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template admin
SSAPP2501
Commits
ebca1c4b
Commit
ebca1c4b
authored
Aug 02, 2025
by
Tt
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parent
e4707ca5
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4 changed files
with
1536 additions
and
597 deletions
+1536
-597
SSAPP2501.fire
assets/SSAPP2501/scene/SSAPP2501.fire
+1288
-353
SSAPP2501.ts
assets/SSAPP2501/scene/SSAPP2501.ts
+181
-200
Game.ts
assets/SSAPP2501/scene/tool/Game.ts
+67
-43
huiwan_cocos.md
huiwan_cocos.md
+0
-1
No files found.
assets/SSAPP2501/scene/SSAPP2501.fire
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ebca1c4b
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@@ -7028,13 +7951,13 @@
"_name": "touch",
"_name": "touch",
"_objFlags": 0,
"_objFlags": 0,
"_parent": {
"_parent": {
"__id__": 1
33
"__id__": 1
51
},
},
"_children": [],
"_children": [],
"_active": true,
"_active": true,
"_components": [
"_components": [
{
{
"__id__": 1
44
"__id__": 1
62
}
}
],
],
"_prefab": null,
"_prefab": null,
...
@@ -7090,7 +8013,7 @@
...
@@ -7090,7 +8013,7 @@
"_name": "",
"_name": "",
"_objFlags": 0,
"_objFlags": 0,
"node": {
"node": {
"__id__": 1
43
"__id__": 1
61
},
},
"_enabled": true,
"_enabled": true,
"_normalMaterial": null,
"_normalMaterial": null,
...
@@ -7162,19 +8085,19 @@
...
@@ -7162,19 +8085,19 @@
},
},
"_children": [
"_children": [
{
{
"__id__": 1
46
"__id__": 1
64
},
},
{
{
"__id__": 1
50
"__id__": 1
68
},
},
{
{
"__id__": 1
54
"__id__": 1
72
},
},
{
{
"__id__": 1
58
"__id__": 1
76
},
},
{
{
"__id__": 1
62
"__id__": 1
80
}
}
],
],
"_active": false,
"_active": false,
...
@@ -7232,11 +8155,11 @@
...
@@ -7232,11 +8155,11 @@
"_name": "quadBase",
"_name": "quadBase",
"_objFlags": 0,
"_objFlags": 0,
"_parent": {
"_parent": {
"__id__": 1
45
"__id__": 1
63
},
},
"_children": [
"_children": [
{
{
"__id__": 1
47
"__id__": 1
65
}
}
],
],
"_active": true,
"_active": true,
...
@@ -7294,11 +8217,11 @@
...
@@ -7294,11 +8217,11 @@
"_name": "quad",
"_name": "quad",
"_objFlags": 0,
"_objFlags": 0,
"_parent": {
"_parent": {
"__id__": 1
46
"__id__": 1
64
},
},
"_children": [
"_children": [
{
{
"__id__": 1
48
"__id__": 1
66
}
}
],
],
"_active": true,
"_active": true,
...
@@ -7356,13 +8279,13 @@
...
@@ -7356,13 +8279,13 @@
"_name": "paper",
"_name": "paper",
"_objFlags": 0,
"_objFlags": 0,
"_parent": {
"_parent": {
"__id__": 1
47
"__id__": 1
65
},
},
"_children": [],
"_children": [],
"_active": true,
"_active": true,
"_components": [
"_components": [
{
{
"__id__": 1
49
"__id__": 1
67
}
}
],
],
"_prefab": null,
"_prefab": null,
...
@@ -7418,7 +8341,7 @@
...
@@ -7418,7 +8341,7 @@
"_name": "",
"_name": "",
"_objFlags": 0,
"_objFlags": 0,
"node": {
"node": {
"__id__": 1
48
"__id__": 1
66
},
},
"_enabled": true,
"_enabled": true,
"_materials": [
"_materials": [
...
@@ -7448,11 +8371,11 @@
...
@@ -7448,11 +8371,11 @@
"_name": "quadBase",
"_name": "quadBase",
"_objFlags": 0,
"_objFlags": 0,
"_parent": {
"_parent": {
"__id__": 1
45
"__id__": 1
63
},
},
"_children": [
"_children": [
{
{
"__id__": 1
51
"__id__": 1
69
}
}
],
],
"_active": true,
"_active": true,
...
@@ -7510,11 +8433,11 @@
...
@@ -7510,11 +8433,11 @@
"_name": "quad",
"_name": "quad",
"_objFlags": 0,
"_objFlags": 0,
"_parent": {
"_parent": {
"__id__": 1
50
"__id__": 1
68
},
},
"_children": [
"_children": [
{
{
"__id__": 1
52
"__id__": 1
70
}
}
],
],
"_active": true,
"_active": true,
...
@@ -7572,13 +8495,13 @@
...
@@ -7572,13 +8495,13 @@
"_name": "paper",
"_name": "paper",
"_objFlags": 0,
"_objFlags": 0,
"_parent": {
"_parent": {
"__id__": 1
51
"__id__": 1
69
},
},
"_children": [],
"_children": [],
"_active": true,
"_active": true,
"_components": [
"_components": [
{
{
"__id__": 1
53
"__id__": 1
71
}
}
],
],
"_prefab": null,
"_prefab": null,
...
@@ -7634,7 +8557,7 @@
...
@@ -7634,7 +8557,7 @@
"_name": "",
"_name": "",
"_objFlags": 0,
"_objFlags": 0,
"node": {
"node": {
"__id__": 1
52
"__id__": 1
70
},
},
"_enabled": true,
"_enabled": true,
"_materials": [
"_materials": [
...
@@ -7664,11 +8587,11 @@
...
@@ -7664,11 +8587,11 @@
"_name": "quadBase",
"_name": "quadBase",
"_objFlags": 0,
"_objFlags": 0,
"_parent": {
"_parent": {
"__id__": 1
45
"__id__": 1
63
},
},
"_children": [
"_children": [
{
{
"__id__": 1
55
"__id__": 1
73
}
}
],
],
"_active": true,
"_active": true,
...
@@ -7726,11 +8649,11 @@
...
@@ -7726,11 +8649,11 @@
"_name": "quad",
"_name": "quad",
"_objFlags": 0,
"_objFlags": 0,
"_parent": {
"_parent": {
"__id__": 1
54
"__id__": 1
72
},
},
"_children": [
"_children": [
{
{
"__id__": 1
56
"__id__": 1
74
}
}
],
],
"_active": true,
"_active": true,
...
@@ -7788,13 +8711,13 @@
...
@@ -7788,13 +8711,13 @@
"_name": "paper",
"_name": "paper",
"_objFlags": 0,
"_objFlags": 0,
"_parent": {
"_parent": {
"__id__": 1
55
"__id__": 1
73
},
},
"_children": [],
"_children": [],
"_active": true,
"_active": true,
"_components": [
"_components": [
{
{
"__id__": 1
57
"__id__": 1
75
}
}
],
],
"_prefab": null,
"_prefab": null,
...
@@ -7850,7 +8773,7 @@
...
@@ -7850,7 +8773,7 @@
"_name": "",
"_name": "",
"_objFlags": 0,
"_objFlags": 0,
"node": {
"node": {
"__id__": 1
56
"__id__": 1
74
},
},
"_enabled": true,
"_enabled": true,
"_materials": [
"_materials": [
...
@@ -7880,11 +8803,11 @@
...
@@ -7880,11 +8803,11 @@
"_name": "quadBase",
"_name": "quadBase",
"_objFlags": 0,
"_objFlags": 0,
"_parent": {
"_parent": {
"__id__": 1
45
"__id__": 1
63
},
},
"_children": [
"_children": [
{
{
"__id__": 1
59
"__id__": 1
77
}
}
],
],
"_active": true,
"_active": true,
...
@@ -7942,11 +8865,11 @@
...
@@ -7942,11 +8865,11 @@
"_name": "quad",
"_name": "quad",
"_objFlags": 0,
"_objFlags": 0,
"_parent": {
"_parent": {
"__id__": 1
58
"__id__": 1
76
},
},
"_children": [
"_children": [
{
{
"__id__": 1
60
"__id__": 1
78
}
}
],
],
"_active": true,
"_active": true,
...
@@ -8004,13 +8927,13 @@
...
@@ -8004,13 +8927,13 @@
"_name": "paper",
"_name": "paper",
"_objFlags": 0,
"_objFlags": 0,
"_parent": {
"_parent": {
"__id__": 1
59
"__id__": 1
77
},
},
"_children": [],
"_children": [],
"_active": true,
"_active": true,
"_components": [
"_components": [
{
{
"__id__": 1
61
"__id__": 1
79
}
}
],
],
"_prefab": null,
"_prefab": null,
...
