718 lines
31 KiB
TypeScript
718 lines
31 KiB
TypeScript
// Learn TypeScript:
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// - https://docs.cocos.com/creator/manual/en/scripting/typescript.html
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// Learn Attribute:
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// - https://docs.cocos.com/creator/manual/en/scripting/reference/attributes.html
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// Learn life-cycle callbacks:
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// - https://docs.cocos.com/creator/manual/en/scripting/life-cycle-callbacks.html
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import Utils from "./module/Pay/Utils";
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import { MiniGameManager } from "./Sdk/MiniGameManager";
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import { MiniGameSdk } from "./Sdk/MiniGameSdk";
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const { ccclass, property } = cc._decorator;
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@ccclass
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export default class GameManager extends cc.Component {
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@property(cc.Label)
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label: cc.Label = null;
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@property
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text: string = 'hello';
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static _instance: GameManager = null;
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@property({ type: [cc.Prefab], tooltip: "方块数组" })
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Block_Array: Array<cc.Prefab> = [];
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@property({ type: [cc.Prefab], tooltip: "墙壁数组" })
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Wall_Prefab: Array<cc.Prefab> = [];
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@property({ type: [cc.SpriteAtlas], tooltip: "方块颜色" })
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Block_Color: Array<cc.SpriteAtlas> = [];
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particleEffects: cc.ParticleAsset[];
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// @property({type: [cc.ParticleSystem], tooltip:"粒子数组"})
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// particleEffects : Array<cc.ParticleSystem> = [];
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load1: boolean = false;
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load2: boolean = false;
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load3: boolean = false;
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load4: boolean = false;
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load5: boolean = false;
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load6: boolean = false;
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scheduleCallback: any;
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timeNumber: number;
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// LIFE-CYCLE CALLBACKS:
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onLoad() {
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window.initMgr();
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this.timeNumber = 1;
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this.startTimeCutDown();
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cc.fx.GameConfig.init(true);
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cc.fx.GameConfig.GM_INFO.gameState = false;
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this.readMusicConfig();
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this.load1 = this.load2 = this.load3 = this.load4 = this.load5 = this.load6 = false;
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setTimeout(() => {
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this.readUserData();
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}, 200);
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if (GameManager._instance == null) {
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GameManager._instance = this;
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cc.game.addPersistRootNode(this.node);
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}
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else {
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return;
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}
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const path = 'prefab/block';
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const path2 = 'prefab/wall';
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cc.resources.loadDir(path, cc.Prefab, (err, assets: cc.Prefab[]) => {
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if (err) {
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console.log('动态加载 block 失败:', err);
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cc.director.loadScene("LoadScene");
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return;
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}
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// 将加载的 Prefab 赋值给 Block_Array
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this.Block_Array = assets;
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console.log('方块加载成功,共加载了', this.Block_Array.length, '个方块');
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this.setSort();
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this.load1 = true;
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});
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cc.resources.loadDir(path2, cc.Prefab, (err, assets: cc.Prefab[]) => {
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if (err) {
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console.log('动态加载 wall 失败:', err);
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cc.director.loadScene("LoadScene");
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return;
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}
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// 将加载的 Prefab 赋值给 Block_Array
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this.Wall_Prefab = assets;
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this.load2 = true;
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console.log('墙加载成功,共加载了', this.Wall_Prefab.length, '个墙');
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this.setWallPrefabSort();
