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
dde2d83c
Commit
dde2d83c
authored
Oct 25, 2019
by
wjf
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
l
parent
ad23ece5
Changes
19
Hide whitespace changes
Inline
Side-by-side
Showing
19 changed files
with
360 additions
and
203 deletions
+360
-203
MainScene.ts
egret/src/mainScene/MainScene.ts
+57
-63
PropGuide.ts
egret/src/mainScene/PropGuide.ts
+1
-1
Tool.ts
egret/src/something/Tool.ts
+76
-14
FlyTargetAni.ts
egret/src/something/anis/FlyTargetAni.ts
+21
-47
HairballGreyDisAni.ts
egret/src/something/anis/HairballGreyDisAni.ts
+2
-2
Chapter2.ts
egret/src/something/chapters/Chapter2.ts
+1
-1
Element.ts
egret/src/something/class/Element.ts
+36
-9
Ice.ts
egret/src/something/class/Ice.ts
+5
-2
ElementType.ts
egret/src/something/enum/ElementType.ts
+4
-3
RecoverName.ts
egret/src/something/enum/RecoverName.ts
+10
-2
StateType.ts
egret/src/something/enum/StateType.ts
+3
-1
GenerateLatData.ts
egret/src/something/interface/GenerateLatData.ts
+3
-3
MapData.ts
egret/src/something/interface/MapData.ts
+3
-2
AiControl.ts
egret/src/something/logic/AiControl.ts
+9
-6
aaa.ts
egret/src/something/logic/aaa.ts
+16
-45
BubbleState.ts
egret/src/something/states/BubbleState.ts
+2
-2
HairballBlackState.ts
egret/src/something/states/HairballBlackState.ts
+41
-0
HairballBrownState.ts
egret/src/something/states/HairballBrownState.ts
+41
-0
HairballGreyState.ts
egret/src/something/states/HairballGreyState.ts
+29
-0
No files found.
egret/src/mainScene/MainScene.ts
View file @
dde2d83c
...
...
@@ -59,8 +59,9 @@ import { EleMaskAni } from '../something/anis/EleMaskAni';
import
{
getChapterData
}
from
'../something/chapters/getChapter'
;
import
{
GenerateLatData
}
from
'../something/interface/GenerateLatData'
;
import
{
StateType
}
from
'../something/enum/StateType'
;
import
{
HairballState
}
from
'../something/states/HairballState'
;
import
{
HairballDisAni
}
from
'../something/anis/HairballDisAni'
;
import
{
HairballBlackState
}
from
'../something/states/HairballBlackState'
;
import
{
HairballGreyDisAni
}
from
'../something/anis/HairballGreyDisAni'
;
import
{
HairballBrownState
}
from
'../something/states/HairballBrownState'
;
const
aniClass
=
{
"BoomAni"
:
BoomAni
,
...
...
@@ -75,7 +76,7 @@ const aniClass = {
"StepAni"
:
StepAni
,
"JellyDisAni"
:
JellyDisAni
,
"EggBrokenAni"
:
EggBrokenAni
,
"Hairball
DisAni"
:
Hairball
DisAni
,
"Hairball
GreyDisAni"
:
HairballGrey
DisAni
,
}
export
const
baseScore
=
20
;
/**
...
...
@@ -150,7 +151,7 @@ export default class MainScene extends Scene {
hasPassed
:
boolean
=
false
;
//是否结算时间
isCountingTime
:
boolean
=
false
;
//通关的目标元素的计数,下标和元素类型
索引
一致
//通关的目标元素的计数,下标和元素类型
ElementType枚举
一致
passElements
:
number
[];
elementTargets
:
ElementTargets
;
//所有元素的消耗数量,需要传给后端
...
...
@@ -224,8 +225,8 @@ export default class MainScene extends Scene {
this
.
chapterTxt
.
text
=
"第"
+
this
.
chapter
+
"关"
;
//关卡数据
this
.
chapterData
=
getChapterData
(
this
.
chapter
)
//初始化索引信息,
暂时不做判断列数的奇偶,如需,要修改的地方再考虑,还有道具使用的蒙层是否要改
Tool
.
init
(
/*Tool.getColOddEven(this.chapterData.map.lattices)*/
);
//初始化索引信息,
包括10*10的,
Tool
.
init
(
Tool
.
getColOddEven
(
this
.
chapterData
.
map
.
lattices
)
);
this
.
initUi
();
this
.
initSvgas
();
//先禁掉事件
...
...
@@ -464,8 +465,8 @@ export default class MainScene extends Scene {
}
this
.
map
.
addChild
(
ice
);
this
.
lattices
[
i
].
ice
=
ice
;
ice
.
x
=
p
[
0
]
-
80
/
2
;
ice
.
y
=
p
[
1
]
-
81
/
2
;
ice
.
x
=
p
[
0
];
ice
.
y
=
p
[
1
];
}
}
//设置生成口,
...
...
@@ -1456,6 +1457,8 @@ export default class MainScene extends Scene {
/**
* 只关心交换后元素的可消除
* 或者冰淇淋的掉落
* 逻辑以后待加,
* 该方法只针对手动触发的消除,包括特效组合,手动三消的,可以另写方法,并重新修改鸡蛋,石头,果冻,毛球逻辑
*/
simpleMatch
(
s
:
Element
,
o
:
Element
)
{
//先判断两个都是特效
...
...
@@ -1810,10 +1813,8 @@ export default class MainScene extends Scene {
lat
.
element
.
effectType
=
Math
.
random
()
>
0.5
?
EffectType
.
HORIZONTAL
:
EffectType
.
VERTICAL
;
}
}
else
{
//普通元素的旋转消除,无特效,无锁
if
(
!
lat
.
element
.
hasState
(
StateType
.
LOCK
)
&&
!
lat
.
element
.
hasState
(
StateType
.
HAIRBALL
)
&&
lat
.
element
.
effectType
==
null
)
{
//普通元素的旋转消除,无特效,无锁,无毛球
if
(
Tool
.
judgeMagicRotate
(
lat
.
element
))
{
rotateData
.
elementsIndex
.
push
(
i
);
}
}
...
...
@@ -1919,7 +1920,7 @@ export default class MainScene extends Scene {
}
/**
* 普通元素消除,先消除无特效的,有特效的存下,然后触发,找下一步消除的元素
* 加入石头,果冻,鸡蛋
* 加入石头,果冻,鸡蛋
,各种状态
*/
commonEliminate
():
number
[]
{
playSound
(
SoundType
.
eliminate
)
...
...
@@ -1934,28 +1935,32 @@ export default class MainScene extends Scene {
if
(
!
ele
)
{
//以防万一还是判断一次
}
//下面带状态的要优先判断
//有枷锁的
else
if
(
ele
.
hasState
(
StateType
.
LOCK
))
{
//被禁锢的解开
ele
.
setState
(
StateType
.
LOCK
,
false
);
}
//有毛球的
else
if
(
ele
.
hasState
(
StateType
.
HAIRBALL
))
{
var
hairballState
:
HairballState
=
ele
.
getState
(
StateType
.
