gameScene.ts 11 KB

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  1. import { App } from "./Manager/App";
  2. import player from "./player";
  3. import FailPanelMediator from "./view/failPanel/FailPanelMediator";
  4. import FailPanel from "./view/failPanel/FailPanel";
  5. import SuccessPanelMediator from "./view/successPanel/SuccessPanelMediator";
  6. import SuccessPanel from "./view/successPanel/SuccessPanel";
  7. import InsufficientPanelMediator from "./view/insufficientPanel/InsufficientPanelMediator";
  8. import InsufficientPanel from "./view/insufficientPanel/InsufficientPanel";
  9. import TimeControl from "./TimeControl";
  10. import TipPanelMediator from "./view/tipPanel/TipPanelMediator";
  11. import TipPanel from "./view/tipPanel/TipPanel";
  12. import { SoundManager } from "./Manager/SoundManager";
  13. import SDK from "./sdk/SDK";
  14. import ChooseSkinPanel from "./view/chooseSkin/ChooseSkinPanel";
  15. import ChooseSkinPanelMediator from "./view/chooseSkin/ChooseSkinPanelMediator";
  16. import Enemy from "./Enemy";
  17. import ShopPanel from "./view/shopView/ShopPanel";
  18. import ShopPanelMediator from "./view/shopView/ShopPanelMediator";
  19. import SetNormalPanel from "./view/setNormal/SetNormalPanel";
  20. import SetNormalPanelMediator from "./view/setNormal/SetNormalPanelMediator";
  21. import { InterstitialType } from "./sdk/vivo/Interstitial";
  22. const { ccclass, property } = cc._decorator;
  23. @ccclass
  24. export default class gameScene extends cc.Component {
  25. public static _instance;
  26. @property(cc.Node)
  27. public bg: cc.Node = null;
  28. @property([cc.SpriteFrame])
  29. private bgSpriteFrame: cc.SpriteFrame[] = [];
  30. @property(cc.Node)
  31. public levelParent: cc.Node = null;
  32. @property(cc.Node)
  33. public mainCamera: cc.Node = null;
  34. @property(cc.Node)
  35. public btnPause: cc.Node = null;
  36. @property(cc.Label)
  37. public labelPersonNum: cc.Label = null;
  38. @property(cc.Label)
  39. public labelWinCoin: cc.Label = null;
  40. public curLevelWinCoin = 0;
  41. private GameStutas: boolean = false;
  42. private mainSceneName: string = "hallScene";
  43. private currentSceneName: string = "gameScene";
  44. public static get instance() {
  45. return gameScene._instance;
  46. }
  47. public static set instance(value) {
  48. gameScene._instance = value
  49. }
  50. onLoad() {
  51. gameScene.instance = this;
  52. this.GameStutas = false;
  53. //开启触发功能
  54. // var manager = cc.director.getCollisionManager();
  55. // manager.enabled = true;
  56. // manager.enabledDebugDraw = true;
  57. // let phyManager = cc.director.getPhysicsManager();
  58. // phyManager.enabled = true;
  59. // var Bits = cc.PhysicsManager.DrawBits;
  60. // phyManager.debugDrawFlags = Bits.e_aabbBit | Bits.e_shapeBit;
  61. this.btnPause.on(cc.Node.EventType.TOUCH_END, this.ClickPause.bind(this), this);
  62. SDK.Instance.showInterstitial(InterstitialType.INTERSTITIAL_GAME_STARE);
  63. }
  64. start() {
  65. let smallLevel = App.DataManager.PassProgress[App.DataManager.CurrentIntoLevel];
  66. this.updateLeftPeople(App.DataManager.personCount[App.DataManager.CurrentIntoLevel - 1][smallLevel - 1]);
  67. this.updateWinCoin();
  68. // this.levelLabel.string = App.DataManager.CurrentIntoLevel.toString();
  69. this.bg.getComponent(cc.Sprite).spriteFrame = this.bgSpriteFrame[0];
  70. // this.InstantLevel();
  71. App.DataManager.resetFlag = false;
  72. this.StartGame();
  73. }
