结算,道具特效优化

This commit is contained in:
computer\尼卡 2025-08-04 15:42:54 +08:00
parent 7d17b6559d
commit b1168aefcd
18 changed files with 2127 additions and 1395 deletions

File diff suppressed because it is too large Load Diff

View File

@ -153,7 +153,7 @@ export default class Block extends cc.Component {
//计时器
private scheduleCallback: any = null;
private scheduleCallback2: any = null;
isEliminatedByHammer: boolean = false; // 标记是否被锤子消除过
onLoad() {
this.pz = false;
@ -629,7 +629,7 @@ export default class Block extends cc.Component {
// 判断触摸点是否在多边形内
if (cc.Intersection.pointInPolygon(touchLoc, this.collider.world.points)) {
if (MapConroler._instance.hammer) {
this.eliminate();
this.eliminate2();
this.isTouch = false;
MapConroler._instance.hammerMask.active = false;
MapConroler._instance.node.parent.getChildByName("Bottom").getChildByName("destroyBtn").getComponent("btnControl").setTouch(true);
@ -743,13 +743,137 @@ export default class Block extends cc.Component {
exceeds(stepx, stepy) {
}
//道具消除
//道具魔棒消除
eliminate() {
clearTimeout(this.scheduleCallback2);
clearTimeout(this.scheduleCallback);
let self = this;
//锤子状态消失
MapConroler._instance.pause = true;
if (MapConroler._instance.ismagic) {
this.scheduleCallback = setTimeout(() => {
// 记录添加magic时的锚点
this.node.anchorX = 0.5;
this.node.anchorY = 0.5;
this.node.addChild(new cc.Node("magic"));
let effectNode = this.node.getChildByName("magic");
effectNode.setPosition(0, 0);
// 改锚点后修正magic的位置
this.node.anchorX = 1;
this.node.anchorY = 0;
// 重新设置magic的位置使其视觉上不变
let parentSize = this.node.getContentSize();
effectNode.setPosition(
effectNode.x + parentSize.width * (0.5 - 1),
effectNode.y + parentSize.height * (0.5 - 0)
);
switch (this.node.name) {
case "block14":
this.node.anchorX = 0.66;
this.node.anchorY = 0;
effectNode.setPosition(-50, 120);
break;
case "block18":
this.node.anchorX = 0.66;
this.node.anchorY = 0;
effectNode.setPosition(-50, 200);
break;
case "block10":
effectNode.setPosition(0, 200);
break;
case "block21":
effectNode.setPosition(0, 130);
break;
case "block16":
effectNode.setPosition(0, 180);
break;
default:
break;
}
effectNode.zIndex = 1000;
effectNode.addComponent(sp.Skeleton);
effectNode.getComponent(sp.Skeleton).skeletonData = this.magic_SkeletonData;
effectNode.getComponent(sp.Skeleton).setAnimation(0, "play", false);
if (this.type == BlockType.) {
this.node.getChildByName("freeze").getComponent("Freeze").reduce(2);
MapConroler._instance.ismagic = false;
return;
}
else if (this.type == BlockType.) {
MapConroler._instance.ismagic = false;
this.node.getChildByName("lock").getComponent("Lock").reduce();
return;
}
}, 800);
}
if (this.type == BlockType. && (!MapConroler._instance.ishammer && !MapConroler._instance.ismagic)) {
this.node.getChildByName("freeze").getComponent("Freeze").reduce(2);
return;
}
else if (this.type == BlockType. && (!MapConroler._instance.ishammer && !MapConroler._instance.ismagic)) {
this.node.getChildByName("lock").getComponent("Lock").reduce();
return;
}
if (self.type == BlockType.) {
self.block_Info.node.getComponent("Block").restoreNomal(self.block_Info.node.getComponent("Block").posX,
self.block_Info.node.getComponent("Block").posY, false);
}
else if (self.type == BlockType.) {
this.node.getChildByName("boom").getComponent("Boom").stopBoom();
}
this.scheduleCallback2 = setTimeout(() => {
//如果方块可以消除
MapConroler._instance.blockNum -= 1;
MapConroler._instance.special_Treatment(this.node);
var self = this;
this.removeMapBlock();
MapConroler._instance.judgeWin(1);
let pos = this.node.getPosition();
if (self.type == BlockType.) {
let scaleX = self.node.scaleX;
let scaleY = self.node.scaleY;
