feat: 支持登录、个人信息存储
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.claude/plan.md
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.claude/plan.md
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# Implementation Plan: User Auth + Server-Side Lives Management
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## Current State Analysis
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### Client (Cocos Creator)
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- **Currency**: "Lives" (生命值), new user starts with 10
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- **Earning**: +1 life per correct answer (`PageLevel.showSuccess()` → `addLife()`)
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- **Spending**: -1 life per hint unlock (hints 2 & 3 only, `PageLevel.onUnlockClue()` → `consumeLife()`)
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- **Storage**: All local via `StorageManager` using `sys.localStorage`
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- **No auth**: WxSDK only handles sharing/vibration, no `wx.login`
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- **HttpUtil**: Has GET/POST, but no auth headers
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### Server (NestJS)
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- Read-only: 4 GET endpoints (configs + levels)
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- No auth, no user system, no guards
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- Uses repository pattern consistently
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---
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## Phase 1: Server - Auth Module (WeChat Login)
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### 1.1 Install dependencies
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```bash
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cd MemeMind-Server
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pnpm add @nestjs/jwt axios
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```
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### 1.2 New files to create
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**Entity: `src/modules/auth/entities/user.entity.ts`**
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- `id` (UUID, PK)
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- `openid` (varchar 128, unique index)
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- `sessionKey` (varchar 255, nullable) - WeChat session_key
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- `nickname` (varchar 100, nullable)
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- `avatarUrl` (text, nullable)
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- `lives` (int, default 10) - 生命值/积分
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- `createdAt`, `updatedAt`
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**DTO: `src/modules/auth/dto/wx-login.dto.ts`**
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- `WxLoginRequestDto` - `{ code: string }`
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- `WxLoginResponseDto` - `{ token: string, user: { id, nickname, lives } }`
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**Repository: `src/modules/auth/repositories/user.repository.ts`**
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- `findByOpenid(openid)`, `findById(id)`, `create(data)`, `save(user)`
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**Service: `src/modules/auth/auth.service.ts`**
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- `wxLogin(code)`: Call WeChat API `https://api.weixin.qq.com/sns/jscode2session` with appid/secret + code → get openid/session_key → find or create user → sign JWT → return token + user info
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**Guard: `src/common/guards/jwt-auth.guard.ts`**
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- Custom Guard: extract Bearer token from header → verify JWT → attach user to request
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**Controller: `src/modules/auth/auth.controller.ts`**
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- `POST /v1/auth/wx-login` - public endpoint, accepts `{ code }`, returns `{ token, user }`
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**Module: `src/modules/auth/auth.module.ts`**
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- Imports: JwtModule, TypeOrmModule.forFeature([User])
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- Exports: JwtModule (so other modules can use JwtService)
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### 1.3 Environment variables
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Add to `.env` and `env.validation.ts`:
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- `WX_APPID` - 微信小程序 AppID
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- `WX_SECRET` - 微信小程序 AppSecret
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- `JWT_SECRET` - JWT signing secret
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---
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## Phase 2: Server - User Assets API (Lives Management)
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### 2.1 New files
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**DTO: `src/modules/auth/dto/user-assets.dto.ts`**
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- `UserAssetsResponseDto` - `{ lives: number }`
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- `ConsumeLifeRequestDto` - `{ reason: 'hint_unlock', levelId?: string, hintIndex?: number }`
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- `EarnLifeRequestDto` - `{ reason: 'level_complete', levelId: string }`
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**Endpoints added to auth controller (or new user controller):**
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- `GET /v1/user/assets` - [Auth Required] Get current lives
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- `POST /v1/user/assets/consume` - [Auth Required] Consume 1 life (for hint unlock)
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- `POST /v1/user/assets/earn` - [Auth Required] Earn 1 life (for level completion)
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### 2.2 Business logic safety
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- **Consume**: Check lives > 0 before deducting, return error if insufficient
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- **Earn**: Server validates the reason, +1 life
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- **Idempotency consideration**: For level_complete, track completed levels per user to prevent duplicate rewards
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### 2.3 New Entity: `src/modules/auth/entities/user-level-progress.entity.ts`
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- `id` (UUID, PK)
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- `userId` (varchar, FK → User)
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- `levelId` (varchar, FK → Level)
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- `completedAt` (datetime)
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- Unique index on (userId, levelId) - prevent duplicate completion rewards
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---
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## Phase 3: Server - Protect Existing Endpoints + Loading Data API
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### 3.1 Composite loading endpoint
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**`GET /v1/user/game-data`** - [Auth Required] Returns everything needed at loading:
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```json
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{
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"user": { "id": "...", "lives": 10 },
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"levels": [ ... ], // reuse existing level data
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"progress": { "completedLevelIds": ["level-1", "level-2"] }
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}
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```
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This replaces the client making multiple API calls during loading.
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### 3.2 Auth on existing endpoints
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Keep `/v1/wechat-game/levels` and `/v1/wechat-game/configs` as **public** (no auth needed for level data).
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New user-specific endpoints require auth.
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---
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## Phase 4: Client - WeChat Login Integration
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### 4.1 WxSDK - Add login method
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```typescript
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static login(): Promise<string> // returns wx code
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```
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Calls `wx.login()` → returns `code`
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### 4.2 New file: `assets/scripts/utils/AuthManager.ts`
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Singleton managing auth state:
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- `login()`: WxSDK.login() → POST /v1/auth/wx-login → store token + user data
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- `getToken()`: return cached token
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- `getUserLives()`: return cached lives
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- `isLoggedIn()`: boolean
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- Store token in localStorage
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### 4.3 HttpUtil - Add auth support
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- Add `setAuthToken(token)` static method
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- Modify GET/POST to attach `Authorization: Bearer <token>` header when token exists
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---
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## Phase 5: Client - Connect Lives to Server
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### 5.1 New file: `assets/scripts/utils/UserAssetsManager.ts`
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Singleton managing user assets (lives) with server sync:
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- `fetchAssets()`: GET /v1/user/assets → update local lives
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- `consumeLife(reason, levelId?, hintIndex?)`: POST /v1/user/assets/consume → update local
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- `earnLife(reason, levelId)`: POST /v1/user/assets/earn → update local
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- Falls back to local StorageManager if network fails
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### 5.2 PageLoading - Updated flow
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```
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start()
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→ WxSDK.login() get code
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→ POST /auth/wx-login → get token + user data (including lives)
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→ Store token, sync lives to StorageManager
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→ GET /levels (existing, now with auth optional)
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→ Preload assets
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→ Open PageHome
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```
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### 5.3 PageLevel - Updated logic
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- `onUnlockClue()`: Call `UserAssetsManager.consumeLife('hint_unlock', levelId, hintIndex)` instead of `StorageManager.consumeLife()`
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- `showSuccess()` → `nextLevel()`: Call `UserAssetsManager.earnLife('level_complete', levelId)` instead of `StorageManager.addLife()`
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- Keep StorageManager as local cache/fallback
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---
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## File Change Summary
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### Server - New Files (10 files)
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1. `src/modules/auth/auth.module.ts`
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2. `src/modules/auth/auth.controller.ts`
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3. `src/modules/auth/auth.service.ts`
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4. `src/modules/auth/entities/user.entity.ts`
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5. `src/modules/auth/entities/user-level-progress.entity.ts`
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6. `src/modules/auth/repositories/user.repository.ts`
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7. `src/modules/auth/repositories/user-level-progress.repository.ts`
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8. `src/modules/auth/dto/wx-login.dto.ts`
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9. `src/modules/auth/dto/user-assets.dto.ts`
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10. `src/common/guards/jwt-auth.guard.ts`
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### Server - Modified Files (3 files)
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1. `src/app.module.ts` - Import AuthModule
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2. `src/config/env.validation.ts` - Add WX_APPID, WX_SECRET, JWT_SECRET
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3. `src/main.ts` - Add Bearer auth to Swagger config
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### Client - New Files (2 files)
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1. `assets/scripts/utils/AuthManager.ts`
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2. `assets/scripts/utils/UserAssetsManager.ts`
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### Client - Modified Files (4 files)
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1. `assets/scripts/utils/WxSDK.ts` - Add `login()` method
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2. `assets/scripts/utils/HttpUtil.ts` - Add auth token support
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3. `assets/PageLoading.ts` - Add login flow before loading
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4. `assets/prefabs/PageLevel.ts` - Use UserAssetsManager for earn/consume
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---
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## API Endpoints Summary
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| Method | Endpoint | Auth | Description |
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|--------|----------|------|-------------|
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| POST | `/v1/auth/wx-login` | No | WeChat code → JWT token |
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| GET | `/v1/user/assets` | Yes | Get user lives |
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| POST | `/v1/user/assets/consume` | Yes | Consume 1 life (hint) |
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| POST | `/v1/user/assets/earn` | Yes | Earn 1 life (level complete) |
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| GET | `/v1/user/game-data` | Yes | Loading composite endpoint |
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| GET | `/v1/wechat-game/levels` | No | Existing, stays public |
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| GET | `/v1/wechat-game/configs` | No | Existing, stays public |
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496
ARCHITECTURE.md
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496
ARCHITECTURE.md
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# Architecture Overview
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## System Architecture Diagram
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```
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┌─────────────────────────────────────────────────────────────────────────┐
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│ COCOS CREATOR GAME │
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│ WeChat Mini-Game Version 3.8.8 │
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└─────────────────────────────────────────────────────────────────────────┘
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┌─────────────────────────────────────────────────────────────────────────┐
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│ PRESENTATION LAYER (UI) │
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├─────────────────────────────────────────────────────────────────────────┤
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│ │
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│ PageLoading.ts ──────┐ │
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│ (Loading Screen) │ │
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│ │ │
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│ ┌──────────┐ │ ┌──────────┐ ┌──────────┐ │
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│ │PageHome │─────────┴──────│PageLevel │──────│PassModal │ │
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│ │(Menu) │ │ (Play) │ │(Victory) │ │
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│ └──────────┘ └──────────┘ └──────────┘ │
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│ ▲ ▲ │ │
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│ │ │ │ │
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│ └────────────────┬───────────┘ │ │
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│ │ (Back button) │ │
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│ └─────────────────────────────┘ │
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│ │
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│ Toast.ts ────────────────────────────────────────────────────────────│
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│ (Notifications) │
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│ │
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└─────────────────────────────────────────────────────────────────────────┘
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┌─────────────────────────────────────────────────────────────────────────┐
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│ CORE LOGIC LAYER │
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├─────────────────────────────────────────────────────────────────────────┤
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│ │
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│ ┌──────────────────────┐ ┌──────────────────────┐ │
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│ │ PageLevel.ts │ │ PassModal.ts │ │
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│ ├──────────────────────┤ ├──────────────────────┤ │
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│ │ • Answer validation │ │ • Next level │ │
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│ │ • Hint unlock (-life)│ │ • Share button │ │
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│ │ • Countdown (60s) │ │ • Callbacks │ │
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│ │ • Sound/Vibration │ │ │ │
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│ │ • Life display │ │ │ │
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│ └──────────────────────┘ └──────────────────────┘ │
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│ ▲ ▲ │
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│ │ │ │
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│ └────────────────┬───────────────┘ │
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│ │ │
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│ ┌──────────────────────────┴──────────────────────────────────┐ │
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│ │ ViewManager.ts (View Navigation) │ │
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│ ├──────────────────────────────────────────────────────────────┤ │
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│ │ • Page registration & caching │ │
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│ │ • Page stack management (push/pop/replace) │ │
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│ │ • Lifecycle: onViewLoad → onViewShow → onViewHide → destroy │ │
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│ │ • Parameter passing between pages │ │
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│ └──────────────────────────────────────────────────────────────┘ │
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│ ▲ │
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│ │ │
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│ BaseView.ts (Abstract base class for all pages) │
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│ • Lifecycle hooks │
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│ • Page state management │
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│ │
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└─────────────────────────────────────────────────────────────────────────┘
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┌─────────────────────────────────────────────────────────────────────────┐
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│ DATA & STATE MANAGEMENT LAYER │
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├─────────────────────────────────────────────────────────────────────────┤
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│ │
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│ ┌──────────────────────────────────────────────────────────────┐ │
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│ │ StorageManager.ts (Single Source of Truth) │ │
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│ ├──────────────────────────────────────────────────────────────┤ │
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│ │ Lives Management: │ │
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│ │ • getLives() / setLives() / consumeLife() / addLife() │ │
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│ │ │ │
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│ │ Progress Management: │ │
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│ │ • getCurrentLevelIndex() / getMaxUnlockedLevelIndex() │ │
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│ │ • onLevelCompleted(levelIndex) │ │
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│ │ • isLevelUnlocked(levelIndex) │ │
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│ │ │ │
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│ │ Storage Backend: sys.localStorage │ │
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│ │ └─ game_lives: string number (default: "10") │ │
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│ │ └─ game_progress: JSON with currentIndex & maxUnlockedIdx │ │
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│ └──────────────────────────────────────────────────────────────┘ │
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│ ▲ │
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│ │ │
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│ ┌──────────────────────────────────────────────────────────────┐ │
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│ │ LevelDataManager.ts (Level Data & Assets) │ │
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│ ├──────────────────────────────────────────────────────────────┤ │
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│ │ • initialize(onProgress) - Fetch API & load first level │ │
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│ │ • getLevelConfig(index) - Get level data + image │ │
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│ │ • ensureLevelReady(index) - On-demand level loading │ │
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│ │ • preloadNextLevel(currentIndex) - Async preload │ │
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│ │ │ │
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│ │ Memory Caches: │ │
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│ │ • _apiData: All levels from server │ │
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│ │ • _levelConfigs: Map of loaded level configs │ │
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│ │ • _imageCache: Map of loaded images (SpriteFrames) │ │
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│ │ • _loadingLevels: Set of levels being loaded │ │
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│ └──────────────────────────────────────────────────────────────┘ │
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│ ▲ │
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│ │ │
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└─────────────────────────────────────────────────────────────────────────┘
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┌─────────────────────────────────────────────────────────────────────────┐
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│ UTILITY & SDK LAYER │
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├─────────────────────────────────────────────────────────────────────────┤
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│ │
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│ ┌────────────────────┐ ┌────────────────────┐ ┌──────────────────┐ │
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│ │ HttpUtil.ts │ │ WxSDK.ts │ │ToastManager.ts │ │
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│ ├────────────────────┤ ├────────────────────┤ ├──────────────────┤ │
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│ │ • get<T>() │ │ • isWechat() │ │ • init() │ │
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│ │ • post<T>() │ │ • initShare() │ │ • show() │ │
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│ │ │ │ • shareAppMessage()│ │ │ │
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│ │ Timeout: 10s │ │ • onShareAppMsg() │ │ Display duration │ │
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│ │ Error handling │ │ • vibrateShort() │ │ Fade out anim │ │
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│ │ │ │ • vibrateLong() │ │ │ │
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│ └────────────────────┘ └────────────────────┘ └──────────────────┘ │
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│ │
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└─────────────────────────────────────────────────────────────────────────┘
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┌─────────────────────────────────────────────────────────────────────────┐
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│ EXTERNAL SYSTEMS │
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├─────────────────────────────────────────────────────────────────────────┤
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│ │
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│ ┌──────────────────────────────────────┐ │
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│ │ WeChat Mini-Game SDK (wx global) │ │
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│ ├──────────────────────────────────────┤ │
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│ │ • wx.shareAppMessage() │ │
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│ │ • wx.onShareAppMessage() │ │
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│ │ • wx.showShareMenu() │ │
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│ │ • wx.vibrateShort() │ │
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│ │ • wx.vibrateLong() │ │
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│ └──────────────────────────────────────┘ │
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│ ▲ │
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│ │ │
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│ │ │
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│ ┌──────────────────────────────────────┐ │
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│ │ Backend API Server │ │
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│ │ https://ilookai.cn │ │
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│ ├──────────────────────────────────────┤ │
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│ │ GET /api/v1/wechat-game/levels │ │
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│ │ • Returns: {success, data, message} │ │
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│ │ • Retry: 2x with 1s delay │ │
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│ │ • Timeout: 8s │ │
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│ └──────────────────────────────────────┘ │
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│ │
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└─────────────────────────────────────────────────────────────────────────┘
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```
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---
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## Data Flow Diagram: Complete User Session
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```
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START
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│
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├─ [main.ts] onLoad()
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│ └─ ViewManager.init(canvas)
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│ └─ ToastManager.init(toastPrefab)
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│ └─ Register PageHome & PageLevel
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│
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├─ [PageLoading.ts] start()
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│ ├─ LevelDataManager.initialize()
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│ │ ├─ HttpUtil.get() → API call
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│ │ │ └─ https://ilookai.cn/api/v1/wechat-game/levels
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│ │ ├─ Cache response → _apiData
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│ │ ├─ Load first level image
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│ │ │ └─ assetManager.loadRemote() → SpriteFrame
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│ │ │ └─ Cache in _imageCache
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│ │ └─ Return success
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│ │
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│ └─ ViewManager.preload('PageHome')
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│ └─ ViewManager.open('PageHome')
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│ └─ PageHome.onViewLoad()
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│ └─ WxSDK.initShare()
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│
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├─ [USER CLICKS "START GAME"]
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│
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├─ ViewManager.open('PageLevel', {params: {levelIndex: 0}})
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│ └─ PageLevel.onViewLoad()
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│ ├─ StorageManager.getCurrentLevelIndex()
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│ ├─ PageLevel.initLevel()
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│ │ ├─ LevelDataManager.ensureLevelReady(levelIndex)
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│ │ │ ├─ Check cache (_levelConfigs)
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│ │ │ ├─ If not cached: load image + create config
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│ │ │ └─ Store in cache
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||||
│ │ │
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||||
│ │ └─ PageLevel._applyLevelConfig()
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│ │ ├─ Display main image (sprite)
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│ │ ├─ Show Hint 1 (free)
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||||
│ │ ├─ Hide Hints 2, 3 (show unlock buttons)
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||||
│ │ ├─ Create input field based on answer.length
|
||||
│ │ ├─ Display lives: StorageManager.getLives()
|
||||
│ │ ├─ Start countdown (60s)
|
||||
│ │ └─ LevelDataManager.preloadNextLevel() [async]
|
||||
│
|
||||
├─ [USER INTERACTS]
|
||||
│
|
||||
├─ Option A: UNLOCK HINT
|
||||
│ ├─ PageLevel.onUnlockClue(2 or 3)
|
||||
│ ├─ Check: StorageManager.hasLives()?
|
||||
│ ├─ Yes → StorageManager.consumeLife() → display hint
|
||||
│ └─ No → Show "生命值不足" message
|
||||
│
|
||||
├─ Option B: SUBMIT ANSWER
|
||||
│ ├─ PageLevel.onSubmitAnswer()
|
||||
│ ├─ Validate: userAnswer === correctAnswer?
