| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637163816391640164116421643164416451646164716481649165016511652165316541655165616571658165916601661166216631664166516661667166816691670167116721673167416751676167716781679168016811682168316841685168616871688168916901691169216931694169516961697169816991700170117021703170417051706170717081709171017111712171317141715171617171718171917201721172217231724172517261727172817291730173117321733173417351736173717381739174017411742174317441745174617471748174917501751175217531754175517561757175817591760176117621763176417651766176717681769177017711772177317741775177617771778177917801781178217831784178517861787178817891790179117921793179417951796179717981799180018011802180318041805180618071808180918101811181218131814181518161817181818191820182118221823182418251826182718281829183018311832183318341835183618371838183918401841184218431844184518461847184818491850185118521853185418551856185718581859186018611862186318641865186618671868186918701871187218731874187518761877187818791880188118821883188418851886188718881889189018911892189318941895189618971898189919001901190219031904190519061907190819091910191119121913191419151916191719181919192019211922192319241925192619271928192919301931193219331934193519361937193819391940194119421943194419451946194719481949195019511952195319541955195619571958195919601961196219631964196519661967196819691970197119721973197419751976197719781979198019811982198319841985198619871988198919901991199219931994199519961997199819992000200120022003200420052006200720082009201020112012201320142015201620172018201920202021202220232024202520262027202820292030203120322033203420352036203720382039204020412042204320442045204620472048204920502051205220532054205520562057205820592060206120622063206420652066206720682069207020712072207320742075207620772078207920802081208220832084208520862087 |
- /*
- * @Author: mojunshou 1637302775@qq.com
- * @Date: 2025-03-20 15:01:09
- * @LastEditors: mojunshou 1637302775@qq.com
- * @LastEditTime: 2025-04-17 16:14:26
- * @Description: 消除游戏主场景
- */
- import { _decorator, Button, Color, EventTouch, instantiate, JsonAsset, Label, Node, Prefab, randomRangeInt, Sprite, tween, UITransform, Vec2, Vec3, Widget } from "cc";
- 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 { DeviceUtil } from "db://oops-framework/core/utils/DeviceUtil";
- import { GameEvent } from "../common/config/GameEvent";
- import { UIID } from "../common/config/GameUIConfig";
- import { CocosHandler } from "../common/manager/CocosHandler";
- import { smc } from "../common/SingletonModuleComp";
- import { ServerHandler } from "../common/manager/ServerHandler";
- 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 amountLb: LabelChange = null!;
- @property({ type: LabelChange, displayName: "额外奖励" })
- private awardLb: 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: Button, displayName: "自动按钮" })
- private autoBtn: 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!;
- //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
- 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 = 2; //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 = 10;
- 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: [],
- }
- // 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;
- /** 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();
- this.initGrid();
- // if (this.guideStep === 0) {
- // this.startGuideMode()
- // } else {
- // this.initGrid();
- // }
- }
- 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.Resurrection, this.onResurrection, this);
- oops.message.on(GameEvent.updateHbAndWxCoin, this.updateCoin, 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(state: boolean) {
- //自动按钮默认关闭
- if (this.autoBtn) {
- //关闭
- const on = this.autoBtn.node.getChildByName("on");