  74. private SaveLevelData(nodes: any) {
  75. let saves: any = [];
  76. nodes.children.forEach(child => {
  77. let childData = {
  78. 'name': child.name,
  79. 'x': child.x.toFixed(1),
  80. 'y': child.y.toFixed(1)
  81. };
  82. saves.push(childData);
  83. });
  84. let readLevel = '9';
  85. App.LocalStorageUtil.setJsonObj('Stupid_' + readLevel, saves);
  86. console.log('关卡号:', readLevel);
  87. console.log('关卡数据:', saves);
  88. }
  89. /** 生成关卡数据 */
  90. private InstantLevel(): void {
  91. // if (App.DataManager.Configs.length < App.DataManager.CurrentIntoLevel) {
  92. // if (App.DataManager.InfiniteLevelDate[App.DataManager.CurrentIntoLevel]) {
  93. // this.InitLevel(App.DataManager.InfiniteLevelDate[App.DataManager.CurrentIntoLevel]);
  94. // return;
  95. // }
  96. // let value = App.DataManager.CurrentIntoLevel - App.DataManager.Configs.length;
  97. // let randomListLen = App.DataManager.RandomLevelList.length;
  98. // let yushu = value % randomListLen;
  99. // let randomArea = (yushu == 0) ? App.DataManager.RandomLevelList[randomListLen - 1] : App.DataManager.RandomLevelList[yushu - 1];
  100. // let levelValue = Math.round(Math.random() * (randomArea.endLevel - randomArea.startLevel)) + randomArea.startLevel;
  101. // this.InitLevel(levelValue);
  102. // App.DataManager.InfiniteLevelDate[App.DataManager.CurrentIntoLevel] = levelValue;
  103. // App.LocalStorageUtil.setJsonObj(App.LocalStorageUtil.lst_InfiniteLevelDate, App.DataManager.InfiniteLevelDate);
  104. // } else {
  105. this.InitLevel(App.DataManager.CurrentIntoLevel);
  106. // }
  107. }
  108. // 初始化关卡
  109. private InitLevel(index: number): void {
  110. // let datas = App.DataManager.Configs[index].json;
  111. // datas.forEach(element => {
  112. // var nodes = cc.instantiate(App.DataManager.PropPrefabs[element.name]);
  113. // this.levelParent.addChild(nodes);
  114. // nodes.x = Number(element.x);
  115. // nodes.y = Number(element.y);
  116. // });
  117. var level = cc.instantiate(App.DataManager.PropPrefabs[ "level" + index ]);
  118. this.levelParent.addChild(level);
  119. }
  120. /** 开始游戏 */
  121. public StartGame(): void {
  122. this.GameStutas = true;
  123. App.SoundManager.playEffect(SoundManager.start);
  124. App.SoundManager.playBGM(SoundManager.hallBgm[2]);
  125. }
  126. public updateLeftPeople(peopleNum: number){
  127. this.labelPersonNum.string = peopleNum + "";
  128. }
  129. public updateWinCoin(){
  130. this.labelWinCoin.string = this.curLevelWinCoin + "";
  131. }
  132. private ClickPause(): void {
  133. App.Facade.popView(SetNormalPanelMediator, SetNormalPanel, "设置", false);
  134. cc.director.pause();
  135. }
  136. private ClickGoOn(): void {
  137. }
  138. public ClickRestart(): void {
  139. App.DataManager.resetFlag = true;
  140. this.LoadLevel();
  141. }
  142. /**
  143. * 点击返回主页
  144. */
  145. private ClickBackMain(): void {
  146. cc.director.loadScene(this.mainSceneName);
  147. }
  148. /**
  149. * 跳关
  150. */
  151. private JumpLevel(): void {
  152. console.log('观看视频后跳关~');
  153. this.JumpNextLevel();
  154. }
  155. //
  156. private replay(): void{
  157. cc.director.loadScene(this.currentSceneName);
  158. }
  159. /**
  160. * 加载关卡
  161. */
  162. private LoadLevel(): void {
  163. App.DataManager.UpdateTili(TimeControl.instance.consumeTili, (success) => {
  164. if (success) cc.director.loadScene(this.currentSceneName);
  165. else App.Facade.popView(InsufficientPanelMediator, InsufficientPanel, "体力不足", false);
