0224995 2 долоо хоног өмнө
parent
commit
b02d7bf6a2
100 өөрчлөгдсөн 32191 нэмэгдсэн , 229 устгасан
  1. 575 0
      assets/Animation/freeGold.anim
  2. 13 0
      assets/Animation/freeGold.anim.meta
  3. 9 12
      assets/Scene/GameScene.scene
  4. 3 2
      assets/Script/DataItem/ItemData.ts
  5. 117 10
      assets/Script/Game/MyApp/GameScene/Bullet.ts
  6. 20 12
      assets/Script/Game/MyApp/GameScene/Enemy.ts
  7. 10 11
      assets/Script/Game/MyApp/GameScene/EnemyMgr.ts
  8. 8 0
      assets/Script/Game/MyApp/GameScene/LifeBar.ts
  9. 20 13
      assets/Script/Game/MyApp/GameScene/MyRole.ts
  10. 268 121
      assets/Script/Game/MyApp/Role.ts
  11. 1 1
      assets/Script/Game/MyApp/TouchMgr.ts
  12. 1 1
      assets/Script/Game/UI/SelectTroops.ts
  13. 1 1
      assets/Script/GameInfo.ts
  14. 10 0
      assets/resources/Data/LevelDt - 1.csv
  15. 11 0
      assets/resources/Data/LevelDt - 1.csv.meta
  16. 10 10
      assets/resources/Data/LevelDt.csv
  17. 10 0
      assets/resources/Data/RoleCardData - 2.csv
  18. 11 0
      assets/resources/Data/RoleCardData - 2.csv.meta
  19. 16 10
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  20. 9 0
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      assets/resources/Res/Bullet/burst0.png.meta
  31. 13 16
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  32. 1 1
      assets/resources/Res/Prefab/Bullet.prefab.meta
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  34. 13 0
      assets/resources/Res/Prefab/BulletEnemy.prefab.meta
  35. 5 5
      assets/resources/Res/Prefab/Enemy.prefab
  36. 3 3
      assets/resources/Res/Prefab/Role.prefab
  37. 9 0
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  38. 139 0
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  42. 334 0
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+  "importer": "animation-clip",
+  "imported": true,
+  "uuid": "e52c884f-b0b7-438d-bc60-5b14cbecc7b7",
+  "files": [
+    ".cconb"
+  ],
+  "subMetas": {},
+  "userData": {
+    "name": "freeGold"
+  }
+}

+ 9 - 12
assets/Scene/GameScene.scene

@@ -310,8 +310,8 @@
     "_prefab": null,
     "_lpos": {
       "__type__": "cc.Vec3",
-      "x": -6.808999999999969,
-      "y": 89.71599999999998,
+      "x": 0,
+      "y": 83.88299999999998,
       "z": 0
     },
     "_lrot": {
@@ -349,8 +349,8 @@
     "__prefab": null,
     "_contentSize": {
       "__type__": "cc.Size",
-      "width": 1293.618,
-      "height": 570.372
+      "width": 1280,
+      "height": 552.2339999999999
     },
     "_anchorPoint": {
       "__type__": "cc.Vec2",
@@ -379,10 +379,7 @@
       "b": 255,
       "a": 255
     },
-    "_spriteFrame": {
-      "__uuid__": "3f31204d-b336-484d-82d2-e0f9322d02bf@f9941",
-      "__expectedType__": "cc.SpriteFrame"
-    },
+    "_spriteFrame": null,
     "_type": 0,
     "_fillType": 0,
     "_sizeMode": 0,
@@ -410,10 +407,10 @@
     "__prefab": null,
     "_alignFlags": 45,
     "_target": null,
-    "_left": -13.617999999999977,
-    "_right": 5.3290705182007514e-14,
-    "_top": -14.901999999999937,
-    "_bottom": 164.53,
+    "_left": 8.881784197001252e-15,
+    "_right": 5.329070518200751e-15,
+    "_top": 1.3500311979441904e-13,
+    "_bottom": 167.76600000000002,
     "_horizontalCenter": 0,
     "_verticalCenter": 0,
     "_isAbsLeft": true,

+ 3 - 2
assets/Script/DataItem/ItemData.ts

@@ -23,6 +23,7 @@ export interface LevelData extends DataBase {
     lvName: number,
     imgName: string[],
     enemyTowerHp: number,
+    bgName: string,
 }
 
 export interface RoleData extends DataBase {
@@ -33,8 +34,8 @@ export interface RoleData extends DataBase {
     atkLength: number;
     moveSpeed: number;
 
-    aniCount: number;
-    aniImg: string;
+    moveCount: number;
+    moveImg: string;
 
     atkCount: number;
     atkImg: string;

+ 117 - 10
assets/Script/Game/MyApp/GameScene/Bullet.ts

@@ -1,8 +1,9 @@
-import { _decorator, Animation, AnimationClip, BoxCollider2D, Collider2D, Component, Contact2DType, ICollisionEvent, IPhysics2DContact, Node, PhysicsSystem2D, SpriteFrame, UITransform } from 'cc';
+import { _decorator, Animation, AnimationClip, BoxCollider2D, Collider2D, Component, Contact2DType, ICollisionEvent, IPhysics2DContact, Node, PhysicsGroup, PhysicsSystem2D, SpriteFrame, UITransform, Vec2, Vec3 } from 'cc';
 import { Tools } from '../../Tools/Tools';
 import { LifeBar } from './LifeBar';
+import { Role, RoleState } from '../Role';
 const { ccclass, property } = _decorator;
-
+/*
 @ccclass('Bullet')
 export class Bullet extends Component {
     explodeframes: SpriteFrame[] = [];
@@ -23,6 +24,7 @@ export class Bullet extends Component {
     //是否碰撞
     private _hasCollided: boolean = false;
 
+    //private _initPos: Vec3 = null;
     protected onLoad(): void {
         const collider = this.getComponent(Collider2D);
         if (collider) {
@@ -33,6 +35,7 @@ export class Bullet extends Component {
         this.explodeAni = Tools.createAnimation(this.explodeframes, 5, this.node, AnimationClip.WrapMode.Normal);
         this.bulletAni = Tools.createAnimation(this.bulletFrames, 5, this.node, AnimationClip.WrapMode.Loop);
         //this.node.setPosition(0, 0, 0);
+        //this._initPos = this.node.position;
         this.setState(false);
     }
 
@@ -54,20 +57,31 @@ export class Bullet extends Component {
         lifeBar.updateProgressBar(lifeBar._curHp - this.atk);
         this.setState(true);
     }
+
     update(deltaTime: number) {
         this.move(deltaTime);
         this.onBulletCollision(this.targetNode);
+        //this._checkDistance();
     }
 
+
+    // private _checkDistance(){
+    //     const currentPos: Vec3 = this.node.position;
+    //     const distance = currentPos.subtract(this._initPos).length();
+    //     if(distance >= 180){
+    //         this.node.destroy;
+    //     }
+    // }
     move(dt: number) {
         let x = this.node.getWorldPosition().x;
         let y = this.node.getWorldPosition().y;
         let z = this.node.getWorldPosition().z;
-        if (this.direction) {
-            x = x + this.bulletSpeed * dt;
-        } else {
-            x = x - this.bulletSpeed * dt;
-        }
+        // if (this.direction) {
+        //     x = x + this.bulletSpeed * dt;
+        // } else {
+        //     x = x - this.bulletSpeed * dt;
+        // }
+        x = x + this.bulletSpeed * this.direction * dt;
         this.node.setWorldPosition(x, y, z)
     }
 
