Commit 49695d25 authored by wjf's avatar wjf

l

parent 1e3d8902
......@@ -163,6 +163,8 @@ export default class MainScene extends Scene {
oneStepScore: number;
//果冻有消除的标记;
jellyBrokenMark: boolean;
//有毛球消失的动画时,延迟掉落时间
hairballBrokenMark: 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
......@@ -1708,13 +1710,15 @@ export default class MainScene extends Scene {
this.eliminate();
}, 200)
} else {
//没有可消除元素,执行掉落
//没有可消除元素,执行掉落,又加定制,因为毛球的消失动画比较长 650ms,用500
var time = this.hairballBrokenMark ? 500 : 200;
this.hairballBrokenMark = false;
setTimeout(() => {
this.fall(() => {
//掉落停止回调
this.fallCallback();
});
}, 200)
}, time)
}
}
/**
......@@ -2049,6 +2053,8 @@ export default class MainScene extends Scene {
ele.setState(StateType.HAIRBALLGREY, false)
//算个数
this.goElementTarget(ElementType.HAIRBALLGREY, [ele.x, ele.y]);
//标记有毛球消失
this.hairballBrokenMark = true
}
//有黑色毛球的,一次眩晕,两次消失
else if (ele.hasState(StateType.HAIRBALLGREY)) {
......@@ -2065,6 +2071,8 @@ export default class MainScene extends Scene {
ele.setState(StateType.HAIRBALLBLACK, false)
//算个数
this.goElementTarget(ElementType.HAIRBALLBLACK, [ele.x, ele.y]);
//标记有毛球消失
this.hairballBrokenMark = true
}
}
//如果有特效,存下
......
import { Ani } from "../class/Ani";
import { ImageAni } from "../class/ImageAni";
/**
* 待写
* 毛球消失动效
*/
export class HairballGreyDisAni extends Ani {
/**
* 图片
*/
showImage: ImageAni;
constructor() {
super();
this.aniName = "HairballGreyDisAni";
var arr = []
for (var i = 1; i <= 19; i++) {
arr.push("eleDis" + i + "_png");
}
this.showImage = new ImageAni(arr);
this.addChild(this.showImage)
}
const offsetX = 71 / 2;
const offsetY = 62 / 2;
play() {
//重置图片
this.showImage.currentFrame = 0;
this.showImage.source = this.showImage.sourceAll[0];
this.showImage.play(() => {
this.recover();
})
}
}
/**
* 碎片位置参数
......@@ -113,3 +87,72 @@ const config = [
"height": 23
}
]
/**
* 毛球消失动效
*/
export class HairballGreyDisAni extends Ani {
pieces: egret.Bitmap[];
upBg: egret.Bitmap;
constructor() {
super();
this.aniName = "HairballGreyDisAni";
this.pieces = []
for (var i = 0; i < config.length; i++) {
var bitmap = new egret.Bitmap(RES.getRes(config[i].name + "_png"))
this.addChild(bitmap)
this.pieces.push(bitmap);
}
this.upBg = new egret.Bitmap(RES.getRes("hairballDisBg_png"));
this.upBg.anchorOffsetX = offsetX;
this.upBg.anchorOffsetY = offsetY;
this.addChild(this.upBg);
this.reset();
}
private reset() {
for (var i = 0; i < config.length; i++) {
this.pieces[i].x = config[i].x - offsetX;
this.pieces[i].y = config[i].y - offsetY;
this.pieces[i].alpha = 1;
}
this.upBg.scaleX = this.upBg.scaleY = 1;
this.upBg.alpha = 1;
}
play() {
//重置
this.reset();
//动画,完了要调this.recover()
egret.Tween.get(this.upBg)
.to({ scaleX: 1.5, scaleY: 1.5 }, 150)
egret.Tween.get(this.upBg)
.wait(50)
.to({ alpha: 0 }, 100)
.call(() => {
//碎片掉落
for (let i = 0; i < config.length; i++) {
let p = this.pieces[i];
let y = config[i].y;
egret.Tween.get(p)
.wait(i * 30)
.to({ y: y + 6 }, 200);
egret.Tween.get(p)
.wait(i * 30 + 150)
.to({ alpha: 0 }, 50)
.call(() => {
if (i == config.length - 1){
this.recover();
}
})
}
})
}
}
......@@ -2,8 +2,9 @@ import { Pool } from "../Pool";
/**
* 动效的基类,包含一些固定方法
* play无参数,不需要回调
* play无参数,不需要回调,只播放一次
* 有自动回收方法recover
* 子类必须重写aniName,否则回收会出问题
*/
export class Ani extends egret.DisplayObjectContainer {
/**
......
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