GameCtl.ts 14 KB

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  1. import { _decorator, BoxCollider, Camera, Component, director, EventTouch, find, Game, geometry, Layers, Node, PhysicsSystem, Quat, RigidBody, Size, tween, UITransform, v3, Vec3 } from 'cc';
  2. import { gui } from '../../core/ui/ui';
  3. import { UI_Idioms } from '../ui/UI_Idioms/UI_Idioms';
  4. import { UI_Main } from '../ui/UI_Main/UI_Main';
  5. import { Container_Manager } from './Container_Manager';
  6. import { Cube_Infor, Cube_State } from './Cube_Infor';
  7. const { ccclass, property } = _decorator;
  8. @ccclass('GameCtl')
  9. export class GameCtl extends Component {
  10. static instance: GameCtl = null;
  11. @property(Camera)
  12. camera: Camera = null;
  13. @property([Node])
  14. Ani: Node[] = [];
  15. canTouch: boolean = true;
  16. Container: Container_Manager;
  17. onLoad() {
  18. GameCtl.instance = this;
  19. console.log(find('Ani'));
  20. console.log('Camera value in onLoad:', this.camera);
  21. this.node.on(Node.EventType.TOUCH_START, this.onTouchStart, this);
  22. this.node.on(Node.EventType.TOUCH_MOVE, this.onTouchMove, this);
  23. this.node.on(Node.EventType.TOUCH_END, this.onTouchEnd, this);
  24. this.Container = find('Container').getComponent(Container_Manager);
  25. }
  26. update(deltaTime: number) {
  27. }
  28. onTouchStart(event: EventTouch) {
  29. }
  30. onTouchMove(event: EventTouch) {
  31. }
  32. onTouchEnd(event: EventTouch) {
  33. if (this.canTouch) {
  34. this.shootRay(event);
  35. }
  36. }
  37. //发射射线检测判断物体是否可消除
  38. shootRay(event: EventTouch) {
  39. if (!this.camera) return;
  40. let ray = new geometry.Ray();
  41. this.camera.screenPointToRay(event.getLocationX(), event.getLocationY(), ray);
  42. const index = Layers.nameToLayer('Cube');
  43. const cubeMask = 2 << index;
  44. const maxDistance = 100000;
  45. const queryTrigger = false;
  46. if (PhysicsSystem.instance.raycastClosest(ray, cubeMask, maxDistance, queryTrigger)) {
  47. const raycastClosestResult = PhysicsSystem.instance.raycastClosestResult;
  48. const hitPoint = raycastClosestResult.hitPoint;
  49. const hitNormal = raycastClosestResult.hitNormal;
  50. const collider = raycastClosestResult.collider;
  51. const distance = raycastClosestResult.distance;
  52. console.log(collider.node.name);
  53. //当前其余点击无效
  54. if (collider.node.getComponent(Cube_Infor).state === Cube_State.live) {
  55. this.entryContainer(collider.node);
  56. }
  57. }
  58. console.log('发射了射线');
  59. }
  60. entryContainer(node: Node) {
  61. // 判断容器剩余容量
  62. let startIndex = -1;
  63. let targetPos = new Vec3();
  64. let txt_length = node.getComponent(Cube_Infor).Text.length;
  65. console.log(txt_length);
  66. // 判断字长 并 判断是否还有空间可放置
  67. switch (txt_length) {
  68. case 1:
  69. for (let i = 0; i < this.Container.node_isIdiom.length; i++) {
  70. if (this.Container.node_isIdiom[i] === false) {
  71. startIndex = i; // 找到连续的三个 false,记录起始位置
  72. break; // 找到第一个符合条件的位置后停止
  73. }
  74. }
  75. if (startIndex !== -1) { // 如果找到了一个值为 false 的元素
  76. targetPos = this.Container.nodes[startIndex].getWorldPosition().clone();
  77. this.Container.node_isIdiom[startIndex] = true;
  78. console.log(targetPos);
  79. } else {
  80. console.log("没有空间了");
  81. }
  82. break;
  83. case 2: {
  84. for (let i = 0; i < this.Container.node_isIdiom.length - 2; i++) {
  85. if (this.Container.node_isIdiom[i] === false &&
  86. this.Container.node_isIdiom[i + 1] === false) {
  87. startIndex = i; // 找到连续的两个 false,记录起始位置
  88. break; // 找到第一个符合条件的位置后停止
  89. }
  90. }
  91. if (startIndex !== -1) {
  92. console.log("找到连续的两个 false,起始索引是:", startIndex);
  93. // 可以在此使用 startIndex 进行后续操作,例如:
  94. let pos1 = this.Container.nodes[startIndex].getWorldPosition();
