60a3cc3dac2a575cb9c89501ac659832dcff1e40.js.map 12 KB

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{ _decorator, Component, instantiate, math, Node, Prefab } from 'cc';\r\nimport { bullet } from '../bullet/bullet';\r\nimport { constant } from './constant';\r\nimport { enemyPlane } from '../plane/enemyPlane'\r\nconst { ccclass, property } = _decorator;\r\n\r\n@ccclass('gameMangager')\r\nexport class gameMangager extends Component {\r\n\r\n @property(Node)\r\n public playerPlane: Node = null;\r\n\r\n // bullet\r\n @property(Prefab)\r\n public bullet01: Prefab = null;\r\n\r\n @property(Prefab)\r\n public bullet02: Prefab = null;\r\n\r\n @property(Prefab)\r\n public bullet03: Prefab = null;\r\n\r\n @property(Prefab)\r\n public bullet04: Prefab = null;\r\n\r\n @property(Prefab)\r\n public bullet05: Prefab = null;\r\n\r\n @property\r\n public shootTime = 0.1; // 子弹周期\r\n\r\n @property\r\n public bulletSpeed = 1; // 子弹速度\r\n\r\n @property(Node)\r\n public bulletRoot: Node = null;\r\n\r\n // 敌机\r\n @property(Prefab)\r\n public enemyPlane01: Prefab = null;\r\n\r\n @property(Prefab)\r\n public enemyPlane02: Prefab = null;\r\n\r\n @property\r\n public createEnemyTime = 50;\r\n @property\r\n public enemySpeed1 = 0.01;\r\n @property\r\n public enemySpeed2 = 0.01;\r\n\r\n private _currShootTime = 0;\r\n private _isShooting = false;\r\n private _currCreatEnemyTime = 0;\r\n private _comBinationInterval = constant.Combination.PLAN1;\r\n\r\n\r\n start() {\r\n this._init()\r\n }\r\n\r\n update(deltaTime: number) {\r\n this._currShootTime += deltaTime\r\n if (this._isShooting && this._currShootTime > this.shootTime) {\r\n this.createPlayerBullet()\r\n this._currShootTime = 0\r\n }\r\n // 敌机类型\r\n this._currCreatEnemyTime += deltaTime\r\n\r\n if (this._comBinationInterval === constant.Combination.PLAN1) {\r\n if (this._currCreatEnemyTime > this.createEnemyTime) {\r\n this.createEnemyPlane();\r\n this._currCreatEnemyTime = 0;\r\n }\r\n } else if (this._comBinationInterval === constant.Combination.PLAN2) {\r\n if (this._currCreatEnemyTime > this.createEnemyTime * 0.9) {\r\n const randomCombiation = math.randomRangeInt(1, 3);\r\n if (randomCombiation === constant.Combination.PLAN2) {\r\n this.createCombination1()\r\n } else {\r\n this.createEnemyPlane();\r\n }\r\n\r\n this._currCreatEnemyTime = 0;\r\n }\r\n } else {\r\n\r\n if (this._currCreatEnemyTime > this.createEnemyTime * 0.8) {\r\n const randomCombiation = math.randomRangeInt(1, 4);\r\n if (randomCombiation === constant.Combination.PLAN2) {\r\n this.createCombination1()\r\n } else if (randomCombiation === constant.Combination.PLAN3) {\r\n this.createCombination2()\r\n } else {\r\n this.createEnemyPlane();\r\n }\r\n\r\n this._currCreatEnemyTime = 0;\r\n }\r\n }\r\n\r\n }\r\n // 创建子弹\r\n public createPlayerBullet() {\r\n const bullet01 = instantiate(this.bullet01);\r\n bullet01.setParent(this.bulletRoot);\r\n const pos = this.playerPlane.position;\r\n bullet01.setPosition(pos.x + 0, pos.y, pos.z)\r\n const bulletComp = bullet01.getComponent(bullet)\r\n bulletComp.bulletSpeed = this.bulletSpeed\r\n\r\n }\r\n\r\n // 创建敌机\r\n public createEnemyPlane() {\r\n const whichEnemy = math.randomRangeInt(1, 3);\r\n let prefab: Prefab = null;\r\n let speed = 0;\r\n if (whichEnemy == constant.EnemyPlaneType.TYPE1) {\r\n prefab = this.enemyPlane01;\r\n speed = this.enemySpeed1\r\n } else {\r\n prefab = this.enemyPlane02;\r\n speed = this.enemySpeed2\r\n }\r\n const enemy = instantiate(prefab)\r\n enemy.setParent(this.node)\r\n const enemyComp = enemy.getComponent(enemyPlane)\r\n enemyComp.show(this, speed)\r\n const randomPos = math.randomRangeInt(-11, 11)\r\n enemy.setPosition(30, 0, randomPos)\r\n\r\n }\r\n public createCombination1() {\r\n const enemyArry = new Array<Node>(3);\r\n for (let i = 0; i < enemyArry.length; i++) {\r\n enemyArry[i] = instantiate(this.enemyPlane01);\r\n const element = enemyArry[i]\r\n element.parent = this.node;\r\n element.setPosition(30, 0, -6 + i * 6)\r\n const enemyComp = element.getComponent(enemyPlane)\r\n enemyComp.show(this, this.enemySpeed1)\r\n }\r\n\r\n }\r\n public createCombination2() {\r\n const enemyArry = new Array<Node>(5);\r\n const combinationPost = [\r\n -8, 0, 40,\r\n -4, 0, 35,\r\n 0, 0, 30,\r\n 4, 0, 35,\r\n 8, 0, 40,\r\n ]\r\n for (let i = 0; i < enemyArry.length; i++) {\r\n enemyArry[i] = instantiate(this.enemyPlane02);\r\n const element = enemyArry[i]\r\n element.parent = this.node;\r\n const startIndex = i * 3\r\n element.setPosition(combinationPost[startIndex + 2], combinationPost[startIndex + 1], combinationPost[startIndex])\r\n const enemyComp = element.getComponent(enemyPlane)\r\n enemyComp.show(this, this.enemySpeed2)\r\n }\r\n\r\n }\r\n\r\n\r\n // 是否发射\r\n public isShooting(val: boolean) {\r\n this._isShooting = val\r\n }\r\n // 初始化\r\n private _init() {\r\n this._currShootTime = this.shootTime\r\n this.changePlaneMode()\r\n }\r\n // 循环加载\r\n private changePlaneMode() {\r\n this.schedule(this._modeChanged, 10, 3)\r\n }\r\n private _modeChanged() {\r\n this._comBinationInterval++;\r\n }\r\n // 获取分数\r\n private score = 0\r\n public addScore() {\r\n this.score++\r\n console.log('分数:' + this.score);\r\n\r\n }\r\n}\r\n\r\n\r\n"]}