72605d56-81ac-477a-9fc6-d48d39956e27.js 40 KB

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  1. "use strict";
  2. cc._RF.push(module, '726051WgaxHep/G1I05lW4n', 'MainScene');
  3. // Script/MainScene.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 Global_1 = require("./Global");
  26. var _a = cc._decorator, ccclass = _a.ccclass, property = _a.property;
  27. var MainScene = /** @class */ (function (_super) {
  28. __extends(MainScene, _super);
  29. function MainScene() {
  30. var _this = _super !== null && _super.apply(this, arguments) || this;
  31. _this.boli = null;
  32. _this.dici = null;
  33. _this.lvdai = null;
  34. _this.shandian = null;
  35. _this.tanhuang = null;
  36. _this.Opplvdai = null;
  37. _this.GD = null;
  38. _this.failure = null;
  39. _this.fuhuo = null;
  40. _this.Player = null;
  41. _this.FHolderNode = null;
  42. _this.Bg = null;
  43. _this.LifeDing = null;
  44. _this.LEFT = null;
  45. _this.RIGHT = null;
  46. _this.output = null;
  47. // LIFE-CYCLE CALLBACKS:
  48. /**
  49. * 上一个落脚点生成时间
  50. */
  51. _this.STime = 0;
  52. /**
  53. * 当前落脚点生成时间
  54. */
  55. _this.ETime = 0;
  56. /** Left*/
  57. _this.LkeyDown = false;
  58. /** Right*/
  59. _this.RkeyDown = false;
  60. /**the loght FootHolder F */
  61. _this.lightF = false;
  62. _this.moveFalg = "";
  63. _this.USERINFO = {
  64. userId: "",
  65. score: 0,
  66. };
  67. return _this;
  68. }
  69. MainScene.prototype.onLoad = function () {
  70. var time = cc.sys.localStorage.getItem("hfsj");
  71. if (time == null || time == undefined || time == "") {
  72. cc.sys.localStorage.setItem("hfsj", "99");
  73. }
  74. this.LifeDing.zIndex = 10;
  75. this.FHolderNode.zIndex = 9;
  76. Global_1.default.instance.setMN(this.node);
  77. this.STime = Date.now();
  78. var FHolder = cc.instantiate(this.GD);
  79. this.FHolderNode.addChild(FHolder, 10, "GD");
  80. FHolder.getComponent("GD").init(this, 1);
  81. FHolder.y = -150;
  82. var FHolder2 = cc.instantiate(this.lvdai);
  83. this.FHolderNode.addChild(FHolder2, 10, "lvdai");
  84. FHolder2.getComponent("lvdai").init(this);
  85. FHolder2.y = -300;
  86. // let FHolder2 = cc.instantiate(this.tanhuang);
  87. // this.FHolderNode.addChild(FHolder2,10,"tanhuang");
  88. // FHolder2.getComponent("tanhuang").init(this);
  89. // FHolder2.y = -300;
  90. var FHolder3 = cc.instantiate(this.GD);
  91. this.FHolderNode.addChild(FHolder3, 10, "GD");
  92. FHolder3.getComponent("GD").init(this, 1);
  93. FHolder3.y = -450;
  94. // this.Player.active = false;
  95. this.Player.x = FHolder.x;
  96. // this.Player.y = FHolder.y+60;
  97. this.Player.zIndex = 11;
  98. for (var i = 0; i < this.LifeDing.children.length; i++) {
  99. if (this.LifeDing.children[i].name == "lifeBG") {
  100. if (!this.LifeDing.children[i].active) {
  101. this.LifeDing.children[i].active = true;
  102. }
  103. Global_1.default.instance.reLife.push(this.LifeDing.children[i]);
  104. }
  105. }
  106. cc.director.getCollisionManager().enabled = true;
  107. // cc.director.getCollisionManager().enabledDebugDraw = true;
  108. cc.director.getCollisionManager().enabledDrawBoundingBox = false;
  109. };
  110. MainScene.prototype.playtansound = function () {
  111. if (Global_1.default.instance.OverFlag == false) {
  112. cc.loader.loadRes("tan", cc.AudioClip, function (err, clip) {
  113. var audioID = cc.audioEngine.play(clip, false, 0.5);
  114. });
  115. }
  116. };
  117. MainScene.prototype.playdeadsound = function () {
  118. cc.loader.loadRes("dead", cc.AudioClip, function (err, clip) {
  119. var audioID = cc.audioEngine.play(clip, false, 0.5);
  120. });
  121. };
  122. MainScene.prototype.start = function () {
  123. };
  124. MainScene.prototype.update = function (dt) {
  125. // console.log(Global.instance.CollisionFlag);
  126. this.MoveBg();
  127. Global_1.default.instance.moveSpeed = 1;
  128. var FHolder;
  129. if ((this.ETime - this.STime) > (1200 - (180 * (Global_1.default.instance.FHFallSpeed - 2)))) { //控制落脚点之间的间距,间距144px
  130. this.STime = Date.now();
  131. if (!Global_1.default.instance.OverFlag) {
  132. FHolder = this.FootHoldGenerator(null);
  133. // this.Score();
  134. }
  135. }
  136. this.FHolder();
  137. this.reduceLife();
  138. if (Global_1.default.instance.CollisionFlag) { //左右传送带减速
  139. switch (Global_1.default.instance.KIND_FootHold) {
  140. case 3: {
  141. this.Player.x += 2;
  142. break;
  143. }
  144. case 4: {
  145. this.Player.x -= 2;
