MyMap.ts 20 KB

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  1. // Learn TypeScript:
  2. // - https://docs.cocos.com/creator/2.4/manual/en/scripting/typescript.html
  3. // Learn Attribute:
  4. // - https://docs.cocos.com/creator/2.4/manual/en/scripting/reference/attributes.html
  5. // Learn life-cycle callbacks:
  6. // - https://docs.cocos.com/creator/2.4/manual/en/scripting/life-cycle-callbacks.html
  7. import CanmeraScrpts from "../Canmera/CanmeraScrpts";
  8. import EventName, { GuideType } from "../EventName/EventName";
  9. import Prop from "../GameProp/Prop";
  10. import LoadManager from "../LoadManager";
  11. import LocalData from "../LocalData";
  12. import RewardMnr from "../Template/RewardMnr";
  13. const { ccclass, property } = cc._decorator;
  14. type MapDataType = {
  15. bg: string,
  16. fs: {
  17. sp: number,
  18. ro: number,
  19. sc: number,
  20. x: number,
  21. y: number,
  22. }[]
  23. }
  24. type MapType = {
  25. map: MapDataType[],
  26. mapX: number,
  27. mapY: number,
  28. BronID: number,
  29. BronX: number,
  30. BronY: number,
  31. NextLevel: number,
  32. }
  33. type MapPosData = {
  34. index_x: number,
  35. index_y: number,
  36. Id: number,
  37. NodePos: cc.Vec2,
  38. SubMapData: MapDataType,
  39. }
  40. type NeedUpdataIndex = {
  41. x: number,
  42. y: number,
  43. }
  44. @ccclass
  45. export default class MyMap extends cc.Component {
  46. MapjsonData: MapType
  47. @property(cc.Node)
  48. CharacterNode: cc.Node = null;
  49. MapPosData: MapPosData[] = []
  50. private _CurrentMapPosData: MapPosData = null;
  51. public get CurrentMapPosData(): MapPosData {
  52. return this._CurrentMapPosData;
  53. }
  54. public set CurrentMapPosData(value: MapPosData) {
  55. if (this._CurrentMapPosData == value) {
  56. } else {
  57. this._CurrentMapPosData = value;
  58. this.UpdateMap()
  59. }
  60. }
  61. //更新自己位置数据的间隔s
  62. UpMyindexInterval: number = 0.1
  63. //更新自己位置数据的间隔s
  64. NeedUpdataIndexData: NeedUpdataIndex[] = []
  65. First_Bron_RigidBody_type = false
  66. protected start(): void {
  67. RewardMnr.getInstance().Reset()
  68. // this.Load('1')
  69. this.Load(LocalData.getInstance().getMap().toString())
  70. }
  71. public Load(level: string) {
  72. // cc.resources.load("json/map" + level, cc.JsonAsset, this.LoadDone.bind(this));
  73. let bundle = cc.assetManager.getBundle("sub");
  74. bundle.load("res/json/map" + level, cc.JsonAsset, this.LoadDone.bind(this));
  75. }
  76. private LoadDone(error: Error, resource: cc.JsonAsset) {
  77. if (error) {
  78. console.log(error.message);
  79. return;
  80. }
  81. if (window['map99']) {
  82. this.MapjsonData = window['map99']
  83. } else {
  84. this.MapjsonData = resource.json;
  85. }
  86. if (this.MapjsonData) {
  87. this.initMap()
  88. }
  89. }
  90. initMap() {
  91. this.NeedUpdataIndexData = this.GetMapUpdateIndex()
  92. //宽多少个
  93. this.MapjsonData.mapX
  94. //高多少个
  95. this.MapjsonData.mapY
  96. let total = this.MapjsonData.mapX * this.MapjsonData.mapY
  97. let index_x = 0