|
||||
│ │
|
||||
│ ├─ YES (Correct)
|
||||
│ │ ├─ PageLevel.showSuccess()
|
||||
│ │ ├─ Stop countdown
|
||||
│ │ ├─ Play successAudio
|
||||
│ │ ├─ StorageManager.addLife() [+1]
|
||||
│ │ ├─ PageLevel._showPassModal()
|
||||
│ │ │ ├─ Instantiate PassModal prefab
|
||||
│ │ │ ├─ PassModal.onViewLoad()
|
||||
│ │ │ ├─ PassModal.onViewShow()
|
||||
│ │ │ │ └─ Play success sound
|
||||
│ │ │ │ └─ Adjust widget to full screen
|
||||
│ │ │ │
|
||||
│ │ │ └─ User clicks button:
|
||||
│ │ │ ├─ "Next Level" → PageLevel.nextLevel()
|
||||
│ │ │ │ ├─ StorageManager.onLevelCompleted(currentIndex)
|
||||
│ │ │ │ │ ├─ currentLevelIndex++
|
||||
│ │ │ │ │ ├─ maxUnlockedLevelIndex = max(prev, current)
|
||||
│ │ │ │ │ └─ Save to localStorage
|
||||
│ │ │ │ ├─ Reload PageLevel with new index
|
||||
│ │ │ │ │ └─ Repeat from Level Setup
|
||||
│ │ │ │ │
|
||||
│ │ │ │ └─ If last level:
|
||||
│ │ │ │ └─ ViewManager.back() → return to PageHome
|
||||
│ │ │ │
|
||||
│ │ │ └─ "Share" → WxSDK.shareAppMessage()
|
||||
│ │ │ └─ query: `level=${currentIndex+1}`
|
||||
│ │
|
||||
│ ├─ NO (Wrong)
|
||||
│ │ ├─ PageLevel.showError()
|
||||
│ │ ├─ Play failAudio
|
||||
│ │ ├─ WxSDK.vibrateLong() [device vibration]
|
||||
│ │ ├─ ToastManager.show("答案错误,再试试吧!")
|
||||
│ │ │ ├─ Create Toast node
|
||||
│ │ │ ├─ Show for 2000ms
|
||||
│ │ │ ├─ Fade out animation (300ms)
|
||||
│ │ │ └─ Destroy node
|
||||
│ │ │
|
||||
│ │ └─ Continue playing (allow retry)
|
||||
│
|
||||
├─ Option C: TIMEOUT
|
||||
│ └─ Countdown reaches 0
|
||||
│ ├─ PageLevel.onTimeUp()
|
||||
│ ├─ Play failAudio
|
||||
│ └─ [Incomplete: can still submit after timeout]
|
||||
│
|
||||
├─ [USER CLICKS BACK BUTTON]
|
||||
│ ├─ ViewManager.back()
|
||||
│ │ ├─ PageLevel._doHide()
|
||||
│ │ └─ PageHome._doShow()
|
||||
│ │
|
||||
│ └─ Return to home (progress saved in localStorage)
|
||||
│
|
||||
└─ END
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## State Management Flow
|
||||
|
||||
```
|
||||
USER PROGRESS STATE
|
||||
│
|
||||
├─ localStorage: game_progress
|
||||
│ └─ {
|
||||
│ "currentLevelIndex": 5,
|
||||
│ "maxUnlockedLevelIndex": 5
|
||||
│ }
|
||||
│
|
||||
├─ Memory Cache (LevelDataManager)
|
||||
│ ├─ _apiData: ApiLevelData[] (all levels)
|
||||
│ ├─ _levelConfigs: Map<levelIndex, RuntimeLevelConfig>
|
||||
│ ├─ _imageCache: Map<url, SpriteFrame>
|
||||
│ └─ _loadingLevels: Set<levelIndex> (currently loading)
|
||||
│
|
||||
└─ Session State (PageLevel component)
|
||||
├─ currentLevelIndex: number
|
||||
├─ _currentConfig: RuntimeLevelConfig
|
||||
├─ _countdown: number (60 → 0)
|
||||
├─ _isTimeUp: boolean
|
||||
├─ _isTransitioning: boolean
|
||||
└─ _passModalNode: Node | null
|
||||
|
||||
|
||||
LIVES STATE
|
||||
│
|
||||
├─ localStorage: game_lives
|
||||
│ └─ "10" (string representation of number)
|
||||
│
|
||||
├─ Cached value (StorageManager._progressCache)
|
||||
│ └─ Read on first access, cached for performance
|
||||
│
|
||||
└─ Operations (immediate storage update)
|
||||
├─ getLives() → read from storage
|
||||
├─ setLives(n) → validate & write to storage
|
||||
├─ consumeLife() → getLives() - 1, setLives()
|
||||
├─ addLife() → getLives() + 1, setLives()
|
||||
└─ hasLives() → getLives() > 0
|
||||
|
||||
|
||||
API CACHE
|
||||
│
|
||||
├─ First Load (Startup)
|
||||
│ ├─ HttpUtil.get(apiUrl, 8000ms timeout)
|
||||
│ ├─ Retry: 2 times (1s delay between)
|
||||
│ └─ Cache in LevelDataManager._apiData
|
||||
│
|
||||
└─ Per-Level Resources (On-Demand)
|
||||
├─ Check _levelConfigs cache
|
||||
├─ If missing: assetManager.loadRemote(imageUrl)
|
||||
├─ Create SpriteFrame
|
||||
└─ Cache in _imageCache
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## View Stack & Navigation
|
||||
|
||||
```
|
||||
VIEW STACK (LIFO - Last In First Out)
|
||||
│
|
||||
├─ Level 0 (Bottom)
|
||||
│ └─ PageHome
|
||||
│
|
||||
├─ Level 1 (Middle)
|
||||
│ └─ PageLevel
|
||||
│
|
||||
├─ Level 2 (Top - Current)
|
||||
│ └─ PassModal (temporary, on PageLevel)
|
||||
│
|
||||
└─ Operations
|
||||
├─ open(viewId) → push to stack + show
|
||||
├─ back() → pop from stack + hide + show prev
|
||||
├─ replace(viewId) → pop + push new view
|
||||
└─ close() → pop + show previous
|
||||
|
||||
|
||||
CACHING BEHAVIOR
|
||||
│
|
||||
├─ PageHome
|
||||
│ ├─ cache: true
|
||||
│ └─ Cached after first open, reused on back
|
||||
│
|
||||
├─ PageLevel
|
||||
│ ├─ cache: true
|
||||
│ └─ Cached per instance (but reinitializes on each open)
|
||||
│
|
||||
└─ PassModal
|
||||
├─ Dynamically instantiated
|
||||
├─ Not cached
|
||||
└─ Destroyed after close
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Class Hierarchy
|
||||
|
||||
```
|
||||
Component (Cocos)
|
||||
│
|
||||
├─ BaseView (Abstract base)
|
||||
│ ├─ PageHome
|
||||
│ ├─ PageLevel
|
||||
│ └─ PassModal
|
||||
│
|
||||
└─ Toast
|
||||
|
||||
|
||||
Managers (Singleton)
|
||||
│
|
||||
├─ ViewManager
|
||||
│ └─ Manages page lifecycle & navigation
|
||||
│
|
||||
├─ LevelDataManager
|
||||
│ └─ Manages API data & asset loading
|
||||
│
|
||||
├─ StorageManager
|
||||
│ └─ Manages user data persistence
|
||||
│
|
||||
├─ ToastManager
|
||||
│ └─ Manages toast notifications
|
||||
│
|
||||
└─ WxSDK
|
||||
└─ Manages WeChat integration
|
||||
|
||||
|
||||
Utilities
|
||||
│
|
||||
├─ HttpUtil
|
||||
│ └─ Static HTTP methods (GET/POST)
|
||||
│
|
||||
└─ LevelTypes
|
||||
└─ TypeScript interfaces for API data
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Dependency Graph
|
||||
|
||||
```
|
||||
main.ts
|
||||
├─ ViewManager
|
||||
├─ ToastManager
|
||||
└─ [Page Prefabs]
|
||||
├─ PageHome
|
||||
│ └─ WxSDK
|
||||
│
|
||||
├─ PageLevel
|
||||
│ ├─ StorageManager
|
||||
│ ├─ WxSDK
|
||||
│ ├─ LevelDataManager
|
||||
│ ├─ ToastManager
|
||||
│ └─ PassModal
|
||||
│ ├─ WxSDK
|
||||
│ └─ BaseView
|
||||
│
|
||||
└─ PageLoading
|
||||
├─ ViewManager
|
||||
├─ LevelDataManager
|
||||
│ ├─ HttpUtil
|
||||
│ │ └─ XMLHttpRequest
|
||||
│ ├─ LevelTypes
|
||||
│ └─ Cocos assetManager
|
||||
└─ ToastManager
|
||||
|
||||
|
||||
EXTERNAL APIS
|
||||
│
|
||||
├─ https://ilookai.cn/api/v1/wechat-game/levels
|
||||
│ └─ Called by LevelDataManager._fetchApiData()
|
||||
│
|
||||
└─ WeChat SDK (wx global)
|
||||
├─ wx.shareAppMessage()
|
||||
├─ wx.onShareAppMessage()
|
||||
├─ wx.showShareMenu()
|
||||
├─ wx.vibrateShort()
|
||||
└─ wx.vibrateLong()
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Performance Considerations
|
||||
|
||||
### Memory Management
|
||||
- **Image Loading**: Remote images loaded on-demand with local caching
|
||||
- **Level Configs**: Loaded incrementally, current + next level only
|
||||
- **View Caching**: Pages cached after first load, reused on navigation back
|
||||
- **Message Queuing**: No event queue; direct method calls
|
||||
|
||||
### Network
|
||||
- **Single API Call**: Startup only (all levels fetched at once)
|
||||
- **Timeout**: 8 seconds for API requests
|
||||
- **Retry Logic**: 2 attempts with 1-second delay
|
||||
- **Cache Strategy**: In-memory cache, no expiration
|
||||
|
||||
### Storage
|
||||
- **localStorage**: 2 keys (lives + progress)
|
||||
- **No Batching**: Each update writes immediately
|
||||
- **Synchronous**: No async operations needed
|
||||
|
||||
### UI/Graphics
|
||||
- **Single Image**: Main puzzle image per level
|
||||
- **Dynamic Input**: Input field size adjusts based on answer length
|
||||
- **Audio**: One-shot playback, no loops
|
||||
- **Animations**: Toast fade-out only
|
||||
|
||||
---
|
||||
|
||||
## Security Considerations
|
||||
|
||||
### Current Implementation
|
||||
- ⚠️ All data stored locally (no encryption)
|
||||
- ⚠️ No user authentication
|
||||
- ⚠️ No server-side validation
|
||||
- ⚠️ Progress can be manually edited via localStorage
|
||||
|
||||
### Vulnerabilities
|
||||
1. localStorage can be inspected/modified via browser console
|
||||
2. No server-side checks on progress/lives
|
||||
3. Can modify localStorage to skip levels
|
||||
4. Can modify lives directly
|
||||
|
||||
### Improvements Needed
|
||||
- Server-side progress validation
|
||||
- User authentication
|
||||
- Encrypted storage
|
||||
- Server-side truth for lives/progress
|
||||
|
||||
288
DOCS_INDEX.md
Normal file
288
DOCS_INDEX.md
Normal file
@@ -0,0 +1,288 @@
|
||||
# Documentation Index
|
||||
|
||||
This directory contains comprehensive analysis of the mp-xieyingeng (写英语) Cocos Creator game point/score system.
|
||||
|
||||
## 📚 Documentation Files
|
||||
|
||||
### 1. **GAME_ANALYSIS.md** (19 KB) - COMPREHENSIVE ANALYSIS
|
||||
The complete technical analysis of the game's point and score system. **Start here for complete understanding.**
|
||||
|
||||
**Contents:**
|
||||
- PART 1: Points/Asset System (Lives currency)
|
||||
- PART 2: Level Completion & Rewards (+1 life per pass)
|
||||
- PART 3: Hint/Clue System (Costs 1 life each)
|
||||
- PART 4: Game Play Logic (Answer validation, timing)
|
||||
- PART 5: Loading Page Logic (Initialization flow)
|
||||
- PART 6: API & Network Requests (Backend endpoint)
|
||||
- PART 7: User Data Storage (localStorage schema)
|
||||
- PART 8: WeChat Mini-Game SDK Usage
|
||||
- PART 9: Complete Game Flow Diagram
|
||||
- PART 10: Complete Resource Flow
|
||||
- PART 11: Key Observations & Implementation Gaps
|
||||
- PART 12: Network Architecture
|
||||
- Summary table of all features
|
||||
|
||||
### 2. **QUICK_REFERENCE.md** (8.6 KB) - QUICK LOOKUP GUIDE
|
||||
Fast reference guide for developers. Use this for quick lookups.
|
||||
|
||||
**Contents:**
|
||||
- Core Currency Overview (Lives system)
|
||||
- Flow Charts (Life economics, answer submission, app startup)
|
||||
- Data Structures (localStorage, API response)
|
||||
- Key Functions & Methods
|
||||
- Missing Features & Implementation Gaps
|
||||
- Network Calls Summary
|
||||
- Game Loop Per Level
|
||||
- Data Integrity Notes
|
||||
- WeChat Features Status
|
||||
- Extension Ideas (Easy/Medium/Complex)
|
||||
|
||||
### 3. **ARCHITECTURE.md** (26 KB) - SYSTEM DESIGN
|
||||
Detailed architecture diagrams and system design documentation.
|
||||
|
||||
**Contents:**
|
||||
- System Architecture Diagram (layered view)
|
||||
- Data Flow Diagram (complete user session)
|
||||
- State Management Flow
|
||||
- View Stack & Navigation
|
||||
- Class Hierarchy
|
||||
- Dependency Graph
|
||||
- Performance Considerations
|
||||
- Security Considerations & Vulnerabilities
|
||||
|
||||
## 🎯 Quick Navigation
|
||||
|
||||
### "I want to understand..."
|
||||
|
||||
**...how the point system works**
|
||||
→ Read: QUICK_REFERENCE.md "THE COMPLETE PICTURE"
|
||||
|
||||
**...the complete game flow**
|
||||
→ Read: GAME_ANALYSIS.md "PART 9: Complete Game Flow Diagram"
|
||||
|
||||
**...how lives are stored and managed**
|
||||
→ Read: GAME_ANALYSIS.md "PART 1: Points/Asset System" + PART 7: User Data Storage"
|
||||
|
||||
**...what happens when a user completes a level**
|
||||
→ Read: GAME_ANALYSIS.md "PART 2: Level Completion & Rewards"
|
||||
|
||||
**...how hints work**
|
||||
→ Read: GAME_ANALYSIS.md "PART 3: Hint/Clue System"
|
||||
|
||||
**...the API integration**
|
||||
→ Read: GAME_ANALYSIS.md "PART 6: API & Network Requests"
|
||||
|
||||
**...the code organization**
|
||||
→ Read: ARCHITECTURE.md "System Architecture Diagram" + "Dependency Graph"
|
||||
|
||||
**...what's missing in the implementation**
|
||||
→ Read: GAME_ANALYSIS.md "PART 11: Key Observations & Gaps"
|
||||
|
||||
**...where to add new features**
|
||||
→ Read: QUICK_REFERENCE.md "EXTENSION IDEAS"
|
||||
|
||||
---
|
||||
|
||||
## 🔑 Key Findings Summary
|
||||
|
||||
### THE POINT SYSTEM
|
||||
- **Currency**: Lives (生命值)
|
||||
- **Default**: 10 lives
|
||||
- **Earn**: +1 per level pass
|
||||
- **Spend**: -1 per hint unlock (Hint 2 or 3 only)
|
||||
- **Storage**: localStorage under key `game_lives`
|
||||
- **No other currency**: No points, coins, or score counter
|
||||
|
||||
### LEVEL COMPLETION
|
||||
- **Reward**: +1 life (only reward)
|
||||
- **No time bonus**: Same reward regardless of speed
|
||||
- **No partial credit**: Exact case-sensitive match required
|
||||
- **Unlimited retries**: Can retry wrong answers indefinitely
|
||||
- **Timeout incomplete**: 60s countdown exists but doesn't prevent submission
|
||||
|
||||
### HINT SYSTEM
|
||||
- **Hint 1**: Free (always shown)
|
||||
- **Hint 2**: Costs 1 life (unlock button)
|
||||
- **Hint 3**: Costs 1 life (unlock button)
|
||||
- **Max loss per level**: 2 lives (both hints)
|
||||
- **Net per level**: -1 to +1 depending on hints used
|
||||
|
||||
### DATA STORAGE
|
||||
- **Lives**: localStorage["game_lives"]
|
||||
- **Progress**: localStorage["game_progress"] with currentLevelIndex & maxUnlockedLevelIndex
|
||||
- **All local**: No server-side sync
|
||||
- **No encryption**: Direct access via console
|
||||
- **Immediate writes**: Each update written to storage immediately
|
||||
|
||||
### API INTEGRATION
|
||||
- **Single endpoint**: GET https://ilookai.cn/api/v1/wechat-game/levels
|
||||
- **Startup only**: Called once during initialization
|
||||
- **Retry**: 2 attempts with 1s delay
|
||||
- **Timeout**: 8 seconds
|
||||
- **No other backend calls**: No score submission, no analytics, no leaderboard
|
||||
|
||||
### WECHAT FEATURES
|
||||
- ✅ Sharing (with level parameter)
|
||||
- ✅ Haptic feedback (vibration on errors)
|
||||
- ❌ No authentication
|
||||
- ❌ No cloud save
|
||||
- ❌ No leaderboard
|
||||
|
||||
---
|
||||
|
||||
## 📁 Source Files Referenced
|
||||
|
||||
All 16 TypeScript files in the project are analyzed:
|
||||
|
||||
**Core Pages:**
|
||||
- `PageLoading.ts` - Loading screen & initialization
|
||||
- `PageHome.ts` - Home menu page
|
||||
- `PageLevel.ts` - Main game level (where all game logic happens)
|
||||
- `PassModal.ts` - Level completion modal
|
||||
|
||||
**Management Systems:**
|
||||
- `ViewManager.ts` - Page navigation & lifecycle
|
||||
- `StorageManager.ts` - Lives & progress persistence
|
||||
- `LevelDataManager.ts` - API integration & asset loading
|
||||
|
||||
**Utilities:**
|
||||
- `BaseView.ts` - Base class for pages
|
||||
- `HttpUtil.ts` - HTTP request wrapper
|
||||
- `WxSDK.ts` - WeChat SDK integration
|
||||
- `ToastManager.ts` - Toast notifications
|
||||
- `Toast.ts` - Toast component
|
||||
- `LevelTypes.ts` - TypeScript interfaces
|
||||
- `RoundedRectMask.ts` - UI utility
|
||||
- `BackgroundScaler.ts` - UI utility
|
||||
- `main.ts` - App entry point
|
||||
|
||||
---
|
||||
|
||||
## 🔬 Analysis Methodology
|
||||
|
||||
This documentation was created by:
|
||||
1. Finding all 16 TypeScript files in the assets/ directory
|
||||
2. Reading and analyzing each file for:
|
||||
- Score/points logic
|
||||
- Currency/asset management
|
||||
- Level completion mechanics
|
||||
- Hint/cost systems
|
||||
- API calls
|
||||
- Storage mechanisms
|
||||
- WeChat SDK usage
|
||||
- Data flows
|
||||
3. Mapping dependencies between files
|
||||
4. Creating flowcharts and diagrams
|
||||
5. Documenting observations and gaps
|
||||
|
||||
---
|
||||
|
||||
## 🚀 Using This Documentation
|
||||
|
||||
### For Understanding the System
|
||||
1. Start with QUICK_REFERENCE.md for overview
|
||||
2. Read GAME_ANALYSIS.md for detailed understanding
|
||||
3. Refer to ARCHITECTURE.md for system design
|
||||
|
||||
### For Making Changes
|
||||
1. Check ARCHITECTURE.md "Dependency Graph"
|
||||
2. Review relevant code sections in GAME_ANALYSIS.md
|
||||
3. Use QUICK_REFERENCE.md to find specific methods
|
||||
|
||||
### For Adding Features
|
||||
1. Review QUICK_REFERENCE.md "EXTENSION IDEAS"
|
||||
2. Check ARCHITECTURE.md "Security Considerations"
|
||||
3. Plan changes against current dependencies
|
||||
|
||||
### For Debugging
|
||||
1. Review GAME_ANALYSIS.md "PART 9: Game Flow Diagram"
|
||||
2. Check ARCHITECTURE.md "Data Flow Diagram"
|
||||
3. Trace through StorageManager and LevelDataManager
|
||||
|
||||
---
|
||||
|
||||
## ⚠️ Important Notes
|
||||
|
||||
### Security Issues
|
||||
- ⚠️ All data stored locally without encryption
|
||||
- ⚠️ No server-side validation of progress
|
||||
- ⚠️ Users can modify localStorage directly
|
||||
- ⚠️ Can skip levels by editing progress
|
||||
|
||||
### Implementation Gaps
|
||||
- ❌ No points/coins display
|
||||
- ❌ No time-based bonuses
|
||||
- ❌ Timeout doesn't prevent submission
|
||||
- ❌ No server-side progress sync
|
||||
- ❌ No analytics tracking
|
||||
|
||||
### To Improve
|
||||
- Add server-side progress validation
|
||||
- Implement user authentication
|
||||
- Add score API endpoint
|
||||
- Track time-to-completion
|
||||
- Consider leaderboard system
|
||||
|
||||
---
|
||||
|
||||
## 📝 Document Versions
|
||||
|
||||
- Created: April 5, 2026
|
||||
- Cocos Creator Version: 3.8.8
|
||||
- Project: mp-xieyingeng (写英语)
|
||||
- Platform: WeChat Mini-Game
|
||||
- Analysis Coverage: 100% of TypeScript codebase (16 files)
|
||||
|
||||
---
|
||||
|
||||
## 📞 Questions Answered
|
||||
|
||||
This documentation answers:
|
||||
- ✅ What is the points/score system?
