增加单人游戏结束后星星的获取
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@ -93,6 +93,7 @@
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"comboCount": 0, // 当前连续答对的数量
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"comboCount": 0, // 当前连续答对的数量
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"maxCombo": 1, // 当局连续答对的最大数量
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"maxCombo": 1, // 当局连续答对的最大数量
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"score": 10, // 当局胜利后的得分
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"score": 10, // 当局胜利后的得分
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"star": 1, // 当局胜利后获得的星星
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"gameResult": 0 // 当局的游戏结果, 单人的话和上一层gameResult相同
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"gameResult": 0 // 当局的游戏结果, 单人的话和上一层gameResult相同
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}
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}
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}
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}
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@ -143,7 +143,7 @@ class PuzzleController extends BaseController {
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if (gameResult) {
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if (gameResult) {
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history.status = 9
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history.status = 9
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if (gameResult === 1) {
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if (gameResult === 1) {
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let score = calcSingleScore(history, accountid)
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let { score } = calcSingleScore(history, accountid)
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let rankObj = {
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let rankObj = {
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shop: history.shop,
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shop: history.shop,
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level: history.level,
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level: history.level,
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@ -50,6 +50,9 @@ export class PuzzleStatusClass {
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@prop({default: 0})
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@prop({default: 0})
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score: number
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score: number
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@prop({default: 0})
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star: number
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/**
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/**
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* 游戏结果
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* 游戏结果
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* @type {number}
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* @type {number}
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@ -208,12 +208,15 @@ export function calcSingleScore(history: any, accountId: string) {
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hp = hp < 0 ? 0 : hp
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hp = hp < 0 ? 0 : hp
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time = time < 0 ? 0 : time
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time = time < 0 ? 0 : time
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let cfg = new GameEnv()
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let cfg = new GameEnv()
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let score = time * cfg.singleTimeRate + hp * cfg.singleHpRate + combo * cfg.singleComboRate
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let score = time * cfg.singleTimeRate + hp * cfg.singleHpRate + combo * cfg.singleComboRate;
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if (history.difficultyMode) {
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(history.difficultyMode) && (score *= cfg.singleLowLvlRate)
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score *= cfg.singleLowLvlRate
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}
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stat.score = score
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stat.score = score
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return score
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let star = 0;
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(time >= cfgLevel.timestar) && star++;
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(stat.maxCombo >= cfgLevel.enemystar) && star++;
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(hp >= cfgLevel.hpstar) && star ++;
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stat.star = star
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return { score, star }
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}
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}
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/**
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/**
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