GameData.ts 10 KB

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  1. import Game from "../game/Game";
  2. /**
  3. * @description 游戏核心玩法数据
  4. * @author 邹勇
  5. */
  6. export class GameData {
  7. public dataFinish: boolean = false;
  8. public savePropFinish: boolean = false;
  9. public savePropsFinish: boolean = false;
  10. public getPropsFnish: boolean = false;
  11. public configs: any = {};
  12. public adShowConfig: ADShowCfg;
  13. /** 功能开启 */
  14. public funOpenData: string[] = [];
  15. public gameData: PlayerProp = null;
  16. /** 标志位:刷新主界面货币 */
  17. public init_coin: boolean = false;
  18. public props: Map<number, number> = new Map<number, number>();
  19. public pools = [
  20. { url: "game/prefab/tips", num: 20 },
  21. { url: "game/prefab/coin", num: 20 }
  22. ];
  23. /** 主页样式脚本 */
  24. public gameStyle: Game = null;
  25. /**
  26. * 初始化游戏数据:网络配置信息,用户信息
  27. * @returns
  28. */
  29. public async init() {
  30. let data: any = { "versionCode": gData.appData.version };
  31. let response = await mk.http.sendData('getAllConfigInfo', data);
  32. if (response.errcode != 0) {
  33. if (response.errcode == -10003 || response.errcode == -20003) {
  34. //清除缓存
  35. gData.loginData.reload();
  36. }
  37. return;
  38. }
  39. mk.console.logSingle("getAllConfigInfo", response.data);
  40. this.initConfigs(response.data);
  41. data = {};
  42. response = await mk.http.sendData('getInfoCrypt', data);
  43. if (response.errcode != 0) {
  44. return;
  45. }
  46. mk.console.logSingle("getInfoCrypt", response.data);
  47. this.initPlayerProp(response.data)
  48. this.initProps(response.data.gameUserData);
  49. gData.moduleData.forEach(element => {
  50. element.init();
  51. });
  52. data = {};
  53. response = await mk.http.sendData('user/adShowConfig', data);
  54. if (response.errcode != 0) {
  55. return;
  56. }
  57. this.adShowConfig = response.data;
  58. mk.console.logSingle("user/adShowConfig", response.data);
  59. this.dataFinish = true;
  60. }
  61. private initConfigs(data) {
  62. this.configs = data;
  63. this.funOpenData = this.configs.ServerConfig.Functionswitch.split(",");
  64. }
  65. /**
  66. * 初始化玩家数据
  67. */
  68. private initPlayerProp(res_data) {
  69. this.gameData = new PlayerProp();
  70. this.gameData.cashIndex = res_data.cashIndex;
  71. this.gameData.gameUserData = res_data.gameUserData;
  72. this.gameData.isSignInToday = res_data.isSignInToday;
  73. this.gameData.isWithdrawable = res_data.isWithdrawable;
  74. this.gameData.lastTime = res_data.lastTime;
  75. this.gameData.loginDays = res_data.loginDays;
  76. this.gameData.newPlayer = res_data.newPlayer;
  77. this.gameData.piggyBank = res_data.piggyBank;
  78. this.gameData.piggyBankCashTimes = res_data.piggyBankCashTimes;
  79. this.gameData.redMoney = res_data.redMoney;
  80. this.gameData.signInDay = res_data.signInDay;
  81. this.gameData.totalPiggyBankCashTimes = res_data.totalPiggyBankCashTimes;
  82. this.gameData.turntableTimes = res_data.turntableTimes;
  83. this.gameData.userTuCaoInfo = res_data.userTuCaoInfo;
  84. this.gameData.versioncfg = res_data.versioncfg;
  85. }
  86. /**
  87. * 保存单个数据
  88. */
  89. public async setProp(key: GameProp, value: number) {
  90. let data = {
  91. key: key + '',
