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var area = {0:0,1:1,2:2,3:3,4:4,5:5};
var jessonArea = {0:30,1:20,2:0,3:0,4:0,5:0};
var areaMultiple = {0:0,1:0,2:0,3:0,4:0,5:0};
var randnum1= Math.floor(Math.random() * (6 - 0)) + 0;
var randnum2= Math.floor(Math.random() * (6 - 0)) + 0;
var randnum3= Math.floor(Math.random() * (6 - 0)) + 0;
console.log(randnum1);
console.log(randnum2);
console.log(randnum3);

for(var i = 0;i < 6;i++)
{
    var count = 0;
    if(randnum1 == i)
        count++;
    if(randnum2 == i)
        count++;
    if(randnum3 == i)
        count++;

    if(count == 1)
    {
        areaMultiple[i] = 2;
    }    
    else if(count == 2)
    {
        areaMultiple[i] = 4;
    }
    else if(count == 3)
    {
        areaMultiple[i] = 10;
    }
}

console.log(JSON.stringify(areaMultiple));
var loseWinScore = 0;
for(var i = 0 ;i < 6;i++)
{
    if(jessonArea[i] == 0) continue;
    if(areaMultiple[i] > 0)
    {
        loseWinScore += jessonArea[i] * (areaMultiple[i] -1);
    }
    else
    {
        loseWinScore -= jessonArea[i];
    }
}

console.log(loseWinScore);




if(this.BodyAnim)
{
    if(step == 1){
        this.BodyAnim.play('oneStep');
    }
    else if(step == 2){
        this.BodyAnim.play('twoStep');
    }
}

for(let i = 1;i < this.roadLength;i++)
{
    if(this._roda[i -1 ] == BlockType.BT_NONE)
    {
        this._rod.push(BlockType.BT_STONE);
    }
    else{
        this._road.push(Math.floor(Math.random()*2));
    }
}

for(let j = 0;j < this._road.roadLength;j++){
    let block: Node = this.spawnBlockByType(this._road[j]);
    if(block)
    {
        this.node.addChild(block);
        block.setPosithion(j,-1.5,0);
    }
}

spawnBlockByType(type: BlockType)
{
    if(!this.cubePrfb){
        return null;
    }

    let block: Node | null = null;

    switch(type){
        case BlockType.BT_STONE:
            block = instantiate(this.cubePrfb);
            break;
    }

    return block;
}

start(){
    this.curState = GameState.GS_INIT;
}

init(){
    if(this.startMenu){
        this.startMenu.active = true;
    }

    this.generateRoad();
    if(this.playerCtrl){
        this.playerCtrl.setInputActive(false);
        this.playerCtrl.node.setPosithion(Vec3.ZERO);
    }
}

set curState (value: GameState){
    switch(value){
        case GameState.GS_INIT:
            this.init();
            break;
        case GameState.GS_PLAYINT:
            if(this.startMenu){
                this.startMenu.active = false;
            }

            setTImeout(() =>{
                if(this.playerCtrl){
                    this.playerCtrl.setInputActive(true);
                }
            },0.1);
        case GameState.GS_END:
            break;     
    }
}
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