import { _decorator, Node, Sprite, Asset, ImageAsset, SpriteFrame, Texture2D, Label, tween, UIOpacity, Animation, math, RichText } from 'cc';
import BaseView from '../../../../../../extensions/app/assets/base/BaseView';
import { PageTips } from '../../tips/native/PageTips';
import { app } from 'db://assets/app/app';
import { PageRewardhistory } from '../../rewardhistory/native/PageRewardhistory';
import { Tools } from 'db://assets/res-native/tools/Tools';
import { USERDATA } from 'db://assets/res-native/data/UserData';
const { ccclass, property } = _decorator;
@ccclass('PageMain')
export class PageMain extends BaseView {
/** 音乐按钮 */
@property(Node)
btn_music: Node = null!;
/** 奖励文字 */
@property(Label)
lab_rw: Label = null!;
/** 奖励 */
@property(Node)
reward_bg: Node = null!;
@property(Node)
no_reward_bg: Node = null!;
/** 奖励icon */
@property(Sprite)
icon_rw: Sprite = null!;
/** 剩余次数 */
@property(RichText)
lab_remain: RichText = null!;
/** 骰子动画 */
@property(Node)
dices: Node[] = [];
/** 奖励 */
@property(Node)
rw_list: Node[] = [];
/** 骰子动画 */
@property(Node)
ani_dice_roll: Node = null;
/** 骰子 */
@property(Node)
roll_dices: Node[] = [];
/** 游戏名 */
@property(Node)
game_name: Node = null;
/** 是否可以开始游戏 */
private _canStart = true;
// 初始化的相关逻辑写在这
onLoad() {}
// 界面打开时的相关逻辑写在这(onShow可被多次调用-它与onHide不成对)
onShow(params: any) {
this.lab_remain.string = "CHANCE:" + USERDATA.point.toString() + ""
this.initRw()
this.startFloatingAnimation()
}
// 界面关闭时的相关逻辑写在这(已经关闭的界面不会触发onHide)
onHide(result: undefined) {
// app.manager.ui.show({name: 'PageMain', onHide:(result) => { 接收到return的数据,并且有类型提示 }})
return result;
}
initRw(){
for (let i = 0; i < USERDATA.prize_list.length; i++) {
const element = USERDATA.prize_list[i];
Tools.remoteLoadSprite(element.pic, Tools.GetChildComp(this.rw_list[i], "icon", Sprite));
Tools.SetChildText(this.rw_list[i], "lab", element.name);
}
this._canStart = true
}
/** 点击奖励确定 */
onClickRewardSure(){
this.reward_bg.active = false
this.no_reward_bg.active = false
this._canStart = true
}
/** 点击提示 */
onClickTips(){
app.manager.ui.show({name: 'PageTips'})
}
/** 点击音乐 */
oncClickMusic(){
let music = app.manager.sound.isMusicPlaying
music ? app.manager.sound.stopMusic() : app.manager.sound.playDefaultMusic()
this.loadSprite(music ? "main_btn_sounds_off" : "main_btn_sounds_on", this.btn_music)
}
/** 点击历史 */
onClickRwHis(){
app.manager.ui.show({name: 'PageRewardhistory'})
}
/** 点击开始 */
onStartGame() {
if (!this._canStart) return;
if (USERDATA.point <= 0) {
app.manager.ui.showToast(Tools.GetLocalized("no chance"));
return;
}
this._canStart = false;
Tools.httpReq("lottery", {}, (res:any)=>{
let n = this.checkRwId(res.prize_id)
if (n == null){
app.manager.ui.showToast(Tools.GetLocalized("fail"))
return
}
USERDATA.point--
this.lab_remain.string = "CHANCE:" + USERDATA.point.toString() + ""
this.lab_rw.string = Tools.StringLFormat(res.message)
Tools.remoteLoadSprite(USERDATA.prize_list[n].pic, this.icon_rw)
