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wildfirecode13
xiaoxiaole
Commits
0c645983
Commit
0c645983
authored
Feb 07, 2020
by
wildfirecode
Browse files
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Browse Files
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Plain Diff
Merge branch 'feather-0208' into dev
parents
2e805f92
ac1eefc9
Changes
12
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12 changed files
with
217 additions
and
41 deletions
+217
-41
startscenebg.jpg
design/startscenebg.jpg
+0
-0
index.html
egret/index.html
+3
-2
redbombParticle.png
egret/resource/assets/mainScene/redbombParticle.png
+0
-0
StartSkin.exml
egret/resource/skins/StartSkin.exml
+6
-6
MainScene.ts
egret/src/mainScene/MainScene.ts
+2
-2
RedBagAni.ts
egret/src/mapScene/RedBagAni.ts
+1
-1
ChocolateDivideAni.ts
egret/src/something/anis/ChocolateDivideAni.ts
+76
-0
MagicRotateAni.ts
egret/src/something/anis/MagicRotateAni.ts
+1
-1
FesRedShootAni.ts
egret/src/something/anisCall/FesRedShootAni.ts
+97
-23
RecoverName.ts
egret/src/something/enum/RecoverName.ts
+1
-0
AiControl.ts
egret/src/something/logic/AiControl.ts
+9
-4
StartScene.ts
egret/src/startScene/StartScene.ts
+21
-2
No files found.
design/startscenebg.jpg
0 → 100644
View file @
0c645983
387 KB
egret/index.html
View file @
0c645983
...
@@ -18,8 +18,9 @@
...
@@ -18,8 +18,9 @@
background-repeat
:
no-repeat
;
background-repeat
:
no-repeat
;
background-color
:
#000
;
background-color
:
#000
;
background-size
:
100%
;
background-size
:
100%
;
background-position
:
top
;
background-position
:
center
;
background-image
:
url("https://yun.duiba.com.cn/db_games/activity/game/1565600901/resource/assets/startScene/startscenebg.jpg")
;
background-image
:
url("https://yun.duiba.com.cn/db_games/activity/game/02072/startscenebg.jpg")
;
/* background-image: url("https://yun.duiba.com.cn/db_games/activity/game/1565600901/resource/assets/startScene/startscenebg.jpg"); */
padding
:
0
;
padding
:
0
;
border
:
0
;
border
:
0
;
margin
:
0
;
margin
:
0
;
...
...
egret/resource/assets/mainScene/redbombParticle.png
View replaced file @
2e805f92
View file @
0c645983
496 Bytes
|
W:
|
H:
16.3 KB
|
W:
|
H:
2-up
Swipe
Onion skin
egret/resource/skins/StartSkin.exml
View file @
0c645983
...
@@ -4,9 +4,9 @@
...
@@ -4,9 +4,9 @@
<e:Label
id=
"FZY3JW"
text=
" "
y=
"1048"
textColor=
"0x244B00"
fontFamily=
"FZY3JW"
horizontalCenter=
"0"
visible=
"false"
/>
<e:Label
id=
"FZY3JW"
text=
" "
y=
"1048"
textColor=
"0x244B00"
fontFamily=
"FZY3JW"
horizontalCenter=
"0"
visible=
"false"
/>
<e:Label
id=
"FZY4JW"
text=
" "
y=
"1048"
textColor=
"0x244B00"
fontFamily=
"FZY4JW"
horizontalCenter=
"0"
visible=
"false"
/>
<e:Label
id=
"FZY4JW"
text=
" "
y=
"1048"
textColor=
"0x244B00"
fontFamily=
"FZY4JW"
horizontalCenter=
"0"
visible=
"false"
/>
<e:Component
id=
"bg"
width=
"750"
height=
"1624"
verticalCenter=
"0"
visible=
"false"
/>
<e:Component
id=
"bg"
width=
"750"
height=
"1624"
verticalCenter=
"0"
visible=
"false"
/>
<e:Component
id=
"container2"
x=
"0"
width=
"750"
height=
"1624"
y=
"0"
/>
<e:Component
id=
"container2"
x=
"0"
width=
"750"
height=
"1624"
y=
"0"
visible=
"false"
/>
<e:Component
id=
"container1"
x=
"0"
width=
"750"
height=
"1624"
/>
<e:Component
id=
"container1"
x=
"0"
width=
"750"
height=
"1624"
visible=
"false"
/>
<e:Group
width=
"750"
x=
"0"
y=
"995
"
>
<e:Group
width=
"750"
x=
"0"
verticalCenter=
"494
"
>
<e:Group
y=
"30.94"
x=
"140"
>
<e:Group
y=
"30.94"
x=
"140"
>
<e:Image
source=
"loadingbg_png"
y=
"0"
x=
"0"
/>
<e:Image
source=
"loadingbg_png"
y=
"0"
x=
"0"
/>
<e:Group
id=
"maskwrapper"
x=
"14.56"
y=
"7.14"
>
<e:Group
id=
"maskwrapper"
x=
"14.56"
y=
"7.14"
>
...
