NetworkSocket.js 25 KB

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  1. const GameStatesStatic = require('GameStates');
  2. cc.Class({
  3. extends: cc.Component,
  4. properties: {
  5. NodeTouchScript:null,
  6. Rivel:null,
  7. javelin_prefab:{//标枪计距带起点
  8. default:null,
  9. type:cc.Prefab
  10. },
  11. },
  12. onLoad: function() {
  13. this.GameStates = cc.find("Canvas").getComponent("GameStates");
  14. cc.game.setFrameRate(60);
  15. var TouchLayout = cc.find("TouchLayout");
  16. this.NodeTouchScript = TouchLayout.getComponent("NodeTouch");
  17. this.Rivel = cc.find("Rivel");
  18. qqNetwork.regMsgCallback(this.onMessage.bind(this));
  19. qqNetwork.enableDebug();
  20. // this.connect();
  21. },
  22. connect: function() {
  23. // var ipStr = '127.0.0.1';
  24. var ipStr = '118.190.113.33';
  25. // var ipStr = '139.129.229.113';
  26. if (ipStr.trim().length <= 0) {
  27. return;
  28. }
  29. if (qqNetwork.debugFlag) {
  30. qqNetwork.connect(ipStr.trim(),'8181');
  31. }
  32. else {
  33. qqNetwork.send(qqNetwork.game2Room.gameInit, {openFraming : 1,fpsExpect:5 });
  34. }
  35. },
  36. onMessage: function(msgName, msgData) {
  37. if (!msgData || !msgName) {
  38. return;
  39. }
  40. // 正式环境没有
  41. if (msgName === "online") {
  42. this.addLog("连接成功");
  43. cc.log("onopen------------连接成功",window.qqgame.isRobot);
  44. var self = this;
  45. this.schedule(function()
  46. {
  47. self.sendStep1Data();
  48. }, 0.01, 0);
  49. return;
  50. }
  51. // this.addLog(msgName);
  52. switch (msgName) {
  53. case qqNetwork.room2Game.offline:
  54. this.addLog("断开连接");
  55. break;
  56. case qqNetwork.room2Game.channelCreated: // 匹配成功
  57. // this.addLog("匹配成功,收到消息" + JSON.stringify(msgData));
  58. // console.log("匹配成功,收到消息" + JSON.stringify(msgData));
  59. this.setNetWorkData(msgData);
  60. // if(!qqNetwork.debugFlag) return;
  61. // console.log("onopen------------匹配成功,收到消息",window.qqgame.isRobot);
  62. // cc.log("匹配 详细信息",msgData);
  63. var GameStates = cc.find('Canvas').getComponent('GameStates');
  64. var GameMode = cc.find('Canvas').getComponent('GameMode');
  65. GameStates.bConnect = true;
  66. if (1 == msgData.playerInfos[0].seat) {
  67. GameStates.bServer = true;
  68. var testDate = new Date();
  69. console.log('Server 初始化成功'+testDate.getHours()+":"+testDate.getMinutes()+":"+testDate.getSeconds()+":"+testDate.getMilliseconds());
  70. var randomSkin = cc.find("randomSkin");
  71. randomSkin.getComponent("upDateSkin").setSkinss(GameStatesStatic.myRandomc);
  72. cc.find('Rivel').getChildByName('Player').getChildByName('PlayerCollisionLine').destroy();
  73. // cc.log('有没有 StartHUD Server', cc.find("StartHUD"));
  74. // cc.find("StartHUD").getComponent("StartHUD").startNetGame();
  75. //
  76. // cc.find("StartHUD").getComponent("StartHUD").StartToRun();
  77. this.GameStates.isRobot=window.qqgame.isRobot;
  78. console.log('GameStatesStaticisRobot',this.GameStates.isRobot);
  79. if (this.GameStates.isRobot) {
  80. var StartHUD = cc.find('StartHUD');
  81. StartHUD.getComponent('StartHUD').startNetGame();
  82. // .startNetGame();
  83. }
  84. var Hero = cc.find("Hero");
  85. var NetworkSocket = Hero.getComponent('NetworkSocket');
  86. var data = {FunctionName:'isrobot',status:"Server",isRobot:window.qqgame.isRobot};
  87. GameMode.SynchronizationFun(data);
