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wildfirecode13
xiaoxiaole
Commits
46866bd9
Commit
46866bd9
authored
Aug 20, 2019
by
wildfirecode
Browse files
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Merge branch 'dev' of gitlab2.dui88.com:wanghongyuan/xiaoxiaole into dev
parents
d39c7d69
90c4dfc2
Changes
5
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5 changed files
with
73 additions
and
32 deletions
+73
-32
MainBase.ts
egret/libs/new_wx/MainBase.ts
+1
-3
MainScene.ts
egret/src/mainScene/MainScene.ts
+56
-22
Chapters.ts
egret/src/something/Chapters.ts
+2
-2
Tool.ts
egret/src/something/Tool.ts
+2
-1
BonusShootAni.ts
egret/src/something/anis/BonusShootAni.ts
+12
-4
No files found.
egret/libs/new_wx/MainBase.ts
View file @
46866bd9
...
...
@@ -144,9 +144,6 @@ export default class MainBase extends eui.UILayer {
for
(
var
i
=
1
;
i
<=
6
;
i
++
)
{
RES
.
getResAsync
(
"ice"
+
i
+
"_png"
)
}
for
(
var
i
=
1
;
i
<=
6
;
i
++
)
{
RES
.
getResAsync
(
"ice"
+
i
+
"_png"
)
}
for
(
var
i
=
1
;
i
<=
6
;
i
++
)
{
RES
.
getResAsync
(
"rock"
+
i
+
"_png"
)
}
...
...
@@ -160,6 +157,7 @@ export default class MainBase extends eui.UILayer {
RES
.
getResAsync
(
"targetNumber"
+
i
+
"_png"
)
}
var
arr
=
[
"bonusShoot"
,
"ele5"
,
"ele6"
,
"ele7"
,
...
...
egret/src/mainScene/MainScene.ts
View file @
46866bd9
...
...
@@ -39,6 +39,7 @@ import { ElementTarget } from '../something/uis/ElementTarget';
import
{
ElementTargets
}
from
'../something/uis/ElementTargets'
;
import
{
Chapters
}
from
'../something/Chapters'
;
import
{
FlyTargetAni
}
from
'../something/anis/FlyTargetAni'
;
import
{
BonusShootAni
,
stepPosition
}
from
'../something/anis/BonusShootAni'
;
// import BridgeFactory from "../../libs/JSBridge/bridge/BridgeFactory";
const
aniClass
=
{
...
...
@@ -189,6 +190,9 @@ export default class MainScene extends Scene {
this
.
enableMouseEvt
(
false
);
this
.
initBuired
()
var
b
=
new
BonusShootAni
();
console
.
log
(
b
)
this
.
addChild
(
b
)
//步数初始化
this
.
steps
=
this
.
chapterData
.
stepCount
;
//分数置0
...
...
@@ -1227,7 +1231,6 @@ export default class MainScene extends Scene {
this
.
rotateEliminate
()
//消除同时找出带特效的
var
effectIndexs
=
this
.
commonEliminate
();
var
scoreAll
=
0
;
//得分动效执行,在上面消除动效后出现,分数动效层级要高
for
(
var
i
=
0
;
i
<
this
.
scoreAnis
.
length
;
i
++
)
{
...
...
@@ -1269,6 +1272,7 @@ export default class MainScene extends Scene {
//连消倍数为1
this
.
commonContinuityTimes
=
1
;
this
.
effectContinuityTimes
=
1
;
//先出toast bonusTime,播完后
//bonustime,toast,把所有有特效的消除先
this
.
terminateSteps
()
}
else
{
...
...
@@ -1654,28 +1658,58 @@ export default class MainScene extends Scene {
* 消耗完所有步数,
*/
terminateSteps
()
{
//先出toast bonusTime
//遍历有特效的,和,基础元素
// var effectElements = [], elements = [];
// for (var i = Tool.colNum * Tool.rowNum - 1; i >= 0; i--) {
// var rc = Tool.indexToRc(i);
// var row = rc[0];
// var col = rc[1];
// var lat = this.lattices[i];
// if (!Tool.judgeMatch(lat)) continue
// if (lat.element.effectType != null) {
// effectElements.push(lat.element);
// } else {
// elements.push(lat.element)
// }
// }
// //如果特效有,消除特效
// if (effectElements.length) {
// Array.prototype.push.apply(this.eliminatedElements, effectElements);
// }
//遍历有特效的索引,和,基础元素
var
effectElements
=
[],
elements
=
[];
for
(
var
i
=
Tool
.
colNum
*
Tool
.
rowNum
-
1
;
i
>=
0
;
i
--
)
{
var
lat
=
this
.
lattices
[
i
];
if
(
!
Tool
.
judgeMatch
(
lat
))
continue
if
(
lat
.
element
.
effectType
!=
null
)
{
effectElements
.
push
(
i
);
}
else
{
elements
.
push
(
lat
.
element
)
}
}
//如果特效有,消除特效
if
(
effectElements
.
length
)
{
Array
.
prototype
.
push
.
apply
(
this
.
eliminatedElements
,
effectElements
);
this
.
eliminate
();
}
else
{
//分数
this
.
score
+=
this
.
steps
*
500
;
let
countAll
=
Math
.
min
(
this
.
steps
,
elements
.
length
);
let
count
=
0
;
let
deltaCount
=
0
;
//将步数变成横竖特效
while
(
deltaCount
<
countAll
)
{
var
rand
=
Math
.
floor
(
Math
.
random
()
*
elements
.
length
);
let
ele
:
Element
=
elements
.
splice
(
rand
,
1
)[
0
];
if
(
!
ele
)
break
;
deltaCount
++
;
let
bonusShootAni
:
BonusShootAni
=
Pool
.
takeOut
(
RecoverName
.
