游戏主体内容已完成,差引导页面,和结算页 美术还没出图

This commit is contained in:
YZ\249929363 2024-07-25 17:48:49 +08:00
parent 426ba85040
commit d231d65e05
353 changed files with 32547 additions and 11370 deletions

File diff suppressed because it is too large Load Diff

View File

@ -78,13 +78,13 @@
"__id__": 10
},
{
"__id__": 16
"__id__": 18
},
{
"__id__": 19
"__id__": 21
},
{
"__id__": 22
"__id__": 24
}
],
"_active": true,
@ -286,8 +286,8 @@
},
"_contentSize": {
"__type__": "cc.Size",
"width": 376,
"height": 84
"width": 750,
"height": 1660
},
"_anchorPoint": {
"__type__": "cc.Vec2",
@ -299,7 +299,7 @@
"ctor": "Float64Array",
"array": [
0,
-313.22,
0,
0,
0,
0,
@ -338,7 +338,9 @@
],
"_srcBlendFactor": 770,
"_dstBlendFactor": 771,
"_spriteFrame": null,
"_spriteFrame": {
"__uuid__": "cdd137bb-0948-45d8-83d9-72ef549a9dbc"
},
"_type": 0,
"_sizeMode": 1,
"_fillType": 0,
@ -447,12 +449,15 @@
"_children": [
{
"__id__": 11
},
{
"__id__": 14
}
],
"_active": true,
"_components": [
{
"__id__": 14
"__id__": 16
}
],
"_prefab": null,
@ -531,8 +536,8 @@
},
"_contentSize": {
"__type__": "cc.Size",
"width": 126,
"height": 140
"width": 102,
"height": 102
},
"_anchorPoint": {
"__type__": "cc.Vec2",
@ -583,7 +588,9 @@
],
"_srcBlendFactor": 770,
"_dstBlendFactor": 771,
"_spriteFrame": null,
"_spriteFrame": {
"__uuid__": "359e8c8b-2bf5-4e8e-b90e-a7654f81f2f9"
},
"_type": 1,
"_sizeMode": 1,
"_fillType": 0,
@ -595,7 +602,9 @@
"_fillStart": 0,
"_fillRange": 0,
"_isTrimmedMode": true,
"_atlas": null,
"_atlas": {
"__uuid__": "9830637c-e4e3-4df5-8d51-fc49b7d715b4"
},
"_id": "e3tnncQgtFn49iTBzwCpMN"
},
{
@ -609,10 +618,10 @@
"alignMode": 0,
"_target": null,
"_alignFlags": 45,
"_left": -13,
"_right": -13,
"_top": -50,
"_bottom": -50,
"_left": -1,
"_right": -1,
"_top": -31,
"_bottom": -31,
"_verticalCenter": 0,
"_horizontalCenter": 0,
"_isAbsLeft": true,
@ -625,6 +634,101 @@
"_originalHeight": 40,
"_id": "3b6aA5QpdJN5tCMv9rwDLJ"
},
{
"__type__": "cc.Node",
"_name": "New Label",
"_objFlags": 0,
"_parent": {
"__id__": 10
},
"_children": [],
"_active": true,
"_components": [
{
"__id__": 15
}
],
"_prefab": null,
"_opacity": 255,
"_color": {
"__type__": "cc.Color",
"r": 255,
"g": 255,
"b": 255,
"a": 255
},
"_contentSize": {
"__type__": "cc.Size",
"width": 52.39,
"height": 28.98
},
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0.5,
"y": 0.5
},
"_trs": {
"__type__": "TypedArray",
"ctor": "Float64Array",
"array": [
0.402,
-49.341,
0,
0,
0,
0,
1,
1,
1,
1
]
},
"_eulerAngles": {
"__type__": "cc.Vec3",
"x": 0,
"y": 0,
"z": 0
},
"_skewX": 0,
"_skewY": 0,
"_is3DNode": false,
"_groupIndex": 0,
"groupIndex": 0,
"_id": "dc+p3yYYdKzLQ5TIo+4Fs9"
},
{
"__type__": "cc.Label",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 14
},
"_enabled": true,
"_materials": [
{
"__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
}
],
"_srcBlendFactor": 770,
"_dstBlendFactor": 771,
"_string": "排 行",
"_N$string": "排 行",
"_fontSize": 23,
"_lineHeight": 23,
"_enableWrapText": true,
"_N$file": null,
"_isSystemFontUsed": true,
"_spacingX": 0,
"_batchAsBitmap": false,
"_styleFlags": 0,
"_underlineHeight": 0,
"_N$horizontalAlign": 1,
"_N$verticalAlign": 1,
"_N$fontFamily": "Arial",
"_N$overflow": 0,
"_N$cacheMode": 0,
"_id": "1cN62hedRCao1kwdunTZIT"
},
{
"__type__": "cc.Button",
"_name": "",
@ -639,7 +743,7 @@
"zoomScale": 1.1,
"clickEvents": [
{
"__id__": 15
"__id__": 17
}
],
"_N$interactable": true,
@ -730,10 +834,10 @@
"_active": true,
"_components": [
{
"__id__": 17
"__id__": 19
},
{
"__id__": 18
"__id__": 20
}
],
"_prefab": null,
@ -789,7 +893,7 @@
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 16
"__id__": 18
},
"_enabled": true,
"_materials": [
@ -822,7 +926,7 @@
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 16
"__id__": 18
},
"_enabled": true,
"alignMode": 1,
@ -855,10 +959,10 @@
"_active": true,
"_components": [
{
"__id__": 20
"__id__": 22
},
{
"__id__": 21
"__id__": 23
}
],
"_prefab": null,
@ -914,7 +1018,7 @@
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 19
"__id__": 21
},
"_enabled": true,
"_materials": [
@ -947,7 +1051,7 @@
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 19
"__id__": 21
},
"_enabled": true,
"alignMode": 1,
@ -978,7 +1082,7 @@
},
"_children": [
{
"__id__": 23
"__id__": 25
}
],
"_active": true,
@ -998,8 +1102,8 @@
},
"_contentSize": {
"__type__": "cc.Size",
"width": 100,
"height": 40
"width": 513,
"height": 137
},
"_anchorPoint": {
"__type__": "cc.Vec2",
@ -1011,7 +1115,7 @@
"ctor": "Float64Array",
"array": [
0,
0,
-313.512,
0,
0,
0,
@ -1040,13 +1144,9 @@
"_name": "Background",
"_objFlags": 512,
"_parent": {
"__id__": 22
},
"_children": [
{
"__id__": 24
}
],
},
"_children": [],
"_active": true,
"_components": [
{
@ -1067,8 +1167,8 @@
},
"_contentSize": {
"__type__": "cc.Size",
"width": 100,
"height": 40
"width": 513,
"height": 137
},
"_anchorPoint": {
"__type__": "cc.Vec2",
@ -1088,7 +1188,7 @@
1,
1,
1,
1
0
]
},
"_eulerAngles": {
@ -1104,107 +1204,12 @@
"groupIndex": 0,
"_id": "94ty86DIJF0avZl6O1I7GB"
},
{
"__type__": "cc.Node",
"_name": "Label",
"_objFlags": 512,
"_parent": {
"__id__": 23
},
"_children": [],
"_active": true,
"_components": [
{
"__id__": 25
}
],
"_prefab": null,
"_opacity": 255,
"_color": {
"__type__": "cc.Color",
"r": 0,
"g": 0,
"b": 0,
"a": 255
},
"_contentSize": {
"__type__": "cc.Size",
"width": 100,
"height": 40
},
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0.5,
"y": 0.5
},
"_trs": {
"__type__": "TypedArray",
"ctor": "Float64Array",
"array": [
0,
0,
0,
0,
0,
0,
1,
1,
1,
1
]
},
"_eulerAngles": {
"__type__": "cc.Vec3",
"x": 0,
"y": 0,
"z": 0
},
"_skewX": 0,
"_skewY": 0,
"_is3DNode": false,
"_groupIndex": 0,
"groupIndex": 0,
"_id": "4fWr7e41ZPpYJvI6vP+AD0"
},
{
"__type__": "cc.Label",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 24
},
"_enabled": true,
"_materials": [
{
"__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
}
],
"_srcBlendFactor": 770,
"_dstBlendFactor": 771,
"_string": "button",
"_N$string": "button",
"_fontSize": 20,
"_lineHeight": 40,
"_enableWrapText": false,
"_N$file": null,
"_isSystemFontUsed": true,
"_spacingX": 0,
"_batchAsBitmap": false,
"_styleFlags": 0,
"_underlineHeight": 0,
"_N$horizontalAlign": 1,
"_N$verticalAlign": 1,
"_N$fontFamily": "Arial",
"_N$overflow": 1,
"_N$cacheMode": 1,
"_id": "dduVKBa/tP9J5SOHdfymKE"
},
{
"__type__": "cc.Sprite",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 23
"__id__": 25
},
"_enabled": true,
"_materials": [
@ -1215,10 +1220,10 @@
"_srcBlendFactor": 770,
"_dstBlendFactor": 771,
"_spriteFrame": {
"__uuid__": "f0048c10-f03e-4c97-b9d3-3506e1d58952"
"__uuid__": "b6ede43c-af51-4c1f-849c-e0d3d7f4f9bd"
},
"_type": 1,
"_sizeMode": 0,
"_sizeMode": 1,
"_fillType": 0,
"_fillCenter": {
"__type__": "cc.Vec2",
@ -1228,7 +1233,9 @@
"_fillStart": 0,
"_fillRange": 0,
"_isTrimmedMode": true,
"_atlas": null,
"_atlas": {
"__uuid__": "9830637c-e4e3-4df5-8d51-fc49b7d715b4"
},
"_id": "01g+tMB7RF4bxts75/150X"
},
{
@ -1236,7 +1243,7 @@
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 23
"__id__": 25
},
"_enabled": true,
"alignMode": 0,
@ -1263,7 +1270,7 @@
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 22
"__id__": 24
},
"_enabled": true,
"_normalMaterial": null,
@ -1277,8 +1284,8 @@
],
"_N$interactable": true,
"_N$enableAutoGrayEffect": false,
"_N$transition": 2,
"transition": 2,
"_N$transition": 3,
"transition": 3,
"_N$normalColor": {
"__type__": "cc.Color",
"r": 230,
@ -1340,7 +1347,7 @@
"__uuid__": "29158224-f8dd-4661-a796-1ffab537140e"
},
"_N$target": {
"__id__": 23
"__id__": 25
},
"_id": "2esgMwAepCjYmphoCmbewk"
},
@ -1409,7 +1416,7 @@
"localTest": true,
"clientTestVersion": "1.0.2",
"testVersion": {
"__id__": 17
"__id__": 19
},
"_id": "50zCP3Mq9MKIKjMbohPY8j"
}

