增加新功能

This commit is contained in:
COMPUTER\EDY 2025-12-08 19:43:09 +08:00
parent 573cace703
commit d476517045
74 changed files with 10166 additions and 210 deletions

View File

@ -4717,6 +4717,9 @@
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}
],
"MapBlockPrefab": {
@ -4814,6 +4817,9 @@
"revive": {
"__id__": 464
},
"avatar": {
"__uuid__": "fd85df88-648f-4407-bab2-da4f15478fb9"
},
"_id": "1e+NpmfM1ClafoWSY4VNW+"
},
{
@ -21294,7 +21300,7 @@
},
{
"__type__": "cc.Node",
"_name": "New Node",
"_name": "icon",
"_objFlags": 0,
"_parent": {
"__id__": 432
@ -22698,7 +22704,7 @@
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}
],
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"_opacity": 255,
@ -46313,7 +46319,7 @@
"component": "",
"_componentId": "19d952d5kVBrLSzAIGeElFK",
"handler": "clickExit",
"customEventData": ""
"customEventData": "false"
},
{
"__type__": "cc.Node",
@ -50065,7 +50071,7 @@
"component": "",
"_componentId": "2234assp7RIvpDgrnqljp2R",
"handler": "returnHome",
"customEventData": ""
"customEventData": "false"
},
{
"__type__": "cc.Node",
@ -51638,7 +51644,7 @@
"component": "",
"_componentId": "19d952d5kVBrLSzAIGeElFK",
"handler": "returnHome",
"customEventData": ""
"customEventData": "false"
},
{
"__type__": "cc.Node",

View File

@ -20,7 +20,7 @@
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@ -290,18 +290,27 @@
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@ -4198,7 +4207,7 @@
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@ -4386,7 +4395,7 @@
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@ -11449,7 +11458,7 @@
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@ -23567,6 +23576,350 @@
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},
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@ -23680,13 +24033,13 @@
"_active": true,
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},
{
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},
{
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}
],
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@ -23742,7 +24095,7 @@
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},
"_enabled": true,
"_materials": [
@ -23775,7 +24128,7 @@
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},
"_enabled": true,
"alignMode": 1,
@ -23802,11 +24155,11 @@
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 546
"__id__": 553
},
"_enabled": true,
"uid_Number": {
"__id__": 547
"__id__": 554
},
"_id": "67zCbKKV9PvYlB9x+eob0L"
}

View File

@ -103,12 +103,14 @@ export default class Avatar extends cc.Component {
// this.node.getChildByName("self").getChildByName("kuang").getComponent(cc.Sprite).spriteFrame =
// this.ui.getSpriteFrame(this.avatarKuang);
cc.fx.GameTool.getUserAvatar((data) => {
console.log("有头像__________", cc.fx.GameConfig.GM_INFO.useravatar)
this.setSelfAvatar(true);
if (data == true) {
this.avatar = cc.fx.GameConfig.GM_INFO.useravatar;
this.changeAvatar(null, this.avatar);
this.clickBtn();
}
this.setSelfAvatar(data);
})
}
@ -261,9 +263,11 @@ export default class Avatar extends cc.Component {
var self = this;
cc.assetManager.loadRemote(cc.fx.GameConfig.GM_INFO.useravatar, { ext: '.png' }, (err, texture: cc.Texture2D) => {
if (texture) {
if (data == true || this.avatar.length > 10) {
var sprite = self.node.getChildByName("self").getChildByName("icon").getChildByName("texture").getComponent(cc.Sprite);
sprite.spriteFrame = new cc.SpriteFrame(texture);
if (data == true || cc.fx.GameConfig.GM_INFO.useravatar.length > 10) {
if (this.avatar == cc.fx.GameConfig.GM_INFO.useravatar) {
var sprite = self.node.getChildByName("self").getChildByName("icon").getChildByName("texture").getComponent(cc.Sprite);
sprite.spriteFrame = new cc.SpriteFrame(texture);
}
var sprite2 = self.content.children[0].getChildByName("icon").getChildByName("texture").getComponent(cc.Sprite);
sprite2.spriteFrame = new cc.SpriteFrame(texture);
}

View File

@ -35,8 +35,10 @@ export enum BlockType {
"第二钥匙块" = 13,
/*门钥匙 */
"门钥匙" = 14,
/*问号块*/
"问号块" = 16,
/*消除次数炸弹块*/
"消除炸弹块" = 17,
}
export enum BlockColor {
@ -299,6 +301,13 @@ export default class Block extends cc.Component {
if (this.block_Info?.boomTime)
boom.getComponent("Boom").init(this.block_Info.boomTime);
break;
case BlockType.:
let boom2 = cc.instantiate(MapConroler._instance.Block_Prop[13]);
boom2.parent = this.node;
boom2.setPosition(posConfig.pos1.x, posConfig.pos1.y);
if (this.block_Info?.boomTime)
boom2.getComponent("Boom").init(this.block_Info.boomTime);
break;
case BlockType.:
let star = cc.instantiate(MapConroler._instance.Block_Prop[this.type]);
star.anchorX = this.node.anchorX;

