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 { ...@@ -94,6 +94,8 @@ export default class MainScene extends Scene {
chapter: number chapter: number
//所有的格子数组 //所有的格子数组
lattices: Lattice[]; lattices: Lattice[];
//生成口
generateIndexs: number[];
//最后一行的行数 //最后一行的行数
endRowNum: number = 0; endRowNum: number = 0;
//元素的容器,为了移动事件简单 //元素的容器,为了移动事件简单
...@@ -333,7 +335,7 @@ export default class MainScene extends Scene { ...@@ -333,7 +335,7 @@ export default class MainScene extends Scene {
this.addChild(this.stepNumber); this.addChild(this.stepNumber);
//分数进度条,托管 //分数进度条,托管
this.scoreProgress = new ScoreProgress(this.starProgress, this.scoreTxt, this.chapterData.starScores); this.scoreProgress = new ScoreProgress(this.starProgress, this.scoreTxt, this.chapterData.starScores);
// this.scoreTxt.textColor = 0x5e1f0c this.scoreTxt.y -= 2;
//背景图生成 //背景图生成
// var bg = drawBg(this.chapterData.map.paths, this.chapterData.map.lattices) // var bg = drawBg(this.chapterData.map.paths, this.chapterData.map.lattices)
var path = generateMapBg(this.chapterData.map.lattices); var path = generateMapBg(this.chapterData.map.lattices);
...@@ -538,7 +540,7 @@ export default class MainScene extends Scene { ...@@ -538,7 +540,7 @@ export default class MainScene extends Scene {
} }
} }
//设置生成口 //设置生成口
Tool.setGenerateLats(this.lattices, generateLats) this.generateIndexs = Tool.setGenerateLats(this.lattices, generateLats)
//联通口 //联通口
var connectedLats = this.chapterData.map.connectedLats || []; var connectedLats = this.chapterData.map.connectedLats || [];
for (var i = 0; i < connectedLats.length; i++) { for (var i = 0; i < connectedLats.length; i++) {
...@@ -1115,9 +1117,9 @@ export default class MainScene extends Scene { ...@@ -1115,9 +1117,9 @@ export default class MainScene extends Scene {
//先把竖直的掉落完,掉满后 //先把竖直的掉落完,掉满后
var maxCount = 1; var maxCount = 1;
for (var m = 0; m < Tool.colNum; m++) { 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--) { 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]; let lat = this.lattices[index];
if (Tool.judgeFall(lat)) { if (Tool.judgeFall(lat)) {
var emptyIndex = Tool.findBottom(lat, this.emptys, this.lattices); var emptyIndex = Tool.findBottom(lat, this.emptys, this.lattices);
...@@ -1132,8 +1134,14 @@ export default class MainScene extends Scene { ...@@ -1132,8 +1134,14 @@ export default class MainScene extends Scene {
this.emptys.push(index); this.emptys.push(index);
lat.element = null lat.element = null
} }
} else { } else {
}
}
//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 //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) { if (lat && !lat.element && lat.isGenerate) {
//找出从生成口一直到能掉落的空格 //找出从生成口一直到能掉落的空格
...@@ -1168,7 +1176,6 @@ export default class MainScene extends Scene { ...@@ -1168,7 +1176,6 @@ export default class MainScene extends Scene {
} }
} }
} }
}
anis["maxCount"] = maxCount > 1 ? maxCount / 2 : maxCount; anis["maxCount"] = maxCount > 1 ? maxCount / 2 : maxCount;
return anis; return anis;
} }
...@@ -1180,7 +1187,7 @@ export default class MainScene extends Scene { ...@@ -1180,7 +1187,7 @@ export default class MainScene extends Scene {
//排序从大到小 //排序从大到小