this.startSpinAnimation(n, res.prize_type != 3);
},()=>{
this._canStart = true;
})
}
checkRwId(prize_id: number){
let n = null
for (let i = 0; i < USERDATA.prize_list.length; i++) {
const element = USERDATA.prize_list[i];
if (prize_id == element.id){
n = i
break
}
}
return n
}
loadSprite(pic: string, node: Node){
this.loadRes(pic, Asset, (res: ImageAsset)=>{
let sp = new SpriteFrame()
let tex = new Texture2D();
tex.image = res;
sp.texture = tex
node.getComponent(Sprite).spriteFrame = sp
});
}
// 开始浮动动画
async startFloatingAnimation() {
// 对dices数组中的每个元素应用浮动动画
// 创建上下浮动动画
tween(this.dices[0])
.by(0.8, { position: new math.Vec3(0, 50, 0) }) // 向下移动10像素
.by(0.8, { position: new math.Vec3(0, -50, 0) }) // 向上移动10像素,回到原位
.union()
.repeatForever() // 无限重复
.start();
tween(this.game_name)
.to(0.7, { scale: new math.Vec3(1.1, 1.1, 0) })
.to(1.0, { scale: new math.Vec3(1, 1, 0) })
.union()
.repeatForever() // 无限重复
.start();
await delay(300);
tween(this.dices[1])
.by(1, { position: new math.Vec3(0, -30, 0) }) // 向下移动10像素
.by(1, { position: new math.Vec3(0, 30, 0) }) // 向上移动10像素,回到原位
.union()
.repeatForever() // 无限重复
.start();
await delay(300);
tween(this.dices[2])
.by(1, { position: new math.Vec3(0, -30, 0) }) // 向下移动10像素
.by(1, { position: new math.Vec3(0, 30, 0) }) // 向上移动10像素,回到原位
.union()
.repeatForever() // 无限重复
.start();
}
async startSpinAnimation(n : number, win : boolean){
this.roll_dices[0].active = false;
this.roll_dices[1].active = false;
// 骰子动画
app.manager.sound.playEffect({name : "effect/shaizi"});
this.ani_dice_roll.active = true;
this.ani_dice_roll.getComponent(Animation).play();
await delay(1000);
this.ani_dice_roll.active = false;
this.roll_dices[0].active = true;
this.roll_dices[1].active = true;
let n1: number, n2: number;
let sum = n + 2
// 确保两骰子值都在1-6范围内
let minN1 = Math.max(1, sum - 6); // n1最小值,确保n2不超过6
let maxN1 = Math.min(6, sum - 1); // n1最大值,确保n2至少为1
if (minN1 <= maxN1) {
n1 = Math.floor(Math.random() * (maxN1 - minN1 + 1)) + minN1;
n2 = sum - n1;
} else {
// 理论上不应该到达这里
n1 = 1;
n2 = sum - 1;
}
this.loadSprite("main_dice_" + n1, this.roll_dices[0]);
this.loadSprite("main_dice_" + n2, this.roll_dices[1]);
await delay(500);
// 闪烁动画
app.manager.sound.playEffect({name : "effect/dengdeng"});
let lightNode = this.rw_list[n].getChildByName("light")
if (lightNode) {
lightNode.active = true;
// 重置初始状态
lightNode.getComponent(UIOpacity).opacity = 255;
// 创建闪烁动画
tween(lightNode.getComponent(UIOpacity))
.to(0.3, { opacity: 0 }) // 从255渐变到100
.to(0.3, { opacity: 255 }) // 从100渐变回255
.union()
.repeat(2) // 重复3次闪烁
.call(()=>{
lightNode.active = false;
if (win) app.manager.sound.playEffect({name : "effect/win", volume: 0.6});
this.reward_bg.active = win;
this.no_reward_bg.active = !win;
this._canStart = true;
})
.start();
}
}
}
// 在类外部或类内添加延迟函数
function delay(ms: number): Promise {
return new Promise(resolve => setTimeout(resolve, ms));
}