@@ -18,8 +18,8 @@
...
@@ -18,8 +18,8 @@
</e:Group>
</e:Group>
<e:Image
id=
"progressmask2"
y=
"9.14"
x=
"16"
source=
"mask2_png"
width=
"444"
height=
"60"
scaleX=
"1"
/>
<e:Image
id=
"progressmask2"
y=
"9.14"
x=
"16"
source=
"mask2_png"
width=
"444"
height=
"60"
scaleX=
"1"
/>
</e:Group>
</e:Group>
<e:Label
id=
"tips"
text=
"正在加载中,请稍后"
y=
"0"
size=
"2
4"
horizontalCenter=
"0"
textColor=
"0x244b00
"
/>
<e:Label
id=
"tips"
text=
"正在加载中,请稍后"
y=
"0"
size=
"2
6"
horizontalCenter=
"0"
textColor=
"0x3c2107"
bold=
"true
"
/>
<e:Label
id=
"percentTxt"
text=
"63%"
y=
"117"
horizontalCenter=
"0"
textColor=
"0x
244b00
"
/>
<e:Label
id=
"percentTxt"
text=
"63%"
y=
"117"
horizontalCenter=
"0"
textColor=
"0x
3c2107"
bold=
"true
"
/>
</e:Group>
</e:Group>
<e:Image
source=
"头顶树丛_png"
x=
"0"
y=
"0"
/>
<e:Image
source=
"头顶树丛_png"
x=
"0"
y=
"0"
visible=
"false"
/>
</e:Skin>
</e:Skin>
\ No newline at end of file
egret/src/mainScene/MainScene.ts
View file @
0c645983
...
@@ -3142,9 +3142,9 @@ export default class MainScene extends Scene {
...
@@ -3142,9 +3142,9 @@ export default class MainScene extends Scene {
},
56
/
60
*
1000
)
},
56
/
60
*
1000
)
}
}
//时间再调cd
//时间再调cd
//
setTimeout(() => {
setTimeout
(()
=>
{
callback
();
callback
();
// }, 8
0)
},
40
0
)
}
}
/**
/**
...
...
egret/src/mapScene/RedBagAni.ts
View file @
0c645983
...
@@ -27,7 +27,7 @@ export default class RedBagAni {
...
@@ -27,7 +27,7 @@ export default class RedBagAni {
let
iconCount
:
number
=
0
;
let
iconCount
:
number
=
0
;
export
const
createRedBagIcon
=
(
parent
)
=>
{
export
const
createRedBagIcon
=
(
parent
)
=>
{
// const icon = RES.getRes('mapredbagicom_png'); /// TODO 洒出的图片
// const icon = RES.getRes('mapredbagicom_png'); /// TODO 洒出的图片
const
icon
:
egret
.
Texture
=
RES
.
getRes
(
'chocolate'
+
(
iconCount
++%
4
)
+
"_png"
);
const
icon
:
egret
.
