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