MyMap.ts 13 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 LoadManager from "../LoadManager";
  9. import LocalData from "../LocalData";
  10. import RewardMnr from "../Template/RewardMnr";
  11. const { ccclass, property } = cc._decorator;
  12. type MapDataType = {
  13. bg: string,
  14. fs: {
  15. sp: number,
  16. ro: number,
  17. sc: number,
  18. x: number,
  19. y: number,
  20. }[]
  21. }
  22. type MapType = {
  23. map: MapDataType[],
  24. mapX: number,
  25. mapY: number,
  26. }
  27. type MapPosData = {
  28. index_x: number,
  29. index_y: number,
  30. Id: number,
  31. NodePos: cc.Vec2,
  32. SubMapData: MapDataType,
  33. }
  34. type NeedUpdataIndex = {
  35. x: number,
  36. y: number,
  37. }
  38. @ccclass
  39. export default class MyMap extends cc.Component {
  40. MapjsonData: MapType
  41. @property(cc.Node)
  42. CharacterNode: cc.Node = null;
  43. MapPosData: MapPosData[] = []
  44. private _CurrentMapPosData: MapPosData = null;
  45. public get CurrentMapPosData(): MapPosData {
  46. return this._CurrentMapPosData;
  47. }
  48. public set CurrentMapPosData(value: MapPosData) {
  49. if (this._CurrentMapPosData == value) {
  50. } else {
  51. this._CurrentMapPosData = value;
  52. this.UpdateMap()
  53. }
  54. }
  55. //更新自己位置数据的间隔s
  56. UpMyindexInterval: number = 0.1
  57. //更新自己位置数据的间隔s
  58. NeedUpdataIndexData: NeedUpdataIndex[] = []
  59. protected start(): void {
  60. this.Load('3')
  61. RewardMnr.getInstance().Reset()
  62. }
  63. public Load(level: string) {
  64. cc.resources.load("json/map" + level, cc.JsonAsset, this.LoadDone.bind(this));
  65. }
  66. private LoadDone(error: Error, resource: cc.JsonAsset) {
  67. if (error) {
  68. console.log(error.message);
  69. return;
  70. }
  71. if (window['map99']) {
  72. this.MapjsonData = window['map99']
  73. } else {
  74. this.MapjsonData = resource.json;
  75. }
  76. if (this.MapjsonData) {
  77. this.initMap()
  78. }
  79. }
  80. initMap() {
  81. this.NeedUpdataIndexData = this.GetMapUpdateIndex()
  82. //宽多少个
  83. this.MapjsonData.mapX
  84. //高多少个
  85. this.MapjsonData.mapY
  86. let total = this.MapjsonData.mapX * this.MapjsonData.mapY
  87. let index_x = 0
  88. let index_y = 0
  89. //生成全部地图
  90. for (let index = 0; index < total; index++) {
  91. // const SubMap = this.MapjsonData.map[index];
  92. // console.log(SubMap);
  93. //console.log('ID:', index);
  94. if (index % this.MapjsonData.mapX == 0) {
  95. index_y++
  96. index_x = 0
  97. }
  98. index_x++
  99. let SubMapPosData: MapPosData = {
  100. index_x: 1,
  101. index_y: 1,
  102. Id: 1,
  103. NodePos: null,
  104. SubMapData: this.MapjsonData.map[index]
  105. }
  106. SubMapPosData.Id = index
  107. SubMapPosData.index_x = (index_x - 1)
  108. SubMapPosData.index_y = (index_y - 1)
  109. SubMapPosData.NodePos = new cc.Vec2(750 * (index_x - 1), 1334 * (index_y - 1))
  110. this.MapPosData.push(SubMapPosData)
  111. let MapNode = cc.instantiate(new cc.Node())
  112. MapNode.addComponent(cc.Sprite)
  113. MapNode.setContentSize(750, 1334)
  114. MapNode.setPosition(SubMapPosData.NodePos)
  115. MapNode.name = 'bg' + index
  116. MapNode.parent = this.node
  117. }
  118. this.InitCharacterPrefab()
  119. return
  120. console.log(this.MapPosData);
  121. }
  122. //初始化人物的预制体
  123. InitCharacterPrefab() {
  124. (async () => {
  125. let RoleSkin = LocalData.getInstance().getCurrentCharacterSkin();
