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劳工
zeroing-libs
Commits
08bf8fe8
Commit
08bf8fe8
authored
Jun 10, 2020
by
任建锋
Browse files
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修复
parent
7a96d016
Changes
7
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7 changed files
with
32 additions
and
27 deletions
+32
-27
food-fell2.json
dist/customs/food-fell2.json
+3
-3
load-assets.js
src/custom/food-fell2/debug/load-assets.js
+2
-14
main.js
src/custom/food-fell2/debug/main.js
+13
-4
main.js.map
src/custom/food-fell2/debug/main.js.map
+1
-1
meta.json
src/custom/food-fell2/meta.json
+2
-2
GameView.ts
src/custom/food-fell2/src/game/GameView.ts
+10
-3
utils.ts
src/custom/food-fell2/src/game/utils.ts
+1
-0
No files found.
dist/customs/food-fell2.json
View file @
08bf8fe8
...
@@ -72,13 +72,13 @@
...
@@ -72,13 +72,13 @@
},
},
{
{
"name"
:
"水花"
,
"name"
:
"水花"
,
"url"
:
"//yun.duiba.com.cn/aurora/assets/11b1f49fa3afa3a48f1dd3e3c1eb294e3fa9d886"
,
"url"
:
"//yun.duiba.com.cn/aurora/assets/11b1f49fa3afa3a48f1dd3e3c1eb294e3fa9d886
.svga
"
,
"uuid"
:
"cdd2268f-ad65-4b5e-a965-ee61b730da21"
,
"uuid"
:
"cdd2268f-ad65-4b5e-a965-ee61b730da21"
,
"ext"
:
".svga"
"ext"
:
".svga"
},
},
{
{
"name"
:
"石头svga"
,
"name"
:
"石头svga"
,
"url"
:
"//yun.duiba.com.cn/aurora/assets/01aa6fcb33aa8231f075257026eab2f0aeb3c27a"
,
"url"
:
"//yun.duiba.com.cn/aurora/assets/01aa6fcb33aa8231f075257026eab2f0aeb3c27a
.svga
"
,
"uuid"
:
"846a139d-0990-4db4-a323-f22379932ee4"
,
"uuid"
:
"846a139d-0990-4db4-a323-f22379932ee4"
,
"ext"
:
".svga"
"ext"
:
".svga"
},
},
...
@@ -150,5 +150,5 @@
...
@@ -150,5 +150,5 @@
}
}
},
},
"id"
:
"food-fell2"
,
"id"
:
"food-fell2"
,
"code"
:
"(function (global, factory) {
\n\t
typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('tslib')) :
\n\t
typeof define === 'function' && define.amd ? define(['tslib'], factory) :
\n\t
(global = global || self, global['food-fell2'] = factory(global.tslib));
\n
}(this, (function (tslib) { 'use strict';
\n\n\t
var props = {};
\n\t
function prepareProps() {
\n\t
var metaProps = getProps();
\n\t
engine.injectProp(props, metaProps);
\n\t
}
\n\t
function injectProps(p) {
\n\t
engine.injectProp(props, p);
\n\t
}
\n\t
//# sourceMappingURL=props.js.map
\n\n\t
function getTexture(uuid) {
\n\t
return engine.Texture.from(getAssetByUUID(uuid).uuid);
\n\t
}
\n\t
function getTextureByName(name) {
\n\t
return getTexture(engine.getAssetByName(name).uuid);
\n\t
}
\n\t
function createSvga(name, anchorName) {
\n\t
var inst = new svga.Svga();
\n\t
inst.source = 'asset://' + engine.getAssetByName(name).uuid;
\n\t
return inst;
\n\t
}
\n\t
//# sourceMappingURL=utils.js.map
\n\n\t
var Goods = (function (_super) {
\n\t
tslib.__extends(Goods, _super);
\n\t
function Goods() {
\n\t
var _this = _super.call(this) || this;
\n\t
var body;
\n\t
body = _this._body = new engine.Rect();
\n\t
var rain = new engine.Sprite(getTextureByName('雨滴0'));
\n\t
var rain1 = new engine.Sprite(getTextureByName('雨滴1'));
\n\t
var rain2 = new engine.Sprite(getTextureByName('雨滴2'));
\n\t
rain[
\"
npcType
\"
] =
\"
rain0
\"
;
\n\t
rain1[
\"
npcType
\"
] =
\"
rain1
\"
;
\n\t
rain2[
\"
npcType
\"
] =
\"
rain2
\"
;
\n\t
var stone = new engine.Sprite(getTextureByName('石块'));
\n\t
stone[
\"
npcType
\"
] =
\"
stone
\"
;
\n\t
var boom = new engine.Sprite(getTextureByName('炸弹'));
\n\t
boom[
\"
npcType
\"
] =
\"
boom
\"
;
\n\t
rain.visible = false;
\n\t
rain1.visible = false;
\n\t
rain2.visible = false;
\n\t
stone.visible = false;
\n\t
boom.visible = false;
\n\t
body.addChild(rain);
\n\t
body.addChild(rain1);
\n\t
body.addChild(rain2);
\n\t
body.addChild(stone);
\n\t
body.addChild(boom);
\n\t
_this.addChild(body);
\n\t
body.width = .0001;
\n\t
