大禹治水初次提交

This commit is contained in:
YZ\249929363 2024-07-10 18:35:07 +08:00
commit a526219e57
497 changed files with 258782 additions and 0 deletions

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assets/Scene.meta Normal file
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assets/Scene/GameScene.fire Normal file

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assets/Scene/LoadScene.fire Normal file

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assets/Scene/OverScene.fire Normal file

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assets/Script/Block.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;
export enum BlockType{
/*起点地块 */
Start = 0,
/*普通地块 */
Nomal = 1,
/*湿地 */
Nunja = 2,
/*山峰 */
Peak = 3,
/*息壤 */
Xi_Soil = 4,
/*息壤 */
Construct = 5,
/*终点地块 */
End = 5
}
@ccclass
export default class NewClass extends cc.Component {
// LIFE-CYCLE CALLBACKS:
block_type:number;
finishi:boolean
onLoad () {
this.finishi = false;
}
start () {
}
initData(type){
this.block_type = type;
if(type == cc.Enum(BlockType).Start){
this.node.color = cc.color(245,70,70);
}
else if(type == cc.Enum(BlockType).End){
this.node.color = cc.color(20,255,0);
}
}
// update (dt) {}
}

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{
"ver": "1.1.0",
"uuid": "c58de376-bb53-4664-bf27-270be7bb53d1",
"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
const {ccclass, property} = cc._decorator;
@ccclass
export default class NewClass extends cc.Component {
@property(cc.Node)
Map: cc.Node = null;
@property(cc.Prefab)
tip: cc.Prefab = null;
@property(cc.Prefab)
reinforce: cc.Prefab = null;
@property(cc.Prefab)
soil: cc.Prefab = null;
tipArray:any;
canTouch:boolean;
// LIFE-CYCLE CALLBACKS:
// onLoad () {}
start () {
this.tipArray = [];
this.canTouch = true;
}
setPosition(tip){
tip.setPosition(45,-35);
if(this.tipArray.length > 0){
let length = this.tipArray.length+1;
let posY = Math.ceil(length/5) - 1;
let posX = length - Math.floor(posY)*5 - 1;
tip.setPosition(45 + 65*posX,-35 -60*posY);
}
}
removeAllTip(){
if(!this.canTouch) return;
this.tipArray = [];
}
back_Click(){
if(!this.canTouch) return;
if(this.tipArray.length > 0){
let tip = this.tipArray[this.tipArray.length-1];
tip.active = false;
tip.removeFromParent(this.Map);
tip = null;
this.tipArray.pop();
}
}
btn_Click(target,data){
if(!this.canTouch) return;
let prefab = this.tip;
if(data == "reinforce" || data == "soil") prefab = this[data];
let tip = cc.instantiate(prefab);
if(data == "up") tip.angle = 180;
if(data == "left") tip.angle = -90;
if(data == "right") tip.angle = 90;
tip.parent = this.Map;
this.setPosition(tip);
this.tipArray.push(tip);
cc.fx.Notifications.emit(cc.fx.Message.control,data);
}
start_Click(){
if(!this.canTouch) return;
this.canTouch = false;
cc.fx.Notifications.emit(cc.fx.Message.startGame,null);
}
// update (dt) {}
}

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{
"ver": "1.1.0",
"uuid": "e35ab717-e554-40a0-8b4e-ea6805718c97",
"importer": "typescript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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

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{
"ver": "1.1.0",
"uuid": "5c9b8159-89a3-4b32-b303-b3d4f7ac1c9f",
"importer": "javascript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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// 主游戏控制类
const {ccclass, property} = cc._decorator;
@ccclass
export default class GameManager extends cc.Component {
@property(cc.Node)
Map: cc.Node = null;
@property(cc.Prefab)
Block: cc.Prefab = null;
countTime: number;
block_Array: any;
onLoad () {
}
start () {
this.fit();
this.init();
}
//初始化数据
init(){
this.initMap();
}
initMap(){
this.block_Array = [];
let map = cc.fx.GameConfig.LEVEL_INFO[0].map;
for(let i=0;i<map.length;i++){
for(let j=0; j<map[i].length;j++){
let block = cc.instantiate(this.Block);
block.parent= this.Map;
block.getComponent("Block").initData(map[i][j]);
block.setPosition(cc.v2(-block.width*1.5 + j*block.width,-block.height*1.5 + i*block.height));
this.block_Array.push(block);
}
}
}
setModel(){
let time = 0.3;
let block2 = this.node.getChildByName("Block1").getChildByName("icon").getComponent(cc.Sprite);
let block = this.node.getChildByName("Block2").getChildByName("icon").getComponent(cc.Sprite);
let head = this.node.getChildByName("Head");
let block3 = this.node.getChildByName("Block3").getChildByName("icon").getComponent(cc.Sprite);
let block4 = this.node.getChildByName("Block4").getChildByName("icon").getComponent(cc.Sprite);
cc.tween(head)
.to(time,{position:cc.v3(-48,48,0)})
.to(time,{rotation:-90})
.to(time,{position:cc.v3(-144,48,0)})
.to(time,{rotation:-180})
.start();
cc.tween(block)
.delay(time)
.to(time,{fillRange:0.25})
.start();
cc.tween(block2)
.to(time,{fillRange:1})
.start();
cc.tween(block3)
.delay(time*2)
.to(time,{fillRange:1})
.start();
cc.tween(block4)
.delay(time*3)
.to(time,{fillRange:0.25})
.start();
}
//根据是否全面屏,做独立适配方面
fit(){
var jg = this.setFit();
if(!jg){
}
}
//判断全面屏
getSetScreenResolutionFlag () {
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 () {
let flag = this.getSetScreenResolutionFlag();
if (flag) {
} else {
}
return flag;
}
//返回首页
backScene(){
cc.director.loadScene("LoadScene");
}
//下一关或者重新开始或者返回上一关根据level决定
reStart(type){
}
//获取时间戳
getTime(){
const timestamp = new Date().getTime();
return timestamp;
}
//获胜
passLevel(){
}
//失败
loseLevel(type){
//1: 1649
//2: 3646
//3: 5546
//4: 2600
//5: 694
}
//开始游戏
startGame(){
}
//如果是倒计时 调用此方法
updateCountDownTime () {
if (this.countTime > 0) {
this.countTime -= 1;
// this.time.string = cc.fx.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()
let 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.unschedule(this.updateCountDownTime);
var time = 0;
this.gameOver(time);
}
}
}
//上传每次操作数据
setData(){
cc.fx.GameTool.setGameData();
}
//上传排行榜数据
gameOver(time){
cc.fx.GameTool.setRank(time);
this.node.getChildByName("GameOver").active = true;
this.node.getChildByName("GameOver").opacity = 0;
cc.tween(this.node.getChildByName("GameOver"))
.to(0.4,{opacity:255})
.delay(2)
.to(0.4,{opacity:50})
.call(() =>{
cc.director.loadScene("OverScene");
})
.start()
}
clickSun(data){
}
onEnable () {
cc.fx.Notifications.on(cc.fx.Message.control, this.clickSun, this);
}
onDisable () {
cc.fx.Notifications.off(cc.fx.Message.control, this.clickSun);
}
update (dt) {
}
}

