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[InternetShortcut]
URL=https://docs.cocos.com/creator/manual/en/scripting/setup.html#custom-script-template

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{
"image": {
"type": "sprite-frame"
}
}

27
.gitignore vendored Normal file
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#///////////////////////////
# Cocos Creator 3D Project
#///////////////////////////
library/
temp/
local/
build/
profiles/
native
assets/ImagePacks
#//////////////////////////
# NPM
#//////////////////////////
node_modules/
#//////////////////////////
# VSCode
#//////////////////////////
.vscode/
#//////////////////////////
# WebStorm
#//////////////////////////
.idea/
assets/ImagePack/!幻想模拟战.NPK
assets/ImagePack/!幻想模拟战.NPK.meta

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# DaFuWeng
大富翁

9
assets/GlobalScript.meta Normal file
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{
"ver": "1.2.0",
"importer": "directory",
"imported": true,
"uuid": "5208f390-cc46-487e-ab55-1158ca41e9fe",
"files": [],
"subMetas": {},
"userData": {}
}

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{
"ver": "1.2.0",
"importer": "directory",
"imported": true,
"uuid": "822d6861-f210-4760-bd10-0fd9fc2cae86",
"files": [],
"subMetas": {},
"userData": {}
}

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/*
* @Author: WoNiu
* @Date: 2024-03-11 12:16:36
* @LastEditTime: 2024-03-26 15:40:23
* @LastEditors: WoNiu
* @Description:
*/
import { _decorator, Node } from 'cc';
import { ScriptMyAnimation } from './ScriptMyAnimation';
const { ccclass } = _decorator;
@ccclass('AnimationNode')
export class AnimationNode extends Node{
constructor(AnimationPath: string,aniDone?:Function) {
super();
let aniNode = new Node();
let ani = aniNode.addComponent( ScriptMyAnimation)
ani.AnimationPath = AnimationPath;
ani.onAniDone = aniDone;
this.addChild(aniNode);
}
}

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{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "158c563d-2556-4c10-a9e1-f0d9b62db198",
"files": [],
"subMetas": {},
"userData": {}
}

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import { _decorator, Component, Node, Animation, Sprite, resources, SpriteFrame, CCString, CCInteger, Vec2 } from 'cc';
import { MyAnimation } from './MyAnimation';
const { ccclass, property, requireComponent, executeInEditMode } = _decorator;
@ccclass('BaseMyAnimation')
@requireComponent(Sprite)//依赖组件 精灵
export default class BaseMyAnimation extends MyAnimation {
@property({ type: CCInteger, displayName: 'Ani帧数', tooltip: "Ani总共有多少帧" })
AnimationFrameCount: number = 0;
NowSettingCount = 0;
@property({ type: CCString, displayName: '默认img路径', tooltip: "img路径" })
DefaultImgPath = "";
@property({ type: [CCString], displayName: 'img路径', tooltip: "img路径" })
ImgPath: string[] = Array<string>();
@property({ type: [CCInteger], displayName: 'img编号', tooltip: "img编号" })
ImgIndex: number[] = Array<number>();
@property({ type: [CCInteger], displayName: '每帧时间', tooltip: "每一帧的持续时间" })
FrameDelay: Array<number> = Array<number>();
ChangeArr(Aobj, Bobj, FillData) {
if (Aobj.length < Bobj) {
for (let index = 0; index < (Bobj - Aobj.length); index++) {
Aobj.push(FillData);
}
} else if (Aobj.length > Bobj) {
for (let index = 0; index < (Aobj.length - Bobj); index++) {
Aobj.pop();
}
}
}
onAnimationFrameCountChanged() {
//如果更改了设置
if (this.NowSettingCount != this.AnimationFrameCount) {
this.ChangeArr(this.ImgPath, this.AnimationFrameCount, '`NoImgPath`0');
this.ChangeArr(this.FrameDelay, this.AnimationFrameCount, 0);
this.NowSettingCount = this.AnimationFrameCount;
}
}
}

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{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "46191008-0f8c-41fa-916e-29c656c36c99",
"files": [],
"subMetas": {},
"userData": {}
}

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import {
_decorator, Color, Component, math, Node, resources, Sprite, SpriteFrame, Texture2D, UITransform, v2, v3, Vec2, Vec3,
} from "cc";
import { GameState } from "../GlobalGameState/GameState";
import { ImagePack } from "../ImagePack/ImagePack";
import { Ani_Frame, Img, ScriptAni } from "../GlobalInterface/GlobalInterface";
import { GameScript } from "../GameScript/GameScript";
const { ccclass, property, requireComponent } = _decorator;
@ccclass("MyAnimation")
@requireComponent(Sprite)
export class MyAnimation extends Component {
/// 动画完成回调
public onAniDone : Function;
//Ani加载精灵帧初始化状态
InitState: boolean = false;
SpriteObj: Sprite = null;
//Ani帧数
AnimationFrameCount: number = 1;
//默认img路径
DefaultImgPath: string = "";
//img路径的数组
ImgPath: string[] = Array<string>();
ImgIndex: number[] = Array<number>();
//img帧的数组
FrameArr: Array<Ani_Frame> = [];
//实际用到的Img路径数组 可能用于以后的释放NPK
RealUseImgPath: string[] = Array<string>();
//播放计时器时间
PlayTimer: number = 0;
//每帧延迟时间
FrameDelay: number[] = Array<number>();
//当前帧
NowFrame: number = 0;
//Ani播放状态 0未播放 1播放中 2暂停中 3播放完成
PlayState = 0;
//Ani对象
AniObject: ScriptAni;
//初始化路径
InitPath() {
//首先push默认路径
this.RealUseImgPath.push(this.DefaultImgPath);
//遍历img路径数组
this.ImgPath.forEach((Path, index) => {
//如果没填写说明为空
if (Path == "") {
Path = this.DefaultImgPath;
} else {
if (!this.RealUseImgPath.includes(Path)) {
this.RealUseImgPath.push(Path);
}
}
this.FrameArr.push({
Img_Path: Path,
Img_Index: this.ImgIndex[index],
Delay: this.FrameDelay[index],
Frame: null,
});
});
}
LoadSuccessImgCount: number = 0;
ImgTable: Map<string, Img> = new Map<string, Img>();
//读取Img
InitImg() {
//遍历img路径数组
this.RealUseImgPath.forEach((Path, index) => {
ImagePack.getInstance().ReadNpkTable(Path, (ImgObj) => {
this.LoadSuccessImgCount++;
//记录路径对应的Img对象
this.ImgTable.set(Path, ImgObj);
//如果已加载数量等于总数量 说明Img初始化完成
if (this.LoadSuccessImgCount == this.RealUseImgPath.length) {
//都加载完成以后 把精灵帧初始化出来
this.FrameArr.forEach((FrameObj, Index) => {
const Png = this.ImgTable.get(FrameObj.Img_Path)
.Png_List[FrameObj.Img_Index];
let spriteFrame = new SpriteFrame();
let tex = new Texture2D();
tex.reset({
width: Png.Width,
height: Png.Height,
format: Texture2D.PixelFormat.RGBA8888,
mipmapLevel: 0,
});
tex.uploadData(Png.PNGdata, 0, 0);
// 更新 0 级 Mipmap。
tex.updateImage();
spriteFrame.texture = tex;
spriteFrame.offset = v2(Png.Xpos, -Png.Ypos);
this.FrameArr[Index].Frame = spriteFrame;
});
this.InitState = true;
}
});
});
}
Init() {
this.InitPath();
this.InitImg();
}
start() {
//判断是否有精灵 如果没有 就给他搞一个
if (this.node.getComponent(Sprite))
this.SpriteObj = this.node.getComponent(Sprite);
else
this.SpriteObj = this.node.addComponent(Sprite);
//初始化构造内容
this.Init();
//设置节点锚点为左上角
this.node.getComponent(UITransform).anchorPoint = v2(0, 1);
//设置类型
this.SpriteObj.sizeMode = Sprite.SizeMode.RAW;
//设置
this.SpriteObj.trim = false;
}
update(deltaTime: number) {
//如果游戏世界处于暂停的模式下 不再继续播放
if (GameState.getInstance().IsPauseState()) return;
//如果初始化未完成,不播放
if (!this.InitState) return;
//如果不在播放中
if (this.PlayState != 1) return;
let FrameObj = this.FrameArr[this.NowFrame];
if (FrameObj) {
//当前帧播放时间大于本帧延迟时间时
if (this.PlayTimer > FrameObj.Delay) {
//需要初始化还原的东西
//缩放
this.node.setScale(1, 1);
//染色
this.SpriteObj.color = new Color(255, 255, 255, 255);
//帧数加1
this.NowFrame++;
//Ani播放完了
if (this.NowFrame >= this.FrameArr.length) {
if (this.AniObject && this.AniObject.Flag && this.AniObject.Flag.get("LOOP"))
this.NowFrame = 0;
else this.PlayState = 3;
if (this.PlayState == 3 && this.onAniDone) this.onAniDone();
}
//设置精灵对象更换图片
this.SpriteObj.spriteFrame = FrameObj.Frame;
//设置坐标
if (FrameObj.Pos) this.node.setPosition(FrameObj.Pos);
if (FrameObj.Flag) {
if (FrameObj.Flag.get("INTERPOLATION")) {
} else {
FrameObj.Flag.forEach((Value, Key) => {
if (Key == "RGBA") {
this.SpriteObj.color = new Color(Value[0], Value[1], Value[2], Value[3]);
}
else if (Key == "IMAGE_RATE") {
this.node.setScale(parseFloat(Value.x), parseFloat(Value.y));
}
});
}
}
//重置计时器
this.PlayTimer = 0;
}
}
this.PlayTimer += deltaTime * 1000;
}
}

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{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "7134a119-c41c-4947-9191-d7def689bdd4",
"files": [],
"subMetas": {},
"userData": {}
}

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import { _decorator, CCInteger, CCString, Component, Node, Sprite, SpriteFrame, Texture2D, UITransform, v2 } from 'cc';
import { MyAnimation } from './MyAnimation';
import { GameScript } from '../GameScript/GameScript';
import { ImagePack } from '../ImagePack/ImagePack';
import { ScriptAls, ScriptAni } from '../GlobalInterface/GlobalInterface';
const { ccclass, property, requireComponent } = _decorator;
@ccclass('ScriptMyAnimation')
@requireComponent(Sprite)//依赖组件 精灵
export class ScriptMyAnimation extends MyAnimation {
@property({ type: CCString, displayName: 'Ani路径', tooltip: "Ani在PVF中的路径" })
AnimationPath = "";
// @property({ type: CCInteger, displayName: '是否显示', tooltip: "1为显示 0为不显示" })
// PlayState = 0;
//是否有替换符
Replace: Array<string>;
//读取Img
InitImg() {
//遍历img路径数组
this.AniObject.Img_List.forEach((Path, index) => {
ImagePack.getInstance().ReadNpkTable("sprite/" + Path.toLocaleLowerCase(), (ImgObj) => {
this.LoadSuccessImgCount++;
//记录路径对应的Img对象
this.ImgTable.set(Path, ImgObj);
//如果已加载数量等于总数量 说明Img初始化完成
if (this.LoadSuccessImgCount == this.AniObject.Img_List.length) {
//都加载完成以后 把精灵帧初始化出来
this.FrameArr.forEach((FrameObj, Index) => {
const Png = this.ImgTable.get(FrameObj.Img_Path).Png_List[FrameObj.Img_Index];
let spriteFrame = new SpriteFrame();
let tex = new Texture2D();
tex.reset({
width: Png.Width,
height: Png.Height,
format: Texture2D.PixelFormat.RGBA8888,
mipmapLevel: 0,
});
tex.uploadData(Png.PNGdata);
// 更新 0 级 Mipmap。
tex.updateImage();
spriteFrame.texture = tex;
spriteFrame.offset = v2(Png.Xpos, -Png.Ypos);
this.FrameArr[Index].Frame = spriteFrame;
});
this.InitState = true;
//开始播放
this.PlayState = 1;
}
});
});
}
Decompile_als(str: string) {
const strbuf = str.split("\n");
let Flag = 0;
let AniobjArr: Array<string> = new Array<string>;
let AniaddArr: Array<string[]> = new Array<string[]>;
strbuf.forEach((lstr, line) => {
if (Flag == 0) {
if (lstr.indexOf("[use animation]") != -1) {
Flag = 1;
} else if (lstr.indexOf("[none effect add]") != -1 || lstr.indexOf("[add]") != -1) {
Flag = 5;
}
} else if (Flag == 1) {
AniobjArr.push(lstr);
Flag = 2;
} else if (Flag == 2) {
AniobjArr.push(lstr);
Flag = 0;
} else if (Flag == 5) {
let buf = lstr.split("\t");
AniaddArr.push(buf);
Flag = 0;
}
});
let AniArr: Array<ScriptAls> = new Array<ScriptAls>;
for (let index = 0; index < AniobjArr.length; index += 2) {
let ScriptAlsBuf: ScriptAls = {};
ScriptAlsBuf.Path = AniobjArr[index];
ScriptAlsBuf.Name = AniobjArr[index + 1];
AniArr.push(ScriptAlsBuf);
}
// console.log(AniobjArr);
// console.log(AniaddArr);
return AniArr;
}
//判断是否有Als
CheckAnimotionAls() {
let Ret = GameScript.getInstance().GetDataByPath(this.AnimationPath + ".als");
if (Ret) {
let Als = this.Decompile_als(Ret);
Als.forEach(aniobj => {
let NodeBuf = new Node();
// let SpriteBuf = NodeBuf.addComponent(Sprite);
let Ani = NodeBuf.addComponent(ScriptMyAnimation);
Ani.AnimationPath = this.AnimationPath.substring(0, this.AnimationPath.lastIndexOf("/") + 1) + aniobj.Path.match(/`(.*?)`/)[1].toLowerCase();
// Ani.PlayState = this.PlayState;
// console.log(Ani.AnimationPath);
this.node.parent.addChild(NodeBuf);
});
}
}
//通过路径初始化Ani对象
InitAnimotionObject() {
this.CheckAnimotionAls();
this.AniObject = GameScript.getInstance().GetDataByPath(this.AnimationPath);
}
Init() {
if (!this.AniObject) this.InitAnimotionObject();
//如果有替换符则替换
if (this.Replace) {
this.AniObject.Frame.forEach((FrameObj, Index) => {
this.AniObject.Frame[Index].Img_Path = FrameObj.Img_Path.replace(this.Replace[0], this.Replace[1]);
});
}
this.FrameArr = this.AniObject.Frame;
this.InitImg();
}
start() {
super.start();
}
}

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"importer": "typescript",
"imported": true,
"uuid": "da8cb249-923c-42fa-a55d-a66f7ffbc2d3",
"files": [],
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"userData": {}
}

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{
"ver": "1.2.0",
"importer": "directory",
"imported": true,
"uuid": "f177f8e4-aca5-4209-ab04-8be793eaeb16",
"files": [],
"subMetas": {},
"userData": {}
}

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import { _decorator, CCInteger, CCString, Component, Node, Sprite, SpriteFrame, input, Input, __private, NodeEventType, EventTouch, EventMouse, UITransform, v2 } from 'cc';
import { BaseSpriteFrame } from './BaseSpriteFrame';
const { ccclass, property } = _decorator;
export enum BaseButtonState{
// 普通
Normal = 0,
// 悬停
Hover = 1,
// 按下
Press = 2,
//失效
Disable = 8
}
@ccclass('BaseButton')
export class BaseButton extends Component {
@property({ type: CCString, displayName: 'img路径', tooltip: "img路径" })
ImgPath: string;
@property({ type: [CCInteger], displayName: '普通img编号', tooltip: "普通img编号" })
NormalImgIndex: number;
@property({ type: [CCInteger], displayName: '悬停img编号', tooltip: "悬停img编号" })
HoverImgIndex: number;
@property({ type: [CCInteger], displayName: '按下img编号', tooltip: "按下img编号" })
PressImgIndex: number;
@property({ type: [CCInteger], displayName: '失效img编号', tooltip: "失效img编号" })
DisableImgIndex: number;
//普通精灵帧
NormalImgSpriteFrame: SpriteFrame;
//悬停精灵帧
HoverImgSpriteFrame: SpriteFrame;
//按下精灵帧
PressImgSpriteFrame: SpriteFrame;
//失效精灵帧
DisableImgSpriteFrame: SpriteFrame;
//精灵对象
SpriteObj: Sprite;
//初始化状态
InitState = false;
//按钮状态
ButtonState = BaseButtonState.Normal; // 0 普通 1悬停 2按下 8失效
/**
* @description: BaseButton初始化设置
* @param {string} ImgPath: npk中的路径
* @param {number} NormalIndex: 普通 npk.img idnex +1
*/
init(ImgPath:string,NormalIndex:number): void;
init(ImgPath:string,NormalIndex:number,HoverIndex:number,PressIndex:number,DisableIndex:number,auto:boolean): void;
/**
* @description: BaseButton初始化设置
* @param {string} ImgPath: npk中的路径
* @param {number} NormalIndex: 普通 npk.img idnex
* @param {number} HoverIndex: 悬停
* @param {number} PressIndex
* @param {number} DisableIndex
* @param {number} Disable
* @return {*}
*/
init(ImgPath:string,NormalIndex:number,HoverIndex?:number,PressIndex?:number,DisableIndex?:number,Disable:boolean = true): void{
this.ImgPath = ImgPath;
this.NormalImgIndex = NormalIndex;
this.HoverImgIndex = HoverIndex ? HoverIndex : NormalIndex + 1;
this.PressImgIndex = PressIndex ? PressIndex : NormalIndex + 2;
if (Disable){ this.DisableImgIndex = DisableIndex ? DisableIndex : NormalIndex + 3; }
}
start() {
//判断是否有精灵 如果没有 就给他搞一个
if (this.node.getComponent(Sprite))
this.SpriteObj = this.node.getComponent(Sprite);
else
this.SpriteObj = this.node.addComponent(Sprite);
//设置节点锚点为左上角
this.node.getComponent(UITransform).anchorPoint = v2(0, 1);
//设置类型
this.SpriteObj.sizeMode = Sprite.SizeMode.RAW;
//设置
this.SpriteObj.trim = false;
new BaseSpriteFrame(this.ImgPath, this.NormalImgIndex, _SpriteFrame => { this.NormalImgSpriteFrame = _SpriteFrame });
new BaseSpriteFrame(this.ImgPath, this.HoverImgIndex, _SpriteFrame => { this.HoverImgSpriteFrame = _SpriteFrame });
new BaseSpriteFrame(this.ImgPath, this.PressImgIndex, _SpriteFrame => { this.PressImgSpriteFrame = _SpriteFrame });
new BaseSpriteFrame(this.ImgPath, this.DisableImgIndex, _SpriteFrame => { this.DisableImgSpriteFrame = _SpriteFrame });
}
UploadSpriteFrame(_SpriteFrame) {
if (this.SpriteObj.spriteFrame != _SpriteFrame) {
this.SpriteObj.spriteFrame = _SpriteFrame;
}
}
update(deltaTime: number) {
if (!this.InitState) {
if (this.NormalImgSpriteFrame && this.HoverImgSpriteFrame && this.PressImgSpriteFrame) {
this.InitState = true;
this.UploadSpriteFrame(this.NormalImgSpriteFrame);
// this.node.on(Input.EventType.TOUCH_START, this.OnPress, this);
// this.node.on(Input.EventType.TOUCH_END, this.OnEnd, this);
this.node.on(Node.EventType.MOUSE_ENTER, this.OnHever, this);
this.node.on(Node.EventType.MOUSE_LEAVE, this.OffHever, this);
this.node.on(Node.EventType.MOUSE_DOWN, this.OnPress, this);
this.node.on(Node.EventType.MOUSE_UP, this.OnEnd, this);
}
} else {
switch (this.ButtonState) {
case BaseButtonState.Normal:
this.UploadSpriteFrame(this.NormalImgSpriteFrame);
break;
case BaseButtonState.Hover:
this.UploadSpriteFrame(this.HoverImgSpriteFrame);
break;
case BaseButtonState.Press:
this.UploadSpriteFrame(this.PressImgSpriteFrame);
break;
case BaseButtonState.Disable:
this.UploadSpriteFrame(this.DisableImgSpriteFrame);
break;
default:
break;
}
}
}
OffHever(event) {
if (this.ButtonState == BaseButtonState.Disable) return;
this.ButtonState = BaseButtonState.Normal;
}
OnHever(event) {
if (this.ButtonState == BaseButtonState.Disable) return;
this.ButtonState = BaseButtonState.Hover;
}
OnEnd(event: EventMouse) {
if (this.ButtonState == BaseButtonState.Disable) return;
if (event.getButton() != EventMouse.BUTTON_LEFT) return;
this.ButtonState = BaseButtonState.Normal;
}
OnPress(event: EventMouse) {
if (this.ButtonState == BaseButtonState.Disable) return;
//必须是鼠标左键
if (event.getButton() != EventMouse.BUTTON_LEFT) return;
this.ButtonState = BaseButtonState.Press;
}
}

