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template admin
SSAPP2502
Commits
378f521f
Commit
378f521f
authored
Aug 03, 2025
by
Tt
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处理基础完成
parent
c43b7c1b
Changes
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6 changed files
with
348 additions
and
3407 deletions
+348
-3407
SSAPP2501.fire
assets/SSAPP2501/scene/SSAPP2501.fire
+228
-3052
SSAPP2501.ts
assets/SSAPP2501/scene/SSAPP2501.ts
+99
-292
SSAPP2501_Game.ts
assets/SSAPP2501/scene/tool/SSAPP2501_Game.ts
+20
-26
标注 弹出文字样式-短单词 字号.jpeg
assets/SSAPP2501/textures/标注 弹出文字样式-短单词 字号.jpeg
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标注 弹出文字样式-短单词 字号.jpeg.meta
assets/SSAPP2501/textures/标注 弹出文字样式-短单词 字号.jpeg.meta
+0
-37
creator.d.ts
creator.d.ts
+1
-0
No files found.
assets/SSAPP2501/scene/SSAPP2501.fire
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378f521f
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{
{
"__id__":
206
"__id__":
148
}
}
],
],
"_active": true,
"_active": true,
...
@@ -9858,11 +7037,11 @@
...
@@ -9858,11 +7037,11 @@
"_name": "quad",
"_name": "quad",
"_objFlags": 0,
"_objFlags": 0,
"_parent": {
"_parent": {
"__id__":
205
"__id__":
147
},
},
"_children": [
"_children": [
{
{
"__id__":
207
"__id__":
149
}
}
],
],
"_active": true,
"_active": true,
...
@@ -9920,13 +7099,13 @@
...
@@ -9920,13 +7099,13 @@
"_name": "paper",
"_name": "paper",
"_objFlags": 0,
"_objFlags": 0,
"_parent": {
"_parent": {
"__id__":
206
"__id__":
148
},
},
"_children": [],
"_children": [],
"_active": true,
"_active": true,
"_components": [
"_components": [
{
{
"__id__":
208
"__id__":
150
}
}
],
],
"_prefab": null,
"_prefab": null,
...
@@ -9982,7 +7161,7 @@
...
@@ -9982,7 +7161,7 @@
"_name": "",
"_name": "",
"_objFlags": 0,
"_objFlags": 0,
"node": {
"node": {
"__id__":
207
"__id__":
149
},
},
"_enabled": true,
"_enabled": true,
"_materials": [
"_materials": [
...
@@ -10060,23 +7239,20 @@
...
@@ -10060,23 +7239,20 @@
},
},
"_enabled": true,
"_enabled": true,
"layout_game": {
"layout_game": {
"__id__": 6
3
"__id__": 6
1
},
},
"layout_tip": {
"layout_tip": {
"__id__": 1
74
"__id__": 1
16
},
},
"layout_speak": {
"layout_speak": {
"__id__":
140
"__id__":
82
},
},
"node_firetruck": null,
"node_firetruck_anim": null,
"node_firetruck_flush": null,
"btn_finger": null,
"page_a": null,
"page_b": null,
"btn_close": {
"btn_close": {
"__id__":
145
"__id__":
87
},
},
"btn_hammer": null,
"item": null,
"layout": null,
"_id": "db3L+4L+FH/5MIRcKcfiq+"
"_id": "db3L+4L+FH/5MIRcKcfiq+"
}
}
]
]
\ No newline at end of file
assets/SSAPP2501/scene/SSAPP2501.ts
View file @
378f521f
...
@@ -124,13 +124,11 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -124,13 +124,11 @@ export default class SceneComponent extends MyCocosSceneComponent {
layout_speak
:
cc
.
Node
=
null
;
layout_speak
:
cc
.
Node
=
null
;
@
property
({
displayName
:
"
消防车
"
,
type
:
cc
.
Node
})
node_firetruck
:
cc
.