body.height = .0001;
\n\t
body.mouseEnabled = false;
\n\t
return _this;
\n\t
}
\n\t
Goods.prototype.getRandomNumberByRange = function (start, end) {
\n\t
return Math.floor(Math.random() * (end - start) + start);
\n\t
};
\n\t
Goods.prototype.reset = function () {
\n\t
this.visible = true;
\n\t
this.rotation = 0;
\n\t
this.anchorOffsetY = 0;
\n\t
this.y = 0;
\n\t
this.x = (750 - 120) * Math.random() + 30;
\n\t
this.rotation = 0;
\n\t
var random = Math.random();
\n\t
if (typeof (props.goodsProbability) == 'string') {
\n\t
props.goodsProbability = props.goodsProbability.split(',').map(function (i) { return +i; });
\n\t
console.log(props.goodsProbability);
\n\t
}
\n\t
if (random < props.goodsProbability[0]) {
\n\t
var randomNum = Math.floor(Math.random() * 3);
\n\t
this.showNpc(
\"
rain
\"
+ randomNum);
\n\t
}
\n\t
else if (random >= props.goodsProbability[0] && random <= (props.goodsProbability[0] + props.goodsProbability[1])) {
\n\t
this.showNpc(
\"
stone
\"
);
\n\t
}
\n\t
else if (random > (props.goodsProbability[0] + props.goodsProbability[1])) {
\n\t
this.showNpc(
\"
boom
\"
);
\n\t
}
\n\t
};
\n\t
Goods.prototype.showNpc = function (type) {
\n\t
for (var i = 0; i < this._body.children.length; i++) {
\n\t
this._body.children[i].visible = false;
\n\t
this._body.children[i].mouseEnabled = false;
\n\t
}
\n\t
for (var i = 0; i < this._body.children.length; i++) {
\n\t
if (this._body.children[i][
\"
npcType
\"
] == type) {
\n\t
this[
\"
npcType
\"
] = type;
\n\t
this._body.children[i].visible = true;
\n\t
this._body.children[i].mouseEnabled = false;
\n\t
}
\n\t
}
\n\t
};
\n\t
Object.defineProperty(Goods.prototype,
\"
anchorOffsetY
\"
, {
\n\t
set: function (v) {
\n\t
this._body.y = v;
\n\t
},
\n\t
enumerable: true,
\n\t
configurable: true
\n\t
});
\n\t
return Goods;
\n\t
}(engine.Container));
\n\t
//# sourceMappingURL=Goods.js.map
\n\n\t
var ObjectPool = engine.ObjectPool;
\n\t
var PoolName = 'goods';
\n\t
ObjectPool.registerPool(PoolName, function () {
\n\t
return new Goods();
\n\t
}, function (item, data) {
\n\t
item.reset();
\n\t
});
\n\t
//# sourceMappingURL=object-pool-init.js.map
\n\n\t
var ObjectPool$1 = engine.ObjectPool;
\n\t
var GameView = (function (_super) {
\n\t
tslib.__extends(GameView, _super);
\n\t
function GameView() {
\n\t
var _this = _super.call(this) || this;
\n\t
_this.goodsItems = [];
\n\t
_this.moveCatchX = 0;
\n\t
_this.playerCatchX = 0;
\n\t
_this.onDownStage = function (e) {
\n\t
_this.moveCatchX = e.localX;
\n\t
_this.playerCatchX = _this.player.x;
\n\t
};
\n\t
_this.onMoveStage = function (e) {
\n\t
if (_this.gameIng) {
\n\t
_this.player.x = _this.playerCatchX + (e.localX - _this.moveCatchX);
\n\t
}
\n\t
};
\n\t
_this.onOutStage = function (e) {
\n\t
_this.moveCatchX = 0;
\n\t
};
\n\t
_this.once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);
\n\t
return _this;
\n\t
}
\n\t
GameView.prototype.setup = function () {
\n\t
var _this = this;
\n\t
if (this._hasSetup) {
\n\t
return;
\n\t
}
\n\t
this._hasSetup = true;
\n\t
this.NpcBg = new engine.Container();
\n\t
this.NpcBg.alpha = 1;
\n\t
this.NpcBg.width = 0;
\n\t
this.NpcBg.height = 0;
\n\t
this.addChild(this.NpcBg);
\n\t
this.player = new engine.Container();
\n\t
this.player.mouseEnabled = false;
\n\t
this.addChild(this.player);
\n\t
this.waterSvga = createSvga(
\"
水花
\"
);
\n\t
this.stoneSvga = createSvga(
\"
石头svga
\"
);
\n\t
this.playerSvga = new engine.Sprite(getTextureByName('玩家'));
\n\t
this.boomSvga = createSvga(
\"
炸弹svga
\"
);
\n\t
this.player.addChild(this.playerSvga);
\n\t
this.player.addChild(this.stoneSvga);
\n\t
this.player.addChild(this.waterSvga);
\n\t
this.player.addChild(this.boomSvga);
\n\t
this.waterSvga.visible = false;
\n\t
