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- import CellItem from "./view/uiItem/CellItem";
- import { PROPTYPE } from "./data/Enum";
- import PoolMgr, { NODEPOOLPREFABTYPE } from "./mgr/PoolMgr";
- import GameConst from "./data/GameConst";
- import GameLogic from "./util/GameLogic";
- import BonusTip from "./view/effect/BonusTip";
- import DataMgr from "./mgr/DataMgr";
- import EffectMgr, { TIP_SPRITEITEM_TYPE } from "./mgr/EffectMgr";
- import { DataEventId, EVENT_TYPE, GameProp, VideoAdType } from "../game/data/GameData";
- import JsbSystem from "../mk/system/JsbSystem";
- const { ccclass, property } = cc._decorator;
- @ccclass
- export default class GamePlay extends cc.Component {
- /**单例模式 */
- public static Inst: GamePlay = null;
- /**背景 */
- @property(cc.Node)
- node_bg: cc.Node = null;
- /**标题 */
- @property(cc.Node)
- node_top: cc.Node = null;
- @property(cc.Label)
- label_level: cc.Label = null;
- @property(cc.Node)
- node_redPacketIcon: cc.Node = null;
- @property({ type: cc.Node, displayName: "气泡红包1" })
- btn_gameGetRed1: cc.Node = null;
- @property({ type: cc.Node, displayName: "气泡红包2" })
- btn_gameGetRed2: cc.Node = null;
- @property({ type: cc.Node, displayName: "气泡红包3" })
- btn_gameGetRed3: cc.Node = null;
- @property({ type: cc.Node, displayName: "气泡红包3" })
- btn_gameGetRed4: cc.Node = null;
- /**内容 */
- @property(cc.Node)
- node_content: cc.Node = null;
- /**cell背景块 */
- @property(cc.Node)
- node_cellBg: cc.Node = null;
- /**暂停按钮 */
- @property(cc.Node)
- node_pauseBtn: cc.Node = null;
- /**进度条UI */
- @property(cc.Node)
- node_progressUI: cc.Node = null;
- @property(cc.Sprite)
- spr_progress: cc.Sprite = null;
- /**重置按钮 */
- @property(cc.Node)
- node_resetBtn: cc.Node = null;
- @property(cc.Label)
- label_resetPropNum: cc.Label = null;
- /**锤子按钮 */
- @property(cc.Node)
- node_hammerBtn: cc.Node = null;
- @property(cc.Label)
- label_hammerPropNum: cc.Label = null;
- /**变色按钮 */
- @property(cc.Node)
- node_changeBtn: cc.Node = null;
- @property(cc.Label)
- label_changePropNum: cc.Label = null;
- /**更改CellItemUI */
- @property(cc.Node)
- node_changeCellItemUI: cc.Node = null;
- /**特效UI */
- @property(cc.Node)
- node_effectUI: cc.Node = null;
- /**关卡红包UI */
- @property(cc.Node)
- node_levelRedPacketUI: cc.Node = null;
- /**点击检测遮罩 */
- @property(cc.Node)
- node_touchListenMask: cc.Node = null;
- /** 是否开启关卡红包 */
- public ifOpenLevelRedBag: boolean = false;
- /**当前进度得分 */
- public curProgressScore: number = 0;
- /**当前得分 */
- public curGetScore: number = 0;
- /**目标分数 */
- public targetScore: number = 0;
- /**最终得分 */
- public finalGetScore: number = 0;
- /**增加得分速度 */
- public addScoreSpeed: number = 4;
- // /**道具类型 */
- // public curPropType: PROPTYPE = PROPTYPE.Null;
- /**消消的方块数组
- * @param:key index_x
- * @param: value 整个纵列数组
- */
- public cellItemDic: { [key: number]: CellItem[] } = {};
- public cellItemArr: CellItem[] = [];
- /**清理CellItem的Vec数组 */
- public cleanedVecArr: cc.Vec2[] = [];
- /**能够清理的vecArr组 */
- public couldCleanVecArr: cc.Vec2[] = [];
- /**清理纵列的x */
- public cleanXIndexArr: number[] = [];
- /**所有的清理 */
- public allCleanedXArr: number[] = [];
- /**剩余未移除的xIndex */
- public leftXIndexArr: number[] = [];
- /**当前选择的cellItem */
- public curSelectCellItem: CellItem = null;
- /**当前点击得cellItem */
- public curClickCellItem: CellItem = null;
- /**当前选择的道具按钮 */
- public curSelectPropBtn: cc.Node = null;
- /**是否可以点击 */
- public ifCouldClick: boolean = true;
- /**是否已经通关 */
- public ifPass: boolean = false;
- /**是否获取后台回调 */
- public ifGetPass: boolean = false;
- /**是否打开积分红包 */
- public ifOpenScoreRedPacket: boolean = false;
- /**当前的道具类型 */
- private _curPropType: PROPTYPE;
- public get curPropType(): PROPTYPE {
- return this._curPropType;
- }
- public set curPropType(v: PROPTYPE) {
- //LogUtil.log("this.curSelectPropBtn", this.curSelectPropBtn);
- let ani = null;
- if (this.curSelectPropBtn) {
- mk.console.log("this.curSelectPropBtn", this.curSelectPropBtn);
- ani = this.curSelectPropBtn.children[1].getComponent(cc.Animation);
- }
- if (v == PROPTYPE.Null) {
- if (ani) {
- ani.play("ani_normalBtn");
- }
- this.setPropBtnNormalTip(this.curSelectPropBtn)
- }
- else {
- if (ani) {
- ani.play("ani_selectBtn");
- }
- this.setPropBtnSelectTip(this.curSelectPropBtn)
- }
- this._curPropType = v;
- }
- // LIFE-CYCLE CALLBACKS:
- onLoad() {
- GamePlay.Inst = this;
- mk.event.register("event_guide", this.clickGuide, this);
- this.checkLevelRedBagSwitch();
- }
- private clickGuide(data: string) {
- if (data == "1_3") {//点击即可消除哦!
