Commit e6e33a2a authored by zjz1994's avatar zjz1994

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

# Conflicts:
#	egret/src/mainScene/MainScene.ts
#	egret/src/something/chapters/Chapter24.ts
合并0416猩猩版本
parents 93a7252c 93d63bff
...@@ -221,9 +221,10 @@ export default class MainScene extends Scene { ...@@ -221,9 +221,10 @@ export default class MainScene extends Scene {
recycleIndexs: number[]; recycleIndexs: number[];
//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
elementContainer: egret.DisplayObjectContainer; elementContainer: egret.DisplayObjectContainer;
//虫洞层 //虫洞层
wormholeContainer:egret.DisplayObjectContainer; wormholeContainer:egret.DisplayObjectContainer;
//流沙提出来,解决流沙抖动问题
mapupContainer:egret.DisplayObjectContainer;
//选中框 //选中框
choosed: eui.Image; choosed: eui.Image;
//消除后生成空格的索引 //消除后生成空格的索引
...@@ -703,13 +704,17 @@ export default class MainScene extends Scene { ...@@ -703,13 +704,17 @@ export default class MainScene extends Scene {
this.conveyorMap = {}; this.conveyorMap = {};
this.map = bg; this.map = bg;
this.map.addChild(conveyor); this.map.addChild(conveyor);
this.wormholeContainer = new egret.DisplayObjectContainer(); this.wormholeContainer = new egret.DisplayObjectContainer();
this.addChild(this.wormholeContainer); this.addChild(this.wormholeContainer);
//修改流沙的问题
this.mapupContainer = new egret.DisplayObjectContainer();
this.addChild(this.mapupContainer);
//容器 //容器
this.elementContainer = new egret.DisplayObjectContainer(); this.elementContainer = new egret.DisplayObjectContainer();
this.addChild(this.elementContainer); this.addChild(this.elementContainer);
//加遮罩,大遮罩一直都加,小遮罩时时判断 //加遮罩,大遮罩一直都加,小遮罩时时判断
var mask = drawShape(path); var mask = drawShape(path);
this.elementContainer.mask = mask; this.elementContainer.mask = mask;
...@@ -933,7 +938,8 @@ export default class MainScene extends Scene { ...@@ -933,7 +938,8 @@ export default class MainScene extends Scene {
this.lattices[i].block = latticeDisplay as BaseBlock; this.lattices[i].block = latticeDisplay as BaseBlock;
} }
if(latticeDisplay) { if(latticeDisplay) {
this.map.addChild(latticeDisplay); // this.map.addChild(latticeDisplay);
this.mapupContainer.addChild(latticeDisplay);
latticeDisplay.x = p[0]; latticeDisplay.x = p[0];
latticeDisplay.y = p[1]; latticeDisplay.y = p[1];
} }
...@@ -1316,7 +1322,7 @@ export default class MainScene extends Scene { ...@@ -1316,7 +1322,7 @@ export default class MainScene extends Scene {
//初始化引导,游戏和道具 //初始化引导,游戏和道具
initGuide() { initGuide() {
//游戏引导 //游戏引导
const gameGuideChapterNum = [1, 2, 3, 5, 8, 9, 10, 12, 17, 25, 41, 61, 101, 121, 226, 301,331, 377, 406, 426, 453, 501, 556]; const gameGuideChapterNum = [1, 2, 3, 5, 8, 9, 10, 12, 17, 25, 41, 61, 101, 121, 226, 301,331, 377, 406, 426, 453, 501, 556, 601];
if (gameGuideChapterNum.indexOf(this.chapter >> 0) > -1) { if (gameGuideChapterNum.indexOf(this.chapter >> 0) > -1) {
if (!readCache(getCacheKey() + this.chapter)) { if (!readCache(getCacheKey() + this.chapter)) {
this.gameGuide = new GameGuide(this); this.gameGuide = new GameGuide(this);
...@@ -2666,7 +2672,7 @@ export default class MainScene extends Scene { ...@@ -2666,7 +2672,7 @@ export default class MainScene extends Scene {
