// Learn cc.Class: // - [Chinese] http://docs.cocos.com/creator/manual/zh/scripting/class.html // - [English] http://www.cocos2d-x.org/docs/creator/en/scripting/class.html // Learn Attribute: // - [Chinese] http://docs.cocos.com/creator/manual/zh/scripting/reference/attributes.html // - [English] http://www.cocos2d-x.org/docs/creator/en/scripting/reference/attributes.html // Learn life-cycle callbacks: // - [Chinese] http://docs.cocos.com/creator/manual/zh/scripting/life-cycle-callbacks.html // - [English] http://www.cocos2d-x.org/docs/creator/en/scripting/life-cycle-callbacks.html cc.Class({ extends: cc.Component, properties: { // foo: { // // ATTRIBUTES: // default: null, // The default value will be used only when the component attaching // // to a node for the first time // type: cc.SpriteFrame, // optional, default is typeof default // serializable: true, // optional, default is true // }, // bar: { // get () { // return this._bar; // }, // set (value) { // this._bar = value; // } // }, jumpCurrentData: 0,//当前跳远的值 jumpCurrentTime: 0,//当前跳远的时间 tagDistance_Hero: false, // tagDistance_Rivel: false, isCanUpdate: false,//是否跳出更新 //0 跳远 1 标枪 type: 0, }, // LIFE-CYCLE CALLBACKS: // onLoad () {}, start: function () { this.GameUI = this.getComponent("GameUI"); // this.GameUI.setDistanceNum(22.5); // this.updateNum_Rivel = 0; // this.updateNum_Hero = 0; // this.layoutcount.active = false; this.offsets = [ 240, 72 ]; }, startDistance_Hero: function (type, Hero, b) { this.type = type; this.Hero = Hero; // this.tagDistance_Hero = b; var p = Hero.getPosition(); this.isCanUpdate = b; var duration = 1000; if (b) { this.setUIActiveShowUIDistance(); if (type === 0) {//0是跳远 // console.log("位置", Hero.getComponent("PlayerState").EndDistance); this.defaultX_Hero = Hero.getComponent("PlayerState").EndDistance; this.jumpCurrentTime = Hero.getComponent("PlayerState").JumpTimer; duration = this.jumpCurrentTime * 1000 + 1500; } if (type === 1) { this.javeTime = Hero.javeTime; this.defaultX_Hero = p.x; duration = this.javeTime * 1000 + 1500; } setTimeout(function () { if (this.callBack_Hero != null) { this.callBack_Hero(this.Label_Hero); } if (this.defaultX_Hero) this.defaultX_Hero = null; this.isCanUpdate = false; this.GameUI.setUIActiveTimer_destroy(cc.find('UIDistance'), 0.1); }.bind(this), duration); // setTimeout(function () { // if (this.defaultX_Hero) // this.defaultX_Hero = null; // this.isCanUpdate = false; // }.bind(this), duration); } }, setUIActiveShowUIDistance: function () { // this.GameUI.setUIActiveShow(cc.find('UIDistance')); // console.log("setUIActiveShowUIDistance"); this.GameUI.displayUIDistance(); }, callBack_Rivel: function () { }, /** * 谁想知道结果 就谁调用这个方法 获取距离的方法 * @param callBack */ setCallBack_Rivel: function (callBack) { this.callBack_Rivel = callBack; }, callBack_Hero: function () { }, /** * 谁想知道结果 就谁调用这个方法 获取距离的方法 * @param callBack */ setCallBack_Hero: function (callBack) { this.callBack_Hero = callBack; }, update: function (dt) { if (!this.isCanUpdate) return; // if (this.tagDistance_Hero) { var p = this.Hero.getPosition(); if (this.type === 1 && this.defaultX_Hero != null) { this.calculationX_Hero = p.x - this.defaultX_Hero; var showX = this.calculationX_Hero / this.offsets[this.type]; // var Label = this.count.getComponent("cc.Label"); var Label = this.Label_Hero = showX.toFixed(2); this.GameUI.setDistanceNum(Label); // CustomLog("记录位置",this.calculationX_Hero); CustomLog("标枪移动 X", Label); } // this.updateNum_Hero++; //跳远时候 if (this.type === 0 && this.defaultX_Hero != null) { // var p = this.Hero.getPosition(); this.jumpCurrentData += dt * 4; this.jumpCurrentData = this.jumpCurrentData > this.defaultX_Hero ? this.defaultX_Hero : this.jumpCurrentData; var Label = this.Label_Hero = this.jumpCurrentData.toFixed(2); this.GameUI.setDistanceNum(Label); // console.log(this.Label_Hero); } // } // if (this.tagDistance_Rivel) { // var p = this.Rivel.getPosition(); // // CustomLog("记录位置",p.x); // if (this.defaultX_Rivel != null) { // this.calculationX_Rivel = p.x - this.defaultX_Rivel; // var showX = this.calculationX_Rivel / this.offsets[this.type]; // // var Label = this.count.getComponent("cc.Label"); // var Label = this.Label_Rivel = showX.toFixed(2); // // this.GameUI.setDistanceNum(Label); // // CustomLog("偏移量 X",showX); // } // if (this.updateNum_Rivel == 0) { // // CustomLog("记录位置 开始 X",p.x); // } // this.updateNum_Rivel++; // // console.log(333); // } }, setImage_Player1: function (src) { this.GameUI.setImage_Player1(src); }, setImage_Player2: function (src) { this.GameUI.setImage_Player2(src); }, setName_Player1: function (name) { this.GameUI.setName_Player1(name); }, setName_Player2: function (name) { this.GameUI.setName_Player2(name); }, setName_Gender1: function (name) { this.GameUI.setName_Gender1(name); }, setName_Gender2: function (name) { this.GameUI.setName_Gender2(name); }, // update (dt) {}, });