  146. break;
  147. }
  148. case 7: {
  149. if (Global_1.default.instance.LorR == 1) {
  150. this.Player.x--;
  151. }
  152. else {
  153. this.Player.x++;
  154. }
  155. break;
  156. }
  157. default: {
  158. break;
  159. }
  160. }
  161. }
  162. if (this.Player.x < -180) {
  163. this.Player.x = -180;
  164. }
  165. if (this.Player.x > 180) {
  166. this.Player.x = 180;
  167. }
  168. if (this.Player.y < (-510)) {
  169. for (var i = 0; i < this.LifeDing.children.length; i++) {
  170. if (this.LifeDing.children[i].name == "lifeBG") {
  171. this.LifeDing.children[i].active = false;
  172. }
  173. }
  174. this.gameOver();
  175. }
  176. if (Global_1.default.instance.reLife.length == 0) {
  177. this.gameOver();
  178. }
  179. this.ETime = Date.now();
  180. var AllChildren = new Array();
  181. var GDChildren = new Array();
  182. AllChildren = this.node.getChildByName("BgNode").getChildByName("FHolder").children;
  183. for (var i = 0; i < AllChildren.length; i++) {
  184. if (AllChildren[i].name == "GD") {
  185. GDChildren.push(AllChildren[i]);
  186. }
  187. }
  188. // cc.systemEvent.on(cc.SystemEvent.EventType.KEY_DOWN,this.onKeyDown,this);
  189. //cc.systemEvent.on(cc.SystemEvent.EventType.KEY_UP,this.onKeyUp,this);
  190. this.Listener();
  191. };
  192. MainScene.prototype.Listener = function () {
  193. var _this = this;
  194. var btnClickArr = new Array(2);
  195. if (!this.LkeyDown) {
  196. this.RIGHT.node.on(cc.Node.EventType.TOUCH_START, this.BtnTurnRight, this);
  197. this.RIGHT.node.on(cc.Node.EventType.TOUCH_MOVE, this.BtnTurnRight, this);
  198. this.RIGHT.node.on(cc.Node.EventType.TOUCH_CANCEL, this.onKeyUp, this);
  199. btnClickArr.push(this.RIGHT);
  200. this.RIGHT.node.on(cc.Node.EventType.TOUCH_END, function () {
  201. _this.onKeyUp;
  202. }, this);
  203. }
  204. else {
  205. this.RIGHT.node.off(cc.Node.EventType.TOUCH_START, this.BtnTurnRight, this);
  206. this.RIGHT.node.off(cc.Node.EventType.TOUCH_MOVE, this.BtnTurnRight, this);
  207. this.RIGHT.node.off(cc.Node.EventType.TOUCH_CANCEL, this.onKeyUp, this);
  208. this.RIGHT.node.off(cc.Node.EventType.TOUCH_END, function () {
  209. _this.onKeyUp;
  210. }, this);
  211. }
  212. if (!this.RkeyDown) {
  213. this.LEFT.node.on(cc.Node.EventType.TOUCH_START, this.BtnTurnLeft, this);
  214. this.LEFT.node.on(cc.Node.EventType.TOUCH_MOVE, this.BtnTurnLeft, this);
  215. this.LEFT.node.on(cc.Node.EventType.TOUCH_CANCEL, this.onKeyUp, this);
  216. // btnClickArr.push(this.LEFT);
  217. this.LEFT.node.on(cc.Node.EventType.TOUCH_END, function () {
  218. _this.onKeyUp;
  219. }, this);
  220. }
  221. else {
  222. this.LEFT.node.off(cc.Node.EventType.TOUCH_START, this.BtnTurnLeft, this);
  223. this.LEFT.node.off(cc.Node.EventType.TOUCH_MOVE, this.BtnTurnLeft, this);
  224. this.LEFT.node.off(cc.Node.EventType.TOUCH_CANCEL, this.onKeyUp, this);
  225. this.LEFT.node.off(cc.Node.EventType.TOUCH_END, function () {
  226. _this.onKeyUp;
  227. }, this);
  228. }
  229. };
  230. MainScene.prototype.StopAni = function (self) {
  231. if (!Global_1.default.instance.AniFalg) {
  232. var FHolder = self.node.getChildByName("BgNode").getChildByName("FHolder").children;
  233. var Fname = void 0;
  234. for (var i = 0; FHolder.length; i++) {
  235. if (i == FHolder.length - 1) {
  236. Global_1.default.instance.AniFalg = true;
  237. return;
  238. }
  239. Fname = FHolder[i].name;
  240. FHolder[i].getComponent(Fname).enabled = false;
  241. }
  242. }
  243. };
  244. /**
  245. * player 移出落脚点
  246. */
  247. MainScene.prototype.FHolder = function () {
  248. var self = this;
  249. var FHArray = this.FHolderNode.children;
  250. var Ani; //the Animation of Player when player fall down
  251. var Anistate; //the state of Ani;
  252. for (var i = FHArray.length - 1; i >= 0; i--) {
  253. if (FHArray[i].isHold) {
  254. // let nameNode:string = FHArray[i].name;
  255. if (self.Player.x > (FHArray[i].x + 75)) {
  256. Global_1.default.instance.CollisionFlag = false;
  257. FHArray[i].isHold = false;
  258. // this.Score();
  259. }
  260. else if (self.Player.x < (FHArray[i].x - 75)) {
  261. Global_1.default.instance.CollisionFlag = false;
  262. FHArray[i].isHold = false;
  263. // this.Score();
  264. }
  265. else {
  266. Global_1.default.instance.CollisionFlag = true;
  267. FHArray[i].isHold = true;
  268. }
  269. }
  270. }
  271. };
  272. /**
  273. * 移动背景,初始移动速度200px/s
  274. */
