fbe6e314-42b2-4a51-a663-0571e147429e.js 17 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380
  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 ATRewardedVideoJSSDK_1 = require("./AnyThinkAds/ATRewardedVideoJSSDK");
  43. var ATAndroidJS2_1 = require("./ATAndroidJS2");
  44. var ATInterstitialJSSDK_1 = require("./AnyThinkAds/ATInterstitialJSSDK");
  45. var ATAndroidJS2_2 = require("./ATAndroidJS2");
  46. var _a = cc._decorator, ccclass = _a.ccclass, property = _a.property;
  47. var gameScene = /** @class */ (function (_super) {
  48. __extends(gameScene, _super);
  49. function gameScene() {
  50. var _this = _super !== null && _super.apply(this, arguments) || this;
  51. _this.bg = null;
  52. _this.bgSpriteFrame = [];
  53. _this.levelParent = null;
  54. _this.mainCamera = null;
  55. _this.btnPause = null;
  56. _this.labelPersonNum = null;
  57. _this.labelWinCoin = null;
  58. _this.curLevelWinCoin = 0;
  59. _this.GameStutas = false;
  60. _this.mainSceneName = "hallScene";
  61. _this.currentSceneName = "gameScene";
  62. return _this;
  63. }
  64. gameScene_1 = gameScene;
  65. Object.defineProperty(gameScene, "instance", {
  66. get: function () {
  67. return gameScene_1._instance;
  68. },
  69. set: function (value) {
  70. gameScene_1._instance = value;
  71. },
  72. enumerable: false,
  73. configurable: true
  74. });
  75. gameScene.prototype.onLoad = function () {
  76. gameScene_1.instance = this;
  77. this.GameStutas = false;
  78. //开启触发功能
  79. // var manager = cc.director.getCollisionManager();
  80. // manager.enabled = true;
  81. // manager.enabledDebugDraw = true;
  82. // let phyManager = cc.director.getPhysicsManager();
  83. // phyManager.enabled = true;
  84. // var Bits = cc.PhysicsManager.DrawBits;
  85. // phyManager.debugDrawFlags = Bits.e_aabbBit | Bits.e_shapeBit;
  86. this.btnPause.on(cc.Node.EventType.TOUCH_END, this.ClickPause.bind(this), this);
  87. SDK_1.default.Instance.showInterstitial(Interstitial_1.InterstitialType.INTERSTITIAL_GAME_STARE);
  88. //GlobalManager.getInstance().registerMethod('initAdForPageInter', this.initAdForPageInter.bind(this));
  89. this.initAdForPageInter();
  90. };
  91. //add判断插屏 开屏等,需要多次准备
  92. //add判断插屏 开屏等,需要多次准备
  93. gameScene.prototype.initAdForPageInter = function () {
  94. if (cc.sys.os === cc.sys.OS_ANDROID) {
  95. console.log('zh:skillBox.ts 开始准备AD .....');
  96. var deviceId = ATAndroidJS2_1.default.getDeviceUserId();
  97. var setting = {};
  98. setting[ATRewardedVideoJSSDK_1.default.userIdKey] = deviceId;
  99. //add判断插屏 开屏等
  100. var pid_inter = ATAndroidJS2_1.default.getPlacementId2(ATAndroidJS2_2.AdType.Inter);
  101. console.log("zh: pid_inter checkstatus:", ATInterstitialJSSDK_1.default.checkAdStatus(pid_inter));
  102. ATInterstitialJSSDK_1.default.loadInterstitial(pid_inter, setting);
  103. }
  104. };
  105. /**
  106. * 显示插屏广告
  107. *
  108. * @param adMarkForClose 插屏广告关闭后调用那个方法的具体指示标识
  109. * @param checkClose 是否需要判断关闭事件,有的不需要,如果AD占用游戏时间则为true
  110. * @param callback 插屏广告关闭(加载失败\非ANDROID平台)的回调
  111. */
  112. gameScene.prototype.showInterAd = function (adMarkForClose, checkClose, callback) {
  113. if (cc.sys.os === cc.sys.OS_ANDROID) {
  114. cc.sys.localStorage.setItem("adMarkForClose", adMarkForClose); //关闭后,调用哪个方法的标识
  115. //add判断插屏 开屏等
  116. var pid_inter = ATAndroidJS2_1.default.getPlacementId2(ATAndroidJS2_2.AdType.Inter);
  117. var boo = ATInterstitialJSSDK_1.default.hasAdReady(pid_inter);
  118. if (boo) {
