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template admin
LWD_3
Commits
4b867d64
Commit
4b867d64
authored
Oct 30, 2021
by
LWD
Browse files
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代码提交
parent
8e892336
Changes
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5 changed files
with
343 additions
and
403 deletions
+343
-403
LWD_3.js
play/assets/LWD_3/scene/LWD_3.js
+329
-37
LWD_3.js.meta
play/assets/LWD_3/scene/LWD_3.js.meta
+1
-1
game.js
play/assets/LWD_3/script/game/game.js
+0
-355
game.js.meta
play/assets/LWD_3/script/game/game.js.meta
+0
-9
data_mgr.js
play/assets/LWD_3/script/manager/data_mgr.js
+13
-1
No files found.
play/assets/LWD_3/scene/LWD_3.js
View file @
4b867d64
// Learn cc.Class:
/**
// - https://docs.cocos.com/creator/manual/en/scripting/class.html
* 游戏主逻辑
// Learn Attribute:
*/
// - https://docs.cocos.com/creator/manual/en/scripting/reference/attributes.html
// Learn life-cycle callbacks:
var
game
=
cc
.
Class
({
// - https://docs.cocos.com/creator/manual/en/scripting/life-cycle-callbacks.html
cc
.
Class
({
extends
:
cc
.
Component
,
extends
:
cc
.
Component
,
properties
:
{
properties
:
{
// foo: {
Item
:
{
// // ATTRIBUTES:
default
:
null
,
// default: null, // The default value will be used only when the component attaching
type
:
cc
.
Node
,
// // to a node for the first time
displayName
:
"
预制体
"
// type: cc.SpriteFrame, // optional, default is typeof default
},
// serializable: true, // optional, default is true
// },
contentArr
:
{
// bar: {
default
:
null
,
// get () {
type
:
cc
.
Node
,
// return this._bar;
displayName
:
"
Layer
"
// },
},
// set (value) {
// this._bar = value;
dragonLion
:
{
// }
default
:
null
,
// },
type
:
dragonBones
.
ArmatureDisplay
,
displayName
:
"
狮子
"
},
dragonCat
:
{
default
:
null
,
type
:
dragonBones
.
ArmatureDisplay
,
displayName
:
"
猫
"
}
},
ctor
:
function
()
{
game
.
inst
=
this
;
g
.
game
=
game
;
},
},
// LIFE-CYCLE CALLBACKS:
// 生命周期 onLoad
onLoad
()
{
//初始化游戏
this
.
initGame
();
// onLoad () {},
//监听尺寸变化
if
(
window
.
addEventListener
)
{
window
.
addEventListener
(
'
resize
'
,
this
.
scaleEventCallBack
,
false
)
}
else
if
(
window
.
attachEvent
)
{
window
.
attachEvent
(
'
resize
'
,
this
.
scaleEventCallBack
,
false
)
}
},
//屏幕缩放
scaleEventCallBack
:
function
()
{
g
.
event_mgr
.
send
(
"
adjustUI
"
);
},
//初始化游戏
initGame
:
function
()
{
//获得数据
g
.
res_mgr
.
getFormData
();
},
setAABB
()
{
var
node
=
this
.
dragonLion
.
node
;
let
svLeftBottomPoint
=
node
.
parent
.
convertToWorldSpaceAR
(
cc
.
v2
(
node
.
x
-
node
.
anchorX
*
node
.
width
/
2
,
node
.
y
-
node
.
anchorY
*
node
.
height
/
2
)
);
// 求出 ScrollView 可视区域在世界坐标系中的矩形(碰撞盒)
let
svBBoxRect
=
cc
.
rect
(
svLeftBottomPoint
.
x
-
300
,
svLeftBottomPoint
.
y
-
500
,
node
.
width
,
node
.
height
);
// console.log(Id + ":" + svLeftBottomPoint.x + "," + svLeftBottomPoint.y);
return
svBBoxRect
},
//检查当前缩放倍数
checkScale
:
function
(
num
)
{
var
scale
=
1
;
if
(
num
>
2
&&
num
<=
4
)
{
scale
=
0.74
}
if
(
num
>
4
)
{
scale
=
0.65
}
return
scale
;
},
//添加节点
addItem
:
function
()
{
let
itemArr
=
g
.
data_mgr
.
getQuestionOneList
(
g
.
data_mgr
.
quesId
);
itemArr
.
sort
(
function
()
{
return
Math
.
random
()
>
0.5
?
