364 lines
12 KiB
TypeScript
364 lines
12 KiB
TypeScript
import { BlockType } from "./Block";
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// 主游戏控制类
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const {ccclass, property} = cc._decorator;
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@ccclass
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export default class GameManager extends cc.Component {
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@property(cc.Node)
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Map: cc.Node = null;
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@property(cc.Prefab)
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Block: cc.Prefab = null;
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countTime: number;
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block_Array: any;
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path_Array: any;
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map_Array: any;
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onLoad () {
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}
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start () {
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this.fit();
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this.init();
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}
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//初始化数据
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init(){
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this.initMap();
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}
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//初始化地图
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initMap(){
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this.block_Array = [];
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this.path_Array = [];
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this.map_Array = [];
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this.map_Array = cc.fx.GameConfig.LEVEL_INFO[0][0].map;
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//将地图x,y轴切换
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for(let m=0;m<Math.floor(this.map_Array .length/2);m++){
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for(let n=0; n<this.map_Array [m].length;n++){
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let temp = this.map_Array [m][n];
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this.map_Array [m][n] = this.map_Array [n][m];
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this.map_Array [n][m] = temp;
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}
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}
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for(let i=0;i<this.map_Array .length;i++){
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for(let j=0; j<this.map_Array [i].length;j++){
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let block = cc.instantiate(this.Block);
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block.parent= this.Map;
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block.getComponent("Block").initData(this.map_Array [i][j]);
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if(this.map_Array [i][j] == cc.Enum(BlockType).Start) this.path_Array.push(cc.v3(i,j,cc.Enum(BlockType).Nomal));
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block.setPosition(cc.v2(-block.width*1.5 + i*block.width,block.height*1.5 - j*block.height));
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this.block_Array.push(block);
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}
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}
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}
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//开始后,按玩家操作,将路径中地图块放入数组中
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setMap(data){
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for(let i=0; i<data.length; i++){
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let start = this.path_Array[this.path_Array.length-1];
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switch(data[i]){
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case "up":
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this.path_Array.push(cc.v3(start.x,start.y-1,cc.Enum(BlockType).Nomal));
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break;
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case "down":
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this.path_Array.push(cc.v3(start.x,start.y+1,cc.Enum(BlockType).Nomal));
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break;
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case "left":
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this.path_Array.push(cc.v3(start.x-1,start.y,cc.Enum(BlockType).Nomal));
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break;
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case "right":
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this.path_Array.push(cc.v3(start.x+1,start.y,cc.Enum(BlockType).Nomal));
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break;
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case "reinforce":
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this.path_Array.push(cc.v3(0,0,cc.Enum(BlockType).Reinforce));
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break;
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case "soil":
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this.path_Array.push(cc.v3(0,0,cc.Enum(BlockType).Xi_Soil));
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break;
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}
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}
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this.runWater(0);
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}
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setModel(){
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let time = 0.3;
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let block2 = this.node.getChildByName("Block1").getChildByName("icon").getComponent(cc.Sprite);
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let block = this.node.getChildByName("Block2").getChildByName("icon").getComponent(cc.Sprite);
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let head = this.node.getChildByName("Head");
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let block3 = this.node.getChildByName("Block3").getChildByName("icon").getComponent(cc.Sprite);
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let block4 = this.node.getChildByName("Block4").getChildByName("icon").getComponent(cc.Sprite);
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cc.tween(head)
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.to(time,{position:cc.v3(-48,48,0)})
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.to(time,{rotation:-90})
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.to(time,{position:cc.v3(-144,48,0)})
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.to(time,{rotation:-180})
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.start();
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cc.tween(block)
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.delay(time)
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.to(time,{fillRange:0.25})
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.start();
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cc.tween(block2)
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.to(time,{fillRange:1})
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.start();
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cc.tween(block3)
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.delay(time*2)
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.to(time,{fillRange:1})
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.start();
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cc.tween(block4)
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.delay(time*3)
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.to(time,{fillRange:0.25})
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.start();
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}
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//开始执行洪峰来了的动画
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runWater(order){
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order = parseInt(order);
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if(order <= this.path_Array.length-1){
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let i = this.path_Array[order].x*this.map_Array[0].length+this.path_Array[order].y;
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let direction = "";
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let circulate = true;
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if(order == this.path_Array.length-1){
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circulate = false;
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direction = this.getDirection(order-1);
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if(direction == "up" || direction == "right_up" || direction == "left_up"){
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direction = "up";
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}
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else if(direction == "down" || direction == "left_down" || direction == "right_down"){
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direction = "down";
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}
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else if(direction == "left" || direction == "up_left" || direction == "down_left"){
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direction = "left";
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}
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else if(direction == "right" || direction == "up_right" || direction == "down_right"){
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direction = "right";
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}
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}
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else{
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direction = this.getDirection(order);
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}
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let target = this.block_Array[i].getComponent("Block");
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target.setPath(direction);
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let data = {
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order:order,
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time:0.3,
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type:this.path_Array[order].z,
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circulate:circulate
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};
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target.runWater(data);
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}
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}
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//获取洪峰方向
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getDirection(order){
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var name = "";
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//入海口比较复杂单独判断
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if(order == 0){
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let nextX = this.path_Array[order+1].x - this.path_Array[order].x;
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let nextY = this.path_Array[order].y - this.path_Array[order+1].y;
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//在底边
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if(this.path_Array[order].y == this.map_Array.length-1){
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if(nextX == 0){
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if(nextY == 1)name = "up";
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else if(nextY == -1) name = "err";
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}
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else if(nextX == 1) name = "up_right";
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else if(nextX == -1) name = "up_left";
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}
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//在顶边
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else if(this.path_Array[order].y == 0){
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if(nextX == 0){
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if(nextY == 1)name = "err";
