| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200 |
- // 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 () {
- 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
- ];
- },
- // start: function () {
-
- // },
- 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) {},
- });
|