- this.cellItemDic[0][0] && this.cellItemDic[0][0].onClick();
- }
- else if (data == "1_5") {//再点击一次增加大量进度哦
- this.cellItemDic[1][1] && this.cellItemDic[1][1].onClick();
- }
- }
- public start() {
- mk.data.sendDataEvent(DataEventId.level, "关卡开启");
- PoolMgr.Inst.initPoolPrefab();
- GameConst.loadConfig().then(() => {
- this.adapt();
- // AudioMgr.Inst.playMusic(AUDIO_CLIP_NAME.bg_game);
- mk.audio.playMusic("music_gameBg");
- //读取在线分数数据
- gData.gameData.setProp(GameProp.curTotalScore, 0);//杀掉进程,则清零积分
- let score = gData.gameData.getProp(GameProp.curTotalScore);
- this.curGetScore = score;
- this.curProgressScore = score;
- this.finalGetScore = score;
- console.log("score", score);
- this.initView();
- this.initEvent();
- this.intervalShowGuide();
- this.intervalShowInter();
- cc.tween(this.btn_gameGetRed1).delay(0.2).to(1, { y: 60 }, { easing: "" }).to(1, { y: 0 }, { easing: "" }).union().repeatForever().start();
- cc.tween(this.btn_gameGetRed2).delay(0.4).to(1, { y: 60 }, { easing: "" }).to(1, { y: 0 }, { easing: "" }).union().repeatForever().start();
- cc.tween(this.btn_gameGetRed3).delay(0.2).to(1, { y: 60 }, { easing: "" }).to(1, { y: 0 }, { easing: "" }).union().repeatForever().start();
- cc.tween(this.btn_gameGetRed4).delay(0.4).to(1, { y: 60 }, { easing: "" }).to(1, { y: 0 }, { easing: "" }).union().repeatForever().start();
- }).catch();
- this.qipaoShow();
- }
- onEnable() {
- mk.console.log("PROPTYPE[PROPTYPE.Change]", PROPTYPE.Change);
- }
- onDisable() {
- //退出游戏归置下道具状态
- this.curPropType = PROPTYPE.Null;
- if (this.curSelectCellItem) {
- this.curSelectCellItem.normal();
- }
- if (this.node_changeCellItemUI.active = true) {
- this.node_changeCellItemUI.active = false;
- }
- }
- adapt() {
- mk.console.log("进行适配!!!!!!!!!!!!!!!!");
- //背景适配
- this.node_bg.setContentSize(new cc.Size(cc.winSize.width, cc.winSize.height));
- // this.node_top.y = (cc.winSize.height - this.node_top.height) * 0.5 + 5;
- const world_pos = gData.gameData.gameStyle.node_top_ui.parent.convertToWorldSpaceAR(gData.gameData.gameStyle.node_top_ui.getPosition());
- const node_pos = this.node_top.parent.convertToNodeSpaceAR(world_pos);
- this.node_top.y = node_pos.y - 40;
- }
- /** [FC][V2.0.1]检测关卡红包开关 */
- checkLevelRedBagSwitch() {
- let levelRedBagSwitch = gData.gameData.configs.GlobalCfg.levelRedBagSwitch;
- if (levelRedBagSwitch) {
- this.ifOpenLevelRedBag = levelRedBagSwitch == 0 ? false : true;
- }
- else {
- this.ifOpenLevelRedBag = false;
- }
- }
- update(dt) {
- if (this.curProgressScore >= this.curGetScore) {
- if (this.curProgressScore == 0) {
- this.spr_progress.fillRange = 0;
- }
- return;
- }
- else {
- if (this.curProgressScore >= this.targetScore) {
- this.curProgressScore = this.curGetScore;
- this.initScore();
- }
- else {
- let nextProgressScore: number = this.curProgressScore + this.addScoreSpeed;
- if (/**this.curProgressScore < GamePlay.Inst.targetScore && */nextProgressScore >= GamePlay.Inst.targetScore) {
- let node_getTargetScoreTip = PoolMgr.Inst.getPoolPrefab(NODEPOOLPREFABTYPE.GetTargetScoreTip);
- GamePlay.Inst.node_effectUI.addChild(node_getTargetScoreTip);
- //进度到达开始显示(挪到initScore判断)
- // gData.reward.subType = 2;
- // mk.ad.videoAdType = VideoAdType.LevelScoreRedBag;
- // mk.ui.openPanel("module/reward/rewardLuck");
- }
- this.curProgressScore = nextProgressScore;
- if (this.curProgressScore >= this.curGetScore) {
- this.curProgressScore = this.curGetScore;
- }
- this.initScore();
- }
- }
- }
- /**初始化视图 */
- initView() {
- this.initLevel();
- this.initTotalScore();
- this.initScore();
- this.initProgress();
- this.initHammerPropNum();
- this.setPropBtnNormalTip(this.node_hammerBtn);
- this.initResetPropNum();
- this.setPropBtnNormalTip(this.node_resetBtn);
- this.initChanegPropNum();
- this.setPropBtnNormalTip(this.node_changeBtn);
