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@@ -4,7 +4,6 @@ cc.Class({
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extends: cc.Component,
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extends: cc.Component,
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properties: {
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properties: {
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-
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},
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},
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// LIFE-CYCLE CALLBACKS:
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// LIFE-CYCLE CALLBACKS:
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@@ -103,9 +102,11 @@ cc.Class({
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var move_01_end = cc.callFunc(function() {
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var move_01_end = cc.callFunc(function() {
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self.bump(dropPos);
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self.bump(dropPos);
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});
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});
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- var move_02 = cc.bezierTo(this.speed / 300, bezier_02);
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+
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+ var move_02_time = this.speed / 300;
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+ var move_02 = cc.bezierTo(move_02_time, 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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// 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 delay = cc.delayTime(move_02_time / 4);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_RIVAL_LEFT_PAT);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_RIVAL_LEFT_PAT);
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var spawn = cc.spawn(move_02, cc.sequence(delay, change));
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var spawn = cc.spawn(move_02, cc.sequence(delay, change));
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var move_02_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_RIVAL);
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var move_02_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_RIVAL);
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@@ -135,9 +136,11 @@ cc.Class({
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var move_01_end = cc.callFunc(function() {
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var move_01_end = cc.callFunc(function() {
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self.bump(dropPos);
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self.bump(dropPos);
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});
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});
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- var move_02 = cc.bezierTo(this.speed / 150, bezier_02);
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+
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+ var move_02_time = this.speed / 150;
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+ var move_02 = cc.bezierTo(move_02_time, 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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// 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 delay = cc.delayTime(move_02_time / 4);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_RIVAL_RIGHT_PAT);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_RIVAL_RIGHT_PAT);
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var spawn = cc.spawn(move_02, cc.sequence(delay, change));
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var spawn = cc.spawn(move_02, cc.sequence(delay, change));
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var move_02_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_RIVAL);
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var move_02_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_RIVAL);
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@@ -167,9 +170,11 @@ cc.Class({
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var move_01_end = cc.callFunc(function() {
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var move_01_end = cc.callFunc(function() {
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self.bump(dropPos);
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self.bump(dropPos);
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});
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});
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- var move_02 = cc.bezierTo(this.speed / 150, bezier_02);
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+
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+ var move_02_time = this.speed / 150;
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+ var move_02 = cc.bezierTo(move_02_time, 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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// 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 delay = cc.delayTime(move_02_time / 4);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_RIVAL_RIGHT_PAT);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_RIVAL_RIGHT_PAT);
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var spawn = cc.spawn(move_02, cc.sequence(delay, change));
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var spawn = cc.spawn(move_02, cc.sequence(delay, change));
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var move_02_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_RIVAL);
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var move_02_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_RIVAL);
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@@ -199,9 +204,11 @@ cc.Class({
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var move_01_end = cc.callFunc(function() {
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var move_01_end = cc.callFunc(function() {
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self.bump(dropPos);
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self.bump(dropPos);
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});
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});
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- var move_02 = cc.bezierTo(this.speed / 150, bezier_02);
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+
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+ var move_02_time = this.speed / 150;
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+ var move_02 = cc.bezierTo(move_02_time, 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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// 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 delay = cc.delayTime(move_02_time / 4);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_RIVAL_LEFT_PEEL);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_RIVAL_LEFT_PEEL);
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var spawn = cc.spawn(move_02, cc.sequence(delay, change));
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var spawn = cc.spawn(move_02, cc.sequence(delay, change));
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var move_02_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_RIVAL);
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var move_02_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_RIVAL);
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@@ -231,9 +238,11 @@ cc.Class({
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var move_01_end = cc.callFunc(function() {
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var move_01_end = cc.callFunc(function() {
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self.bump(dropPos);
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self.bump(dropPos);
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});
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});
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- var move_02 = cc.bezierTo(this.speed / 200, bezier_02);
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+
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+ var move_02_time = this.speed / 200;
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+ var move_02 = cc.bezierTo(move_02_time, 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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// 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 delay = cc.delayTime(move_02_time / 2);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_RIVAL_RIGHT_PAT);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_RIVAL_RIGHT_PAT);
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var spawn = cc.spawn(move_02, cc.sequence(delay, change));
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var spawn = cc.spawn(move_02, cc.sequence(delay, change));
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var move_02_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_RIVAL);
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var move_02_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_RIVAL);
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@@ -271,9 +280,11 @@ cc.Class({
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var move_03_end = cc.callFunc(function() {
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var move_03_end = cc.callFunc(function() {
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self.bump(jumpPos);
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self.bump(jumpPos);
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});
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});
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- var move_04 = cc.bezierTo(0.3, bezier_04);
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+
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+ var move_04_time = this.speed / 350;
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+ var move_04 = cc.bezierTo(move_04_time, bezier_04);
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// 在第四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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// 在第四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(0.15);
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+ var delay = cc.delayTime(move_04_time / 3);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_LEFT_PAT);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_LEFT_PAT);
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var spawn = cc.spawn(move_04, cc.sequence(delay, change));
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var spawn = cc.spawn(move_04, cc.sequence(delay, change));
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var move_04_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_MINE);
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var move_04_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_MINE);
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@@ -305,9 +316,11 @@ cc.Class({
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var move_01_end = cc.callFunc(function() {
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var move_01_end = cc.callFunc(function() {
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self.bump(dropPos);
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self.bump(dropPos);
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});
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});
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- var move_02 = cc.bezierTo(this.speed / 200, bezier_02);
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+
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+ var move_02_time = this.speed / 200;
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+ var move_02 = cc.bezierTo(move_02_time, 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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// 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 delay = cc.delayTime(move_02_time / 4);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_LEFT_PAT);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_LEFT_PAT);
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var spawn = cc.spawn(move_02, cc.sequence(delay, change));
