feat: 进入关卡时 toast 提示体力消耗,修复 StorageManager 接口位置和 WxSDK 访问级别

- 进入关卡成功后显示 toast 提示消耗体力及剩余体力
- 将 StorageManager 中 UserInfo 接口移至模块顶层,修复嵌套接口语法问题
- WxSDK.getWx() 改为 static 公开方法,便于外部调用
This commit is contained in:
richarjiang
2026-04-10 10:10:19 +08:00
parent 447e7a944a
commit 69c0986996
16 changed files with 3523 additions and 503 deletions

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# Architecture & Flow Diagrams
## System Architecture
```
┌─────────────────────────────────────────────────────────────────┐
│ Cocos Creator Runtime │
├─────────────────────────────────────────────────────────────────┤
│ │
│ ┌──────────────────────────────────────────────────────────┐ │
│ │ UI Layer (This Analysis) │ │
│ ├──────────────────────────────────────────────────────────┤ │
│ │ │ │
│ │ ┌────────────────┐ ┌──────────────┐ │ │
│ │ │ main.ts │────────▶│ ViewManager │ │ │
│ │ │ (Bootstrap) │ │ (Singleton) │ │ │
│ │ └────────────────┘ └──────────────┘ │ │
│ │ │ │ │
│ │ Pages (All extend BaseView): │ │ │
│ │ ┌─────────────────────────────────┼──────────────┐ │ │
│ │ │ • PageLoading (init data) │ │ │ │
│ │ │ • PageHome (hub) │ │ │ │
│ │ │ • PageLevel (game - complex) ◀┘ │ │ │
│ │ │ • PagePreviewLevels (list) │ │ │
│ │ │ • PassModal (modal) │ │ │
│ │ └────────────────────────────────────────────────┘ │ │
│ │ │ │
│ │ ┌────────────────┐ ┌──────────────┐ │ │
│ │ │ ToastManager │────────▶│ Toast │ │ │
│ │ │ (Singleton) │ │ (Component) │ │ │
│ │ └────────────────┘ └──────────────┘ │ │
│ │ │ │
│ └──────────────────────────────────────────────────────────┘ │
│ │
│ ┌──────────────────────────────────────────────────────────┐ │
│ │ Data Layer (External - Not Analyzed) │ │
│ ├──────────────────────────────────────────────────────────┤ │
│ │ • AuthManager • LevelDataManager │ │
│ │ • StorageManager • UserAssetsManager │ │
│ │ • ShareManager • WxSDK │ │
│ └──────────────────────────────────────────────────────────┘ │
│ │
└─────────────────────────────────────────────────────────────────┘
```
---
## Page State Machine
```
┌─────────────────────────────┐
│ Application Starts │
└──────────────┬──────────────┘
┌──────────────────────┐
│ main.onLoad() │
│ Registers all pages │
└──────────┬───────────┘
┌──────────────────────────────┐
│ PageLoading displayed │
│ - Load auth + levels │
│ - Sync progress │
│ - Check share code │
└──────────────┬───────────────┘
┌──────────────┴──────────────┐
│ Normal Mode │ Share Mode │
▼ ▼ │
┌──────────────────┐ ┌───────────────┐ │
│ PageHome │ │ PageLevel │ │
│ [Start] [PK] │ │ (in share) │ │
└────┬─────┬───────┘ └───────┬───────┘ │
│ │ │ │
┌────────▼─┐ └────────────┬──────┴────────┘
│ │ │
▼ ▼ ▼
PageLevel PageWrite (Repeat levels)
(game) Levels │
│ (create) ▼
│ │ PassModal
│ ▼ [Share]
│ PagePreview │
│ Levels ▼
│ (verify) Back to Home
│ │
│ ▼
│ PassModal
│ [Next/Share]
│ │
└──────────┼─────────┐
│ │
┌────▼──┐ ┌───▼────┐
│ Next │ │ Share │
│ Loop │ │ to WX │
└───────┘ └────────┘
```
---
## Page Stack Visualization
### Session Trace
```
INITIALIZATION:
┌────────────────────────────────────────────┐
│ Stack: [] │
│ (Nothing loaded yet) │
└────────────────────────────────────────────┘
▼ main.onLoad()
┌────────────────────────────────────────────┐
│ Stack: [] │
│ ViewManager + pages registered in registry │
└────────────────────────────────────────────┘
▼ PageLoading.start() → ViewManager.open('PageHome')
┌────────────────────────────────────────────┐
│ Stack: [PageHome] │
│ PageHome._doShow() called │
└────────────────────────────────────────────┘
USER CLICKS "START GAME":
▼ PageHome._onStartGameClick() → ViewManager.open('PageLevel')
┌────────────────────────────────────────────┐
│ Stack: [PageHome, PageLevel] │
│ PageHome._doHide() called │
│ PageLevel._doShow() called │
└────────────────────────────────────────────┘
COMPLETES LEVEL:
▼ PageLevel shows PassModal (not in stack, drawn on top)
┌────────────────────────────────────────────┐
│ Stack: [PageHome, PageLevel] │
│ UI Layer: [PageLevel, PassModal@z999] │
│ PassModal shown with instantiate() │
└────────────────────────────────────────────┘
CLICKS "NEXT LEVEL":
▼ PassModal closed, PageLevel.nextLevel()
┌────────────────────────────────────────────┐
│ Stack: [PageHome, PageLevel] │
│ PageLevel loads next level config │
│ PassModal destroyed │
└────────────────────────────────────────────┘
CLICKS BACK FROM PageLevel:
▼ PageLevel.onIconSettingClick() → ViewManager.back()
┌────────────────────────────────────────────┐
│ Stack: [PageHome] │
│ PageLevel._doHide() called │
│ PageLevel destroyed (cache=true, not kept) │
│ PageHome._doShow() called │
└────────────────────────────────────────────┘
```
---
## Component Communication Diagram
```
┌─────────────────────┐
│ ViewManager │
│ (Singleton) │
└──────────┬──────────┘
┌──────────────┼──────────────┐
│ │ │
▼ ▼ ▼
open() back() replace()
│ │ │
│ │ │
┌───────────┴────┐ ┌───┴────┐ ┌──┴───────┐
│ │ │ │ │ │
▼ ▼ ▼ ▼ ▼ ▼
PageHome PageLevel PassModal (back) (new page)
│ │ │
│ ├─ Timer ────┐
│ │ │
│ ├─ Points │
│ │ ↑ │
│ │ │ │
▼ ▼ │ ▼
ToastMgr Hints │ PassModal
│ │ │
├──────┤ └──▶ Share to WX
│ │
Unlock Earn Points
Consume (UserAssets)
(check hasPoints)
```
---
## Data Flow: Level Completion
```
USER ENTERS ANSWER:
┌─────────────────────────────────────────────────────────┐
│ PageLevel.onSubmitAnswer() │
└─────────────────────────────────────────────────────────┘
├─ getAnswer() ──▶ [Retrieve from EditBox]
├─ Compare with _currentConfig.answer
┌────────────────────────────────────────┐
│ CORRECT ANSWER │
└────────────────────────────────────────┘
├─ _isTransitioning = true [Prevent double-submit]
├─ stopCountdown()
├─ playSuccessSound()
├─ Calculate: timeSpent = 60 - _countdown
├─┐ Normal Mode:
│ │
│ └─▶ UserAssetsManager.earnPoint(levelId, timeSpent)
│ │
│ ▼
│ └─ UPDATE SERVER + LOCAL
│ └─ Get points amount
│ └─ PageLevel.updatePointsLabel()
├─┐ Share Mode:
│ │
│ └─▶ ShareManager.reportLevelProgress(...)
│ │
│ ▼
│ └─ SEND TO SERVER (fire-and-forget)
├─ _showPassModal()
│ │
│ ├─ instantiate(passModalPrefab)
│ │
│ ├─ Set z-index = 999 (topmost)
│ │
│ ├─ Add to Canvas
│ │
│ └─ Call passModal.onViewLoad() + onViewShow()
└─ WAIT FOR USER:
├─ [Next Level] ──▶ PassModal closed
│ │
│ ▼
│ nextLevel()
│ │
│ ┌────────┴────────┐
│ │ No More Levels │ Next Level
│ ▼ ▼
│ BACK HOME Load & Display
│ Restart Timer
└─ [Share] ──▶ WxSDK.shareAppMessage()
└─ Modal stays open
```
---
## Hint Unlocking Flow
```
USER CLICKS UNLOCK BUTTON:
┌──────────────────────────────────────────────┐