- on ? on.active = state : null;
- const off = this.autoBtn.node.getChildByName("off");
- off ? off.active = !state : null;
- // this.autoState = state;
- }
- }
- //初始化数据
- private initData() {
- // this.gameMode = GameMode.MANUAL;
- this.score = 0;
- this.targetScore = 0;
- this.money = 0;
- this.cash = 0;
- this.autoState = false;
- this.operateFlag = true
- this.shouldResetEliminateCount = true;
- this.currentCombo = 0;
- }
- //设置数据
- setData() {
- this.score = smc.game.GameModel.curScore;
- this.money = this.formatNumber(smc.account.AccountModel.wxCoin / 1000);
- this.cash = this.formatNumber(smc.account.AccountModel.hbCoin / 100);
- this.targetScore = smc.game.GameModel.targetScore;
- this.lab_score.string = this.score.toString();
- this.amountLb.string = this.money.toString();
- this.awardLb.string = this.cash.toString();
- this.lab_taget.string = this.targetScore.toString();
- this.lab_goldNum.string = smc.account.AccountModel.goldCoin.toString();
- }
- updateCoin() {
- this.money = this.formatNumber(smc.account.AccountModel.wxCoin / 1000);
- this.cash = this.formatNumber(smc.account.AccountModel.hbCoin / 100);
- this.amountLb.string = this.money.toString();
- this.awardLb.string = this.cash.toString();
- }
- openView(event: string, args: string) {
- console.log(">>>>>>args>>>>>>>>>>>", 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;
- }
- }
- //复活,分数不清零
- onResurrection() {
- console.log("复活游戏,分数不清零");
- }
- startGuideMode() {
- this.isGuideMode = true
- this.guideStep = 1
- this.setupGuideStep(this.guideStep)
- }
- setupGuideStep(step: number) {
- this.clearAllGuideGrids()
- this.bricksList.length = 0
- this.brickNode.destroyAllChildren();
- this.guideStep = step
- if (step === 1) {
- const emptyIndex = Math.floor(this.cols / 2)
- for (let c = 0; c < this.cols; c++) {
- if (c !== emptyIndex) {
- const g = this.gridList[0][c]
- g.status = 1
- g.type = 1;
- this.generateGrid(g)
- }
- }
- this.createGuideBrick([{ row: 0, column: 0 }], "Brick1", 1, 1)
- }
- else if (step === 2) {
- const emptyRow = this.rows - 1
- for (let r = 0; r < this.rows; r++) {
- if (r !== emptyRow) {
- const g = this.gridList[r][0]
- g.status = 1
- g.type = 1;
- this.generateGrid(g)
- }
- }
- this.createGuideBrick([{ row: 0, column: 0 }], "Brick1", 1, 1)
- }
- else if (step === 3) {
- // 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 = 0; c < 2; c++) {
- if (r === 2 && c === 0) continue // 留一个空位用于放置旋转后的L型砖块
- if (r === 2 && c === 1) continue // 留一个空位用于放置旋转后的L型砖块
- if (r === 1 && c === 1) continue // 留一个空位用于放置旋转后的L型砖块
- if (r === 3 && c === 1) continue // 留一个空位用于放置旋转后的L型砖块
- 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: 1 },
- { row: 1, column: 0 }
- ], "BrickT", 1, 1, true) //这要双II
- }
- else if (step === 4) {
- const centerRow = Math.floor(this.rows / 2);
- const centerCol = Math.floor(this.cols / 2);
- // 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)
- }
- }
- 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: 0,
- rotateNode: null,
- }
- 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(midX, 0);
- brickData.brickNode = node
- brickData.brickInitPos = node.getWorldPosition()
- this.bricksList.push(brickData)
- this.brickAddEvent(brickData)
- }
- }
- //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 (args) {
- // 添加回调函数,在红包动画完成后显示红包分数增加
- this.createCoinFlyAnimation(
- this.redPacketPrefab,
- lastPos,
- this.awardLb.node.getWorldPosition(),
- 5,
- () => {
- // 显示红包分数增加动画
- this.showRedPacketScoreAnimation();
- }
- );
- return;
- } else {
- this.createCoinFlyAnimation(
- this.redPacketPrefab,
- lastPos,
- this.awardLb.node.getWorldPosition(),
- 5,
- () => {
- // 显示红包分数增加动画
- this.showRedPacketScoreAnimation();
- }
- );
- // 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.amountLb.node.getWorldPosition(),
