Skip to content
Projects
Groups
Snippets
Help
Loading...
Help
Submit feedback
Contribute to GitLab
Sign in
Toggle navigation
X
xiaoxiaole
Project
Project
Details
Activity
Releases
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
wildfirecode13
xiaoxiaole
Commits
c08d7413
Commit
c08d7413
authored
Oct 29, 2019
by
wildfirecode
Browse files
Options
Browse Files
Download
Plain Diff
Merge branch 'dev' of gitlab2.dui88.com:wanghongyuan/xiaoxiaole into dev
parents
c68c9e47
9d17d355
Changes
6
Expand all
Hide whitespace changes
Inline
Side-by-side
Showing
6 changed files
with
350 additions
and
79 deletions
+350
-79
Turntable.ts
egret/src/panels/TurntablePanel/Turntable.ts
+1
-0
HairballBrownDivideAni.ts
egret/src/something/anis/HairballBrownDivideAni.ts
+164
-39
Chapter4.ts
egret/src/something/chapters/Chapter4.ts
+36
-3
Chapter6.ts
egret/src/something/chapters/Chapter6.ts
+88
-4
RecoverName.ts
egret/src/something/enum/RecoverName.ts
+2
-2
AiControl.ts
egret/src/something/logic/AiControl.ts
+59
-31
No files found.
egret/src/panels/TurntablePanel/Turntable.ts
View file @
c08d7413
...
@@ -120,6 +120,7 @@ export default class Turntable extends Panel {
...
@@ -120,6 +120,7 @@ export default class Turntable extends Panel {
NetManager
.
ins
.
hc_turnableDojoin
((
success
,
res
)
=>
{
NetManager
.
ins
.
hc_turnableDojoin
((
success
,
res
)
=>
{
NetManager
.
ins
.
hc_home
(()
=>
{
NetManager
.
ins
.
hc_home
(()
=>
{
SceneCtrl
.
instance
.
updateScene
();
SceneCtrl
.
instance
.
updateScene
();
this
[
'nums'
].
text
=
`当前可用元宝:
${
getHomeData
().
wealth
}
`
;
},
window
[
'collectRuleId'
]);
},
window
[
'collectRuleId'
]);
Loading
.
instace
.
hide
();
Loading
.
instace
.
hide
();
// if(!success) {
// if(!success) {
...
...
egret/src/something/anis/HairballBrownDivideAni.ts
View file @
c08d7413
import
{
ImageAni
}
from
"../class/ImageAni"
;
import
{
Pool
}
from
"../Pool"
;
import
{
Pool
}
from
"../Pool"
;
import
{
RecoverName
}
from
"../enum/RecoverName"
;
import
{
RecoverName
}
from
"../enum/RecoverName"
;
import
{
playSound
,
SoundType
}
from
"../../soundCtrl"
;
import
{
Tool
}
from
"../Tool"
;
import
{
Tool
}
from
"../Tool"
;
import
{
ElementType
}
from
"../enum/ElementType"
;
import
{
Element
}
from
"../class/Element"
;
import
{
StateType
}
from
"../enum/StateType"
;
const
offsetX
=
71
/
2
;
const
offsetY
=
62
/
2
;
/**
/**
* 分裂的动画,待写
* 分裂的动画,待写
* 71*62
*/
*/
export
class
HairballBrownDivideAni
extends
egret
.
DisplayObjectContainer
{
export
class
HairballBrownDivideAni
extends
egret
.
DisplayObjectContainer
{
startHairball
:
Hairball
;
endHairball
:
Hairball
;
constructor
()
{
constructor
()
{
super
()
super
()
//起点处的
this
.
startHairball
=
new
Hairball
();
this
.
startHairball
.
brownFace
.
visible
=
false
;
this
.
startHairball
.
x
=
-
offsetX
;
this
.
startHairball
.
y
=
-
offsetY
;
this
.
addChild
(
this
.
startHairball
);
//移动的
this
.
endHairball
=
new
Hairball
();
this
.
endHairball
.
x
=
-
offsetX
;
this
.
endHairball
.
y
=
-
offsetY
;
this
.
addChild
(
this
.
endHairball
);
}
}
play
(
type
:
StateType
,
startP
:
number
[],
endP
:
number
[],
callback
:
Function
)
{
reset
()
{
var
source
:
string
;
this
.
startHairball
.
eyesDown
.
scaleY
=
1.5
;
switch
(
type
)
{
this
.
startHairball
.
visible
=
false
;
case
StateType
.