  119. // 暂停游戏
  120. cc.director.pause();
  121. console.log('zh:showInterAd AD OK');
  122. ATInterstitialJSSDK_1.default.showAd(pid_inter);
  123. //因为跨脚本,所以使用全局注册函数调用,后来发现切换APP,导致ad close事件失效
  124. if (!checkClose) { //如果不占用游戏时间
  125. callback();
  126. }
  127. }
  128. else {
  129. console.log('zh:showInterAd AD 没有准备好');
  130. //GlobalManager.getInstance().callMethod('initAdForPageInter');
  131. this.initAdForPageInter();
  132. callback();
  133. }
  134. }
  135. else {
  136. callback();
  137. }
  138. };
  139. gameScene.prototype.start = function () {
  140. var smallLevel = App_1.App.DataManager.PassProgress[App_1.App.DataManager.CurrentIntoLevel];
  141. this.updateLeftPeople(App_1.App.DataManager.personCount[App_1.App.DataManager.CurrentIntoLevel - 1][smallLevel - 1]);
  142. this.updateWinCoin();
  143. // this.levelLabel.string = App.DataManager.CurrentIntoLevel.toString();
  144. this.bg.getComponent(cc.Sprite).spriteFrame = this.bgSpriteFrame[0];
  145. // this.InstantLevel();
  146. App_1.App.DataManager.resetFlag = false;
  147. this.StartGame();
  148. };
  149. gameScene.prototype.SaveLevelData = function (nodes) {
  150. var saves = [];
  151. nodes.children.forEach(function (child) {
  152. var childData = {
  153. 'name': child.name,
  154. 'x': child.x.toFixed(1),
  155. 'y': child.y.toFixed(1)
  156. };
  157. saves.push(childData);
  158. });
  159. var readLevel = '9';
  160. App_1.App.LocalStorageUtil.setJsonObj('Stupid_' + readLevel, saves);
  161. console.log('关卡号:', readLevel);
  162. console.log('关卡数据:', saves);
  163. };
  164. /** 生成关卡数据 */
  165. gameScene.prototype.InstantLevel = function () {
  166. // if (App.DataManager.Configs.length < App.DataManager.CurrentIntoLevel) {
  167. // if (App.DataManager.InfiniteLevelDate[App.DataManager.CurrentIntoLevel]) {
  168. // this.InitLevel(App.DataManager.InfiniteLevelDate[App.DataManager.CurrentIntoLevel]);
  169. // return;
  170. // }
  171. // let value = App.DataManager.CurrentIntoLevel - App.DataManager.Configs.length;
  172. // let randomListLen = App.DataManager.RandomLevelList.length;
  173. // let yushu = value % randomListLen;
  174. // let randomArea = (yushu == 0) ? App.DataManager.RandomLevelList[randomListLen - 1] : App.DataManager.RandomLevelList[yushu - 1];
  175. // let levelValue = Math.round(Math.random() * (randomArea.endLevel - randomArea.startLevel)) + randomArea.startLevel;
  176. // this.InitLevel(levelValue);
  177. // App.DataManager.InfiniteLevelDate[App.DataManager.CurrentIntoLevel] = levelValue;
  178. // App.LocalStorageUtil.setJsonObj(App.LocalStorageUtil.lst_InfiniteLevelDate, App.DataManager.InfiniteLevelDate);
  179. // } else {
  180. this.InitLevel(App_1.App.DataManager.CurrentIntoLevel);
  181. // }
  182. };
  183. // 初始化关卡
  184. gameScene.prototype.InitLevel = function (index) {
  185. // let datas = App.DataManager.Configs[index].json;
  186. // datas.forEach(element => {
  187. // var nodes = cc.instantiate(App.DataManager.PropPrefabs[element.name]);
  188. // this.levelParent.addChild(nodes);
  189. // nodes.x = Number(element.x);
  190. // nodes.y = Number(element.y);
  191. // });
  192. var level = cc.instantiate(App_1.App.DataManager.PropPrefabs["level" + index]);
  193. this.levelParent.addChild(level);
  194. };
  195. /** 开始游戏 */
  196. gameScene.prototype.StartGame = function () {
  197. this.GameStutas = true;
  198. App_1.App.SoundManager.playEffect(SoundManager_1.SoundManager.start);
