模板化初次提交

This commit is contained in:
YZ\249929363 2024-06-18 11:41:58 +08:00
commit e0a1cf253c
360 changed files with 131488 additions and 0 deletions

13
assets/Scene.meta Normal file
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766
assets/Scene/GameScene.fire Normal file
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{
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assets/Scene/LoadScene.fire Normal file

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{
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assets/Scene/OverScene.fire Normal file

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{
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assets/Scene/RankScene.fire Normal file

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{
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}

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assets/Script.meta Normal file
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{
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}

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cc.Class({
extends: cc.Component,
properties: {
},
onLoad () {
cc.dynamicAtlasManager.enabled = false;
},
});

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{
"ver": "1.1.0",
"uuid": "5c9b8159-89a3-4b32-b303-b3d4f7ac1c9f",
"importer": "javascript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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// 主游戏控制类
const {ccclass, property} = cc._decorator;
@ccclass
export default class GameManager extends cc.Component {
countTime: number;
onLoad () {}
start () {
this.fit();
this.init();
}
//初始化数据
init(){
}
//根据是否全面屏,做独立适配方面
fit(){
var jg = this.setFit();
if(!jg){
}
}
//判断全面屏
getSetScreenResolutionFlag () {
let size = cc.winSize;
let width = size.width;
let height = size.height;
if ((height / width) > (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 () {
// cc.fx.Notifications.on("clickSun", this.clickSun, this);
}
onDisable () {
// cc.fx.Notifications.off("clickSun", this.clickSun);
}
update (dt) {
}
}

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{
"ver": "1.1.0",
"uuid": "b0432040-dbde-438c-839c-ba2b5d18a3b5",
"importer": "typescript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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assets/Script/GameOver.ts Normal file
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const {ccclass, property} = cc._decorator;
@ccclass
export default class NewClass extends cc.Component {
@property(cc.Label)
count: cc.Label = null;
@property(cc.Label)
time: cc.Label = null;
@property(cc.Node)
selfNode: cc.Node = null;
@property(cc.Node)
one: cc.Node = null;
@property(cc.Node)
two: cc.Node = null;
@property(cc.Node)
three: cc.Node = null;
@property(cc.Node)
four: cc.Node = null;
@property(cc.Node)
five: cc.Node = null;
listData: any;
selfData: any;
// onLoad () {}
start () {
this.count.string = cc.fx.GameConfig.GM_INFO.total + "";
if(cc.fx.GameConfig.GM_INFO.mean_Time > 10){
cc.fx.GameConfig.GM_INFO.mean_Time = (parseInt(Math.random()*10+"")+5)/10
}
this.time.string = cc.fx.GameConfig.GM_INFO.mean_Time + "s";
this.init();
}
//初始化数据
init(){
this.listData = [];
this.selfData = null;
this.one.active = false;
this.two.active = false;
this.three.active = false;
this.four.active = false;
this.five.active = false;
this.getRank();
}
//打开排行榜
openRank(){
cc.director.loadScene("RankScene");
}
//重新开始玩
again(){
cc.director.loadScene("GameScene");
}
//获取排行榜
getRank(){
//获取排行榜数据 所需数据量
let dataFile = {
length:5
}
cc.fx.GameTool.getRank(dataFile,data =>this.getRankData(data));
}
//设置排行信息
getRankData(data){
if(data){
cc.fx.GameTool.getRankData(data,this,4);
cc.fx.GameTool.setPic(this.selfNode.getChildByName("pic").getChildByName("icon"),this.selfData.pic);
for(let i=0;i<=4;i++){
this.setRank(i,this.listData[i]);
}
}
}
//根据内容填充排行榜
setRank(num,data){
var hitNode = null;
if(num == 0){
hitNode = this.one;
}
else if(num == 1){
hitNode = this.two;
}
else if(num == 2){
hitNode = this.three;
}
else if(num == 3){
hitNode = this.four;
}
else if(num == 4){
hitNode = this.five;
}
if(hitNode){
hitNode.active = true;
cc.fx.GameTool.subName(data.nickName,4);
hitNode.getChildByName("name").getComponent(cc.Label).string = data.nickName;
hitNode.getChildByName("total").getComponent(cc.Label).string = data.totalSunCount;
cc.fx.GameTool.setPic(hitNode.getChildByName("pic").getChildByName("icon"),data.pic);
}
}
}

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{
"ver": "1.1.0",
"uuid": "805c69df-dfdf-4759-97ae-5a7341f424c7",
"importer": "typescript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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// cc.Class({
// extends: cc.Component,
// properties: {
// localTest: {
// default: false,
// tooltip: '本地测试时勾选避免tz_url和Configure报错提交前勾掉'
// },
// clientTest: {
// default: false,
// tooltip: '客户端测试时勾选,展示版本标记方便测试区分,上线前勾掉'
// },
// clientTestVersion: {
// default: '',
// tooltip: '版本标记'
// },
// testVersion: cc.Label,
// score: cc.Label,
// double_hit: cc.Node,
// add: cc.Node,
// add2: cc.Node,
// double_title: cc.Node,
// count_time: cc.Node,
// beginNode: cc.Node,
// ball_nomal: [cc.SpriteFrame],
// bg_nomal: [cc.SpriteFrame],
// ball_light: [cc.SpriteFrame],
// kuang_Frame: [cc.SpriteFrame],
// daojishi: cc.Label,
// pause_anniu: cc.Sprite,
// mask: cc.Node,
// flashUI: {
// default: null,
// type: cc.SpriteAtlas
// },
// },
// onLoad() {
// },
// update(dt) {
// },
// });

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{
"ver": "1.1.0",
"uuid": "e8b23e56-8d10-44ad-a8f0-2e637cc45533",
"importer": "javascript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

40
assets/Script/Load.ts Normal file
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const {ccclass, property, requireComponent} = cc._decorator;
@ccclass
export default class NewClass extends cc.Component {
@property(false)
localTest: boolean = false;
@property("")
clientTestVersion: string = "1.0.0";
@property(cc.Label)
testVersion: cc.Label = null;
start () {
window.initMgr();
cc.fx.GameConfig.init(this.localTest);
cc.fx.AudioManager.Instance.init();
this.testVersion.string = this.clientTestVersion;
}
//开始游戏,跳转至引导页面
startGame(){
cc.director.loadScene("GameScene");
// cc.director.loadScene("GuideScene");
}
//备用,用来测试跳转 指定关卡
clickBtn(event,data){
cc.fx.GameConfig.GM_INFO.custom = parseInt(data);
cc.director.loadScene("GameScene");
}
//打开排行榜
openRank(){
cc.director.loadScene("RankScene");
}
protected update(dt: number): void {
}
}

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{
"ver": "1.1.0",
"uuid": "454ad829-851a-40ea-8ab9-941e828357ca",
"importer": "typescript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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import List from "./module/RankList/List";
const { ccclass, property } = cc._decorator;
//排行榜
@ccclass
export default class RankManager extends cc.Component {
@property(cc.Node) //用户上方头像
Player: cc.Node = null;
@property(cc.Node) //用户最下方个人信息
selfNode: cc.Node = null;
@property(cc.Sprite) //用户头像换图
phone: cc.Sprite = null;
private rankList: List; //排行榜
tween: cc.Tween<cc.Node>; //最上方用户头像动画
listData: any; //总列表信息
selfData: any; //自己信息
rankNumber: number; //用户自己排名 有可能不在排行榜内99+
rankTotal: number; //获取排行榜用户数量 现在为100
onLoad() {
this.init();
}
//初始化数据
init(){
this.rankList = cc.find("ScrollView", this.node).getComponent(List);
this.Player.getChildByName("rank").active = false;
this.listData = [];
this.selfData = null;
this.rankNumber = 100;
this.rankTotal= 100;
this.selfNode.opacity = 0;
}
start() {
this.Player.active = false;
this.getRank();
}
//调用获取排行榜接口
getRank(){
let dataFile = {
length:100
}
cc.fx.GameTool.getRank(dataFile,data =>this.getRankData(data));
}
//实际设置排行数据
getRankData(data){
if(data){
// console.log(data);
cc.fx.GameTool.getRankData(data,this,6);
this.setPic(this.selfData.pic);
}
}
//返回按钮
backClick(){
cc.director.loadScene("LoadScene");
}
//最上方用户动画
playerAction(){
//-254 377 210 453
this.Player.getChildByName("rank").active = false;
let time = 1;
this.tween = cc.tween(this.Player)
.to(2,{position:cc.v3(210,453,0)})
.call(() =>{
this.Player.getChildByName("rank").active = true;
this.Player.getChildByName("rank").getChildByName("number")
.getComponent(cc.Label).string = parseInt(time*100 + "") + "%";
})
.start();
time = (this.listData.length - this.rankNumber)/this.listData.length;
if(this.listData.length >= 99){
if(this.rankNumber >= 99){
time = (Math.random()*49+1)/100
var matchId = cc.sys.localStorage.getItem("matchNumber");
if(matchId == null || matchId == undefined){
time = 0;
}
}
}
setTimeout(() => {
if(this.tween)this.tween.stop();
this.Player.getChildByName("rank").active = true;
this.Player.getChildByName("rank").getChildByName("number")
.getComponent(cc.Label).string = parseInt(time*100 + "") + "%";
}, time*2000);
}
//设置头像 处理的逻辑比较多,不用公共类的了
public setPic(pic){
this.phone.node.parent.getChildByName("icon").active = false;
this.phone.node.active = false;
this.Player.active = true;
this.Player.opacity = 0;
this.Player.getChildByName("mask").getChildByName("icon").active = false;
this.Player.getChildByName("mask").getChildByName("phone").active = false;
fetch(pic)
.then(response => {
return response.headers.get('Content-Length');
})
.then(errNo => {
if(errNo == "5093"){
this.phone.node.parent.getChildByName("icon").active = true;
this.Player.getChildByName("mask").getChildByName("icon").active = true;
}
})
.catch(error => {
console.error('Error fetching X-Info:', error);
});
var self = this;
cc.assetManager.loadRemote(pic, {ext:'.png'},(err, texture:cc.Texture2D) => {
self.Player.opacity = 255;
if(texture){
self.phone.node.active = true;
self.phone.spriteFrame = new cc.SpriteFrame(texture);
self.Player.getChildByName("mask").getChildByName("icon").active = false;
self.Player.getChildByName("mask").getChildByName("phone").active = true;
self.Player.getChildByName("mask").getChildByName("phone").getComponent(cc.Sprite)
.spriteFrame = new cc.SpriteFrame(texture);
setTimeout(() => {
self.playerAction();
}, 500);
}
else{
self.Player.getChildByName("mask").getChildByName("icon").active = true;
setTimeout(() => {
self.playerAction();
}, 500);
}
})
}
}

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{
"ver": "1.1.0",
"uuid": "e74a9f7d-2031-4e69-bcb2-9998174088b2",
"importer": "typescript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

13
assets/Script/module.meta Normal file
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{
"ver": "1.1.3",
"uuid": "eaa8b84d-69d0-4170-9f7d-8179ea948cde",
"importer": "folder",
"isBundle": false,
"bundleName": "",
"priority": 1,
"compressionType": {},
"optimizeHotUpdate": {},
"inlineSpriteFrames": {},
"isRemoteBundle": {},
"subMetas": {}
}

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{
"ver": "1.1.3",
"uuid": "8848cd9b-8115-456d-a656-2abcda1dadbe",
"importer": "folder",
"isBundle": false,
"bundleName": "",
"priority": 1,
"compressionType": {},
"optimizeHotUpdate": {},
"inlineSpriteFrames": {},
"isRemoteBundle": {},
"subMetas": {}
}

