更新UI
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@ -604,7 +604,10 @@ export default class Block extends cc.Component {
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this.node.active = false;
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this.node.removeFromParent();
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if (type == true && MapConroler._instance.openWall.length > 0) {
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MapConroler._instance.predict_End();
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let gameover = MapConroler._instance.predict_End();
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if (gameover == false) {
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MapConroler._instance.failLevel("lock");
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}
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}
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// this.node.active = false;
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// this.node.removeFromParent();
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@ -129,11 +129,12 @@ export default class MapConroler extends cc.Component {
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rightDoors: any; //右门
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topDoors: any; //上门
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bottomDoors: any; //下门
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leftDoors: any;
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powerState: boolean = false; //
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SceneManager: any;
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lastMagicTime: number;
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opBlock: any;
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leftDoors: any; //左门
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powerState: boolean = false; //无限体力状态
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SceneManager: any; //场景管理器
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lastMagicTime: number; //上次使用魔法的时间
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wall_Pass: any; //可通过门的数组
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// mapInfo: number[][] = [];
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@ -155,6 +156,7 @@ export default class MapConroler extends cc.Component {
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this.node.parent.parent.parent.getChildByName("zhuanchang").active = false;
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}
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});
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this.wall_Pass = [];
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this.blocks = [];
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this.leftDoors = []; //左门
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this.rightDoors = []; //右门
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@ -1629,18 +1631,18 @@ export default class MapConroler extends cc.Component {
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this.reviewState = true;
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cc.fx.AudioManager._instance.playEffect("anniu_Big", null);
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let coin = 900;
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let coin = 500;
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let data = {
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type: type,
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coin: -coin
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}
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if (type == "time") {
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if (cc.fx.GameConfig.GM_INFO.review == 1) coin = 1900;
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else if (cc.fx.GameConfig.GM_INFO.review == 2) coin = 2500;
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if (cc.fx.GameConfig.GM_INFO.review == 1) coin = 1000;
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else if (cc.fx.GameConfig.GM_INFO.review == 2) coin = 1500;
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}
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else if (type == "boom") {
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if (cc.fx.GameConfig.GM_INFO.reviewBoom == 1) coin = 1900;
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else if (cc.fx.GameConfig.GM_INFO.reviewBoom == 2) coin = 2500;
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if (cc.fx.GameConfig.GM_INFO.reviewBoom == 1) coin = 1000;
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else if (cc.fx.GameConfig.GM_INFO.reviewBoom == 2) coin = 1500;
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}
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data.coin = -coin;
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// console.log("自身金币:",cc.fx.GameConfig.GM_INFO.coin,"消耗金币:",coin);
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@ -1787,7 +1789,7 @@ export default class MapConroler extends cc.Component {
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this.stopTimeCutDown();
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let time = 0;
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this.gameOver = true;
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if (type == "boom") {
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if (type == "boom" || type == "lock") {
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time = 2000;
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}
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setTimeout(() => {
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@ -1802,7 +1804,7 @@ export default class MapConroler extends cc.Component {
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else if (cc.fx.GameConfig.GM_INFO.review == 1) buyBtn.getChildByName("coin2").active = true;
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else if (cc.fx.GameConfig.GM_INFO.review == 2) buyBtn.getChildByName("coin3").active = true;
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}
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if (type == "boom") {
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else if (type == "boom") {
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this.node.parent.parent.getChildByName("Lose").getChildByName("Time").active = false;
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this.node.parent.parent.getChildByName("Lose").getChildByName("Boom").active = true;
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let buyBtn = this.node.parent.parent.getChildByName("Lose").getChildByName("Boom").getChildByName("buyBtn");
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@ -1811,6 +1813,11 @@ export default class MapConroler extends cc.Component {
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else if (cc.fx.GameConfig.GM_INFO.reviewBoom == 1) buyBtn.getChildByName("coin2").active = true;
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else if (cc.fx.GameConfig.GM_INFO.reviewBoom == 2) buyBtn.getChildByName("coin3").active = true;
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}
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else if (type == "lock") {
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this.node.parent.parent.getChildByName("Lose").getChildByName("Time").active = false;
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this.node.parent.parent.getChildByName("Lose").getChildByName("Boom").active = false;
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this.node.parent.parent.getChildByName("Lose").getChildByName("Lock").active = true;
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}
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}
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}, time);
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@ -1970,7 +1977,6 @@ export default class MapConroler extends cc.Component {
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}
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handleBuySuccess(data) {
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this.node.parent.parent.parent.getComponent("SceneManager").resetBtn();
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this.updateCoin();
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this.pause = false;
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@ -2094,7 +2100,7 @@ export default class MapConroler extends cc.Component {
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}
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buyMagic() {
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if (cc.fx.GameConfig.GM_INFO.coin < 1500) {
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if (cc.fx.GameConfig.GM_INFO.coin < 900) {
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MiniGameSdk.API.showToast("金币不足,无法购买道具");
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this.node.parent.parent.parent.getComponent("SceneManager").resetBtn();
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setTimeout(() => {
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@ -2106,7 +2112,7 @@ export default class MapConroler extends cc.Component {
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}
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buyHammer() {
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if (cc.fx.GameConfig.GM_INFO.coin < 1000) {
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if (cc.fx.GameConfig.GM_INFO.coin < 600) {
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MiniGameSdk.API.showToast("金币不足,无法购买道具");
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this.node.parent.parent.parent.getComponent("SceneManager").resetBtn();
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setTimeout(() => {
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@ -2118,7 +2124,7 @@ export default class MapConroler extends cc.Component {
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}
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buyFreeze() {
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if (cc.fx.GameConfig.GM_INFO.coin < 1500) {
