31.RGB值和十六进制值之间的转换:
(1)十六进制的颜色转为 RGB格式:
/*16进制颜色转为RGB格式*/String.prototype.colorRgb = function () {var sColor = this.toLowerCase();if (sColor && reg.test(sColor)) {if (sColor.length === 4) {var sColorNew = "#";for (var i = 1; i < 4; i += 1) {sColorNew += sColor.slice(i, i + 1).concat(sColor.slice(i, i + 1));}sColor = sColorNew;}//处理六位的颜色值var sColorChange = [];for (var i = 1; i < 7; i += 2) {sColorChange.push(parseInt("0x" + sColor.slice(i, i + 2)));}return "RGB(" + sColorChange.join(",") + ")";} else {return sColor;}}
(2)RGB值转换为 十六进制的颜色:
var reg = /^#([0-9a-fA-f]{3}|[0-9a-fA-f]{6})$/;String.prototype.colorHex = function () {var that = this;if (/^(rgb|RGB)/.test(that)) {var aColor = that.replace(/(?:\(|\)|rgb|RGB)*/g, "").split(",");var strHex = "#";for (var i = 0; i < aColor.length; i++) {var initHexNum = Number(aColor[i]);var hex = Number(aColor[i]).toString(16);if (hex === "0") {hex += hex;}else if(hex<16 && initHexNum < 16){hex = "0"+hex;}strHex += hex;}if (strHex.length !== 7) {strHex = that;}return strHex;} else if (reg.test(that)) {var aNum = that.replace(/#/, "").split("");if (aNum.length === 6) {return that;} else if (aNum.length === 3) {var numHex = "#";for (var i = 0; i < aNum.length; i += 1) {numHex += (aNum[i] + aNum[i]);}return numHex;}} else {return that;}};
32.判断两个对象是否相等:
/**** @param {*} obj1* @param {*} obj2*/static ObjEqual(obj1, obj2) {var props1 = Object.getOwnPropertyNames(obj1);var props2 = Object.getOwnPropertyNames(obj2);if (props1.length != props2.length) {return false;}for (var i = 0, max = props1.length; i < max; i++) {var propName = props1[i];if (obj1[propName] !== obj2[propName]) {return false;}}return true;}
33.判断是否隔天:
/*** 获取某一天的0点时间戳*/static getZeroTime$() {return Date.parse((new Date()).toDateString());}//根据零点时间戳判断,是否间隔一天/** 一天毫秒数 */GameSetting$.DAY_MIllISECOND$ = 86400000;//存储当前的0点时间戳//下次判断的时候,获取当前时间戳 - 存储的0点时间戳//如果大于 一天的毫秒数,就说明隔天了;否则就是没有隔天,还在当天
34.24小时倒计时函数:
/** 24小时倒计时 */static countdown24$() {let now = new Date(); // 获取当前时间let hour = now.getHours(); // 时let min = now.getMinutes(); // 分let sec = now.getSeconds(); // 秒let h = 24 - hour; // 倒计时 时if (min > 0 || sec > 0) {h -= 1}let m = 60 - min; // 倒计时 分if (sec > 0) {m -= 1}if (m == 60) {m = 0}let s = 60 - sec; // 倒计时 秒if (s == 60) {s = 0}h = h.toString();m = m.toString();s = s.toString();if (h.length == 1) {h = '0' + h}if (m.length == 1) {m = '0' + m}if (s.length == 1)s = '0' + slet result = h + ':' + m + ':' + sreturn result}
35.刷新倒计时 cd 奖励:
refreshOnlineUI$() {if(!this.isRefreshOnlineT$) return;let onlineCD = this.onlineRewardNeedT$ - this._useData$.onlineT$;if(onlineCD > 0) {this.img_online_ok_mark$.visible = false;let minute = Math.floor(onlineCD / 60000);let seconds = Math.ceil(onlineCD % 60000 / 1000);this.label_online_cd$.text = (minute < 10 ? "0" + minute : minute) + ":" + (seconds < 10 ? "0" + seconds : seconds);let p = onlineCD / this.onlineRewardNeedT$;this.img_online_cd$.mask.graphics.clear();this.img_online_cd$.mask.graphics.drawPie(0, 0, 50, 270 - 360 * p, 270,"#ff0000");}else{//计时结束this.onOnlineRewardCdComplete$();}}//this._useData$.onlineT$ 用户在线时间
//this.onlineRewardNeedT$ 领取奖励需要的在线时间
倒计时--cd显示的mask样式:
(1)玩家在线时长:
onUpdate$() {this._refreshOnlineReward$();}/*** 刷新在线奖励*/_refreshOnlineReward$() {if(!this._isNeedRefreshOnlineReward$)return;this._isNeedRefreshOnlineReward$ = this._userData$.addOnlineT$(Laya.timer.delta);}/*** 增加在线时长 ms* @param {*} deltaT*/addOnlineT$(deltaT) {this._onlineT$ = this.onlineT$ + deltaT;LocalData$.setLocalData$(LocalData$.KEY$.ONLINE_T$, this._onlineT$);return this._onlineT$ != GameSetting$.ONLINE_REWARD_T$;}/*** 获取在线时长*/get onlineT$() {if (this._onlineT$ == void 0)this._onlineT$ = LocalData$.getLocalData$(LocalData$.KEY$.ONLINE_T$, 0);return this._onlineT$;}
36.数组随机个数:
randomArrCnt$(arr, count) {var shuffled = arr.slice(0), i = arr.length, min = i - count, temp, index;while (i-- > min) {index = Math.floor((i + 1) * Math.random());temp = shuffled[index];shuffled[index] = shuffled[i];shuffled[i] = temp;}return shuffled.slice(min);}
37.setHours() 方法:设置指定时间的小时字段
dateObject.setHours(hour,min,sec,millisec)
38.获取重置某功能的时间戳:一般传 参数 0,返回隔天需要重置某功能的时间戳
getResetTimeStamp$(e) {let date = new Date(new Date().setHours(e, 0, 0, 0));let time = date.getTime();time < new Date().getTime() && (date.setDate(date.getDate() + 1), time = date.getTime());return time;
}//加载重置的时间戳:load$(key, t, i = 0) {let s = GameStorage$.getResetTimeStamp$(i);t = Object.assign({resetTimeStamp: s}, t);let n = LocalStorage.getItem(key, t);return void 0 === n.resetTimeStamp || n.resetTimeStamp < new Date().getTime() ? t : n;
}//存储重置的时间戳:save$(key, t, i = 0) {let s = GameStorage$.getResetTimeStamp$(i);let n = Object.assign({resetTimeStamp: s}, t);LocalStorage.setItem(key, n);}
39.将值限制在某个区间内
/** 落在某个区间内的值(将值限制在某个区间内) */
window.clamp = function (value, min, max) {if (min > max) {let tmp = min;min = max;max = tmp;}return value < min ? min : value > max ? max : value;
}
40.时分秒格式转化:
static formatTime$(e, needHour = true) {let sec = Math.floor(e % 60);let formatSec = sec < 10 ? "0" + sec : sec.toString();let min = Math.floor(e / 60) % 60;let formatMin = min < 10 ? "0" + min : min.toString();let hour = Math.floor(Math.floor(e / 60) / 60);let formatHour = hour < 10 ? "0" + hour : hour.toString();return needHour ? (formatHour + ":" + formatMin + ":" + formatSec) : (formatMin + ":" + formatSec);}