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const { ccclass, property } = cc._decorator;
@ccclass('GameConfig')
export class GameConfig {
//所有控制信息都通过GameAppStart内控制
private static _instance : GameConfig = null;
//用于盛放埋点数据上传,每次上传后清空
static GM_INFO: {
// isEnd: false,
mean_Time: number; //平均放箭速度
total: number; //总共对的个数
currSeed: number; //用于随机数种子
gameId: string; //游戏ID
userId: number; //用户ID
guide: boolean; //是否有引导
url: string; //访问域名
success: boolean; //用户游戏成功与否
matchId: any; //用于埋点上传的ID
custom: number; //用于测试跳关卡
};
static CLICK_DATA: {
type: number; //上传数据类型
success: boolean; //此局游戏胜负
round: number; //回合数
totalSunCount: number; //太阳总数
movedSunCount: number; //可移动太阳个数
sunSpeed: number; //太阳移动速度
overlapSunCount: number; //重叠太阳个数
colorList: any[]; //太阳颜色数组
duration: number; //每次点击的反应时间
difficultyLevel: number; //此次难度
sunList: any[]; //太阳数组,用于存放太阳类型 0:普通 1:移动 2:重叠
stepTimeList: any[]; //每次点击间隔
remainder: number; //游戏剩余时间
};
static LEVEL_INFO: { //第一难度
number: number; //太阳总数
moveNumber: number; //太阳可移动个数
moveSpeed: number; //太阳移动速度等级
maxDistance: number; //布局后移动最大距离
maxMove: number; //每个太阳之间距离最大间距
repeat: number; //是否重叠现在0 不重叠 1 重叠1个
}[];
static GAME_DATA: any[];
static get Instance()
{
if (this._instance == null)
{
this._instance = new GameConfig();
}
return this._instance;
}
static init(Authentication){
cc.resources.load('Json/GM_INFO', (err: any, res: cc.JsonAsset) => {
if (err) {
this.GM_INFO_init();
if(!Authentication) this.Authentication();
return;
}
let jsonData: object = res.json!;
this.GM_INFO = jsonData["data"];
if(!Authentication) this.Authentication();
})
cc.resources.load('Json/CLICK_DATA', (err: any, res: cc.JsonAsset) => {
if (err) {
this.CLICK_init();
return;
}
let jsonData: object = res.json!;
this.CLICK_DATA = jsonData["data"];
})
cc.resources.load('Json/LEVEL_INFO', (err: any, res: cc.JsonAsset) => {
if (err) {
this.LEVEL_INFO_init();
return;
}
let jsonData: object = res.json!;
this.LEVEL_INFO = jsonData["data"];
})
//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 = [
]
}
//数据备用
static GM_INFO_init() {
this.GM_INFO = {
// isEnd: false,
mean_Time: 0, //平均放箭速度
total: 0, //总共对的个数
currSeed: 203213, //用于随机数种子
gameId: '100009', //游戏ID
userId: 0, //用户ID
guide: true, //是否有引导
url: "http://api.sparkus.cn",//访问域名
success: false, //用户游戏成功与否
matchId: null, //用于埋点上传的ID
custom: 0 //用于测试跳关卡
};
}
static CLICK_init() {
this.CLICK_DATA =
{
type: 1, //上传数据类型
success: false, //此局游戏胜负
round: 0, //回合数
totalSunCount: 0, //太阳总数
movedSunCount: 0, //可移动太阳个数
sunSpeed: 0, //太阳移动速度
overlapSunCount: 0, //重叠太阳个数
colorList: [], //太阳颜色数组
duration: 0, //每次点击的反应时间
difficultyLevel: 0, //此次难度
sunList: [], //太阳数组,用于存放太阳类型 0:普通 1:移动 2:重叠
stepTimeList: [], //每次点击间隔
remainder: 120 //游戏剩余时间
}
}
static LEVEL_INFO_init() {
this.LEVEL_INFO = [
{ //第一难度
number: 3, //太阳总数
moveNumber: 0, //太阳可移动个数
moveSpeed: 0, //太阳移动速度等级
maxDistance: 200, //布局后移动最大距离
maxMove: 1200, //每个太阳之间距离最大间距
repeat: 0 //是否重叠现在0 不重叠 1 重叠1个
},
{ //第二难度
number: 4,
moveNumber: 0,
moveSpeed: 0,
maxDistance: 200,
maxMove: 1200,
repeat: 0
},
{ //第三难度
number: 4,
moveNumber: 0,
moveSpeed: 0,
maxDistance: 200,
maxMove: 1200,
repeat: 1
},
{ //第四难度
number: 5,
moveNumber: 1,
moveSpeed: 6,
maxDistance: 200,
maxMove: 1200,
repeat: 0
},
{ //第五难度
number: 5,
moveNumber: 0,
moveSpeed: 6,
maxDistance: 200,
maxMove: 1200,
repeat: 1
},
{ //第六难度
number: 6,
moveNumber: 0,
moveSpeed: 6,
maxDistance: 200,
maxMove: 1200,
repeat: 1
},
{ //第七难度
number: 6,
moveNumber: 3,
moveSpeed: 4,
maxDistance: 200,
maxMove: 1200,
repeat: 0
},
{ //第八难度
number: 7,
moveNumber: 0,
moveSpeed: 4,
maxDistance: 200,
maxMove: 1200,
repeat: 0
},
{ //第九难度
number: 7,
moveNumber: 3,
moveSpeed: 4,
maxDistance: 200,
maxMove: 1200,
repeat: 0
},
{ //第十难度
number: 7,
moveNumber: 3,
moveSpeed: 6,
maxDistance: 200,
maxMove: 1200,
repeat: 1
},
{ //第十一难度
number: 8,
moveNumber: 3,
moveSpeed: 6,
maxDistance: 200,
maxMove: 1200,
repeat: 0
},
{ //第十二难度
number: 8,
moveNumber: 5,
moveSpeed: 6,
maxDistance: 200,
maxMove: 1200,
repeat: 1
},
{ //第十三难度
number: 9,
moveNumber: 3,
moveSpeed: 6,
maxDistance: 200,
maxMove: 1200,
repeat: 0
},
{ //第十四难度
number: 9,
moveNumber: 5,
moveSpeed: 6,
maxDistance: 200,
maxMove: 1200,
repeat: 1
},
{ //第十五难度
number: 10,
moveNumber: 5,
moveSpeed: 6,
maxDistance: 200,
maxMove: 1200,
repeat: 1
},
{ //11
number: 3,
moveNumber: 0,
moveSpeed: 6,
maxDistance: 200,
maxMove: 1200,
repeat: 0
},
{ //12
number: 4,
moveNumber: 0,
moveSpeed: 0,
maxDistance: 200,
maxMove: 1200,
repeat: 0
},
{ //13
number: 4,
moveNumber: 1,
moveSpeed: 6,
maxDistance: 200,
maxMove: 1200,
repeat: 0
},
{ //14
number: 4,
moveNumber: 0,
moveSpeed: 6,
maxDistance: 200,
maxMove: 1200,
repeat: 1
},
{ //15
number: 4,
moveNumber: 1,
moveSpeed: 6,
maxDistance: 200,
maxMove: 1200,
repeat: 1
},
{ //16
number: 5,
moveNumber: 1,
moveSpeed: 6,
maxDistance: 200,
maxMove: 1200,
repeat: 0
},
{ //17
number: 5,
moveNumber: 0,
moveSpeed: 6,
maxDistance: 200,
maxMove: 1200,
repeat: 1
},
{ //18
number: 5,
moveNumber: 1,
moveSpeed: 6,
maxDistance: 200,
maxMove: 1200,
repeat: 1
},
{ //19
number: 5,
moveNumber: 2,
moveSpeed: 6,
maxDistance: 200,
maxMove: 1200,
repeat: 1
},
{ //20
number: 5,
moveNumber: 3,
moveSpeed: 6,
maxDistance: 200,
maxMove: 1200,
repeat: 1
}
]
}
static Authentication(){
cc.fx.GameTool.Authentication();
}
}

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{
"ver": "1.1.0",
"uuid": "c5692be7-8703-45e4-9f67-23b54d290356",
"importer": "typescript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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{
"ver": "1.1.3",
"uuid": "13a0b173-d59e-4a9d-b5e3-4dbe4dc37cc1",
"importer": "folder",
"isBundle": false,
"bundleName": "",
"priority": 1,
"compressionType": {},
"optimizeHotUpdate": {},
"inlineSpriteFrames": {},
"isRemoteBundle": {},
"subMetas": {}
}

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const {ccclass, property} = cc._decorator;
import CryptoJS = require('./crypto-js.min.js'); //引用AES源码js
const BASE_URL = "http://api.sparkus.cn";
//只负责网络接口 次类只负责和后端交互,不负责处理数据 数据处理在GameTool
@ccclass
export default class HttpUtil extends cc.Component {
//排行榜
static async rankData(type,callback,data): Promise<any> {
const time = Math.floor((new Date().getTime()) / 1000)
const url = apiSign(`/api/get/rank/data?gameId=${config.gameId}&dataType=${type}&time=${time}`, data)
this.post(url,data,callback);
}
static async uploadUserLogData(data,callback): Promise<any> {
const url = '/log/collect/data';
this.post(url,data,callback);
}
//暂时用不到
static async getUserRecord(data,callback): Promise<any> {
const time = Math.floor((new Date().getTime()) / 1000)
const url = apiSign(`/api/get/user/data?gameId=${config.gameId}&time=${time}`, data)
this.post(url,data,callback);
}
static async post(url, data, callback) {
const response = await this.fetchData(url, data, 'POST');
callback && callback(response);
}
static async get(url, callback) {
const response = await this.fetchData(url, null, 'GET');
callback && callback(response);
}
static async fetchData(url, data, method) {
const fullUrl = `${BASE_URL}${url}`;
const headers = { 'Content-Type': 'application/json' };
const options = {
method,
headers,
body: data ? JSON.stringify(data) : null,
};
try {
const response = await fetch(fullUrl, options);
if (!response.ok) {
throw new Error(`HTTP error! status: ${response.status}`);
}
return await response.json();
} catch (error) {
console.error('Fetch error:', error);
return null;
}
}
}
function responseHandler(response: { data: any }) {
return response.data
}
// 响应拦截器
// Rq.interceptors.response.use(responseHandler)
const config = {
gameId: "100009",
secretKey: "CMNhOzBA",
EK:"hui231%1"
};
interface CrypotoType {
encryptByDES: any
decryptByDES: any
hmacSha256: any
}
class Crypoto implements CrypotoType {
// 加密的向明值,自己根据项目实际情况定,需要跟后端开发保持一致
private keyHex = this.getHetKey()
private getHetKey() {
return CryptoJS.enc.Utf8.parse(config.EK);
}
/** DES加密 */
encryptByDES(message: string, secret?: string) {
if(!message) {
return message
}
const key = secret? CryptoJS.enc.Utf8.parse(secret): this.keyHex
const encrypted = CryptoJS.DES.encrypt(message, key, {
mode: CryptoJS.mode.ECB,
padding: CryptoJS.pad.Pkcs7
});
return encrypted.toString()
}
/** DES解密 */
decryptByDES(message: string, secret?: string) {
const key = secret? CryptoJS.enc.Utf8.parse(secret): this.keyHex
const decrypted = CryptoJS.DES.decrypt({
ciphertext: CryptoJS.enc.Base64.parse(message)
}, key, {
mode: CryptoJS.mode.ECB,
padding: CryptoJS.pad.Pkcs7
})
return decrypted.toString(CryptoJS.enc.Utf8)
}
/** hmacSHA256加密 */
hmacSha256(message: string, secret?: string) {
const keyHex = secret? CryptoJS.enc.Utf8.parse(secret): this.keyHex
const hash = CryptoJS.HmacSHA256(message, keyHex);
return hash.toString()
}
/** hmacSHA256验证 */
verifyHmacSha256(message: string, signature: string) {
const hash = CryptoJS.HmacSHA256(message, this.keyHex);
return hash.toString() === signature
}
/** CBC加密 */
encryptCBC(word: string) {
if (!word) {
return word;
}
const srcs = CryptoJS.enc.Utf8.parse(word);
const encrypted = CryptoJS.AES.encrypt(srcs, this.keyHex, {
iv: this.keyHex,
mode: CryptoJS.mode.CBC,
padding: CryptoJS.pad.ZeroPadding
});
return encrypted.toString();
}
/** CBC解密 */
decryptCBC(word: string) {
if (!word) {
return word;
}
const encryptedHexStr = CryptoJS.enc.Hex.parse(word);
const srcs = CryptoJS.enc.Base64.stringify(encryptedHexStr);
const decrypt = CryptoJS.AES.decrypt(srcs, this.keyHex, {
iv: this.keyHex,
mode: CryptoJS.mode.CBC,
padding: CryptoJS.pad.ZeroPadding
});
const decryptedStr = decrypt.toString(CryptoJS.enc.Utf8);
return decryptedStr.toString();
}
}
const fxCry = new Crypoto();
function isEmpty(data) {
return data === "" || data === null || data === undefined || data.length === 0 || JSON.stringify(data) == "{}"
}
function getQueryString(obj) {
// 首先对对象的键进行排序并过滤空值
const sortedKeys = Object.keys(obj).sort();
const sortedObj = {};
for (let i = 0; i < sortedKeys.length; i++) {
if (isEmpty(obj[sortedKeys[i]])) {
continue;
}
sortedObj[sortedKeys[i]] = obj[sortedKeys[i]];
}
// 然后将排序后的对象转换为查询字符串
const params = [];
for (const key in sortedObj) {
params.push(`${encodeURIComponent(key)}=${encodeURIComponent(sortedObj[key])}`);
}
return params.join('&');
}
/**
*
* @param string url: 请求地址
* @param string postStr: post参数的a=1&b=2
* @returns
*/
function genSignStr(url: string, postStr: string): string {
let lessUrl = url.replace('?', '')
lessUrl = lessUrl + "&" + postStr
return encodeURIComponent(fxCry.hmacSha256(lessUrl))
}
// 对参数进行统一urlencode
function urlencode(url: string): string {
const [baseUrl, queryString] = url.split("?", 2);
const params = new URLSearchParams(queryString);
return `${baseUrl}?${params.toString()}`;
}
/**
*
* @param url {string}
* @param params {object}
*/
function apiSign(url: string, params = {}) {
let convertUrl = url.trim()
if (convertUrl.indexOf('?') === -1) {
convertUrl += '?'
}
// 传入参数转换拼接字符串
let postStr = getQueryString(params)
const signedStr = genSignStr(convertUrl, postStr)
const encryptStr = `sign=${signedStr}`
let encryptSignStr = fxCry.encryptByDES(encryptStr, config.secretKey)
encryptSignStr = encodeURIComponent(encryptSignStr)
return `${urlencode(convertUrl)}&_p=${encryptSignStr}`
}