this.stoneSvga.visible = false;
\n\t
this.boomSvga.visible = false;
\n\t
this.visible = false;
\n\t
setTimeout(function () {
\n\t
_this.visible = true;
\n\t
_this.player.anchorY = _this.player.height / 2;
\n\t
_this.player.anchorX = _this.player.width / 2;
\n\t
_this.player.x = 375 - _this.player.width / 2;
\n\t
_this.player.y = props.playerPositionY;
\n\t
_this.stoneSvga.x = _this.player.width / 2 - _this.stoneSvga.width / 2;
\n\t
_this.stoneSvga.y = 110;
\n\t
_this.waterSvga.x = _this.player.width / 2 - _this.waterSvga.width / 2;
\n\t
_this.waterSvga.y = 110;
\n\t
}, 300);
\n\t
this.rectBg = new engine.Container();
\n\t
this.rectBg.alpha = 0;
\n\t
this.rectBg.width = 750;
\n\t
this.rectBg.height = 1624;
\n\t
this.addChild(this.rectBg);
\n\t
this.rectBg.addEventListener(engine.MouseEvent.MOUSE_DOWN, this.onDownStage, this);
\n\t
this.rectBg.addEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMoveStage, this);
\n\t
this.rectBg.addEventListener(engine.MouseEvent.MOUSE_OUT, this.onOutStage, this);
\n\t
};
\n\t
GameView.prototype.reset = function () {
\n\t
this.recycleGoods();
\n\t
};
\n\t
GameView.prototype.start = function () {
\n\t
var _this = this;
\n\t
this.score = 0;
\n\t
this.speed = 1;
\n\t
this.gameIng = true;
\n\t
this.creatNpc();
\n\t
this.beginNpc();
\n\t
this.countdown = props.countDown;
\n\t
this.countdownTimer = setInterval(function () {
\n\t
if (_this.gameIng) {
\n\t
if (_this.countdown > 0) {
\n\t
engine.globalEvent.dispatchEvent('food-fell-time-update', {
\n\t
time: _this.countdown,
\n\t
});
\n\t
_this.countdown -= 1;
\n\t
}
\n\t
else {
\n\t
engine.globalEvent.dispatchEvent('food-fell-game-over', {
\n\t
score: _this.score,
\n\t
reason: 1
\n\t
});
\n\t
_this.died();
\n\t
}
\n\t
}
\n\t
}, 1000);
\n\t
};
\n\t
GameView.prototype.beginNpc = function () {
\n\t
var _this = this;
\n\t
this.timer = setTimeout(function () {
\n\t
if (_this.gameIng) {
\n\t
_this.speed += props.acceleratedSpeed;
\n\t
_this.creatNpc();
\n\t
}
\n\t
_this.beginNpc();
\n\t
}, 2000 / this.speed);
\n\t
};
\n\t
GameView.prototype.pause = function () {
\n\t
this.gameIng = false;
\n\t
};
\n\t
GameView.prototype.revive = function () {
\n\t
this.gameIng = true;
\n\t
};
\n\t
GameView.prototype.resume = function () {
\n\t
this.reset();
\n\t
this.start();
\n\t
};
\n\t
GameView.prototype.creatNpc = function () {
\n\t
var _this = this;
\n\t
var goods = this._goods = ObjectPool$1.getObject(PoolName);
\n\t
this.goodsItems.push(goods);
\n\t
console.log(goods);
\n\t
this.NpcBg.addChild(goods);
\n\t
goods.addEventListener(engine.Event.ENTER_FRAME, goods[
\"
onGoodsEnter
\"
] = function () {
\n\t
if (goods.y > 1624) {
\n\t
_this.removeNpc(goods);
\n\t
}
\n\t
else {
\n\t
if (_this.gameIng) {
\n\t
goods.y += (4 * _this.speed);
\n\t
if (_this.hasHit(_this.player, goods)) {
\n\t
if (goods[
\"
npcType
\"
].indexOf(
\"
rain
\"
) > -1) {
\n\t
console.log(
\"
碰到雨滴
\"
);
\n\t
_this.score += props.rainScore;
\n\t
_this.waterSvga.visible = true;
\n\t
_this.waterSvga.x = goods.x - _this.player.x;
\n\t
_this.waterSvga.play(false, false);
\n\t
_this.waterSvga.once(engine.Event.END_FRAME, function () {
\n\t
_this.waterSvga.visible = false;
\n\t
}, _this);
\n\t
}
\n\t
else if (goods[
\"
npcType
\"
] ==
\"
stone
\"
) {
\n\t
console.log(
\"
碰到石头
\"
);
\n\t
_this.score += props.stoneScore;
\n\t
_this.stoneSvga.visible = true;
\n\t
_this.stoneSvga.play(false, false);
\n\t
_this.stoneSvga.once(engine.Event.END_FRAME, function () {
\n\t
_this.stoneSvga.visible = false;
\n\t
}, _this);
\n\t
}
\n\t
else if (goods[
\"
npcType
\"
] ==
\"
boom
\"
) {
\n\t
console.log(
\"
碰到炸弹
\"
);
\n\t
_this.boomSvga.visible = true;
\n\t
_this.boomSvga.play(false, false);
\n\t