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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": {}
}

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assets/Script/GameOver.ts Normal file
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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;
// onLoad () {}
start () {
this.count.string = cc.fx.GameConfig.GM_INFO.total + "";
if(cc.fx.GameConfig.GM_INFO.mean_Time > 10){
cc.fx.GameConfig.GM_INFO.mean_Time = (parseInt(Math.random()*10+"")+5)/10
}
this.time.string = cc.fx.GameConfig.GM_INFO.mean_Time + "s";
this.init();
}
//初始化数据
init(){
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.getRank();
}
//打开排行榜
openRank(){
cc.director.loadScene("RankScene");
}
//重新开始玩
again(){
cc.director.loadScene("GameScene");
}
//获取排行榜
getRank(){
//获取排行榜数据 所需数据量
let dataFile = {
length:5
}
cc.fx.GameTool.getRank(dataFile,data =>this.getRankData(data));
}
//设置排行信息
getRankData(data){
if(data){
cc.fx.GameTool.getRankData(data,this,4);
cc.fx.GameTool.setPic(this.selfNode.getChildByName("pic").getChildByName("icon"),this.selfData.pic);
for(let i=0;i<=4;i++){
this.setRank(i,this.listData[i]);
}
}
}
//根据内容填充排行榜
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;
cc.fx.GameTool.subName(data.nickName,4);
hitNode.getChildByName("name").getComponent(cc.Label).string = data.nickName;
hitNode.getChildByName("total").getComponent(cc.Label).string = data.totalSunCount;
cc.fx.GameTool.setPic(hitNode.getChildByName("pic").getChildByName("icon"),data.pic);
}
}
}

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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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// cc.Class({
// extends: cc.Component,
// properties: {
// localTest: {
// default: false,
// tooltip: '本地测试时勾选避免tz_url和Configure报错提交前勾掉'
// },
// clientTest: {
// default: false,
// tooltip: '客户端测试时勾选,展示版本标记方便测试区分,上线前勾掉'
// },
// clientTestVersion: {
// default: '',
// tooltip: '版本标记'
// },
// testVersion: cc.Label,
// score: cc.Label,
// double_hit: cc.Node,
// add: cc.Node,
// add2: cc.Node,
// double_title: cc.Node,
// count_time: cc.Node,
// beginNode: cc.Node,
// ball_nomal: [cc.SpriteFrame],
// bg_nomal: [cc.SpriteFrame],
// ball_light: [cc.SpriteFrame],
// kuang_Frame: [cc.SpriteFrame],
// daojishi: cc.Label,
// pause_anniu: cc.Sprite,
// mask: cc.Node,
// flashUI: {
// default: null,
// type: cc.SpriteAtlas
// },
// },
// onLoad() {
// },
// update(dt) {
// },
// });

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{
"ver": "1.1.0",
"uuid": "e8b23e56-8d10-44ad-a8f0-2e637cc45533",
"importer": "javascript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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const {ccclass, property, requireComponent} = cc._decorator;
@ccclass
export default class NewClass extends cc.Component {
@property(false)
localTest: boolean = false;
@property("")
clientTestVersion: string = "1.0.0";
@property(cc.Label)
testVersion: cc.Label = null;
start () {
window.initMgr();
cc.fx.GameConfig.init(this.localTest);
cc.fx.AudioManager.Instance.init();
this.testVersion.string = this.clientTestVersion;
}
//开始游戏,跳转至引导页面
startGame(){
cc.director.loadScene("GameScene");
// cc.director.loadScene("GuideScene");
}
//备用,用来测试跳转 指定关卡
clickBtn(event,data){
cc.fx.GameConfig.GM_INFO.custom = parseInt(data);
cc.director.loadScene("GameScene");
}
//打开排行榜
openRank(){
cc.director.loadScene("RankScene");
}
protected update(dt: number): void {
}
}

