GameData.ts 20 KB

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  1. import FunBtns from "../game/FunBtns";
  2. import Game from "../game/Game";
  3. /**
  4. * @description 游戏核心玩法数据
  5. * @author 邹勇
  6. */
  7. export class GameData {
  8. public dataFinish: boolean = false;
  9. public savePropFinish: boolean = false;
  10. public savePropsFinish: boolean = false;
  11. public getPropsFnish: boolean = false;
  12. public configs: any = {};
  13. public adShowConfig: ADShowCfg;
  14. /** 功能开启 */
  15. public funOpenData: string[] = [];
  16. public gameData: PlayerProp = null;
  17. /** 标志位:刷新主界面货币 */
  18. public init_coin: boolean = false;
  19. public updatePiggyBankValue: boolean = false;
  20. /** 标志位:刷新主界面头像 */
  21. public init_head: boolean = false;
  22. /** 标志位:刷新主界面红点 */
  23. public init_red_point: boolean = true;
  24. /** 属性存储字典 */
  25. public props: Map<number, any> = new Map<number, any>();
  26. public pools = [
  27. { url: "game/prefab/tips", num: 20 },
  28. { url: "game/prefab/coin", num: 20 }
  29. ];
  30. /** 主页样式脚本 */
  31. public gameStyle: Game = null;
  32. /** 入口按钮 */
  33. public funBtns: FunBtns = null;
  34. /**
  35. * 初始化游戏数据:网络配置信息,用户信息
  36. * @returns
  37. */
  38. public async init() {
  39. let data: any = { "versionCode": gData.appData.version };
  40. let response = await mk.http.sendData('getAllConfigInfo', data);
  41. if (response.errcode != 0) {
  42. if (response.errcode == -10003 || response.errcode == -20003) {
  43. //清除缓存
  44. gData.loginData.reload();
  45. }
  46. return;
  47. }
  48. mk.console.logSingle("getAllConfigInfo", response.data);
  49. this.initConfigs(response.data);
  50. data = {};
  51. response = await mk.http.sendData('getInfoCrypt', data);
  52. if (response.errcode != 0) {
  53. return;
  54. }
  55. mk.console.logSingle("getInfoCrypt", response.data);
  56. this.initPlayerProp(response.data)
  57. this.initProps(response.data.gameUserData);
  58. gData.guideData.init();
  59. gData.guideWeakData.init();
  60. gData.moduleData.forEach(element => {
  61. element.init();
  62. });
  63. data = {};
  64. response = await mk.http.sendData('user/adShowConfig', data);
  65. if (response.errcode != 0) {
  66. return;
  67. }
  68. this.adShowConfig = response.data;
  69. mk.console.logSingle("user/adShowConfig", response.data);
  70. this.dataFinish = true;
  71. }
  72. private initConfigs(data) {
  73. // console.log('config ', data);
  74. this.configs = data;
  75. this.funOpenData = this.configs.ServerConfig.Functionswitch.split(",");
  76. // this.setProductMapFromJson();
  77. }
  78. /**
  79. * 初始化玩家数据
  80. */
  81. private initPlayerProp(res_data) {
  82. this.gameData = new PlayerProp();
  83. this.gameData.cashIndex = res_data.cashIndex;
  84. this.gameData.gameUserData = res_data.gameUserData;
  85. this.gameData.isSignInToday = res_data.isSignInToday;
  86. this.gameData.isWithdrawable = res_data.isWithdrawable;
  87. this.gameData.lastTime = res_data.lastTime;
  88. this.gameData.loginDays = res_data.loginDays;