_this.boomSvga.once(engine.Event.END_FRAME, function () {
\n\t
_this.boomSvga.visible = false;
\n\t
engine.globalEvent.dispatchEvent('food-fell-game-over', {
\n\t
score: _this.score,
\n\t
reason: 2
\n\t
});
\n\t
_this.died();
\n\t
}, _this);
\n\t
}
\n\t
engine.globalEvent.dispatchEvent('food-fell-score-update', {
\n\t
score: _this.score,
\n\t
});
\n\t
_this.removeNpc(goods);
\n\t
}
\n\t
}
\n\t
}
\n\t
}, this);
\n\t
};
\n\t
GameView.prototype.died = function () {
\n\t
this.score = 0;
\n\t
this.pause();
\n\t
};
\n\t
GameView.prototype.removeNpc = function (goods) {
\n\t
this.NpcBg.removeChild(goods);
\n\t
ObjectPool$1.recycleObject(PoolName, goods);
\n\t
goods.removeEventListener(engine.Event.ENTER_FRAME, goods[
\"
onGoodsEnter
\"
], this);
\n\t
var index = this.goodsItems.indexOf(goods);
\n\t
if (index > -1) {
\n\t
this.goodsItems.splice(index, 1);
\n\t
}
\n\t
};
\n\t
GameView.prototype.recycleGoods = function () {
\n\t
clearTimeout(this.timer);
\n\t
clearInterval(this.countdownTimer);
\n\t
for (var _i = 0, _a = this.goodsItems; _i < _a.length; _i++) {
\n\t
var goods = _a[_i];
\n\t
if (goods) {
\n\t
this.removeChild(goods);
\n\t
ObjectPool$1.recycleObject(PoolName, goods);
\n\t
goods.removeEventListener(engine.Event.ENTER_FRAME, goods[
\"
onGoodsEnter
\"
], this);
\n\t
}
\n\t
}
\n\t
this.goodsItems = [];
\n\t
};
\n\t
GameView.prototype.hasHit = function (a, b) {
\n\t
if (Math.abs((a.x + a.width / 2) - (b.x + b.width / 2)) < a.width / 2 + b.width / 2
\n\t
&&
\n\t
Math.abs((a.y + a.height / 1.3) - (b.y + b.height / 2)) < a.height / 2 + b.height / 2) {
\n\t
return true;
\n\t
}
\n\t
else {
\n\t
return false;
\n\t
}
\n\t
};
\n\t
return GameView;
\n\t
}(engine.Container));
\n\n\t
var GameWrapper = (function (_super) {
\n\t
tslib.__extends(GameWrapper, _super);
\n\t
function GameWrapper() {
\n\t
var _this = _super.call(this) || this;
\n\t
engine.globalEvent.addEventListener('food-fell-reset', _this.reset, _this);
\n\t
engine.globalEvent.addEventListener('food-fell-start', _this.start, _this);
\n\t
engine.globalEvent.addEventListener('food-fell-pause', _this.pause, _this);
\n\t
engine.globalEvent.addEventListener('food-fell-resume', _this.resume, _this);
\n\t
engine.globalEvent.addEventListener('food-fell-revive', _this.revive, _this);
\n\t
engine.globalEvent.addEventListener('food-fell-clear', _this.clear, _this);
\n\t
_this.addEventListener(engine.MouseEvent.CLICK, _this.onTap, _this);
\n\t
var gameView = _this._gameView = new GameView();
\n\t
_this.addChild(gameView);
\n\t
return _this;
\n\t
}
\n\t
GameWrapper.prototype.reset = function (event) {
\n\t
injectProps(event.data);
\n\t
this._gameView.visible = true;
\n\t
this._gameView.reset();
\n\t
};
\n\t
GameWrapper.prototype.start = function (event) {
\n\t
injectProps(event.data);
\n\t
this._status = 1;
\n\t
this._gameView.start();
\n\t
};
\n\t
GameWrapper.prototype.pause = function () {
\n\t
this._gameView.pause();
\n\t
};
\n\t
GameWrapper.prototype.resume = function () {
\n\t
this._gameView.resume();
\n\t
};
\n\t
GameWrapper.prototype.revive = function () {
\n\t
this._gameView.revive();
\n\t
};
\n\t
GameWrapper.prototype.clear = function () {
\n\t
this._gameView.visible = false;
\n\t
};
\n\t
GameWrapper.prototype.onTap = function (event) {
\n\t
};
\n\t
return GameWrapper;
\n\t
}(engine.Container));
\n\t
//# sourceMappingURL=GameWrapper.js.map
\n\n\t
function index (props) {
\n\t
prepareProps();
\n\t
injectProps(props);
\n\t
var instance = new GameWrapper();
\n\t
return instance;
\n\t
}
\n\t
//# sourceMappingURL=index.js.map
\n\n\t
return index;
\n\n
})));
\n
"
"code"
:
"(function (global, factory) {
\n\t
typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('tslib')) :
\n\t
