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- import GameConfig from "../GameConfig";
- import GameMgr, { Sound } from "../GameMgr";
- import Block from "./game_page/Block";
- import BlockLong from "./game_page/BlockLong";
- const {ccclass, property} = cc._decorator;
- @ccclass
- export default class GamePage extends cc.Component {
- @property({type: cc.Prefab})
- block_prefab: cc.Prefab = null;
- @property({type: cc.Node})
- blocks_node: cc.Node = null;
- @property({type: dragonBones.ArmatureDisplay})
- collision1s: dragonBones.ArmatureDisplay[] = [];
- @property({type: dragonBones.ArmatureDisplay})
- collision2s: dragonBones.ArmatureDisplay[] = [];
- @property({type: cc.Node})
- road_lights: cc.Node[] = [];
- @property({type: cc.Sprite})
- keys: cc.Sprite[] = [];
- @property({type: cc.Node})
- key_checks: cc.Node[] = [];
- @property({type: cc.SpriteFrame})
- keys_on: cc.SpriteFrame[] = [];
- @property({type: cc.SpriteFrame})
- keys_out: cc.SpriteFrame[] = [];
- @property({type: BlockLong})
- block_long: BlockLong = null;
- @property({type: dragonBones.ArmatureDisplay})
- font_glown: dragonBones.ArmatureDisplay = null;
- @property({type: cc.Label})
- double_hit: cc.Label = null;
- @property({type: cc.Font})
- double_hit_fonts: cc.Font[] = [];
- //连击数
- hitCount: number = 0;
- //成功击中的节拍数
- hitBeat: number = 0;
- //已经消失的节拍数
- overBeat: number = 0;
- //开始时间
- startTime: number;
- music: cc.AudioClip;
- music_id: number;
- beats_index: number = 0;
- beats: number[];
- beats_long: number[];
- static instance: GamePage;
- onLoad() {
- GamePage.instance = this;
-
- window.game_page = this;
- window.game_all_hit = () => {
- this.hitBeat = this.beats.length;
- };
- window.game_acc_finish = () => {
- this.overBeat = this.beats.length;
- this.gameOver();
- };
- this.music = GameMgr.instance.song;
- this.beats = GameMgr.instance.beats;
-
- this.initBlockPool(5);
- for (let collision of this.collision1s) {
- collision.addEventListener(dragonBones.EventObject.COMPLETE, () => {
- collision.node.active = false;
- });
- }
- for (let i = 0; i < this.key_checks.length; i++) {
- this.key_checks[i].on(cc.Node.EventType.TOUCH_START, () => {
- this.onRoad(i);
- });
- this.key_checks[i].on(cc.Node.EventType.TOUCH_END, () => {
- this.outRoad(i);
- });
- this.key_checks[i].on(cc.Node.EventType.TOUCH_CANCEL, () => {
- this.outRoad(i);
- });
- }
- //初始化发光动画监听
- this.font_glown.addEventListener(dragonBones.EventObject.START, () => {
- this.font_glown.node.opacity = 255;
- });
- this.font_glown.addEventListener(dragonBones.EventObject.COMPLETE, () => {
- this.font_glown.node.opacity = 0;
- });
- }
- onDestroy() {
- window.game_page = null;
- }
- start() {
- // //剔除紧密的节拍,控制节拍间最小间隔
- // let beat_min_interval = GameConfig.song_star_limit_beat_min_interval[GameConfig.song_infos[GameMgr.instance.song_id].stars];
- // for (let i = 1; i < this.beats.length; i++) {
- // if (this.beats[i] == undefined) {
- // break;
- // }
- // while (this.beats[i] != undefined && this.beats[i] - this.beats[i - 1] < beat_min_interval) {
- // this.beats.splice(i, 1);
- // }
- // }
- //动态设立长节拍触发点
- this.beats_long = JSON.parse(JSON.stringify(this.beats));
- // let var_time = 0;
- // let record_indexes = [];
- // for (let i = 1; i < this.beats_long.length; i++) {
- // let last_time = this.beats_long[i - 1];
- // if (var_time > GameConfig.beat_long_interval) {
