cc365d77-b1d9-4abe-a382-f7261e0ff0bf.js
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"use strict";
cc._RF.push(module, 'cc36513sdlKvqOC9yYeD/C/', 'MapData');
// scripts/kernel/battle/map/MapData.ts
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
exports.MapData = void 0;
var SoundManager_1 = require("../../../component/SoundManager");
var Global_1 = require("../../../Global");
var BattleConst_1 = require("../BattleConst");
var BigBombBlockData_1 = require("./BigBombBlockData");
var BlockData_1 = require("./BlockData");
var BlockSkillBomb_1 = require("./blockSkill/BlockSkillBomb");
var BlockSkillDiamond_1 = require("./blockSkill/BlockSkillDiamond");
var BlockSkillFirework_1 = require("./blockSkill/BlockSkillFirework");
var BlockSkillNail_1 = require("./blockSkill/BlockSkillNail");
var BlockSkillSwitcher_1 = require("./blockSkill/BlockSkillSwitcher");
var LaserObj_1 = require("./LaserObj");
var ObjDataUtil_1 = require("./ObjDataUtil");
var PatrolObj_1 = require("./PatrolObj");
var PlusOneObj_1 = require("./PlusOneObj");
var PotObj_1 = require("./PotObj");
var RectBlockData_1 = require("./RectBlockData");
var RotaterObj_1 = require("./RotaterObj");
var SolidColorBlockData_1 = require("./SolidColorBlockData");
var SpliterObj_1 = require("./SpliterObj");
var StaticNailBlockData_1 = require("./StaticNailBlockData");
var TrangleBlockData_1 = require("./TrangleBlockData");
/**格子0,0点在左上角,向右下方增长,格子坐标都为正数 */
var MapData = /** @class */ (function () {
function MapData() {
this._gridSize = cc.v2(0, 0);
this._mapGridSize = cc.v2(0, 0);
this._blockData = new Map();
this._rectBlockList = [];
this._objData = new Map();
this._id = 0;
this._levelId = 0;
this._totalScore = 0;
this._curScore = 0;
this._roundBlockCombo = 0;
this._maxContentY = 0;
/**战斗引用 */
this.battle = null;
this._retCache = new cc.Vec2(0, 0);
}
Object.defineProperty(MapData.prototype, "gridSize", {
/**单个格子的像素尺寸 */
get: function () { return this._gridSize; },
enumerable: false,
configurable: true
});
Object.defineProperty(MapData.prototype, "mapGridSize", {
/**地图的格子尺寸 */
get: function () { return this._mapGridSize; },
enumerable: false,
configurable: true
});
Object.defineProperty(MapData.prototype, "blockData", {
/** objData的子集,只包含砖块,由blockdata自己维护 */
get: function () { return this._blockData; },
enumerable: false,
configurable: true
});
Object.defineProperty(MapData.prototype, "objData", {
/**所有物体, 由objdata自己维护 */
get: function () { return this._objData; },
enumerable: false,
configurable: true
});
Object.defineProperty(MapData.prototype, "id", {
/**唯一uid */
get: function () { return this._id; },
enumerable: false,
configurable: true
});
Object.defineProperty(MapData.prototype, "levelId", {
get: function () { return this._levelId; },
enumerable: false,
configurable: true
});
Object.defineProperty(MapData.prototype, "totalScore", {
/**所有砖块的总分 */
get: function () { return this._totalScore; },
enumerable: false,
configurable: true
});
Object.defineProperty(MapData.prototype, "curScore", {
/**当前的得分 */
get: function () { return this._curScore; },
enumerable: false,
configurable: true
});
Object.defineProperty(MapData.prototype, "viewSplitRow", {
get: function () { return this._viewSplitRow; },
enumerable: false,
configurable: true
});
Object.defineProperty(MapData.prototype, "maxContentY", {
/**有物件(圆点技能、砖块)的最大Y坐标 */
get: function () { return this._maxContentY; },
enumerable: false,
configurable: true
});
MapData.prototype.clone = function () {
var 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(function (value, key, map) {
var newData = value.clone();
newData.map = ret;
ret._objData.set(key, newData);
if (newData instanceof BlockData_1.BlockData) {
ret._blockData.set(key, newData);
if (newData instanceof RectBlockData_1.RectBlockData) {
ret._rectBlockList.push(newData);
}
}
}, this);
return ret;
};
MapData.prototype.init = function (tiledMap) {
MapData.UID++;
this._id = MapData.UID;
this._levelId = Number(tiledMap.tmxAsset.name.split('-')[1]);
var gridSize = tiledMap.getTileSize();
this._gridSize.x = gridSize.width;
this._gridSize.y = gridSize.height;