View File

@ -431,18 +431,18 @@ export default class JiaZai extends cc.Component {
let xinshouNode = this.Stamina.parent.getChildByName("xinshou");
if (xinshouNode) {
xinshouNode.y = -950;
xinshouNode.y = -815;
// 强制刷新节点的变换
xinshouNode.setPosition(xinshouNode.x, -950);
xinshouNode.setPosition(xinshouNode.x, -815);
}
} else {
let top = this.node.getChildByName("Load").getChildByName("Top");
// top.getChildByName("passBtn").active = false;
let xinshouNode = this.Stamina.parent.getChildByName("xinshou");
if (xinshouNode) {
xinshouNode.y = -710;
xinshouNode.y = -627;
// 强制刷新节点的变换
xinshouNode.setPosition(xinshouNode.x, -710);
xinshouNode.setPosition(xinshouNode.x, -627);
}
};
if (cc.fx.GameConfig.GM_INFO.level >= 17) {
@ -2257,7 +2257,7 @@ export default class JiaZai extends cc.Component {
let serverTime = Number(data.data.time);
// 获取当前时间
let now = new Date().getTime();
console.log("服务器时间", serverTime, now);
// console.log("服务器时间", serverTime, now);
if (now < serverTime) {
top.getChildByName("passBtn").active = false;
@ -2456,10 +2456,11 @@ export default class JiaZai extends cc.Component {
if (this.RankNode == null && this.RankNode == undefined) {
this.LoadCareer(() => {
Utils.getSRank(res => {
console.log("_________________________得到接口返回");
let data = JSON.parse(res.data);
let role = data.role;
let sortedArray = [];
// console.log("_________________________得到接口返回", res.data);
sortedArray = Object.entries(role)
//@ts-ignore
.sort((a, b) => b[1] - a[1]) // 按数值从大到小排序
@ -2708,7 +2709,7 @@ export default class JiaZai extends cc.Component {
MiniGameSdk.API.getWechatCityInfo((success, data, error) => {
console.log("解析地址:", success, data, error);
if (success) {
console.log('详细城市信息:', data);
// console.log('详细城市信息:', data);
top.getChildByName("posBtn").active = false;
top.getChildByName("topBtn").active = true;
if (data != null && data != "" && data != undefined) cc.fx.GameConfig.GM_INFO.address = data;
@ -2749,12 +2750,17 @@ export default class JiaZai extends cc.Component {
top.getChildByName("topBtn").active = true;
Utils.setFailCityInfo();
}
let jg = cc.fx.GameTool.getAuthorizationAvatar();
if (!jg) {
cc.fx.GameTool.getUserAvatar(() => {
})
}
this.setRankData();
}, true); // 第二个参数设为true启用逆解析
}
backTop() {
console.log("给用户移动到列表顶部");
// console.log("给用户移动到列表顶部");
let top = this.node.getChildByName("Load").getChildByName("Top");
top.getChildByName("posBtn").active = true;
top.getChildByName("topBtn").active = false;
@ -2763,7 +2769,7 @@ export default class JiaZai extends cc.Component {
// 获取CareerList组件实例
let careerList = scrollVIew.getComponent("CareerList");
const scrollPosition = careerList.getScrollPosition();
console.log('当前滚动位置:', scrollPosition); // 0表示顶部1表示底部
// console.log('当前滚动位置:', scrollPosition); // 0表示顶部1表示底部
let time = 1 * scrollPosition;
// 2. 指定动画时间回到顶部
careerList.backTop(time); // 0.5秒动画

View File

@ -104,6 +104,9 @@ export default class MapConroler extends cc.Component {
@property(cc.Node)
revive: cc.Node = null;
@property(cc.SpriteAtlas)
avatar: cc.SpriteAtlas = null;
timeLabel: cc.Node = null;
levelLabel: cc.Node = null;
coin: cc.Node = null;
@ -1987,6 +1990,19 @@ export default class MapConroler extends cc.Component {
}
}
let boomBlock = this.node.children.filter(child => {
if (child.getComponent("Block")) {
if (child.getComponent("Block").type == 17)
return child
}
});
if (boomBlock.length > 0) {
for (let i = 0; i < boomBlock.length; i++) {
boomBlock[i].getChildByName("boom2").getComponent("Boom").reduceTime(1);
}
}
let lockBlock = this.node.children.filter(child => {
if (child.getComponent("Block")) {
@ -2565,7 +2581,7 @@ export default class MapConroler extends cc.Component {
homeBtn() {
this.powerState = cc.fx.GameTool.getUserPowerTime();
if (this.powerState) {
this.returnHome();
this.returnHome(null, false);
return;
}
cc.fx.AudioManager._instance.playEffect("anniu_Big", null);
@ -2649,15 +2665,17 @@ export default class MapConroler extends cc.Component {
}
}
returnHome() {
returnHome(event, customEventData) {
cc.fx.AudioManager._instance.playEffect("anniu_Big", null);
if (MapConroler._instance = null) {
return;
}
// MiniGameSdk.API.showToast("体力值减少");
MapConroler._instance = null;
cc.fx.GameTool.setWinStreak("fail");
cc.fx.GameConfig.LEVEL_INFO_init(false, 0, false);
if (cc.fx.GameConfig.GM_INFO.otherLevel == 0 && customEventData == false) {
cc.fx.GameTool.setWinStreak("fail");
}
if (this.new_mode == 3) {
this.node.parent.parent.getChildByName("Win").active = false;
this.openNewMode(1);
@ -3290,7 +3308,7 @@ export default class MapConroler extends cc.Component {
const wincoin = winCOIN.getComponent(SceneManager);
if (wincoin) {
this.pause = true;
wincoin.openShop();
wincoin.openShop(null);
} else {
console.log("JiaZai 组件未找到");
}
@ -4424,6 +4442,17 @@ export default class MapConroler extends cc.Component {
ruzhi.getChildByName("yinzhang").active = false;
ruzhi.getChildByName("line").active = false;
ruzhi.active = false;
ruzhi.getChildByName("bg").getChildByName("kuang").getComponent(cc.Sprite).spriteFrame =
this.avatar.getSpriteFrame(cc.fx.GameConfig.GM_INFO.useravaterkuang);
let icon = this.avatar.getSpriteFrame(cc.fx.GameConfig.GM_INFO.useravatarIcon);
let iphone = cc.fx.GameConfig.GM_INFO.useravatarIcon.substring(0, 4);
console.log("头像_________", cc.fx.GameConfig.GM_INFO.useravatarIcon, cc.fx.GameConfig.GM_INFO.useravatar);
if (iphone == "icon") {
ruzhi.getChildByName("bg").getChildByName("icon").getChildByName("icon").getComponent(cc.Sprite).spriteFrame = icon;
}
else if (iphone == "http") {
this.setPic(cc.fx.GameConfig.GM_INFO.useravatarIcon, ruzhi.getChildByName("bg").getChildByName("icon").getChildByName("icon"));
}
if (cc.fx.GameConfig.GM_INFO.addLevel == 5) {
cc.tween(ruzhi)
.delay(1)
@ -4689,7 +4718,6 @@ export default class MapConroler extends cc.Component {
console.log("解析地址:", success, data, error);
if (success) {
console.log('详细城市信息:', data);
console.log("给用户移动到他所在的区域");
if (data != null && data != "" && data != undefined) cc.fx.GameConfig.GM_INFO.address = data;
let nowTime = Math.floor(Date.now() / 1000);
let addressInfo = {
@ -4720,9 +4748,30 @@ export default class MapConroler extends cc.Component {
cc.fx.StorageMessage.setStorage("address", addressInfo);
Utils.setFailCityInfo();
}
let jg = cc.fx.GameTool.getAuthorizationAvatar();
if (!jg) {
cc.fx.GameTool.getUserAvatar((data) => {
if (data == true) {
this.avatar = cc.fx.GameConfig.GM_INFO.useravatar;
}
})
}
}, true); // 第二个参数设为true启用逆解析
}
public setPic(url, node) {
cc.assetManager.loadRemote(url, { ext: '.png' }, (err, texture: cc.Texture2D) => {
if (texture) {
// node.getChildByName("pic").active = true;
var sprite = node.getComponent(cc.Sprite);
sprite.spriteFrame = new cc.SpriteFrame(texture);
}
else {
}
})
}
update(dt) {
// 检测连击超时如果超过3秒没有播放音效重置连击计数
if (this.hitSoundCount > 0 && this.hitSoundTime && Date.now() - this.hitSoundTime > 3000) {

