更新 优化 游戏内功能

This commit is contained in:
COMPUTER\EDY 2025-12-24 16:21:14 +08:00
parent 2cdee72fe1
commit 740a1c3bf7
11 changed files with 43 additions and 32 deletions

View File

@ -2727,7 +2727,7 @@
"__id__": 59
}
],
"_active": false,
"_active": true,
"_components": [],
"_prefab": null,
"_opacity": 255,
@ -2889,9 +2889,9 @@
"_opacity": 255,
"_color": {
"__type__": "cc.Color",
"r": 0,
"g": 126,
"b": 81,
"r": 43,
"g": 161,
"b": 119,
"a": 255
},
"_contentSize": {
@ -23914,7 +23914,7 @@
},
{
"__type__": "cc.Node",
"_name": "snow",
"_name": "New Sprite",
"_objFlags": 0,
"_parent": {
"__id__": 549
@ -23975,7 +23975,7 @@
"_is3DNode": false,
"_groupIndex": 0,
"groupIndex": 0,
"_id": "57Jj49hjhB/IjIYaKr/0dU"
"_id": "dfTmaQPZhP2Ix1UZaSsYhR"
},
{
"__type__": "cc.Sprite",
@ -23992,9 +23992,11 @@
],
"_srcBlendFactor": 770,
"_dstBlendFactor": 771,
"_spriteFrame": null,
"_spriteFrame": {
"__uuid__": "8cdb44ac-a3f6-449f-b354-7cd48cf84061"
},
"_type": 0,
"_sizeMode": 1,
"_sizeMode": 0,
"_fillType": 0,
"_fillCenter": {
"__type__": "cc.Vec2",
@ -24005,7 +24007,7 @@
"_fillRange": 0,
"_isTrimmedMode": true,
"_atlas": null,
"_id": "2bcu5aMTJNR6oODV5J/k9N"
"_id": "261B3Em/hFEYAUHj+xC1wf"
},
{
"__type__": "cc.Widget",
@ -24032,7 +24034,7 @@
"_isAbsVerticalCenter": true,
"_originalWidth": 40,
"_originalHeight": 36,
"_id": "fbxK6OjL1B/51Esr/XOCZN"
"_id": "28DG1qweVHkIaUIntr+PXW"
},
{
"__type__": "cc.Widget",

View File

@ -257,6 +257,11 @@ export default class JiaZai extends cc.Component {
});
}
else {
if (JiaZai.cachedRewardPrefab) {
this.getOrder();
}
}
if (cc.fx.GameConfig.GM_INFO.otherLevel > 0) {
@ -1562,7 +1567,7 @@ export default class JiaZai extends cc.Component {
}
if (data.data != null && data.code == 0) {
//console.log("未到期已领取");
console.log("未到期已领取");
}
if (data.code == 1) {
this.getcard.active = true;

View File

@ -2025,7 +2025,6 @@ export default class MapConroler extends cc.Component {
freezeBlock[i].getChildByName("freeze").getComponent("Freeze").reduce(1);
}
}
console.log("冻结方块数量", freezeBlock.length);
let floorBlock = this.node.children.filter(child => {
if (child.getComponent("Block")) {

View File

@ -55,6 +55,11 @@ export default class Boom extends cc.Component {
}
reduceTime(num) {
if (this.node.parent) {
if (this.node.parent.getComponent("Block").block_Info.floor) {
return;
}
}
if (this.node.name == "boom2") {
this.time -= num;
if (this.time <= 0) this.time = 0;

View File

@ -6698,7 +6698,7 @@
"__id__": 403
}
],
"_active": false,
"_active": true,
"_components": [
{
"__id__": 419
@ -7060,7 +7060,7 @@
"_isSystemFontUsed": true,
"_spacingX": 0,
"_batchAsBitmap": false,
"_styleFlags": 0,
"_styleFlags": 1,
"_underlineHeight": 0,
"_N$horizontalAlign": 2,
"_N$verticalAlign": 2,
@ -7168,7 +7168,7 @@
"_isSystemFontUsed": true,
"_spacingX": 0,
"_batchAsBitmap": false,
"_styleFlags": 0,
"_styleFlags": 1,
"_underlineHeight": 0,
"_N$horizontalAlign": 1,
"_N$verticalAlign": 2,

