCollisionStart
.
bind
(
this
));
Matter
.
Events
.
on
(
this
.
engine
,
"tick"
,
this
.
onCollisionTick
.
bind
(
this
));
}
onCollisionTick
(
e
)
{
}
...
...
@@ -224,6 +168,9 @@ export class GameScene extends Scene {
num
=
2
}
this
.
_role
.
addScore
(
'+'
+
num
,
'#ffffff'
)
if
(
Tools
.
isMusic
)
{
cusPlaySound
(
"get"
,
false
)
}
this
.
scorenum
.
text
=
Number
(
this
.
scorenum
.
text
)
+
num
+
''
;
this
.
score
+=
num
...
...
@@ -235,6 +182,9 @@ export class GameScene extends Scene {
}
else
if
(
p
.
bodyB
.
gameType
==
'dieProp'
||
p
.
bodyA
.
gameType
==
'dieProp'
)
{
// 死亡💀
console
.
log
(
"死亡"
)
if
(
Tools
.
isMusic
)
{
cusPlaySound
(
"fail"
,
false
)
}
let
body
=
p
.
bodyB
.
gameType
==
'dieProp'
?
p
.
bodyB
:
p
.
bodyA
;
let
prop
=
this
.
obstaclePropMap
.
get
(
body
.
id
);
this
.
composites
.
remove
(
this
.
world
,
prop
.
phyBody
);
...
...
@@ -247,6 +197,9 @@ export class GameScene extends Scene {
this
.
gameOver
()
}
else
{
if
(
!
this
.
jumpLock
)
{
if
(
Tools
.
isMusic
)
{
cusPlaySound
(
"jump"
,
false
)
}
this
.
_role
.
jump
()
this
.
jumpLock
=
true
;
setTimeout
(()
=>
{
...
...
@@ -265,13 +218,13 @@ export class GameScene extends Scene {
for
(
let
i
=
0
;
i
<
10
;
i
++
)
{
//
if (i < 4) {
//
this.createLineItem(stageHeight - (240 * (i + 2)), 0, false);
if
(
i
<
4
)
{
this
.
createLineItem
(
stageHeight
-
(
240
*
(
i
+
2
)),
0
,
false
);
//
} else {
//
this.createLineItem(stageHeight - (240 * (i + 2)));
}
else
{
this
.
createLineItem
(
stageHeight
-
(
240
*
(
i
+
2
)));
//
}
}
}
...
...
@@ -425,18 +378,23 @@ export class GameScene extends Scene {
}
initEvents
()
{
super
.
initEvents
();
// this.left.addEventListener(FYGE.MouseEvent.CLICK, () => {
// sendLog(LOG_TYPE.CLICK,37)
// this._role.leftMove()
// })
// this.right.addEventListener(FYGE.MouseEvent.CLICK, () => {
// sendLog(LOG_TYPE.CLICK,37)
// this._role.rightMove()
// })
this
.
left
.
addEventListener
(
FYGE
.
MouseEvent
.
CLICK
,
()
=>
{
sendLog
(
LOG_TYPE
.
CLICK
,
37
)
this
.
_role
.
leftMove
()
})
this
.
right
.
addEventListener
(
FYGE
.
MouseEvent
.
CLICK
,
()
=>
{
sendLog
(
LOG_TYPE
.
CLICK
,
37
)
this
.
_role
.
rightMove
()
})
this
.
open
.
addEventListener
(
FYGE
.
MouseEvent
.
CLICK
,
this
.
changeMusic
,
this
)
this
.
close
.
addEventListener
(
FYGE
.
MouseEvent
.
CLICK
,
this
.
changeMusic
,
this
)
}
removeEvents
()
{
super
.
removeEvents
();
this
.
open
.
removeEventListener
(
FYGE
.
MouseEvent
.
CLICK
,
this
.
changeMusic
,
this
)
this
.
close
.
removeEventListener
(
FYGE
.
MouseEvent
.
CLICK
,
this
.
changeMusic
,
this
)
stopAllSound
()
}
}
src/scenes/GameScene.ts
View file @
5432b50e
...
...
@@ -30,6 +30,7 @@ export class GameScene extends Scene {
_role
;
//人物
wordList
=
[
'闲'
,
'看'
,
'晴'
,
'云'
,
'自'
,
'卷'
,
'舒'
,
'静'
,
'水'
,
'流'
,
'深'
,
'心'
,
'无'
,
'意'
,
'在'
,
'休'
];
// 待随机出现的列表
collectList
=
[];
// 已收集列表
mapList
=
[];
...
