fbe6e314-42b2-4a51-a663-0571e147429e.js 14 KB

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  1. "use strict";
  2. cc._RF.push(module, 'fbe6eMUQrJKUaZjBXHhR0Ke', 'gameScene');
  3. // Script/gameScene.ts
  4. "use strict";
  5. var __extends = (this && this.__extends) || (function () {
  6. var extendStatics = function (d, b) {
  7. extendStatics = Object.setPrototypeOf ||
  8. ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
  9. function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };
  10. return extendStatics(d, b);
  11. };
  12. return function (d, b) {
  13. extendStatics(d, b);
  14. function __() { this.constructor = d; }
  15. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  16. };
  17. })();
  18. var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
  19. var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
  20. if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
  21. else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
  22. return c > 3 && r && Object.defineProperty(target, key, r), r;
  23. };
  24. Object.defineProperty(exports, "__esModule", { value: true });
  25. var App_1 = require("./Manager/App");
  26. var FailPanelMediator_1 = require("./view/failPanel/FailPanelMediator");
  27. var FailPanel_1 = require("./view/failPanel/FailPanel");
  28. var SuccessPanelMediator_1 = require("./view/successPanel/SuccessPanelMediator");
  29. var SuccessPanel_1 = require("./view/successPanel/SuccessPanel");
  30. var InsufficientPanelMediator_1 = require("./view/insufficientPanel/InsufficientPanelMediator");
  31. var InsufficientPanel_1 = require("./view/insufficientPanel/InsufficientPanel");
  32. var TimeControl_1 = require("./TimeControl");
  33. var TipPanelMediator_1 = require("./view/tipPanel/TipPanelMediator");
  34. var TipPanel_1 = require("./view/tipPanel/TipPanel");
  35. var SoundManager_1 = require("./Manager/SoundManager");
  36. var SDK_1 = require("./sdk/SDK");
  37. var ChooseSkinPanel_1 = require("./view/chooseSkin/ChooseSkinPanel");
  38. var ChooseSkinPanelMediator_1 = require("./view/chooseSkin/ChooseSkinPanelMediator");
  39. var SetNormalPanel_1 = require("./view/setNormal/SetNormalPanel");
  40. var SetNormalPanelMediator_1 = require("./view/setNormal/SetNormalPanelMediator");
  41. var Interstitial_1 = require("./sdk/vivo/Interstitial");
  42. var _a = cc._decorator, ccclass = _a.ccclass, property = _a.property;
  43. var gameScene = /** @class */ (function (_super) {
  44. __extends(gameScene, _super);
  45. function gameScene() {
  46. var _this = _super !== null && _super.apply(this, arguments) || this;
  47. _this.bg = null;
  48. _this.bgSpriteFrame = [];
  49. _this.levelParent = null;
  50. _this.mainCamera = null;
  51. _this.btnPause = null;
  52. _this.labelPersonNum = null;
  53. _this.labelWinCoin = null;
  54. _this.curLevelWinCoin = 0;
  55. _this.GameStutas = false;
  56. _this.mainSceneName = "hallScene";
  57. _this.currentSceneName = "gameScene";
  58. return _this;
  59. }
  60. gameScene_1 = gameScene;
  61. Object.defineProperty(gameScene, "instance", {
  62. get: function () {
  63. return gameScene_1._instance;
  64. },
  65. set: function (value) {
  66. gameScene_1._instance = value;
  67. },
  68. enumerable: false,
  69. configurable: true
  70. });
  71. gameScene.prototype.onLoad = function () {
  72. gameScene_1.instance = this;
