1450 lines
60 KiB
JavaScript
1450 lines
60 KiB
JavaScript
"use strict";
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cc._RF.push(module, 'b0432BA295DjIOcuitdGKO1', 'GameManager');
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// Script/GameManager.ts
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"use strict";
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var __extends = (this && this.__extends) || (function () {
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var extendStatics = function (d, b) {
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extendStatics = Object.setPrototypeOf ||
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({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
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function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };
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return extendStatics(d, b);
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};
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return function (d, b) {
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extendStatics(d, b);
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function __() { this.constructor = d; }
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d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
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};
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})();
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var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
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var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
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if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
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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;
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return c > 3 && r && Object.defineProperty(target, key, r), r;
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};
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Object.defineProperty(exports, "__esModule", { value: true });
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var Block_1 = require("./Block");
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// 主游戏控制类
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var _a = cc._decorator, ccclass = _a.ccclass, property = _a.property;
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var GameManager = /** @class */ (function (_super) {
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__extends(GameManager, _super);
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function GameManager() {
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var _this = _super !== null && _super.apply(this, arguments) || this;
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_this.Map = null;
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_this.Block = null;
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_this.Time = null;
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_this.Countdown = null;
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_this.Guide = null;
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return _this;
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}
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GameManager.prototype.onLoad = function () {
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};
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GameManager.prototype.start = function () {
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cc.fx.GameConfig.CLICK_init();
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this.fit();
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this.init();
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};
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//处理地图数据 第一关完全随机,从第二关开始,赢了根据5秒洪峰来临增加难度步数,输了当前难度减步数
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GameManager.prototype.getMap = function () {
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var custom = 0;
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var map = [];
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if (cc.fx.GameConfig.GM_INFO.level == 1) {
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custom = Math.floor(Math.random() * cc.fx.GameConfig.LEVEL_INFO[cc.fx.GameConfig.GM_INFO.level].length);
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}
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else {
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var arr = cc.fx.GameConfig.LEVEL_INFO[cc.fx.GameConfig.GM_INFO.level];
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if (cc.fx.GameConfig.GM_INFO.min_Time == -1) {
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map = this.getMapArray(arr, cc.fx.GameConfig.GM_INFO.min_Steps - 1, false);
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}
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else if (cc.fx.GameConfig.GM_INFO.min_Time >= 5) {
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map = this.getMapArray(arr, cc.fx.GameConfig.GM_INFO.min_Steps + 2, true);
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}
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else {
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map = this.getMapArray(arr, cc.fx.GameConfig.GM_INFO.min_Steps + 1, true);
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}
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var random = Math.floor(Math.random() * map.length);
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custom = map[random];
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// console.log(custom,map);
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}
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//记录当前最小步数
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cc.fx.GameConfig.GM_INFO.min_Steps = cc.fx.GameConfig.LEVEL_INFO[cc.fx.GameConfig.GM_INFO.level][custom].min_steps;
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cc.fx.GameConfig.GM_INFO.min_Time = 0;
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return custom;
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};
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/**
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* 获取下一关难度,步数增加2或者1,如果没有则降到有.
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* @param arr 配置里读取,当前(x*x)地图等级内所有地图数组
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* @param min_steps 最佳步数,下一关难度或者输了降难度,根据最佳步数增加或者减少。
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* @param type true为增加步数,false为输了降低难度步数
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*/
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GameManager.prototype.getMapArray = function (arr, min_steps, type) {
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var map = [];
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for (var i = 0; i < arr.length; i++) {
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if (arr[i].min_steps == min_steps) {
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map.push(i);
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}
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}
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if (map.length == 0) {
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if (type)
