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template admin
SSAPP2501
Commits
f5cc4bb1
Commit
f5cc4bb1
authored
Aug 02, 2025
by
Tt
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1
parent
71f00d52
Changes
3
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3 changed files
with
1270 additions
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556 deletions
+1270
-556
SSAPP2501.fire
assets/SSAPP2501/scene/SSAPP2501.fire
+1021
-391
SSAPP2501.ts
assets/SSAPP2501/scene/SSAPP2501.ts
+200
-165
pg.ts
assets/SSAPP2501/scene/tool/pg.ts
+49
-0
No files found.
assets/SSAPP2501/scene/SSAPP2501.fire
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f5cc4bb1
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"_name": "quad",
"_objFlags": 0,
"_objFlags": 0,
"_parent": {
"_parent": {
"__id__": 1
72
"__id__": 1
84
},
},
"_children": [
"_children": [
{
{
"__id__": 1
74
"__id__": 1
86
}
}
],
],
"_active": true,
"_active": true,
...
@@ -8711,13 +9341,13 @@
...
@@ -8711,13 +9341,13 @@
"_name": "paper",
"_name": "paper",
"_objFlags": 0,
"_objFlags": 0,
"_parent": {
"_parent": {
"__id__": 1
73
"__id__": 1
85
},
},
"_children": [],
"_children": [],
"_active": true,
"_active": true,
"_components": [
"_components": [
{
{
"__id__": 1
75
"__id__": 1
87
}
}
],
],
"_prefab": null,
"_prefab": null,
...
@@ -8773,7 +9403,7 @@
...
@@ -8773,7 +9403,7 @@
"_name": "",
"_name": "",
"_objFlags": 0,
"_objFlags": 0,
"node": {
"node": {
"__id__": 1
74
"__id__": 1
86
},
},
"_enabled": true,
"_enabled": true,
"_materials": [
"_materials": [
...
@@ -8803,11 +9433,11 @@
...
@@ -8803,11 +9433,11 @@
"_name": "quadBase",
"_name": "quadBase",
"_objFlags": 0,
"_objFlags": 0,
"_parent": {
"_parent": {
"__id__": 1
63
"__id__": 1
75
},
},
"_children": [
"_children": [
{
{
"__id__": 1
77
"__id__": 1
89
}
}
],
],
"_active": true,
"_active": true,
...
@@ -8865,11 +9495,11 @@
...
@@ -8865,11 +9495,11 @@
"_name": "quad",
"_name": "quad",
"_objFlags": 0,
"_objFlags": 0,
"_parent": {
"_parent": {
"__id__": 1
76
"__id__": 1
88
},
},
"_children": [
"_children": [
{
{
"__id__": 1
78
"__id__": 1
90
}
}
],
],
"_active": true,
"_active": true,
...
@@ -8927,13 +9557,13 @@
...
@@ -8927,13 +9557,13 @@
"_name": "paper",
"_name": "paper",
"_objFlags": 0,
"_objFlags": 0,
"_parent": {
"_parent": {
"__id__": 1
77
"__id__": 1
89
},
},
"_children": [],
"_children": [],
"_active": true,
"_active": true,
"_components": [
"_components": [
{
{
"__id__": 1
79
"__id__": 1
91
}
}
],
],
"_prefab": null,
"_prefab": null,
...
@@ -8989,7 +9619,7 @@
...
@@ -8989,7 +9619,7 @@
"_name": "",
"_name": "",
"_objFlags": 0,
"_objFlags": 0,
"node": {
"node": {
"__id__": 1
78
"__id__": 1
90
},
},
"_enabled": true,
"_enabled": true,
"_materials": [
"_materials": [
...
@@ -9019,11 +9649,11 @@
...
@@ -9019,11 +9649,11 @@
"_name": "quadBase",
"_name": "quadBase",
"_objFlags": 0,
"_objFlags": 0,
"_parent": {
"_parent": {
"__id__": 1
63
"__id__": 1
75
},
},
"_children": [
"_children": [
{
{
"__id__": 1
81
"__id__": 1
93
}
}
],
],
"_active": true,
"_active": true,
...
@@ -9081,11 +9711,11 @@
...