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{
"ver": "1.1.0",
"uuid": "771a3d9a-4013-4654-a777-fbaea0c93280",
"importer": "typescript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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{
"ver": "1.1.0",
"uuid": "e64e1a97-c93f-4257-ab34-80341d8ff79d",
"importer": "javascript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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{
"ver": "1.1.3",
"uuid": "b4e113c6-a987-4133-bfa0-3355d8ab4bd1",
"importer": "folder",
"isBundle": false,
"bundleName": "",
"priority": 1,
"compressionType": {},
"optimizeHotUpdate": {},
"inlineSpriteFrames": {},
"isRemoteBundle": {},
"subMetas": {}
}

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import { GameConfig } from "../Config/GameConfig";
import HttpUtil from "../Crypto/HttpUtil";
import { AudioManager } from "../Music/AudioManager";
import { Notifications } from "../Notification/Notification";
import { StorageMessage } from "../Storage/Storage";
import { GameTool } from "../Tool/GameTool";
window.initMgr = function() {
if(cc.fx)
{
return;
}
cc.fx = {};
console.log("初始化");
//基础状态信息
cc.fx.StateInfo = {
debugMode: true,
networkConnected: true, //网络状态
networkType: 'none', //网络类型
isOnForeground: true //当前是否是在前台
};
//应用系统信息
//配置文件
cc.fx.GameConfig = GameConfig;
cc.fx.HttpUtil = HttpUtil;
cc.fx.GameTool = GameTool;
cc.fx.AudioManager = AudioManager;
cc.fx.Notifications = Notifications;
cc.fx.StorageMessage = StorageMessage;
cc.fx.ShareInfo = {
queryId : -1 //分享id
};
/*
*
*/
cc.fx.BurialShareType = {
Default : "default", //默认分享类型,分享到群
Invite : "invite", // 邀请好友
DailyInviteRoomJoin:'invite_join_room', //邀请好友加入
DailyInviteFriend : 'invite_friend', // 日常邀请好友
DailyInviteGroup : 'invate_group', // 日常分享群
DailyInviteGroupAlive: 'invate_alive', //日常分享群复活
DailyInviteGroupReward: 'invate_rewared',//分享奖励翻倍
DailyInviteGroupBox: 'invate_box', //宝箱分享奖励
DailyInviteGroupBall: 'invate_ball', //分享领取球球
MatchResult : 'matchResult', // 比赛结算分享
MatchFix5: 'MatchFix5', // 5元红包赛
MatchFix20: 'MatchFix20', // 20元红包赛
MatchFix100: 'MatchFix100', // 100元红包赛
MatchFix500: 'MatchFix500', // 500元红包赛
NewerRedEnvelope: 'newerRedEnvelope', // 新手红包
CoinRoomResult: 'coinRoomResult', // 金币桌结算
HighRate : "highRate",//高倍分享
CoinRoomWinStreak: 'coinRoomWinStreak', // 连胜
CoinRoomBankruptcy1: 'coinRoomBankruptcy1', // 金币桌破产
CoinRoomBankruptcy2: 'coinRoomBankruptcy2', // 金币桌破产
CoinRoomBankruptcy3: 'coinRoomBankruptcy3', // 金币桌破产
};
/*
* group frined all
*/
cc.fx.ShareWhereReward = {
Group :"group", //微信群
Friend : "friend",//好友
All : "all", //不区分
};
//暂时不用
cc.fx.clickStatEventType = {
clickStatEventTypeVideoAD : 20173201,//视频播放完成
clickStatEventTypeClickAdVideo : 20173202,//视频播放为完成
clickStatEventTypeBannerAD : 20173203,//banner播放为完成
clickStatEventTypeUserFrom : 99990001,//用户来源
clickStatEventTypeShare : 99990002,//用户分享
clickStatEventTypeClickAdBtn : 99990007,//点击分流icon
clickStatEventTypeBannerAD2 : 67890033, // banner广告干预
clickStatEventTypeSubmitVersionInfo : 9999, //上报微信版本及基础库信息
clickStatEventTypeClickFirstAd : 99990003, //分流icon显示
clickStatEventTypeClickSecondAd : 99990004, //玩家点击分流按钮
clickStatEventTypeWxLoginStart : 10001,//微信登录开始
clickStatEventTypeWxLoginSuccess : 10002,//微信登录成功
clickStatEventTypeWxLoginFailed : 10003,//微信登录失败
clickStatEventTypeAuthorizationStart : 10003,//授权开始
clickStatEventTypeAuthorizationSuccess : 10004,//授权成功
clickStatEventTypeAuthorizationFailed : 10005,//授权失败
clickStatEventTypeLoginSDKStart : 10007,//登录SDK开始
clickStatEventTypeLoginSDKSuccess : 10008,//登录SDK成功
clickStatEventTypeLoginSDKFailed : 10009,//登录SDK时失败
clickStatEventTypeTCP_Start : 10009,//TCP连接开始
clickStatEventTypeTCP_Success : 10010,//TCP连接成功
clickStatEventTypeTCP_Failed : 10011,//TCP连接失败
};
};

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{
"ver": "1.1.0",
"uuid": "61d4c718-db3b-4b31-8221-f16bea3cf030",
"importer": "typescript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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{
"ver": "1.1.3",
"uuid": "0487cacb-b94a-4ab6-a301-b6402ab0ac5d",
"importer": "folder",
"isBundle": false,
"bundleName": "",
"priority": 1,
"compressionType": {},
"optimizeHotUpdate": {},
"inlineSpriteFrames": {},
"isRemoteBundle": {},
"subMetas": {}
}

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const { ccclass, property } = cc._decorator;
@ccclass('AudioManager')
export class AudioManager {
private static _instance : AudioManager = null;
//背景音乐
@property(cc.AudioClip)
audioGameBgm0: cc.AudioClip = null;
//跳跃
@property(cc.AudioClip)
audioButtonClick: cc.AudioClip = null;
//落地上
@property(cc.AudioClip)
audioWarning: cc.AudioClip = null;
//碰撞
@property(cc.AudioClip)
audioWin: cc.AudioClip = null;
//落方块上
mAudioMap: {};
bgMusicVolume: number;
effectMusicVolume: number;
mMusicSwitch: number;
mEffectSwitch: number;
brickSound: any;
reward: boolean;
finish: boolean;
rewardCount: number;
mMusicKey: any;
static playWarning() {
throw new Error('Method not implemented.');
}
ctor () {
this.mAudioMap = {};
/**
*
* @type {number}
*/
this.bgMusicVolume = 0.1;
this.effectMusicVolume = 1;
this.mMusicSwitch = 1;
this.mEffectSwitch = 1;
}
play (audioSource, loop, callback, isBgMusic) {
if (isBgMusic && !this.mMusicSwitch) return;
if (!isBgMusic && !this.mEffectSwitch) return;
var volume = isBgMusic ? this.bgMusicVolume : this.effectMusicVolume;
if (cc.sys.isBrowser) {
if(audioSource == this.brickSound){
volume = 0.1;
}
volume = 1;
var context = cc.audioEngine.play(audioSource, loop, volume);
if (callback){
cc.audioEngine.setFinishCallback(context, function(){
callback.call(this);
}.bind(this));
}
// cc.wwx.OutPut.log('play audio effect isBrowser: ' + context.src);
this.mAudioMap[audioSource] = context;
return audioSource;
} else {
return audioSource;
}
}
save () {
// cc.wwx.Storage.setItem(cc.wwx.Storage.Key_Setting_Music_Volume, this.mMusicSwitch);
// cc.wwx.Storage.setItem(cc.wwx.Storage.Key_Setting_Effect_Volume, this.mEffectSwitch);
}
static get Instance()
{
if (this._instance == null)
{
this._instance = new AudioManager();
}
return this._instance;
}
public init() {
this.reward = false;
this.finish = false;
this.rewardCount = 0;
this.ctor();
this.preload();
}
preload () {
if (!(cc.sys.platform === cc.sys.WECHAT_GAME)) { return; }
var musics = [
this.audioGameBgm0,
];
musics.forEach(function(path) {
})
}
getAudioMusicSwitch()
{
return this.mMusicSwitch;
}
getAudioEffectSwitch()
{
return this.mEffectSwitch;
}
trunAudioSound(on)
{
this.switchMusic(on);
this.switchEffect(on)
}
switchMusic (on) {
if (this.mMusicSwitch != (on?1:0))
{
this.mMusicSwitch = 1-this.mMusicSwitch;
// this.save();
}
if(on)
{
this.playMusicGame();
}
else
{
this.stopMusic();
}
}
switchEffect (on) {
if (this.mEffectSwitch != (on?1:0)){
this.mEffectSwitch = 1-this.mEffectSwitch;
// this.save();
}
}
onHide () {
cc.audioEngine.pauseAll();
}
onShow () {
cc.audioEngine.resumeAll();
}
playMusic (key, callback, loop) {
loop = typeof loop == 'undefined' || loop ? true : false;
this.stopMusic();
this.mMusicKey = this.play(key, loop, callback, true);
}
/**
*
*/
playMusicGame () {
this.playMusic(this.audioGameBgm0,{},true);
}
/**
*
*/
stopMusic () {
// cc.wwx.OutPut.log('stopMusic audio effect wx: ' + this.mMusicKey);
var context = this.mAudioMap[this.mMusicKey];
if (typeof(context) != 'undefined') {
if (cc.sys.isBrowser) {
cc.audioEngine.stop(context);
} else {
context.stop();
}
cc.audioEngine.stop(context);
}
}
// 炸弹、火箭爆炸音效
playWin () {
return this.play(this.audioWin, false,null,this.mEffectSwitch);
}
//激光音效
playWarning()
{
return this.play(this.audioWarning, false,null,this.mEffectSwitch);
}
/*
*
*
*/
playGameStart()
{
}
/*
*
*/
playGameOver()
{
}
/*
*
*/
playGameResultFailed()
{
}
/*
*
*/
playGameResultSuccess()
{
}
/**
*
*/
/**
*
*/
playAudioButton () {
return this.play(this.audioButtonClick, false,null,this.mEffectSwitch);
}
};
// export { AudioManager };

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{
"ver": "1.1.0",
"uuid": "58403fe7-d7a2-426b-9b19-84d3236731a8",
"importer": "typescript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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{
"ver": "1.1.3",
"uuid": "ff6560d9-676d-42ad-8ec7-e44acb84ad9e",
"importer": "folder",
"isBundle": false,
"bundleName": "",
"priority": 1,
"compressionType": {},
"optimizeHotUpdate": {},
"inlineSpriteFrames": {},
"isRemoteBundle": {},
"subMetas": {}
}

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//全局通知
var Notifications = {
_eventMap: [],
on: function (masgId, callback, target) {
if (this._eventMap[masgId] === undefined) {
this._eventMap[masgId] = [];
}
this._eventMap[masgId].push({ callback: callback, target: target });
},
emit: function (masgId, parameter) {
let array = this._eventMap[masgId];
if (array === undefined) return;
for (let i = 0; i < array.length; i++) {
let element = array[i];
if (element) element.callback.call(element.target, parameter);
}
},
off: function (masgId, callback) {
let array = this._eventMap[masgId];
if (array === undefined) return;
for (let i = 0; i < array.length; i++) {
let element = array[i];
if (element && element.callback === callback) {
array[i] = undefined;
break;
}
}
},
offMasgId: function (masgId) {
this._eventMap[masgId] = undefined;
},
removeAllMsg: function () {
for (let k in this._eventMap) {
if (this._eventMap[k]) {
this.offMasgId(k);
}
}
}
};
export { Notifications };

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{
"ver": "1.1.0",
"uuid": "55403563-1a5a-4f2f-9eb8-82c762641837",
"importer": "typescript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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{
"ver": "1.1.3",
"uuid": "d3520299-33dc-43d2-b522-d424efb5575d",
"importer": "folder",
"isBundle": false,
"bundleName": "",
"priority": 1,
"compressionType": {},
"optimizeHotUpdate": {},
"inlineSpriteFrames": {},
"isRemoteBundle": {},
"subMetas": {}
}