  73. this.GameStutas = false;
  74. //开启触发功能
  75. // var manager = cc.director.getCollisionManager();
  76. // manager.enabled = true;
  77. // manager.enabledDebugDraw = true;
  78. // let phyManager = cc.director.getPhysicsManager();
  79. // phyManager.enabled = true;
  80. // var Bits = cc.PhysicsManager.DrawBits;
  81. // phyManager.debugDrawFlags = Bits.e_aabbBit | Bits.e_shapeBit;
  82. this.btnPause.on(cc.Node.EventType.TOUCH_END, this.ClickPause.bind(this), this);
  83. SDK_1.default.Instance.showInterstitial(Interstitial_1.InterstitialType.INTERSTITIAL_GAME_STARE);
  84. };
  85. gameScene.prototype.start = function () {
  86. var smallLevel = App_1.App.DataManager.PassProgress[App_1.App.DataManager.CurrentIntoLevel];
  87. this.updateLeftPeople(App_1.App.DataManager.personCount[App_1.App.DataManager.CurrentIntoLevel - 1][smallLevel - 1]);
  88. this.updateWinCoin();
  89. // this.levelLabel.string = App.DataManager.CurrentIntoLevel.toString();
  90. this.bg.getComponent(cc.Sprite).spriteFrame = this.bgSpriteFrame[0];
  91. // this.InstantLevel();
  92. App_1.App.DataManager.resetFlag = false;
  93. this.StartGame();
  94. };
  95. gameScene.prototype.SaveLevelData = function (nodes) {
  96. var saves = [];
  97. nodes.children.forEach(function (child) {
  98. var childData = {
  99. 'name': child.name,
  100. 'x': child.x.toFixed(1),
  101. 'y': child.y.toFixed(1)
  102. };
  103. saves.push(childData);
  104. });
  105. var readLevel = '9';
  106. App_1.App.LocalStorageUtil.setJsonObj('Stupid_' + readLevel, saves);
  107. console.log('关卡号:', readLevel);
  108. console.log('关卡数据:', saves);
  109. };
  110. /** 生成关卡数据 */
  111. gameScene.prototype.InstantLevel = function () {
  112. // if (App.DataManager.Configs.length < App.DataManager.CurrentIntoLevel) {
  113. // if (App.DataManager.InfiniteLevelDate[App.DataManager.CurrentIntoLevel]) {
  114. // this.InitLevel(App.DataManager.InfiniteLevelDate[App.DataManager.CurrentIntoLevel]);
  115. // return;
  116. // }
  117. // let value = App.DataManager.CurrentIntoLevel - App.DataManager.Configs.length;
  118. // let randomListLen = App.DataManager.RandomLevelList.length;
  119. // let yushu = value % randomListLen;
  120. // let randomArea = (yushu == 0) ? App.DataManager.RandomLevelList[randomListLen - 1] : App.DataManager.RandomLevelList[yushu - 1];
  121. // let levelValue = Math.round(Math.random() * (randomArea.endLevel - randomArea.startLevel)) + randomArea.startLevel;
  122. // this.InitLevel(levelValue);
  123. // App.DataManager.InfiniteLevelDate[App.DataManager.CurrentIntoLevel] = levelValue;
  124. // App.LocalStorageUtil.setJsonObj(App.LocalStorageUtil.lst_InfiniteLevelDate, App.DataManager.InfiniteLevelDate);
  125. // } else {
  126. this.InitLevel(App_1.App.DataManager.CurrentIntoLevel);
  127. // }
  128. };
  129. // 初始化关卡
  130. gameScene.prototype.InitLevel = function (index) {
  131. // let datas = App.DataManager.Configs[index].json;
  132. // datas.forEach(element => {
  133. // var nodes = cc.instantiate(App.DataManager.PropPrefabs[element.name]);
  134. // this.levelParent.addChild(nodes);
  135. // nodes.x = Number(element.x);
  136. // nodes.y = Number(element.y);
  137. // });
  138. var level = cc.instantiate(App_1.App.DataManager.PropPrefabs["level" + index]);
  139. this.levelParent.addChild(level);
  140. };
  141. /** 开始游戏 */
  142. gameScene.prototype.StartGame = function () {
