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- import GamePlay from "../../GamePlay";
- import { PROPTYPE } from "../../data/Enum";
- import GameLogic from "../../util/GameLogic";
- import PoolMgr, { NODEPOOLPREFABTYPE } from "../../mgr/PoolMgr";
- import GameConst from "../../data/GameConst";
- import AniFinishDestroy from "../../util/common/AniFinishDestroy";
- import EliminateScore from "../effect/EliminateScore";
- import ScoreEnergy from "../effect/ScoreEnergy";
- import { GameProp } from "../../../game/data/GameData";
- const { ccclass, property } = cc._decorator;
- @ccclass
- export default class CellItem extends cc.Component {
- /**cellItem的ani效果 */
- @property(cc.Animation)
- ani_cellItem: cc.Animation = null;
- /**cellItem的Icon图 */
- @property(cc.Sprite)
- spr_cellItemIcon: cc.Sprite = null;
- /**cellItem的Icon图 */
- @property(cc.Node)
- node_redPackIcon: cc.Node = null;
- /**纵列数 */
- public x: number = 0;
- /**横列数 */
- public y: number = 0;
- /**类型 */
- public type: number = 0;
- /**是否移除 */
- public ifRemoved: boolean = false;
- /**是否有红包 */
- public ifRedPacket: boolean = false;
- // LIFE-CYCLE CALLBACKS:
- // onLoad () {}
- start() {
- this.node.on(cc.Node.EventType.TOUCH_END, this.onClick, this);
- }
- // update (dt) {}
- /**初始化
- * @param x 横坐标
- * @param y 纵坐标
- */
- init(index_x: number, index_y: number) {
- this.x = index_x;
- this.y = index_y;
- this.ifRemoved = false;
- let endPos = this.getEndPos();
- this.node.x = endPos.x;
- this.node.y = cc.winSize.height * 0.5 + this.node.height + 50;
- this.ani_cellItem.play();
- //LogUtil.log("[CellItem] init", this.x, this.y, endPos);
- this.setType();
- cc.tween(this.node)
- .delay(0.2)
- .to(0.3, { y: endPos.y })
- .call(() => {
- }).start()
- }
- /**获取结束位置 */
- getEndPos(): cc.Vec2 {
- let endX = (this.x * this.node.width + this.node.width * 0.5) - GamePlay.Inst.node_content.width * 0.5;
- let endY = -(this.y * this.node.height + this.node.height * 0.5) + GamePlay.Inst.node_content.height * 0.5;
- return new cc.Vec2(endX, endY);
- }
- /**设置类型 */
- setType(type: number = null) {
- this.node.opacity = 255;
- let lastType = this.type;
- if (type) {
- //LogUtil.log("【cellItem】 重置重置动画动画!!!!!!!!!!!!!!!!!!!!")
- this.ani_cellItem.play("cellItem_reset");
- this.type = type;
- }
- else {
- let type: number = null;
- let level = gData.gameData.getProp(GameProp.levelNum);
- if (level != null && level != undefined) {
- //原先
- //type = GameConst.config_level[PlayerConst.levelNum][this.x][this.y];
- //现在(配置就对照游戏真实的布局)
- type = GameConst.config_level[level][this.y][this.x];
- }
- if (type) {
- this.type = type;
- }
- else {
- this.type = Math.floor(Math.random() * 5) + 1;
- }
- // LogUtil.log("typ111111", type, this.type);
- }
- this.spr_cellItemIcon.node.width = 75;
- this.spr_cellItemIcon.node.height = 75;
- // LogUtil.log("lastType", lastType);
- // LogUtil.log("type", type);
- if (!lastType || lastType != this.type) {
- mk.loader.load(`game/texture/cellItemIcon/${GameConst.iconIndex}/${this.type}`, cc.SpriteFrame).then((spriteFrame) => {
- this.spr_cellItemIcon.spriteFrame = spriteFrame;
- })
- }
- }
- /**重置 */
- reset() {
- //LogUtil.log("【cellItem】 重置重置动画动画!!!!!!!!!!!!!!!!!!!!")
