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

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"use strict";
cc._RF.push(module, 'b0432BA295DjIOcuitdGKO1', 'GameManager');
// Script/GameManager.ts
"use strict";
var __extends = (this && this.__extends) || (function () {
var extendStatics = function (d, b) {
extendStatics = Object.setPrototypeOf ||
({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };
return extendStatics(d, b);
};
return function (d, b) {
extendStatics(d, b);
function __() { this.constructor = d; }
d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
};
})();
var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
return c > 3 && r && Object.defineProperty(target, key, r), r;
};
Object.defineProperty(exports, "__esModule", { value: true });
// 主游戏控制类
var _a = cc._decorator, ccclass = _a.ccclass, property = _a.property;
var GameData_1 = require("./module/Config/GameData");
var AudioManager_1 = require("./module/Music/AudioManager");
var Notification_1 = require("./module/Notification/Notification");
var GameTool_1 = require("./module/Tool/GameTool");
var GameManager = /** @class */ (function (_super) {
__extends(GameManager, _super);
function GameManager() {
var _this = _super !== null && _super.apply(this, arguments) || this;
_this.ball = null;
_this.qiu1 = null;
_this.qiu2 = null;
_this.qiu3 = null;
_this.linePrefab = null;
_this.hit = null;
_this.bg1 = null;
_this.bg2 = null;
_this.time = null;
_this.begin = false;
_this.fuhuo = false;
_this.over = false;
_this.show = false;
_this.levelLabel = null;
return _this;
}
GameManager.prototype.onLoad = function () { };
GameManager.prototype.start = function () {
this.fit();
this.init();
};
//初始化数据
GameManager.prototype.init = function () {
this.node.getChildByName("GameOver").zIndex = 100;
this.node.getChildByName("GameOver").active = false;
this.ball.zIndex = 100;
this.bg1 = this.node.getChildByName("bg1");
this.bg2 = this.node.getChildByName("bg2");
this.time = this.node.getChildByName("Top").getChildByName("time").getComponent(cc.Label);
this.node.getChildByName("showBtn").active = false;
this.begin = false;
this.over = false;
this.fuhuo = true;
this.pause = true;
this.show = false;
this.round = 0;
this.level = 2;
this.countTime = 60;
if (GameData_1.default._instance.GM_INFO.custom != 0) {
this.level = GameData_1.default._instance.GM_INFO.custom;
// this.levelLabel.string = this.level + "";
GameData_1.default._instance.GM_INFO.custom += 1;
this.countTime = 12000000;
}
// this.levelLabel.string = this.level + "";
this.timeCount = 0.1;
this.clickNow = 0;
this.clickCount = 0;
this.timeStart = 0;
this.repeat = -1;
this.numberRepeat = -1;
this.route_Array = [];
this.moveArray = [];
this.now_Array = [];
this.ball_Array = [];
this.Pos_Array = [];
this.time_Array = [];
this.color_Array = [];
GameData_1.default._instance.GAME_DATA = [];
GameData_1.default._instance.GM_INFO.success = false;
this.startTime = 0;
this.overTime = 0;
this.winTime = 0;
GameData_1.default._instance.GM_INFO.total = 0;
GameData_1.default._instance.GM_INFO.mean_Time = 0;
this.schedule(this.updateCountDownTime, 1);
this.startGame();
};
//根据是否全面屏,做独立适配方面
GameManager.prototype.fit = function () {
this.fitTop = 450; //600
this.fitBot = -600; //-700
var jg = this.setFit();
if (!jg) {
this.fitTop = 600;
this.fitBot = -700;
}
};
//判断全面屏
GameManager.prototype.getSetScreenResolutionFlag = function () {
var size = cc.winSize;
var width = size.width;
