// 主游戏控制类 const {ccclass, property} = cc._decorator; @ccclass export default class GameManager extends cc.Component { countTime: number; //游戏总daojishi tube1: cc.Node; //管子1 tube3: cc.Node; //管子2 tube5: cc.Node; //管子3 ball1: cc.Node; //球1 ball2: cc.Node; //球2 ball3: cc.Node; //球3 tube_Array: number[][];//管子数组 onLoad () {} start () { this.fit(); this.init(); } //初始化数据 init(){ this.tube1 = this.node.getChildByName("tube1"); this.tube3 = this.node.getChildByName("tube3"); this.tube5 = this.node.getChildByName("tube5"); this.ball1 = this.node.getChildByName("ball1"); this.ball2 = this.node.getChildByName("ball2"); this.ball3 = this.node.getChildByName("ball3"); this.tube_Array = [[1,3],[2],[]]; this.initBall(); } initBall(){ for(let i=0; i 0 ){ for(let j =0; j (16.2 / 9)) return false; return true; } //判断全面屏适配 setFit () { let flag = this.getSetScreenResolutionFlag(); if (flag) { } else { } return flag; } //返回首页 backScene(){ cc.director.loadScene("LoadScene"); } //下一关,或者重新开始,或者返回上一关,根据level决定 reStart(type){ } //获取时间戳 getTime(){ const timestamp = new Date().getTime(); return timestamp; } //获胜 passLevel(){ } //失败 loseLevel(type){ } //开始游戏 startGame(){ } //如果是倒计时 调用此方法 updateCountDownTime () { if (this.countTime > 0) { this.countTime -= 1; // this.time.string = cc.fx.GameTool.getTimeMargin(this.countTime); if(this.countTime < 5){ // cc.tween(this.time.node) // .to(0.25,{scale:1.5,color:cc.color(255,0,0)}) // .to(0.25,{scale:1,color:cc.color(255,255,255)}) // .start() let over = this.node.getChildByName("Over"); cc.tween(over) .to(0.2,{opacity:255}) .delay(0.1) .to(0.2,{opacity:0}) .start(); } if(this.countTime <= 0){ this.unschedule(this.updateCountDownTime); var time = 0; this.gameOver(time); } } } //上传每次操作数据 setData(){ cc.fx.GameTool.setGameData(); } //上传排行榜数据 gameOver(time){ cc.fx.GameTool.setRank(time); this.node.getChildByName("GameOver").active = true; this.node.getChildByName("GameOver").opacity = 0; cc.tween(this.node.getChildByName("GameOver")) .to(0.4,{opacity:255}) .delay(2) .to(0.4,{opacity:50}) .call(() =>{ cc.director.loadScene("OverScene"); }) .start() } onEnable () { setTimeout(() => { cc.fx.Notifications.on("moveTube", this.moveTube, this); }, 100); } onDisable () { cc.fx.Notifications.off("moveTube", this.moveTube); } update (dt) { } }