mirror of
https://gitee.com/jisol/jisol-game/
synced 2025-09-27 02:36:14 +00:00
update
This commit is contained in:
@@ -23,25 +23,13 @@ class JNGLayer extends JNLayer{
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//重写Socket
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class JNGSocket extends JNSocket{
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public url() {
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return "ws://192.168.0.127:8080/websocket";
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return "ws://localhost:8080/websocket";
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}
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}
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// 重写帧同步
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class JNGSyncFrame extends JNSyncFrame{
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//更新
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protected onUpdate(): JNFrameInfo {
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let info = super.onUpdate();
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if(info){
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//更新状态机
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BehaviorManager.getInstance().tick(this.dt);
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}
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return info;
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}
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protected onResetValue(){
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//重置状态机
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BehaviorManager.deleteInstance();
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@@ -106,7 +94,7 @@ export const app = {
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event : EventDispatcher.getIns(), //通知
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proto : NGameMessage.getIns(), //消息
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api : axios.create({
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baseURL: "http://192.168.0.127:8080",
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baseURL: "http://localhost:8080",
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}), //请求
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battle : GBattleModeManager.getIns(), //战斗
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}
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@@ -7,6 +7,7 @@ export default class GBaseMode extends GObject<{}> {
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//添加对象到场景中
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addGObject(obj: GObject<{}>,pos?:Vec2){
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obj.mode = this;
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this.node.addChild(obj.node);
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if(pos){
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obj.node.setWorldPosition(v3(pos.x,pos.y,0));
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@@ -2,9 +2,9 @@ import { _decorator } from "cc";
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import GBaseMode from "../GBaseMode";
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import { GTactical } from "../entity/GTactical";
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import { Prefab } from "cc";
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import GRoleEntity from "../base/role/impl/GRoleEntity";
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import { instantiate } from "cc";
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import { Vec2 } from "cc";
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import GRolePVPEntity from "../base/role/PVP/GRolePVPEntity";
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const { ccclass, property } = _decorator;
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@@ -38,9 +38,9 @@ export default class GPVPMode extends GBaseMode{
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enemyInfo: GPVPModePlayerInfo = { tactical: GTactical.getTactical2(true),roles: [{},{},{}] };
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//玩家宠物
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playerRoles: GRoleEntity[] = [];
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playerRoles: GRolePVPEntity[] = [];
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//敌方宠物
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enemyRoles: GRoleEntity[] = [];
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enemyRoles: GRolePVPEntity[] = [];
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//玩家位置
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playerPos: Vec2 = new Vec2(-400,0);
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@@ -65,8 +65,13 @@ export default class GPVPMode extends GBaseMode{
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let pos:Vec2 = this.getInfo(type).tactical.getPosition(index);
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if(!pos) return;
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let role = instantiate(this.rolePrefab);
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let entity = role.getComponent(GRoleEntity)
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let entity = role.getComponent(GRolePVPEntity)
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//赋值阵容
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entity.ones = type;
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entity.tactical = this.getInfo(type).tactical;
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entity.tacticalIndex = index;
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this.addGObject(entity,this.getInfo(type).tactical.getPosition(index,this.getTacticalPos(type)));
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this.getOnesRole(type).push(entity);
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}
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@@ -81,6 +86,39 @@ export default class GPVPMode extends GBaseMode{
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if(type == GPVPModePlayerEnum.PLAYER) return this.playerPos;
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if(type == GPVPModePlayerEnum.ENEMY) return this.enemyPos;
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}
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//获取阵营角色
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getOnesRole(type: GPVPModePlayerEnum):GRolePVPEntity[]{
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if(type == GPVPModePlayerEnum.PLAYER) return this.playerRoles;