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import List, { ListType } from "./List";
const { ccclass, property } = cc._decorator;
@ccclass
export default class ItemRender extends cc.Component {
/**数据 */
public data:any = null;
/**索引 0表示第一项*/
public itemIndex:number = 0;
/**数据改变时调用 */
public dataChanged(){
cc.fx.GameTool.subName(this.data.name,6);
this.node.getChildByName("rankLab").getComponent(cc.Label).string = this.data.rank + "";
this.node.getChildByName("nameLab").getComponent(cc.Label).string = this.data.name + "";
this.node.getChildByName("totalLab").getComponent(cc.Label).string = this.data.total + "";
this.node.getChildByName("rank").getChildByName("one").active = false;
this.node.getChildByName("rank").getChildByName("two").active = false;
this.node.getChildByName("rank").getChildByName("three").active = false;
if(this.data.rank == 1){
this.node.getChildByName("rank").getChildByName("one").active = true;
this.node.getChildByName("rankLab").active = false;
}
else if(this.data.rank == 2){
this.node.getChildByName("rank").getChildByName("two").active = true;
this.node.getChildByName("rankLab").active = false;
}
else if(this.data.rank == 3){
this.node.getChildByName("rank").getChildByName("three").active = true;
this.node.getChildByName("rankLab").active = false;
}else{
this.node.getChildByName("rankLab").active = true;
}
this.setPic();
}
public setPic(){
this.node.getChildByName("pic").getChildByName("icon").active = false;
this.node.getChildByName("pic").getChildByName("pic").active= false;
var self = this;
let url = this.data.pic;
fetch(url)
.then(response => {
return response.headers.get('Content-Length');
})
.then(errNo => {
// console.log(this.data.rank,'X-Info:', errNo); // 输出X-ErrNo的值
if(errNo == "5093"){
// console.log(this.data.rank,"没头像");
this.node.getChildByName("pic").getChildByName("icon").active = true;
}
})
.catch(error => {
console.error('Error fetching X-Info:', error);
});
cc.assetManager.loadRemote(url, {ext:'.png'},(err, texture:cc.Texture2D) => {
if(texture){
this.node.getChildByName("pic").getChildByName("pic").active= true;
var sprite = this.node.getChildByName("pic").getChildByName("pic").getComponent(cc.Sprite);
sprite.spriteFrame = new cc.SpriteFrame(texture);
// console.log(this.data.rank,"设置头像成功",err);
}
else{
// console.log("设置头像失败",url);
console.log(err,texture)
}
})
}
}

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{
"ver": "1.1.0",
"uuid": "ca0f9934-a015-436e-9402-f8e30d4c5de6",
"importer": "typescript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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// Learn TypeScript:
// - https://docs.cocos.com/creator/manual/en/scripting/typescript.html
// Learn Attribute:
// - https://docs.cocos.com/creator/manual/en/scripting/reference/attributes.html
// Learn life-cycle callbacks:
// - https://docs.cocos.com/creator/manual/en/scripting/life-cycle-callbacks.html
import ItemRender from "./ItemRender"
const { ccclass, property } = cc._decorator;
/**列表排列方式 */
export enum ListType {
/**水平排列 */
Horizontal = 1,
/**垂直排列 */
Vertical = 2,
/**网格排列 */
Grid = 3
}
/**网格布局中的方向 */
export enum StartAxisType {
/**水平排列 */
Horizontal = 1,
/**垂直排列 */
Vertical = 2,
}
/**
*
* cocos_example的listView改动而来
* @author chenkai 2020.7.8
* @example
* 1.cocos的ScrollView组件ListList属性即可
*
*/
@ccclass
export default class List extends cc.Component {
//==================== 属性面板 =========================
/**列表选项 */
@property({ type: cc.Node, tooltip: "列表项" })
public itemRender: cc.Node = null;
/**排列方式 */
@property({ type: cc.Enum(ListType), tooltip: "排列方式" })
public type: ListType = ListType.Vertical;
/**网格布局中的方向 */
@property({ type: cc.Enum(StartAxisType), tooltip: "网格布局中的方向", visible() { return this.type == ListType.Grid } })
public startAxis: StartAxisType = StartAxisType.Horizontal;
/**列表项之间X间隔 */
@property({ type: cc.Integer, tooltip: "列表项X间隔", visible() { return (this.type == ListType.Horizontal || this.type == ListType.Grid) } })
public spaceX: number = 0;
/**列表项之间Y间隔 */
@property({ type: cc.Integer, tooltip: "列表项Y间隔", visible() { return this.type == ListType.Vertical || this.type == ListType.Grid } })
public spaceY: number = 0;
/**上间距 */
@property({ type: cc.Integer, tooltip: "上间距", visible() { return (this.type == ListType.Vertical || this.type == ListType.Grid) } })
public padding_top: number = 0;
/**下间距 */
@property({ type: cc.Integer, tooltip: "下间距", visible() { return (this.type == ListType.Vertical || this.type == ListType.Grid) } })
public padding_buttom: number = 0;
/**左间距 */
@property({ type: cc.Integer, tooltip: "左间距", visible() { return (this.type == ListType.Horizontal || this.type == ListType.Grid) } })
public padding_left: number = 0;
@property(cc.Integer)
public _padding: number = 0;
/**右间距 */
@property({ type: cc.Integer, tooltip: "右间距", visible() { return (this.type == ListType.Horizontal || this.type == ListType.Grid) } })
public padding_right: number = 0;
//====================== 滚动容器 ===============================
/**列表滚动容器 */
public scrollView: cc.ScrollView = null;
/**scrollView的内容容器 */
private content: cc.Node = null;
//======================== 列表项 ===========================
/**列表项数据 */
private itemDataList: Array<any> = [];
/**应创建的实例数量 */
private spawnCount: number = 0;
/**存放列表项实例的数组 */
private itemList: Array<cc.Node> = [];
/**item的高度 */
private itemHeight: number = 0;
/**item的宽度 */
private itemWidth: number = 0;
/**存放不再使用中的列表项 */
private itemPool: Array<cc.Node> = [];
//======================= 计算参数 ==========================
/**距离scrollView中心点的距离超过这个距离的item会被重置一般设置为 scrollVIew.height/2 + item.heigt/2 + space因为这个距离item正好超出scrollView显示范围 */
private halfScrollView: number = 0;
/**上一次content的X值用于和现在content的X值比较得出是向左还是向右滚动 */
private lastContentPosX: number = 0;
/**上一次content的Y值用于和现在content的Y值比较得出是向上还是向下滚动 */
private lastContentPosY: number = 0;
/**网格行数 */
private gridRow: number = 0;
/**网格列数 */
private gridCol: number = 0;
/**刷新时间单位s */
private updateTimer: number = 0;
/**刷新间隔单位s */
private updateInterval: number = 0.1;
/**是否滚动容器 */
private bScrolling: boolean = false;
/**刷新的函数 */
private updateFun: Function = function () { };
onLoad() {
this.itemHeight = this.itemRender.height;
this.itemWidth = this.itemRender.width;
this.scrollView = this.node.getComponent(cc.ScrollView);
this.content = this.scrollView.content;
this.content.anchorX = 0;
this.content.anchorY = 1;
this.content.removeAllChildren();
this.scrollView.node.on("scrolling", this.onScrolling, this);
}
/**
* (使)
* @param itemDataList item数据列表
*/
public setData(itemDataList: Array<any>) {
this.itemDataList = itemDataList.slice();
this.updateContent();
}
/**计算列表的各项参数 */
private countListParam() {
let dataLen = this.itemDataList.length;
if (this.type == ListType.Vertical) {
this.scrollView.horizontal = false;
this.scrollView.vertical = true;
this.content.width = this.content.parent.width;
this.content.height = dataLen * this.itemHeight + (dataLen - 1) * this.spaceY + this.padding_top + this.padding_buttom;
this.spawnCount = Math.round(this.scrollView.node.height / (this.itemHeight + this.spaceY)) + 2; //计算创建的item实例数量比当前scrollView容器能放下的item数量再加上2个
this.halfScrollView = this.scrollView.node.height / 2 + this.itemHeight / 2 + this.spaceY; //计算bufferZoneitem的显示范围
this.updateFun = this.updateV;
} else if (this.type == ListType.Horizontal) {
this.scrollView.horizontal = true;
this.scrollView.vertical = false;
this.content.width = dataLen * this.itemWidth + (dataLen - 1) * this.spaceX + this.padding_left + this.padding_right;
this.content.height = this.content.parent.height;
this.spawnCount = Math.round(this.scrollView.node.width / (this.itemWidth + this.spaceX)) + 2;
this.halfScrollView = this.scrollView.node.width / 2 + this.itemWidth / 2 + this.spaceX;
this.updateFun = this.udpateH;
} else if (this.type == ListType.Grid) {
if (this.startAxis == StartAxisType.Vertical) {
this.scrollView.horizontal = false;
this.scrollView.vertical = true;
this.content.width = this.content.parent.width;
//如果left和right间隔过大导致放不下一个item则left和right都设置为0相当于不生效
if (this.padding_left + this.padding_right + this.itemWidth + this.spaceX > this.content.width) {
this.padding_left = 0;
this.padding_right = 0;
console.error("padding_left或padding_right过大");
}
this.gridCol = Math.floor((this.content.width - this.padding_left - this.padding_right) / (this.itemWidth + this.spaceX));
this.gridRow = Math.ceil(dataLen / this.gridCol);
this.content.height = this.gridRow * this.itemHeight + (this.gridRow - 1) * this.spaceY + this.padding_top + this.padding_buttom;
this.spawnCount = Math.round(this.scrollView.node.height / (this.itemHeight + this.spaceY)) * this.gridCol + this.gridCol * 2;
this.halfScrollView = this.scrollView.node.height / 2 + this.itemHeight / 2 + this.spaceY;
this.updateFun = this.updateGrid_V;
} else if (this.startAxis == StartAxisType.Horizontal) {
this.scrollView.horizontal = true;
this.scrollView.vertical = false;
//计算高间隔
this.content.height = this.content.parent.height;
//如果left和right间隔过大导致放不下一个item则left和right都设置为0相当于不生效
if (this.padding_top + this.padding_buttom + this.itemHeight + this.spaceY > this.content.height) {
this.padding_top = 0;
this.padding_buttom = 0;
console.error("padding_top或padding_buttom过大");
}
this.gridRow = Math.floor((this.content.height - this.padding_top - this.padding_buttom) / (this.itemHeight + this.spaceY));
this.gridCol = Math.ceil(dataLen / this.gridRow);
this.content.width = this.gridCol * this.itemWidth + (this.gridCol - 1) * this.spaceX + this.padding_left + this.padding_right;
this.spawnCount = Math.round(this.scrollView.node.width / (this.itemWidth + this.spaceX)) * this.gridRow + this.gridRow * 2;
this.halfScrollView = this.scrollView.node.width / 2 + this.itemWidth / 2 + this.spaceX;
this.updateFun = this.updateGrid_H;
}
}
}
/**
*
* @param startIndex 0
* @param offset scrollView偏移量
*/
private createList(startIndex: number, offset: cc.Vec2) {
//当需要显示的数据长度 > 虚拟列表长度, 删除最末尾几个数据时列表需要重置位置到scrollView最底端
if (this.itemDataList.length > this.spawnCount && (startIndex + this.spawnCount - 1) >= this.itemDataList.length) {
startIndex = this.itemDataList.length - this.spawnCount;
offset = this.scrollView.getMaxScrollOffset();
//当需要显示的数据长度 <= 虚拟列表长度, 隐藏多余的虚拟列表项
} else if (this.itemDataList.length <= this.spawnCount) {
startIndex = 0;
}
for (let i = 0; i < this.spawnCount; i++) {
let item: cc.Node;
//需要显示的数据索引在数据范围内则item实例显示出来
if (i + startIndex < this.itemDataList.length) {
if (this.itemList[i] == null) {
item = this.getItem();
this.itemList.push(item);
item.parent = this.content;
} else {
item = this.itemList[i];
}
//需要显示的数据索引超过了数据范围则item实例隐藏起来
} else {
//item实例数量 > 需要显示的数据量
if (this.itemList.length > (this.itemDataList.length - startIndex)) {
item = this.itemList.pop();
item.removeFromParent();
this.itemPool.push(item);
}
continue;
}
let itemRender: ItemRender = item.getComponent(ItemRender);
itemRender.itemIndex = i + startIndex;
itemRender.data = this.itemDataList[i + startIndex];
itemRender.dataChanged();
if (this.type == ListType.Vertical) {
//因为content的锚点X是0所以item的x值是content.with/2表示居中锚点Y是1所以item的y值从content顶部向下是0到负无穷。所以item.y= -item.height/2时是在content的顶部。
item.setPosition(this.content.width / 2, -item.height * (0.5 + i + startIndex) - this.spaceY * (i + startIndex) - this.padding_top);
} else if (this.type == ListType.Horizontal) {
item.setPosition(item.width * (0.5 + i + startIndex) + this.spaceX * (i + startIndex) + this.padding_left, -this.content.height / 2);
} else if (this.type == ListType.Grid) {
if (this.startAxis == StartAxisType.Vertical) {
var row = Math.floor((i + startIndex) / this.gridCol);
var col = (i + startIndex) % this.gridCol;
item.setPosition(item.width * (0.5 + col) + this.spaceX * col + this.padding_left, -item.height * (0.5 + row) - this.spaceY * row - this.padding_top);
item.opacity = 255;
} else if (this.startAxis == StartAxisType.Horizontal) {
var row = (i + startIndex) % this.gridRow;
var col = Math.floor((i + startIndex) / this.gridRow);
item.setPosition(item.width * (0.5 + col) + this.spaceX * col + this.padding_left, -item.height * (0.5 + row) - this.spaceY * row - this.padding_top);
item.opacity = 255;
}
}
}
this.scrollView.scrollToOffset(offset);
}
/**获取一个列表项 */
private getItem() {
if (this.itemPool.length == 0) {
return cc.instantiate(this.itemRender);
} else {
return this.itemPool.pop();
}
}
update(dt) {
if (this.bScrolling == false) {
return;
}
this.updateTimer += dt;
if (this.updateTimer < this.updateInterval) {
return;
}
this.updateTimer = 0;
this.bScrolling = false;
this.updateFun();
}
onScrolling() {
this.bScrolling = true;
}
/**垂直排列 */
private updateV() {
let items = this.itemList;
let item;
let bufferZone = this.halfScrollView;
let isUp = this.scrollView.content.y > this.lastContentPosY;
let offset = (this.itemHeight + this.spaceY) * items.length;
for (let i = 0; i < items.length; i++) {
item = items[i];
let viewPos = this.getPositionInView(item);
if (isUp) {
//item上滑时超出了scrollView上边界将item移动到下方复用item移动到下方的位置必须不超过content的下边界
if (viewPos.y > bufferZone && item.y - offset - this.padding_buttom > -this.content.height) {
let itemRender: ItemRender = item.getComponent(ItemRender);
let itemIndex = itemRender.itemIndex + items.length;
itemRender.itemIndex = itemIndex;
itemRender.data = this.itemDataList[itemIndex];
itemRender.dataChanged();
item.y = item.y - offset;
}
} else {
//item下滑时超出了scrollView下边界将item移动到上方复用item移动到上方的位置必须不超过content的上边界
if (viewPos.y < -bufferZone && item.y + offset + this.padding_top < 0) {
let itemRender: ItemRender = item.getComponent(ItemRender);
let itemIndex = itemRender.itemIndex - items.length;
itemRender.itemIndex = itemIndex;
itemRender.data = this.itemDataList[itemIndex];
itemRender.dataChanged();
item.y = item.y + offset;
}
}
}
this.lastContentPosY = this.scrollView.content.y;
}
/**水平排列 */
private udpateH() {
let items = this.itemList;
let item;
let bufferZone = this.halfScrollView;
let isRight = this.scrollView.content.x > this.lastContentPosX;
let offset = (this.itemWidth + this.spaceX) * items.length;
for (let i = 0; i < items.length; i++) {
item = items[i];
let viewPos = this.getPositionInView(item);
if (isRight) {
//item右滑时超出了scrollView右边界将item移动到左方复用item移动到左方的位置必须不超过content的左边界
if (viewPos.x > bufferZone && item.x - offset - this.padding_left > 0) {
let itemRender: ItemRender = item.getComponent(ItemRender);
let itemIndex = itemRender.itemIndex - items.length;
itemRender.itemIndex = itemIndex;
itemRender.data = this.itemDataList[itemIndex];
itemRender.dataChanged();
item.x = item.x - offset;
}
} else {
//item左滑时超出了scrollView左边界将item移动到右方复用item移动到右方的位置必须不超过content的右边界
if (viewPos.x < -bufferZone && item.x + offset + this.padding_right < this.content.width) {
let itemRender: ItemRender = item.getComponent(ItemRender);
let itemIndex = itemRender.itemIndex + items.length;
itemRender.itemIndex = itemIndex;
itemRender.data = this.itemDataList[itemIndex];
itemRender.dataChanged();
item.x = item.x + offset;
}
}
}
this.lastContentPosX = this.scrollView.content.x;
}
/**网格垂直排列 */
private updateGrid_V() {
let items = this.itemList;
let item: cc.Node;
let bufferZone = this.halfScrollView;
let isUp = this.scrollView.content.y > this.lastContentPosY;
let offset = (this.itemHeight + this.spaceY) * (this.spawnCount / this.gridCol);
for (let i = 0; i < items.length; i++) {
item = items[i];
let viewPos = this.getPositionInView(item);
if (isUp) {
//item上滑时超出了scrollView上边界将item移动到下方复用item移动到下方的位置必须不超过content的下边界
if (viewPos.y > bufferZone && item.y - offset - this.padding_buttom > -this.content.height) {
let itemRender: ItemRender = item.getComponent(ItemRender);
let itemIndex = itemRender.itemIndex + (this.spawnCount / this.gridCol) * this.gridCol;
if (this.itemDataList[itemIndex] != null) {
item.y = item.y - offset;
itemRender.itemIndex = itemIndex;
itemRender.data = this.itemDataList[itemIndex];
itemRender.dataChanged();
item.opacity = 255;
} else {
item.y = item.y - offset;
itemRender.itemIndex = itemIndex;
item.opacity = 0;
}
}
} else {//item下滑时超出了scrollView下边界将item移动到上方复用item移动到上方的位置必须不超过content的上边界
if (viewPos.y < -bufferZone && item.y + offset + this.padding_top < 0) {
let itemRender: ItemRender = item.getComponent(ItemRender);
let itemIndex = itemRender.itemIndex - (this.spawnCount / this.gridCol) * this.gridCol;
if (this.itemDataList[itemIndex] != null) {
item.y = item.y + offset;
itemRender.itemIndex = itemIndex;
itemRender.data = this.itemDataList[itemIndex];
itemRender.dataChanged();
item.opacity = 255;
} else {
item.y = item.y + offset;
itemRender.itemIndex = itemIndex;
item.opacity = 0;
}
}
}
}
this.lastContentPosY = this.scrollView.content.y;
}
/**网格水平排列 */
private updateGrid_H() {
let items = this.itemList;
let item;
let bufferZone = this.halfScrollView;
let isRight = this.scrollView.content.x > this.lastContentPosX;
let offset = (this.itemWidth + this.spaceX) * (this.spawnCount / this.gridRow);
for (let i = 0; i < items.length; i++) {
item = items[i];
let viewPos = this.getPositionInView(item);
if (isRight) {
//item右滑时超出了scrollView右边界将item移动到左方复用item移动到左方的位置必须不超过content的左边界
if (viewPos.x > bufferZone && item.x - offset - this.padding_left > 0) {
let itemRender: ItemRender = item.getComponent(ItemRender);
let itemIndex = itemRender.itemIndex - (this.spawnCount / this.gridRow) * this.gridRow;
if (this.itemDataList[itemIndex] != null) {
item.x = item.x - offset;
itemRender.itemIndex = itemIndex;
itemRender.data = this.itemDataList[itemIndex];
itemRender.dataChanged();
item.opacity = 255;
} else {
item.x = item.x - offset;
itemRender.itemIndex = itemIndex;
item.opacity = 0;
}
}
} else {
//item左滑时超出了scrollView左边界将item移动到右方复用item移动到右方的位置必须不超过content的右边界
if (viewPos.x < -bufferZone && item.x + offset + this.padding_right < this.content.width) {
let itemRender: ItemRender = item.getComponent(ItemRender);
let itemIndex = itemRender.itemIndex + (this.spawnCount / this.gridRow) * this.gridRow;
if (this.itemDataList[itemIndex] != null) {
item.x = item.x + offset;
itemRender.itemIndex = itemIndex;
itemRender.data = this.itemDataList[itemIndex];
itemRender.dataChanged();
item.opacity = 255;
} else {
item.x = item.x + offset;
itemRender.itemIndex = itemIndex;
item.opacity = 0;
}
}
}
}
this.lastContentPosX = this.scrollView.content.x;
}
/**获取item在scrollView的局部坐标 */
private getPositionInView(item) {
let worldPos = item.parent.convertToWorldSpaceAR(item.position);
let viewPos = this.scrollView.node.convertToNodeSpaceAR(worldPos);
return viewPos;
}
/**获取列表数据 */
public getListData() {
return this.itemDataList;
}
/**
*
* @param data
*/
public addItem(data: any) {
this.itemDataList.push(data);
this.updateContent();
}
/**
*
* @param index 01
* @param data
*/
public addItemAt(index: number, data: any) {
if (this.itemDataList[index] != null || this.itemDataList.length == index) {
this.itemDataList.splice(index, 1, data);
this.updateContent();
}
}
/**
*
* @param index ,01
*/
public deleteItem(index: number) {
if (this.itemDataList[index] != null) {
this.itemDataList.splice(index, 1);
this.updateContent();
}
}
/**
*
* @param index ,01
* @param data
*/
public changeItem(index: number, data: any) {
if (this.itemDataList[index] != null) {
this.itemDataList[index] = data;
this.updateContent();
}
}
/**获取第一个Item的位置 */
private updateContent() {
//显示列表实例为0个
if (this.itemList.length == 0) {
this.countListParam();
this.createList(0, new cc.Vec2(0, 0));
//显示列表的实例不为0个则需要重新排列item实例数组
} else {
if (this.type == ListType.Vertical) {
this.itemList.sort((a: any, b: any) => {
return b.y - a.y;
});
} else if (this.type == ListType.Horizontal) {
this.itemList.sort((a: any, b: any) => {
return a.x - b.x;
});
} else if (this.type == ListType.Grid) {
if (this.startAxis == StartAxisType.Vertical) {
this.itemList.sort((a: any, b: any) => {
return a.x - b.x;
});
this.itemList.sort((a: any, b: any) => {
return b.y - a.y;
});
} else if (this.startAxis == StartAxisType.Horizontal) {
this.itemList.sort((a: any, b: any) => {
return b.y - a.y;
});
this.itemList.sort((a: any, b: any) => {
return a.x - b.x;
});
}
}
this.countListParam();
//获取第一个item实例需要显示的数据索引
var startIndex = this.itemList[0].getComponent(ItemRender).itemIndex;
if (this.type == ListType.Grid && this.startAxis == StartAxisType.Vertical) {
startIndex += (startIndex + this.spawnCount) % this.gridCol;
} else if (this.type == ListType.Grid && this.startAxis == StartAxisType.Horizontal) {
startIndex += (startIndex + this.spawnCount) % this.gridRow;
}
//getScrollOffset()和scrollToOffset()的x值是相反的
var offset: cc.Vec2 = this.scrollView.getScrollOffset();
offset.x = - offset.x;
this.createList(startIndex, offset);
}
}
/**销毁 */
public onDestroy() {
//清理列表项
let len = this.itemList.length;
for (let i = 0; i < len; i++) {
if (cc.isValid(this.itemList[i], true)) {
this.itemList[i].destroy();
}
}
this.itemList.length = 0;
//清理对象池
len = this.itemPool.length;
for (let i = 0; i < len; i++) {
if (cc.isValid(this.itemPool[i], true)) {
this.itemPool[i].destroy();
}
}
this.itemPool.length = 0;
//清理列表数据
this.itemDataList.length = 0;
}
}

