Commit 12a0a760 authored by Tt's avatar Tt

音效增加 游戏完结

parent 236d0c5d
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...@@ -44,6 +44,7 @@ class GameManager { ...@@ -44,6 +44,7 @@ class GameManager {
} }
addStage() { addStage() {
this._stage++; this._stage++;
return this._stage >= this._list.length;
} }
} }
......
...@@ -29,19 +29,17 @@ cc.Class({ ...@@ -29,19 +29,17 @@ cc.Class({
progressBar.progress = 0; progressBar.progress = 0;
setInterval(() => { setInterval(() => {
if (!this.node.active) return; if (!this.node.active) {
progressBar.progress = 0;
return;
}
this.updateTime(); this.updateTime();
}, 30);//30ms 执行一次 }, 30);//30ms 执行一次
//1000 ms = 1s
//1s 执行了 1000/30 n次
//1s到1 1/ n次
//10s 10/n
// 5 / (1000/30)
}, },
updateTime() { updateTime() {
let progressBar = pg.view.findComponent(this, cc.ProgressBar); let progressBar = pg.view.findComponent(this, cc.ProgressBar);
progressBar.progress = progressBar.progress + (10 / (1000 / 30)); progressBar.progress = progressBar.progress + (1 / (1000 / 30) / 4);
}, },
......
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...@@ -182,21 +182,25 @@ cc.Class({ ...@@ -182,21 +182,25 @@ cc.Class({
let progress = pg.view.find(this, "progress") let progress = pg.view.find(this, "progress")
let end = pg.view.find(this, "end"); let end = pg.view.find(this, "end");
let end_success = pg.view.find(end, "bg_success") let end_success = pg.view.find(end, "bg_success")
let bg_tryagain = pg.view.find(end, "bg_tryagain")
let carton = pg.view.find(this, "carton") let carton = pg.view.find(this, "carton")
let bg_book = pg.view.find(this, "bg_book"); let bg_book = pg.view.find(this, "bg_book");
let icon_ex = pg.view.find(this, "icon_ex"); let icon_ex = pg.view.find(this, "icon_ex");
let btn_next = pg.view.find(this, "btn_next"); let btn_next = pg.view.find(this, "btn_next");
let btn_return = pg.view.find(this, "btn_return"); let btn_return = pg.view.find(this, "btn_return");
let icon_ex_txt = pg.view.find(icon_ex, "txt"); let icon_ex_last = pg.view.find(icon_ex, "last");
let icon_ex_first = pg.view.find(icon_ex_last, "first");
let icon_hand = pg.view.find(this, "icon_hand");
let btn_picture = pg.view.find(this, "btn_picture");
if (GameManager.getIns().getState() == 0) {
//拓展加载动画的内容
pg.view.loadDB(carton, { ske: this._stageData.cartoonSke, tex: this._stageData.cartoonTex, png: this._stageData.cartoonPng }).then((animationName) => {
let dragonDisplay = carton.getComponent(dragonBones.ArmatureDisplay);
dragonDisplay.playAnimation(animationName, 1);//animation所有的动画名称
})
//拓展文字显示的动画
pg.view.touchOn(btn_record, this.onTouchRecord, this);//注册按钮监听
pg.view.touchOn(btn_next, this.onTouchNext, this);
pg.view.touchOn(btn_return, this.onTouchReturn, this);
pg.view.touchOn(btn_recording, this.onTouchRecording, this);
pg.view.touchOn(btn_replay, this.onTouchReplay, this);
if (GameManager.getIns().getState() == 0) {
pg.view.visible(end, false);//不显示的内容用false pg.view.visible(end, false);//不显示的内容用false
pg.view.visible(end_success, false); pg.view.visible(end_success, false);
pg.view.visible(icon_ex, false); pg.view.visible(icon_ex, false);
...@@ -205,34 +209,39 @@ cc.Class({ ...@@ -205,34 +209,39 @@ cc.Class({
pg.view.visible(btn_return, true); pg.view.visible(btn_return, true);
let bg_book_img = this._stageData.img;//从数组中调取img数据 let bg_book_img = this._stageData.img;//从数组中调取img数据
pg.view.setNetImg(bg_book, bg_book_img);//与界面的节点绑定 pg.view.setNetImg(bg_book, bg_book_img);//与界面的节点绑定
//创建一个动画 --- //拓展加载动画的内容
//playAni().then(()=> { GameManager.getIns().setState(1); this.initLayout() } ) pg.view.loadDB(carton, { ske: this._stageData.cartoonSke, tex: this._stageData.cartoonTex, png: this._stageData.cartoonPng }).then((animationName) => {
let dragonDisplay = carton.getComponent(dragonBones.ArmatureDisplay);
dragonDisplay.playAnimation(animationName, 1);//animation所有的动画名称
GameManager.getIns().setState(1); GameManager.getIns().setState(1);
this.initLayout()//完成后直接进入下一步 this.initLayout()//完成后直接进入下一步
})
} else if (GameManager.getIns().getState() == 1) { } else if (GameManager.getIns().getState() == 1) {
// 动画结束后,出现单词,同时播放音频-----缺少单词放大效果
setTimeout(() => { setTimeout(() => {
pg.view.visible(icon_ex, true); pg.view.visible(icon_ex, true);
let icon_ex_word = this._stageData.word; let icon_ex_word = this._stageData.word;
pg.view.setString(icon_ex_txt, icon_ex_word); pg.view.setString(icon_ex_first, icon_ex_word[0]);
pg.view.setString(icon_ex_last, icon_ex_word);
pg.audio.playAudioByUrl(this._stageData.sound);