Texture
=
RES
.
getRes
(
'chocolate'
+
(
iconCount
++%
4
)
+
'_png'
);
const
bmp
=
new
egret
.
Bitmap
(
icon
);
const
bmp
=
new
egret
.
Bitmap
(
icon
);
bmp
.
anchorOffsetX
=
icon
.
textureWidth
/
2
//32;
bmp
.
anchorOffsetX
=
icon
.
textureWidth
/
2
//32;
bmp
.
anchorOffsetY
=
icon
.
textureHeight
/
2
//33;
bmp
.
anchorOffsetY
=
icon
.
textureHeight
/
2
//33;
...
...
egret/src/something/anis/ChocolateDivideAni.ts
0 → 100644
View file @
0c645983
import
{
Pool
}
from
"../Pool"
;
import
{
RecoverName
}
from
"../enum/RecoverName"
;
//70是chocolateFour的尺寸,偷懒,固定了
var
x1
=
70
/
4
-
70
/
2
;
var
x2
=
70
/
4
*
3
-
70
/
2
;
var
y1
=
70
/
4
-
70
/
2
;
var
y2
=
70
/
4
*
3
-
70
/
2
;
var
dis1
=
20
;
var
dis2
=
40
;
const
fourPositions
:
number
[][]
=
[
[
x1
,
y1
],
[
x2
,
y1
],
[
x1
,
y2
],
[
x2
,
y2
]
]
const
f1
:
number
[][]
=
[
[
x1
-
dis1
,
y1
-
dis1
],
[
x2
+
dis1
,
y1
-
dis1
],
[
x1
-
dis1
,
y2
+
dis1
],
[
x2
+
dis1
,
y2
+
dis1
]
]
const
f2
:
number
[][]
=
[
[
x1
-
dis2
,
y1
-
dis2
],
[
x2
+
dis2
,
y1
-
dis2
],
[
x1
-
dis2
,
y2
+
dis2
],
[
x2
+
dis2
,
y2
+
dis2
]
]
/**
* 巧克力分裂动效
*/
export
class
ChocolateDivideAni
extends
egret
.
DisplayObjectContainer
{
constructor
()
{
super
()
for
(
var
i
=
0
;
i
<
4
;
i
++
)
{
var
t
:
egret
.
Texture
=
RES
.
getRes
(
"chocolate"
+
i
+
"_png"
);
var
b
=
new
egret
.
Bitmap
(
t
);
b
.
anchorOffsetX
=
t
.
textureWidth
/
2
;
b
.
anchorOffsetY
=
t
.
textureHeight
/
2
;
b
.
scaleX
=
32
/
t
.
textureWidth
;
//32是缩小的尺寸
b
.
scaleY
=
32
/
t
.
textureHeight
;
b
.
x
=
fourPositions
[
i
][
0
];
b
.
y
=
fourPositions
[
i
][
1
];
this
.
addChild
(
b
);
this
[
"chocolate"
+
i
]
=
b
;
}
}
play
(
p
:
number
[])
{
this
.
x
=
p
[
0
];
this
.
y
=
p
[
1
];
//重置位置和透明度
for
(
var
i
=
0
;
i
<
4
;
i
++
)
{
let
ii
=
i
;
let
chocolate
:
egret
.
Bitmap
=
this
[
"chocolate"
+
i
];
chocolate
.
x
=
fourPositions
[
i
][
0
];
chocolate
.
y
=
fourPositions
[
i
][
1
];
chocolate
.
scaleX
=
chocolate
.
scaleY
=
32
/
70
chocolate
.
alpha
=
1
;
egret
.
Tween
.
get
(
chocolate
)
.
wait
(
100
)
.
to
({
x
:
f1
[
ii
][
0
],
y
:
f1
[
ii
][
1
],
scaleX
:
40
/
70
,
scaleY
:
40
/
70
},
300
)
.
wait
(
100
)
.
to
({
x
:
f2
[
ii
][
0
],
y
:
f2
[
ii
][
1
],
alpha
:
0
},
300
)
.
call
(()
=>
{
if
(
ii
==
3
)
{
//回收元素
if
(
this
.
parent
)
this
.
parent
.
removeChild
(
this
);
Pool
.
recover
(
RecoverName
.
