Commit 8dd451f3 authored by 邱旭's avatar 邱旭

m

parent 7495b2a0
......@@ -5,7 +5,12 @@
<change beforePath="$PROJECT_DIR$/.idea/workspace.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/workspace.xml" afterDir="false" />
<change beforePath="$PROJECT_DIR$/output.js" beforeDir="false" afterPath="$PROJECT_DIR$/output.js" afterDir="false" />
<change beforePath="$PROJECT_DIR$/output.js.map" beforeDir="false" afterPath="$PROJECT_DIR$/output.js.map" afterDir="false" />
<change beforePath="$PROJECT_DIR$/src/Tools.ts" beforeDir="false" afterPath="$PROJECT_DIR$/src/Tools.ts" afterDir="false" />
<change beforePath="$PROJECT_DIR$/src/Main.ts" beforeDir="false" afterPath="$PROJECT_DIR$/src/Main.ts" afterDir="false" />
<change beforePath="$PROJECT_DIR$/src/panels/SuccessNoPrizePanel.ts" beforeDir="false" afterPath="$PROJECT_DIR$/src/panels/SuccessNoPrizePanel.ts" afterDir="false" />
<change beforePath="$PROJECT_DIR$/src/scene/PlayScene.ts" beforeDir="false" afterPath="$PROJECT_DIR$/src/scene/PlayScene.ts" afterDir="false" />
<change beforePath="$PROJECT_DIR$/src/something/anis/BonusShootAni.ts" beforeDir="false" afterPath="$PROJECT_DIR$/src/something/anis/BonusShootAni.ts" afterDir="false" />
<change beforePath="$PROJECT_DIR$/src/something/uis/PropBtnCon.ts" beforeDir="false" afterPath="$PROJECT_DIR$/src/something/uis/PropBtnCon.ts" afterDir="false" />
<change beforePath="$PROJECT_DIR$/src/something/uis/PropGuide.ts" beforeDir="false" afterPath="$PROJECT_DIR$/src/something/uis/PropGuide.ts" afterDir="false" />
</list>
<option name="SHOW_DIALOG" value="false" />
<option name="HIGHLIGHT_CONFLICTS" value="true" />
......@@ -64,7 +69,7 @@
<recent name="$PROJECT_DIR$/lotties" />
</key>
</component>
<component name="RunManager" selected="npm.dev">
<component name="RunManager" selected="npm.buildTS">
<configuration name="build" type="js.build_tools.npm" temporary="true" nameIsGenerated="true">
<package-json value="$PROJECT_DIR$/package.json" />
<command value="run" />
......@@ -132,7 +137,7 @@
<workItem from="1612577003915" duration="21094000" />
<workItem from="1612662929222" duration="40609000" />
<workItem from="1613698993022" duration="22309000" />
<workItem from="1613785579125" duration="3215000" />
<workItem from="1613785579125" duration="6476000" />
</task>
<task id="LOCAL-00001" summary="斐乐消消乐">
<created>1612581213298</created>
......@@ -330,7 +335,14 @@
<option name="project" value="LOCAL" />
<updated>1613787910985</updated>
</task>
<option name="localTasksCounter" value="29" />
<task id="LOCAL-00029" summary="m">
<created>1613789148084</created>
<option name="number" value="00029" />
<option name="presentableId" value="LOCAL-00029" />
<option name="project" value="LOCAL" />
<updated>1613789148084</updated>
</task>
<option name="localTasksCounter" value="30" />
<servers />
</component>
<component name="TypeScriptGeneratedFilesManager">
......
......@@ -8077,7 +8077,7 @@ var Tools = (function () {
return new Promise(function (resolve, reject) {
TaoBaoNet_1.sendTbNet(TaoBaoNet_1.TbNetName.getRemainTimes, {}, function (s, res) {
if (s) {
_this.gameData.power = res.data.reaminTimes;
_this.gameData.power = res.data.power;
resolve(true);
}
else {
This diff is collapsed.
......@@ -9,6 +9,7 @@ import { destroyNetData, sendTbNet, TbNetName } from "./TaoBaoNet";
import { SkinJson } from "./SkinJson";
import { G_EVENT } from "./common/G_EVENT";
import { LoadingScene } from "./scene/LoadingScene";
import { PlayScene } from "./scene/PlayScene";
/**
* 全局事件,为了和小程序交互
......@@ -83,6 +84,7 @@ export class Main {
// if (document.getElementById("__loading__")) document.getElementById("__loading__").style.display = "none";
//打开开始场景
changeScene(LoadingScene);
// changeScene(PlayScene);
// changeScene(SStartScene);
// changeScene(StoryScene);
// changeScene(AdoptScene);
......