  89. this.gameData.newPlayer = res_data.newPlayer;
  90. this.gameData.initPiggyBank(res_data.piggyBank);
  91. this.gameData.piggyBankCashTimes = res_data.piggyBankCashTimes;
  92. this.gameData.redMoney = res_data.redMoney == null ? 0 : res_data.redMoney;
  93. this.gameData.signInDay = res_data.signInDay;
  94. this.gameData.totalPiggyBankCashTimes = res_data.totalPiggyBankCashTimes;
  95. this.gameData.turntableTimes = res_data.turntableTimes;
  96. this.gameData.userTuCaoInfo = res_data.userTuCaoInfo;
  97. this.gameData.versioncfg = res_data.versioncfg;
  98. this.gameData.isFirstRedMoney = res_data.isFirstRedMoney;
  99. gData.adData.watchNumToday = res_data.dayVideoTimesForRedMoney == null ? 0 : res_data.dayVideoTimesForRedMoney;
  100. this.setFramDataMapByServer();
  101. }
  102. /**
  103. * 保存单个数据
  104. */
  105. public async setProp(key: GameProp, value: any) {
  106. let data = {
  107. key: key + '',
  108. value: value
  109. };
  110. this.props.set(key, value);
  111. await mk.http.sendData('savePlayerProp', data);
  112. this.savePropFinish = true;
  113. }
  114. /**
  115. * 保存多个数据
  116. */
  117. public async setProps(arr: { key: GameProp, value: any }[]) {
  118. let needProp = {};
  119. for (let i = 0; i < arr.length; i++) {
  120. needProp[arr[i].key + ''] = arr[i].value;
  121. }
  122. let data = {
  123. needProp: needProp
  124. };
  125. for (let i = 0; i < arr.length; i++) {
  126. this.props.set(arr[i].key, arr[i].value);
  127. }
  128. await mk.http.sendData('saveAllPlayerProp', data);
  129. this.savePropsFinish = true;
  130. }
  131. /** 获取属性 */
  132. public getProp(key: GameProp): number {
  133. if (this.props == null) {
  134. return 0;
  135. }
  136. let value = this.props.get(key);
  137. return value;
  138. }
  139. /**
  140. * 向服务器请求所有属性后更新
  141. */
  142. public async getAllProps() {
  143. let response = await mk.http.sendData('getAllPlayerProp', {});
  144. if (response.errcode != 0) {
  145. return;
  146. }
  147. this.initProps(response.data);
  148. this.getPropsFnish = true;
  149. }
  150. private initProps(data) {
  151. if (data == null) {
  152. return;
  153. }
  154. for (let key in data) {
  155. this.props.set(parseInt(key), data[key]);
  156. }
  157. }
  158. /**
  159. * 第二天需要重置的数据
  160. */
  161. public resetProps() {
  162. let arr = [];
  163. arr.push({ key: GameProp.sign_can, value: 1 });
  164. arr.push({ key: GameProp.isAutoOpenPanel, value: 1 });
  165. arr.push({ key: GameProp.isOpenBankOnCloseCash, value: 0 });
  166. this.setProps(arr);
  167. }
  168. /** 是否是新用户 */
  169. public isNewPlayer(): boolean {
  170. let v = this.getProp(GameProp.newPlayer);
  171. return v == 0;
  172. }
  173. //*********** ================= 农场数据 ================== */
  174. // public needReloadData = false;
  175. // private _productingListMap: Map<number, Array<{ productID: number, ripeDate: number }>> = new Map();
  176. // /**建筑生产队列列表 */
  177. // public getProductingList(id: number): Array<{ productID: number, ripeDate: number }> {
  178. // if (!this._productingListMap.has(id)) {
