Step_2 (Save Version)

順利轉動,可透過spin按鈕開始跟停下。
master
chiyu1468 4 years ago
parent 45dc240075
commit f9a29b4479

File diff suppressed because it is too large Load Diff

@ -1,12 +1,16 @@
const {ccclass, property} = cc._decorator;
import {gameMY} from './gameModule';
import {gameMY, moduleState} from './gameModule';
// const eventTarget = new cc.EventTarget();
export enum columnState {
Ready = 1,
Spining = 2,
Stopping = 3,
enum columnState {
EngStop = 99,
}
@ -20,15 +24,14 @@ export class columnControl extends cc.Component {
@property((cc.Node))
gameModule: cc.Node;
private nowAction = null;
@property(Number)
rollSpeed:number = 1;
// private nowAction = null;
private columnItem: Array<number> = [];
private itemList:Array<number>;
private gameModuleScript;
actionSet = {
"stayPosition": cc.moveTo(0, new cc.Vec2(0, 240)),
"rollingUp2Button": cc.sequence(cc.moveTo(0, new cc.Vec2(0, 240)), cc.moveBy(1.5, new cc.Vec2(0, -240))),
};
private gameModuleScript:gameMY;
nowState:columnState;
protected onLoad () {
@ -36,57 +39,77 @@ export class columnControl extends cc.Component {
}
protected start () {
cc.log("this columnControl start");
this.itemList = Object.values(this.gameModuleScript.itemNameMapping);
// column 位置初始化
this.node.y = this.gameModuleScript.itemSize;
// 隨機初始化 item 圖片
for(let i=0;i<this.node.childrenCount;i++){
let a = this.itemList[Math.floor(Math.random() * 12)];
this.columnItem.unshift( a );
this.columnItem.push( a );
this.node.children[i].getComponent(cc.Sprite).spriteFrame = this.gameModuleScript.item_spriteFrame[a]
}
this.nowAction = this.node.runAction(this.actionSet["stayPosition"]);
this.nowState = columnState.Ready;
}
protected update (dt) {
if(this.nowAction.isDone() == true) {
let a = this.itemList[Math.floor(Math.random() * 12)];
this.columnItem.unshift( a );
this.columnItem.pop();
//換圖
for(let i=0;i<this.columnItem.length;i++){
this.node.children[i].getComponent(cc.Sprite).spriteFrame = this.gameModuleScript.item_spriteFrame[this.columnItem[i]]
}
//移動位置
this.nowAction = this.node.runAction(this.actionSet["rollingUp2Button"]);
}else{
let dY = Math.ceil(this.rollSpeed * this.gameModuleScript.itemSize * dt)
switch(this.nowState){
case columnState.Ready:
//狀態檢查與更新
if(this.gameModuleScript.nowState == moduleState.Spining){
this.nowState = columnState.Spining;
}
break;
case columnState.Spining:
if(this.node.y - dY <= 0){
this.node.y = this.node.y + this.gameModuleScript.itemSize - dY;
//更新圖片
this.prepareNextItem();
for(let i=0;i<this.columnItem.length;i++){
this.node.children[i].getComponent(cc.Sprite).spriteFrame = this.gameModuleScript.itemBlur_spriteFrame[this.columnItem[i]];
}
//狀態檢查與更新
if(this.gameModuleScript.nowState == moduleState.Stopping){
this.nowState = columnState.Stopping;
}
}else{this.node.y -= dY;}
break;
case columnState.Stopping:
if(this.node.y - dY <= 0){
this.node.y = this.gameModuleScript.itemSize;
//更新圖片
this.prepareNextItem();
for(let i=0;i<this.columnItem.length;i++){
this.node.children[i].getComponent(cc.Sprite).spriteFrame = this.gameModuleScript.item_spriteFrame[this.columnItem[i]];
}
this.gameModule.emit("AColumnStop")
//狀態檢查與更新
this.nowState = columnState.Ready; // 狀態復歸
}else{this.node.y -= dY;}
break;
case columnState.EngStop:
// To Nothing just stop whole column
break;
}
}
prepareNextItem() {
let a = this.itemList[Math.floor(Math.random() * this.itemList.length)];
this.columnItem.unshift( a );
this.columnItem.pop();
}
}
// 用 tween 做動畫
// cc.tween(b)
// .to(1, { position: cc.v2(100, 0), rotation: 360 })
// .to(1, { position: cc.v2(0, 0), rotation: 0 })
// // .to(1, { scale: 2 })
// .start()
// 用 Action 做動畫
// var seq = cc.sequence(cc.moveBy(1.5, cc.Vec2(100, 50)), cc.moveBy(1.5, cc.Vec2(-100, -50)));
// b.runAction(this.seq)
// c.runAction(this.seq) // 失敗 seq 不能一次賦予兩個物件一樣動作
// this.bigFrameString.node.runAction(seq)

