383 lines
15 KiB
TypeScript
383 lines
15 KiB
TypeScript
import { DisplayManager } from './displayManager';
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import { _decorator, Component, Vec3, find, log} from 'cc';
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import {ClientEvent} from '../framework/clientEvent';
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import { Constant } from '../framework/constant';
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import { GameState, Player, Channel, PropType} from './gameState';
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import { PlayerLogic } from './playerLogic';
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import { PropLogic } from './propLogic';
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import { Util } from '../framework/util';
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import { FrameInfo, PlayerInfo, RecvFrameMessage } from '../libs/GOBE';
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import { GobeUtil, ROOM_TYPE, WIFI_TYPE } from './gobeUtil';
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const { ccclass, property } = _decorator;
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/**
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* Predefined variables
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* Name = LogicManager
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* DateTime = Wed Sep 01 2021 17:31:10 GMT+0800 (中国标准时间)
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* Author = yanli.huang
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* FileBasename = logicManager.ts
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* FileBasenameNoExtension = logicManager
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* URL = db://assets/script/fight/logicManager.ts
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* ManualUrl = https://docs.cocos.com/creator/3.3/manual/zh/
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*
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*/
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@ccclass('LogicManager')
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export class LogicManager extends Component {
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@property(PlayerLogic)
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public playerLogic: PlayerLogic = null!;
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@property(PropLogic)
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public propLogic: PropLogic = null!;
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public currentGameState: GameState = {} as GameState;
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public get scriptDisplayManager () {
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return find("display")?.getComponent(DisplayManager) as DisplayManager;
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}
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private _arrayGameState: {[index: number]: GameState} = [];
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private _startGameTime: number = 0;
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private _isGameing: boolean = false;
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start () {
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this._onGetRoomInfo();
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this.playerLogic.init(this);
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this.propLogic.init(this);
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}
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onEnable () {
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ClientEvent.on(Constant.EVENT_NAME.ON_GAME_START, this._onStartGame, this);
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ClientEvent.on(Constant.EVENT_NAME.ON_GAME_END, this._onEndGame, this);
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ClientEvent.on(Constant.EVENT_NAME.CREATE_HAMMER, this._onCreateHammer, this);
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}
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onDisable () {
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ClientEvent.off(Constant.EVENT_NAME.ON_GAME_START, this._onStartGame, this);
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ClientEvent.off(Constant.EVENT_NAME.ON_GAME_END, this._onEndGame, this);
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ClientEvent.off(Constant.EVENT_NAME.CREATE_HAMMER, this._onCreateHammer, this);
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}
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private _onEndGame(){
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if(this._isGameing){
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this._isGameing = false;
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GobeUtil.instance.finishGame();
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}
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}
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/**
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* 设置第0帧数据
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*/
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public setDefaultGameState() {
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this._arrayGameState = [];
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this.playerLogic.reset();
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this.propLogic.reset();
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this.currentGameState.id = 0;
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this.currentGameState.props = this.propLogic.initProps();
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this.currentGameState.players = this.playerLogic.initPlayer();
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this.currentGameState.frameTime = Date.now();
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this.currentGameState.createHammerTime = Constant.GAME_TIME - Constant.HAMMER_TIME;
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this._frameIndex = 0;
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}
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/**
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* 收到房间信息
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*/
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private _onGetRoomInfo() {
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let playerList: PlayerInfo[] = GobeUtil.instance.roomPlayers;
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let players: Array<Player> = this.currentGameState.players;
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playerList.forEach((value: PlayerInfo, index: number) => {
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var pIndex:number = 0;
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if(!GobeUtil.instance.checkIsRoomOwner(value.playerId)){
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pIndex = 1;
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}
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let player: Player = players[pIndex];
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if (!player.channel) player.channel = {} as Channel;
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player.channel.openId = value.playerId;
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player.channel.name = value.customPlayerProperties as string;
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player.channel.state = value.customPlayerStatus as number;
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player.channel.delayTime = 0;
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});
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ClientEvent.dispatchEvent(Constant.EVENT_NAME.ON_GAME_READY);
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}
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/**
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* 开始帧同步操作
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*/
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private _onStartGame() {
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this._isGameing = true;
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this._startGameTime = JSON.parse(GobeUtil.instance.room.customRoomProperties)["time"];
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this._arrayGameState[0] = Util.clone(this.currentGameState);
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let gameState: GameState = this.currentGameState;
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let players: Array<Player> = gameState.players;
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this.playerLogic.updatePlayerNode(players);
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}
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/**
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* 创建锤子
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*
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* @param hammerId
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*/
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private _onCreateHammer(pos:number[]){
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this.currentGameState.props[this.propLogic.indexProp] =
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this.propLogic.generateProp(new Vec3(pos[0], pos[1], pos[2]), 1, PropType.HAMMER);
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this.propLogic.indexProp++;