  88. }
  89. else {
  90. var testDate = new Date();
  91. console.log('Client 初始化成功'+testDate.getHours()+":"+testDate.getMinutes()+":"+testDate.getSeconds()+":"+testDate.getMilliseconds());
  92. GameStates.bServer = false;
  93. cc.find('Rivel').getChildByName('Player').getChildByName('PlayerCollisionLine').destroy();
  94. // cc.log('有没有 StartHUD Client', cc.find("StartHUD"));
  95. // cc.find("StartHUD").getComponent("StartHUD").startNetGame();
  96. //
  97. // cc.find("StartHUD").getComponent("StartHUD").StartToRun();
  98. this.GameStates.isRobot=window.qqgame.isRobot;
  99. console.log('GameStatesStaticisRobot',this.GameStates.isRobot);
  100. if (this.GameStates.isRobot) {
  101. var StartHUD = cc.find('StartHUD');
  102. StartHUD.getComponent('StartHUD').startNetGame();
  103. // .startNetGame();
  104. }
  105. var Hero = cc.find("Hero");
  106. var NetworkSocket = Hero.getComponent('NetworkSocket');
  107. var data = {FunctionName:'isrobot',status:"Client",isRobot:window.qqgame.isRobot};
  108. GameMode.SynchronizationFun(data);
  109. }
  110. if(GameStates.bServer)
  111. {
  112. var myDate = new Date();
  113. var name = myDate.getMilliseconds();
  114. GameStates.HostName = JSON.stringify('ID:'+name);
  115. cc.log('HostName:'+GameStates.HostName );
  116. var data = {FunctionName:'HostName',OurName:GameStates.HostName};
  117. GameMode.SynchronizationFun(data);
  118. }
  119. break;
  120. case qqNetwork.room2Game.frameData:
  121. this.frameDataControl(msgData);
  122. break;
  123. case qqNetwork.room2Game.gameStart:
  124. // console.log("gameStart,收到消息" + JSON.stringify(msgData));
  125. if(cc.find('Canvas').getComponent(cc.AudioSource) != null){
  126. cc.find('Canvas').getComponent(cc.AudioSource).play();
  127. }
  128. var GameMode = cc.find('Canvas').getComponent('GameMode');
  129. var data = {FunctionName:'Frame'};
  130. GameMode.SynchronizationFun(data);
  131. // this.sendFrameData("2222");
  132. break;
  133. case qqNetwork.room2Game.gameData: // 消息同步
  134. // cc.log("onopen------------消息同步",window.qqgame.isRobot);
  135. var myData ;
  136. // if(!qqNetwork.debugFlag) return;
  137. if (msgData == "gameStart") {
  138. return;
  139. }
  140. myData = JSON.parse(msgData.str);
  141. var Hero = cc.find('Hero');
  142. var Rivel = cc.find('Rivel');
  143. var HeroControl = Hero.getComponent('HeroControl');
  144. var RivelControl = Rivel.getComponent('HeroControl');
  145. var RivelPlayerState = Rivel.getComponent('PlayerState');
  146. var GameMode = cc.find('Canvas').getComponent('GameMode');
  147. var GameStates = cc.find('Canvas').getComponent('GameStates');
  148. if('HostName' == myData.FunctionName)
  149. {
  150. GameStates.HostName = myData.OurName;
  151. console.log('HostName:'+GameStates.HostName );
  152. }
  153. if('ReadyToRun' == myData.FunctionName)
  154. {
  155. if(!GameStates.bReadyToRun)
  156. {
  157. GameStates.bReadyToRun = !GameStates.bReadyToRun;
  158. }
  159. else {
  160. var StartHUD = cc.find('StartHUD');
  161. if (StartHUD!=null) {
  162. StartHUD.getComponent('StartHUD').StartToRun();
  163. }
  164. }
  165. } else if ('StaggerAnimation' == myData.FunctionName) {
  166. RivelPlayerState.SyschroAtionArray.push(myData);
  167. GameMode.SyncPositionXRange(Rivel,myData.CurrentPositionX);
  168. }
