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- import GuideBase from "../evnet/guide/GuideBase";
- import FF from "../FF";
- import FSprite from "../object/FSprite";
- const { ccclass, property } = cc._decorator;
- @ccclass
- export default class FMap extends cc.Component {
-
- @property(cc.Node)
- mSprites: cc.Node = null;//精灵层
- @property(cc.Node)
- mInit: cc.Node = null;//初始位置
- @property(cc.Node)
- mRooms: cc.Node = null;//地图
- @property(cc.AudioClip)
- mBgm: cc.AudioClip = null;//背景音乐
- @property(GuideBase)
- mGuide: GuideBase = null;//地图进入场景时候的引导
- @property(cc.TiledLayer)
- mColliderTiled: cc.TiledLayer = null;//地图碰撞层
- public ff:FF;
- shoot: cc.Vec2 = cc.v2();//摄像机位置
- public mCamera: cc.Camera = null//地图上的摄像机
- /**
- * 所有房间
- */
- public rooms:Array<cc.Node> = null
- private midWidth = 360;
- private midHeidht = 640;
- //当前所处房间
- private curRoom:cc.Node = null;
- /**
- * 单元格尺寸
- */
- private cellSize = 64;
- onLoad() {
- this.midWidth = cc.winSize.width/2;
- this.midHeidht = cc.winSize.height/2;
- this.rooms = this.mRooms.children
- this.addCollider()
- }
- /**
- * 添加碰撞
- */
- private addCollider(){
- //地图边界碰撞墙
- let width = this.node.width;
- let height = this.node.height;
- let node = new cc.Node();
- node.group = 'map'
- let body = node.addComponent(cc.RigidBody);
- body.type = cc.RigidBodyType.Static;
- this._addBound(node, width/2, height, width, 20);
- this._addBound(node, width/2, 0, width, 20);
- this._addBound(node, 0, height/2, 20, height);
- this._addBound(node, width, height/2, 20, height);
- node.parent = this.node;
-
- //地形碰撞处理
- if(this.mColliderTiled){
- let size = this.mColliderTiled.getLayerSize();
- for (let i = size.height - 1; i >= 0; i--) {
- let count = 0;
- let isEnd = true;
- let startX = 0;
- let startY = size.height - i - 1;
- for (let j = 0; j < size.width; j++) {
- let t = this.mColliderTiled.getTileGIDAt(j,i);
- if(t > 0){
- if(count <= 0){
- startX = j;
- }
- count ++
- isEnd = false;
- }else{
- isEnd = true
- }
- if(count > 0 && isEnd){
- isEnd = true;
- let node = new cc.Node();
- node.x = startX*this.cellSize
- node.y = startY*this.cellSize
- node.group = 'map'
- let body = node.addComponent(cc.RigidBody);
- body.type = cc.RigidBodyType.Static;
- let cwidth = this.cellSize*count
- this._addBound(node,cwidth/2,32,cwidth,this.cellSize);
- node.parent = this.node;
- count = 0;
- }
- }
- if(count > 0){
- let node = new cc.Node();
- node.x = startX*this.cellSize
- node.y = startY*this.cellSize
- node.group = 'map'
- let body = node.addComponent(cc.RigidBody);
- body.type = cc.RigidBodyType.Static;
- let cwidth = this.cellSize*count
- this._addBound(node,cwidth/2,32,cwidth,this.cellSize);
- node.parent = this.node;
- }
-
- }
- }
- }
-
- private _addBound (node, x, y, width, height) {
- // cc.log('nodeXY:',node.x,node.y)
- // cc.log(x,y,width,height)
- let collider:cc.PhysicsBoxCollider = node.addComponent(cc.PhysicsBoxCollider);
- collider.offset.x = x;
- collider.offset.y = y;
- collider.size.width = width
- collider.size.height = height;
- collider.tag = 100;
- }
- /**
- * 获取当前所在房间
- */
- private getRoom(){
- for (let i = 0; i < this.rooms.length; i++) {
- const element = this.rooms[i];
- if(this.inRoom(element)){
- return element;
- }
- }
- return null;
- }
- private inRoom(node:cc.Node):boolean{
- if (this.shoot.x <= node.x
- || this.shoot.y <= node.y
- || this.shoot.x >= node.x + node.width
- || this.shoot.y >= node.y + node.height
- ) {
- return false;
- }
- return true;
- }
-
-
- public setFF(ff:FF){
- this.ff = ff;
- let nodes = this.mSprites.children;
- nodes.forEach(node => {
- if(this.checkIn(node.name)){
- node.destroy();
- }
- });
- if(this.mBgm){
- ff.main.playMusicByClip(this.mBgm);
- }
-
- }
- public checkIn(name:string):boolean{
- let stage = this.ff.main.player.stage;
- return stage.element.indexOf(name) >= 0;
- }
- /**
- * 初始化摄像机位置
- */
- public initCamera(){
- let winSize = cc.winSize;
- let targetPos = this.shoot;//摄像机的目标位置
- let targetX = targetPos.x - this.midWidth;
- if (targetX != this.mCamera.node.x) {
- this.mCamera.node.x = targetX;