...
@@ -56,7 +57,7 @@ export class GameScene extends Scene {
jumpLock
=
false
;
isonce
=
false
;
score
;
time
;
public
static
instance
:
GameScene
;
initUi
()
{
...
...
@@ -68,6 +69,7 @@ export class GameScene extends Scene {
console
.
log
(
"新手引导"
)
// showPanel(GuidePanel);
this
.
left
=
new
FYGE
.
SvgaAni
(
await
RES
.
getResAsync
(
"left.svga"
))
this
.
left
=
this
.
addChild
(
this
.
left
)
this
.
left
.
position
.
set
(
8
,
979
);
...
...
@@ -82,7 +84,24 @@ export class GameScene extends Scene {
this
.
bgCon
=
this
.
addChild
(
new
FYGE
.
Container
());
this
.
setChildIndex
(
this
.
bgCon
,
2
)
this
.
initCloud
();
this
.
cdUIRender
(
StartScene
.
instance
.
gameInfo
.
duration
)
this
.
upDateInfo
();
// 用于开始游戏 ----test
// 添加指向的事件
this
.
left
.
addEventListener
(
FYGE
.
MouseEvent
.
CLICK
,
()
=>
{
this
.
left
.
startAniRange
(
1
,
undefined
,
1
,
()
=>
{
let
item
=
this
.
_role
.
currentIndex
<
0
?
this
.
mapList
[
0
]
:
this
.
mapList
[
this
.
_role
.
currentIndex
]
this
.
_role
.
leftMove
({
item
:
item
})
})
})
this
.
right
.
addEventListener
(
FYGE
.
MouseEvent
.
CLICK
,
()
=>
{
this
.
right
.
startAniRange
(
1
,
undefined
,
1
,
()
=>
{
console
.
log
(
"播放完成"
)
this
.
_role
.
rightMove
()
})
})
// this.createPhyWorld()
// this.bgCon = this.addChild(new FYGE.Container());
...
...
@@ -91,8 +110,59 @@ export class GameScene extends Scene {
// this.scorenum.text = "0"
// this.cdnum.text = StartScene.instance.gameInfo.duration
}
engine
;
// matter引擎初始化
composites
;
world
;
runner
;
ground
;
addPropsMap
=
new
Map
();
obstaclePropMap
=
new
Map
();
private
createPhyWorld
()
{
const
{
Engine
,
Render
,
Runner
,
Composite
,
Bodies
,
World
,
Composites
}
=
Matter
;
this
.
engine
=
Engine
.
create
(
{
enableSleeping
:
true
}
);
this
.
world
=
this
.
engine
.
world
;
this
.
engine
.
gravity
.
y
=
1.5
;
/** 真正运行 */
this
.
runner
=
Runner
.
create
();
Runner
.
run
(
this
.
runner
,
this
.
engine
);
// @ts-ignore
this
.
composites
=
Composite
;
Matter
.
Events
.
on
(
this
.
engine
,
"collisionStart"
,
this
.
onCollisionStart
.
bind
(
this
));
Matter
.
Events
.
on
(
this
.
engine
,
"tick"
,
this
.
onCollisionTick
.
bind
(
this
));
}
upDateInfo
()
{
this
.
time
=
Number
(
StartScene
.
instance
.
gameInfo
.
duration
)
this
.
cdUIRender
(
this
.
time
)
this
.
startGame
()
// this.countDown(this.time)
}
startGame
()
{
this
.
addEventListener
(
FYGE
.
Event
.
ENTER_FRAME
,
this
.
onFarm
,
this
);
// this.composites.add(this.world, [this._role.phyBody]);
}
time
;
timer
=
null
;
countDown
(
time
)
{
this
.
timer
=
setTimeout
(()
=>
{
// if (this.time <= 0) {
// clearTimeout(this.timer);
// this.composites.remove(this.world, this._role.phyBody);
// this.gameOver()
// return
// }
this
.
time
=
this
.
time
-
1
;
this
.
cdUIRender
(
this
.
time
)
this
.
countDown
(
this
.
time
)
},
1000
)
}
cdUIRender
(
num
=
17
)
{
cdUIRender
(
num
=
60
)
{
// 先清除所有节点
this
.
cdbg
.
removeChildren
();
let
str
=
num
+
's'
;
...