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});
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// 检测微信小游戏切到后台
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if (cc.sys.platform === cc.sys.WECHAT_GAME) {
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//@ts-ignore
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wx.onHide(() => {
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this.onHide();
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});
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// 检测微信小游戏回到前台
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//@ts-ignore
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wx.onShow(() => {
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this.onShow();
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});
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}
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}
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onHide() {
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cc.audioEngine.stopMusic();
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cc.game.pause();
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}
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onShow() {
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cc.audioEngine.resumeMusic();
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cc.game.resume();
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}
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loadParticleEffects() {
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}
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setWallPrefabSort() {
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const order = ['down', 'downLeft', 'downRight', 'left', 'right', 'up', 'upLeft', 'upRight'];
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this.Wall_Prefab.sort((a, b) => {
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const indexA = order.indexOf(a.name);
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const indexB = order.indexOf(b.name);
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if (indexA === -1) return 1;
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if (indexB === -1) return -1;
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return indexA - indexB;
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});
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}
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setParticleSort() {
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const order = ['top', 'bot', 'rig', 'lef'];
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this.particleEffects.sort((a, b) => {
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const indexA = order.indexOf(a.name.substr(0, 3));
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const indexB = order.indexOf(b.name.substr(0, 3));
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if (indexA === -1) return 1;
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if (indexB === -1) return -1;
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return indexA - indexB;
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});
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}
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setSort() {
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this.Block_Array.sort((a, b) => {
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// 从名称中提取数字部分
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const numberA = parseInt(a.name.match(/\d+/)?.[0] || '0', 10);
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const numberB = parseInt(b.name.match(/\d+/)?.[0] || '0', 10);
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return numberA - numberB;
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});
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}
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start() {
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}
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startGame() {
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console.log("进入场景之前_____________", cc.fx.GameConfig.GM_INFO.first);
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// 加载 music bundle
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cc.assetManager.loadBundle('music', (err, bundle) => {
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if (err) {
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console.error('加载 music bundle 失败:', err);
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// 加载失败时仍尝试进入 HomeScene
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cc.director.loadScene("HomeScene");
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} else {
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console.log('music bundle 加载成功');
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// 加载成功后进入 HomeScene
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cc.director.loadScene("HomeScene");
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}
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});
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}
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returnHome() {
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cc.tween(this.node.getChildByName("Game"))
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.to(0.5, { opacity: 100 })
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.call(() => {
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// 预加载成功后加载场景
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cc.director.loadScene("HomeScene", (err) => {
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if (err) {
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console.error('加载 HomeScene 场景失败:', err);
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} else {
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cc.director.loadScene("HomeScene");
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}
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});
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})
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.start();
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cc.tween(this.node.getChildByName("mask"))
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.to(0.5, { opacity: 255 })
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.start();
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// cc.loader.releaseAll();
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// 预加载 HomeScene 场景