HAIRBALL
);
//二级毛球的记录需要分裂isActive
if
(
hairballState
.
levelNum
==
2
)
{
hairballState
.
isActive
=
true
;
}
//一级的直接消失
else
{
//播放毛球消失动画
this
.
playAni
(
RecoverName
.
HAIRBALLDIS_ANI
,
p
)
//设为无毛球
ele
.
setState
(
StateType
.
HAIRBALL
,
false
)
//算个数
this
.
goElementTarget
(
ele
.
getState
(
StateType
.
HAIRBALL
));
}
//暂时笼子不算个数,算的话,改图片名称,列入ElementType的状态下
}
//有褐色毛球的,记录分裂激活
else
if
(
ele
.
hasState
(
StateType
.
HAIRBALLBROWN
))
{
var
hairballBrownState
:
HairballBrownState
=
ele
.
getState
(
StateType
.
HAIRBALLBROWN
);
hairballBrownState
.
isActive
=
true
;
//算个数,不能在这里算,得在分裂时算
// this.goElementTarget(ElementType.HAIRBALLBROWN, [ele.x, ele.y]);
}
//有灰色毛球的,消失
else
if
(
ele
.
hasState
(
StateType
.
HAIRBALLGREY
))
{
//播放毛球消失动画
this
.
playAni
(
RecoverName
.
HAIRBALLGREYDIS_ANI
,
p
)
//设为无毛球
ele
.
setState
(
StateType
.
HAIRBALLGREY
,
false
)
//算个数
this
.
goElementTarget
(
ElementType
.
HAIRBALLGREY
,
[
ele
.
x
,
ele
.
y
]);
}
//有黑色毛球的,一次眩晕,两次消失
else
if
(
ele
.
hasState
(
StateType
.
HAIRBALLGREY
))
{
//逻辑待写,参照上面
}
//如果有特效,存下
else
if
(
ele
.
effectType
!=
null
)
{
...
...
@@ -1970,26 +1975,27 @@ export default class MainScene extends Scene {
ele
.
setState
(
StateType
.
BUBBLE
,
false
)
}
//但是算个数,
this
.
goElementTarget
(
ele
);
this
.
goElementTarget
(
ele
.
type
,
[
ele
.
x
,
ele
.
y
]
);
//附近依旧有影响
this
.
checkNebAll
(
this
.
lattices
[
index
])
}
else
{
//单纯元素消失特效
if
(
ele
.
type
<=
4
)
{
this
.
playAni
(
RecoverName
.
ELEDIS_ANI
,
p
)
//这里面会去算个数
this
.
recoverEle
(
index
)
}
//石头
else
if
(
ele
.
type
==
ElementType
.
ROCK
)
{
this
.
removeRock
(
index
);
//算个数
this
.
goElementTarget
(
ele
);
this
.
goElementTarget
(
ele
.
type
,
[
ele
.
x
,
ele
.
y
]
);
}
//果冻
else
if
(
ele
.
type
==
ElementType
.
JELLY
)
{
this
.
removeJelly
(
index
);
//算个数
this
.
goElementTarget
(
ele
);
this
.
goElementTarget
(
ele
.
type
,
[
ele
.
x
,
ele
.
y
]
);
}
//鸡蛋
else
if
(
ele
.
type
==
ElementType
.
CHICKEN_EGG
)
{
...
...
@@ -2044,13 +2050,11 @@ export default class MainScene extends Scene {
this
.
lattices
[
i
].
element
.
type
==
type
)
{
if
(
this
.
eliminatedElements
.
indexOf
(
i
)
<
0
&&
effectIndexs
.
indexOf
(
i
)
<
0
)
{
this
.
eliminatedElements
.
push
(
i
);
//无特效未枷锁
if
(
!
this
.
lattices
[
i
].
element
.
hasState
(
StateType
.
LOCK
)
&&
!
this
.
lattices
[
i
].
element
.
hasState
(
StateType
.
HAIRBALL
)
&&
this
.
lattices
[
i
].
element
.
effectType
==
null
)
{
//无特效未枷锁,无毛球的参与旋转
if
(
Tool
.
judgeMagicRotate
(
this
.
lattices
[
i
].
element
))
{
rotateData
.
elementsIndex
.
push
(
i
);
}
//
//
加分
if
(
Tool
.
judgeHasScore
(
this
.
lattices
[
i
].
element
))
{
this
.
pushScoreAni
(
baseScore
*
this
.
effectContinuityTimes
*
effectBaseTimes
[
"3"
],
Tool
.
getPositionByIndex
(
i
))
}
...
...
@@ -2070,7 +2074,7 @@ export default class MainScene extends Scene {
(
Math
.
abs
(
this
.
lattices
[
i
].
row
-
lat
.
row
)
<
2
&&
Math
.
abs
(
this
.
lattices
[
i
].
column
-
lat
.
column
)
<
2
))
{
if
(
this
.
eliminatedElements
.
indexOf
(
i
)
<
0
&&
effectIndexs
.
indexOf
(
i
)
<
0
)
{
this
.
eliminatedElements
.
push
(
i
);
//
//
加分
if
(
Tool
.
judgeHasScore
(
this
.
lattices
[
i
].
element
))
{
this
.
pushScoreAni
(
baseScore
*
this
.
effectContinuityTimes
*
effectBaseTimes
[
"2"
],
Tool
.
getPositionByIndex
(
i
))
}
...
...
@@ -2089,7 +2093,7 @@ export default class MainScene extends Scene {
if
(
Tool
.
judgeEliminate
(
this
.
lattices
[
ein
]))
{
if
(
this
.
eliminatedElements
.
indexOf
(
ein
)
<
0
&&
effectIndexs
.
indexOf
(
ein
)
<
0
)
{
this
.
eliminatedElements
.
push
(
ein
);
//
//
加分
if
(
Tool
.
judgeHasScore
(
this
.
lattices
[
ein
].
element
))
{
this
.
pushScoreAni
(
baseScore
*
this
.
effectContinuityTimes
*
effectBaseTimes
[
"0"
],
Tool
.
getPositionByIndex
(
ein
))
}
...
...
@@ -2108,7 +2112,7 @@ export default class MainScene extends Scene {
if
(
Tool
.
judgeEliminate
(
this
.
lattices
[
ein
]))
{
if
(
this
.
eliminatedElements
.
indexOf
(
ein
)
<
0
&&
effectIndexs
.
indexOf
(
ein
)
<
0
)
{
this
.
eliminatedElements
.
push
(
ein
);
//
//
加分
if
(
Tool
.
judgeHasScore
(
this
.
lattices
[
ein
].
element
))
{
this
.
pushScoreAni
(
baseScore
*
this
.
effectContinuityTimes
*
effectBaseTimes
[
"1"
],
Tool
.
getPositionByIndex
(
ein
))
}
...
...
@@ -2270,11 +2274,7 @@ export default class MainScene extends Scene {
var
anis
=
[];
//两个,0下标是元素,1下标是索引
for
(
var
i
=
0
;
i
<
this
.
lattices
.
length
;
i
++
)
{
var
lat
=
this
.
lattices
[
i
];
if
(
Tool
.
judgeBaseEle
(
lat
)
&&
!
lat
.
element
.
hasState
(
StateType
.
