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Tear of Sejong
sejong25
Commits
beeacbac
Commit
beeacbac
authored
Jul 12, 2019
by
18신대성
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Merge branch 'menuscene' into server
# Conflicts: # js/Client.js
parents
e987fbe2
c3119301
Changes
3
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Showing
3 changed files
with
16 additions
and
14 deletions
+16
-14
Client.js
js/Client.js
+1
-1
ScenesData.js
js/ScenesData.js
+5
-1
WordSpace.js
js/WordSpace.js
+10
-12
No files found.
js/Client.js
View file @
beeacbac
...
@@ -49,7 +49,7 @@ socket.on('attacked', function(msg) // object attackData
...
@@ -49,7 +49,7 @@ socket.on('attacked', function(msg) // object attackData
{
{
setTimeout
(
function
()
setTimeout
(
function
()
{
{
WordSpace
.
generateWord
.
Attack
(
WordSpace
.
gameSceneForTest
,
msg
.
text
,
msg
.
grade
,
msg
.
attacker
,
msg
.
isStrong
);
WordSpace
.
generateWord
.
Attack
(
ScenesData
.
gameScene
,
msg
.
text
,
msg
.
grade
,
msg
.
attacker
,
msg
.
isStrong
);
},
4000
);
},
4000
);
});
});
socket
.
on
(
'
defeat
'
,
function
(
msg
)
// object player
socket
.
on
(
'
defeat
'
,
function
(
msg
)
// object player
...
...
js/ScenesData.js
View file @
beeacbac
var
ScenesData
=
ScenesData
||
{};
var
menuScene
=
new
Phaser
.
Class
(
var
menuScene
=
new
Phaser
.
Class
(
{
{
Extends
:
Phaser
.
Scene
,
Extends
:
Phaser
.
Scene
,
...
@@ -11,6 +13,7 @@ var menuScene = new Phaser.Class(
...
@@ -11,6 +13,7 @@ var menuScene = new Phaser.Class(
preload
:
function
()
preload
:
function
()
{
{
ScenesData
.
menuScene
=
this
;
Input
.
inputField
.
loadImage
(
this
);
Input
.
inputField
.
loadImage
(
this
);
BackGround
.
loadImage
(
this
);
BackGround
.
loadImage
(
this
);
Audio
.
loadSound
(
this
);
Audio
.
loadSound
(
this
);
...
@@ -37,6 +40,7 @@ var gameScene = new Phaser.Class(
...
@@ -37,6 +40,7 @@ var gameScene = new Phaser.Class(
preload
:
function
()
preload
:
function
()
{
{
ScenesData
.
gameScene
=
this
;
BackGround
.
loadImage
(
this
);
BackGround
.
loadImage
(
this
);
WordSpace
.
loadImage
(
this
);
WordSpace
.
loadImage
(
this
);
Input
.
inputField
.
loadImage
(
this
);
Input
.
inputField
.
loadImage
(
this
);
...
@@ -65,7 +69,7 @@ var gameScene = new Phaser.Class(
...
@@ -65,7 +69,7 @@ var gameScene = new Phaser.Class(
WordSpace
.
setPlayerTyping
.
initiate
(
this
);
WordSpace
.
setPlayerTyping
.
initiate
(
this
);
WordSpace
.
nameWordTextForTest
=
WordSpace
.
gameSceneForTest
.
add
.
text
(
50
,
400
,
'
현재 가진 호패들 : 없음
'
).
setDepth
(
10
).
setColor
(
'
#000000
'
);
WordSpace
.
nameWordTextForTest
=
ScenesData
.
gameScene
.
add
.
text
(
50
,
400
,
'
현재 가진 호패들 : 없음
'
).
setDepth
(
10
).
setColor
(
'
#000000
'
);
WordSpace
.
nameQueue
.
initiate
();
WordSpace
.
nameQueue
.
initiate
();
RoomData
.
players
.
forEach
(
function
(
element
)
RoomData
.
players
.
forEach
(
function
(
element
)
{
{
...