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map = this.getMapArray(arr, min_steps - 1, type);
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else
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map = this.getMapArray(arr, min_steps + 1, type);
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}
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return map;
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};
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//初始化数据
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GameManager.prototype.init = function () {
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var name = cc.fx.GameConfig.GM_INFO.gameId + "_guide";
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var data = JSON.parse(localStorage.getItem(name));
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if (data != false) {
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cc.fx.GameConfig.GM_INFO.guide = true;
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cc.fx.StorageMessage.setStorage(name, cc.fx.GameConfig.GM_INFO.guide);
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}
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else {
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cc.fx.GameConfig.GM_INFO.guide = cc.fx.StorageMessage.getStorage(name);
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}
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this.initMap();
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this.finishiTime = 0;
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this.scoreTime = 0;
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this.replaceTime = 0;
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this.startTime = cc.fx.GameTool.getTime();
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this.countTime = cc.fx.GameConfig.TIME_INFO.totalTime;
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if (this.countTime == 0) {
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this.gameOver();
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}
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this.waterTime = cc.fx.GameConfig.TIME_INFO.waterTime[cc.fx.GameConfig.GM_INFO.level];
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// if(this.countTime < this.waterTime) this.replaceTime = this.countTime;
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this.Time.string = cc.fx.GameTool.getTimeMargin(this.countTime);
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if (!cc.fx.GameConfig.GM_INFO.guide) {
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this.Guide.active = false;
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this.step = 0;
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var head = this.node.getChildByName("Top").getChildByName("head");
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var progress = this.node.getChildByName("Top").getChildByName("progress").getComponent(cc.Sprite);
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head.runAction(cc.moveTo(this.waterTime, cc.v2(310, head.y)));
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this.waterTween = cc.tween(progress)
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.to(this.waterTime, { fillRange: 1 })
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.start();
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this.schedule(this.updateWaterTime, 1);
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this.schedule(this.updateCountDownTime, 1);
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}
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else {
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this.Guide.active = true;
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this.guideNext();
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}
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};
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//初始化地图
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GameManager.prototype.initMap = function () {
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cc.fx.GameConfig.GM_INFO.round += 1;
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cc.fx.GameConfig.GM_INFO.fen = 0;
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this.block_Array = [];
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this.path_Array = [];
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this.water_Array = [];
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this.map_Array = [];
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this.tip_Array = [];
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this.plan_over = false;
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this.map_Hight = 0;
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this.map_Width = 0;
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this.step = 0;
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this.bgClick = false;
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this.btnClick = false;
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this.custom = 0; //9
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if (!cc.fx.GameConfig.GM_INFO.guide && cc.fx.GameConfig.GM_INFO.level == 0) {
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cc.fx.GameConfig.GM_INFO.level = 1;
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this.custom = this.getMap();
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}
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else if (!cc.fx.GameConfig.GM_INFO.guide) {
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this.custom = this.getMap();
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}
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// this.custom = 7;
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// console.log(this.custom);
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var arr = cc.fx.GameConfig.LEVEL_INFO[cc.fx.GameConfig.GM_INFO.level][this.custom].map;
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if (cc.fx.GameConfig.GM_INFO.level == 0) {
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this.Map.scale = 1.2;
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}
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this.node.getChildByName("Top").getChildByName("id").getComponent(cc.Label).string =
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cc.fx.GameConfig.GM_INFO.score;
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//将地图x,y轴切换
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this.map_Array = arr[0].map(function (item, i) {
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return arr.map(function (val) { return val[i]; });
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});
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this.map_Width = this.map_Array.length;
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this.map_Hight = this.map_Array[0].length;
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this.Map.x = (6 - this.map_Array.length) * 48;
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this.Map.y = (this.map_Array[0].length - 6.5) * 48;
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for (var i = 0; i < this.map_Array.length; i++) {
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for (var j = 0; j < this.map_Array[i].length; j++) {
