碰撞系统重做

This commit is contained in:
2024-08-22 10:57:23 +08:00
parent ceee58079d
commit a707bcca29
7 changed files with 183 additions and 316 deletions

View File

@@ -25,7 +25,7 @@ export enum BoxSet {
MONSTER_START = 300,
END_POINT = 360,
//游戏地平线
GAME_LINE = 0,
GAME_LINE = 10,
CSKILL_X = 280,
CSKILL_Y = 420,
}

View File

@@ -66,44 +66,7 @@ export class MonsterViewComp extends CCComp {
private timer:Timer = new Timer(0.1); //计时器
is_dead:boolean = false; //是否摧毁
/** 视图层逻辑代码分离演示 */
start () {
this.sprite = this.node.getChildByName("avatar").getChildByName("TNode").getChildByName("bb").getComponent(Sprite);
this.orginalFlashMaterial = this.sprite.getRenderMaterial(0);
// 注册单个碰撞体的回调函数
let collider = this.getComponent(Collider2D);
if (collider) {
collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
collider.on(Contact2DType.END_CONTACT, this.onEndContact, this);
// collider.on(Contact2DType.PRE_SOLVE, this.onPreSolve, this);
collider.on(Contact2DType.POST_SOLVE, this.onPostSolve, this);
}
// this.node.getChildByName("level").getChildByName("level").getComponent(Label).string = this.level.toString();
}
onBeginContact (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
}
onEndContact (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
// 只在两个碰撞体结束接触时被调用一次
// console.log('onEndContact');
}
// onPreSolve (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
// // 每次将要处理碰撞体接触逻辑时被调用
// console.log('onPreSolve');
// }
onPostSolve (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
if(otherCollider.group== BoxSet.HERO_SKILL || otherCollider.group== BoxSet.MONSTER_SKILL){
let skill = otherCollider.node.getComponent(SkillCom)!;
// console.log('onPostSolve',skill);
this.in_atked();
this.hp_change(skill.atk);
}
}
is_stop:boolean = false;
onLoad() {
this.as = this.getComponent(MonsterSpine);
@@ -112,7 +75,68 @@ export class MonsterViewComp extends CCComp {
// EPhysics2DDrawFlags.CenterOfMass |
// EPhysics2DDrawFlags.Joint |
// EPhysics2DDrawFlags.Shape;
} /** 视图层逻辑代码分离演示 */
start () {
this.sprite = this.node.getChildByName("avatar").getChildByName("TNode").getChildByName("bb").getComponent(Sprite);
this.orginalFlashMaterial = this.sprite.getRenderMaterial(0);
// 注册单个碰撞体的回调函数
let collider = this.getComponent(Collider2D);
console.log(collider);
if (collider) {
collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
collider.on(Contact2DType.END_CONTACT, this.onEndContact, this);
collider.on(Contact2DType.PRE_SOLVE, this.onPreSolve, this);
collider.on(Contact2DType.POST_SOLVE, this.onPostSolve, this);
}
// this.node.getChildByName("level").getChildByName("level").getComponent(Label).string = this.level.toString();
}
onBeginContact (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
}
onEndContact (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
// 只在两个碰撞体结束接触时被调用一次
// console.log('onEndContact');
}
onPreSolve (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
if(selfCollider.group != otherCollider.group){
if(otherCollider.tag != 8){
this.stop_cd = 0.5;
}
}
}
onPostSolve (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
if(otherCollider.group== BoxSet.HERO_SKILL || otherCollider.group== BoxSet.MONSTER_SKILL){
let skill = otherCollider.node.getComponent(SkillCom)!;
// console.log('onPostSolve',skill);
this.in_atked();
this.hp_change(skill.atk);
}
if(selfCollider.group == otherCollider.group){
console.log('group 相同');
if(otherCollider.tag != 8){
let self_pos=selfCollider.node.getPosition();
let other_pos=otherCollider.node.getPosition();
if(selfCollider.group == BoxSet.HERO){
if(self_pos.x < other_pos.x&&Math.abs(self_pos.x-other_pos.x) <= 20){
this.stop_cd=0.1
}
}
if(selfCollider.group == BoxSet.MONSTER){
if(self_pos.x > other_pos.x&&Math.abs(self_pos.x-other_pos.x) <= 20){
this.stop_cd=0.1
}
}
}
}
}
change_name(hero_name:string='hero',scale:number=1){
this.name=hero_name;
let label:any =this.node.getChildByName("lab_name")
@@ -235,7 +259,7 @@ export class MonsterViewComp extends CCComp {
});
}
load_skill(skill_name:string){
// console.log("load_skill");
console.log("load_skill");
let skill = ecs.getEntity<Skill>(Skill);
let x=30
if(this.scale==1){

View File

@@ -45,9 +45,9 @@ export class Skill extends ecs.Entity {
sv.angle = angle;
sv.t_pos = t_pos;
if(scale == 1){
sv.change_collider_group(BoxSet.HERO_SKILL)
sv.box_group=BoxSet.HERO_SKILL
}else{
sv.change_collider_group(BoxSet.MONSTER_SKILL)
sv.box_group=BoxSet.MONSTER_SKILL
}
this.add(sv);
}

View File

@@ -24,15 +24,13 @@ export class SkillCom extends CCComp {
angle:number = 0;
t_pos:Vec3 = null;
is_destroy:boolean = false;
box_group:number = 0;
start() {
this.node.active=true
this.node.angle = this.angle;
//根据目标坐标、欧拉角、预设距离增量speed 来计算新的x增量y增量
// this.x_speed = Math.cos(this.angle * Math.PI / 180) * this.speed;
// this.y_speed = Math.sin(this.angle * Math.PI / 180) * this.speed;
let collider = this.getComponent(Collider2D);
collider.group = this.box_group;
if (collider) {
// collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
collider.on(Contact2DType.POST_SOLVE, this.onPostSolve, this);
@@ -86,11 +84,7 @@ export class SkillCom extends CCComp {
}
change_collider_group(group:number){
let collider = this.getComponent(Collider2D);
collider.group = group;
}
update(deltaTime: number) {
update(deltaTime: number) {
// this.node.setScale(v3(this.scale,this.node.scale.y,this.node.scale.z))
this.move(deltaTime)
// if(Math.abs(this.node.position.x) > this.dis)

View File

@@ -41,10 +41,7 @@ export class baseCom extends Component {
reset() {
this.node.destroy();
}
change_collider_group(group:number){
let collider = this.getComponent(Collider2D);
collider.group = group;
}
update(deltaTime: number) {
this.node.setScale(v3(this.scale,this.node.scale.y,this.node.scale.z))
this.node.setPosition(v3(this.node.position.x+deltaTime*this.speed*this.scale,this.node.position.y,this.node.position.z))