WaterControl/library/imports/b0/b0432040-dbde-438c-839c-ba2b5d18a3b5.js

832 lines
34 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

"use strict";
cc._RF.push(module, 'b0432BA295DjIOcuitdGKO1', 'GameManager');
// Script/GameManager.ts
"use strict";
var __extends = (this && this.__extends) || (function () {
var extendStatics = function (d, b) {
extendStatics = Object.setPrototypeOf ||
({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };
return extendStatics(d, b);
};
return function (d, b) {
extendStatics(d, b);
function __() { this.constructor = d; }
d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
};
})();
var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
return c > 3 && r && Object.defineProperty(target, key, r), r;
};
Object.defineProperty(exports, "__esModule", { value: true });
var Block_1 = require("./Block");
// 主游戏控制类
var _a = cc._decorator, ccclass = _a.ccclass, property = _a.property;
var GameManager = /** @class */ (function (_super) {
__extends(GameManager, _super);
function GameManager() {
var _this = _super !== null && _super.apply(this, arguments) || this;
_this.Map = null;
_this.Block = null;
_this.Time = null;
_this.Countdown = null;
return _this;
}
GameManager.prototype.onLoad = function () {
};
GameManager.prototype.start = function () {
this.fit();
this.init();
};
//初始化数据
GameManager.prototype.init = function () {
this.initMap();
this.countTime = cc.fx.GameConfig.TIME_INFO.totalTime;
this.waterTime = cc.fx.GameConfig.TIME_INFO.waterTime[cc.fx.GameConfig.GM_INFO.level];
var head = this.node.getChildByName("Top").getChildByName("head");
var progress = this.node.getChildByName("Top").getChildByName("progress").getComponent(cc.Sprite);
head.runAction(cc.moveTo(this.waterTime, cc.v2(310, head.y)));
this.waterTween = cc.tween(progress)
.to(this.waterTime, { fillRange: 1 })
.start();
this.schedule(this.updateWaterTime, 1);
this.schedule(this.updateCountDownTime, 1);
};
//初始化地图`
GameManager.prototype.initMap = function () {
this.block_Array = [];
this.path_Array = [];
this.water_Array = [];
this.map_Array = [];
this.plan_over = false;
this.map_Hight = 0;
this.map_Width = 0;
var number = 10; //9
number = Math.floor(Math.random() * cc.fx.GameConfig.LEVEL_INFO[cc.fx.GameConfig.GM_INFO.level].length);
// number = 1;
var arr = cc.fx.GameConfig.LEVEL_INFO[cc.fx.GameConfig.GM_INFO.level][number].map;
debugger;
this.node.getChildByName("Top").getChildByName("id").getComponent(cc.Label).string =
cc.fx.GameConfig.LEVEL_INFO[cc.fx.GameConfig.GM_INFO.level][number].id;
//将地图x,y轴切换
this.map_Array = arr[0].map(function (item, i) {
return arr.map(function (val) { return val[i]; });
});
this.map_Width = this.map_Array.length;
this.map_Hight = this.map_Array[0].length;
this.Map.x = (6 - this.map_Array.length) * 48;
this.Map.y = (this.map_Array[0].length - 6.5) * 48;
for (var i = 0; i < this.map_Array.length; i++) {
for (var j = 0; j < this.map_Array[i].length; j++) {
var block = cc.instantiate(this.Block);
block.parent = this.Map;
block.getComponent("Block").initData(this.map_Array[i][j], cc.v2(i, j), cc.v2(this.map_Width, this.map_Hight));
if (this.map_Array[i][j] == cc.Enum(Block_1.BlockType).Start) {
this.path_Array.push(cc.v3(i, j, cc.Enum(Block_1.BlockType).Nomal));
// this.water_Array.push(cc.v3(i,j,cc.Enum(BlockType).Nomal));
}
block.setPosition(cc.v2(-block.width * 2.5 + i * block.width, block.height * 4 - 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
GameManager.prototype.setMap = function (data) {
for (var i = 0; i < data.length; i++) {
var 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(Block_1.BlockType).Nomal));
break;
case "down":
this.path_Array.push(cc.v3(start.x, start.y + 1, cc.Enum(Block_1.BlockType).Nomal));
break;
case "left":
this.path_Array.push(cc.v3(start.x - 1, start.y, cc.Enum(Block_1.BlockType).Nomal));
break;
case "right":
this.path_Array.push(cc.v3(start.x + 1, start.y, cc.Enum(Block_1.BlockType).Nomal));
break;
case "reinforce":
this.path_Array.push(cc.v3(start.x, start.y, cc.Enum(Block_1.BlockType).Reinforce));
break;
case "soil":
this.path_Array.push(cc.v3(start.x, start.y, cc.Enum(Block_1.BlockType).Xi_Soil));
break;
}
}
this.runRoad(0);
};
//开始执行洪峰来了的动画
GameManager.prototype.runRoad = function (order) {
var _this = this;
order = parseInt(order);
if (order > 0) {
if (this.path_Array[order - 1].z == 0) {
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);
this.changeWater(cc.v3(this.path_Array[order - 1].x, this.path_Array[order - 1].y, 0));
// console.log(this.water_Array);
// debugger;
if (order == this.path_Array.length - 1) {
this.changeWater(cc.v3(this.path_Array[order].x, this.path_Array[order].y, 0));
console.log("最后放入", this.path_Array[order].x, this.path_Array[order].y);
// console.log(this.water_Array);
}
}
else {
console.log("2插入", this.path_Array[order].x, this.path_Array[order].y, this.path_Array[order].z);
this.changeWater(cc.v3(this.path_Array[order].x, this.path_Array[order].y, 0));
}
}
if (order <= this.path_Array.length - 1) {
var i = this.path_Array[order].x * this.map_Array[0].length + this.path_Array[order].y;
var direction = "";
var circulate = true;
//最后一步结束
if (order == this.path_Array.length - 1) {
circulate = false;
direction = "End";
setTimeout(function () {
if (!_this.plan_over) {
console.log("准备出水");
_this.plan_over = true;
var head = _this.node.getChildByName("Top").getChildByName("head");
