first commit

This commit is contained in:
zzc
2026-04-30 00:13:37 +08:00
commit 493b4709bc
189 changed files with 24791 additions and 0 deletions

View File

@@ -0,0 +1,9 @@
{
"ver": "1.2.0",
"importer": "directory",
"imported": true,
"uuid": "50c20bdf-cc41-411c-a19a-f8f6b4e22af1",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,220 @@
import {
_decorator,
Component,
input,
EventTouch,
Node,
Input,
Vec3,
Collider2D,
Contact2DType,
SpriteFrame,
Sprite,
tween,
Prefab,
instantiate,
director,
} from "cc";
import { NoteControl } from "./NoteControl";
import { BombEffect } from "../effects/BombEffectControl";
import { EventDispatcher } from "../libs/EventDispatcher";
import { GlobalData } from "../config/GlobalData";
import { GameState } from "../config/Config";
const { ccclass, property } = _decorator;
@ccclass("DinoControl")
export class DinoControl extends Component {
// 小恐龙脖子图片
@property(SpriteFrame)
neckSpriteFrame: SpriteFrame = null;
// 小恐龙脖子的高度
private neckHeight: number = 62;
// x 轴的边界
private xMaxDistance: number = 180;
// 爆炸特效预制体
@property(Prefab)
bombEffectPrefab: Prefab = null;
// 获取线节点
@property(Node)
lineNode: Node = null;
onLoad() {
// 监听继续游戏事件
EventDispatcher.getTarget().on(
EventDispatcher.GAME_RESUME,
this.continueGame,
this,
);
// 监听小恐龙移动到线的位置
EventDispatcher.getTarget().on(
EventDispatcher.MOVE_DINO_TO_LINE,
this.moveDinoToLine,
this,
);
}
start() {
// 监听手指滑动事件
input.on(Input.EventType.TOUCH_MOVE, this.onTouchMove, this);
// 监听碰撞事件
this.node
.getComponent(Collider2D)
.on(Contact2DType.BEGIN_CONTACT, this.onCollisionEnter, this);
}
// 滑动事件
onTouchMove(event: EventTouch) {
// 获取小恐龙的位置
const dinoPos = this.node.position;
// 获取手指x移动距离
const deltaX = event.getDeltaX();
// 更新小恐龙的位置
// 目标位置
const targetPos = new Vec3(dinoPos.x + deltaX, dinoPos.y, dinoPos.z);
if (targetPos.x < -this.xMaxDistance) {
targetPos.x = -this.xMaxDistance;
} else if (targetPos.x > this.xMaxDistance) {
targetPos.x = this.xMaxDistance;
}
this.node.setPosition(targetPos);
// 移动距离大于0时小恐龙向右移动否则向左移动
if (deltaX > 0) {
this.node.scale = new Vec3(-1, 1, 1);
} else {
this.node.scale = new Vec3(1, 1, 1);
}
}
onCollisionEnter(selfCollider: Collider2D, otherCollider: Collider2D) {
// 如果游戏状态不是进行中,直接返回
if (GlobalData.gameState != GameState.PLAYING) {
return;
}
if (otherCollider.tag == 2) {
// 得分操作
GlobalData.curRoundTotalScore += GlobalData.addScore;
// 触发小恐龙吃到音符事件
EventDispatcher.getTarget().emit(EventDispatcher.DINO_EAT_NOTE);
// 小恐龙碰到了音符
otherCollider.node.getComponent(NoteControl).noteBeEaten();
// 增加脖子长度
this.addDinoNeckLength();
// 执行吃掉音符动画
this.playEatNoteAnimation();
// 播放爆炸特效
this.playBombEffect();
// 检测是否闯关成功
const isPassLevel = this.checkIsPassLevel();
if (isPassLevel) {
EventDispatcher.getTarget().emit(EventDispatcher.PASS_LEVLE);
}
}
}
// 增加脖子长度
addDinoNeckLength() {
// 添加脖子空节点
let neckChild = new Node();
// 给这个节点添加精灵组件
neckChild.addComponent(Sprite).spriteFrame = this.neckSpriteFrame;
// 设置这个空节点的父节点
neckChild.parent = this.node.getChildByName("dino_neck_box");
// 获取小恐龙身体
const bodyNode = this.node.getChildByName("dino_body");
// 获取小恐龙位置
const bodyPos = bodyNode.getPosition();
// 设置小恐龙新的位置(往下移动一个脖子的距离)
bodyNode.setPosition(bodyPos.x, bodyPos.y - this.neckHeight, 0);
}
// 执行吃掉音符动画
playEatNoteAnimation() {
// 获取当前所有脖子列表
const neckList: Node[] = this.node
.getChildByName("dino_neck_box")
.children.slice(0, 16) as Node[];
// 定义存储动画的 promise
let animationPromises = Promise.resolve();
// 遍历所有脖子
for (let i = 0; i < neckList.length; i++) {
let neckNode = neckList[i];
// 播放吃掉音符动画
animationPromises = animationPromises.then(() => {
return new Promise((resolve) => {
tween(neckNode)
.to(0.1, { scale: new Vec3(1.2, 1, 1) })
.to(0.1, { scale: new Vec3(1, 1, 1) })
.call(() => resolve())
.start();
});
});
}
}
// 播放爆炸特效
playBombEffect() {
// 实例化爆炸特效
let bombEffectNode = instantiate(this.bombEffectPrefab);
// 设置爆炸特效节点的位置
let bombPos = new Vec3(
this.node.position.x,
this.node.position.y + 100,
this.node.position.z,
);
// 设置位置
bombEffectNode.setPosition(bombPos);
// 设置爆炸特效节点的父节点
bombEffectNode.setParent(this.node.parent);
// 播放爆炸特效
bombEffectNode.getComponent(BombEffect).playBombEffect();
}
// 移动小恐龙到线的位置
moveDinoToLine() {
// 获取线的世界坐标
const linePos = this.lineNode.getWorldPosition();
// 获取小恐龙身体的世界坐标位置
const bodyPos = this.node.getChildByName("dino_body").getWorldPosition();
// 计算两个坐标 y 轴的差值
const deltaY = linePos.y - bodyPos.y;
// 移动小恐龙到线的位置动画
tween(this.node)
.by(1, { position: new Vec3(0, deltaY - 44, 0) })
.start();
}
// 检测是否通过本关
checkIsPassLevel(): boolean {
// 获取 note_manager 节点
const noteManager = director
.getScene()
.getChildByName("Canvas")
.getChildByName("note_manager");
if (noteManager?.children?.length === 0) return true;
return false;
}
// 继续游戏
continueGame() {
const isPassLevel = this.checkIsPassLevel();
if (isPassLevel) {
// 发送闯关成功事件
EventDispatcher.getTarget().emit(EventDispatcher.PASS_LEVLE);
}
}
update(deltaTime: number) {}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "3af5932a-d1bb-4429-b815-ab2215ac75e8",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,52 @@
import { _decorator, Collider2D, Component, Contact2DType, Node } from "cc";
import { GlobalData } from "../config/GlobalData";
import { GameState } from "../config/Config";
import { NoteControl } from "./NoteControl";
import { EventDispatcher } from "../libs/EventDispatcher";
const { ccclass, property } = _decorator;
@ccclass("LineControl")
export class LineControl extends Component {
start() {
// 监听碰撞事件
this.node
.getComponent(Collider2D)