  98. let index_y = 0
  99. //生成全部地图
  100. for (let index = 0; index < total; index++) {
  101. // const SubMap = this.MapjsonData.map[index];
  102. // console.log(SubMap);
  103. //console.log('ID:', index);
  104. if (index % this.MapjsonData.mapX == 0) {
  105. index_y++
  106. index_x = 0
  107. }
  108. index_x++
  109. let SubMapPosData: MapPosData = {
  110. index_x: 1,
  111. index_y: 1,
  112. Id: 1,
  113. NodePos: null,
  114. SubMapData: this.MapjsonData.map[index]
  115. }
  116. SubMapPosData.Id = index
  117. SubMapPosData.index_x = (index_x - 1)
  118. SubMapPosData.index_y = (index_y - 1)
  119. SubMapPosData.NodePos = new cc.Vec2(750 * (index_x - 1), 1334 * (index_y - 1))
  120. this.MapPosData.push(SubMapPosData)
  121. let MapNode = cc.instantiate(new cc.Node())
  122. MapNode.addComponent(cc.Sprite)
  123. MapNode.setContentSize(750, 1334)
  124. MapNode.setPosition(SubMapPosData.NodePos)
  125. MapNode.name = 'bg' + index
  126. MapNode.parent = this.node
  127. console.error(index + '完毕');
  128. }
  129. this.InitCharacterPrefab()
  130. return
  131. console.log(this.MapPosData);
  132. }
  133. //初始化人物的预制体
  134. InitCharacterPrefab() {
  135. (async () => {
  136. let RoleSkin = LocalData.getInstance().getCurrentCharacterSkin();
  137. let Prefab = await LoadManager.instance.LoadAssets<cc.Prefab>('res/Role/Role' + RoleSkin);
  138. if (cc.isValid(Prefab)) {
  139. let PrefabNode = cc.instantiate(Prefab)
  140. cc.Canvas.instance.node.addChild(PrefabNode)
  141. let zindex = cc.Canvas.instance.node.getChildByName("Parabola").getSiblingIndex()
  142. PrefabNode.setSiblingIndex(zindex + 1)
  143. cc.Camera.main.node.getComponent(CanmeraScrpts).Character = PrefabNode
  144. this.CharacterNode = PrefabNode
  145. let wordpos = this.node.getChildByName('bg' + this.MapjsonData['BronID']).convertToWorldSpaceAR(
  146. cc.v2(this.MapjsonData['BronX'], this.MapjsonData['BronY']))
  147. this.CharacterNode.setPosition(this.CharacterNode.parent.convertToNodeSpaceAR(wordpos))
  148. //最开始的时候设置成静态的
  149. this.CharacterNode.getComponent(cc.RigidBody).type = cc.RigidBodyType.Static
  150. console.error('人物完毕');
  151. this.schedule(() => {
  152. let wordPos = this.CharacterNode.parent.convertToWorldSpaceAR(this.CharacterNode.position)
  153. let mapPos = this.node.convertToNodeSpaceAR(wordPos)
  154. this.Myindex(mapPos)
  155. }, this.UpMyindexInterval)
  156. }
  157. })();
  158. }
  159. Myindex(target: cc.Vec3) {
  160. let SceneSize = cc.v2(750, 1334)
  161. let halfX = SceneSize.x / 2
  162. let halfY = SceneSize.y / 2
  163. //是否越界
  164. let iscross = true
  165. for (let index = 0; index < this.MapPosData.length; index++) {
  166. const e = this.MapPosData[index];
  167. if (target.x > e.NodePos.x - halfX &&
  168. target.x <= e.NodePos.x + halfX &&
  169. target.y <= e.NodePos.y + halfY &&
  170. target.y > e.NodePos.y - halfY) {
  171. this.CurrentMapPosData = e
  172. // console.log('ID x y', e.Id, e.index_x, e.index_y);
  173. iscross = false
  174. break;
  175. }
  176. }
  177. if (iscross == true) {
