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wildfirecode13
xiaoxiaole
Commits
2e1b1e16
Commit
2e1b1e16
authored
Oct 25, 2019
by
wjf
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parent
043dfd8f
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3 changed files
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65 additions
and
5 deletions
+65
-5
svga.egret.min.js
egret/libs/svga.egret.min.js
+1
-1
MainScene.ts
egret/src/mainScene/MainScene.ts
+64
-3
Tool.ts
egret/src/something/Tool.ts
+0
-1
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egret/libs/svga.egret.min.js
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2e1b1e16
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egret/src/mainScene/MainScene.ts
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2e1b1e16
...
@@ -161,7 +161,15 @@ export default class MainScene extends Scene {
...
@@ -161,7 +161,15 @@ export default class MainScene extends Scene {
//每一步生成的总分数
//每一步生成的总分数
oneStepScore
:
number
;
oneStepScore
:
number
;
//果冻有消除的标记;
//果冻有消除的标记;
jellyBrokenMark
:
boolean
jellyBrokenMark
:
boolean
;
/**
* 判断连通的状态
* 1表示存在小列连通到大列,从右往左遍历
* 2表示存在大列连通到小烈,从左往右遍历
* 3表示都有,遍历两边,down的大,从右先
* 4表示都有,遍历两边,down的小,从左先
*/
connectState
:
number
=
2
;
//皮肤上的
//皮肤上的
public
starProgress
:
eui
.
Image
;
public
starProgress
:
eui
.
Image
;
public
scoreTxt
:
eui
.
Label
;
public
scoreTxt
:
eui
.
Label
;
...
@@ -206,6 +214,7 @@ export default class MainScene extends Scene {
...
@@ -206,6 +214,7 @@ export default class MainScene extends Scene {
egret
.
Tween
.
get
(
this
.
scoreProgress
,
{},
null
,
true
)
egret
.
Tween
.
get
(
this
.
scoreProgress
,
{},
null
,
true
)
.
to
({
score
:
value
},
300
)
.
to
({
score
:
value
},
300
)
}
}
//道具按钮上的数字
boomBtnNum
:
PropNumShow
;
boomBtnNum
:
PropNumShow
;
hammerBtnNum
:
PropNumShow
;
hammerBtnNum
:
PropNumShow
;
stepBtnNum
:
PropNumShow
;
stepBtnNum
:
PropNumShow
;
...
@@ -471,13 +480,42 @@ export default class MainScene extends Scene {
...
@@ -471,13 +480,42 @@ export default class MainScene extends Scene {
}
}
//设置生成口,
//设置生成口,
this
.
generateIndexs
=
Tool
.
setGenerateLats
(
this
.
lattices
,
this
.
chapterData
.
map
.
generateLats
||
[])
this
.
generateIndexs
=
Tool
.
setGenerateLats
(
this
.
lattices
,
this
.
chapterData
.
map
.
generateLats
||
[])
var
downMax
:
number
=
0
;
var
downMin
:
number
=
Tool
.
colNum
-
1
;
var
hasSmallToBig
:
boolean
;
var
hasBigToSmall
:
boolean
;
//联通口
//联通口
var
connectedLats
=
this
.
chapterData
.
map
.
connectedLats
||
[];
var
connectedLats
=
this
.
chapterData
.
map
.
connectedLats
||
[];
for
(
var
i
=
0
;
i
<
connectedLats
.
length
;
i
++
)
{
for
(
var
i
=
0
;
i
<
connectedLats
.
length
;
i
++
)
{
var
connectedLat
=
connectedLats
[
i
];
var
connectedLat
=
connectedLats
[
i
];
this
.
lattices
[
connectedLat
[
0
]].
down
=
connectedLat
[
1
];
this
.
lattices
[
connectedLat
[
0
]].
down
=
connectedLat
[
1
];
this
.
lattices
[
connectedLat
[
1
]].
up
=
connectedLat
[
0
];
this
.
lattices
[
connectedLat
[
1
]].
up
=
connectedLat
[
0
];
var
colUp
=
Tool
.
indexToRc
(
connectedLat
[
0
])[
1
];
var
colDown
=
Tool
.
indexToRc
(
connectedLat
[
1
])[
1
];
if
(
colUp
>
colDown
)
{
hasBigToSmall
=
true
;
}
else
if
(
colUp
<
colDown
)
{
hasSmallToBig
=
true
;
}
}
//1表示存在小列连通到大列,从右往左遍历
//2表示存在大列连通到小烈,从左往右遍历
//3表示都有,遍历两边,down的大,从右先
//4表示都有,遍历两边,down的小,从左先
if
(
hasBigToSmall
&&
hasSmallToBig
)
{
}
}
else
if
(
hasBigToSmall
)
{
this
.
connectState
=
2
;
}
else
if
(
hasSmallToBig
)
{
this
.
connectState
=
1
;
}
//否则默认的2
}
}
//初始化地图元素
//初始化地图元素
initElement
()
{
initElement
()
{
...