var height = size.height;
if ((height / width) > (16.2 / 9))
return false;
return true;
};
//判断全面屏适配
GameManager.prototype.setFit = function () {
var flag = this.getSetScreenResolutionFlag();
if (flag) {
}
else {
}
return flag;
};
//返回首页
GameManager.prototype.backScene = function () {
cc.director.loadScene("LoadScene");
};
//下一关或者重新开始或者返回上一关根据level决定
GameManager.prototype.reStart = function (type) {
// if(GameData._instance.GM_INFO.custom != 0){
// cc.director.loadScene("LoadScene");
// return;
// }
this.node.getChildByName("showBtn").active = false;
this.destroyLine();
this.timeCount = 0.1;
this.clickNow = 0;
this.timeStart = 0;
this.repeat = -1;
this.numberRepeat = -1;
this.begin = false;
this.route_Array = [];
this.now_Array = [];
this.ball_Array = [];
this.Pos_Array = [];
this.moveArray = [];
this.time_Array = [];
this.color_Array = [];
if (type == 0) {
this.bgMove(1);
}
else if (type == 1) {
this.startGame();
}
else if (type == 2) {
this.bgMove(-1);
}
};
//获取时间戳
GameManager.prototype.getTime = function () {
var timestamp = new Date().getTime();
return timestamp;
};
//获胜
GameManager.prototype.passLevel = function () {
var _this = this;
this.destroyLine();
if (this.over == false && this.countTime >= 0) {
var timeArray_1 = [];
var timeCount = 0;
var ball_1 = this.ball_Array[0];
for (var i = 1; i < this.ball_Array.length; i++) {
var 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, 2);
timeArray_1.push(time);
}
var _loop_1 = function (k) {
setTimeout(function () {
cc.tween(ball_1)
.to(timeArray_1[k - 1], { x: _this.ball_Array[k].x, y: _this.ball_Array[k].y })
.call(function () {
_this.ball_Array[k].active = false;
if (k == _this.ball_Array.length - 1) {
setTimeout(function () {
_this.ball.opacity = 255;
_this.ball.position = cc.v3(ball_1.x, ball_1.y, 0);
ball_1.active = false;
_this.clearSun();
_this.reStart(0);
}, 200);
}
})
.start();
}, timeCount * 1000);
timeCount += (timeArray_1[k - 1] + 0.1);
};
for (var k = 1; k < this.ball_Array.length; k++) {
_loop_1(k);
}
}
};
//失败
GameManager.prototype.loseLevel = function (type) {
var _this = this;
this.destroyLine();
if (this.over == false && this.countTime >= 0) {
var ball_2 = this.ball_Array[0];
var _loop_2 = function (k) {
cc.tween(this_1.ball_Array[k])
.to(2, { x: ball_2.x, y: ball_2.y })
.call(function () {
_this.ball_Array[k].active = false;
if (k == _this.ball_Array.length - 1) {
_this.ball.opacity = 255;
_this.ball.position = cc.v3(ball_2.x, ball_2.y, 0);
_this.clearSun();
_this.reStart(type);
}
})
.start();
};
var this_1 = this;
for (var k = 1; k < this.ball_Array.length; k++) {
_loop_2(k);
}
}
};
//清理太阳
GameManager.prototype.clearSun = function () {
for (var k = 0; k < this.ball_Array.length; k++) {
this.ball_Array[k].removeFromParent();
this.ball_Array[k] = null;
}
};
//点击太阳执行方法
GameManager.prototype.clickSun = function (data) {
var _this = this;
if (this.begin == true) {
this.clickCount += 1;
var clickTime = GameTool_1.GameTool.getTime();
this.time_Array.push((clickTime - this.timeStart));
this.timeStart = GameTool_1.GameTool.getTime();
if (data == this.clickNow) {
AudioManager_1.default._instance.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;
if (this.ball_Array[this.clickNow - 1])
this.ball_Array[this.clickNow - 1].getChildByName("guang").active = false;
if (this.clickNow == this.now_Array.length) {
this.pause = true;
GameData_1.default._instance.GM_INFO.total += this.clickNow;
this.overTime = GameTool_1.GameTool.getTime();