@@ -88,9 +102,102 @@ export class Bullet extends Component {
             this.setState(true);
         }
     }
-    //targetNode为目标节点,子弹需要攻击的对象
-    //如果子弹与targetNode碰撞,targetNode的hp(血量)将会减少子弹发射者的atk(攻击力);
-    //同时子弹播放爆炸动画,播放结束后,子弹销毁
 }
+*/
+@ccclass('Bullet')
+export class Bullet extends Component {
+    explodeframes: SpriteFrame[] = [];
+    bulletFrames: SpriteFrame[] = [];
+    explodeAni: Animation = null;
+    bulletAni: Animation = null;
+
+    //是否爆炸 true -> 爆炸
+    isExplode: boolean = false;
+    //子弹速度
+    bulletSpeed: number = 100;
+    //子弹方向
+    direction: number = 1;
+    //攻击力
+    atk: number = null;
+    //被攻击的节点
+    targetNode: Node = null;
+    //是否碰撞
+    private _hasCollided: boolean = false;
+
+    private _bulletColl: BoxCollider2D = null;
+
+    private _initPos: Vec3 = null;
+    protected onLoad(): void {
+        this._bulletColl = this.getComponent(BoxCollider2D);
+        
+    }
+    start() {
+        //this._bulletColl.on("onCollisionEnter",this._onCollStart,this);
+
+        this.explodeAni = Tools.createAnimation(this.explodeframes, 20, this.node, AnimationClip.WrapMode.Normal);
+        this.bulletAni = Tools.createAnimation(this.bulletFrames, 5, this.node, AnimationClip.WrapMode.Loop);
+        this._initPos = this.node.position;
+        this.setState(false);
+    }
+
+    setState(isExplode: boolean) {
+        if (isExplode) {
+            this.bulletSpeed = 0;
+            this.bulletAni.stop();
+            this.explodeAni.play();
+            this.explodeAni.once(Animation.EventType.FINISHED, () => {
+                this.node.destroy()
+            },
+                this)
+        } else {
+            this.bulletAni.play();
+        }
+    }
+
+    update(deltaTime: number) {
+        this.move(deltaTime);
+        this.onBulletCollision(this.targetNode);
+        this._checkDistance();
+    }
+
+    move(dt: number) {
+        let x = this.node.getWorldPosition().x;
+        let y = this.node.getWorldPosition().y;
+        let z = this.node.getWorldPosition().z;
+        
+        x = x + this.bulletSpeed * this.direction * dt;
+        this.node.setWorldPosition(x, y, z)
+    }
+    private _onCollStart(event: ICollisionEvent){
+        if(event.otherCollider.node.uuid === this.targetNode.uuid){
+          
+        }
+    }
+    // 处理子弹碰撞
+    private onBulletCollision(targetNode: Node) {
+        if (this._hasCollided) return;
+        if (!targetNode.isValid) return;
+        const boxBullet = this.node.getComponent(UITransform).getBoundingBoxToWorld();
+        const boxTarget = targetNode.getComponent(UITransform).getBoundingBoxToWorld();
+        if (boxTarget.intersects(boxBullet)) {
+            const targetLifeBar = targetNode.getComponent(LifeBar);
+            const curHp: number = targetLifeBar._curHp - this.atk;
+            targetLifeBar.updateProgressBar(curHp);
+            if (curHp <= 0) {
+                //this.targetNode.destroy();
+                this.node.destroy();
+            }
+            this._hasCollided = true;
+            this.setState(true);
+        }
+    }
 
+    private _checkDistance() {
+        const currentPos: Vec3 = this.node.position;
+        const distance: number = currentPos.subtract(this._initPos).length();
+        if (distance >= 180) {
+            this.node.destroy;
+        }
+    }
+}
 

+ 20 - 12
assets/Script/Game/MyApp/GameScene/Enemy.ts

@@ -1,7 +1,8 @@
-import { _decorator, Component, Node, Vec3 } from 'cc';
-import { Role } from '../Role';
-import { LevelData, RoleData } from '../../../DataItem/ItemData';
+import { _decorator, Node, PhysicsGroup, Vec3 } from 'cc';
+import { Role, RoleState } from '../Role';
+import { RoleData } from '../../../DataItem/ItemData';
 import { LifeBar } from './LifeBar';
+import { MyRole } from './MyRole';
 const { ccclass, property } = _decorator;
 
 @ccclass('Enemy')
@@ -18,25 +19,32 @@ export class Enemy extends Role {
     }
 
     //初始化血条
-    private _initLifeBar(){
+    private _initLifeBar() {
         this._lifeBar._curHp = this.hp;
         this._lifeBar._totalHp = this.hp;
     }
     update(deltaTime: number) {
-        if (!this.isStop) {
-            this.move(deltaTime)
-        }
-        this.stop();
-        if(!this.isAttacking){
-            super.getEnemiesAhead(this._roles);
-        }
+        super.update(deltaTime);
+        super.stop();
+        
     }
 
     stop(): void {
         if (this.node.getWorldPosition().x <= 200) {
-            this.isStop = true;
+            this.playAnimation(RoleState.Idle);
+            this.moveSpeed = 0;
         }
     }
+
+    //必须实现抽象方法
+    protected _getCollisionGroup(): number {
+        return PhysicsGroup.Enemy; //实际分组值根据项目设置
+    }
+
+    protected _isValidTarget(target: Role): boolean {
+        //通过组件类型判断是否为敌人
+        return target instanceof MyRole;
+    }
 }
 
 

+ 10 - 11
assets/Script/Game/MyApp/GameScene/EnemyMgr.ts

@@ -1,17 +1,14 @@
-import { _decorator, Component, instantiate, Node, Vec3 } from 'cc';
+import { _decorator, Component, instantiate, Node, Sprite, Vec3 } from 'cc';
 import { ModulerBase } from '../../GameFrameWork/ModulerBase';
 import { resMgr } from '../../../Frames/ResourcesMgr';
-import { Role } from '../Role';
 import { Enemy } from './Enemy';
 import { LevelData, RoleData } from '../../../DataItem/ItemData';
 import { dataMgr } from '../../../Frames/DataManager';
 import { GameInfo } from '../../../GameInfo';
 import { GameMgr } from '../../GameFrameWork/GameMgr';
-import { TouchMgr } from '../TouchMgr';
 import { TouchGame } from '../TouchGame';
 import { Tools } from '../../Tools/Tools';
 import { Top } from './Top';
-import { gameResMgr } from '../../GameResMgr';
 const { ccclass, property } = _decorator;
 
