更新无限体力
This commit is contained in:
parent
69f5b2d2db
commit
00ec26b4d2
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@ -215,7 +215,7 @@ export default class GameManager extends cc.Component {
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if (typeof wx !== 'undefined' && wx !== null) {
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if (typeof wx !== 'undefined' && wx !== null) {
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MiniGameSdk.API.shushu_Init();
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MiniGameSdk.API.shushu_Init();
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Utils.getUserInfo((data) => {
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Utils.getUserInfo((data) => {
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console.log("登陆成功", data);
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console.log("登陆成功_____________", data);
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if (data.data._id) {
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if (data.data._id) {
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cc.fx.GameConfig.GM_INFO.uid = data.data._id;
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cc.fx.GameConfig.GM_INFO.uid = data.data._id;
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cc.fx.StorageMessage.setStorage("uid", data.data._id);
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cc.fx.StorageMessage.setStorage("uid", data.data._id);
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@ -226,6 +226,8 @@ export default class GameManager extends cc.Component {
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cc.fx.GameConfig.GM_INFO.allOutTradeNo = data.data.outTradeNo;
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cc.fx.GameConfig.GM_INFO.allOutTradeNo = data.data.outTradeNo;
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console.log("______________________________有未发放奖励", cc.fx.GameConfig.GM_INFO.allOutTradeNo);
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console.log("______________________________有未发放奖励", cc.fx.GameConfig.GM_INFO.allOutTradeNo);
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}
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}
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this.setUserPower(data);
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let levelInfo = cc.fx.StorageMessage.getStorage("level");
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let levelInfo = cc.fx.StorageMessage.getStorage("level");
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//旧的读取数据设置数据方法,以强联网为主
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//旧的读取数据设置数据方法,以强联网为主
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if (levelInfo == undefined || levelInfo == "" || levelInfo == null) {
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if (levelInfo == undefined || levelInfo == "" || levelInfo == null) {
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@ -405,20 +407,21 @@ export default class GameManager extends cc.Component {
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if (data.result.code == 404 && data.result.message == "未找到道具数据") {
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if (data.result.code == 404 && data.result.message == "未找到道具数据") {
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console.log("没有道具信息,从用户接口拿到数据", propInfo);
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console.log("没有道具信息,从用户接口拿到数据", propInfo);
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if (propInfo.freezeAmount == undefined || propInfo.hammerAmount == undefined || propInfo.magicAmount == undefined) {
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if (propInfo.freezeAmount == undefined || propInfo.hammerAmount == undefined || propInfo.magicAmount == undefined) {
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console.log("2222222道具数据异常");
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console.log("____________________道具数据异常");
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cc.fx.GameConfig.GM_INFO.freezeAmount = 0;
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cc.fx.GameConfig.GM_INFO.freezeAmount = 3;
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cc.fx.GameConfig.GM_INFO.hammerAmount = 0;
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cc.fx.GameConfig.GM_INFO.hammerAmount = 3;
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cc.fx.GameConfig.GM_INFO.magicAmoun = 0;
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cc.fx.GameConfig.GM_INFO.magicAmoun = 3;
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let propInfoNew = {
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let propInfoNew = {
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"freezeAmount": cc.fx.GameConfig.GM_INFO.freezeAmount,
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"freezeAmount": cc.fx.GameConfig.GM_INFO.freezeAmount,
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"hammerAmount": cc.fx.GameConfig.GM_INFO.hammerAmount,
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"hammerAmount": cc.fx.GameConfig.GM_INFO.hammerAmount,
