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wildfirecode13
xiaoxiaole
Commits
48e6178b
Commit
48e6178b
authored
Oct 25, 2019
by
wjf
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parent
2597b5d8
Changes
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10 changed files
with
290 additions
and
224 deletions
+290
-224
MainBase.ts
egret/libs/new_wx/MainBase.ts
+2
-2
MainScene.ts
egret/src/mainScene/MainScene.ts
+5
-3
BubbleAni.ts
egret/src/something/anis/BubbleAni.ts
+90
-0
ImageAni.ts
egret/src/something/class/ImageAni.ts
+17
-14
RecoverName.ts
egret/src/something/enum/RecoverName.ts
+1
-0
AiControl.ts
egret/src/something/logic/AiControl.ts
+75
-58
BubbleState.ts
egret/src/something/states/BubbleState.ts
+15
-66
HairballState.ts
egret/src/something/states/HairballState.ts
+2
-1
LockAni.ts
egret/src/something/states/LockAni.ts
+0
-79
LockState.ts
egret/src/something/states/LockState.ts
+83
-1
No files found.
egret/libs/new_wx/MainBase.ts
View file @
48e6178b
...
...
@@ -277,8 +277,8 @@ export default class MainBase extends eui.UILayer {
"chooseRect"
,
"lightedStar"
,
"lineLight"
,
"lockDown"
,
"lockUp"
,
//
"lockDown",
//
"lockUp",
"magicLion"
,
"magicLionBg"
,
"rectLat"
,
...
...
egret/src/mainScene/MainScene.ts
View file @
48e6178b
...
...
@@ -1929,12 +1929,14 @@ export default class MainScene extends Scene {
}
//有毛球的
else
if
(
ele
.
hasState
(
StateType
.
HAIRBALL
))
{
//逻辑再写,记录毛球的状态,是破碎还是分裂 ,待写
//破碎直接执行,分裂到下次,方法全写在毛球的状态里
var
hairballState
:
HairballState
=
ele
.
getState
(
StateType
.
HAIRBALL
);
//二级毛球的记录需要分裂isActive
if
(
hairballState
.
levelNum
==
2
)
{
hairballState
.
isActive
=
true
;
}
else
{
}
//一级的直接消失
else
{
//播放毛球消失动画
this
.
playAni
(
RecoverName
.
HAIRBALLDIS_ANI
,
p
)
//设为无毛球
...
...
egret/src/something/anis/BubbleAni.ts
0 → 100644
View file @
48e6178b
import
{
ImageAni
}
from
"../class/ImageAni"
;
import
{
Pool
}
from
"../Pool"
;
import
{
RecoverName
}
from
"../enum/RecoverName"
;
import
{
playSound
,
SoundType
}
from
"../../soundCtrl"
;
import
{
Tool
}
from
"../Tool"
;
import
{
ElementType
}
from
"../enum/ElementType"
;
//位置信息暂时都统一,因为现在所有基础5种元素的长宽都是90,如果以后基础元素图修改
const
baseEleWidth
=
90
;
const
baseEleHeight
=
90
;
//动画时间
const
time
=
300
;
/**
* 需要回调的
* 变色气泡动画
*/
export
class
BubbleAni
extends
egret
.
DisplayObjectContainer
{
/**
*
*/
private
eleFrom
:
egret
.
Bitmap
;
private
eleTarget
:
egret
.
Bitmap
;
/**
* 气泡动画
* 不用单独回收,整个用
*/
private
bubbleAni
:
ImageAni
;
constructor
()
{
super
()
this
.
eleFrom
=
new
egret
.
Bitmap
();
this
.
eleFrom
.
x
=
-
baseEleWidth
/
2
;
this
.
eleFrom
.
y
=
-
baseEleHeight
/
2
;
this
.
eleFrom
.
visible
=
false
;
this
.
addChild
(
this
.
eleFrom
);
this
.
eleTarget
=
new
egret
.