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"importer": "typescript",
"imported": true,
"uuid": "227e9de9-da6c-4457-9ce3-bc6d687c990b",
"files": [],
"subMetas": {},
"userData": {}
}

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import { _decorator, Component, EventMouse, Node } from 'cc';
const { ccclass, property } = _decorator;
@ccclass('BaseButtonAction')
export class BaseButtonAction extends Component {
onMouseUp?: Function;
onMouseLeftUp?: Function;
onMouseRightUp?: Function;
onMouseDown?: Function;
onMouseLeftDown?: Function;
onMouseRightDown?: Function;
start() {
this.node.on(Node.EventType.MOUSE_UP,this._onMouseUp,this);
this.node.on(Node.EventType.MOUSE_DOWN,this._onMouseDown,this);
}
private _onMouseUp(event:EventMouse){
if (this.onMouseUp) this.onMouseUp();
switch (event.getButton()) {
case EventMouse.BUTTON_LEFT:
if (this.onMouseLeftUp) this.onMouseLeftUp();
break;
case EventMouse.BUTTON_RIGHT:
if (this.onMouseRightUp) this.onMouseRightUp();
break;
default:
break;
}
}
private _onMouseDown(event:EventMouse){
if (this.onMouseDown) this.onMouseDown();
switch (event.getButton()) {
case EventMouse.BUTTON_LEFT:
if (this.onMouseLeftDown) this.onMouseLeftDown();
break;
case EventMouse.BUTTON_RIGHT:
if (this.onMouseRightDown) this.onMouseRightDown();
break;
default:
break;
}
}
update(deltaTime: number) {
}
}

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"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "297493e6-04d1-4d0f-a06b-0c8bd259ad71",
"files": [],
"subMetas": {},
"userData": {}
}

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import { _decorator, CCInteger, CCString, Component, Node, Sprite, SpriteFrame, Texture2D, UITransform, v2 } from 'cc';
import { ImagePack } from '../ImagePack/ImagePack';
import { BaseSpriteFrame } from './BaseSpriteFrame';
const { ccclass, property } = _decorator;
@ccclass('BaseSprite')
export class BaseSprite extends Component {
@property({ type: CCString, displayName: 'img路径', tooltip: "img路径" })
ImgPath = "";
@property({ type: CCInteger, displayName: 'img编号', tooltip: "img编号" })
ImgIndex = 0;
//精灵对象
SpriteObj: Sprite;
start() {
if (this.ImgPath.length > 0 ){
this.updateSpriteFrame(this.ImgPath,this.ImgIndex);
}
}
updateSpriteFrame(imgPath: string, imgIndex: number){
this.ImgIndex = imgIndex;
this.ImgPath = imgPath;
//判断是否有精灵 如果没有 就给他搞一个
if (this.node.getComponent(Sprite))
this.SpriteObj = this.node.getComponent(Sprite);
else
this.SpriteObj = this.node.addComponent(Sprite);
//设置节点锚点为左上角
this.node.getComponent(UITransform).anchorPoint = v2(0, 1);
//设置类型
this.SpriteObj.sizeMode = Sprite.SizeMode.RAW;
//设置
this.SpriteObj.trim = false;
new BaseSpriteFrame(imgPath.toLocaleLowerCase(), imgIndex, (_SpriteFrame) => {
this.SpriteObj.spriteFrame = _SpriteFrame;
});
}
update(deltaTime: number) {
}
}

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{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "a8046df1-6c92-4ce6-a53c-1548472bce1e",
"files": [],
"subMetas": {},
"userData": {}
}

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import { _decorator, Component, Node, SpriteFrame, Texture2D, v2 } from 'cc';
import { ImagePack } from '../ImagePack/ImagePack';
const { ccclass, property } = _decorator;
@ccclass('BaseSpriteFrame')
export class BaseSpriteFrame {
//初始化状态
InitState: boolean = false;
//精灵帧
_SpriteFrame: SpriteFrame;
//回调函数
CallBackFunc: Function;
constructor(ImgPath: string, ImgIndex: number, CallBack?: Function) {
if (CallBack) this.CallBackFunc = CallBack;
ImagePack.getInstance().ReadNpkTable("sprite/" + ImgPath.toLocaleLowerCase(), (ImgObj) => {
const Png = ImgObj.Png_List[ImgIndex];
this._SpriteFrame = new SpriteFrame();
let tex = new Texture2D();
tex.reset({
width: Png.Width,
height: Png.Height,
format: Texture2D.PixelFormat.RGBA8888,
mipmapLevel: 0,
});
tex.uploadData(Png.PNGdata);
// 更新 0 级 Mipmap。
tex.updateImage();
this._SpriteFrame.texture = tex;
this._SpriteFrame.offset = v2(Png.Xpos, -Png.Ypos);
this.CallBackFunc(this._SpriteFrame);
this.InitState = true;
});
}
}

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{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "ab5b488b-feb1-48e2-a426-d0ce0d4b59b7",
"files": [],
"subMetas": {},
"userData": {}
}

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/*
* @Author: WoNiu
* @Date: 2024-03-23 13:22:27
* @LastEditTime: 2024-03-24 16:04:20
* @LastEditors: WoNiu
* @Description: node坐标控制
*/
import {
_decorator,
Color,
Component,
EditBox,
Font,
HorizontalTextAlignment,
Node,
Size,
Sprite,
UITransform,
v2,
VerticalTextAlignment,
} from "cc";
const { ccclass, property } = _decorator;
@ccclass("LocationImportComponent")
/**
* @description: node坐标控制
*/
export class LocationImportComponent extends Component {
editBox: EditBox;
onLoad(): void {
const node = new Node();
node.setPosition(0, 30);
const uit = node.addComponent(UITransform);
uit.anchorPoint = v2(0, 1);
uit.setContentSize(new Size(150, 30));
const sp = node.addComponent(Sprite);
sp.color = Color.WHITE;
const editBox = node.addComponent(EditBox);
editBox.inputMode = EditBox.InputMode.SINGLE_LINE;
this.editBox = editBox;
this.node.addChild(node);
//* 修改 node 的坐标
editBox.node.on("editing-did-ended", (text: EditBox) => {
const los = text.textLabel.string.split(',');
this.node.setPosition(Number(los[0]),Number(los[1]));
});
}
start() {
const placeholderLabel = this.editBox.placeholderLabel;
placeholderLabel.string = "坐标";
placeholderLabel.horizontalAlign = HorizontalTextAlignment.LEFT;
placeholderLabel.verticalAlign = VerticalTextAlignment.TOP;
placeholderLabel.fontSize = 20;
placeholderLabel.color = Color.RED;
placeholderLabel.node.setPosition(0, 50);
placeholderLabel.node.getComponent(UITransform).anchorPoint = v2(0, 2);
const textLabel = this.editBox.textLabel;
textLabel.horizontalAlign = HorizontalTextAlignment.LEFT;
textLabel.verticalAlign = VerticalTextAlignment.TOP;
textLabel.fontSize = 20;
textLabel.color = Color.RED;
textLabel.node.setPosition(0, 50);
textLabel.node.getComponent(UITransform).anchorPoint = v2(0, 2);
}
update(deltaTime: number) {}
}

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{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "08408ae9-019a-4902-9bc2-002e2e663cb6",
"files": [],
"subMetas": {},
"userData": {}
}

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/*
* @Author: WoNiu
* @Date: 2024-03-24 16:09:55
* @LastEditTime: 2024-03-24 16:30:46
* @LastEditors: WoNiu
* @Description: node的位置和大小01
*/
import { _decorator, Color, Component, Graphics, Node, UITransform } from 'cc';
const { ccclass, property } = _decorator;
@ccclass('ShowNodeBorder')
/**
* @description: node的位置和大小01
*/
export class ShowNodeBorder extends Component {
graphics: Graphics;
onLoad() {
if(this.node.getComponent(Graphics)){
this.graphics = this.node.getComponent(Graphics);
}else{
this.graphics = this.node.addComponent(Graphics);
}
this.updateBorder();
}
updateBorder() {
const borderColor = Color.YELLOW;
const borderWidth = 4;
const contentSize = this.node.getComponent(UITransform).contentSize;
this.graphics.clear();
this.graphics.strokeColor = borderColor;
this.graphics.lineWidth = borderWidth;
// this.graphics.rect(-contentSize.width / 2, -contentSize.height / 2, contentSize.width, contentSize.height);// 锚点 (0,0)
this.graphics.rect(0, 0, contentSize.width, -contentSize.height); //锚点 (0,1)
this.graphics.stroke();
}
start() {
}
update(deltaTime: number) {
}
}

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{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "9ef9c0ff-8d63-448d-b95f-89b02e1455f3",
"files": [],
"subMetas": {},
"userData": {}
}

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@ -0,0 +1,9 @@
{
"ver": "1.2.0",
"importer": "directory",
"imported": true,
"uuid": "f4d1fffa-ecc3-491b-8125-0f4a41ba705a",
"files": [],
"subMetas": {},
"userData": {}
}

