window.utils = { //04月25日,单位改为万公里了 StarDistnaces: [ //"月球", 15210, //"火星", 22794, //"木星", 77833, //"土星", 142700, //"天王星", 287099, //"海王星", 450400, //"黑洞" 591352, //"飞出太阳系" 600000, //飞出银河系 24598080000000], //判断是手机 isMobile: function (callback) { if (cc.sys.platform == cc.sys.MOBILE_BROWSER) { if (callback != null) { callback(); } } }, //判断是手机 isWeb: function (callback) { if (cc.sys.platform == cc.sys.DESKTOP_BROWSER) { if (callback != null) { callback(); } } }, //加载网络图片 loadHttpSpriteFrame: function (avatarUrl, sprite) { cc.loader.load({ url: avatarUrl, type: 'png' }, (err, texture) => { if (err) console.error(err); sprite.spriteFrame = new cc.SpriteFrame(texture); }); }, //跳转到某个场景名字 toLoadScene: function (SceneName, callback) { cc.director.loadScene(SceneName, callback); }, //准备去某个场景 redytoLoadScene: function (SceneName) { cc.director.preloadScene(SceneName); }, //加载 resources 文件夹下面的 图片 loadResSpriteFrame: function (src, callback) { cc.loader.loadRes(src, cc.SpriteFrame, function (err, texture) { if (callback != null) { callback(texture); } }.bind(this)); }, dragonBonesPlay: function (node, name, playTimes) { let armature = node.getComponent(dragonBones.ArmatureDisplay); armature.playAnimation(name, playTimes); }, dragonBonesGet: function (node) { let armature = node.getComponent(dragonBones.ArmatureDisplay); // console.log("是啥",armature.getAnimationNames(armature.armatureName)); return armature.getAnimationNames(armature.armatureName) }, getShareData: function (callback) { //击打三拳的数据 let everypowerdata = UserInfo.PlayerGameData.everypowerdata; //打击的力量 // 力量 let everypowers = []; // 准确度 let types = []; // 拳速 let speend = []; let missTimes = []; let hitTimes = []; for (var i = 0; i < everypowerdata.length; i++) { let tempdata = everypowerdata[i]; //拳速 speend.push(tempdata.datastrike.ballSpeed); everypowers.push(tempdata.everypower); console.log("流量值type", tempdata.type); types.push(tempdata.type); if (tempdata.type == 0) { missTimes.push(tempdata.type); } else { hitTimes.push(tempdata.type); } } // 流浪值 let power = parseInt(UserInfo.PlayerGameData.power); let types_average = 0; for (var i = 0; i < types.length; i++) { types_average += types[i]; } console.log("准确率", (types_average / types.length)); console.log("流量值", power); //最大连击 let maxCombo = 0; for (var i = 0; i < types.length; i++) { if (i == 0) { maxCombo++; } else { if (types[i - 1] == 1 && types[i] == 1) { maxCombo++; } else { maxCombo = 0; } } } let speend_average = 0; for (var i = 0; i < speend.length; i++) { speend_average += speend[i]; } //最大拳速 let speend_max = 0; let temp_speend = 0; for (var i = 0; i < speend.length; i++) { if (speend[i] > temp_speend) { temp_speend = speend[i]; } } speend_max = temp_speend; let powers_max = 0; let temp_powers = 0; for (var i = 0; i < everypowers.length; i++) { if (everypowers[i] > temp_powers) { temp_powers = everypowers[i]; } } powers_max = temp_powers; console.log("速度", (speend_average / speend.length)); let everypowers_average = 0; for (var i = 0; i < everypowers.length; i++) { everypowers_average += everypowers[i]; } console.log("力量", (everypowers_average / everypowers.length)); var distance = this.SetDistance(UserInfo.PlayerGameData.currtag, power); let callbackdata = { //平均速度 speend_average: Math.round(speend_average / speend.length), //平均力量 everypowers_average: Math.round(everypowers_average / everypowers.length), //准确率 types_average: parseInt((types_average / types.length)), //流浪值 power: power, //给app 的 数据 setResult: { //总打击拳数 times: everypowerdata.length, // miss拳数 missTimes: missTimes.length, // 命中率 hitRate: parseInt((types_average / types.length)), // 命中拳数 hitTimes: hitTimes.length, // 游戏总时长 duration: (new Date().getTime() - GameData.gameStartTime), // 游戏开始时间 requestTime: GameData.gameStartTime, // 分数 score: power, // 最大力量 maxPower: powers_max, // 是否赢得游戏 winGame: 1, // 最大球速 maxSpeed: speend_max, // 平均球速 avgSpeed: Math.round(speend_average / speend.length), // 最大连击 maxCombo: maxCombo, // 光年距离(先是死的) alternative: distance, // 扩展数据(不要给) // extraJson : "" // 卡路里 4.24添加 calorie: Math.round(everypowers_average / everypowers.length) * 6, // int rankingType, 字段排名 0-score排名 1-alternative排名 // int type 排名类型 1-好友 2-全国 //便捷接口 rankingType : 0, type : 2, } } if (callback != null) { callback(callbackdata); } }, SetDistance: function (currtag, power) { var distance = 0; var distanceUnit = "万公里"; var a = 0; //普通星球 if (currtag >= 0 && currtag <= 6) { distance = this.StarDistnaces[currtag]; } //太阳系 else if (currtag == 99) { distance = this.StarDistnaces[7]; } //银河系 else if (currtag == 100) { distance = this.StarDistnaces[8]; } a = power / 10000; a = Math.floor(a * 100) / 100;//保留两位小数点 distance = distance + a; return distance; }, } window.qiu = {} //以下为js缓动函数 window.Tween = { Linear: function (t, b, c, d) { return c * t / d + b; }, Quad: { easeIn: function (t, b, c, d) { return c * (t /= d) * t + b; }, easeOut: function (t, b, c, d) { return -c * (t /= d) * (t - 2) + b; }, easeInOut: function (t, b, c, d) { if ((t /= d / 2) < 1) return c / 2 * t * t + b; return -c / 2 * ((--t) * (t - 2) - 1) + b; } }, Cubic: { easeIn: function (t, b, c, d) { return c * (t /= d) * t * t + b; }, easeOut: function (t, b, c, d) { return c * ((t = t / d - 1) * t * t + 1) + b; }, easeInOut: function (t, b, c, d) { if ((t /= d / 2) < 1) return c / 2 * t * t * t + b; return c / 2 * ((t -= 2) * t * t + 2) + b; } }, Quart: { easeIn: function (t, b, c, d) { return c * (t /= d) * t * t * t + b; }, easeOut: function (t, b, c, d) { return -c * ((t = t / d - 1) * t * t * t - 1) + b; }, easeInOut: function (t, b, c, d) { if ((t /= d / 2) < 1) return c / 2 * t * t * t * t + b; return -c / 2 * ((t -= 2) * t * t * t - 2) + b; } }, Quint: { easeIn: function (t, b, c, d) { return c * (t /= d) * t * t * t * t + b; }, easeOut: function (t, b, c, d) { return c * ((t = t / d - 1) * t * t * t * t + 1) + b; }, easeInOut: function (t, b, c, d) { if ((t /= d / 2) < 1) return c / 2 * t * t * t * t * t + b; return c / 2 * ((t -= 2) * t * t * t * t + 2) + b; } }, Sine: { easeIn: function (t, b, c, d) { return -c * Math.cos(t / d * (Math.PI / 2)) + c + b; }, easeOut: function (t, b, c, d) { return c * Math.sin(t / d * (Math.PI / 2)) + b; }, easeInOut: function (t, b, c, d) { return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b; } }, Expo: { easeIn: function (t, b, c, d) { return (t == 0) ? b : c * Math.pow(2, 10 * (t / d - 1)) + b; }, easeOut: function (t, b, c, d) { return (t == d) ? b + c : c * (-Math.pow(2, -10 * t / d) + 1) + b; }, easeInOut: function (t, b, c, d) { if (t == 0) return b; if (t == d) return b + c; if ((t /= d / 2) < 1) return c / 2 * Math.pow(2, 10 * (t - 1)) + b; return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b; } }, Circ: { easeIn: function (t, b, c, d) { return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b; }, easeOut: function (t, b, c, d) { return c * Math.sqrt(1 - (t = t / d - 1) * t) + b; }, easeInOut: function (t, b, c, d) { if ((t /= d / 2) < 1) return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b; return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b; } }, Elastic: { easeIn: function (t, b, c, d, a, p) { if (t == 0) return b; if ((t /= d) == 1) return b + c; if (!p) p = d * .3; if (!a || a < Math.abs(c)) { a = c; var s = p / 4; } else var s = p / (2 * Math.PI) * Math.asin(c / a); return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b; }, easeOut: function (t, b, c, d, a, p) { if (t == 0) return b; if ((t /= d) == 1) return b + c; if (!p) p = d * .3; if (!a || a < Math.abs(c)) { a = c; var s = p / 4; } else var s = p / (2 * Math.PI) * Math.asin(c / a); return (a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b); }, easeInOut: function (t, b, c, d, a, p) { if (t == 0) return b; if ((t /= d / 2) == 2) return b + c; if (!p) p = d * (.3 * 1.5); if (!a || a < Math.abs(c)) { a = c; var s = p / 4; } else var s = p / (2 * Math.PI) * Math.asin(c / a); if (t < 1) return -.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b; return a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p) * .5 + c + b; } }, Back: { easeIn: function (t, b, c, d, s) { if (s == undefined) s = 1.70158; return c * (t /= d) * t * ((s + 1) * t - s) + b; }, easeOut: function (t, b, c, d, s) { if (s == undefined) s = 1.70158; return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b; }, easeInOut: function (t, b, c, d, s) { if (s == undefined) s = 1.70158; if ((t /= d / 2) < 1) return c / 2 * (t * t * (((s *= (1.525)) + 1) * t - s)) + b; return c / 2 * ((t -= 2) * t * (((s *= (1.525)) + 1) * t + s) + 2) + b; } }, Bounce: { easeIn: function (t, b, c, d) { return c - Tween.Bounce.easeOut(d - t, 0, c, d) + b; }, easeOut: function (t, b, c, d) { if ((t /= d) < (1 / 2.75)) { return c * (7.5625 * t * t) + b; } else if (t < (2 / 2.75)) { return c * (7.5625 * (t -= (1.5 / 2.75)) * t + .75) + b; } else if (t < (2.5 / 2.75)) { return c * (7.5625 * (t -= (2.25 / 2.75)) * t + .9375) + b; } else { return c * (7.5625 * (t -= (2.625 / 2.75)) * t + .984375) + b; } }, easeInOut: function (t, b, c, d) { if (t < d / 2) return Tween.Bounce.easeIn(t * 2, 0, c, d) * .5 + b; else return Tween.Bounce.easeOut(t * 2 - d, 0, c, d) * .5 + c * .5 + b; } } }