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"magicAmount": cc.fx.GameConfig.GM_INFO.magicAmoun,
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"magicAmount": cc.fx.GameConfig.GM_INFO.magicAmoun,
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"timestamp": timestamp
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"timestamp": timestamp
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}
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}
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console.log("1111111上传道具信息:", propInfoNew);
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console.log("_______________上传道具信息:", propInfoNew);
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cc.fx.StorageMessage.setStorage("prop", propInfoNew);
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cc.fx.StorageMessage.setStorage("prop", propInfoNew);
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}
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}
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else {
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else {
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console.log("_______________________道具数据正常", propInfo);
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// cc.fx.GameConfig.GM_INFO.freezeAmount = data.result.data.freeze;
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// cc.fx.GameConfig.GM_INFO.freezeAmount = data.result.data.freeze;
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// cc.fx.GameConfig.GM_INFO.hammerAmount = data.result.data.hammer;
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// cc.fx.GameConfig.GM_INFO.hammerAmount = data.result.data.hammer;
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// cc.fx.GameConfig.GM_INFO.magicAmount = data.result.data.magic_wand;
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// cc.fx.GameConfig.GM_INFO.magicAmount = data.result.data.magic_wand;
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@ -426,16 +429,11 @@ export default class GameManager extends cc.Component {
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cc.fx.GameConfig.GM_INFO.hammerAmount = propInfo.hammerAmount;
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cc.fx.GameConfig.GM_INFO.hammerAmount = propInfo.hammerAmount;
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cc.fx.GameConfig.GM_INFO.magicAmount = propInfo.magicAmount;
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cc.fx.GameConfig.GM_INFO.magicAmount = propInfo.magicAmount;
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}
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}
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// cc.fx.GameConfig.GM_INFO.freezeAmount = propInfo.freezeAmount;
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// cc.fx.GameConfig.GM_INFO.hammerAmount = propInfo.hammerAmount;
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// cc.fx.GameConfig.GM_INFO.magicAmount = propInfo.magicAmount;
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cc.fx.GameTool.setUserProp(0, 0, (data) => {
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cc.fx.GameTool.setUserProp(0, 0, (data) => {
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});
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});
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}
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}
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else if (data.result.code == 200) {
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else if (data.result.code == 200) {
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// console.log("本地时间戳",propInfo.timestamp,"服务器时间戳",data.result.timestamp);
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console.log("本地时间戳", propInfo.timestamp, "服务器时间戳", data.result.timestamp);
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if ((data.result.timestamp - propInfo.timestamp) < 10000) {
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if ((data.result.timestamp - propInfo.timestamp) < 10000) {
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console.log("以前端道具为主:", propInfo);
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console.log("以前端道具为主:", propInfo);
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if (propInfo.freezeAmount == undefined || propInfo.hammerAmount == undefined || propInfo.magicAmount == undefined) {
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if (propInfo.freezeAmount == undefined || propInfo.hammerAmount == undefined || propInfo.magicAmount == undefined) {
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@ -547,12 +545,13 @@ export default class GameManager extends cc.Component {
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cc.fx.GameTool.setUserLevel((data) => {
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cc.fx.GameTool.setUserLevel((data) => {
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});
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});