View File

@ -50,76 +50,251 @@ export default class NewClass extends cc.Component {
pos_Shifting:number;
block_Type:number;
path_Type:string;
finishi:boolean
finishi:boolean;
pos: any;
onLoad () {
this.finishi = false;
this.pos_Shifting = 0;
this.pos = cc.v2(0,0);
}
start () {
}
initData(type){
initData(type,pos,max){
this.block_Type = type;
this.pos = cc.v2(pos.x,pos.y);
if(type == cc.Enum(BlockType).Start){
this.node.color = cc.color(245,70,70);
var bg = this.node.getChildByName("sp");
// this.node.getComponent(cc.Sprite).spriteFrame = null;
bg.getComponent(cc.Sprite).spriteFrame = this.UI["_spriteFrames"]["start"];
this.rotateTarget(bg,"start",pos,max);
}
else if(type == cc.Enum(BlockType).End){
this.node.color = cc.color(20,255,0);
var bg = this.node.getChildByName("sp");
// this.node.getComponent(cc.Sprite).spriteFrame = null;
bg.getComponent(cc.Sprite).spriteFrame = this.UI["_spriteFrames"]["end"];
this.rotateTarget(bg,"end",pos,max);
}
else if(type == cc.Enum(BlockType).Nunja){
this.node.getComponent(cc.Sprite).spriteFrame = this.UI["_spriteFrames"]["e5"];
let random = Math.floor(Math.random()*4);
let rotationArr = [0,90,180,270];
let rotation = rotationArr[random];
this.node.getChildByName("bg").getComponent(cc.Sprite).spriteFrame = this.UI["_spriteFrames"]["e5"];
this.node.getChildByName("bg").angle = -rotation;
this.node.getComponent(cc.Sprite).spriteFrame = null;
}
else if(type == cc.Enum(BlockType).Peak){
let random = Math.floor(Math.random()*4+1);
let name = "shan" + random;
this.node.getComponent(cc.Sprite).spriteFrame = this.UI["_spriteFrames"][name];
this.node.getChildByName("bg").getComponent(cc.Sprite).spriteFrame = this.UI["_spriteFrames"][name];
this.node.getComponent(cc.Sprite).spriteFrame = null;
}
}
//旋转入海口和出海口的 图片以及文字角度
rotateTarget(bg,name,pos,max){
let target = bg.getChildByName(name);
if(pos.y == max.y-1){
bg.angle = 0;
if(name == "end") target.getComponent(cc.Sprite).spriteFrame = this.UI["_spriteFrames"]["end_x"];
target.active = true;
target.angle = 0;
return;
}
else if(pos.y == 0){
bg.angle = -180;
if(name == "end")target.getComponent(cc.Sprite).spriteFrame = this.UI["_spriteFrames"]["end_x"];
target.active = true;
target.angle = -180;
return;
}
else if(pos.x == max.x-1){
bg.angle = 90;
if(name == "start")target.getComponent(cc.Sprite).spriteFrame = this.UI["_spriteFrames"]["start_y"];
else target.getComponent(cc.Sprite).spriteFrame = this.UI["_spriteFrames"]["end_y"];
target.active = true;
target.angle = -90;
}
else if(pos.x == 0){
bg.angle = -90;
if(name == "start")target.getComponent(cc.Sprite).spriteFrame = this.UI["_spriteFrames"]["start_y"];
else target.getComponent(cc.Sprite).spriteFrame = this.UI["_spriteFrames"]["end_y"];
target.active = true;
target.angle = 90;
}
}
setPath(type){
this.path_Type = type;
}
//设置息壤在起点
set_Xi_Soil(direction,type){
let sp = this.node.getChildByName("sp");
let turn = this.node.getChildByName("turnStart");
let water = this.node.getChildByName("waterStart");
if(direction == "left" || direction == "right"){
if(sp.angle == 0){
turn.active =true;
water.active = true;
water.opacity = 0;
if(type){
turn.angle = direction=="left"?90:0;
water.angle = direction=="left"?90:0;
}
else{
turn.angle = direction=="left"?0:90;
water.angle = direction=="left"?0:90;
}
}
else if(sp.angle == -180){
turn.active =true;
water.active = true;
water.opacity = 0;
if(type){
turn.angle = direction=="left"?-180:-90;
water.angle = direction=="left"?-180:-90;
}
else{
turn.angle = direction=="left"?270:-180;
water.angle = direction=="left"?270:-180;
}
}
else if(sp.angle == -90){
turn.active =true;
turn.getComponent(cc.Sprite).spriteFrame = this.UI["_spriteFrames"]["a1"];
turn.angle = 90;
if(type){
water.active = true;
water.angle = 90;
water.getComponent(cc.Sprite).spriteFrame = this.UI["_spriteFrames"]["block1"];
water.opacity = 0;
}
}
else if(sp.angle == 90){
turn.active =true;
turn.getComponent(cc.Sprite).spriteFrame = this.UI["_spriteFrames"]["a1"];
turn.angle = 90;
if(type){
water.active = true;
water.angle = 90;
water.getComponent(cc.Sprite).spriteFrame = this.UI["_spriteFrames"]["block1"];
water.opacity = 0;
}
}
}
else if(direction == "up" || direction == "down"){
let sp = this.node.getChildByName("sp");
if(sp.angle == -90){
turn.active =true;
water.active = true;
water.opacity = 0;
if(type){
turn.angle = direction=="up"?-90:0;
water.angle = direction=="up"?-90:0;
}
else{
turn.angle = direction=="up"?-90:0;
water.angle = direction=="up"?-90:0;
}
}
else if(sp.angle == 90){
turn.active =true;
water.active = true;
water.opacity = 0;
if(type){
turn.angle = direction=="up"?90:180;
water.angle = direction=="up"?90:180;
}
else{
turn.angle = direction=="up"?180:90;
water.angle = direction=="up"?180:90;
}
}
else if(sp.angle == 0){
turn.active =true;
turn.getComponent(cc.Sprite).spriteFrame = this.UI["_spriteFrames"]["a1"];
turn.angle = 0;
if(type){
water.active = true;
water.getComponent(cc.Sprite).spriteFrame = this.UI["_spriteFrames"]["block1"];
water.opacity = 0;
}
}
else if(sp.angle == -180){
turn.active =true;
turn.getComponent(cc.Sprite).spriteFrame = this.UI["_spriteFrames"]["a1"];
turn.angle = 0;
if(type){
water.active = true;
water.getComponent(cc.Sprite).spriteFrame = this.UI["_spriteFrames"]["block1"];
water.opacity = 0;
}
}
}
}
set_Xi_SoilType(direction,end,name){
console.log("息壤",direction,name,this.block_Type);
if(this.block_Type == cc.Enum(BlockType).Start){
this.set_Xi_Soil(direction,false);
return;
}
set_Xi_SoilType(direction,end){
console.log("息壤",direction);
if(this.block_Type == cc.Enum(BlockType).Nunja){
this.block_Type = cc.Enum(BlockType).Nomal;
this.node.getChildByName("bg").getComponent(cc.Sprite).spriteFrame = null;
this.node.getComponent(cc.Sprite).spriteFrame = this.UI["_spriteFrames"]["block_Bg"];
}
if(end != null){
if(this.block_Type == cc.Enum(BlockType).End){
this.set_Xi_Soil(direction,true);
}
setTimeout(() => {
cc.fx.Notifications.emit(cc.fx.Message.next,(end+1));
}, 1000);
if(name == "water") cc.fx.Notifications.emit(cc.fx.Message.nextWater,(end+1));
else cc.fx.Notifications.emit(cc.fx.Message.next,(end+1));
}, 400);
}
if(this.block_Type != cc.Enum(BlockType).End && this.block_Type != cc.Enum(BlockType).Start){
this.block_Type = cc.Enum(BlockType).Xi_Soil;
}
else{
}
let target = this.node.getChildByName("Xi_Soil");
this.path_Type = direction;
target.active = true;
target.opacity = 0;
cc.tween(target)
.to(0.5,{opacity:255})
.to(0.5,{opacity:0})
.to(0.1,{opacity:255})
.to(0.1,{opacity:0})
.call(() =>{
if(direction != null && end == null){
let data = {
order:0,
time:0.2,
time:cc.fx.GameConfig.TIME_INFO.waterSpeed[0],
type:0,
circulate:false
};
if(name == "water"){
this.runWater(data);
}
else this.runRoad(data);
}
})
.start();
}
//洪峰执行
runWater(data){
//修筑路线执行
runRoad(data){
if(this.path_Type == "err"){
setTimeout(() => {
if(data.circulate)
@ -128,13 +303,15 @@ export default class NewClass extends cc.Component {
return;
}
//如果双向都占用了还进来就算死了-
if(this.node.getChildByName("vertical").active == true && this.node.getChildByName("horizontal").active == true){
if(this.node.getChildByName("vertical2").active == true && this.node.getChildByName("horizontal2").active == true){
alert("河道已经交叉,不能再通过");
cc.director.loadScene("GameScene");
return;
}
else if(this.node.getChildByName("turn").active == true && this.block_Type != cc.Enum(BlockType).Xi_Soil){
else if(this.node.getChildByName("turn2").active == true && this.block_Type != cc.Enum(BlockType).Xi_Soil){
alert("河道过弯处,不能再交叉河道");
cc.director.loadScene("GameScene");
return;
}
var target = null;
@ -142,7 +319,8 @@ export default class NewClass extends cc.Component {
var time = data.time;
var order = data.order + 1;
var random = Math.floor(Math.random()*4 + 1);
target = this.node.getChildByName("vertical");
target = this.node.getChildByName("vertical2");
if(target.name == "vertical"){
let water1 = target.getChildByName("wave").getChildByName("water1");
let water2 = target.getChildByName("wave").getChildByName("water2");
let water3 = target.getChildByName("wave").getChildByName("water3");
@ -159,11 +337,254 @@ export default class NewClass extends cc.Component {
cc.callFunc(()=>{
water3.y = -120
})).repeatForever());
}
var name = "a" + random;
if(this.block_Type != cc.Enum(BlockType).Reinforce)target.getComponent(cc.Sprite).spriteFrame = this.UI["_spriteFrames"][name];
if(target.active == true){
target = this.node.getChildByName("horizontal2");
name = "b" + random;
if(this.block_Type != cc.Enum(BlockType).Reinforce) target.getComponent(cc.Sprite).spriteFrame = this.UI["_spriteFrames"][name];
}
// console.log(this.path_Type,data.order);
if(this.path_Type == cc.Enum(PathType).up){
}
else if(this.path_Type == cc.Enum(PathType).down){
target.angle = 180;
}
else if(this.path_Type == cc.Enum(PathType).left){
target.angle = 90;
name = "b" + random;
if(this.block_Type != cc.Enum(BlockType).Reinforce) target.getComponent(cc.Sprite).spriteFrame = this.UI["_spriteFrames"][name];
}
else if(this.path_Type == cc.Enum(PathType).right){
target.angle = 270;
name = "b" + random;
if(this.block_Type != cc.Enum(BlockType).Reinforce) target.getComponent(cc.Sprite).spriteFrame = this.UI["_spriteFrames"][name];
}
else{
target = this.node.getChildByName("turn2");
if(target.name == "turn"){
let water = target.getChildByName("wave").getChildByName("water");
water.opacity = 0
water.runAction(cc.sequence(cc.rotateTo(7.2,-1080),cc.delayTime(0)).repeatForever());
setTimeout(() => {
water.opacity = 255;
}, 200);
}
name = "c" + random;
if(this.block_Type != cc.Enum(BlockType).Reinforce)target.getComponent(cc.Sprite).spriteFrame = this.UI["_spriteFrames"][name];
progress = 0.25;
if(this.path_Type == cc.Enum(PathType).up_left){
target.setPosition(-this.pos_Shifting,-this.pos_Shifting);
}
else if(this.path_Type == cc.Enum(PathType).up_right){
target.scaleX = -1;
target.setPosition(this.pos_Shifting,-this.pos_Shifting);
}
else if(this.path_Type == cc.Enum(PathType).down_left){
target.angle = 180;
target.scaleX = -1;
target.setPosition(-this.pos_Shifting,this.pos_Shifting);
}
else if(this.path_Type == cc.Enum(PathType).down_right){
target.angle = 180;
target.setPosition(this.pos_Shifting,this.pos_Shifting);
}
