FlyUp/library/imports/f2/f2f0b239-3ec5-48fa-8d7c-c45e86f8a55a.js
2024-08-07 19:02:40 +08:00

208 lines
6.5 KiB
JavaScript

"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: "https://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,
afkCount: 0,
isAFK: false //是否挂机
};
};
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,
isAFK: false //是否挂机
};
};
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();