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}
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readUserData(retryCount = 0) {
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//@ts-ignore
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if (typeof wx !== 'undefined' && wx !== null) {
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MiniGameSdk.API.shushu_Init();
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Utils.getUserInfo((data) => {
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console.log("登陆成功", data);
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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.StorageMessage.setStorage("uid", data.data._id);
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}
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if (data.data.outTradeNo.length > 0) {
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console.log("设置补发数据", data.data.outTradeNo);
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cc.fx.GameConfig.GM_INFO.allOutTradeNo = [];
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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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}
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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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if (levelInfo == undefined || levelInfo == "" || levelInfo == null) {
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this.oldReadData(retryCount);
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}
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//新的读取数据设置方法,以本地为主
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else {
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this.newReadData();
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}
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console.log("即将读取体力值");
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cc.fx.GameTool.getHealth((data) => {
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console.log("体力值完成进入游戏");
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this.load5 = true;
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});
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});
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}
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else {
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this.load3 = true;
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this.load4 = true;
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this.load5 = true;
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this.load6 = true;
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cc.fx.GameTool.getHealth(null);
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}
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// 存储用户数据
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}
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readMusicConfig() {
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let audioInfo = cc.fx.StorageMessage.getStorage("music");
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if (audioInfo == undefined || audioInfo == "" || audioInfo == null) {
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audioInfo = {
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"musicOpen": true, //音乐
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"effectOpen": true, //音效
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"vibrateOpen": true, //震动
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}
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cc.fx.StorageMessage.setStorage("music", audioInfo);
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}
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else {
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cc.fx.GameConfig.GM_INFO.musicOpen = audioInfo.musicOpen;
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cc.fx.GameConfig.GM_INFO.effectOpen = audioInfo.effectOpen;
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cc.fx.GameConfig.GM_INFO.vibrateOpen = audioInfo.vibrateOpen;
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}
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}
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//新用户,有本地缓存读取配置
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newReadData() {
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console.log("读取新信息2");
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let openid = cc.fx.StorageMessage.getStorage("openid");
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if (openid == null || openid == "" || openid == undefined) {
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console.log("没有openid");
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//@ts-ignore
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wx.cloud.callFunction({
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name: 'userData',
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data: {
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action: 'read'
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},
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success: res => {
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console.log('读取用户数据成功_____________________', res.result)
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if (res.result.code == 404 && res.result.message == "未找到用户数据") {
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}
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else if (res.result.code == 200) {
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if (res.result.data) {
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cc.fx.GameConfig.GM_INFO.openid = res.result.openid;
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cc.fx.GameConfig.GM_INFO.username = res.result.data.username;
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cc.fx.GameConfig.GM_INFO.useravatar = res.result.data.useravatar;
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const register_time = res.result.data.register_time;
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MiniGameSdk.API.shushu_userSet(register_time);
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cc.fx.StorageMessage.setStorage("openid", cc.fx.GameConfig.GM_INFO.openid);
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}
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}
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},