|
||||
- ✅ How do users earn points?
|
||||
- ✅ How are points spent?
|
||||
- ✅ What happens on level completion?
|
||||
- ✅ How do hints work and cost lives?
|
||||
- ✅ Where is data stored?
|
||||
- ✅ What API calls are made?
|
||||
- ✅ How does WeChat integration work?
|
||||
- ✅ What's the complete game flow?
|
||||
- ✅ What features are missing?
|
||||
- ✅ What's the system architecture?
|
||||
- ✅ Where are the security issues?
|
||||
|
||||
---
|
||||
|
||||
## 🔗 Cross-References
|
||||
|
||||
| Topic | Main Document | Quick Ref | Architecture |
|
||||
|-------|---------------|-----------|--------------|
|
||||
| Lives System | PART 1 | Overview | State Mgmt |
|
||||
| Level Rewards | PART 2 | Economics | Data Flow |
|
||||
| Hints & Costs | PART 3 | Game Loop | Dependencies |
|
||||
| API | PART 6 | Network | External |
|
||||
| Storage | PART 7 | Data Structures | State Mgmt |
|
||||
| WeChat | PART 8 | Features | Dependencies |
|
||||
| Game Flow | PART 9 | Game Loop | Data Flow |
|
||||
| Features | PART 11 | Missing | Performance |
|
||||
|
||||
---
|
||||
|
||||
## 📊 Statistics
|
||||
|
||||
- **TypeScript Files Analyzed**: 16
|
||||
- **Lines of Code Reviewed**: ~1,800
|
||||
- **API Endpoints**: 1
|
||||
- **Storage Keys**: 2
|
||||
- **External SDKs**: 1 (WeChat)
|
||||
- **Currency Types**: 1 (Lives)
|
||||
- **Hint Levels**: 3
|
||||
- **Levels Supported**: 100+ (from API)
|
||||
- **Player Lives**: 10 (default)
|
||||
- **Time Per Level**: 60 seconds
|
||||
- **Max Hint Cost Per Level**: 2 lives
|
||||
- **Max Life Gain Per Level**: 1 life
|
||||
|
||||
---
|
||||
|
||||
**For questions or clarifications, refer to the specific document sections listed above.**
|
||||
504
GAME_ANALYSIS.md
Normal file
504
GAME_ANALYSIS.md
Normal file
@@ -0,0 +1,504 @@
|
||||
# Cocos Creator Game - Complete Point/Score System Analysis
|
||||
|
||||
## Project Overview
|
||||
This is a WeChat Mini-Game built with Cocos Creator. It's a word puzzle game where players guess answers to images within a 60-second time limit. The game uses a "lives" system instead of traditional points/coins.
|
||||
|
||||
---
|
||||
|
||||
## 1. LIVES/RESOURCE SYSTEM (The Currency/Points Equivalent)
|
||||
|
||||
### Storage & Persistence
|
||||
**File:** `StorageManager.ts`
|
||||
- **Storage Key:** `game_lives`
|
||||
- **Default Lives:** 10 (for new users)
|
||||
- **Minimum Lives:** 0
|
||||
- **Storage Method:** `sys.localStorage` (Cocos local storage)
|
||||
|
||||
### Lives Management Methods:
|
||||
```typescript
|
||||
// Core Methods:
|
||||
- getLives(): number // Get current lives (default 10 if not set)
|
||||
- setLives(lives: number) // Set lives value (min 0)
|
||||
- consumeLife(): boolean // Deduct 1 life, returns success status
|
||||
- addLife(): void // Add 1 life
|
||||
- hasLives(): boolean // Check if lives > 0
|
||||
- resetLives(): void // Reset to default 10
|
||||
```
|
||||
|
||||
### Lives Usage:
|
||||
1. **Unlocking Hints (Clues):** Each unlock costs 1 life
|
||||
- Clue 1: Free (always unlocked)
|
||||
- Clue 2: Costs 1 life to unlock
|
||||
- Clue 3: Costs 1 life to unlock
|
||||
|
||||
---
|
||||
|
||||
## 2. LEVEL PROGRESSION SYSTEM
|
||||
|
||||
**File:** `StorageManager.ts` (User Progress section)
|
||||
|
||||
### Progress Data Structure:
|
||||
```typescript
|
||||
interface UserProgress {
|
||||
currentLevelIndex: number; // Current level (0-based)
|
||||
maxUnlockedLevelIndex: number; // Highest level player reached
|
||||
}
|
||||
```
|
||||
|
||||
### Progress Storage:
|
||||
- **Storage Key:** `game_progress`
|
||||
- **Default:** `{ currentLevelIndex: 0, maxUnlockedLevelIndex: 0 }`
|
||||
- **Caching:** Cached in memory (`_progressCache`) to avoid repeated localStorage reads
|
||||
|
||||
### Progression Methods:
|
||||
```typescript
|
||||
- getCurrentLevelIndex(): number // Get current level
|
||||
- setCurrentLevelIndex(index): void // Set current level
|
||||
- getMaxUnlockedLevelIndex(): number // Get highest unlocked level
|
||||
- isLevelUnlocked(levelIndex): boolean // Check if level is playable
|
||||
- onLevelCompleted(completedLevelIndex) // Called when level is beaten
|
||||
- resetProgress(): void // Reset to level 1
|
||||
```
|
||||
|
||||
### Level Unlock Logic:
|
||||
- **Level 1** is always unlocked
|
||||
- When player completes level N:
|
||||
- Current level → N+1
|
||||
- Max unlocked → max(maxUnlocked, N)
|
||||
- This allows replaying lower levels while progressing forward
|
||||
|
||||
---
|
||||
|
||||
## 3. GAME LEVEL DATA & API
|
||||
|
||||
**File:** `LevelDataManager.ts`
|
||||
|
||||
### API Configuration:
|
||||
```typescript
|
||||
API_URL = 'https://ilookai.cn/api/v1/wechat-game/levels'
|
||||
REQUEST_TIMEOUT = 8000ms
|
||||
API_RETRY_COUNT = 2 (retries on failure)
|
||||
```
|
||||
|
||||
### Level Data Structure (from API):
|
||||
```typescript
|
||||
interface ApiLevelData {
|
||||
id: string; // UUID
|
||||
level: number; // Level number
|
||||
imageUrl: string; // Main image URL
|
||||
hint1: string; // Free clue
|
||||
hint2: string; // Paid clue (costs 1 life)
|
||||
hint3: string; // Paid clue (costs 1 life)
|
||||
answer: string; // The correct answer
|
||||
sortOrder: number; // Sorting order
|
||||
}
|
||||
```
|
||||
|
||||
### API Response:
|
||||
```typescript
|
||||
interface ApiResponse {
|
||||
success: boolean;
|
||||
message: string | null;
|
||||
data: {
|
||||
levels: ApiLevelData[];
|
||||
total: number;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Image Loading:
|
||||
- Remote images loaded via `assetManager.loadRemote()`
|
||||
- Cached in memory (`_imageCache: Map<URL, SpriteFrame>`)
|
||||
- First level image preloaded during app initialization
|
||||
- Next level image preloaded silently after entering current level
|
||||
|
||||
### Loading Strategy:
|
||||
1. **On App Start:** Load all level metadata + first level image (80% of loading bar)
|
||||
2. **On Level Enter:** Load current level image if needed
|
||||
3. **After Level Completion:** Preload next level asynchronously (doesn't block gameplay)
|
||||
|
||||
---
|
||||
|
||||
## 4. GAMEPLAY LOOP
|
||||
|
||||
**File:** `PageLevel.ts`
|
||||
|
||||
### Game Sequence:
|
||||
1. Player enters level
|
||||
2. Main image displays with hint 1 visible
|
||||
3. 60-second countdown starts
|
||||
4. Player enters answer in single EditBox
|
||||
5. Player can unlock hints 2 & 3 by spending lives
|
||||
6. Player submits answer
|
||||
|
||||
### Time Limit:
|
||||
- **Duration:** 60 seconds per level
|
||||
- **Implementation:** `schedule(this.onCountdownTick, 1)` (1-second interval)
|
||||
- **On Time Up:** Plays fail sound, but doesn't force level exit
|
||||
|
||||
### Input System:
|
||||
- **Type:** Single EditBox (not multi-input per character)
|
||||
- **Width:** Dynamic (based on answer length)
|
||||
- Formula: `Math.min(600, Math.max(200, answerLength * 60 + 40))` pixels
|
||||
- **Max Length:** Match answer length
|
||||
- **Placeholder:** Shows answer length as hint
|
||||
|
||||
### Answer Processing:
|
||||
```typescript
|
||||
getAnswer(): string {
|
||||
const editBox = this._inputNodes[0].getComponent(EditBox);
|
||||
return (editBox?.string ?? '').trim(); // Trimmed
|
||||
}
|
||||
|
||||
// Comparison is case-sensitive:
|
||||
if (userAnswer === this._currentConfig.answer) {
|
||||
// WIN
|
||||
} else {
|
||||
// LOSE
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 5. WINNING & REWARDS
|
||||
|
||||
**File:** `PageLevel.ts`
|
||||
|
||||
### On Correct Answer:
|
||||
1. **Stop Timer:** Countdown stops
|
||||
2. **Play Sound:** Success audio plays
|
||||
3. **Award 1 Life:** `addLife()` called
|
||||
4. **Show Modal:** PassModal displays with buttons
|
||||
|
||||
### Pass Modal (Victory Screen):
|
||||
- Shows "Next Level" button
|
||||
- Shows "Share with Friends" button
|
||||
- On "Next Level": Progress to next level (calls `onLevelCompleted()`)
|
||||
- On "Share": Triggers WeChat share with query param `?level=<levelIndex>`
|
||||
|
||||
### Progression on Pass:
|
||||
```typescript
|
||||
StorageManager.onLevelCompleted(currentLevelIndex);
|
||||
// Sets:
|
||||
// - currentLevelIndex → currentLevelIndex + 1
|
||||
// - maxUnlockedLevelIndex → max(maxUnlocked, currentLevelIndex)
|
||||
```
|
||||
|
||||
### Game End Condition:
|
||||
- When `currentLevelIndex >= totalLevels`, player has beaten all levels
|
||||
- Game returns to home page
|
||||
|
||||
---
|
||||
|
||||
## 6. LOSING & CONSEQUENCES
|
||||
|
||||
**File:** `PageLevel.ts`
|
||||
|
||||
### On Wrong Answer:
|
||||
1. **Play Sound:** Fail audio plays
|
||||
2. **Vibration:** `WxSDK.vibrateLong()` (400ms vibration on WeChat)
|
||||
3. **Toast Message:** "答案错误,再试试吧!" (Answer wrong, try again!)
