This commit is contained in:
2024-09-23 08:14:39 +08:00
parent 96c96da552
commit 618a6e3f7b
65 changed files with 38950 additions and 8530 deletions

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@@ -74,7 +74,7 @@ export class Boss extends ecs.Entity {
var bs = node.getComponent(BossViewComp)!;
// console.log("hero_init",buff)
bs.speed =bs.ospeed = smc.monsters[uuid].speed;
bs.hero_name= smc.monsters[uuid].name;
bs.boos_name= smc.monsters[uuid].name;
bs.hp= bs.hp_max = smc.monsters[uuid].hp;
bs.level = smc.monsters[uuid].level;
bs.atk = smc.monsters[uuid].atk;
@@ -84,6 +84,7 @@ export class Boss extends ecs.Entity {
bs.power_max = smc.monsters[uuid].power_max;
bs.skill = smc.monsters[uuid].skill_uuid;
bs.type = smc.monsters[uuid].type;
bs.box_group = BoxSet.MONSTER;
bs.scale = -1;
bs.Tpos = v3(0,0,0);
this.add(bs);

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@@ -20,8 +20,8 @@ export class BossSpine extends Component {
private default:string = "idle";
private atk_name: string = "atk";
private move_name: string = "move";
private max_name: string = "max";
private idel_name: string = "idle";
private max_name: string = "atk";
private idel_name: string = "move";
start() {
this.spine.setAnimation(0, this.default, true);
}

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@@ -34,7 +34,7 @@ export class BossViewComp extends CCComp {
atkMaterial: Material;
sprite: Sprite;
/** 角色动画 */
as:BossSpine =null!;
is_role:boolean = false;
@@ -43,8 +43,8 @@ export class BossViewComp extends CCComp {
atk_enemy:any=null!;
neraster_enemy:any=null!;
/** 角色动画 */
hero_uuid:number = 1001;
hero_name : string = "role";
boos_uuid:number = 1001;
boos_name : string = "role";
level:number =1;
scale: number = 1; /** 角色阵营 1hero -1 :monster */
state: number = 1; /** 状态 1move ,2: act 3: stop */
@@ -168,6 +168,9 @@ export class BossViewComp extends CCComp {
update(dt: number){
if(smc.vm_data.game_over||smc.vm_data.game_pause){
return
}
if (this.timer.update(dt)) {
}
@@ -229,7 +232,7 @@ export class BossViewComp extends CCComp {
let {pos,t_pos}=this.get_enemy_pos()
pos.y=pos.y + y
pos.x=pos.x + x
skill.load(pos,BoxSet.HERO,this.node,skill_uuid,atk,t_pos);
skill.load(pos,this.box_group,this.node,skill_uuid,atk,t_pos);
// this.tooltip(3,smc.skills[skill_uuid].name,this.skill_uuid);
}
//使用max_skill
@@ -282,7 +285,6 @@ export class BossViewComp extends CCComp {
this.dead();
this.is_dead = true;
this.ent.remove(MoveToComp)
smc.vm_data.game_over = true;
setTimeout(() => {
this.ent.destroy();
}, 15);

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@@ -55,15 +55,19 @@ export class Role extends ecs.Entity {
rv.hero_uuid=uuid;
rv.speed =rv.ospeed = role.speed;
rv.hero_name= "role";
rv.hp= rv.hp_max = role.hp;
rv.hp= rv.hp_max = role.hp*(1+smc.vm_data.talent[1].bonus*smc.vm_data.talent[1].lv);
rv.level = role.lv;
rv.atk = role.atk;
rv.atk_cd = role.atk_cd;
rv.atk = role.atk*(1+smc.vm_data.talent[2].bonus*smc.vm_data.talent[2].lv);
rv.atk_cd = role.atk_cd*(1-smc.vm_data.talent[3].bonus*smc.vm_data.talent[3].lv);
rv.st_boncus=1+smc.vm_data.talent[15].bonus*smc.vm_data.talent[15].lv;
rv.s_boncus=1+smc.vm_data.talent[16].bonus*smc.vm_data.talent[16].lv;
rv.power = role.power;
rv.skills = role.skills;
rv.skill = role.skill;
rv.atk_range=role.atk_range;
rv.power= role.power;
for (let i = 0; i < rv.skills.length; i++) {
rv.skills[i].cd*(1-smc.vm_data.talent[4].bonus*smc.vm_data.talent[4].lv)
}
rv.skill = role.skill;
rv.box_group = BoxSet.HERO;
this.add(rv);
}
move(target: Vec3) {