var mapSize = tiledMap.getMapSize();
this._mapGridSize.x = mapSize.width;
this._mapGridSize.y = mapSize.height;
this._viewSplitRow = mapSize.height - Math.floor(mapSize.width * 1.27) - 1;
var skillLayer = tiledMap.getLayer('0');
for (var x = 0; x < mapSize.width; ++x) {
for (var y = 0; y < mapSize.height; ++y) {
var layers = tiledMap.getLayers();
for (var i = 0; i < layers.length; ++i) {
var layer = layers[i];
var gid = layer.getTileGIDAt(x, y);
var isSkillLayer = (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) {
var hp = (isSkillLayer ? 0 : Number(layer.getLayerName()));
var 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 == BattleConst_1.ObjType.PLUS_ONE) {
//+1球
var foo = new PlusOneObj_1.PlusOneObj();
foo.init(this, BattleConst_1.ObjType.PLUS_ONE, x, y);
}
else if (gid == BattleConst_1.ObjType.SPLITER) {
var foo = new SpliterObj_1.SpliterObj();
foo.init(this, BattleConst_1.ObjType.SPLITER, x, y);
}
else if (gid >= BattleConst_1.ObjType.LANCER_1 && gid <= BattleConst_1.ObjType.LANCER_3) {
var foo = new LaserObj_1.LaserObj();
foo.init(this, gid, x, y);
}
else if (gid == BattleConst_1.ObjType.BIG_BOMB || gid == BattleConst_1.ObjType.BIG_BOMB_33) {
var foo = new BigBombBlockData_1.BigBombBlockData();
if (gid == BattleConst_1.ObjType.BIG_BOMB) {
foo.initBlock(this, gid, hp, x, y - 1, 2, 2);
this._rectBlockList.push(foo);
}
else if (gid == BattleConst_1.ObjType.BIG_BOMB_33) {
foo.initBlock(this, gid, hp, x, y - 2, 3, 3);
this._rectBlockList.push(foo);
}
}
else if (gid == BattleConst_1.ObjType.POT) {
var foo = new PotObj_1.PotObj();
foo.init(this, gid, x, y);
}
else if (gid == BattleConst_1.ObjType.ROTATER) {
var foo = new RotaterObj_1.RotaterObj();
foo.init(this, gid, x, y);
}
else if (gid == BattleConst_1.ObjType.STATIC_IRON) {
var foo = new StaticNailBlockData_1.StaticNailBlockData();
foo.init(this, gid, x, y);
}
else if (gid == BattleConst_1.ObjType.PATROL) {
var foo = new PatrolObj_1.PatrolObj();
foo.init(this, gid, x, y);
}
else if (!isSkillLayer) {
//不在技能层,才创建砖块
var blockData = void 0;
var type = BattleConst_1.ObjType.NORMAL;
if (gid >= BattleConst_1.ObjType.TRANGLE_1 && gid <= BattleConst_1.ObjType.TRANGLE_4) {
blockData = new TrangleBlockData_1.TrangleBlockData();
type = gid;
}
else {
if (gid >= BattleConst_1.ObjType.SOLID_1 && gid <= BattleConst_1.ObjType.SOLID_13) {
blockData = new SolidColorBlockData_1.SolidColorBlockData();
type = gid;
}
else {
//普通砖块
blockData = new BlockData_1.BlockData();
}
if (skillGid == BattleConst_1.ObjType.DIAMOND) {
// type = ObjType.DIAMOND;
blockData.addSkill(new BlockSkillDiamond_1.BlockSkillDiamond(blockData));
}
else if (skillGid == BattleConst_1.ObjType.BOMB) {
// type = ObjType.BOMB;
blockData.addSkill(new BlockSkillBomb_1.BlockSkillBomb(blockData));
}
else if (skillGid == BattleConst_1.ObjType.STATIC) {
blockData.addSkill(new BlockSkillNail_1.BlockSkillNail(blockData));
}
else if (skillGid >= BattleConst_1.ObjType.FIREWORK_VERTICAL && skillGid <= BattleConst_1.ObjType.FIREWORK_DOUBLE) {
blockData.addSkill(new BlockSkillFirework_1.BlockSkillFirework(blockData, skillGid - 42));
}
else if (skillGid == BattleConst_1.ObjType.SWITCHER) {
blockData.addSkill(new BlockSkillSwitcher_1.BlockSkillSwitcher(blockData, false));
}
}
blockData.initBlock(this, type, hp, x, y);
}
if (y > this._maxContentY) {
this._maxContentY = y;
}
}
}
}
}
var patrolList = [];
var objLayer = tiledMap.getObjectGroup('obj');
if (objLayer) {
var objs = objLayer.getObjects();
for (var i = 0; i < objs.length; ++i) {
var type = objs[i]['type'];
if (type == 'rect') {
var pos = objs[i]['offset'];
var indexX = Math.floor(pos.x / this.gridSize.x);
var indexY = Math.floor(pos.y / this.gridSize.y);
var endIndexX = Math.floor((pos.x + objs[i]['width']) / this.gridSize.x);
var endIndexY = Math.floor((pos.y + objs[i]['height']) / this.gridSize.y);
var index = ObjDataUtil_1.ObjDataUtil.getIndex(indexX, indexY);
var block = this._blockData.get(index);
if (block) {
var width = endIndexX - indexX + 1;
var height = endIndexY - indexY + 1;
//已经创建的单个格子
var foo = void 0;
if (block instanceof SolidColorBlockData_1.SolidColorBlockData) {
