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- const GameModule = require('../utils/GameModule');
- const GameNotificationKey = require('../utils/GameEnum').GameNotificationKey;
- const TapTapTool = require("../utils/TapTapTool");
- cc.Class({
- extends: cc.Component,
- properties: {
- },
- // LIFE-CYCLE CALLBACKS:
- onLoad () {
- GameModule.skill = this;
- this.multiple = {'n': 1, 'e': 0};
- this.skills = Global.skills;
- //判断是否正在使用技能3
- this.isUsingSkill3 = false;
- this.skill3Floor = Math.random() < 0.5 ? -1 : 1; //初始化在楼层单双数显示对联,正数为单,负数为双
- this.getAllSkillInfo();
- //先获取技能3的加成倍数
- this.getSkill3Ability();
- this.updateAutoGetGold();
- this.updateClickGold();
- this.setupEventListener();
- this.schedule(this.updateSkilltime, 1);
- },
- //添加相关接收通知
- setupEventListener() {
- GameEvent.on(GameNotificationKey.UpBuildingLevel, this, this.updateClickGold);
- GameEvent.on(GameNotificationKey.UpdateFixationSkill, this, (skillInfo) => {
- this.updateSkill(skillInfo);
- });
- //使用实时技能通知
- GameEvent.on(GameNotificationKey.UseTimeSkill, this, (skillInfo) => {
- this.useTimeSkill(skillInfo);
- });
- //重置技能CD时间通知
- GameEvent.on(GameNotificationKey.ResetSkill, this, () => {
- this.resetSkill();
- });
- GameEvent.on(GameNotificationKey.GameSkillOnHide, this, () => {
- this.refreshSkillStatus();
- });
- },
- //技能列表解锁或升级技能
- updateSkill(skillInfo) {
- switch (skillInfo.skillId) {
- case 4:
- this.skill4Info.skillLevel = skillInfo.level;
- this.updateAutoGetGold();
- break;
- case 5:
- this.skill5Info.skillLevel = skillInfo.level;
- this.updateClickGold();
- break;
- default:
- break;
- }
- },
- //技能实时技能
- useTimeSkill(skillInfo) {
- switch (skillInfo.skillId) {
- case 1:
- this.skill1Info.skillLevel = skillInfo.level;
- this.skill1Info.tdStarTime = skillInfo.td * 1000;
- this.skill1Info.skillStatus = 1;
- this.updateAutoGetGold();
- break;
- case 2:
- this.skill2Info = skillInfo;
- let add = TapTapTool.multiple(GameModule.userInfo.coinTap, {'n': this.skill2Info.mt, 'e': 0});
- GameModule.userInfo.gold = TapTapTool.add(GameModule.userInfo.gold, add);
- break;
- case 3:
- this.skill3Info.skillLevel = skillInfo.level;
- this.skill3Info.tdStarTime = skillInfo.td * 1000;
- this.skill3Info.skillStatus = 1;
- this.getSkill3Ability();
- break;
- default:
- break;
- }
- },
- //重置技能CD时间
- resetSkill() {
- this.skill1Info.tdStarTime = 0;
- this.skill1Info.skillStatus = 0;
- this.updateAutoGetGold();
- this.skill3Info.tdStarTime = 0;
- this.skill3Info.skillStatus = 0;
- this.multiple = {'n': 1, 'e': 0};
- this.updateClickGold();
- GameModule.userInfo.refreshSecondText();
- GameEvent.fire(GameNotificationKey.SkillThreeHasDone);
- },
- //获取所有技能的信息
- getAllSkillInfo() {
- this.skill1Info = this.skills.find(n => {
- return n.skillId == 1;
- });
- this.skill2Info = this.skills.find(n => {
- return n.skillId == 2;
- });
- this.skill3Info = this.skills.find(n => {
- return n.skillId == 3;
- });
- this.skill4Info = this.skills.find(n => {
- return n.skillId == 4;