  179. // this._productingListMap.set(id, []);
  180. // }
  181. // return this._productingListMap.get(id);
  182. // }
  183. // /**已激活的建筑列表 */
  184. // private buildDataMap: Map<number, number> = new Map();
  185. // public hasBuildData(id: number): boolean {
  186. // return this.buildDataMap.has(id);
  187. // }
  188. // public getBuildData(id: number): number {
  189. // return this.buildDataMap.get(id);
  190. // }
  191. // public setBuildData(id: number, userBuildID: number): void {
  192. // this.buildDataMap.set(id, userBuildID);
  193. // }
  194. // // /**设置建筑数据(生产队列,流水线数量,激活情况等) */
  195. // // public async setGameData(data: any) {
  196. // // this._productingListMap = new Map();
  197. // // this._unlockMap = new Map();
  198. // // this.buildDataMap = new Map();
  199. // // let product = ConfigData.configMap.get("product");
  200. // // for (let i = 0; i < data.length; i++) {
  201. // // const build = data[i];
  202. // // if (!this.buildDataMap.has(build.buildID)) {
  203. // // this.buildDataMap.set(build.buildID, build.userBuildID);
  204. // // this.setUnlock(build.buildID, build.addValue + 1);
  205. // // }
  206. // // if (build.productID != 0) {
  207. // // let result = product[build.productID];
  208. // // this.getProductingList(build.buildID).push({ productID: build.productID, ripeDate: build.plantTime * 1000 + result["time"] * 1000 });
  209. // // }
  210. // // }
  211. // // }
  212. // /**是否有任务可领取 */
  213. // public taskReceive = false;
  214. // /**是否有3日活动任务可领取 */
  215. // public threeDayTaskReceive = 0;
  216. // /**3日活动还需要邀请人数 */
  217. // public needChildCount: number = 0;
  218. // /**3日活动激活后结束时间 */
  219. // public threedayTaskTime: number = 0
  220. // /**种植奖励数据 */
  221. // public productPrize = null;
  222. // // /**排行榜数据*/
  223. // // public rankData: RankData;
  224. // // /**排行榜积分数据*/
  225. // // public rankScore: number = 0;
  226. // // /**是否刷新排行榜活动倒计时*/
  227. // // public isRefreshRankTime: boolean;
  228. // // /**是否可以领取排行榜奖励*/
  229. // // public isCanGetRankReward: boolean;
  230. /** 农田数据 服务器数据 */
  231. private _farmData = [];
  232. /** 农田字典 本地数据,方便操作*/
  233. private _farmDataMap: Map<number, any> = new Map();
  234. //刷新农田
  235. public needFreshArr = [];
  236. public setFarmDataMap(id, data, sendToServer = true) {
  237. this._farmDataMap.set(id, data);
  238. let len = this._farmData.length;
  239. for (var i = 0; i < len; i++) {
  240. if (this._farmData[i].id == id) {
  241. this._farmData[i].state = data.state;
  242. this._farmData[i].growSpan = data.growSpan;
  243. break;
  244. }
  245. }
  246. this.needFreshArr.push(id);
  247. // //更新到服务器
  248. // if (sendToServer) {
  249. // this.setProp(GameProp.farmData, this._farmData);
  250. // }
  251. }
  252. public getFarmDataMap(id) {
  253. return this._farmDataMap.get(id);
  254. }
  255. /** 服务器数据设置到本地 */
  256. public setFramDataMapByServer() {
  257. let len = this._farmData.length;
  258. if (len <= 18) {
  259. let id = 31000;
  260. let data = null;
  261. for (var i = 0; i < 18; i++) {
