Step3
加減速做完了
This commit is contained in:
@@ -523,6 +523,8 @@
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},
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"_enabled": true,
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"gameModule": null,
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"rollMinSpeed": 1,
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"rollMaxSpeed": 15,
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"_id": ""
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},
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{
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+925
-148
File diff suppressed because it is too large
Load Diff
+118
-35
@@ -1,13 +1,16 @@
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const {ccclass, property} = cc._decorator;
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import {gameMY, moduleState} from './gameModule';
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import {gameMY, moduleState, columnCondition} from './gameModule';
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export enum columnState {
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Ready = 1,
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Spining = 2,
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Stopping = 3,
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Start = 2,
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Delay = 3,
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Spining = 4,
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Slowing = 5,
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Stopping = 6,
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EngStop = 99,
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@@ -25,88 +28,168 @@ export class columnControl extends cc.Component {
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gameModule: cc.Node;
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@property(Number)
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rollSpeed:number = 1;
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rollMinSpeed:number = 1;
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// private nowAction = null;
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private columnItem: Array<number> = [];
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private itemList:Array<number>;
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@property(Number)
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rollMaxSpeed:number = 10;
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private itemPool:Array<number>; // 全部的 item 對應
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private waitingList:Array<number> = []; // 預計要顯示的item
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private finalList:Array<number> = []; // 預計要停下的item
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private currentList:Array<number> = []; // 現在正在顯示的item
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private speedFactor:number = 0; // 調速用變數
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private N:number; // 調速用變數
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private M:number; // 調速用變數
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private t:number; // 調速用變數
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private gameModuleScript:gameMY;
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nowState:columnState;
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nowState:columnState; // 狀態機previousState
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spinCondition:columnCondition; // 從 gameModule 吃過來的旋轉資訊
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protected onLoad () {
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// 一些防呆
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if(this.rollMaxSpeed < this.rollMinSpeed) throw new Error('rollMaxSpeed need to greater than rollMinSpeed');
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this.gameModuleScript = this.gameModule.getComponent('gameMY');
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}
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protected start () {
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this.itemList = Object.values(this.gameModuleScript.itemNameMapping);
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this.itemPool = Object.values(this.gameModuleScript.itemNameMapping);
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// column 位置初始化
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this.node.y = this.gameModuleScript.itemSize;
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// 隨機初始化 item 圖片
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for(let i=0;i<this.node.childrenCount;i++){
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let a = this.itemList[Math.floor(Math.random() * 12)];
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this.columnItem.push( a );
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let a = this.itemPool[Math.floor(Math.random() * 12)];
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this.currentList.push( a );
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this.node.children[i].getComponent(cc.Sprite).spriteFrame = this.gameModuleScript.item_spriteFrame[a]
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}
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this.t = 0;
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this.nowState = columnState.Ready;
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}
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protected update (dt) {
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let dY = Math.ceil(this.rollSpeed * this.gameModuleScript.itemSize * dt)
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// let dY = Math.ceil(this.rollMinSpeed * this.gameModuleScript.itemSize * dt);
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let dY = this.speedFactor * (this.rollMaxSpeed - this.rollMinSpeed) + this.rollMinSpeed;
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dY = Math.ceil(dY * this.gameModuleScript.itemSize * dt);
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this.t += dt;
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switch(this.nowState){
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case columnState.Ready:
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//狀態檢查與更新
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if(this.gameModuleScript.nowState == moduleState.Spining){
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this.nowState = columnState.Spining;
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if(this.gameModuleScript.nowState == moduleState.SetSpin){
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this.nowState = columnState.Start;
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}