...
js/WordSpace.js
View file @
beeacbac
var
WordSpace
=
WordSpace
||
{};
var
WordSpace
=
WordSpace
||
{};
// for test
// for test
WordSpace
.
gameSceneForTest
=
null
;
WordSpace
.
weightTextObjForTest
=
null
;
WordSpace
.
weightTextObjForTest
=
null
;
WordSpace
.
nameWordTextForTest
=
null
;
WordSpace
.
nameWordTextForTest
=
null
;
WordSpace
.
killLogTextForTest
=
null
;
WordSpace
.
killLogTextForTest
=
null
;
...
@@ -71,7 +70,7 @@ WordSpace.gameOverCycle = new Cycle(gameOver);
...
@@ -71,7 +70,7 @@ WordSpace.gameOverCycle = new Cycle(gameOver);
//호패 생성 사이클
//호패 생성 사이클
WordSpace
.
nameCycle
=
new
Cycle
(
function
()
WordSpace
.
nameCycle
=
new
Cycle
(
function
()
{
{
WordSpace
.
generateWord
.
Name
(
WordSpace
.
gameSceneForTest
,
false
);
WordSpace
.
generateWord
.
Name
(
ScenesData
.
gameScene
,
false
);
});
});
//이건 뭐지
//이건 뭐지
WordSpace
.
varAdjustCycle
=
new
Cycle
(
function
()
WordSpace
.
varAdjustCycle
=
new
Cycle
(
function
()
...
@@ -145,8 +144,8 @@ WordSpace.AdjustVarByPhase = function(typingRate, phase)
...
@@ -145,8 +144,8 @@ WordSpace.AdjustVarByPhase = function(typingRate, phase)
WordSpace
.
GradeProb
[
1
]
=
0.8
-
0.45
*
typingRate
;
WordSpace
.
GradeProb
[
1
]
=
0.8
-
0.45
*
typingRate
;
WordSpace
.
GradeProb
[
2
]
=
0.9
-
0.15
*
typingRate
;
WordSpace
.
GradeProb
[
2
]
=
0.9
-
0.15
*
typingRate
;
}
}
WordSpace
.
wordCycle
.
resetCycle
(
WordSpace
.
gameSceneForTest
,
WordSpace
.
delay
.
WordSpawn
,
WordSpace
.
wordCycle
.
currentCycle
.
getElapsed
(),
true
);
WordSpace
.
wordCycle
.
resetCycle
(
ScenesData
.
gameScene
,
WordSpace
.
delay
.
WordSpawn
,
WordSpace
.
wordCycle
.
currentCycle
.
getElapsed
(),
true
);
WordSpace
.
nameCycle
.
resetCycle
(
WordSpace
.
gameSceneForTest
,
WordSpace
.
delay
.
NameSpawn
,
WordSpace
.
nameCycle
.
currentCycle
.
getElapsed
(),
true
);
WordSpace
.
nameCycle
.
resetCycle
(
ScenesData
.
gameScene
,
WordSpace
.
delay
.
NameSpawn
,
WordSpace
.
nameCycle
.
currentCycle
.
getElapsed
(),
true
);
}
}
WordSpace
.
attackGauge
=
WordSpace
.
attackGauge
=
...
@@ -237,7 +236,6 @@ WordSpace.loadImage = function(scene)
...
@@ -237,7 +236,6 @@ WordSpace.loadImage = function(scene)
scene
.
load
.
image
(
'
nameBgr
'
+
i
,
'
assets/placeholder/name
'
+
i
+
'
.png
'
);
scene
.
load
.
image
(
'
nameBgr
'
+
i
,
'
assets/placeholder/name
'
+
i
+
'
.png
'
);
}
}
WordSpace
.
gameSceneForTest
=
scene
;
// for test
WordSpace
.
weightTextObjForTest
=
scene
.
add
.
text
(
100
,
75
,
'
뇌의 무게: (현재) 0 / 100 (전체)
'
).
setDepth
(
10
).
setColor
(
'
#000000
'
);
WordSpace
.
weightTextObjForTest
=
scene
.
add
.
text
(
100
,
75
,
'
뇌의 무게: (현재) 0 / 100 (전체)
'
).
setDepth
(
10
).
setColor
(
'
#000000
'
);
WordSpace
.
killLogTextForTest
=
scene
.
add
.
text
(
1100
,
50
,
WordSpace
.
killLogForTest
).
setDepth
(
10
).
setColor
(
'
#000000
'
).
setAlign
(
'
right
'
);
WordSpace
.
killLogTextForTest
=
scene
.
add
.
text
(
1100
,
50
,
WordSpace
.
killLogForTest
).
setDepth
(
10
).
setColor
(
'
#000000
'
).
setAlign
(
'
right
'
);
}
}
...