...
@@ -126,12 +196,17 @@ export class GameScene extends Scene {
*/
createCloudItem
(
h
,
direction
?:
string
)
{
// 0 - wordList长度之间的随机数
let
randomIndex
=
Math
.
floor
(
Math
.
random
()
*
this
.
wordList
.
length
);
// this.wordList[randomIndex]
let
len
=
this
.
wordList
.
length
let
randomIndex
;
if
(
len
>
0
)
{
randomIndex
=
Math
.
floor
(
Math
.
random
()
*
len
);
}
let
wordItem
=
new
Word
({
wordTx
:
'云'
;
wordTx
:
len
==
0
?
''
:
this
.
wordList
[
randomIndex
]
})
wordItem
.
fx
=
(
direction
===
'left'
?
88
:
440
)
+
100
;
// 偏差值
let
deviation
=
Math
.
floor
(
Math
.
random
()
*
200
)
-
100
;
wordItem
.
fx
=
(
direction
===
'left'
?
88
:
440
)
+
deviation
+
100
;
wordItem
.
fy
=
h
+
5
this
.
bgCon
.
addChildAt
(
wordItem
,
0
)
this
.
composites
.
add
(
this
.
world
,
[
wordItem
.
phyBody
]);
...
...
@@ -140,10 +215,11 @@ export class GameScene extends Scene {
let
cloudItem
=
new
Cloud
({
direction
});
cloudItem
.
fx
=
direction
===
'left'
?
88
:
440
;
cloudItem
.
fx
=
(
direction
===
'left'
?
88
:
440
)
+
deviation
;
cloudItem
.
fy
=
h
this
.
bgCon
.
addChildAt
(
cloudItem
,
0
)
this
.
composites
.
add
(
this
.
world
,
[
cloudItem
.
phyBody
]);
this
.
mapList
.
push
([
wordItem
,
cloudItem
])
this
.
composites
.
add
(
this
.
world
,
[
wordItem
.
phyBody
,
cloudItem
.
phyBody
]);
}
// 添加角色
...
...
@@ -156,282 +232,238 @@ export class GameScene extends Scene {
this
.
bgCon
.
addChild
(
role
);
// this.composites.add(this.world, [role.phyBody]);
}
onFarm
()
{
this
.
moveMap
()
// let roleY = this._role.y + this.bgCon.y;
// if (roleY < 600) {
// this.moveMap(600 - roleY)
// }
// let lastLine = this.mapList[0],
// lastItem = lastLine[0];
// if (lastItem.y + this.bgCon.y > this.stage.stageHeight + 10) {
// lastLine.forEach(item => {
// this.composites.remove(this.world, item.phyBody);
// item.destroy();
// this.bgCon.removeChild(item)
// })
// this.mapList.shift()
// }
// let firstLine = this.mapList[this.mapList.length - 1],
// firstItem = firstLine[0];
// if (firstItem.y + this.bgCon.y > -100) {
// this.createLineItem(firstItem.y - 240)
// }
// // console.log(this._role.y,this.bgCon.y,layers.stageHeight)
// if (this._role.y >= -(this.bgCon.y-1624)) {
// if (!this.isonce) {
// this.composites.remove(this.world, this._role.phyBody);
// console.log("siwang")
// clearTimeout(this.timer);
// this.gameOver()
// // 复活需要初始化
// this.isonce = true
// }
// }
upDateInfo
()
{
this
.
score
=
0
this
.
time
=
StartScene
.
instance
.
gameInfo
.
duration
this
.
scorenum
.
text
=
this
.
score
+
""
this
.
cdnum
.
text
=
this
.
time
+
""
this
.
startGame
()
this
.
countDown
(
this
.
time
)
}
countDown
(
time
)
{
this
.
timer
=
setTimeout
(()
=>
{
if
(
Number
(
this
.
cdnum
.
text
)
<=
0
)
{
clearTimeout
(
this
.
timer
);
this
.
composites
.
remove
(
this
.
world
,
this
.
_role
.
phyBody
);
console
.
log
(
"zale"
)
this
.
gameOver
()
return
}
this
.
cdnum
.
text
=
Number
(
this
.
cdnum
.
text
)
-
1
+
''
this
.
countDown
(
Number
(
this
.
cdnum
.
text
))
},
1000
)
}
startGame
()
{
this
.
isonce
=
false
this
.
addEventListener
(
FYGE
.