var progress = _this.node.getChildByName("Top").getChildByName("progress").getComponent(cc.Sprite);
head.stopAllActions();
head.setPosition(310, head.y);
_this.waterTween.stop();
progress.fillRange = 1;
_this.runWater(0);
}
}, 500);
}
else {
if (this.path_Array[order].z == 6 && order + 1 < this.path_Array.length) {
direction = "Reinforce";
i = this.path_Array[order + 1].x * this.map_Array[0].length + this.path_Array[order + 1].y;
}
else if (order + 1 < this.path_Array.length) {
if (this.path_Array[order + 1].z == 5) {
direction = "Xi_Soil";
}
else if (this.path_Array[order + 1].z == 6 && order == 0) {
direction = "Reinforce";
}
else {
direction = this.getDirection(order, this.path_Array);
}
}
else {
direction = this.getDirection(order, this.path_Array);
}
}
// console.log(order,this.path_Array[order].x,this.path_Array[order].y,i);
// console.log("步骤:",order,"方向",direction);
var jg = this.getBoundary(order, this.path_Array[order].x, this.path_Array[order].y, direction, this.path_Array);
if (direction == "" || jg == false)
return;
var target = this.block_Array[i].getComponent("Block");
target.setPath(direction);
if (order > 0 && order < this.path_Array.length - 1) {
if (this.path_Array[order + 1].z == 5) {
this.set_Soil(order + 1, this.path_Array, "road");
circulate = false;
return;
}
else if (order == 1 && this.path_Array[order].z == 5) {
this.set_Soil(order, this.path_Array, "road");
circulate = false;
return;
}
}
var pos = cc.v2();
if (direction == "End" && this.path_Array[order - 1].z == 0) {
pos = cc.v2(this.path_Array[order - 1].x, this.path_Array[order - 1].y);
}
var data = {
order: order,
time: cc.fx.GameConfig.TIME_INFO.waterSpeed[cc.fx.GameConfig.GM_INFO.level],
type: this.path_Array[order].z,
circulate: circulate,
last: pos
};
target.runRoad(data);
}
};
//判断边界。或者撞山,或者湿地没有加固
GameManager.prototype.getBoundary = function (order, x, y, direction, road) {
var jg = true;
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,游戏结束");
}
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,游戏结束");
}
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");
}
}
return jg;
};
//开始执行洪峰来了的动画
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) {
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);
}
}
// console.log(order,this.path_Array[order].x,this.path_Array[order].y,i);
var jg = this.getBoundary(order, this.water_Array[order].x, this.water_Array[order].y, direction, this.water_Array);
console.log("步骤:", order, "方向", direction);
if (direction == "" || jg == false) {
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 data = {
order: order,
time: cc.fx.GameConfig.TIME_INFO.waterSpeed[cc.fx.GameConfig.GM_INFO.level],
type: this.water_Array[order].z,
circulate: circulate
};
target.runWater(data);
}
};
//获取息壤的格子的方向
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
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;
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;
}
}
this.scheduleOnce;
}
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) {
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) {
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) {
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) {
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
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
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);
}
}
}
};
GameManager.prototype.changeMap = function (data) {
};
//获取洪峰方向
GameManager.prototype.getDirection = function (order, road) {
var name = "";
//入海口比较复杂单独判断
if (order == 0) {
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");
};
//下一关或者重新开始或者返回上一关根据level决定
GameManager.prototype.reStart = function (type) {
};
//获取时间戳
GameManager.prototype.getTime = function () {
var timestamp = new Date().getTime();
return timestamp;
};
//获胜
GameManager.prototype.passLevel = function () {
};
//失败
GameManager.prototype.loseLevel = function (type) {
//1: 1649
//2: 3646
//3: 5546
//4: 2600
//5: 694
};
//开始游戏
GameManager.prototype.startGame = function (data) {
this.setMap(data);
};
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.plan_over = true;
setTimeout(function () {
_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;
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.unschedule(this.updateCountDownTime);
var time = 0;
this.gameOver(time);
}
}
};
//上传每次操作数据
GameManager.prototype.setData = function () {
cc.fx.GameTool.setGameData();
};
//上传排行榜数据
GameManager.prototype.gameOver = function (time) {
cc.fx.GameTool.setRank(time);
this.node.getChildByName("GameOver").active = true;
this.node.getChildByName("GameOver").opacity = 0;
cc.tween(this.node.getChildByName("GameOver"))
.to(0.4, { opacity: 255 })
.delay(2)
.to(0.4, { opacity: 50 })
.call(function () {
cc.director.loadScene("OverScene");
})
.start();
};
GameManager.prototype.clickSun = function (data) {
};
GameManager.prototype.addEnd = function (data) {
};
GameManager.prototype.nextWater = function () {
};
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.changeMap, this.changeMap, this);
cc.fx.Notifications.on(cc.fx.Message.addEnd, this.addEnd, 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.changeMap, this.changeMap);
cc.fx.Notifications.off(cc.fx.Message.addEnd, this.addEnd);
};
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);
GameManager = __decorate([
ccclass
], GameManager);
return GameManager;
}(cc.Component));
exports.default = GameManager;
cc._RF.pop();