Commit 4cee9345 authored by haiyoucuv's avatar haiyoucuv

asjghdfkaksjhsaft asxjcv bnot6qwuk

parent 619d7f3d
......@@ -3,10 +3,15 @@
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......@@ -101,8 +106,8 @@
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......@@ -496,7 +494,14 @@
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......@@ -647,6 +653,12 @@
<line>55</line>
<option name="timeStamp" value="5" />
</line-breakpoint>
<line-breakpoint enabled="true" type="javascript">
<url>file://$PROJECT_DIR$/src/scene/PlayScene.ts</url>
<line>1960</line>
<properties lambdaOrdinal="-1" />
<option name="timeStamp" value="10" />
</line-breakpoint>
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......
......@@ -3,6 +3,7 @@
"code": "000000",
"message": "成功",
"data": {
"power": 100
"power": 100,
"isGiftPrizeLevel": true
}
}
......@@ -4,10 +4,10 @@
"message": "成功",
"data": {
"_id": "",
"name": "",
"name": "aaa",
"type": 1,
"image": "",
"image": "https://img.alicdn.com/imgextra/i1/2275046294/O1CN01xTeKMI1wMhRux48Y6_!!2275046294-2-miniprogram.png",
"drawStatus": "",
"level": ""
"level": "1"
}
}
{
"success": true,
"code": "sit dolor quis",
"message": "nisi amet sunt Lorem",
"code": "sit dolor quips",
"message": "nisei amet sunt Lorem",
"data": {
"rule": "测试活动规则测试活动规则测试活动规则测试活动规则测试活动规则测试活动规则测试",
"currentLevel": 5,
"currentLevel": 120,
"power": 101,
"tools": {
"steps": 100,
......
import { Panel } from "../../module/views/Panel";
import { PropType } from "../something/enum/PropType";
import { RES } from "../../module/RES";
import { Tools } from "../Tools";
import { getTbData, TbNetName } from "../TaoBaoNet";
import Tween = FYGE.Tween;
import Ease = FYGE.Ease;
import Sprite = FYGE.Sprite;
import { PropType } from "../something/enum/PropType";
import { RES } from "../../module/RES";
import { changeScene } from "../../module/ctrls";
import { MapScene } from "../scene/map/MapScene";
import MouseEvent = FYGE.MouseEvent;
import Button = FYGE.Button;
import { Tools } from "../Tools";
const propImg = {
[PropType.BOOMS]: 'boomBtn.png',
......@@ -21,10 +20,6 @@ export class FesRedPrizePanel extends Panel {
return ['FesRedPrizePanel']
}
// get skinName() {
// return "SuccessPrizePanel"
// }
public showAni() {
if (this.isShowing) return;
this.isShowing = true;
......@@ -56,7 +51,8 @@ export class FesRedPrizePanel extends Panel {
.addEventListener(MouseEvent.CLICK, this.hidePanel, this)
.position.set(165, 1045);
this.img = this.addChild(new Sprite());
const res = getTbData(TbNetName.drawLotteryPrize);
this.img = this.addChild(Sprite.fromUrl(res.data.image));
this.img.anchorTexture.x = 0.5;
this.img.position.set(375, 693);
this.img.width = this.img.height = 252;
......
......@@ -89,7 +89,10 @@ export class StartPanelPrize extends Panel {
if (!success) return;
Tools.propInfo.power = res.data.power;
changeScene(PlayScene, {chapter: level});
changeScene(PlayScene, {
chapter: level,
isGiftPrizeLevel: res.data.isGiftPrizeLevel
});
this.hidePanel();
}
);
......
......@@ -132,11 +132,13 @@ export class TaskPanel extends Panel {
initEvents() {
super.initEvents();
GDispatcher.addEventListener(G_EVENT.ON_SHOW, this.updateTask, this);
GDispatcher.addEventListener(G_EVENT.UPDATE_TASK, this.updateTask, this);
}
removeEvents() {
super.removeEvents();
GDispatcher.removeEventListener(G_EVENT.ON_SHOW, this.updateTask, this);
GDispatcher.removeEventListener(G_EVENT.UPDATE_TASK, this.updateTask, this);
}
}
......@@ -167,6 +169,7 @@ class TaskItem extends Item {
));
this.desc.bold = true;
this.desc.position.set(145, 92);
}
public initData(id: number, data: any) {
......
......@@ -69,6 +69,7 @@ import { FesRedPrizePanel } from "../panels/FesRedPrizePanel";
import FrameAni = FYGE.FrameAni;
import Texture = FYGE.Texture;
import Container = FYGE.Container;
import Ease = FYGE.Ease;
const aniClass = {
"BoomAni": BoomAni,
......@@ -281,9 +282,9 @@ export class PlayScene extends Scene {
this.settingBtn.position.set(618, 16)
}
data: { chapter: number }
data: { chapter: number, isGiftPrizeLevel: boolean }
start(data: { chapter: number }) {
start(data: { chapter: number, isGiftPrizeLevel: boolean }) {
super.start();
// data = { chapter: 1 }
//第几关
......@@ -423,7 +424,7 @@ export class PlayScene extends Scene {
//初始化道具信息
this.updateScene();
//选择框 无需加入场景
var textureChoosed: FYGE.Texture = RES.getRes("chooseRect.png")
const textureChoosed: FYGE.Texture = RES.getRes("chooseRect.png");
this.choosed = new FYGE.Sprite(textureChoosed);
this.choosed.anchorTexture.set(0.5, 0.5)
//道具使用时蒙层 无需加入场景,带入propBtnCo的位置数据
......@@ -464,14 +465,14 @@ export class PlayScene extends Scene {
//不考虑0,初始的时候目标是0?
if (this.passElements && this.passElements[ElementType.LOLLIPOP]) {
//初始化recycleIndexs,
var recycles = this.chapterData.map.recycles;
const recycles = this.chapterData.map.recycles;
//如果没有就取最下层的,用地图数据格子初始化
if (!recycles || !recycles.length) {
var endRowNumHash = {}, endRowNum: number = 0;
for (var i = 0; i < this.chapterData.map.lattices.length; i++) {
var d = this.chapterData.map.lattices[i];
let endRowNumHash = {}, endRowNum: number = 0;
for (let i = 0; i < this.chapterData.map.lattices.length; i++) {
const d = this.chapterData.map.lattices[i];
if (!d) continue;
var rc = Tool.indexToRc(i);
const rc = Tool.indexToRc(i);
const [row, col] = rc;
//不用考虑0
if (!endRowNumHash[col]) {
......@@ -565,20 +566,20 @@ export class PlayScene extends Scene {
}
}
//生成口数据
var genLatDatas = this.chapterData.map.generateLats || [];
const genLatDatas = this.chapterData.map.generateLats || [];
//设置生成口,
this.generateIndexs = Tool.setGenerateLats(this.lattices, genLatDatas)
var downMax: number = 0;
var upMax: number = 0;
var hasSmallToBig: boolean;
var hasBigToSmall: boolean;
let downMax: number = 0;
let upMax: number = 0;
let hasSmallToBig: boolean;
let hasBigToSmall: boolean;
//联通口
var connectedLats = this.chapterData.map.connectedLats || [];
const connectedLats = this.chapterData.map.connectedLats || [];
for (var i = 0; i < connectedLats.length; i++) {
//0是上格子,1是下格子
var connectedLat = connectedLats[i];
const connectedLat = connectedLats[i];
if (!connectedLat || !connectedLat.length) continue;
this.lattices[connectedLat[0]].down = connectedLat[1];
this.lattices[connectedLat[1]].up = connectedLat[0];
......@@ -611,7 +612,7 @@ export class PlayScene extends Scene {
initElement() {
//没有就根据地图格子随机元素
var elements = this.chapterData.map.elements || Tool.setNumber01(this.chapterData.map.lattices.slice());
for (var i = 0; i < elements.length; i++) {
for (let i = 0; i < elements.length; i++) {
//如果对应格子为空,直接跳过,
if (!this.lattices[i]) continue;
let ele: Element;
......@@ -627,7 +628,7 @@ export class PlayScene extends Scene {
case 8:
case 9:
case 10:
var type = Tool.returnType(i, this.lattices, this.chapterData.baseElementTypes);
const type = Tool.returnType(i, this.lattices, this.chapterData.baseElementTypes);
ele = Tool.getElement(type)
if (elements[i] == 4) {
ele.setState(StateType.LOCK, true)
......@@ -701,17 +702,17 @@ export class PlayScene extends Scene {
//重置基础元素及特效类型
initBaseElement() {
var elements = this.chapterData.map.baseElements;
const elements = this.chapterData.map.baseElements;
if (!elements || !elements.length) return;
for (var i = 0; i < elements.length; i++) {
for (let i = 0; i < elements.length; i++) {
//不是基础元素,跳过,
if (!Tool.judgeBaseEle(this.lattices[i])) continue;
//是0,跳过
if (!elements[i]) continue
//解析elements[i];
var arr: number[] = Tool.returnTO(elements[i]);
const arr: number[] = Tool.returnTO(elements[i]);
//基础类型,没有就是null,有就-1,对ElementType对应
var baseType = arr[1] ? arr[1] - 1 : null;
const baseType = arr[1] ? arr[1] - 1 : null;
//baseType不是基础类型,且不是null,跳出
if (FiveBaseElementTypes.indexOf(baseType) == -1 && baseType != null) continue;
let ele: Element = this.lattices[i].element;
......@@ -751,13 +752,14 @@ export class PlayScene extends Scene {
//初始化节日元素,暂时不用
initFestivalEle(): boolean {
//添加节日元素,条件可能会变
if (fesChapterData.indexOf(this.chapter >> 0) > -1 &&
// getRedBombTimes() &&
// Math.random() > 0.5 &&
this.lattices[festivalIndex] && //格子必须有
if (fesChapterData.indexOf(this.chapter >> 0) > -1
// && getRedBombTimes()
// && Math.random() > 0.5
&& this.data.isGiftPrizeLevel // 接口说这是礼盒关卡
&& this.lattices[festivalIndex] && //格子必须有
(Tool.judgeSetFesEle(this.lattices[festivalIndex]) || !this.lattices[festivalIndex].element) //没有元素也行
) {
var p = Tool.getPositionByIndex(festivalIndex);
const p = Tool.getPositionByIndex(festivalIndex);
//添加节日红包目标
this.festivalTarget = new FestivalTarget(this.festivalTargetNum);
this.festivalTarget.x = 580;
......@@ -843,12 +845,12 @@ export class PlayScene extends Scene {
//出现交换提示
warningAni() {
var a = this.warningCop[0];
var b = this.warningCop[1];
var ax = a.x;
var ay = a.y;
var bx = b.x;
var by = b.y;
const a = this.warningCop[0];
const b = this.warningCop[1];
const ax = a.x;
const ay = a.y;
const bx = b.x;
const by = b.y;
FYGE.Tween.get(a, {loop: true})
.to({x: (bx - ax) / 10 + ax, y: (by - ay) / 10 + ay}, 100)
.to({x: ax, y: ay}, 100)
......@@ -871,12 +873,12 @@ export class PlayScene extends Scene {
FYGE.Tween.removeTweens(this.warningCop[0]);
FYGE.Tween.removeTweens(this.warningCop[1]);