 @ccclass('EnemyMgr')
@@ -19,11 +16,15 @@ export class EnemyMgr extends ModulerBase {
     private _lvDts: LevelData[] = [];
     private _lvDt: LevelData = null;
     private _roleDatas: RoleData[] = [];
+    
     private _hight: number = 0;
 
     private _top: Top = null;
+    //地图背景
+    private _bg: Node = null;
 
     protected onLoad(): void {
+        this._bg = this.node.parent.getChildByName("Bg");
         this._lvDts = dataMgr.getAllDataByName("LevelDt");
         this._hight = GameMgr.Instance.getModuler(TouchGame)._hight;
         this._roleDatas = dataMgr.getAllDataByName("RoleCardData");
@@ -31,13 +32,15 @@ export class EnemyMgr extends ModulerBase {
     }
     init() {
         //第几关的数据
-        this._lvDt = this._lvDts[GameInfo.Instance.getCurlv() + 1];
+        this._lvDt = this._lvDts[GameInfo.Instance.getCurlv() - 1];
         this._createEnemy();
         this.schedule(() => {
             this._createEnemy();
-        }, 60)
+        }, 10)
         //设置敌方防御塔血量
         this._top.enemyTotalHp = this._lvDt.enemyTowerHp;
+        //设置背景
+        this._bg.getComponent(Sprite).spriteFrame = resMgr.getSpriteFrame(this._lvDt.bgName);
     }
 
     private _createEnemy() {
@@ -47,18 +50,14 @@ export class EnemyMgr extends ModulerBase {
         const imgNameArray = this._lvDt.imgName;
         if (imgNameArray && imgNameArray.length > 0) {
             //随机获取图片名
-            //const randomIndex = Math.floor(Math.random() * imgNameArray.length)
             const name = imgNameArray[Tools.randomNumber(imgNameArray.length)];
             //0 1 2 3 4
             const y = 180 + (Tools.randomNumber(5) + 1) * this._hight - this._hight / 2;
 
-            enemyTS.init(name, new Vec3(1230, y, 0), this._roleDatas, 0);
+            enemyTS.init(name, new Vec3(1230, y, 0), this._roleDatas, -1);
         } else {
             Error("imgNameArray is null");
         }
-
-
-
     }
 }
 

+ 8 - 0
assets/Script/Game/MyApp/GameScene/LifeBar.ts

@@ -1,4 +1,5 @@
 import { _decorator, Component, ProgressBar } from 'cc';
+import { Role, RoleState } from '../Role';
 const { ccclass, property } = _decorator;
 
 @ccclass('LifeBar')
@@ -6,7 +7,9 @@ export class LifeBar extends Component {
     _curHp: number = null;
     _totalHp: number = null;
     private _progressBar: ProgressBar = null;
+    private _role: Role = null;
     protected onLoad(): void {
+        this._role = this.node.getComponent(Role);
         this._progressBar = this.node.getChildByName("ProgressBar").getComponent(ProgressBar);
     }
     start() {
@@ -15,6 +18,11 @@ export class LifeBar extends Component {
     updateProgressBar(hp: number) {
         this._curHp = hp;
         this._progressBar.progress = this._curHp / this._totalHp;
+        if (hp <= 0) {
+            this._role.playAnimation(RoleState.Die);
+            this._curHp = 0;
+            this._progressBar.progress = 0;
+        }
     }
 }
 

+ 20 - 13
assets/Script/Game/MyApp/GameScene/MyRole.ts

@@ -1,18 +1,16 @@
-import { _decorator, Node, Vec3 } from 'cc';
-import { Role } from '../Role';
+import { _decorator, Node, PhysicsGroup, Vec3 } from 'cc';
+import { Role, RoleState } from '../Role';
 import { RoleData } from '../../../DataItem/ItemData';
 import { LifeBar } from './LifeBar';
-import { GameMgr } from '../../GameFrameWork/GameMgr';
+import { Enemy } from './Enemy';
 const { ccclass, property } = _decorator;
 
 @ccclass('MyRole')
 export class MyRole extends Role {
     private _lifeBar: LifeBar = null;
-    private _enemies: Node = null;
+
     protected onLoad(): void {
         this._lifeBar = this.node.getComponent(LifeBar);
-        this._enemies = this.node.parent.parent.parent.getChildByName("EnemyMgr");
-        //this._enemies = find("GameRoot/EnemyMgr");
     }
     init(name: string, pos: Vec3, data: RoleData[]) {
         super.init(name, pos, data, 1)
@@ -26,18 +24,27 @@ export class MyRole extends Role {
     }
 
     update(deltaTime: number) {
-        super.update(deltaTime)
-        super.stop()
-        if(!this.isAttacking){
-            super.getEnemiesAhead(this._enemies);
-        }
+        
+        super.update(deltaTime);
+        super.stop();
+        
     }
-
     stop(): void {
         if(this.node.getWorldPosition().x >= 1160){
-            this.isStop = true;
+            super.playAnimation(RoleState.Idle);
+            this.moveSpeed = 0;
         }
     }
+
+    //必须实现抽象方法
+    protected _getCollisionGroup(): number {
+        return PhysicsGroup.Role; //实际分组值根据项目设置
+    }
+
+    protected _isValidTarget(target: Role): boolean {
+        //通过组件类型判断是否为敌人
+        return target instanceof Enemy;
+    }
 }
 
 

+ 268 - 121
assets/Script/Game/MyApp/Role.ts

@@ -1,52 +1,58 @@
-import { _decorator, Animation, AnimationClip, AnimationState, BoxCollider2D, Collider2D, Component, find, instantiate, ITriggerEvent, Node, SpriteFrame, UITransform, Vec2, Vec3 } from 'cc';
+import { _decorator, Animation, AnimationClip, AnimationState, BoxCollider2D, Component, find, instantiate, ITriggerEvent, Node, ObjectCurve, PhysicsSystem2D, SpriteFrame, Vec2, Vec3 } from 'cc';
 import { Tools } from '../Tools/Tools';
 import { RoleData } from '../../DataItem/ItemData';
 import { resMgr } from '../../Frames/ResourcesMgr';
 import { Bullet } from './GameScene/Bullet';
 import { LifeBar } from './GameScene/LifeBar';
 const { ccclass, property } = _decorator;
-enum State {
+export enum RoleState {
     Attack,
-    Walk,
+    Move,
     Idle,
     Die
 }
 @ccclass('Role')
 export class Role extends Component {
-    hp: number = null;
-    atk: number = null;
-    atkLength: number = null;
-    moveSpeed: number = null;
+    //基础数据
+    hp: number = null; //血量
+    atk: number = null; //攻击力
+    atkLength: number = null; //攻击距离
+    moveSpeed: number = null; //移速
 
-    //向左0 向右1
+    //向左-1 向右1
     direction: number = 1;
     //是否停下
-    isStop: boolean = true;
-    //是否可以攻击
-    isAttacking: boolean = false;
+    //isStop: boolean = true;
     //攻击目标
     targetNode: Node = null;
-    //是否开火
-    isFire: boolean = false;
-    //当前目标
-    currentTarget: Node | null = null;
 
-    private _bullet: Node = null;
-    private _bulletLayer: Node = null;
+    //战斗系统
+    private _attackTimer: number = 0;
+    private _attackInterval: number = 3;//攻击间隔
+    private currentTarget: Role | null = null;//当前目标
 