HAIRBALLBLACK
:
this
.
endHairball
.
x
=
-
offsetX
;
source
=
"ele"
+
ElementType
.
HAIRBALLBLACK
+
"_png"
;
this
.
endHairball
.
y
=
-
offsetY
;
break
;
this
.
endHairball
.
brownFace
.
visible
=
true
;
case
StateType
.
HAIRBALLGREY
:
this
.
endHairball
.
greyFace
.
alpha
=
0
;
source
=
"ele"
+
ElementType
.
HAIRBALLGREY
+
"_png"
;
}
break
;
play
(
startP
:
number
[],
endP
:
number
[],
callback
:
Function
)
{
case
StateType
.
HAIRBALLBROWN
:
this
.
reset
();
source
=
"ele"
+
ElementType
.
HAIRBALLBROWN
+
"_png"
;
var
oriEyeX
=
10.99
;
break
;
var
oriEyeY
=
24.66
;
default
:
//判断上下左右,
source
=
"ele"
+
ElementType
.
HAIRBALLGREY
+
"_png"
;
var
obj
=
{
x
:
-
offsetX
,
y
:
-
offsetY
};
//整体的位置跳动
break
var
eyeObj
=
{
x
:
oriEyeX
,
y
:
oriEyeY
};
//眼睛的移动
//一个位置不能移动,都相等
if
(
Math
.
abs
(
endP
[
0
]
-
startP
[
0
])
<=
0.001
&&
Math
.
abs
(
endP
[
1
]
-
startP
[
1
])
<=
0.001
)
{
}
//x相等 上下
else
if
(
Math
.
abs
(
endP
[
0
]
-
startP
[
0
])
<=
0.001
)
{
//下
if
(
endP
[
1
]
-
startP
[
1
]
>
0
)
{
obj
.
y
+=
Tool
.
height
;
eyeObj
.
y
+=
4
;
}
//上
else
{
obj
.
y
-=
Tool
.
height
;
eyeObj
.
y
-=
4
;
}
}
//y相等 左右
else
{
//左
if
(
endP
[
0
]
-
startP
[
0
]
>
0
)
{
obj
.
x
+=
Tool
.
width
;
eyeObj
.
x
+=
4
;
}
//右
else
{
obj
.
x
-=
Tool
.
width
;
eyeObj
.
x
-=
4
;
}
}
}
var
texture
:
egret
.
Texture
=
RES
.
getRes
(
source
)
this
.
anchorOffsetX
=
texture
.
textureWidth
/
2
;
this
.
anchorOffsetY
=
texture
.
textureHeight
;
//自己的
this
.
x
=
startP
[
0
];
this
.
x
=
startP
[
0
];
this
.
y
=
startP
[
1
]
+
texture
.
textureHeight
/
2
;
this
.
y
=
startP
[
1
];
egret
.
Tween
.
get
(
this
)
.
to
({
scaleX
:
1.2
,
scaleY
:
0.8
},
50
)
//整体的移动
.
to
({
scaleX
:
0.8
,
scaleY
:
1.2
},
50
)
let
tweenPosAll
=
egret
.
Tween
.
get
(
this
.
endHairball
);
.
to
({
scaleX
:
1
,
scaleY
:
1
},
50
)
for
(
var
i
=
0
;
i
<
5
;
i
++
)
{
.
to
({
scaleX
:
1.2
,
scaleY
:
0.8
},
50
)
tweenPosAll
.
to
({
x
:
-
offsetX
-
1
},
20
)
.
to
({
scaleX
:
0.8
,
scaleY
:
1.2
},
50
)
.
to
({
x
:
-
offsetX
+
2
},
20
)
.
to
({
scaleX
:
1
,
scaleY
:
1
},
50
)
.
to
({
x
:
-
offsetX
},
20
)
}
tweenPosAll
.
call
(()
=>
{
this
.
startHairball
.
visible
=
true
;
})
tweenPosAll
.
to
(
obj
,
200
)
//褐色变灰色,灰色透明度到1
egret
.