else if(this.path_Type == cc.Enum(PathType).left_up){
target.angle = -90;
target.scaleY = -1;
target.setPosition(this.pos_Shifting,this.pos_Shifting);
}
else if(this.path_Type == cc.Enum(PathType).left_down){
target.angle = 90;
target.setPosition(-this.pos_Shifting,-this.pos_Shifting);
}
else if(this.path_Type == cc.Enum(PathType).right_up){
target.angle = -90;
target.setPosition(-this.pos_Shifting,this.pos_Shifting);
}
else if(this.path_Type == cc.Enum(PathType).right_down){
target.angle = -90;
target.scaleX = -1;
target.setPosition(-this.pos_Shifting,-this.pos_Shifting);
}
}
if(this.path_Type == "Reinforce"){
target = this.node.getChildByName("Reinforce");
if(this.block_Type != cc.Enum(BlockType).End)this.block_Type = cc.Enum(BlockType).Reinforce;
this.node.getChildByName("vertical2").getComponent(cc.Sprite).spriteFrame = this.UI["_spriteFrames"]["e1"];
this.node.getChildByName("turn2").getComponent(cc.Sprite).spriteFrame = this.UI["_spriteFrames"]["e3"];
this.node.getChildByName("horizontal2").getComponent(cc.Sprite).spriteFrame = this.UI["_spriteFrames"]["e2"];
target.active = true;
target.opacity = 0;
progress = 1;
cc.tween(target)
.to(cc.fx.GameConfig.TIME_INFO.ReinforceSpeed,{opacity:255})
.call(() =>{
if(data.circulate)
cc.fx.Notifications.emit(cc.fx.Message.changeMap,order);
cc.fx.Notifications.emit(cc.fx.Message.next,order);
})
.start();
}
else if(this.path_Type == "Xi_Soil"){
target.active = false;
if(this.block_Type != cc.Enum(BlockType).End && this.block_Type != cc.Enum(BlockType).Start)
this.block_Type = cc.Enum(BlockType).Xi_Soil;
target = this.node.getChildByName("Xi_Soil");
target.active = true;
target.opacity = 0;
cc.tween(target)
.to(0.01,{opacity:1})
.to(0.01,{opacity:0})
.call(() =>{
if(data.circulate){
cc.fx.Notifications.emit(cc.fx.Message.next,order);
}
})
.start();
}
else if(this.path_Type == "End"){
target.active = false;
if(this.block_Type != cc.Enum(BlockType).End && this.block_Type != cc.Enum(BlockType).Start)
this.block_Type = cc.Enum(BlockType).Xi_Soil;
let posTemp = data.last;
var direction = "up";
if(this.pos.x - posTemp.x == 1){
direction = "right";
}
else if(this.pos.x - posTemp.x == -1){
direction = "left";
}
else if(this.pos.x - posTemp.x == -1){
direction = "down";
}
// console.log("方向:",direction);
this.set_Xi_Soil(direction,true);
// alert("治水成功");
// target = this.node.getChildByName("End");
// target.active = true;
// target.opacity = 0;
// cc.tween(target)
// .to(0.5,{opacity:255})
// .call(() =>{
// console.log("游戏结束");
// // if(data.circulate)
// // cc.fx.Notifications.emit(cc.fx.Message.next,order);
// })
// .start();
}
else{
target.active = true;
if(this.block_Type != cc.Enum(BlockType).Xi_Soil){
target.getComponent(cc.Sprite).fillRange = 0;
cc.tween(target.getComponent(cc.Sprite))
.to(time,{fillRange:progress})
.call(() =>{
if(data.circulate)
cc.fx.Notifications.emit(cc.fx.Message.next,order);
})
.start();
}
else{
target.opacity = 0;
target.getComponent(cc.Sprite).fillRange = 1;
cc.tween(target)
.to(time,{opacity:255})
.call(() =>{
if(data.circulate)
cc.fx.Notifications.emit(cc.fx.Message.next,order);
})
.start();
}
}
}
//洪峰执行
runWater(data){
if(this.node.getChildByName("waterStart").active == true && this.block_Type == cc.Enum(BlockType).Start){
// sp.getChildByName("waterStart").opacity = 255;
cc.tween(this.node.getChildByName("waterStart"))
.to(0.2,{opacity:255})
.start();
}
if(this.path_Type == "err"){
setTimeout(() => {
if(data.circulate)
cc.fx.Notifications.emit(cc.fx.Message.nextWater,order);
}, data.time);
return;
}
//如果双向都占用了还进来就算死了-
if(this.node.getChildByName("vertical").active == true && this.node.getChildByName("horizontal").active == true){
alert("河道已经交叉,不能再通过");
cc.director.loadScene("GameScene");
return;
}
else if(this.node.getChildByName("turn").active == true && this.block_Type != cc.Enum(BlockType).Xi_Soil){
alert("河道过弯处,不能再交叉河道");
cc.director.loadScene("GameScene");
return;
}
var target = null;
var progress = 1;
var time = data.time;
var order = data.order + 1;
var random = Math.floor(Math.random()*4 + 1);
target = this.node.getChildByName("vertical");
if(target.name == "vertical"){
let water1 = target.getChildByName("wave").getChildByName("water1");
let water2 = target.getChildByName("wave").getChildByName("water2");
let water3 = target.getChildByName("wave").getChildByName("water3");
let timeDelay = 0.15;
water1.runAction(cc.sequence(cc.moveTo(0.6,cc.v2(water1.x,120)),cc.delayTime(timeDelay),
cc.callFunc(()=>{
water1.y = -120
})).repeatForever());
water2.runAction(cc.sequence(cc.moveTo(0.6,cc.v2(water2.x,120)),cc.delayTime(timeDelay),
cc.callFunc(()=>{
water2.y = -120
})).repeatForever());
water3.runAction(cc.sequence(cc.moveTo(0.6,cc.v2(water3.x,120)),cc.delayTime(timeDelay),
cc.callFunc(()=>{
water3.y = -120
})).repeatForever());
}
var name = "a" + random;
// if(this.block_Type != cc.Enum(BlockType).Reinforce)target.getComponent(cc.Sprite).spriteFrame = this.UI["_spriteFrames"][name];
if(target.active == true){
target = this.node.getChildByName("horizontal");
let water1 = target.getChildByName("wave").getChildByName("water1");
let water2 = target.getChildByName("wave").getChildByName("water2");
let water3 = target.getChildByName("wave").getChildByName("water3");
let timeDelay = 0.15;
water1.runAction(cc.sequence(cc.moveTo(0.6,cc.v2(water1.x,120)),cc.delayTime(timeDelay),
cc.callFunc(()=>{
water1.y = -120
})).repeatForever());
water2.runAction(cc.sequence(cc.moveTo(0.6,cc.v2(water2.x,120)),cc.delayTime(timeDelay),
cc.callFunc(()=>{
water2.y = -120
})).repeatForever());
water3.runAction(cc.sequence(cc.moveTo(0.6,cc.v2(water3.x,120)),cc.delayTime(timeDelay),
cc.callFunc(()=>{
water3.y = -120
})).repeatForever());
name = "b" + random;
//if(this.block_Type != cc.Enum(BlockType).Reinforce) target.getComponent(cc.Sprite).spriteFrame = this.UI["_spriteFrames"][name];
}
@ -185,13 +606,14 @@ export default class NewClass extends cc.Component {
}
else{
target = this.node.getChildByName("turn");
if(target.name == "turn"){
let water = target.getChildByName("wave").getChildByName("water");
water.opacity = 0
water.runAction(cc.sequence(cc.rotateTo(7.2,-1080),cc.delayTime(0)).repeatForever());
setTimeout(() => {
water.opacity = 255;
}, 200);
}
name = "c" + random;
//if(this.block_Type != cc.Enum(BlockType).Reinforce)target.getComponent(cc.Sprite).spriteFrame = this.UI["_spriteFrames"][name];
progress = 0.25;
@ -231,79 +653,83 @@ export default class NewClass extends cc.Component {
target.setPosition(-this.pos_Shifting,-this.pos_Shifting);
}
}
if(this.path_Type == "Reinforce"){
console.log(data.order);
target = this.node.getChildByName("Reinforce");
this.block_Type = cc.Enum(BlockType).Reinforce;
this.node.getChildByName("vertical").getComponent(cc.Sprite).spriteFrame = this.UI["_spriteFrames"]["e1"];
this.node.getChildByName("turn").getComponent(cc.Sprite).spriteFrame = this.UI["_spriteFrames"]["e3"];
this.node.getChildByName("horizontal").getComponent(cc.Sprite).spriteFrame = this.UI["_spriteFrames"]["e2"];
target.active = true;
target.opacity = 0;
progress = 1;
cc.tween(target)
.to(time,{opacity:255})
// if(this.path_Type == "Reinforce"){
// target = this.node.getChildByName("Reinforce");
// this.block_Type = cc.Enum(BlockType).Reinforce;
// // this.node.getChildByName("vertical").getComponent(cc.Sprite).spriteFrame = this.UI["_spriteFrames"]["e1"];
// // this.node.getChildByName("turn").getComponent(cc.Sprite).spriteFrame = this.UI["_spriteFrames"]["e3"];
// // this.node.getChildByName("horizontal").getComponent(cc.Sprite).spriteFrame = this.UI["_spriteFrames"]["e2"];
// target.active = true;
// target.opacity = 0;
// progress = 1;
// cc.tween(target)
// .to(cc.fx.GameConfig.TIME_INFO.ReinforceSpeed,{opacity:255})
// .call(() =>{
// if(data.circulate)
// cc.fx.Notifications.emit(cc.fx.Message.changeMap,order);
// cc.fx.Notifications.emit(cc.fx.Message.nextWater,order);
// })
// .start();
// }
// else if(this.path_Type == "Xi_Soil"){
// target.active = false;
// this.block_Type = cc.Enum(BlockType).Xi_Soil;
// target = this.node.getChildByName("Xi_Soil");
// target.active = true;
// target.opacity = 0;
// cc.tween(target)
// .to(0.01,{opacity:1})
// .to(0.01,{opacity:0})
// .call(() =>{
// if(data.circulate){
// cc.fx.Notifications.emit(cc.fx.Message.nextWater,order);
// }
// })
// .start();
// }
if(this.path_Type == "End"){
target.active = false;
if(this.block_Type == cc.Enum(BlockType).End){
if(this.node.getChildByName("waterStart").active == true && this.block_Type == cc.Enum(BlockType).End){
cc.tween(this.node.getChildByName("waterStart"))
.to(0.2,{opacity:255})
.call(()=>{
if(data.circulate)
cc.fx.Notifications.emit(cc.fx.Message.changeMap,order);
cc.fx.Notifications.emit(cc.fx.Message.next,order);
alert("治水成功");
if(cc.fx.GameConfig.GM_INFO.level < 7){
cc.fx.GameConfig.GM_INFO.level += 1;
}
cc.director.loadScene("GameScene");
})
.start();
}
else if(this.path_Type == "Xi_Soil"){
target.active = false;
this.block_Type = cc.Enum(BlockType).Xi_Soil;
target = this.node.getChildByName("Xi_Soil");
target.active = true;
target.opacity = 0;
cc.tween(target)
.to(0.5,{opacity:255})
.to(0.5,{opacity:0})
.call(() =>{
if(data.circulate)
cc.fx.Notifications.emit(cc.fx.Message.next,order);
})
.start();
}
else if(this.path_Type == "End"){
target.active = false;
this.block_Type = cc.Enum(BlockType).Xi_Soil;
else{
target = this.node.getChildByName("End");
target.active = true;
target.opacity = 0;
cc.tween(target)
.to(0.5,{opacity:255})
.call(() =>{
console.log("游戏结束");
// if(data.circulate)
// cc.fx.Notifications.emit(cc.fx.Message.next,order);
alert("治水失败")
cc.director.loadScene("GameScene");
})
.start();
}
}
else{
target.active = true;
if(this.block_Type != cc.Enum(BlockType).Xi_Soil){
target.getComponent(cc.Sprite).fillRange = 0;
cc.tween(target.getComponent(cc.Sprite))
.to(time,{fillRange:progress})
.call(() =>{
if(data.circulate)
cc.fx.Notifications.emit(cc.fx.Message.next,order);
cc.fx.Notifications.emit(cc.fx.Message.nextWater,order);
})
.start();
}
else{
target.opacity = 0;
target.getComponent(cc.Sprite).fillRange = 1;
cc.tween(target)
.to(time,{opacity:255})
.call(() =>{
if(data.circulate)
cc.fx.Notifications.emit(cc.fx.Message.next,order);
})
.start();
}
}
}