@@ -8066,7 +8989,7 @@
...
@@ -8066,7 +8989,7 @@
"_name": "",
"_name": "",
"_objFlags": 0,
"_objFlags": 0,
"node": {
"node": {
"__id__": 1
60
"__id__": 1
78
},
},
"_enabled": true,
"_enabled": true,
"_materials": [
"_materials": [
...
@@ -8096,11 +9019,11 @@
...
@@ -8096,11 +9019,11 @@
"_name": "quadBase",
"_name": "quadBase",
"_objFlags": 0,
"_objFlags": 0,
"_parent": {
"_parent": {
"__id__": 1
45
"__id__": 1
63
},
},
"_children": [
"_children": [
{
{
"__id__": 1
63
"__id__": 1
81
}
}
],
],
"_active": true,
"_active": true,
...
@@ -8158,11 +9081,11 @@
...
@@ -8158,11 +9081,11 @@
"_name": "quad",
"_name": "quad",
"_objFlags": 0,
"_objFlags": 0,
"_parent": {
"_parent": {
"__id__": 1
62
"__id__": 1
80
},
},
"_children": [
"_children": [
{
{
"__id__": 1
64
"__id__": 1
82
}
}
],
],
"_active": true,
"_active": true,
...
@@ -8220,13 +9143,13 @@
...
@@ -8220,13 +9143,13 @@
"_name": "paper",
"_name": "paper",
"_objFlags": 0,
"_objFlags": 0,
"_parent": {
"_parent": {
"__id__": 1
63
"__id__": 1
81
},
},
"_children": [],
"_children": [],
"_active": true,
"_active": true,
"_components": [
"_components": [
{
{
"__id__": 1
65
"__id__": 1
83
}
}
],
],
"_prefab": null,
"_prefab": null,
...
@@ -8282,7 +9205,7 @@
...
@@ -8282,7 +9205,7 @@
"_name": "",
"_name": "",
"_objFlags": 0,
"_objFlags": 0,
"node": {
"node": {
"__id__": 1
64
"__id__": 1
82
},
},
"_enabled": true,
"_enabled": true,
"_materials": [
"_materials": [
...
@@ -8363,20 +9286,32 @@
...
@@ -8363,20 +9286,32 @@
"__id__": 34
"__id__": 34
},
},
"layout_tip": {
"layout_tip": {
"__id__": 1
20
"__id__": 1
38
},
},
"layout_speak": {
"layout_speak": {
"__id__":
83
"__id__":
101
},
},
"btn_audio_off": {
"btn_audio_off": {
"__id__":
61
"__id__":
79
},
},
"btn_audio_on": {
"btn_audio_on": {
"__id__":
64
"__id__":
82
},
},
"bg_countdown": null,
"bg_countdown": null,
"layout_card": {
"layout_card": {
"__id__": 67
"__id__": 85
},
"node_firetruck": {
"__id__": 71
},
"node_firetruck_anim": {
"__id__": 74
},
"node_firetruck_flush": {
"__id__": 72
},
"btn_finger": {
"__id__": 76
},
},
"_id": "db3L+4L+FH/5MIRcKcfiq+"
"_id": "db3L+4L+FH/5MIRcKcfiq+"
}
}
...
...
assets/SSAPP2501/scene/SSAPP2501.ts
View file @
ebca1c4b
...
@@ -42,24 +42,6 @@ let win: any = window;
...
@@ -42,24 +42,6 @@ let win: any = window;
// 获取课件对象
// 获取课件对象
let
courseware
=
win
.
courseware
;
let
courseware
=
win
.
courseware
;
/**
* 枪的状态枚举
*/
enum
GUN_STATE
{
WAIT
=
1
,
// 等待状态
SHUT_MIDDLE
,
// 中间射击
SHUT_LEFT
,
// 左侧射击
SHUT_RIGHT
// 右侧射击
}
/**
* 鱼的状态枚举
*/
enum
FISH_STATE
{
NORMAL
=
1
,
// 正常状态
BREAK
,
// 破碎状态
FALL
,
// 掉落状态
}
/**
/**
* 提示状态枚举
* 提示状态枚举
...
@@ -119,6 +101,7 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -119,6 +101,7 @@ export default class SceneComponent extends MyCocosSceneComponent {
this
.
initData
();
// 初始化数据
this
.
initData
();
// 初始化数据
this
.
initView
();
// 初始化视图
this
.
initView
();
// 初始化视图
this
.
initEvent
();
// 初始化事件
this
.
initEvent
();
// 初始化事件
this
.
initGame
();
}
}
/**
/**
* 组件销毁时的回调
* 组件销毁时的回调
...
@@ -151,6 +134,12 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -151,6 +134,12 @@ export default class SceneComponent extends MyCocosSceneComponent {
@
property
(
cc
.
Node
)
@
property
(
cc
.
Node
)
layout_card
:
cc
.
Node
=
null
;
layout_card
:
cc
.
Node
=
null
;
@
property
({
displayName
:
"
消防车
"
,
type
:
cc
.
Node
})
node_firetruck
:
cc
.
Node
=
null
;
@
property
({
displayName
:
"
消防车动画节点
"
,
type
:
cc
.
Node
})
node_firetruck_anim
:
cc
.
Node
=
null
;
@
property
({
displayName
:
"
消防车冲水动画节点
"
,
type
:
cc
.
Node
})
node_firetruck_flush
:
cc
.
Node
=
null
;
@
property
({
displayName
:
"
提示手指节点
"
,
type
:
cc
.
Node
})
btn_finger
:
cc
.
Node
=
null
;
// 游戏数据相关变量
// 游戏数据相关变量
/** 当前触摸的选项数据 */
/** 当前触摸的选项数据 */
private
touchData
:
Option
;
private
touchData
:
Option
;
...
@@ -164,7 +153,7 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -164,7 +153,7 @@ export default class SceneComponent extends MyCocosSceneComponent {
private
startCount
=
15
;
private
startCount
=
15
;
/** 是否播放背景音乐 */
/** 是否播放背景音乐 */
private
isPlayBgAudio
:
boolean
;
private
isPlayBgAudio
:
boolean
;
/**
/**
* 初始化游戏数据
* 初始化游戏数据
* 设置游戏状态和变量的初始值
* 设置游戏状态和变量的初始值
...
@@ -178,8 +167,6 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -178,8 +167,6 @@ export default class SceneComponent extends MyCocosSceneComponent {
this
.
touchData
=
null
;
this
.
touchData
=
null
;
this
.
isPlayBgAudio
=
true
;
this
.
isPlayBgAudio
=
true
;
}
}
/** 开始界面布局节点 */
private
layout_start
:
cc
.
Node
;
/** 音频播放ID */
/** 音频播放ID */
private
audioId
:
any
;
private
audioId
:
any
;
...
@@ -190,169 +177,102 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -190,169 +177,102 @@ export default class SceneComponent extends MyCocosSceneComponent {
async
initView
()
{
async
initView
()
{
// 停止所有音效
// 停止所有音效
cc
.
audioEngine
.
stopAllEffects
();
cc
.
audioEngine
.
stopAllEffects
();
// 获取开始界面节点
this
.
layout_start
=
pg
.
view
.
find
(
this
,
"
layout_start
"
);
let
touch
=
pg
.
view
.
find
(
this
,
"
layout_start/touch
"
);
// 显示开始界面
this
.
layout_start
.
active
=
true
;
// 设置问题描述文本
let
desc
=
this
.
layout_start
.
getChildByName
(
"
desc
"
);
desc
.
getComponent
(
cc
.
Label
).
string
=
Game
.
getIns
().
questionText
;
// 播放问题音频
this
.
audioId
=
await
pg
.
audio
.
playAudioByUrl
(
Game
.
getIns
().
question
.
audio
,
()
=>
{
},
(
audioId
)
=>
{
if
(
audioId
>
-
1
&&
Game
.
getIns
().
state
==
GAME_STATE
.
RUNNING
)
pg
.
audio
.
stopAudio
(
audioId
);
});
// 如果游戏已经开始,停止音频播放
// 如果游戏已经开始,停止音频播放
if
(
this
.
audioId
>
-
1
&&
Game
.
getIns
().
state
==
GAME_STATE
.
RUNNING
)
{
if
(
this
.
audioId
>
-
1
&&
Game
.
getIns
().
state
==
GAME_STATE
.
