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template admin
LWD_3
Commits
0a30bf35
Commit
0a30bf35
authored
Dec 06, 2021
by
liujiangnan
Browse files
Options
Browse Files
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Email Patches
Plain Diff
fix: 全局变量
parent
f22f9236
Changes
15
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Inline
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Showing
15 changed files
with
123 additions
and
123 deletions
+123
-123
LWD_3.js
play/assets/LWD_3/scene/LWD_3.js
+44
-44
_preDefine.js
play/assets/LWD_3/script/common/_preDefine.js
+1
-1
eff_welldown.js
play/assets/LWD_3/script/common/eff_welldown.js
+2
-2
utils.js
play/assets/LWD_3/script/common/utils.js
+1
-1
view.js
play/assets/LWD_3/script/common/view.js
+5
-5
demo_03_fireworks_2.js
play/assets/LWD_3/script/game/demo_03_fireworks_2.js
+2
-2
enum.js
play/assets/LWD_3/script/game/enum.js
+1
-1
exchangeNode.js
play/assets/LWD_3/script/game/exchangeNode.js
+2
-2
item.js
play/assets/LWD_3/script/game/item.js
+34
-34
speaker.js
play/assets/LWD_3/script/game/speaker.js
+10
-10
data_mgr.js
play/assets/LWD_3/script/manager/data_mgr.js
+10
-10
event_mgr.js
play/assets/LWD_3/script/manager/event_mgr.js
+1
-1
local_storage.js
play/assets/LWD_3/script/manager/local_storage.js
+1
-1
res_mgr.js
play/assets/LWD_3/script/manager/res_mgr.js
+6
-6
snd_mgr.js
play/assets/LWD_3/script/manager/snd_mgr.js
+3
-3
No files found.
play/assets/LWD_3/scene/LWD_3.js
View file @
0a30bf35
...
...
@@ -33,7 +33,7 @@ var game = cc.Class({
ctor
:
function
()
{
game
.
inst
=
this
;
g
.
game
=
game
;
LWD_3
.
game
=
game
;
},
// 生命周期 onLoad
...
...
@@ -51,13 +51,13 @@ var game = cc.Class({
//屏幕缩放
scaleEventCallBack
:
function
()
{
g
.
event_mgr
.
send
(
"
adjustUI
"
);
LWD_3
.
event_mgr
.
send
(
"
adjustUI
"
);
},
//初始化游戏
initGame
:
function
()
{
//获得数据
g
.
res_mgr
.
getFormData
();
LWD_3
.
res_mgr
.
getFormData
();
},
setAABB
()
{
...
...
@@ -96,10 +96,10 @@ var game = cc.Class({
//添加节点
addItem
:
function
()
{
let
itemArr
=
g
.
data_mgr
.
getQuestionOneList
(
g
.
data_mgr
.
quesId
);
let
itemArr
=
LWD_3
.
data_mgr
.
getQuestionOneList
(
LWD_3
.
data_mgr
.
quesId
);
itemArr
.
sort
(
function
()
{
return
Math
.
random
()
>
0.5
?
-
1
:
1
;
})
g
.
data_mgr
.
nowNum
=
0
;
LWD_3
.
data_mgr
.
nowNum
=
0
;
for
(
var
i
=
0
;
i
<
itemArr
.
length
;
i
++
)
{
let
newItem
=
cc
.
instantiate
(
this
.
Item
);
...
...
@@ -109,7 +109,7 @@ var game = cc.Class({
com
.
updateUI
(
itemInfo
);
newItem
.
active
=
true
;
if
(
itemInfo
.
is_right
==
true
)
{
g
.
data_mgr
.
nowNum
+=
1
;
LWD_3
.
data_mgr
.
nowNum
+=
1
;
}
newItem
.
getChildByName
(
"
item
"
).
is_right
=
itemInfo
.
is_right
;
...
...
@@ -123,7 +123,7 @@ var game = cc.Class({
// this.playLionDragon("openmouth")
this
.
playCatDragon
(
"
begin
"
)
g
.
speaker
.
inst
.
playEffect
(
g
.
enum
.
E_Audio
.
CatHint
);
LWD_3
.
speaker
.
inst
.
playEffect
(
LWD_3
.
enum
.
E_Audio
.
CatHint
);
for
(
var
i
=
0
;
i
<
this
.
contentArr
.
childrenCount
;
i
++
)
{
cc
.
tween
(
this
.
contentArr
.
children
[
i
].
children
[
0
])
.
to
(
0.1
,
{
x
:
-
50
})
...
...