View File

@ -34,17 +34,23 @@ export default class NewClass extends cc.Component {
}
setPosition(tip){
tip.setPosition(45,-35);
tip.setPosition(30,-35);
if(this.tipArray.length > 0){
let length = this.tipArray.length+1;
let posY = Math.ceil(length/5) - 1;
let posX = length - Math.floor(posY)*5 - 1;
tip.setPosition(45 + 65*posX,-35 -60*posY);
let posY = Math.ceil(length/8) - 1;
let posX = length - Math.floor(posY)*8 - 1;
tip.setPosition(30 + 48*posX,-35 -48*posY);
}
}
removeAllTip(){
if(!this.canTouch) return;
for(let i=0; i<this.tipArray.length;i++){
let tip = this.tipArray[i];
tip.active = false;
tip.removeFromParent(this.Map);
tip = null;
}
this.tipArray = [];
}
@ -64,13 +70,27 @@ export default class NewClass extends cc.Component {
btn_Click(target,data){
if(!this.canTouch) return;
let prefab = this.tip;
if(data == "reinforce" || data == "soil") prefab = this[data];
if(data == "reinforce" || data == "soil"){
prefab = this[data];
}
let tip = cc.instantiate(prefab);
if(data == "up") tip.angle = 180;
if(data == "left") tip.angle = -90;
if(data == "right") tip.angle = 90;
tip.parent = this.Map;
if(this.controlArray[this.controlArray.length-1] == "reinforce" ||
this.controlArray[this.controlArray.length-1] == "soil"){
if(data == "reinforce" || data == "soil"){
this.tipArray[this.tipArray.length-1].removeFromParent();
this.tipArray[this.tipArray.length-1] = null;
this.tipArray.pop();
this.controlArray.pop();
}
}
this.setPosition(tip);
this.tipArray.push(tip);
this.controlArray.push(data);
cc.fx.Notifications.emit(cc.fx.Message.control,data);

