Commit 285e9aa1 authored by wildfirecode's avatar wildfirecode

1

parent b8f9f8cc
......@@ -286,7 +286,7 @@ export default class MainBase extends eui.UILayer {
RES.getResAsync("ele" + i + "Line" + "_png")
RES.getResAsync("ele" + i + "Exp" + "_png")
}
for (var i = 0; i < 20; i++) {
for (var i = 0; i < 21; i++) {
RES.getResAsync("ele" + i + "_png")
}
for (var i = 1; i <= 27; i++) {
......@@ -451,6 +451,7 @@ export default class MainBase extends eui.UILayer {
loadSvga(getResPath() + 'resource/assets/svgas/turntable.svga');
loadSvga(getResPath() + 'resource/assets/svgas/turnprize.svga');
loadSvga(getResPath() + 'resource/assets/svgas/sprize.svga');
loadSvga(getResPath() + 'resource/assets/svgas/monster.svga');
}
catch (e) {
console.error(e);
......
This diff is collapsed.
......@@ -752,13 +752,14 @@ export default class MainScene extends Scene {
this.elementContainer.addChild(jelly);
this.lattices[i].element = jelly;
break;
//果冻怪物
case ElementConfigType.JELLY_MONSTER:
// let jelly: Element = Tool.getElement(ElementType.JELLY)
// jelly.x = p[0];
// jelly.y = p[1];
// this.elementContainer.addChild(jelly);
// this.lattices[i].element = jelly;
this.emptys.push(i);
let monster: Element = Tool.getElement(ElementType.JELLY_MONSTER)
monster.x = p[0];
monster.y = p[1];
this.elementContainer.addChild(monster);
this.lattices[i].element = monster;
monster.resetMonster();
break;
//鸡蛋
case ElementConfigType.CHICKEN_EGG:
......
......@@ -334,7 +334,8 @@ export class Tool {
return false
}
//上方元素为冰淇淋
else if (lat.element.type == ElementType.LOLLIPOP) {
else if (lat.element.type == ElementType.LOLLIPOP ||
lat.element.type == ElementType.JELLY_MONSTER) {
return false
}
//剩下情况
......@@ -430,6 +431,7 @@ export class Tool {
ele.type == ElementType.JELLY ||
ele.type == ElementType.CHICKEN_EGG ||
ele.type == ElementType.LOLLIPOP ||
ele.type == ElementType.JELLY_MONSTER ||
ele.type == ElementType.FESTIVALELE_BIG ||
ele.type == ElementType.FESTIVALELE_SMALL ||
ele.hasState(StateType.LOCK) ||
......@@ -665,19 +667,19 @@ export class Tool {
if (effectElement.effectType == EffectType.MAGICLION) {
//上格子
var up = lattices[effectElement.index - Tool.colNum];
if (this.judgeMove(up) && up.element.type != ElementType.LOLLIPOP) return [effectElement, up.element];
if (this.judgeMove(up) && up.element.type != ElementType.LOLLIPOP&& up.element.type != ElementType.JELLY_MONSTER) return [effectElement, up.element];
//下格子
var down = lattices[effectElement.index + Tool.colNum];
if (this.judgeMove(down) && down.element.type != ElementType.LOLLIPOP) return [effectElement, down.element];
if (this.judgeMove(down) && down.element.type != ElementType.LOLLIPOP&& up.element.type != ElementType.JELLY_MONSTER) return [effectElement, down.element];
//左格子
var col = Tool.indexToRc(effectElement.index)[1];//列数
if (col != 0) {
var left = lattices[effectElement.index - 1];
if (this.judgeMove(left) && left.element.type != ElementType.LOLLIPOP) return [effectElement, left.element];
if (this.judgeMove(left) && left.element.type != ElementType.LOLLIPOP && up.element.type != ElementType.JELLY_MONSTER) return [effectElement, left.element];
}
if (col != Tool.colNum - 1) {
var right = lattices[effectElement.index + 1];
if (this.judgeMove(right) && right.element.type != ElementType.LOLLIPOP) return [effectElement, right.element];
if (this.judgeMove(right) && right.element.type != ElementType.LOLLIPOP && up.element.type != ElementType.JELLY_MONSTER) return [effectElement, right.element];
}
continue
}
......