Node
=
null
;
// 移除了消防车、消防车动画节点、消防车冲水动画节点、提示手指节点、页面a和页面b相关属性
@
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
;
@
property
({
displayName
:
"
页面a
"
,
type
:
cc
.
Node
})
page_a
:
cc
.
Node
=
null
;
@
property
({
displayName
:
"
页面b
"
,
type
:
cc
.
Node
})
page_b
:
cc
.
Node
=
null
;
@
property
({
displayName
:
"
关闭录音界面按钮
"
,
type
:
cc
.
Node
})
btn_close
:
cc
.
Node
=
null
;
@
property
({
displayName
:
"
关闭录音界面按钮
"
,
type
:
cc
.
Node
})
btn_close
:
cc
.
Node
=
null
;
@
property
({
displayName
:
"
锤子
"
,
type
:
cc
.
Node
})
btn_hammer
:
cc
.
Node
=
null
;
@
property
({
displayName
:
"
糖果节点
"
,
type
:
cc
.
Node
})
item
:
cc
.
Node
=
null
;
@
property
({
displayName
:
"
糖果区域
"
,
type
:
cc
.
Node
})
layout
:
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 */
...
@@ -157,8 +155,7 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -157,8 +155,7 @@ export default class SceneComponent extends MyCocosSceneComponent {
private
inactiveTimer
:
number
=
0
;
private
inactiveTimer
:
number
=
0
;
/** 提示动画显示的时间阈值(秒) */
/** 提示动画显示的时间阈值(秒) */
private
hintThreshold
:
number
=
3
;
private
hintThreshold
:
number
=
3
;
/** 提示动画是否正在播放 */
// 移除了提示动画相关的变量
private
isHintAnimPlaying
:
boolean
=
false
;
/**
/**
* 初始化游戏数据
* 初始化游戏数据
...
@@ -193,14 +190,10 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -193,14 +190,10 @@ export default class SceneComponent extends MyCocosSceneComponent {
cc
.
audioEngine
.
stopAllEffects
();
cc
.
audioEngine
.
stopAllEffects
();
pg
.
audio
.
stopAudio
(
this
.
audioId
);
pg
.
audio
.
stopAudio
(
this
.
audioId
);
}
}
// 隐藏提示手指节点
// 移除了提示手指节点相关代码
if
(
this
.
btn_finger
)
{
this
.
btn_finger
.
active
=
false
;
// 重置无操作计时器
}
// 重置提示动画状态
this
.
isHintAnimPlaying
=
false
;
this
.
inactiveTimer
=
0
;
this
.
inactiveTimer
=
0
;
}
}
/**
/**
...
@@ -211,10 +204,7 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -211,10 +204,7 @@ export default class SceneComponent extends MyCocosSceneComponent {
// 音频控制按钮事件
// 音频控制按钮事件
this
.
btn_close
.
on
(
cc
.
Node
.
EventType
.
TOUCH_END
,
this
.
onTouchSpeakClose
,
this
);
this
.
btn_close
.
on
(
cc
.
Node
.
EventType
.
TOUCH_END
,
this
.
onTouchSpeakClose
,
this
);
// 添加消防车点击事件
// 移除了消防车点击事件
if
(
this
.
node_firetruck
)
{
pg
.
view
.
touchOn
(
this
.
node_firetruck
,
this
.
onTouchFiretruck
,
this
);
}
}
}
initGame
()
{
initGame
()
{
...
@@ -235,108 +225,85 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -235,108 +225,85 @@ export default class SceneComponent extends MyCocosSceneComponent {
this
.
layout_tip
.
active
=
false
;
this
.
layout_tip
.
active
=
false
;
// 显示问题
// 显示问题
this
.
showPage
();
this
.
showPage
();
this
.
aniCarEnter
();
}
}
/**
/**
* 消防车入场动画
* 移除了消防车入场动画方法
* 从左侧(-1500,-527)移动到右侧(-400,-527)并播放龙骨动画
* 根据当前页码调整消防车的初始位置和目标位置
*/
*/
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
"
);
}
pg
.
hw
.