@@ -9081,11 +9711,11 @@
"_name": "quad",
"_name": "quad",
"_objFlags": 0,
"_objFlags": 0,
"_parent": {
"_parent": {
"__id__": 1
80
"__id__": 1
92
},
},
"_children": [
"_children": [
{
{
"__id__": 1
82
"__id__": 1
94
}
}
],
],
"_active": true,
"_active": true,
...
@@ -9143,13 +9773,13 @@
...
@@ -9143,13 +9773,13 @@
"_name": "paper",
"_name": "paper",
"_objFlags": 0,
"_objFlags": 0,
"_parent": {
"_parent": {
"__id__": 1
81
"__id__": 1
93
},
},
"_children": [],
"_children": [],
"_active": true,
"_active": true,
"_components": [
"_components": [
{
{
"__id__": 1
83
"__id__": 1
95
}
}
],
],
"_prefab": null,
"_prefab": null,
...
@@ -9205,7 +9835,7 @@
...
@@ -9205,7 +9835,7 @@
"_name": "",
"_name": "",
"_objFlags": 0,
"_objFlags": 0,
"node": {
"node": {
"__id__": 1
82
"__id__": 1
94
},
},
"_enabled": true,
"_enabled": true,
"_materials": [
"_materials": [
...
@@ -9286,38 +9916,38 @@
...
@@ -9286,38 +9916,38 @@
"__id__": 34
"__id__": 34
},
},
"layout_tip": {
"layout_tip": {
"__id__": 1
38
"__id__": 1
50
},
},
"layout_speak": {
"layout_speak": {
"__id__": 1
01
"__id__": 1
13
},
},
"btn_audio_off": {
"btn_audio_off": {
"__id__":
79
"__id__":
91
},
},
"btn_audio_on": {
"btn_audio_on": {
"__id__":
82
"__id__":
94
},
},
"bg_countdown": null,
"bg_countdown": null,
"layout_card": {
"layout_card": {
"__id__":
85
"__id__":
97
},
},
"node_firetruck": {
"node_firetruck": {
"__id__":
71
"__id__":
83
},
},
"node_firetruck_anim": {
"node_firetruck_anim": {
"__id__":
74
"__id__":
86
},
},
"node_firetruck_flush": {
"node_firetruck_flush": {
"__id__":
72
"__id__":
84
},
},
"btn_finger": {
"btn_finger": {
"__id__":
76
"__id__":
88
},
},
"page_a": {
"page_a": {
"__id__": 35
"__id__": 35
},
},
"page_b": {
"page_b": {
"__id__":
53
"__id__":
65
},
},
"_id": "db3L+4L+FH/5MIRcKcfiq+"
"_id": "db3L+4L+FH/5MIRcKcfiq+"
}
}
...
...
assets/SSAPP2501/scene/SSAPP2501.ts
View file @
f5cc4bb1
...
@@ -155,6 +155,10 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -155,6 +155,10 @@ 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
;
/** 当前页面上存在的火苗节点数组 */
private
activeFireNodes
:
cc
.
Node
[]
=
[];
/** 是否正在触摸中 */
private
touching
:
boolean
=
false
;
/**
/**
* 初始化游戏数据
* 初始化游戏数据
...
@@ -168,6 +172,10 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -168,6 +172,10 @@ export default class SceneComponent extends MyCocosSceneComponent {
this
.
tryData
=
[];
this
.
tryData
=
[];
this
.
touchData
=
null
;
this
.
touchData
=
null
;
this
.
isPlayBgAudio
=
true
;
this
.
isPlayBgAudio
=
true
;
// 初始化活跃火苗节点数组
this
.
activeFireNodes
=
[];
// 初始化触摸状态
this
.
touching
=
false
;
}
}
/** 音频播放ID */
/** 音频播放ID */
private
audioId
:
any
;
private
audioId
:
any
;
...
@@ -194,6 +202,11 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -194,6 +202,11 @@ export default class SceneComponent extends MyCocosSceneComponent {
// 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
);
// 添加消防车点击事件
if
(
this
.
node_firetruck
)
{
pg
.
view
.
touchOn
(
this
.
node_firetruck
,
this
.
onTouchFiretruck
,
this
);
}
}
}
initGame
()
{
initGame
()
{
...
