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- /*
- * @Author: mojunshou 1637302775@qq.com
- * @Date: 2025-03-20 15:01:09
- * @LastEditors: mojunshou 1637302775@qq.com
- * @LastEditTime: 2025-03-28 17:23:57
- * @Description: 消除游戏主场景
- */
- import { _decorator, Color, EventTouch, instantiate, JsonAsset, Label, Node, Prefab, randomRangeInt, Sprite, Toggle, tween, UITransform, Vec2, Vec3, Widget } from "cc";
- import { RandomManager } from "db://oops-framework/core/common/random/RandomManager";
- import { oops } from "db://oops-framework/core/Oops";
- import { ecs } from "db://oops-framework/libs/ecs/ECS";
- import { LabelChange } from "db://oops-framework/libs/gui/label/LabelChange";
- import { CCComp } from "db://oops-framework/module/common/CCComp";
- import { GameEvent } from "../../common/config/GameEvent";
- import { UIID } from "../../common/config/GameUIConfig";
- import { BlockItemView } from "./BlockItemView";
- const { ccclass, property } = _decorator;
- // 游戏状态枚举
- enum GameState {
- READY, // 准备中
- PLAYING, // 游戏中
- PAUSED, // 暂停
- GAME_OVER // 游戏结束
- }
- // 游戏模式枚举
- enum GameMode {
- MANUAL, // 手动模式
- AUTO // 自动模式
- }
- // 格子状态
- enum CellState {
- EMPTY, // 空格子
- FILLED, // 有方块
- HIGHLIGHTED // 高亮(可放置)
- }
- // 新手引导步骤
- enum TutorialStep {
- NONE, // 无引导
- ROW_ELIMINATION, // 行消除引导
- COLUMN_ELIMINATION, // 列消除引导
- ROTATION, // 旋转引导
- FINAL_ELIMINATION // 最终消除引导
- }
- //网格数据接口
- interface GridData {
- name: string, // 名称
- status: CellState, // 状态
- gridNode: Node | null // 网格节点
- row: number, // 行
- col: number, // 列
- gridColorKey: string | null,
- type: number, // 类型--gridColorKey
- }
- interface Grids {
- row: number,
- column: number,
- }
- interface EditingData {
- brickData: BrickData | null,
- gridList: GridData[],
- }
- //底部方块数据定义
- interface BrickData {
- index: number,
- brickKey: string | null,
- rotateTag: boolean,
- rotateFlag: boolean,
- gridConfig: Grids[],
- deg: number,
- brickNode: Node | null,
- gridColorKey: string | null,
- brickInitPos: Vec3, // 方块初始位置
- type: number, // 方块类型--gridColorKey
- }
- interface GridConfigData {
- row: number,
- column: number,
- }
- /** 视图层对象 */
- @ccclass('EliminateViewComp')
- @ecs.register('EliminateView', false)
- export class EliminateViewComp extends CCComp {
- @property({ type: LabelChange, displayName: "自动提现金额" })
- private amountLb: LabelChange = null!;
- @property({ type: LabelChange, displayName: "额外奖励" })
- private awardLb: LabelChange = null!;
- @property({ type: Prefab, displayName: "金币预制体" })
- private coinPrefab: Prefab = null!;
- @property({ type: Prefab, displayName: "红包预制体" })
- private redPacketPrefab: Prefab = null!;
- @property({ type: Label, displayName: "本局分数" })
- private lab_score: Label = null!;
- @property({ type: Prefab, displayName: "item预制体列表" })
- private itemPrefabs: Prefab[] = [];
- @property({ type: Node, displayName: "网格Node" })
- private gridNode: Node = null!;
- @property({ type: Node, displayName: "移动Node" })
- private moveNode: Node = null!;
- @property({ type: Node, displayName: "旋转Node" })
- private rotateNode: Node = null!;
- @property({ type: Node, displayName: "方块Node" })
- private brickNode: Node = null!;
- @property({ type: Prefab, displayName: "旋转预制体" })
- private rotatePrefab: Node = null!;
- @property({ type: Label, displayName: "累计消除次数" })
- private lab_total: Label = null!;
- @property({ type: Label, displayName: "每次放置添加的分数" })
- private lab_addScore: Label = null!;
- private lab_speed: Label = null!;
- private winthdrawNode: Node = null!;
- private awardNode: Node = null!;
- private autoOnToggle: Toggle = null!;
- //游戏配置行列
- private rows: number = 8; // 行数
- private cols: number = 8; // 列数
- private itemSize: number = 82; // 格子大小
- private brickNum: number = 3; // 砖块数量
- //按钮状态
- private autoClick: boolean = false;
- private gameState: GameState = GameState.READY;
- private gameMode: GameMode = GameMode.MANUAL;
- private rotateTag: boolean = false; // 旋转标志
- private score: number = 0; //本局分数
- private money: number = 0; //左边金钱
- private cash: number = 0; //右边红包钱数
- private totalNum: number = 0; //累计消除次数,断了就是又从0开始
- //网格列表
- // gridsNode: Node | null = null; //中间网格区域
- // brickNode: Node | null = null; //底部三个item块区域
- // moveNode: Node | null = null; //移动层Node
- // rotateNode: Node | null = null; //旋转Node吧
- //没使用颜色
- notUseColor = new Color(255, 255, 255, 255)
- //可用的颜色
- usableColor = new Color(0, 255, 0, 100)
- //不可用的颜色
- unavailableColor = new Color(255, 0, 0, 100)
- //旋转容错
- rotateFaultTolerant = 10;
- private _isAutoFunc: (() => void) | null = null;
- isAutoMode: boolean = false;
- autoModeInterval: number = 1 // 自动模式的间隔时间(秒)
- autoModeTimer: number = 0 // 自动模式计时器
- //网格列表管理列表
- gridList: GridData[][] = [];
- //砖块列表
- bricksList: BrickData[] = [];
- //网格颜色列表
- gridColorList: GridData[] = [];
- brickConfig: { bricks?: any } = {} //方块配置
- editingFlag = false //编辑状态
- editingData: EditingData = {
- brickData: null,
- gridList: [],
- }
- //旋转标记
- rotateFlag = false
- rotateBrickData: BrickData | null = null;
- // 网格相关
- private grid: CellState[][] = []; //数组管理网格状态
- private gridBlocks: (BlockItemView | null)[][] = []; // 存储网格中的方块脚本引用
- private gridCells: Node[][] = [];
- // 方块数据保存数组,生成后就保存起来
- private brickList: BrickData[] = [];
- // 添加新的属性来跟踪是否需要重置消除计数
- private shouldResetEliminateCount: boolean = true;
- private consecutiveEliminations: boolean = false;