.on(Contact2DType.BEGIN_CONTACT, this.onCollisionEnter, this);
}
onCollisionEnter(selfCollider: Collider2D, otherCollider: Collider2D) {
// 如果游戏状态不是进行中,直接返回
if (GlobalData.gameState != GameState.PLAYING) {
return;
}
if (otherCollider.tag == 2) {
// 1. 剩余生命值减 1
GlobalData.lifeNumPerRound--;
// 2. 剩余生命值是否大于等于0
if (GlobalData.lifeNumPerRound >= 0) {
// 触发音符碰到线事件
EventDispatcher.getTarget().emit(EventDispatcher.UPDATE_LIFE);
}
// 3. 如果小于0游戏结束
if (GlobalData.lifeNumPerRound < 0) {
GlobalData.gameState = GameState.GAME_OVER;
// 调用 NoteControl 中的 pause 方法暂停音符
otherCollider.getComponent(NoteControl).noteHitLine();
// 发送游戏结束事件
EventDispatcher.getTarget().emit(EventDispatcher.GAME_OVER);
} else {
GlobalData.gameState = GameState.PAUSED;
otherCollider.getComponent(NoteControl).noteHitLine();
// 发送暂停事件
EventDispatcher.getTarget().emit(EventDispatcher.GAME_PAUSE);
}
// 4. 如果剩余生命值大于等于0继续游戏弹出暂停界面
// 线碰到了音符
}
}
update(deltaTime: number) {}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "2ae0bd15-7a12-4d46-825c-b0d40fc8db6b",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,158 @@
import {
_decorator,
Color,
Component,
Node,
Sprite,
tween,
Vec3,
view,
} from "cc";
import { GlobalData } from "../config/GlobalData";
import { GameState } from "../config/Config";
import { EventDispatcher } from "../libs/EventDispatcher";
const { ccclass, property } = _decorator;
@ccclass("NoteControl")
export class NoteControl extends Component {
// 音符下落的速度
private noteSpeed: number = 800;
// 是否开始下落
private isEnableFall: boolean = false;
start() {
// 监听清除可视区域音符事件
EventDispatcher.getTarget().on(
EventDispatcher.CLEAR_SCREEN_NOTE,
this.clearScreenNote,
this,
);
// 监听游戏开始事件
EventDispatcher.getTarget().on(
EventDispatcher.GAME_STAET,
this.startFall,
this,
);
}
// 开始下落
startFall() {
this.isEnableFall = true;
}
// 当前音符被小恐龙吃到了
noteBeEaten() {
// 删除当前音符
this.node.removeFromParent();
// 销毁当前音符
this.node.destroy();
}
// 当前音符撞到线了
noteHitLine() {
// 1. 获取文字提示节点
const noteHitLabel = this.node.getChildByName("tip_text");
// 2. 显示文字提示
noteHitLabel.active = true;
// 3. 获取 node 节点下的 node_img 下的 Sprite 组件
const noteHitSprite = this.node
.getChildByName("note_img")
.getComponent(Sprite);
// 4. 获取音符的颜色
const noteColor = new Color("ffffff");
// 5. 操作音符闪烁
tween(noteHitSprite)
.repeat(
3,
tween()
.to(0.2, {
color: new Color(noteColor.r, noteColor.g, noteColor.b, 0),
})
.to(0.2, {
color: noteColor,
}),
)
.call(() => {
// 文字提示节点逐渐缩小并消失
tween(noteHitLabel)
.to(0.5, {
scale: new Vec3(0, 0, 0),
})
.call(() => {
// 完成闪烁之后的逻辑
// 判断游戏状态
if (GlobalData.gameState === GameState.GAME_OVER) {
// 1. 游戏结束,删除当前界面内的音符节点
EventDispatcher.getTarget().emit(EventDispatcher.CLEAR_ALL_NOTE);
// 2. 在0.1 s后操作小恐龙身体往上移动到线的位置
this.scheduleOnce(() => {
EventDispatcher.getTarget().emit(
EventDispatcher.MOVE_DINO_TO_LINE,
);
}, 0.1);
// 3. 弹出结束的弹窗
EventDispatcher.getTarget().emit(
EventDispatcher.SHOW_RESULT_MODAL,
);
} else if (GlobalData.gameState === GameState.PAUSED) {
// 1. 显示继续游戏弹窗界面
EventDispatcher.getTarget().emit(
EventDispatcher.SHOW_CONTINUE_MODAL,
);
// 2. 清楚可视区域内的音符节点
EventDispatcher.getTarget().emit(
EventDispatcher.CLEAR_SCREEN_NOTE,
);
}
})
.start();
})
.start();
}
// 清除可视区域音符
private clearScreenNote() {
// 判断是否在可视区域内
if (this.checkIsInScreen()) {
// 清除所有音符节点
this.node.removeFromParent();
this.node.destroy();
}
}
// 检查是否在可视区域内
private checkIsInScreen() {
// 获取屏幕可视区域的宽度和高度
const screenWidth = view.getVisibleSize().width;
const screenHeight = view.getVisibleSize().height;
// 获取当前节点的世界坐标
const worldPos = this.node.getWorldPosition();
// 判断音符是否在屏幕内
if (
worldPos.y >= 0 &&
worldPos.y <= screenHeight &&
worldPos.x >= 0 &&
worldPos.x <= screenWidth
) {
return true;
}
return false;
}
update(deltaTime: number) {
// 游戏未开始,不更新音符位置
if (!this.isEnableFall || GlobalData.gameState != GameState.PLAYING) {
return;
}
this.node.setPosition(
this.node.position.x,
this.node.position.y - this.noteSpeed * GlobalData.speedRate * deltaTime,
);
}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "0b44dfc7-4b5b-4e74-a075-6fb71b84fb64",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "1.2.0",
"importer": "directory",
"imported": true,
"uuid": "52df94a7-d505-4d67-ad62-f067ff2a27e4",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,32 @@
// 一些枚举值
export enum GameState {
// 游戏未开始
WAIT_START = 0,
// 游戏进行中
PLAYING = 1,
// 游戏结束
GAME_OVER = 2,
// 游戏暂停
PAUSED = 3,
}
export class GameStorageKeyConfig {
//存储音乐对应的音符列表信息
static MusicNoteList: string = "_dino_music_note_list";
//存储玩家最好的得分成绩
static BestScore: string = "_dino_best_score";
//存储玩家累计的总得分(总的金币数)
static TotalScore: string = "_dino_total_score";
//存储当前选择的音乐ID
static SelectedMusicID: string = "_dino_selected_music_id";
//存储解锁了哪些音乐的ID
static UnlockMusicIDList: string = "_dino_unlock_music_id_list";
//存储当前选择的小恐龙ID
static SelectedDinoID: string = "_dino_selected_dino_id";
//存储解锁了哪些小恐龙的ID
static UnlockDinoIDList: string = "_dino_unlock_dino_id_list";
//存储当前的小恐龙的信息
static CurrentDinoInfo: string = "_dino_current_dino_info";
//存储当前选择的音乐的信息
static CurrentMusicInfo: string = "_dino_current_music_info";
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "13b507c4-76cc-4fb6-9d95-e779b8280d88",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,73 @@
// 保存一些全局的数据
import Utils from "../libs/Utils";
import { GameState, GameStorageKeyConfig } from "./Config";
export class GlobalData {
// 游戏状态
public static gameState: GameState = GameState.PLAYING;
// 每吃到一个音符 增加的分数
public static addScore: number = 1;
//保存用户当前这局的分数
public static curRoundTotalScore: number = 0;
