DWTool.js 15 KB

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  1. var ReportType = require("../utils/GameEnum").ReportType;
  2. var Base64 = require("../lib/Base64").Base64;
  3. var HomeApi = require("../net/HomeApi");
  4. var GameModule = require('./GameModule');
  5. class DWTool {
  6. static coinParse(coin) {
  7. if (coin < 99999) { // 1 ~ 99999 按实际显示
  8. return coin.toString();
  9. } else if (coin >= 100000 && coin < 999999) { // 以万为单位,保留2位小数,不需四舍五入
  10. let parseCoin = (coin / 10000).toFixed(3).slice(0, -1);
  11. return parseCoin.toString() + "A";
  12. } else if (coin >= 1000000 && coin < 9999999) { // 以万为单位,保留1位小数,不需四舍五入
  13. let parseCoin = (coin / 10000).toFixed(2).slice(0, -1);
  14. return parseCoin.toString() + "A";
  15. } else if (coin >= 10000000 && coin < 99999999) { // 以万为单位,保留0位小数,不需四舍五入
  16. let parseCoin = (coin / 10000).toFixed(1).slice(0, -2);
  17. return parseCoin.toString() + "A";
  18. } else if (coin >= 100000000 && coin < 999999999) { // 以亿为单位,保留3位小数,不需四舍五入
  19. let parseCoin = (coin / 100000000).toFixed(4).slice(0, -1);
  20. return parseCoin.toString() + "B";
  21. } else if (coin >= 1000000000 && coin < 9999999999) { // 以亿为单位,保留2位小数,不需四舍五入
  22. let parseCoin = (coin / 100000000).toFixed(3).slice(0, -1);
  23. return parseCoin.toString() + "B";
  24. } else if (coin >= 10000000000 && coin < 99999999999) { // 以亿为单位,保留1位小数,不需四舍五入
  25. let parseCoin = (coin / 100000000).toFixed(2).slice(0, -1);
  26. return parseCoin.toString() + "B";
  27. } else if (coin >= 100000000000 && coin < 999999999999) { // 以亿为单位,保留0位小数,不需四舍五入
  28. let parseCoin = (coin / 100000000).toFixed(1).slice(0, -2);
  29. return parseCoin.toString() + "B";
  30. } else if (coin >= 1000000000000 && coin < 9999999999999) { // 以兆为单位,保留3位小数,不需四舍五入
  31. let parseCoin = (coin / 1000000000000).toFixed(4).slice(0, -1);
  32. return parseCoin.toString() + "C";
  33. } else if (coin >= 10000000000000 && coin < 99999999999999) { // 以兆为单位,保留2位小数,不需四舍五入
  34. let parseCoin = (coin / 1000000000000).toFixed(3).slice(0, -1);
  35. return parseCoin.toString() + "C";
  36. } else if (coin >= 100000000000000 && coin < 999999999999999) { // 以兆为单位,保留1位小数,不需四舍五入
  37. let parseCoin = (coin / 1000000000000).toFixed(2).slice(0, -1);
  38. return parseCoin.toString() + "C";
  39. } else if (coin >= 1000000000000000 && coin < 9999999999999999) { // 以兆为单位,保留0位小数,不需四舍五入
  40. let parseCoin = (coin / 1000000000000).toFixed(1).slice(0, -2);
  41. return parseCoin.toString() + "C";
  42. }
  43. };
  44. static coinParseNoFixed(coin) {
  45. if (coin < 99999) { // 1 ~ 99999 按实际显示
  46. return coin.toString();
  47. } else if (coin >= 100000 && coin < 99999999) {
  48. let parseCoin = (coin / 10000).toFixed(0);
  49. return parseCoin.toString() + "万";
  50. } else if (coin >= 100000000 && coin < 9999999999999) {
  51. let parseCoin = (coin / 100000000).toFixed(0);
  52. return parseCoin.toString() + "亿";
  53. } else if (coin >= 1000000000000 && coin < 9999999999999999) {
  54. let parseCoin = (coin / 1000000000000).toFixed(0);
  55. return parseCoin.toString() + "兆";
  56. }
  57. };
  58. static setGenderIcon(gender) {
