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This commit is contained in:
YZ\249929363 2024-05-28 11:38:16 +08:00
commit 6dc4cbded8
769 changed files with 226684 additions and 0 deletions

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assets/Scene.meta Normal file
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{
"ver": "1.1.3",
"uuid": "29f52784-2fca-467b-92e7-8fd9ef8c57b7",
"importer": "folder",
"isBundle": false,
"bundleName": "",
"priority": 1,
"compressionType": {},
"optimizeHotUpdate": {},
"inlineSpriteFrames": {},
"isRemoteBundle": {},
"subMetas": {}
}

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assets/Scene/GameScene.fire Normal file

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{
"ver": "1.3.2",
"uuid": "4eaf518b-35ec-4262-928d-4d497c3f2830",
"importer": "scene",
"asyncLoadAssets": false,
"autoReleaseAssets": true,
"subMetas": {}
}

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assets/Scene/GuideScene.fire Normal file

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{
"ver": "1.3.2",
"uuid": "774829bb-123e-48b6-930e-6b3e02491506",
"importer": "scene",
"asyncLoadAssets": false,
"autoReleaseAssets": false,
"subMetas": {}
}

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assets/Scene/LoadScene.fire Normal file

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{
"ver": "1.3.2",
"uuid": "9c08062d-4cf1-4b6e-a8ba-4a3881cc7e7d",
"importer": "scene",
"asyncLoadAssets": false,
"autoReleaseAssets": true,
"subMetas": {}
}

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assets/Scene/OverScene.fire Normal file

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{
"ver": "1.3.2",
"uuid": "4b9c5a7e-c645-48a4-9aca-5df381ce4ef5",
"importer": "scene",
"asyncLoadAssets": false,
"autoReleaseAssets": false,
"subMetas": {}
}

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assets/Scene/RankScene.fire Normal file

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{
"ver": "1.3.2",
"uuid": "2d2f792f-a40c-49bb-a189-ed176a246e49",
"importer": "scene",
"asyncLoadAssets": false,
"autoReleaseAssets": false,
"subMetas": {}
}

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assets/Script.meta Normal file
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{
"ver": "1.1.3",
"uuid": "4734c20c-0db8-4eb2-92ea-e692f4d70934",
"importer": "folder",
"isBundle": false,
"bundleName": "",
"priority": 1,
"compressionType": {},
"optimizeHotUpdate": {},
"inlineSpriteFrames": {},
"isRemoteBundle": {},
"subMetas": {}
}

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cc.Class({
extends: cc.Component,
properties:{
//背景音乐
audioGameBgm0:{
default:null,
type:cc.AudioClip
},
// 按钮点击
audioButtonClick:{
default:null,
type:cc.AudioClip
},
// 报警音效
audioWarning:{
default:null,
type:cc.AudioClip
},
//游戏开始音效
audioWin:{
default:null,
type:cc.AudioClip
},
reward: false,
finish: false,
rewardCount: 0
},
ctor: function () {
this.mAudioMap = {};
/**
* 默认音量大小
* @type {number}
*/
this.bgMusicVolume = 0.1;
this.effectMusicVolume = 1;
this.mMusicSwitch = 1;
this.mEffectSwitch = 1;
},
play : function(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;
}
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 {
var context = wx.createInnerAudioContext();
context.autoplay = true;
context.loop = loop;
context.obeyMuteSwitch = true;
context.volume = volume;
if (callback) {
context.onEnded(function() {
callback.call(this);
}.bind(this));
} else {
context.offEnded();
}
// var audioPath = cc.url.raw("resources/BallMaster/sounds" + audioSource.name + ".mp3");
context.src = audioSource.nativeUrl;
context.play()
this.mAudioMap[audioSource] = context;
// cc.wwx.OutPut.log('play audio effect wx: ' + audioSource.nativeUrl);
return audioSource;
}
},
save: function () {
// 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);
},
onLoad() {
// cc.wwx.Storage.getItem(cc.wwx.Storage.Key_Setting_Music_Volume, function(volume) {
// this.mMusicSwitch = parseInt(volume);
// }.bind(this), 1);
// cc.wwx.Storage.getItem(cc.wwx.Storage.Key_Setting_Effect_Volume, function(volume) {
// this.mEffectSwitch = parseInt(volume);
// }.bind(this), 1);
this.reward = false;
this.finish = false;
this.rewardCount = 0;
window.addEventListener('rewardCanUse', () => {
// 此时激励可用 游戏内部逻辑
this.reward = true;
});
'undefined' != typeof window['reward'] ?
window.dispatchEvent(window['reward']):""
this.preload();
},
preload : function() {
if (!(cc.sys.platform === cc.sys.WECHAT_GAME)) { return; }
var musics = [
this.audioGameBgm0,
];
musics.forEach(function(path) {
// var musicPath = wxDownloader.REMOTE_SERVER_ROOT + path;
// if (musicPath != wxDownloader.REMOTE_SERVER_ROOT && musicPath.endsWith('.mp3')) {
// cc.loader.load(musicPath, function(err, remoteUrl) {
// if (err) {
// cc.error(err.message || err);
// return;
// }
// });
// }
})
},
getAudioMusicSwitch()
{
return this.mMusicSwitch;
},
getAudioEffectSwitch()
{
return this.mEffectSwitch;
},
trunAudioSound(on)
{
this.switchMusic(on);
this.switchEffect(on)
},
switchMusic : function(on) {
if (this.mMusicSwitch != (on?1:0))
{
this.mMusicSwitch = 1-this.mMusicSwitch;
// this.save();
}
if(on)
{
this.playMusicGame();
}
else
{
this.stopMusic();
}
},
switchEffect : function(on) {
if (this.mEffectSwitch != (on?1:0)){
this.mEffectSwitch = 1-this.mEffectSwitch;
// this.save();
}
},
onHide () {
cc.audioEngine.pauseAll();
// if (CC_JSB) {
// } else {
// for (var key in this.mAudioMap) {
// if (key === this.mMusicKey) {
// this.mAudioMap[key].pause();
// } else {
// this.mAudioMap[key].stop();
// }
// }
// }
},
onShow () {
cc.audioEngine.resumeAll();
// if (CC_JSB) {
// } else {
// if (!this.mMusicSwitch) return;
// var context = this.mAudioMap[this.mMusicKey];
// if (context) {
// context.play();
// }
// }
},
playMusic : function(key, callback, loop) {
loop = typeof loop == 'undefined' || loop ? true : false;
this.stopMusic();
this.mMusicKey = this.play(key, loop, callback, true);
},
/**
* 游戏背景音乐
*/
playMusicGame () {
this.playMusic(this.audioGameBgm0);
},
/**
* 停止背景音乐播放
*/
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
playBomb () {
return this.play(this.audioBomb, false);
},
//激光音效
playJiGuang()
{
return this.play(this.audioJiGuang, false);
},
//技能音效
playItem1()
{
return this.play(this.audioItem1, false);
},
/*
* 游戏开始音效
*
*/
playGameStart()
{
return this.play(this.audioGameStart, false);
},
/*
* 失败的游戏结束
*/
playGameOver()
{
return this.play(this.audioGameOver,false);
},
/*
* 成功的游戏结束
*/
playGameResultFailed()
{
return this.play(this.audioGameResultFail,false);
},
/*
* 成功的游戏结束
*/
playGameResultSuccess()
{
return this.play(this.audioGameResultSuccess,false);
},
/**
* 报警的音效
*/
playWarning()
{
return this.play(this.audioWarning,false);
},
playWin()
{
return this.play(this.audioWin,false);
},
/*
* 方块碰撞的声音
*/
playBrick()
{
return this.play(this.brickSound,false);
},
//方块破碎的声音
brickBoom(){
return this.play(this.audioObj,false);
},
/**
* 按钮
*/
playAudioButton () {
return this.play(this.audioButtonClick, false);
},
playRandomMatch()
{
this.playMusic(this.randomMatchSound);
},
playMatchFoundSound()
{
this.stopMusic();
return this.play(this.matchFoundSound, false);
}
});

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{
"ver": "1.1.0",
"uuid": "bd9f7f17-383e-4f98-b4e3-936acb6018b3",
"importer": "javascript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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cc.Class({
extends: cc.Component,
properties: {
m_delayTime: {
default: 0,
},
m_fluxayTime: {
default: 1,
},
m_intervalTime: {
default: 1,
},
m_scale: {
default: 1,
},
m_angle: {
default: 0,
},
m_reviseStartTime:{
default: 0,
},
m_reviseTimeScale:{
default: 1,
},
},
ctor(){
this._time = 0;
},
onLoad () {
this._time -= this.m_delayTime;
let sprite = this.node.getComponent(cc.Sprite);
this._material = sprite.getMaterial(0);
this._material.setProperty("u_scale", this.m_scale);
this._material.setProperty("u_angle", this.m_angle);
this.refreshSpriteFrameData();
},
update(dt) {
if (this._time > (this.m_fluxayTime + this.m_intervalTime)) {
this._time = 0;
}
let u_time = this._time/this.m_fluxayTime;
if(this._time >this.m_fluxayTime)
{
u_time = 1+((this._time-this.m_fluxayTime)/this.m_intervalTime);
}
if(this.m_reviseTimeScale != null && this.m_reviseStartTime != null)
{
u_time = u_time/this.m_reviseTimeScale;
u_time -= this.m_reviseStartTime;
}
this._material.setProperty("u_time", u_time);
this._time += dt;
},
refreshSpriteFrameData(){
let sprite = this.node.getComponent(cc.Sprite);
let material = sprite.getMaterial(0);
let frame = sprite.spriteFrame;
if(frame != null)
{
// xMin
let l = frame.uv[0];
// xMax
let r = frame.uv[6];
// yMax
let b = frame.uv[3];
// yMin
let t = frame.uv[5];
// 纹理在合图中的四个边界 uv 坐标
let u_uvOffset = new cc.Vec4(l, t, r, b);
// 纹理是否旋转
let u_uvRotated = frame.isRotated() ? 1.0 : 0.0;
// 设置材质的属性
if(material.getProperty("u_uvOffset") !== undefined)
{
material.setProperty("u_uvOffset", u_uvOffset);
}
if(material.getProperty("u_uvRotated") !== undefined)
{
material.setProperty("u_uvRotated", u_uvRotated);
}
}
}
});

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{
"ver": "1.1.0",
"uuid": "b48a2ba4-145d-4594-9192-914707508113",
"importer": "javascript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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assets/Script/GameData.ts Normal file
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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
const {ccclass, property} = cc._decorator;
@ccclass
export default class GameData extends cc.Component {
@property(cc.Label)
label: cc.Label = null;
@property
text: string = 'hello';
static _instance: any;
GM_INFO: {};
AudioManager: any;
GAME_DATA: any[];
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; //初始布局最大移动距离
repeat: number; //是否重叠现在0 不重叠 1 重叠1个
}[];
CLICK_DATA: { type: number; success: boolean; round: number; totalSunCount: number; movedSunCount: number; sunSpeed: number; overlapSunCount: number; colorList: any[]; duration: number; difficultyLevel: number; sunList: any[]; stepTimeList: any[]; remainder: number; };
// LEVEL_INFO: { number: number; }[];
// LEVEL_INFO:[];
// LIFE-CYCLE CALLBACKS:
onLoad () {
if (GameData._instance == null) {
GameData._instance = this;
cc.game.addPersistRootNode(this.node);
this.AudioManager = this.node.getComponent('BallAudioManager');
}
else {
this.node.destroy();
return;
}
}
start () {
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',
userId:200139,
guide:true, //是否有引导
url:"http://api.sparkus.cn",
success:false,
matchId:null,
custom: 0
};
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,
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
},
{ //21
number:5,
moveNumber:0,
moveSpeed:6,
maxDistance:200,
maxMove:1200,
repeat:1
},
{ //22
number:5,
moveNumber:2,
moveSpeed:6,
maxDistance:200,
maxMove:1200,
repeat:1
},
{ //23
number:6,
moveNumber:0,
moveSpeed:6,
maxDistance:200,
maxMove:1200,
repeat:0
},
{ //24
number:6,
moveNumber:0,
moveSpeed:6,
maxDistance:200,
maxMove:1200,
repeat:1
},
{ //25
number:6,
moveNumber:2,
moveSpeed:6,
maxDistance:200,
maxMove:1200,
repeat:0
},
{ //26
number:6,
moveNumber:2,
moveSpeed:6,
maxDistance:200,
maxMove:1200,
repeat:1
},
{ //27
number:6,
moveNumber:4,
moveSpeed:6,
maxDistance:200,
maxMove:1200,
repeat:1
},
{ //28
number:6,
moveNumber:2,
moveSpeed:6,
maxDistance:200,
maxMove:1200,
repeat:1
},
{ //29
number:7,
moveNumber:0,
moveSpeed:6,
maxDistance:200,
maxMove:1200,
repeat:0
},
{ //30
number:7,
moveNumber:0,
moveSpeed:6,
maxDistance:200,
maxMove:1200,
repeat:1
},
{ //31
number:7,
moveNumber:0,
moveSpeed:6,
maxDistance:200,
maxMove:1200,
repeat:1
},
{ //32
number:7,
moveNumber:2,
moveSpeed:6,
maxDistance:200,
maxMove:1200,
repeat:0
},
{ //33
number:7,
moveNumber:4,
moveSpeed:6,
maxDistance:200,
maxMove:1200,
repeat:0
},
{ //34
number:7,
moveNumber:2,
moveSpeed:6,
maxDistance:200,
maxMove:1200,
repeat:1
},
{ //35
number:8,
moveNumber:0,
moveSpeed:6,
maxDistance:200,
maxMove:1200,
repeat:0
},
{ //36
number:8,
moveNumber:0,
moveSpeed:6,
maxDistance:200,
maxMove:1200,
repeat:1
},
{ //37
number:8,
moveNumber:0,
moveSpeed:6,
maxDistance:200,
maxMove:1200,
repeat:1
},
{ //38
number:8,
moveNumber:2,
moveSpeed:6,
maxDistance:200,
maxMove:1200,
repeat:0
},
{ //39
number:8,
moveNumber:4,
moveSpeed:6,
maxDistance:200,
maxMove:1200,
repeat:0
},
{ //40
number:8,
moveNumber:2,
moveSpeed:6,
maxDistance:200,
maxMove:1200,
repeat:1
},
{ //41
number:8,
moveNumber:4,
moveSpeed:6,
maxDistance:200,
maxMove:1200,
repeat:1
},
{ //42
number:9,
moveNumber:0,
moveSpeed:6,
maxDistance:200,
maxMove:1200,
repeat:0
},
{ //43
number:9,
moveNumber:0,
moveSpeed:6,
maxDistance:200,
maxMove:1200,
repeat:1
},
{ //44
number:9,
moveNumber:5,
moveSpeed:6,
maxDistance:200,
maxMove:1200,
repeat:1
},
{ //45
number:10,
moveNumber:0,
moveSpeed:6,
maxDistance:200,
maxMove:1200,
repeat:0
},
]
this.CLICK_DATA =
{
type:1,
success:false,
round:0,
totalSunCount:0,
movedSunCount:0,
sunSpeed:0,
overlapSunCount:0,
colorList:[],
duration:0,
difficultyLevel:0,
sunList:[],
stepTimeList:[],
remainder:120
}
this.GAME_DATA = [
]
}
CLICK_init(){
this.CLICK_DATA =
{
type:1,
success:false,
round:0,
totalSunCount:0,
movedSunCount:0,
sunSpeed:0,
overlapSunCount:0,
colorList:[],
duration:0,
difficultyLevel:0,
sunList:[],
stepTimeList:[],
remainder:120
}
}
// update (dt) {}
}