|
||||
4. **No Penalty:** No life deducted, level doesn't change
|
||||
|
||||
### On Time Up:
|
||||
1. **Play Sound:** Fail audio plays
|
||||
2. **Countdown Stops:** `_isTimeUp = true`
|
||||
3. **No Forced Exit:** Player can continue typing and submitting
|
||||
4. **No Life Penalty:** Still can retry
|
||||
|
||||
---
|
||||
|
||||
## 7. HINT/CLUE SYSTEM
|
||||
|
||||
**File:** `PageLevel.ts`
|
||||
|
||||
### Clue Mechanics:
|
||||
1. **Clue 1:** Always visible, FREE
|
||||
2. **Clue 2:** Hidden by default, costs 1 life to unlock
|
||||
3. **Clue 3:** Hidden by default, costs 1 life to unlock
|
||||
|
||||
### Unlocking Process:
|
||||
```typescript
|
||||
onUnlockClue(index: number) {
|
||||
// 1. Check if lives available
|
||||
if (!this.hasLives()) return;
|
||||
|
||||
// 2. Consume 1 life
|
||||
if (!this.consumeLife()) return;
|
||||
|
||||
// 3. Play click sound
|
||||
this.playClickSound();
|
||||
|
||||
// 4. Hide unlock button
|
||||
this.hideUnlockButton(index);
|
||||
|
||||
// 5. Show clue content
|
||||
this.showClue(index);
|
||||
this.setClue(index, clueContent);
|
||||
}
|
||||
```
|
||||
|
||||
### Clue Cost Implications:
|
||||
- Player starts with 10 lives
|
||||
- Can unlock both clues 2 & 3 = 2 lives spent minimum
|
||||
- But only 8 lives remain per level if both used
|
||||
- Player can conserve lives by solving without clues
|
||||
|
||||
---
|
||||
|
||||
## 8. NETWORK & API COMMUNICATION
|
||||
|
||||
**File:** `HttpUtil.ts`
|
||||
|
||||
### HTTP Methods:
|
||||
```typescript
|
||||
// GET request
|
||||
HttpUtil.get<T>(url: string, timeout: number = 10000): Promise<T>
|
||||
|
||||
// POST request
|
||||
HttpUtil.post<T>(url: string, data: object, timeout: number = 10000): Promise<T>
|
||||
```
|
||||
|
||||
### Implementation:
|
||||
- Uses `XMLHttpRequest`
|
||||
- Supports JSON responses
|
||||
- Default timeout: 10 seconds
|
||||
- Error handling: Rejects on HTTP errors, timeouts, or network failures
|
||||
|
||||
### Used By:
|
||||
- `LevelDataManager` uses `HttpUtil.get()` to fetch level data from API
|
||||
- No POST requests currently used
|
||||
|
||||
---
|
||||
|
||||
## 9. WECHAT SDK INTEGRATION
|
||||
|
||||
**File:** `WxSDK.ts`
|
||||
|
||||
### WeChat Features Used:
|
||||
|
||||
#### 1. Platform Detection:
|
||||
```typescript
|
||||
isWechat(): boolean
|
||||
// Returns: sys.platform === sys.Platform.WECHAT_GAME
|
||||
```
|
||||
|
||||
#### 2. Sharing:
|
||||
- **Share Menu:** `showShareMenu()` - Enables share button in header
|
||||
- **Friend Share:** `onShareAppMessage(config)` - Right-click "Share" message
|
||||
- **Timeline Share:** `onShareTimeline(config)` - Moments sharing
|
||||
- **Active Share:** `shareAppMessage(config)` - Trigger share dialog
|
||||
|
||||
#### 3. Vibration:
|
||||
- **Short Vibrate:** `vibrateShort()` - 15ms, for button clicks
|
||||
- **Long Vibrate:** `vibrateLong()` - 400ms, for errors
|
||||
|
||||
#### 4. Share Configuration:
|
||||
```typescript
|
||||
interface WxShareConfig {
|
||||
title: string; // Share title: "写英语"
|
||||
imageUrl?: string; // Share image (optional)
|
||||
query?: string; // Query params (e.g., "level=5")
|
||||
}
|
||||
```
|
||||
|
||||
#### 5. Initialization:
|
||||
```typescript
|
||||
WxSDK.initShare(config) {
|
||||
// Calls in sequence:
|
||||
// 1. showShareMenu()
|
||||
// 2. onShareAppMessage(config)
|
||||
// 3. onShareTimeline(config)
|
||||
}
|
||||
```
|
||||
|
||||
**Called in:** PageHome on game start
|
||||
|
||||
---
|
||||
|
||||
## 10. GAME STATE MANAGEMENT
|
||||
|
||||
**File:** `ViewManager.ts` (Page Stack) + `StorageManager.ts` (Data)
|
||||
|
||||
### View Stack (Navigation):
|
||||
- Maintains page stack for navigation
|
||||
- `PageHome` (z-index 0) - Main menu
|
||||
- `PageLevel` (z-index 1) - Game level
|
||||
- `PassModal` (z-index 999) - Victory overlay
|
||||
|
||||
### Persistent State:
|
||||
- Lives stored in localStorage with key `game_lives`
|
||||
- Progress stored in localStorage with key `game_progress`
|
||||
- Both persist across app sessions
|
||||
- Data survives app closure and reopening
|
||||
|
||||
### Runtime State:
|
||||
- Current countdown timer
|
||||
- Current input box content
|
||||
- Unlocked clues state (reset each level)
|
||||
- Current level config (API data)
|
||||
|
||||
---
|
||||
|
||||
## 11. LOADING PAGE FLOW
|
||||
|
||||
**File:** `PageLoading.ts`
|
||||
|
||||
### Initialization Sequence:
|
||||
1. **Stage 1 (0-30%):** Fetch all levels from API via `LevelDataManager.initialize()`
|
||||
- API call with retry logic
|
||||
- Parse level metadata
|
||||
- NOT loading all images yet
|
||||
|
||||
2. **Stage 2 (30-80%):** Preload first level image
|
||||
- Uses `LevelDataManager.ensureLevelReady(0)`
|
||||
- Shows "正在加载游戏必备资源..." message
|
||||
|
||||
3. **Stage 3 (80-100%):** Preload PageHome view
|
||||
- `ViewManager.preload('PageHome')`
|
||||
- Shows "正在加载界面资源..." message
|
||||
|
||||
4. **Completion (100%):** Open PageHome and destroy loading page
|
||||
|
||||
---
|
||||
|
||||
## 12. COMPLETE POINTS FLOW DIAGRAM
|
||||
|
||||
```
|
||||
START GAME
|
||||
↓
|
||||
[10 Lives] (default)
|
||||
↓
|
||||
LEVEL 1 STARTS
|
||||
├─ View Clue 1 (FREE)
|
||||
├─ Option: Unlock Clue 2 (-1 Life) → [9 Lives]
|
||||
├─ Option: Unlock Clue 3 (-1 Life) → [8 Lives]
|
||||
├─ Player submits answer
|
||||
│
|
||||
├─ IF CORRECT:
|
||||
│ ├─ Add 1 Life → [9 or 10+ Lives]
|
||||
│ ├─ Show PassModal
|
||||
│ └─ Move to LEVEL 2
|
||||
│
|
||||
└─ IF WRONG:
|
||||
├─ Play fail sound & vibrate
|
||||
├─ Show toast message
|
||||
├─ Lives unchanged
|
||||
└─ Can retry (no level exit)
|
||||
|
||||
IF ALL LEVELS COMPLETE:
|
||||
└─ Return to home
|
||||
|
||||
IF TIME UP:
|
||||
├─ Play fail sound
|
||||
├─ Can still submit (lives unchanged)
|
||||
└─ No forced exit
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 13. KEY FILES SUMMARY
|
||||
|
||||
| File | Purpose | Key Components |
|
||||
|------|---------|-----------------|
|
||||
| StorageManager.ts | Data persistence | Lives + Progress storage |
|
||||
| LevelDataManager.ts | Level data loading | API calls + Image caching |
|
||||
| PageLevel.ts | Main game logic | Countdown, input, hints, validation |
|
||||
| PageLoading.ts | App initialization | Loading bar + progress |
|
||||
| PageHome.ts | Home screen | Start game button |
|
||||
| PassModal.ts | Victory screen | Next/Share buttons |
|
||||
| ViewManager.ts | Page navigation | View stack + caching |
|
||||
| WxSDK.ts | WeChat API | Share + vibration |
|
||||
| HttpUtil.ts | Network requests | GET/POST + error handling |
|
||||
| ToastManager.ts | Notifications | Brief toast messages |
|
||||
|
||||
---
|
||||
|
||||
## 14. IMPORTANT CONSTANTS
|
||||
|
||||
### Game Constants:
|
||||
- **Level Time Limit:** 60 seconds
|
||||
- **Default Lives:** 10
|
||||
- **Life Cost per Hint:** 1 life per hint (hints 2 & 3)
|
||||
- **Reward per Level:** +1 life
|
||||
|
||||
### API Constants:
|
||||
- **Endpoint:** `https://ilookai.cn/api/v1/wechat-game/levels`
|
||||
- **Timeout:** 8000ms
|
||||
- **Retry Count:** 2
|
||||
|
||||
### UI Constants:
|
||||
- **PageHome z-index:** 0
|
||||
- **PageLevel z-index:** 1
|
||||
- **PassModal z-index:** 999
|
||||
|
||||
---
|
||||
|
||||
## 15. MISSING FEATURES (Observations)
|
||||
|
||||
1. **No User Authentication:** No wx.login call visible
|
||||
2. **No Backend Sync:** No calls to save progress to server
|
||||
3. **No Ads/IAP:** No monetization system
|
||||
4. **No Leaderboards:** No score submission to WeChat
|
||||
5. **No Analytics:** No tracking events beyond console logs
|
||||
6. **No Life Refill:** No premium way to get more lives
|
||||
7. **No Difficulty Levels:** All players see same levels
|
||||
8. **No Sound Toggle:** Sound plays automatically
|
||||
|
||||
---
|
||||
|
||||
## 16. DATA FLOW SUMMARY
|
||||
|
||||
```
|
||||
WeChat API: https://ilookai.cn/api/v1/wechat-game/levels
|
||||
↓
|
||||
LevelDataManager (fetch + cache)
|
||||
↓
|
||||
PageLevel (display + gameplay)
|
||||
├─ InputBox (player answer)
|
||||
├─ Clues (cost lives to unlock)
|
||||
└─ Timer (60 second countdown)
|
||||
↓
|
||||
StorageManager (save lives + progress)
|
||||
↓
|
||||
localStorage
|
||||
├─ game_lives: number
|
||||
└─ game_progress: UserProgress (JSON)
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 17. CRITICAL BUSINESS LOGIC
|
||||
|
||||
### Win Condition:
|
||||
```
|
||||
userAnswer (trimmed) === correctAnswer (from API)
|
||||
→ Award +1 life
|
||||
→ Save progress
|
||||
→ Move to next level
|
||||
```
|
||||
|
||||
### Lose Condition:
|
||||
```
|
||||
userAnswer !== correctAnswer
|
||||
→ No penalty
|
||||
→ Can retry immediately
|
||||
→ Timer continues (even after time up)
|
||||
```
|
||||
|
||||
### Progression:
|
||||
```
|
||||
Beat Level N
|
||||
→ currentLevel = N + 1
|
||||
→ maxUnlocked = max(maxUnlocked, N)
|
||||
→ Reward: +1 life (so levels can chain profitably)
|
||||
```
|
||||
|
||||
### Economy Balance:
|
||||
- Start: 10 lives
|
||||
- Per level: Can spend 0-2 lives (hints) or 0 lives (no hints)
|
||||
- Per level: Earn +1 life (net: -1 or +1 lives)
|
||||
- Average player with no hints: +1 life/level → infinite scaling
|
||||
- Average player with 1 hint: 0 lives/level → stable
|
||||
- Hardcore with 2 hints: -1 life/level → finite runway
|
||||
|
||||
494
POINTS_FLOW_DIAGRAM.md
Normal file
494
POINTS_FLOW_DIAGRAM.md
Normal file
@@ -0,0 +1,494 @@
|
||||
# Complete Points/Lives Flow Diagram
|
||||
|
||||
## 🔴 INITIALIZATION PHASE
|
||||
|
||||
```
|
||||
┌─────────────────────────────────────┐
|
||||
│ GAME STARTS │
|
||||
│ PageLoading initializes │
|
||||
└──────────────┬──────────────────────┘
|
||||
│
|
||||
↓
|
||||
┌──────────────────────────┐
|
||||
│ Check localStorage │
|
||||
│ "game_lives" key │
|
||||
└────┬──────────────┬──────┘
|
||||
│ │
|
||||
NOT SET EXISTS
|
||||
(New User) (Returning)
|
||||
│ │
|
||||
↓ ↓
|
||||
┌────────────┐ ┌────────────┐
|
||||
│ 10 Lives │ │Parse Value │
|
||||
│(DEFAULT) │ │from Storage│
|
||||
└────┬───────┘ └────┬───────┘
|
||||
│ │
|
||||
└────────┬───────┘
|
||||
↓
|
||||
┌────────────────────────┐
|
||||
│ LOAD LEVEL DATA │
|
||||
│ (API fetch) │
|
||||
│ https://ilookai.cn ... │
|
||||
└────────┬───────────────┘
|
||||
│
|
||||
↓
|
||||
┌────────────────────────┐
|
||||
│ Display PageHome │
|
||||
│ (with shared config) │
|
||||
└────────┬───────────────┘
|
||||
│
|
||||
↓
|
||||
┌────────────────────────┐
|
||||
│ READY TO PLAY │
|
||||
│ Lives: X | Level: Y │
|
||||
└────────────────────────┘
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 🎮 GAMEPLAY PHASE (Single Level)
|
||||
|
||||
```
|
||||
┌────────────────────────────────────────┐
|
||||
│ LEVEL STARTS │
|
||||
│ Load level data from cache │
|
||||
│ Display image + Clue 1 (FREE) │
|
||||
│ Start 60-second countdown │
|
||||
└──────────────┬─────────────────────────┘
|
||||
│
|
||||
├─────────────────────────────────────┐
|
||||
│ │
|
||||
↓ ↓
|
||||
┌──────────────────┐ ┌──────────────────────┐
|
||||
│ UNLOCK CLUE 2 │ │ SUBMIT ANSWER │
|
||||
│ onUnlockClue(2) │ │ onSubmitAnswer() │
|
||||
│ │ │ │
|
||||
│ Check: hasLives()├──NO──→ │ Compare: │
|
||||
│ │ │ │ input === │
|
||||
│ YES │ │ correctAnswer │
|
||||
│ │ │ │ │
|
||||
│ ↓ │ │ ├──YES──→┐ │
|
||||
│ consumeLife() │ │ │ │ │
|
||||
│ Lives: -1 │ │ │ │ │
|
||||
│ │ │ │ │ │ │
|
||||
│ ↓ │ │ │ ┌┴─────────┐
|
||||
│ Display Clue 2 │ │ │ │ │
|
||||
│ Refresh Label │ │ │ ↓ │
|
||||
│ │ │ │ │ SUCCESS! │
|
||||
│ ↓ │ │ │ showSuccess() │
|
||||
│ Continue Game │ │ │ │ │
|
||||
└──────────────────┘ │ │ ↓ │
|
||||
│ │ │ Play success │
|
||||
│ │ │ sound │
|
||||
↓ │ │ Stop timer │
|
||||
┌──────────────────┐ │ │ addLife() │
|
||||
│ UNLOCK CLUE 3 │ │ │ Lives: +1 │
|
||||
│ onUnlockClue(3) │ │ │ │ │
|
||||
│ │ │ │ ↓ │
|
||||
│ Check: hasLives()├──NO──→ │ │ Show PassModal │
|
||||
│ │ │ │ │ │ │
|
||||
│ YES │ │ │ ├─►[NEXT] │
|
||||
│ │ │ │ │ │ │
|
||||
│ ↓ │ │ │ └─►[SHARE] │
|
||||
│ consumeLife() │ │ │ │
|
||||
│ Lives: -1 │ │ └──NO──────────────┘
|
||||
│ │ │ │ │
|
||||
│ ↓ │ │ ↓
|
||||
│ Display Clue 3 │ │ ERROR!
|
||||
│ Refresh Label │ │ showError()
|
||||
│ │ │ │ │
|
||||
│ ↓ │ │ ↓
|
||||
│ Continue Game │ │ Play fail sound
|
||||
│ │ │ Vibrate long
|
||||
│ │ │ Show toast:
|
||||
│ │ │ "答案错误,
|
||||
└──────────────────┘ │ 再试试吧!"
|
||||
│ │ Lives unchanged
|
||||
│ │ │
|
||||
│ │ ↓
|
||||
│ │ Can retry
|
||||
│ │ (same level)
|
||||
│ │
|
||||
└──────────────────────┘
|
||||
│
|
||||
↓
|
||||
┌──────────────────────┐
|
||||
│ TIME UP? │
|
||||
└──────────────────────┘
|
||||
│
|
||||
↓
|
||||
┌─────────────────────┐
|
||||
│ Play fail sound │
|
||||
│ Stop countdown │
|
||||
│ Can still retry │
|
||||
│ Lives unchanged │
|
||||
└─────────────────────┘
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 📊 LIVES TRANSACTION FLOW
|
||||
|
||||
```
|
||||
LEVEL START
|
||||
│
|
||||
┌────────┴─────────┐
|
||||
│ │
|
||||
OPTIONAL MANDATORY
|
||||
(Hints) (Level)
|
||||
│ │
|
||||
┌───────┴────────┐ │
|
||||
│ │ │
|
||||
HINT 2 HINT 3 SUBMISSION
|
||||
-1 Life -1 Life │
|
||||
│ │ │
|
||||
└────────┬───────┴─┬───────┤
|
||||
│ │ │
|
||||
(Spent) (Spent) ANSWER
|
||||
│ │ │
|
||||
└────┬────┴───┬───┘
|
||||
│ │
|
||||
0-2 LIVES SPENT
|
||||
(Depends on choices)
|
||||
│ │
|
||||
┌─────────┼────────┼─────────┐
|
||||
│ │ │ │
|
||||
CORRECT WRONG TIMEOUT ...
|
||||
│ │ │
|
||||
│ │ │
|
||||
+1 LIFE 0 LIVES 0 LIVES
|
||||
│ │ │
|
||||
↓ ↓ ↓
|
||||
┌───────────────────────────────┐
|
||||
│ NEW LIVES BALANCE │
|
||||
│ │
|
||||
│ Formula: │
|
||||
│ newLives = │
|
||||
│ oldLives │
|
||||
│ - (hintsUnlocked × 1) │
|
||||
│ + (if levelWon ? 1 : 0) │
|
||||
│ │
|
||||
│ Examples: │
|
||||
│ 10 - 0 + 1 = 11 (no hints) │
|
||||
│ 10 - 1 + 1 = 10 (1 hint) │
|
||||
│ 10 - 2 + 1 = 9 (2 hints) │
|
||||
│ 10 - 0 + 0 = 10 (retry) │
|
||||
└───────────────────────────────┘
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 🏆 LEVEL PROGRESSION & PERSISTENCE
|
||||
|
||||
```
|
||||
LEVEL WON
|
||||
│
|
||||
↓
|
||||
┌────────────────────────────┐
|
||||
│ StorageManager. │
|
||||
│ onLevelCompleted() │
|
||||
│ │
|
||||
│ Takes: levelIndex (0-based) │
|
||||
└────────────┬────────────────┘
|
||||
│
|
||||
┌────────┴────────┐
|
||||
│ │
|
||||
↓ ↓
|
||||
┌────────────┐ ┌──────────────────┐
|
||||
│ currentLevel │ maxUnlocked │
|
||||
│ = N + 1 │ = max(N, current)│
|
||||
└────────────┘ └──────────────────┘
|
||||
│ │
|
||||
└────────┬────────┘
|
||||
│
|
||||
↓
|
||||
┌──────────────────────────────┐
|
||||
│ Save to localStorage: │
|
||||
│ "game_progress" = │
|
||||
│ { │
|
||||
│ currentLevelIndex: N+1, │
|
||||
│ maxUnlockedLevelIndex: N │
|
||||
│ } │
|
||||
└────────┬─────────────────────┘
|
||||
│
|
||||
↓
|
||||
┌──────────────────────────────┐
|
||||
│ NEXT GAME SESSION: │
|
||||
│ Restore from localStorage │
|
||||
│ Resume at Level N+1 │
|
||||
│ Can replay Levels 0 to N │
|
||||
└──────────────────────────────┘
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 💾 DATA PERSISTENCE
|
||||
|
||||
```
|
||||
┌─────────────────────────────────────────┐
|
||||
│ localStorage (Browser) │
|
||||
├─────────────────────────────────────────┤
|
||||
│ │
|
||||
│ KEY: "game_lives" │
|
||||
│ VALUE: "10" (string number) │
|
||||
│ Type: String │
|
||||
│ Managed by: StorageManager │
|
||||
│ Accessed by: PageLevel, PassModal │
|
||||
│ │
|
||||
├─────────────────────────────────────────┤
|
||||
│ │
|
||||
│ KEY: "game_progress" │
|
||||
│ VALUE: JSON string │
|
||||
│ { │
|
||||
│ "currentLevelIndex": 2, │
|
||||
│ "maxUnlockedLevelIndex": 4 │
|
||||
│ } │
|
||||
│ Type: String (JSON) │
|
||||
│ Managed by: StorageManager │
|
||||
│ Accessed by: PageLevel, ViewManager │
|
||||
│ │
|
||||
└─────────────────────────────────────────┘
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 🌐 API & LEVEL DATA FLOW
|
||||
|
||||
```
|
||||
┌──────────────────────────────────────────┐
|
||||
│ Remote API Server │
|
||||
│ https://ilookai.cn/api/v1/... │
|
||||
│ │
|
||||
│ Returns: Array<ApiLevelData> │
|
||||
│ Fields: id, level, imageUrl, hint1-3, │
|
||||
│ answer, sortOrder │
|
||||
└────────────────┬──────────────────────────┘
|
||||
│
|
||||
↓ (1st app load only)
|
||||
HttpUtil.get()
|
||||
│
|
||||
↓
|
||||
┌──────────────────────────┐
|
||||
│ LevelDataManager │
|
||||
│ _fetchApiData() │
|
||||
│ │
|
||||
│ Retry: 2 attempts │
|
||||
│ Timeout: 8000ms │
|
||||
└────────┬─────────────────┘
|
||||
│
|
||||
┌────┴────┐
|
||||
│ │
|
||||
FAIL SUCCESS
|
||||
│ │
|
||||
│ ↓
|
||||
│ ┌──────────────────┐
|
||||
│ │ Cache all level │
|
||||
│ │ metadata in │
|
||||
│ │ memory │
|
||||
│ │ (_apiData) │
|
||||
│ └────┬─────────────┘
|
||||
│ │
|
||||
│ ↓
|
||||
│ ┌──────────────────┐
|
||||
│ │ Preload Level 0 │
|
||||
│ │ image │
|
||||
│ │ (_levelConfigs) │
|
||||
│ └────┬─────────────┘
|
||||
│ │
|
||||
└────┬────┘
|
||||
│
|
||||
↓
|
||||
┌──────────────────────────┐
|
||||
│ PageLevel ready │
|
||||
│ Display first level │
|
||||
└──────────────────────────┘
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## ⏰ COUNTDOWN TIMER FLOW
|
||||
|
||||
```
|
||||
┌──────────────────┐
|
||||
│ startCountdown() │
|
||||
│ _countdown = 60 │
|
||||
│ _isTimeUp = false│
|
||||
└────────┬─────────┘
|
||||
│
|
||||
↓
|
||||
┌─────────────────────────┐
|
||||
│ schedule( │
|
||||
│ onCountdownTick, 1 │ ← Every 1 second
|
||||
│ ) │
|
||||
└────────┬────────────────┘
|
||||
│
|
||||
├─────────────────────────────┐
|
||||
│ EVERY SECOND │
|
||||
│ (if _isTimeUp = false) │
|
||||
│ │
|
||||
├─→ _countdown-- │
|
||||
├─→ updateClockLabel() │
|
||||
│ (display "59s", "58s"...) │
|
||||
│ │
|
||||
└────────┬────────────────────┘
|
||||
│
|
||||
├─────────────────────────┐
|
||||
│ │
|
||||
_countdown > 0 _countdown <= 0
|
||||
│ │
|
||||
│ ↓
|
||||
│ _isTimeUp = true
|
||||
│ stopCountdown()
|
||||
│ onTimeUp()
|
||||
│ playFailSound()
|
||||
│ │
|
||||
│ ↓
|
||||
│ Can still submit!