View File

@ -0,0 +1,10 @@
{
"ver": "1.1.0",
"uuid": "d54211e0-2d28-4528-88e3-e5fd7c9b59a2",
"importer": "typescript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

View File

@ -0,0 +1,13 @@
{
"ver": "1.1.3",
"uuid": "2af8f2ef-b8a0-43ad-a144-ef4a887f2fa9",
"importer": "folder",
"isBundle": false,
"bundleName": "",
"priority": 1,
"compressionType": {},
"optimizeHotUpdate": {},
"inlineSpriteFrames": {},
"isRemoteBundle": {},
"subMetas": {}
}

View File

@ -0,0 +1,27 @@
//缓存浏览器数据
var StorageMessage = {
getStorage : function(key){
var result = null;
if(cc.sys.localStorage.getItem(key)){
var result = cc.sys.localStorage.getItem(key);
}
if(result){
result = JSON.parse(result);
}
return result;
},
setStorage : function(key,value){
//主动拉起分享接口
var temp = JSON.stringify(value);
cc.sys.localStorage.setItem(key, temp)
},
removeStorage : function(key){
//主动删除消息接口
if(cc.sys.localStorage.getItem(key)){
cc.sys.localStorage.removeItem(key)
}
},
};
export { StorageMessage };

View File

@ -0,0 +1,10 @@
{
"ver": "1.1.0",
"uuid": "10029dfc-5454-4977-bd11-8809e8f48cac",
"importer": "typescript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

View File

@ -0,0 +1,13 @@
{
"ver": "1.1.3",
"uuid": "2a81f82d-8d16-44af-b947-44eea4dde54f",
"importer": "folder",
"isBundle": false,
"bundleName": "",
"priority": 1,
"compressionType": {},
"optimizeHotUpdate": {},
"inlineSpriteFrames": {},
"isRemoteBundle": {},
"subMetas": {}
}