emptys.sort(function (a, b) { return a < b ? 1 : -1 }) emptys.sort(function (a, b) { return a < b ? 1 : -1 })
for (var i = 0; i < emptys.length; i++) { for (var i = 0; i < emptys.length; i++) {
var indexMy = emptys[i]; let indexMy = emptys[i];
var lat = this.lattices[indexMy]; var lat = this.lattices[indexMy];
//判断是否是生成口 //判断是否是生成口
if (lat.isGenerate) { if (lat.isGenerate) {
...@@ -1230,11 +1237,15 @@ export default class MainScene extends Scene { ...@@ -1230,11 +1237,15 @@ export default class MainScene extends Scene {
//能掉落,记录元素动画 //能掉落,记录元素动画
anis.push([latFall.element, indexMy]); anis.push([latFall.element, indexMy]);
//去掉 //去掉
// console.log(emptys)
// console.log(indexFall)
emptys.splice(i, 1); emptys.splice(i, 1);
//在剩下emptys的加上一个,正上方的那个 //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.push(indexFall)
emptys.splice(i + 1, 0, indexFall); emptys.splice(i + 1, 0, indexFall);
// Tool.removeEle(indexMy,emptys)
//掉落的格子上的元素致null //掉落的格子上的元素致null
latFall.element = null; latFall.element = null;
//长度加了,多加+ //长度加了,多加+
...@@ -1320,7 +1331,7 @@ export default class MainScene extends Scene { ...@@ -1320,7 +1331,7 @@ export default class MainScene extends Scene {
* @param callback * @param callback
*/ */
fallAni(anis: any[], callback: Function) { fallAni(anis: any[], callback: Function) {
playSound(SoundType.fall); // playSound(SoundType.fall);
let count = 0; let count = 0;
let countAll = anis.length; let countAll = anis.length;
for (let i = 0; i < anis.length; i++) { for (let i = 0; i < anis.length; i++) {
......
...@@ -1181,7 +1181,7 @@ export const Chapters: ChapterData[] = [ ...@@ -1181,7 +1181,7 @@ export const Chapters: ChapterData[] = [
], ],
generateLats: [1, 1, 1, 1, 1, 1, 1, 1, 1], generateLats: [1, 1, 1, 1, 1, 1, 1, 1, 1],
elements: [ 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, 1, 1, 1, 1, 1, 1, 1,
1, 1, 0, 0, 1, 0, 0, 1, 1, 1, 1, 0, 0, 1, 0, 0, 1, 1,
1, 1, 0, 1, 1, 1, 0, 1, 1, 1, 1, 0, 1, 1, 1, 0, 1, 1,
......
...@@ -148,9 +148,10 @@ export class Tool { ...@@ -148,9 +148,10 @@ export class Tool {
if (num > arr[i]) { if (num > arr[i]) {
//在arr[i]后加num //在arr[i]后加num
arr.splice(i, 0, num); arr.splice(i, 0, num);
break return
} }
} }
arr.push(num)
} }
/** /**
* 判断格子是否能掉落, * 判断格子是否能掉落,
...@@ -517,6 +518,7 @@ export class Tool { ...@@ -517,6 +518,7 @@ export class Tool {
* @param generateLats [0,1,1,1,1,1,1,1,0] * @param generateLats [0,1,1,1,1,1,1,1,0]
*/ */
public static setGenerateLats(lattices: Lattice[], generateLats: number[]) { public static setGenerateLats(lattices: Lattice[], generateLats: number[]) {
var indexs = []
for (var m = 0; m < Tool.colNum; m++) { for (var m = 0; m < Tool.colNum; m++) {
//找每列第一个元素 //找每列第一个元素
for (var g = 0; g < Tool.rowNum; g++) { for (var g = 0; g < Tool.rowNum; g++) {
...@@ -524,10 +526,12 @@ export class Tool { ...@@ -524,10 +526,12 @@ export class Tool {
//如果格子存在,并且该列g的数据为1; //如果格子存在,并且该列g的数据为1;
if (lattices[index] && generateLats[m]) { if (lattices[index] && generateLats[m]) {
lattices[index].isGenerate = true; lattices[index].isGenerate = true;
indexs[m] = index;
break break
} }
} }
} }
return indexs
} }
/** /**
* 将9*9都转化成01格子 * 将9*9都转化成01格子
......
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