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{ + "__type__": "cc.OctreeInfo", + "_enabled": false, + "_minPos": { + "__type__": "cc.Vec3", + "x": -1024, + "y": -1024, + "z": -1024 + }, + "_maxPos": { + "__type__": "cc.Vec3", + "x": 1024, + "y": 1024, + "z": 1024 + }, + "_depth": 8 + }, + { + "__type__": "cc.SkinInfo", + "_enabled": false, + "_blurRadius": 0.01, + "_sssIntensity": 3 + }, + { + "__type__": "cc.LightProbeInfo", + "_giScale": 1, + "_giSamples": 1024, + "_bounces": 2, + "_reduceRinging": 0, + "_showProbe": true, + "_showWireframe": true, + "_showConvex": false, + "_data": null, + "_lightProbeSphereVolume": 1 + }, + { + "__type__": "cc.PostSettingsInfo", + "_toneMappingType": 0 + } +] \ No newline at end of file diff --git a/assets/scene/s1.scene.meta b/assets/scene/s1.scene.meta new file mode 100644 index 0000000..0726cab --- /dev/null +++ b/assets/scene/s1.scene.meta @@ -0,0 +1,11 @@ +{ + "ver": "1.1.50", + "importer": "scene", + "imported": true, + "uuid": "9de958b4-c0ee-4c33-8a6c-c4fd2a633a34", + "files": [ + ".json" + ], + "subMetas": {}, + "userData": {} +} diff --git a/assets/scripts.meta b/assets/scripts.meta new file mode 100644 index 0000000..84ddd1a --- /dev/null +++ b/assets/scripts.meta @@ -0,0 +1,9 @@ +{ + "ver": "1.2.0", + "importer": "directory", + "imported": true, + "uuid": "c8a78a0b-cd2c-4c1a-bae3-76bb4078a7f4", + "files": [], + "subMetas": {}, + "userData": {} +} diff --git a/assets/scripts/AudioManager.ts b/assets/scripts/AudioManager.ts new file mode 100644 index 0000000..87c5698 --- /dev/null +++ b/assets/scripts/AudioManager.ts @@ -0,0 +1,139 @@ +import { _decorator, Component, Node, AudioSource, AudioClip, director } from 'cc'; +const { ccclass, property } = _decorator; + +// 背景音乐类型 +export enum BGMType { + Home, + Level, + Boss, +} + +// 音效类型 +export enum SFXType { + Remove, + Success, + Fail, + Item, + Victory, + Magic, + Shuffle, + Hint +} + +@ccclass('AudioManager') +export class AudioManager extends Component { + private static _instance: AudioManager | null = null; + public static get instance(): AudioManager { + if (!this._instance) { + const node = new Node('AudioManager'); + this._instance = node.addComponent(AudioManager); + director.addPersistRootNode(node); + } + + return this._instance; + } + + // AudioSources + private bgmSource!: AudioSource; + private sfxSource!: AudioSource; + + // 开关 + public bgmEnabled: boolean = true; + public sfxEnabled: boolean = true; + + // 音乐 / 音效 Map + private bgmClips: Map = new Map(); + private sfxClips: Map = new Map(); + + private currentBGM: BGMType | null = null; + + onLoad() { + // 初始化单例 + AudioManager._instance = this; + + // 跨场景不销毁 + // director.addPersistRootNode(this.node); + + // 读取本地开关 + this.bgmEnabled = localStorage.getItem('bgmEnabled') !== '0'; + this.sfxEnabled = localStorage.getItem('sfxEnabled') !== '0'; + + // 自动挂载或创建 AudioSource + const sources = this.node.getComponents(AudioSource); + if (sources.length >= 2) { + this.bgmSource = sources[0]; + this.sfxSource = sources[1]; + } else { + this.bgmSource = this.node.addComponent(AudioSource); + this.bgmSource.loop = true; + this.sfxSource = this.node.addComponent(AudioSource); + } + } + + /** 注册 BGM */ + public registerBGM(type: BGMType, clip: AudioClip) { + this.bgmClips.set(type, clip); + } + + /** 注册 SFX */ + public registerSFX(type: SFXType, clip: AudioClip) { + this.sfxClips.set(type, clip); + } + + /** 播放背景音乐 */ + public playBGM(type: BGMType) { + if (!this.bgmEnabled) return; + // if (this.currentBGM === type) return; + + const clip = this.bgmClips.get(type); + if (!clip) return; + + this.currentBGM = type; + this.bgmSource.clip = clip; + this.bgmSource.loop = true; + this.bgmSource.play(); + } + + /** 播放音效 */ + public playSFX(type: SFXType) { + if (!this.sfxEnabled) return; + + const clip = this.sfxClips.get(type); + if (!clip) return; + + this.sfxSource.playOneShot(clip, 1.0); + } + + /** 设置 BGM 开关 */ + public setBGMEnabled(enabled: boolean) { + this.bgmEnabled = enabled; + localStorage.setItem('bgmEnabled', enabled ? '1' : '0'); + if (!this.bgmSource) return; + + if (enabled) { + // 开启播放当前 BGM + if (this.currentBGM !== null || this.currentBGM !== undefined) { + const clip = this.bgmClips.get(this.currentBGM); + if (clip) { + this.bgmSource.clip = clip; + this.bgmSource.play(); + } + } + } else { + // 关闭停止播放 + this.bgmSource.stop(); + } + } + + /** 设置 SFX 开关 */ + public setSFXEnabled(enabled: boolean) { + this.sfxEnabled = enabled; + localStorage.setItem('sfxEnabled', enabled ? '1' : '0'); + // 关闭音效后,playSFX 会直接返回,不会播放 + } + + /** 设置 SFX 开关 */ + public setCurBgm(type: number) { + this.currentBGM = type; + } +} diff --git a/assets/scripts/AudioManager.ts.meta b/assets/scripts/AudioManager.ts.meta new file mode 100644 index 0000000..d4fa8a3 --- /dev/null +++ b/assets/scripts/AudioManager.ts.meta @@ -0,0 +1,9 @@ +{ + "ver": "4.0.24", + "importer": "typescript", + "imported": true, + "uuid": "b07ed8a6-f1ba-46a1-8edd-9b424894ec9f", + "files": [], + "subMetas": {}, + "userData": {} +} diff --git a/assets/scripts/AudioSettingsUI.ts b/assets/scripts/AudioSettingsUI.ts new file mode 100644 index 0000000..1b05231 --- /dev/null +++ b/assets/scripts/AudioSettingsUI.ts @@ -0,0 +1,48 @@ +import { _decorator, Component, Node, Toggle } from 'cc'; +import { AudioManager } from './AudioManager'; +const { ccclass, property } = _decorator; + +@ccclass('AudioSettingsUI') +export class AudioSettingsUI extends Component { + @property(Node) + panel: Node = null!; // 设置面板节点 + + @property(Toggle) + bgmToggle: Toggle = null!; + + @property(Toggle) + sfxToggle: Toggle = null!; + + onLoad() { + const am = AudioManager.instance; + + // 初始化 Toggle 状态 + this.bgmToggle.isChecked = am.bgmEnabled; + this.sfxToggle.isChecked = am.sfxEnabled; + + // Toggle 监听 + this.bgmToggle.node.on('toggle', this.onBgmToggleChanged, this); + this.sfxToggle.node.on('toggle', this.onSfxToggleChanged, this); + + // 面板默认隐藏 + this.panel.active = false; + } + + /** 打开设置面板 */ + openPanel() { + this.panel.active = true; + } + + /** 关闭设置面板 */ + closePanel() { + this.panel.active = false; + } + + private onBgmToggleChanged(toggle: Toggle) { + AudioManager.instance.setBGMEnabled(toggle.isChecked); + } + + private onSfxToggleChanged(toggle: Toggle) { + AudioManager.instance.setSFXEnabled(toggle.isChecked); + } +} diff --git a/assets/scripts/AudioSettingsUI.ts.meta b/assets/scripts/AudioSettingsUI.ts.meta new file mode 100644 index 0000000..f39fe8b --- /dev/null +++ b/assets/scripts/AudioSettingsUI.ts.meta @@ -0,0 +1,9 @@ +{ + "ver": "4.0.24", + "importer": "typescript", + "imported": true, + "uuid": "e6a5f56b-bc7d-48ad-82cf-23ab8d7da791", + "files": [], + "subMetas": {}, + "userData": {} +} diff --git a/assets/scripts/BoardShape.ts b/assets/scripts/BoardShape.ts new file mode 100644 index 0000000..61051b9 --- /dev/null +++ b/assets/scripts/BoardShape.ts @@ -0,0 +1,50 @@ +export type BoardShapeName = "rectangle" | "L_shape" | "T_shape" | "cross_shape" | "diamond" | "custom"; + +export const BoardShapes: Record = { + rectangle: [ + [1,1,1,1,1,1], + [1,1,1,1,1,1], + [1,1,1,1,1,1], + [1,1,1,1,1,1], + [1,1,1,1,1,1], + ], + L_shape: [ + [1,1,1,0,0,0], + [1,1,1,0,0,0], + [1,1,1,1,1,1], + [1,1,1,1,1,1], + ], + T_shape: [ + [1,1,1,1,1,1,1], + [0,0,1,1,1,0,0], + [0,0,1,1,1,0,0], + [0,0,1,1,1,0,0], + ], + cross_shape: [ + [0,0,1,1,0,0], + [0,0,1,1,0,0], + [1,1,1,1,1,1], + [0,0,1,1,0,0], + [0,0,1,1,0,0], + ], + diamond: [ + [0,0,0,1,0,0,0], + [0,0,1,1,1,0,0], + [0,1,1,1,1,1,0], + [1,1,1,1,1,1,1], + [0,1,1,1,1,1,0], + [0,0,1,1,1,0,0], + [0,0,0,1,0,0,0], + [0,0,0,1,0,0,0], + ], + custom: [ + [0,0,0,0,-1,0,0], + [0,0,0,0,-1,0,0], + [0,0,0,0,-1,0,0], + [0,0,0,0,1,1,1], + [0,0,0,0,1,0,0], + [0,0,0,0,0,0,0], + [0,0,0,0,0,0,0], + [0,0,0,0,0,0,0], + ] +}; diff --git a/assets/scripts/BoardShape.ts.meta b/assets/scripts/BoardShape.ts.meta new file mode 100644 index 0000000..b98df4f --- /dev/null +++ b/assets/scripts/BoardShape.ts.meta @@ -0,0 +1,9 @@ +{ + "ver": "4.0.24", + "importer": "typescript", + "imported": true, + "uuid": "5ff0aad1-47ce-41a6-9dfd-25e0d722b769", + "files": [], + "subMetas": {}, + "userData": {} +} diff --git a/assets/scripts/ButtonBadge.ts b/assets/scripts/ButtonBadge.ts new file mode 100644 index 0000000..53bdbfe --- /dev/null +++ b/assets/scripts/ButtonBadge.ts @@ -0,0 +1,195 @@ +import { _decorator, Component, Node, Label, sys } from 'cc'; +const { ccclass, property } = _decorator; + +@ccclass('ButtonBadge') +export class ButtonBadge extends Component { + @property(Node) + hint_badge: Node | null = null; + + @property(Label) + hint_countLabel: Label | null = null; + + @property(Node) + hint_adIcon: Node | null = null; + + @property(Node) + shuffle_badge: Node | null = null; + + @property(Label) + shuffle_countLabel: Label | null = null; + + @property(Node) + shuffle_adIcon: Node | null = null; + + @property(Node) + magic_badge: Node | null = null; + + @property(Label) + magic_countLabel: Label | null = null; + + @property(Node) + magic_adIcon: Node | null = null; + + private _hint_count: number = 0; + private _hint_storageKey: string = "hint_button_usage_count"; + + private _shuffle_count: number = 0; + private _shuffle_storageKey: string = "shuffle_button_usage_count"; + + private _magic_count: number = 0; + private _magic_storageKey: string = "magic_button_usage_count"; + + onLoad() { + // 从本地缓存读取 + const hintSaved = sys.localStorage.getItem(this._hint_storageKey); + const shuffleSaved = sys.localStorage.getItem(this._shuffle_storageKey); + const magicSaved = sys.localStorage.getItem(this._magic_storageKey); + this._hint_count = hintSaved ? parseInt(hintSaved) : 3; // 默认初始 3 次 + this._shuffle_count = shuffleSaved ? parseInt(shuffleSaved) : 3; // 默认初始 3 次 + this._magic_count = magicSaved ? parseInt(magicSaved) : 3; // 默认初始 3 次 + console.log('load', this._shuffle_count, this._magic_count) + this.updateHintView(); + this.updateShuffleView(); + this.updateMagicView(); + } + + private