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- /*
- * @Author: mojunshou 1637302775@qq.com
- * @Date: 2025-03-20 15:01:09
- * @LastEditors: mojunshou 1637302775@qq.com
- * @LastEditTime: 2025-04-29 16:04:08
- * @Description: 消除游戏主场景
- */
- import { _decorator, Button, Color, EventTouch, instantiate, JsonAsset, Animation, v3, Label, Node, Prefab, randomRangeInt, Sprite, tween, UITransform, Vec2, Vec3, Widget } from "cc";
- import { oops } from "db://oops-framework/core/Oops";
- import { DeviceUtil } from "db://oops-framework/core/utils/DeviceUtil";
- 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 { ServerHandler } from "../common/manager/ServerHandler";
- import { smc } from "../common/SingletonModuleComp";
- import { Format } from "../utils/Format";
- import { DCHandler } from "../common/manager/DCHandler";
- import { Tween } from "cc";
- import { AD_TYPE } from "../common/config/GameDefine";
- import { ADHandler } from "../common/manager/ADHandler";
- import { director } from "cc";
- import { Game } from "cc";
- const { ccclass, property } = _decorator;
- // 游戏状态枚举
- enum GameState {
- READY, // 准备中
- PLAYING, // 游戏中
- PAUSED, // 暂停 --进其他界面,广告暂停
- GAME_OVER, // 游戏结束
- GAME_PASS
- }
- // 格子状态
- enum CellState {
- EMPTY, // 空格子
- FILLED, // 有方块
- HIGHLIGHTED // 高亮(可放置)
- }
- //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
- 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,
- rotateFlag: boolean,
- gridConfig: Grids[],
- deg: number,
- brickNode: Node | null,
- brickInitPos: Vec3, // 方块初始位置
- type: number, // 方块类型--gridColorKey
- rotateNode: Node | null,
- }
- 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 lab_wxCoin: LabelChange = null!;
- @property({ type: LabelChange, displayName: "额外奖励" })
- private lab_hbCoin: LabelChange = null!;
- @property({ type: Node, displayName: "tween微信钱Node" })
- private tweenWechatNode: Node = null!;
- @property({ type: Node, displayName: "tween红包Node" })
- private tweenRedNode: Node = 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: Label, displayName: "目标分数" })
- private lab_taget: 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!;
- @property({ type: Node, displayName: "自动按钮节点" })
- private autoBtnNode: Node = null!;
- //二倍速按钮
- @property({ type: Button, displayName: "二倍速按钮" })
- private doubleSpeedBtn: Button = null!;
- @property({ type: Label, displayName: "第几块金砖" })
- private lab_goldNum: Label = null!;
- @property({ type: Label, displayName: "二倍速时间" })
- private lab_doubleTime: Label = null!;
- @property({ type: Node, displayName: "引导层" })
- private guideNode: Node = null!;
- @property({ type: Node, displayName: "引导item1" })
- private guideItem1: Node = null!;
- @property({ type: Node, displayName: "引导item2" })
- private guideItem2: Node = null!;
- @property({ type: Node, displayName: "引导item3" })
- private guideItem3: Node = null!;
- //引导手指
- @property({ type: Node, displayName: "引导手指" })
- private guideFinger: Node = null!;
- @property({ type: Node, displayName: "ComboNode" })
- private comboNode: Node = null!;
- @property({ type: Node, displayName: "自动放置Node拦截事件" })
- private autoNode: Node = null!;
- //游戏配置行列
- private rows: number = 8; // 行数
- private cols: number = 8; // 列数
- private itemSize: number = 76.25; // 格子大小
- private brickNum: number = 3; // 砖块数量
- private yOffset = 100;
- private aniBrickRotate = 0
- private operateFlag: boolean = false //是否可以操作
- private touchStartPos = new Vec2()
- private gameState: GameState = GameState.READY;
- 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 targetScore: number = 0; //目标分数
- private isDoubleSpeed: boolean = false; //是否开启二倍速
- private doubleNum: number = 1.5; //除2就是开启了2倍速,除1就是关闭了2倍速
- private callback: Function | null = null; //回调函数
- //tween时间控制变量
- private autoMoveTime: number = 0.4; //自动移动时间
- //再次自动放置间隔时间
- private autoPlaceInterval: number = 0.4;
- //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 = 50;
- //游戏暂停状态
- private gamePause: boolean = false;
- 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
- adShowingFlag: boolean = false; // 广告展示标记
- //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
- editingData: EditingData = {
- brickData: null,
- gridList: [],
- }
- //消除区间数组,到时候去这两个中间值,然后消除次数到了就展示翻倍广告
- private eliminateInterval: number[] = [];
- // 添加新的属性来跟踪是否需要重置消除计数
- private shouldResetEliminateCount: boolean = true;
- private autoState: boolean = false; //自动状态
- private eliminateBaseScore: number = 10; //每行得多少分
- private extraGridScore: number = 1; //每个格子占用几分
- private placementBaseScore: number = 1; //每个格子占用几分
- private currentCombo: number = 0; // 当前连击次数 //这里要记录连击次数就是每次移动能消除就增加,如果不能就归零
- //消除总数
- private eliminateTotal: number = 0;
- //2倍速时间
- private doubleSpeedTime: number = 0;
- //新手引导
- private isGuideMode = false;
- private guideStep = 0;
- //自动间隔时间
- private autoInterval: number = 1.5;
- //福利弹窗
- private popupType: string = "";
- //新人引导提示语
- private guideTips: string[] = [
- "拖动方块,填满整行可以进行消除",
- "当行与列被砖块同时填满,砖块会被消除",
- "点击方块可以旋转90°,不限旋转次数哦",
- "放置&消除方块得分达成目标获得金砖"
- ];
- private randomList: number[] = [];
- private autoFunction: Function | null = null;
- /** 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.initButtonState(false);
- await this.loadConfig();
- this.initData();
- this.setData();
- this.addEventList();
- if (this.guideStep === 0 && smc.account.AccountModel.curLevel == 1) {
- this.startGuideMode()
- } else {
- this.guideNode.active = false;
- this.initGrid();
- }