@@ -226,7 +239,7 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -226,7 +239,7 @@ export default class SceneComponent extends MyCocosSceneComponent {
}
}
// 设置初始位置
// 设置初始位置
this
.
node_firetruck
.
setPosition
(
cc
.
v2
(
-
1500
,
-
527
));
this
.
node_firetruck
.
setPosition
(
cc
.
v2
(
-
1500
,
-
330
));
// 隐藏冲水动画节点
// 隐藏冲水动画节点
this
.
node_firetruck_flush
.
active
=
false
;
this
.
node_firetruck_flush
.
active
=
false
;
...
@@ -259,19 +272,22 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -259,19 +272,22 @@ export default class SceneComponent extends MyCocosSceneComponent {
showPage
()
{
showPage
()
{
// 获取当前页码
// 获取当前页码
const
currentPage
=
Game
.
getIns
().
getCurrentPageNum
();
const
currentPage
=
Game
.
getIns
().
getCurrentPageNum
();
// 根据页码的奇偶性决定使用哪个页面
// 根据页码的奇偶性决定使用哪个页面
// 偶数页使用page_a,奇数页使用page_b
// 偶数页使用page_a,奇数页使用page_b
const
currentPageNode
=
currentPage
%
2
===
0
?
this
.
page_a
:
this
.
page_b
;
const
currentPageNode
=
currentPage
%
2
===
0
?
this
.
page_a
:
this
.
page_b
;
const
otherPageNode
=
currentPage
%
2
===
0
?
this
.
page_b
:
this
.
page_a
;
const
otherPageNode
=
currentPage
%
2
===
0
?
this
.
page_b
:
this
.
page_a
;
// 显示当前页面,隐藏另一个页面
// 显示当前页面,隐藏另一个页面
currentPageNode
.
active
=
true
;
currentPageNode
.
active
=
true
;
otherPageNode
.
active
=
false
;
otherPageNode
.
active
=
false
;
// 获取当前页的数据
// 获取当前页的数据
const
pageData
=
Game
.
getIns
().
getPageData
();
const
pageData
=
Game
.
getIns
().
getPageData
();
// 清空活跃火苗节点数组
this
.
activeFireNodes
=
[];
// 遍历fire_0到fire_5这6个交互点
// 遍历fire_0到fire_5这6个交互点
for
(
let
i
=
0
;
i
<
6
;
i
++
)
{
for
(
let
i
=
0
;
i
<
6
;
i
++
)
{
// 查找当前页面下的fire节点
// 查找当前页面下的fire节点
...
@@ -280,50 +296,156 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -280,50 +296,156 @@ export default class SceneComponent extends MyCocosSceneComponent {
this
.
log
(
`找不到节点: fire_
${
i
}
`
);
this
.
log
(
`找不到节点: fire_
${
i
}
`
);
continue
;
continue
;
}
}
// 设置节点可见性
// 设置节点可见性
if
(
i
<
pageData
.
length
)
{
if
(
i
<
pageData
.
length
)
{
// 有数据,显示节点
// 有数据,显示节点
fireNode
.
active
=
true
;
fireNode
.
active
=
true
;
// 保存题目数据到节点
// 保存题目数据到节点
fireNode
.
data
=
pageData
[
i
];
fireNode
.
data
=
pageData
[
i
];
// 查找并设置完整蛋壳可见,破碎蛋壳不可见
// 将活跃的火苗节点添加到数组中
const
intact
=
cc
.
find
(
"
intact
"
,
fireNode
);
this
.
activeFireNodes
.
push
(
fireNode
);
const
broken
=
cc
.
find
(
"
broken
"
,
fireNode
);
const
di
=
cc
.
find
(
"
di
"
,
fireNode
);
if
(
intact
)
intact
.
active
=
true
;
if
(
broken
)
broken
.
active
=
false
;
if
(
di
)
di
.
active
=
false
;
// 添加触摸事件
fireNode
.
off
(
cc
.
Node
.
EventType
.
TOUCH_END
);
fireNode
.
on
(
cc
.
Node
.
EventType
.