LOCK
)
&&
!
lat
.
element
.
hasState
(
StateType
.
HAIRBALL
))
{
lats
.
push
(
lat
)
}
if
(
Tool
.
judgeUpsetMove
(
lat
))
lats
.
push
(
lat
);
}
//不改变的
var
latsCopy
=
lats
.
slice
();
...
...
@@ -2340,7 +2340,7 @@ export default class MainScene extends Scene {
//棒棒糖消除不产生任何其他效果
if
(
ele
.
type
!=
ElementType
.
LOLLIPOP
)
this
.
checkNebAll
(
this
.
lattices
[
index
]);
//计算元素消除个数
this
.
goElementTarget
(
ele
);
this
.
goElementTarget
(
ele
.
type
,
[
ele
.
x
,
ele
.
y
]
);
}
/**
...
...
@@ -2460,13 +2460,12 @@ export default class MainScene extends Scene {
if
(
lat
&&
lat
.
ice
)
{
var
ice
=
lat
.
ice
;
ice
.
countNum
--
;
let
fun
;
if
(
ice
.
countNum
==
0
)
{
this
.
map
.
removeChild
(
ice
);
//回收
Pool
.
recover
(
RecoverName
.
ICE
,
ice
);
lat
.
ice
=
null
;
this
.
goElementTarget
(
ice
);
this
.
goElementTarget
(
ElementType
.
ICE
,
[
ice
.
x
,
ice
.
y
]
);
}
else
{
ice
.
alpha
=
0.6
;
}
...
...
@@ -2477,22 +2476,13 @@ export default class MainScene extends Scene {
}
goElementTarget
(
ele
:
Element
|
Ice
|
HairballState
)
{
goElementTarget
(
type
:
ElementType
,
fromP
:
number
[]
)
{
if
(
!
this
.
passElements
)
return
var
type
:
number
;
if
(
ele
instanceof
Ice
)
{
type
=
ElementType
.
ICE
;
}
else
if
(
ele
instanceof
HairballState
)
{
type
=
ElementType
.
HAIRBALL
;
}
else
{
type
=
ele
.
type
;
}
if
(
this
.
passElements
[
type
]
!=
undefined
)
{
if
(
this
.
passElements
[
type
]
!=
0
)
{
this
.
passElements
[
type
]
--
;
var
p
=
this
.
elementTargets
.
targets
[
type
].
localToGlobal
(
40
*
0.8
,
40
*
0.8
)
FlyTargetAni
(
ele
,
[
p
.
x
,
p
.
y
],
this
)
FlyTargetAni
(
type
,
fromP
,
[
p
.
x
,
p
.
y
],
this
);
}
//数量增加
this
.
hasEliminatedElements
[
type
]
++
;
...
...
@@ -2537,9 +2527,13 @@ export default class MainScene extends Scene {
this
.
checkNebEle
(
latttice
,
(
lat
)
=>
{
return
lat
&&
lat
.
element
&&
lat
.
element
.
type
==
ElementType
.
CHICKEN_EGG
});
//如果附近有毛球
//如果附近有灰色毛球
this
.
checkNebEle
(
latttice
,
(
lat
)
=>
{
return
lat
&&
lat
.
element
&&
lat
.
element
.
hasState
(
StateType
.
HAIRBALLGREY
)
});
//如果附近有黑色毛球
this
.
checkNebEle
(
latttice
,
(
lat
)
=>
{
return
lat
&&
lat
.
element
&&
lat
.
element
.
hasState
(
StateType
.
HAIRBALL
)
return
lat
&&
lat
.
element
&&
lat
.
element
.
hasState
(
StateType
.
HAIRBALL
BLACK
)
});
}
/**
...
...
egret/src/mainScene/PropGuide.ts
View file @
dde2d83c
...
...
@@ -176,7 +176,7 @@ export class PropGuideInt extends egret.DisplayObjectContainer {
if
(
Tool
.
judgeEliminate
(
lat
)
&&
(
lat
.
row
==
rc
[
0
]
||
lat
.
column
==
rc
[
1
]))
{
if
(
this
.
thisObj
.
eliminatedElements
.
indexOf
(
i
)
==
-
1
)
{
this
.
thisObj
.
eliminatedElements
.
push
(
i
);
if
(
!
lat
.
element
.
hasState
(
StateType
.
LOCK
)
&&
!
lat
.
element
.
hasState
(
StateType
.
HAIRBALL
))
{
if
(
Tool
.
judgeHasScore
(
lat
.
element
))
{
//算直线+直线LL
this
.
thisObj
.
pushScoreAni
(
baseScore
*
1
*
effectBaseTimes
.
LL
,
Tool
.
getPositionByIndex
(
i
))
}
...
...
egret/src/something/Tool.ts
View file @
dde2d83c
...
...
@@ -26,8 +26,8 @@ export class Tool {
* 格子高度
*/
public
static
height
=
80
// 81.5;
//整体偏移X
public
static
offsetX
=
15
// 8.25;
//整体偏移X
,为了下面初始化,这里不定义数值
public
static
offsetX
//
= 15// 8.25;
//整体偏移Y
public
static
offsetY
=
275
//260;
/**
...
...
@@ -56,11 +56,18 @@ export class Tool {
* 索引位置
*/
private
static
indexPositions
:
number
[][]
=
[];
//给出10*10
private
static
indexToRcMap10
:
number
[][]
=
[];
private
static
indexPositions10
:
number
[][]
=
[];
/**
* 初始化数据
*/
public
static
init
(
isTwo
:
boolean
=
false
)
{
this
.
offsetX
=
isTwo
?
55
:
15
// 49 : 8.25
var
ooox
=
isTwo
?
55
:
15
;
// 49 : 8.25
//相等的就return,没必要每关都算一次,暂时只有x轴偏移有可能改变
if
(
this
.
offsetX
==
ooox
)
return
;
this
.
offsetX
=
ooox
;
//都是9*9
//位置信息
var
spaceX
=
this
.
width
,
...
...
@@ -77,11 +84,17 @@ export class Tool {
}
//10*10的格子位置信息
// for (var i = 0; i < this.rowNum + 1; i++) {
// for (var j = 0; j < this.colNum + 1; j++) {
// }
// }
var
rowNum
=
Tool
.
rowNum
+
1
;
var
colNum
=
Tool
.
colNum
+
1
;
var
offsetX
=
Tool
.
offsetX
var
offsetY
=
Tool
.
offsetY
for
(
var
i
=
0
;
i
<
rowNum
;
i
++
)
{
for
(
var
j
=
0
;
j
<
colNum
;
j
++
)
{
// rcToIndexMap["" + i + j] = i * colNum + j;
this
.
indexToRcMap10
[
i
*
colNum
+
j
]
=
[
i
,
j
];
this
.
indexPositions10
[
i
*
colNum
+
j
]
=
[
offsetX
+
j
*
Tool
.
width
,
offsetY
+
i
*
Tool
.
height
];
}
}
}
/**
* row和col获得index值
...
...