CHOCOLATEDIVIDE_ANI
,
this
)
}
})
}
}
}
\ No newline at end of file
egret/src/something/anis/MagicRotateAni.ts
View file @
0c645983
...
@@ -66,7 +66,7 @@ export function MagicRotateAni(ele: Element, p: number[], con: egret.DisplayObje
...
@@ -66,7 +66,7 @@ export function MagicRotateAni(ele: Element, p: number[], con: egret.DisplayObje
* @param rotation 弧度,逆时针
* @param rotation 弧度,逆时针
* @param point 定点,默认0,0
* @param point 定点,默认0,0
*/
*/
function
rotationAcodPoint
(
p
:
number
[],
rotation
:
number
,
point
:
number
[]
=
[
0
,
0
])
{
export
function
rotationAcodPoint
(
p
:
number
[],
rotation
:
number
,
point
:
number
[]
=
[
0
,
0
])
{
//平移
//平移
var
xp
=
p
[
0
]
-
point
[
0
];
var
xp
=
p
[
0
]
-
point
[
0
];
var
yp
=
p
[
1
]
-
point
[
1
];
var
yp
=
p
[
1
]
-
point
[
1
];
...
...
egret/src/something/anisCall/FesRedShootAni.ts
View file @
0c645983
...
@@ -5,18 +5,27 @@ import { playSound, SoundType } from "../../soundCtrl";
...
@@ -5,18 +5,27 @@ import { playSound, SoundType } from "../../soundCtrl";
import
{
Element
}
from
"../class/Element"
;
import
{
Element
}
from
"../class/Element"
;
import
{
Tool
}
from
"../Tool"
;
import
{
Tool
}
from
"../Tool"
;
import
{
ElementType
}
from
"../enum/ElementType"
;
import
{
ElementType
}
from
"../enum/ElementType"
;
import
{
getRotByTwoVectors
,
rotationAcodPoint
}
from
"../anis/MagicRotateAni"
;
let
iconCount
:
number
=
0
;
/**
/**
* 情人节版本
* 情人节版本
*/
*/
export
class
FesRedShootAni
extends
egret
.
DisplayObjectContainer
{
export
class
FesRedShootAni
extends
egret
.
DisplayObjectContainer
{
light
:
LightingAni
;
imageAni
:
ImageAni
;
imageAni
:
ImageAni
;
imageAniCon
:
egret
.
DisplayObjectContainer
imageAniCon
:
egret
.
DisplayObjectContainer
;
//头部
head
:
egret
.
Bitmap
;
constructor
()
{
constructor
()
{
super
()
super
()
this
.
light
=
new
LightingAni
();
var
ht
:
egret
.
Texture
=
RES
.
getRes
(
"ele"
+
ElementType
.
FESTIVALELE_SMALL
+
"_png"
)
this
.
addChild
(
this
.
light
);
this
.
head
=
new
egret
.
Bitmap
(
ht
);
this
.
head
.
anchorOffsetX
=
ht
.
textureWidth
/
2
;
this
.
head
.
anchorOffsetY
=
ht
.
textureHeight
/
2
;
this
.
addChild
(
this
.
head
);
this
.
head
.
scaleX
=
this
.
head
.
scaleY
=
0.3
;
var
arr
=
[]
var
arr
=
[]
for
(
var
i
=
1
;
i
<=
10
;
i
++
)
{
for
(
var
i
=
1
;
i
<=
10
;
i
++
)
{
arr
.
push
(
"fesEleSmallDis"
+
i
+
"_png"
);
arr
.
push
(
"fesEleSmallDis"
+
i
+
"_png"
);
...
@@ -28,31 +37,60 @@ export class FesRedShootAni extends egret.DisplayObjectContainer {
...
