// 主游戏控制类 const {ccclass, property} = cc._decorator; @ccclass export default class GameManager extends cc.Component { @property(cc.Node) Btn_New: cc.Node = null; @property(cc.Node) Btn_Hear: cc.Node = null; @property(cc.Node) Btn_See: cc.Node = null; @property(cc.Node) Btn_Firewood: cc.Node = null; @property(cc.Node) Plant: cc.Node = null; @property(cc.Node) timeNode: cc.Node = null; @property(cc.SpriteAtlas) FoodPlist: cc.SpriteAtlas = null; voiceSpriteFrame: cc.SpriteFrame; //是否可点击 timeTween: cc.Tween; touchable: boolean; //是否可点击 countTime: number; //每次游戏倒计时 startTime: number; //游戏开始计时 overTime: number; //游戏结束计时 now_Food: string; //当前关卡名字信息 result: boolean; //当前关卡名字信息 foodPicArray: any; //存放当前每一大局游戏所有植物图片 foodAudioArray: any; //存放当前每一大局游戏所有植物声音 onLoad () {} start () { this.fit(); this.init(); this.startGame(); } //初始化数据 init(){ this.touchable = false; this.result = false; this.foodAudioArray = []; this.foodPicArray = []; this.timeTween = null; this.voiceSpriteFrame = this.Plant.getChildByName("icon").getComponent(cc.Sprite).spriteFrame; this.btnReset(); } //开始游戏 startGame(){ cc.tween(this.node.getChildByName("Begin")) .to(0.1,{opacity:0}) .to(0.5,{opacity:255}) .delay(1) .to(0.5,{opacity:0}) .call(() =>{ this.createCustom(); }) .start(); } //根据是否全面屏,做独立适配方面 fit(){ var jg = cc.fx.GameTool.setFit(); if(!jg){ this.Btn_Hear.y = -330; this.Btn_See.y = -460; this.Btn_Firewood.y = -600; } } //创建关卡 createCustom(){ this.Plant.opacity = 0; this.timeNode.getComponent(cc.Sprite).fillRange = 0; let customData = cc.fx.GameConfig.LEVEL_INFO[cc.fx.GameConfig.GM_INFO.custom].custom[cc.fx.GameConfig.GM_INFO.level]; let name = customData.item; if(customData.type == 1){ this.Plant.getChildByName("name").getComponent(cc.Label).string = cc.fx.GameTool.getFoodName(name); name = "prop_"+name; this.Plant.getChildByName("icon").getComponent(cc.Sprite).spriteFrame = this.FoodPlist["_spriteFrames"][name]; this.now_Food = name; } else{ this.Plant.getChildByName("name").getComponent(cc.Label).string = "" this.Plant.getChildByName("icon").getComponent(cc.Sprite).spriteFrame = this.voiceSpriteFrame; this.now_Food = name; } //关卡+1 cc.fx.GameConfig.GM_INFO.level += 1; cc.tween(this.Plant) .to(0.2,{opacity:255}) .call(()=>{ this.startTime = cc.fx.GameTool.getTime(); this.Btn_Hear.getChildByName("nomal").getComponent(cc.Button).interactable = true; this.Btn_New.getChildByName("nomal").getComponent(cc.Button).interactable = true; this.Btn_See.getChildByName("nomal").getComponent(cc.Button).interactable = true; this.timeTween = cc.tween(this.timeNode.getComponent(cc.Sprite)) .to(2.5,{fillRange:1}) .call(()=>{ this.timeTween = null; this.Btn_Hear.getChildByName("nomal").getComponent(cc.Button).interactable = false; this.Btn_New.getChildByName("nomal").getComponent(cc.Button).interactable = false; this.Btn_See.getChildByName("nomal").getComponent(cc.Button).interactable = false; this.nextLevel(); }) .start(); }) .start(); } //新植物按钮 click_Choice(customData,data){ //关掉计时器 this.timeTween.stop(); this.timeTween = null; //判断是否正确,并把出现的物品存入数组 this.result = this.judgingResult(); if(data == "Btn_New") this.result = !this.result; //设置按钮状态 this.setBtnState(this[data]); //获取反应时间 this.setTimeData(); //进行下一关 this.nextLevel(); } //判断是否有过的结果 type只为new hear see 三选一 judgingResult(){ let result = false; let arrayTemp = this.foodPicArray; if(this.now_Food.substring(0,4) != "prop"){ arrayTemp = []; arrayTemp = this.foodAudioArray; } if(arrayTemp.length > 0){ for(let i=0; i{ this.btnReset(); }) .to(0.5,{opacity:0}) .call(()=>{ this.createCustom(); }) .start(); } btnReset(){ this.Btn_New.getChildByName("nomal").active = true; this.Btn_New.getChildByName("err").active = false; this.Btn_New.getChildByName("correct").active = false; this.Btn_Hear.getChildByName("nomal").active = true; this.Btn_Hear.getChildByName("err").active = false; this.Btn_Hear.getChildByName("correct").active = false; this.Btn_See.getChildByName("nomal").active = true; this.Btn_See.getChildByName("err").active = false; this.Btn_See.getChildByName("correct").active = false; this.Btn_Hear.getChildByName("nomal").getComponent(cc.Button).interactable = false; this.Btn_New.getChildByName("nomal").getComponent(cc.Button).interactable = false; this.Btn_See.getChildByName("nomal").getComponent(cc.Button).interactable = false; } //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){ } //如果是倒计时 调用此方法 startCountDownTime () { this.timeNode.getComponent(cc.Sprite).fillRange = 0; cc.tween(this.timeNode.getComponent(cc.Sprite)) .to(2,{fillRange:1}) .start(); } //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) { } }