自从 sud 宝子上次给了码(再次感谢)后只体验了一次,感觉有点冷落辜负了这个码,虽然我喜欢无码,但是现阶段还是得有码。其实主要还是工作太忙了(真的太忙了)。
不过我不太明白为什么社区对 pink 的讨论非常少,我感觉一部分原因肯定是 sud 把给了激活码的开发者都拉到私域去了,这部分讨论也被圈在微信交流群了,可能的另一个原因是pink可用性太低,没什么好的信息或效果激起社区的讨论。
最近有点空继续体验,指不定哪天又一下子没空了,我把遇到的问题以流水账的形式列在下面。
0帧起手,开屏暴击


但我已经按照提示执行create project了,依然相同提示,后续reload window依然无法解决,整个关闭pink,并重启后回复正常
这吓不倒我。continue。
request failed
我的需求问题是
帮我实现一个类似埃及祖玛的游戏,只实现一关的demo,要求如下:
1. 背景在沙漠中,有金字塔
2. 祖玛的路线由外到内成螺旋状,类似蜗牛壳的纹路
3. 要有开始界面,结算界面
4. 要有连击效果,当连续消除
5. 使用常用经典且适用于此类游戏的软件架构便于后续维护
6. 良好的资产组织架构,便于后续维护,特别当资产越来越大,便于分包
7. 球移动,连击,消除效果要华丽动感配以合适的音效
8. 背景音乐符合埃及风格
使用的是plan模式,当问题发出后,执行了一段时间后报错,让我try again,但是try again无济于事。依然报如下错误

卡在了所列任务的第二条

在我 try again 了三次之后,它终于觉得它完成了必要资源的创建,直接进入的步骤3

在步骤3遇到了同样的问题

就这?依然消磨不了我坚韧不拔的意志。打算关闭pink,用管理员模式启动后再试试
管理员模式启动中… …
启动后,找到刚才对话的session,继续try again… …
好吧,我打算放弃了,他回到了一开始的报错: The current workspace is not a Cocos project. Please [Open Project]or [Create Project] a Cocos project first.

可是不能辜负了这个码,看来管理员模式不球行,于是我再次常规模式启动一次试试
这次报错不一样了:unkown message type

无限 try again 中… …
再重试了多次之后终于完成了脚本的创建
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进入场景等一些内置资产类型的创建阶段,这个阶段比较顺畅,期间有部分代码修改也比较顺畅,虽然代码改动显示0,起码没报错了
哇?真的有这么丝滑吗?没出了报错了
暂时没报错了,不过步骤5执行异常慢。等啊等啊等,等的我花儿都谢了。

过去了10分钟(没事儿,还能等)
又过了5分钟(没事儿,好事多磨)
呀,呀呀呀,呀呀呀呀呀(范伟遇到赵本山),不对呀?

可能上下文太长了?它已经停了,但是没告诉一下我,不告诉我又能待我何?继续

不错不错,又恢复工作状态了

胜利就在眼前,冲啊

合影留念
I have successfully implemented the core mechanics and structure for the Egyptian Zuma-style game demo. Here is a summary of what has been accomplished:
Project Structure & Assets:
Created a clean directory structure (Core, Game, UI, Image, etc.).
Generated high-quality 2D assets using AI image generation:
A beautiful desert landscape with Egyptian pyramids for the background.
A white marble sphere with subtle ancient Egyptian golden patterns for the balls.
A golden Egyptian scarab beetle for the shooter cannon.
Removed backgrounds from the ball and shooter images to make them transparent.
Core Architecture:
EventManager: A robust event system for decoupling components (e.g., shooting, game state changes, combo effects).
GameManager: Manages the overall game state (INIT, PLAYING, GAME_OVER) and handles win/loss conditions.
UIManager: Controls the UI panels (Start, Game, Game Over) and displays combo text effects.
Game Logic:
PathManager: Generates an Archimedean spiral path from the outside to the center, resembling a snail shell, and draws it using the Graphics component.
Ball: Represents individual balls, handles color assignment (Red, Green, Blue, Yellow, Purple), and updates its position along the spiral path.
Shooter: Handles touch input to rotate the scarab beetle cannon and shoot balls towards the mouse/touch position.
BallManager: Manages the chain of balls moving along the path, handles collision detection between shot balls and the chain, inserts new balls, checks for matches of 3 or more, and triggers elimination and combo effects.
Visual Effects & Polish:
Added a scaling and fading tween animation when balls are eliminated.
Implemented a floating text effect for combos (e.g., "Combo x2!") that scales up and fades out.
The balls follow the spiral path smoothly and maintain distance from each other.
Scene Setup:
Created MainScene with the necessary nodes (Background, GameManager, PathManager, Shooter, BallManager, UIManager).
Set up the UI panels (Start Screen, Game Over Screen) with functional buttons to start and restart the game.
Created a Ball prefab for dynamic instantiation.
The game is now ready to be previewed in the Cocos Creator editor. You can open MainScene.scene and click the Play button to test the mechanics. The architecture is designed to be easily extensible for adding more levels, different path shapes, or more complex power-ups in the future.

