8月4日最后更新
This commit is contained in:
parent
d161e193e4
commit
5393ceeeb1
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@ -401,9 +401,6 @@ export default class Utils {
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xhr.open("POST", url, true);
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xhr.setRequestHeader("Content-Type", "application/x-www-form-urlencoded");
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xhr.onreadystatechange = function () {
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console.log("请求readyState结果");
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console.log(xhr.readyState);
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console.log(xhr.status);
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if (xhr.readyState === 4) {
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let response: any = xhr.responseText;
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if (xhr.status >= 200 && xhr.status < 300) {
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@ -48,7 +48,7 @@ var GameTool = {
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"data": data
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};
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// console.log("上传数据:",postData);
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// //console.log("上传数据:",postData);
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// cc.fx.HttpUtil.uploadUserLogData(postData,function(){})
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},
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//上传排行榜 type为1
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@ -160,7 +160,7 @@ var GameTool = {
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node.getComponent(cc.Sprite).spriteFrame = new cc.SpriteFrame(texture);
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}
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else {
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// console.log(err,texture)
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// //console.log(err,texture)
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}
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})
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},
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@ -209,7 +209,7 @@ var GameTool = {
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},
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getSeedRandom: function (min, max) {//包含min 不包含max
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// console.log("随机数:",cc.fx.GameConfig.GM_INFO.currSeed);
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// //console.log("随机数:",cc.fx.GameConfig.GM_INFO.currSeed);
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max = max || 1;
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min = min || 0;
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cc.fx.GameConfig.GM_INFO.currSeed = (cc.fx.GameConfig.GM_INFO.currSeed * 9301 + 49297) % 233280;
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@ -259,9 +259,9 @@ var GameTool = {
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setFit: function (canvas) {
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let flag = cc.fx.GameTool.getSetScreenResolutionFlag();
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if (flag) {
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// console.log("不是全面屏");
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// //console.log("不是全面屏");
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} else {
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// console.log("是全面屏");
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// //console.log("是全面屏");
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}
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return flag;
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},
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@ -367,7 +367,7 @@ var GameTool = {
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level: cc.fx.GameConfig.GM_INFO.level,
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timestamp: timestamp,
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}
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console.log("55555存储关卡数据:", time1, time2);
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//console.log("55555存储关卡数据:", time1, time2);
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cc.fx.StorageMessage.setStorage("level", levelInfo);
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if (time1 != null && time2 != null) {
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@ -381,17 +381,17 @@ var GameTool = {
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}
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cc.fx.GameTool.setUserLevel((data) => {
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// console.log("存储结果:",data);
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// console.log("上传",data);
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// //console.log("存储结果:",data);
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// //console.log("上传",data);
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})
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},
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//改变金币信息
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changeCoin(coin) {
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console.log("changeCoin", coin);
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//console.log("changeCoin", coin);
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if (coin == undefined) return;
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if (coin < 0 && cc.fx.GameConfig.GM_INFO.coin < -coin) {
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// console.log("金币不足",cc.fx.GameConfig.GM_INFO.coin,-coin);
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// //console.log("金币不足",cc.fx.GameConfig.GM_INFO.coin,-coin);
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return;
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}
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cc.fx.GameConfig.GM_INFO.coin += coin;
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@ -406,8 +406,8 @@ var GameTool = {
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if (cc.fx.GameConfig.GM_INFO.coin < 0) {
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cc.fx.GameConfig.GM_INFO.coin = 0;
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}
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// console.log("改变的金币:",coin);
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// console.log("自身金币信息:",cc.fx.GameConfig.GM_INFO.coin);
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// //console.log("改变的金币:",coin);
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// //console.log("自身金币信息:",cc.fx.GameConfig.GM_INFO.coin);
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const timestamp = Date.now();
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let coinInfo = {
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coin: cc.fx.GameConfig.GM_INFO.coin,
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@ -415,9 +415,9 @@ var GameTool = {
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}
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MiniGameSdk.API.shushu_SetSuperProperties(null, null);
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cc.fx.StorageMessage.setStorage("coin", coinInfo);
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// console.log("存储金币数据:",cc.fx.GameConfig.GM_INFO.coin,coinInfo);
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// //console.log("存储金币数据:",cc.fx.GameConfig.GM_INFO.coin,coinInfo);
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cc.fx.GameTool.setUserCoin((data) => {
