utils.js 14 KB

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  1. window.utils = {
  2. //04月25日,单位改为万公里了
  3. StarDistnaces: [
  4. //"月球",
  5. 15210,
  6. //"火星",
  7. 22794,
  8. //"木星",
  9. 77833,
  10. //"土星",
  11. 142700,
  12. //"天王星",
  13. 287099,
  14. //"海王星",
  15. 450400,
  16. //"黑洞"
  17. 591352,
  18. //"飞出太阳系"
  19. 600000,
  20. //飞出银河系
  21. 24598080000000],
  22. //判断是手机
  23. isMobile: function (callback) {
  24. if (cc.sys.platform == cc.sys.MOBILE_BROWSER) {
  25. if (callback != null) {
  26. callback();
  27. }
  28. }
  29. },
  30. //获得一个 ?aa=aa.jpg 后缀的网络图片地址
  31. getNewHttpImage(avatarUrl){
  32. var str = "?aa=aa.jpg";
  33. var temp = avatarUrl;
  34. if (avatarUrl.indexOf(str) == -1) {
  35. temp +=str
  36. return temp
  37. }
  38. return avatarUrl;
  39. },
  40. //判断是手机
  41. isWeb: function (callback) {
  42. if (cc.sys.platform == cc.sys.DESKTOP_BROWSER) {
  43. if (callback != null) {
  44. callback();
  45. }
  46. }
  47. },
  48. //加载网络图片
  49. loadHttpSpriteFrame: function (avatarUrl, sprite) {
  50. cc.loader.load(this.getNewHttpImage(avatarUrl), function (err, texture) {
  51. if (sprite.node!=null) {
  52. sprite.spriteFrame = new cc.SpriteFrame(texture);
  53. }
  54. });
  55. },
  56. //跳转到某个场景名字
  57. toLoadScene: function (SceneName, callback) {
  58. cc.director.loadScene(SceneName, callback);
  59. },
  60. //准备去某个场景
  61. redytoLoadScene: function (SceneName) {
  62. cc.director.preloadScene(SceneName);
  63. },
  64. //加载 resources 文件夹下面的 图片
  65. loadResSpriteFrame: function (src, callback) {
  66. cc.loader.loadRes(src, cc.SpriteFrame, function (err, texture) {
  67. if (callback != null) {
  68. callback(texture);
  69. }
  70. }.bind(this));
  71. },
  72. dragonBonesPlay: function (node, name, playTimes) {
  73. let armature = node.getComponent(dragonBones.ArmatureDisplay);
  74. armature.playAnimation(name, playTimes);
  75. },
  76. dragonBonesGet: function (node) {
  77. let armature = node.getComponent(dragonBones.ArmatureDisplay);
  78. // console.log("是啥",armature.getAnimationNames(armature.armatureName));
  79. return armature.getAnimationNames(armature.armatureName)
  80. },
  81. getShareData: function (callback) {
  82. // let data = {
  83. // der: der,
  84. // pianyi: pianyi,
  85. // power: power,
  86. // ballSpeed: ballSpeed,
  87. // kitTime: kitTime,
  88. // ATime: ATime
  89. // }
  90. //击打三拳的数据
  91. let everypowerdata = UserInfo.PlayerGameData.everypowerdata;
  92. // let everypowerdata = Statistics.player1;
  93. //打击的力量
  94. // 力量
  95. let everypowers = [];
  96. // 准确度
  97. let types = [];
  98. // 拳速
  99. let speend = [];
  100. let missTimes = [];
  101. let hitTimes = [];
  102. for (var i = 0; i < everypowerdata.length; i++) {
  103. let tempdata = everypowerdata[i];
  104. //拳速
  105. speend.push(tempdata.ballSpeed);
  106. everypowers.push(tempdata.power);
  107. // console.log("流量值type", tempdata.type);
  108. types.push(tempdata.pianyi);
  109. // if (!tempdata.isOK) {
  110. // missTimes.push(tempdata.type);
  111. // } else {
  112. // hitTimes.push(tempdata.type);
  113. // }
  114. }
  115. // 流浪值