  59. return this.getGenderIconPath(gender).then((filePath) => {
  60. return this.loadResSpriteFrame(filePath);
  61. });
  62. };
  63. /**
  64. * 上报方法, 抽成公用方法
  65. * @param {*} seq
  66. * @param {*} totalMoney 总金币
  67. * @param {*} stars 星星数
  68. * @param {*} recordModify 是否有修改的建筑
  69. * @param {*} recordUnlockModify 是否有解锁的建筑
  70. */
  71. static reportInfo(seq = 1, totalMoney = 0, stars = 0, clickCount = 0, recordModify = [], recordUnlockModify = []) {
  72. return new Promise((resolve, reject) => {
  73. let reportFormInfo = {};
  74. reportFormInfo[ReportType.Seq] = seq;
  75. reportFormInfo[ReportType.Gold] = totalMoney;
  76. reportFormInfo[ReportType.Stars] = stars;
  77. reportFormInfo[ReportType.ClickCount] = clickCount;
  78. reportFormInfo[ReportType.Timestamp] = Date.parse(new Date());
  79. if (recordUnlockModify.length > 0 || recordModify.length > 0) {
  80. reportFormInfo[ReportType.Event] = 1;
  81. if (recordUnlockModify.length > 0) {
  82. reportFormInfo[ReportType.Build] = this.parseReportArray(recordUnlockModify);
  83. }
  84. if (recordModify.length > 0) {
  85. reportFormInfo[ReportType.Build] = this.parseReportArray(recordModify);
  86. }
  87. } else {
  88. reportFormInfo[ReportType.Event] = 0;
  89. }
  90. // 还是将上报信息log出来吧, 方便调试
  91. // console.log("reportFormInfo: " + JSON.stringify(reportFormInfo));
  92. let ecData = Base64.encode(JSON.stringify(reportFormInfo));
  93. HomeApi.userReportGross(ecData, (rep) => {
  94. // console.log("上报成功!");
  95. resolve();
  96. }, (code, msg) => {
  97. reject({ "code": code, "msg": msg });
  98. });
  99. });
  100. };
  101. static reportRoomsInfo(totalMoney = 0, buildingData = []) {
  102. let reportFormInfo = {};
  103. reportFormInfo[ReportType.Gold] = totalMoney;
  104. reportFormInfo[ReportType.Build] = this.parseReportArray(buildingData);
  105. let ecData = Base64.encode(JSON.stringify(reportFormInfo));
  106. HomeApi.userReportRooms(ecData, (rep) => {
  107. // console.log("上报成功!");
  108. }, (code, msg) => {
  109. console.log("上报失败!");
  110. });
  111. };
  112. //score对应总部等级buildingLevel,提交得分到微信后台
  113. static submitWechatScore(score) { //提交得分
  114. let key2 = Global.wechatScoreKey;
  115. if (window.wx != undefined) {
  116. // 对用户托管数据进行写数据操作
  117. let myValue = {
  118. wxgame: {
  119. score: score,
  120. update_time: Date.parse(new Date()) / 1000
  121. },
  122. gender: Global.user.gender,
  123. }
  124. var myValueString = JSON.stringify(myValue);
  125. window.wx.setUserCloudStorage({
  126. KVDataList: [{ key: key2, value: myValueString }],
  127. success: function (res) {
  128. console.log('setUserCloudStorage', 'success', res)
  129. },
  130. fail: function (res) {
  131. console.log('setUserCloudStorage', 'fail')
  132. },
  133. complete: function (res) {
  134. }
  135. });
  136. } else {
  137. let myValue = {
  138. wxgame: {
  139. score: score,
  140. update_time: Date.parse(new Date()) / 1000
  141. },
  142. gender: Global.user.gender,
  143. }
  144. var myValueString = JSON.stringify(myValue);
  145. // console.log("提交得分:" + key2 + " : " + myValueString)
  146. }
  147. }