  275. MainScene.prototype.MoveBg = function () {
  276. var Bg0 = this.Bg.getChildByName("Bg_0");
  277. var Bg1 = this.Bg.getChildByName("Bg_1");
  278. if (Global_1.default.instance.OverFlag) {
  279. }
  280. else {
  281. Bg0.y += Global_1.default.instance.FHFallSpeed + 1;
  282. Bg1.y += Global_1.default.instance.FHFallSpeed + 1;
  283. if (Bg0.y > 946) {
  284. Bg0.y = -946;
  285. }
  286. if (Bg1.y > 946) {
  287. Bg1.y = -946;
  288. }
  289. }
  290. };
  291. /**
  292. * 生成落脚点
  293. */
  294. MainScene.prototype.FootHoldGenerator = function (rtpe) {
  295. var self = this;
  296. var Magnification = 0;
  297. var f = parseInt(self.LifeDing.getChildByName("Floor").getComponent(cc.Label).string);
  298. if (f < 20) {
  299. Magnification = 2;
  300. }
  301. else if (f < 40) {
  302. Magnification = 4;
  303. }
  304. else if (f < 60) {
  305. Magnification = 6;
  306. }
  307. else if (f < 80) {
  308. Magnification = 8;
  309. }
  310. else {
  311. Magnification = 8;
  312. }
  313. var KindHolder = Math.ceil(Math.random() * Magnification);
  314. // KindHolder = 7;
  315. var FHolder;
  316. // KindHolder = Math.ceil(Math.random()*7);
  317. if (KindHolder == 3 || KindHolder == 4) {
  318. var va = Math.random() * 10;
  319. if (va >= 1 && va < 4) {
  320. KindHolder = 7;
  321. }
  322. else if (va >= 4 && va < 10) {
  323. KindHolder = 5;
  324. }
  325. //KindHolder = 5;
  326. console.log("KindHolder gb: " + KindHolder);
  327. }
  328. if (rtpe != null) {
  329. KindHolder = rtpe;
  330. console.log("KindHolder gb2: " + KindHolder);
  331. }
  332. this.ETime = Date.now();
  333. switch (KindHolder) {
  334. case 1: {
  335. FHolder = cc.instantiate(self.GD);
  336. self.FHolderNode.addChild(FHolder, 5, "GD");
  337. FHolder.getComponent("GD").init(self, 1);
  338. FHolder.isHold = false;
  339. // console.log("产生第一种落脚点");
  340. break;
  341. }
  342. case 2: {
  343. FHolder = cc.instantiate(self.GD);
  344. self.FHolderNode.addChild(FHolder, 5, "GD");
  345. FHolder.getComponent("GD").init(self, 7);
  346. FHolder.isHold = false;
  347. /*self.FootHoldGenerator();
  348. FHolder = cc.instantiate(self.tanhuang);
  349. self.FHolderNode.addChild(FHolder,5,"tanhuang");
  350. FHolder.getComponent("tanhuang").init(self);
  351. FHolder.isHold = false;
  352. // // console.log("产生第五种落脚点");
  353. // break;*/
  354. break;
  355. }
  356. case 3: {
  357. FHolder = cc.instantiate(self.lvdai);
  358. self.FHolderNode.addChild(FHolder, 5, "lvdai");
  359. FHolder.getComponent("lvdai").init(self);
  360. FHolder.isHold = false;
  361. // console.log("产生第二种落脚点");
  362. console.log(" 创建滚动 ");
  363. break;
  364. }
  365. case 4: {
  366. FHolder = cc.instantiate(self.lvdai);
  367. self.FHolderNode.addChild(FHolder, 5, "lvdai");
  368. FHolder.getComponent("lvdai").init(self);
  369. FHolder.isHold = false;
  370. // console.log("产生第五种落脚点");
  371. console.log(" 创建滚动1 ");
  372. break;
  373. }
  374. case 5: {
  375. FHolder = cc.instantiate(self.boli);
  376. self.FHolderNode.addChild(FHolder, 5, "boli");
  377. FHolder.getComponent("boli").init(self);
  378. FHolder.isHold = false;
  379. // console.log("产生第三种落脚点");
  380. break;
  381. }
  382. case 6: {
  383. FHolder = cc.instantiate(self.dici);
  384. self.FHolderNode.addChild(FHolder, 5, "dici");
  385. FHolder.getComponent("dici").init(self);
  386. FHolder.isHold = false;
  387. // console.log("产生第四种落脚点");
  388. break;
  389. }
  390. case 7: {
  391. FHolder = cc.instantiate(self.GD);
  392. self.FHolderNode.addChild(FHolder, 5, "GD");
  393. FHolder.getComponent("GD").init(self, 7);
  394. FHolder.isHold = false;
  395. break;
  396. }
  397. case 8: {
  398. if (self.lightF) {
  399. self.lightF = false;
  400. self.FootHoldGenerator(null);
  401. break;
  402. }
  403. FHolder = cc.instantiate(self.shandian);
  404. self.FHolderNode.addChild(FHolder, 5, "shandian");
  405. FHolder.getComponent("shandian").init(self);
  406. FHolder.isHold = false;
  407. self.lightF = true;
  408. break;
  409. }
  410. // default:{
  411. // FHolder = cc.instantiate(self.GD);
  412. // self.FHolderNode.addChild(FHolder,5,"GD");
  413. // FHolder.getComponent("GD").init(self);
  414. // FHolder.getComponent("GD").enabled = true;
  415. // FHolder.getComponent("MoveGD").init(self);
  416. // FHolder.getComponent("MoveGD").enabled = false;
  417. // FHolder.isHold = false;
  418. // // console.log("默认产生第一种落脚点");
  419. // }
  420. // break;
  421. }
  422. return FHolder;