  116. let power = parseInt(UserInfo.PlayerGameData.power);
  117. let types_average = 0;
  118. for (var i = 0; i < types.length; i++) {
  119. types_average += types[i];
  120. }
  121. console.log("准确率", (types_average / types.length));
  122. console.log("流量值", power);
  123. //最大连击
  124. let maxCombo = Statistics.player1.continuitymax;
  125. // for (var i = 0; i < types.length; i++) {
  126. // if (i == 0) {
  127. // maxCombo++;
  128. // } else {
  129. // if (types[i - 1] == 1 && types[i] == 1) {
  130. // maxCombo++;
  131. // } else {
  132. // maxCombo = 0;
  133. // }
  134. // }
  135. // }
  136. console.log("现在最高练级11111" + maxCombo);
  137. let speend_average = 0;
  138. for (var i = 0; i < speend.length; i++) {
  139. speend_average += speend[i];
  140. }
  141. let speends = isNaN(Math.round(speend_average / speend.length))?0:Math.round(speend_average / speend.length)
  142. console.log("判断 平均速度" , speends);
  143. //最大拳速
  144. let speend_max = 0;
  145. let temp_speend = 0;
  146. for (var i = 0; i < speend.length; i++) {
  147. if (speend[i] > temp_speend) {
  148. temp_speend = speend[i];
  149. }
  150. }
  151. speend_max = temp_speend;
  152. let powers_max = 0;
  153. let temp_powers = 0;
  154. for (var i = 0; i < everypowers.length; i++) {
  155. if (everypowers[i] > temp_powers) {
  156. temp_powers = everypowers[i];
  157. }
  158. }
  159. powers_max = temp_powers;
  160. console.log("速度", (speend_average / speend.length));
  161. let everypowers_average = 0;
  162. for (var i = 0; i < everypowers.length; i++) {
  163. everypowers_average += everypowers[i];
  164. }
  165. console.log("力量", (everypowers_average / everypowers.length));
  166. let calorie = isNaN(Math.round(everypowers_average / everypowers.length))?0:Math.round(everypowers_average / everypowers.length)
  167. var distance = this.SetDistance(UserInfo.PlayerGameData.currtag, power);
  168. let types_averages = isNaN(parseInt((types_average / types.length)))?0:parseInt((types_average / types.length))
  169. console.log("判断 命中率" , types_averages);
  170. let callbackdata = {
  171. //平均速度
  172. speend_average: Math.round(speend_average / speend.length),
  173. //平均力量
  174. everypowers_average: calorie,
  175. //准确率
  176. types_average: types_averages,
  177. //流浪值
  178. power: power,
  179. //给app 的 数据
  180. setResult: {
  181. //总打击拳数
  182. times: everypowerdata.length,
  183. // miss拳数
  184. missTimes: missTimes.length,
  185. // 命中率
  186. hitRate: types_averages,
  187. // 命中拳数
  188. hitTimes: hitTimes.length,
  189. // 游戏总时长
  190. duration: (new Date().getTime() - GameData.gameStartTime),
  191. // 游戏开始时间
  192. requestTime: GameData.gameStartTime,
  193. // 分数
  194. score: power,
  195. // 最大力量
  196. maxPower: powers_max,
  197. // 是否赢得游戏
  198. winGame: 1,
  199. // 最大球速
  200. maxSpeed: speend_max,
  201. // 平均球速
  202. avgSpeed: speends,
  203. // 最大连击
  204. maxCombo: maxCombo,
  205. // 光年距离(先是死的)
  206. alternative: distance,
  207. // 扩展数据(不要给)
  208. // extraJson : ""
  209. // 卡路里 4.24添加
  210. calorie: calorie * 6,
  211. // int rankingType, 字段排名 0-score排名 1-alternative排名
  212. // int type 排名类型 1-好友 2-全国