Event
.
ENTER_FRAME
,
this
.
onFarm
,
this
);
this
.
composites
.
add
(
this
.
world
,
[
this
.
_role
.
phyBody
]);
}
engine
;
// matter引擎初始化
composites
;
world
;
runner
;
ground
;
addPropsMap
=
new
Map
();
obstaclePropMap
=
new
Map
();
private
createPhyWorld
()
{
const
{
Engine
,
Render
,
Runner
,
Composite
,
Bodies
,
World
,
Composites
}
=
Matter
;
this
.
engine
=
Engine
.
create
(
{
enableSleeping
:
true
}
);
this
.
world
=
this
.
engine
.
world
;
this
.
engine
.
gravity
.
y
=
1.5
;
/** 真正运行 */
this
.
runner
=
Runner
.
create
();
Runner
.
run
(
this
.
runner
,
this
.
engine
);
// @ts-ignore
this
.
composites
=
Composite
;
Matter
.
Events
.
on
(
this
.
engine
,
"collisionStart"
,
this
.
onCollisionStart
.
bind
(
this
));
Matter
.
Events
.
on
(
this
.
engine
,
"tick"
,
this
.
onCollisionTick
.
bind
(
this
));
}
onCollisionTick
(
e
)
{
moveMap
()
{
// console.log('this.bgCon', this.bgCon)
// this.bgCon.y = this.bgCon.y + 1;
}
onCollisionStart
(
e
)
{
let
pairs
=
e
.
pairs
;
pairs
.
map
((
p
)
=>
{
// 🌹与人的碰撞
if
(
p
.
bodyB
==
this
.
_role
.
phyBody
||
p
.
bodyA
==
this
.
_role
.
phyBody
)
{
if
(
p
.
bodyB
.
gameType
?.
split
(
"_"
)[
0
]
==
'addProp'
||
p
.
bodyA
.
gameType
?.
split
(
"_"
)[
0
]
==
'addProp'
)
{
console
.
log
(
"加分"
)
let
body
=
p
.
bodyB
.
gameType
?.
split
(
"_"
)[
0
]
==
'addProp'
?
p
.
bodyB
:
p
.
bodyA
;
let
prop
=
this
.
addPropsMap
.
get
(
body
.
id
);
let
num
=
1
if
(
body
.
gameType
.
split
(
"_"
)[
1
]
==
"tian"
)
{
num
=
1
}
else
{
num
=
2
}
this
.
_role
.
addScore
(
'+'
+
num
,
'#ffffff'
)
this
.
scorenum
.
text
=
Number
(
this
.
scorenum
.
text
)
+
num
+
''
;
this
.
score
+=
num
this
.
composites
.
remove
(
this
.
world
,
prop
.
phyBody
);
prop
.
destroy
();
this
.
bgCon
.
removeChild
(
prop
)
this
.
addPropsMap
.
delete
(
body
.
id
);
}
else
if
(
p
.
bodyB
.
gameType
==
'dieProp'
||
p
.
bodyA
.
gameType
==
'dieProp'
)
{
// 死亡💀
console
.
log
(
"死亡"
)
let
body
=
p
.
bodyB
.
gameType
==
'dieProp'
?
p
.
bodyB
:
p
.
bodyA
;
let
prop
=
this
.
obstaclePropMap
.
get
(
body
.
id
);
this
.
composites
.
remove
(
this
.
world
,
prop
.
phyBody
);
prop
.
destroy
();
this
.
bgCon
.
removeChild
(
prop
)
this
.
obstaclePropMap
.
delete
(
body
.
id
);
// this.removeWorld()
this
.
composites
.
remove
(
this
.
world
,
this
.
_role
.
phyBody
);
clearTimeout
(
this
.
timer
);
this
.
gameOver
()
}
else
{
if
(
!
this
.
jumpLock
)
{
this
.