│ PageLevel.onUnlockClue(index: 2 or 3) │
└──────────────────────────────────────────────┘
├─ Check: _isUnlocking == true?
│ └─ YES: Return immediately (prevent double-click)
│ └─ NO: Continue
├─ Check: StorageManager.hasPoints()?
│ └─ NO: Show toast "积分不足!"
│ └─ YES: Continue
├─ Set: _isUnlocking = true
├─ await UserAssetsManager.consumePoint(levelId, index)
│ │
│ ├─ ASYNC: Contact server/storage
│ │
│ └─ Returns: success boolean
├─ If success:
│ │
│ ├─ updatePointsLabel()
│ │
│ ├─ playClickSound()
│ │
│ ├─ hideUnlockButton(index)
│ │
│ ├─ showClue(index)
│ │
│ └─ setClue(index, config.clueN)
├─ If failed:
│ │
│ └─ Show toast "积分不足!"
└─ Finally: _isUnlocking = false
```
---
## Timer Sequence Diagram
```
Timeline: 1s 2s 3s ... 59s 60s 61s
│ │ │ │ │ │
▼ ▼ ▼ ▼ ▼ ▼
countdown: 60 59 58 1 0 (ended)
│ │ │ │ │
display: "60s" "59s" "58s" ......... "1s" "0s"
│ │ │ │ │
▼ ▼ ▼ ▼ ▼
LEVEL LOAD:
└─ startCountdown()
├─ _countdown = 60
├─ _isTimeUp = false
└─ schedule(onCountdownTick, 1.0) [Repeat every 1 sec]
▼ (Every 1 second)
onCountdownTick()
├─ if (_isTimeUp) return
├─ _countdown-- (60→59→58...→0)
├─ updateClockLabel() [Display: "59s"]
└─ if (_countdown <= 0):
├─ _isTimeUp = true
├─ stopCountdown()
│ └─ unschedule(onCountdownTick)
└─ onTimeUp()
└─ playFailSound()
ANSWER SUBMITTED (Correct):
└─ showSuccess()
├─ stopCountdown()
│ └─ Timer stops, no more ticks
└─ _showPassModal()
OR:
ANSWER SUBMITTED (Wrong):
└─ Timer continues running...
└─ User keeps playing
```
---
## Input Box Creation & Management
```
LEVEL LOADS:
└─ _applyLevelConfig(config)
└─ createSingleInput(config.answer.length)
├─ clearInputNodes()
│ │
│ └─ Destroy old input nodes
│ (If level changed)
├─ Hide inputTemplate
├─ instantiate(inputTemplate)
├─ Set properties:
│ │
│ ├─ active = true
│ ├─ name = 'singleInput'
│ ├─ position = (0, 0, 0)
│ │
│ └─ Get EditBox component
│ │
│ ├─ placeholder = "(Xlength个字)"
│ ├─ maxLength = answerLength
│ ├─ string = ""
│ │
│ └─ Listen events:
│ ├─ TEXT_CHANGED → onInputTextChanged()
│ └─ EDITING_DID_ENDED → onInputEditingEnded()
├─ Calculate width:
│ └─ Math.min(600, Math.max(200, length*60+40))
├─ Set UITransform contentSize to width x 100
├─ Adjust underline width to match
├─ Add to inputLayout
└─ Store in _inputNodes[0]
USER ENTERS TEXT:
├─ EditBox updates string property
└─ TEXT_CHANGED event fires
USER SUBMITS:
├─ getAnswer()
│ │
│ └─ _inputNodes[0].getComponent(EditBox).string.trim()
└─ Compare with config.answer
USER NAVIGATES AWAY:
└─ onViewDestroy() → clearInputNodes()
└─ Destroy all input nodes
```
---
## Share Challenge Mode Flow
```
LAUNCH FROM WeChat LINK:
└─ PageLoading.start()
└─ _startPreload()
├─ Initialize auth + levels (parallel)
├─ WxSDK.getShareCodeFromLaunch()
│ │
│ └─ Extract from wx.getLaunchOptionsSync().query
├─ if shareCode exists AND loginSuccess:
│ │
│ └─ ShareManager.instance.joinShare(shareCode)
│ │
│ ├─ ASYNC: Fetch share session from server
│ │
│ ├─ Get shared level set
│ │
│ └─ Return: success boolean
├─ if (joinSuccess):
│ │
│ ├─ Set progress = 1
│ │
│ ├─ ViewManager.open('PageLevel', {
│ │ params: { shareMode: true }
│ │ })
│ │
│ └─ Destroy self (PageLoading)
└─ else (normal flow)
└─ Preload PageHome → Open PageHome
IN SHARE MODE (PageLevel):
├─ onViewLoad():
│ │
│ ├─ params = getParams()
│ ├─ _isShareMode = params?.shareMode === true
│ │
│ ├─ if shareMode:
│ │ └─ currentLevelIndex = 0 (start at first)
│ │
│ └─ initLevel() loads from ShareManager, not LevelDataManager
├─ showSuccess():
│ │
│ ├─ if normal mode:
│ │ └─ earn points
│ │
│ └─ if share mode:
│ │
│ └─ ShareManager.reportLevelProgress(levelId, true, timeSpent)
│ │
│ └─ FIRE-AND-FORGET (no await)
├─ nextLevel():
│ │
│ ├─ if NOT shareMode:
│ │ └─ StorageManager.onLevelCompleted() [Save progress]
│ │
│ ├─ Check level count:
│ │ │
│ │ ├─ Share: ShareManager.getShareLevelCount()
│ │ └─ Normal: LevelDataManager.getLevelCount()
│ │
│ ├─ if (allLevelsComplete):
│ │ │
│ │ ├─ if shareMode:
│ │ │ │
│ │ │ ├─ ShareManager.clearShareMode()
│ │ │ │
│ │ │ └─ ViewManager.replace('PageHome')
│ │ │
│ │ └─ if normal:
│ │ └─ ViewManager.back()
│ │
│ └─ else (more levels):
│ └─ Load next level
└─ Back to PageHome (replaces, clears share state)
```
---
## ViewManager Caching Mechanism
```
OPEN 'PageHome' (first time):
└─ ViewManager.open('PageHome')
├─ Check cache: _viewCache.get('PageHome')
│ └─ Cache miss (undefined)
├─ _instantiateView('PageHome', prefab)
│ │
│ ├─ instantiate(prefab)
│ │
│ ├─ Get BaseView component
│ │
│ ├─ Set viewId, config, params
│ │
│ ├─ Add to container
│ │
│ ├─ Call view.onViewLoad() ◄─── Called once
│ │
│ ├─ if (config.cache === true): ◄─── PageHome has cache:true
│ │ └─ _viewCache.set('PageHome', view)
│ │
│ └─ _showView(view)
│ │
│ └─ view._doShow()
│ └─ view.onViewShow() ◄─── Called now
└─ Stack: [PageHome]
OPEN 'PageLevel':
└─ ViewManager.open('PageLevel')
├─ PageHome._doHide()
│ └─ view.onViewHide() ◄─── First hide
└─ (Same as above for PageLevel)
└─ Stack: [PageHome, PageLevel]
BACK FROM 'PageLevel':
└─ ViewManager.back()
├─ Pop stack: PageLevel
├─ PageLevel._doHide()
│ └─ view.onViewHide()
├─ Decide: shouldDestroy?
│ │
│ └─ PageLevel has cache:true
│ └─ shouldDestroy = false (keep cached)
├─ Get current: PageHome
├─ PageHome._doShow()
│ └─ view.onViewShow() ◄─── Called again
└─ Stack: [PageHome]
Caches: {PageHome, PageLevel}
OPEN 'PageLevel' AGAIN (from cache):
└─ ViewManager.open('PageLevel')
├─ Check cache: _viewCache.get('PageLevel')
│ └─ Cache hit! (PageLevel instance)
├─ _showView(cachedView)
│ │
│ ├─ PageHome._doHide()
│ │
│ └─ cachedView._doShow()
│ └─ view.onViewShow() ◄─── Called again (2nd time)
│ onViewLoad() NOT called again ◄─── Important!
└─ Stack: [PageHome, PageLevel]
Same instance reused
```
---
## Error Handling Paths
```
LEVEL LOADING ERROR:
├─ initLevel()
│ │
│ └─ await LevelDataManager.ensureLevelReady(index)
│ │
│ └─ Returns null (error)
└─ Log warning, return early
└─ UI stays as-is (might be blank)
INSUFFICIENT POINTS:
└─ onUnlockClue()
├─ StorageManager.hasPoints() → false
└─ ToastManager.show("积分不足!")
└─ User sees notification, unlock blocked
DOUBLE-SUBMIT PREVENTION:
├─ onSubmitAnswer()
│ │
│ └─ if (_isTransitioning) return ◄─── Blocks multiple calls
└─ showSuccess()
└─ _isTransitioning = true ◄─── Set to block
└─ After modal shown/closed
└─ (Would be reset on nextLevel)
DOUBLE-CLICK UNLOCK:
└─ onUnlockClue()
└─ if (_isUnlocking) return ◄─── Blocks rapid clicks
└─ _isUnlocking = true at start
└─ Finally: _isUnlocking = false ◄─── Reset after async
```