// 定义每一局用户默认剩余几条生命值
public static lifeNumPerRound: number = 2;
// 定义音符移动的速度
public static noteSpeed: number = 800;
// 定义当前音符下落的速率(也是音乐播放的速率)
public static speedRate: number = 1;
// 每次闯关增加的速率
public static speedRateAdd: number = 0.2;
// 获取当前选择的音乐 id
public static get selectedMusicID(): number {
return Utils.getCache(GameStorageKeyConfig.SelectedMusicID) || 1;
}
//设置当前选择的音乐ID
public static set selectedMusicID(value) {
//存储到本地缓存中
Utils.setCache(GameStorageKeyConfig.SelectedMusicID, value);
}
//获取玩家累计的总得分(总的金币数)
public static get totalScore() {
//从本地缓存中获取
let score = Utils.getCache(GameStorageKeyConfig.TotalScore) || 0;
return score ? parseInt(score) : 0;
}
//存储玩家累计的总得分(总的金币数)
public static set totalScore(value) {
//存储到本地缓存中
Utils.setCache(GameStorageKeyConfig.TotalScore, value);
}
//获取玩家最好的成绩
public static get bestScore() {
//从本地缓存中获取
let scoreMap = Utils.getCache(GameStorageKeyConfig.BestScore) || {};
//获取当前选择的音乐ID
let bestScoreKey = GlobalData.selectedMusicID;
//从本地获取最好成绩
let score = scoreMap[bestScoreKey] || 0;
//返回当前选择的音乐ID的最好成绩
return score;
}
//存储游戏的UUID
public static set bestScore(value) {
//获取当前选择的音乐ID
let bestScoreKey = GlobalData.selectedMusicID;
//从本地获取最好成绩的映射
let scoreMap = Utils.getCache(GameStorageKeyConfig.BestScore) || {};
//更新当前选择的音乐ID的最好成绩(转换为整数)
scoreMap[bestScoreKey] = parseInt(value);
//存储到本地缓存中
Utils.setCache(GameStorageKeyConfig.BestScore, scoreMap);
}
// 重置游戏数据
public static resetGameData() {
// 重置当前这一局的得分
GlobalData.curRoundTotalScore = 0;
// 重置生命值
GlobalData.lifeNumPerRound = 2;
// 重置当前这一句的下落速速率
GlobalData.speedRate = 1;
}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "38bda874-cfc2-493d-afe2-10ecb753c60d",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "1.2.0",
"importer": "directory",
"imported": true,
"uuid": "75a040f4-90c5-4543-8bf1-dab3e1396647",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,93 @@
import { _decorator, Component, Label, Node, Animation, tween, Vec3 } from "cc";
import { EventDispatcher } from "../libs/EventDispatcher";
const { ccclass, property } = _decorator;
@ccclass("BombEffect")
export class BombEffect extends Component {
// 提示语数组
private bombTips: string[] = [
"完美",
"真棒",
"棒呆",
"太棒了",
"无敌",
"超棒",
"天才",
];
// 爆炸标题 Lable
@property(Label)
private bombLabel: Label = null;
// 爆炸图片节点
@property(Node)
private bombImageNode: Node = null;
// 动画组件
private bombAnimation: Animation = null;
onLoad() {
// 初始化动画组件
this.bombAnimation = this.bombImageNode.getComponent(Animation);
// 监听动画完成事件
this.bombAnimation.on(
Animation.EventType.FINISHED,
this.onAnimationFinished,
this,
);
// 设置随机的提示语
this.setBombTip();
// 监听小恐龙吃到音符事件
EventDispatcher.getTarget().on(
EventDispatcher.DINO_EAT_NOTE,
this.hideBombTip,
this,
);
}
// 动画完成事件
private onAnimationFinished() {
// 隐藏爆炸图片
this.bombImageNode.active = false;
// 标题缩小到 0.1
tween(this.bombLabel.node)
.to(0.2, { scale: new Vec3(0.1, 0.1, 1) })
.call(() => {
// 销毁整个特效节点
this.node.destroy();
})
.start();
}
// 播放爆炸特效
public playBombEffect() {
// 播放动画
this.bombAnimation.play("bomb");
// 显示爆炸标题
this.bombLabel.node.active = true;
// 放大标题1.1倍速
tween(this.bombLabel.node)
.to(0.5, { scale: new Vec3(1.1, 1.1, 1) })
.start();
}
// 设置随机的提示语
private setBombTip() {
let randomIndex = Math.floor(Math.random() * this.bombTips.length);
// 设置爆炸标题的文本
this.bombLabel.string = this.bombTips[randomIndex];
}
// 隐藏爆炸标题
private hideBombTip() {
// 隐藏爆炸标题
this.bombLabel.node.active = false;
}
// 隐藏爆炸特效
private hideBombEffect() {
// 隐藏爆炸特效
this.node.active = false;
}
update(deltaTime: number) {}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "4835d6f8-1253-49a0-9d8f-4f1758fa2fea",
"files": [],
"subMetas": {},
"userData": {}
}

9
assets/seripts/libs.meta Normal file
View File

@@ -0,0 +1,9 @@
{
"ver": "1.2.0",
"importer": "directory",
"imported": true,
"uuid": "29562e3e-c67f-4642-9920-a90ed552b9d8",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,30 @@
import { AudioManager } from "./AudioManager";
//音效管理类
export default class AudioEffect {
//播放通用的音效
static playCommonAudio(audioUrl: string): void {
if (!audioUrl) {
return;
}
//播放音效
AudioManager.inst.playOneShot(audioUrl);
}
//播放点击音效
public static playClickAudio() {
let audioUrl = "audios/common/click";
AudioEffect.playCommonAudio(audioUrl);
}
//播放撒金币的音效
public static playGoldAudio() {
let audioUrl = "audios/common/gold";
AudioEffect.playCommonAudio(audioUrl);
}
//播放金币入账的音效
public static playCoinsEntryAudio() {
let audioUrl = "audios/common/coins_entry";
AudioEffect.playCommonAudio(audioUrl);
}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "444d38fc-633e-43bb-824b-192c2ee2730e",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,110 @@
import { Node, AudioSource, AudioClip, resources, director } from "cc";
/**
* @en
* this is a sington class for audio play, can be easily called from anywhere in you project.
* @zh
* 这是一个用于播放音频的单件类,可以很方便地在项目的任何地方调用。
*/
export class AudioManager {
private static _inst: AudioManager;
public static get inst(): AudioManager {
if (this._inst == null) {
this._inst = new AudioManager();
}
return this._inst;
}
private _audioSource: AudioSource;
constructor() {
//@en create a node as audioMgr
//@zh 创建一个节点作为 audioMgr
let audioMgr = new Node();
audioMgr.name = "__audioMgr__";
//@en add to the scene.
//@zh 添加节点到场景
director.getScene().addChild(audioMgr);
//@en make it as a persistent node, so it won't be destroied when scene change.
//@zh 标记为常驻节点,这样场景切换的时候就不会被销毁了
director.addPersistRootNode(audioMgr);
//@en add AudioSource componrnt to play audios.