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var spawn = cc.spawn(move_02, cc.sequence(delay, change));
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var move_02_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_MINE);
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var move_02_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_MINE);
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@@ -340,9 +353,11 @@ cc.Class({
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var move_01_end = cc.callFunc(function() {
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var move_01_end = cc.callFunc(function() {
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self.bump(dropPos);
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self.bump(dropPos);
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});
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});
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- var move_02 = cc.bezierTo(this.speed / 150, bezier_02);
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+
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+ var move_02_time = this.speed / 150;
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+ var move_02 = cc.bezierTo(move_02_time, 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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// 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 delay = cc.delayTime(move_02_time / 4);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_LEFT_PAT);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_LEFT_PAT);
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var spawn = cc.spawn(move_02, cc.sequence(delay, change));
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var spawn = cc.spawn(move_02, cc.sequence(delay, change));
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var move_02_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_MINE);
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var move_02_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_MINE);
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@@ -375,9 +390,11 @@ cc.Class({
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var move_01_end = cc.callFunc(function() {
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var move_01_end = cc.callFunc(function() {
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self.bump(dropPos);
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self.bump(dropPos);
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});
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});
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- var move_02 = cc.bezierTo(this.speed / 250, bezier_02);
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+
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+ var move_02_time = this.speed / 250;
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+ var move_02 = cc.bezierTo(move_02_time, 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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// 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 delay = cc.delayTime(move_02_time / 4);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_LEFT_PAT);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_LEFT_PAT);
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var spawn = cc.spawn(move_02, cc.sequence(delay, change));
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var spawn = cc.spawn(move_02, cc.sequence(delay, change));
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var move_02_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_MINE);
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var move_02_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_MINE);
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@@ -411,9 +428,11 @@ cc.Class({
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var move_01_end = cc.callFunc(function() {
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var move_01_end = cc.callFunc(function() {
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self.bump(dropPos);
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self.bump(dropPos);
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});
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});
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- var move_02 = cc.bezierTo(this.speed / 250, bezier_02);
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+
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+ var move_02_time = this.speed / 200;
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+ var move_02 = cc.bezierTo(move_02_time, 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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// 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 delay = cc.delayTime(move_02_time / 4);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_RIGHT_PEEL);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_RIGHT_PEEL);
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var spawn = cc.spawn(move_02, cc.sequence(delay, change));
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var spawn = cc.spawn(move_02, cc.sequence(delay, change));
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var move_02_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_MINE);
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var move_02_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_MINE);
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@@ -446,9 +465,11 @@ cc.Class({
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var move_01_end = cc.callFunc(function() {
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var move_01_end = cc.callFunc(function() {
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self.bump(dropPos);
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self.bump(dropPos);
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});
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});
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- var move_02 = cc.bezierTo(this.speed / 250, bezier_02);
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+
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+ var move_02_time = this.speed / 250;
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+ var move_02 = cc.bezierTo(move_02_time, 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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// 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 delay = cc.delayTime(move_02_time / 4);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_RIGHT_PAT);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_RIGHT_PAT);
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var spawn = cc.spawn(move_02, cc.sequence(delay, change));
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var spawn = cc.spawn(move_02, cc.sequence(delay, change));
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var move_02_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_MINE);
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var move_02_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_MINE);
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@@ -481,9 +502,11 @@ cc.Class({
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var move_01_end = cc.callFunc(function() {
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var move_01_end = cc.callFunc(function() {
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self.bump(dropPos);
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self.bump(dropPos);
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});
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});
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- var move_02 = cc.bezierTo(this.speed / 150, bezier_02);
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+
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+ var move_02_time = this.speed / 150;
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+ var move_02 = cc.bezierTo(move_02_time, 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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// 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 delay = cc.delayTime(move_02_time / 4);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_RIGHT_PAT);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_RIGHT_PAT);
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var spawn = cc.spawn(move_02, cc.sequence(delay, change));
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var spawn = cc.spawn(move_02, cc.sequence(delay, change));
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var move_02_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_MINE);
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var move_02_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_MINE);
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@@ -511,9 +534,11 @@ cc.Class({
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this.bump(centerPos);
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this.bump(centerPos);
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}, this);
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}, this);
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var bezier_02 = [centerPos, cc.v2(-125, 40), endPos];
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var bezier_02 = [centerPos, cc.v2(-125, 40), endPos];
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- var move_02 = cc.bezierTo(this.speed / 180, bezier_02);
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+
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+ var move_02_time = this.speed / 180;
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+ var move_02 = cc.bezierTo(move_02_time, 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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// 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 delay = cc.delayTime(move_02_time / 4);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_LEFT_PAT);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_LEFT_PAT);
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var spawn = cc.spawn(move_02, cc.sequence(delay, change));
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var spawn = cc.spawn(move_02, cc.sequence(delay, change));
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var move_02_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_MINE);
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var move_02_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_MINE);
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@@ -541,9 +566,11 @@ cc.Class({
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this.bump(centerPos);
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this.bump(centerPos);
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}, this);
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}, this);
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var bezier_02 = [centerPos, cc.v2(110, 20), endPos];
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var bezier_02 = [centerPos, cc.v2(110, 20), endPos];
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- var move_02 = cc.bezierTo(this.speed / 180, bezier_02);
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+
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+ var move_02_time = this.speed / 150;
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+ var move_02 = cc.bezierTo(move_02_time, 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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// 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 delay = cc.delayTime(move_02_time / 4);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_RIGHT_PEEL);
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var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_RIGHT_PEEL);
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var spawn = cc.spawn(move_02, cc.sequence(delay, change));
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var spawn = cc.spawn(move_02, cc.sequence(delay, change));
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var move_02_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_MINE);
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var move_02_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_MINE);
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