Commit 3029ef26 3029ef26c8a3e6043f5db4626aab6ac604cda068 by jinwawa

0809

1 parent 59174af6
Showing 166 changed files with 2033 additions and 405 deletions
......@@ -5,6 +5,7 @@ cake_data.best = 0;
cake_data.speed = 10;
local _list = {};
--countdown_probability:碰到倒计时的概率,countdown_time:倒计时时间
_list[#_list+1] = {degree=1,score=0,award=0,speed_add=1,countdown_probability=0,countdown_time=0,size_list={{size=1,probability=50},{size=2,probability=50}}};
_list[#_list+1] = {degree=2,score=5,award=0,speed_add=1.3,countdown_probability=0,countdown_time=0,size_list={{size=1,probability=30},{size=2,probability=70}}};
_list[#_list+1] = {degree=3,score=10,award=0,speed_add=1.5,countdown_probability=30,countdown_time=8,size_list={{size=2,probability=60},{size=3,probability=40}}};
......
......@@ -34,8 +34,9 @@
<FilePathData Path="ui/candy/LoadingScene.csd" />
<FilePathData Path="ui/candy/GameStartLayer.csd" />
<FilePathData Path="ui/candy/LoadingScene_shdx.csd" />
<FilePathData Path="ui/candy/Girl.csd" />
</OpenedDocuments>
<ActiveDocument Path="ui/candy/GameStartLayer.csd" />
<ActiveDocument Path="ui/candy/Girl.csd" />
</Value>
</Item>
</Properties>
......
......@@ -11,4 +11,6 @@
<candy_best>2391</candy_best>
<candy_game_play_cnt>34</candy_game_play_cnt>
<is_game_vip>1</is_game_vip>
<rubbish_best>724</rubbish_best>
<rubbish_game_play_cnt>45</rubbish_game_play_cnt>
</userDefaultRoot>
......

103 KB | W: | H:

87.8 KB | W: | H:

  • 2-up
  • Swipe
  • Onion skin
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{"content_scale":1.0,"armature_data":[{"strVersion":"1.6.0.0","version":1.6,"name":"jietangguolight01","bone_data":[{"name":"Layer3","parent":"","dI":0,"x":-14.166685104370117,"y":89.966712951660156,"z":1,"cX":1.0,"cY":1.0,"kX":0.0,"kY":0.0,"arrow_x":0.0,"arrow_y":0.0,"effectbyskeleton":false,"bl":0,"display_data":[{"name":"guolight.png","displayType":0,"skin_data":[{"x":0.0,"y":0.0,"cX":1.0,"cY":1.0,"kX":0.0,"kY":0.0}]}]}]}],"animation_data":[{"name":"jietangguolight01","mov_data":[{"name":"Animation1","dr":16,"lp":true,"to":0,"drTW":0,"twE":0,"sc":1.0,"mov_bone_data":[{"name":"Layer3","dl":0.0,"frame_data":[{"dI":0,"x":0.0,"y":0.0,"z":0,"cX":1.0,"cY":1.0,"kX":0.0,"kY":0.0,"fi":0,"twE":0,"tweenFrame":true,"color":{"a":0,"r":255,"g":255,"b":255},"bd_src":1,"bd_dst":771},{"dI":0,"x":0.0,"y":0.0,"z":0,"cX":1.0,"cY":1.0,"kX":0.0,"kY":0.0,"fi":7,"twE":0,"tweenFrame":true,"bd_src":1,"bd_dst":771},{"dI":0,"x":0.0,"y":0.0,"z":0,"cX":1.0,"cY":1.0,"kX":0.0,"kY":0.0,"fi":15,"twE":0,"tweenFrame":true,"bd_src":1,"bd_dst":771}]}]}]}],"texture_data":[{"name":"guolight","width":324.0,"height":177.0,"pX":0.5,"pY":0.5,"plistFile":""}],"config_file_path":["jietangguolight010.plist"],"config_png_path":["jietangguolight010.png"]}
\ No newline at end of file
<?xml version="1.0" encoding="utf-8"?>
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>frames</key>
<dict>
<key>guolight.png</key>
<dict>
<key>width</key>
<integer>324</integer>
<key>height</key>
<integer>177</integer>
<key>originalWidth</key>
<integer>324</integer>
<key>originalHeight</key>
<integer>177</integer>
<key>x</key>
<integer>0</integer>
<key>y</key>
<integer>0</integer>
<key>offsetX</key>
<real>0</real>
<key>offsetY</key>
<real>0</real>
</dict>
</dict>
<key>metadata</key>
<dict>
<key>format</key>
<integer>0</integer>
<key>textureFileName</key>
<string>jietangguolight010.png</string>
<key>realTextureFileName</key>
<string>jietangguolight010.png</string>
<key>size</key>
<string>{1024,1024}</string>
</dict>
<key>texture</key>
<dict>
<key>width</key>
<integer>1024</integer>
<key>height</key>
<integer>1024</integer>
</dict>
</dict>
</plist>
\ No newline at end of file
......@@ -11,30 +11,24 @@ function GameScene:ctor(params)
end
function GameScene:onCreate(params)
--是否按下了下键触发combo加分效果
self.is_combo=false;
self.num_combo=2;
self.keypadManager = KeypadManager:create(self);
self.ui = cc.CSLoader:createNode("ui/rubbish/GameScene.csb");
self:addChild(self.ui);
self.ui:setContentSize(cc.size(display.width,display.height));
self.ui:setContentSize(cc.size(display.width, display.height));
ccui.Helper:doLayout(self.ui);
self.panel = self.ui:getChildByName("panel");
if CHANNEL == "shdx" then
self.girl = cc.CSLoader:createNode("ui/rubbish/Girl_shdx.csb");
else
self.girl = cc.CSLoader:createNode("ui/rubbish/Girl.csb");
end
self.girl:setPosition(cc.p(display.width/2,0));
self.panel:addChild(self.girl);
self.shield = self.girl:getChildByName("shield");
self.magnet = self.girl:getChildByName("magnet");
self.flash = self.girl:getChildByName("flash");
self.pokect = self.girl:getChildByName("pokect");
self.shield:hide();
self.magnet:hide();
self.flash:hide();
self.pocket_dry = self.panel:getChildByName("pocket_dry");
self.pocket_wet = self.panel:getChildByName("pocket_wet");
self.pocket_recycle = self.panel:getChildByName("pocket_recycle");
self.pocket_harmful = self.panel:getChildByName("pocket_harmful");
self.direction = 0;
......@@ -58,7 +52,7 @@ function GameScene:onCreate(params)
self:showStartView();
end
elseif event == "exit" then
ccs.ArmatureDataManager:getInstance():removeArmatureFileInfo(string.format("res/ui/rubbish/%s/%s.ExportJson","color_rubbish","color_rubbish"));
ccs.ArmatureDataManager:getInstance():removeArmatureFileInfo(string.format("res/ui/candy/%s/%s.ExportJson", "color_candy", "color_candy"));
audio.unloadSound("res/ui/rubbish/game_lose.mp3");
audio.unloadSound("res/ui/rubbish/maigc.mp3");
end
......@@ -68,67 +62,37 @@ end
function GameScene:initGame()
self.score = 0;
self.is_shield = false;