-    private _walkFrames: SpriteFrame[] = [];
+    //子弹
+    private _bullet: Node | null = null;
+    private _bulletLayer: Node | null = null;
+
+    //动画管理
+    private _animations: Map<RoleState, string> = new Map();
+    private _moveFrames: SpriteFrame[] = [];
     private _atkFrames: SpriteFrame[] = [];
     private _idleFrames: SpriteFrame[] = [];
     private _dieFrames: SpriteFrame[] = [];
     private _explodeframes: SpriteFrame[] = [];
     private _bulletFrames: SpriteFrame[] = [];
-    private _animations: Map<string, Animation> = new Map();
+
+    private _animation: Animation = null;
+    //角色数据
     private _roleData: RoleData = null;
 
-    curState: State = State.Walk;
+    //状态管理
+    _state: RoleState = null;
 
-    init(name: string, pos: Vec3, roleDatas: RoleData[], dir?: number) {
-        this.isStop = false;
+    protected init(name: string, pos: Vec3, roleDatas: RoleData[], dir?: number) {
+        this._animation = this.node.getComponent(Animation) || this.node.addComponent(Animation);
         this.direction = dir;
         let whichData: number = -1;
         for (let i = 0; i < roleDatas.length; i++) {
@@ -60,46 +66,48 @@ export class Role extends Component {
             }
         }
         if (whichData != -1) {
-            //获取walk精灵帧
-            const aniCount: number = this._roleData.aniCount;
-            this._getFrames(aniCount, this._walkFrames, this._roleData.aniImg, 1);
+            //获取move精灵帧
+            this._getFrames(this._roleData.moveCount, this._moveFrames, this._roleData.moveImg, 1);
+            //attack
+            this._getFrames(this._roleData.atkCount, this._atkFrames, this._roleData.atkImg, 1);
+            //idle
+            this._getFrames(this._roleData.idleCount, this._idleFrames, this._roleData.idleImg, 1)
+            //die
+            this._getFrames(this._roleData.dieCount, this._dieFrames, this._roleData.dieImg, 1)
+
+            //动画
             this._collectAni();
+
             //子弹精灵帧
             this._getFrames(this._roleData.bulletCount, this._bulletFrames, this._roleData.bulletImg, 1)
             //子弹爆炸精灵帧
             this._getFrames(this._roleData.bulletCount, this._explodeframes, this._roleData.bulletExplodeImg, 1)
 
-            // //获取攻击精灵帧
-            // const atkCount: number = data[whichData].atkCount;
-            // this._getFrames(atkCount, this._atkFrames, data[whichData].atkImg, 1);
-
-            // //获取待机精灵帧
-            // const idleCount: number = data[whichData].idleCount;
-            // this._getFrames(idleCount,this._idleFrames,data[whichData].idleImg, 1);
-
-            // //获取死亡精灵帧
-            // const dieCount: number = data[whichData].dieCount;
-            // this._getFrames(dieCount,this._dieFrames,data[whichData].dieImg, 1);
-
-
             //设置基础数据
             this._setRoleData(this._roleData);
-        
-            // let ani = Tools.createAnimation(this._walkFrames, 20, this.node, AnimationClip.WrapMode.Loop);
-            // ani.name = "a";
-            this._animations.get("walkAni").play();
+
+            this.playAnimation(RoleState.Move);
         }
 
         //位置
         this.node.setWorldPosition(pos);
         this._bulletLayer = find("Canvas/GameRoot/BulletLayer");
+
+        this._setupPhysics();
     }
 
     private _setRoleData(roleData: RoleData) {
         this.hp = roleData.hp;
         this.atk = roleData.atk;
         this.atkLength = roleData.atkLength + 100;
-        this.moveSpeed = roleData.moveSpeed + 20;
+        this.moveSpeed = roleData.moveSpeed;
+    }
+
+    private _setupPhysics() {
+        //确保有碰撞组件
+        const collider2D = this.getComponent(BoxCollider2D) || this.addComponent(BoxCollider2D);
+        collider2D.group = this._getCollisionGroup();
+        collider2D.apply();
     }
 
     //获取精灵帧组 
@@ -111,129 +119,268 @@ export class Role extends Component {
     private _getFrames(count: number, frames: SpriteFrame[], imgType: string, startIdx: number) {
         for (let i = startIdx; i <= count; i++) {
             if (count > 1) {
-                frames.push(resMgr.getSpriteFrame(imgType + i));
+                frames.push(resMgr.getSpriteFrame(imgType + ' (' + i + ')'));
             }
             else {
-                frames.push(resMgr.getSpriteFrame(imgType));
+                frames.push(resMgr.getSpriteFrame(imgType + ' (1)'));
             }
         }
     }
 
     update(deltaTime: number) {
-        //this._collision(this.targetNode);
-        if (this.curState == State.Walk) {
-            //this._animations.get("walkAni").play();
+        if (this._state === RoleState.Die) return;
 
-            if (!this.isStop) {
-                this.move(deltaTime);
-            }
-            this.stop()
-        }
-        else if (this.curState == State.Attack) {
-            //this._animations.get("atkAni").play();
-        }
-        else if (this.curState == State.Die) {
-            //this._animations.get("dieAni").play();
-        }
-        else if (this.curState == State.Idle) {
-            //this._animations.get("idleAni").play();
+        if (!this.currentTarget) {
+            this._handleMovement(deltaTime);
+            this._detectEnemies();
+        } else {
+            this._handleAttack(deltaTime);
         }
     }
 
     //移动
-    move(dt: number) {
-        let x = this.node.getWorldPosition().x;
-        let y = this.node.getWorldPosition().y;
-        let z = this.node.getWorldPosition().z;
-        if (this.direction) {
-            x = x + this.moveSpeed * dt;
-        } else {
-            x = x - this.moveSpeed * dt;
+    private _handleMovement(dt: number) {
+        if (this._state !== RoleState.Move) return;
+
+        let x = this.node.position.x;
+        let y = this.node.position.y;
+        let z = this.node.position.z;
+
+        x = x + this.moveSpeed * this.direction * dt
+        this.node.setPosition(x, y, z);
+        this.stop();
+    }
+
+    //寻敌
+    private _detectEnemies() {
+        if (!this.node.isValid) return;
+        //const startPos = new Vec2(this.node.position.x, this.node.position.y);
+        const startPos = this.node.position.clone();
+        const endPos = new Vec2((this.direction * this.atkLength) + this.node.position.x, this.node.position.y);
+        const results = PhysicsSystem2D.instance.raycast(startPos, endPos);
+
+        if (results?.length) {
+            for (const result of results) {
+                const target = result.collider.node.getComponent(Role);
+                if (target && this._isValidTarget(target)) {
+                    this._setTarget(target);
+                    break;
+                }
+            }
         }
-        this.node.setWorldPosition(x, y, z)
     }
 
-    stop() {
+    //设置攻击目标
+    private _setTarget(target: Role) {
+        this.currentTarget = target;
+        this.playAnimation(RoleState.Attack);
 