@@ -118,6 +131,13 @@ export class Tool {
return
this
.
indexPositions
[
index
]
}
public
static
indexToRc10
(
index
:
number
):
number
[]
{
return
this
.
indexToRcMap10
[
index
]
}
public
static
getPositionByIndex10
(
index
:
number
):
number
[]
{
return
this
.
indexPositions10
[
index
]
}
/**
* 根据9*9格子得到中间列数的奇偶性
* 其实只是要知道左右两边空的列数
...
...
@@ -245,7 +265,9 @@ export class Tool {
lat
.
element
.
effectType
==
EffectType
.
MAGICLION
||
lat
.
element
.
type
==
ElementType
.
JELLY
||
lat
.
element
.
type
==
ElementType
.
CHICKEN_EGG
||
lat
.
element
.
hasState
(
StateType
.
HAIRBALL
))
{
lat
.
element
.
hasState
(
StateType
.
HAIRBALLGREY
)
||
lat
.
element
.
hasState
(
StateType
.
HAIRBALLBLACK
)
||
lat
.
element
.
hasState
(
StateType
.
HAIRBALLBROWN
))
{
return
false
}
//剩下情况
...
...
@@ -255,7 +277,7 @@ export class Tool {
}
/**
* 判断能执行消除的元素,
* 包括所有特效和基本元素,石头,果冻,鸡蛋
* 包括所有特效和基本元素,石头,果冻,鸡蛋
,各种状态的
* @param lat
*/
public
static
judgeEliminate
(
lat
:
Lattice
)
{
...
...
@@ -292,6 +314,23 @@ export class Tool {
}
}
/**
* 判断在打乱时,格子上元素是否能移动交换
* @param lat 格子
*/
public
static
judgeUpsetMove
(
lat
:
Lattice
)
{
if
(
Tool
.
judgeBaseEle
(
lat
)
&&
!
lat
.
element
.
hasState
(
StateType
.
LOCK
)
&&
!
lat
.
element
.
hasState
(
StateType
.
HAIRBALLGREY
)
&&
!
lat
.
element
.
hasState
(
StateType
.
HAIRBALLBLACK
)
&&
!
lat
.
element
.
hasState
(
StateType
.
HAIRBALLBROWN
)
)
{
return
true
;
}
return
false
;
}
/**
* 判断元素是否可被手势选中和交换
* 主要点击元素判断使用
...
...
@@ -302,7 +341,9 @@ export class Tool {
if
(
!
ele
||
ele
.
type
==
ElementType
.
ROCK
||
ele
.
hasState
(
StateType
.
LOCK
)
||
ele
.
hasState
(
StateType
.
HAIRBALL
)
||
ele
.
hasState
(
StateType
.
HAIRBALLGREY
)
||
ele
.
hasState
(
StateType
.
HAIRBALLBLACK
)
||
ele
.
hasState
(
StateType
.
HAIRBALLBROWN
)
||
ele
.
type
==
ElementType
.
JELLY
||
ele
.
type
==
ElementType
.
CHICKEN_EGG
)
{
...
...
@@ -313,7 +354,7 @@ export class Tool {
/**
* 是否要算分数
* 排除元素 石头,鸡蛋,果冻,
* 排除状态 枷锁,毛球
* 排除状态 枷锁,毛球
,因为存在时,元素不会消除
* @param ele 元素
*/
public
static
judgeHasScore
(
ele
:
Element
):
boolean
{
...
...
@@ -323,7 +364,26 @@ export class Tool {
ele
.
type
==
ElementType
.
CHICKEN_EGG
||
ele
.
type
==
ElementType
.
LOLLIPOP
||
ele
.
hasState
(
StateType
.
LOCK
)
||
ele
.
hasState
(
StateType
.
HAIRBALL
)
ele
.
hasState
(
StateType
.
HAIRBALLGREY
)
||
ele
.
hasState
(
StateType
.
HAIRBALLBLACK
)
||
ele
.
hasState
(
StateType
.
HAIRBALLBROWN
)
)
{
return
false
;
}
return
true
}
/**
* 判断能否参与魔力鸟旋转的元素
* 无特效,无锁,无毛球,
* @param ele 元素
*/
public
static
judgeMagicRotate
(
ele
:
Element
):
boolean
{
if
(
!
ele
||
ele
.
effectType
!=
null
||
ele
.
hasState
(
StateType
.
LOCK
)
||
ele
.
hasState
(
StateType
.
HAIRBALLGREY
)
||
ele
.
hasState
(
StateType
.
HAIRBALLBLACK
)
||
ele
.
hasState
(
StateType
.
HAIRBALLBROWN
)
)
{
return
false
;
}
...
...
@@ -591,7 +651,9 @@ export class Tool {
lattices
[
i
].
element
&&
lattices
[
i
].
element
.
type
<=
4
&&
!
lattices
[
i
].
element
.
hasState
(
StateType
.
LOCK
)
&&
!
lattices
[
i
].
element
.
hasState
(
StateType
.
HAIRBALL
)
!
lattices
[
i
].
element
.
hasState
(
StateType
.
HAIRBALLGREY
)
&&
!
lattices
[
i
].
element
.
hasState
(
StateType
.
HAIRBALLBLACK
)
&&
!
lattices
[
i
].
element
.
hasState
(
StateType
.
HAIRBALLGREY
)
)
{
var
type
=
lattices
[
i
].
element
.
type
;
if
(
!
arr
[
type
])
arr
[
type
]
=
0
;
...
...
egret/src/something/anis/FlyTargetAni.ts
View file @
dde2d83c
...
...
@@ -4,59 +4,33 @@ import { Pool } from "../Pool";
import
{
Element
}
from
"../class/Element"
;
import
{
Ice
}
from
"../class/Ice"
;
import
{
ElementType
}
from
"../enum/ElementType"
;
import
{
HairballState
}
from
"../states/HairballState"
;
export
function
FlyTargetAni
(
ele
:
any
,
p
:
number
[],
con
:
egret
.
DisplayObjectContainer
)
{
export
function
FlyTargetAni
(
type
:
ElementType
,
fromP
:
number
[],
targetP
:
number
[],
con
:
egret
.
DisplayObjectContainer
)
{
//弄一个替代的
let
eleC
;
if
(
ele
instanceof
Element
)
{
eleC
=
Pool
.
takeOut
(
RecoverName
.
ELEMENT
);
if
(
!
eleC
)
{
eleC
=
new
Element
(
ele
.
type
)
}
else
{
eleC
.
reset
(
ele
.
type
)
}
}
//是冰块
else
if
(
ele
instanceof
Ice
)
{
eleC
=
Pool
.
takeOut
(
RecoverName
.
ICE
);
if
(
!
eleC
)
{
eleC
=
new
Ice
()
}
else
{
eleC
.
reset
()
}
}
//是毛球
else
if
(
ele
instanceof
HairballState
){
eleC
=
Pool
.
takeOut
(
RecoverName
.
HAIRBALL_STATE
);
if
(
!
eleC
)
{
eleC
=
new
HairballState
()
}
else
{
eleC
.
reset
(
1
)
}
}
eleC
.
x
=
ele
.
x
;
eleC
.
y
=
ele
.
y
;
let
eleC
:
egret
.
Bitmap
=
Pool
.
takeOut
(
RecoverName
.