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{
"ver": "1.1.0",
"uuid": "f2f0b239-3ec5-48fa-8d7c-c45e86f8a55a",
"importer": "typescript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

1143
assets/Script/GameManager.ts Normal file

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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": {}
}

167
assets/Script/GameOver.ts Normal file
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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 GameData from "./GameData";
import List from "./ListView/List";
import HttpUtil from "./crypto/serverAPI";
import Rq from "./crypto/serverAPI";
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;
// LIFE-CYCLE CALLBACKS:
// onLoad () {}
start () {
this.count.string = GameData._instance.GM_INFO.total;
this.time.string = GameData._instance.GM_INFO.mean_Time + "s";
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.setData();
this.getRank();
}
success(data){
}
back(){
cc.director.loadScene("RankScene");
}
again(){
cc.director.loadScene("GameScene");
}
getRank(){
let postData = {
"page":1,
"pageSize":100
};
HttpUtil.rankData(2,this.getRankData.bind(this),postData);
}
getRankData(data){
if(data){
this.listData = data.data.list;
this.selfData = data.data.info;
let rankData = [];
let self = false;
if(this.selfData.nickName.length > 4){
this.selfData.nickName= this.selfData.nickName.substring(0,4) + "..."
}
this.selfNode.getChildByName("name").getComponent(cc.Label).string = this.selfData.nickName;
this.selfNode.getChildByName("total").getComponent(cc.Label).string = this.selfData.totalSunCount;
this.setPic(this.selfNode.getChildByName("pic").getChildByName("icon"),this.selfData.pic);
for(let i=0;i<=this.listData.length-1;i++){
rankData.push({rank:(i+1), name:this.listData[i].nickName, total:this.listData[i].totalSunCount, pic:this.listData[i].pic});
if(GameData._instance.GM_INFO.userId == this.listData[i].userId){
self = true;
this.selfNode.getChildByName("rank").getComponent(cc.Label).string =(i+1) + "";
}
if(i == (this.listData.length-1) && self == false){
this.selfNode.getChildByName("rank").getComponent(cc.Label).string = "99+";
}
if(i<5) this.setRank(i,this.listData[i]);
}
}
}
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;
if(data.nickName.length > 4){
data.nickName= data.nickName.substring(0,4) + "..."
}
hitNode.getChildByName("name").getComponent(cc.Label).string = data.nickName;
hitNode.getChildByName("total").getComponent(cc.Label).string = data.totalSunCount;
this.setPic(hitNode.getChildByName("pic").getChildByName("icon"),data.pic);
}
}
public 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)
}
})
}
// update (dt) {}
}

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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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// 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 GameData from './GameData';
import { Notification } from './Notification';
const {ccclass, property} = cc._decorator;
@ccclass
export default class NewClass extends cc.Component {
// LIFE-CYCLE CALLBACKS:
@property(cc.Node)
dialog: cc.Node = null;
@property(cc.Node)
ball: cc.Node = null;
@property(cc.Prefab)
qiu1: cc.Prefab = null;
@property(cc.Prefab)
linePrefab: cc.Prefab = null;
clickNow:number;
custom: number;
Pos_Array: any;
ball_Array: any;
begin: boolean;
tip: cc.Node;
// onLoad () {}
start () {
this.custom = 1;
this.init();
this.startGuide(0);
}
init(){
this.ball.zIndex = 100;
this.Pos_Array = [];
this.ball_Array = [];
this.begin = false;
this.clickNow = 0;
this.tip = null;
}
startGuide(type){
let num = this.custom;
let time = 0.5;
let delay = 1.5;
let name = "tip" + num;
if(type!=0){
cc.tween(this.node)
.to(time,{opacity:255})
.call(() =>{
this.custom += 1;
if(type != 0) this.custom = 2;
if( this.custom == 2) this.createSun1();
else if( this.custom == 3) this.createSun2();
else if( this.custom == 4){
this.begin = true;
}
else if( this.custom == 5) cc.director.loadScene("GameScene");
})
.start();
}
else{
this.tip = this.dialog.getChildByName(name);
this.tip.active = true; this.tip.opacity = 0;
cc.tween(this.tip)
.to(time,{opacity:255})
.start();
// cc.tween(tip)
// .to(time,{opacity:255})
// .delay(delay)
// .to(time,{opacity:0})
// .call(() =>{
// this.custom += 1;
// if(type != 0) this.custom = 2;
// if( this.custom == 2) this.createSun1();
// else if( this.custom == 3) this.createSun2();
// else if( this.custom == 4) this.begin = true;
// else if( this.custom == 5) cc.director.loadScene("GameScene");
// })
// .start();
}
}
//创建太阳
createSun1(){
this.ball_Array = [];
this.Pos_Array.push(cc.v2(-250,-216),cc.v2(200,-115),cc.v2(-35,-500));
let time1 = this.calculateDistance(this.ball.x,this.ball.y,this.Pos_Array[0].x,this.Pos_Array[0].y)
this.ball.opacity = 0;
cc.tween(this.ball)
.to(time1,{position:this.Pos_Array[0]})
.call(() =>{
this.createBall(0,0,0,false);
})
.delay(1)
.call(() =>{
this.startGuide(0);
})
.start();
}
beginClick(){
for(let i=0; i<this.ball_Array.length; i++){
this.ball_Array[i].getComponent("Sun").move = false;
}
}
clickBtn(){
cc.director.loadScene("GameScene");
}
next(){
let time = 0.5;
cc.tween(this.tip)
.to(time,{opacity:0})
.call(() =>{
this.custom += 1;
// if(type != 0) this.custom = 2;
if( this.custom == 2) this.createSun1();
else if( this.custom == 3) this.createSun2();
else if( this.custom == 4) this.begin = true;
else if( this.custom == 5) cc.director.loadScene("GameScene");
})
.start();
}
createSun2(){
let time2 = this.calculateDistance(this.Pos_Array[0].x,this.Pos_Array[0].y,this.Pos_Array[1].x,this.Pos_Array[1].y)
let time3 = this.calculateDistance(this.Pos_Array[1].x,this.Pos_Array[1].y,this.Pos_Array[2].x,this.Pos_Array[2].y)
this.ball.opacity = 255;
this.createLine(cc.v2(this.ball.x,this.ball.y),cc.v2(this.Pos_Array[1].x,this.Pos_Array[1].y),
0.5);
cc.tween(this.ball)
.to(time2,{position:this.Pos_Array[1]})
.call(() =>{
this.createBall(1,0,0,false);
})
.delay(0.5)
.call(() =>{
this.createLine(cc.v2(this.ball.x,this.ball.y),cc.v2(this.Pos_Array[2].x,this.Pos_Array[2].y),
0.5);
})
.to(time3,{position:this.Pos_Array[2]})
.call(() =>{
this.createBall(2,0,0,false);
this.ball.opacity = 0;
})
.delay(0.2)
.call(() =>{
this.destroyLine();
this.startGuide(0);
})
.start();
}
createBall(number,color,speed,repeat){
let ball = null;
ball = cc.instantiate(this.qiu1);
ball.parent = this.node.getChildByName("Sun");
ball.zIndex = this.Pos_Array.length - number;
ball.setPosition(this.ball.x,this.ball.y);
ball.getComponent("Sun").init(number,color,speed,repeat);
ball.getComponent("Sun").move = true;
this.ball_Array.push(ball);
}
calculateDistance(x1, y1, x2, y2) {
const dx = x2 - x1;
const dy = y2 - y1;
var distance = Math.sqrt(dx*dx + dy*dy);
if(distance > 800) distance = 800;
const time = distance/800 * 0.8;
return time;
}
//移动创建下一个太阳
moveSun(){
}
//获胜
passLevel(){
this.destroyLine();
let timeArray = [];
let timeCount = 0;
let ball = this.ball_Array[0];
for(let i=1; i< this.ball_Array.length; i++){
let time = this.calculateDistance(this.ball_Array[i].x,this.ball_Array[i].y,
this.ball_Array[i-1].x,this.ball_Array[i-1].y);
timeArray.push(time);
}
for(let k=1; k< this.ball_Array.length; k++){
setTimeout(() => {
cc.tween(ball)
.to(timeArray[k-1],{x:this.ball_Array[k].x,y:this.ball_Array[k].y})
.call(() =>{
this.ball_Array[k].active = false;
if(k == this.ball_Array.length-1){
setTimeout(() => {
this.ball.opacity = 255;
this.ball.position = cc.v3(ball.x,ball.y,0);
this.ball.active = false;
this.startGuide(0);
}, 200);
}
})
.start();
}, timeCount*1000);
timeCount += (timeArray[k-1]+0.1);
}
}
//点击太阳执行方法
clickSun(data){
if(this.begin == true){
if(data == this.clickNow){
GameData._instance.AudioManager.playAudioButton();
if(this.clickNow > 0){
this.createLine(cc.v2(this.ball_Array[this.clickNow-1].x,this.ball_Array[this.clickNow-1].y),
cc.v2(this.ball_Array[this.clickNow].x,this.ball_Array[this.clickNow].y),
0.2);
}
this.clickNow += 1;
GameData._instance.GM_INFO.total += 1;
setTimeout(() => {
if(this.ball_Array[this.clickNow-1])
this.ball_Array[this.clickNow-1].getChildByName("guang").active = false;
}, 200);
if(this.clickNow == 3){
let win = this.node.getChildByName("Win");
win.active = true; win.setScale(0);
cc.tween(win)
.delay(0.4)
.to(0.01,{scale:2.5})
.to(0.35,{scale:1})
.delay(0.6)
.call(() =>{
win.active = false;
setTimeout(() => {
this.passLevel();
}, 400);
})
.start();
}
}
else{
GameData._instance.AudioManager.playWarning();
this.begin = false;
this.loseLevel(1)
let over = this.node.getChildByName("Over");
cc.tween(over)
.to(0.25,{opacity:255})
.delay(0.1)
.to(0.2,{opacity:0})
.delay(0.1)
.to(0.15,{opacity:255})
.delay(0.1)
.to(0.1,{opacity:0})
.start();
}
}
}
loseLevel(type){
this.destroyLine();
let ball = this.ball_Array[0];
for(let k=1; k< this.ball_Array.length; k++){
cc.tween(this.ball_Array[k])
.to(0.6,{x:ball.x,y:ball.y})
.call(() =>{
this.ball_Array[k].active = false;
if(k == this.ball_Array.length-1){
this.ball.opacity = 0;
this.ball.position = cc.v3(ball.x,ball.y,0);
this.clearSun();
this.custom = 1;
this.startGuide(1);
}
})
.start()
}
}
clearSun(){
for(let k=0; k< this.ball_Array.length; k++){
this.ball_Array[k].removeFromParent();
this.ball_Array[k] = null;
}
this.ball_Array = [];
}
//获取时间戳
getTime(){
const timestamp = new Date().getTime();
return timestamp;
}
destroyLine() {
for(let i =0; i< this.node.getChildByName("Line").children.length;i++){
if(this.node.getChildByName("Line").children[i]){
this.node.getChildByName("Line").children[i].removeFromParent();
this.node.getChildByName("Line").children[i] = null;
}
}
this.node.getChildByName("Line").removeAllChildren();
}
createLine(start,end,time){
let line = cc.instantiate(this.linePrefab);
line.parent = this.node.getChildByName("Line");
line.setPosition(start.x,start.y);
const dx = end.x - start.x;
const dy = end.y - start.y;
var distance = Math.sqrt(dx*dx + dy*dy);
line.height = distance;
line.getComponent(cc.Sprite).fillRange = 0;
line.angle = -this.calculateAngle(start.x,start.y,end.x,end.y);
cc.tween(line.getComponent(cc.Sprite))
.to(time,{fillRange:1})
.start();
}
calculateAngle(x1, y1, x2, y2) {
var angle = Math.atan2(y2-y1,x2-x1)*180 / Math.PI - 90;
return -angle;
}
onEnable () {
Notification.on("clickSun", this.clickSun, this);
}
onDisable () {
Notification.off("clickSun", this.clickSun);
}
// update (dt) {}
}

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{
"ver": "1.1.0",
"uuid": "3fd2f87a-bc73-4978-8494-8b35b4f716ad",
"importer": "typescript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

181
assets/Script/Helloworld.ts Normal file
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import GameData from "./GameData";
import List from "./ListView/List";
import HttpUtil from "./crypto/serverAPI";
// import { apiSign } from "./crypto/sign";
const { ccclass, property } = cc._decorator;
@ccclass
export default class Helloworld extends cc.Component {
@property(cc.Node)
Player: cc.Node = null;
@property(cc.Node)
selfNode: cc.Node = null;
@property(cc.Sprite)
phone: cc.Sprite = null;
private rankList: List; //排行榜
tween: cc.Tween<cc.Node>;
listData: any;
selfData: any;
rankNumber: number;
rankTotal: number;
onLoad() {
this.rankList = cc.find("ScrollView", this.node).getComponent(List);
this.listData = [];
this.selfData = null;
this.rankNumber = 100;
this.rankTotal= 100;
this.selfNode.opacity = 0;
}
start() {
this.getRank();
}
getRankData(data){
if(data){
console.log(data);
this.listData = data.data.list;
this.selfData = data.data.info;
let rankData = [];
let self = false;
for(let i=0;i<=this.listData.length-1;i++){
rankData.push({rank:(i+1), name:this.listData[i].nickName, total:this.listData[i].totalSunCount, pic:this.listData[i].pic});
if(GameData._instance.GM_INFO.userId == this.listData[i].userId){
self = true;
this.rankNumber = i;
this.selfNode.getChildByName("rankLab").getComponent(cc.Label).string =(i+1) + "";
}
if(i == (this.listData.length-1) && self == false){
this.rankNumber = i;
this.selfNode.getChildByName("rankLab").getComponent(cc.Label).string = "99+";
}
}
this.rankList.setData(rankData);
if(this.selfData.nickName.length > 6){
this.selfData.nickName= this.selfData.nickName.substring(0,6) + "..."
}
this.selfNode.getChildByName("nameLab").getComponent(cc.Label).string = this.selfData.nickName;
this.selfNode.getChildByName("totalLab").getComponent(cc.Label).string = this.selfData.totalSunCount;
this.setPic(this.selfData.pic);
this.setPic2(this.selfData.pic);
if(this.selfNode.getChildByName("rankLab").getComponent(cc.Label).string == "1"){
this.selfNode.getChildByName("rank").getChildByName("one").active = true;
}
else if(this.selfNode.getChildByName("rankLab").getComponent(cc.Label).string == "2"){
this.selfNode.getChildByName("rank").getChildByName("two").active = true;
}
else if(this.selfNode.getChildByName("rankLab").getComponent(cc.Label).string == "3"){
this.selfNode.getChildByName("rank").getChildByName("three").active = true;
}
else{
// this.selfNode.getChildByName("four").active = true;
}
this.selfNode.opacity = 255;
}
}
backClick(){
cc.director.loadScene("LoadScene");
}
playerAction(){
//-254 377 210 453
let time = 1;
this.tween = cc.tween(this.Player)
.to(2,{position:cc.v3(210,453,0)})
.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
}
}
setTimeout(() => {
if(this.tween)this.tween.stop();
}, time*2000);
}
getRank(){
let postData = {
"page":1,
"pageSize":100
};
HttpUtil.rankData(2,this.getRankData.bind(this),postData);
}
public setPic(pic){
this.phone.node.parent.getChildByName("icon").active = false;
this.phone.node.active = false;
let url = pic;
fetch(url)
.then(response => {
return response.headers.get('Content-Length');
})
.then(errNo => {
if(errNo == "5093"){
this.phone.node.parent.getChildByName("icon").active = true;
}
})
.catch(error => {
console.error('Error fetching X-Info:', error);
});
var self = this;
cc.assetManager.loadRemote(url, {ext:'.jpg'},(err, texture:cc.Texture2D) => {
if(texture){
this.phone.node.active = true;
self.phone.spriteFrame = new cc.SpriteFrame(texture);
}
else{
console.log(err,texture)
}
})
}
public setPic2(pic){
this.Player.getChildByName("mask").getChildByName("icon").active = false;
this.Player.getChildByName("mask").getChildByName("phone").active = false;
let url = pic;
fetch(url)
.then(response => {
return response.headers.get('Content-Length');
})
.then(errNo => {
if(errNo == "5093"){
this.Player.getChildByName("mask").getChildByName("icon").active = true;
}
})
.catch(error => {
console.error('Error fetching X-Info:', error);
});
var self = this;
cc.assetManager.loadRemote(url, {ext:'.jpg'},(err, texture:cc.Texture2D) => {
if(texture){
this.Player.getChildByName("mask").getChildByName("phone").active = true;
this.Player.getChildByName("mask").getChildByName("phone").getComponent(cc.Sprite)
.spriteFrame = new cc.SpriteFrame(texture);
setTimeout(() => {
this.playerAction();
}, 500);
// console.log("设置头像成功",err);
}
else{
// console.log("设置头像失败",url);
console.log(err,texture)
setTimeout(() => {
this.playerAction();
}, 500);
}
})
}
}

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{
"ver": "1.1.0",
"uuid": "e1b90feb-a217-4493-849d-9a611900d683",
"importer": "typescript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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{
"ver": "1.1.3",
"uuid": "5a7c7479-48b8-4ee6-a003-33adfd2cb965",
"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(){
if(this.data.name.length > 6){
this.data.name = this.data.name.substring(0,6) + "..."
}
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:'.jpg'},(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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@ -0,0 +1,10 @@
{
"ver": "1.1.0",
"uuid": "ca0f9934-a015-436e-9402-f8e30d4c5de6",
"importer": "typescript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

View File

@ -0,0 +1,592 @@
// 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": {}
}

95
assets/Script/Load.ts Normal file
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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
const {ccclass, property, requireComponent} = cc._decorator;
import GameData from "./GameData";
import HttpUtil from "./crypto/serverAPI";
import Rq from "./crypto/serverAPI";
// import { apiSign } from "./crypto/sign";
@ccclass
export default class NewClass extends cc.Component {
@property(cc.Label)
label: cc.Label = null;
@property
text: string = 'hello';
start () {
GameData._instance.GM_INFO.userId = this.getUserId();
if(GameData._instance.GM_INFO.userId == null){
let url = "http://api.sparkus.cn/api/user/auth/login?domain=hui32579WdYPsgYq&callback=http://train.sparkus.cn/test/Sun_moves/";
window.location.href = url;
}
else{
GameData._instance.GM_INFO.userId = parseInt(GameData._instance.GM_INFO.userId);
}
}
createTexture(){
let url = "http://static.sparkus.cn/shoot-sun/assets/resources/native/7a/7a8b41ad-9425-44e2-8f55-7740f12b0e0a.jpg";
cc.assetManager.loadRemote(url, (err, texture:cc.Texture2D) => {
console.log(err,texture)
if(texture){
var sprite = this.node.getChildByName("icon").getComponent(cc.Sprite);
sprite.spriteFrame = new cc.SpriteFrame(texture);
}
})
}
private getUserId() {
let pathStr = window.location.search;
let arr=pathStr.split("&");
if (pathStr.length>= 0&&arr.length>0) {
let arr2=[];
arr.map(item=>{
arr2.push(item.split("=")[1])
})
GameData._instance.GM_INFO.userId = arr2[0] + "";
return arr2[0];
} else {
return null
}
}
startGame(){
GameData._instance.GM_INFO.custom = 0;
cc.director.loadScene("GuideScene");
}
clickBtn(event,data){
GameData._instance.GM_INFO.custom = parseInt(data);
cc.director.loadScene("GameScene");
}
openLevel(){
this.node.getChildByName("Level").active = true;
}
closeBtn(){
this.node.getChildByName("Level").active = false;
}
back(data){
// debugger;
}
openBtn(){
GameData._instance.GM_INFO.custom = 0;
cc.director.loadScene("GuideScene");
}
openRank(){
cc.director.loadScene("RankScene");
}
// update (dt) {}
}

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@ -0,0 +1,10 @@
{
"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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@ -0,0 +1,46 @@
//全局通知
var Notification = {
_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 { Notification };