View File

@ -11,13 +11,23 @@ export default class GameManager extends cc.Component {
@property(cc.Prefab)
Block: cc.Prefab = null;
@property(cc.Label)
Time: cc.Label = null;
@property(cc.Label)
Countdown: cc.Label = null;
countTime: number; //总倒计时
waterTime: number //洪峰倒计时
block_Array: any; //所有块数组
path_Array: any; //修筑路径
water_Array: any; //水流路径
map_Array: any; //地图数组
water_PathAray:any; //洪峰路径
map_Hight:number; //地图高度
map_Width:number; //地图宽度
plan_over:boolean; //是否修建完
waterTween:cc.Tween; //河水倒计时动画
onLoad () {
@ -29,16 +39,38 @@ export default class GameManager extends cc.Component {
//初始化数据
init(){
this.initMap();
this.countTime = cc.fx.GameConfig.TIME_INFO.totalTime;
this.waterTime = cc.fx.GameConfig.TIME_INFO.waterTime[cc.fx.GameConfig.GM_INFO.level];
var head = this.node.getChildByName("Top").getChildByName("head");
var progress = this.node.getChildByName("Top").getChildByName("progress").getComponent(cc.Sprite);
head.runAction(cc.moveTo(this.waterTime,cc.v2(310,head.y)));
this.waterTween = cc.tween(progress)
.to(this.waterTime,{fillRange:1})
.start();
this.schedule(this.updateWaterTime,1);
this.schedule(this.updateCountDownTime,1);
}
//初始化地图
//初始化地图`
initMap(){
this.block_Array = [];
this.path_Array = [];
this.water_Array = [];
this.map_Array = [];
this.plan_over = false;
this.map_Hight = 0;
this.map_Width = 0;
let arr = cc.fx.GameConfig.LEVEL_INFO[0][0].map;
let number = 10; //9
number = Math.floor(Math.random()* cc.fx.GameConfig.LEVEL_INFO[cc.fx.GameConfig.GM_INFO.level].length);
// number = 1;
let arr = cc.fx.GameConfig.LEVEL_INFO[cc.fx.GameConfig.GM_INFO.level][number].map;
this.node.getChildByName("Top").getChildByName("id").getComponent(cc.Label).string =
cc.fx.GameConfig.LEVEL_INFO[cc.fx.GameConfig.GM_INFO.level][number].id;
//将地图x,y轴切换
this.map_Array = arr[0].map((item, i) => {
@ -47,16 +79,23 @@ export default class GameManager extends cc.Component {
this.map_Width = this.map_Array.length;
this.map_Hight = this.map_Array[0].length;
this.Map.x =(6 - this.map_Array.length)*48;
this.Map.y = (this.map_Array[0].length - 6.5)*48;
for(let i=0;i<this.map_Array.length;i++){
for(let j=0; j<this.map_Array [i].length;j++){
let block = cc.instantiate(this.Block);
block.parent= this.Map;
block.getComponent("Block").initData(this.map_Array [i][j]);
if(this.map_Array [i][j] == cc.Enum(BlockType).Start) this.path_Array.push(cc.v3(i,j,cc.Enum(BlockType).Nomal));
block.getComponent("Block").initData(this.map_Array [i][j],cc.v2(i,j),cc.v2(this.map_Width,this.map_Hight));
if(this.map_Array [i][j] == cc.Enum(BlockType).Start){
this.path_Array.push(cc.v3(i,j,cc.Enum(BlockType).Nomal));
// this.water_Array.push(cc.v3(i,j,cc.Enum(BlockType).Nomal));
}
block.setPosition(cc.v2(-block.width*2.5 + i*block.width,block.height*4 - j*block.height));
this.block_Array.push(block);
}
}
}
//开始后,按玩家操作,将路径中地图块放入数组中
@ -84,34 +123,53 @@ export default class GameManager extends cc.Component {
break;
}
}
this.runWater(0);
this.runRoad(0);
}
//开始执行洪峰来了的动画
runWater(order){
runRoad(order){
order = parseInt(order);
if(order > 0){
if(this.path_Array[order-1].z == 0){
console.log("1正常放入",this.path_Array[order-1].x,this.path_Array[order-1].y,this.path_Array[order-1].z)
this.changeWater(cc.v3(this.path_Array[order-1].x,this.path_Array[order-1].y,0));
// console.log(this.water_Array);
// debugger;
if(order == this.path_Array.length-1){
this.changeWater(cc.v3(this.path_Array[order].x,this.path_Array[order].y,0));
console.log("最后放入",this.path_Array[order].x,this.path_Array[order].y)
// console.log(this.water_Array);
}
}
else{
console.log("2插入",this.path_Array[order].x,this.path_Array[order].y,this.path_Array[order].z)
this.changeWater(cc.v3(this.path_Array[order].x,this.path_Array[order].y,0));
}
}
if(order <= this.path_Array.length-1){
let i = this.path_Array[order].x*this.map_Array[0].length+this.path_Array[order].y;
let direction = "";
let circulate = true;
//最后一步结束
if(order == this.path_Array.length-1){
circulate = false;
direction = "End";
// if(direction == "up" || direction == "right_up" || direction == "left_up"){
// direction = "up";
// }
// else if(direction == "down" || direction == "left_down" || direction == "right_down"){
// direction = "down";
// }
// else if(direction == "left" || direction == "up_left" || direction == "down_left"){
// direction = "left";
// }
// else if(direction == "right" || direction == "up_right" || direction == "down_right"){
// direction = "right";
// }
setTimeout(() => {
if(!this.plan_over){
console.log("准备出水");
this.plan_over = true;
var head = this.node.getChildByName("Top").getChildByName("head");
var progress = this.node.getChildByName("Top").getChildByName("progress").getComponent(cc.Sprite);
head.stopAllActions();
head.setPosition(310,head.y);
this.waterTween.stop();
progress.fillRange = 1;
this.runWater(0);
}
}, 500);
}
else{
if(this.path_Array[order].z == 6 && order + 1 < this.path_Array.length) {
direction = "Reinforce";
i = this.path_Array[order+1].x*this.map_Array[0].length+this.path_Array[order+1].y;
@ -120,39 +178,55 @@ export default class GameManager extends cc.Component {
if(this.path_Array[order+1].z == 5){
direction = "Xi_Soil";
}
else if(this.path_Array[order+1].z == 6 && order == 0){
direction = "Reinforce";
}
else{
direction = this.getDirection(order);
direction = this.getDirection(order,this.path_Array);
}
}
else{
direction = this.getDirection(order);
direction = this.getDirection(order,this.path_Array);
}
}
// console.log(order,this.path_Array[order].x,this.path_Array[order].y,i);
let jg = this.getBoundary(order,this.path_Array[order].x,this.path_Array[order].y,direction);
// console.log("步骤:",order,"方向",direction);
let jg = this.getBoundary(order,this.path_Array[order].x,this.path_Array[order].y,direction,this.path_Array);
if(direction == "" || jg == false) return;
let target = this.block_Array[i].getComponent("Block");
// console.log("步骤:",order,"方向",direction);
target.setPath(direction);
if(order > 0 && order < this.path_Array.length-1){
if(this.path_Array[order+1].z == 5){
this.set_Soil(order+1);
this.set_Soil(order+1,this.path_Array,"road");
circulate = false;
return;
}
else if(order == 1 && this.path_Array[order].z == 5){
this.set_Soil(order,this.path_Array,"road");
circulate = false;
return;
}
}
let pos = cc.v2();
if(direction == "End" && this.path_Array[order-1].z == 0){
pos = cc.v2(this.path_Array[order-1].x, this.path_Array[order-1].y);
}
let data = {
order:order,
time:0.2,
time:cc.fx.GameConfig.TIME_INFO.waterSpeed[cc.fx.GameConfig.GM_INFO.level],
type:this.path_Array[order].z,
circulate:circulate
circulate:circulate,
last:pos
};
target.runWater(data);
target.runRoad(data);
}
}
//判断边界。或者撞山,或者湿地没有加固
getBoundary(order,x,y,direction){
getBoundary(order,x,y,direction,road){
let jg = true;
if(x < 0 || x >= this.map_Width || y < 0 || y >= this.map_Hight){
jg = false;
@ -160,7 +234,7 @@ export default class GameManager extends cc.Component {
alert("超过边界,游戏结束");
}
else {
let i = this.path_Array[order].x*this.map_Array[0].length+this.path_Array[order].y;
let i = road[order].x*this.map_Array[0].length+road[order].y;
let target = this.block_Array[i].getComponent("Block");
if(target.block_Type == 3){
jg = false;
@ -176,12 +250,76 @@ export default class GameManager extends cc.Component {
return jg;
}
//开始执行洪峰来了的动画
runWater(order){
order = parseInt(order);
if(order <= this.water_Array.length-1){
let i = this.water_Array[order].x*this.map_Array[0].length+this.water_Array[order].y;
let direction = "";
let circulate = true;
//最后一步结束
if(order == this.water_Array.length-1){
circulate = false;
direction = "End";
}
else{
if(this.water_Array[order].z == 6 && order + 1 < this.water_Array.length) {
direction = "Reinforce";
i = this.water_Array[order+1].x*this.map_Array[0].length+this.water_Array[order+1].y;
}
else if(order+1 < this.water_Array.length){
if(this.water_Array[order+1].z == 5){
direction = "Xi_Soil";
}
else if(this.water_Array[order+1].z == 6 && order == 0){
direction = "Reinforce";
}
else{
direction = this.getDirection(order,this.water_Array);
}
}
else{
direction = this.getDirection(order,this.water_Array);
}
}
// console.log(order,this.path_Array[order].x,this.path_Array[order].y,i);
let jg = this.getBoundary(order,this.water_Array[order].x,this.water_Array[order].y,direction,this.water_Array);
console.log("步骤:",order,"方向",direction);
if(direction == "" || jg == false){
return;
}
let target = this.block_Array[i].getComponent("Block");
target.setPath(direction);
if(order > 0 && order < this.water_Array.length-1){
if(this.water_Array[order+1].z == 5){
this.set_Soil(order+1,this.water_Array,"water");
circulate = false;
return;
}
else if(order == 1 && this.water_Array[order].z == 5){
this.set_Soil(order,this.water_Array,"water");
circulate = false;
return;
}
}
let data = {
order:order,
time:cc.fx.GameConfig.TIME_INFO.waterSpeed[cc.fx.GameConfig.GM_INFO.level],
type:this.water_Array[order].z,
circulate:circulate
};
target.runWater(data);
}
}
//获取息壤的格子的方向
getXi_Soil(order){
getXi_Soil(order,road){
var direction = null;
//如果息壤后面还有下一步的话
if(order + 1 < this.path_Array.length){
direction = this.getDirection(order);
if(order + 1 < road.length){
direction = this.getDirection(order,road);
if(direction == "up" || direction == "right_up" || direction == "left_up"){
direction = "up";
}
@ -198,28 +336,34 @@ export default class GameManager extends cc.Component {
return direction;
}
//设置息壤
set_Soil(order){
var direction = this.getXi_Soil(order);
set_Soil(order,road,name){
var direction = this.getXi_Soil(order,road);
var length = 0;
if(direction == "right"){
length = this.map_Width - 1;
for(let i=this.path_Array[order].x;i<=length;i++){
let n = i*this.map_Array[0].length+this.path_Array[order].y;
for(let i=road[order].x;i<=length;i++){
let n = i*this.map_Array[0].length+road[order].y;
let target = this.block_Array[n].getComponent("Block");
if(target.block_Type == 3){
if(target.block_Type == 3 || target.block_Type == 4){
length = i-1;
if(target.block_Type == 4){
length += 1;
}
i = 10000;
break;
}
}
}this.scheduleOnce
}
else if(direction == "left"){
length = 0;
for(let i=this.path_Array[order].x;i>=length;i--){
let n = i*this.map_Array[0].length+this.path_Array[order].y;
for(let i=road[order].x;i>=length;i--){
let n = i*this.map_Array[0].length+road[order].y;
let target = this.block_Array[n].getComponent("Block");
if(target.block_Type == 3){
if(target.block_Type == 3 || target.block_Type == 4){
length = i + 1;
if(target.block_Type == 4){
length -= 1;
}
i = -1;
break;
}
@ -227,11 +371,15 @@ export default class GameManager extends cc.Component {
}
else if(direction == "up"){
length = 0;
for(let i=this.path_Array[order].y;i>=length;i--){
let n = this.path_Array[order].x*this.map_Array[0].length+i;
for(let i=road[order].y;i>=length;i--){
let n = road[order].x*this.map_Array[0].length + i;
let target = this.block_Array[n].getComponent("Block");
if(target.block_Type == 3){
if(target.block_Type == 3 || target.block_Type == 4){