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// console.log("上传",data);
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// //console.log("上传",data);
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})
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},
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//@ts-ignore
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@ -432,7 +432,7 @@ var GameTool = {
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action: 'read'
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},
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success: res => {
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// console.log('读取用户金币数据成功', res.result)
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// //console.log('读取用户金币数据成功', res.result)
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if (callback)
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callback(res);
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@ -454,11 +454,11 @@ var GameTool = {
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//@ts-ignore
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if (typeof wx !== 'undefined' && wx !== null) {
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if (cc.fx.GameConfig.GM_INFO.coin <= 0 || cc.fx.GameConfig.GM_INFO.coin == undefined) {
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console.log("金币上传失败", cc.fx.GameConfig.GM_INFO.coin);
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//console.log("金币上传失败", cc.fx.GameConfig.GM_INFO.coin);
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// MiniGameSdk.API.showToast(cc.fx.GameConfig.GM_INFO.coin);
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cc.fx.GameConfig.GM_INFO.coin = 0;
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}
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console.log("即将上传的金币数量:", cc.fx.GameConfig.GM_INFO.coin);
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//console.log("即将上传的金币数量:", cc.fx.GameConfig.GM_INFO.coin);
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//@ts-ignore
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wx.cloud.callFunction({
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name: 'userCoin',
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@ -467,9 +467,9 @@ var GameTool = {
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coinAmount: cc.fx.GameConfig.GM_INFO.coin
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},
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success: res => {
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// console.log('云函数返回结果:', res);
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// //console.log('云函数返回结果:', res);
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if (res.result.code == 200) {
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// console.log('存储金币数据成功',cc.fx.GameConfig.GM_INFO.coin);
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// //console.log('存储金币数据成功',cc.fx.GameConfig.GM_INFO.coin);
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}
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if (callback) {
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callback(res);
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@ -477,7 +477,7 @@ var GameTool = {
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},
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fail: err => {
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// console.log('存储金币数据失败')
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// //console.log('存储金币数据失败')
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if (callback) {
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callback(err);
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}
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@ -526,10 +526,10 @@ var GameTool = {
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cc.fx.GameConfig.GM_INFO.hp = cc.fx.GameConfig.GM_INFO.hp_Max;
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//没有存储过体力值
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if (health == null || health == undefined || health == "") {
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console.log("没存储过体力值,初进");
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//console.log("没存储过体力值,初进");
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cc.fx.GameConfig.GM_INFO.hp = cc.fx.GameConfig.GM_INFO.hp_Max;
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cc.fx.GameTool.getUserHealth((data) => {
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console.log("体力接口返回结果", data);
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//console.log("体力接口返回结果", data);
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if (data.result.code == 200) {
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cc.fx.GameConfig.GM_INFO.hp = data.result.data;
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cc.fx.GameConfig.GM_INFO.min_Time = data.result.timestamp;
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@ -551,12 +551,12 @@ var GameTool = {
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})
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}
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else {
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console.log("有存储过体力值:", health);
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//console.log("有存储过体力值:", health);
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cc.fx.GameConfig.GM_INFO.hp = health.health;
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console.log("体力值读取完毕", cc.fx.GameConfig.GM_INFO.hp);
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//console.log("体力值读取完毕", cc.fx.GameConfig.GM_INFO.hp);
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if (health.health < 0) {
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console.log("体力值异常,归零");
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//console.log("体力值异常,归零");
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cc.fx.GameConfig.GM_INFO.hp = 0;
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cc.fx.GameConfig.GM_INFO.min_Time = 0;
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cc.fx.GameTool.setUserHealth(0, () => {
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@ -577,7 +577,7 @@ var GameTool = {
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if (callback) callback();
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}, true);
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// MiniGameSdk.API.showToast("恢复1点体力值");
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console.log(`体力值恢复 ${recoveredHealth} 点,当前体力值: ${cc.fx.GameConfig.GM_INFO.hp}`);
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//console.log(`体力值恢复 ${recoveredHealth} 点,当前体力值: ${cc.fx.GameConfig.GM_INFO.hp}`);
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// 如果体力增加后仍未满,更新计时
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if (cc.fx.GameConfig.GM_INFO.hp < cc.fx.GameConfig.GM_INFO.hp_Max) {
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const remainingTime = Math.ceil((thirtyMinutes - ((timestamp - health.timestamp) % thirtyMinutes)) / 1000);
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@ -592,13 +592,13 @@ var GameTool = {
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} else {
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// 计算距离下一次恢复的剩余时间
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const remainingTime = Math.ceil((thirtyMinutes - (elapsedTime % thirtyMinutes)) / 1000);
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console.log(`体力值未满,待恢复,距离下一次恢复还剩 ${remainingTime} 秒`);
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//console.log(`体力值未满,待恢复,距离下一次恢复还剩 ${remainingTime} 秒`);
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cc.fx.GameConfig.GM_INFO.min_Time = remainingTime;