  262. if (i < 3) {
  263. data = { id: id, state: FarmState.Empty, growSpan: 0 };
  264. }
  265. else if (i == 3) {
  266. data = { id: id, state: FarmState.CanUnlock, growSpan: 0 };
  267. }
  268. else {
  269. data = { id: id, state: FarmState.Lock, growSpan: 0 };
  270. }
  271. this._farmData.push(data);
  272. this._farmDataMap.set(id, data);
  273. id++;
  274. }
  275. //更新到服务器
  276. this.setProp(GameProp.farmData, this._farmData);
  277. }
  278. else {
  279. for (var i = 0; i < len; i++) {
  280. this._farmDataMap.set(this._farmData[i].id, this._farmData[i]);
  281. }
  282. }
  283. }
  284. /** puduct配置数据 */
  285. private _productMap: Map<number, any> = new Map();
  286. /** 设置puduct配置数据 */
  287. public setProductMapFromJson() {
  288. // let productJson = this.configs.product;
  289. //先用本地数据
  290. let productJson = gData.configData.configMap.get('product');
  291. let len = productJson.length;
  292. let product = null;
  293. for (var i = 0; i < len; i++) {
  294. product = productJson[i];
  295. this._productMap.set(product['picture'], product);
  296. }
  297. }
  298. public getProductMap(id) {
  299. return this._productMap.get(id);
  300. }
  301. }
  302. /**
  303. * 所有模块的非校验数据
  304. */
  305. export enum GameProp {
  306. /** -------------------- 通用玩家数据 ------------------------- */
  307. /** 是否新手 0新手 1老手 */
  308. newPlayer = 1,
  309. /** 当前新手引导步骤 */
  310. guideID = 2,
  311. /** 需要自动弹界面 每次登录都弹 除首次 表示今日是否要自动开 1自动开 2不自动开 其他不处理*/
  312. isAutoOpenPanel = 3,
  313. /** 关闭常规提现时需要自动开存钱罐 每天一次 表示今日有没有开过 */
  314. isOpenBankOnCloseCash = 4,
  315. //看视频次数
  316. videoTimes = 5,
  317. //提现次数
  318. cashTimes = 6,
  319. /** ------------------ 游戏核心数据 --------------------------- */
  320. /** 农场等级 */
  321. levelNum = 10,
  322. /** 农田数据 */
  323. farmData = 11,
  324. /** ------------------ 转盘数据 ------------------------------ */
  325. turnable_leftTimes = 20,
  326. /** ------------------ 存钱罐数据 ----------------------------- */
  327. /** ------------------ 签到数据 ----------------------------- */
  328. /** 上次签到进度 */
  329. sign_last_bar = 120,
  330. /** 当前能否签到 */
  331. sign_can = 121,
  332. /** ------------------ 红包提现 ----------------------------- */
  333. /** 提现进度 */
  334. redBag_cash_bar = 220,
  335. }
  336. /**
  337. * 玩家数据
  338. */
  339. class PlayerProp {
  340. /** 自定义不需要校验的数据 */
  341. gameUserData = 0;
  342. _isSignInToday = 0;
  343. /**
  344. * 今日是否有签到
  345. * - 0 未签到,表示可以签到
  346. * - 1 有签到,表示不可签到
  347. */
  348. set isSignInToday(value: number) {
  349. this._isSignInToday = value;
  350. gData.sign.init_data = true;
  351. gData.gameData.init_red_point = true;
  352. }
  353. get isSignInToday(): number {
  354. return this._isSignInToday;
  355. }
  356. private _piggyBank: number = 0;
  357. /** 存钱罐存款 */
  358. set piggyBank(value: number) {
  359. if (this._piggyBank === value) return;
  360. if (gData.gameData.gameData.isWithdrawable && value > 0) return;// 存钱罐可提现状态,不能增加存钱罐金额
  361. this._piggyBank = value;
  362. gData.gameData.init_coin = true;