self.is_magnet = false;
self.num_combo=2;
self.tips_show:show();
self.tips_show:runAction(cc.FadeIn:create(1));
self.txt_score:setString(self.score);
self.txt_best:setString(game_data.best);
self.girl:setColor(cc.c3b(255,255,255));
-- if self.move_schedule then
-- self:stopAction(self.move_schedule);
-- self.move_schedule = nil;
-- end
if self.rubbish_create_schedule then
self:stopAction(self.rubbish_create_schedule);
self.rubbish_create_schedule = nil;
end
if self.boom_create_schedule then
self:stopAction(self.boom_create_schedule);
self.boom_create_schedule = nil;
end
if self.shield_create_schedule then
self:stopAction(self.shield_create_schedule);
self.shield_create_schedule = nil;
end
if self.color_create_schedule then
self:stopAction(self.color_create_schedule);
self.color_create_schedule = nil;
end
if self.collision_schedule then
self:stopAction(self.collision_schedule);
self.collision_schedule = nil;
end
if self.currentRubbish then
self.currentRubbish:stopAllActions();
self.currentRubbish:removeFromParent();
end
self.is_rubbish_init = false;
self:removeItems();
end
function GameScene:showStartView()
local reciever = require("app.views.rubbish.GameStartView"):show(handler(self,self.startGame));
local reciever = require("app.views.rubbish.GameStartView"):show(handler(self, self.startGame));
self.keypadManager:addKeypadReceiver(reciever);
end
--开始游戏
-- 开始游戏
function GameScene:startGame()
self.is_starting = true;
self.current_item_list = {};
self.collision_schedule = schedule(self, handler(self, self.update), 0);
-- self.move_schedule = schedule(self,handler(self,self.onMove),0);
self.rubbish_create_schedule = schedule(self,handler(self,self.createRubbishFun),3);
--self.boom_create_schedule = schedule(self,handler(self,self.createBoomFun),5);
--self.shield_create_schedule = schedule(self,handler(self,self.createShieldFun),8);
--self.color_create_schedule = schedule(self,handler(self,self.createColorFun),10);
--self.collision_schedule = schedule(self,handler(self,self.update),0);
--self:createRubbishFun();
-- self:createBoomFun();
-- self:createShieldFun();
-- self:createColorFun();
self:createRubbishFun();
end
function GameScene:onMove()
......@@ -136,404 +100,269 @@ function GameScene:onMove()
return;
end
local _x,_y = self.girl:getPosition();
local to_x = _x + self.direction*speed;
local _x, _y = self.currentRubbish:getPosition();
local to_x = _x + self.direction * speed;
if to_x <= 0 then
to_x = 0;
-- self.direction = -self.direction;
elseif to_x >= 1280 then
to_x = 1280;
-- self.direction = -self.direction;
end
if self.girl.move_action then
self.girl:stopAction(self.girl.move_action);
if self.currentRubbish.move_action then
self.currentRubbish:stopAction(self.currentRubbish.move_action);
end
local distance = math.abs(to_x-_x);
-- print(distance/1000)
self.girl.move_action = self.girl:runAction(cc.MoveTo:create(distance/1000,cc.p(to_x,_y)));
-- self.girl:setPositionX(to_x);
local distance = math.abs(to_x - _x);
self.currentRubbish.move_action = self.currentRubbish:runAction(cc.MoveTo:create(distance / 1000, cc.p(to_x, _y)));
end
function GameScene:createRubbishFun()
if not self.tmp_index then
self.tmp_index = 1;
end
--该分数情况下的游戏难度
-- 该分数情况下的游戏难度
local _info = game_data.get_info_by_score(self.score);
--创建糖果
local rubbish_id_list = game_data.get_animal_list_by_type(_info.animal_type);
math.randomseed(tostring(os.time()+(self.tmp_index+55)):reverse():sub(1, 6));
local _cnt = _info.rubbish_cnt[math.random(1,2)];
for i=1,_cnt do
math.randomseed(tostring(os.time()+(self.tmp_index+i+5)):reverse():sub(1, 6));
-- 创建糖果
-- 该分数,该难度下,筛选出符合条件的糖果类型
--local rubbish_id_list = game_data.get_animal_list_by_type(_info.animal_type);
-- math.randomseed(tostring(os.time()+(self.tmp_index+55)):reverse():sub(1, 6));
-- 随机该难度下的rubbish_cnt
-- local _cnt = _info.rubbish_cnt[math.random(1,2)];
--local _cnt = 1;
--for i = 1, _cnt do
-- randomseed随机数种子,时间返回的数值字符串倒过来(低位变高位),再取高位6位,种子数值变化就大了,更利于随机
-- 配合random一起产生随机值
math.randomseed(tostring(os.time() +(self.tmp_index + 5)):reverse():sub(1, 6));
self.tmp_index = self.tmp_index + 2;
local random_id_index = math.random(1,#rubbish_id_list);
local id = rubbish_id_list[random_id_index];
self:createRubbish(id,-_info.rubbish_speed);
end
end
function GameScene:createBoomFun()
local _info = game_data.get_info_by_score(self.score);
--创建炸弹
math.randomseed(tostring(os.time()+(self.tmp_index+13)):reverse():sub(1, 6));
self.tmp_index = self.tmp_index + 1;
local _cnt = _info.boom_cnt[math.random(1,2)];
for i=1,_cnt do
self:createRubbish(1,-_info.boom_speed);
end
end
--防护罩
function GameScene:createShieldFun()
local _info = game_data.get_info_by_score(self.score);
--创建磁铁
math.randomseed(tostring(os.time()+(self.tmp_index+33)):reverse():sub(1, 6));
self.tmp_index = self.tmp_index + 6;
if math.random(1,100) <= _info.magnet_rate then
self:createRubbish(2,-_info.magnet_speed);
end
--创建护盾
math.randomseed(tostring(os.time()+(self.tmp_index+535)):reverse():sub(1, 6));
self.tmp_index = self.tmp_index + 3;
if math.random(1,100) <= _info.shield_rate then
self:createRubbish(3,-_info.shield_speed);
end
end
--local random_id_index = math.random(1, #rubbish_id_list);
--local id = rubbish_id_list[random_id_index];
function GameScene:createColorFun()
local _info = game_data.get_info_by_score(self.score);
--创建彩糖
math.randomseed(tostring(os.time()+(self.tmp_index+535)):reverse():sub(1, 6));
self.tmp_index = self.tmp_index + 3;
if math.random(1,100) <= _info.color_rate then
self:createRubbish(4001,-_info.color_speed);
--尾部如果随机小于10,注意拼凑‘0’