-
1
:
1
;
})
g
.
data_mgr
.
nowNum
=
0
;
for
(
var
i
=
0
;
i
<
itemArr
.
length
;
i
++
)
{
let
newItem
=
cc
.
instantiate
(
this
.
Item
);
//更新子项
var
com
=
newItem
.
getChildByName
(
"
item
"
).
getComponent
(
"
item
"
);
let
itemInfo
=
itemArr
[
i
];
com
.
updateUI
(
itemInfo
);
newItem
.
active
=
true
;
if
(
itemInfo
.
is_right
==
true
)
{
g
.
data_mgr
.
nowNum
+=
1
;
}
newItem
.
getChildByName
(
"
item
"
).
is_right
=
itemInfo
.
is_right
;
newItem
.
parent
=
this
.
contentArr
;
};
},
//五秒没操作
hintPlay
:
function
()
{
// this.playLionDragon("openmouth")
this
.
playCatDragon
(
"
begin
"
)
g
.
speaker
.
inst
.
playEffect
(
g
.
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
})
.
to
(
0.1
,
{
x
:
0
})
.
to
(
0.1
,
{
x
:
50
})
.
to
(
0.1
,
{
x
:
0
})
.
start
();
}
},
//隐藏剩余物品并跳转下一题
resetQues
:
function
()
{
if
(
g
.
data_mgr
.
quesId
>=
4
)
{
this
.
finish
();
g
.
data_mgr
.
gameState
=
2
}
else
{
for
(
var
i
=
0
;
i
<
this
.
contentArr
.
childrenCount
;
i
++
)
{
cc
.
tween
(
this
.
contentArr
.
children
[
i
].
children
[
0
])
.
to
(
0.8
,
{
opacity
:
0
})
.
start
();
}
setTimeout
(()
=>
{
this
.
UpdataUi
();
},
1000
);
}
},
//结束
finish
()
{
this
.
playLionDragon
(
"
normal
"
)
this
.
playCatDragon
(
"
finish
"
)
setTimeout
(()
=>
{
g
.
speaker
.
inst
.
playEffect
(
g
.
enum
.
E_Audio
.
CatComplete
);
},
500
)
},
start
()
{
//检测放到哪个节点底下
checkNodeParent
:
function
()
{
//获取到总列表
var
itemArr
=
g
.
data_mgr
.
getSheepArr
();
//
if
(
itemArr
.
length
<=
7
)
{
var
idx
=
1
;
}
else
{
var
idx
=
0
;
}
return
idx
;
},
},
// update (dt) {},
//检查类别
checkType
:
function
(
Id
)
{
for
(
var
i
in
g
.
data_mgr
.
getSheepfoldArr
())
{
var
sheepfoldInfo
=
g
.
data_mgr
.
getSheepfoldArr
()[
i
];
if
(
Id
==
sheepfoldInfo
.
id
)
{
return
~~
i
+
1
;
}
}
return
-
1
;
},
//更新界面信息
UpdataUi
:
function
()
{
g
.
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
,
}
g
.
res_mgr
.
loadSpine
(
this
.
dragonLion
,
Info
);
//刚进入课件
//播放第一题题干
//设置俩个人物状态
this
.
playCatDragon
(
"
begin
"
);
this
.
playLionDragon
(
"
normal
"
);
//播放题干
this
.
playAudioTitle
();
// g.speaker.inst.playEffect(E_Audio.BtnCommom);
//重置UI界面
this
.
resetUI
();
//添加项
this
.
addItem
();
// //设置上下页按钮状态
// this.setButtonState();
},
//播放猫动画
playCatDragon
(
name
)
{
this
.
dragonCat
.
armatureName
=
"
Armature
"
;
this
.
dragonCat
.
playAnimation
(
name
);
},
//播放猫动画
playLionDragon
(
name
)
{
this
.
dragonLion
.
armatureName
=
"
armatureName
"
;
this
.
dragonLion
.
playAnimation
(
name
);
},
//播放题干
playAudioTitle
:
function
()
{
if
(
g
.
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
,
()
=>
{
//结束回调
this
.
playCatDragon
(
"
normal
"
);
});
});
},
//重置UI界面
resetUI
:
function
()
{
//移除所有子节点
this
.
contentArr
.
removeAllChildren
();
},
//重新开始
onBtnReStart
:
function
()
{
g
.
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
();
},
//游戏开始
gameStart
:
function
()
{
console
.
log
(
"
游戏开始:
"
+
g
.
data_mgr
);
//播放一个上面的音乐
this
.
setAudioInfo
(
1
);
},
//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
)
{
this
.
btnList
[
0
].
node
.
active
=
false
;
this
.
btnList
[
1
].
node
.
active
=
false
;
}
else
{
//如果第一页
if
(
g
.