- this.ani_cellItem.play("cellItem_reset");
- let type = Math.floor(Math.random() * 5) + 1;
- this.setType(type);
- }
- /**点击 */
- onClick() {
- //FC:是否可以点击
- if (!GamePlay.Inst.ifCouldClick) {
- return;
- }
- else {
- GamePlay.Inst.ifCouldClick = false;
- }
- //LogUtil.log("Game.Inst.cellItemDic", Game.Inst.cellItemDic, this.x, this.y);
- //重置提示
- GamePlay.Inst.intervalShowGuide();
- GamePlay.Inst.intervalShowInter();
- if (GamePlay.Inst.node_changeCellItemUI.active) {
- GamePlay.Inst.node_changeCellItemUI.active = false;
- }
- //重置
- GamePlay.Inst.cleanedVecArr = [];
- GamePlay.Inst.cleanXIndexArr = [];
- //更改颜色道具
- if (GamePlay.Inst.curPropType == PROPTYPE.Change) {
- GamePlay.Inst.curPropType = PROPTYPE.Null;
- GamePlay.Inst.curSelectCellItem = this;
- GamePlay.Inst.showChangeCellItemUI();
- this.node.opacity = 150;
- return;
- }
- //锤子道具
- else if (GamePlay.Inst.curPropType == PROPTYPE.Hammer) {
- GamePlay.Inst.curPropType = PROPTYPE.Null;
- GamePlay.Inst.curSelectCellItem = this;
- let aroundSameTypeNum = GameLogic.getAroundSameType(this.x, this.y, this.type, false).length;
- if (aroundSameTypeNum <= 0) {
- mk.console.log("周围没有相同的Item ----------------------------------------");
- GamePlay.Inst.cleanedVecArr.push(new cc.Vec2(this.x, this.y));
- //this.ifRemoved = true;
- }
- }
- GamePlay.Inst.curClickCellItem = this;
- //获取清除的CellItem的位置信息列表
- GameLogic.getCleanedVecList(this.x, this.y, this.type);
- //根据vec列表清理cellItem
- GamePlay.Inst.cleanCellItemByVecList();
- }
- /**
- * 向下移动
- * @param index_x x索引值
- * @param index_y 下移至的y索引值
- * @param moveIndex moveIndex
- * @param ifLastMoveCellItem 是否是最后一个移动的CellItem
- */
- moveDown(index_x: number, index_y: number, moveIndex: number, ifLastMoveCellItem: boolean = false) {
- //如果不需要移动就return
- if (this.y == index_y) {
- if (ifLastMoveCellItem) {
- GamePlay.Inst.checkMoveLeftCellItem();
- }
- return;
- }
- // LogUtil.log("[CellItem] index_x index_y", index_x, index_y);
- // LogUtil.log("Game.Inst.cellItemDic", Game.Inst.cellItemDic);
- //移动方块数
- let intervalNum = index_y - this.y;
- //将原来位置置空
- GamePlay.Inst.cellItemDic[this.x][this.y] = null;
- //重新赋值位置
- this.x = index_x;
- this.y = index_y;
- //给现在位置重新赋值
- GamePlay.Inst.cellItemDic[this.x][this.y] = this;
- //let endX = index_x * this.node.width + this.node.width * 0.5 - Game.Inst.node_content.width * 0.5;
- let endY = -(this.y * this.node.height + this.node.height * 0.5) + GamePlay.Inst.node_content.height * 0.5;
- let delayTime = moveIndex * 0.03;
- let moveDwonTime = intervalNum * 0.12;
- //LogUtil.log("delay moveIndex", moveIndex, delayTime);
- cc.tween(this.node)
- .delay(delayTime)
- .call(() => {
- this.ani_cellItem.play("cellItem_down1");
- })
- .to(moveDwonTime, { y: endY })
- .call(() => {
- this.ani_cellItem.play("cellItem_down2");
- //如果是最后一个移动
- if (ifLastMoveCellItem) {
- mk.console.log("【CellItem】检测是否能消除 移动完毕最后一个");
- GamePlay.Inst.checkMoveLeftCellItem();
- //Game.Inst.ifCouldClick = true;
- }
- }).start()
- }
- moveLeft(index_x: number, index_y: number, ifLastCellItem: boolean = false) {
- if (this.x == index_x) {
- if (ifLastCellItem) {
- }
- return;
- }
- //将原来位置置空
- GamePlay.Inst.cellItemDic[this.x][this.y] = null;
- //重新赋值位置
- this.x = index_x;
- this.y = index_y;
- //给现在位置重新赋值
