Sun_moves/library/imports/dd/ddac3642-fbda-4742-bd05-b3d208870e1a.js
YZ\249929363 0563074283 修复BUG
2024-05-31 16:24:20 +08:00

247 lines
9.2 KiB
JavaScript

"use strict";
cc._RF.push(module, 'ddac3ZC+9pHQr0Fs9IIhw4a', 'GameTool');
// Script/tool/GameTool.ts
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
exports.GameTool = void 0;
var GameData_1 = require("../GameData");
//最大工具类
var GameTool = {
_startTime: 0,
_endTime: 0,
_totalTime: 0,
getSeedRandom: function (min, max) {
max = max || 1;
min = min || 0;
GameData_1.default._instance.GM_INFO.currSeed = (GameData_1.default._instance.GM_INFO.currSeed * 9301 + 49297) % 233280;
var rnd = GameData_1.default._instance.GM_INFO.currSeed / 233280.0;
var tmp = min + rnd * (max - min);
return Math.floor(tmp);
},
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
setFit: function (canvas) {
var 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;
},
getTip: function () {
var 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 () {
var endTime = new Date().getTime();
var 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);
GameData_1.default._instance.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 = Math.floor((this._endTime - this._startTime) / 1000);
GameData_1.default._instance.GM_INFO.remainingTime = GameData_1.default._instance.GM_INFO.totalTime - this._totalTime;
},
getGameInfo: function (node) {
var jg = false;
return jg;
},
//根据服务器数据重置所需要所有数据
reset: function () {
console.log("本地数据丢失,重新启动游戏");
cc.director.loadScene('LoadScene');
},
setGameInfo: function (pd) {
},
//输入秒,返回需要展示时间格式
getTimeMargin: function (second) {
var total = second;
var hour = Math.floor(total / (60 * 60)); //计算整数小时数
var afterHour = total - hour * 60 * 60; //取得算出小时数后剩余的秒数
var min = Math.floor(afterHour / 60); //计算整数分
var 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: function (second) {
var total = second;
var min = null;
var afterMin = null;
var hour = Math.floor(total / (60 * 60)); //计算整数小时数
var afterHour = total - hour * 60 * 60; //取得算出小时数后剩余的秒数
min = Math.floor(afterHour / 60); //计算整数分
if (min < 10)
min = "0" + min;
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) {
},
//将时间转换为59:23
getTime: function (time) {
var label = "";
var number_1 = null;
var number_2 = null;
number_1 = Math.floor(time / 60);
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 = Math.floor(number / Math.pow(count, 8) * 10) / 10 + "S";
else
number = Math.floor(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 = Math.floor(number / Math.pow(count, 7) * 10) / 10 + "s";
else
number = Math.floor(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 = Math.floor(number / Math.pow(count, 6) * 10) / 10 + "Q";
else
number = Math.floor(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 = Math.floor(number / Math.pow(count, 5) * 10) / 10 + "q";
else
number = Math.floor(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 = Math.floor(number / Math.pow(count, 4) * 10) / 10 + "t";
else
number = Math.floor(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 = Math.floor(number / Math.pow(count, 3) * 10) / 10 + "b";
else
number = Math.floor(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 = Math.floor(number / Math.pow(count, 2) * 10) / 10 + "m";
else
number = Math.floor(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 = Math.floor(number / Math.pow(count, 1) * 10) / 10 + "k";
}
else
number = Math.floor(number / Math.pow(count, 1)) + "k";
}
else {
number = Math.floor(number / Math.pow(count, 0)) + "";
}
// console.log("结果为"+type+"位数",number);
return number;
},
begainTiming: function () {
this._startTime = new Date().getTime();
},
endTiming2: function () {
var endTime = new Date().getTime();
this._endTime = endTime;
this._totalTime = endTime - this._startTime;
},
getScoreTime: function () {
var endTime = new Date().getTime();
var tempTime = endTime - this._startTime;
if (tempTime < 0 || tempTime > 500) {
tempTime = Math.round(cc.director.getAnimationInterval() * 1000);
}
GameData_1.default._instance.GM_INFO.currScore += tempTime;
this._startTime = endTime;
},
getFormatTime: function (time) {
var date = new Date();
date.setTime(time);
var ms = date.getMilliseconds();
// let msString = date.getMilliseconds();
var msString = null;
var secondString = null;
var minString = null;
msString = Math.floor(ms / 10) % 100;
secondString = date.getSeconds();
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 () {
},
};
exports.GameTool = GameTool;
cc._RF.pop();