FLYIMAGE
);
if
(
!
eleC
)
eleC
=
new
egret
.
Bitmap
();
var
texture
:
egret
.
Texture
=
RES
.
getRes
(
"ele"
+
type
+
"_png"
);
eleC
.
texture
=
texture
;
//都按格子的中心点
eleC
.
anchorOffsetX
=
texture
.
textureWidth
/
2
;
eleC
.
anchorOffsetY
=
texture
.
textureHeight
/
2
;
//重置缩放
eleC
.
scaleX
=
1
;
eleC
.
scaleY
=
1
;
eleC
.
x
=
fromP
[
0
];
eleC
.
y
=
fromP
[
1
];
con
.
addChild
(
eleC
);
var
a
=
{
t
:
0
};
egret
.
Tween
.
get
(
eleC
)
.
to
({
x
:
p
[
0
],
y
:
p
[
1
],
scaleX
:
0.3
,
scaleY
:
0.3
},
500
+
(
Math
.
random
()
*
100
)
>>
0
)
.
to
({
x
:
targetP
[
0
],
y
:
targetP
[
1
],
scaleX
:
0.3
,
scaleY
:
0.3
},
500
+
(
Math
.
random
()
*
100
)
>>
0
)
.
call
(()
=>
{
//回收
con
.
removeChild
(
eleC
);
if
(
ele
instanceof
Element
)
{
Pool
.
recover
(
RecoverName
.
ELEMENT
,
eleC
);
con
[
"elementTargets"
].
targets
[
eleC
.
type
].
count
--
}
//是冰块
else
if
(
ele
instanceof
Ice
)
{
Pool
.
recover
(
RecoverName
.
ICE
,
eleC
);
con
[
"elementTargets"
].
targets
[
ElementType
.
ICE
].
count
--
}
//是毛球
else
if
(
ele
instanceof
HairballState
)
{
Pool
.
recover
(
RecoverName
.
HAIRBALL_STATE
,
eleC
);
con
[
"elementTargets"
].
targets
[
ElementType
.
HAIRBALL
].
count
--
}
// callback()
Pool
.
recover
(
RecoverName
.
FLYIMAGE
,
eleC
);
con
[
"elementTargets"
].
targets
[
type
].
count
--
;
})
}
\ No newline at end of file
egret/src/something/anis/HairballDisAni.ts
→
egret/src/something/anis/Hairball
Grey
DisAni.ts
View file @
dde2d83c
...
...
@@ -5,14 +5,14 @@ import { ImageAni } from "../class/ImageAni";
* 待写
* 毛球消失动效
*/
export
class
HairballDisAni
extends
Ani
{
export
class
Hairball
Grey
DisAni
extends
Ani
{
/**
* 图片
*/
showImage
:
ImageAni
;
constructor
()
{
super
();
this
.
aniName
=
"HairballDisAni"
;
this
.
aniName
=
"Hairball
Grey
DisAni"
;
var
arr
=
[]
for
(
var
i
=
1
;
i
<=
19
;
i
++
)
{
arr
.
push
(
"eleDis"
+
i
+
"_png"
);
...
...
egret/src/something/chapters/Chapter2.ts
View file @
dde2d83c
...
...
@@ -76,7 +76,7 @@ export const Chapters2: ChapterData[] = [
elements
:
[
{
type
:
ElementType
.
ROCK
,
count
:
34
count
:
40
},
{
type
:
ElementType
.
CHICKEN
,
...
...
egret/src/something/class/Element.ts
View file @
dde2d83c
...
...
@@ -10,8 +10,11 @@ import { ChickenEgg } from "./ChickenEgg";
import
{
State
}
from
"./State"
;
import
{
StateType
}
from
"../enum/StateType"
;
import
{
LockState
}
from
"../states/LockState"
;
import
{
HairballState
}
from
"../states/HairballState"
;
import
{
HairballBrownState
}
from
"../states/HairballBrownState"
;
import
{
BubbleState
}
from
"../states/BubbleState"
;
import
{
HairballGreyState
}
from
"../states/HairballGreyState"
;
import
{
HairballBlackState
}
from
"../states/HairballBlackState"
;
/**
...
...
@@ -192,8 +195,14 @@ export class Element extends eui.Component {
case
StateType
.
BUBBLE
:
recoverType
=
RecoverName
.
BUBBLE_STATE
;
break
;
case
StateType
.
HAIRBALL
:
recoverType
=
RecoverName
.
HAIRBALL_STATE
;
case
StateType
.
HAIRBALLGREY
:
recoverType
=
RecoverName
.
HAIRBALLGREY_STATE
;
break
;
case
StateType
.
HAIRBALLBLACK
:
recoverType
=
RecoverName
.
HAIRBALLBLACK_STATE
;
break
;
case
StateType
.
HAIRBALLBROWN
:
recoverType
=
RecoverName
.
HAIRBALLBROWN_STATE
;
break
;
}
Pool
.
recover
(
recoverType
,
state
);
...
...
@@ -347,14 +356,32 @@ export class Element extends eui.Component {
this
.
states
[
state
]
=
bubbleState
;
this
.
showImage
.
alpha
=
0
;
break
;
case
StateType
.
HAIRBALL
:
let
hairBallState
=
Pool
.
takeOut
(
RecoverName
.
HAIRBALL_STATE
);
if
(
!
hairBallState
)
{
hairBallState
=
new
HairballState
(
data
);
case
StateType
.
HAIRBALLGREY
:
let
hairballGreyState
=
Pool
.
takeOut
(
RecoverName
.
HAIRBALLGREY_STATE
);
if
(
!
hairballGreyState
)
{
hairballGreyState
=
new
HairballGreyState
();
}
else
{
hairballGreyState
.
reset
()
}
this
.
states
[
state
]
=
hairballGreyState
;
break
;
case
StateType
.
HAIRBALLBLACK
:
let
hairballBlackState
=
Pool
.
takeOut
(
RecoverName
.
HAIRBALLBLACK_STATE
);
if
(
!
hairballBlackState
)
{
hairballBlackState
=
new
HairballBlackState
();
}
else
{
hairballBlackState
.
reset
()
}
this
.
states
[
state
]
=
hairballBlackState
;
break
;
case
StateType
.
HAIRBALLBROWN
:
let
hairballBrowState
=
Pool
.
takeOut
(
RecoverName
.
HAIRBALLBROWN_STATE
);
if
(
!
hairballBrowState
)
{
hairballBrowState
=
new
HairballBrownState
();
}
else
{
hair
BallState
.
reset
(
data
)
hair
ballBrowState
.
reset
(
)
}
this
.
states
[
state
]
=
hair
Ball
State
;
this
.
states
[
state
]
=
hair
ballBrow
State
;
break
;
}
//视图添加
...
...
egret/src/something/class/Ice.ts
View file @
dde2d83c
import
{
ElementType
}
from
"../enum/ElementType"
;
export
class
Ice
extends
e
ui
.
Image
{
export
class
Ice
extends
e
gret
.
Bitmap
{
/**
* 消除次数
*/
...
...
@@ -19,7 +19,10 @@ export class Ice extends eui.Image {
constructor
(
n
:
number
=
2
)
{
super
()
this
.
source
=
"ele"
+
ElementType
.