- this.initCellBg();
- this.initCell();
- }
- /**初始化事件 */
- initEvent() {
- this.node_pauseBtn.on(cc.Node.EventType.TOUCH_END, this.onClickBtn, this);
- this.node_resetBtn.on(cc.Node.EventType.TOUCH_END, this.onClickBtn, this);
- this.node_hammerBtn.on(cc.Node.EventType.TOUCH_END, this.onClickBtn, this);
- this.node_changeBtn.on(cc.Node.EventType.TOUCH_END, this.onClickBtn, this);
- this.node_redPacketIcon.on(cc.Node.EventType.TOUCH_END, this.onClickRedPacketIcon, this);
- mk.event.register(EVENT_TYPE.BACK_WxAuth, this.onWxAuthBack, this);
- }
- /**初始化关卡数目 */
- initLevel() {
- mk.console.log("[Game] levelNum", gData.gameData.getProp(GameProp.levelNum));
- let level = gData.gameData.getProp(GameProp.levelNum);
- this.label_level.string = `第${level + 1}关`
- }
- /**初始化总分数 */
- initTotalScore() {
- if (this.targetScore) {
- return;
- }
- let level = gData.gameData.getProp(GameProp.levelNum);
- //加入一些随机值,而不是都能获得过关红包
- this.targetScore = 450 + level * (5 + Math.floor(Math.random() * 15));
- // //测试切换
- // this.targetScore = 5000;
- this.addScoreSpeed = Math.floor(this.targetScore / 200) * 2 + 4;
- mk.console.log("this.addScoreSpeed", this.addScoreSpeed);
- }
- /**初始化得分 */
- initScore() {
- this.initProgress();
- }
- /**初始化进度 */
- initProgress() {
- let progress = this.curProgressScore / this.targetScore;
- progress = progress > 1 ? 1 : progress;
- this.spr_progress.fillRange = progress;
- if (progress >= 1) {
- let level = gData.gameData.getProp(GameProp.levelNum);
- //如果未开启关卡红包
- if (level <= 0 || !this.ifOpenLevelRedBag) {
- //进度到达开始显示
- gData.reward.subType = 2;
- mk.ad.videoAdType = VideoAdType.LevelScoreRedBag;
- let node_rewardLuck = mk.ui.getCurOnPanel("rewardLuck");
- if (!node_rewardLuck && gData.gameData.funOpenData['6'] == '1') {
- mk.ui.openPanel("module/reward/rewardLuck");
- }
- }
- }
- // if (progress >= 1) {
- // this.pass();
- // mk.ui.openPanel("module/reward/rewardMission");
- // }
- // LogUtil.log("progressprogressprogressprogressprogressprogress", progress);
- }
- /**初始化道具 */
- initPropNum() {
- this.initHammerPropNum();
- this.initResetPropNum();
- this.initChanegPropNum();
- }
- /**初始化锤子道具数目 */
- initHammerPropNum() {
- let hammerPropNum = gData.gameData.getProp(GameProp.hammerPropNum);
- if (hammerPropNum) {
- this.label_hammerPropNum.string = hammerPropNum.toString();
- }
- else {
- this.label_hammerPropNum.string = "+";
- }
- }
- /**初始化重置道具数目 */
- initResetPropNum() {
- let resetPropNum = gData.gameData.getProp(GameProp.resetPropNum);
- if (resetPropNum) {
- this.label_resetPropNum.string = resetPropNum.toString();
- }
- else {
- this.label_resetPropNum.string = "+";
- }
- }
- /**初始化替换道具数目 */
- initChanegPropNum() {
- let changePropNum = gData.gameData.getProp(GameProp.changePropNum);
- if (changePropNum) {
- this.label_changePropNum.string = changePropNum.toString();
- }
- else {
- this.label_changePropNum.string = "+";
- }
- }
- // update (dt) {}
- /**初始化cellBg */
- initCellBg() {
- for (var i = 0; i < GameConst.col_num; i++) {
- for (var j = 0; j < GameConst.row_num; j++) {
- let prefab_cellBg = PoolMgr.Inst.getPoolPrefab(NODEPOOLPREFABTYPE.CellBg);
- // LogUtil.log("prefab_cellBg", prefab_cellBg);
- let node_cellBg = cc.instantiate(prefab_cellBg);
- this.node_cellBg.addChild(node_cellBg);
- }
- }
- }
- /**初始化cell */
- public initCell() {
- this.addCellItemFuc = () => { this.addCellItem(); };
- this.schedule(this.addCellItemFuc, 0.05);
- }
- public addCellItemFuc: Function = null;
- public curXIndex: number = 0;
- public curYIndex: number = 7;
- /**添加CellItem */
- public addCellItem() {
- mk.console.log("addCellItem!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!");
- this.addColCellItem();
- this.curXIndex++;
- if (this.curXIndex >= GameConst.col_num) {
- this.unschedule(this.addCellItemFuc);
- // this.getStartRedPacketCellItem();