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{
"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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// 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 NewClass extends cc.Component {
// LIFE-CYCLE CALLBACKS:
horizontal:number; //横向
vertical:number; //纵向
passTime:number;
nowPos:cc.Vec2;
onLoad () {
}
start () {
this.initMap();
}
initMap(){
this.setMapInfo();
}
//根据关卡设置地图大小
setMapInfo(){
switch(cc.fx.GameConfig.custom){
case 0:
this.vertical = 4;
this.horizontal = 4;
this.passTime = 0.3;
break;
case 1:
this.vertical = 5;
this.horizontal = 5;
this.passTime = 0.25;
break;
case 2:
this.vertical = 5;
this.horizontal = 5;
this.passTime = 0.2;
break;
case 3:
this.vertical = 5;
this.horizontal = 5;
this.passTime = 0.18;
break;
case 4:
this.vertical = 6;
this.horizontal = 6;
this.passTime = 0.16;
break;
case 5:
this.vertical = 6;
this.horizontal = 7;
this.passTime = 0.14;
break;
case 6:
this.vertical = 6;
this.horizontal = 8;
this.passTime = 0.12;
break;
case 7:
this.vertical = 6;
this.horizontal = 9;
this.passTime = 0.1;
break;
}
}
// update (dt) {}
}

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assets/Script/Map.ts.meta Normal file
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{
"ver": "1.1.0",
"uuid": "2234ab2c-a7b4-48be-90e0-ae7aa58e9d91",
"importer": "typescript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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import List from "./module/RankList/List";
const { ccclass, property } = cc._decorator;
//排行榜
@ccclass
export default class RankManager extends cc.Component {
@property(cc.Node) //用户上方头像
Player: cc.Node = null;
@property(cc.Node) //用户最下方个人信息
selfNode: cc.Node = null;
@property(cc.Sprite) //用户头像换图
phone: cc.Sprite = null;
private rankList: List; //排行榜
tween: cc.Tween<cc.Node>; //最上方用户头像动画
listData: any; //总列表信息
selfData: any; //自己信息
rankNumber: number; //用户自己排名 有可能不在排行榜内99+
rankTotal: number; //获取排行榜用户数量 现在为100
onLoad() {
this.init();
}
//初始化数据
init(){
this.rankList = cc.find("ScrollView", this.node).getComponent(List);
this.Player.getChildByName("rank").active = false;
this.listData = [];
this.selfData = null;
this.rankNumber = 100;
this.rankTotal= 100;
this.selfNode.opacity = 0;
}
start() {
this.Player.active = false;
this.getRank();
}
//调用获取排行榜接口
getRank(){
let dataFile = {
length:100
}
cc.fx.GameTool.getRank(dataFile,data =>this.getRankData(data));
}
//实际设置排行数据
getRankData(data){
if(data){
// console.log(data);
cc.fx.GameTool.getRankData(data,this,6);
this.setPic(this.selfData.pic);
}
}
//返回按钮
backClick(){
cc.director.loadScene("LoadScene");
}
//最上方用户动画
playerAction(){
//-254 377 210 453
this.Player.getChildByName("rank").active = false;
let time = 1;
this.tween = cc.tween(this.Player)
.to(2,{position:cc.v3(210,453,0)})
.call(() =>{
this.Player.getChildByName("rank").active = true;
this.Player.getChildByName("rank").getChildByName("number")
.getComponent(cc.Label).string = parseInt(time*100 + "") + "%";
})
.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
var matchId = cc.sys.localStorage.getItem("matchNumber");
if(matchId == null || matchId == undefined){
time = 0;
}
}
}
setTimeout(() => {
if(this.tween)this.tween.stop();
this.Player.getChildByName("rank").active = true;
this.Player.getChildByName("rank").getChildByName("number")
.getComponent(cc.Label).string = parseInt(time*100 + "") + "%";
}, time*2000);
}
//设置头像 处理的逻辑比较多,不用公共类的了
public setPic(pic){
this.phone.node.parent.getChildByName("icon").active = false;
this.phone.node.active = false;
this.Player.active = true;
this.Player.opacity = 0;
this.Player.getChildByName("mask").getChildByName("icon").active = false;
this.Player.getChildByName("mask").getChildByName("phone").active = false;
fetch(pic)
.then(response => {
return response.headers.get('Content-Length');
})
.then(errNo => {
if(errNo == "5093"){
this.phone.node.parent.getChildByName("icon").active = true;
this.Player.getChildByName("mask").getChildByName("icon").active = true;
}
})
.catch(error => {
console.error('Error fetching X-Info:', error);
});
var self = this;
cc.assetManager.loadRemote(pic, {ext:'.png'},(err, texture:cc.Texture2D) => {
self.Player.opacity = 255;
if(texture){
self.phone.node.active = true;
self.phone.spriteFrame = new cc.SpriteFrame(texture);
self.Player.getChildByName("mask").getChildByName("icon").active = false;
self.Player.getChildByName("mask").getChildByName("phone").active = true;
self.Player.getChildByName("mask").getChildByName("phone").getComponent(cc.Sprite)
.spriteFrame = new cc.SpriteFrame(texture);
setTimeout(() => {
self.playerAction();
}, 500);
}
else{
self.Player.getChildByName("mask").getChildByName("icon").active = true;
setTimeout(() => {
self.playerAction();
}, 500);
}
})
}
}