//@zh 添加 AudioSource 组件,用于播放音频。
this._audioSource = audioMgr.addComponent(AudioSource);
}
public get audioSource() {
return this._audioSource;
}
/**
* @en
* play short audio, such as strikes,explosions
* @zh
* 播放短音频,比如 打击音效,爆炸音效等
* @param sound clip or url for the audio
* @param volume
*/
playOneShot(sound: AudioClip | string, volume: number = 1.0) {
if (sound instanceof AudioClip) {
this._audioSource.playOneShot(sound, volume);
} else {
resources.load(sound, (err, clip: AudioClip) => {
if (err) {
console.log(err);
} else {
this._audioSource.playOneShot(clip, volume);
}
});
}
}
/**
* @en
* play long audio, such as the bg music
* @zh
* 播放长音频,比如 背景音乐
* @param sound clip or url for the sound
* @param volume
*/
play(sound: AudioClip | string, volume: number = 1.0) {
if (sound instanceof AudioClip) {
this._audioSource.stop();
this._audioSource.clip = sound;
this._audioSource.play();
this.audioSource.volume = volume;
} else {
resources.load(sound, (err, clip: AudioClip) => {
if (err) {
console.log(err);
} else {
this._audioSource.stop();
this._audioSource.clip = clip;
this._audioSource.play();
this.audioSource.volume = volume;
}
});
}
}
/**
* stop the audio play
*/
stop() {
this._audioSource.stop();
}
/**
* pause the audio play
*/
pause() {
this._audioSource.pause();
}
/**
* resume the audio play
*/
resume() {
this._audioSource.play();
}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "3b9035fb-99e0-4028-9bc0-84149d0ba3bf",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,48 @@
import { _decorator, Component, EventTarget } from "cc";
const { ccclass, property } = _decorator;
const event_target = new EventTarget();
export class EventDispatcher {
private static data: EventDispatcher;
// 小恐龙吃到音符事件
public static readonly DINO_EAT_NOTE = "dino_eat_note";
// 音符碰到线事件
public static readonly UPDATE_LIFE = "update_life";
// 开始游戏事件
public static readonly GAME_STAET = "game_start";
// 游戏结束事件
public static readonly GAME_OVER = "game_over";
// 游戏闯关成功事件
public static readonly PASS_LEVLE = "pass_levle";
// 暂停事件
public static readonly GAME_PAUSE = "game_pause";
// 继续游戏事件
public static readonly GAME_RESUME = "game_resume";
// 清除所有音符事件
public static readonly CLEAR_ALL_NOTE = "clear_all_note";
// 清楚可视区域的音符事件
public static readonly CLEAR_SCREEN_NOTE = "clear_screen_note";
// 移动小恐龙到线的位置事件
public static readonly MOVE_DINO_TO_LINE = "move_dino_to_line";
// 显示结果弹窗事件
public static readonly SHOW_RESULT_MODAL = "show_result_modal";
// 显示暂停弹窗事件
public static readonly SHOW_PAUSE_MODAL = "show_pause_modal";
// 显示继续游戏弹窗事件
public static readonly SHOW_CONTINUE_MODAL = "show_continue_modal";
static getTarget() {
if (EventDispatcher.data == null) {
EventDispatcher.data = new EventDispatcher();
}
return EventDispatcher.data.getEventTarget();
}
private getEventTarget(): EventTarget {
return event_target;
}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "aa122590-0731-48e3-890b-886796d95b60",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,506 @@
import { _decorator, AudioClip, sys } from "cc";
const { ccclass } = _decorator;
// 声明微信小游戏全局变量(避免 TypeScript 报错)
declare const wx: any;
@ccclass("SpeedAudioPlayer")
export class SpeedAudioPlayer {
// H5 平台核心对象
private audioElement: HTMLAudioElement | null = null;
// 微信小游戏平台核心对象
private innerAudioContext: any = null;
// 跨平台统一播放状态
private currentPlayRate: number = 1.0;
private volume: number = 1.0;
private isPlaying: boolean = false;
private isPaused: boolean = false;
// 跨平台统一状态缓存(切换音频/恢复播放复用)
private lastPlayState: { rate: number; position: number } = {
rate: 1.0,
position: 0,
};
// 缓存当前音频剪辑
private currentAudioClip: AudioClip | null = null;
/**
* 初始化音频(跨平台自动适配)
* @param audioClip Cocos 音频剪辑
*/
async init(audioClip: AudioClip) {
if (!audioClip) {
console.error("SpeedAudioPlayer: 音频剪辑不能为空");
return;
}
// 保存当前音频剪辑
this.currentAudioClip = audioClip;
// 1. H5 平台(浏览器/支持 DOM 的环境)
if (this.isH5Platform()) {
await this.initH5(audioClip);
}
// 2. 微信小游戏平台(原生 API 环境)
else if (this.isWxGamePlatform()) {
await this.initWxGame(audioClip);
}
// 3. 不支持的平台
else {
console.error("SpeedAudioPlayer: 暂不支持当前运行平台");
}
}
/**
* 跨平台核心:切换音频文件(保留/重置状态)
* @param newAudioClip 新的音频剪辑
* @param keepState 是否保留原播放状态(速率/暂停位置默认true
*/
async changeAudioClip(newAudioClip: AudioClip, keepState: boolean = true) {
if (!newAudioClip) {
console.error("SpeedAudioPlayer: 切换音频失败,音频剪辑不能为空");
return;
}
// 1. 记录当前状态(跨平台统一)
if (keepState) {
this.lastPlayState.rate = this.currentPlayRate;
this.lastPlayState.position = this.getCurrentPlayTime();
} else {
this.lastPlayState = { rate: 1.0, position: 0 };
}
// 2. 停止当前音频(跨平台统一)
this.stop();
// 3. 初始化新音频(自动适配平台)
await this.init(newAudioClip);
// 4. 恢复播放状态(跨平台统一)
if (keepState) {
this.currentPlayRate = this.lastPlayState.rate;
this.setPlayRate(this.currentPlayRate); // 同步速率到当前平台
// 定位到缓存位置,根据原状态恢复播放/暂停
if (this.isPaused) {
this.seek(this.lastPlayState.position);
console.log(
`SpeedAudioPlayer: 切换音频后保留暂停状态,位置:${this.lastPlayState.position.toFixed(
3,
)}`,
);
} else if (this.isPlaying) {
this.play(this.currentPlayRate, this.lastPlayState.position);
}
}
console.log("SpeedAudioPlayer: 音频文件切换成功");
}
/**
* 播放音频(跨平台统一接口,支持指定速率/起始位置)
* @param playRate 播放速率0.5~2.0