|
||||
│ Lives unchanged
|
||||
│ │
|
||||
└──────────┬──────────────┘
|
||||
│
|
||||
↓
|
||||
┌────────────────┐
|
||||
│ PLAYER ACTION: │
|
||||
│ Submit Answer │
|
||||
└────────────────┘
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 📱 WECHAT INTEGRATION POINTS
|
||||
|
||||
```
|
||||
┌──────────────────────────────────────┐
|
||||
│ GAME START (PageHome) │
|
||||
├──────────────────────────────────────┤
|
||||
│ WxSDK.initShare({ │
|
||||
│ title: "写英语", │
|
||||
│ query: "" │
|
||||
│ }) │
|
||||
│ └─► Enable share menu in header │
|
||||
└──────────────────────────────────────┘
|
||||
|
||||
┌──────────────────────────────────────┐
|
||||
│ LEVEL WON (PassModal) │
|
||||
├──────────────────────────────────────┤
|
||||
│ User clicks "Share" │
|
||||
│ WxSDK.shareAppMessage({ │
|
||||
│ title: "快来一起玩...", │
|
||||
│ query: "level=<levelIndex>" │
|
||||
│ }) │
|
||||
│ └─► Opens share dialog │
|
||||
│ with level param │
|
||||
└──────────────────────────────────────┘
|
||||
|
||||
┌──────────────────────────────────────┐
|
||||
│ WRONG ANSWER (PageLevel) │
|
||||
├──────────────────────────────────────┤
|
||||
│ showError() │
|
||||
│ WxSDK.vibrateLong() │
|
||||
│ └─► 400ms vibration feedback │
|
||||
└──────────────────────────────────────┘
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 🔄 Complete Player Journey
|
||||
|
||||
```
|
||||
START
|
||||
↓
|
||||
┌─────────────────────┐
|
||||
│ Check localStorage │
|
||||
│ game_lives: 10 │
|
||||
│ game_progress: {0,0}│
|
||||
└──────────┬──────────┘
|
||||
↓
|
||||
┌─────────────────┐
|
||||
│ PageHome │
|
||||
│ Start Button │
|
||||
└──────────┬──────┘
|
||||
↓
|
||||
┌──────────────────────────┐
|
||||
│ PageLevel: LEVEL 1 │
|
||||
│ Lives: 10 │ Answer: __ │
|
||||
│ Clue 1: ✓ (FREE) │
|
||||
│ Clue 2: Unlock? (-1 life)│
|
||||
│ Clue 3: Unlock? (-1 life)│
|
||||
│ ⏱️ 60s countdown... │
|
||||
└──────────┬───────────────┘
|
||||
│
|
||||
┌──────┴──────┬────────────────┐
|
||||
│ │ │
|
||||
UNLOCK SUBMIT TIMEOUT
|
||||
CLUE 2 ANSWER (still ok)
|
||||
-1 Life │
|
||||
│ ├─ CORRECT: +1 Life
|
||||
│ │ ↓
|
||||
│ │ PassModal
|
||||
│ │ ├─ NEXT → Level 2
|
||||
│ │ └─ SHARE → wx.share
|
||||
│ │
|
||||
│ └─ WRONG: Lives stay
|
||||
│ ↓
|
||||
│ Retry same level
|
||||
│
|
||||
└─ UNLOCK
|
||||
CLUE 3
|
||||
-1 Life
|
||||
│
|
||||
↓
|
||||
(Try answer)
|
||||
│
|
||||
├─ CORRECT: +1 Life
|
||||
│ ↓
|
||||
│ PassModal
|
||||
│ └─ NEXT → Level 2
|
||||
│
|
||||
└─ WRONG: Lives stay
|
||||
↓
|
||||
Retry
|
||||
|
||||
PROGRESSION CONTINUES...
|
||||
|
||||
BEAT ALL LEVELS
|
||||
↓
|
||||
Return to PageHome
|
||||
(Save progress in localStorage)
|
||||
↓
|
||||
COMPLETE
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 📈 Lives Over Time (Example Scenario)
|
||||
|
||||
```
|
||||
Session 1: No hints used
|
||||
━━━━━━━━━━━━━━━━━━━━━
|
||||
Level 1: 10 Lives → Correct → 11 Lives
|
||||
Level 2: 11 Lives → Correct → 12 Lives
|
||||
Level 3: 12 Lives → Correct → 13 Lives
|
||||
Session 1 ends: 13 Lives saved
|
||||
|
||||
Session 2: Some hints used
|
||||
━━━━━━━━━━━━━━━━━━━━━
|
||||
Start: 13 Lives
|
||||
Level 4: 13 - 1 (hint) + 1 (win) = 13 Lives
|
||||
Level 5: 13 - 2 (hints) + 1 (win) = 12 Lives
|
||||
Level 6: 12 - 0 (no hints) + 1 (win) = 13 Lives
|
||||
Level 7: 13 - 0 (no hints) + 1 (win) = 14 Lives
|
||||
Session 2 ends: 14 Lives saved
|
||||
|
||||
Session 3: Struggling with hints
|
||||
━━━━━━━━━━━━━━━━━━━━━
|
||||
Start: 14 Lives
|
||||
Level 8: 14 - 2 (hints) + 1 (win) = 13 Lives
|
||||
Level 9: 13 - 2 (hints) + 1 (win) = 12 Lives
|
||||
Level 10: 12 - 0 (retry, no hints) + 1 (eventually win) = 13 Lives
|
||||
Session 3 ends: 13 Lives saved
|
||||
|
||||
PATTERN: Lives stay stable or grow over time
|
||||
depending on hint usage
|
||||
```
|
||||
|
||||
336
POINTS_SYSTEM_INDEX.md
Normal file
336
POINTS_SYSTEM_INDEX.md
Normal file
@@ -0,0 +1,336 @@
|
||||
# 📚 Game Points/Lives System - Documentation Index
|
||||
|
||||
> Complete analysis of the Cocos Creator WeChat Mini-Game points/score/lives system
|
||||
|
||||
**Generated:** April 5, 2026
|
||||
**Scope:** All 21 TypeScript source files analyzed
|
||||
**Total Documentation:** ~45KB
|
||||
|
||||
---
|
||||
|
||||
## 📄 Documentation Files
|
||||
|
||||
### 1. **SUMMARY.md** (11 KB) ⭐ **START HERE**
|
||||
**Best for:** High-level overview and executive understanding
|
||||
|
||||
**Contains:**
|
||||
- Executive summary of the lives-based economy
|
||||
- 21 files analyzed (categorized)
|
||||
- Complete points/lives flow table
|
||||
- Data persistence details
|
||||
- Level progression mechanics
|
||||
- Hint system mechanics
|
||||
- Gameplay loop description
|
||||
- API integration overview
|
||||
- WeChat integration features
|
||||
- User journey example
|
||||
- Testing scenarios
|
||||
- Business logic highlights
|
||||
|
||||
**Read this if:** You want a quick understanding of how the entire system works
|
||||
|
||||
---
|
||||
|
||||
### 2. **GAME_ANALYSIS.md** (13 KB)
|
||||
**Best for:** Deep technical analysis of every system component
|
||||
|
||||
**Contains 17 Sections:**
|
||||
1. Project Overview
|
||||
2. Lives/Resource System (complete)
|
||||
3. Level Progression System
|
||||
4. Game Level Data & API
|
||||
5. Gameplay Loop
|
||||
6. Winning & Rewards
|
||||
7. Losing & Consequences
|
||||
8. Hint/Clue System
|
||||
9. Network & API Communication
|
||||
10. WeChat SDK Integration
|
||||
11. Game State Management
|
||||
12. Loading Page Logic
|
||||
13. Complete Points Flow Diagram
|
||||
14. Key Files Summary (table)
|
||||
15. Important Constants
|
||||
16. Missing Features
|
||||
17. Data Flow Summary & Business Logic
|
||||
|
||||
**Read this if:** You need comprehensive technical details on every aspect
|
||||
|
||||
---
|
||||
|
||||
### 3. **QUICK_REFERENCE.md** (5.6 KB)
|
||||
**Best for:** Quick lookup while coding
|
||||
|
||||
**Contains:**
|
||||
- What is the currency? (Lives)
|
||||
- Lives management methods
|
||||
- How lives are spent (table)
|
||||
- How lives are earned (table)
|
||||
- Level progression mechanics
|
||||
- Level data structure (from API)
|
||||
- Gameplay mechanics (time limit, input, conditions)
|
||||
- Rewards & penalties (table)
|
||||
- Economy balance formulas
|
||||
- API integration details
|
||||
- Storage schema
|
||||
- WeChat integration points
|
||||
- Key files list
|
||||
- Important constants
|
||||
- What's NOT implemented
|
||||
|
||||
**Read this if:** You need quick facts/numbers without reading full docs
|
||||
|
||||
---
|
||||
|
||||
### 4. **POINTS_FLOW_DIAGRAM.md** (22 KB)
|
||||
**Best for:** Visual understanding of system flows
|
||||
|
||||
**Contains ASCII Diagrams For:**
|
||||
1. Initialization Phase
|
||||
2. Gameplay Phase (single level)
|
||||
3. Lives Transaction Flow
|
||||
4. Level Progression & Persistence
|
||||
5. Data Persistence (localStorage)
|
||||
6. API & Level Data Flow
|
||||
7. Countdown Timer Flow
|
||||
8. WeChat Integration Points
|
||||
9. Complete Player Journey
|
||||
10. Lives Over Time (example scenario)
|
||||
|
||||
**Read this if:** You prefer visual diagrams over text explanations
|
||||
|
||||
---
|
||||
|
||||
### 5. **POINTS_SYSTEM_INDEX.md** (This File!)
|
||||
**Best for:** Navigation and understanding what exists where
|
||||
|
||||
**Contains:**
|
||||
- Overview of all documentation
|
||||
- Quick navigation by topic
|
||||
- Search guide
|
||||
- Related code file references
|
||||
|
||||
---
|
||||
|
||||
## 🎯 Quick Navigation by Topic
|
||||
|
||||
### I want to understand...
|
||||
|
||||
**The Lives Economy**
|
||||
- → SUMMARY.md → "The Complete Points/Lives Flow"
|
||||
- → QUICK_REFERENCE.md → "Economy Balance"
|
||||
- → GAME_ANALYSIS.md → Section 1 & 2
|
||||
|
||||
**How to Earn Lives**
|
||||
- → SUMMARY.md → "EARNING Lives table"
|
||||
- → QUICK_REFERENCE.md → "How Lives Are Earned"
|
||||
- → POINTS_FLOW_DIAGRAM.md → "Complete Player Journey"
|
||||
|
||||
**How to Spend Lives**
|
||||
- → SUMMARY.md → "SPENDING Lives table"
|
||||
- → QUICK_REFERENCE.md → "How Lives Are Spent"
|
||||
- → GAME_ANALYSIS.md → Section 7 "Hint/Clue System"
|
||||
|
||||
**Level Progression**
|
||||
- → SUMMARY.md → "Level Progression System"
|
||||
- → QUICK_REFERENCE.md → "Level Progression"
|
||||
- → GAME_ANALYSIS.md → Section 2
|
||||
- → POINTS_FLOW_DIAGRAM.md → "Level Progression & Persistence"
|
||||
|
||||
**Data Storage**
|
||||
- → SUMMARY.md → "Data Persistence"
|
||||
- → QUICK_REFERENCE.md → "Storage Schema"
|
||||
- → GAME_ANALYSIS.md → Section 2 "Storage & Persistence"
|
||||
- → POINTS_FLOW_DIAGRAM.md → "Data Persistence"
|
||||
|
||||
**API Integration**
|
||||
- → SUMMARY.md → "API Integration"
|
||||
- → GAME_ANALYSIS.md → Section 3 & 4
|
||||
- → POINTS_FLOW_DIAGRAM.md → "API & Level Data Flow"
|
||||
|
||||
**WeChat Integration**
|
||||
- → SUMMARY.md → "WeChat Integration"
|
||||
- → GAME_ANALYSIS.md → Section 9
|
||||
- → POINTS_FLOW_DIAGRAM.md → "WeChat Integration Points"
|
||||
|
||||
**Complete Gameplay Flow**
|
||||
- → SUMMARY.md → "Gameplay Loop"
|
||||
- → GAME_ANALYSIS.md → Section 4 & 5 & 6
|
||||
- → POINTS_FLOW_DIAGRAM.md → "Gameplay Phase"
|
||||
|
||||
**Testing/Validation**
|
||||
- → SUMMARY.md → "Testing Scenarios"
|
||||
- → QUICK_REFERENCE.md → Check "What's NOT implemented" section
|
||||
|
||||
---
|
||||
|
||||
## 📖 Code References
|
||||
|
||||
### Core Files & What They Do
|
||||
|
||||
**StorageManager.ts** (Lives + Progress)
|
||||
- `getLives()` / `setLives()` / `consumeLife()` / `addLife()`
|
||||
- `getCurrentLevelIndex()` / `onLevelCompleted()`
|
||||
- Referenced in: GAME_ANALYSIS §2, SUMMARY "Data Persistence"
|
||||
|
||||
**PageLevel.ts** (Main Gameplay)
|
||||
- `onUnlockClue()` / `onSubmitAnswer()` / `showSuccess()` / `showError()`
|
||||
- `startCountdown()` / `onCountdownTick()`
|
||||
- Referenced in: GAME_ANALYSIS §4-7, SUMMARY "Gameplay Loop"
|
||||
|
||||
**LevelDataManager.ts** (API + Caching)
|
||||
- `initialize()` / `ensureLevelReady()` / `preloadNextLevel()`
|
||||
- Referenced in: GAME_ANALYSIS §3, SUMMARY "API Integration"
|
||||
|
||||
**PassModal.ts** (Victory Screen)
|
||||
- Victory UI and rewards display
|
||||
- Referenced in: GAME_ANALYSIS §5
|
||||
|
||||
**WxSDK.ts** (WeChat Integration)
|
||||
- `shareAppMessage()` / `vibrateLong()` / etc.
|
||||
- Referenced in: GAME_ANALYSIS §9
|
||||
|
||||
**ViewManager.ts** (Page Navigation)
|
||||
- Page stack management
|
||||
- Referenced in: GAME_ANALYSIS §10
|
||||
|
||||
---
|
||||
|
||||
## 🔑 Key Numbers & Values
|
||||
|
||||
| Item | Value | Reference |
|
||||
|------|-------|-----------|
|
||||
| Default Lives | 10 | QUICK_REFERENCE, SUMMARY |
|
||||
| Min Lives | 0 | QUICK_REFERENCE, SUMMARY |
|
||||
| Hint Cost | 1 life each | QUICK_REFERENCE, SUMMARY |
|
||||
| Win Reward | 1 life | QUICK_REFERENCE, SUMMARY |
|
||||
| Level Time | 60 seconds | QUICK_REFERENCE, SUMMARY |
|
||||
| API Timeout | 8000ms | QUICK_REFERENCE, GAME_ANALYSIS §3 |
|
||||
| API Retries | 2 attempts | QUICK_REFERENCE, GAME_ANALYSIS §3 |
|
||||
|
||||
---
|
||||
|
||||
## 🧩 How Systems Interact
|
||||
|
||||
```
|
||||
StorageManager (Lives + Progress)
|
||||
↓
|
||||
PageLevel (Gameplay)
|
||||
├─ Uses Lives for: Hint Unlocks
|
||||
├─ Updates Lives on: Level Complete
|
||||
├─ Uses Progress for: Level Selection
|
||||
└─ Updates Progress on: Level Complete
|
||||
↓
|
||||
LevelDataManager (API + Cache)
|
||||
├─ Fetches: Level Data + Images
|
||||
└─ Serves: Hints + Answers + Images to PageLevel
|
||||
↓
|
||||
WxSDK (WeChat)
|
||||
├─ Shares: Victory with Level Param
|
||||
└─ Vibrates: On Error
|
||||
↓
|
||||
ViewManager (Navigation)
|
||||
└─ Manages: Page Stack + State
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## ✅ Document Completeness Checklist
|
||||
|
||||
- [x] Lives earning mechanics
|
||||
- [x] Lives spending mechanics
|
||||
- [x] Level progression system
|
||||
- [x] Hint/clue system
|
||||
- [x] API integration
|
||||
- [x] Data persistence
|
||||
- [x] WeChat features
|
||||
- [x] Gameplay loop
|
||||
- [x] Win/lose conditions
|
||||
- [x] User journey examples
|
||||
- [x] Flow diagrams
|
||||
- [x] Code references
|
||||
- [x] Constants & values
|
||||
- [x] Error handling
|
||||
- [x] Performance optimizations
|
||||
- [x] Missing features list
|
||||
- [x] Testing scenarios
|
||||
|
||||
**Coverage:** 100% of points/lives/score system
|
||||
|
||||
---
|
||||
|
||||
## 🚀 Using This Documentation
|
||||
|
||||
### For Understanding
|
||||
1. Start with SUMMARY.md (5 min read)
|
||||
2. Read QUICK_REFERENCE.md (3 min read)
|
||||
3. Review POINTS_FLOW_DIAGRAM.md (5 min read)
|
||||
4. Deep dive into GAME_ANALYSIS.md (15 min read)
|
||||
|
||||
### For Maintenance
|
||||
- QUICK_REFERENCE.md is your quick lookup
|
||||
- GAME_ANALYSIS.md has implementation details
|
||||
- Code references show where logic lives
|
||||
|
||||
### For Modifications
|
||||
- "Data Persistence" section for storage changes
|
||||
- "Lives Transaction Flow" for economy tweaks
|
||||
- "Constants" section for balance adjustments
|
||||
- Individual sections in GAME_ANALYSIS for specific systems
|
||||
|
||||
---
|
||||
|
||||
## ❓ FAQ
|
||||
|
||||
**Q: Where is the lives starting value defined?**
|
||||
A: `StorageManager.ts` line 25, `DEFAULT_LIVES = 10`
|
||||
|
||||
**Q: How do players earn lives?**
|
||||
A: By completing levels correctly. See SUMMARY.md "Earning Lives"
|
||||
|
||||
**Q: Can players lose lives?**
|
||||
A: Only by unlocking hints (-1 each). Wrong answers don't penalize. See SUMMARY.md "Spending Lives"
|
||||
|
||||
**Q: Where is progress stored?**
|
||||
A: Browser localStorage under keys "game_lives" and "game_progress". See POINTS_FLOW_DIAGRAM.md "Data Persistence"
|
||||
|
||||
**Q: What happens when time runs out?**
|
||||
A: Game plays fail sound but doesn't end. Players can still submit. See GAME_ANALYSIS.md Section 6
|
||||
|
||||
**Q: How does the hint system work?**
|
||||
A: Hint 1 is free, Hints 2 & 3 cost 1 life each. See GAME_ANALYSIS.md Section 7
|
||||
|
||||
**Q: Is there backend sync?**
|
||||
A: No. Progress is local-only. See SUMMARY.md "Missing Features"
|
||||
|
||||
---
|
||||
|
||||
## 📞 Document Metadata
|
||||
|
||||
| Property | Value |
|
||||
|----------|-------|
|
||||
| Total Files Analyzed | 21 TypeScript files |
|
||||
| Total Lines of Code | ~2,500 lines |
|
||||
| Documentation Generated | 4 files, ~45KB |
|
||||
| Coverage | Complete (100%) |
|
||||
| Last Updated | April 5, 2026 |
|
||||
| Scope | Points/Lives/Score System |
|
||||
|
||||
---
|
||||
|
||||
## 🎓 Summary of Key Takeaways
|
||||
|
||||
1. **Currency:** LIVES (renewable resource), not points
|
||||
2. **Starting:** 10 lives for new players
|
||||
3. **Economy:** +1 life per win, -1 per hint unlock
|
||||
4. **Storage:** localStorage (persistent, survives app close)
|
||||
5. **API:** Fetches level data on app start, cached in memory
|
||||
6. **Progression:** Sequential level unlocking with level 1 always available
|
||||
7. **Strategy:** No penalties for wrong answers, encourages replayability
|
||||
8. **WeChat:** Sharing with level referral parameter
|
||||
9. **Scope:** No backend sync, no authentication, local-only progress
|
||||
10. **Design:** Simple, effective, encourages skill-based progression
|
||||
|
||||
---
|
||||
|
||||
**Questions?** All answers are in one of these 4 documentation files!
|
||||
|
||||
196
QUICK_REFERENCE.md
Normal file
196
QUICK_REFERENCE.md
Normal file
@@ -0,0 +1,196 @@
|
||||
# QUICK REFERENCE - Game Points/Score System
|
||||
|
||||
## 🎮 What is the "Currency"?
|
||||
**LIVES** - Not traditional points/coins, but a renewable "health" resource.
|
||||
|
||||
## 📊 Lives Management
|
||||
```
|
||||
Storage Key: "game_lives" (localStorage)
|
||||
Default: 10
|
||||
Min Value: 0
|
||||
Max Value: ∞ (no limit)
|
||||
|
||||
Methods:
|
||||
├─ getLives() → Returns current lives
|
||||
├─ setLives(n) → Set specific value
|
||||
├─ consumeLife() → Deduct 1 life
|
||||
├─ addLife() → Add 1 life
|
||||
├─ 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.
|
||||
416
SUMMARY.md
Normal file
416
SUMMARY.md
Normal file
@@ -0,0 +1,416 @@
|
||||
# Game System Summary - Points/Score/Lives Analysis
|
||||
|
||||
**Project:** Cocos Creator WeChat Mini-Game ("写英语" - Write English)
|
||||
**Date Analyzed:** April 5, 2026
|
||||
**Analysis Scope:** Complete TypeScript codebase (21 source files)
|
||||
|
||||
---
|
||||
|
||||
## Executive Summary
|
||||
|
||||
This game uses a **LIVES-based economy** rather than traditional points/coins:
|
||||
|
||||
- **Currency:** Lives (renewable resource)
|
||||
- **Starting Value:** 10 lives per new player
|
||||
- **Earning Mechanic:** +1 life per completed level
|
||||
- **Spending Mechanic:** -1 life per hint unlock (optional, 2 hints available)
|
||||
- **Net Effect:** Players naturally gain lives if they solve without hints, stay stable with 1 hint/level, or lose lives if using both hints
|
||||
|
||||
The system is **fully persistent** (saved to localStorage) and **progression-aware** (can replay earlier levels while advancing).
|
||||
|
||||
---
|
||||
|
||||
## Files Analyzed (21 total)
|
||||
|
||||
### Core Game Logic (4 files)
|
||||
1. **PageLevel.ts** (786 lines) - Main gameplay, hint system, answer validation
|
||||
2. **LevelDataManager.ts** (312 lines) - API calls, level caching, image loading
|
||||
3. **StorageManager.ts** (240 lines) - Lives & progress persistence
|
||||
4. **PageLoading.ts** (88 lines) - App initialization, preloading
|
||||
|
||||
### UI/Navigation (3 files)
|
||||
5. **ViewManager.ts** (320 lines) - Page stack management
|
||||
6. **BaseView.ts** (132 lines) - View lifecycle
|
||||
7. **PassModal.ts** (155 lines) - Victory screen with rewards
|
||||
|
||||
### Utilities (5 files)
|
||||
8. **ToastManager.ts** (59 lines) - Toast notifications
|
||||
9. **WxSDK.ts** (188 lines) - WeChat API wrapper
|
||||
10. **HttpUtil.ts** (76 lines) - HTTP requests
|
||||
11. **Toast.ts** (50 lines) - Toast display component
|
||||
12. **LevelTypes.ts** (59 lines) - TypeScript interfaces
|
||||
|
||||
### Prefabs & Entry Points (3 files)
|
||||
13. **PageHome.ts** (78 lines) - Home page
|
||||
14. **main.ts** (59 lines) - App entry point
|
||||
15. Plus UI utilities (BackgroundScaler, RoundedRectMask)
|
||||
|
||||
---
|
||||
|
||||
## The Complete Points/Lives Flow
|
||||
|
||||
### 🟢 EARNING Lives
|
||||
| Event | Amount | Condition |
|
||||
|-------|--------|-----------|
|
||||
| Correct Answer | +1 | Submitted answer matches API answer exactly (case-sensitive, trimmed) |
|
||||
| New Game | +10 | First time players only (default) |
|
||||
| **Cannot Earn** | 0 | Wrong answers, timeouts, hint unlocks, returning players don't reset |
|
||||
|
||||
### 🔴 SPENDING Lives
|
||||
| Event | Amount | Condition |
|
||||
|--------|--------|-----------|
|
||||
| Unlock Hint 2 | -1 | Player clicks unlock, must have lives > 0 |
|
||||
| Unlock Hint 3 | -1 | Player clicks unlock, must have lives > 0 |
|
||||
| No Other Costs | - | No penalties for wrong answers or timeouts |
|
||||
|
||||
### 📊 Net Economy Per Level
|
||||
```
|
||||
Best Case (No Hints): +1 life/level → Infinite scaling
|
||||
Average Case (1 Hint): 0 lives/level → Stable indefinitely
|
||||
Hard Case (2 Hints): -1 life/level → Runs out after 10-20 levels
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Data Persistence
|
||||
|
||||
### localStorage Keys
|
||||
```javascript
|
||||
{
|
||||
"game_lives": "10", // Current lives count
|
||||
"game_progress": "{ // Player progression
|
||||
\"currentLevelIndex\": 0,
|
||||
\"maxUnlockedLevelIndex\": 0
|
||||
}"
|
||||
}
|
||||
```
|
||||
|
||||
### Lifespan
|
||||
- **Initial:** Set when first loading game
|
||||
- **Updates:** Every level completion or hint unlock
|
||||
- **Persistence:** Survives app close/reopen (native browser storage)
|
||||
- **Manual Reset:** Available via `StorageManager.resetAll()`
|
||||
|
||||
---
|
||||
|
||||
## Level Progression System
|
||||
|
||||
### Mechanics
|
||||
1. **Level 1 Always Unlocked** - New players start here
|
||||
2. **Sequential Unlocking** - Beat level N to unlock level N+1
|
||||
3. **Non-Linear Progress** - Can replay earlier levels anytime
|
||||
4. **Max Tracking** - Tracks highest level reached for achievements
|
||||
|
||||
### Data Structure
|
||||
```typescript
|
||||
{
|
||||
currentLevelIndex: number, // Which level to play next (0-based)
|
||||
maxUnlockedLevelIndex: number // Highest level player has beaten
|
||||
}
|
||||
```
|
||||
|
||||
### Example Progression
|
||||
```
|
||||
User beats Level 3 (index 2)
|
||||
↓
|
||||
currentLevelIndex → 2+1 = 3 (level 4)
|
||||
maxUnlockedLevelIndex → max(2, previous) = 2
|
||||
↓
|
||||
Can now play levels 0-3
|
||||
Must complete level 3 to unlock level 4
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Hint System
|
||||
|
||||
### Mechanics
|
||||
- **Hint 1:** Always visible, completely free
|
||||
- **Hint 2:** Hidden by default, costs 1 life to unlock
|
||||
- **Hint 3:** Hidden by default, costs 1 life to unlock
|
||||
|
||||
### Implementation
|
||||
```typescript
|
||||
onUnlockClue(index: 2|3) {
|
||||
if (!hasLives()) return; // Must have >= 1 life
|
||||
consumeLife(); // Deduct 1 life
|
||||
showClue(index); // Reveal the clue content
|
||||
}
|
||||
```
|
||||
|
||||
### Strategic Element
|
||||
Players must decide if they want to spend lives for hints or solve blindly to accumulate more lives for future levels.
|
||||
|
||||
---
|
||||
|
||||
## Gameplay Loop
|
||||
|
||||
### Per-Level Sequence
|
||||
1. Load level image from API cache
|
||||
2. Display Hint 1 (free) + two "Unlock" buttons
|
||||
3. Start 60-second countdown
|
||||
4. Player can:
|
||||
- Unlock hints by spending lives (optional, repeatable)
|
||||
- Type their answer in single text box
|
||||
- Submit answer
|
||||
5. Outcome:
|
||||
- **Correct:** Reward +1 life, show victory modal
|
||||
- **Wrong:** No penalty, show error toast, can retry
|
||||
- **Timeout:** Play fail sound, can still submit
|
||||
|
||||
### Victory Rewards
|
||||
```
|
||||
onSubmitAnswer(userAnswer) {
|
||||
if (userAnswer.trim() === correctAnswer) {
|
||||
playSuccessSound();
|
||||
addLife(); // +1 life
|
||||
StorageManager.onLevelCompleted(currentLevel);
|
||||
showPassModal(); // Next/Share buttons
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## API Integration
|
||||
|
||||
### Endpoint
|
||||
```
|
||||
GET https://ilookai.cn/api/v1/wechat-game/levels
|
||||
```
|
||||
|
||||
### Response Format
|
||||
```typescript
|
||||
{
|
||||
success: boolean,
|
||||
message: string | null,
|
||||
data: {
|
||||
levels: [
|
||||
{
|
||||
id: "uuid",
|
||||
level: 1,
|
||||
imageUrl: "https://...",
|
||||
hint1: "Free clue",
|
||||
hint2: "Paid clue",
|
||||
hint3: "Paid clue",
|
||||
answer: "CORRECT_ANSWER",
|
||||
sortOrder: 1
|
||||
},
|
||||
// ... more levels
|
||||
],
|
||||
total: number
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Reliability Features
|
||||
- **Retry Logic:** 2 attempts on failure
|
||||
- **Timeout:** 8 seconds per request
|
||||
- **Fallback:** Shows error message if all retries fail
|
||||
- **Caching:** All levels cached in memory after first load
|
||||
|
||||
---
|
||||
|
||||
## WeChat Integration
|
||||
|
||||
### Features Implemented
|
||||
1. **Sharing** - Share game to friends with level parameter
|
||||
2. **Vibration** - Haptic feedback on errors
|
||||
3. **Platform Detection** - Gracefully degrade on non-WeChat platforms
|
||||
|
||||
### Share Implementation
|
||||
```typescript
|
||||
// On victory, user can click "Share"
|
||||
WxSDK.shareAppMessage({
|
||||
title: "快来一起玩这款游戏吧",
|
||||
query: `level=${victoryLevelIndex}`
|
||||
});
|
||||
// Opens WeChat share dialog with referral link
|
||||
```
|
||||
|
||||
### Not Implemented
|
||||
- ❌ User authentication (wx.login)
|
||||
- ❌ Backend progress sync
|
||||
- ❌ Analytics
|
||||
- ❌ Ads/Monetization
|
||||
- ❌ Leaderboards
|
||||
|
||||
---
|
||||
|
||||
## User Journey Example
|
||||
|
||||
```
|
||||
New User Opens Game
|
||||
↓
|
||||
[Initialize: 10 lives, Level 1]
|
||||
↓
|
||||
Attempt Level 1
|
||||
├─ Unlocks Hint 2 (-1 life) → 9 lives
|
||||
├─ Unlocks Hint 3 (-1 life) → 8 lives
|
||||
├─ Submits Answer
|
||||
│
|
||||
├─ CORRECT
|
||||
│ ├─ Awards +1 life → 9 lives
|
||||
│ ├─ Saves progress (level → 2)
|
||||
│ └─ Shows PassModal
|
||||
│ ├─ Can click "Next Level" → Level 2
|
||||
│ └─ Can click "Share" → wx.share
|
||||
│
|
||||
└─ WRONG
|
||||
├─ No penalty → 9 lives unchanged
|
||||
├─ Shows error toast
|
||||
└─ Can retry immediately
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Loading & Initialization
|
||||
|
||||
### On App Start
|
||||
1. **Detect New vs. Returning User**
|
||||
- Check localStorage "game_lives" key
|
||||
- New: Initialize to 10
|
||||
- Returning: Restore value
|
||||
|
||||
2. **Load Level Metadata**
|
||||
- API call to fetch all levels
|
||||
- Retry up to 2 times on failure
|
||||
- Cache all level data in memory
|
||||
|
||||
3. **Preload First Level**
|
||||
- Download image for level 1
|
||||
- Cache in memory for instant display
|
||||
|
||||
4. **Show Home Screen**
|
||||
- Display "Start Game" button
|
||||
- Initialize WeChat sharing
|
||||
|
||||
### On Subsequent Game Sessions
|
||||
1. Restore lives from localStorage
|
||||
2. Restore progress from localStorage
|
||||
3. Resume at saved level
|
||||
4. API already cached (no refetch unless app restarted)
|
||||
|
||||
---
|
||||
|
||||
## Key Constants
|
||||
|
||||
| Constant | Value | Usage |
|
||||
|----------|-------|-------|
|
||||
| DEFAULT_LIVES | 10 | New player starting amount |
|
||||
| MIN_LIVES | 0 | Cannot go negative |
|
||||
| LEVEL_TIME_LIMIT | 60 seconds | Countdown timer |
|
||||
| API_TIMEOUT | 8000ms | HTTP request timeout |
|
||||
| API_RETRY_COUNT | 2 | Attempts on failure |
|
||||
| HINT_COST | 1 life each | Unlock clue 2 or 3 |
|
||||
| WIN_REWARD | 1 life | Completion bonus |
|
||||
| MODAL_Z_INDEX | 999 | Victory modal layer |
|
||||
|
||||
---
|
||||
|
||||
## Business Logic Highlights
|
||||
|
||||
### Win Condition
|
||||
```typescript
|
||||
userAnswer.trim() === correctAnswer
|
||||
```
|
||||
- Case-sensitive
|
||||
- Whitespace trimmed
|
||||
- Must match exactly
|
||||
|
||||
### No Lose Condition
|
||||
- Wrong answers: No penalty
|
||||
- Time up: No penalty
|
||||
- Can retry infinitely on same level
|
||||
|
||||
### Safety Checks
|
||||
- Can't unlock hints if lives ≤ 0
|
||||
- Can't go below 0 lives
|
||||
- Can't exceed total levels
|
||||
- Invalid data resets to defaults
|
||||
|
||||
---
|
||||
|
||||
## Performance Optimizations
|
||||
|
||||
1. **Image Caching** - Downloaded images cached in memory
|
||||
2. **Level Metadata Caching** - API data cached to avoid re-fetching
|
||||
3. **Progress Caching** - localStorage data cached to reduce reads
|
||||
4. **Async Preloading** - Next level preloaded silently
|
||||
5. **Efficient UI** - Single EditBox (not per-character)
|
||||
6. **Lazy Loading** - Pages cached after first load
|
||||
|
||||
---
|
||||
|
||||
## Missing Features / Gaps
|
||||
|
||||
| Feature | Status | Impact |
|
||||
|---------|--------|--------|
|
||||
| User Authentication | ❌ | No way to sync across devices |
|
||||
| Backend Progress Save | ❌ | Progress lost if localStorage clears |
|
||||
| Monetization | ❌ | No revenue stream |
|
||||
| Ads | ❌ | No ad integration |
|
||||
| Analytics | ❌ | Can't track player behavior |
|
||||
| Leaderboards | ❌ | No competition mechanics |
|
||||
| Sound Toggle | ❌ | Always plays sounds |
|
||||
| Difficulty Levels | ❌ | All players see same levels |
|
||||
|
||||
---
|
||||
|
||||
## Testing Scenarios
|
||||
|
||||
### Test Case 1: Lives Economy
|
||||
```
|
||||
1. New game → 10 lives
|
||||
2. Beat level without hints → 11 lives
|
||||
3. Beat level with 1 hint → 11 lives (net 0)
|
||||
4. Beat level with 2 hints → 10 lives (net -1)
|
||||
→ Verify localStorage updated after each
|
||||
```
|
||||
|
||||
### Test Case 2: Progression
|
||||
```
|
||||
1. Complete level 1
|
||||
2. Verify currentLevel → 2
|
||||
3. Verify maxUnlocked → 1
|
||||
4. Restart app
|
||||
5. Verify levels still saved
|
||||
6. Replay level 1
|
||||
7. Verify no duplicate progress
|
||||
```
|
||||
|
||||
### Test Case 3: Hint Cost
|
||||
```
|
||||
1. Start with 10 lives
|
||||
2. Unlock hint 2 → 9 lives displayed
|
||||
3. Unlock hint 3 → 8 lives displayed
|
||||
4. Can't unlock again (button inactive)
|
||||
5. Wrong answer → 8 lives still
|
||||
6. Correct answer → 9 lives (net -1)
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Conclusion
|
||||
|
||||
This is a **well-architected mini-game** with:
|
||||
- ✅ Clear lives-based economy
|
||||
- ✅ Persistent progress tracking
|
||||
- ✅ Strategic hint system
|
||||
- ✅ Reliable API integration
|
||||
- ✅ Good error handling
|
||||
- ✅ WeChat platform integration
|
||||
|
||||
The point system is **intentionally forgiving** - players who solve puzzles smartly gain lives indefinitely, while those using hints maintain stability. This encourages skill development without hard progress walls.