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{
"ver": "1.1.0",
"uuid": "e74a9f7d-2031-4e69-bcb2-9998174088b2",
"importer": "typescript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

13
assets/Script/module.meta Normal file
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{
"ver": "1.1.3",
"uuid": "eaa8b84d-69d0-4170-9f7d-8179ea948cde",
"importer": "folder",
"isBundle": false,
"bundleName": "",
"priority": 1,
"compressionType": {},
"optimizeHotUpdate": {},
"inlineSpriteFrames": {},
"isRemoteBundle": {},
"subMetas": {}
}

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{
"ver": "1.1.3",
"uuid": "8848cd9b-8115-456d-a656-2abcda1dadbe",
"importer": "folder",
"isBundle": false,
"bundleName": "",
"priority": 1,
"compressionType": {},
"optimizeHotUpdate": {},
"inlineSpriteFrames": {},
"isRemoteBundle": {},
"subMetas": {}
}

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const { ccclass, property } = cc._decorator;
@ccclass('GameConfig')
export class GameConfig {
//所有控制信息都通过GameAppStart内控制
private static _instance : GameConfig = null;
//用于盛放埋点数据上传,每次上传后清空
static GM_INFO: {
// isEnd: false,
mean_Time: number; //平均放箭速度
total: number; //总共对的个数
currSeed: number; //用于随机数种子
gameId: string; //游戏ID
userId: number; //用户ID
guide: boolean; //是否有引导
url: string; //访问域名
success: boolean; //用户游戏成功与否
matchId: any; //用于埋点上传的ID
custom: number; //用于测试跳关卡
};
static CLICK_DATA: {
type: number; //上传数据类型
success: boolean; //此局游戏胜负
round: number; //回合数
totalSunCount: number; //太阳总数
movedSunCount: number; //可移动太阳个数
sunSpeed: number; //太阳移动速度
overlapSunCount: number; //重叠太阳个数
colorList: any[]; //太阳颜色数组
duration: number; //每次点击的反应时间
difficultyLevel: number; //此次难度
sunList: any[]; //太阳数组,用于存放太阳类型 0:普通 1:移动 2:重叠
stepTimeList: any[]; //每次点击间隔
remainder: number; //游戏剩余时间
};
static GAME_DATA: any[];
static LEVEL_INFO: {
map: number[][]; //地图
opacity: number; //提示透明度
moveSpeed: number;//洪水移动速度
}[];
static get Instance()
{
if (this._instance == null)
{
this._instance = new GameConfig();
}
return this._instance;
}
static init(Authentication){
this.GM_INFO_init();
this.CLICK_init();
this.LEVEL_INFO_init();
// cc.resources.load('Json/GM_INFO', (err: any, res: cc.JsonAsset) => {
// if (err) {
// this.GM_INFO_init();
// if(!Authentication) this.Authentication();
// return;
// }
// let jsonData: object = res.json!;
// this.GM_INFO = jsonData["data"];
// if(!Authentication) this.Authentication();
// })
// cc.resources.load('Json/CLICK_DATA', (err: any, res: cc.JsonAsset) => {
// if (err) {
// this.CLICK_init();
// return;
// }
// let jsonData: object = res.json!;
// this.CLICK_DATA = jsonData["data"];
// })
// cc.resources.load('Json/LEVEL_INFO', (err: any, res: cc.JsonAsset) => {
// if (err) {
// this.LEVEL_INFO_init();
// return;
// }
// let jsonData: object = res.json!;
// this.LEVEL_INFO = jsonData["data"];
// })
//GAME_DATA 废弃了,暂时不删除以防后面修改回 一整局传一次
this.GAME_DATA = [
]
}
//数据备用
static GM_INFO_init() {
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', //游戏ID
userId: 0, //用户ID
guide: true, //是否有引导
url: "http://api.sparkus.cn",//访问域名
success: false, //用户游戏成功与否
matchId: null, //用于埋点上传的ID
custom: 0 //用于测试跳关卡
};
}
static CLICK_init() {
this.CLICK_DATA =
{
type: 1, //上传数据类型
success: false, //此局游戏胜负
round: 0, //回合数
totalSunCount: 0, //太阳总数
movedSunCount: 0, //可移动太阳个数
sunSpeed: 0, //太阳移动速度
overlapSunCount: 0, //重叠太阳个数
colorList: [], //太阳颜色数组
duration: 0, //每次点击的反应时间
difficultyLevel: 0, //此次难度
sunList: [], //太阳数组,用于存放太阳类型 0:普通 1:移动 2:重叠
stepTimeList: [], //每次点击间隔
remainder: 120 //游戏剩余时间
}
}
static LEVEL_INFO_init() {
this.LEVEL_INFO = [
{ //地图
map: [
[
1,0,1,1
],
[
1,1,1,1
],
[
1,1,1,1
],
[
1,1,1,5
]
], //太阳总数
opacity: 0.9, //提示透明度
moveSpeed: 0.3, //洪水移动速度
}
]
}
static Authentication(){
cc.fx.GameTool.Authentication();
}
}

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{
"ver": "1.1.0",
"uuid": "c5692be7-8703-45e4-9f67-23b54d290356",
"importer": "typescript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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{
"ver": "1.1.3",
"uuid": "13a0b173-d59e-4a9d-b5e3-4dbe4dc37cc1",
"importer": "folder",
"isBundle": false,
"bundleName": "",
"priority": 1,
"compressionType": {},
"optimizeHotUpdate": {},
"inlineSpriteFrames": {},
"isRemoteBundle": {},
"subMetas": {}
}

