碰撞体 基本完成,开始精灵技能释放优化

This commit is contained in:
2024-08-22 13:38:03 +08:00
parent a707bcca29
commit bdb96e61a1
35 changed files with 806 additions and 1809 deletions

View File

@@ -8,6 +8,8 @@
/** 碰撞分组 */
export enum BoxSet {
//物理碰撞tag
SKILL_TAG=8,
ATK_RANGE = 4,
DEFAULT = 1,
MONSTER = 2,
HERO = 4,

View File

@@ -29,7 +29,7 @@ export class MapMonsterComp extends CCComp {
cur_mission:number = 1; //当前关卡方案
mission_list:any = []
setp_timer: Timer = new Timer(0.5);
setp_num:number = 2;
setp_num:number = 5;
onLoad(){
// 监听全局事件
oops.message.on("do_add_monster", this.on_do_add_monster, this);
@@ -49,7 +49,7 @@ export class MapMonsterComp extends CCComp {
this.monster_refresh()
}
if (this.refresh_timer.update(dt)) {
this.setp_num = RandomManager.instance.getRandomInt(this.min_monster_num,this.max_monster_num,2)
// this.setp_num = RandomManager.instance.getRandomInt(this.min_monster_num,this.max_monster_num,2)
}
if (this.mission_up_timer.update(dt)) {
// 刷新怪物定时器

View File

@@ -67,6 +67,8 @@ export class Monster extends ecs.Entity {
mv.atk_cd = smc.heros[uuid].atk_cd;
mv.power = smc.heros[uuid].power;
mv.type = smc.heros[uuid].type;
mv.skill_name = "base2";
mv.max_skill_name = "fire";
mv.scale = -1;
mv.Tpos = v3(0,0,0);
mv.change_name(smc.heros[uuid].name,-1)

View File

@@ -47,7 +47,7 @@ export class MonsterViewComp extends CCComp {
power_max: number = 100; /** 能量最大值 */
power_speed: number = 1; //能量回复速度每0.1秒回复量
skill_name: string = "atk"; //技能名称
skill_name: string = "base"; //技能名称
max_skill_name: string = "base"; //大技能名称
atk: number = 10; /**攻击力 */
@@ -67,6 +67,7 @@ export class MonsterViewComp extends CCComp {
private timer:Timer = new Timer(0.1); //计时器
is_dead:boolean = false; //是否摧毁
is_stop:boolean = false;
is_atking:boolean = false;
onLoad() {
this.as = this.getComponent(MonsterSpine);
@@ -93,29 +94,35 @@ export class MonsterViewComp extends CCComp {
}
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;
if(otherCollider.tag==BoxSet.SKILL_TAG &&selfCollider.tag!=BoxSet.SKILL_TAG){
if(selfCollider.group != otherCollider.group){
let skill = otherCollider.node.getComponent(SkillCom)!;
// console.log('onPostSolve',skill);
this.in_atked();
this.hp_change(skill.atk);
}
}
}
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);
onPreSolve (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
if(selfCollider.group != otherCollider.group&&otherCollider.tag != BoxSet.ATK_RANGE){
if(otherCollider.tag != BoxSet.SKILL_TAG&&selfCollider.tag != BoxSet.ATK_RANGE){
this.stop_cd = 0.1;
}
}
if(selfCollider.group != otherCollider.group&&otherCollider.tag != BoxSet.ATK_RANGE){
this.is_atking = true;
}
}
onPostSolve (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
if(selfCollider.group == otherCollider.group){
console.log('group 相同');
if(otherCollider.tag != 8){
// console.log('monster view group 相同');
if(otherCollider.tag != BoxSet.SKILL_TAG){
let self_pos=selfCollider.node.getPosition();
let other_pos=otherCollider.node.getPosition();
if(selfCollider.group == BoxSet.HERO){
@@ -191,23 +198,26 @@ export class MonsterViewComp extends CCComp {
power_change(power: number){
this.power += power;
if(this.power >= this.power_max){
this.load_skill(this.max_skill_name);
this.shoot(this.max_skill_name);
this.power = 0
}
let power_progress= this.power/this.power_max;
this.node.getChildByName("power").getComponent(ProgressBar)!.progress = power_progress;
}
in_act(dt: number) {
if(this.atk_time >= this.atk_cd){
this.atk_time = 0;
// console.log("atk_cd:"+this.atk_cd);
this.as.atk();
this.scheduleOnce(()=>{
this.load_skill(this.skill_name);
},0.2)
if(this.is_atking){
this.atk_time = 0;
// console.log("atk_cd:"+this.atk_cd);
this.as.atk();
this.scheduleOnce(()=>{
this.shoot(this.skill_name);
},0.2)
}
}else{
this.atk_time += dt;
}
this.atk_time += dt;
}
hp_change(hp: number){
if(this.is_dead){
@@ -220,9 +230,10 @@ export class MonsterViewComp extends CCComp {
let hp_progress= this.hp/this.hp_max;
this.node.getChildByName("hp").getComponent(ProgressBar)!.progress = hp_progress;
if(this.hp <= 0){
this.dead();
this.is_dead = true;
setTimeout(() => {
this.toDestroy();
this.ent.destroy();
}, 15);
}
@@ -232,8 +243,8 @@ export class MonsterViewComp extends CCComp {
if(this.stop_cd > 0){
this.stop_cd -= dt;
if(this.stop_cd <= 0){
// this.speed = this.ospeed;
this.stop_cd = 0;
this.is_atking = false;
}
}
}
@@ -258,19 +269,19 @@ export class MonsterViewComp extends CCComp {
}
});
}
load_skill(skill_name:string){
console.log("load_skill");
shoot(skill_name:string){
console.log("monster shoot");
let skill = ecs.getEntity<Skill>(Skill);
let x=30
if(this.scale==1){
x=40
x=0
}else{
x=-20
x=-0
}
let pos = v3(x,50)
let pos = v3(x,40)
let speed =350
let scale = this.scale
let dis = 30;
let dis = 50;
console.log(speed);
skill.load(pos,speed,dis,scale,this.node,skill_name,this.atk);
}
@@ -294,9 +305,7 @@ export class MonsterViewComp extends CCComp {
node.parent = this.node.parent;
}
toDestroy(){
this.dead();
this.ent.destroy();
}
reset() {
this.is_dead = false;