- this.updateWelfarePoint();
- DCHandler.inst.reportData(3000005);
- oops.audio.playMusicLoop("common/audios/bgm");
- DCHandler.inst.reportData(3000504, smc.account.AccountModel.curLevel);
- }
- addEventList() {
- oops.message.on(GameEvent.RestartGame, this.restartGame, this);
- oops.message.on(GameEvent.DoubleSpeedOpenSuccess, this.doubleSpeedOpenSuccess, this);
- oops.message.on(GameEvent.openView, this.openView, this);
- oops.message.on(GameEvent.showCoinAnimation, this.showCoinAnimation, this);
- oops.message.on(GameEvent.updateHbAndWxCoin, this.updateCoin, this);
- oops.message.on(GameEvent.StartAutoGame, this.startAutoGame, this);
- oops.message.on(GameEvent.updateGameState, this.updateGameState, this);
- oops.message.on(GameEvent.updateGameScore, this.updateGameScore, this);
- oops.message.on(GameEvent.pauseGame, this.pauseGame, this);
- oops.message.on(GameEvent.resumeGame, this.resumeGame, this);
- }
- updateGameState(event: string, args: string) {
- console.log("更新游戏状态", args);
- switch (args) {
- case "paused":
- this.gameState = GameState.PAUSED;
- break;
- case "playing":
- if (this.gameState == GameState.PAUSED || this.autoState && this.gameState == GameState.GAME_OVER || this.autoState && this.gameState == GameState.GAME_PASS) {
- this.gameState = GameState.PLAYING;
- }
- break;
- }
- }
- pauseGame() {
- this.gamePause = true;
- director.pause();
- }
- resumeGame() {
- this.gamePause = false;
- director.resume();
- }
- //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(state: boolean) {
- //自动按钮默认关闭
- if (this.autoBtnNode) {
- //关闭
- const on = this.autoBtnNode.getChildByName("on");
- on ? on.active = state : null;
- const off = this.autoBtnNode.getChildByName("off");
- off ? off.active = !state : null;
- }
- //第一关隐藏二倍速和自动放置按钮
- const curLevel = smc.account.AccountModel.curLevel;
- this.autoBtnNode.active = curLevel > 1;
- this.doubleSpeedBtn.node.active = curLevel > 1;
- }
- //初始化数据
- private initData() {
- // this.gameMode = GameMode.MANUAL;
- this.score = 0;
- this.targetScore = 0;
- this.money = 0;
- this.cash = 0;
- this.operateFlag = true
- this.shouldResetEliminateCount = true;
- this.currentCombo = 0;
- this.autoNode.active = false;
- smc.game.GameModel.smallAdCount = 0;
- smc.game.GameModel.allAdCount = 0;
- smc.game.GameModel.directAdCount = 0;
- smc.game.GameModel.doubleSpeedAdCount = 0;
- }
- //设置数据
- setData() {
- if (DeviceUtil.isAndroid && DeviceUtil.isNative) {
- if (smc.game.GameModel.curLevelConfig.eliminateScope) {
- this.eliminateInterval = smc.game.GameModel.curLevelConfig.eliminateScope || [];
- }
- }
- this.gameState = GameState.PLAYING;
- this.score = smc.game.GameModel.curScore || 0;
- this.money = smc.account.AccountModel.wxCoin || 0;
- this.cash = smc.account.AccountModel.hbCoin || 0;
- this.targetScore = smc.game.GameModel.targetScore || 0;
- this.popupType = smc.game.GameModel.popupType;
- this.lab_score.string = this.score.toString();
- this.lab_wxCoin.string = Format.formatWxCoin(this.money);
- this.lab_hbCoin.string = Format.formatRedPacketCoin(this.cash);
- this.lab_taget.string = this.targetScore.toString();
- //金砖数量要加1
- const num = smc.account.AccountModel.goldCoin
- this.lab_goldNum.string = `${num + 1}`;
- this.randomList = this.getRandomUniqueInts();
- const curLevel = smc.account.AccountModel.curLevel;
- DCHandler.inst.reportData(3000500, curLevel);
- }
- updateCoin() {
- this.money = smc.account.AccountModel.wxCoin;
- this.cash = smc.account.AccountModel.hbCoin;
- this.lab_wxCoin.string = Format.formatWxCoin(this.money);
- this.lab_hbCoin.string = Format.formatRedPacketCoin(this.cash);
- }
- //开始自动游戏
- startAutoGame() {
- if (!this.autoState) {
- this.autoGame();
- }
- }
- openView(event: string, args: string) {
- console.log("打开的弹窗>>>>>>>>>>>>>", args);
- switch (args) {
- case "openRedBagView":
- oops.gui.open(UIID.RedPacketWithdraw);
- break;
- case "openPassView":
- oops.gui.open(UIID.GamePass);
- break;
- case "openDoubleSurprise":
- oops.gui.open(UIID.DoubleRewards);
- break;
- case "openRebateView":
- oops.gui.open(UIID.CashRebate);
- break;
- case "openCashWithdrawalView":
- oops.gui.open(UIID.WithSussce); //提现成功
- break;
- case "openWechatWithdrawalView":
- oops.gui.open(UIID.WechatWithdraw); //微信提现页
- break;
- case "openDoubleSpeedView":
- oops.gui.open(UIID.DoubleSpeed);
- break;
- case "openRecordView":
- oops.gui.open(UIID.WithdrawRecord);
- break;
- }
- }
- startGuideMode() {
- this.isGuideMode = true
- this.guideStep = 1
- this.guideNode.active = true;
- 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])
- }
- }
- // 清除旋转数据
- if (this.rotateNode) {
- this.rotateNode.destroyAllChildren();
- }
- this.touchStartPos.set(Vec2.ZERO)
- this.setupGuideStep(this.guideStep)
- }
- setupGuideStep(step: number) {
- this.gameState = GameState.PLAYING;
- this.operateFlag = true
- this.bricksList.length = 0
- this.brickNode.destroyAllChildren();
- this.clearAllGuideGrids()
- this.guideStep = step
- const tips_node = this.guideNode.getChildByPath("tips/lab_tips");
- if (tips_node) {
- const tips = tips_node.getComponent(Label);
- if (tips) {
- tips.string = this.guideTips[step - 1];
- }
- }
- //tween移动
- const guideTipsNode = this.guideNode.getChildByPath("tips");
- if (guideTipsNode) {
- const guideTipsAni = guideTipsNode.getComponent(Animation);
- if (guideTipsAni) {
- guideTipsAni.play();
- }
- }
- if (step === 1) {
- this.guideStep1()
- }
- else if (step === 2) {
- this.guideStep2()
- }