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const {ccclass, property} = cc._decorator;
import CryptoJS = require('./crypto-js.min.js'); //引用AES源码js
const BASE_URL = "http://api.sparkus.cn";
//只负责网络接口 次类只负责和后端交互,不负责处理数据 数据处理在GameTool
@ccclass
export default class HttpUtil extends cc.Component {
//排行榜
static async rankData(type,callback,data): Promise<any> {
const time = Math.floor((new Date().getTime()) / 1000)
const url = apiSign(`/api/get/rank/data?gameId=${config.gameId}&dataType=${type}&time=${time}`, data)
this.post(url,data,callback);
}
static async uploadUserLogData(data,callback): Promise<any> {
const url = '/log/collect/data';
this.post(url,data,callback);
}
//暂时用不到
static async getUserRecord(data,callback): Promise<any> {
const time = Math.floor((new Date().getTime()) / 1000)
const url = apiSign(`/api/get/user/data?gameId=${config.gameId}&time=${time}`, data)
this.post(url,data,callback);
}
static async post(url, data, callback) {
const response = await this.fetchData(url, data, 'POST');
callback && callback(response);
}
static async get(url, callback) {
const response = await this.fetchData(url, null, 'GET');
callback && callback(response);
}
static async fetchData(url, data, method) {
const fullUrl = `${BASE_URL}${url}`;
const headers = { 'Content-Type': 'application/json' };
const options = {
method,
headers,
body: data ? JSON.stringify(data) : null,
};
try {
const response = await fetch(fullUrl, options);
if (!response.ok) {
throw new Error(`HTTP error! status: ${response.status}`);
}
return await response.json();
} catch (error) {
console.error('Fetch error:', error);
return null;
}
}
}
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}`
}

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{
"ver": "1.1.0",
"uuid": "771a3d9a-4013-4654-a777-fbaea0c93280",
"importer": "typescript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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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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{
"ver": "1.1.3",
"uuid": "b4e113c6-a987-4133-bfa0-3355d8ab4bd1",
"importer": "folder",
"isBundle": false,
"bundleName": "",
"priority": 1,
"compressionType": {},
"optimizeHotUpdate": {},
"inlineSpriteFrames": {},
"isRemoteBundle": {},
"subMetas": {}
}

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import { GameConfig } from "../Config/GameConfig";
import HttpUtil from "../Crypto/HttpUtil";
import { AudioManager } from "../Music/AudioManager";
import { Notifications } from "../Notification/Notification";
import { StorageMessage } from "../Storage/Storage";
import { GameTool } from "../Tool/GameTool";
window.initMgr = function() {
if(cc.fx)
{
return;
}
cc.fx = {};
console.log("初始化");
//基础状态信息
cc.fx.StateInfo = {
debugMode: true,
networkConnected: true, //网络状态
networkType: 'none', //网络类型
isOnForeground: true //当前是否是在前台
};
cc.fx.Message = {
control: "操作控制",
mapDsetory: "2",
mapCreate: "3",
startGame: "4"
}
//应用系统信息
//配置文件
cc.fx.GameConfig = GameConfig;
cc.fx.HttpUtil = HttpUtil;
cc.fx.GameTool = GameTool;
cc.fx.AudioManager = AudioManager;
cc.fx.Notifications = Notifications;
cc.fx.StorageMessage = StorageMessage;
cc.fx.ShareInfo = {
queryId : -1 //分享id
};
/*
*
*/
cc.fx.BurialShareType = {
Default : "default", //默认分享类型,分享到群
Invite : "invite", // 邀请好友
DailyInviteRoomJoin:'invite_join_room', //邀请好友加入
DailyInviteFriend : 'invite_friend', // 日常邀请好友
DailyInviteGroup : 'invate_group', // 日常分享群
DailyInviteGroupAlive: 'invate_alive', //日常分享群复活
DailyInviteGroupReward: 'invate_rewared',//分享奖励翻倍
DailyInviteGroupBox: 'invate_box', //宝箱分享奖励
DailyInviteGroupBall: 'invate_ball', //分享领取球球
MatchResult : 'matchResult', // 比赛结算分享
MatchFix5: 'MatchFix5', // 5元红包赛
MatchFix20: 'MatchFix20', // 20元红包赛
MatchFix100: 'MatchFix100', // 100元红包赛
MatchFix500: 'MatchFix500', // 500元红包赛
NewerRedEnvelope: 'newerRedEnvelope', // 新手红包
CoinRoomResult: 'coinRoomResult', // 金币桌结算
HighRate : "highRate",//高倍分享
CoinRoomWinStreak: 'coinRoomWinStreak', // 连胜
CoinRoomBankruptcy1: 'coinRoomBankruptcy1', // 金币桌破产
CoinRoomBankruptcy2: 'coinRoomBankruptcy2', // 金币桌破产
CoinRoomBankruptcy3: 'coinRoomBankruptcy3', // 金币桌破产
};
/*
* group frined all
*/
cc.fx.ShareWhereReward = {
Group :"group", //微信群
Friend : "friend",//好友
All : "all", //不区分
};
//暂时不用
cc.fx.clickStatEventType = {
clickStatEventTypeVideoAD : 20173201,//视频播放完成
clickStatEventTypeClickAdVideo : 20173202,//视频播放为完成
clickStatEventTypeBannerAD : 20173203,//banner播放为完成
clickStatEventTypeUserFrom : 99990001,//用户来源
clickStatEventTypeShare : 99990002,//用户分享
clickStatEventTypeClickAdBtn : 99990007,//点击分流icon
clickStatEventTypeBannerAD2 : 67890033, // banner广告干预
clickStatEventTypeSubmitVersionInfo : 9999, //上报微信版本及基础库信息
clickStatEventTypeClickFirstAd : 99990003, //分流icon显示
clickStatEventTypeClickSecondAd : 99990004, //玩家点击分流按钮
clickStatEventTypeWxLoginStart : 10001,//微信登录开始
clickStatEventTypeWxLoginSuccess : 10002,//微信登录成功
clickStatEventTypeWxLoginFailed : 10003,//微信登录失败
clickStatEventTypeAuthorizationStart : 10003,//授权开始
clickStatEventTypeAuthorizationSuccess : 10004,//授权成功
clickStatEventTypeAuthorizationFailed : 10005,//授权失败
clickStatEventTypeLoginSDKStart : 10007,//登录SDK开始
clickStatEventTypeLoginSDKSuccess : 10008,//登录SDK成功
clickStatEventTypeLoginSDKFailed : 10009,//登录SDK时失败
clickStatEventTypeTCP_Start : 10009,//TCP连接开始
clickStatEventTypeTCP_Success : 10010,//TCP连接成功
clickStatEventTypeTCP_Failed : 10011,//TCP连接失败
};
};