  423. };
  424. /**
  425. * 按钮触发,向左,长按事件
  426. */
  427. MainScene.prototype.BtnTurnLeft = function (event) {
  428. var self = this;
  429. if (self.RkeyDown) {
  430. return;
  431. }
  432. else {
  433. self.LkeyDown = true;
  434. self.RkeyDown = false;
  435. this.BtnLorR(event);
  436. }
  437. };
  438. /**
  439. * 按钮触发,向右,长按事件,长按响应未解决
  440. */
  441. MainScene.prototype.BtnTurnRight = function (event) {
  442. var self = this;
  443. if (self.LkeyDown) {
  444. return;
  445. }
  446. else {
  447. self.LkeyDown = false;
  448. self.RkeyDown = true;
  449. this.BtnLorR(event);
  450. }
  451. };
  452. /**
  453. * btn触发事件
  454. * @param event 按钮触发事件
  455. */
  456. MainScene.prototype.BtnLorR = function (event) {
  457. var self = this;
  458. Global_1.default.instance.moveSpeed = 1;
  459. var schedule = cc.director.getScheduler();
  460. var stand = self.Player.getChildByName("stand");
  461. var runRight = self.Player.getChildByName("runRight");
  462. var run = self.Player.getChildByName("run");
  463. var Ani; //the animation of player
  464. var Anistate; //the Ani's state
  465. var Anistring; //the name of Ani
  466. var moveByTime = 1;
  467. var scheduleState = false; //the schedule's state
  468. var schedulePause = true;
  469. var target = null; //the target which is binged to schedule
  470. var moveByDes = Global_1.default.instance.moveSpeed * 120 + 40;
  471. if (self.LkeyDown) {
  472. target = self.LEFT;
  473. moveByTime = 1;
  474. moveByDes = -moveByDes;
  475. scheduleState = schedule.isScheduled(func, target);
  476. // self.output.getComponent(cc.Label).string = Anistring;
  477. schedulePause = schedule.isTargetPaused(target);
  478. Ani = run.getComponent(cc.Animation);
  479. Anistring = "run";
  480. stand.active = false;
  481. runRight.active = false;
  482. run.active = true;
  483. // self.output.getComponent(cc.Label).string = Anistring;
  484. if (!Global_1.default.instance.CollisionFlag) {
  485. moveByTime = 1;
  486. }
  487. else {
  488. switch (Global_1.default.instance.KIND_FootHold) {
  489. case 2: {
  490. moveByTime = 4.1;
  491. self.output.getComponent(cc.Label).string = Global_1.default.instance.KIND_FootHold + "2";
  492. break;
  493. }
  494. case 5: {
  495. moveByTime = 3.9;
  496. // self.output.getComponent(cc.Label).string = Global.instance.KIND_FootHold+"5";
  497. break;
  498. }
  499. }
  500. ;
  501. }
  502. }
  503. if (self.RkeyDown) {
  504. target = self.RIGHT;
  505. moveByTime = 1;
  506. moveByDes = moveByDes;
  507. scheduleState = schedule.isScheduled(func, target);
  508. // self.output.getComponent(cc.Label).string = Anistring;
  509. schedulePause = schedule.isTargetPaused(target);
  510. Ani = runRight.getComponent(cc.Animation);
  511. Anistring = "runR";
  512. stand.active = false;
  513. runRight.active = true;
  514. run.active = false;
  515. // self.output.getComponent(cc.Label).string = Anistring;
  516. if (!Global_1.default.instance.CollisionFlag) {
  517. moveByTime = 1;
  518. }
  519. else {
  520. switch (Global_1.default.instance.KIND_FootHold) {
  521. case 2: {
  522. moveByTime = 4.1;
  523. // self.output.getComponent(cc.Label).string = Global.instance.KIND_FootHold+"2";
  524. break;
  525. }
  526. case 5: {
  527. moveByTime = 3.9;
  528. // self.output.getComponent(cc.Label).string = Global.instance.KIND_FootHold+"5";
  529. break;
  530. }
  531. }
  532. ;
  533. }
  534. }
  535. var funcFlag = false;
  536. switch (event.type) {
  537. case "touchstart": {
  538. if (!(self.moveFalg.length == 0)) {
  539. break;
  540. }
  541. self.moveFalg = "touchstart";
  542. if (!scheduleState) {
  543. // self.output.getComponent(cc.Label).string = movefalg;
  544. schedule.schedule(func, target, 0);
  545. }
  546. ;
  547. if (schedulePause) {
  548. schedule.resumeTarget(target);
  549. }
  550. ;
  551. break;
  552. }
  553. case "touchmove": {
  554. if (!(self.moveFalg.length == 0)) {
  555. break;
  556. }
  557. self.moveFalg = "touchmove";
  558. // self.output.getComponent(cc.Label).string = movefalg;
  559. if (!scheduleState) {
  560. schedule.schedule(func, target, 0);
  561. }
  562. ;
  563. if (schedulePause) {
  564. schedule.resumeTarget(target);
  565. }
  566. ;
  567. break;
  568. }
  569. case "touchcancel": {
  570. break;
  571. }
  572. case "touchend": {
  573. // self.output.getComponent(cc.Label).string = "touchend";
  574. schedule.pauseTarget(target);