Bitmap
();
this
.
eleTarget
.
x
=
-
baseEleWidth
/
2
;
this
.
eleTarget
.
y
=
-
baseEleHeight
/
2
;
this
.
eleTarget
.
visible
=
false
;
this
.
addChild
(
this
.
eleTarget
);
//气泡动画
var
arr
=
[];
for
(
var
i
=
1
;
i
<=
19
;
i
++
)
{
arr
.
push
(
"bubbleStar"
+
i
+
"_png"
);
}
this
.
bubbleAni
=
new
ImageAni
(
arr
);
this
.
bubbleAni
.
visible
=
false
this
.
addChild
(
this
.
bubbleAni
);
}
play
(
fromType
:
ElementType
,
targetType
:
ElementType
,
callback
:
Function
)
{
this
.
eleFrom
.
texture
=
RES
.
getRes
(
"bubleEle"
+
fromType
+
"_png"
);
this
.
eleFrom
.
visible
=
true
;
this
.
eleFrom
.
alpha
=
1
;
this
.
eleTarget
.
texture
=
RES
.
getRes
(
"bubleEle"
+
targetType
+
"_png"
);
this
.
eleTarget
.
visible
=
true
;
this
.
eleTarget
.
alpha
=
0
;
//缩放,直接改自己的
egret
.
Tween
.
get
(
this
)
.
to
({
scaleX
:
0.96
,
scaleY
:
1.02
},
100
)
.
to
({
scaleX
:
1.02
,
scaleY
:
0.98
},
100
)
.
to
({
scaleX
:
0.98
,
scaleY
:
1.02
},
100
)
.
to
({
scaleX
:
1
,
scaleY
:
1
},
100
)
.
call
(()
=>
{
//气泡
//显示动画
this
.
bubbleAni
.
visible
=
true
;
this
.
bubbleAni
.
play
(()
=>
{
//隐藏动画
this
.
bubbleAni
.
visible
=
false
;
})
//透明度
egret
.
Tween
.
get
(
this
.
eleTarget
)
.
to
({
alpha
:
1
},
600
)
.
call
(()
=>
{
egret
.
Tween
.
get
(
this
.
eleFrom
)
.
to
({
alpha
:
0
},
100
)
.
call
(()
=>
{
if
(
this
.
$parent
)
{
this
.
$parent
.
removeChild
(
this
)
};
Pool
.
recover
(
RecoverName
.
BUBBLE_ANI
,
this
);
//回调
callback
();
})
})
})
}
}
\ No newline at end of file
egret/src/something/class/ImageAni.ts
View file @
48e6178b
...
...
@@ -2,7 +2,7 @@
/**
* 直接通过替换source替换图片的动画帧
* 暂时这些动画帧只播放一次,所以简化
*
默认
按时间间隔播放
* 按时间间隔播放
* 图片都以素材为中心为原点
*/
export
class
ImageAni
extends
eui
.
Image
{
...
...
@@ -27,10 +27,7 @@ export class ImageAni extends eui.Image {
constructor
(
sourceAll
:
string
[])
{
super
()
this
.
sourceAll
=
sourceAll
;
this
.
texture
=
RES
.
getRes
(
sourceAll
[
0
])
// this.source = sourceAll[0];
this
.
x
=
-
this
.
texture
.
textureWidth
/
2
;
this
.
y
=
-
this
.
texture
.
textureHeight
/
2
;
this
.
changeSource
(
sourceAll
[
0
])
this
.
currentFrame
=
0
;
this
.
totalFrames
=
sourceAll
.
length
;
this
.
addEventListener
(
egret
.
Event
.
ENTER_FRAME
,
this
.
onEnterFrame
,
this
)
...
...
@@ -64,9 +61,7 @@ export class ImageAni extends eui.Image {
this
.
callback
&&
this
.
callback
();
}
else
{
this
.
currentFrame
=
(
scale
*
this
.
sourceAll
.
length
)
>>
0
;
this
.
texture
=
RES
.
getRes
(
this
.
sourceAll
[
this
.
currentFrame
])
this
.
x
=
-
this
.
texture
.
textureWidth
/
2
;
this
.
y
=
-
this
.
texture
.
textureHeight
/
2
;
this
.
changeSource
(
this
.
sourceAll
[
this
.
currentFrame
])
}
}
/**
...