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var 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], cc.v2(i, j), cc.v2(this.map_Width, this.map_Hight));
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if (this.map_Array[i][j] == cc.Enum(Block_1.BlockType).Start) {
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this.path_Array.push(cc.v3(i, j, cc.Enum(Block_1.BlockType).Nomal));
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// this.water_Array.push(cc.v3(i,j,cc.Enum(BlockType).Nomal));
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}
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block.setPosition(cc.v2(-block.width * 2.5 + i * block.width, block.height * 4 - 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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/**
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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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* @param data 根据当前操作,添加建筑地图数组
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*/
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GameManager.prototype.setMap = function (data) {
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for (var i = 0; i < data.length; i++) {
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var 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(Block_1.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(Block_1.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(Block_1.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(Block_1.BlockType).Nomal));
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break;
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case "reinforce":
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this.path_Array.push(cc.v3(start.x, start.y, cc.Enum(Block_1.BlockType).Reinforce));
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break;
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case "soil":
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this.path_Array.push(cc.v3(start.x, start.y, cc.Enum(Block_1.BlockType).Xi_Soil));
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break;
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}
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}
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if (this.path_Array[this.path_Array.length - 1].z != 0) {
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this.path_Array.pop();
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}
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this.runRoad(0);
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};
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/**
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* 开始执行洪峰来了的动画
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* @param order 建筑地图数组里的执行的序列号,依次往下加
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*/
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GameManager.prototype.runRoad = function (order) {
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var _this = this;
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order = parseInt(order);
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if (order > 0) {
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if (this.path_Array[order - 1].z == 0) {
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//console.log("1正常放入",this.path_Array[order-1].x,this.path_Array[order-1].y,this.path_Array[order-1].z)
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this.changeWater(cc.v3(this.path_Array[order - 1].x, this.path_Array[order - 1].y, 0));
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if (order == this.path_Array.length - 1) {
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this.changeWater(cc.v3(this.path_Array[order].x, this.path_Array[order].y, 0));
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// console.log("最后放入",this.path_Array[order].x,this.path_Array[order].y)
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}
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}
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else {
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//console.log("2插入",this.path_Array[order].x,this.path_Array[order].y,this.path_Array[order].z)
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this.changeWater(cc.v3(this.path_Array[order].x, this.path_Array[order].y, 0));
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}
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}
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if (order <= this.path_Array.length - 1) {
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var i = this.path_Array[order].x * this.map_Array[0].length + this.path_Array[order].y;
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var direction = "";
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var circulate = true;
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//最后一步结束
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if (order == this.path_Array.length - 1) {
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circulate = false;
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direction = "End";
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// console.log("进入结束");
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if (this.path_Array.length > 1) {
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// console.log("准备出水");
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setTimeout(function () {
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if (!_this.plan_over) {
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_this.plan_over = true;
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var head = _this.node.getChildByName("Top").getChildByName("head");
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var progress = _this.node.getChildByName("Top").getChildByName("progress").getComponent(cc.Sprite);
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head.stopAllActions();
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head.setPosition(310, head.y);
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if (_this.waterTween)
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_this.waterTween.stop();
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progress.fillRange = 1;
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cc.fx.GameConfig.GM_INFO.min_Time = _this.waterTime;
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_this.runWater(0);
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}
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}, 500);
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}
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else {
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direction = "err";
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// console.log("进入结束err");
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}
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}
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else {
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if (this.path_Array[order].z == 6 && order + 1 < this.path_Array.length) {
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direction = "Reinforce";
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i = this.path_Array[order + 1].x * this.map_Array[0].length + this.path_Array[order + 1].y;