  95. let pos2 = this.Container.nodes[startIndex + 1].getWorldPosition();
  96. this.Container.node_isIdiom[startIndex] = true;
  97. this.Container.node_isIdiom[startIndex + 1] = true;
  98. targetPos.set(
  99. (pos1.x + pos2.x) / 2,
  100. (pos1.y + pos2.y) / 2,
  101. (pos1.z + pos2.z) / 2
  102. );
  103. console.log(targetPos);
  104. }
  105. break;
  106. }
  107. case 3: {
  108. for (let i = 0; i < this.Container.node_isIdiom.length - 2; i++) {
  109. if (this.Container.node_isIdiom[i] === false &&
  110. this.Container.node_isIdiom[i + 1] === false &&
  111. this.Container.node_isIdiom[i + 2] === false) {
  112. startIndex = i; // 找到连续的三个 false,记录起始位置
  113. break; // 找到第一个符合条件的位置后停止
  114. }
  115. }
  116. if (startIndex !== -1) {
  117. // 找到连续三个 false,startIndex 即为最前面的索引
  118. console.log("找到连续的三个 false,起始索引是:", startIndex);
  119. // 可以在此使用 startIndex 进行后续操作,例如:
  120. let pos1 = this.Container.nodes[startIndex].getWorldPosition();
  121. let pos2 = this.Container.nodes[startIndex + 1].getWorldPosition();
  122. let pos3 = this.Container.nodes[startIndex + 2].getWorldPosition();
  123. this.Container.node_isIdiom[startIndex] = true;
  124. this.Container.node_isIdiom[startIndex + 1] = true;
  125. this.Container.node_isIdiom[startIndex + 2] = true;
  126. targetPos.set(
  127. (pos1.x + pos2.x + pos3.x) / 3,
  128. (pos1.y + pos2.y + pos3.y) / 3,
  129. (pos1.z + pos2.z + pos3.z) / 3
  130. );
  131. console.log(targetPos);
  132. } else {
  133. console.log("没有找到连续的三个 false");
  134. }
  135. break;
  136. }
  137. default:
  138. return;
  139. }
  140. if (startIndex !== -1) {
  141. // node.getComponent(Cube_Infor).lock = true;
  142. node.getComponent(Cube_Infor).state = Cube_State.wait;
  143. node.getComponent(Cube_Infor).rigidbody.type = RigidBody.Type.STATIC; // 禁用重力
  144. let targetRotation = new Quat();
  145. Quat.fromEuler(targetRotation, -90, 0, 0);
  146. this.canTouch = false;
  147. tween(node)
  148. .to(0.5, { position: new Vec3(targetPos.x, targetPos.y, targetPos.z + 0.4), rotation: targetRotation })
  149. .call(() => {
  150. this.Container.idiom_combine.set(node.getComponent(Cube_Infor), startIndex);
  151. // 执行判断成语合成逻辑
  152. let matchedCubes: Cube_Infor[] = [];
  153. let flag = this.Container.checkIdiom_Combine(node.getComponent(Cube_Infor), matchedCubes);
  154. if (flag) {
  155. // 执行合成动画
  156. console.log("匹配的成语方块:", matchedCubes);
  157. this.combine_ani(matchedCubes[0], matchedCubes[1]);
  158. } else {
  159. //高亮
  160. gui.get(UI_Idioms).light_Show(node.getComponent(Cube_Infor));
  161. this.canTouch = true;
  162. }
  163. })
  164. .start();
  165. }
  166. }
  167. //合成动画
  168. combine_ani(cube1: Cube_Infor, cube2: Cube_Infor) {
  169. this.canTouch = true;
  170. for (let i = this.Container.idiom_combine.get(cube1); i < this.Container.idiom_combine.get(cube1) + cube1.Text.length; i++) {
  171. this.Container.node_isIdiom[i] = false;
  172. }
  173. this.Container.idiom_combine.delete(cube1);
  174. for (let i = this.Container.idiom_combine.get(cube2); i < this.Container.idiom_combine.get(cube2) + cube2.Text.length; i++) {
  175. this.Container.node_isIdiom[i] = false;
  176. }
  177. this.Container.idiom_combine.delete(cube2);
  178. // 取消相关字的高亮显示
  179. gui.get(UI_Idioms).light_Hide(cube1, cube2);
  180. gui.get(UI_Main).evt.emit(gui.get(UI_Main).evt.key.update_remain);
  181. this.adjustContainer();
  182. // 检测容器中哪些字需要高亮显示
  183. console.log(this.Container.node_isIdiom); // 在所有动画结束后执行
  184. this.Container.idioms = this.Container.idioms.filter(c => c.idiom !== cube1.Text + cube2.Text);
  185. // 创建第一个 tween 动画
  186. const tween1 = tween(cube1.node)
  187. .to(0.1, { position: new Vec3(this.Ani[0].position.x, this.Ani[0].position.y, this.Ani[0].position.z + 0.4) })
