Model/library/imports/b0/b0432040-dbde-438c-839c-ba2b5d18a3b5.js

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"use strict";
cc._RF.push(module, 'b0432BA295DjIOcuitdGKO1', 'GameManager');
// Script/GameManager.ts
"use strict";
var __extends = (this && this.__extends) || (function () {
var extendStatics = function (d, b) {
extendStatics = Object.setPrototypeOf ||
({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };
return extendStatics(d, b);
};
return function (d, b) {
extendStatics(d, b);
function __() { this.constructor = d; }
d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
};
})();
var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
return c > 3 && r && Object.defineProperty(target, key, r), r;
};
Object.defineProperty(exports, "__esModule", { value: true });
var GameAppStart_1 = require("./module/GameStart/GameAppStart");
// 主游戏控制类
var _a = cc._decorator, ccclass = _a.ccclass, property = _a.property;
var GameManager = /** @class */ (function (_super) {
__extends(GameManager, _super);
function GameManager() {
return _super !== null && _super.apply(this, arguments) || this;
}
GameManager.prototype.onLoad = function () { };
GameManager.prototype.start = function () {
this.fit();
this.init();
};
//初始化数据
GameManager.prototype.init = function () {
};
//根据是否全面屏,做独立适配方面
GameManager.prototype.fit = function () {
var jg = this.setFit();
if (!jg) {
}
};
//判断全面屏
GameManager.prototype.getSetScreenResolutionFlag = function () {
var size = cc.winSize;
var width = size.width;
var height = size.height;
if ((height / width) > (16.2 / 9))
return false;
return true;
};
//判断全面屏适配
GameManager.prototype.setFit = function () {
var flag = this.getSetScreenResolutionFlag();
if (flag) {
}
else {
}
return flag;
};
//返回首页
GameManager.prototype.backScene = function () {
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
GameManager.prototype.reStart = function (type) {
};
//获取时间戳
GameManager.prototype.getTime = function () {
var timestamp = new Date().getTime();
return timestamp;
};
//获胜
GameManager.prototype.passLevel = function () {
};
//失败
GameManager.prototype.loseLevel = function (type) {
};
//开始游戏
GameManager.prototype.startGame = function () {
};
//如果是倒计时 调用此方法
GameManager.prototype.updateCountDownTime = function () {
if (this.countTime > 0) {
this.countTime -= 1;
// this.time.string = 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()
var 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
GameManager.prototype.setData = function () {
GameAppStart_1.Fx.GameTool.setGameData();
};
//上传排行榜数据
GameManager.prototype.gameOver = function (time) {
GameAppStart_1.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(function () {
cc.director.loadScene("OverScene");
})
.start();
};
GameManager.prototype.onEnable = function () {
// Fx.Notifications.on("clickSun", this.clickSun, this);
};
GameManager.prototype.onDisable = function () {
// Fx.Notifications.off("clickSun", this.clickSun);
};
GameManager.prototype.update = function (dt) {
};
GameManager = __decorate([
ccclass
], GameManager);
return GameManager;
}(cc.Component));
exports.default = GameManager;
cc._RF.pop();