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@@ -46,6 +46,8 @@ cc.Class({
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this.poses = new Array();
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// 记录是否需要撞击的效果
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this.showBump = false;
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+ // 速度
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+ this.speed = 100.0;
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},
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// 初始化子节点
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@@ -96,12 +98,12 @@ cc.Class({
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var bezier_01 = [beginPos, cc.v2(-82, 20), dropPos];
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var bezier_02 = [dropPos, cc.v2(-68, 220), endPos];
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- var move_01 = cc.bezierTo(0.5, bezier_01);
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+ var move_01 = cc.bezierTo(this.speed / 300, bezier_01);
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var self = this;
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var move_01_end = cc.callFunc(function() {
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self.bump(dropPos);
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});
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- var move_02 = cc.bezierTo(0.75, bezier_02);
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+ var move_02 = cc.bezierTo(this.speed / 300, bezier_02);
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// 在第二条路线后开始的一段时间,需要通知控制器改变状态
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var delay = cc.delayTime(0.25);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_RIVAL_LEFT_PAT);
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@@ -128,12 +130,12 @@ cc.Class({
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var bezier_01 = [beginPos, cc.v2(61, 16), dropPos];
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var bezier_02 = [dropPos, cc.v2(40, 289), endPos];
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- var move_01 = cc.bezierTo(0.5, bezier_01);
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+ var move_01 = cc.bezierTo(this.speed / 350, bezier_01);
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var self = this;
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var move_01_end = cc.callFunc(function() {
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self.bump(dropPos);
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});
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- var move_02 = cc.bezierTo(0.75, bezier_02);
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+ var move_02 = cc.bezierTo(this.speed / 150, bezier_02);
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// 在第二条路线后开始的一段时间,需要通知控制器改变状态
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var delay = cc.delayTime(0.25);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_RIVAL_RIGHT_PAT);
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@@ -160,12 +162,12 @@ cc.Class({
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var bezier_01 = [beginPos, cc.v2(-52, 20), dropPos];
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var bezier_02 = [dropPos, cc.v2(22, 340), endPos];
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- var move_01 = cc.bezierTo(0.5, bezier_01);
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+ var move_01 = cc.bezierTo(this.speed / 400, bezier_01);
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var self = this;
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var move_01_end = cc.callFunc(function() {
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self.bump(dropPos);
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});
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- var move_02 = cc.bezierTo(0.75, bezier_02);
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+ var move_02 = cc.bezierTo(this.speed / 150, bezier_02);
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// 在第二条路线后开始的一段时间,需要通知控制器改变状态
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var delay = cc.delayTime(0.25);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_RIVAL_RIGHT_PAT);
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@@ -192,12 +194,12 @@ cc.Class({
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var bezier_01 = [beginPos, cc.v2(31, 15), dropPos];
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var bezier_02 = [dropPos, cc.v2(-75, 300), endPos];
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- var move_01 = cc.bezierTo(0.5, bezier_01);
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+ var move_01 = cc.bezierTo(this.speed / 150, bezier_01);
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var self = this;
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var move_01_end = cc.callFunc(function() {
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self.bump(dropPos);
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});
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- var move_02 = cc.bezierTo(0.75, bezier_02);
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+ var move_02 = cc.bezierTo(this.speed / 150, bezier_02);
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// 在第二条路线后开始的一段时间,需要通知控制器改变状态
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var delay = cc.delayTime(0.25);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_RIVAL_LEFT_PEEL);
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@@ -224,12 +226,12 @@ cc.Class({
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var bezier_01 = [beginPos, cc.v2(180, -20), dropPos];
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var bezier_02 = [dropPos, cc.v2(92, 210), endPos];
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- var move_01 = cc.bezierTo(0.5, bezier_01);
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+ var move_01 = cc.bezierTo(this.speed / 250, bezier_01);
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var self = this;
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var move_01_end = cc.callFunc(function() {
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self.bump(dropPos);
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});
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- var move_02 = cc.bezierTo(0.75, bezier_02);
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+ var move_02 = cc.bezierTo(this.speed / 200, bezier_02);
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// 在第二条路线后开始的一段时间,需要通知控制器改变状态
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var delay = cc.delayTime(0.25);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_RIVAL_RIGHT_PAT);
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@@ -263,8 +265,8 @@ cc.Class({
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// 四条路线
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var move_01 = cc.bezierTo(1.2, bezier_01);
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- var move_02 = cc.bezierTo(0.1, bezier_02);
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- var move_03 = cc.bezierTo(0.1, bezier_03);
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+ var move_02 = cc.bezierTo(this.speed / 750, bezier_02);
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+ var move_03 = cc.bezierTo(this.speed / 1000, bezier_03);
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var self = this;
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var move_03_end = cc.callFunc(function() {
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self.bump(jumpPos);
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@@ -297,13 +299,13 @@ cc.Class({
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var bezier_02 = [dropPos, cc.v2(-120, -10), endPos];
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// 第一条路线
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- var move_01 = cc.bezierTo(0.5, bezier_01);
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+ var move_01 = cc.bezierTo(this.speed / 300, bezier_01);
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var self = this;
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// 中间碰到了桌面
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var move_01_end = cc.callFunc(function() {
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self.bump(dropPos);
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});
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- var move_02 = cc.bezierTo(0.75, bezier_02);
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+ var move_02 = cc.bezierTo(this.speed / 200, bezier_02);
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// 在第二条路线后开始的一段时间,需要通知控制器改变状态
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var delay = cc.delayTime(0.25);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_LEFT_PAT);
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@@ -332,13 +334,13 @@ cc.Class({
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var bezier_02 = [dropPos, cc.v2(-85, 65), endPos];
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// 第一条路线
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- var move_01 = cc.bezierTo(0.5, bezier_01);