RUNNING
)
{
cc
.
audioEngine
.
stopAllEffects
();
cc
.
audioEngine
.
stopAllEffects
();
pg
.
audio
.
stopAudio
(
this
.
audioId
);
pg
.
audio
.
stopAudio
(
this
.
audioId
);
}
}
// 添加触摸事件,点击重新播放问题音频
touch
.
on
(
cc
.
Node
.
EventType
.
TOUCH_END
,
()
=>
{
cc
.
audioEngine
.
stopAllEffects
();
pg
.
audio
.
stopAudio
(
this
.
audioId
);
pg
.
audio
.
playAudioByUrl
(
Game
.
getIns
().
question
.
audio
);
})
// 设置标题文本
if
(
Game
.
getIns
().
title
)
{
cc
.
find
(
"
layout_info/bg_title/title
"
,
this
.
node
).
getComponent
(
cc
.
Label
).
string
=
Game
.
getIns
().
title
;
}
// 如果有背景音乐,显示音乐开启按钮
if
(
Game
.
getIns
().
bgAudio
||
Game
.
getIns
().
bgAudio
!=
""
)
{
this
.
btn_audio_on
.
active
=
true
;
}
}
}
/**
/**
* 初始化事件监听
* 初始化事件监听
* 为UI元素添加事件处理函数
* 为UI元素添加事件处理函数
*/
*/
initEvent
()
{
initEvent
()
{
// 开始按钮点击事件
pg
.
view
.
touchOn
(
pg
.
view
.
find
(
this
.
layout_start
,
'
btn_start
'
),
this
.
onTouchStart
,
this
);
// 音频控制按钮事件
// 音频控制按钮事件
this
.
btn_audio_off
.
on
(
cc
.
Node
.
EventType
.
TOUCH_END
,
this
.
onAudioOff
,
this
);
this
.
btn_audio_off
.
on
(
cc
.
Node
.
EventType
.
TOUCH_END
,
this
.
onAudioOff
,
this
);
this
.
btn_audio_on
.
on
(
cc
.
Node
.
EventType
.
TOUCH_END
,
this
.
onAudioOn
,
this
);
this
.
btn_audio_on
.
on
(
cc
.
Node
.
EventType
.
TOUCH_END
,
this
.
onAudioOn
,
this
);
// 监听游戏开始事件
pg
.
event
.
on
(
"
game_start
"
,
()
=>
{
this
.
gameStart
();
});
}
/**
* 音频开启按钮点击处理
* 关闭背景音乐
*/
private
onAudioOn
()
{
this
.
btn_audio_off
.
active
=
true
;
this
.
btn_audio_on
.
active
=
false
;
this
.
isPlayBgAudio
=
false
;
this
.
stopBgAudio
();
}
/**
* 音频关闭按钮点击处理
* 开启背景音乐
*/
private
onAudioOff
()
{
this
.
btn_audio_on
.
active
=
true
;
this
.
btn_audio_off
.
active
=
false
;
this
.
isPlayBgAudio
=
true
;
this
.
playBgAudio
();
}
/**
* 播放背景音乐
*/
private
playBgAudio
()
{
if
(
!
this
.
isPlayBgAudio
)
return
;
cc
.
audioEngine
.
resumeMusic
();
}
/**
* 停止背景音乐
*/
private
stopBgAudio
()
{
cc
.
audioEngine
.
pauseMusic
();
}
/**
* 开始按钮点击处理
* 播放按钮音效并触发游戏开始事件
*/
onTouchStart
()
{
pg
.
audio
.
playLocalAudio
(
cc
.
find
(
`Canvas/res/audio/btn`
));
pg
.
event
.
emit
(
"
game_start
"
);
}
/**
* 游戏结束处理
* 计算得分并提交结果
*/
private
gameOver
()
{
// 设置游戏状态为结束
Game
.
getIns
().
state
=
GAME_STATE
.
OVER
;
// 准备提交的数据
let
data
:
any
=
{};
data
.
total
=
Game
.
getIns
().
total
;
// 总题目数
data
.
right
=
Game
.
getIns
().
player
.
right
;
// 正确题目数
data
.
scores
=
Game
.
getIns
().
player
.
voices
;
// 语音记录
data
.
stone
=
Math
.
floor
(
10
*
data
.
right
/
data
.
total
);
// 计算得分
// 记录日志
this
.
log
(
"
total:
"
+
data
.
total
+
"
right:
"
+
data
.
right
+
"
stone:
"
+
data
.
stone
);
// 提交作业完成数据
onHomeworkFinish
(
data
)
}
}
/**
initGame
()
{
* 游戏开始处理
* 隐藏开始界面,显示问题,播放背景音乐
*/
gameStart
()
{
// 设置游戏状态为运行中
// 设置游戏状态为运行中
Game
.
getIns
().
state
=
GAME_STATE
.
RUNNING
;
Game
.
getIns
().
state
=
GAME_STATE
.
RUNNING
;
// 隐藏开始界面
this
.
layout_start
.
active
=
false
;
// 停止问题音频
// 停止问题音频
if
(
this
.
audioId
>
-
1
&&
Game
.
getIns
().
state
!=
GAME_STATE
.
WAIT
)
{
if
(
this
.
audioId
>
-
1
&&
Game
.
getIns
().
state
!=
GAME_STATE
.
WAIT
)
{
cc
.
audioEngine
.
stopAllEffects
();
cc
.
audioEngine
.
stopAllEffects
();
pg
.
audio
.
stopAudio
(
this
.
audioId
);
pg
.
audio
.
stopAudio
(
this
.
audioId
);
}
}
// 播放背景音乐
// 播放背景音乐
pg
.
audio
.
playBgAudioByUrl
(
Game
.
getIns
().
bgAudio
);
pg
.
audio
.
playBgAudioByUrl
(
Game
.
getIns
().
bgAudio
);
// 显示问题
// 显示问题
this
.
showQuestions
();
this
.
showQuestions
();
this
.
aniCarEnter
();
}
}
/**
* 消防车入场动画
* 从左侧(-1500,-527)移动到右侧(-400,-527)并播放龙骨动画
*/
aniCarEnter
()
{
// 确保消防车节点存在
if
(
!
this
.
node_firetruck
||
!
this
.
node_firetruck_anim
||
!
this
.
node_firetruck_flush
)
{
return
pg
.
logger
.
w
(
"
消防车节点不存在
"
);
}
// 设置初始位置
this
.
node_firetruck
.
setPosition
(
cc
.
v2
(
-
1500
,
-
527
));
// 隐藏冲水动画节点
this
.
node_firetruck_flush
.
active
=
false
;
this
.
btn_finger
.
active
=
false
;
// 播放龙骨动画
pg
.
view
.
playDBAnimation
(
this
.
node_firetruck_anim
,
'
移动
'
,
-
1
);
let
dragonDisplay
=
this
.
node_firetruck_anim
.
getComponent
(
dragonBones
.
ArmatureDisplay
);
if
(
dragonDisplay
)
{
dragonDisplay
.
timeScale
=
1.2
;
// 将动画速度设为0,相当于暂停
}
// 使用cc.tween实现移动效果
cc
.
tween
(
this
.
node_firetruck
)
.
to
(
2.0
,
{
x
:
-
400
})
.
call
(()
=>
{
// 播放龙骨动画
pg
.
view
.
playDBAnimation
(
this
.
node_firetruck_anim
,
'
待机
'
,
-
1
);
// // 移动完成后停止动画
})
.
start
();
}
/**
/**
* 显示问题选项
* 显示问题选项
* 创建并显示蛋壳,添加点击事件
* 创建并显示蛋壳,添加点击事件
*/
*/
private
showQuestions
()
{
private
showQuestions
()
{
return
;
// 获取当前页的数据
const
pageData
=
Game
.
getIns
().
getPageData
();
// 获取问题数量
// 获取问题数量
let
len
=
Game
.
getIns
().
len
;
let
len
=
pageData
.
length
;
// 最多显示4个选项
// 最多显示4个选项
let
count
=
len
>=
4
?
4
:
len
;
let
count
=
len
>=
4
?