  148. static parseReportArray(array) {
  149. let tempArray = [];
  150. // 删除没用的字段
  151. for (let i = 0; i < array.length; i++) {
  152. let model = array[i];
  153. let tempObj = {};
  154. tempObj[ReportType.ID] = model.roomId;
  155. if (model.level != undefined) {
  156. tempObj[ReportType.Level] = model.level;
  157. } else if (model.roomLevel != undefined) {
  158. tempObj[ReportType.Level] = model.roomLevel;
  159. }
  160. tempArray.push(tempObj);
  161. }
  162. return tempArray;
  163. };
  164. static getGenderIconPath(gender) {
  165. return new Promise((resolve, reject) => {
  166. // if (gender === 0 || gender === 1) {
  167. let filePath = (gender === 1) ? './textures/icon_male' : './textures/icon_female';
  168. resolve(filePath);
  169. // } else {
  170. // reject();
  171. // }
  172. })
  173. };
  174. // clickOnce(cb) {
  175. // if (this._clickDic === 0) { return; }
  176. // this._clickDic = 0;
  177. // setTimeout(() => {
  178. // this._clickDic = 1;
  179. // }, 1000);
  180. // cb && cb();
  181. // };
  182. static loadResPrefab(path) {
  183. let p = new Promise((resolve, reject) => {
  184. cc.loader.loadRes(path, cc.Prefab, (error, prefab) => {
  185. if (error) {
  186. console.log(error);
  187. reject(error);
  188. } else {
  189. resolve(prefab)
  190. }
  191. });
  192. });
  193. return p;
  194. };
  195. static loadResSpriteAtlasToSpriteFrame(path, subAsset) {
  196. let p = new Promise((resolve, reject) => {
  197. cc.loader.loadRes(path, cc.SpriteAtlas, (error, atlas) => {
  198. if (error) {
  199. console.log(error);
  200. reject(error);
  201. } else {
  202. var spriteFrame = atlas.getSpriteFrame(subAsset);
  203. resolve(spriteFrame)
  204. }
  205. });
  206. });
  207. return p;
  208. };
  209. static loadResSpriteAtlas(path) {
  210. let p = new Promise((resolve, reject) => {
  211. cc.loader.loadRes(path, cc.SpriteAtlas, (error, atlas) => {
  212. if (error) {
  213. console.log(error);
  214. reject(error);
  215. } else {
  216. resolve(atlas);
  217. }
  218. });
  219. });
  220. return p;
  221. };
  222. static loadResSpriteFrame(path) {
  223. let p = new Promise((resolve, reject) => {
  224. cc.loader.loadRes(path, cc.SpriteFrame, (error, sf) => {
  225. if (error) {
  226. console.log(error);
  227. reject(error);
  228. } else {
  229. resolve(sf);
  230. }
  231. });
  232. });
  233. return p;
  234. }
  235. static loadResPrefabArray(pathArr) {
  236. let p = new Promise((resolve, reject) => {
  237. cc.loader.loadResArray(pathArr, cc.Prefab, (error, resourceArr) => {
  238. if (error) {
  239. console.log(error);
  240. reject(error);
  241. } else {
  242. resolve(resourceArr);
  243. }
  244. });
  245. });
  246. return p;
  247. }
  248. //时间戳格式化为对应文字时间显示
  249. static timeParse(timestamp) {
  250. function zeroize(num) {
  251. return (String(num).length == 1 ? '0' : '') + num;
  252. }
  253. var curTimestamp = parseInt(new Date().getTime() / 1000); //当前时间戳
  254. var timestampDiff = curTimestamp - timestamp; // 参数时间戳与当前时间戳相差秒数
  255. var curDate = new Date(curTimestamp * 1000); // 当前时间日期对象
  256. var tmDate = new Date(timestamp * 1000); // 参数时间戳转换成的日期对象