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@ -0,0 +1,10 @@
{
"ver": "1.1.0",
"uuid": "f2518fb4-2074-4639-8fae-788846b44780",
"importer": "typescript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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[
{
"__type__": "cc.Prefab",
"_name": "",
"_objFlags": 0,
"_native": "",
"data": {
"__id__": 1
},
"optimizationPolicy": 0,
"asyncLoadAssets": false,
"readonly": false
},
{
"__type__": "cc.Node",
"_name": "RankListItem",
"_objFlags": 0,
"_parent": null,
"_children": [
{
"__id__": 2
},
{
"__id__": 5
},
{
"__id__": 8
}
],
"_active": true,
"_components": [
{
"__id__": 11
}
],
"_prefab": {
"__id__": 12
},
"_opacity": 255,
"_color": {
"__type__": "cc.Color",
"r": 255,
"g": 255,
"b": 255,
"a": 255
},
"_contentSize": {
"__type__": "cc.Size",
"width": 100,
"height": 100
},
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0.5,
"y": 0.5
},
"_trs": {
"__type__": "TypedArray",
"ctor": "Float64Array",
"array": [
0,
0,
0,
0,
0,
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1,
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1
]
},
"_eulerAngles": {
"__type__": "cc.Vec3",
"x": 0,
"y": 0,
"z": 0
},
"_skewX": 0,
"_skewY": 0,
"_is3DNode": false,
"_groupIndex": 0,
"groupIndex": 0,
"_id": ""
},
{
"__type__": "cc.Node",
"_name": "bg",
"_objFlags": 0,
"_parent": {
"__id__": 1
},
"_children": [],
"_active": true,
"_components": [
{
"__id__": 3
}
],
"_prefab": {
"__id__": 4
},
"_opacity": 255,
"_color": {
"__type__": "cc.Color",
"r": 164,
"g": 118,
"b": 239,
"a": 255
},
"_contentSize": {
"__type__": "cc.Size",
"width": 100,
"height": 100
},
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0.5,
"y": 0.5
},
"_trs": {
"__type__": "TypedArray",
"ctor": "Float64Array",
"array": [
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0,
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]
},
"_eulerAngles": {
"__type__": "cc.Vec3",
"x": 0,
"y": 0,
"z": 0
},
"_skewX": 0,
"_skewY": 0,
"_is3DNode": false,
"_groupIndex": 0,
"groupIndex": 0,
"_id": ""
},
{
"__type__": "cc.Sprite",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 2
},
"_enabled": true,
"_materials": [
{
"__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
}
],
"_srcBlendFactor": 770,
"_dstBlendFactor": 771,
"_spriteFrame": {
"__uuid__": "a23235d1-15db-4b95-8439-a2e005bfff91"
},
"_type": 0,
"_sizeMode": 0,
"_fillType": 0,
"_fillCenter": {
"__type__": "cc.Vec2",
"x": 0,
"y": 0
},
"_fillStart": 0,
"_fillRange": 0,
"_isTrimmedMode": true,
"_atlas": null,
"_id": ""
},
{
"__type__": "cc.PrefabInfo",
"root": {
"__id__": 1
},
"asset": {
"__uuid__": "5aca560f-66b4-413d-95bd-73669c0bca6b"
},
"fileId": "6eyN1+nK5HT7svNqUsa2/+",
"sync": false
},
{
"__type__": "cc.Node",
"_name": "rankLab",
"_objFlags": 0,
"_parent": {
"__id__": 1
},
"_children": [],
"_active": true,
"_components": [
{
"__id__": 6
}
],
"_prefab": {
"__id__": 7
},
"_opacity": 255,
"_color": {
"__type__": "cc.Color",
"r": 16,
"g": 1,
"b": 1,
"a": 255
},
"_contentSize": {
"__type__": "cc.Size",
"width": 97.87,
"height": 50.4
},
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0,
"y": 0.5
},
"_trs": {
"__type__": "TypedArray",
"ctor": "Float64Array",
"array": [
-46.832,
22.301,
0,
0,
0,
0,
1,
1,
1,
1
]
},
"_eulerAngles": {
"__type__": "cc.Vec3",
"x": 0,
"y": 0,
"z": 0
},
"_skewX": 0,
"_skewY": 0,
"_is3DNode": false,
"_groupIndex": 0,
"groupIndex": 0,
"_id": ""
},
{
"__type__": "cc.Label",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 5
},
"_enabled": true,
"_materials": [
{
"__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
}
],
"_useOriginalSize": false,
"_string": "Label",
"_N$string": "Label",
"_fontSize": 40,
"_lineHeight": 40,
"_enableWrapText": true,
"_N$file": null,
"_isSystemFontUsed": true,
"_spacingX": 0,
"_batchAsBitmap": false,
"_styleFlags": 0,
"_underlineHeight": 0,
"_N$horizontalAlign": 0,
"_N$verticalAlign": 1,
"_N$fontFamily": "Arial",
"_N$overflow": 0,
"_N$cacheMode": 0,
"_id": ""
},
{
"__type__": "cc.PrefabInfo",
"root": {
"__id__": 1
},
"asset": {
"__uuid__": "5aca560f-66b4-413d-95bd-73669c0bca6b"
},
"fileId": "de4HHWkIhExrJq1+nHHMA6",
"sync": false
},
{
"__type__": "cc.Node",
"_name": "nameLab",
"_objFlags": 0,
"_parent": {
"__id__": 1
},
"_children": [],
"_active": true,
"_components": [
{
"__id__": 9
}
],
"_prefab": {
"__id__": 10
},
"_opacity": 255,
"_color": {
"__type__": "cc.Color",
"r": 13,
"g": 1,
"b": 1,
"a": 255
},
"_contentSize": {
"__type__": "cc.Size",
"width": 100.06,
"height": 50.4
},
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0,
"y": 0.5
},
"_trs": {
"__type__": "TypedArray",
"ctor": "Float64Array",
"array": [
-45.717,
-24.531,
0,
0,
0,
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1,
1,
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]
},
"_eulerAngles": {
"__type__": "cc.Vec3",
"x": 0,
"y": 0,
"z": 0
},
"_skewX": 0,
"_skewY": 0,
"_is3DNode": false,
"_groupIndex": 0,
"groupIndex": 0,
"_id": ""
},
{
"__type__": "cc.Label",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 8
},
"_enabled": true,
"_materials": [
{
"__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
}
],
"_useOriginalSize": false,
"_string": "name",
"_N$string": "name",
"_fontSize": 40,
"_lineHeight": 40,
"_enableWrapText": true,
"_N$file": null,
"_isSystemFontUsed": true,
"_spacingX": 0,
"_batchAsBitmap": false,
"_styleFlags": 0,
"_underlineHeight": 0,
"_N$horizontalAlign": 0,
"_N$verticalAlign": 1,
"_N$fontFamily": "Arial",
"_N$overflow": 0,
"_N$cacheMode": 0,
"_id": ""
},
{
"__type__": "cc.PrefabInfo",
"root": {
"__id__": 1
},
"asset": {
"__uuid__": "5aca560f-66b4-413d-95bd-73669c0bca6b"
},
"fileId": "05c46heZhJV4sYMqYyxlB5",
"sync": false
},
{
"__type__": "ca0f9k0oBVDbpQC+OMNTF3m",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 1
},
"_enabled": true,
"_id": ""
},
{
"__type__": "cc.PrefabInfo",
"root": {
"__id__": 1
},
"asset": {
"__uuid__": "5aca560f-66b4-413d-95bd-73669c0bca6b"
},
"fileId": "55FH2q1HJAyK0hrjxGH/+q",
"sync": false
}
]

View File

@ -0,0 +1,9 @@
{
"ver": "1.3.2",
"uuid": "5aca560f-66b4-413d-95bd-73669c0bca6b",
"importer": "prefab",
"optimizationPolicy": "AUTO",
"asyncLoadAssets": false,
"readonly": false,
"subMetas": {}
}

34
assets/Script/Storage.js Normal file
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// var jequry = require("jquery");
// var coinManager = require("coinManager");
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)
// debugger;
// var temp = cc.sys.localStorage.getItem(key);
// debugger;
},
removeStorage : function(key){
//主动删除消息接口
if(cc.sys.localStorage.getItem(key)){
cc.sys.localStorage.removeItem(key)
}
},
};
module.exports = {
StorageMessage: StorageMessage,
}

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@ -0,0 +1,10 @@
{
"ver": "1.1.0",
"uuid": "b5d92920-0919-4abb-9218-2a76863e0a1a",
"importer": "javascript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

94
assets/Script/Sun.ts Normal file
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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
const {ccclass, property} = cc._decorator;
import GameManager from './GameManager';
import { Notification } from './Notification';
@ccclass
export default class NewClass extends cc.Component {
id_Number:number
_speed:number
_color:number
touch:boolean
_repeat:boolean
move:boolean
// LIFE-CYCLE CALLBACKS:
// onLoad () {}
start () {
this.touch = true;
this.move = false;
this._color = 0;
this._speed = 0;
var shan = this.node.getChildByName("shan");
cc.tween(shan)
.repeatForever(
cc.tween()
.to(1,{opacity:0,scale:0.5,})
.delay(0.2)
.to(1,{opacity:255,scale:1.2})
.delay(0.5)
)
.start();
}
init(_id,color,speed,repeat){
this.id_Number = _id;
this._color = color;
this._speed = speed;
this._repeat = repeat;
}
showNumber(type){
this.node.getChildByName("number").active = type;
if(type == true)
this.node.getChildByName("number").getComponent(cc.Label).string = this.id_Number + "";
}
clickBtn(){
var temp = this.node.parent.parent.name;
// console.log(temp,this.move,this.touch);
if( this.move == false && this.touch == true){
if(this.node.parent.parent.name == "GameNode"){
if(this.node.parent.parent.getComponent("GameManager").begin == true){
cc.tween(this.node.getChildByName("action"))
.to(0.5,{opacity:0,scale:1.8})
.start();
cc.tween(this.node)
.to(0.3,{scale:1.3})
.to(0.3,{scale:1})
.start();
this.touch = false;
this.node.zIndex = -1;
Notification.emit("clickSun",this.id_Number);
}
}
else{
this.touch = false;
this.node.zIndex = -1;
Notification.emit("clickSun",this.id_Number);
}
}
}
clickBtn2(){
if( this.touch == true && this.node.parent.parent.getComponent("GuideManager").begin == true){
this.touch = false;
this.node.zIndex = -1;
Notification.emit("clickSun",this.id_Number);
}
}
update (dt) {
}
}

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assets/Script/Sun.ts.meta Normal file
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{
"ver": "1.1.0",
"uuid": "4be67b1d-91ec-42ca-a2e5-d0d1ddf4dd5f",
"importer": "typescript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

13
assets/Script/crypto.meta Normal file
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@ -0,0 +1,13 @@
{
"ver": "1.1.3",
"uuid": "e8009432-4774-4831-a537-511de4498eee",
"importer": "folder",
"isBundle": false,
"bundleName": "",
"priority": 1,
"compressionType": {},
"optimizeHotUpdate": {},
"inlineSpriteFrames": {},
"isRemoteBundle": {},
"subMetas": {}
}

3
assets/Script/crypto/crypto-js.min.js vendored Normal file

File diff suppressed because one or more lines are too long

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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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// import CryptoJS from "crypto-js";
import GameData from '../GameData';
import CryptoJS = require('./crypto-js.min.js'); //引用AES源码js
// import axios from 'axios'
const {ccclass, property} = cc._decorator;
@ccclass
export default class HttpUtil extends cc.Component {
//排行榜type2为获取type1为上传
static async rankData(type,callback,data): Promise<any> {
data.gameId = GameData._instance.GM_INFO.gameId;
data.userId = GameData._instance.GM_INFO.userId;
const time = Math.floor((new Date().getTime()) / 1000)
const url = apiSign(`/api/get/rank/data?gameId=${config.gameId}&dataType=${type}&time=${time}`, data)
this.httpPost(url,data,callback);
}
static async uploadUserLogData(data,callback): Promise<any> {
data.gameId = GameData._instance.GM_INFO.gameId;
data.userId = GameData._instance.GM_INFO.userId;
const url = '/log/collect/data';
this.httpPost(url,data,callback);
}
//暂时用不到
static async getUserRecord(data,callback): Promise<any> {
data.gameId = GameData._instance.GM_INFO.gameId;
data.userId = GameData._instance.GM_INFO.userId;
const time = Math.floor((new Date().getTime()) / 1000)
const url = apiSign(`/api/get/user/data?gameId=${config.gameId}&time=${time}`, data)
this.httpPost(url,data,callback);
}
static httpPost(url,data,callBack){
data.gameId = GameData._instance.GM_INFO.gameId;
data.userId = GameData._instance.GM_INFO.userId;
var urlData = "http://api.sparkus.cn" + url;
// console.log("params:",JSON.stringify(data));
let xhr = new XMLHttpRequest();
xhr.open('POST', urlData);
xhr.setRequestHeader('Content-Type', 'application/json');
xhr.onreadystatechange = function () {
if (xhr.readyState == 4 && xhr.status == 200) {
var data = xhr.responseText;
if(!data){
// console.log("初始化失败");
return;
}
var json = JSON.parse(data);
// console.log('http success:' + json);
callBack(json);
}
else{
// var json = JSON.parse(data);
// console.log('http fail:' + url);
callBack(json);
}
};
xhr.send(JSON.stringify(data));
}
static httpGet(url,callBack){
var urlData = "http://api.sparkus.cn" + url;
console.log(urlData);
let xhr = new XMLHttpRequest();
xhr.open('GET', urlData);
xhr.setRequestHeader('Content-Type', 'text/plain');
xhr.onreadystatechange = function () {
if (xhr.readyState == 4 && xhr.status == 200) {
var data = xhr.responseText;
if(data){
var json = JSON.parse(data);
console.info('http success:' + json);
callBack(json);
}
else callBack(data);
}
else{
console.info('http fail:' + url);
callBack(null);
}
};
xhr.send();
}
}
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}`
}

View File

@ -0,0 +1,10 @@
{
"ver": "1.1.0",
"uuid": "9830733c-b94b-4b60-a687-5cf98680259f",
"importer": "typescript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

31
assets/Script/test.ts Normal file
View File

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if(this.level == 1){
let data = {x:-200,y:-380,time:0,timeCount:0};
let timeCount = this.timeCount + (0.8-this.calculateDistance(this.ball.x,this.ball.y,-200,-380));
let time = this.calculateDistance(this.ball.x,this.ball.y,-200,-380)+timeCount;
data = {x:-200,y:-380,time:time,timeCount:timeCount};
this.now_Array.push(data);
timeCount = this.timeCount + (0.8-this.calculateDistance(this.ball.x,this.ball.y,-250,-300));
time = this.calculateDistance(this.now_Array[this.now_Array.length-1].x,
this.now_Array[this.now_Array.length-1].y,-250,-300)+timeCount;
data = {x:-250,y:-300,time:time,timeCount:timeCount};
this.now_Array.push(data);
timeCount = this.timeCount + (0.8-this.calculateDistance(this.ball.x,this.ball.y,-300,500));
time = this.calculateDistance(this.now_Array[this.now_Array.length-1].x,
this.now_Array[this.now_Array.length-1].y,-300,500)+timeCount;
data = {x:-300,y:500,time:time,timeCount:timeCount};
this.now_Array.push(data);
timeCount = this.timeCount + (0.8-this.calculateDistance(this.ball.x,this.ball.y,208,280));
time = this.calculateDistance(this.now_Array[this.now_Array.length-1].x,
this.now_Array[this.now_Array.length-1].y,208,280)+timeCount;
data = {x:208,y:280,time:time,timeCount:timeCount};
this.now_Array.push(data);
timeCount = this.timeCount + (0.8-this.calculateDistance(this.ball.x,this.ball.y,208,-280));
time = this.calculateDistance(this.now_Array[this.now_Array.length-1].x,
this.now_Array[this.now_Array.length-1].y,208,-280)+timeCount;
data = {x:208,y:-280,time:time,timeCount:timeCount};
this.now_Array.push(data);
}