if (this.startTime > 0 && this.overTime > 0) {
GameData_1.default._instance.GM_INFO.mean_Time += (this.overTime - this.startTime);
}
var finish_time = parseInt((this.overTime - this.startTime) / 100 + "");
this.startTime = 0;
this.overTime = 0;
var color = "y";
if (this.level < 4 && this.level > 1)
color = "yr";
else if (this.level >= 4)
color = "yrb";
var win_1 = this.node.getChildByName("Win");
win_1.active = true;
win_1.setScale(0);
AudioManager_1.default._instance.playWin();
this.round += 1;
var sunArray = [];
if (this.moveArray.length > 0) {
for (var m = 0; m < this.moveArray.length; m++) {
if (m == this.repeat || m == this.numberRepeat) {
this.moveArray[m] = 2;
}
sunArray.push(this.moveArray[m]);
}
}
else {
for (var m = 0; m < this.ball_Array.length; m++) {
if (m == this.repeat || m == this.numberRepeat) {
sunArray.push(2);
}
else
sunArray.push(0);
}
}
GameData_1.default._instance.CLICK_DATA =
{
type: 1,
success: true,
round: this.round,
totalSunCount: this.now_Array.length,
movedSunCount: GameData_1.default._instance.LEVEL_INFO[this.level - 1].moveNumber,
sunSpeed: GameData_1.default._instance.LEVEL_INFO[this.level - 1].moveSpeed,
overlapSunCount: GameData_1.default._instance.LEVEL_INFO[this.level - 1].repeat,
colorList: this.color_Array,
duration: finish_time / 10,
difficultyLevel: this.level,
sunList: sunArray,
stepTimeList: this.time_Array,
remainder: this.countTime
};
this.setData();
cc.tween(win_1)
.delay(0.4)
.to(0.01, { scale: 2.5 })
.to(0.35, { scale: 1 })
.delay(0.4)
.call(function () {
win_1.active = false;
_this.destroyLine();
if (_this.over == false && _this.countTime >= 0) {
if (_this.level >= 15) {
GameData_1.default._instance.GM_INFO.success = true;
_this.level += 0;
// this.levelLabel.string = this.level + "";
_this.fuhuo = true;
_this.passLevel();
}
else {
_this.level += 1;
// this.levelLabel.string = this.level + "";
_this.fuhuo = true;
_this.passLevel();
}
}
})
.start();
}
}
else {
this.setLoss();
}
}
};
//执行失败
GameManager.prototype.setLoss = function () {
AudioManager_1.default._instance.playWarning();
this.begin = false;
this.overTime = GameTool_1.GameTool.getTime();
if (this.startTime > 0 && this.overTime > 0) {
GameData_1.default._instance.GM_INFO.mean_Time += (this.overTime - this.startTime);
}
var finish_time = parseInt((this.overTime - this.startTime) / 100 + "");
this.startTime = 0;
this.overTime = 0;
var color = "y";
if (this.level < 4 && this.level > 1)
color = "yr";
else if (this.level >= 4)
color = "yrb";
this.round += 1;
var sunArray = [];
if (this.moveArray.length > 0) {
for (var m = 0; m < this.moveArray.length; m++) {
if (m == this.repeat || m == this.numberRepeat) {
this.moveArray[m] = 2;
}
sunArray.push(this.moveArray[m]);
}
}
else {
for (var m = 0; m < this.ball_Array.length; m++) {
if (m == this.repeat || m == this.numberRepeat) {
sunArray.push(2);
}
else
sunArray.push(0);
}
}
GameData_1.default._instance.CLICK_DATA =
{
type: 1,
success: false,
round: this.round,
totalSunCount: this.now_Array.length,
movedSunCount: GameData_1.default._instance.LEVEL_INFO[this.level - 1].moveNumber,
sunSpeed: GameData_1.default._instance.LEVEL_INFO[this.level - 1].moveSpeed,
overlapSunCount: GameData_1.default._instance.LEVEL_INFO[this.level - 1].repeat,
colorList: this.color_Array,
duration: finish_time / 10,
difficultyLevel: this.level,
sunList: sunArray,
stepTimeList: this.time_Array,
remainder: this.countTime
};
this.setData();
