import { CELL_TYPE, ANITIME, CELL_STATUS, GRID_HEIGHT } from "./ConstValue"; export default class CellModel { constructor() { this.type = null; this.status = CELL_STATUS.COMMON; this.x = 1; this.y = 1; this.startX = 1; this.startY = 1; this.cmd = []; this.isDeath = false; this.objectCount = Math.floor(Math.random() * 1000); //此行注释后不影响运行,原因未知,貌似没使用 } init(type) { this.type = type; } isEmpty() { return this.type == CELL_TYPE.EMPTY; } setEmpty() { this.type = CELL_TYPE.EMPTY; } setXY(x, y) { this.x = x; this.y = y; } setStartXY(x, y) { this.startX = x; this.startY = y; } setStatus(status) { this.status = status; } moveToAndBack(pos) { var srcPos = cc.v2(this.x, this.y); this.cmd.push({ action: "moveTo", keepTime: ANITIME.TOUCH_MOVE, playTime: 0, pos: pos }); this.cmd.push({ action: "moveTo", keepTime: ANITIME.TOUCH_MOVE, playTime: ANITIME.TOUCH_MOVE, pos: srcPos }); } moveTo(pos, playTime) { var srcPos = cc.v2(this.x, this.y); this.cmd.push({ action: "moveTo", keepTime: ANITIME.TOUCH_MOVE, playTime: playTime, pos: pos }); this.x = pos.x; this.y = pos.y; } toDie(playTime) { this.cmd.push({ action: "toDie", playTime: playTime, keepTime: ANITIME.DIE }); this.isDeath = true; } toShake(playTime) { this.cmd.push({ action: "toShake", playTime: playTime, keepTime: ANITIME.DIE_SHAKE }); } setVisible(playTime, isVisible) { this.cmd.push({ action: "setVisible", playTime: playTime, keepTime: 0, isVisible: isVisible }); } moveToAndDie(pos) { } isBird() { return this.type == CELL_TYPE.G; } }