@@ -136,9 +136,9 @@ var game = cc.Class({
//隐藏剩余物品并跳转下一题
resetQues
:
function
()
{
if
(
g
.
data_mgr
.
quesId
>=
4
)
{
if
(
LWD_3
.
data_mgr
.
quesId
>=
4
)
{
this
.
finish
();
g
.
data_mgr
.
gameState
=
2
LWD_3
.
data_mgr
.
gameState
=
2
}
else
{
for
(
var
i
=
0
;
i
<
this
.
contentArr
.
childrenCount
;
i
++
)
{
cc
.
tween
(
this
.
contentArr
.
children
[
i
].
children
[
0
])
...
...
@@ -157,14 +157,14 @@ var game = cc.Class({
this
.
playLionDragon
(
"
normal
"
)
this
.
playCatDragon
(
"
finish
"
)
setTimeout
(()
=>
{
g
.
speaker
.
inst
.
playEffect
(
g
.
enum
.
E_Audio
.
CatComplete
);
LWD_3
.
speaker
.
inst
.
playEffect
(
LWD_3
.
enum
.
E_Audio
.
CatComplete
);
},
500
)
},
//检测放到哪个节点底下
checkNodeParent
:
function
()
{
//获取到总列表
var
itemArr
=
g
.
data_mgr
.
getSheepArr
();
var
itemArr
=
LWD_3
.
data_mgr
.
getSheepArr
();
//
if
(
itemArr
.
length
<=
7
)
{
...
...
@@ -177,8 +177,8 @@ var game = cc.Class({
//检查类别
checkType
:
function
(
Id
)
{
for
(
var
i
in
g
.
data_mgr
.
getSheepfoldArr
())
{
var
sheepfoldInfo
=
g
.
data_mgr
.
getSheepfoldArr
()[
i
];
for
(
var
i
in
LWD_3
.
data_mgr
.
getSheepfoldArr
())
{
var
sheepfoldInfo
=
LWD_3
.
data_mgr
.
getSheepfoldArr
()[
i
];
if
(
Id
==
sheepfoldInfo
.
id
)
{
return
~~
i
+
1
;
}
...
...
@@ -188,13 +188,13 @@ var game = cc.Class({
//更新界面信息
UpdataUi
:
function
()
{
g
.
data_mgr
.
gameState
==
1
;
LWD_3
.
data_mgr
.
gameState
==
1
;
var
Info
=
{
tex_json
:
g
.
data_mgr
.
data
.
tex_json
,
ske_json
:
g
.
data_mgr
.
data
.
ske_json
,
tex_png
:
g
.
data_mgr
.
data
.
tex_png
,
tex_json
:
LWD_3
.
data_mgr
.
data
.
tex_json
,
ske_json
:
LWD_3
.
data_mgr
.
data
.
ske_json
,
tex_png
:
LWD_3
.
data_mgr
.
data
.
tex_png
,
}
g
.
res_mgr
.
loadSpine
(
this
.
dragonLion
,
Info
);
LWD_3
.
res_mgr
.
loadSpine
(
this
.
dragonLion
,
Info
);
//刚进入课件
//播放第一题题干
...
...
@@ -205,7 +205,7 @@ var game = cc.Class({
//播放题干
this
.
playAudioTitle
();
//
g
.speaker.inst.playEffect(E_Audio.BtnCommom);
//
LWD_3
.speaker.inst.playEffect(E_Audio.BtnCommom);
//重置UI界面
this
.
resetUI
();
...
...
@@ -230,11 +230,11 @@ var game = cc.Class({
//播放题干
playAudioTitle
:
function
()
{
if
(
g
.
data_mgr
.
quesId
>=
4
)
return
if
(
LWD_3
.
data_mgr
.
quesId
>=
4
)
return
//获得播放路径
var
path
=
g
.
data_mgr
.
getQuestionStem
(
g
.
data_mgr
.
quesId
);
g
.
res_mgr
.
playAudioByUrl
(
path
,
(
url
)
=>
{
g
.
snd_mgr
.
playEffect
(
url
,
()
=>
{
var
path
=
LWD_3
.
data_mgr
.
getQuestionStem
(
LWD_3
.
data_mgr
.
quesId
);
LWD_3
.
res_mgr
.
playAudioByUrl
(
path
,
(
url
)
=>
{
LWD_3
.
snd_mgr
.
playEffect
(
url
,
()
=>
{
//结束回调
this
.
playCatDragon
(
"
normal
"
);
});
...
...
@@ -249,17 +249,17 @@ var game = cc.Class({
//重新开始
onBtnReStart
:
function
()
{
g
.
speaker
.
inst
.
play_btn
();
LWD_3
.
speaker
.
inst
.
play_btn
();
//移除所有计时器
this
.
unscheduleAllCallbacks
();
//初始化界面
this
.