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fail: err => {
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console.error('读取用户数据失败', err)
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}
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})
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//laf云函数
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Utils.getUserData((data) => {
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})
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}
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else {
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if (openid)
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cc.fx.GameConfig.GM_INFO.openid = openid;
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}
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//等级信息
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cc.fx.GameTool.getUserLevel((data) => {
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const timestamp = Date.now();
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let levelInfo = cc.fx.StorageMessage.getStorage("level");
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if (data.result.code == 404 && data.result.message == "未找到关卡数据") {
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// console.log("没有等级信息,从用户接口拿到数据");
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if (levelInfo.level) {
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cc.fx.GameConfig.GM_INFO.level = levelInfo.level;
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}
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this.load4 = true;
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cc.fx.GameTool.setUserLevel((data) => {
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});
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}
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else if (data.result.code == 200) {
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// console.log("有等级信息,从关卡接口拿到数据",data.result.data);
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//游戏前端存储 新于服务器端,以游戏前端信息为主,放服务器存储
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let temp = data.result.timestamp - levelInfo.timestamp;
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console.log("等级时间差:", temp);
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if ((data.result.timestamp - levelInfo.timestamp) < 10000) {
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if (levelInfo.level) {
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console.log("以游戏前端等级为准", data.result.data);
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cc.fx.GameConfig.GM_INFO.level = levelInfo.level;
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// console.log("等级为:",cc.fx.GameConfig.GM_INFO.level);
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cc.fx.GameTool.setUserLevel((data) => {
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});
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}
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}
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//服务器端存储时间新于游戏端,以服务器端为主,往前端存储
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else {
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console.log("以服务器等级为准", data.result.data);
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cc.fx.GameConfig.GM_INFO.level = data.result.data;
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levelInfo.level = cc.fx.GameConfig.GM_INFO.level;
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levelInfo.timestamp = timestamp;
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// console.log("1111111存储关卡数据:",cc.fx.GameConfig.GM_INFO.level);
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cc.fx.StorageMessage.setStorage("level", levelInfo);
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}
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this.load4 = true;
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}
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});
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//金币信息
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cc.fx.GameTool.getUserCoin((data) => {
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const timestamp = Date.now();
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let coinInfo = cc.fx.StorageMessage.getStorage("coin");
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if (data.result.code == 404 && data.result.message == "未找到金币数据") {
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if (coinInfo.coin)
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cc.fx.GameConfig.GM_INFO.coin = coinInfo.coin;
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console.log("没有金币信息,从用户接口拿到数据", cc.fx.GameConfig.GM_INFO.coin);
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this.load3 = true;
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cc.fx.GameTool.setUserCoin((data) => {
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});
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}
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else if (data.result.code == 200) {
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// console.log("有金币信息,从金币接口拿到数据",data.result.data);
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//游戏前端存储 新于服务器端,以游戏前端信息为主,放服务器存储
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let temp = data.result.timestamp - coinInfo.timestamp;
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console.log("金币时间差:", temp);
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if ((data.result.timestamp - coinInfo.timestamp) < 10000) {
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console.log("以前端金幣为准:", coinInfo);
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if (coinInfo.coin)
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cc.fx.GameConfig.GM_INFO.coin = coinInfo.coin;
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else {
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cc.fx.GameConfig.GM_INFO.coin = data.result.data;
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coinInfo.coin = cc.fx.GameConfig.GM_INFO.coin;
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coinInfo.timestamp = timestamp;
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console.log("11111111111");
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cc.fx.StorageMessage.setStorage("coin", coinInfo);
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}