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
)
{
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
)
{
this
.
btnList
[
0
].
node
.
active
=
true
;
this
.
btnList
[
1
].
node
.
active
=
true
;
}
}
},
//下一关
onBtnNextQues
:
function
()
{
g
.
data_mgr
.
time
=
0
;
g
.
speaker
.
inst
.
playEffect
(
g
.
enum
.
E_Audio
.
BtnCommom
);
g
.
data_mgr
.
quesId
+=
1
;
g
.
game
.
inst
.
resetQues
();
},
//重新开始
onBtnReStart
()
{
g
.
data_mgr
.
time
=
0
;
g
.
data_mgr
.
resetQuestion
();
g
.
speaker
.
inst
.
playEffect
(
g
.
enum
.
E_Audio
.
BtnCommom
);
g
.
data_mgr
.
quesId
=
0
;
this
.
UpdataUi
();
},
//上一关
onBtnLastPage
:
function
()
{
g
.
speaker
.
inst
.
play_btn
();
if
(
g
.
data_mgr
.
pageId
-
1
>=
0
)
{
g
.
data_mgr
.
pageId
-=
1
;
this
.
setButtonState
();
this
.
onBtnReStart
();
}
},
//下一关
onBtnNextPage
:
function
()
{
g
.
speaker
.
inst
.
play_btn
();
if
(
g
.
data_mgr
.
pageId
+
1
<
g
.
data_mgr
.
data
.
contentObj
.
pageArr
.
length
)
{
g
.
data_mgr
.
pageId
+=
1
;
this
.
setButtonState
();
this
.
onBtnReStart
();
}
},
});
});
play/assets/LWD_3/scene/LWD_3.js.meta
View file @
4b867d64
{
{
"ver": "1.0.8",
"ver": "1.0.8",
"uuid": "
1b3e2d2b-4495-4d36-b3da-c0989df7fa4b
",
"uuid": "
8b0b794c-7f5e-4e94-82b8-d1c85bc69eb8
",
"isPlugin": false,
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInNative": true,
...
...
play/assets/LWD_3/script/game/game.js
deleted
100644 → 0
View file @
8e892336
/**
* 游戏主逻辑
*/
var
game
=
cc
.
Class
({
extends
:
cc
.
Component
,
properties
:
{
Item
:
{
default
:
null
,
type
:
cc
.
Node
,
displayName
:
"
预制体
"
},
contentArr
:
{
default
:
null
,
type
:
cc
.
Node
,
displayName
:
"
Layer
"
},
dragonLion
:
{
default
:
null
,
type
:
dragonBones
.
ArmatureDisplay
,
displayName
:
"
狮子
"
},
dragonCat
:
{
default
:
null
,
type
:
dragonBones
.
ArmatureDisplay
,
displayName
:
"
猫
"
}
// lb_title: {
// default: null,
// type: cc.Label,
// displayName: "大标题"
// },
// btnList: {
// default: [],
// type: cc.Button,
// displayName: "上下页"
// },
},
ctor
:
function
()
{
game
.
inst
=
this
;
g
.
game
=
game
;
},
// 生命周期 onLoad
onLoad
()
{
//初始化游戏
this
.
initGame
();
const
scheduler
=
cc
.
director
.
getScheduler
();
scheduler
.
enableForTarget
(
this
);
scheduler
.
schedule
(()
=>
{
if
(
g
.
data_mgr
.
gameState
==
2
)
{
return
;
}
g
.
data_mgr
.
time
+=
1
;
if
(
g
.
data_mgr
.
time
>=
10
)
{
g
.
data_mgr
.
time
=
0
;
this
.
hintPlay
();
}
},
this
,
1
,
cc
.
macro
.