Tween
.
get
(
this
.
endHairball
.
greyFace
)
.
wait
(
100
)
.
to
({
alpha
:
1
},
100
)
.
call
(()
=>
{
this
.
endHairball
.
brownFace
.
visible
=
false
;
})
//endHairball的眼白
egret
.
Tween
.
get
(
this
.
endHairball
.
eyesDown
)
.
wait
(
50
)
.
to
({
scaleY
:
1.5
},
50
)
.
wait
(
420
)
.
to
({
scaleY
:
1
},
30
)
//startHairball的眼白
egret
.
Tween
.
get
(
this
.
startHairball
.
eyesDown
)
.
wait
(
520
)
.
to
({
scaleY
:
1
},
30
)
//endHairball的眼珠的移动
egret
.
Tween
.
get
(
this
.
endHairball
.
eyes
)
.
wait
(
200
)
.
to
(
eyeObj
,
30
)
.
wait
(
290
)
.
to
({
x
:
oriEyeX
,
y
:
oriEyeY
},
30
)
.
call
(()
=>
{
.
call
(()
=>
{
//回收元素
//回收元素
if
(
this
.
parent
)
this
.
parent
.
removeChild
(
this
);
if
(
this
.
parent
)
this
.
parent
.
removeChild
(
this
);
Pool
.
recover
(
RecoverName
.
HAIRBALL
JUMP
_ANI
,
this
)
Pool
.
recover
(
RecoverName
.
HAIRBALL
BROWNDIVIDE
_ANI
,
this
)
//回调
//回调
callback
();
callback
();
})
})
egret
.
Tween
.
get
(
this
)
.
to
({
x
:
endP
[
0
],
y
:
endP
[
1
]
+
texture
.
textureHeight
/
2
},
300
,
egret
.
Ease
.
sineInOut
)
}
}
}
}
/**
* 整个球
*/
class
Hairball
extends
egret
.
DisplayObjectContainer
{
brownFace
:
egret
.
Bitmap
;
greyFace
:
egret
.
Bitmap
;
eyesDown
:
EyesDown
;
eyes
:
Eyes
;
constructor
()
{
super
();
this
.
brownFace
=
new
egret
.
Bitmap
(
RES
.
getRes
(
"brownBallFace_png"
));
this
.
addChild
(
this
.
brownFace
);
this
.
greyFace
=
new
egret
.
Bitmap
(
RES
.
getRes
(
"greyBallFace_png"
));
this
.
addChild
(
this
.
greyFace
);
this
.
eyesDown
=
new
EyesDown
();
this
.
eyesDown
.
x
=
10
;
this
.
eyesDown
.
y
=
32.66
;
this
.
addChild
(
this
.
eyesDown
);
this
.
eyes
=
new
Eyes
();
this
.
eyes
.
x
=
10.99
;
this
.
eyes
.
y
=
24.66
;
this
.
addChild
(
this
.
eyes
);
}
}
/**
* 眼睛的,整体位置10.99,24.66
*/
class
Eyes
extends
egret
.
DisplayObjectContainer
{
left
:
egret
.
Bitmap
;
right
:
egret
.
Bitmap
;
constructor
()
{
super
();
var
texture
:
egret
.
Texture
=
RES
.
getRes
(
"eyeSingle_png"
)
this
.
left
=
new
egret
.
Bitmap
(
texture
);
this
.
addChild
(
this
.
left
);
this
.
right
=
new
egret
.
Bitmap
(
texture
);
this
.
right
.
x
=
27.85
;
this
.
addChild
(
this
.
right
)
}
}
/**
* 整体位置是10,32.66
*/
class
EyesDown
extends
egret
.
DisplayObjectContainer
{
left
:
egret
.
Bitmap
;
right
:
egret
.
Bitmap
;
constructor
()
{
super
();
this
.
left
=
new
egret
.
Bitmap
(
RES
.
getRes
(
"eyeDownLeft_png"
));
this
.
left
.
y
=
-
10
;
this
.
addChild
(
this
.
left
);
this
.
right
=
new
egret
.