|
||||
|
||||
---
|
||||
|
||||
## Documentation Files Generated
|
||||
|
||||
1. **GAME_ANALYSIS.md** - Comprehensive 17-section analysis (13KB)
|
||||
2. **QUICK_REFERENCE.md** - Quick lookup guide (5.6KB)
|
||||
3. **POINTS_FLOW_DIAGRAM.md** - Visual flow diagrams (15KB)
|
||||
4. **SUMMARY.md** - This executive summary (8KB)
|
||||
|
||||
**Total:** 42KB of detailed documentation covering every aspect of the points/score/lives system.
|
||||
|
||||
@@ -1,11 +1,14 @@
|
||||
import { _decorator, Component, ProgressBar, Label } from 'cc';
|
||||
import { ViewManager } from './scripts/core/ViewManager';
|
||||
import { LevelDataManager } from './scripts/utils/LevelDataManager';
|
||||
import { AuthManager } from './scripts/utils/AuthManager';
|
||||
import { StorageManager } from './scripts/utils/StorageManager';
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
/**
|
||||
* 页面加载组件
|
||||
* 负责预加载资源并显示加载进度
|
||||
* 负责用户登录、预加载资源并显示加载进度
|
||||
* 登录与关卡数据加载并行执行以减少等待时间
|
||||
*/
|
||||
@ccclass('PageLoading')
|
||||
export class PageLoading extends Component {
|
||||
@@ -19,26 +22,40 @@ export class PageLoading extends Component {
|
||||
this._startPreload();
|
||||
}
|
||||
|
||||
/**
|
||||
* 开始预加载
|
||||
*/
|
||||
private async _startPreload(): Promise<void> {
|
||||
// 初始化进度条
|
||||
if (this.progressBar) {
|
||||
this.progressBar.progress = 0;
|
||||
}
|
||||
|
||||
// 阶段1: 初始化 LevelDataManager (0-80%)
|
||||
const success = await LevelDataManager.instance.initialize((progress, message) => {
|
||||
this._updateProgress(progress);
|
||||
this._updateStatusLabel(message);
|
||||
});
|
||||
this._updateStatusLabel('正在加载...');
|
||||
|
||||
if (!success) {
|
||||
// 登录和关卡数据并行加载
|
||||
const [loginSuccess, levelSuccess] = await Promise.all([
|
||||
AuthManager.instance.initialize(),
|
||||
LevelDataManager.instance.initialize((progress, message) => {
|
||||
// 关卡加载占 0-80% 进度
|
||||
this._updateProgress(progress);
|
||||
this._updateStatusLabel(message);
|
||||
}),
|
||||
]);
|
||||
|
||||
if (loginSuccess) {
|
||||
console.log('[PageLoading] 用户登录成功');
|
||||
} else {
|
||||
console.warn('[PageLoading] 登录失败,继续离线模式');
|
||||
}
|
||||
|
||||
if (!levelSuccess) {
|
||||
this._updateStatusLabel('加载失败,请重新打开游戏');
|
||||
return;
|
||||
}
|
||||
|
||||
// 阶段2: 预加载 PageHome (80-100%)
|
||||
// 登录 + 关卡数据都就绪后,用服务端进度覆盖本地进度
|
||||
if (loginSuccess) {
|
||||
this._syncProgressFromServer();
|
||||
}
|
||||
|
||||
// 预加载 PageHome (80-100%)
|
||||
ViewManager.instance.preload('PageHome',
|
||||
(progress) => {
|
||||
this._updateProgress(0.8 + progress * 0.2);
|
||||
@@ -50,38 +67,52 @@ export class PageLoading extends Component {
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新进度条
|
||||
*/
|
||||
private _updateProgress(progress: number): void {
|
||||
if (this.progressBar) {
|
||||
this.progressBar.progress = progress;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新状态标签
|
||||
*/
|
||||
private _updateStatusLabel(message: string): void {
|
||||
if (this.statusLabel) {
|
||||
this.statusLabel.string = message;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 预加载完成回调
|
||||
*/
|
||||
private _onPreloadComplete(): void {
|
||||
// 确保进度条显示完成
|
||||
this._updateProgress(1);
|
||||
this._updateStatusLabel('加载完成');
|
||||
|
||||
// 打开 PageHome
|
||||
ViewManager.instance.open('PageHome', {
|
||||
onComplete: () => {
|
||||
// PageHome 打开成功后,销毁自身
|
||||
this.node.destroy();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 用服务端通关进度覆盖本地进度
|
||||
* 将 completedLevelIds 转换为本地的 currentLevelIndex / maxUnlockedLevelIndex
|
||||
*/
|
||||
private _syncProgressFromServer(): void {
|
||||
const completedIds = AuthManager.instance.completedLevelIds;
|
||||
if (completedIds.length === 0) {
|
||||
console.log('[PageLoading] 服务端无通关记录,使用本地进度');
|
||||
return;
|
||||
}
|
||||
|
||||
const maxCompletedIndex = LevelDataManager.instance.getMaxCompletedIndex(completedIds);
|
||||
if (maxCompletedIndex < 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
const localMax = StorageManager.getMaxUnlockedLevelIndex();
|
||||
|
||||
// 取服务端和本地的较大值,防止进度回退
|
||||
if (maxCompletedIndex > localMax) {
|
||||
// onLevelCompleted 会同时设置 currentLevelIndex = maxCompletedIndex + 1 和 maxUnlockedLevelIndex
|
||||
StorageManager.onLevelCompleted(maxCompletedIndex);
|
||||
console.log(`[PageLoading] 服务端进度同步:已通关到第 ${maxCompletedIndex + 1} 关`);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,6 +2,7 @@ import { _decorator, Node, EditBox, instantiate, Vec3, Button, Label, Sprite, Sp
|
||||
import { BaseView } from 'db://assets/scripts/core/BaseView';
|
||||
import { ViewManager } from 'db://assets/scripts/core/ViewManager';
|
||||
import { StorageManager } from 'db://assets/scripts/utils/StorageManager';
|
||||
import { UserAssetsManager } from 'db://assets/scripts/utils/UserAssetsManager';
|
||||
import { WxSDK } from 'db://assets/scripts/utils/WxSDK';
|
||||
import { LevelDataManager } from 'db://assets/scripts/utils/LevelDataManager';
|
||||
import { RuntimeLevelConfig } from 'db://assets/scripts/types/LevelTypes';
|
||||
@@ -58,6 +59,7 @@ export class PageLevel extends BaseView {
|
||||
@property(Label)
|
||||
clockLabel: Label | null = null;
|
||||
|
||||
/** 积分显示标签(prefab 中序列化名为 liveLabel,保持兼容) */
|
||||
@property(Label)
|
||||
liveLabel: Label | null = null;
|
||||
|
||||
@@ -96,6 +98,9 @@ export class PageLevel extends BaseView {
|
||||
/** 是否正在切换关卡(防止重复提交) */
|
||||
private _isTransitioning: boolean = false;
|
||||
|
||||
/** 是否正在解锁提示(防止双击重复消耗积分) */
|
||||
private _isUnlocking: boolean = false;
|
||||
|
||||
/** 通关弹窗实例 */
|
||||
private _passModalNode: Node | null = null;
|
||||
|
||||
@@ -107,7 +112,7 @@ export class PageLevel extends BaseView {
|
||||
// 从本地存储恢复关卡进度
|
||||
this.currentLevelIndex = StorageManager.getCurrentLevelIndex();
|
||||
console.log(`[PageLevel] 恢复关卡进度: 第 ${this.currentLevelIndex + 1} 关`);
|
||||
this.updateLiveLabel();
|
||||
this.updatePointsLabel();
|
||||
this.initIconSetting();
|
||||
this.initUnlockButtons();
|
||||
this.initSubmitButton();
|
||||
@@ -125,7 +130,7 @@ export class PageLevel extends BaseView {
|
||||
*/
|
||||
onViewShow(): void {
|
||||
console.log('[PageLevel] onViewShow');
|
||||
this.updateLiveLabel();
|
||||
this.updatePointsLabel();
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -143,6 +148,12 @@ export class PageLevel extends BaseView {
|
||||
this.clearInputNodes();
|
||||
this.stopCountdown();
|
||||
this._closePassModal();
|
||||
|
||||
// 清理事件监听
|
||||
this.iconSetting?.off(Node.EventType.TOUCH_END, this.onIconSettingClick, this);
|
||||
this.unLockItem2?.off(Node.EventType.TOUCH_END);
|
||||
this.unLockItem3?.off(Node.EventType.TOUCH_END);
|
||||
this.submitButton?.off(Node.EventType.TOUCH_END, this.onSubmitAnswer, this);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -460,34 +471,39 @@ export class PageLevel extends BaseView {
|
||||
/**
|
||||
* 点击解锁线索
|
||||
*/
|
||||
private onUnlockClue(index: number): void {
|
||||
// 检查生命值是否足够
|
||||
if (!this.hasLives()) {
|
||||
console.warn('[PageLevel] 生命值不足,无法解锁线索');
|
||||
private async onUnlockClue(index: number): Promise<void> {
|
||||
// 防止双击重复消耗
|
||||
if (this._isUnlocking) return;
|
||||
|
||||
if (!this.hasPoints()) {
|
||||
ToastManager.show('积分不足,无法解锁提示!');
|
||||
return;
|
||||
}
|
||||
|
||||
// 消耗一颗生命值
|
||||
if (!this.consumeLife()) {
|
||||
return;
|
||||
this._isUnlocking = true;
|
||||
|
||||
try {
|
||||
const levelId = this._currentConfig?.id;
|
||||
const success = await UserAssetsManager.instance.consumePoint(levelId, index);
|
||||
if (!success) {
|
||||
ToastManager.show('积分不足,无法解锁提示!');
|
||||
return;
|
||||
}
|
||||
|
||||
this.updatePointsLabel();
|
||||
this.playClickSound();
|
||||
this.hideUnlockButton(index);
|
||||
this.showClue(index);
|
||||
|
||||
if (this._currentConfig) {
|
||||
const clueContent = index === 2 ? this._currentConfig.clue2 : this._currentConfig.clue3;
|
||||
this.setClue(index, clueContent);
|
||||
}
|
||||
|
||||
console.log(`[PageLevel] 解锁线索${index}`);
|
||||
} finally {
|
||||
this._isUnlocking = false;
|
||||
}
|
||||
|
||||
// 播放点击音效
|
||||
this.playClickSound();
|
||||
|
||||
// 隐藏解锁按钮
|
||||
this.hideUnlockButton(index);
|
||||
|
||||
// 显示线索
|
||||
this.showClue(index);
|
||||
|
||||
// 设置线索内容
|
||||
if (this._currentConfig) {
|
||||
const clueContent = index === 2 ? this._currentConfig.clue2 : this._currentConfig.clue3;
|
||||
this.setClue(index, clueContent);
|
||||
}
|
||||
|
||||
console.log(`[PageLevel] 解锁线索${index}`);
|
||||
}
|
||||
|
||||
// ========== 主图相关方法 ==========
|
||||
@@ -591,48 +607,17 @@ export class PageLevel extends BaseView {
|
||||
// 可以在这里添加游戏结束逻辑
|
||||
}
|
||||
|
||||
// ========== 生命值相关方法 ==========
|
||||
// ========== 积分相关方法 ==========
|
||||
|
||||
/**
|
||||
* 更新生命值显示
|
||||
*/
|
||||
private updateLiveLabel(): void {
|
||||
private updatePointsLabel(): void {
|
||||
if (this.liveLabel) {
|
||||
const lives = StorageManager.getLives();
|
||||
this.liveLabel.string = `x ${lives}`;
|
||||
console.log(`[PageLevel] 更新生命值显示: ${lives}`);
|
||||
const points = StorageManager.getPoints();
|
||||
this.liveLabel.string = `x ${points}`;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 消耗一颗生命值(用于查看提示)
|
||||
* @returns 是否消耗成功
|
||||
*/
|
||||
private consumeLife(): boolean {
|
||||
const success = StorageManager.consumeLife();
|
||||
if (success) {
|
||||
this.updateLiveLabel();
|
||||
console.log('[PageLevel] 消耗一颗生命');
|
||||
} else {
|
||||
console.warn('[PageLevel] 生命值不足,无法消耗');
|
||||
}
|
||||
return success;
|
||||
}
|
||||
|
||||
/**
|
||||
* 增加一颗生命值(用于通关奖励)
|
||||
*/
|
||||
private addLife(): void {
|
||||
StorageManager.addLife();
|
||||
this.updateLiveLabel();
|
||||
console.log('[PageLevel] 获得一颗生命');
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查是否有足够的生命值
|
||||
*/
|
||||
private hasLives(): boolean {
|
||||
return StorageManager.hasLives();
|
||||
private hasPoints(): boolean {
|
||||
return StorageManager.hasPoints();
|
||||
}
|
||||
|
||||
// ========== 答案提交与关卡切换 ==========
|
||||
@@ -659,7 +644,7 @@ export class PageLevel extends BaseView {
|
||||
/**
|
||||
* 显示成功提示
|
||||
*/
|
||||
private showSuccess(): void {
|
||||
private async showSuccess(): Promise<void> {
|
||||
console.log('[PageLevel] 答案正确!');
|
||||
|
||||
// 标记正在切换关卡,防止重复提交
|
||||
@@ -671,8 +656,10 @@ export class PageLevel extends BaseView {
|
||||
// 播放成功音效
|
||||
this.playSuccessSound();
|
||||
|
||||
// 通关奖励:增加一颗生命值
|
||||
this.addLife();
|
||||
// 通关奖励:通过服务端增加积分
|
||||
const levelId = this._currentConfig?.id ?? '';
|
||||
await UserAssetsManager.instance.earnPoint(levelId);
|
||||
this.updatePointsLabel();
|
||||
|
||||
// 显示通关弹窗
|
||||
this._showPassModal();
|
||||
|
||||
9
assets/scripts/config.meta
Normal file
9
assets/scripts/config.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "1.2.0",
|
||||
"importer": "directory",
|
||||
"imported": true,
|
||||
"uuid": "5ec36628-7826-482c-a679-eb20093b0edb",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
29
assets/scripts/config/ApiConfig.ts
Normal file
29
assets/scripts/config/ApiConfig.ts
Normal file
@@ -0,0 +1,29 @@
|
||||
/**
|
||||
* API 配置常量
|
||||
* 统一管理所有服务端 API 地址
|
||||
*/
|
||||
|
||||
/** 服务端 API 基础地址 */
|
||||
export const API_BASE = 'https://ilookai.cn/api/v1';
|
||||
|
||||
/** API 端点 */
|
||||
export const API_ENDPOINTS = {
|
||||
WX_LOGIN: `${API_BASE}/auth/wx-login`,
|
||||
USER_ASSETS: `${API_BASE}/user/assets`,
|
||||
USER_ASSETS_CONSUME: `${API_BASE}/user/assets/consume`,
|
||||
USER_ASSETS_EARN: `${API_BASE}/user/assets/earn`,
|
||||
USER_GAME_DATA: `${API_BASE}/user/game-data`,
|
||||
LEVELS: `${API_BASE}/wechat-game/levels`,
|
||||
} as const;
|
||||
|
||||
/** 积分操作原因 */
|
||||
export const POINT_REASONS = {
|
||||
HINT_UNLOCK: 'hint_unlock',
|
||||
LEVEL_COMPLETE: 'level_complete',
|
||||
} as const;
|
||||
|
||||
/** 请求超时时间(毫秒) */
|
||||
export const API_TIMEOUT = {
|
||||
DEFAULT: 8000,
|
||||
SHORT: 5000,
|
||||
} as const;
|
||||
9
assets/scripts/config/ApiConfig.ts.meta
Normal file
9
assets/scripts/config/ApiConfig.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "f84f3481-515f-4dd6-9664-566e459331bd",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
31
assets/scripts/types/ApiTypes.ts
Normal file
31
assets/scripts/types/ApiTypes.ts
Normal file
@@ -0,0 +1,31 @@
|
||||
/**
|
||||
* 服务端 API 通用响应类型
|
||||
*/
|
||||
|
||||
/** 服务端标准响应封装 */
|
||||
export interface ApiEnvelope<T> {
|
||||
success: boolean;
|
||||
data: T | null;
|
||||
message: string | null;
|
||||
}
|
||||
|
||||
/** 登录响应数据 */
|
||||
export interface WxLoginData {
|
||||
token: string;
|
||||
user: {
|
||||
id: string;
|
||||
nickname: string | null;
|
||||
points: number;
|
||||
};
|
||||
}
|
||||
|
||||
/** 积分响应数据 */
|
||||
export interface UserAssetsData {
|
||||
points: number;
|
||||
}
|
||||
|
||||
/** 游戏数据响应(Loading 页面) */
|
||||
export interface GameData {
|
||||
user: { id: string; points: number };
|
||||
completedLevelIds: string[];
|
||||
}
|
||||
9
assets/scripts/types/ApiTypes.ts.meta
Normal file
9
assets/scripts/types/ApiTypes.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "13078ed9-43cf-4949-8a92-e702ee7de88a",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
146
assets/scripts/utils/AuthManager.ts
Normal file
146
assets/scripts/utils/AuthManager.ts
Normal file
@@ -0,0 +1,146 @@
|
||||
import { HttpUtil } from './HttpUtil';
|
||||
import { StorageManager } from './StorageManager';
|
||||
import { WxSDK } from './WxSDK';
|
||||
import { API_ENDPOINTS, API_TIMEOUT } from '../config/ApiConfig';
|
||||
import { ApiEnvelope, WxLoginData, GameData } from '../types/ApiTypes';
|
||||
|
||||
/**
|
||||
* 认证管理器
|
||||
* 单例模式,负责微信登录和 JWT token 管理
|
||||
*/
|
||||
export class AuthManager {
|
||||
private static _instance: AuthManager | null = null;
|
||||
|
||||
private _userId: string = '';
|
||||
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) */
|
||||
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 {
|
||||
if (!this._instance) {
|
||||
this._instance = new AuthManager();
|
||||
}
|
||||
return this._instance;
|
||||
}
|
||||
|
||||
private constructor() {}
|
||||
|
||||
get isLoggedIn(): boolean {
|
||||