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setTimeout(() => {
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setTimeout(() => {
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cc.fx.GameConfig.GM_INFO.freezeAmount = 0;
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cc.fx.GameConfig.GM_INFO.freezeAmount = 3;
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cc.fx.GameConfig.GM_INFO.hammerAmount = 0;
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cc.fx.GameConfig.GM_INFO.hammerAmount = 3;
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cc.fx.GameConfig.GM_INFO.magicAmount = 0;
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cc.fx.GameConfig.GM_INFO.magicAmount = 3;
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cc.fx.GameTool.setUserProp(0, 0, (data) => {
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cc.fx.GameTool.setUserProp(0, 0, (data) => {
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if (data.result.code == 200) {
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if (data.result.code == 200) {
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console.log("上传道具信息成功", data);
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console.log("1111111上传道具信息成功", data);
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}
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}
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else {
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else {
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MiniGameSdk.API.showToast("网络异常,正在努力加载");
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MiniGameSdk.API.showToast("网络异常,正在努力加载");
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@ -627,32 +626,32 @@ export default class GameManager extends cc.Component {
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cc.fx.GameTool.getUserProp((data) => {
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cc.fx.GameTool.getUserProp((data) => {
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if (data.result.code == 404 && data.result.message == "未找到道具数据") {
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if (data.result.code == 404 && data.result.message == "未找到道具数据") {
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console.log("没有道具信息,从用户接口拿到数据");
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console.log("没有道具信息,从用户接口拿到数据");
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cc.fx.GameConfig.GM_INFO.freezeAmount = 0;
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cc.fx.GameConfig.GM_INFO.freezeAmount = 3;
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cc.fx.GameConfig.GM_INFO.hammerAmount = 0;
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cc.fx.GameConfig.GM_INFO.hammerAmount = 3;
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cc.fx.GameConfig.GM_INFO.magicAmount = 0;
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cc.fx.GameConfig.GM_INFO.magicAmount = 3;
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let propInfo = {
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let propInfo = {
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"freezeAmount": 0,
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"freezeAmount": 3,
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"hammerAmount": 0,
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"hammerAmount": 3,
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"magicAmount": 0,
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"magicAmount": 3,
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"timestamp": timestamp,
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"timestamp": timestamp,
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}
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}
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console.log("上传道具信息:", propInfo);
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console.log("上传道具信息44444444:", propInfo);
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cc.fx.StorageMessage.setStorage("prop", propInfo);
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cc.fx.StorageMessage.setStorage("prop", propInfo);
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cc.fx.GameTool.setUserProp(0, 0, (data) => {
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cc.fx.GameTool.setUserProp(0, 0, (data) => {
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});
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});
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}
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}
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else if (data.result.code == 200) {
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else if (data.result.code == 200) {
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console.log("有道具信息,从道具接口拿到数据", data.result.data);
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console.log("有道具信息,从道具接口拿到数据", data.result.data);
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cc.fx.GameConfig.GM_INFO.freezeAmount = data.result.data.freeze || 0;