* @param startAt 起始位置默认0
*/
play(playRate: number = 1.0, startAt: number = 0) {
// 限制参数范围
this.currentPlayRate = Math.max(0.5, Math.min(playRate, 2.0));
startAt = Math.max(0, Math.min(startAt, this.getTotalDuration()));
// H5 平台
if (this.isH5Platform() && this.audioElement) {
this.audioElement.playbackRate = this.currentPlayRate;
this.audioElement.currentTime = startAt;
this.audioElement
.play()
.then(() => {
this.updatePlayState(true, false);
console.log(
`SpeedAudioPlayer: H5 播放开始,速率:${
this.currentPlayRate
},起始位置:${startAt.toFixed(3)}`,
);
})
.catch((e) => {
console.error("SpeedAudioPlayer: H5 播放失败(需用户交互触发):", e);
});
}
// 微信小游戏平台
else if (this.isWxGamePlatform() && this.innerAudioContext) {
this.innerAudioContext.playbackRate = this.currentPlayRate;
this.innerAudioContext.seek(startAt);
this.innerAudioContext.play();
this.updatePlayState(true, false);
this.lastPlayState.position = startAt;
console.log(
`SpeedAudioPlayer: 微信小游戏播放开始,速率:${
this.currentPlayRate
},起始位置:${startAt.toFixed(3)}`,
);
}
// 未初始化
else {
console.warn("SpeedAudioPlayer: 音频未初始化完成,无法播放");
}
}
/**
* 暂停播放(跨平台统一接口,精准保留当前位置)
*/
pause() {
if (!this.isPlaying || this.isPaused) {
console.warn("SpeedAudioPlayer: 音频未播放或已暂停,无法暂停");
return;
}
// H5 平台
if (this.isH5Platform() && this.audioElement) {
this.audioElement.pause();
const pausePos = this.audioElement.currentTime;
this.cachePausePosition(pausePos);
this.updatePlayState(false, true);
}
// 微信小游戏平台
else if (this.isWxGamePlatform() && this.innerAudioContext) {
this.innerAudioContext.pause();
const pausePos = this.innerAudioContext.currentTime;
this.cachePausePosition(pausePos);
this.updatePlayState(false, true);
}
}
/**
* 恢复播放(跨平台统一接口,从暂停位置继续)
*/
resume() {
if (!this.isPaused) {
console.warn("SpeedAudioPlayer: 音频未暂停,无法恢复播放");
return;
}
const resumePos = this.lastPlayState.position;
// H5 平台
if (this.isH5Platform() && this.audioElement) {
this.audioElement.currentTime = resumePos;
this.audioElement
.play()
.then(() => {
this.updatePlayState(true, false);
console.log(
`SpeedAudioPlayer: H5 恢复播放,从${resumePos.toFixed(3)}秒开始`,
);
})
.catch((e) => {
console.error("SpeedAudioPlayer: H5 恢复播放失败:", e);
});
}
// 微信小游戏平台
else if (this.isWxGamePlatform() && this.innerAudioContext) {
// 恢复播放前确保应用当前设置的速率
this.innerAudioContext.playbackRate = this.currentPlayRate;
this.innerAudioContext.seek(resumePos);
this.innerAudioContext.play();
this.updatePlayState(true, false);
console.log(
`SpeedAudioPlayer: 微信小游戏恢复播放,速率:${
this.currentPlayRate
},从${resumePos.toFixed(3)}秒开始`,
);
}
}
/**
* 停止播放(跨平台统一接口,重置位置到开头)
*/
stop() {
// H5 平台
if (this.isH5Platform() && this.audioElement) {
this.audioElement.pause();
this.audioElement.currentTime = 0;
}
// 微信小游戏平台
else if (this.isWxGamePlatform() && this.innerAudioContext) {
this.innerAudioContext.pause();
this.innerAudioContext.seek(0);
}
// 跨平台统一重置状态
this.updatePlayState(false, false);
this.lastPlayState.position = 0;
console.log("SpeedAudioPlayer: 停止播放,状态已重置");
}
/**
* 动态调节播放速率(跨平台统一接口,播放中实时生效)
* @param playRate 新速率
*/
setPlayRate(playRate: number) {
this.currentPlayRate = Math.max(0.5, Math.min(playRate, 2.0));
this.lastPlayState.rate = this.currentPlayRate;
// H5 平台
if (this.isH5Platform() && this.audioElement) {
this.audioElement.playbackRate = this.currentPlayRate;
}
// 微信小游戏平台
else if (this.isWxGamePlatform() && this.innerAudioContext) {
this.innerAudioContext.playbackRate = this.currentPlayRate;
// 微信小游戏真机环境下设置playbackRate后需要重启播放才能生效
// 保存当前播放位置,暂停后重新播放
if (this.isPlaying) {
const currentPosition = this.getCurrentPlayTime();
this.innerAudioContext.pause();
this.innerAudioContext.seek(currentPosition);
this.innerAudioContext.play();
console.log(
`SpeedAudioPlayer: 微信小游戏重启播放以应用新速率,当前位置:${currentPosition.toFixed(
3,
)}`,
);
}
}
console.log(`SpeedAudioPlayer: 速率已调整为:${this.currentPlayRate}`);
}
/**
* 设置音量跨平台统一接口0~1
* @param volume 音量值
*/
setVolume(volume: number) {
this.volume = Math.max(0, Math.min(volume, 1));
// H5 平台
if (this.isH5Platform() && this.audioElement) {
this.audioElement.volume = this.volume;
}
// 微信小游戏平台
else if (this.isWxGamePlatform() && this.innerAudioContext) {
this.innerAudioContext.volume = this.volume;
}
console.log(`SpeedAudioPlayer: 音量已设置为:${this.volume}`);
}
/**
* 获取音频总时长(跨平台统一接口)
*/
getTotalDuration(): number {
// H5 平台
if (this.isH5Platform() && this.audioElement) {
return this.audioElement.duration || 0;
}
// 微信小游戏平台
else if (this.isWxGamePlatform() && this.innerAudioContext) {
return this.innerAudioContext.duration || 0;
}
return 0;
}
/**
* 获取当前播放位置(跨平台统一接口,秒)
*/
getCurrentPlayTime(): number {
// H5 平台
if (this.isH5Platform() && this.audioElement) {
return this.audioElement.currentTime || 0;
}
// 微信小游戏平台
else if (this.isWxGamePlatform() && this.innerAudioContext) {
return this.innerAudioContext.currentTime || 0;
}
return 0;
}
/**
* 获取当前播放状态(跨平台统一接口)
*/
getPlayState() {
return {
isPlaying: this.isPlaying,
isPaused: this.isPaused,
currentPlayRate: this.currentPlayRate,
currentPlayTime: this.getCurrentPlayTime(),
totalDuration: this.getTotalDuration(),
volume: this.volume,
platform: this.getCurrentPlatform(),
};
}
/**
* 销毁资源(跨平台统一接口,释放内存)
*/
destroy() {
// H5 平台
if (this.isH5Platform() && this.audioElement) {
