本文主要是介绍Cocos 距离判断和小兵的攻击判定,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
最近在学习cocos 和ts 遇到的问题和如何解决问题都会发表博客记录一下。
距离判断
let j = new Vec2(this.target.position.x - this.node.position.x, this.target.position.y - this.node.position.y);
let dis = Math.sqrt(j.x * j.x + j.y * j.y)
枚举的外部类型定义:
@property({type:Enum(HitAction)}) //外部定义枚举类型
import { _decorator, Component, debug, Enum, find, Node, Vec2, Vec3 } from 'cc'; import { HitAction } from '../Struct/GameStruct'; const { ccclass, property } = _decorator;@ccclass('EnemyRole') export class EnemyRole extends Component {target: Node; //目标speed: number = 20; //速度@property({type:Enum(HitAction)}) //外部定义枚举类型hitAction: HitAction|null = null;canHit: boolean = true;start() {this.target = find('Canvas/Target');// console.log(this.target.name);// console.log(this.target.position);this.hitAction = HitAction.one_xiaoBing;//this.Attack();}update(deltaTime: number) {// [4]this.node.translate(new Vec3(0, deltaTime * this.speed, 0));let j = new Vec2(this.target.position.x - this.node.position.x, this.target.position.y - this.node.position.y);let dis = Math.sqrt(j.x * j.x + j.y * j.y)// console.log("距离=" + dis);//枚举判断是哪种兵//移动逻辑switch (this.hitAction) {case HitAction.one_xiaoBing:case HitAction.one_QiShi:case HitAction.one_DunBing:if (dis <= 150) {this.speed = 0;//开启攻击防御塔行为if (this.canHit) {this.Attack();this.canHit = false;}}break;case HitAction.one_SheShou:case HitAction.one_PaoBing:if (dis <= 200) {this.speed = 0;//开启攻击防御塔行为if (this.canHit) {this.Attack();this.canHit = false;}}break;default:break;}} //攻击逻辑Attack() {console.log("进");if (this.canHit) {switch (this.hitAction) {case HitAction.one_xiaoBing:case HitAction.one_QiShi:case HitAction.one_DunBing://每隔2秒执行一次this.schedule(function () {console.log("进gong!!!!!!!!!!!!!!");}, 2);break;case HitAction.one_SheShou:case HitAction.one_PaoBing:this.schedule(function () {console.log("进gong!!!!!!!!!!!!!!");}, 3);break;default:break;}}} }
数据存储:
import { _decorator, Component, Node, sys } from 'cc';
import BaseSingleClass from '../Single/BaseSingleClass';
const { ccclass, property } = _decorator;//用于存储数据
@ccclass('JsonMgr')
export class JsonMgr<T> extends BaseSingleClass {start () {}//数据保存SetJson(name:string,item?:T){let str=JSON.stringify(item); //把要改变的泛型转换为字符串(序列化)sys.localStorage.setItem(name,str); //保存数据}SetJsonOne(name:string,str:string){sys.localStorage.setItem(name,str); //保存数据} // GetJson(name:string){// sys.localStorage.getItem(name); //获取数据// }//获取数据, 获取到Json内的值(对象)//let s=Object.assign(new Person(),JSON.parse(YYYY.bbb)); //console.log(s.id);//console.log(s.age);//console.log(s.name);
}
export default class BaseSingleClass{public static getInstance<T extends{}>(this:new()=>T) :T{if(!(<any>this).instance){(<any>this).instance=new this();}return (<any>this).instance}public static recycle():void{(<any>this).instance=null}
}
根据修改需求,先对小兵进行进攻,在进攻防御塔
import { _decorator, Component, Enum, find, Node, Vec2, Vec3 } from 'cc';
import { HitAction, IsTarget, IsTargetFriend, friendTimes } from '../Struct/GameStruct';
import { EnemyRole } from './EnemyRole';