- else if (step === 3) {
- this.guideStep3()
- }
- else if (step === 4) {
- this.guideStep4()
- }
- }
- clearAllGuideGrids() {
- for (let row = 0; row < this.rows; row++) {
- for (let col = 0; col < this.cols; col++) {
- const grid = this.gridList[row][col]
- grid.status = 0;
- grid.type = 0;
- this.generateGrid(grid)
- }
- }
- }
- // 引导砖块保持底部中间生成
- createGuideBrick(gridConfig: GridConfigData[], brickKey: string, colorIndex: number, index: number, rotateFlag = false) {
- const brickData = {
- index,
- brickKey: brickKey,
- rotateFlag,
- gridConfig,
- deg: 0,
- brickNode: new Node(),
- gridColorKey: "colorKey",
- brickInitPos: new Vec3(),
- type: colorIndex,
- rotateNode: new Node(),
- }
- const node = this.generateBrick(brickKey, colorIndex);
- this.brickNode.addChild(node);
- const transform = this.brickNode.getComponent(UITransform);
- if (transform) {
- const midX = transform.width / 2;
- node.setPosition(0, 0);
- brickData.brickNode = node
- brickData.brickNode.scale_x = 0.8;
- brickData.brickNode.scale_y = 0.8;
- brickData.brickInitPos = node.getWorldPosition()
- this.bricksList.push(brickData)
- this.brickAddEvent(brickData)
- }
- if (brickData.rotateFlag) {
- brickData.rotateNode = instantiate(this.rotatePrefab)
- this.rotateNode.addChild(brickData.rotateNode);
- //先隐藏
- brickData.rotateNode.active = false;
- brickData.rotateNode.setWorldPosition(this.brickNode.getWorldPosition())
- }
- }
- //引导步骤1
- private guideStep1() {
- // this.guideFinger.setPosition(v3(55, -461));
- const emptyIndex = Math.floor(this.cols / 2)
- for (let c = 0; c < this.cols; c++) {
- if (c !== emptyIndex) {
- const g = this.gridList[4][c]
- g.status = 1
- g.type = 1;
- this.generateGrid(g)
- }
- }
- this.createGuideBrick([
- { row: 0, column: 0 },
- ], "Brick1", 1, 1)
- //手指显示,方块显示
- this.guideFinger.active = true;
- this.guideItem1.active = true;
- //拿出this.guideFinger.x y
- //展示tween动画
- tween(this.guideFinger)
- .delay(0.2)
- .by(1, { position: v3(45, 500, 0) })
- .delay(0.2)
- .to(0.01, { position: v3(60, -450, 0) }) //原点
- .union()
- .repeatForever()
- .start()
- //方块
- tween(this.guideItem1)
- .delay(0.2)
- .by(1, { position: v3(37, 515, 0) })
- .delay(0.2)
- .to(0.01, { position: v3(0, -410, 0) }) //原点
- .union()
- .repeatForever()
- .start()
- }
- //引导步骤2
- private guideStep2() {
- for (let r = 0; r < this.rows; r++) {
- if (r !== 4) {
- const g = this.gridList[r][4]
- g.status = 1
- g.type = 1;
- this.generateGrid(g)
- }
- }
- this.createGuideBrick([{ row: 0, column: 0 }], "Brick1", 1, 1)
- }
- //引导步骤3
- private guideStep3() {
- // 填满前两列,除去 [2][0] 这个位置,制造一个L型缺口
- for (let r = 0; r < this.rows; r++) {
- for (let c = 3; c < 5; c++) {
- if (r === 3 && c === 3) continue
- if (r === 4 && c === 3) continue
- if (r === 5 && c === 3) continue
- if (r === 3 && c === 4) continue
- if (r === 4 && c === 4) continue
- if (r === 5 && c === 4) continue
- const g = this.gridList[r][c]
- g.status = 1
- g.type = 1;
- this.generateGrid(g)
- }
- }
- // 创建一个L型方块,引导玩家旋转后放置
- this.createGuideBrick([
- { row: 0, column: 0 },
- { row: 0, column: 1 },
- { row: 0, column: 2 },
- { row: 1, column: 0 },
- { row: 1, column: 1 },
- { row: 1, column: 2 }
- ], "BrickII", 1, 1, true) //这要双II
- //引导三
- this.guideItem1.active = false;
- this.guideItem2.active = true;
- //停止之前的tween
- this.guideFinger.setPosition(v3(55, -461));
- Tween.stopAllByTarget(this.guideFinger);
- Tween.stopAllByTarget(this.guideItem1);
- tween(this.guideFinger)
- .delay(0.2)
- .by(1, { position: v3(0, 500, 0) })
- .delay(0.2)
- .to(0.01, { position: v3(55, -450, 0) }) //原点
- .union()
- .repeatForever()
- .start()
- //方块
- tween(this.guideItem2)
- .delay(0.2)
- .by(1, { position: v3(0, 515, 0) })
- .delay(0.2)
- .to(0.01, { position: v3(0, -410, 0) }) //原点
- .union()
- .repeatForever()
- .start()
- }
- //引导步骤4
- private guideStep4() {
- const centerRow = 3;
- const centerCol = 3;
- // 遍历整个网格
- for (let r = 0; r < this.rows; r++) {
- for (let c = 0; c < this.cols; c++) {
- const inCenter =
- r >= centerRow && r <= centerRow + 1 &&
- c >= centerCol && c <= centerCol + 1;
- const isCross =
- r === centerRow || r === centerRow + 1 || // 中间两行
- c === centerCol || c === centerCol + 1; // 中间两列
- if (isCross && !inCenter) {
- const g = this.gridList[r][c];
- g.status = 1;
- g.type = 1;
- this.generateGrid(g);
- }
- }
- }
- this.createGuideBrick([
- { row: 0, column: 0 },
- { row: 0, column: 1 },
- { row: 1, column: 0 },
- { row: 1, column: 1 }
- ], "BrickO", 1, 1)
- this.guideItem2.active = false;
- Tween.stopAllByTarget(this.guideFinger);
- Tween.stopAllByTarget(this.guideItem2);
- this.guideFinger.setPosition(v3(55, -461));
- this.guideItem3.active = true;
- tween(this.guideFinger)
- .delay(0.2)
- .by(1, { position: v3(0, 440, 0) })
- .delay(0.2)
- .to(0.01, { position: v3(55, -450, 0) }) //原点
- .union()
- .repeatForever()
- .start()
- //方块
- tween(this.guideItem3)
- .delay(0.2)
- .by(1, { position: v3(0, 440, 0) })
- .delay(0.2)
- .to(0.01, { position: v3(0, -410, 0) }) //原点
- .union()
- .repeatForever()
- .start()
- }
- //显示金币动画 --是否只计算红包
- showCoinAnimation(event: string, args: string) {
- //计算中间的坐标就好
- const lastPos = this.moveNode.getWorldPosition();
- const score = this.score;
- if (smc.game.GameModel.changeHbCoin > 0) {
- this.createCoinFlyAnimation(
- this.redPacketPrefab,
- lastPos,
- this.lab_hbCoin.node.getWorldPosition(),
- 2,
- () => {
- // 显示红包分数增加动画
- this.showRedPacketScoreAnimation();
- }
- );
- }
- if (smc.game.GameModel.changeWxCoin > 0) {