- });
- this.skill5Info = this.skills.find(n => {
- return n.skillId == 5;
- });
- },
- // start () {
- //
- // },
- /// 刷新技能从后台到前台的状态
- refreshSkillStatus() {
- let onHideTime = cc.sys.localStorage.getItem('onHideTimestamp');
- let curTime = new Date().getTime();
- let difference = curTime - onHideTime;
- if (this.skill1Info && this.skill1Info.skillStatus == 1) {
- //处理游戏使用技能后进入过后台的情况
- if (onHideTime) {
- if (difference > 0) {
- let isPast = difference > this.skill1Info.tdStarTime * 1000; //大于的话就是已超过使用技能的时间戳
- if (isPast) {
- this.skill1Info.tdStarTime = 0;
- this.skill1Info.skillStatus = 2;
- this.updateAutoGetGold();
- } else {
- this.skill1Info.tdStarTime = this.skill1Info.tdStarTime * 1000 - difference;
- }
- } else {
- this.skill1Info.tdStarTime = 0;
- this.skill1Info.skillStatus = 2;
- this.updateAutoGetGold();
- }
- }
- console.log('skill 1 ' + this.skill1Info.tdStarTime);
- }
- if (this.skill3Info && this.skill3Info.skillStatus == 1) {
- if (onHideTime) {
- if (difference > 0) {
- let isPast = difference > this.skill3Info.tdStarTime * 1000; //大于的话就是已超过使用技能的时间戳
- if (isPast) {
- this.skill3Info.tdStarTime = 0;
- this.skill3Info.skillStatus = 2;
- this.multiple = {'n': 1, 'e': 0};
- this.updateClickGold();
- GameModule.userInfo.refreshSecondText();
- GameEvent.fire(GameNotificationKey.SkillThreeHasDone);
- this.isUsingSkill3 = false;
- } else {
- this.skill3Info.tdStarTime = this.skill3Info.tdStarTime * 1000 - difference;
- }
- } else {
- this.skill3Info.tdStarTime = 0;
- this.skill3Info.skillStatus = 2;
- this.multiple = {'n': 1, 'e': 0};
- this.updateClickGold();
- GameModule.userInfo.refreshSecondText();
- GameEvent.fire(GameNotificationKey.SkillThreeHasDone);
- this.isUsingSkill3 = false;
- }
- }
- console.log('skill 3 ' + this.skill3Info.tdStarTime);
- }
- },
- /// 每秒更新实时技能的使用时间
- updateSkilltime() {
- if (this.skill1Info && this.skill1Info.skillStatus == 1) {
- //tdStarTime大于0为正在使用中
- if (this.skill1Info.tdStarTime > 0) {
- //处理游戏使用技能后进入过后台的情况
- let onHideTime = cc.sys.localStorage.getItem('onHideTimestamp');
- let curTime = new Date().getTime();
- let isPast = curTime - onHideTime > this.skill1Info.tdStarTime * 1000;
- this.skill1Info.tdStarTime -= (1 * 1000);
-
- if (this.skill1Info.tdStarTime <= 0) {
- this.skill1Info.tdStarTime = 0;
- this.skill1Info.skillStatus = 2;
- this.updateAutoGetGold();
- }
- } else {
- this.skill1Info.tdStarTime = 0;
- this.skill1Info.skillStatus = 2;
- this.updateAutoGetGold();
- }
- }
- if (this.skill3Info && this.skill3Info.skillStatus == 1) {
- if (this.skill3Info.tdStarTime > 0) {
- this.skill3Info.tdStarTime -= 1 * 1000;
- this.isUsingSkill3 = true;
- if (this.skill3Info.tdStarTime <= 0) {
- this.skill3Info.tdStarTime = 0;
- this.skill3Info.skillStatus = 2;
- this.multiple = {'n': 1, 'e': 0};
- this.updateClickGold();
- GameModule.userInfo.refreshSecondText();
- GameEvent.fire(GameNotificationKey.SkillThreeHasDone);
- this.isUsingSkill3 = false;
- }
- } else {
- this.skill3Info.tdStarTime = 0;