- score,
- () => {
- // 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) {
- const brickKey = Object.keys(this.brickConfig['bricks'])[randomRangeInt(0, Object.keys(this.brickConfig['bricks']).length)];
- const brickConfig = this.brickConfig['bricks'][brickKey];
- const randomIndex = oops.random.getRandomInt(1, 5); //颜色
- // 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
- }
- 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
- }
- // 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.operateFlag) return;
- isDragging = 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.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 {
- console.error("未找到方块数据:", brickData);
- }
- }, this);
- // 触摸移动事件
- brickNode.on(Node.EventType.TOUCH_MOVE, (event: EventTouch) => {
- if (!isDragging || !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 (!isDragging) return;
- isDragging = false;
- this.touchStartFlag = 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);
- }
- } else 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.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;
- // 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();
- }
- });
- });
- }, 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);
- // 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);
- }
- })
- .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(position: Vec3, score: number) {
- if (!this.lab_addScore) return;
- // 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 = `+${calculatedScore}`;
- }
- // 添加到场景中
- this.node.addChild(scoreLabel);
- scoreLabel.setWorldPosition(position);
- const num = this.isDoubleSpeed ? this.doubleNum : 1;
- // 创建动画效果
- tween(scoreLabel)
- .to(0.5 / num, {
- position: new Vec3(scoreLabel.position.x, scoreLabel.position.y + 50, 0),
- scale: new Vec3(1.2, 1.2, 1.2)
- })
- .to(0.3 / num, { opacity: 0 })
- .call(() => {
- scoreLabel.destroy();
- })
- .start();
- // 更新总分
- this.score += calculatedScore;
- this.updateGameScore();
- }
- // 显示消除次数动画
- showEliminateCountAnimation(yPosition: number, eliminationCount: number) {
- if (!this.lab_total) return;
- // 如果需要重置计数器,先将计数归零
- if (this.shouldResetEliminateCount) {
- this.currentCombo = 0;
- this.shouldResetEliminateCount = false;
- }
- // 增加累计消除次数
- this.currentCombo += eliminationCount;
- // 复制总次数Label
- const totalLabel = instantiate(this.lab_total.node);
- totalLabel.active = true;
- // 设置文本
- const label = totalLabel.getComponent(Label);
- if (label) {
- label.string = `Combo${this.currentCombo}`;
- }
- // 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
- const num = this.isDoubleSpeed ? this.doubleNum : 1;
- tween(totalLabel)
- .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(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
- 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.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]) {
- const startPos = gridData.gridNode.getWorldPosition();
- 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()
- 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(),
- 3
- );
- }
- })
- 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;
- this.updateGameScore();
- if (DeviceUtil.isNative && DeviceUtil.isAndroid) {
- ServerHandler.inst.updateEliminationReward({
- count: totalEliminationsInThisRound,
- score: this.score,
- level: smc.account.AccountModel.curLevel,
- })
- } else {
- //要服务器请求完了出了数据才展示动画
- const lastGrid = gridEliminateList[gridEliminateList.length - 1];
- if (lastGrid?.gridNode && this.coinPrefab && this.amountLb?.node) {
- const lastPos = lastGrid.gridNode.getWorldPosition();
- // 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.amountLb.node.getWorldPosition(),
- score,
- () => {
- // 显示微信分数增加动画
- this.showWechatScoreAnimation();
