Commit cb2d2ac6 authored by wildfirecode's avatar wildfirecode

Merge branch 'dev' of gitlab2.dui88.com:wanghongyuan/xiaoxiaole into dev

parents 82ea1c0d e32a30b9
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......@@ -94,6 +94,8 @@ export default class MainScene extends Scene {
chapter: number
//所有的格子数组
lattices: Lattice[];
//生成口
generateIndexs: number[];
//最后一行的行数
endRowNum: number = 0;
//元素的容器,为了移动事件简单
......@@ -333,7 +335,7 @@ export default class MainScene extends Scene {
this.addChild(this.stepNumber);
//分数进度条,托管
this.scoreProgress = new ScoreProgress(this.starProgress, this.scoreTxt, this.chapterData.starScores);
// this.scoreTxt.textColor = 0x5e1f0c
this.scoreTxt.y -= 2;
//背景图生成
// var bg = drawBg(this.chapterData.map.paths, this.chapterData.map.lattices)
var path = generateMapBg(this.chapterData.map.lattices);
......@@ -538,7 +540,7 @@ export default class MainScene extends Scene {
}
}
//设置生成口
Tool.setGenerateLats(this.lattices, generateLats)
this.generateIndexs = Tool.setGenerateLats(this.lattices, generateLats)
//联通口
var connectedLats = this.chapterData.map.connectedLats || [];
for (var i = 0; i < connectedLats.length; i++) {
......@@ -1115,9 +1117,9 @@ export default class MainScene extends Scene {
//先把竖直的掉落完,掉满后
var maxCount = 1;
for (var m = 0; m < Tool.colNum; m++) {
//同一列
//同一列,先原有的填满,再查是否有生成口
for (var n = Tool.rowNum - 1; n >= 0; n--) {
var index = Tool.rcToIndex(n, m);
let index = Tool.rcToIndex(n, m);
let lat = this.lattices[index];
if (Tool.judgeFall(lat)) {
var emptyIndex = Tool.findBottom(lat, this.emptys, this.lattices);
......@@ -1132,40 +1134,45 @@ export default class MainScene extends Scene {
this.emptys.push(index);
lat.element = null
}
} else {
//如果有格子。无元素,是生成口,要补齐下面能掉落的
if (lat && !lat.element && lat.isGenerate) {
//找出从生成口一直到能掉落的空格
var arr = [];
var downIndex = index;
while (this.emptys.indexOf(downIndex) > -1) {
arr.push(downIndex);
downIndex += Tool.colNum;
}
var p = Tool.getPositionByIndex(index);
var len = arr.length;//越前面的越上面,y越小
for (var i = 0; i < arr.length; i++) {
let tarIndex = arr[i];
var type;
if (this.lollipopMark) {
this.lollipopMark = false;
type = ElementType.LOLLIPOP;
this.lollipopCount++;
} else {
type = Tool.randomT(this.chapterData.baseElementTypes)
}
let obj = Tool.getElement(type)
obj.x = p[0];
obj.y = p[1] - Tool.height * (len - i);
this.elementContainer.addChild(obj)
anis.push([obj, tarIndex, len > 1 ? len / 2 : len]);
Tool.removeEle(tarIndex, this.emptys)
}
}
//找m列的生成口
if (this.generateIndexs[m] != undefined) {
let lat = this.lattices[this.generateIndexs[m]];
let index = this.generateIndexs[m];
//如果有格子。无元素,是生成口,要补齐下面能掉落的
if (lat && !lat.element && lat.isGenerate) {
//找出从生成口一直到能掉落的空格
var arr = [];
var downIndex = index;
while (this.emptys.indexOf(downIndex) > -1) {
arr.push(downIndex);
downIndex += Tool.colNum;
}
var p = Tool.getPositionByIndex(index);
var len = arr.length;//越前面的越上面,y越小
for (var i = 0; i < arr.length; i++) {
let tarIndex = arr[i];
var type;
if (this.lollipopMark) {
this.lollipopMark = false;
type = ElementType.LOLLIPOP;
this.lollipopCount++;
} else {
type = Tool.randomT(this.chapterData.baseElementTypes)
}
maxCount = Math.max(len, maxCount);
// console.log(len)
let obj = Tool.getElement(type)
obj.x = p[0];
obj.y = p[1] - Tool.height * (len - i);
this.elementContainer.addChild(obj)
anis.push([obj, tarIndex, len > 1 ? len / 2 : len]);
Tool.removeEle(tarIndex, this.emptys)
}
maxCount = Math.max(len, maxCount);
// console.log(len)
}
}
}
......@@ -1180,7 +1187,7 @@ export default class MainScene extends Scene {
//排序从大到小
emptys.sort(function (a, b) { return a < b ? 1 : -1 })
for (var i = 0; i < emptys.length; i++) {
var indexMy = emptys[i];
let indexMy = emptys[i];
var lat = this.lattices[indexMy];
//判断是否是生成口
if (lat.isGenerate) {
......@@ -1230,11 +1237,15 @@ export default class MainScene extends Scene {
//能掉落,记录元素动画
anis.push([latFall.element, indexMy]);
//去掉
// console.log(emptys)
// console.log(indexFall)
emptys.splice(i, 1);
//在剩下emptys的加上一个,正上方的那个
// Tool.insert(indexFall, emptys)
// Tool.insertEX(indexFall, emptys)
// console.log(emptys)
// emptys.push(indexFall)
emptys.splice(i + 1, 0, indexFall);
// Tool.removeEle(indexMy,emptys)
//掉落的格子上的元素致null
latFall.element = null;
//长度加了,多加+
......@@ -1320,7 +1331,7 @@ export default class MainScene extends Scene {
* @param callback
*/
fallAni(anis: any[], callback: Function) {
playSound(SoundType.fall);
// playSound(SoundType.fall);
let count = 0;
let countAll = anis.length;
for (let i = 0; i < anis.length; i++) {
......
......@@ -1181,7 +1181,7 @@ export const Chapters: ChapterData[] = [
],
generateLats: [1, 1, 1, 1, 1, 1, 1, 1, 1],
elements: [
3, 1, 3, 1, 1, 1, 3, 1, 3,
3, 3, 1, 1, 1, 1, 1, 3, 3,
1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 0, 0, 1, 0, 0, 1, 1,
1, 1, 0, 1, 1, 1, 0, 1, 1,
......
......@@ -148,9 +148,10 @@ export class Tool {
if (num > arr[i]) {
//在arr[i]后加num
arr.splice(i, 0, num);
break
return
}
}
arr.push(num)
}
/**
* 判断格子是否能掉落,
......@@ -517,6 +518,7 @@ export class Tool {
* @param generateLats [0,1,1,1,1,1,1,1,0]
*/
public static setGenerateLats(lattices: Lattice[], generateLats: number[]) {
var indexs = []
for (var m = 0; m < Tool.colNum; m++) {
//找每列第一个元素
for (var g = 0; g < Tool.rowNum; g++) {
......@@ -524,10 +526,12 @@ export class Tool {
//如果格子存在,并且该列g的数据为1;
if (lattices[index] && generateLats[m]) {
lattices[index].isGenerate = true;
indexs[m] = index;
break
}
}
}
return indexs
}
/**
* 将9*9都转化成01格子
......
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