playLocalAudio
(
'
car_in
'
)
// 获取当前页码
const
currentPage
=
Game
.
getIns
().
getCurrentPageNum
();
// 根据当前页码计算初始位置和目标位置
const
initialX
=
-
1500
+
1920
*
currentPage
;
const
targetX
=
-
400
+
1920
*
currentPage
;
// 设置初始位置
this
.
node_firetruck
.
setPosition
(
cc
.
v2
(
initialX
,
-
330
));
// 隐藏冲水动画节点和提示手指
this
.
node_firetruck_flush
.
active
=
false
;
this
.
btn_finger
.
active
=
false
;
// 重置提示动画状态和计时器
this
.
isHintAnimPlaying
=
false
;
this
.
inactiveTimer
=
0
;
// 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
;
// 设置动画速度
}
// 使用cc.tween实现移动效果
cc
.
tween
(
this
.
node_firetruck
)
.
to
(
2.0
,
{
x
:
targetX
})
.
call
(()
=>
{
// 播放龙骨动画
pg
.
view
.
playDBAnimation
(
this
.
node_firetruck_anim
,
'
待机
'
,
-
1
);
// 消防车到达目标位置后立即显示提示手指
this
.
showHintAnimation
();
})
.
start
();
}
/**
/**
* 显示当前页面
* 显示当前页面
* 根据当前页码决定使用page_a还是page_b
* 移除了与页面a和页面b相关的逻辑
* 并设置fire_0到fire_5这6个交互点
* 添加了将糖果节点克隆到糖果区域的逻辑
* 当前页面的内容完成后,layout_game会向左移动一页的距离(1920)
*/
*/
showPage
()
{
showPage
()
{
// 获取当前页码
// 获取当前页码
const
currentPage
=
Game
.
getIns
().
getCurrentPageNum
();
const
currentPage
=
Game
.
getIns
().
getCurrentPageNum
();
const
prevPage
=
currentPage
-
1
;
const
prevPage
=
currentPage
-
1
;
// 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
const
currentPageNode
=
currentPage
%
2
===
0
?
this
.
page_a
:
this
.
page_b
;
const
otherPageNode
=
currentPage
%
2
===
0
?
this
.
page_b
:
this
.
page_a
;
// 显示当前页面,隐藏另一个页面
currentPageNode
.
active
=
true
;
otherPageNode
.
active
=
true
;
// 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
// 清空活跃火苗节点数组
this
.
activeFireNodes
=
[];
this
.
activeFireNodes
=
[];
// 遍历fire_0到fire_5这6个交互点
// 清空糖果区域
for
(
let
i
=
0
;
i
<
6
;
i
++
)
{
this
.
layout
.
removeAllChildren
();
// 查找当前页面下的fire节点
const
fireNode
=
cc
.
find
(
`fire_
${
i
}
`
,
currentPageNode
);
// 根据当前数据,将糖果节点克隆到糖果区域
if
(
!
fireNode
)
{
if
(
pageData
&&
pageData
.
length
>
0
)
{
this
.
log
(
`找不到节点: fire_
${
i
}
`
);
// 遍历页面数据
continue
;
pageData
.
forEach
((
data
,
index
)
=>
{
}
// 克隆糖果节点
const
candyNode
=
cc
.
instantiate
(
this
.
item
);
// 设置糖果节点的位置
// 这里可以根据需要调整位置计算逻辑
const
row
=
Math
.
floor
(
index
/
3
);
// 每行3个
const
col
=
index
%
3
;
candyNode
.
setPosition
(
col
*
300
-
300
,
row
*
-
250
+
100
);
// 将数据保存到节点上,以便后续使用
candyNode
.
data
=
data
;
// 设置糖果节点的显示内容
// 如果有图片,设置图片
if
(
data
.
type
===
'
img
'
&&
data
.
picUrl
)
{
const
iconNode
=
candyNode
.
getChildByName
(
'
icon
'
);
if
(
iconNode
)
{
pg
.
view
.