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@@ -59,6 +59,8 @@ export class RoleViewComp extends CCComp {
power_speed: number = 1; //能量回复速度每0.1秒回复量
skill:8001;
skills:any=[]
st_boncus: number = 1; //技能持续时间加成
s_boncus: number = 1; //技能效果加成
buff_atks:any = [];
buff_atk:number = 0;
@@ -130,6 +132,8 @@ export class RoleViewComp extends CCComp {
selfCollider.node.setSiblingIndex(otherCollider.node.getSiblingIndex()+1)
// console.log("onPreSolve b:"+selfCollider.node.uuid+":"+selfCollider.node.getSiblingIndex()+"/"+otherCollider.node.uuid+":"+otherCollider.node.getSiblingIndex());
}else{
selfCollider.node.setSiblingIndex(otherCollider.node.getSiblingIndex()-1)
}
}
@@ -158,6 +162,9 @@ export class RoleViewComp extends CCComp {
update(dt: number){
if(smc.vm_data.game_over||smc.vm_data.game_pause){
return
}
if (this.timer.update(dt)) {
}
@@ -236,7 +243,7 @@ export class RoleViewComp extends CCComp {
pos.y=300
t_pos.y=t_pos.y-300
}
skill.load(pos,BoxSet.HERO,this.node,skill_uuid,atk,t_pos);
skill.load(pos,this.box_group,this.node,skill_uuid,atk,t_pos);
// this.tooltip(3,smc.skills[skill_uuid].name,this.skill_uuid);
}
//使用max_skill
@@ -274,8 +281,8 @@ export class RoleViewComp extends CCComp {
this.atk_time = 0;
this.as.atk();
this.scheduleOnce(()=>{
this.shoot(this.skill,-30);
},0.2)
this.shoot(this.skill,-30,45);
},0.3)
}
}
@@ -306,6 +313,13 @@ export class RoleViewComp extends CCComp {
}
heathed(){
this.node.getChildByName("heathed").active=true
// console.log("role heathed");
// var path = "game/skills/heathed";
// var prefab: Prefab = oops.res.get(path, Prefab)!;
// var node = instantiate(prefab);
// let pos = v3(0,0)
// node.setPosition(pos)
// node.parent = this.node;
}
add_hp(hp: number=0){
this.heathed();

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@@ -73,16 +73,22 @@ export class SingletonModuleComp extends ecs.Comp {
vm_data: any = {
name : "纸片精灵大乱斗",
game_over:false,
/**宝石数量 */
game_pause:false,
gems: 4,
unlock:5,
game:{
mission:{
once:6, //每波刷新怪物数量
total:120, //总怪物数
reward:12, //怪物死亡奖励数量
reward_num:0, //怪物死亡数
t_damge:0,
t_dps:0,
h_dps:0,
m_dps:0,
g_level:1,
g_time:0,
m_less:0,
},
role:{
hp:3000,
@@ -101,13 +107,31 @@ export class SingletonModuleComp extends ecs.Comp {
power:300,
skill:1004,
skills:[
{uuid:1002,cd:2,alive:true },
{uuid:4012,cd:3,alive:true},
{uuid:4011,cd:4,alive:true},
{uuid:0,cd:2,alive:false },
{uuid:0,cd:3,alive:false},
{uuid:0,cd:4,alive:false},
{uuid:0,cd:0,alive:false},
{uuid:0,cd:0,alive:false},
]
],
},
talent:{
1:{bonus:3,lv:0,lv_max:5,info:"英雄血量加成",name:""},
2:{bonus:3,lv:0,lv_max:5,info:"英雄攻击加成",name:""},
3:{bonus:3,lv:0,lv_max:5,info:"英雄攻击加速",name:""},
4:{bonus:3,lv:0,lv_max:5,info:"英雄技能cd加速",name:""},
5:{bonus:3,lv:0,lv_max:5,info:"英雄技能效果加强",name:""},
6:{bonus:3,lv:0,lv_max:5,info:"",name:""},
7:{bonus:3,lv:0,lv_max:5,info:"",name:""},
8:{bonus:3,lv:0,lv_max:5,info:"",name:""},
9:{bonus:3,lv:0,lv_max:5,info:"",name:""},
10:{bonus:3,lv:0,lv_max:5,info:"",name:""},
11:{bonus:3,lv:0,lv_max:5,info:"血量加成",name:""},
12:{bonus:3,lv:0,lv_max:5,info:"攻击加成",name:""},
13:{bonus:3,lv:0,lv_max:5,info:"攻击加速",name:""},
14:{bonus:3,lv:0,lv_max:5,info:"技能cd加速",name:""},
15:{bonus:3,lv:0,lv_max:5,info:"技能效果加强",name:""},
16:{bonus:3,lv:0,lv_max:5,info:"技能持续时间",name:""},
},
/** 当前等级 */
cards:{

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@@ -28,7 +28,7 @@ export enum BoxSet {
MONSTER_START = 360,
END_POINT = 360,
//游戏地平线
GAME_LINE = 150,
GAME_LINE = 180,
CSKILL_X = 320,
CSKILL_Y = 400,
//攻击距离

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@@ -15,13 +15,16 @@ export enum UIID {
/** 加载与延时提示界面 */
Netinstable,
/** 角色控制 */
Role_Controller
Role_Controller,
/** 奖励界面 */
Rewards,
}
/** 打开界面方式的配置数据 */
export var UIConfigData: { [key: number]: UIConfig } = {
[UIID.Loading]: { layer: LayerType.UI, prefab: "loading/prefab/loading", bundle: "resources" },
[UIID.Netinstable]: { layer: LayerType.PopUp, prefab: "common/prefab/netinstable" },
[UIID.Window]: { layer: LayerType.Dialog, prefab: "common/prefab/window" },
[UIID.Window]: { layer: LayerType.Dialog, prefab: "common/prefab/window" },
[UIID.Rewards]: { layer: LayerType.Dialog, prefab: "gui/rewards" },
[UIID.Role_Controller]: { layer: LayerType.UI, prefab: "gui/role_controller" },
}