- }
- }
- /**添加纵列的cellItem */
- public addColCellItem() {
- this.cellItemDic[this.curXIndex] = [];
- for (var i = GameConst.row_num - 1; i >= 0; i--) {
- let prefab_cellItem = PoolMgr.Inst.getPoolPrefab(NODEPOOLPREFABTYPE.CellItem);
- let node_prefab = cc.instantiate(prefab_cellItem);
- let cellItem = node_prefab.getComponent(CellItem);
- cellItem.init(this.curXIndex, i);
- this.cellItemDic[this.curXIndex][i] = cellItem;
- this.cellItemArr.push(cellItem);
- this.node_content.addChild(node_prefab);
- }
- }
- /**点击按钮 */
- onClickBtn(event: cc.Event.EventTouch) {
- this.intervalShowGuide();
- this.intervalShowInter();
- //是否已经通关
- if (this.ifPass) {
- EffectMgr.Inst.addTip("通关结算啦,请稍后操作哈")
- return;
- }
- // AudioMgr.Inst.playEffect(AUDIO_CLIP_NAME.buttonClick);
- mk.audio.playEffect("button");
- switch (event.currentTarget) {
- case this.node_pauseBtn:
- this.onClickPauseBtn();
- break;
- case this.node_hammerBtn:
- this.onClickHammerBtn();
- break;
- case this.node_changeBtn:
- this.onClickChangeBtn();
- break;
- case this.node_resetBtn:
- this.onClickResetBtn();
- break;
- }
- }
- /**点击暂停按钮 */
- onClickPauseBtn() {
- mk.ui.openPanel("game/prefab/uiPanel/PauseUI")
- }
- /**点击分享 */
- public onClickShare() {
- if (!gData.loginData.isAuth) {
- // mk.tip.pop("请先点击头像,在设置界面授权");
- JsbSystem.WxAuth();
- return;
- }
- JsbSystem.sharePic();
- }
- /**点击重置按钮 */
- onClickResetBtn() {
- //设置当前选择的道具按钮
- this.setCurSelectPropBtn(this.node_resetBtn);
- this.curPropType = PROPTYPE.Reset;
- let resetPropNum = gData.gameData.getProp(GameProp.resetPropNum);
- if (!resetPropNum || resetPropNum <= 0) {
- mk.ui.openPanel("game/prefab/uiPanel/GetPropUI");
- return;
- }
- // AudioMgr.Inst.playEffect(AUDIO_CLIP_NAME.refresh);
- mk.audio.playEffect("ef_refresh");
- let keys = Object.keys(this.cellItemDic);
- for (var i = 0; i < keys.length; i++) {
- let key = Number(keys[i]);
- let colCellItemArr = this.cellItemDic[key];
- for (var j = 0; j < colCellItemArr.length; j++) {
- let cellItem = colCellItemArr[j];
- if (cellItem) {
- cellItem.reset();
- }
- }
- }
- //暂时不扣
- DataMgr.Inst.updatePropNum(2, GamePlay.Inst.curPropType, -1);
- this.curPropType = PROPTYPE.Null;
- //this.recycleAllCellItem();
- }
- //点击锤子按钮
- onClickHammerBtn() {
- //设置当前选择的道具按钮
- this.setCurSelectPropBtn(this.node_hammerBtn);
- this.curPropType = PROPTYPE.Hammer;
- let hammerPropNum = gData.gameData.getProp(GameProp.hammerPropNum);
- if (!hammerPropNum || hammerPropNum <= 0) {
- mk.ui.openPanel("game/prefab/uiPanel/GetPropUI");
- return;
- }
- DataMgr.Inst.updatePropNum(2, GamePlay.Inst.curPropType, -1);
- }
- //点击更换按钮
- onClickChangeBtn() {
- //设置当前选择的道具按钮
- this.setCurSelectPropBtn(this.node_changeBtn);
- this.curPropType = PROPTYPE.Change;
- let changePropNum = gData.gameData.getProp(GameProp.changePropNum);
- if (!changePropNum || changePropNum <= 0) {
- mk.ui.openPanel("game/prefab/uiPanel/GetPropUI");
- return;
- }
- DataMgr.Inst.updatePropNum(2, GamePlay.Inst.curPropType, -1);
- }
- /** 点击关卡气泡红包 */
- onClickLevelQiPaoPacket() {
- mk.ad.videoAdType = VideoAdType.LevelQiPaoRedBag;
- }
- /**更改cellItem类型
- * @param cellItemType
- */
- changeCellItemType(cellItemType: number) {
- let pos_x = this.curSelectCellItem.node.x + GamePlay.Inst.node_content.x;
- let pos_y = this.curSelectCellItem.node.y + GamePlay.Inst.node_content.y;
- let node_change = PoolMgr.Inst.getPoolPrefab(NODEPOOLPREFABTYPE.Change);
- node_change.setPosition(pos_x, pos_y);
- GamePlay.Inst.node_effectUI.addChild(node_change);
- this.curSelectCellItem.setType(cellItemType)
- // AudioMgr.Inst.playEffect(AUDIO_CLIP_NAME.change);
- mk.audio.playEffect("ef_change");
- this.curSelectCellItem = null;
- }
- /**设置当前 */
- setCurSelectPropBtn(propBtn: cc.Node) {
- if (this.curSelectPropBtn) {
- let node_ani = this.curSelectPropBtn.children[1];