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if(type == GPVPModePlayerEnum.ENEMY) return this.enemyRoles;
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}
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//获取敌人
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getEnumy(player:GRolePVPEntity):GRolePVPEntity{
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let enumyOnes = GPVPModePlayerEnum.ENEMY
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//如果是ENEMY 则 它的敌人是 PLAYER
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if(player.ones == GPVPModePlayerEnum.ENEMY) enumyOnes = GPVPModePlayerEnum.PLAYER
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//获取敌人
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let roles = this.getOnesRole(enumyOnes);
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//返回敌人
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//获取我在第几排
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let playerXY = player.tactical.getXY(player.tacticalIndex);
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//通过排数获取最近的敌人
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let sort = roles.sort((enumy1,enumy2) => {
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let enumy1XY = enumy1.tactical.getXY(enumy1.tacticalIndex);
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let enumy2XY = enumy2.tactical.getXY(enumy2.tacticalIndex);
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return Math.abs((playerXY.y * 1000) - (enumy1XY.y * 1000)) + Math.abs((playerXY.x - enumy1XY.x)) -
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Math.abs((playerXY.y * 1000) - (enumy2XY.y * 1000)) + Math.abs((playerXY.x - enumy2XY.x))
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});
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console.log(playerXY,sort[0].tactical.getXY(sort[0].tacticalIndex),);
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return sort[0]
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}
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}
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@@ -1,7 +1,18 @@
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import { JNGSyncProtoBase } from "../../App";
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import GBaseMode from "../GBaseMode";
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export default class GObject<T> extends JNGSyncProtoBase<T>{
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//当前模式
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_mode:GBaseMode;
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get mode():GBaseMode{
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return this._mode;
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}
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set mode(value:GBaseMode){
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this._mode = value;
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}
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}
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@@ -1,6 +1,86 @@
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//流程模式
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export enum GFSMProcessMode{
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Execute,//正常运行
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WaitExecute,//等待执行
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}
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//流程信息
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export interface GFSMProcessInfo{
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//备注
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title:string;
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//模式
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mode?:GFSMProcessMode;
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//执行方法
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execute?:() => number;
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//前往
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to?:number[];
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}
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//状态机基类
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export default abstract class GFSMBase{
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export default class GFSMBase{
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//状态流程图
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process:{[key:number]:GFSMProcessInfo} = {};
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//开始流程Id
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start:number = 0;
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//当前流程
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current:number = 0;
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//状态机刷新
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onUpdate(dt:number){
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if(!this.start) this.start = 0;
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if(!this.current) this.current = 0;
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//运行流程
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this.execute(this.process[this.current]);
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}
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//执行流程
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execute(process:GFSMProcessInfo){
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if(!process) return;
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process.mode = process.mode || GFSMProcessMode.Execute;
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process.to = process.to || [];
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let next:number;
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let isReset:boolean = true;
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//执行流程
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switch(process.mode){
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case GFSMProcessMode.Execute:
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//执行方法
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next = process.to[process.execute()-1];
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break;
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case GFSMProcessMode.WaitExecute:
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//执行等待方法
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let state = process.execute();
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//如果 状态 -1 则 不重置 下一次状态从当前开始流程执行
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if(state == -1){