TOUCH_END
,
()
=>
{
// 如果正在触摸中,不响应新的触摸
if
(
this
.
touching
)
return
;
this
.
touching
=
true
;
// 保存触摸数据
this
.
touchData
=
fireNode
.
data
;
this
.
touchData
.
parent
=
fireNode
;
// 显示卡片
this
.
playCard
(
this
.
touchData
);
// 更新录音界面
this
.
updateLayoutSpeak
();
// 播放锤子动画
this
.
hammerAction
(
fireNode
);
});
}
else
{
}
else
{
// 没有数据,隐藏节点
// 没有数据,隐藏节点
fireNode
.
active
=
false
;
fireNode
.
active
=
false
;
}
}
}
}
}
}
/**
* 消防车点击事件处理
* 随机选择一个存在的火苗并触发相应的事件
* 根据选择的火苗编号调整消防车位置和喷水角度
*/
onTouchFiretruck
()
{
// 如果正在触摸中,不响应新的触摸
if
(
this
.
touching
)
return
;
// 检查是否有活跃的火苗节点
if
(
this
.
activeFireNodes
.
length
===
0
)
{
this
.
log
(
"
没有可用的火苗节点
"
);
// 如果当前页面没有活跃火苗,检查是否需要进入下一页
if
(
this
.
checkIsOver
())
{
this
.
gameOver
();
}
return
;
}
// 如果正在触摸中,不响应新的触摸
if
(
this
.
touching
)
return
;
this
.
touching
=
true
;
// 随机选择一个火苗节点
const
randomIndex
=
Math
.
floor
(
Math
.
random
()
*
this
.
activeFireNodes
.
length
);
const
selectedFireNode
=
this
.
activeFireNodes
[
randomIndex
];
// 获取火苗节点的编号
const
nodeName
=
selectedFireNode
.
name
;
// 例如 "fire_0", "fire_1" 等
const
fireIndex
=
parseInt
(
nodeName
.
split
(
'
_
'
)[
1
]);
// 根据火苗编号调整消防车位置
// fire_0~fire_2 消防车位置 x=-400,fire_3~fire_5 消防车位置 x=-185
const
targetX
=
(
fireIndex
<=
2
)
?
-
400
:
-
185
;
// 移动消防车到指定位置
cc
.
tween
(
this
.
node_firetruck
)
.
to
(
0.5
,
{
x
:
targetX
})
.
call
(()
=>
{
// 根据火苗编号设置喷水角度
// fire_0: -30度, fire_1: -15度, fire_2: 0度
// fire_3: -30度, fire_4: -15度, fire_5: 0度
let
rotationAngle
=
0
;
if
(
fireIndex
===
0
||
fireIndex
===
3
)
{
rotationAngle
=
-
30
;
}
else
if
(
fireIndex
===
1
||
fireIndex
===
4
)
{
rotationAngle
=
-
15
;
}
else
if
(
fireIndex
===
2
||
fireIndex
===
5
)
{
rotationAngle
=
0
;
}
// 设置喷水节点的旋转角度
this
.
node_firetruck_flush
.
angle
=
rotationAngle
;
// 调用火苗点击处理方法
this
.
onTouchFireNode
({
target
:
selectedFireNode
});
})
.
start
();
}
/**
* 火苗点击事件处理
* 保存触摸数据并播放喷水动画
* @param e 事件对象或包含target属性的模拟事件对象
*/
private
currentFireNode
;
onTouchFireNode
(
e
)
{
const
fireNode
=
e
.
target
;
// 保存触摸数据
this
.
touchData
=
fireNode
.
data
;
this
.
touchData
.
parent
=
fireNode
;
this
.
currentFireNode
=
fireNode
;
// 1. 播放node_firetruck_flush动画(喷水)
this
.
node_firetruck_flush
.
active
=
true
;
pg
.
view
.
addDBAnimationCallback
(
this
.
node_firetruck_flush
,
()
=>
{
// 切换到持续喷水动画
pg
.
view
.
addDBAnimationCallback
(
this
.
node_firetruck_flush
,
null
)
pg
.
view
.
playDBAnimation
(
this
.
node_firetruck_flush
,
'
持续喷水
'
,
1
);
this
.
scheduleOnce
(()
=>
{
pg
.
view
.
addDBAnimationCallback
(
this
.
node_firetruck_flush
,
()
=>
{
pg
.
view
.
addDBAnimationCallback
(
this
.
node_firetruck_flush
,
null
)
this
.