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import {
_decorator,
Asset,
assetManager,
BufferAsset,
Component,
Node,
resources,
TextAsset,
v2,
v3,
Vec2,
} from "cc";
import { ReadStream } from "../Tool/ReadStream";
import { Ani_Frame, ScriptAni, ScriptFile } from "../GlobalInterface/GlobalInterface";
import { GlobalTool } from "../Tool/GlobalTool";
const { ccclass, property } = _decorator;
class ScriptTree {
//PVF文件头数据
Index_Header_Data: Uint8Array;
//PVF原始数据
Script_Data_Buffer: Uint8Array;
//文件头读取流
Index_Header_Read_Object: ReadStream;
//树Map
TreeMap: Map<string, ScriptFile> = new Map<string, ScriptFile>();
constructor(gIndex_Header_Data, gScript_Data_Buffer) {
this.Index_Header_Data = gIndex_Header_Data;
this.Script_Data_Buffer = gScript_Data_Buffer;
this.Index_Header_Read_Object = new ReadStream(this.Index_Header_Data);
}
ReadTree(currPos, startPos, Index) {
this.Index_Header_Read_Object.Seekg(currPos);
const FileNumber = this.Index_Header_Read_Object.GetInt();
const FilePathLength = this.Index_Header_Read_Object.GetInt();
const FilePath = this.Index_Header_Read_Object.GetBufferByLength(FilePathLength);
const FileLength = this.Index_Header_Read_Object.GetInt();
const Cre32 = this.Index_Header_Read_Object.GetInt();
//数据偏移
const RelativeOffset = this.Index_Header_Read_Object.GetInt();
if (FileLength > 0) {
//数据长度
const RealFileLength = (FileLength + 3) & 4294967292;
//文件路径
const RealFilePath = GlobalTool.uint8ArrayToString(FilePath).replace("\\", "/");
//建立索引Map
this.TreeMap.set(RealFilePath, { Cre32: Cre32, StartPos: startPos, Offset: RelativeOffset, Length: RealFileLength });
}
return FilePathLength + 20;
}
//原数据
StringtableBaseBuf;
//CRE key
StringtableCre32;
//读取Bin文件
StringTable: Map<number, string> = new Map<number, string>();
//当前索引位置
StringtableCurrentIndex: number = 0;
//当前读取索引位置
StringtableReadCurrentIndex: number = 0;
//本类用的特殊解密 分段解密
CrcDecodeSpecial(): boolean {
const num: number = 2175242257; // 2175242257L in hexadecimal
const dataView = new DataView(
this.StringtableBaseBuf.buffer,
this.StringtableBaseBuf.byteOffset,
this.StringtableBaseBuf.byteLength,
);
//开始时间
const StartTime = new Date().getTime();
//死循环读取树文件数据 但是每一次最多只读15毫秒 为了保证UI线程刷新
while (true) {
// Ensure we don't read beyond the end of the data //如果当前索引位置加上4大于数组长度 说明读取完毕 返回true
if (this.StringtableCurrentIndex >= this.StringtableBaseBuf.length) return true;
//当前时间减去开始时间
const NowTime = new Date().getTime();
//如果本轮循环已经读取了15毫秒了 就先返回刷新ui
if (NowTime - StartTime >= 15) return false;
// Read a 32-bit integer (little endian) from the buffer
let anInt = dataView.getUint32(this.StringtableCurrentIndex, true);
// Perform the XOR operations
let val = anInt ^ num ^ this.StringtableCre32;
// Rotate right 6 bits
let jiemi = (val >>> 6) | (val << (32 - 6));
// Write the result back into the buffer
dataView.setUint32(this.StringtableCurrentIndex, jiemi, true);
this.StringtableCurrentIndex = this.StringtableCurrentIndex + 4;
}
}
InitStringBin() {
//如果这个是空就读取一下
if (this.StringtableBaseBuf == undefined) {
const FileObject = this.TreeMap.get("stringtable.bin");
if (FileObject == undefined) return true;
this.StringtableBaseBuf = this.Script_Data_Buffer.slice(
FileObject.StartPos + FileObject.Offset,
FileObject.StartPos + FileObject.Offset + FileObject.Length
);
this.StringtableCre32 = FileObject.Cre32;
}
const Flag = this.CrcDecodeSpecial();
if (Flag) {
let Ro = new ReadStream(this.StringtableBaseBuf);
const Count = Ro.GetInt();
//开始时间
const StartTime = new Date().getTime();
while (true) {
//当前时间减去开始时间
const NowTime = new Date().getTime();
//如果本轮循环已经读取了15毫秒了 就先返回刷新ui
if (NowTime - StartTime >= 15) return false;
if (this.StringtableReadCurrentIndex < Count) {
Ro.Seekg(this.StringtableReadCurrentIndex * 4 + 4);
const StartPos = Ro.GetInt();
const EndPos = Ro.GetInt();
const Len = EndPos - StartPos;
Ro.Seekg(StartPos + 4);
const Str = Ro.GetString(Len);
this.StringTable.set(this.StringtableReadCurrentIndex, Str);
this.StringtableReadCurrentIndex++;
} else {
return true;
}
}
}
return false;
}
//读取字符串索引
Load_StringTable: Map<string, string> = new Map<string, string>();
InitLoad_String() {
const FileObject = this.TreeMap.get("n_string.lst");
if (FileObject == undefined) return;
let RealBuf = this.Script_Data_Buffer.slice(
FileObject.StartPos + FileObject.Offset,
FileObject.StartPos + FileObject.Offset + FileObject.Length
);
GlobalTool.CrcDecode(RealBuf, FileObject.Cre32);
let Ro = new ReadStream(RealBuf);
const Count = Ro.GetUShort();
if (Count != 53424) return;
let i = 2;
while (i < Ro.len()) {
if (Ro.len() - i >= 10) {
Ro.Seekg(i + 6);
const Key = this.StringTable.get(Ro.GetInt());
if (Key) {
const File = this.TreeMap.get(Key.toLocaleLowerCase());
let FileBuf = this.Script_Data_Buffer.slice(
File.StartPos + File.Offset,
File.StartPos + File.Offset + File.Length
);
GlobalTool.CrcDecode(FileBuf, File.Cre32);
let Str = GlobalTool.uint8ArrayToString(FileBuf, 'big5');
let StrArr = Str.split('\r\n');
StrArr.forEach((strobj, index) => {
if (strobj.indexOf('>')) {
let strobjarr = strobj.split('>', 2);
this.Load_StringTable.set(strobjarr[0], strobjarr[1]);
}
});
}
}
else break;
i += 10;
}
}
//Pvf文件数据
ScriptFileData = new Map();
GetFileData(Path: string) {
//检查路径是否存在
const FileObject = this.TreeMap.get(Path);
if (FileObject == undefined) return false;
//如果读过直接返回数据
const FileData = this.ScriptFileData.get(Path);
if (FileData != undefined) return FileData;
//获取文件数据字节数组
let RealBuf = this.Script_Data_Buffer.slice(
FileObject.StartPos + FileObject.Offset,
FileObject.StartPos + FileObject.Offset + FileObject.Length
);
GlobalTool.CrcDecode(RealBuf, FileObject.Cre32);
//Ani的处理逻辑
if (Path.indexOf(".ani") != -1) {
if (Path.indexOf(".als") != -1) {
const Ro = new ReadStream(RealBuf);
const Str = Ro.GetString();
this.ScriptFileData.set(Path, Str);
return Str;
} else {
let Buf = this.Decompile_ani(RealBuf);
this.ScriptFileData.set(Path, Buf);
return Buf;
}
}
else {
try {
let Buf = this.Decompile_script(RealBuf);
this.ScriptFileData.set(Path, Buf);
return Buf;
} catch (error) {
// console.log(RealFilePath);
}
}
}
Decompile_script(RealBuf: any) {
const Ro = new ReadStream(RealBuf);
let out: string = "";
if (Ro.len() >= 7) {
//以5为单步从第二位开始遍历字节
let i = 2;
while (i < Ro.len()) {
//到最后了就不处理了防止内存越界
if (Ro.len() - i >= 5) {
Ro.Seekg(i); //内容指示位
let currentByte = Number(Ro.GetBufferByLength(1)); //内容指示位
let after = Ro.GetInt();
switch (currentByte) {
case 10:
{
Ro.Seekg(i - 4);
const Before = Ro.GetInt();
let Buf = this.StringTable.get(after);
if (!Buf) {
Buf = "";
} else {
Buf = "<" + Before + "::" + Buf + "`" + this.Load_StringTable.get(Buf) + "`>";
}
Buf = Buf + "\r\n";
out += Buf;
break;
}
case 2:
{
out += after + '\t';
break;
}
case 4:
{
const buffer = new ArrayBuffer(4);
const view = new DataView(buffer);
view.setInt32(0, after, true);
const Buf = view.getFloat32(0);
out += after + '\t';
break;
}
case 6:
case 8:
case 7:
case 5:
{
let Buf = this.StringTable.get(after);
if (!Buf) Buf = "";
if (currentByte == 5) {
Buf = "\r\n" + Buf + "\r\n";
}
else if (currentByte == 7) {
Buf = "`" + Buf + "`\r\n";
}
else if (currentByte == 6 || currentByte == 8) {
Buf = "{{" + currentByte + "=`" + Buf + "`}}\r\n";
}
out += Buf;
break;
}
default:
out += "";
break;
}
}
i += 5;
}
}
return out;
}
//解包数据
Unpack_Chr(pvfData, curr: number, after: number, before: number): string {
switch (curr) {
case 2:
return after.toString(); //整数型
case 4:
// return new Float32Array([after]).buffer.slice(0, 4).readFloatLE().toString();
case 5:
case 6:
case 7:
case 8:
if (pvfData.str_bin_map.has(after)) {
return pvfData.str_bin_map.get(after);
} else {
return "";
}
case 10:
if (!pvfData.str_bin_map.has(after)) {
return "";
}
let tempstr = pvfData.str_bin_map.get(after);
// return `<${before}::\`${tempstr}\`${_getNString(pvfData, before, tempstr)}.toString()}>`;
default:
return "";
}
}
//读取Ani
Decompile_ani(RealBuf: any): any {
let AniObject: ScriptAni = {
Img_List: new Array<string>(),
Flag: new Map<string, number>(),
Frame: new Array<Ani_Frame>(),
};
const Ro = new ReadStream(RealBuf);
//总帧数
const Frame_Max = Ro.GetUShort();
//总共调用了多少个Img
const Img_Count = Ro.GetUShort();
//Img的路径读取 存入数组
for (let index = 0; index < Img_Count; index++) {
const Buf = Ro.GetInt();
//有可能Img有空路径
AniObject.Img_List.push(Ro.GetString(Buf).toLowerCase());
}
//Ani头部标签数量
const Ani_H_Item_Count = Ro.GetUShort();
//处理标签
for (let index = 0; index < Ani_H_Item_Count; index++) {
//标签类型
const Type = Ro.GetUShort();
switch (Type) {
case 0:
case 1: {
const Key = this.Get_Ani_Flag(Type);
const Value = Number(Ro.GetBufferByLength(1));
AniObject.Flag.set(Key, Value);
break;
}
case 3:
case 28: {
const Key = this.Get_Ani_Flag(Type);
const Value = Ro.GetUShort();
AniObject.Flag.set(Key, Value);
break;
}
case 18:
//此处无解析 暂时先保证运行 残影功能暂时用不上
Ro.GetBufferByLength(1);
Ro.GetInt();
Ro.GetInt();
Ro.GetInt();
Ro.Get256();
Ro.Get256();
Ro.Get256();
Ro.Get256();
Ro.GetUShort();
break;
default:
break;
}
}
//读取每一个Img
for (let index = 0; index < Frame_Max; index++) {
//帧结构体对象
let FrameObject: Ani_Frame = {
Box: new Map<number, Array<number>>(),
Img_Path: null,
Img_Index: null,
Pos: null,
Flag: new Map<string, any>(),
Delay: null,
};
//碰撞框项目数量
const Ani_Box_Item_Count = Ro.GetUShort();
for (let _i = 0; _i < Ani_Box_Item_Count; _i++) {
const Box_Type = Ro.GetUShort();
let D_Box_b = [];
for (let _k = 0; _k < 6; _k++) {
D_Box_b.push(Ro.GetInt());
}
//0是攻击框 1是受击框
FrameObject.Box.set(15 - Box_Type, D_Box_b);
}
//调用的第几个Img
const Index_Buf = Ro.GetShort();
//如果等于-1说明是img路径为空
if (Index_Buf >= 0) {
FrameObject.Img_Path = AniObject.Img_List[Index_Buf];
//Img中的PNG下标
FrameObject.Img_Index = Ro.GetUShort();
}
else {
FrameObject.Img_Path = "";
FrameObject.Img_Index = 0;
}
//坐标
FrameObject.Pos = v3(Ro.GetInt(), -Ro.GetInt(), 0);
//Img中的项目数量
const Img_Flag_Count = Ro.GetUShort();
for (let _o = 0; _o < Img_Flag_Count; _o++) {
const Img_Flag_Type = Ro.GetUShort();
let Key;
let Value;
switch (Img_Flag_Type) {
case 0:
case 1:
case 10:
Key = this.Get_Ani_Flag(Img_Flag_Type);
Value = Number(Ro.GetBufferByLength(1));
FrameObject.Flag.set(Key, Value);
break;
case 3:
Key = "COORD";
Value = Ro.GetUShort();
FrameObject.Flag.set(Key, Value);
break;
case 17:
Key = "PRELOAD";
Value = 1;
FrameObject.Flag.set(Key, Value);
break;
case 7:
Key = "IMAGE_RATE";
Value = { x: Ro.GetFloat(), y: Ro.GetFloat() };
FrameObject.Flag.set(Key, Value);
break;
case 8:
Key = "IMAGE_ROTATE";
Value = Ro.GetFloat();
FrameObject.Flag.set(Key, Value);
break;
case 9:
Key = "RGBA";
Value = [
Ro.Get256(),
Ro.Get256(),
Ro.Get256(),
Ro.Get256(),
];
FrameObject.Flag.set(Key, Value);
break;
case 11:
const Effect_Type = Ro.GetUShort();
Key = "GRAPHIC_EFFECT_" + this.Get_Ani_Effect_Type(Effect_Type);
switch (Effect_Type) {
case 5:
Value = [Ro.Get256(), Ro.Get256(), Ro.Get256()];
break;
case 6:
Value = [Ro.GetShort(), Ro.GetShort()];
break;
}
FrameObject.Flag.set(Key, Value);
break;
case 12:
Value = Ro.GetInt();
FrameObject.Delay = Value;
break;
case 13:
Key = "DAMAGE_TYPE";
Value = this.Get_Ani_Damage_Type(Ro.GetUShort());
FrameObject.Flag.set(Key, Value);
break;
case 16:
const SoundTempSize = Ro.GetInt();
Key = "PLAY_SOUND";
Value = Ro.GetString(SoundTempSize);
FrameObject.Flag.set(Key, Value);
break;
case 23:
Key = "SET_FLAG";
Value = Ro.GetInt();
FrameObject.Flag.set(Key, Value);
break;
case 24:
Key = "FLIP_TYPE";
Value = this.Get_Ani_Flip_Type(Ro.GetUShort());
FrameObject.Flag.set(Key, Value);
break;
case 25:
Key = "LOOP_START";
FrameObject.Flag.set(Key, 1);
break;
case 26:
Key = "LOOP_END";
Value = Ro.GetInt();
FrameObject.Flag.set(Key, Value);
break;
case 27:
Key = "CLIP";
Value = [
Ro.GetShort(),
Ro.GetShort(),
Ro.GetShort(),
Ro.GetShort(),
];
FrameObject.Flag.set(Key, Value);
break;
default:
break;
}
}
//每一帧都是一个结构体 存入数组中
AniObject.Frame.push(FrameObject);
}
return AniObject;
}
Get_Ani_Flip_Type(data: number): string {
switch (data) {
case 1:
return "HORIZON";
case 2:
return "VERTICAL";
case 3:
return "ALL";
default:
return "";
}
}
Get_Ani_Effect_Type(data: number): string {
switch (data) {
case 0:
return "NONE";
case 1:
return "DODGE";
case 2:
return "LINEARDODGE";
case 3:
return "DARK";
case 4:
return "XOR";
case 5:
return "MONOCHROME";
case 6:
return "SPACEDISTORT";
default:
return "";
}
}
Get_Ani_Damage_Type(data: number): any {
switch (data) {
case 0:
return "NORMAL";
case 1:
return "SUPERARMOR";
case 2:
return "UNBREAKABLE";
default:
return "";
}
}
Get_Ani_Flag(data: number): string {
switch (data) {
case 0:
return "LOOP";
case 1:
return "SHADOW";
case 3:
return "COORD";
case 7:
return "IMAGE_RATE";
case 8:
return "IMAGE_ROTATE";
case 9:
return "RGBA";
case 10:
return "INTERPOLATION";
case 11:
return "GRAPHIC_EFFECT";
case 12:
return "DELAY";
case 13:
return "DAMAGE_TYPE";
case 14:
return "DAMAGE_BOX";
case 15:
return "ATTACK_BOX";
case 16:
return "PLAY_SOUND";
case 17:
return "PRELOAD";
case 18:
return "SPECTRUM";
case 23:
return "SET_FLAG";
case 24:
return "FLIP_TYPE";
case 25:
return "LOOP_START";
case 26:
return "LOOP_END";
case 27:
return "CLIP";
case 28:
return "OPERATION";
default:
return "";
}
}
}
class ScriptData {
//Pvf数据
ScriptDataBuffer;
//读取UUID的长度
UUID_LENGTH;
//UUID 读 1 - 36位 构造 UTF8 string
UUID;
//版本号
Version;
// 文件路径数据的大小
AlignedIndexHeaderSize;
// 解密密钥
IndexHeaderCrc;
// 文件数量
IndexSize;
// 存放文件路径数据
Index_Header_Data;
//Pvf解密出的数据
ScriptDataObject: ScriptTree = null;
constructor(
public buffer: Uint8Array,
public uuidLength: number,
public uuid: string,
public version: number,
public alignedIndexHeaderSize: number,
public indexHeaderCrc: number,
public indexSize: number,
public indexHeaderData: Uint8Array
) {
//Pvf数据
this.ScriptDataBuffer = buffer;
//读取UUID的长度
this.UUID_LENGTH = uuidLength;
//UUID 读 1 - 36位 构造 UTF8 string
this.UUID = uuid;
//版本号
this.Version = version;
// 文件路径数据的大小
this.AlignedIndexHeaderSize = alignedIndexHeaderSize;
// 解密密钥
this.IndexHeaderCrc = indexHeaderCrc;
// 文件数量
this.IndexSize = indexSize;
// 存放文件路径数据
this.Index_Header_Data = indexHeaderData;
}
//初始化路径树 把所有文件路径建立起来还没有读
InitPathTree() {
//先进行Crc解密
GlobalTool.CrcDecode(this.Index_Header_Data, this.IndexHeaderCrc);
//构造PVF数据类
this.ScriptDataObject = new ScriptTree(
//文件数据
this.Index_Header_Data,
//整个Pvf的原始数据
this.ScriptDataBuffer
);
}
//当期读取树数据的Pos
CurrentTreePos = 0;
//当前读取文件下标
CurrentIndex = 0;
ReadPathTree() {
//开始时间
const StartTime = new Date().getTime();
//死循环读取树文件数据 但是每一次最多只读15毫秒 为了保证UI线程刷新
while (true) {
//当前时间减去开始时间
const NowTime = new Date().getTime();
if ((NowTime - StartTime) >= 15) break;
//当前读取的下标小于总数量
if (this.CurrentIndex < this.IndexSize) {
const Length = this.ScriptDataObject.ReadTree(
this.CurrentTreePos,
this.AlignedIndexHeaderSize + 56,
this.CurrentIndex
);
this.CurrentTreePos += Length;
this.CurrentIndex++;
}
//如果不小于 说明读完了
else {
//读取bin文件 bin Map
const Flag = this.ScriptDataObject.InitStringBin();
if (Flag) {
//读取字符串索引
this.ScriptDataObject.InitLoad_String();
return true;
}
return false;
}
}
return false;
}
GetDataByPath(Path: string) {
return this.ScriptDataObject.TreeMap.get(Path);
}
}
@ccclass("GameScript")
export class GameScript extends Component {
//全局单例类
private static instance: GameScript;
private constructor() {
super();
}
public static getInstance(): GameScript {
if (!GameScript.instance) {
GameScript.instance = new GameScript();
}
return GameScript.instance;
}
//Pvf对象
PvfData: ScriptData;
//加载完成后的回调函数
LoadCallBack: Function;
//初始化Pvf
Init(Func: Function) {
//储存回调
this.LoadCallBack = Func;
//读取Pvf
this.ReadPvf();
}
//读取原始数据
ReadPvf() {
resources.load("Script/Rindro_Script", BufferAsset, (err, content) => {
//转化原始数据为Uint8数组
const Buf = new Uint8Array(content.buffer());
//构造一个 读取流对象
const ScriptObj = new ReadStream(Buf);
//读取UUID的长度
const UUID_LENGTH = ScriptObj.GetInt();
//UUID 读 1 - 36位 构造 UTF8 string
const UUID = ScriptObj.GetString(UUID_LENGTH);
//版本号
const Version = ScriptObj.GetInt();
// 文件路径数据的大小
const AlignedIndexHeaderSize = ScriptObj.GetInt();
// 解密密钥
const IndexHeaderCrc = ScriptObj.GetInt();
// 文件数量
const IndexSize = ScriptObj.GetInt();
// 存放文件路径数据
const Index_Header_Data = ScriptObj.GetBufferByLength(AlignedIndexHeaderSize);
this.PvfData = new ScriptData(
Buf,
UUID_LENGTH,
UUID,
Version,
AlignedIndexHeaderSize,
IndexHeaderCrc,
IndexSize,
Index_Header_Data
);
//建立文件索引树
this.PvfData.InitPathTree();
//可以开始读取PVF数据
this.StartInitFlag = true;
});
}
//可以开始读取PVF数据
StartInitFlag = false;
//是否已经读取完成
InitFlag = false;
Update() {
if (!this.InitFlag && this.StartInitFlag) {
const Flag = this.PvfData.ReadPathTree();
if (Flag) {
this.LoadCallBack();
this.InitFlag = true;
}
}
}
GetDataByPath(Path: string) {
const Ret = this.PvfData.ScriptDataObject.GetFileData(Path);
if (Ret) return Ret;
else console.error("索引路径不存在: " + Path);
}
}

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{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "00363c32-9301-40ae-9cec-bfbeabf44c51",
"files": [],
"subMetas": {},
"userData": {}
}

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{
"ver": "1.2.0",
"importer": "directory",
"imported": true,
"uuid": "f264c8dc-cc2a-4860-871b-18e75f0a85f6",
"files": [],
"subMetas": {},
"userData": {}
}

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import { Node, AudioSource, AudioClip, resources, director, _decorator, TextAsset, error, JsonAsset } from 'cc';
const { ccclass, property } = _decorator;
/**
* @en
* this is a sington class for audio play, can be easily called from anywhere in you project.
* @zh
* 便
*/
export class GlobalAudio {
AudioManager: object;
//@zh 创建一个节点作为 GlobalAudio
private static instance: GlobalAudio;
public static getInstance(): GlobalAudio {
if (!GlobalAudio.instance) {
GlobalAudio.instance = new GlobalAudio();
}
return GlobalAudio.instance;
}
private _audioSource: AudioSource;
constructor() {
//@en create a node as GlobalAudio
//@zh 创建一个节点作为 GlobalAudio
let GlobalAudio = new Node();
GlobalAudio.name = '__GlobalAudio__';
//@en add to the scene.
//@zh 添加节点到场景
director.getScene().addChild(GlobalAudio);
//@en make it as a persistent node, so it won't be destroied when scene change.
//@zh 标记为常驻节点,这样场景切换的时候就不会被销毁了
director.addPersistRootNode(GlobalAudio);
//@en add AudioSource componrnt to play audios.
//@zh 添加 AudioSource 组件,用于播放音频。
this._audioSource = GlobalAudio.addComponent(AudioSource);
}
//初始化完成以后的回调方法
LoadCallBack: Function;
Init(Func: Function) {
//储存回调
this.LoadCallBack = Func;
this.LoadAudioXml();
}
//加载音频Map
LoadAudioXml() {
resources.load("Sound/audio", (err, json: JsonAsset) => {
if (err) {
console.error(err);
}
this.AudioManager = json.json!;
this.LoadCallBack();
});
}
PlaySound(sound: string, volume: number = 1.0) {
if (this.AudioManager.hasOwnProperty(sound)) {
this.playOneShot(this.AudioManager[sound], volume);
}
else {
console.error("音频不存在,路径: " + sound);
}
}
public get audioSource() {
return this._audioSource;
}
/**
* @en
* play short audio, such as strikes,explosions
* @zh
* ,
* @param sound clip or url for the audio
* @param volume
*/
playOneShot(sound: AudioClip | string, volume: number = 1.0) {
if (sound instanceof AudioClip) {
this._audioSource.playOneShot(sound, volume);
}
else {
resources.load(sound, (err, clip: AudioClip) => {
if (err) {
console.log(err);
}
else {
this._audioSource.playOneShot(clip, volume);
}
});
}
}
/**
* @en
* play long audio, such as the bg music
* @zh
*
* @param sound clip or url for the sound
* @param volume
*/
play(sound: AudioClip | string, volume: number = 1.0) {
if (sound instanceof AudioClip) {
this._audioSource.clip = sound;
this._audioSource.play();
this.audioSource.volume = volume;
}
else {
resources.load(sound, (err, clip: AudioClip) => {
if (err) {
console.log(err);
}
else {
this._audioSource.clip = clip;
this._audioSource.play();
this.audioSource.volume = volume;
}
});
}
}
/**
* stop the audio play
*/
stop() {
this._audioSource.stop();
}
/**
* pause the audio play
*/
pause() {
this._audioSource.pause();
}
/**
* resume the audio play
*/
resume() {
this._audioSource.play();
}
}

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{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "558c9b23-b4be-4a87-8017-8c41659d1a14",
"files": [],
"subMetas": {},
"userData": {}
}

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{
"ver": "1.2.0",
"importer": "directory",
"imported": true,
"uuid": "42592cb2-3cce-4c2b-a354-ba95a624d365",
"files": [],
"subMetas": {},
"userData": {}
}

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import { _decorator, Component, Node } from 'cc';
const { ccclass, property } = _decorator;
type ResumeCallback<T> = (arg: T) => void;
@ccclass('GameState')
export class GameState extends Component {
private static instance: GameState;
private constructor() {
super();
}
public static getInstance(): GameState {
if (!GameState.instance) {
GameState.instance = new GameState();
}
return GameState.instance;
}
/** 当前是否处于暂停状态 */
PauseState: boolean = false;
/** 改变暂停状态的回调函数 */
ResumeCallBackFunc: ResumeCallback<any>[] = [];
/** 获取暂停状态 */
IsPauseState(): boolean {
return this.PauseState;
}
/** 设置暂停状态 */
SetCurrentPauseState(State: boolean) {
//不等于时 设置一次
if (State != this.PauseState) {
this.PauseState = State;
//调用恢复游戏的逻辑回调函数
this.ResumeCallBackFunc.forEach(callback => {
callback(State);
});
}
}
/** 注册恢复游戏的逻辑回调函数 */
RegisterResumeCallBack(Func: ResumeCallback<any>) {
this.ResumeCallBackFunc.push(Func);
}
}

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{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "d9a7592d-eb74-437b-a38e-e3381e9965a2",
"files": [],
"subMetas": {},
"userData": {}
}

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{
"ver": "1.2.0",
"importer": "directory",
"imported": true,
"uuid": "d3628f81-a33c-4562-a26a-218f4c193c6c",
"files": [],
"subMetas": {},
"userData": {}
}

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export enum ENUM_CHARACTER {
SWORDMAN = 0,
FIGHTER = 1,
GUNNER = 2,
MAGE = 3,
PRIEST = 4,
ATGUNNER = 5,
THIEF = 6,
ATFIGHTER = 7,
ATMAGE = 8,
DEMONICSWORDMAN = 9,
CREATORMAGE = 10
}
export enum ENUM_SKIN_ANIMATION_JOB {
SWORDMAN = "Character/Swordman/Equipment/Avatar/skin/sm_body%04d.img",
FIGHTER = 1,
GUNNER = 2,
MAGE = 3,
PRIEST = 4,
ATGUNNER = 5,
THIEF = 6,
ATFIGHTER = 7,
ATMAGE = 8,
DEMONICSWORDMAN = 9,
CREATORMAGE = 10
}

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{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "40479425-c3f8-43b0-a879-1b8aa1e9f619",
"files": [],
"subMetas": {},
"userData": {}
}