- /** 视图层逻辑代码分离演示 */
- async start() {
- // const entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
- this.setButton();
- this.initComponents();
- this.initButtonState();
- await this.loadConfig();
- this.initGrid();
- this.initData();
- this.addEventList();
- }
- addEventList() {
- oops.message.on(GameEvent.RestartGame, this.restartGame, this);
- // oops.message.on(GameEvent.Resurrection, this.resurrection, this);
- }
- //增加一个新人新手引导
- private addNewPlayerGuide() {
- // 获取当前引导步骤
- // const currentStep = this.getTutorialStep();
- }
- private initComponents() {
- // this.winthdrawNode = this.node.getChildByPath("Scene/Top/btn_withdraw")!;
- // this.awardNode = this.node.getChildByPath("Scene/Top/btn_award")!;
- const toggle = this.node.getChildByPath("Scene/Bottom/btn_auto/auto_Toggle/Off")!;
- this.autoOnToggle = toggle.getComponent(Toggle)!;
- this.lab_speed = this.node.getChildByPath("Scene/Bottom/btn_double/lab_time")!.uiLabel;
- this.lab_speed.string = "二倍速"
- // this.brickNode.on(Node.EventType.TOUCH_START, (event: EventTouch) => {
- // const touch = event.touch;
- // console.log("iiiiii", touch)
- // }, this);
- // this.brickNode.on(Node.EventType.TOUCH_MOVE, () => {
- // console.log("22222")
- // }, this);
- // this.brickNode.on(Node.EventType.TOUCH_END, () => {
- // console.log("333333")
- // }, this);
- }
- //初始化网格
- private initGrid() {
- // 清理现有网格
- this.clearExistingGrids();
- // 生成网格矩阵
- this.createGridMatrix();
- }
- //初始化按钮状态
- private initButtonState() {
- //自动按钮默认关闭
- if (this.autoOnToggle) {
- console.log("自动按钮状态:", this.autoOnToggle.isChecked);
- this.autoOnToggle.isChecked = true;
- }
- }
- //初始化数据
- private initData() {
- this.gameMode = GameMode.MANUAL;
- this.score = 0;
- this.money = 0;
- this.cash = 0;
- this.totalNum = 0;
- this.shouldResetEliminateCount = true;
- this.consecutiveEliminations = false;
- this.lab_score.string = this.score.toString();
- this.amountLb.string = this.money.toString();
- this.awardLb.string = this.cash.toString();
- }
- //初始化网格
- private async loadConfig() {
- let json_name: string = "gui/eliminate/config/GridConfig";
- return new Promise<void>((resolve, reject) => {
- oops.res.load(json_name, JsonAsset, (err: Error | null, res: any) => {
- if (res) {
- this.brickConfig = res.json;
- resolve();
- } else {
- console.log("JSON数据加载失,请检查文件");
- reject(err);
- }
- });
- });
- }
- /**
- * @description: 清理现有的网格数据
- * @return {*}
- */
- private clearExistingGrids(): void {
- this.gridList = [];
- if (this.gridNode) {
- this.gridNode.children.forEach(node => node.destroy());
- }
- }
- /**
- * @description: 设置网格容器大小
- * @return {*}
- */
- private createGridMatrix(): void {
- for (let rowIndex = 0; rowIndex < this.rows; rowIndex++) {
- const currentRow: GridData[] = [];
- this.gridList.push(currentRow);
- for (let columnIndex = 0; columnIndex < this.cols; columnIndex++) {
- const gridData = this.createGridData(rowIndex, columnIndex);
- currentRow.push(gridData);
- this.createGridNode(gridData);
- }
- }
- // 初始化格子状态
- for (let rowIndex = 0; rowIndex < this.rows; rowIndex++) {
- for (let columnIndex = 0; columnIndex < this.cols; columnIndex++) {
- this.gridList[rowIndex][columnIndex].status = CellState.EMPTY
- this.generateGrid(this.gridList[rowIndex][columnIndex])
- }
- }
- // 初始化方块
- if (this.brickNode) {
- if (this.brickNode) {
- this.brickNode.children.forEach(node => { node.destroy() });
- }
- }
- this.bricksList.length = 0
- for (let i = 1; i <= this.brickNum; i++) {
- this.addBrick(i)
- }
- // 清除旋转数据
- if (this.rotateNode) {
- this.rotateNode.children.forEach(node => { node.destroy() })
- }
- }
- /**
- * @description: 创建格子数据
- * @param {number} row
- * @param {number} column
- * @return {*}
- */
- private createGridData(row: number, column: number): GridData {
- return {
- name: `Grid-${row}-${column}`,
- status: CellState.EMPTY,
- gridNode: null,
- row: row,
- col: column,
- gridColorKey: null,
- type: 0
- };
- }
- /**
- * @description: 创建网格Node
- * @param {GridData} gridData
- * @return {*}
- */
- private createGridNode(gridData: GridData): void {
- const gridNode = new Node(gridData.name);
- if (this.gridNode) {
- this.gridNode.addChild(gridNode);
- }
- gridData.gridNode = gridNode;
- // 设置网格大小
- gridNode.addComponent(UITransform).setContentSize(this.itemSize, this.itemSize);
- }
- /**
- * 生成或更新网格
- * @param gridData 网格数据
- */
- private generateGrid(gridData: GridData) {
- if (!gridData || !gridData.gridNode) {
- console.warn('无效的网格数据');
- return;
- }
- // 清理现有子节点
- this.clearGridChildren(gridData.gridNode);
- // 获取对应的预制体
- const prefab = this.getGridPrefab(gridData);
- if (!prefab) {
- console.warn('无法获取网格预制体');
- return;
- }
- // 创建并配置新节点
- const node = this.createNewGridNode(prefab, gridData);
- // 设置节点属性
- this.setupGridNode(node, gridData);
- }
- /**
- * 获取对应状态的预制体
- */
- private getGridPrefab(gridData: GridData): Prefab {
- if (gridData.status === CellState.EMPTY) {
- if (this.itemPrefabs[0]) {
- return this.itemPrefabs[0];
- } else {
- throw new Error('Grid prefab is not loaded');
- }
- }
- if (gridData.status === CellState.FILLED && gridData.gridColorKey) {
- console.log("gridData.type>>>>>", gridData.type)
- const type = gridData.type;
- return this.itemPrefabs[type];
- }
- throw new Error('Invalid grid status or missing gridColorKey');
- }
- /**
- * 创建网格节点
- */