View File

@ -432,7 +432,7 @@ export default class SceneManager extends cc.Component {
//打开商店
openShop(customEventData?: string) {
openShop(event, customEventData?: string) {
console.log("进入sceneManager openShop");
if (!SceneManager.cachedShopPrefab) {
cc.error('Shop prefab is not loaded yet.');
@ -458,7 +458,6 @@ export default class SceneManager extends cc.Component {
}
cc.fx.GameTool.shushu_Track("interface_exposure", dataInfo);
cc.fx.GameConfig.GM_INFO.shopDouble = res.data.shopDouble;
MapConroler._instance.pause = true;
MapConroler._instance.stopBoom();
if (!this.shopNode) {

View File

@ -1501,6 +1501,7 @@ export namespace MiniGameSdk {
const userInfo = res.userInfo;
cc.fx.GameConfig.GM_INFO.useravatar = userInfo.avatarUrl; // 用户头像 URL
cc.fx.GameConfig.GM_INFO.username = userInfo.nickName; // 用户昵称
cc.fx.GameConfig.GM_INFO.useravatarIcon = userInfo.avatarUrl; // 用户头像框 URL
const user_Info = {
username: cc.fx.GameConfig.GM_INFO.username,
useravatar: cc.fx.GameConfig.GM_INFO.useravatar,
@ -1920,51 +1921,58 @@ export namespace MiniGameSdk {
success: (res) => {
if (res.authSetting['scope.userLocation']) {
// 已授权,获取位置信息
console.log("已授权,获取位置信息");
API._getCityInfo(callback, useReverseGeocoding);
} else {
console.log("未授权,先请求授权");
// 未授权,先请求授权
API._getCityInfo(callback, useReverseGeocoding);
//@ts-ignore
wx.authorize({
scope: 'scope.userLocation',
success: () => {
// 授权成功,获取城市信息
API._getCityInfo(callback, useReverseGeocoding);
},
fail: (err) => {
// 授权失败,提示用户手动授权
console.log('位置授权失败:', err);
callback(false, null, '位置授权失败,请手动授权');
// wx.authorize({
// scope: 'scope.userLocation',
// success: () => {
// console.log("授权成功,获取位置信息");
// // 授权成功,获取城市信息
// API._getCityInfo(callback, useReverseGeocoding);
// },
// fail: (err) => {
// // 授权失败,提示用户手动授权
// console.log('位置授权失败:', err);
// callback(false, null, '位置授权失败,请手动授权');
// 引导用户去设置页面手动授权
//@ts-ignore
wx.showModal({
title: '位置权限申请',
content: '需要获取您的位置信息以确定所在城市,请在设置中开启位置权限',
confirmText: '去设置',
success: (modalRes) => {
if (modalRes.confirm) {
//@ts-ignore
wx.openSetting({
success: (settingRes) => {
if (settingRes.authSetting['scope.userLocation']) {
// 用户手动授权成功,重新获取城市信息
API._getCityInfo(callback, useReverseGeocoding);
} else {
callback(false, null, '用户拒绝授权位置权限');
Utils.setFailCityInfo();
}
},
fail: (err) => {
console.log('打开设置失败:', err);
callback(false, null, '用户拒绝授权位置权限');
Utils.setFailCityInfo();
}
});
}
}
});
}
});
// // 引导用户去设置页面手动授权
// //@ts-ignore
// wx.showModal({
// title: '位置权限申请',
// content: '需要获取您的位置信息以确定所在城市,请在设置中开启位置权限',
// confirmText: '去设置',
// success: (modalRes) => {
// if (modalRes.confirm) {
// console.log("用户点击去设置");
// //@ts-ignore
// wx.openSetting({
// success: (settingRes) => {
// console.log('用户设置结果:', settingRes);
// if (settingRes.authSetting['scope.userLocation']) {
// // 用户手动授权成功,重新获取城市信息
// API._getCityInfo(callback, useReverseGeocoding);
// } else {
// callback(false, null, '用户拒绝授权位置权限');
// Utils.setFailCityInfo();
// }
// },
// fail: (err) => {
// console.log('打开设置失败:', err);
// callback(false, null, '用户拒绝授权位置权限');
// Utils.setFailCityInfo();
// }
// });
// }
// }
// });
// }
// });
}
},
fail: (err) => {
@ -1981,11 +1989,12 @@ export namespace MiniGameSdk {
*
*/
private static _getCityInfo(callback: (success: boolean, data?: any, error?: any) => void, useReverseGeocoding: boolean) {
console.log("获取经纬度坐标");
//@ts-ignore
wx.getFuzzyLocation({
type: 'wgs84', // 使用国测局坐标系,更适合中国地图
success: (res) => {
console.log('获取位置成功:', res);
console.log('111111获取位置成功:', res);
if (useReverseGeocoding) {
// 使用逆解析获取详细地址信息
cc.fx.GameConfig.GM_INFO.longitude = res.latitude.toString() + "," + res.longitude.toString();