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import { SpriteFrame, Vec2, Vec3 } from "cc";
//PNG结构体
export interface ImgInfo {
Type?: number; //图片格式
CmpType?: number; //压缩类型
Width?: number; //宽度
Height?: number; //高度
Size?: number; //大小
Xpos?: number; //Xpos
Ypos?: number; //Ypos
FrameXpos?: number; //帧域X
FrameYpos?: number; //帧域Y
Offset?: number; //偏移
PNGdata?: Uint8Array; //Png位图数据
QuoteIndex?: number;//引用贴图编号
}
//NPK结构体
export interface NpkInfo {
Offset: number;
Length: number;
Path: string;
}
//Img结构体
export interface Img {
ImgName: string; //img文件的路径
Img_Index: number; //img文件在npk文件里的序号
ImgOffset: number; //img偏移
ImgSize: number; //img大小
BelongsFile: string; //img属于哪个文件
Png_Count: number; //img有多少张png文件
Png_List: ImgInfo[] | null; //img的Png文件数组
}
//Ani_Frame结构体
export interface Ani_Frame {
Box?: Map<number, Array<number>>; //碰撞框
Img_Path?: string;//Img路径
Img_Index?: number; //调用的Png下标 去Img中索引
Pos?: Vec3; //坐标
Flag?: Map<string, any>; //标签数组
Delay?: number;//帧延时
Frame?: SpriteFrame; //精灵帧
}
//Ani结构体
export interface ScriptAni {
Img_List: Array<string>; //调用的Img路径数组
Flag: Map<string, number>; //标签数组
Frame: Array<Ani_Frame>; //帧对象
}
//Ani结构体
export interface ScriptAls {
Name?: string; //Ani的名字
Path?: string;//Ani的路径
Layer?: Number;//图层
FrameIndex?: Number;//开始播放帧数
}
//Pvf文件结构图
export interface ScriptFile {
StartPos?: number;//开始位置
Cre32?: number;//校验数据
Offset?: number; //数据偏移
Length?: number; //数据长度
Data?: any; //数据
}

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{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "a1cdc96d-640e-43ca-bab1-410318f5a83b",
"files": [],
"subMetas": {},
"userData": {}
}

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{
"ver": "1.2.0",
"importer": "directory",
"imported": true,
"uuid": "efd7a226-b044-490c-ba21-d6a508f5e54e",
"files": [],
"subMetas": {},
"userData": {}
}

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import { _decorator, Asset, assetManager, BufferAsset, Component, error, Node, resources, TextAsset, Texture2D } from 'cc';
import { ReadStream } from '../Tool/ReadStream';
import * as pako from 'pako';
import { Img, ImgInfo, NpkInfo } from '../GlobalInterface/GlobalInterface';
const { ccclass, property } = _decorator;
type NewType = Img;
@ccclass('ImagePack')
export class ImagePack extends Component {
//全局单例类
private static instance: ImagePack;
private constructor() {
super();
}
public static getInstance(): ImagePack {
if (!ImagePack.instance) {
ImagePack.instance = new ImagePack();
}
return ImagePack.instance;
}
Key: Array<number> = [112, 117, 99, 104, 105, 107, 111, 110, 64, 110, 101, 111, 112, 108, 101, 32, 100, 117, 110, 103, 101, 111, 110, 32, 97, 110, 100, 32, 102, 105, 103, 104, 116, 101, 114, 32, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 68, 78, 70, 0];
//NPK加载完成后的回调函数
LoadCallBack = undefined;
//NPK文件数量
private NpkCount = 0;
//已加载NPK文件数量
private LoadNpkCount = 0;
//Img的map Key:img路径 Value:Img结构体
private Map_Img: Map<string, NewType> = new Map<string, Img>();
//NPK的本地路径 对应的 NPK名字
private Npk_URL_Table: Map<string, string> = new Map<string, string>();
start() {
}
update(deltaTime: number) {
}
initSuccess(): void {
if (this.LoadCallBack) this.LoadCallBack();
}
BundleObject;
init(Func: Function): void {
//储存回调
this.LoadCallBack = Func;
assetManager.loadBundle('ImagePacks', (err, bundle) => {
this.BundleObject = bundle;
this.LoadNpk();
});
}
NpkHasImg: Map<string, Array<string>> = new Map<string, Array<string>>();
LoadNpk(): void {
this.BundleObject.loadDir("", BufferAsset, (err, contents: Array<BufferAsset>) => {
//记录NPK文件数量
this.NpkCount = contents.length;
console.log(this.NpkCount);
contents.forEach(content => {
let ImgArr: Array<string> = [];
const Buf = new Uint8Array(content.buffer());
const Ro = new ReadStream(Buf);
//文件头
const Header = Ro.GetString();
if (Header == "NeoplePack_Bill") {
//读取img数量
const ImageCount = Ro.GetInt();
let ImgList: NpkInfo[] = new Array<NpkInfo>(ImageCount);
for (let i = 0; i < ImageCount; i++) {
ImgList[i] = {
Offset: Ro.GetInt(),
Length: Ro.GetInt(),
Path: Ro.ReadInfo(this.Key),
}
}
for (let i = 0; i < ImageCount; i++) {
ImgArr.push(ImgList[i].Path);
let Buf: Img = {
ImgOffset: ImgList[i].Offset,
ImgSize: ImgList[i].Length,
Img_Index: i,
BelongsFile: content.nativeUrl,
ImgName: ImgList[i].Path,
Png_List: null,
Png_Count: 0
}
this.Map_Img.set(ImgList[i].Path, Buf);
}
this.NpkHasImg.set(content.name, ImgArr);
}
//完成一个加载
this.LoadNpkCount = this.LoadNpkCount + 1;
//把本地路径和NPK名称挂钩一下
this.Npk_URL_Table.set(content.nativeUrl, content.name);
//载入完成以后需要释放
assetManager.releaseAsset(content);
//加载完成
if (this.LoadNpkCount == this.NpkCount) {
this.initSuccess();
}
});
});
}
LoadImgToMem(ImgObj: Img, func: Function) {
//获取路径 如果不存在直接返回
const Path = this.Npk_URL_Table.get(ImgObj.BelongsFile);
if (!Path) return;
this.BundleObject.load(Path, BufferAsset, (err, content) => {
const Buf = new Uint8Array(content.buffer());
const Ro = new ReadStream(Buf);
Ro.Seekg(ImgObj.ImgOffset);
//Img头
const Header = Ro.GetString();
//开始读图片
if (Header == "Neople Img File") {
//索引表大小
const TableLength = Ro.GetLongInt();
//img 版本 4字节
const ver = Ro.GetInt();
//img 帧数
const IndexCount = Ro.GetInt();
ImgObj.Png_Count = IndexCount;
let PngArr: ImgInfo[] = [];
for (let index = 0; index < IndexCount; index++) {
let ImgBuf: ImgInfo = {};
//图片格式
ImgBuf.Type = Ro.GetInt();
if (ImgBuf.Type == 17) {
//引用贴图
const IndexBuf = Ro.GetInt();
ImgBuf.Offset = PngArr[index - 1].Offset;
ImgBuf.Type = 17;
ImgBuf.QuoteIndex = IndexBuf;
ImgBuf.Size = PngArr[index - 1].Size;
PngArr.push(ImgBuf);
continue;
}
//压缩类型
ImgBuf.CmpType = Ro.GetInt();
//宽度
ImgBuf.Width = Ro.GetInt();
//高度
ImgBuf.Height = Ro.GetInt();
//大小
ImgBuf.Size = Ro.GetInt();
//Xpos
ImgBuf.Xpos = Ro.GetInt();
//Ypos
ImgBuf.Ypos = Ro.GetInt();
//帧域X
ImgBuf.FrameXpos = Ro.GetInt();
//帧域Y
ImgBuf.FrameYpos = Ro.GetInt();
if (index == 0) {
ImgBuf.Offset = 0 + ImgObj.ImgOffset + Number(TableLength) + 32;
} else {
ImgBuf.Offset = PngArr[index - 1].Offset + PngArr[index - 1].Size;
}
PngArr.push(ImgBuf);
}
for (let index = 0; index < IndexCount; index++) {
let PngObj = PngArr[index];
//引用贴图
if (PngObj.Type == 17) {
const QuoteIndexBuf = PngObj.QuoteIndex;
PngArr[index] = PngArr[QuoteIndexBuf];
}
}
for (let index = 0; index < IndexCount; index++) {
let PngObj = PngArr[index];
Ro.Seekg(PngObj.Offset);
//PNG压缩原始数据
let DataBuf = Ro.GetBufferByLength(PngObj.Size);
//图片数据应有大小
let PngBufSize = PngObj.Width * PngObj.Height * 4;
// 使用pako 解压 zlib的inflate函数解压缩数据
let Bsf;
try {
Bsf = pako.inflate(DataBuf);
}
catch (error) {
Bsf = DataBuf;
}
if (PngObj.Type != 16) {
let PngByteSize = Bsf.length * 2;
PngObj.PNGdata = new Uint8Array(PngByteSize);
for (let e = 0; e < PngByteSize; e += 4) {
let BarBuf = new Uint8Array(2);
let Pos = (e / 4) * 2;
BarBuf[0] = Bsf[Pos];
BarBuf[1] = Bsf[Pos + 1];
this.ReadColor(BarBuf, PngObj, e);
}
}
else {
PngObj.PNGdata = new Uint8Array(Bsf.length);
for (let index = 0; index < Bsf.length; index += 4) {
PngObj.PNGdata[index] = Bsf[index + 2];
PngObj.PNGdata[index + 1] = Bsf[index + 1];
PngObj.PNGdata[index + 2] = Bsf[index];
PngObj.PNGdata[index + 3] = Bsf[index + 3];
}
}
}
ImgObj.Png_List = PngArr;
func(ImgObj);
}
//载入完成以后需要释放
assetManager.releaseAsset(content);
});
}
ReadColor(Bar: Uint8Array, PngObj: ImgInfo, Offset: number) {
let a: number = 0;
let r: number = 0;
let g: number = 0;
let b: number = 0;
switch (PngObj.Type) {
case 0x0e:
a = Bar[1] >> 7;
r = (Bar[1] >> 2) & 0x1f;
g = (Bar[0] >> 5) | ((Bar[1] & 3) << 3);
b = Bar[0] & 0x1f;
a = a * 0xff;
r = (r << 3) | (r >> 2);
g = (g << 3) | (g >> 2);
b = (b << 3) | (b >> 2);
break;
case 0x0f:
a = Bar[1] & 0xf0;
r = (Bar[1] & 0xf) << 4;
g = Bar[0] & 0xf0;
b = (Bar[0] & 0xf) << 4;
break;
default:
console.log(PngObj.Type);
break;
}
PngObj.PNGdata[Offset + 0] = r;
PngObj.PNGdata[Offset + 1] = g;
PngObj.PNGdata[Offset + 2] = b;
PngObj.PNGdata[Offset + 3] = a;
}
//读取Img数据
ReadNpkTable(imgname: string, func: Function): boolean {
let ImgObj: Img = this.Map_Img.get(imgname);
if (ImgObj) {
//没有图片数据 需要加载
if (ImgObj.Png_List == null) {
//加载Img进内存
this.LoadImgToMem(ImgObj, func);
return true;
}
else {
func(ImgObj);
return true;
}
}
return false;
}
LoadNpkImgCount = 0;
//读取Npk数据
ReadNpkFile(npkname: string, func: Function): number {
let ImgArr = this.NpkHasImg.get(npkname);
ImgArr.forEach(imgname => {
let ImgObj: Img = this.Map_Img.get(imgname);
if (ImgObj) {
//没有图片数据 需要加载
if (ImgObj.Png_List == null) {
//加载Img进内存
this.LoadImgToMem(ImgObj, func);
}
else {
func(ImgObj);
}
}
});
return ImgArr.length;
}
ReleaseNpkTable(p: Img): void {
// implementation
}
}

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{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "f7d818a6-8209-4350-9000-21ecbb294559",
"files": [],
"subMetas": {},
"userData": {}
}

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@ -0,0 +1,9 @@
{
"ver": "1.2.0",
"importer": "directory",
"imported": true,
"uuid": "e8cc263d-e946-466c-946c-cc228badc633",
"files": [],
"subMetas": {},
"userData": {}
}

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import { _decorator, Component, Node } from 'cc';
const { ccclass, property } = _decorator;
@ccclass('GlobalTool')
export class GlobalTool {
public static CrcDecode(data: Uint8Array, crc32: number): void {
const num: number = 2175242257; // 2175242257L in hexadecimal
const dataView = new DataView(
data.buffer,
data.byteOffset,
data.byteLength
);
for (let i = 0; i < data.length; i += 4) {
// Ensure we don't read beyond the end of the data
if (i + 4 > data.length) break;
// Read a 32-bit integer (little endian) from the buffer
let anInt = dataView.getUint32(i, true);
// Perform the XOR operations
let val = anInt ^ num ^ crc32;
// Rotate right 6 bits
let jiemi = (val >>> 6) | (val << (32 - 6));
// Write the result back into the buffer
dataView.setUint32(i, jiemi, true);
}
}
//字节数组转string
public static uint8ArrayToString(data: Uint8Array, Code?: string): string {
if (!Code) Code = 'utf-8';
const decoder = new TextDecoder(Code); // 默认使用 'utf-8' 编码
return decoder.decode(data);
}
}

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{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "7ceba3e6-9582-4e7c-b045-63cb904ed4a3",
"files": [],
"subMetas": {},
"userData": {}
}

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import { _decorator, Component, Node } from 'cc';
const { ccclass, property } = _decorator;
@ccclass('ReadStream')
export class ReadStream {
Buffer: Uint8Array;
//当前读取位置
Pos: number = 0;
constructor(public buffer: Uint8Array) {
this.Buffer = buffer;
}
//string转字节数组
static StringToUint8Array(str) {
const encoder = new TextEncoder();
return encoder.encode(str);
}
//字节数组转string
static Uint8ArrayToString(data: Uint8Array): string {
const decoder = new TextDecoder(); // 默认使用 'utf-8' 编码
return decoder.decode(data);
}
Seekg(Pos: number) {
this.Pos = Pos;
}
//读取数字 默认小端序读取
GetShort(littleEndian: boolean = true) {
//读2个字节
const Buf = new DataView(this.GetBufferByLength(2).buffer);
const view = new DataView(Buf.buffer);
return Number(view.getInt16(0, true));
}
GetUShort(littleEndian: boolean = true) {
//读2个字节
const Buf = new DataView(this.GetBufferByLength(2).buffer);
const view = new DataView(Buf.buffer);
return Number(view.getUint16(0, true));
}
//读取数字 默认小端序读取
GetInt(littleEndian: boolean = true) {
//读4个字节
const Buf = new DataView(this.GetBufferByLength(4).buffer);
return Buf.getInt32(0, littleEndian);
}
//读取浮点数 默认小端序读取
GetFloat(littleEndian: boolean = true) {
//读4个字节
const Buf = new DataView(this.GetBufferByLength(4).buffer);
return Buf.getFloat32(0, littleEndian);
}
//特殊方法
Get256(): any {
const Buf = Number(this.GetBufferByLength(1));
return (256.0 + Buf) % 256.0;
}
//读取数字 默认小端序
GetLongInt(littleEndian: boolean = true) {
//读8个字节
const Buf = this.GetBufferByLength(8);
const view = new DataView(Buf.buffer);
return Number(view.getBigInt64(0, true));
}
//读取字符串
GetString(Length?: number) {
if (Length) {
//读指定字节
const Buf = this.GetBufferByLength(Length);
return ReadStream.Uint8ArrayToString(Buf);
}
else {
for (let i = 0; i < this.Buffer.length - this.Pos; i++) {
if (this.Buffer[i + this.Pos] == 0) {
const truncatedArray = this.Buffer.subarray(this.Pos, i + this.Pos);
this.Pos += i + 1;
return ReadStream.Uint8ArrayToString(truncatedArray);
}
}
}
}
//读取指定长度流
GetBufferByLength(Length: number) {
const Buf = this.Buffer.slice(this.Pos, this.Pos + Length);
this.Pos += Length;
return Buf;
}
//读取信息 通过Key
ReadInfo(Key): string {
let PathUA: Uint8Array = new Uint8Array(256);
for (let i = 0; i < 256; i++) {
PathUA[i] = this.Buffer[i + this.Pos] ^ Key[i];
}
// let Spos = 0;
// for (let i = 0; i < PathUA.length; i++) {
// if (PathUA[i] == 0) Spos = i;
// }
// const truncatedArray = PathUA.subarray(0, Spos);
this.Pos += 256;
let str = ReadStream.Uint8ArrayToString(PathUA);
str = str.substring(0, str.indexOf(".img") + 4);
return str;
}
len() {
return this.Buffer.length;
}
}

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{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "4ec26641-bab8-41b3-aedc-0c51a9499a03",
"files": [],
"subMetas": {},
"userData": {}
}

12
assets/ImagePack.meta Normal file
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@ -0,0 +1,12 @@
{
"ver": "1.2.0",
"importer": "directory",
"imported": true,
"uuid": "5b32215f-78d7-4705-baaa-53792dcadf16",
"files": [],
"subMetas": {},
"userData": {
"isBundle": true,
"bundleName": "ImagePacks"
}
}

Binary file not shown.