  169. else if ('SpeedUp' == myData.FunctionName) {
  170. RivelPlayerState.SyschroAtionArray.push(myData);
  171. GameMode.SyncPositionXRange(Rivel,myData.CurrentPositionX);
  172. }
  173. else if ('SynchroHeroPositionXAndSpeed' == myData.FunctionName) {
  174. RivelPlayerState.HeroPositionX = myData.PositionX;
  175. RivelPlayerState.HeroCurrentSpeed = myData.HeroCurrentSpeed;
  176. }
  177. else if ('myRandomSetSkins' === myData.FunctionName) {
  178. // cc.log("调用了 下面的样子",myData.arr);
  179. Rivel.getChildByName("Player").getComponent("Charactor").setSkins(myData.arr[1]);
  180. Hero.getChildByName("Player").getComponent("Charactor").setSkins(myData.arr[0]);
  181. }
  182. else if('SetCurrentSpeedAndAnimation'=== myData.FunctionName)
  183. {
  184. RivelControl.SetCurrentSpeedAndAnimation(myData.Speed);
  185. }
  186. else if('addScore'==myData.FunctionName)
  187. {
  188. if(GameMode.bHasAddScore == false){
  189. if(GameStates.bServer){
  190. GameMode.addScore(Rivel);
  191. var data = { FunctionName: 'addScore',PlayerName:'Rival'};
  192. GameMode.SynchronizationFun(data);
  193. cc.log("--Rival加分啦--")
  194. }
  195. else{
  196. if(myData.PlayerName == 'Hero'){
  197. GameMode.addScore(Rivel);
  198. }
  199. if(myData.PlayerName == 'Rival'){
  200. GameMode.addScore(Hero);
  201. }
  202. }
  203. }
  204. }
  205. else if('SendMyArrivedTime' == myData.FunctionName)
  206. {
  207. GameMode.RivalArrivedTime = myData.MyArrivedTime;//设置客户端的到达时间
  208. // cc.log("^^^^^我接收到了对手的到达时间^^^^^^^^^^^^^^");
  209. // cc.log("-!!-RivalArrivedHour is "+GameMode.RivalArrivedTime[0]);
  210. // cc.log("-!!-RivalArrivedMinutes is "+GameMode.RivalArrivedTime[1]);
  211. // cc.log("-!!-RivalArrivedSeconds is "+GameMode.RivalArrivedTime[2]);
  212. // cc.log("-!!-RivalArrivedMilliseconds is "+GameMode.RivalArrivedTime[3]);
  213. GameMode.AddScoreToOther("Rivel");
  214. }
  215. else if('PushPlayerToEnterFinishLinePlayersArray' == myData.FunctionName)
  216. {
  217. GameStates.EnterFinishLinePlayersArray.push(Rivel);
  218. }
  219. else if('CheckPlayersDistance' == myData.FunctionName)
  220. {
  221. GameStates.EnterStartLinePlayersArray.push(Rivel);
  222. GameStates.StartLinePositionX=myData.StartLinePositionX;
  223. GameMode.CheckPlayersDistance(false);
  224. }
  225. else if('SetStartLinePositionX' == myData.FunctionName )
  226. {
  227. GameStates.StartLinePositionX=myData.StartLinePositionX;
  228. //Code added by slam
  229. RivelControl.SetSpeedToZeroAndIdle();
  230. RivelControl.node.setPositionX(myData.StartLinePositionX);
  231. }
  232. else if('ClearEnterFinishLinePlayersArray' == myData.FunctionName)
  233. {
  234. GameStates.EnterStartLinePlayersArray = [];
  235. }
  236. else if('ResetSpeed' == myData.FunctionName)
  237. {
  238. RivelPlayerState.SyschroAtionArray.push(myData);
  239. GameMode.SyncPositionXRange(Rivel,myData.CurrentPositionX);
  240. }
  241. else if('SetSpeedToZeroAndIdle' == myData.FunctionName)
  242. {
  243. RivelPlayerState.SyschroAtionArray.push(myData);
  244. }else if('FinishLineReduceSpeedPositionArray' == myData.FunctionName){
  245. // console.log('rivel 减速');
  246. RivelControl.ResetSpeed_noType();
  247. // RivelPlayerState.FinishLineReduceSpeedPositionArray.push(myData.NodeX);
  248. }
  249. else if('PushPlayerToEnterStartLinePlayersArrayAndSetStartLinePositionX' == myData.FunctionName)