if (this.fuhuo == true) {
this.fuhuo = false;
this.loseLevel(1);
}
else {
if (this.level > 2) {
this.level -= 1;
// this.levelLabel.string = this.level + "";
this.fuhuo = true;
// this.fuhuo = false;
this.loseLevel(2);
}
else {
this.loseLevel(1);
}
}
var 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();
};
//开始游戏
GameManager.prototype.startGame = function () {
if (this.over == false && this.countTime > 0) {
this.pause = true;
this.createSun();
this.begin = false;
cc.tween(this.ball)
.to(0.5, { opacity: 255, scale: 1.3 })
.start();
}
};
//执行太阳运行动画,以及后面移动动画
GameManager.prototype.runGame = function () {
var _this = this;
var time = -650;
var _loop_3 = function (i) {
time = this_2.now_Array[i].time * 1000 + time;
setTimeout(function () {
if (_this.over == false) {
var temp = _this.now_Array[i].timeCount;
if (temp > 0.5)
temp = 0.5;
if (i != 0) {
if (_this.ball && _this.now_Array[i]) {
_this.createLine(cc.v2(_this.ball.x, _this.ball.y), cc.v2(_this.now_Array[i].x, _this.now_Array[i].y), _this.now_Array[i].time - temp);
}
}
cc.tween(_this.ball)
.to(_this.now_Array[i].time - temp, { x: _this.now_Array[i].x, y: _this.now_Array[i].y })
.to(0.1, { scale: 1 })
.call(function () {
_this.createBall(i, _this.now_Array[i].color, _this.now_Array[i].speed, _this.now_Array[i].repeat);
if (i == _this.now_Array.length - 1) {
_this.ball.opacity = 0;
setTimeout(function () {
_this.destroyLine();
_this.beginGame();
if (GameData_1.default._instance.LEVEL_INFO[_this.level - 1].moveNumber < 1) {
_this.pause = false;
}
else {
_this.moveAction();
}
}, 150);
}
})
.start();
}
}, time);
};
var this_2 = this;
for (var i = 0; i < this.now_Array.length; i++) {
_loop_3(i);
}
};
//设置移动重叠数据
GameManager.prototype.createMove = function () {
var _this = this;
if (this.over == false) {
var info = GameData_1.default._instance.LEVEL_INFO[this.level - 1];
//改变移动速度
var speed = 7;
if (info.moveSpeed >= 2) {
speed = 7 - info.moveSpeed / 2;
}
if (info.repeat == 1) {
this.repeat = parseInt((Math.random() * (info.number - 1) + 1) + "");
var tempNumber = 0;
// this.repeat = 4;
if (this.repeat > 4) {
this.numberRepeat = parseInt(Math.random() * 4 + "");
if (this.repeat == (info.number - 1)) //如果是最后一个 不能跟第一个重叠
this.numberRepeat = this.repeat - parseInt((Math.random() * 3 + 2) + "");
tempNumber = this.Pos_Array[this.numberRepeat];
this.Pos_Array[this.repeat] = tempNumber;
}
else { // 0 1 2 3 4 5
// 6 - 3 - 1 = 2 4 01 4
if (this.repeat == 0)
this.repeat = 1;
if ((info.number - 1 - this.repeat) == 2) {
this.numberRepeat = info.number - 1;
tempNumber = this.Pos_Array[this.numberRepeat];
}
else if ((info.number - 1 - this.repeat) == 1) {
this.numberRepeat = this.repeat - 2;
tempNumber = this.Pos_Array[this.numberRepeat];
}
else if ((info.number - 1 - this.repeat) == 0) {
this.numberRepeat = this.repeat - 2;
tempNumber = this.Pos_Array[this.numberRepeat];
}
else if ((info.number - 1 - this.repeat) > 2) {
this.numberRepeat = parseInt(Math.random() * (info.number - this.repeat - 2) + "") + this.repeat + 2;
tempNumber = this.Pos_Array[this.numberRepeat];
}
else {
this.numberRepeat = this.repeat - 2;
tempNumber = this.Pos_Array[this.numberRepeat];
}
this.Pos_Array[this.repeat] = tempNumber;
}
}
if (info.moveNumber > 0) {
//0 1 2 3 4 5 6 7 8 9
//可移动区分
var pos_1 = cc.v2(0, 0);
for (var z = 0; z < info.number; z++) {
this.moveArray[z] = 0;
}
for (var p = 0; p < info.moveNumber; p++) {
this.moveArray[info.number - 1 - p] = 1;
}
var timeOut = 0;