- if (this.mCamera.node.x < 0) {
- this.mCamera.node.x = 0;
- }
- if (this.mCamera.node.x > this.node.width - winSize.width) {
- this.mCamera.node.x = this.node.width - winSize.width;
- }
- }
- let targetY = targetPos.y - this.midHeidht;
- if (targetY != this.mCamera.node.y) {
- this.mCamera.node.y = targetY;
- if (this.mCamera.node.y < 0) {
- this.mCamera.node.y = 0;
- }
- if (this.mCamera.node.y > this.node.height - winSize.height) {
- this.mCamera.node.y = this.node.height - winSize.height;
- }
- }
- if(this.mGuide){
- this.mGuide.ff = this.ff;
- this.mGuide.run();
- }
- }
- private pauseFF(){
- this.ff.mainSprite.setPause(true);
- cc.tween(this).sequence(
- cc.delayTime(0.6),
- cc.callFunc(()=>{
- this.ff.mainSprite.setPause(false);
- })
- ).start()
- }
- lateUpdate(dt) {
- this.spriteOrder();
- this.ff.mMu.x = this.mCamera.node.x + this.midWidth
- this.ff.mMu.y = this.mCamera.node.y + this.midHeidht
- if(!this.ff.lockCamera){
- return;
- }
- let room = this.getRoom();
- if(!room){
- return;
- }
- if(this.curRoom != room){
- if(this.curRoom != null){
- this.pauseFF();
- }
- this.curRoom = room;
- }
- let winSize = cc.winSize;
- let targetPos = this.shoot;//摄像机的目标位置
- if(room.width > winSize.width){
- let targetX = targetPos.x - this.midWidth;
- let sideWidth = room.x + room.width - winSize.width;
- if(targetX < room.x){
- targetX = room.x
- }else if(targetX > sideWidth){
- targetX = sideWidth
- }
- if (targetX != this.mCamera.node.x) {
- let offsetx = targetX - this.mCamera.node.x;
- if (offsetx >= -5 && offsetx <= 5) {
- this.mCamera.node.x = targetX;
- } else {
- let dx = offsetx / 10;
- if(Math.abs(dx) < 5){
- if(dx > 0){
- dx = 5;
- }else{
- dx = -5;
- }
- }
- dx = dx*(1+dt)
- this.mCamera.node.x += dx;
- }
- }
- }else{
- let targetX = targetPos.x - this.midWidth;
- if(targetX < room.x){
- targetX = room.x
- }
- if (targetX != this.mCamera.node.x) {
- let offsetx = targetX - this.mCamera.node.x;
- if (offsetx >= -5 && offsetx <= 5) {
- this.mCamera.node.x = targetX;
- } else {
- let dx = offsetx / 10;
- if(Math.abs(dx) < 5){
- if(dx > 0){
- dx = 5;
- }else{
- dx = -5;
- }
- }
- dx = dx*(1+dt)
- this.mCamera.node.x += dx;
- }
- }
- }
- if(room.height > winSize.height){
- let targetY = targetPos.y - this.midHeidht;
- let sideHeight = room.y + room.height - winSize.height;
- if(targetY < room.y){
- targetY = room.y
- }else if(targetY > sideHeight){
- targetY = sideHeight
- }
- if (targetY != this.mCamera.node.y) {
- let offsety = targetY - this.mCamera.node.y;
- if (offsety >= -5 && offsety <= 5) {
- this.mCamera.node.y = targetY;
- } else {
- let dy = offsety / 10;
- if(Math.abs(dy) < 5){
- if(dy > 0){
- dy = 5;
- }else{
- dy = -5;
- }
- }
- dy = dy*(1+dt)
- this.mCamera.node.y += dy;
- }
- }
- }else{
- let targetY = targetPos.y - this.midHeidht;
- if(targetY < room.y){
- targetY = room.y
- }
- if (targetY != this.mCamera.node.y) {
- let offsety = targetY - this.mCamera.node.y;
- if (offsety >= -5 && offsety <= 5) {
- this.mCamera.node.y = targetY;
- } else {
- let dy = offsety / 10;
- if(Math.abs(dy) < 5){
- if(dy > 0){
- dy = 5;
- }else{
- dy = -5;
- }
- }
- dy = dy*(1+dt)
- this.mCamera.node.y += dy;
- }
- }
- }
- }
- /**
- * 地图上所有精灵显示排序
- */
- private spriteOrder() {
- let children = this.mSprites.children;
- for (let i = 0; i < children.length; i++) {
- const e = children[i];
- if(e.zIndex == 9999 || e.zIndex == -9999){
- }else{
- let zIndex = (cc.macro.MAX_ZINDEX - e.y) / 10;
- e.zIndex = zIndex;
- }
- }
- }
- public addSprite(sprite:FSprite) {
- sprite.ff = this.ff;
- sprite.map = this;
- this.mSprites.addChild(sprite.node);
- }
- public setCamera(mCamera: cc.Camera) {
- this.mCamera = mCamera;
- }
- public updateShoot(x, y):boolean {
- if(this.shoot.x == x && this.shoot.y == y){
- return false;
- }
- this.shoot.x = x;
- this.shoot.y = y;
- return true;
- }
- public getSprites(): Array<cc.Node> {
- return this.mSprites.children;
- }
- /**
- * 当前摄像机是否停止
- */
- public cameraStop():boolean{
- return false;
- }
- }
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