mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-09 00:26:39 +00:00
Updated anim of the second character.
This commit is contained in:
@@ -98,7 +98,7 @@ cc.Class({
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}
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let newCharacterState = rdfPlayer.characterState;
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const newAnimName = window.ATK_CHARACTER_STATE_ARR[newCharacterState][1];
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let newAnimName = window.ATK_CHARACTER_STATE_ARR[newCharacterState][1];
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let playingAnimName = null;
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let underlyingAnimationCtrl = null;
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@@ -779,7 +779,7 @@ cc.Class({
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if (1 == joinIndex) {
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playerScriptIns.setSpecies("SoldierWaterGhost");
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} else if (2 == joinIndex) {
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playerScriptIns.setSpecies("SoldierFireGhostFrameAnim");
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playerScriptIns.setSpecies("UltramanTiga");
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}
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const [wx, wy] = self.virtualGridToWorldPos(vx, vy);
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@@ -47,7 +47,7 @@ cc.Class({
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1: {
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// for offender
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startupFrames: 10,
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activeFrames: 3,
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activeFrames: 20,
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recoveryFrames: 34, // usually but not always "startupFrames+activeFrames", I hereby set it to be 1 frame more than the actual animation to avoid critical transition, i.e. when the animation is 1 frame from ending but "rdfPlayer.framesToRecover" is already counted 0 and the player triggers an other same attack, making an effective bullet trigger but no animation is played due to same animName is still playing
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recoveryFramesOnBlock: 34,
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recoveryFramesOnHit: 34,
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@@ -196,7 +196,7 @@ cc.Class({
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}
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});
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self.selfPlayerInfo = {
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id: 10
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id: 11
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};
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self._initPlayerRichInfoDict(startRdf.players);
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self.onRoomDownsyncFrame(startRdf);
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@@ -88,6 +88,14 @@ cc.Class({
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default: 0.0375,
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type: cc.Float
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},
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btnA: {
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default: null,
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type: cc.Node
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},
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btnB: {
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default: null,
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type: cc.Node
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},
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},
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start() {},
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@@ -137,6 +145,7 @@ cc.Class({
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});
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translationListenerNode.inTouchPoints = new Map();
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/*
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zoomingListenerNode.on(cc.Node.EventType.TOUCH_START, function(event) {
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self._touchStartEvent(event);
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});
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@@ -150,6 +159,37 @@ cc.Class({
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self._touchEndEvent(event);
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});
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zoomingListenerNode.inTouchPoints = new Map();
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*/
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if (self.btnA) {
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self.btnA.on(cc.Node.EventType.TOUCH_START, function(evt) {
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self.cachedBtnALevel = 1;
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evt.target.runAction(cc.scaleTo(0.1, 0.3));
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});
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self.btnA.on(cc.Node.EventType.TOUCH_END, function(evt) {
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self.cachedBtnALevel = 0;
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evt.target.runAction(cc.scaleTo(0.1, 1.0));
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});
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self.btnA.on(cc.Node.EventType.TOUCH_CANCEL, function(evt) {
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self.cachedBtnALevel = 0;
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evt.target.runAction(cc.scaleTo(0.1, 1.0));
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});
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}
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if (self.btnB) {
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self.btnB.on(cc.Node.EventType.TOUCH_START, function(evt) {
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self.cachedBtnBLevel = 1;
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evt.target.runAction(cc.scaleTo(0.1, 0.3));
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});
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self.btnB.on(cc.Node.EventType.TOUCH_END, function(evt) {
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self.cachedBtnBLevel = 0;
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evt.target.runAction(cc.scaleTo(0.1, 1.0));
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});
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self.btnB.on(cc.Node.EventType.TOUCH_CANCEL, function(evt) {
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self.cachedBtnBLevel = 0;
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evt.target.runAction(cc.scaleTo(0.1, 1.0));
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});
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}
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// Setup keyboard controls for the ease of attach debugging
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cc.systemEvent.on(cc.SystemEvent.EventType.KEY_DOWN, function(evt) {
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