View File

@ -1112,10 +1112,10 @@ export default class Utils {
Utils.POST("limitedTimeEvent", setData, res => {
console.log("触发新手礼包事件:", res);
if (res.code === 1) {
// //console.log("服务器:领取获得monthGetReward成功'✅ ", res);
console.log("服务器:领取获得monthGetReward成功'✅ ", res);
if (callBack) callBack(res);
} else {
// //console.log("服务器:获得monthGetReward失败'❌ ", res);
console.log("服务器:获得monthGetReward失败'❌ ", res);
if (callBack) callBack(res);
}
});
@ -1457,6 +1457,7 @@ export default class Utils {
uid: cc.fx.GameConfig.GM_INFO.uid,
action: 'read',
}
console.log("获取双倍信息数据:", setData);
Utils.POST("shopDouble", setData, res => {
if (res.code === 1) {
console.log("获取双倍信息成功", res);

View File

@ -21,7 +21,7 @@ export default class ItemRender extends cc.Component {
useravatarIcon = "kuang_" + (parseInt(useravatarIcon) + 1);
this.node.getChildByName("icon").getComponent(cc.Sprite).spriteFrame =
this.ui.getSpriteFrame(useravatarIcon);
console.log("用户头像框:", this.data.useravatarIcon, useravatarIcon);
// console.log("用户头像框:", this.data.useravatarIcon, useravatarIcon);
this.data.username = cc.fx.GameTool.subName(this.data.username, 7);
let name = this.data.username;
if (name == "user") name = "匿名玩家";
@ -56,10 +56,13 @@ export default class ItemRender extends cc.Component {
}
else if (this.data.useravatar == "0" || this.data.useravatar == "1" || this.data.useravatar == "2"
|| this.data.useravatar == "3" || this.data.useravatar == "4" || this.data.useravatar == "5" || this.data.useravatar == "6"
|| this.data.useravatar == "7" || this.data.useravatar == "8" || this.data.useravatar == "9" || this.data.useravatar == "10") {
|| this.data.useravatar == "7" || this.data.useravatar == "8" || this.data.useravatar == "9" || this.data.useravatar == "10"
|| this.data.useravatar == "11" || this.data.useravatar == "12" || this.data.useravatar == "13" || this.data.useravatar == "14"
|| this.data.useravatar == "15" || this.data.useravatar == "16" || this.data.useravatar == "17"
) {
let useravatar = this.data.useravatar;
let useravatarTemp = "icon_" + useravatar;
console.log("用户头像:", useravatarTemp);
// console.log("用户头像:", useravatarTemp);
this.node.getChildByName("pic").getChildByName("pic").getComponent(cc.Sprite).spriteFrame = this.ui.getSpriteFrame(useravatarTemp);
}

View File

@ -809,7 +809,14 @@ var GameTool = {
let useravatar = cc.fx.GameConfig.GM_INFO.useravatarIcon;
console.log(cc.fx.GameTool.getCharAtPosition(useravatar, 6));
if (useravatar.length < 10) {
useravatar = cc.fx.GameTool.getCharAtPosition(useravatar, 6);
useravatar = cc.fx.GameTool.getCharAtPosition(cc.fx.GameConfig.GM_INFO.useravatarIcon, 5);
if (cc.fx.GameConfig.GM_INFO.useravatarIcon.length > 6) {
let temp = parseInt(cc.fx.GameTool.getCharAtPosition(cc.fx.GameConfig.GM_INFO.useravatarIcon, 5));
let temp2 = parseInt(cc.fx.GameTool.getCharAtPosition(cc.fx.GameConfig.GM_INFO.useravatarIcon, 6));
console.log("个位数:", temp, temp2);
// console.log(cc.fx.GameTool.getCharAtPosition(cc.fx.GameConfig.GM_INFO.useravatarIcon, 7));
useravatar = (temp * 10 + temp2) + "";
}
}
let useravaterkuang = cc.fx.GameConfig.GM_INFO.useravaterkuang;
useravaterkuang = (parseInt(cc.fx.GameTool.getCharAtPosition(useravaterkuang, 6)) - 1) + "";
@ -1637,6 +1644,7 @@ var GameTool = {
const userInfo = res.userInfo;
cc.fx.GameConfig.GM_INFO.useravatar = userInfo.avatarUrl; // 用户头像 URL
cc.fx.GameConfig.GM_INFO.username = userInfo.nickName; // 用户昵称
cc.fx.GameConfig.GM_INFO.useravatarIcon = userInfo.avatarUrl; // 用户头像框 URL
const user_Info = {
username: cc.fx.GameConfig.GM_INFO.username,
useravatar: cc.fx.GameConfig.GM_INFO.useravatar,
@ -1658,8 +1666,19 @@ var GameTool = {
}
}
else {
console.log("________没有授权过用户头像昵称");
MiniGameSdk.API.getWechatUserInfoAuth(callBack);
if (user_Info != null && user_Info != undefined && user_Info != "") {
console.log("________授权过用户头像昵称");
cc.fx.GameConfig.GM_INFO.useravatar = user_Info.useravatar; // 用户头像 URL
cc.fx.GameConfig.GM_INFO.username = user_Info.username; // 用户昵称
console.log("缓存有用户头像昵称,直接用");
setTimeout(() => {
if (callBack) callBack(false);
}, 200);
}
else {
console.log("________没有授权过用户头像昵称");
MiniGameSdk.API.getWechatUserInfoAuth(callBack);
}
}
},

