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2026-05-19 11:48:56 +08:00
parent cab911b275
commit 37ba2df41c
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import { _decorator, Node, tween, Vec3, Sprite, Asset, ImageAsset, SpriteFrame, Texture2D, Label, EventTouch, UITransform } 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!;
/** 奖励 */
@property(Node)
noreward_bg: Node = null!;
/** 宝箱item */
@property(Node)
box_item: Node = null!;
/** 宝箱背景 */
@property(Node)
bg_box: Node = null!;
/** 奖励icon */
@property(Sprite)
icon_rw: Sprite = null!;
/** 剩余次数 */
@property(Label)
lab_remain: Label = null!;
/** 奖励灯效 */
@property(Node)
rw_light: Node = null!;
/** 奖励icon */
@property(Sprite)
game_logo: Sprite = null!;
/** 奖励icon */
@property(Sprite)
game_logo_bg: Sprite = null!;
/** 宝箱位置 */
private _position: { [key: number]: Vec3 } = {
0: new Vec3(-300, 200, 0),
1: new Vec3(0, 200, 0),
2: new Vec3(300, 200, 0),
3: new Vec3(-300, -200, 0),
4: new Vec3(0, -200, 0),
5: new Vec3(300, -200, 0)
};
/** 宝箱初始位置 */
private _startPos = new Vec3(0, 200, 0);
/** 宝箱是否可以点击 */
private _canClickBox = false;
// 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.initBox();
this.lab_remain.string = "" + USERDATA.point.toString()
// 加载配置的logo
if (USERDATA.logo && this.game_logo) {
Tools.remoteLoadSprite(USERDATA.logo, this.game_logo)
}
if (USERDATA.logo_back && this.game_logo_bg) {
Tools.remoteLoadSprite(USERDATA.logo_back, this.game_logo_bg)
}
tween(this.rw_light)
.sequence(
tween(this.rw_light).to(0.2,{scale:new Vec3(1.1, 1.1, 1)}),
tween(this.rw_light).to(0.4,{scale:new Vec3(0.9, 0.9, 0)}),
tween(this.rw_light).to(0.2,{scale:new Vec3(1, 1, 0)})
)
.repeatForever()
.start();
}
// 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<PageMain>({name: 'PageMain', onHide:(result) => { 接收到return的数据并且有类型提示 }})
return result;
}
/** 点击奖励确定 */
onClickRewardSure(){
this.reward_bg.active = false
this.noreward_bg.active = false
this.initBox()
}
/** 点击提示 */
onClickTips(){
app.manager.ui.show<PageTips>({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<PageRewardhistory>({name: 'PageRewardhistory'})
}
/** 初始化宝箱 */
initBox(){
this.bg_box.removeAllChildren();
for(let i = 0; i < 6; i++){
let item = Tools.AddChild(this.bg_box, this.box_item, 'item' + i);
item.setPosition(this._startPos);
item.active = true;
tween(item)
.to(0.5, {position: this._position[i]})
.call(() => {
this._canClickBox = true;
})
.start();
}
}
/** 点击宝箱 */
onClickBox(event: EventTouch, customEventData: string) {
if (!this._canClickBox) return;
if (USERDATA.point <= 0) {
app.manager.ui.showToast(Tools.GetLocalized("no chance"));
return;
}
this._canClickBox = false;
Tools.httpReq("lottery", {}, (res:any)=>{
let n = null
for (let i = 0; i < USERDATA.prize_list.length; i++) {
const element = USERDATA.prize_list[i];
if (res.prize_id == element.id){
n = i
break
}
}
if (n == null){
app.manager.ui.showToast(Tools.GetLocalized("fail"))
return
}
USERDATA.point--
this.lab_remain.string = "" + USERDATA.point.toString()
this.lab_rw.string = Tools.StringLFormat(res.message)
Tools.remoteLoadSprite(USERDATA.prize_list[n].pic, this.icon_rw)
const target = event.target as Node;
const uiTransform = target.getComponent(UITransform);
// this.sp_flash.parent = target;
// this.sp_flash.setPosition(new Vec3(0, 0, 0));
// let comp = this.sp_flash.getComponent('sp.Skeleton') as sp.Skeleton;
// comp.setAnimation(0, "finger_fx_lv1", false);
if (uiTransform) {
app.manager.sound.playEffect({name : "effect/open"});
// 创建宝箱开启动画
tween(target)
.by(0.1, { position: new Vec3(0, 10, 0) })
.by(0.1, { position: new Vec3(0, -20, 0) })
.by(0.1, { position: new Vec3(0, 20, 0) })
.by(0.1, { position: new Vec3(0, -10, 0) })
.to(0.2, { scale: new Vec3(0.8, 0.8, 0.8) }) // 缩小
.to(0.4, { scale: new Vec3(1.2, 1.2, 1.2) }) // 放大
.to(0.2, { scale: new Vec3(1, 1, 1) }) // 缩小
.call(() => {
// 动画结束后显示奖励
this.scheduleOnce(()=>{
Tools.ActChild(target, "box_1", false)
Tools.ActChild(target, "box_2", true)
}, 0.2)
this.scheduleOnce(()=>{
this.reward_bg.active = res.prize_type != 3
this.noreward_bg.active = res.prize_type == 3
app.manager.sound.playEffect({name : "effect/win"});
}, 0.8)
})
.start();
}
})
}
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
});
}
}