- // 添加回调函数,在金币动画完成后显示微信分数增加
- this.createCoinFlyAnimation(
- this.coinPrefab,
- lastPos,
- this.lab_wxCoin.node.getWorldPosition(),
- 2,
- () => {
- // 显示微信分数增加动画
- this.showWechatScoreAnimation();
- }
- );
- }
- }
- //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.destroyAllChildren();
- }
- }
- /**
- * @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) {
- this.brickNode.destroyAllChildren();
- }
- 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.destroyAllChildren();
- }
- this.touchStartPos.set(Vec2.ZERO)
- }
- /**
- * @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,
- 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.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) {
- if (this.isGuideMode) {
- return;
- }
- const brickKey = Object.keys(this.brickConfig['bricks'])[randomRangeInt(0, Object.keys(this.brickConfig['bricks']).length)];
- const brickConfig = this.brickConfig['bricks'][brickKey];
- const num = Math.floor(Math.random() * this.randomList.length);
- const randomIndex = this.randomList[num];
- // const randomIndex = this.randomList[0];
- // 生成方块
- const brickData: BrickData = {
- index,
- brickKey: brickKey,
- rotateFlag: brickConfig['rotateFlag'],
- gridConfig: brickConfig['gridConfig'],
- deg: 0,
- brickNode: null,
- brickInitPos: new Vec3(),
- type: randomIndex,
- rotateNode: null,
- }
- this.bricksList.push(brickData)
- // 生成方块
- const brickNode = this.generateBrick(brickKey, randomIndex);
- if (this.brickNode) {
- this.brickNode.addChild(brickNode)
- }
- brickData.brickNode = brickNode;
- 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()
- }
- if (brickData.rotateFlag) {
- brickData.rotateNode = instantiate(this.rotatePrefab)
- this.rotateNode.addChild(brickData.rotateNode);
- //先隐藏
- brickData.rotateNode.active = false;
- brickData.rotateNode.setWorldPosition(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
- }
- brickAddEvent(brickData: BrickData) {
- const brickNode = brickData.brickNode
- if (!brickNode) {
- console.error("brickNode为空,无法添加事件");
- return
- }
- // 记录初始位置和状态
- let startPos = new Vec3();
- let originalParent: Node | null = null;
- // 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.operateFlag) return;
- // 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.touchStartPos.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);
- // 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 {
- //返回原位置
- console.error(">>this.bricksList>>>>>>", JSON.stringify(this.bricksList));
- console.error("未找到方块数据:", JSON.stringify(brickData));
- this.bricksList.push(brickData)
- if (brickData.brickNode) {
- tween(brickData.brickNode)
- .to(0.15, {
- worldPosition: brickData.brickInitPos,
- scale: new Vec3(0.8, 0.8, 0.8)
- })
- .call(() => {
- if (brickData.brickNode) {
- this.operateFlag = true
- this.brickNode.addChild(brickData.brickNode)
- brickData.brickNode.setWorldPosition(brickData.brickInitPos)
- }
- })
- .start()
- }
- }
- }, this);
- // 触摸移动事件
- brickNode.on(Node.EventType.TOUCH_MOVE, (event: EventTouch) => {
- if (!this.operateFlag) return;
- const movePos: Vec2 = event.getUILocation().subtract(this.touchStartPos)
- // 挪动很小时,不移动方块组合
- if (movePos.length() <= this.rotateFaultTolerant) {
- return
- }
- // 隐藏旋转节点
- if (this.editingData.brickData && this.editingData.brickData.rotateFlag) {
- if (this.editingData.brickData.rotateNode) {
- this.editingData.brickData.rotateNode.active = false
- }
- }
- // 恢复所有网格颜色
- this.gridColorRecovery();
- // 移动方块
- brickNode.setWorldPosition(event.getUILocation().toVec3().add3f(0, this.yOffset, 0))
- brickNode.scale_x = 1;
- brickNode.scale_y = 1;
- // 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 (!this.operateFlag) return
- this.operateFlag = false
- // 单击旋转
- if (!this.editingData.brickData) {
- console.log("没有数据")
- return
- }
- if (
- this.editingData.brickData.rotateFlag &&
- event.getUILocation().subtract(this.touchStartPos).length() <= this.rotateFaultTolerant
- ) {
- //旋转
- const brickData = this.editingData.brickData
- if (brickData && brickData.brickNode) {
- this.bricksList.push(brickData)
- this.brickNode.addChild(brickData.brickNode)
- //显示旋转节点
- if (brickData.rotateNode) {
- brickData.rotateNode.active = true;
- }
- brickData.brickNode.setWorldPosition(brickData.brickInitPos)
- // 旋转
- this.brickGridRotate(brickData).then(() => {
- this.operateFlag = true
- })
- // 隐藏旋转节点
- this.scheduleOnce(() => {
- if (brickData.rotateNode) {
- brickData.rotateNode.active = false;
- }
- }, 0.4);
- //打点
- DCHandler.inst.reportData(3000600);
- }
- } else if (this.editingData.brickData && this.editingData.gridList.length > 0) {
- if (this.isGuideMode && this.guideStep > 0) {
- const brickData = this.editingData.brickData
- const targetGrids = this.editingData.gridList
- // 如果格子数量不足,直接视为无效放置
- if (!brickData || !targetGrids || targetGrids.length !== brickData.gridConfig.length) {
- this.bricksList.push(brickData)
- if (brickData.brickNode) {
- tween(brickData.brickNode)
- .to(0.15, {
- worldPosition: brickData.brickInitPos,
- scale: new Vec3(0.8, 0.8, 0.8)
- })
- .call(() => {
- if (brickData.brickNode) {
- this.operateFlag = true
- this.brickNode.addChild(brickData.brickNode)
- brickData.brickNode.setWorldPosition(brickData.brickInitPos)
- }
- })
- .start()
- }
- return
- }
- // 模拟砖块落下后的状态
- const tempGridList = this.copyGridList()
- for (let i = 0; i < targetGrids.length; i++) {
- const g = targetGrids[i]
