import GameModel from "../Model/GameModel"; import {GRID_HEIGHT, GRID_WIDTH} from "../Model/ConstValue"; import VarValue from "../Model/VarValue" cc.Class({ extends: cc.Component, // properties: { // // }, //关闭按钮 closeBtn(){ //关闭按钮暂时设计为与继续按钮相同的功能 this.continueXCBtn(); }, //继续游戏按钮 continueXCBtn(){ let resultMask = cc.find("Canvas/Result"); // cc.director.loadScene("Game"); resultMask.active = false; //显示顶部结果和boss节点 cc.find("Canvas/TopResult").active = true; cc.find("Canvas/BloodProgress").active = true; //获取当前关卡 let curLevel = cc.find("Canvas/GameScene/EffectLayer").getComponent("EffectLayer").curLevelNum; // console.log("curLevel:",curLevel); //获取GameController组件,重新加载格子才有效 let selfThis = cc.find("Canvas/GameScene").getComponent("GameController") if (curLevel > 2){ //初始化加载的动物种类的数量 this.initTypeNum = 6; }else if (curLevel > 1){ //初始化加载的动物种类的数量 this.initTypeNum = 5; }else { //初始化加载的动物种类的数量 this.initTypeNum = 4; } this.grid = cc.find("Canvas/GameScene/Grid") //先销毁格子 this.grid.children.forEach(item => { if (item.name != "bg"){ item.destroy(); } }) //重新加载格子 selfThis.gameModel = new GameModel(); selfThis.gameModel.init(this.initTypeNum); selfThis.gridScript = selfThis.grid.getComponent("GridView"); selfThis.gridScript.setController(selfThis); // console.log("this:",selfThis) selfThis.gridScript.initWithCellModels(selfThis.gameModel.getCells()); }, //去动物乐园按钮 toZoom(){ cc.director.loadScene("Zoom") }, // LIFE-CYCLE CALLBACKS: // onLoad () {}, // start () { // // }, // update (dt) {}, });