...
@@ -77,9 +72,7 @@ export class ImageAni extends eui.Image {
this
.
startTime
=
Date
.
now
();
this
.
isPlay
=
true
;
this
.
currentFrame
=
0
;
this
.
texture
=
RES
.
getRes
(
this
.
sourceAll
[
this
.
currentFrame
])
this
.
x
=
-
this
.
texture
.
textureWidth
/
2
;
this
.
y
=
-
this
.
texture
.
textureHeight
/
2
;
this
.
changeSource
(
this
.
sourceAll
[
this
.
currentFrame
])
this
.
callback
=
callback
;
}
...
...
@@ -89,8 +82,18 @@ export class ImageAni extends eui.Image {
reset
()
{
this
.
isPlay
=
false
;
this
.
currentFrame
=
0
;
this
.
texture
=
RES
.
getRes
(
this
.
sourceAll
[
0
])
this
.
x
=
-
this
.
texture
.
textureWidth
/
2
;
this
.
y
=
-
this
.
texture
.
textureHeight
/
2
;
this
.
changeSource
(
this
.
sourceAll
[
0
])
}
private
changeSource
(
source
:
string
)
{
if
(
source
)
{
this
.
texture
=
RES
.
getRes
(
source
)
this
.
x
=
-
this
.
texture
.
textureWidth
/
2
;
this
.
y
=
-
this
.
texture
.
textureHeight
/
2
;
}
else
{
//表示为空
this
.
texture
=
null
}
}
}
\ No newline at end of file
egret/src/something/enum/RecoverName.ts
View file @
48e6178b
...
...
@@ -16,6 +16,7 @@ export enum RecoverName {
BONUSSHOOT_ANI
=
"BonusShootAni"
,
JELLYSPREAD_ANI
=
"JellySpreadAni"
,
PIECETOEGG_ANI
=
"PieceToEggAni"
,
BUBBLE_ANI
=
"BubbleAni"
,
...
...
egret/src/something/logic/AiControl.ts
View file @
48e6178b
...
...
@@ -41,7 +41,7 @@ export class AiControl {
* 是否有鸡蛋,
* 是否有毛球,
* 是否有变色气泡,
* 必须在初始化元素后执行
* 必须在初始化元素后执行
,每关进入游戏都会初始化
* @param lattices
*/
init
(
lattices
:
Lattice
[])
{
...
...
@@ -52,40 +52,65 @@ export class AiControl {
}
jellyMotion
(
thisObj
:
MainScene
,
callback
:
Function
)
{
//没有果冻,或上一步有果冻被消除,直接回调
if
(
!
this
.
hasJelly
||
thisObj
.
jellyBrokenMark
)
{
//没有果冻,或上一步有果冻被消除,直接回调
callback
();
//都要标记置否
thisObj
.
jellyBrokenMark
=
false
;
return
}
//标识记为false
thisObj
.
jellyBrokenMark
=
false
;
//果冻蔓延
let
spread
=
getJellySpreadAni
(
thisObj
.
lattices
);
if
(
spread
)
{
//执行动画
let
jellySpreadAni
:
JellySpreadAni
=
Pool
.
takeOut
(
RecoverName
.
JELLYSPREAD_ANI
)
if
(
!
jellySpreadAni
)
{
jellySpreadAni
=
new
JellySpreadAni
()
}
thisObj
.
addChild
(
jellySpreadAni
);
//隐藏原来的元素
thisObj
.
lattices
[
spread
[
0
]].
element
.
visible
=
false
;
jellySpreadAni
.
play
(
Tool
.
getPositionByIndex
(
spread
[
0
]),
Tool
.
getPositionByIndex
(
spread
[
1
]),
()
=>
{
//显示隐藏元素
thisObj
.
lattices
[
spread
[
0
]].
element
.
visible
=
true
;
//播放完后,将终点元素变成果冻
thisObj
.
lattices
[
spread
[
1
]].
element
.
reset
(
ElementType
.