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{
"ver": "1.1.0",
"uuid": "f7f5d7e6-2a27-4e6d-988c-2edb817408aa",
"importer": "typescript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

13
assets/Script/tool.meta Normal file
View File

@ -0,0 +1,13 @@
{
"ver": "1.1.3",
"uuid": "4bff6e01-b411-48f4-867a-5d841f9e400f",
"importer": "folder",
"isBundle": false,
"bundleName": "",
"priority": 1,
"compressionType": {},
"optimizeHotUpdate": {},
"inlineSpriteFrames": {},
"isRemoteBundle": {},
"subMetas": {}
}

View File

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

View File

@ -0,0 +1,10 @@
{
"ver": "1.1.0",
"uuid": "3ffac3a7-78e4-427f-a05c-d4b1614c2090",
"importer": "javascript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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var StorageMessage = require("Storage").StorageMessage;
window.GameTool = {
_startTime: 0,
_endTime: 0,
_totalTime: 0,
getSeedRandom: function (min, max) {//包含min 不包含max
max = max || 1;
min = min || 0;
GM_INFO.currSeed = (GM_INFO.currSeed * 9301 + 49297) % 233280;
let rnd = GM_INFO.currSeed / 233280.0;
let tmp = min + rnd * (max - min);
return parseInt(tmp);
},
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 = GameTool.getSetScreenResolutionFlag();
if (flag) {
// console.log("不是全面屏");
// canvas.fitWidth = false;
// canvas.fitHeight = true;
} else {
// console.log("是全面屏");
// canvas.fitWidth = true;
// canvas.fitHeight = false;
}
return flag;
},
// submitScoreButtonFunc: function(score1,fen1){
// console.log("上传分数:",score1,fen1)
// // var score = score1;
// // var fen = fen1;
// // if (CC_WECHATGAME) {
// // window.wx.postMessage({
// // messageType: 3,
// // MAIN_MENU_NUM: "guan",
// // score: score,
// // MAIN_MENU_FEN: "score",
// // fen: fen,
// // });
// // } else {
// // cc.log("提交得分: x1 : " + score)
// // }
// // return true;
// },
submitScoreButtonFunc: function(fen2,number){
console.log("number=",number)
if(number == 0){
console.log("上传分数:",fen2)
var fen = fen2;
if (CC_WECHATGAME) {
window.wx.postMessage({
messageType: 3,
MAIN_MENU_FEN: "score",
MAIN_MENU_NUM: "fen",
score: fen,
fen: 0,
});
} else {
cc.log("提交得分: x1 : " + fen)
}
}
else{
console.log("上传特殊分数:",fen2)
var fen = fen2;
if (CC_WECHATGAME) {
window.wx.postMessage({
messageType: 7,
MAIN_MENU_FEN: "score",
MAIN_MENU_NUM: "fen",
score: 0,
fen: fen,
});
} else {
cc.log("提交得分: x1 : " + fen)
}
}
return true;
},
getTip: function () {
let index = Math.floor(Math.random() * 4) + 1;
switch (index) {
case 1: {
return "根据小球的位置,合理晃动手机,确保小球不掉出木板。"
}
case 2: {
return "根据小球位置控制晃动幅度,过大或过小都不是个好选择。"
}
case 3: {
return "不要被天上掉落的障碍吓到,有时候它反而会帮你保持平衡。"
}
case 4: {
return "尝试着顶开掉落的障碍,是个很酷的玩法。"
}
}
},
beginTiming: function () {
this._startTime = new Date().getTime();
},
endTiming: function () {
this._endTime = new Date().getTime();
// this._totalTime = endTime - this._startTime;
},
//如果是判断时常的游戏 调用此方法
updateScoreTime: function () {
let endTime = new Date().getTime();
let tempTime = endTime - this._startTime;
if (tempTime < 0 || tempTime > 500) {
tempTime = Math.round(cc.director.getAnimationInterval() * 1000);
}
this._endTime += tempTime / 1000;
this._totalTime = this._endTime.toFixed(2);
GM_INFO.currScore = this._totalTime;
this._startTime = endTime;
},
//倒计时调用此方法
countDown: function () {
this._endTime = new Date().getTime();
this._totalTime = parseInt((this._endTime - this._startTime) / 1000);
GM_INFO.remainingTime = GM_INFO.totalTime - this._totalTime;
},
httpRequest(url, data, success, fail) {
console.log("进入网络请求:");
wx.getNetworkType({
success(res) {
var networkType = res.networkType;
// console.log(networkType);
//有网络状态下
if(networkType == "wifi" ||networkType == "4g" || networkType == "3g" || networkType =="unknown"){
wx.request({
url: window.globalData.requestAPI + url,
data: data,
header: {
'content-type': 'application/json', // 默认值
'Authorization':window.globalData.BASE64_JWT_TOKEN?'Bearer '+window.globalData.BASE64_JWT_TOKEN:''
},
method: 'POST',
success(res) {
console.log('httpRequest:::::success',res);
success(res);
},
fail(res) {
console.log('httpRequest:::::fail', res,"失败url为",url);
fail(res)
}
})
}
else{
fail(res)
}
},
fail(res){
fail(res)
}
})
// console.log('httpRequest:::::', url, data, success, fail)
},
httpRequest_Notoken(url, data, success, fail) {
// console.log('httpRequest:::::', url, data, success, fail)
wx.getNetworkType({
success(res) {
var networkType = res.networkType;
// console.log(networkType);
//有网络状态下
if(networkType == "wifi" ||networkType == "4g" || networkType == "3g" || networkType =="unknown"){
wx.request({
url: window.globalData.requestAPI + url,
data: data,
header: {
'content-type': 'application/json', // 默认值
},
method: 'POST',
success(res) {
console.log('httpRequest:::::success',res);
success(res);
},
fail(res) {
console.log('httpRequest:::::fail', res,"失败url为",url);
fail(res)
}
})
}
else{
fail(res)
}
},
fail(res){
fail(res)
}
})
},
getGameInfo: function(node){
var jg = false;
var nodes = node;
let data = {
'appid': window.globalData.appid
}
window.GameTool.httpRequest(window.globalData.getUserInfoUrl, data, function (res) {
window.globalData.gameUserInfo = res.data.king_user; //user_id在这里
console.log("拿到服务器的信息",res.data);
if(window.globalData.gameUserInfo){
console.log("获得服务器游戏信息成功:",window.globalData.gameUserInfo);
if(window.globalData.gameUserInfo.unlock_1)
window.GM_INFO.unlock_1 = window.globalData.gameUserInfo.unlock_1;
if(window.globalData.gameUserInfo.unlock_2)
window.GM_INFO.unlock_2 = window.globalData.gameUserInfo.unlock_2;
//如果服务器有金币信息
if(window.globalData.gameUserInfo.coin){
//本地也有金币信息, 以本地为主,把本地金币信息同步到服务器
if(StorageMessage.getStorage("Coin")){
if(window.globalData.gameUserInfo.coin != StorageMessage.getStorage("Coin")){
window.GM_INFO.coin = StorageMessage.getStorage("Coin");
StorageMessage.setStorage("Coin",window.GM_INFO.coin);
}
} //如果本地没有金币信息 , 以服务器金币信息为主
else{
window.GM_INFO.coin = window.globalData.gameUserInfo.coin;
StorageMessage.setStorage("Coin",window.GM_INFO.coin);
}
}
else{
//本地也有金币信息, 以本地为主,把本地金币信息同步到服务器
if(StorageMessage.getStorage("Coin")){
window.GM_INFO.coin = StorageMessage.getStorage("Coin");
StorageMessage.setStorage("Coin",window.GM_INFO.coin);
} //如果本地没有金币信息 , 以服务器金币信息为主
else{
window.GM_INFO.coin = 200;
StorageMessage.setStorage("Coin",window.GM_INFO.coin);
}
}
cc.director.loadScene('GameBegin');
// console.log("即将进入这里");
// if(StorageMessage.getStorage("level")){
// // console.log("本地有等级信息;");
// // console.log("服务器信息等级为:",window.globalData.gameUserInfo.level);
// window.GM_INFO.level = StorageMessage.getStorage("level");
// var temp = window.GameTool.submitScoreButtonFunc(window.GM_INFO.level,window.GM_INFO.coin);
// // console.log("本地等级信息为:",window.GM_INFO.level);
// //本地存储等级 小于服务器等级, 等于本地数据丢失,这时以服务器数据为主重新构建游戏
// if(window.GM_INFO.level < window.globalData.gameUserInfo.level){
// // nodes.active = true;
// window.GM_INFO.level = window.globalData.gameUserInfo.level;
// var temp = window.GameTool.submitScoreButtonFunc(window.GM_INFO.level,window.GM_INFO.coin);
// window.GameTool.reset();
// }
// //正常进入游戏,以本地数据为主,服务器数据为辅
// else{
// console.log("本地数据大以本地主数据为主");
// // window.GameTool.setGameInfo(true);
// }
// }
// else{
// console.log("笨地没等级数据");
// // nodes.active = true;
// window.GM_INFO.level = window.globalData.gameUserInfo.level;
// var temp = window.GameTool.submitScoreButtonFunc(window.GM_INFO.level,window.GM_INFO.coin);
// window.GameTool.reset();
// }
if (CC_WECHATGAME) {
wx.onShow(function(res){
if(res){
if(res.query){
console.log("分享中带的信息",res.query);
if(res.query.key1){
window.GameTool.setFrindHelp(res.query.key1);
}
if(res.query.key2){
window.GameTool.setFrindBlock(res.query.key2);
}
if(res.query.key3){
window.GameTool.setFrindBlockMax(res.query.key3);
}
}
}
});
wx.onHide(function(res){
console.log("检测退出游戏");
// window.arm = [];
// for(var i=0; i<12; i++){
// window.arm[i] = null;
// window.arm[i] = {error:"error"};
// }
// window.arm = StorageMessage.setStorage("arm",window.arm);
var temp = window.GameTool.submitScoreButtonFunc(window.GM_INFO.level,window.GM_INFO.coin);
window.GameTool.setGameInfo();
});
}
jg = true;
}
else{
console.log("拿到服务器信息失败");
cc.director.loadScene("LoadScene");
}
},function(){
jg = false;
console.log("get用户信息失败",res);
})
return jg;
},
//根据服务器数据重置所需要所有数据
reset: function(){
// if(window.globalData.gameUserInfo.arm)
// StorageMessage.setStorage("arm",window.globalData.gameUserInfo.arm);
// if(window.globalData.gameUserInfo.richest_coin)
// StorageMessage.setStorage("coin",parseInt(window.globalData.gameUserInfo.richest_coin));
// if(window.globalData.gameUserInfo.dimond)
// StorageMessage.setStorage("dimond",window.globalData.gameUserInfo.dimond);
// if(window.globalData.gameUserInfo.buy_time)
// StorageMessage.setStorage("buy_Time",window.globalData.gameUserInfo.buy_time);
// if(window.globalData.gameUserInfo.dimond_time)
// StorageMessage.setStorage("dimond_Time",window.globalData.gameUserInfo.dimond_time);
// if(window.globalData.gameUserInfo.level)
// StorageMessage.setStorage("level",window.globalData.gameUserInfo.level);
// if(window.globalData.gameUserInfo.total_Speed)
// StorageMessage.setStorage("total_Speed",parseInt(window.globalData.gameUserInfo.total_Speed));
// if(window.globalData.gameUserInfo.leave_time)
// StorageMessage.setStorage("leave_time",window.globalData.gameUserInfo.leave_time);
// if(window.globalData.gameUserInfo.reward1)
// StorageMessage.setStorage("share_Array",window.globalData.gameUserInfo.reward1);
// if(window.globalData.gameUserInfo.reward2)
// StorageMessage.setStorage("share_100",window.globalData.gameUserInfo.reward2);
// StorageMessage.setStorage("GM_INFO",window.GM_INFO);
console.log("本地数据丢失,重新启动游戏");
cc.director.loadScene('LoadScene');
},
setGameInfo: function(pd){
let data = {
// "richest_coin":window.coin+"",
// "arm":window.arm,
// "buy_time":window.buy_Time,
// "dimond":parseInt(window.dimond),
// "dimond_time":window.dimond_Time,
// "level":window.GM_INFO.level,
// "total_speed":window.total_Speed+"",
// "reward_1":window.GM_INFO.share_Array, //用于存储6个红包的领取信息
// "reward_2":window.share_100 //用于存储100个红包的领取信息
}
// console.log("存储之前检测:",window.arm,arms);
window.GameTool.httpRequest(window.globalData.richest, data, function (res) {
console.log('存储userInfo成功', res);
if(!pd){
window.GM_INFO.leave_time = res.data.leave_time;
StorageMessage.setStorage("leave_time",window.GM_INFO.leave_time);
}
},function(res){
console.log('存储userInfo失败', res);
if(!pd){
window.GM_INFO.leave_time = parseInt(new Date().valueOf()/1000);
StorageMessage.setStorage("leave_time",data);
}
})
},
//输入秒,返回需要展示时间格式
getTimeMargin:(second) => {
let total = second;
let hour = parseInt(total / (60 * 60));//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 afterMin = total - hour * 60 * 60 - min * 60;//取得算出分后剩余的秒数
return '剩余:' + hour + ':' + min + ':' + afterMin
},
getTimeMargin2:(second) => {
let total = second;
let hour = parseInt(total / (60 * 60));//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
if(min < 10) min = "0"+min;
let afterMin = total - hour * 60 * 60 - min * 60;//取得算出分后剩余的秒数
if(afterMin < 10) afterMin = "0" + afterMin;
return '剩余:' + min + ':' + afterMin
},
setFrindBlock: function(userid){
// console.log("添加时候的userid");
let data = {
user_id:userid
}
// if(userid != window.globalData.gameUserInfo.user_id){
// console.log("进分享的不是自己");
// {
window.GameTool.httpRequest(window.globalData.entryBlock, data, function (res) {
console.log('添加红包助力信息成功', res)
}, function (res) {
console.log('添加红包助力信息失败', res)
})
// }
// }
// else{
// console.log("进入分享的是自己");
// }
},
// setFrindBlockMax: function(userid){
// // console.log("添加时候的userid");
// let data = {
// user_id:userid
// }
// // if(userid != window.globalData.gameUserInfo.user_id){
// // console.log("进分享的不是自己");
// // {
// window.GameTool.httpRequest(window.globalData.entryBlockMax, data, function (res) {
// console.log('添加最后的好友信息成功', res)
// }, function (res) {
// console.log('添加最后的好友信息信息失败', res)
// })
// // }
// // }
// // else{
// // console.log("进入分享的是自己");
// // }
// },
getSeedRandom: function (min, max) {//包含min 不包含max
max = max || 1;
min = min || 0;
GM_INFO.currSeed = (GM_INFO.currSeed * 9301 + 49297) % 233280;
let rnd = GM_INFO.currSeed / 233280.0;
let tmp = min + rnd * (max - min);
return parseInt(tmp);
},
//将时间转换为59:23
getTime: function(time){
var label = "";
var number_1 = parseInt(time/60);
var number_2 = time-number_1*60;
if(number_1 < 10){
number_1 = "0"+number_1;
}
if(number_2 < 10){
number_2 = "0"+number_2;
}
label = number_1 + ":" + number_2;
return label;
},
//number 为传进来的数值,type为最多显示几位数
getNumber: function(number,type){
// console.log(type,"需要转换的数字为:",number);
var count = 1000;
var place = type - 3;
if(number > Math.pow(count,8)*Math.pow(10,place)){
if(number/Math.pow(count,8) < 100)
number = parseInt(number/Math.pow(count,8)*10)/10+"S";
else
number = parseInt(number/Math.pow(count,8))+"S";
}
else if(number > Math.pow(count,7)*Math.pow(10,place)){
if(number/Math.pow(count,7) < 100)
number = parseInt(number/Math.pow(count,7)*10)/10+"s";
else
number = parseInt(number/Math.pow(count,7))+"s";
}
else if(number > Math.pow(count,6)*Math.pow(10,place)){
if(number/Math.pow(count,6) < 100)
number = parseInt(number/Math.pow(count,6)*10)/10+"Q";
else
number = parseInt(number/Math.pow(count,6))+"Q";
}
else if(number > Math.pow(count,5)*Math.pow(10,place)){
if(number/Math.pow(count,5) < 100)
number = parseInt(number/Math.pow(count,5)*10)/10+"q";
else
number = parseInt(number/Math.pow(count,5))+"q";
}
else if(number > Math.pow(count,4)*Math.pow(10,place)){
if(number/Math.pow(count,4) < 100)
number = parseInt(number/Math.pow(count,4)*10)/10+"t";
else
number = parseInt(number/Math.pow(count,4))+"t";
}
else if(number > Math.pow(count,3)*Math.pow(10,place)){
if(number/Math.pow(count,3) < 100)
number = parseInt(number/Math.pow(count,3)*10)/10+"b";
else
number = parseInt(number/Math.pow(count,3))+"b";
}
else if(number > Math.pow(count,2)*Math.pow(10,place)){
if(number/Math.pow(count,2) < 100)
number = parseInt(number/Math.pow(count,2)*10)/10+"m";
else
number = parseInt(number/Math.pow(count,2))+"m";
}
else if(number > Math.pow(count,1)*Math.pow(10,place)){
if(number/Math.pow(count,1) < 100){
number = parseInt(number/Math.pow(count,1)*10)/10+"k";
}
else
number = parseInt(number/Math.pow(count,1))+"k";
}
else{
number = parseInt(number/Math.pow(count,0))+"";
}
// console.log("结果为"+type+"位数",number);
return number;
},
begainTiming: function () {
this._startTime = new Date().getTime();
},
endTiming: function () {
let endTime = new Date().getTime();
this._endTime = endTime;
this._totalTime = endTime - this._startTime;
},
getScoreTime: function () {
let endTime = new Date().getTime();
let tempTime = endTime - this._startTime;
if (tempTime < 0 || tempTime > 500) {
tempTime = Math.round(cc.director.getAnimationInterval() * 1000);
}
GM_INFO.currScore += tempTime;
this._startTime = endTime;
},
getFormatTime: function (time) {
let date = new Date();
date.setTime(time);
let ms = date.getMilliseconds();
// let msString = date.getMilliseconds();
let msString = parseInt(ms / 10) % 100;
let secondString = date.getSeconds();
let minString = date.getMinutes();
if (msString < 10) {
msString = "0" + msString;
}
if (secondString < 10) {
secondString = "0" + secondString;
}
secondString = secondString + ":";
if (minString < 10) {
minString = "0" + minString;
}
minString = minString + ":";
return minString + secondString + msString;
},
pushLister:function () {
},
removeAllLister:function () {
},
};