self.block_Info.node.getComponent("Block").restoreNomal(this.posX, this.posY, true);
cc.tween(self.block_Info.node)
.to(0.1, { position: pos, scaleX: scaleX > 0 ? 1 : -1, scaleY: scaleY > 0 ? 1 : -1 })
.start();
}
else if (self.type == BlockType.) {
this.node.getChildByName("boom").getComponent("Boom").destroyBoom(false);
}
MapConroler._instance.nextLevel();
this.node.active = false;
this.node.removeFromParent();
setTimeout(() => {
if (MapConroler._instance.blockNum != 0 && MapConroler._instance.openWall.length > 0
&& !MapConroler._instance.gameOver && !MapConroler._instance.gameWin) {
let gameover = MapConroler._instance.predict_End();
if (gameover == false) {
MapConroler._instance.failLevel("lock");
}
}
}, 500);
MapConroler._instance.ismagic = false;
}, 950);
}
//道具锤子消除
eliminate2() {
clearTimeout(this.scheduleCallback2);
let self = this;
this.isEliminatedByHammer = true;
//锤子状态消失
MapConroler._instance.pause = true;
if (MapConroler._instance.ishammer == true) {
let parentSize = this.node.getContentSize();
@ -818,66 +942,6 @@ export default class Block extends cc.Component {
return;
}
}
if (MapConroler._instance.ismagic) {
this.scheduleCallback = setTimeout(() => {
// 记录添加magic时的锚点
this.node.anchorX = 0.5;
this.node.anchorY = 0.5;
this.node.addChild(new cc.Node("magic"));
let effectNode = this.node.getChildByName("magic");
effectNode.setPosition(0, 0);
// 改锚点后修正magic的位置
this.node.anchorX = 1;
this.node.anchorY = 0;
// 重新设置magic的位置使其视觉上不变
let parentSize = this.node.getContentSize();
effectNode.setPosition(
effectNode.x + parentSize.width * (0.5 - 1),
effectNode.y + parentSize.height * (0.5 - 0)
);
switch (this.node.name) {
case "block14":
this.node.anchorX = 0.66;
this.node.anchorY = 0;
effectNode.setPosition(-50, 120);
break;
case "block18":
this.node.anchorX = 0.66;
this.node.anchorY = 0;
effectNode.setPosition(-50, 200);
break;
case "block10":
effectNode.setPosition(0, 200);
break;
case "block21":
effectNode.setPosition(0, 130);
break;
case "block16":
effectNode.setPosition(0, 180);
break;
default:
break;
}
effectNode.zIndex = 1000;
effectNode.addComponent(sp.Skeleton);
effectNode.getComponent(sp.Skeleton).skeletonData = this.magic_SkeletonData;
effectNode.getComponent(sp.Skeleton).setAnimation(0, "play", false);
if (this.type == BlockType.) {
this.node.getChildByName("freeze").getComponent("Freeze").reduce(2);
MapConroler._instance.ismagic = false;
return;
}
else if (this.type == BlockType.) {
MapConroler._instance.ismagic = false;
this.node.getChildByName("lock").getComponent("Lock").reduce();
return;
}
}, 800);
}
if (this.type == BlockType. && (!MapConroler._instance.ishammer && !MapConroler._instance.ismagic)) {
this.node.getChildByName("freeze").getComponent("Freeze").reduce(2);
@ -887,15 +951,6 @@ export default class Block extends cc.Component {
this.node.getChildByName("lock").getComponent("Lock").reduce();
return;
}
//如果方块是有特殊状态,则特殊处理
let time = 900;
let time2 = 950;
let tim = 200;
if (MapConroler._instance.ishammer) {
tim = time
} else if (MapConroler._instance.ismagic) {
tim = time2
}
if (MapConroler._instance.hammer == true) MapConroler._instance.hammer = false;
if (self.type == BlockType.) {
self.block_Info.node.getComponent("Block").restoreNomal(self.block_Info.node.getComponent("Block").posX,
@ -906,7 +961,6 @@ export default class Block extends cc.Component {
}
this.scheduleCallback2 = setTimeout(() => {
//如果方块可以消除
MapConroler._instance.blockNum -= 1;
MapConroler._instance.special_Treatment(this.node);
var self = this;
@ -939,9 +993,8 @@ export default class Block extends cc.Component {
}, 500);
//如果是锤子状态消除
MapConroler._instance.ishammer = false;
MapConroler._instance.ismagic = false;
}, tim);
}, 900);
}
stopTimeCutDown() {