// return; // return;
// } // }
if(this.freepongoArr.length==1){//拍块 if(this.freepongoArr.length==1){//拍块
console.log("一只猩猩拍块"); // console.log("一只猩猩拍块");
// this.pongoPaiKuang(this.freepongoArr[0]); // this.pongoPaiKuang(this.freepongoArr[0]);
// var pongotl = this.freepongoArr.shift(); // var pongotl = this.freepongoArr.shift();
// if(this.gopongoArr.indexOf(pongotl)==-1){ // if(this.gopongoArr.indexOf(pongotl)==-1){
...@@ -2788,7 +2794,7 @@ export default class MainScene extends Scene { ...@@ -2788,7 +2794,7 @@ export default class MainScene extends Scene {
} }
} }
if(recoverlp>0){ if(recoverlp>0){
console.log("传送带棒棒糖消除"); // console.log("传送带棒棒糖消除");
this.fall(()=>{ this.fall(()=>{
this.fallCallback(); this.fallCallback();
}) })
...@@ -4266,7 +4272,7 @@ export default class MainScene extends Scene { ...@@ -4266,7 +4272,7 @@ export default class MainScene extends Scene {
const ice = lat.ice; const ice = lat.ice;
ice.countNum--; ice.countNum--;
if(ice.countNum == 0) { if(ice.countNum == 0) {
this.map.removeChild(ice); this.mapupContainer.removeChild(ice);
//回收 //回收
Pool.recover(RecoverName.ICE, ice); Pool.recover(RecoverName.ICE, ice);
lat.ice = null; lat.ice = null;
......
...@@ -41,7 +41,7 @@ export default async (thisObj: MainScene) => { ...@@ -41,7 +41,7 @@ export default async (thisObj: MainScene) => {
if (!sandMoveAni) { if (!sandMoveAni) {
sandMoveAni = new SandMoveAni(); sandMoveAni = new SandMoveAni();
} }
thisObj.map.addChild(sandMoveAni); thisObj.mapupContainer.addChild(sandMoveAni);
promiseList.push(sandMoveAni.play(from, p, sand)); promiseList.push(sandMoveAni.play(from, p, sand));
// sands.push(sand); // sands.push(sand);
} }
......
...@@ -555,7 +555,7 @@ export default class MapScene extends Scene { ...@@ -555,7 +555,7 @@ export default class MapScene extends Scene {
} }
// 如果是尾部 // 如果是尾部
if (lastOrder > window['total_level'] - MapBottomPart.LEVEL_NUMS) { if (lastOrder >= (window['total_level'] - MapBottomPart.LEVEL_NUMS-1)) {
return this.getScrollV2(lastOrder, stageHeight); return this.getScrollV2(lastOrder, stageHeight);
} }
...@@ -587,6 +587,9 @@ export default class MapScene extends Scene { ...@@ -587,6 +587,9 @@ export default class MapScene extends Scene {
getScrollV2(lastOrder, stageHeight) { getScrollV2(lastOrder, stageHeight) {
const y0 = this._data.bottom.y; const y0 = this._data.bottom.y;
lastOrder = lastOrder - this._data.list.length * MapRpeatPart.LEVEL_NUMS - 7; lastOrder = lastOrder - this._data.list.length * MapRpeatPart.LEVEL_NUMS - 7;
if(lastOrder<1){
lastOrder = 1;
}
const totalHeight = this._data.top.height + const totalHeight = this._data.top.height +
(this._data.list.length * this._data.list[0].height) (this._data.list.length * this._data.list[0].height)
+ this._data.bottom.height; + this._data.bottom.height;
......
This diff is collapsed.
...@@ -556,7 +556,22 @@ const chapterFuns = { ...@@ -556,7 +556,22 @@ const chapterFuns = {
msg: [ msg: [
"在周围消除给大炮充能释放\n炮弹,消除炮口方向的\n所有元素。" "在周围消除给大炮充能释放\n炮弹,消除炮口方向的\n所有元素。"
] ]
} },
601: {
stepCount: 1,
showIndexs: [
[19, 20, 21, 22],
],
hideIndexs: [
[19, 20],
],
handIndexs: [
[21, 22],
],
msg: [
"在藤蔓周围消除,\n解救猩猩会有惊喜哦~"
]
},
}; };
/** /**
......
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