UpdataUi
();
g
.
speaker
.
inst
.
play_restart
();
LWD_3
.
speaker
.
inst
.
play_restart
();
},
//游戏开始
gameStart
:
function
()
{
console
.
log
(
"
游戏开始:
"
+
g
.
data_mgr
);
console
.
log
(
"
游戏开始:
"
+
LWD_3
.
data_mgr
);
//播放一个上面的音乐
this
.
setAudioInfo
(
1
);
},
...
...
@@ -267,20 +267,20 @@ var game = cc.Class({
//设置上下页按钮状态
setButtonState
:
function
()
{
//先判断题目长度
if
(
g
.
data_mgr
.
data
.
contentObj
.
pageArr
.
length
<
2
)
{
if
(
LWD_3
.
data_mgr
.
data
.
contentObj
.
pageArr
.
length
<
2
)
{
this
.
btnList
[
0
].
node
.
active
=
false
;
this
.
btnList
[
1
].
node
.
active
=
false
;
}
else
{
//如果第一页
if
(
g
.
data_mgr
.
pageId
==
0
)
{
if
(
LWD_3
.
data_mgr
.
pageId
==
0
)
{
this
.
btnList
[
1
].
node
.
active
=
true
;
this
.
btnList
[
0
].
node
.
active
=
false
;
}
if
(
g
.
data_mgr
.
pageId
==
g
.
data_mgr
.
data
.
contentObj
.
pageArr
.
length
-
1
)
{
if
(
LWD_3
.
data_mgr
.
pageId
==
LWD_3
.
data_mgr
.
data
.
contentObj
.
pageArr
.
length
-
1
)
{
this
.
btnList
[
0
].
node
.
active
=
true
;
this
.
btnList
[
1
].
node
.
active
=
false
;
}
if
(
g
.
data_mgr
.
pageId
>
0
&&
g
.
data_mgr
.
pageId
<
g
.
data_mgr
.
data
.
contentObj
.
pageArr
.
length
-
1
)
{
if
(
LWD_3
.
data_mgr
.
pageId
>
0
&&
LWD_3
.
data_mgr
.
pageId
<
LWD_3
.
data_mgr
.
data
.
contentObj
.
pageArr
.
length
-
1
)
{
this
.
btnList
[
0
].
node
.
active
=
true
;
this
.
btnList
[
1
].
node
.
active
=
true
;
}
...
...
@@ -289,29 +289,29 @@ var game = cc.Class({
//下一关
onBtnNextQues
:
function
()
{
g
.
data_mgr
.
time
=
0
;
g
.
speaker
.
inst
.
playEffect
(
g
.
enum
.
E_Audio
.
BtnCommom
);
LWD_3
.
data_mgr
.
time
=
0
;
LWD_3
.
speaker
.
inst
.
playEffect
(
LWD_3
.
enum
.
E_Audio
.
BtnCommom
);
g
.
data_mgr
.
quesId
+=
1
;
g
.
game
.
inst
.
resetQues
();
LWD_3
.
data_mgr
.
quesId
+=
1
;
LWD_3
.
game
.
inst
.
resetQues
();
},
//重新开始
onBtnReStart
()
{
g
.
data_mgr
.
time
=
0
;
g
.
data_mgr
.
resetQuestion
();
LWD_3
.
data_mgr
.
time
=
0
;
LWD_3
.
data_mgr
.
resetQuestion
();
g
.
speaker
.
inst
.
playEffect
(
g
.
enum
.
E_Audio
.
BtnCommom
);
g
.
data_mgr
.
quesId
=
0
;
LWD_3
.
speaker
.
inst
.
playEffect
(
LWD_3
.
enum
.
E_Audio
.
BtnCommom
);
LWD_3
.
data_mgr
.
quesId
=
0
;
this
.
UpdataUi
();
},
//上一关
onBtnLastPage
:
function
()
{
g
.
speaker
.
inst
.
play_btn
();
LWD_3
.
speaker
.
inst
.
play_btn
();
if
(
g
.
data_mgr
.
pageId
-
1
>=
0
)
{
g
.
data_mgr
.
pageId
-=
1
;
if
(
LWD_3
.
data_mgr
.
pageId
-
1
>=
0
)
{
LWD_3
.
data_mgr
.
pageId
-=
1
;
this
.
setButtonState
();
this
.
onBtnReStart
();
}
...
...