REPEAT_FOREVER
,
0
,
false
);
//监听尺寸变化
if
(
window
.
addEventListener
)
{
window
.
addEventListener
(
'
resize
'
,
this
.
scaleEventCallBack
,
false
)
}
else
if
(
window
.
attachEvent
)
{
window
.
attachEvent
(
'
resize
'
,
this
.
scaleEventCallBack
,
false
)
}
},
//屏幕缩放
scaleEventCallBack
:
function
()
{
g
.
event_mgr
.
send
(
"
adjustUI
"
);
},
//初始化游戏
initGame
:
function
()
{
//获得数据
g
.
res_mgr
.
getFormData
();
},
setAABB
()
{
var
node
=
this
.
dragonLion
.
node
;
let
svLeftBottomPoint
=
node
.
parent
.
convertToWorldSpaceAR
(
cc
.
v2
(
node
.
x
-
node
.
anchorX
*
node
.
width
/
2
,
node
.
y
-
node
.
anchorY
*
node
.
height
/
2
)
);
// 求出 ScrollView 可视区域在世界坐标系中的矩形(碰撞盒)
let
svBBoxRect
=
cc
.
rect
(
svLeftBottomPoint
.
x
-
300
,
svLeftBottomPoint
.
y
-
500
,
node
.
width
,
node
.
height
);
// console.log(Id + ":" + svLeftBottomPoint.x + "," + svLeftBottomPoint.y);
return
svBBoxRect
},
//检查当前缩放倍数
checkScale
:
function
(
num
)
{
var
scale
=
1
;
if
(
num
>
2
&&
num
<=
4
)
{
scale
=
0.74
}
if
(
num
>
4
)
{
scale
=
0.65
}
return
scale
;
},
//添加节点
addItem
:
function
()
{
let
itemArr
=
g
.
data_mgr
.
getQuestionOneList
(
g
.
data_mgr
.
quesId
);
itemArr
.
sort
(
function
()
{
return
Math
.
random
()
>
0.5
?
-
1
:
1
;
})
g
.
data_mgr
.
nowNum
=
0
;
for
(
var
i
=
0
;
i
<
itemArr
.
length
;
i
++
)
{
let
newItem
=
cc
.
instantiate
(
this
.
Item
);
//更新子项
var
com
=
newItem
.
getChildByName
(
"
item
"
).
getComponent
(
"
item
"
);
let
itemInfo
=
itemArr
[
i
];
com
.
updateUI
(
itemInfo
);
newItem
.
active
=
true
;
if
(
itemInfo
.
is_right
==
true
)
{
g
.
data_mgr
.
nowNum
+=
1
;
}
newItem
.
getChildByName
(
"
item
"
).
is_right
=
itemInfo
.
is_right
;
newItem
.
parent
=
this
.
contentArr
;
};
},
//五秒没操作
hintPlay
:
function
()
{
// this.playLionDragon("openmouth")
this
.
playCatDragon
(
"
begin
"
)
g
.
speaker
.
inst
.
playEffect
(
g
.
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
})
.
to
(
0.1
,
{
x
:
0
})
.
to
(
0.1
,
{
x
:
50
})
.
to
(
0.1
,
{
x
:
0
})
.
start
();
}
},
//隐藏剩余物品并跳转下一题
resetQues
:
function
()
{
if
(
g
.
data_mgr
.
quesId
>=
4
)
{
this
.
finish
();
g
.
data_mgr
.
gameState
=
2
}
else
{
for
(
var
i
=
0
;
i
<
this
.
contentArr
.
childrenCount
;
i
++
)
{
cc
.
tween
(
this
.
contentArr
.
children
[
i
].
children
[
0
])
.
to
(
0.8
,
{
opacity
:
0
})
.
start
();
}
setTimeout
(()
=>
{
this
.
UpdataUi
();
},
1000
);
}
},
//结束
finish
()
{
this
.
playLionDragon
(
"
normal
"
)
this
.
playCatDragon
(
"
finish
"
)
setTimeout
(()
=>
{
g
.
speaker
.
inst
.
playEffect
(
g
.
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
();
//
if
(
itemArr
.
length
<=
7
)
{
var
idx
=
1
;
}
else
{
var
idx
=
0
;
}
return
idx
;
},
//检查类别
checkType
:
function
(
Id
)
{
for
(
var
i
in
g
.
data_mgr
.
getSheepfoldArr
())
{
var
sheepfoldInfo
=
g
.
data_mgr
.
getSheepfoldArr
()[
i
];
if
(
Id
==
sheepfoldInfo
.
id
)
{
return
~~
i
+
1
;
}
}
return
-
1
;
},
//更新界面信息
UpdataUi
:
function
()
{
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
,
}
g
.
res_mgr
.
loadSpine
(
this
.
dragonLion
,
Info
);
//刚进入课件
//播放第一题题干
//设置俩个人物状态
this
.
playCatDragon
(
"
begin
"
);
this
.
playLionDragon
(
"
normal
"
);
//播放题干
this
.
playAudioTitle
();
// g.speaker.inst.playEffect(E_Audio.BtnCommom);
//重置UI界面
this
.
resetUI
();
//添加项
this
.
addItem
();
// //设置上下页按钮状态
// this.setButtonState();
},
//播放猫动画
playCatDragon
(
name
)
{
this
.
dragonCat
.
armatureName
=
"
Armature
"
;
this
.
dragonCat
.
playAnimation
(
name
);
},
//播放猫动画
playLionDragon
(
name
)
{
this
.
dragonLion
.
armatureName
=
"
armatureName
"
;
this
.
dragonLion
.
playAnimation
(
name
);
},
//播放题干
playAudioTitle
:
function
()
{
if
(
g
.
