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- import { _decorator, BoxCollider, Camera, Component, director, EventTouch, find, Game, geometry, Layers, Layout, Node, PhysicsSystem, Quat, RigidBody, Size, sp, tween, UITransform, v3, Vec3 } from 'cc';
- import { gui } from '../../core/ui/ui';
- import { UI_Idioms } from '../ui/UI_Idioms/UI_Idioms';
- import { UI_Main } from '../ui/UI_Main/UI_Main';
- import { Container_Manager } from './Container_Manager';
- import { Cube_Infor, Cube_State } from './Cube_Infor';
- import { UI_LatticeFull } from '../ui/UI_LatticeFull/UI_LatticeFull';
- import { UI_Lock } from '../ui/UI_Lock/UI_Lock';
- import { Layout_Main } from '../ui/UI_Main/Layout_Main';
- import { Toast } from '../../core/util_class/Toast';
- import ch_audio from '../../ch/audio/audio';
- import { Hall } from '../hall/Hall';
- import { ch } from '../../ch/ch';
- const { ccclass, property } = _decorator;
- @ccclass('GameCtl')
- export class GameCtl extends Component {
- static instance: GameCtl = null;
- @property(Camera)
- camera: Camera = null;
- @property([Node])
- Ani: Node[] = [];
- @property(Node)
- Mid: Node[] = [];
- Container: Container_Manager;
- onLoad() {
- GameCtl.instance = this;
- this.node.on(Node.EventType.TOUCH_START, this.onTouchStart, this);
- this.node.on(Node.EventType.TOUCH_MOVE, this.onTouchMove, this);
- this.node.on(Node.EventType.TOUCH_END, this.onTouchEnd, this);
- this.Container = find('Container').getComponent(Container_Manager);
- }
- update(deltaTime: number) {
- }
- onTouchStart(event: EventTouch) {
- }
- onTouchMove(event: EventTouch) {
- }
- onTouchEnd(event: EventTouch) {
- if (this.Container.canTouch) {
- this.shootRay(event);
- }
- }
- shootRay(event: EventTouch) {
- if (!this.camera) return;
- let ray = new geometry.Ray();
- this.camera.screenPointToRay(event.getLocationX(), event.getLocationY(), ray);
- if (PhysicsSystem.instance.raycast(ray)) {
- const results = PhysicsSystem.instance.raycastResults;
- // 筛选出不在 "IGNORE_RAYCAST" 层的物体
- let filteredResults = results.filter(e => e.collider.node.layer !== (1 << Layers.nameToLayer('IGNORE_RAYCAST')));
- // 根据距离排序,确保第 0 个是最近的物体
- filteredResults.sort((a, b) => a.distance - b.distance);
- console.log(filteredResults);
- if (filteredResults.length > 0) {
- const collider = filteredResults[0].collider;
- const node = collider.node;
- // 检查物体是否可消除
- if (node.getComponent(Cube_Infor)?.state === Cube_State.live) {
- ch_audio.getInstance().playOneShot('sound/click_Cube')
- if (Hall.getInstance().firstEnter) {
- if (this.Container.nodeReferences.length > 4) {
- gui.get(UI_Main).getLayout<Layout_Main>().Hands[this.Container.nodeReferences.indexOf(node)].active = false;
- }
- }
- this.entryContainer(node);
- } else if (node.name === 'Lock') {
- this.UnLock(node);
- }
- }
- }
- console.log('发射了射线');
- }
- entryContainer(node: Node) {
- // 判断容器剩余容量
- let startIndex = -1;
- let targetPos = new Vec3();
- let txt_length = node.getComponent(Cube_Infor).Text.length;
- console.log(txt_length);
- // 判断字长 并 判断是否还有空间可放置
- switch (txt_length) {
- case 1:
- for (let i = 0; i < this.Container.unlock_Num; i++) {
- if (this.Container.node_isIdiom[i] === false) {
- startIndex = i; // 找到连续的三个 false,记录起始位置
- break; // 找到第一个符合条件的位置后停止
- }
- }
- if (startIndex !== -1) { // 如果找到了一个值为 false 的元素
- targetPos = this.Container.nodes[startIndex].getWorldPosition().clone();
- this.Container.node_isIdiom[startIndex] = true;
- console.log(targetPos);
- } else {
- Toast.makeText(gui.getLayerNode(5), "剩余槽位无法放下该词块").show();
