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cocosCreator实现两种效果转盘抽奖

前言: cocosCreator实现两种效果转盘抽奖。

今天完成策划给的2个抽奖需求,我把核心逻辑提取出来并拓展了一个功能更丰富的效果,抛砖引玉分享出来。
远程Gitee: https://gitee.com/songhuiyuan/turntable-lottery—demo.git

一、转盘抽奖

A:使用cc.tween().to功能+缓动函数实现旋转。
优点:简单易懂,方便控制。
缺点:功能单一
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B:使用适应对时间的插值计算 + cc.tween().by 。
奖励展示跟随指针选中效果
使用了es6写法,对于页游可能在部分浏览器上不支持(比如360的兼容模式),可改成es写法
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二、轮询抽奖

同样使用了2中方式实现。
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三、代码展示(展示转盘抽奖B方案)

节点树和脚本挂载
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GameControl脚本

import GoLuckDraw from "./GoLuckDraw";

const { ccclass, property } = cc._decorator;

@ccclass
export default class GameControl extends cc.Component {

    @property(cc.Node)
    public RewardPre: cc.Node = null;   //奖励预制节点  

    public AwardNode: cc.Node;         //奖励父节
    public Pointer: cc.Node;           //指针
    public LuckDraw: GoLuckDraw;       //旋转组件


    public rewardCount: number = 12;                     //奖品个数      
    public avgAngle: number = 360 / this.rewardCount;   //平均角度
    private angleStep = Math.PI * 2 / this.rewardCount; //平均弧度
    private radius: number = 240;                       //半径

    private curIndex: number = 0;    //当前奖励下标
    private tagetIndex: number = 0;  //目标奖励下标
    private reawadArr: Array<Number> = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9 ,10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33];  //奖品名称

    onLoad() {
        this.AwardNode = cc.find("ZhuanPanRoot/BackGround/AwardNode", this.node);
        this.Pointer = cc.find("ZhuanPanRoot/BackGround/CentreNode/Pointer", this.node);
        this.LuckDraw = cc.find("ZhuanPanRoot", this.node).getComponent(GoLuckDraw);
    }

    start() {
        this._InitAwardPre();
    }


    private _InitAwardPre() {
        for (let i = 0; i < this.rewardCount; i++) {
            const angle = i * this.angleStep; // 计算当前点的角度  
            const x = this.radius * Math.cos(angle); // 使用余弦计算x偏移量        
            const y = this.radius * Math.sin(angle); // 使用正弦计算y偏移量  

            let rewardPre = cc.instantiate(this.RewardPre);
            rewardPre.x = y, rewardPre.y = x;
            rewardPre.parent = this.AwardNode;
            rewardPre.active = true;

            rewardPre.getChildByName('label').getComponent(cc.Label).string = i.toString();
        }
    }


    //开始抽奖
    private isTurnIng = false;
    public BtnCallBack() {
        if (this.isTurnIng) {
            return;
        }
        this.isTurnIng = true;

        let awardIndex = Math.floor(Math.random() * this.rewardCount);
        this.tagetIndex = awardIndex;

        console.log("========>>>>", awardIndex, this.reawadArr[awardIndex]);

        this.LuckDraw.StartLuckDraw(this, this.curIndex, this.tagetIndex, 4, 4);
        this.LuckDraw.CompleteCallBack = () => {
            this.curIndex = this.tagetIndex;
            this.isTurnIng = false;
        }
    }
    // update (dt) {}
}

GoLuckDraw

import GameControl from "./GameControl";

const { ccclass, property } = cc._decorator;

@ccclass
export default class GoLuckDraw extends cc.Component {

    public CompleteCallBack: () => void;

    private EndDarwTick: number = 2;    //最后一轮的秒数为2秒;
    private CurIndex: number;           //起始位置
    private StopIndex: number;          //停止位置
    private Allticks: number;           //总秒数
    private MaxCount: number;           //轮数

    private MainThis: GameControl;
    private ByAngle: number;

    onLoad() {

    }

    /**
     * 
     * @param curIndex   起始位置
     * @param stopIndex  结束位置
     * @param allticks   总时长
     * @param maxCount      轮次
     */
    public StartLuckDraw(gameControl: GameControl, curIndex: number, stopIndex: number, allticks: number, maxCount: number) {
        this.MainThis = gameControl;
        this.ByAngle = this.MainThis.avgAngle * -1;

        this.CurIndex = curIndex;
        this.StopIndex = stopIndex + this.MainThis.rewardCount;
        this.Allticks = allticks > 3 ? allticks : 3;
        this.MaxCount = maxCount;

        this.LuckDrawRounds();
    }

    private async LuckDrawRounds() {
        let time1 = 0, time2 = 0;
        let sumCount = this.MaxCount * this.MainThis.rewardCount;
        let avgTime = (this.Allticks - this.EndDarwTick) / sumCount;  //平均时间

        for (let i = this.CurIndex; i < sumCount; i++) {
            time1 = cc.misc.lerp(0, avgTime * 2, (1 / sumCount) * (i + 1));
            cc.tween(this.MainThis.Pointer).by(time1, { angle: this.ByAngle }).start();

            this.SetAwardState(i);
            await this.SleepTime(time1);
        }

        avgTime = this.EndDarwTick / this.StopIndex;
        for (let i = 0; i < this.StopIndex; i++) {
            time2 = cc.misc.lerp(time1, avgTime * 2, (1 / this.StopIndex) * (i + 1));
            cc.tween(this.MainThis.Pointer).by(time2, { angle: this.ByAngle  }).start();

            this.SetAwardState(i);
            await this.SleepTime(time2);
        }
        this.SetAwardState(this.StopIndex);

        await this.SleepTime(1);

        if (this.CompleteCallBack != null) {
            this.CompleteCallBack();
        }
    }

    private SleepTime(time: number): Promise<void> {
        return new Promise((resolve, reject) => {
            this.scheduleOnce(() => {
                resolve();
            }, time);
        })
    }

    private SetAwardState(index: number) {
        let _index = index % this.MainThis.rewardCount;

        let label: cc.Node;
        let lastIndex = _index - 1 < 0 ? this.MainThis.rewardCount - 1 : _index - 1;
        label = this.MainThis.AwardNode.children[lastIndex]?.getChildByName("label");
        if (label) {
            label.color = cc.Color.WHITE;
        }

        label = this.MainThis.AwardNode.children[_index]?.getChildByName("label");
        if (label) {
            label.color = cc.Color.RED;
        }
    }
}

原文地址:https://blog.csdn.net/weixin_41997753/article/details/137684027

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