Commit e5156445 authored by wjf's avatar wjf

l

parent c71edfec
......@@ -349,7 +349,7 @@ export class PlayScene extends Scene {
* 加载所有用到的svga
* 重写,变成其他动画
*/
async initSvgas() {
async initSvgas() {
//这里加载资源吧
await RES.loadGroup("bonusTime")
var bonusTime = new Lottie(bonus_lottie)
......@@ -394,7 +394,7 @@ export class PlayScene extends Scene {
this.addChild(this.elementContainer);
//加遮罩,大遮罩一直都加,小遮罩时时判断
var mask = drawShape(path);
mask.hitTestByPixel=false;//临时加上,可能导致点击区域问题,再说,引擎兼容
mask.hitTestByPixel = false;//临时加上,可能导致点击区域问题,再说,引擎兼容
this.elementContainer.mask = mask;
mask.updateShape();//执行一边吧,不然又bug,不更新_localBoundSelf
this.addChild(mask)
......@@ -969,7 +969,7 @@ export class PlayScene extends Scene {
}
}
async sendPropUse(prop: PropType, index?: number) {
async sendPropUse(prop: PropType, index?: number) {
//移除事件
this.propGuide.removeAllEventListener();
//移除自己
......@@ -1148,6 +1148,14 @@ export class PlayScene extends Scene {
fall(callback: Function) {
//去重一次
Tool.removeReapty(this.emptys);
//检查一次是否索引的格子是否为空,为了之前偶现的bug;初步判断空格有误,
//TODO当初为啥脑抽,不直接在这里找所有空格(注意关闭的石门不能进空格)
for (var i = this.emptys.length - 1; i >= 0; i--) {
if (this.lattices[this.emptys[i]].element) {
console.warn("该格子索引空格有误:" + this.emptys[i])
this.emptys.splice(i, 1)
}
}
//逻辑需要重新梳理
if (/*!this.fallVerMark ||*/ Tool.judgeOutOne(this.emptys, this.lattices)) {
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment