MyMap.ts 12 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. const { ccclass, property } = cc._decorator;
  8. type MapDataType = {
  9. bg: string,
  10. fs: {
  11. sp: number,
  12. ro: number,
  13. sc: number,
  14. x: number,
  15. y: number,
  16. }[]
  17. }
  18. type MapType = {
  19. map: MapDataType[],
  20. mapX: number,
  21. mapY: number,
  22. }
  23. type MapPosData = {
  24. index_x: number,
  25. index_y: number,
  26. Id: number,
  27. NodePos: cc.Vec2,
  28. SubMapData: MapDataType,
  29. }
  30. type NeedUpdataIndex = {
  31. x: number,
  32. y: number,
  33. }
  34. @ccclass
  35. export default class MyMap extends cc.Component {
  36. MapjsonData: MapType
  37. @property(cc.Node)
  38. CharacterNode: cc.Node = null;
  39. MapPosData: MapPosData[] = []
  40. private _CurrentMapPosData: MapPosData = null;
  41. public get CurrentMapPosData(): MapPosData {
  42. return this._CurrentMapPosData;
  43. }
  44. public set CurrentMapPosData(value: MapPosData) {
  45. if (this._CurrentMapPosData == value) {
  46. } else {
  47. this._CurrentMapPosData = value;
  48. this.UpdateMap()
  49. }
  50. }
  51. //更新自己位置数据的间隔s
  52. UpMyindexInterval: number = 0.1
  53. //更新自己位置数据的间隔s
  54. NeedUpdataIndexData: NeedUpdataIndex[] = []
  55. protected start(): void {
  56. this.Load('3')
  57. }
  58. public Load(level: string) {
  59. cc.resources.load("json/map" + level, cc.JsonAsset, this.LoadDone.bind(this));
  60. this.schedule(() => {
  61. let wordPos = this.CharacterNode.parent.convertToWorldSpaceAR(this.CharacterNode.position)
  62. let mapPos = this.node.convertToNodeSpaceAR(wordPos)
  63. // console.log(mapPos);
  64. this.Myindex(mapPos)
  65. }, this.UpMyindexInterval)
  66. }
  67. private LoadDone(error: Error, resource: cc.JsonAsset) {
  68. if (error) {
  69. console.log(error.message);
  70. return;
  71. }
  72. if (window['map99']) {
  73. this.MapjsonData = window['map99']
  74. } else {
  75. this.MapjsonData = resource.json;
  76. }
  77. if (this.MapjsonData) {
  78. this.initMap()
  79. }
  80. }
  81. initMap() {
  82. this.NeedUpdataIndexData = this.GetMapUpdateIndex()
  83. //宽多少个
  84. this.MapjsonData.mapX
  85. //高多少个
  86. this.MapjsonData.mapY
  87. let total = this.MapjsonData.mapX * this.MapjsonData.mapY
  88. let index_x = 0
  89. let index_y = 0
  90. //生成全部地图
  91. for (let index = 0; index < total; index++) {
  92. // const SubMap = this.MapjsonData.map[index];
  93. // console.log(SubMap);
  94. //console.log('ID:', index);
  95. if (index % this.MapjsonData.mapX == 0) {
  96. index_y++
  97. index_x = 0
  98. }
  99. index_x++
  100. let SubMapPosData: MapPosData = {
  101. index_x: 1,
  102. index_y: 1,
  103. Id: 1,
  104. NodePos: null,
  105. SubMapData: this.MapjsonData.map[index]
  106. }
  107. SubMapPosData.Id = index
  108. SubMapPosData.index_x = (index_x - 1)
  109. SubMapPosData.index_y = (index_y - 1)
  110. SubMapPosData.NodePos = new cc.Vec2(750 * (index_x - 1), 1334 * (index_y - 1))
  111. this.MapPosData.push(SubMapPosData)
  112. let MapNode = cc.instantiate(new cc.Node())
  113. MapNode.addComponent(cc.Sprite)
  114. MapNode.setContentSize(750, 1334)
  115. MapNode.setPosition(SubMapPosData.NodePos)
  116. MapNode.name = 'bg' + index
  117. MapNode.parent = this.node
  118. }
  119. let wordpos = this.node.getChildByName('bg' + this.MapjsonData['BronID']).convertToWorldSpaceAR(
  120. cc.v2(this.MapjsonData['BronX'], this.MapjsonData['BronY']))
  121. // []}],"mapX":3,"mapY":3,"BronID":0,"BronX":55,"BronY":55}
  122. this.CharacterNode.setPosition(this.CharacterNode.parent.convertToNodeSpaceAR(wordpos))