Bitmap
(
RES
.
getRes
(
"eyeDownRight_png"
));
this
.
right
.
x
=
27.51
;
this
.
right
.
y
=
-
10
;
this
.
addChild
(
this
.
right
)
}
}
egret/src/something/chapters/Chapter4.ts
View file @
c08d7413
...
@@ -6,7 +6,7 @@ import { ElementType } from "../enum/ElementType";
...
@@ -6,7 +6,7 @@ import { ElementType } from "../enum/ElementType";
* 61到80关数据
* 61到80关数据
*/
*/
export
const
Chapters4
:
ChapterData
[]
=
[
export
const
Chapters4
:
ChapterData
[]
=
[
//61
测试鸡蛋
//61
鸡蛋引导,待调整
{
{
baseElementTypes
:
[
0
,
4
,
2
,
3
],
baseElementTypes
:
[
0
,
4
,
2
,
3
],
bubbleProbability
:
0
,
bubbleProbability
:
0
,
...
@@ -14,17 +14,50 @@ export const Chapters4: ChapterData[] = [
...
@@ -14,17 +14,50 @@ export const Chapters4: ChapterData[] = [
passTarget
:
{
type
:
1
,
elements
:
[{
type
:
1
,
count
:
30
}]
},
passTarget
:
{
type
:
1
,
elements
:
[{
type
:
1
,
count
:
30
}]
},
starScores
:
[
8000
,
15000
,
22000
],
starScores
:
[
8000
,
15000
,
22000
],
map
:
{
map
:
{
lattices
:
[
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
1
,
1
,
1
,
0
,
0
,
0
,
0
,
0
,
1
,
1
,
1
,
1
,
1
,
0
,
0
,
0
,
1
,
1
,
1
,
1
,
1
,
1
,
1
,
0
,
1
,
1
,
1
,
1
,
1
,
1
,
1
,
1
,
1
,
1
,
1
,
1
,
1
,
1
,
1
,
1
,
1
,
1
,
0
,
1
,
1
,
1
,
1
,
1
,
1
,
1
,
0
,
0
,
0
,
1
,
1
,
1
,
1
,
1
,
0
,
0
,
0
,
0
,
0
,
1
,
1
,
1
,
0
,
0
,
0
],
lattices
:
[
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
1
,
1
,
1
,
0
,
0
,
0
,
0
,
0
,
1
,
1
,
1
,
1
,
1
,
0
,
0
,
0
,
1
,
1
,
1
,
1
,
1
,
1
,
1
,
0
,
1
,
1
,
1
,
1
,
1
,
1
,
1
,
1
,
1
,
1
,
1
,
1
,
1
,
1
,
1
,
1
,
1
,
1
,
0
,
1
,
1
,
1
,
1
,
1
,
1
,
1
,
0
,
0
,
0
,
1
,
1
,
1
,
1
,
1
,
0
,
0
,
0
,
0
,
0
,
1
,
1
,
1
,
0
,
0
,
0
],
connectedLats
:
[],
connectedLats
:
[],
elements
:
[
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
1
,
1
,
1
,
0
,
0
,
0
,
0
,
0
,
1
,
1
,
1
,
1
,
1
,
0
,
0
,
0
,
1
,
1
,
1
,
1
,
1
,
1
,
1
,
0
,
1
,
1
,
6
,
1
,
1
,
1
,
6
,
1
,
1
,
1
,
1
,
6
,
1
,
1
,
1
,
6
,
1
,
1
,
0
,
1
,
1
,
1
,
1
,
1
,
1
,
1
,
0
,
0
,
0
,
1
,
1
,
1
,
1
,
1
,
0
,
0
,
0
,
0
,
0
,
1
,
1
,
1
,
0
,
0
,
0
],
baseElements
:
[
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
],
elements
:
[
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
1
,
1
,
1
,
0
,
0
,
0
,
0
,
0
,
1
,
1
,
1
,
1
,
1
,
0
,
0
,
0
,
1
,
1
,
1
,
1
,
1
,
1
,
1
,
0
,
1
,
1
,
6
,
1
,
1
,
1
,
6
,
1
,
1
,
1
,
1
,
6
,
1
,
1
,
1
,
6
,
1
,
1
,
0
,
1
,
1
,
1
,
1
,
1
,
1
,
1
,
0
,
0
,
0
,
1
,
1
,
1
,
1
,
1
,
0
,
0
,
0
,
0
,
0
,
1
,
1
,
1
,
0
,
0
,
0
],
baseElements
:
[
