gameConstants.ts 6.8 KB

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  1. import { RigidBody } from "cc";
  2. import { Vector3_DATA, BOXCOLLIDER_DATA, RIGIDBODY_DATA } from './define/define';
  3. const gameConstants = {
  4. I18_LANGUAGE: {
  5. ENGLISH: 'en',
  6. CHINESE: 'zh',
  7. },
  8. //-----------------initRigidBodyCOLLIDER data
  9. //-----------------初始场景刚体
  10. //墙壁分组的刚体数据
  11. INITSCENE_WALL_RIGIDBODY: new RIGIDBODY_DATA(1 << 2, 1 << 3, RigidBody.Type.STATIC),
  12. //墙壁分组的碰撞盒数据
  13. INITSCENE_WALL_COLLIDER: [
  14. new BOXCOLLIDER_DATA(
  15. new Vector3_DATA(), new Vector3_DATA(),
  16. new Vector3_DATA(7.7, 1.13, 14.2), new Vector3_DATA(-0.08, -0.56, -5.6)),
  17. new BOXCOLLIDER_DATA(
  18. new Vector3_DATA(), new Vector3_DATA(),
  19. new Vector3_DATA(0.6, 14, 2.1), new Vector3_DATA(4.1, 6, -8.7)),
  20. new BOXCOLLIDER_DATA(
  21. new Vector3_DATA(), new Vector3_DATA(),
  22. new Vector3_DATA(0.6, 14, 2.1), new Vector3_DATA(-4.26, 6, -8.7)),
  23. new BOXCOLLIDER_DATA(
  24. new Vector3_DATA(), new Vector3_DATA(),
  25. new Vector3_DATA(7.7, 0.364, 0.296), new Vector3_DATA(-0.08, 0.92, -10.4)),
  26. new BOXCOLLIDER_DATA(
  27. new Vector3_DATA(0, 4.48, -11.36), new Vector3_DATA(-8, 0, 0),
  28. new Vector3_DATA(7.7, 7, 1), new Vector3_DATA(-0.08, 0, 0)),
  29. new BOXCOLLIDER_DATA(
  30. new Vector3_DATA(0, -2.756, 1.35), new Vector3_DATA(),
  31. new Vector3_DATA(7.7, 4.794, 0.228), new Vector3_DATA(-0.08, 0, 0)),
  32. new BOXCOLLIDER_DATA(
  33. new Vector3_DATA(3.528, -3.092, 3), new Vector3_DATA(0, 0, -9.5),
  34. new Vector3_DATA(0.262, 4.794, 3.536), new Vector3_DATA(-0.08, 0, 0)),
  35. new BOXCOLLIDER_DATA(
  36. new Vector3_DATA(-3.532, -3.092, 3), new Vector3_DATA(0, 0, 9.5),
  37. new Vector3_DATA(0.262, 4.794, 3.536), new Vector3_DATA(-0.08, 0, 0)),
  38. ],
  39. //礼物分组的碰撞盒数据,对应PRESENT_NAME_LIST的顺序 ['bear01', 'body01', 'car01', 'duck01', 'key01']
  40. INITSCENE_PRESENT_COLLIDER: [
  41. new BOXCOLLIDER_DATA(
  42. new Vector3_DATA(), new Vector3_DATA(),
  43. new Vector3_DATA(1.4, 1.5, 1.34), new Vector3_DATA(0, 0.4, -0.05)),
  44. new BOXCOLLIDER_DATA(
  45. new Vector3_DATA(), new Vector3_DATA(),
  46. new Vector3_DATA(1.654, 2.3, 1.4), new Vector3_DATA(0, 0.6, 0)),
  47. new BOXCOLLIDER_DATA(
  48. new Vector3_DATA(), new Vector3_DATA(),
  49. new Vector3_DATA(2.05, 1.23, 1.58), new Vector3_DATA(0, 0.15, 0)),
  50. new BOXCOLLIDER_DATA(
  51. new Vector3_DATA(), new Vector3_DATA(),
  52. new Vector3_DATA(1.202, 1.07, 0.96), new Vector3_DATA(0, 0.32, 0)),
  53. new BOXCOLLIDER_DATA(
  54. new Vector3_DATA(), new Vector3_DATA(),
  55. new Vector3_DATA(1.84, 1, 0.23), new Vector3_DATA(0.425, 0, 0)),
  56. ],
  57. //-----------------collider data
  58. //-----------------碰撞分组
  59. GROUP_MASK_LIST: {
  60. DEFAULT: 1 << 0,
  61. PUSH_TOUCH: 1 << 1,
  62. WALL: 1 << 2,
  63. GOODS: 1 << 3, //金币+掉落礼物
  64. },
  65. //-----------------event data
  66. //-----------------事件
  67. EVENT_LIST: {
  68. TOUCH_CREATE_GOLD: 'touchCreateGold',
