下一步:怪物路线设置
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@@ -93,7 +93,7 @@ export class RoleViewComp extends CCComp {
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is_atking:boolean = false;
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is_atking:boolean = false;
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onLoad() {
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onLoad() {
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this.BoxRang = this.node.getChildByName("range_box");
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// this.BoxRang = this.node.getChildByName("range_box");
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this.as = this.node.getComponent(RoleSpine);
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this.as = this.node.getComponent(RoleSpine);
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}
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}
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@@ -110,8 +110,8 @@ export class RoleViewComp extends CCComp {
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this.BoxRang.getComponent(RoleRangComp).box_group = this.box_group;
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// this.BoxRang.getComponent(RoleRangComp).box_group = this.box_group;
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this.BoxRang.getComponent(RoleRangComp).atk_range = this.atk_range
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// this.BoxRang.getComponent(RoleRangComp).atk_range = this.atk_range
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// this.BoxRang.getComponent(RoleRangComp).offset_x = this.scale*smc.skills[this.skill_uuid].dis/3;
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// this.BoxRang.getComponent(RoleRangComp).offset_x = this.scale*smc.skills[this.skill_uuid].dis/3;
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// console.log("monseter ",this.BoxRang);
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// console.log("monseter ",this.BoxRang);
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@@ -48,8 +48,8 @@ export class Hero extends ecs.Entity {
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// var as = node.getComponent(HeroSpine);
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// var as = node.getComponent(HeroSpine);
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// let ratio=this.set_ratio(uuid);
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// let ratio=this.set_ratio(uuid);
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// node.setScale(node.scale.x*scale*ratio, node.scale.y*ratio, 0);
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// node.setScale(node.scale.x*scale*ratio, node.scale.y*ratio, 0);
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pos.x=smc.Role.RoleView.node.position.x+pos.x;
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// pos.x=smc.Role.RoleView.node.position.x+pos.x;
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pos.y=smc.Role.RoleView.node.position.y+pos.y;
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// pos.y=smc.Role.RoleView.node.position.y+pos.y;
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node.setPosition(pos)
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node.setPosition(pos)
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this.hero_init(uuid,node,index)
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this.hero_init(uuid,node,index)
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oops.message.dispatchEvent("hero_load",this)
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oops.message.dispatchEvent("hero_load",this)
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@@ -185,12 +185,12 @@ export class HeroViewComp extends CCComp {
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if(this.stop_cd > 0){
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if(this.stop_cd > 0){
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return
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return
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}
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}
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if (this.scale === 1 && this.node.position.x >= BoxSet.MONSTER_START-150) {
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if (this.node.position.x >= 250-this.atk_dis) {
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return;
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return;
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}
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}
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if(this.enemy){
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// if(this.enemy){
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return
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// return
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}
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// }
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this.node.setPosition(this.node.position.x+dt*this.speed*this.scale, this.node.position.y+dt*this.dir_y, this.node.position.z);
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this.node.setPosition(this.node.position.x+dt*this.speed*this.scale, this.node.position.y+dt*this.dir_y, this.node.position.z);
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}
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}
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hp_show(){
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hp_show(){
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@@ -407,7 +407,7 @@ export class HeroViewComp extends CCComp {
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if(this.hp <= 0){
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if(this.hp <= 0){
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this.dead();
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this.dead();
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this.is_dead = true;
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this.is_dead = true;
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smc.role_heros[this.role_heros_index].eid == 0
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// smc.role_heros[this.role_heros_index].eid == 0
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setTimeout(() => {
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setTimeout(() => {
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this.ent.destroy();
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this.ent.destroy();
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}, 15);
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}, 15);
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@@ -97,26 +97,12 @@ export class MapMonsterComp extends CCComp {
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private addHero(uuid:number=1001) {
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private addHero(uuid:number=1001) {
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let hero = ecs.getEntity<Hero>(Hero);
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let hero = ecs.getEntity<Hero>(Hero);
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var scene = smc.map.MapView.scene;
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var scene = smc.map.MapView.scene;
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let oy=RandomManager.instance.getRandomInt(-70,70,1)
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let oy=RandomManager.instance.getRandomByObjectList(this.start_ys,1)
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let pos = v3(0,0);
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let pos:Vec3 = v3(-280,BoxSet.GAME_LINE+oy[0]);
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let less=0
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let index =0
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for(let i=0; i <= 11;i++){
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if(smc.role_heros[i].eid==0){
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pos=v3(smc.role_heros[i].x,smc.role_heros[i].y)
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less += 1
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index = i
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smc.role_heros[i].eid=hero.eid
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break
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}
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}
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if(less <= 0){
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oops.gui.toast("人数已满");
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return false
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}
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let monster_layer = scene.entityLayer!.node!
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let monster_layer = scene.entityLayer!.node!
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let scale = 1
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let scale = 1
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hero.load(pos,scale,uuid,monster_layer,index);
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hero.load(pos,scale,uuid,monster_layer);
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}
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}
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monster_refresh(){
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monster_refresh(){
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if (this.setp_num <= 0){
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if (this.setp_num <= 0){
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@@ -30,14 +30,14 @@ export class MapSkillComp extends CCComp {
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}
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}
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doMonsterLoad(){
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doMonsterLoad(){
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const light = instantiate(this.light);
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// const light = instantiate(this.light);
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light.setPosition(BoxSet.MONSTER_START,BoxSet.GAME_LINE);
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// light.setPosition(BoxSet.MONSTER_START,BoxSet.GAME_LINE);
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this.node.addChild(light);
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// this.node.addChild(light);
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}
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}
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doHeroLoad(){
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doHeroLoad(){
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const light = instantiate(this.light);
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// const light = instantiate(this.light);
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light.setPosition(BoxSet.HERO_START,BoxSet.GAME_LINE,0);
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// light.setPosition(BoxSet.HERO_START,BoxSet.GAME_LINE,0);
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this.node.addChild(light);
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// this.node.addChild(light);
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}
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}
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useItem(event: string, args: any){
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useItem(event: string, args: any){
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console.log("useItem");
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console.log("useItem");
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