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
],
recycles
:
[],
recycles
:
[],
generateLats
:
[
generateLats
:
[
{
index
:
12
,
type
:
null
},
{
index
:
12
,
type
:
null
},
{
index
:
13
,
type
:
null
},
{
index
:
13
,
type
:
null
},
{
index
:
14
,
type
:
null
},
{
index
:
14
,
type
:
null
},
{
index
:
20
,
type
:
null
},
{
index
:
20
,
type
:
null
},
{
index
:
24
,
type
:
null
},
{
index
:
24
,
type
:
null
},
{
index
:
28
,
type
:
null
},
{
index
:
28
,
type
:
null
},
{
index
:
34
,
type
:
null
},
{
index
:
34
,
type
:
null
},
{
index
:
36
,
type
:
null
},
{
index
:
36
,
type
:
null
},
{
index
:
44
,
type
:
null
}
{
index
:
44
,
type
:
null
}
...
...
egret/src/something/chapters/Chapter6.ts
View file @
c08d7413
This diff is collapsed.
Click to expand it.
egret/src/something/enum/RecoverName.ts
View file @
c08d7413
...
@@ -57,7 +57,7 @@ export enum RecoverName {
...
@@ -57,7 +57,7 @@ export enum RecoverName {
LOCK_STATE
=
"LockState"
,
LOCK_STATE
=
"LockState"
,
BUBBLE_STATE
=
"BubbleState"
,
BUBBLE_STATE
=
"BubbleState"
,
HAIRBALLGREY_STATE
=
"HairballGreyState"
,
HAIRBALLGREY_STATE
=
"HairballGreyState"
,
HAIRBALLBLACK_STATE
=
"Hairball
Grey
State"
,
HAIRBALLBLACK_STATE
=
"Hairball
Black
State"
,
HAIRBALLBROWN_STATE
=
"Hairball
Grey
State"
,
HAIRBALLBROWN_STATE
=
"Hairball
Brown
State"
,
}
}
\ No newline at end of file
egret/src/something/logic/AiControl.ts
View file @
c08d7413
...
@@ -13,6 +13,7 @@ import { BubbleAni } from "../anis/BubbleAni";
...
@@ -13,6 +13,7 @@ import { BubbleAni } from "../anis/BubbleAni";
import
{
Element
}
from
"../class/Element"
;
import
{
Element
}
from
"../class/Element"
;
import
{
HairballBrownState
}
from
"../states/HairballBrownState"
;
import
{
HairballBrownState
}
from
"../states/HairballBrownState"
;
import
{
HairballJumpAni
}
from
"../anis/HairballJumpAni"
;
import
{
HairballJumpAni
}
from
"../anis/HairballJumpAni"
;
import
{
HairballBrownDivideAni
}
from
"../anis/HairballBrownDivideAni"
;
//孵鸡的数量
//孵鸡的数量
const
chickenNum
:
number
=
4
const
chickenNum
:
number
=
4
...
@@ -361,10 +362,18 @@ export class AiControl {
...
@@ -361,10 +362,18 @@ export class AiControl {
}
}
//分裂的优先,因为存在多出状态,不需要多次,按顺序就行
//分裂的优先,因为存在多出状态,不需要多次,按顺序就行
let
countDivide
=
0
;
this
.
divideAni
(
thisObj
,
divideBallIndexs
,
callbackOperation
)
let
countDivideAll
=
divideBallIndexs
.
length
;
//跳动的,
for
(
var
a
=
0
;
a
<
countDivideAll
;
a
++
)
{
this
.
jumpAni
(
thisObj
,
jumpBallIndexs
,
callbackOperation
)
let
indexFrom
=
divideBallIndexs
[
a
];
//唤醒的
this
.