  69. TOUCH_HIDE_TOUCHPLANE: 'touchHideTouchPlane',
  70. GOLD_SHOW_UPDATE: 'goldShowUpdate',
  71. },
  72. //-----------------offline data
  73. //-----------------离线数据
  74. OFFLINE_ADD_GOLD_TIME: 120, //离线时间到达当前数值后金币+1(秒)
  75. OFFLINE_MAX_GOLD: 100, //离线最大金币数
  76. //-----------------panel data
  77. //-----------------界面
  78. PANEL_PATH_LIST: {
  79. TIPS: 'common/tips',
  80. GAME: 'game/gamePanel',
  81. SETTING: 'setting/settingPanel',
  82. OFFLINEREWARD: 'offlineReward/offlineRewardPanel'
  83. },
  84. //-----------------gamePanel data
  85. //-----------------游戏界面
  86. GAMEPANEL_VIDEO_GET_GOLD: 20, //游戏界面看视频获得金币数
  87. GAMEPANEL_CAN_CLICK_INTERVAL: 0.25, //游戏界面可点击间隔时间
  88. //-----------------wall data
  89. //-----------------墙壁 数据
  90. WALL_NAME: 'wall', //墙壁名称
  91. WALL_NAME_DOWN_FLOOR: 'downFLoor', //金币放置台名称
  92. WALL_NAME_PUSH: 'pushModel', //推动层名称
  93. //---------push data
  94. //---------推动层 数据
  95. PUSH_LINEAR_VELOCITY_Z: 2.3, //推动层的z轴线性速度
  96. PUSH_INIT_POS_X: -0.076, //推动层x轴初始坐标
  97. PUSH_INIT_POS_Y: 0.4, //推动层y轴初始坐标
  98. PUSH_MAX_POS_Z: -10.5, //推动层最大z轴坐标
  99. PUSH_MIN_POS_Z: -13.97, //推动层最小z轴坐标
  100. PUSH_RANGE_Z: 2.4, //点击推动层后 金币z轴随机值
  101. //-----------------goods data
  102. //-----------------物品
  103. GOODS_CHECK_OTHER_STATE: 0, //判断物品不在台子上的其他状况
  104. GOODS_DESTROY_POS_Y: -30, //判断物品低于当前y值销毁
  105. GOODS_GET_MIN_POS_Y: -1, //判断可获取物品区域的最小y轴
  106. GOODS_GET_MIN_POS_X: 3.9, //获得物品x轴最小坐标
  107. GOODS_GET_MIN_POS_Z: 1.514, //获得物品z轴最小坐标
  108. GOODS_GET_MAX_POS_Z: 4.63, //获得物品z轴最大坐标
  109. //---------present data
  110. //---------礼物
  111. PRESENT_ADD_GOLD_NUM: 10, //获得礼物增加金币数
  112. 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
  113. PRESENT_DROP_X: 0, //礼物掉落初始x轴坐标
  114. PRESENT_DROP_Y: 3, //礼物掉落初始y轴坐标
  115. PRESENT_DROP_Z: -3.1, //礼物掉落初始z轴坐标
  116. PRESENT_DROP_RANGE_X: 2.1, //礼物掉落随机区间x
  117. PRESENT_DROP_RANGE_Z: 0.9, //礼物掉落随机区间z
  118. PRESENT_WAIT_TIME: 60, //下一个礼物间隔时间(s)
  119. //---------gold data
  120. //---------金币
  121. GOLD_ADD_GOLD_NUM: 1, //获得金币增加金币数
  122. GOLD_NAME: 'coin', //金币名称
  123. GOLD_DROP_POS_Y: 3, //金币从空中掉落位置
  124. GOLD_ON_STAND_POS_Y: 0.17, //在台子上生成的金币y轴坐标A
  125. GOLD_ON_STAND_POS_MAX_X: 3.7, //在台子上生成的金币x最大值
  126. GOLD_ON_STAND_POS_MIN_Z: -6, //在台子上生成的金币z最小值
  127. GOLD_ON_STAND_POS_MAX_Z: 0.679, //在台子上生成的金币z最大值
  128. GOLD_SIZE: 1.35, //金币尺寸 平铺在地面使用
  129. GOLD_CHECK_MAX_FRAME: 8, //金币判断当前下落位置最大帧数
  130. GOLD_CYLINDER_RADIUS: 0.59, //金币圆柱体半径
  131. GOLD_CYLINDER_HEIGHT: 0.18, //金币圆柱体高度
  132. //-----------------sounds data
  133. //-----------------声音
  134. SOUND_NAME_LIST: {
  135. CLICK: 'click',
  136. INVALIDGOLD: 'invalidGold', //掉落进无效区域
  137. DROP: 'drop', //掉落音效
  138. GETGOLD: 'getGold', //获得金币
  139. GETPRESENT: 'getPresent',//获得礼物
  140. COUNTDOWNGETGOLD: 'countDownGetGold',//倒计时后获得金币
  141. VIDEOGETGOLD: 'videoGetGold', //视频获得金币
  142. },
  143. SOUND_PUSH_CHECK_Y:0.7, //落到推动层上播放金币音效的位置
  144. MaxAwardCount:3, //最大礼物数量
  145. }
  146. export { gameConstants }