MainGame.ts 2.0 KB

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  1. import { _decorator, Component, EventKeyboard, EventTouch, Input, input, KeyCode, Node } from 'cc';
  2. import { GameManager } from './Manager/GameManager';
  3. import { EventCustom } from './Common/EventCustom';
  4. import { Global } from './Common/Global';
  5. const { ccclass, property } = _decorator;
  6. @ccclass('MainGame')
  7. export class MainGame extends Component {
  8. start() {
  9. // GameManager.getInstance().addScore(10);
  10. }
  11. onLoad () {
  12. input.on(Input.EventType.KEY_DOWN, this.onKeyDown, this);
  13. input.on(Input.EventType.KEY_UP, this.onKeyUp, this);
  14. input.on(Input.EventType.TOUCH_START, this.onTouchStart, this);
  15. }
  16. onDestroy () {
  17. input.off(Input.EventType.KEY_DOWN, this.onKeyDown, this);
  18. input.off(Input.EventType.KEY_UP, this.onKeyUp, this);
  19. }
  20. onTouchStart(event: EventTouch) {
  21. //GameManager.getInstance().addScore(100);
  22. let tip = new EventCustom(Global.EventType_ShowTips, true, "游戏开始,触摸屏幕左右移动");
  23. this.node.dispatchEvent(tip);
  24. }
  25. onKeyDown (event: EventKeyboard) {
  26. switch(event.keyCode) {
  27. case KeyCode.KEY_A:
  28. GameManager.getInstance().addScore(100);
  29. break;
  30. case KeyCode.KEY_S:
  31. GameManager.getInstance().minusScore(100);
  32. break;
  33. case KeyCode.KEY_D:
  34. let tip = new EventCustom(Global.EventType_ShowTips, true, "游戏开始,触摸屏幕左右移动");
  35. this.node.dispatchEvent(tip);
  36. break;
  37. case KeyCode.KEY_F:
  38. let addScore = new EventCustom(Global.EventType_AddScore, true, 100);
  39. this.node.dispatchEvent(addScore);
  40. console.log('KeyCode.KEY_F');
  41. break;
  42. }
  43. }
  44. onKeyUp (event: EventKeyboard) {
  45. switch(event.keyCode) {
  46. case KeyCode.KEY_A:
  47. console.log('Release a key');
  48. break;
  49. }
  50. }
  51. update(deltaTime: number) {
  52. }
  53. }