"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 GameManager = /** @class */ (function (_super) { __extends(GameManager, _super); function GameManager() { var _this = _super !== null && _super.apply(this, arguments) || this; _this.Map = null; _this.Block = 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.initMap(); }; GameManager.prototype.initMap = function () { this.block_Array = []; var map = cc.fx.GameConfig.LEVEL_INFO[0].map; for (var i = 0; i < map.length; i++) { for (var j = 0; j < map[i].length; j++) { var 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); } } }; GameManager.prototype.setModel = function () { var time = 0.3; var block2 = this.node.getChildByName("Block1").getChildByName("icon").getComponent(cc.Sprite); var block = this.node.getChildByName("Block2").getChildByName("icon").getComponent(cc.Sprite); var head = this.node.getChildByName("Head"); var block3 = this.node.getChildByName("Block3").getChildByName("icon").getComponent(cc.Sprite); var 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 GameManager.prototype.fit = function () { var jg = this.setFit(); if (!jg) { } }; //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) { }; //获取时间戳 GameManager.prototype.getTime = function () { var timestamp = new Date().getTime(); return timestamp; }; //获胜 GameManager.prototype.passLevel = function () { }; //失败 GameManager.prototype.loseLevel = function (type) { //1: 1649 //2: 3646 //3: 5546 //4: 2600 //5: 694 }; //开始游戏 GameManager.prototype.startGame = function () { }; //如果是倒计时 调用此方法 GameManager.prototype.updateCountDownTime = function () { 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() 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.unschedule(this.updateCountDownTime); var time = 0; this.gameOver(time); } } }; //上传每次操作数据 GameManager.prototype.setData = function () { cc.fx.GameTool.setGameData(); }; //上传排行榜数据 GameManager.prototype.gameOver = function (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(function () { cc.director.loadScene("OverScene"); }) .start(); }; GameManager.prototype.clickSun = function (data) { }; GameManager.prototype.onEnable = function () { cc.fx.Notifications.on(cc.fx.Message.control, this.clickSun, this); }; GameManager.prototype.onDisable = function () { cc.fx.Notifications.off(cc.fx.Message.control, this.clickSun); }; GameManager.prototype.update = function (dt) { }; __decorate([ property(cc.Node) ], GameManager.prototype, "Map", void 0); __decorate([ property(cc.Prefab) ], GameManager.prototype, "Block", void 0); GameManager = __decorate([ ccclass ], GameManager); return GameManager; }(cc.Component)); exports.default = GameManager; cc._RF.pop();