初步完成返回游戏功能,待测试完善

This commit is contained in:
kron
2025-07-05 17:24:52 +08:00
parent c269a4b431
commit 1ea3f19238
8 changed files with 126 additions and 33 deletions

View File

@@ -67,6 +67,14 @@ onLoad(async (options) => {
redPoints.value = battleInfo.redScore;
totalRounds.value = battleInfo.maxRound;
roundResults.value = battleInfo.roundResults;
currentShooterId.value = battleInfo.firePlayerIndex;
const remain = Date.now() / 1000 - battleInfo.fireTime;
if (remain > 0 && remain < 15) {
// 等渲染好再通知
setTimeout(() => {
uni.$emit("update-ramain", remain);
}, 300);
}
}
}
if (options.roomNumber) {

View File

@@ -43,7 +43,12 @@ const enterRoom = debounce(async () => {
}
}
});
const onCreateRoom = () => {
const onCreateRoom = async () => {
const isGaming = await isGamingAPI();
if (isGaming) {
uni.$showHint(1);
return;
}
warnning.value = "";
showModal.value = true;
};

View File

@@ -23,7 +23,7 @@ const { user } = storeToRefs(store);
const gameType = ref(0);
const teamSize = ref(0);
const start = ref(false);
const startCount = ref(false);
const countDown = ref(90);
const battleId = ref("");
const currentRound = ref(1);
const totalRounds = ref(0);
@@ -39,10 +39,43 @@ const onComplete = ref(null);
const showModal = ref(false);
onLoad(async (options) => {
gameType.value = options.gameType;
teamSize.value = options.teamSize;
if (gameType.value && teamSize.value) {
await matchGameAPI(true, gameType.value, teamSize.value);
if (options.battleId) {
const battleInfo = uni.getStorageSync(`battle-${options.battleId}`);
console.log("----battleInfo", battleInfo);
if (battleInfo) {
battleId.value = battleInfo.id;
start.value = true;
tips.value = "请连续射出6支箭";
players.value = [...battleInfo.blueTeam, ...battleInfo.redTeam];
players.value.forEach((p) => {
playersScores.value[p.id] = p.arrows;
});
if (battleInfo.startTime) {
const remain = Date.now() / 1000 - battleInfo.startTime;
if (remain <= 90) {
setTimeout(() => {
uni.$emit("update-ramain", remain);
}, 300);
} else if (remain > 90 && remain <= 110) {
halfTimeTip.value = true;
countDown.value = 20;
tips.value = "准备下半场";
setTimeout(() => {
uni.$emit("update-ramain", 110 - remain);
}, 300);
} else if (remain > 110) {
setTimeout(() => {
uni.$emit("update-ramain", remain - 110);
}, 300);
}
}
}
} else {
gameType.value = options.gameType;
teamSize.value = options.teamSize;
if (gameType.value && teamSize.value) {
await matchGameAPI(true, gameType.value, teamSize.value);
}
}
});
async function stopMatch() {
@@ -83,11 +116,11 @@ async function onReceiveMessage(messages = []) {
if (msg.id !== battleId.value) return;
if (msg.constructor === MESSAGETYPES.MeleeAllReady) {
start.value = true;
startCount.value = true;
seq.value += 1;
timerSeq.value = 0;
tips.value = "请连续射出6支箭";
scores.value = [];
countDown.value = 90;
}
if (msg.constructor === MESSAGETYPES.ShootResult) {
if (msg.userId === user.value.id) {
@@ -97,8 +130,8 @@ async function onReceiveMessage(messages = []) {
playersScores.value[msg.userId].push(msg.target);
}
if (msg.constructor === MESSAGETYPES.HalfTimeOver) {
startCount.value = false;
halfTimeTip.value = true;
countDown.value = 20;
tips.value = "准备下半场";
}
if (msg.constructor === MESSAGETYPES.MatchOver) {
@@ -142,8 +175,9 @@ onUnmounted(() => {
<ShootProgress
v-if="start"
:seq="seq"
:start="startCount"
:start="start"
:tips="tips"
:total="countDown"
/>
<view v-if="start" class="infos">
<Avatar :src="user.avatar" :size="35" />
@@ -220,7 +254,6 @@ onUnmounted(() => {
flex-direction: column;
justify-content: center;
align-items: center;
padding-top: 52px;
}
.half-time-tip > text:last-child {
margin-top: 20px;

View File

@@ -46,10 +46,41 @@ const onComplete = ref(null);
const showModal = ref(false);
onLoad(async (options) => {
gameType.value = options.gameType;
teamSize.value = options.teamSize;
if (gameType.value && teamSize.value) {
await matchGameAPI(true, gameType.value, teamSize.value);
if (options.battleId) {
const battleInfo = uni.getStorageSync(`battle-${options.battleId}`);
console.log("----battleInfo", battleInfo);
if (battleInfo) {
battleId.value = battleInfo.id;
start.value = true;
redTeam.value = battleInfo.redTeam;
blueTeam.value = battleInfo.blueTeam;
currentRound.value = battleInfo.currentRound;
bluePoints.value = battleInfo.blueScore;
redPoints.value = battleInfo.redScore;
totalRounds.value = battleInfo.maxRound;
roundResults.value = battleInfo.roundResults;
if (battleInfo.firePlayerIndex) {
currentShooterId.value = battleInfo.firePlayerIndex;
if (redTeam.value[0].id === currentShooterId.value) {
tips.value = `请红队射箭-第${roundsName[currentRound.value]}`;
} else {
tips.value = `请蓝队射箭-第${roundsName[currentRound.value]}`;
}
}
const remain = Date.now() / 1000 - battleInfo.fireTime;
if (remain > 0 && remain <= 15) {
// 等渲染好再通知
setTimeout(() => {
uni.$emit("update-ramain", remain);
}, 300);
}
}
} else {
gameType.value = options.gameType;
teamSize.value = options.teamSize;
if (gameType.value && teamSize.value) {
await matchGameAPI(true, gameType.value, teamSize.value);
}
}
});
async function stopMatch() {
@@ -227,11 +258,4 @@ onUnmounted(() => {
width: 100%;
height: 100%;
}
.modal {
height: 100%;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
}
</style>