_role
.
jump
()
this
.
jumpLock
=
true
;
setTimeout
(()
=>
{
this
.
jumpLock
=
false
},
300
)
}
}
onCollisionTick
()
{
}
});
}
initMap
()
{
let
stageHeight
=
this
.
stage
.
stageHeight
;
this
.
createLineItem
(
stageHeight
-
240
,
380
,
false
);
for
(
let
i
=
0
;
i
<
10
;
i
++
)
{
// if (i < 4) {
// this.createLineItem(stageHeight - (240 * (i + 2)), 0, false);
// } else {
// this.createLineItem(stageHeight - (240 * (i + 2)));
// }
}
onCollisionStart
()
{
}
mapList
=
[];
createLineItem
(
h
,
x
?:
number
,
isprop
=
true
)
{
let
nx
=
x
?
x
:
Math
.
floor
(
Math
.
random
()
*
570
+
90
);
if
(
isprop
)
{
let
rate
=
Math
.
floor
(
Math
.
random
()
*
20
);
switch
(
true
)
{
case
rate
<
18
:
// 添加花🌹加分元素
let
addProp
=
new
AddProp
();
addProp
.
fx
=
nx
;
addProp
.
fy
=
h
-
25
;
this
.
bgCon
.
addChildAt
(
addProp
,
0
)
this
.
composites
.
add
(
this
.
world
,
[
addProp
.
phyBody
]);
this
.
addPropsMap
.
set
(
addProp
.
phyBody
.
id
,
addProp
);
break
;
case
rate
>=
19
&&
rate
<=
20
:
// 添加障碍元素
let
obstacleProp
=
new
ObstacleProp
()
obstacleProp
.
fx
=
nx
;
obstacleProp
.
fy
=
h
-
40
;
this
.
bgCon
.
addChildAt
(
obstacleProp
,
0
)
this
.
composites
.
add
(
this
.
world
,
[
obstacleProp
.
phyBody
]);
this
.
obstaclePropMap
.
set
(
obstacleProp
.
phyBody
.
id
,
obstacleProp
)
break
default
:
break
}
}
let
mapItem
=
new
MapItem
();
mapItem
.
fx
=
nx
;
mapItem
.
fy
=
h
this
.
bgCon
.
addChildAt
(
mapItem
,
0
)
this
.
composites
.
add
(
this
.
world
,
[
mapItem
.
phyBody
]);
let
spriteItem
=
this
.
createOtherItem
(
nx
,
h
);
this
.
mapList
.
push
([
mapItem
,
spriteItem
])
}
createOtherItem
(
x
,
h
)
{
let
dx
=
Math
.
floor
(
Math
.
random
()
*
280
+
90
);
if
(
dx
+
90
>
x
-
90
)
{
dx
=
dx
+
310
}
let
mapItem
=
new
MapItem
();
mapItem
.
fx
=
dx
;
mapItem
.
fy
=
h
this
.
bgCon
.
addChildAt
(
mapItem
,
0
);
this
.
composites
.
add
(
this
.
world
,
[
mapItem
.
phyBody
]);
return
mapItem
}
timer
=
null
;
onFarm
()
{
let
roleY
=
this
.
_role
.
y
+
this
.
bgCon
.
y
;
if
(
roleY
<
600
)
{
this
.
moveMap
(
600
-
roleY
)
}
let
lastLine
=
this
.
mapList
[
0
],
lastItem
=
lastLine
[
0
];
if
(
lastItem
.
y
+
this
.
bgCon
.
y
>
this
.
stage
.
stageHeight
+
10
)
{
lastLine
.
forEach
(
item
=>
{
this
.
composites
.
remove
(
this
.
world
,
item
.
phyBody
);
item
.
destroy
();
this
.
bgCon
.
removeChild
(
item
)
})
this
.
mapList
.
shift
()
}
let
firstLine
=
this
.
mapList
[
this
.
mapList
.
length
-
1
],
firstItem
=
firstLine
[
0
];
if
(
firstItem
.
y
+
this
.
bgCon
.
y
>
-
100
)
{
this
.
createLineItem
(
firstItem
.
y
-
240
)
}
// console.log(this._role.y,this.bgCon.y,layers.stageHeight)
if
(
this
.
_role
.
y
>=
-
(
this
.
bgCon
.
y
-
1624
))
{
if
(
!
this
.
isonce
)
{
this
.
composites
.
remove
(
this
.
world
,
this
.
