MapData.ts 21.3 KB
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import { SoundManager } from "../../../component/SoundManager";
import { SoundName } from "../../../Global";
import { Battle } from "../Battle";
import { ObjType } from "../BattleConst";
import { BigBombBlockData } from "./BigBombBlockData";
import { BlockData } from "./BlockData";
import { BlockSkillBomb } from "./blockSkill/BlockSkillBomb";
import { BlockSkillDiamond } from "./blockSkill/BlockSkillDiamond";
import { BlockSkillFirework } from "./blockSkill/BlockSkillFirework";
import { BlockSkillNail } from "./blockSkill/BlockSkillNail";
import { BlockSkillSwitcher } from "./blockSkill/BlockSkillSwitcher";
import { LaserObj } from "./LaserObj";
import { ObjData } from "./ObjData";
import { ObjDataUtil } from "./ObjDataUtil";
import { PatrolObj } from "./PatrolObj";
import { PlusOneObj } from "./PlusOneObj";
import { PotObj } from "./PotObj";
import { RectBlockData } from "./RectBlockData";
import { RotaterObj } from "./RotaterObj";
import { SolidColorBlockData } from "./SolidColorBlockData";
import { SpliterObj } from "./SpliterObj";
import { StaticNailBlockData } from "./StaticNailBlockData";
import { TrangleBlockData } from "./TrangleBlockData";

/**格子0,0点在左上角,向右下方增长,格子坐标都为正数 */
export class MapData {

    private static UID: number = 0;

    private _gridSize: cc.Vec2 = cc.v2(0, 0);
    /**单个格子的像素尺寸 */
    public get gridSize(): cc.Vec2 { return this._gridSize; }
    private _mapGridSize: cc.Vec2 = cc.v2(0, 0);
    /**地图的格子尺寸 */
    get mapGridSize(): cc.Vec2 { return this._mapGridSize; }

    private _blockData: Map<number, BlockData> = new Map<number, BlockData>();
    /** objData的子集,只包含砖块,由blockdata自己维护 */
    get blockData(): Map<number, BlockData> { return this._blockData; }

    private _rectBlockList: RectBlockData[] = [];

    private _objData: Map<number, ObjData> = new Map<number, ObjData>();
    /**所有物体, 由objdata自己维护 */
    get objData(): Map<number, ObjData> { return this._objData; }

    private _id: number = 0;
    /**唯一uid */
    get id(): number { return this._id; }

    private _levelId: number = 0;
    get levelId(): number { return this._levelId; }

    private _totalScore: number = 0;
    /**所有砖块的总分 */
    get totalScore(): number { return this._totalScore; }
    private _curScore: number = 0;
    /**当前的得分 */
    get curScore(): number { return this._curScore; }
    private _roundBlockCombo: number = 0;

    /**显示和隐藏的分界线, y值小于等于此值的,不显示 */
    private _viewSplitRow: number;
    get viewSplitRow(): number { return this._viewSplitRow; }

    private _maxContentY: number = 0;
    /**有物件(圆点技能、砖块)的最大Y坐标 */
    get maxContentY(): number { return this._maxContentY; }

    /**战斗引用 */
    battle: Battle = null;

    clone(): MapData {
        let ret = new MapData();
        MapData.UID++;
        ret._id = MapData.UID;
        ret._levelId = this._levelId;

        ret._gridSize.set(this._gridSize);
        ret._mapGridSize.set(this._mapGridSize);

        ret._totalScore = this._totalScore;
        ret._curScore = this._curScore;
        ret._viewSplitRow = this._viewSplitRow;
        ret._maxContentY = this._maxContentY;

        this._objData.forEach((value, key, map) => {

            let newData = value.clone();
            newData.map = ret;
            ret._objData.set(key, newData);

            if (newData instanceof BlockData) {
                ret._blockData.set(key, newData);

                if (newData instanceof RectBlockData) {
                    ret._rectBlockList.push(newData);
                }
            }

        }, this);

        return ret;
    }

    init(tiledMap: cc.TiledMap) {

        MapData.UID++;
        this._id = MapData.UID;

        this._levelId = Number(tiledMap.tmxAsset.name.split('-')[1]);

        let gridSize = tiledMap.getTileSize();
        this._gridSize.x = gridSize.width;
        this._gridSize.y = gridSize.height;

        let mapSize = tiledMap.getMapSize();
        this._mapGridSize.x = mapSize.width;
        this._mapGridSize.y = mapSize.height;

        this._viewSplitRow = mapSize.height - Math.floor(mapSize.width * 1.27) - 1;

        let skillLayer = tiledMap.getLayer('0');

        for (let x: number = 0; x < mapSize.width; ++x) {

            for (let y: number = 0; y < mapSize.height; ++y) {

                let layers = tiledMap.getLayers();

                for (let i = 0; i < layers.length; ++i) {

                    let layer = layers[i];
                    let gid = layer.getTileGIDAt(x, y);
                    let isSkillLayer: boolean = (layer == skillLayer);
                    //#region 规则
                    //圆点技能(不带数字,不需要和砖块组合)可以放所有层
                    //需要和砖块组合的技能(有数字的),只能放在0层
                    //#endregion

                    if (gid > 0) {

                        let hp = (isSkillLayer ? 0 : Number(layer.getLayerName()));
                        let skillGid = isSkillLayer ? gid : (skillLayer ? skillLayer.getTileGIDAt(x, y) : 0); //技能层直接使用gid,否则 读取技能层的gid, 没有技能层则为0

