Schedule.js 1.4 KB

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  1. function Schedule() {
  2. base(this,LSprite,[]);
  3. this.init();
  4. }
  5. Schedule.prototype.init = function() {
  6. var self = this;
  7. gScore = self.timeRemain = self.totalTime = 0;
  8. var theTextField = new LTextField();
  9. theTextField.color = "#953c00";
  10. theTextField.size = 26;
  11. theTextField.x = LGlobal.width*.15;
  12. theTextField.y = LGlobal.height*.025;
  13. theTextField.font = "微软雅黑";
  14. theTextField.text = self.totalTime.toFixed(1);
  15. self.theTextField = theTextField;
  16. self.addChild(theTextField);
  17. var startTime = currentTime = new Date();
  18. self.loop = setInterval(function() {
  19. currentTime = new Date();
  20. var time = parseInt((currentTime - startTime)/10);
  21. // self.totalTime += 1;
  22. // self.theTextField.text = ((gTime-self.totalTime)/100).toFixed(2);
  23. self.timeRemain = ((gTime-time)/100);
  24. self.theTextField.text = self.timeRemain.toFixed(2);
  25. if(time >= gTime){
  26. self.theTextField.text = (0).toFixed(2);
  27. self.timeRemain = 0;
  28. self.parent.gameOver();
  29. }
  30. }, 10);
  31. // LTweenLite.to(object, duration, {alpha:0, ease:LEasing.Sine.easeOut, onComplete:callback});
  32. self.addEventListener(LEvent.END_CONTACT, self.onremoved);
  33. };
  34. Schedule.prototype.stop = function(){
  35. var self = this;
  36. clearInterval(self.loop);
  37. }
  38. Schedule.prototype.onremoved = function() {
  39. var self = this;
  40. clearInterval(self.loop);
  41. }
  42. Schedule.prototype.getTimeRemain = function() {
  43. var self = this;
  44. return self.timeRemain;
  45. }