View File

@ -0,0 +1,244 @@
//最大工具类 各种公共方法,以及处理上传,获取后端接口数据
var GameTool = {
_startTime: 0,
_endTime: 0,
_totalTime: 0,
//获取userId
Authentication(){
let name = "user_" + cc.fx.GameConfig.GM_INFO.gameId;
var data = JSON.parse(localStorage.getItem(name));
if(data == "undifend" || data==null || data == ""){
let url = "http://api.sparkus.cn/api/user/auth/login?domain=hui32579WdYPsgYq&callback="+location.href;
window.location.href = url;
}
else{
cc.fx.StorageMessage.setStorage(name,data);
cc.fx.GameConfig.GM_INFO.userId = parseInt(data.userId);
}
},
//埋点上传
setGameData(){
//GAME_DATA 初始化 每次清零
cc.fx.GameConfig.GAME_DATA = [];
cc.fx.GameConfig.GAME_DATA.push(cc.fx.GameConfig.CLICK_DATA);
cc.fx.GameConfig.CLICK_init();
let data = cc.fx.GameConfig.GAME_DATA;
let matchId = this.getMatchId();
let postData = {
"gameId":cc.fx.GameConfig.GM_INFO.gameId,
"userId":cc.fx.GameConfig.GM_INFO.userId,
"matchId":matchId,
"data": data
};
// console.log("上传数据:")
cc.fx.HttpUtil.uploadUserLogData(postData,function(){})
},
//上传排行榜 type为1
setRank(data){
//GAME_DATA 初始化 每次清零
let postData = {
"gameId":cc.fx.GameConfig.GM_INFO.gameId,
"userId":cc.fx.GameConfig.GM_INFO.userId,
"type":1,
"reactionTime": data,
"totalSunCount": cc.fx.GameConfig.GM_INFO.total,
"success": cc.fx.GameConfig.GM_INFO.success
};
cc.fx.HttpUtil.rankData(1,function(){},postData);
},
//获取排行榜 type为2
getRank(data,callback){
let rankLength = data.length;
let postData = {
"gameId":cc.fx.GameConfig.GM_INFO.gameId,
"userId":cc.fx.GameConfig.GM_INFO.userId,
"page":1,
"pageSize":rankLength
};
//回调进getRankData
cc.fx.HttpUtil.rankData(2,data =>{callback(data)},postData);
},
//获取matchId 用于上传每次点击数据里面记录id方便查询
getMatchId (){
let matchId = cc.sys.localStorage.getItem("matchId");
if(matchId == "undifend" || matchId==null){
matchId = this.setMatchId();
}
else{
if(this.containsNanana(matchId) == true){
matchId = this.setMatchId();
}
else{
let char = parseInt(matchId[10]);
if(this.level == 1){
char += 1;
}
matchId = matchId.slice(0, 10) + char + "";
cc.fx.GameConfig.GM_INFO.matchId = matchId;
cc.sys.localStorage.setItem("matchId",matchId);
}
}
return matchId;
},
//检测matchId 如果有缓存以前的nanana数据清除
containsNanana(str) {
return /na/i.test(str);
},
//重新设置MatchId
setMatchId (){
// 定义包含可用字符的字符集
const characters = 'abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789';
// 创建一个数组以保存随机字符
const uuidArray = [];
// 循环10次 生成10位的UUID
for (let i = 0; i < 10; i++) {
// 生成随机索引,范围是字符集的长度
const randomIndex = Math.floor(Math.random() * characters.length);
// 从字符集中获取随机字符
const randomChar = characters.charAt(randomIndex);
// 将字符添加到数组中
uuidArray.push(randomChar);
}
let data = uuidArray.join('') + 1 + "";
cc.sys.localStorage.setItem("matchNumber",1);
cc.sys.localStorage.setItem("matchId",data);
cc.fx.GameConfig.GM_INFO.matchId = data;
return data;
},
//截取名字
subName(name,length){
if(name.length > length){
name = name.substring(0,length) + "..."
}
return name;
},
//设置头像
setPic(node,pic){
node.active = false;
let url = pic;
setTimeout(() => {
fetch(url)
.then(response => {
return response.headers.get('Content-Length');
})
.then(errNo => {
if(errNo == "5093"){
node.active = true;
}
})
.catch(error => {
console.error('Error fetching X-Info:', error);
});
}, 100);
cc.assetManager.loadRemote(url, {ext:'.jpg'},(err, texture:cc.Texture2D) => {
if(texture){
node.active = true;
node.getComponent(cc.Sprite).spriteFrame = new cc.SpriteFrame(texture);
}
else{
console.log(err,texture)
}
})
},
//第一个参数把目标带进来处理,第二个参数为名字长度,不同场景不同需求
//名字4短小排行名字6长大排行
getRankData(data,target,nameLength){
target.listData = data.data.list;
target.selfData = data.data.info;
let rankData = [];
let self = false;
cc.fx.GameTool.setPic(target.selfNode.getChildByName("pic").getChildByName("icon"),target.selfData.pic);
for(let i=0;i<=target.listData.length-1;i++){
rankData.push({rank:(i+1), name:target.listData[i].nickName, total:target.listData[i].totalSunCount, pic:target.listData[i].pic});
if(cc.fx.GameConfig.GM_INFO.userId == target.listData[i].userId){
self = true;
target.rankNumber = i;
target.selfNode.getChildByName("rankLab").getComponent(cc.Label).string =(i+1) + "";
}
if(i == (target.listData.length-1) && self == false){
target.rankNumber = i;
target.selfNode.getChildByName("rankLab").getComponent(cc.Label).string = "99+";
}
}
cc.fx.GameTool.subName(target.selfData.nickName,nameLength);
target.selfNode.getChildByName("nameLab").getComponent(cc.Label).string = target.selfData.nickName;
target.selfNode.getChildByName("totalLab").getComponent(cc.Label).string = target.selfData.totalSunCount;
switch(target.selfNode.getChildByName("rankLab").getComponent(cc.Label).string){
case "1":
target.selfNode.getChildByName("rank").getChildByName("one").active = true;
break;
case "2":
target.selfNode.getChildByName("rank").getChildByName("two").active = true;
break;
case "3":
target.selfNode.getChildByName("rank").getChildByName("three").active = true;
break;
}
// 大排行
if(nameLength == 6){
target.rankList.setData(rankData);
target.selfNode.opacity = 255;
if(target.selfData.totalSunCount == 0) target.selfNode.opacity = 0;
}
},
getSetScreenResolutionFlag: function () {
let size = cc.winSize;
let width = size.width;
let height = size.height;
if ((height / width) > (16.2 / 9)) return false;
return true;
},
//判断全面屏适配
setFit: function (canvas) {
let flag = cc.fx.GameTool.getSetScreenResolutionFlag();
if (flag) {
// console.log("不是全面屏");
} else {
// console.log("是全面屏");
}
return flag;
},
//获取游戏信息
getGameInfo: function(node){
var jg = false;
return jg;
},
//设置游戏信息
setGameInfo: function(pd){
},
//输入秒,返回需要展示时间格式
getTimeMargin:(second) => {
let total = 0;
total = second;
let hour = 0;
hour = parseInt((total / 3600) + "");//计算整数小时数
let afterHour = total - hour * 60 * 60;//取得算出小时数后剩余的秒数
let min = parseInt((afterHour / 60)+"");//计算整数分
let m = "" + min;
if(min < 10) m = "0"+min;
let afterMin = total - hour * 60 * 60 - min * 60;//取得算出分后剩余的秒数
let miao = afterMin + "";
if(afterMin < 10) miao = "0" + afterMin;
return m + ':' + miao
},
//获取时间戳
getTime(){
const timestamp = new Date().getTime();
return timestamp;
},
pushLister:function () {
},
removeAllLister:function () {
},
};
export { GameTool };

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/*
* This script is automatically generated by Cocos Creator and is only used for projects compatible with the v2.1.0 2.2.1 version.
* You do not need to manually add this script in any other project.
* If you don't use cc.Toggle in your project, you can delete this script directly.
* If your project is hosted in VCS such as git, submit this script together.
*
* 此脚本由 Cocos Creator 自动生成仅用于兼容 v2.1.0 ~ 2.2.1 版本的工程
* 你无需在任何其它项目中手动添加此脚本
* 如果你的项目中没用到 Toggle可直接删除该脚本
* 如果你的项目有托管于 git 等版本库请将此脚本一并上传
*/
if (cc.Toggle) {
// Whether to trigger 'toggle' and 'checkEvents' events when modifying 'toggle.isChecked' in the code
// 在代码中修改 'toggle.isChecked' 时是否触发 'toggle' 与 'checkEvents' 事件
cc.Toggle._triggerEventInScript_isChecked = true;
}

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}

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{
"data" :
{
"type": 1,
"success": false,
"round": 0,
"totalSunCount": 0,
"movedSunCount": 0,
"sunSpeed": 0,
"overlapSunCount": 0,
"colorList": [],
"duration": 0,
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"stepTimeList": [],
"remainder": 120
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"mean_Time": 0,
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"gameId": 100009,
"userId": 0,
"guide": true,
"url": "http://api.sparkus.cn",
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{
"data" : [
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"maxMove": 1200,
"repeat": 0
},
{
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"maxMove": 1200,
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},
{
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"maxMove": 1200,
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},
{
"number": 5,
"moveNumber": 1,
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{
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var remote_url="http://static.sparkus.cn/shoot-sun/assets/";
window.boot = function () {
var settings = window._CCSettings;
window._CCSettings = undefined;
var onProgress = null;
var RESOURCES = remote_url + cc.AssetManager.BuiltinBundleName.RESOURCES;
// var RESOURCES = cc.AssetManager.BuiltinBundleName.RESOURCES;
var INTERNAL = cc.AssetManager.BuiltinBundleName.INTERNAL;
var MAIN = cc.AssetManager.BuiltinBundleName.MAIN;
function setLoadingDisplay () {
// Loading splash scene
var splash = document.getElementById('splash');
var star = document.getElementById('_star');
onProgress = function (finish, total) {
};
cc.director.once(cc.Director.EVENT_AFTER_SCENE_LAUNCH, function () {
splash.style.display = 'none';
star.style.display = 'none';
});
}
var onStart = function () {
cc.view.enableRetina(true);
cc.view.resizeWithBrowserSize(true);
if (cc.sys.isBrowser) {
setLoadingDisplay();
}
if (cc.sys.isMobile) {
if (settings.orientation === 'landscape') {
cc.view.setOrientation(cc.macro.ORIENTATION_LANDSCAPE);
}
else if (settings.orientation === 'portrait') {
cc.view.setOrientation(cc.macro.ORIENTATION_PORTRAIT);
}
cc.view.enableAutoFullScreen([
cc.sys.BROWSER_TYPE_BAIDU,
cc.sys.BROWSER_TYPE_BAIDU_APP,
cc.sys.BROWSER_TYPE_WECHAT,
cc.sys.BROWSER_TYPE_MOBILE_QQ,
cc.sys.BROWSER_TYPE_MIUI,
cc.sys.BROWSER_TYPE_HUAWEI,
cc.sys.BROWSER_TYPE_UC,
].indexOf(cc.sys.browserType) < 0);
}
// Limit downloading max concurrent task to 2,
// more tasks simultaneously may cause performance draw back on some android system / browsers.
// You can adjust the number based on your own test result, you have to set it before any loading process to take effect.
if (cc.sys.isBrowser && cc.sys.os === cc.sys.OS_ANDROID) {
cc.assetManager.downloader.maxConcurrency = 2;
cc.assetManager.downloader.maxRequestsPerFrame = 2;
}
var launchScene = settings.launchScene;
var bundle = cc.assetManager.bundles.find(function (b) {
return b.getSceneInfo(launchScene);
});
bundle.loadScene(launchScene, null, onProgress,
function (err, scene) {
if (!err) {
cc.director.runSceneImmediate(scene);
if (cc.sys.isBrowser) {
// show canvas
var canvas = document.getElementById('GameCanvas');
canvas.style.visibility = '';
var div = document.getElementById('GameDiv');
if (div) {
div.style.backgroundImage = '';
}
console.log('Success to load scene: ' + launchScene);
}
}
}
);
};
var option = {
id: 'GameCanvas',
debugMode: settings.debug ? cc.debug.DebugMode.INFO : cc.debug.DebugMode.ERROR,
showFPS: settings.debug,
frameRate: 60,
groupList: settings.groupList,
collisionMatrix: settings.collisionMatrix,
};
cc.assetManager.init({
bundleVers: settings.bundleVers,
remoteBundles: settings.remoteBundles,
server: settings.server
});
var bundleRoot = [INTERNAL];
settings.hasResourcesBundle && bundleRoot.push(RESOURCES);
var count = 0;
function cb (err) {
if (err) return console.error(err.message, err.stack);
count++;
if (count === bundleRoot.length + 1) {
cc.assetManager.loadBundle(MAIN, function (err) {
if (!err) cc.game.run(option, onStart);
});
}
}
cc.assetManager.loadScript(settings.jsList.map(function (x) { return 'src/' + x;}), cb);
for (var i = 0; i < bundleRoot.length; i++) {
cc.assetManager.loadBundle(bundleRoot[i], cb);
}
};
if (window.jsb) {
var isRuntime = (typeof loadRuntime === 'function');
if (isRuntime) {
require('src/settings.js');
require('src/cocos2d-runtime.js');
if (CC_PHYSICS_BUILTIN || CC_PHYSICS_CANNON) {
require('src/physics.js');
}
require('jsb-adapter/engine/index.js');
}
else {
require('src/settings.js');
require('src/cocos2d-jsb.js');
if (CC_PHYSICS_BUILTIN || CC_PHYSICS_CANNON) {
require('src/physics.js');
}
require('jsb-adapter/jsb-engine.js');
}
cc.macro.CLEANUP_IMAGE_CACHE = true;
window.boot();
}