  92. value: value + ''
  93. };
  94. this.props.set(key, value);
  95. await mk.http.sendData('savePlayerProp', data);
  96. this.savePropFinish = true;
  97. }
  98. /**
  99. * 保存多个数据
  100. */
  101. public async setProps(arr: { key: GameProp, value: number }[]) {
  102. let needProp = {};
  103. for (let i = 0; i < arr.length; i++) {
  104. needProp[arr[i].key + ''] = arr[i].value + "";
  105. }
  106. let data = {
  107. needProp: needProp
  108. };
  109. for (let i = 0; i < arr.length; i++) {
  110. this.props.set(arr[i].key, arr[i].value);
  111. }
  112. await mk.http.sendData('saveAllPlayerProp', data);
  113. this.savePropsFinish = true;
  114. }
  115. /** 获取属性 */
  116. public getProp(key: GameProp): number {
  117. if (this.props == null) {
  118. return 0;
  119. }
  120. let value = this.props.get(key);
  121. return value == null ? 0 : value;
  122. }
  123. /**
  124. * 向服务器请求所有属性后更新
  125. */
  126. public async getAllProps() {
  127. let response = await mk.http.sendData('getAllPlayerProp', {});
  128. if (response.errcode != 0) {
  129. return;
  130. }
  131. this.initProps(response.data);
  132. this.getPropsFnish = true;
  133. }
  134. private initProps(data) {
  135. if (data == null) {
  136. return;
  137. }
  138. for (let key in data) {
  139. this.props.set(parseInt(key), JSON.parse(data[key]));
  140. }
  141. }
  142. /**
  143. * 第二天需要重置的数据
  144. */
  145. public resetProps() {
  146. let arr = [];
  147. arr.push({ key: GameProp.sign_can, value: 1 });
  148. this.setProps(arr);
  149. }
  150. }
  151. /**
  152. * 所有模块的非校验数据
  153. */
  154. export enum GameProp {
  155. /** ------------------ 游戏核心数据 --------------------------- */
  156. /** 关卡数 */
  157. levelNum = 10,
  158. /** 锤子道具数目 */
  159. hammerPropNum = 1001,
  160. /** 重设道具数目 */
  161. resetPropNum = 1002,
  162. /** 变色道具数目 */
  163. changePropNum = 1003,
  164. /** ------------------ 转盘数据 ------------------------------ */
  165. turnable_leftTimes = 20,
  166. /** ------------------ 存钱罐数据 ----------------------------- */
  167. /** ------------------ 签到数据 ----------------------------- */
  168. /** 上次签到进度 */
  169. sign_last_bar = 120,
  170. /** 当前能否签到 */
  171. sign_can = 121,
  172. /** ------------------ 红包提现 ----------------------------- */
  173. /** 提现进度 */
  174. redBag_cash_bar = 220,
  175. }
  176. /**
  177. * 玩家数据
  178. */
  179. class PlayerProp {
  180. /** 自定义不需要校验的数据 */
  181. gameUserData = 0;
  182. /** 今日是否有签到 */
  183. isSignInToday = 0;
  184. private _piggyBank: number = 0;
  185. /** 存钱罐存款 */
  186. set piggyBank(value: number) {
  187. this._piggyBank = value;
  188. gData.gameData.init_coin = true;
  189. }
  190. get piggyBank(): number {
  191. return this._piggyBank;
  192. }
  193. /** 存钱罐能否提现 */
  194. isWithdrawable = 0;
  195. /** 存钱罐每日提现次数 */
  196. piggyBankCashTimes = 0;
  197. /** 累计存钱罐每日提现次数 */
  198. totalPiggyBankCashTimes = 0;
  199. /** 提现进度 */
  200. cashIndex = 0;
  201. /** 上次登录时间 */
  202. lastTime = 0;
  203. /** 登录天数 */
  204. loginDays = 0;
  205. newPlayer = 0;
  206. private _redMoney: number = 0;
  207. /** 红包币数量 */
  208. set redMoney(value: number) {
  209. this._redMoney = value;
  210. gData.gameData.init_coin = true;
  211. }
  212. get redMoney(): number {
  213. return this._redMoney;