setNetImg
(
iconNode
,
data
.
picUrl
,
{
w
:
200
,
h
:
200
});
iconNode
.
active
=
true
;
}
// 隐藏文本节点
const
labelNode
=
candyNode
.
getChildByName
(
'
label
'
);
if
(
labelNode
)
{
labelNode
.
active
=
false
;
}
}
// 如果是文本,设置文本
else
if
(
data
.
txt
)
{
const
labelNode
=
candyNode
.
getChildByName
(
'
label
'
);
if
(
labelNode
)
{
pg
.
view
.
setString
(
labelNode
,
data
.
txt
);
labelNode
.
active
=
true
;
}
// 设置节点可见性
// 隐藏图片节点
if
(
i
<
pageData
.
length
)
{
const
iconNode
=
candyNode
.
getChildByName
(
'
icon
'
);
// 有数据,显示节点
if
(
iconNode
)
{
fireNode
.
active
=
tru
e
;
iconNode
.
active
=
fals
e
;
// 保存题目数据到节点
}
fireNode
.
data
=
pageData
[
i
];
}
// 将活跃的火苗节点添加到数组中
// 添加点击事件
this
.
activeFireNodes
.
push
(
fireNode
);
candyNode
.
on
(
cc
.
Node
.
EventType
.
TOUCH_END
,
this
.
onTouchFireNode
,
this
);
}
else
{
// 没有数据,隐藏节点
// 将糖果节点添加到活跃火苗节点数组
fireNode
.
active
=
false
;
this
.
activeFireNodes
.
push
(
candyNode
);
}
// 将糖果节点添加到糖果区域
this
.
layout
.
addChild
(
candyNode
);
});
}
}
// 如果不是第一页,则添加layout_game向左移动的动画
// 如果不是第一页,则添加layout_game向左移动的动画
...
@@ -345,102 +312,30 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -345,102 +312,30 @@ export default class SceneComponent extends MyCocosSceneComponent {
cc
.
tween
(
this
.
layout_game
)
cc
.
tween
(
this
.
layout_game
)
.
to
(
3.0
,
{
x
:
-
1920
*
currentPage
},
{
easing
:
'
cubicOut
'
})
.
to
(
3.0
,
{
x
:
-
1920
*
currentPage
},
{
easing
:
'
cubicOut
'
})
.
start
();
.
start
();
cc
.
tween
(
this
.
node_firetruck
)
// 移除了消防车位置调整的代码
.
to
(
3.0
,
{
x
:
-
400
+
1920
*
currentPage
},
{
easing
:
'
cubicOut
'
})
.
start
();
}
}
}
}
/**
/**
* 消防车点击事件处理
* 移除了消防车点击事件处理方法
* 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和当前页码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
;
// 停止提示动画
this
.
stopHintAnimation
();
// 重置无操作计时器
this
.
inactiveTimer
=
0
;
// 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
]);
// 获取当前页码
const
currentPage
=
Game
.
getIns
().
getCurrentPageNum
();
// 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
// 并根据当前页码进行偏移
const
baseXList
=
[
-
420
,
-
430
,
-
400
,
-
195
,
-
225
,
-
175
]
const
baseX
=
baseXList
[
fireIndex
];
const
targetX
=
baseX
+
1920
*
currentPage
;
// 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
* 火苗点击事件处理
* 保存触摸数据并播放喷水动画
* 保存触摸数据并显示卡片
* 移除了喷水动画相关代码
* @param e 事件对象或包含target属性的模拟事件对象
* @param e 事件对象或包含target属性的模拟事件对象
*/
*/
private
currentFireNode
;
private
currentFireNode
:
cc
.
Node
;
async
onTouchFireNode
(
e
)
{
async
onTouchFireNode
(
e
)
{
const
fireNode
=
e
.
target
;
const
fireNode
:
cc
.