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else if(nextY == -1) name = "down";
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}
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else if(nextX == 1) name = "down_right";
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else if(nextX == -1) name = "down_left";
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}
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//在左边
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else if(this.path_Array[order].x == 0){
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if(nextX == 0){
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if(nextY == 1)name = "right_up";
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else if(nextY == -1) name = "right_down";
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}
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else if(nextX == 1) name = "right";
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else if(nextX == -1) name = "err";
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}
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//在右边
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else if(this.path_Array[order].x == this.map_Array[0].length-1){
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if(nextX == 0){
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if(nextY == 1)name = "left_up";
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else if(nextY == -1) name = "left_down";
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}
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else if(nextX == 1) name = "err";
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else if(nextX == -1) name = "left";
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}
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}
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//不是第一步,已经走过一步
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else if(order > 0){
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//用于判断此点的上一个点,是为了判断当前方块洪水七点,以及下一个移动方向,判断洪终点方向
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let nextX = this.path_Array[order+1].x - this.path_Array[order].x;
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let nextY = this.path_Array[order].y - this.path_Array[order+1].y
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let previousX = this.path_Array[order].x - this.path_Array[order-1].x;
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let previousY = this.path_Array[order-1].y - this.path_Array[order].y;
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if(previousX == 0 && previousY == 1){
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if(nextX == 0){
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if(nextY == 1)name = "up";
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else if(nextY == -1) name = "err";
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}
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else if(nextX == 1) name = "up_right";
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else if(nextX == -1) name = "up_left";
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}
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else if(previousX == 0 && previousY == -1){
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if(nextX == 0){
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if(nextY == 1)name = "err";
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else if(nextY == -1) name = "down";
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}
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else if(nextX == 1) name = "down_right";
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else if(nextX == -1) name = "down_left";
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}
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else if(previousX == 1 && previousY == 0){
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if(nextX == 0){
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if(nextY == 1)name = "right_up";
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else if(nextY == -1) name = "right_down";
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}
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else if(nextX == 1) name = "right";
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else if(nextX == -1) name = "err";
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}
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else if(previousX == -1 && previousY == 0){
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if(nextX == 0){
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if(nextY == 1)name = "left_up";
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else if(nextY == -1) name = "left_down";
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}
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else if(nextX == 1) name = "err";
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else if(nextX == -1) name = "left";
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}
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}
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return name ;
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}
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//根据是否全面屏,做独立适配方面
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fit(){
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var jg = this.setFit();
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if(!jg){
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}
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}
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//判断全面屏
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getSetScreenResolutionFlag () {
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let size = cc.winSize;
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let width = size.width;
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let height = size.height;
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if ((height / width) > (16.2 / 9)) return false;
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return true;
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}
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//判断全面屏适配
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setFit () {
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let flag = this.getSetScreenResolutionFlag();
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if (flag) {
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} else {
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}
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return flag;
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}
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//返回首页
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backScene(){
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cc.director.loadScene("LoadScene");
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}
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//下一关,或者重新开始,或者返回上一关,根据level决定
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reStart(type){
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}
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//获取时间戳
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getTime(){
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const timestamp = new Date().getTime();
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return timestamp;
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}
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//获胜
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passLevel(){
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}
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//失败
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loseLevel(type){
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//1: 1649
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//2: 3646
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//3: 5546
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//4: 2600
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//5: 694
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}
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//开始游戏
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startGame(data){
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this.setMap(data);
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}
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//如果是倒计时 调用此方法
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updateCountDownTime () {
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if (this.countTime > 0) {
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this.countTime -= 1;
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// this.time.string = cc.fx.GameTool.getTimeMargin(this.countTime);
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if(this.countTime < 5){
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let over = this.node.getChildByName("Over");
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cc.tween(over)
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.to(0.2,{opacity:255})
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.delay(0.1)
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.to(0.2,{opacity:0})
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.start();
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}
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if(this.countTime <= 0){
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this.unschedule(this.updateCountDownTime);
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var time = 0;
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this.gameOver(time);
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}
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}
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}
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//上传每次操作数据
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setData(){
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cc.fx.GameTool.setGameData();
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}
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//上传排行榜数据
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gameOver(time){
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cc.fx.GameTool.setRank(time);
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this.node.getChildByName("GameOver").active = true;
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this.node.getChildByName("GameOver").opacity = 0;
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cc.tween(this.node.getChildByName("GameOver"))
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.to(0.4,{opacity:255})
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.delay(2)
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.to(0.4,{opacity:50})
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.call(() =>{
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cc.director.loadScene("OverScene");
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})
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.start()
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}
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clickSun(data){
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}
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nextWater(){
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}
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onEnable () {
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cc.fx.Notifications.on(cc.fx.Message.control, this.clickSun, this);
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cc.fx.Notifications.on(cc.fx.Message.next, this.runWater, this);
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cc.fx.Notifications.on(cc.fx.Message.startGame, this.startGame, this);
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}
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onDisable () {
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cc.fx.Notifications.off(cc.fx.Message.control, this.clickSun);
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cc.fx.Notifications.off(cc.fx.Message.next, this.runWater);
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cc.fx.Notifications.off(cc.fx.Message.startGame, this.startGame);
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}
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update (dt) {
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}
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}
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