@@ -28,31 +37,60 @@ export class FesRedShootAni extends egret.DisplayObjectContainer {
this
.
imageAni
.
visible
=
false
this
.
imageAni
.
visible
=
false
}
}
reset
()
{
reset
()
{
this
.
light
.
visible
=
true
;
this
.
head
.
visible
=
true
;
this
.
imageAni
.
visible
=
false
;
this
.
imageAni
.
visible
=
false
;
this
.
light
.
scaleX
=
0.2
;
}
}
play
(
startP
:
number
[],
ele
:
Element
,
callback
:
Function
)
{
play
(
startP
:
number
[],
ele
:
Element
,
callback
:
Function
)
{
this
.
reset
()
this
.
reset
()
//算角度
let
head
=
this
.
head
;
var
r
=
Tool
.
getForwardRotation
(
startP
,
[
ele
.
x
,
ele
.
y
])
let
self
=
this
;
this
.
light
.
rotation
=
r
*
180
/
Math
.
PI
;
//动画帧出现的地方就是元素的位置
this
.
light
.
x
=
startP
[
0
];
this
.
light
.
y
=
startP
[
1
];
this
.
imageAniCon
.
x
=
ele
.
x
;
this
.
imageAniCon
.
x
=
ele
.
x
;
this
.
imageAniCon
.
y
=
ele
.
y
;
this
.
imageAniCon
.
y
=
ele
.
y
;
//247
var
dis
=
Math
.
sqrt
(
//
(
startP
[
0
]
-
ele
.
x
)
*
(
startP
[
0
]
-
ele
.
x
)
+
var
deltaX
=
startP
[
0
]
-
ele
.
x
;
(
startP
[
1
]
-
ele
.
y
)
*
(
startP
[
1
]
-
ele
.
y
)
var
deltaY
=
startP
[
1
]
-
ele
.
y
;
)
var
dis
=
Math
.
sqrt
(
deltaX
*
deltaX
+
deltaY
*
deltaY
);
var
scaleX
=
dis
/
247
;
//算角度,弧度,x正方向为0,0到2pi,逆时针为正
egret
.
Tween
.
get
(
this
.
light
)
var
vec0
=
[
1
,
0
]
.
to
({
scaleX
:
scaleX
,
},
400
)
var
vec1
=
[
deltaX
,
deltaY
]
var
rotation
=
getRotByTwoVectors
(
vec0
,
vec1
);
if
(
deltaY
>
0
)
rotation
=
Math
.
PI
*
2
-
rotation
;
var
tAll
=
60
;
var
a
=
{
t
:
0
};
egret
.
Tween
.
get
(
a
,
{
onChange
:
function
()
{
//螺旋半径,时间t的函数,越来越大,0
var
r
=
dis
*
a
.
t
/
tAll
;
//螺旋角度,基础角度+补间角度,
var
theta
=
a
.
t
/
tAll
*
Math
.
PI
var
x
=
r
*
Math
.
cos
(
theta
)
var
y
=
r
*
Math
.
sin
(
theta
)
//旋转一下
var
xy
=
rotationAcodPoint
([
x
,
y
],
rotation
);
head
.
x
=
xy
[
0
]
+
startP
[
0
];
head
.
y
=
xy
[
1
]
+
startP
[
1
];
//添加尾部粒子
let
p
=
particlePool
.
shift
();
if
(
!
p
)
p
=
new
Particle
();
p
.
reset
();
p
.
x
=
xy
[
0
]
+
startP
[
0
];
p
.
y
=
xy
[
1
]
+
startP
[
1
];
self
.
addChildAt
(
p
,
0
);
}
})
.
to
({
t
:
tAll
},
1200
,
/*egret.Ease.quadIn*/
)
.
call
(()
=>
{
.
call
(()
=>
{
//隐藏头部
head
.
visible
=
false
;
ele
.
reset
(
ElementType
.
FESTIVALELE_SMALL
);
ele
.
reset
(
ElementType
.
