262 lines
8.3 KiB
TypeScript
262 lines
8.3 KiB
TypeScript
// 主游戏控制类
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const {ccclass, property} = cc._decorator;
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@ccclass
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export default class GameManager extends cc.Component {
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@property(cc.Node)
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Btn_New: cc.Node = null;
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@property(cc.Node)
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Btn_Hear: cc.Node = null;
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@property(cc.Node)
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Btn_See: cc.Node = null;
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@property(cc.Node)
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Btn_Firewood: cc.Node = null;
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@property(cc.Node)
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Plant: cc.Node = null;
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@property(cc.Node)
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timeNode: cc.Node = null;
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@property(cc.SpriteAtlas)
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FoodPlist: cc.SpriteAtlas = null;
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voiceSpriteFrame: cc.SpriteFrame; //是否可点击
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timeTween: cc.Tween;
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touchable: boolean; //是否可点击
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countTime: number; //每次游戏倒计时
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startTime: number; //游戏开始计时
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overTime: number; //游戏结束计时
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now_Food: string; //当前关卡名字信息
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result: boolean; //当前关卡名字信息
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foodPicArray: any; //存放当前每一大局游戏所有植物图片
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foodAudioArray: any; //存放当前每一大局游戏所有植物声音
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onLoad () {}
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start () {
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this.fit();
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this.init();
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this.startGame();
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}
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//初始化数据
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init(){
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this.touchable = false;
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this.result = false;
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this.foodAudioArray = [];
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this.foodPicArray = [];
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this.timeTween = null;
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this.voiceSpriteFrame = this.Plant.getChildByName("icon").getComponent(cc.Sprite).spriteFrame;
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this.btnReset();
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}
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//开始游戏
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startGame(){
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cc.tween(this.node.getChildByName("Begin"))
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.to(0.1,{opacity:0})
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.to(0.5,{opacity:255})
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.delay(1)
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.to(0.5,{opacity:0})
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.call(() =>{
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this.createCustom();
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})
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.start();
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}
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//根据是否全面屏,做独立适配方面
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fit(){
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var jg = cc.fx.GameTool.setFit();
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if(!jg){
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this.Btn_Hear.y = -330;
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this.Btn_See.y = -460;
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this.Btn_Firewood.y = -600;
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}
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}
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//创建关卡
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createCustom(){
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this.Plant.opacity = 0;
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this.timeNode.getComponent(cc.Sprite).fillRange = 0;
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let customData = cc.fx.GameConfig.LEVEL_INFO[cc.fx.GameConfig.GM_INFO.custom].custom[cc.fx.GameConfig.GM_INFO.level];
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let name = customData.item;
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if(customData.type == 1){
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this.Plant.getChildByName("name").getComponent(cc.Label).string = cc.fx.GameTool.getFoodName(name);
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name = "prop_"+name;
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this.Plant.getChildByName("icon").getComponent(cc.Sprite).spriteFrame = this.FoodPlist["_spriteFrames"][name];
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this.now_Food = name;
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}
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else{
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this.Plant.getChildByName("name").getComponent(cc.Label).string = ""
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this.Plant.getChildByName("icon").getComponent(cc.Sprite).spriteFrame = this.voiceSpriteFrame;
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this.now_Food = name;
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}
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//关卡+1
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cc.fx.GameConfig.GM_INFO.level += 1;
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cc.tween(this.Plant)
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.to(0.2,{opacity:255})
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.call(()=>{
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this.startTime = cc.fx.GameTool.getTime();
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this.Btn_Hear.getChildByName("nomal").getComponent(cc.Button).interactable = true;
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this.Btn_New.getChildByName("nomal").getComponent(cc.Button).interactable = true;
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this.Btn_See.getChildByName("nomal").getComponent(cc.Button).interactable = true;
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this.timeTween =
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cc.tween(this.timeNode.getComponent(cc.Sprite))
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.to(2.5,{fillRange:1})
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.call(()=>{
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this.timeTween = null;
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this.Btn_Hear.getChildByName("nomal").getComponent(cc.Button).interactable = false;
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this.Btn_New.getChildByName("nomal").getComponent(cc.Button).interactable = false;
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this.Btn_See.getChildByName("nomal").getComponent(cc.Button).interactable = false;
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this.nextLevel();
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})
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.start();
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})
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.start();
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}
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//新植物按钮
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click_Choice(customData,data){
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//关掉计时器
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this.timeTween.stop();
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this.timeTween = null;
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//判断是否正确,并把出现的物品存入数组
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this.result = this.judgingResult();
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if(data == "Btn_New") this.result = !this.result;
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//设置按钮状态
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this.setBtnState(this[data]);
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//获取反应时间
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this.setTimeData();
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//进行下一关