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@ -0,0 +1,12 @@
{
"ver": "1.0.3",
"importer": "buffer",
"imported": true,
"uuid": "6aba7d31-7435-4f59-b5aa-79256df4ede9",
"files": [
".bin",
".json"
],
"subMetas": {},
"userData": {}
}

9
assets/Script.meta Normal file
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@ -0,0 +1,9 @@
{
"ver": "1.2.0",
"importer": "directory",
"imported": true,
"uuid": "c48db437-e006-4733-98c9-041b5842c734",
"files": [],
"subMetas": {},
"userData": {}
}

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/*
* @Author: WoNiu
* @Date: 2024-03-16 15:26:27
* @LastEditTime: 2024-03-28 21:13:04
* @LastEditors: WoNiu
* @Description: Component
*/
import { _decorator, Component, Node } from "cc";
import { MapTileType, MapTileTypes } from "./MapTile/MapTileType";
import { MapTileNode } from "./MapTile/MapTileNode";
const { ccclass } = _decorator;
@ccclass("BoardRoot")
/**
* @description: Component
*/
export class BoardRoot extends Component {
//* 地块nodeMap
mapNodeMap: Map<MapTileType, Node> = new Map<MapTileType, Node>();
start() {
this.initMapTile();
}
/// 初始化 地图快
initMapTile() {
// 从枚举类型 添加所有地块
MapTileTypes.forEach((type) => {
const node = new MapTileNode(type);
this.node.addChild(node);
this.mapNodeMap.set(type, node);
});
}
update(deltaTime: number) {}
}

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{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "51518b7f-2c20-4641-9eab-bf32f62367b9",
"files": [],
"subMetas": {},
"userData": {}
}

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@ -0,0 +1,9 @@
{
"ver": "1.2.0",
"importer": "directory",
"imported": true,
"uuid": "2e9de9a6-2874-4cba-bb52-b2c87dbf9abd",
"files": [],
"subMetas": {},
"userData": {}
}

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/*
* @Author: WoNiu
* @Date: 2024-03-22 19:50:30
* @LastEditTime: 2024-03-24 17:09:16
* @LastEditors: WoNiu
* @Description:
*/
import {
_decorator,
EventMouse,
Node,
Sprite,
SpriteFrame,
UITransform,
v2,
tween,
Component,
Label,
Color,
Size,
v3,
} from "cc";
import { NpkImage } from "../../Tool/NPKImage";
import { BaseSpriteFrame } from "../../GlobalScript/CommonComponent/BaseSpriteFrame";
const { ccclass, property } = _decorator;
@ccclass("CardNode")
export class CardNode extends Node {
//普通精灵帧
private NormalSpriteFrame: SpriteFrame;
// 高亮精灵帧1
private oneSpriteFrame: SpriteFrame;
//高亮精灵帧2
private twoSpriteFrame: SpriteFrame;
// 翻转动画
flipsAnimation:CardFlipsAnimation;
//精灵对象
private SpriteObj: Sprite;
// 是否按钮失效
Disable = false;
constructor() {
super();
const trf = this.addComponent(UITransform);
trf.anchorPoint = v2(0.5, 1)
trf.contentSize = new Size(178,113);
this.flipsAnimation = this.addComponent(CardFlipsAnimation);
this.initBackgroundNode();
this.initSpriteFrame();
this.initEvent();
}
initBackgroundNode(){
// const node = new Node();
// this.addChild(node);
// const trf = node.addComponent(UITransform);
// trf.contentSize = new Size(178,113);
// trf.anchorPoint = v2(0,1);
// this.SpriteObj = node.addComponent(Sprite);
this.SpriteObj = this.addComponent(Sprite);
}
initSpriteFrame() {
/// 不同亮度的卡片
new BaseSpriteFrame(NpkImage.ingame, 47, (SpriteFrame: SpriteFrame) => {
this.NormalSpriteFrame = SpriteFrame;
this.SpriteObj.spriteFrame = SpriteFrame;
});
new BaseSpriteFrame(NpkImage.ingame, 48, (SpriteFrame: SpriteFrame) => {
this.oneSpriteFrame = SpriteFrame;
});
new BaseSpriteFrame(NpkImage.ingame, 49, (SpriteFrame: SpriteFrame) => {
this.twoSpriteFrame = SpriteFrame;
});
}
initEvent() {
this.on(Node.EventType.MOUSE_ENTER, this.OnHever, this);
this.on(Node.EventType.MOUSE_LEAVE, this.OffHever, this);
this.on(Node.EventType.MOUSE_DOWN, this.OnDown, this);
}
OffHever() {
if (this.Disable) return;
this.SpriteObj.spriteFrame = this.NormalSpriteFrame;
}
OnHever() {
if (this.Disable) return;
this.SpriteObj.spriteFrame = this.oneSpriteFrame;
}
OnDown(event: EventMouse) {
//必须是鼠标左键
if (event.getButton() != EventMouse.BUTTON_LEFT || this.Disable) return;
this.SpriteObj.spriteFrame = this.twoSpriteFrame;
this.Disable = true;
}
}
/**
* @description:
*/
export class CardFlipsAnimation extends Component {
// 数字1精灵帧
oneSpriteFrame: SpriteFrame;
//数字2精灵帧
twoSpriteFrame: SpriteFrame;
//数字2精灵帧
threeSpriteFrame: SpriteFrame;
// 数字
value: number;
// 单次缓动时间
tweenTime: number = 0.5;
// 玩家名称
nameNode: Node;
scale = {x:1};
onLoad() {
/// 数字卡片
new BaseSpriteFrame(NpkImage.ingame, 50, (SpriteFrame: SpriteFrame) => {
this.oneSpriteFrame = SpriteFrame;
});
new BaseSpriteFrame(NpkImage.ingame, 51, (SpriteFrame: SpriteFrame) => {
this.twoSpriteFrame = SpriteFrame;
});
new BaseSpriteFrame(NpkImage.ingame, 52, (SpriteFrame: SpriteFrame) => {
this.threeSpriteFrame = SpriteFrame;
});
// this.nameLabel = this.node.addComponent(Label);
}
start() {}
/**
* @description:
* @param {1} value: 这个卡牌反转后是几
*/
animationStart(value: number,name:string) {
this.value = value;
if (value > 2) this.value = 2;
this.initNmaeNode(name);
tween(this.scale).to(this.tweenTime, { x: 0,},{onComplete:()=>{
this.flipsTweenBack();
},onUpdate:()=>{
this.node.scale = v3(this.scale.x,1,1);
},easing:'linear'}).start();
}
flipsTweenBack(){
const spriteFrames = [this.oneSpriteFrame,this.twoSpriteFrame,this.threeSpriteFrame];
this.node.getComponent(Sprite).spriteFrame = spriteFrames[this.value];
this.nameNode.active = true;
tween(this.scale).to(this.tweenTime, { x: 1,},{onUpdate:()=>{
this.node.scale = v3(this.scale.x,1,1);
},easing:'linear'}).start();
}
initNmaeNode(name:string){
const nameNode = new Node('label');
this.node.addChild(nameNode);
this.nameNode = nameNode;
nameNode.active = false;
nameNode.setPosition(0,-75);
const trf = nameNode.addComponent(UITransform);
trf.anchorPoint = v2(0.5,1);
trf.contentSize = new Size(178,20);
const label = nameNode.addComponent(Label);
label.overflow = Label.Overflow.CLAMP;
label.string = name;
label.fontSize = 15;
label.color = Color.RED;
label.horizontalAlign = Label.HorizontalAlign.CENTER;
label.verticalAlign = Label.VerticalAlign.CENTER;
}
update(dt: number) {}
}

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{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "d249ab2c-fe35-459a-915d-a40a053488e2",
"files": [],
"subMetas": {},
"userData": {}
}

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@ -0,0 +1,23 @@
/*
* @Author: WoNiu
* @Date: 2024-03-19 17:44:59
* @LastEditTime: 2024-03-29 14:00:11
* @LastEditors: WoNiu
* @Description:
*/
import { _decorator, Component } from "cc";
const { ccclass, property } = _decorator;
@ccclass("DialogRoot")
/**
* @description:
*/
export class DialogRoot extends Component {
start() {}
update(deltaTime: number) {}
}

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@ -0,0 +1,9 @@
{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "11718503-cecd-42ad-add9-e4e3abe19e2b",
"files": [],
"subMetas": {},
"userData": {}
}

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@ -0,0 +1,135 @@
/*
* @Author: WoNiu
* @Date: 2024-03-26 11:44:58
* @LastEditTime: 2024-03-29 14:02:43
* @LastEditors: WoNiu
* @Description:
*/
import {
_decorator,
Sprite,
Director,
director,
Node,
tween,
UITransform,
v2,
Color,
} from "cc";
import { AnimationNode } from "../../GlobalScript/Animation/AnimationNode";
import { BaseSprite } from "../../GlobalScript/CommonComponent/BaseSprite";
import { NpkImage } from "../../Tool/NPKImage";
import { CloseButtonNode } from "../Common/CloseButtonNode";
const { ccclass, property } = _decorator;
/**
* @description:
*/
export enum LuckyType {
/** 前进三格 */
GoThree = 0,
/** 移动到月光酒馆 */
YeGuangJiuGuan,
/** 移动到决斗场 */
JueDouChang,
/** 移动到海上列车 */
HaiShangLieChe,
/** 我要双倍点数x2 */
Double,
/** 这是我的钱,点数减半 */
Halve,
/** 骑士马战 ,点数+2w */
HorseCombat,
/** 装备修理, 点数-2w */
Servicing,
/** 收取费用,夺取其他人 2w 点数 */
Charge,
}
@ccclass("LuckyCoinsNode")
export class LuckyCoinsNode extends Node {
luckyType: LuckyType;
/** 幸运硬币的结果节点 */
resultNode: Node;
/** 动画完成回调 */
aniDoneBack: Function;
constructor(type: LuckyType,aniDone:Function) {
super();
this.luckyType = type;
this.aniDoneBack = aniDone;
this.addComponent(UITransform).anchorPoint = v2(0, 1);
this.initResultNode();
this.initLuckyAni();
this.delayShowResult();
}
initActionButton() {
const node = new CloseButtonNode(() => {
this.initLuckyAni();
});
this.addChild(node);
}
initResultNode() {
const node = new Node();
this.addChild(node);
node.setPosition(443, -200);
this.resultNode = node;
node.active = false;
const bs = node.addComponent(BaseSprite);
bs.updateSpriteFrame(NpkImage.luckycoin, this.luckyType);
}
initLuckyAni() {
const lucky = new AnimationNode("ani/luckycoin01.ani", () => {
/// 这一帧结束之后调用
director.once(Director.EVENT_END_FRAME, () => {
// 销毁,销毁节点只能在当前帧结束后
lucky.destroy();
});
});
lucky.setPosition(318.5, -107.5);
this.addChild(lucky);
}
// 延迟显示结果
delayShowResult() {
setTimeout(() => {
this.resultNode.active = true;
setTimeout(() => {
this.resultTweenDestroy();
}, 1000);
}, 1600);
}
// 透明度缓动消失
resultTweenDestroy() {
let obj = { x: 255 };
tween(obj)
.to(0.5, { x: 1 }, { onUpdate: () => {
const spr = this.resultNode.getComponent(Sprite);
spr.color = new Color(255,255,255,obj.x);
}, onComplete: () => {
/// 缓动完成
this.resultNode.active = false;
// 动画完成回调
this.aniDoneBack();
// 销毁节点
director.once(Director.EVENT_END_FRAME, () => {
this.destroy();
});
},easing:'linear'})
.start();
}
}

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{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "0039c2de-95ce-49a6-aa91-0ca7ee85ecc3",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@ -0,0 +1,116 @@
/*
* @Author: WoNiu
* @Date: 2024-03-21 13:28:47
* @LastEditTime: 2024-03-25 19:44:01
* @LastEditors: WoNiu
* @Description:
*/
/*
* @Author: WoNiu
* @Date: 2024-03-21 13:28:47
* @LastEditTime: 2024-03-22 21:24:13
* @LastEditors: WoNiu
* @Description:
*/
import { _decorator, Director, director, Node } from "cc";
import { BaseSprite } from "../../GlobalScript/CommonComponent/BaseSprite";
import { NpkImage } from "../../Tool/NPKImage";
import { BaseButtonAction } from "../../GlobalScript/CommonComponent/BaseButtonAction";
import { CardNode } from "./CardNode";
import { TimingProgressBar } from "../Common/TimingProgressBar";
const { ccclass, property } = _decorator;
/// 选择顺序卡牌Node
@ccclass("SelectNumberNode")
export class SelectNumberNode extends Node {
oneCard: CardNode;
twoCard: CardNode;
threeCard: CardNode;
doneFunc: Function;
constructor() {
super();
this.initBackground();
this.initCards();
this.initTiming();
}
initBackground() {
const node = new Node();
node.setPosition(184.5, -181.5);
const bs = node.addComponent(BaseSprite);
bs.updateSpriteFrame(NpkImage.ingame, 46);
this.addChild(node);
}
initCards() {
this.oneCard = new CardNode();
this.oneCard.setPosition(339, -220);
this.addChild(this.oneCard);
const Onebba = this.oneCard.addComponent(BaseButtonAction);
Onebba.onMouseLeftDown = () => {
this.onMouseLeftDown(0);
};
this.twoCard = new CardNode();
this.twoCard.setPosition(533.5, -220);
this.addChild(this.twoCard);
const twoBba = this.twoCard.addComponent(BaseButtonAction);
twoBba.onMouseLeftDown = () => {
this.onMouseLeftDown(1);
};
this.threeCard = new CardNode();
this.threeCard.setPosition(728, -220);
this.addChild(this.threeCard);
const threeBba = this.threeCard.addComponent(BaseButtonAction);
threeBba.onMouseLeftDown = () => {
this.onMouseLeftDown(2);
};
}
//* 倒计时
initTiming() {
// 倒计时
const time = new TimingProgressBar();
this.addChild(time);
time.tweenerStart(3, () => {
//倒计时缓动完成
//开始翻转动画需要1秒完成动画
this.flipsCard();
//* 2秒后关闭node
setTimeout(() => {
this.doneFunc();
/// 这一帧结束之后调用
director.once(Director.EVENT_END_FRAME, () => {
// 销毁,销毁节点只能在当前帧结束后
this.destroy();
});
}, 2000);
});
}
//* 翻转卡片
flipsCard() {
const cards = [this.oneCard, this.twoCard, this.threeCard];
for (let i = 0; i < cards.length; i++) {
const card = cards[i];
card.Disable = true;
card.flipsAnimation.animationStart(i, "玩家" + i);
}
}
onMouseLeftDown(tag: number) {
const cards = [this.oneCard, this.twoCard, this.threeCard];
cards.forEach((card) => {
card.Disable = true;
});
}
update(deltaTime: number) {}
}

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{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "06193d25-5a05-4aaf-92a9-d5358c56a4ff",
"files": [],
"subMetas": {},
"userData": {}
}

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/*
* @Author: WoNiu
* @Date: 2024-03-21 13:29:53
* @LastEditTime: 2024-03-29 14:21:02
* @LastEditors: WoNiu
* @Description:
*/
import { _decorator, Component, Node } from "cc";
import { BoardRoot } from "./BoardRoot";
import { UIRoot } from "./UIRoot/UIRoot";
import { GameRoleController } from "./UIRoot/GameRoleController";
import { DialogRoot } from "./DialogRoot/DialogRoot";
const { ccclass, property } = _decorator;
/**
* @description:
*/
export class GameRootSingleton {
private static readonly _instance: GameRootSingleton =
new GameRootSingleton();
private constructor() {}
public static getInstance(): GameRootSingleton {
return GameRootSingleton._instance;
}
boardRootNode: Node;
UIRootNode: Node;
DialogRootNode: Node;
boardRoot: BoardRoot;
UIRoot: UIRoot;
DialogRoot: DialogRoot;
/** 玩家角色控制脚本 */
gameRoleController: GameRoleController;
}
@ccclass("GameRootController")
/**
* @description:
*/
export class GameRootController extends Component {
@property(Node) boardRootNode: Node;
@property(Node) UIRootNode: Node;
@property(Node) DialogRootNode: Node;
start() {
/// 给三个图层添加 root 根脚本
const game = GameRootSingleton.getInstance();
game.boardRootNode = this.boardRootNode;
game.UIRootNode = this.UIRootNode;
game.DialogRootNode = this.DialogRootNode;
/// 给三个图层添加 root 根脚本
game.boardRoot = this.boardRootNode.getComponent(BoardRoot);
game.UIRoot = this.UIRootNode.getComponent(UIRoot);
game.DialogRoot = this.DialogRootNode.getComponent(DialogRoot);
/// 在 UI 节点 添加玩家角色控制脚本
this.UIRootNode.addComponent(GameRoleController);
// 添加游戏 匹配过程控制 脚本
game.gameRoleController = this.addComponent(GameRoleController);
}
update(deltaTime: number) {}
}

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{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "949ead83-9b0e-4202-8007-c50ab2ceeeb5",
"files": [],
"subMetas": {},
"userData": {}
}

9
assets/Script/Gamer.meta Normal file
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{
"ver": "1.2.0",
"importer": "directory",
"imported": true,
"uuid": "d61e7a19-5a2c-45c6-b9c8-8efecdaafe18",
"files": [],
"subMetas": {},
"userData": {}
}

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@ -0,0 +1,208 @@
/*
* @Author: WoNiu
* @Date: 2024-03-09 17:02:06
* @LastEditTime: 2024-03-27 16:11:51
* @LastEditors: WoNiu
* @Description:
*/
import { _decorator, Color, Label, Node, Size, Sprite, SpriteFrame, tween, UITransform, VerticalTextAlignment } from 'cc';
import { BaseSprite } from '../../GlobalScript/CommonComponent/BaseSprite';
import { NpkImage } from '../../Tool/NPKImage';
import { BaseSpriteFrame } from '../../GlobalScript/CommonComponent/BaseSpriteFrame';
import { GamerRoleType } from './GamerRoleType';
const { ccclass } = _decorator;
/// 玩家Node封装
@ccclass('GamerCardNode')
export class GamerCardNode extends Node {
/// 玩家角色类型
private _characterType : GamerRoleType;
/// 玩家名称
private GamerNameLabel : Label;
/// 幻想点数
private _count: number = 0;
private countLabel: Label;
/// 玩家排序的精灵
private serialNumberSprite: Sprite;
private serialOneFrame: SpriteFrame;
private serialTwoFrame: SpriteFrame;
private serialThreeFrame: SpriteFrame;
private blue = new Color('00baff');
set charchterType(type:GamerRoleType){
if(!this.getChildByName('GamerCharacterNode')){
this._characterType = type;
this.initCharacterNode();
}
}
/// 设置新的幻想点数
set count(newCount: number){
let numberString = newCount.toLocaleString();
const obj = {n:this._count};
if (numberString != this.GamerNameLabel.string){
tween(obj).to(1.0,{ n: newCount },{onUpdate:(target,ration)=>{
this._count = obj.n;
const count:number = parseInt(obj.n.toFixed(0));
this.countLabel.string = count.toLocaleString();
this.countLabel.color = this.getCountColor(obj.n);
}},).start();
}
}
/// 设置玩家名称
set gamerName(newName: string){
let name = newName;
if (name.length > 6){
name = newName.slice(0,3) + '...' + newName.slice(newName.length - 3);
}
this.GamerNameLabel.string = name;
}
/// 玩家排序
set serialNumber( serial: 1 | 2 | 3){
switch (serial) {
case 1:
this.serialNumberSprite.spriteFrame = this.serialOneFrame;
this.GamerNameLabel.color = Color.RED;
break;
case 2:
this.serialNumberSprite.spriteFrame = this.serialTwoFrame;
this.GamerNameLabel.color = this.blue;
break;
case 3:
this.serialNumberSprite.spriteFrame = this.serialThreeFrame;
this.GamerNameLabel.color = Color.GREEN;
break;
}
}
private getCountColor(count:number):Color{
if ( count < 50000){
return Color.RED;
}else if ( count < 200000){
return Color.YELLOW;
}else{
return this.blue;
}
}
constructor(gamerName:string){
super();
this.initBackgroundNode();
this.initPNode();
this.initCountNode();
this.initGamerNameNode();
this.initSerialNumberNode();
this.gamerName = gamerName;
/// 提前加载精灵帧
new BaseSpriteFrame(NpkImage.ingame, 1, _SpriteFrame => { this.serialOneFrame = _SpriteFrame });
new BaseSpriteFrame(NpkImage.ingame, 2, _SpriteFrame => { this.serialTwoFrame = _SpriteFrame });
new BaseSpriteFrame(NpkImage.ingame, 3, _SpriteFrame => { this.serialThreeFrame = _SpriteFrame });
}
/// 背景
initBackgroundNode(){
/// 背景节点
const backgroundNode = new Node('GamerBackgroundNode');
this.addChild(backgroundNode);
/// 给背景节点添加 baseSprite 组件
const backgroundComponent = backgroundNode.addComponent( BaseSprite );
backgroundComponent.updateSpriteFrame(NpkImage.ingame,32);
}
/// 角色
initCharacterNode(){
const node = new Node('GamerCharacterNode');
this.addChild(node);
/// 添加 baseSprite 组件
const backgroundComponent = node.addComponent( BaseSprite );
backgroundComponent.updateSpriteFrame(NpkImage.character_sd,this._characterType);
}
/// P图标
initPNode(){
const node = new Node('GamerPNode');
this.addChild(node);
node.setPosition(50,-9.5);
/// 添加 baseSprite 组件
const backgroundComponent = node.addComponent( BaseSprite );
backgroundComponent.updateSpriteFrame(NpkImage.ingame,53);
}
/// 幻想点数
initCountNode(){
const node = new Node('GamerCountNode');
this.addChild(node);
node.setPosition(100,-18);
const trf = node.addComponent(UITransform);
trf.contentSize = new Size(60,20);
const label = node.addComponent(Label);
label.fontSize = 14;
label.string = '0';
label.color = Color.RED;
label.verticalAlign = VerticalTextAlignment.CENTER;
this.countLabel = label;
}
/// 玩家名称
initGamerNameNode(){
const node = new Node('GamerNameNode');
this.addChild(node);
node.setPosition(90,-40);
const trf = node.addComponent(UITransform);
trf.contentSize = new Size(100,20);
const label = node.addComponent(Label);
label.string = '';
label.fontSize = 12;
label.color = Color.GRAY;
label.verticalAlign = VerticalTextAlignment.CENTER;
this.GamerNameLabel = label;
}
/// 玩家顺序
initSerialNumberNode(){
const node = new Node('GamerNameNode');
this.addChild(node);
node.setPosition(160,-30);
this.serialNumberSprite = node.addComponent( Sprite );
}
}