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}
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public checkIsReCovery(){
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if(GobeUtil.instance.isDisJoin){
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this._handleAction(()=>{
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this.scriptDisplayManager.updateStateRecovery(this.currentGameState);
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this.playerLogic.updateStateRecovery();
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this.scriptDisplayManager.updateProp(this.currentGameState);
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});
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}
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}
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/**
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* 创建金币
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*
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* @param hammerId
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*/
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public onCreateCoin(pos:number[][]){
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this.propLogic.createCoinServer(pos);
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}
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lateUpdate(dt: number): void {
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if (GobeUtil.instance.room && GobeUtil.instance.roomType != ROOM_TYPE.START
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|| !this._isGameing) {
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// this.scriptDisplayManager.updateState(0.1, this.currentGameState, true);
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return;
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}
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this._handleAction();
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var frameTime : number = GobeUtil.instance.time + GobeUtil.instance.serverTimeDis;
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this.currentGameState.time = Math.floor(Constant.GAME_TIME - (frameTime - this._startGameTime) / 1000);
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if (this.currentGameState.time <= 0) {
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this._isGameing = false;
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GobeUtil.instance.finishGame();
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}
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this.playerLogic.updateState();
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this.scriptDisplayManager.updateOwnState(this.currentGameState, dt);
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this.scriptDisplayManager.updateState(dt, this.currentGameState, false);
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this._checkPlayerScoreLead();
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//生成锤子
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if (this.currentGameState.createHammerTime == 0) {
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this.currentGameState.createHammerTime = this.currentGameState.time - Constant.HAMMER_TIME;
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console.log("aaaaa", this.currentGameState.createHammerTime);
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}
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if((!GobeUtil.instance.isRoomOwnIn && !GobeUtil.instance.checkIsRoomOwner(GobeUtil.instance.ownPlayerId))
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|| GobeUtil.instance.checkIsRoomOwner(GobeUtil.instance.ownPlayerId)){
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if (this.currentGameState.time < this.currentGameState.createHammerTime) {
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console.log("aaaaaa", this.currentGameState.time, this.currentGameState.createHammerTime);
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this.currentGameState.createHammerTime = this.currentGameState.time - Constant.HAMMER_TIME;
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GobeUtil.instance.createHammer(this.currentGameState.time - Constant.HAMMER_TIME);
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}
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}
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}
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/**
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* 设置分数领先的玩家
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*/
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private _checkPlayerScoreLead () {
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let maxScoreIdx = -1;
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let maxScore: number = 0;
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for (let idx in this.currentGameState.players) {
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let player: Player = this.currentGameState.players[idx];
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if (player.channel) {
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if (maxScore < player.score) {
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maxScore = player.score;
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}
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}
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}
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//初始分数都为零则不设置谁领先
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if (maxScore === 0) {
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return;
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}
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//筛选出分数相同的玩家
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let arrMaxScorePlayer = this.currentGameState.players.filter((player: Player)=>{
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return player.score === maxScore;
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})
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// 玩家分数得超越另一位才能标记分数领先
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for (let index = 0; index < arrMaxScorePlayer.length; index++) {
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const player = arrMaxScorePlayer[index];
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if (player.isScoreLead) {
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maxScoreIdx = player.id;
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break;
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}
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}
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if (maxScoreIdx === -1) {
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maxScoreIdx = arrMaxScorePlayer[0].id;
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}
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this.currentGameState.players.forEach((player: Player)=>{
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player.isScoreLead = player.id === maxScoreIdx;
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})
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}
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private _frameIndex:number = 0;
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private _isAiHit:boolean = false;
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/**
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* 处理玩家操作
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* @param frame 帧数据
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*/
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private _handleAction(callback:Function = null) {
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if(this._frameIndex > GobeUtil.instance.currFrame){
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return;
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}
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var frames : FrameInfo[] = [];
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if(GobeUtil.instance.recvMap.has(this._frameIndex)){
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frames = GobeUtil.instance.recvMap.get(this._frameIndex);
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this._frameIndex ++;
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}
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else{
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this._frameIndex ++;
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}
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for(var index:number = 0; index < frames.length; index ++){
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let playerId: string = frames[index].playerId;
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let players: Array<Player> = this.currentGameState.players;
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let result = players.filter((value: Player) => {
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return value.channel && value.channel.openId === playerId;
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});
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if (!result.length) return;
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var msg:string = frames[index].data[0];
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let data: {A: number, V: number, I: string, X: number, Z: number, AI: number, Y:number, MX:number, MY:number, T:number} = JSON.parse(msg);
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switch(data.A) {