  188. .call(() => {
  189. setTimeout(() => {
  190. cube1.state = Cube_State.dead;
  191. this.Container.recycleCube(cube1.node);
  192. }, 500.0);
  193. });
  194. // 创建第二个 tween 动画
  195. const tween2 = tween(cube2.node)
  196. .to(0.1, { position: new Vec3(this.Ani[1].position.x, this.Ani[1].position.y, this.Ani[1].position.z + 0.4) })
  197. .call(() => {
  198. setTimeout(() => {
  199. cube2.state = Cube_State.dead;
  200. this.Container.recycleCube(cube2.node);
  201. }, 500.0);
  202. });
  203. // 使用 tween 的并行组合功能
  204. tween(cube1.node)
  205. .parallel(tween1, tween2) // 并行执行 tween1 和 tween2
  206. .start();
  207. }
  208. adjustContainer() {
  209. const container = this.Container;
  210. // 新的 node_isIdiom 状态数组
  211. const newNodeIsIdiom = Array(container.node_isIdiom.length).fill(false);
  212. // 新的 idiom_combine 映射表
  213. const newIdiomCombine = new Map<Cube_Infor, number>();
  214. // 遍历 idiom_combine,重新计算位置
  215. for (const [cube, startIndex] of container.idiom_combine.entries()) {
  216. const txtLength = cube.Text.length; // 获取字长
  217. let targetIndex = -1; // 目标位置起始索引
  218. let targetPos = new Vec3();
  219. switch (txtLength) {
  220. case 1: {
  221. // 找到一个空位
  222. for (let i = 0; i < container.node_isIdiom.length; i++) {
  223. if (!newNodeIsIdiom[i]) {
  224. targetIndex = i;
  225. break;
  226. }
  227. }
  228. if (targetIndex !== -1) {
  229. targetPos = container.nodes[targetIndex].getWorldPosition().clone();
  230. newNodeIsIdiom[targetIndex] = true; // 占用位置
  231. } else {
  232. console.log("没有空位容纳单字 Cube_Infor");
  233. }
  234. break;
  235. }
  236. case 2: {
  237. // 找到连续两个空位
  238. for (let i = 0; i < container.node_isIdiom.length - 1; i++) {
  239. if (!newNodeIsIdiom[i] && !newNodeIsIdiom[i + 1]) {
  240. targetIndex = i;
  241. break;
  242. }
  243. }
  244. if (targetIndex !== -1) {
  245. const pos1 = container.nodes[targetIndex].getWorldPosition();
  246. const pos2 = container.nodes[targetIndex + 1].getWorldPosition();
  247. targetPos.set(
  248. (pos1.x + pos2.x) / 2,
  249. (pos1.y + pos2.y) / 2,
  250. (pos1.z + pos2.z) / 2
  251. );
  252. newNodeIsIdiom[targetIndex] = true;
  253. newNodeIsIdiom[targetIndex + 1] = true;
  254. } else {
  255. console.log("没有连续两个空位容纳双字 Cube_Infor");
  256. }
  257. break;
  258. }
  259. case 3: {
  260. // 找到连续三个空位
  261. for (let i = 0; i < container.node_isIdiom.length - 2; i++) {
  262. if (
  263. !newNodeIsIdiom[i] &&
  264. !newNodeIsIdiom[i + 1] &&
  265. !newNodeIsIdiom[i + 2]
  266. ) {
  267. targetIndex = i;
  268. break;
  269. }
  270. }
  271. if (targetIndex !== -1) {
  272. const pos1 = container.nodes[targetIndex].getWorldPosition();
  273. const pos2 = container.nodes[targetIndex + 1].getWorldPosition();
  274. const pos3 = container.nodes[targetIndex + 2].getWorldPosition();
  275. targetPos.set(
  276. (pos1.x + pos2.x + pos3.x) / 3,
  277. (pos1.y + pos2.y + pos3.y) / 3,
  278. (pos1.z + pos2.z + pos3.z) / 3
  279. );
  280. newNodeIsIdiom[targetIndex] = true;
  281. newNodeIsIdiom[targetIndex + 1] = true;
  282. newNodeIsIdiom[targetIndex + 2] = true;
  283. } else {
  284. console.log("没有连续三个空位容纳三字 Cube_Infor");
  285. }
  286. break;
  287. }
  288. default:
  289. return;
  290. }
  291. // 移动 Cube_Infor 到目标位置
  292. if (targetIndex !== -1) {
  293. tween(cube.node)
  294. .to(0.3, { position: new Vec3(targetPos.x, targetPos.y, targetPos.z + 0.4) })
  295. .start();
  296. newIdiomCombine.set(cube, targetIndex); // 更新新映射
  297. }
  298. }
  299. // 更新 container 状态
  300. container.node_isIdiom = newNodeIsIdiom;
  301. container.idiom_combine = newIdiomCombine;
  302. console.log("调整后的容器状态:", container.node_isIdiom);
  303. console.log("更新后的 idiom_combine:", [...container.idiom_combine.entries()]);
  304. }
  305. }