JELLY
);
//执行回调
callback
()
})
}
else
{
callback
()
if
(
spread
===
0
)
{
//如果无果冻了
this
.
hasJelly
=
false
;
//找出所有果冻索引
var
indexs
:
number
[]
=
[];
for
(
var
i
=
0
;
i
<
thisObj
.
lattices
.
length
;
i
++
)
{
var
lattice
=
thisObj
.
lattices
[
i
]
//没有格子或没有元素或不是果冻 跳过
if
(
!
lattice
||
!
lattice
.
element
||
lattice
.
element
.
type
!=
ElementType
.
JELLY
)
continue
indexs
.
push
(
i
);
}
//如果没有果冻,直接回调
if
(
!
indexs
.
length
)
{
//标记为无果冻
this
.
hasJelly
=
false
;
callback
();
return
}
//获取果冻动画,0是自身索引,1是终点索引
let
spread
:
number
[];
while
(
indexs
.
length
)
{
//随机取
var
rand
=
Math
.
floor
(
Math
.
random
()
*
indexs
.
length
);
var
randIndex
=
indexs
.
splice
(
rand
,
1
)[
0
];
var
index
=
judgeSpread
(
randIndex
,
thisObj
.
lattices
);
//考虑0,判断null,有就break
if
(
index
!=
null
)
{
//能蔓延,返回自身索引和蔓延的索引
spread
=
[
randIndex
,
index
];
break
;
}
}
//如果没有能蔓延的,直接回调
if
(
!
spread
)
{
callback
();
return
}
//果冻蔓延动画
let
jellySpreadAni
:
JellySpreadAni
=
Pool
.
takeOut
(
RecoverName
.
JELLYSPREAD_ANI
)
if
(
!
jellySpreadAni
)
{
jellySpreadAni
=
new
JellySpreadAni
()
}
thisObj
.
addChild
(
jellySpreadAni
);
//隐藏原来的元素
thisObj
.
lattices
[
spread
[
0
]].
element
.
visible
=
false
;
jellySpreadAni
.
play
(
Tool
.
getPositionByIndex
(
spread
[
0
]),
Tool
.
getPositionByIndex
(
spread
[
1
]),
()
=>
{
//显示隐藏元素
thisObj
.
lattices
[
spread
[
0
]].
element
.
visible
=
true
;
//播放完后,将终点元素变成果冻
thisObj
.
lattices
[
spread
[
1
]].
element
.
reset
(
ElementType
.
JELLY
);
//执行回调
callback
()
})
}
/**
* 鸡蛋得孵化逻辑
...
...
@@ -190,21 +215,41 @@ export class AiControl {
return
}
//找出所有的气泡
var
indexs
=
[];
var
indexs
:
number
[]
=
[];
for
(
var
i
=
0
;
i
<
thisObj
.
lattices
.
length
;
i
++
)
{
var
lat
=
thisObj
.
lattices
[
i
];
//是基础元素,有气泡状态
if
(
Tool
.
judgeBaseEle
(
lat
)
&&
!
lat
.
element
.
hasState
(
StateType
.
BUBBLE
))
{
indexs
.
push
(
i
);
}
}
if
(
!
indexs
.
length
)
{
}
let
count
=
0
;
let
contAll
=
indexs
.
length
;
let
co
u
ntAll
=
indexs
.
length
;
//对所有气泡进行变色处理
for
(
var
a
=
0
;
a
<
indexs
.
length
;
a
++
)
{
for
(
var
a
=
0
;
a
<
countAll
;
a
++
)
{
let
index
=
indexs
[
a
];
let
lat
=
thisObj
.
lattices
[
index
];
let
ele
=
lat
.
element
;
//计算type
let
type
:
ElementType
=
1
;
//直接重置类型,为了后续计算,但是要隐藏,待动画播放完显示
ele
.
resetType
(
type
);
ele
.
visible
=
false
;
///重写
ele
.
getState
(
StateType
.