  199. App_1.App.SoundManager.playBGM(SoundManager_1.SoundManager.hallBgm[2]);
  200. };
  201. gameScene.prototype.updateLeftPeople = function (peopleNum) {
  202. this.labelPersonNum.string = peopleNum + "";
  203. };
  204. gameScene.prototype.updateWinCoin = function () {
  205. this.labelWinCoin.string = this.curLevelWinCoin + "";
  206. };
  207. gameScene.prototype.ClickPause = function () {
  208. App_1.App.Facade.popView(SetNormalPanelMediator_1.default, SetNormalPanel_1.default, "设置", false);
  209. cc.director.pause();
  210. };
  211. gameScene.prototype.ClickGoOn = function () {
  212. };
  213. gameScene.prototype.ClickRestart = function () {
  214. console.log('zh:ClickRestart');
  215. App_1.App.DataManager.resetFlag = true;
  216. this.LoadLevel();
  217. };
  218. /**
  219. * 点击返回主页
  220. */
  221. gameScene.prototype.ClickBackMain = function () {
  222. console.log('zh:ClickBackMain');
  223. cc.director.loadScene(this.mainSceneName);
  224. // this.showInterAd("callBackFor_ClickBackMain",false, () => this.callBackFor_ClickBackMain());
  225. };
  226. gameScene.prototype.callBackFor_ClickBackMain = function () {
  227. cc.director.loadScene(this.mainSceneName);
  228. };
  229. /**
  230. * 跳关
  231. */
  232. gameScene.prototype.JumpLevel = function () {
  233. console.log('观看视频后跳关~');
  234. this.JumpNextLevel();
  235. };
  236. //
  237. gameScene.prototype.replay = function () {
  238. console.log('zh:replay');
  239. cc.director.loadScene(this.currentSceneName);
  240. };
  241. /**
  242. * 加载关卡
  243. */
  244. gameScene.prototype.LoadLevel = function () {
  245. var _this = this;
  246. App_1.App.DataManager.UpdateTili(TimeControl_1.default.instance.consumeTili, function (success) {
  247. if (success)
  248. cc.director.loadScene(_this.currentSceneName);
  249. else
  250. App_1.App.Facade.popView(InsufficientPanelMediator_1.default, InsufficientPanel_1.default, "2体力不足", false);
  251. });
  252. };
  253. /**
  254. * 下一关
  255. */
  256. gameScene.prototype.JumpNextLevel = function () {
  257. this.NextLevelDateUpdate();
  258. this.LoadLevel();
  259. };
  260. /**
  261. * 点击下一关后数据更新
  262. */
  263. gameScene.prototype.NextLevelDateUpdate = function () {
  264. if (App_1.App.DataManager.PassProgress[App_1.App.DataManager.CurrentIntoLevel] > 3) {
  265. App_1.App.DataManager.CurrentIntoLevel++;
  266. App_1.App.DataManager.PlayLevel = App_1.App.DataManager.CurrentIntoLevel;
  267. App_1.App.LocalStorageUtil.setNumber(App_1.App.LocalStorageUtil.lst_playLevel, App_1.App.DataManager.PlayLevel);
  268. }
  269. while (App_1.App.DataManager.PassProgress[App_1.App.DataManager.CurrentIntoLevel] > 3) {
  270. App_1.App.DataManager.CurrentIntoLevel++;
  271. App_1.App.DataManager.PlayLevel = App_1.App.DataManager.CurrentIntoLevel;
  272. App_1.App.LocalStorageUtil.setNumber(App_1.App.LocalStorageUtil.lst_playLevel, App_1.App.DataManager.PlayLevel);
  273. }
  274. };
  275. /**
  276. * 更新通关数
  277. */
  278. gameScene.prototype.UpdateLocalLevel = function () {
  279. var current = Number(App_1.App.DataManager.CurrentIntoLevel);
  280. console.log('UpdateLocalLevel', current, App_1.App.DataManager.PassProgress[current]);
  281. if (App_1.App.DataManager.PassProgress[current]) {
  282. App_1.App.DataManager.PassProgress[current]++;
  283. }
  284. if (!App_1.App.DataManager.PassProgress[current + 1]) {
  285. App_1.App.DataManager.PassProgress[current + 1] = 1;
  286. }
  287. App_1.App.LocalStorageUtil.setJsonObj(App_1.App.LocalStorageUtil.lst_passProgress, App_1.App.DataManager.PassProgress);