length = i + 1;
if(target.block_Type == 4){
length -= 1;
}
i = -1;
break;
}
@ -239,102 +387,175 @@ export default class GameManager extends cc.Component {
}
else if(direction == "down"){
length = this.map_Hight - 1;
for(let i=this.path_Array[order].y;i<=length;i++){
let n = this.path_Array[order].x*this.map_Array[0].length+i;
for(let i=road[order].y;i<=length;i++){
let n = road[order].x*this.map_Array[0].length + i;
let target = this.block_Array[n].getComponent("Block");
if(target.block_Type == 3){
if(target.block_Type == 3 || target.block_Type == 4){
length = i-1;
if(target.block_Type == 4){
length += 1;
}
i = 10000;
break;
}
}
}
this.soil_Find(direction,order,length);
this.soil_Find(direction,order,length,road,name);
}
//查找息壤蛮遗憾路径
soil_Find(direction,order,length){
let start = this.path_Array[order].x;
soil_Find(direction,order,length,road,name){
let start = road[order].x;
if(direction == "right"){
for(let i = start; i<=length; i++){
let n = i*this.map_Array[0].length+this.path_Array[order].y;
let n = i*this.map_Array[0].length+road[order].y;
let target = this.block_Array[n].getComponent("Block");
if(i == start) target.set_Xi_SoilType(this.getDirection(order),null);
if(i == start){
target.set_Xi_SoilType(this.getDirection(order,road),null,name);
let value = cc.v3(this.path_Array[order].x,this.path_Array[order].y,0);
if(this.water_Array[this.water_Array.length-1] != value){
console.log("特别插入:",this.path_Array[order].x,this.path_Array[order].y);
this.changeWater(value);
}
}
else {
let jg = null;
if(i == length){
let number = i - start -1;
this.changePath(order,number,false);
this.changePath(order,number,false,road);
jg = order;
}
target.set_Xi_SoilType(direction,jg);
target.set_Xi_SoilType(direction,jg,name);
}
}
}
else if(direction == "left"){
for(let i = start; i>=length; i--){
let n = i*this.map_Array[0].length+this.path_Array[order].y;
let n = i*this.map_Array[0].length+road[order].y;
let target = this.block_Array[n].getComponent("Block");
if(i == start) target.set_Xi_SoilType(this.getDirection(order),null);
if(i == start){
target.set_Xi_SoilType(this.getDirection(order,road),null,name);
let value = cc.v3(this.path_Array[order].x,this.path_Array[order].y,0);
if(this.water_Array[this.water_Array.length-1] != value){
console.log("特别插入:",this.path_Array[order].x,this.path_Array[order].y);
this.changeWater(value);
}
}
else {
let jg = null;
if(i == length){
let number = i - start + 1;
this.changePath(order,number,false);
this.changePath(order,number,false,road);
jg = order;
}
target.set_Xi_SoilType(direction,jg);
target.set_Xi_SoilType(direction,jg,name);
}
}
}
else if(direction == "up"){
start = this.path_Array[order].y;
start = road[order].y;
for(let i = start; i>=length; i--){
let n = this.path_Array[order].x*this.map_Array[0].length+i;
let n = road[order].x*this.map_Array[0].length+i;
let target = this.block_Array[n].getComponent("Block");
if(i == start) target.set_Xi_SoilType(this.getDirection(order),null);
if(i == start){
target.set_Xi_SoilType(this.getDirection(order,road),null,name);
let value = cc.v3(this.path_Array[order].x,this.path_Array[order].y,0);
if(this.water_Array[this.water_Array.length-1] != value){
console.log("特别插入:",this.path_Array[order].x,this.path_Array[order].y);
this.changeWater(value);
}
}
else {
let jg = null;
if(i == length){
let number = i - start + 1;
this.changePath(order,number,true);
this.changePath(order,number,true,road);
jg = order;
}
target.set_Xi_SoilType(direction,jg);
console.log("想上息壤插入:",this.path_Array[order].x,i);
target.set_Xi_SoilType(direction,jg,name);
}
}
}
else if(direction == "down"){
start = this.path_Array[order].y;
start = road[order].y;
for(let i = start; i<=length; i++){
let n = this.path_Array[order].x*this.map_Array[0].length+i;
let n = road[order].x*this.map_Array[0].length+i;
let target = this.block_Array[n].getComponent("Block");
if(i == start) target.set_Xi_SoilType(this.getDirection(order),null);
if(i == start){
target.set_Xi_SoilType(this.getDirection(order,road),null,name);
let value = cc.v3(this.path_Array[order].x,this.path_Array[order].y,0);
if(this.water_Array[this.water_Array.length-1] != value){
console.log("特别插入:",this.path_Array[order].x,this.path_Array[order].y);
this.changeWater(value);
}
}
else {
let jg = null;
if(i == length){
let number = i - start - 1;
this.changePath(order,number,true);
this.changePath(order,number,true,road);
jg = order;
}
target.set_Xi_SoilType(direction,jg);
target.set_Xi_SoilType(direction,jg,name);
}
}
}
}
//改变水流地图
changeWater(value){
let jg = true;
if(this.water_Array.length > 0){
if(this.water_Array[this.water_Array.length-1].x == value.x && this.water_Array[this.water_Array.length-1].y == value.y){
jg = false;
}
}
if(jg) this.water_Array.push(value);
}
//息壤过后改变修筑路径
changePath(order,number,direction){
for(let i = (order+1); i<this.path_Array.length; i++){
if(!direction)this.path_Array[i].x += (number);
else this.path_Array[i].y += (number);
}
// // this.path_Array[data-1].x = 5;
// this.path_Array[data].x = 5;
changePath(order,number,direction,road){
for(let i = (order+1); i<road.length; i++){
if(!direction){
road[i].x += (number);
}
else{
road[i].y += (number);
}
}
if(direction){
if(number < 0){
for(let n= -number; n>0; n--){
this.changeWater(cc.v3(this.path_Array[order+1].x,this.path_Array[order+1].y+n,0));
console.log("1特殊放入:",this.path_Array[order+1].x,this.path_Array[order+1].y+n)
}
}
else{
for(let n=number; n>0; n--){
this.changeWater(cc.v3(this.path_Array[order+1].x,this.path_Array[order+1].y-n,0));
console.log("2特殊放入:",this.path_Array[order+1].x,this.path_Array[order+1].y-n)
}
}
}else{
if(number < 0){
for(let m= -number; m>0; m--){
this.changeWater(cc.v3(this.path_Array[order+1].x+m,this.path_Array[order+1].y,0));
console.log("3特殊放入:",this.path_Array[order+1].x+m,this.path_Array[order+1].y)
}
}
else{
for(let m=number; m>0; m--){
this.changeWater(cc.v3(this.path_Array[order+1].x-m,this.path_Array[order+1].y,0));
console.log("4特殊放入:",this.path_Array[order+1].x-m,this.path_Array[order+1].y)
}
}
}
}
changeMap(data){
@ -342,14 +563,14 @@ export default class GameManager extends cc.Component {
}
//获取洪峰方向
getDirection(order){
getDirection(order,road){
var name = "";
//入海口比较复杂单独判断
if(order == 0){
let nextX = this.path_Array[order+1].x - this.path_Array[order].x;
let nextY = this.path_Array[order].y - this.path_Array[order+1].y;
let nextX = road[order+1].x - road[order].x;
let nextY = road[order].y - road[order+1].y;
//在底边
if(this.path_Array[order].y == this.map_Array[0].length-1){
if(road[order].y == this.map_Array[0].length-1){
if(nextX == 0){
if(nextY == 1)name = "up";
else if(nextY == -1) name = "err";
@ -358,7 +579,7 @@ export default class GameManager extends cc.Component {
else if(nextX == -1) name = "up_left";
}
//在顶边
else if(this.path_Array[order].y == 0){
else if(road[order].y == 0){
if(nextX == 0){
if(nextY == 1)name = "err";
else if(nextY == -1) name = "down";
@ -367,7 +588,7 @@ export default class GameManager extends cc.Component {
else if(nextX == -1) name = "down_left";
}
//在左边
else if(this.path_Array[order].x == 0){
else if(road[order].x == 0){
if(nextX == 0){
if(nextY == 1)name = "right_up";
else if(nextY == -1) name = "right_down";
@ -376,7 +597,7 @@ export default class GameManager extends cc.Component {
else if(nextX == -1) name = "err";
}
//在右边
else if(this.path_Array[order].x == this.map_Array.length-1){
else if(road[order].x == this.map_Array.length-1){
if(nextX == 0){
if(nextY == 1)name = "left_up";
else if(nextY == -1) name = "left_down";
@ -388,18 +609,25 @@ export default class GameManager extends cc.Component {
//不是第一步,已经走过一步
else if(order > 0){
var next = 1;
if(order+2 < this.path_Array.length){
if(this.path_Array[order+1].z == 6) next = 2;
if(order+2 < road.length){
if(road[order+1].z == 6) next = 2;
}
//用于判断此点的上一个点,是为了判断当前方块洪水七点,以及下一个移动方向,判断洪终点方向
let nextX = this.path_Array[order+next].x - this.path_Array[order].x;
let nextY = this.path_Array[order].y - this.path_Array[order+next].y
let previousX = this.path_Array[order].x - this.path_Array[order-1].x;
let previousY = this.path_Array[order-1].y - this.path_Array[order].y;
let nextX = road[order+next].x - road[order].x;
let nextY = road[order].y - road[order+next].y
let previousX = road[order].x - road[order-1].x;
let previousY = road[order-1].y - road[order].y;
if(previousX == 0 && previousY == 0){
previousX = this.path_Array[order].x - this.path_Array[order-2].x;
previousY = this.path_Array[order-2].y - this.path_Array[order].y;
if(order > 1){
previousX = road[order].x - road[order-2].x;
previousY = road[order-2].y - road[order].y;
}
else if(order + 1 < road.length){
previousX = road[order+1].x - road[order].x;
previousY = road[order].y - road[order+1].y;
// console.log("息壤,上下坐标差距",previousX,previousY);
}
}
if(previousX == 0 && previousY >= 1){
if(nextX == 0){
@ -442,7 +670,9 @@ export default class GameManager extends cc.Component {
fit(){
var jg = this.setFit();
if(!jg){
this.Map.scale = 1.2;
}else{
this.Map.scale = 1;
}
}
//判断全面屏
@ -492,12 +722,28 @@ export default class GameManager extends cc.Component {
this.setMap(data);
}
updateWaterTime(){
if (this.waterTime > 0) {
this.waterTime -= 1;
this.Countdown.string = cc.fx.GameTool.getTimeMargin(this.waterTime);
if(this.waterTime <= 0){
this.unschedule(this.updateWaterTime);
if(!this.plan_over){
this.plan_over = true;
setTimeout(() => {
this.runWater(0);
}, 500);
}
}
}
}
//如果是倒计时 调用此方法
updateCountDownTime () {
if (this.countTime > 0) {
this.countTime -= 1;
// this.time.string = cc.fx.GameTool.getTimeMargin(this.countTime);
this.Time.string = cc.fx.GameTool.getTimeMargin(this.countTime);
if(this.countTime < 5){
let over = this.node.getChildByName("Over");
cc.tween(over)
@ -538,24 +784,35 @@ export default class GameManager extends cc.Component {
}
addEnd(data){
}
nextWater(){
}
onEnable () {
cc.fx.Notifications.on(cc.fx.Message.control, this.clickSun, this);
cc.fx.Notifications.on(cc.fx.Message.next, this.runWater, this);
cc.fx.Notifications.on(cc.fx.Message.next, this.runRoad, this);
cc.fx.Notifications.on(cc.fx.Message.nextWater, this.runWater, this);
cc.fx.Notifications.on(cc.fx.Message.startGame, this.startGame, this);
cc.fx.Notifications.on(cc.fx.Message.changePath, this.changePath, this);
cc.fx.Notifications.on(cc.fx.Message.changeMap, this.changeMap, this);
cc.fx.Notifications.on(cc.fx.Message.addEnd, this.addEnd, this);
}
onDisable () {
cc.fx.Notifications.off(cc.fx.Message.control, this.clickSun);
cc.fx.Notifications.off(cc.fx.Message.next, this.runWater);
cc.fx.Notifications.off(cc.fx.Message.next, this.runRoad);
cc.fx.Notifications.off(cc.fx.Message.nextWater, this.runWater);
cc.fx.Notifications.off(cc.fx.Message.startGame, this.startGame);
cc.fx.Notifications.off(cc.fx.Message.changePath, this.changePath);
cc.fx.Notifications.off(cc.fx.Message.changeMap, this.changeMap);
cc.fx.Notifications.off(cc.fx.Message.addEnd, this.addEnd);
}
update (dt) {
}
}