local tail=math.random(1,26);
if tail<10 then
tail="0"..tail;
end
local id=math.random(1,4).."00"..tail;
self:createRubbish(id, - _info.rubbish_speed);
--end
end
function GameScene:createRubbish(id,speed)
function GameScene:createRubbish(id, speed)
self.is_combo=false;
local rubbish = Rubbish:create(id);
local rect = rubbish:getBoundingBox();
rubbish.id = id;
math.randomseed(tostring(os.time()+id+self.tmp_index+3362):reverse():sub(1, 6));
math.randomseed(tostring(os.time() + id + self.tmp_index + 3362):reverse():sub(1, 6));
self.tmp_index = self.tmp_index + 4;
local rubbish_start_x = math.random(rect.width,display.width-rect.width);
local rubbish_start_y = display.height + rect.height/2;
if id == 1 then
print("炸弹:"..rect.width,display.width-rect.width,rubbish_start_x);
end
rubbish:setPosition(cc.p(rubbish_start_x,rubbish_start_y));
self.panel:addChild(rubbish,5);
math.randomseed(tostring(os.time()+id+(self.tmp_index+5553)):reverse():sub(1, 6));
self.tmp_index = self.tmp_index + 5;
self.current_item_list[#self.current_item_list+1] = rubbish;
local _interval = 0;
if not self.is_rubbish_init then
self.is_rubbish_init = true;
_interval = 2;
elseif id == 1 then
_interval = 5;
elseif id == 2 or id == 3 then
_interval = 8;
elseif id < 4000 then
_interval = 3;
elseif id > 4000 then
_interval = 10;
end
math.randomseed(tostring(os.time()+id+(self.tmp_index+956)):reverse():sub(1, 6));
rubbish:runAction(cc.Sequence:create(cc.DelayTime:create(math.random(1,_interval*100)*0.01),cc.CallFunc:create(function ()
local rubbish_start_x = math.random(rect.width, display.width - rect.width);
local rubbish_start_y = display.height + rect.height / 2;
rubbish:setPosition(cc.p(rubbish_start_x, rubbish_start_y));
self.panel:addChild(rubbish, 5);
-- 目前垃圾
self.currentRubbish = rubbish;
-- 延迟1秒下落
rubbish:runAction(cc.Sequence:create(cc.DelayTime:create(1), cc.CallFunc:create( function()
rubbish:start_move(speed);
end)));
end )));
end
function GameScene:update()
local girl_p = cc.p(self.girl:getPosition());
local girl_center_p = cc.p(girl_p.x,girl_p.y+189);
if self.is_shield then
for i=#self.current_item_list,1,-1 do
local rubbish = self.current_item_list[i];
if rubbish.id == 1 then
local p = cc.p(rubbish:getPosition());
local _dis = Point.distance(p,girl_center_p);
if _dis <= 225 then
table.remove(self.current_item_list,i);
rubbish:stopAllActions();
rubbish:removeSelf();
end
end
end
end
local rc_pocket = self.pokect:getBoundingBox();
local w_p = self.pokect:convertToWorldSpace(cc.p(0,0));
local l_p = self.panel:convertToNodeSpace(w_p);
rc_pocket.x = l_p.x;
rc_pocket.y = l_p.y;
for i=#self.current_item_list,1,-1 do
local rubbish = self.current_item_list[i];
local rc_rubbish = rubbish:getBoundingBox();
if cc.rectIntersectsRect(rc_rubbish, rc_pocket) then
local w_c_p = rubbish:convertToWorldSpace(cc.p(0,0));
-- 口袋
-- 干垃圾
local rc_pocket_dry = self.pocket_dry:getBoundingBox();
local w_p_dry = self.pocket_dry:convertToWorldSpace(cc.p(0, 0));
local l_p_dry = self.panel:convertToNodeSpace(w_p_dry);
rc_pocket_dry.x = l_p_dry.x;
rc_pocket_dry.y = l_p_dry.y;
-- 湿垃圾
local rc_pocket_wet = self.pocket_wet:getBoundingBox();
local w_p_wet = self.pocket_wet:convertToWorldSpace(cc.p(0, 0));
local l_p_wet = self.panel:convertToNodeSpace(w_p_wet);
rc_pocket_wet.x = l_p_wet.x;
rc_pocket_wet.y = l_p_wet.y;
-- 可回收垃圾
local rc_pocket_recycle = self.pocket_recycle:getBoundingBox();
local w_p_recycle = self.pocket_recycle:convertToWorldSpace(cc.p(0, 0));
local l_p_recycle = self.panel:convertToNodeSpace(w_p_recycle);
rc_pocket_recycle.x = l_p_recycle.x;
rc_pocket_recycle.y = l_p_recycle.y;
-- 有害垃圾
local rc_pocket_harmful = self.pocket_harmful:getBoundingBox();
local w_p_harmful = self.pocket_harmful:convertToWorldSpace(cc.p(0, 0));
local l_p_harmful = self.panel:convertToNodeSpace(w_p_harmful);
rc_pocket_harmful.x = l_p_harmful.x;
rc_pocket_harmful.y = l_p_harmful.y;
local rc_rubbish = self.currentRubbish:getBoundingBox();
-- 干垃圾
if cc.rectIntersectsRect(rc_rubbish, rc_pocket_dry) and math.floor(self.currentRubbish.id/10000)==1 then
local w_c_p = self.currentRubbish:convertToWorldSpace(cc.p(0, 0));
local l_c_p = self.panel:convertToNodeSpace(w_c_p);
if rubbish.id == 1 then
if not self.is_shield then
self:gameOver();
end
elseif rubbish.id == 2 then
self.is_magnet = true;
self.magnet:show();
self:showMagnetCountDown(4,function()
self.magnet:hide();
self.is_magnet = false;
end);
elseif rubbish.id == 3 then
self.is_shield = true;
self.shield:show();
self:showShieldCountDown(4,function()
self.shield:hide();
self.is_shield = false;
end);
elseif rubbish.id > 1000 then
local rubbish_info = game_data.get_animal_info(rubbish.id);
self:showScore(rubbish_info.score,l_c_p);
self:showRubbishFlash(rubbish);
end
table.remove(self.current_item_list,i);
rubbish:removeSelf();
local rubbish_info = game_data.get_animal_info(self.currentRubbish.id);
self:showScore(2, l_c_p);
--self:showRubbishFlash(self.currentRubbish);
self:createRubbishFun();
-- 湿垃圾
elseif cc.rectIntersectsRect(rc_rubbish, rc_pocket_wet) and math.floor(self.currentRubbish.id/10000)==2 then
local w_c_p = self.currentRubbish:convertToWorldSpace(cc.p(0, 0));
local l_c_p = self.panel:convertToNodeSpace(w_c_p);
local rubbish_info = game_data.get_animal_info(self.currentRubbish.id);
self:showScore(2, l_c_p);
--self:showRubbishFlash(self.currentRubbish);
self:createRubbishFun();
-- 可回收垃圾
elseif cc.rectIntersectsRect(rc_rubbish, rc_pocket_recycle) and math.floor(self.currentRubbish.id/10000)==3 then
local w_c_p = self.currentRubbish:convertToWorldSpace(cc.p(0, 0));