                        //不带砖块的技能
                        if (gid == ObjType.PLUS_ONE) {
                            //+1球
                            let foo = new PlusOneObj();
                            foo.init(this, ObjType.PLUS_ONE, x, y);
                        }
                        else if (gid == ObjType.SPLITER) {
                            let foo = new SpliterObj();
                            foo.init(this, ObjType.SPLITER, x, y);
                        }
                        else if (gid >= ObjType.LANCER_1 && gid <= ObjType.LANCER_3) {
                            let foo = new LaserObj();
                            foo.init(this, gid, x, y);
                        }
                        else if (gid == ObjType.BIG_BOMB || gid == ObjType.BIG_BOMB_33) {
                            let foo = new BigBombBlockData();

                            if (gid == ObjType.BIG_BOMB) {
                                foo.initBlock(this, gid, hp, x, y - 1, 2, 2);
                                this._rectBlockList.push(foo);
                            }
                            else if (gid == ObjType.BIG_BOMB_33) {
                                foo.initBlock(this, gid, hp, x, y - 2, 3, 3);
                                this._rectBlockList.push(foo);
                            }
                        }
                        else if (gid == ObjType.POT) {
                            let foo = new PotObj();
                            foo.init(this, gid, x, y);
                        }
                        else if (gid == ObjType.ROTATER) {
                            let foo = new RotaterObj();
                            foo.init(this, gid, x, y);
                        }
                        else if (gid == ObjType.STATIC_IRON) {
                            let foo = new StaticNailBlockData();
                            foo.init(this, gid, x, y);
                        }
                        else if (gid == ObjType.PATROL) {
                            let foo = new PatrolObj();
                            foo.init(this, gid, x, y);
                        }
                        else if (!isSkillLayer) {

                            //不在技能层,才创建砖块
                            let blockData: BlockData;
                            let type: ObjType = ObjType.NORMAL;

                            if (gid >= ObjType.TRANGLE_1 && gid <= ObjType.TRANGLE_4) {
                                blockData = new TrangleBlockData();
                                type = gid;
                            }
                            else {

                                if (gid >= ObjType.SOLID_1 && gid <= ObjType.SOLID_13) {
                                    blockData = new SolidColorBlockData();
                                    type = gid;
                                }
                                else {
                                    //普通砖块
                                    blockData = new BlockData();
                                }

                                if (skillGid == ObjType.DIAMOND) {
                                    // type = ObjType.DIAMOND;
                                    blockData.addSkill(new BlockSkillDiamond(blockData));
                                }
                                else if (skillGid == ObjType.BOMB) {
                                    // type = ObjType.BOMB;
                                    blockData.addSkill(new BlockSkillBomb(blockData));
                                }
                                else if (skillGid == ObjType.STATIC) {
                                    blockData.addSkill(new BlockSkillNail(blockData));
                                }
                                else if (skillGid >= ObjType.FIREWORK_VERTICAL && skillGid <= ObjType.FIREWORK_DOUBLE) {
                                    blockData.addSkill(new BlockSkillFirework(blockData, skillGid - 42));
                                }
                                else if (skillGid == ObjType.SWITCHER) {
                                    blockData.addSkill(new BlockSkillSwitcher(blockData, false));
                                }
                            }

                            blockData.initBlock(this, type, hp, x, y);
                        }

                        if (y > this._maxContentY) {
                            this._maxContentY = y;
                        }

                    }
                }
            }
        }

        let patrolList: { patrolIndex: number, patrolType: number, mapIndex: number }[] = [];

        let objLayer = tiledMap.getObjectGroup('obj');
        if (objLayer) {
            let objs = objLayer.getObjects();
            for (let i = 0; i < objs.length; ++i) {
                let type: string = objs[i]['type'];

                if (type == 'rect') {
                    let pos = objs[i]['offset'] as cc.Vec2;

                    let indexX = Math.floor(pos.x / this.gridSize.x);
                    let indexY = Math.floor(pos.y / this.gridSize.y);

                    let endIndexX = Math.floor((pos.x + objs[i]['width']) / this.gridSize.x);
                    let endIndexY = Math.floor((pos.y + objs[i]['height']) / this.gridSize.y);

                    let index = ObjDataUtil.getIndex(indexX, indexY);
                    let block = this._blockData.get(index);

                    if (block) {

                        let width: number = endIndexX - indexX + 1;
                        let height: number = endIndexY - indexY + 1;
                        //已经创建的单个格子
                        let foo: RectBlockData;

