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枚举的作用就不说了 直接上代码
//UI层 警告层 提示层
var LayerEnum = {
UI : "UI",
WAR : "WAR",
TIP : "TIP",
}
//声音Clip的分类
var AudioType=
{
BGAudio:'BGM',//背景
SXFAudio:'SXF',//音效
}
//音效集合
var GameClip=
{
startBgm:"r_bgm_03",
gameBgm:"r_bgm_01",
overBgm:"u_bgm",
score:"score",
jump:"jump",
}
//预制体集合
var PrefabNameEnum = {
GAME_START_WIND :"StartView",
GAME_RUN_WIND : "GameView",
GAME_END_WIND : "GameOver",
GAME_TRANSITION_WID:"GameTransition",
RewardItem:'Star',
Buttle:'buttle',
Barrier:'barrier',
ScoreEffect:"ScoreFx",
YM:"YM",
}
//路径的前缀
var RootPath = {
PREFAB_ROOT_PATH : "prefabs/",
WIND_ROOT_PATH : "prefabs/View/",
ATLAS_ROOT_PATH : "atals/",
CONFIG_ROOT_PATH : "configs/",
AUDIO_ROOT_PATH:"Sound/",
RewardItem:"prefabs/star/",
Buttle:'prefabs/buttle/',
Barrier:'prefabs/barrier/',
Effect:"prefabs/effects/",
}
//球的种类
var PlayerType=
{
NormalBall:4001,
RugbyBall:4002,
SteelBall:4003, //无敌状态
}
//怪物的种类
var BullteType=
{
MiniButtle:3001,
MidButtle:3002,
MaxButtle:3003,
}
//障碍物种类
var BarrierType=
{
NeedleBarrier:5001,
WoodBarrier:5002,
}
//奖励的种类
var RewardItemType=
{
StarType:1001,
AppleType:1002,
PearType:1003,
}
//奖励的排序方式
var SortType=
{
LType:2001,
IType:2002,
OneLineType:2003,
StarType:2004,
}
//障碍物的排列方式
var BarrierSortType=
{
IType:6001,
OneLineType:6002,
}
//事件的ID集合
var EventTypeID=
{
OnScoreChange:1,
OnGameOver:2,
OnGameRestart:3,
}
var Constant=
{
LayerEnum:LayerEnum,
PrefabNameEnum:PrefabNameEnum,
RootPath:RootPath,
PlayerType:PlayerType,
BullteType:BullteType,
RewardItemType:RewardItemType,
SortType:SortType,
EventTypeID:EventTypeID,
BarrierSortType:BarrierSortType,
AudioType:AudioType,
GameClip:GameClip,
BarrierType:BarrierType,
}
module.exports=Constant;
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