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你的demo是个六角形的消除游戏, 我的项目是正方形的消除游戏8*8格,初始化的时候位置怎么调整呢
` //要加的单位向量 var addVec = cc.pMult(cc.pForAngle(240 * (2 * Math.PI / 360)), this["liubianxingH"] * 2)
//偏移至源点0,0的向量 var pianyiTo0p0Vec = cc.pMult(cc.pForAngle(120 * (2 * Math.PI / 360)), this["liubianxingH"] * 2 * 4) var frameList = [] var fPosList = [] //一列列来生成 for (var i = 0; i < posList.length; i++) { var count = posList[i].count //数量 var oneSrcPos = cc.pAdd(posList[i].srcPos, pianyiTo0p0Vec) //起始位置 var aimPos = cc.pAdd(srcPos, oneSrcPos) //一条的起始位置 for (var j = 0; j < count; j++) { var fPos = cc.pAdd(aimPos, cc.pMult(addVec, j)) fPosList.push(fPos) } }`
The text was updated successfully, but these errors were encountered:
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你的demo是个六角形的消除游戏,
我的项目是正方形的消除游戏8*8格,初始化的时候位置怎么调整呢
` //要加的单位向量
var addVec = cc.pMult(cc.pForAngle(240 * (2 * Math.PI / 360)), this["liubianxingH"] * 2)
The text was updated successfully, but these errors were encountered: