game_helpers.ts 14 KB

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  1. export default class game_helpers {
  2. public static randomItem(array: Array<any>) {
  3. if (array && array.length > 0) {
  4. return array[this.getRandomInt(0, array.length - 1)];
  5. } else {
  6. return null;
  7. }
  8. }
  9. public static Object2Array(obj: Object): any[] {
  10. let arr = []
  11. for (const key in obj) {
  12. arr.push(obj[key])
  13. }
  14. return arr;
  15. }
  16. public static getRandom(lower, upper): number {
  17. return Math.random() * (upper - lower) + lower;
  18. };
  19. public static getRandomInt(lower, upper): number {
  20. return Math.floor(Math.random() * (upper - lower)) + lower;
  21. };
  22. public static seed: number = 5;
  23. public static seedRandom(): number {
  24. return game_helpers.getRandom(0, 1);
  25. // this.seed = (this.seed * 9301 + 49297) % 233280;
  26. // return this.seed / 233280.0;
  27. }
  28. public static seedRandomInt(lower, upper): number {
  29. return game_helpers.getRandomInt(lower, upper);
  30. // return Math.floor(game_helpers.seedRandom() * (upper - lower)) + lower;
  31. }
  32. private static rnd(seed) {
  33. seed = (seed * 9301 + 49297) % 233280; //为何使用这三个数?
  34. return seed / (233280.0);
  35. };
  36. public static getPowNum(p) {
  37. return Math.pow(10, p);
  38. };
  39. public static setServerTime(time: number) {
  40. game_helpers.timeOffset = time - new Date().getTime();
  41. cc.log("timeOffset:", game_helpers.timeOffset)
  42. }
  43. public static timeOffset: number = 0;
  44. public static getServerTime() {
  45. return new Date().getTime() + game_helpers.timeOffset;
  46. }
  47. static formatDate(t) {
  48. var date = new Date(t);
  49. var YY = date.getFullYear() + '-';
  50. var MM = (date.getMonth() + 1 < 10 ? '0' + (date.getMonth() + 1) : date.getMonth() + 1) + '-';
  51. var DD = (date.getDate() < 10 ? '0' + (date.getDate()) : date.getDate());
  52. var hh = (date.getHours() < 10 ? '0' + date.getHours() : date.getHours()) + ':';
  53. var mm = (date.getMinutes() < 10 ? '0' + date.getMinutes() : date.getMinutes()) + ':';
  54. var ss = (date.getSeconds() < 10 ? '0' + date.getSeconds() : date.getSeconds());
  55. return YY + MM + DD + " " + hh + mm + ss;
  56. }
  57. public static cloneObj(obj: any) {
  58. obj = JSON.stringify(obj);
  59. obj = JSON.parse(obj);
  60. return obj;
  61. }
  62. // 将秒数转换为对应的时间字符串格式
  63. public static getTimeStrByS(second: number): string {
  64. second = Math.floor(second);
  65. if (second < 0) second = 0;
  66. // 先计算天数
  67. let days = this.calculateDays(second);
  68. second -= days * 3600 * 24;
  69. // 再计算小时数
  70. let hours = this.calculateHours(second);
  71. second -= hours * 3600;
  72. // 接着计算分钟数
  73. let minutes = this.calculateMinutes(second);
  74. second -= minutes * 60;
  75. // 格式化小时部分
  76. let front = this.formatHour(hours);
  77. // 格式化分钟部分
  78. let mid = this.formatMinute(minutes);
  79. // 格式化秒部分(虽然在最终返回结果中部分情况未显示秒,但这里还是先完整处理)
  80. let back = this.formatSecond(second);
  81. if (days > 0) {
  82. return `${days}天${hours}时${minutes}分`;
  83. } else {
  84. let longTime = hours > 0;
  85. if (longTime) {
  86. return `${front}:${mid}`;
  87. } else {
  88. return `${mid}:${back}`;
  89. }
  90. }
  91. }
  92. // 计算天数的私有方法
  93. private static calculateDays(seconds: number): number {
  94. return Math.floor(seconds / 3600 / 24);
  95. }
  96. // 格式化秒的私有方法,确保是两位数格式
  97. private static formatSecond(second: number): string {
  98. return second > 9 ? `${second}` : `0${second}`;
  99. }
  100. // 根据秒数、是否显示小时和是否显示秒来生成时钟格式的字符串
  101. public static getClockStrByS(second: number, showsecond: boolean = true, showhour: boolean = true): string {
  102. second = Math.floor(second);
  103. if (second < 0) second = 0;
  104. // 计算小时数
  105. let h = this.calculateHours(second);
  106. second -= h * 3600;
  107. // 计算分钟数
  108. let m = this.calculateMinutes(second);
  109. second -= m * 60;
  110. // 格式化小时部分
  111. let front = this.formatHour(h);
  112. // 格式化分钟部分
  113. let mid = this.formatMinute(m);
  114. let str = "";
  115. if (showhour) {
  116. str += front;
  117. str += ":";
  118. }
  119. str += mid;
  120. if (showsecond) {
  121. str += ":" + (second < 10 ? "0" : "") + second;
  122. }
  123. return str;
  124. }
  125. // 计算小时数的私有方法
  126. private static calculateHours(seconds: number): number {
  127. return Math.floor(seconds / 3600);
  128. }
  129. // 计算分钟数的私有方法
  130. private static calculateMinutes(seconds: number): number {
  131. return Math.floor(seconds / 60);
  132. }
  133. // 格式化小时的私有方法,确保是两位数格式
  134. private static formatHour(hour: number): string {
  135. let front = "00";
  136. if (hour > 9) {
  137. front = "" + hour;
  138. } else {
  139. front = "0" + hour;
  140. }
  141. return front;
  142. }
  143. // 格式化分钟的私有方法,确保是两位数格式
  144. private static formatMinute(minute: number): string {
  145. let mid = "00";
  146. if (minute > 9) {
  147. mid = "" + minute;
  148. } else {
  149. mid = "0" + minute;
  150. }
  151. return mid;
  152. }
  153. public static checkObjEmpty(obj: any) {
  154. if (obj) {
  155. for (var i in obj) {
  156. return false;
  157. }
  158. return true;
  159. } else {
  160. return true;
  161. }
  162. }
  163. public static checkOrderOver(orderTime: number) {
  164. var date = new Date(orderTime);
  165. var dateNow = new Date(game_helpers.getServerTime());
  166. if (date.getFullYear() == dateNow.getFullYear() &&
  167. date.getMonth() == dateNow.getMonth() &&
  168. date.getDate() == dateNow.getDate()
  169. ) {
  170. return false;
  171. } else {
  172. return true;
  173. }
  174. }
  175. //spa 相对tp目录
  176. public static loadSpriteFrame(spa: string, name: string, callback: Function = null) {
  177. this.loadRes("tp/" + spa, "texture", cc.SpriteAtlas, (e, assets: cc.SpriteAtlas) => {
  178. if (e) {
  179. console.log(spa, name)
  180. cc.error(e)
  181. } else {
  182. callback(assets.getSpriteFrame(name))
  183. }
  184. })
  185. }
  186. // 加载资源的静态方法,根据指定路径、资源包名称、资源类型以及可选的回调函数来加载资源
  187. public static loadRes(path: string, bundle_name: string, type: typeof cc.Asset, callback: Function = null): void {
  188. // 先加载资源包
  189. game_helpers.loadBundle(bundle_name, (loadedBundle) => {
  190. if (loadedBundle) {
  191. // 资源包加载成功后,再加载具体资源
  192. game_helpers.loadAssetFromBundle(loadedBundle, path, type, callback);
  193. }
  194. });
  195. }
  196. // 加载资源包的私有静态方法