- tempGridList[g.row][g.col].status = CellState.FILLED
- }
- const simulateResult = this.gridEliminateCheck(tempGridList)
- const canEliminate = simulateResult.gridEliminateList.length > 0
- //如果不能消除,则将方块返回原位置
- if (!canEliminate) {
- this.bricksList.push(brickData);
- if (brickData.brickNode) {
- tween(brickData.brickNode)
- .to(0.15, {
- worldPosition: brickData.brickInitPos,
- scale: new Vec3(0.8, 0.8, 0.8)
- })
- .call(() => {
- if (brickData.brickNode) {
- this.operateFlag = true
- this.brickNode.addChild(brickData.brickNode)
- brickData.brickNode.setWorldPosition(brickData.brickInitPos)
- }
- })
- .start()
- }
- return
- }
- }
- // 显示放置得分动画(显示一次,包含总格子数)
- this.showScoreAnimation();
- // 放置方块到网格
- this.editingData.gridList.forEach(grid => {
- grid.status = CellState.FILLED;
- grid.type = this.editingData.brickData!.type;
- this.generateGrid(grid);
- });
- // 标记需要重置消除计数器
- this.shouldResetEliminateCount = true;
- brickNode.destroy();
- 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;
- }
- this.operateFlag = true;
- //新手引导
- console.log("消除返回", this.isGuideMode);
- console.log("新手引导", this.guideStep);
- if (this.isGuideMode) {
- this.scheduleOnce(() => {
- if (this.guideStep < 4) {
- console.log("新手引导", this.guideStep);
- this.setupGuideStep(this.guideStep + 1)
- } else {
- console.log("新手引导结束");
- this.isGuideMode = false;
- this.guideNode.active = false;
- Tween.stopAllByTarget(this.guideFinger);
- Tween.stopAllByTarget(this.guideItem3);
- this.initGrid();
- }
- }, 0.3)
- } else {
- // 检查游戏是否结束
- this.prompt(false).then(canContinue => {
- if (!canContinue) {
- this.gameOver();
- }
- });
- }
- });
- }, 0.1);
- } else {
- // 无法放置,将方块返回原位置
- const brickData = this.editingData.brickData;
- if (brickData) {
- this.bricksList.push(brickData);
- this.operateFlag = false
- // 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) {
- this.operateFlag = true
- brickNode.setParent(originalParent);
- brickNode.setWorldPosition(brickData.brickInitPos);
- }
- })
- .start();
- }
- }
- // 格子颜色恢复
- this.gridColorRecovery()
- };
- 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) {
- return new Promise((resolve, reject) => {
- const next = this.nextGridRotate(brickData.gridConfig, brickData.deg)
- brickData.deg = next.deg
- brickData.gridConfig = next.gridConfig
- if (brickData.brickNode) {
- tween(brickData.brickNode).to(this.aniBrickRotate, { angle: next.deg }).call(() => {
- resolve(true)
- }).start()
- }
- })
- }
- //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() {
- if (!this.lab_addScore) return;
- // 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;
- }
- }
- let score = placedGridCount;
- let position = centerPos
- // 计算得分(未消除时的得分)
- const calculatedScore = score * this.placementBaseScore;
- // 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 = `+${calculatedScore}`;
- }
- // 添加到场景中
- this.node.addChild(scoreLabel);
- scoreLabel.setWorldPosition(position);
- const num = this.isDoubleSpeed ? this.doubleNum : 1;
- // 创建动画效果
- tween(scoreLabel)
- .to(0.5 / num, {
- position: new Vec3(scoreLabel.position.x, scoreLabel.position.y + 50, 0),
- scale: new Vec3(1.2, 1.2, 1.2)
- })
- .to(0.3 / num, { opacity: 0 })
- .call(() => {
- scoreLabel.destroy();
- })
- .start();
- // 更新总分
- this.score += calculatedScore;
- }
- // 显示消除次数动画
- showEliminateCountAnimation(yPosition: number, eliminationCount: number) {
- if (!this.comboNode) return;
- // 如果需要重置计数器,先将计数归零
- if (this.shouldResetEliminateCount) {
- this.currentCombo = 0;
- this.shouldResetEliminateCount = false;
- }
- // 增加累计消除次数
- this.currentCombo += eliminationCount;
- // 复制总次数Label
- const comboNode = instantiate(this.comboNode);
- comboNode.active = true;
- // 设置文本
- const label = comboNode.getChildByName("lab_combo");
- if (label) {
- const labelComponent = label.getComponent(Label);
- if (labelComponent) {
- labelComponent.string = `${this.currentCombo}`;
- }
- }
- // 添加到场景中
- this.node.addChild(comboNode);
- // 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);
- }
- comboNode.setWorldPosition(centerPos);
- // 创建动画效果
- const num = this.isDoubleSpeed ? this.doubleNum : 1;
- tween(comboNode)
- .to(0.3 / num, {
- scale: new Vec3(1.5, 1.5, 1.5),
- opacity: 255
- })
- .delay(0.5 / num) // 停留更长时间
- .to(0.4 / num, {
- scale: new Vec3(1.2, 1.2, 1.2),
- position: new Vec3(comboNode.position.x, comboNode.position.y + 50, 0),
- opacity: 0
- })
- .call(() => {
- comboNode.destroy();
- })
- .start();
- }
- //
- 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
- const totalEliminationsInThisRound = eliminateRowNum + eliminateColumnNum
- this.eliminateTotal += totalEliminationsInThisRound;
- console.log("消除总数", this.eliminateTotal)
- if (gridEliminateList.length < 1) {
- // 没有发生消除
- this.updateGameScore();
- this.shouldResetEliminateCount = true; // 下一次消除需要重置计数
- 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;
- // 显示消除次数动画,传入Y轴位置和本次消除的行列总数
- this.showEliminateCountAnimation(avgY, totalEliminationsInThisRound);
- }
- const num = this.isDoubleSpeed ? this.doubleNum : 1;
- gridEliminateList.forEach((gridData) => {
- if (gridData.gridNode?.children[0]) {
- tween(gridData.gridNode.children[0])
- .to(0.2 / num, { scale: new Vec3(0.5, 0.5) })
- .call(() => {
- gridData.status = CellState.EMPTY
- this.generateGrid(gridData)
- })
- .start()
- }
- })
- oops.audio.playEffect("common/audios/eliminate")
- this.scheduleOnce(() => {
- // 计算分数:每行/列的基础分 + 每个额外格子的分数
- let score = 0;
- // 行消除基础分
