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				@@ -4,7 +4,6 @@ cc.Class({ 
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				     extends: cc.Component, 
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				     properties: { 
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				-         
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				     }, 
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				     // LIFE-CYCLE CALLBACKS: 
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				@@ -103,9 +102,11 @@ cc.Class({ 
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				         var move_01_end = cc.callFunc(function() { 
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				             self.bump(dropPos); 
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				         }); 
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				-        var move_02 = cc.bezierTo(this.speed / 300, bezier_02); 
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				+ 
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				+        var move_02_time = this.speed / 300; 
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				+        var move_02 = cc.bezierTo(move_02_time, bezier_02); 
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				         // 在第二条路线后开始的一段时间,需要通知控制器改变状态 
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				-        var delay = cc.delayTime(0.25); 
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				+        var delay = cc.delayTime(move_02_time / 4); 
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				         var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_RIVAL_LEFT_PAT); 
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				         var spawn = cc.spawn(move_02, cc.sequence(delay, change)); 
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				         var move_02_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_RIVAL); 
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				@@ -135,9 +136,11 @@ cc.Class({ 
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				         var move_01_end = cc.callFunc(function() { 
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				             self.bump(dropPos); 
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				         }); 
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				-        var move_02 = cc.bezierTo(this.speed / 150, bezier_02); 
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				+ 
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				+        var move_02_time = this.speed / 150; 
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				+        var move_02 = cc.bezierTo(move_02_time, bezier_02); 
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				         // 在第二条路线后开始的一段时间,需要通知控制器改变状态 
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				-        var delay = cc.delayTime(0.25); 
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				+        var delay = cc.delayTime(move_02_time / 4); 
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				         var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_RIVAL_RIGHT_PAT); 
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				         var spawn = cc.spawn(move_02, cc.sequence(delay, change)); 
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				         var move_02_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_RIVAL); 
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				@@ -167,9 +170,11 @@ cc.Class({ 
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				         var move_01_end = cc.callFunc(function() { 
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				             self.bump(dropPos); 
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				         }); 
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				-        var move_02 = cc.bezierTo(this.speed / 150, bezier_02); 
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				+ 
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				+        var move_02_time = this.speed / 150; 
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				+        var move_02 = cc.bezierTo(move_02_time, bezier_02); 
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				         // 在第二条路线后开始的一段时间,需要通知控制器改变状态 
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				-        var delay = cc.delayTime(0.25); 
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				+        var delay = cc.delayTime(move_02_time / 4); 
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				         var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_RIVAL_RIGHT_PAT); 
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				         var spawn = cc.spawn(move_02, cc.sequence(delay, change)); 
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				         var move_02_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_RIVAL); 
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				@@ -199,9 +204,11 @@ cc.Class({ 
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				         var move_01_end = cc.callFunc(function() { 
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				             self.bump(dropPos); 
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				         }); 
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				-        var move_02 = cc.bezierTo(this.speed / 150, bezier_02); 
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				+ 
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				+        var move_02_time = this.speed / 150; 
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				+        var move_02 = cc.bezierTo(move_02_time, bezier_02); 
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				         // 在第二条路线后开始的一段时间,需要通知控制器改变状态 
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				-        var delay = cc.delayTime(0.25); 
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				+        var delay = cc.delayTime(move_02_time / 4); 
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				         var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_RIVAL_LEFT_PEEL); 
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				         var spawn = cc.spawn(move_02, cc.sequence(delay, change)); 
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				         var move_02_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_RIVAL); 
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				@@ -231,9 +238,11 @@ cc.Class({ 
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				         var move_01_end = cc.callFunc(function() { 
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				             self.bump(dropPos); 
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				         }); 
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				-        var move_02 = cc.bezierTo(this.speed / 200, bezier_02); 
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				+ 
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				+        var move_02_time = this.speed / 200; 
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				+        var move_02 = cc.bezierTo(move_02_time, bezier_02); 
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				         // 在第二条路线后开始的一段时间,需要通知控制器改变状态 
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				-        var delay = cc.delayTime(0.25); 
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				+        var delay = cc.delayTime(move_02_time / 2); 
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				         var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_RIVAL_RIGHT_PAT); 
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				         var spawn = cc.spawn(move_02, cc.sequence(delay, change)); 
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				         var move_02_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_RIVAL); 
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				@@ -271,9 +280,11 @@ cc.Class({ 
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				         var move_03_end = cc.callFunc(function() { 
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				             self.bump(jumpPos); 
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				         }); 
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				-        var move_04 = cc.bezierTo(0.3, bezier_04); 
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				+ 
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				+        var move_04_time = this.speed / 350; 
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				+        var move_04 = cc.bezierTo(move_04_time, bezier_04); 
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				         // 在第四条路线后开始的一段时间,需要通知控制器改变状态 
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				-        var delay = cc.delayTime(0.15); 
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				+        var delay = cc.delayTime(move_04_time / 3); 
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				         var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_LEFT_PAT); 
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				         var spawn = cc.spawn(move_04, cc.sequence(delay, change)); 
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				         var move_04_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_MINE); 
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				@@ -305,9 +316,11 @@ cc.Class({ 
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				         var move_01_end = cc.callFunc(function() { 
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				             self.bump(dropPos); 
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				         }); 
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				-        var move_02 = cc.bezierTo(this.speed / 200, bezier_02); 
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				+ 
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				+        var move_02_time = this.speed / 200; 
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				+        var move_02 = cc.bezierTo(move_02_time, bezier_02); 
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				         // 在第二条路线后开始的一段时间,需要通知控制器改变状态 
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				-        var delay = cc.delayTime(0.25); 
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				+        var delay = cc.delayTime(move_02_time / 4); 
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				         var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_LEFT_PAT); 