typeof define === 'function' && define.amd ? define(['tslib'], factory) :
\n\t
(global = global || self, global['food-fell2'] = factory(global.tslib));
\n
}(this, (function (tslib) { 'use strict';
\n\n\t
var props = {};
\n\t
function prepareProps() {
\n\t
var metaProps = getProps();
\n\t
engine.injectProp(props, metaProps);
\n\t
}
\n\t
function injectProps(p) {
\n\t
engine.injectProp(props, p);
\n\t
}
\n\t
//# sourceMappingURL=props.js.map
\n\n\t
function getTexture(uuid) {
\n\t
return engine.Texture.from(getAssetByUUID(uuid).uuid);
\n\t
}
\n\t
function getTextureByName(name) {
\n\t
return getTexture(engine.getAssetByName(name).uuid);
\n\t
}
\n\t
function createSvga(name, anchorName) {
\n\t
console.log();
\n\t
var inst = new svga.Svga();
\n\t
inst.source = 'asset://' + engine.getAssetByName(name).uuid;
\n\t
return inst;
\n\t
}
\n\n\t
var Goods = (function (_super) {
\n\t
tslib.__extends(Goods, _super);
\n\t
function Goods() {
\n\t
var _this = _super.call(this) || this;
\n\t
var body;
\n\t
body = _this._body = new engine.Rect();
\n\t
var rain = new engine.Sprite(getTextureByName('雨滴0'));
\n\t
var rain1 = new engine.Sprite(getTextureByName('雨滴1'));
\n\t
var rain2 = new engine.Sprite(getTextureByName('雨滴2'));
\n\t
rain[
\"
npcType
\"
] =
\"
rain0
\"
;
\n\t
rain1[
\"
npcType
\"
] =
\"
rain1
\"
;
\n\t
rain2[
\"
npcType
\"
] =
\"
rain2
\"
;
\n\t
var stone = new engine.Sprite(getTextureByName('石块'));
\n\t
stone[
\"
npcType
\"
] =
\"
stone
\"
;
\n\t
var boom = new engine.Sprite(getTextureByName('炸弹'));
\n\t
boom[
\"
npcType
\"
] =
\"
boom
\"
;
\n\t
rain.visible = false;
\n\t
rain1.visible = false;
\n\t
rain2.visible = false;
\n\t
stone.visible = false;
\n\t
boom.visible = false;
\n\t
body.addChild(rain);
\n\t
body.addChild(rain1);
\n\t
body.addChild(rain2);
\n\t
body.addChild(stone);
\n\t
body.addChild(boom);
\n\t
_this.addChild(body);
\n\t
body.width = .0001;
\n\t
body.height = .0001;
\n\t
body.mouseEnabled = false;
\n\t
return _this;
\n\t
}
\n\t
Goods.prototype.getRandomNumberByRange = function (start, end) {
\n\t
return Math.floor(Math.random() * (end - start) + start);
\n\t
};
\n\t
Goods.prototype.reset = function () {
\n\t
this.visible = true;
\n\t
this.rotation = 0;
\n\t
this.anchorOffsetY = 0;
\n\t
this.y = 0;
\n\t
this.x = (750 - 120) * Math.random() + 30;
\n\t
this.rotation = 0;
\n\t
var random = Math.random();
\n\t
if (typeof (props.goodsProbability) == 'string') {
\n\t
props.goodsProbability = props.goodsProbability.split(',').map(function (i) { return +i; });
\n\t
console.log(props.goodsProbability);
\n\t
}
\n\t
if (random < props.goodsProbability[0]) {
\n\t
var randomNum = Math.floor(Math.random() * 3);
\n\t
this.showNpc(
\"
rain
\"
+ randomNum);
\n\t
}
\n\t
else if (random >= props.goodsProbability[0] && random <= (props.goodsProbability[0] + props.goodsProbability[1])) {
\n\t
this.showNpc(
\"
stone
\"
);
\n\t
}
\n\t
else if (random > (props.goodsProbability[0] + props.goodsProbability[1])) {
\n\t
this.showNpc(
\"
boom
\"
);
\n\t
}
\n\t
};
\n\t
Goods.prototype.showNpc = function (type) {
\n\t
for (var i = 0; i < this._body.children.length; i++) {
\n\t
this._body.children[i].visible = false;
\n\t
this._body.children[i].mouseEnabled = false;
\n\t
}
\n\t
for (var i = 0; i < this._body.children.length; i++) {
\n\t
if (this._body.children[i][
\"
npcType
\"
] == type) {
\n\t
this[
\"
npcType
\"
] = type;
\n\t
this._body.children[i].visible = true;
\n\t
this._body.children[i].mouseEnabled = false;
\n\t
}
\n\t
}
\n\t
};
\n\t
Object.defineProperty(Goods.prototype,
\"
anchorOffsetY
\"
, {
\n\t
set: function (v) {
\n\t
this._body.y = v;
\n\t
},
\n\t
enumerable: true,
\n\t
configurable: true
\n\t
});
\n\t
return Goods;
\n\t
}(engine.Container));
\n\t