_role
.
phyBody
);
console
.
log
(
"siwang"
)
clearTimeout
(
this
.
timer
);
this
.
gameOver
()
// 复活需要初始化
this
.
isonce
=
true
}
}
}
moveMap
(
y
)
{
this
.
bgCon
.
y
=
this
.
bgCon
.
y
+
y
;
}
// onCollisionTick(e) {
// }
// onCollisionStart(e) {
// let pairs = e.pairs;
// pairs.map((p) => {
// // 🌹与人的碰撞
// if (p.bodyB == this._role.phyBody || p.bodyA == this._role.phyBody) {
// if (p.bodyB.gameType?.split("_")[0] == 'addProp' || p.bodyA.gameType?.split("_")[0] == 'addProp') {
// console.log("加分")
// let body = p.bodyB.gameType?.split("_")[0] == 'addProp' ? p.bodyB : p.bodyA;
// let prop = this.addPropsMap.get(body.id);
// let num = 1
// if (body.gameType.split("_")[1] == "tian") {
// num = 1
// } else {
// num = 2
// }
// this._role.addScore('+' + num, '#ffffff')
// this.scorenum.text = Number(this.scorenum.text) + num + '';
// this.score += num
// this.composites.remove(this.world, prop.phyBody);
// prop.destroy();
// this.bgCon.removeChild(prop)
// this.addPropsMap.delete(body.id);
// } else if (p.bodyB.gameType == 'dieProp' || p.bodyA.gameType == 'dieProp') {
// // 死亡💀
// console.log("死亡")
// let body = p.bodyB.gameType == 'dieProp' ? p.bodyB : p.bodyA;
// let prop = this.obstaclePropMap.get(body.id);
// this.composites.remove(this.world, prop.phyBody);
// prop.destroy();
// this.bgCon.removeChild(prop)
// this.obstaclePropMap.delete(body.id);
// // this.removeWorld()
// this.composites.remove(this.world, this._role.phyBody);
// clearTimeout(this.timer);
// this.gameOver()
// } else {
// if (!this.jumpLock) {
// this._role.jump()
// this.jumpLock = true;
// setTimeout(() => {
// this.jumpLock = false
// }, 300)
// }
// }
// }
// });
// }
// initMap() {
// let stageHeight = this.stage.stageHeight;
// this.createLineItem(stageHeight - 240, 380, false);
// for (let i = 0; i < 10; i++) {
// // if (i < 4) {
// // this.createLineItem(stageHeight - (240 * (i + 2)), 0, false);
// // } else {
// // this.createLineItem(stageHeight - (240 * (i + 2)));
// // }
// }
// }
// createLineItem(h, x?: number, isprop = true) {
// let nx = x ? x : Math.floor(Math.random() * 570 + 90);
// if (isprop) {
// let rate = Math.floor(Math.random() * 20);
// switch (true) {
// case rate < 18:
// // 添加花🌹加分元素
// let addProp = new AddProp();
// addProp.fx = nx;
// addProp.fy = h - 25;
// this.bgCon.addChildAt(addProp, 0)
// this.composites.add(this.world, [addProp.phyBody]);
// this.addPropsMap.set(addProp.phyBody.id, addProp);
// break;
// case rate >= 19 && rate <= 20:
// // 添加障碍元素
// let obstacleProp = new ObstacleProp()
// obstacleProp.fx = nx;
// obstacleProp.fy = h - 40;
// this.bgCon.addChildAt(obstacleProp, 0)
// this.composites.add(this.world, [obstacleProp.phyBody]);
// this.obstaclePropMap.set(obstacleProp.phyBody.id, obstacleProp)
// break
// default:
// break
// }
// }
// let mapItem = new MapItem();
// mapItem.fx = nx;
// mapItem.fy = h
// this.bgCon.addChildAt(mapItem, 0)
// this.composites.add(this.world, [mapItem.phyBody]);
// let spriteItem = this.createOtherItem(nx, h);
// this.mapList.push([mapItem, spriteItem])
// }
// createOtherItem(x, h) {
// let dx = Math.floor(Math.random() * 280 + 90);
// if (dx + 90 > x - 90) {
// dx = dx + 310
// }
// let mapItem = new MapItem();
// mapItem.fx = dx;
// mapItem.fy = h
// this.bgCon.addChildAt(mapItem, 0);
// this.composites.add(this.world, [mapItem.phyBody]);
// return mapItem
// }
removeWorld
(){
this
.
composites
.
clear
(
this
.
world
)
// console.log(this.composites)
//
removeWorld(){
//
this.composites.clear(this.world)
//
// console.log(this.composites)
this
.
mapList
=
[];
this
.
addPropsMap
.
clear
()
this
.
obstaclePropMap
.
clear
()
console
.
log
(
this
.
obstaclePropMap
)
console
.
log
(
this
.
addPropsMap
)
console
.
log
(
this
.
mapList
)
}
//游戏结束
async
gameOver
()
{
this
.
removeEventListener
(
FYGE
.
