排序问题解决,优化小兵线路

This commit is contained in:
2024-09-13 00:51:23 +08:00
parent f80115e251
commit 221d91a795
43 changed files with 11085 additions and 28930 deletions

View File

@@ -32,7 +32,7 @@ export class MapMonsterComp extends CCComp {
mission_up_timer: Timer = new Timer(30); //波次增加
cur_mission:number = 1; //当前关卡方案
mission_list:any = []
setp_timer: Timer = new Timer(0.5);
setp_timer: Timer = new Timer(0.3);
target_timer: Timer = new Timer(0.1);
setp_num:number = 1;
game_over:boolean = false;
@@ -40,8 +40,6 @@ export class MapMonsterComp extends CCComp {
// 监听全局事件
oops.message.on("other_add_monster", this.on_other_add_monster, this);
oops.message.on("do_add_hero", this.on_do_add_hero, this);
}
start() {
// this.scene = this.getComponent(MapViewScene);
@@ -70,55 +68,17 @@ export class MapMonsterComp extends CCComp {
// 刷新怪物定时器
this.cur_count += 1;
}
// if(this.target_timer.update(dt)){
// this.target_update()
// }
// if (this.game_timer.update(dt)) {
// smc.vm_data.game.g_time += 1;
// }
// this.shuaxin(dt)
}
target_update(){
console.log("map ",smc.t_hero,smc.t_monster)
let heros:any = ecs.query(ecs.allOf(HeroModelComp));
let monsters:any =ecs.query(ecs.allOf(MonModelComp));
let h_x=-1000
let m_x=1000
let thi=9999
let tmi=9999
for (let i = 0; i < heros.length; i++) {
const hero = heros[i];
if(hero.MonsterView.node.position.x > h_x){
h_x = hero.MonsterView.node.position.x
thi = i
if(smc.t_hero.eid == hero.MonsterView.eid){
break
}
}
}
for (let i = 0; i < monsters.length; i++) {
const monster = monsters[i];
if(monster.MonsterView.node.position.x < m_x){
m_x = monster.MonsterView.node.position.x
tmi = i
if(smc.t_monster.eid == monster.MonsterView.eid){
break
}
}
}
if(thi==9999){
smc.t_hero={eid:0,pos:v3(0,0,0)}
}else{
smc.t_hero = {eid:heros[thi].MonsterView.eid,pos:v3(heros[thi].MonsterView.node.position,heros[thi].MonsterView.node.position.y)}
}
if(tmi==9999){
smc.t_monster={eid:0,pos:v3(0,0,0)}
}else{
smc.t_monster ={eid:monsters[tmi].MonsterView.eid,pos:v3(monsters[tmi].MonsterView.node.position,monsters[tmi].MonsterView.node.position.y)}
}
check_mon_count(){
let count = 0;
let list = ecs.query(ecs.allOf(MonModelComp));
count = list.length
return count;
}
load_role(){
let role = ecs.getEntity<Role>(Role);
@@ -134,7 +94,6 @@ export class MapMonsterComp extends CCComp {
private addHero(uuid:number=1001) {
let hero = ecs.getEntity<Hero>(Hero);
let {pos,monster_layer}=this.set_layer(BoxSet.HERO_START)
let scale = 1
hero.load(pos,scale,uuid,monster_layer);
}
@@ -149,16 +108,18 @@ export class MapMonsterComp extends CCComp {
let m2:any = RandomManager.instance.getRandomByObjectList(this.mission_list[this.monster_level],1)
// console.log("刷怪",m)
var scene = smc.map.MapView.scene;
let pos:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE+RandomManager.instance.getRandomInt(-40,40, 1))
let pos1:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE+RandomManager.instance.getRandomInt(40,130, 1))
let pos2:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE-RandomManager.instance.getRandomInt(40,130, 1))
let pos:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE+RandomManager.instance.getRandomInt(80,130, 1))
let pos1:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE+RandomManager.instance.getRandomInt(10,60, 1))
let pos2:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE-RandomManager.instance.getRandomInt(10,60, 1))
let pos3:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE-RandomManager.instance.getRandomInt(80,130, 1))
let monster_layer = scene.entityLayer!.node!
let monster_layer1 = scene.entityLayer1!.node!;
let monster_layer2 = scene.entityLayer2!.node!;
// let monster_layer1 = scene.entityLayer1!.node!;
// let monster_layer2 = scene.entityLayer2!.node!;
this.addMonster(m[0],monster_layer,pos)
this.addMonster(m1[0],monster_layer1,pos1)
this.addMonster(m2[0],monster_layer2,pos2)
this.addMonster(m1[0],monster_layer,pos1)
this.addMonster(m2[0],monster_layer,pos2)
this.addMonster(m2[0],monster_layer,pos3)
this.setp_num -= 1
}
private addMonster(uuid:number=1001,layer:any,pos:Vec3=v3(0,0,0)) {
@@ -168,20 +129,8 @@ export class MapMonsterComp extends CCComp {
}
set_layer(start:number=0){
var scene = smc.map.MapView.scene;
let pos:Vec3 = v3(start,BoxSet.GAME_LINE+RandomManager.instance.getRandomInt(-40,40, 1));
let x = RandomManager.instance.getRandomInt(0,2, 2);
let pos:Vec3 = v3(start,BoxSet.GAME_LINE+RandomManager.instance.getRandomInt(-130,130, 1));
let monster_layer = scene.entityLayer!.node!
switch (x) {
case 1:
monster_layer = scene.entityLayer1!.node!;
pos.y=pos.y+RandomManager.instance.getRandomInt(40,130, 1);
break;
case 2:
monster_layer= scene.entityLayer2!.node!;
pos.y=pos.y-RandomManager.instance.getRandomInt(40,130, 1);
break;
}
return {pos,monster_layer}
}
private on_other_add_monster(event: string, args: any) {