View File

@ -143,6 +143,7 @@ export default class MapConroler extends cc.Component {
wall_Pass: any; //可通过门的数组
arr: any;
isreview: boolean = false
lastHammerTime: number;
// mapInfo: number[][] = [];
@ -2031,8 +2032,9 @@ export default class MapConroler extends cc.Component {
//使用时间道具
useTimeProp() {
if (this.node.parent.getChildByName("Ice").active == true || this.hammer == true
|| this.magicMask.active == true || this.timeNumber <= 1 || this.gameOver || this.gameWin) {
if (this.node.parent.getChildByName("Ice").active == true || this.timeNumber <= 1 || this.gameOver || this.gameWin) {
return;
}
let freezeBtn = this.node.parent.getChildByName("Bottom").getChildByName("timeBtn");
@ -2058,11 +2060,19 @@ export default class MapConroler extends cc.Component {
this.stopBoom();
this.pause = true;
this.node.parent.getChildByName("Ice").active = true;
this.node.parent.getChildByName("Ice").getChildByName("skeleton").active = true;
// this.node.parent.getChildByName("Top").getChildByName("Ice").active = true;
this.icetimeNode[0].active = false;
this.icetimeNode[1].active = true;
//播放第三個子節點的動畫
this.icetimeNode[2].active = true;
this.icetimeNode[2].getChildByName("dongjie").getComponent(sp.Skeleton).setAnimation(0, "animation", false);
//播放结束后消失
this.icetimeNode[2].getChildByName("dongjie").getComponent(sp.Skeleton).setCompleteListener(() => {
this.icetimeNode[2].active = false;
this.icetimeNode[1].active = true;
this.node.parent.getChildByName("Ice").getChildByName("skeleton").getComponent(sp.Skeleton).setAnimation(0, "animation", true);
})
cc.fx.GameConfig.GM_INFO.freezeAmount -= 1;
if (cc.fx.GameConfig.GM_INFO.freezeAmount < 0)
cc.fx.GameConfig.GM_INFO.freezeAmount = 0;
@ -2094,6 +2104,7 @@ export default class MapConroler extends cc.Component {
this.freezeMask.active = false;
let freezeBtn = this.node.parent.getChildByName("Bottom").getChildByName("timeBtn");
freezeBtn.getComponent("btnControl").setTouch(true);
this.node.parent.getChildByName("Ice").getChildByName("skeleton").active = false;
this.node.parent.getChildByName("Ice").active = false;
// this.node.parent.getChildByName("Top").getChildByName("Ice").active = false;
this.icetimeNode[0].active = true;
@ -2183,8 +2194,12 @@ export default class MapConroler extends cc.Component {
//使用锤子道具
useHammer() {
if (this.node.parent.getChildByName("Ice").active == true || this.hammer == true
|| this.magicMask.active == true || this.timeNumber <= 1 || this.gameOver || this.gameWin) {
//一秒之内只能点一次
if (this.lastHammerTime && Date.now() - this.lastHammerTime < 1000) {
return;
}
this.lastHammerTime = Date.now();
if (this.magicMask.active == true || this.timeNumber <= 1 || this.gameOver || this.gameWin) {
return;
}
let hammerBtn = this.node.parent.getChildByName("Bottom").getChildByName("destroyBtn");
@ -2200,6 +2215,7 @@ export default class MapConroler extends cc.Component {
this.hammerMask.active = true;
this.hammer = true;
this.ishammer = true;
cc.fx.GameConfig.GM_INFO.hammerAmount -= 1;
if (cc.fx.GameConfig.GM_INFO.hammerAmount < 0)
@ -2227,6 +2243,7 @@ export default class MapConroler extends cc.Component {
}
buyMagic() {
if (cc.fx.GameConfig.GM_INFO.coin < 900) {
MiniGameSdk.API.showToast("金币不足,无法购买道具");
@ -2285,8 +2302,7 @@ export default class MapConroler extends cc.Component {
return;
}
this.lastMagicTime = Date.now();
if (this.node.parent.getChildByName("Ice").active == true || this.hammer == true
|| this.magicMask.active == true || this.timeNumber <= 1 || this.gameOver || this.gameWin) {
if (this.magicMask.active == true || this.timeNumber <= 1 || this.gameOver || this.gameWin) {
return;
}
let magicBtn = this.node.parent.getChildByName("Bottom").getChildByName("magicBtn");
@ -2317,6 +2333,7 @@ export default class MapConroler extends cc.Component {
//魔法棒
this.ismagic = true;
this.magics.active = true;
this.magics.scale = 1;
const path = [
{
"x": -522.8444229452174,
@ -2612,16 +2629,20 @@ export default class MapConroler extends cc.Component {