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
,
()
=>
{
//结束回调
this
.
playCatDragon
(
"
normal
"
);
});
});
},
//重置UI界面
resetUI
:
function
()
{
//移除所有子节点
this
.
contentArr
.
removeAllChildren
();
},
//重新开始
onBtnReStart
:
function
()
{
g
.
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
();
},
//游戏开始
gameStart
:
function
()
{
console
.
log
(
"
游戏开始:
"
+
g
.
data_mgr
);
//播放一个上面的音乐
this
.
setAudioInfo
(
1
);
},
//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
)
{
this
.
btnList
[
0
].
node
.
active
=
false
;
this
.
btnList
[
1
].
node
.
active
=
false
;
}
else
{
//如果第一页
if
(
g
.
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
)
{
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
)
{
this
.
btnList
[
0
].
node
.
active
=
true
;
this
.
btnList
[
1
].
node
.
active
=
true
;
}
}
},
//下一关
onBtnNextQues
:
function
()
{
g
.
data_mgr
.
time
=
0
;
g
.
speaker
.
inst
.
playEffect
(
g
.
enum
.
E_Audio
.
BtnCommom
);
g
.
data_mgr
.
quesId
+=
1
;
g
.
game
.
inst
.
resetQues
();
},
//重新开始
onBtnReStart
()
{
g
.
data_mgr
.
time
=
0
;
g
.
data_mgr
.
resetQuestion
();
g
.
speaker
.
inst
.
playEffect
(
g
.
enum
.
E_Audio
.
BtnCommom
);
g
.
data_mgr
.
quesId
=
0
;
this
.
UpdataUi
();
},
//上一关
onBtnLastPage
:
function
()
{
g
.
speaker
.
inst
.
play_btn
();
if
(
g
.
data_mgr
.
pageId
-
1
>=
0
)
{
g
.
data_mgr
.
pageId
-=
1
;
this
.
setButtonState
();
this
.
onBtnReStart
();
}
},
//下一关
onBtnNextPage
:
function
()
{
g
.
speaker
.
inst
.
play_btn
();
if
(
g
.
data_mgr
.
pageId
+
1
<
g
.
data_mgr
.
data
.
contentObj
.
pageArr
.
length
)
{
g
.
data_mgr
.
pageId
+=
1
;
this
.
setButtonState
();
this
.
onBtnReStart
();
}
},
});
play/assets/LWD_3/script/game/game.js.meta
deleted
100644 → 0
View file @
8e892336
{
"ver": "1.0.8",
"uuid": "8b0b794c-7f5e-4e94-82b8-d1c85bc69eb8",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}
\ No newline at end of file
play/assets/LWD_3/script/manager/data_mgr.js
View file @
4b867d64
...
@@ -6,7 +6,7 @@ g.data_mgr = {
...
@@ -6,7 +6,7 @@ g.data_mgr = {
quesId
:
0
,
//题目id
quesId
:
0
,
//题目id
nowNum
:
0
,
//剩余正确数量
nowNum
:
0
,
//剩余正确数量
gameState
:
0
,
//游戏状态1可操作 2不可操作
gameState
:
2
,
//游戏状态1可操作 2不可操作
time
:
0
,
time
:
0
,
//获得默认数据
//获得默认数据
...
@@ -151,6 +151,18 @@ g.data_mgr = {
...
@@ -151,6 +151,18 @@ g.data_mgr = {
//更新游戏界面信息
//更新游戏界面信息
g
.
game
.
inst
.
UpdataUi
();
g
.
game
.
inst
.
UpdataUi
();
clearInterval
(
this
.
timer
)
this
.
timer
=
setInterval
(()
=>
{
if
(
g
.
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
();
}
},
1000
)
g
.
game
.
inst
.
isLoadEnd
=
true
;
g
.
game
.
inst
.
isLoadEnd
=
true
;
},
},
}
}
\ No newline at end of file
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