foo = new SolidColorBlockData_1.SolidColorBlockData();
foo.initBlock(this, block.type, block.hp, block.gridPos.x, block.gridPos.y, width, height);
}
else {
foo = new RectBlockData_1.RectBlockData();
foo.initBlock(this, BattleConst_1.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')) {
var pos = objs[i]['offset'];
var 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
var patrolIndex = Number(type.split('-')[1]);
var indexX = Math.floor(pos.x / this.gridSize.x);
var indexY = Math.floor(pos.y / this.gridSize.y);
var objIndex = ObjDataUtil_1.ObjDataUtil.getIndex(indexX, indexY);
var obj = this.objData.get(objIndex);
if (obj && obj instanceof PatrolObj_1.PatrolObj) {
var foo = { patrolType: patrolType, patrolIndex: patrolIndex, mapIndex: objIndex };
patrolList.push(foo);
}
}
}
else if (type && type == 'switcherOpen') {
var pos = objs[i]['offset'];
// 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]);
var indexX = Math.floor(pos.x / this.gridSize.x);
var indexY = Math.floor(pos.y / this.gridSize.y);
var objIndex = ObjDataUtil_1.ObjDataUtil.getIndex(indexX, indexY);
var obj = this.objData.get(objIndex);
if (obj && obj instanceof BlockData_1.BlockData && obj.skill instanceof BlockSkillSwitcher_1.BlockSkillSwitcher) {
obj.skill.setDefaultState(true);
}
// }
}
}
}
patrolList.sort(function (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 (var i = 0; i < patrolList.length; ++i) {
var obj = this.objData.get(patrolList[i].mapIndex);
obj.initPatrolData(patrolList[i].patrolIndex, patrolList[i].patrolType, i % 2 == 0 ? patrolList[i + 1].mapIndex : patrolList[i - 1].mapIndex);
}
var blockNum = this._blockData.size;
for (var i = 0; i < blockNum; ++i) {
this._totalScore += (i * 10);
}
// console.log();
};
/**
*
* @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
*/
MapData.prototype.getPixelPosByGridPos = function (gridPos) {
var totalWidth = this._mapGridSize.x * this._gridSize.x;
var 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;
};
MapData.prototype.onObjDead = function (obj) {
// if(this._rectBlockList.includes(obj))
if (obj instanceof BlockData_1.BlockData) {
var index = obj.index;
if (this._blockData.has(index)) {
this._blockData.delete(index);
if (obj instanceof RectBlockData_1.RectBlockData) {
this._roundBlockCombo += (obj.widthGrid * obj.heightGrid); //大格子按面积数计算连击
var index_1 = this._rectBlockList.indexOf(obj);
if (index_1 > -1) {
this._rectBlockList.splice(index_1, 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
*/
MapData.prototype.slideDown = function () {
var list = [];
var ret = false;
/**倒数第二行警告 */
var warn = false;
this._objData.forEach(function (value, key, map) {
list.push(value);
}, this);
list.sort(function (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 (var i = 0; i < list.length; ++i) {
var value = list[i];
if (!value.canSlide) {
continue;
}
var canSlide = true;
// let nextY:number = value.
if (value instanceof RectBlockData_1.RectBlockData) {
if (value.canSlide) {
//检查每一列的下一格
for (var 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_1.BlockData && value.contentY == this.mapGridSize.y - 2) {
warn = true;
}
}
if (value.isReachedDownBorder()) {
if (value instanceof BlockData_1.BlockData) {
ret = true;
}
else {
//非block及其子类的销毁
value.dead();
}
}
}
}
if (warn && !ret) {
SoundManager_1.SoundManager.ins.playEffect(Global_1.SoundName.WARNING);
}
return ret;
};
MapData.prototype.isGridEmpty = function (gridX, gridY) {
var index = ObjDataUtil_1.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
// }
// }
};
MapData.prototype.roundFinish = function () {
this._roundBlockCombo = 0;
};
MapData.prototype.getBlockByGridPos = function (gridX, gridY) {
var index = ObjDataUtil_1.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 (var i = 0; i < this._rectBlockList.length; ++i) {
// if(gridX == d)
var 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;
}
};
MapData.prototype.battleStart = function () {
this._objData.forEach(function (value, key, map) {
value.onBattleStart();
}, this);
};
MapData.UID = 0;
return MapData;
}());
exports.MapData = MapData;
cc._RF.pop();