ICE
+
"_png"
;
var
texture
:
egret
.
Texture
=
RES
.
getRes
(
"ele"
+
ElementType
.
ICE
+
"_png"
);
this
.
texture
=
texture
;
this
.
anchorOffsetX
=
texture
.
textureWidth
/
2
;
this
.
anchorOffsetY
=
texture
.
textureHeight
/
2
;
if
(
n
==
2
)
{
this
.
alpha
=
1
;
}
else
{
...
...
egret/src/something/enum/ElementType.ts
View file @
dde2d83c
...
...
@@ -10,7 +10,7 @@ export enum ElementType {
CATTLE
,
//牛2
LION
,
//狮子3
PIG
,
//猪4
//特殊元素
ROCK
,
//石头5
LOLLIPOP
,
//棒棒糖6
...
...
@@ -22,8 +22,9 @@ export enum ElementType {
ICE
,
//冰块9
//元素身上状态
HAIRBALL
,
//毛球10
HAIRBALLGREY
,
//灰色毛球10
HAIRBALLBROWN
,
//褐色毛球11
HAIRBALLBLACK
,
//黑色毛球12
}
var
a
=
[
0
,
40
,
30
,
0
,
44
,
0
,
20
,
40
,
0
,
...
...
egret/src/something/enum/RecoverName.ts
View file @
dde2d83c
...
...
@@ -12,11 +12,15 @@ export enum RecoverName {
SCORE_ANI
=
"ScoreAni"
,
//目标飞入的图片,没有相应的类,直接用egret.Bitmap
FLYIMAGE
=
"flyImage"
,
//带回调的动画,和不带的合并不了,因为可能还有其他参数
BONUSSHOOT_ANI
=
"BonusShootAni"
,
JELLYSPREAD_ANI
=
"JellySpreadAni"
,
PIECETOEGG_ANI
=
"PieceToEggAni"
,
BUBBLE_ANI
=
"BubbleAni"
,
HAIRBALLBROWNDIVIDE
=
"HairballBrownDivide"
,
...
...
@@ -42,7 +46,8 @@ export enum RecoverName {
STEP_ANI
=
"StepAni"
,
JELLYDIS_ANI
=
"JellyDisAni"
,
EGGBROKEN_ANI
=
"EggBrokenAni"
,
HAIRBALLDIS_ANI
=
"HairballDisAni"
,
HAIRBALLGREYDIS_ANI
=
"HairballGreyDisAni"
,
HAIRBALLBLACKDIS_ANI
=
"HairballBlackDisAni"
,
//方形遮罩
RECT_MASK
=
"RectMask"
,
...
...
@@ -50,5 +55,8 @@ export enum RecoverName {
//状态的回收
LOCK_STATE
=
"LockState"
,
BUBBLE_STATE
=
"BubbleState"
,
HAIRBALL_STATE
=
"HairballState"
,
HAIRBALLGREY_STATE
=
"HairballGreyState"
,
HAIRBALLBLACK_STATE
=
"HairballGreyState"
,
HAIRBALLBROWN_STATE
=
"HairballGreyState"
,
}
\ No newline at end of file
egret/src/something/enum/StateType.ts
View file @
dde2d83c
...
...
@@ -4,5 +4,7 @@
export
enum
StateType
{
LOCK
=
0
,
//锁
BUBBLE
,
//变色气泡
HAIRBALL
,
//毛球
HAIRBALLGREY
,
//灰色毛球 ,一次就消除
HAIRBALLBROWN
,
//褐色毛球 ,只能特效消除
HAIRBALLBLACK
,
//黑色毛球 ,两次消除,一次闭眼
}
\ No newline at end of file
egret/src/something/interface/GenerateLatData.ts
View file @
dde2d83c
/**
* 格子生成口数据格式
*/
export
interface
GenerateLatData
{
export
interface
GenerateLatData
{
/**
* 生成口的索引
*/
...
...
@@ -10,7 +10,7 @@ export interface GenerateLatData{
* 掉落元素类型
* 里面随机类型和下一致
*/
type
:
number
[]
type
?:
number
[]
/**
* 自定义掉落元素
* 十位是基础元素类型,对应数字减1就是基础元素类型
...
...
@@ -21,5 +21,5 @@ export interface GenerateLatData{
* 13
* 14
*/
cus
:
number
[];
cus
?
:
number
[];
}
\ No newline at end of file
egret/src/something/interface/MapData.ts
View file @
dde2d83c
...
...
@@ -32,8 +32,9 @@ export interface MapData {
* 5果冻
* 6鸡蛋
* 7变色气泡
* 8一级毛球
* 9二级毛球
* 8灰色毛球 一次消除
* 9褐色毛球 特效消除,分裂
* 10黑色毛球 两次消除,一次眩晕,
*/
elements
?:
number
[];
/**
...
...
egret/src/something/logic/AiControl.ts
View file @
dde2d83c
...
...
@@ -238,7 +238,7 @@ export class AiControl {
let
index
=
indexs
[
a
];
let
lat
=
thisObj
.
lattices
[
index
];
let
ele
=
lat
.
element
;
let
fromType
=
ele
.
type
;
let
fromType
=
ele
.
type
;
//计算type
let
type
:
ElementType
=
1
;
//直接重置类型,为了后续计算,但是要隐藏,待动画播放完显示
...
...
@@ -255,7 +255,7 @@ export class AiControl {
bubbleAni
.
y
=
p
[
1
];
thisObj
.
addChild
(
bubbleAni
);
//播放动画
bubbleAni
.
play
(
fromType
,
type
,
()
=>
{
bubbleAni
.
play
(
fromType
,
type
,
()
=>
{
//显示
ele
.
visible
=
true
;
count
++
;
...
...
@@ -265,9 +265,6 @@ export class AiControl {
})
}
}
}
/**
...
...
@@ -292,7 +289,13 @@ function judgeHairballExist(lattices: Lattice[]) {
for
(
var
i
=
0
;
i
<
lattices
.
length
;
i
++
)
{
var
lattice
=
lattices
[
i
]
//必须是基础元素,然后判断状态毛球,有一个就返回true
if
(
Tool
.
judgeBaseEle
(
lattice
)
&&
lattice
.
element
.
hasState
(
StateType
.
HAIRBALL
))
return
true
if
(
Tool
.
judgeBaseEle
(
lattice
)
&&
(
lattice
.
element
.
hasState
(
StateType
.
HAIRBALLGREY
)
||
lattice
.
element
.
hasState
(
StateType
.
HAIRBALLBLACK
)
||
lattice
.
element
.
hasState
(
StateType
.
HAIRBALLBROWN
)
)
)
return
true
}
return
false
;
}
...
...
egret/src/something/logic/aaa.ts
View file @
dde2d83c
...
...