Node
=
e
.
target
;
pg
.
hw
.
playLocalAudio
(
'
fire_water
'
);
pg
.
hw
.
playLocalAudio
(
'
fire_water
'
);
// 保存触摸数据
// 保存触摸数据
this
.
touchData
=
fireNode
.
data
;
this
.
touchData
=
fireNode
.
data
;
this
.
touchData
.
parent
=
fireNode
;
this
.
touchData
.
parent
=
fireNode
;
this
.
currentFireNode
=
fireNode
;
this
.
currentFireNode
=
fireNode
;
// 1. 播放node_firetruck_flush动画(喷水)
this
.
node_firetruck_flush
.
active
=
true
;
// 移除了消防车喷水动画相关代码
pg
.
view
.
playDBAnimation
(
this
.
node_firetruck_flush
,
'
喷水
'
,
1
);
await
pg
.
time
.
delay
(
1.5
);
pg
.
view
.
playDBAnimation
(
this
.
node_firetruck_flush
,
'
持续喷水
'
,
1
);
await
pg
.
time
.
delay
(
1
);
await
pg
.
time
.
delay
(
1
);
this
.
showCard
(
true
,
'
init
'
);
this
.
showCard
(
true
,
'
init
'
);
}
}
...
@@ -453,36 +348,16 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -453,36 +348,16 @@ export default class SceneComponent extends MyCocosSceneComponent {
this
.
activeFireNodes
.
splice
(
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
// 隐藏对应的fire节点
fireNode
.
active
=
false
;
fireNode
.
active
=
false
;
// 获取当前页面节点
// 移除了与页面a和页面b相关的逻辑
const
currentPage
=
Game
.
getIns
().
getCurrentPageNum
();
// 移除了与消防车冲水动画相关的代码
const
currentPageNode
=
currentPage
%
2
===
0
?
this
.
page_a
:
this
.
page_b
;
// 查找并显示对应的water节点
this
.
touching
=
false
;
const
waterNode
=
cc
.
find
(
`water_
${
fireIndex
}
`
,
currentPageNode
);
if
(
waterNode
)
{
// 重置无操作计时器
waterNode
.
active
=
true
;
this
.
inactiveTimer
=
0
;
}
else
{
this
.
log
(
`找不到节点: water_
${
fireIndex
}
`
);
}
// 停止提示动画
this
.
stopHintAnimation
();
pg
.
view
.
playDBAnimation
(
this
.
node_firetruck_flush
,
'
收水
'
,
1
);
this
.
scheduleOnce
(()
=>
{
this
.
node_firetruck_flush
.
active
=
false
;
this
.
touching
=
false
;
// 重置无操作计时器
this
.
inactiveTimer
=
0
;
},
1
);
// 检查当前页面是否所有火苗都已处理完毕
// 检查当前页面是否所有火苗都已处理完毕
if
(
this
.
activeFireNodes
.
length
===
0
)
{
if
(
this
.
activeFireNodes
.
length
===
0
)
{
...
@@ -505,18 +380,12 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -505,18 +380,12 @@ export default class SceneComponent extends MyCocosSceneComponent {
if
(
fireNode
)
{
if
(
fireNode
)
{
fireNode
.
active
=
true
;
fireNode
.
active
=
true
;
}
}
// 停止提示动画
// 移除了与消防车冲水动画相关的代码
this
.
stopHintAnimation
();
this
.
touching
=
false
;
pg
.
view
.
playDBAnimation
(
this
.
node_firetruck_flush
,
'
收水
'
,
1
);
// 重置无操作计时器
this
.
scheduleOnce
(()
=>
{
this
.
inactiveTimer
=
0
;
this
.
node_firetruck_flush
.
active
=
false
;
this
.
touching
=
false
;
// 重置无操作计时器
this
.
inactiveTimer
=
0
;
},
1
);
}
}
nextPage
()
{
nextPage
()
{
// 切换到下一页
// 切换到下一页
...