@@ -319,10 +319,10 @@ var game = cc.Class({
//下一关
onBtnNextPage
:
function
()
{
g
.
speaker
.
inst
.
play_btn
();
LWD_3
.
speaker
.
inst
.
play_btn
();
if
(
g
.
data_mgr
.
pageId
+
1
<
g
.
data_mgr
.
data
.
contentObj
.
pageArr
.
length
)
{
g
.
data_mgr
.
pageId
+=
1
;
if
(
LWD_3
.
data_mgr
.
pageId
+
1
<
LWD_3
.
data_mgr
.
data
.
contentObj
.
pageArr
.
length
)
{
LWD_3
.
data_mgr
.
pageId
+=
1
;
this
.
setButtonState
();
this
.
onBtnReStart
();
}
...
...
play/assets/LWD_3/script/common/_preDefine.js
View file @
0a30bf35
// 全局环境预声明
window
.
g
=
window
.
g
||
{};
// 全局
\ No newline at end of file
window
.
LWD_3
=
window
.
LWD_3
||
{};
// 全局
\ No newline at end of file
play/assets/LWD_3/script/common/eff_welldown.js
View file @
0a30bf35
...
...
@@ -14,7 +14,7 @@ var eff_well = cc.Class({
ctor
:
function
()
{
eff_well
.
inst
=
this
;
g
.
eff_well
=
eff_well
;
LWD_3
.
eff_well
=
eff_well
;
},
//显示特效
...
...
@@ -22,7 +22,7 @@ var eff_well = cc.Class({
this
.
node
.
active
=
true
;
this
.
eff_welldown
.
play
();
//播放撒花音效
g
.
speaker
.
inst
.
play_congratulation
();
LWD_3
.
speaker
.
inst
.
play_congratulation
();
setTimeout
(()
=>
{
this
.
node
.
active
=
false
;
},
2000
)
...
...
play/assets/LWD_3/script/common/utils.js
View file @
0a30bf35
g
.
utils
=
{
LWD_3
.
utils
=
{
// 范围随机
randFromTo
:
function
(
_min
,
_max
)
{
var
min
=
parseFloat
(
_min
);
...
...
play/assets/LWD_3/script/common/view.js
View file @
0a30bf35
...
...
@@ -65,7 +65,7 @@ cc.Class({
}
},
0
);
g
.
event_mgr
.
reg
(
"
adjustUI
"
,
()
=>
{
LWD_3
.
event_mgr
.
reg
(
"
adjustUI
"
,
()
=>
{
this
.
setBgScale
();
this
.
setUiPositon
();
});
...
...
@@ -89,7 +89,7 @@ cc.Class({
var
h
=
(
canvaSize
.
height
)
/
HEIGTH
;
this
.
MaxSize
=
w
/
h
>
1
?
w
/
h
:
h
/
w
;
g
.
data_mgr
.
MaxSize
=
this
.
MaxSize
;
LWD_3
.
data_mgr
.
MaxSize
=
this
.
MaxSize
;
this
.
setUIMax
(
this
.
MaxSize
);
this
.
settopUI
(
this
.
MaxSize
);
this
.
setBgScale
();
...
...
@@ -102,13 +102,13 @@ cc.Class({
},
onDestroy
:
function
()
{
g
.
event_pump
.
unReg
(
"
adjustUI
"
);
LWD_3
.
event_pump
.
unReg
(
"
adjustUI
"
);
},
settopUI
:
function
(
s
)
{
if
(
!
g
.
data_mgr
.
phoneInfo
)
{
if
(
!
LWD_3
.
data_mgr
.
phoneInfo
)
{
return
;
}
var
top
=
g
.
data_mgr
.
phoneInfo
;
var
top
=
LWD_3
.
data_mgr
.
phoneInfo
;
top
=
top
*
s
;
for
(
var
i
in
this
.
topUI
)
{
if
(
this
.
topUI
[
i
].
perTop
==
undefined
)
{
...
...
play/assets/LWD_3/script/game/demo_03_fireworks_2.js
View file @
0a30bf35
...
...
@@ -15,14 +15,14 @@ var effect = cc.Class({
ctor
:
function
()
{
effect
.
inst
=
this
;
g
.
effect
=
effect
;
LWD_3
.
effect
=
effect
;
},
showEffect
:
function
()
{
const
bg
=
cc
.
find
(
'
Canvas/bg/connent
'
);
this
.
showAllFirework
(
bg
,
cc
.
find
(
'
paperBase
'
).
children
);
g
.
speaker
.
inst
.
play_congratulation
();
LWD_3
.
speaker
.
inst
.
play_congratulation
();
},
showEffect2
:
function
()
{
...