  197. private static loadBundle(bundleName: string, callback: (bundle: cc.AssetManager.Bundle | null) => void): void {
  198. cc.assetManager.loadBundle(bundleName, (error, bundle: cc.AssetManager.Bundle) => {
  199. if (error) {
  200. cc.log(error);
  201. callback(null);
  202. } else {
  203. callback(bundle);
  204. }
  205. });
  206. }
  207. // 从已加载的资源包中加载具体资源的私有静态方法
  208. private static loadAssetFromBundle(bundle: cc.AssetManager.Bundle, path: string, type: typeof cc.Asset, callback: Function = null): void {
  209. bundle.load(path, type, (e, assets) => {
  210. if (e) {
  211. cc.log(e);
  212. return;
  213. }
  214. if (callback) {
  215. callback(e, assets);
  216. }
  217. });
  218. }
  219. public static weight(v: number[]): number {
  220. var mTotalWeight = 0;
  221. for (var i = 0; i < v.length; ++i) {
  222. mTotalWeight += v[i];
  223. }
  224. if (mTotalWeight <= 0) return -1;
  225. var randnum = Math.round(Math.random() * Number.MAX_VALUE) % mTotalWeight;
  226. for (var i = 0; i < v.length; ++i) {
  227. if (randnum < v[i]) {
  228. return i;
  229. }
  230. else {
  231. randnum -= v[i];
  232. }
  233. }
  234. return -1;
  235. }
  236. public static shuffle(arr) {
  237. for (let i = arr.length - 1; i >= 0; i--) {
  238. let rIndex = Math.floor(Math.random() * (i + 1));
  239. let temp = arr[rIndex];
  240. arr[rIndex] = arr[i];
  241. arr[i] = temp;
  242. }
  243. return arr;
  244. }
  245. public static getDate(time: number): string {
  246. var now = new Date(time),
  247. y = now.getFullYear(),
  248. m = now.getMonth() + 1,
  249. d = now.getDate();
  250. return y + "-" + (m < 10 ? "0" + m : m) + "-" + (d < 10 ? "0" + d : d) + " " + now.toTimeString().substr(0, 8);
  251. }
  252. //货币进位
  253. public static goldCrarryBit(gold: number): string {
  254. var array = [
  255. [100000000, 'N'],
  256. [10000000, 'T'],
  257. [1000000, 'G'],
  258. [100000, 'M'],
  259. [10000, 'K'],
  260. [1000, 'B'],
  261. ];
  262. for (var i = 0; i < array.length; i++) {
  263. var value = gold / (array[i][0] as number);
  264. if (value > 1) {
  265. return '' + value.toFixed(1) + array[i][1];
  266. }
  267. }
  268. return gold.toString();
  269. }
  270. //定点数
  271. public static fixFloat(val: number, count: number = 2) {
  272. var a = Math.pow(10, count)
  273. return Math.floor(val * a) / a;
  274. }
  275. // this.initPool("basechip", ret, 10);
  276. // this.initPool("dianchi", ret, 10);
  277. // this.initPool("enery", ret, 10);
  278. // this.initPool("gem", ret, 10);
  279. static formatString(s: string, ...arg) {
  280. for (var i = 0; i < arg.length; i++) {
  281. var reg = new RegExp("\\{" + i + "\\}", "gm");
  282. s = s.replace(reg, arg[i]);
  283. }
  284. return s;
  285. }
  286. static count(obj) {
  287. if (!obj) return 0;
  288. var num = 0;
  289. for (var k in obj) {
  290. num++;
  291. }
  292. return num;
  293. };
  294. static copy(obj) {
  295. var newObj = Object.create(obj);
  296. Object.assign(newObj, obj);
  297. return newObj;
  298. }
  299. static setGray(icon: cc.Sprite, isGray: boolean) {
  300. if (isGray) {
  301. icon.setMaterial(0, cc.Material.getBuiltinMaterial('2d-gray-sprite'));
  302. } else {