- private createNewGridNode(prefab: Prefab, gridData: GridData): Node {
- const node = instantiate(prefab);
- if (gridData && gridData.gridNode) {
- gridData.gridNode.addChild(node);
- return node;
- }
- return node
- }
- /**
- * 设置网格节点的属性
- */
- private setupGridNode(node: Node, gridData: GridData): void {
- // 设置未使用状态的颜色
- if (gridData.status === CellState.EMPTY) {
- const sprite = node.getComponent(Sprite);
- if (sprite) {
- sprite.color = this.notUseColor;
- }
- }
- // 设置节点大小
- const transform = node.getComponent(UITransform);
- if (transform) {
- transform.setContentSize(
- this.itemSize,
- this.itemSize
- );
- }
- // 设置位置
- node.setPosition(Vec3.ZERO);
- }
- addBrick(index: number) {
- //随机名字
- const brickKey = Object.keys(this.brickConfig['bricks'])[randomRangeInt(0, Object.keys(this.brickConfig['bricks']).length)]
- // // console.log("brickKey>>>>>", brickKey)
- // //随机颜色-一个颜色出来
- // const gridColorKey = Object.keys(this.brickConfig['GridType'])[randomRangeInt(0, Object.keys(this.brickConfig['GridType']).length)]
- // // console.log("gridColorKey>>>>>", gridColorKey)
- // //随机配置-通过名字拿到那个配置
- const brickConfig = this.brickConfig['bricks'][brickKey];
- // console.log("brickConfig>>>>>", brickConfig)
- const randomIndex = RandomManager.instance.getRandomInt(1, 5, 2);
- console.log("随机颜色>>>>>", randomIndex)
- // 生成方块
- const brickData: BrickData = {
- index,
- brickKey: brickKey,
- rotateFlag: brickConfig['rotateFlag'],
- gridConfig: brickConfig['gridConfig'],
- deg: 0,
- brickNode: null,
- gridColorKey: randomIndex.toString(),
- brickInitPos: new Vec3(),
- rotateTag: false,
- type: randomIndex,
- }
- this.bricksList.push(brickData)
- // 生成方块
- const brickNode = this.generateBrick(brickKey, randomIndex);
- if (this.brickNode) {
- this.brickNode.addChild(brickNode)
- }
- brickData.brickNode = brickNode;
- // 方块间隔
- //这里修改一下,分别放到3个Node中,然后
- let offset = 220
- if (this.brickNum % 2 === 1) {
- const middleNum = Math.floor(this.brickNum / 2) + 1
- if (index < middleNum) {
- offset = - offset
- }
- else if (index === middleNum) {
- offset = 0
- }
- }
- if (brickData && brickData.brickNode) {
- brickData.brickNode.setPosition(offset, 0)
- brickData.brickNode.scale_x = 0.6;
- brickData.brickNode.scale_y = 0.6;
- brickData.brickInitPos = brickData.brickNode.getWorldPosition()
- }
- this.brickAddEvent(brickData);
- }
- // 每个item生成独立的方块节点
- generateBrick(brickKey: string, randomIndex: number) {
- const brickConfig = this.brickConfig['bricks'][brickKey]
- let rowMin = 0
- let rowMax = 0
- let columnMin = 0
- let columnMax = 0
- brickConfig['gridConfig'].forEach((gridConfigData: GridConfigData) => {
- if (gridConfigData.row < rowMin) {
- rowMin = gridConfigData.row
- }
- else if (gridConfigData.row > rowMax) {
- rowMax = gridConfigData.row
- }
- if (gridConfigData.column < columnMin) {
- columnMin = gridConfigData.column
- }
- else if (gridConfigData.column > columnMax) {
- columnMax = gridConfigData.column
- }
- })
- const rowNum = (rowMax - rowMin + 1)
- const columnNum = (columnMax - columnMin + 1)
- // 生成独立的方块节点
- const brickNode = new Node()
- brickNode.name = brickKey
- // 设置方块大小
- const transformCom: UITransform = brickNode.addComponent(UITransform)
- transformCom.setContentSize(
- this.itemSize * columnNum,
- this.itemSize * rowNum
- )
- transformCom.setAnchorPoint(0.5, 0.5)
- // 设置方块位置
- const gridPrefab = this.itemPrefabs[randomIndex]
- //生成对应的配置方块设置地址
- brickConfig['gridConfig'].forEach((gridConfigData: GridConfigData) => {
- const gridNode = new Node()
- gridNode.name = 'grid'
- brickNode.addChild(gridNode)
- gridNode.addComponent(UITransform).setContentSize(this.itemSize, this.itemSize)
- const gridWidget: Widget = gridNode.addComponent(Widget)
- gridWidget.isAlignLeft = true
- gridWidget.left = this.itemSize * gridConfigData.column - this.itemSize * columnMin
- gridWidget.isAlignBottom = true
- gridWidget.bottom = this.itemSize * gridConfigData.row - this.itemSize * rowMin
- const node = instantiate(gridPrefab)
- gridNode.addChild(node)
- const uiTransform = node.getComponent(UITransform);
- if (uiTransform) {
- uiTransform.setContentSize(
- this.itemSize,
- this.itemSize,
- )
- }
- node.setPosition(Vec3.ZERO)
- node.on(Node.EventType.TOUCH_START, (event: EventTouch) => {
- event.preventSwallow = true;
- }, this);
- node.on(Node.EventType.TOUCH_MOVE, (event: EventTouch) => {
- event.preventSwallow = true;
- }, this);
- node.on(Node.EventType.TOUCH_END, (event: EventTouch) => {
- event.preventSwallow = true;
- }, this);
- })
- return brickNode
- }
- touchStartLocation = new Vec2()
- touchStartFlag = false
- brickAddEvent(brickData: BrickData) {
- const brickNode = brickData.brickNode
- if (!brickNode) {
- console.error("brickNode为空,无法添加事件");
- return
- }
- // 确保节点可交互
- brickNode.active = true;
- // 移除可能存在的旧事件监听器
- brickNode.off(Node.EventType.TOUCH_START);
- brickNode.off(Node.EventType.TOUCH_MOVE);
- brickNode.off(Node.EventType.TOUCH_END);
- brickNode.off(Node.EventType.TOUCH_CANCEL);
- // 记录初始位置和状态
- let startPos = new Vec3();
- let originalParent: Node | null = null;
- let isDragging = false;
- // 触摸开始事件
- brickNode.on(Node.EventType.TOUCH_START, (event: EventTouch) => {
- // 如果正在编辑其他方块,则忽略
- if (this.editingFlag) return;
- // 设置编辑状态
- this.editingFlag = true;
- isDragging = true;
- this.touchStartFlag = true;
- // 清空编辑中的数据
- this.editingData.brickData = null;
- this.editingData.gridList.length = 0;