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@@ -0,0 +1,64 @@
export const RewardSet={
1:[
{uuid: 5001,path: "5001",type: 1,lv: 1,name: "攻击强化1",info:"佣兵攻击提升10%",atk:10,hp:0,atk_cd:0,},
{uuid: 5002,path: "5002",type: 1,lv: 1,name: "攻速强化1",info:"佣兵攻击速度提升10%",atk:0,hp:0,atk_cd:10,},
{uuid: 5003,path: "5003",type: 1,lv: 1,name: "生命强化1",info:"佣兵生命值10%",atk:0,hp:20,atk_cd:0,},
],
2:[
{uuid: 5001,path: "5001",type: 1,lv: 2,name: "攻击强化2",info:"佣兵攻击速度提升15%",atk:15,hp:0,atk_cd:0,},
{uuid: 5002,path: "5002",type: 1,lv: 2,name: "攻速强化2",info:"佣兵攻击速度提升15%",atk:0,hp:0,atk_cd:15,},
{uuid: 5003,path: "5003",type: 1,lv: 2,name: "生命强化2",info:"佣兵生命值30%",atk:0,hp:30,atk_cd:0,},
],
3:[
{uuid: 5001,path: "5001",type: 1,lv: 2,name: "攻击强化2",info:"佣兵攻击速度提升15%",atk:15,hp:0,atk_cd:0,},
{uuid: 5002,path: "5002",type: 1,lv: 2,name: "攻速强化2",info:"佣兵攻击速度提升15%",atk:0,hp:0,atk_cd:15,},
{uuid: 5003,path: "5003",type: 1,lv: 2,name: "生命强化2",info:"佣兵生命值30%",atk:0,hp:30,atk_cd:0,},
],
4:[
{uuid: 5001,path: "5001",type: 1,lv: 2,name: "攻击强化2",info:"佣兵攻击速度提升15%",atk:15,hp:0,atk_cd:0,},
{uuid: 5002,path: "5002",type: 1,lv: 2,name: "攻速强化2",info:"佣兵攻击速度提升15%",atk:0,hp:0,atk_cd:15,},
{uuid: 5003,path: "5003",type: 1,lv: 2,name: "生命强化2",info:"佣兵生命值30%",atk:0,hp:30,atk_cd:0,},
],
5:[
{uuid: 5001,path: "5001",type: 1,lv: 2,name: "攻击强化2",info:"佣兵攻击速度提升15%",atk:15,hp:0,atk_cd:0,},
{uuid: 5002,path: "5002",type: 1,lv: 2,name: "攻速强化2",info:"佣兵攻击速度提升15%",atk:0,hp:0,atk_cd:15,},
{uuid: 5003,path: "5003",type: 1,lv: 2,name: "生命强化2",info:"佣兵生命值30%",atk:0,hp:30,atk_cd:0,},
],
6:[
{uuid: 5001,path: "5001",type: 1,lv: 2,name: "攻击强化2",info:"佣兵攻击速度提升15%",atk:15,hp:0,atk_cd:0,},
{uuid: 5002,path: "5002",type: 1,lv: 2,name: "攻速强化2",info:"佣兵攻击速度提升15%",atk:0,hp:0,atk_cd:15,},
{uuid: 5003,path: "5003",type: 1,lv: 2,name: "生命强化2",info:"佣兵生命值30%",atk:0,hp:30,atk_cd:0,},
],
7:[
{uuid: 5001,path: "5001",type: 1,lv: 2,name: "攻击强化2",info:"佣兵攻击速度提升15%",atk:15,hp:0,atk_cd:0,},
{uuid: 5002,path: "5002",type: 1,lv: 2,name: "攻速强化2",info:"佣兵攻击速度提升15%",atk:0,hp:0,atk_cd:15,},
{uuid: 5003,path: "5003",type: 1,lv: 2,name: "生命强化2",info:"佣兵生命值30%",atk:0,hp:30,atk_cd:0,},
],
8:[
{uuid: 5001,path: "5001",type: 1,lv: 2,name: "攻击强化2",info:"佣兵攻击速度提升15%",atk:15,hp:0,atk_cd:0,},
{uuid: 5002,path: "5002",type: 1,lv: 2,name: "攻速强化2",info:"佣兵攻击速度提升15%",atk:0,hp:0,atk_cd:15,},
{uuid: 5003,path: "5003",type: 1,lv: 2,name: "生命强化2",info:"佣兵生命值30%",atk:0,hp:30,atk_cd:0,},
],
9:[
{uuid: 5001,path: "5001",type: 1,lv: 2,name: "攻击强化2",info:"佣兵攻击速度提升15%",atk:15,hp:0,atk_cd:0,},
{uuid: 5002,path: "5002",type: 1,lv: 2,name: "攻速强化2",info:"佣兵攻击速度提升15%",atk:0,hp:0,atk_cd:15,},
{uuid: 5003,path: "5003",type: 1,lv: 2,name: "生命强化2",info:"佣兵生命值30%",atk:0,hp:30,atk_cd:0,},
],
10:[
{uuid: 5001,path: "5001",type: 1,lv: 2,name: "攻击强化2",info:"佣兵攻击速度提升15%",atk:15,hp:0,atk_cd:0,},
{uuid: 5002,path: "5002",type: 1,lv: 2,name: "攻速强化2",info:"佣兵攻击速度提升15%",atk:0,hp:0,atk_cd:15,},
{uuid: 5003,path: "5003",type: 1,lv: 2,name: "生命强化2",info:"佣兵生命值30%",atk:0,hp:30,atk_cd:0,},
],
11:[
{uuid: 5001,path: "5001",type: 1,lv: 2,name: "攻击强化2",info:"佣兵攻击速度提升15%",atk:15,hp:0,atk_cd:0,},
{uuid: 5002,path: "5002",type: 1,lv: 2,name: "攻速强化2",info:"佣兵攻击速度提升15%",atk:0,hp:0,atk_cd:15,},
{uuid: 5003,path: "5003",type: 1,lv: 2,name: "生命强化2",info:"佣兵生命值30%",atk:0,hp:30,atk_cd:0,},
],
12:[
{uuid: 5001,path: "5001",type: 1,lv: 2,name: "攻击强化2",info:"佣兵攻击速度提升15%",atk:15,hp:0,atk_cd:0,},
{uuid: 5002,path: "5002",type: 1,lv: 2,name: "攻速强化2",info:"佣兵攻击速度提升15%",atk:0,hp:0,atk_cd:15,},
{uuid: 5003,path: "5003",type: 1,lv: 2,name: "生命强化2",info:"佣兵生命值30%",atk:0,hp:30,atk_cd:0,},
]
}