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cc.fx.GameConfig.GM_INFO.freezeAmount = data.result.data.freeze || 3;
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cc.fx.GameConfig.GM_INFO.hammerAmount = data.result.data.hammer || 0;
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cc.fx.GameConfig.GM_INFO.hammerAmount = data.result.data.hammer || 3;
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cc.fx.GameConfig.GM_INFO.magicAmount = data.result.data.magic_wand || 0;
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cc.fx.GameConfig.GM_INFO.magicAmount = data.result.data.magic_wand || 3;
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let propInfo = {
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let propInfo = {
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"freezeAmount": cc.fx.GameConfig.GM_INFO.freezeAmount,
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"freezeAmount": cc.fx.GameConfig.GM_INFO.freezeAmount,
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"hammerAmount": cc.fx.GameConfig.GM_INFO.hammerAmount,
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"hammerAmount": cc.fx.GameConfig.GM_INFO.hammerAmount,
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"magicAmount": cc.fx.GameConfig.GM_INFO.magicAmount,
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"magicAmount": cc.fx.GameConfig.GM_INFO.magicAmount,
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"timestamp": timestamp,
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"timestamp": timestamp,
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}
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}
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console.log("上传道具信息:", propInfo);
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console.log("上传道具信息6666666:", propInfo);
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cc.fx.StorageMessage.setStorage("prop", propInfo);
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cc.fx.StorageMessage.setStorage("prop", propInfo);
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}
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}
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@ -707,6 +706,72 @@ export default class GameManager extends cc.Component {
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}
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}
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}
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}
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setUserPower(data) {
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let nowTime = Math.floor(Date.now() / 1000);
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let powerTime = cc.fx.StorageMessage.getStorage("userPowerTime");
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//本地没缓存
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if (powerTime == "undifend" || powerTime == null || powerTime == "" || powerTime == 0) {
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//本地没缓存,但是服务器有缓存,判断服务器的无限体力时间是否过期
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if (data.data.userPowerTime && data.data.userPowerTime != 0) {
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powerTime = data.data.userPowerTime;
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if (powerTime > nowTime) {
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cc.fx.GameConfig.GM_INFO.userPowerTime = powerTime;
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cc.fx.StorageMessage.setStorage("userPowerTime", powerTime);
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}
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else {
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cc.fx.GameConfig.GM_INFO.userPowerTime = 0;
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cc.fx.StorageMessage.setStorage("userPowerTime", 0);
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}
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}
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//本地没缓存,服务器也没缓存
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else {
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powerTime = 0;
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cc.fx.GameConfig.GM_INFO.userPowerTime = 0;
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cc.fx.StorageMessage.setStorage("userPowerTime", 0);
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}
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}
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//本地有缓存
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else {
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//本地有缓存,且服务器有缓存
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if (data.data.userPowerTime && data.data.userPowerTime != 0) {
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//服务器缓存大于本地缓存,以服务器缓存为主
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if (data.data.userPowerTime > powerTime) {
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powerTime = data.data.userPowerTime;
