686ae9f601f5603b0fe2c9d87029a70140c9c51f 31 KB

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  1. {
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"code": "import { ui } from \"../ui/layaMaxUI\";\r\nimport { GameTools } from \"../Tool/GameTools\";\r\nimport { EventManager, PropEffecf, StageMode } from \"../Tool/EventManager\";\r\nimport { AccountManager } from \"../Net/AccountManager\";\r\nimport Ball from \"../Main/Ball\";\r\nimport { GameManager } from \"../Main/GameManager\";\r\nimport { DropRule } from \"../Tool/DropRule\";\r\nexport default class InGameView extends ui.InGameSceneUI {\r\n constructor() {\r\n super();\r\n this.LoseView = false;\r\n this.WinView = false;\r\n InGameView.ins = this;\r\n EventManager.StageOn(StageMode.Clone, this, this.AddPrefab);\r\n EventManager.StageOn(StageMode.Win, this, this.Win);\r\n EventManager.StageOn(StageMode.Lose, this, this.Lose);\r\n EventManager.StageOn(StageMode.ReStart, this, this.ReStart);\r\n EventManager.StageOn(StageMode.Over, this, this.Over);\r\n EventManager.StageOn(StageMode.Revive, this, this.Revive);\r\n }\r\n static get Instance() {\r\n if (InGameView.ins) {\r\n return InGameView.ins;\r\n }\r\n else {\r\n return new InGameView();\r\n }\r\n }\r\n Show() {\r\n let stage = AccountManager.Instance.curplayerData.GainAccount(\"stage\");\r\n this.STAGE = Number(stage);\r\n Laya.timer.once(200, this, this.SkillRefresh);\r\n Laya.timer.frameLoop(2, this, this.CheckHeight);\r\n Laya.timer.frameLoop(1, this, this.Progress);\r\n Laya.timer.frameLoop(1000, this, this.CheckLose);\r\n Laya.timer.frameLoop(500, this, this.SkillAnimation);\r\n this.ScoreRefresh();\r\n this.arrowbtn.clickHandler = new Laya.Handler(this, this.ClickArrow);\r\n this.zhunxin1btn.clickHandler = new Laya.Handler(this, this.ClickZhunXin1);\r\n this.zhunxin2btn.clickHandler = new Laya.Handler(this, this.ClickZhunXin2);\r\n this.doublebtn.clickHandler = new Laya.Handler(this, this.ClickDouble);\r\n this.hammerbtn.clickHandler = new Laya.Handler(this, this.ClickHammer);\r\n this.height = Laya.stage.height;\r\n this.BG.height = Laya.stage.height;\r\n Laya.stage.on(Laya.Event.RESIZE, this, () => {\r\n this.height = Laya.stage.height;\r\n this.BG.height = Laya.stage.height;\r\n });\r\n }\r\n AddPrefab(ball) {\r\n this.prefabbox.addChild(ball);\r\n }\r\n CheckHeight() {\r\n let down = false;\r\n for (let i = 0; i < this.prefabbox.numChildren; i++) {\r\n let child = this.prefabbox.getChildAt(i);\r\n if (child.y < DropRule.Instance.DropHeight) {\r\n down = true;\r\n }\r\n }\r\n if (!down) {\r\n DropRule.Instance.FallDown();\r\n }\r\n }\r\n CheckLose() {\r\n if (!this.LoseView) {\r\n let lose = true;\r\n for (let i = 0; i < this.prefabbox.numChildren; i++) {\r\n let ball = this.prefabbox.getChildAt(i);\r\n let light = ball.getChildByName(\"light\");\r\n if (light.visible) {\r\n lose = false;\r\n }\r\n }\r\n if (lose) {\r\n this.LoseView = true;\r\n EventManager.StageTrigger(StageMode.Lose);\r\n }\r\n }\r\n }\r\n ScoreRefresh() {\r\n let score = DropRule.Instance.GoalScore;\r\n this.NowLv.value = DropRule.Instance.STAGE.toString();\r\n this.NextLv.value = (DropRule.Instance.STAGE + 1).toString();\r\n this.NowScore.text = GameManager.Instance.ScoreProgress.toString();\r\n this.RequireScore.text = score.toString();\r\n }\r\n SkillRefresh() {\r\n this.ani1.play(null, false);\r\n this.ani2.play(null, false);\r\n this.ani3.play(null, false);\r\n this.ani4.play(null, false);\r\n this.ani5.play(null, false);\r\n }\r\n SkillAnimation() {\r\n let random = GameTools.RandomANumber(1, 6);\r\n switch (random) {\r\n case 1:\r\n this.ani1.play(null, false);\r\n break;\r\n case 2:\r\n this.ani2.play(null, false);\r\n break;\r\n case 3:\r\n this.ani3.play(null, false);\r\n break;\r\n case 4:\r\n this.ani4.play(null, false);\r\n break;\r\n case 5:\r\n this.ani5.play(null, false);\r\n break;\r\n }\r\n }\r\n get Ratio() {\r\n let score = DropRule.Instance.GoalScore;\r\n let value = GameManager.Instance.ScoreProgress / score;\r\n return value;\r\n }\r\n Progress() {\r\n if (!this.WinView) {\r\n this.LevelProgress.value = this.Ratio;\r\n if (GameManager.Instance.ScoreProgress >= Number(this.RequireScore.text)) {\r\n GameManager.Instance.ScoreProgress = Number(this.RequireScore.text);\r\n this.NowScore.text = GameManager.Instance.ScoreProgress.toString();\r\n EventManager.StageTrigger(StageMode.Win);\r\n this.WinView = true;\r\n }\r\n this.NowScore.text = GameManager.Instance.ScoreProgress.toString();\r\n }\r\n }\r\n ClickArrow() {\r\n console.log(\"点到了箭头道具--\");\r\n let num = this.arrowbtn.getChildByName(\"num\");\r\n if (Number(num.text) > 0) {\r\n for (let i = 0; i < this.prefabbox.numChildren; i++) {\r\n let ball = this.prefabbox.getChildAt(i);\r\n if (ball.destroyed) {\r\n continue;\r\n }\r\n else {\r\n let _rig = ball.getComponent(Laya.RigidBody);\r\n _rig.applyLinearImpulseToCenter({ x: 0, y: -1000 });\r\n }\r\n }\r\n let num = this.arrowbtn.getChildByName(\"num\");\r\n let propnum = Number(num.text);\r\n num.text = (propnum - 1).toString();\r\n }\r\n }\r\n ClickDouble() {\r\n if (EventManager.PropState == PropEffecf.DOUBLE) {\r\n EventManager.EventTrigger(PropEffecf.NONE);\r\n console.log(\"切换为普通模式\");\r\n return;\r\n }\r\n if (EventManager.PropState != PropEffecf.NONE) {\r\n this.EffectMode(false);\r\n return;\r\n }\r\n let num = this.doublebtn.getChildByName(\"num\");\r\n if (Number(num.text) > 0) {\r\n EventManager.EventTrigger(PropEffecf.DOUBLE);\r\n console.log(\"切换为双倍模式\");\r\n }\r\n }\r\n ClickZhunXin1() {\r\n console.log(\"点到了准心1道具--\");\r\n let num = this.zhunxin1btn.getChildByName(\"num\");\r\n if (Number(num.text) > 0) {\r\n if (EventManager.PropState == PropEffecf.NONE) {\r\n this.EffectMode(true, PropEffecf.CLEARLAST);\r\n }\r\n else {\r\n this.EffectMode(false);\r\n }\r\n }\r\n }\r\n ClickZhunXin2() {\r\n console.log(\"点到了准心2道具--\");\r\n let num = this.zhunxin2btn.getChildByName(\"num\");\r\n if (Number(num.text) > 0) {\r\n if (EventManager.PropState == PropEffecf.NONE) {\r\n this.EffectMode(true, PropEffecf.CLEARTWO);\r\n }\r\n else {\r\n this.EffectMode(false);\r\n }\r\n }\r\n }\r\n ClickHammer() {\r\n console.log(\"点到了锤子道具--\");\r\n let num = this.hammerbtn.getChildByName(\"num\");\r\n if (Number(num.text) > 0) {\r\n if (EventManager.PropState == PropEffecf.NONE) {\r\n this.EffectMode(true, PropEffecf.HAMMER);\r\n }\r\n else {\r\n this.EffectMode(false);\r\n }\r\n }\r\n }\r\n EffectMode(_open, _type = null) {\r\n this.Effect.visible = _open;\r\n if (_open) {\r\n EventManager.PropState = _type;\r\n let describe2 = this.Effect.getChildByName(\"describe2\");\r\n let describe = this.Effect.getChildByName(\"describe\");\r\n let icon = this.Effect.getChildByName(\"ICON\");\r\n switch (_type) {\r\n case PropEffecf.CLEARLAST:\r\n this.EffectBtn.visible = true;\r\n describe.visible = true;\r\n describe2.visible = false;\r\n icon.visible = true;\r\n icon.skin = this.GetIcon(DropRule.Instance.MinBall);\r\n this.ClearNum.text = DropRule.Instance.MinBall.toString();\r\n this.EffectBtn.clickHandler = Laya.Handler.create(this, this.ClearLast);\r\n break;\r\n case PropEffecf.CLEARTWO:\r\n this.EffectBtn.visible = true;\r\n describe.visible = true;\r\n describe2.visible = false;\r\n icon.visible = true;\r\n icon.skin = this.GetIcon(DropRule.Instance.MinNextBall);\r\n this.ClearNum.text = DropRule.Instance.MinNextBall.toString();\r\n this.EffectBtn.clickHandler = Laya.Handler.create(this, this.ClearTwo);\r\n break;\r\n case PropEffecf.HAMMER:\r\n this.EffectBtn.visible = false;\r\n describe.visible = false;\r\n describe2.visible = true;\r\n icon.visible = false;\r\n EventManager.EventTrigger(PropEffecf.HAMMER);\r\n break;\r\n }\r\n }\r\n else {\r\n EventManager.PropState = PropEffecf.NONE;\r\n this.EffectBtn.clickHandler = null;\r\n }\r\n }\r\n ClearLast() {\r\n for (let i = this.prefabbox.numChildren - 1; i > -1; i--) {\r\n let prefab = this.prefabbox.getChildAt(i);\r\n let ball = prefab.getComponent(Ball);\r\n if (ball.score == DropRule.Instance.MinBall) {\r\n GameManager.Instance.ScoreProgress += ball.score;\r\n DropRule.Instance.CreateEffect(ball.score, new Laya.Vector2(prefab.x, prefab.y));\r\n prefab.removeSelf();\r\n }\r\n }\r\n let num = this.zhunxin1btn.getChildByName(\"num\");\r\n let propnum = Number(num.text);\r\n num.text = (propnum - 1).toString();\r\n this.Effect.visible = false;\r\n this.EffectBtn.clickHandler = null;\r\n EventManager.PropState = PropEffecf.NONE;\r\n }\r\n ClearTwo() {\r\n for (let i = this.prefabbox.numChildren - 1; i > -1; i--) {\r\n let prefab = this.prefabbox.getChildAt(i);\r\n let ball = prefab.getComponent(Ball);\r\n if (ball.score == DropRule.Instance.MinNextBall) {\r\n GameManager.Instance.ScoreProgress += ball.score;\r\n DropRule.Instance.CreateEffect(ball.score, new Laya.Vector2(prefab.x, prefab.y));\r\n prefab.removeSelf();\r\n }\r\n }\r\n let num = this.zhunxin2btn.getChildByName(\"num\");\r\n let propnum = Number(num.text);\r\n num.text = (propnum - 1).toString();\r\n this.Effect.visible = false;\r\n this.EffectBtn.clickHandler = null;\r\n EventManager.PropState = PropEffecf.NONE;\r\n }\r\n GetIcon(_score) {\r\n let index;\r\n for (let i = 0; i < DropRule.Instance.PrefabName.length; i++) {\r\n if (_score == Number(DropRule.Instance.PrefabName[i])) {\r\n index = i.toString();\r\n }\r\n }\r\n return \"Ball/blast\" + index + \".png\";\r\n }\r\n ClearStage() {\r\n if (this.prefabbox.destroyed)\r\n return;\r\n for (let i = this.prefabbox.numChildren - 1; i > -1; i--) {\r\n let ball = this.prefabbox.getChildAt(i);\r\n let _rig = ball.getComponent(Laya.RigidBody);\r\n let _collider = ball.getComponent(Laya.CircleCollider);\r\n _collider.enabled = false;\r\n _rig.enabled = false;\r\n Laya.timer.clearAll(ball);\r\n ball.removeSelf();\r\n ball.destroy();\r\n }\r\n }\r\n Over() {\r\n this.ClearStage();\r\n EventManager.StageOff(StageMode.Clone, this, this.AddPrefab);\r\n EventManager.StageOff(StageMode.Win, this, this.Win);\r\n EventManager.StageOff(StageMode.Lose, this, this.Lose);\r\n EventManager.StageOff(StageMode.ReStart, this, this.ReStart);\r\n EventManager.StageOff(StageMode.Over, this, this.Over);\r\n EventManager.StageOff(StageMode.Revive, this, this.Revive);\r\n this.ClearCollider(this.BottomCollider);\r\n this.ClearCollider(this.RightCollider);\r\n this.ClearCollider(this.LeftCollider);\r\n }\r\n Revive() {\r\n for (let i = this.prefabbox.numChildren - 1; i > -1; i--) {\r\n let prefab = this.prefabbox.getChildAt(i);\r\n let ball = prefab.getComponent(Ball);\r\n for (let j = 0; j < DropRule.Instance.BallNum.length; j++) {\r\n let Score = DropRule.Instance.GetBallIndex(ball.score);\r\n if (Score + 1 == Number(DropRule.Instance.BallNum[j])) {\r\n DropRule.Instance.CreateEffect(ball.score, new Laya.Vector2(prefab.x, prefab.y));\r\n prefab.removeSelf();\r\n }\r\n }\r\n }\r\n Laya.timer.frameLoop(2, this, this.CheckHeight);\r\n Laya.timer.once(1000, this, () => {\r\n this.LoseView = false;\r\n });\r\n }\r\n Win() {\r\n Laya.timer.clear(this, this.CheckHeight);\r\n }\r\n Lose() {\r\n Laya.timer.clear(this, this.CheckHeight);\r\n }\r\n ReStart(_data) {\r\n if (_data) {\r\n for (let i = this.prefabbox.numChildren - 1; i > -1; i--) {\r\n let prefab = this.prefabbox.getChildAt(i);\r\n let ball = prefab.getComponent(Ball);\r\n for (let j = 0; j < DropRule.Instance.BallNum.length; j++) {\r\n let Score = DropRule.Instance.GetBallIndex(ball.score);\r\n if (Score + 1 == Number(DropRule.Instance.BallNum[j])) {\r\n DropRule.Instance.CreateEffect(ball.score, new Laya.Vector2(prefab.x, prefab.y));\r\n prefab.removeSelf();\r\n }\r\n }\r\n }\r\n this.WinView = false;\r\n this.ScoreRefresh();\r\n this.Progress();\r\n DropRule.Instance.FallDown(DropRule.Instance.StartNum);\r\n Laya.timer.frameLoop(2, this, this.CheckHeight);\r\n }\r\n else {\r\n this.ClearStage();\r\n this.WinView = false;\r\n this.ScoreRefresh();\r\n this.Progress();\r\n DropRule.Instance.FallDown(DropRule.Instance.StartNum);\r\n Laya.timer.frameLoop(2, this, this.CheckHeight);\r\n }\r\n }\r\n ClearCollider(_node) {\r\n let collier = _node.getComponent(Laya.ChainCollider);\r\n let rig = _node.getComponent(Laya.RigidBody);\r\n collier.enabled = false;\r\n rig.enabled = false;\r\n _node.removeSelf();\r\n _node.destroy();\r\n }\r\n Close() {\r\n Laya.timer.clearAll(this);\r\n }\r\n}\r\n//# sourceMappingURL=InGameView.js.map",
  3. "references": [
  4. "E:/LayaProject/2048_laya/src/ui/layaMaxUI.ts",
  5. "E:/LayaProject/2048_laya/src/Tool/GameTools.ts",
  6. "E:/LayaProject/2048_laya/src/View/ViewManager.ts",
  7. "E:/LayaProject/2048_laya/src/Tool/EventManager.ts",
  8. "E:/LayaProject/2048_laya/src/Net/AccountManager.ts",
  9. "E:/LayaProject/2048_laya/src/Main/Ball.ts",
  10. "E:/LayaProject/2048_laya/src/Main/GameManager.ts",
  11. "E:/LayaProject/2048_laya/src/Tool/DropRule.ts"
  12. ],
  13. "map": 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  14. }