node_firetruck_flush
.
active
=
false
;
})
pg
.
view
.
playDBAnimation
(
this
.
node_firetruck_flush
,
'
收水
'
,
1
);
this
.
onFireSuccess
();
this
.
touching
=
false
;
},
1
)
})
pg
.
view
.
playDBAnimation
(
this
.
node_firetruck_flush
,
'
喷水
'
,
1
);
}
onFireSuccess
()
{
const
fireNode
=
this
.
currentFireNode
;
// 从活跃火苗列表中移除当前火苗 --- 答题后操作
const
index
=
this
.
activeFireNodes
.
indexOf
(
fireNode
);
if
(
index
!==
-
1
)
{
this
.
activeFireNodes
.
splice
(
index
,
1
);
}
// 获取火苗节点的编号
const
nodeName
=
fireNode
.
name
;
const
fireIndex
=
parseInt
(
nodeName
.
split
(
'
_
'
)[
1
]);
// 隐藏对应的fire节点
fireNode
.
active
=
false
;
// 获取当前页面节点
const
currentPage
=
Game
.
getIns
().
getCurrentPageNum
();
const
currentPageNode
=
currentPage
%
2
===
0
?
this
.
page_a
:
this
.
page_b
;
// 查找并显示对应的water节点
const
waterNode
=
cc
.
find
(
`water_
${
fireIndex
}
`
,
currentPageNode
);
if
(
waterNode
)
{
waterNode
.
active
=
true
;
}
else
{
this
.
log
(
`找不到节点: water_
${
fireIndex
}
`
);
}
}
onFireFail
()
{
const
fireNode
=
this
.
currentFireNode
;
// 将火苗节点重新添加到活跃列表中,以便再次尝试
if
(
fireNode
&&
!
this
.
activeFireNodes
.
includes
(
fireNode
))
{
this
.
activeFireNodes
.
push
(
fireNode
);
}
// 确保火苗节点保持显示状态
if
(
fireNode
)
{
fireNode
.
active
=
true
;
}
}
/**
/**
...
@@ -428,6 +550,21 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -428,6 +550,21 @@ export default class SceneComponent extends MyCocosSceneComponent {
this
.
bg_countdown
.
active
=
false
;
this
.
bg_countdown
.
active
=
false
;
this
.
countDown
=
999999
;
this
.
countDown
=
999999
;
// 停止喷水动画
if
(
this
.
node_firetruck_flush
&&
this
.
node_firetruck_flush
.
active
)
{
// 停止持续喷水动画,切换回待机状态
pg
.
view
.
playDBAnimation
(
this
.
node_firetruck_flush
,
'
喷水
'
,
1
);
let
flushDisplay
=
this
.
node_firetruck_flush
.
getComponent
(
dragonBones
.
ArmatureDisplay
);
if
(
flushDisplay
)
{
flushDisplay
.
timeScale
=
10
;
// 快速播放完成动画
flushDisplay
.
addEventListener
(
dragonBones
.
EventObject
.
COMPLETE
,
()
=>
{
this
.
node_firetruck_flush
.
active
=
false
;
// 恢复消防车待机动画
pg
.
view
.
playDBAnimation
(
this
.
node_firetruck_anim
,
'
待机
'
,
-
1
);
},
this
);
}
}
let
testData
=
{
let
testData
=
{
"
audioUrl
"
:
"
https://staging-teach.cdn.ireadabc.com/a8ea7bb153a46941e6f28b7d0dda49f4.mp3
"
,
"
audioUrl
"
:
"
https://staging-teach.cdn.ireadabc.com/a8ea7bb153a46941e6f28b7d0dda49f4.mp3
"
,
"
eof
"
:
1
,
"
eof
"
:
1
,
...
@@ -507,7 +644,7 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -507,7 +644,7 @@ export default class SceneComponent extends MyCocosSceneComponent {
/** 是否需要再次尝试 */
/** 是否需要再次尝试 */
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
t
ouching
:
boolean
=
false
;
private
recordT
ouching
:
boolean
=
false
;
/**
/**
* 处理录音结束后的逻辑
* 处理录音结束后的逻辑
...