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{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "790760a1-d532-45f7-89e4-d81781d5466b",
"files": [],
"subMetas": {},
"userData": {}
}

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/*
* @Author: WoNiu
* @Date: 2024-03-27 15:58:07
* @LastEditTime: 2024-03-29 14:40:52
* @LastEditors: WoNiu
* @Description:
*/
import {
_decorator,
Component,
Node,
Sprite,
SpriteFrame,
} from "cc";
import { NpkImageTool } from "../../Tool/NPKImage";
import { GamerRoleAni, GamerRoleType } from "./GamerRoleType";
import { GameState } from "../../GlobalScript/GlobalGameState/GameState";
const { ccclass, property } = _decorator;
@ccclass("GamerRoleNode")
//* ─── 玩家在地图上的角色 Node ────────────────────────────────────────────────────────────
/**
* @description:
*/
export class GamerRoleNode extends Node {
constructor(type: GamerRoleType) {
super();
//角色类型 设置后自动播放动画
this.addComponent(RoleAnimation).type = type;
}
}
//* ─── 角色动画播放 Component ───────────────────────────────────────────────────────────────────
export enum PlayAniState {
//播放中
playing,
//暂停
pause,
}
/**
* @description:
*/
export class RoleAnimation extends Component {
/** 节点精灵 */
private sprite: Sprite;
/** 精灵帧总数 */
private frameCount: number;
/** 是否初始化完成 */
private InitState: boolean;
/** 精灵帧map缓存 */
private frameMap: Map<number, SpriteFrame> = new Map<number, SpriteFrame>();
/** 每一帧需要显示的时间 千分之一秒 */
private static frameShowTime: number = 60;
/** 当前帧显示了的时间 */
private nowFrameTime: number = 0;
/** 当前帧 */
private nowFrameIndex: number = 0;
/** 动画状态 */
private playState: PlayAniState = PlayAniState.playing;
/** 角色类型 设置后自动播放动画 */
set type(type: GamerRoleType) {
const node = new Node();
this.node.addChild(node);
this.sprite = node.addComponent(Sprite);
//设置类型
this.sprite.sizeMode = Sprite.SizeMode.RAW;
//设置
this.sprite.trim = false;
// 获取所有帧图片
NpkImageTool.GetNpkImageAll(
GamerRoleAni.getPath(type),
(count, frameMap) => {
this.frameCount = count;
this.frameMap = frameMap;
this.InitState = true;
// 显示第一帧
this.sprite.spriteFrame = this.frameMap.get(this.nowFrameIndex);
}
);
}
start() {}
update(dt: number) {
//如果游戏世界处于暂停的模式下 不再继续播放
if (GameState.getInstance().IsPauseState()) return;
//如果初始化未完成,不播放
if (!this.InitState) return;
//如果不在播放中
if (this.playState != PlayAniState.playing) return;
//每帧增加过去的时间 取千分之一秒为单位
this.nowFrameTime += Math.trunc(dt * 1000);
// 大于60毫秒换下一帧
if (this.nowFrameTime < 60) return;
this.nowFrameTime -= 60;
this.nowFrameTime++;
// 播放完成后 重新播放
if (this.nowFrameIndex >= this.frameCount) this.nowFrameIndex = 0;
this.sprite.spriteFrame = this.frameMap.get(this.nowFrameIndex);
}
}

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{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "7b231e75-2650-4560-a447-3e3de615fdae",
"files": [],
"subMetas": {},
"userData": {}
}

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/*
* @Author: WoNiu
* @Date: 2024-03-27 16:10:31
* @LastEditTime: 2024-03-29 10:49:55
* @LastEditors: WoNiu
* @Description:
*/
/// 官网总数 63
import { NpkImage, NpkImagePath } from "../../Tool/NPKImage";
//* ─── 玩家角色类型 ──────────────────────────────────────────────────────────────────
/**
* @description:
*
*/
export enum GamerRoleType {
/** 散打 */
SanDa,
/** 柔道 */
RouDao,
/** 气功 */
QiGong,
/** 街霸 */
JieBa,
/** 女漫游 */
NvManYou,
/** 女弹药 */
NvDanYao,
/** 女机械 */
NvJiXie,
/** 女枪炮 */
NvQiangPao,
/** 冰洁 */
BingJie,
/** 元素爆破 */
YuanSuBaoPo,
/** 剑魔 */
JianMo,
/** 剑宗 */
JianZong,
/** 暗殿骑士 */
AnDianQiShi,
/** 流浪骑士 */
LiuLangQiShi,
/** 光枪 */
GuangQiang,
/** 暗枪 */
AnQiang,
/** 女街霸 */
NvJieBa,
/** 女散打 */
NvSanDa,
/** 女气功 */
NvQiGong,
/** 女柔道 */
NvRouDao,
/** 弹药 */
DanYao,
/** 枪炮 */
QiangPao,
/** 机械 */
JiXie,
/** 漫游 */
ManYou,
/** 战法 */
ZanFa,
/** 召唤 */
ZhaoHuan,
/** 魔道 */
MoDao,
/** 元素 */
YuanSu,
/** 复仇 */
FuChou,
/** 篮拳 */
LanQuan,
/** 圣骑 */
ShenQi,
/** 驱魔 */
QuMo,
/** 狂战 */
KuangZhan,
/** 鬼泣 */
GuiQi,
/** 阿修罗 */
AXiuLuo,
/** 剑魂 */
JianHun,
/** 刺客 */
Cike,
/** 影武者 */
YinWuZhe,
/** 忍者 */
RenZhe,
/** 死灵 */
SiLin,
/** 普通鬼剑士 */
GuiJianShi,
}
//* ─── 角色立绘 路径 ─────────────────────────────────────────────────────────────────
/**
* @description:
*/
export class GamerRoleCardDate {
/** NPk路径 */
npkPath: string;
/** index */
index: number;
constructor(index: number) {
this.npkPath = NpkImage.character_sd;
this.index = index;
}
/**
* @description:
*/
static getDate(type: GamerRoleType): GamerRoleCardDate {
switch (type) {
// 散打
case GamerRoleType.SanDa:
return new GamerRoleCardDate(29);
// 柔道
case GamerRoleType.RouDao:
return new GamerRoleCardDate(31);
// 气功
case GamerRoleType.QiGong:
return new GamerRoleCardDate(28);
// 街霸
case GamerRoleType.JieBa:
return new GamerRoleCardDate(30);
// 女漫游
case GamerRoleType.NvManYou:
return new GamerRoleCardDate(20);
// 女弹药
case GamerRoleType.NvDanYao:
return new GamerRoleCardDate(23);
// 女机械
case GamerRoleType.NvJiXie:
return new GamerRoleCardDate(22);
// 女枪炮
case GamerRoleType.NvQiangPao:
return new GamerRoleCardDate(21);
// 冰洁
case GamerRoleType.BingJie:
return new GamerRoleCardDate(33);
// 元素爆破
case GamerRoleType.YuanSuBaoPo:
return new GamerRoleCardDate(32);
// 剑魔
case GamerRoleType.JianMo:
return new GamerRoleCardDate(41);
// 剑宗
case GamerRoleType.JianZong:
return new GamerRoleCardDate(39);
// 暗殿骑士
case GamerRoleType.AnDianQiShi:
return new GamerRoleCardDate(40);
// 流浪骑士
case GamerRoleType.LiuLangQiShi:
return new GamerRoleCardDate(42);
// 光枪
case GamerRoleType.GuangQiang:
return new GamerRoleCardDate(48);
// 暗枪
case GamerRoleType.AnQiang:
return new GamerRoleCardDate(47);
// 女街霸
case GamerRoleType.NvJieBa:
return new GamerRoleCardDate(6);
// 女散打
case GamerRoleType.NvSanDa:
return new GamerRoleCardDate(5);
// 女气功
case GamerRoleType.NvQiGong:
return new GamerRoleCardDate(4);
// 女柔道
case GamerRoleType.NvRouDao:
return new GamerRoleCardDate(7);
// 弹药
case GamerRoleType.DanYao:
return new GamerRoleCardDate(11);
// 枪炮
case GamerRoleType.QiangPao:
return new GamerRoleCardDate(9);
// 机械
case GamerRoleType.JiXie:
return new GamerRoleCardDate(10);
// 漫游
case GamerRoleType.ManYou:
return new GamerRoleCardDate(8);
// 战法
case GamerRoleType.ZanFa:
return new GamerRoleCardDate(14);
// 召唤
case GamerRoleType.ZhaoHuan:
return new GamerRoleCardDate(13);
// 魔道
case GamerRoleType.MoDao:
return new GamerRoleCardDate(15);
// 元素
case GamerRoleType.YuanSu:
return new GamerRoleCardDate(12);
// 复仇
case GamerRoleType.FuChou:
return new GamerRoleCardDate(19);
// 篮拳
case GamerRoleType.LanQuan:
return new GamerRoleCardDate(16);
// 圣骑
case GamerRoleType.ShenQi:
return new GamerRoleCardDate(17);
// 驱魔
case GamerRoleType.QuMo:
return new GamerRoleCardDate(18);
// 狂战
case GamerRoleType.KuangZhan:
return new GamerRoleCardDate(2);
// 鬼泣
case GamerRoleType.GuiQi:
return new GamerRoleCardDate(1);
// 阿修罗
case GamerRoleType.AXiuLuo:
return new GamerRoleCardDate(3);
// 剑魂
case GamerRoleType.JianHun:
return new GamerRoleCardDate(0);
// 刺客
case GamerRoleType.Cike:
return new GamerRoleCardDate(24);
// 影武者
case GamerRoleType.YinWuZhe:
return new GamerRoleCardDate(27);
// 忍者
case GamerRoleType.RenZhe:
return new GamerRoleCardDate(26);
// 死灵
case GamerRoleType.SiLin:
return new GamerRoleCardDate(25);
// 普通鬼剑士
case GamerRoleType.GuiJianShi:
return new GamerRoleCardDate(62);
}
}
}
//* ─── 角色站立动画 路径 ───────────────────────────────────────────────────────────────
/**
* @description:
*/
export class GamerRoleAni {
/**
* @description:
*/
static getPath(type: GamerRoleType): string {
switch (type) {
// 散打
case GamerRoleType.SanDa:
return NpkImagePath + "role_1_sanda.img";
// 柔道
case GamerRoleType.RouDao:
return NpkImagePath + "role_2_roudao.img";
// 气功
case GamerRoleType.QiGong:
return NpkImagePath + "role_3_qigong.img";
// 街霸
case GamerRoleType.JieBa:
return NpkImagePath + "role_4_jieba.img";
// 女漫游
case GamerRoleType.NvManYou:
return NpkImagePath + "role_5_nv_manyou.img";
// 女弹药
case GamerRoleType.NvDanYao:
return NpkImagePath + "role_6_nv_danyao.img";
// 女机械
case GamerRoleType.NvJiXie:
return NpkImagePath + "role_7_nv_jixie.img";
// 女枪炮
case GamerRoleType.NvQiangPao:
return NpkImagePath + "role_8_nv_qiangpao.img";
// 冰洁
case GamerRoleType.BingJie:
return NpkImagePath + "role_9_bingjie.img";
// 元素爆破
case GamerRoleType.YuanSuBaoPo:
return NpkImagePath + "role_10_yuasubaopo.img";
// 剑魔
case GamerRoleType.JianMo:
return NpkImagePath + "role_11_jianmo.img";
// 剑宗
case GamerRoleType.JianZong:
return NpkImagePath + "role_12_jianzong.img";
// 暗殿骑士
case GamerRoleType.AnDianQiShi:
return NpkImagePath + "role_13_andianqishi.img";
// 流浪骑士
case GamerRoleType.LiuLangQiShi:
return NpkImagePath + "role_14_liulangjianshi.img";
// 光枪
case GamerRoleType.GuangQiang:
return NpkImagePath + "role_15_guangqiang.img";
// 暗枪
case GamerRoleType.AnQiang:
return NpkImagePath + "role_16_anqiang.img";
// 女街霸
case GamerRoleType.NvJieBa:
return NpkImagePath + "role_17_nv_jieba.img";
// 女散打
case GamerRoleType.NvSanDa:
return NpkImagePath + "role_18_nv_sanda.img";
// 女气功
case GamerRoleType.NvQiGong:
return NpkImagePath + "role_19_nv_qigong.img";
// 女柔道
case GamerRoleType.NvRouDao:
return NpkImagePath + "role_20_nv_roudao.img";
// 弹药
case GamerRoleType.DanYao:
return NpkImagePath + "role_21_danyao.img";
// 枪炮
case GamerRoleType.QiangPao:
return NpkImagePath + "role_22_qiangpao.img";
// 机械
case GamerRoleType.JiXie:
return NpkImagePath + "role_23_jixie.img";
// 漫游
case GamerRoleType.ManYou:
return NpkImagePath + "role_24_manyou.img";
// 战法
case GamerRoleType.ZanFa:
return NpkImagePath + "role_25_zhanfa.img";
// 召唤
case GamerRoleType.ZhaoHuan:
return NpkImagePath + "role_26_zhaohuan.img";
// 魔道
case GamerRoleType.MoDao:
return NpkImagePath + "role_27_modao.img";
// 元素
case GamerRoleType.YuanSu:
return NpkImagePath + "role_28_yuansu.img";
// 复仇
case GamerRoleType.FuChou:
return NpkImagePath + "role_29_fuchou.img";
// 篮拳
case GamerRoleType.LanQuan:
return NpkImagePath + "role_30_lanquan.img";
// 圣骑
case GamerRoleType.ShenQi:
return NpkImagePath + "role_31_shenqi.img";
// 驱魔
case GamerRoleType.QuMo:
return NpkImagePath + "role_32_qumo.img";
// 狂战
case GamerRoleType.KuangZhan:
return NpkImagePath + "role_33_kuangzhan.img";
// 鬼泣
case GamerRoleType.GuiQi:
return NpkImagePath + "role_34_guiqi.img";
// 阿修罗
case GamerRoleType.AXiuLuo:
return NpkImagePath + "role_35_axiuluo.img";
// 剑魂
case GamerRoleType.JianHun:
return NpkImagePath + "role_36_jianhun.img";
// 刺客
case GamerRoleType.Cike:
return NpkImagePath + "role_37_ceke.img";
// 影武者
case GamerRoleType.YinWuZhe:
return NpkImagePath + "role_38_yinwuzhe.img";
// 忍者
case GamerRoleType.RenZhe:
return NpkImagePath + "role_39_renzhe.img";
// 死灵
case GamerRoleType.SiLin:
return NpkImagePath + "role_40_silin.img";
// 普通鬼剑士
case GamerRoleType.GuiJianShi:
return NpkImagePath + "role_41_guijian.img";
}
}
}

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"importer": "typescript",
"imported": true,
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"ver": "1.2.0",
"importer": "directory",
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"files": [],
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}

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import {
_decorator,
Color,
Component,
EventMouse,
Node,
Sprite,
UITransform,
v2,
v3,
Vec3,
} from "cc";
import { NpkImage } from "../../Tool/NPKImage";
import { MapTileDirection } from "./MapTileType";
import { BaseSprite } from "../../GlobalScript/CommonComponent/BaseSprite";
import { DiamondCheck, Point } from "./../Common/InDiamondCheck";
const { ccclass } = _decorator;
enum buttonState {
// 普通
Normal,
// 悬停
Hover,
// // 按下
// Down,
}
@ccclass("MapTileButtonComponent")
export class MapTileButtonComponent extends Component {
direction: MapTileDirection;
private position: Vec3;
/// 状态
set state(newState: buttonState) {
if (!this.SpriteObj) {
this.SpriteObj = this.node.getComponent(Sprite);
}
switch (newState) {
case buttonState.Normal:
this.SpriteObj.color = Color.WHITE;
break;
case buttonState.Hover:
this.SpriteObj.color = Color.YELLOW;
break;
}
}
//精灵对象
private SpriteObj: Sprite;
start() {
this.position = this.node.getPosition();
if (!this.node.getComponent(UITransform)) {
this.node.addComponent(UITransform);
}
this.node.getComponent(UITransform).anchorPoint = v2(0, 0);
const bs = this.node.addComponent(BaseSprite);
bs.updateSpriteFrame(NpkImage.board, this.direction);
// this.node.on(Node.EventType.MOUSE_ENTER, this.OnHover, this);
this.node.on(Node.EventType.MOUSE_LEAVE, this.OffHover, this);
this.node.on(Node.EventType.MOUSE_DOWN, this.onEvent, this);
this.node.on(Node.EventType.MOUSE_UP, this.onEvent, this);
this.node.on(Node.EventType.MOUSE_MOVE, this.onEvent, this);
}
update(deltaTime: number) {}
/// 事件的统一处理
onEvent(event: EventMouse) {
/// 判断是否在矩形范围内
const inDiamond = this.getEventDiamond(event);
if (inDiamond) {
this.OnHover();
switch (event.type) {
case Node.EventType.MOUSE_DOWN:
this.OnDown(event);
break;
case Node.EventType.MOUSE_UP:
this.OnUp(event);
break;
}
} else {
// 结束悬浮状态
this.OffHover();
// 事件穿透
event.preventSwallow = true;
}
}
// 鼠标悬浮状态
OnHover() {
this.state = buttonState.Hover;
}
// 鼠标悬浮状态结束
OffHover() {
this.state = buttonState.Normal;
this.node.setPosition(this.position);
}
/// 按下
OnDown(event: EventMouse) {
if (event.getButton() != EventMouse.BUTTON_LEFT) return;
const np = this.node.position;
this.node.setPosition(np.x, np.y - 1);
}
OnUp(event: EventMouse) {
//必须是鼠标左键
if (event.getButton() != EventMouse.BUTTON_LEFT) return;
const np = this.node.position;
this.node.setPosition(this.position);
}
// 判断事件是否在矩形内
getEventDiamond(event: EventMouse): boolean {
const point = event.getLocation();
// 转换获取到 node 内的坐标
const location = this.node
.getComponent(UITransform)
.convertToNodeSpaceAR(v3(point.x, point.y, 0));
// 是否在图片的菱形范围内
const inDiamond = DiamondCheck.isPointInDiamond(
{ x: location.x, y: location.y },
this.getDiamond()
);
return inDiamond;
}
// 判断坐标是否在矩形内部
getDiamond(): [Point, Point, Point, Point] {
let w = 58.5;
let h = 37.5;
let hc = 10;
let wc = 17;
switch (this.direction) {
case MapTileDirection.nook:
w = 58.5;
h = 37.5;
return [
{ x: w, y: 0 },
{ x: w + w, y: -h },
{ x: w, y: -h - h },
{ x: 0, y: -h },
];
case MapTileDirection.horizontal:
w = 42;
h = 27;
return [
{ x: w + wc, y: 0 },
{ x: w + w + wc, y: -h },
{ x: w, y: -h - h - hc },
{ x: 0, y: -h - hc },
];
case MapTileDirection.vertical:
w = 42;
h = 27;
return [
{ x: w, y: 0 },
{ x: w + w + wc, y: -h - hc },
{ x: w + wc, y: -h - h - hc },
{ x: 0, y: -h },
];
}
}
}

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"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "bcd05978-d628-49d5-a5fc-c17782e7be27",
"files": [],
"subMetas": {},
"userData": {}
}