  178. console.error('越界了 发送事件');
  179. }
  180. }
  181. 总共生成的地图数组 = []
  182. async UpdateMap() {
  183. //当前我在的地图下标
  184. this.CurrentMapPosData.index_x
  185. this.CurrentMapPosData.index_y
  186. this.CurrentMapPosData.Id
  187. //需要生成的地图数组
  188. let bronMap = []
  189. let MyIndex = cc.v2(this.CurrentMapPosData.index_x, this.CurrentMapPosData.index_y);
  190. // bronMap.push({ x: MyIndex.x - 1, y: MyIndex.y + 1, Id: this.CurrentMapPosData.Id + this.MapjsonData.mapX - 1 })
  191. // bronMap.push({ x: MyIndex.x, y: MyIndex.y + 1, Id: this.CurrentMapPosData.Id + this.MapjsonData.mapX })
  192. // bronMap.push({ x: MyIndex.x + 1, y: MyIndex.y + 1, Id: this.CurrentMapPosData.Id + this.MapjsonData.mapX + 1 })
  193. // bronMap.push({ x: MyIndex.x - 1, y: MyIndex.y, Id: this.CurrentMapPosData.Id - 1 })
  194. // bronMap.push({ x: MyIndex.x, y: MyIndex.y, Id: this.CurrentMapPosData.Id })
  195. // bronMap.push({ x: MyIndex.x + 1, y: MyIndex.y, Id: this.CurrentMapPosData.Id + 1 })
  196. // bronMap.push({ x: MyIndex.x - 1, y: MyIndex.y - 1, Id: this.CurrentMapPosData.Id - this.MapjsonData.mapX - 1 })
  197. // bronMap.push({ x: MyIndex.x, y: MyIndex.y - 1, Id: this.CurrentMapPosData.Id - this.MapjsonData.mapX })
  198. // bronMap.push({ x: MyIndex.x + 1, y: MyIndex.y - 1, Id: this.CurrentMapPosData.Id - this.MapjsonData.mapX + 1 })
  199. // 新增的上左、上、上右
  200. bronMap.push({ x: MyIndex.x - 2, y: MyIndex.y + 2, Id: this.CurrentMapPosData.Id + this.MapjsonData.mapX * 2 - 2 });
  201. bronMap.push({ x: MyIndex.x - 1, y: MyIndex.y + 2, Id: this.CurrentMapPosData.Id + this.MapjsonData.mapX * 2 - 1 });
  202. bronMap.push({ x: MyIndex.x, y: MyIndex.y + 2, Id: this.CurrentMapPosData.Id + this.MapjsonData.mapX * 2 });
  203. bronMap.push({ x: MyIndex.x + 1, y: MyIndex.y + 2, Id: this.CurrentMapPosData.Id + this.MapjsonData.mapX * 2 + 1 });
  204. bronMap.push({ x: MyIndex.x + 2, y: MyIndex.y + 2, Id: this.CurrentMapPosData.Id + this.MapjsonData.mapX * 2 + 2 });
  205. // 新增的左、中、右
  206. bronMap.push({ x: MyIndex.x - 2, y: MyIndex.y + 1, Id: this.CurrentMapPosData.Id + this.MapjsonData.mapX - 2 });
  207. bronMap.push({ x: MyIndex.x - 1, y: MyIndex.y + 1, Id: this.CurrentMapPosData.Id + this.MapjsonData.mapX - 1 });
  208. bronMap.push({ x: MyIndex.x, y: MyIndex.y + 1, Id: this.CurrentMapPosData.Id + this.MapjsonData.mapX });
  209. bronMap.push({ x: MyIndex.x + 1, y: MyIndex.y + 1, Id: this.CurrentMapPosData.Id + this.MapjsonData.mapX + 1 });
  210. bronMap.push({ x: MyIndex.x + 2, y: MyIndex.y + 1, Id: this.CurrentMapPosData.Id + this.MapjsonData.mapX + 2 });
  211. // 新增的下左、下、下右
  212. bronMap.push({ x: MyIndex.x - 2, y: MyIndex.y, Id: this.CurrentMapPosData.Id - 2 });
  213. bronMap.push({ x: MyIndex.x - 1, y: MyIndex.y, Id: this.CurrentMapPosData.Id - 1 });
  214. bronMap.push({ x: MyIndex.x, y: MyIndex.y, Id: this.CurrentMapPosData.Id });
  215. bronMap.push({ x: MyIndex.x + 1, y: MyIndex.y, Id: this.CurrentMapPosData.Id + 1 });
  216. bronMap.push({ x: MyIndex.x + 2, y: MyIndex.y, Id: this.CurrentMapPosData.Id + 2 });