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if (cc.fx.GameConfig.GM_INFO.coin < 600) {
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MiniGameSdk.API.showToast("金币不足,无法购买道具");
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this.node.parent.parent.parent.getComponent("SceneManager").resetBtn();
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setTimeout(() => {
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@ -2783,13 +2789,63 @@ export default class MapConroler extends cc.Component {
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//提前判断游戏结束
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predict_End() {
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console.log("提前判断游戏结束");
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let count = 0;
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let result = false;
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for (let i = 0; i < this.blocks.length; i++) {
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//确保方块是可移动状态下再做判断
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if (this.blockCanMove(this.blocks[i])) {
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let color = this.blocks[i].getComponent("Block").color;
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for (let j = 0; j < this.wall_Pass.length; j++) {
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//如果颜色相同
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if (this.wall_Pass[j].color == color) {
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//星星块特殊判断
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if (this.blocks[i].getComponent("Block").type == 5) {
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console.log("星星块,判断是否可通行");
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if (this.wall_Pass[j].special == 1) {
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console.log("星星门,可通行");
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result = this.blockCanPass(this.blocks[i], this.wall_Pass[j]);
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if (result == true)
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return result;
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}
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else {
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console.log("普通门,不可通行");
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continue;
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}
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}
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else {
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if (this.wall_Pass[j].special == 2) {
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if (this.wall_Pass[j].open == true) {
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console.log("开关门并且开着");
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result = this.blockCanPass(this.blocks[i], this.wall_Pass[j]);
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if (result == true)
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return result;
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}
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else {
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console.log("开关门并且关着,________不可通行");
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continue;
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}
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}
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else if (this.wall_Pass[j].special == 3) {
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console.log("冻结门,不可通行");
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continue;
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}
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else {
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console.log("普通门,判断是否可通行");
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result = this.blockCanPass(this.blocks[i], this.wall_Pass[j]);
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if (result == true)
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return result;
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}
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}
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}
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}
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}
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}
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return result;
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}
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//判断方块是否可以正常通过门
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blockCanPass(block, wall) {
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let jg = false;
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return jg;
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}
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//判断方块是否是可移动类型
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@ -150,11 +150,12 @@ export default class Wall extends cc.Component {
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//this.node.getChildByName("num").getComponent(cc.Label).string = ":" + this.node.parent.zIndex;
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}
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if (wall_Info != null) {
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this.color = wall_Info.color;
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this.special = wall_Info.special;
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this.color = this.wall_Info.color;
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this.special = this.wall_Info.special;
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this.initType();
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if (wall_Info.length > 0) {
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this.initColor(wall_Info.length);
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if (this.wall_Info.length > 0) {
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this.initColor(this.wall_Info.length);
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MapConroler._instance.wall_Pass.push(this);
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}
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else this.node.removeComponent("cc.Sprite");
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if (this.posX != null) {
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@ -694,9 +694,9 @@ var GameTool = {
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//@ts-ignore
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if (typeof wx !== 'undefined' && wx !== null) {
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let num = 3;
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let cost = 1500;
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if (propid == 2002) {
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cost = 1000;
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let cost = 600;
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if (propid == 2003) {
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cost = 900;
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num = 1;
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}
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cc.fx.GameTool.changeCoin(-cost);
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BIN
assets/shop/img/ditu.jpg
Normal file
After Width: | Height: | Size: 76 KiB |
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@ -1,6 +1,6 @@
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{
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"ver": "2.3.7",
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"uuid": "e949bfab-45c2-4e15-a2bf-afc4b26d9cb2",
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"uuid": "acc20498-4f7f-4ada-907b-3f1f7aa75857",
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"importer": "texture",
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"type": "sprite",
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"wrapMode": "clamp",
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@ -14,9 +14,9 @@
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"subMetas": {
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"ditu": {
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"ver": "1.0.6",
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"uuid": "50e5fcf9-a6c3-43d1-8930-6f8c6b85ff92",
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"uuid": "22372cf5-9d4b-4926-ace8-921c11cf8dd5",
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"importer": "sprite-frame",
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||||
"rawTextureUuid": "e949bfab-45c2-4e15-a2bf-afc4b26d9cb2",
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||||
"rawTextureUuid": "acc20498-4f7f-4ada-907b-3f1f7aa75857",
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"trimType": "auto",
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"trimThreshold": 1,
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"rotated": false,
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Before Width: | Height: | Size: 1.3 MiB |
Before Width: | Height: | Size: 1.1 MiB After Width: | Height: | Size: 271 KiB |
Before Width: | Height: | Size: 920 KiB After Width: | Height: | Size: 229 KiB |
Before Width: | Height: | Size: 198 KiB After Width: | Height: | Size: 77 KiB |
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@ -175,7 +175,7 @@
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"_srcBlendFactor": 770,
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||||
"_dstBlendFactor": 771,
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||||
"_spriteFrame": {
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||||
"__uuid__": "50e5fcf9-a6c3-43d1-8930-6f8c6b85ff92"
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||||
"__uuid__": "22372cf5-9d4b-4926-ace8-921c11cf8dd5"
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||||
},
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"_type": 0,
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||||
"_sizeMode": 1,
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