this.stop();
this.audioElement.remove();
this.audioElement = null;
}
// 微信小游戏平台
else if (this.isWxGamePlatform() && this.innerAudioContext) {
this.stop();
this.innerAudioContext.offCanplay();
this.innerAudioContext.offEnded();
this.innerAudioContext.offError();
this.innerAudioContext.destroy();
this.innerAudioContext = null;
}
this.currentAudioClip = null;
console.log(`SpeedAudioPlayer: ${this.getCurrentPlatform()} 资源已销毁`);
}
// ---------------------- 内部辅助方法(跨平台适配核心)----------------------
/**
* 初始化 H5 平台音频HTML5 Audio
*/
private async initH5(audioClip: AudioClip) {
// 首次创建 Audio 元素
if (!this.audioElement) {
this.audioElement = document.createElement("audio");
this.audioElement.preload = "auto";
// 监听播放结束
this.audioElement.onended = () => {
this.updatePlayState(false, false);
this.lastPlayState.position = 0;
console.log("SpeedAudioPlayer: H5 音频播放结束");
};
}
// 设置音频源并等待加载
this.audioElement.src = audioClip.nativeUrl;
await new Promise((resolve, reject) => {
const onCanplayCallback = () => {
this.audioElement!.removeEventListener(
"canplaythrough",
onCanplayCallback,
);
resolve(true);
};
this.audioElement!.addEventListener("canplaythrough", onCanplayCallback);
this.audioElement!.addEventListener("error", (e) => {
reject(new Error(`H5 音频加载失败:${e}`));
});
});
// 恢复缓存状态
this.audioElement.volume = this.volume;
this.audioElement.playbackRate = this.currentPlayRate;
console.log(
"SpeedAudioPlayer: H5 音频初始化成功,总时长:",
this.getTotalDuration().toFixed(2),
"秒",
);
}
/**
* 初始化 微信小游戏 平台音频wx.createInnerAudioContext
*/
private async initWxGame(audioClip: AudioClip) {
// 首次创建微信原生音频上下文
if (!this.innerAudioContext) {
this.innerAudioContext = wx.createInnerAudioContext();
this.innerAudioContext.volume = this.volume;
this.innerAudioContext.playbackRate = this.currentPlayRate;
this.innerAudioContext.loop = false;
// 监听原生事件
this.innerAudioContext.onCanplay(() => {
console.log(
"SpeedAudioPlayer: 微信小游戏音频加载完成,总时长:",
this.getTotalDuration().toFixed(2),
"秒",
);
});
this.innerAudioContext.onEnded(() => {
this.updatePlayState(false, false);
this.lastPlayState.position = 0;
console.log("SpeedAudioPlayer: 微信小游戏音频播放结束");
});
this.innerAudioContext.onError((err: any) => {
console.error("SpeedAudioPlayer: 微信小游戏音频发生错误:", err);
this.updatePlayState(false, false);
});
}
// 设置音频源并等待加载(核心修复:移除 onCanplayOnce改用 onCanplay + 手动解除监听)
this.innerAudioContext.src = audioClip.nativeUrl;
await new Promise((resolve) => {
// 定义一次性监听函数
const onCanplayCallback = () => {
// 手动移除监听,实现「一次性触发」的效果,避免重复回调
this.innerAudioContext.offCanplay(onCanplayCallback);
resolve(true);
};
// 先判断音频是否已加载完成
if (this.innerAudioContext.readyState === "canplay") {
resolve(true);
} else {
// 绑定普通 onCanplay 监听,触发后手动移除,替代不存在的 onCanplayOnce
this.innerAudioContext.onCanplay(onCanplayCallback);
}
});
// 恢复缓存状态
this.innerAudioContext.volume = this.volume;
this.innerAudioContext.playbackRate = this.currentPlayRate;
}
/**
* 判断是否为 H5 平台(浏览器/支持 DOM 的环境)
*/
private isH5Platform(): boolean {
return sys.isBrowser && sys.platform !== sys.Platform.WECHAT_GAME;
}
/**
* 判断是否为 微信小游戏 平台
*/
private isWxGamePlatform(): boolean {
return sys.platform === sys.Platform.WECHAT_GAME;
}
/**
* 获取当前平台名称(用于日志/调试)
*/
private getCurrentPlatform(): string {
if (this.isH5Platform()) return "H5";
if (this.isWxGamePlatform()) return "微信小游戏";
return "未知平台";
}
/**
* 跨平台统一更新播放状态
*/
private updatePlayState(isPlaying: boolean, isPaused: boolean) {
this.isPlaying = isPlaying;
this.isPaused = isPaused;
}
/**
* 跨平台统一缓存暂停位置
*/
private cachePausePosition(position: number) {
const clampPos = Math.max(0, Math.min(position, this.getTotalDuration()));
this.lastPlayState.position = clampPos;
console.log(
`SpeedAudioPlayer: 暂停成功,当前位置:${clampPos.toFixed(3)}`,
);
}
/**
* 跨平台统一定位音频位置
*/
private seek(position: number) {
const clampPos = Math.max(0, Math.min(position, this.getTotalDuration()));
if (this.isH5Platform() && this.audioElement) {
this.audioElement.currentTime = clampPos;
} else if (this.isWxGamePlatform() && this.innerAudioContext) {
this.innerAudioContext.seek(clampPos);
}
}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "15d63406-5748-40e4-a743-a45bc228d712",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,34 @@
import { sys } from "cc";
export default class Utils {
/**
*
* @param {缓存key} key
* @param {需要存储的缓存值} value
* @param {过期时间} expire
*/
static setCache(key: string, value: any, expire: number = 0): void {
let obj = {
data: value, //存储的数据
time: Date.now() / 1000, //记录存储的时间戳
expire: expire, //记录过期时间,单位秒
};
sys.localStorage.setItem(key, JSON.stringify(obj));
}
/**
*
* @param {缓存key} key
*/
static getCache(key: string): any {
let val: any = sys.localStorage.getItem(key);
if (!val) {
return null;
}
val = JSON.parse(val);
if (val.expire && Date.now() / 1000 - val.time > val.expire) {
sys.localStorage.removeItem(key);
return null;
}
return val.data;
}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "ee787eae-f32a-4d63-9fa4-b609ca06be8e",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "1.2.0",
"importer": "directory",
"imported": true,
"uuid": "c198366b-298e-4a4d-9c46-69c68a447c02",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,87 @@
/**
* 游戏开发者:程序员加菲猫
* 游戏名称Like A Dino!