- // 记录触摸开始位置和方块原始信息
- this.touchStartLocation.set(event.getUILocation());
- originalParent = brickNode.parent;
- startPos = brickNode.getWorldPosition().clone();
- // 将方块移到移动层并放大
- brickNode.setParent(this.moveNode);
- brickNode.setWorldPosition(startPos);
- tween(brickNode)
- .to(0.2, { scale: new Vec3(1, 1, 1) })
- .start();
- // 从方块列表中移除该方块
- const index = this.bricksList.findIndex(item => item === brickData);
- if (index > -1) {
- this.editingData.brickData = this.bricksList.splice(index, 1)[0];
- } else {
- console.error("未找到方块数据:", brickData);
- this.editingData.brickData = brickData;
- }
- // 清除旋转数据
- if (this.rotateFlag && this.rotateBrickData !== this.editingData.brickData) {
- this.rotateFlag = false;
- this.rotateBrickData = null;
- if (this.rotateNode) {
- this.rotateNode.children.forEach(node => { node.destroy() });
- }
- }
- }, this);
- // 触摸移动事件
- brickNode.on(Node.EventType.TOUCH_MOVE, (event: EventTouch) => {
- if (!isDragging || !this.editingData.brickData) return;
- // 清除旋转数据
- if (event.getUILocation().subtract(this.touchStartLocation).length() >= this.rotateFaultTolerant) {
- this.rotateFlag = false;
- this.rotateBrickData = null;
- if (this.rotateNode) {
- this.rotateNode.children.forEach(node => { node.destroy() });
- }
- }
- // 恢复所有网格颜色
- this.gridColorRecovery();
- // 移动方块
- brickNode.setWorldPosition(brickNode.getWorldPosition().add(event.getUIDelta().toVec3()));
- // 重置编辑中的网格数据
- this.editingData.gridList.length = 0;
- // 检查方块每个子网格是否与游戏网格重叠
- const tempGridList: GridData[] = [];
- let allEmptyGrids: boolean = true; // 标记是否所有网格都为空
- brickNode.children.forEach((childNode) => {
- const childWorldPos = childNode.getWorldPosition();
- // 查找与子网格重叠的游戏网格
- let matchedGrid: GridData | null = null;
- for (let row = 0; row < this.rows && !matchedGrid; row++) {
- for (let col = 0; col < this.cols && !matchedGrid; col++) {
- const grid = this.gridList[row][col];
- if (!grid || !grid.gridNode) continue;
- const gridPos = grid.gridNode.getWorldPosition();
- if (Vec3.distance(gridPos, childWorldPos) <= (this.itemSize / 2)) {
- matchedGrid = grid;
- }
- }
- }
- if (matchedGrid) {
- tempGridList.push(matchedGrid);
- // 检查是否有非空网格
- if (matchedGrid.status !== CellState.EMPTY) {
- allEmptyGrids = false;
- }
- }
- });
- // 检查是否所有子网格都有对应的游戏网格,且都是空的
- let canPlace = tempGridList.length === brickData.gridConfig.length && allEmptyGrids;
- // 更新编辑中的网格列表
- if (canPlace) {
- this.editingData.gridList = [...tempGridList];
- }
- // 更新网格颜色提示 - 只改变空网格的颜色
- tempGridList.forEach(grid => {
- // 只处理空网格
- if (grid.status === CellState.EMPTY) {
- if (grid.gridNode && grid.gridNode.children[0]) {
- const sprite = grid.gridNode.children[0].getComponent(Sprite);
- if (sprite) {
- sprite.color = canPlace ? this.usableColor : this.unavailableColor;
- }
- }
- // 用于后续恢复颜色
- this.gridColorList.push(grid);
- }
- });
- }, this);
- // 触摸结束或取消事件
- const touchEndHandler = (event: EventTouch) => {
- if (!isDragging) return;
- isDragging = false;
- this.touchStartFlag = false;
- // 恢复网格颜色
- this.gridColorRecovery();
- // 防止如放回方块回弹动画时,已经触摸在另一个方块上面
- if (this.editingData.brickData !== brickData) return;
- // 检查是否可以放置
- if (this.editingData.brickData && this.editingData.gridList.length > 0) {
- // 计算放置的格子数量
- const placedGridCount = this.editingData.gridList.length;
- // 获取中心位置用于显示分数
- let centerPos = new Vec3(0, 0, 0);
- if (this.editingData.gridList.length > 0 && this.editingData.gridList[0].gridNode) {
- centerPos = this.editingData.gridList[0].gridNode.getWorldPosition().clone();
- if (this.editingData.gridList.length > 1) {
- // 计算所有格子的平均位置作为中心点
- for (let i = 1; i < this.editingData.gridList.length; i++) {
- const gridNode = this.editingData.gridList[i].gridNode;
- if (gridNode) {
- centerPos.add(gridNode.getWorldPosition());
- }
- }
- const validGridCount = this.editingData.gridList.filter(grid => grid.gridNode).length;
- centerPos.x /= validGridCount;
- centerPos.y /= validGridCount;
- }
- }
- // 放置方块到网格
- this.editingData.gridList.forEach(grid => {
- grid.status = CellState.FILLED;
- grid.gridColorKey = this.editingData.brickData!.gridColorKey;
- grid.type = this.editingData.brickData!.type;
- this.generateGrid(grid);
- });
- // 显示放置得分动画(显示一次,包含总格子数)
- this.showScoreAnimation(centerPos, placedGridCount);
- // 标记需要重置消除计数器
- this.shouldResetEliminateCount = true;
- this.consecutiveEliminations = true;
- // 销毁方块节点
- brickNode.destroy();
- // 添加新方块到待选区
- this.addBrick(this.editingData.brickData.index);
- // 检查消除
- this.scheduleOnce(() => {
- this.gridEliminate().then((hasElimination) => {
- // 如果没有消除,确保下次消除会重置计数
- if (!hasElimination) {
- this.shouldResetEliminateCount = true;
- }
- // 检查游戏是否结束
- this.prompt(false).then(canContinue => {
- if (!canContinue) {
- this.gameOver();
- }
- this.editingFlag = false;
- });
- });
- }, 0.1);
- } else if (this.rotateFlag) {
- // 旋转方块
- const brickData = this.editingData.brickData;
- this.brickGridRotate(brickData);
- // 方块放回待选区
- this.bricksList.push(brickData);
- if (this.brickNode && brickData.brickNode) {
- this.brickNode.addChild(brickData.brickNode);
- tween(brickData.brickNode)
- .to(0.2, {
- worldPosition: brickData.brickInitPos,
- scale: new Vec3(0.6, 0.6, 0.6)
- })
- .start();
- }
- this.editingFlag = false;
- } else {
- // 无法放置,将方块返回原位置
- const brickData = this.editingData.brickData;
- if (brickData) {
- this.bricksList.push(brickData);