...
play/assets/LWD_3/script/game/enum.js
View file @
0a30bf35
g
.
enum
=
{
LWD_3
.
enum
=
{
E_Audio
:
{
AllPop
:
0
,
//全部弹出
BtnCommom
:
1
,
//按钮
...
...
play/assets/LWD_3/script/game/exchangeNode.js
View file @
0a30bf35
...
...
@@ -26,7 +26,7 @@ var TouchDragger = cc.Class({
},
ctor
:
function
()
{
TouchDragger
.
inst
=
this
;
g
.
TouchDragger
=
TouchDragger
;
LWD_3
.
TouchDragger
=
TouchDragger
;
},
onLoad
:
function
()
{
this
.
arMap
=
[];
...
...
@@ -36,7 +36,7 @@ var TouchDragger = cc.Class({
this
.
isFirstMove
=
true
;
//初始化格子数据
this
.
initGridInfo
(
g
.
data_mgr
.
challengeData
.
IngredientList
);
this
.
initGridInfo
(
LWD_3
.
data_mgr
.
challengeData
.
IngredientList
);
},
start
:
function
()
{
...
...
play/assets/LWD_3/script/game/item.js
View file @
0a30bf35
...
...
@@ -30,14 +30,14 @@ cc.Class({
//触摸开始
touchBegan
:
function
(
event
)
{
g
.
data_mgr
.
gameState
=
2
;
g
.
data_mgr
.
time
=
0
;
LWD_3
.
data_mgr
.
gameState
=
2
;
LWD_3
.
data_mgr
.
time
=
0
;
//狮子猫动画
g
.
game
.
inst
.
playLionDragon
(
"
openmouth
"
);
LWD_3
.
game
.
inst
.
playLionDragon
(
"
openmouth
"
);
g
.
res_mgr
.
playAudioByUrl
(
this
.
itemInfo
.
audio_url
,
(
url
)
=>
{
g
.
snd_mgr
.
playEffect
(
url
,
null
);
LWD_3
.
res_mgr
.
playAudioByUrl
(
this
.
itemInfo
.
audio_url
,
(
url
)
=>
{
LWD_3
.
snd_mgr
.
playEffect
(
url
,
null
);
});
this
.
m_touchTime
=
0
;
...
...
@@ -47,8 +47,8 @@ cc.Class({
this
.
m_touchTime
+=
1
;
if
(
this
.
m_touchTime
>=
3
)
{
this
.
m_touchTime
=
0
;
g
.
res_mgr
.
playAudioByUrl
(
this
.
itemInfo
.
audio_url
,
(
url
)
=>
{
g
.
snd_mgr
.
playEffect
(
url
,
null
);
LWD_3
.
res_mgr
.
playAudioByUrl
(
this
.
itemInfo
.
audio_url
,
(
url
)
=>
{
LWD_3
.
snd_mgr
.
playEffect
(
url
,
null
);
});
}
},
1000
)
...
...
@@ -75,9 +75,9 @@ cc.Class({
touchEnd
:
function
(
event
)
{
clearInterval
(
this
.
timer
);
//暂停音效
g
.
snd_mgr
.
pauseVolume
();
LWD_3
.
snd_mgr
.
pauseVolume
();
g
.
data_mgr
.
gameState
=
1
;
LWD_3
.
data_mgr
.
gameState
=
1
;
//获得世界坐标
var
posScreen
=
event
.
getLocation
();
//点击事件获取位置
var
posNode
=
this
.
node
.
convertToNodeSpaceAR
(
posScreen
);
...
...
@@ -94,7 +94,7 @@ cc.Class({
}
//获得俩个节点的世界坐标
var
contentArrPos
=
g
.
game
.
inst
.
setAABB
();
var
contentArrPos
=
LWD_3
.
game
.
inst
.
setAABB
();
// 获取 ScrollView Node 的左下角坐标在世界坐标系中的坐标
let
svLeftBottomPoint
=
this
.
node
.
parent
.
convertToWorldSpaceAR
(
...
...
@@ -128,37 +128,37 @@ cc.Class({
setItemState
:
function
()
{
this
.
node
.
isComplent
=
true
;
this
.
node
.
active
=
false
;
g
.
data_mgr
.
nowNum
-=
1
;
LWD_3
.
data_mgr
.
nowNum
-=
1
;
//狮子猫动画
g
.
game
.
inst
.
playLionDragon
(
"
chew
"
);
LWD_3
.
game
.
inst
.
playLionDragon
(
"
chew
"
);
//先播放错误声音
g
.
speaker
.
inst
.
playEffect
(
g
.
enum
.