//打乱可移动顺序
this.moveArray.sort(function () { return Math.random() - 0.5; });
if (this.moveArray[0] == 1) {
for (var r = info.number - 1; r >= 0; r--) {
if (this.moveArray[r] == 0) {
this.moveArray[r] = 1;
this.moveArray[0] = 0;
r = -1;
}
}
}
//将重叠的设置为不可移动 1 1 1 1 0 0 1 0 0 0 / 2 7
for (var k = 0; k < this.moveArray.length; k++) {
if (this.moveArray[k] == 1 && (k == this.repeat || k == this.numberRepeat)) {
for (var m = this.moveArray.length - 1; m >= 0; m--) {
if (m != k && this.moveArray[m] == 0 && m != this.repeat && m != this.numberRepeat) {
this.moveArray[m] = 1;
this.moveArray[k] = 0;
m = -1;
}
}
}
}
var _loop_4 = function (i) {
if (this_3.moveArray[i] == 1) {
timeOut += 1;
setTimeout(function () {
pos_1 = _this.getPos2(true, i);
_this.Pos_Array[i] = pos_1;
}, timeOut * 300);
}
};
var this_3 = this;
for (var i = 0; i < this.Pos_Array.length; i++) {
_loop_4(i);
}
}
}
};
//移动后数据 重新刷一遍赋值
GameManager.prototype.updateArray = function () {
for (var i = 0; i < this.now_Array.length - 1; i++) {
this.now_Array[i].x = this.Pos_Array[i].x;
this.now_Array[i].y = this.Pos_Array[i].y;
}
};
//太阳初始化后移动方法
GameManager.prototype.moveAction = function () {
var _this = this;
this.updateArray();
var moveArray = this.moveArray;
var info = GameData_1.default._instance.LEVEL_INFO[this.level - 1];
//改变移动速度
var speed = 7;
if (info.moveSpeed >= 2) {
speed = 7 - info.moveSpeed / 2;
}
if (info.moveNumber > 0) {
//0 1 2 3 4 5 6 7 8 9
//可移动区分
//将重叠的设置为不可移动 1 1 1 1 0 0 1 0 0 0 / 2 7
for (var k = 0; k < this.moveArray.length; k++) {
if (this.moveArray[k] == 1 && (k == this.repeat || k == this.numberRepeat)) {
for (var m = this.moveArray.length - 1; m >= 0; m--) {
if (m != k && this.moveArray[m] == 0 && m != this.repeat && m != this.numberRepeat) {
this.moveArray[m] = 1;
this.moveArray[k] = 0;
m = -1;
}
}
}
}
var lastNumber = 0;
//锁定最后一个可移动的
for (var j = 0; j < moveArray.length; j++) {
if (moveArray[j] == 1) {
lastNumber = j;
}
}
var _loop_5 = function (i) {
if (moveArray[i] == 1) {
if (i != lastNumber) { //如果不是最后一个移动的
var time = speed * this_4.calculateDistance(this_4.ball_Array[i].x, this_4.ball_Array[i].y, this_4.Pos_Array[i].x, this_4.Pos_Array[i].y, 3);
this_4.ball_Array[i].getComponent("Sun").move = true;
cc.tween(this_4.ball_Array[i])
.to(time, { position: this_4.Pos_Array[i] })
.call(function () {
_this.ball_Array[i].getComponent("Sun").move = false;
})
.start();
}
//如果是最后一个
else {
var time = speed * this_4.calculateDistance(this_4.ball_Array[i].x, this_4.ball_Array[i].y, this_4.Pos_Array[i].x, this_4.Pos_Array[i].y, 3);
this_4.ball_Array[i].getComponent("Sun").move = true;
cc.tween(this_4.ball_Array[i])
.to(time, { position: this_4.Pos_Array[i] })
.call(function () {
_this.ball_Array[i].getComponent("Sun").move = false;
})
.start();
}
}
};
var this_4 = this;
for (var i = 0; i < this.ball_Array.length; i++) {
_loop_5(i);
}
}
};
//每次重新开始新一轮儿游戏
GameManager.prototype.beginGame = function () {
this.begin = true;
this.startTime = GameTool_1.GameTool.getTime();
this.timeStart = GameTool_1.GameTool.getTime();
this.pause = false;
// this.node.getChildByName("showBtn").active = true;
};
//暂时作废
// getRandomArray(lastNumber){
// let num = parseInt(Math.random()*8 - 4 + "");
// let jg = num + lastNumber;
// if(num > 1 || num <-1){
// if( num == 0 || ( jg<0 || jg >= this.Pos_Array.length)){
// jg = this.getRandomArray(lastNumber);
// }
// }
// else{
// jg = this.getRandomArray(lastNumber);
// }
// return jg;
// }
//创建太阳所需数据