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if (powerTime > nowTime) {
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cc.fx.GameConfig.GM_INFO.userPowerTime = powerTime;
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cc.fx.StorageMessage.setStorage("userPowerTime", powerTime);
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}
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else {
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cc.fx.GameConfig.GM_INFO.userPowerTime = 0;
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cc.fx.StorageMessage.setStorage("userPowerTime", 0);
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}
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}
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//服务器缓存小于本地缓存,以本地缓存为主
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else {
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if (powerTime > nowTime) {
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cc.fx.GameConfig.GM_INFO.userPowerTime = powerTime;
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cc.fx.StorageMessage.setStorage("userPowerTime", powerTime);
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}
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else {
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cc.fx.GameConfig.GM_INFO.userPowerTime = 0;
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cc.fx.StorageMessage.setStorage("userPowerTime", 0);
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}
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}
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}
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//本地有缓存,服务器没缓存
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else {
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if (powerTime > nowTime) {
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cc.fx.GameConfig.GM_INFO.userPowerTime = powerTime;
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cc.fx.StorageMessage.setStorage("userPowerTime", powerTime);
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}
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else {
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cc.fx.GameConfig.GM_INFO.userPowerTime = 0;
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cc.fx.StorageMessage.setStorage("userPowerTime", 0);
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}
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}
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}
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}
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update(dt) {
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update(dt) {
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//console.log("加载1:", this.load1, "加载2:", this.load2, "加载3:", this.load3, "加载4:", this.load4, "加载5:", this.load5, "加载6:", this.load6, "时间:", this.timeNumber);
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//console.log("加载1:", this.load1, "加载2:", this.load2, "加载3:", this.load3, "加载4:", this.load4, "加载5:", this.load5, "加载6:", this.load6, "时间:", this.timeNumber);
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if (this.load1 && this.load2 && this.load3 && this.load4 && this.load5 && this.load6 == true && this.timeNumber <= 0) {
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if (this.load1 && this.load2 && this.load3 && this.load4 && this.load5 && this.load6 == true && this.timeNumber <= 0) {
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@ -158,7 +158,18 @@ export default class JiaZai extends cc.Component {
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// //console.log("已经进入Home界面");
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// //console.log("已经进入Home界面");
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// //console.log("金币",cc.fx.GameConfig.GM_INFO.coin);
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// //console.log("金币",cc.fx.GameConfig.GM_INFO.coin);
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// //console.log("关卡",cc.fx.GameConfig.GM_INFO.level+1);
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// //console.log("关卡",cc.fx.GameConfig.GM_INFO.level+1);
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if (cc.fx.GameConfig.GM_INFO.userPowerTime != 0) {
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let nowTime = Math.floor(Date.now() / 1000);
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if (cc.fx.GameConfig.GM_INFO.userPowerTime > nowTime) {
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console.log("还有无限体力时间_____________", (cc.fx.GameConfig.GM_INFO.userPowerTime - nowTime));
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}
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else {
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console.log("无限体力时间已过期");
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}
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}
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else {
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console.log("没有无限体力时间");