+        // 使得第一次update就会触发attackTimer >= attackInterval条件
+        this._attackTimer = this._attackInterval - 0.001;
+        //监听目标销毁事件
+        target.node.once(Node.EventType.NODE_DESTROYED, this._onTargetDestroyed, this);
     }
 
+    //攻击
+    private _handleAttack(deltaTime: number) {
+        //目标是否可以攻击
+        if (!this._validateTarget()) {
+            this._clearTarget();
+            return;
+        }
+        /*
+        //立即攻击判断
+        if (this._attackTimer === 0) {
+            this._createBullet();
+            this._attackTimer += deltaTime;
+            return;
+        }
 
+        //后续间隔攻击
+        this._attackTimer += deltaTime;
+        if (this._attackTimer >= this._attackInterval) {
+            this._createBullet();
+            this._attackTimer = 0; //重置计时器
+        }
+            */
+        // this._createBullet();
+        // this.schedule(() => {
+        //     this._createBullet();
+        // }, this.attackInterval);
+    }
+
+    //目标是否可以攻击 hp大于0 并且 在攻击范围内 -> 可以攻击
+    private _validateTarget(): boolean {
+        return !!this.currentTarget?.node?.isValid &&
+            this.currentTarget.hp > 0 &&
+            this._getDistanceToTarget() <= this.atkLength;
+    }
 
-    die() {
-        this.node.destroy();
+    //攻击目标与自身的距离
+    private _getDistanceToTarget(): number {
+        return Math.abs(this.node.getWorldPosition().x - this.currentTarget.node.getWorldPosition().x);
     }
 
-    walk() {
+    //销毁目标
+    private _onTargetDestroyed() {
+        this._clearTarget();
+        if (this.node === null) return;
+        this._detectEnemies();//立即检测新目标
+    }
+
+    //清除目标 关闭触发事件 当前目标置空 设置移动状态 播放移动动画
+    private _clearTarget() {
+        this.currentTarget?.node.off(Node.EventType.NODE_DESTROYED, this._onTargetDestroyed, this);
+        this.currentTarget = null;
+        this.playAnimation(RoleState.Move);
+    }
+
+    stop() {
 
     }
 
     //将各个动画存储起来
     private _collectAni() {
-        //const walkAni: Animation = this._createAni(this._walkFrames,20, AnimationClip.WrapMode.Loop)
-        const walkAni: Animation = Tools.createAnimation(this._walkFrames, 20, this.node, AnimationClip.WrapMode.Loop)
-        walkAni.name = "walkAni";
-        this._animations.set(walkAni.name, walkAni);
+        // const moveAni: Animation = Tools.createAnimation(this._moveFrames, 8, this.node, AnimationClip.WrapMode.Loop)
+        // this._animations.set(RoleState.Move, moveAni);
 
-        const atkAni: Animation = Tools.createAnimation(this._atkFrames, 20, this.node, AnimationClip.WrapMode.Loop)
-        atkAni.name = "atkAni";
-        this._animations.set(atkAni.name, atkAni);
+        // const atkAni: Animation = Tools.createAnimation(this._atkFrames, 8, this.node, AnimationClip.WrapMode.Loop)
+        // this._animations.set(RoleState.Attack, atkAni);
 
-        const idleAni: Animation = Tools.createAnimation(this._idleFrames, 20, this.node, AnimationClip.WrapMode.Loop)
-        idleAni.name = "idleAni";
-        this._animations.set(idleAni.name, idleAni);
+        // const idleAni: Animation = Tools.createAnimation(this._idleFrames, 8, this.node, AnimationClip.WrapMode.Loop)
+        // this._animations.set(RoleState.Idle, idleAni);
 
-        const dieAni: Animation = Tools.createAnimation(this._dieFrames, 20, this.node, AnimationClip.WrapMode.Loop)
-        dieAni.name = "dieAni";
-        this._animations.set(dieAni.name, dieAni);
+        // const dieAni: Animation = Tools.createAnimation(this._dieFrames, 8, this.node, AnimationClip.WrapMode.Normal)
+        // this._animations.set(RoleState.Die, dieAni);
+
+        this._createClip(RoleState.Move, this._moveFrames, 8);
+        this._createClip(RoleState.Attack, this._atkFrames, 8);
+        this._createClip(RoleState.Idle, this._idleFrames, 8);
+        this._createClip(RoleState.Die, this._dieFrames, 9);
     }
 
-    //判断是否攻击
-    getEnemiesAhead(parent: Node) {
-        for (const node of parent.children) {
-            const enemyY = node.getWorldPosition().y;
-            const enemyX = node.getWorldPosition().x;
-            const y = this.node.getWorldPosition().y;
-            const x = this.node.getWorldPosition().x;
-            if (enemyY === y) {
-                const distance = Math.abs(enemyX - x);
-                if (distance <= this.atkLength) {
-                    //开始攻击
-                    this.isAttacking = true;
-                    //设置攻击目标
-                    this.targetNode = node;
-                    //停止移动
-                    this.isStop = true;
-                    //开始开火
-                    this.isFire = true;
-                    this.attack(this.targetNode, this.isFire);
-                    break;
-                }
-            }
+    //创建动画剪辑 fps越大 速度越快
+    private _createClip(state: RoleState, frames: SpriteFrame[], fps: number) {
+        const clip: AnimationClip = AnimationClip.createWithSpriteFrames(frames, fps);
+        clip.name = RoleState[state];
+        clip.wrapMode = state === RoleState.Die ?
+            AnimationClip.WrapMode.Normal :
+            AnimationClip.WrapMode.Loop;
+        if(clip.name === 'Attack'){
+            clip.events = [{
+                frame: 0.5,
+                func: "onTriggered",
+                params: ["a"] //向func传递的参数
+            }]
         }
+        this._animation.addClip(clip, clip.name);
+        this._animations.set(state, clip.name);
     }
+    onTriggered(){
+        this._createBullet();
+    }
+    //设置动画
+    public playAnimation(state: RoleState) {
+        if (!this._animation || this._state === state) return;
 
