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cc. random0To1 is deprecated

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Hi! Please if you can help me.
I am learning from an older tutorial and I encounter this error ERROR: ‘cc.random0To1’ is deprecated, please use ‘Math.random’ instead

But after replacing ‘cc.random0To1’ with ‘Math.random’, candy don’t spawn in my game.
This is the code, I’m stuck here and I don’t know how to do it

cc.Class({
extends: cc.Component,

properties: {
    background:{
        default: null,
        type: cc.Node
    },
    scoreLabel: {
        default: null,
        type: cc.Label
    },
    lifeLabel: {
        default: null,
        type: cc.Label
    },
    candies:{
        default: [],
        type: cc.Prefab 

    },
    candyLayer:{
        default: null,
        type: cc.Layout 
    },
    tempoMin: 0,
    tempoMax: 0,
    score: 0, 
    maxlife: 0, 
    maxCandy: 0,
    isLaunch: false
},


onLoad: function () {
    var candiesCount = 0; 
    var delta = 0; 

     var self = this;
     self.scheduleOnce(function(){
         self.initGame();

     }, 1); 
            
    self.node.on('candy_die', function(event){
        candiesCount--;
    }, self);
    
    this.candyLayer.node.setContentSize(this.background.width, this.background.height); 
 }, 

initGame: function(){ 
    this.life = this.maxLife;

    this.score = 0; //start the Score
    this.lifeLabel.string = "x " + this.maxlife; 
    this.isLaunch = true;            
 }, 
 
spawCandy: function (dt){ 
    if (this.isLaunch === false) {
        return;   
    }
    if(this.candiesCount > this.maxCandy) { 
        return;
    }
    this.delta += dt;
    if (this.delta < 1) {    
        return; 
    }
    this.delta = 0;

    var candyLayer = this.candyLayer.node; 
    
    var winsize = candyLayer.getContentSize();
    
    var candiesAmount = this.candies.length -1; 
    
    var candy = cc.instantiate(this.candies[Math.cell(candiesAmount * Math.random())]); 
                                                                                                         
    candy.setPosition(this.newCandyPosition()); 
    var tempo = Math.random() * this.tempoMax + this.tempoMin; 
                                                                           
    var self = this;
    
    var moveby = cc.moveBy(tempo, 0, -winsize.height-30); 

    var sequence = cc.sequence(moveby, cc.removeSelf(true), cc.callFunc(function() {self._candiesCount--;}, self)); 
                                                         
    
    candy.runAction(sequence);

    candyLayer.addChild(candy);

    this.candiesCount++;     
 },

 newCandyPosition: function(){
     var winsize = this.candyLayer.node.getContentSize();

     var x = winsize.width * Math.random(); 

     var y = winsize.height - 100; 

     return cc.p(x,y); 

 },

 update: function (dt) {
     this.spawCandy(dt);
 },

});

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