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- cc.Class({
- extends: cc.Component,
- properties: {
- 地鼠预设: cc.Prefab,
- 炸弹预设: cc.Prefab,
- },
- // LIFE-CYCLE CALLBACKS:
- onLoad() {
- ObjectPools = this;
- this.dishuPool = new cc.NodePool();
- this.zhadanPool = new cc.NodePool();
- },
- start() {
- },
- 生成地鼠: function () {
- let 地鼠 = null;
- //c1、当前对象池中的可用对象数量
- if (this.dishuPool.size > 0) {
- //_1、从对象池中获取对象
- 地鼠 = this.dishuPool.get();
- } else {
- //_2、若没有空闲的对象,也就是对象不够用时,就克隆节点
- 地鼠 = cc.instantiate(this.地鼠预设);
- }
- return 地鼠;
- },
- 地鼠回收: function (地鼠) {
- this.dishuPool.put(地鼠);
- },
- 生成炸弹: function () {
- let 炸弹 = null;
- //c1、当前对象池中的可用对象数量
- if (this.zhadanPool.size > 0) {
- //_1、从对象池中获取对象
- 炸弹 = this.zhadanPool.get();
- } else {
- //_2、若没有空闲的对象,也就是对象不够用时,就克隆节点
- 炸弹 = cc.instantiate(this.炸弹预设);
- }
- return 炸弹;
- },
- 炸弹回收: function (炸弹) {
- this.zhadanPool.put(炸弹);
- },
- playSimpleAudioEngine: function (engineType) {
- // 若为击打音效 则随机0-1被打音效
- if (engineType == 0) {
- var randomIndex = parseInt(Math.random() * 2, 10);
- engineType = randomIndex;
- }
- cc.audioEngine.stopAll();
- switch (engineType) {
- case 0:
- var ling = cc.audioEngine.play(cc.url.raw('resources/audio/dazhongdishu.mp3'), false, 1);
- break;
- case 1:
- var yi = cc.audioEngine.play(cc.url.raw('resources/audio/dishubeida.mp3'), false, 1);
- break;
- case 2:
- var er = cc.audioEngine.play(cc.url.raw("resources/audio/dishuguadiao.mp3"), false, 1);
- break;
- case 3:
- var san = cc.audioEngine.play(cc.url.raw("resources/audio/dishuguaixiao.mp3"), false, 1);
- break;
- case 4:
- var si = cc.audioEngine.play(cc.url.raw("resources/audio/lianji.mp3"), false, 1);
- break;
- case 5:
- var wu = cc.audioEngine.play(cc.url.raw("resources/audio/meidazhong.mp3"), false, 1);
- break;
- case 6:
- var liu = cc.audioEngine.play(cc.url.raw("resources/audio/zhadanbaozha.mp3"), false, 1);
- break;
- default:
- break;
- }
- },
- // update (dt) {},
- });
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