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case Constant.ACTION.RUN:
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this.scriptDisplayManager.updateRun(playerId, this.currentGameState);
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break;
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case Constant.ACTION.IDLE:
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this.scriptDisplayManager.updateIdle(playerId, this.currentGameState);
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break;
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case Constant.ACTION.MOVE:
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if(data.AI == 1){
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players[Constant.AI_PLAYER].position = new Vec3(data.X, 0, data.Z);
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players[Constant.AI_PLAYER].eulerAngles = new Vec3(0, data.V, 0);
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this.playerLogic.move(Constant.AI_PLAYER, data.X, data.Z, data.V);
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}else{
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result[0].position = new Vec3(data.X, 0, data.Z);
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result[0].eulerAngles = new Vec3(0, data.V, 0);
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result[0].moveX = data.MX;
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result[0].moveY = data.MY;
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this.playerLogic.move(result[0].id, data.X, data.Z, data.V);
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}
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break;
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case Constant.ACTION.STOP_MOVE:
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this.playerLogic.stopMove(result[0], 0, 0, 0);
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break;
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case Constant.ACTION.HEART_BEAT:
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result[0].channel.delayTime = data.V as number;
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break;
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case Constant.ACTION.HIT:
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if(data.AI == 1){
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this._isAiHit = true;
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players[Constant.AI_PLAYER].attackPropType = PropType.HAMMER;
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players[Constant.AI_PLAYER].eulerAngles = new Vec3(0, data.V, 0);
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}else{
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this._isAiHit = false;
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result[0].attackPropType = PropType.HAMMER;
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result[0].eulerAngles = new Vec3(0, data.V, 0);
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}
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break;
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case Constant.ACTION.IS_ATTACK_ED:
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if(this._isAiHit){
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result[0].attackPropType = PropType.HAMMER_ED;
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var coinCount:number = 0;
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if(result[0].score > 10){
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coinCount = 10;
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result[0].score -= 10;
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}
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else{
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coinCount = result[0].score;
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result[0].score = 0;
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}
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this.propLogic.createCoinByHammer(coinCount, result[0].position);
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}else{
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players.filter((valueOther: Player) => {
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if(valueOther.channel && valueOther.channel.openId != playerId){
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valueOther.attackPropType = PropType.HAMMER_ED;
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var coinCount:number = 0;
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if(valueOther.score > 10){
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coinCount = 10;
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valueOther.score -= 10;
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}
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else{
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coinCount = valueOther.score;
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valueOther.score = 0;
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}
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if(valueOther.channel.openId != GobeUtil.instance.ownPlayerId){
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this.propLogic.createCoinByHammer(coinCount, valueOther.position);
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}
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}
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});
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}
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break;
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case Constant.ACTION.HAMMER:
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var bool = this.propLogic.removePropId(data.V);
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if(bool){
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if(data.AI == 1){
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players[Constant.AI_PLAYER].hammerCount = 1;
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}else{
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result[0].hammerCount = 1;
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}
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}
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break;
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case Constant.ACTION.ICON:
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var bool = this.propLogic.removePropId(data.V);
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// if(bool){
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if(data.AI == 1){
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players[Constant.AI_PLAYER].score++;
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}else{
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result[0].score++;
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}
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// }
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break;
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case Constant.ACTION.CREATE_HAMMER:
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console.log("aaaaa", data);
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ClientEvent.dispatchEvent(Constant.EVENT_NAME.CREATE_HAMMER, [data.X, data.Y, data.Z]);
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GobeUtil.instance.hammerIndex = data.V + 1;
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this.currentGameState.createHammerTime = data.T;
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break;
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case Constant.ACTION.CREATE_ICON:
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var info = JSON.parse(data.I);
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ClientEvent.dispatchEvent(Constant.EVENT_NAME.CREATE_COIN, info["coin_pos"]);
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break;
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}
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}
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if(callback){
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callback();
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}
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this._handleAction(callback);
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}
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}
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/**
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* [1] Class member could be defined like this.
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* [2] Use `property` decorator if your want the member to be serializable.
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* [3] Your initialization goes here.
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* [4] Your update function goes here.
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*
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* Learn more about scripting: https://docs.cocos.com/creator/3.3/manual/zh/scripting/
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* Learn more about CCClass: https://docs.cocos.com/creator/3.3/manual/zh/scripting/ccclass.html
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* Learn more about life-cycle callbacks: https://docs.cocos.com/creator/3.3/manual/zh/scripting/life-cycle-callbacks.html
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*/
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