  126. let Prefab = await LoadManager.instance.LoadAssets<cc.Prefab>('Role/Role' + RoleSkin);
  127. if (cc.isValid(Prefab)) {
  128. let PrefabNode = cc.instantiate(Prefab)
  129. cc.Canvas.instance.node.addChild(PrefabNode)
  130. let zindex = cc.Canvas.instance.node.getChildByName("Parabola").getSiblingIndex()
  131. PrefabNode.setSiblingIndex(zindex + 1)
  132. cc.Camera.main.node.getComponent(CanmeraScrpts).Character = PrefabNode
  133. this.CharacterNode = PrefabNode
  134. let wordpos = this.node.getChildByName('bg' + this.MapjsonData['BronID']).convertToWorldSpaceAR(
  135. cc.v2(this.MapjsonData['BronX'], this.MapjsonData['BronY']))
  136. this.CharacterNode.setPosition(this.CharacterNode.parent.convertToNodeSpaceAR(wordpos))
  137. this.schedule(() => {
  138. let wordPos = this.CharacterNode.parent.convertToWorldSpaceAR(this.CharacterNode.position)
  139. let mapPos = this.node.convertToNodeSpaceAR(wordPos)
  140. this.Myindex(mapPos)
  141. }, this.UpMyindexInterval)
  142. }
  143. })();
  144. }
  145. Myindex(target: cc.Vec3) {
  146. let SceneSize = cc.v2(750, 1334)
  147. let halfX = SceneSize.x / 2
  148. let halfY = SceneSize.y / 2
  149. //是否越界
  150. let iscross = true
  151. for (let index = 0; index < this.MapPosData.length; index++) {
  152. const e = this.MapPosData[index];
  153. if (target.x > e.NodePos.x - halfX &&
  154. target.x <= e.NodePos.x + halfX &&
  155. target.y <= e.NodePos.y + halfY &&
  156. target.y > e.NodePos.y - halfY) {
  157. this.CurrentMapPosData = e
  158. // console.log('ID x y', e.Id, e.index_x, e.index_y);
  159. iscross = false
  160. break;
  161. }
  162. }
  163. if (iscross == true) {
  164. console.error('越界了 发送事件');
  165. }
  166. }
  167. 总共生成的地图数组 = []
  168. UpdateMap() {
  169. //当前我在的地图下标
  170. this.CurrentMapPosData.index_x
  171. this.CurrentMapPosData.index_y
  172. this.CurrentMapPosData.Id
  173. //需要生成的地图数组
  174. let bronMap = []
  175. let MyIndex = cc.v2(this.CurrentMapPosData.index_x, this.CurrentMapPosData.index_y);
  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, y: MyIndex.y + 1, Id: this.CurrentMapPosData.Id + this.MapjsonData.mapX })
  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, Id: this.CurrentMapPosData.Id - 1 })
  180. // bronMap.push({ x: MyIndex.x, y: MyIndex.y, Id: this.CurrentMapPosData.Id })
  181. // bronMap.push({ x: MyIndex.x + 1, y: MyIndex.y, Id: this.CurrentMapPosData.Id + 1 })
  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, y: MyIndex.y - 1, Id: this.CurrentMapPosData.Id - this.MapjsonData.mapX })
  184. // bronMap.push({ x: MyIndex.x + 1, y: MyIndex.y - 1, Id: this.CurrentMapPosData.Id - this.MapjsonData.mapX + 1 })
  185. bronMap.push({ x: MyIndex.x, y: MyIndex.y, Id: this.CurrentMapPosData.Id })
  186. bronMap.push({ x: MyIndex.x, y: MyIndex.y + 1, Id: this.CurrentMapPosData.Id + this.MapjsonData.mapX })
  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, Id: this.CurrentMapPosData.Id - 1 })
  189. bronMap.push({ x: MyIndex.x + 1, y: MyIndex.y, Id: this.CurrentMapPosData.Id + 1 })
  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 + 1, y: MyIndex.y + 1, Id: this.CurrentMapPosData.Id + this.MapjsonData.mapX + 1 })
  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 - 1, Id: this.CurrentMapPosData.Id - this.MapjsonData.mapX + 1 })
  194. for (let index = 0; index < bronMap.length; index++) {
  195. console.log(bronMap[index].Id);
  196. if (bronMap[index].x < 0 || bronMap[index].x > (this.MapjsonData.mapX - 1)) {