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@@ -0,0 +1,9 @@
{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "0388f0b8-c77d-4020-8b9a-dabf774f6502",
"files": [],
"subMetas": {},
"userData": {}
}

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@@ -36,11 +36,11 @@ export const SkillSet={
dis:1,count:1,in:0,run:0,atk:10,hp:0,shield:0,sd:10,cd:1,bsd:0,bcd:0,sk_uuid:1001,sk_count:0,speed:600, },
2001:{uuid: 2001,path: "2001",type: 91,tg:1,angle:false,level: 1,name: "治愈术",sp_name:"heath",info:"释放一个寒冰箭攻击敌人",
dis:1,count:1,in:0,run:1,atk:0,hp:30,shield:0,sd:10,cd:1,bsd:0,bcd:0,sk_uuid:1001,sk_count:0,speed:450, },
dis:1,count:1,in:0,run:1,atk:0,hp:3,shield:0,sd:10,cd:1,bsd:0,bcd:0,sk_uuid:1001,sk_count:0,speed:450, },
2002:{uuid: 2002,path: "2002",type: 91,tg:0,angle:false,level: 1,name: "魔法盾",sp_name:"shield",info:"释放一个寒冰箭攻击敌人",
dis:1,count:1,in:0.2,run:2,atk:0,hp:0,shield:50,sd:0,cd:0,bsd:8,bcd:0,sk_uuid:1001,sk_count:0,speed:450, },
dis:1,count:1,in:0.2,run:2,atk:0,hp:0,shield:5,sd:0,cd:0,bsd:8,bcd:0,sk_uuid:1001,sk_count:0,speed:450, },
2003:{uuid: 2003,path: "2003",type: 91,tg:0,angle:false,level: 1,name: "狂暴",sp_name:"atkup",info:"释放一个寒冰箭攻击敌人",
dis:1,count:1,in:0.2,run:2,atk:10,hp:0,shield:0,sd:0,cd:0,bsd:8,bcd:0,sk_uuid:1001,sk_count:0,speed:450, },
dis:1,count:1,in:0.2,run:2,atk:1,hp:0,shield:0,sd:0,cd:0,bsd:8,bcd:0,sk_uuid:1001,sk_count:0,speed:450, },
3001:{uuid: 3001,path: "3001",type: 1,tg:3,angle:true,level: 1,name: "三连击",sp_name:"patk",info:"释放一个魔法球攻击敌人",

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@@ -1,12 +1,12 @@
export const HeroSet = {
9001: {
uuid: 9001, path: "k3", type: 1, level: 1,cost:2, name: "骑士", atk: 4, hp: 60, atk_dis: 40, atk_cd: 1, power: 0, power_max: 20, speed: 30,
uuid: 9001, path: "k3", type: 1, level: 1,cost:2, name: "骑士", atk: 4, hp: 60, atk_dis: 40, atk_cd: 1, power: 0, power_max: 20, speed: 40,
max_skill: "精准打击", skill_uuid: 9001, max_skill_uuid: 2002, word: "守护", info: "自身护盾", atktype: 1,
},
9002: {
uuid: 9002, path: "k1", type: 1, level: 1,cost:2, name: "战士", atk: 8, hp: 30, atk_dis: 40, atk_cd: 1, power: 0, power_max: 20, speed: 30,
uuid: 9002, path: "k1", type: 1, level: 1,cost:2, name: "战士", atk: 8, hp: 30, atk_dis: 40, atk_cd: 1, power: 0, power_max: 20, speed: 40,
max_skill: "精准打击", skill_uuid: 9001, max_skill_uuid: 2003, word: "守护", info: "自身护盾", atktype: 1,
},
9011: {
@@ -19,7 +19,7 @@ export const HeroSet = {
},
9031: {
uuid: 9005, path: "m2", type: 3, level: 1,cost:2, name: "牧师", atk: 3, hp: 20, atk_dis: 260, atk_cd: 2, power: 0, power_max: 20, speed: 30,
uuid: 9005, path: "m2", type: 3, level: 1,cost:2, name: "牧师", atk: 3, hp: 20, atk_dis: 260, atk_cd: 2, power: 15, power_max: 20, speed: 30,
max_skill: "治愈术", skill_uuid: 9002, max_skill_uuid: 2001, word: "守护", info: "自身护盾", atktype: 2
},