- this.skill3Info.skillStatus = 2;
- this.multiple = {'n': 1, 'e': 0};
- this.updateClickGold();
- GameModule.userInfo.refreshSecondText();
- GameEvent.fire(GameNotificationKey.SkillThreeHasDone);
- this.isUsingSkill3 = false;
- }
- } else {
- this.isUsingSkill3 = false;
- }
- },
- // update (dt) {
- // },
- //更新每秒自动点击生成金币的速率
- updateAutoGetGold() {
- var second = 1;
- var click = 0;
- var skill1 = this.getSkill1Ability();
- if (skill1 != null) {
- click += skill1.cc / skill1.iv;
- }
- var skill4 = this.getSkill4Ability();
- if (skill4 != null) {
- click += skill4.cc / skill4.iv;
- }
- if (click > 0) {
- GameModule.userInfo.secondClick = second / click;
- } else {
- GameModule.userInfo.secondClick = 0;
- }
- },
- //更新每次点击生成金币的数量
- updateClickGold() {
- var clickGold = this.getBuildingGold();
- clickGold = clickGold * this.getSkill5Ability();
- let coinTap = TapTapTool.multiple({'n': clickGold, 'e': 0}, this.multiple);
- GameModule.userInfo.coinTap = TapTapTool.multiple(coinTap, GameModule.userInfo.perpetualClickMt);
- GameModule.userInfo.refreshSecondText();
- },
- //总部大楼等级技能
- getBuildingGold() {
- this.userBuildingLevel = GameModule.userInfo.buildingLevel;
- let clickGold = 9 + this.userBuildingLevel;
- return clickGold;
- },
- //主动释放技能1,多少分钟内每秒自动点击多少次
- getSkill1Ability() {
- if (this.skill1Info == undefined || this.skill1Info.skillLevel <= 0 ) {
- return null;
- }
-
- if (this.skill1Info.skillStatus != 1 || this.skill1Info.tdStarTime == 0) {
- return null;
- }
- let skillInfo = Global.BuildingManager.getSkillLevelInfo(this.skill1Info.skillId, this.skill1Info.skillLevel);
- return skillInfo;
- },
- //主动释放技能3,增加加成倍数
- getSkill3Ability() {
- if (this.skill3Info == undefined || this.skill3Info.skillLevel <= 0 ) {
- return null;
- }
- if (this.skill3Info.skillStatus != 1 || this.skill3Info.tdStarTime == 0) {
- return null;
- }
-
- let skillInfo = Global.BuildingManager.getSkillLevelInfo(this.skill3Info.skillId, this.skill3Info.skillLevel);
- this.multiple = {'n': skillInfo.mt, 'e': 0};
- GameModule.userInfo.multiple = this.multiple;
- this.updateClickGold();
- },
- //永久技能1,指定时间内自动点击次数
- getSkill4Ability() {
- if (this.skill4Info == undefined || this.skill4Info.skillLevel <= 0 ) {
- return null;
- }
- let skillInfo = Global.BuildingManager.getSkillLevelInfo(this.skill4Info.skillId, this.skill4Info.skillLevel);
- return skillInfo;
- },
- //永久技能2,每次点击产出的金币提升
- getSkill5Ability() {
- if (this.skill5Info == undefined || this.skill5Info.skillLevel <= 0 ) {
- return 1;
- }
- let skillInfo = Global.BuildingManager.getSkillLevelInfo(this.skill5Info.skillId, this.skill5Info.skillLevel);
- let mt = skillInfo.mt;
- return mt;
- },
- //永久技能3,减少CD时间
- getSkill6Ability() {
- let skillInfo = this.skills.find(n => {
- return n.skillId == 6;
- });
- skillInfo = Global.BuildingManager.getSkillLevelInfo(skillInfo.skillId, skillInfo.skillLevel);
- let rcd = (1 - skillInfo.rcd);
- return rcd;
- },
- });
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