  257. var Y = tmDate.getFullYear(), m = tmDate.getMonth() + 1, d = tmDate.getDate();
  258. var H = tmDate.getHours(), i = tmDate.getMinutes(), s = tmDate.getSeconds();
  259. if (timestampDiff < 60) { // 一分钟以内
  260. return "刚刚";
  261. } else if (timestampDiff < 3600) { // 一小时前之内
  262. return Math.floor(timestampDiff / 60) + "分钟前";
  263. } else if (curDate.getFullYear() == Y && curDate.getMonth() + 1 == m && curDate.getDate() == d) {
  264. return '今天' + H + ':' + zeroize(i);
  265. } else {
  266. var newDate = new Date((curTimestamp - 86400) * 1000); // 参数中的时间戳加一天转换成的日期对象
  267. if (newDate.getFullYear() == Y && newDate.getMonth() + 1 == m && newDate.getDate() == d) {
  268. return '昨天' + H + ':' + zeroize(i);
  269. } else if (curDate.getFullYear() == Y) {
  270. return m + '月' + d + '日 ' + H + ':' + zeroize(i);
  271. } else {
  272. return Y + '年' + m + '月' + d + '日 ' + H + ':' + zeroize(i);
  273. }
  274. }
  275. };
  276. /**
  277. * 将时间戳转成00:00显示
  278. * @param {floor} t
  279. */
  280. static calculateTime(t) {
  281. // 好像经常会出现时间格式化出错的问题, 这里先这样解决一下
  282. if (t < 0) {
  283. t = 0;
  284. console.log("出现负数的时间");
  285. }
  286. let hour = Math.floor(t / 60 / 60);
  287. let minute = Math.floor(t / 60 % 60);
  288. let second = Math.floor(t % 60);
  289. if (hour != 0 && hour < 10) {
  290. hour = "0" + hour;
  291. }
  292. if (minute < 10) {
  293. minute = "0" + minute;
  294. }
  295. if (second < 10) {
  296. second = "0" + second;
  297. }
  298. if (hour != 0) {
  299. return `${hour}:${minute}:${second}`;
  300. } else {
  301. return `${minute}:${second}`;
  302. }
  303. };
  304. static calculateTimeString(t) {
  305. if (t < 0) {
  306. t = 0;
  307. console.log("出现负数的时间");
  308. }
  309. let hour = Math.floor(t / 60 / 60);
  310. let minute = Math.floor(t / 60 % 60);
  311. let second = Math.floor(t % 60);
  312. if (hour != 0 && hour < 10) {
  313. hour = "0" + hour;
  314. }
  315. if (minute < 10) {
  316. minute = "0" + minute;
  317. }
  318. if (second < 10) {
  319. second = "0" + second;
  320. }
  321. if (hour != 0) {
  322. return `${hour}小时${minute}分${second}秒`;
  323. } else {
  324. return `${minute}分${second}秒`;
  325. }
  326. };
  327. /**
  328. * 获取Url上指定参数
  329. * @param {String} name 参数名
  330. */
  331. static getUrlParam(name) {
  332. var reg = new RegExp("(^|&)" + name + "=([^&]*)(&|$)");
  333. var r = window.location.search.substr(1).match(reg);
  334. if (r != null) {
  335. return unescape(r[2]);
  336. } else {
  337. return null;
  338. }
  339. }
  340. /**
  341. * 判断当前用户是否走完引导教程
  342. */
  343. static checkIsOldUser() {
  344. // debugger;
  345. if (GameModule.userInfo && GameModule.userInfo.buildingLevel && GameModule.userInfo.buyStarCount) {
  346. // 1. 总部大楼大于25级
  347. // 2. 已拥有1个明星
  348. let unLockStatus1 = GameModule.userInfo.buildingLevel >= 25;
  349. let unLockStatus2 = GameModule.userInfo.buyStarCount > 0;
  350. if (unLockStatus1 && unLockStatus2) {
  351. return true;
  352. } else {
  353. return false;
  354. }
  355. } else {
  356. return false;
  357. }
  358. }
  359. }
  360. module.exports = DWTool;