Commit 5efe3dd0 authored by wildfirecode's avatar wildfirecode

1

parent 42eac260
...@@ -1170,6 +1170,9 @@ export default class MainScene extends Scene { ...@@ -1170,6 +1170,9 @@ export default class MainScene extends Scene {
if (Tool.judgeEliminate(lat) && (lat.row == rc[0] || lat.column == rc[1])) { if (Tool.judgeEliminate(lat) && (lat.row == rc[0] || lat.column == rc[1])) {
if (this.eliminatedElements.indexOf(i) == -1) { if (this.eliminatedElements.indexOf(i) == -1) {
this.eliminatedElements.push(i); this.eliminatedElements.push(i);
if (this.lattices[i].element.type == ElementType.FISH) {
this.lattices[i].element.nextFishState();
}
if (Tool.judgeHasScore(lat.element)) { if (Tool.judgeHasScore(lat.element)) {
//算直线+直线LL //算直线+直线LL
this.pushScoreAni(baseScore * 1 * effectBaseTimes.LL, Tool.getPositionByIndex(i)) this.pushScoreAni(baseScore * 1 * effectBaseTimes.LL, Tool.getPositionByIndex(i))
...@@ -2198,6 +2201,9 @@ export default class MainScene extends Scene { ...@@ -2198,6 +2201,9 @@ export default class MainScene extends Scene {
if (Tool.judgeEliminate(lat)) { if (Tool.judgeEliminate(lat)) {
//本来没必要判断特效组合时是否有重复的消除元素,但是recoverEle里会有判断石头或果冻的加入,造成重复 //本来没必要判断特效组合时是否有重复的消除元素,但是recoverEle里会有判断石头或果冻的加入,造成重复
if (this.eliminatedElements.indexOf(i) == -1) this.eliminatedElements.push(i); if (this.eliminatedElements.indexOf(i) == -1) this.eliminatedElements.push(i);
if (this.lattices[i].element.type == ElementType.FISH) {
this.lattices[i].element.nextFishState();
}
//两个魔力鸟分数MM //两个魔力鸟分数MM
if (Tool.judgeHasScore(lat.element)) { if (Tool.judgeHasScore(lat.element)) {
this.pushScoreAni(baseScore * this.effectContinuityTimes * effectBaseTimes.MM, Tool.getPositionByIndex(i)) this.pushScoreAni(baseScore * this.effectContinuityTimes * effectBaseTimes.MM, Tool.getPositionByIndex(i))
...@@ -2273,6 +2279,9 @@ export default class MainScene extends Scene { ...@@ -2273,6 +2279,9 @@ export default class MainScene extends Scene {
var lat = this.lattices[i]; var lat = this.lattices[i];
if (Tool.judgeEliminate(lat) && (lat.row == lat1.row || lat.column == lat1.column)) { if (Tool.judgeEliminate(lat) && (lat.row == lat1.row || lat.column == lat1.column)) {
if (this.eliminatedElements.indexOf(i) == -1) this.eliminatedElements.push(i); if (this.eliminatedElements.indexOf(i) == -1) this.eliminatedElements.push(i);
if (this.lattices[i].element.type == ElementType.FISH) {
this.lattices[i].element.nextFishState();
}
if (Tool.judgeHasScore(lat.element)) { if (Tool.judgeHasScore(lat.element)) {
//线与线 //线与线
this.pushScoreAni(baseScore * this.effectContinuityTimes * effectBaseTimes.LL, Tool.getPositionByIndex(i)) this.pushScoreAni(baseScore * this.effectContinuityTimes * effectBaseTimes.LL, Tool.getPositionByIndex(i))
...@@ -2297,6 +2306,9 @@ export default class MainScene extends Scene { ...@@ -2297,6 +2306,9 @@ export default class MainScene extends Scene {
if (Tool.judgeEliminate(lat) && if (Tool.judgeEliminate(lat) &&
(Math.abs(lat.row - lat1.row) < 2 || Math.abs(lat.column - lat1.column) < 2)) { (Math.abs(lat.row - lat1.row) < 2 || Math.abs(lat.column - lat1.column) < 2)) {
if (this.eliminatedElements.indexOf(i) == -1) this.eliminatedElements.push(i); if (this.eliminatedElements.indexOf(i) == -1) this.eliminatedElements.push(i);
if (this.lattices[i].element.type == ElementType.FISH) {
this.lattices[i].element.nextFishState();
}
if (Tool.judgeHasScore(lat.element)) { if (Tool.judgeHasScore(lat.element)) {
//线和炸弹 //线和炸弹
this.pushScoreAni(baseScore * this.effectContinuityTimes * effectBaseTimes.EL, Tool.getPositionByIndex(i)) this.pushScoreAni(baseScore * this.effectContinuityTimes * effectBaseTimes.EL, Tool.getPositionByIndex(i))
...@@ -2322,6 +2334,9 @@ export default class MainScene extends Scene { ...@@ -2322,6 +2334,9 @@ export default class MainScene extends Scene {
if (Tool.judgeEliminate(lat) && if (Tool.judgeEliminate(lat) &&
(Math.abs(lat.row - lat1.row) < 3 && Math.abs(lat.column - lat1.column) < 3)) { (Math.abs(lat.row - lat1.row) < 3 && Math.abs(lat.column - lat1.column) < 3)) {
if (this.eliminatedElements.indexOf(i) == -1) this.eliminatedElements.push(i); if (this.eliminatedElements.indexOf(i) == -1) this.eliminatedElements.push(i);
if (this.lattices[i].element.type == ElementType.FISH) {
this.lattices[i].element.nextFishState();
}
if (Tool.judgeHasScore(lat.element)) { if (Tool.judgeHasScore(lat.element)) {
//两个炸弹 //两个炸弹
this.pushScoreAni(baseScore * this.effectContinuityTimes * effectBaseTimes.EE, Tool.getPositionByIndex(i)) this.pushScoreAni(baseScore * this.effectContinuityTimes * effectBaseTimes.EE, Tool.getPositionByIndex(i))
......
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