import { _decorator, Component, EventKeyboard, EventTouch, Input, input, KeyCode, Node } from 'cc'; import { GameManager } from './Manager/GameManager'; import { EventCustom } from './Common/EventCustom'; import { Global } from './Common/Global'; const { ccclass, property } = _decorator; @ccclass('MainGame') export class MainGame extends Component { start() { // GameManager.getInstance().addScore(10); } onLoad () { input.on(Input.EventType.KEY_DOWN, this.onKeyDown, this); input.on(Input.EventType.KEY_UP, this.onKeyUp, this); // input.on(Input.EventType.TOUCH_START, this.onTouchStart, this); } onDestroy () { input.off(Input.EventType.KEY_DOWN, this.onKeyDown, this); input.off(Input.EventType.KEY_UP, this.onKeyUp, this); } onTouchStart(event: EventTouch) { GameManager.getInstance().addScore(100); } onKeyDown (event: EventKeyboard) { switch(event.keyCode) { case KeyCode.KEY_A: GameManager.getInstance().addScore(100); break; case KeyCode.KEY_S: GameManager.getInstance().minusScore(100); break; case KeyCode.KEY_D: let tip = new EventCustom(Global.EventType_ShowTips, true, "游戏开始,触摸屏幕左右移动"); this.node.dispatchEvent(tip); break; case KeyCode.KEY_F: let addScore = new EventCustom(Global.EventType_AddScore, true, 100); this.node.dispatchEvent(addScore); console.log('KeyCode.KEY_F'); break; } } onKeyUp (event: EventKeyboard) { switch(event.keyCode) { case KeyCode.KEY_A: console.log('Release a key'); break; } } update(deltaTime: number) { } }