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{
"ver": "1.1.0",
"uuid": "a1dd7a8c-882a-4e2c-bdc5-0d725df431b2",
"importer": "javascript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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/**
* 自定义抖动效果
*/
var Shake = cc.Class({
extends: cc.Component,
properties: {
//抖动时间
duration: 0,
//X轴抖动范围
shakeX: 0,
shakeY: 0,
},
shake: function (callback) {
if(this.shaking){
return;
}
this.callback = callback;
this.shaking = true;
this.dtCost = 0;
this.nodeInitialPos = this.node.getPosition();
this.unschedule(this.doSchedule);
this.schedule(this.doSchedule, 0, cc.macro.REPEAT_FOREVER, 0);
},
doSchedule: function (dt) {
var dt2 = dt * 50;
var randX = this.getRandomStrength(-this.shakeX, this.shakeX) * dt2;
var randY = this.getRandomStrength(-this.shakeY, this.shakeY) * dt2;
this.node.setPosition(cc.pAdd(this.nodeInitialPos, cc.v2(randX, randY)));
this.dtCost += dt;
if (this.dtCost >= this.duration) {
this.unschedule(this.doSchedule);
this.node.setPosition(this.nodeInitialPos);
this.shaking = false;
if(this.callback){
this.callback();
}
}
},
//获取两个数间的随机值
getRandomStrength: function (min, max) {
return Math.random() * (max - min + 1) + min;
},
});

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@ -0,0 +1,10 @@
{
"ver": "1.1.0",
"uuid": "61aff0f9-48ef-48a6-8d1f-1a621e4c54d9",
"importer": "javascript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

13
assets/Shader.meta Normal file
View File

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{
"ver": "1.1.3",
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"importer": "folder",
"isBundle": false,
"bundleName": "",
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"optimizeHotUpdate": {},
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"importer": "texture",
"type": "sprite",
"wrapMode": "clamp",
"filterMode": "bilinear",
"premultiplyAlpha": false,
"genMipmaps": false,
"packable": true,
"width": 128,
"height": 128,
"platformSettings": {},
"subMetas": {
"Effect_fluid": {
"ver": "1.0.6",
"uuid": "38b9017e-ef9d-4890-a459-350f3be901a4",
"importer": "sprite-frame",
"rawTextureUuid": "d480c86c-c0a4-49ba-8b45-5f00deb51178",
"trimType": "auto",
"trimThreshold": 1,
"rotated": false,
"offsetX": -0.5,
"offsetY": 0,
"trimX": 5,
"trimY": 0,
"width": 117,
"height": 128,
"rawWidth": 128,
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"importer": "texture",
"type": "sprite",
"wrapMode": "clamp",
"filterMode": "bilinear",
"premultiplyAlpha": false,
"genMipmaps": false,
"packable": true,
"width": 100,
"height": 128,
"platformSettings": {},
"subMetas": {
"Effect_fluid2": {
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"rawTextureUuid": "afa85bd2-7b47-4171-b74f-2e72c7cbb9ff",
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"trimThreshold": 1,
"rotated": false,
"offsetX": 0,
"offsetY": 0,
"trimX": 0,
"trimY": 0,
"width": 100,
"height": 128,
"rawWidth": 100,
"rawHeight": 128,
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}

View File

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//扫光-纹理
CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
u_fluxayTexture: { value: white }
u_time: { value: 0 }
u_scale: { value: 1.0 }
u_angle: { value: 30.0 }
}%
// Vertex Shader(顶点着色器)
// 将顶点从模型空间坐标系统转化到屏幕空间坐标系统
// 顶点着色器分为输入和输出两部分
// 负责的功能是把输入的数据进行矩阵变换位置,计算光照公式生成逐顶点颜⾊,⽣成/变换纹理坐标
// 并且把位置和纹理坐标这样的参数发送到片段着色器
CCProgram vs %{
precision highp float;
#include <cc-global>
#include <cc-local>
// 输入的顶点坐标
in vec3 a_position;
// 输入的顶点颜色
in vec4 a_color;
// 输出的顶点颜色
out vec4 v_color;
#if USE_TEXTURE
// 输入的纹理坐标
// UV坐标原点在左上角u轴是向右v轴是向下范围是0-1
in vec2 a_uv0;
// 输出的纹理坐标
out vec2 v_uv0;
#endif
void main () {
mat4 mvp;
#if CC_USE_MODEL
mvp = cc_matViewProj * cc_matWorld;
#else
mvp = cc_matViewProj;
#endif
v_uv0 = a_uv0;
v_color = a_color;
gl_Position = mvp * vec4(a_position, 1);
}
}%
// Fragment Shader(片段着色器)
// 片元着色器的作用是处理由光栅化阶段生成的每个片元,最终计算出每个像素的最终颜色(RGBA)
CCProgram fs %{
precision highp float;
#include <alpha-test>
#include <texture>
in vec4 v_color;
in vec2 v_uv0;
uniform sampler2D texture;
uniform sampler2D u_fluxayTexture; //流光纹理
// 自定义属性
// 所有非 sampler 的 uniform 都必须以 UBO 形式声明
// UBO 成员声明类型和顺序有严格的校验机制,以排除 GL 标准下隐式布局对齐带来的内存消耗
uniform ARGS {
float u_time;
float u_scale;
float u_angle;
};
vec2 transformUV(vec2 UV,float angle){
float rotate = (angle * 3.1415926) / 180.0;
vec2 di = vec2(0.5, 0.5); // 旋转的中心位置
//float a = cos(rotate);
mat3 m = mat3(cos(rotate), -sin(rotate), 0.0,sin(rotate), cos(rotate), 0.0,0.0, 0.0, 1.0);
//vec3 uv = vec3(UV.x-di.x,UV.y+di.y, 1.0)* m;
//return vec2(uv.x,uv.y)+vec2(di.x,-di.y);
vec3 uv = vec3(UV.x,UV.y, 1.0)* m;
return vec2(uv.x,uv.y);
}
void main () {
vec4 o = vec4(1, 1, 1, 1);
#if USE_TEXTURE
// texture.inc 核心函数
// o = texture2D(texture, v_uv0);
// texture: 纹理v_uv0: 纹理坐标,通过 GLSL 的内建函数 texture2D 来获取纹理上对应UV坐标的颜色(RGBA)
o = texture2D(texture, v_uv0);
#endif
// 纹理颜色和顶点颜色(节点颜色)叠加得到最终颜色
o *= v_color;
// alpha-test.inc 核心函数
// if (color.a < alphaThreshold) discard;
// discard退出片段着色器不执行后面的片段着色操作片段也不会写入帧缓冲区
ALPHA_TEST(o);
// 在底图不透明的地方叠加流光纹理的颜色
if(o.a >= 1.0) {
// 根据时间设置流光纹理的UV
vec2 fluxayUV = vec2(v_uv0.x, v_uv0.y);
//fluxayUV.x -= u_time - 1.0;
fluxayUV.x -= u_time;
fluxayUV = transformUV(fluxayUV,u_angle);
if(fluxayUV.x > 0.0 && fluxayUV.x <u_scale)
{
// 获取流光纹理上UV的颜色
fluxayUV.x = fluxayUV.x / u_scale;
//fluxayUV = transformUV(fluxayUV,u_angle);
vec4 fluxay = texture2D(u_fluxayTexture, fluxayUV);
o.a = fluxay.a;
// 叠加颜色
gl_FragColor = o;
}
else {
o.a = 0.0;
gl_FragColor = o;
}
} else {
o.a = 0.0;
gl_FragColor = o;
}
}
}%