updateHintView() { + if (!this.hint_badge) return; + + if (this._hint_count > 0) { + this.hint_badge.active = true; + if (this.hint_countLabel) { + this.hint_countLabel.string = this._hint_count.toString(); + this.hint_countLabel.node.active = true; + } + if (this.hint_adIcon) this.hint_adIcon.active = false; + } else { + this.hint_badge.active = true; + if (this.hint_countLabel) this.hint_countLabel.node.active = false; + if (this.hint_adIcon) this.hint_adIcon.active = true; + } + } + + private updateShuffleView() { + if (!this.shuffle_badge) return; + + if (this._shuffle_count > 0) { + this.shuffle_badge.active = true; + if (this.shuffle_countLabel) { + this.shuffle_countLabel.string = this._shuffle_count.toString(); + this.shuffle_countLabel.node.active = true; + } + if (this.shuffle_adIcon) this.shuffle_adIcon.active = false; + } else { + this.shuffle_badge.active = true; + if (this.shuffle_countLabel) this.shuffle_countLabel.node.active = false; + if (this.shuffle_adIcon) this.shuffle_adIcon.active = true; + } + } + + private updateMagicView() { + if (!this.magic_badge) return; + + if (this._magic_count > 0) { + this.magic_badge.active = true; + if (this.magic_countLabel) { + this.magic_countLabel.string = this._magic_count.toString(); + this.magic_countLabel.node.active = true; + } + if (this.magic_adIcon) this.magic_adIcon.active = false; + } else { + this.magic_badge.active = true; + if (this.magic_countLabel) this.magic_countLabel.node.active = false; + if (this.magic_adIcon) this.magic_adIcon.active = true; + } + } + + private saveHint() { + sys.localStorage.setItem(this._hint_storageKey, this._hint_count.toString()); + } + + private saveShuffle() { + sys.localStorage.setItem(this._shuffle_storageKey, this._shuffle_count.toString()); + } + + private saveMagic() { + sys.localStorage.setItem(this._magic_storageKey, this._magic_count.toString()); + } + + public useHintOnce(): boolean { + if (this._hint_count > 0) { + this._hint_count--; + this.saveHint(); + this.updateHintView(); + return true; // 成功使用 + } else { + // this.showAdAndReward(); + return false; // 没次数,去看广告 + } + } + + public useShuffleOnce(): boolean { + if (this._shuffle_count > 0) { + this._shuffle_count--; + this.saveShuffle(); + this.updateShuffleView(); + return true; // 成功使用 + } else { + // this.showAdAndReward(); + return false; // 没次数,去看广告 + } + } + + public useMagicOnce(): boolean { + if (this._magic_count > 0) { + this._magic_count--; + this.saveMagic(); + this.updateMagicView(); + return true; // 成功使用 + } else { + // this.showAdAndReward(); + return false; // 没次数,去看广告 + } + } + + public getHintCount() { + return this._hint_count; + } + + public getShuffleCount() { + return this._shuffle_count; + } + + public getMagicCount() { + return this._magic_count; + } + + public showAdAndReward(type) { + // ⚠️ 这里接入广告 SDK + console.log("显示广告..."); + + // 假设广告结束回调 + if(type === 'hint') this.onAdHintComplete(); + if(type === 'shuffle') this.onAdShuffleComplete(); + if(type === 'magic') this.onAdMagicComplete(); + + } + + private onAdHintComplete() { + this._hint_count += 3; + this.saveHint(); + this.updateHintView(); + } + + private onAdShuffleComplete() { + this._shuffle_count += 3; + this.saveShuffle(); + this.updateShuffleView(); + } + + private onAdMagicComplete() { + this._magic_count += 3; + this.saveMagic(); + this.updateMagicView(); + } +} diff --git a/assets/scripts/ButtonBadge.ts.meta b/assets/scripts/ButtonBadge.ts.meta new file mode 100644 index 0000000..4c63e02 --- /dev/null +++ b/assets/scripts/ButtonBadge.ts.meta @@ -0,0 +1,9 @@ +{ + "ver": "4.0.24", + "importer": "typescript", + "imported": true, + "uuid": "718c3d80-1392-4a19-9a8c-31e59d8b5627", + "files": [], + "subMetas": {}, + "userData": {} +} diff --git a/assets/scripts/DragManager.ts b/assets/scripts/DragManager.ts new file mode 100644 index 0000000..53bbfd9 --- /dev/null +++ b/assets/scripts/DragManager.ts @@ -0,0 +1,232 @@ +import { Node, Vec3, tween } from "cc"; + +export interface DragCell { + r: number; + c: number; + type: number; + node: Node; +} + +export interface DragGroup { + cells: DragCell[]; + dirR: number; + dirC: number; + maxSteps: number; +} + +export class DragManager { + private board: number[][]; + private blockNodes: (Node | null)[][]; + private rows: number; + private cols: number; + private blockSize: number; + + constructor( + board: number[][], + blockNodes: (Node | null)[][], + rows: number, + cols: number, + blockSize: number, + ) { + this.board = board; + this.blockNodes = blockNodes; + this.rows = rows; + this.cols = cols; + this.blockSize = blockSize; + } + + /** 查找拖动组(从点击格子 + 方向出发) */ + findDragGroup( + r: number, + c: number, + dirR: number, + dirC: number, + ): { r: number; c: number }[] { + if (this.board[r][c] < 0) return []; + + const group: { r: number; c: number }[] = []; + + // 包含起点 + group.push({ r, c }); + + if (dirR === 0 && dirC === 0) { + // 无方向,返回只有自己 + return group; + } + + if (dirR !== 0) { + // 垂直方向,向前方向查找 + // 前面方向就是 dirR 方向(正负决定上或下) + + let rr = r + dirR; + while (rr >= 0 && rr < this.rows) { + if (this.board[rr][c] >= 0) { + if (dirR > 0) { + // 向下,push后面 + group.push({ r: rr, c }); + } else { + // 向上,unshift前面 + group.unshift({ r: rr, c }); + } + rr += dirR; + } else { + break; + } + } + } else if (dirC !== 0) { + // 水平方向,向前方向查找 + // 前面方向就是 dirC 方向(正负决定左或右) + + let cc = c + dirC; + while (cc >= 0 && cc < this.cols) { + if (this.board[r][cc] >= 0) { + if (dirC > 0) { + // 向右,push后面 + group.push({ r, c: cc }); + } else { + // 向左,unshift前面 + group.unshift({ r, c: cc }); + } + cc += dirC; + } else { + break; + } + } + } + + return group; + } + + /** 计算最多能移动多少格 */ + countEmptyStepsGroup( + group: { r: number; c: number }[], + dirR: number, + dirC: number, + ): number { + if (group.length === 0) return 0; + // 按滑动方向,找整组前方连续空格最小值 + if (dirR !== 0) { + // 纵向滑动,找组中最顶部或最底部行号 + const rows = group.map((g) => g.r); + const col = group[0].c; + const boundaryRow = dirR === 1 ? Math.max(...rows) : Math.min(...rows); + let count = 0; + let checkRow = boundaryRow + dirR; + while ( + checkRow >= 0 && + checkRow < this.rows && + this.board[checkRow][col] === -1 + ) { + count++; + checkRow += dirR; + } + return count; + } else { + // 横向滑动,找组中最左或最右列号 + const cols = group.map((g) => g.c); + const row = group[0].r; + const boundaryCol = dirC === 1 ? Math.max(...cols) : Math.min(...cols); + let count = 0; + let checkCol = boundaryCol + dirC; + while ( + checkCol >= 0 && + checkCol < this.cols && + this.board[row][checkCol] === -1 + ) { + count++; + checkCol += dirC; + } + return count; + } + } + + /** 执行拖动中的偏移 */ + public applyDragOffset( + draggingGroup, + maxSteps: number, + dirR: number, + dirC: number, + dy: number, + dx: number, + ) { + // 计算偏移量,滑动方向相反时置0 + let offset = dirR !== 0 ? dy : dx; + + if ( + (dirR === -1 && offset <= 0) || + (dirR === 1 && offset >= 0) || + (dirC === 1 && offset <= 0) || + (dirC === -1 && offset >= 0) + ) + offset = 0; + + const maxOffset = maxSteps * this.blockSize; + if (Math.abs(offset) > maxOffset) offset = maxOffset * Math.sign(offset); + + // 整组方块移动 + draggingGroup.forEach(({ r, c }) => { + const block = this.blockNodes[r][c]; + if (!block) return; + const startPos = this.getPos(r, c); + if (dirR !== 0) { + block.setPosition(startPos.x, startPos.y + offset, 0); + } else { + block.setPosition(startPos.x + offset, startPos.y, 0); + } + }); + } + + getPos(row: number, col: number): Vec3 { + const x = + col * this.blockSize - + (this.cols * this.blockSize) / 2 + + this.blockSize / 2; + const y = + (this.rows * this.blockSize) / 2 - + row * this.blockSize - + this.blockSize / 2; + return new Vec3(x, y, 0); + } + + /** 松手:确认移动 or 回弹 */ + public async settleDrag( + blocksInfo: DragCell[], + reset: boolean, + steps?: number, + slidingDir?, + ) { + if (reset) { + await this.resetGroup(blocksInfo); + } else { + await this.applyMove(blocksInfo, steps, slidingDir); + } + } + + /** 执行动画移动 */ + private async applyMove(blocksInfo: DragCell[], steps: number, slidingDir) { + blocksInfo.forEach(({ r, c, type, node }) => { + const tr = r + slidingDir.dirR * steps; + const tc = c + slidingDir.dirC * steps; + + this.board[tr][tc] = type; + this.blockNodes[tr][tc] = node; + if (node) node.setPosition(this.getPos(tr, tc)); + }); + } + + /** 回弹动画 */ + private async resetGroup(blocksInfo) { + const promises = blocksInfo.map(({ r, c, type, node }) => { + const targetPos = this.getPos(r, c); + this.board[r][c] = type; + this.blockNodes[r][c] = node; + return new Promise((resolve) => { + tween(node) + .to(0.15, { position: targetPos }) + .call(() => resolve()) // ✅ 修复 + .start(); + }); + }); + await Promise.all(promises); + } +} diff --git a/assets/scripts/DragManager.ts.meta b/assets/scripts/DragManager.ts.meta new file mode 100644 index 0000000..ae40bc7 --- /dev/null +++ b/assets/scripts/DragManager.ts.meta @@ -0,0 +1,9 @@ +{ + "ver": "4.0.24", + "importer": "typescript", + "imported": true, + "uuid": "6426afbd-e807-450a-b364-9b404873d8b3", + "files": [], + "subMetas": {}, + "userData": {} +} diff --git a/assets/scripts/GameManager.ts b/assets/scripts/GameManager.ts new file mode 100644 index 0000000..98dd618 --- /dev/null +++ b/assets/scripts/GameManager.ts @@ -0,0 +1,1386 @@ +import { + _decorator, + Component, + Node, + Prefab, + instantiate, + Sprite, + SpriteFrame, + Vec2, + Vec3, + input, + Input, + EventTouch, + UITransform, + Size, + Color, + Graphics, + Tween, + tween, + AudioClip, + AudioSource, + UIOpacity, + resources, +} from "cc"; +import { AudioManager, BGMType, SFXType } from "./AudioManager"; +import { ButtonBadge } from "./ButtonBadge"; +import { DragManager } from "./DragManager"; +import { HintManager } from "./HintManager"; +import { LevelBuilder } from "./LevelBuilder"; +import { LevelManager } from "./LevelManager"; +import { loadSpriteFrames } from "./utils/loadResources"; +const { ccclass, property } = _decorator; + +@ccclass("GameManager") +export class GameManager extends Component { + @property(Prefab) + blockPrefab: Prefab = null!; + + @property(Node) + lineLayer: Node = null; + + @property(Node) + Function_Node: Node = null; + + @property(AudioClip) + remove_audio: AudioClip = null; + + @property(AudioClip) + levle_audio: AudioClip = null; + + @property(AudioClip) + victory_sfx_audio: AudioClip = null; + + @property(AudioClip) + magic_sfx_audio: AudioClip = null; + + @property(AudioClip) + hint_sfx_audio: AudioClip = null; + + @property(AudioClip) + shuffle_sfx_audio: AudioClip = null; + + @property(HintManager) + hintManager: HintManager | null = null; + + @property + rows: number = 5; + + @property + cols: number = 6; + + @property + blockSize: number = 128; + + @property + tileTypes: number = 5; + + @property + level: number = 1; // 当前关卡 + + private toolBadge: ButtonBadge | null = null; + + private board: number[][] = []; + private blockNodes: (Node | null)[][] = []; + private spriteFrames: SpriteFrame[] = []; + + private draggingBlock: Node | null = null; + private dragStartPos: Vec2 = new Vec2(); + private dragStartBlockPos: Vec3 = new Vec3(); + private dragRow = -1; + private dragCol = -1; + private slidingDir: { dirR: number; dirC: number } | null = null; + private threshold: number = 10; // 触发滑动阈值 + + private hintPair: { + from: { r?: number; c?: number }; + to: { r?: number; c?: number }; + } = { from: {}, to: {} }; + + // 新增成员变量,标记可消除的方块集合 + private markedBlocks: Set = new Set(); + private firstClicked: { r: number; c: number } | null = null; + + // 组合移动 + private draggingGroup: { r: number; c: number }[] = []; + private dragManager: DragManager | null = null; + + private levelBuilder: LevelBuilder; + + @property + currentShape: string = "rectangle"; + + private currentShapeNode: Node = null!; + + private isTutorial: boolean = false; + private tutorialStep: number = 0; + private handNode: Node = null; + + async onLoad() { + AudioManager.instance.registerBGM(BGMType.Level, this.levle_audio); + AudioManager.instance.registerSFX(SFXType.Remove, this.remove_audio); + AudioManager.instance.registerSFX(SFXType.Victory, this.victory_sfx_audio); + AudioManager.instance.registerSFX(SFXType.Magic, this.magic_sfx_audio); + AudioManager.instance.registerSFX(SFXType.Hint, this.hint_sfx_audio); + AudioManager.instance.registerSFX(SFXType.Shuffle, this.shuffle_sfx_audio); + + AudioManager.instance.setCurBgm(BGMType.Level); + AudioManager.instance.playBGM(BGMType.Level); + + this.toolBadge = this.Function_Node.getComponent(ButtonBadge); + + const frames = await loadSpriteFrames("textures"); + this.spriteFrames = frames; + + this.currentShapeNode = new Node("BoardRoot"); + this.currentShapeNode.addComponent(UITransform); + this.node.addChild(this.currentShapeNode); + + // 开始关卡 + this.startLevel(LevelManager.instance.getCurrentLevel()); + + this.bindGlobalTouch(); + } + + private startLevel(config) { + this.isTutorial = !!config.isTutorial; + this.tutorialStep = 1; + this.currentShapeNode.removeAllChildren(); + if (this.handNode && this.handNode !== this.hintManager?.handNode) { + this.handNode.destroy(); + } + this.handNode = null; + + this.levelBuilder = new LevelBuilder( + this.currentShapeNode, + this.blockPrefab, + this.spriteFrames, + config, + ); + this.levelBuilder.buildBoard(); + + // 赋值给 GameManager + this.board = this.levelBuilder.board; + this.blockNodes = this.levelBuilder.blockNodes; + this.rows = this.levelBuilder.rows; + this.cols = this.levelBuilder.cols; + this.blockSize = config.blockSize; + this.playEnterAnimation(); + this.dragManager = new DragManager( + this.board, + this.blockNodes, + this.rows, + this.cols, + this.blockSize, + ); + console.log("关卡生成完成", this.board, this.blockNodes); + + if (this.isTutorial) { + this.initTutorial(); + } + } + + private initTutorial() { + // 尝试获取 HintManager + if (!this.hintManager) { + this.hintManager = this.getComponent(HintManager); + } + + // 尝试获取 Hand 节点 + if (this.hintManager && this.hintManager.handNode) { + this.handNode = this.hintManager.handNode; + } else { + // 尝试在场景中查找 Hand + const foundHand = + this.node.getChildByName("Hand") || + this.node.scene.getChildByName("Hand"); + if (foundHand) { + this.handNode = foundHand; + } else { + console.warn( + "HintManager.handNode is not set, trying to load dynamically...", + ); + // 动态加载手势资源作为后备方案 + resources.load( + "ui/hand/spriteFrame", + SpriteFrame, + (err, spriteFrame) => { + if (err) { + console.error("动态加载手势失败", err); + return; + } + const node = new Node("Hand"); + const sprite = node.addComponent(Sprite); + sprite.spriteFrame = spriteFrame; + this.node.addChild(node); + this.handNode = node; + node.layer = this.node.layer; + this.updateTutorialStep(); + }, + ); + return; // 等待加载完成 + } + } + + if (this.handNode) { + this.updateTutorialStep(); + } else { + console.error("无法找到手势节点 (Hand Node),教学引导可能无法显示"); + } + } + + private updateTutorialStep() { + if (!this.handNode) return; + this.handNode.active = true; + this.handNode.setSiblingIndex(999); // Ensure on top + Tween.stopAllByTarget(this.handNode); // Clean existing tweens + + // Fixed board: + // [0, 0, -1] + // [1, -1, 1] + // Step 1: Click (0,0) + // Step 2: Click (0,1) + // Step 3: Drag (1,0) -> (1,1) + + let targetPos: Vec3; + let targetPos2: Vec3; + + switch (this.tutorialStep) { + case 1: // Point at (0,0) + targetPos = this.getPos(0, 0); + this.handNode.setPosition(targetPos.x + 30, targetPos.y - 30, 0); + tween(this.handNode) + .repeatForever( + tween() + .to(0.5, { scale: new Vec3(1.2, 1.2, 1) }) + .to(0.5, { scale: new Vec3(1, 1, 1) }), + ) + .start(); + break; + case 2: // Point at (0,1) + targetPos = this.getPos(0, 1); + this.handNode.setPosition(targetPos.x + 30, targetPos.y - 30, 0); + tween(this.handNode) + .repeatForever( + tween() + .to(0.5, { scale: new Vec3(1.2, 1.2, 1) }) + .to(0.5, { scale: new Vec3(1, 1, 1) }), + ) + .start(); + break; + case 3: // Drag (1,0) -> (1,1) + targetPos = this.getPos(1, 0); + targetPos2 = this.getPos(1, 1); + this.handNode.setPosition(targetPos); + tween(this.handNode) + .repeatForever( + tween() + .to(1.0, { position: targetPos2 }) + .delay(0.2) + .set({ position: targetPos }), + ) + .start(); + break; + default: + this.handNode.active = false; + break; + } + } + + /** + * resetState + */ + public resetState() { + this.firstClicked = null; + this.markedBlocks.clear(); + } + + /** 播放进入关卡时的淡入动画 */ + private playEnterAnimation() { + for (let r = 0; r < this.levelBuilder.blockNodes.length; r++) { + for (let c = 0; c < this.levelBuilder.blockNodes[r].length; c++) { + const node = this.levelBuilder.blockNodes[r][c]; + if (node && node.isValid) { + node.setScale(0, 0, 0); + tween(node) + .to(0.3, { scale: new Vec3(1, 1, 1) }) + .start(); + } + } + } + } + + public async onLevelComplete() { + this.resetState(); + const oldNodes: Node[] = []; + for (let r = 0; r < this.levelBuilder.blockNodes.length; r++) { + for (let c = 0; c < this.levelBuilder.blockNodes[r].length; c++) { + const node = this.levelBuilder.blockNodes[r][c]; + if (node && node.isValid) oldNodes.push(node); + } + } + console.log(3333, oldNodes); + // 等待旧棋盘缩小消失 + await Promise.all( + oldNodes.map( + (n) => + new Promise((resolve) => { + tween(n) + .to(0.3, { scale: new Vec3(0, 0, 0) }) + .call(() => { + n.destroy(); + resolve(); + }) + .start(); + }), + ), + ); + // 进入下一关 + const next = LevelManager.instance.nextLevel(); + if (next) { + console.log("恭喜,下一关"); + AudioManager.instance.playSFX(SFXType.Victory); + this.startLevel(next); + } else { + console.log("恭喜,全部关卡通关!"); + // 这里可以加个结算UI 或者重新开始 + LevelManager.instance.reset(); + this.startLevel(LevelManager.instance.getCurrentLevel()); + } + } + + start() {} + + getPos(row: number, col: number): Vec3 { + const x = + col * this.blockSize - + (this.cols * this.blockSize) / 2 + + this.blockSize / 2; + const y = + (this.rows * this.blockSize) / 2 - + row * this.blockSize - + this.blockSize / 2; + return new Vec3(x, y, 0); + } + + setBlockBgColor(block: Node, color: Color) { + if (block) { + const bgNode = block.getChildByName("Bg"); + const bgSprite = bgNode.getComponent(Sprite)!; + bgSprite.color = color; + } + } + + bindGlobalTouch() { + input.on(Input.EventType.TOUCH_START, (event: EventTouch) => + this.handleTouchStart(event), + ); + + input.on(Input.EventType.TOUCH_MOVE, (event: EventTouch) => + this.handleTouchMove(event), + ); + + input.on(Input.EventType.TOUCH_END, () => this.handleTouchEnd()); + + input.on(Input.EventType.TOUCH_CANCEL, (event: EventTouch) => + this.handleTouchCancel(), + ); + } + + // 开始滑动 + handleTouchStart(event) { + this.hintManager.cancelHint(); + this.resetHintPair(); + this.clearMarkVisuals(); + const pos = event.getUILocation(); + const res = this.findBlockAtPosition(pos); + if (!res) return; + + const { block, r, c } = res; + + if (this.isTutorial) { + if (this.tutorialStep === 1 && (r !== 0 || c !== 0)) return; + if (this.tutorialStep === 2 && (r !== 0 || c !== 1)) return; + if (this.tutorialStep === 3 && (r !== 1 || c !== 0)) return; + if (this.tutorialStep > 3) return; + } + + this.draggingBlock = block; + this.dragRow = r; + this.dragCol = c; + this.dragStartPos = pos.clone(); + this.dragStartBlockPos = block.getPosition().clone(); + this.slidingDir = null; + this.draggingGroup = []; // 初始化空数组 + + this.setBlockBgColor(this.draggingBlock, new Color(255, 100, 100)); + } + + // 拖动中 + handleTouchMove(event) { + if (!this.draggingBlock) return; + + if (this.isTutorial && this.tutorialStep < 3) return; + + const pos = event.getUILocation(); + const dx = pos.x - this.dragStartPos.x; + const dy = pos.y - this.dragStartPos.y; + + // 没锁定滑动方向前 + if (!this.slidingDir) { + if (Math.abs(dx) < this.threshold && Math.abs(dy) < this.threshold) + return; + + // 根据滑动方向锁定行或列滑动 + if (Math.abs(dx) > Math.abs(dy)) { + this.slidingDir = { dirR: 0, dirC: dx > 0 ? 