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@@ -61,13 +61,15 @@ export class Hero extends ecs.Entity {
let hero_set= smc.heros[uuid]
hv.speed =hv.ospeed = hero_set.speed;
hv.hero_name= hero_set.name;
hv.hp= hv.hp_max = hero_set.hp;
hv.hp= hv.hp_max = hero_set.hp*(1+smc.vm_data.talent[11].bonus*smc.vm_data.talent[11].lv);
hv.level = hero_set.level;
hv.atk = hero_set.atk;
hv.atk_cd = hero_set.atk_cd;
hv.atk = hero_set.atk*(1+smc.vm_data.talent[12].bonus*smc.vm_data.talent[12].lv);
hv.atk_cd = hero_set.atk_cd*(1-smc.vm_data.talent[13].bonus*smc.vm_data.talent[13].lv);
hv.st_boncus=1+smc.vm_data.talent[15].bonus*smc.vm_data.talent[15].lv;
hv.s_boncus=1+smc.vm_data.talent[16].bonus*smc.vm_data.talent[16].lv;
hv.atk_dis = hero_set.atk_dis;
hv.power = hero_set.power;
hv.power_max= hero_set.power_max;
hv.power_max= hero_set.power_max*(1-smc.vm_data.talent[14].bonus*smc.vm_data.talent[14].lv);;
hv.type = hero_set.type;
hv.skill_uuid = hero_set.skill_uuid;
hv.max_skill_uuid = hero_set.max_skill_uuid;

View File

@@ -67,7 +67,8 @@ export class HeroViewComp extends CCComp {
atk_cd: number = 1.3; /**攻击速度 攻击间隔 */
atk_dis: number = 80;
atk_time: number = 0; /** 冷却时间 */
st_boncus: number = 1; //技能持续时间加成
s_boncus: number = 1; //技能效果加成
speed: number = 100; /** 角色移动速度 */
ospeed: number = 100; /** 角色初始速度 */
Tpos: Vec3 = v3(0,-60,0);
@@ -173,6 +174,9 @@ export class HeroViewComp extends CCComp {
update(dt: number){
if(smc.vm_data.game_over||smc.vm_data.game_pause){
return
}
if (this.timer.update(dt)) {
this.power_change(this.power_speed)
}
@@ -194,7 +198,9 @@ export class HeroViewComp extends CCComp {
}
check_enemy_alive(){
let dir = 320
this.enemy = v3(720,this.node.position.y)
for (let i = 0; i < GameSet.ATK_LINES; i++) {
let mon:any = smc.enemy_pos[i];
let x=Math.abs(mon.x-this.node.position.x)
let y = Math.abs(mon.y-this.node.position.y)
@@ -211,6 +217,7 @@ export class HeroViewComp extends CCComp {
}else{
this.is_atking=false
}
}
move(dt: number){
if(this.stop_cd > 0){
@@ -295,15 +302,14 @@ export class HeroViewComp extends CCComp {
let {pos,t_pos}=this.get_hero_pos(hero)
skill.load(pos,BoxSet.HERO,this.node,this.max_skill_uuid,atk,t_pos);
if(smc.skills[s_uuid].hp > 0){ //buff加血
hero.HeroView.add_hp(smc.skills[s_uuid].hp)
hero.HeroView.add_hp(smc.skills[s_uuid].hp*this.atk*this.s_boncus)
}
if(smc.skills[s_uuid].atk > 0){ //buff加攻击
hero.HeroView.add_atk(smc.skills[s_uuid].atk,smc.skills[s_uuid].bsd)
hero.HeroView.add_atk(smc.skills[s_uuid].atk*this.atk*this.s_boncus,smc.skills[s_uuid].bsd*this.st_boncus)
}
if(smc.skills[s_uuid].shield > 0){ //buff护盾
hero.HeroView.add_shield(smc.skills[s_uuid].shield,smc.skills[s_uuid].bsd)
hero.HeroView.add_shield(smc.skills[s_uuid].shield*this.atk*this.s_boncus,smc.skills[s_uuid].bsd*this.st_boncus)
}
}
push_least_buff(skill:number){
let heros:any = ecs.query(ecs.allOf(HeroModelComp));
@@ -393,6 +399,12 @@ export class HeroViewComp extends CCComp {
heathed(){
this.node.getChildByName("heathed").active=true
// var path = "game/skills/heathed";
// var prefab: Prefab = oops.res.get(path, Prefab)!;
// var node = instantiate(prefab);
// let pos = v3(0,0)
// node.setPosition(pos)
// node.parent = this.node;
}
add_hp(hp: number=0){
this.heathed();