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isReset = false;
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}else{
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next = state;
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}
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break;
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}
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if(!this.process[next]) next = null;
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if(next){
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this.current = next;
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//运行下一个流程
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this.execute(this.process[next]);
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}else{
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if(isReset){
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//重置
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this.current = this.start;
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}
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}
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}
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}
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54
JisolGameCocos/assets/script/battle/base/fsm/GFSMBattle.ts
Normal file
54
JisolGameCocos/assets/script/battle/base/fsm/GFSMBattle.ts
Normal file
@@ -0,0 +1,54 @@
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import GRoleBase from "../role/GRoleBase";
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import GFSMBase, { GFSMProcessInfo } from "./GFSMBase";
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export default abstract class GFSMBattle extends GFSMBase{
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//流程图
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process: { [key: number]: GFSMProcessInfo; } = {
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0:{
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title:"寻找敌人",
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execute: this.onSeekEnemyProcess.bind(this),
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to:[1]
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},
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1:{
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title:"攻击敌人",
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execute: this.onAttackProcess.bind(this),
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}
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}
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//锁定的敌人
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enemy:GRoleBase<any>;
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abstract onSeekEnemy():GRoleBase<any>;
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//寻敌流程
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onSeekEnemyProcess():number{
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if(this.enemy){
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//如果有敌人 直接 攻击
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return 1;
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}
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if(this.enemy = this.onSeekEnemy()){
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//如果有敌人 直接 攻击
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return 1;
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}
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//负责继续寻敌
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return 0;
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}
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abstract onAttack();
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//攻击敌人
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onAttackProcess(){
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this.onAttack();
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return 0;
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}
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}
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@@ -2,7 +2,7 @@
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"ver": "4.0.23",
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"importer": "typescript",
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"imported": true,
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||||
"uuid": "c6d20914-49fe-45ea-9bf2-750de7cc7ed2",
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||||
"uuid": "ac1a0b3b-e57a-4718-a27f-39b8e072f74e",
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"files": [],
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"subMetas": {},
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"userData": {}
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@@ -2,7 +2,7 @@
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"ver": "1.2.0",
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"importer": "directory",
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"imported": true,
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||||
"uuid": "03218a59-18c0-42bc-aa22-117d45bc314a",
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||||
"uuid": "fe4e5e9b-d1dc-4aaf-9fa8-d089fd6ca00a",
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||||
"files": [],
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"subMetas": {},
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"userData": {}
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25
JisolGameCocos/assets/script/battle/base/fsm/PVP/GFSMPVP.ts
Normal file
25
JisolGameCocos/assets/script/battle/base/fsm/PVP/GFSMPVP.ts
Normal file
@@ -0,0 +1,25 @@
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import GRoleBase from "../../role/GRoleBase";
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import GRolePVPEntity from "../../role/PVP/GRolePVPEntity";
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import GFSMBattle from "../GFSMBattle";
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//PVP 状态机
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export default class GFSMPVP extends GFSMBattle{
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player:GRolePVPEntity;
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constructor(player:GRolePVPEntity){
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super();
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this.player = player;
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}
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//寻敌
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onSeekEnemy(): GRoleBase<any> {