View File

@ -1,105 +0,0 @@
const { ccclass, property, requireComponent } = cc._decorator;
@ccclass
@requireComponent(cc.Sprite)
export default class CardFlipEffect extends cc.Component {
@property({ tooltip: "翻转持续时间" })
duration: number = 1.0;
@property({ tooltip: "是否启用弯曲效果" })
enableBend: boolean = true;
@property({ tooltip: "弯曲强度" })
bendStrength: number = 0.2;
@property({ tooltip: "是否启用阴影效果" })
enableShadow: boolean = true;
private sprite: cc.Sprite = null;
private material: cc.Material = null;
public flipProgress: number = 0;
private isFlipping: boolean = false;
onLoad() {
this.sprite = this.getComponent(cc.Sprite);
if (this.sprite) {
// 获取材质实例,确保不影响其他精灵
this.material = this.sprite.getMaterial(0);
if (this.material) {
// 克隆材质以避免影响其他节点
this.material = this.sprite.material;
}
}
}
start() {
// 初始化材质参数
if (this.material) {
this.material.setProperty('flipProgress', this.flipProgress);
this.material.setProperty('bendStrength', this.bendStrength);
}
}
/**
*
*/
startFlip() {
if (this.isFlipping) return;
this.isFlipping = true;
this.flipProgress = 0;
cc.tween(this)
.to(this.duration, { flipProgress: 1 }, {
onUpdate: (target, ratio) => {
this.updateFlipProgress(ratio);
},
onComplete: () => {
this.isFlipping = false;
}
})
.start();
}
/**
*
*/
resetFlip() {
this.flipProgress = 0;
this.updateFlipProgress(0);
this.isFlipping = false;
}
/**
*
* @param progress (0-1)
*/
updateFlipProgress(progress: number) {
this.flipProgress = progress;
if (this.material) {
this.material.setProperty('flipProgress', progress);
}
}
/**
*
* @param strength
*/
setBendStrength(strength: number) {
this.bendStrength = strength;
if (this.material) {
this.material.setProperty('bendStrength', strength);
}
}
/**
*
* @param material
*/
applyMaterial(material: cc.Material) {
if (this.sprite && material) {
this.sprite.setMaterial(0, material);
this.material = material;
}
}
}

View File

@ -38,20 +38,60 @@ export default class Boom extends cc.Component {
startBoom() {
if (MapConroler._instance.iceTrue() == true) return;
if (MapConroler._instance.pause == true) return;
this.schedule(this.updateTime, 1);
if (this.node.name == "boom") {
this.schedule(this.updateTime, 1);
}
}
reduceTime(num) {
if (this.node.name == "boom2") {
this.time -= num;
if (this.time <= 0) this.time = 0;
NumberToImage.numberToImageNodes(this.time, 20, 8, "lock_", this.node.getChildByName("time"), false);
if (this.time <= 0) {
const mockTouchEvent = {
getLocation: () => {
// 获取父节点的位置作为触摸落点
const parentPos = this.node.parent.getPosition();
return parentPos;
}
};
// 触发父节点 Block 的 touchEnd 事件
this.node.parent.getComponent("Block").touchEnd(mockTouchEvent);
if (this.node.name == "boom2") {
this.unschedule(this.updateTime);
}
this.node.getChildByName("time").active = false;
MapConroler._instance.failLevel("boom");
this.node.getChildByName("zhandan").active = true;
this.node.getChildByName("bg").active = false;
const skeleton = this.node.getChildByName("zhandan").getComponent(sp.Skeleton);
skeleton.setAnimation(1, "eff", false);
// 监听动画完成事件,销毁自身爆炸节点
skeleton.setCompleteListener(() => {
// 动画播放完成后销毁节点
this.destroyBoom(true);
});
}
}
}
destroyBoom(type) {
if (this.over) return;
this.over = true;
this.unschedule(this.updateTime);
if (this.node.name == "boom") {
this.unschedule(this.updateTime);
}
if (this.node.parent) this.node.parent.getComponent("Block").resetFreeze();
this.node.active = false;
this.node.destroy();
}
stopBoom() {
this.unschedule(this.updateTime);
if (this.node.name == "boom") {
this.unschedule(this.updateTime);
}
}
@ -78,7 +118,9 @@ export default class Boom extends cc.Component {
// 触发父节点 Block 的 touchEnd 事件
this.node.parent.getComponent("Block").touchEnd(mockTouchEvent);
this.unschedule(this.updateTime);
if (this.node.name == "boom") {
this.unschedule(this.updateTime);
}
this.node.getChildByName("time").active = false;
MapConroler._instance.failLevel("boom");
this.node.getChildByName("zhandan").active = true;

View File

@ -310,13 +310,12 @@ export default class ranking extends cc.Component {
this.selfNode.getChildByName("rankLab").active = true;
}
console.log("自己的他头像:", this.selfInfo.useravatar);
if (this.selfInfo.useravatar == "" || this.selfInfo.useravatar == null || this.selfInfo.useravatar == undefined
) {
this.selfNode.getChildByName("pic").getChildByName("pic").getComponent(cc.Sprite).spriteFrame = this.defaultsprite;
}
else if (this.selfInfo.useravatar == "icon_0" || this.selfInfo.useravatar == "icon_1" || this.selfInfo.useravatar == "icon_2"
|| this.selfInfo.useravatar == "icon_3" || this.selfInfo.useravatar == "icon_4" || this.selfInfo.useravatar == "icon_5" || this.selfInfo.useravatar == "icon_6"
|| this.selfInfo.useravatar == "icon_7" || this.selfInfo.useravatar == "icon_8" || this.selfInfo.useravatar == "icon_9" || this.selfInfo.useravatar == "icon_10") {
else if (this.selfInfo.useravatar.substring(0, 4) == "icon") {
let useravatar = this.selfInfo.useravatar;
this.selfNode.getChildByName("pic").getChildByName("pic").getComponent(cc.Sprite).spriteFrame = this.ui.getSpriteFrame(useravatar);
}