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break;
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case columnState.Start:
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this.spinCondition = this.gameModuleScript.columnConditionList[this.node.name];
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this.finalList = [...this.spinCondition.finalResult];
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this.N = this.spinCondition.N;
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this.M = 0.25 * (this.rollMaxSpeed - this.rollMinSpeed) * this.spinCondition.slowdownTime * Math.PI;
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this.M += this.rollMinSpeed * this.spinCondition.slowdownTime;
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this.M = Math.max(this.M, 4) // 防呆 預防 M 小於 3
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// cc.log(this.M) // dev
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this.nowState = columnState.Delay;
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setTimeout(()=>{
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this.nowState = columnState.Spining;
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this.gameModule.emit("AColumnStart", this.node.name);
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this.t = 0;
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}, this.spinCondition.delayTime);
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break;
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case columnState.Delay:
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cc.log("this is delay inside : " + this.node.name) // dev
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break;
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case columnState.Spining:
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case columnState.Slowing:
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this.speedFactor = this.updateSpeedFactor(this.t);
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if(this.node.y - dY <= 0){
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//移動位置
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this.node.y = this.node.y + this.gameModuleScript.itemSize - dY;
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//更新圖片
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this.prepareNextItem();
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for(let i=0;i<this.columnItem.length;i++){
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this.node.children[i].getComponent(cc.Sprite).spriteFrame = this.gameModuleScript.itemBlur_spriteFrame[this.columnItem[i]];
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}
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//狀態檢查與更新
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if(this.gameModuleScript.nowState == moduleState.Stopping){
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this.nowState = columnState.Stopping;
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}
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//更新圖片與狀態變化
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this.updateShowItem();
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}else{this.node.y -= dY;}
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break;
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case columnState.Stopping:
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this.speedFactor = this.updateSpeedFactor(this.t);
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if(this.node.y - dY <= 0){
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//移動位置
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this.node.y = this.gameModuleScript.itemSize;
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//更新圖片
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this.prepareNextItem();
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for(let i=0;i<this.columnItem.length;i++){
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this.node.children[i].getComponent(cc.Sprite).spriteFrame = this.gameModuleScript.item_spriteFrame[this.columnItem[i]];
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}
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this.gameModule.emit("AColumnStop")
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//更新圖片與狀態變化
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this.updateShowItem();
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//狀態檢查與更新
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this.nowState = columnState.Ready; // 狀態復歸
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this.gameModule.emit("AColumnStop", this.node.name)
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}else{this.node.y -= dY;}
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break;
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case columnState.EngStop:
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// To Nothing just stop whole column
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// To Nothing just pending whole column
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break;
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}
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}
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prepareNextItem() {
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let a = this.itemList[Math.floor(Math.random() * this.itemList.length)];
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this.columnItem.unshift( a );
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this.columnItem.pop();
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temp = 0; //dev
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updateShowItem() {
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let a:number;
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a = this.itemPool[Math.floor(Math.random() * this.itemPool.length)];
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this.temp+=1;
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// 持平階段會計數 N 值
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if((this.t > this.spinCondition.accelerateTime) && (this.nowState == columnState.Spining))
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{this.N -= 1;}
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// 減速階段會計數 M 值
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if(this.nowState == columnState.Slowing) this.M -= 1;
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// M小於3了,就出最終 item
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if(this.M <= 3 && this.M > 0 && this.nowState == columnState.Slowing) {
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a = this.finalList.pop();
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}
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// N歸零了,進到減速階段
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if(this.N == 0 && this.nowState == columnState.Spining) {