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if (callback) callback();
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}
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}
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else {
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console.log("体力值已满");
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//console.log("体力值已满");
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if (callback) callback();
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}
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}
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@ -608,7 +608,7 @@ var GameTool = {
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getUserHealth(callback: Function) {
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//@ts-ignore
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if (typeof wx !== 'undefined' && wx !== null) {
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console.log("即将进入体力获取接口");
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//console.log("即将进入体力获取接口");
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//@ts-ignore
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wx.cloud.callFunction({
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name: 'userHealth',
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@ -616,12 +616,12 @@ var GameTool = {
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action: 'read'
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},
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success: res => {
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// console.log("体力获取成功",res);
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// //console.log("体力获取成功",res);
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if (callback)
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callback(res);
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},
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fail: err => {
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// console.log("体力获取失败",err);
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// //console.log("体力获取失败",err);
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callback(err);
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}
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})
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@ -725,7 +725,7 @@ var GameTool = {
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buyReview(coin, callback: Function) {
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//@ts-ignore
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if (typeof wx !== 'undefined' && wx !== null) {
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// console.log("实际即将消耗金币:",coin);
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// //console.log("实际即将消耗金币:",coin);
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// this.changeCoin(coin);
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callback();
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}
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@ -746,7 +746,7 @@ var GameTool = {
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else if (propid == 2002) {
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num = 1;
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}
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console.log("_____________新版本", num);
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//console.log("_____________新版本", num);
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cc.fx.GameTool.changeCoin(-cost);
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const dataTemp = {
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change_reason: "商城购买道具消耗",
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@ -773,7 +773,7 @@ var GameTool = {
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propNumber = cc.fx.GameConfig.GM_INFO.magicAmount;
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}
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console.log("购买道具:", num);
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//console.log("购买道具:", num);
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cc.fx.GameTool.setUserProp(propid, propNumber, (data) => {
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})
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@ -791,7 +791,7 @@ var GameTool = {
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item_price: cost,
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cost_type: "gold"
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}
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console.log("____________即将上传Shop_buy", buyData);
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//console.log("____________即将上传Shop_buy", buyData);
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cc.fx.GameTool.shushu_Track("shop_buy", buyData);
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callback();
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@ -804,10 +804,10 @@ var GameTool = {
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//@ts-ignore
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if (typeof wx !== 'undefined' && wx !== null) {
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// if(cc.fx.GameConfig.GM_INFO.level <= 0 || cc.fx.GameConfig.GM_INFO.level == undefined){
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// console.log("等级重置为0");
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// //console.log("等级重置为0");
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// cc.fx.GameConfig.GM_INFO.level = 0;
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// }
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// console.log("即将上传的关卡数:",cc.fx.GameConfig.GM_INFO.level);
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// //console.log("即将上传的关卡数:",cc.fx.GameConfig.GM_INFO.level);
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//@ts-ignore
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wx.cloud.callFunction({
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name: 'userLevel',
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@ -816,15 +816,15 @@ var GameTool = {
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levelAmount: cc.fx.GameConfig.GM_INFO.level
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},
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success: res => {
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// console.log('云函数返回结果:', res);
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// console.log('存储关卡数据成功',cc.fx.GameConfig.GM_INFO.level);
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// //console.log('云函数返回结果:', res);
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// //console.log('存储关卡数据成功',cc.fx.GameConfig.GM_INFO.level);
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if (callback) {
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callback(res);
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}
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},
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fail: err => {
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// console.log('存储关卡数据失败')
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// //console.log('存储关卡数据失败')
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return;
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if (callback) {
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callback(err);
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@ -850,7 +850,7 @@ var GameTool = {
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action: 'read'
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},
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success: res => {