-    attack(targetNode: Node, isFire: boolean) {
-        if (!targetNode) return;
-        const targetNodeTS = targetNode.getComponent(Role);
-        if (isFire && targetNodeTS.hp > 0) {
-            this._createBullet();
-            this.schedule(() => {
-                this._createBullet();
-            }, 3)
+        const clipName = this._animations.get(state);
+        if (!clipName) return;
+
+        this._state = state;
+        this._animation.stop();
+        this._animation.play(clipName);
+
+        if (state === RoleState.Die) {
+            this.node.removeAllChildren();
+            this._animation.once(Animation.EventType.FINISHED, () => {
+                this.node.destroy();
+            });
         }
+
+        // if (this._animations === null) {
+        //     Error("No found" + state);
+        //     return;
+        // }
+        // if (this._state === state) return;
+        // this._state = state;
+        // this._animations.get(state).play();
+        // if (state === RoleState.Die) {
+        //     this._animations.get(state).once(Animation.EventType.FINISHED, () => {
+        //         this.node.destroy();
+        //     })
+        // }
+
+        // this._animations.forEach((anim, key) => {
+        //     if(key === state){
+        //         anim.play();
+        //         if(key === RoleState.Die){
+        //             anim.once(Animation.EventType.FINISHED,()=>{
+        //                 this.node.destroy();
+        //             })
+        //         }
+        //     }
+        //     //key === state ? anim.play() : anim.stop();
+        // })
     }
+
+    //判断是否攻击
+    // getEnemiesAhead(parent: Node) {
+    //     for (const node of parent.children) {
+    //         const enemyY = node.getWorldPosition().y;
+    //         const enemyX = node.getWorldPosition().x;
+    //         const y = this.node.getWorldPosition().y;
+    //         const x = this.node.getWorldPosition().x;
+    //         if (enemyY === y) {
+    //             const distance = Math.abs(enemyX - x);
+    //             if (distance <= this.atkLength) {
+    //                 //开始攻击
+    //                 this.isAttacking = true;
+    //                 //设置攻击目标
+    //                 this.targetNode = node;
+    //                 //停止移动
+    //                 this.isStop = true;
+    //                 //开始开火
+    //                 this.isFire = true;
+    //                 this.attack(this.targetNode, this.isFire);
+    //                 break;
+    //             }
+    //         }
+    //     }
+    // }
+
+    // attack(targetNode: Node, isFire: boolean) {
+    //     if (!targetNode) return;
+    //     const targetNodeTS = targetNode.getComponent(Role);
+    //     if (isFire && targetNodeTS.hp > 0) {
+    //         this._createBullet();
+    //         this.schedule(() => {
+    //             this._createBullet();
+    //         }, 3)
+    //     }
+    // }
     //创建子弹
+
     private _createBullet() {
-        this._bullet = instantiate(resMgr.getPrefab("Bullet"));
+        if (this.direction === -1) {
+            this._bullet = instantiate(resMgr.getPrefab("BulletEnemy"));
+        } else if (this.direction === 1) {
+            this._bullet = instantiate(resMgr.getPrefab("Bullet"));
+        }
         this._bullet.setWorldPosition(this.node.getWorldPosition());
         this._bullet.parent = this._bulletLayer;
-        //this._bullet.parent = this.node;
         const bulletTS = this._bullet.getComponent(Bullet);
         bulletTS.direction = this.direction;
         bulletTS.bulletFrames = this._bulletFrames;
         bulletTS.explodeframes = this._explodeframes;
-        //bulletTS.atkLength = this.atkLength;
-        bulletTS.targetNode = this.targetNode;
+        bulletTS.targetNode = this.currentTarget.node;
         bulletTS.atk = this.atk;
     }
+
+    //要求子类实现的碰撞分组和阵营判断方法,确保不同阵营角色可以正确交互
+    protected _getCollisionGroup(): number {
+        throw new Error("Method not implemented");
+    }
+    protected _isValidTarget(target: Role): boolean {
+        throw new Error("Method not implemented");
+    }
 }

+ 1 - 1
assets/Script/Game/MyApp/TouchMgr.ts

@@ -12,7 +12,7 @@ export class TouchMgr extends Component {
     }
 
     start() {
-        this.node.on(Node.EventType.TOUCH_START, (e: EventTouch) => {
+        this.node.on(Node.EventType.TOUCH_END, (e: EventTouch) => {
             //pos 为 世界坐标系下的坐标,以左下角为原点(0,0)
             const pos = e.getUILocation();
             this.func(pos);

+ 1 - 1
assets/Script/Game/UI/SelectTroops.ts

@@ -5,7 +5,7 @@ const { ccclass, property } = _decorator;
 
 @ccclass('SelectTroops')
 export class SelectTroops extends ModulerBase {
-    protected Start() {
+    protected onStart() {
         this._setLvNumber(GameInfo.Instance.getCurlv());
         this._setOreGrade(GameInfo.Instance.getOreGrade());
         this._setOreSpeed(GameInfo.Instance.getOreSpeed());

+ 1 - 1
assets/Script/GameInfo.ts

@@ -2,7 +2,7 @@ export class GameInfo {
 
     private static _instance: GameInfo = null;
     //当前关卡
-    private _curlv: number = 1;
+    private _curlv: number = 7;
     //获胜场数
     private _winNumber: number = 1;
     //失败场数

+ 10 - 0
assets/resources/Data/LevelDt - 1.csv

@@ -0,0 +1,10 @@
+Ãû³Æ,id,lvName,imgName,enemyTowerHp,bgName
+,number,number,string[],number,string
+lv1,1,1,hero_1;hero_2;Blue1;Green1,3000,Scene_1
+lv2,2,2,hero_3;hero_4;Pink1;Green1;Blue1,3000,Scene_2
+lv3,3,3,hero_1;hero_2;hero_5;Green1,3000,Scene_3
+lv4,4,4,hero_2;hero_3;Blue1;Green1,3500,Scene_4
+lv5,5,5,hero_3;hero_4;Pink1;Blue1,3500,Scene_5
+lv6,6,6,hero_5;hero_2;Blue1;Green1;Pink1,3700,Scene_6
+lv7,7,7,hero_4;hero_5;Pink1;Green7,3700,Scene_7
+lv8,8,8,hero_1;hero_2;Blue1;Blue1,4000,Scene_3

+ 11 - 0
assets/resources/Data/LevelDt - 1.csv.meta

@@ -0,0 +1,11 @@
+{
+  "ver": "1.0.2",
+  "importer": "text",
+  "imported": true,
+  "uuid": "c8e2e465-1aa7-4be3-b655-75a3f5d41045",
+  "files": [
+    ".json"
+  ],
+  "subMetas": {},
+  "userData": {}
+}

+ 10 - 10
assets/resources/Data/LevelDt.csv

@@ -1,10 +1,10 @@
-ĂűłĆ,id,lvName,imgName,enemyTowerHp
-,number,number,string[],number
-lv1,1,1,hero_1;hero_2;Blue1;Green1,3000
-lv2,2,2,hero_3;hero_4;Pink1;Green1;Blue1,3000
-lv3,3,3,hero_1;hero_2;hero_5;Green1,3000
-lv4,4,4,hero_2;hero_3;Blue1;Green1,3500
-lv5,5,5,hero_3;hero_4;Pink1;Blue1,3500
-lv6,6,6,hero_5;hero_2;Blue1;Green1;Pink1,3700
-lv7,7,7,hero_4;hero_5;Pink1;Green7,3700
-lv8,8,8,hero_1;hero_2;Blue1;Blue1,4000
+ĂűłĆ,id,lvName,imgName,enemyTowerHp,bgName
+,number,number,string[],number,string
+lv1,1,1,Role1;Role3;Role5;Role8;Role4;Role10,3000,Scene_1
+lv2,2,2,Role2;Role4;Role6;Role9;Role5;Role11,3000,Scene_2
+lv3,3,3,Role3;Role5;Role7;Role10;Role6;Role12,3000,Scene_3
+lv4,4,4,Role4;Role6;Role8;Role11;Role7;Role13,3500,Scene_4
+lv5,5,5,Role5;Role7;Role9;Role12;Role8;Role14,3500,Scene_5
+lv6,6,6,Role6;Role8;Role10;Role13;Role9;Role1,3700,Scene_6
+lv7,7,7,Role7;Role9;Role11;Role14;Role10,3700,Scene_7
+lv8,8,8,Role8;Role10;Role12;Role1;Role11,4000,Scene_3