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html {
-ms-touch-action: none;
}
body, canvas, div {
display: block;
outline: none;
-webkit-tap-highlight-color: rgba(0, 0, 0, 0);
user-select: none;
-moz-user-select: none;
-webkit-user-select: none;
-ms-user-select: none;
-khtml-user-select: none;
-webkit-tap-highlight-color: rgba(0, 0, 0, 0);
}
/* Remove spin of input type number */
input::-webkit-outer-spin-button,
input::-webkit-inner-spin-button {
/* display: none; <- Crashes Chrome on hover */
-webkit-appearance: none;
margin: 0; /* <-- Apparently some margin are still there even though it's hidden */
}
body {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
padding: 0;
border: 0;
margin: 0;
cursor: default;
color: #888;
background-color: #333;
text-align: center;
font-family: Helvetica, Verdana, Arial, sans-serif;
display: flex;
flex-direction: column;
/* fix bug: https://github.com/cocos-creator/2d-tasks/issues/791 */
/* overflow cannot be applied in Cocos2dGameContainer,
otherwise child elements will be hidden when Cocos2dGameContainer rotated 90 deg */
overflow: hidden;
}
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position: absolute;
margin: 0;
left: 0px;
top: 0px;
display: -webkit-box;
-webkit-box-orient: horizontal;
-webkit-box-align: center;
-webkit-box-pack: center;
}
canvas {
background-color: rgba(0, 0, 0, 0);
}
a:link, a:visited {
color: #666;
}
a:active, a:hover {
color: #666;
}
p.header {
font-size: small;
}
p.footer {
font-size: x-small;
}
/* #splash {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: #171717 url(./splash.jpg) no-repeat center;
background-size: 100%;
} */
/* .progress-bar {
position: absolute;
left: 27.5%;
top: 80%;
height: 3px;
padding: 2px;
width: 0%;
border-radius: 7px;
box-shadow: 0 1px 5px #000 inset, 0 1px 0 #444;
}
.progress-bar span {
display: block;
height: 0%;
border-radius: 3px;
transition: width .4s ease-in-out;
background-color: #3dc5de;
} */
.stripes span {
background-size: 30px 30px;
background-image: linear-gradient(135deg, rgba(255, 255, 255, .15) 25%, transparent 25%,
transparent 50%, rgba(255, 255, 255, .15) 50%, rgba(255, 255, 255, .15) 75%,
transparent 75%, transparent);
animation: animate-stripes 1s linear infinite;
}
@keyframes animate-stripes {
0% {background-position: 0 0;} 100% {background-position: 60px 0;}
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32078
creator.d.ts vendored Normal file

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15
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"__type__": "cc.Prefab",
"_name": "tiledtile",
"_objFlags": 0,
"_native": "",
"data": {
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},
"optimizationPolicy": 0,
"asyncLoadAssets": false,
"readonly": false
},
{
"__type__": "cc.Node",
"_name": "New TiledTile",
"_objFlags": 0,
"_parent": null,
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"_active": true,
"_level": 1,
"_components": [
{
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}
],
"_prefab": {
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},
"_opacity": 255,
"_color": {
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"r": 255,
"g": 255,
"b": 255,
"a": 255
},
"_contentSize": {
"__type__": "cc.Size",
"width": 0,
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},
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0.5,
"y": 0.5
},
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"_skewY": 0,
"_localZOrder": 45,
"groupIndex": 0,
"_id": "",
"_eulerAngles": {
"__type__": "cc.Vec3",
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},
"_trs": {
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"ctor": "Float64Array",
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{
"__type__": "cc.TiledTile",
"_name": "",
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"node": {
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},
"_enabled": true,
"_x": 0,
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"_gid": 6,
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"_id": "39h1tJvWtC8oLyzYKulleV"
},
{
"__type__": "cc.PrefabInfo",
"root": {
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View File

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{
"__type__": "cc.EffectAsset",
"_name": "builtin-2d-spine",
"_objFlags": 0,
"_native": "",
"properties": null,
"techniques": [
{
"passes": [
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"blendState": {
"targets": [
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"blend": true
}
]
},
"rasterizerState": {
"cullMode": 0
},
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"type": 29
},
"alphaThreshold": {
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},
"program": "builtin-2d-spine|vs|fs"
}
]
}
],
"shaders": [
{
"hash": 3550530479,
"glsl3": {
"vert": "\nprecision highp float;\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\n#if USE_TINT\n in vec4 a_color0;\n#endif\nin vec2 a_uv0;\nout vec2 v_uv0;\nout vec4 v_light;\n#if USE_TINT\n out vec4 v_dark;\n#endif\nvoid main () {\n mat4 mvp;\n #if CC_USE_MODEL\n mvp = cc_matViewProj * cc_matWorld;\n #else\n mvp = cc_matViewProj;\n #endif\n v_uv0 = a_uv0;\n v_light = a_color;\n #if USE_TINT\n v_dark = a_color0;\n #endif\n gl_Position = mvp * vec4(a_position, 1);\n}",
"frag": "\nprecision highp float;\nuniform sampler2D texture;\nin vec2 v_uv0;\nin vec4 v_light;\n#if USE_TINT\n in vec4 v_dark;\n#endif\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvoid main () {\n vec4 texColor = vec4(1.0);\n vec4 texture_tmp = texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_texture\n texture_tmp.a *= texture(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n texColor.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n texColor.a *= texture_tmp.a;\n #else\n texColor *= texture_tmp;\n #endif\n vec4 finalColor;\n #if USE_TINT\n finalColor.a = v_light.a * texColor.a;\n finalColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;\n #else\n finalColor = texColor * v_light;\n #endif\n ALPHA_TEST(finalColor);\n gl_FragColor = finalColor;\n}"
},
"glsl1": {
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\n#if USE_TINT\n attribute vec4 a_color0;\n#endif\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\nvarying vec4 v_light;\n#if USE_TINT\n varying vec4 v_dark;\n#endif\nvoid main () {\n mat4 mvp;\n #if CC_USE_MODEL\n mvp = cc_matViewProj * cc_matWorld;\n #else\n mvp = cc_matViewProj;\n #endif\n v_uv0 = a_uv0;\n v_light = a_color;\n #if USE_TINT\n v_dark = a_color0;\n #endif\n gl_Position = mvp * vec4(a_position, 1);\n}",
"frag": "\nprecision highp float;\nuniform sampler2D texture;\nvarying vec2 v_uv0;\nvarying vec4 v_light;\n#if USE_TINT\n varying vec4 v_dark;\n#endif\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvoid main () {\n vec4 texColor = vec4(1.0);\n vec4 texture_tmp = texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_texture\n texture_tmp.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n texColor.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n texColor.a *= texture_tmp.a;\n #else\n texColor *= texture_tmp;\n #endif\n vec4 finalColor;\n #if USE_TINT\n finalColor.a = v_light.a * texColor.a;\n finalColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;\n #else\n finalColor = texColor * v_light;\n #endif\n ALPHA_TEST(finalColor);\n gl_FragColor = finalColor;\n}"
},
"builtins": {
"globals": {
"blocks": [
{
"name": "CCGlobal",
"defines": []
}
],
"samplers": []
},
"locals": {
"blocks": [
{
"name": "CCLocal",
"defines": []
}
],
"samplers": []
}
},
"defines": [
{
"name": "USE_TINT",
"type": "boolean",
"defines": []
},
{
"name": "CC_USE_MODEL",
"type": "boolean",
"defines": []
},
{
"name": "USE_ALPHA_TEST",
"type": "boolean",
"defines": []
},
{
"name": "CC_USE_ALPHA_ATLAS_texture",
"type": "boolean",
"defines": []
},
{
"name": "INPUT_IS_GAMMA",
"type": "boolean",
"defines": []
}
],
"blocks": [
{
"name": "ALPHA_TEST",
"members": [
{
"name": "alphaThreshold",
"type": 13,
"count": 1
}
],
"defines": [
"USE_ALPHA_TEST"
],
"binding": 0
}
],
"samplers": [
{
"name": "texture",
"type": 29,
"count": 1,
"defines": [],
"binding": 30
}
],
"record": null,
"name": "builtin-2d-spine|vs|fs"
}
]
}

View File

@ -0,0 +1,34 @@
"use strict";
cc._RF.push(module, '1002938VFRJd70RiAno9Iys', 'Storage');
// Script/module/Storage/Storage.ts
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
exports.StorageMessage = void 0;
//缓存浏览器数据
var StorageMessage = {
getStorage: function (key) {
var result = null;
if (cc.sys.localStorage.getItem(key)) {
var result = cc.sys.localStorage.getItem(key);
}
if (result) {
result = JSON.parse(result);
}
return result;
},
setStorage: function (key, value) {
//主动拉起分享接口
var temp = JSON.stringify(value);
cc.sys.localStorage.setItem(key, temp);
},
removeStorage: function (key) {
//主动删除消息接口
if (cc.sys.localStorage.getItem(key)) {
cc.sys.localStorage.removeItem(key);
}
},
};
exports.StorageMessage = StorageMessage;
cc._RF.pop();