awakeAni
(
thisObj
,
awakeBallIndexs
,
callbackOperation
)
}
private
divideAni
(
thisObj
:
MainScene
,
indexs
:
number
[],
callback
:
Function
)
{
let
count
=
0
;
let
countAll
=
indexs
.
length
;
for
(
var
a
=
0
;
a
<
countAll
;
a
++
)
{
let
indexFrom
=
indexs
[
a
];
let
elementFrom
:
Element
=
thisObj
.
lattices
[
indexFrom
].
element
;
let
elementFrom
:
Element
=
thisObj
.
lattices
[
indexFrom
].
element
;
//判断是否能分裂
//判断是否能分裂
let
indexEnd
=
judgeActionIndex
(
indexFrom
,
thisObj
.
lattices
);
let
indexEnd
=
judgeActionIndex
(
indexFrom
,
thisObj
.
lattices
);
...
@@ -377,31 +386,54 @@ export class AiControl {
...
@@ -377,31 +386,54 @@ export class AiControl {
let
elementEnd
=
thisObj
.
lattices
[
indexEnd
].
element
;
let
elementEnd
=
thisObj
.
lattices
[
indexEnd
].
element
;
//变成灰色毛球
//变成灰色毛球
elementEnd
.
setState
(
StateType
.
HAIRBALLGREY
,
true
);
elementEnd
.
setState
(
StateType
.
HAIRBALLGREY
,
true
);
//动画
//两个都隐藏
setTimeout
(()
=>
{
elementFrom
.
getState
(
StateType
.
HAIRBALLGREY
).
visible
=
false
;
elementEnd
.
getState
(
StateType
.
HAIRBALLGREY
).
visible
=
false
;
//分裂动画
let
divideAni
:
HairballBrownDivideAni
=
Pool
.
takeOut
(
RecoverName
.
HAIRBALLBROWNDIVIDE_ANI
)
if
(
!
divideAni
)
divideAni
=
new
HairballBrownDivideAni
()
thisObj
.
addChild
(
divideAni
);
divideAni
.
play
(
Tool
.
getPositionByIndex
(
indexFrom
),
Tool
.
getPositionByIndex
(
indexEnd
),
()
=>
{
//显示
elementFrom
.
getState
(
StateType
.
HAIRBALLGREY
).
visible
=
true
;
elementEnd
.
getState
(
StateType
.
HAIRBALLGREY
).
visible
=
true
;
//都执行了
//都执行了
if
(
++
countDivide
==
countDivideAll
)
callbackOperation
();
if
(
++
count
==
countAll
)
callback
();
},
200
);
})
// setTimeout(()=>{
// if (++count == countAll) callback();
// },200)
}
}
//没有则执行
直接变灰动画
//没有则执行
传自身位置
else
{
else
{
//去掉原先的褐色
//去掉原先的褐色
elementFrom
.
setState
(
StateType
.
HAIRBALLBROWN
,
false
);
elementFrom
.
setState
(
StateType
.
HAIRBALLBROWN
,
false
);
//变成灰色毛球
//变成灰色毛球
elementFrom
.
setState
(
StateType
.
HAIRBALLGREY
,
true
);
elementFrom
.
setState
(
StateType
.
HAIRBALLGREY
,
true
);
//隐藏
elementFrom
.
getState
(
StateType
.
HAIRBALLGREY
).
visible
=
false
;
//动画
//动画
setTimeout
(()
=>
{
let
divideAni
:
HairballBrownDivideAni
=
Pool
.
takeOut
(
RecoverName
.
HAIRBALLBROWNDIVIDE_ANI
)
if
(
!
divideAni
)
divideAni
=
new
HairballBrownDivideAni
()
thisObj
.
addChild
(
divideAni
);
divideAni
.
play
(
Tool
.
getPositionByIndex
(
indexFrom
),
Tool
.
getPositionByIndex
(
indexFrom
),
()
=>
{
//显示
elementFrom
.
getState
(
StateType
.
