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翁阳
babycare_xiaoxiao
Commits
4cee9345
Commit
4cee9345
authored
Sep 29, 2020
by
haiyoucuv
Browse files
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asjghdfkaksjhsaft asxjcv bnot6qwuk
parent
619d7f3d
Changes
10
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10 changed files
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158 additions
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139 deletions
+158
-139
workspace.xml
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popmartXXL2c.doJoin.json
mock/miniTb/popmartXXL2c.doJoin.json
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popmartXXL2c.drawLotteryPrize.json
mock/miniTb/popmartXXL2c.drawLotteryPrize.json
+3
-3
popmartXXL2c.getActivityBaseInfoById.json
mock/miniTb/popmartXXL2c.getActivityBaseInfoById.json
+3
-3
FesRedPrizePanel.ts
src/panels/FesRedPrizePanel.ts
+6
-10
StartPanelPrize.ts
src/panels/StartPanelPrize.ts
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TaskPanel.ts
src/panels/TaskPanel.ts
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src/scene/PlayScene.ts
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MapScene.ts
src/scene/map/MapScene.ts
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-2
FesRedShootAni.ts
src/something/anisCall/FesRedShootAni.ts
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"1595584259535"
/>
</component>
<component
name=
"XDebuggerManager"
>
...
...
@@ -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>
</breakpoints>
</breakpoint-manager>
</component>
...
...
mock/miniTb/popmartXXL2c.doJoin.json
View file @
4cee9345
...
...
@@ -3,6 +3,7 @@
"code"
:
"000000"
,
"message"
:
"成功"
,
"data"
:
{
"power"
:
100
"power"
:
100
,
"isGiftPrizeLevel"
:
true
}
}
mock/miniTb/popmartXXL2c.drawLotteryPrize.json
View file @
4cee9345
...
...
@@ -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
"
}
}
mock/miniTb/popmartXXL2c.getActivityBaseInfoById.json
View file @
4cee9345
{
"success"
:
true
,
"code"
:
"sit dolor quis"
,
"message"
:
"nisi amet sunt Lorem"
,
"code"
:
"sit dolor qui
p
s"
,
"message"
:
"nis
e
i 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
,
...
...
src/panels/FesRedPrizePanel.ts
View file @
4cee9345
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
;
...
...
src/panels/StartPanelPrize.ts
View file @
4cee9345
...
...
@@ -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
();
}
);
...
...
src/panels/TaskPanel.ts
View file @
4cee9345
...
...
@@ -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
)
{
...
...
src/scene/PlayScene.ts
View file @
4cee9345
...
...
@@ -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
()
{
...
...
src/scene/map/MapScene.ts
View file @
4cee9345
...
...
@@ -58,8 +58,6 @@ export class MapScene extends Scene {
Tools
.
baseInfo
.
loginAddPower
=
false
;
}
// showPanel(FesRedPrizePanel);
}
private
updateMapCheck
()
{
...
...
src/something/anisCall/FesRedShootAni.ts
View file @
4cee9345
...
...
@@ -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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