local l_c_p = self.panel:convertToNodeSpace(w_c_p);
local rubbish_info = game_data.get_animal_info(self.currentRubbish.id);
self:showScore(2, l_c_p);
--self:showRubbishFlash(self.currentRubbish);
self:createRubbishFun();
-- 有害垃圾
elseif cc.rectIntersectsRect(rc_rubbish, rc_pocket_harmful) and math.floor(self.currentRubbish.id/10000)==4 then
local w_c_p = self.currentRubbish:convertToWorldSpace(cc.p(0, 0));
local l_c_p = self.panel:convertToNodeSpace(w_c_p);
local rubbish_info = game_data.get_animal_info(self.currentRubbish.id);
self:showScore(2, l_c_p);
--self:showRubbishFlash(self.currentRubbish);
self:createRubbishFun();
elseif rc_rubbish.y < -rc_rubbish.height then
table.remove(self.current_item_list,i);
rubbish:removeSelf();
end
end
if self.is_magnet then
local poket_y = 95;
for i=#self.current_item_list,1,-1 do
local rubbish = self.current_item_list[i];
if rubbish.id > 1000 and not rubbish.is_go then
local p = cc.p(rubbish:getPosition());
local _dis = Point.distance(p,girl_center_p);
if _dis <= 500 and p.y >= poket_y then
table.remove(self.current_item_list,i);
rubbish:stopAllActions();
rubbish.is_go = true;
rubbish:runAction(cc.Sequence:create(cc.MoveTo:create(0.5,cc.p(girl_center_p.x,poket_y)),cc.CallFunc:create(function()
local rubbish_info = game_data.get_animal_info(rubbish.id);
self:showScore(rubbish_info.score,cc.p(math.random(girl_center_p.x-100,girl_center_p.x+100),math.random(girl_center_p.y-15,girl_center_p.y+15)));
rubbish:removeSelf();
self:showRubbishFlash(rubbish);
end)));
end
end
end
self:gameOver();
end
end
function GameScene:showRubbishFlash(rubbish)
self.flash:show();
self.flash:getAnimation():play("Animation1");
self.flash:getAnimation():setMovementEventCallFunc(function(arm, eventType, movmentID)
self.flash:getAnimation():setMovementEventCallFunc( function(arm, eventType, movmentID)
if (eventType == ccs.MovementEventType.complete or eventType == ccs.MovementEventType.loopComplete) then
self.flash:hide();
end
end)
end )
end
function GameScene:showScore(score,point)
-- 飘+1
local level_pop = cc.CSLoader:createNode("ui/rubbish/LevelPop.csb");
function GameScene:showScore(score, point)
if self.is_combo then
score=score+self.num_combo;
self.num_combo=self.num_combo+1;
--艺术字文件只有数字,所以不能显示Combo
self:popScoreUtil("+2",point,300);
else
self.num_combo=2;
end
local add_score = score or 1;
-- for i=self.score+1,self.score + add_score do
-- if IS_XHX then
-- local game_info = SingleGameInfo.get_game_info(EnumGame.RUBBISH);
-- if TableUtil.IsInTable(game_info.score_list,i) then
-- SocketClient:getInstance():send("gateway_msg.single_game_msg",{id = game_info.id,score=i});
-- end
-- end
-- end
self.score = self.score + score;
if self.score > game_data.best then
game_data.set_best_score(self.score);
end
self.txt_score:setString(self.score);
level_pop:getChildByName("txt"):setString("+"..score);
self.panel:addChild(level_pop);
level_pop:setPosition(point);
level_pop:runAction(cc.MoveBy:create(1,cc.p(0,30)));
local effAction = cc.Sequence:create(cc.FadeOut:create(1),cc.CallFunc:create(function()
level_pop:removeFromParent();
end));
level_pop:runAction(effAction);
self:popScoreUtil("+" .. score,point,0);
end
function GameScene:onShowNextComplete()
self.is_show_result = false;
self:showNextAnimal();
end
function GameScene:removeItems()
if self.current_item_list then
for i,v in ipairs(self.current_item_list) do
v:removeSelf();
end
end
self.current_item_list = {};
end
function GameScene:showShieldCountDown(_countdown,_callback)
self:stopShieldCountDown();
local _cd = _countdown;
local _this = self;
local function countdown_fn()
if _cd <= 0 then
_this:stopShieldCountDown();
if _callback then
_callback();
end
return;
end
_cd = _cd - 1;
end
self.shield_countdown_schedule = schedule(self,countdown_fn,1);
end
function GameScene:stopShieldCountDown()
if self.shield_countdown_schedule then
self:stopAction(self.shield_countdown_schedule);
self.shield_countdown_schedule = nil;
end
end
function GameScene:showMagnetCountDown(_countdown,_callback)
self:stopMagnetCountDown();
local _cd = _countdown;
local _this = self;
local _is_clock_ring = false;
local function countdown_fn()
if _cd <= 0 then
_this:stopMagnetCountDown();
if _callback then
_callback();
end
return;
end
_cd = _cd - 1;
--弹窗
function GameScene:popScoreUtil(str,point,pointAdd)
-- 飘+1
local level_pop = cc.CSLoader:createNode("ui/rubbish/LevelPop.csb");
level_pop:getChildByName("txt"):setString(str);
self.panel:addChild(level_pop);
level_pop:setPosition(point);
if pointAdd~=0 then
level_pop:setPositionY(pointAdd);
end
self.magnet_countdown_schedule = schedule(self,countdown_fn,1);
end
function GameScene:stopMagnetCountDown()
if self.magnet_countdown_schedule then
self:stopAction(self.magnet_countdown_schedule);
self.magnet_countdown_schedule = nil;
end
level_pop:runAction(cc.MoveBy:create(1, cc.p(0, 30)));
local effAction = cc.Sequence:create(cc.FadeOut:create(1), cc.CallFunc:create( function()
level_pop:removeFromParent();
end ));
level_pop:runAction(effAction);
end
function GameScene:gameOver()
SoundManager.playEffect("res/ui/rubbish/game_lose.mp3");
self.magnet:hide();
self.shield:hide();
self.flash:hide();
self.girl:setColor(cc.c3b(0,0,0));
--self.flash:hide();
-- self.girl:setColor(cc.c3b(0, 0, 0));
self:pause();
local function game_over_fn()
if IS_XHX then
if UserModel.pk_uid > 0 then
local reciever = require("app.views.view.XyxPkResultView"):show(self.score,handler(self,self.onGamePkExit));
local reciever = require("app.views.view.XyxPkResultView"):show(self.score, handler(self, self.onGamePkExit));