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				         var spawn = cc.spawn(move_02, cc.sequence(delay, change)); 
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				         var move_02_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_MINE); 
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				@@ -340,9 +353,11 @@ cc.Class({ 
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				         var move_01_end = cc.callFunc(function() { 
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				             self.bump(dropPos); 
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				         }); 
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				-        var move_02 = cc.bezierTo(this.speed / 150, bezier_02); 
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				+ 
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				+        var move_02_time = this.speed / 150; 
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				+        var move_02 = cc.bezierTo(move_02_time, bezier_02); 
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				         // 在第二条路线后开始的一段时间,需要通知控制器改变状态 
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				-        var delay = cc.delayTime(0.25); 
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				+        var delay = cc.delayTime(move_02_time / 4); 
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				         var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_LEFT_PAT); 
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				         var spawn = cc.spawn(move_02, cc.sequence(delay, change)); 
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				         var move_02_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_MINE); 
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				@@ -375,9 +390,11 @@ cc.Class({ 
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				         var move_01_end = cc.callFunc(function() { 
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				             self.bump(dropPos); 
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				         }); 
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				-        var move_02 = cc.bezierTo(this.speed / 250, bezier_02); 
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				+ 
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				+        var move_02_time = this.speed / 250; 
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				+        var move_02 = cc.bezierTo(move_02_time, bezier_02); 
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				         // 在第二条路线后开始的一段时间,需要通知控制器改变状态 
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				-        var delay = cc.delayTime(0.25); 
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				+        var delay = cc.delayTime(move_02_time / 4); 
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				         var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_LEFT_PAT); 
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				         var spawn = cc.spawn(move_02, cc.sequence(delay, change)); 
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				         var move_02_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_MINE); 
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				@@ -411,9 +428,11 @@ cc.Class({ 
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				         var move_01_end = cc.callFunc(function() { 
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				             self.bump(dropPos); 
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				         }); 
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				-        var move_02 = cc.bezierTo(this.speed / 250, bezier_02); 
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				+ 
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				+        var move_02_time = this.speed / 200; 
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				+        var move_02 = cc.bezierTo(move_02_time, bezier_02); 
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				         // 在第二条路线后开始的一段时间,需要通知控制器改变状态 
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				-        var delay = cc.delayTime(0.25); 
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				+        var delay = cc.delayTime(move_02_time / 4); 
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				         var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_RIGHT_PEEL); 
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				         var spawn = cc.spawn(move_02, cc.sequence(delay, change)); 
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				         var move_02_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_MINE); 
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				@@ -446,9 +465,11 @@ cc.Class({ 
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				         var move_01_end = cc.callFunc(function() { 
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				             self.bump(dropPos); 
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				         }); 
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				-        var move_02 = cc.bezierTo(this.speed / 250, bezier_02); 
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				+ 
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				+        var move_02_time = this.speed / 250; 
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				+        var move_02 = cc.bezierTo(move_02_time, bezier_02); 
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				         // 在第二条路线后开始的一段时间,需要通知控制器改变状态 
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				-        var delay = cc.delayTime(0.25); 
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				+        var delay = cc.delayTime(move_02_time / 4); 
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				         var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_RIGHT_PAT); 
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				         var spawn = cc.spawn(move_02, cc.sequence(delay, change)); 
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				         var move_02_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_MINE); 
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				@@ -481,9 +502,11 @@ cc.Class({ 
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				         var move_01_end = cc.callFunc(function() { 
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				             self.bump(dropPos); 
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				         }); 
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				-        var move_02 = cc.bezierTo(this.speed / 150, bezier_02); 
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				+         
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				+        var move_02_time = this.speed / 150; 
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				+        var move_02 = cc.bezierTo(move_02_time, bezier_02); 
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				         // 在第二条路线后开始的一段时间,需要通知控制器改变状态 
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				-        var delay = cc.delayTime(0.25); 
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				+        var delay = cc.delayTime(move_02_time / 4); 
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				         var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_RIGHT_PAT); 
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				         var spawn = cc.spawn(move_02, cc.sequence(delay, change)); 
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				         var move_02_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_MINE); 
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				@@ -511,9 +534,11 @@ cc.Class({ 
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				             this.bump(centerPos); 
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				         }, this); 
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				         var bezier_02 = [centerPos, cc.v2(-125, 40), endPos]; 
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				-        var move_02 = cc.bezierTo(this.speed / 180, bezier_02); 
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				+ 
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				+        var move_02_time = this.speed / 180; 
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				+        var move_02 = cc.bezierTo(move_02_time, bezier_02); 
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				         // 在第二条路线后开始的一段时间,需要通知控制器改变状态 
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				-        var delay = cc.delayTime(0.25); 
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				+        var delay = cc.delayTime(move_02_time / 4); 
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				         var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_LEFT_PAT); 
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				         var spawn = cc.spawn(move_02, cc.sequence(delay, change)); 
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				         var move_02_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_MINE); 
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				@@ -541,9 +566,11 @@ cc.Class({ 
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				             this.bump(centerPos); 
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				         }, this); 
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				         var bezier_02 = [centerPos, cc.v2(110, 20), endPos]; 
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				-        var move_02 = cc.bezierTo(this.speed / 180, bezier_02); 
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				+ 
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				+        var move_02_time = this.speed / 150; 
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				+        var move_02 = cc.bezierTo(move_02_time, bezier_02); 
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				         // 在第二条路线后开始的一段时间,需要通知控制器改变状态 
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				-        var delay = cc.delayTime(0.25); 
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				+        var delay = cc.delayTime(move_02_time / 4); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				         var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_RIGHT_PEEL); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				         var spawn = cc.spawn(move_02, cc.sequence(delay, change)); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				         var move_02_end = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_DROP_IN_MINE); 
			 |