361 lines
13 KiB
TypeScript
361 lines
13 KiB
TypeScript
import GameData from "../GameData";
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import HttpUtil from "../crypto/HttpUtil";
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import { StorageMessage } from "./Storage";
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//最大工具类
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var GameTool = {
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_startTime: 0,
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_endTime: 0,
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_totalTime: 0,
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getSeedRandom: function (min, max) {//包含min 不包含max
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max = max || 1;
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min = min || 0;
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GameData._instance.GM_INFO.currSeed = (GameData._instance.GM_INFO.currSeed * 9301 + 49297) % 233280;
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let rnd = GameData._instance.GM_INFO.currSeed / 233280.0;
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let tmp = min + rnd * (max - min);
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return Math.floor(tmp);
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},
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//获取userId
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Authentication(){
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let name = "user_" + GameData._instance.GM_INFO.gameId;
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var data = JSON.parse(localStorage.getItem(name));
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if(data == "undifend" || data==null || data == ""){
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let url = "https://api.sparkus.cn/api/user/auth/login?domain=hui32579WdYPsgYq&callback="+
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encodeURIComponent(location.href);
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window.location.href = url;
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}
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else{
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if(!this.isNumber(data.userId)){
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let url = "https://api.sparkus.cn/api/user/auth/login?domain=hui32579WdYPsgYq&callback="+
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encodeURIComponent(location.href);
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console.log("链接不合法",url);
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window.location.href = url;
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}
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else{
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StorageMessage.setStorage(name,data);
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GameData._instance.GM_INFO.userId = parseInt(data.userId);
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}
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}
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},
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isNumber(value) {
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var result = false;
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result = typeof value === 'number';
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if(result) if(value < 200000) result = false;
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return result;
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},
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//埋点上传
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setGameData(){
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//GAME_DATA 初始化 每次清零
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GameData._instance.GAME_DATA = [];
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GameData._instance.GAME_DATA.push(GameData._instance.CLICK_DATA);
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//GAME_DATA 赋值后 CLICK_DATA清零
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GameData._instance.CLICK_init();
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let matchId = this.getMatchId(GameData._instance.GAME_DATA[0].round);
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let postData = {
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"matchId":matchId,
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"scode":GameData._instance.GM_INFO.scode,
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"data": GameData._instance.GAME_DATA
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};
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console.log("上传数据:",postData);
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HttpUtil.uploadUserLogData(postData,function(){})
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},
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//本地缓存,供利伟获取scode,gameId,当日游戏训练是否完成
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setLocalStorage(){
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const today = new Date().toLocaleDateString();
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var name = `success_${today}_${GameData._instance.GM_INFO.scode}_${GameData._instance.GM_INFO.gameId}`
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localStorage.setItem(name, JSON.stringify({success:true}));
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},
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setRank(){
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//GAME_DATA 初始化 每次清零
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let postData = {
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"type":1,
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"round":"1",
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"score": GameData._instance.GM_INFO.score,
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"success": GameData._instance.GM_INFO.success
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};
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HttpUtil.rankData(1,function(){},postData);
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},
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//获取matchId 用于上传每次点击数据里面记录id方便查询
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getMatchId (level){
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let matchId = cc.sys.localStorage.getItem("matchId");
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if(matchId == "undifend" || matchId==null){
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matchId = this.setMatchId();
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}
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else{
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if(this.containsNanana(matchId) == true){
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matchId = this.setMatchId();
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}
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else{
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let char = parseInt(cc.sys.localStorage.getItem("matchNumber"));
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if(level == 1){
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char += 1;
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cc.sys.localStorage.setItem("matchNumber",char);
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}
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matchId = matchId.slice(0, 10) + char + "";
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GameData._instance.GM_INFO.matchId = matchId;
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cc.sys.localStorage.setItem("matchId",matchId);
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}
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}
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return matchId;
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},
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//检测matchId 如果有缓存以前的nanana数据清除
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containsNanana(str) {
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return /na/i.test(str);
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},
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//重新设置MatchId
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setMatchId (){
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// 定义包含可用字符的字符集
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const characters = 'abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789';
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// 创建一个数组以保存随机字符
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const uuidArray = [];
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// 循环10次 生成10位的UUID
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for (let i = 0; i < 10; i++) {
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// 生成随机索引,范围是字符集的长度
