import { RigidBody } from "cc"; import { Vector3_DATA, BOXCOLLIDER_DATA, RIGIDBODY_DATA } from './define/define'; const gameConstants = { I18_LANGUAGE: { ENGLISH: 'en', CHINESE: 'zh', }, //-----------------initRigidBodyCOLLIDER data //-----------------初始场景刚体 //墙壁分组的刚体数据 INITSCENE_WALL_RIGIDBODY: new RIGIDBODY_DATA(1 << 2, 1 << 3, RigidBody.Type.STATIC), //墙壁分组的碰撞盒数据 INITSCENE_WALL_COLLIDER: [ new BOXCOLLIDER_DATA( new Vector3_DATA(), new Vector3_DATA(), new Vector3_DATA(7.7, 1.13, 14.2), new Vector3_DATA(-0.08, -0.56, -5.6)), new BOXCOLLIDER_DATA( new Vector3_DATA(), new Vector3_DATA(), new Vector3_DATA(0.6, 14, 2.1), new Vector3_DATA(4.1, 6, -8.7)), new BOXCOLLIDER_DATA( new Vector3_DATA(), new Vector3_DATA(), new Vector3_DATA(0.6, 14, 2.1), new Vector3_DATA(-4.26, 6, -8.7)), new BOXCOLLIDER_DATA( new Vector3_DATA(), new Vector3_DATA(), new Vector3_DATA(7.7, 0.364, 0.296), new Vector3_DATA(-0.08, 0.92, -10.4)), new BOXCOLLIDER_DATA( new Vector3_DATA(0, 4.48, -11.36), new Vector3_DATA(-8, 0, 0), new Vector3_DATA(7.7, 7, 1), new Vector3_DATA(-0.08, 0, 0)), new BOXCOLLIDER_DATA( new Vector3_DATA(0, -2.756, 1.35), new Vector3_DATA(), new Vector3_DATA(7.7, 4.794, 0.228), new Vector3_DATA(-0.08, 0, 0)), new BOXCOLLIDER_DATA( new Vector3_DATA(3.528, -3.092, 3), new Vector3_DATA(0, 0, -9.5), new Vector3_DATA(0.262, 4.794, 3.536), new Vector3_DATA(-0.08, 0, 0)), new BOXCOLLIDER_DATA( new Vector3_DATA(-3.532, -3.092, 3), new Vector3_DATA(0, 0, 9.5), new Vector3_DATA(0.262, 4.794, 3.536), new Vector3_DATA(-0.08, 0, 0)), ], //礼物分组的碰撞盒数据,对应PRESENT_NAME_LIST的顺序 ['bear01', 'body01', 'car01', 'duck01', 'key01'] INITSCENE_PRESENT_COLLIDER: [ new BOXCOLLIDER_DATA( new Vector3_DATA(), new Vector3_DATA(), new Vector3_DATA(1.4, 1.5, 1.34), new Vector3_DATA(0, 0.4, -0.05)), new BOXCOLLIDER_DATA( new Vector3_DATA(), new Vector3_DATA(), new Vector3_DATA(1.654, 2.3, 1.4), new Vector3_DATA(0, 0.6, 0)), new BOXCOLLIDER_DATA( new Vector3_DATA(), new Vector3_DATA(), new Vector3_DATA(2.05, 1.23, 1.58), new Vector3_DATA(0, 0.15, 0)), new BOXCOLLIDER_DATA( new Vector3_DATA(), new Vector3_DATA(), new Vector3_DATA(1.202, 1.07, 0.96), new Vector3_DATA(0, 0.32, 0)), new BOXCOLLIDER_DATA( new Vector3_DATA(), new Vector3_DATA(), new Vector3_DATA(1.84, 1, 0.23), new Vector3_DATA(0.425, 0, 0)), ], //-----------------collider data //-----------------碰撞分组 GROUP_MASK_LIST: { DEFAULT: 1 << 0, PUSH_TOUCH: 1 << 1, WALL: 1 << 2, GOODS: 1 << 3, //金币+掉落礼物 }, //-----------------event data //-----------------事件 EVENT_LIST: { TOUCH_CREATE_GOLD: 