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- 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);
- let tip = new EventCustom(Global.EventType_ShowTips, true, "游戏开始,触摸屏幕左右移动");
- this.node.dispatchEvent(tip);
- }
- 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) {
-
- }
- }
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