  213. //便捷接口
  214. rankingType : 0,
  215. type : 2,
  216. }
  217. }
  218. if (callback != null) {
  219. callback(callbackdata);
  220. }
  221. },
  222. SetDistance: function (currtag, power) {
  223. var distance = 0;
  224. var distanceUnit = "万公里";
  225. var a = 0;
  226. //普通星球
  227. if (currtag >= 0 && currtag <= 6) {
  228. distance = this.StarDistnaces[currtag];
  229. }
  230. //太阳系
  231. else if (currtag == 99) {
  232. distance = this.StarDistnaces[7];
  233. }
  234. //银河系
  235. else if (currtag == 100) {
  236. distance = this.StarDistnaces[8];
  237. }
  238. a = power / 10000;
  239. a = Math.floor(a * 100) / 100;//保留两位小数点
  240. distance = distance + a;
  241. return distance;
  242. },
  243. }
  244. window.qiu = {}
  245. //以下为js缓动函数
  246. window.Tween = {
  247. Linear: function (t, b, c, d) {
  248. return c * t / d + b;
  249. },
  250. Quad: {
  251. easeIn: function (t, b, c, d) {
  252. return c * (t /= d) * t + b;
  253. },
  254. easeOut: function (t, b, c, d) {
  255. return -c * (t /= d) * (t - 2) + b;
  256. },
  257. easeInOut: function (t, b, c, d) {
  258. if ((t /= d / 2) < 1) return c / 2 * t * t + b;
  259. return -c / 2 * ((--t) * (t - 2) - 1) + b;
  260. }
  261. },
  262. Cubic: {
  263. easeIn: function (t, b, c, d) {
  264. return c * (t /= d) * t * t + b;
  265. },
  266. easeOut: function (t, b, c, d) {
  267. return c * ((t = t / d - 1) * t * t + 1) + b;
  268. },
  269. easeInOut: function (t, b, c, d) {
  270. if ((t /= d / 2) < 1) return c / 2 * t * t * t + b;
  271. return c / 2 * ((t -= 2) * t * t + 2) + b;
  272. }
  273. },
  274. Quart: {
  275. easeIn: function (t, b, c, d) {
  276. return c * (t /= d) * t * t * t + b;
  277. },
  278. easeOut: function (t, b, c, d) {
  279. return -c * ((t = t / d - 1) * t * t * t - 1) + b;
  280. },
  281. easeInOut: function (t, b, c, d) {
  282. if ((t /= d / 2) < 1) return c / 2 * t * t * t * t + b;
  283. return -c / 2 * ((t -= 2) * t * t * t - 2) + b;
  284. }
  285. },
  286. Quint: {
  287. easeIn: function (t, b, c, d) {
  288. return c * (t /= d) * t * t * t * t + b;
  289. },
  290. easeOut: function (t, b, c, d) {
  291. return c * ((t = t / d - 1) * t * t * t * t + 1) + b;
  292. },
  293. easeInOut: function (t, b, c, d) {
  294. if ((t /= d / 2) < 1) return c / 2 * t * t * t * t * t + b;
  295. return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;
  296. }
  297. },
  298. Sine: {
  299. easeIn: function (t, b, c, d) {
  300. return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;
  301. },
  302. easeOut: function (t, b, c, d) {
  303. return c * Math.sin(t / d * (Math.PI / 2)) + b;
  304. },
  305. easeInOut: function (t, b, c, d) {
  306. return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b;
  307. }
  308. },
  309. Expo: {
  310. easeIn: function (t, b, c, d) {
  311. return (t == 0) ? b : c * Math.pow(2, 10 * (t / d - 1)) + b;
  312. },
  313. easeOut: function (t, b, c, d) {
  314. return (t == d) ? b + c : c * (-Math.pow(2, -10 * t / d) + 1) + b;
  315. },
  316. easeInOut: function (t, b, c, d) {
  317. if (t == 0) return b;
  318. if (t == d) return b + c;