GameManager.prototype.createSun = function () {
var _this = this;
var levelData = GameData_1.default._instance.LEVEL_INFO[this.level - 1];
var tiemOut = 0;
var _loop_6 = function (l) {
tiemOut += 1;
setTimeout(function () {
if (_this.over == false) {
var pos = _this.getPos(false, l);
_this.Pos_Array.push(pos);
if (_this.Pos_Array.length == levelData.number) {
_this.createMove();
_this.createPos();
}
}
}, tiemOut * 100);
};
for (var l = 0; l < levelData.number; l++) {
_loop_6(l);
}
};
//创建太阳位置,颜色信息等数据
GameManager.prototype.createPos = function () {
var data = { x: this.ball.x, y: this.ball.y, time: 0, timeCount: 0, color: 0, speed: 0, repeat: false };
var levelData = GameData_1.default._instance.LEVEL_INFO[this.level - 1];
//颜色区分
var colorArray = [0, 1];
for (var j = 0; j < levelData.number - 2; j++) {
var colorTemp = parseInt(Math.random() * 3 + "");
if (levelData.number < 6 && colorTemp == 2)
colorTemp = 0;
colorArray.push(colorTemp);
colorArray.sort(function () { return Math.random() - 0.5; });
}
colorArray.sort(function () { return Math.random() - 0.5; });
if (levelData.number == 4)
colorArray = [0, 0, 0, 0];
this.color_Array = colorArray;
//存储太阳数据
for (var i = 0; i < levelData.number; i++) {
var timeCount = this.timeCount + (0.6 - this.calculateDistance(this.ball.x, this.ball.y, this.Pos_Array[i].x, this.Pos_Array[i].y, 1));
var time = this.calculateDistance(this.ball.x, this.ball.y, this.Pos_Array[i].x, this.Pos_Array[i].y, 1) + timeCount;
data = { x: this.Pos_Array[i].x, y: this.Pos_Array[i].y, time: time, timeCount: timeCount, color: colorArray[i], speed: levelData.moveSpeed, repeat: false };
if (this.repeat == i) {
data.repeat = true;
}
else if (this.numberRepeat == i) {
data.repeat = true;
}
this.now_Array.push(data);
}
this.runGame();
};
//获取N个太阳位置的方法和POS2分开两个方法防止递归溢出
GameManager.prototype.getPos = function (type, num) {
var posX = Math.random() * 620 - 310;
var posY = Math.random() * (this.fitTop - this.fitBot) + this.fitBot;
var point = cc.v2(posX, posY);
if (this.Pos_Array.length > 0) {
for (var i = 0; i < this.Pos_Array.length; i++) {
var distance = false;
var pd = false;
if (i == num)
pd = true;
distance = this.getDistance(posX, posY, this.Pos_Array[i].x, this.Pos_Array[i].y, pd);
if (distance == false) {
i = 10000;
point = this.getPos(type, num);
}
if (distance == true && i == (this.Pos_Array.length - 1)) {
i = 10000;
}
}
}
return point;
};
//获取N个太阳可移动位置的方法和POS分开算防止递归溢出
GameManager.prototype.getPos2 = function (type, num) {
var posX = Math.random() * 620 - 310;
var posY = Math.random() * (this.fitTop - this.fitBot) + this.fitBot;
var point = cc.v2(posX, posY);
if (this.Pos_Array.length > 0) {
for (var i = 0; i < this.Pos_Array.length; i++) {
var distance = false;
var pd = false;
if (i == num)
pd = true;
distance = this.getDistance2(posX, posY, this.Pos_Array[i].x, this.Pos_Array[i].y, pd);
if (distance == false) {
i = 10000;
point = this.getPos2(type, num);
}
if (distance == true && i == (this.Pos_Array.length - 1)) {
i = 10000;
}
}
}
return point;
};
//获取两点之间距离,返回判断是否在一定范围内 将来提出到工具类
GameManager.prototype.getDistance = function (x1, y1, x2, y2, num) {
var jg = false;
var dx = x2 - x1;
var dy = y2 - y1;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 160) {
if (num == true) {
if (distance < GameData_1.default._instance.LEVEL_INFO[this.level - 1].maxMove) {
jg = true;
}
else
jg = false;
}
else {
if (distance < GameData_1.default._instance.LEVEL_INFO[this.level - 1].maxMove) {