t = t.to(segDur, { position: smoothPts[i] });
}
t.delay(0.5).call(() => {
this.magics.setPosition(-900, -700, 0);
p1 && p1.stopSystem(); // 结束后再停
p2 && p2.stopSystem();
this.magics.children[0].children[2].active = false;
this.magics.children[0].children[3].active = false;
this.magics.active = false;
}).start();
}).to(0.15, { scale: 0 })
.call(() => {
this.magics.setPosition(-900, -700, 0);
this.magics.active = false;
})
.start();
}, 0);
cc.fx.GameConfig.GM_INFO.magicAmount -= 1;
if (cc.fx.GameConfig.GM_INFO.magicAmount < 0)
cc.fx.GameConfig.GM_INFO.magicAmount = 0;
@ -2659,7 +2680,10 @@ export default class MapConroler extends cc.Component {
// else nomalArray.push(this.blocks[i]);
}
else {
nomalArray.push(this.blocks[i]);
if (!this.blocks[i].getComponent("Block").isEliminatedByHammer) {
// 只有未被锤子标记的方块才加入魔棒消除数组
nomalArray.push(this.blocks[i]);
}
}
}
if (nomalArray.length > 1) {
@ -2896,22 +2920,17 @@ export default class MapConroler extends cc.Component {
startHammer(pos: cc.Vec3) {
this.hammerAni.active = true;
// this.hammerAni.scale = 0.5;
this.hammerAni.scale = 1;
// this.hammerAni.position = cc.v3(-116, -800);
this.hammerAni.setPosition(pos);
this.hammerAni.zIndex = 1000;
this.hammerAni.getComponent(sp.Skeleton).setAnimation(0, "animation", false);
//播放结束后消失
this.hammerAni.getComponent(sp.Skeleton).setCompleteListener(() => {
this.hammerAni.active = false;
cc.tween(this.hammerAni).to(0.1, { scale: 0 }).call(() => {
this.hammerAni.active = false;
}).start();
})
// cc.tween(this.hammerAni)
// .to(0.9, { position: pos, scale: 1.2 })
// .call(() => {
// this.hammerAni.active = false;
// this.hammerAni.scale = 0.5;
// })
// .start();
}
@ -3068,7 +3087,7 @@ export default class MapConroler extends cc.Component {
let tiaodik = this.gameOverNode.getChildByName("tiaodik");
cc.tween(homeBtn)
.to(0, { position: cc.v3(0, -680, 0), scale: 0 })
// .to(0, { position: cc.v3(0, -680, 0), scale: 0 })
.call(() => {
homeBtn.active = true;
})
@ -3076,34 +3095,14 @@ export default class MapConroler extends cc.Component {
.to(0.08, { scale: 0.9 }, { easing: 'quadIn' })
.to(0.06, { scale: 1.15 }, { easing: 'quadOut' })
.to(0.04, { scale: 1 }, { easing: 'quadIn' })
.to(0.3, { position: cc.v3(this.arr[6][0], this.arr[6][1], this.arr[6][2]) })
.start();
// tiaodik 动画(再延迟一点
cc.tween(tiaodik)
.delay(0.2)
.to(0, { position: cc.v3(0, -1080, 0), scale: 0 })
.call(() => {
tiaodik.active = true;
})
.to(0.15, { scale: 1.25 }, { easing: 'backOut' })
.to(0.08, { scale: 0.9 }, { easing: 'quadIn' })
.to(0.06, { scale: 1.15 }, { easing: 'quadOut' })
.to(0.04, { scale: 1 }, { easing: 'quadIn' })
.to(0.3, { position: cc.v3(this.arr[4][0], this.arr[4][1], this.arr[4][2]) })
// .to(0.3 / 2, { position: cc.v3(this.arr[6][0], this.arr[6][1], this.arr[6][2]) })
.start();
cc.tween(nextBtn)
.delay(0.1)
.to(0, { position: cc.v3(0, -880, 0), scale: 0 })
//.to(0, { position: cc.v3(0, -880, 0), scale: 0 })
.call(() => {
if (cc.fx.GameConfig.GM_INFO.otherLevel == 0) {
nextBtn.active = true;
}
else {
cc.fx.GameConfig.GM_INFO.otherLevel = 0;
cc.fx.GameConfig.GM_INFO.otherUid = "";
}
nextBtn.active = true;
})
.to(0.15, { scale: 1.25 }, { easing: 'backOut' })
.to(0.08, { scale: 0.9 }, { easing: 'quadIn' })
@ -3112,11 +3111,23 @@ export default class MapConroler extends cc.Component {
.call(() => {
this.playDecorationGroup();
})
.to(0.3, { position: cc.v3(this.arr[5][0], this.arr[5][1], this.arr[5][2]) })
// .to(0.3 / 2, { position: cc.v3(this.arr[5][0], this.arr[5][1], this.arr[5][2]) })
.start();
// tiaodik 动画(再延迟一点
cc.tween(tiaodik)
.delay(0.2)
// .to(0, { position: cc.v3(0, -1080, 0), scale: 0 })
.call(() => {
tiaodik.active = true;
})
.to(0.15, { scale: 1.25 }, { easing: 'backOut' })
.to(0.08, { scale: 0.9 }, { easing: 'quadIn' })
.to(0.06, { scale: 1.15 }, { easing: 'quadOut' })
.to(0.04, { scale: 1 }, { easing: 'quadIn' })
// .to(0.3 / 2, { position: cc.v3(this.arr[4][0], this.arr[4][1], this.arr[4][2]) })
.start();
}
// 播放装饰元素动画