HAIRBALLGREY
).
visible
=
true
;
//都执行了
//都执行了
if
(
++
countDivide
==
countDivideAll
)
callbackOperation
();
if
(
++
count
==
countAll
)
callback
();
},
200
);
})
// setTimeout(()=>{
// if (++count == countAll) callback();
// },200)
}
}
}
}
//跳动的,
}
let
countJump
=
0
;
private
jumpAni
(
thisObj
:
MainScene
,
indexs
:
{
type
:
StateType
,
index
:
number
}[],
callback
:
Function
)
{
let
countJumpAll
=
jumpBallIndexs
.
length
;
let
count
=
0
;
for
(
var
a
=
0
;
a
<
jumpBallIndexs
.
length
;
a
++
)
{
let
countAll
=
indexs
.
length
;
let
data
:
{
type
:
StateType
,
index
:
number
}
=
jumpBallIndexs
[
a
];
for
(
var
a
=
0
;
a
<
indexs
.
length
;
a
++
)
{
let
data
:
{
type
:
StateType
,
index
:
number
}
=
indexs
[
a
];
let
indexFrom
=
data
.
index
;
let
indexFrom
=
data
.
index
;
let
elementFrom
:
Element
=
thisObj
.
lattices
[
indexFrom
].
element
;
let
elementFrom
:
Element
=
thisObj
.
lattices
[
indexFrom
].
element
;
let
stateType
:
StateType
=
data
.
type
;
let
stateType
:
StateType
=
data
.
type
;
...
@@ -421,33 +453,29 @@ export class AiControl {
...
@@ -421,33 +453,29 @@ export class AiControl {
let
jumpAni
:
HairballJumpAni
=
Pool
.
takeOut
(
RecoverName
.
HAIRBALLJUMP_ANI
)
let
jumpAni
:
HairballJumpAni
=
Pool
.
takeOut
(
RecoverName
.
HAIRBALLJUMP_ANI
)
if
(
!
jumpAni
)
jumpAni
=
new
HairballJumpAni
()
if
(
!
jumpAni
)
jumpAni
=
new
HairballJumpAni
()
thisObj
.
addChild
(
jumpAni
);
thisObj
.
addChild
(
jumpAni
);
jumpAni
.
play
(
stateType
,
Tool
.
getPositionByIndex
(
indexFrom
),
Tool
.
getPositionByIndex
(
indexEnd
),
()
=>
{
jumpAni
.
play
(
stateType
,
Tool
.
getPositionByIndex
(
indexFrom
),
Tool
.
getPositionByIndex
(
indexEnd
),
()
=>
{
//显示
//显示
elementEnd
.
getState
(
stateType
).
visible
=
true
;
elementEnd
.
getState
(
stateType
).
visible
=
true
;
//都执行了
//都执行了
if
(
++
count
Jump
==
countJumpAll
)
callbackOperation
();
if
(
++
count
==
countAll
)
callback
();
})
})
// setTimeout(()=>{
// //都执行了
// if (++countJump == countJumpAll) callbackOperation();
// },200)
}
}
//没有则计数
//没有则计数
else
{
else
{
if
(
++
count
Jump
==
countJumpAll
)
callbackOperation
();
if
(
++
count
==
countAll
)
callback
();
}
}
}
}
//唤醒的
}
let
countAwake
=
0
;
private
awakeAni
(
thisObj
:
MainScene
,
indexs
:
number
[],
callback
:
Function
)
{
let
countAwakeAll
=
awakeBallIndexs
.
length
;
let
count
=
0
;
for
(
var
a
=
0
;
a
<
awakeBallIndexs
.
length
;
a
++
)
{
let
countAll
=
indexs
.
length
;
let
indexFrom
=
awakeBallIndexs
[
a
];
for
(
var
a
=
0
;
a
<
indexs
.
length
;
a
++
)
{
let
indexFrom
=
indexs
[
a
];
let
elementFrom
:
Element
=
thisObj
.
lattices
[
indexFrom
].
element
;
let
elementFrom
:
Element
=
thisObj
.
lattices
[
indexFrom
].
element
;
//唤醒的动画直接写在自己的blackState里吧,然后换图
//唤醒的动画直接写在自己的blackState里吧,然后换图
setTimeout
(()
=>
{
setTimeout
(()
=>
{
//都执行了
//都执行了
if
(
++
count
Awake
==
countAwakeAll
)
callbackOperation
();
if
(
++
count
==
countAll
)
callback
();
},
200
);
},
200
);
}
}
}
}
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment