Commit 06b4513e authored by zjz1994's avatar zjz1994

石门河豚问题

parent 0c1287ef
......@@ -2066,7 +2066,7 @@ export default class MainScene extends Scene {
var jlat = this.lattices[jelidx];
if(this.eliminatedElements.indexOf(jelidx)==-1){
this.eliminatedElements.push(jelidx);
if(jlat.element.type == ElementType.FISH){
if(jlat.element.type == ElementType.FISH&&!jlat.element.hasState(StateType.BLOCK_LOCK)){
jlat.element.nextFishState();
}
if(Tool.judgeHasScore(jlat.element)){
......@@ -3878,7 +3878,7 @@ export default class MainScene extends Scene {
// }
//本来没必要判断特效组合时是否有重复的消除元素,但是recoverEle里会有判断石头或果冻的加入,造成重复
if(this.eliminatedElements.indexOf(i) == -1) this.eliminatedElements.push(i);
if(this.lattices[i].element.type == ElementType.FISH) {
if(this.lattices[i].element.type == ElementType.FISH&&!this.lattices[i].element.hasState(StateType.BLOCK_LOCK)) {
this.lattices[i].element.nextFishState();
}
//两个魔力鸟分数MM
......@@ -4023,7 +4023,7 @@ export default class MainScene extends Scene {
// allidxs.push(jelidx);
if(this.eliminatedElements.indexOf(jelidx)==-1){
this.eliminatedElements.push(jelidx);
if(jlat.element.type == ElementType.FISH){
if(jlat.element.type == ElementType.FISH&&!jlat.element.hasState(StateType.BLOCK_LOCK)){
jlat.element.nextFishState();
}
if(Tool.judgeHasScore(jlat.element)){
......@@ -4123,7 +4123,7 @@ export default class MainScene extends Scene {
// grassArr.push(i);
// }
if(this.eliminatedElements.indexOf(i) == -1) this.eliminatedElements.push(i);
if(this.lattices[i].element.type == ElementType.FISH) {
if(this.lattices[i].element.type == ElementType.FISH&&!this.lattices[i].element.hasState(StateType.BLOCK_LOCK)) {
this.lattices[i].element.nextFishState();
}
if(Tool.judgeHasScore(lat.element)) {
......@@ -4221,7 +4221,7 @@ export default class MainScene extends Scene {
// grassArr.push(i);
// }
if(this.eliminatedElements.indexOf(i) == -1) this.eliminatedElements.push(i);
if(this.lattices[i].element.type == ElementType.FISH) {
if(this.lattices[i].element.type == ElementType.FISH&&!this.lattices[i].element.hasState(StateType.BLOCK_LOCK)) {
this.lattices[i].element.nextFishState();
}
if(Tool.judgeHasScore(lat.element)) {
......@@ -4565,7 +4565,7 @@ export default class MainScene extends Scene {
if(this.eliminatedElements.indexOf(i) < 0 && effectIndexs.indexOf(i) < 0) {
this.eliminatedElements.push(i);
if(this.lattices[i].element.type == ElementType.FISH) {
if(this.lattices[i].element.type == ElementType.FISH&&!this.lattices[i].element.hasState(StateType.BLOCK_LOCK)) {
this.lattices[i].element.nextFishState();
}
//加分
......@@ -4617,7 +4617,7 @@ export default class MainScene extends Scene {
if(this.eliminatedElements.indexOf(jelidx)==-1&&effectIndexs.indexOf(jelidx)==-1){
this.eliminatedElements.push(jelidx);
if(jlat.element.type==ElementType.FISH){
if(jlat.element.type==ElementType.FISH&&!jlat.element.hasState(StateType.BLOCK_LOCK)){
jlat.element.nextFishState();
}
if(Tool.judgeHasScore(jlat.element)){
......@@ -4681,7 +4681,7 @@ export default class MainScene extends Scene {
if(this.eliminatedElements.indexOf(jelidx)==-1&&effectIndexs.indexOf(jelidx)==-1){
this.eliminatedElements.push(jelidx);
if(jlat.element.type==ElementType.FISH){
if(jlat.element.type==ElementType.FISH&&!jlat.element.hasState(StateType.BLOCK_LOCK)){
jlat.element.nextFishState();
}
if(Tool.judgeHasScore(jlat.element)){
......@@ -5484,7 +5484,7 @@ export default class MainScene extends Scene {
if(this.eliminatedElements.indexOf(k3kuangidx)==-1){
this.eliminatedElements.push(k3kuangidx);
}
if(this.lattices[k3kuangidx].element.type == ElementType.FISH) {
if(this.lattices[k3kuangidx].element.type == ElementType.FISH&&!this.lattices[k3kuangidx].element.hasState(StateType.BLOCK_LOCK)) {
this.lattices[k3kuangidx].element.nextFishState();
}
}
......@@ -5621,7 +5621,7 @@ export default class MainScene extends Scene {
// }
//本来没必要判断特效组合时是否有重复的消除元素,但是recoverEle里会有判断石头或果冻的加入,造成重复
if(this.eliminatedElements.indexOf(i) == -1) this.eliminatedElements.push(i);
if(this.lattices[i].element.type == ElementType.FISH) {
if(this.lattices[i].element.type == ElementType.FISH&&!this.lattices[i].element.hasState(StateType.BLOCK_LOCK)) {
this.lattices[i].element.nextFishState();
}
//两个魔力鸟分数MM
......
......@@ -75,5 +75,16 @@ export const Chapters30: ChapterData[] = [
{ index: 4, type: null }, { index: 5, type: null },
{ index: 6, type: null }, { index: 7, type: null },
{ index: 8, type: null } ] }
}
},
//测试752
{ baseElementTypes: [ 0, 1, 2, 3 ], bubbleProbability: 0, stepCount: 26, passTarget: { type: 1, elements: [ { type: 9, count: 69 } ] }, starScores: [ 15000, 20000, 25000 ], map: { lattices: [ 0, 0, 0, 3, 3, 3, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 0, 0, 0, 3, 3, 3, 6, 3, 3, 3, 0, 3, 3, 3, 3, 6, 3, 3, 3, 3, 3, 3, 3, 3, 6, 3, 3, 3, 3, 3, 3, 3, 3, 6, 3, 3, 3, 3, 3, 3, 3, 3, 6, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3 ], connectedLats: [], conveyor: [], conveyorConnectedLats: [], WORMHOLE: [], elements: [
1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 4, 15, 4, 1, 1, 1,
2, 1, 2, 4, 15, 4, 2, 1, 2,
1, 2, 1, 4, 15, 4, 1, 2, 1,
2, 1, 2, 4, 15, 4, 2, 1, 2,
1, 2, 1, 4, 15, 4, 1, 2, 1,
2, 1, 2, 1, 1, 1, 2, 1, 2,
1, 2, 1, 1, 1, 1, 1, 2, 1 ], baseElements: [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ], recycles: [], foodsdata: [ { type: 43, dir: "up", luidx: 54 }, { type: 43, dir: "up", luidx: 60 }, { type: 45, dir: "down", luidx: 23 }, { type: 42, dir: "up", luidx: 30 }, { type: 42, dir: "up", luidx: 32 }, { type: 42, dir: "up", luidx: 48 }, { type: 42, dir: "up", luidx: 50 } ], generateLats: [ { index: 3, type: null }, { index: 4, type: null }, { index: 5, type: null }, { index: 11, type: null }, { index: 15, type: null }, { index: 19, type: null }, { index: 25, type: null }, { index: 27, type: null }, { index: 35, type: null } ] } },
]
......@@ -72,6 +72,7 @@ export class Element extends eui.Component {
}
}
async nextFishState() {
// console.log("河豚充能");
await wait(1000);
this._fishState++;
if (this._fishState == 1) {
......
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