@@ -527,16 +664,20 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -527,16 +664,20 @@ export default class SceneComponent extends MyCocosSceneComponent {
// 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
.
t
ouching
=
false
;
this
.
recordT
ouching
=
false
;
// 显示成功提示
// 显示成功提示
this
.
updateTips
(
TIPS_STATE
.
GOOD
);
this
.
updateTips
(
TIPS_STATE
.
GOOD
);
// 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
;
// 如果有父节点(火苗节点),隐藏它
if
(
this
.
touchData
&&
this
.
touchData
.
parent
)
{
this
.
touchData
.
parent
.
active
=
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
.
updateLayoutSpeak
(
true
);
this
.
updateLayoutSpeak
(
true
);
this
.
updateTips
(
null
);
this
.
updateTips
(
null
);
this
.
nextEgg
();
this
.
nextEgg
();
...
@@ -550,11 +691,16 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -550,11 +691,16 @@ export default class SceneComponent extends MyCocosSceneComponent {
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
;
// 如果有父节点(火苗节点),隐藏它
if
(
this
.
touchData
&&
this
.
touchData
.
parent
)
{
this
.
touchData
.
parent
.
active
=
false
;
}
await
pg
.
time
.
delay
(
3
);
await
pg
.
time
.
delay
(
3
);
this
.
playCard
(
null
);
this
.
updateLayoutSpeak
(
true
);
this
.
updateLayoutSpeak
(
true
);
this
.
updateTips
(
null
);
this
.
updateTips
(
null
);
this
.
t
ouching
=
false
;
this
.
recordT
ouching
=
false
;
this
.
nextEgg
();
this
.
nextEgg
();
return
;
return
;
}
}
...
@@ -563,6 +709,11 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -563,6 +709,11 @@ export default class SceneComponent extends MyCocosSceneComponent {
this
.
updateTips
(
TIPS_STATE
.
TRY
);
this
.
updateTips
(
TIPS_STATE
.
TRY
);
this
.
tryData
.
push
(
this
.
touchData
);
this
.
tryData
.
push
(
this
.
touchData
);
this
.
tryAgain
=
true
;
this
.
tryAgain
=
true
;
// 将火苗节点重新添加到活跃列表中,以便再次尝试
if
(
this
.
touchData
&&
this
.
touchData
.
parent
&&
!
this
.
activeFireNodes
.
includes
(
this
.
touchData
.
parent
))
{
this
.
activeFireNodes
.
push
(
this
.
touchData
.
parent
);
}
}
}
}
}
...
@@ -573,13 +724,11 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -573,13 +724,11 @@ export default class SceneComponent extends MyCocosSceneComponent {
// 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
this
.
playCard
(
this
.
touchData
);
this
.
updateLayoutSpeak
()
this
.
updateLayoutSpeak
()
}
else
{
}
else
{
// 不需要再次尝试,隐藏卡片和录音界面
// 不需要再次尝试,隐藏卡片和录音界面
this
.
playCard
(
null
);
this
.
updateLayoutSpeak
(
true
)
this
.
updateLayoutSpeak
(
true
)
this
.
t
ouching
=
false
;
this
.
recordT
ouching
=
false
;
}
}
}
}
...
@@ -678,76 +827,6 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -678,76 +827,6 @@ export default class SceneComponent extends MyCocosSceneComponent {
}).
start
();
}).
start
();
}
}
/**
* 显示或隐藏卡片
* 根据数据类型显示文本或图片卡片,并播放相应音频
* @param data 卡片数据,为空则隐藏卡片
* @returns Promise 动画完成后解析
*/
private
playCard
(
data
?:
Option
)
{
return
new
Promise
((
resolve
,
reject
)
=>
{
// 如果数据为空,隐藏卡片并返回
if
(
!
data
)
{
this
.
layout_card
.
active
=
false
;
return
;
}
// 显示卡片布局
this
.
layout_card
.
active
=
true
;
// 获取UI元素
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
touch
=
pg
.
view
.
find
(
this
.
layout_card
,
'
touch
'
);
// 触摸区域
// 初始隐藏所有内容布局
layout_txt
.
active
=
false
;
layout_img
.
active
=
false
;
touch
.
active
=
true
;
// 默认使用文本布局
let
layout
=
layout_txt
;
// 根据数据类型设置内容
if
(
data
.
type
==
"
txt
"
)
{
// 设置文本内容
pg
.
view
.
setString
(
pg
.
view
.
find
(
layout_txt
,
'
word
'
),
data
.
txt
)
}
else
{
// 使用图片布局并设置图片
layout
=
layout_img
;
pg
.
view
.
setNetImg
(
pg
.
view
.
find
(
layout_img
,
'
pic
'
),
data
.
picUrl
,
{
w
:
504
,
h
:
360
})
}
// 移除之前的触摸事件
touch
.
off
(
cc
.