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@ -91,8 +91,8 @@ function responseHandler(response: { data: any }) {
// 响应拦截器
// Rq.interceptors.response.use(responseHandler)
const config = {
gameId: "100010",
secretKey: "wozrGKsL",
gameId: "100012",
secretKey: "onnfPKJW",
EK:"hui231%1"
};

View File

@ -41,7 +41,9 @@ window.initMgr = function() {
startGame:"10002", //传递开始建筑
next: "10003" , //传递执行下一个格子洪水流过
changePath: "10004", //传递操作控制
changeMap: "10005" //改变那地图
changeMap: "10005", //改变那地图
nextWater: "10006" , //传递执行下一个格子洪水流过
addEnd: "10007" , //添加结束点
}
/*

File diff suppressed because it is too large Load Diff

View File

@ -36,8 +36,8 @@
},
"_contentSize": {
"__type__": "cc.Size",
"width": 106,
"height": 98
"width": 46,
"height": 46
},
"_anchorPoint": {
"__type__": "cc.Vec2",
@ -55,8 +55,8 @@
0,
0,
1,
0.5,
0.5,
1,
1,
0
]
},
@ -89,7 +89,7 @@
"_srcBlendFactor": 770,
"_dstBlendFactor": 771,
"_spriteFrame": {
"__uuid__": "6b009d51-7e95-45c5-b483-f2948213f8b6"
"__uuid__": "86453b08-c95d-4dd7-be39-d7d97e3f93db"
},
"_type": 0,
"_sizeMode": 1,
@ -102,7 +102,9 @@
"_fillStart": 0,
"_fillRange": 0,
"_isTrimmedMode": true,
"_atlas": null,
"_atlas": {
"__uuid__": "9830637c-e4e3-4df5-8d51-fc49b7d715b4"
},
"_id": ""
},
{

View File

@ -29,15 +29,15 @@
"_opacity": 255,
"_color": {
"__type__": "cc.Color",
"r": 0,
"r": 255,
"g": 255,
"b": 235,
"b": 255,
"a": 255
},
"_contentSize": {
"__type__": "cc.Size",
"width": 96,
"height": 96
"width": 46,
"height": 46
},
"_anchorPoint": {
"__type__": "cc.Vec2",
@ -55,8 +55,8 @@
0,
0,
1,
0.5,
0.5,
1,
1,
0
]
},
@ -89,7 +89,7 @@
"_srcBlendFactor": 770,
"_dstBlendFactor": 771,
"_spriteFrame": {
"__uuid__": "a3ef42a4-ab25-492d-b6c8-36d166c99a15"
"__uuid__": "b80f2487-005a-4928-bde5-04fa41aeda71"
},
"_type": 0,
"_sizeMode": 1,
@ -102,7 +102,9 @@
"_fillStart": 0,
"_fillRange": 0,
"_isTrimmedMode": true,
"_atlas": null,
"_atlas": {
"__uuid__": "9830637c-e4e3-4df5-8d51-fc49b7d715b4"
},
"_id": ""
},
{