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{
"ver": "1.1.0",
"uuid": "61d4c718-db3b-4b31-8221-f16bea3cf030",
"importer": "typescript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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{
"ver": "1.1.3",
"uuid": "0487cacb-b94a-4ab6-a301-b6402ab0ac5d",
"importer": "folder",
"isBundle": false,
"bundleName": "",
"priority": 1,
"compressionType": {},
"optimizeHotUpdate": {},
"inlineSpriteFrames": {},
"isRemoteBundle": {},
"subMetas": {}
}

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const { ccclass, property } = cc._decorator;
@ccclass('AudioManager')
export class AudioManager {
private static _instance : AudioManager = null;
//背景音乐
@property(cc.AudioClip)
audioGameBgm0: cc.AudioClip = null;
//跳跃
@property(cc.AudioClip)
audioButtonClick: cc.AudioClip = null;
//落地上
@property(cc.AudioClip)
audioWarning: cc.AudioClip = null;
//碰撞
@property(cc.AudioClip)
audioWin: cc.AudioClip = null;
//落方块上
mAudioMap: {};
bgMusicVolume: number;
effectMusicVolume: number;
mMusicSwitch: number;
mEffectSwitch: number;
brickSound: any;
reward: boolean;
finish: boolean;
rewardCount: number;
mMusicKey: any;
static playWarning() {
throw new Error('Method not implemented.');
}
ctor () {
this.mAudioMap = {};
/**
*
* @type {number}
*/
this.bgMusicVolume = 0.1;
this.effectMusicVolume = 1;
this.mMusicSwitch = 1;
this.mEffectSwitch = 1;
}
play (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;
}
volume = 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 {
return audioSource;
}
}
save () {
// 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);
}
static get Instance()
{
if (this._instance == null)
{
this._instance = new AudioManager();
}
return this._instance;
}
public init() {
this.reward = false;
this.finish = false;
this.rewardCount = 0;
this.ctor();
this.preload();
}
preload () {
if (!(cc.sys.platform === cc.sys.WECHAT_GAME)) { return; }
var musics = [
this.audioGameBgm0,
];
musics.forEach(function(path) {
})
}
getAudioMusicSwitch()
{
return this.mMusicSwitch;
}
getAudioEffectSwitch()
{
return this.mEffectSwitch;
}
trunAudioSound(on)
{
this.switchMusic(on);
this.switchEffect(on)
}
switchMusic (on) {
if (this.mMusicSwitch != (on?1:0))
{
this.mMusicSwitch = 1-this.mMusicSwitch;
// this.save();
}
if(on)
{
this.playMusicGame();
}
else
{
this.stopMusic();
}
}
switchEffect (on) {
if (this.mEffectSwitch != (on?1:0)){
this.mEffectSwitch = 1-this.mEffectSwitch;
// this.save();
}
}
onHide () {
cc.audioEngine.pauseAll();
}
onShow () {
cc.audioEngine.resumeAll();
}
playMusic (key, callback, loop) {
loop = typeof loop == 'undefined' || loop ? true : false;
this.stopMusic();
this.mMusicKey = this.play(key, loop, callback, true);
}
/**
*
*/
playMusicGame () {
this.playMusic(this.audioGameBgm0,{},true);
}
/**
*
*/
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
playWin () {
return this.play(this.audioWin, false,null,this.mEffectSwitch);
}
//激光音效
playWarning()
{
return this.play(this.audioWarning, false,null,this.mEffectSwitch);
}
/*
*
*
*/
playGameStart()
{
}
/*
*
*/
playGameOver()
{
}
/*
*
*/
playGameResultFailed()
{
}
/*
*
*/
playGameResultSuccess()
{
}
/**
*
*/
/**
*
*/
playAudioButton () {
return this.play(this.audioButtonClick, false,null,this.mEffectSwitch);
}
};
// export { AudioManager };

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{
"ver": "1.1.0",
"uuid": "58403fe7-d7a2-426b-9b19-84d3236731a8",
"importer": "typescript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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@ -0,0 +1,13 @@
{
"ver": "1.1.3",
"uuid": "ff6560d9-676d-42ad-8ec7-e44acb84ad9e",
"importer": "folder",
"isBundle": false,
"bundleName": "",
"priority": 1,
"compressionType": {},
"optimizeHotUpdate": {},
"inlineSpriteFrames": {},
"isRemoteBundle": {},
"subMetas": {}
}