- // 添加回弹动画
- tween(brickNode)
- .to(0.2, {
- worldPosition: brickData.brickInitPos,
- scale: new Vec3(0.6, 0.6, 0.6)
- })
- .call(() => {
- if (originalParent) {
- brickNode.setParent(originalParent);
- brickNode.setWorldPosition(brickData.brickInitPos);
- }
- this.editingFlag = false;
- })
- .start();
- } else {
- this.editingFlag = false;
- }
- }
- // 检查是否需要处理旋转(短距离移动视为点击)
- if (!this.rotateFlag &&
- this.editingData.brickData &&
- this.editingData.brickData.rotateFlag &&
- event.getUILocation().subtract(this.touchStartLocation).length() < this.rotateFaultTolerant) {
- this.rotateFlag = true;
- this.rotateBrickData = this.editingData.brickData;
- // 显示旋转提示
- if (this.rotatePrefab && this.rotateNode && brickNode) {
- const rotateIndicator = instantiate(this.rotatePrefab);
- this.rotateNode.addChild(rotateIndicator);
- rotateIndicator.setWorldPosition(brickNode.getWorldPosition());
- }
- }
- };
- brickNode.on(Node.EventType.TOUCH_END, touchEndHandler, this);
- brickNode.on(Node.EventType.TOUCH_CANCEL, touchEndHandler, this);
- }
- //格子颜色恢复
- gridColorRecovery() {
- while (this.gridColorList.length > 0) {
- const gridData = this.gridColorList.pop();
- if (gridData) {
- if (gridData.status === CellState.EMPTY) {
- if (gridData.gridNode) {
- gridData.gridNode.children[0].getComponent(Sprite)!.color = this.notUseColor;
- }
- }
- }
- }
- }
- brickGridRotate(brickData: BrickData) {
- const next = this.nextGridRotate(brickData.gridConfig, brickData.deg)
- brickData.deg = next.deg
- brickData.gridConfig = next.gridConfig;
- if (brickData.brickNode) {
- tween(brickData.brickNode).to(0.1, { angle: next.deg }).start();
- }
- // this.audioManager.playRotate()
- }
- //下一个旋转
- nextGridRotate(gridConfig: GridConfigData[], deg: number) {
- const newGridConfig: GridConfigData[] = []
- // 顺时针旋转
- let newDeg = deg - 90
- gridConfig.forEach((gridConfigData) => {
- // 例如(1,2) => (-2,1),可以画图分析
- newGridConfig.push({
- row: -gridConfigData.column,
- column: gridConfigData.row
- })
- })
- return { gridConfig: newGridConfig, deg: newDeg }
- }
- // 显示分数增加动画
- showScoreAnimation(position: Vec3, score: number) {
- if (!this.lab_addScore) return;
- // 复制得分Label
- const scoreLabel = instantiate(this.lab_addScore.node);
- scoreLabel.active = true;
- // 设置文本和位置
- const label = scoreLabel.getComponent(Label);
- if (label) {
- label.string = `+${score}`;
- }
- // 添加到场景中
- this.node.addChild(scoreLabel);
- scoreLabel.setWorldPosition(position);
- // 创建动画效果
- tween(scoreLabel)
- .to(0.5, {
- position: new Vec3(scoreLabel.position.x, scoreLabel.position.y + 50, 0),
- scale: new Vec3(1.2, 1.2, 1.2)
- })
- .to(0.3, { opacity: 0 })
- .call(() => {
- scoreLabel.destroy();
- })
- .start();
- // 更新总分
- this.score += score;
- this.lab_score.string = this.score.toString();
- }
- // 显示消除次数动画
- showEliminateCountAnimation(yPosition: number) {
- if (!this.lab_total) return;
- // 如果需要重置计数器,先将计数归零
- if (this.shouldResetEliminateCount) {
- this.totalNum = 0;
- this.shouldResetEliminateCount = false;
- }
- // 增加累计消除次数
- this.totalNum++;
- // 复制总次数Label
- const totalLabel = instantiate(this.lab_total.node);
- totalLabel.active = true;
- // 设置文本
- const label = totalLabel.getComponent(Label);
- if (label) {
- label.string = `Combo${this.totalNum}`;
- }
- // 添加到场景中
- this.node.addChild(totalLabel);
- // 计算网格区域的X轴中心位置,Y轴使用传入的消除行位置
- const centerPos = new Vec3();
- if (this.gridNode) {
- // 获取网格区域的X轴中心
- const worldPos = this.gridNode.getWorldPosition();
- centerPos.set(worldPos.x, yPosition, worldPos.z);
- }
- totalLabel.setWorldPosition(centerPos);
- // 创建动画效果
- tween(totalLabel)
- .to(0.3, {
- scale: new Vec3(1.5, 1.5, 1.5),
- opacity: 255
- })
- .delay(0.5) // 停留更长时间
- .to(0.4, {
- scale: new Vec3(1.2, 1.2, 1.2),
- position: new Vec3(totalLabel.position.x, totalLabel.position.y + 50, 0),
- opacity: 0
- })
- .call(() => {
- totalLabel.destroy();
- })
- .start();
- }
- // 修改 gridEliminate 方法来显示消除次数
- gridEliminate() {
- return new Promise<boolean>((resolve, reject) => {
- const d = this.gridEliminateCheck(this.gridList)
- const gridEliminateList = d.gridEliminateList
- const eliminateRowNum = d.eliminateRowNum
- const eliminateColumnNum = d.eliminateColumnNum
- if (gridEliminateList.length < 1) {
- // 没有发生消除
- this.shouldResetEliminateCount = true; // 下一次消除需要重置计数
- this.consecutiveEliminations = false; // 不是连续消除
- resolve(false);
- return;
- }
- // 如果有消除,计算消除行的平均Y轴位置
- if (gridEliminateList.length > 0) {
- // 计算所有被消除格子的平均Y轴位置
- let totalY = 0;
- let validGrids = 0;
- for (const grid of gridEliminateList) {
- if (grid.gridNode) {
- totalY += grid.gridNode.getWorldPosition().y;
- validGrids++;
- }
- }
- // 计算平均Y位置
- const avgY = validGrids > 0 ? totalY / validGrids : 0;
- // 标记为连续消除
- this.consecutiveEliminations = true;
- // 显示消除次数动画,传入Y轴位置
- this.showEliminateCountAnimation(avgY);
- }
- gridEliminateList.forEach((gridData) => {
- if (gridData.gridNode?.children[0]) {
- const startPos = gridData.gridNode.getWorldPosition();
- tween(gridData.gridNode.children[0])
- .to(0.2, { scale: new Vec3(0.5, 0.5) })
- .call(() => {
- gridData.status = CellState.EMPTY
- this.generateGrid(gridData)
- })
- .start()
- if (this.coinPrefab && this.amountLb?.node) {
- this.createCoinFlyAnimation(
- this.coinPrefab,
- startPos,
- this.amountLb.node.getWorldPosition(),
- 5
- );
- }
- //增加红包
- this.createCoinFlyAnimation(