- if (node_ani) {
- let ani = node_ani.getComponent(cc.Animation);
- if (ani) {
- ani.play("ani_normalBtn");
- }
- }
- this.setPropBtnNormalTip(this.curSelectPropBtn);
- }
- this.curSelectPropBtn = propBtn;
- }
- /**设置道具普通提示 */
- setPropBtnNormalTip(propBtn: cc.Node) {
- if (!propBtn) {
- return;
- }
- let node_tip = propBtn.children[2];
- if (node_tip) {
- let label = null;
- switch (propBtn) {
- case this.node_hammerBtn:
- label = this.label_hammerPropNum;
- break;
- case this.node_resetBtn:
- label = this.label_resetPropNum;
- break;
- case this.node_changeBtn:
- label = this.label_changePropNum;
- break;
- }
- let str = label.string;
- let num = Number(str);
- let label_tip = node_tip.getComponent(cc.Label);
- mk.console.log("propBtn.name", propBtn.name);
- mk.console.log("num", num);
- if (num && num >= 1) {
- label_tip.string = "";
- }
- else {
- label_tip.string = "点我领取";
- }
- }
- }
- /**设置道具使用提示 */
- setPropBtnSelectTip(propBtn: cc.Node) {
- if (!propBtn) {
- return;
- }
- let node_tip = propBtn.children[2];
- if (node_tip) {
- let label = node_tip.getComponent(cc.Label)
- label.string = "道具使用中";
- }
- }
- /**显示CellItemUI */
- showChangeCellItemUI() {
- let cruSelectCellItem = this.curSelectCellItem;
- GamePlay.Inst.node_changeCellItemUI.active = true;
- // let min_x = -this.node_content.width * 0.5 + this.node_changeCellItemUI.width * 0.5;
- // let max_x = this.node_content.width * 0.5 + this.node_changeCellItemUI.width * 0.5;
- GamePlay.Inst.node_changeCellItemUI.y = cruSelectCellItem.node.y + cruSelectCellItem.node.height * 0.5 + GamePlay.Inst.node_changeCellItemUI.height * 0.5 + 20;
- }
- //onClick
- onClickRedPacketIcon() {
- if (this.spr_progress.fillRange == 1) {
- EffectMgr.Inst.addTip("已达成目标啦,过关发放哦");
- }
- else {
- EffectMgr.Inst.addTip("达到目标分数,才能领取哦");
- }
- }
- //找到红包的那个水果
- /**
- * 获取红包cellItem
- */
- public getStartRedPacketCellItem() {
- let totalCellItemArr: CellItem[] = this.cellItemArr.concat();
- let largeCellItemVec: cc.Vec2[] = [];
- for (var i = 0; i < totalCellItemArr.length; i++) {
- let cellItem = totalCellItemArr[i];
- if (!!cellItem) {
- GameLogic.getCouldCleanVecList(cellItem.x, cellItem.y, cellItem.type, true);
- // console.log("this.couldCleanVecArr", this.couldCleanVecArr);
- console.log("largeCellItemVec.length", largeCellItemVec.length)
- if (largeCellItemVec.length < this.couldCleanVecArr.length) {
- largeCellItemVec = this.couldCleanVecArr;
- }
- this.couldCleanVecArr.forEach(element => {
- let index = GameConst.col_num * element.x + (GameConst.row_num - 1 - element.y);
- totalCellItemArr[index] = null;
- this.cellItemDic[element.x][element.y].ifRemoved = false;
- });
- this.couldCleanVecArr = [];
- }
- }
- console.log("FC------------------------------------------------------------");
- let random_index = mk.math.random(0, largeCellItemVec.length - 1);
- let vec = largeCellItemVec[random_index];
- let redPcaketCellItem: CellItem = this.cellItemDic[vec.x][vec.y];
- redPcaketCellItem.showRedPacket();
- return redPcaketCellItem;
- }
- //自定义事件---------------------------------------------------------------------
- /**微信授权返回 */
- onWxAuthBack() {
- if (this.node.active) {
- this.restart();
- //
- let node_redPacketUI = mk.ui.getCurOnPanel("RedPacketUI")
- if (node_redPacketUI) {
- mk.ui.closePanel("RedPacketUI");
- }
- }
- this.initLevel();
- this.initTotalScore();
- this.initPropNum();
- mk.event.remove(EVENT_TYPE.BACK_WxAuth, this.onWxAuthBack, this);
- }
- //其他显示或逻辑项-------------------------------------------------------------------
- /**根据vecList清除cellItem */
- public cleanCellItemByVecList() {
- //LogUtil.log("[Game] Game.Inst.cleanCellItemVecArr", Game.Inst.cleanCellItemVecArr);
- //没有可清清除
- if (GamePlay.Inst.cleanedVecArr.length <= 0) {
- //FC:+ 是否可以点击
- this.ifCouldClick = true;
- EffectMgr.Inst.addTip("点击两个或以上消除哦");