self.keypadManager:addKeypadReceiver(reciever);
SocketClient:getInstance():send("gateway_msg.single_game_pk_end_msg",{id = EnumGame.RUBBISH,score=self.score,peer_score=UserModel.pk_other_score,peer_uid=UserModel.pk_uid});
SocketClient:getInstance():send("gateway_msg.single_game_pk_end_msg", { id = EnumGame.RUBBISH, score = self.score, peer_score = UserModel.pk_other_score, peer_uid = UserModel.pk_uid });
else
local reciever = require("app.views.view.XyxGameOver"):show({level=self.score,best=tonumber(self.txt_best:getString())},handler(self,self.onGameExit),handler(self,self.onGameAgain));
local reciever = require("app.views.view.XyxGameOver"):show( { level = self.score, best = tonumber(self.txt_best:getString()) }, handler(self, self.onGameExit), handler(self, self.onGameAgain));
self.keypadManager:addKeypadReceiver(reciever);
SocketClient:getInstance():send("gateway_msg.single_game_end_msg",{id = EnumGame.RUBBISH,score=self.score});
SocketClient:getInstance():send("gateway_msg.single_game_end_msg", { id = EnumGame.RUBBISH, score = self.score });
end
elseif CHANNEL == "shdx" then
local reciever = require("app.views.rubbish.GameOverView"):show({level=self.score,best=tonumber(self.txt_best:getString())},handler(self,self.onGameExit),handler(self,self.onGameAgain));
local reciever = require("app.views.rubbish.GameOverView"):show( { level = self.score, best = tonumber(self.txt_best:getString()) }, handler(self, self.onGameExit), handler(self, self.onGameAgain));
self.keypadManager:addKeypadReceiver(reciever);
else
local reciever = require("app.views.rubbish.GameOverView"):show({level=self.score,best=tonumber(self.txt_best:getString())},handler(self,self.onGameExit),handler(self,self.onGameAgain));
local reciever = require("app.views.rubbish.GameOverView"):show( { level = self.score, best = tonumber(self.txt_best:getString()) }, handler(self, self.onGameExit), handler(self, self.onGameAgain));
self.keypadManager:addKeypadReceiver(reciever);
end
end
self.girl:runAction(cc.Sequence:create(cc.DelayTime:create(0.5),cc.CallFunc:create(game_over_fn)));
-- self.girl:runAction(cc.Sequence:create(cc.DelayTime:create(0.5), cc.CallFunc:create(game_over_fn)));
self.pocket_dry:runAction(cc.Sequence:create(cc.DelayTime:create(0.5), cc.CallFunc:create(game_over_fn)));
end
function GameScene:pause()
for i,v in ipairs(self.current_item_list) do
cc.Director:getInstance():getActionManager():pauseTarget(v);
end
cc.Director:getInstance():getActionManager():pauseTarget(self);
end
function GameScene:resume()
for i,v in ipairs(self.current_item_list) do
cc.Director:getInstance():getActionManager():resumeTarget(v);
end
cc.Director:getInstance():getActionManager():resumeTarget(self);
end
function GameScene:onGamePkExit()
app:enterScene("LoadingScene",{nextSceneName="OtherHomeScene",class_name="app.views.view.FriendView",user_home=UserModel.pk_user_home});
app:enterScene("LoadingScene", { nextSceneName = "OtherHomeScene", class_name = "app.views.view.FriendView", user_home = UserModel.pk_user_home });
end
function GameScene:onGameExit()
self:resume();
self:stopShieldCountDown();
self:stopMagnetCountDown();
self:initGame();
self:showStartView();
end
function GameScene:onGameContinue()
self.girl:setColor(cc.c3b(255,255,255));
self:stopShieldCountDown();
self:stopMagnetCountDown();
-- self.girl:setColor(cc.c3b(255, 255, 255));
self:resume();
end
function GameScene:onGameAgain()
self:resume();
self:stopShieldCountDown();
self:stopMagnetCountDown();
self:initGame();
self:startGame();
end
--返回键处理函数
-- 返回键处理函数
function GameScene:onKeypadBack()
local function okFun()
if IS_XHX and UserModel.pk_uid > 0 then
self:onGamePkExit();
SocketClient:getInstance():send("gateway_msg.single_game_pk_end_msg",{id = EnumGame.RUBBISH,score=self.score,peer_score=UserModel.pk_other_score,peer_uid=UserModel.pk_uid});
SocketClient:getInstance():send("gateway_msg.single_game_pk_end_msg", { id = EnumGame.RUBBISH, score = self.score, peer_score = UserModel.pk_other_score, peer_uid = UserModel.pk_uid });
else
if IS_XHX then
SocketClient:getInstance():send("gateway_msg.single_game_end_msg",{id = EnumGame.RUBBISH,score=self.score});
SocketClient:getInstance():send("gateway_msg.single_game_end_msg", { id = EnumGame.RUBBISH, score = self.score });
end
self:onGameExit();
end
end
local receiver = require("app.views.view.AlertView"):show({msg="你确定不玩了吗?"},okFun,cancelFun,2);
local receiver = require("app.views.view.AlertView"):show( { msg = "你确定不玩了吗?" }, okFun, cancelFun, 2);
self.keypadManager:addKeypadReceiver(receiver);
end
--确认键处理函数
-- 确认键处理函数
function GameScene:onKeypadOk()
if not self.is_starting then
self:startGame();
......@@ -544,29 +373,32 @@ function GameScene:onKeypadOk()
end
end
--上键处理函数
-- 上键处理函数
function GameScene:onKeypadUp()
GameScene.super.onKeypadUp(self,false,true);
GameScene.super.onKeypadUp(self, false, true);
end
--下键处理函数
-- 下键处理函数
function GameScene:onKeypadDown()
GameScene.super.onKeypadDown(self,false,true);
GameScene.super.onKeypadDown(self, false, true);
self.is_combo=true;
self.currentRubbish:start_move(-30);
end
--左键处理函数
-- 左键处理函数
function GameScene:onKeypadLeft()
self.tips_show:hide();
GameScene.super.onKeypadLeft(self,false,true,true);
GameScene.super.onKeypadLeft(self, false, true, true);
self.direction = -1;
self:onMove();
end
--右键处理函数
-- 右键处理函数
function GameScene:onKeypadRight()
self.tips_show:hide();
GameScene.super.onKeypadRight(self,false,true,true);
GameScene.super.onKeypadRight(self, false, true, true);
self.direction = 1;
self:onMove();
......