jg = true;
}
else
jg = false;
}
}
return jg;
};
//命中动画
GameManager.prototype.hitAction = function (data) {
var _this = this;
this.hit.active = true;
this.hit.opacity = 0;
this.hit.setPosition;
this.hit.setPosition(this.ball_Array[data].x + 35, this.ball_Array[data].y + 35);
cc.tween(this.hit)
.to(0, { opacity: 255 })
.to(0.2, { position: cc.v3(this.hit.x - 35, this.hit.y - 35, 0) })
.delay(0.2)
.to(0.1, { opacity: 0 })
.call(function () {
_this.hit.active = false;
})
.start();
};
//创造太阳
GameManager.prototype.createBall = function (number, color, speed, repeat) {
var ball = null;
if (color == 0)
ball = cc.instantiate(this.qiu1);
else if (color == 1)
ball = cc.instantiate(this.qiu2);
else if (color == 2)
ball = cc.instantiate(this.qiu3);
ball.parent = this.node.getChildByName("Sun");
ball.zIndex = this.now_Array.length - number;
ball.setPosition(this.ball.x, this.ball.y);
ball.getComponent("Sun").init(number, color, speed, repeat);
this.ball_Array.push(ball);
};
//销毁连线
GameManager.prototype.destroyLine = function () {
for (var 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();
};
//创建连线
GameManager.prototype.createLine = function (start, end, time) {
var line = cc.instantiate(this.linePrefab);
line.parent = this.node.getChildByName("Line");
line.setPosition(start.x, start.y);
var dx = end.x - start.x;
var 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();
};
//获取两点之间的角度,将来都可放工具类
GameManager.prototype.calculateAngle = function (x1, y1, x2, y2) {
var angle = Math.atan2(y2 - y1, x2 - x1) * 180 / Math.PI - 90;
return -angle;
};
//获取两点之间的距离 返回对应时间
GameManager.prototype.calculateDistance = function (x1, y1, x2, y2, num) {
var dx = x2 - x1;
var dy = y2 - y1;
var time = 0;
var distance = Math.sqrt(dx * dx + dy * dy);
if (num == 1) {
if (distance > 800)
distance = 800;
time = distance / 800 * 0.6;
}
else if (num == 2) {
if (distance > 1200)
distance = 1200;
time = distance / 1200 * 1;
}
else if (num == 3) {
if (distance > 1200)
distance = 1200;
time = distance / 1200 * 1.5;
}
return time;
};
//获取两点之间距离 返回距离判断
GameManager.prototype.getDistance2 = function (x1, y1, x2, y2, num) {
var jg = false;
var dx = x2 - x1;
var dy = y2 - y1;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 160) {
if (num == true) {
if (distance < GameData_1.default._instance.LEVEL_INFO[this.level - 1].maxDistance)
jg = true;
else
jg = false;
}
else {
jg = true;
}
}
return jg;
};
//背景移动
GameManager.prototype.bgMove = function (type) {
var _this = this;
var random = Math.random() * 300 + 300;
var posX = Math.random() * 600 - 300;
var y1 = this.bg1.y - random * type;
var time1 = 0.7 * (random / 400);
cc.tween(this.ball)
.to(0.3, { scale: 1.3 })
.to(time1, { x: posX })
.start();
cc.tween(this.bg1)
.delay(0.3)
.to(time1, { y: y1 })
.start();
setTimeout(function () {
if (_this.over == false)
_this.startGame();
}, time1 * 1500);
};
//如果是倒计时 调用此方法
GameManager.prototype.updateCountDownTime = function () {
if (this.countTime > 0 && this.pause == false) {
this.countTime -= 1;
this.time.string = GameTool_1.GameTool.getTimeMargin(this.countTime);
if (this.countTime < 5) {
cc.tween(this.time.node)
.to(0.25, { scale: 1.5, color: cc.color(255, 0, 0) })
.to(0.25, { scale: 1, color: cc.color(255, 255, 255) })
.start();
var over = this.node.getChildByName("Over");
cc.tween(over)
.to(0.2, { opacity: 255 })
.delay(0.1)
.to(0.2, { opacity: 0 })
.start();
}
if (this.countTime <= 0) {
this.begin = false;
this.over = true;