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this.nextLevel();
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}
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//判断是否有过的结果 type只为new hear see 三选一
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judgingResult(){
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let result = false;
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let arrayTemp = this.foodPicArray;
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if(this.now_Food.substring(0,4) != "prop"){
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arrayTemp = [];
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arrayTemp = this.foodAudioArray;
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}
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if(arrayTemp.length > 0){
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for(let i=0; i<arrayTemp.length;i++){
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if(this.now_Food == arrayTemp[i]){
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result = true;
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break;
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}
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}
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}
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//判断后放进数组
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arrayTemp.push(this.now_Food);
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return result;
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}
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//计算反应时间
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setTimeData(){
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this.overTime = cc.fx.GameTool.getTime();
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let time = this.overTime - this.startTime;
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cc.fx.GameConfig.CLICK_DATA.stepTimeList.push(time);
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}
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//设置按钮状态
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setBtnState(node){
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if(this.result == false){
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node.getChildByName("err").active = true;
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node.getChildByName("correct").active = false;
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}
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else{
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node.getChildByName("err").active = false;
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node.getChildByName("correct").active = true;
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}
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node.getChildByName("nomal").active = false;
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this.Btn_Hear.getChildByName("nomal").getComponent(cc.Button).interactable = false;
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this.Btn_New.getChildByName("nomal").getComponent(cc.Button).interactable = false;
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this.Btn_See.getChildByName("nomal").getComponent(cc.Button).interactable = false;
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}
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//下一轮 首先重置按钮状态
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nextLevel(){
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cc.tween(this.Plant)
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.delay(1)
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.call(()=>{
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this.btnReset();
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})
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.to(0.5,{opacity:0})
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.call(()=>{
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this.createCustom();
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})
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.start();
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}
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btnReset(){
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this.Btn_New.getChildByName("nomal").active = true;
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this.Btn_New.getChildByName("err").active = false;
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this.Btn_New.getChildByName("correct").active = false;
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this.Btn_Hear.getChildByName("nomal").active = true;
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this.Btn_Hear.getChildByName("err").active = false;
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this.Btn_Hear.getChildByName("correct").active = false;
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this.Btn_See.getChildByName("nomal").active = true;
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this.Btn_See.getChildByName("err").active = false;
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this.Btn_See.getChildByName("correct").active = false;
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this.Btn_Hear.getChildByName("nomal").getComponent(cc.Button).interactable = false;
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this.Btn_New.getChildByName("nomal").getComponent(cc.Button).interactable = false;
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this.Btn_See.getChildByName("nomal").getComponent(cc.Button).interactable = false;
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}
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//返回首页
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backScene(){
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cc.director.loadScene("LoadScene");
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}
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//下一关,或者重新开始,或者返回上一关,根据level决定
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reStart(type){
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}
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//获取时间戳
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getTime(){
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const timestamp = new Date().getTime();
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return timestamp;
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}
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//获胜
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passLevel(){
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}
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//失败
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loseLevel(type){
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}
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//如果是倒计时 调用此方法
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startCountDownTime () {
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this.timeNode.getComponent(cc.Sprite).fillRange = 0;
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cc.tween(this.timeNode.getComponent(cc.Sprite))
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.to(2,{fillRange:1})
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.start();
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}
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//上传每次操作数据
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setData(){
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cc.fx.GameTool.setGameData();
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}
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//上传排行榜数据
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gameOver(time){
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cc.fx.GameTool.setRank(time);
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this.node.getChildByName("GameOver").active = true;
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this.node.getChildByName("GameOver").opacity = 0;
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cc.tween(this.node.getChildByName("GameOver"))
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.to(0.4,{opacity:255})
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.delay(2)
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.to(0.4,{opacity:50})
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.call(() =>{
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cc.director.loadScene("OverScene");
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})
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.start()
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}
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onEnable () {
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// cc.fx.Notifications.on("clickSun", this.clickSun, this);
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}
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onDisable () {
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// cc.fx.Notifications.off("clickSun", this.clickSun);
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}
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update (dt) {
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}
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}
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