......@@ -101,7 +101,7 @@ function LoadingScene:loadNextSceneResource()
end
end
ccs.ArmatureDataManager:getInstance():addArmatureFileInfoAsync(string.format("res/ui/rubbish/%s/%s.ExportJson","color_rubbish","color_rubbish"), handler(self, self.loadFileCallback));
ccs.ArmatureDataManager:getInstance():addArmatureFileInfoAsync(string.format("res/ui/rubbish/%s/%s.ExportJson","color_candy","color_candy"), handler(self, self.loadFileCallback));
local percent = 0;
local function showProgressFun()
......
local Rubbish = class("Rubbish",function (id)
if id < 4000 then
return cc.Sprite:createWithSpriteFrameName("rubbish_"..id..".png");
else
ccs.ArmatureDataManager:getInstance():addArmatureFileInfo(string.format("res/ui/rubbish/%s/%s.ExportJson","color_rubbish","color_rubbish"))
local fly_bird = ccs.Armature:create("color_rubbish");
fly_bird:getAnimation():play("Animation1");
return fly_bird;
end
--return cc.Sprite:createWithSpriteFrameName(id..".png");
return cc.Sprite:create("res/ui/goods/"..id..".png");
end)
local gravity = 0;
......
......@@ -22,18 +22,19 @@ game_data.animal_list[#game_data.animal_list+1] = {id=2003,name="糖果8",score=
game_data.animal_list[#game_data.animal_list+1] = {id=3001,name="糖果9",score=10,isStar=0};
game_data.animal_list[#game_data.animal_list+1] = {id=4001,name="糖果10",score=20,isStar=0};
--难度配置 degree.难度 score.积分 award.奖励 rubbish_cnt.6秒内出现值 animal_type.动物类型{1,2}
--难度配置 degree.难度 score.积分 award.奖励
--animal_type.糖果类型{1,2},共有三种类型糖果,数组越高的糖果加分越多
local degree_list = {};
degree_list[#degree_list+1] = {degree=1,score=0,award=0,rubbish_cnt={2,3},rubbish_speed=12,boom_cnt={1,2},boom_speed=14,magnet_rate=20,magnet_speed=13,shield_rate=25,shield_speed=13,color_rate=20,color_speed=14,animal_type={1}};
degree_list[#degree_list+1] = {degree=2,score=30,award=0,rubbish_cnt={2,3},rubbish_speed=14,boom_cnt={1,2},boom_speed=16,magnet_rate=25,magnet_speed=15,shield_rate=30,shield_speed=15,color_rate=25,color_speed=16,animal_type={1,2}};
degree_list[#degree_list+1] = {degree=3,score=80,award=0,rubbish_cnt={2,3},rubbish_speed=16,boom_cnt={1,3},boom_speed=18,magnet_rate=30,magnet_speed=17,shield_rate=35,shield_speed=17,color_rate=30,color_speed=18,animal_type={1}};
degree_list[#degree_list+1] = {degree=4,score=130,award=1,rubbish_cnt={2,4},rubbish_speed=18,boom_cnt={1,3},boom_speed=20,magnet_rate=35,magnet_speed=19,shield_rate=30,shield_speed=19,color_rate=35,color_speed=20,animal_type={1,2}};
degree_list[#degree_list+1] = {degree=5,score=180,award=0,rubbish_cnt={2,4},rubbish_speed=20,boom_cnt={1,3},boom_speed=22,magnet_rate=30,magnet_speed=21,shield_rate=25,shield_speed=21,color_rate=40,color_speed=22,animal_type={1,2}};
degree_list[#degree_list+1] = {degree=6,score=230,award=2,rubbish_cnt={2,4},rubbish_speed=22,boom_cnt={2,3},boom_speed=24,magnet_rate=25,magnet_speed=23,shield_rate=20,shield_speed=23,color_rate=45,color_speed=24,animal_type={2}};
degree_list[#degree_list+1] = {degree=7,score=280,award=0,rubbish_cnt={3,4},rubbish_speed=24,boom_cnt={2,3},boom_speed=26,magnet_rate=20,magnet_speed=25,shield_rate=15,shield_speed=25,color_rate=40,color_speed=26,animal_type={2,3}};
degree_list[#degree_list+1] = {degree=8,score=330,award=3,rubbish_cnt={3,4},rubbish_speed=26,boom_cnt={2,3},boom_speed=28,magnet_rate=20,magnet_speed=27,shield_rate=15,shield_speed=27,color_rate=35,color_speed=28,animal_type={1,2,3}};
degree_list[#degree_list+1] = {degree=9,score=430,award=0,rubbish_cnt={2,5},rubbish_speed=28,boom_cnt={2,3},boom_speed=30,magnet_rate=20,magnet_speed=29,shield_rate=15,shield_speed=29,color_rate=30,color_speed=30,animal_type={2,3}};
degree_list[#degree_list+1] = {degree=10,score=530,award=0,rubbish_cnt={2,6},rubbish_speed=30,boom_cnt={2,4},boom_speed=32,magnet_rate=20,magnet_speed=31,shield_rate=15,shield_speed=31,color_rate=25,color_speed=32,animal_type={1,2,3}};
degree_list[#degree_list+1] = {degree=1,score=0,award=0,rubbish_speed=1,animal_type={1}};
degree_list[#degree_list+1] = {degree=2,score=30,award=0,rubbish_speed=14,animal_type={1,2}};
degree_list[#degree_list+1] = {degree=3,score=80,award=0,rubbish_speed=16,animal_type={1}};
degree_list[#degree_list+1] = {degree=4,score=130,award=1,rubbish_speed=18,animal_type={1,2}};
degree_list[#degree_list+1] = {degree=5,score=180,award=0,rubbish_speed=20,animal_type={1,2}};
degree_list[#degree_list+1] = {degree=6,score=230,award=2,rubbish_speed=22,animal_type={2}};