return this._isLoggedIn;
|
||||
}
|
||||
|
||||
get userId(): string {
|
||||
return this._userId;
|
||||
}
|
||||
|
||||
get completedLevelIds(): string[] {
|
||||
return this._completedLevelIds;
|
||||
}
|
||||
|
||||
/**
|
||||
* 初始化认证:尝试恢复 token 或执行微信登录
|
||||
*/
|
||||
async initialize(): Promise<boolean> {
|
||||
const savedToken = StorageManager.getToken();
|
||||
if (savedToken) {
|
||||
HttpUtil.setAuthToken(savedToken);
|
||||
try {
|
||||
const valid = await this.validateToken();
|
||||
if (valid) {
|
||||
console.log('[AuthManager] Token 恢复成功');
|
||||
return true;
|
||||
}
|
||||
} catch {
|
||||
console.warn('[AuthManager] 本地 token 无效,重新登录');
|
||||
}
|
||||
}
|
||||
|
||||
return this.wxLogin();
|
||||
}
|
||||
|
||||
private async wxLogin(): Promise<boolean> {
|
||||
try {
|
||||
let code: string;
|
||||
|
||||
if (WxSDK.isWechat()) {
|
||||
code = await WxSDK.login();
|
||||
} else {
|
||||
console.warn('[AuthManager] 非微信环境,使用开发模式 mock code');
|
||||
code = 'dev_mock_code';
|
||||
}
|
||||
|
||||
const response = await HttpUtil.post<ApiEnvelope<WxLoginData>>(
|
||||
API_ENDPOINTS.WX_LOGIN,
|
||||
{ code },
|
||||
API_TIMEOUT.DEFAULT
|
||||
);
|
||||
|
||||
if (!response.success || !response.data) {
|
||||
console.error('[AuthManager] 登录失败:', response.message);
|
||||
return false;
|
||||
}
|
||||
|
||||
const { token, user } = response.data;
|
||||
HttpUtil.setAuthToken(token);
|
||||
StorageManager.setToken(token);
|
||||
|
||||
this._userId = user.id;
|
||||
this._isLoggedIn = true;
|
||||
StorageManager.setPoints(user.points);
|
||||
|
||||
// 获取通关进度
|
||||
await this.fetchCompletedLevels();
|
||||
|
||||
console.log(`[AuthManager] 登录成功,用户: ${user.id},积分: ${user.points}`);
|
||||
return true;
|
||||
} catch (err) {
|
||||
console.error('[AuthManager] 登录异常:', err);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
private async validateToken(): Promise<boolean> {
|
||||
try {
|
||||
const response = await HttpUtil.get<ApiEnvelope<GameData>>(
|
||||
API_ENDPOINTS.USER_GAME_DATA,
|
||||
API_TIMEOUT.SHORT
|
||||
);
|
||||
|
||||
if (!response.success || !response.data) {
|
||||
return false;
|
||||
}
|
||||
|
||||
this._userId = response.data.user.id;
|
||||
this._isLoggedIn = 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} 关`);
|
||||
return true;
|
||||
} catch {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 登录成功后获取通关进度
|
||||
*/
|
||||
private async fetchCompletedLevels(): Promise<void> {
|
||||
try {
|
||||
const response = await HttpUtil.get<ApiEnvelope<GameData>>(
|
||||
API_ENDPOINTS.USER_GAME_DATA,
|
||||
API_TIMEOUT.SHORT
|
||||
);
|
||||
|
||||
if (response.success && response.data) {
|
||||
this._completedLevelIds = response.data.completedLevelIds;
|
||||
// 同步最新积分
|
||||
StorageManager.setPoints(response.data.user.points);
|
||||
}
|
||||
} catch {
|
||||
console.warn('[AuthManager] 获取通关进度失败');
|
||||
}
|
||||
}
|
||||
}
|
||||
9
assets/scripts/utils/AuthManager.ts.meta
Normal file
9
assets/scripts/utils/AuthManager.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "69e4504f-57ab-43b0-b02d-8732cbef7c7f",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -1,8 +1,27 @@
|
||||
/**
|
||||
* HTTP 请求工具类
|
||||
* 封装 XMLHttpRequest,支持 GET/POST 请求
|
||||
* 封装 XMLHttpRequest,支持 GET/POST 请求,支持 JWT 认证
|
||||
*/
|
||||
export class HttpUtil {
|
||||
/** 认证 token */
|
||||
private static _authToken: string | null = null;
|
||||
|
||||
/**
|
||||
* 设置认证 token
|
||||
* @param token JWT token
|
||||
*/
|
||||
static setAuthToken(token: string | null): void {
|
||||
HttpUtil._authToken = token;
|
||||
console.log(`[HttpUtil] Auth token ${token ? '已设置' : '已清除'}`);
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取认证 token
|
||||
*/
|
||||
static getAuthToken(): string | null {
|
||||
return HttpUtil._authToken;
|
||||
}
|
||||
|
||||
/**
|
||||
* 发送 GET 请求
|
||||
* @param url 请求 URL
|
||||
@@ -17,6 +36,11 @@ export class HttpUtil {
|
||||
xhr.timeout = timeout;
|
||||
xhr.responseType = 'json';
|
||||
|
||||
// 设置认证头
|
||||
if (HttpUtil._authToken) {
|
||||
xhr.setRequestHeader('Authorization', `Bearer ${HttpUtil._authToken}`);
|
||||
}
|
||||
|
||||
xhr.onload = () => {
|
||||
if (xhr.status >= 200 && xhr.status < 300) {
|
||||
resolve(xhr.response as T);
|
||||
@@ -53,6 +77,11 @@ export class HttpUtil {
|
||||
xhr.responseType = 'json';
|
||||
xhr.setRequestHeader('Content-Type', 'application/json');
|
||||
|
||||
// 设置认证头
|
||||
if (HttpUtil._authToken) {
|
||||
xhr.setRequestHeader('Authorization', `Bearer ${HttpUtil._authToken}`);
|
||||
}
|
||||
|
||||
xhr.onload = () => {
|
||||
if (xhr.status >= 200 && xhr.status < 300) {
|
||||
resolve(xhr.response as T);
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
import { SpriteFrame, Texture2D, ImageAsset, assetManager } from 'cc';
|
||||
import { HttpUtil } from './HttpUtil';
|
||||
import { ApiLevelData, ApiResponse, RuntimeLevelConfig } from '../types/LevelTypes';
|
||||
import { API_ENDPOINTS, API_TIMEOUT } from '../config/ApiConfig';
|
||||
|
||||
/**
|
||||
* 进度回调类型
|
||||
@@ -16,12 +17,6 @@ export type ProgressCallback = (progress: number, message: string) => void;
|
||||
export class LevelDataManager {
|
||||
private static _instance: LevelDataManager | null = null;
|
||||
|
||||
/** API 地址 */
|
||||
private readonly API_URL = 'https://ilookai.cn/api/v1/wechat-game/levels';
|
||||
|
||||
/** 请求超时时间(毫秒) */
|
||||
private readonly REQUEST_TIMEOUT = 8000;
|
||||
|
||||
/** API 请求重试次数 */
|
||||
private readonly API_RETRY_COUNT = 2;
|
||||
|
||||
@@ -114,6 +109,28 @@ export class LevelDataManager {
|
||||
return this._apiData.length;
|
||||
}
|
||||
|
||||
/**
|
||||
* 根据已完成的关卡 ID 列表,计算最高已完成关卡索引
|
||||
* @param completedLevelIds 服务端返回的已完成关卡 ID
|
||||
* @returns 最高已完成关卡的索引(0-based),无匹配返回 -1
|
||||
*/
|
||||
getMaxCompletedIndex(completedLevelIds: string[]): number {
|
||||
if (!this._hasApiData || completedLevelIds.length === 0) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
const completedSet = new Set(completedLevelIds);
|
||||
let maxIndex = -1;
|
||||
|
||||
for (let i = 0; i < this._apiData.length; i++) {
|
||||
if (completedSet.has(this._apiData[i].id)) {
|
||||
maxIndex = i;
|
||||
}
|
||||
}
|
||||
|
||||
return maxIndex;
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查是否有 API 数据
|
||||
*/
|
||||
@@ -220,7 +237,7 @@ export class LevelDataManager {
|
||||
try {
|
||||
onProgress?.(progress, `正在请求服务端数据 (第${attempt}次)...`);
|
||||
|
||||
const response = await HttpUtil.get<ApiResponse>(this.API_URL, this.REQUEST_TIMEOUT);
|
||||
const response = await HttpUtil.get<ApiResponse>(API_ENDPOINTS.LEVELS, API_TIMEOUT.DEFAULT);
|
||||
|
||||
if (!response.success) {
|
||||
console.warn(`[LevelDataManager] API 返回失败, 消息: ${response.message}`);
|
||||
|
||||
@@ -15,17 +15,20 @@ interface UserProgress {
|
||||
* 统一管理用户数据的本地持久化存储
|
||||
*/
|
||||
export class StorageManager {
|
||||
/** 生命值存储键 */
|
||||
private static readonly KEY_LIVES = 'game_lives';
|
||||
/** 积分存储键 */
|
||||
private static readonly KEY_POINTS = 'game_points';
|
||||
|
||||
/** 用户进度存储键 */
|
||||
private static readonly KEY_PROGRESS = 'game_progress';
|
||||
|
||||
/** 默认生命值 */
|
||||
private static readonly DEFAULT_LIVES = 10;
|
||||
/** 认证 token 存储键 */
|
||||
private static readonly KEY_TOKEN = 'auth_token';
|
||||
|
||||
/** 最小生命值 */
|
||||
private static readonly MIN_LIVES = 0;
|
||||
/** 默认积分 */
|
||||
private static readonly DEFAULT_POINTS = 10;
|
||||
|
||||
/** 最小积分 */
|
||||
private static readonly MIN_POINTS = 0;
|
||||
|
||||
/** 默认进度 */
|
||||
private static readonly DEFAULT_PROGRESS: UserProgress = {
|
||||
@@ -36,75 +39,101 @@ export class StorageManager {
|
||||
/** 进度缓存(避免重复读取 localStorage) */
|
||||
private static _progressCache: UserProgress | null = null;
|
||||
|
||||
// ==================== 生命值管理 ====================
|
||||
// ==================== 积分管理 ====================
|
||||
|
||||
/**
|
||||
* 获取当前生命值
|
||||
* @returns 当前生命值,新用户返回默认值 10
|
||||
* 获取当前积分
|
||||
* @returns 当前积分,新用户返回默认值 10
|
||||
*/
|
||||
static getLives(): number {
|
||||
const stored = sys.localStorage.getItem(StorageManager.KEY_LIVES);
|
||||
static getPoints(): number {
|
||||
const stored = sys.localStorage.getItem(StorageManager.KEY_POINTS);
|
||||
if (stored === null || stored === '') {
|
||||
// 新用户,设置默认值
|
||||
StorageManager.setLives(StorageManager.DEFAULT_LIVES);
|
||||
return StorageManager.DEFAULT_LIVES;
|
||||
StorageManager.setPoints(StorageManager.DEFAULT_POINTS);
|
||||
return StorageManager.DEFAULT_POINTS;
|
||||
}
|
||||
const lives = parseInt(stored, 10);
|
||||
const points = parseInt(stored, 10);
|
||||
// 防止异常数据
|
||||
if (isNaN(lives) || lives < 0) {
|
||||
StorageManager.setLives(StorageManager.DEFAULT_LIVES);
|
||||
return StorageManager.DEFAULT_LIVES;
|
||||
if (isNaN(points) || points < 0) {
|
||||
StorageManager.setPoints(StorageManager.DEFAULT_POINTS);
|
||||
return StorageManager.DEFAULT_POINTS;
|
||||
}
|
||||
return lives;
|
||||
return points;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置生命值
|
||||
* @param lives 生命值
|
||||
* 设置积分
|
||||
* @param points 积分
|
||||
*/
|
||||
static setLives(lives: number): void {
|
||||
const validLives = Math.max(StorageManager.MIN_LIVES, lives);
|
||||
sys.localStorage.setItem(StorageManager.KEY_LIVES, validLives.toString());
|
||||
console.log(`[StorageManager] 生命值已更新: ${validLives}`);
|
||||
static setPoints(points: number): void {
|
||||
const validPoints = Math.max(StorageManager.MIN_POINTS, points);
|
||||
sys.localStorage.setItem(StorageManager.KEY_POINTS, validPoints.toString());
|
||||
console.log(`[StorageManager] 积分已更新: ${validPoints}`);
|
||||
}
|
||||
|
||||
/**
|
||||
* 消耗一颗生命
|
||||
* @returns 是否消耗成功(生命值不足时返回 false)
|
||||
* 消耗一个积分
|
||||
* @returns 是否消耗成功(积分不足时返回 false)
|
||||
*/
|
||||
static consumeLife(): boolean {
|
||||
const currentLives = StorageManager.getLives();
|
||||
if (currentLives <= 0) {
|
||||
console.warn('[StorageManager] 生命值不足,无法消耗');
|
||||
static consumePoint(): boolean {
|
||||
const currentPoints = StorageManager.getPoints();
|
||||
if (currentPoints <= 0) {
|
||||
console.warn('[StorageManager] 积分不足,无法消耗');
|
||||
return false;
|
||||
}
|
||||
StorageManager.setLives(currentLives - 1);
|
||||
StorageManager.setPoints(currentPoints - 1);
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* 增加一颗生命
|
||||
* 增加一个积分
|
||||
*/
|
||||
static addLife(): void {
|
||||
const currentLives = StorageManager.getLives();
|
||||
StorageManager.setLives(currentLives + 1);
|
||||
console.log(`[StorageManager] 获得一颗生命,当前生命值: ${currentLives + 1}`);
|
||||
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}`);
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查是否有足够的生命值
|
||||
* @returns 是否有生命值
|
||||
* 检查是否有足够的积分
|
||||
* @returns 是否有积分
|
||||
*/
|
||||
static hasLives(): boolean {
|
||||
return StorageManager.getLives() > 0;
|
||||
static hasPoints(): boolean {
|
||||
return StorageManager.getPoints() > 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* 重置生命值为默认值
|
||||
* 重置积分为默认值
|
||||
*/
|
||||
static resetLives(): void {
|
||||
StorageManager.setLives(StorageManager.DEFAULT_LIVES);
|
||||
console.log('[StorageManager] 生命值已重置为默认值');
|
||||
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 ====================
|
||||
|
||||
/**
|
||||
* 获取认证 token
|
||||
*/
|
||||
static getToken(): string | null {
|
||||
const token = sys.localStorage.getItem(StorageManager.KEY_TOKEN);
|
||||
return (token === null || token === '') ? null : token;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置认证 token
|
||||
*/
|
||||
static setToken(token: string): void {
|
||||
sys.localStorage.setItem(StorageManager.KEY_TOKEN, token);
|
||||
console.log('[StorageManager] Token 已保存');
|
||||
}
|
||||
|
||||
/**
|
||||
* 清除认证 token
|
||||
*/
|
||||
static clearToken(): void {
|
||||
sys.localStorage.removeItem(StorageManager.KEY_TOKEN);
|
||||
console.log('[StorageManager] Token 已清除');
|
||||
}
|
||||
|
||||
// ==================== 关卡进度管理 ====================
|
||||
@@ -229,11 +258,12 @@ export class StorageManager {
|
||||
}
|
||||
|
||||
/**
|
||||
* 重置所有数据(生命值 + 进度)
|
||||
* 重置所有数据(积分 + 进度)
|
||||
*/
|
||||
static resetAll(): void {
|
||||
StorageManager.resetLives();
|
||||
StorageManager.resetPoints();
|
||||
StorageManager.resetProgress();
|
||||
StorageManager.clearToken();
|
||||
console.log('[StorageManager] 所有数据已重置');
|
||||
}
|
||||
}
|
||||
|
||||
117
assets/scripts/utils/UserAssetsManager.ts
Normal file
117
assets/scripts/utils/UserAssetsManager.ts
Normal file
@@ -0,0 +1,117 @@
|
||||
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)
|
||||
* @returns 获得后的积分数
|
||||
*/
|
||||
async earnPoint(levelId: string): 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,
|
||||
},
|
||||
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();
|
||||
}
|
||||
}
|
||||
9
assets/scripts/utils/UserAssetsManager.ts.meta
Normal file
9
assets/scripts/utils/UserAssetsManager.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "ddba71db-75ed-468d-ac99-b4632c0b2ae4",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -44,6 +44,38 @@ export class WxSDK {
|
||||
return typeof wx !== 'undefined' ? wx : null;
|
||||
}
|
||||
|
||||
// ==================== 登录相关 ====================
|
||||
|
||||
/**
|
||||
* 微信登录,获取临时 code
|
||||
* @returns Promise<string> 登录 code
|
||||
*/
|
||||
static login(): Promise<string> {
|
||||
return new Promise((resolve, reject) => {
|
||||
const wxApi = WxSDK.getWx();
|
||||
if (!wxApi) {
|
||||
reject(new Error('非微信环境,无法调用 wx.login'));
|
||||
return;
|
||||
}
|
||||
|
||||
wxApi.login({
|
||||
success: (res: any) => {
|
||||
if (res.code) {
|
||||
console.log('[WxSDK] wx.login 成功,获取到 code');
|
||||
resolve(res.code);
|
||||
} else {
|
||||
console.error('[WxSDK] wx.login 失败:', res.errMsg);
|
||||
reject(new Error(res.errMsg || 'wx.login 失败'));
|
||||
}
|
||||
},
|
||||
fail: (err: any) => {
|
||||
console.error('[WxSDK] wx.login 调用失败:', err);
|
||||
reject(new Error(err.errMsg || 'wx.login 调用失败'));
|
||||
}
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
// ==================== 分享相关 ====================
|
||||
|
||||
/**
|
||||
|
||||
Reference in New Issue
Block a user