- for (let i = 1; i <= eliminateRowNum; i++) {
- score += this.eliminateBaseScore; // 每行基础分
- score += (this.cols - 1) * this.extraGridScore; // 额外格子分
- }
- // 列消除基础分
- for (let i = 1; i <= eliminateColumnNum; i++) {
- score += this.eliminateBaseScore; // 每列基础分
- score += (this.rows - 1) * this.extraGridScore; // 额外格子分
- }
- this.score += score;
- if (DeviceUtil.isNative && DeviceUtil.isAndroid) {
- ServerHandler.inst.updateEliminationReward({
- count: totalEliminationsInThisRound,
- score: this.score,
- level: smc.account.AccountModel.curLevel,
- })
- }
- if (DeviceUtil.isAndroid && DeviceUtil.isNative) {
- //需要欧知道是否通关了,当前通关了就不要弹了
- if (this.score < this.targetScore) {
- if (this.eliminateInterval.length > 0) {
- const minNum = this.eliminateInterval[0]
- const maxNum = this.eliminateInterval[1]
- if (minNum && maxNum) {
- const randomNum = randomRangeInt(minNum, maxNum + 1);
- //这个数可以被总消除次数整除那就可以弹广告
- console.log("最小随机数>>>>>>>>>", minNum);
- console.log("最大随机数>>>>>>>>>", maxNum);
- console.log("消除总数>>>>>>>>>>>>>", this.eliminateTotal);
- console.log("randomNum随机数>>>>>>>>>>", randomNum);
- //打印少量领取总数
- console.log("少量领取总数>>>>>>>>>>>>>>>", smc.game.GameModel.smallAdCount);
- console.log("skipAdConfig>>>>>>>>>>>>>>", smc.game.GameModel.skipAdConfig);
- //打印全都要总数
- console.log("全都要总数>>>>>>>>>>>>>>>", smc.game.GameModel.allAdCount);
- //打印直接弹出总数
- console.log("直接弹出总数>>>>>>>>>>>>>>>", smc.game.GameModel.directAdCount);
- if (this.eliminateTotal % randomNum === 0) {
- //如果有自动就暂停自动
- if (smc.game.GameModel.skipAdConfig != -1) {
- if (smc.game.GameModel.skipAdCount == 0 || smc.game.GameModel.skipAdCount % smc.game.GameModel.skipAdConfig != 0) {
- ServerHandler.inst.getDoubleSurprise();
- } else {
- smc.game.GameModel.viewType = "double_reward";
- smc.game.GameModel.directAdCount++; //测试看
- ADHandler.inst.showAd(AD_TYPE.Double_Receive);
- }
- } else {
- ServerHandler.inst.getDoubleSurprise();
- }
- }
- }
- }
- }
- }
- resolve(true)
- }, 0.1)
- })
- }
- //消除检查
- 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,
- }
- }
- private createCoinFlyAnimation(prefab: Prefab, startPos: Vec3, endPos: Vec3, count: number, callback?: Function) {
- if (!prefab) return;
- let completedCount = 0;
- const totalCoins = Math.min(count, 5); // 限制最大数量
- const delayBetweenCoins = 0.1; // 每个金币之间的延迟时间
- for (let i = 0; i < totalCoins; i++) {
- const coin = instantiate(prefab);
- this.node.addChild(coin);
- //设置位置,取舞台中间位置世界坐标
- coin.setWorldPosition(startPos);
- // 创建曲线动画
- const num = this.isDoubleSpeed ? this.doubleNum : 1;
- // 添加延迟,使金币一个接一个飞出
- tween(coin)
- .delay(i * delayBetweenCoins / num) // 每个金币有不同的延迟
- .to(0.2 / num, {
- position: new Vec3(
- coin.position.x,
- coin.position.y,
- 0
- )
- })
- .to(0.5 / num, { worldPosition: endPos })
- .call(() => {
- coin.destroy();
- completedCount++;
- // 所有金币动画完成后执行回调
- if (completedCount === totalCoins && callback) {
- callback();
- }
- })
- .start();
- }
- }
- // 显示微信分数增加动画
- private showWechatScoreAnimation() {
- if (!this.tweenWechatNode) return;
- // 生成随机小数(小于1,保留2位小数)
- const changeNum = smc.game.GameModel.changeWxCoin;
- this.money = smc.account.AccountModel.wxCoin;
- const formattedValue = changeNum;
- console.log("微信币增加数值>>>>>>>>>", changeNum);
- // 获取并设置分数标签
- const scoreLabel = this.tweenWechatNode.getChildByName("lab_num")?.getComponent(Label);
- if (scoreLabel) {
- scoreLabel.string = "+" + Format.formatWxCoinModify(formattedValue);
- }
- // 保存原始位置
- const originalPosition = this.lab_wxCoin.node.worldPosition;
- //设置原始位置
- this.tweenWechatNode.setWorldPosition(originalPosition);
- // 显示节点
- this.tweenWechatNode.active = true;
- // 创建向上移动的动画
- tween(this.tweenWechatNode)
- .to(0.8, {
- worldPosition: new Vec3(
- originalPosition.x,
- originalPosition.y + 50,
- originalPosition.z
- ),
- opacity: 255
- })
- .to(0.2, { opacity: 0 })
- .call(() => {
- //设置位置y-100
- this.tweenWechatNode.setWorldPosition(new Vec3(
- originalPosition.x,
- originalPosition.y,
- originalPosition.z
- ))
- this.tweenWechatNode.active = false;
- // 更新总金额
- if (this.lab_wxCoin) {
- this.lab_wxCoin.string = Format.formatWxCoin(this.money);
- }
- })
- .start();
- }
- // 显示红包分数增加动画
- private showRedPacketScoreAnimation() {
- if (!this.tweenRedNode) return;
- //如果有值就是要那个,没有就是取随机
- const changeNum = smc.game.GameModel.changeHbCoin;
- console.log("红包分数增加动画", changeNum)
- this.cash = smc.account.AccountModel.hbCoin;
- if (!changeNum) return;
- const formattedValue = changeNum;
- // 获取并设置分数标签
- const scoreLabel = this.tweenRedNode.getChildByName("lab_num")?.getComponent(Label);
- if (scoreLabel) {
- scoreLabel.string = "+" + Format.formatRedPacketCoin(formattedValue);
- }
- // 保存原始位置
- const originalPosition = this.lab_hbCoin.node.worldPosition;
- //设置原始位置
- this.tweenRedNode.setWorldPosition(originalPosition);
- // 显示节点
- this.tweenRedNode.active = true;
- // 创建向上移动的动画
- const num = this.isDoubleSpeed ? this.doubleNum : 1;
- tween(this.tweenRedNode)
- .to(0.8 / num, {
- worldPosition: new Vec3(
- originalPosition.x,
- originalPosition.y + 50,
- originalPosition.z
- ),
- opacity: 255
- })
- .to(0.2 / num, { opacity: 0 })
- .call(() => {
- this.tweenRedNode.setWorldPosition(new Vec3(
- originalPosition.x,
- originalPosition.y,
- originalPosition.z
- ))
- this.tweenRedNode.active = false;
- // 更新总红包金额
- if (this.lab_hbCoin) {
- // this.lab_hbCoin.changeTo(0.5, newAmount, () => {
- // })
- this.lab_hbCoin.string = Format.formatRedPacketCoin(this.cash);
- }
- })
- .start();
- }