//还原位置
var a = this.warningCop[0];
var b = this.warningCop[1];
var aIndex = a.index;
var bIndex = b.index;
var ap = Tool.getPositionByIndex(aIndex);
var bp = Tool.getPositionByIndex(bIndex);
const a = this.warningCop[0];
const b = this.warningCop[1];
const aIndex = a.index;
const bIndex = b.index;
const ap = Tool.getPositionByIndex(aIndex);
const bp = Tool.getPositionByIndex(bIndex);
a.x = ap[0];
a.y = ap[1];
b.x = bp[0];
......@@ -941,7 +943,7 @@ export class PlayScene extends Scene {
// ele.type != ElementType.ROCK &&
ele.type != ElementType.LOLLIPOP) {
this.elementContainer.removeEventListener(FYGE.MouseEvent.MOUSE_DOWN, fun, this);
var index = ele.index;
const index = ele.index;
this.sendPropUse(prop, index);
}
}, this)
......@@ -986,7 +988,7 @@ export class PlayScene extends Scene {
this.removeChild(this.propGuide);
//接口
showWaiting();
var s = await Tools.consumerTools(prop);
const s = await Tools.consumerTools(prop);
hideWaiting();
//还原事件
this.addEventListener(FYGE.Event.ENTER_FRAME, this.onEnterFrame, this);
......@@ -1003,17 +1005,17 @@ export class PlayScene extends Scene {
switch (prop) {
case PropType.BOOMS:
//playSound(SoundType.line)
var rc = Tool.indexToRc(index);
var p = Tool.getPositionByIndex(index);
const rc = Tool.indexToRc(index);
const p = Tool.getPositionByIndex(index);
this.playAni(RecoverName.CROSS_ANI, p);
for (var i = 0; i < this.lattices.length; i++) {
var lat = this.lattices[i];
for (let i = 0; i < this.lattices.length; i++) {
const lat = this.lattices[i];
if (Tool.judgeEliminate(lat) && (lat.row == rc[0] || lat.column == rc[1])) {
if (this.eliminatedElements.indexOf(i) == -1) {
this.eliminatedElements.push(i);
if (Tool.judgeHasScore(lat.element)) {
//算直线+直线LL
this.pushScoreAni(baseScore * 1 * effectBaseTimes.LL, Tool.getPositionByIndex(i))
this.pushScoreAni(baseScore * effectBaseTimes.LL, Tool.getPositionByIndex(i))
}
}
}
......@@ -1027,7 +1029,7 @@ export class PlayScene extends Scene {
this.eliminatedElements.push(index);
if (Tool.judgeHasScore(this.lattices[index].element)) {
this.pushScoreAni(
baseScore * 1 * (effectBaseTimes[this.lattices[index].element.effectType] || 1),
baseScore * (effectBaseTimes[this.lattices[index].element.effectType] || 1),
Tool.getPositionByIndex(index)
)
}
......@@ -1052,9 +1054,9 @@ export class PlayScene extends Scene {
mouseDownE(e: FYGE.MouseEvent) {
//现在有两级,element的showImage是FrameAni
var ele = e.currentTarget.parent.parent;
const ele = e.currentTarget.parent.parent;
// console.log(e.currentTarget.parent.parent)
var self = this;
const self = this;
if (ele && ele instanceof Element) {
//去掉提示动画
this.isShowWarning = false;
......@@ -1079,7 +1081,7 @@ export class PlayScene extends Scene {
mouseMoveE(e) {
if (this.SELECTED && e.currentTarget.parent.parent instanceof Element) {
var ele = e.currentTarget.parent.parent
const ele = e.currentTarget.parent.parent;
if (!Tool.judgeChosen(ele)) return
if (Tool.checkNeb(ele, this.SELECTED)) {
this.exchangeElementAni(this.SELECTED, ele, this.callbackEx);
......@@ -1103,9 +1105,9 @@ export class PlayScene extends Scene {
//开始执行消除
this.eliminate();
//同时考虑判断棒棒糖交换后是否可以掉落,是否可以落下,待加
var aarr = [s, o]
for (var i = 0; i < aarr.length; i++) {
var ele = aarr[i];
const aarr = [s, o];
for (let i = 0; i < aarr.length; i++) {
const ele = aarr[i];
//元素是棒棒糖,并且在回收口索引内
if (ele.type == ElementType.LOLLIPOP && this.recycleIndexs.indexOf(ele.index) > -1) {
this.recoverEle(ele.index);
......@@ -1142,8 +1144,8 @@ export class PlayScene extends Scene {
//数据交换
private exchangeData(a: Element, b: Element) {
var latA = this.lattices[a.index];
var latB = this.lattices[b.index];
const latA = this.lattices[a.index];
const latB = this.lattices[b.index];
latA.element = b;
latB.element = a;
}
......@@ -1162,7 +1164,7 @@ export class PlayScene extends Scene {
//逻辑需要重新梳理
if (/*!this.fallVerMark ||*/ Tool.judgeOutOne(this.emptys, this.lattices)) {
// this.fallVerMark = true;
var anis = this.fallVerticalEx();
let anis = this.fallVerticalEx();
if (!anis.length) {
anis = this.fallSkewEx()
if (!anis.length) {
......@@ -1178,7 +1180,7 @@ export class PlayScene extends Scene {
}, true)
}
} else {
var anis = this.fallVertical();
let anis = this.fallVertical();
anis = anis.concat(this.fallSkewEx());
if (!anis.length) {
// this.fallVerMark = false;
......@@ -1485,7 +1487,7 @@ export class PlayScene extends Scene {
let lastX: number, lastY: number;
//对所有的indexs进行遍历动画
for (var j = 0; j < indexs.length; j++) {
for (let j = 0; j < indexs.length; j++) {
let index = indexs[j].index;
let type = indexs[j].type;
let p = Tool.getPositionByIndex(index);
......@@ -1519,7 +1521,7 @@ export class PlayScene extends Scene {
wait += deltaTime;
} else {
//算间隔
var delta = Tool.indexToRc(index)[0] - oriRow;
const delta = Tool.indexToRc(index)[0] - oriRow;
if (delta > 0) {
//修改oriRow
oriRow = Tool.indexToRc(index)[0];
......@@ -1544,7 +1546,7 @@ export class PlayScene extends Scene {
return false
})()
//元素赋值,考虑到底放哪好
var lat = this.lattices[endIndex];
const lat = this.lattices[endIndex];
lat.element = ele;
//最终回调
tween.call(() => {
......@@ -1577,8 +1579,8 @@ export class PlayScene extends Scene {
* @param index 生成口索引。定制掉落口用,不存在则随机
*/
createELement(index: number): Element {
var type: ElementType;
var effectType: EffectType = null;
let type: ElementType;
let effectType: EffectType = null;
//优先棒棒糖
if (this.lollipopMark) {
this.lollipopMark = false;
......@@ -1588,18 +1590,18 @@ export class PlayScene extends Scene {
//生成口定制掉落
else {
//基础元素数组
var baseElementTypes = this.chapterData.baseElementTypes.slice();
const baseElementTypes = this.chapterData.baseElementTypes.slice();
//列数
var col = Tool.indexToRc(index)[1];
const col = Tool.indexToRc(index)[1];
//找出索引是index的数据
var data: GenerateLatData = this.generateIndexs[col].filter((d) => {
const data: GenerateLatData = this.generateIndexs[col].filter((d) => {
return d.index == index
})[0];
if (data) {
//先去掉cus里的
let one = data.cus.shift()
if (one) {
var oneData = Tool.praseEleNumber(one);
const oneData = Tool.praseEleNumber(one);
type = oneData[0] === null ? Tool.randomT(baseElementTypes) : oneData[0];
effectType = oneData[1];