1 : -1 }; + } else { + this.slidingDir = { dirR: dy > 0 ? -1 : 1, dirC: 0 }; + } + } + + this.draggingGroup = this.dragManager.findDragGroup( + this.dragRow, + this.dragCol, + this.slidingDir.dirR, + this.slidingDir.dirC, + ); + // 检查整组前方空格是否足够滑动 + const maxSteps = this.dragManager.countEmptyStepsGroup( + this.draggingGroup, + this.slidingDir.dirR, + this.slidingDir.dirC, + ); + if (maxSteps === 0) { + this.slidingDir = null; + this.draggingGroup = []; + return; + } + + this.dragManager.applyDragOffset( + this.draggingGroup, + maxSteps, + this.slidingDir.dirR, + this.slidingDir.dirC, + dy, + dx, + ); + } + + // 滑动结束 + async handleTouchEnd() { + if (!this.draggingBlock) return; + + if (!this.slidingDir) { + // 没滑动,单击消除逻辑复用 + this.onBlockClick(this.dragRow, this.dragCol); + + // 复位单个方块位置 + this.draggingBlock.setPosition(this.getPos(this.dragRow, this.dragCol)); + } else { + // 计算滑动步数 + let steps = 0; + const firstBlockPos = this.getPos(this.dragRow, this.dragCol); + const curPos = this.draggingBlock.getPosition(); + + if (this.slidingDir.dirR !== 0) { + const delta = curPos.y - firstBlockPos.y; + steps = Math.round(delta / this.blockSize) * this.slidingDir.dirR * -1; + } else { + const delta = curPos.x - firstBlockPos.x; + steps = Math.round(delta / this.blockSize) * this.slidingDir.dirC; + } + + const maxSteps = this.dragManager.countEmptyStepsGroup( + this.draggingGroup, + this.slidingDir.dirR, + this.slidingDir.dirC, + ); + if (steps > maxSteps) steps = maxSteps; + if (steps < 0) steps = 0; + + if (steps === 0) { + // 无滑动,复位所有方块位置 + this.draggingGroup.forEach(({ r, c }) => { + const block = this.blockNodes[r][c]; + if (block) block.setPosition(this.getPos(r, c)); + }); + } else { + // 有滑动的情况 + + const type = this.board[this.dragRow][this.dragCol]; + // 先缓存所有方块类型,拖动多块时保持准确 + const blocksInfo = this.draggingGroup.map(({ r, c }) => ({ + r, + c, + type: this.board[r][c], + node: this.blockNodes[r][c], + })); + // 先把原位置置空 + blocksInfo.forEach(({ r, c }) => { + this.board[r][c] = -1; + this.blockNodes[r][c] = null; + }); + + // 按拖动方向排序,避免位置覆盖冲突 + const sortedBlocks = [...blocksInfo].sort((a, b) => { + if (this.slidingDir.dirR !== 0) { + return this.slidingDir.dirR === 1 ? b.r - a.r : a.r - b.r; + } else { + return this.slidingDir.dirC === 1 ? b.c - a.c : a.c - b.c; + } + }); + + // 清理状态 + this.firstClicked = null; + this.markedBlocks.clear(); + + // 只针对发起拖动的方块(起点) + const startTr = this.dragRow + this.slidingDir.dirR * steps; + const startTc = this.dragCol + this.slidingDir.dirC * steps; + const startType = type; + + const neighbors = this.findAdjacentSameType( + startTr, + startTc, + startType, + blocksInfo, + this.slidingDir, + ); + + if (neighbors.length === 0) { + this.dragManager.settleDrag(blocksInfo, true); + this.setBlockBgColor(this.draggingBlock, new Color(255, 255, 255)); + } else { + // 移动到新位置,更新board和blockNodes + this.dragManager.settleDrag( + sortedBlocks, + false, + steps, + this.slidingDir, + ); + if (neighbors.length === 1) { + this.playRemoveAudio(); + // 唯一邻居,连线并消除起点和邻居 + const onlyNeighbor = neighbors[0]; + this.setBlockBgColor( + this.blockNodes[onlyNeighbor.nr][onlyNeighbor.nc], + new Color(255, 100, 100), + ); + + this.drawLinkLine( + this.blockNodes[startTr][startTc], + this.blockNodes[onlyNeighbor.nr][onlyNeighbor.nc], + ); + this.scheduleOnce(() => { + this.removeBlock(startTr, startTc); + this.removeBlock(onlyNeighbor.nr, onlyNeighbor.nc); + const empty = this.isBoardEmpty(); + if (empty) { + this.onLevelComplete(); + console.log("下一关"); + } else { + const result = this.hasAvailableMove(); + console.log(`${result ? "还有可移动的了" : "没有可移动的了"}`); + } + }, 0.5); + } else { + // 多邻居,标记高亮起点和邻居 + this.markedBlocks.clear(); + // this.markedBlocks.add(`${startTr},${startTc}`); + this.setBlockBgColor( + this.blockNodes[startTr][startTc], + new Color(255, 100, 100), + ); + + neighbors.forEach(({ nr, nc }) => + this.markedBlocks.add(`${nr},${nc}`), + ); + this.updateMarkVisuals(); + this.firstClicked = { r: startTr, c: startTc }; + } + } + } + } + this.setBlockBgColor(this.draggingBlock, new Color(255, 255, 255)); + + this.draggingBlock = null; + this.draggingGroup = []; + this.slidingDir = null; + } + + // 取消滑动 + handleTouchCancel() { + if (!this.draggingBlock) return; + // 复位所有拖动方块位置 + this.setBlockBgColor(this.draggingBlock, new Color(255, 255, 255)); + if (this.draggingGroup.length > 0) { + this.draggingGroup.forEach(({ r, c }) => { + const block = this.blockNodes[r][c]; + if (block) block.setPosition(this.getPos(r, c)); + }); + } else { + this.draggingBlock.setPosition(this.getPos(this.dragRow, this.dragCol)); + } + this.draggingBlock = null; + this.draggingGroup = []; + this.slidingDir = null; + } + + findBlockAtPosition(pos: Vec2): { block: Node; r: number; c: number } | null { + const uiTransform = + this.currentShapeNode.getComponent(UITransform) || + this.currentShapeNode.addComponent(UITransform); + const localPos = uiTransform.convertToNodeSpaceAR( + new Vec3(pos.x, pos.y, 0), + ); + + const c = Math.floor( + (localPos.x + (this.cols * this.blockSize) / 2) / this.blockSize, + ); + const r = Math.floor( + ((this.rows * this.blockSize) / 2 - localPos.y) / this.blockSize, + ); + + if (r >= 0 && r < this.rows && c >= 0 && c < this.cols) { + const block = this.blockNodes[r][c]; + if (block) { + return { block, r, c }; + } + } + return null; + } + + countEmptySteps(r: number, c: number, dirR: number, dirC: number): number { + let count = 0; + let nr = r + dirR; + let nc = c + dirC; + while (nr >= 0 && nr < this.rows && nc >= 0 && nc < this.cols) { + if (this.board[nr][nc] === -1) count++; + else break; + nr += dirR; + nc += dirC; + } + return count; + } + + // 点击方块处理 zzc + onBlockClick(r: number, c: number) { + if (this.isTutorial) { + if (this.tutorialStep === 1 && r === 0 && c === 0) { + this.tutorialStep = 2; + this.updateTutorialStep(); + } else if (this.tutorialStep === 2 && r === 0 && c === 1) { + this.tutorialStep = 3; + this.updateTutorialStep(); + } + } + + const key = `${r},${c}`; + const type = this.board[r][c]; + if (type < 0) return; // 空格不处理 + if (!this.firstClicked) { + // 第一次点击 + this.firstClicked = { r, c }; + this.markedBlocks.clear(); + + // 四个方向找邻居 + const dirs = [ + { dr: -1, dc: 0 }, // 上 + { dr: 1, dc: 0 }, // 下 + { dr: 0, dc: -1 }, // 左 + { dr: 0, dc: 1 }, // 右 + ]; + + let validNeighbors: { nr: number; nc: number }[] = []; + + dirs.forEach(({ dr, dc }) => { + const neighbor = this.findFirstNeighbor(r, c, dr, dc); + if (neighbor && this.board[neighbor.nr][neighbor.nc] === type) { + validNeighbors.push(neighbor); + this.markedBlocks.add(`${neighbor.nr},${neighbor.nc}`); + } + }); + if (validNeighbors.length === 1) { + // 唯一邻居 → 直接消除 + const onlyNeighbor = validNeighbors[0]; + this.setBlockBgColor( + this.blockNodes[onlyNeighbor.nr][onlyNeighbor.nc], + new Color(255, 100, 100), + ); + this.drawLinkLine( + this.blockNodes[r][c], + this.blockNodes[onlyNeighbor.nr][onlyNeighbor.nc], + ); + + this.playRemoveAudio(); + + this.scheduleOnce(() => { + this.removeBlock(r, c); + this.removeBlock(onlyNeighbor.nr, onlyNeighbor.nc); + + this.firstClicked = null; + this.markedBlocks.clear(); + const empty = this.isBoardEmpty(); + if (empty) { + this.onLevelComplete(); + console.log("下一关"); + } else { + const result = this.hasAvailableMove(); + console.log(`${result ? "还有可移动的了" : "没有可移动的了"}`); + } + }, 0.5); + + return; + } + + // 否则高亮标记 + this.updateMarkVisuals(); + return; + } + + // 第二次点击 + if (this.markedBlocks.has(key)) { + this.playRemoveAudio(); + this.drawLinkLine( + this.blockNodes[this.firstClicked.r][this.firstClicked.c], + this.blockNodes[r][c], + ); + const targets = [this.firstClicked, { r, c }]; + this.scheduleOnce(() => { + targets.forEach(({ r, c }) => this.removeBlock(r, c)); + }, 0.5); + this.clearMarkVisuals(); + + this.markedBlocks.clear(); + this.firstClicked = null; + const empty = this.isBoardEmpty(); + if (empty) { + this.onLevelComplete(); + console.log("下一关"); + } else { + const result = this.hasAvailableMove(); + console.log(`${result ? "还有可移动的了" : "没有可移动的了"}`); + } + } else { + // 重新选择 + this.clearMarkVisuals(); + this.markedBlocks.clear(); + this.firstClicked = null; + this.onBlockClick(r, c); + } + } + + findFirstNeighbor(r: number, c: number, dr: number, dc: number) { + let nr = r + dr; + let nc = c + dc; + while (nr >= 0 && nr < this.rows && nc >= 0 && nc < this.cols) { + if (this.board[nr][nc] >= 0) { + return { nr, nc }; // 找到第一个非空 + } + nr += dr; + nc += dc; + } + return null; // 这个方向没有邻居 + } + + removeBlock(r: number, c: number) { + this.board[r][c] = -1; + if (this.blockNodes[r][c]) { + this.blockNodes[r][c].destroy(); + this.blockNodes[r][c] = null; + } + } + + // 找当前方块上下左右相邻且同类型的方块(单格,不连线) + findAdjacentSameType( + r: number, + c: number, + type: number, + dragGroup: { r: number; c: number }[] = [], + slidingDir: { dirR: number; dirC: number } | null = null, + ): { nr: number; nc: number }[] { + const dirs = [ + { dr: -1, dc: 0 }, // 上 + { dr: 1, dc: 0 }, // 下 + { dr: 0, dc: -1 }, // 左 + { dr: 0, dc: 1 }, // 右 + ]; + + const neighbors: { nr: number; nc: number }[] = []; + + dirs.forEach(({ dr, dc }) => { + const neighbor = this.findFirstNeighbor(r, c, dr, dc); + if (neighbor && this.board[neighbor.nr][neighbor.nc] === type) { + if ( + dr === slidingDir.dirR && + dc === slidingDir.dirC && + dragGroup.length > 1 + ) { + } else { + neighbors.push(neighbor); + this.markedBlocks.add(`${neighbor.nr},${neighbor.nc}`); + } + } + }); + + return neighbors; + } + + updateMarkVisuals() { + this.markedBlocks.forEach((key) => { + const [r, c] = key.split(",").map(Number); + this.setBlockBgColor(this.blockNodes[r][c], new Color(255, 255, 0)); + }); + } + + hasSameNeighbor(row: number, col: number, type: number): boolean { + const dirs = [ + { dr: -1, dc: 0 }, // 上 + { dr: 1, dc: 0 }, // 下 + { dr: 0, dc: -1 }, // 左 + { dr: 0, dc: 1 }, // 右 + ]; + for (const { dr, dc } of dirs) { + const nr = row + dr; + const nc = col + dc; + if (nr >= 0 && nr < this.rows && nc >= 0 && nc < this.cols) { + if (this.board[nr][nc] === type) { + return true; + } + } + } + return false; + } + + clearMarkVisuals() { + this.markedBlocks.forEach((key) => { + const [r, c] = key.split(",").map(Number); + this.setBlockBgColor(this.blockNodes[r][c], new Color(255, 255, 255)); + }); + } + // 消除所有标记的方块,并清理状态 + clearMarkedBlocks() { + if (this.markedBlocks.size === 0) return; + + for (const key of this.markedBlocks) { + const [r, c] = key.split(",").map(Number); + this.board[r][c] = -1; + const block = this.blockNodes[r][c]; + if (block) { + block.active = false; + this.blockNodes[r][c] = null; + } + } + + this.markedBlocks.clear(); + // this.selectedBlock = null; + this.clearMarkVisuals(); + } + + drawLinkLine(blockA: Node, blockB: Node) { + const g = this.lineLayer.getComponent(Graphics); + g.clear(); + + // 获取世界坐标 + const posAWorld = blockA.worldPosition; + const posBWorld = blockB.worldPosition; + // 转换到 lineLayer 本地坐标 + const posA = this.lineLayer + .getComponent(UITransform) + .convertToNodeSpaceAR(posAWorld); + const posB = this.lineLayer + .getComponent(UITransform) + .convertToNodeSpaceAR(posBWorld); + + // 绘制线 + g.lineWidth = 5; + g.strokeColor = Color.YELLOW; + g.moveTo(posA.x, posA.y); + g.lineTo(posB.x, posB.y); + g.stroke(); + + // 1 秒后清除 + this.scheduleOnce(() => { + g.clear(); + }, 0.5); + } + + isBoardEmpty(): boolean { + for (let r = 0; r < this.rows; r++) { + for (let c = 0; c < this.cols; c++) { + if (this.board[r][c] >= 0) return false; + } + } + return true; + } + + hasAvailableMove(): boolean { + return this.findFirstEliminablePair() !== null; + } + + // 辅助函数:模拟 group 移动 step 步后,是否有可消除邻居 + getNeighborsAfterMove( + r: number, + c: number, + step: number, + dragGroup: { r: number; c: number }[] = [], + slidingDir: { dr: number; dc: number } | null = null, + ): { nr: number; nc: number }[] { + const type = this.board[r][c]; + + // 预计算移动后的位置和原位置 + const newPositions = new Set(); + const oldPositions = new Set(); + + dragGroup.forEach(({ r: gr, c: gc }) => { + const tr = gr + slidingDir.dr * step; + const tc = gc + slidingDir.dc * step; + newPositions.add(`${tr},${tc}`); + oldPositions.add(`${gr},${gc}`); + }); + + const dirs = [ + { dr: -1, dc: 0 }, // 上 + { dr: 1, dc: 0 }, // 下 + { dr: 0, dc: -1 }, // 左 + { dr: 0, dc: 1 }, // 右 + ]; + + const neighbors: { nr: number; nc: number }[] = []; + + // 目标位置(也就是当前检查的方块移动后的位置) + const tr = r + slidingDir.dr * step; + const tc = c + slidingDir.dc * step; + + dirs.forEach(({ dr, dc }) => { + let nr = tr + dr; + let nc = tc + dc; + + while (nr >= 0 && nr < this.rows && nc >= 0 && nc < this.cols) { + const key = `${nr},${nc}`; + let cellType = -1; + + if (newPositions.has(key)) { + // 是移动过来的方块,找到它的原始位置获取类型 + const or = nr - slidingDir.dr * step; + const oc = nc - slidingDir.dc * step; + cellType = this.board[or][oc]; + } else if (oldPositions.has(key)) { + // 是原来的位置,但现在空了(且没被新方块占据) + cellType = -1; + } else { + // 静态方块 + cellType = this.board[nr][nc]; + } + + if (cellType >= 0) { + // 找到第一个非空 + if (cellType === type) { + // 排除自身移动方向上的内部连接(通常不需要消除) + if ( + dr === slidingDir.dr && + dc === slidingDir.dc && + dragGroup.length > 1 + ) { + // ignore + } else { + neighbors.push({ nr, nc }); + } + } + break; + } else if (cellType === -2) { + // 石头,阻挡 + break; + } + + nr += dr; + nc += dc; + } + }); + + return neighbors; + } + + /** 四方向常量 */ + private static readonly DIRS = [ + { dr: -1, dc: 0 }, // 上 + { dr: 1, dc: 0 }, // 下 + { dr: 0, dc: -1 }, // 左 + { dr: 0, dc: 1 }, // 右 + ]; + + /** + * 核心:找到第一对“可以消除”的方块 + * 规则覆盖: + * - 直接相邻; + * - 单格滑动(穿过空格); + * - 多块组(连续段)从两端向外滑动(两端之外第一非空如果同色就可消) + * 返回 null 表示不存在 + */ + private findFirstEliminablePair(): { + from: { r: number; c: number }; + to: { r: number; c: number }; + } | null { + for (let r = 0; r < this.rows; r++) { + for (let c = 0; c < this.cols; c++) { + const type = this.board[r][c]; + if (type < 0) continue; + + // 1️⃣ 单格邻居提示 + const hint = this.checkSingleNeighbor(r, c); + if (hint) return hint; + + // 2️⃣ 滑动提示 + const hint2 = this.checkMoveNeighbor(r, c); + if (hint2) return hint2; + } + } + + return null; + } + + /** + * 提示函数 + * 返回可操作消除的一组方块坐标 [{r, c}, ...] + * 如果没有可消除组,返回空数组 [] + */ + getHint(): { + from: { r: number; c: number }; + to: { r: number; c: number }; + steps?: number; + dir?: { dr: number; dc: number }; + } | null { + return this.findFirstEliminablePair(); + } + + // 单格邻居检测 + checkSingleNeighbor(r: number, c: number) { + const type = this.board[r][c]; + for (const { dr, dc } of GameManager.DIRS) { + const nr = r + dr; + const nc = c + dc; + if (nr < 0 || nr >= this.rows || nc < 0 || nc >= this.cols) continue; + if (this.board[nr][nc] === type) { + return { from: { r, c }, to: { r: nr, c: nc } }; + } + } + return null; + } + + // 滑动提示 + checkMoveNeighbor(r: number, c: number) { + for (const { dr, dc } of GameManager.DIRS) { + const group = this.dragManager.findDragGroup(r, c, dr, dc); + const maxSteps = this.dragManager.countEmptyStepsGroup(group, dr, dc); + if (maxSteps === 0) continue; + + for (let step = 1; step <= maxSteps; step++) { + const neighbors = this.getNeighborsAfterMove(r, c, step, group, { + dr, + dc, + }); + if (neighbors.length > 0) { + const { nr, nc } = neighbors[0]; + return { + from: { r, c }, + to: { r: nr, c: nc }, + steps: step, + dir: { dr, dc }, + }; + } + } + } + return null; + } + + highlightHint() { + const count = this.toolBadge.getHintCount(); + if (count <= 0) { + console.log("看广告"); + this.toolBadge.showAdAndReward("hint"); + return; + } + const hint = this.getHint(); + if (hint) { + AudioManager.instance.playSFX(SFXType.Hint); + if (hint?.steps) { + this.hintManager.showHint(hint, this.getPos.bind(this)); + } + this.toolBadge.useHintOnce(); + + this.hintPair.from = hint.from; + this.hintPair.to = hint.to; + + this.setBlockBgColor( + this.blockNodes[hint.from.r][hint.from.c], + new Color(255, 100, 100), + ); + + this.setBlockBgColor( + this.blockNodes[hint.to.r][hint.to.c], + new Color(255, 100, 100), + ); + } else { + console.log("没有可消除的组合"); + } + // if (hintBlocks.length === 0) return; + + // hintBlocks.forEach(({ nr, nc }) => { + // const node = this.blockNodes[nr][nc]; + // if (!node) return; + + // // 闪烁动画:颜色在原色和高亮色之间切换 + // const originalColor = node.getComponent(Sprite)!.color.clone(); + // const highlightColor = new Color(255, 255, 0); // 黄色高亮 + + // tween(node.getComponent(Sprite)!) + // .to(0.3, { color: highlightColor }) + // .to(0.3, { color: originalColor }) + // .to(0.3, { color: highlightColor }) + // .to(0.3, { color: originalColor }) + // .start(); + // }); + } + + playRemoveAudio() { + AudioManager.instance.playSFX(SFXType.Remove); + } + + shuffleBoard(): void { + const count = this.toolBadge.getShuffleCount(); + console.log("打乱次数", count); + if (count <= 0) { + console.log("看广告"); + this.toolBadge.showAdAndReward("shuffle"); + return; + } + + // 1. 收集剩余方块类型 + const blocks: number[] = []; + for (let r = 0; r < this.rows; r++) { + for (let c = 0; c < this.cols; c++) { + if (this.board[r][c] >= 0) { + blocks.push(this.board[r][c]); + } + } + } + + // 2. Fisher–Yates 随机打乱 + for (let i = blocks.length - 1; i > 0; i--) { + const j = Math.floor(Math.random() * (i + 1)); + [blocks[i], blocks[j]] = [blocks[j], blocks[i]]; + } + + // 3. 重新写入 this.board + let idx = 0; + for (let r = 0; r < this.rows; r++) { + for (let c = 0; c < this.cols; c++) { + if (this.board[r][c] >= 0) { + this.board[r][c] = blocks[idx++]; + } + } + } + AudioManager.instance.playSFX(SFXType.Shuffle); + // 4. 更新渲染状态 blockNodes + this.updateBlockNodes(); + + // 5. 确保有解,没有就重新 shuffle + this.toolBadge.useShuffleOnce(); + + if (!this.getHint()) { + this.shuffleBoard(); // 递归重新打乱直到有解 + } + } + + /** + * 遍历 board 更新所有 blockNodes + */ + updateBlockNodes(): void { + for (let r = 0; r < this.rows; r++) { + for (let c = 0; c < this.cols; c++) { + const type = this.board[r][c]; + + if (type >= 0) { + let node = this.blockNodes[r][c]; + if (!node) { + // 如果之前是空格,新建节点 + // node = this.createBlockNode(type, r, c); + // this.blockNodes[r][c] = node; + // this.board[r][c] = type; + const block = this.levelBuilder.createBlockNode(type, r, c); + this.blockNodes[r][c] = block; + } else { + // 更新已有节点的类型显示 + this.levelBuilder.setBlockType(node, type); + this.levelBuilder.setBlockPosition(node, r, c); + } + } else if (type === -1) { + // 空格 → 清理节点 + if (this.blockNodes[r][c]) { + this.levelBuilder.destroyBlockNode(this.blockNodes[r][c]); + this.blockNodes[r][c] = null; + } + } else if (type === -2) { + // 石头 不处理 + } + } + } + } + + // Fisher–Yates 洗牌 + shuffleArray(arr: T[]): T[] { + for (let i = arr.length - 1; i > 0; i--) { + const j = Math.floor(Math.random() * (i + 1)); + [arr[i], arr[j]] = [arr[j], arr[i]]; + } + return arr; + } + + // 检查棋盘是否有解 + hasSolution(board: number[][]): boolean { + // 临时替换 this.board + const backup = this.board; + this.board = board; + + const hint = this.findFirstEliminablePair(); + + this.board = backup; // 恢复 + return !!hint; + } + + public eliminateRandomType(): void { + const count = this.toolBadge.getMagicCount(); + if (count <= 0) { + console.log("看广告"); + this.toolBadge.showAdAndReward("magic"); + return; + } + + const types = new Set(); + + // 收集当前所有存在的方块类型 + for (let r = 0; r < this.rows; r++) { + for (let c = 0; c < this.cols; c++) { + const val = this.board[r][c]; + if (val >= 0) { + types.add(val); + } + } + } + + if (types.size === 0) { + console.warn("没有可消除的方块了"); + this.onLevelComplete(); + return; + } + + // 转成数组,随机挑一个 + const typeArray = Array.from(types); + const randType = typeArray[Math.floor(Math.random() * typeArray.length)]; + + console.log("随机消除类型:", randType); + + this.eliminateType(randType); + } + + public eliminateType(type: number): void { + this.toolBadge.useMagicOnce(); + AudioManager.instance.playSFX(SFXType.Magic); + for (let r = 0; r < this.rows; r++) { + for (let c = 0; c < this.cols; c++) { + if (this.board[r][c] === type) { + this.board[r][c] = -1; + + const node = this.blockNodes[r][c]; + if (node) { + this.playEliminateAnimation(node, () => { + this.destroyBlockNode(node); + this.blockNodes[r][c] = null; + }); + } + } + } + } + const empty = this.isBoardEmpty(); + + if (empty) { + setTimeout(() => { + this.onLevelComplete(); + console.log("下一关"); + }, 1000); + } + } + + private playEliminateAnimation(node: Node, onFinish: () => void) { + // 确保有透明组件 + let opacityComp = node.getComponent(UIOpacity); + if (!opacityComp) { + opacityComp = node.addComponent(UIOpacity); + } + opacityComp.opacity = 255; + + // 动画:缩放 → 轻微旋转 → 弹缩 → 渐隐消失 + tween(node) + .parallel( + tween().to(0.15, { scale: new Vec3(1.2, 1.2, 1) }), // 先放大一点 + tween().to(0.15, { angle: 30 }), // 顺时针轻微旋转 + ) + .parallel( + tween().to( + 0.25, + { scale: new Vec3(0.8, 0.8, 1) }, + { easing: "quadOut" }, + ), // 缩小回弹 + tween().to(0.25, { angle: -30 }), // 逆时针旋转 + ) + .parallel( + tween().to(0.2, { scale: new Vec3(0, 0, 0) }), // 最终缩小 + tween(opacityComp).to(0.2, { opacity: 0 }), // 渐隐 + ) + .call(() => { + onFinish(); + }) + .start(); + } + + public destroyBlockNode(node: Node): void { + if (node && node.isValid) { + node.removeFromParent(); + node.destroy(); + } + } + + public resetHintPair() { + if ( + this.isNumber(this.hintPair?.from?.r) && + this.isNumber(this.hintPair?.from?.c) + ) { + this.setBlockBgColor( + this.blockNodes[this.hintPair?.from?.r][this.hintPair?.from?.c], + new Color(255, 255, 255), + ); + } + + if ( + this.isNumber(this.hintPair?.to?.r) && + this.isNumber(this.hintPair?.to?.c) + ) { + this.setBlockBgColor( + this.blockNodes[this.hintPair.to.r][this.hintPair.to.c], + new Color(255, 255, 255), + ); + } + + this.hintPair = { from: {}, to: {} }; + } + + public isNumber(value) { + return ( + value !== null && + value !== undefined && + typeof value === "number" && + !isNaN(value) + ); + } +} diff --git a/assets/scripts/GameManager.ts.meta b/assets/scripts/GameManager.ts.meta new file mode 100644 index 0000000..cfc3038 --- /dev/null +++ b/assets/scripts/GameManager.ts.meta @@ -0,0 +1,9 @@ +{ + "ver": "4.0.24", + "importer": "typescript", + "imported": true, + "uuid": "f5caabc4-7ab4-4966-ad71-81c18beb874c", + "files": [], + "subMetas": {}, + "userData": {} +} diff --git a/assets/scripts/HintManager.ts b/assets/scripts/HintManager.ts new file mode 100644 index 0000000..dd3a5da --- /dev/null +++ b/assets/scripts/HintManager.ts @@ -0,0 +1,75 @@ +import { _decorator, Component, Node, tween, Vec3, Sprite, UITransform } from "cc"; +const { ccclass, property } = _decorator; + +@ccclass("HintManager") +export class HintManager extends Component { + @property(Node) + handNode: Node | null = null; // 编辑器里拖一只手的 sprite 节点 + + private runningTween: any = null; + + // 传入 getHint 的结果 + showHint(hint: any, getPos: (r: number, c: number) => Vec3) { + if (!this.handNode) return; + + // 清理之前的动画 + if (this.runningTween) { + this.runningTween.stop(); + this.runningTween = null; + } + + if (!hint.from || !hint.dir || hint.steps == null) return; + + const { from, dir, steps } = hint; + const dr = dir.dr; + const dc = dir.dc; + + // 生成路径格子(起点 + dir * step) + const pathCells: { r: number; c: number }[] = []; + for (let s = 0; s <= steps; s++) { + pathCells.push({ r: from.r + dr * s, c: from.c + dc * s }); + } + + // 转换成 UI 坐标 + const positions: Vec3[] = pathCells.map(cell => getPos(cell.r, cell.c)); + + const startPos = positions[0]; + this.handNode.active = true; + this.handNode.setSiblingIndex(this.handNode.parent.children.length - 1); + this.handNode.setPosition(startPos); + + // 构建单向滑动动画(格子之间平均时间) + const durationPerCell = 1 / steps; + let tw = tween(this.handNode); + for (let i = 1; i < positions.length; i++) { + tw = tw.to(durationPerCell, { position: positions[i] }); + } + + // 到终点瞬间回起点 + tw = tw.call(() => this.handNode.setPosition(startPos)); + + // 重复 3 次 + this.runningTween = tween(this.handNode) + .repeat(3, tw) + .call(() => { + this.handNode.active = false; + this.runningTween = null; + }) + .start(); + } + + cancelHint() { + if (this.runningTween) { + try { + this.runningTween.stop(); + } catch (e) { + console.warn("停止手势动画失败", e); + } + this.runningTween = null; + } + if (this.handNode) { + this.handNode.active = false; + } + } + +} diff --git a/assets/scripts/HintManager.ts.meta b/assets/scripts/HintManager.ts.meta new file mode 100644 index 0000000..699fc47 --- /dev/null +++ b/assets/scripts/HintManager.ts.meta @@ -0,0 +1,9 @@ +{ + "ver": "4.0.24", + "importer": "typescript", + "imported": true, + "uuid": "1fafa285-6dac-4a29-8a97-fbb3d3389996", + "files": [], + "subMetas": {}, + "userData": {} +} diff --git a/assets/scripts/LevelBuilder.ts b/assets/scripts/LevelBuilder.ts new file mode 100644 index 0000000..c7fff54 --- /dev/null +++ b/assets/scripts/LevelBuilder.ts @@ -0,0 +1,267 @@ +import { + Node, + Prefab, + instantiate, + Sprite, + SpriteFrame, + UITransform, + Vec3, +} from "cc"; +import { BoardShapes, BoardShapeName } from "./BoardShape"; + +export interface LevelConfig { + rows?: number; + cols?: number; + blockSize?: number; + tileTypes?: number; + currentShape?: BoardShapeName; + isTutorial?: boolean; + fixedBoard?: number[][]; +} + +export class LevelBuilder { + public board: number[][] = []; + public blockNodes: (Node | null)[][] = []; + public rows: number = 0; + public cols: number = 0; + + private node: Node; + private blockPrefab: Prefab; + private spriteFrames: SpriteFrame[] = []; + private blockSize: number = 100; + private tileTypes: number = 5; + + public currentShape: BoardShapeName = "rectangle"; + private fixedBoard: number[][] | null = null; + + constructor( + node: Node, + blockPrefab: Prefab, + spriteFrames: SpriteFrame[], + config?: LevelConfig, + ) { + this.node = node; + this.blockPrefab = blockPrefab; + this.spriteFrames = spriteFrames; + + if (config) { + this.blockSize = config.blockSize ?? this.blockSize; + this.tileTypes = config.tileTypes ?? this.tileTypes; + if (config.currentShape) this.currentShape = config.currentShape; + if (config.fixedBoard) this.fixedBoard = config.fixedBoard; + } + } + + public buildBoard(): void { + if (this.fixedBoard) { + this.buildFixedBoard(); + return; + } + + const shapeTemplate = BoardShapes[this.currentShape]; + if (!shapeTemplate) throw new Error(`Shape "${this.currentShape}" 未定义`); + + const maxCols = Math.max(...shapeTemplate.map((row) => row.length)); + const rows = shapeTemplate.length; + + // 自动补齐矩形 + const fixedTemplate: number[][] = []; + for (let r = 0; r < rows; r++) { + fixedTemplate[r] = []; + for (let c = 0; c < maxCols; c++) { + fixedTemplate[r][c] = shapeTemplate[r][c] ?? 0; + } + } + + // 收集可用格子 + const validCells = []; + for (let r = 0; r < rows; r++) { + for (let c = 0; c < maxCols; c++) { + if (fixedTemplate[r][c] === 1) validCells.push({ r, c }); + } + } + + if (validCells.length % 2 !== 0) throw new Error("有效格子数量必须为偶数"); + + // 随机生成配对 + let tiles: number[] = []; + for (let i = 0; i < validCells.length / 2; i++) { + const id = i % this.tileTypes; + tiles.push(id, id); + } + for (let i = tiles.length - 1; i > 0; i--) { + const j = Math.floor(Math.random() * (i + 1)); + [tiles[i], tiles[j]] = [tiles[j], tiles[i]]; + } + + let tileIndex = 0; + this.board = []; + this.blockNodes = []; + this.rows = rows; + this.cols = maxCols; + + for (let r = 0; r < rows; r++) { + this.board[r] = []; + this.blockNodes[r] = []; + for (let c = 0; c < maxCols; c++) { + if (fixedTemplate[r][c] === 1) { + const tileId = tiles[tileIndex++]; + this.board[r][c] = tileId; + const block = this.createNormalBlock(tileId); + block.setPosition(this.getPos(r, c)); + this.node.addChild(block); + this.blockNodes[r][c] = block; + } else if (fixedTemplate[r][c] === -1) { + this.board[r][c] = -1; + this.blockNodes[r][c] = null; + } else { + this.board[r][c] = -2; + const stone = this.createStoneBlock(); + stone.setPosition(this.getPos(r, c)); + this.node.addChild(stone); + this.blockNodes[r][c] = stone; + } + } + } + } + + private buildFixedBoard() { + this.rows = this.fixedBoard.length; + this.cols = this.fixedBoard[0].length; + this.board = []; + this.blockNodes = []; + + for (let r = 0; r < this.rows; r++) { + this.board[r] = []; + this.blockNodes[r] = []; + for (let c = 0; c < this.cols; c++) { + const val = this.fixedBoard[r][c]; + this.board[r][c] = val; + + if (val >= 0) { + const block = this.createNormalBlock(val); + block.setPosition(this.getPos(r, c)); + this.node.addChild(block); + this.blockNodes[r][c] = block; + } else if (val === -1) { + this.blockNodes[r][c] = null; + } else if (val === -2) { + const stone = this.createStoneBlock(); + stone.setPosition(this.getPos(r, c)); + this.node.addChild(stone); + this.blockNodes[r][c] = stone; + } + } + } + } + + private createNormalBlock(tileId: number) { + const block = instantiate(this.blockPrefab); + const bgNode = block.getChildByName("Bg"); + const bgUI = + bgNode.getComponent(UITransform) ?? bgNode.addComponent(UITransform); + bgUI.setContentSize(this.blockSize, this.blockSize); + + const iconNode = block.getChildByName("Icon"); + const iconUI = + iconNode.getComponent(UITransform) ?? iconNode.addComponent(UITransform); + const iconUI_sprite = iconNode.getComponent(Sprite)!; + iconUI_sprite.spriteFrame = this.spriteFrames[tileId]; + iconUI.setContentSize(this.blockSize * 0.7, this.blockSize * 0.7); + iconNode.setPosition(0, 0, 0); + + return block; + } + + private createStoneBlock() { + const stone = instantiate(this.blockPrefab); + const bgNode = stone.getChildByName("Bg"); + const bgUI = + bgNode.getComponent(UITransform) ?? bgNode.addComponent(UITransform); + bgUI.setContentSize(this.blockSize, this.blockSize); + + const iconNode = stone.getChildByName("Icon"); + iconNode.active = false; + + return stone; + } + + private getPos(row: number, col: number): Vec3 { + const x = + col * this.blockSize - + (this.cols * this.blockSize) / 2 + + this.blockSize / 2; + const y = + (this.rows * this.blockSize) / 2 - + row * this.blockSize - + this.blockSize / 2; + return new Vec3(x, y, 0); + } + + /** + * 新建 UI 节点,并设置类型和位置 + */ + public createBlockNode(type: number, r: number, c: number): Node { + let block: Node; + + if (type >= 0) { + // 普通方块 + block = this.createNormalBlock(type); + } else if (type === -2) { + // 石头障碍 + block = this.createStoneBlock(); + } else { + // 空格不需要节点 + return null!; + } + + block.setPosition(this.getPos(r, c)); + this.node.addChild(block); + + return block; + } + + /** + * 更新节点的贴图/颜色/数字等显示 + */ + public setBlockType(node: Node, type: number): void { + if (!node) return; + + const iconNode = node.getChildByName("Icon"); + if (!iconNode) return; + + if (type >= 0) { + // 普通方块 + iconNode.active = true; + const iconUI = + iconNode.getComponent(UITransform) ?? + iconNode.addComponent(UITransform); + const iconUI_sprite = iconNode.getComponent(Sprite)!; + iconUI_sprite.spriteFrame = this.spriteFrames[type]; + iconUI.setContentSize(this.blockSize * 0.7, this.blockSize * 0.7); + iconNode.setPosition(0, 0, 0); + } else if (type === -2) { + // 石头 + iconNode.active = false; + } else { + // 空格 + iconNode.active = false; + } + } + + /** + * 更新节点的坐标位置(UI 上) + */ + public setBlockPosition(node: Node, r: number, c: number): void { + if (!node) return; + node.setPosition(this.getPos(r, c)); + } + + /** + * 销毁节点或隐藏 + */ + public destroyBlockNode(node: Node): void { + if (!node) return; + node.destroy(); // 如果想复用可改为 node.active = false + } +} diff --git a/assets/scripts/LevelBuilder.ts.meta b/assets/scripts/LevelBuilder.ts.meta new file mode 100644 index 0000000..d4213e1 --- /dev/null +++ b/assets/scripts/LevelBuilder.ts.meta @@ -0,0 +1,9 @@ +{ + "ver": "4.0.24", + "importer": "typescript", + "imported": true, + "uuid": "b69764f9-e98c-4d95-afa7-0b2649089cb5", + "files": [], + "subMetas": {}, + "userData": {} +} diff --git a/assets/scripts/LevelManager.ts b/assets/scripts/LevelManager.ts new file mode 100644 index 0000000..f5540f9 --- /dev/null +++ b/assets/scripts/LevelManager.ts @@ -0,0 +1,131 @@ +import { sys } from "cc"; +import { LevelConfig } from "./LevelBuilder"; +import { BoardShapeName } from "./BoardShape"; + +export class LevelManager { + private static _instance: LevelManager; + public static get instance() { + if (!this._instance) this._instance = new LevelManager(); + return this._instance; + } + + private levelIndex: number = 0; + private unlockedLevels: number = 1; // 已解锁关卡数 + private STORAGE_KEY = "MY_GAME_PROGRESS"; + private TUTORIAL_KEY = "TUTORIAL_COMPLETED"; + + // 预设关卡配置表(可以继续扩展) //rectangle L_shape T_shape cross_shape + private levels: LevelConfig[] = [ + { currentShape: "rectangle", blockSize: 100, tileTypes: 5 }, + { currentShape: "L_shape", blockSize: 90, tileTypes: 4 }, + { currentShape: "T_shape", blockSize: 80, tileTypes: 3 }, + { currentShape: "cross_shape", blockSize: 70, tileTypes: 3 }, + { currentShape: "diamond", blockSize: 80, tileTypes: 4 }, + ]; + + constructor() { + this.loadProgress(); + } + + public isTutorialCompleted(): boolean { + return sys.localStorage.getItem(this.TUTORIAL_KEY) === "true"; + } + + public setTutorialCompleted() { + sys.localStorage.setItem(this.TUTORIAL_KEY, "true"); + } + + public getTutorialLevel(): LevelConfig { + return { + isTutorial: true, + tileTypes: 2, + blockSize: 120, + fixedBoard: [ + [0, 0, -1], + [1, -1, 1] + ] + }; + } + + public getCurrentLevel(): LevelConfig { + if (!this.isTutorialCompleted()) { + return this.getTutorialLevel(); + } + + if (this.levelIndex < this.levels.length) { + return this.levels[this.levelIndex]; + } + console.log('随机关卡') + return this.generateRandomLevel(this.levelIndex + 1); + } + + public nextLevel(): LevelConfig | null { + if (!this.isTutorialCompleted()) { + this.setTutorialCompleted(); + this.levelIndex = 0; + this.saveProgress(); + return this.getCurrentLevel(); + } + + this.levelIndex++; + this.saveProgress(); + return this.getCurrentLevel(); + } + + public reset() { + this.levelIndex = 0; + this.unlockedLevels = 1; + this.saveProgress(); + // 重置时是否重置教学?通常不用,除非显式清除数据 + // sys.localStorage.removeItem(this.TUTORIAL_KEY); + } + + /** 本地存储进度 */ + private saveProgress() { + const data = { + levelIndex: this.levelIndex, + unlockedLevels: this.unlockedLevels, + }; + sys.localStorage.setItem(this.STORAGE_KEY, JSON.stringify(data)); + } + + /** 读取本地存储 */ + private loadProgress() { + const json = sys.localStorage.getItem(this.STORAGE_KEY); + if (json) { + try { + const data = JSON.parse(json); + this.levelIndex = data.levelIndex ?? 0; + this.unlockedLevels = data.unlockedLevels ?? 1; + + // 如果是老玩家(已解锁超过1关),跳过教学 + if (this.unlockedLevels > 1 && !this.isTutorialCompleted()) { + this.setTutorialCompleted(); + } + } catch (e) { + console.warn("进度解析失败, 重置进度"); + this.reset(); + } + } + } + + private generateRandomLevel(id: number): LevelConfig { + const allShapes: BoardShapeName[] = ["rectangle", "L_shape", "T_shape", "cross_shape", "diamond"]; + + // 随机选一个形状 + const shape = allShapes[Math.floor(Math.random() * allShapes.length)]; + + // 随机决定方块种类 (6~12) + const tileTypes = 5; + // const tileTypes = 6 + Math.floor(Math.random() * 7); + + // 随机大小 (70~100) + const blockSize = 70 + Math.floor(Math.random() * 31); + + return { + currentShape: shape, + tileTypes, + blockSize, + }; + } +} diff --git a/assets/scripts/LevelManager.ts.meta b/assets/scripts/LevelManager.ts.meta new file mode 100644 index 0000000..2c40fbf --- /dev/null +++ b/assets/scripts/LevelManager.ts.meta @@ -0,0 +1,9 @@ +{ + "ver": "4.0.24", + "importer": "typescript", + "imported": true, + "uuid": "f6594edb-0e1e-41bc-b818-0c9b51a816ff", + "files": [], + "subMetas": {}, + "userData": {} +} diff --git a/assets/scripts/Loading.ts b/assets/scripts/Loading.ts new file mode 100644 index 0000000..b7e058c --- /dev/null +++ b/assets/scripts/Loading.ts @@ -0,0 +1,64 @@ +import { _decorator, Component, ProgressBar, Label, assetManager, director, SpriteFrame, Prefab } from 'cc'; +import { ResourceManager } from './ResourceManager'; +const { ccclass, property } = _decorator; + +@ccclass('Loading') +export class Loading extends Component { + @property(ProgressBar) + progressBar: ProgressBar | null = null; + + @property(Label) + progressLabel: Label | null = null; + + @property + nextScene: string = "StartScene"; + + onLoad() { + // if (typeof wx !== 'undefined' && wx.hideLoading) { + // wx.hideLoading(); + // } + this.startLoading(); + } + + startLoading() { + assetManager.loadBundle("resources", (err, bundle) => { + if (err) { + console.error("加载 resources 失败:", err); + return; + } + console.log(11111111111,2222) + + // 加载整个 resources 下的内容 + bundle.loadDir(".", (finished, total, item) => { + let ratio = finished / total; + console.log(11111111111,ratio) + + this.updateProgress(ratio); + }, (err, assets) => { + if (err) { + console.error("资源加载失败:", err); + return; + } + + // 缓存资源 + assets.forEach(asset => { + ResourceManager.instance.set(asset.name, asset); + asset.addRef(); // 增加引用计数,避免被自动释放 + }); + + // 进入主场景 + director.loadScene(this.nextScene); + }); + }); + } + + updateProgress(ratio: number) { + console.log(111111, ratio) + if (this.progressBar) { + this.progressBar.progress = ratio; + } + if (this.progressLabel) { + this.progressLabel.string = `${Math.floor(ratio * 100)}%`; + } + } +} diff --git a/assets/scripts/Loading.ts.meta b/assets/scripts/Loading.ts.meta new file mode 100644 index 0000000..8ef8a86 --- /dev/null +++ b/assets/scripts/Loading.ts.meta @@ -0,0 +1,9 @@ +{ + "ver": "4.0.24", + "importer": "typescript", + "imported": true, + "uuid": "5eac7988-bb99-4c65-a76c-37013eb0eac7", + "files": [], + "subMetas": {}, + "userData": {} +} diff --git a/assets/scripts/ResourceManager.ts b/assets/scripts/ResourceManager.ts new file mode 100644 index 0000000..a21dc32 --- /dev/null +++ b/assets/scripts/ResourceManager.ts @@ -0,0 +1,45 @@ +import { _decorator, Asset } from 'cc'; +const { ccclass } = _decorator; + +@ccclass('ResourceManager') +export class ResourceManager { + private static _instance: ResourceManager; + private cache: Map = new Map(); + + static get instance(): ResourceManager { + if (!this._instance) { + this._instance = new ResourceManager(); + } + return this._instance; + } + + /** 存资源 */ + set(key: string, asset: Asset) { + this.cache.set(key, asset); + } + + /** 取资源 */ + get(key: string): T | undefined { + return this.cache.get(key) as T | undefined; + } + + /** 是否存在 */ + has(key: string): boolean { + return this.cache.has(key); + } + + /** 释放某个资源 */ + release(key: string) { + const asset = this.cache.get(key); + if (asset) { + asset.decRef(); // 减少引用计数 + this.cache.delete(key); + } + } + + /** 释放全部资源 */ + releaseAll() { + this.cache.forEach(asset => asset.decRef()); + this.cache.clear(); + } +} diff --git a/assets/scripts/ResourceManager.ts.meta b/assets/scripts/ResourceManager.ts.meta new file mode 100644 index 0000000..5542701 --- /dev/null +++ b/assets/scripts/ResourceManager.ts.meta @@ -0,0 +1,9 @@ +{ + "ver": "4.0.24", + "importer": "typescript", + "imported": true, + "uuid": "57226c7a-7652-40f6-a947-d9fc032231b0", + "files": [], + "subMetas": {}, + "userData": {} +} diff --git a/assets/scripts/StartScene.ts b/assets/scripts/StartScene.ts new file mode 100644 index 0000000..2a39a8c --- /dev/null +++ b/assets/scripts/StartScene.ts @@ -0,0 +1,160 @@ +import { + _decorator, + Component, + Node, + tween, + UIOpacity, + Vec3, + director, + Button, + AudioClip, + AudioSource, + Toggle, +} from "cc"; +import { AudioManager, BGMType, SFXType } from "./AudioManager"; +const { ccclass, property } = _decorator; + +@ccclass("StartScene") +export class StartScene extends Component { + @property(Node) + background: Node = null; + + @property(Node) + logo: Node = null; + + @property(Node) + startButton: Node = null; + + @property(Node) + setting_node: Node = null; + + @property(Node) + setting_tab_node: Node = null; + + @property(AudioClip) + bg_audio: AudioClip = null; + + @property(Toggle) + bgmToggle: Toggle = null!; + + @property(Toggle) + sfxToggle: Toggle = null!; + + onLoad() { + const am = AudioManager.instance; + + // 注册首页 BGM 和音效 + am.registerBGM(BGMType.Home, this.bg_audio); + + // 初始化 Toggle 状态 + this.bgmToggle.isChecked = am.bgmEnabled; + this.sfxToggle.isChecked = am.sfxEnabled; + + // am.registerSFX(SFXType.Item, this.startClickClip); + am.setCurBgm(BGMType.Home); + am.playBGM(BGMType.Home); + // 监听切换事件 + this.bgmToggle.node.on("toggle", this.onBgmToggleChanged, this); + this.sfxToggle.node.on("toggle", this.onSfxToggleChanged, this); + } + + start() { + // 初始化透明度 + const bgOpacity = this.background.addComponent(UIOpacity); + bgOpacity.opacity = 0; + + const logoOpacity = this.logo.addComponent(UIOpacity); + logoOpacity.opacity = 0; + this.logo.setScale(new Vec3(0.5, 0.5, 1)); + + const btnOpacity = this.startButton.addComponent(UIOpacity); + btnOpacity.opacity = 0; + + // 背景渐入 + tween(bgOpacity).to(1, { opacity: 255 }).start(); + + // Logo 缩放 + 渐入 + tween(logoOpacity).delay(0.5).to(1, { opacity: 255 }).start(); + + tween(this.logo) + .delay(0.5) + .to(1, { scale: new Vec3(1.1, 1.1, 1) }) + .to(0.3, { scale: new Vec3(1, 1, 1) }) + .start(); + + // 按钮呼吸动画 + tween(btnOpacity) + .delay(1.2) + .to(0.8, { opacity: 255 }) + .call(() => { + this.playButtonBreathing(); + }) + .start(); + + // 按钮点击事件 + // this.startButton.on(Button.EventType.CLICK, this.onStartGame, this); + } + + onBgmToggleChanged(toggle: Toggle) { + AudioManager.instance.setBGMEnabled(toggle.isChecked); + } + + onSfxToggleChanged(toggle: Toggle) { + AudioManager.instance.setSFXEnabled(toggle.isChecked); + } + + playButtonBreathing() { + tween(this.startButton) + .repeatForever( + tween() + .to(0.6, { scale: new Vec3(1.1, 1.1, 1) }) + .to(0.6, { scale: new Vec3(1, 1, 1) }) + ) + .start(); + } + + onStartGame() { + // 按钮点击反馈动画 + tween(this.startButton) + .to(0.1, { scale: new Vec3(0.9, 0.9, 1) }) + .to(0.1, { scale: new Vec3(1, 1, 1) }) + .call(() => { + director.loadScene("s1"); // 这里替换为你的第一关场景名 + }) + .start(); + } + + onShowSettingTab() { + this.setting_tab_node.active = true; + } + + onHideSettingTab() { + this.setting_tab_node.active = false; + } + + onSwitchMusic(toggle) { + // this.audioMgr.bgmSource = this.node.getComponent(AudioSource); + + if (toggle.isChecked) { + // this.audioMgr.setBGMEnabled(true); + // this.audioMgr.playBGM(this.bg_audio); + // this.playBgAudio(); + } else { + // this.audioMgr.setBGMEnabled(false); + // this.notPlayBgAudio(); + // this.audioMgr.playBGM(this.bg_audio); + } + } + + playBgAudio() { + const Audio = this.node.getComponent(AudioSource); + Audio.clip = this.bg_audio; + Audio.play(); + } + + notPlayBgAudio() { + const Audio = this.node.getComponent(AudioSource); + Audio.clip = this.bg_audio; + Audio.stop(); + } +} diff --git a/assets/scripts/StartScene.ts.meta b/assets/scripts/StartScene.ts.meta new file mode 100644 index 0000000..44c0f08 --- /dev/null +++ b/assets/scripts/StartScene.ts.meta @@ -0,0 +1,9 @@ +{ + "ver": "4.0.24", + "importer": "typescript", + "imported": true, + "uuid": "0c27000f-a20c-4b07-9ac1-5c05df71c90e", + "files": [], + "subMetas": {}, + "userData": {} +} diff --git a/assets/scripts/utils.meta b/assets/scripts/utils.meta new file mode 100644 index 0000000..3c55321 --- /dev/null +++ b/assets/scripts/utils.meta @@ -0,0 +1,9 @@ +{ + "ver": "1.2.0", + "importer": "directory", + "imported": true, + "uuid": "c85a2ba2-7cde-4fdc-ae16-3f2718db5c2c", + "files": [], + "subMetas": {}, + "userData": {} +} diff --git a/assets/scripts/utils/ScreenAdapter.ts b/assets/scripts/utils/ScreenAdapter.ts new file mode 100644 index 0000000..c03ca77 --- /dev/null +++ b/assets/scripts/utils/ScreenAdapter.ts @@ -0,0 +1,35 @@ +// ScreenAdapter.ts +import { _decorator, Component, view, ResolutionPolicy } from 'cc'; +const { ccclass, property } = _decorator; + +@ccclass('ScreenAdapter') +export class ScreenAdapter extends Component { + @property + designWidth: number = 1080; // 默认设计宽度 + + @property + designHeight: number = 1920; // 默认设计高度 + + onLoad() { + this.applyAdapter(); + } + + /** + * 应用屏幕适配 + */ + applyAdapter() { + // const frameSize = view.getFrameSize(); + // const aspect = frameSize.width / frameSize.height; + // const designAspect = this.designWidth / this.designHeight; + + // if (aspect > designAspect) { + // // 屏幕更宽 → 固定高度,保证上下完整 + // view.setDesignResolutionSize(this.designWidth, this.designHeight, ResolutionPolicy.FIXED_HEIGHT); + // console.log('[ScreenAdapter] Use FIXED_HEIGHT, aspect =', aspect.toFixed(2)); + // } else { + // // 屏幕更窄 → 固定宽度,保证左右完整 + // view.setDesignResolutionSize(this.designWidth, this.designHeight, ResolutionPolicy.FIXED_WIDTH); + // console.log('[ScreenAdapter] Use FIXED_WIDTH, aspect =', aspect.toFixed(2)); + // } + } +} diff --git a/assets/scripts/utils/ScreenAdapter.ts.meta b/assets/scripts/utils/ScreenAdapter.ts.meta new file mode 100644 index 0000000..4b994a0 --- /dev/null +++ b/assets/scripts/utils/ScreenAdapter.ts.meta @@ -0,0 +1,9 @@ +{ + "ver": "4.0.24", + "importer": "typescript", + "imported": true, + "uuid": "043cfab9-7936-40a6-ab63-145e9193c71a", + 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+ "configs": [ + { + "app_id": "UNKNOW", + "config_id": "d8da7d", + "config_name": "Default", + "config_remarks": "", + "services": [] + } + ] +} diff --git a/settings/v2/packages/device.json b/settings/v2/packages/device.json new file mode 100644 index 0000000..70e599e --- /dev/null +++ b/settings/v2/packages/device.json @@ -0,0 +1,3 @@ +{ + "__version__": "1.0.1" +} diff --git a/settings/v2/packages/engine.json b/settings/v2/packages/engine.json new file mode 100644 index 0000000..1285791 --- /dev/null +++ b/settings/v2/packages/engine.json @@ -0,0 +1,226 @@ +{ + "__version__": "1.0.12", + "modules": { + "configs": { + "defaultConfig": { + "name": "Default Config", + "cache": { + "base": { + "_value": true + }, + "gfx-webgl": { + "_value": true + }, + "gfx-webgl2": { + "_value": true + }, + "gfx-webgpu": { + "_value": false + }, + "animation": { + "_value": true + }, + "skeletal-animation": { + "_value": false + }, + "3d": { + "_value": false + }, + "meshopt": { + "_value": false + 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}, + "intersection-2d": { + "_value": true + }, + "primitive": { + "_value": false + }, + "profiler": { + "_value": true + }, + "occlusion-query": { + "_value": false + }, + "geometry-renderer": { + "_value": false + }, + "debug-renderer": { + "_value": false + }, + "particle-2d": { + "_value": true + }, + "audio": { + "_value": true + }, + "video": { + "_value": true + }, + "webview": { + "_value": true + }, + "tween": { + "_value": true + }, + "websocket": { + "_value": false + }, + "websocket-server": { + "_value": false + }, + "terrain": { + "_value": false + }, + "light-probe": { + "_value": false + }, + "tiled-map": { + "_value": true + }, + "vendor-google": { + "_value": false + }, + "spine": { + "_value": true, + "_option": "spine-3.8" + }, + "spine-3.8": { + "_value": true, + "_flags": { + "LOAD_SPINE_MANUALLY": false + } + }, + "spine-4.2": { + "_value": false, + "_flags": { + "LOAD_SPINE_MANUALLY": false + } + }, + "dragon-bones": { + "_value": true + }, + "marionette": { + "_value": false + }, + "procedural-animation": { + "_value": false + }, + "custom-pipeline-post-process": { + "_value": false + }, + "render-pipeline": { + "_value": true, + "_option": "custom-pipeline" + }, + "custom-pipeline": { + "_value": true + }, + "legacy-pipeline": { + "_value": false + } + }, + "includeModules": [ + "2d", + "affine-transform", + "animation", + "audio", + "base", + "custom-pipeline", + "dragon-bones", + "gfx-webgl", + "gfx-webgl2", + "graphics", + "intersection-2d", + "mask", + "particle-2d", + "physics-2d-box2d", + "profiler", + "rich-text", + "spine-3.8", + "tiled-map", + "tween", + "ui", + "video", + "webview" + ], + "noDeprecatedFeatures": { + "value": false, + "version": "" + }, + "flags": {} + } + }, + "globalConfigKey": "defaultConfig" + }, + "macroConfig": { + "ENABLE_MULTI_TOUCH": false + } +} diff --git a/settings/v2/packages/information.json b/settings/v2/packages/information.json new file mode 100644 index 0000000..c0f590f --- /dev/null +++ b/settings/v2/packages/information.json @@ -0,0 +1,23 @@ +{ + "__version__": "1.0.1", + "information": { + "customSplash": { + "id": "customSplash", + "label": "customSplash", + "enable": true, + "customSplash": { + "complete": true, + "form": "https://creator-api.cocos.com/api/form/show?sid=29efdac46a53c8d7782f0876e7f65c59" + } + }, + "removeSplash": { + "id": "removeSplash", + "label": "removeSplash", + "enable": true, + "removeSplash": { + "complete": true, + "form": "https://creator-api.cocos.com/api/form/show?sid=29efdac46a53c8d7782f0876e7f65c59" + } + } + } +} diff --git a/settings/v2/packages/program.json b/settings/v2/packages/program.json new file mode 100644 index 0000000..916c1b2 --- /dev/null +++ b/settings/v2/packages/program.json @@ -0,0 +1,3 @@ +{ + "__version__": "1.0.4" +} diff --git a/settings/v2/packages/project.json b/settings/v2/packages/project.json new file mode 100644 index 0000000..51dfcfb --- /dev/null +++ b/settings/v2/packages/project.json @@ -0,0 +1,12 @@ +{ + "__version__": "1.0.6", + "general": { + "designResolution": { + "width": 750, + "height": 1334, + "fitHeight": false, + "fitWidth": true + } + }, + "custom_joint_texture_layouts": [] +} diff --git a/tsconfig.json b/tsconfig.json new file mode 100644 index 0000000..7dc649a --- /dev/null +++ b/tsconfig.json @@ -0,0 +1,9 @@ +{ + /* Base configuration. Do not edit this field. */ + "extends": "./temp/tsconfig.cocos.json", + + /* Add your custom configuration here. */ + "compilerOptions": { + "strict": false + } +}