import game_store from '../store/game' // // 往后端推送一次定时数据 // export function post_data($big_data) { // wx.showLoading({ // title: "正在结束上一个游戏", // mask: true // }) // var $this = this // //判断数据长度大于理想状态 需要对数组进行切割 逐个提交数据 // let $len = 300 // console.log($big_data.attList.length, '结束游戏提交的数据量') // if ($big_data.attList.length > $len) { // let $count = Math.ceil($big_data.attList.length / $len) // // let index = 0 // let inter = setInterval(() => { // if (index < $count) { // let $params = { // game_record_id: game_store.getters.getGameRecordId(), // //数据段长度大于65 多个提交 // line: $big_data.attList.slice(index * $len, (index + 1) * $len), // line_med: $big_data.medList.slice(index * $len, (index + 1) * $len) // } // gameAddLine($params).then((res) => { // let $data = res.data // if ($data.code == 0) { // console.log('ok', $params['line']) // } // }) // } // index++ // if (index == $count) { // clearInterval(inter) // game_over() // } // }, 200) // return $count * 500 // } else { // let $params = { // game_record_id: game_store.getters.getGameRecordId(), // //数据段长度小于65 单个提交 // line: $big_data.attList, // line_med: $big_data.medList // } // // if (!$params.line) { // return false // } // gameAddLine($params).then((res) => { // let $data = res.data // if ($data.code == 0) { // } // setTimeout(() => { // game_over() // }, 800) // }) // return 800 // } // } // // // 结束游戏 // function game_over() { // let $params = { // game_record_id: game_store.getters.getGameRecordId(), // type: game_store.getters.getMode(), // play_time: game_store.getters.getPlayTime() - Math.abs(game_store.getters.getPlayedTime()) // } // // // gameEnd($params).then((res) => { // let $data = res.data // to_report() // }) // } function to_report() { mpvue.navigateTo({ url: "/pages/games/report/main?id=" + game_store.getters.getGameRecordId(), success() { wx.hideLoading() //设置游戏状态为 停止游戏 game_store.setters.setGameStatus(0) //游戏结束重置游戏时间 wx.removeStorageSync('play_time') //删除游戏专注数据 //game_store.remover.rmGameAttMedDatas() //游戏结束重置游戏模式 game_store.setters.setMode(0) // //删除游戏得id // game_store.setters.removeToyHex() //删除隐藏时间 game_store.remover.rmHideTime() } }) } /** * 游玩时间倒计时 * @param value * @returns {string} */ export function formatPlaySeconds(value) { // 字符串转数字 let secondTime = parseInt(value); // 秒 let minuteTime = 0; // 分 if (secondTime > 60) { // 如果秒数大于60,将秒数转换成整数 // 获取分钟,除以60取整数,得到整数分钟 minuteTime = parseInt(secondTime / 60); //获取秒数,秒数取佘,得到整数秒数 secondTime = parseInt(secondTime % 60); //如果分钟大于60,将分钟转换成小时 } let result = "" + parseInt(secondTime); if (minuteTime > 0) { if (result.length === 1) { result = "0" + result; } if (parseInt(minuteTime).toString().length === 1) { minuteTime = "0" + parseInt(minuteTime); } result = "" + minuteTime + ":" + result; } else { result = "00:" + result; } return result; } /** * 获取大包数据进行绘制图表 */ export function get_big_data(hex) { let hexAry = [] for (let i = 0; i < hex.length; i += 2) { hexAry.push(hex.substring(i, i+2)) } //专注度数据 let $att = parseInt(hexAry[6], 16) //放松度数据 let $med = parseInt(hexAry[8], 16) let idx = 0 let dataIndex = ['delta', 'theta', "low_alpha", "high_alpha", "low_beta", "high_beta", "low_gamma", "middle_gamma"] let datas = [] hexAry.pop() for (let i = 11; i < hexAry.length; i += 3) { let num_1 = parseInt(hexAry[i], 16) let num_2 = parseInt(hexAry[i + 1], 16) let num_3 = parseInt(hexAry[i + 2], 16) let show_value = num_1 + num_2 + num_3; let basic_value = parseInt("0x" + hexAry[i] << 16 | "0x" + hexAry[i + 1] << 8 | "0x" + hexAry[i + 2], 16) datas[dataIndex[idx]] = show_value datas[`${dataIndex[idx]}_basic`] = basic_value idx += 1; } datas['att'] = $att; datas['med'] = $med; return datas }