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const randomIndex = Math.floor(Math.random() * characters.length);
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// 从字符集中获取随机字符
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const randomChar = characters.charAt(randomIndex);
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// 将字符添加到数组中
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uuidArray.push(randomChar);
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}
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let data = uuidArray.join('') + 1 + "";
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cc.sys.localStorage.setItem("matchNumber",1);
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cc.sys.localStorage.setItem("matchId",data);
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GameData._instance.GM_INFO.matchId = data;
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return data;
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},
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getSetScreenResolutionFlag: function () {
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let size = cc.winSize;
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let width = size.width;
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let height = size.height;
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if ((height / width) > (16.2 / 9)) return false;
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return true;
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},
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//判断全面屏适配
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setFit: function () {
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let flag = GameTool.getSetScreenResolutionFlag();
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if (flag) {
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// console.log("不是全面屏");
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} else {
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// console.log("是全面屏");
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}
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return flag;
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},
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getTip: function () {
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let index = Math.floor(Math.random() * 4) + 1;
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switch (index) {
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case 1: {
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return "根据小球的位置,合理晃动手机,确保小球不掉出木板。"
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}
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case 2: {
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return "根据小球位置控制晃动幅度,过大或过小都不是个好选择。"
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}
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case 3: {
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return "不要被天上掉落的障碍吓到,有时候它反而会帮你保持平衡。"
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}
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case 4: {
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return "尝试着顶开掉落的障碍,是个很酷的玩法。"
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}
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}
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},
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beginTiming: function () {
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this._startTime = new Date().getTime();
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},
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endTiming: function () {
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this._endTime = new Date().getTime();
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// this._totalTime = endTime - this._startTime;
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},
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//如果是判断时常的游戏 调用此方法
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updateScoreTime: function () {
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let endTime = new Date().getTime();
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let tempTime = endTime - this._startTime;
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if (tempTime < 0 || tempTime > 500) {
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tempTime = Math.round(cc.director.getAnimationInterval() * 1000);
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}
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this._endTime += tempTime / 1000;
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this._totalTime = this._endTime.toFixed(2);
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GameData._instance.GM_INFO.currScore = this._totalTime;
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this._startTime = endTime;
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},
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//倒计时调用此方法
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countDown: function () {
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this._endTime = new Date().getTime();
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this._totalTime = Math.floor((this._endTime - this._startTime) / 1000);
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GameData._instance.GM_INFO.remainingTime = GameData._instance.GM_INFO.totalTime - this._totalTime;
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},
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getGameInfo: function(node){
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var jg = false;
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return jg;
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},
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//根据服务器数据重置所需要所有数据
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reset: function(){
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// console.log("本地数据丢失,重新启动游戏");
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cc.director.loadScene('LoadScene');
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},
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setGameInfo: function(pd){
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},
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//输入秒,返回需要展示时间格式
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getTimeMargin:(second) => {
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let total = second;
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let hour = Math.floor(total / (60 * 60));//计算整数小时数
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let afterHour = total - hour * 60 * 60;//取得算出小时数后剩余的秒数
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let min = Math.floor(afterHour / 60);//计算整数分
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let afterMin = total - hour * 60 * 60 - min * 60;//取得算出分后剩余的秒数
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return '剩余:' + hour + ':' + min + ':' + afterMin
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},
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getTimeMargin2:(second) => {
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let total = second;
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let min = null;
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let afterMin = null;
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let hour = Math.floor(total / (60 * 60));//计算整数小时数
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let afterHour = total - hour * 60 * 60;//取得算出小时数后剩余的秒数
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min = Math.floor(afterHour / 60);//计算整数分
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if(min < 10) min = "0"+min;
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afterMin = total - hour * 60 * 60 - min * 60;//取得算出分后剩余的秒数
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if(afterMin < 10) afterMin = "0" + afterMin;
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return '剩余:' + min + ':' + afterMin
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},
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//将时间转换为59:23
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getTime: function(time){
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var label = "";
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var number_1 = null;
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var number_2 = null;
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number_1 = Math.floor(time/60)
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number_2 = time-number_1*60;
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if(number_1 < 10){
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number_1 = "0"+number_1;
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}
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if(number_2 < 10){