......@@ -42,7 +42,7 @@ export class SuccessNoPrizePanel extends Panel {
FYGE.TEXT_ALIGN.CENTER, 750, 0, 713
));
if (level == Tools.maxLevel) { // 99关
if (level == Tools.maxLevel && !Tools.gameData.isDrawTopLevelPrize) { // 99关 且没有抽奖
tipLabel.text = '成功通关!\n获得一次抽奖机会!';
this.addChild(new Button(RES.getRes("sucGoPrize.png")))
.addEventListener(MouseEvent.CLICK, this.goPrize, this)
......
......@@ -260,17 +260,17 @@ export class PlayScene extends Scene {
this.addChild(FYGE.Sprite.fromFrame("playBg.jpg")).position.set(0, -layers.stageOffsetY);
//排版
//底部背景
this.addChild(FYGE.Sprite.fromFrame("topBg.png")).position.set(25, -150);
this.addChild(FYGE.Sprite.fromFrame("topBg.png")).position.set(25, -170);
const commonTextArr = {};
for (let i = 0; i < 10; i++)commonTextArr[i] = RES.getRes("scoreNum" + i + ".png");
commonTextArr["当"] = RES.getRes("scoreNum当.png");
//通关目标分数
this.targetScoreTxt = this.addChild(new FYGE.BitmapText(commonTextArr));
this.targetScoreTxt.position.set(118, 293);
this.targetScoreTxt.position.set(118, 283);
//设置
this.musicBtn = this.addChild(new MusicBtn());
this.musicBtn.position.set(616, 86);
this.musicBtn.position.set(616, 66);
}
data: { chapter: number }
start(data: { chapter: number }) {
......@@ -371,15 +371,15 @@ export class PlayScene extends Scene {
["第", "关"].forEach((e) => { chapterTex[e] = RES.getRes("chapterNum" + e + ".png") })
const chapterTxt = this.addChild(new FYGE.BitmapText(chapterTex));
chapterTxt.text = "第" + (this.chapter >> 0) + "关";
chapterTxt.position.set(620, 199);
chapterTxt.position.set(620, 179);
//步数
this.stepNumber = this.addChild(new FYGE.BitmapText(Tools.getNumTextures("stepNum")));
this.stepNumber.position.set(127, 182);
this.stepNumber.position.set(127, 162);
//步数初始化
this.steps = this.chapterData.stepCount;
//分数进度条,托管
this.scoreProgress = this.addChild(new ScoreProgress(this.chapterData.starScores));
this.scoreProgress.position.set(94, 241)
this.scoreProgress.position.set(94, 221);
//分数置0
this.score = 0;
//地图生成
......@@ -434,7 +434,7 @@ export class PlayScene extends Scene {
}
this.elementTargets = new ElementTargets(this.passElements);
this.elementTargets.x = 375;
this.elementTargets.y = 140;
this.elementTargets.y = 120;
this.addChild(this.elementTargets);
this.targetScoreTxt.visible = false;
} else {
......
......@@ -5,7 +5,7 @@ import { RES } from "../../../module/RES";
import { Tool } from "../Tool";
export const stepPosition: number[] = [130, 155, 100];
export const stepPosition: number[] = [130, 135, 100];
/**
* 需要回调的
* 手动修改this.shoot.rotation=
......
......@@ -64,7 +64,7 @@ export class PropBtnCon extends FYGE.Container {
this.boomNum = this.addChild(new FYGE.BitmapText(arr));
this.hammerNum = this.addChild(new FYGE.BitmapText(arr));
this.stepNum.y = this.boomNum.y = this.hammerNum.y = 100;
this.stepNum.text = this.boomNum.text = this.hammerNum.text = "13";
this.stepNum.text = this.boomNum.text = this.hammerNum.text = "0";
this.stepNum.textAlign = this.boomNum.textAlign = this.hammerNum.textAlign = FYGE.TEXT_ALIGN.CENTER;
this.stepNum.x = 239
this.boomNum.x = 239 + 186
......
......@@ -38,15 +38,16 @@ export class PropGuide extends FYGE.Container {
var text: FYGE.TextField = new FYGE.TextField();
text.text = "为本次增加额外5次步数";
text.fillColor = "#ffffff";
text.size = 20;
text.y = offsetY - 88;
text.size = 30;
text.y = offsetY - 24;
text.textAlign = FYGE.TEXT_ALIGN.CENTER;
text.textWidth = 750;
text.mouseEnable = false;
this.addChild(text);
this.msgTxt = text;
const cancel = this.addChild(new Sprite(RES.getRes("propCancel.png")));
cancel.position.set(274, offsetY - 60);
// const cancel = this.addChild(new Sprite(RES.getRes("propCancel.png")));
// cancel.position.set(274, offsetY - 60);
}
init(prop: PropType) {
if (prop == PropType.BOOMS) {
......
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