Event
.
ENTER_FRAME
,
this
.
onFarm
,
this
);
this
.
removeWorld
()
let
startInfo
=
getWebData
(
WebNetName
.
startGame
).
data
.
currInfo
let
timestamp
=
new
Date
().
getTime
()
//签名方式: md5(score=分值&startId=游戏开始id×tamp=timestamp&key=key)
//其中key的值为开始游戏接口里返回的key+固定值9ef16b33920749fb26e8fc2f2913150a, 例如1234569ef16b33920749fb26e8fc2f2913150a
let
sign
=
duiba_md5
(
`score=
${
this
.
score
}
&startId=
${
startInfo
.
startId
}
×tamp=
${
timestamp
}
&key=
${
startInfo
.
key
+
"9ef16b33920749fb26e8fc2f2913150a"
}
`
)
const
{
success
,
data
,
message
}
=
await
sendWebNet
(
WebNetName
.
submitGame
,
{
score
:
this
.
score
,
sign
:
sign
,
code
:
startInfo
.
code
,
timestamp
:
timestamp
,
startId
:
startInfo
.
startId
})
this
.
_role
.
die
(()
=>
{
this
.
bgCon
.
removeChildren
()
this
.
bgCon
.
y
=
0
if
(
!
success
)
{
showToast
(
message
||
"网络异常,请重试~"
)
changeScene
(
StartScene
)
return
}
if
(
data
.
pass
)
{
showPanel
(
SuccessPanel
)
}
else
{
showPanel
(
FailPanel
)
}
})
}
//
this.mapList = [];
//
this.addPropsMap.clear()
//
this.obstaclePropMap.clear()
//
console.log(this.obstaclePropMap)
//
console.log(this.addPropsMap)
//
console.log(this.mapList)
//
}
//
//
游戏结束
//
async gameOver() {
//
this.removeEventListener(FYGE.Event.ENTER_FRAME, this.onFarm, this);
//
this.removeWorld()
//
let startInfo = getWebData(WebNetName.startGame).data.currInfo
//
let timestamp = new Date().getTime()
//
//签名方式: md5(score=分值&startId=游戏开始id×tamp=timestamp&key=key)
//
//其中key的值为开始游戏接口里返回的key+固定值9ef16b33920749fb26e8fc2f2913150a, 例如1234569ef16b33920749fb26e8fc2f2913150a
//
let sign = duiba_md5(`score=${this.score}&startId=${startInfo.startId}×tamp=${timestamp}&key=${startInfo.key + "9ef16b33920749fb26e8fc2f2913150a"}`)
//
const { success, data, message } = await sendWebNet(WebNetName.submitGame, { score: this.score, sign: sign, code: startInfo.code, timestamp: timestamp ,startId:startInfo.startId})
//
this._role.die(() => {
//
this.bgCon.removeChildren()
//
this.bgCon.y = 0
//
if (!success) {
//
showToast(message || "网络异常,请重试~")
//
changeScene(StartScene)
//
return
//
}
//
if (data.pass) {
//
showPanel(SuccessPanel)
//
} else {
//
showPanel(FailPanel)
//
}
//
})
//
}
initEvents
()
{
super
.
initEvents
();
// this.left.addEventListener(FYGE.MouseEvent.CLICK, () => {
...
...
src/scenes/components/Role.ts
View file @
5432b50e
...
...
@@ -5,12 +5,15 @@ export default class Role extends FYGE.Container {
public
phyBody
:
Matter
.
Body
;
roleImg
:
FYGE
.
Sprite
;
beforeY
=
0
;
direction
=
'down'
;
waittingSvga
;
//
direction = 'down';
direction
;
jumpSvga
;
downSvga
;
currentIndex
=
-
2
;
position
;
item
constructor
()
{
constructor
(
data
?
)
{
super
();
let
roleImg
=
this
.
roleImg
=
new
FYGE
.
Sprite
();
...
...