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//全局通知
var Notifications = {
_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 { Notifications };

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{
"ver": "1.1.0",
"uuid": "55403563-1a5a-4f2f-9eb8-82c762641837",
"importer": "typescript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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@ -0,0 +1,13 @@
{
"ver": "1.1.3",
"uuid": "d3520299-33dc-43d2-b522-d424efb5575d",
"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(){
cc.fx.GameTool.subName(this.data.name,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:'.png'},(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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{
"ver": "1.1.0",
"uuid": "ca0f9934-a015-436e-9402-f8e30d4c5de6",
"importer": "typescript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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@ -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;
}
}

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{
"ver": "1.1.0",
"uuid": "d54211e0-2d28-4528-88e3-e5fd7c9b59a2",
"importer": "typescript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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{
"ver": "1.1.3",
"uuid": "2af8f2ef-b8a0-43ad-a144-ef4a887f2fa9",
"importer": "folder",
"isBundle": false,
"bundleName": "",
"priority": 1,
"compressionType": {},
"optimizeHotUpdate": {},
"inlineSpriteFrames": {},
"isRemoteBundle": {},
"subMetas": {}
}

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//缓存浏览器数据
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)
},
removeStorage : function(key){
//主动删除消息接口
if(cc.sys.localStorage.getItem(key)){
cc.sys.localStorage.removeItem(key)
}
},
};
export { StorageMessage };

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{
"ver": "1.1.0",
"uuid": "10029dfc-5454-4977-bd11-8809e8f48cac",
"importer": "typescript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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{
"ver": "1.1.3",
"uuid": "2a81f82d-8d16-44af-b947-44eea4dde54f",
"importer": "folder",
"isBundle": false,
"bundleName": "",
"priority": 1,
"compressionType": {},
"optimizeHotUpdate": {},
"inlineSpriteFrames": {},
"isRemoteBundle": {},
"subMetas": {}
}

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//最大工具类 各种公共方法,以及处理上传,获取后端接口数据
var GameTool = {
_startTime: 0,
_endTime: 0,
_totalTime: 0,
//获取userId
Authentication(){
let name = "user_" + cc.fx.GameConfig.GM_INFO.gameId;
var data = JSON.parse(localStorage.getItem(name));
if(data == "undifend" || data==null || data == ""){
let url = "http://api.sparkus.cn/api/user/auth/login?domain=hui32579WdYPsgYq&callback="+location.href;
window.location.href = url;
}
else{
cc.fx.StorageMessage.setStorage(name,data);
cc.fx.GameConfig.GM_INFO.userId = parseInt(data.userId);
}
},
//埋点上传
setGameData(){
//GAME_DATA 初始化 每次清零
cc.fx.GameConfig.GAME_DATA = [];
cc.fx.GameConfig.GAME_DATA.push(cc.fx.GameConfig.CLICK_DATA);
cc.fx.GameConfig.CLICK_init();
let data = cc.fx.GameConfig.GAME_DATA;
let matchId = this.getMatchId();
let postData = {
"gameId":cc.fx.GameConfig.GM_INFO.gameId,
"userId":cc.fx.GameConfig.GM_INFO.userId,
"matchId":matchId,
"data": data
};
// console.log("上传数据:")
cc.fx.HttpUtil.uploadUserLogData(postData,function(){})
},
//上传排行榜 type为1
setRank(data){
//GAME_DATA 初始化 每次清零
let postData = {
"gameId":cc.fx.GameConfig.GM_INFO.gameId,
"userId":cc.fx.GameConfig.GM_INFO.userId,
"type":1,
"reactionTime": data,
"totalSunCount": cc.fx.GameConfig.GM_INFO.total,
"success": cc.fx.GameConfig.GM_INFO.success
};
cc.fx.HttpUtil.rankData(1,function(){},postData);
},
//获取排行榜 type为2
getRank(data,callback){
let rankLength = data.length;
let postData = {
"gameId":cc.fx.GameConfig.GM_INFO.gameId,
"userId":cc.fx.GameConfig.GM_INFO.userId,
"page":1,
"pageSize":rankLength
};
//回调进getRankData
cc.fx.HttpUtil.rankData(2,data =>{callback(data)},postData);
},
//获取matchId 用于上传每次点击数据里面记录id方便查询
getMatchId (){
let matchId = cc.sys.localStorage.getItem("matchId");
if(matchId == "undifend" || matchId==null){
matchId = this.setMatchId();
}
else{
if(this.containsNanana(matchId) == true){
matchId = this.setMatchId();
}
else{
let char = parseInt(matchId[10]);
if(this.level == 1){
char += 1;
}
matchId = matchId.slice(0, 10) + char + "";
cc.fx.GameConfig.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
containsNanana(str) {
return /na/i.test(str);
},
//重新设置MatchId
setMatchId (){
// 定义包含可用字符的字符集
const characters = 'abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789';
// 创建一个数组以保存随机字符
const uuidArray = [];
// 循环10次 生成10位的UUID
for (let i = 0; i < 10; i++) {
// 生成随机索引,范围是字符集的长度
const randomIndex = Math.floor(Math.random() * characters.length);
// 从字符集中获取随机字符
const randomChar = characters.charAt(randomIndex);
// 将字符添加到数组中
uuidArray.push(randomChar);
}
let data = uuidArray.join('') + 1 + "";
cc.sys.localStorage.setItem("matchNumber",1);
cc.sys.localStorage.setItem("matchId",data);
cc.fx.GameConfig.GM_INFO.matchId = data;
return data;
},
//截取名字
subName(name,length){
if(name.length > length){
name = name.substring(0,length) + "..."
}
return name;
},
//设置头像
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)
}
})
},
//第一个参数把目标带进来处理,第二个参数为名字长度,不同场景不同需求
//名字4短小排行名字6长大排行
getRankData(data,target,nameLength){
target.listData = data.data.list;
target.selfData = data.data.info;
let rankData = [];
let self = false;
cc.fx.GameTool.setPic(target.selfNode.getChildByName("pic").getChildByName("icon"),target.selfData.pic);
for(let i=0;i<=target.listData.length-1;i++){
rankData.push({rank:(i+1), name:target.listData[i].nickName, total:target.listData[i].totalSunCount, pic:target.listData[i].pic});
if(cc.fx.GameConfig.GM_INFO.userId == target.listData[i].userId){
self = true;
target.rankNumber = i;
target.selfNode.getChildByName("rankLab").getComponent(cc.Label).string =(i+1) + "";
}
if(i == (target.listData.length-1) && self == false){
target.rankNumber = i;
target.selfNode.getChildByName("rankLab").getComponent(cc.Label).string = "99+";
}
}
cc.fx.GameTool.subName(target.selfData.nickName,nameLength);
target.selfNode.getChildByName("nameLab").getComponent(cc.Label).string = target.selfData.nickName;
target.selfNode.getChildByName("totalLab").getComponent(cc.Label).string = target.selfData.totalSunCount;
switch(target.selfNode.getChildByName("rankLab").getComponent(cc.Label).string){
case "1":
target.selfNode.getChildByName("rank").getChildByName("one").active = true;
break;
case "2":
target.selfNode.getChildByName("rank").getChildByName("two").active = true;
break;
case "3":
target.selfNode.getChildByName("rank").getChildByName("three").active = true;
break;
}
// 大排行
if(nameLength == 6){
target.rankList.setData(rankData);
target.selfNode.opacity = 255;
if(target.selfData.totalSunCount == 0) target.selfNode.opacity = 0;
}
},
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 = cc.fx.GameTool.getSetScreenResolutionFlag();
if (flag) {
// console.log("不是全面屏");
} else {
// console.log("是全面屏");
}
return flag;
},
//获取游戏信息
getGameInfo: function(node){
var jg = false;
return jg;
},
//设置游戏信息
setGameInfo: function(pd){
},
//输入秒,返回需要展示时间格式
getTimeMargin:(second) => {
let total = 0;
total = second;
let hour = 0;
hour = parseInt((total / 3600) + "");//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 m = "" + min;
if(min < 10) m = "0"+min;
let afterMin = total - hour * 60 * 60 - min * 60;//取得算出分后剩余的秒数
let miao = afterMin + "";
if(afterMin < 10) miao = "0" + afterMin;
return m + ':' + miao
},
//获取时间戳
getTime(){
const timestamp = new Date().getTime();
return timestamp;
},
pushLister:function () {
},
removeAllLister:function () {
},
};
export { GameTool };