  250. {
  251. var EnterStartLinePlayersArray = GameStates.EnterStartLinePlayersArray;
  252. GameStates.StartLinePositionX = myData.StartLinePositionX;
  253. EnterStartLinePlayersArray.push(Rivel);
  254. }
  255. else if('UnScheduleFadeIn' == myData.FunctionName)
  256. {
  257. // cc.log('net UnScheduleFadeIn');
  258. GameMode.unschedule(GameMode.Transport);
  259. HeroControl.javelinTag = false;
  260. RivelControl.javelinTag = false;
  261. HeroControl.CameraNode.parent = Hero;
  262. this.schedule(function()
  263. {
  264. GameStates.EnterStartLinePlayersArray=[];
  265. }.bind(this), 5,0);
  266. // GameMode.PlayersStartToRun(HeroControl, RivelControl);
  267. }
  268. else if("SetEndLinePositionXAndStop" == myData.FunctionName)
  269. {
  270. var EndLinePositionX = myData.PositionX;
  271. RivelControl.SetSpeedToZeroAndIdle();
  272. GameStates.EndLinePositionX = EndLinePositionX;
  273. }
  274. else if('Transport' == myData.FunctionName)
  275. {
  276. // cc.log('net Transport');
  277. GameMode.schedule(GameMode.Transport, 3,0);
  278. }
  279. else if("FadeInAndOut" == myData.FunctionName)
  280. {
  281. // cc.log('net >3000 FadeInAndOut');
  282. cc.find("Shade").getComponent('Shade').FadeInAndOut(function ()
  283. {
  284. RivelControl.SetSpeedToZeroAndIdle();
  285. Rivel.setPositionX(GameStates.StartLinePositionX);
  286. HeroControl.SetSpeedToZeroAndIdle();
  287. Hero.setPositionX(GameStates.StartLinePositionX);
  288. HeroControl.javelinTag = false;
  289. RivelControl.javelinTag = false;
  290. HeroControl.CameraNode.parent = Hero;
  291. // GameMode.PlayersStartToRun(HeroControl, RivelControl);
  292. }.bind(this))
  293. }
  294. else if('StopPlayerAllSchedule' == myData.FunctionName )
  295. {
  296. HeroControl.StopPlayerAllSchedule();
  297. RivelControl.StopPlayerAllSchedule();
  298. }
  299. else if('PlayersStartToRun' == myData.FunctionName)
  300. {
  301. var Hero = cc.find('Hero');
  302. var Rivel = cc.find('Rivel');
  303. var PlayerStateScript = Hero.getComponent("PlayerState");
  304. PlayerStateScript.TouchControlEnableTouch = false;
  305. HeroControl.HeroIsStop = false;
  306. RivelControl.HeroIsStop = false;
  307. HeroControl.ResetSpeed_noType();
  308. RivelControl.ResetSpeed_noType();
  309. }
  310. else if("HeroLongJumpHeroAnimation" == myData.FunctionName){
  311. RivelPlayerState.SyschroAtionArray.push(myData);
  312. }
  313. else if("HeroLongJumpRivelAnimation" == myData.FunctionName) {
  314. RivelPlayerState.SyschroAtionArray.push(myData);
  315. }
  316. else
  317. if ("SetCurrentSpeed_max_jumpLong" == myData.FunctionName) {
  318. RivelPlayerState.SyschroAtionArray.push(myData);
  319. }
  320. else if("HeroJumpHeroAnimation" == myData.FunctionName){
  321. RivelPlayerState.SyschroAtionArray.push(myData);
  322. }
  323. else if("PerfectHurdleBandRailing" == myData.FunctionName){
  324. RivelPlayerState.SyschroAtionArray.push(myData);
  325. }
  326. else if("PerfectHurdleBandBarrier" == myData.FunctionName){
  327. RivelPlayerState.SyschroAtionArray.push(myData);
  328. }
  329. else if("ShakeBarrier" == myData.FunctionName){
  330. RivelPlayerState.SyschroAtionArray.push(myData);
  331. }
  332. else if("upBike" == myData.FunctionName){
  333. // cc.log("上车 准备网络");