@@ -30,7 +33,6 @@ export default class Role extends FYGE.Container {
// },
// this
// );
}
async
getSvga
(){
this
.
jumpSvga
=
new
FYGE
.
SvgaAni
(
await
RES
.
getResAsync
(
"jumppeo.svga"
));
...
...
@@ -60,50 +62,70 @@ export default class Role extends FYGE.Container {
}
leftMove
(){
Matter
.
Body
.
applyForce
(
this
.
phyBody
,
this
.
phyBody
.
position
,
{
x
:
0.1
,
y
:
0
});
if
(
this
.
currentIndex
%
2
==
0
)
{
console
.
log
(
'左移动'
)
this
.
direction
=
'left'
Matter
.
Body
.
applyForce
(
this
.
phyBody
,
this
.
phyBody
.
position
,
{
x
:
0.1
,
y
:
0
});
}
}
rightMove
(){
Matter
.
Body
.
applyForce
(
this
.
phyBody
,
this
.
phyBody
.
position
,
{
x
:
-
0.1
,
y
:
0
});
if
(
this
.
currentIndex
%
2
==
1
)
{
this
.
direction
=
'right'
Matter
.
Body
.
applyForce
(
this
.
phyBody
,
this
.
phyBody
.
position
,
{
x
:
-
0.1
,
y
:
0
});
}
}
/** 根据物理刚体,更新当前的坐标。 */
private
onFarm
()
{
if
(
this
.
beforeY
){
if
(
this
.
beforeY
>
this
.
phyBody
.
position
.
y
){
this
.
direction
=
'up'
if
(
this
.
direction
==
'left'
)
{
console
.
log
(
'----'
)
Matter
.
Body
.
setPosition
(
this
.
phyBody
,
{
x
:
this
.
phyBody
.
position
.
x
-
1
,
y
:
this
.
phyBody
.
position
.
y
-
1
})
this
.
position
.
set
(
this
.
phyBody
.
position
.
x
,
this
.
phyBody
.
position
.
y
)
// this.downSvga.position.set(1, 1000)
// this.jumpSvga.position.set(1, 1000)
}
else
{
}
// console.log("this.beforeY", this.beforeY)
// if(this.beforeY){
// if( this.beforeY >this.phyBody.position.y ){
// this.direction = 'up'
// }
if
(
this
.
beforeY
<
this
.
phyBody
.
position
.
y
){
//
if( this.beforeY < this.phyBody.position.y ){
this
.
direction
=
'down'
}
}
//
this.direction = 'down'
//
}
//
}
if
(
this
.
phyBody
.
position
.
x
>
750
){
Matter
.
Body
.
setPosition
(
this
.
phyBody
,
{
x
:
0
,
y
:
this
.
phyBody
.
position
.
y
})
//
if(this.phyBody.position.x > 750){
//
Matter.Body.setPosition( this.phyBody, {
//
x:0,
//
y:this.phyBody.position.y
//
})
}
else
if
(
this
.
phyBody
.
position
.
x
<
0
){
Matter
.
Body
.
setPosition
(
this
.
phyBody
,
{
x
:
750
,
y
:
this
.
phyBody
.
position
.
y
})
}
else
{
this
.
x
=
this
.
phyBody
.
position
.
x
;
this
.
y
=
this
.
phyBody
.
position
.
y
;
}
//
}else if(this.phyBody.position.x<0){
//
Matter.Body.setPosition( this.phyBody, {
//
x:750,
//
y:this.phyBody.position.y
//
})
//
}else{
//
this.x = this.phyBody.position.x;
//
this.y = this.phyBody.position.y;
//
}
this
.
beforeY
=
this
.
phyBody
.
position
.
y
;
//
this.beforeY = this.phyBody.position.y;
}
...
...
@@ -138,13 +160,13 @@ export default class Role extends FYGE.Container {
}
jump
()
{
if
(
this
.
direction
==
'up'
){
return
};
setTimeout
(()
=>
{
Matter
.
Body
.
applyForce
(
this
.
phyBody
,
this
.
phyBody
.
position
,
{
x
:
0
,
y
:
-
1.2
});
})
//
if( this.direction == 'up'){return};
//
setTimeout(()=>{
//
Matter.Body.applyForce(this.phyBody, this.phyBody.position, {
//
x: 0,
//
y: -1.2
//
});
//
})
}
onMouseDown
(
e
)
{
...
...
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