- // // this.beats_long[i - 1] = -1;
- // var_time = 0;
- // record_indexes.push(i - 1);
- // }
- // var_time += this.beats_long[i] - last_time;
- // }
- // //新增需求,长条出现1~2次就好,那就取两次
- // let beat_long_indexes = [];
- // if (record_indexes.length >= 3) {
- // let record_pos1 = Math.floor(record_indexes.length * 1 / 3);
- // let record_pos2 = Math.floor(record_indexes.length * 2 / 3);
- // beat_long_indexes.push(record_indexes[record_pos1]);
- // beat_long_indexes.push(record_indexes[record_pos2]);
- // } else {
- // beat_long_indexes = record_indexes;
- // }
- // for (let beat_long_index of beat_long_indexes) {
- // this.beats_long[beat_long_index] = -1;
- // }
- this.startTime = Date.now();
- let first_time = this.beats[0] - GameConfig.block_come_time;
- if (first_time < 0) {
- for (let i = 0; i < this.beats.length; i++) {
- let beat = this.beats[i];
- if (beat - GameConfig.block_come_time < 0) {
- this.scheduleOnce(() => {
- this.addBlock(beat);
- this.beats_index++;
- }, (beat - GameConfig.block_come_time) - first_time);
- } else {
- break;
- }
- }
- this.scheduleOnce(() => {
- this.music_id = cc.audioEngine.playMusic(this.music, false);
- }, -first_time);
- } else {
- this.music_id = cc.audioEngine.playMusic(this.music, false);
- }
- }
- update() {
- if (this.music_id > -1) {
- let music_progress_time = cc.audioEngine.getCurrentTime(this.music_id);
- let beat_long = this.beats_long[this.beats_index];
- if (beat_long < 0) {//当前节拍触发长条
- if (this.beats[this.beats_index] - music_progress_time <= GameConfig.long_come_time) {
- let count = 0;
- let first_beat = this.beats[this.beats_index];
- for (let i = this.beats_index; i < this.beats.length; i++) {
- let d_value = this.beats[i] - first_beat
- // 退出时间x2,能够让长条退场过程中不会出现别的方块
- if (d_value <= GameConfig.long_idle_time + GameConfig.long_out_time * 2) {
- this.beats_index++;
- count++;
- } else {
- break;
- }
- }
- if (count > 0) {
- this.block_long.initCount = count;
- this.block_long.count = count;
- this.block_long.release();
- }
- }
- } else {
- while (this.beats_index < this.beats.length && this.beats[this.beats_index] - music_progress_time <= GameConfig.block_come_time) {
- this.addBlock(this.beats[this.beats_index]);
- this.beats_index++;
- }
- }
- }
- }
- block_pool: cc.NodePool = new cc.NodePool();
- initBlockPool(count: number) {
- for (let i = 0; i < count; ++i) {
- let block = cc.instantiate(this.block_prefab);
- this.block_pool.put(block);
- }
- }
- getBlock(): cc.Node {
- let block = null;
- if (this.block_pool.size() > 0) {
- block = this.block_pool.get();
- } else {
- block = cc.instantiate(this.block_prefab);
- }
- return block;
- }
- putBlock(block: cc.Node) {
- this.block_pool.put(block);
- }
- addBlock(beat: number) {
- let node = this.getBlock();
- this.blocks_node.addChild(node);
- node.getComponent(Block).init(beat);
- }
- /**
- * 拳击袋攻击次数统计,用于计算卡路里
- */
- checkHit_count: number = 0;
- /**
- * 拳击袋专用接口-不区分打击方向
- */
- checkHit() {
- this.checkHit_count++;
- let index = -1;
- if (this.block_long.canHit) {
- index = this.block_long.index;
- } else {
- let block = this.findBestBlock();
- if (block) {
- index = block.index;
- }
- }
- if (index > -1) {
- this.key_checks[index].emit(cc.Node.EventType.TOUCH_START);
- this.scheduleOnce(() => {
- this.key_checks[index].emit(cc.Node.EventType.TOUCH_END);
- }, 0.05);
- }
- }
- /**拳袋专用接口2-区分打击方向 */