- }
- break;
- case 2: {
- for (let i = 0; i < this.Container.unlock_Num - 1; i++) {
- if (this.Container.node_isIdiom[i] === false &&
- this.Container.node_isIdiom[i + 1] === false) {
- startIndex = i; // 找到连续的两个 false,记录起始位置
- break; // 找到第一个符合条件的位置后停止
- }
- }
- if (startIndex !== -1) {
- console.log("找到连续的两个 false,起始索引是:", startIndex);
- // 可以在此使用 startIndex 进行后续操作,例如:
- let pos1 = this.Container.nodes[startIndex].getWorldPosition();
- let pos2 = this.Container.nodes[startIndex + 1].getWorldPosition();
- this.Container.node_isIdiom[startIndex] = true;
- this.Container.node_isIdiom[startIndex + 1] = true;
- targetPos.set(
- (pos1.x + pos2.x) / 2,
- (pos1.y + pos2.y) / 2,
- (pos1.z + pos2.z) / 2
- );
- console.log(targetPos);
- } else {
- Toast.makeText(gui.getLayerNode(5), "剩余槽位无法放下该词块").show();
- }
- break;
- }
- case 3: {
- for (let i = 0; i < this.Container.unlock_Num - 2; i++) {
- if (this.Container.node_isIdiom[i] === false &&
- this.Container.node_isIdiom[i + 1] === false &&
- this.Container.node_isIdiom[i + 2] === false) {
- startIndex = i; // 找到连续的三个 false,记录起始位置
- break; // 找到第一个符合条件的位置后停止
- }
- }
- if (startIndex !== -1) {
- // 找到连续三个 false,startIndex 即为最前面的索引
- console.log("找到连续的三个 false,起始索引是:", startIndex);
- // 可以在此使用 startIndex 进行后续操作,例如:
- let pos1 = this.Container.nodes[startIndex].getWorldPosition();
- let pos2 = this.Container.nodes[startIndex + 1].getWorldPosition();
- let pos3 = this.Container.nodes[startIndex + 2].getWorldPosition();
- this.Container.node_isIdiom[startIndex] = true;
- this.Container.node_isIdiom[startIndex + 1] = true;
- this.Container.node_isIdiom[startIndex + 2] = true;
- targetPos.set(
- (pos1.x + pos2.x + pos3.x) / 3,
- (pos1.y + pos2.y + pos3.y) / 3,
- (pos1.z + pos2.z + pos3.z) / 3
- );
- console.log(targetPos);
- } else {
- Toast.makeText(gui.getLayerNode(5), "剩余槽位无法放下该词块").show();
- }
- break;
- }
- default:
- return;
- }
- if (startIndex !== -1) {
- // node.getComponent(Cube_Infor).lock = true;
- //生成一个新方块在场上剩余方块的方块的下方
- this.Container.instantiateNewCube();
- node.getComponent(Cube_Infor).state = Cube_State.wait;
- node.getComponent(Cube_Infor).rigidbody.type = RigidBody.Type.STATIC; // 禁用重力
- let targetRotation = new Quat();
- let rotationX = node.eulerAngles.x;
- // 由于你初始是绕 X 轴旋转了 -90度,所以判断区间可以参考这个旋转角度
- if (rotationX >= -180 && rotationX < 0) {
- Quat.fromEuler(targetRotation, -90, 0, 0);
- } else {
- Quat.fromEuler(targetRotation, 90, 0, 0);
- }
- this.Container.canTouch = false;
- tween(node)
- .to(0.02, { position: new Vec3(node.position.x, 5, node.position.z), rotation: targetRotation })
- .to(0.2, { position: new Vec3(targetPos.x, targetPos.y, targetPos.z + 0.4), rotation: targetRotation })
- .call(() => {
- this.Container.idiom_combine.set(node.getComponent(Cube_Infor), startIndex);
- // 执行判断成语合成逻辑
- let matchedCubes: Cube_Infor[] = [];
- let flag = this.Container.checkIdiom_Combine(node.getComponent(Cube_Infor), matchedCubes);
- if (flag) {
- // 执行合成动画
- console.log("匹配的成语方块:", matchedCubes);
- this.combine_ani(matchedCubes[0], matchedCubes[1]);
- } else {
- //高亮
- gui.get(UI_Idioms).light_Show(node.getComponent(Cube_Infor));
- //判断槽子满了吗
- let count = 0;
- for (let element of this.Container.node_isIdiom) {
- if (element == true) {
- count++;
- }
- }
- if (count == this.Container.unlock_Num) {
- gui.show(UI_LatticeFull);
- } else if (count >= this.Container.unlock_Num - 2 && this.Container.unlock_Num != 9) {
- if (!this.Container.is_Show_UI_Lock) {
- gui.show(UI_Lock);