4
:
len
;
// 创建每个蛋壳
// 创建每个蛋壳
for
(
let
i
=
0
;
i
<
count
;
i
++
)
{
for
(
let
i
=
0
;
i
<
count
;
i
++
)
{
// 获取问题数据
// 获取问题数据
let
eggData
=
Game
.
getIns
().
getCardInfo
()
;
let
eggData
=
pageData
[
i
]
;
// 获取蛋壳节点
// 获取蛋壳节点
let
egg
=
cc
.
find
(
"
layout_egg/egg
"
+
i
,
this
.
layout_game
);
let
egg
=
cc
.
find
(
"
layout_egg/egg
"
+
i
,
this
.
layout_game
);
// 设置数据和显示状态
// 设置数据和显示状态
egg
.
data
=
eggData
;
egg
.
data
=
eggData
;
egg
.
active
=
true
;
egg
.
active
=
true
;
// 添加点击事件
// 添加点击事件
egg
.
on
(
cc
.
Node
.
EventType
.
TOUCH_END
,
()
=>
{
egg
.
on
(
cc
.
Node
.
EventType
.
TOUCH_END
,
()
=>
{
// 停止箭头动画
// 停止箭头动画
...
@@ -363,34 +283,34 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -363,34 +283,34 @@ export default class SceneComponent extends MyCocosSceneComponent {
let
di
=
cc
.
find
(
"
di
"
,
egg
);
let
di
=
cc
.
find
(
"
di
"
,
egg
);
let
intact
=
cc
.
find
(
"
intact
"
,
egg
);
let
intact
=
cc
.
find
(
"
intact
"
,
egg
);
let
broken
=
cc
.
find
(
"
broken
"
,
egg
);
let
broken
=
cc
.
find
(
"
broken
"
,
egg
);
// 显示底部,隐藏完整蛋壳
// 显示底部,隐藏完整蛋壳
di
.
active
=
true
;
di
.
active
=
true
;
intact
.
active
=
false
;
intact
.
active
=
false
;
// 保存当前选中的数据
// 保存当前选中的数据
this
.
touchData
=
egg
.
data
;
this
.
touchData
=
egg
.
data
;
this
.
touchData
.
parent
=
egg
;
this
.
touchData
.
parent
=
egg
;
// 延迟显示卡片
// 延迟显示卡片
await
pg
.
time
.
delay
(
0.7
);
await
pg
.
time
.
delay
(
0.7
);
this
.
playCard
(
this
.
touchData
);
this
.
playCard
(
this
.
touchData
);
this
.
updateLayoutSpeak
();
this
.
updateLayoutSpeak
();
// 显示破碎的蛋壳,隐藏底部
// 显示破碎的蛋壳,隐藏底部
broken
.
active
=
true
;
broken
.
active
=
true
;
di
.
active
=
false
;
di
.
active
=
false
;
})
})
});
});
// 添加箭头动画
// 添加箭头动画
this
.
eggArrowAction
(
egg
);
this
.
eggArrowAction
(
egg
);
}
}
// 调整布局
// 调整布局
let
layout_egg
=
cc
.
find
(
"
layout_egg
"
,
this
.
layout_game
);
let
layout_egg
=
cc
.
find
(
"
layout_egg
"
,
this
.
layout_game
);
layout_egg
.
getComponent
(
cc
.
Layout
).
updateLayout
();
layout_egg
.
getComponent
(
cc
.
Layout
).
updateLayout
();
// 根据选项数量调整间距
// 根据选项数量调整间距
if
(
count
==
2
)
{
if
(
count
==
2
)
{
layout_egg
.
getComponent
(
cc
.
Layout
).
spacingX
=
200
;
layout_egg
.
getComponent
(
cc
.
Layout
).
spacingX
=
200
;
...
@@ -399,7 +319,7 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -399,7 +319,7 @@ export default class SceneComponent extends MyCocosSceneComponent {
}
else
{
}
else
{
layout_egg
.
getComponent
(
cc
.
Layout
).
spacingX
=
40
;
layout_egg
.
getComponent
(
cc
.
Layout
).
spacingX
=
40
;
}
}
// 更新并禁用自动布局
// 更新并禁用自动布局
layout_egg
.
getComponent
(
cc
.
Layout
).
updateLayout
();
layout_egg
.
getComponent
(
cc
.
Layout
).
updateLayout
();
layout_egg
.
getComponent
(
cc
.
Layout
).
enabled
=
false
;
layout_egg
.
getComponent
(
cc
.
Layout
).
enabled
=
false
;
...
@@ -414,12 +334,12 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -414,12 +334,12 @@ export default class SceneComponent extends MyCocosSceneComponent {
if
(
Game
.
getIns
().
state
!=
GAME_STATE
.
RUNNING
)
return
;
if
(
Game
.
getIns
().
state
!=
GAME_STATE
.
RUNNING
)
return
;
// 倒计时不显示时不更新
// 倒计时不显示时不更新
if
(
!
this
.
bg_countdown
||
!
this
.
bg_countdown
.
active
)
return
;
if
(
!
this
.
bg_countdown
||
!
this
.
bg_countdown
.
active
)
return
;
// 获取时间显示节点
// 获取时间显示节点
let
time
=
cc
.
find
(
"
time
"
,
this
.
bg_countdown
);
let
time
=
cc
.
find
(
"
time
"
,
this
.
bg_countdown
);
let
time2
=
cc
.
find
(
"
time2
"
,
this
.
bg_countdown
);
let
time2
=
cc
.
find
(
"
time2
"
,
this
.
bg_countdown
);
if
(
!
time
||
!
time2
)
return
;
if
(
!
time
||
!
time2
)
return
;
// 倒计时结束处理
// 倒计时结束处理
if
(
this
.
countDown
<=
0
)
{
if
(
this
.
countDown
<=
0
)
{
this
.
onTouchRecordEnd
();
this
.
onTouchRecordEnd
();
...
@@ -427,17 +347,17 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -427,17 +347,17 @@ export default class SceneComponent extends MyCocosSceneComponent {
cc
.
Tween
.
stopAllByTarget
(
time2
)
cc
.
Tween
.
stopAllByTarget
(
time2
)
return
;
return
;
}
}
// 更新倒计时时间
// 更新倒计时时间
this
.
countDown
=
this
.
countDown
-
dt
;
this
.
countDown
=
this
.
countDown
-
dt
;
// 倒计时小于6秒时的特殊显示
// 倒计时小于6秒时的特殊显示
if
(
this
.
countDown
<
6
)
{
if
(
this
.
countDown
<
6
)
{
let
count
=
Math
.
floor
(
this
.
countDown
);
let
count
=
Math
.
floor
(
this
.
countDown
);
time
.
active
=
false
;
time
.
active
=
false
;
time2
.
active
=
true
;
time2
.
active
=
true
;
time2
.
getComponent
(
cc
.
Label
).
string
=
""
+
parseInt
(
""
+
this
.
countDown
);
time2
.
getComponent
(
cc
.
Label
).
string
=
""
+
parseInt
(
""
+
this
.
countDown
);
// 当秒数变化时播放缩放动画
// 当秒数变化时播放缩放动画
if
(
count
!=
this
.
timeCount
)
{
if
(
count
!=
this
.
timeCount
)
{
this
.
timeCount
=
count
;
this
.
timeCount
=
count
;
...
@@ -468,14 +388,14 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -468,14 +388,14 @@ export default class SceneComponent extends MyCocosSceneComponent {
let
ske
=
pg
.
view
.
find
(
this
.
layout_speak
,
'
speak_ske
'
);
let
ske
=
pg
.
view
.
find
(
this
.
layout_speak
,
'
speak_ske
'
);
let
btn_start
=
pg
.
view
.
find
(
this
.
layout_speak
,
'
btn_start
'
);
let
btn_start
=
pg
.
view
.
find
(
this
.
layout_speak
,
'
btn_start
'
);
let
btn_stop
=
pg
.
view
.
find
(
this
.
layout_speak
,
'
btn_stop
'
);
let
btn_stop
=
pg
.
view
.
find
(
this
.
layout_speak
,
'
btn_stop
'
);
// 更新按钮状态
// 更新按钮状态
btn_start
.
active
=
false
;
btn_start
.
active
=
false
;
btn_stop
.
active
=
true
;
btn_stop
.
active
=
true
;
// 设置动画速度
// 设置动画速度
ske
.
getComponent
(
dragonBones
.
ArmatureDisplay
).
timeScale
=
1
;
ske
.
getComponent
(
dragonBones
.
ArmatureDisplay
).
timeScale
=
1
;
// 显示倒计时并设置时间
// 显示倒计时并设置时间
this
.
bg_countdown
.
active
=
true
;
this
.
bg_countdown
.
active
=
true
;
this
.
countDown
=
this
.
startCount
;
this
.
countDown
=
this
.
startCount
;
...
