Global.ts 3.3 KB

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  1. export default class Global {
  2. private StartNode = null;
  3. /**
  4. * 主场景节点
  5. */
  6. private MainNode = null;
  7. /**
  8. * 落脚点碰撞标志,默认未碰撞,false
  9. */
  10. public CollisionFlag = false;
  11. /**
  12. * 顶碰撞标准,默认未碰撞,false
  13. */
  14. public CollisionWithDing = false;
  15. /**
  16. * 落脚点碰撞标签
  17. */
  18. public KIND_FootHold = 0;
  19. /**
  20. * player初始下落速度,8.5px/帧
  21. */
  22. public InitSpeed = 8.5;
  23. /**
  24. * player移动速度,1px/帧
  25. */
  26. public moveSpeed = 10;
  27. /**
  28. * 落脚点移动速度
  29. */
  30. public FHFallSpeed = 2;
  31. /**
  32. * 碰撞的落脚点
  33. */
  34. public TheHolder;
  35. /**
  36. * 剩余命数
  37. */
  38. public reLife = new Array();
  39. /**
  40. * 受到伤害标志
  41. */
  42. public Injured = false;
  43. /**
  44. * 失败标志
  45. */
  46. public OverFlag = false;
  47. /**
  48. * 等级增加标志位,0表示未增加,当前为1级
  49. */
  50. LevelAddFlag = 1;
  51. /**
  52. * 本地分数存储
  53. */
  54. private LocalScore = {
  55. BestScore:0,
  56. SecondScore:0,
  57. ThirdScore:0,
  58. CurrentScore:0,
  59. length:3,
  60. }
  61. /**
  62. * 远程分数存储
  63. */
  64. private remoteScore = new Array();
  65. /**
  66. * 网络连接标志位
  67. */
  68. public NetStatus = false;
  69. /**
  70. * stop Animations falg;
  71. */
  72. public AniFalg = false;
  73. Channel;
  74. /**
  75. * info
  76. */
  77. private USERINFO = {
  78. userId:"",
  79. uTim:Number,
  80. score:0,
  81. }
  82. /**
  83. * player排行
  84. */
  85. private MyRank = null;
  86. public LorR = 0;//0 for right
  87. public static readonly instance = new Global();//全局下不可少
  88. private constructor() { };
  89. /**
  90. * return the local score
  91. */
  92. public getLocalScore(){
  93. return this.LocalScore;
  94. }
  95. /**
  96. * return the remote score
  97. */
  98. public getRemoteScore(){
  99. return this.remoteScore;
  100. }
  101. public setRemoteScore(score){
  102. this.remoteScore = score;
  103. }
  104. /**
  105. * 开始场景节点获取
  106. */
  107. public getSN(){
  108. return this.StartNode;
  109. }
  110. /**
  111. *
  112. * @param sn 开始场景节点
  113. */
  114. public setSN(sn){
  115. this.StartNode = sn;
  116. }
  117. /**
  118. * 主场景节点获取
  119. */
  120. public getMN(){
  121. return this.MainNode;
  122. }
  123. /**
  124. *
  125. * @param mn 主场景节点
  126. */
  127. public setMN(mn){
  128. this.MainNode = mn
  129. }
  130. /**
  131. * 获取玩家信息
  132. */
  133. public GetUSer(){
  134. return this.USERINFO;
  135. }
  136. /**
  137. * 设置玩家信息
  138. * @param user 玩家
  139. */
  140. public SetUser(user){
  141. this.USERINFO = user;
  142. }
  143. /**
  144. * 获取个人排行
  145. */
  146. public GetR(){
  147. return this.MyRank;
  148. }
  149. /**
  150. * 设置个人排行
  151. * @param r 排行
  152. */
  153. public SetR(r){
  154. this.MyRank = r;
  155. }
  156. /**
  157. * 获取排行分数
  158. */
  159. public GetS(){
  160. return this.remoteScore;
  161. }
  162. /**
  163. * 设置排行分数
  164. * @param s 分数
  165. */
  166. public SetS(s){
  167. this.remoteScore = s;
  168. }
  169. }
  170. /**
  171. * 这里应当添加当前局分数存储,
  172. * 只需要游戏最高分
  173. * 从服务器获取的分数也是先与本地分数对比,交换,
  174. * 拿到最高分,上传;
  175. * 之后刷新排行榜
  176. */