- this.redPacketPrefab,
- startPos,
- this.awardLb.node.getWorldPosition(),
- 5
- );
- }
- })
- this.scheduleOnce(() => {
- let score = 0
- for (let i = 1; i <= eliminateRowNum; i++) {
- score += this.cols * i
- }
- for (let i = 1; i <= eliminateColumnNum; i++) {
- score += this.rows * i
- }
- this.score += score
- this.lab_score.string = this.score.toString();
- const lastGrid = gridEliminateList[gridEliminateList.length - 1];
- if (lastGrid?.gridNode && this.coinPrefab && this.amountLb?.node) {
- const lastPos = lastGrid.gridNode.getWorldPosition();
- this.createCoinFlyAnimation(
- this.coinPrefab,
- lastPos,
- this.amountLb.node.getWorldPosition(),
- score
- );
- }
- // 告诉调用者有消除发生
- resolve(true)
- // 检查是否需要继续消除
- this.scheduleOnce(() => {
- // 递归调用,检查并处理连锁消除
- this.gridEliminate().then(() => {
- // 连锁消除结束,不做额外处理
- });
- }, 0.2);
- }, 0.2)
- })
- }
- gridEliminateCheck(gridList: GridData[][]) {
- const gridEliminateList: GridData[] = []
- let eliminateRowNum = 0
- let eliminateColumnNum = 0
- // 行检查
- for (let rowIndex = 0; rowIndex < this.rows; rowIndex++) {
- const rowData = gridList[rowIndex]
- if (rowData.every(gridData => gridData.status === CellState.FILLED)) {
- rowData.forEach(gridData => {
- if (gridEliminateList.findIndex(data => data === gridData) < 0) {
- gridEliminateList.push(gridData)
- }
- })
- eliminateRowNum += 1
- }
- }
- // 列检查
- for (let columnIndex = 0; columnIndex < this.cols; columnIndex++) {
- if (gridList.every(rowData => rowData[columnIndex].status === CellState.FILLED)) {
- gridList.forEach(rowData => {
- const gridData = rowData[columnIndex]
- if (gridEliminateList.findIndex(data => data === gridData) < 0) {
- gridEliminateList.push(gridData)
- }
- })
- eliminateColumnNum += 1
- }
- }
- return {
- gridEliminateList,
- eliminateRowNum,
- eliminateColumnNum,
- }
- }
- // 修改 createCoinFlyAnimation 方法为公共方法,扩展参数列表
- public createCoinFlyAnimation(prefab: Prefab, startPos: Vec3, endPos: Vec3, score: number, parent: Node = this.node) {
- const coinNum = Math.min(Math.max(Math.floor(score / 10), 1), 10);
- for (let i = 0; i < coinNum; i++) {
- if (!prefab) {
- console.warn('金币预制体未加载');
- return;
- }
- const coin = instantiate(prefab);
- parent.addChild(coin);
- const randomOffset = new Vec3(
- (Math.random() - 0.5) * 50,
- (Math.random() - 0.5) * 50,
- 0
- );
- const startPosition = startPos.clone().add(randomOffset);
- coin.setWorldPosition(startPosition);
- const controlPoint = new Vec3(
- (startPosition.x + endPos.x) / 2 + (Math.random() - 0.5) * 100,
- (startPosition.y + endPos.y) / 2 + Math.random() * 100,
- 0
- );
- this.scheduleOnce(() => {
- tween(coin)
- .parallel(
- tween().to(0.2, { scale: new Vec3(1.2, 1.2, 1.2) })
- .to(0.1, { scale: new Vec3(1, 1, 1) }),
- tween().by(0.3, { angle: 360 })
- )
- .start();
- const bezierCurve = (target: Node | undefined, ratio?: number) => {
- if (!target || ratio === undefined) return;
- const t = ratio;
- const pos = new Vec3();
- Vec3.multiplyScalar(pos, startPosition, (1 - t) * (1 - t));
- Vec3.scaleAndAdd(pos, pos, controlPoint, 2 * (1 - t) * t);
- Vec3.scaleAndAdd(pos, pos, endPos, t * t);
- target.setWorldPosition(pos);
- };
- tween(coin)
- .to(0.8, {
- worldPosition: endPos
- }, {
- easing: 'cubicIn',
- onUpdate: bezierCurve
- })
- .call(() => {
- tween(coin)
- .to(0.1, { scale: new Vec3(0.7, 0.7, 0.7) })
- .call(() => {
- coin.destroy();
- })
- .start();
- })
- .start();
- //需要有个金币飘的icon和文字动画,在两边,然后最后展示最新的数字
- }, i * 0.1);
- }
- }
- // 提示
- prompt(tipFlag = true) {
- return new Promise((resolve, reject) => {
- const gridPromptList: GridData[] = []
- let moveFlag = false
- // 找方块可消除位置
- for (let rowIndex = 0; rowIndex < this.rows && !moveFlag; rowIndex++) {
- for (let columnIndex = 0; columnIndex < this.cols && !moveFlag; columnIndex++) {
- const gridData = this.gridList[rowIndex][columnIndex]
- if (gridData.status !== CellState.EMPTY) continue
- // 方块不旋转检测是否能放
- for (let brickI = 0; brickI < this.bricksList.length && !moveFlag; brickI++) {
- const brickData = this.bricksList[brickI]
- if (this.moveIf(rowIndex, columnIndex, brickData.gridConfig)) {
- // 复制整体网格,以方块设置网格状态
- const gridList = this.copyGridList()
- brickData.gridConfig.forEach((gridConfigData) => {
- gridList[gridConfigData.row + rowIndex][gridConfigData.column + columnIndex].status = CellState.FILLED
- })
- // 检查复制的整体网格是否有可消除
- if (this.gridEliminateCheck(gridList).gridEliminateList.length > 0) {
- moveFlag = true
- brickData.gridConfig.forEach((gridConfigData) => {
- gridPromptList.push(this.gridList[gridConfigData.row + rowIndex][gridConfigData.column + columnIndex])
- })
- }
- }
- }
- // 方块旋转检测是否能放
- for (let brickI = 0; brickI < this.bricksList.length && !moveFlag; brickI++) {
- const brickData = this.bricksList[brickI]
- if (!brickData.rotateFlag) continue
- let gridConfig = brickData.gridConfig
- let deg = brickData.deg
- // 获得旋转的方块网格配置
- for (let count = 1; count <= 3 && !moveFlag; count++) {
- const next = this.nextGridRotate(gridConfig, deg)
- if (this.moveIf(rowIndex, columnIndex, next.gridConfig)) {
- // 复制整体网格,以方块设置网格状态
- const gridList = this.copyGridList()
- next.gridConfig.forEach((gridConfigData) => {
- gridList[gridConfigData.row + rowIndex][gridConfigData.column + columnIndex].status = CellState.FILLED
- })
- // 检查复制的整体网格是否有可消除
- if (this.gridEliminateCheck(gridList).gridEliminateList.length > 0) {
- moveFlag = true