  363. gData.pigbank.init_data = true;
  364. gData.gameData.init_red_point = true;
  365. }
  366. get piggyBank(): number {
  367. return this._piggyBank;
  368. }
  369. /** 初始化 */
  370. initPiggyBank(v) {
  371. this._piggyBank = v;
  372. }
  373. _isWithdrawable = 0;
  374. /**
  375. * 存钱罐能否提现
  376. * - 0 不能提现
  377. * - 1 能提现
  378. */
  379. set isWithdrawable(value: number) {
  380. if (this._isWithdrawable != value) {
  381. this._isWithdrawable = value;
  382. gData.pigbank.init_data = true;
  383. gData.gameData.init_red_point = true;
  384. }
  385. }
  386. get isWithdrawable(): number {
  387. return this._isWithdrawable;
  388. }
  389. /** 存钱罐每日提现次数 */
  390. piggyBankCashTimes = 0;
  391. /** 累计存钱罐每日提现次数 */
  392. totalPiggyBankCashTimes = 0;
  393. /** 提现进度 */
  394. cashIndex = 0;
  395. /** 上次登录时间 */
  396. lastTime = 0;
  397. /** 登录天数 */
  398. loginDays = 0;
  399. newPlayer = 0;
  400. private _redMoney: number = 0;
  401. /** 红包币数量 */
  402. set redMoney(value: number) {
  403. this._redMoney = value;
  404. gData.gameData.init_coin = true;
  405. gData.gameData.init_red_point = true;
  406. }
  407. get redMoney(): number {
  408. return this._redMoney;
  409. }
  410. _signInDay = 0;
  411. /** 累计签到次数 客户端理解 上次签到天数 */
  412. set signInDay(value: number) {
  413. if (this._signInDay === value) return;
  414. this._signInDay = value;
  415. gData.sign.init_data = true;
  416. }
  417. get signInDay(): number {
  418. return this._signInDay;
  419. }
  420. /** 转盘次数 */
  421. turntableTimes = 0;
  422. /** 版本号 */
  423. versioncfg = 0;
  424. /** 福袋数据 */
  425. userTuCaoInfo = 0;
  426. /** 关卡数 */
  427. levelNum = 0;
  428. /** 锤子道具数目 */
  429. hammerPropNum = 0;
  430. /** 重设道具数目 */
  431. resetPropNum = 0;
  432. /** 变色道具数目 */
  433. changePropNum = 0;
  434. /** 能免费领红包 1 表示是新人第一次产出红包币,不用看视频*/
  435. isFirstRedMoney = 0;
  436. //玩家等级
  437. gradeLevel = 0;
  438. }
  439. /**
  440. * 奖励状态
  441. */
  442. export enum RewardState {
  443. /** 已领取 */
  444. none = 1,
  445. /** 未解锁 */
  446. lock = 2,
  447. /** 可领取 */
  448. unlock = 3
  449. }
  450. /**
  451. * 奖励类型
  452. */
  453. export enum RewardType {
  454. /** 红包币 */
  455. redBag = 1,
  456. /** 毛币 */
  457. rmb = 2,
  458. /** 金猪币 */
  459. pigRmb = 3,
  460. }
  461. /**
  462. * 音频路径
  463. */
  464. export enum AUDIO_TYPE {
  465. /**主界面背景音乐*/
  466. bgm = 'bgm',
  467. /**打开存钱罐界面播放一次*/
  468. pigBank = 'pigBank',
  469. /**关卡玩法背景音乐*/
  470. missionBg = 'missionBg',
  471. /**红包币领取界面关闭音效*/
  472. rewardClose = 'rewardClose',
  473. /**红包币领取界面开启音效*/
  474. rewardOpen = 'rewardOpen',
  475. /**红包界面打开音效*/
  476. reward = 'reward',
  477. /**提现到账界面打开播放一次*/
  478. receiptNotice = 'receiptNotice',
  479. /**通用按钮点击音效 */
  480. button = 'button',
  481. /**转盘转动音效*/
  482. turnableplay = 'turnableplay',
  483. /**转盘转动音效*/
  484. turnplateDrawEnd = 'turnplateDrawEnd',
  485. /**主页背景音乐 */
  486. music_startBg = "music_startBg",
  487. /**游戏背景音乐 */
  488. music_gameBg = "music_gameBg",
  489. /**按钮点击 */
  490. ef_button_click = "ef_button_click",