@@ -493,15 +413,15 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -493,15 +413,15 @@ export default class SceneComponent extends MyCocosSceneComponent {
let
ske
=
pg
.
view
.
find
(
this
.
layout_speak
,
'
speak_ske
'
);
let
ske
=
pg
.
view
.
find
(
this
.
layout_speak
,
'
speak_ske
'
);
let
btn_start
=
pg
.
view
.
find
(
this
.
layout_speak
,
'
btn_start
'
);
let
btn_start
=
pg
.
view
.
find
(
this
.
layout_speak
,
'
btn_start
'
);
let
btn_stop
=
pg
.
view
.
find
(
this
.
layout_speak
,
'
btn_stop
'
);
let
btn_stop
=
pg
.
view
.
find
(
this
.
layout_speak
,
'
btn_stop
'
);
// 播放动画并设置极快的速度(实际上是为了立即结束动画)
// 播放动画并设置极快的速度(实际上是为了立即结束动画)
pg
.
view
.
playDBAnimation
(
ske
,
'
newAnimation
'
,
1
);
pg
.
view
.
playDBAnimation
(
ske
,
'
newAnimation
'
,
1
);
ske
.
getComponent
(
dragonBones
.
ArmatureDisplay
).
timeScale
=
10000
;
ske
.
getComponent
(
dragonBones
.
ArmatureDisplay
).
timeScale
=
10000
;
// 隐藏所有按钮
// 隐藏所有按钮
btn_stop
.
active
=
false
;
btn_stop
.
active
=
false
;
btn_start
.
active
=
false
;
btn_start
.
active
=
false
;
// 隐藏倒计时并设置一个很大的值防止倒计时继续
// 隐藏倒计时并设置一个很大的值防止倒计时继续
this
.
bg_countdown
.
active
=
false
;
this
.
bg_countdown
.
active
=
false
;
this
.
countDown
=
999999
;
this
.
countDown
=
999999
;
...
@@ -586,7 +506,7 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -586,7 +506,7 @@ export default class SceneComponent extends MyCocosSceneComponent {
private
tryAgain
:
boolean
=
false
;
private
tryAgain
:
boolean
=
false
;
/** 是否正在触摸/操作中 */
/** 是否正在触摸/操作中 */
private
touching
:
boolean
=
false
;
private
touching
:
boolean
=
false
;
/**
/**
* 处理录音结束后的逻辑
* 处理录音结束后的逻辑
* 根据录音评分结果决定是否通过,显示相应提示
* 根据录音评分结果决定是否通过,显示相应提示
...
@@ -596,13 +516,13 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -596,13 +516,13 @@ export default class SceneComponent extends MyCocosSceneComponent {
this
.
log
(
"
recrodEnd!!!!!
"
)
this
.
log
(
"
recrodEnd!!!!!
"
)
// 保存录音数据
// 保存录音数据
Game
.
getIns
().
player
.
addVoice
(
data
);
Game
.
getIns
().
player
.
addVoice
(
data
);
// 获取评分和检查单词正确性
// 获取评分和检查单词正确性
let
score
=
data
.
result
.
overall
;
let
score
=
data
.
result
.
overall
;
this
.
log
(
"
score:
"
+
score
);
this
.
log
(
"
score:
"
+
score
);
let
isSuccess
=
this
.
checkWords
(
data
);
let
isSuccess
=
this
.
checkWords
(
data
);
this
.
log
(
"
data:
"
+
JSON
.
stringify
(
data
));
this
.
log
(
"
data:
"
+
JSON
.
stringify
(
data
));
// 评分达标且单词正确
// 评分达标且单词正确
if
(
score
>=
70
&&
isSuccess
)
{
if
(
score
>=
70
&&
isSuccess
)
{
this
.
touching
=
false
;
this
.
touching
=
false
;
...
@@ -611,7 +531,7 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -611,7 +531,7 @@ export default class SceneComponent extends MyCocosSceneComponent {
// 增加正确计数
// 增加正确计数
Game
.
getIns
().
player
.
addRight
();
Game
.
getIns
().
player
.
addRight
();
this
.
tryAgain
=
false
;
this
.
tryAgain
=
false
;
// 延迟后隐藏卡片和提示,进入下一题
// 延迟后隐藏卡片和提示,进入下一题
await
pg
.
time
.
delay
(
3
);
await
pg
.
time
.
delay
(
3
);
this
.
playCard
(
null
);
this
.
playCard
(
null
);
...
@@ -624,7 +544,7 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -624,7 +544,7 @@ export default class SceneComponent extends MyCocosSceneComponent {
if
(
this
.
tryData
.
some
(
td
=>
td
.
id
==
this
.
touchData
.
id
))
{
if
(
this
.
tryData
.
some
(
td
=>
td
.
id
==
this
.
touchData
.
id
))
{
// 已经尝试过的题目,显示完成提示
// 已经尝试过的题目,显示完成提示
this
.
updateTips
(
TIPS_STATE
.
COM
);
this
.
updateTips
(
TIPS_STATE
.
COM
);
if
(
this
.
tryAgain
)
{
if
(
this
.
tryAgain
)
{
// 第二次尝试后,无论结果如何都进入下一题
// 第二次尝试后,无论结果如何都进入下一题
this
.
tryAgain
=
false
;
this
.
tryAgain
=
false
;
...
@@ -643,11 +563,11 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -643,11 +563,11 @@ export default class SceneComponent extends MyCocosSceneComponent {
this
.
tryAgain
=
true
;
this
.
tryAgain
=
true
;
}
}
}
}
// 延迟后隐藏提示
// 延迟后隐藏提示
await
pg
.
time
.
delay
(
3
);
await
pg
.
time
.
delay
(
3
);
this
.
updateTips
(
null
);
this
.
updateTips
(
null
);
// 根据是否需要再次尝试决定显示卡片或进入下一题
// 根据是否需要再次尝试决定显示卡片或进入下一题
if
(
this
.
tryAgain
)
{
if
(
this
.
tryAgain
)
{
// 需要再次尝试,显示卡片和录音界面
// 需要再次尝试,显示卡片和录音界面
...
@@ -669,20 +589,20 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -669,20 +589,20 @@ export default class SceneComponent extends MyCocosSceneComponent {
if
(
!
hide
)
{
if
(
!
hide
)
{
// 显示录音界面
// 显示录音界面
this
.
layout_speak
.
active
=
true
;
this
.
layout_speak
.
active
=
true
;
// 获取UI元素
// 获取UI元素
let
ske
=
pg
.
view
.
find
(
this
.
layout_speak
,
'
speak_ske
'
);
let
ske
=
pg
.
view
.
find
(
this
.
layout_speak
,
'
speak_ske
'
);
let
btn_start
=
pg
.
view
.
find
(
this
.
layout_speak
,
'
btn_start
'
);
let
btn_start
=
pg
.
view
.
find
(
this
.
layout_speak
,
'
btn_start
'
);
let
btn_stop
=
pg
.
view
.
find
(
this
.
layout_speak
,
'
btn_stop
'
);
let
btn_stop
=
pg
.
view
.
find
(
this
.
layout_speak
,
'
btn_stop
'
);
// 绑定按钮事件
// 绑定按钮事件
pg
.
view
.
touchOn
(
btn_start
,
this
.
onTouchRecord
,
this
);
pg
.
view
.
touchOn
(
btn_start
,
this
.
onTouchRecord
,
this
);
pg
.
view
.
touchOn
(
btn_stop
,
this
.
onTouchRecordEnd
,
this
);
pg
.
view
.
touchOn
(
btn_stop
,
this
.
onTouchRecordEnd
,
this
);
// 设置动画初始状态(几乎静止)
// 设置动画初始状态(几乎静止)
pg
.
view
.
playDBAnimation
(
ske
,
'
newAnimation
'
,
0
);
pg
.
view
.
playDBAnimation
(
ske
,
'
newAnimation
'
,
0
);
ske
.
getComponent
(
dragonBones
.
ArmatureDisplay
).
timeScale
=
0.00001
;
ske
.
getComponent
(
dragonBones
.
ArmatureDisplay
).
timeScale
=
0.00001
;
// 显示开始按钮,隐藏停止按钮
// 显示开始按钮,隐藏停止按钮
btn_start
.
active
=
true
;
btn_start
.
active
=
true
;
btn_stop
.
active
=
false
;
btn_stop
.
active
=
false
;
...