  303. icon.setMaterial(0, cc.Material.getBuiltinMaterial('2d-sprite'));
  304. }
  305. }
  306. static setSpriteFrame(sp: cc.Sprite, path: string, bundle: string = 'resources', callback = null): void {
  307. let loader = cc.assetManager.getBundle(bundle)
  308. loader.load(path, cc.Texture2D, (error, assets: cc.Texture2D) => {
  309. if (error) {
  310. cc.log('error', path)
  311. return
  312. }
  313. sp.spriteFrame = new cc.SpriteFrame(assets)
  314. callback && callback()
  315. })
  316. }
  317. public static initArray2(row: number, col: number, value: number = null) {
  318. let arr = []
  319. for (let i = 0; i < row; i++) {
  320. arr[i] = []
  321. for (let j = 0; j < col; j++) {
  322. arr[i][j] = value
  323. }
  324. }
  325. return arr
  326. }
  327. static localConvertWorldPointAR(node) {
  328. if (node) {
  329. return node.convertToWorldSpaceAR(cc.v2(0, 0));
  330. } return null;
  331. }
  332. static convetOtherNodeSpaceAR(node, targetNode): cc.Vec2 {
  333. if (!node || !targetNode) {
  334. return null;
  335. }
  336. let worldPoint = game_helpers.localConvertWorldPointAR(node);
  337. return game_helpers.worldConvertLocalPointAR(targetNode, worldPoint);
  338. }
  339. static worldConvertLocalPointAR(node, worldPoint) {
  340. if (node) {
  341. return node.convertToNodeSpaceAR(worldPoint);
  342. }
  343. return null;
  344. }
  345. // 计算 |p1 p2| X |p1 p|
  346. static getCross(p1: cc.Vec2, p2: cc.Vec2, p: cc.Vec2) {
  347. return (p2.x - p1.x) * (p.y - p1.y) - (p.x - p1.x) * (p2.y - p1.y);
  348. }
  349. //判断点p是否在p1p2p3p4的正方形内
  350. static isPointInMatrix(p1: cc.Vec2, p2: cc.Vec2, p3: cc.Vec2, p4: cc.Vec2, p: cc.Vec2) {
  351. let isPointIn = game_helpers.getCross(p1, p2, p) * game_helpers.getCross(p3, p4, p) >= 0 && game_helpers.getCross(p2, p3, p) * game_helpers.getCross(p4, p1, p) >= 0;
  352. return isPointIn;
  353. }
  354. public static randomArray(arr: number[]) {
  355. let newArr = []
  356. let count = arr.length
  357. for (let i = 0; i < count; i++) {
  358. let rnd = Math.floor(Math.random() * arr.length)
  359. newArr.push(arr[rnd])
  360. arr.splice(rnd, 1)
  361. }
  362. return newArr
  363. }
  364. public static removeElementFromArray(element: any, arr) {
  365. for (let i = arr.length - 1; i >= 0; i--) {
  366. if (arr[i] == element) {
  367. arr.splice(i, 1)
  368. break
  369. }
  370. }
  371. }
  372. // 根据年份和月份获取该月的天数
  373. static getDayCount(year: number, month: number): number {
  374. // 判断是否为闰年
  375. let isLeapYear = this.isLeapYear(year);
  376. // 根据月份返回对应的天数
  377. return this.getDaysForMonth(month, isLeapYear);
  378. }
  379. // 判断指定年份是否为闰年的私有静态方法
  380. private static isLeapYear(year: number): boolean {
  381. if ((year % 100 != 0 && year % 4 == 0) || year % 400 == 0) {
  382. return true;
  383. }
  384. return false;
  385. }
  386. // 根据月份和是否为闰年返回该月天数的私有静态方法
  387. private static getDaysForMonth(month: number, isLeapYear: boolean): number {
  388. if (month == 1 || month == 3 || month == 5 || month == 7 || month == 8 || month == 10 || month == 12) {
  389. return 31;
  390. } else if (month == 4 || month == 6 || month == 9 || month == 11) {
  391. return 30;
  392. } else {
  393. return isLeapYear ? 29 : 28;
  394. }
  395. }
  396. };