FESTIVALELE_SMALL
);
ele
.
scaleX
=
ele
.
scaleY
=
0.1
ele
.
scaleX
=
ele
.
scaleY
=
0.1
;
ele
.
changeSource
(
'chocolate'
+
(
iconCount
++
%
4
)
+
'_png'
)
egret
.
Tween
.
get
(
ele
)
egret
.
Tween
.
get
(
ele
)
.
to
({
scaleX
:
1
,
scaleY
:
1
},
500
,
egret
.
Ease
.
backOut
)
.
to
({
scaleX
:
1
,
scaleY
:
1
},
500
,
egret
.
Ease
.
backOut
)
...
@@ -66,14 +104,50 @@ export class FesRedShootAni extends egret.DisplayObjectContainer {
...
@@ -66,14 +104,50 @@ export class FesRedShootAni extends egret.DisplayObjectContainer {
};
};
Pool
.
recover
(
RecoverName
.
FESREDSHOOT_ANI
,
this
)
Pool
.
recover
(
RecoverName
.
FESREDSHOOT_ANI
,
this
)
})
})
setTimeout
(()
=>
{
this
.
light
.
visible
=
false
;
},
200
)
})
})
}
}
}
}
const
particlePool
:
Particle
[]
=
[];
class
Particle
extends
egret
.
Bitmap
{
private
life
:
number
=
0
;
private
maxLife
:
number
=
60
;
public
alphaSpeed
=
0.02
public
scaleSpeed
=
0.02
;
constructor
()
{
super
();
this
.
texture
=
RES
.
getRes
(
"redbombParticle_png"
);
this
.
anchorOffsetX
=
this
.
texture
.
textureWidth
/
2
;
this
.
anchorOffsetY
=
this
.
texture
.
textureHeight
/
2
;
this
.
addEventListener
(
egret
.
Event
.
ENTER_FRAME
,
this
.
enterFrame
,
this
);
}
reset
()
{
this
.
life
=
0
;
this
.
alpha
=
1
;
// this.scaleX = this.scaleY = 2;
this
.
scaleX
=
this
.
scaleY
=
Math
.
random
()
*
1
;
this
.
rotation
=
Math
.
random
()
*
360
;
}
enterFrame
()
{
// if (!this.stage) return;
if
(
++
this
.
life
>
this
.
maxLife
)
{
//回收
if
(
this
.
parent
)
{
this
.
parent
.
removeChild
(
this
);
particlePool
.
push
(
this
);
}
return
;
}
this
.
alpha
-=
this
.
alphaSpeed
;
if
(
this
.
alpha
<
0
)
this
.
alpha
=
0
// this.scaleX = this.scaleY -= this.scaleSpeed;
// if (this.scaleX < 0) this.scaleX = this.scaleY = 0;
}
}
/**
/**
* 需要回调的
* 需要回调的
...
...
egret/src/something/enum/RecoverName.ts
View file @
0c645983
...
@@ -58,6 +58,7 @@ export enum RecoverName {
...
@@ -58,6 +58,7 @@ export enum RecoverName {
EGGBROKEN_ANI
=
"EggBrokenAni"
,
EGGBROKEN_ANI
=
"EggBrokenAni"
,
HAIRBALLGREYDIS_ANI
=
"HairballGreyDisAni"
,
HAIRBALLGREYDIS_ANI
=
"HairballGreyDisAni"
,
HAIRBALLBLACKDIS_ANI
=
"HairballBlackDisAni"
,
HAIRBALLBLACKDIS_ANI
=
"HairballBlackDisAni"
,
CHOCOLATEDIVIDE_ANI
=
"ChocolateDivideAni"
,
//方形遮罩
//方形遮罩
RECT_MASK
=
"RectMask"
,
RECT_MASK
=
"RectMask"
,
...
...
egret/src/something/logic/AiControl.ts
View file @
0c645983
...
@@ -21,6 +21,7 @@ import { FesRedShootAni2 } from "../anisCall/FesRedShootAni2";
...