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/*
* @Author: WoNiu
* @Date: 2024-03-16 16:34:19
* @LastEditTime: 2024-03-28 21:09:58
* @LastEditors: WoNiu
* @Description:
*/
import { _decorator, Component, } from "cc";
import { MapTileData, MapTileType } from "./MapTileType";
const { ccclass } = _decorator;
@ccclass("MapTileController")
export class MapTileController extends Component {
/// 地块数据
private _tileData: MapTileData;
get tileData(){ return this._tileData; };
/// 地块类型
private _tileType: MapTileType;
set tileType(newType: MapTileType){
this._tileType = newType;
this._tileData = MapTileData.getData(newType as MapTileType);
};
get tileType(){ return this._tileType; };
/// 地块占领状态(是谁占领的,)
private occupState: string;
/// 占领等级
private occupyLevel: 0 | 1 | 2 | 3;
/// 决斗场等级
private fightLevel: 2 | 4 | 8;
/// 进入选择地下城状态,海上列车选择,决斗场选择
start() {
const location = this._tileData.location;
this.node.setPosition(location.x,location.y);
}
update(deltaTime: number) {}
}

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"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "81e11280-50a3-4363-b141-10d761ae7571",
"files": [],
"subMetas": {},
"userData": {}
}

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import { _decorator, Node } from "cc";
import { MapTileDirection, MapTileType } from "./MapTileType";
import { BaseSprite } from "../../GlobalScript/CommonComponent/BaseSprite";
import { MapTileButtonComponent } from "./MapTileButtonComponent";
import { MapTileController } from "./MapTileController";
import { CloseButtonNode } from "../Common/CloseButtonNode";
import { MapTitleAction } from "./MapTitleAction";
import { LuckyType } from "../DialogRoot/LuckyCoinsNode";
const { ccclass } = _decorator;
/// 地块
@ccclass("MapTileNode")
export class MapTileNode extends Node {
/// -- Node
/// 背景节点
private backgroundNode: Node;
/// 地块名称
private nameNode: Node;
/// 决斗场选中的战斗边框
private fightNode: Node;
/// 鼠标操作变化的边框
private borderNode: Node;
/// 禁止选择
private disableNode: Node;
/// 占领图标
private occupyIconNode: Node;
/// 决斗场选中的图标 和倍数icon
private fightIconNode: Node;
/// 控制器
private controller: MapTileController;
constructor(type) {
super();
this.controller = this.addComponent(MapTileController);
this.controller.tileType = type;
this.initNode();
// todo 测试用按钮
this.initButton();
}
/// 测试使用按钮
initButton() {
const node = new CloseButtonNode(()=>{
MapTitleAction.lucky( LuckyType.GoThree );
})
this.addChild(node);
}
initNode() {
//* 背景
if (this.controller.tileData.backgroundIndex) {
const node = new Node();
this.addChild(node);
const bs = node.addComponent(BaseSprite);
bs.updateSpriteFrame(
this.controller.tileData.npkPath,
this.controller.tileData.backgroundIndex
);
this.backgroundNode = node;
}
//* 名称
const node = new Node();
this.addChild(node);
const bs = node.addComponent(BaseSprite);
bs.updateSpriteFrame(
this.controller.tileData.npkPath,
this.controller.tileType
);
this.nameNode = node;
//* 红色边框
// 决斗场选择后的红色边框,四角和命运硬币 没有红框
if (
this.controller.tileData.direction != MapTileDirection.nook &&
this.controller.tileType !=
(MapTileType.XiaoZhenMingYunYinBi || MapTileType.HaLinMingYunYinBi)
) {
const node = new Node();
node.active = false;
this.addChild(node);
// 横向地块27 竖向28
const bs = node.addComponent(BaseSprite);
bs.updateSpriteFrame(
this.controller.tileData.npkPath,
this.controller.tileData.direction == MapTileDirection.horizontal
? 27
: 28
);
this.fightNode = node;
}
//* 鼠标选择边框
const bordeNode = new Node();
this.addChild(bordeNode);
bordeNode.active = false;
const bordeBC = bordeNode.addComponent(MapTileButtonComponent);
bordeBC.direction = this.controller.tileData.direction;
this.borderNode = bordeNode;
//* 禁止选择node
const disableNode = new Node();
this.addChild(disableNode);
disableNode.active = false;
const disableBS = disableNode.addComponent(BaseSprite);
disableBS.updateSpriteFrame(
this.controller.tileData.npkPath,
this.controller.tileData.direction + 5
);
this.disableNode = disableNode;
}
//* 显示海上列车选择
shwTrainsSelect(show: boolean) {
if (this.borderNode) {
//* 许可选择
if (this.controller.tileData.trainsSelectLicense) {
this.borderNode.active = show;
} else {
this.disableNode.active = true;
}
} else {
this.disableNode.active = false;
this.borderNode.active = false;
}
}
}

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"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "eac596d5-3e92-4bab-834e-c62b69dc232c",
"files": [],
"subMetas": {},
"userData": {}
}

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import { Vec2, v2 } from "cc";
import { NpkImage } from "../../Tool/NPKImage";
//* ─── 地块类型 ────────────────────────────────────────────────────────────────────
/** 地块类型 */
export enum MapTileType {
/** 赫顿玛尔 */
HeDunMaEr = 0,
/** 时间广场 */
ShiJianGuangChang,
/** 兽人峡谷 */
ShouRenXiaGu,
/** 超时空漩涡 */
ChaoShiKongXuanWo,
/** 恐怖的栖息地 */
KongBuDeQiXiDi,
/** 红色魔女之森 */
HongSeMoNvZhiSen,
/** 月光酒馆 */
YueGuangJiuGuan,
/** 亡命杀阵 */
WangMingShaZhen,
/** 皇家娱乐 */
HuangJaiYuLe,
/** 黑暗都市 */
HeiAnDuShi,
/** 哈林的命运硬币(左边) */
HaLinMingYunYinBi,
/** 第九隔离区 */
DiJiuGeLiQu,
/** 决斗场 */
JueDouChang,
/** 腐坏街道 */
FuHuaiJieDao,
/** 溢血的地下城 */
YiXueDeDiXiaChen,
/** 普雷·伊西斯 */
PuLeiYiXiSi,
/** 沉重的礼拜堂 */
ChenZhongDeLiBaiTang,
/** 螺旋王国 */
LuoXuanWangGuo,
/** 海上列车 */
HaiShangLieChe,
/** 暗黑神殿 */
AnHeiShenDian,
/** 痛苦地下城 */
TongKuDiXiaChen,
/** 无底坑道 */
WuDiKenDao,
/** 切斯特小镇的命运硬币(右边) */
XiaoZhenMingYunYinBi,
/** 记忆之地 */
JiYiZhiDi,
}
//* ─── 所有地块类型数组 ────────────────────────────────────────────────────────────────
/** 所有地块类型数组 */
export const MapTileTypes = [
/** 赫顿玛尔 */
MapTileType.HeDunMaEr,
/** 时间广场 */
MapTileType.ShiJianGuangChang,
/** 兽人峡谷 */
MapTileType.ShouRenXiaGu,
/** 超时空漩涡 */
MapTileType.ChaoShiKongXuanWo,
/** 恐怖的栖息地 */
MapTileType.KongBuDeQiXiDi,
/** 红色魔女之森 */
MapTileType.HongSeMoNvZhiSen,
/** 月光酒馆 */
MapTileType.YueGuangJiuGuan,
/** 亡命杀阵 */
MapTileType.WangMingShaZhen,
/** 皇家娱乐 */
MapTileType.HuangJaiYuLe,
/** 黑暗都市 */
MapTileType.HeiAnDuShi,
/** 哈林的命运硬币(左边) */
MapTileType.HaLinMingYunYinBi,
/** 第九隔离区 */
MapTileType.DiJiuGeLiQu,
/** 决斗场 */
MapTileType.JueDouChang,
/** 腐坏街道 */
MapTileType.FuHuaiJieDao,
/** 溢血的地下城 */
MapTileType.YiXueDeDiXiaChen,
/** 普雷·伊西斯 */
MapTileType.PuLeiYiXiSi,
/** 沉重的礼拜堂 */
MapTileType.ChenZhongDeLiBaiTang,
/** 螺旋王国 */
MapTileType.LuoXuanWangGuo,
/** 海上列车 */
MapTileType.HaiShangLieChe,
/** 暗黑神殿 */
MapTileType.AnHeiShenDian,
/** 痛苦地下城 */
MapTileType.TongKuDiXiaChen,
/** 无底坑道 */
MapTileType.WuDiKenDao,
/** 切斯特小镇的命运硬币(右边) */
MapTileType.XiaoZhenMingYunYinBi,
/** 记忆之地 */
MapTileType.JiYiZhiDi,
];
//* ─── 地块方向 ────────────────────────────────────────────────────────────────────
/** 地块方向 */
export enum MapTileDirection {
/** 横 */
horizontal = 24,
/** 竖 */
vertical = 25,
/** 角落 */
nook = 26,
}
//* ─── 地块的数据 ───────────────────────────────────────────────────────────────────
/** 地块的数据 */
export class MapTileData {
/** 坐标 */
location: Vec2;
/** npk路径 */
npkPath: NpkImage;
/** 地块背景index */
backgroundIndex: number;
/** 地块方向 */
direction: MapTileDirection;
/** 怪物相关数据 */
/** 列车选择许可 */
trainsSelectLicense: boolean;
/** 决斗场选择许可 */
duelSelectLicense: boolean;
/** 占领许可 */
occupyLicense: boolean;
constructor({
/** 坐标 */
location,
/** 背景index */
backgroundIndex,
/** 地块方向 */
direction,
/** 占领许可 */
occupyLicense,
/** 列车选择许可 */
trainsSelectLicense,
/** 决斗场选择许可 */
duelSelectLicense,
}: {
location: Vec2;
backgroundIndex?: number;
direction: MapTileDirection;
occupyLicense?: boolean;
trainsSelectLicense?: boolean;
duelSelectLicense?: boolean;
}) {
this.location = location;
this.npkPath = NpkImage.board;
this.backgroundIndex = backgroundIndex;
this.direction = direction;
this.trainsSelectLicense = trainsSelectLicense ?? true;
this.duelSelectLicense = duelSelectLicense ?? true;
this.occupyLicense = occupyLicense ?? true;
}
static getData(type: MapTileType): MapTileData {
switch (type) {
/// 赫顿玛尔
case MapTileType.HeDunMaEr:
return this.HeDunMaErData;
/// 时间广场
case MapTileType.ShiJianGuangChang:
return this.ShiJianGuangChangData;
/// 兽人峡谷
case MapTileType.ShouRenXiaGu:
return this.ShouRenXiaGuData;
/// 超时空漩涡
case MapTileType.ChaoShiKongXuanWo:
return this.ChaoShiKongXuanWoData;
/// 恐怖的栖息地
case MapTileType.KongBuDeQiXiDi:
return this.KongBuDeQiXiDiData;
/// 红色魔女之森
case MapTileType.HongSeMoNvZhiSen:
return this.HongSeMoNvZhiSenData;
/// 月光酒馆
case MapTileType.YueGuangJiuGuan:
return this.YueGuangJiuGuanData;
/// 亡命杀镇子
case MapTileType.WangMingShaZhen:
return this.WangMingShaZhenData;
/// 皇家娱乐
case MapTileType.HuangJaiYuLe:
return this.HuangJaiYuLeData;
/// 黑暗都市
case MapTileType.HeiAnDuShi:
return this.HeiAnDuShiData;
/// 哈林的命运硬币(左边)
case MapTileType.HaLinMingYunYinBi:
return this.HaLinMingYunYinBiData;
/// 第九隔离区
case MapTileType.DiJiuGeLiQu:
return this.DiJiuGeLiQuData;
/// 决斗场
case MapTileType.JueDouChang:
return this.JueDouChangData;
/// 腐坏街道
case MapTileType.FuHuaiJieDao:
return this.FuHuaiJieDaoData;
/// 溢血的地下城
case MapTileType.YiXueDeDiXiaChen:
return this.YiXueDeDiXiaChenData;
/// 普雷·伊西斯
case MapTileType.PuLeiYiXiSi:
return this.PuLeiYiXiSiData;
/// 沉重的礼拜堂
case MapTileType.ChenZhongDeLiBaiTang:
return this.ChenZhongDeLiBaiTangData;
/// 螺旋王国
case MapTileType.LuoXuanWangGuo:
return this.LuoXuanWangGuoData;
/// 海上列车
case MapTileType.HaiShangLieChe:
return this.HaiShangLieCheData;
/// 暗黑神殿
case MapTileType.AnHeiShenDian:
return this.AnHeiShenDianData;
/// 痛苦地下城
case MapTileType.TongKuDiXiaChen:
return this.TongKuDiXiaChenData;
/// 无底坑道
case MapTileType.WuDiKenDao:
return this.WuDiKenDaoData;
/// 切斯特小镇的命运硬币(右边)
case MapTileType.XiaoZhenMingYunYinBi:
return this.XiaoZhenMingYunYinBiData;
/// 记忆之地
case MapTileType.JiYiZhiDi:
return this.JiYiZhiDiData;
}
}
/** 赫顿玛尔 */
private static HeDunMaErData = new MapTileData({
location: v2(475, -448),
direction: MapTileDirection.nook,
duelSelectLicense: false,
occupyLicense: false,
});
/** 时间广场 (55,34) */
private static ShiJianGuangChangData = new MapTileData({
location: v2(420, -414),
direction: MapTileDirection.horizontal,
});
/** 兽人峡谷 (52,34) */
private static ShouRenXiaGuData = new MapTileData({
location: v2(368, -380),
direction: MapTileDirection.horizontal,
});
/** 超时空漩涡 (53,34) */
private static ChaoShiKongXuanWoData = new MapTileData({
location: v2(315, -346),
backgroundIndex: 32,
direction: MapTileDirection.horizontal,
});
/** 恐怖的栖息地 (52,34) */
private static KongBuDeQiXiDiData = new MapTileData({
location: v2(262, -312),
direction: MapTileDirection.horizontal,
});
/** 红色魔女之森 (52,34) */
private static HongSeMoNvZhiSenData = new MapTileData({
location: v2(209, -278),
direction: MapTileDirection.horizontal,
});
// 月光酒馆(69,44) */
private static YueGuangJiuGuanData = new MapTileData({
location: v2(140, -234),
direction: MapTileDirection.nook,
duelSelectLicense: false,
occupyLicense: false,
});
/** 亡命杀镇 (53,34) */
private static WangMingShaZhenData = new MapTileData({
location: v2(209, -198),
direction: MapTileDirection.vertical,
});
/** 皇家娱乐(53,34) */
private static HuangJaiYuLeData = new MapTileData({
location: v2(262, -164),
direction: MapTileDirection.vertical,
});
/** 黑暗都市 */
private static HeiAnDuShiData = new MapTileData({
location: v2(315, -130),
direction: MapTileDirection.vertical,
});
/** 哈林的命运硬币(左边) */
private static HaLinMingYunYinBiData = new MapTileData({
location: v2(368, -96),
backgroundIndex: 34,
direction: MapTileDirection.vertical,
duelSelectLicense: false,
occupyLicense: false,
});
/** 第九隔离区 */
private static DiJiuGeLiQuData = new MapTileData({
location: v2(421, -62),
direction: MapTileDirection.vertical,
});
// 决斗场(54,44) */
private static JueDouChangData = new MapTileData({
location: v2(475, -18),
direction: MapTileDirection.nook,
duelSelectLicense: false,
occupyLicense: false,
});
/** 腐坏街道(53,34) */
private static FuHuaiJieDaoData = new MapTileData({
location: v2(544, -62),
direction: MapTileDirection.horizontal,
});
/** 溢血的地下城(53,34) */
private static YiXueDeDiXiaChenData = new MapTileData({
location: v2(597, -96),
direction: MapTileDirection.horizontal,
});
/** 普雷·伊西斯 */
private static PuLeiYiXiSiData = new MapTileData({
location: v2(650, -130),
backgroundIndex: 33,
direction: MapTileDirection.horizontal,
});
/** 沉重的礼拜堂 */
private static ChenZhongDeLiBaiTangData = new MapTileData({
location: v2(703, -164),
direction: MapTileDirection.horizontal,
});
/** 螺旋王国 */
private static LuoXuanWangGuoData = new MapTileData({
location: v2(756, -198),
direction: MapTileDirection.horizontal,
});
// 海上列车(69,44) */
private static HaiShangLieCheData = new MapTileData({
location: v2(808, -234),
direction: MapTileDirection.nook,
trainsSelectLicense: false,
duelSelectLicense: false,
occupyLicense: false,
});
/** 暗黑神殿 */
private static AnHeiShenDianData = new MapTileData({
location: v2(756, -278),
direction: MapTileDirection.vertical,
});
/** 痛苦地下城 */
private static TongKuDiXiaChenData = new MapTileData({
location: v2(703, -312),
direction: MapTileDirection.vertical,
});
/** 无底坑道 */
private static WuDiKenDaoData = new MapTileData({
location: v2(650, -346),
direction: MapTileDirection.vertical,
});
/** 切斯特小镇的命运硬币(右边) */
private static XiaoZhenMingYunYinBiData = new MapTileData({
location: v2(597, -380),
backgroundIndex: 34,
direction: MapTileDirection.vertical,
duelSelectLicense: false,
occupyLicense: false,
});
/** 记忆之地 */
private static JiYiZhiDiData = new MapTileData({
location: v2(544, -414),
direction: MapTileDirection.vertical,
});
}

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"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "22719a4e-0012-43b0-8759-5d985734b3f1",
"files": [],
"subMetas": {},
"userData": {}
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/*
* @Author: WoNiu
* @Date: 2024-03-26 11:36:36
* @LastEditTime: 2024-03-29 14:03:36
* @LastEditors: WoNiu
* @Description:
*/
import { LuckyCoinsNode, LuckyType } from "../DialogRoot/LuckyCoinsNode";
import { GameRootSingleton } from "../GameRootController";
/**
* @description:
*/
export class MapTitleAction {
// ─── 特殊事件 ────────────────────────────────────────────────────────────
//* 月光酒馆
//* 决斗场
//* 海上列车
//* 幸运硬币
/**
* @description:
*/
static lucky(type: LuckyType) {
// 将幸运硬币动画节点添加到 Dialog 层
const node = new LuckyCoinsNode(type, () => {
LuckyAction.Action(type);
});
GameRootSingleton.getInstance().DialogRootNode.addChild(node);
}
// ─── 怪物事件 ────────────────────────────────────────────────────────────────────
/**
* @description:
*/
static monsterAction() {}
}
/**
* @description:
*/
export class LuckyAction {
static Action(type: LuckyType) {
const lucky = new LuckyAction();
switch (type) {
case LuckyType.GoThree:
lucky.GoThreeAction();
break;
case LuckyType.YeGuangJiuGuan:
lucky.YeGuangJiuGuanAction();
break;
case LuckyType.JueDouChang:
lucky.JueDouChangAction();
break;
case LuckyType.HaiShangLieChe:
lucky.HaiShangLieCheAction();
break;
case LuckyType.Double:
lucky.DoubleAction();
break;
case LuckyType.Halve:
lucky.HalveAction();
break;
case LuckyType.HorseCombat:
lucky.HorseCombatAction();
break;
case LuckyType.Servicing:
lucky.ServicingAction();
break;
case LuckyType.Charge:
lucky.ChargeAction();
break;
}
}
// 前进三格
GoThreeAction() {}
// 移动到月光酒馆
YeGuangJiuGuanAction() {}
// 移动到决斗场
JueDouChangAction() {}
// 移动到海上列车
HaiShangLieCheAction() {}
// 我要双倍点数x2
DoubleAction() {}
// 这是我的钱,点数减半
HalveAction() {}
// 骑士马战 ,点数+2w
HorseCombatAction() {}
// 装备修理, 点数-2w
ServicingAction() {}
// 收取费用,夺取其他人 2w 点数
ChargeAction() {}
}