View File

@ -0,0 +1 @@
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View File

@ -0,0 +1,106 @@
{
"__type__": "cc.EffectAsset",
"_name": "__builtin-editor-gizmo",
"_objFlags": 0,
"_native": "",
"properties": null,
"techniques": [
{
"passes": [
{
"stage": "transparent",
"blendState": {
"targets": [
{
"blend": true,
"blendEq": 32774,
"blendAlphaEq": 32774,
"blendSrcAlpha": 1,
"blendDstAlpha": 771
}
]
},
"rasterizerState": {
"cullMode": 0
},
"depthStencilState": {
"depthTest": false,
"depthWrite": false
},
"properties": {
"diffuseColor": {
"value": [
1,
1,
1,
1
],
"editor": {
"type": "color"
},
"type": 16
}
},
"program": "__builtin-editor-gizmo|vs|fs"
}
]
}
],
"shaders": [
{
"hash": 2992916359,
"glsl3": {
"vert": "\nprecision highp float;\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nvarying vec3 v_worldNormal;\nvarying vec3 v_worldPosition;\nvarying vec3 v_localPosition;\nvarying vec3 v_right;\nvarying vec3 v_up;\nvarying vec3 v_forward;\nattribute vec3 a_position;\nattribute vec3 a_normal;\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n v_localPosition = a_position;\n v_worldPosition = (cc_matWorld * pos).xyz;\n v_worldNormal = (cc_matWorldIT * vec4(a_normal, 0)).xyz;\n v_right = vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]);\n v_up = vec3(cc_matView[0][1], cc_matView[1][1], cc_matView[2][1]);\n v_forward = vec3(cc_matView[0][2], cc_matView[1][2], cc_matView[2][2]);\n gl_Position = cc_matViewProj * cc_matWorld * pos;\n}",
"frag": "\nprecision highp float;\nvec4 CCFragOutput (vec4 color) {\n #if OUTPUT_TO_GAMMA\n color.rgb = sqrt(color.rgb);\n #endif\n\treturn color;\n}\nmat3 transpose(mat3 v) {\n mat3 tmp;\n tmp[0] = vec3(v[0].x, v[1].x, v[2].x);\n tmp[1] = vec3(v[0].y, v[1].y, v[2].y);\n tmp[2] = vec3(v[0].z, v[1].z, v[2].z);\n return tmp;\n}\nvoid ClipQuadToHorizon(inout vec3 L[5], out int n) {\n int config = 0;\n if (L[0].z > 0.0) config += 1;\n if (L[1].z > 0.0) config += 2;\n if (L[2].z > 0.0) config += 4;\n if (L[3].z > 0.0) config += 8;\n config = 15;\n n = 0;\n if (config == 0)\n {\n }\n else if (config == 1)\n {\n n = 3;\n L[1] = -L[1].z * L[0] + L[0].z * L[1];\n L[2] = -L[3].z * L[0] + L[0].z * L[3];\n }\n else if (config == 2)\n {\n n = 3;\n L[0] = -L[0].z * L[1] + L[1].z * L[0];\n L[2] = -L[2].z * L[1] + L[1].z * L[2];\n }\n else if (config == 3)\n {\n n = 4;\n L[2] = -L[2].z * L[1] + L[1].z * L[2];\n L[3] = -L[3].z * L[0] + L[0].z * L[3];\n }\n else if (config == 4)\n {\n n = 3;\n L[0] = -L[3].z * L[2] + L[2].z * L[3];\n L[1] = -L[1].z * L[2] + L[2].z * L[1];\n }\n else if (config == 5)\n {\n n = 0;\n }\n else if (config == 6)\n {\n n = 4;\n L[0] = -L[0].z * L[1] + L[1].z * L[0];\n L[3] = -L[3].z * L[2] + L[2].z * L[3];\n }\n else if (config == 7)\n {\n n = 5;\n L[4] = -L[3].z * L[0] + L[0].z * L[3];\n L[3] = -L[3].z * L[2] + L[2].z * L[3];\n }\n else if (config == 8)\n {\n n = 3;\n L[0] = -L[0].z * L[3] + L[3].z * L[0];\n L[1] = -L[2].z * L[3] + L[3].z * L[2];\n L[2] = L[3];\n }\n else if (config == 9)\n {\n n = 4;\n L[1] = -L[1].z * L[0] + L[0].z * L[1];\n L[2] = -L[2].z * L[3] + L[3].z * L[2];\n }\n else if (config == 10)\n {\n n = 0;\n }\n else if (config == 11)\n {\n n = 5;\n L[4] = L[3];\n L[3] = -L[2].z * L[3] + L[3].z * L[2];\n L[2] = -L[2].z * L[1] + L[1].z * L[2];\n }\n else if (config == 12)\n {\n n = 4;\n L[1] = -L[1].z * L[2] + L[2].z * L[1];\n L[0] = -L[0].z * L[3] + L[3].z * L[0];\n }\n else if (config == 13)\n {\n n = 5;\n L[4] = L[3];\n L[3] = L[2];\n L[2] = -L[1].z * L[2] + L[2].z * L[1];\n L[1] = -L[1].z * L[0] + L[0].z * L[1];\n }\n else if (config == 14)\n {\n n = 5;\n L[4] = -L[0].z * L[3] + L[3].z * L[0];\n L[0] = -L[0].z * L[1] + L[1].z * L[0];\n }\n else if (config == 15)\n {\n n = 4;\n }\n if (n == 3)\n L[3] = L[0];\n if (n == 4)\n L[4] = L[0];\n}\nfloat IntegrateEdge(vec3 v1, vec3 v2) {\n float cosTheta = dot(v1, v2);\n float theta = acos(cosTheta);\n return cross(v1, v2).z * ((theta > 0.001) ? theta/sin(theta) : 4.0);\n}\nvec3 LTC_Evaluate(vec3 N, vec3 V, vec3 P, mat3 Minv, vec3 points[4]) {\n vec3 T1, T2;\n T1 = normalize(V - N*dot(V, N));\n T2 = cross(N, T1);\n Minv = Minv * transpose(mat3(T1, T2, N));\n vec3 L[5];\n L[0] = Minv * (points[0] - P);\n L[1] = Minv * (points[1] - P);\n L[2] = Minv * (points[2] - P);\n L[3] = Minv * (points[3] - P);\n int n;\n ClipQuadToHorizon(L, n);\n if (n == 0)\n return vec3(0, 0, 0);\n L[0] = normalize(L[0]);\n L[1] = normalize(L[1]);\n L[2] = normalize(L[2]);\n L[3] = normalize(L[3]);\n L[4] = normalize(L[4]);\n float sum = 0.0;\n sum += IntegrateEdge(L[0], L[1]);\n sum += IntegrateEdge(L[1], L[2]);\n sum += IntegrateEdge(L[2], L[3]);\n if (n >= 4)\n sum += IntegrateEdge(L[3], L[4]);\n if (n == 5)\n sum += IntegrateEdge(L[4], L[0]);\n sum = max(0.0, sum);\n vec3 Lo_i = vec3(sum, sum, sum);\n return Lo_i;\n}\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform DIFFUSE_COLOR {\n vec4 diffuseColor;\n};\nvarying vec3 v_worldNormal;\nvarying vec3 v_worldPosition;\nvarying vec3 v_localPosition;\nvarying vec3 v_right;\nvarying vec3 v_up;\nvarying vec3 v_forward;\nvoid main () {\n vec3 N = normalize(v_worldNormal);\n vec3 V = normalize(cc_cameraPos.xyz - v_worldPosition);\n vec3 points[4];\n vec3 up = vec3(0, 1, 0);\n points[0] = (v_forward * 3.0 + v_right + up) * 40.0;\n points[1] = (v_forward * 3.0 - v_right + up) * 40.0;\n points[2] = (v_forward * 3.0 - v_right - up) * 40.0;\n points[3] = (v_forward * 3.0 + v_right - up) * 40.0;\n vec3 diffuse = diffuseColor.rgb * (0.2 + LTC_Evaluate(N, V, v_localPosition, mat3(1), points) * 0.8);\n gl_FragColor = CCFragOutput(vec4(diffuse, diffuseColor.a));\n}"
},
"glsl1": {
"vert": "\nprecision highp float;\nuniform mat4 cc_matView;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nuniform mat4 cc_matWorldIT;\nvarying vec3 v_worldNormal;\nvarying vec3 v_worldPosition;\nvarying vec3 v_localPosition;\nvarying vec3 v_right;\nvarying vec3 v_up;\nvarying vec3 v_forward;\nattribute vec3 a_position;\nattribute vec3 a_normal;\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n v_localPosition = a_position;\n v_worldPosition = (cc_matWorld * pos).xyz;\n v_worldNormal = (cc_matWorldIT * vec4(a_normal, 0)).xyz;\n v_right = vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]);\n v_up = vec3(cc_matView[0][1], cc_matView[1][1], cc_matView[2][1]);\n v_forward = vec3(cc_matView[0][2], cc_matView[1][2], cc_matView[2][2]);\n gl_Position = cc_matViewProj * cc_matWorld * pos;\n}",
"frag": "\nprecision highp float;\nvec4 CCFragOutput (vec4 color) {\n #if OUTPUT_TO_GAMMA\n color.rgb = sqrt(color.rgb);\n #endif\n\treturn color;\n}\nmat3 transpose(mat3 v) {\n mat3 tmp;\n tmp[0] = vec3(v[0].x, v[1].x, v[2].x);\n tmp[1] = vec3(v[0].y, v[1].y, v[2].y);\n tmp[2] = vec3(v[0].z, v[1].z, v[2].z);\n return tmp;\n}\nvoid ClipQuadToHorizon(inout vec3 L[5], out int n) {\n int config = 0;\n if (L[0].z > 0.0) config += 1;\n if (L[1].z > 0.0) config += 2;\n if (L[2].z > 0.0) config += 4;\n if (L[3].z > 0.0) config += 8;\n config = 15;\n n = 0;\n if (config == 0)\n {\n }\n else if (config == 1)\n {\n n = 3;\n L[1] = -L[1].z * L[0] + L[0].z * L[1];\n L[2] = -L[3].z * L[0] + L[0].z * L[3];\n }\n else if (config == 2)\n {\n n = 3;\n L[0] = -L[0].z * L[1] + L[1].z * L[0];\n L[2] = -L[2].z * L[1] + L[1].z * L[2];\n }\n else if (config == 3)\n {\n n = 4;\n L[2] = -L[2].z * L[1] + L[1].z * L[2];\n L[3] = -L[3].z * L[0] + L[0].z * L[3];\n }\n else if (config == 4)\n {\n n = 3;\n L[0] = -L[3].z * L[2] + L[2].z * L[3];\n L[1] = -L[1].z * L[2] + L[2].z * L[1];\n }\n else if (config == 5)\n {\n n = 0;\n }\n else if (config == 6)\n {\n n = 4;\n L[0] = -L[0].z * L[1] + L[1].z * L[0];\n L[3] = -L[3].z * L[2] + L[2].z * L[3];\n }\n else if (config == 7)\n {\n n = 5;\n L[4] = -L[3].z * L[0] + L[0].z * L[3];\n L[3] = -L[3].z * L[2] + L[2].z * L[3];\n }\n else if (config == 8)\n {\n n = 3;\n L[0] = -L[0].z * L[3] + L[3].z * L[0];\n L[1] = -L[2].z * L[3] + L[3].z * L[2];\n L[2] = L[3];\n }\n else if (config == 9)\n {\n n = 4;\n L[1] = -L[1].z * L[0] + L[0].z * L[1];\n L[2] = -L[2].z * L[3] + L[3].z * L[2];\n }\n else if (config == 10)\n {\n n = 0;\n }\n else if (config == 11)\n {\n n = 5;\n L[4] = L[3];\n L[3] = -L[2].z * L[3] + L[3].z * L[2];\n L[2] = -L[2].z * L[1] + L[1].z * L[2];\n }\n else if (config == 12)\n {\n n = 4;\n L[1] = -L[1].z * L[2] + L[2].z * L[1];\n L[0] = -L[0].z * L[3] + L[3].z * L[0];\n }\n else if (config == 13)\n {\n n = 5;\n L[4] = L[3];\n L[3] = L[2];\n L[2] = -L[1].z * L[2] + L[2].z * L[1];\n L[1] = -L[1].z * L[0] + L[0].z * L[1];\n }\n else if (config == 14)\n {\n n = 5;\n L[4] = -L[0].z * L[3] + L[3].z * L[0];\n L[0] = -L[0].z * L[1] + L[1].z * L[0];\n }\n else if (config == 15)\n {\n n = 4;\n }\n if (n == 3)\n L[3] = L[0];\n if (n == 4)\n L[4] = L[0];\n}\nfloat IntegrateEdge(vec3 v1, vec3 v2) {\n float cosTheta = dot(v1, v2);\n float theta = acos(cosTheta);\n return cross(v1, v2).z * ((theta > 0.001) ? theta/sin(theta) : 4.0);\n}\nvec3 LTC_Evaluate(vec3 N, vec3 V, vec3 P, mat3 Minv, vec3 points[4]) {\n vec3 T1, T2;\n T1 = normalize(V - N*dot(V, N));\n T2 = cross(N, T1);\n Minv = Minv * transpose(mat3(T1, T2, N));\n vec3 L[5];\n L[0] = Minv * (points[0] - P);\n L[1] = Minv * (points[1] - P);\n L[2] = Minv * (points[2] - P);\n L[3] = Minv * (points[3] - P);\n int n;\n ClipQuadToHorizon(L, n);\n if (n == 0)\n return vec3(0, 0, 0);\n L[0] = normalize(L[0]);\n L[1] = normalize(L[1]);\n L[2] = normalize(L[2]);\n L[3] = normalize(L[3]);\n L[4] = normalize(L[4]);\n float sum = 0.0;\n sum += IntegrateEdge(L[0], L[1]);\n sum += IntegrateEdge(L[1], L[2]);\n sum += IntegrateEdge(L[2], L[3]);\n if (n >= 4)\n sum += IntegrateEdge(L[3], L[4]);\n if (n == 5)\n sum += IntegrateEdge(L[4], L[0]);\n sum = max(0.0, sum);\n vec3 Lo_i = vec3(sum, sum, sum);\n return Lo_i;\n}\nuniform vec4 cc_cameraPos;\nuniform vec4 diffuseColor;\nvarying vec3 v_worldNormal;\nvarying vec3 v_worldPosition;\nvarying vec3 v_localPosition;\nvarying vec3 v_right;\nvarying vec3 v_up;\nvarying vec3 v_forward;\nvoid main () {\n vec3 N = normalize(v_worldNormal);\n vec3 V = normalize(cc_cameraPos.xyz - v_worldPosition);\n vec3 points[4];\n vec3 up = vec3(0, 1, 0);\n points[0] = (v_forward * 3.0 + v_right + up) * 40.0;\n points[1] = (v_forward * 3.0 - v_right + up) * 40.0;\n points[2] = (v_forward * 3.0 - v_right - up) * 40.0;\n points[3] = (v_forward * 3.0 + v_right - up) * 40.0;\n vec3 diffuse = diffuseColor.rgb * (0.2 + LTC_Evaluate(N, V, v_localPosition, mat3(1), points) * 0.8);\n gl_FragColor = CCFragOutput(vec4(diffuse, diffuseColor.a));\n}"
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View File

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"__type__": "cc.EffectAsset",
"_name": "builtin-2d-gray-sprite",
"_objFlags": 0,
"_native": "",
"properties": null,
"techniques": [
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"passes": [
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"program": "builtin-2d-gray-sprite|vs|fs"
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"glsl3": {
"vert": "\nprecision highp float;\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nin vec3 a_position;\nin mediump vec2 a_uv0;\nout mediump vec2 v_uv0;\nin vec4 a_color;\nout vec4 v_color;\nvoid main () {\n gl_Position = cc_matViewProj * vec4(a_position, 1);\n v_uv0 = a_uv0;\n v_color = a_color;\n}",
"frag": "\nprecision highp float;\nuniform sampler2D texture;\nin mediump vec2 v_uv0;\nin vec4 v_color;\nvoid main () {\n vec4 color = v_color;\n vec4 texture_tmp = texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_texture\n texture_tmp.a *= texture(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n color.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n color.a *= texture_tmp.a;\n #else\n color *= texture_tmp;\n #endif\n float gray = 0.2126*color.r + 0.7152*color.g + 0.0722*color.b;\n gl_FragColor = vec4(gray, gray, gray, color.a);\n}"
},
"glsl1": {
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"frag": "\nprecision highp float;\nuniform sampler2D texture;\nvarying mediump vec2 v_uv0;\nvarying vec4 v_color;\nvoid main () {\n vec4 color = v_color;\n vec4 texture_tmp = texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_texture\n texture_tmp.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n color.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n color.a *= texture_tmp.a;\n #else\n color *= texture_tmp;\n #endif\n float gray = 0.2126*color.r + 0.7152*color.g + 0.0722*color.b;\n gl_FragColor = vec4(gray, gray, gray, color.a);\n}"
},
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}
],
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"name": "builtin-2d-gray-sprite|vs|fs"
}
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View File

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