}, 1000 * 2); }, 1000 * 2);
setTimeout(() => { setTimeout(() => {
pg.view.visible(btn_record, true); pg.view.visible(btn_record, true);
pg.view.visible(btn_replay, true); pg.view.visible(btn_replay, true);
pg.view.touchOn(btn_record, this.onTouchRecord, this);//注册按钮监听,从按钮里进入的下一步 this.playSFX("audio_record");
}, 1000 * 4); }, 1000 * 4);
setTimeout(() => {
pg.view.visible(icon_hand, true);
//显示文字动画 let action = cc.tween(icon_hand);
//播放文字的声音 action.sequence(
//setTimeout(() => { cc.tween().by(0.5, { y: 50 }),
// GameManager.getIns().setState(2); cc.tween().by(0.5, { y: -50 }),
// this.initLayout() ).repeatForever();
//}, 1000 * 5); action.start();
//playAni().then(()=> { GameManager.getIns().setState(2); this.initLayout } ) }, 1000 * 5);
} else if (GameManager.getIns().getState() == 2) { } else if (GameManager.getIns().getState() == 2) {
pg.view.visible(icon_hand, false);
pg.view.visible(btn_record, false); pg.view.visible(btn_record, false);
pg.view.visible(btn_replay, false); pg.view.visible(btn_replay, false);
pg.view.visible(btn_recording, true); pg.view.visible(btn_recording, true);
...@@ -241,8 +250,6 @@ cc.Class({ ...@@ -241,8 +250,6 @@ cc.Class({
GameManager.getIns().setState(3); GameManager.getIns().setState(3);
this.initLayout() this.initLayout()
}, 1000 * 4);//4秒钟之后进入下一步 }, 1000 * 4);//4秒钟之后进入下一步
} else if (GameManager.getIns().getState() == 3) { } else if (GameManager.getIns().getState() == 3) {
pg.view.visible(btn_record, true); pg.view.visible(btn_record, true);
pg.view.visible(btn_recording, false); pg.view.visible(btn_recording, false);
...@@ -250,40 +257,60 @@ cc.Class({ ...@@ -250,40 +257,60 @@ cc.Class({
setTimeout(() => { setTimeout(() => {
pg.view.visible(end, true); pg.view.visible(end, true);
pg.view.visible(end_success, true); pg.view.visible(end_success, true);
}, 1000 * 4);//4秒钟之后出现goodjob提示 this.playSFX("audio_goodjob");
}, 1000 * 0.5);//4秒钟之后出现goodjob提示
setTimeout(() => { setTimeout(() => {
this.nextStage(); this.nextStage();
}, 1000 * 6);//6秒钟之后进入下一关卡 }, 1000 * 4);//6秒钟之后进入下一关卡
} else if (GameManager.getIns().getState() == 4) { } else if (GameManager.getIns().getState() == 4) {
// 一局失败弹出tryagain,同时下方录音按钮明亮并出现提示
} else if (GameManager.getIns().getState() == 5) { } else if (GameManager.getIns().getState() == 5) {
pg.view.visible(end, false);
pg.view.visible(end_success, false);
pg.view.visible(bg_tryagain, false);
this.playSFX("audio_finish");
pg.view.visible(btn_picture, true);
} else if (GameManager.getIns().getState() == 6) { } else if (GameManager.getIns().getState() == 6) {
} }
// //根据当前显示用数据来执行对应的效果
// pg.view.setString(pg.view.find(this, "title/txt"), this._title);
// //刷新主类
// pg.view.setString(pg.view.find(this, "main/main/txt"), this._zhuClass.title);
// pg.view.touchOn(pg.view.find(this, "main/main"), this.onTouchVoice, this);
// pg.view.find(this, "main/main").data = this._zhuClass;
// //刷新分类
// pg.view.setString(pg.view.find(this, "main/sub_0/txt"), this._zhuClass.child[0].title);
// pg.view.setString(pg.view.find(this, "main/sub_1/txt"), this._zhuClass.child[1].title);
// pg.view.find(this, "main/sub_0").data = this._zhuClass.child[0];
// pg.view.find(this, "main/sub_1").data = this._zhuClass.child[1];
// pg.view.touchOn(pg.view.find(this, "main/sub_0"), this.onTouchVoice, this);
// pg.view.touchOn(pg.view.find(this, "main/sub_1"), this.onTouchVoice, this);
}, },
//按钮触发,使用的方法
onTouchRecord() { onTouchRecord() {
this.playSFX("audio_btns");
GameManager.getIns().setState(2); GameManager.getIns().setState(2);
this.initLayout() this.initLayout()
}, },
onTouchNext() {
this.playSFX("audio_btns");
},
onTouchReturn() {
this.playSFX("audio_btns");
},
onTouchRecording() {
this.playSFX("audio_btns");
},
onTouchReplay() {
this.playSFX("audio_btns");
},
nextStage() { nextStage() {
GameManager.getIns().addStage();//关卡标记+1 let isOver = GameManager.getIns().addStage();//关卡标记+1
if (isOver) {
//执行总结束的内容
GameManager.getIns().setState(5);
this.initLayout()
} else {
this.initSingleData();//刷新当前关卡所使用的的数据 this.initSingleData();//刷新当前关卡所使用的的数据
this.initLayout();//刷新界面显示内容 this.initLayout();//刷新界面显示内容
}
}, },
...@@ -381,16 +408,6 @@ cc.Class({ ...@@ -381,16 +408,6 @@ cc.Class({
onTouchReplay() {
this.initData();
this.initSingleData();
this.initBox();
this.initItems();
},
playSFX(name) { playSFX(name) {
return new Promise((resolve, reject) => { return new Promise((resolve, reject) => {
let node = pg.view.find(this, name); let node = pg.view.find(this, name);
......
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