  575. self.Player.stopAllActions();
  576. Ani.stop(Anistring);
  577. moveByTime = 1;
  578. moveByDes = Global_1.default.instance.moveSpeed * 120 + 40;
  579. switch (Anistring) {
  580. case "run": {
  581. run.active = false;
  582. runRight.active = false;
  583. stand.active = true;
  584. self.LkeyDown = false;
  585. self.RkeyDown = false;
  586. moveByDes = Global_1.default.instance.moveSpeed / 2;
  587. break;
  588. }
  589. case "runR": {
  590. run.active = false;
  591. runRight.active = false;
  592. stand.active = true;
  593. self.LkeyDown = false;
  594. self.RkeyDown = false;
  595. moveByDes = Global_1.default.instance.moveSpeed / 2;
  596. break;
  597. }
  598. }
  599. funcFlag = false;
  600. self.moveFalg = "";
  601. break;
  602. }
  603. }
  604. function func() {
  605. if (funcFlag) {
  606. return;
  607. }
  608. if (Global_1.default.instance.CollisionFlag) {
  609. moveByTime = 1;
  610. }
  611. var spawn = cc.spawn(cc.callFunc(function () {
  612. self.Player.runAction(cc.moveBy(moveByTime, moveByDes, 0));
  613. }), cc.callFunc(function () {
  614. Anistate = Ani.play(Anistring);
  615. Anistate.speed = 1;
  616. Anistate.repeatCount = 100;
  617. Anistate = Ani.playAdditive(Anistring);
  618. }));
  619. self.Player.runAction(spawn);
  620. funcFlag = true;
  621. }
  622. };
  623. /**
  624. * 返回键监听
  625. * @param event 按下返回键退出游戏
  626. */
  627. MainScene.prototype.AniPlayer = function (Ani, Anistate, moveByTime, moveByDes, Key, AniName, self) {
  628. Ani = Key.getComponent(cc.Animation);
  629. var spawn = cc.spawn(cc.callFunc(function () {
  630. self.Player.runAction(cc.moveBy(moveByTime, moveByDes, 0));
  631. }), cc.callFunc(function () {
  632. Anistate = Ani.play(AniName);
  633. Anistate.speed = 2;
  634. Anistate.repeatCount = 100;
  635. }));
  636. self.Player.runAction(spawn);
  637. if (!Ani.state) {
  638. var spawn2 = cc.spawn(cc.callFunc(function () {
  639. self.Player.runAction(cc.moveBy(moveByTime, moveByDes, 0));
  640. }), cc.callFunc(function () {
  641. Anistate = Ani.play(AniName);
  642. Anistate.speed = 2;
  643. Anistate.repeatCount = 100;
  644. }));
  645. self.Player.runAction(spawn2);
  646. }
  647. };
  648. /**
  649. * 抬起动画停止
  650. * @param event 抬起左右键触发
  651. */
  652. MainScene.prototype.onKeyUp = function (event) {
  653. var self = this;
  654. self.LkeyDown = false;
  655. this.RkeyDown = false;
  656. self.Player.stopAllActions();
  657. var stand = this.Player.getChildByName("stand");
  658. var runRight = this.Player.getChildByName("runRight");
  659. var run = this.Player.getChildByName("run");
  660. stand.active = true;
  661. run.active = false;
  662. runRight.active = false;
  663. };
  664. /**
  665. * gameover
  666. */
  667. MainScene.prototype.gameOver = function () {
  668. var self = this;
  669. self.Player.stopAllActions();
  670. Global_1.default.instance.CollisionFlag = false;
  671. // self.Player.getComponent(cc.BoxCollider).enabled = false;
  672. self.Player.getComponent("Playcontroler").enabled = false;
  673. try {
  674. self.Player.getComponent(cc.Animation).stop();
  675. }
  676. catch (error) {
  677. self.node.getChildByName("output").getComponent(cc.Label).string = error;
  678. }
  679. self.Player.getChildByName("stand").active = true;
  680. self.Player.getChildByName("runRight").active = false;
  681. self.Player.getChildByName("run").active = false;
  682. self.Player.y -= Global_1.default.instance.InitSpeed;
  683. var AllFH = self.node.getChildByName("BgNode").getChildByName("FHolder").children;
  684. for (var i = 0; i < AllFH.length; i++) {
  685. var FHNA = AllFH[i].name;
  686. AllFH[i].getComponent(FHNA).enabled = false;
  687. AllFH[i].isHold = false;
  688. if (FHNA == "GD") {
  689. AllFH[i].getChildByName("gd").getComponent("CliGD").enabled = false;
  690. }
  691. }
  692. self.StopAni(self);
  693. var failure;
  694. var Ani;
  695. var Anistate;
  696. var BestScore;
  697. var thisScore;
  698. var lessScore;
  699. var Score;
  700. var fuhuo;
  701. var FAni;
  702. var FAnistate;
  703. self.LEFT.node.active = false;
  704. self.RIGHT.node.active = false;
  705. failure = cc.instantiate(self.failure);
  706. fuhuo = cc.instantiate(self.fuhuo);
  707. var fhuoBtnRank = fuhuo.getChildByName("cd").getChildByName("RankScene").getComponent(cc.Button);
  708. var fhuoBtnreGame = fuhuo.getChildByName("zl").getChildByName("rePlay").getComponent(cc.Button);