E_Audio
.
Right
);
LWD_3
.
speaker
.
inst
.
playEffect
(
LWD_3
.
enum
.
E_Audio
.
Right
);
setTimeout
(()
=>
{
g
.
game
.
inst
.
playCatDragon
(
"
right
"
);
LWD_3
.
game
.
inst
.
playCatDragon
(
"
right
"
);
let
num
=
g
.
utils
.
randFromTo_Int
(
g
.
enum
.
E_Audio
.
CatRight1
,
g
.
enum
.
E_Audio
.
CatRight2
);
let
num
=
LWD_3
.
utils
.
randFromTo_Int
(
LWD_3
.
enum
.
E_Audio
.
CatRight1
,
LWD_3
.
enum
.
E_Audio
.
CatRight2
);
//先播放错误声音
g
.
speaker
.
inst
.
playEffect
(
num
);
LWD_3
.
speaker
.
inst
.
playEffect
(
num
);
//当前关卡是否结束
if
(
g
.
data_mgr
.
nowNum
<=
0
)
{
g
.
data_mgr
.
quesId
+=
1
;
g
.
game
.
inst
.
resetQues
();
if
(
LWD_3
.
data_mgr
.
nowNum
<=
0
)
{
LWD_3
.
data_mgr
.
quesId
+=
1
;
LWD_3
.
game
.
inst
.
resetQues
();
}
},
500
)
//
g
.data_mgr.nowNum -= 1;
// if (
g
.data_mgr.nowNum == 0) {
//
LWD_3
.data_mgr.nowNum -= 1;
// if (
LWD_3
.data_mgr.nowNum == 0) {
// setTimeout(() => {
//
g
.effect.inst.showEffect2();
//
LWD_3
.effect.inst.showEffect2();
// }, 500)
// }
// var newItem_temp = cc.instantiate(
g
.game.inst.Item_0[2]);
// var newItem_temp = cc.instantiate(
LWD_3
.game.inst.Item_0[2]);
// content.getChildByName("db").active = true;
// content.getChildByName("db").getComponent(dragonBones.ArmatureDisplay).playAnimation("newAnimation", 1);
...
...
@@ -174,11 +174,11 @@ cc.Class({
errorEffect
:
function
()
{
//狮子猫动画
g
.
game
.
inst
.
playCatDragon
(
"
wrong
"
);
g
.
game
.
inst
.
playLionDragon
(
"
no
"
);
LWD_3
.
game
.
inst
.
playCatDragon
(
"
wrong
"
);
LWD_3
.
game
.
inst
.
playLionDragon
(
"
no
"
);
//先播放错误声音
g
.
speaker
.
inst
.
playEffect
(
g
.
enum
.
E_Audio
.
Error
);
LWD_3
.
speaker
.
inst
.
playEffect
(
LWD_3
.
enum
.
E_Audio
.
Error
);
cc
.
tween
(
this
.
node
)
.
to
(
0.1
,
{
scaleY
:
0.9
,
scaleX
:
1.1
})
...
...
@@ -190,14 +190,14 @@ cc.Class({
this
.
node
.
x
=
0
;
this
.
node
.
y
=
0
;
let
num
=
g
.
utils
.
randFromTo_Int
(
g
.
enum
.
E_Audio
.
CatError1
,
g
.
enum
.
E_Audio
.
CatError2
);
let
num
=
LWD_3
.
utils
.
randFromTo_Int
(
LWD_3
.
enum
.
E_Audio
.
CatError1
,
LWD_3
.
enum
.
E_Audio
.
CatError2
);
//先播放错误声音
g
.
speaker
.
inst
.
playEffect
(
num
,
()
=>
{
g
.
game
.
inst
.
playCatDragon
(
"
normal
"
);
LWD_3
.
speaker
.
inst
.
playEffect
(
num
,
()
=>
{
LWD_3
.
game
.
inst
.
playCatDragon
(
"
normal
"
);
});
g
.
game
.
inst
.
playCatDragon
(
"
wrong
"
);
g
.
game
.
inst
.
playLionDragon
(
"
normal
"
);
LWD_3
.
game
.
inst
.
playCatDragon
(
"
wrong
"
);
LWD_3
.
game
.
inst
.
playLionDragon
(
"
normal
"
);
},
500
)
},
...
...
@@ -210,7 +210,7 @@ cc.Class({
this
.
node
.
y
=
0
;
this
.
isMove
=
false
;
g
.
data_mgr
.
gameState
=
1
;
LWD_3
.
data_mgr
.
gameState
=
1
;
},
...
...