View File

@ -0,0 +1,202 @@
const { ccclass, property, requireComponent } = cc._decorator;
@ccclass
@requireComponent(cc.Sprite)
export default class CardFlipEffect extends cc.Component {
@property({ tooltip: "翻转持续时间" })
duration: number = 1.0;
@property({ tooltip: "是否启用弯曲效果" })
enableBend: boolean = true;
@property({ tooltip: "弯曲强度" })
bendStrength: number = 0.9;
@property({ tooltip: "是否启用阴影效果" })
enableShadow: boolean = true;
private sprite: cc.Sprite = null;
private material: cc.Material = null;
private flipProgress: number = 0.5; // 初始状态为30%展示
private isFlipping: boolean = false;
onLoad() {
this.sprite = this.getComponent(cc.Sprite);
if (this.sprite) {
// 创建材质
this.createMaterial();
}
this.resetFlip();
}
start() {
this.node.opacity = 0;
// 初始化材质参数
if (this.material) {
this.updateMaterialProperties();
}
setTimeout(() => {
cc.tween(this.node.parent)
.to(0.1, { y: 3500 })
.call(() => {
this.node.opacity = 255;
})
.to(3, { y: 1940 })
.call(() => {
this.node.parent.parent.getChildByName("dayinji3").opacity = 0;
})
.delay(0.5)
.call(() => {
// this.node.parent.y = 500;
this.updateMaterialProperties();
cc.tween(this.node.parent)
.to(2, { y: 400 }, { easing: 'quadOut' })
.start();
this.startFlip();
})
.start();
}, 1000);
}
/**
*
*/
createMaterial() {
cc.resources.loadDir('shader/card_filp', cc.EffectAsset, (err, effectAsset: cc.EffectAsset[]) => {
if (err) {
// cc.director.loadScene("LoadScene");
return;
}
// 将加载的 Prefab 赋值给 Block_Array
console.log("加载成功");
// 创建材质
this.material = new cc.Material();
//@ts-ignore
// 在Cocos Creator 2.x中使用effect属性而不是initializeWithEffect
this.material.effectAsset = effectAsset[0];
// 应用材质
this.sprite.setMaterial(0, this.material);
// 初始化材质参数
this.updateMaterialProperties();
});
// 加载Shader效果
// cc.loader.loadRes('shader/card_filp', cc.EffectAsset, (err, effectAsset) => {
// if (err) {
// console.error('加载Shader失败:', err);
// return;
// }
// console.log("加载成功");
// // 创建材质
// this.material = new cc.Material();
// //@ts-ignore
// // 在Cocos Creator 2.x中使用effect属性而不是initializeWithEffect
// this.material.effectAsset = effectAsset;
// // 应用材质
// this.sprite.setMaterial(0, this.material);
// // 初始化材质参数
// this.updateMaterialProperties();
// });
}
/**
*
*/
updateMaterialProperties() {
if (this.material) {
this.material.setProperty('flipProgress', this.flipProgress);
this.material.setProperty('bendStrength', this.bendStrength);
this.material.setProperty('enableShadow', this.enableShadow ? 1 : 0);
}
}
/**
*
*/
startFlip() {
if (this.isFlipping || !this.material) return;
this.isFlipping = true;
// 从30%开始到100%结束
const startProgress = 0.5;
const endProgress = 1.0;
this.flipProgress = startProgress;
cc.tween(this)
//@ts-ignore
.to(this.duration, { flipProgress: endProgress }, {
onUpdate: (target, ratio) => {
// 计算实际的翻转进度 (从30%到100%)
const actualProgress = startProgress + (endProgress - startProgress) * ratio;
this.updateFlipProgress(actualProgress);
},
onComplete: () => {
this.isFlipping = false;
}
})
.start();
}
/**
*
*/
resetFlip() {
this.flipProgress = 0.5; // 重置为50%展示状态
this.updateFlipProgress(0.5);
this.isFlipping = false;
}
/**
*
* @param progress (0.3-1.0)
*/
updateFlipProgress(progress: number) {
this.flipProgress = progress;
if (this.material) {
this.material.setProperty('flipProgress', progress);
}
}
/**
*
* @param strength
*/
setBendStrength(strength: number) {
this.bendStrength = strength;
if (this.material) {
this.material.setProperty('bendStrength', strength);
}
}
/**
*
* @param enable
*/
setShadowEnabled(enable: boolean) {
this.enableShadow = enable;
if (this.material) {
this.material.setProperty('enableShadow', enable ? 1 : 0);
}
}
/**
*
* @param material
*/
applyMaterial(material: cc.Material) {
if (this.sprite && material) {
this.sprite.setMaterial(0, material);
this.material = material;
}
}
update() {
this.updateMaterialProperties();
}
}

View File

@ -1,6 +1,6 @@
{
"ver": "1.1.0",
"uuid": "7a14551e-8ca7-442b-83ed-fd558650a4a7",
"uuid": "98196fd2-6347-42d9-8a3e-bb903fcba477",
"importer": "typescript",
"isPlugin": false,
"loadPluginInWeb": true,

View File

@ -85,7 +85,9 @@ export default class CareerItem extends cc.Component {
else if (this.data.rankingData[i - 4].useravatar == "0" || this.data.rankingData[i - 4].useravatar == "1" || this.data.rankingData[i - 4].useravatar == "2"
|| this.data.rankingData[i - 4].useravatar == "3" || this.data.rankingData[i - 4].useravatar == "4" || this.data.rankingData[i - 4].useravatar == "5" || this.data.rankingData[i - 4].useravatar == "6"
|| this.data.rankingData[i - 4].useravatar == "7" || this.data.rankingData[i - 4].useravatar == "8" || this.data.rankingData[i - 4].useravatar == "9" ||
this.data.rankingData[i - 4].useravatar == "10") {
this.data.rankingData[i - 4].useravatar == "10" || this.data.rankingData[i - 4].useravatar == "11" || this.data.rankingData[i - 4].useravatar == "12" || this.data.rankingData[i - 4].useravatar == "13" || this.data.rankingData[i - 4].useravatar == "14"
|| this.data.rankingData[i - 4].useravatar == "15" || this.data.rankingData[i - 4].useravatar == "16" || this.data.rankingData[i - 4].useravatar == "17"
) {
let useravatar = this.data.rankingData[i - 4].useravatar;
let useravatarTemp = "icon_" + useravatar;
// console.log("头像名称", useravatarTemp, "用户名字:", username);