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this.nowState = columnState.Slowing;
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this.t = 0
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// 最終 item 結束,進到停止階段。
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} else if(this.finalList.length == 0) {
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this.nowState = columnState.Stopping;}
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this.currentList.unshift( a );
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this.currentList.pop();
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for(let i=0;i<this.currentList.length;i++){
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this.node.children[i].getComponent(cc.Sprite).spriteFrame = this.gameModuleScript.item_spriteFrame[this.currentList[i]];
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}
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}
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updateSpeedFactor(t){
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let result = 0;
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if((this.nowState == columnState.Spining)&&(t < this.spinCondition.accelerateTime)){
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result = 1 - ( Math.pow(t - this.spinCondition.accelerateTime,2) / Math.pow(this.spinCondition.accelerateTime,2) );
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result = Math.pow(result,0.5);
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}else if((this.nowState == columnState.Spining)&&(t > this.spinCondition.accelerateTime)){
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result = 1;
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}else if((this.nowState == columnState.Slowing)&&(t < this.spinCondition.slowdownTime)){
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result = 1 - ( Math.pow(t,2) / Math.pow(this.spinCondition.slowdownTime,2) );
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result = Math.pow(result,0.5);
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}else{
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result = 0;
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}
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return result;
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}
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}
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@@ -1,8 +1,8 @@
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const {ccclass, property} = cc._decorator;
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import {gameMY} from './gameModule';
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import {columnControl} from './columnControl';
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import {gameMY, moduleState, columnCondition} from './gameModule';
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import {columnControl, columnState} from './columnControl';
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@@ -23,6 +23,14 @@ export default class NewClass extends cc.Component {
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private gameModuleScript;
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private columnControlScript;
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spinCondition:columnCondition = {
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finalResult:[3,2,1],
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delayTime:100,
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accelerateTime:0.5,
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slowdownTime:0.5,
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holdspeedTime:0.5,
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N:2};
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protected onLoad () {
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cc.log("this is ee onLoad");
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// 呼叫其他 script 的方法或資源
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@@ -37,6 +45,7 @@ export default class NewClass extends cc.Component {
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protected start () {
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cc.log("this is ee start");
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this.secCounter = 0;
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// this.columnControlScript.spinCondition = this.spinCondition;
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}
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tempValue = true
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@@ -53,11 +62,28 @@ export default class NewClass extends cc.Component {
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}
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}
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if(this.secCounter >= 5) {
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// if(this.secCounter >= 5) {
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// cc.log("engineer Function Update : " + this.fpsCount)
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// this.secCounter = 0
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// this.fpsCount = 0
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// }
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// cc.log(dt)
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if(this.test7on){
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if(this.secCounter > 2){
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this.columnControlScript.nowState = columnState.Slowing;
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this.secCounter = 0;
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}
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let a = this.columnControlScript.updateSpeedFactor(this.secCounter);
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cc.log("SF:" + a + ". T:" + this.secCounter);
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}else if(this.secCounter >= 5){
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cc.log("engineer Function Update : " + this.fpsCount)
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this.secCounter = 0
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this.fpsCount = 0
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}
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}
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}
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@@ -77,12 +103,12 @@ export default class NewClass extends cc.Component {
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unitTest3():void {
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// @ts-ignore
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this.itemList = Object.values(this.gameModuleScript.itemNameMapping)