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{
"ver": "1.0.27",
"uuid": "70ca6f7c-88f0-44f1-9ab3-3b1c0d042995",
"importer": "effect",
"compiledShaders": [
{
"glsl1": {
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\n attribute vec2 a_uv0;\n varying vec2 v_uv0;\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_color = a_color;\n gl_Position = mvp * vec4(a_position, 1);\n}",
"frag": "\nprecision highp float;\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}\nvarying vec4 v_color;\nvarying vec2 v_uv0;\nuniform sampler2D texture;\nuniform sampler2D u_fluxayTexture;\nuniform float u_time;\nuniform float u_scale;\nuniform float u_angle;\nvec2 transformUV(vec2 UV,float angle){\n float rotate = (angle * 3.1415926) / 180.0;\n vec2 di = vec2(0.5, 0.5);\n mat3 m = mat3(cos(rotate), -sin(rotate), 0.0,sin(rotate), cos(rotate), 0.0,0.0, 0.0, 1.0);\n vec3 uv = vec3(UV.x,UV.y, 1.0)* m;\n return vec2(uv.x,uv.y);\n}\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o = texture2D(texture, v_uv0);\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n if(o.a >= 1.0) {\n vec2 fluxayUV = vec2(v_uv0.x, v_uv0.y);\n fluxayUV.x -= u_time;\n fluxayUV = transformUV(fluxayUV,u_angle);\n if(fluxayUV.x > 0.0 && fluxayUV.x <u_scale)\n {\n fluxayUV.x = fluxayUV.x / u_scale;\n vec4 fluxay = texture2D(u_fluxayTexture, fluxayUV);\n o.a = fluxay.a;\n gl_FragColor = o;\n }\n else {\n o.a = 0.0;\n gl_FragColor = o;\n }\n } else {\n o.a = 0.0;\n gl_FragColor = o;\n }\n}"
},
"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;\nout vec4 v_color;\n#if USE_TEXTURE\n in vec2 a_uv0;\n out vec2 v_uv0;\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_color = a_color;\n gl_Position = mvp * vec4(a_position, 1);\n}",
"frag": "\nprecision highp float;\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}\nin vec4 v_color;\nin vec2 v_uv0;\nuniform sampler2D texture;\nuniform sampler2D u_fluxayTexture;\nuniform ARGS {\n float u_time;\n float u_scale;\n float u_angle;\n};\nvec2 transformUV(vec2 UV,float angle){\n float rotate = (angle * 3.1415926) / 180.0;\n vec2 di = vec2(0.5, 0.5);\n mat3 m = mat3(cos(rotate), -sin(rotate), 0.0,sin(rotate), cos(rotate), 0.0,0.0, 0.0, 1.0);\n vec3 uv = vec3(UV.x,UV.y, 1.0)* m;\n return vec2(uv.x,uv.y);\n}\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o = texture2D(texture, v_uv0);\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n if(o.a >= 1.0) {\n vec2 fluxayUV = vec2(v_uv0.x, v_uv0.y);\n fluxayUV.x -= u_time;\n fluxayUV = transformUV(fluxayUV,u_angle);\n if(fluxayUV.x > 0.0 && fluxayUV.x <u_scale)\n {\n fluxayUV.x = fluxayUV.x / u_scale;\n vec4 fluxay = texture2D(u_fluxayTexture, fluxayUV);\n o.a = fluxay.a;\n gl_FragColor = o;\n }\n else {\n o.a = 0.0;\n gl_FragColor = o;\n }\n } else {\n o.a = 0.0;\n gl_FragColor = o;\n }\n}"
}
}
],
"subMetas": {}
}

View File

@ -0,0 +1,22 @@
{
"__type__": "cc.Material",
"_name": "fluxay_texture_angle",
"_objFlags": 0,
"_native": "",
"_effectAsset": {
"__uuid__": "70ca6f7c-88f0-44f1-9ab3-3b1c0d042995"
},
"_techniqueIndex": 0,
"_techniqueData": {
"0": {
"props": {
"u_fluxayTexture": {
"__uuid__": "d480c86c-c0a4-49ba-8b45-5f00deb51178"
}
},
"defines": {
"USE_TEXTURE": true
}
}
}
}

View File

@ -0,0 +1,7 @@
{
"ver": "1.0.5",
"uuid": "6b74e4c6-15c5-4566-8dd4-fa523a15898b",
"importer": "material",
"dataAsSubAsset": null,
"subMetas": {}
}

View File

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//扫光-纹理
CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
u_fluxayTexture: { value: white }
u_time: { value: 0 }
u_scale: { value: 1.0 }
u_angle: { value: 30.0 }
u_uvRotated: { value: 0.0 }
u_uvOffset: { value: [0.0,0.0,1.0,1.0] }
}%
// Vertex Shader(顶点着色器)
// 将顶点从模型空间坐标系统转化到屏幕空间坐标系统
// 顶点着色器分为输入和输出两部分
// 负责的功能是把输入的数据进行矩阵变换位置,计算光照公式生成逐顶点颜⾊,⽣成/变换纹理坐标
// 并且把位置和纹理坐标这样的参数发送到片段着色器
CCProgram vs %{
precision highp float;
#include <cc-global>
#include <cc-local>
// 输入的顶点坐标
in vec3 a_position;
// 输入的顶点颜色
in vec4 a_color;
// 输出的顶点颜色
out vec4 v_color;
#if USE_TEXTURE
// 输入的纹理坐标
// UV坐标原点在左上角u轴是向右v轴是向下范围是0-1
in vec2 a_uv0;
// 输出的纹理坐标
out vec2 v_uv0;
#endif
void main () {
mat4 mvp;
#if CC_USE_MODEL
mvp = cc_matViewProj * cc_matWorld;
#else
mvp = cc_matViewProj;
#endif
v_uv0 = a_uv0;
v_color = a_color;
gl_Position = mvp * vec4(a_position, 1);
}
}%
// Fragment Shader(片段着色器)
// 片元着色器的作用是处理由光栅化阶段生成的每个片元,最终计算出每个像素的最终颜色(RGBA)
CCProgram fs %{
precision highp float;
#include <alpha-test>
#include <texture>
in vec4 v_color;
in vec2 v_uv0;
uniform sampler2D texture;
uniform sampler2D u_fluxayTexture; //流光纹理
// 自定义属性
// 所有非 sampler 的 uniform 都必须以 UBO 形式声明
// UBO 成员声明类型和顺序有严格的校验机制,以排除 GL 标准下隐式布局对齐带来的内存消耗
// u_uvRotated图片是否旋转
// u_uvOffset 图片minx,miny,maxx,maxy
uniform ARGS {
float u_time;
float u_scale;
float u_angle;
float u_uvRotated;
vec4 u_uvOffset;
};
vec2 transformUV(vec2 UV,float angle){
float rotate = (angle * 3.1415926) / 180.0;
vec2 di = vec2(0.5, 0.5); // 旋转的中心位置
//float a = cos(rotate);
mat3 m = mat3(cos(rotate), -sin(rotate), 0.0,sin(rotate), cos(rotate), 0.0,0.0, 0.0, 1.0);
//vec3 uv = vec3(UV.x-di.x,UV.y+di.y, 1.0)* m;
//return vec2(uv.x,uv.y)+vec2(di.x,-di.y);
vec3 uv = vec3(UV.x,UV.y, 1.0)* m;
return vec2(uv.x,uv.y);
}
void main () {
vec4 o = vec4(1, 1, 1, 1);
#if USE_TEXTURE
// texture.inc 核心函数
// o = texture2D(texture, v_uv0);
// texture: 纹理v_uv0: 纹理坐标,通过 GLSL 的内建函数 texture2D 来获取纹理上对应UV坐标的颜色(RGBA)
o = texture2D(texture, v_uv0);
#endif
// 纹理颜色和顶点颜色(节点颜色)叠加得到最终颜色
o *= v_color;
// alpha-test.inc 核心函数
// if (color.a < alphaThreshold) discard;
// discard退出片段着色器不执行后面的片段着色操作片段也不会写入帧缓冲区
ALPHA_TEST(o);
//纹理的xMin
float xMin = u_uvOffset.x;
float xWidth = u_uvOffset.z - u_uvOffset.x;
//x 转换成扫光图片上的位置
float x = (v_uv0.x - xMin)/xWidth;
float yMin = u_uvOffset.y;
float yWidth = u_uvOffset.w- u_uvOffset.y;
//y 转换成扫光图片上的位置
float y = (v_uv0.y - yMin)/yWidth;
float angle = u_angle;
if(u_uvRotated >= 1.0)
{
x = (v_uv0.y - yMin)/yWidth;
y = (v_uv0.x - xMin)/xWidth;
angle = -u_angle;
}
// 在底图不透明的地方叠加流光纹理的颜色
if(o.a >= 1.0) {
// 根据时间设置流光纹理的UV
vec2 fluxayUV = vec2(x, y);
x += u_scale;
float time = u_time*(1.0+u_scale);
//if(fluxayUV.x > u_time-u_scale && fluxayUV.x <u_time)
if(o.a >= 1.0)
{
// 获取流光纹理上UV的颜色
fluxayUV.x = (x-time)/ u_scale;
fluxayUV = transformUV(fluxayUV,angle);
vec4 fluxay = texture2D(u_fluxayTexture, fluxayUV);
o.a = fluxay.a;
// 叠加颜色
gl_FragColor = o;
}
else {
o.a = 0.0;
gl_FragColor = o;
}
} else {
o.a = 0.0;
gl_FragColor = o;
}
}
}%

View File

@ -0,0 +1,18 @@
{
"ver": "1.0.27",
"uuid": "ccd9fbe1-b0af-4e37-966a-18927c87f434",
"importer": "effect",
"compiledShaders": [
{
"glsl1": {
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\n attribute vec2 a_uv0;\n varying vec2 v_uv0;\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_color = a_color;\n gl_Position = mvp * vec4(a_position, 1);\n}",
"frag": "\nprecision highp float;\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}\nvarying vec4 v_color;\nvarying vec2 v_uv0;\nuniform sampler2D texture;\nuniform sampler2D u_fluxayTexture;\nuniform float u_time;\nuniform float u_scale;\nuniform float u_angle;\nuniform float u_uvRotated;\nuniform vec4 u_uvOffset;\nvec2 transformUV(vec2 UV,float angle){\n float rotate = (angle * 3.1415926) / 180.0;\n vec2 di = vec2(0.5, 0.5);\n mat3 m = mat3(cos(rotate), -sin(rotate), 0.0,sin(rotate), cos(rotate), 0.0,0.0, 0.0, 1.0);\n vec3 uv = vec3(UV.x,UV.y, 1.0)* m;\n return vec2(uv.x,uv.y);\n}\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o = texture2D(texture, v_uv0);\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n float xMin = u_uvOffset.x;\n float xWidth = u_uvOffset.z - u_uvOffset.x;\n float x = (v_uv0.x - xMin)/xWidth;\n float yMin = u_uvOffset.y;\n float yWidth = u_uvOffset.w- u_uvOffset.y;\n float y = (v_uv0.y - yMin)/yWidth;\n float angle = u_angle;\n if(u_uvRotated >= 1.0)\n {\n x = (v_uv0.y - yMin)/yWidth;\n y = (v_uv0.x - xMin)/xWidth;\n angle = -u_angle;\n }\n if(o.a >= 1.0) {\n vec2 fluxayUV = vec2(x, y);\n x += u_scale;\n float time = u_time*(1.0+u_scale);\n if(o.a >= 1.0)\n {\n fluxayUV.x = (x-time)/ u_scale;\n fluxayUV = transformUV(fluxayUV,angle);\n vec4 fluxay = texture2D(u_fluxayTexture, fluxayUV);\n o.a = fluxay.a;\n gl_FragColor = o;\n }\n else {\n o.a = 0.0;\n gl_FragColor = o;\n }\n } else {\n o.a = 0.0;\n gl_FragColor = o;\n }\n}"
},
"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;\nout vec4 v_color;\n#if USE_TEXTURE\n in vec2 a_uv0;\n out vec2 v_uv0;\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_color = a_color;\n gl_Position = mvp * vec4(a_position, 1);\n}",
"frag": "\nprecision highp float;\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}\nin vec4 v_color;\nin vec2 v_uv0;\nuniform sampler2D texture;\nuniform sampler2D u_fluxayTexture;\nuniform ARGS {\n float u_time;\n float u_scale;\n float u_angle;\n float u_uvRotated;\n vec4 u_uvOffset;\n};\nvec2 transformUV(vec2 UV,float angle){\n float rotate = (angle * 3.1415926) / 180.0;\n vec2 di = vec2(0.5, 0.5);\n mat3 m = mat3(cos(rotate), -sin(rotate), 0.0,sin(rotate), cos(rotate), 0.0,0.0, 0.0, 1.0);\n vec3 uv = vec3(UV.x,UV.y, 1.0)* m;\n return vec2(uv.x,uv.y);\n}\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o = texture2D(texture, v_uv0);\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n float xMin = u_uvOffset.x;\n float xWidth = u_uvOffset.z - u_uvOffset.x;\n float x = (v_uv0.x - xMin)/xWidth;\n float yMin = u_uvOffset.y;\n float yWidth = u_uvOffset.w- u_uvOffset.y;\n float y = (v_uv0.y - yMin)/yWidth;\n float angle = u_angle;\n if(u_uvRotated >= 1.0)\n {\n x = (v_uv0.y - yMin)/yWidth;\n y = (v_uv0.x - xMin)/xWidth;\n angle = -u_angle;\n }\n if(o.a >= 1.0) {\n vec2 fluxayUV = vec2(x, y);\n x += u_scale;\n float time = u_time*(1.0+u_scale);\n if(o.a >= 1.0)\n {\n fluxayUV.x = (x-time)/ u_scale;\n fluxayUV = transformUV(fluxayUV,angle);\n vec4 fluxay = texture2D(u_fluxayTexture, fluxayUV);\n o.a = fluxay.a;\n gl_FragColor = o;\n }\n else {\n o.a = 0.0;\n gl_FragColor = o;\n }\n } else {\n o.a = 0.0;\n gl_FragColor = o;\n }\n}"
}
}
],
"subMetas": {}
}