View File

@@ -44,10 +44,11 @@ export class Skill extends ecs.Entity {
sv.atk = atk;
sv.angle = angle;
sv.t_pos = t_pos;
sv.box_tag= BoxSet.SKILL_TAG;
if(scale == 1){
sv.box_group=BoxSet.HERO_SKILL
sv.box_group=BoxSet.HERO
}else{
sv.box_group=BoxSet.MONSTER_SKILL
sv.box_group=BoxSet.MONSTER
}
this.add(sv);
}

View File

@@ -25,14 +25,17 @@ export class SkillCom extends CCComp {
t_pos:Vec3 = null;
is_destroy:boolean = false;
box_group:number = 0;
box_tag:number=0;
start() {
this.node.active=true
this.node.angle = this.angle;
let collider = this.getComponent(Collider2D);
collider.group = this.box_group;
collider.tag = this.box_tag;
collider.sensor = true;
if (collider) {
// collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
collider.on(Contact2DType.END_CONTACT, this.onEndContact, this);
collider.on(Contact2DType.POST_SOLVE, this.onPostSolve, this);
}
if(this.t_pos){
@@ -57,41 +60,45 @@ export class SkillCom extends CCComp {
}
}
onPostSolve (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
switch (selfCollider.group) {
case BoxSet.HERO_SKILL:
switch (otherCollider.group){
case BoxSet.MONSTER:
case BoxSet.DEFAULT:
setTimeout(() => {
this.toDestroy()
}, 10);
break
}
break;
case BoxSet.MONSTER_SKILL:
switch (otherCollider.group){
case BoxSet.PLAYER:
case BoxSet.HERO:
case BoxSet.DEFAULT:
setTimeout(() => {
this.toDestroy()
}, 10);
break
}
onEndContact (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
if(otherCollider.group != selfCollider.group){
console.log("skill end contact")
setTimeout(() => {
this.toDestroy()
}, 10);
}
}
onPostSolve (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
// console.log("skill post contact")
// switch (selfCollider.group) {
// case BoxSet.HERO:
// switch (otherCollider.group){
// case BoxSet.MONSTER:
// case BoxSet.DEFAULT:
// setTimeout(() => {
// this.toDestroy()
// }, 10);
// break
// }
// break;
// case BoxSet.MONSTER:
// switch (otherCollider.group){
// case BoxSet.PLAYER:
// case BoxSet.HERO:
// case BoxSet.DEFAULT:
// setTimeout(() => {
// this.toDestroy()
// }, 10);
// break
// }
// }
}
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)
// {
// this.toDestroy()
// }
// this.move(deltaTime)
}
move(dt: number) {