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- /**
- * 捕捉传说鱼小游戏
- */
- cc.Class({
- extends: cc.Component,
- properties: {
- fishing: [cc.Node],
- btn: cc.Button,
- ProgressBar: cc.ProgressBar,
- num: cc.Label,
- },
- onLoad () {
- Module.famLayerObj = this;
- },
- /**
- * 初始化鱼的行为跟进度条
- */
- start () {
- //加个点击层,防止穿透到下面的按钮
- this.node.on(cc.Node.EventType.TOUCH_START, this.touchBegin.bind(this), this );
- this.node.on(cc.Node.EventType.TOUCH_MOVE, this.touchMoving.bind(this), this );
- this.node.on(cc.Node.EventType.TOUCH_END, this.touchEnd.bind(this), this );
- this.node.on(cc.Node.EventType.TOUCH_CANCEL, this.touchCancel.bind(this), this );
- this.btn.node.on('click', this.callback, this);
- this.time = 10;
- this.num.string = this.time;
- this.countTime = 1;
- // this.pos1 = this.fishing[0].getPosition();
- // this.pos2 = this.fishing[1].getPosition();
- // this.pos3 = this.fishing[2].getPosition();
-
- // this.fishing[0].runAction(cc.sequence(cc.delayTime(0) , cc.moveTo(10, cc.v2(178,23))));
- // this.fishing[1].runAction(cc.sequence(cc.delayTime(0) , cc.moveTo(10, cc.v2(-144,41))));
- // this.fishing[2].runAction(cc.sequence(cc.delayTime(0) , cc.moveTo(10, cc.v2(-33,-39))));
- this.fishing[0].runAction(cc.repeatForever(cc.sequence(cc.rotateBy(0.3 , 100), cc.rotateBy(0.3 , -100))));
- this.fishing[1].runAction(cc.repeatForever(cc.sequence(cc.rotateBy(0.3 , 100), cc.rotateBy(0.3 , -100))));
- this.fishing[2].runAction(cc.repeatForever(cc.sequence(cc.rotateBy(0.3 , 100), cc.rotateBy(0.3 , -100))));
- this.node.getChildByName("bg").getChildByName("light").runAction(cc.repeatForever(cc.sequence(cc.delayTime(0),cc.rotateBy(8, 360))));
- this.node.getChildByName("bg").getChildByName("line").runAction(cc.repeatForever(cc.sequence(cc.rotateBy(0.5 , 3), cc.rotateBy(0.5 , -3))));
- },
- /**
- * 按钮回调
- */
- callback: function() {
- if (this.ProgressBar.progress >= 1) {
- this.time = 10;
- this.num.string = this.time;
- this.countTime = 1;
- this.node.active = false;
- this.ProgressBar.progress = 0;
-
- this.initFishingPos();
- Module.gameObj.openSellLayer(true);
- return;
- }
- this.ProgressBar.progress += 0.03;
- },
- initFishingPos: function() {
- // console.log("----this.pos1---: " , this.pos1);
- // this.fishing[0].setPosition(cc.v2(this.pos1.x , this.pos1.y));
- // this.fishing[1].setPosition(cc.v2(this.pos2.x, this.pos2.y));
- // this.fishing[2].setPosition(cc.v2(this.pos3.x, this.pos3.y));
- },
- fishingAction: function() {
- // this.fishing[0].stopAllActions();
- // this.fishing[1].stopAllActions();
- // this.fishing[2].stopAllActions();
- // this.fishing[0].runAction(cc.sequence(cc.delayTime(0) , cc.moveTo(10, cc.v2(178,23))));
- // this.fishing[1].runAction(cc.sequence(cc.delayTime(0) , cc.moveTo(10, cc.v2(-144,41))));
- // this.fishing[2].runAction(cc.sequence(cc.delayTime(0) , cc.moveTo(10, cc.v2(-33,-39))));
- },
- update (dt) {
- ++this.countTime;
- if (this.countTime % 60 == 0 && this.time >0 && this.ProgressBar.progress < 1) {
- this.countTime = 1;
- this.time -= 1;
- this.num.string = this.time;
- }
- if (this.time < 1) {
- this.time = 10;
- this.num.string = this.time;
- this.countTime = 1;
- this.node.active = false;
- this.ProgressBar.progress = 0;
- this.initFishingPos();
- Module.gameObj.openSellLayer(false);
- }
- if (this.ProgressBar.progress >= 1 && this.ProgressBar.progress != 1) {
- this.ProgressBar.progress = 1;
- }
- },
- touchBegin:function(touch,event){
- },
- touchMoving:function(touch,event){
- },
- touchEnd:function(touch,event){
- },
- touchCancel:function(touch,event){
- },
- });
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