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return this.player.mode.getEnumy(this.player);
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}
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//攻击
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onAttack() {
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}
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}
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|
@@ -2,7 +2,7 @@
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||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "bf6010d3-4d2e-4ecf-abc4-a4e770ebd5df",
|
||||
"uuid": "86cd6fa1-1340-4343-8929-7c5363727b1c",
|
||||
"files": [],
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||||
"subMetas": {},
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||||
"userData": {}
|
@@ -1,9 +0,0 @@
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||||
import GFSMBase from "../GFSMBase";
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||||
//角色状态机实现
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||||
export default class GFSMRoleController extends GFSMBase{
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||||
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||||
//状态机更新
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||||
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||||
}
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|
@@ -1,7 +1,7 @@
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||||
import { _decorator, sp } from "cc";
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import { JNGSyncProtoBase } from "../../../App";
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import GObject from "../GObject";
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||||
import { BehaviorStatus } from "../../../../../extensions/Behavior Creator/runtime/main";
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import { JNFrameInfo } from "../../../../../extensions/ngame/assets/ngame/sync/frame/JNSyncFrame";
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import GFSMBase from "../fsm/GFSMBase";
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const { ccclass, property } = _decorator;
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||||
|
||||
//角色基类
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@@ -10,17 +10,28 @@ export default abstract class GRoleBase<T> extends GObject<T>{
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||||
@property(sp.Skeleton)
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spine:sp.Skeleton;
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||||
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onLoad(){
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||||
super.onLoad();
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||||
if(!this.spine) this.spine = this.node.getComponent(sp.Skeleton);
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||||
//状态机
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||||
fsm:GFSMBase;
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||||
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||||
onLoad(){
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if(!this.spine) this.spine = this.node.getComponent(sp.Skeleton);
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||||
//如果没有生成则直接销毁
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||||
this.node.removeFromParent();
|
||||
if(!this.spine) {
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||||
this.node.removeFromParent();
|
||||
return;
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}
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||||
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||||
//创建角色状态机
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||||
this.fsm = this.fsmCreate();
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||||
|
||||
}
|
||||
|
||||
//攻击
|
||||
public onAttack(data){
|
||||
return BehaviorStatus.Success;
|
||||
//创建一个状态机
|
||||
protected abstract fsmCreate():GFSMBase;
|
||||
|
||||
onSyncUpdate(dt: number,frame:JNFrameInfo, input?: T){
|
||||
//更新状态机
|
||||
this.fsm.onUpdate(dt);
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||||
}
|
||||
|
||||
}
|
||||
|
@@ -2,7 +2,7 @@
|
||||
"ver": "1.2.0",
|
||||
"importer": "directory",
|
||||
"imported": true,
|
||||
"uuid": "b2af28db-e925-419f-81b8-3bf755a3224f",
|
||||
"uuid": "34152d1b-ca03-4bb1-a970-692cd8995991",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
@@ -0,0 +1,33 @@
|
||||
import { _decorator } from "cc";
|
||||
import GRoleBase from "../GRoleBase";
|
||||
import GFSMBase from "../../fsm/GFSMBase";
|
||||
import GFSMPVP from "../../fsm/PVP/GFSMPVP";
|
||||
import GPVPMode, { GPVPModePlayerEnum } from "../../../PVP/GPVPMode";
|
||||
import { GTactical } from "../../../entity/GTactical";
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
//PVP 角色
|
||||
@ccclass('GRolePVPEntity')
|
||||
export default class GRolePVPEntity extends GRoleBase<{}>{
|
||||
|
||||
//所属阵容
|
||||
ones:GPVPModePlayerEnum;
|
||||
|
||||
//在阵容中的下标
|
||||
tacticalIndex:number;
|
||||
tactical:GTactical;
|
||||
|
||||
|
||||
get mode():GPVPMode{
|
||||
return super.mode as GPVPMode;
|
||||
}
|
||||
set mode(value:GPVPMode){
|
||||
this._mode = value;
|
||||
}
|
||||
|
||||
protected fsmCreate(): GFSMBase {
|
||||
return new GFSMPVP(this);
|
||||
}
|
||||
|
||||
}
|
||||
|
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "9fc034a7-5c68-4f22-9065-447435329c8a",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
@@ -1,16 +0,0 @@
|
||||
import { _decorator } from "cc";
|
||||
import GRoleBase from "../GRoleBase";
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
/**
|
||||
* 基础实现
|
||||
*/
|
||||
@ccclass('GRoleEntity')
|
||||
export default class GRoleEntity extends GRoleBase<{}> {
|
||||
|
||||
onLoad(){
|
||||
super.onLoad();
|
||||
}
|
||||
|
||||
}
|
||||
|
@@ -62,15 +62,34 @@ export class GTactical{
|
||||
|
||||
//返回阵法位置
|
||||
getPosition(index:number,father:Vec2 = v2(0,0)){
|
||||
|
||||
let pos;
|
||||
if(pos = this.getXY(index)){
|
||||
return father.clone().add(GTactical.pos[pos.y][pos.x].clone());
|
||||
}
|
||||
return null;
|
||||
|
||||
}
|
||||
|
||||
//返回XY
|
||||
getXY(index:number):Vec2{
|
||||
for(let i = 0;i < 3;i++){
|
||||
for(let j = 0;j < 3;j++){
|
||||
let tag = this.tactical[i][j];
|
||||
if(tag == index){
|
||||
return father.clone().add(GTactical.pos[i][j].clone());
|
||||
return v2(j,i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
//返回我在第几排
|
||||
getRow(index:number):number{
|
||||
let pos;
|
||||
if(pos = this.getXY(index)){
|
||||
return pos.y;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user