@@ -703,20 +623,20 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -703,20 +623,20 @@ export default class SceneComponent extends MyCocosSceneComponent {
this
.
layout_tip
.
active
=
false
;
this
.
layout_tip
.
active
=
false
;
return
;
return
;
}
}
// 显示提示布局
// 显示提示布局
this
.
layout_tip
.
active
=
true
;
this
.
layout_tip
.
active
=
true
;
// 获取所有提示图标
// 获取所有提示图标
let
img_co
=
pg
.
view
.
find
(
this
.
layout_tip
,
'
img_co
'
);
// 完成提示
let
img_co
=
pg
.
view
.
find
(
this
.
layout_tip
,
'
img_co
'
);
// 完成提示
let
img_gj
=
pg
.
view
.
find
(
this
.
layout_tip
,
'
img_gj
'
);
// 很棒提示
let
img_gj
=
pg
.
view
.
find
(
this
.
layout_tip
,
'
img_gj
'
);
// 很棒提示
let
img_ta
=
pg
.
view
.
find
(
this
.
layout_tip
,
'
img_ta
'
);
// 再试一次提示
let
img_ta
=
pg
.
view
.
find
(
this
.
layout_tip
,
'
img_ta
'
);
// 再试一次提示
// 先隐藏所有图标
// 先隐藏所有图标
img_co
.
active
=
false
;
img_co
.
active
=
false
;
img_gj
.
active
=
false
;
img_gj
.
active
=
false
;
img_ta
.
active
=
false
;
img_ta
.
active
=
false
;
// 根据状态选择要显示的图标和光效
// 根据状态选择要显示的图标和光效
let
img
=
null
;
let
img
=
null
;
let
img_light
=
null
;
let
img_light
=
null
;
...
@@ -737,18 +657,18 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -737,18 +657,18 @@ export default class SceneComponent extends MyCocosSceneComponent {
img_light
=
cc
.
find
(
"
bg_light
"
,
img_ta
);
img_light
=
cc
.
find
(
"
bg_light
"
,
img_ta
);
break
;
break
;
}
}
// 设置初始缩放为0并显示
// 设置初始缩放为0并显示
img
.
scale
=
0
;
img
.
scale
=
0
;
img
.
active
=
true
;
img
.
active
=
true
;
// 停止之前的动画并激活光效
// 停止之前的动画并激活光效
cc
.
Tween
.
stopAllByTarget
(
img_light
)
cc
.
Tween
.
stopAllByTarget
(
img_light
)
img_light
.
active
=
true
;
img_light
.
active
=
true
;
// 创建光效旋转动画
// 创建光效旋转动画
cc
.
tween
(
img_light
).
repeatForever
(
cc
.
tween
().
by
(
5
,
{
angle
:
360
})).
start
();
cc
.
tween
(
img_light
).
repeatForever
(
cc
.
tween
().
by
(
5
,
{
angle
:
360
})).
start
();
// 创建图标缩放动画,延迟后自动隐藏
// 创建图标缩放动画,延迟后自动隐藏
cc
.
tween
(
img
).
to
(
0.5
,
{
scale
:
1
}).
delay
(
2
).
call
(()
=>
{
cc
.
tween
(
img
).
to
(
0.5
,
{
scale
:
1
}).
delay
(
2
).
call
(()
=>
{
cc
.
Tween
.
stopAllByTarget
(
img_light
)
cc
.
Tween
.
stopAllByTarget
(
img_light
)
...
@@ -769,23 +689,23 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -769,23 +689,23 @@ export default class SceneComponent extends MyCocosSceneComponent {
this
.
layout_card
.
active
=
false
;
this
.
layout_card
.
active
=
false
;
return
;
return
;
}
}
// 显示卡片布局
// 显示卡片布局
this
.
layout_card
.
active
=
true
;
this
.
layout_card
.
active
=
true
;
// 获取UI元素
// 获取UI元素
let
layout_txt
=
pg
.
view
.
find
(
this
.
layout_card
,
"
layout_txt
"
);
// 文本布局
let
layout_txt
=
pg
.
view
.
find
(
this
.
layout_card
,
"
layout_txt
"
);
// 文本布局
let
layout_img
=
pg
.
view
.
find
(
this
.
layout_card
,
"
layout_img
"
);
// 图片布局
let
layout_img
=
pg
.
view
.
find
(
this
.
layout_card
,
"
layout_img
"
);
// 图片布局
let
touch
=
pg
.
view
.
find
(
this
.
layout_card
,
'
touch
'
);
// 触摸区域
let
touch
=
pg
.
view
.
find
(
this
.
layout_card
,
'
touch
'
);
// 触摸区域
// 初始隐藏所有内容布局
// 初始隐藏所有内容布局
layout_txt
.
active
=
false
;
layout_txt
.
active
=
false
;
layout_img
.
active
=
false
;
layout_img
.
active
=
false
;
touch
.
active
=
true
;
touch
.
active
=
true
;
// 默认使用文本布局
// 默认使用文本布局
let
layout
=
layout_txt
;
let
layout
=
layout_txt
;
// 根据数据类型设置内容
// 根据数据类型设置内容
if
(
data
.
type
==
"
txt
"
)
{
if
(
data
.
type
==
"
txt
"
)
{
// 设置文本内容
// 设置文本内容
...
@@ -795,10 +715,10 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -795,10 +715,10 @@ export default class SceneComponent extends MyCocosSceneComponent {
layout
=
layout_img
;
layout
=
layout_img
;
pg
.
view
.
setNetImg
(
pg
.
view
.
find
(
layout_img
,
'
pic
'
),
data
.
picUrl
,
{
w
:
504
,
h
:
360
})
pg
.
view
.
setNetImg
(
pg
.
view
.
find
(
layout_img
,
'
pic
'
),
data
.
picUrl
,
{
w
:
504
,
h
:
360
})
}
}
// 移除之前的触摸事件
// 移除之前的触摸事件
touch
.
off
(
cc
.
Node
.
EventType
.
TOUCH_END
);
touch
.
off
(
cc
.
Node
.
EventType
.
TOUCH_END
);
// 停止背景音乐并播放卡片音频
// 停止背景音乐并播放卡片音频
this
.
stopBgAudio
();
this
.
stopBgAudio
();
pg
.
audio
.
playAudioByUrl
(
this
.
touchData
.
audioUrl
,
()
=>
{
pg
.
audio
.
playAudioByUrl
(
this
.
touchData
.
audioUrl
,
()
=>
{
...
@@ -810,12 +730,12 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -810,12 +730,12 @@ export default class SceneComponent extends MyCocosSceneComponent {
});
});
})
})
});
});
// 显示内容布局并设置初始状态
// 显示内容布局并设置初始状态
layout
.
active
=
true
;
layout
.
active
=
true
;
layout
.
opacity
=
255
;
layout
.
opacity
=
255
;
layout
.
scale
=
0.1
;
layout
.
scale
=
0.1
;
// 创建缩放动画
// 创建缩放动画
cc
.
tween
(
layout
)
cc
.
tween
(
layout
)
.
to
(
0.5
,
{
scale
:
1.1
})
// 先放大超过目标大小
.
to
(
0.5
,
{
scale
:
1.1
})
// 先放大超过目标大小
...
@@ -841,28 +761,28 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -841,28 +761,28 @@ export default class SceneComponent extends MyCocosSceneComponent {
let
di
=
cc
.
find
(
"
di
"
,
egg
);
let
di
=
cc
.
find
(
"
di
"
,
egg
);
let
intact
=
cc
.
find
(
"
intact
"
,
egg
);
let
intact
=
cc
.
find
(
"
intact
"
,
egg
);
let
broken
=
cc
.
find
(
"
broken
"
,
egg
);
let
broken
=
cc
.
find
(
"
broken
"
,
egg
);
// 恢复蛋壳完整状态
// 恢复蛋壳完整状态
di
.
active
=
false
;
di
.
active
=
false
;
broken
.
active
=
false
;
broken
.
active
=
false
;
intact
.
active
=
true
;
intact
.
active
=
true
;
// 设置新的问题数据
// 设置新的问题数据
egg
.
data
=
eggInfo
;
egg
.
data
=
eggInfo
;
}
else
{
}
else
{
// 没有问题了,隐藏当前蛋壳
// 没有问题了,隐藏当前蛋壳
this
.
touchData
.
parent
.
active
=
false
;
this
.
touchData
.
parent
.
active
=
false
;
// 检查是否所有蛋壳都已处理完毕
// 检查是否所有蛋壳都已处理完毕
if
(
this
.
checkIsOver
())
{
if
(
this
.
checkIsOver
())
{
this
.
gameOver
();
this
.
gameOver
();
}
}
}
}
// 恢复背景音乐
// 恢复背景音乐
this
.
playBgAudio
();
this
.
playBgAudio
();
}
}
/**
/**
* 为蛋壳添加箭头上下移动动画
* 为蛋壳添加箭头上下移动动画
* @param target 目标蛋壳节点
* @param target 目标蛋壳节点
...
