"use strict"; cc._RF.push(module, 'f2f0bI5PsVI+o18xF6G+KVa', 'GameData'); // Script/GameData.ts "use strict"; var __extends = (this && this.__extends) || (function () { var extendStatics = function (d, b) { extendStatics = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; }; return extendStatics(d, b); }; return function (d, b) { extendStatics(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); }; })(); var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) { var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc); else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; return c > 3 && r && Object.defineProperty(target, key, r), r; }; Object.defineProperty(exports, "__esModule", { value: true }); var _a = cc._decorator, ccclass = _a.ccclass, property = _a.property; var GameData = /** @class */ (function (_super) { __extends(GameData, _super); function GameData() { return _super !== null && _super.apply(this, arguments) || this; } GameData_1 = GameData; // 0.15 0.37 0.8 获得三个星星 -2167.675 -2054 两个尺寸的屏幕的补偿值 GameData.prototype.onLoad = function () { if (GameData_1._instance == null) { GameData_1._instance = this; // cc.game.addPersistRootNode(this.node); this.AudioManager = this.node.getComponent('BallAudioManager'); } else { this.node.destroy(); return; } }; GameData.prototype.start = function () { //GAME_DATA 废弃了,暂时不删除以防后面修改回 一整局传一次 this.GAME_DATA = []; this.GM_INFO_init(); //GM_INFO存储 一些游戏数据,这些数据至少是当局内不会重置清零的 this.LEVEL_init(); //每局游戏内游戏参数,可复活清零或者重玩清零 this.BLOCK_INFO_init(); //每个游戏不同,此游戏为跳板参数 this.CLICK_init(); //埋点数据,用于上传重要数据 }; GameData.prototype.GM_INFO_init = function () { this.GM_INFO = { // isEnd: false, mean_Time: 0, total: 0, currSeed: 203213, gameId: '100001', userId: "", guide: true, url: "http://dev.api.sparkus.cn", custom: 0, //从这开始 jumpUpTime: 0.5, jumpDownTime: 0.4, jumpHeight: 150, blockMin: 30, blockMax: -10, blockScale: 5, distanceMin: 100, distanceMax: 110, life: 3, levelMax: 1, difficultyMax: 1, score: 0, success: true, probation: true //试用期 }; }; GameData.prototype.CLICK_init = function () { GameData_1._instance.CLICK_DATA = { type: 1, level: 0, block: 0, percent: 0, getScore: 0, totalScore: 0, difficulty: 0, height: false, combo: 0, accuracy: 0, jumps: 0, timer: 0, fake: false, fakeSpeed: 0, speed: 0, round: 0, }; }; GameData.prototype.LEVEL_init = function () { this.LEVEL_INFO = { speed: 1, addSpeed: 0.015, reduceSpeed: 0, jiansu: 3, round1: 10, round2: 20, round3: 30, doubleSuccess: 3, fastSpeed: 3.5, slowSpeed: 4.5, doubleHit: 1, doubleAdd: 0.05, doubleMax: 2, layer: 100, layerAdd: 2, star1: 0.2, star2: 0.4, star3: 0.8, scoreMax: 120000, levelMax: 1, difficultyMax: 1 //最高难度系数 }; }; GameData.prototype.BLOCK_INFO_init = function () { this.BLOCK_INFO = [ { name: "block1", speed: 8, thickness: false, }, { name: "block2", speed: 9, thickness: false, }, { name: "block3", speed: 8, thickness: false, }, { name: "block4", speed: 9, thickness: false, }, { name: "block5", speed: 8, thickness: false, }, { name: "block6", speed: 8, thickness: false, }, { name: "block7", speed: 10, thickness: true, }, { name: "block8", speed: 10, thickness: true, }, { name: "block9", speed: 10, thickness: true, }, { name: "block10", speed: 10, thickness: true, }, { name: "block11", speed: 10, thickness: true, }, { name: "block12", speed: 10, thickness: true, }, { name: "block0", speed: 14, thickness: false, }, ]; }; var GameData_1; GameData = GameData_1 = __decorate([ ccclass ], GameData); return GameData; }(cc.Component)); exports.default = GameData; cc._RF.pop();