  123. return
  124. console.log(this.MapPosData);
  125. }
  126. Myindex(target: cc.Vec3) {
  127. let SceneSize = cc.v2(750, 1334)
  128. let halfX = SceneSize.x / 2
  129. let halfY = SceneSize.y / 2
  130. //是否越界
  131. let iscross = true
  132. for (let index = 0; index < this.MapPosData.length; index++) {
  133. const e = this.MapPosData[index];
  134. if (target.x > e.NodePos.x - halfX &&
  135. target.x <= e.NodePos.x + halfX &&
  136. target.y <= e.NodePos.y + halfY &&
  137. target.y > e.NodePos.y - halfY) {
  138. this.CurrentMapPosData = e
  139. console.log('ID x y', e.Id, e.index_x, e.index_y);
  140. iscross = false
  141. break;
  142. }
  143. }
  144. if (iscross == true) {
  145. console.error('越界了 发送事件');
  146. }
  147. }
  148. 总共生成的地图数组 = []
  149. UpdateMap() {
  150. // for (let index = 0; index < this.NeedUpdataIndexData.length; index++) {
  151. // const element = this.NeedUpdataIndexData[index];
  152. // if (element.x == this.CurrentMapPosData.index_x && element.y == this.CurrentMapPosData.index_y) {
  153. // }
  154. // }
  155. //当前我在的地图下标
  156. this.CurrentMapPosData.index_x
  157. this.CurrentMapPosData.index_y
  158. this.CurrentMapPosData.Id
  159. //需要生成的地图数组
  160. let bronMap = []
  161. let MyIndex = cc.v2(this.CurrentMapPosData.index_x, this.CurrentMapPosData.index_y);
  162. // bronMap.push({ x: MyIndex.x - 1, y: MyIndex.y + 1, Id: this.CurrentMapPosData.Id + this.MapjsonData.mapX - 1 })
  163. // bronMap.push({ x: MyIndex.x, y: MyIndex.y + 1, Id: this.CurrentMapPosData.Id + this.MapjsonData.mapX })
  164. // bronMap.push({ x: MyIndex.x + 1, y: MyIndex.y + 1, Id: this.CurrentMapPosData.Id + this.MapjsonData.mapX + 1 })
  165. // bronMap.push({ x: MyIndex.x - 1, y: MyIndex.y, Id: this.CurrentMapPosData.Id - 1 })
  166. // bronMap.push({ x: MyIndex.x, y: MyIndex.y, Id: this.CurrentMapPosData.Id })
  167. // bronMap.push({ x: MyIndex.x + 1, y: MyIndex.y, Id: this.CurrentMapPosData.Id + 1 })
  168. // bronMap.push({ x: MyIndex.x - 1, y: MyIndex.y - 1, Id: this.CurrentMapPosData.Id - this.MapjsonData.mapX - 1 })
  169. // bronMap.push({ x: MyIndex.x, y: MyIndex.y - 1, Id: this.CurrentMapPosData.Id - this.MapjsonData.mapX })
  170. // bronMap.push({ x: MyIndex.x + 1, y: MyIndex.y - 1, Id: this.CurrentMapPosData.Id - this.MapjsonData.mapX + 1 })
  171. bronMap.push({ x: MyIndex.x, y: MyIndex.y, Id: this.CurrentMapPosData.Id })
  172. bronMap.push({ x: MyIndex.x, y: MyIndex.y + 1, Id: this.CurrentMapPosData.Id + this.MapjsonData.mapX })
  173. bronMap.push({ x: MyIndex.x, y: MyIndex.y - 1, Id: this.CurrentMapPosData.Id - this.MapjsonData.mapX })
  174. bronMap.push({ x: MyIndex.x - 1, y: MyIndex.y, Id: this.CurrentMapPosData.Id - 1 })
  175. bronMap.push({ x: MyIndex.x + 1, y: MyIndex.y, Id: this.CurrentMapPosData.Id + 1 })
  176. bronMap.push({ x: MyIndex.x - 1, y: MyIndex.y + 1, Id: this.CurrentMapPosData.Id + this.MapjsonData.mapX - 1 })
  177. bronMap.push({ x: MyIndex.x + 1, y: MyIndex.y + 1, Id: this.CurrentMapPosData.Id + this.MapjsonData.mapX + 1 })
  178. bronMap.push({ x: MyIndex.x - 1, y: MyIndex.y - 1, Id: this.CurrentMapPosData.Id - this.MapjsonData.mapX - 1 })
  179. bronMap.push({ x: MyIndex.x + 1, y: MyIndex.y - 1, Id: this.CurrentMapPosData.Id - this.MapjsonData.mapX + 1 })
  180. for (let index = 0; index < bronMap.length; index++) {
  181. console.log(bronMap[index].Id);
  182. if (bronMap[index].x < 0 || bronMap[index].x > (this.MapjsonData.mapX - 1)) {
  183. continue
  184. }
  185. if (bronMap[index].y < 0 || bronMap[index].y > (this.MapjsonData.mapY - 1)) {