View File

@@ -6,6 +6,7 @@ import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/O
import { RandomManager } from "../../../../extensions/oops-plugin-framework/assets/core/common/random/RandomManager";
import { SkillSet } from "../common/config/SkillSet";
import { HeroModelComp } from "../hero/HeroModelComp";
import { RewardSet } from "../common/config/RewardSet";
const { ccclass, property } = _decorator;
/** 视图层对象 */
@@ -27,7 +28,17 @@ export class CardControllerComp extends CCComp {
5:{uuid:1105,type:1,lv:0,cost:0,alive:false},
6:{uuid:1106,type:1,lv:0,cost:0,alive:false},
}
rewards:any = {
1:{uuid: 5001,path: "5001",type: 1,lv: 1,name: "",info:"",atk:0,hp:0,atk_cd:0,},
2:{uuid: 5001,path: "5001",type: 1,lv: 1,name: "",info:"",atk:0,hp:0,atk_cd:0,},
3:{uuid: 5001,path: "5001",type: 1,lv: 1,name: "",info:"",atk:0,hp:0,atk_cd:0,},
}
rewards_set:any = []
reward_lv = 0;
protected onLoad(): void {
oops.message.on("do_reward", this.do_reward, this);
let card1 = this.node.getChildByName("cards").getChildByName("card1");
let card2 = this.node.getChildByName("cards").getChildByName("card2");
let card3 = this.node.getChildByName("cards").getChildByName("card3");
@@ -337,14 +348,83 @@ export class CardControllerComp extends CCComp {
// }
this.remove_card(index)
}
do_reward(){
smc.vm_data.game_pause = true;
this.reward_lv+=1
this.rewards_set=RewardSet[this.reward_lv]
let i=RandomManager.instance.getRandomInt(0,this.rewards_set.length-1, 1)
console.log("rewards:",i)
this.rewards[1]=this.rewards_set[i]
this.rewards_set.splice(i,1)
i=RandomManager.instance.getRandomInt(0,this.rewards_set.length-1, 1)
console.log("rewards:",i)
this.rewards[2]=this.rewards_set[i]
this.rewards_set.splice(i,1)
i=RandomManager.instance.getRandomInt(0,this.rewards_set.length-1, 1)
console.log("rewards:",i)
this.rewards[3]=this.rewards_set[i]
this.rewards_set=[]
console.log("rewards:",this.rewards)
let re1=this.node.getChildByName('rewards').getChildByName('reward1')
let re2=this.node.getChildByName('rewards').getChildByName('reward2')
let re3=this.node.getChildByName('rewards').getChildByName('reward3')
re1.getChildByName('name').getComponent(Label).string=this.rewards[1].name
re2.getChildByName('name').getComponent(Label).string=this.rewards[2].name
re3.getChildByName('name').getComponent(Label).string=this.rewards[3].name
re1.getChildByName('info').getComponent(Label).string=this.rewards[1].info
re2.getChildByName('info').getComponent(Label).string=this.rewards[2].info
re3.getChildByName('info').getComponent(Label).string=this.rewards[3].info
resources.load("gui/rewards", SpriteAtlas, (err: any, atlas) => {
let pathName: string = this.rewards[1].path;
let node=re1.getChildByName('icon')
node.getComponent(Sprite).spriteFrame = atlas.getSpriteFrame(pathName);
pathName=this.rewards[2].path;
node=re2.getChildByName('icon')
node.getComponent(Sprite).spriteFrame = atlas.getSpriteFrame(pathName);
pathName=this.rewards[3].path;
node=re3.getChildByName('icon')
node.getComponent(Sprite).spriteFrame = atlas.getSpriteFrame(pathName);
})
this.node.getChildByName('rewards').active = true;
}
colse_reward(){
this.node.getChildByName('rewards').active = false;
smc.vm_data.game_pause = false;
}
do_reward_1(value:number=1){
this.colse_reward()
}
do_reward_2(value:number=2){
this.colse_reward()
}
do_reward_3(value:number=3){
this.colse_reward()
}
protected update(dt: number): void {
if(smc.vm_data.game_over||smc.vm_data.game_pause){
return
}
this.shuaxin(dt)
// this.gold_add(dt)
if(this.in_touch){
this.touch_time+=dt
}
}
gold_add(dt: number) {
smc.vm_data.gold.time += dt;
if (smc.vm_data.gold.time >= smc.vm_data.gold.cd) {
smc.vm_data.gold.min += 1;
smc.vm_data.gold.time = 0;
}
}
/** 视图对象通过 ecs.Entity.remove(ControllerComp) 删除组件是触发组件处理自定义释放逻辑 */
reset() {
this.node.destroy();

