Files
sudoku/src/views/TopBar.ts

150 lines
5.0 KiB
TypeScript

import { config } from "../constants/config"
import { StorageManager } from "../models/StorageManager"
import { UIManager } from "../models/UIManager"
import { CommonData } from "./common/CommonData"
import { G_ShowCommonTips } from "./CommonTips"
const { regClass, property } = Laya
@regClass()
export class TopBar extends Laya.Script {
declare owner: Laya.Box
@property(Laya.Box)
public btn_classic: Laya.Box
@property(Laya.Sprite)
public sprite_classic: Laya.Sprite
@property(Laya.Label)
public label_classic: Laya.Label
@property(Laya.Box)
public btn_dc: Laya.Box
@property(Laya.Sprite)
public sprite_dc: Laya.Sprite
@property(Laya.Label)
public label_dc: Laya.Label
private isClassic: boolean = true
@property(Laya.Label)
public obj_label: Laya.Label
@property(Laya.Box)
public obj_items: Laya.Box
private items: Map<string, Laya.Label> = new Map()
onStart(): void {
// 如果是第一次以横屏启动游戏需要创建经典关卡
let difficulty = Laya.LocalStorage.getItem("difficulty")// 读取用户上次选择的难度
if (!difficulty || difficulty.length <= 0) {
difficulty = config.DIFFICULTY_TYPE.Easy
Laya.LocalStorage.setItem("difficulty", difficulty)
}
const doStage = StorageManager.getInstance().getStage(config.DEFAULT_STAGE_ID)
if (!doStage) {
StorageManager.getInstance().newStage(config.DEFAULT_STAGE_ID, config.STAGE_TYPE.MAIN, difficulty, difficulty)
} else {
const user = StorageManager.getInstance().getUser()
if (user.get_done(config.DEFAULT_STAGE_ID) >= 1) {
console.log("当前主线关卡完成")
user.update_progress(doStage.get_difficulty(), doStage.get_stageIndex() + 1)// 主线关卡更新难度进度
StorageManager.getInstance().newStage(config.DEFAULT_STAGE_ID, config.STAGE_TYPE.MAIN, difficulty, difficulty)
} else if (doStage.get_mistake() >= config.MISTAKE_MAX) { // 上次失败了则重新开始
StorageManager.getInstance().newStage(config.DEFAULT_STAGE_ID, config.STAGE_TYPE.MAIN, difficulty, difficulty)
}
}
this.btn_classic.on(Laya.Event.CLICK, this, () => {
if (this.isClassic === false) {
this.onClickTab(true)
}
})
this.btn_dc.on(Laya.Event.CLICK, this, () => {
if (this.isClassic) {
this.onClickTab(false)
}
})
this.onClickTab(this.isClassic)
const showToggle = Laya.LocalStorage.getItem("showToggle")
if (!showToggle || showToggle.length <= 0) {
Laya.LocalStorage.setItem("showToggle", "true")
}
for (let i = 0; i < this.obj_items.numChildren; i++) {
const obj = this.obj_items.getChildAt(i)
const value = config.DIFFICULTY_LIST[i]
const label = obj.getChildByName("Label") as Laya.Label
label.text = value
this.items.set(value, label)
const common = obj.getComponent(CommonData)
common.strValue = value
obj.on(Laya.Event.CLICK, this, (evt: Laya.Event) => {
const common = evt.target.getComponent(CommonData)
const difficulty = Laya.LocalStorage.getItem("difficulty")
if (common.strValue !== difficulty) {
if (Laya.LocalStorage.getItem("showToggle") === "true") {
const title = "Start New Game"
const content = "Current game progress will be lost"
G_ShowCommonTips(title, content, true, (ok: boolean, toggleValue: boolean) => {
if (ok) {
if (toggleValue) {
Laya.LocalStorage.setItem("showToggle", "false")
}
this.onClickDifficulty(common.strValue)
}
})
} else {
this.onClickDifficulty(common.strValue)
}
}
})
}
this.updateDifficulty(difficulty)
}
onClickTab(isClassic: boolean): void {
this.isClassic = isClassic
if (isClassic) {
UIManager.getInstance().closeTrophyUI()
UIManager.getInstance().closeDCUI()
UIManager.getInstance().loadStageUI(config.DEFAULT_STAGE_ID)
} else {
UIManager.getInstance().closeStageUI()
UIManager.getInstance().loadDCUI()
}
this.updateLeftTab()
}
updateLeftTab(): void {
this.sprite_classic.alpha = this.isClassic ? 1 : 0.1
this.label_classic.color = this.isClassic ? "#ffffff" : "#0e2a53"
this.sprite_dc.alpha = this.isClassic ? 0.1 : 1
this.label_dc.color = this.isClassic ? "#0e2a53" : "#ffffff"
this.obj_label.visible = this.isClassic
this.obj_items.visible = this.isClassic
}
onClickDifficulty(difficulty: string): void {
Laya.LocalStorage.setItem("difficulty", difficulty)// 记录横屏模式用户选择的难度
StorageManager.getInstance().newStage(config.DEFAULT_STAGE_ID, config.STAGE_TYPE.MAIN, difficulty, difficulty)
UIManager.getInstance().loadStageUI(config.DEFAULT_STAGE_ID)
this.updateDifficulty(difficulty)
}
updateDifficulty(difficulty: string): void {
this.items.forEach((label: Laya.Label) => {
label.color = "#0e2a53"
})
const label = this.items.get(difficulty)
label.color = "#1d5cdc"
}
}