                        if (block instanceof SolidColorBlockData) {
                            foo = new SolidColorBlockData();
                            foo.initBlock(this, block.type, block.hp, block.gridPos.x, block.gridPos.y, width, height);
                        }
                        else {
                            foo = new RectBlockData();
                            foo.initBlock(this, ObjType.NORMAL, block.hp, block.gridPos.x, block.gridPos.y, width, height);
                        }


                        // block.addSkill()
                        if (block.skill) {
                            foo.addSkill(block.skill);
                            block.skill = null;
                        }

                        this._rectBlockList.push(foo);

                        if (foo.contentY > this._maxContentY) {
                            this._maxContentY = foo.contentY;
                        }
                    }

                }

                else if (type && type.includes('trans')) {

                    let pos = objs[i]['offset'] as cc.Vec2;

                    let patrolType = -1;
                    if (type.includes('transIn')) {
                        patrolType = 0;//入口
                    }
                    else if (type.includes('transOut')) {
                        patrolType = 1; //出口
                    }

                    if (patrolType > -1) {
                        //配置有效
                        let patrolIndex = Number(type.split('-')[1]);
                        let indexX = Math.floor(pos.x / this.gridSize.x);
                        let indexY = Math.floor(pos.y / this.gridSize.y);
                        let objIndex = ObjDataUtil.getIndex(indexX, indexY);
                        let obj = this.objData.get(objIndex);

                        if (obj && obj instanceof PatrolObj) {
                            let foo = { patrolType: patrolType, patrolIndex: patrolIndex, mapIndex: objIndex };
                            patrolList.push(foo);
                        }

                    }

                }

                else if (type && type == 'switcherOpen') {
                    let pos = objs[i]['offset'] as cc.Vec2;

                    // let patrolType = -1;
                    // if (type.includes('transIn')) {
                    //     patrolType = 0;//入口
                    // }
                    // else if (type.includes('transOut')) {
                    //     patrolType = 1; //出口
                    // }

                    // if (patrolType > -1) {
                    // 配置有效
                    // let patrolIndex = Number(type.split('-')[1]);
                    let indexX = Math.floor(pos.x / this.gridSize.x);
                    let indexY = Math.floor(pos.y / this.gridSize.y);
                    let objIndex = ObjDataUtil.getIndex(indexX, indexY);
                    let obj = this.objData.get(objIndex);

                    if (obj && obj instanceof BlockData && obj.skill instanceof BlockSkillSwitcher) {
                        obj.skill.setDefaultState(true);
                    }

                    // }
                }
            }
        }

        patrolList.sort((a, b) => {
            if (a.patrolIndex - b.patrolIndex == 0) {
                return a.patrolType - b.patrolType;
            }
            else {
                return a.patrolIndex - b.patrolIndex;
            }
        }); //按 index 从小到大 入口、出口的顺序排列

        for (let i = 0; i < patrolList.length; ++i) {
            let obj = this.objData.get(patrolList[i].mapIndex) as PatrolObj
            obj.initPatrolData(patrolList[i].patrolIndex, patrolList[i].patrolType, i % 2 == 0 ? patrolList[i + 1].mapIndex : patrolList[i - 1].mapIndex);
        }

        let blockNum = this._blockData.size;
        for (let i = 0; i < blockNum; ++i) {
            this._totalScore += (i * 10);
        }

        // console.log();
    }

    private _retCache: cc.Vec2 = new cc.Vec2(0, 0);

    /**
     * 
     * @param gridPos 
     * @returns 返回实例是唯一的实例,不可缓存,可缓存返回实例的副本
     */
    getPixelPosByGridPos(gridPos: cc.Vec2): cc.Vec2 {
        let totalWidth = this._mapGridSize.x * this._gridSize.x;
        let totalHeight = this._mapGridSize.y * this._gridSize.y;

        this._retCache.x = gridPos.x * this._gridSize.x + this._gridSize.x / 2;
        this._retCache.y = gridPos.y * this._gridSize.y + this._gridSize.y / 2;

        this._retCache.x -= totalWidth / 2;
        this._retCache.y = -this._retCache.y + totalHeight / 2;

        return this._retCache;
    }

    onObjDead(obj: ObjData) {

        // if(this._rectBlockList.includes(obj))

        if (obj instanceof BlockData) {
            let index = obj.index
            if (this._blockData.has(index)) {
                this._blockData.delete(index);