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}
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else if (order + 1 < this.path_Array.length) {
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if (this.path_Array[order + 1].z == 5) {
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direction = "Xi_Soil";
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}
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else if (this.path_Array[order + 1].z == 6 && order == 0 && order + 1 < this.path_Array.length) {
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// direction = this.getDirection(order+1,this.path_Array);
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direction = this.getDirection(order, this.path_Array);
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}
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else {
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direction = this.getDirection(order, this.path_Array);
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}
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}
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else {
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direction = this.getDirection(order, this.path_Array);
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}
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}
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// console.log(order,this.path_Array[order].x,this.path_Array[order].y,i);
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// console.log("步骤:",order,"方向",direction);
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var jg = this.getBoundary(order, this.path_Array[order].x, this.path_Array[order].y, direction, this.path_Array);
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// if(direction == "" || jg == false) return;
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if (direction == "err" || direction == "" || jg == false) {
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cc.fx.Notifications.emit(cc.fx.Message.showResult, "lose");
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return;
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}
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if (i < 0 || i > (this.block_Array.length - 1)) {
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cc.fx.Notifications.emit(cc.fx.Message.showResult, "lose");
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return;
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}
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var target = this.block_Array[i].getComponent("Block");
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target.setPath(direction);
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if (order > 0 && order < this.path_Array.length - 1) {
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if (this.path_Array[order + 1].z == 5) {
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this.set_Soil(order + 1, this.path_Array, "road");
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circulate = false;
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return;
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}
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else if (order == 1 && this.path_Array[order].z == 5) {
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this.set_Soil(order, this.path_Array, "road");
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circulate = false;
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return;
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}
|
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}
|
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var pos = cc.v2();
|
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if (direction == "End") {
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if (order > 0) {
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// if(this.path_Array[order-1].z == 0){
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pos = cc.v2(this.path_Array[order - 1].x, this.path_Array[order - 1].y);
|
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// }
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}
|
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}
|
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var data = {
|
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order: order,
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time: cc.fx.GameConfig.TIME_INFO.waterSpeed[cc.fx.GameConfig.GM_INFO.level],
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type: this.path_Array[order].z,
|
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circulate: circulate,
|
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last: pos
|
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};
|
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target.runRoad(data);
|
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}
|
||
};
|
||
/**
|
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* 判断边界。或者撞山,或者湿地没有加固
|
||
* @param order 建筑地图数组里的执行的序列号
|
||
* @param x 当前操作地块横坐标
|
||
* @param y 当前操作地块纵坐标
|
||
* @param direction 当前操作方向,若不是方向则为息壤或者加固
|
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* @param road 建筑地图数组,可理解为路径数组,path_Array
|
||
*/
|
||
GameManager.prototype.getBoundary = function (order, x, y, direction, road) {
|
||
var jg = true;
|
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if (x < 0 || x >= this.map_Width || y < 0 || y >= this.map_Hight) {
|
||
jg = false;
|
||
// console.log("超过边界,游戏结束");
|
||
// alert("超过边界,治水失败");
|
||
cc.fx.Notifications.emit(cc.fx.Message.showResult, "lose");
|
||
}
|
||
else {
|
||
var i = road[order].x * this.map_Array[0].length + road[order].y;
|
||
var target = this.block_Array[i].getComponent("Block");
|
||
if (target.block_Type == 3) {
|
||
jg = false;
|
||
// console.log("修筑山峰,游戏结束");
|
||
// alert("修筑山峰,治水失败");
|
||
cc.fx.Notifications.emit(cc.fx.Message.showResult, "lose");
|
||
}
|
||
else if (target.block_Type == 2 && direction != "Reinforce") {
|
||
jg = false;
|
||
// console.log("修筑未加固湿地,游戏结束");
|
||
// alert("修筑未加固湿地,游戏结束");
|
||
cc.fx.Notifications.emit(cc.fx.Message.showResult, "lose");
|
||
}
|
||
}
|
||
return jg;
|
||
};
|
||
/**
|
||
* 开始执行洪峰来了的动画
|
||
* @param order 建筑地图数组里的执行的序列号,依次往下加
|
||
*/
|
||
GameManager.prototype.runWater = function (order) {
|
||
order = parseInt(order);
|
||
if (order <= this.water_Array.length - 1) {
|
||
var i = this.water_Array[order].x * this.map_Array[0].length + this.water_Array[order].y;
|
||
var direction = "";
|
||
var circulate = true;
|
||
//最后一步结束
|
||
if (order == this.water_Array.length - 1) {
|
||
circulate = false;
|
||
direction = "End";
|
||
}
|
||
else {
|
||
if (this.water_Array[order].z == 6 && order + 1 < this.water_Array.length && order != 1) {
|
||
direction = "Reinforce";
|
||
i = this.water_Array[order + 1].x * this.map_Array[0].length + this.water_Array[order + 1].y;
|
||
}
|
||
else if (order + 1 < this.water_Array.length) {
|
||
if (this.water_Array[order + 1].z == 5) {
|
||
direction = "Xi_Soil";
|
||
}
|
||
else if (this.water_Array[order + 1].z == 6 && order == 0) {
|
||
direction = "Reinforce";
|
||
}
|
||
else {
|
||
direction = this.getDirection(order, this.water_Array);
|
||
}
|
||
}
|
||
else {
|
||