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# QUICK REFERENCE - Game Points/Score System # UI Components - Quick Reference Guide
## 🎮 What is the "Currency"? ## Component Overview
**LIVES** - Not traditional points/coins, but a renewable "health" resource.
## 📊 Lives Management | Component | Purpose | Extends | Key Responsibilities |
``` |-----------|---------|---------|----------------------|
Storage Key: "game_lives" (localStorage) | **main.ts** | App bootstrap | Component | Register pages, init ViewManager & ToastManager |
Default: 10 | **PageLoading.ts** | Splash screen | Component | Load data, sync progress, detect share code |
Min Value: 0 | **PageHome.ts** | Landing page | BaseView | Navigation hub (game/PK buttons) |
Max Value: ∞ (no limit) | **PageLevel.ts** | Game level | BaseView | Core gameplay (timer, hints, scoring, input) |
| **PagePreviewLevels.ts** | Level preview | BaseView | Scrollable list of selected levels |
Methods: | **PassModal.ts** | Completion modal | BaseView | Next level & share buttons, success sound |
├─ getLives() → Returns current lives | **Toast.ts** | Notification | Component | Display message with fade animation |
├─ setLives(n) → Set specific value | **ToastManager.ts** | Toast system | Singleton | Centralized toast creation & display |
├─ consumeLife() → Deduct 1 life | **BaseView.ts** | Page base class | Component | Lifecycle interface for all pages |
├─ addLife() → Add 1 life | **ViewManager.ts** | Page manager | Singleton | Navigation, stacking, caching, lifecycle |
├─ hasLives() → Check if > 0
└─ resetLives() → Reset to 10
```
## 🎯 How Lives Are Spent
| Action | Cost | Where |
|--------|------|-------|
| Unlock Clue 2 | 1 Life | PageLevel → onUnlockClue(2) |
| Unlock Clue 3 | 1 Life | PageLevel → onUnlockClue(3) |
| **TOTAL PER LEVEL** | **0-2 Lives** | Depends on player choice |
## 🏆 How Lives Are Earned
| Action | Reward | Where |
|--------|--------|-------|
| Complete a Level | +1 Life | PageLevel → showSuccess() |
| Wrong Answer | 0 | No penalty |
| Time Up | 0 | No penalty |
## 📈 Level Progression
```
Storage Key: "game_progress" (localStorage)
Structure:
{
currentLevelIndex: number, // 0-based, current level
maxUnlockedLevelIndex: number // 0-based, highest reached
}
Default: { currentLevelIndex: 0, maxUnlockedLevelIndex: 0 }
```
### Progression Rules:
1. **Level 1 always unlocked** - Start here
2. **Beat Level N** → currentLevel becomes N+1
3. **Beat Level N** → maxUnlocked becomes max(maxUnlocked, N)
4. **Can replay earlier levels** - But always progress forward
### Methods:
```
getCurrentLevelIndex() → Get current (0-based)
setCurrentLevelIndex(n) → Jump to level
getMaxUnlockedLevelIndex() → Get highest reached
isLevelUnlocked(n) → Check if playable
onLevelCompleted(n) → Save win + progress
resetProgress() → Reset to level 1
```
## 🎨 Level Data (from API)
**Endpoint:** `https://ilookai.cn/api/v1/wechat-game/levels`
```typescript
ApiLevelData {
id: string, // UUID
level: number, // Level number (1-based display)
imageUrl: string, // Main puzzle image
hint1: string, // Free clue
hint2: string, // Costs 1 life
hint3: string, // Costs 1 life
answer: string, // The answer (case-sensitive, trimmed)
sortOrder: number // Sort order
}
```
## ⏱️ Gameplay Mechanics
### Time Limit
- **Duration:** 60 seconds per level
- **On Timeout:** Play fail sound, game doesn't end
- **After Timeout:** Can still submit answers
### Input System
- **Type:** Single text box (not per-character)
- **Processing:** Trimmed, case-sensitive comparison
- **Max Length:** Based on answer length
### Win Condition
```
input.trim() === answer
Play success sound → Stop timer → Award +1 life
→ Show PassModal → Save progress
```
### Lose Condition
```
input.trim() !== answer
Play fail sound → Vibrate → Show toast
→ Lives unchanged → Can retry
```
## 🎁 Rewards & Penalties
| Event | Lives Change | Other Effects |
|-------|--------------|---------------|
| Correct Answer | +1 | Play success sound, show modal |
| Wrong Answer | 0 | Play fail sound, vibrate, toast |
| Unlock Clue | -1 | Show clue content |
| Time Up | 0 | Play fail sound, countdown stops |
| Level Complete | Already +1ed | Save progress, move to next |
## 🔄 Economy Balance
```
Starting Inventory: 10 lives
Without Hints: +1 life/level → Infinite
With 1 Hint/Level: 0 lives/level → Stable
With 2 Hints/Level: -1 life/level → Finite (10-20 levels)
Net Formula: newLives = oldLives - hintsUsed + 1 (on win)
```
## 📡 API Integration
```
LevelDataManager {
API_URL: "https://ilookai.cn/api/v1/wechat-game/levels"
TIMEOUT: 8000ms
RETRY_COUNT: 2
Calls:
├─ initialize() → Load all level metadata + image for level 1
├─ ensureLevelReady(n) → Load specific level image
├─ preloadNextLevel(n) → Silently preload level n+1
└─ getLevelConfig(n) → Get cached level data
}
```
## 📁 Storage Schema
```
localStorage: {
"game_lives": "10",
"game_progress": "{\"currentLevelIndex\":0,\"maxUnlockedLevelIndex\":0}"
}
```
## 🌐 WeChat Integration
```
Features Used:
├─ WxSDK.initShare() → Enable sharing
├─ WxSDK.shareAppMessage() → Share to friend with level query param
├─ WxSDK.vibrateLong() → 400ms vibration on error
└─ WxSDK.vibrateShort() → 15ms vibration on click
```
## 🔑 Key Files
```
StorageManager.ts → Lives & progress persistence
LevelDataManager.ts → API & image loading
PageLevel.ts → Main game logic
PageLoading.ts → App initialization
PassModal.ts → Victory screen
ViewManager.ts → Page navigation
WxSDK.ts → WeChat APIs
```
## ⚙️ Constants
```
DEFAULT_LIVES 10
MIN_LIVES 0
LEVEL_TIME_LIMIT 60 seconds
LIFE_PER_HINT 1
LIFE_PER_WIN 1
API_TIMEOUT 8000ms
API_RETRY_COUNT 2
Game Title "写英语" (Write English)
Share Query Format "level=<levelIndex>"
```
## 🚨 No Implementation For:
- User Authentication (wx.login)
- Backend Progress Save
- Ads/Monetization
- Leaderboards
- Analytics
- Premium Life Refills
- Difficulty Levels
--- ---
**In Summary:** Players earn/spend LIVES by unlocking clues (-1 each) or winning levels (+1 each). Progress is saved locally with streak tracking. The economy encourages players to solve without hints to maximize lives. ## Lifecycle Stages
### Page Lifecycle (BaseView)
```
onViewLoad() → onViewShow() → onViewHide() → onViewDestroy()
(once) (each show) (each hide) (on destroy)
```
### App Startup Flow
```
main.onLoad()
↓ (Initialize ViewManager + register pages)
PageLoading.start()
↓ (Load auth + levels in parallel, check share code)
PageHome (normal) OR PageLevel (share mode)
```
---
## Key Data Flows
### Level Progression
```
PageLevel loads config → Displays image + clue1 → User enters answer
↓ (correct) → Earn points → Show PassModal → Next level
↓ (wrong) → Show toast → Continue playing
↓ (timeout) → Play fail sound
```
### Hint Unlocking
```
User clicks unlock button → Check points available
↓ (yes) → Consume point from UserAssetsManager
↓ → Hide unlock button, show clue
↓ (no) → Show "insufficient points" toast
```
### Share Challenge Mode
```
WeChat link → PageLoading detects share code
↓ → ShareManager.joinShare(code)
↓ → Play through shared levels (doesn't save local progress)
↓ → Report progress to server
↓ → Return to PageHome
```
---
## Component Properties Summary
### PageLevel (Most Complex)
**UI Elements:**
- inputLayout, submitButton, inputTemplate, actionNode
- iconSetting (back button)
- tipsLayout, tipsItem1/2/3 (clues)
- unLockItem2/3 (unlock buttons)
- clockLabel (timer), liveLabel (points)
- mainImage (level image)
**Audio:**
- clickAudio, successAudio, failAudio
**Internal State:**
- _countdown (60 sec timer)
- _isTimeUp (timer expired flag)
- _currentConfig (level data)
- _isTransitioning (prevent double-submit)
- _isUnlocking (prevent double-click unlock)
- _passModalNode (modal reference)
- _isShareMode (shared vs normal)
**Key Methods:**
- onViewLoad/Show/Hide/Destroy (lifecycle)
- initLevel() (async load config)
- createSingleInput(length) (input box)
- onUnlockClue(index) (consume points for hints)
- onSubmitAnswer() (check answer)
- showSuccess() (correct: earn points, show modal)
- showError() (wrong: toast + vibration)
- nextLevel() (progress to next)
- startCountdown() / onCountdownTick() (60s timer)
---
## Points & Scoring System
**Earning Points:**
- `UserAssetsManager.earnPoint(levelId, timeSpent)`
- Called in PageLevel.showSuccess()
- Time spent = 60 - countdown
**Consuming Points:**
- `UserAssetsManager.consumePoint(levelId, hintIndex)`
- Called in PageLevel.onUnlockClue()
- Check `StorageManager.hasPoints()` before consuming
**Displaying Points:**
- `StorageManager.getPoints()` → Display as "x {points}"
- Called in PageLevel.updatePointsLabel()
---
## Timer System
**60-Second Countdown:**
- Starts when level loads: `startCountdown()`
- Ticks every 1 second: `onCountdownTick()`
- Displayed as: "60s", "59s", ..., "0s"
- On timeout: plays fail sound, doesn't end game
**Stop Timer:**
- `stopCountdown()` called when:
- Answer submitted (correct)
- Page destroyed
- All levels completed
---
## Hint/Clue System
**3 Clues Per Level:**
1. **Clue 1** - Always visible (free)
2. **Clue 2** - Unlock button, costs points
3. **Clue 3** - Unlock button, costs points
**Display:**
- Text in tipsItem1/2/3 nodes
- Hidden if locked (tipsItem.active = false)
- Unlock button visible if locked
**Unlock Flow:**
1. User clicks unLockItem2 or unLockItem3
2. Check points: `StorageManager.hasPoints()`
3. Consume: `UserAssetsManager.consumePoint(levelId, index)`
4. Hide button, show clue, update UI
---
## Navigation Stack
**Structure:**
- LIFO stack managed by ViewManager
- Each open() adds to stack
- back() pops from stack
- replace() swaps top
**Example Session:**
```
[PageHome]
↓ open PageLevel
[PageHome, PageLevel]
↓ open PassModal (or inline)
[PageHome, PageLevel, PassModal?]
↓ close/back
[PageHome]
```
**Methods:**
- `ViewManager.open(viewId, options?)` - Push to stack
- `ViewManager.back()` - Pop from stack, show previous
- `ViewManager.replace(viewId, options?)` - Pop current, push new
---
## Caching Strategy
**Cached Views (default):**
- Instance reused on re-open
- onViewLoad() called once
- onViewShow() called each time
- Memory persists
**Non-Cached Views:**
- New instance each time
- onViewLoad() called each time
- Memory released on close
**Configuration:**
```typescript
// In main.ts registration
ViewManager.instance.register('PageHome', {
prefab: pageHomePrefab,
cache: true, // ← Reuse instance
zIndex: 0 // ← Layer depth
});
```
---
## Toast System
**Show Toast:**
```typescript
ToastManager.show("消息内容", 2000); // duration in ms
```
**Initialization (main.ts):**
```typescript
ToastManager.instance.init(toastPrefab, canvasNode);
```
**Toast Behavior:**
- Creates Toast instance from prefab
- Displays for duration (default 2000ms)
- Fades out over 300ms
- Auto-destroys
---
## WeChat Integration
**Share Initialization (PageHome):**
```typescript
WxSDK.initShare({
title: '写英语',
imageUrl: '',
query: ''
});
```
**Share in Challenge (PassModal):**
```typescript
WxSDK.shareAppMessage({
title: '快来一起玩这款游戏吧',
query: `level={levelIndex}`
});
```
**Share Code Detection (PageLoading):**
```typescript
const shareCode = WxSDK.getShareCodeFromLaunch();
if (shareCode) {
const joined = await ShareManager.instance.joinShare(shareCode);
// Launch PageLevel in share mode
}
```
**Other WeChat Features:**
- `WxSDK.vibrateLong()` - Haptic feedback on wrong answer
- `WxSDK.isWechat()` - Check if running in WeChat
- `checkPrivacySetting()` - Check privacy authorization
- `requirePrivacyAuthorize()` - Prompt for privacy consent
---
## Error Handling & Edge Cases
**Level Loading:**
- Try cache first, then async load
- Preload next level without blocking
- Handle missing config gracefully
**Point Consumption:**
- Check availability before consuming
- Show toast if insufficient
- Prevent double-click with flag
**Answer Submission:**
- Prevent multiple submissions with transition flag
- Trim whitespace from answer
- Case-sensitive comparison
**Page Navigation:**
- Share mode: clears share state before returning home
- Normal mode: simple back() navigation
- Modal: stays on top (z-index 999)
---
## Common Tasks
### Add Toast
```typescript
ToastManager.show('提示信息');
```
### Navigate to Page
```typescript
ViewManager.instance.open('PageLevel'); // Push
ViewManager.instance.back(); // Pop
ViewManager.instance.replace('PageHome');// Swap
```
### Get Current Level
```typescript
const index = StorageManager.getCurrentLevelIndex();
```
### Check/Consume Points
```typescript
if (StorageManager.hasPoints()) {
await UserAssetsManager.consumePoint(levelId, hintIndex);
}
```
### Start Game
```typescript
// From PageHome
ViewManager.instance.open('PageLevel');
```
### Create & Share Challenge
```typescript
// User flow:
PageHome [PK Button] PageWriteLevels [Select 6]
PagePreviewLevels [Verify]
PassModal [Share Button]
WxSDK.shareAppMessage()
```
---
## File Size & Complexity
| File | Lines | Complexity |
|------|-------|-----------|
| main.ts | 92 | Simple (init only) |
| PageLoading.ts | 141 | Medium (parallel loading, sync) |
| PageHome.ts | 119 | Simple (two buttons) |
| PageLevel.ts | 823 | **Very High** (core game logic) |
| PagePreviewLevels.ts | 247 | Medium (scroll list) |
| PassModal.ts | 155 | Simple (two buttons) |
| Toast.ts | 50 | Simple (fade animation) |
| ToastManager.ts | 59 | Simple (factory pattern) |
| BaseView.ts | 132 | Medium (lifecycle) |
| ViewManager.ts | 320 | High (stack navigation) |
**Total: ~2,138 lines** | **Focal Point: PageLevel.ts (38% of code)**