- // 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,
- type: gridData.type,
- })
- }
- }
- return gridList
- }
- gameOver() {
- this.gameState = GameState.GAME_OVER
- smc.game.GameModel.curScore = this.score;
- oops.gui.open(UIID.GameOver);
- const curLevel = smc.account.AccountModel.curLevel;
- DCHandler.inst.reportData(3000501, curLevel);
- }
- //更新游戏分数
- updateGameScore() {
- this.lab_score.string = this.score.toString();
- smc.game.GameModel.curScore = this.score;
- if (this.score >= this.targetScore) {
- this.gameState = GameState.GAME_PASS;
- //防止第一关的时候出问题
- if (this.guideNode.active) {
- this.guideNode.active = false;
- }
- //弹出通关奖励界面
- DCHandler.inst.reportData(3000505, smc.account.AccountModel.curLevel);
- if (DeviceUtil.isNative && DeviceUtil.isAndroid) {
- ServerHandler.inst.getGameAwardInfo();
- //如果
- } else {
- oops.gui.open(UIID.GamePass);
- }
- }
- }
- /**
- * 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());
- }
- //========================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();
- }
- //设置按钮
- private btn_setting() {
- oops.gui.open(UIID.Setting);
- this.gameState = GameState.PAUSED;
- DCHandler.inst.reportData(3000011);
- }
- //左边微信按钮
- private btn_withdraw() {
- if (DeviceUtil.isNative && DeviceUtil.isAndroid) {
- this.gameState = GameState.PAUSED;
- ServerHandler.inst.getWechatTxInfo();
- DCHandler.inst.reportData(3000006);
- } else {
- oops.gui.open(UIID.WechatWithdraw);
- }
- }
- //顶部红包按钮
- private btn_award() {
- if (DeviceUtil.isNative && DeviceUtil.isAndroid) {
- this.gameState = GameState.PAUSED;
- ServerHandler.inst.getHbTxInfo();
- DCHandler.inst.reportData(3000007);
- } else {
- oops.gui.open(UIID.RedPacketWithdraw);
- }
- }
- //二倍速按钮继续
- private btn_double() {
- // oops.gui.open(UIID.DoubleSpeed);
- if (DeviceUtil.isNative && DeviceUtil.isAndroid) {
- this.gameState = GameState.PAUSED;
- ServerHandler.inst.getDoubleSpeedTime();
- DCHandler.inst.reportData(3000010);
- } else {
- oops.gui.open(UIID.DoubleSpeed);
- }
- console.log("二倍速看视频统计>>>>>>>>>>>>>>>", smc.game.GameModel.doubleSpeedAdCount);
- }
- //自动放置,不让点击方块
- private btn_auto(event: EventTouch) {
- this.autoGame();
- }
- private autoGame() {
- this.autoState = !this.autoState;
- this.initButtonState(this.autoState);
- if (this.autoState) {
- DCHandler.inst.reportData(3000008);
- this.executeAutoPlace();
- this.autoFunction = this.executeAutoPlace;
- this.schedule(this.autoFunction, this.autoInterval);
- this.autoNode.active = true;
- } else {
- //关闭
- if (this.autoFunction) {
- DCHandler.inst.reportData(3000009);
- this.operateFlag = true;
- this.unschedule(this.autoFunction);
- this.autoFunction = null;
- this.initButtonState(false);
- this.autoState = false;
- this.autoNode.active = false;
- }
- }
- }
- // 执行自动放置
- executeAutoPlace() {
- console.log("自动放置状态", this.autoState);
- console.log("当前游戏状态", this.gameState);
- if (!this.autoState || this.gameState !== GameState.PLAYING) {
- return
- }
- const bestPlacement = this.findBestPlacement()
- if (!bestPlacement) {
- // 所有方块都无法放置,游戏结束
- this.gameState = GameState.GAME_OVER;
- this.gameOver()
- return
- }
- // 执行放置
- this.operateFlag = false;
- this.placeBrickAtPosition(bestPlacement)
- }
- //寻找最佳位置
- findBestPlacement() {
- const placements = []
- // 对每个方块计算所有可能的放置位置和分数
- for (let brickIndex = 0; brickIndex < this.bricksList.length; brickIndex++) {
- const brickData = this.bricksList[brickIndex]
- // 检查不同旋转状态
- let gridConfigs = [brickData.gridConfig]
- let degrees = [brickData.deg]
- // 如果可旋转,计算所有旋转状态
- if (brickData.rotateFlag) {
- for (let i = 1; i <= 3; i++) {
- const next = this.nextGridRotate(
- i === 1 ? brickData.gridConfig : gridConfigs[i - 1],
- i === 1 ? brickData.deg : degrees[i - 1]
- )
- gridConfigs.push(next.gridConfig)
- degrees.push(next.deg)
- }
- }
- // 遍历所有网格位置
- for (let rowIndex = 0; rowIndex < this.rows; rowIndex++) {
- for (let columnIndex = 0; columnIndex < this.cols; columnIndex++) {
- // 对每个旋转状态检查
- for (let rotateIndex = 0; rotateIndex < gridConfigs.length; rotateIndex++) {
- const currentGridConfig = gridConfigs[rotateIndex]
- const currentDeg = degrees[rotateIndex]
- // 检查是否可以放置
- if (this.moveIf(rowIndex, columnIndex, currentGridConfig)) {
- // 复制网格并模拟放置
- const gridList = this.copyGridList()
- currentGridConfig.forEach((gridConfigData) => {
- const r = gridConfigData.row + rowIndex
- const c = gridConfigData.column + columnIndex
- gridList[r][c].status = CellState.FILLED
- gridList[r][c].type = brickData.type;
- })
- // 检查是否可以消除,计算分数
- const elimination = this.gridEliminateCheck(gridList)
- let score = 0
- if (elimination.gridEliminateList.length > 0) {
- // 计算消除得分
- for (let i = 1; i <= elimination.eliminateRowNum; i++) {
- score += this.cols * i
- }
- for (let i = 1; i <= elimination.eliminateColumnNum; i++) {
- score += this.rows * i
- }
- }
- // 记录此放置选项
- placements.push({
- brickIndex,
- brickData,
- rowIndex,
- columnIndex,
- gridConfig: currentGridConfig, //这里有问题,拿到的和显示的不对
- deg: currentDeg,
- score,
- canEliminate: elimination.gridEliminateList.length > 0
- })
- }
- }
- }
- }
- }
- // 按优先级排序:最高分 > 有分数 > 没有分数但可放置
- placements.sort((a, b) => {
- // 首先按分数排序
- if (a.score !== b.score) {
- return b.score - a.score
- }
- // 其次按是否可消除排序
- if (a.canEliminate !== b.canEliminate) {
- return a.canEliminate ? -1 : 1
- }
- // 最后按照方块优先级排序(底部的方块优先)
- return a.brickIndex - b.brickIndex
- })
- return placements.length > 0 ? placements[0] : null
- }
- // ... existing code ...
