更新状态
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@ -1336,6 +1336,7 @@ export default class MapConroler extends cc.Component {
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// 移动到下一组的位置
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i += length;
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}
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//顺时针跳跃
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if (this.jump_state == true) {
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}
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@ -1365,6 +1366,35 @@ export default class MapConroler extends cc.Component {
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// console.log("排序后的WALL_INFO数组:", this.jumpWallArray);
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}
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jumpWallAction(startPos, endPos, wall) {
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let startWall = this.jumpWallArray[startPos][0].getChildByName("revolving");
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let startLength = this.jumpWallArray[startPos][0].getChildByName("wall").getComponent("Wall").wall_Info.length;
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let endWall = this.jumpWallArray[endPos][0].getChildByName("revolving");
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let endLength = this.jumpWallArray[endPos][0].getChildByName("wall").getComponent("Wall").wall_Info.length;
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let startRotate = startWall.getChildByName("rotate" + startLength);
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let endRotate = endWall.getChildByName("rotate" + endLength);
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let startAngle = startRotate.angle;
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let endAngle = endRotate.angle;
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let startPosition = cc.v2(startRotate.parent.parent.x + startRotate.x, startRotate.parent.parent.y + startRotate.y);
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let endPosition = cc.v2(endRotate.parent.parent.x + endRotate.x, endRotate.parent.parent.y + endRotate.y);
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if (startAngle == -270 && endAngle == 0) startAngle = 90;
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if (startAngle == 0 && endAngle == -270) startAngle = -360;
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let sp = new cc.Node();
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cc.tween(sp)
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.call(() => {
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wall[0].getChildByName("wall").getComponent("Wall").changeJumpWall(false);
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})
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.delay(0.5)
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.call(() => {
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wall[1].getChildByName("wall").getComponent("Wall").changeJumpWall(true);
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sp.destroy();
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})
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.start();
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}
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//创建旋转门设置功能
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createRevolvingWall() {
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// 第一步:将数组分为N个小数组,每个小数组以length不为0的元素开头
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@ -1855,15 +1885,54 @@ export default class MapConroler extends cc.Component {
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}
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// console.log("跳跃一次");
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//有跳跃门,根据跳跃门数组,改变跳跃门状态,受跳跃方向影响
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let wallStart = this.jumpWallArray[0];
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let wallArray = [];
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for (let i = 0; i < this.jumpWallArray.length; i++) {
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let wall = this.jumpWallArray[i];
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if (wall[0].getChildByName("wall").getComponent("Wall").special == 2) {
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wall[0].getChildByName("wall").getComponent("Wall").special = 3;
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}
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else {
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wall[0].getChildByName("wall").getComponent("Wall").special = 2;
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for (let j = 0; j < wall.length; j++) {
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wallArray.push(this.jumpWallArray[i][j]);
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if (this.jumpWallArray[i][j].getChildByName("wall").getComponent("Wall").jumpNode) {
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for (let k = 0; k < wall.length; k++) {
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this.jumpWallArray[i][j].getChildByName("wall").getComponent("Wall").changeJumpWall(false);
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}
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}
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}
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}
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for (let i = 0; i < wallArray.length; i++) {
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if (wallArray[i].getChildByName("wall").getComponent("Wall").jumpNode) {
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wallArray[i].getChildByName("wall").getComponent("Wall").jumpNode = null;
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if (i == wallArray.length - 1) {
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wallArray[0].getChildByName("wall").getComponent("Wall").changeJumpWall(true);
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break;
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}
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else {
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wallArray[i + 1].getChildByName("wall").getComponent("Wall").changeJumpWall(true);
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i += 1;
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}
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}
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}
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// for (let j = 0; j < wallArray.length; j++) {
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// if (wallArray[j] < (this.jumpWallArray.length - 1)) {
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// let wall2 = this.jumpWallArray[wallArray[j] + 1];
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// for (let k = 0; k < wall2.length; k++) {
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// // wall2[k].getChildByName("wall").getComponent("Wall").special = special;
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// }
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// this.jumpWallAction(wallArray[j], wallArray[j] + 1, wall2);
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// }
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// else {
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// let wall3 = wallStart;