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console.log("改变后金币:", cc.fx.GameConfig.GM_INFO.coin);
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cc.fx.GameTool.setUserCoin((data) => {
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});
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}
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//服务器端存储时间新于游戏端,以服务器端为主,往前端存储
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else {
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console.log("以服务器金幣为准:", data.result.data);
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cc.fx.GameConfig.GM_INFO.coin = data.result.data;
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coinInfo.coin = cc.fx.GameConfig.GM_INFO.coin;
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coinInfo.timestamp = timestamp;
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console.log("2222222222");
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cc.fx.StorageMessage.setStorage("coin", coinInfo);
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}
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this.load3 = true;
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}
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});
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//道具信息
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cc.fx.GameTool.getUserProp((data) => {
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const timestamp = Date.now();
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let propInfo = cc.fx.StorageMessage.getStorage("prop");
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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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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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cc.fx.GameConfig.GM_INFO.freezeAmount = 0;
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cc.fx.GameConfig.GM_INFO.hammerAmount = 0;
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cc.fx.GameConfig.GM_INFO.magicAmoun = 0;
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let propInfoNew = {
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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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"magicAmount": cc.fx.GameConfig.GM_INFO.magicAmoun,
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"timestamp": timestamp
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}
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console.log("1111111上传道具信息:", propInfoNew);
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cc.fx.StorageMessage.setStorage("prop", propInfoNew);
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}
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else {
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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.magicAmount = data.result.data.magic_wand;
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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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}
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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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});
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}
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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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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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if (propInfo.freezeAmount == undefined || propInfo.hammerAmount == undefined || propInfo.magicAmount == undefined) {
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console.log("111111道具数据异常", data.result.data);
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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.magicAmount = data.result.data.magic_wand;
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let propInfoNew = {
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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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"magicAmount": cc.fx.GameConfig.GM_INFO.magicAmount,
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"timestamp": timestamp
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}
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console.log("333333上传道具信息:", propInfoNew);
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cc.fx.StorageMessage.setStorage("prop", propInfoNew);
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}
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else {
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console.log("道具数据正常");
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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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||
});
|
||
}
|
||
}
|
||
else {
|
||
cc.fx.GameConfig.GM_INFO.freezeAmount = data.result.data.freeze;
|
||
cc.fx.GameConfig.GM_INFO.hammerAmount = data.result.data.hammer;
|
||
cc.fx.GameConfig.GM_INFO.magicAmount = data.result.data.magic_wand;
|
||
let propInfoNew = {
|
||
"freezeAmount": cc.fx.GameConfig.GM_INFO.freezeAmount,
|
||
"hammerAmount": cc.fx.GameConfig.GM_INFO.hammerAmount,
|
||
"magicAmount": cc.fx.GameConfig.GM_INFO.magicAmount,
|
||
"timestamp": timestamp
|
||
}
|
||
console.log("22222222上传道具信息:", propInfoNew, data.result);
|
||
cc.fx.StorageMessage.setStorage("prop", propInfoNew);
|
||
}
|
||
}
|
||
});
|
||
}
|
||
//旧用户,无本地缓存读取配置
|
||
oldReadData(retryCount: number) {
|
||
console.log("读取旧信息");
|
||
const MAX_RETRIES = 15;
|
||
const timestamp = Date.now();
|
||
// 读取用户数据
|
||
//@ts-ignore
|
||
wx.cloud.callFunction({
|
||
name: 'userData',
|
||
data: {
|
||
action: 'read'
|
||
},
|
||
success: res => {
|
||
console.log('读取用户数据成功', res.result)
|
||
if (res.result.code == 404 && res.result.message == "未找到用户数据") {
|
||
if (res.result.openid) {
|
||
console.log("用户从未进入过,第一次设置openid:");
|
||
console.log(res.result.openid);
|
||
cc.fx.GameConfig.GM_INFO.openid = res.result.openid
|
||
}
|
||
else {
|
||
console.log("用户此一次进入游戏为正确获取openid");
|
||
}
|
||
cc.fx.GameConfig.GM_INFO.first = true;
|
||
this.load3 = true;
|
||
this.load4 = true;
|
||
let levelInfo = { "level": 0, "timestamp": timestamp };
|
||
cc.fx.StorageMessage.setStorage("level", levelInfo);
|
||
let coinInfo = { "coin": 0, "timestamp": timestamp };
|
||
console.log("33333333333");
|
||
cc.fx.StorageMessage.setStorage("coin", coinInfo);
|
||
