WaterControl/assets/Script/GameManager.ts
2024-07-12 17:38:10 +08:00

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import { BlockType } from "./Block";
// 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;
path_Array: any;
map_Array: any;
onLoad () {
}
start () {
this.fit();
this.init();
}
//初始化数据
init(){
this.initMap();
}
//初始化地图
initMap(){
this.block_Array = [];
this.path_Array = [];
this.map_Array = [];
this.map_Array = cc.fx.GameConfig.LEVEL_INFO[0][0].map;
//将地图x,y轴切换
for(let m=0;m<Math.floor(this.map_Array .length/2);m++){
for(let n=0; n<this.map_Array [m].length;n++){
let temp = this.map_Array [m][n];
this.map_Array [m][n] = this.map_Array [n][m];
this.map_Array [n][m] = temp;
}
}
for(let i=0;i<this.map_Array .length;i++){
for(let j=0; j<this.map_Array [i].length;j++){
let block = cc.instantiate(this.Block);
block.parent= this.Map;
block.getComponent("Block").initData(this.map_Array [i][j]);
if(this.map_Array [i][j] == cc.Enum(BlockType).Start) this.path_Array.push(cc.v3(i,j,cc.Enum(BlockType).Nomal));
block.setPosition(cc.v2(-block.width*1.5 + i*block.width,block.height*1.5 - j*block.height));
this.block_Array.push(block);
}
}
}
//开始后按玩家操作将路径中地图块放入数组中
setMap(data){
for(let i=0; i<data.length; i++){
let start = this.path_Array[this.path_Array.length-1];
switch(data[i]){
case "up":
this.path_Array.push(cc.v3(start.x,start.y-1,cc.Enum(BlockType).Nomal));
break;
case "down":
this.path_Array.push(cc.v3(start.x,start.y+1,cc.Enum(BlockType).Nomal));
break;
case "left":
this.path_Array.push(cc.v3(start.x-1,start.y,cc.Enum(BlockType).Nomal));
break;
case "right":
this.path_Array.push(cc.v3(start.x+1,start.y,cc.Enum(BlockType).Nomal));
break;
case "reinforce":
this.path_Array.push(cc.v3(0,0,cc.Enum(BlockType).Reinforce));
break;
case "soil":
this.path_Array.push(cc.v3(0,0,cc.Enum(BlockType).Xi_Soil));
break;
}
}
this.runWater(0);
}
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();
}
//开始执行洪峰来了的动画
runWater(order){
order = parseInt(order);
if(order <= this.path_Array.length-1){
let i = this.path_Array[order].x*this.map_Array[0].length+this.path_Array[order].y;
let direction = "";
let circulate = true;
if(order == this.path_Array.length-1){
circulate = false;
direction = this.getDirection(order-1);
if(direction == "up" || direction == "right_up" || direction == "left_up"){
direction = "up";
}
else if(direction == "down" || direction == "left_down" || direction == "right_down"){
direction = "down";
}
else if(direction == "left" || direction == "up_left" || direction == "down_left"){
direction = "left";
}
else if(direction == "right" || direction == "up_right" || direction == "down_right"){
direction = "right";
}
}
else{
direction = this.getDirection(order);
}
let target = this.block_Array[i].getComponent("Block");
target.setPath(direction);
let data = {
order:order,
time:0.3,
type:this.path_Array[order].z,
circulate:circulate
};
target.runWater(data);
}
}
//获取洪峰方向
getDirection(order){
var name = "";
//入海口比较复杂单独判断
if(order == 0){
let nextX = this.path_Array[order+1].x - this.path_Array[order].x;
let nextY = this.path_Array[order].y - this.path_Array[order+1].y;
//在底边
if(this.path_Array[order].y == this.map_Array.length-1){
if(nextX == 0){
if(nextY == 1)name = "up";
else if(nextY == -1) name = "err";
}
else if(nextX == 1) name = "up_right";
else if(nextX == -1) name = "up_left";
}
//在顶边
else if(this.path_Array[order].y == 0){
if(nextX == 0){
if(nextY == 1)name = "err";
else if(nextY == -1) name = "down";
}
else if(nextX == 1) name = "down_right";
else if(nextX == -1) name = "down_left";
}
//在左边
else if(this.path_Array[order].x == 0){
if(nextX == 0){
if(nextY == 1)name = "right_up";
else if(nextY == -1) name = "right_down";
}
else if(nextX == 1) name = "right";
else if(nextX == -1) name = "err";
}
//在右边
else if(this.path_Array[order].x == this.map_Array[0].length-1){
if(nextX == 0){
if(nextY == 1)name = "left_up";
else if(nextY == -1) name = "left_down";
}
else if(nextX == 1) name = "err";
else if(nextX == -1) name = "left";
}
}
//不是第一步已经走过一步
else if(order > 0){
//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
let nextX = this.path_Array[order+1].x - this.path_Array[order].x;
let nextY = this.path_Array[order].y - this.path_Array[order+1].y
let previousX = this.path_Array[order].x - this.path_Array[order-1].x;
let previousY = this.path_Array[order-1].y - this.path_Array[order].y;
if(previousX == 0 && previousY == 1){
if(nextX == 0){
if(nextY == 1)name = "up";
else if(nextY == -1) name = "err";
}
else if(nextX == 1) name = "up_right";
else if(nextX == -1) name = "up_left";
}
else if(previousX == 0 && previousY == -1){
if(nextX == 0){
if(nextY == 1)name = "err";
else if(nextY == -1) name = "down";
}
else if(nextX == 1) name = "down_right";
else if(nextX == -1) name = "down_left";
}
else if(previousX == 1 && previousY == 0){
if(nextX == 0){
if(nextY == 1)name = "right_up";
else if(nextY == -1) name = "right_down";
}
else if(nextX == 1) name = "right";
else if(nextX == -1) name = "err";
}
else if(previousX == -1 && previousY == 0){
if(nextX == 0){
if(nextY == 1)name = "left_up";
else if(nextY == -1) name = "left_down";
}
else if(nextX == 1) name = "err";
else if(nextX == -1) name = "left";
}
}
return name ;
}
//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(data){
this.setMap(data);
}
//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){
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){
}
nextWater(){
}
onEnable () {
cc.fx.Notifications.on(cc.fx.Message.control, this.clickSun, this);
cc.fx.Notifications.on(cc.fx.Message.next, this.runWater, this);
cc.fx.Notifications.on(cc.fx.Message.startGame, this.startGame, this);
}
onDisable () {
cc.fx.Notifications.off(cc.fx.Message.control, this.clickSun);
cc.fx.Notifications.off(cc.fx.Message.next, this.runWater);
cc.fx.Notifications.off(cc.fx.Message.startGame, this.startGame);
}
update (dt) {
}
}