//# sourceMappingURL=Goods.js.map
\n\n\t
var ObjectPool = engine.ObjectPool;
\n\t
var PoolName = 'goods';
\n\t
ObjectPool.registerPool(PoolName, function () {
\n\t
return new Goods();
\n\t
}, function (item, data) {
\n\t
item.reset();
\n\t
});
\n\t
//# sourceMappingURL=object-pool-init.js.map
\n\n\t
var ObjectPool$1 = engine.ObjectPool;
\n\t
var GameView = (function (_super) {
\n\t
tslib.__extends(GameView, _super);
\n\t
function GameView() {
\n\t
var _this = _super.call(this) || this;
\n\t
_this.goodsItems = [];
\n\t
_this.moveCatchX = 0;
\n\t
_this.playerCatchX = 0;
\n\t
_this.onDownStage = function (e) {
\n\t
_this.moveCatchX = e.localX;
\n\t
_this.playerCatchX = _this.player.x;
\n\t
};
\n\t
_this.onMoveStage = function (e) {
\n\t
if (_this.gameIng) {
\n\t
var playerX = _this.playerCatchX + (e.localX - _this.moveCatchX);
\n\t
if (playerX < 0) {
\n\t
_this.player.x = 0;
\n\t
}
\n\t
else if (playerX + _this.player.width > 750) {
\n\t
_this.player.x = 750 - _this.player.width;
\n\t
}
\n\t
else {
\n\t
_this.player.x = playerX;
\n\t
}
\n\t
}
\n\t
};
\n\t
_this.onOutStage = function (e) {
\n\t
_this.moveCatchX = 0;
\n\t
};
\n\t
_this.once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);
\n\t
return _this;
\n\t
}
\n\t
GameView.prototype.setup = function () {
\n\t
var _this = this;
\n\t
if (this._hasSetup) {
\n\t
return;
\n\t
}
\n\t
this._hasSetup = true;
\n\t
this.NpcBg = new engine.Container();
\n\t
this.NpcBg.alpha = 1;
\n\t
this.NpcBg.width = 0;
\n\t
this.NpcBg.height = 0;
\n\t
this.addChild(this.NpcBg);
\n\t
this.player = new engine.Container();
\n\t
this.player.mouseEnabled = false;
\n\t
this.addChild(this.player);
\n\t
this.waterSvga = createSvga(
\"
水花
\"
);
\n\t
this.stoneSvga = createSvga(
\"
石头svga
\"
);
\n\t
this.playerSvga = new engine.Sprite(getTextureByName('玩家'));
\n\t
this.boomSvga = createSvga(
\"
炸弹svga
\"
);
\n\t
this.player.addChild(this.playerSvga);
\n\t
this.player.addChild(this.stoneSvga);
\n\t
this.player.addChild(this.waterSvga);
\n\t
this.player.addChild(this.boomSvga);
\n\t
this.waterSvga.visible = false;
\n\t
this.stoneSvga.visible = false;
\n\t
this.boomSvga.visible = false;
\n\t
this.visible = false;
\n\t
setTimeout(function () {
\n\t
_this.visible = true;
\n\t
_this.player.anchorY = _this.player.height / 2;
\n\t
_this.player.anchorX = _this.player.width / 2;
\n\t
_this.player.x = 375 - _this.player.width / 2;
\n\t
_this.player.y = props.playerPositionY;
\n\t
_this.stoneSvga.x = _this.player.width / 2 - _this.stoneSvga.width / 2;
\n\t
_this.stoneSvga.y = 110;
\n\t
_this.waterSvga.x = _this.player.width / 2 - _this.waterSvga.width / 2;
\n\t
_this.waterSvga.y = 110;
\n\t
}, 300);
\n\t
this.rectBg = new engine.Container();
\n\t
this.rectBg.alpha = 0;
\n\t
this.rectBg.width = 750;
\n\t
this.rectBg.height = 1624;
\n\t
this.addChild(this.rectBg);
\n\t
this.rectBg.addEventListener(engine.MouseEvent.MOUSE_DOWN, this.onDownStage, this);
\n\t
this.rectBg.addEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMoveStage, this);
\n\t
this.rectBg.addEventListener(engine.MouseEvent.MOUSE_OUT, this.onOutStage, this);
\n\t
};
\n\t
GameView.prototype.reset = function () {
\n\t
this.recycleGoods();
\n\t
};
\n\t
GameView.prototype.start = function () {
\n\t
var _this = this;
\n\t
this.score = 0;
\n\t
this.speed = 1;
\n\t
this.gameIng = true;
\n\t
this.creatNpc();
\n\t
this.beginNpc();
\n\t
this.countdown = props.countDown;
\n\t
this.countdownTimer = setInterval(function () {
\n\t
if (_this.gameIng) {
\n\t
if (_this.countdown > 0) {
\n\t
engine.globalEvent.dispatchEvent('food-fell-time-update', {
\n\t
time: _this.countdown,
\n\t
});
\n\t
_this.countdown -= 1;
\n\t
}
\n\t
else {
\n\t
engine.globalEvent.dispatchEvent('food-fell-game-over', {