- checkHit2(index: number) {
- this.key_checks[index].emit(cc.Node.EventType.TOUCH_START);
- this.scheduleOnce(() => {
- this.key_checks[index].emit(cc.Node.EventType.TOUCH_END);
- }, 0.05);
- }
- /**寻找最佳的击打方块,目前是以离检测区域中点最近的为佳 */
- findBestBlock(index?: number): Block {
- let bestBlock = null;
- let deltaY = 1 << 12;
- let end_center_y = (GameConfig.end_line_y + GameConfig.fianl_line_y) / 2;
- for (let node of this.blocks_node.children) {
- if(node.y > GameConfig.end_line_y+150) continue;
- if(node.y < GameConfig.end_line_y-150) continue;
- let block = node.getComponent(Block);
- if ((index == undefined || block.index == index) && block.existTime > 0.5) {
- let dy = Math.abs(node.y - end_center_y);
- if (dy < deltaY) {
- bestBlock = block;
- deltaY = dy;
- }
- }
- }
- return bestBlock;
- }
- checkHitRoad(index: number) {
- let blockExplode = this.findBestBlock(index);
- if (blockExplode instanceof Block) {
- if (blockExplode.canHit(index)) {
- this.hit();
- this.countHitBeat(1);
- }
- blockExplode.addCollision();
- return;
- }
- //长条击打检测
- if (this.block_long.canHit && index == this.block_long.index) {
- this.hit();
- if (this.block_long.count > 0) {
- this.countHitBeat(1);
- }
- this.block_long.count--;
- let c: dragonBones.ArmatureDisplay = this.collision2s[this.block_long.index];
- c.node.active = true;
- let config = GameConfig.collision_configs[this.block_long.index];
- c.node.setPosition(config.posX_long, config.posY_long);
- c.node.setScale(config.scaleX, config.scaleY);
- c.playAnimation("02", 1);
- }
- }
- onRoad(index: number) {
- this.keys[index].spriteFrame = this.keys_on[index];
- this.road_lights[index].active = true;
- this.checkHitRoad(index);
- }
- outRoad(index: number) {
- this.keys[index].spriteFrame = this.keys_out[index];
- this.road_lights[index].active = false;
- }
- miss() {
- //新增,需求说连击不要断
- // this.hitCount = 0;
- }
- hit() {
- this.hitCount++;
- let targetScale = [12, 7.5];
- let targetScaleStartRate = 0.2;
- let targetScaleEndRate = 0.25;
- this.double_hit.node.opacity = 255;
- this.double_hit.node.setScale(targetScale[0] * targetScaleStartRate, targetScale[1] * targetScaleStartRate);
- this.double_hit.string = this.hitCount.toString();
- this.double_hit.font = this.double_hit_fonts[1];
- this.double_hit.node.stopAllActions();
- this.double_hit.node.runAction(cc.sequence(
- cc.scaleTo(0.1, targetScale[0], targetScale[1]),
- cc.scaleTo(0.1, targetScale[0] * targetScaleEndRate, targetScale[1] * targetScaleEndRate),
- cc.callFunc(() => {
- this.double_hit.font = this.double_hit_fonts[0];
- }),
- cc.delayTime(0.23),
- cc.fadeOut(0.23)
- ));
-
- this.font_glown.timeScale = 2;
- this.font_glown.playAnimation("01", 1);
- // GameMgr.instance.playEffect(Sound.hit_effect);
- }
- countHitBeat(plus_value: number) {
- this.hitBeat += plus_value;
- }
- countOverBeat(plus_value: number) {
- this.overBeat += plus_value;
- if (this.overBeat == this.beats.length) {
- this.gameOver();
- }
- }
- gameOver() {
- cc.audioEngine.stopMusic();
- this.scheduleOnce(() => {
- GameMgr.instance.addPage(GameMgr.instance.settle_page);
- }, 0.5);
- }
- back() {
- if (GameMgr.instance.debug) {
- alert("如需重复测试,请关闭网页重新打开!")
- return;
- }
- this.node.destroy();
- GameMgr.instance.playEffect(Sound.button_effect);
- GameMgr.instance.addPage(GameMgr.instance.main_page);
- }
- }
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