BUBBLE
).
play
(
type
,
()
=>
{
//播完重置类型
ele
.
resetType
(
type
)
count
++
;
if
(
count
==
countAll
)
{
callback
();
}
})
}
}
...
...
@@ -269,34 +314,6 @@ function getEggs(lattices: Lattice[]) {
return
arr
;
}
/**
* 获取能蔓延的果冻
* @param lattices
* @return 返回自身索引和蔓延的索引
*/
function
getJellySpreadAni
(
lattices
:
Lattice
[])
{
var
indexs
:
number
[]
=
[];
for
(
var
i
=
0
;
i
<
lattices
.
length
;
i
++
)
{
var
lattice
=
lattices
[
i
]
//没有格子或没有元素或不是果冻 跳过
if
(
!
lattice
||
!
lattice
.
element
||
lattice
.
element
.
type
!=
ElementType
.
JELLY
)
continue
indexs
.
push
(
i
);
}
//没有果冻,返回0
if
(
!
indexs
.
length
)
return
0
while
(
indexs
.
length
)
{
var
rand
=
Math
.
floor
(
Math
.
random
()
*
indexs
.
length
);
var
randIndex
=
indexs
.
splice
(
rand
,
1
)[
0
];
var
index
=
judgeSpread
(
randIndex
,
lattices
);
if
(
index
!=
null
)
{
//能蔓延,返回自身索引和蔓延的索引
return
[
randIndex
,
index
];
}
}
return
null
;
}
/**
* 判断可蔓延的方向,并返回蔓延的格子索引
* @param index
...
...
egret/src/something/states/BubbleState.ts
View file @
48e6178b
...
...
@@ -4,89 +4,38 @@ import { State } from "../class/State";
import
{
Pool
}
from
"../Pool"
;
import
{
RecoverName
}
from
"../enum/RecoverName"
;
import
{
ElementType
}
from
"../enum/ElementType"
;
import
{
ImageAni
}
from
"../class/ImageAni"
;
//5种类型对应5种颜色
//位置信息暂时都统一,因为现在所有基础5种元素的长宽都是90,如果以后基础元素图修改
const
baseEleWidth
=
90
;
const
baseEleHeight
=
90
;
//动画时间
const
time
=
300
;
/**
* 变色气泡状态
* 变色动画放外面
*/
export
class
BubbleState
extends
State
{
/**
*
*/
private
eleImage
:
egret
.
Bitmap
;
private
eleImageOther
:
egret
.
Bitmap
;
/**
* 气泡动画
* 不用回收,整个用
*/
private
bubbleAni
:
ImageAni
;
/**
* 基础类型
* 显示图片
*/
private
type
:
ElementType
private
showImage
:
egret
.
Bitmap
;
constructor
(
type
:
ElementType
)
{
super
();
this
.
type
=
type
this
.
eleImage
=
new
egret
.
Bitmap
();
this
.
eleImage
.
x
=
-
baseEleWidth
/
2
;
this
.
eleImage
.
y
=
-
baseEleHeight
/
2
;
this
.
eleImage
.
texture
=
RES
.
getRes
(
"bubleEle"
+
type
+
"_png"
);
this
.
addChild
(
this
.
eleImage
);
this
.
eleImageOther
=
new
egret
.
Bitmap
();
this
.
eleImageOther
.
x
=
-
baseEleWidth
/
2
;
this
.
eleImageOther
.
y
=
-
baseEleHeight
/
2
;
this
.
eleImageOther
.
visible
=
false
;
this
.
addChild
(
this
.
eleImageOther
);
//气泡动画,图片再放
this
.
bubbleAni
=
new
ImageAni
([]);
this
.
bubbleAni
.
visible
=
false
this
.
addChild
(
this
.
bubbleAni
);
this
.
showImage
=
new
egret
.
