210 lines
6.8 KiB
TypeScript
210 lines
6.8 KiB
TypeScript
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/*
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Copyright (c) 2020-2023 Xiamen Yaji Software Co., Ltd.
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https://www.cocos.com/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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of the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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import { Node, find, game } from "cc";
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import { Action } from "../../core/action/action";
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import { Singleton } from "../../core/pattern/singleton";
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import { UI } from '../../core/ui/ui';
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import { Bind } from './bind'
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import { Local } from "../../core/localization/local";
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import { Save } from "./save";
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import { Msg } from "../../core/msg/msg";
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import { Stack } from "../../core/util/data-structure";
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import { Level } from "../level/level";
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import { Sound } from "../../core/audio/sound";
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import { Notify } from "../../core/io/notify";
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import { GameQuality as GameQuality } from "./GameQuality";
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import * as dataCore from "./data-core";
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import { BindUI } from "../../core/ui/ui-base";
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export class Game extends Singleton {
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// Action objects are used to execute the current set of actions.
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_action: Action | undefined;
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// The stack collection is used to manage the current node order.
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_stack: Stack<string> = new Stack(5);
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// The key-value collection is used to store all the game node data.
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_nodes: { [key: string]: any } = {};
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// Game data object to store static game data.
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_data: { [key: string]: any } = {};
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// If or not the game is initialized, true is initialized, false is not initialized.
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_isInit = false;
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// Total game time, used to store the total time the game has been running.
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_totalGameTime = 0;
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// The next storage time point is used to control the event interval control for automatic storage.
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_nextSaveTime = 0;
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// Current game node name, used to record the current game node name.
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_currentGameNodeName = '';
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// The root node of all pool objects game runtime.
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_poolNode: Node | null | undefined;
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// Safe time for back
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backSafeTime = 0;
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public init (): void {
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// Find the root node of all pool objects.
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this._poolNode = find('init')?.getChildByName('objects-pool');
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// Initialize the data core.
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dataCore.Init();
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// Initialize local storage.
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Save.Instance.init();
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// Initialize the game data.
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this._data = dataCore.DataGameInst._data;
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// Initialize game action data.
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this._action = new Action(this._data.action_data);
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// Get the game node data.
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this._nodes = this._data['nodes'];
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// Initialize the game quality.
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GameQuality.Instance.init();
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// Initialize the sound manager.
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Sound.init();
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// Initialize localization.
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Local.Instance.init();
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// Initialize the level object.
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Level.Instance.init();
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// Initialize the UI binding.
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BindUI.init();
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// Initialize the binder.
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Bind.Instance.initData(this._data['events']);
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// Initialize the UI management object.
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UI.Instance.init();
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// Register game node stack operation method.
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Msg.on('push', (key: string) => { Game.Instance.push(key); });
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Msg.on('root', (key: string) => { Game.Instance.root(key); });
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Msg.on('next', this.next.bind(this));
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Msg.on('back', this.back.bind(this));
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// Push the game initial node into the stack data.
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this.push(this._data['start_node']);
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//Set game initialization to true.
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this._isInit = true;
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// Check if a message currently exists.
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// Why it is detected after initialization: because messages may not be displayed properly during initialization.
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Notify.Instance.check_notify();
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}
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/**
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* Jump to the next game node.
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*/
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public next (): void {
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var cur = this._stack.cur();
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const nextAction = this._nodes[cur].next;
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if (nextAction) this.push(nextAction);
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}
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/**
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* Return to the previous game node.
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*/
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public back (): void {
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if (game.totalTime - this.backSafeTime < 50) return;
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this.backSafeTime = game.totalTime;
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const preNode = this._stack.pop();
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this._action!.off(preNode);
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}
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/**
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* Returns to the game root node corresponding to the name.
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* @param name
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*/
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public root (name: string): void {
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var size = this._stack.size() - 1;
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for (let i = 0; i < size - 1; i++) {
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let pre = this._stack.pop();
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this._action!.off(pre);
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}
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}
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/**
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* Pushes a new game node.
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* @param name node name.
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*/
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public push (name: string) {
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this._currentGameNodeName = name;
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if (!this._nodes[name].is_pop && this._stack.size() > 0) {
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var pre = this._stack.pop();
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this._action!.off(pre);
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}
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this._stack.push(name);
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this._action!.on(name);
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}
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public update (deltaTime: number): void {
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// If initialization false returns, initialization success continues.
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if (!this._isInit) return;
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//Increase the game time, The accumulated time is the length of each frame.
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this._totalGameTime += deltaTime;
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// Update the game action logic every frame.
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Game.Instance._action.update(deltaTime);
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// Update the level logic every frame.
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Level.Instance.update(deltaTime);
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// Update the binder logic every frame.
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Bind.Instance.update(deltaTime);
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// Automatic save judgment: true is on, false is off
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if (this._data.auto_save) {
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// When the current total time of the game is greater than the next time node.
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// true is to update the game storage logic.
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// false is to wait.
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if (this._totalGameTime > this._nextSaveTime) {
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// Updates the current game time stats.
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Save.Instance.statisticsTime('game', Math.floor(this._data.next_save_time));
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this._nextSaveTime += this._data.next_save_time
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}
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}
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}
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}
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