direction = this.getDirection(order, this.water_Array);
|
||
}
|
||
}
|
||
var jg = this.getBoundary(order, this.water_Array[order].x, this.water_Array[order].y, direction, this.water_Array);
|
||
if (direction == "" || jg == false || direction == "err") {
|
||
cc.fx.Notifications.emit(cc.fx.Message.showResult, "lose");
|
||
return;
|
||
}
|
||
var target = this.block_Array[i].getComponent("Block");
|
||
target.setPath(direction);
|
||
if (order > 0 && order < this.water_Array.length - 1) {
|
||
if (this.water_Array[order + 1].z == 5) {
|
||
this.set_Soil(order + 1, this.water_Array, "water");
|
||
circulate = false;
|
||
return;
|
||
}
|
||
else if (order == 1 && this.water_Array[order].z == 5) {
|
||
this.set_Soil(order, this.water_Array, "water");
|
||
circulate = false;
|
||
return;
|
||
}
|
||
}
|
||
var pos = cc.v2();
|
||
if (direction == "End") {
|
||
if (order > 0) {
|
||
if (this.water_Array[order - 1].z == 0) {
|
||
pos = cc.v2(this.water_Array[order - 1].x, this.water_Array[order - 1].y);
|
||
}
|
||
}
|
||
}
|
||
var data = {
|
||
order: order,
|
||
time: cc.fx.GameConfig.TIME_INFO.waterSpeed[cc.fx.GameConfig.GM_INFO.level],
|
||
type: this.water_Array[order].z,
|
||
circulate: circulate,
|
||
last: pos
|
||
};
|
||
target.runWater(data);
|
||
}
|
||
};
|
||
/**
|
||
* 获取息壤的格子的方向
|
||
* @param order 建筑地图数组里的执行的序列号,依次往下加
|
||
* @param road 建筑地图数组或者洪峰路径数组,可理解为路径数组,path_Array water_Array
|
||
*/
|
||
GameManager.prototype.getXi_Soil = function (order, road) {
|
||
var direction = null;
|
||
//如果息壤后面还有下一步的话
|
||
if (order + 1 < road.length) {
|
||
direction = this.getDirection(order, road);
|
||
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";
|
||
}
|
||
}
|
||
return direction;
|
||
};
|
||
/**
|
||
* 设置息壤执行方法
|
||
* @param order 建筑地图数组里的执行的序列号,依次往下加
|
||
* @param road 建筑地图数组或者洪峰路径数组,可理解为路径数组,path_Array water_Array
|
||
* @param name road或者water,建筑路径或者洪峰路径
|
||
*/
|
||
GameManager.prototype.set_Soil = function (order, road, name) {
|
||
var direction = this.getXi_Soil(order, road);
|
||
var length = 0;
|
||
if (direction == "right") {
|
||
length = this.map_Width - 1;
|
||
// let temp = this.map_Width - 1;
|
||
for (var i = road[order].x; i <= length; i++) {
|
||
var n = i * this.map_Array[0].length + road[order].y;
|
||
var target = this.block_Array[n].getComponent("Block");
|
||
if (target.block_Type == 3 || target.block_Type == 4) {
|
||
length = i - 1;
|
||
if (target.block_Type == 4) {
|
||
length += 1;
|
||
}
|
||
i = 10000;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
else if (direction == "left") {
|
||
length = 0;
|
||
for (var i = road[order].x; i >= length; i--) {
|
||
var n = i * this.map_Array[0].length + road[order].y;
|
||
var target = this.block_Array[n].getComponent("Block");
|
||
if (target.block_Type == 3 || target.block_Type == 4) {
|
||
length = i + 1;
|
||
if (target.block_Type == 4) {
|
||
length -= 1;
|
||
}
|
||
i = -1;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
else if (direction == "up") {
|
||
length = 0;
|
||
for (var i = road[order].y; i >= length; i--) {
|
||
var n = road[order].x * this.map_Array[0].length + i;
|
||
var target = this.block_Array[n].getComponent("Block");
|
||
if (target.block_Type == 3 || target.block_Type == 4) {
|
||
length = i + 1;
|
||
if (target.block_Type == 4) {
|
||
length -= 1;
|
||
}
|
||
i = -1;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
else if (direction == "down") {
|
||
length = this.map_Hight - 1;
|
||
for (var i = road[order].y; i <= length; i++) {
|
||
var n = road[order].x * this.map_Array[0].length + i;
|
||
var target = this.block_Array[n].getComponent("Block");
|
||
if (target.block_Type == 3 || target.block_Type == 4) {
|
||
length = i - 1;
|
||
if (target.block_Type == 4) {
|
||
length += 1;
|
||
}
|
||
i = 10000;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
this.soil_Find(direction, order, length, road, name);
|
||
};
|
||
//查找息壤蛮遗憾路径
|
||
GameManager.prototype.soil_Find = function (direction, order, length, road, name) {
|
||
var start = road[order].x;
|
||
if (direction == "right") {
|
||
for (var i = start; i <= length; i++) {
|
||
var n = i * this.map_Array[0].length + road[order].y;
|
||
var target = this.block_Array[n].getComponent("Block");
|
||
if (i == start) {
|
||
if (i == start && i == length) {
|
||
cc.fx.Notifications.emit(cc.fx.Message.showResult, "lose");
|
||
target.set_Xi_SoilType(this.getDirection(order, road), order, name);
|
||
}
|
||
else
|
||
target.set_Xi_SoilType(this.getDirection(order, road), null, name);
|
||
var value = cc.v3(this.path_Array[order].x, this.path_Array[order].y, 0);
|
||
if (this.water_Array[this.water_Array.length - 1] != value) {
|
||
// console.log("特别插入:",this.path_Array[order].x,this.path_Array[order].y);
|
||
this.changeWater(value);
|
||
}
|
||
}
|
||
else {
|
||
var jg = null;
|
||
if (i == length) {
|
||
var number = i - start - 1;
|
||
this.changePath(order, number, false, road);
|
||
jg = order;
|
||
}
|
||
target.set_Xi_SoilType(direction, jg, name);
|
||
}
|
||
}
|
||
}
|
||
else if (direction == "left") {
|
||
for (var i = start; i >= length; i--) {
|
||
var n = i * this.map_Array[0].length + road[order].y;
|
||
var target = this.block_Array[n].getComponent("Block");
|
||
if (i == start) {
|
||
if (i == start && i == length) {
|
||
cc.fx.Notifications.emit(cc.fx.Message.showResult, "lose");
|
||
target.set_Xi_SoilType(this.getDirection(order, road), order, name);
|
||
}
|
||
else
|
||
target.set_Xi_SoilType(this.getDirection(order, road), null, name);
|
||
var value = cc.v3(this.path_Array[order].x, this.path_Array[order].y, 0);
|
||
if (this.water_Array[this.water_Array.length - 1] != value) {
|
||
// console.log("特别插入:",this.path_Array[order].x,this.path_Array[order].y);
|
||
this.changeWater(value);
|
||
}
|
||
}
|
||
else {
|
||
var jg = null;
|
||
if (i == length) {
|
||
var number = i - start + 1;
|
||
this.changePath(order, number, false, road);
|
||
jg = order;
|
||
}
|
||
target.set_Xi_SoilType(direction, jg, name);
|
||
}
|
||
}
|
||
}
|
||
else if (direction == "up") {
|
||
start = road[order].y;
|
||
for (var i = start; i >= length; i--) {
|
||
var n = road[order].x * this.map_Array[0].length + i;
|
||
var target = this.block_Array[n].getComponent("Block");
|
||
if (i == start) {
|
||
if (i == start && i == length) {
|
||
cc.fx.Notifications.emit(cc.fx.Message.showResult, "lose");
|
||
target.set_Xi_SoilType(this.getDirection(order, road), order, name);
|
||
}
|
||
else {
|
||
target.set_Xi_SoilType(this.getDirection(order, road), null, name);
|
||
}
|
||
var value = cc.v3(this.path_Array[order].x, this.path_Array[order].y, 0);
|
||
if (this.water_Array[this.water_Array.length - 1] != value) {
|
||
// console.log("特别插入:",this.path_Array[order].x,this.path_Array[order].y);
|
||
this.changeWater(value);
|
||
}
|
||
}
|
||
else {
|
||
var jg = null;
|
||
if (i == length) {
|
||
var number = i - start + 1;
|
||
this.changePath(order, number, true, road);
|
||
jg = order;
|
||
}
|
||
// console.log("想上息壤插入:",this.path_Array[order].x,i);
|
||
target.set_Xi_SoilType(direction, jg, name);
|
||
}
|
||
}
|
||
}
|
||
else if (direction == "down") {
|
||
start = road[order].y;
|
||
for (var i = start; i <= length; i++) {
|
||
var n = road[order].x * this.map_Array[0].length + i;
|
||
var target = this.block_Array[n].getComponent("Block");
|
||
if (i == start) {
|
||
if (i == start && i == length) {
|
||
