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- import CMath from "../../../../util/CMath";
- import BObject from "../../bullet/BObject";
- import FF from "../../FF";
- import FSprite, { SpriteActionType } from "../../object/FSprite";
- import PSprite from "../../object/PSprite";
- import FMapDialog from "../dialog/FMapDialog";
- import WOneByone from "../map1/WOneByone";
- /**
- * 剧情
- */
- const {ccclass, property} = cc._decorator;
- @ccclass
- export default class Plot1 extends cc.Component {
- @property(sp.Skeleton)
- myspine: sp.Skeleton = null;
- @property(cc.Prefab)
- mBullet: cc.Prefab = null;//子弹
- @property(cc.Prefab)
- mMapDialog: cc.Prefab = null;
- @property(cc.Prefab)
- mEffect: cc.Prefab = null;//爆炸效果
- @property({
- type:[cc.Prefab],
- displayName: '解救的对象'
- })
- mMonster: Array<cc.Prefab> = [];
- @property([cc.Node])
- mDx: Array<cc.Node> = [];
- @property(cc.SpriteFrame)
- mAppleIcon: cc.SpriteFrame = null;//苹果图标
- private ff:FF;
- onLoad () {
- }
- onBeginContact(contact: cc.PhysicsContact, self: cc.PhysicsCollider, other: cc.PhysicsCollider){
- if(other.node.group == 'A'){
- let obj = other.node.getComponent(FSprite);
- if(obj.hp > 0){
- this.ff = obj.ff;
- this.node.removeComponent(cc.PhysicsBoxCollider);
- this.run();
- }
- }
- }
- private run(){
- this.ff.pauseSprite(true);
- this.ff.mBlockInputEvents.active = true;
- let map = this.ff.mMap;
- let winSize = cc.winSize
- let camera = map.mCamera;
- let cx = this.node.x - winSize.width/2;
- let cy = this.node.y - winSize.height/2;
- cc.tween(camera.node).sequence(
- cc.moveTo(0.7,cc.v2(cx,cy)),
- cc.callFunc(()=>{
- this.d1();
- })
- ).start()
- }
- private d1(){
- let dialogs = [
- '解决她',
- ];
- let mapDialog = new FMapDialog(this.ff,this.mMapDialog);
- let pos = cc.v2();
- pos.x = this.node.x + this.mDx[0].x;
- pos.y = this.node.y + this.mDx[0].y + this.mDx[0].height;
- mapDialog.showDialog(dialogs,
- pos,
- null,
- ()=>{
- this.playAni1();
- }
- );
- }
- /**
- * 怪物死亡
- * @param node
- */
- private mDead(node:cc.Node){
- let spine = node.getComponent(sp.Skeleton);
- spine.setCompleteListener(() => {
- node.destroy();
- });
- spine.setEventListener(null);
- spine.setAnimation(0, SpriteActionType.dead, false);
- }
- private playAni1(){
- let node = cc.instantiate(this.mBullet);
- let bObject = node.getComponent(BObject);
- let mHitEffect = bObject.mHitEffect;
- bObject.destroy();
- let p1 = this.myspine.node.getPosition();
- p1.y += this.myspine.node.height/2;
- let p2 = this.mDx[0].getPosition();
- p2.y += this.mDx[0].height/2;
- node.parent = this.node;
- let angle = CMath.getAngle(p1,p2)*180/Math.PI;
- node.angle = angle
- cc.tween(node).sequence(
- cc.moveTo(0.5,p2),
- cc.callFunc(()=>{
- node.destroy();
- let xnode = cc.instantiate(mHitEffect);
- xnode.x = this.mDx[0].x;
- xnode.y = this.mDx[0].y;
- xnode.parent = this.node;
- this.playAni2()
- this.mDead(this.mDx[0]);
- })
- ).start()
- }
- private playAni2(){
- let node = cc.instantiate(this.mBullet);
- let bObject = node.getComponent(BObject);
- let mHitEffect = bObject.mHitEffect;
- bObject.destroy();
- let p1 = this.myspine.node.getPosition();
- p1.y += this.myspine.node.height/2;
- let p2 = this.mDx[1].getPosition();
- p2.y += this.mDx[1].height/2;
- node.parent = this.node;
- let angle = CMath.getAngle(p1,p2)*180/Math.PI;
- node.angle = angle
- cc.tween(node).sequence(
- cc.moveTo(0.5,p2),
- cc.callFunc(()=>{
- node.destroy();
- let xnode = cc.instantiate(mHitEffect);
- xnode.x = this.mDx[1].x;
- xnode.y = this.mDx[1].y;
- xnode.parent = this.node;
- this.mDead(this.mDx[1]);
- this.d2()
- })
- ).start()
- }
- private d2(){
- this.myspine.node.scaleX = 1;
- let dialogs = [
- '妖...妖怪',
- ];
- let mapDialog = new FMapDialog(this.ff,this.mMapDialog);
- let pos = cc.v2();
- pos.x = this.node.x + this.mDx[2].x;
- pos.y = this.node.y + this.mDx[2].y + this.mDx[2].height;
- mapDialog.showDialog(dialogs,
- pos,
- null,
- ()=>{
- this.d3();
- }
- );
- }
- private d3(){
- let dialogs = [
- '快...快跑',
- ];
- let mapDialog = new FMapDialog(this.ff,this.mMapDialog);
- let pos = cc.v2();