- return;
- }
- //区分消除音效
- if (GamePlay.Inst.cleanedVecArr.length >= 4) {
- // AudioMgr.Inst.playEffect(AUDIO_CLIP_NAME.eliminate_bonus);
- mk.audio.playEffect("ef_eliminate_bonus");
- }
- else {
- //AudioMgr.Inst.playEffect(AUDIO_CLIP_NAME.eliminate);
- mk.audio.playEffect("ef_eliminate");
- }
- // AudioMgr.Inst.playEffect(AUDIO_CLIP_NAME.fly);
- mk.audio.playEffect("ef_fly");
- //同时消除
- for (var i = 0; i < GamePlay.Inst.cleanedVecArr.length; i++) {
- let vec = GamePlay.Inst.cleanedVecArr[i];
- //最后一个判定
- if (i == GamePlay.Inst.cleanedVecArr.length - 1) {
- this.checkBonusNum(GamePlay.Inst.cleanedVecArr.length);
- GamePlay.Inst.cellItemDic[vec.x][vec.y].recycle(false, true);
- }
- else {
- GamePlay.Inst.cellItemDic[vec.x][vec.y].recycle();
- }
- //回收 注释 改成如上
- //Game.Inst.cellItemDic[vec.x][vec.y].recycle();
- //Game.Inst.cellItemDic[vec.x][vec.y] = null;
- if (this.cleanXIndexArr.indexOf(vec.x) == -1) {
- this.cleanXIndexArr.push(vec.x);
- }
- }
- this.cleanXIndexArr.sort();
- //计算下全部移除的
- this.allCleanedXArr = GameLogic.getAllCleanXIndex(this.cleanXIndexArr);
- //FC:移除完,检测下落
- this.scheduleOnce(() => {
- //检测下落
- this.checkMoveDownCellItem();
- }, 0.2)
- }
- /**检测向下移动的cellItem */
- checkMoveDownCellItem() {
- mk.console.log("this.cleanXIndexArr", this.cleanXIndexArr);
- for (var i = 0; i < this.cleanXIndexArr.length; i++) {
- let xIndex = this.cleanXIndexArr[i];
- this.moveYCellItem(xIndex);
- }
- }
- /**移动
- * @param xIndex 移除的纵列
- * @param removedYIndex 移除的横向index
- */
- public moveYCellItem(xIndex: number) {
- // LogUtil.log("moveYCellItem x", xIndex, this.allCleanedXArr);
- /**移动的次序(第几个移动的用来控制延迟移动的时间) */
- let movedIndex: number = 0;
- //移动位置间隔(比如前面两个空位就移动两格)
- let intervalNum: number = 0;
- /**是否是全部清理的x */
- let ifAllCleanedX: boolean = this.allCleanedXArr.indexOf(xIndex) != -1;
- /**是否是最后清理的x(全部清理完才开始左移) */
- let ifLastCleanX: boolean = (xIndex == this.cleanXIndexArr[this.cleanXIndexArr.length - 1]);
- let cellItemDic = GamePlay.Inst.cellItemDic[xIndex];
- //计算y方向移动的最后一位(这样只计算一次不用循环)
- let lastMoveCellItemY: number = null;
- let leftLastCellItemY: number = null;
- if (ifLastCleanX) {
- let lastCellItemArrSort = this.cleanedVecArr.filter((vec) => vec.x == xIndex).sort();
- lastMoveCellItemY = lastCellItemArrSort[0].y;
- // LogUtil.log("lastCellItemY", xIndex, lastMoveCellItemY, lastCellItemArrSort);
- for (var i = 0; i < GameConst.row_num; i++) {
- if (cellItemDic) {
- let cellItem = cellItemDic[i];
- if (cellItem) {
- leftLastCellItemY = cellItem.y;
- // LogUtil.log("leftLastCellItemY", leftLastCellItemY);
- break;
- }
- }
- }
- // let leftCellItemArrSort = this.cl
- }
- //如果最后一行 并且 是被全部清除的x
- if (ifLastCleanX && ifAllCleanedX) {
- // LogUtil.log("【checkMoveLeftCellItem】检测消除 全部消除的一列就是消除xIndex中最后一列");
- this.checkMoveLeftCellItem();
- return;
- }
- //y方向从下至上循环排查
- for (var i = GameConst.row_num - 1; i >= 0; i--) {
- if (cellItemDic) {
- let cellItem = cellItemDic[i];
- //该xIndex纵列没有全部移除
- if (cellItem) {
- if (ifLastCleanX && i == leftLastCellItemY) {
- // LogUtil.log("【checkMoveLeftCellItem】检测消除 移除了最后一个");
- cellItem.moveDown(xIndex, i + intervalNum, movedIndex, true);
- }
- else {
- cellItem.moveDown(xIndex, i + intervalNum, movedIndex);
- }
- movedIndex++;
- }
- else {
- intervalNum += 1;
- }
- }
- else {
- continue;
- }
- }
- }
- /**检测向左移动的cellItem */
- checkMoveLeftCellItem() {
- //计算消除的纵列中,有没有被全部移除
- //let allCleanedXArr = GameUtil.getAllCleanXIndex(this.cleanXIndexArr);
- // LogUtil.log("[Game] checkMoveLeftCellItem allCleanXArr ---------------------", this.allCleanedXArr);
- //如果没有全部移除得就return
- if (this.allCleanedXArr.length <= 0) {
- //LogUtil.log("【checkMoveLeftCellItem】检测是否能消除 没有全部移除的");
- GamePlay.Inst.ifCouldClick = true;
- GamePlay.Inst.checkIfEliminate();
- return;
- }
- //剩余一列未移除的xIndex