Bitmap
();
this
.
changeSource
(
"bubleEle"
+
type
+
"_png"
);
this
.
addChild
(
this
.
showImage
);
}
/**
* 先隐藏自己的Ele,通过这里的过度动画后再显示,
* 回调里 执行,重置元素基础类型,都执行完的回调
* @param fromType
* @param targetType
* @param callback
*/
play
(
targetType
:
ElementType
,
callback
:
Function
)
{
this
.
eleImageOther
.
texture
=
RES
.
getRes
(
"bubleEle"
+
targetType
+
"_png"
);
this
.
eleImageOther
.
visible
=
true
;
this
.
eleImageOther
.
alpha
=
0
;
egret
.
Tween
.
get
(
this
.
eleImageOther
)
.
to
({
alpha
:
1
},
time
)
.
call
(()
=>
{
this
.
eleImageOther
.
visible
=
false
;
callback
()
})
egret
.
Tween
.
get
(
this
.
eleImage
)
.
to
({
alpha
:
0
},
time
)
//显示动画
this
.
bubbleAni
.
visible
=
true
;
this
.
bubbleAni
.
play
(()
=>
{
//隐藏动画
this
.
bubbleAni
.
visible
=
false
;
})
}
//重置为指定的类型,直接设置。没有过度动效
reset
(
type
:
ElementType
)
{
this
.
type
=
type
;
this
.
eleImage
.
alpha
=
1
;
this
.
eleImage
.
texture
=
RES
.
getRes
(
"bubleEle"
+
type
+
"_png"
);
this
.
changeSource
(
"bubleEle"
+
type
+
"_png"
);
}
//直接回收
recover
()
{
if
(
this
.
parent
)
this
.
parent
.
removeChild
(
this
);
Pool
.
recover
(
RecoverName
.
HAIRBALL_STATE
,
this
);
}
private
changeSource
(
source
:
string
)
{
var
texture
:
egret
.
Texture
=
RES
.
getRes
(
source
);
this
.
showImage
.
texture
=
texture
;
this
.
showImage
.
x
=
-
texture
.
textureWidth
/
2
;
this
.
showImage
.
y
=
-
texture
.
textureHeight
/
2
}
}
\ No newline at end of file
egret/src/something/states/HairballState.ts
View file @
48e6178b
...
...
@@ -6,7 +6,8 @@ import { RecoverName } from "../enum/RecoverName";
import
{
ElementType
}
from
"../enum/ElementType"
;
/**
* 枷锁状态
* 毛球状态
* 消失动画。和分裂动画都在外面单独掉
*/
export
class
HairballState
extends
State
{
private
showImage
:
egret
.
Bitmap
;
...
...
egret/src/something/states/LockAni.ts
deleted
100644 → 0
View file @
2597b5d8
export
class
LockAni
extends
egret
.
DisplayObjectContainer
{
private
showImage
:
egret
.
Bitmap
;
constructor
()
{
super
()
var
texture
:
egret
.
Texture
=
RES
.
getRes
(
"lockVine_png"
)
this
.
showImage
=
new
egret
.
Bitmap
(
texture
);
this
.
addChild
(
this
.
showImage
);
this
.
showImage
.
x
=
-
texture
.
textureWidth
/
2
;
this
.
showImage
.
y
=
-
texture
.
textureHeight
/
2
}
/**
* 重置
*/
reset
()
{
this
.
alpha
=
1
;
}
play
(
callback
:
Function
)
{
egret
.