- pos.x = this.node.x + this.mDx[3].x;
- pos.y = this.node.y + this.mDx[3].y + this.mDx[3].height;
- mapDialog.showDialog(dialogs,
- pos,
- null,
- ()=>{
- this.playAni3();
- }
- );
- }
- private playAni3(){
- let node = cc.instantiate(this.mBullet);
- let bObject = node.getComponent(BObject);
- let mHitEffect = bObject.mHitEffect;
- bObject.destroy();
- let p1 = this.myspine.node.getPosition();
- p1.y += this.myspine.node.height/2;
- let p2 = this.mDx[2].getPosition();
- p2.y += this.mDx[2].height/2;
- node.parent = this.node;
- let angle = CMath.getAngle(p1,p2)*180/Math.PI;
- node.angle = angle
- cc.tween(node).sequence(
- cc.moveTo(0.5,p2),
- cc.callFunc(()=>{
- node.destroy();
- let xnode = cc.instantiate(mHitEffect);
- xnode.x = this.mDx[2].x;
- xnode.y = this.mDx[2].y;
- xnode.parent = this.node;
- this.playAni4()
- this.mDead(this.mDx[2]);
- })
- ).start()
- }
- private playAni4(){
- let node = cc.instantiate(this.mBullet);
- let bObject = node.getComponent(BObject);
- let mHitEffect = bObject.mHitEffect;
- bObject.destroy();
- let p1 = this.myspine.node.getPosition();
- p1.y += this.myspine.node.height/2;
- let p2 = this.mDx[3].getPosition();
- p2.y += this.mDx[3].height/2;
- node.parent = this.node;
- let angle = CMath.getAngle(p1,p2)*180/Math.PI;
- node.angle = angle
- cc.tween(node).sequence(
- cc.moveTo(0.5,p2),
- cc.callFunc(()=>{
- node.destroy();
- let xnode = cc.instantiate(mHitEffect);
- xnode.x = this.mDx[3].x;
- xnode.y = this.mDx[3].y;
- xnode.parent = this.node;
- this.mDead(this.mDx[3]);
- this.mainMove();
- })
- ).start()
- }
- //主角移动进场
- private mainMove(){
- this.myspine.node.scaleX = -1
- let mainSprite = this.ff.mainSprite;
- let p1 = this.node.getPosition();
- p1.x -= 180;
- mainSprite.playAction2(SpriteActionType.run,true)
- cc.tween(mainSprite.node).sequence(
- cc.moveTo(1,p1),
- cc.callFunc(()=>{
- mainSprite.playAction2(SpriteActionType.stand,true)
- this.d4();
- })
- ).start()
- }
- private d4(){
- let dialogs = [
- '小巫女,你看到2个和我差不多大的人类吗?',
- '什么?你已经救了他们?',
- '太感谢你了,有没有什么我可以帮助你的?',
- '你要去传风带?',
- '#yun',
- '不要,我可不想跟你一起把小命丢了',
- ];
- let mapDialog = new FMapDialog(this.ff,this.mMapDialog);
- let pos = cc.v2();
- pos.x = this.node.x;
- pos.y = this.node.y + this.node.height;
- mapDialog.showDialog(dialogs,
- pos,
- this.myspine,
- ()=>{
- this.mainLose();
- }
- );
- }
- /**
- * 主角丢苹果在地上,然后飞到对方身上
- */
- private mainLose(){
- let node = new cc.Node();
- node.group = 'map';
- let sprite = node.addComponent(cc.Sprite);
- sprite.spriteFrame = this.mAppleIcon;
- let mainSprite = this.ff.mainSprite;
- node.x = mainSprite.node.x;
- node.y = mainSprite.node.y + mainSprite.node.height/2;
- node.parent = this.ff.mMap.mSprites;
- node.setScale(1.5);
- let jumpDis = CMath.getRandom(-100,100);
- let jumpBy = cc.jumpBy(0.5, cc.v2(jumpDis, 0), 100, 1);
- cc.tween(node).sequence(
- jumpBy,
- cc.delayTime(0.5),
- cc.callFunc(()=>{
- cc.tween(node).sequence(
- cc.moveTo(0.5,this.node.getPosition()),
- cc.callFunc(()=>{
- this.d5()
- node.destroy();
- })
- ).start()
- cc.tween(node).repeatForever(
- cc.rotateBy(1, 360)
- ).start()
- })
- ).start()
- }
- private d5(){
- let dialogs = [
- '好吧,好吧,看在你救了我朋友的份上',
- '就陪你走一趟,耶稣菩萨保佑,我们一路平安',
- '出发',
- ];
- let mapDialog = new FMapDialog(this.ff,this.mMapDialog);
- let pos = cc.v2();
- pos.x = this.node.x;
- pos.y = this.node.y + this.node.height;
- mapDialog.showDialog(dialogs,
- pos,
- this.myspine,
- ()=>{
- this.getPet();
- }
- );
- }
- /**
- * 解救伙伴
- */
- private getPet(){
- let mainSprite = this.ff.mainSprite;
- let pos = mainSprite.node.getPosition()
- pos.x -= this.node.x;
- pos.y -= this.node.y;
- this.myspine.setAnimation(0, SpriteActionType.run, true);
- cc.tween(this.myspine.node).sequence(
- cc.moveTo(1,pos),
- cc.callFunc(()=>{
- this.myspine.node.removeFromParent();
- for (let i = 0; i < this.mMonster.length; i++) {
- const element = this.mMonster[i];
- let node = cc.instantiate(element);
- let sp = node.getComponent(PSprite);
- this.ff.addRole(sp);
- }
- this.node.destroy();
- this.ff.pauseSprite(false);
- })
- ).start()
- }
- }
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