let propInfo = {
|
||
"freezeAmount": 0,
|
||
"hammerAmount": 0,
|
||
"magicAmount": 0,
|
||
"timestamp": timestamp,
|
||
}
|
||
cc.fx.StorageMessage.setStorage("prop", propInfo);
|
||
|
||
|
||
cc.fx.GameTool.setUserInfo((data) => {
|
||
if (data.result.code == 200) {
|
||
console.log("上传用户信息成功", data);
|
||
//@ts-ignore
|
||
wx.cloud.callFunction({
|
||
name: 'userData',
|
||
data: {
|
||
action: 'read'
|
||
},
|
||
success: res => {
|
||
console.log("上传后,读取用户信息,为上报注册时间")
|
||
if (res.result.code == 200) {
|
||
const time = res.result.data.register_time;
|
||
MiniGameSdk.API.shushu_userSet(time);
|
||
}
|
||
}
|
||
})
|
||
|
||
//laf云函数
|
||
Utils.getUserData((data) => {
|
||
})
|
||
}
|
||
});
|
||
console.log("服务器也没有金币信息", cc.fx.GameConfig.GM_INFO.coin);
|
||
cc.fx.GameTool.setUserCoin(cc.fx.GameConfig.GM_INFO.coin, (data) => {
|
||
|
||
});
|
||
cc.fx.GameTool.setUserLevel((data) => {
|
||
});
|
||
setTimeout(() => {
|
||
cc.fx.GameConfig.GM_INFO.freezeAmount = 0;
|
||
cc.fx.GameConfig.GM_INFO.hammerAmount = 0;
|
||
cc.fx.GameConfig.GM_INFO.magicAmount = 0;
|
||
cc.fx.GameTool.setUserProp(0, 0, (data) => {
|
||
if (data.result.code == 200) {
|
||
console.log("上传道具信息成功", data);
|
||
}
|
||
else {
|
||
MiniGameSdk.API.showToast("网络异常,正在努力加载");
|
||
setTimeout(() => {
|
||
this.oldReadData(0);
|
||
}, 1000);
|
||
}
|
||
});
|
||
}, 0);
|
||
}
|
||
else if (res.result.code == 200) {
|
||
if (res.result.data) {
|
||
cc.fx.GameConfig.GM_INFO.openid = res.result.openid;
|
||
cc.fx.GameConfig.GM_INFO.level = res.result.data.level;
|
||
cc.fx.GameConfig.GM_INFO.coin = res.result.data.coinAmount;
|
||
cc.fx.GameConfig.GM_INFO.freezeAmount = res.result.data.freezeAmount;
|
||
cc.fx.GameConfig.GM_INFO.hammerAmount = res.result.data.hammerAmount;
|
||
cc.fx.GameConfig.GM_INFO.magicAmount = res.result.data.magicAmount;
|
||
cc.fx.GameConfig.GM_INFO.username = res.result.data.username;
|
||
cc.fx.GameConfig.GM_INFO.useravatar = res.result.data.useravatar;
|
||
cc.fx.StorageMessage.setStorage("openid", cc.fx.GameConfig.GM_INFO.openid);
|
||
const register_time = res.result.data.register_time;
|
||
MiniGameSdk.API.shushu_userSet(register_time);
|
||
}
|
||
setTimeout(() => {
|
||
cc.fx.GameTool.getUserCoin((data) => {
|
||
if (data.result.code == 404 && data.result.message == "未找到金币数据") {
|
||
|
||
let coinInfo = { "coin": 0, "timestamp": timestamp };
|
||
cc.fx.GameConfig.GM_INFO.coin = 0;
|
||
cc.fx.StorageMessage.setStorage("coin", coinInfo);
|
||
console.log("没有金币信息,从用户接口拿到数据", cc.fx.GameConfig.GM_INFO.coin);
|
||
cc.fx.GameTool.setUserCoin((data) => {
|
||
// console.log("上传",data);
|
||
this.load3 = true;
|
||
});
|
||
}
|
||
else if (data.result.code == 200) {
|
||
// console.log("有金币信息,从金币接口拿到数据",data.result.data);
|
||
cc.fx.GameConfig.GM_INFO.coin = data.result.data;
|
||
let coinInfo = { "coin": cc.fx.GameConfig.GM_INFO.coin, "timestamp": timestamp };
|
||
console.log("存储金币信息:", cc.fx.GameConfig.GM_INFO.coin);
|
||
console.log("4444444444");
|
||
cc.fx.StorageMessage.setStorage("coin", coinInfo);
|
||
this.load3 = true;
|
||
}
|
||
})
|
||
}, 500);
|
||
|
||
cc.fx.GameTool.getUserLevel((data) => {
|
||
if (data.result.code == 404 && data.result.message == "未找到关卡数据") {
|
||
console.log("没有等级信息,从用户接口拿到数据");
|
||
let levelInfo = { "level": 0, "timestamp": timestamp };
|
||
// console.log("333333存储关卡数据:",levelInfo);
|
||
cc.fx.GameConfig.GM_INFO.level = 0;
|
||
cc.fx.StorageMessage.setStorage("level", levelInfo);
|
||
cc.fx.GameTool.setUserLevel((data) => {
|
||
console.log("拿到的数据", data);
|
||
this.load4 = true;
|
||
});
|
||
}
|
||
else if (data.result.code == 200) {
|
||
console.log("有等级信息,从关卡接口拿到数据", data.result.data);
|
||
cc.fx.GameConfig.GM_INFO.level = data.result.data;
|
||
let levelInfo = { "level": cc.fx.GameConfig.GM_INFO.level, "timestamp": timestamp };
|
||
// console.log("444444存储关卡信息:",levelInfo);
|
||
cc.fx.StorageMessage.setStorage("level", levelInfo);
|
||
this.load4 = true;
|
||
}
|
||
})
|
||
setTimeout(() => {
|
||
cc.fx.GameTool.getUserProp((data) => {
|
||
if (data.result.code == 404 && data.result.message == "未找到道具数据") {
|
||
console.log("没有道具信息,从用户接口拿到数据");
|
||
cc.fx.GameConfig.GM_INFO.freezeAmount = 0;
|
||
cc.fx.GameConfig.GM_INFO.hammerAmount = 0;
|
||
cc.fx.GameConfig.GM_INFO.magicAmount = 0;
|
||
let propInfo = {
|
||
"freezeAmount": 0,
|
||
"hammerAmount": 0,
|
||
"magicAmount": 0,
|
||
"timestamp": timestamp,
|
||
}
|
||
console.log("上传道具信息:", propInfo);
|
||
cc.fx.StorageMessage.setStorage("prop", propInfo);
|
||
cc.fx.GameTool.setUserProp(0, 0, (data) => {
|
||
});
|
||
}
|
||
else if (data.result.code == 200) {
|
||
console.log("有道具信息,从道具接口拿到数据", data.result.data);
|
||
cc.fx.GameConfig.GM_INFO.freezeAmount = data.result.data.freeze || 0;
|
||
cc.fx.GameConfig.GM_INFO.hammerAmount = data.result.data.hammer || 0;
|
||
cc.fx.GameConfig.GM_INFO.magicAmount = data.result.data.magic_wand || 0;
|
||
let propInfo = {
|
||
"freezeAmount": cc.fx.GameConfig.GM_INFO.freezeAmount,
|
||
"hammerAmount": cc.fx.GameConfig.GM_INFO.hammerAmount,
|
||
"magicAmount": cc.fx.GameConfig.GM_INFO.magicAmount,
|
||
"timestamp": timestamp,
|
||
}
|
||
console.log("上传道具信息:", propInfo);
|
||
cc.fx.StorageMessage.setStorage("prop", propInfo);
|
||
|
||
}
|
||
})
|
||
}, 0);
|
||
|
||
}
|
||
|
||
},
|
||
fail: err => {
|
||
console.error('读取用户数据失败', err)
|
||
if (retryCount < MAX_RETRIES) {
|
||
console.error(`读取用户数据失败,第 ${retryCount + 1} 次重试,错误信息:`, err);
|
||
// 延迟 2 秒后重试
|
||
setTimeout(() => {
|
||
this.readUserData(retryCount + 1);
|
||
}, 2000);
|
||
} else {
|
||
console.error('读取用户数据失败,达到最大重试次数,退出游戏', err);
|
||
// 退出游戏
|
||
cc.game.end();
|
||
}
|
||
}
|
||
})
|
||
|
||
//laf云函数
|
||
Utils.getUserData((data) => {
|
||
})
|
||
}
|
||
|
||
setUserData() {
|
||
cc.fx.GameConfig.GameTool((data) => {
|
||
console.log("上传", data);
|
||
})
|
||
}
|
||
|
||
startTimeCutDown() {
|
||
this.scheduleCallback = function () {
|
||
if (this.timeNumber <= 0) {
|
||
this.stopTimeCutDown();
|
||
}
|
||
else {
|
||
this.timeNumber -= 1;
|
||
}
|
||
}.bind(this);
|
||
this.schedule(this.scheduleCallback, 1);
|
||
}
|
||
|
||
stopTimeCutDown() {
|
||
if (this.scheduleCallback) {
|
||
this.unschedule(this.scheduleCallback);
|
||
}
|
||
}
|
||
|
||
update(dt) {
|
||
if (this.load1 && this.load2 && this.load3 && this.load4 && this.load5 && this.load6 == true && this.timeNumber <= 0) {
|
||
this.load1 = this.load2 = false;
|
||
MiniGameSdk.API.shushu_Login();
|
||
MiniGameSdk.API.yinli_Init();
|
||
MiniGameSdk.API.yinli_Login();
|
||
this.startGame();
|
||
}
|
||
}
|
||
}
|