- let leftXIndexArr: number[] = GameLogic.getLeftXIndexArr();
- let leftMaxXIndex: number = leftXIndexArr[leftXIndexArr.length - 1];
- if (leftXIndexArr.length <= 0) {
- //检测是否移除
- this.checkIfEliminate();
- }
- else {
- mk.console.log("leftXIndexArr", leftXIndexArr);
- let intervalNum: number = 0;
- for (var i = 0; i < GameConst.col_num; i++) {
- let cellItemArr = GamePlay.Inst.cellItemDic[i];
- if (this.allCleanedXArr.indexOf(i) == -1) {
- //剩余存在的cellItem
- let leftCellItemArr = cellItemArr.filter((cellItem) => cellItem != null);
- if (intervalNum > 0) {
- for (var j = 0; j < cellItemArr.length; j++) {
- let cellItem = cellItemArr[j];
- if (cellItem) {
- if (i == leftMaxXIndex && j == (leftCellItemArr[0].y)) {
- mk.console.log("i,j,intervalNum", i, j, intervalNum);
- cellItem.moveLeft(i - intervalNum, j, true);
- }
- else {
- cellItem.moveLeft(i - intervalNum, j);
- }
- }
- }
- }
- else {
- //对应 1 2 3 列 中 3全部消除
- if (i == leftMaxXIndex) {
- GamePlay.Inst.ifCouldClick = true;
- GamePlay.Inst.checkIfEliminate();
- }
- }
- }
- else {
- intervalNum += 1;
- }
- }
- }
- }
- public timeout_pass: number = null;
- /**检测是否能移除 */
- checkIfEliminate() {
- mk.console.log("开始检测是否还能够消除!!!!!!!!!!!!!!!!!!!!!");
- //FC:替换
- GameLogic.getCouldCleanVec();
- if (this.couldCleanVecArr.length <= 0 && !this.ifPass) {
- EffectMgr.Inst.addSpriteTip(TIP_SPRITEITEM_TYPE.NormalPass);
- let timeOut = setTimeout(() => {
- this.pass();
- clearTimeout(timeOut);
- }, 1500);
- }
- //FC:正式使用
- // let timeOut = setTimeout(() => {
- // GameUtil.getCouldCleanVec();
- // if (this.couldCleanVecArr.length <= 0 && !this.ifPass) {
- // this.pass();
- // }
- // clearTimeout(timeOut);
- // }, 1500);
- }
- getCouldCleanCellItem() {
- for (var i = 0; this.cellItemArr.length; i++) {
- let cellItem = this.cellItemArr[i];
- let aroundSameType = GameLogic.getAroundSameType(cellItem.x, cellItem.y, cellItem.type, false);
- if (aroundSameType.length > 0) {
- return;
- }
- }
- //this.nextLevel();
- this.pass();
- //this.recycleAllCellItem();
- }
- /**restart
- * @param 是否扣除体力
- */
- restart() {
- mk.console.log("restart!!!!!!!!!!!!!!!")
- this.refreshGame();
- }
- /**下一关 */
- nextLevel() {
- mk.console.log("nextLevel!!!!!!!!!!!!!!!")
- this.targetScore = 0;//下一关才重置目标分数
- this.refreshGame();
- }
- /**刷新关卡 */
- refreshGame() {
- mk.data.sendDataEvent(DataEventId.level, "关卡开启");
- this.recycleAllCellItem();
- this.ifPass = false;
- this.ifGetPass = false;
- this.ifCouldClick = true;
- this.initLevel();
- this.initTotalScore();
- //FC:改成累分制而不是每关重置
- // this.curProgressScore = 0;
- // this.curGetScore = 0;
- // this.finalGetScore = 0;
- this.initScore();
- }
- /**回收所有的 */
- recycleAllCellItem() {
- for (var i = 0; i < GameConst.col_num; i++) {
- for (var j = 0; j < GameConst.row_num; j++) {
- let cellItem = this.cellItemDic[i][j];
- if (cellItem) {
- // mk.console.log("回收把>>>>>>>>>>>>>>>>>>>>>>");
- cellItem.recycle(true, false, false);
- }
- }
- }
- // while (this.cellItemList.length > 0) {
- // this.cellItemList.splice(0, 1);
- // this.cellItemList[0].recycle();
- // }
- this.cellItemArr = [];
- this.cellItemDic = {};
- this.curXIndex = 0;
- this.curYIndex = GameConst.row_num - 1;
- this.initCell();
- }
- /**通关 */
- pass() {
- //这边会多次进入
- if (GamePlay.Inst.node.active == false || this.ifPass) {
- return;
- }
- mk.data.sendDataEvent(DataEventId.level, "关卡通关");
- this.ifPass = true;
- GamePlay.Inst.ifGetPass = false;
- let levelNum = gData.gameData.getProp(GameProp.levelNum);
- if (levelNum == 0) {
- mk.data.sendXYEvent("firstlevel", "完成第一关");
- }
- mk.console.log("[Game]pass passLevelNum", levelNum);
- GamePlay.Inst.ifGetPass = true;
- gData.gameData.setProp(GameProp.levelNum, ++levelNum);
- if (!this.ifOpenLevelRedBag) {
- if (gData.gameData.funOpenData['6'] == '1') {
- let node_rewardLuck = mk.ui.getCurOnPanel("rewardLuck");