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}
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cc.fx.GameTool.getHealth(null);
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cc.fx.GameTool.getHealth(null);
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// cc.fx.GameConfig.LEVEL_INFO_init(false,0);
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// cc.fx.GameConfig.LEVEL_INFO_init(false,0);
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setTimeout(() => {
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setTimeout(() => {
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@ -1878,7 +1878,7 @@ export default class MapConroler extends cc.Component {
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else if (data == "hammerAmount") hammerBtn.getComponent("btnControl").setTouch(true);
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else if (data == "hammerAmount") hammerBtn.getComponent("btnControl").setTouch(true);
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else if (data == "magicAmount") magicBtn.getComponent("btnControl").setTouch(true);
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else if (data == "magicAmount") magicBtn.getComponent("btnControl").setTouch(true);
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if (data == "freezeAmount") {
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if (data == "freezeAmount") {
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cc.fx.GameConfig.GM_INFO.freezeAmount += 3;
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// cc.fx.GameConfig.GM_INFO.freezeAmount += 3;
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let propInfo = cc.fx.StorageMessage.getStorage("prop");
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let propInfo = cc.fx.StorageMessage.getStorage("prop");
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propInfo.freezeAmount = cc.fx.GameConfig.GM_INFO.freezeAmount;
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propInfo.freezeAmount = cc.fx.GameConfig.GM_INFO.freezeAmount;
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propInfo.timestamp = timestamp;
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propInfo.timestamp = timestamp;
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@ -1893,7 +1893,7 @@ export default class MapConroler extends cc.Component {
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}
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}
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else if (data == "magicAmount") {
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else if (data == "magicAmount") {
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cc.fx.GameConfig.GM_INFO.magicAmount += 3;
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// cc.fx.GameConfig.GM_INFO.magicAmount += 3;
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let propInfo = cc.fx.StorageMessage.getStorage("prop");
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let propInfo = cc.fx.StorageMessage.getStorage("prop");
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propInfo.magicAmount = cc.fx.GameConfig.GM_INFO.magicAmount;
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propInfo.magicAmount = cc.fx.GameConfig.GM_INFO.magicAmount;
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propInfo.timestamp = timestamp;
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propInfo.timestamp = timestamp;
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@ -1907,7 +1907,7 @@ export default class MapConroler extends cc.Component {
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}
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}
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else if (data == "hammerAmount") {
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else if (data == "hammerAmount") {
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cc.fx.GameConfig.GM_INFO.hammerAmount += 1;
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// cc.fx.GameConfig.GM_INFO.hammerAmount += 1;
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let propInfo = cc.fx.StorageMessage.getStorage("prop");
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let propInfo = cc.fx.StorageMessage.getStorage("prop");
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propInfo.hammerAmount = cc.fx.GameConfig.GM_INFO.hammerAmount;
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propInfo.hammerAmount = cc.fx.GameConfig.GM_INFO.hammerAmount;
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propInfo.timestamp = timestamp;
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propInfo.timestamp = timestamp;
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@ -97,12 +97,14 @@ export class GameConfig {
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version: number; //版本号
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version: number; //版本号
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shushu_DistinctId: string; //数数访客ID
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shushu_DistinctId: string; //数数访客ID