@@ -812,47 +681,31 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -812,47 +681,31 @@ export default class SceneComponent extends MyCocosSceneComponent {
/**
/**
* 游戏帧更新函数
* 游戏帧更新函数
* 主要用于更新倒计时显示、自动停止录音和显示提示动画
* 主要用于更新倒计时显示、自动停止录音
* 移除了提示手指动画相关的代码
* @param dt 帧间隔时间(秒)
* @param dt 帧间隔时间(秒)
*/
*/
update
(
dt
)
{
update
(
dt
)
{
// 只在游戏运行状态下更新
// 只在游戏运行状态下更新
if
(
Game
.
getIns
().
state
!=
GAME_STATE
.
RUNNING
)
return
;
if
(
Game
.
getIns
().
state
!=
GAME_STATE
.
RUNNING
)
return
;
// 处理录音倒计时
// 处理录音倒计时
if
(
this
.
countDown
<
999999
)
{
if
(
this
.
countDown
<
999999
)
{
// 减少倒计时时间
// 减少倒计时时间
this
.
countDown
-=
dt
;
this
.
countDown
-=
dt
;
// 计算当前录音时长
// 计算当前录音时长
const
currentTime
=
Date
.
now
()
/
1000
;
const
currentTime
=
Date
.
now
()
/
1000
;
const
recordDuration
=
currentTime
-
this
.
recordStartTime
;
const
recordDuration
=
currentTime
-
this
.
recordStartTime
;
// 如果倒计时结束或录音时长超过最大值,自动停止录音
// 如果倒计时结束或录音时长超过最大值,自动停止录音
if
(
this
.
countDown
<=
0
||
recordDuration
>=
this
.
maxRecordDuration
)
{
if
(
this
.
countDown
<=
0
||
recordDuration
>=
this
.
maxRecordDuration
)
{
// 调用结束录音函数
// 调用结束录音函数
this
.
onTouchRecordEnd
();
this
.
onTouchRecordEnd
();
}
}
}
}
// 处理提示动画逻辑
// 移除了提示动画逻辑
if
(
!
this
.
touching
&&
this
.
activeFireNodes
.
length
>
0
&&
this
.
layout_speak
.
active
===
false
)
{
// 增加无操作计时器
this
.
inactiveTimer
+=
dt
;
// 如果超过阈值且提示动画未播放,显示提示动画
if
(
this
.
inactiveTimer
>=
this
.
hintThreshold
&&
!
this
.
isHintAnimPlaying
)
{
this
.
showHintAnimation
();
}
}
else
{
// 重置无操作计时器
this
.
inactiveTimer
=
0
;
// 如果正在播放提示动画且满足停止条件,停止动画
if
(
this
.
isHintAnimPlaying
&&
(
this
.
touching
||
this
.
activeFireNodes
.
length
===
0
||
this
.
layout_speak
.
active
===
true
))
{
this
.
stopHintAnimation
();
}
}
}
}
...
@@ -872,63 +725,17 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -872,63 +725,17 @@ export default class SceneComponent extends MyCocosSceneComponent {
let
requestedTime
=
this
.
touchData
.
time
||
this
.
startCount
;
//使用问题指定的时间或默认时间
let
requestedTime
=
this
.
touchData
.
time
||
this
.
startCount
;
//使用问题指定的时间或默认时间
// 确保倒计时不超过30秒
// 确保倒计时不超过30秒
this
.
countDown
=
Math
.
min
(
requestedTime
,
30
);
this
.
countDown
=
Math
.
min
(
requestedTime
,
30
);
// 记录录音开始时间
// 记录录音开始时间
this
.
recordStartTime
=
Date
.
now
()
/
1000
;
// 转换为秒
this
.
recordStartTime
=
Date
.
now
()
/
1000
;
// 转换为秒
// 开始录音
// 开始录音
courseware
&&
courseware
.
startTest
(
this
.
touchData
.
txt
);
courseware
&&
courseware
.
startTest
(
this
.
touchData
.
txt
);
}
}
/**
* 显示提示动画
* 显示提示手指并执行放大缩小动画
*/
private
showHintAnimation
()
{
// 如果提示动画已经在播放,直接返回
if
(
this
.