BONUSSHOOT_ANI
)
if
(
!
bonusShootAni
)
{
bonusShootAni
=
new
BonusShootAni
()
}
setTimeout
(()
=>
{
this
.
steps
--
;
this
.
addChild
(
bonusShootAni
);
//算角度
var
r
=
Tool
.
getForwardRotation
(
stepPosition
,
[
ele
.
x
,
ele
.
y
])
bonusShootAni
.
play
(
r
*
180
/
Math
.
PI
,
[
ele
.
x
,
ele
.
y
],
()
=>
{
ele
.
effectType
=
Math
.
random
()
>
0.5
?
EffectType
.
HORIZONTAL
:
EffectType
.
VERTICAL
;
count
++
;
this
.
eliminatedElements
.
push
(
ele
.
index
)
if
(
count
==
countAll
)
{
this
.
eliminate
();
//如果还有步数就置0
if
(
this
.
steps
)
this
.
steps
=
0
;
}
})
},
150
*
deltaCount
)
//动画一步一步
//将指定步数的的元素变成横竖的特效,同时加500分,并加入消除队列,执行消除,
}
}
}
/**
* 创建分数得动画
...
...
egret/src/something/Chapters.ts
View file @
46866bd9
...
...
@@ -37,7 +37,7 @@ export const Chapters: ChapterData[] = [
},
baseElementTypes
:
[
0
,
1
,
2
,
3
],
effectInitProbability
:
0.15
,
stepCount
:
5
0
,
stepCount
:
3
0
,
// passTarget: {
// type: PassType.SCORE_TARGET,
// score: 10000000,
...
...
@@ -55,7 +55,7 @@ export const Chapters: ChapterData[] = [
},
{
type
:
ElementType
.
LOLLIPOP
,
count
:
4
,
count
:
2
,
}
],
},
...
...
egret/src/something/Tool.ts
View file @
46866bd9
...
...
@@ -213,7 +213,7 @@ export class Tool {
}
//算角度,弧度,x正方向为0,0到2pi,顺时针为正
public
static
getForwardRotation
(
fromPoint
:
number
[],
toPoint
:
number
[])
{
public
static
getForwardRotation
(
fromPoint
:
number
[],
toPoint
:
number
[])
:
number
{
var
deltaX
=
toPoint
[
0
]
-
fromPoint
[
0
];
var
deltaY
=
toPoint
[
1
]
-
fromPoint
[
1
];
var
vec1
=
[
1
,
0
];
...
...
@@ -226,5 +226,6 @@ export class Tool {
if
(
deltaY
<
0
)
{
r
=
Math
.
PI
*
2
-
r
;
}
return
r
}
}
\ No newline at end of file
egret/src/something/anis/BonusShootAni.ts
View file @
46866bd9
...
...
@@ -2,6 +2,8 @@ import { ImageAni } from "../class/ImageAni";
import
{
Pool
}
from
"../Pool"
;
import
{
RecoverName
}
from
"../enum/RecoverName"
;
export
const
stepPosition
:
number
[]
=
[
125
,
115
];
/**
* 需要回调的
* 手动修改this.shoot.rotation=
...
...
@@ -11,7 +13,8 @@ export class BonusShootAni extends egret.DisplayObjectContainer {
imageAni
:
ImageAni
constructor
()
{
super
()
this
.
shoot
=
new
egret
.
Bitmap
();
var
texture
=
RES
.
getRes
(
"bonusShoot_png"
)
this
.
shoot
=
new
egret
.
Bitmap
(
texture
);
this
.
shoot
.
anchorOffsetX
=
78
;
this
.
shoot
.
anchorOffsetY
=
37
/
2
;
this
.
addChild
(
this
.
shoot
);
...
...
@@ -25,21 +28,26 @@ export class BonusShootAni extends egret.DisplayObjectContainer {
}
reset
()
{
this
.
shoot
.
visible
=
true
;
this
.
imageAni
.
visible
=
false
this
.
imageAni
.
visible
=
false
;
this
.
x
=
stepPosition
[
0
];
this
.
y
=
stepPosition
[
1
];
}
play
(
rotation
:
number
,
p
:
number
[],
callback
:
Function
)
{
this
.
reset
()
this
.
shoot
.
rotation
=
rotation
;
egret
.
Tween
.
get
(
this
)
.
to
({
x
:
p
[
0
],
y
:
p
[
1
]
},
1000
+
Math
.
random
()
*
200
>>
0
)
.
to
({
x
:
p
[
0
],
y
:
p
[
1
]
},
40
0
)
.
call
(()
=>
{
callback
();
this
.
shoot
.
visible
=
false
;
this
.
imageAni
.
visible
=
true
;
this
.
imageAni
.
play
(()
=>
{
if
(
this
.
$parent
)
{
this
.
$parent
.
removeChild
(
this
)
};
Pool
.
recover
(
RecoverName
.
BONUSSHOOT_ANI
,
this
)
callback
();
//
callback();
})
})
}
...
...
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