@@ -150,35 +150,6 @@ function calVet(index: string): number[] {
return
[
center
[
0
]
+
dis
[
arr
[
1
]],
center
[
1
]
+
dis
[
arr
[
2
]]]
}
//给出10*10
let
indexToRcMap10
:
number
[][];
let
indexPositions10
:
number
[][];
function
get10DataUp
()
{
indexToRcMap10
=
[];
indexPositions10
=
[];
var
rowNum
=
Tool
.
rowNum
+
1
;
var
colNum
=
Tool
.
colNum
+
1
;
var
offsetX
=
Tool
.
offsetX
var
offsetY
=
Tool
.
offsetY
for
(
var
i
=
0
;
i
<
rowNum
;
i
++
)
{
for
(
var
j
=
0
;
j
<
colNum
;
j
++
)
{
// rcToIndexMap["" + i + j] = i * colNum + j;
indexToRcMap10
[
i
*
colNum
+
j
]
=
[
i
,
j
];
indexPositions10
[
i
*
colNum
+
j
]
=
[
offsetX
+
j
*
Tool
.
width
,
offsetY
+
i
*
Tool
.
height
];
}
}
}
//返回10的索引
function
indexToRc10
(
index
:
number
):
number
[]
{
if
(
!
indexToRcMap10
)
get10DataUp
();
return
indexToRcMap10
[
index
]
}
//
function
getPositionByIndex10
(
index
:
number
):
number
[]
{
if
(
!
indexPositions10
)
get10DataUp
();
return
indexPositions10
[
index
]
}
/**
* 生成格子背景的路径
* @param lattices
...
...
@@ -203,7 +174,7 @@ export function generateMapBg(lattices: number[]): PathData[] {
//周围至少右一个
// console.log(vertexs)
if
(
vertexs
[
i
].
indexOf
(
1
)
>
-
1
)
{
var
p
=
getPositionByIndex10
(
i
)
var
p
=
Tool
.
getPositionByIndex10
(
i
)
//判断是否在groups内
var
group
=
judgeInGroups
(
i
,
paths
,
vertexs
[
i
])
if
(
group
)
{
...
...
@@ -256,7 +227,7 @@ function isPointIn(point: number[], points: number[]): boolean {
}
function
judgeInGroups
(
index
:
number
,
groups
:
PathData
[],
vertex
:
number
[]):
PathData
{
var
p
=
getPositionByIndex10
(
index
)
var
p
=
Tool
.
getPositionByIndex10
(
index
)
for
(
var
i
=
0
;
i
<
groups
.
length
;
i
++
)
{
var
group
=
groups
[
i
];
if
(
isPointIn
(
p
,
group
.
points
))
{
...
...
@@ -377,7 +348,7 @@ function beenLoop(index: number, vertexs: number[][]): PathData {
while
(
curIndex
!=
index
)
{
lastIndex
=
curIndex
||
index
;
//求得行列
var
rc
=
indexToRc10
(
lastIndex
);
var
rc
=
Tool
.
indexToRc10
(
lastIndex
);
var
directionAll
=
{
"r"
:
rc
[
1
]
<
Tool
.
colNum
?
lastIndex
+
1
:
null
,
"l"
:
rc
[
1
]
>
0
?
lastIndex
-
1
:
null
,
...
...
@@ -408,7 +379,7 @@ function beenLoop(index: number, vertexs: number[][]): PathData {
if
(
curIndex
==
index
)
{
group
.
indexs10
.
push
(
lastIndex
);
if
(
lastDirection
!=
direction
)
{
var
point
=
getPositionByIndex10
(
lastIndex
);
var
point
=
Tool
.
getPositionByIndex10
(
lastIndex
);
group
.
points
.
push
(
point
[
0
],
point
[
1
]);
lastDirection
=
direction
}
...
...
@@ -419,7 +390,7 @@ function beenLoop(index: number, vertexs: number[][]): PathData {
if
(
lastDirection
==
direction
)
{
}
else
{
var
point
=
getPositionByIndex10
(
lastIndex
);
var
point
=
Tool
.
getPositionByIndex10
(
lastIndex
);
group
.
points
.
push
(
point
[
0
],
point
[
1
]);
lastDirection
=
direction
}
...
...
@@ -432,7 +403,7 @@ function beenLoop(index: number, vertexs: number[][]): PathData {
//取顶点格子左上角格子索引
function
getLeftUp
(
index
:
number
):
number
{
var
rc
=
indexToRc10
(
index
);
var
rc
=
Tool
.
indexToRc10
(
index
);
if
(
rc
[
0
]
>
0
&&
rc
[
1
]
>
0
)
{
return
Tool
.
rcToIndex
(
rc
[
0
]
-
1
,
rc
[
1
]
-
1
)
}
else
{
...
...
@@ -441,7 +412,7 @@ function getLeftUp(index: number): number {
}
//取顶点格子右上角格子索引
function
getRightUp
(
index
:
number
):
number
{
var
rc
=
indexToRc10
(
index
);
var
rc
=
Tool
.
indexToRc10
(
index
);
if
(
rc
[
0
]
>
0
&&
rc
[
1
]
<
Tool
.
colNum
)
{
return
Tool
.
rcToIndex
(
rc
[
0
]
-
1
,
rc
[
1
])
}
else
{
...
...
@@ -450,7 +421,7 @@ function getRightUp(index: number): number {
}
//取顶点格子右下角格子
function
getRightDown
(
index
:
number
):
number
{
var
rc
=
indexToRc10
(
index
);
var
rc
=
Tool
.
indexToRc10
(
index
);
if
(
rc
[
0
]
<
Tool
.
rowNum
&&
rc
[
1
]
<
Tool
.
colNum
)
{
return
Tool
.
rcToIndex
(
rc
[
0
],
rc
[
1
])
}
else
{
...
...
@@ -459,7 +430,7 @@ function getRightDown(index: number): number {
}
//取顶点格子左下角格子
function
getLeftDown
(
index
:
number
):
number
{
var
rc
=
indexToRc10
(
index
);
var
rc
=
Tool
.
indexToRc10
(
index
);
if
(
rc
[
0
]
<
Tool
.
rowNum
&&
rc
[
1
]
>
0
)
{
return
Tool
.
rcToIndex
(
rc
[
0
],
rc
[
1
]
-
1
)
}
else
{
...
...
@@ -469,8 +440,8 @@ function getLeftDown(index: number): number {
//根据两个顶点索引,有顺序,取下是否有
function
getDown
(
l
:
number
,
r
:
number
,
vertexs
:
number
[][])
{
var
rcL
=
indexToRc10
(
l
);
var
rcR
=
indexToRc10
(
r
);
var
rcL
=
Tool
.
indexToRc10
(
l
);
var
rcR
=
Tool
.
indexToRc10
(
r
);
if
(
rcR
[
1
]
-
rcL
[
1
]
==
1
)
{
//正下方
return
vertexs
[
l
][
2
]
...
...
@@ -490,8 +461,8 @@ function getDown(l: number, r: number, vertexs: number[][]) {
}
////根据两个顶点索引,有顺序,取上是否有
function
getUp
(
l
:
number
,
r
:
number
,
vertexs
:
number
[][])
{
var
rcL
=
indexToRc10
(
l
);
var
rcR
=
indexToRc10
(
r
);
var
rcL
=
Tool
.
indexToRc10
(
l
);
var
rcR
=
Tool
.
indexToRc10
(
r
);
if
(
rcR
[
1
]
-
rcL
[
1
]
==
1
)
{
//上方
return
vertexs
[
l
][
1
]
...