@@ -871,21 +791,21 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -871,21 +791,21 @@ export default class SceneComponent extends MyCocosSceneComponent {
// 获取箭头节点
// 获取箭头节点
let
icon_arrow
=
cc
.
find
(
"
icon_arrow
"
,
target
);
let
icon_arrow
=
cc
.
find
(
"
icon_arrow
"
,
target
);
if
(
!
icon_arrow
)
return
;
if
(
!
icon_arrow
)
return
;
// 显示箭头并创建上下移动的循环动画
// 显示箭头并创建上下移动的循环动画
icon_arrow
.
active
=
true
;
icon_arrow
.
active
=
true
;
cc
.
tween
(
icon_arrow
).
repeatForever
(
cc
.
tween
(
icon_arrow
).
repeatForever
(
cc
.
tween
().
to
(
0.5
,
{
y
:
180
}).
to
(
0.5
,
{
y
:
220
})
cc
.
tween
().
to
(
0.5
,
{
y
:
180
}).
to
(
0.5
,
{
y
:
220
})
).
start
();
).
start
();
}
}
/**
/**
* 停止所有蛋壳上的箭头动画
* 停止所有蛋壳上的箭头动画
*/
*/
private
stopArrowAction
()
{
private
stopArrowAction
()
{
// 获取所有蛋壳
// 获取所有蛋壳
let
layout_egg
=
cc
.
find
(
"
layout_egg
"
,
this
.
layout_game
);
let
layout_egg
=
cc
.
find
(
"
layout_egg
"
,
this
.
layout_game
);
// 遍历每个蛋壳,停止其箭头动画
// 遍历每个蛋壳,停止其箭头动画
layout_egg
.
children
.
forEach
((
ch
)
=>
{
layout_egg
.
children
.
forEach
((
ch
)
=>
{
let
icon_arrow
=
cc
.
find
(
"
icon_arrow
"
,
ch
);
let
icon_arrow
=
cc
.
find
(
"
icon_arrow
"
,
ch
);
...
@@ -905,12 +825,12 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -905,12 +825,12 @@ export default class SceneComponent extends MyCocosSceneComponent {
// 计数活动的蛋壳数量
// 计数活动的蛋壳数量
let
count
=
0
;
let
count
=
0
;
let
layout_egg
=
cc
.
find
(
"
layout_egg
"
,
this
.
layout_game
);
let
layout_egg
=
cc
.
find
(
"
layout_egg
"
,
this
.
layout_game
);
// 遍历所有蛋壳,统计显示中的数量
// 遍历所有蛋壳,统计显示中的数量
layout_egg
.
children
.
forEach
((
ch
)
=>
{
layout_egg
.
children
.
forEach
((
ch
)
=>
{
if
(
ch
.
active
)
count
++
;
if
(
ch
.
active
)
count
++
;
})
})
// 如果没有显示的蛋壳,游戏结束
// 如果没有显示的蛋壳,游戏结束
return
count
==
0
;
return
count
==
0
;
}
}
...
@@ -934,9 +854,32 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -934,9 +854,32 @@ export default class SceneComponent extends MyCocosSceneComponent {
return
true
;
return
true
;
}
}
/**
* 游戏结束处理
* 计算得分并提交结果
*/
private
gameOver
()
{
// 设置游戏状态为结束
Game
.
getIns
().
state
=
GAME_STATE
.
OVER
;
// 准备提交的数据
let
data
:
any
=
{};
data
.
total
=
Game
.
getIns
().
getTotal
;
// 总题目数
data
.
right
=
Game
.
getIns
().
player
.
right
;
// 正确题目数
data
.
scores
=
Game
.
getIns
().
player
.
voices
;
// 语音记录
data
.
stone
=
Math
.
floor
(
10
*
data
.
right
/
data
.
total
);
// 计算得分
// 记录日志
this
.
log
(
"
total:
"
+
data
.
total
+
"
right:
"
+
data
.
right
+
"
stone:
"
+
data
.
stone
);
// 提交作业完成数据
onHomeworkFinish
(
data
)
}
/** 锤子可能的位置坐标 */
/** 锤子可能的位置坐标 */
private
hammerPos
=
[{
x
:
-
345
,
y
:
30
},
{
x
:
24
,
y
:
30
},
{
x
:
305
,
y
:
30
},
{
x
:
545
,
y
:
30
}]
private
hammerPos
=
[{
x
:
-
345
,
y
:
30
},
{
x
:
24
,
y
:
30
},
{
x
:
305
,
y
:
30
},
{
x
:
545
,
y
:
30
}]
/**
/**
* 播放锤子敲击动画
* 播放锤子敲击动画
* @param pos 目标位置
* @param pos 目标位置
...
@@ -948,7 +891,7 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -948,7 +891,7 @@ export default class SceneComponent extends MyCocosSceneComponent {
hammer
.
active
=
true
;
hammer
.
active
=
true
;
hammer
.
x
=
pos
.
x
+
95
;
hammer
.
x
=
pos
.
x
+
95
;
hammer
.
y
=
pos
.
y
+
30
;
hammer
.
y
=
pos
.
y
+
30
;
// 创建锤子敲击动画
// 创建锤子敲击动画
return
new
Promise
((
resolve
,
reject
)
=>
{
return
new
Promise
((
resolve
,
reject
)
=>
{
cc
.
tween
(
hammer
)
cc
.
tween
(
hammer
)
...
@@ -965,6 +908,44 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -965,6 +908,44 @@ export default class SceneComponent extends MyCocosSceneComponent {
.
start
();
.
start
();
})
})
}
}
/**
* 音频开启按钮点击处理
* 关闭背景音乐
*/
private
onAudioOn
()
{
this
.
btn_audio_off
.
active
=
true
;
this
.
btn_audio_on
.
active
=
false
;
this
.
isPlayBgAudio
=
false
;
this
.
stopBgAudio
();
}
/**
* 音频关闭按钮点击处理
* 开启背景音乐
*/
private
onAudioOff
()
{
this
.
btn_audio_on
.
active
=
true
;
this
.
btn_audio_off
.
active
=
false
;
this
.
isPlayBgAudio
=
true
;
this
.
playBgAudio
();
}
/**
* 播放背景音乐
*/
private
playBgAudio
()
{
if
(
!
this
.
isPlayBgAudio
)
return
;
cc
.
audioEngine
.
resumeMusic
();
}
/**
* 停止背景音乐
*/
private
stopBgAudio
()
{
cc
.
audioEngine
.
pauseMusic
();
}
/**
/**
* 播放本地音频
* 播放本地音频
* @param audioName 音频资源名称
* @param audioName 音频资源名称
...
@@ -973,7 +954,7 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -973,7 +954,7 @@ export default class SceneComponent extends MyCocosSceneComponent {
playLocalAudio
(
audioName
)
{
playLocalAudio
(
audioName
)
{
// 获取音频组件
// 获取音频组件
const
audio
=
cc
.
find
(
`Canvas/res/audio/
${
audioName
}
`
).
getComponent
(
cc
.
AudioSource
);
const
audio
=
cc
.
find
(
`Canvas/res/audio/
${
audioName
}
`
).
getComponent
(
cc
.
AudioSource
);
// 播放音效并返回Promise
// 播放音效并返回Promise
return
new
Promise
((
resolve
,
reject
)
=>
{
return
new
Promise
((
resolve
,
reject
)
=>
{
const
id
=
cc
.
audioEngine
.
playEffect
(
audio
.
clip
,
false
);
const
id
=
cc
.
audioEngine
.
playEffect
(
audio
.
clip
,
false
);
...
...
assets/SSAPP2501/scene/tool/Game.ts
View file @
ebca1c4b
...
@@ -135,35 +135,35 @@ export default class Game {
...
@@ -135,35 +135,35 @@ export default class Game {
if
(
!
Game
.
ins
)
Game
.
ins
=
new
Game
();
if
(
!