- GamePlay.Inst.cellItemDic[this.x][this.y] = this;
- let endX = index_x * this.node.width + this.node.width * 0.5 - GamePlay.Inst.node_content.width * 0.5;
- //let endY = Game.Inst.node_content.height * 0.5 - index_y * this.node.height + this.node.height * 0.5;
- cc.tween(this.node)
- .to(0.2, { x: endX })
- .call(() => {
- if (ifLastCellItem) {
- mk.console.log("检测是否能消除!!!!!!!!!!!!!!!!!!!!!!!!!!最后移除");
- //先注释 避免重复判断
- GamePlay.Inst.checkIfEliminate();
- GamePlay.Inst.ifCouldClick = true;
- }
- }).start()
- }
- /**抖动 */
- shake() {
- this.ani_cellItem.play("cellItem_shake");
- }
- /**normal */
- normal() {
- // this.ifRemoved = false;
- this.node.opacity = 255;
- this.ani_cellItem.play();
- }
- /** */
- showRedPacket() {
- this.node_redPackIcon.active = true;
- }
- /**
- * 回收
- * @param recycleType 是否最后回收
- * @param ifLastEliminate 是否最后一个消除
- * @param ifShowEffect 是否显示特效 暴力解决 返回主界面进入 会再消除一遍问题 有时间可以好好研究
- */
- recycle(recycleType: boolean = false, ifLastEliminate: boolean = false, ifShowEffect: boolean = true) {
- //这边不置空的话
- GamePlay.Inst.cellItemDic[this.x][this.y] = null;
- // let index = Game.Inst.cellItemList.indexOf(this);
- // if (index != -1) {
- // Game.Inst.cellItemList.splice(index, 1);
- // }
- let pos_x = this.node.x + GamePlay.Inst.node_content.x;
- let pos_y = this.node.y + GamePlay.Inst.node_content.y;
- if (GamePlay.Inst.curSelectCellItem == this) {
- GamePlay.Inst.curSelectCellItem = null;
- if (GamePlay.Inst.curPropType == PROPTYPE.Hammer) {
- GamePlay.Inst.curPropType = null;
- let node_hammer = PoolMgr.Inst.getPoolPrefab(NODEPOOLPREFABTYPE.Hammer);
- node_hammer.setPosition(pos_x, pos_y);
- GamePlay.Inst.node_effectUI.addChild(node_hammer);
- }
- }
- if (ifShowEffect) {
- //爆炸特效
- let node_baozha = PoolMgr.Inst.getPoolPrefab(NODEPOOLPREFABTYPE.Baozha);
- node_baozha.x = pos_x;
- node_baozha.y = pos_y;
- GamePlay.Inst.node_effectUI.addChild(node_baozha);
- node_baozha.getComponent(AniFinishDestroy).init();
- //LogUtil.log("10 + Game.Inst.cleanedVecArr.length * 5", 10 + Game.Inst.cleanedVecArr.length * 5);
- //得分
- let score = 2 + (GamePlay.Inst.cleanedVecArr.length - 2) * 2;
- //得分特效
- let node_score = PoolMgr.Inst.getPoolPrefab(NODEPOOLPREFABTYPE.EliminateScore);
- //LogUtil.log("node_score", node_score);
- let x = this.node.x + GamePlay.Inst.node_content.x;
- let y = this.node.y + GamePlay.Inst.node_content.y + 30;
- node_score.getComponent(EliminateScore).init(new cc.Vec2(x, y), score);
- GamePlay.Inst.node_effectUI.addChild(node_score);
- if (recycleType) {
- // GamePlay.Inst.curGetScore += score;
- // GamePlay.Inst.finalGetScore += score;
- // GamePlay.Inst.initScore();
- }
- else {
- let node_scoreEnergy = PoolMgr.Inst.getPoolPrefab(NODEPOOLPREFABTYPE.ScoreEnergy);
- node_scoreEnergy.getComponent(ScoreEnergy).init(x, y, score);
- GamePlay.Inst.node_effectUI.addChild(node_scoreEnergy);
- if (this.node_redPackIcon.active) {
- GamePlay.Inst.ifOpenScoreRedPacket = true;
- }
- //如果消除的最后一个则更新
- if (ifLastEliminate) {
- gData.gameData.setProp(GameProp.curTotalScore, GamePlay.Inst.finalGetScore);
- }
- }
- }
- if (this.node_redPackIcon.active) {
- this.node_redPackIcon.active = false;
- }
- //回收
- PoolMgr.Inst.recyclePoolPrefab(NODEPOOLPREFABTYPE.CellItem, this.node);
- }
- }
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