View File

@ -452,9 +452,13 @@ export default class CareerList extends cc.Component {
else if (this.topData[i - 3].useravatar == "0" || this.topData[i - 3].useravatar == "1" || this.topData[i - 3].useravatar == "2"
|| this.topData[i - 3].useravatar == "3" || this.topData[i - 3].useravatar == "4" || this.topData[i - 3].useravatar == "5" || this.topData[i - 3].useravatar == "6"
|| this.topData[i - 3].useravatar == "7" || this.topData[i - 3].useravatar == "8" || this.topData[i - 3].useravatar == "9" ||
this.topData[i - 3].useravatar == "10") {
this.topData[i - 3].useravatar == "10" || this.topData[i - 3].useravatar == "11" || this.topData[i - 3].useravatar == "12" || this.topData[i - 3].useravatar == "13" || this.topData[i - 3].useravatar == "14"
|| this.topData[i - 3].useravatar == "15" || this.topData[i - 3].useravatar == "16" || this.topData[i - 3].useravatar == "17"
) {
let useravatar = this.topData[i - 3].useravatar;
let useravatarTemp = "icon_" + useravatar;
// console.log("222头像名称", useravatarTemp, "333用户名字:", username);
this.firstRender.children[i].getChildByName("mask").getChildByName("icon").getComponent(cc.Sprite).spriteFrame = this.UI.getSpriteFrame(useravatarTemp);
}
else this.setPic(this.topData[i - 3].useravatar, this.firstRender.children[i].getChildByName("mask").getChildByName("icon"));

View File

@ -55,7 +55,11 @@ export default class Item extends cc.Component {
this.node.getChildByName("pic").getChildByName("pic").getComponent(cc.Sprite).spriteFrame = this.defaultsprite;
}
else if (this.data.useravatar == "0" || this.data.useravatar == "1" || this.data.useravatar == "2"
|| this.data.useravatar == "3") {
|| this.data.useravatar == "3" || this.data.useravatar == "4" || this.data.useravatar == "5"
|| this.data.useravatar == "6" || this.data.useravatar == "7" || this.data.useravatar == "8"
|| this.data.useravatar == "9" || this.data.useravatar == "10" || this.data.useravatar == "11"
|| this.data.useravatar == "12" || this.data.useravatar == "13" || this.data.useravatar == "14"
|| this.data.useravatar == "15" || this.data.useravatar == "16" || this.data.useravatar == "17") {
let useravatar = this.data.useravatar;
let useravatarTemp = "icon_" + useravatar;
console.log("用户头像:", useravatarTemp);

View File

@ -0,0 +1,364 @@
{
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"id": "761",
"map": [
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},
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},
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},
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}
]
]
}

View File

@ -0,0 +1,6 @@
{
"ver": "1.0.2",
"uuid": "00cc5d18-7206-4fc3-bda8-be9663df672d",
"importer": "json",
"subMetas": {}
}

View File

@ -0,0 +1,355 @@
{
"LEVEL_INFO": [
{
"risefall": [],
"id": "762",
"map": [
10,
8
],
"time": 120,
"gap": [
{
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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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},
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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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}
]
]
}

View File

@ -0,0 +1,6 @@
{
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"uuid": "ed949e18-f7a8-42ac-bc5e-0eca3d72c524",
"importer": "json",
"subMetas": {}
}

View File

@ -0,0 +1,419 @@
{
"LEVEL_INFO": [
{
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"id": "763",
"map": [
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8
],
"time": 120,
"gap": [
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},
{
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}
]
}
],
"BLOCK_INFO": [
[
{
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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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},
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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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},
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}
]
],
"WALL_INFO": [
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},
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}
]
]
}

View File

@ -0,0 +1,6 @@
{
"ver": "1.0.2",
"uuid": "1a08a59e-f11f-4c02-97d6-9c5472a23412",
"importer": "json",
"subMetas": {}
}