  143. this.GameStutas = true;
  144. App_1.App.SoundManager.playEffect(SoundManager_1.SoundManager.start);
  145. App_1.App.SoundManager.playBGM(SoundManager_1.SoundManager.hallBgm[2]);
  146. };
  147. gameScene.prototype.updateLeftPeople = function (peopleNum) {
  148. this.labelPersonNum.string = peopleNum + "";
  149. };
  150. gameScene.prototype.updateWinCoin = function () {
  151. this.labelWinCoin.string = this.curLevelWinCoin + "";
  152. };
  153. gameScene.prototype.ClickPause = function () {
  154. App_1.App.Facade.popView(SetNormalPanelMediator_1.default, SetNormalPanel_1.default, "设置", false);
  155. cc.director.pause();
  156. };
  157. gameScene.prototype.ClickGoOn = function () {
  158. };
  159. gameScene.prototype.ClickRestart = function () {
  160. App_1.App.DataManager.resetFlag = true;
  161. this.LoadLevel();
  162. };
  163. /**
  164. * 点击返回主页
  165. */
  166. gameScene.prototype.ClickBackMain = function () {
  167. cc.director.loadScene(this.mainSceneName);
  168. };
  169. /**
  170. * 跳关
  171. */
  172. gameScene.prototype.JumpLevel = function () {
  173. console.log('观看视频后跳关~');
  174. this.JumpNextLevel();
  175. };
  176. //
  177. gameScene.prototype.replay = function () {
  178. cc.director.loadScene(this.currentSceneName);
  179. };
  180. /**
  181. * 加载关卡
  182. */
  183. gameScene.prototype.LoadLevel = function () {
  184. var _this = this;
  185. App_1.App.DataManager.UpdateTili(TimeControl_1.default.instance.consumeTili, function (success) {
  186. if (success)
  187. cc.director.loadScene(_this.currentSceneName);
  188. else
  189. App_1.App.Facade.popView(InsufficientPanelMediator_1.default, InsufficientPanel_1.default, "体力不足", false);
  190. });
  191. };
  192. /**
  193. * 下一关
  194. */
  195. gameScene.prototype.JumpNextLevel = function () {
  196. this.NextLevelDateUpdate();
  197. this.LoadLevel();
  198. };
  199. /**
  200. * 点击下一关后数据更新
  201. */
  202. gameScene.prototype.NextLevelDateUpdate = function () {
  203. if (App_1.App.DataManager.PassProgress[App_1.App.DataManager.CurrentIntoLevel] > 3) {
  204. App_1.App.DataManager.CurrentIntoLevel++;
  205. App_1.App.DataManager.PlayLevel = App_1.App.DataManager.CurrentIntoLevel;
  206. App_1.App.LocalStorageUtil.setNumber(App_1.App.LocalStorageUtil.lst_playLevel, App_1.App.DataManager.PlayLevel);
  207. }
  208. while (App_1.App.DataManager.PassProgress[App_1.App.DataManager.CurrentIntoLevel] > 3) {
  209. App_1.App.DataManager.CurrentIntoLevel++;
  210. App_1.App.DataManager.PlayLevel = App_1.App.DataManager.CurrentIntoLevel;
  211. App_1.App.LocalStorageUtil.setNumber(App_1.App.LocalStorageUtil.lst_playLevel, App_1.App.DataManager.PlayLevel);
  212. }
  213. };
  214. /**
  215. * 更新通关数
  216. */
  217. gameScene.prototype.UpdateLocalLevel = function () {
  218. var current = Number(App_1.App.DataManager.CurrentIntoLevel);
  219. console.log('UpdateLocalLevel', current, App_1.App.DataManager.PassProgress[current]);
  220. if (App_1.App.DataManager.PassProgress[current]) {
  221. App_1.App.DataManager.PassProgress[current]++;
  222. }
  223. if (!App_1.App.DataManager.PassProgress[current + 1]) {
  224. App_1.App.DataManager.PassProgress[current + 1] = 1;
  225. }
  226. App_1.App.LocalStorageUtil.setJsonObj(App_1.App.LocalStorageUtil.lst_passProgress, App_1.App.DataManager.PassProgress);
  227. // this.UpdateGetSkin();
  228. };