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this.itemPool = Object.values(this.gameModuleScript.itemNameMapping)
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for(let i=0;i<this.columnControl.childrenCount;i++){
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let a = this.itemList[Math.floor(Math.random() * 12)];
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this.columnControlScript.columnItem.pop( a );
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this.columnControlScript.columnItem.unshift( a );
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let a = this.itemPool[Math.floor(Math.random() * 12)];
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this.columnControlScript.currentList.pop( a );
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this.columnControlScript.currentList.unshift( a );
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let c = this.gameModuleScript.item_spriteFrame[a]
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this.columnControl.children[i].getComponent(cc.Sprite).spriteFrame = c
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}
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@@ -105,7 +131,49 @@ export default class NewClass extends cc.Component {
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}
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test6():void {
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// this.columnControl.active = false;
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this.columnControlScript.spinCondition = this.spinCondition;
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this.columnControlScript.finalList = [...this.spinCondition.finalResult];
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this.columnControlScript.N = this.spinCondition.N;
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this.columnControlScript.nowState = columnState.Delay;
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setTimeout(()=>{
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this.columnControlScript.nowState = columnState.Spining;
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}, this.spinCondition.delayTime);
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}
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test7on:boolean = false;
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test7():void {
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this.test7on = !this.test7on;
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this.secCounter = 0
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}
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otherLoadingMethod(){
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const symbol = {
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1: 'item_01',
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2: 'item_02',
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3: 'item_03',
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4: 'item_04',
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5: 'item_a',
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6: 'item_k',
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7: 'item_q',
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8: 'item_j',
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9: 'item_9',
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10: 'item_10',
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11: 'item_scatter',
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12: 'item_wild',
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}
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const symbolSpriteList: Map<string, cc.SpriteFrame> = new Map()
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Object.keys(symbol).forEach((k, i) => {
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cc.resources.load(`poker/cat/${symbol[k]}`, cc.SpriteFrame, (err, sp: cc.SpriteFrame) => {
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symbolSpriteList.set(k, sp)
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})
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})
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}
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+84
-24
@@ -13,11 +13,23 @@ export enum moduleState {
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INIT1 = 0,
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INIT2 = 1,
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Ready = 2,
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Spining = 3,
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Stopping = 4,
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SetSpin = 3,
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Spining = 4,
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Stopping = 5,
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};
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export interface columnCondition {
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finalResult:Array<number>; // 預期的最後結果 可為空
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delayTime:number; // 轉動前的延遲 單位 ms
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accelerateTime:number; // 加速時間 單位 s
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slowdownTime:number; // 減速時間 單位 s
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holdspeedTime:number; // delete
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N:number; // 持平速度的item數量 (-1 表示永動 需要手動停)
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};
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@ccclass("gameMY")
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export class gameMY extends cc.Component {
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@@ -49,9 +61,14 @@ export class gameMY extends cc.Component {
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private balanceNumber: number;
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private bigFrameNumber: number;
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private stopCount:number;
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private isColumnSpin = {}; // 記錄各個 column 的是否旋轉
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private columnsID: Array<string> = []; // 記錄各個 column 的 node name
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nowState: moduleState = 0;
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keepSpin:boolean = false;
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columnConditionList = {}; // 放置所有 column spin codition
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nowState: moduleState = moduleState.INIT1; // 狀態機
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// item 圖片資源存放區
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itemNameMapping = {
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@@ -63,23 +80,23 @@ export class gameMY extends cc.Component {