View File

@@ -14,6 +14,7 @@ import { HeroModelComp } from "../hero/HeroModelComp";
import { Mon } from "../mon/Mon";
import { MonModelComp } from "../mon/MonModelComp";
import { Boss} from "../Boss/Boss";
import { UIID } from "../common/config/GameUIConfig";
const { ccclass, property } = _decorator;
/** 视图层对象 */
@@ -28,21 +29,23 @@ export class MapMonsterComp extends CCComp {
max_monster_level:number = 4; //最高怪物次等级
min_monster_num:number = 1; ///最小每次刷新怪物数量
max_monster_num:number = 1; //最大每次刷新怪物数量
refresh_timer: Timer = new Timer(10); // 刷新怪物定时器
refresh_timer: Timer = new Timer(5); // 刷新怪物定时器
refresh_cd: Timer = new Timer(0.5);
mission_up_timer: Timer = new Timer(30); //波次增加
cur_mission:number = 1; //当前关卡方案
mission_list:any = []
boss_list:any = []
setp_timer: Timer = new Timer(0.3);
setp_timer: Timer = new Timer(0.2);
target_timer: Timer = new Timer(0.1);
setp_num:number = 6;
setp_num:number = smc.vm_data.mission.once;
total:number = smc.vm_data.mission.total;
reward:number = 0;
reward_num:number = 0;
game_over:boolean = false;
start_ys:any[] = [70,0,-70];
hero_start_ys:any[] = [35,-35];
mon_index:number = 0
hero_index:number = 0
@property(Node)
start_p: Node = null;
@@ -64,7 +67,8 @@ export class MapMonsterComp extends CCComp {
this.mission_list = MonsetList[this.cur_mission]
this.boss_list = BossList[this.cur_mission]
// console.log("当前关卡方案",this.cur_mission,this.mission_list)
this.refresh_timer= new Timer(smc.vm_data.gold.cd*5);
this.refresh_timer= new Timer(smc.vm_data.shuaxin.max);
smc.vm_data.mission.m_less=this.total
this.monster_refresh()
this.load_role()
this.load_boss()
@@ -72,14 +76,16 @@ export class MapMonsterComp extends CCComp {
}
protected update(dt: number): void {
if(smc.vm_data.game_over){
if(smc.vm_data.game_over||smc.vm_data.game_pause){
return
}
if(this.setp_timer.update(dt)){
if(this.total<=0) return
this.monster_refresh()
}
this.is_reward()
if (this.refresh_timer.update(dt)) {
this.setp_num = 6
this.setp_num=smc.vm_data.mission.once
}
if (this.mission_up_timer.update(dt)) {
// 刷新怪物定时器
@@ -87,10 +93,48 @@ export class MapMonsterComp extends CCComp {
}
this.count_hero_pos()
this.count_mon_pos()
// if (this.game_timer.update(dt)) {
// smc.vm_data.game.g_time += 1;
// }
// this.shuaxin(dt)
}
monster_refresh(){
if (this.setp_num <= 0){
return
}
let m:any = RandomManager.instance.getRandomByObjectList(this.mission_list[this.monster_level],1)
var scene = smc.map.MapView.scene;
let pos:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE+this.start_ys[this.mon_index])
let monster_layer = scene.entityLayer!.node!
this.addMonster(m[0],monster_layer,pos)
this.mon_index += 1
if(this.mon_index>2){
this.mon_index = 0
}
smc.vm_data.mission.m_less=this.total -= 1
this.setp_num -= 1
}
is_reward(){
if(smc.vm_data.mission.reward_num < smc.vm_data.mission.reward) return
this.do_reward()
smc.vm_data.mission.reward_num = 0
}
do_reward(){
console.log("do_reward")
oops.message.dispatchEvent("do_reward");
}
private addMonster(uuid:number=1001,layer:any,pos:Vec3=v3(0,0,0)) {
let monster = ecs.getEntity<Mon>(Mon);
let scale = -1
monster.load(pos,scale,uuid,layer);
}
private on_other_add_monster(event: string, args: any) {
var scene = smc.map.MapView.scene;
let pos:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE)
let monster_layer = scene.entityLayer!.node!
this.addMonster(args.uuid,monster_layer,pos)
}
set_start_point(){
this.start_p.setPosition(-240,BoxSet.GAME_LINE+this.start_ys[this.hero_index]+30,0)
@@ -103,53 +147,48 @@ export class MapMonsterComp extends CCComp {
}
count_mon_pos(){
let monsters:any= ecs.query(ecs.allOf(MonModelComp));
let x = 320
let x1 = 320
let x2 = 320
smc.enemy_pos[0].x=320
smc.enemy_pos[1].x=320
smc.enemy_pos[2].x=320
for(let i=0;i<monsters.length;i++){
if(monsters[i].MonView == undefined) return
let mon:any = monsters[i].MonView.node.position
if(mon.x < x&&mon.y == smc.enemy_pos[0].y){
x = mon.x
if(mon.x < smc.enemy_pos[0].x&&mon.y == smc.enemy_pos[0].y){
smc.enemy_pos[0].x = mon.x
continue
}
if(mon.x < x1&&mon.y == smc.enemy_pos[1].y){
x1 = mon.x
if(mon.x < smc.enemy_pos[1].x&&mon.y == smc.enemy_pos[1].y){
smc.enemy_pos[1].x = mon.x
continue
}
if(mon.x < x2&&mon.y == smc.enemy_pos[2].y){
x2 = mon.x
if(mon.x < smc.enemy_pos[2].x&&mon.y == smc.enemy_pos[2].y){
smc.enemy_pos[2].x = mon.x
continue
}
}
smc.enemy_pos[0].x=x
smc.enemy_pos[1].x=x1
smc.enemy_pos[2].x=x2
}
count_hero_pos(){
let heros:any= ecs.query(ecs.allOf(HeroModelComp));
let x = -320
let x1 = -320
let x2 = -320
smc.hero_pos[0].x=-320
smc.hero_pos[1].x=-320
smc.hero_pos[2].x=-320
for(let i=0;i<heros.length;i++){
if(heros[i].HeroView == undefined) return
let ho:any = heros[i].HeroView.node.position
if(ho.x > x&&ho.y == smc.hero_pos[0].y){
x = ho.x
if(ho.x > smc.hero_pos[0].x&&ho.y == smc.hero_pos[0].y){
smc.hero_pos[0].x = ho.x
continue
}
if(ho.x > x1&&ho.y == smc.hero_pos[1].y ){
x1 = ho.x
if(ho.x > smc.hero_pos[0].x&&ho.y == smc.hero_pos[1].y ){
smc.hero_pos[1].x = ho.x
continue
}
if(ho.x > x2&&ho.y == smc.hero_pos[2].y){
x2 = ho.x
if(ho.x > smc.hero_pos[0].x&&ho.y == smc.hero_pos[2].y){
smc.hero_pos[2].x = ho.x
continue
}
}
smc.hero_pos[0].x=x
smc.hero_pos[1].x=x1
smc.hero_pos[2].x=x2
}
load_role(){
let role = ecs.getEntity<Role>(Role);
@@ -175,33 +214,7 @@ export class MapMonsterComp extends CCComp {
}
this.set_start_point()
}
monster_refresh(){
if (this.setp_num <= 0){
return
}
let m:any = RandomManager.instance.getRandomByObjectList(this.mission_list[this.monster_level],1)
var scene = smc.map.MapView.scene;
let pos:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE+this.start_ys[this.mon_index])
let monster_layer = scene.entityLayer!.node!
this.addMonster(m[0],monster_layer,pos)
this.mon_index += 1
if(this.mon_index>2){
this.mon_index = 0
}
this.setp_num -= 1
}
private addMonster(uuid:number=1001,layer:any,pos:Vec3=v3(0,0,0)) {
let monster = ecs.getEntity<Mon>(Mon);
let scale = -1
monster.load(pos,scale,uuid,layer);
}
private on_other_add_monster(event: string, args: any) {
var scene = smc.map.MapView.scene;
let pos:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE)
let monster_layer = scene.entityLayer!.node!
this.addMonster(args.uuid,monster_layer,pos)
}
load_boss(){
let bs:any = RandomManager.instance.getRandomByObjectList(this.boss_list[this.monster_level],1)
var scene = smc.map.MapView.scene;