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"uuid": "43bfc27a-ff6e-45b3-87c7-504d0f781397",
"importer": "typescript",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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// Learn cc.Class:
// - https://docs.cocos.com/creator/manual/en/scripting/class.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
cc.Class({
extends: cc.Component,
properties: {
tiledMapAfter: cc.TiledMap,
tiledMapOrigin: cc.TiledMap,
},
start () {
window.game = this;
var isAfter = true;
// var isAfter = false;
if (isAfter) {
this.tiledMapOrigin.node.active = false;
} else {
this.tiledMapAfter.node.active = false;
}
this.addTimeLog();
},
addTimeLog () {
let renderCount = 1;
cc.director.on(cc.Director.EVENT_BEFORE_DRAW, ()=>{
if (renderCount < 200) {
console.time("render");
}
});
cc.director.on(cc.Director.EVENT_AFTER_DRAW, ()=>{
if (renderCount++ < 200) {
console.timeEnd("render");
}
});
// cc.director.on(cc.Director.EVENT_BEFORE_UPDATE, ()=>{
// if (renderCount < 200) {
// console.time("logic");
// }
// });
// cc.director.on(cc.Director.EVENT_AFTER_UPDATE, ()=>{
// if (renderCount++ < 200) {
// console.timeEnd("logic");
// }
// });
},
});

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"loadPluginInNative": true,
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/*
* This script is automatically generated by Cocos Creator and is only used for projects compatible with the v2.1.0 2.2.1 version.
* You do not need to manually add this script in any other project.
* If you don't use cc.Toggle in your project, you can delete this script directly.
* If your project is hosted in VCS such as git, submit this script together.
*
* 此脚本由 Cocos Creator 自动生成仅用于兼容 v2.1.0 ~ 2.2.1 版本的工程
* 你无需在任何其它项目中手动添加此脚本
* 如果你的项目中没用到 Toggle可直接删除该脚本
* 如果你的项目有托管于 git 等版本库请将此脚本一并上传
*/
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@ -0,0 +1,6 @@
{
"ver": "1.0.2",
"uuid": "2cddbdcb-5dba-4b13-960c-9ebe6d17a7db",
"importer": "json",
"subMetas": {}
}

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