*/
import { _decorator, Component, AudioClip } from "cc";
import { EventDispatcher } from "../libs/EventDispatcher";
import { SpeedAudioPlayer } from "../libs/SpeedAudioPlayer";
import { GlobalData } from "../config/GlobalData";
const { ccclass, property } = _decorator;
@ccclass("MusicManager")
export class MusicManager extends Component {
//音频播放器
private audioPlayer: SpeedAudioPlayer = null;
//音频剪辑列表
@property({
type: [AudioClip],
tooltip: "音频剪辑列表",
})
audioClips: AudioClip[] = [];
//当前选择的音频剪辑索引
private currentAudioClipIndex: number = 0;
async onLoad() {
//设置当前选择的音频剪辑
this.currentAudioClipIndex = GlobalData.selectedMusicID - 1;
//初始化音频播放器
this.audioPlayer = new SpeedAudioPlayer();
//初始化音频
await this.audioPlayer.init(this.audioClips[this.currentAudioClipIndex]);
}
start() {
//监听游戏暂停事件
EventDispatcher.getTarget().on(
EventDispatcher.GAME_PAUSE,
this.pause,
this,
);
//监听游戏继续事件
EventDispatcher.getTarget().on(
EventDispatcher.GAME_RESUME,
this.resume,
this,
);
//监听游戏结束事件
EventDispatcher.getTarget().on(EventDispatcher.GAME_OVER, this.stop, this);
}
//播放音乐
async play() {
//播放之前判断是否需要切换音频
if (this.currentAudioClipIndex !== GlobalData.selectedMusicID - 1) {
//切换音频
this.currentAudioClipIndex = GlobalData.selectedMusicID - 1;
//初始化音频
await this.audioPlayer.changeAudioClip(
this.audioClips[this.currentAudioClipIndex],
);
}
// 初始速率播放
this.audioPlayer.play(GlobalData.speedRate);
// 设置初始音量
this.audioPlayer.setVolume(1.0);
}
//暂停音乐
pause() {
this.audioPlayer.pause();
}
//停止音乐
stop() {
this.audioPlayer.stop();
}
//继续播放音乐
resume() {
this.audioPlayer.resume();
}
update(deltaTime: number) {}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "d4834116-9657-4a4e-8a40-4f562e85b280",
"files": [],
"subMetas": {},
"userData": {}
}

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "f2244da7-be8d-4fbe-80d3-3e01758d7c74",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "1.2.0",
"importer": "directory",
"imported": true,
"uuid": "e97362e9-74f8-449b-8da5-adcbe192068a",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,125 @@
import { _decorator, Component, google, Label, Node } from "cc";
import { GlobalData } from "../config/GlobalData";
import { EventDispatcher } from "../libs/EventDispatcher";
import { GameState } from "../config/Config";
import { MusicManager } from "../managers/MusicManager";
const { ccclass, property } = _decorator;
@ccclass("GameSceneControl")
export class GameSceneControl extends Component {
// 当前这一局得分label
@property(Label)
curRoundScoreLabel: Label = null;
// 当前这句剩余生命值label
@property(Label)
lifeNumLabel: Label = null;
// ui 节点
@property(Node)
uiNode: Node = null;
// 音频管理器
musicManager: MusicManager = null;
onLoad() {
// 获取音频管理器
this.musicManager = this.node.getComponent(MusicManager);
// 监听小恐龙吃到音符事件
EventDispatcher.getTarget().on(
EventDispatcher.DINO_EAT_NOTE,
this.updateCurRoundScoreLabel,
this,
);
// 监听音符碰到线事件
EventDispatcher.getTarget().on(
EventDispatcher.UPDATE_LIFE,
this.updateLifeNumLabel,
this,
);
// 监听游戏结束事件
EventDispatcher.getTarget().on(
EventDispatcher.GAME_OVER,
this.handleEndGame,
this,
);
// 监听过关事件
EventDispatcher.getTarget().on(
EventDispatcher.PASS_LEVLE,
this.handlePassLevel,
this,
);
}
start() {
// 重置游戏数据
GlobalData.resetGameData();
this.startGame();
}
startGame() {
// 开始游戏
this.uiNode.active = true;
// 更新 ui 节点相关数据
this.updateUi();
// 设置游戏状态为进行中
GlobalData.gameState = GameState.PLAYING;
// 开始游戏提示动画
// 1 s 后正式开始游戏
this.scheduleOnce(() => {
// 开始播放背景音乐
this.playMusic();
// 发送开始游戏事件
EventDispatcher.getTarget().emit(EventDispatcher.GAME_STAET);
}, 1);
}
// 更新 ui
updateUi() {
// 更新本局总得分
this.updateCurRoundScoreLabel();
// 更新生命值
this.updateLifeNumLabel();
// 更新当前速度的显示
this.updateSpeed();
}
// 更新当前这一局得分
updateCurRoundScoreLabel() {
this.curRoundScoreLabel.string = GlobalData.curRoundTotalScore.toString();
}
// 更新当前这句剩余生命值
updateLifeNumLabel() {
this.lifeNumLabel.string = "x" + GlobalData.lifeNumPerRound.toString();
}
// 更新速度显示
updateSpeed() {}
// 暂停游戏
pauseGame() {
EventDispatcher.getTarget().emit(EventDispatcher.SHOW_PAUSE_MODAL);
}
// 处理游戏结束时
handleEndGame() {
// 游戏结束,弹出游戏界面
this.uiNode.active = false;
}
// 闯过当前关卡时 重新开始下一轮
handlePassLevel() {
// 增加速率
GlobalData.speedRate += GlobalData.speedRateAdd;
// 继续开始游戏
this.startGame();
}
// 播放音乐
playMusic() {
this.musicManager.play();
}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "60d28f0e-e562-4a8a-9321-551fa0e9ab1c",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,48 @@
import { _decorator, Component, director, Node } from "cc";
import AudioEffect from "../libs/AudioEffect";
const { ccclass, property } = _decorator;
@ccclass("HomeSceneCon")
export class HomeSceneCon extends Component {
// 滑动区域节点
@property(Node)
swipeNode: Node = null;
start() {
// 监听滑动区域事件
this.swipeNode.on(Node.EventType.TOUCH_START, this.goToGameScene, this);
}
// 跳转到游戏场景
goToGameScene() {
director.preloadScene("game", () => {
director.loadScene("game");
});
}
// 跳转到 love-story 场景
goToLoveStoryScene() {
AudioEffect.playClickAudio();
director.preloadScene("love-story", () => {
director.loadScene("love-story");
});
}
// 跳转到 mood 场景
goToMoodScene() {
AudioEffect.playClickAudio();
director.preloadScene("mood", () => {
director.loadScene("mood");
});
}
// 跳转到作者场景
goToAuthorScene() {
AudioEffect.playClickAudio();
director.preloadScene("author", () => {
director.loadScene("author");
});
}
update(deltaTime: number) {}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "fd8f17a5-c483-4f69-8a79-bdeca9aa1946",
"files": [],
"subMetas": {},
"userData": {}
}

9
assets/seripts/ui.meta Normal file
View File

@@ -0,0 +1,9 @@
{
"ver": "1.2.0",
"importer": "directory",
"imported": true,
"uuid": "4550d8cf-6b43-46f5-a29e-33332da2db14",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,104 @@
import { _decorator, Component, Node, tween, UITransform, Vec3 } from "cc";
import { EventDispatcher } from "../libs/EventDispatcher";
import { GlobalData } from "../config/GlobalData";
import { GameState } from "../config/Config";
const { ccclass, property } = _decorator;
@ccclass("ContonueModal")
export class ContonueModal extends Component {
// 滑动区域的节点
@property(Node)
private swipeNode: Node = null;
// 提示 1 节点
@property(Node)
private tipNode1: Node = null;
// 提示 2 节点
@property(Node)
private tipNode2: Node = null;
start() {
// 隐藏继续游戏弹窗
this.node.active = false;
// 初始化位置
this.node.setPosition(0, 0, 0);