degree_list[#degree_list+1] = {degree=7,score=280,award=0,rubbish_speed=24,animal_type={2,3}};
degree_list[#degree_list+1] = {degree=8,score=330,award=3,rubbish_speed=26,animal_type={1,2,3}};
degree_list[#degree_list+1] = {degree=9,score=430,award=0,rubbish_speed=28,animal_type={2,3}};
degree_list[#degree_list+1] = {degree=10,score=530,award=0,rubbish_speed=30,animal_type={1,2,3}};
local function init()
game_data.best = cc.UserDefault:getInstance():getIntegerForKey("rubbish_best");
......@@ -63,8 +64,10 @@ function game_data.get_award_by_score(_score)
end
function game_data.get_animal_list_by_type(arr)
--logD("game_data------get_animal_list_by_type: "..arr);
local animal_list = {};
for i,v in ipairs(game_data.animal_list) do
--IsInTable表中是否存在,floor向下取整
if TableUtil.IsInTable(arr,math.floor(v.id/1000)) then
if CHANNEL == "shdx" or v.isStar == 0 then
animal_list[#animal_list+1] = v.id;
......
......@@ -9,28 +9,28 @@
<AbstractNodeData Name="panel" ActionTag="1975180710" Tag="29" IconVisible="False" PositionPercentXEnabled="True" PositionPercentYEnabled="True" TouchEnable="True" ClipAble="False" BackColorAlpha="102" ColorAngle="90.0000" Scale9Width="1" Scale9Height="1" ctype="PanelObjectData">
<Size X="1280.0000" Y="720.0000" />
<Children>
<AbstractNodeData Name="bg" ActionTag="1058415707" Tag="419" IconVisible="False" RightMargin="1234.0000" TopMargin="674.0000" ctype="SpriteObjectData">
<AbstractNodeData Name="bg" ActionTag="1058415707" Tag="419" IconVisible="False" ctype="SpriteObjectData">
<Size X="1280.0000" Y="720.0000" />
<AnchorPoint />
<Position />
<Scale ScaleX="1.0000" ScaleY="1.0000" />
<CColor A="255" R="255" G="255" B="255" />
<PrePosition />
<PreSize X="0.0359" Y="0.0639" />
<PreSize X="1.0000" Y="1.0000" />
<FileData Type="Normal" Path="ui/rubbish/bg.png" Plist="" />
<BlendFunc Src="770" Dst="1" />
</AbstractNodeData>
<AbstractNodeData Name="best" ActionTag="237805041" Tag="124" IconVisible="False" PositionPercentXEnabled="True" PositionPercentYEnabled="True" LeftMargin="107.9440" RightMargin="1126.0560" TopMargin="40.0720" BottomMargin="633.9280" ctype="SpriteObjectData">
<AbstractNodeData Name="best" ActionTag="237805041" Tag="124" IconVisible="False" PositionPercentXEnabled="True" PositionPercentYEnabled="True" LeftMargin="29.9440" RightMargin="1048.0560" TopMargin="21.0720" BottomMargin="614.9280" ctype="SpriteObjectData">
<Size X="202.0000" Y="84.0000" />
<Children>
<AbstractNodeData Name="txt" ActionTag="-1518137232" Tag="125" IconVisible="False" LeftMargin="102.9288" RightMargin="-114.9288" TopMargin="-16.2516" BottomMargin="22.2516" FontSize="30" LabelText="999" ShadowOffsetX="2.0000" ShadowOffsetY="-2.0000" ctype="TextObjectData">
<AbstractNodeData Name="txt" ActionTag="-1518137232" Tag="125" IconVisible="False" LeftMargin="102.9288" RightMargin="41.0712" TopMargin="21.7484" BottomMargin="22.2516" FontSize="30" LabelText="999" ShadowOffsetX="2.0000" ShadowOffsetY="-2.0000" ctype="TextObjectData">
<Size X="58.0000" Y="40.0000" />
<AnchorPoint ScaleX="0.5000" ScaleY="0.5000" />
<Position X="131.9288" Y="42.2516" />
<Scale ScaleX="1.0000" ScaleY="1.0000" />
<CColor A="255" R="189" G="118" B="53" />
<PrePosition X="2.8680" Y="0.9185" />
<PreSize X="1.2609" Y="0.8696" />
<PrePosition X="0.6531" Y="0.5030" />
<PreSize X="0.2871" Y="0.4762" />
<FontResource Type="Normal" Path="ui/font/yahei.ttf" Plist="" />
<OutlineColor A="255" R="255" G="0" B="0" />
<ShadowColor A="255" R="110" G="110" B="110" />
......@@ -41,21 +41,21 @@
<Scale ScaleX="1.0000" ScaleY="1.0000" />
<CColor A="255" R="255" G="255" B="255" />
<PrePosition X="0.1023" Y="0.9124" />
<PreSize X="0.0359" Y="0.0639" />
<PreSize X="0.1578" Y="0.1167" />
<FileData Type="PlistSubImage" Path="bg_best_show.png" Plist="ui/rubbish/candy_textures.plist" />
<BlendFunc Src="1" Dst="771" />
</AbstractNodeData>
<AbstractNodeData Name="guess_num" ActionTag="1276328542" Tag="46" IconVisible="False" PositionPercentXEnabled="True" PositionPercentYEnabled="True" LeftMargin="329.2560" RightMargin="904.7440" TopMargin="39.2800" BottomMargin="634.7200" ctype="SpriteObjectData">
<AbstractNodeData Name="guess_num" ActionTag="1276328542" Tag="46" IconVisible="False" PositionPercentXEnabled="True" PositionPercentYEnabled="True" LeftMargin="252.2560" RightMargin="827.7440" TopMargin="32.2800" BottomMargin="627.7200" ctype="SpriteObjectData">