  334. RivelPlayerState.SyschroAtionArray.push(myData);
  335. }
  336. else if("downBikeHero" == myData.FunctionName){
  337. // console.log(JSON.stringify(myData));
  338. // console.log("Rivel.x ==",Rivel.x)
  339. Rivel.x = myData.EndPositionX+30;
  340. // console.log("Rivel.x ==",Rivel.x)
  341. RivelPlayerState.SyschroAtionArray.push(myData);
  342. HeroControl.downBikeRivel("Rivel");
  343. }
  344. else if("upJavelinHeroAnimation" == myData.FunctionName){
  345. RivelPlayerState.SyschroAtionArray.push(myData);
  346. }
  347. else if("Herojavelin" == myData.FunctionName){
  348. // console.log("Herojavelin",JSON.stringify(myData));
  349. RivelPlayerState.SyschroAtionArray.push(myData);
  350. }
  351. else if("Restrictions" == myData.FunctionName){
  352. RivelPlayerState.SyschroAtionArray.push(myData);
  353. }
  354. else if("upJavelinend" == myData.FunctionName){
  355. RivelPlayerState.SyschroAtionArray.push(myData);
  356. }
  357. //Code added by slam
  358. else if("JavelinData"==myData.FunctionName){
  359. // console.log("JavelinData",JSON.stringify(myData));
  360. // JavelinData
  361. RivelPlayerState.SyschroAtionArray.push(myData);
  362. }
  363. else if("SetCurrentSpeed_max" == myData.FunctionName){
  364. RivelPlayerState.SyschroAtionArray.push(myData);
  365. }
  366. else if("SetCurrentSpeed_noRestrictions" == myData.FunctionName){
  367. RivelPlayerState.SyschroAtionArray.push(myData);
  368. }
  369. else if("SetCurrentSpeed_noRestrictions800" == myData.FunctionName){
  370. RivelPlayerState.SyschroAtionArray.push(myData);
  371. }
  372. break;
  373. case qqNetwork.game2Room.leave:
  374. console.log("退出游戏",msgData);
  375. // 收到自己leave的协议,必须发送 gameResult 判断自己输,得分为0。
  376. // 收到对手leave的协议,必须发送 gameResult 判断自己赢。
  377. this.quitGame(msgData);
  378. break;
  379. case qqNetwork.game2Room.network:
  380. console.log("网络变化",msgData);
  381. // 收到自己leave的协议,必须发送 gameResult 判断自己输,得分为0。
  382. // 收到对手leave的协议,必须发送 gameResult 判断自己赢。
  383. break;
  384. }
  385. },
  386. //帧同步控制器
  387. frameDataControl : function (data) {
  388. console.log("帧同步",data);
  389. },
  390. quitGame : function (data) {
  391. /* qqgame.pvpResponse({
  392. eID: 'frameData',
  393. ePara: data
  394. }); */
  395. // return;
  396. var Hero = cc.find("Hero");
  397. var NetworkSocket = Hero.getComponent('NetworkSocket');
  398. var myWin = 0;
  399. var myLose = 0;
  400. //自己退出了
  401. //游戏结束了 自己输了 就是1 自己赢了 就是2
  402. if (data.isSelf == 1) {
  403. myWin = qqgame.RESULT_LOSE;
  404. myLose = qqgame.RESULT_WIN;
  405. }else{
  406. //别人退出了
  407. myWin = qqgame.RESULT_WIN;
  408. myLose = qqgame.RESULT_LOSE;
  409. }
  410. var datas = {
  411. // "report":{"key":"value", ...},    ----大厅侧的上报账单中的字段及值
  412. // "reportKey":"xxx", ----大厅侧上报后台为每个游戏分配的key"
  413. //
  414. // "result":{
  415. // "win":-1/0/1,    ---- 输(-1)/平(0)/胜(1)
  416. // "myScore":"",  ---- 有分数才填写
  417. // "competitorScore":"" ---- 有分数才填写
  418. // myScore : 22,
  419. // competitorScore : 33,
  420. resultDisplay: { // 用于客户端结算面板的显示
  421. result: myWin
  422. },
  423. resultData: [
  424. {
  425. qqgameid: this.netWorkData.playerInfos[0].qqgameid,
  426. record: {
  427. result: myWin, // 默认字段,必须有
  428. playTime: 112,// 字段有大厅提供,游戏根据文档上报
  429. amount: 1, // 字段有大厅提供,游戏根据文档上报,
  430. score : 20
  431. }
  432. }, {