@ -17,7 +17,8 @@ export default class NewClass extends cc.Component {
@property((cc.Node))
columnControl: cc.Node = null;
private secCounter: number;
private secCounter: number = 0;
private fpsCount: number = 0;
private gameModuleScript;
private columnControlScript;
@ -42,18 +43,20 @@ export default class NewClass extends cc.Component {
protected update (dt) {
this.secCounter += dt;
this.fpsCount += 1;
// 測試 cc.resources.loadDir 載入時間 ==> 結論: 約需要 0.2~0.5秒
if(this.tempValue){
if(!(Object.keys(this.gameModuleScript.item_spriteFrame).length === 0)){
cc.log(" empty to full : " + this.secCounter)
cc.log(" .loadDir Complete : " + this.secCounter)
this.tempValue = false
}
}
if(this.secCounter >= 5) {
cc.log("engineer Function Update : " + this.secCounter)
cc.log("engineer Function Update : " + this.fpsCount)
this.secCounter = 0
this.fpsCount = 0
}
}
@ -78,10 +81,74 @@ export default class NewClass extends cc.Component {
for(let i=0;i<this.columnControl.childrenCount;i++){
let a = this.itemList[Math.floor(Math.random() * 12)];
this.columnControlScript.columnItem.push( a );
this.columnControlScript.columnItem.pop( a );
this.columnControlScript.columnItem.unshift( a );
let c = this.gameModuleScript.item_spriteFrame[a]
this.columnControl.children[i].getComponent(cc.Sprite).spriteFrame = c
}
}
test4():void {
this.node.getChildByName('UT4').y += 100;
cc.log("markA")
}
tempColumnState:any;
test5():void {
if(this.columnControlScript.nowState == 99){
this.columnControlScript.nowState = this.tempColumnState;
}else{
this.tempColumnState = this.columnControlScript.nowState;
this.columnControlScript.nowState = 99;
}
}
}
// 棄置的扣
// 動畫相關
// actionSet = {
// "stayPosition": cc.moveTo(0, new cc.Vec2(0, 240)),
// "rollingUp2Button": cc.sequence(cc.moveTo(0, new cc.Vec2(0, 240)), cc.moveBy(1.5, new cc.Vec2(0, -240))),
// };
// if(this.nowAction.isDone() == true) {
// let a = this.itemList[Math.floor(Math.random() * 12)];
// this.columnItem.unshift( a );
// this.columnItem.pop();
// //換圖
// for(let i=0;i<this.columnItem.length;i++){
// this.node.children[i].getComponent(cc.Sprite).spriteFrame = this.gameModuleScript.item_spriteFrame[this.columnItem[i]]
// }
// //移動位置
// this.nowAction = this.node.runAction(this.actionSet["rollingUp2Button"]);
// }else{
// }
// 用 tween 做動畫
// cc.tween(b)
// .to(1, { position: cc.v2(100, 0), rotation: 360 })
// .to(1, { position: cc.v2(0, 0), rotation: 0 })
// // .to(1, { scale: 2 })
// .start()
// 用 Action 做動畫
// var seq = cc.sequence(cc.moveBy(1.5, cc.Vec2(100, 50)), cc.moveBy(1.5, cc.Vec2(-100, -50)));
// b.runAction(this.seq)
// c.runAction(this.seq) // 失敗 seq 不能一次賦予兩個物件一樣動作
// this.bigFrameString.node.runAction(seq)