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number_2 = "0"+number_2;
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}
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label = number_1 + ":" + number_2;
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return label;
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},
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//number 为传进来的数值,type为最多显示几位数
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getNumber: function(number,type){
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// console.log(type,"需要转换的数字为:",number);
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var count = 1000;
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var place = type - 3;
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if(number > Math.pow(count,8)*Math.pow(10,place)){
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if(number/Math.pow(count,8) < 100)
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number = Math.floor(number/Math.pow(count,8)*10)/10+"S";
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else
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number = Math.floor(number/Math.pow(count,8))+"S";
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}
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else if(number > Math.pow(count,7)*Math.pow(10,place)){
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if(number/Math.pow(count,7) < 100)
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number = Math.floor(number/Math.pow(count,7)*10)/10+"s";
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else
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number = Math.floor(number/Math.pow(count,7))+"s";
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}
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else if(number > Math.pow(count,6)*Math.pow(10,place)){
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if(number/Math.pow(count,6) < 100)
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number = Math.floor(number/Math.pow(count,6)*10)/10+"Q";
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else
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number = Math.floor(number/Math.pow(count,6))+"Q";
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}
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else if(number > Math.pow(count,5)*Math.pow(10,place)){
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if(number/Math.pow(count,5) < 100)
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number = Math.floor(number/Math.pow(count,5)*10)/10+"q";
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else
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number = Math.floor(number/Math.pow(count,5))+"q";
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}
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else if(number > Math.pow(count,4)*Math.pow(10,place)){
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if(number/Math.pow(count,4) < 100)
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number = Math.floor(number/Math.pow(count,4)*10)/10+"t";
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else
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number = Math.floor(number/Math.pow(count,4))+"t";
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}
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else if(number > Math.pow(count,3)*Math.pow(10,place)){
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if(number/Math.pow(count,3) < 100)
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number = Math.floor(number/Math.pow(count,3)*10)/10+"b";
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else
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number = Math.floor(number/Math.pow(count,3))+"b";
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}
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else if(number > Math.pow(count,2)*Math.pow(10,place)){
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if(number/Math.pow(count,2) < 100)
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number = Math.floor(number/Math.pow(count,2)*10)/10+"m";
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else
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number = Math.floor(number/Math.pow(count,2))+"m";
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}
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else if(number > Math.pow(count,1)*Math.pow(10,place)){
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if(number/Math.pow(count,1) < 100){
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number = Math.floor(number/Math.pow(count,1)*10)/10+"k";
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}
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else
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number = Math.floor(number/Math.pow(count,1))+"k";
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}
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else{
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number = Math.floor(number/Math.pow(count,0))+"";
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}
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// console.log("结果为"+type+"位数",number);
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return number;
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},
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begainTiming: function () {
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this._startTime = new Date().getTime();
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},
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endTiming2: function () {
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let endTime = new Date().getTime();
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this._endTime = endTime;
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this._totalTime = endTime - this._startTime;
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},
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getScoreTime: function () {
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let endTime = new Date().getTime();
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let tempTime = endTime - this._startTime;
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if (tempTime < 0 || tempTime > 500) {
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tempTime = Math.round(cc.director.getAnimationInterval() * 1000);
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}
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GameData._instance.GM_INFO.currScore += tempTime;
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this._startTime = endTime;
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},
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getFormatTime: function (time) {
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let date = new Date();
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date.setTime(time);
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let ms = date.getMilliseconds();
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// let msString = date.getMilliseconds();
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let msString = null;
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let secondString = null;
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let minString = null;
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msString = Math.floor(ms / 10) % 100;
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secondString = date.getSeconds();
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minString = date.getMinutes();
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if (msString < 10) {
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msString = "0" + msString;
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}
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if (secondString < 10) {
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secondString = "0" + secondString;
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}
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secondString = secondString + ":";
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if (minString < 10) {
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minString = "0" + minString;
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}
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minString = minString + ":";
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return minString + secondString + msString;
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},
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pushLister:function () {
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},
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removeAllLister:function () {
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},
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};
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export { GameTool }; |