@758482981 写道:
请问下 为啥初始化时用 var xIndex = arguments[1][0]//???? var count = arguments[1][1]//?????
还有 this.node.runAction(action) 里面的action 是不是数组动作,是不是几个动作变成数组,也可以node.runAction([])var actionAry = [] //建立一个动作数组 ???
var self = this // 用于闭包
//消除
var count = 0 //初始化,下面遍历需要
for (var i = 0; i < xcList.length; i++) {//遍历二维数组中一个方向
var oneList = xcList[i] //赋值
for (var j = 0; j < oneList.length; j++) { //遍历二维数组中另一个方向
var xIndex = oneList[j] //赋值
//将粒子特效加入
actionAry.push(cc.callFunc(function(){
var xIndex = arguments[1][0]//????
var count = arguments[1][1]//?????
var effNode = cc.instantiate(this.boomEffPrefab)
this.frameList[xIndex].addChild(effNode)//加分飘字 var tipNode = cc.instantiate(this.tipPrefab) var label = tipNode.getComponent(cc.Label) label.string = "+" + this.getAddScoreCal(count) this.frameList[xIndex].addChild(tipNode) }, this, [xIndex, count])) //方块的本身消除 actionAry.push(cc.callFunc(function(){ var xIndex = arguments[1]//????? this.frameList[xIndex].isHaveFK = null var FKNode = this.frameList[xIndex].getChildByName("colorSpr") if (!FKNode) { return//防止没有这个方块的时候 } //FKNode.removeFromParent() FKNode.cascadeOpacity = true //这个假方块变大并且渐隐掉 FKNode.runAction(cc.sequence( cc.spawn(cc.scaleTo(0.5, 2), cc.fadeOut(0.5)), cc.removeSelf(true) )) }, this, xIndex)) actionAry.push(cc.delayTime(0.1)) count++ }
}
if (actionAry.length > 0) { actionAry.push(cc.callFunc(function(){ this.isDeleting = false this.checkIsLose() }, this)) this.isDeleting = true var action = cc.sequence(actionAry) this.node.runAction(action) //加分 this.addScore(count) }
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