WaterControl/assets/Script/GameManager.ts
2024-07-10 18:35:07 +08:00

189 lines
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TypeScript
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// 主游戏控制类
const {ccclass, property} = cc._decorator;
@ccclass
export default class GameManager extends cc.Component {
@property(cc.Node)
Map: cc.Node = null;
@property(cc.Prefab)
Block: cc.Prefab = null;
countTime: number;
block_Array: any;
onLoad () {
}
start () {
this.fit();
this.init();
}
//初始化数据
init(){
this.initMap();
}
initMap(){
this.block_Array = [];
let map = cc.fx.GameConfig.LEVEL_INFO[0].map;
for(let i=0;i<map.length;i++){
for(let j=0; j<map[i].length;j++){
let block = cc.instantiate(this.Block);
block.parent= this.Map;
block.getComponent("Block").initData(map[i][j]);
block.setPosition(cc.v2(-block.width*1.5 + j*block.width,-block.height*1.5 + i*block.height));
this.block_Array.push(block);
}
}
}
setModel(){
let time = 0.3;
let block2 = this.node.getChildByName("Block1").getChildByName("icon").getComponent(cc.Sprite);
let block = this.node.getChildByName("Block2").getChildByName("icon").getComponent(cc.Sprite);
let head = this.node.getChildByName("Head");
let block3 = this.node.getChildByName("Block3").getChildByName("icon").getComponent(cc.Sprite);
let block4 = this.node.getChildByName("Block4").getChildByName("icon").getComponent(cc.Sprite);
cc.tween(head)
.to(time,{position:cc.v3(-48,48,0)})
.to(time,{rotation:-90})
.to(time,{position:cc.v3(-144,48,0)})
.to(time,{rotation:-180})
.start();
cc.tween(block)
.delay(time)
.to(time,{fillRange:0.25})
.start();
cc.tween(block2)
.to(time,{fillRange:1})
.start();
cc.tween(block3)
.delay(time*2)
.to(time,{fillRange:1})
.start();
cc.tween(block4)
.delay(time*3)
.to(time,{fillRange:0.25})
.start();
}
//根据是否全面屏做独立适配方面
fit(){
var jg = this.setFit();
if(!jg){
}
}
//判断全面屏
getSetScreenResolutionFlag () {
let size = cc.winSize;
let width = size.width;
let height = size.height;
if ((height / width) > (16.2 / 9)) return false;
return true;
}
//判断全面屏适配
setFit () {
let flag = this.getSetScreenResolutionFlag();
if (flag) {
} else {
}
return flag;
}
//返回首页
backScene(){
cc.director.loadScene("LoadScene");
}
//下一关或者重新开始或者返回上一关根据level决定
reStart(type){
}
//获取时间戳
getTime(){
const timestamp = new Date().getTime();
return timestamp;
}
//获胜
passLevel(){
}
//失败
loseLevel(type){
//1: 1649
//2: 3646
//3: 5546
//4: 2600
//5: 694
}
//开始游戏
startGame(){
}
//如果是倒计时 调用此方法
updateCountDownTime () {
if (this.countTime > 0) {
this.countTime -= 1;
// this.time.string = cc.fx.GameTool.getTimeMargin(this.countTime);
if(this.countTime < 5){
// cc.tween(this.time.node)
// .to(0.25,{scale:1.5,color:cc.color(255,0,0)})
// .to(0.25,{scale:1,color:cc.color(255,255,255)})
// .start()
let over = this.node.getChildByName("Over");
cc.tween(over)
.to(0.2,{opacity:255})
.delay(0.1)
.to(0.2,{opacity:0})
.start();
}
if(this.countTime <= 0){
this.unschedule(this.updateCountDownTime);
var time = 0;
this.gameOver(time);
}
}
}
//上传每次操作数据
setData(){
cc.fx.GameTool.setGameData();
}
//上传排行榜数据
gameOver(time){
cc.fx.GameTool.setRank(time);
this.node.getChildByName("GameOver").active = true;
this.node.getChildByName("GameOver").opacity = 0;
cc.tween(this.node.getChildByName("GameOver"))
.to(0.4,{opacity:255})
.delay(2)
.to(0.4,{opacity:50})
.call(() =>{
cc.director.loadScene("OverScene");
})
.start()
}
clickSun(data){
}
onEnable () {
cc.fx.Notifications.on(cc.fx.Message.control, this.clickSun, this);
}
onDisable () {
cc.fx.Notifications.off(cc.fx.Message.control, this.clickSun);
}
update (dt) {
}
}