  229. gameScene.prototype.OpenChooseSkin = function () {
  230. App_1.App.Facade.popView(ChooseSkinPanelMediator_1.default, ChooseSkinPanel_1.default, '皮肤界面', false);
  231. };
  232. gameScene.prototype.UpdateGetSkin = function () {
  233. var _this = this;
  234. var passLevelCount = Object.keys(App_1.App.DataManager.PassProgress).length - 1;
  235. App_1.App.DataManager.MissionDataList.forEach(function (element) {
  236. var pass = element.passLevel;
  237. var hasGetSkin = (passLevelCount >= pass) ? true : false;
  238. if (hasGetSkin) {
  239. var hasSave = App_1.App.DataManager.GetSkins.indexOf(element.getSkin);
  240. if (hasSave == -1) {
  241. App_1.App.DataManager.GetSkins.push(element.getSkin);
  242. App_1.App.LocalStorageUtil.setJsonObj(App_1.App.LocalStorageUtil.lst_getSkin, App_1.App.DataManager.GetSkins);
  243. console.log('通关获得新皮肤');
  244. // this.newSkinTips.active = true;
  245. App_1.App.DataManager.NewSkinName = element.getSkin;
  246. App_1.App.DataManager.GetNewSkinFlag = true;
  247. _this.scheduleOnce(function () { App_1.App.Facade.popView(TipPanelMediator_1.default, TipPanel_1.default, "通关获得新皮肤~", false); }, 0);
  248. }
  249. }
  250. });
  251. };
  252. /**
  253. * 游戏成功
  254. */
  255. gameScene.prototype.GameSuccess = function () {
  256. console.log('游戏成功***********');
  257. this.GameComplete();
  258. App_1.App.SoundManager.playEffect(SoundManager_1.SoundManager.success[Math.floor(Math.random() * 2)]);
  259. this.UpdateLocalLevel();
  260. this.scheduleOnce(function () {
  261. App_1.App.Facade.popView(SuccessPanelMediator_1.default, SuccessPanel_1.default, "游戏成功弹窗", false);
  262. }, 1);
  263. };
  264. /**
  265. * 游戏失败
  266. */
  267. gameScene.prototype.GameFail = function (huoFlag) {
  268. if (huoFlag === void 0) { huoFlag = false; }
  269. if (!this.GameStutas)
  270. return;
  271. this.GameComplete();
  272. App_1.App.SoundManager.playEffect(SoundManager_1.SoundManager.fail);
  273. this.scheduleOnce(function () {
  274. App_1.App.Facade.popView(FailPanelMediator_1.default, FailPanel_1.default, "游戏失败弹窗", false);
  275. }, 2);
  276. };
  277. /**
  278. * 游戏结束
  279. */
  280. gameScene.prototype.GameComplete = function () {
  281. this.GameStutas = false;
  282. };
  283. gameScene.prototype.onDisable = function () {
  284. this.btnPause.off(cc.Node.EventType.TOUCH_END, this.ClickPause.bind(this), this);
  285. };
  286. gameScene.prototype.onDestroy = function () {
  287. gameScene_1.instance = null;
  288. };
  289. var gameScene_1;
  290. __decorate([
  291. property(cc.Node)
  292. ], gameScene.prototype, "bg", void 0);
  293. __decorate([
  294. property([cc.SpriteFrame])
  295. ], gameScene.prototype, "bgSpriteFrame", void 0);
  296. __decorate([
  297. property(cc.Node)
  298. ], gameScene.prototype, "levelParent", void 0);
  299. __decorate([
  300. property(cc.Node)
  301. ], gameScene.prototype, "mainCamera", void 0);
  302. __decorate([
  303. property(cc.Node)
  304. ], gameScene.prototype, "btnPause", void 0);
  305. __decorate([
  306. property(cc.Label)
  307. ], gameScene.prototype, "labelPersonNum", void 0);
  308. __decorate([
  309. property(cc.Label)
  310. ], gameScene.prototype, "labelWinCoin", void 0);
  311. gameScene = gameScene_1 = __decorate([
  312. ccclass
  313. ], gameScene);
  314. return gameScene;
  315. }(cc.Component));
  316. exports.default = gameScene;
  317. cc._RF.pop();