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+ var move_01 = cc.bezierTo(this.speed / 250, bezier_01);
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var self = this;
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// 中间碰到了桌面
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var move_01_end = cc.callFunc(function() {
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self.bump(dropPos);
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});
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- var move_02 = cc.bezierTo(0.75, bezier_02);
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+ var move_02 = cc.bezierTo(this.speed / 150, bezier_02);
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// 在第二条路线后开始的一段时间,需要通知控制器改变状态
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var delay = cc.delayTime(0.25);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_LEFT_PAT);
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@@ -367,13 +369,13 @@ cc.Class({
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var bezier_02 = [dropPos, cc.v2(-95, -40), endPos];
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// 第一条路线
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- var move_01 = cc.bezierTo(0.5, bezier_01);
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+ var move_01 = cc.bezierTo(this.speed / 400, bezier_01);
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var self = this;
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// 中间碰到了桌面
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var move_01_end = cc.callFunc(function() {
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self.bump(dropPos);
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});
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- var move_02 = cc.bezierTo(0.75, bezier_02);
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+ var move_02 = cc.bezierTo(this.speed / 250, bezier_02);
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// 在第二条路线后开始的一段时间,需要通知控制器改变状态
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var delay = cc.delayTime(0.25);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_LEFT_PAT);
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@@ -403,13 +405,13 @@ cc.Class({
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var bezier_02 = [dropPos, cc.v2(95, -35), endPos];
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// 第一条路线
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- var move_01 = cc.bezierTo(0.5, bezier_01);
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+ var move_01 = cc.bezierTo(this.speed / 400, bezier_01);
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var self = this;
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// 中间碰到了桌面
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var move_01_end = cc.callFunc(function() {
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self.bump(dropPos);
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});
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- var move_02 = cc.bezierTo(0.75, bezier_02);
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+ var move_02 = cc.bezierTo(this.speed / 250, bezier_02);
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// 在第二条路线后开始的一段时间,需要通知控制器改变状态
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var delay = cc.delayTime(0.25);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_RIGHT_PEEL);
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@@ -438,13 +440,13 @@ cc.Class({
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var bezier_02 = [dropPos, cc.v2(15, 95), endPos];
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// 第一条路线
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- var move_01 = cc.bezierTo(0.5, bezier_01);
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+ var move_01 = cc.bezierTo(this.speed / 200, bezier_01);
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var self = this;
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// 中间碰到了桌面
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var move_01_end = cc.callFunc(function() {
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self.bump(dropPos);
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});
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- var move_02 = cc.bezierTo(0.75, bezier_02);
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+ var move_02 = cc.bezierTo(this.speed / 250, bezier_02);
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// 在第二条路线后开始的一段时间,需要通知控制器改变状态
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var delay = cc.delayTime(0.25);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_RIGHT_PAT);
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@@ -473,13 +475,13 @@ cc.Class({
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var bezier_02 = [dropPos, cc.v2(15, -20), endPos];
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// 第一条路线
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- var move_01 = cc.bezierTo(0.5, bezier_01);
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+ var move_01 = cc.bezierTo(this.speed / 200, bezier_01);
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var self = this;
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// 中间碰到了桌面
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var move_01_end = cc.callFunc(function() {
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self.bump(dropPos);
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});
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- var move_02 = cc.bezierTo(0.75, bezier_02);
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+ var move_02 = cc.bezierTo(this.speed / 150, bezier_02);
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// 在第二条路线后开始的一段时间,需要通知控制器改变状态
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var delay = cc.delayTime(0.25);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_RIGHT_PAT);
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@@ -504,13 +506,12 @@ cc.Class({
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this.head.setPosition(beginPos);
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var bezier_01 = [beginPos, cc.v2(-230, 410), centerPos];
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- var move_01 = cc.bezierTo(1, bezier_01);
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+ var move_01 = cc.bezierTo(this.speed / 180, bezier_01);
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var move_01_end = cc.callFunc(function() {
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- cc.log ("动作 1 结束 ... ");
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this.bump(centerPos);
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}, this);
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var bezier_02 = [centerPos, cc.v2(-125, 40), endPos];
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- var move_02 = cc.bezierTo(1, bezier_02);
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+ var move_02 = cc.bezierTo(this.speed / 180, bezier_02);
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// 在第二条路线后开始的一段时间,需要通知控制器改变状态
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var delay = cc.delayTime(0.25);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_LEFT_PAT);
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@@ -535,13 +536,12 @@ cc.Class({
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this.head.setPosition(beginPos);
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var bezier_01 = [beginPos, cc.v2(-270, 440), centerPos];
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- var move_01 = cc.bezierTo(1, bezier_01);
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+ var move_01 = cc.bezierTo(this.speed / 180, bezier_01);
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var move_01_end = cc.callFunc(function() {
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- cc.log ("动作 1 结束 ... ");
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this.bump(centerPos);
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}, this);
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var bezier_02 = [centerPos, cc.v2(110, 20), endPos];
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- var move_02 = cc.bezierTo(1, bezier_02);
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+ var move_02 = cc.bezierTo(this.speed / 180, bezier_02);
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// 在第二条路线后开始的一段时间,需要通知控制器改变状态
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var delay = cc.delayTime(0.25);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_RIGHT_PEEL);
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@@ -562,7 +562,7 @@ cc.Class({
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// 更改状态
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changeState:function(node, state) {
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- cc.log ("改变状态 ... " + state);
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+ // cc.log ("改变状态 ... " + state);
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if(this.stateCallback != null) {
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this.stateCallback(state);
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}
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