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shushu_AccountId: string; //数数账号ID
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shushu_AccountId: string; //数数账号ID
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uid: string;
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uid: string; //用户和后端唯一id
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userPowerTime: number;
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};
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};
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//游戏内信息
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//游戏内信息
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static get Instance() {
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static get Instance() {
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@ -227,9 +229,9 @@ export class GameConfig {
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iosOutTradeNo: "", //ios订单号
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iosOutTradeNo: "", //ios订单号
|
||||||
allOutTradeNo: [], //订单号数组
|
allOutTradeNo: [], //订单号数组
|
||||||
min_Time: 0, //体力恢复的剩余时间
|
min_Time: 0, //体力恢复的剩余时间
|
||||||
freezeAmount: 0, //冻结道具次数
|
freezeAmount: 3, //冻结道具次数
|
||||||
hammerAmount: 0, //锤子道具次数
|
hammerAmount: 3, //锤子道具次数
|
||||||
magicAmount: 0, //魔法棒道具次数
|
magicAmount: 3, //魔法棒道具次数
|
||||||
musicOpen: true, //音乐
|
musicOpen: true, //音乐
|
||||||
effectOpen: true, //音效
|
effectOpen: true, //音效
|
||||||
vibrateOpen: true, //震动
|
vibrateOpen: true, //震动
|
||||||
|
@ -239,6 +241,7 @@ export class GameConfig {
|
||||||
shushu_DistinctId: "", //数数访客ID
|
shushu_DistinctId: "", //数数访客ID
|
||||||
shushu_AccountId: "", //数数账号ID
|
shushu_AccountId: "", //数数账号ID
|
||||||
uid: "", //用户和后端唯一id
|
uid: "", //用户和后端唯一id
|
||||||
|
userPowerTime: 0, //用户体力恢复时间
|
||||||
};
|
};
|
||||||
// this.setCode(this.getKey("scode"));
|
// this.setCode(this.getKey("scode"));
|
||||||
// this.GM_INFO.level = 0;
|
// this.GM_INFO.level = 0;
|
||||||
|
|
|
@ -484,6 +484,7 @@ export default class Utils {
|
||||||
uid: cc.fx.GameConfig.GM_INFO.uid,
|
uid: cc.fx.GameConfig.GM_INFO.uid,
|
||||||
action: 'read',
|
action: 'read',
|
||||||
}
|
}
|
||||||
|
|
||||||
Utils.POST("userData", data, res => {
|
Utils.POST("userData", data, res => {
|
||||||
console.log("获得userData数据:", res);
|
console.log("获得userData数据:", res);
|
||||||
if (res.code === 1) {
|
if (res.code === 1) {
|
||||||
|
@ -562,7 +563,7 @@ export default class Utils {
|
||||||
let setData = {
|
let setData = {
|
||||||
uid: cc.fx.GameConfig.GM_INFO.uid,
|
uid: cc.fx.GameConfig.GM_INFO.uid,
|
||||||
action: 'save',
|
action: 'save',
|
||||||
coinAmount: cc.fx.GameConfig.GM_INFO.coin
|
coinAmount: parseInt(cc.fx.GameConfig.GM_INFO.coin)
|
||||||
}
|
}
|
||||||
Utils.POST("userCoin", setData, res => {
|
Utils.POST("userCoin", setData, res => {
|
||||||
console.log("获得userCoin数据:", res);
|
console.log("获得userCoin数据:", res);
|
||||||
|
@ -615,7 +616,7 @@ export default class Utils {
|
||||||
let setData = {
|
let setData = {
|
||||||
uid: cc.fx.GameConfig.GM_INFO.uid,
|
uid: cc.fx.GameConfig.GM_INFO.uid,
|
||||||
action: 'save',
|
action: 'save',
|
||||||
levelAmount: cc.fx.GameConfig.GM_INFO.level
|
levelAmount: parseInt(cc.fx.GameConfig.GM_INFO.level)
|
||||||
}
|
}
|
||||||
Utils.POST("userLevel", setData, res => {
|
Utils.POST("userLevel", setData, res => {
|
||||||
console.log("获得userLevel数据:", res);
|
console.log("获得userLevel数据:", res);
|
||||||
|
@ -671,11 +672,7 @@ export default class Utils {
|
||||||
uid: cc.fx.GameConfig.GM_INFO.uid,
|
uid: cc.fx.GameConfig.GM_INFO.uid,
|
||||||
action: 'save',
|
action: 'save',
|
||||||
propType: propid,
|
propType: propid,
|
||||||
propData: {
|
propData: JSON.stringify(amount),
|
||||||
freeze: cc.fx.GameConfig.GM_INFO.freezeAmount,
|
|
||||||
hammer: cc.fx.GameConfig.GM_INFO.hammerAmount,
|
|
||||||
magic_wand: cc.fx.GameConfig.GM_INFO.wandAmount,
|
|
||||||
},
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
|
@ -756,6 +753,60 @@ export default class Utils {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
//获得关卡等级信息
|
||||||
|
static getUserPowerTime(callBack) {
|
||||||
|
if (typeof wx !== 'undefined' && wx !== null) {
|
||||||
|
let uid = cc.fx.StorageMessage.getStorage("uid");
|
||||||
|
//旧的读取数据设置数据方法,以强联网为主
|
||||||
|
if (uid != undefined && uid != "" && uid != null) {
|
||||||
|
cc.fx.GameConfig.GM_INFO.uid = uid;
|
||||||
|
}
|
||||||
|
let setData = {
|
||||||
|
uid: cc.fx.GameConfig.GM_INFO.uid,
|
||||||
|
action: 'read',
|
||||||
|
}
|
||||||
|
Utils.POST("userPower", setData, res => {
|
||||||
|
console.log("获得userPower数据:", res);
|
||||||
|
if (res.code === 1) {
|
||||||
|
console.log("服务器:获得无限体力成功", res);
|
||||||
|
if (callBack) callBack(res);
|
||||||
|
} else {
|
||||||
|
console.log("服务器:获得无限体力失败", res);
|
||||||
|
if (callBack) callBack(res);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
//上传关卡等级信息
|
||||||
|
static setUserPowerTime(userPowerTime, callBack) {
|
||||||
|
if (typeof wx !== 'undefined' && wx !== null) {
|
||||||