@@ -21,6 +21,7 @@ import { FesRedShootAni2 } from "../anisCall/FesRedShootAni2";
import
{
loadSvga
}
from
"../../loadSvga"
;
import
{
loadSvga
}
from
"../../loadSvga"
;
import
getResPath
from
"../../../libs/new_tc/getResPath"
;
import
getResPath
from
"../../../libs/new_tc/getResPath"
;
import
SceneCtrl
from
"../../../libs/new_wx/ctrls/sceneCtrl"
;
import
SceneCtrl
from
"../../../libs/new_wx/ctrls/sceneCtrl"
;
import
{
ChocolateDivideAni
}
from
"../anis/ChocolateDivideAni"
;
//孵鸡的数量
//孵鸡的数量
const
chickenNum
:
number
=
4
;
const
chickenNum
:
number
=
4
;
...
@@ -142,7 +143,7 @@ export class AiControl {
...
@@ -142,7 +143,7 @@ export class AiControl {
}
}
//变成对象
//变成对象
for
(
var
i
=
0
;
i
<
six
.
length
;
i
++
)
six
[
i
]
=
{
index
:
six
[
i
]
};
for
(
var
i
=
0
;
i
<
six
.
length
;
i
++
)
six
[
i
]
=
{
index
:
six
[
i
]
};
//暂时只有一个大红包,
//暂时只有一个大红包,
如出现多个,需改逻辑
let
index
=
indexs
[
0
];
let
index
=
indexs
[
0
];
var
p
=
Tool
.
getPositionByIndex
(
index
);
var
p
=
Tool
.
getPositionByIndex
(
index
);
var
vec0
=
[
1
,
0
];
var
vec0
=
[
1
,
0
];
...
@@ -162,7 +163,11 @@ export class AiControl {
...
@@ -162,7 +163,11 @@ export class AiControl {
six
.
sort
(
function
(
a
,
b
)
{
return
b
.
rotation
-
a
.
rotation
});
six
.
sort
(
function
(
a
,
b
)
{
return
b
.
rotation
-
a
.
rotation
});
//还原为索引
//还原为索引
for
(
var
i
=
0
;
i
<
six
.
length
;
i
++
)
six
[
i
]
=
six
[
i
].
index
;
for
(
var
i
=
0
;
i
<
six
.
length
;
i
++
)
six
[
i
]
=
six
[
i
].
index
;
//动画
//先去掉元素,再加分裂动画
thisObj
.
removeOperation
(
index
);
//巧克力分裂效果,
thisObj
.
addChild
(
Pool
.
takeOut
(
RecoverName
.
CHOCOLATEDIVIDE_ANI
)
||
new
ChocolateDivideAni
())[
"play"
](
p
);
//光效动画
thisObj
.
redBombLightAni
(
index
,
()
=>
{
thisObj
.
redBombLightAni
(
index
,
()
=>
{
let
count
=
0
;
let
count
=
0
;
let
countAll
=
six
.
length
;
let
countAll
=
six
.
length
;
...
@@ -178,8 +183,8 @@ export class AiControl {
...
@@ -178,8 +183,8 @@ export class AiControl {
thisObj
.
addChild
(
fesRedShootAni
);
thisObj
.
addChild
(
fesRedShootAni
);
fesRedShootAni
.
play
(
p
,
ele
,
()
=>
{
fesRedShootAni
.
play
(
p
,
ele
,
()
=>
{
if
(
++
count
==
countAll
)
{
if
(
++
count
==
countAll
)
{
//去掉大红包
//去掉大红包
,改成上面去掉了
thisObj
.
removeOperation
(
index
);
//
thisObj.removeOperation(index);
//进行掉落
//进行掉落
thisObj
.
fall
(()
=>
{
thisObj
.
fall
(()
=>
{
thisObj
.
fallCallback
();
thisObj
.
fallCallback
();
...
...
egret/src/startScene/StartScene.ts
View file @
0c645983
...
@@ -6,7 +6,21 @@ import { loadSvga } from "../loadSvga";
...