  217. // 新增的下左、下、下右
  218. bronMap.push({ x: MyIndex.x - 2, y: MyIndex.y - 1, Id: this.CurrentMapPosData.Id - this.MapjsonData.mapX - 2 });
  219. bronMap.push({ x: MyIndex.x - 1, y: MyIndex.y - 1, Id: this.CurrentMapPosData.Id - this.MapjsonData.mapX - 1 });
  220. bronMap.push({ x: MyIndex.x, y: MyIndex.y - 1, Id: this.CurrentMapPosData.Id - this.MapjsonData.mapX });
  221. bronMap.push({ x: MyIndex.x + 1, y: MyIndex.y - 1, Id: this.CurrentMapPosData.Id - this.MapjsonData.mapX + 1 });
  222. bronMap.push({ x: MyIndex.x + 2, y: MyIndex.y - 1, Id: this.CurrentMapPosData.Id - this.MapjsonData.mapX + 2 });
  223. // 新增的下左、下、下右
  224. bronMap.push({ x: MyIndex.x - 2, y: MyIndex.y - 2, Id: this.CurrentMapPosData.Id - this.MapjsonData.mapX * 2 - 2 });
  225. bronMap.push({ x: MyIndex.x - 1, y: MyIndex.y - 2, Id: this.CurrentMapPosData.Id - this.MapjsonData.mapX * 2 - 1 });
  226. bronMap.push({ x: MyIndex.x, y: MyIndex.y - 2, Id: this.CurrentMapPosData.Id - this.MapjsonData.mapX * 2 });
  227. bronMap.push({ x: MyIndex.x + 1, y: MyIndex.y - 2, Id: this.CurrentMapPosData.Id - this.MapjsonData.mapX * 2 + 1 });
  228. bronMap.push({ x: MyIndex.x + 2, y: MyIndex.y - 2, Id: this.CurrentMapPosData.Id - this.MapjsonData.mapX * 2 + 2 });
  229. // bronMap.push({ x: MyIndex.x, y: MyIndex.y, Id: this.CurrentMapPosData.Id })
  230. // bronMap.push({ x: MyIndex.x, y: MyIndex.y + 1, Id: this.CurrentMapPosData.Id + this.MapjsonData.mapX })
  231. // bronMap.push({ x: MyIndex.x, y: MyIndex.y - 1, Id: this.CurrentMapPosData.Id - this.MapjsonData.mapX })
  232. // bronMap.push({ x: MyIndex.x - 1, y: MyIndex.y, Id: this.CurrentMapPosData.Id - 1 })
  233. // bronMap.push({ x: MyIndex.x + 1, y: MyIndex.y, Id: this.CurrentMapPosData.Id + 1 })
  234. // bronMap.push({ x: MyIndex.x - 1, y: MyIndex.y + 1, Id: this.CurrentMapPosData.Id + this.MapjsonData.mapX - 1 })
  235. // bronMap.push({ x: MyIndex.x + 1, y: MyIndex.y + 1, Id: this.CurrentMapPosData.Id + this.MapjsonData.mapX + 1 })
  236. // bronMap.push({ x: MyIndex.x - 1, y: MyIndex.y - 1, Id: this.CurrentMapPosData.Id - this.MapjsonData.mapX - 1 })
  237. // bronMap.push({ x: MyIndex.x + 1, y: MyIndex.y - 1, Id: this.CurrentMapPosData.Id - this.MapjsonData.mapX + 1 })
  238. for (let index = 0; index < bronMap.length; index++) {
  239. console.log(bronMap[index].Id);
  240. if (bronMap[index].x < 0 || bronMap[index].x > (this.MapjsonData.mapX - 1)) {
  241. continue
  242. }
  243. if (bronMap[index].y < 0 || bronMap[index].y > (this.MapjsonData.mapY - 1)) {
  244. continue
  245. }
  246. const SubMap = this.getSubMapDataByID(bronMap[index].Id)
  247. if (SubMap) {
  248. if (this.总共生成的地图数组.includes(SubMap.Id)) {
  249. } else {
  250. await this.BronSubMap(SubMap)
  251. this.总共生成的地图数组.push(SubMap.Id)
  252. }
  253. }
  254. }
  255. for (let index = 0; index < this.总共生成的地图数组.length; index++) {
  256. const MapId = this.总共生成的地图数组[index];
  257. const SubMap = this.getSubMapDataByID(MapId)
  258. if (SubMap) {
  259. for (let j = 0; j < bronMap.length; j++) {
  260. const element = bronMap[j];