this.unschedule(this.updateCountDownTime);
this.setLoss();
var time = 0;
if (this.clickCount > 0)
time = parseInt(GameData_1.default._instance.GM_INFO.mean_Time / this.clickCount + "");
GameData_1.default._instance.GM_INFO.mean_Time = parseInt(time / 100 + "");
GameData_1.default._instance.GM_INFO.mean_Time = GameData_1.default._instance.GM_INFO.mean_Time / 10;
if (time > 10000)
time = (Math.random() * 10 + 5) * 100;
this.gameOver(time);
}
}
};
//上传每次操作数据
GameManager.prototype.setData = function () {
GameTool_1.GameTool.setGameData();
};
//获取matchId 用于上传每次点击数据里面记录id方便查询
GameManager.prototype.getMatchId = function () {
var matchId = cc.sys.localStorage.getItem("matchId");
if (matchId == "undifend" || matchId == null) {
matchId = this.setMatchId();
}
else {
if (this.containsNanana(matchId) == true) {
matchId = this.setMatchId();
}
else {
var char = parseInt(matchId[10]);
if (this.round == 1) {
char += 1;
}
matchId = matchId.slice(0, 10) + char + "";
GameData_1.default._instance.GM_INFO.matchId = matchId;
cc.sys.localStorage.setItem("matchId", matchId);
}
}
return matchId;
};
//检测matchId 如果有缓存以前的nanana数据清除
GameManager.prototype.containsNanana = function (str) {
return /na/i.test(str);
};
//重新设置MatchId
GameManager.prototype.setMatchId = function () {
// 定义包含可用字符的字符集
var characters = 'abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789';
// 创建一个数组以保存随机字符
var uuidArray = [];
// 循环10次 生成10位的UUID
for (var i = 0; i < 10; i++) {
// 生成随机索引,范围是字符集的长度
var randomIndex = Math.floor(Math.random() * characters.length);
// 从字符集中获取随机字符
var randomChar = characters.charAt(randomIndex);
// 将字符添加到数组中
uuidArray.push(randomChar);
}
var data = uuidArray.join('') + 1 + "";
cc.sys.localStorage.setItem("matchNumber", 1);
cc.sys.localStorage.setItem("matchId", data);
GameData_1.default._instance.GM_INFO.matchId = data;
return data;
};
//上传排行榜数据
GameManager.prototype.gameOver = function (time) {
GameTool_1.GameTool.setRank(time);
this.node.getChildByName("GameOver").active = true;
this.node.getChildByName("GameOver").opacity = 0;
cc.tween(this.node.getChildByName("GameOver"))
.to(0.4, { opacity: 255 })
.delay(2)
.to(0.4, { opacity: 50 })
.call(function () {
cc.director.loadScene("OverScene");
})
.start();
};
//作弊,测试用
GameManager.prototype.showNumber = function () {
if (this.show == false)
this.show = true;
else if (this.show == true)
this.show = false;
for (var i = 0; i < this.ball_Array.length; i++) {
this.ball_Array[i].getComponent("Sun").showNumber(this.show);
}
};
GameManager.prototype.onEnable = function () {
Notification_1.Notifications.on("clickSun", this.clickSun, this);
};
GameManager.prototype.onDisable = function () {
Notification_1.Notifications.off("clickSun", this.clickSun);
};
GameManager.prototype.update = function (dt) {
};
__decorate([
property(cc.Node)
], GameManager.prototype, "ball", void 0);
__decorate([
property(cc.Prefab)
], GameManager.prototype, "qiu1", void 0);
__decorate([
property(cc.Prefab)
], GameManager.prototype, "qiu2", void 0);
__decorate([
property(cc.Prefab)
], GameManager.prototype, "qiu3", void 0);
__decorate([
property(cc.Prefab)
], GameManager.prototype, "linePrefab", void 0);
__decorate([
property(cc.Node)
], GameManager.prototype, "hit", void 0);
__decorate([
property(cc.Label)
], GameManager.prototype, "levelLabel", void 0);
GameManager = __decorate([
ccclass
], GameManager);
return GameManager;
}(cc.Component));
exports.default = GameManager;
cc._RF.pop();