|
let uid = cc.fx.StorageMessage.getStorage("uid");
|
||||||
|
//旧的读取数据设置数据方法,以强联网为主
|
||||||
|
if (uid != undefined && uid != "" && uid != null) {
|
||||||
|
cc.fx.GameConfig.GM_INFO.uid = uid;
|
||||||
|
}
|
||||||
|
let setData = {
|
||||||
|
uid: cc.fx.GameConfig.GM_INFO.uid,
|
||||||
|
action: 'save',
|
||||||
|
userPowerTime: userPowerTime
|
||||||
|
}
|
||||||
|
|
||||||
|
Utils.POST("userPower", setData, res => {
|
||||||
|
console.log("获得userPower数据:", res);
|
||||||
|
if (res.code === 1) {
|
||||||
|
console.log("服务器:上传无限体力成功", res);
|
||||||
|
if (callBack) callBack(res);
|
||||||
|
} else {
|
||||||
|
console.log("服务器:上传无限体力失败", res);
|
||||||
|
if (callBack) callBack(res);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// const propName={
|
// const propName={
|
||||||
// gold_1: "金币包1",
|
// gold_1: "金币包1",
|
||||||
// gold_2: "金币包2",
|
// gold_2: "金币包2",
|
||||||
|
|
|
@ -684,23 +684,41 @@ var GameTool = {
|
||||||
num: -cost
|
num: -cost
|
||||||
}
|
}
|
||||||
cc.fx.GameTool.shushu_Track("resource_cost", dataTemp);
|
cc.fx.GameTool.shushu_Track("resource_cost", dataTemp);
|
||||||
cc.fx.GameTool.setUserProp(propid, num, (data) => {
|
|
||||||
})
|
|
||||||
let _id = "";
|
let _id = "";
|
||||||
if (propid == 2001) _id = "freeze_in_game";
|
let propNumber = 0;
|
||||||
else if (propid == 2002) _id = "hammer_in_game";
|
if (propid == 2001) {
|
||||||
else if (propid == 2003) _id = "wand_in_game";
|
_id = "freeze_in_game";
|
||||||
|
cc.fx.GameConfig.GM_INFO.freezeAmount += num;
|
||||||
|
propNumber = cc.fx.GameConfig.GM_INFO.freezeAmount;
|
||||||
|
}
|
||||||
|
else if (propid == 2002) {
|
||||||
|
_id = "hammer_in_game";
|
||||||
|
cc.fx.GameConfig.GM_INFO.hammerAmount += num;
|
||||||
|
propNumber = cc.fx.GameConfig.GM_INFO.hammerAmount;
|
||||||
|
}
|
||||||
|
else if (propid == 2003) {
|
||||||
|
_id = "wand_in_game";
|
||||||
|
cc.fx.GameConfig.GM_INFO.magicAmount += num;
|
||||||
|
propNumber = cc.fx.GameConfig.GM_INFO.magicAmount;
|
||||||
|
}
|
||||||
|
|
||||||
|
console.log("购买道具:", num);
|
||||||
|
cc.fx.GameTool.setUserProp(propid, propNumber, (data) => {
|
||||||
|
})
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
const data = {
|
const data = {
|
||||||
change_reason: "game",
|
change_reason: "game",
|
||||||
id: propid,
|
id: propid,
|
||||||
num: 3
|
num: num
|
||||||
}
|
}
|
||||||
cc.fx.GameTool.shushu_Track("resource_get", data);
|
cc.fx.GameTool.shushu_Track("resource_get", data);
|
||||||
|
|
||||||
const buyData = {
|
const buyData = {
|
||||||
item_id: _id,
|
item_id: _id,
|
||||||
item_num: 3,
|
item_num: num,
|
||||||
item_price: cost,
|
item_price: cost,
|
||||||
cost_type: "gold"
|
cost_type: "gold"
|
||||||
}
|
}
|
||||||
|
@ -927,6 +945,7 @@ var GameTool = {
|
||||||
cc.fx.GameTool.changeCoin(5000);
|
cc.fx.GameTool.changeCoin(5000);
|
||||||
coin = 5000;
|
coin = 5000;
|
||||||
price = 1800;
|
price = 1800;
|
||||||
|
this.setUserPowerTime(60);
|
||||||
MiniGameSdk.API.showToast("获得无限体力小组合包");
|
MiniGameSdk.API.showToast("获得无限体力小组合包");
|
||||||
break;
|
break;
|
||||||
case "unlimited_health_bundle_2":
|
case "unlimited_health_bundle_2":
|
||||||
|
@ -940,6 +959,7 @@ var GameTool = {
|
||||||
"price": price
|
"price": price
|
||||||
}
|
}
|
||||||
this.getShopProp(propData, null);
|
this.getShopProp(propData, null);
|
||||||
|
this.setUserPowerTime(120);
|
||||||
MiniGameSdk.API.showToast("获得无限体力大组合包");
|
MiniGameSdk.API.showToast("获得无限体力大组合包");
|
||||||
break;
|
break;
|
||||||
case "unlimited_health_bundle_3":
|
case "unlimited_health_bundle_3":
|
||||||
|
@ -953,6 +973,7 @@ var GameTool = {
|
||||||
"price": price
|
"price": price
|
||||||
}
|
}
|
||||||
this.getShopProp(propData2, null);
|
this.getShopProp(propData2, null);
|
||||||
|
this.setUserPowerTime(180);
|
||||||
MiniGameSdk.API.showToast("获得无限体力超组合包");
|
MiniGameSdk.API.showToast("获得无限体力超组合包");
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
@ -1199,5 +1220,31 @@ var GameTool = {
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
|
||||||
|
|
||||||
|
//购买无限体力
|
||||||
|
setUserPowerTime(time) {
|
||||||
|
//@ts-ignore
|
||||||
|
if (typeof wx !== 'undefined' && wx !== null) {
|
||||||
|
let nowTime = Math.floor(Date.now() / 1000);
|
||||||
|
let powerTime = cc.fx.StorageMessage.getStorage("userPowerTime");
|
||||||
|
if (powerTime == "undifend" || powerTime == null || powerTime == "" || powerTime == 0) {
|
||||||
|
powerTime = Math.floor(Date.now() / 1000) + time;
|
||||||
|
} else {
|
||||||
|
if (nowTime >= powerTime) {
|
||||||
|
powerTime = nowTime + time;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
powerTime = powerTime + time;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
cc.fx.GameConfig.GM_INFO.userPowerTime = powerTime;
|
||||||
|
cc.fx.StorageMessage.setStorage("userPowerTime", powerTime);
|
||||||
|
Utils.setUserPowerTime(powerTime, (data) => {
|
||||||
|
console.log("购买无限体力同步:", data);
|
||||||
|
})
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
};
|
};
|
||||||
export { GameTool };
|
export { GameTool };
|
Loading…
Reference in New Issue
Block a user