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@@ -2,6 +2,7 @@
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import Joystick_mag, { SpeedType } from "../../../joystick/Joystick_mag";
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import { FFAttr } from "../../data/FFCalAttr";
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import { __SkillData } from "../../data/sdata/SManage";
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+import { SpeedUpDirection } from "../../element/JG0115";
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import BObject from "../bullet/BObject";
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import FSprite, { SpriteActionType } from "./FSprite";
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import MBomb from "./skill/mainSkill/MBomb";
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@@ -34,9 +35,14 @@ export default class MSprite extends FSprite {
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/**
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* 移动速度
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*/
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+<<<<<<< HEAD
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+ private speedN = 120000;
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+ public speedUp: string = "";
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+=======
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private speedN = 80000;
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+>>>>>>> 05c7557fd359051ba5c907802c1d34a511f5f6c4
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- public start(){
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+ public start() {
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super.start()
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this.spineEventListener()
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}
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@@ -95,6 +101,7 @@ export default class MSprite extends FSprite {
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if (this.gamePause) {
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return;
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}
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+ if (this.speedUp != "") return
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if (this.isWalk) {
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this.mRigidBody.applyLinearImpulse(
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cc.v2(this.moveV2.x * this.speedN * dt, this.moveV2.y * this.speedN * dt),
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@@ -116,14 +123,14 @@ export default class MSprite extends FSprite {
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this.moveV2 = v2;
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//有怪物的时候,面向怪物
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let enemy = this.findEnemy(2000);
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- if(enemy.sprite){
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+ if (enemy.sprite) {
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let abs = Math.abs(this.spine.node.scaleX);
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- if(this.node.x > enemy.sprite.node.x){
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+ if (this.node.x > enemy.sprite.node.x) {
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this.spine.node.scaleX = -abs;
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- }else{
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+ } else {
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this.spine.node.scaleX = abs;
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}
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- }else{
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+ } else {
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let abs = Math.abs(this.spine.node.scaleX);
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if (v2.x <= 0.001 && v2.x >= -0.001) {
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} else if (v2.x > 0) {
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@@ -131,6 +138,16 @@ export default class MSprite extends FSprite {
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} else {
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this.spine.node.scaleX = -abs;
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}
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+
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+ if (this.speedUp != "") {
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+ if (this.speedUp == SpeedUpDirection.Left) {
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+ this.spine.node.scaleX = -Math.abs(this.spine.node.scaleX);
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+ } else {
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+ this.spine.node.scaleX = Math.abs(this.spine.node.scaleX);
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+ }
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+ }
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+
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+
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}
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}
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@@ -226,7 +243,7 @@ export default class MSprite extends FSprite {
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*/
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private endShooting() {
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this.currentShooting = false;
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- if(this.mWeapon1){
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+ if (this.mWeapon1) {
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this.mWeapon1.rotation = 180;
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}
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if (this.isWalk) {
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