'touchCreateGold', TOUCH_HIDE_TOUCHPLANE: 'touchHideTouchPlane', GOLD_SHOW_UPDATE: 'goldShowUpdate', }, //-----------------offline data //-----------------离线数据 OFFLINE_ADD_GOLD_TIME: 120, //离线时间到达当前数值后金币+1(秒) OFFLINE_MAX_GOLD: 100, //离线最大金币数 //-----------------panel data //-----------------界面 PANEL_PATH_LIST: { TIPS: 'common/tips', GAME: 'game/gamePanel', SETTING: 'setting/settingPanel', OFFLINEREWARD: 'offlineReward/offlineRewardPanel' }, //-----------------gamePanel data //-----------------游戏界面 GAMEPANEL_VIDEO_GET_GOLD: 20, //游戏界面看视频获得金币数 GAMEPANEL_CAN_CLICK_INTERVAL: 0.25, //游戏界面可点击间隔时间 //-----------------wall data //-----------------墙壁 数据 WALL_NAME: 'wall', //墙壁名称 WALL_NAME_DOWN_FLOOR: 'downFLoor', //金币放置台名称 WALL_NAME_PUSH: 'pushModel', //推动层名称 //---------push data //---------推动层 数据 PUSH_LINEAR_VELOCITY_Z: 2.3, //推动层的z轴线性速度 PUSH_INIT_POS_X: -0.076, //推动层x轴初始坐标 PUSH_INIT_POS_Y: 0.4, //推动层y轴初始坐标 PUSH_MAX_POS_Z: -10.5, //推动层最大z轴坐标 PUSH_MIN_POS_Z: -13.97, //推动层最小z轴坐标 PUSH_RANGE_Z: 2.4, //点击推动层后 金币z轴随机值 //-----------------goods data //-----------------物品 GOODS_CHECK_OTHER_STATE: 0, //判断物品不在台子上的其他状况 GOODS_DESTROY_POS_Y: -30, //判断物品低于当前y值销毁 GOODS_GET_MIN_POS_Y: -1, //判断可获取物品区域的最小y轴 GOODS_GET_MIN_POS_X: 3.9, //获得物品x轴最小坐标 GOODS_GET_MIN_POS_Z: 1.514, //获得物品z轴最小坐标 GOODS_GET_MAX_POS_Z: 4.63, //获得物品z轴最大坐标 //---------present data //---------礼物 PRESENT_ADD_GOLD_NUM: 10, //获得礼物增加金币数 PRESENT_NAME_LIST: ['key01','car01'], //物品的名称列表 汽车对应实体的, 钥匙对应虚拟奖品 PRESENT_DROP_X: 0, //礼物掉落初始x轴坐标 PRESENT_DROP_Y: 3, //礼物掉落初始y轴坐标 PRESENT_DROP_Z: -3.1, //礼物掉落初始z轴坐标 PRESENT_DROP_RANGE_X: 2.1, //礼物掉落随机区间x PRESENT_DROP_RANGE_Z: 0.9, //礼物掉落随机区间z PRESENT_WAIT_TIME: 60, //下一个礼物间隔时间(s) //---------gold data //---------金币 GOLD_ADD_GOLD_NUM: 1, //获得金币增加金币数 GOLD_NAME: 'coin', //金币名称 GOLD_DROP_POS_Y: 3, //金币从空中掉落位置 GOLD_ON_STAND_POS_Y: 0.17, //在台子上生成的金币y轴坐标A GOLD_ON_STAND_POS_MAX_X: 3.7, //在台子上生成的金币x最大值 GOLD_ON_STAND_POS_MIN_Z: -6, //在台子上生成的金币z最小值 GOLD_ON_STAND_POS_MAX_Z: 0.679, //在台子上生成的金币z最大值 GOLD_SIZE: 1.35, //金币尺寸 平铺在地面使用 GOLD_CHECK_MAX_FRAME: 8, //金币判断当前下落位置最大帧数 GOLD_CYLINDER_RADIUS: 0.59, //金币圆柱体半径 GOLD_CYLINDER_HEIGHT: 0.18, //金币圆柱体高度 //-----------------sounds data //-----------------声音 SOUND_NAME_LIST: { CLICK: 'click', INVALIDGOLD: 'invalidGold', //掉落进无效区域 DROP: 'drop', //掉落音效 GETGOLD: 'getGold', //获得金币 GETPRESENT: 'getPresent',//获得礼物 COUNTDOWNGETGOLD: 'countDownGetGold',//倒计时后获得金币 VIDEOGETGOLD: 'videoGetGold', //视频获得金币 }, SOUND_PUSH_CHECK_Y:0.7, //落到推动层上播放金币音效的位置 MaxAwardCount:3, //最大礼物数量 } export { gameConstants }