import { SingleMgr } from '../Managers/SingleMgr';
const { ccclass, property } = _decorator;@ccclass('FriendRole')
export class FriendRole extends Component {target: Node; //目标speed: number = 30; //行径速度@property({ type: Enum(HitAction) }) //外部定义枚举类型hitAction: HitAction | null = null;@property({ type: Enum(IsTargetFriend) }) //判断生成友军还是敌人public isTargetfriend: IsTargetFriend | null = null;@property({ type: Enum(IsTarget) }) //判断进攻敌人还是主城public isTarget: IsTarget | null = null;canHit: boolean = true;// 身体区域的坐标点private _bodyPolygonPoints: Array<Vec2> = [];private _timeID: number = 0;// 获取碰撞区域getPlayerCollider(): Array<Vec2> {return this._bodyPolygonPoints;}start() {this.isTarget = IsTarget.bigEnemy; //初始目标为防御塔this.FindTarget(); //第一次初始化目标}update(deltaTime: number) {this.EnemyOrFriend();//持续更新,判断场景内是否有敌人进行,攻击目标的切换//看向防御塔位置this.LookIt();this.node.translate(new Vec3(0, deltaTime * this.speed, 0)); //移动//this.DisTance();}//攻击逻辑Attack() {console.log("friend进");if (this.canHit) {switch (this.hitAction) {case HitAction.one_xiaoBing:case HitAction.one_QiShi:case HitAction.one_DunBing://每隔2秒执行一次this.schedule(friendTimes, 2); //v是break;case HitAction.one_SheShou:case HitAction.one_PaoBing://每隔3秒执行一次this.schedule(function () {console.log("Friend远程进gong!!!!!!!!!!!!!!");}, 3);break;default:break;}}}//始终看向防御塔(通过目标进行改变)LookIt() {var dx = this.node.position.x - this.target.position.x;var dy = this.node.position.y - this.target.position.y;var dir = new Vec2(dx, dy);let radian = Math.atan2(dir.y, dir.x);var angle = radian / Math.PI * 180;this.node.angle = angle + 90;}//攻击目标的切换转变(防御塔和敌人AI)//返回目标的名称FindTarget(): Node {switch (this.isTarget) {case IsTarget.enemy:this.target = find('Canvas/enemy'); //敌人break;case IsTarget.bigEnemy:this.target = find('Canvas/Target'); //目标主城break;default:break;}return this.target;}//敌人和主城的切换EnemyOrFriend() {//let targetss= this.FindTarget();let n_pos = this.node.position; //自身位置let pGameManager = find("Canvas/enemy"); //身上挂载EnemyRole脚本let tGameManager = find('Canvas/Target');//敌人存在时if (pGameManager) {this.isTarget = IsTarget.enemy;this.FindTarget();let dis = Vec2.distance(n_pos, pGameManager.position); //目标位置和自身位置之间的距离if (dis <= 60) {this.speed = 0;//进攻逻辑}else {this.speed = 30;//跟随进攻逻辑}}else {//主城存在时if (tGameManager) {this.isTarget = IsTarget.bigEnemy;this.FindTarget();//查找目标//console.log("target叫"+this.target);this.speed = 20;this.DisTance(); //范围判定}else {//胜利}}}//距离判断DisTance() {//距离判断let j = new Vec2(this.target.position.x - this.node.position.x, this.target.position.y - this.node.position.y);//console.log()let dis = Math.sqrt(j.x * j.x + j.y * j.y)//console.log("到"+this.target.name+"距离=" + dis);//枚举判断是哪种兵//移动逻辑switch (this.hitAction) {case HitAction.one_xiaoBing:case HitAction.one_QiShi:case HitAction.one_DunBing:if (dis <= 100) {//console.log("进了吗");this.speed = 0;//开启攻击防御塔行为if (this.canHit) {this.Attack();this.canHit = false;}}break;case HitAction.one_SheShou:case HitAction.one_PaoBing:if (dis <= 120) {this.speed = 0;//开启攻击防御塔行为if (this.canHit) {this.Attack();this.canHit = false;}}break;default:break;}}
}
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