......@@ -52,10 +52,14 @@ export const Chapters14: ChapterData[] = [
1, 12, 1, 1, 12, 1, 1, 12, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 2, 2, 2, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 12, 1, 1, 2, 1, 1, 12, 1, 1, 1, 1, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1],
1, 1, 1, 2, 2, 2, 1, 1, 1,
2, 2, 2, 2, 2, 2, 2, 2, 2,
2, 2, 2, 2, 2, 2, 2, 2, 2,
1, 12, 1, 1, 2, 1, 1, 12, 1,
1, 1, 1, 2, 2, 2, 1, 1, 1,
1, 1, 1, 1, 2, 1, 1, 1, 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: [], generateLats: [{ index: 0, type: null }, { index: 2, type: null }, { index: 3, type: null }, { index: 5, type: null }, { index: 6, type: null }, { index: 8, type: null }, { index: 10, type: null }, { index: 16, type: null }]
}
}
]
\ No newline at end of file
......@@ -25,12 +25,84 @@ import { createCandyDis1Ani } from "../anis/candy/createCandyDis1Ani";
import { createCandyDis2Ani } from "../anis/candy/createCandyDis2Ani";
import { createCandyDis3Ani } from "../anis/candy/createCandyDis3Ani";
import { createCandyDis4Ani } from "../anis/candy/createCandyDis4Ani";
import { loadSvga } from "../../loadSvga";
import getResPath from "../../../libs/new_tc/getResPath";
/**
* 考虑到底继承白鹭的啥Component还是Container
* 坐标原点需要坐落在格子的中心点
* 最好到时按,底图,动效,气泡,笼子,毛球,进行分层,如果多个状态要共存时,必须分层,到时气泡的动画,要写再自己的层里
*/
export class Element extends eui.Component {
_mv;
async resetMonster() {
const mv: any = await loadSvga(getResPath() + 'resource/assets/svgas/monster.svga');
this._mv = mv;
this.addChild(mv);
mv.anchorOffsetX = 150;
mv.anchorOffsetY = 150;
mv.x = - 3;
mv.y = - 6;
// mv.gotoAndPlay(361, true);
// mv.addEventListener(egret.Event.ENTER_FRAME, () => {
// // if (mv.currentFrame == 360) //待机
// // mv.gotoAndPlay(1, true);
// if (mv.currentFrame == 508) { //向上吹
// mv.gotoAndPlay(361, true);
// }
// if (mv.currentFrame == 361 + 100) {
// const tex: egret.Texture = RES.getRes("ele20_png");
// const pic = new egret.Bitmap(tex);
// pic.anchorOffsetX = tex.textureWidth / 2;
// pic.anchorOffsetY = tex.textureHeight;
// pic.x = p[0];
// pic.y = p[1];
// this.stage.addChild(pic);
// egret.Tween.get(pic).set({ scaleX: 0, scaleY: 0 }).to({ scaleX: 1, scaleY: 1 }, 300);
// }
// }, this);
setInterval(()=>{
this.toAction();
},5000);
}
toStandByAction() {
if (!this._mv) return;
const mv = this._mv;
const cb = () => {
if (mv.currentFrame == 360) { //向上吹
mv.gotoAndPlay(1, true);
}
};
this._mv.addEventListener(egret.Event.ENTER_FRAME, cb, this);
mv.gotoAndPlay(1, true);
}
toAction() {
if (!this._mv) return;
var p = Tool.getPositionByIndex(this.index);
const mv = this._mv;
const cb = () => {
if (mv.currentFrame == 508) { //向上吹
this.toStandByAction();
}
if (mv.currentFrame == 391) {
const tex: egret.Texture = RES.getRes("ele20_png");
const pic = new egret.Bitmap(tex);
pic.anchorOffsetX = tex.textureWidth / 2;
pic.anchorOffsetY = tex.textureHeight;
pic.x = p[0];
pic.y = p[1];
this.stage.addChild(pic);
egret.Tween.get(pic).set({ scaleX: 0, scaleY: 0 }).to({ scaleX: 1.1, scaleY: 1.1 }, 300).wait(1000).call(()=>{
pic.parent.removeChild(pic);
});
}
};
this._mv.addEventListener(egret.Event.ENTER_FRAME, cb, this);
mv.gotoAndPlay(361, true);
}
private _candy: Candy;
resetToCandyView(baseElement: CandyBaseElementType) {
const res = transElementRes(baseElement);
......@@ -68,8 +140,8 @@ export class Element extends eui.Component {
const cb = () => {
r();
};
this.showImage.alpha=0;
this.candy.visible=false;
this.showImage.alpha = 0;
this.candy.visible = false;
var p = Tool.getPositionByIndex(this.index);
if (this.type == ElementType.RABBIT)
createCandyDis0Ani(p[0], p[1], this.stage, cb);
......@@ -253,6 +325,7 @@ export class Element extends eui.Component {
changeSource(source: string) {
// this.showImage.source = source;
var texture: egret.Texture = RES.getRes(source);
if (!texture) return;
this.showImage.texture = texture
this.showImage.x = -texture.textureWidth / 2;
......
......@@ -35,6 +35,9 @@ export enum ElementType {
CANDY_CATTLE,//牛
CANDY_LION,//狮子
CANDY_PIG,//猪
MONSTER_JELLY,
JELLY_MONSTER,
}
export enum CandyBaseElementType {
......
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