View File

@@ -0,0 +1,38 @@
import { _decorator } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
const { ccclass, property } = _decorator;
/** 视图层对象 */
@ccclass('RewardsComp')
@ecs.register('Rewards', false)
export class RewardsComp extends CCComp {
reward_lv = 1;
onLoad(){
// 监听全局事件
oops.message.on("do_reward", this.do_reward, this);
}
/** 视图层逻辑代码分离演示 */
start() {
// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
// this.on(ModuleEvent.Cmd, this.onHandler, this);
}
do_reward(){
this.node.active = true;
}
/** 全局消息逻辑处理 */
// private onHandler(event: string, args: any) {
// switch (event) {
// case ModuleEvent.Cmd:
// break;
// }
// }
/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
reset() {
this.node.destroy();
}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "df8725c7-a5e8-4dfd-b357-59fb88b68283",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -29,8 +29,6 @@ export class MapViewComp extends CCComp {
start() {
this.scene = this.getComponent(MapViewScene);
this.load_data()
// this.load_role()
}
load_data(){
@@ -38,20 +36,10 @@ export class MapViewComp extends CCComp {
// console.log("heros",heros)
}
protected update(dt: number): void {
// if (this.game_timer.update(dt)) {
// smc.vm_data.game.g_time += 1;
// }
// this.shuaxin(dt)
// this.gold_add(dt)
}
// 刷新怪物
gold_add(dt: number) {
smc.vm_data.gold.time += dt;
if (smc.vm_data.gold.time >= smc.vm_data.gold.cd) {
smc.vm_data.gold.min += 1;
smc.vm_data.gold.time = 0;
}
}
}

View File

@@ -155,6 +155,9 @@ export class MonViewComp extends CCComp {
update(dt: number){
if(smc.vm_data.game_over||smc.vm_data.game_pause){
return
}
if (this.timer.update(dt)) {
this.power_change(this.power_speed)
}
@@ -306,14 +309,14 @@ export class MonViewComp extends CCComp {
if(this.hp <= 0){
this.dead();
this.is_dead = true;
smc.vm_data.mission.reward_num += 1;
setTimeout(() => {
this.ent.destroy();
}, 15);
}
}
add_hp(hp: number=0){
console.log("hero 加血动画");
this.heathed()
this.hp+=hp;
if(this.hp > this.hp_max){
this.hp = this.hp_max;
@@ -322,6 +325,10 @@ export class MonViewComp extends CCComp {
let hp_progress= this.hp/this.hp_max;
this.node.getChildByName("top").getChildByName("hp").getComponent(ProgressBar)!.progress = hp_progress;
}
heathed(){
this.node.getChildByName("heathed").active=true
}
add_atk(atk: number,time:number=0){
if(time > 0){
let buff={atk:atk,time:time}
@@ -330,6 +337,7 @@ export class MonViewComp extends CCComp {
this.atk += atk;
}
}
check_buff_atks(dt: number){
for(let i=0;i<this.buff_atks.length;i++){
let buff=this.buff_atks[i];

View File

@@ -64,7 +64,7 @@ export class SkillCom extends CCComp {
time = distance / this.speed;
let e_pos=v3(this.node.position.x+this.t_pos.x,this.node.position.y+this.t_pos.y)
this.node.getChildByName("skill").setRotationFromEuler(0,0,this.angle)
console.log("skill ",this.node.getRotation())
// console.log("skill ",this.node.getRotation())
tween(this.node).to( time,{ position: e_pos},
{
easing: "linear",

View File

@@ -6,12 +6,12 @@ export class once extends Component {
private spine!: sp.Skeleton;
start() {
this.spine.setAnimation(0, "animation", true);
}
protected onLoad(): void {
this.spine = this.getComponent(sp.Skeleton)!;
this.spine = this.node.getChildByName("skill").getComponent(sp.Skeleton)!;
this.spine.setCompleteListener(trackEntry => {
this.node.destroy()
if(this.node.isValid) this.node.active = false;
});
}