\n\t
score: _this.score,
\n\t
reason: 1
\n\t
});
\n\t
_this.died();
\n\t
}
\n\t
}
\n\t
}, 1000);
\n\t
};
\n\t
GameView.prototype.beginNpc = function () {
\n\t
var _this = this;
\n\t
this.timer = setTimeout(function () {
\n\t
if (_this.gameIng) {
\n\t
_this.speed += props.acceleratedSpeed;
\n\t
_this.creatNpc();
\n\t
}
\n\t
_this.beginNpc();
\n\t
}, 2000 / this.speed);
\n\t
};
\n\t
GameView.prototype.pause = function () {
\n\t
this.gameIng = false;
\n\t
};
\n\t
GameView.prototype.revive = function () {
\n\t
this.gameIng = true;
\n\t
};
\n\t
GameView.prototype.resume = function () {
\n\t
this.reset();
\n\t
this.start();
\n\t
};
\n\t
GameView.prototype.creatNpc = function () {
\n\t
var _this = this;
\n\t
var goods = this._goods = ObjectPool$1.getObject(PoolName);
\n\t
this.goodsItems.push(goods);
\n\t
console.log(goods);
\n\t
this.NpcBg.addChild(goods);
\n\t
goods.addEventListener(engine.Event.ENTER_FRAME, goods[
\"
onGoodsEnter
\"
] = function () {
\n\t
if (goods.y > 1624) {
\n\t
_this.removeNpc(goods);
\n\t
}
\n\t
else {
\n\t
if (_this.gameIng) {
\n\t
goods.y += (4 * _this.speed);
\n\t
if (_this.hasHit(_this.player, goods)) {
\n\t
if (goods[
\"
npcType
\"
].indexOf(
\"
rain
\"
) > -1) {
\n\t
console.log(
\"
碰到雨滴
\"
);
\n\t
_this.score += props.rainScore;
\n\t
_this.waterSvga.visible = true;
\n\t
_this.waterSvga.play(false, false);
\n\t
_this.waterSvga.once(engine.Event.END_FRAME, function () {
\n\t
_this.waterSvga.visible = false;
\n\t
}, _this);
\n\t
}
\n\t
else if (goods[
\"
npcType
\"
] ==
\"
stone
\"
) {
\n\t
console.log(
\"
碰到石头
\"
);
\n\t
_this.score += props.stoneScore;
\n\t
_this.stoneSvga.visible = true;
\n\t
_this.stoneSvga.play(false, false);
\n\t
_this.stoneSvga.once(engine.Event.END_FRAME, function () {
\n\t
_this.stoneSvga.visible = false;
\n\t
}, _this);
\n\t
}
\n\t
else if (goods[
\"
npcType
\"
] ==
\"
boom
\"
) {
\n\t
console.log(
\"
碰到炸弹
\"
);
\n\t
_this.boomSvga.visible = true;
\n\t
_this.boomSvga.play(false, false);
\n\t
_this.boomSvga.once(engine.Event.END_FRAME, function () {
\n\t
_this.boomSvga.visible = false;
\n\t
engine.globalEvent.dispatchEvent('food-fell-game-over', {
\n\t
score: _this.score,
\n\t
reason: 2
\n\t
});
\n\t
_this.died();
\n\t
}, _this);
\n\t
}
\n\t
engine.globalEvent.dispatchEvent('food-fell-score-update', {
\n\t
score: _this.score,
\n\t
});
\n\t
_this.removeNpc(goods);
\n\t
}
\n\t
}
\n\t
}
\n\t
}, this);
\n\t
};
\n\t
GameView.prototype.died = function () {
\n\t
this.score = 0;
\n\t
this.pause();
\n\t
};
\n\t
GameView.prototype.removeNpc = function (goods) {
\n\t
this.NpcBg.removeChild(goods);
\n\t
ObjectPool$1.recycleObject(PoolName, goods);
\n\t
goods.removeEventListener(engine.Event.ENTER_FRAME, goods[
\"
onGoodsEnter
\"
], this);
\n\t
var index = this.goodsItems.indexOf(goods);
\n\t
if (index > -1) {
\n\t
this.goodsItems.splice(index, 1);
\n\t
}
\n\t
};
\n\t
GameView.prototype.recycleGoods = function () {
\n\t
clearTimeout(this.timer);
\n\t
clearInterval(this.countdownTimer);
\n\t
for (var _i = 0, _a = this.goodsItems; _i < _a.length; _i++) {
\n\t
var goods = _a[_i];
\n\t
if (goods) {
\n\t
this.NpcBg.removeChild(goods);
\n\t
ObjectPool$1.recycleObject(PoolName, goods);
\n\t
goods.removeEventListener(engine.Event.ENTER_FRAME, goods[
\"
onGoodsEnter
\"
], this);
\n\t
}
\n\t
}
\n\t
this.goodsItems = [];
\n\t
};
\n\t
GameView.prototype.hasHit = function (a, b) {
\n\t
if (Math.abs((a.x + a.width / 2) - (b.x + b.width / 2)) < a.width / 2 + b.width / 2
\n\t
&&
\n\t
Math.abs((a.y + a.height / 1.3) - (b.y + b.height / 2)) < a.height / 2 + b.height / 2) {
\n\t
return true;
\n\t
}
\n\t
else {
\n\t
return false;
\n\t
}
\n\t
};
\n\t
return GameView;
\n\t
}(engine.Container));