<Size X="200.0000" Y="60.0000" />
<Children>
<AbstractNodeData Name="txt" ActionTag="1819871962" Tag="47" IconVisible="False" LeftMargin="96.9529" RightMargin="-108.9529" TopMargin="-5.2514" BottomMargin="11.2514" FontSize="30" LabelText="999" ShadowOffsetX="2.0000" ShadowOffsetY="-2.0000" ctype="TextObjectData">
<AbstractNodeData Name="txt" ActionTag="1819871962" Tag="47" IconVisible="False" LeftMargin="96.9529" RightMargin="45.0471" TopMargin="8.7486" BottomMargin="11.2514" FontSize="30" LabelText="999" ShadowOffsetX="2.0000" ShadowOffsetY="-2.0000" ctype="TextObjectData">
<Size X="58.0000" Y="40.0000" />
<AnchorPoint ScaleX="0.5000" ScaleY="0.5000" />
<Position X="125.9529" Y="31.2514" />
<Scale ScaleX="1.0000" ScaleY="1.0000" />
<CColor A="255" R="189" G="118" B="53" />
<PrePosition X="2.7381" Y="0.6794" />
<PreSize X="1.2609" Y="0.8696" />
<PrePosition X="0.6298" Y="0.5209" />
<PreSize X="0.2900" Y="0.6667" />
<FontResource Type="Normal" Path="ui/font/yahei.ttf" Plist="" />
<OutlineColor A="255" R="255" G="0" B="0" />
<ShadowColor A="255" R="110" G="110" B="110" />
......@@ -66,21 +66,113 @@
<Scale ScaleX="1.0000" ScaleY="1.0000" />
<CColor A="255" R="255" G="255" B="255" />
<PrePosition X="0.2752" Y="0.9135" />
<PreSize X="0.0359" Y="0.0639" />
<PreSize X="0.1563" Y="0.0833" />
<FileData Type="PlistSubImage" Path="bg_fanpai_num.png" Plist="ui/rubbish/candy_textures.plist" />
<BlendFunc Src="1" Dst="771" />
</AbstractNodeData>
<AbstractNodeData Name="tips_show" ActionTag="913325083" Tag="421" IconVisible="False" PositionPercentXEnabled="True" PositionPercentYEnabled="True" LeftMargin="262.0560" RightMargin="971.9440" TopMargin="190.9120" BottomMargin="483.0880" ctype="SpriteObjectData">
<AbstractNodeData Name="tips_show" ActionTag="913325083" Tag="421" IconVisible="False" PositionPercentXEnabled="True" PositionPercentYEnabled="True" LeftMargin="157.0560" RightMargin="866.9440" TopMargin="110.9120" BottomMargin="403.0880" ctype="SpriteObjectData">
<Size X="256.0000" Y="206.0000" />
<AnchorPoint ScaleX="0.5000" ScaleY="0.5000" />
<Position X="285.0560" Y="506.0880" />
<Scale ScaleX="1.0000" ScaleY="1.0000" />
<CColor A="255" R="255" G="255" B="255" />
<PrePosition X="0.2227" Y="0.7029" />
<PreSize X="0.0359" Y="0.0639" />
<PreSize X="0.2000" Y="0.2861" />
<FileData Type="Normal" Path="ui/rubbish/game_tips_show.png" Plist="" />
<BlendFunc Src="1" Dst="771" />
</AbstractNodeData>
<AbstractNodeData Name="pocket_harmful" ActionTag="487443089" Tag="25" IconVisible="False" LeftMargin="995.8509" RightMargin="84.1492" TopMargin="487.1598" BottomMargin="222.8402" TouchEnable="True" ClipAble="False" BackColorAlpha="102" ColorAngle="90.0000" Scale9Width="1" Scale9Height="1" ctype="PanelObjectData">
<Size X="200.0000" Y="10.0000" />
<AnchorPoint />
<Position X="995.8509" Y="222.8402" />
<Scale ScaleX="1.0000" ScaleY="1.0000" />
<CColor A="255" R="255" G="255" B="255" />
<PrePosition X="0.7780" Y="0.3095" />
<PreSize X="0.1563" Y="0.0139" />
<SingleColor A="255" R="150" G="200" B="255" />
<FirstColor A="255" R="150" G="200" B="255" />
<EndColor A="255" R="255" G="255" B="255" />
<ColorVector ScaleY="1.0000" />
</AbstractNodeData>
<AbstractNodeData Name="pocket_recycle" ActionTag="-893525228" Tag="24" IconVisible="False" LeftMargin="727.9537" RightMargin="352.0463" TopMargin="485.5877" BottomMargin="224.4123" TouchEnable="True" ClipAble="False" BackColorAlpha="102" ColorAngle="90.0000" Scale9Width="1" Scale9Height="1" ctype="PanelObjectData">
<Size X="200.0000" Y="10.0000" />
<AnchorPoint />
<Position X="727.9537" Y="224.4123" />
<Scale ScaleX="1.0000" ScaleY="1.0000" />
<CColor A="255" R="255" G="255" B="255" />
<PrePosition X="0.5687" Y="0.3117" />
<PreSize X="0.1563" Y="0.0139" />
<SingleColor A="255" R="150" G="200" B="255" />
<FirstColor A="255" R="150" G="200" B="255" />
<EndColor A="255" R="255" G="255" B="255" />
<ColorVector ScaleY="1.0000" />
</AbstractNodeData>
<AbstractNodeData Name="pocket_wet" ActionTag="-1993600212" Tag="23" IconVisible="False" LeftMargin="358.9196" RightMargin="721.0804" TopMargin="487.3877" BottomMargin="222.6123" TouchEnable="True" ClipAble="False" BackColorAlpha="102" ColorAngle="90.0000" Scale9Width="1" Scale9Height="1" ctype="PanelObjectData">
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