isHintAnimPlaying
)
return
;
// 标记提示动画正在播放
this
.
isHintAnimPlaying
=
true
;
// 显示提示手指
this
.
btn_finger
.
active
=
true
;
// 设置初始缩放
this
.
btn_finger
.
scale
=
1.0
;
// 创建放大缩小的循环动画
const
scaleAction
=
cc
.
tween
()
.
to
(
0.5
,
{
scale
:
1.2
})
.
to
(
0.5
,
{
scale
:
1.0
})
.
union
();
// 重复执行动画
cc
.
tween
(
this
.
btn_finger
)
.
repeatForever
(
scaleAction
)
.
start
();
}
/**
/**
* 停止提示动画
* 移除了提示手指动画相关的方法
* 隐藏提示手指并停止动画
*/
*/
private
stopHintAnimation
()
{
// 如果提示动画没有在播放,直接返回
if
(
!
this
.
isHintAnimPlaying
)
return
;
// 标记提示动画已停止
this
.
isHintAnimPlaying
=
false
;
// 停止所有动画
cc
.
Tween
.
stopAllByTarget
(
this
.
btn_finger
);
// 隐藏提示手指
this
.
btn_finger
.
active
=
false
;
// 重置缩放
this
.
btn_finger
.
scale
=
1.0
;
}
/**
/**
* 结束录音按钮点击处理
* 结束录音按钮点击处理
* 停止倒计时,显示播放和重新录制按钮,结束录音
* 停止倒计时,显示播放和重新录制按钮,结束录音
...
@@ -939,7 +746,7 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -939,7 +746,7 @@ export default class SceneComponent extends MyCocosSceneComponent {
// 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
.
countDown
=
999999
;
this
.
countDown
=
999999
;
// 重置录音开始时间
// 重置录音开始时间
this
.
recordStartTime
=
0
;
this
.
recordStartTime
=
0
;
...
...
assets/SSAPP2501/scene/tool/SSAPP2501_Game.ts
View file @
378f521f
...
@@ -163,7 +163,7 @@ export default class Game {
...
@@ -163,7 +163,7 @@ export default class Game {
this
.
start
=
false
;
this
.
start
=
false
;
this
.
data
=
[];
this
.
data
=
[];
this
.
page
=
0
;
this
.
page
=
0
;
this
.
pageSize
=
6
;
this
.
pageSize
=
0
;
// 移除每页6个的限制
this
.
player
=
new
Player
();
this
.
player
=
new
Player
();
this
.
state
=
GAME_STATE
.
WAIT
;
this
.
state
=
GAME_STATE
.
WAIT
;
}
}
...
@@ -187,7 +187,7 @@ export default class Game {
...
@@ -187,7 +187,7 @@ 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
.
pageSize
=
6
;
// 每页最多6个数据
this
.
pageSize
=
0
;
// 移除每页数据限制
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
||
""
;
...
@@ -213,39 +213,32 @@ export default class Game {
...
@@ -213,39 +213,32 @@ export default class Game {
this
.
total
=
this
.
data
.
length
;
this
.
total
=
this
.
data
.
length
;
}
}
/**
/**
* 获取当前页的数据
* 获取所有数据
* @param {number} pageIndex 页码索引,默认为当前页码(页码从0开始)
* @returns {Array<Option>} 所有选项数据数组
* @returns {Array<Option>} 当前页的选项数据数组
*/
*/
getPageData
(
pageIndex
?:
number
)
{
getPageData
(
pageIndex
?:
number
)
{
// 如果没有指定页码索引,则使用当前页码(页码从0开始)
// 直接返回所有数据,忽略页码参数
const
index
=
pageIndex
!==
undefined
?
pageIndex
:
this
.
page
;
// 如果数据为空,返回空数组
if
(
!
this
.
data
||
this
.
data
.
length
===
0
)
{
// 计算当前页的起始索引和结束索引
const
startIndex
=
index
*
this
.