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@@ -0,0 +1,489 @@
# UI Components Complete Analysis - Index
## 📚 Documentation Files Created
This analysis consists of three comprehensive documents:
### 1. **UI_COMPONENT_ANALYSIS.md** (Main Reference)
**1,424 lines | 45 KB**
- Detailed breakdown of all 10 files
- Complete method signatures and implementations
- Lifecycle method documentation
- Data manager interactions
- Game flow explanations
- Key concepts and patterns
**Best for:** Deep dives into specific components, understanding implementation details
### 2. **QUICK_REFERENCE.md** (Developer Cheat Sheet)
**~400 lines | 8.6 KB**
- Component overview table
- Lifecycle stages summary
- Key data flows (visual)
- Component properties summary
- Points & scoring system quick look
- Timer system overview
- Hint/clue system
- Navigation stack examples
- Toast system usage
- WeChat integration quick reference
- Common tasks & code snippets
- File complexity metrics
**Best for:** Quick lookups, copy-paste code patterns, understanding overall architecture
### 3. **ARCHITECTURE_DIAGRAM.md** (Visual Reference)
**~1,000 lines | 26 KB**
- System architecture diagram
- Page state machine
- Page stack visualization with session traces
- Component communication diagrams
- Data flow diagrams (level completion, hint unlocking)
- Timer sequence diagrams
- Input box creation flow
- Share challenge mode flow
- ViewManager caching mechanism
- Error handling paths
**Best for:** Understanding flow, tracing execution, visual learners
---
## 🎯 Component Summary
### Core Infrastructure
- **main.ts** (92 lines) - App bootstrap, register pages and managers
- **BaseView.ts** (132 lines) - Abstract page lifecycle interface
- **ViewManager.ts** (320 lines) - Stack-based page navigation system
### UI Pages (All extend BaseView)
- **PageLoading.ts** (141 lines) - Splash screen, load data, detect share code
- **PageHome.ts** (119 lines) - Landing page hub with game/PK buttons
- **PageLevel.ts** (823 lines) ⭐ **Most Complex** - Main game with timer, hints, scoring
- **PagePreviewLevels.ts** (247 lines) - Scrollable list of selected levels
- **PassModal.ts** (155 lines) - Completion modal with next/share buttons
### Notification System
- **Toast.ts** (50 lines) - Individual toast notification with fade animation
- **ToastManager.ts** (59 lines) - Singleton manager for toast creation
**Total: ~2,138 lines across 10 files**
---
## 🔑 Key Topics Quick Index
### Game Mechanics
| Topic | Location | Key Method |
|-------|----------|-----------|
| 60-second countdown | PageLevel | startCountdown() / onCountdownTick() |
| Hint/clue system (3 levels) | PageLevel | onUnlockClue(index) |
| Answer verification | PageLevel | onSubmitAnswer() / getAnswer() |
| Level progression | PageLevel | nextLevel() |
| Points earning | PageLevel | showSuccess() + UserAssetsManager.earnPoint() |
| Points spending | PageLevel | onUnlockClue() + UserAssetsManager.consumePoint() |
### UI Management
| Topic | Location | Key Method |
|-------|----------|-----------|
| Page navigation | ViewManager | open() / back() / replace() |
| Page lifecycle | BaseView | onViewLoad/Show/Hide/Destroy |
| Page caching | ViewManager | _viewCache Map |
| Page stacking | ViewManager | _viewStack array (LIFO) |
| Toast notifications | ToastManager | show(content, duration) |
### Special Features
| Topic | Location | Key Method |
|-------|----------|-----------|
| Share challenge mode | PageLevel + ShareManager | _isShareMode flag |
| WeChat integration | PageHome, PassModal, WxSDK | initShare() / shareAppMessage() |
| Server progress sync | PageLoading | _syncProgressFromServer() |
| Level preloading | PageLevel | preloadNextLevel() |
---
## 📊 Complexity Breakdown
```
PageLevel.ts (823 lines - 38% of total code)
├─ Input management
├─ Timer system
├─ Hint unlocking
├─ Answer validation
├─ Point interactions
├─ Audio effects
├─ Modal handling
└─ Share mode support
ViewManager.ts (320 lines - 15% of total code)
├─ Page registration
├─ Stack management
├─ Instance caching
├─ Lifecycle coordination
└─ Error handling
All Other Components (995 lines - 47% of total code)
```
---
## 🎮 Game Flow Overview
```
User Launches App
main.ts registers pages & managers
PageLoading loads auth + levels (parallel)
┌─ Detect Share Code ──→ Enter Share Mode (PageLevel)
│ ↓
│ Play Levels
│ ↓
│ Return Home
└─ Normal Path ──→ Open PageHome
┌──────┴──────┐
↓ ↓
Play Game Create Challenge
(PageLevel) (PageWriteLevels)
↓ ↓
Win Level PagePreviewLevels
↓ ↓
PassModal PassModal/Share
↓ ↓
Next/Back Share to WeChat
```
---
## 💾 Data Manager Interactions
### By Page
**PageLoading**
- AuthManager.initialize()
- LevelDataManager.initialize()
- StorageManager.getMaxUnlockedLevelIndex()
- StorageManager.onLevelCompleted()
- ShareManager.joinShare()
- WxSDK.getShareCodeFromLaunch()
**PageHome**
- WxSDK.initShare()
- checkPrivacySetting()
- requirePrivacyAuthorize()
**PageLevel** (Most interactions)
- LevelDataManager (load, preload, get count)
- StorageManager (get/set progress, get points)
- UserAssetsManager (earn/consume points)
- ShareManager (share mode, report progress)
- WxSDK (vibration, sharing)
- ToastManager (notifications)
- ViewManager (navigation)
**PagePreviewLevels**
- LevelDataManager.ensureLevelReady()
**PassModal**
- WxSDK.shareAppMessage()
---
## ⚠️ Important Flags & Preventing Issues
### Double-Submission Prevention
```typescript
// In PageLevel.onSubmitAnswer()
if (this._isTransitioning) return; // Blocks rapid re-submission
```
### Double-Click Unlock Prevention
```typescript
// In PageLevel.onUnlockClue()
if (this._isUnlocking) return; // Blocks rapid hint unlocking
```
### Share Mode Detection
```typescript
// In PageLevel.onViewLoad()
this._isShareMode = params?.shareMode === true;
```
### Timer Running Flag
```typescript
// In PageLevel.onCountdownTick()
if (this._isTimeUp) return; // Prevents countdown after timeout
```
---
## 🔄 Page Lifecycle Details
### First-Time Open
1. ViewManager.open() called
2. Prefab instantiated
3. onViewLoad() called (do heavy init here)
4. Page added to stack
5. onViewShow() called
### Re-open (if cached)
1. ViewManager.open() called
2. Cache hit found
3. Previous page onViewHide() called
4. This page onViewShow() called (not onViewLoad!)
5. Page already in stack (or re-added)
### Close/Back
1. ViewManager.back() called
2. Current page onViewHide() called
3. Current page destroyed (if not cached)
4. Previous page onViewShow() called
### Destroy
1. onViewDestroy() called
2. All listeners removed
3. Resources cleaned up
4. Node destroyed
---
## 📝 Common Code Patterns
### Open Page with Parameters
```typescript
ViewManager.instance.open('PageLevel', {
params: { shareMode: true },
onComplete: (view) => {
console.log('PageLevel opened');
},
onError: (err) => {
console.error('Failed to open:', err);
}
});
```
### Get Page Parameters
```typescript
onViewLoad(): void {
const params = this.getParams();
if (params?.shareMode) {
// Handle share mode
}
}
```
### Show Toast Notification
```typescript
ToastManager.show('提示信息', 2000); // 2 second display
```
### Check & Consume Points
```typescript
if (StorageManager.hasPoints()) {
const success = await UserAssetsManager.consumePoint(levelId, hintIndex);
if (success) {
this.updatePointsLabel();
}
}
```
### Schedule & Unschedule
```typescript
startCountdown(): void {
this.schedule(this.onCountdownTick, 1); // Every 1 second
}
stopCountdown(): void {
this.unschedule(this.onCountdownTick); // Stop callback
}
```
---
## 🐛 Known Patterns to Watch
### Caching Implications
- Pages with cache:true keep their onViewLoad() state
- onViewShow() is called each time, even if cached
- If you modify state in onViewLoad(), it persists!
- Solution: Reset state in onViewShow() if needed
### Share Mode Edge Cases
- Share mode doesn't save local progress
- Share mode uses ShareManager instead of LevelDataManager
- Share mode clears state on return to home
- Must check _isShareMode before saving
### Modal Positioning
- PassModal instantiated with z-index 999 (topmost)
- Added to Canvas root node (not PageLevel child)
- This allows full-screen coverage with proper Widget alignment
### Timer Edge Cases
- Timer continues even if page is hidden
- Must stop timer on destroy or completion
- onTimeUp() plays sound but doesn't end game automatically
- Wrong answer doesn't stop timer
---
## 🎯 Tips for Modifications
### Adding New Hint Types
1. Add hint4 config to RuntimeLevelConfig
2. Add unLockItem4 property to PageLevel
3. Add tipsItem4 property to PageLevel
4. Call showUnlockButton(4) in _applyLevelConfig()
5. Handle in onUnlockClue() switch/case
### Adding Page Analytics
1. Add tracking in onViewLoad() (first visit)
2. Add tracking in onViewShow() (each visit)
3. Use page viewId for identification
4. Track user actions in event handlers
### Changing Point System
1. Modify UserAssetsManager (not shown)
2. Update updatePointsLabel() display format
3. Adjust hasPoints() check if needed
4. Test unlock flow with new values
### Adjusting Timer
1. Change `_countdown = 60` to desired seconds
2. Update display frequency if needed
3. Adjust point calculation if time-based
4. Test timeout behavior
---
## 📖 How to Use This Documentation
**For a new developer:**
1. Start with QUICK_REFERENCE.md for overview
2. Read UI_COMPONENT_ANALYSIS.md sections for specific pages
3. Reference ARCHITECTURE_DIAGRAM.md for flow understanding
**For debugging:**
1. Find error in component name
2. Look up methods in UI_COMPONENT_ANALYSIS.md
3. Check flow in ARCHITECTURE_DIAGRAM.md
4. Use QUICK_REFERENCE.md for code patterns
**For adding features:**
1. Understand game flow in QUICK_REFERENCE.md
2. Find where to hook in UI_COMPONENT_ANALYSIS.md
3. Check data flows in ARCHITECTURE_DIAGRAM.md
4. Copy patterns from QUICK_REFERENCE.md
**For optimization:**
1. Note complexity metrics in QUICK_REFERENCE.md
2. Identify bottlenecks in PageLevel.ts
3. Check async operations in PageLoading.ts
4. Review caching in ViewManager.ts
---
## 🔗 Cross-References
### Frequently Referenced Files
- **PageLevel.ts** - Most complex, used from PageHome and PageLoading
- **ViewManager.ts** - Used by all pages for navigation
- **StorageManager** - Used by PageLoading and PageLevel
- **UserAssetsManager** - Used by PageLevel for points
- **LevelDataManager** - Used by PageLoading and PageLevel
### Integration Points
```
main.ts (startup)
PageLoading (data loading)
├─ AuthManager
├─ LevelDataManager
└─ ShareManager
PageHome (navigation hub)
├─ PageLevel (game)
│ ├─ StorageManager
│ ├─ UserAssetsManager
│ ├─ WxSDK
│ └─ PassModal (modal)
│ └─ WxSDK
└─ PageWriteLevels (not analyzed)
└─ PagePreviewLevels
└─ LevelDataManager
```
---
## 📊 File Statistics
| Metric | Value |
|--------|-------|
| Total Lines | 2,138 |
| Total Files Analyzed | 10 |
| Most Complex File | PageLevel.ts (823 lines, 38%) |
| Most Reused Manager | ViewManager |
| Total Data Managers Used | 7+ |
| UI Components | 5 pages + 2 utilities |
| Lifecycle Methods | 4 per BaseView |
| Key Patterns | Stack navigation, caching, events |
---
## 🚀 Next Steps for Development
1. **Run the game** and trace through the flows documented here
2. **Add logging** to key methods to understand real execution order
3. **Modify a page** to get familiar with lifecycle
4. **Create new page** following BaseView pattern
5. **Add new feature** using documented patterns
---
## 📞 Quick Troubleshooting
**Page not showing?**
- Check ViewManager.open() called
- Verify prefab has BaseView component
- Check registration in main.ts
**Points not updating?**
- Verify UserAssetsManager call succeeds
- Check updatePointsLabel() is called
- Test StorageManager.getPoints() returns value
**Timer not stopping?**
- Check stopCountdown() called on completion
- Verify unschedule() works in Cocos
- Test onDestroy calls stopCountdown()
**Modal not appearing?**
- Check z-index set to 999
- Verify added to Canvas root
- Test instantiate() succeeds
- Check onViewLoad/Show called manually
**Share mode broken?**
- Verify share code detected in PageLoading
- Check _isShareMode set properly
- Test ShareManager.joinShare() succeeds
- Verify clearShareMode() called on exit
---
## ✅ Analysis Complete
All 10 UI component files have been thoroughly analyzed and documented.
**Total Documentation: 3 comprehensive guides**
- **UI_COMPONENT_ANALYSIS.md** - Deep technical reference (1,424 lines)
- **QUICK_REFERENCE.md** - Developer cheat sheet (~400 lines)
- **ARCHITECTURE_DIAGRAM.md** - Visual flow diagrams (~1,000 lines)
- **This file** - Navigation & index (this document)
**Ready for:** Development, debugging, feature implementation, onboarding