View File

@ -29,15 +29,15 @@
"_opacity": 255,
"_color": {
"__type__": "cc.Color",
"r": 219,
"g": 80,
"b": 14,
"r": 255,
"g": 255,
"b": 255,
"a": 255
},
"_contentSize": {
"__type__": "cc.Size",
"width": 96,
"height": 96
"width": 46,
"height": 46
},
"_anchorPoint": {
"__type__": "cc.Vec2",
@ -55,8 +55,8 @@
0,
0,
1,
0.5,
0.5,
1,
1,
0
]
},
@ -89,7 +89,7 @@
"_srcBlendFactor": 770,
"_dstBlendFactor": 771,
"_spriteFrame": {
"__uuid__": "a3ef42a4-ab25-492d-b6c8-36d166c99a15"
"__uuid__": "c56d3750-ea9e-4a25-8ee4-ca2306c86f7e"
},
"_type": 0,
"_sizeMode": 1,
@ -102,7 +102,9 @@
"_fillStart": 0,
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}
// Limit downloading max concurrent task to 2,
// more tasks simultaneously may cause performance draw back on some android system / browsers.
// You can adjust the number based on your own test result, you have to set it before any loading process to take effect.
if (cc.sys.isBrowser && cc.sys.os === cc.sys.OS_ANDROID) {
cc.assetManager.downloader.maxConcurrency = 2;
cc.assetManager.downloader.maxRequestsPerFrame = 2;
}
var launchScene = settings.launchScene;
var bundle = cc.assetManager.bundles.find(function (b) {
return b.getSceneInfo(launchScene);
});
bundle.loadScene(launchScene, null, onProgress,
function (err, scene) {
if (!err) {
cc.director.runSceneImmediate(scene);
if (cc.sys.isBrowser) {
// show canvas
var canvas = document.getElementById('GameCanvas');
canvas.style.visibility = '';
var div = document.getElementById('GameDiv');
if (div) {
div.style.backgroundImage = '';
}
console.log('Success to load scene: ' + launchScene);
}
}
}
);
};
var option = {
id: 'GameCanvas',
debugMode: settings.debug ? cc.debug.DebugMode.INFO : cc.debug.DebugMode.ERROR,
showFPS: settings.debug,
frameRate: 60,
groupList: settings.groupList,
collisionMatrix: settings.collisionMatrix,
};
cc.assetManager.init({
bundleVers: settings.bundleVers,
remoteBundles: settings.remoteBundles,
server: settings.server
});
var bundleRoot = [INTERNAL];
settings.hasResourcesBundle && bundleRoot.push(RESOURCES);
var count = 0;
function cb (err) {
if (err) return console.error(err.message, err.stack);
count++;
if (count === bundleRoot.length + 1) {
cc.assetManager.loadBundle(MAIN, function (err) {
if (!err) cc.game.run(option, onStart);
});
}
}
cc.assetManager.loadScript(settings.jsList.map(function (x) { return 'src/' + x;}), cb);
for (var i = 0; i < bundleRoot.length; i++) {
cc.assetManager.loadBundle(bundleRoot[i], cb);
}
};
if (window.jsb) {
var isRuntime = (typeof loadRuntime === 'function');
if (isRuntime) {
require('src/settings.f2e4a.js');
require('src/cocos2d-runtime.js');
if (CC_PHYSICS_BUILTIN || CC_PHYSICS_CANNON) {
require('src/physics.js');
}
require('jsb-adapter/engine/index.js');
}
else {
require('src/settings.f2e4a.js');
require('src/cocos2d-jsb.js');
if (CC_PHYSICS_BUILTIN || CC_PHYSICS_CANNON) {
require('src/physics.js');
}
require('jsb-adapter/jsb-engine.js');
}
cc.macro.CLEANUP_IMAGE_CACHE = true;
window.boot();
}

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window._CCSettings={platform:"web-mobile",groupList:["default"],collisionMatrix:[[true]],hasResourcesBundle:true,hasStartSceneBundle:false,remoteBundles:[],subpackages:[],launchScene:"db://assets/Scene/LoadScene.fire",orientation:"portrait",jsList:[],bundleVers:{resources:"8426e",internal:"d17e2",main:"3d892"}};

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body {
cursor: default;
padding: 0;
border: 0;
margin: 0;
text-align: center;
background-color: white;
font-family: Helvetica, Verdana, Arial, sans-serif;
}
body, canvas, div {
outline: none;
-moz-user-select: none;
-webkit-user-select: none;
-ms-user-select: none;
-khtml-user-select: none;
-webkit-tap-highlight-color: rgba(0, 0, 0, 0);
}
/* Remove spin of input type number */
input::-webkit-outer-spin-button,
input::-webkit-inner-spin-button {
/* display: none; <- Crashes Chrome on hover */
-webkit-appearance: none;
margin: 0; /* <-- Apparently some margin are still there even though it's hidden */
}
#Cocos2dGameContainer {
position: absolute;
margin: 0;
overflow: hidden;
left: 0px;
top: 0px;
}
canvas {
background-color: rgba(0, 0, 0, 0);
}
a:link, a:visited {
color: #000;
}
a:active, a:hover {
color: #666;
}
p.header {
font-size: small;
}
p.footer {
font-size: x-small;
}
#splash {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: #171717 url(./splash.85cfd.png) no-repeat center;
background-size: 350px;
}
.progress-bar {
background-color: #1a1a1a;
position: absolute;
left: 50%;
top: 80%;
height: 5px;
width: 300px;
margin: 0 -150px;
border-radius: 5px;
box-shadow: 0 1px 5px #000 inset, 0 1px 0 #444;
}
.progress-bar span {
display: block;
height: 100%;
border-radius: 5px;
box-shadow: 0 1px 0 rgba(255, 255, 255, .5) inset;
transition: width .4s ease-in-out;
background-color: #3dc5de;
}
.stripes span {
background-size: 30px 30px;
background-image: linear-gradient(135deg, rgba(255, 255, 255, .15) 25%, transparent 25%,
transparent 50%, rgba(255, 255, 255, .15) 50%, rgba(255, 255, 255, .15) 75%,
transparent 75%, transparent);
animation: animate-stripes 1s linear infinite;
}
@keyframes animate-stripes {
0% {background-position: 0 0;} 100% {background-position: 60px 0;}
}
h1 {
color: #444;
text-shadow: 3px 3px 15px;
}
#GameDiv {
width: 800px;
height: 450px;
margin: 0 auto;
background: black;
position: relative;
border: 3px solid black;
border-radius: 6px;
box-shadow: 0 5px 40px #333
}

View File

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html {
-ms-touch-action: none;
}
body, canvas, div {
display: block;
outline: none;
-webkit-tap-highlight-color: rgba(0, 0, 0, 0);
user-select: none;
-moz-user-select: none;
-webkit-user-select: none;
-ms-user-select: none;
-khtml-user-select: none;
-webkit-tap-highlight-color: rgba(0, 0, 0, 0);
}
/* Remove spin of input type number */
input::-webkit-outer-spin-button,
input::-webkit-inner-spin-button {
/* display: none; <- Crashes Chrome on hover */
-webkit-appearance: none;
margin: 0; /* <-- Apparently some margin are still there even though it's hidden */
}
body {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
padding: 0;
border: 0;
margin: 0;
cursor: default;
color: #888;
background-color: #333;
text-align: center;
font-family: Helvetica, Verdana, Arial, sans-serif;
display: flex;
flex-direction: column;
/* fix bug: https://github.com/cocos-creator/2d-tasks/issues/791 */
/* overflow cannot be applied in Cocos2dGameContainer,
otherwise child elements will be hidden when Cocos2dGameContainer rotated 90 deg */
overflow: hidden;
}
#Cocos2dGameContainer {
position: absolute;
margin: 0;
left: 0px;
top: 0px;
display: -webkit-box;
-webkit-box-orient: horizontal;
-webkit-box-align: center;
-webkit-box-pack: center;
}
canvas {
background-color: rgba(0, 0, 0, 0);
}
a:link, a:visited {
color: #666;
}
a:active, a:hover {
color: #666;
}
p.header {
font-size: small;
}
p.footer {
font-size: x-small;
}
#splash {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: #171717 url(./splash.85cfd.png) no-repeat center;
background-size: 45%;
}
.progress-bar {
position: absolute;
left: 27.5%;
top: 80%;
height: 3px;
padding: 2px;
width: 45%;
border-radius: 7px;
box-shadow: 0 1px 5px #000 inset, 0 1px 0 #444;
}
.progress-bar span {
display: block;
height: 100%;
border-radius: 3px;
transition: width .4s ease-in-out;
background-color: #3dc5de;
}
.stripes span {
background-size: 30px 30px;
background-image: linear-gradient(135deg, rgba(255, 255, 255, .15) 25%, transparent 25%,
transparent 50%, rgba(255, 255, 255, .15) 50%, rgba(255, 255, 255, .15) 75%,
transparent 75%, transparent);
animation: animate-stripes 1s linear infinite;
}
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0% {background-position: 0 0;} 100% {background-position: 60px 0;}
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