View File

@ -0,0 +1,22 @@
{
"__type__": "cc.Material",
"_name": "fluxay_texture_angle2",
"_objFlags": 0,
"_native": "",
"_effectAsset": {
"__uuid__": "ccd9fbe1-b0af-4e37-966a-18927c87f434"
},
"_techniqueIndex": 0,
"_techniqueData": {
"0": {
"defines": {
"USE_TEXTURE": true
},
"props": {
"u_fluxayTexture": {
"__uuid__": "afa85bd2-7b47-4171-b74f-2e72c7cbb9ff"
}
}
}
}
}

View File

@ -0,0 +1,7 @@
{
"ver": "1.0.5",
"uuid": "2e1288a2-ace1-42df-8d05-bf74722fa478",
"importer": "material",
"dataAsSubAsset": null,
"subMetas": {}
}

View File

@ -0,0 +1,104 @@
CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
# 描边颜色
outlineColor: {
value: [1.0, 0.0, 0.0, 1.0],
editor: {
type: color,
tooltip: "描边颜色",
}
}
fntColor: {
value: [1.0, 0.0, 0.0, 1.0],
editor: {
type: color,
tooltip: "字体颜色",
}
}
}%
CCProgram vs %{
precision highp float;
#include <cc-global>
in vec3 a_position;
in mediump vec2 a_uv0;
out mediump vec2 v_uv0;
in vec4 a_color;
out vec4 v_color;
void main () {
gl_Position = cc_matViewProj * vec4(a_position, 1);
v_uv0 = a_uv0;
v_color = a_color;
}
}%
CCProgram fs %{
precision highp float;
#include <texture>
uniform sampler2D texture;
in mediump vec2 v_uv0;
in vec4 v_color;
#if SHOW_OUT_LINE
uniform Outline {
// 描边颜色
vec4 outlineColor;
// 字体颜色
vec4 fntColor;
};
#endif
void main () {
vec4 color = v_color;
CCTexture(texture, v_uv0, color);
//float gray = 0.2126*color.r + 0.7152*color.g + 0.0722*color.b;
float temp = 1.0;
if(color.a == 0.0)
{
}
if(color.r ==1.0 && color.g ==1.0 && color.b == 1.0 )
{
color = vec4(fntColor.r*temp, fntColor.g*temp, fntColor.b*temp, color.a);
}
else if(color.r ==0.0 && color.g ==0.0 && color.b == 0.0)
{
color = vec4(outlineColor.r*temp, outlineColor.g*temp, outlineColor.b*temp, color.a);
}
else
{
temp = 1.0-(color.r /1.0 + color.g / 1.0 + color.b /1.0)/3.0;
color = vec4(outlineColor.r*temp+(fntColor.r)*(1.0-temp), outlineColor.g*temp+(fntColor.g)*(1.0-temp), outlineColor.b*temp+(fntColor.b)*(1.0-temp), color.a);
//color = outlineColor.r*temp + vec4(1.0,1.0,1.0,1.0)*(1.0-temp);
}
gl_FragColor =color;
}
}%

View File

@ -0,0 +1,18 @@
{
"ver": "1.0.27",
"uuid": "a8d4595f-5f4f-4b84-a3b7-988103168a7a",
"importer": "effect",
"compiledShaders": [
{
"glsl1": {
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nattribute vec3 a_position;\nattribute mediump vec2 a_uv0;\nvarying mediump vec2 v_uv0;\nattribute vec4 a_color;\nvarying 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;\nvarying mediump vec2 v_uv0;\nvarying vec4 v_color;\n#if SHOW_OUT_LINE\n uniform vec4 outlineColor;\nuniform vec4 fntColor;\n#endif\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 temp = 1.0;\n if(color.a == 0.0)\n {\n }\n if(color.r ==1.0 && color.g ==1.0 && color.b == 1.0 )\n {\n color = vec4(fntColor.r*temp, fntColor.g*temp, fntColor.b*temp, color.a);\n }\n else if(color.r ==0.0 && color.g ==0.0 && color.b == 0.0)\n {\n color = vec4(outlineColor.r*temp, outlineColor.g*temp, outlineColor.b*temp, color.a);\n }\n else\n {\n temp = 1.0-(color.r /1.0 + color.g / 1.0 + color.b /1.0)/3.0;\n color = vec4(outlineColor.r*temp+(fntColor.r)*(1.0-temp), outlineColor.g*temp+(fntColor.g)*(1.0-temp), outlineColor.b*temp+(fntColor.b)*(1.0-temp), color.a);\n }\n gl_FragColor =color;\n}"
},
"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;\n#if SHOW_OUT_LINE\n uniform Outline {\n vec4 outlineColor;\n vec4 fntColor;\n };\n#endif\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 temp = 1.0;\n if(color.a == 0.0)\n {\n }\n if(color.r ==1.0 && color.g ==1.0 && color.b == 1.0 )\n {\n color = vec4(fntColor.r*temp, fntColor.g*temp, fntColor.b*temp, color.a);\n }\n else if(color.r ==0.0 && color.g ==0.0 && color.b == 0.0)\n {\n color = vec4(outlineColor.r*temp, outlineColor.g*temp, outlineColor.b*temp, color.a);\n }\n else\n {\n temp = 1.0-(color.r /1.0 + color.g / 1.0 + color.b /1.0)/3.0;\n color = vec4(outlineColor.r*temp+(fntColor.r)*(1.0-temp), outlineColor.g*temp+(fntColor.g)*(1.0-temp), outlineColor.b*temp+(fntColor.b)*(1.0-temp), color.a);\n }\n gl_FragColor =color;\n}"
}
}
],
"subMetas": {}
}

View File

@ -0,0 +1,33 @@
{
"__type__": "cc.Material",
"_name": "fntOutline",
"_objFlags": 0,
"_native": "",
"_effectAsset": {
"__uuid__": "a8d4595f-5f4f-4b84-a3b7-988103168a7a"
},
"_techniqueIndex": 0,
"_techniqueData": {
"0": {
"props": {
"outlineColor": {
"__type__": "cc.Color",
"r": 0,
"g": 0,
"b": 0,
"a": 255
},
"fntColor": {
"__type__": "cc.Color",
"r": 255,
"g": 255,
"b": 255,
"a": 255
}
},
"defines": {
"SHOW_OUT_LINE": true
}
}
}
}

View File

@ -0,0 +1,7 @@
{
"ver": "1.0.5",
"uuid": "ff207936-86fd-4d7a-93af-1a930cf6c6c2",
"importer": "material",
"dataAsSubAsset": null,
"subMetas": {}
}

View File

@ -0,0 +1,104 @@
// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
alphaThreshold: { value: 0.5 }
}%
CCProgram vs %{
precision highp float;
#include <cc-global>
#include <cc-local>
in vec3 a_position;
in vec4 a_color;
out vec4 v_color;
#if USE_TEXTURE
in vec2 a_uv0;
out vec2 v_uv0;
#endif
void main () {
vec4 pos = vec4(a_position, 1);
#if CC_USE_MODEL
pos = cc_matViewProj * cc_matWorld * pos;
#else
pos = cc_matViewProj * pos;
#endif
#if USE_TEXTURE
v_uv0 = a_uv0;
#endif
v_color = a_color;
gl_Position = pos;
}
}%
CCProgram fs %{
precision highp float;
#include <cc-global>
#include <alpha-test>
#include <texture>
in vec4 v_color;
#if USE_TEXTURE
in vec2 v_uv0;
uniform sampler2D texture;
#endif
vec2 getSt(){
vec4 o = vec4(1, 1, 1, 1);
#if USE_TEXTURE
CCTexture(texture, v_uv0, o);
#endif
o *= v_color;
ALPHA_TEST(o);
return v_uv0;
}
void main () {
vec2 st = getSt();
vec2 uv = st;
//设置中心点
vec2 position = vec2(0.5) - st;
float time = cc_time.x;
//灯光强度
float strength = 0.2;
//太阳大小
float scale = 8.0;
float l = abs(sin(1.1)*0.1) / length(position);
float l2 = abs(sin(1.2)*0.1) / length(position);
float l3 = abs(sin(1.3)*0.1) / length(position);
vec4 fragColor = vec4(l,l2,l3, 1.0);
gl_FragColor = scale * vec4(fragColor.xyz,smoothstep(strength,1.0,fragColor.xyz));
}
}%

View File

@ -0,0 +1,18 @@
{
"ver": "1.0.27",
"uuid": "81f30e9d-18f4-47fa-b5db-f0a0d38c382a",
"importer": "effect",
"compiledShaders": [
{
"glsl1": {
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
"frag": "\nprecision highp float;\nuniform vec4 cc_time;\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}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nvec2 getSt(){\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\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 o.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n o.a *= texture_tmp.a;\n #else\n o *= texture_tmp;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n return v_uv0;\n}\nvoid main () {\n vec2 st = getSt();\n vec2 uv = st;\n vec2 position = vec2(0.5) - st;\n float time = cc_time.x;\n float strength = 0.2;\n float scale = 8.0;\n float l = abs(sin(1.1)*0.1) / length(position);\n float l2 = abs(sin(1.2)*0.1) / length(position);\n float l3 = abs(sin(1.3)*0.1) / length(position);\n vec4 fragColor = vec4(l,l2,l3, 1.0);\n gl_FragColor = scale * vec4(fragColor.xyz,smoothstep(strength,1.0,fragColor.xyz));\n}"
},
"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;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
"frag": "\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};\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}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nvec2 getSt(){\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\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 o.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n o.a *= texture_tmp.a;\n #else\n o *= texture_tmp;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n return v_uv0;\n}\nvoid main () {\n vec2 st = getSt();\n vec2 uv = st;\n vec2 position = vec2(0.5) - st;\n float time = cc_time.x;\n float strength = 0.2;\n float scale = 8.0;\n float l = abs(sin(1.1)*0.1) / length(position);\n float l2 = abs(sin(1.2)*0.1) / length(position);\n float l3 = abs(sin(1.3)*0.1) / length(position);\n vec4 fragColor = vec4(l,l2,l3, 1.0);\n gl_FragColor = scale * vec4(fragColor.xyz,smoothstep(strength,1.0,fragColor.xyz));\n}"
}
}
],
"subMetas": {}
}

View File

@ -0,0 +1,17 @@
{
"__type__": "cc.Material",
"_name": "shader_005M",
"_objFlags": 0,
"_native": "",
"_effectAsset": {
"__uuid__": "81f30e9d-18f4-47fa-b5db-f0a0d38c382a"
},
"_techniqueIndex": 0,
"_techniqueData": {
"0": {
"defines": {
"USE_TEXTURE": true
}
}
}
}

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{
"ver": "1.0.5",
"uuid": "4ceedcc6-0953-4a13-9caf-3a6ceee025ed",
"importer": "material",
"dataAsSubAsset": null,
"subMetas": {}
}

13
assets/Texture.meta Normal file
View File

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{
"ver": "1.1.3",
"uuid": "7b81d4e8-ec84-4716-968d-500ac1d78a54",
"importer": "folder",
"isBundle": false,
"bundleName": "",
"priority": 1,
"compressionType": {},
"optimizeHotUpdate": {},
"inlineSpriteFrames": {},
"isRemoteBundle": {},
"subMetas": {}
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After

Width:  |  Height:  |  Size: 37 KiB

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{
"ver": "2.3.7",
"uuid": "6aa0aa6a-ebee-4155-a088-a687a6aadec4",
"importer": "texture",
"type": "sprite",
"wrapMode": "clamp",
"filterMode": "bilinear",
"premultiplyAlpha": false,
"genMipmaps": false,
"packable": true,
"width": 195,
"height": 270,
"platformSettings": {},
"subMetas": {
"HelloWorld": {
"ver": "1.0.6",
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