View File

@ -7,7 +7,7 @@
9,
9
],
"time": 140,
"time": 170,
"gap": [
{
"x": 3,

View File

@ -7,7 +7,7 @@
9,
11
],
"time": 100,
"time": 130,
"gap": [
{
"x": 1,

View File

@ -7,7 +7,7 @@
7,
9
],
"time": 150,
"time": 180,
"gap": [
{
"x": 1,

View File

@ -97,7 +97,7 @@
},
{
"block": 1,
"color": 9,
"color": 8,
"type": 0,
"position": {
"x": -180,
@ -108,7 +108,7 @@
},
{
"block": 1,
"color": 3,
"color": 9,
"type": 0,
"position": {
"x": 420,
@ -141,7 +141,7 @@
},
{
"block": 2,
"color": 7,
"color": 3,
"type": 0,
"position": {
"x": 180,
@ -152,7 +152,7 @@
},
{
"block": 0,
"color": 3,
"color": 9,
"type": 0,
"position": {
"x": 300,
@ -166,7 +166,7 @@
"color": 11,
"type": 0,
"position": {
"x": 300,
"x": 180,
"y": 120,
"z": 0
},
@ -174,7 +174,7 @@
},
{
"block": 0,
"color": 9,
"color": 8,
"type": 6,
"position": {
"x": -180,
@ -186,7 +186,7 @@
},
{
"block": 2,
"color": 7,
"color": 3,
"type": 1,
"position": {
"x": -60,
@ -257,7 +257,7 @@
{
"id": 497,
"num": 0,
"color": 3,
"color": 9,
"special": 0,
"length": 1
},
@ -278,14 +278,14 @@
{
"id": 500,
"num": 7,
"color": 7,
"color": 3,
"special": 0,
"length": 2
},
{
"id": 501,
"num": 11,
"color": 7,
"color": 3,
"special": 0,
"length": 0
},
@ -327,7 +327,7 @@
{
"id": 507,
"num": 23,
"color": 9,
"color": 8,
"special": 0,
"length": 1
},

View File

@ -65,7 +65,7 @@ CCProgram fs %{
uniform sampler2D texture;
#endif
#define LAYERS 6
#define LAYERS 20
#define DEPTH .4
#define WIDTH .3
#define SPEED .3