}
......@@ -1611,9 +1613,9 @@ export class PlayScene extends Scene {
}
//type里随机。随机出来如果是0,还是随机
else {
var code = Tool.randomT(data.type);
const code = Tool.randomT(data.type);
if (code) {
var codeData = Tool.praseEleNumber(code);
const codeData = Tool.praseEleNumber(code);
type = codeData[0] === null ? Tool.randomT(baseElementTypes) : codeData[0];
effectType = codeData[1];
} else {
......@@ -1676,7 +1678,7 @@ export class PlayScene extends Scene {
*/
threeMatch(s?: Element, o?: Element) {
//横排检测
for (var i = 0; i < Tool.rowNum; i++) {
for (let i = 0; i < Tool.rowNum; i++) {
//集合横排元素
var arr = []
for (var g = 0; g < Tool.colNum; g++) {
......@@ -1711,7 +1713,7 @@ export class PlayScene extends Scene {
}
}
//竖排检测
for (var m = 0; m < Tool.colNum; m++) {
for (let m = 0; m < Tool.colNum; m++) {
//集合竖排元素
var arr = []
for (var g = 0; g < Tool.rowNum; g++) {
......@@ -2377,7 +2379,7 @@ export class PlayScene extends Scene {
break;
case EffectType.VERTICAL:
// if (sounds.indexOf(SoundType.line) == -1) sounds.push(SoundType.line)
var col = lat.column;
const col = lat.column;
//动画移除自己
this.playAni(RecoverName.VERTICAL_ANI, p);
this.recoverEle(index);
......@@ -2549,7 +2551,7 @@ export class PlayScene extends Scene {
var latsCopy = lats.slice();
for (var i = 0; i < lats.length; i++) {
let ele = lats[i].element;
var rand = Math.floor(Math.random() * latsCopy.length);
const rand = Math.floor(Math.random() * latsCopy.length);
let lat = latsCopy.splice(rand, 1)[0];
anis.push([ele, lat.index])
}
......@@ -2559,7 +2561,7 @@ export class PlayScene extends Scene {
for (var i = 0; i < countAll; i++) {
let ele: Element = anis[i][0];
let index: number = anis[i][1];
var p = Tool.getPositionByIndex(index);
const p = Tool.getPositionByIndex(index);
//现在得位置的赋值
var lat = this.lattices[index];
lat.element = ele;
......@@ -2633,12 +2635,12 @@ export class PlayScene extends Scene {
this.submit(suc);
})) return;
var params = {
const params = {
level: this.data.chapter,
score: this.score,
stars: this.scoreProgress.starCount,
isVisitSuccess: suc,
}
};
showWaiting();
sendTbNet(TbNetName.gameOver, params, (s, res) => {
hideWaiting();
......@@ -2680,7 +2682,7 @@ export class PlayScene extends Scene {
* @param data
*/
returnPanels(panelName, data) {
var panels = [], params = [];
const panels = [], params = [];
//如果需要弹出红包炸弹,要先出
if (this.redBombPanelMark) {
panels.push(redBombPanelName);
......@@ -2721,7 +2723,7 @@ export class PlayScene extends Scene {
*/
iceBroken(lat: Lattice) {
if (lat && lat.ice) {
var ice = lat.ice;
const ice = lat.ice;
ice.countNum--;
if (ice.countNum == 0) {
this.map.removeChild(ice);
......@@ -2732,7 +2734,7 @@ export class PlayScene extends Scene {
} else {
ice.alpha = 0.6;
}
var p = Tool.getPositionByIndex(lat.index);
const p = Tool.getPositionByIndex(lat.index);
//动画
this.playAni(RecoverName.ICE_ANI, p);
}
......@@ -2746,7 +2748,7 @@ export class PlayScene extends Scene {
this.passElements[type]--;
// console.log(this.elementTargets.targets[type])
//@ts-ignore
var p = this.elementTargets.targets[type].localToGlobal({x: 40 * 0.8, y: 40 * 0.8})