- this.Container.is_Show_UI_Lock = true;
- }
- }
- this.Container.canTouch = true;
- }
- })
- .start();
- }
- }
- //合成动画
- combine_ani(cube1: Cube_Infor, cube2: Cube_Infor) {
- this.Container.canTouch = true;
- for (let i = this.Container.idiom_combine.get(cube1); i < this.Container.idiom_combine.get(cube1) + cube1.Text.length; i++) {
- this.Container.node_isIdiom[i] = false;
- }
- this.Container.idiom_combine.delete(cube1);
- for (let i = this.Container.idiom_combine.get(cube2); i < this.Container.idiom_combine.get(cube2) + cube2.Text.length; i++) {
- this.Container.node_isIdiom[i] = false;
- }
- this.Container.idiom_combine.delete(cube2);
- // 取消相关字的高亮显示
- console.log(this.Container.node_isIdiom);
- gui.get(UI_Idioms).light_Hide(cube1, cube2);
- gui.get(UI_Main).evt.emit(gui.get(UI_Main).evt.key.update_remain);
- this.adjustContainer();
- let index1 = 0;
- if (cube1.Text.length == 1) {
- index1 = 0;
- } else if (cube1.Text.length == 2) {
- index1 = 2;
- } else if (cube1.Text.length == 3) {
- index1 = 4;
- }
- let index2 = 0;
- if (cube2.Text.length == 1) {
- index2 = 5;
- } else if (cube2.Text.length == 2) {
- index2 = 3;
- } else if (cube2.Text.length == 3) {
- index2 = 1;
- }
- // 检测容器中哪些字需要高亮显示
- console.log(this.Container.node_isIdiom); // 在所有动画结束后执行
- const str = this.Container.idioms.filter(c => c.idiom !== cube1.Text + cube2.Text);
- this.Container.idioms=str;
- // 创建第一个 tween 动画
- ch_audio.getInstance().playOneShot('sound/fly_Cube')
- const tween1 = tween(cube1.node)
- .to(0.25, { position: new Vec3(this.Mid[0].position.x, this.Mid[0].position.y, this.Mid[0].position.z) }).call(() => {
- cube1.node.layer = 1 << Layers.nameToLayer('Cube2');
- cube1.node.walk((child) => {
- child.layer = 1 << Layers.nameToLayer('Cube2');
- })
- this.playAnim();
- ch_audio.getInstance().playOneShot('sound/eliminate')
- // this.Container.skeleton2.getComponent(sp.Skeleton).setAnimation(0, 'anim2', false);
- })
- .to(0.3, { position: new Vec3(this.Ani[index1].position.x, this.Ani[index1].position.y, this.Ani[index1].position.z + 0.4) })
- .call(() => {
- setTimeout(() => {
- cube1.state = Cube_State.dead;
- this.Container.recycleCube(cube1.node);
- }, 600.0);
- });
- // 创建第二个 tween 动画
- const tween2 = tween(cube2.node)
- .to(0.3, { position: new Vec3(this.Mid[1].position.x, this.Mid[1].position.y, this.Mid[1].position.z) }).call(() => {
- cube2.node.layer = 1 << Layers.nameToLayer('Cube2');
- cube2.node.walk((child) => {
- child.layer = 1 << Layers.nameToLayer('Cube2');
- })
- })
- .to(0.25, { position: new Vec3(this.Ani[index2].position.x, this.Ani[index2].position.y, this.Ani[index2].position.z + 0.4) })
- .call(() => {
- setTimeout(() => {
- cube2.state = Cube_State.dead;
- this.Container.recycleCube(cube2.node);
- }, 600.0);
- });
- // 使用 tween 的并行组合功能
- tween(cube1.node)
- .parallel(tween1, tween2) // 并行执行 tween1 和 tween2
- .call(() => {
- Hall.getInstance().player.set_combine_num(1);
- if (Hall.getInstance().firstEnter) {
- if (this.Container.nodeReferences.length == 4) {
- this.Container.nodeReferences.forEach(node => {
- node.getComponent(Cube_Infor).state=Cube_State.live;
- });
- }
- }
- })
- .start();
- }
- adjustContainer() {
- const container = this.Container;
- // 新的 node_isIdiom 状态数组
- const newNodeIsIdiom = Array(container.node_isIdiom.length).fill(false);
- // 新的 idiom_combine 映射表
- const newIdiomCombine = new Map<Cube_Infor, number>();
- // 遍历 idiom_combine,重新计算位置
- for (const [cube, startIndex] of container.idiom_combine.entries()) {