  214. }
  215. /** 累计签到次数 客户端理解 上次签到天数 */
  216. signInDay = 0;
  217. /** 转盘次数 */
  218. turntableTimes = 0;
  219. /** 版本号 */
  220. versioncfg = 0;
  221. /** 福袋数据 */
  222. userTuCaoInfo = 0;
  223. /** 关卡数 */
  224. levelNum = 0;
  225. /** 锤子道具数目 */
  226. hammerPropNum = 0;
  227. /** 重设道具数目 */
  228. resetPropNum = 0;
  229. /** 变色道具数目 */
  230. changePropNum = 0;
  231. }
  232. /**
  233. * 奖励状态
  234. */
  235. export enum RewardState {
  236. /** 已领取 */
  237. none = 1,
  238. /** 未解锁 */
  239. lock = 2,
  240. /** 可领取 */
  241. unlock = 3
  242. }
  243. /**
  244. * 奖励类型
  245. */
  246. export enum RewardType {
  247. /** 红包币 */
  248. redBag = 1,
  249. /** 毛币 */
  250. rmb = 2,
  251. /** 金猪币 */
  252. pigRmb = 3,
  253. }
  254. /**
  255. * 音频路径
  256. */
  257. export enum AUDIO_TYPE {
  258. /**主界面背景音乐*/
  259. bgm = 'bgm',
  260. /**打开存钱罐界面播放一次*/
  261. pigBank = 'pigBank',
  262. /**关卡玩法背景音乐*/
  263. missionBg = 'missionBg',
  264. /**红包币领取界面关闭音效*/
  265. rewardClose = 'rewardClose',
  266. /**红包币领取界面开启音效*/
  267. rewardOpen = 'rewardOpen',
  268. /**红包界面打开音效*/
  269. reward = 'reward',
  270. /**提现到账界面打开播放一次*/
  271. receiptNotice = 'receiptNotice',
  272. /**通用按钮点击音效 */
  273. button = 'button',
  274. /**转盘转动音效*/
  275. turnableplay = 'turnableplay',
  276. /**主页背景音乐 */
  277. music_startBg = "music_startBg",
  278. /**游戏背景音乐 */
  279. music_gameBg = "music_gameBg",
  280. /**按钮点击 */
  281. ef_button_click = "ef_button_click",
  282. /**红包打开 */
  283. ef_redPacket_open = "ef_redPacket_open",
  284. /**红包来了音效 */
  285. ef_redPacket_come = "ef_redPacket_come",
  286. /**消除4个 */
  287. ef_bonus4 = "ef_bonus4",
  288. /**消除5个 */
  289. ef_bonus5 = "ef_bonus5",
  290. /**消除6个 */
  291. ef_bonus6 = "ef_bonus6",
  292. /**消除7个 */
  293. ef_bonus7 = "ef_bonus7",
  294. /**消除8个 */
  295. ef_bonus8 = "ef_bonus8",
  296. /**普通消除音效 */
  297. ef_eliminate = "ef_eliminate",
  298. /**bouns消除音效 */
  299. ef_eliminate_bonus = "ef_eliminate_bonus",
  300. /**胜利音效 */
  301. ef_win = "ef_win",
  302. /**锤子 */
  303. ef_change = "ef_change",
  304. /**刷新 */
  305. ef_refresh = "ef_refresh",
  306. /**飞翔 */
  307. ef_fly = "ef_fly",
  308. }
  309. /** ECPM */
  310. type ADShowCfg = {
  311. average_ecpm: number,
  312. insert_probability: number,
  313. is_show_banner: number,
  314. is_show_inter: number,
  315. }
  316. type PlayerInfoType = {
  317. /** 自定义不需要校验的数据 */
  318. gameUserData: object,
  319. /** 今日是否有签到 */
  320. isSignInToday: number,
  321. /** 存钱罐存款 */
  322. piggyBank: number,
  323. /** 存钱罐能否提现 */
  324. isWithdrawable: boolean,
  325. /** 存钱罐每日提现次数 */
  326. piggyBankCashTimes: number,
  327. /** 累计存钱罐每日提现次数 */
  328. totalPiggyBankCashTimes: number,
  329. /** 提现进度 */
  330. cashIndex: number,
  331. /** 上次登录时间 */
  332. lastTime: number,
  333. /** 登录天数 */
  334. loginDays: number,
  335. newPlayer: Boolean,
  336. /** 红包币数量 */
  337. redMoney: number,
  338. /** 累计签到次数 客户端理解 上次签到天数 */
  339. signInDay: number,
  340. /** 转盘次数 */
  341. turntableTimes: number,
  342. /** 版本号 */
  343. versioncfg: string,
  344. /** 福袋数据 */
  345. userTuCaoInfo: object,
  346. }
  347. /**事件类型 */
  348. export enum EVENT_TYPE {
  349. BACK_WxAuth = "BACK_WxAuth",
  350. UPDATE_CashNum = "UPDATE_CashNum",
  351. }