const p = this.elementTargets.targets[type].localToGlobal({x: 40 * 0.8, y: 40 * 0.8});
this.addChild(FlyTargetAni(type, fromP, [p.x, p.y - layers.stageOffsetY], () => {
this.elementTargets.targets[type].count--;
}))
......@@ -2758,11 +2760,11 @@ export class PlayScene extends Scene {
//检查附近是否有相应元素
checkNebEle(lat: Lattice, checkFun: (la: Lattice) => boolean) {
var indexMy = lat.index;
var indexs = [
const indexMy = lat.index;
const indexs = [
indexMy - Tool.colNum,
indexMy + Tool.colNum,
]
];
if (lat.column > 0) {
indexs.push(indexMy - 1)
}
......@@ -2848,7 +2850,7 @@ export class PlayScene extends Scene {
// this.festivalTarget.count--;
// }))
var texture: FYGE.Texture = RES.getRes("ele" + ElementType.FESTIVALELE_SMALL + ".png");
const texture: FYGE.Texture = RES.getRes("ele" + ElementType.FESTIVALELE_SMALL + ".png");
//弄一个替代的
let eleC: BitmapRecycle = Pool.takeOut(RecoverName.BITMAPRECYCLE);
if (!eleC) {
......@@ -2859,19 +2861,22 @@ export class PlayScene extends Scene {
eleC.position.set(ele.x, ele.y);
this.addChild(eleC);
/// TODO 小红包消失动画
Tween.get(eleC)
.to({alpha: 0}, 1000)
.to({scaleX: 0, scaleY:0}, 270, Ease.backIn)
.call(() => {
ele.alpha = 1;
this.removeChild(eleC);
this.festivalTarget.count--;
});
//完成了,发接口,到时需要修改,对于接口没成功的不设置
if (this.festivalTargetNum <= 0) {
sendTbNet(TbNetName.drawLotteryPrize, {level: this.chapter},
sendTbNet(TbNetName.drawLotteryPrize, {
level: this.chapter,
prizeDataType: 1
},
(success, res) => {
if (success) this.redBombPanelMark = true;
if (success && res.data) this.redBombPanelMark = true;
}
);
}
......@@ -2950,14 +2955,14 @@ class SettingBtn extends FYGE.Container {
constructor() {
super()
//背景
var bg = this.addChild(new FYGE.Sprite(RES.getRes("settingBg.png")))
const bg = this.addChild(new FYGE.Sprite(RES.getRes("settingBg.png")));
bg.position.set(6, 50)
bg.visible = false;
//音乐
var musicBtn = this.addChild(new class extends FYGE.Sprite {
const musicBtn = this.addChild(new class extends FYGE.Sprite {
// private isOn: boolean;
constructor() {
var t = RES.getRes("musicOn.png")
const t = RES.getRes("musicOn.png");
super(t)
this.addEventListener(FYGE.MouseEvent.CLICK, () => {
isOn = !isOn;
......@@ -2984,12 +2989,12 @@ class SettingBtn extends FYGE.Container {
musicBtn.position.set(11, 97);
musicBtn.visible = false;
//主按钮
var btn = this.addChild(new FYGE.Button(RES.getRes("settingBtn.png")))
const btn = this.addChild(new FYGE.Button(RES.getRes("settingBtn.png")))
.addEventListener(FYGE.MouseEvent.CLICK, () => {
console.log(9999)
musicBtn.visible = !musicBtn.visible
bg.visible = !bg.visible
}, this)
}, this);
}
destroy() {
......
......@@ -58,8 +58,6 @@ export class MapScene extends Scene {
Tools.baseInfo.loginAddPower = false;
}
// showPanel(FesRedPrizePanel);
}
private updateMapCheck() {
......
......@@ -40,6 +40,7 @@ export class FesRedShootAni extends FYGE.Container {
}
play(startP: number[], ele: Element, callback: Function) {
this.reset()
this.light.visible = true;
......
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