  166. });
  167. }
  168. /**
  169. * 下一关
  170. */
  171. private JumpNextLevel(): void {
  172. this.NextLevelDateUpdate();
  173. this.LoadLevel();
  174. }
  175. /**
  176. * 点击下一关后数据更新
  177. */
  178. private NextLevelDateUpdate(): void {
  179. if(App.DataManager.PassProgress[App.DataManager.CurrentIntoLevel] > 3){
  180. App.DataManager.CurrentIntoLevel++;
  181. App.DataManager.PlayLevel = App.DataManager.CurrentIntoLevel;
  182. App.LocalStorageUtil.setNumber(App.LocalStorageUtil.lst_playLevel, App.DataManager.PlayLevel);
  183. }
  184. while(App.DataManager.PassProgress[App.DataManager.CurrentIntoLevel] > 3){
  185. App.DataManager.CurrentIntoLevel++;
  186. App.DataManager.PlayLevel = App.DataManager.CurrentIntoLevel;
  187. App.LocalStorageUtil.setNumber(App.LocalStorageUtil.lst_playLevel, App.DataManager.PlayLevel);
  188. }
  189. }
  190. /**
  191. * 更新通关数
  192. */
  193. private UpdateLocalLevel() {
  194. var current = Number(App.DataManager.CurrentIntoLevel);
  195. console.log('UpdateLocalLevel', current, App.DataManager.PassProgress[current])
  196. if(App.DataManager.PassProgress[current]){
  197. App.DataManager.PassProgress[current]++;
  198. }
  199. if (!App.DataManager.PassProgress[current + 1]) {
  200. App.DataManager.PassProgress[current + 1] = 1;
  201. }
  202. App.LocalStorageUtil.setJsonObj(App.LocalStorageUtil.lst_passProgress, App.DataManager.PassProgress);
  203. // this.UpdateGetSkin();
  204. }
  205. private OpenChooseSkin() {
  206. App.Facade.popView(ChooseSkinPanelMediator, ChooseSkinPanel, '皮肤界面', false);
  207. }
  208. private UpdateGetSkin() {
  209. let passLevelCount = Object.keys(App.DataManager.PassProgress).length - 1;
  210. App.DataManager.MissionDataList.forEach(element => {
  211. let pass = element.passLevel;
  212. let hasGetSkin = (passLevelCount >= pass) ? true : false;
  213. if (hasGetSkin) {
  214. let hasSave = App.DataManager.GetSkins.indexOf(element.getSkin);
  215. if (hasSave == -1) {
  216. App.DataManager.GetSkins.push(element.getSkin);
  217. App.LocalStorageUtil.setJsonObj(App.LocalStorageUtil.lst_getSkin, App.DataManager.GetSkins);
  218. console.log('通关获得新皮肤')
  219. // this.newSkinTips.active = true;
  220. App.DataManager.NewSkinName = element.getSkin;
  221. App.DataManager.GetNewSkinFlag = true;
  222. this.scheduleOnce(() => { App.Facade.popView(TipPanelMediator, TipPanel, "通关获得新皮肤~", false); }, 0);
  223. }
  224. }
  225. });
  226. }
  227. /**
  228. * 游戏成功
  229. */
  230. private GameSuccess(): void {
  231. console.log('游戏成功***********');
  232. this.GameComplete();
  233. App.SoundManager.playEffect(SoundManager.success[Math.floor(Math.random() * 2)]);
  234. this.UpdateLocalLevel();
  235. this.scheduleOnce(() => {
  236. App.Facade.popView(SuccessPanelMediator, SuccessPanel, "游戏成功弹窗", false);
  237. }, 1);
  238. }
  239. /**
  240. * 游戏失败
  241. */
  242. private GameFail(huoFlag: boolean = false): void {
  243. if(!this.GameStutas)
  244. return;
  245. this.GameComplete();
  246. App.SoundManager.playEffect(SoundManager.fail);
  247. this.scheduleOnce(() => {
  248. App.Facade.popView(FailPanelMediator, FailPanel, "游戏失败弹窗", false);
  249. }, 2);
  250. }
  251. /**
  252. * 游戏结束
  253. */
  254. private GameComplete(): void {
  255. this.GameStutas = false;
  256. }
  257. onDisable() {
  258. this.btnPause.off(cc.Node.EventType.TOUCH_END, this.ClickPause.bind(this), this);
  259. }
  260. onDestroy(){
  261. gameScene.instance = null;
  262. }
  263. }