- }
- );
- // 添加回调函数,在红包动画完成后显示红包分数增加
- this.createCoinFlyAnimation(
- this.redPacketPrefab,
- lastPos,
- this.awardLb.node.getWorldPosition(),
- 5,
- () => {
- // 显示红包分数增加动画
- this.showRedPacketScoreAnimation();
- }
- );
- }
- }
- // 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,添加回调
- private createCoinFlyAnimation(prefab: Prefab, startPos: Vec3, endPos: Vec3, count: number, callback?: Function) {
- if (!prefab) return;
- let completedCount = 0;
- const totalCoins = Math.min(count, 6); // 限制最大数量
- for (let i = 0; i < totalCoins; i++) {
- const coin = instantiate(prefab);
- this.node.addChild(coin);
- coin.setWorldPosition(startPos);
- // 随机偏移起始位置
- const randomOffset = new Vec3(
- (Math.random() - 0.5) * 50,
- (Math.random() - 0.5) * 50,
- 0
- );
- // 创建曲线动画
- const num = this.isDoubleSpeed ? this.doubleNum : 1;
- tween(coin)
- .to(0.2 / num, {
- position: new Vec3(
- coin.position.x + randomOffset.x,
- coin.position.y + randomOffset.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 = this.formatNumber(smc.game.GameModel.changeWxCoin / 1000);
- this.money = this.formatNumber(smc.account.AccountModel.wxCoin / 1000);
- console.log("微信金额>>>>>>>>>>>>>>", this.money)
- const formattedValue = this.formatNumber(changeNum);
- if (!changeNum) return;
- // 获取并设置分数标签
- const scoreLabel = this.tweenWechatNode.getChildByName("lab_num")?.getComponent(Label);
- if (scoreLabel) {
- scoreLabel.string = "+" + formattedValue;
- }
- // 保存原始位置
- const originalPosition = this.tweenWechatNode.position;
- //设置原始位置
- this.tweenWechatNode.setPosition(originalPosition);
- // 显示节点
- this.tweenWechatNode.active = true;
- // 创建向上移动的动画
- tween(this.tweenWechatNode)
- .to(0.8, {
- position: new Vec3(
- originalPosition.x,
- originalPosition.y + 100,
- originalPosition.z
- ),
- opacity: 255
- })
- .to(0.2, { opacity: 0 })
- .call(() => {
- //设置位置y-100
- this.tweenWechatNode.setPosition(new Vec3(
- originalPosition.x,
- originalPosition.y - 100,
- originalPosition.z
- ))
- this.tweenWechatNode.active = false;
- // 更新总金额
- if (this.amountLb) {
- this.amountLb.string = "" + 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 = this.formatNumber(smc.game.GameModel.changeHbCoin / 100);
- console.log("红包分数增加动画", changeNum)
- this.cash = this.formatNumber(smc.account.AccountModel.hbCoin / 100);
- 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 = "+" + formattedValue;
- }
- // 保存原始位置
- const originalPosition = this.tweenRedNode.position;
- //设置原始位置
- this.tweenRedNode.setPosition(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, {
- position: new Vec3(
- originalPosition.x,
- originalPosition.y + 100,
- originalPosition.z
- ),
- opacity: 255
- })
- .to(0.2 / num, { opacity: 0 })
- .call(() => {
- this.tweenRedNode.setPosition(new Vec3(
- originalPosition.x,
- originalPosition.y - 100,
- originalPosition.z
- ))
- this.tweenRedNode.active = false;
- // 更新总红包金额
- if (this.awardLb) {
- // this.awardLb.changeTo(0.5, newAmount, () => {
- // })
- this.awardLb.string = "" + 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
- this.setGameState(GameState.GAME_OVER)
- console.log("游戏结束")
- oops.gui.open(UIID.GameOver);
- }
- //更新游戏分数
- updateGameScore() {
- this.lab_score.string = this.score.toString();
- if (this.score >= this.targetScore) {
- this.gameState = GameState.GAME_PASS;
- this.setGameState(this.gameState);
- //弹出通关奖励界面
- if (DeviceUtil.isNative && DeviceUtil.isAndroid) {
- ServerHandler.inst.getGameAwardInfo();
- } else {
- console.log("打开通关奖励");
- }
- }
- }
- /**
- * 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
- this.gameState = GameState.READY
- this.autoState = false;
- this.adShowingFlag = false;
- //自动按钮改为手动
- this.initButtonState(false);
- break;
- }
- }
- //========================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);