@@ -1021,6 +1059,8 @@ export default class MainScene extends Scene {
...
@@ -1021,6 +1059,8 @@ export default class MainScene extends Scene {
if
(
/*!this.fallVerMark ||*/
Tool
.
judgeOutOne
(
this
.
emptys
,
this
.
lattices
))
{
if
(
/*!this.fallVerMark ||*/
Tool
.
judgeOutOne
(
this
.
emptys
,
this
.
lattices
))
{
// this.fallVerMark = true;
// this.fallVerMark = true;
var
anis
=
this
.
fallVerticalEx
();
var
anis
=
this
.
fallVerticalEx
();
anis
=
anis
.
concat
(
this
.
fallVerticalEx
())
// anis = anis.concat(this.fallSkewEx())
if
(
!
anis
.
length
)
{
if
(
!
anis
.
length
)
{
anis
=
this
.
fallSkewEx
()
anis
=
this
.
fallSkewEx
()
if
(
!
anis
.
length
)
{
if
(
!
anis
.
length
)
{
...
@@ -1099,11 +1139,18 @@ export default class MainScene extends Scene {
...
@@ -1099,11 +1139,18 @@ export default class MainScene extends Scene {
/**
/**
* 一次性都竖直掉落
* 一次性都竖直掉落
* 有问题
* 如果 存在小列连通到大列,从右往左遍历
* 如果 存在大列连通到小烈,从左往右遍历
* 都存在,遍历两边
*/
*/
fallVerticalEx
()
{
fallVerticalEx
()
{
//1表示存在小列连通到大列,从右往左遍历
//2表示存在大列连通到小烈,从左往右遍历
//3表示都有,遍历两边,down的大,从右先
//4表示都有,遍历两边,down的小,从左先
var
anis
:
FallAniData
[]
=
[]
var
anis
:
FallAniData
[]
=
[]
//先把竖直的掉落完,掉满后
let
operation
=
(
m
)
=>
{
for
(
var
m
=
0
;
m
<
Tool
.
colNum
;
m
++
)
{
//同一列,先原有的填满,再查是否有生成口
//同一列,先原有的填满,再查是否有生成口
for
(
var
n
=
Tool
.
rowNum
-
1
;
n
>=
0
;
n
--
)
{
for
(
var
n
=
Tool
.
rowNum
-
1
;
n
>=
0
;
n
--
)
{
let
index
=
Tool
.
rcToIndex
(
n
,
m
);
let
index
=
Tool
.
rcToIndex
(
n
,
m
);
...
@@ -1164,6 +1211,20 @@ export default class MainScene extends Scene {
...
@@ -1164,6 +1211,20 @@ export default class MainScene extends Scene {
}
}
}
}
}
}
if
(
this
.
connectState
==
1
)
{
for
(
var
m
=
Tool
.
colNum
;
m
>=
0
;
m
++
)
operation
(
m
)
}
else
if
(
this
.
connectState
==
2
)
{
for
(
var
m
=
0
;
m
<
Tool
.
colNum
;
m
++
)
operation
(
m
)
}
else
if
(
this
.
connectState
==
3
)
{
for
(
var
m
=
Tool
.
colNum
;
m
>=
0
;
m
++
)
operation
(
m
);
for
(
var
m
=
0
;
m
<
Tool
.
colNum
;
m
++
)
operation
(
m
);
}
else
if
(
this
.
connectState
==
4
)
{
for
(
var
m
=
0
;
m
<
Tool
.
colNum
;
m
++
)
operation
(
m
);
for
(
var
m
=
Tool
.
colNum
;
m
>=
0
;
m
++
)
operation
(
m
);
}
return
anis
;
return
anis
;
}
}
...
...
egret/src/something/Tool.ts
View file @
2e1b1e16
...
@@ -845,7 +845,6 @@ export class Tool {
...
@@ -845,7 +845,6 @@ export class Tool {
isThrough
=
true
;
isThrough
=
true
;
}
else
{
}
else
{
indexDown
=
lattice
.
index
+
this
.
colNum
;
indexDown
=
lattice
.
index
+
this
.
colNum
;
}
}
let
lastEmptyIndex
:
number
;
let
lastEmptyIndex
:
number
;
//下方有格子,并且再this.empty中
//下方有格子,并且再this.empty中
...
...
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