@@ -252,9 +252,9 @@ cc.Class({
//初始化信息
InitData
:
function
()
{
//设置图片
g
.
res_mgr
.
getSpriteFrimeByUrl
(
this
.
itemInfo
.
pic_url
,
(
list
)
=>
{
LWD_3
.
res_mgr
.
getSpriteFrimeByUrl
(
this
.
itemInfo
.
pic_url
,
(
list
)
=>
{
this
.
Item_photo
.
getComponent
(
cc
.
Sprite
).
spriteFrame
=
list
;
this
.
photoScare
(
this
.
Item_photo
,
g
.
game
.
inst
.
idx
);
this
.
photoScare
(
this
.
Item_photo
,
LWD_3
.
game
.
inst
.
idx
);
// this.photoScare(this.nodeState[2].getChildByName("spt_item"), 1);
});
//设置名字
...
...
play/assets/LWD_3/script/game/speaker.js
View file @
0a30bf35
...
...
@@ -95,49 +95,49 @@ var speaker = cc.Class({
ctor
:
function
()
{
speaker
.
inst
=
this
;
g
.
speaker
=
speaker
;
LWD_3
.
speaker
=
speaker
;
},
//播放音效
playEffect
:
function
(
num
,
cb
)
{
g
.
snd_mgr
.
playEffect
(
this
.
eff_audio
[
num
],
cb
);
LWD_3
.
snd_mgr
.
playEffect
(
this
.
eff_audio
[
num
],
cb
);
},
// //点击按钮
// play_btn: function () {
//
g
.snd_mgr.playEffect(this.eff_btn);
//
LWD_3
.snd_mgr.playEffect(this.eff_btn);
// },
// //撒花音效
// play_congratulation: function () {
//
g
.snd_mgr.playEffect(this.eff_congratulation);
//
LWD_3
.snd_mgr.playEffect(this.eff_congratulation);
// },
// //答错
// play_error: function () {
//
g
.snd_mgr.playEffect(this.eff_error);
//
LWD_3
.snd_mgr.playEffect(this.eff_error);
// },
// //答对
// play_good: function (cb) {
//
g
.snd_mgr.playEffect(this.eff_good, cb);
//
LWD_3
.snd_mgr.playEffect(this.eff_good, cb);
// },
// //显示弹窗
// play_showPop: function () {
//
g
.snd_mgr.playEffect(this.eff_showPop);
//
LWD_3
.snd_mgr.playEffect(this.eff_showPop);
// },
// //游戏开始
// play_start: function (cb) {
//
g
.snd_mgr.playEffect(this.eff_start, cb);
//
LWD_3
.snd_mgr.playEffect(this.eff_start, cb);
// },
// //拉开窗帘
// play_open: function () {
//
g
.snd_mgr.playEffect(this.eff_open);
//
LWD_3
.snd_mgr.playEffect(this.eff_open);
// },
// //重新开始
// play_restart: function () {
//
g
.snd_mgr.playEffect(this.eff_restart);
//
LWD_3
.snd_mgr.playEffect(this.eff_restart);
// },
});
play/assets/LWD_3/script/manager/data_mgr.js
View file @
0a30bf35
/**
* 数据管理器
*/
g
.
data_mgr
=
{
LWD_3
.
data_mgr
=
{
data
:
null
,
//表所有数据
quesId
:
0
,
//题目id
nowNum
:
0
,
//剩余正确数量
...
...
@@ -54,7 +54,7 @@ g.data_mgr = {
resetQuestion
()
{
for
(
var
i
in
this
.
data
.
question_arr
)
{
if
(
i
%
2
==
0
)
{
let
num
=
g
.
utils
.
randFromTo_Int
(
0
,
1
);
let
num
=
LWD_3
.
utils
.
randFromTo_Int
(
0
,
1
);
if
(
num
==
0
&&
this
.
data
.
question_arr
[
~~
i
+
1
])
{
let
swap
=
(
arr
,
i
,
j
)
=>
{
[
arr
[
i
],
arr
[
j
]]
=
[
arr
[
j
],
arr
[
i
]];
...
...
@@ -143,26 +143,26 @@ g.data_mgr = {
}
else
{
this
.
loadEnd
();
}
cc
.
debu
g
.
setDisplayStats
(
false
);
cc
.
debu
LWD_3
.
setDisplayStats
(
false
);
});
},
loadEnd
()
{
//更新游戏界面信息
g
.
game
.
inst
.
UpdataUi
();
LWD_3
.
game
.
inst
.