pageSize
;
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
[];
return
[];
}
}
// 提取
当前页的
数据并转换为Option对象
// 提取
所有
数据并转换为Option对象
const
page
Data
:
Array
<
Option
>
=
[];
const
all
Data
:
Array
<
Option
>
=
[];
for
(
let
i
=
startIndex
;
i
<
endIndex
;
i
++
)
{
for
(
let
i
=
0
;
i
<
this
.
data
.
length
;
i
++
)
{
page
Data
.
push
(
new
Option
(
this
.
data
[
i
],
i
));
all
Data
.
push
(
new
Option
(
this
.
data
[
i
],
i
));
}
}
return
page
Data
;
return
all
Data
;
}
}
/**
/**
* 获取总页数
* 获取总页数
* @returns 总
页数(向上取整)
* @returns 总
是返回1,因为所有数据都在一页中
*/
*/
getTotalPageNum
()
{
getTotalPageNum
()
{
return
Math
.
ceil
(
this
.
data
.
length
/
this
.
pageSize
);
return
1
;
// 所有数据都在一页中
}
}
/**
/**
...
@@ -272,15 +265,16 @@ export default class Game {
...
@@ -272,15 +265,16 @@ export default class Game {
}
}
/**
/**
* 获取当前
页的
卡片信息
* 获取当前卡片信息
* @returns 当前
页的选项数据数组
* @returns 当前
选项数据
*/
*/
getCardInfo
()
{
getCardInfo
()
{
const
currentPage
Data
=
this
.
getPageData
();
const
all
Data
=
this
.
getPageData
();
if
(
currentPage
Data
.
length
===
0
)
{
if
(
all
Data
.
length
===
0
)
{
return
null
;
return
null
;
}
}
return
currentPageData
[
0
];
// 返回当前页的第一个选项
// 根据当前页码返回对应的选项
return
allData
[
this
.
page
]
||
null
;
}
}
/**
/**
...
...
assets/SSAPP2501/textures/标注 弹出文字样式-短单词 字号.jpeg
deleted
100644 → 0
View file @
c43b7c1b
100 KB
assets/SSAPP2501/textures/标注 弹出文字样式-短单词 字号.jpeg.meta
deleted
100644 → 0
View file @
c43b7c1b
{
"ver": "2.3.5",
"uuid": "087cef1e-4484-4ebb-9b61-1c585ad0d429",
"type": "sprite",
"wrapMode": "clamp",
"filterMode": "bilinear",
"premultiplyAlpha": false,
"genMipmaps": false,
"packable": true,
"width": 1280,
"height": 716,
"platformSettings": {},
"subMetas": {
"标注 弹出文字样式-短单词 字号": {
"ver": "1.0.4",
"uuid": "fb2c7ec2-630f-481b-b871-329f74b4a806",
"rawTextureUuid": "087cef1e-4484-4ebb-9b61-1c585ad0d429",
"trimType": "auto",
"trimThreshold": 1,
"rotated": false,
"offsetX": 0,
"offsetY": 0,
"trimX": 0,
"trimY": 0,
"width": 1280,
"height": 716,
"rawWidth": 1280,
"rawHeight": 716,
"borderTop": 0,
"borderBottom": 0,
"borderLeft": 0,
"borderRight": 0,
"subMetas": {}
}
}
}
\ No newline at end of file
creator.d.ts
View file @
378f521f
...
@@ -4588,6 +4588,7 @@ declare namespace cc {
...
@@ -4588,6 +4588,7 @@ declare namespace cc {
/** !#en Returns a normalized vector representing the forward direction (Z axis) of the node in world space.
/** !#en Returns a normalized vector representing the forward direction (Z axis) of the node in world space.
!#zh 获取节点正前方(z 轴)面对的方向,返回值为世界坐标系下的归一化向量 */
!#zh 获取节点正前方(z 轴)面对的方向,返回值为世界坐标系下的归一化向量 */
forward
:
Vec3
;
forward
:
Vec3
;
data
:
any
;
/**
/**
@param name name
@param name name
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