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// for (let k = 0; k < wall3.length; k++) {
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// // wall3[k].getChildByName("wall").getComponent("Wall").special = special;
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// }
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// this.jumpWallAction(wallArray[j], 0, wall3);
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// }
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// }
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}
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changeRevolvingWall() {
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@ -2963,6 +3032,7 @@ export default class MapConroler extends cc.Component {
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this.changeLockWall();
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this.changeRevolvingWall();
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this.changeLongAndShortWall();
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this.changeJumpWall();
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if (cc.fx.GameConfig.GM_INFO.reviewDoor < 2)
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cc.fx.GameConfig.GM_INFO.reviewDoor += 1;
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}
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@ -2970,6 +3040,7 @@ export default class MapConroler extends cc.Component {
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this.changeLockWall();
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this.changeRevolvingWall();
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this.changeLongAndShortWall();
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this.changeJumpWall();
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if (cc.fx.GameConfig.GM_INFO.reviewRevolving < 2)
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cc.fx.GameConfig.GM_INFO.reviewRevolving += 1;
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}
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@ -2977,6 +3048,7 @@ export default class MapConroler extends cc.Component {
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this.changeLockWall();
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this.changeRevolvingWall();
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this.changeLongAndShortWall();
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this.changeJumpWall();
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if (cc.fx.GameConfig.GM_INFO.reviewLongAndShort < 2)
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cc.fx.GameConfig.GM_INFO.reviewLongAndShort += 1;
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}
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@ -189,21 +189,15 @@ export default class Wall extends cc.Component {
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//旋转门
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let name2 = "rotate" + this.wall_Info.length;
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this.revolvingNode = this.node.parent.getChildByName("revolving").getChildByName(name2);
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this.jumpNode = this.node.parent.getChildByName("jump");
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// if (this.jumpNode) {
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// this.jumpNode.active = true;
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// console.log("跳跃门 一个");
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// }
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//跳跃门
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this.jumpNode = this.node.parent.getChildByName("jump");
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if (this.wall_Info.jump != undefined) {
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this.jumpNode.active = true;
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if (this.wall_Info.length == 0 && (this.node.parent.name == "right" || this.node.parent.name == "left")) {
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debugger;
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this.node.parent.zIndex = 999;
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}
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this.jumpInit();
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}
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else {
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this.jumpNode = null;
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}
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//跳跃门
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if (this.wall_Info.colorArray) {
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this.colorArray = this.wall_Info.colorArray.split('').map(char => parseInt(char) + 1);
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@ -565,6 +559,28 @@ export default class Wall extends cc.Component {
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}
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}
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//跳跃门跳跃
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changeJumpWall(type) {
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if (type == true) {
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this.jumpInit();
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}
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else {
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this.jumpNode.active = false;
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}
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}
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//跳跃门初始化
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jumpInit() {
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this.jumpNode = this.node.parent.getChildByName("jump");
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this.jumpNode.active = true;
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if (this.wall_Info.length == 0 && (this.node.parent.name == "right" || this.node.parent.name == "left")) {
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this.node.parent.zIndex = 999;
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}
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}
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//变色门变色总方法
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changeColorWall() {
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// console.log("通过此门,调用次门数组", this.colorArray);
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@ -443,8 +443,8 @@ var GameTool = {
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//关卡上限
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maxLevel() {
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let jg = false;
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if (cc.fx.GameConfig.GM_INFO.level > 1149) {
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cc.fx.GameConfig.GM_INFO.level = 1150;
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if (cc.fx.GameConfig.GM_INFO.level > 1199) {
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cc.fx.GameConfig.GM_INFO.level = 1200;
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jg = true;
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}
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return jg;
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