  186. continue
  187. }
  188. const SubMap = this.getSubMapDataByID(bronMap[index].Id)
  189. if (SubMap) {
  190. if (this.总共生成的地图数组.includes(SubMap.Id)) {
  191. } else {
  192. this.BronSubMap(SubMap)
  193. this.总共生成的地图数组.push(SubMap.Id)
  194. }
  195. }
  196. }
  197. // const array1 = [1, 2, 3, 4];
  198. // const array2 = [3, 4, 5, 6];
  199. // const differentElements = array1.filter(item => !array2.includes(item)).concat(
  200. // array2.filter(item => !array1.includes(item))
  201. // );
  202. // console.log(differentElements);
  203. for (let index = 0; index < this.总共生成的地图数组.length; index++) {
  204. const MapId = this.总共生成的地图数组[index];
  205. const SubMap = this.getSubMapDataByID(MapId)
  206. if (SubMap) {
  207. for (let j = 0; j < bronMap.length; j++) {
  208. const element = bronMap[j];
  209. if (element.Id == MapId) {
  210. break
  211. }
  212. if (j == bronMap.length - 1) {
  213. this.DeleteSubMap(SubMap)
  214. const array = this.总共生成的地图数组
  215. const elementToRemove = MapId; // 要删除的元素
  216. this.总共生成的地图数组 = array.filter(item => item !== elementToRemove);
  217. }
  218. }
  219. }
  220. }
  221. }
  222. getSubMapDataByID(ID: number) {
  223. for (let k = 0; k < this.MapPosData.length; k++) {
  224. const SubMap = this.MapPosData[k];
  225. if (SubMap.Id == ID) {
  226. return SubMap
  227. }
  228. }
  229. console.error('不存在');
  230. return null
  231. }
  232. BronSubMap(SubMap: MapPosData) {
  233. if (this.node.getChildByName('bg' + SubMap.Id).getComponent(cc.Sprite)?.spriteFrame?.name == 'bg' + SubMap.SubMapData.bg) {
  234. } else {
  235. cc.resources.load('bg/bg' + SubMap.SubMapData.bg, cc.SpriteFrame, (err, SpriteFrame) => {
  236. if (err) {
  237. console.log("bg_error:" + err);
  238. return
  239. }
  240. this.node.getChildByName('bg' + SubMap.Id).getComponent(cc.Sprite).spriteFrame = SpriteFrame
  241. });
  242. }
  243. for (let j = 0; j < SubMap.SubMapData.fs.length; j++) {
  244. const fs = SubMap.SubMapData.fs[j];
  245. cc.resources.load('footstep/footstep' + fs.sp, cc.Prefab, (err, Prefab) => {
  246. if (err) {
  247. console.log("bg_error:" + err);
  248. return
  249. }
  250. let SubPrefab = cc.instantiate(Prefab)
  251. SubPrefab.setPosition(fs.x, fs.y)
  252. SubPrefab.angle = fs.ro
  253. SubPrefab.setScale(fs.sc)
  254. SubPrefab.active = true
  255. this.node.getChildByName('bg' + SubMap.Id).addChild(SubPrefab)
  256. });
  257. }
  258. }
  259. DeleteSubMap(SubMap: MapPosData) {
  260. 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);
  261. this.node.getChildByName('bg' + SubMap.Id).getComponent(cc.Sprite).spriteFrame = null
  262. this.node.getChildByName('bg' + SubMap.Id).children.forEach(e => { e.destroy() })
  263. }
  264. //得到需要更新地图的下标
  265. GetMapUpdateIndex() {
  266. this.MapjsonData.mapX
  267. this.MapjsonData.mapY
  268. let NeedUpMapArray = []
  269. //只有长宽都大于3的
  270. let X_Has_Couont = 0
  271. let Y_Has_Couont = 0
  272. let Youhua = false
  273. if (this.MapjsonData.mapX >= 3 && this.MapjsonData.mapY >= 3) {
  274. X_Has_Couont = this.MapjsonData.mapX - 2
  275. Y_Has_Couont = this.MapjsonData.mapY - 2
  276. Youhua = true
  277. }
  278. if (Youhua) {
  279. //开启优化
  280. for (let i = 1; i < this.MapjsonData.mapX - 1; i++) {
  281. for (let j = 1; j < this.MapjsonData.mapY - 1; j++) {
  282. //输出所有在这个ID需要更新的地图
  283. // console.log(i + j * this.MapjsonData.mapX)
  284. NeedUpMapArray.push({ x: i, y: j })
  285. }
  286. }
  287. } else {
  288. //不开启优化
  289. }
  290. console.log(NeedUpMapArray);
  291. return NeedUpMapArray
  292. }
  293. }