  261. if (element.Id == MapId) {
  262. break
  263. }
  264. if (j == bronMap.length - 1) {
  265. this.DeleteSubMap(SubMap)
  266. const array = this.总共生成的地图数组
  267. const elementToRemove = MapId; // 要删除的元素
  268. this.总共生成的地图数组 = array.filter(item => item !== elementToRemove);
  269. }
  270. }
  271. }
  272. }
  273. ///初次的时候完全加载完毕才可以玩
  274. if (this.First_Bron_RigidBody_type == false) {
  275. this.First_Bron_RigidBody_type = true
  276. //最开始的时候设置成静态的
  277. this.CharacterNode.getComponent(cc.RigidBody).type = cc.RigidBodyType.Dynamic
  278. }
  279. }
  280. getSubMapDataByID(ID: number) {
  281. for (let k = 0; k < this.MapPosData.length; k++) {
  282. const SubMap = this.MapPosData[k];
  283. if (SubMap.Id == ID) {
  284. return SubMap
  285. }
  286. }
  287. console.error('不存在');
  288. return null
  289. }
  290. // async BronSubMap(SubMap: MapPosData) {
  291. // if (this.node.getChildByName('bg' + SubMap.Id).getComponent(cc.Sprite)?.spriteFrame?.name == 'bg' + SubMap.SubMapData.bg) {
  292. // } else {
  293. // let bundle = cc.assetManager.getBundle("sub");
  294. // bundle.load('res/bg/bg' + SubMap.SubMapData.bg, cc.SpriteFrame, (err: Error, SpriteFrame) => {
  295. // if (err) {
  296. // console.log("bg_error:" + err);
  297. // return
  298. // }
  299. // this.node.getChildByName('bg' + SubMap.Id).getComponent(cc.Sprite).spriteFrame = SpriteFrame
  300. // });
  301. // }
  302. // for (let j = 0; j < SubMap.SubMapData.fs.length; j++) {
  303. // const fs = SubMap.SubMapData.fs[j];
  304. // // let id_Flag = SubMap.Id + '' + parseInt(fs.x.toString()) + '-' + parseInt(fs.y.toString())
  305. // let id_Flag = SubMap.Id.toString() + fs.sp.toString() + fs.x.toString() + fs.y.toString()
  306. // if (!RewardMnr.getInstance().isEnable(id_Flag)) {
  307. // continue
  308. // }
  309. // let bundle = cc.assetManager.getBundle("sub");
  310. // bundle.load('res/footstep/footstep' + fs.sp, cc.Prefab, (err: Error, Prefab) => {
  311. // if (err) {
  312. // console.log("bg_error:" + err);
  313. // return
  314. // }
  315. // let SubPrefab = cc.instantiate(Prefab)
  316. // //@ts-ignore
  317. // SubPrefab.getComponent(Prop)?.id_Flag = id_Flag
  318. // //@ts-ignore
  319. // SubPrefab.getComponent(Prop)?.SubMap = SubMap.Id.toString()
  320. // //@ts-ignore
  321. // SubPrefab.getComponent(Prop)?.fs = fs
  322. // SubPrefab.setPosition(fs.x, fs.y)
  323. // SubPrefab.angle = -fs.ro
  324. // SubPrefab.setScale(fs.sc)
  325. // SubPrefab.active = true
  326. // this.node.getChildByName('bg' + SubMap.Id).addChild(SubPrefab)
  327. // });
  328. // }
  329. // }
  330. async BronSubMap(SubMap: MapPosData) {
  331. // 检查背景是否已经加载
  332. if (this.node.getChildByName('bg' + SubMap.Id).getComponent(cc.Sprite)?.spriteFrame?.name == 'bg' + SubMap.SubMapData.bg) {
  333. // 背景已经加载,跳过
  334. } else {
  335. try {
  336. let bundle = cc.assetManager.getBundle("sub");
  337. let SpriteFrame = await this.loadSpriteFrameSync(bundle, 'res/bg/bg' + SubMap.SubMapData.bg);
  338. this.node.getChildByName('bg' + SubMap.Id).getComponent(cc.Sprite).spriteFrame = SpriteFrame;