  433. qqgameid: this.netWorkData.playerInfos[1].qqgameid,
  434. record: {
  435. result: myLose,
  436. playTime: 60,
  437. amount: 1,
  438. score : 20
  439. }
  440. }
  441. ]
  442. };
  443. // for (var i = 0; i < datas.resultData.length; i++) {
  444. //
  445. // }
  446. console.log("退出游戏 上报数据",datas);
  447. NetworkSocket.sendSyncDataGameOver(datas);
  448. },
  449. addLog: function(str) {
  450. // cc.log(str);
  451. },
  452. sendGameData: function(str) {
  453. if (str.trim().length <= 0) {
  454. return
  455. }
  456. var data = {str:str};
  457. // this.addLog("发送数据" + JSON.stringify(data));
  458. network.send(qqNetwork.game2Room.gameData, data);
  459. },
  460. sendSyncData: function(str) {
  461. if (str.trim().length <= 0) {
  462. return
  463. }
  464. var data = {str:str};
  465. // this.addLog("发送数据" + JSON.stringify(data));
  466. network.send(qqNetwork.game2Room.gameData, data);
  467. },
  468. sendSyncDataGameOver: function(str) {
  469. // this.addLog("发送数据" + JSON.stringify(data));
  470. network.send(qqNetwork.game2Room.gameResult, str);
  471. },
  472. sendFrameData: function(str) {
  473. if (this.myFrame == null) {
  474. this.myFrame = 0;
  475. }
  476. if (str.trim().length <= 0) {
  477. return
  478. }
  479. this.myFrame++;
  480. var data = {str:str};
  481. // this.addLog("发送数据" + JSON.stringify(data));
  482. network.send(qqNetwork.game2Room.frameData, data);
  483. },
  484. sendStep1Data:function() {
  485. network.send(qqNetwork.game2Room.gameInit, {});
  486. // var randomSkin = cc.find("randomSkin");
  487. // randomSkin.getComponent("upDateSkin").setSkinss();
  488. this.addLog("等待对方初始化结束");
  489. },
  490. sendStep2Data:function() {
  491. network.send(qqNetwork.game2Room.gameReady, {});
  492. this.addLog("数据同步完毕,等待对方同步完毕");
  493. },
  494. // 游戏结束
  495. sendStep3Data:function() {
  496. network.send(qqNetwork.game2Room.gameResult, {});
  497. this.addLog("游戏结束,上报游戏数据,等待对方回应");
  498. },
  499. GetSyncObj:function(ParentName,ObjName,PositionX)
  500. {
  501. var Level = cc.find("Level");
  502. var aX = parseFloat(PositionX);
  503. var Obj = null;
  504. var LevelChildren = Level.children;
  505. // cc.log('Level'+length);
  506. for(var i=0;i<LevelChildren.length;i++)
  507. {
  508. if(LevelChildren[i].name === ParentName)
  509. {
  510. var aObj = LevelChildren[i].getChildByName(ObjName);
  511. if(aObj && aX===aObj.convertToWorldSpaceAR(cc.Vec2.ZERO).x)
  512. {
  513. Obj = aObj;
  514. }
  515. }
  516. }
  517. return Obj;
  518. },
  519. /**
  520. * 设置网络数据
  521. * @param netWorkData
  522. */
  523. setNetWorkData : function (netWorkData) {
  524. // playerInfos
  525. // cc.log("网络数据是",netWorkData.playerInfos);
  526. var UIControl = cc.find("UIControl").getComponent("UIControl");
  527. UIControl.setImage_Player1(netWorkData.playerInfos[0].headurl);
  528. UIControl.setImage_Player2(netWorkData.playerInfos[1].headurl);
  529. UIControl.setName_Player1(netWorkData.playerInfos[0].nick);
  530. UIControl.setName_Player2(netWorkData.playerInfos[1].nick);
  531. UIControl.setName_Gender1(netWorkData.playerInfos[0].gender);
  532. UIControl.setName_Gender2(netWorkData.playerInfos[1].gender);
  533. // this.netWorkData.playerInfos[0].qqgameid;
  534. this.netWorkData = netWorkData;
  535. console.log("大厅数据" , this.netWorkData);
  536. }
  537. });