  709. var fhuoBtnFhuo = fuhuo.getChildByName("fh").getChildByName("rePlay").getComponent(cc.Button);
  710. var RankEventHandler = new cc.Component.EventHandler();
  711. var reGameEventHandler = new cc.Component.EventHandler();
  712. var FhuoEventHandler = new cc.Component.EventHandler();
  713. //open the ranking
  714. RankEventHandler.target = self.node;
  715. RankEventHandler.component = "MainScene";
  716. RankEventHandler.handler = "FBtnCB_Rank";
  717. RankEventHandler.customEventData = null;
  718. fhuoBtnRank.clickEvents.push(RankEventHandler);
  719. //replay
  720. reGameEventHandler.target = self.node;
  721. reGameEventHandler.component = "MainScene";
  722. reGameEventHandler.handler = "restart";
  723. reGameEventHandler.customEventData = null;
  724. fhuoBtnreGame.clickEvents.push(reGameEventHandler);
  725. //fh立即复活会有其他功能暂时用重新开始代替
  726. FhuoEventHandler.target = self.node;
  727. FhuoEventHandler.component = "MainScene";
  728. FhuoEventHandler.handler = "FBtnCB_rePlay";
  729. FhuoEventHandler.customEventData = null;
  730. fhuoBtnFhuo.clickEvents.push(FhuoEventHandler);
  731. if (!Global_1.default.instance.OverFlag) {
  732. Global_1.default.instance.OverFlag = true;
  733. self.StoregeScore();
  734. // self.UpdateScore();
  735. failure.y = -20;
  736. fuhuo.y = 0;
  737. thisScore = parseInt(self.LifeDing.getChildByName("Floor").getComponent(cc.Label).string);
  738. lessScore = failure.getChildByName("jl").getChildByName("LessScore");
  739. BestScore = Global_1.default.instance.getLocalScore().BestScore;
  740. Global_1.default.instance.GetUSer().score = BestScore;
  741. self.UpLoadScore();
  742. if (BestScore - thisScore <= 0) {
  743. failure.getChildByName("jl").active = false;
  744. }
  745. else {
  746. lessScore.getComponent(cc.Label).string = (BestScore - thisScore).toString();
  747. }
  748. Score = failure.getChildByName("cj").getChildByName("Score");
  749. self.node.addChild(failure);
  750. self.node.addChild(fuhuo);
  751. Score.getComponent(cc.Label).string = self.LifeDing.getChildByName("Floor").getComponent(cc.Label).string;
  752. Ani = failure.getComponent(cc.Animation); //the animation of failure;
  753. FAni = fuhuo.getComponent(cc.Animation);
  754. Anistate = Ani.play("shibai"); //the state of Ani;
  755. Anistate.speed = 1;
  756. Anistate.repeatCount = 1;
  757. }
  758. else {
  759. return;
  760. }
  761. self.playdeadsound();
  762. console.log("游戏结束!!!");
  763. };
  764. /**
  765. * 复活按钮的回调函数:打开排行榜
  766. */
  767. MainScene.prototype.FBtnCB_Rank = function (self) {
  768. this.destroy();
  769. cc.director.loadScene("EndScene");
  770. };
  771. /**
  772. * 复活按钮的回调函数:立即复活
  773. */
  774. MainScene.prototype.FBtnCB_rePlay = function () {
  775. cc.sys.localStorage.setItem("hfsj", "99");
  776. var self = this;
  777. Global_1.default.instance.OverFlag = false;
  778. Global_1.default.instance.AniFalg = false;
  779. Global_1.default.instance.LorR = 0;
  780. Global_1.default.instance.InitSpeed = 8.5;
  781. Global_1.default.instance.moveSpeed = 1;
  782. // Global.instance.FHFallSpeed = 2;
  783. Global_1.default.instance.CollisionFlag = false;
  784. Global_1.default.instance.CollisionWithDing = false;
  785. Global_1.default.instance.TheHolder = null;
  786. Global_1.default.instance.KIND_FootHold = 0;
  787. // this.RIGHT.node.off(cc.Node.EventType.TOUCH_START,this.BtnTurnRight,this);
  788. // this.RIGHT.node.off(cc.Node.EventType.TOUCH_MOVE,this.BtnTurnRight,this);
  789. // this.RIGHT.node.off(cc.Node.EventType.TOUCH_CANCEL,this.onKeyUp,this);
  790. this.LEFT.node.active = true;
  791. this.RIGHT.node.active = true;
  792. this.LkeyDown = false;
  793. this.RkeyDown = false;
  794. this.moveFalg = "";
  795. this.Player.y = 300;
  796. this.Player.x = 0;
  797. this.Player.getComponent("Playcontroler").enabled = true;
  798. this.Player.getComponent(cc.BoxCollider).enabled = true;
  799. var AllFH = this.node.getChildByName("BgNode").getChildByName("FHolder").children;
  800. this.node.getChildByName("SB").destroy();
  801. this.node.getChildByName("fuhuo1").destroy();
  802. for (var i = 0; i < this.LifeDing.children.length; i++) {
  803. //for(let i=0;i<2;i++){
  804. if (this.LifeDing.children[i].name == "lifeBG") {
  805. if (!this.LifeDing.children[i].active) {
  806. this.LifeDing.children[i].active = true;
  807. }
  808. Global_1.default.instance.reLife.push(this.LifeDing.children[i]);
  809. }
  810. }
  811. this.Player.getComponent(cc.BoxCollider).enabled = false;