- placeBrickAtPosition(placement: any) {
- const brickData = placement.brickData
- const index = this.bricksList.findIndex(data => data === brickData)
- if (index === -1) {
- console.error("无法找到要放置的方块:", brickData)
- return
- }
- this.editingData.brickData = this.bricksList.splice(index, 1)[0];
- // 应用旋转
- if (brickData.deg !== placement.deg) {
- brickData.gridConfig = placement.gridConfig
- brickData.deg = placement.deg
- tween(brickData.brickNode).to(0.1, { angle: placement.deg }).start()
- }
- // 构建对应网格列表--这里就有问题了,这算位置,有问题
- this.editingData.gridList = [];
- placement.gridConfig.forEach((gridConfigData: GridConfigData) => {
- const r = gridConfigData.row + placement.rowIndex
- const c = gridConfigData.column + placement.columnIndex
- this.editingData.gridList.push(this.gridList[r][c])
- })
- // 计算移动位置(中点)
- let centerPos = new Vec3(0, 0, 0)
- let count = 0
- for (const grid of this.editingData.gridList) {
- if (grid.gridNode) {
- const pos = grid.gridNode.getWorldPosition()
- centerPos.add(pos)
- count++
- }
- }
- if (count > 0) {
- centerPos.x /= count
- centerPos.y /= count
- centerPos.z /= count
- }
- const originPos = brickData.brickNode.getWorldPosition()
- brickData.brickNode.setParent(this.moveNode)
- brickData.brickNode.setWorldPosition(originPos);
- //显示增加分数
- // 动画放置方块
- tween(brickData.brickNode)
- .to(this.autoMoveTime, { worldPosition: centerPos })
- .call(() => {
- // ✅ 更新格子状态(像手动放置那样)
- this.showScoreAnimation();
- this.editingData.gridList.forEach(gridData => {
- gridData.status = CellState.FILLED
- gridData.type = brickData.type;
- this.generateGrid(gridData)
- })
- // ✅ 销毁方块节点
- brickData.brickNode.destroy()
- // ✅ 补充新的砖块
- this.addBrick(brickData.index)
- // ✅ 消除检查逻辑保持和手动一致
- this.scheduleOnce(() => {
- this.gridEliminate().then(() => {
- this.prompt(false).then((promptFlag) => {
- if (!promptFlag) {
- this.gameOver()
- }
- })
- })
- })
- })
- .start()
- }
- doubleSpeedOpenSuccess() {
- //2倍速广告展示,页面展示,都会暂停游戏,
- if (this.gameState !== GameState.PLAYING) {
- return
- }
- if (this.callback) {
- this.unschedule(this.callback);
- }
- oops.gui.toast("二倍速时长已增加3分钟~")
- this.isDoubleSpeed = true;
- this.doubleNum = 1.5;
- //改变按钮时间
- // let time = smc.game.GameModel.doubleSpeedTime;
- this.doubleSpeedTime = this.doubleSpeedTime + smc.game.GameModel.doubleSpeedTime;
- // this.doubleSpeedTime = 60;
- if (this.doubleSpeedTime <= 0) {
- return
- }
- if (!this.autoState) {
- this.autoGame();
- //改按钮状态
- this.autoState = true;
- this.initButtonState(this.autoState);
- }
- this.callback = function () {
- if (this.gameState === GameState.PLAYING && this.autoState) {
- this.doubleSpeedTime--
- this.autoMoveTime = 0.25;
- this.autoInterval = 1.1;
- //修改剩余时间,秒格式化成时分10:59
- const minutes = Math.floor(this.doubleSpeedTime / 60);
- const seconds = this.doubleSpeedTime % 60;
- const formattedTime = `${minutes}:${seconds < 10 ? '0' : ''}${seconds}`;
- this.lab_doubleTime.string = formattedTime;
- //时间到了
- if (this.doubleSpeedTime <= 0) {
- this.autoMoveTime = 0.4;
- this.autoInterval = 1.5;
- this.lab_doubleTime.string = "二倍速";
- this.isDoubleSpeed = false;
- this.doubleNum = 1;
- //再打开继续二倍速页面
- //自动按钮关闭
- this.autoState = false;
- this.initButtonState(this.autoState);
- oops.gui.open(UIID.KeepSpeed);
- this.unschedule(this.callback);
- }
- }
- if (!this.autoState && this.doubleSpeedTime) {
- this.lab_doubleTime.string = "二倍速";
- }
- }
- this.schedule(this.callback, 1);
- }
- //重新开始
- private restartGame() {
- if (this.gameState === GameState.READY) return;
- this.initData();
- this.setData();
- this.reopenGrid();
- this.initButtonState(this.autoState);
- this.updateWelfarePoint();
- }
- //重新清除网格
- 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.destroyAllChildren();
- }
- }
- 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.destroyAllChildren();
- }
- }
- //===============初始化检查是否要打开福利界面====
- private updateWelfarePoint() {
- const showState = smc.game.GameModel.popupShow
- if (!showState) {
- //展示这些的时候,游戏要暂停
- // if (this.popupType != "") {
- // this.gameState = GameState.PAUSED;
- // }
- switch (this.popupType) {
- case "weal_1":
- oops.gui.open(UIID.WarmReminder);
- ServerHandler.inst.getGuideInfo();
- break;
- case "weal_2":
- //打开福利二
- oops.gui.open(UIID.WelfareTwo);
- ServerHandler.inst.getGuideInfo();
- break;
- case "weal_3":
- //打开福利三
- oops.gui.open(UIID.WelfareThree);
- break;
- case "sign":
- //打开福利三
- oops.gui.open(UIID.ReservePopup);
- break;
- case "handlingCharge":
- oops.gui.open(UIID.WechatTransfer);
- break;
- }
- smc.game.GameModel.popupShow = true;
- }
- }
- protected onDestroy(): void {
- oops.message.off(GameEvent.RestartGame, this.restartGame, this);
- oops.message.off(GameEvent.DoubleSpeedOpenSuccess, this.doubleSpeedOpenSuccess, this);
- oops.message.off(GameEvent.openView, this.openView, this);
- oops.message.off(GameEvent.showCoinAnimation, this.showCoinAnimation, this);
- oops.message.off(GameEvent.updateHbAndWxCoin, this.updateCoin, this);
- oops.message.off(GameEvent.StartAutoGame, this.startAutoGame, this);
- oops.message.off(GameEvent.updateGameState, this.updateGameState, this);
- oops.message.off(GameEvent.updateGameScore, this.updateGameScore, this);
- oops.message.off(GameEvent.pauseGame, this.pauseGame, this);
- oops.message.off(GameEvent.resumeGame, this.resumeGame, this);
- }
- btn_text() {
- // const param = {
- // "code": 0,
- // "data": {
- // "ssid": "9201d75d019f46f98b8663adfd515a58",
- // "props": {
- // "1004": 7077279,
- // "1005": 2143634,
- // "1006": 12,
- // "1007": 186,
- // "1008": 22,
- // "1009": 299980,
- // "2001": 2,
- // "8001": 530,
- // "9001": 2
- // },
- // "changes": {
- // "1004": 1,
- // "1007": 1
- // },
- // "tipThreshold": true
- // }
- // }
- // let str = JSON.stringify(param);
- // ServerHandler.inst.onGetVideorReward(str);
- // ServerHandler.inst.GetGuideInfo();
- oops.gui.open(UIID.WechatTransfer);
- }
- getRandomUniqueInts(count: number = 3): number[] {
- let min: number = 0;
- let max: number = 0;
- const curLevel = smc.account.AccountModel.curLevel || 1;
- switch (curLevel) {
- case 1:
- return [1]
- break;
- case 2:
- case 3:
- min = 1;
- max = 3;
- break;
- case 4:
- case 5:
- case 6:
- min = 4;
- max = 9;
- break;
- case 7:
- case 8:
- min = 10;
- max = 18;
- break;
- case 9:
- case 10:
- case 11:
- case 12:
- min = 19;
- max = 27;
- break;
- default:
- min = 28;
- max = 42;
- break;
- }
- if (max - min + 1 < count) {
- throw new Error(`区间 [${min}, ${max}] 无法提供 ${count} 个不重复整数`);
- }
- const pool: number[] = [];
- for (let i = min; i <= max; i++) {
- pool.push(i);
- }
- this.shuffle(pool);
- return pool.slice(0, count);
- }
- // 洗牌算法(Fisher-Yates)
- shuffle(arr: number[]) {
- for (let i = arr.length - 1; i > 0; i--) {
- const j = Math.floor(Math.random() * (i + 1));
- [arr[i], arr[j]] = [arr[j], arr[i]];
- }
- }
- }
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