// 监听继续游戏事件
EventDispatcher.getTarget().on(
EventDispatcher.SHOW_CONTINUE_MODAL,
this.showModal,
this,
);
// 监听滑动事件
this.swipeNode.on(Node.EventType.TOUCH_START, this.onSwipeStart, this);
}
// 显示继续游戏弹窗
showModal() {
// 游戏暂停
GlobalData.gameState = GameState.PAUSED;
// 显示继续游戏弹窗
this.node.active = true;
// 操作提示动画
if (GlobalData.lifeNumPerRound > 0) {
// 执行提示1的动画
this.playTipAnimation(this.tipNode1);
} else {
// 执行提示2的动画
this.playTipAnimation(this.tipNode2);
}
}
// 关闭继续游戏弹窗
closeModal() {
// 关闭继续游戏弹窗
this.node.active = false;
}
// 滑动开始事件
onSwipeStart() {
// 关闭继续游戏弹窗
this.closeModal();
// 等 2 s之后恢复游戏
this.scheduleOnce(() => {
GlobalData.gameState = GameState.PLAYING;
// 发送继续游戏事件
EventDispatcher.getTarget().emit(EventDispatcher.GAME_RESUME);
}, 2);
}
// 暂停游戏
onPauseGame() {
console.log(111, "暂停游戏");
// 发送暂停事件
EventDispatcher.getTarget().emit(EventDispatcher.SHOW_PAUSE_MODAL);
}
// 播放提示1的动画
playTipAnimation(tNode: Node) {
// 显示提示1
tNode.active = true;
// 获取提示节点的位置
const oriPos = tNode.getPosition().clone();
// 获取提示的宽度
const tipWidth = tNode.getComponent(UITransform).width + 5;
// 执行动画
tween(tNode)
.to(0.3, {
position: new Vec3(oriPos.x - tipWidth, oriPos.y, 0),
})
.delay(0.8)
.to(0.3, {
position: oriPos,
})
.call(() => {
// 隐藏提示1
tNode.active = false;
// 重置节点位置
tNode.setPosition(oriPos);
})
.start();
}
update(deltaTime: number) {}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "6ae5f280-b903-4537-b1d2-b9bbccba26b8",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,53 @@
import { _decorator, Component, director, Node } from "cc";
import { EventDispatcher } from "../libs/EventDispatcher";
const { ccclass, property } = _decorator;
@ccclass("PauseModal")
export class PauseModal extends Component {
start() {
// 隐藏暂停游戏弹窗
this.node.active = false;
// 初始化位置
this.node.setPosition(0, 0, 0);
// 监听继续游戏事件
EventDispatcher.getTarget().on(
EventDispatcher.SHOW_PAUSE_MODAL,
this.showModal,
this,
);
}
// 显示弹窗
showModal() {
this.node.active = true;
// 暂停游戏
director.pause();
// 发送暂停游戏事件
EventDispatcher.getTarget().emit(EventDispatcher.GAME_PAUSE);
// 发送继续游戏弹窗
EventDispatcher.getTarget().emit(EventDispatcher.SHOW_CONTINUE_MODAL);
}
// 关闭弹窗
closeModal() {
this.node.active = false;
// 恢复游戏继续
director.resume();
}
// 回到首页
backToHome() {
// 恢复游戏继续
director.resume();
// 跳转到首页
director.loadScene("home");
}
// 继续游戏
resumeGame() {
// 关闭弹窗
this.closeModal();
}
update(deltaTime: number) {}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "976546b4-b786-4c64-b005-ca9feafa8dbd",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,193 @@
import {
_decorator,
Component,
director,
Label,
Node,
tween,
UITransform,
Vec3,
} from "cc";
import { EventDispatcher } from "../libs/EventDispatcher";
import { GlobalData } from "../config/GlobalData";
import AudioEffect from "../libs/AudioEffect";
const { ccclass, property } = _decorator;
@ccclass("ResultModal")
export class ResultModal extends Component {
// 本局得分的 label
@property(Label)
scoreLabel: Label = null;
// 最佳得分 label
@property(Label)
bestScoreLabel: Label = null;
// 总的金币数 label
@property(Label)
totalScoreLabel: Label = null;
// 回到首页的按钮节点
@property(Node)
backToHomeBtn: Node = null;
// 提示节点
@property(Node)
tipNode: Node = null;
start() {
// 隐藏结果弹窗
this.node.active = false;
// 设置位置
this.node.setPosition(0, 0);
// 注册打开结果弹窗的事件
EventDispatcher.getTarget().on(
EventDispatcher.SHOW_RESULT_MODAL,
this.openModal,
this,
);
}
// 打开结果弹窗
openModal() {
// 显示结果弹窗
this.node.active = true;
// 设置当前得分
this.scoreLabel.string = GlobalData.curRoundTotalScore.toString();
// 累计总的金币数
GlobalData.totalScore += GlobalData.curRoundTotalScore;
// 设置总的金币数
this.setTotalScoreLabel();
// 设置当前用户最好的得分成绩
this.setCurUserBestScoreLabel();
// 执行相关动效
this.scheduleOnce(async () => {
await this.playGoldEffect();
// 再执行提示信息的动画
this.playTipAni();
// 显示回到首页的按钮
this.backToHomeBtn.active = true;
}, 1);
}
// 关闭游戏结束弹窗方法
closeModal() {
this.node.active = false;
// 隐藏回到首页的按钮
this.backToHomeBtn.active = false;
// 重置分数
this.scoreLabel.string = "0";
}
setTotalScoreLabel() {
this.totalScoreLabel.string = GlobalData.totalScore.toString();
}
setCurUserBestScoreLabel() {
const bestScore = GlobalData.bestScore;
// 如果当前成绩大于最好成绩 更新最好成绩
if (GlobalData.curRoundTotalScore > bestScore) {
GlobalData.bestScore = GlobalData.curRoundTotalScore;
}
// 设置最佳得分 label
this.bestScoreLabel.string = GlobalData.bestScore.toString();
}
setBestScoreLabel() {}
// 播放金币特效
async playGoldEffect() {
// 获取 gold coins 节点
const goldCoinsNode = this.node
.getChildByName("panel")
.getChildByName("gold_coins");
// 开启此节点
goldCoinsNode.active = true;
// 播放撒金币音效
AudioEffect.playGoldAudio();
// 0.5 s 后执行入账音效
this.scheduleOnce(() => {
AudioEffect.playCoinsEntryAudio();
}, 0.5);
// 获取所有金币子节点
const goldCoinsList = goldCoinsNode.children;
// 获取显示金币数量的标签节点
const goldCoinsNumNode = this.node
.getChildByName("gold_label")
.getChildByName("gold_num");
// 获取目标节点的位置
const targetPos = goldCoinsNumNode.getWorldPosition();
// 遍历金币子节点
for (let i = 0; i < goldCoinsList.length; i++) {
// 克隆位置
const targetPosColne = targetPos.clone();
// 执行单个金币的动画
const goldCoin = goldCoinsList[i];
await this.playSingleGoldAni(goldCoin, targetPosColne);
}
}
// 执行单个金币的动画
async playSingleGoldAni(goldCoin: Node, targetPos: Vec3) {
return new Promise((resolve) => {
tween(goldCoin)
.by(0.2, {
position: new Vec3(0, -30, 0),
})
.call(() => {
// 开始执行下一个
resolve(true);
// 获取金币的世界坐标
const goleCoinWorldPos = goldCoin.getWorldPosition();
// 计算金币节点与目标距离的差值
const diffPost = targetPos.subtract(goleCoinWorldPos);
// 再缓动到目标位置
tween(goldCoin)
.by(0.5, { position: diffPost })
.call(() => {
// 金币消失
goldCoin.active = false;
})
.start();
})
.start();
});
}
// 执行提示动画
playTipAni() {
// 开启提示
this.tipNode.active = true;
// 获取提示的位置
const oriPos = this.tipNode.getPosition().clone();
// 获取提示的宽度
const tipWidth = this.tipNode.getComponent(UITransform).width + 5;
// 执行动画
tween(this.tipNode)
.to(0.3, {
position: new Vec3(oriPos.x - tipWidth, oriPos.y, 0),
})
.delay(0.8)
.to(0.3, {
position: oriPos,
})
.call(() => {
// 隐藏提示1
this.tipNode.active = false;
// 重置节点位置
this.tipNode.setPosition(oriPos);
})
.start();
}
// 回到首页
backToHome() {
// 播放点击音效
AudioEffect.playClickAudio();
director.loadScene("home");
}
update(deltaTime: number) {}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "44c80c77-90c5-4293-84b6-4c2d541d2f1b",
"files": [],
"subMetas": {},
"userData": {}
}