  812. for (var i = 0; i < AllFH.length; i++) {
  813. AllFH[i].destroy();
  814. }
  815. var F = this.FootHoldGenerator(1);
  816. F.y = -380;
  817. this.scheduleOnce(function () {
  818. self.Player.getComponent(cc.BoxCollider).enabled = true;
  819. }, 0.5);
  820. };
  821. /**
  822. * restart
  823. */
  824. MainScene.prototype.restart = function () {
  825. this.destroy();
  826. cc.director.loadScene("MainScene");
  827. cc.director.resume();
  828. Global_1.default.instance.OverFlag = false;
  829. Global_1.default.instance.AniFalg = false;
  830. Global_1.default.instance.LorR = 0;
  831. Global_1.default.instance.InitSpeed = 8.5;
  832. Global_1.default.instance.moveSpeed = 1;
  833. Global_1.default.instance.FHFallSpeed = 2;
  834. Global_1.default.instance.CollisionFlag = false;
  835. Global_1.default.instance.CollisionWithDing = false;
  836. Global_1.default.instance.TheHolder = null;
  837. Global_1.default.instance.KIND_FootHold = 0;
  838. // this.RIGHT.node.off(cc.Node.EventType.TOUCH_START,this.BtnTurnRight,this);
  839. // this.RIGHT.node.off(cc.Node.EventType.TOUCH_MOVE,this.BtnTurnRight,this);
  840. // this.RIGHT.node.off(cc.Node.EventType.TOUCH_CANCEL,this.onKeyUp,this);
  841. this.LEFT.node.active = true;
  842. this.RIGHT.node.active = true;
  843. this.LkeyDown = false;
  844. this.RkeyDown = false;
  845. // this.moveFalg = "";
  846. this.Player.y = 300;
  847. // this.Score();
  848. };
  849. /**
  850. * 受到伤害,命数减一
  851. */
  852. MainScene.prototype.reduceLife = function () {
  853. var self = this;
  854. var Ls = new Array();
  855. var reLCount = 0;
  856. var FHolder = self.node.getChildByName("BgNode").getChildByName("FHolder").children;
  857. for (var i = 0; i < FHolder.length; i++) {
  858. if (FHolder[i].isHold) {
  859. if (!Global_1.default.instance.CollisionFlag) {
  860. FHolder[i].isHold = false;
  861. var box = FHolder[i].getComponent(cc.BoxCollider);
  862. box.enabled = false;
  863. }
  864. }
  865. }
  866. //
  867. for (var i = self.LifeDing.children.length - 1; i >= 0; i--) {
  868. if (self.LifeDing.children[i].name == "lifeBG") {
  869. if (Global_1.default.instance.Injured || Global_1.default.instance.CollisionWithDing) {
  870. if (self.LifeDing.children[i].active) {
  871. self.LifeDing.children[i].active = false;
  872. Global_1.default.instance.Injured = false;
  873. Global_1.default.instance.CollisionFlag = false;
  874. Global_1.default.instance.CollisionWithDing = false;
  875. }
  876. }
  877. Ls.push(self.LifeDing.children[i]);
  878. }
  879. }
  880. Global_1.default.instance.reLife = [];
  881. for (var i = 0; i < Ls.length; i++) {
  882. if (Ls[i].active) {
  883. Global_1.default.instance.reLife.push(Ls[i]); //player剩余的命数
  884. }
  885. }
  886. //
  887. var time = cc.sys.localStorage.getItem("hfsj");
  888. //console.log( time + "当前血 : " + Global.instance.reLife.length);
  889. if (Global_1.default.instance.reLife.length < 3) {
  890. if (time == 99) {
  891. var time_1 = Math.floor(Date.now() / 1000);
  892. cc.sys.localStorage.setItem("hfsj", time_1);
  893. }
  894. else {
  895. var time_2 = Math.floor(Date.now() / 1000);
  896. var timlod = parseInt(cc.sys.localStorage.getItem("hfsj"));
  897. var sub = time_2 - timlod;
  898. if (sub >= 20) {
  899. var sizes = Global_1.default.instance.reLife.length + 2;
  900. Global_1.default.instance.reLife = [];
  901. for (var i = 0; i < sizes; i++) {
  902. if (this.LifeDing.children[i].name == "lifeBG") {
  903. if (!this.LifeDing.children[i].active) {
  904. this.LifeDing.children[i].active = true;
  905. }
  906. Global_1.default.instance.reLife.push(this.LifeDing.children[i]);
  907. // console.log("push --------------" + i);
  908. }
  909. }
  910. cc.sys.localStorage.setItem("hfsj", time_2);
  911. // console.log(sizes + "恢复血+1---------------------------------------" + Global.instance.reLife.length);
  912. }
  913. }
  914. }
  915. else {
  916. cc.sys.localStorage.setItem("hfsj", "99");
  917. }
  918. };
  919. /**
  920. * 每下落一层,分数加一。
  921. */
  922. MainScene.prototype.Score = function () {
  923. var self = this.node;
  924. var scLabel = this.LifeDing.getChildByName("Floor").getComponent(cc.Label);
  925. var sc = parseInt(scLabel.string);
  926. if (!Global_1.default.instance.OverFlag) {
  927. sc = sc + 1;
  928. }
  929. this.playtansound();
  930. console.log("打印一下");
  931. scLabel.string = sc.toString();
  932. var lv = Math.ceil(sc / 50);