                if (obj instanceof RectBlockData) {
                    this._roundBlockCombo += (obj.widthGrid * obj.heightGrid); //大格子按面积数计算连击

                    let index = this._rectBlockList.indexOf(obj);
                    if (index > -1) {
                        this._rectBlockList.splice(index, 1)
                    }
                }
                else {
                    this._roundBlockCombo++;
                }

                this._curScore += (this._roundBlockCombo * 10);
                this.battle && this.battle.onBlockDead(this._roundBlockCombo);
            }
        }

        if (this._objData.has(obj.index)) {
            this._objData.delete(obj.index);

            this.battle && this.battle.onObjDead();
        }

    }

    /**
     * 
     * @returns 是否有格子到达最下层
     */
    slideDown(): boolean {

        let list: ObjData[] = [];
        let ret = false;
        /**倒数第二行警告 */
        let warn: boolean = false;

        this._objData.forEach((value, key, map) => {
            list.push(value);
        }, this);

        list.sort((a, b) => {
            // let aValue = a.gridPos.y;
            // if(a instanceof RectBlockData) {
            //     aValue = 
            // }
            // let bValue = b.gridPos.y;
            return b.gridPos.y - a.gridPos.y;
        }); //靠下的格子排数组前面

        for (let i = 0; i < list.length; ++i) {
            let value = list[i];

            if (!value.canSlide) {
                continue;
            }

            let canSlide = true;
            // let nextY:number = value.
            if (value instanceof RectBlockData) {

                if (value.canSlide) {
                    //检查每一列的下一格
                    for (let x = 0; x < value.widthGrid; ++x) {
                        // let nextBlock = this.getBlockByGridPos(value.gridPos.x + x, value.contentY + 1);
                        // if (nextBlock) {
                        //     canSlide = false;
                        //     break;
                        // }
                        // else {
                        //     let nextIndex = ObjDataUtil.getIndex(value.gridPos.x + x, value.contentY + 1); 
                        //     if (this._objData.has(nextIndex)) {
                        //         canSlide = false;
                        //         break;
                        //     }
                        // }

                        if (!this.isGridEmpty(value.gridPos.x + x, value.contentY + 1)) {
                            canSlide = false;
                            break;
                        }
                    }
                }
                else {
                    canSlide = false;
                }


            }
            else {
                // if (this.getBlockByGridPos(value.gridPos.x, value.gridPos.y + 1)) {
                //     canSlide = false; //下一行有格子
                // }
                // else {
                //     let nextIndex = value.index + 1;//下一行的Index
                //     if (this._objData.has(nextIndex)) {
                //         canSlide = false; //下一行有任意物件
                //     }
                // }

                if (!this.isGridEmpty(value.gridPos.x, value.gridPos.y + 1)) {
                    canSlide = false;
                }
            }

            if (canSlide && value.slideDown()) {

                if (!warn) {
                    if (value instanceof BlockData && value.contentY == this.mapGridSize.y - 2) {
                        warn = true;
                    }
                }

                if (value.isReachedDownBorder()) {

                    if (value instanceof BlockData) {
                        ret = true;
                    }
                    else {
                        //非block及其子类的销毁
                        value.dead();
                    }

                }
            }
        }

        if (warn && !ret) {
            SoundManager.ins.playEffect(SoundName.WARNING);
        }

        return ret;
    }

    isGridEmpty(gridX: number, gridY: number): boolean {

        let index = ObjDataUtil.getIndex(gridX, gridY);

        if (this._objData.has(index)) {
            return false;
        }
        else {
            if (this.getBlockByGridPos(gridX, gridY)) {
                return false;
            }
        }
        return true;

        // if (this.getBlockByGridPos(gridX, gridY)) {
        //     canSlide = false; //下一行有格子
        // }
        // else {
        //     let nextIndex = value.index + 1;//下一行的Index
        //     if (this._objData.has(nextIndex)) {
        //         canSlide = false; //下一行有任意物件
        //     }
        // }
    }

    roundFinish() {
        this._roundBlockCombo = 0;
    }

    getBlockByGridPos(gridX: number, gridY: number): BlockData {
        let index = ObjDataUtil.getIndex(gridX, gridY);

        if (this._blockData.has(index)) {
            //快速判断
            return this._blockData.get(index);
        }
        else {
            //检索大格子
            for (let i = 0; i < this._rectBlockList.length; ++i) {
                // if(gridX == d)
                let rect = this._rectBlockList[i];
                if (gridX >= rect.gridPos.x && gridX <= rect.gridPos.x + rect.widthGrid - 1 &&
                    gridY >= rect.gridPos.y && gridY <= rect.gridPos.y + rect.heightGrid - 1) {
                    return rect;
                }
            }

            return null;
        }
    }


    battleStart() {
        this._objData.forEach((value, key, map) => {
            value.onBattleStart();
        }, this)
    }
}