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"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "38b0fe6c-2083-4510-92d6-8f50384fac2c",
"files": [],
"subMetas": {},
"userData": {}
}

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/*
* @Author: WoNiu
* @Date: 2024-03-27 15:20:29
* @LastEditTime: 2024-03-28 21:15:43
* @LastEditors: WoNiu
* @Description:
*/
import { MapTileType, MapTileTypes } from "./MapTileType";
import { MapTitleModel } from "./MapTitleModel";
/**
* @description:
*/
export class MapTitleDatelSingleton {
private static readonly _instance: MapTitleDatelSingleton =
new MapTitleDatelSingleton();
//* 地块nodeMap
mapModMap: Map<MapTileType, MapTitleModel> = new Map<
MapTileType,
MapTitleModel
>();
private constructor() {
MapTileTypes.forEach((type) => {
const mod = new MapTitleModel(type);
this.mapModMap.set(type, mod);
});
}
public static getInstance(): MapTitleDatelSingleton {
return MapTitleDatelSingleton._instance;
}
}

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"ver": "4.0.23",
"importer": "typescript",
"imported": true,
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"files": [],
"subMetas": {},
"userData": {}
}

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/*
* @Author: WoNiu
* @Date: 2024-03-26 11:12:32
* @LastEditTime: 2024-03-27 15:16:42
* @LastEditors: WoNiu
* @Description:
*/
import { _decorator } from "cc";
import { MapTileType } from "./MapTileType";
/**
* @description:
*/
export class MapTitleModel {
//* 地块类型
type: MapTileType;
//* 地块占领状态(是谁占领的,)
occupState: string;
//* 占领等级
occupyLevel: 0 | 1 | 2 | 3;
//* 决斗场等级
fightLevel: 0 | 2 | 4 | 8;
constructor(type: MapTileType) {
this.type = type;
this.occupState = "";
this.occupyLevel = 0;
this.fightLevel = 0;
}
}

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"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "5597e322-7749-48fe-98d4-bb4294ab1a10",
"files": [],
"subMetas": {},
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"ver": "1.2.0",
"importer": "directory",
"imported": true,
"uuid": "026e885d-7022-43db-bdd8-191d81662a0c",
"files": [],
"subMetas": {},
"userData": {}
}

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import { _decorator, BlockInputEvents, Button, Color, Director, director, EventMouse, Label, Node, UITransform, v2 } from 'cc';
import { BaseSprite } from '../../GlobalScript/CommonComponent/BaseSprite';
import { NpkImage } from '../../Tool/NPKImage';
import { BaseButton } from '../../GlobalScript/CommonComponent/BaseButton';
import { AnimationNode } from '../../GlobalScript/Animation/AnimationNode';
import {CloseButtonNode } from '../Common/CloseButtonNode';
import { GameRootSingleton } from '../GameRootController';
const { ccclass } = _decorator;
/// 开始游戏按钮界面
@ccclass('StartGameUINode')
export class StartGameUINode extends Node {
/// 玩法介绍
private pressenNode: Node;
constructor(){
super();
this.addComponent(UITransform).setContentSize(1067,600);
this.init();
}
/// 初始化子节点
init(){
this.initBackground();
this.initTitle();
this.initStartButton();
this.initLabel();
this.initPressenButton();
this.initPressen();
}
/// 背景
initBackground(){
/// 背景节点
const backgroundNode = new Node('StartBackgroundNode');
this.addChild(backgroundNode);
/// 给背景节点添加 baseSprite 组件
const backgroundComponent = backgroundNode.addComponent( BaseSprite );
backgroundComponent.updateSpriteFrame(NpkImage.main,24);
}
/// 标题动画
initTitle(){
let titleNode = new AnimationNode('ani/title_loop.ani');
titleNode.setPosition(544.5,-305);
this.addChild(titleNode);
}
/// 开始游戏
initStartButton(){
/// 按钮节点
const startButtonNode = new Node('StartButton');
startButtonNode.setPosition(441.5,-450);
/// 给节点添加 button 组件
const buttonComponent = startButtonNode.addComponent( BaseButton );
buttonComponent.init(NpkImage.main,1);
startButtonNode.addComponent( Button)
startButtonNode.on(Button.EventType.CLICK,this.startOnTouchEnd,this);
this.addChild(startButtonNode);
}
/// 入场次数
initLabel(){
const labelNode = new Node('Label');
labelNode.setPosition(550,-421);
const labelComponent = labelNode.addComponent( Label );
labelComponent.string = '∞';
labelComponent.color = new Color('24a5cd');
labelComponent.fontSize = 18;
this.addChild(labelNode);
}
/// 玩法介绍按钮
initPressenButton(){
/// 按钮节点
const pressenButtonNode = new Node('PressenButton');
pressenButtonNode.setPosition(1020,-10);
/// 给节点添加 button 组件
const buttonComponent = pressenButtonNode.addComponent( BaseButton );
buttonComponent.init(NpkImage.main,9);
pressenButtonNode.on(Node.EventType.MOUSE_UP,this.pressenOnTouchEnd,this);
this.addChild(pressenButtonNode);
}
/// 玩法介绍
initPressen(){
/// 节点
this.pressenNode = new Node('Pressen');
this.pressenNode.active = false;
this.addChild(this.pressenNode);
this.pressenNode.setPosition(0,0);
this.pressenNode.addComponent( UITransform).setContentSize(1067,600);
this.pressenNode.getComponent(UITransform).anchorPoint = v2(0, 1);
/// 拦截下层的点击事件
this.pressenNode.addComponent( BlockInputEvents );
/// 给节点添加 img
const imgNode = new Node('PressenImage');
imgNode.setPosition(134,-21.5);
const imgComponent = imgNode.addComponent( BaseSprite );
imgComponent.updateSpriteFrame(NpkImage.main,25);
this.pressenNode.addChild(imgNode);
/// 关闭按钮
const closeNode = new CloseButtonNode(this.closeOnTouchEnd.bind(this));
closeNode.setPosition(767,-10);
imgNode.addChild(closeNode);
}
/// 打开玩法介绍
pressenOnTouchEnd(event:EventMouse){
if ( event.getButton() === EventMouse.BUTTON_LEFT ){
this.pressenNode.active = true;
}
}
closeOnTouchEnd(event:EventMouse){
this.pressenNode.active = false;
}
/// 开始游戏
startOnTouchEnd(event:Event){
const uiroot = GameRootSingleton.getInstance().UIRoot;
uiroot.initGameUI();
/// 一帧结束之后销毁
director.once(Director.EVENT_END_FRAME,()=>{
// 销毁
this.destroy();
});
console.log('开始游戏');
}
}

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"importer": "typescript",
"imported": true,
"uuid": "37227f6a-00a4-4840-a07e-025b6be2f27c",
"files": [],
"subMetas": {},
"userData": {}
}

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{
"ver": "1.2.0",
"importer": "directory",
"imported": true,
"uuid": "7385a06a-b90d-4a7e-ab36-bf702f6f220e",
"files": [],
"subMetas": {},
"userData": {}
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/*
* @Author: WoNiu
* @Date: 2024-03-13 12:19:50
* @LastEditTime: 2024-03-29 13:01:41
* @LastEditors: WoNiu
* @Description:
*/
/*
* @Author: WoNiu
* @Date: 2024-03-13 12:19:50
* @LastEditTime: 2024-03-25 14:19:53
* @LastEditors: WoNiu
* @Description:
*/
import {
_decorator,
Component,
EventMouse,
Node,
Sprite,
SpriteFrame,
Texture2D,
UITransform,
v2,
} from "cc";
import { BaseSprite } from "../../GlobalScript/CommonComponent/BaseSprite";
import { NpkImage, NpkImageTool } from "../../Tool/NPKImage";
import {
BaseButton,
BaseButtonState,
} from "../../GlobalScript/CommonComponent/BaseButton";
import { BaseButtonAction } from "../../GlobalScript/CommonComponent/BaseButtonAction";
import { ImagePack } from "../../GlobalScript/ImagePack/ImagePack";
import { GameState } from "../../GlobalScript/GlobalGameState/GameState";
import { ImgInfo } from "../../GlobalScript/GlobalInterface/GlobalInterface";
import { GamerRoleAni, GamerRoleType } from "../Gamer/GamerRoleType";
const { ccclass } = _decorator;
@ccclass("DiceButtonNode")
/**
* @description:
*/
export class DiceButtonNode extends Node {
winButtonComponent: BaseButton;
diceButtonComponent: BaseButton;
winButtonBlock: Function;
diceDownBlock: Function;
diceUpBlock: Function;
gaugeAnimation: GaugeAnimation;
constructor() {
super();
this.initBackgroundNode();
this.initOtherWinButtonNode();
this.initdiceButtonNode();
this.initdiceDiceAniNode();
}
// 背景节点
private initBackgroundNode(){
const backgroundNode = new Node();
const bs = backgroundNode.addComponent(BaseSprite);
bs.updateSpriteFrame(NpkImage.ingame, 7);
this.addChild(backgroundNode);
}
// 其他获胜条件按钮节点
private initOtherWinButtonNode() {
/// 其他获胜条件
const winButtonNode = new Node();
this.addChild(winButtonNode);
winButtonNode.setPosition(20.5, -123);
const winBa = winButtonNode.addComponent(BaseButtonAction);
winBa.onMouseUp = this.winOnMouseUp.bind(this);
this.winButtonComponent = winButtonNode.addComponent(BaseButton);
this.winButtonComponent.init(NpkImage.ingame, 60);
}
// 骰子按钮节点
private initdiceButtonNode() {
/// dice 按钮
const diceButtonNode = new Node('diceButton');
this.addChild(diceButtonNode);
diceButtonNode.setPosition(89, -57);
const diceBc = diceButtonNode.addComponent(BaseButtonAction);
diceBc.onMouseLeftDown = this.diceOnMouseDown.bind(this);
diceBc.onMouseLeftUp = this.diceOnMouseUp.bind(this);
this.diceButtonComponent = diceButtonNode.addComponent(BaseButton);
this.diceButtonComponent.init(NpkImage.ingame, 8);
this.diceButtonComponent.ButtonState = BaseButtonState.Disable;
}
// 播放动画节点
private initdiceDiceAniNode() {
const node = new Node();
this.addChild(node);
node.setPosition(45, -15);
//设置节点锚点为左上角
node.addComponent(UITransform).anchorPoint = v2(0, 1);
this.gaugeAnimation = node.addComponent(GaugeAnimation);
}
/// 其他获胜条件
private winOnMouseUp(event: EventMouse) {
if (this.winButtonComponent.ButtonState == BaseButtonState.Disable) return;
if (this.winButtonBlock) this.winButtonBlock();
}
/// 投骰子
private diceOnMouseDown(event: EventMouse) {
console.log('diceOnMouseDown');
if (this.diceButtonComponent.ButtonState == BaseButtonState.Disable)
return;
if (this.diceDownBlock) this.diceDownBlock();
this.gaugeAnimation.updatePlayState(PlayAniState.playing);
}
private diceOnMouseUp(event: EventMouse) {
console.log('diceOnMouseUp');
if (this.diceButtonComponent.ButtonState == BaseButtonState.Disable)
return;
if (this.diceUpBlock) this.diceUpBlock();
this.gaugeAnimation.updatePlayState(PlayAniState.pause);
}
}
//* ─── 动画播放 ────────────────────────────────────────────────────────────────────
export enum PlayAniState {
//未播放
unplayed,
//播放中
playing,
//倒放
reversed,
//暂停
pause,
//播放完成
done,
}
/**
* @description:
*/
export class GaugeAnimation extends Component {
// 所有精灵帧缓存
private frameMap: Map<number, SpriteFrame> = new Map<number, SpriteFrame>();
// 精灵帧的数量
private frameCount: number = 100;
// 精灵帧初始化状态
private InitState: boolean = false;
// 总的播放时间
private aniTime: number = 1;
// 当前帧显示时间
private nowFrameTime: number = 0;
// 每一帧需要显示的时间
private frameShowTime: number = 0;
// 当前帧
private nowFrameIndex: number = -1;
//* 动画状态
private playState: PlayAniState = PlayAniState.unplayed;
// 节点的精灵
private sprite: Sprite;
onLoad() {
if (!this.node.getComponent(Sprite)) {
this.sprite = this.node.addComponent(Sprite);
} else {
this.sprite = this.node.getComponent(Sprite);
}
//设置类型
this.sprite.sizeMode = Sprite.SizeMode.RAW;
//设置
this.sprite.trim = false;
NpkImageTool.GetNpkImageAll(NpkImage.gauge, (count,frameMap)=>{
this.frameMap = frameMap;
this.frameCount = count;
this.InitState = true;
});
}
start() {}
/**
* @description:
* @param {PlayAniState} palyState: 动画状态
* @param {number} aniTime
*/
updatePlayState(palyState: PlayAniState, aniTime?: number) {
this.playState = palyState;
// 数据的初始化
if (this.playState == PlayAniState.unplayed) {
this.sprite.spriteFrame = null;
this.nowFrameIndex = -1;
} else if (
this.playState == (PlayAniState.playing || PlayAniState.reversed)
) {
this.aniTime = aniTime ?? this.aniTime;
// 单帧显示时间
this.frameShowTime = this.aniTime * 1000 / this.frameCount;
// this.frameShowTime = this.frameShowTime / this.frameCount;
}
// 精灵帧的初始化
if (this.playState == PlayAniState.playing) {
this.sprite.spriteFrame = this.frameMap.get(0);
} else if (this.playState == PlayAniState.reversed) {
this.sprite.spriteFrame = this.frameMap.get(this.frameCount - 1);
}
}
update(dt: number) {
//如果游戏世界处于暂停的模式下 不再继续播放
if (GameState.getInstance().IsPauseState()) return;
//如果初始化未完成,不播放
if (!this.InitState) return;
//如果不在播放中
if (this.playState != PlayAniState.playing && this.playState != PlayAniState.reversed)
return;
//每帧增加过去的时间 取千分之一秒为单位
this.nowFrameTime += Math.trunc(dt * 1000);
// 计算当前加减帧数
const index = Math.trunc(this.nowFrameTime / this.frameShowTime);
// 当前帧时间不足 一帧显示就跳过
if (index < 1) return;
// 将多余的时间 重新赋值回去
this.nowFrameTime = this.nowFrameTime % this.frameShowTime;
if (this.playState == PlayAniState.playing) {
this.nowFrameIndex += index
this.sprite.spriteFrame = this.frameMap.get(this.nowFrameIndex);
// 播放到最后一帧 修改播放状态 为倒放
if (this.nowFrameIndex >= this.frameCount - 1) {
this.playState = PlayAniState.reversed;
}
} else if (this.playState == PlayAniState.reversed) {
this.nowFrameIndex -= index;
this.sprite.spriteFrame = this.frameMap.get(this.nowFrameIndex);
// 播放到第一帧 修改播放状态 为倒放
if (this.nowFrameIndex <= 0) {
this.playState = PlayAniState.playing;
}
}
}
}

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"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "9fa9f4d2-1eba-49a5-b9f6-3ec51e1fa959",
"files": [],
"subMetas": {},
"userData": {}
}

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/*
* @Author: WoNiu
* @Date: 2024-03-29 13:20:16
* @LastEditTime: 2024-03-29 14:16:51
* @LastEditors: WoNiu
* @Description:
*/
import { _decorator, Component, Director, director, Node } from "cc";
import { UIRoot } from "./UIRoot";
import { GameRootSingleton } from "./../GameRootController";
const { ccclass, property } = _decorator;
@ccclass("GameMatchingProcessControl")
/**
* @description:
*/
export class GameMatchingProcessControl extends Component {
/** UIRoot 节点的 UI节点 */
uiRoot: UIRoot;
start() {
this.uiRoot = GameRootSingleton.getInstance().UIRoot;
this.countDown();
}
//todo 自动跳过,接入网络后修改
/** 匹配加载动画控制 */
countDown() {
// 1秒后 结束加载
setTimeout(() => {
/// 这一帧结束之后销毁
director.once(Director.EVENT_END_FRAME, () => {
// 销毁
this.uiRoot.awaitGamerNode.destroy();
// todo 开发时跳过倒计时动画
/// 初始化开始倒计时动画
// this.initCountDownFontAni(5);
});
// todo 开发时跳过倒计时动画
this.uiRoot.countDownAniDone();
}, 1000);
}
update(deltaTime: number) {}
}

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"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "79e2c1f6-7206-4356-82a5-09f3d1039dff",
"files": [],
"subMetas": {},
"userData": {}
}

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/*
* @Author: WoNiu
* @Date: 2024-03-29 14:04:56
* @LastEditTime: 2024-03-29 14:14:48
* @LastEditors: WoNiu
* @Description:
*/
import { _decorator, Component, Node } from "cc";
import { GamerRoleNode } from "../Gamer/GamerRoleNode";
import { GamerRoleType } from "../Gamer/GamerRoleType";
const { ccclass, property } = _decorator;
@ccclass("GameRoleController")
/**
* @description:
*/
export class GameRoleController extends Component {
/** 玩家 1 角色 */
oneRole: GamerRoleNode;
/** 玩家 2 角色 */
twoRole: GamerRoleNode;
/** 玩家 3 角色 */
threeRole: GamerRoleNode;
/**
* @description:
* @param oneRoleType : 玩家 1
* @param twoRoleType : 玩家 2
* @param threeRoleType : 玩家 3
*/
initRole(
oneRoleType: GamerRoleType,
twoRoleType: GamerRoleType,
threeRoleType: GamerRoleType
) {
this.oneRole = new GamerRoleNode(oneRoleType);
this.twoRole = new GamerRoleNode(twoRoleType);
this.threeRole = new GamerRoleNode(threeRoleType);
this.node.addChild(this.oneRole);
this.node.addChild(this.twoRole);
this.node.addChild(this.threeRole);
}
start() {}
update(deltaTime: number) {}
}

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"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "80141aea-c2a5-4eab-8430-59484a333bf1",
"files": [],
"subMetas": {},
"userData": {}
}

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import { _decorator, BlockInputEvents, Component, Node, Size, UITransform, v2 } from 'cc';
import { BaseSprite } from '../../GlobalScript/CommonComponent/BaseSprite';
import { NpkImage } from '../../Tool/NPKImage';
import { CloseButtonNode } from '../Common/CloseButtonNode';
const { ccclass, property } = _decorator;
export enum otherWinType{
/// 长跑达人
longRun = 0,
/// 地轨中心的王
groundKing = 1,
/// 哈林的王
halinKing = 2,
/// 魔界大战的王
hellWarKing = 3,
/// 切斯特小镇的王
townsKing = 4,
/// 区域独占
districtExclusive = 5
}
/// 其他获胜条件
@ccclass('OtherWinNode')
export class OtherWinNode extends Node {
constructor(type:otherWinType){
super();
this.setPosition(0,0);
this.addComponent( UITransform).setContentSize(new Size(1067,600));
this.getComponent(UITransform).anchorPoint = v2(0, 1);
this.addComponent( BlockInputEvents );
/// 获胜条件图片
const winImgNode = new Node();
this.addChild(winImgNode);
this.setPosition(366,-176.5);
const winBs = winImgNode.addComponent( BaseSprite );
winBs.updateSpriteFrame(NpkImage.conditionsofvictory,type);
/// 关闭按钮
const closeNode = new CloseButtonNode(()=>{
this.active = false;
});
winImgNode.addChild(closeNode);
closeNode.setPosition(310,-15);
}
}

View File

@ -0,0 +1,9 @@
{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "b5b4e31e-b152-4a72-968b-3aa98a6aaa77",
"files": [],
"subMetas": {},
"userData": {}
}

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