+ 10 - 0
assets/resources/Data/RoleCardData - 2.csv

@@ -0,0 +1,10 @@
+名称,id,imgName,atk,hp,atkLength,moveSpeed,typeRole,aniCount,aniImg,atkCount,atkImg,idleCount,idleImg,dieCount,dieImg,bulletExplodeCount,bulletExplodeImg,bulletImg,bulletCount
+,number,string,number,number,number,number,string,number,string,number,string,number,string,number,string,number,string,string,number
+Role1,1,hero_1,35,500,140,40,water,1,hero_1,5,atk,5,idle,5,die,6,PBStar-1,BStar1,3
+Role2,2,hero_2,40,400,135,35,fire,1,hero_2,5,atk,5,idle,5,die,2,PFan0,Fan1,3
+Role3,3,hero_3,32,520,147,30,wind,1,hero_3,5,atk,5,idle,5,die,2,PArrow0,PArrow1,2
+Role4,4,hero_4,25,480,150,38,fire,1,hero_4,5,atk,5,idle,5,die,2,PBottle0,PBottle1,3
+Role5,5,hero_5,32,600,145,42,water,1,hero_5,5,atk,5,idle,5,die,4,PPin0,PPin1,2
+Role6,6,Blue1,28,489,145,40,dark,8,Blue,5,atk,5,idle,5,die,6,PRocket-1,PRocket1,5
+Role7,7,Green1,41,512,157,37,light,8,Green,5,atk,5,idle,5,die,2,PShit0,PShit1,2
+Role8,8,Pink1,100,500,140,41,dark,8,Pink,5,atk,5,idle,5,die,6,PStar-1,Star1,3

+ 11 - 0
assets/resources/Data/RoleCardData - 2.csv.meta

@@ -0,0 +1,11 @@
+{
+  "ver": "1.0.2",
+  "importer": "text",
+  "imported": true,
+  "uuid": "c88e1850-e2df-4309-aceb-8a25add60a6c",
+  "files": [
+    ".json"
+  ],
+  "subMetas": {},
+  "userData": {}
+}

+ 16 - 10
assets/resources/Data/RoleCardData.csv

@@ -1,10 +1,16 @@
-名称,id,imgName,atk,hp,atkLength,moveSpeed,typeRole,aniCount,aniImg,atkCount,atkImg,idleCount,idleImg,dieCount,dieImg,bulletExplodeCount,bulletExplodeImg,bulletImg,bulletCount
-,number,string,number,number,number,number,string,number,string,number,string,number,string,number,string,number,string,string,number
-Role1,1,hero_1,35,500,140,40,water,1,hero_1,5,atk,5,idle,5,die,6,PBStar-1,BStar1,3
-Role2,2,hero_2,40,400,135,35,fire,1,hero_2,5,atk,5,idle,5,die,2,PFan0,Fan1,3
-Role3,3,hero_3,32,520,147,30,wind,1,hero_3,5,atk,5,idle,5,die,2,PArrow0,PArrow1,2
-Role4,4,hero_4,25,480,150,38,fire,1,hero_4,5,atk,5,idle,5,die,2,PBottle0,PBottle1,3
-Role5,5,hero_5,32,600,145,42,water,1,hero_5,5,atk,5,idle,5,die,4,PPin0,PPin1,2
-Role6,6,Blue1,28,489,145,40,dark,8,Blue,5,atk,5,idle,5,die,6,PRocket-1,PRocket1,5
-Role7,7,Green1,41,512,157,37,light,8,Green,5,atk,5,idle,5,die,2,PShit0,PShit1,2
-Role8,8,Pink1,100,500,140,41,dark,8,Pink,5,atk,5,idle,5,die,6,PStar-1,Star1,3
+名称,id,imgName,atk,hp,atkLength,moveSpeed,typeRole,moveCount,moveImg,atkCount,atkImg,idleCount,idleImg,dieCount,dieImg,bulletCount,bulletImg,bulletExplodeCount,bulletExplodeImg
+,number,string,number,number,number,number,string,number,string,number,string,number,string,number,string,number,string,number,string
+Role1,1,Role1,35,400,140,40,water,8,Role1_move_,8,Role1_attack_,8,Role1_idle_,9,Die,1,bullet1_,9,burst5_
+Role2,2,Role2,40,520,135,35,fire,8,Role2_move_,8,Role2_attack_,8,Role2_idle_,9,Die,1,bullet2_,8,burst2_
+Role3,3,Role3,32,480,147,30,wind,8,Role3_move_,8,Role3_attack_,8,Role3_idle_,9,Die,2,bullet3_,5,burst7_
+Role4,4,Role4,25,500,150,38,fire,8,Role4_move_,8,Role4_attack_,8,Role4_idle_,9,Die,1,bullet4_,10,burst6_
+Role5,5,Role5,32,600,145,42,water,8,Role5_move_,8,Role5_attack_,8,Role5_idle_,9,Die,1,bullet5_,6,burst9_
+Role6,6,Role6,28,489,145,40,dark,8,Role6_move_,8,Role6_attack_,8,Role6_idle_,9,Die,1,bullet6_,5,burst7_
+Role7,7,Role7,41,512,157,37,light,8,Role7_move_,8,Role7_attack_,8,Role7_idle_,9,Die,4,bullet7_,11,burst10_
+Role8,8,Role8,100,500,140,41,dark,8,Role8_move_,8,Role8_attack_,8,Role8_idle_,9,Die,3,bullet8_,6,burst9_
+Role9,9,Role9,120,600,140,20,dark,8,Role9_move_,8,Role9_attack_,8,Role9_idle_,9,Die,11,bullet9_,1,burst1_
+Role10,10,Role10,70,700,130,30,dark,8,Role10_move_,8,Role10_attack_,8,Role10_idle_,9,Die,3,bullet8_,6,burst9_
+Role11,11,Role11,80,560,120,25,dark,8,Role11_move_,8,Role11_attack_,8,Role11_idle_,9,Die,2,bullet3_,5,burst7_
+Role12,12,Role12,90,645,160,20,dark,8,Role12_move_,8,Role12_attack_,8,Role12_idle_,9,Die,3,bullet8_,6,burst9_
+Role13,13,Role13,60,850,145,30,dark,8,Role13_move_,8,Role13_attack_,8,Role13_idle_,9,Die,11,bullet9_,8,burst4_
+Role14,14,Role14,75,750,140,50,dark,8,Role14_move_,8,Role14_attack_,8,Role14_idle_,9,Die,1,bullet5_,6,burst9_

+ 9 - 0
assets/resources/Res/Bullet.meta

@@ -0,0 +1,9 @@
+{
+  "ver": "1.2.0",
+  "importer": "directory",
+  "imported": true,
+  "uuid": "1a026f48-ca08-4d6e-912a-452f9d491192",
+  "files": [],
+  "subMetas": {},
+  "userData": {}
+}