View File

@ -0,0 +1,428 @@
{
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],
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// Cocos Creator 2.x 兼容的纸牌翻转Shader
CCEffect %{
techniques:
- passes:
- vert: card-flip-vs
frag: card-flip-fs
blendState:
targets:
- blend: true
blendSrc: src_alpha
blendDst: one_minus_src_alpha
rasterizerState:
cullMode: none
depthStencilState:
depthTest: false
depthWrite: false
properties:
texture: { value: white }
flipProgress: { value: 0, editor: { type: slider, min: 0, max: 1 } }
bendStrength: { value: 0.2, editor: { type: slider, min: 0, max: 1 } }
enableShadow: { value: 1, editor: { type: boolean } }
}%
CCProgram card-flip-vs %{
precision highp float;
#include <cc-global>
in vec3 a_position;
in vec4 a_color;
out vec4 v_color;
#if USE_TEXTURE
in vec2 a_uv0;
out vec2 v_uv0;
uniform sampler2D texture;
#endif
uniform Properties {
float flipProgress;
float bendStrength;
float enableShadow;
};
void main () {
vec4 pos = vec4(a_position, 1);
// 计算翻转角度 (从对应30%展示状态的角度到0度实现从30%展示到完全展示的翻转)
// 30%展示状态对应的角度约为π * 0.7
float adjustedProgress = (flipProgress - 0.1) / 0.7; // 将0.1-1.0范围映射到0-1
adjustedProgress = clamp(adjustedProgress, 0.0, 1.0);
float flipAngle = (1.0 - adjustedProgress) * 3.14159; // 从π到0
// 计算当前y坐标相对于中心的位置 (-0.5到0.5)
float relativeY = pos.y - 0.5;
// 应用弯曲效果,使卡片看起来有厚度
float bend = sin(flipAngle) * bendStrength * relativeY;
// 应用X轴旋转
pos.y = 0.5 + relativeY * cos(flipAngle);
pos.z = relativeY * sin(flipAngle) + bend;
// 限制Z轴范围防止卡片在父节点移动时消失
pos.z = clamp(pos.z, -0.5, 0.5);
// 应用阴影效果
if (enableShadow > 0.5 && flipProgress > 0.1 && flipProgress < 0.9) {
float shadowIntensity = sin(flipAngle) * 0.5;
v_color = vec4(a_color.rgb * (1.0 - shadowIntensity * 0.5), a_color.a);
} else {
v_color = a_color;
}
#if USE_TEXTURE
v_uv0 = a_uv0;
#endif
gl_Position = cc_matViewProj * pos;
}
}%
CCProgram card-flip-fs %{
precision highp float;
#include <cc-global>
in vec4 v_color;
#if USE_TEXTURE
in vec2 v_uv0;
uniform sampler2D texture;
#endif
uniform Properties {
float flipProgress;
float bendStrength;
float enableShadow;
};
void main () {
vec4 o = vec4(1, 1, 1, 1);
#if USE_TEXTURE
o *= texture2D(texture, v_uv0);
#endif
o *= v_color;
// 当卡片背面朝向相机时使其透明翻转开始时30%展示,结束时完全展示)
// 计算调整后的进度将0.1-1.0范围映射到0-1
float adjustedProgress = (flipProgress - 0.1) / 0.7;
adjustedProgress = clamp(adjustedProgress, 0.0, 1.0);
if (adjustedProgress < 0.3) {
float backFaceAlpha = (0.5 - adjustedProgress) * 2.0;
o.a *= (1.0 - backFaceAlpha * 0.7); // 调整透明度使初始状态为30%展示
}
gl_FragColor = o;
}
}%

View File

@ -0,0 +1,18 @@
{
"ver": "1.0.27",
"uuid": "60e86f0d-285e-4468-8988-3c5b048e5b91",
"importer": "effect",
"compiledShaders": [
{
"glsl1": {
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nuniform float flipProgress;\nuniform float bendStrength;\nuniform float enableShadow;\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n float adjustedProgress = (flipProgress - 0.1) / 0.7;\n adjustedProgress = clamp(adjustedProgress, 0.0, 1.0);\n float flipAngle = (1.0 - adjustedProgress) * 3.14159;\n float relativeY = pos.y - 0.5;\n float bend = sin(flipAngle) * bendStrength * relativeY;\n pos.y = 0.5 + relativeY * cos(flipAngle);\n pos.z = relativeY * sin(flipAngle) + bend;\n pos.z = clamp(pos.z, -0.5, 0.5);\n if (enableShadow > 0.5 && flipProgress > 0.1 && flipProgress < 0.9) {\n float shadowIntensity = sin(flipAngle) * 0.5;\n v_color = vec4(a_color.rgb * (1.0 - shadowIntensity * 0.5), a_color.a);\n } else {\n v_color = a_color;\n }\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n gl_Position = cc_matViewProj * pos;\n}",
"frag": "\nprecision highp float;\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nuniform float flipProgress;\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture2D(texture, v_uv0);\n #endif\n o *= v_color;\n float adjustedProgress = (flipProgress - 0.1) / 0.7;\n adjustedProgress = clamp(adjustedProgress, 0.0, 1.0);\n if (adjustedProgress < 0.3) {\n float backFaceAlpha = (0.5 - adjustedProgress) * 2.0;\n o.a *= (1.0 - backFaceAlpha * 0.7);\n }\n gl_FragColor = o;\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};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nuniform Properties {\n float flipProgress;\n float bendStrength;\n float enableShadow;\n};\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n float adjustedProgress = (flipProgress - 0.1) / 0.7;\n adjustedProgress = clamp(adjustedProgress, 0.0, 1.0);\n float flipAngle = (1.0 - adjustedProgress) * 3.14159;\n float relativeY = pos.y - 0.5;\n float bend = sin(flipAngle) * bendStrength * relativeY;\n pos.y = 0.5 + relativeY * cos(flipAngle);\n pos.z = relativeY * sin(flipAngle) + bend;\n pos.z = clamp(pos.z, -0.5, 0.5);\n if (enableShadow > 0.5 && flipProgress > 0.1 && flipProgress < 0.9) {\n float shadowIntensity = sin(flipAngle) * 0.5;\n v_color = vec4(a_color.rgb * (1.0 - shadowIntensity * 0.5), a_color.a);\n } else {\n v_color = a_color;\n }\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n gl_Position = cc_matViewProj * pos;\n}",
"frag": "\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};\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nuniform Properties {\n float flipProgress;\n float bendStrength;\n float enableShadow;\n};\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture2D(texture, v_uv0);\n #endif\n o *= v_color;\n float adjustedProgress = (flipProgress - 0.1) / 0.7;\n adjustedProgress = clamp(adjustedProgress, 0.0, 1.0);\n if (adjustedProgress < 0.3) {\n float backFaceAlpha = (0.5 - adjustedProgress) * 2.0;\n o.a *= (1.0 - backFaceAlpha * 0.7);\n }\n gl_FragColor = o;\n}"
}
}
],
"subMetas": {}
}

View File

@ -28,10 +28,10 @@
"height": 1044,
"rawWidth": 674,
"rawHeight": 1044,
"borderTop": 0,
"borderBottom": 0,
"borderLeft": 0,
"borderRight": 0,
"borderTop": 357,
"borderBottom": 326,
"borderLeft": 75,
"borderRight": 76,
"subMetas": {}
}
}

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@ -1,5 +1,5 @@
{
"last-module-event-record-time": 1764326203728,
"last-module-event-record-time": 1764935638492,
"group-list": [
"default",
"Map"