@@ -295,7 +293,7 @@ WordSpace.setGameOverTimer = function()
...
@@ -295,7 +293,7 @@ WordSpace.setGameOverTimer = function()
if
(
this
.
brainCapacity
<
this
.
totalWeight
&&
!
this
.
isTimerOn
)
if
(
this
.
brainCapacity
<
this
.
totalWeight
&&
!
this
.
isTimerOn
)
{
{
this
.
isTimerOn
=
true
;
this
.
isTimerOn
=
true
;
WordSpace
.
gameOverCycle
.
resetCycle
(
WordSpace
.
gameSceneForTest
,
WordSpace
.
delay
.
GameOver
,
0
,
false
);
WordSpace
.
gameOverCycle
.
resetCycle
(
ScenesData
.
gameScene
,
WordSpace
.
delay
.
GameOver
,
0
,
false
);
}
}
}
}
...
@@ -322,12 +320,12 @@ WordSpace.findWord = function(wordText)
...
@@ -322,12 +320,12 @@ WordSpace.findWord = function(wordText)
if
(
weightest
.
wordWeight
<
element
.
wordWeight
)
weightest
=
element
;
if
(
weightest
.
wordWeight
<
element
.
wordWeight
)
weightest
=
element
;
});
});
weightest
.
destroy
();
weightest
.
destroy
();
WordSpace
.
nameCycle
.
resetCycle
(
WordSpace
.
gameSceneForTest
,
WordSpace
.
delay
.
NameSpawn
,
WordSpace
.
nameCycle
.
currentCycle
.
getElapsed
()
+
WordSpace
.
NameSpawnReduce
,
true
);
WordSpace
.
nameCycle
.
resetCycle
(
ScenesData
.
gameScene
,
WordSpace
.
delay
.
NameSpawn
,
WordSpace
.
nameCycle
.
currentCycle
.
getElapsed
()
+
WordSpace
.
NameSpawnReduce
,
true
);
while
(
WordSpace
.
totalWordNum
<
5
)
while
(
WordSpace
.
totalWordNum
<
5
)
{
{
WordSpace
.
genWordByProb
(
WordSpace
.
gameSceneForTest
);
WordSpace
.
genWordByProb
(
ScenesData
.
gameScene
);
WordSpace
.
wordCycle
.
resetCycle
(
WordSpace
.
gameSceneForTest
,
WordSpace
.
delay
.
WordSpawn
,
0
);
WordSpace
.
wordCycle
.
resetCycle
(
ScenesData
.
gameScene
,
WordSpace
.
delay
.
WordSpawn
,
0
);
}
}
WordSpace
.
setPlayerTyping
.
add
(
wordText
);
WordSpace
.
setPlayerTyping
.
add
(
wordText
);
}
}
...
@@ -408,9 +406,9 @@ WordSpace.attack = function(wordText, grade)
...
@@ -408,9 +406,9 @@ WordSpace.attack = function(wordText, grade)
socket
.
emit
(
'
attack
'
,
attackData
);
socket
.
emit
(
'
attack
'
,
attackData
);
});
});
//테스트용, 자기 자신에게 공격함
//테스트용, 자기 자신에게 공격함
//WordSpace.generateWord.Attack(
WordSpace.gameSceneForTest
, wordText, grade, PlayerData, false);
//WordSpace.generateWord.Attack(
ScenesData.gameScene
, wordText, grade, PlayerData, false);
WordSpace
.
generateWord
.
Name
(
WordSpace
.
gameSceneForTest
,
false
);
WordSpace
.
generateWord
.
Name
(
ScenesData
.
gameScene
,
false
);
WordSpace
.
generateWord
.
Name
(
WordSpace
.
gameSceneForTest
,
false
);
WordSpace
.
generateWord
.
Name
(
ScenesData
.
gameScene
,
false
);
WordSpace
.
nameGroup
=
[];
WordSpace
.
nameGroup
=
[];
WordSpace
.
attackGauge
.
resetValue
();
WordSpace
.
attackGauge
.
resetValue
();
...
...
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