  933. if (lv > Global_1.default.instance.LevelAddFlag) {
  934. Global_1.default.instance.LevelAddFlag = lv;
  935. Global_1.default.instance.InitSpeed += 0.25; //每下落50层,player下落速度加0.25
  936. Global_1.default.instance.FHFallSpeed += 1; //没下落50层,落脚点下落速度加快0.5.
  937. }
  938. };
  939. /**
  940. * 本地分数存储
  941. */
  942. MainScene.prototype.StoregeScore = function () {
  943. var self = this;
  944. var localS = Global_1.default.instance.getLocalScore(); //the temp of local score;
  945. var CurrentScore = parseInt(this.LifeDing.getChildByName("Floor").getComponent(cc.Label).string);
  946. Global_1.default.instance.getLocalScore().CurrentScore = CurrentScore;
  947. if (CurrentScore > localS.ThirdScore) {
  948. if (CurrentScore > localS.SecondScore) {
  949. if (CurrentScore > localS.BestScore) {
  950. localS.BestScore = CurrentScore;
  951. return;
  952. }
  953. localS.SecondScore = CurrentScore;
  954. }
  955. localS.ThirdScore = CurrentScore;
  956. }
  957. };
  958. /**
  959. * upload the best score
  960. */
  961. MainScene.prototype.UpLoadScore = function () {
  962. var self = this;
  963. var tmp = Global_1.default.instance.GetUSer();
  964. /* Http.sendRequest("/updateScore",tmp,function(msg){
  965. let x = msg;
  966. if(msg.code!=0){
  967. Global.instance.NetStatus = false;
  968. }
  969. let ux = {
  970. userId:'',
  971. }
  972. console.log(x);
  973. ux.userId = Global.instance.GetUSer().userId;
  974. Http.sendRequest("/rank",ux,function(mmsg){
  975. console.log("------------------3");
  976. let MM = JSON.parse(mmsg.msg);
  977. console.log(MM);
  978. if(Global.instance.GetR()==null||Global.instance.GetR().rank==undefined||Global.instance.GetR().rank<MM.my.rank){
  979. Global.instance.SetR(MM.my.rank);
  980. Global.instance.setRemoteScore(MM.other);
  981. }
  982. });
  983. });*/
  984. };
  985. __decorate([
  986. property(cc.Prefab)
  987. ], MainScene.prototype, "boli", void 0);
  988. __decorate([
  989. property(cc.Prefab)
  990. ], MainScene.prototype, "dici", void 0);
  991. __decorate([
  992. property(cc.Prefab)
  993. ], MainScene.prototype, "lvdai", void 0);
  994. __decorate([
  995. property(cc.Prefab)
  996. ], MainScene.prototype, "shandian", void 0);
  997. __decorate([
  998. property(cc.Prefab)
  999. ], MainScene.prototype, "tanhuang", void 0);
  1000. __decorate([
  1001. property(cc.Prefab)
  1002. ], MainScene.prototype, "Opplvdai", void 0);
  1003. __decorate([
  1004. property(cc.Prefab)
  1005. ], MainScene.prototype, "GD", void 0);
  1006. __decorate([
  1007. property(cc.Prefab)
  1008. ], MainScene.prototype, "failure", void 0);
  1009. __decorate([
  1010. property(cc.Prefab)
  1011. ], MainScene.prototype, "fuhuo", void 0);
  1012. __decorate([
  1013. property(cc.Node)
  1014. ], MainScene.prototype, "Player", void 0);
  1015. __decorate([
  1016. property(cc.Node)
  1017. ], MainScene.prototype, "FHolderNode", void 0);
  1018. __decorate([
  1019. property(cc.Node)
  1020. ], MainScene.prototype, "Bg", void 0);
  1021. __decorate([
  1022. property(cc.Node)
  1023. ], MainScene.prototype, "LifeDing", void 0);
  1024. __decorate([
  1025. property(cc.Button)
  1026. ], MainScene.prototype, "LEFT", void 0);
  1027. __decorate([
  1028. property(cc.Button)
  1029. ], MainScene.prototype, "RIGHT", void 0);
  1030. __decorate([
  1031. property(cc.Label)
  1032. ], MainScene.prototype, "output", void 0);
  1033. MainScene = __decorate([
  1034. ccclass
  1035. ], MainScene);
  1036. return MainScene;
  1037. }(cc.Component));
  1038. exports.default = MainScene;
  1039. cc._RF.pop();