// Learn TypeScript: // - https://docs.cocos.com/creator/manual/en/scripting/typescript.html // Learn Attribute: // - https://docs.cocos.com/creator/manual/en/scripting/reference/attributes.html // Learn life-cycle callbacks: // - https://docs.cocos.com/creator/manual/en/scripting/life-cycle-callbacks.html const { ccclass, property } = cc._decorator; @ccclass export default class NewClass extends cc.Component { @property(cc.Node) Map: cc.Node = null; @property(cc.Prefab) tip: cc.Prefab = null; @property(cc.Prefab) reinforce: cc.Prefab = null; @property(cc.Prefab) soil: cc.Prefab = null; tipArray: any; controlArray: any; canTouch: boolean; Reinforce: boolean; Soil: boolean; mapHeight: number; // LIFE-CYCLE CALLBACKS: // onLoad () {} start() { this.tipArray = []; this.controlArray = []; this.canTouch = true; this.Reinforce = false; this.Soil = false; this.mapHeight = 0; } setPosition(tip) { tip.setPosition(30, -25); if (this.tipArray.length > 0) { let length = this.tipArray.length + 1; let posY = Math.ceil(length / 8) - 1; let posX = length - Math.floor(posY) * 8 - 1; tip.setPosition(30 + 48 * posX, -25 - 48 * posY + this.mapHeight); } } //清空所有 removeAllTip() { if (!this.canTouch) return; if (this.tipArray.length > 0) { cc.fx.AudioManager._instance.playEffect("qingkong", null); for (let i = 0; i < this.tipArray.length; i++) { let tip = this.tipArray[i]; tip.active = false; tip.removeFromParent(this.Map); tip = null; } this.tipArray = []; this.controlArray = []; var drawingReset = cc.fx.GameConfig.CLICK_DATA.drawingReset + 1; cc.fx.GameConfig.CLICK_SET("drawingReset", drawingReset); cc.fx.Notifications.emit(cc.fx.Message.removeTip, "remove"); this.mapHeight = 0; } } //撤回一步 back_Click() { if (!this.canTouch) return; if (this.tipArray.length > 0) { cc.fx.AudioManager._instance.playEffect("chehui", null); let tip = this.tipArray[this.tipArray.length - 1]; tip.active = false; tip.removeFromParent(this.Map); tip = null; this.tipArray.pop(); this.controlArray.pop(); var drawingBack = cc.fx.GameConfig.CLICK_DATA.drawingBack + 1; cc.fx.GameConfig.CLICK_SET("drawingBack", drawingBack); cc.fx.Notifications.emit(cc.fx.Message.removeTip, "back"); if (this.tipArray.length >= 24) { if ((this.tipArray.length) % 8 == 0) { this.mapMove(false); } } } } //点击事件 btn_Click(target, data) { var GameManager = this.node.parent.getComponent("GameManager"); if (GameManager.btnClick == true) { GameManager.btnClick = false; cc.fx.Notifications.emit(cc.fx.Message.guideNext); } cc.fx.Notifications.emit(cc.fx.Message.control, data); if (!this.canTouch) return; let prefab = this.tip; if (data == "reinforce" || data == "soil") { prefab = this[data]; if (data == "reinforce") { if (this.Reinforce) { this.Reinforce = false; this.back_Click(); return; } else { cc.fx.AudioManager._instance.playEffect("jineng", null); this.Reinforce = true; this.Soil = false; } } else if (data == "soil") { if (this.Soil) { this.Soil = false; this.back_Click(); return; } else { cc.fx.AudioManager._instance.playEffect("jineng", null); this.Soil = true; this.Reinforce = false; } } } else { cc.fx.AudioManager._instance.playEffect("fangxiang", null); this.Reinforce = false; this.Soil = false; } let tip = cc.instantiate(prefab); if (data == "up") tip.angle = 180; if (data == "left") tip.angle = -90; if (data == "right") tip.angle = 90; tip.parent = this.Map; if (this.controlArray[this.controlArray.length - 1] == "reinforce" || this.controlArray[this.controlArray.length - 1] == "soil") { if (data == "reinforce" || data == "soil") { this.tipArray[this.tipArray.length - 1].removeFromParent(); this.tipArray[this.tipArray.length - 1] = null; this.tipArray.pop(); this.controlArray.pop(); } } this.setPosition(tip); this.tipArray.push(tip); this.controlArray.push(data); if (this.tipArray.length >= 25) { if ((this.tipArray.length - 1) % 8 == 0) { this.mapMove(true); } } } //地图放不下了上下移动 mapMove(type) { if (type) this.mapHeight += 48; else this.mapHeight -= 48; for (let i = 0; i < this.tipArray.length; i++) { let tip = this.tipArray[i]; if (type) tip.y += 48; else tip.y -= 48; } } //点击开始 创建河道 start_Click() { if (!this.canTouch) return; this.canTouch = false; cc.fx.AudioManager._instance.playEffect("build", null); cc.fx.Notifications.emit(cc.fx.Message.startGame, this.controlArray); } // update (dt) {} }