  197. continue
  198. }
  199. if (bronMap[index].y < 0 || bronMap[index].y > (this.MapjsonData.mapY - 1)) {
  200. continue
  201. }
  202. const SubMap = this.getSubMapDataByID(bronMap[index].Id)
  203. if (SubMap) {
  204. if (this.总共生成的地图数组.includes(SubMap.Id)) {
  205. } else {
  206. this.BronSubMap(SubMap)
  207. this.总共生成的地图数组.push(SubMap.Id)
  208. }
  209. }
  210. }
  211. for (let index = 0; index < this.总共生成的地图数组.length; index++) {
  212. const MapId = this.总共生成的地图数组[index];
  213. const SubMap = this.getSubMapDataByID(MapId)
  214. if (SubMap) {
  215. for (let j = 0; j < bronMap.length; j++) {
  216. const element = bronMap[j];
  217. if (element.Id == MapId) {
  218. break
  219. }
  220. if (j == bronMap.length - 1) {
  221. this.DeleteSubMap(SubMap)
  222. const array = this.总共生成的地图数组
  223. const elementToRemove = MapId; // 要删除的元素
  224. this.总共生成的地图数组 = array.filter(item => item !== elementToRemove);
  225. }
  226. }
  227. }
  228. }
  229. }
  230. getSubMapDataByID(ID: number) {
  231. for (let k = 0; k < this.MapPosData.length; k++) {
  232. const SubMap = this.MapPosData[k];
  233. if (SubMap.Id == ID) {
  234. return SubMap
  235. }
  236. }
  237. console.error('不存在');
  238. return null
  239. }
  240. BronSubMap(SubMap: MapPosData) {
  241. if (this.node.getChildByName('bg' + SubMap.Id).getComponent(cc.Sprite)?.spriteFrame?.name == 'bg' + SubMap.SubMapData.bg) {
  242. } else {
  243. cc.resources.load('bg/bg' + SubMap.SubMapData.bg, cc.SpriteFrame, (err, SpriteFrame) => {
  244. if (err) {
  245. console.log("bg_error:" + err);
  246. return
  247. }
  248. this.node.getChildByName('bg' + SubMap.Id).getComponent(cc.Sprite).spriteFrame = SpriteFrame
  249. });
  250. }
  251. for (let j = 0; j < SubMap.SubMapData.fs.length; j++) {
  252. const fs = SubMap.SubMapData.fs[j];
  253. cc.resources.load('footstep/footstep' + fs.sp, cc.Prefab, (err, Prefab) => {
  254. if (err) {
  255. console.log("bg_error:" + err);
  256. return
  257. }
  258. let SubPrefab = cc.instantiate(Prefab)
  259. SubPrefab.setPosition(fs.x, fs.y)
  260. SubPrefab.angle = -fs.ro
  261. SubPrefab.setScale(fs.sc)
  262. SubPrefab.active = true
  263. this.node.getChildByName('bg' + SubMap.Id).addChild(SubPrefab)
  264. });
  265. }
  266. }
  267. DeleteSubMap(SubMap: MapPosData) {
  268. 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);
  269. this.node.getChildByName('bg' + SubMap.Id).getComponent(cc.Sprite).spriteFrame = null
  270. this.node.getChildByName('bg' + SubMap.Id).children.forEach(e => { e.destroy() })
  271. }
  272. //得到需要更新地图的下标
  273. GetMapUpdateIndex() {
  274. this.MapjsonData.mapX
  275. this.MapjsonData.mapY
  276. let NeedUpMapArray = []
  277. //只有长宽都大于3的
  278. let X_Has_Couont = 0
  279. let Y_Has_Couont = 0
  280. let Youhua = false
  281. if (this.MapjsonData.mapX >= 3 && this.MapjsonData.mapY >= 3) {
  282. X_Has_Couont = this.MapjsonData.mapX - 2
  283. Y_Has_Couont = this.MapjsonData.mapY - 2
  284. Youhua = true
  285. }
  286. if (Youhua) {
  287. //开启优化
  288. for (let i = 1; i < this.MapjsonData.mapX - 1; i++) {
  289. for (let j = 1; j < this.MapjsonData.mapY - 1; j++) {
  290. //输出所有在这个ID需要更新的地图
  291. // console.log(i + j * this.MapjsonData.mapX)
  292. NeedUpMapArray.push({ x: i, y: j })
  293. }
  294. }
  295. } else {
  296. //不开启优化
  297. }
  298. console.log(NeedUpMapArray);
  299. return NeedUpMapArray
  300. }
  301. }