UpdataUi
();
clearInterval
(
this
.
timer
)
this
.
timer
=
setInterval
(()
=>
{
if
(
g
.
data_mgr
.
gameState
==
2
)
{
if
(
LWD_3
.
data_mgr
.
gameState
==
2
)
{
return
;
}
g
.
data_mgr
.
time
+=
1
;
if
(
g
.
data_mgr
.
time
>=
10
)
{
g
.
data_mgr
.
time
=
0
;
g
.
game
.
inst
.
hintPlay
();
LWD_3
.
data_mgr
.
time
+=
1
;
if
(
LWD_3
.
data_mgr
.
time
>=
10
)
{
LWD_3
.
data_mgr
.
time
=
0
;
LWD_3
.
game
.
inst
.
hintPlay
();
}
},
1000
)
g
.
game
.
inst
.
isLoadEnd
=
true
;
LWD_3
.
game
.
inst
.
isLoadEnd
=
true
;
},
}
\ No newline at end of file
play/assets/LWD_3/script/manager/event_mgr.js
View file @
0a30bf35
// 事件汞
let
eventList
=
{};
// 响应列表(元素结构:eventName,[[target:cb]])
g
.
event_mgr
=
{
LWD_3
.
event_mgr
=
{
// 注册事件-响应 入参:事件名、响应、目标名
reg
:
function
(
eventName
,
cb
,
target
)
{
var
event
=
eventList
[
eventName
];
...
...
play/assets/LWD_3/script/manager/local_storage.js
View file @
0a30bf35
// localStorage封装
g
.
local_storage
=
{
LWD_3
.
local_storage
=
{
// 背景音乐音量
getMusicVolume
:
function
()
{
var
vol
=
cc
.
sys
.
localStorage
.
getItem
(
"
music
"
);
...
...
play/assets/LWD_3/script/manager/res_mgr.js
View file @
0a30bf35
/**
* 资源管理器
*/
g
.
res_mgr
=
{
LWD_3
.
res_mgr
=
{
//获得表数据数据
getFormData
()
{
console
.
log
(
'
初始化数据
'
);
try
{
window
.
courseware
.
getData
((
res
)
=>
{
//存入数据管理器
g
.
data_mgr
.
data
=
res
;
LWD_3
.
data_mgr
.
data
=
res
;
//数据处理
g
.
data_mgr
.
proGameData
();
LWD_3
.
data_mgr
.
proGameData
();
console
.
log
(
"
获得表单数据:
"
+
res
);
});
}
catch
(
error
)
{
//console.error('没有查找到courseware.getData方法', error);
//获得默认数据
g
.
data_mgr
.
data
=
g
.
data_mgr
.
getDefaultData
();
LWD_3
.
data_mgr
.
data
=
LWD_3
.
data_mgr
.
getDefaultData
();
//数据处理
g
.
data_mgr
.
proGameData
();
LWD_3
.
data_mgr
.
proGameData
();
}
},
...
...
@@ -66,7 +66,7 @@ g.res_mgr = {
return
;
}
animationDisplay
.
armatureName
=
data
.
name
;
g
.
data_mgr
.
dragonName
=
data
.
animation
[
0
].
name
;
LWD_3
.
data_mgr
.
dragonName
=
data
.
animation
[
0
].
name
;
animationDisplay
.
node
.
active
=
true
;
}
...
...
play/assets/LWD_3/script/manager/snd_mgr.js
View file @
0a30bf35
// 声音管理器
g
.
snd_mgr
=
{
LWD_3
.
snd_mgr
=
{
bgmId
:
-
1
,
// 背景音乐的音频ID
effIds
:
[],
// 音效的音频ID列表(由cc.audioEngine保证音频ID不重复)
bgmVol
:
1
,
// 背景音乐音量
...
...
@@ -10,7 +10,7 @@ g.snd_mgr = {
sndNativeUrls
:
{},
newsnd
:
null
,
init
:
function
()
{
var
local_storage
=
g
.
local_storage
;
var
local_storage
=
LWD_3
.
local_storage
;
var
music_vol
=
local_storage
.
getMusicVolume
();
var
effect_vol
=
local_storage
.
getEffectsVolume
();
music_vol
!=
undefined
&&
music_vol
+
""
!=
""
&&
this
.
setMusicVolume
(
music_vol
);
...
...
@@ -32,7 +32,7 @@ g.snd_mgr = {
if
(
!
snd
)
return
;
this
.
newsnd
=
snd
;
var
loop
=
_loop
?
false
:
true
;
// 除非指定为false,否则默认为true
// if (
g
.configs.platform == "vo") {
// if (
LWD_3
.configs.platform == "vo") {
// this.bgmId = cc.audioEngine.play(snd, loop);
// return;
// }
...
...
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