- const txtLength = cube.Text.length; // 获取字长
- let targetIndex = -1; // 目标位置起始索引
- let targetPos = new Vec3();
- switch (txtLength) {
- case 1: {
- // 找到一个空位
- for (let i = 0; i < container.unlock_Num; i++) {
- if (!newNodeIsIdiom[i]) {
- targetIndex = i;
- break;
- }
- }
- if (targetIndex !== -1) {
- targetPos = container.nodes[targetIndex].getWorldPosition().clone();
- newNodeIsIdiom[targetIndex] = true; // 占用位置
- }
- break;
- }
- case 2: {
- // 找到连续两个空位
- for (let i = 0; i < container.unlock_Num - 1; i++) {
- if (!newNodeIsIdiom[i] && !newNodeIsIdiom[i + 1]) {
- targetIndex = i;
- break;
- }
- }
- if (targetIndex !== -1) {
- const pos1 = container.nodes[targetIndex].getWorldPosition();
- const pos2 = container.nodes[targetIndex + 1].getWorldPosition();
- targetPos.set(
- (pos1.x + pos2.x) / 2,
- (pos1.y + pos2.y) / 2,
- (pos1.z + pos2.z) / 2
- );
- newNodeIsIdiom[targetIndex] = true;
- newNodeIsIdiom[targetIndex + 1] = true;
- }
- break;
- }
- case 3: {
- // 找到连续三个空位
- for (let i = 0; i < container.unlock_Num - 2; i++) {
- if (
- !newNodeIsIdiom[i] &&
- !newNodeIsIdiom[i + 1] &&
- !newNodeIsIdiom[i + 2]
- ) {
- targetIndex = i;
- break;
- }
- }
- if (targetIndex !== -1) {
- const pos1 = container.nodes[targetIndex].getWorldPosition();
- const pos2 = container.nodes[targetIndex + 1].getWorldPosition();
- const pos3 = container.nodes[targetIndex + 2].getWorldPosition();
- targetPos.set(
- (pos1.x + pos2.x + pos3.x) / 3,
- (pos1.y + pos2.y + pos3.y) / 3,
- (pos1.z + pos2.z + pos3.z) / 3
- );
- newNodeIsIdiom[targetIndex] = true;
- newNodeIsIdiom[targetIndex + 1] = true;
- newNodeIsIdiom[targetIndex + 2] = true;
- }
- break;
- }
- default:
- return;
- }
- // 移动 Cube_Infor 到目标位置
- if (targetIndex !== -1) {
- tween(cube.node)
- .to(0.3, { position: new Vec3(targetPos.x, targetPos.y, targetPos.z + 0.4) })
- .start();
- newIdiomCombine.set(cube, targetIndex); // 更新新映射
- }
- }
- // 更新 container 状态
- container.node_isIdiom = newNodeIsIdiom;
- container.idiom_combine = newIdiomCombine;
- console.log("调整后的容器状态:", container.node_isIdiom);
- console.log("更新后的 idiom_combine:", [...container.idiom_combine.entries()]);
- }
- async UnLock(node: Node) {
- const res = await chsdk.playRewardAd('解锁槽位');
- if (res) {
- for (let i = 0; i < 2; i++) {
- if (this.Container.Lock_node[i].active) {
- this.Container.Lock_node[i].active = false;
- this.Container.unlock_Num += 1;
- gui.get(UI_Main).evt.emit(gui.get(UI_Main).evt.key.resume);
- return;
- }
- }
- ch.audio.resume();
- }
- }
- playAnim() {
- const skeleton = this.Container.skeleton1.getComponent(sp.Skeleton);
- // 播放 anim_2, anim_3, anim_4,同时使用不同的轨道
- skeleton.setAnimation(0, 'anim_2', false);
- skeleton.setAnimation(1, 'anim_3', false);
- skeleton.setAnimation(2, 'anim_4', false);
- // 监听所有轨道完成,最后播放 anim_1
- let completedTracks = new Set<number>();
- skeleton.setCompleteListener((trackEntry: sp.spine.TrackEntry) => {
- completedTracks.add(trackEntry.trackIndex); // 将完成的轨道加入记录
- console.log(`轨道 ${trackEntry.trackIndex} 的动画完成`);
- // 如果轨道 0、1、2 都完成,则播放 anim_1
- if (completedTracks.has(0) && completedTracks.has(1) && completedTracks.has(2)) {
- console.log('所有动画完成,播放 anim_1');
- // 播放 anim_1 并监听其完成事件
- skeleton.setAnimation(0, 'anim_1', false); // 非循环播放 anim_1
- skeleton.setCompleteListener((trackEntry: sp.spine.TrackEntry) => {
- if (trackEntry.animation.name === 'anim_1') {
- console.log('anim_1 播放完成');
- skeleton.setCompleteListener(null); // 移除监听器,防止重复触发
- }
- });
- }
- });
- }
- }
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