  319. if ((t /= d / 2) < 1) return c / 2 * Math.pow(2, 10 * (t - 1)) + b;
  320. return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b;
  321. }
  322. },
  323. Circ: {
  324. easeIn: function (t, b, c, d) {
  325. return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b;
  326. },
  327. easeOut: function (t, b, c, d) {
  328. return c * Math.sqrt(1 - (t = t / d - 1) * t) + b;
  329. },
  330. easeInOut: function (t, b, c, d) {
  331. if ((t /= d / 2) < 1) return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b;
  332. return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b;
  333. }
  334. },
  335. Elastic: {
  336. easeIn: function (t, b, c, d, a, p) {
  337. if (t == 0) return b;
  338. if ((t /= d) == 1) return b + c;
  339. if (!p) p = d * .3;
  340. if (!a || a < Math.abs(c)) {
  341. a = c;
  342. var s = p / 4;
  343. } else var s = p / (2 * Math.PI) * Math.asin(c / a);
  344. return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;
  345. },
  346. easeOut: function (t, b, c, d, a, p) {
  347. if (t == 0) return b;
  348. if ((t /= d) == 1) return b + c;
  349. if (!p) p = d * .3;
  350. if (!a || a < Math.abs(c)) {
  351. a = c;
  352. var s = p / 4;
  353. } else var s = p / (2 * Math.PI) * Math.asin(c / a);
  354. return (a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b);
  355. },
  356. easeInOut: function (t, b, c, d, a, p) {
  357. if (t == 0) return b;
  358. if ((t /= d / 2) == 2) return b + c;
  359. if (!p) p = d * (.3 * 1.5);
  360. if (!a || a < Math.abs(c)) {
  361. a = c;
  362. var s = p / 4;
  363. } else var s = p / (2 * Math.PI) * Math.asin(c / a);
  364. if (t < 1) return -.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;
  365. return a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p) * .5 + c + b;
  366. }
  367. },
  368. Back: {
  369. easeIn: function (t, b, c, d, s) {
  370. if (s == undefined) s = 1.70158;
  371. return c * (t /= d) * t * ((s + 1) * t - s) + b;
  372. },
  373. easeOut: function (t, b, c, d, s) {
  374. if (s == undefined) s = 1.70158;
  375. return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b;
  376. },
  377. easeInOut: function (t, b, c, d, s) {
  378. if (s == undefined) s = 1.70158;
  379. if ((t /= d / 2) < 1) return c / 2 * (t * t * (((s *= (1.525)) + 1) * t - s)) + b;
  380. return c / 2 * ((t -= 2) * t * (((s *= (1.525)) + 1) * t + s) + 2) + b;
  381. }
  382. },
  383. Bounce: {
  384. easeIn: function (t, b, c, d) {
  385. return c - Tween.Bounce.easeOut(d - t, 0, c, d) + b;
  386. },
  387. easeOut: function (t, b, c, d) {
  388. if ((t /= d) < (1 / 2.75)) {
  389. return c * (7.5625 * t * t) + b;
  390. } else if (t < (2 / 2.75)) {
  391. return c * (7.5625 * (t -= (1.5 / 2.75)) * t + .75) + b;
  392. } else if (t < (2.5 / 2.75)) {
  393. return c * (7.5625 * (t -= (2.25 / 2.75)) * t + .9375) + b;
  394. } else {
  395. return c * (7.5625 * (t -= (2.625 / 2.75)) * t + .984375) + b;
  396. }
  397. },
  398. easeInOut: function (t, b, c, d) {
  399. if (t < d / 2) return Tween.Bounce.easeIn(t * 2, 0, c, d) * .5 + b;
  400. else return Tween.Bounce.easeOut(t * 2 - d, 0, c, d) * .5 + c * .5 + b;
  401. }
  402. }
  403. }