  491. /**红包打开 */
  492. ef_redPacket_open = "ef_redPacket_open",
  493. /**红包来了音效 */
  494. ef_redPacket_come = "ef_redPacket_come",
  495. /**消除4个 */
  496. ef_bonus4 = "ef_bonus4",
  497. /**消除5个 */
  498. ef_bonus5 = "ef_bonus5",
  499. /**消除6个 */
  500. ef_bonus6 = "ef_bonus6",
  501. /**消除7个 */
  502. ef_bonus7 = "ef_bonus7",
  503. /**消除8个 */
  504. ef_bonus8 = "ef_bonus8",
  505. /**普通消除音效 */
  506. ef_eliminate = "ef_eliminate",
  507. /**bouns消除音效 */
  508. ef_eliminate_bonus = "ef_eliminate_bonus",
  509. /**胜利音效 */
  510. ef_win = "ef_win",
  511. /**锤子 */
  512. ef_change = "ef_change",
  513. /**刷新 */
  514. ef_refresh = "ef_refresh",
  515. /**飞翔 */
  516. ef_fly = "ef_fly",
  517. /**关闭按钮音效*/
  518. closeButton = "closeButton",
  519. }
  520. /** ECPM */
  521. type ADShowCfg = {
  522. average_ecpm: number,
  523. insert_probability: number,
  524. is_show_banner: number,
  525. is_show_inter: number,
  526. }
  527. type PlayerInfoType = {
  528. /** 自定义不需要校验的数据 */
  529. gameUserData: object,
  530. /** 今日是否有签到 */
  531. isSignInToday: number,
  532. /** 存钱罐存款 */
  533. piggyBank: number,
  534. /** 存钱罐能否提现 */
  535. isWithdrawable: boolean,
  536. /** 存钱罐每日提现次数 */
  537. piggyBankCashTimes: number,
  538. /** 累计存钱罐每日提现次数 */
  539. totalPiggyBankCashTimes: number,
  540. /** 提现进度 */
  541. cashIndex: number,
  542. /** 上次登录时间 */
  543. lastTime: number,
  544. /** 登录天数 */
  545. loginDays: number,
  546. newPlayer: Boolean,
  547. /** 红包币数量 */
  548. redMoney: number,
  549. /** 累计签到次数 客户端理解 上次签到天数 */
  550. signInDay: number,
  551. /** 转盘次数 */
  552. turntableTimes: number,
  553. /** 版本号 */
  554. versioncfg: string,
  555. /** 福袋数据 */
  556. userTuCaoInfo: object,
  557. }
  558. /**事件类型 */
  559. export enum EVENT_TYPE {
  560. BACK_WxAuth = "BACK_WxAuth",
  561. UPDATE_CashNum = "UPDATE_CashNum",
  562. }
  563. /** 数据事件Id */
  564. export enum DataEventId {
  565. /** 点击 */
  566. guide = "guide",
  567. /** 按钮点击 */
  568. button_click = "button_click",
  569. /** 看视频 */
  570. video_init = "video_init",
  571. /** 看视频完成 */
  572. video_end = "video_end",
  573. /** 福袋功能 */
  574. fudaiFunction = "fudaiFunction",
  575. /** 互推功能 */
  576. hutuiFunction = "hutuiFunction",
  577. /** 关卡 */
  578. level = "level",
  579. /** 常规提现-红包币提现 */
  580. commonWithDrawal = "commonWithDrawl",
  581. /** 存钱罐提现 */
  582. jarWithDrawal = "jarWithDrawal",
  583. /** 签到提现 */
  584. signWithDrawal = "signWithDrawal",
  585. }
  586. /** 视频广告类型 */
  587. export enum VideoAdType {
  588. Null = "",
  589. /** 关卡积分红包 */
  590. LevelScoreRedBag = "关卡积分红包",
  591. /** 主界面气泡红包 */
  592. StartQiPaoRedBag = "主界面气泡红包",
  593. /** 关卡气泡红包 */
  594. LevelQiPaoRedBag = "关卡气泡红包",
  595. /** 转盘 */
  596. Turntable = "转盘视频",
  597. /** 福袋视频" */
  598. Fudai = "福袋视频",
  599. /** 签到视频 */
  600. Sign = "签到视频",
  601. //钱包提现新手视频
  602. CashOutNoviceWelfare = "钱包提现新手视频",
  603. //钱包提现加现金视频
  604. CashOutAddCash = "钱包提现加现金视频"
  605. }
  606. export enum FarmState {
  607. Lock,
  608. CanUnlock,
  609. Empty,
  610. Growing,
  611. Ripe
  612. }