- next.gridConfig.forEach((gridConfigData) => {
- gridPromptList.push(this.gridList[gridConfigData.row + rowIndex][gridConfigData.column + columnIndex])
- })
- }
- }
- gridConfig = next.gridConfig
- deg = next.deg
- }
- }
- }
- }
- // 找方块可放置位置
- for (let rowIndex = 0; rowIndex < this.rows && !moveFlag; rowIndex++) {
- for (let columnIndex = 0; columnIndex < this.cols && !moveFlag; columnIndex++) {
- const gridData = this.gridList[rowIndex][columnIndex]
- if (gridData.status !== CellState.EMPTY) continue
- // 方块不旋转检测是否能放
- for (let brickI = 0; brickI < this.bricksList.length && !moveFlag; brickI++) {
- const brickData = this.bricksList[brickI]
- if (this.moveIf(rowIndex, columnIndex, brickData.gridConfig)) {
- moveFlag = true
- brickData.gridConfig.forEach((gridConfigData) => {
- gridPromptList.push(this.gridList[gridConfigData.row + rowIndex][gridConfigData.column + columnIndex])
- })
- }
- }
- // 方块旋转检测是否能放
- for (let brickI = 0; brickI < this.bricksList.length && !moveFlag; brickI++) {
- const brickData = this.bricksList[brickI]
- if (!brickData.rotateFlag) continue
- let gridConfig = brickData.gridConfig
- let deg = brickData.deg
- for (let count = 1; count <= 3 && !moveFlag; count++) {
- const next = this.nextGridRotate(gridConfig, deg)
- if (this.moveIf(rowIndex, columnIndex, next.gridConfig)) {
- moveFlag = true
- next.gridConfig.forEach((gridConfigData) => {
- gridPromptList.push(this.gridList[gridConfigData.row + rowIndex][gridConfigData.column + columnIndex])
- })
- }
- gridConfig = next.gridConfig
- deg = next.deg
- }
- }
- }
- }
- if (gridPromptList.length < 1) {
- resolve(false)
- return
- }
- if (!tipFlag) {
- resolve(true)
- return
- }
- // 提示用户(网格变绿)
- gridPromptList.forEach((gridData) => {
- if (gridData.gridNode && gridData.gridNode.children[0]) {
- const sprite = gridData.gridNode.children[0].getComponent(Sprite);
- if (sprite) {
- sprite.color = this.usableColor;
- }
- }
- // 用于恢复格子
- this.gridColorList.push(gridData)
- })
- resolve(true)
- })
- }
- moveIf(row: number, column: number, gridConfig: GridConfigData[]) {
- let moveFlag = true
- for (let i = 0; i < gridConfig.length; i++) {
- const gridConfigData = gridConfig[i]
- const gridI = row + gridConfigData.row
- const gridJ = column + gridConfigData.column
- // 边界判断
- if (
- gridI < 0 ||
- gridI > this.rows - 1 ||
- gridJ < 0 ||
- gridJ > this.cols - 1
- ) {
- moveFlag = false
- break
- }
- // 已用
- else if (this.gridList[gridI][gridJ].status === CellState.FILLED) {
- moveFlag = false
- break
- }
- }
- return moveFlag
- }
- // 复制整体网格
- copyGridList() {
- const gridList: GridData[][] = []
- for (let rowIndex = 0; rowIndex < this.rows; rowIndex++) {
- gridList.push([])
- for (let columnIndex = 0; columnIndex < this.cols; columnIndex++) {
- const gridData = this.gridList[rowIndex][columnIndex]
- gridList[rowIndex].push({
- name: gridData.name,
- status: gridData.status,
- gridNode: null,
- row: gridData.row,
- col: gridData.col,
- gridColorKey: gridData.gridColorKey,
- type: gridData.type,
- })
- }
- }
- return gridList
- }
- gameOver() {
- this.gameState = GameState.GAME_OVER
- this.setGameState(GameState.GAME_OVER)
- console.log("游戏结束")
- oops.gui.open(UIID.GameOver);
- }
- /**
- * 清理网格的子节点
- */
- private clearGridChildren(gridNode: Node): void {
- const children = gridNode.children.slice(); // 创建副本避免遍历时修改问题
- children.forEach(node => node.destroy());
- }
- private setGameState(state: GameState) {
- this.gameState = state;
- switch (state) {
- case GameState.READY:
- break;
- case GameState.PLAYING:
- break;
- case GameState.PAUSED:
- break;
- case GameState.GAME_OVER:
- //打开游戏结束界面
- break;
- }
- }
- // ... 修改 autoPlaceBrick 方法
- async autoPlaceBrick() {
- if (!this.isAutoMode) return;
- if (this.bricksList.length === 0) return
- // 遍历所有方块,找到一个可以放置的方块
- let bestMove = null;
- let selectedBrickIndex = -1;
- for (let i = 0; i < this.bricksList.length; i++) {
- const move = this.findBestPosition(this.bricksList[i]);
- if (move) {
- // 优先选择可以消除的位置
- if (move.score > 0) {
- bestMove = move;
- selectedBrickIndex = i;
- break;
- } else if (bestMove === null) {
- // 如果还没有找到任何可放置的位置,保存这个位置
- bestMove = move;
- selectedBrickIndex = i;
- }
- }
- }
- // 如果所有方块都没有可放置的位置,游戏结束
- if (!bestMove || selectedBrickIndex === -1) {
- console.log('所有方块都没有可放置的位置,游戏结束');
- this.isAutoMode = false;
- if (this._isAutoFunc) {
- this.unschedule(this._isAutoFunc);
- this._isAutoFunc = null;
- }
- this.gameOver();
- return;
- }
- // 获取选中的方块
- const brickData = this.bricksList[selectedBrickIndex];
- // 从列表中移除方块
- this.bricksList.splice(selectedBrickIndex, 1);
- // 保存方块的初始位置(从待选区开始)
- const startPos = brickData.brickInitPos.clone();
- // 设置方块到移动层并确保位置精确
- if (brickData.brickNode) {
- brickData.brickNode.setParent(this.moveNode);
- brickData.brickNode.setWorldPosition(startPos);
- }
- // this.guideNode.active = true;
- // this.guideNode.setWorldPosition(
- // startPos.x,
- // startPos.y + brickData.brickNode.getComponent(UITransform).height / 2,
- // startPos.z
- // );
- // 如果需要旋转,先旋转到正确的角度
- if (brickData.rotateFlag && bestMove.rotation && bestMove.rotation.deg !== brickData.deg) {
- await new Promise<void>((resolve) => {
- if (brickData.brickNode) {
- tween(brickData.brickNode)
- .to(0.2, { angle: bestMove.rotation ? bestMove.rotation.deg : 0 })
- .call(() => {
- if (bestMove.rotation) {
- brickData.gridConfig = bestMove.rotation.gridConfig;