  339. } catch (err) {
  340. console.log("bg_error:" + err);
  341. }
  342. }
  343. for (let j = 0; j < SubMap.SubMapData.fs.length; j++) {
  344. const fs = SubMap.SubMapData.fs[j];
  345. let id_Flag = SubMap.Id.toString() + fs.sp.toString() + fs.x.toString() + fs.y.toString();
  346. if (!RewardMnr.getInstance().isEnable(id_Flag)) {
  347. continue;
  348. }
  349. try {
  350. let bundle = cc.assetManager.getBundle("sub");
  351. let Prefab = await this.loadPrefabSync(bundle, 'res/footstep/footstep' + fs.sp);
  352. let SubPrefab = cc.instantiate(Prefab);
  353. //@ts-ignore
  354. SubPrefab.getComponent(Prop)?.id_Flag = id_Flag;
  355. //@ts-ignore
  356. SubPrefab.getComponent(Prop)?.SubMap = SubMap.Id.toString();
  357. //@ts-ignore
  358. SubPrefab.getComponent(Prop)?.fs = fs;
  359. SubPrefab.setPosition(fs.x, fs.y);
  360. SubPrefab.angle = -fs.ro;
  361. SubPrefab.setScale(fs.sc);
  362. SubPrefab.active = true;
  363. this.node.getChildByName('bg' + SubMap.Id).addChild(SubPrefab);
  364. } catch (err) {
  365. console.log("bg_error:" + err);
  366. }
  367. }
  368. }
  369. DeleteSubMap(SubMap: MapPosData) {
  370. this.总共生成的地图数组 = this.总共生成的地图数组.filter(item => item !== SubMap.Id);
  371. this.node.getChildByName('bg' + SubMap.Id).getComponent(cc.Sprite).spriteFrame = null
  372. this.node.getChildByName('bg' + SubMap.Id).children.forEach(e => { e.destroy() })
  373. }
  374. //得到需要更新地图的下标
  375. GetMapUpdateIndex() {
  376. this.MapjsonData.mapX
  377. this.MapjsonData.mapY
  378. let NeedUpMapArray = []
  379. //只有长宽都大于3的
  380. let X_Has_Couont = 0
  381. let Y_Has_Couont = 0
  382. let Youhua = false
  383. if (this.MapjsonData.mapX >= 3 && this.MapjsonData.mapY >= 3) {
  384. X_Has_Couont = this.MapjsonData.mapX - 2
  385. Y_Has_Couont = this.MapjsonData.mapY - 2
  386. Youhua = true
  387. }
  388. if (Youhua) {
  389. //开启优化
  390. for (let i = 1; i < this.MapjsonData.mapX - 1; i++) {
  391. for (let j = 1; j < this.MapjsonData.mapY - 1; j++) {
  392. //输出所有在这个ID需要更新的地图
  393. // console.log(i + j * this.MapjsonData.mapX)
  394. NeedUpMapArray.push({ x: i, y: j })
  395. }
  396. }
  397. } else {
  398. //不开启优化
  399. }
  400. console.log(NeedUpMapArray);
  401. return NeedUpMapArray
  402. }
  403. // 封装一个同步加载 SpriteFrame 的函数
  404. async loadSpriteFrameSync(bundle: cc.AssetManager.Bundle, path: string): Promise<cc.SpriteFrame> {
  405. return new Promise((resolve, reject) => {
  406. bundle.load(path, cc.SpriteFrame, (err: Error, SpriteFrame: cc.SpriteFrame) => {
  407. if (err) {
  408. reject(err);
  409. } else {
  410. resolve(SpriteFrame);
  411. }
  412. });
  413. });
  414. }
  415. // 封装一个同步加载 Prefab 的函数
  416. async loadPrefabSync(bundle: cc.AssetManager.Bundle, path: string): Promise<cc.Prefab> {
  417. return new Promise((resolve, reject) => {
  418. bundle.load(path, cc.Prefab, (err: Error, Prefab: cc.Prefab) => {
  419. if (err) {
  420. reject(err);
  421. } else {
  422. resolve(Prefab);
  423. }
  424. });
  425. });
  426. }
  427. }