+ 347 - 0
assets/resources/Res/Bullet/bullet0.plist

@@ -0,0 +1,347 @@
+<?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>bullet1_ (1).png</key>
+            <dict>
+                <key>frame</key>
+                <string>{{164,94},{78,13}}</string>
+                <key>offset</key>
+                <string>{0,0}</string>
+                <key>rotated</key>
+                <false/>
+                <key>sourceColorRect</key>
+                <string>{{0,0},{78,13}}</string>
+                <key>sourceSize</key>
+                <string>{78,13}</string>
+            </dict>
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+                <string>{168,168}</string>
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+            <dict>
+                <key>frame</key>
+                <string>{{1892,198},{118,132}}</string>
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+                <string>{-4,-1}</string>
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+                <string>{270,250}</string>
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+            <dict>
+                <key>frame</key>
+                <string>{{2,410},{252,234}}</string>
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+                <string>{0,-4}</string>
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+                <key>sourceSize</key>
+                <string>{270,250}</string>
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+            <dict>
+                <key>frame</key>
+                <string>{{256,410},{216,104}}</string>
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+                <string>{-67,-1}</string>
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+                <string>{350,220}</string>
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+            <dict>
+                <key>frame</key>
+                <string>{{474,410},{216,132}}</string>
+                <key>offset</key>
+                <string>{-67,-2}</string>
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+                <string>{{0,46},{216,132}}</string>
+                <key>sourceSize</key>
+                <string>{350,220}</string>
+            </dict>
+            <key>burst2_ (3).png</key>
+            <dict>
+                <key>frame</key>
+                <string>{{692,410},{260,168}}</string>
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+                <string>{-40,-7}</string>
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+                <key>sourceSize</key>
+                <string>{350,220}</string>
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+            <key>burst2_ (4).png</key>
+            <dict>
+                <key>frame</key>
+                <string>{{954,410},{176,182}}</string>
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+                <string>{6,-6}</string>
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+                <key>sourceSize</key>
+                <string>{350,220}</string>
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+            <key>burst2_ (5).png</key>
+            <dict>
+                <key>frame</key>
+                <string>{{1132,410},{192,204}}</string>
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+                <string>{7,0}</string>
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+                <key>sourceSize</key>
+                <string>{350,220}</string>
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+            <key>burst2_ (6).png</key>
+            <dict>
+                <key>frame</key>
+                <string>{{1326,410},{200,212}}</string>
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+                <string>{3,-4}</string>
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+                <key>sourceSize</key>
+                <string>{350,220}</string>
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+            <key>burst2_ (7).png</key>
+            <dict>
+                <key>frame</key>
+                <string>{{1528,410},{206,212}}</string>
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+                <string>{2,-4}</string>
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+                <key>sourceSize</key>
+                <string>{350,220}</string>
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+            <key>burst2_ (8).png</key>
+            <dict>
+                <key>frame</key>
+                <string>{{1736,410},{206,210}}</string>
+                <key>offset</key>
+                <string>{2,-5}</string>
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+                <key>sourceSize</key>
+                <string>{350,220}</string>
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+            <dict>
+                <key>frame</key>
+                <string>{{2,646},{160,168}}</string>
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+                <string>{7,10}</string>
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+                <string>{220,230}</string>
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+            <dict>
+                <key>frame</key>
+                <string>{{164,646},{184,182}}</string>
+                <key>offset</key>
+                <string>{7,3}</string>
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+                <string>{{25,21},{184,182}}</string>
+                <key>sourceSize</key>
+                <string>{220,230}</string>
+            </dict>
+            <key>burst3_ (3).png</key>
+            <dict>
+                <key>frame</key>
+                <string>{{350,646},{202,194}}</string>
+                <key>offset</key>
+                <string>{2,-4}</string>
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+                <key>sourceSize</key>
+                <string>{220,230}</string>
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+            <key>burst3_ (4).png</key>
+            <dict>
+                <key>frame</key>
+                <string>{{554,646},{178,216}}</string>
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+                <string>{12,-5}</string>
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+                <key>sourceSize</key>
+                <string>{220,230}</string>
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+            <key>burst3_ (5).png</key>
+            <dict>
+                <key>frame</key>
+                <string>{{734,646},{190,204}}</string>
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+                <string>{15,13}</string>
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+                <string>{220,230}</string>
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+            <dict>
+                <key>frame</key>
+                <string>{{926,646},{244,214}}</string>
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+                <string>{1,-13}</string>
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+                <string>{280,280}</string>
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+            <dict>
+                <key>frame</key>
+                <string>{{1172,646},{256,222}}</string>
+                <key>offset</key>
+                <string>{1,-9}</string>
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+                <string>{280,280}</string>
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+            <dict>
+                <key>frame</key>
+                <string>{{1430,646},{264,228}}</string>
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+                <string>{1,-6}</string>
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+                <key>sourceSize</key>
+                <string>{280,280}</string>
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+            <dict>
+                <key>frame</key>
+                <string>{{1696,646},{274,248}}</string>
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+                <string>{1,-3}</string>
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+                <string>{280,280}</string>
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+            <dict>
+                <key>frame</key>
+                <string>{{2,896},{270,252}}</string>
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+                <string>{1,-5}</string>
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+                <string>{280,280}</string>
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+            <dict>
+                <key>frame</key>
+                <string>{{274,896},{252,260}}</string>
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+                <string>{-9,-10}</string>
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+                <string>{280,280}</string>
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+            <key>burst4_ (7).png</key>
+            <dict>
+                <key>frame</key>
+                <string>{{528,896},{270,260}}</string>
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+                <string>{-5,-10}</string>
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+                <string>{280,280}</string>
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+            <dict>
+                <key>frame</key>
+                <string>{{800,896},{270,246}}</string>
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+                <string>{-5,-3}</string>
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+            <dict>
+                <key>frame</key>
+                <string>{{1072,896},{118,138}}</string>
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+            <dict>
+                <key>frame</key>
+                <string>{{1192,896},{156,182}}</string>
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+                <string>{6,-7}</string>
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+                <string>{200,240}</string>
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+            <dict>
+                <key>frame</key>
+                <string>{{1350,896},{170,198}}</string>
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+                <string>{5,-8}</string>
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+                <string>{200,240}</string>
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+            <dict>
+                <key>frame</key>
+                <string>{{1522,896},{180,214}}</string>
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+                <string>{7,-9}</string>
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+            <dict>
+                <key>frame</key>
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+            <dict>
+                <key>frame</key>
+                <string>{{1866,896},{162,138}}</string>
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+                <string>{0,-4}</string>
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+                <string>{200,240}</string>
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+            <dict>
+                <key>frame</key>
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+                <string>{200,240}</string>
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+            <dict>
+                <key>frame</key>
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+            <dict>
+                <key>frame</key>
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+                <string>{-9,-6}</string>
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+                <string>{200,240}</string>
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+            <dict>
+                <key>frame</key>
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+            <dict>
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+                <string>{{719,1158},{147,99}}</string>
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+            <dict>
+                <key>frame</key>
+                <string>{{868,1158},{263,255}}</string>
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+                <key>frame</key>
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+            <key>burst8_ (5).png</key>
+            <dict>
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@@ -235,7 +232,7 @@
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