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item_spriteFrame = {};
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itemBlur_spriteFrame = {};
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protected onLoad () {
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this.unitTestInit(); // for engineer use
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this.onColumnsSignal()
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this.onColumnsSignal();
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// 讀取 item 圖片資源
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cc.resources.loadDir('item',cc.SpriteFrame, (err: any, sF) => {
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sF.forEach( (eachSpriteFrame)=>{
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this.item_spriteFrame[ this.itemNameMapping[eachSpriteFrame.name] ] = eachSpriteFrame
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this.item_spriteFrame[ this.itemNameMapping[eachSpriteFrame.name] ] = eachSpriteFrame;
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})
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} );
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cc.resources.loadDir('item_blur',cc.SpriteFrame, (err: any, sF) => {
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sF.forEach( (eachSpriteFrame)=>{
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this.itemBlur_spriteFrame[ this.itemNameMapping[eachSpriteFrame.name] ] = eachSpriteFrame
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this.itemBlur_spriteFrame[ this.itemNameMapping[eachSpriteFrame.name] ] = eachSpriteFrame;
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})
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} );
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@@ -90,15 +107,17 @@ export class gameMY extends cc.Component {
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protected start () {
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this.betNumber = 50;
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this.slotBoard.addChild( cc.instantiate(this.columnPrefab), 1 )
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this.slotBoard.addChild( cc.instantiate(this.columnPrefab), 2 )
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this.slotBoard.addChild( cc.instantiate(this.columnPrefab), 3 )
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this.slotBoard.addChild( cc.instantiate(this.columnPrefab), 4 )
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this.slotBoard.children[0].name = "0";
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this.slotBoard.addChild( cc.instantiate(this.columnPrefab), 1 , "1");
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this.slotBoard.addChild( cc.instantiate(this.columnPrefab), 2 , "2");
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this.slotBoard.addChild( cc.instantiate(this.columnPrefab), 3 , "3");
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this.slotBoard.addChild( cc.instantiate(this.columnPrefab), 4 , "4");
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}
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||||
protected update (dt) {
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||||
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||||
let isAnySpin:boolean = false;
|
||||
let isAllSpin:boolean = true;
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||||
switch(this.nowState){
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case moduleState.INIT1:
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||||
// 檢查圖片載入完成後
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@@ -114,19 +133,45 @@ export class gameMY extends cc.Component {
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break;
|
||||
case moduleState.INIT2:
|
||||
for(let i=0; i<this.columnCount; i++){
|
||||
cc.log(this.slotBoard.children[i].x)
|
||||
this.columnsID.push(this.slotBoard.children[i].name); // 直接取位置資訊當ID
|
||||
this.isColumnSpin[this.slotBoard.children[i].name] = false;
|
||||
}
|
||||
this.simulateCondition(); // dev
|
||||
// cc.log(this.columnsID) // dev
|
||||
// cc.log(this.isColumnSpin) // dev
|
||||
this.nowState = moduleState.Ready;
|
||||
break;
|
||||
case moduleState.Ready:
|
||||
break;
|
||||
case moduleState.SetSpin:
|
||||
Object.values(this.isColumnSpin).forEach((x:boolean)=>{
|
||||
isAllSpin = isAllSpin && x;
|
||||
});
|
||||
if(isAllSpin) {
|
||||
this.nowState = moduleState.Spining;
|
||||
// TODO: 避免重複使用 columnConditionList 應該適當處理
|
||||
}
|
||||
break;
|
||||
case moduleState.Spining:
|
||||
this.stopCount = 0;
|
||||
Object.values(this.isColumnSpin).forEach((x:boolean)=>{
|
||||
isAnySpin = isAnySpin || x;
|
||||
});
|
||||
if( !isAnySpin ){
|
||||
if(this.keepSpin){
|
||||
// get new condition
|
||||
this.nowState = moduleState.SetSpin;
|
||||
break;
|
||||
}else{
|
||||
this.nowState = moduleState.Stopping;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case moduleState.Stopping:
|
||||
if(this.stopCount == 5){
|
||||
this.nowState = moduleState.Ready;
|
||||
}
|
||||
Object.values(this.isColumnSpin).forEach((x:boolean)=>{
|
||||
isAnySpin = isAnySpin || x;
|
||||
});
|
||||
if( !isAnySpin ) this.nowState = moduleState.Ready;
|
||||
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
@@ -144,16 +189,15 @@ export class gameMY extends cc.Component {
|
||||
else{
|
||||
this.betNumber -= 50;
|
||||
}
|
||||
this.betString.string = "" + this.betNumber
|
||||
this.betString.string = "" + this.betNumber;
|
||||
|
||||
}
|
||||
|
||||
|
||||
onSpinBtnClick():void {
|
||||
|
||||
switch(this.nowState){
|
||||
case moduleState.Ready:
|
||||
this.nowState = moduleState.Spining;
|
||||
this.nowState = moduleState.SetSpin;
|
||||
break;
|
||||
case moduleState.Spining:
|
||||
this.nowState = moduleState.Stopping;
|
||||
@@ -166,9 +210,13 @@ export class gameMY extends cc.Component {
|
||||
}
|
||||
|
||||
onColumnsSignal():void {
|
||||
this.node.on('AColumnStop', ()=>{
|
||||
this.stopCount += 1;
|
||||
this.node.on('AColumnStop', (ID)=>{
|
||||
this.isColumnSpin[ID] = false;
|
||||
}, this)
|
||||
|
||||
this.node.on('AColumnStart',(ID)=>{
|
||||
this.isColumnSpin[ID] = true;
|
||||
} ,this)
|
||||
}
|
||||
|
||||
|
||||
@@ -178,11 +226,23 @@ export class gameMY extends cc.Component {
|
||||
|
||||
|
||||
|
||||
simulateCondition():void {
|
||||
for(let i=0; i<this.columnCount; i++){
|
||||
let a:columnCondition = {
|
||||
finalResult:[i+1,i+1,i+1],
|
||||
delayTime:200*i,
|
||||
accelerateTime:5,
|
||||
slowdownTime:2,
|
||||
holdspeedTime:0.5,
|
||||
N:3}
|
||||
this.columnConditionList[this.columnsID[i]]=a
|
||||
}
|
||||
}
|
||||
|
||||
unitTestInit():void {
|
||||
// for unitTest 1
|
||||
this.node.on('Bob', (arg1)=>{
|
||||
cc.log("gameModule Recieve Bob say " + arg1)
|
||||
cc.log("gameModule Recieve Bob say " + arg1);
|
||||
}, this)
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user