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@@ -2,13 +2,14 @@ import { _decorator, Node, EditBox, instantiate, Vec3, Button, Label, Sprite, Sp
import { BaseView } from 'db://assets/scripts/core/BaseView'; import { BaseView } from 'db://assets/scripts/core/BaseView';
import { ViewManager } from 'db://assets/scripts/core/ViewManager'; import { ViewManager } from 'db://assets/scripts/core/ViewManager';
import { StorageManager } from 'db://assets/scripts/utils/StorageManager'; import { StorageManager } from 'db://assets/scripts/utils/StorageManager';
import { UserAssetsManager } from 'db://assets/scripts/utils/UserAssetsManager'; import { StaminaManager } from 'db://assets/scripts/utils/StaminaManager';
import { WxSDK } from 'db://assets/scripts/utils/WxSDK'; import { WxSDK } from 'db://assets/scripts/utils/WxSDK';
import { LevelDataManager } from 'db://assets/scripts/utils/LevelDataManager'; import { LevelDataManager } from 'db://assets/scripts/utils/LevelDataManager';
import { RuntimeLevelConfig } from 'db://assets/scripts/types/LevelTypes'; import { RuntimeLevelConfig } from 'db://assets/scripts/types/LevelTypes';
import { ToastManager } from 'db://assets/scripts/utils/ToastManager'; import { ToastManager } from 'db://assets/scripts/utils/ToastManager';
import { ShareManager } from 'db://assets/scripts/utils/ShareManager'; import { ShareManager } from 'db://assets/scripts/utils/ShareManager';
import { PassModal } from 'db://assets/prefabs/PassModal'; import { PassModal } from 'db://assets/prefabs/PassModal';
import { StaminaInfo } from 'db://assets/scripts/types/ApiTypes';
const { ccclass, property } = _decorator; const { ccclass, property } = _decorator;
/** /**
@@ -60,7 +61,7 @@ export class PageLevel extends BaseView {
@property(Label) @property(Label)
clockLabel: Label | null = null; clockLabel: Label | null = null;
/** 积分显示标签prefab 中序列化名为 liveLabel保持兼容 */ /** 体力值显示标签prefab 中序列化名为 liveLabel保持兼容 */
@property(Label) @property(Label)
liveLabel: Label | null = null; liveLabel: Label | null = null;
@@ -99,7 +100,7 @@ export class PageLevel extends BaseView {
/** 是否正在切换关卡(防止重复提交) */ /** 是否正在切换关卡(防止重复提交) */
private _isTransitioning: boolean = false; private _isTransitioning: boolean = false;
/** 是否正在解锁提示(防止双击重复消耗积分 */ /** 是否正在解锁提示(防止双击重复触发 */
private _isUnlocking: boolean = false; private _isUnlocking: boolean = false;
/** 通关弹窗实例 */ /** 通关弹窗实例 */
@@ -108,6 +109,9 @@ export class PageLevel extends BaseView {
/** 是否处于分享挑战模式 */ /** 是否处于分享挑战模式 */
private _isShareMode: boolean = false; private _isShareMode: boolean = false;
/** 体力恢复倒计时定时器 */
private _staminaTimerId: ReturnType<typeof setInterval> | null = null;
/** /**
* 页面首次加载时调用 * 页面首次加载时调用
*/ */
@@ -125,16 +129,14 @@ export class PageLevel extends BaseView {
this.currentLevelIndex = StorageManager.getCurrentLevelIndex(); this.currentLevelIndex = StorageManager.getCurrentLevelIndex();
console.log(`[PageLevel] 恢复关卡进度: 第 ${this.currentLevelIndex + 1}`); console.log(`[PageLevel] 恢复关卡进度: 第 ${this.currentLevelIndex + 1}`);
} }
this.updatePointsLabel(); this.updateStaminaLabel();
this.initIconSetting(); this.initIconSetting();
this.initUnlockButtons(); this.initUnlockButtons();
this.initSubmitButton(); this.initSubmitButton();
// 异步加载关卡资源,完成后启动倒计时 // 异步加载关卡资源并调用进入关卡接口,完成后启动倒计时
this.initLevel().then(() => { this._enterAndInitLevel().catch(err => {
this.startCountdown(); console.error('[PageLevel] 进入关卡失败:', err);
}).catch(err => {
console.error('[PageLevel] 加载关卡失败:', err);
}); });
} }
@@ -143,7 +145,8 @@ export class PageLevel extends BaseView {
*/ */
onViewShow(): void { onViewShow(): void {
console.log('[PageLevel] onViewShow'); console.log('[PageLevel] onViewShow');
this.updatePointsLabel(); this.updateStaminaLabel();
this._startStaminaRecoverTimer();
} }
/** /**
@@ -151,6 +154,7 @@ export class PageLevel extends BaseView {
*/ */
onViewHide(): void { onViewHide(): void {
console.log('[PageLevel] onViewHide'); console.log('[PageLevel] onViewHide');
this._stopStaminaRecoverTimer();
} }
/** /**
@@ -161,6 +165,7 @@ export class PageLevel extends BaseView {
this.clearInputNodes(); this.clearInputNodes();
this.stopCountdown(); this.stopCountdown();
this._closePassModal(); this._closePassModal();
this._stopStaminaRecoverTimer();
// 清理事件监听 // 清理事件监听
this.iconSetting?.off(Node.EventType.TOUCH_END, this.onIconSettingClick, this); this.iconSetting?.off(Node.EventType.TOUCH_END, this.onIconSettingClick, this);
@@ -170,16 +175,18 @@ export class PageLevel extends BaseView {
} }
/** /**
* 初始化关卡(从 API 数据加载,异步确保资源就绪) * 进入关卡并初始化
* 1. 加载关卡图片资源
* 2. 调用进入关卡接口(消耗体力,获取答案和线索)
* 3. 启动倒计时
*/ */
private async initLevel(): Promise<void> { private async _enterAndInitLevel(): Promise<void> {
// 先加载关卡图片资源
let config: RuntimeLevelConfig | null = null; let config: RuntimeLevelConfig | null = null;
if (this._isShareMode) { if (this._isShareMode) {
// 分享模式:从 ShareManager 获取关卡
config = await ShareManager.instance.ensureShareLevelReady(this.currentLevelIndex); config = await ShareManager.instance.ensureShareLevelReady(this.currentLevelIndex);
} else { } else {
// 正常模式:先尝试缓存,再异步加载
config = LevelDataManager.instance.getLevelConfig(this.currentLevelIndex); config = LevelDataManager.instance.getLevelConfig(this.currentLevelIndex);
if (!config) { if (!config) {
console.log(`[PageLevel] 关卡 ${this.currentLevelIndex + 1} 资源未缓存,开始加载...`); console.log(`[PageLevel] 关卡 ${this.currentLevelIndex + 1} 资源未缓存,开始加载...`);
@@ -192,8 +199,53 @@ export class PageLevel extends BaseView {
return; return;
} }
// 非分享模式下,调用进入关卡接口获取答案和线索
if (!this._isShareMode) {
const levelId = LevelDataManager.instance.getLevelId(this.currentLevelIndex);
if (levelId) {
const enterData = await StaminaManager.instance.enterLevel(levelId);
if (!enterData) {
// 进入关卡失败(可能是体力不足)
const stamina = StaminaManager.instance.getStamina();
if (stamina.current <= 0) {
ToastManager.show('体力不足,请等待恢复');
this._startStaminaRecoverTimer();
} else {
ToastManager.show('进入关卡失败,请重试');
}
this.updateStaminaLabel();
return;
}
// 提示用户消耗体力
ToastManager.show(`消耗1点体力剩余 ${enterData.stamina.current}/${enterData.stamina.max}`);
// 用 enter 接口返回的数据更新关卡配置(填充答案和线索)
LevelDataManager.instance.updateLevelDetails(
this.currentLevelIndex,
{
answer: enterData.answer,
hint1: enterData.hint1,
hint2: enterData.hint2,
hint3: enterData.hint3,
}
);
// 重新获取更新后的配置
config = LevelDataManager.instance.getLevelConfig(this.currentLevelIndex);
if (!config) {
console.error('[PageLevel] 更新关卡详情后获取配置失败');
return;
}
// 更新体力显示
this.updateStaminaLabel();
}
}
console.log(`[PageLevel] 初始化关卡 ${this.currentLevelIndex + 1}: ${config.name}`); console.log(`[PageLevel] 初始化关卡 ${this.currentLevelIndex + 1}: ${config.name}`);
this._applyLevelConfig(config); this._applyLevelConfig(config);
this.startCountdown();
} }
/** /**
@@ -212,8 +264,10 @@ export class PageLevel extends BaseView {
// 设置主图 // 设置主图
this.setMainImage(config.spriteFrame); this.setMainImage(config.spriteFrame);
// 设置线索1默认解锁 // 设置线索1默认解锁,如果有的话
this.setClue(1, config.clue1); if (config.clue1) {
this.setClue(1, config.clue1);
}
// 隐藏线索2、3 // 隐藏线索2、3
this.hideClue(2); this.hideClue(2);
@@ -224,7 +278,9 @@ export class PageLevel extends BaseView {
this.showUnlockButton(3); this.showUnlockButton(3);
// 根据答案长度创建单个输入框 // 根据答案长度创建单个输入框
this.createSingleInput(config.answer.length); if (config.answer) {
this.createSingleInput(config.answer.length);
}
// 更新倒计时显示 // 更新倒计时显示
this.updateClockLabel(); this.updateClockLabel();
@@ -239,7 +295,7 @@ export class PageLevel extends BaseView {
LevelDataManager.instance.preloadNextLevel(this.currentLevelIndex); LevelDataManager.instance.preloadNextLevel(this.currentLevelIndex);
} }
console.log(`[PageLevel] 初始化关卡 ${this.currentLevelIndex + 1}, 答案长度: ${config.answer.length}`); console.log(`[PageLevel] 初始化关卡 ${this.currentLevelIndex + 1}, 答案长度: ${config.answer?.length ?? 0}`);
} }
/** /**
@@ -313,6 +369,11 @@ export class PageLevel extends BaseView {
private clearInputNodes(): void { private clearInputNodes(): void {
for (const node of this._inputNodes) { for (const node of this._inputNodes) {
if (node.isValid) { if (node.isValid) {
const editBox = node.getComponent(EditBox);
if (editBox) {
editBox.node.off(EditBox.EventType.TEXT_CHANGED, this.onInputTextChanged, this);
editBox.node.off(EditBox.EventType.EDITING_DID_ENDED, this.onInputEditingEnded, this);
}
node.destroy(); node.destroy();
} }
} }
@@ -501,38 +562,38 @@ export class PageLevel extends BaseView {
} }
/** /**
* 点击解锁线索 * 点击解锁线索(观看激励视频广告后解锁)
*/ */
private async onUnlockClue(index: number): Promise<void> { private async onUnlockClue(index: number): Promise<void> {
// 防止双击重复消耗 // 防止双击重复触发
if (this._isUnlocking) return; if (this._isUnlocking) return;
if (!this.hasPoints()) {
ToastManager.show('积分不足,无法解锁提示!');
return;
}
this._isUnlocking = true; this._isUnlocking = true;
try { try {
const levelId = this._currentConfig?.id; // 检查线索是否存在
const success = await UserAssetsManager.instance.consumePoint(levelId, index); if (!this._currentConfig) return;
if (!success) {
ToastManager.show('积分不足,无法解锁提示!'); const clueContent = index === 2 ? this._currentConfig.clue2 : this._currentConfig.clue3;
if (!clueContent) {
ToastManager.show('该提示暂未配置');
return;
}
// 调用微信激励视频广告
ToastManager.show('观看视频即可解锁提示');
const adWatched = await WxSDK.showRewardedVideoAd();
if (!adWatched) {
ToastManager.show('需要看完视频才能解锁提示哦');
return; return;
} }
this.updatePointsLabel();
this.playClickSound(); this.playClickSound();
this.hideUnlockButton(index); this.hideUnlockButton(index);
this.showClue(index); this.showClue(index);
this.setClue(index, clueContent);
if (this._currentConfig) { console.log(`[PageLevel] 通过观看广告解锁线索${index}`);
const clueContent = index === 2 ? this._currentConfig.clue2 : this._currentConfig.clue3;
this.setClue(index, clueContent);
}
console.log(`[PageLevel] 解锁线索${index}`);
} finally { } finally {
this._isUnlocking = false; this._isUnlocking = false;
} }
@@ -639,17 +700,70 @@ export class PageLevel extends BaseView {
// 可以在这里添加游戏结束逻辑 // 可以在这里添加游戏结束逻辑
} }
// ========== 积分相关方法 ========== // ========== 体力值相关方法 ==========
private updatePointsLabel(): void { /** 上次显示的体力值,用于变更检测 */
private _lastDisplayedStamina: number = -1;
/**
* 更新体力值显示(仅值变化时更新 UI
*/
private updateStaminaLabel(): void {
if (this.liveLabel) { if (this.liveLabel) {
const points = StorageManager.getPoints(); const stamina = StaminaManager.instance.getStamina();
this.liveLabel.string = `x ${points}`; if (stamina.current !== this._lastDisplayedStamina) {
this.liveLabel.string = `x ${stamina.current}`;
this._lastDisplayedStamina = stamina.current;
}
} }
} }
private hasPoints(): boolean { /**
return StorageManager.hasPoints(); * 启动体力恢复倒计时 UI
*/
private _startStaminaRecoverTimer(): void {
this._stopStaminaRecoverTimer();
const stamina = StaminaManager.instance.getStamina();
if (!stamina.nextRecoverAt || stamina.current >= stamina.max) {
return;
}
const targetTime = new Date(stamina.nextRecoverAt).getTime();
if (isNaN(targetTime)) return;
this._staminaTimerId = setInterval(() => {
if (targetTime - Date.now() > 0) return;
// 恢复一点体力
const currentStamina = StaminaManager.instance.getStamina();
const newCurrent = Math.min(currentStamina.current + 1, currentStamina.max);
const newStamina: StaminaInfo = {
...currentStamina,
current: newCurrent,
nextRecoverAt: newCurrent < currentStamina.max
? new Date(Date.now() + 10 * 60 * 1000).toISOString()
: null,
};
StaminaManager.instance.updateStamina(newStamina);
this.updateStaminaLabel();
this._stopStaminaRecoverTimer();
if (newCurrent < currentStamina.max) {
this._startStaminaRecoverTimer();
}
}, 1000);
}
/**
* 停止体力恢复倒计时
*/
private _stopStaminaRecoverTimer(): void {
if (this._staminaTimerId !== null) {
clearInterval(this._staminaTimerId);
this._staminaTimerId = null;
}
} }
// ========== 答案提交与关卡切换 ========== // ========== 答案提交与关卡切换 ==========
@@ -674,7 +788,7 @@ export class PageLevel extends BaseView {
} }
/** /**
* 显示成功提示 * 显示成功提示并上报通关
*/ */
private async showSuccess(): Promise<void> { private async showSuccess(): Promise<void> {
console.log('[PageLevel] 答案正确!'); console.log('[PageLevel] 答案正确!');
@@ -692,8 +806,13 @@ export class PageLevel extends BaseView {
const timeSpent = 60 - this._countdown; const timeSpent = 60 - this._countdown;
if (!this._isShareMode) { if (!this._isShareMode) {
await UserAssetsManager.instance.earnPoint(levelId, timeSpent); // 上报通关耗时
this.updatePointsLabel(); const result = await StaminaManager.instance.completeLevel(levelId, timeSpent);
if (result) {
console.log(`[PageLevel] 通关上报成功,首次通关: ${result.firstClear}`);
}
// 标记关卡为已通关(本地缓存)
LevelDataManager.instance.markLevelCompleted(this.currentLevelIndex);
} else { } else {
// fire-and-forget: errors are logged inside reportLevelProgress // fire-and-forget: errors are logged inside reportLevelProgress
void ShareManager.instance.reportLevelProgress(levelId, true, timeSpent); void ShareManager.instance.reportLevelProgress(levelId, true, timeSpent);
@@ -812,11 +931,8 @@ export class PageLevel extends BaseView {
return; return;
} }
// 重置并加载下一关,重新开始倒计时 // 重置并加载下一关(包含进入关卡接口调用)
await this.initLevel(); await this._enterAndInitLevel();
this.startCountdown();
console.log(`[PageLevel] 进入关卡 ${this.currentLevelIndex + 1}`); console.log(`[PageLevel] 进入关卡 ${this.currentLevelIndex + 1}`);
} }
} }