cc.fx.Notifications.emit(cc.fx.Message.showResult, "lose");
|
||
target.set_Xi_SoilType(this.getDirection(order, road), order, name);
|
||
}
|
||
else
|
||
target.set_Xi_SoilType(this.getDirection(order, road), null, name);
|
||
var value = cc.v3(this.path_Array[order].x, this.path_Array[order].y, 0);
|
||
if (this.water_Array[this.water_Array.length - 1] != value) {
|
||
// console.log("特别插入:",this.path_Array[order].x,this.path_Array[order].y);
|
||
this.changeWater(value);
|
||
}
|
||
}
|
||
else {
|
||
var jg = null;
|
||
if (i == length) {
|
||
var number = i - start - 1;
|
||
this.changePath(order, number, true, road);
|
||
jg = order;
|
||
}
|
||
target.set_Xi_SoilType(direction, jg, name);
|
||
}
|
||
}
|
||
}
|
||
};
|
||
/**
|
||
* 改变水流地图
|
||
* @param value 需要根据使用息壤情况,插入到洪峰路径的点
|
||
*/
|
||
GameManager.prototype.changeWater = function (value) {
|
||
var jg = true;
|
||
if (this.water_Array.length > 0) {
|
||
if (this.water_Array[this.water_Array.length - 1].x == value.x && this.water_Array[this.water_Array.length - 1].y == value.y) {
|
||
jg = false;
|
||
}
|
||
}
|
||
if (jg)
|
||
this.water_Array.push(value);
|
||
};
|
||
/**
|
||
* 息壤过后改变修筑路径
|
||
* @param order 建筑地图数组里的执行的序列号
|
||
* @param number 息壤执行长度,改变息壤用后其他路径的X或Y值
|
||
* @param direction 只为两个方向,横向false,纵向true
|
||
* @param road 建筑地图数组或者洪峰路径数组,可理解为路径数组,path_Array water_Array
|
||
*/
|
||
GameManager.prototype.changePath = function (order, number, direction, road) {
|
||
for (var i = (order + 1); i < road.length; i++) {
|
||
if (!direction) {
|
||
road[i].x += (number);
|
||
}
|
||
else {
|
||
road[i].y += (number);
|
||
}
|
||
}
|
||
if (direction) {
|
||
if (number < 0) {
|
||
for (var n = -number; n > 0; n--) {
|
||
this.changeWater(cc.v3(this.path_Array[order + 1].x, this.path_Array[order + 1].y + n, 0));
|
||
// console.log("1特殊放入:",this.path_Array[order+1].x,this.path_Array[order+1].y+n)
|
||
}
|
||
}
|
||
else {
|
||
for (var n = number; n > 0; n--) {
|
||
this.changeWater(cc.v3(this.path_Array[order + 1].x, this.path_Array[order + 1].y - n, 0));
|
||
// console.log("2特殊放入:",this.path_Array[order+1].x,this.path_Array[order+1].y-n)
|
||
}
|
||
}
|
||
}
|
||
else {
|
||
if (number < 0) {
|
||
for (var m = -number; m > 0; m--) {
|
||
this.changeWater(cc.v3(this.path_Array[order + 1].x + m, this.path_Array[order + 1].y, 0));
|
||
// console.log("3特殊放入:",this.path_Array[order+1].x+m,this.path_Array[order+1].y)
|
||
}
|
||
}
|
||
else {
|
||
for (var m = number; m > 0; m--) {
|
||
this.changeWater(cc.v3(this.path_Array[order + 1].x - m, this.path_Array[order + 1].y, 0));
|
||
// console.log("4特殊放入:",this.path_Array[order+1].x-m,this.path_Array[order+1].y)
|
||
}
|
||
}
|
||
}
|
||
};
|
||
/**
|
||
* 获取洪峰方向
|
||
* @param order 建筑地图数组里的执行的序列号
|
||
* @param road 建筑地图数组或者洪峰路径数组,可理解为路径数组,path_Array water_Array
|
||
*/
|
||
GameManager.prototype.getDirection = function (order, road) {
|
||
var name = "";
|
||
//入海口比较复杂单独判断
|
||
if (order == 0) {
|
||
if (this.path_Array[order + 1].z == 6 && road == this.path_Array)
|
||
order += 1;
|
||
var nextX = road[order + 1].x - road[order].x;
|
||
var nextY = road[order].y - road[order + 1].y;
|
||
//在底边
|
||
if (road[order].y == this.map_Array[0].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 (road[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 (road[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 (road[order].x == this.map_Array.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) {
|
||
var next = 1;
|
||
if (order + 2 < road.length) {
|
||
if (road[order + 1].z == 6)
|
||
next = 2;
|
||
}
|
||
//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
|
||
var nextX = road[order + next].x - road[order].x;
|
||
var nextY = road[order].y - road[order + next].y;
|
||
var previousX = road[order].x - road[order - 1].x;
|
||
var previousY = road[order - 1].y - road[order].y;
|
||
if (previousX == 0 && previousY == 0) {
|
||
if (order > 1) {
|
||
previousX = road[order].x - road[order - 2].x;
|
||
previousY = road[order - 2].y - road[order].y;
|
||
}
|
||
else if (order + 1 < road.length) {
|
||
previousX = road[order + 1].x - road[order].x;
|
||
previousY = road[order].y - road[order + 1].y;
|
||
// console.log("息壤,上下坐标差距",previousX,previousY);
|
||
}
|
||
}
|
||
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
|
||
GameManager.prototype.fit = function () {
|
||
var jg = this.setFit();
|
||
if (!jg) {
|
||
this.Map.scale = 1.2;
|
||
}
|
||
else {
|
||
this.Map.scale = 1;
|
||
}
|
||
};
|
||
//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");
|
||
};
|
||
/**
|
||
* 开始修筑
|
||
* @param data 记录操作的数组
|
||
*/
|
||
GameManager.prototype.startGame = function (data) {
|
||
this.unschedule(this.updateWaterTime);
|
||
for (var i = 0; i < this.block_Array.length; i++) {
|
||
this.block_Array[i].getChildByName("tipWin").active = false;
|
||
this.block_Array[i].getChildByName("tipLose").active = false;
|
||
}
|
||
this.unschedule(this.updateCountDownTime);
|
||
var now = cc.fx.GameTool.getTime();
|
||
var finishi = now - this.finishiTime;
|
||
var totalTime = now - this.startTime;
|
||
this.scoreTime = this.waterTime;
|
||
if (this.waterTime <= 0.5)
|
||
finishi = -1;
|
||
// console.log("submitTime:",finishi,this.finishiTime);
|
||
cc.fx.GameConfig.CLICK_SET("submitTime", finishi);
|
||
if (finishi == -1)
|
||
cc.fx.GameConfig.CLICK_SET("duration", cc.fx.GameConfig.TIME_INFO.waterTime[cc.fx.GameConfig.GM_INFO.level]);
|
||
else
|
||
cc.fx.GameConfig.CLICK_SET("duration", totalTime);
|
||
cc.fx.GameConfig.CLICK_SET("usedSteps", data.length);
|
||
this.setMap(data);
|
||
var arr = this.changeStep(data);
|
||
cc.fx.GameConfig.CLICK_SET("stepList", arr);
|
||
};
|
||
/**
|
||
* 用于埋点记录 转变方向名称为埋点所需要格式
|
||
* @param data 记录操作的数组
|
||
*/
|
||
GameManager.prototype.changeStep = function (data) {
|
||
var arr = [];
|
||
if (data.length > 0) {
|
||
for (var i = 0; i < data.length; i++) {
|
||
if (data[i] == "up")
|
||
arr[i] = "U";
|
||
else if (data[i] == "down")
|
||
arr[i] = "D";
|
||
else if (data[i] == "left")
|
||
arr[i] = "L";
|
||
else if (data[i] == "right")
|
||
arr[i] = "R";
|
||
else if (data[i] == "soil")
|
||
arr[i] = "X";
|
||
else if (data[i] == "reinforce")
|
||
arr[i] = "F";
|
||
}
|
||
}
|
||
return arr;
|
||
};
|
||
//洪峰倒计时,计时器
|
||
GameManager.prototype.updateWaterTime = function () {
|
||
var _this = this;
|
||
if (this.waterTime > 0) {
|
||
this.waterTime -= 1;
|
||
this.Countdown.string = cc.fx.GameTool.getTimeMargin(this.waterTime);
|
||
if (this.waterTime <= 0) {
|
||
this.unschedule(this.updateWaterTime);
|
||
if (!this.plan_over) {
|
||
this.waterTime = 0;
|
||
this.plan_over = true;
|
||
setTimeout(function () {
|
||
if (_this.water_Array.length == 0) {
|
||
cc.fx.Notifications.emit(cc.fx.Message.showResult, "lose");
|
||
}
|
||
else {
|
||
cc.fx.GameConfig.GM_INFO.min_Time = _this.waterTime;
|
||
_this.runWater(0);
|
||
}
|
||
}, 500);
|
||
}
|
||
}
|
||
}
|
||
};
|
||
//如果是倒计时 调用此方法
|
||
GameManager.prototype.updateCountDownTime = function () {
|
||
if (this.countTime > 0) {
|
||
this.countTime -= 1;
|
||
cc.fx.GameConfig.TIME_INFO.totalTime = this.countTime;
|
||
this.Time.string = cc.fx.GameTool.getTimeMargin(this.countTime);
|
||
if (this.countTime < 5) {
|
||
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.countTime = 0;
|
||
this.setData("lose");
|
||
this.unschedule(this.updateCountDownTime);
|
||
this.gameOver();
|
||
}
|
||
}
|
||
};
|
||