@@ -6,7 +6,21 @@ import { loadSvga } from "../loadSvga";
import
MapBottomPart
from
"../mapScene/MapBottomPart"
;
import
MapBottomPart
from
"../mapScene/MapBottomPart"
;
import
MapRpeatPart
from
"../mapScene/MapRpeatPart"
;
import
MapRpeatPart
from
"../mapScene/MapRpeatPart"
;
import
MapTopPart
from
"../mapScene/MapTopPart"
;
import
MapTopPart
from
"../mapScene/MapTopPart"
;
import
setGlow
from
"../setGlow"
;
const
setGlow
=
(
img
:
egret
.
DisplayObject
,
color
:
number
,
alpha
:
number
)
=>
{
// const color = 0x33CCFF; /// 光晕的颜色,十六进制,不包含透明度
// const alpha = 0.8; /// 光晕的颜色透明度,是对 color 参数的透明度设定。有效值为 0.0 到 1.0。例如,0.8 设置透明度值为 80%。
const
blurX
=
6
;
/// 水平模糊量。有效值为 0 到 255.0(浮点)
const
blurY
=
6
;
/// 垂直模糊量。有效值为 0 到 255.0(浮点)
const
strength
=
10
;
/// 压印的强度,值越大,压印的颜色越深,而且发光与背景之间的对比度也越强。有效值为 0 到 255。暂未实现
const
quality
:
number
=
egret
.
BitmapFilterQuality
.
HIGH
;
/// 应用滤镜的次数,建议用 BitmapFilterQuality 类的常量来体现
const
inner
=
false
;
/// 指定发光是否为内侧发光,暂未实现
const
knockout
=
false
;
/// 指定对象是否具有挖空效果,暂未实现
const
glowFilter
:
egret
.
GlowFilter
=
new
egret
.
GlowFilter
(
color
,
alpha
,
blurX
,
blurY
,
strength
,
quality
,
inner
,
knockout
);
img
.
filters
=
[
glowFilter
];
}
const
list
=
[
const
list
=
[
'小提示:凑齐5个萌狮连消,可以开启大招哦!'
,
'小提示:凑齐5个萌狮连消,可以开启大招哦!'
,
'小提示:连续爆炸,得分会成倍增加~'
,
'小提示:连续爆炸,得分会成倍增加~'
,
...
@@ -24,7 +38,7 @@ export default class StartScene extends Scene {
...
@@ -24,7 +38,7 @@ export default class StartScene extends Scene {
async
start
(
data
?)
{
async
start
(
data
?)
{
super
.
start
();
super
.
start
();
this
.
height
=
this
.
stage
.
stageHeight
;
this
.
height
=
this
.
stage
.
stageHeight
;
if
(
data
)
if
(
data
)
this
.
level
=
data
.
level
;
this
.
level
=
data
.
level
;
this
[
'container1'
].
x
=
20
;
this
[
'container1'
].
x
=
20
;
...
@@ -35,6 +49,11 @@ export default class StartScene extends Scene {
...
@@ -35,6 +49,11 @@ export default class StartScene extends Scene {
this
[
'percentTxt'
].
text
=
`0%`
;
this
[
'percentTxt'
].
text
=
`0%`
;
const
index
=
Math
.
floor
(
Math
.
random
()
*
list
.
length
);
const
index
=
Math
.
floor
(
Math
.
random
()
*
list
.
length
);
this
[
'tips'
].
text
=
list
[
index
];
this
[
'tips'
].
text
=
list
[
index
];
setGlow
(
this
[
'tips'
],
0xffffff
,
1
);
setGlow
(
this
[
'percentTxt'
],
0xffffff
,
1
);
console
.
log
(
data
);
console
.
log
(
data
);
if
(
data
&&
Array
.
isArray
(
data
))
{
if
(
data
&&
Array
.
isArray
(
data
))
{
this
[
'container3'
].
addChild
(
data
[
0
]);
this
[
'container3'
].
addChild
(
data
[
0
]);
...
...
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