View File

@@ -30,7 +30,7 @@ export class PassModal extends BaseView {
@property(Node) @property(Node)
shareButton: Node | null = null; shareButton: Node | null = null;
/** 提示Label+1 生命 */ /** 提示Label恭喜通关 */
@property(Label) @property(Label)
tipLabel: Label | null = null; tipLabel: Label | null = null;

View File

@@ -8,27 +8,38 @@ export const API_BASE = 'https://ilookai.cn/api/v1';
/** API 端点 */ /** API 端点 */
export const API_ENDPOINTS = { export const API_ENDPOINTS = {
/** 微信登录 */
WX_LOGIN: `${API_BASE}/auth/wx-login`, WX_LOGIN: `${API_BASE}/auth/wx-login`,
USER_ASSETS: `${API_BASE}/user/assets`, /** 用户资料(含实时体力) */
USER_ASSETS_CONSUME: `${API_BASE}/user/assets/consume`, USER_PROFILE: `${API_BASE}/user/profile`,
USER_ASSETS_EARN: `${API_BASE}/user/assets/earn`, /** 游戏数据(体力 + 通关进度) */
USER_GAME_DATA: `${API_BASE}/user/game-data`, USER_GAME_DATA: `${API_BASE}/user/game-data`,
LEVELS: `${API_BASE}/wechat-game/levels`, /** 关卡列表 */
LEVELS: `${API_BASE}/levels`,
/** 游戏配置 */
GAME_CONFIGS: `${API_BASE}/game-configs`,
/** 分享相关 */
SHARE_CREATE: `${API_BASE}/share`, SHARE_CREATE: `${API_BASE}/share`,
SHARE_PROGRESS: `${API_BASE}/share/progress`, SHARE_PROGRESS: `${API_BASE}/share/progress`,
/** 用户信息 */
USER_INFO: `${API_BASE}/user/info`, USER_INFO: `${API_BASE}/user/info`,
} as const; } as const;
/** 构建加入分享的 URL */ export function getLevelEnterUrl(levelId: string): string {
return `${API_BASE}/levels/${levelId}/enter`;
}
export function getLevelCompleteUrl(levelId: string): string {
return `${API_BASE}/levels/${levelId}/complete`;
}
export function getShareJoinUrl(code: string): string { export function getShareJoinUrl(code: string): string {
return `${API_BASE}/share/${code}/join`; return `${API_BASE}/share/${code}/join`;
} }
/** 积分操作原因 */ export function getGameConfigUrl(key: string): string {
export const POINT_REASONS = { return `${API_BASE}/game-configs/${key}`;
HINT_UNLOCK: 'hint_unlock', }
LEVEL_COMPLETE: 'level_complete',
} as const;
/** 请求超时时间(毫秒) */ /** 请求超时时间(毫秒) */
export const API_TIMEOUT = { export const API_TIMEOUT = {

View File

@@ -7,6 +7,17 @@ export interface ApiEnvelope<T> {
success: boolean; success: boolean;
data: T | null; data: T | null;
message: string | null; message: string | null;
timestamp: string;
}
/** 体力值信息 */
export interface StaminaInfo {
/** 当前体力值(已计算恢复) */
current: number;
/** 体力上限,固定为 5 */
max: number;
/** 下一点体力恢复的时间ISO 8601满体力时为 null */
nextRecoverAt: string | null;
} }
/** 登录响应数据 */ /** 登录响应数据 */
@@ -15,21 +26,64 @@ export interface WxLoginData {
user: { user: {
id: string; id: string;
nickname: string | null; nickname: string | null;
points: number; stamina: number;
}; };
} }
/** 积分响应数据 */ /** 用户资料响应数据 */
export interface UserAssetsData { export interface UserProfileData {
points: number; id: string;
nickname: string | null;
stamina: StaminaInfo;
} }
/** 游戏数据响应Loading 页面) */ /** 游戏数据响应Loading 页面) */
export interface GameData { export interface GameData {
user: { id: string; points: number }; user: {
id: string;
stamina: StaminaInfo;
};
completedLevelIds: string[]; completedLevelIds: string[];
} }
/** 关卡列表项 */
export interface LevelListItem {
id: string;
level: number;
imageUrl: string;
answer: string | null;
hint1: string | null;
hint2: string | null;
hint3: string | null;
completed: boolean;
timeSpent: number | null;
}
/** 关卡列表响应 */
export interface LevelListData {
levels: LevelListItem[];
total: number;
}
/** 进入关卡响应 */
export interface EnterLevelData {
id: string;
level: number;
imageUrl: string;
answer: string;
hint1: string | null;
hint2: string | null;
hint3: string | null;
stamina: StaminaInfo;
}
/** 通关上报响应 */
export interface CompleteLevelData {
firstClear: boolean;
levelId: string;
timeSpent: number;
}
/** 创建分享响应 */ /** 创建分享响应 */
export interface CreateShareData { export interface CreateShareData {
shareCode: string; shareCode: string;

View File

@@ -1,7 +1,7 @@
import { SpriteFrame } from 'cc'; import { SpriteFrame } from 'cc';
/** /**
* API 返回的单个关卡数据结构 * API 返回的单个关卡数据结构(关卡列表)
*/ */
export interface ApiLevelData { export interface ApiLevelData {
/** 关卡 ID (UUID) */ /** 关卡 ID (UUID) */
@@ -10,20 +10,22 @@ export interface ApiLevelData {
level: number; level: number;
/** 主图 URL */ /** 主图 URL */
imageUrl: string; imageUrl: string;
/** 线索1 */ /** 线索1(未通关时为 null */
hint1: string; hint1: string | null;
/** 线索2 */ /** 线索2(未通关时为 null */
hint2: string; hint2: string | null;
/** 线索3 */ /** 线索3(未通关时为 null */
hint3: string; hint3: string | null;
/** 答案 */ /** 答案(未通关时为 null */
answer: string; answer: string | null;
/** 排序 */ /** 是否已通关 */
sortOrder: number; completed: boolean;
/** 通关时长(秒),未通关时为 null */
timeSpent: number | null;
} }
/** /**
* API 响应结构 * API 响应结构(关卡列表)
*/ */
export interface ApiResponse { export interface ApiResponse {
/** 是否成功 */ /** 是否成功 */
@@ -47,12 +49,14 @@ export interface RuntimeLevelConfig {
name: string; name: string;
/** 主图 SpriteFrame可能为 null 如果加载失败) */ /** 主图 SpriteFrame可能为 null 如果加载失败) */
spriteFrame: SpriteFrame | null; spriteFrame: SpriteFrame | null;
/** 线索1 */ /** 线索1(未通关时为 null进入关卡后由 enter 接口获取) */
clue1: string; clue1: string | null;
/** 线索2 */ /** 线索2(未通关时为 null */
clue2: string; clue2: string | null;
/** 线索3 */ /** 线索3(未通关时为 null */
clue3: string; clue3: string | null;
/** 答案 */ /** 答案(未通关时为 null进入关卡后由 enter 接口获取) */
answer: string; answer: string | null;
/** 是否已通关 */
completed: boolean;
} }