...
@@ -534,9 +505,9 @@ function clearGroup(group: PathData) {
var
one
=
group
.
indexs10
[
0
];
var
two
=
group
.
indexs10
[
1
];
var
Last
=
group
.
indexs10
[
group
.
indexs10
.
length
-
1
];
var
rc1
=
indexToRc10
(
one
);
var
rc2
=
indexToRc10
(
two
);
var
rcL
=
indexToRc10
(
Last
);
var
rc1
=
Tool
.
indexToRc10
(
one
);
var
rc2
=
Tool
.
indexToRc10
(
two
);
var
rcL
=
Tool
.
indexToRc10
(
Last
);
if
((
rc1
[
0
]
==
rc2
[
0
]
&&
rc1
[
0
]
==
rcL
[
0
])
||
(
rc1
[
1
]
==
rc2
[
1
]
&&
rc1
[
1
]
==
rcL
[
1
]))
{
// group.indexs10.shift();
group
.
points
.
shift
();
...
...
egret/src/something/states/BubbleState.ts
View file @
dde2d83c
...
...
@@ -14,7 +14,7 @@ export class BubbleState extends State {
* 显示图片
*/
private
showImage
:
egret
.
Bitmap
;
constructor
(
type
:
ElementType
)
{
super
();
this
.
showImage
=
new
egret
.
Bitmap
();
...
...
@@ -29,7 +29,7 @@ export class BubbleState extends State {
//直接回收
recover
()
{
if
(
this
.
parent
)
this
.
parent
.
removeChild
(
this
);
Pool
.
recover
(
RecoverName
.
HAIRBALL
_STATE
,
this
);
Pool
.
recover
(
RecoverName
.
BUBBLE
_STATE
,
this
);
}
private
changeSource
(
source
:
string
)
{
...
...
egret/src/something/states/HairballBlackState.ts
0 → 100644
View file @
dde2d83c
import
{
State
}
from
"../class/State"
;
import
{
Pool
}
from
"../Pool"
;
import
{
RecoverName
}
from
"../enum/RecoverName"
;
import
{
ElementType
}
from
"../enum/ElementType"
;
/**
* 黑色毛球状态
* 两次消除,需要修改图片,,,再说,还没写
*/
export
class
HairballBlackState
extends
State
{
private
showImage
:
egret
.
Bitmap
;
/**
* 是否激活
*/
isActive
:
boolean
;
constructor
()
{
super
();
var
texture
:
egret
.
Texture
=
RES
.
getRes
(
"ele"
+
ElementType
.
HAIRBALLBLACK
+
"_png"
)
this
.
showImage
=
new
egret
.
Bitmap
(
texture
);
this
.
addChild
(
this
.
showImage
);
this
.
showImage
.
x
=
-
texture
.
textureWidth
/
2
;
this
.
showImage
.
y
=
-
texture
.
textureHeight
/
2
;
this
.
isActive
=
false
;
}
reset
()
{
this
.
isActive
=
false
;
}
recover
()
{
if
(
this
.
parent
)
this
.
parent
.
removeChild
(
this
);
Pool
.
recover
(
RecoverName
.
HAIRBALLBLACK_STATE
,
this
);
}
// private changeSource(source: string) {
// var texture: egret.Texture = RES.getRes(source);
// this.showImage.texture = texture;
// this.showImage.x = -texture.textureWidth / 2;
// this.showImage.y = -texture.textureHeight / 2
// }
}
\ No newline at end of file
egret/src/something/states/HairballState.ts
→
egret/src/something/states/Hairball
Brown
State.ts
View file @
dde2d83c
...
...
@@ -6,48 +6,30 @@ import { RecoverName } from "../enum/RecoverName";
import
{
ElementType
}
from
"../enum/ElementType"
;
/**
* 毛球状态
*
消失动画。和
分裂动画都在外面单独掉
*
褐色帽绣
毛球状态
* 分裂动画都在外面单独掉
*/
export
class
HairballState
extends
State
{
export
class
Hairball
Brown
State
extends
State
{
private
showImage
:
egret
.
Bitmap
;
/**
* 是否激活
*/
isActive
:
boolean
;
/**
* 毛球等级,1或2
*/
private
_levelNum
:
number
;
get
levelNum
()
{
return
this
.
_levelNum
}
set
levelNum
(
value
:
number
)
{
if
(
this
.
_levelNum
==
value
)
return
this
.
_levelNum
=
value
;
var
source
:
string
;
if
(
value
==
2
)
{
source
=
"hairballDark_png"
;
}
else
{
source
=
"ele"
+
ElementType
.
HAIRBALL
+
"_png"
}
this
.
changeSource
(
source
)
}
constructor
(
level
:
number
=
2
)
{
constructor
()
{
super
();
this
.
showImage
=
new
egret
.
Bitmap
();
var
texture
:
egret
.
Texture
=
RES
.
getRes
(
"ele"
+
ElementType
.
HAIRBALLBROWN
+
"_png"
)
this
.
showImage
=
new
egret
.
Bitmap
(
texture
);
this
.
addChild
(
this
.
showImage
);
this
.
levelNum
=
level
;
this
.
showImage
.
x
=
-
texture
.
textureWidth
/
2
;
this
.
showImage
.
y
=
-
texture
.
textureHeight
/
2
;
this
.
isActive
=
false
;
}
reset
(
level
:
number
=
2
)
{
this
.
levelNum
=
level
;
reset
()
{
this
.
isActive
=
false
;
}
recover
()
{
if
(
this
.
parent
)
this
.
parent
.
removeChild
(
this
);
Pool
.
recover
(
RecoverName
.
HAIRBALL_STATE
,
this
);
Pool
.
recover
(
RecoverName
.
HAIRBALL
BROWN
_STATE
,
this
);
}
private
changeSource
(
source
:
string
)
{
...
...
egret/src/something/states/HairballGreyState.ts
0 → 100644
View file @
dde2d83c
import
{
State
}
from
"../class/State"
;
import
{
Pool
}
from
"../Pool"
;
import
{
RecoverName
}
from
"../enum/RecoverName"
;
import
{
ElementType
}
from
"../enum/ElementType"
;
/**
* 褐色帽绣毛球状态
* 分裂动画都在外面单独掉
*/
export
class
HairballGreyState
extends
State
{
private
showImage
:
egret
.
Bitmap
;
constructor
()
{
super
();
var
texture
:
egret
.
Texture
=
RES
.
getRes
(
"ele"
+
ElementType
.
HAIRBALLGREY
+
"_png"
)
this
.
showImage
=
new
egret
.
Bitmap
(
texture
);
this
.
addChild
(
this
.
showImage
);
this
.
showImage
.
x
=
-
texture
.
textureWidth
/
2
;
this
.
showImage
.
y
=
-
texture
.
textureHeight
/
2
;
}
reset
()
{
}
recover
()
{
if
(
this
.
parent
)
this
.
parent
.
removeChild
(
this
);
Pool
.
recover
(
RecoverName
.
HAIRBALLGREY_STATE
,
this
);
}
}
\ No newline at end of file
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