Node
.
EventType
.
TOUCH_END
);
// 停止背景音乐并播放卡片音频
this
.
stopBgAudio
();
pg
.
audio
.
playAudioByUrl
(
this
.
touchData
.
audioUrl
,
()
=>
{
// 音频播放完成后,添加触摸事件用于重播音频
touch
.
on
(
cc
.
Node
.
EventType
.
TOUCH_END
,
()
=>
{
this
.
stopBgAudio
();
pg
.
audio
.
playAudioByUrl
(
this
.
touchData
.
audioUrl
,
()
=>
{
this
.
playBgAudio
();
});
})
});
// 显示内容布局并设置初始状态
layout
.
active
=
true
;
layout
.
opacity
=
255
;
layout
.
scale
=
0.1
;
// 创建缩放动画
cc
.
tween
(
layout
)
.
to
(
0.5
,
{
scale
:
1.1
})
// 先放大超过目标大小
.
to
(
0.06
,
{
scale
:
1
})
// 然后缩小到正常大小
.
call
(()
=>
{
resolve
(
''
);
// 动画完成后解析Promise
})
.
start
();
});
}
/**
/**
* 处理下一个蛋壳的显示
* 处理下一个蛋壳的显示
...
@@ -771,6 +850,11 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -771,6 +850,11 @@ export default class SceneComponent extends MyCocosSceneComponent {
// 设置新的问题数据
// 设置新的问题数据
egg
.
data
=
eggInfo
;
egg
.
data
=
eggInfo
;
// 将重置的火苗节点添加回活跃列表
if
(
!
this
.
activeFireNodes
.
includes
(
egg
))
{
this
.
activeFireNodes
.
push
(
egg
);
}
}
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
;
...
@@ -801,22 +885,6 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -801,22 +885,6 @@ export default class SceneComponent extends MyCocosSceneComponent {
).
start
();
).
start
();
}
}
/**
* 停止所有蛋壳上的箭头动画
*/
private
stopArrowAction
()
{
// 获取所有蛋壳
let
layout_egg
=
cc
.
find
(
"
layout_egg
"
,
this
.
layout_game
);
// 遍历每个蛋壳,停止其箭头动画
layout_egg
.
children
.
forEach
((
ch
)
=>
{
let
icon_arrow
=
cc
.
find
(
"
icon_arrow
"
,
ch
);
if
(
icon_arrow
)
{
icon_arrow
.
active
=
false
;
cc
.
Tween
.
stopAllByTarget
(
icon_arrow
);
}
})
}
/**
/**
* 检查游戏是否结束
* 检查游戏是否结束
...
@@ -839,7 +907,7 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -839,7 +907,7 @@ export default class SceneComponent extends MyCocosSceneComponent {
if
(
count
==
0
)
{
if
(
count
==
0
)
{
// 增加页码
// 增加页码
Game
.
getIns
().
addPage
();
Game
.
getIns
().
addPage
();
// 检查是否所有页面都完成
// 检查是否所有页面都完成
if
(
Game
.
getIns
().
isOver
)
{
if
(
Game
.
getIns
().
isOver
)
{
// 所有页面都完成,游戏结束
// 所有页面都完成,游戏结束
...
@@ -850,7 +918,7 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -850,7 +918,7 @@ export default class SceneComponent extends MyCocosSceneComponent {
return
false
;
return
false
;
}
}
}
}
// 当前页面还有蛋壳,游戏未结束
// 当前页面还有蛋壳,游戏未结束
return
false
;
return
false
;
}
}
...