View File

@@ -15,8 +15,6 @@ export class AuthManager {
private _isLoggedIn: boolean = false; private _isLoggedIn: boolean = false;
/** 服务端返回的已完成关卡 ID登录后暂存等 LevelDataManager 就绪后同步) */ /** 服务端返回的已完成关卡 ID登录后暂存等 LevelDataManager 就绪后同步) */
private _completedLevelIds: string[] = []; private _completedLevelIds: string[] = [];
/** 服务端返回的已完成关卡 ID登录后暂存等 LevelDataManager 就绪后同步) */
private _completedLevelIds: string[] = [];
static get instance(): AuthManager { static get instance(): AuthManager {
if (!this._instance) { if (!this._instance) {
@@ -88,12 +86,14 @@ export class AuthManager {
this._userId = user.id; this._userId = user.id;
this._isLoggedIn = true; this._isLoggedIn = true;
StorageManager.setPoints(user.points);
// 获取通关进度 // 登录响应中 stamina 是原始数值(不含实时恢复),先存储默认体力
await this.fetchCompletedLevels(); // 后续通过 game-data 接口获取完整 StaminaInfo
console.log(`[AuthManager] 登录成功,用户: ${user.id},体力: ${user.stamina}`);
// 获取通关进度和完整体力信息
await this.fetchGameData();
console.log(`[AuthManager] 登录成功,用户: ${user.id},积分: ${user.points}`);
return true; return true;
} catch (err) { } catch (err) {
console.error('[AuthManager] 登录异常:', err); console.error('[AuthManager] 登录异常:', err);
@@ -102,45 +102,42 @@ export class AuthManager {
} }
private async validateToken(): Promise<boolean> { private async validateToken(): Promise<boolean> {
try { const gameData = await this._fetchGameData();
const response = await HttpUtil.get<ApiEnvelope<GameData>>( if (!gameData) return false;
API_ENDPOINTS.USER_GAME_DATA,
API_TIMEOUT.SHORT
);
if (!response.success || !response.data) { this._userId = gameData.user.id;
return false; this._isLoggedIn = true;
} StorageManager.setStamina(gameData.user.stamina);
this._completedLevelIds = gameData.completedLevelIds;
this._userId = response.data.user.id; console.log(`[AuthManager] Token 验证成功,体力: ${gameData.user.stamina.current}/${gameData.user.stamina.max},已完成: ${this._completedLevelIds.length}`);
this._isLoggedIn = true; return true;
StorageManager.setPoints(response.data.user.points); }
this._completedLevelIds = response.data.completedLevelIds;
console.log(`[AuthManager] Token 验证成功,积分: ${response.data.user.points},已完成: ${this._completedLevelIds.length}`); /**
return true; * 登录成功后获取游戏数据(体力 + 通关进度)
} catch { */
return false; private async fetchGameData(): Promise<void> {
const gameData = await this._fetchGameData();
if (gameData) {
this._completedLevelIds = gameData.completedLevelIds;
StorageManager.setStamina(gameData.user.stamina);
} }
} }
/** /**
* 登录成功后获取通关进度 * 从服务端获取游戏数据(共用方法)
*/ */
private async fetchCompletedLevels(): Promise<void> { private async _fetchGameData(): Promise<GameData | null> {
try { try {
const response = await HttpUtil.get<ApiEnvelope<GameData>>( const response = await HttpUtil.get<ApiEnvelope<GameData>>(
API_ENDPOINTS.USER_GAME_DATA, API_ENDPOINTS.USER_GAME_DATA,
API_TIMEOUT.SHORT API_TIMEOUT.SHORT
); );
return (response.success && response.data) ? response.data : null;
if (response.success && response.data) {
this._completedLevelIds = response.data.completedLevelIds;
// 同步最新积分
StorageManager.setPoints(response.data.user.points);
}
} catch { } catch {
console.warn('[AuthManager] 获取通关进度失败'); console.warn('[AuthManager] 获取游戏数据失败');
return null;
} }
} }
} }

View File

@@ -109,6 +109,45 @@ export class LevelDataManager {
return this._apiData.length; return this._apiData.length;
} }
/**
* 获取指定索引的关卡 ID
* @param index 关卡索引
*/
getLevelId(index: number): string | null {
if (index < 0 || index >= this._apiData.length) {
return null;
}
return this._apiData[index].id;
}
/**
* 检查指定索引的关卡是否已通关
* @param index 关卡索引
*/
isLevelCompleted(index: number): boolean {
if (index < 0 || index >= this._apiData.length) {
return false;
}
return this._apiData[index].completed;
}
/**
* 标记指定关卡为已通关(本地缓存更新)
* @param index 关卡索引
*/
markLevelCompleted(index: number): void {
if (index < 0 || index >= this._apiData.length) {
return;
}
this._apiData[index].completed = true;
// 同时更新运行时配置的 completed 状态
const config = this._levelConfigs.get(index);
if (config) {
this._levelConfigs.set(index, { ...config, completed: true });
}
}
/** /**
* 根据已完成的关卡 ID 列表,计算最高已完成关卡索引 * 根据已完成的关卡 ID 列表,计算最高已完成关卡索引
* @param completedLevelIds 服务端返回的已完成关卡 ID * @param completedLevelIds 服务端返回的已完成关卡 ID
@@ -191,6 +230,27 @@ export class LevelDataManager {
return config; return config;
} }
/**
* 用 enter 接口返回的数据更新运行时关卡配置(填充答案和线索)
*/
updateLevelDetails(index: number, details: { answer: string; hint1: string | null; hint2: string | null; hint3: string | null }): void {
const config = this._levelConfigs.get(index);
if (!config) {
console.warn(`[LevelDataManager] 关卡 ${index} 配置不存在,无法更新详情`);
return;
}
this._levelConfigs.set(index, {
...config,
answer: details.answer,
clue1: details.hint1 ?? null,
clue2: details.hint2 ?? null,
clue3: details.hint3 ?? null,
});
console.log(`[LevelDataManager] 关卡 ${index} 详情已更新`);
}
/** /**
* 预加载下一关图片(静默加载,不阻塞) * 预加载下一关图片(静默加载,不阻塞)
* 在进入当前关卡后调用,提前加载下一关资源 * 在进入当前关卡后调用,提前加载下一关资源
@@ -278,7 +338,8 @@ export class LevelDataManager {
clue1: data.hint1, clue1: data.hint1,
clue2: data.hint2, clue2: data.hint2,
clue3: data.hint3, clue3: data.hint3,
answer: data.answer answer: data.answer,
completed: data.completed,
}; };
} }

View File

@@ -0,0 +1,110 @@
import { HttpUtil } from './HttpUtil';
import { StorageManager } from './StorageManager';
import { AuthManager } from './AuthManager';
import { API_TIMEOUT, getLevelEnterUrl, getLevelCompleteUrl } from '../config/ApiConfig';
import { ApiEnvelope, StaminaInfo, EnterLevelData, CompleteLevelData } from '../types/ApiTypes';
/**
* 体力值管理器
* 单例模式,负责体力值的服务端同步、进入关卡和通关上报
* 以服务端为准,本地 StorageManager 作为缓存
*/
export class StaminaManager {
private static _instance: StaminaManager | null = null;
static get instance(): StaminaManager {
if (!this._instance) {
this._instance = new StaminaManager();
}
return this._instance;
}
private constructor() {}
/**
* 获取当前体力信息(从本地缓存)
*/
getStamina(): StaminaInfo {
return StorageManager.getStamina();
}
/**
* 更新本地缓存的体力信息
* @param stamina 服务端返回的体力信息
*/
updateStamina(stamina: StaminaInfo): void {
StorageManager.setStamina(stamina);
}
/**
* 检查当前是否有足够的体力
*/
hasStamina(): boolean {
return StorageManager.hasStamina();
}
/**
* 进入关卡
* 消耗 1 点体力(未通关关卡),获取完整关卡详情(含答案和线索)
* @param levelId 关卡 ID
* @returns 关卡详情,失败时返回 null
*/
async enterLevel(levelId: string): Promise<EnterLevelData | null> {
if (!AuthManager.instance.isLoggedIn) {
console.warn('[StaminaManager] 未登录,无法进入关卡');
return null;
}
try {
const response = await HttpUtil.post<ApiEnvelope<EnterLevelData>>(
getLevelEnterUrl(levelId),
{},
API_TIMEOUT.DEFAULT
);
if (response.success && response.data) {
StorageManager.setStamina(response.data.stamina);
console.log(`[StaminaManager] 进入关卡 ${levelId},体力: ${response.data.stamina.current}/${response.data.stamina.max}`);
return response.data;
}
console.warn('[StaminaManager] 进入关卡失败:', response.message);
return null;
} catch (err) {
console.error('[StaminaManager] 进入关卡请求失败:', err);
return null;
}
}
/**
* 通关上报
* @param levelId 关卡 ID
* @param timeSpent 通关耗时(秒)
* @returns 通关响应,失败时返回 null
*/
async completeLevel(levelId: string, timeSpent: number): Promise<CompleteLevelData | null> {
if (!AuthManager.instance.isLoggedIn) {
console.warn('[StaminaManager] 未登录,无法上报通关');
return null;
}
try {
const response = await HttpUtil.post<ApiEnvelope<CompleteLevelData>>(
getLevelCompleteUrl(levelId),
{ timeSpent },
API_TIMEOUT.DEFAULT
);
if (response.success && response.data) {
console.log(`[StaminaManager] 通关上报成功: ${levelId}, 首次: ${response.data.firstClear}, 耗时: ${response.data.timeSpent}s`);
return response.data;
}
console.warn('[StaminaManager] 通关上报失败:', response.message);
return null;
} catch (err) {
console.error('[StaminaManager] 通关上报请求失败:', err);
return null;
}
}
}

View File

@@ -2,7 +2,7 @@
"ver": "4.0.24", "ver": "4.0.24",
"importer": "typescript", "importer": "typescript",
"imported": true, "imported": true,
"uuid": "ddba71db-75ed-468d-ac99-b4632c0b2ae4", "uuid": "7fb84423-af68-468c-a17b-7bdd195eb815",
"files": [], "files": [],
"subMetas": {}, "subMetas": {},
"userData": {} "userData": {}