//上传每次操作数据 success为成功还是失败
|
||
GameManager.prototype.setData = function (success) {
|
||
//设置埋点数据
|
||
cc.fx.GameConfig.CLICK_SET("mapId", cc.fx.GameConfig.LEVEL_INFO[cc.fx.GameConfig.GM_INFO.level][this.custom].id);
|
||
cc.fx.GameConfig.CLICK_SET("difficulty", cc.fx.GameConfig.GM_INFO.level);
|
||
cc.fx.GameConfig.CLICK_SET("optimizedSteps", cc.fx.GameConfig.LEVEL_INFO[cc.fx.GameConfig.GM_INFO.level][this.custom].min_steps);
|
||
cc.fx.GameConfig.CLICK_SET("round", cc.fx.GameConfig.GM_INFO.round);
|
||
cc.fx.GameConfig.CLICK_SET("timer", cc.fx.GameConfig.TIME_INFO.totalTime);
|
||
cc.fx.GameConfig.CLICK_SET("cumulativeScore", cc.fx.GameConfig.GM_INFO.score);
|
||
success = success == "lose" ? false : true;
|
||
if (success != null) {
|
||
cc.fx.GameConfig.CLICK_SET("success", success);
|
||
cc.fx.GameConfig.GM_INFO.fen = this.getScore();
|
||
if (!success)
|
||
cc.fx.GameConfig.GM_INFO.fen = 0;
|
||
cc.fx.GameConfig.CLICK_SET("getScore", cc.fx.GameConfig.GM_INFO.fen);
|
||
cc.fx.GameConfig.GM_INFO.score += cc.fx.GameConfig.GM_INFO.fen;
|
||
this.node.getChildByName("Top").getChildByName("id").getComponent(cc.Label).string =
|
||
cc.fx.GameConfig.GM_INFO.score;
|
||
cc.fx.GameConfig.CLICK_SET("cumulativeScore", cc.fx.GameConfig.GM_INFO.score);
|
||
if (this.countTime != 0)
|
||
cc.fx.GameConfig.GM_INFO.successList.push(success);
|
||
}
|
||
cc.fx.GameTool.setGameData();
|
||
};
|
||
//计算得分
|
||
GameManager.prototype.getScore = function () {
|
||
//最小步数
|
||
var min = cc.fx.GameConfig.LEVEL_INFO[cc.fx.GameConfig.GM_INFO.level][this.custom].min_steps;
|
||
//实际使用步数
|
||
var now = this.path_Array.length - 1;
|
||
if (now <= 0)
|
||
now = 0;
|
||
var x = (2.5 * min - now) / min;
|
||
var score = Math.pow(Math.pow(min, x), 0.5);
|
||
score = score * (this.scoreTime + 10) * 100;
|
||
return Math.floor(score);
|
||
};
|
||
//上传排行榜数据
|
||
GameManager.prototype.gameOver = function () {
|
||
var rate = 0;
|
||
var successList = cc.fx.GameConfig.GM_INFO.successList;
|
||
if (successList.length > 0) {
|
||
var success = 0;
|
||
for (var i = 0; i < successList.length; i++) {
|
||
if (successList[i] == true)
|
||
success += 1;
|
||
}
|
||
rate = success / successList.length;
|
||
}
|
||
rate = Math.floor(rate * 1000) / 10;
|
||
var data = {
|
||
score: cc.fx.GameConfig.GM_INFO.score,
|
||
rate: rate
|
||
};
|
||
cc.fx.GameTool.setRank(data);
|
||
this.node.getChildByName("GameOver").active = true;
|
||
this.node.getChildByName("GameOver").opacity = 0;
|
||
cc.tween(this.node.getChildByName("GameOver"))
|
||
.to(0.4, { opacity: 255 })
|
||
.delay(1)
|
||
.to(0.4, { opacity: 50 })
|
||
.call(function () {
|
||
cc.director.loadScene("OverScene");
|
||
})
|
||
.start();
|
||
};
|
||
//展示结果 data为成功或者失败
|
||
GameManager.prototype.showResult = function (data) {
|
||
if (this.node.getChildByName("GameOver").active == false && this.node.getChildByName("Window").active == false) {
|
||
cc.fx.Notifications.emit(cc.fx.Message.setData, data);
|
||
if (data == "lose") {
|
||
cc.fx.AudioManager._instance.playEffect("lose", null);
|
||
cc.fx.GameConfig.GM_INFO.min_Time = -1;
|
||
}
|
||
else {
|
||
cc.fx.AudioManager._instance.playEffect("win", null);
|
||
}
|
||
this.node.getChildByName("Window").active = true;
|
||
this.node.getChildByName("Window").getComponent("Window").init(data);
|
||
}
|
||
};
|
||
//记录反应时长,以及做步骤提示 data为操作名称
|
||
GameManager.prototype.clickSun = function (data) {
|
||
//如果没有记录过 回合开始到操作反应时长,则第一次记录, 后面不记录
|
||
if (cc.fx.GameConfig.CLICK_DATA.startTime == -1) {
|
||
this.finishiTime = cc.fx.GameTool.getTime();
|
||
var now = this.finishiTime - this.startTime;
|
||
// console.log("startTime:",this.finishiTime);
|
||
cc.fx.GameConfig.CLICK_SET("startTime", now);
|
||
}
|
||
if (cc.fx.GameConfig.GM_INFO.level > 3)
|
||
return;
|
||
//步骤提示
|
||
var nowPos = this.path_Array[0];
|
||
if (this.tip_Array.length != 0) {
|
||
if (this.tip_Array[this.tip_Array.length - 1] == null) {
|
||
this.tip_Array.push(null);
|
||
return;
|
||
}
|
||
nowPos = this.tip_Array[this.tip_Array.length - 1][this.tip_Array[this.tip_Array.length - 1].length - 1];
|
||
if (nowPos) {
|
||
var n = nowPos.x * this.map_Array[0].length + nowPos.y;
|
||
var targetNode = this.block_Array[n];
|
||
if (targetNode.getChildByName("tipLose").active == true) {
|
||
this.tip_Array.push(null);
|
||
return;
|
||
}
|
||
}
|
||
else {
|
||
return;
|
||
}
|
||
}
|
||
if (data == "up") {
|
||
var n = cc.v2(nowPos.x, nowPos.y - 1);
|
||
this.tipCan(n, data);
|
||
}
|
||
else if (data == "down") {
|
||
var n = cc.v2(nowPos.x, nowPos.y + 1);
|
||
this.tipCan(n, data);
|
||
}
|
||
else if (data == "left") {
|
||
var n = cc.v2(nowPos.x - 1, nowPos.y);
|
||
this.tipCan(n, data);
|
||
}
|
||
else if (data == "right") {
|
||
var n = cc.v2(nowPos.x + 1, nowPos.y);
|
||
this.tipCan(n, data);
|
||
}
|
||
else if (data == "reinforce") {
|
||
var n = cc.v3(nowPos.x, nowPos.y, 2);
|
||
this.tip_Array.push([n]);
|
||
}
|
||
else if (data == "soil") {
|
||
var n = cc.v3(nowPos.x, nowPos.y, 3);
|
||
this.tip_Array.push([n]);
|
||
}
|
||
};
|
||
//提示是否错误 只前三关有 ,pos为位置,data为操作方向
|
||
GameManager.prototype.tipCan = function (pos, data) {
|
||
//先判断是否出边界
|
||
if (pos.x < 0 || pos.x > this.map_Array.length - 1 || pos.y < 0 || pos.y > this.map_Array[0].length - 1) {
|
||
this.tip_Array.push(null);
|
||
return;
|
||
}
|
||
var n = pos.x * this.map_Array[0].length + pos.y;
|
||
var target = this.block_Array[n].getComponent("Block");
|
||
target.node.getChildByName("tipWin").active = true;
|
||
//重复路回头路,或者山峰
|
||
if (target.repeatRoad(false, null) == true || target.block_Type == 3) {
|
||
this.tip_Array.push([cc.v3(pos.x, pos.y, 0)]);
|
||
target.node.getChildByName("tipLose").active = true;
|
||
target.node.getChildByName("tipWin").active = false;
|
||
}
|
||
//湿地 上一步如果没用息壤或者加固
|
||
else if (target.block_Type == 2) {
|
||
if (this.tip_Array.length > 0) {
|
||
if (this.tip_Array[this.tip_Array.length - 1][0].z == 0) {
|
||
target.node.getChildByName("tipLose").active = true;
|
||
target.node.getChildByName("tipWin").active = false;
|
||
}
|
||
else if (this.tip_Array[this.tip_Array.length - 1][0].z == 2) {
|
||
target.node.getChildByName("tipLose").active = false;
|
||
target.node.getChildByName("tipWin").active = true;
|
||
}
|
||
}
|
||
else {
|
||
target.node.getChildByName("tipLose").active = true;
|
||
target.node.getChildByName("tipWin").active = false;
|
||
}
|
||
}
|
||
if (this.tip_Array.length > 0) {
|
||
if (this.tip_Array[this.tip_Array.length - 1][0].z == 3) {
|
||
if (data == "up") {
|
||
var arr = [];
|
||
for (var i = pos.y; i >= 0; i--) {
|
||
var block = this.block_Array[pos.x * this.map_Array[0].length + i].getComponent("Block");
|
||
if (block.block_Type == 3) {
|
||
i = -10000;
|
||
}
|
||
else {
|
||
block.node.getChildByName("tipWin").active = true;
|
||
arr.push(cc.v3(pos.x, i, 0));
|
||
if (block.block_Type == 4)
|
||
i = -10000;
|
||
}
|
||
}
|
||
this.tip_Array.push(arr);
|
||
}
|
||
else if (data == "down") {
|
||
var arr = [];
|
||
for (var i = pos.y; i < this.map_Array[0].length; i++) {
|
||
var block = this.block_Array[pos.x * this.map_Array[0].length + i].getComponent("Block");
|
||
if (block.block_Type == 3) {
|
||
i = 10000;
|
||
}
|
||
else {
|
||
block.node.getChildByName("tipWin").active = true;
|
||
arr.push(cc.v3(pos.x, i, 0));
|
||
if (block.block_Type == 4)
|
||
i = 10000;
|
||
}
|
||
}
|
||
this.tip_Array.push(arr);
|