Game
.
ins
)
Game
.
ins
=
new
Game
();
return
Game
.
ins
;
return
Game
.
ins
;
}
}
/** 游戏数据 */
/** 游戏数据源数组 */
private
data
:
any
;
private
data
:
Array
<
any
>
;
/** 选项列表 */
private
lists
:
Array
<
Option
>
/** 玩家实例 */
/** 玩家实例 */
public
player
:
Player
;
public
player
:
Player
;
/** 游戏状态 */
/** 游戏状态 */
public
state
:
GAME_STATE
;
public
state
:
GAME_STATE
;
/**
问题
总数 */
/**
数据
总数 */
public
total
:
number
;
public
total
:
number
;
/** 每页数据数量 */
public
pageSize
:
number
;
/**
/**
* 构造函数,初始化游戏基本属性
* 构造函数,初始化游戏基本属性
*/
*/
constructor
()
{
constructor
()
{
this
.
start
=
false
;
this
.
start
=
false
;
this
.
lists
=
[];
this
.
data
=
[];
this
.
page
=
0
;
this
.
pageSize
=
6
;
this
.
player
=
new
Player
();
this
.
player
=
new
Player
();
this
.
state
=
GAME_STATE
.
WAIT
;
this
.
state
=
GAME_STATE
.
WAIT
;
}
}
/**
/**
* 获取当前
选项列表
长度
* 获取当前
数据源
长度
* @returns
选项列表
长度
* @returns
数据源
长度
*/
*/
get
len
()
{
get
len
()
{
return
this
.
lists
.
length
;
return
this
.
data
?
this
.
data
.
length
:
0
;
}
}
/** 是否为单人游戏模式 */
public
singleGame
:
boolean
;
/** 问题信息,包含文本和音频 */
/** 问题信息,包含文本和音频 */
public
question
:
{
text
,
audio
};
public
question
:
{
text
,
audio
};
/** 游戏标题 */
/** 游戏标题 */
...
@@ -177,14 +177,15 @@ export default class Game {
...
@@ -177,14 +177,15 @@ export default class Game {
* @param data 游戏配置数据
* @param data 游戏配置数据
*/
*/
public
init
(
data
)
{
public
init
(
data
)
{
this
.
singleGame
=
!
data
.
onlineFlg
;
this
.
pageSize
=
6
;
// 每页最多6个数据
this
.
question
=
{
text
:
data
.
questionText
,
audio
:
data
.
questionTextAudio
};
this
.
question
=
{
text
:
data
.
questionText
,
audio
:
data
.
questionTextAudio
};
this
.
title
=
data
.
title
;
this
.
title
=
data
.
title
;
this
.
bgAudio
=
data
.
bgAudio
||
""
;
this
.
bgAudio
=
data
.
bgAudio
||
""
;
this
.
questionText
=
data
.
questionText
;
this
.
questionText
=
data
.
questionText
;
this
.
start
=
false
;
this
.
start
=
false
;
this
.
lists
=
[];
this
.
page
=
0
;
// 页码从0开始
this
.
data
=
data
.
questions
;
this
.
data
=
data
.
questions
;
this
.
total
=
this
.
data
.
length
;
}
}
/** 游戏是否已开始 */
/** 游戏是否已开始 */
public
start
:
boolean
;
public
start
:
boolean
;
...
@@ -192,68 +193,91 @@ export default class Game {
...
@@ -192,68 +193,91 @@ export default class Game {
public
page
:
number
;
public
page
:
number
;
/**
/**
* 重置游戏状态
* 重置游戏状态
* 重置玩家数据,初始化
问题列表
,准备开始新游戏
* 重置玩家数据,初始化
游戏状态
,准备开始新游戏
*/
*/
reset
()
{
reset
()
{
this
.
player
.
reset
();
this
.
player
.
reset
();
this
.
page
=
1
;
this
.
page
=
0
;
// 页码从0开始
this
.
start
=
true
;
this
.
start
=
true
;
this
.
lists
=
[];
for
(
let
i
=
0
;
i
<
this
.
data
.
length
;
i
++
)
{
let
data
=
this
.
data
[
i
];
this
.
lists
.
push
(
new
Option
(
data
,
i
));
}
this
.
state
=
GAME_STATE
.
WAIT
;
this
.
state
=
GAME_STATE
.
WAIT
;
this
.
total
=
this
.
lists
.
length
;
this
.
total
=
this
.
data
.
length
;
}
}
/**
/**
* 获取
随机卡片信息
* 获取
当前页的数据
*
从列表中随机抽取一个选项并从列表中移除
*
@param {number} pageIndex 页码索引,默认为当前页码(页码从0开始)
* @returns
随机选项,如果列表为空则返回null
* @returns
{Array<Option>} 当前页的选项数据数组
*/
*/
public
getCardInfo
()
{
getPageData
(
pageIndex
?:
number
)
{
let
option
:
Option
;
// 如果没有指定页码索引,则使用当前页码(页码从0开始)
if
(
this
.
lists
.
length
>
0
)
{
const
index
=
pageIndex
!==
undefined
?
pageIndex
:
this
.
page
;
let
random
=
Math
.
floor
(
Math
.
random
()
*
this
.
lists
.
length
);
option
=
this
.
lists
.
splice
(
random
,
1
)[
0
];
// 计算当前页的起始索引和结束索引
}
else
{
const
startIndex
=
index
*
this
.
pageSize
;
option
=
null
;
const
endIndex
=
Math
.
min
(
startIndex
+
this
.
pageSize
,
this
.
data
.
length
);
// 如果起始索引超出数据范围,返回空数组
if
(
startIndex
>=
this
.
data
.
length
)
{
return
[];
}
// 提取当前页的数据并转换为Option对象
const
pageData
:
Array
<
Option
>
=
[];
for
(
let
i
=
startIndex
;
i
<
endIndex
;
i
++
)
{
pageData
.
push
(
new
Option
(
this
.
data
[
i
],
i
));
}
}
console
.
log
(
"
this.cardInfo=======
"
,
option
)
return
option
;
return
pageData
;
}
}
/**
/**
* 获取总页数
/剩余问题数
* 获取总页数
* @returns
剩余问题数量
* @returns
总页数(向上取整)
*/
*/
getTotalPageNum
()
{
getTotalPageNum
()
{
return
this
.
lists
.
length
;
return
Math
.
ceil
(
this
.
data
.
length
/
this
.
pageSize
)
;
}
}
/**
/**
* 获取当前页码
* 获取当前页码
* @returns 当前页码
* @returns 当前页码
(从0开始)
*/
*/
getCurrentPageNum
()
{
getCurrentPageNum
()
{
return
this
.
page
;
return
this
.
page
;
}
}
/**
/**
* 页码加1,用于游戏进度更新
* 页码加1,用于游戏进度更新
*/
*/
addPage
()
{
addPage
()
{
this
.
page
+=
1
;
this
.
page
+=
1
;
}
}
/**
/**
* 获取
剩余
总数
* 获取
数据
总数
* @returns
剩余问题数量
* @returns
数据总数
*/
*/
get
getTotla
()
{
get
getTotal
()
{
return
this
.
lists
.
length
;
return
this
.
data
.
length
;
}
/**
* 获取当前页的卡片信息
* @returns 当前页的选项数据数组
*/
getCardInfo
()
{
const
currentPageData
=
this
.
getPageData
();
if
(
currentPageData
.
length
===
0
)
{
return
null
;
}
return
currentPageData
[
0
];
// 返回当前页的第一个选项
}
}
/**
/**
* 判断游戏是否结束
* 判断游戏是否结束
* @returns 当前页码是否超过
问题总
数
* @returns 当前页码是否超过
或等于总页
数
*/
*/
get
isOver
()
{
get
isOver
()
{
return
this
.
page
>
this
.
lists
.
length
;
return
this
.
page
>
=
this
.
getTotalPageNum
()
;
}
}
}
}
\ No newline at end of file
huiwan_cocos.md
View file @
ebca1c4b
...
@@ -295,7 +295,6 @@
...
@@ -295,7 +295,6 @@
|
`player`
|
`Player`
| 玩家实例 |
|
`player`
|
`Player`
| 玩家实例 |
|
`state`
|
`GAME_STATE`
| 游戏状态 |
|
`state`
|
`GAME_STATE`
| 游戏状态 |
|
`total`
|
`number`
| 问题总数 |
|
`total`
|
`number`
| 问题总数 |
|
`singleGame`
|
`boolean`
| 是否为单人游戏模式 |
|
`question`
|
`{text, audio}`
| 问题信息 |
|
`question`
|
`{text, audio}`
| 问题信息 |
|
`title`
|
`string`
| 游戏标题 |
|
`title`
|
`string`
| 游戏标题 |
|
`bgAudio`
|
`string`
| 背景音乐URL |
|
`bgAudio`
|
`string`
| 背景音乐URL |
...
...
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