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// console.log('读取用户道具数据成功', res.result)
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// //console.log('读取用户道具数据成功', res.result)
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if (res.result.data) {
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// cc.fx.GameConfig.GM_INFO.freezeAmount = res.result.data.freeze;
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// cc.fx.GameConfig.GM_INFO.hammerAmount = res.result.data.hammer;
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@ -903,14 +903,14 @@ var GameTool = {
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propData: newPropData
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},
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success: res => {
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// console.log('云函数返回结果:', res);
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// //console.log('云函数返回结果:', res);
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if (callback) {
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callback(res);
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}
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// console.log('存储道具数据成功')
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// //console.log('存储道具数据成功')
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},
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fail: err => {
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// console.log('存储道具数据失败')
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// //console.log('存储道具数据失败')
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if (callback) {
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callback(err);
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}
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@ -949,7 +949,7 @@ var GameTool = {
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userData: userInfo
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},
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success: res => {
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// console.log('存储用户数据成功')
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// //console.log('存储用户数据成功')
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if (callback) {
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callback(res);
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}
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@ -974,8 +974,8 @@ var GameTool = {
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let getCoin = 0;
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var rewardData = null;
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console.log(productId);
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console.log("发放奖励", productId);
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//console.log(productId);
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//console.log("发放奖励", productId);
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switch (productId) {
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case "gold_1":
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cc.fx.GameTool.changeCoin(1200);
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@ -1115,7 +1115,7 @@ var GameTool = {
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if (MapConroler._instance != null) {
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console.log("應該下發獎勵:", rewardData);
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//console.log("應該下發獎勵:", rewardData);
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MapConroler._instance.SceneManager.openRewardWindow(rewardData);
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}
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@ -1252,8 +1252,8 @@ var GameTool = {
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break;
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}
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if (name == "finish_stage") {
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console.log("准备上报完成");
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console.log(eventData);
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//console.log("准备上报完成");
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//console.log(eventData);
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// MiniGameSdk.API.showToast("准备上报完成游戏");
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}
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// MiniGameSdk.API.shushu_Track(name,eventData);
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@ -1290,7 +1290,7 @@ var GameTool = {
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const lastChar = openid[openid.length - 1];
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const charCode = lastChar.charCodeAt(0);
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let groupNumber: number;
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console.log("openid尾数____________________:", charCode);
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//console.log("openid尾数____________________:", charCode);
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// 根据 type 参数计算分组编号
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switch (type) {
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@ -1304,11 +1304,11 @@ var GameTool = {
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groupNumber = charCode % 6;
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break;
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default:
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console.log('type 参数值无效,必须为 2、3 或 6');
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//console.log('type 参数值无效,必须为 2、3 或 6');
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return;
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}
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console.log("type____________________:", type);
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console.log("分组编号____________________:", groupNumber);
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//console.log("type____________________:", type);
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//console.log("分组编号____________________:", groupNumber);
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return groupNumber;
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}
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}
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@ -1321,7 +1321,7 @@ var GameTool = {
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//@ts-ignore
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if (typeof wx !== 'undefined' && wx !== null) {
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const num = propData.freeze;
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console.log("_________道具增加的数量为:", num);
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//console.log("_________道具增加的数量为:", num);
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cc.fx.GameConfig.GM_INFO.freezeAmount += propData.freeze;
|
||||
cc.fx.GameConfig.GM_INFO.hammerAmount += propData.hammer;
|
||||
cc.fx.GameConfig.GM_INFO.magicAmount += propData.magic_wand;
|
||||
|
@ -1395,7 +1395,7 @@ var GameTool = {
|
|||
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);
|
||||
//console.log("购买无限体力同步:", data);
|
||||
})
|
||||
}
|
||||
},
|
||||
|
@ -1407,7 +1407,7 @@ var GameTool = {
|
|||
cc.fx.GameConfig.GM_INFO.userPowerTime = 0;
|
||||
cc.fx.StorageMessage.setStorage("userPowerTime", 0);
|
||||
Utils.setUserPowerTime(0, (data) => {
|
||||
console.log("购买无限体力同步:", data);
|
||||
//console.log("购买无限体力同步:", data);
|
||||
})
|
||||
return false;
|
||||
} else {
|
||||
|
|
Loading…
Reference in New Issue
Block a user