当星星全部消除后,需要对地图进行整合。
//matrixCtr.js
bomb (list, count) {
if (list.length > 0) {
//TODO: 消除星星
}
else {
//星星消除完的逻辑处理
if (this._totalCounts == this._currCount) {
this._tamping = true
var checkCols = Utils.needCheckCols(this._bombList);
this.tampRows(checkCols);
this.scheduleOnce(function () {
this.tampCols(checkCols);
this._tamping = false;
GameData.tampStarData(checkCols);
//Utils.dumpArray(GameData.starMatrix);
if (Utils.gameOver(GameData.starMatrix)) {
this.deleteRemainSprites();
}
}, 0.2);
// 清除星星消除数据
this._totalCounts = 0;
this._currCount = 0;
this._bombList.splice(0, this._bombList.length);
}
}
}
整合分两种:一种是没有消除的星星掉落下来,即垂直方向;另一种是水平方向。
needCheckCols通过消除的星星检测地图中哪些列需要整合。
// Utils.js
function needCheckCols (list) {
var checkCols = [];
list.forEach(function (elem, index, arr) {
if (checkCols.indexOf(elem.y) == -1) {
checkCols.push(elem.y);
}
})
//从大到小排序
checkCols.sort(function(a, b) {
return b - a;
});
return checkCols;
};
然后,按顺序整合,先垂直方向,最后水平方向
// matrixCtr.js
tampRows (checkCols) {
// 垂直方向
checkCols.forEach(function (col, index, arr) {
var newRow = 0;
for(var row = 0; row < Config.matrixRow; row++) {
if (GameData.starMatrix[row][col] >= 0) {
if (newRow != row) {
var index = Utils.indexValue(row, col);
var newIndex = Utils.indexValue(newRow, col);
var starNode = GameData.starSprite[index];
starNode.getComponent("starCtr").updateGrid(newRow, col);
GameData.starSprite[newIndex] = starNode;
GameData.starSprite[index] = null;
var start_y = starNode.y
var target_pos = Utils.grid2Pos(newRow, col);
starNode.runAction(cc.sequence(cc.moveTo(0.1, target_pos.x, start_y+40),cc.moveTo(0.13, target_pos)));
}
newRow++;
}
}
}, this);
},
tampCols (checkCols) {
checkCols.forEach(function (col, index, arr) {
//水平方向
if (GameData.starMatrix[0][col] == -1) {
var adjust = true;
for (var row = 1; row < Config.matrixRow; row++) {
if (GameData.starMatrix[row][col] >= 0) {
adjust = false;
break;
}
}
if (adjust && col < Config.matrixCol-1) {
for (var i = col+1; i < Config.matrixCol; i++) {
this.setStarNodeByCol(i-1, this.starNodeByCol(i));
}
this.clearTheLeftStarNode();
}
}
}, this);
},
地图整合后,需要判断是否还有星星能消除
// Utils.js
function gameOver (matrix) {
for(var row = 0; row < Config.matrixRow; row++) {
for(var col = 0; col < Config.matrixCol; col++) {
var tag = matrix[row][col];
if (tag >= 0) {
var any = cc.v2(row, col);
if (any.y - 1 >= 0 && tag == matrix[any.x][any.y-1]) {
return false;
}
if (any.y + 1 < Config.matrixCol && tag == matrix[any.x][any.y+1]) {
return false;
}
if (any.x - 1 >= 0 && tag == matrix[any.x-1][any.y]) {
return false;
}
if (any.x + 1 < Config.matrixRow && tag == matrix[any.x+1][any.y]) {
return false;
}
}
}
}
return true;
};
如果不能消除,需要删除剩余的星星
deleteRemainSprites () {
var remainBombList = GameData.remainStarData();
this.actCtr.remainNode.active = true;
this.actCtr.updateRemainTips(Config.extraScore, remainBombList.length);
this.bombRemain(remainBombList, 1);
this.deleteRemain = true;
},
bombRemain (list, i) {
if (list.length > 0) {
var gridPos = list.shift();
var index = Utils.indexValue(gridPos.x, gridPos.y);
this.bombStar(GameData.starSprite[index]);
GameData.starSprite[index] = null;
var s = 0;
if (i < 10) {
s = Utils.getExtraScore(i);
this.soundCtr.playEffect("remove_remainstar");
}
this.actCtr.updateRemainExtraScroe(s);
this.scheduleOnce(function () {
if (i <= 10) {
I++;
this.bombRemain(list, i);
}
else {
list.forEach(function (elem, index, arr) {
this.bombStar(GameData.starSprite[Utils.indexValue(elem.x, elem.y)]);
}, this);
this.scheduleOnce(function() {
this.toBeOrNotToBe();
}, 0.3);
}
}, 0.3);
}
else {
this.uiCtr.updateExtraScore(i); // 额外加分逻辑
this.checkIsSuccessed();
this.toBeOrNotToBe();
}
},
如果剩余星星数量小于10个,会有额外的加分。
// uiCtr.js
updateExtraScore (count) {
if (count < 10) {
var score = Utils.getExtraScore(count);
GameData.currScore += score;
this.updateCurrentScore();
this.refreshBestScore();
}
},
最后判断游戏结束还是进入下一关?
toBeOrNotToBe () {
cc.log("***** 检测 ***** 下一关 or 结束游戏 *****", GameData.targetScore, GameData.currScore);
this.actCtr.remainNode.active = false;
if (GameData.currScore < GameData.targetScore) {
cc.log("结束游戏");
this.actCtr.endAction();
}
else {
cc.log("下一关");
this.nextLevel();
}
this.deleteRemain = false;
},
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