||
}
|
||
else if (data == "right") {
|
||
var arr = [];
|
||
for (var i = pos.x; i < this.map_Array.length; i++) {
|
||
var block = this.block_Array[i * this.map_Array[0].length + pos.y].getComponent("Block");
|
||
if (block.block_Type == 3) {
|
||
i = 10000;
|
||
}
|
||
else {
|
||
block.node.getChildByName("tipWin").active = true;
|
||
arr.push(cc.v3(i, pos.y, 0));
|
||
if (block.block_Type == 4)
|
||
i = 10000;
|
||
}
|
||
}
|
||
this.tip_Array.push(arr);
|
||
}
|
||
else if (data == "left") {
|
||
var arr = [];
|
||
for (var i = pos.x; i >= 0; i--) {
|
||
var block = this.block_Array[i * this.map_Array[0].length + pos.y].getComponent("Block");
|
||
if (block.block_Type == 3) {
|
||
i = -10000;
|
||
}
|
||
else {
|
||
block.node.getChildByName("tipWin").active = true;
|
||
arr.push(cc.v3(i, pos.y, 0));
|
||
if (block.block_Type == 4)
|
||
i = -10000;
|
||
}
|
||
}
|
||
this.tip_Array.push(arr);
|
||
}
|
||
}
|
||
else {
|
||
var posJg_1 = cc.v3(pos.x, pos.y, 0);
|
||
if (data == "reinforce")
|
||
pos.z = 2;
|
||
if (data == "soil")
|
||
pos.z = 3;
|
||
this.tip_Array.push([posJg_1]);
|
||
}
|
||
// console.log(this.tip_Array);
|
||
return;
|
||
}
|
||
var posJg = cc.v3(pos.x, pos.y, 0);
|
||
if (data == "reinforce")
|
||
pos.z = 2;
|
||
if (data == "soil")
|
||
pos.z = 3;
|
||
this.tip_Array.push([posJg]);
|
||
// console.log(this.tip_Array);
|
||
};
|
||
//移除提示
|
||
GameManager.prototype.removeTip = function (data) {
|
||
if (cc.fx.GameConfig.GM_INFO.level > 3)
|
||
return;
|
||
//分为撤回一步 和全部清空
|
||
if (this.tip_Array.length > 0) {
|
||
if (data == "back") {
|
||
var target = this.tip_Array[this.tip_Array.length - 1];
|
||
if (target == null) {
|
||
this.tip_Array.pop();
|
||
}
|
||
else {
|
||
this.tip_Array.pop();
|
||
for (var i = 0; i < target.length; i++) {
|
||
if (target[i]) {
|
||
if (target[0].z == 0) {
|
||
var n = target[i].x * this.map_Array[0].length + target[i].y;
|
||
var node = this.block_Array[n];
|
||
node.getChildByName("tipWin").active = false;
|
||
node.getChildByName("tipLose").active = false;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
else if (data == "remove") {
|
||
for (var j = 0; j < this.tip_Array.length; j++) {
|
||
var target = this.tip_Array[j];
|
||
if (target != null) {
|
||
for (var i = 0; i < target.length; i++) {
|
||
if (target[i]) {
|
||
var n = target[i].x * this.map_Array[0].length + target[i].y;
|
||
var node = this.block_Array[n];
|
||
node.getChildByName("tipWin").active = false;
|
||
node.getChildByName("tipLose").active = false;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
this.tip_Array = [];
|
||
}
|
||
}
|
||
};
|
||
//获取引导名字
|
||
GameManager.prototype.getGuideName = function () {
|
||
var name = "one";
|
||
switch (this.step) {
|
||
case 1:
|
||
name = "one";
|
||
this.btnClick = false;
|
||
this.bgClick = true;
|
||
break;
|
||
case 2:
|
||
name = "two";
|
||
this.btnClick = false;
|
||
this.bgClick = true;
|
||
break;
|
||
case 3:
|
||
name = "three";
|
||
this.btnClick = false;
|
||
this.bgClick = true;
|
||
break;
|
||
case 4:
|
||
name = "four";
|
||
this.btnClick = false;
|
||
this.bgClick = true;
|
||
break;
|
||
case 5:
|
||
name = "five";
|
||
this.btnClick = true;
|
||
this.bgClick = false;
|
||
break;
|
||
case 6:
|
||
name = "six";
|
||
this.btnClick = true;
|
||
this.bgClick = false;
|
||
break;
|
||
case 7:
|
||
name = "seven";
|
||
this.btnClick = false;
|
||
this.bgClick = true;
|
||
break;
|
||
case 8:
|
||
name = "eight";
|
||
this.btnClick = false;
|
||
this.bgClick = true;
|
||
break;
|
||
case 9:
|
||
name = "nine";
|
||
this.btnClick = false;
|
||
this.bgClick = true;
|
||
break;
|
||
case 10:
|
||
name = "ten";
|
||
this.btnClick = true;
|
||
this.bgClick = false;
|
||
break;
|
||
case 11:
|
||
name = "eleven";
|
||
this.btnClick = false;
|
||
this.bgClick = true;
|
||
break;
|
||
case 12:
|
||
name = "twelve";
|
||
this.btnClick = true;
|
||
this.bgClick = false;
|
||
break;
|
||
case 13:
|
||
name = "thirteen";
|
||
this.btnClick = true;
|
||
this.bgClick = false;
|
||
break;
|
||
case 14:
|
||
name = "fourteen";
|
||
this.btnClick = true;
|
||
this.bgClick = false;
|
||
break;
|
||
case 15:
|
||
name = "fiveteen";
|
||
this.btnClick = true;
|
||
this.bgClick = false;
|
||
break;
|
||
case 16:
|
||
name = "sixteen";
|
||
this.btnClick = true;
|
||
this.bgClick = false;
|
||
break;
|
||
case 17:
|
||
name = "last";
|
||
this.btnClick = true;
|
||
this.bgClick = false;
|
||
break;
|
||
}
|
||
return name;
|
||
};
|
||
//引导下一步
|
||
GameManager.prototype.guideNext = function () {
|
||
//每次先把所有的
|
||
console.log(this.step, this.Guide.children.length);
|
||
if (this.step + 1 == this.Guide.children.length) {
|
||
cc.fx.GameConfig.GM_INFO.guide = false;
|
||
// cc.director.loadScene("GameScene");
|
||
var name_1 = cc.fx.GameConfig.GM_INFO.gameId + "_guide";
|
||
cc.fx.StorageMessage.setStorage(name_1, cc.fx.GameConfig.GM_INFO.guide);
|
||
}
|
||
if (this.step > 0)
|
||
this.Guide.children[this.step - 1].active = false;
|
||
this.step += 1;
|
||
var name = this.getGuideName();
|
||
var target = this.Guide.getChildByName(name);
|
||
target.active = true;
|
||
var size = cc.winSize;
|
||
if (size.height > 1334) {
|
||
var height = (size.height - 1334) / 2;
|
||
target.getChildByName("sp").height += height;
|
||
}
|
||
};
|
||
GameManager.prototype.onEnable = function () {
|
||
cc.fx.Notifications.on(cc.fx.Message.control, this.clickSun, this);
|
||
cc.fx.Notifications.on(cc.fx.Message.next, this.runRoad, this);
|
||
cc.fx.Notifications.on(cc.fx.Message.nextWater, this.runWater, this);
|
||
cc.fx.Notifications.on(cc.fx.Message.startGame, this.startGame, this);
|
||
cc.fx.Notifications.on(cc.fx.Message.changePath, this.changePath, this);
|
||
cc.fx.Notifications.on(cc.fx.Message.setData, this.setData, this);
|
||
cc.fx.Notifications.on(cc.fx.Message.guideNext, this.guideNext, this);
|
||
cc.fx.Notifications.on(cc.fx.Message.showResult, this.showResult, this);
|
||
cc.fx.Notifications.on(cc.fx.Message.removeTip, this.removeTip, this);
|
||
};
|
||
GameManager.prototype.onDisable = function () {
|
||
cc.fx.Notifications.off(cc.fx.Message.control, this.clickSun);
|
||
cc.fx.Notifications.off(cc.fx.Message.next, this.runRoad);
|
||
cc.fx.Notifications.off(cc.fx.Message.nextWater, this.runWater);
|
||
cc.fx.Notifications.off(cc.fx.Message.startGame, this.startGame);
|
||
cc.fx.Notifications.off(cc.fx.Message.changePath, this.changePath);
|
||
cc.fx.Notifications.off(cc.fx.Message.setData, this.setData);
|
||
cc.fx.Notifications.off(cc.fx.Message.guideNext, this.guideNext);
|
||
cc.fx.Notifications.off(cc.fx.Message.showResult, this.showResult);
|
||
cc.fx.Notifications.off(cc.fx.Message.removeTip, this.removeTip);
|
||
};
|
||
GameManager.prototype.update = function (dt) {
|
||
};
|
||
__decorate([
|
||
property(cc.Node)
|
||
], GameManager.prototype, "Map", void 0);
|
||
__decorate([
|
||
property(cc.Prefab)
|
||
], GameManager.prototype, "Block", void 0);
|
||
__decorate([
|
||
property(cc.Label)
|
||
], GameManager.prototype, "Time", void 0);
|
||
__decorate([
|
||
property(cc.Label)
|
||
], GameManager.prototype, "Countdown", void 0);
|
||
__decorate([
|
||
property(cc.Node)
|
||
], GameManager.prototype, "Guide", void 0);
|
||
GameManager = __decorate([
|
||
ccclass
|
||
], GameManager);
|
||
return GameManager;
|
||
}(cc.Component));
|
||
exports.default = GameManager;
|
||
|
||
cc._RF.pop(); |