View File

@@ -1,4 +1,5 @@
import { sys } from 'cc'; import { sys } from 'cc';
import { StaminaInfo } from '../types/ApiTypes';
/** /**
* 用户进度数据结构 * 用户进度数据结构
@@ -10,13 +11,21 @@ interface UserProgress {
maxUnlockedLevelIndex: number; maxUnlockedLevelIndex: number;
} }
/**
* 用户信息结构
*/
interface UserInfo {
avatarUrl: string;
nickName: string;
}
/** /**
* 本地存储管理器 * 本地存储管理器
* 统一管理用户数据的本地持久化存储 * 统一管理用户数据的本地持久化存储
*/ */
export class StorageManager { export class StorageManager {
/** 积分存储键 */ /** 体力值存储键 */
private static readonly KEY_POINTS = 'game_points'; private static readonly KEY_STAMINA = 'game_stamina';
/** 用户进度存储键 */ /** 用户进度存储键 */
private static readonly KEY_PROGRESS = 'game_progress'; private static readonly KEY_PROGRESS = 'game_progress';
@@ -27,11 +36,12 @@ export class StorageManager {
/** 用户信息存储键 */ /** 用户信息存储键 */
private static readonly KEY_USER_INFO = 'user_info'; private static readonly KEY_USER_INFO = 'user_info';
/** 默认积分 */ /** 默认体力值 */
private static readonly DEFAULT_POINTS = 10; private static readonly DEFAULT_STAMINA: StaminaInfo = {
current: 5,
/** 最小积分 */ max: 5,
private static readonly MIN_POINTS = 0; nextRecoverAt: null,
};
/** 默认进度 */ /** 默认进度 */
private static readonly DEFAULT_PROGRESS: UserProgress = { private static readonly DEFAULT_PROGRESS: UserProgress = {
@@ -42,75 +52,52 @@ export class StorageManager {
/** 进度缓存(避免重复读取 localStorage */ /** 进度缓存(避免重复读取 localStorage */
private static _progressCache: UserProgress | null = null; private static _progressCache: UserProgress | null = null;
// ==================== 积分管理 ==================== /** 体力缓存(避免重复 JSON 解析) */
private static _staminaCache: StaminaInfo | null = null;
// ==================== 体力值管理 ====================
/** /**
* 获取当前积分 * 获取当前体力信息(带内存缓存,避免重复 JSON 解析)
* @returns 当前积分,新用户返回默认值 10
*/ */
static getPoints(): number { static getStamina(): StaminaInfo {
const stored = sys.localStorage.getItem(StorageManager.KEY_POINTS); if (StorageManager._staminaCache) {
return { ...StorageManager._staminaCache };
}
const stored = sys.localStorage.getItem(StorageManager.KEY_STAMINA);
if (stored === null || stored === '') { if (stored === null || stored === '') {
// 新用户,设置默认值 StorageManager.setStamina(StorageManager.DEFAULT_STAMINA);
StorageManager.setPoints(StorageManager.DEFAULT_POINTS); return { ...StorageManager.DEFAULT_STAMINA };
return StorageManager.DEFAULT_POINTS;
} }
const points = parseInt(stored, 10); try {
// 防止异常数据 const stamina = JSON.parse(stored) as StaminaInfo;
if (isNaN(points) || points < 0) { if (typeof stamina.current !== 'number' || typeof stamina.max !== 'number') {
StorageManager.setPoints(StorageManager.DEFAULT_POINTS); StorageManager.setStamina(StorageManager.DEFAULT_STAMINA);
return StorageManager.DEFAULT_POINTS; return { ...StorageManager.DEFAULT_STAMINA };
}
StorageManager._staminaCache = stamina;
return { ...stamina };
} catch {
StorageManager.setStamina(StorageManager.DEFAULT_STAMINA);
return { ...StorageManager.DEFAULT_STAMINA };
} }
return points;
} }
/** /**
* 设置积分 * 设置体力信息(同时更新缓存)
* @param points 积分
*/ */
static setPoints(points: number): void { static setStamina(stamina: StaminaInfo): void {
const validPoints = Math.max(StorageManager.MIN_POINTS, points); StorageManager._staminaCache = stamina;
sys.localStorage.setItem(StorageManager.KEY_POINTS, validPoints.toString()); sys.localStorage.setItem(StorageManager.KEY_STAMINA, JSON.stringify(stamina));
console.log(`[StorageManager] 积分已更新: ${validPoints}`); console.log(`[StorageManager] 体力已更新: ${stamina.current}/${stamina.max}`);
} }
/** /**
* 消耗一个积分 * 检查是否有足够的体力
* @returns 是否消耗成功(积分不足时返回 false
*/ */
static consumePoint(): boolean { static hasStamina(): boolean {
const currentPoints = StorageManager.getPoints(); return StorageManager.getStamina().current > 0;
if (currentPoints <= 0) {
console.warn('[StorageManager] 积分不足,无法消耗');
return false;
}
StorageManager.setPoints(currentPoints - 1);
return true;
}
/**
* 增加一个积分
*/
static addPoint(): void {
const currentPoints = StorageManager.getPoints();
StorageManager.setPoints(currentPoints + 1);
console.log(`[StorageManager] 获得一个积分,当前积分: ${currentPoints + 1}`);
}
/**
* 检查是否有足够的积分
* @returns 是否有积分
*/
static hasPoints(): boolean {
return StorageManager.getPoints() > 0;
}
/**
* 重置积分为默认值
*/
static resetPoints(): void {
StorageManager.setPoints(StorageManager.DEFAULT_POINTS);
console.log('[StorageManager] 积分已重置为默认值');
} }
// ==================== 认证 Token 管理 ==================== // ==================== 认证 Token 管理 ====================
@@ -261,10 +248,10 @@ export class StorageManager {
} }
/** /**
* 重置所有数据(积分 + 进度) * 重置所有数据(体力 + 进度)
*/ */
static resetAll(): void { static resetAll(): void {
StorageManager.resetPoints(); StorageManager.setStamina(StorageManager.DEFAULT_STAMINA);
StorageManager.resetProgress(); StorageManager.resetProgress();
StorageManager.clearToken(); StorageManager.clearToken();
StorageManager.clearUserInfo(); StorageManager.clearUserInfo();
@@ -273,14 +260,6 @@ export class StorageManager {
// ==================== 用户信息管理 ==================== // ==================== 用户信息管理 ====================
/**
* 用户信息结构
*/
interface UserInfo {
avatarUrl: string;
nickName: string;
}
/** /**
* 保存用户信息(头像、昵称) * 保存用户信息(头像、昵称)
* @param userInfo 用户信息对象 * @param userInfo 用户信息对象

View File

@@ -1,120 +0,0 @@
import { HttpUtil } from './HttpUtil';
import { StorageManager } from './StorageManager';
import { AuthManager } from './AuthManager';
import { API_ENDPOINTS, API_TIMEOUT, POINT_REASONS } from '../config/ApiConfig';
import { ApiEnvelope, UserAssetsData } from '../types/ApiTypes';
/**
* 用户资产管理器
* 单例模式,负责积分的服务端同步
* 以服务端为准,本地 StorageManager 作为缓存
*/
export class UserAssetsManager {
private static _instance: UserAssetsManager | null = null;
static get instance(): UserAssetsManager {
if (!this._instance) {
this._instance = new UserAssetsManager();
}
return this._instance;
}
private constructor() {}
/**
* 从服务端获取最新积分
*/
async fetchPoints(): Promise<number> {
if (!AuthManager.instance.isLoggedIn) {
return StorageManager.getPoints();
}
try {
const response = await HttpUtil.get<ApiEnvelope<UserAssetsData>>(
API_ENDPOINTS.USER_ASSETS,
API_TIMEOUT.SHORT
);
if (response.success && response.data) {
StorageManager.setPoints(response.data.points);
return response.data.points;
}
} catch (err) {
console.error('[UserAssetsManager] 获取积分失败:', err);
}
return StorageManager.getPoints();
}
/**
* 消耗积分(解锁提示)
* @returns 是否消耗成功
*/
async consumePoint(levelId?: string, hintIndex?: number): Promise<boolean> {
if (!StorageManager.hasPoints()) {
return false;
}
if (!AuthManager.instance.isLoggedIn) {
return StorageManager.consumePoint();
}
try {
const response = await HttpUtil.post<ApiEnvelope<UserAssetsData>>(
API_ENDPOINTS.USER_ASSETS_CONSUME,
{
reason: POINT_REASONS.HINT_UNLOCK,
levelId,
hintIndex,
},
API_TIMEOUT.SHORT
);
if (response.success && response.data) {
StorageManager.setPoints(response.data.points);
return true;
} else {
console.warn('[UserAssetsManager] 消耗积分失败:', response.message);
return false;
}
} catch (err) {
console.error('[UserAssetsManager] 消耗积分请求失败,降级本地处理:', err);
return StorageManager.consumePoint();
}
}
/**
* 获得积分(通关奖励)
* @param levelId 关卡ID
* @param timeSpent 通关耗时(秒)
* @returns 获得后的积分数
*/
async earnPoint(levelId: string, timeSpent: number): Promise<number> {
if (!AuthManager.instance.isLoggedIn) {
StorageManager.addPoint();
return StorageManager.getPoints();
}
try {
const response = await HttpUtil.post<ApiEnvelope<UserAssetsData>>(
API_ENDPOINTS.USER_ASSETS_EARN,
{
reason: POINT_REASONS.LEVEL_COMPLETE,
levelId,
timeSpent,
},
API_TIMEOUT.SHORT
);
if (response.success && response.data) {
StorageManager.setPoints(response.data.points);
return response.data.points;
}
} catch (err) {
console.error('[UserAssetsManager] 获得积分请求失败,降级本地处理:', err);
}
StorageManager.addPoint();
return StorageManager.getPoints();
}
}

View File

@@ -39,7 +39,7 @@ export class WxSDK {
/** /**
* 获取 wx 全局对象(仅微信环境下可用) * 获取 wx 全局对象(仅微信环境下可用)
*/ */
private static getWx(): any { static getWx(): any {
if (!WxSDK.isWechat()) return null; if (!WxSDK.isWechat()) return null;
return typeof wx !== 'undefined' ? wx : null; return typeof wx !== 'undefined' ? wx : null;
} }
@@ -217,6 +217,84 @@ export class WxSDK {
}); });
} }
// ==================== 激励视频广告 ====================
/** 激励视频广告实例(复用) */
private static _rewardedVideoAd: any = null;
/**
* 展示激励视频广告
* 用户看完广告后返回 true中途退出或失败返回 false
* 非微信环境直接返回 true开发模式直接通过
* @param adUnitId 广告单元 ID默认使用项目配置的 ID
* @returns Promise<boolean> 是否看完广告
*/
static showRewardedVideoAd(adUnitId: string = ''): Promise<boolean> {
return new Promise((resolve) => {
const wxApi = WxSDK.getWx();
if (!wxApi) {
console.log('[WxSDK] 非微信环境,跳过激励视频广告');
resolve(true);
return;
}
if (typeof wxApi.createRewardedVideoAd !== 'function') {
console.warn('[WxSDK] 当前微信版本不支持激励视频广告');
resolve(true);
return;
}
try {
// 复用或创建广告实例
if (!WxSDK._rewardedVideoAd) {
WxSDK._rewardedVideoAd = wxApi.createRewardedVideoAd({
adUnitId: adUnitId,
});
}
const ad = WxSDK._rewardedVideoAd;
// 定义关闭回调(一次性)
const onClose = (res: any) => {
ad.offClose(onClose);
if (res && res.isEnded) {
console.log('[WxSDK] 激励视频广告观看完成');
resolve(true);
} else {
console.log('[WxSDK] 激励视频广告中途退出');
resolve(false);
}
};
// 定义错误回调(一次性)
const onError = (err: any) => {
ad.offError(onError);
ad.offClose(onClose);
console.error('[WxSDK] 激励视频广告错误:', err);
resolve(false);
};
ad.onClose(onClose);
ad.onError(onError);
// 先尝试 show如果广告未加载则先 load
ad.show().catch(() => {
ad.load().then(() => ad.show()).catch((loadErr: any) => {
ad.offClose(onClose);
ad.offError(onError);
console.error('[WxSDK] 激励视频广告加载失败:', loadErr);
resolve(false);
});
});
} catch (err) {
console.error('[WxSDK] 激励视频广告异常:', err);
resolve(false);
}
});
}
// ==================== 启动参数 ====================
/** /**
* 从启动参数中获取分享码 * 从启动参数中获取分享码
* @returns 分享码,不存在则返回 null * @returns 分享码,不存在则返回 null