@@ -897,39 +965,6 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -897,39 +965,6 @@ export default class SceneComponent extends MyCocosSceneComponent {
onHomeworkFinish
(
data
)
onHomeworkFinish
(
data
)
}
}
/** 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
}]
/**
* 播放锤子敲击动画
* @param pos 目标位置
* @returns Promise 动画完成后解析
*/
private
hammerAction
(
pos
)
{
// 获取锤子节点并设置位置
let
hammer
=
cc
.
find
(
"
hammer
"
,
this
.
layout_game
);
hammer
.
active
=
true
;
hammer
.
x
=
pos
.
x
+
95
;
hammer
.
y
=
pos
.
y
+
30
;
// 创建锤子敲击动画
return
new
Promise
((
resolve
,
reject
)
=>
{
cc
.
tween
(
hammer
)
.
to
(
0.2
,
{
angle
:
-
15
})
// 锤子向上抬起
.
delay
(
0.1
)
.
to
(
0.1
,
{
angle
:
20
})
// 锤子向下敲击
.
call
(()
=>
{
this
.
playLocalAudio
(
"
broken
"
)
})
// 播放敲击音效
.
delay
(
0.2
)
.
call
(()
=>
{
// 隐藏锤子并完成Promise
hammer
.
active
=
false
;
resolve
(
""
);
})
.
start
();
})
}
/**
/**
* 音频开启按钮点击处理
* 音频开启按钮点击处理
* 关闭背景音乐
* 关闭背景音乐
...
...
assets/SSAPP2501/scene/tool/pg.ts
View file @
f5cc4bb1
...
@@ -591,6 +591,55 @@ let pg = {
...
@@ -591,6 +591,55 @@ let pg = {
return
skl
;
return
skl
;
},
},
/**
* 为DragonBones动画添加每轮动画完成后的回调事件
* @param {cc.Node|cc.Component} item - 包含DragonBones组件的节点或组件
* @returns {dragonBones.ArmatureDisplay} DragonBones骨骼组件
*/
addDBAnimationCallback
(
item
,
callback
)
{
if
(
!
item
||
!
cc
.
isValid
(
item
))
return
pg
.
logger
.
w
(
"
添加动画回调失败,传入了错误的item
"
);
let
node
=
item
.
node
?
item
.
node
:
item
;
if
(
!
cc
.
isValid
(
node
))
return
pg
.
logger
.
w
(
"
节点已销毁
"
);
let
skl
:
dragonBones
.
ArmatureDisplay
=
node
.
getComponent
(
dragonBones
.
ArmatureDisplay
);
if
(
!
skl
)
return
pg
.
logger
.
w
(
"
节点上没有DragonBones组件
"
);
if
(
!
callback
)
{
skl
.
removeEventListener
(
dragonBones
.
EventObject
.
COMPLETE
);
return
skl
;
}
// 移除之前可能存在的监听器,避免重复添加
skl
.
removeEventListener
(
dragonBones
.
EventObject
.
COMPLETE
,
callback
);
// 添加动画完成事件监听
skl
.
addEventListener
(
dragonBones
.
EventObject
.
COMPLETE
,
callback
);
return
skl
;
},
/**
* 设置DragonBones动画的播放速度
* @param {cc.Node|cc.Component} item - 包含DragonBones组件的节点或组件
* @param {number} timeScale - 动画播放速度倍率,1为正常速度,大于1加速,小于1减速,0暂停
* @returns {dragonBones.ArmatureDisplay} DragonBones骨骼组件
*/
timeScaleDBAnimation
(
item
,
timeScale
=
1
)
{
if
(
!
item
||
!
cc
.
isValid
(
item
))
return
pg
.
logger
.
w
(
"
设置动画速度失败,传入了错误的item
"
);
let
node
=
item
.
node
?
item
.
node
:
item
;
if
(
!
cc
.
isValid
(
node
))
return
pg
.
logger
.
w
(
"
节点已销毁
"
);
let
skl
:
dragonBones
.
ArmatureDisplay
=
node
.
getComponent
(
dragonBones
.
ArmatureDisplay
);
if
(
!
skl
)
return
pg
.
logger
.
w
(
"
节点上没有DragonBones组件
"
);
// 设置动画播放速度
skl
.
timeScale
=
timeScale
;
return
skl
;
},
/**
/**
* 克隆节点
* 克隆节点
* @param {cc.Node} node - 要克隆的节点
* @param {cc.Node} node - 要克隆的节点
...
...
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