  288. // this.UpdateGetSkin();
  289. };
  290. gameScene.prototype.OpenChooseSkin = function () {
  291. App_1.App.Facade.popView(ChooseSkinPanelMediator_1.default, ChooseSkinPanel_1.default, '皮肤界面', false);
  292. };
  293. gameScene.prototype.UpdateGetSkin = function () {
  294. var _this = this;
  295. var passLevelCount = Object.keys(App_1.App.DataManager.PassProgress).length - 1;
  296. App_1.App.DataManager.MissionDataList.forEach(function (element) {
  297. var pass = element.passLevel;
  298. var hasGetSkin = (passLevelCount >= pass) ? true : false;
  299. if (hasGetSkin) {
  300. var hasSave = App_1.App.DataManager.GetSkins.indexOf(element.getSkin);
  301. if (hasSave == -1) {
  302. App_1.App.DataManager.GetSkins.push(element.getSkin);
  303. App_1.App.LocalStorageUtil.setJsonObj(App_1.App.LocalStorageUtil.lst_getSkin, App_1.App.DataManager.GetSkins);
  304. console.log('通关获得新皮肤');
  305. // this.newSkinTips.active = true;
  306. App_1.App.DataManager.NewSkinName = element.getSkin;
  307. App_1.App.DataManager.GetNewSkinFlag = true;
  308. _this.scheduleOnce(function () { App_1.App.Facade.popView(TipPanelMediator_1.default, TipPanel_1.default, "通关获得新皮肤~", false); }, 0);
  309. }
  310. }
  311. });
  312. };
  313. /**
  314. * 游戏成功
  315. */
  316. gameScene.prototype.GameSuccess = function () {
  317. console.log('游戏成功***********');
  318. this.GameComplete();
  319. App_1.App.SoundManager.playEffect(SoundManager_1.SoundManager.success[Math.floor(Math.random() * 2)]);
  320. this.UpdateLocalLevel();
  321. this.scheduleOnce(function () {
  322. App_1.App.Facade.popView(SuccessPanelMediator_1.default, SuccessPanel_1.default, "游戏成功弹窗", false);
  323. }, 1);
  324. };
  325. /**
  326. * 游戏失败
  327. */
  328. gameScene.prototype.GameFail = function (huoFlag) {
  329. if (huoFlag === void 0) { huoFlag = false; }
  330. if (!this.GameStutas)
  331. return;
  332. this.GameComplete();
  333. App_1.App.SoundManager.playEffect(SoundManager_1.SoundManager.fail);
  334. this.scheduleOnce(function () {
  335. App_1.App.Facade.popView(FailPanelMediator_1.default, FailPanel_1.default, "游戏失败弹窗", false);
  336. }, 2);
  337. };
  338. /**
  339. * 游戏结束
  340. */
  341. gameScene.prototype.GameComplete = function () {
  342. this.GameStutas = false;
  343. };
  344. gameScene.prototype.onDisable = function () {
  345. this.btnPause.off(cc.Node.EventType.TOUCH_END, this.ClickPause.bind(this), this);
  346. };
  347. gameScene.prototype.onDestroy = function () {
  348. gameScene_1.instance = null;
  349. };
  350. var gameScene_1;
  351. __decorate([
  352. property(cc.Node)
  353. ], gameScene.prototype, "bg", void 0);
  354. __decorate([
  355. property([cc.SpriteFrame])
  356. ], gameScene.prototype, "bgSpriteFrame", void 0);
  357. __decorate([
  358. property(cc.Node)
  359. ], gameScene.prototype, "levelParent", void 0);
  360. __decorate([
  361. property(cc.Node)
  362. ], gameScene.prototype, "mainCamera", void 0);
  363. __decorate([
  364. property(cc.Node)
  365. ], gameScene.prototype, "btnPause", void 0);
  366. __decorate([
  367. property(cc.Label)
  368. ], gameScene.prototype, "labelPersonNum", void 0);
  369. __decorate([
  370. property(cc.Label)
  371. ], gameScene.prototype, "labelWinCoin", void 0);
  372. gameScene = gameScene_1 = __decorate([
  373. ccclass
  374. ], gameScene);
  375. return gameScene;
  376. }(cc.Component));
  377. exports.default = gameScene;
  378. cc._RF.pop();