- }
- //左边微信按钮
- private btn_withdraw() {
- if (DeviceUtil.isNative && DeviceUtil.isAndroid) {
- ServerHandler.inst.getWechatTxInfo();
- } else {
- oops.gui.open(UIID.WechatWithdraw);
- }
- }
- //顶部红包按钮
- private btn_award() {
- //oops.gui.open(UIID.RedPacketWithdraw);
- if (DeviceUtil.isNative && DeviceUtil.isAndroid) {
- ServerHandler.inst.getHbTxInfo();
- } else {
- oops.gui.open(UIID.RedPacketWithdraw);
- }
- }
- //二倍速按钮
- private btn_double() {
- // oops.gui.open(UIID.DoubleSpeed);
- if (DeviceUtil.isNative && DeviceUtil.isAndroid) {
- ServerHandler.inst.getDoubleSpeedTime();
- } else {
- oops.gui.open(UIID.DoubleSpeed);
- }
- }
- //自动放置
- private btn_auto() {
- this.autoState = !this.autoState;
- this.initButtonState(this.autoState);
- this.gameState = GameState.PLAYING
- if (this.autoState) {
- this.executeAutoPlace();
- }
- }
- // 执行自动放置
- executeAutoPlace() {
- if (!this.autoState || this.gameState !== GameState.PLAYING || this.adShowingFlag) {
- return
- }
- const bestPlacement = this.findBestPlacement()
- if (!bestPlacement) {
- // 所有方块都无法放置,游戏结束
- this.autoState = false
- this.gameOver()
- return
- }
- // 执行放置
- 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) {
- console.log("placement>>>>>>>>>", placement)
- 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);
- // 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.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.autoState = false
- this.gameOver()
- } else if (this.autoState) {
- // 继续自动放置
- this.scheduleOnce(() => {
- this.executeAutoPlace()
- }, this.autoPlaceInterval)
- }
- })
- })
- })
- })
- .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);
- }
- this.isDoubleSpeed = true;
- this.doubleNum = 2;
- //改变按钮时间
- // let time = smc.game.GameModel.doubleSpeedTime;
- this.doubleSpeedTime = smc.game.GameModel.doubleSpeedTime;
- let time = 15;
- if (time <= 0) {
- return
- }
- console.log("二倍速时间", time);
- if (!this.autoState) {
- this.btn_auto();
- //改按钮状态
- this.autoState = true;
- this.initButtonState(this.autoState);
- }
- this.callback = function () {
- if (!this.adShowingFlag && this.gameState === GameState.PLAYING) {
- time--
- //修改剩余时间,秒格式化成时分10:59
- const minutes = Math.floor(time / 60);
- const seconds = time % 60;
- const formattedTime = `${minutes}:${seconds < 10 ? '0' : ''}${seconds}`;
- this.lab_doubleTime.string = formattedTime;
- //时间到了
- if (time <= 0) {
- this.lab_doubleTime.string = "二倍速";
- this.isDoubleSpeed = false;
- this.doubleNum = 1;
- //再打开继续二倍速页面
- oops.gui.open(UIID.KeepSpeed);
- this.unschedule(this.callback);
- }
- }
- }
- this.schedule(this.callback, 1);
- }
- //重新开始
- private restartGame() {
- if (this.gameState === GameState.READY) return;
- console.log("重新开始")
- this.initData();
- this.setData();
- this.reopenGrid();
- this.initButtonState(this.autoState);
- }
- //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();
- }
- }
- //界面测试
- btn_tongguan() {
- if (DeviceUtil.isNative && DeviceUtil.isAndroid) {
- ServerHandler.inst.getGameAwardInfo();
- }
- }
- btn_tx() {
- if (DeviceUtil.isNative && DeviceUtil.isAndroid) {
- ServerHandler.inst.getTxbfInfo();
- }
- }
- btn_gxfb() {
- if (DeviceUtil.isNative && DeviceUtil.isAndroid) {
- ServerHandler.inst.getDoubleSurprise();
- }
- }
- btn_text() {
- const param = {
- "ssid": "7308c662d2264b1a952d2690e585872e",
- "props": {
- "1004": 0,
- "1005": 2786919,
- "1006": 9,
- "1007": 71,
- "2001": 2,
- "8001": 20,
- "9001": 0
- },
- "changes": {
- "1004": -200000,
- "8001": 20
- },
- "transferStatus": 1,
- "outTransferNo": "2504161109911229182337024"
- }
- let str = JSON.stringify(param);
- ServerHandler.inst.onHbReward(str);
- }
- //保留小数点后两位,四舍五入
- formatNumber(num: number) {
- return Math.round(num * 100) / 100;
- }
- }
|