@ -9,8 +9,12 @@ const {ccclass, property, } = cc._decorator;
enum moduleState {
"INIT",
export enum moduleState {
INIT1 = 0,
INIT2 = 1,
Ready = 2,
Spining = 3,
Stopping = 4,
};
@ -18,10 +22,10 @@ enum moduleState {
export class gameMY extends cc.Component {
@property
columnCount = 5;
columnCount:number = 5;
@property
itemSize = 240;
itemSize:number = 240;
@property(cc.Label)
betString: cc.Label = null;
@ -32,7 +36,6 @@ export class gameMY extends cc.Component {
@property(cc.Label)
balanceString: cc.Label = null;
@property({type: cc.Prefab})
columnPrefab: cc.Prefab | null = null;
@ -46,6 +49,10 @@ export class gameMY extends cc.Component {
private balanceNumber: number;
private bigFrameNumber: number;
private stopCount:number;
nowState: moduleState = 0;
// item 圖片資源存放區
itemNameMapping = {
'item_01':1, 'item_02':2, 'item_03':3, 'item_04':4, 'item_9':5,
@ -56,13 +63,14 @@ export class gameMY extends cc.Component {
item_spriteFrame = {};
itemBlur_spriteFrame = {};
init_Complete:boolean = false
protected onLoad () {
protected onLoad () {
this.unitTestInit(); // for engineer use
this.onColumnsSignal()
// 讀取 item 圖片資源
cc.resources.loadDir('item',cc.SpriteFrame, (err: any, sF) => {
sF.forEach( (eachSpriteFrame)=>{
@ -82,26 +90,48 @@ export class gameMY extends cc.Component {
protected start () {
this.betNumber = 50;
this.slotBoard.addChild( cc.instantiate(this.columnPrefab) )
this.slotBoard.addChild( cc.instantiate(this.columnPrefab) )
this.slotBoard.addChild( cc.instantiate(this.columnPrefab) )
this.slotBoard.addChild( cc.instantiate(this.columnPrefab) )
this.slotBoard.addChild( cc.instantiate(this.columnPrefab), 1 )
this.slotBoard.addChild( cc.instantiate(this.columnPrefab), 2 )
this.slotBoard.addChild( cc.instantiate(this.columnPrefab), 3 )
this.slotBoard.addChild( cc.instantiate(this.columnPrefab), 4 )
}
protected update (dt) {
if(!this.init_Complete){
// 完成圖片載入再啟動 column
if((Object.keys(this.item_spriteFrame).length === 12)){
for(let i=0;i<=5;i++){
this.slotBoard.children[i].getComponent('columnControl').gameModule = this.node;
this.slotBoard.children[i].active = true;
this.init_Complete=true;
switch(this.nowState){
case moduleState.INIT1:
// 檢查圖片載入完成後
// 將必要資訊餵給 column 後再 active column
// 再完成初始化
if((Object.keys(this.item_spriteFrame).length === Object.keys(this.itemNameMapping).length)){
for(let i=0; i<this.columnCount; i++){
this.slotBoard.children[i].getComponent('columnControl').gameModule = this.node;
this.slotBoard.children[i].active = true;
this.nowState = moduleState.INIT2;
}
}
}
break;
case moduleState.INIT2:
for(let i=0; i<this.columnCount; i++){
cc.log(this.slotBoard.children[i].x)
}
this.nowState = moduleState.Ready;
break;
case moduleState.Ready:
break;
case moduleState.Spining:
this.stopCount = 0;
break;
case moduleState.Stopping:
if(this.stopCount == 5){
this.nowState = moduleState.Ready;
}
break;
default:
break;
}
}
@ -115,22 +145,44 @@ export class gameMY extends cc.Component {
this.betNumber -= 50;
}
this.betString.string = "" + this.betNumber
}
onSpinBtnClick():void {
switch(this.nowState){
case moduleState.Ready:
this.nowState = moduleState.Spining;
break;
case moduleState.Spining:
this.nowState = moduleState.Stopping;
break;
default:
cc.log("do nothing");
break;
}
}
onColumnsSignal():void {
this.node.on('AColumnStop', ()=>{
this.stopCount += 1;
}, this)
}
cc.log("nothing");
}
unitTestInit():void {
// for unitTest 1
this.node.on('Bob', (arg1)=>{
cc.log("columnControl Recieve Bob say " + arg1)
cc.log("gameModule Recieve Bob say " + arg1)
}, this)
}

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