Tween
.
get
(
this
)
.
to
({
alpha
:
0
},
750
)
.
call
(()
=>
{
if
(
this
.
parent
)
this
.
parent
.
removeChild
(
this
);
if
(
callback
)
callback
();
})
}
}
// export class LockAni extends Ani {
// lockUp: eui.Image;
// lockDown: eui.Image;
// constructor() {
// super()
// this.aniName = "LockAni";
// this.lockDown = new eui.Image("lockDown_png");
// this.addChild(this.lockDown);
// setTimeout(() => {
// this.lockDown.x = -this.lockDown.width / 2;
// this.lockDown.y = -this.lockDown.height / 2
// })
// //遮罩
// var mask = new egret.Shape();
// mask.graphics.beginFill(0xff0000, 1);
// mask.graphics.drawRect(-77 / 2, -78 / 2, 77, 78)
// mask.graphics.endFill();
// this.addChild(mask);
// this.lockDown.mask = mask;
// this.lockUp = new eui.Image("lockUp_png");
// this.addChild(this.lockUp);
// setTimeout(() => {
// this.lockUp.x = -this.lockUp.width / 2;
// this.lockUp.y = -this.lockUp.height / 2
// })
// }
// /**
// * 重置
// */
// reset() {
// this.alpha = 1;
// this.lockDown.y = -78 / 2
// // egret.Tween.removeTweens(this.lockDown);
// }
// play() {
// // this.reset();
// egret.Tween.get(this.lockDown)
// .to({ y: -78 - 78 / 2 }, 500)
// .call(() => {
// egret.Tween.get(this)
// .to({ alpha: 0 }, 250)
// .call(() => {
// this.recover();
// })
// })
// }
// }
\ No newline at end of file
egret/src/something/states/LockState.ts
View file @
48e6178b
...
...
@@ -6,6 +6,7 @@ import { RecoverName } from "../enum/RecoverName";
/**
* 枷锁状态
* 动画比较简单,直接写这里
*/
export
class
LockState
extends
State
{
private
showImage
:
egret
.
Bitmap
;
...
...
@@ -28,4 +29,85 @@ export class LockState extends State {
Pool
.
recover
(
RecoverName
.
LOCK_STATE
,
this
);
})
}
}
\ No newline at end of file
}
// export class LockAni extends egret.DisplayObjectContainer {
// private showImage: egret.Bitmap;
// constructor() {
// super()
// var texture: egret.Texture = RES.getRes("lockVine_png")
// this.showImage = new egret.Bitmap(texture);
// this.addChild(this.showImage);
// this.showImage.x = -texture.textureWidth / 2;
// this.showImage.y = -texture.textureHeight / 2
// }
// /**
// * 重置
// */
// reset() {
// this.alpha = 1;
// }
// play(callback: Function) {
// egret.Tween.get(this)
// .to({ alpha: 0 }, 750)
// .call(() => {
// if (this.parent) this.parent.removeChild(this);
// if (callback) callback();
// })
// }
// }
// export class LockAni extends Ani {
// lockUp: eui.Image;
// lockDown: eui.Image;
// constructor() {
// super()
// this.aniName = "LockAni";
// this.lockDown = new eui.Image("lockDown_png");
// this.addChild(this.lockDown);
// setTimeout(() => {
// this.lockDown.x = -this.lockDown.width / 2;
// this.lockDown.y = -this.lockDown.height / 2
// })
// //遮罩
// var mask = new egret.Shape();
// mask.graphics.beginFill(0xff0000, 1);
// mask.graphics.drawRect(-77 / 2, -78 / 2, 77, 78)
// mask.graphics.endFill();
// this.addChild(mask);
// this.lockDown.mask = mask;
// this.lockUp = new eui.Image("lockUp_png");
// this.addChild(this.lockUp);
// setTimeout(() => {
// this.lockUp.x = -this.lockUp.width / 2;
// this.lockUp.y = -this.lockUp.height / 2
// })
// }
// /**
// * 重置
// */
// reset() {
// this.alpha = 1;
// this.lockDown.y = -78 / 2
// // egret.Tween.removeTweens(this.lockDown);
// }
// play() {
// // this.reset();
// egret.Tween.get(this.lockDown)
// .to({ y: -78 - 78 / 2 }, 500)
// .call(() => {
// egret.Tween.get(this)
// .to({ alpha: 0 }, 250)
// .call(() => {
// this.recover();
// })
// })
// }
// }
\ No newline at end of file
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