- brickData.deg = bestMove.rotation.deg;
- }
- resolve();
- })
- .start();
- }
- });
- }
- // 获取目标位置,有些目标位置获取有问题需要修改
- const targetGrid = this.gridList[bestMove.position.row][bestMove.position.column];
- if (!targetGrid.gridNode) {
- console.error('targetGrid.gridNode is null');
- return;
- }
- const targetWorldPos = targetGrid.gridNode.getWorldPosition().clone();
- // 创建平滑的移动动画
- await new Promise<void>((resolve) => {
- if (brickData.brickNode) {
- tween(brickData.brickNode)
- .to(0.3, {
- worldPosition: targetWorldPos,
- }, {
- easing: 'cubicOut'
- })
- .call(() => {
- if (brickData.brickNode) {
- brickData.brickNode.setWorldPosition(targetWorldPos);
- // 放置方块
- if (bestMove.rotation) {
- bestMove.rotation.gridConfig.forEach((gridConfigData) => {
- const gridData = this.gridList[bestMove.position.row + gridConfigData.row][bestMove.position.column + gridConfigData.column];
- gridData.status = CellState.FILLED;
- gridData.gridColorKey = brickData.gridColorKey;
- gridData.type = brickData.type;
- this.generateGrid(gridData);
- });
- }
- // 销毁方块
- brickData.brickNode.destroy();
- // 添加新方块
- this.addBrick(brickData.index);
- }
- resolve();
- })
- .start();
- }
- });
- // 检查并执行消除
- await this.gridEliminate();
- // 检查是否还有任何方块可以放置
- let hasValidMove = false;
- for (const brick of this.bricksList) {
- if (this.findBestPosition(brick)) {
- hasValidMove = true;
- break;
- }
- }
- if (!hasValidMove) {
- console.log('没有方块可以放置,游戏结束');
- this.isAutoMode = false;
- if (this._isAutoFunc) {
- this.unschedule(this._isAutoFunc);
- this._isAutoFunc = null;
- }
- this.gameOver();
- }
- }
- // ... 修改 findBestPosition 方法,这个方法有问题,需要修改
- findBestPosition(brickData: BrickData) {
- let bestScore = -1
- let bestPosition = null
- let bestRotation = null
- let fallbackPosition = null
- let fallbackRotation = null
- // 遍历所有可能的位置
- for (let rowIndex = 0; rowIndex < this.rows; rowIndex++) {
- for (let columnIndex = 0; columnIndex < this.cols; columnIndex++) {
- // 检查当前位置的所有可能旋转
- let currentGridConfig = brickData.gridConfig
- let currentDeg = brickData.deg
- // 最多旋转4次(0°, 90°, 180°, 270°)
- for (let rotation = 0; rotation < 4; rotation++) {
- if (this.moveIf(rowIndex, columnIndex, currentGridConfig)) {
- // 如果还没有找到后备位置,保存第一个可放置的位置
- if (fallbackPosition === null) {
- fallbackPosition = { row: rowIndex, column: columnIndex }
- fallbackRotation = { gridConfig: currentGridConfig, deg: currentDeg }
- }
- // 模拟放置并计算得分
- const gridList = this.copyGridList()
- currentGridConfig.forEach((gridConfigData) => {
- gridList[gridConfigData.row + rowIndex][gridConfigData.column + columnIndex].status = CellState.FILLED
- })
- // 计算这个位置的得分
- const eliminateCheck = this.gridEliminateCheck(gridList)
- let positionScore = eliminateCheck.gridEliminateList.length
- // 如果这个位置比之前找到的更好
- if (positionScore > bestScore) {
- bestScore = positionScore
- bestPosition = { row: rowIndex, column: columnIndex }
- bestRotation = { gridConfig: currentGridConfig, deg: currentDeg }
- }
- }
- // 如果方块可以旋转,计算下一个旋转状态
- if (brickData.rotateFlag && rotation < 3) {
- const next = this.nextGridRotate(currentGridConfig, currentDeg)
- currentGridConfig = next.gridConfig
- currentDeg = next.deg
- } else {
- break
- }
- }
- }
- }
- // 如果找到了最佳得分位置,返回它
- if (bestPosition !== null) {
- return {
- position: bestPosition,
- rotation: bestRotation,
- score: bestScore
- }
- }
- // 如果没有找到可消除的位置但有可放置的位置,返回第一个可放置的位置
- if (fallbackPosition !== null) {
- return {
- position: fallbackPosition,
- rotation: fallbackRotation,
- score: 0
- }
- }
- // 如果真的没有任何可放置的位置,返回null
- return null
- }
- //========================打开其他界面和按钮逻辑=======================
- /** 视图对象通过 ecs.Entity.remove(eliminateViewComp) 删除组件是触发组件处理自定义释放逻辑 */
- reset() {
- this.node.destroy();
- }
- private onToggleContainerAutoClick(toggle: Toggle) {
- switch (toggle.node.name) {
- case "On":
- this.autoClick = true;
- break;
- case "Off":
- this.autoClick = false;
- break;
- }
- this.startAutoMode();
- }
- private startAutoMode() {
- if (
- this.gameState !== GameState.READY ||
- this.editingFlag
- ) return
- // 切换自动模式状态
- this.isAutoMode = this.autoClick;
- if (this.isAutoMode) {
- this._isAutoFunc = () => {
- this.autoPlaceBrick()
- }
- this.schedule(this._isAutoFunc, this.autoModeInterval)
- } else {
- if (this._isAutoFunc) {
- this.unschedule(this._isAutoFunc)
- this._isAutoFunc = null
- }
- }
- }
- private btn_setting() {
- oops.gui.open(UIID.Setting);
- }
- private btn_withdraw() {
- oops.gui.open(UIID.WechatWithdraw);
- }
- private btn_award() {
- oops.gui.open(UIID.RedPacketWithdraw);
- }
- //重新开始
- private restartGame() {
- if (this.gameState === GameState.READY) return;
- this.initData();
- this.reopenGrid();
- }
- private reopenGrid() {
- for (let rowIndex = 0; rowIndex < this.rows; rowIndex++) {
- for (let columnIndex = 0; columnIndex < this.cols; columnIndex++) {
- this.gridList[rowIndex][columnIndex].status = CellState.EMPTY
- this.generateGrid(this.gridList[rowIndex][columnIndex])
- }
- }
- // 初始化方块
- if (this.brickNode) {
- if (this.brickNode) {
- this.brickNode.children.forEach(node => { node.destroy() });
- }
- }
- this.bricksList.length = 0
- for (let i = 1; i <= this.brickNum; i++) {
- this.addBrick(i)
- }
- // 清除旋转数据
- if (this.rotateNode) {
- this.rotateNode.children.forEach(node => { node.destroy() })
- }
- }
- }
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