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@ -182,16 +182,16 @@ export default class NewClass extends cc.Component {
// cc.fx.GameTool.changeCoin(6000);
const jiazaiNode = cc.find("Canvas"); // 假设 JiaZai 挂在 Canvas 节点
const jiazaiComp = jiazaiNode.getComponent(JiaZai);
jiazaiComp.getMonthlyCardValidityDays().then(days => {
cc.fx.GameConfig.GM_INFO.monthTime = days;
NumberToImage.numberToImageNodes(days, 35, 20, "month_", this.monthCardTime, true);
});
jiazaiComp.getMonthlyCardValidityDays().then(days => {
cc.fx.GameConfig.GM_INFO.monthTime = days;
NumberToImage.numberToImageNodes(days, 35, 20, "month_", this.monthCardTime, true);
});
if (jiazaiComp) {
setTimeout(() => {
jiazaiComp.setHealthInfo(false);
jiazaiComp.startTimeCutDown();
jiazaiComp.updateCoin();
}, 300);
} else {
console.log("无法获取JiaZai组件");

View File

@ -1,6 +1,6 @@
{
"ver": "1.1.3",
"uuid": "d76d59c4-96eb-4f89-998a-5561946e0516",
"uuid": "2ed0f367-e2cc-40a0-8d17-b64fae553330",
"importer": "folder",
"isBundle": false,
"bundleName": "",

View File

@ -0,0 +1,468 @@
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