View File

@ -6,11 +6,11 @@
{
"glsl1": {
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n#endif\nuniform vec4 cc_time;\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nvoid main () {\n const mat3 p = mat3(13.323122,23.5112,21.71123,21.1212,28.7312,11.9312,21.8112,14.7212,61.3934);\nvec2 uv = 500./1000. + vec2(1.,1.)*gl_FragCoord.xy / 1000.;\nvec3 acc = vec3(0.0);\nfloat dof = 5.*sin(cc_time.x*.1);\nfor (int i=0;i<6;i++) {\n float fi = float(i);\n vec2 q = uv*(1.+fi*.4);\n float shouldDrift = step(0.6, fract(fi * 7.238917));\n float driftAmount = shouldDrift * .2 * sin(cc_time.x * 0.5 + fi * 1.5) * (1.0 + 0.5 * sin(fi * 3.7));\n q += vec2(q.y*(.3*mod(fi*7.238917,1.)-.3*.5) + driftAmount, .3*cc_time.x/(1.+fi*.4*.03));\n vec3 n = vec3(floor(q),31.189+fi);\n vec3 m = floor(n)*.00001 + fract(n);\n vec3 mp = (31415.9+m)/fract(p*m);\n vec3 r = fract(mp);\n vec2 s = abs(mod(q,1.)-.5+.9*r.xy-.45);\n s += .008*abs(2.*fract(8.*q.yx)-1.);\n float d = .5*max(s.x-s.y,s.x+s.y)+max(s.x,s.y)-.01;\n float edge = .004+.04*min(.5*abs(fi-5.-dof),1.);\n float sizeVariation = 0.9 + 0.3 * sin(fi * 2.1);\n acc += vec3(smoothstep(edge,-edge,d)*(r.x/(1.+.02*fi*.4)*sizeVariation));\n}\n float a = 0.;\n if(acc.r+acc.g+acc.b>0.3){\n a = acc.r+acc.g+acc.b;\n }\ngl_FragColor = vec4(vec3(acc*5.),a);\n}"
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n#endif\nuniform vec4 cc_time;\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nvoid main () {\n const mat3 p = mat3(13.323122,23.5112,21.71123,21.1212,28.7312,11.9312,21.8112,14.7212,61.3934);\nvec2 uv = 500./1000. + vec2(1.,1.)*gl_FragCoord.xy / 1000.;\nvec3 acc = vec3(0.0);\nfloat dof = 5.*sin(cc_time.x*.1);\nfor (int i=0;i<20;i++) {\n float fi = float(i);\n vec2 q = uv*(1.+fi*.4);\n float shouldDrift = step(0.6, fract(fi * 7.238917));\n float driftAmount = shouldDrift * .2 * sin(cc_time.x * 0.5 + fi * 1.5) * (1.0 + 0.5 * sin(fi * 3.7));\n q += vec2(q.y*(.3*mod(fi*7.238917,1.)-.3*.5) + driftAmount, .3*cc_time.x/(1.+fi*.4*.03));\n vec3 n = vec3(floor(q),31.189+fi);\n vec3 m = floor(n)*.00001 + fract(n);\n vec3 mp = (31415.9+m)/fract(p*m);\n vec3 r = fract(mp);\n vec2 s = abs(mod(q,1.)-.5+.9*r.xy-.45);\n s += .008*abs(2.*fract(8.*q.yx)-1.);\n float d = .5*max(s.x-s.y,s.x+s.y)+max(s.x,s.y)-.01;\n float edge = .004+.04*min(.5*abs(fi-5.-dof),1.);\n float sizeVariation = 0.9 + 0.3 * sin(fi * 2.1);\n acc += vec3(smoothstep(edge,-edge,d)*(r.x/(1.+.02*fi*.4)*sizeVariation));\n}\n float a = 0.;\n if(acc.r+acc.g+acc.b>0.3){\n a = acc.r+acc.g+acc.b;\n }\ngl_FragColor = vec4(vec3(acc*5.),a);\n}"
},
"glsl3": {
"vert": "\nprecision highp float;\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nvoid main () {\n const mat3 p = mat3(13.323122,23.5112,21.71123,21.1212,28.7312,11.9312,21.8112,14.7212,61.3934);\nvec2 uv = 500./1000. + vec2(1.,1.)*gl_FragCoord.xy / 1000.;\nvec3 acc = vec3(0.0);\nfloat dof = 5.*sin(cc_time.x*.1);\nfor (int i=0;i<6;i++) {\n float fi = float(i);\n vec2 q = uv*(1.+fi*.4);\n float shouldDrift = step(0.6, fract(fi * 7.238917));\n float driftAmount = shouldDrift * .2 * sin(cc_time.x * 0.5 + fi * 1.5) * (1.0 + 0.5 * sin(fi * 3.7));\n q += vec2(q.y*(.3*mod(fi*7.238917,1.)-.3*.5) + driftAmount, .3*cc_time.x/(1.+fi*.4*.03));\n vec3 n = vec3(floor(q),31.189+fi);\n vec3 m = floor(n)*.00001 + fract(n);\n vec3 mp = (31415.9+m)/fract(p*m);\n vec3 r = fract(mp);\n vec2 s = abs(mod(q,1.)-.5+.9*r.xy-.45);\n s += .008*abs(2.*fract(8.*q.yx)-1.);\n float d = .5*max(s.x-s.y,s.x+s.y)+max(s.x,s.y)-.01;\n float edge = .004+.04*min(.5*abs(fi-5.-dof),1.);\n float sizeVariation = 0.9 + 0.3 * sin(fi * 2.1);\n acc += vec3(smoothstep(edge,-edge,d)*(r.x/(1.+.02*fi*.4)*sizeVariation));\n}\n float a = 0.;\n if(acc.r+acc.g+acc.b>0.3){\n a = acc.r+acc.g+acc.b;\n }\ngl_FragColor = vec4(vec3(acc*5.),a);\n}"
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nvoid main () {\n const mat3 p = mat3(13.323122,23.5112,21.71123,21.1212,28.7312,11.9312,21.8112,14.7212,61.3934);\nvec2 uv = 500./1000. + vec2(1.,1.)*gl_FragCoord.xy / 1000.;\nvec3 acc = vec3(0.0);\nfloat dof = 5.*sin(cc_time.x*.1);\nfor (int i=0;i<20;i++) {\n float fi = float(i);\n vec2 q = uv*(1.+fi*.4);\n float shouldDrift = step(0.6, fract(fi * 7.238917));\n float driftAmount = shouldDrift * .2 * sin(cc_time.x * 0.5 + fi * 1.5) * (1.0 + 0.5 * sin(fi * 3.7));\n q += vec2(q.y*(.3*mod(fi*7.238917,1.)-.3*.5) + driftAmount, .3*cc_time.x/(1.+fi*.4*.03));\n vec3 n = vec3(floor(q),31.189+fi);\n vec3 m = floor(n)*.00001 + fract(n);\n vec3 mp = (31415.9+m)/fract(p*m);\n vec3 r = fract(mp);\n vec2 s = abs(mod(q,1.)-.5+.9*r.xy-.45);\n s += .008*abs(2.*fract(8.*q.yx)-1.);\n float d = .5*max(s.x-s.y,s.x+s.y)+max(s.x,s.y)-.01;\n float edge = .004+.04*min(.5*abs(fi-5.-dof),1.);\n float sizeVariation = 0.9 + 0.3 * sin(fi * 2.1);\n acc += vec3(smoothstep(edge,-edge,d)*(r.x/(1.+.02*fi*.4)*sizeVariation));\n}\n float a = 0.;\n if(acc.r+acc.g+acc.b>0.3){\n a = acc.r+acc.g+acc.b;\n }\ngl_FragColor = vec4(vec3(acc*5.),a);\n}"
}
}
],