- if (node_rewardLuck || this.finalGetScore >= this.targetScore) {
- return;
- }
- else {
- //游戏结算
- this.gameCount();
- console.log("gData.gameData.getProp(GameProp.levelNum)", gData.gameData.getProp(GameProp.levelNum));
- }
- }
- else {
- //游戏结算
- this.gameCount();
- console.log("gData.gameData.getProp(GameProp.levelNum)", gData.gameData.getProp(GameProp.levelNum));
- }
- }
- else {
- //游戏结算
- this.gameCount();
- }
- }
- /**游戏结算 */
- gameCount() {
- let node_getPropUI = mk.ui.getCurOnPanel("GetPropUI");
- if (node_getPropUI) {
- mk.ui.closePanel("GetPropUI");
- }
- this.gameOver();
- }
- /**游戏结束 */
- gameOver() {
- mk.data.setTAEventUser(1, 'video_play_time', 1);
- if (!this.ifOpenLevelRedBag) {
- mk.ui.openPanel("game/prefab/uiPanel/GameOverUI");
- }
- else {
- gData.reward.subType = 2;
- mk.ad.videoAdType = VideoAdType.LevelScoreRedBag;
- mk.ui.openPanel("module/reward/rewardMission");
- }
- }
- checkBonusNum(cleanCellItemNum: number) {
- if (cleanCellItemNum >= 4) {
- let node_bonusTip = PoolMgr.Inst.getPoolPrefab(NODEPOOLPREFABTYPE.BonusTip);
- let bonusTip = node_bonusTip.getComponent(BonusTip);
- //LogUtil.log("bonusTip",bonusTip);
- if (cleanCellItemNum == 4) {
- bonusTip.init(4);
- mk.audio.playEffect("ef_bonus4");
- }
- else if (cleanCellItemNum == 5) {
- bonusTip.init(5);
- mk.audio.playEffect("ef_bonus5");
- }
- else if (cleanCellItemNum == 6) {
- bonusTip.init(6);
- mk.audio.playEffect("ef_bonus6");
- }
- else if (cleanCellItemNum == 7) {
- bonusTip.init(7);
- mk.audio.playEffect("ef_bonus7");
- }
- else if (cleanCellItemNum == 8) {
- bonusTip.init(8);
- mk.audio.playEffect("ef_bonus8");
- }
- else {
- bonusTip.init(8);
- mk.audio.playEffect("ef_bonus8");
- }
- this.node_effectUI.addChild(node_bonusTip);
- }
- }
- checkAddLevelRedPacket(eliminateNum: number): boolean {
- let chance = (eliminateNum - 3) * 0.2;
- let random = Math.random();
- if (random < chance) {
- return true;
- }
- else {
- return false;
- }
- }
- public interval_ShowGuide: number = null;
- //间隔显示
- intervalShowGuide() {
- this.cancelShowCouldCleanCellItem();
- this.interval_ShowGuide = setInterval(() => {
- this.showCouldCleanCellItem();
- }, 10000);
- }
- /**显示 */
- showCouldCleanCellItem() {
- if (mk.ui.getCurOnPanel("RedPacketUI") || mk.ui.getCurOnPanel("GameOverUI") || !this.couldCleanVecArr || !this.cellItemDic) {
- return;
- }
- if (this.couldCleanVecArr.length <= 0) {
- GameLogic.getCouldCleanVec();
- }
- if (this.couldCleanVecArr.length > 0) {
- for (var i = 0; i < this.couldCleanVecArr.length; i++) {
- let vec = this.couldCleanVecArr[i];
- if (this.cellItemDic[vec.x]) {
- let cellItem = this.cellItemDic[vec.x][vec.y];
- if (cellItem) {
- cellItem.shake();
- }
- }
- else {
- }
- }
- }
- }
- /**取消显示 */
- cancelShowCouldCleanCellItem() {
- if (this.interval_ShowGuide) {
- clearInterval(this.interval_ShowGuide);
- this.interval_ShowGuide = null;
- if (this.couldCleanVecArr.length > 0) {
- for (var i = 0; i < this.couldCleanVecArr.length; i++) {
- let vec = this.couldCleanVecArr[i];
- let cellItem = this.cellItemDic[vec.x][vec.y];
- if (cellItem) {
- cellItem.normal();
- }
- }
- }
- this.couldCleanVecArr = [];
- }
- }
- public interval_ShowInter: number = null;
- //间隔显示
- intervalShowInter() {
- let time = gData.gameData.configs.ServerConfig.interOpenGapTime;
- if (!time) {
- time = 15000;
- }
- else {
- time *= 1000;
- }
- this.cancelShowInter();
- this.interval_ShowGuide = setInterval(() => {
- mk.ad.showInterAd(0);
- }, time);
- }
- cancelShowInter() {
- if (this.interval_ShowGuide) {
- clearInterval(this.interval_ShowGuide);
- }
- }
- /**
- * 气泡红包是否开启
- */
- private qipaoShow() {
- for (let i = 0; i < 4; i++) {
- this['btn_gameGetRed' + (i + 1)].active = gData.gameData.funBtns.btn8.active;
- }
- }
- }
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