\n\t
//# sourceMappingURL=GameView.js.map
\n\n\t
var GameWrapper = (function (_super) {
\n\t
tslib.__extends(GameWrapper, _super);
\n\t
function GameWrapper() {
\n\t
var _this = _super.call(this) || this;
\n\t
engine.globalEvent.addEventListener('food-fell-reset', _this.reset, _this);
\n\t
engine.globalEvent.addEventListener('food-fell-start', _this.start, _this);
\n\t
engine.globalEvent.addEventListener('food-fell-pause', _this.pause, _this);
\n\t
engine.globalEvent.addEventListener('food-fell-resume', _this.resume, _this);
\n\t
engine.globalEvent.addEventListener('food-fell-revive', _this.revive, _this);
\n\t
engine.globalEvent.addEventListener('food-fell-clear', _this.clear, _this);
\n\t
_this.addEventListener(engine.MouseEvent.CLICK, _this.onTap, _this);
\n\t
var gameView = _this._gameView = new GameView();
\n\t
_this.addChild(gameView);
\n\t
return _this;
\n\t
}
\n\t
GameWrapper.prototype.reset = function (event) {
\n\t
injectProps(event.data);
\n\t
this._gameView.visible = true;
\n\t
this._gameView.reset();
\n\t
};
\n\t
GameWrapper.prototype.start = function (event) {
\n\t
injectProps(event.data);
\n\t
this._status = 1;
\n\t
this._gameView.start();
\n\t
};
\n\t
GameWrapper.prototype.pause = function () {
\n\t
this._gameView.pause();
\n\t
};
\n\t
GameWrapper.prototype.resume = function () {
\n\t
this._gameView.resume();
\n\t
};
\n\t
GameWrapper.prototype.revive = function () {
\n\t
this._gameView.revive();
\n\t
};
\n\t
GameWrapper.prototype.clear = function () {
\n\t
this._gameView.visible = false;
\n\t
};
\n\t
GameWrapper.prototype.onTap = function (event) {
\n\t
};
\n\t
return GameWrapper;
\n\t
}(engine.Container));
\n\t
//# sourceMappingURL=GameWrapper.js.map
\n\n\t
function index (props) {
\n\t
prepareProps();
\n\t
injectProps(props);
\n\t
var instance = new GameWrapper();
\n\t
return instance;
\n\t
}
\n\t
//# sourceMappingURL=index.js.map
\n\n\t
return index;
\n\n
})));
\n
"
}
}
src/custom/food-fell2/debug/load-assets.js
View file @
08bf8fe8
...
@@ -41,13 +41,13 @@ const assets = [
...
@@ -41,13 +41,13 @@ const assets = [
},
},
{
{
"name"
:
"水花"
,
"name"
:
"水花"
,
"url"
:
"//yun.duiba.com.cn/aurora/assets/11b1f49fa3afa3a48f1dd3e3c1eb294e3fa9d886"
,
"url"
:
"//yun.duiba.com.cn/aurora/assets/11b1f49fa3afa3a48f1dd3e3c1eb294e3fa9d886
.svga
"
,
"uuid"
:
"cdd2268f-ad65-4b5e-a965-ee61b730da21"
,
"uuid"
:
"cdd2268f-ad65-4b5e-a965-ee61b730da21"
,
"ext"
:
".svga"
"ext"
:
".svga"
},
},
{
{
"name"
:
"石头svga"
,
"name"
:
"石头svga"
,
"url"
:
"//yun.duiba.com.cn/aurora/assets/01aa6fcb33aa8231f075257026eab2f0aeb3c27a"
,
"url"
:
"//yun.duiba.com.cn/aurora/assets/01aa6fcb33aa8231f075257026eab2f0aeb3c27a
.svga
"
,
"uuid"
:
"846a139d-0990-4db4-a323-f22379932ee4"
,
"uuid"
:
"846a139d-0990-4db4-a323-f22379932ee4"
,
"ext"
:
".svga"
"ext"
:
".svga"
},
},
...
@@ -63,24 +63,12 @@ const assets = [
...
@@ -63,24 +63,12 @@ const assets = [
"uuid"
:
"d7a3947b-7fcb-48f2-9ddf-2f075d37a619"
,
"uuid"
:
"d7a3947b-7fcb-48f2-9ddf-2f075d37a619"
,
"ext"
:
".svga"
"ext"
:
".svga"
},
},
// {
// "name": "炸弹",
// "url": "//yun.duiba.com.cn/aurora/assets/4dd18f0689c663bbcf710a7afc4d929084d97d36.svga",
// "uuid": "322edf39-805b-4e84-9d07-5573dfeebc0e",
// "ext": ".svga"
// },
{
{
"name"
:
"玩家"
,
"name"
:
"玩家"
,
"url"
:
"//yun.duiba.com.cn/aurora/assets/db0130d36ef79865be9c753ea0627027f16341d8.png"
,
"url"
:
"//yun.duiba.com.cn/aurora/assets/db0130d36ef79865be9c753ea0627027f16341d8.png"
,
"uuid"
:
"4931d296-4421-4a2f-8299-7bab87407c72"
,
"uuid"
:
"4931d296-4421-4a2f-8299-7bab87407c72"
,
"ext"
:
".png"
"ext"
:
".png"
}
}
// {
// "name": "玩家",
// "url": "//yun.duiba.com.cn/aurora/assets/b66300c5d4f27134b0aac3dc90a3220e8ae572eb.svga",
// "uuid": "71d8dcbc-3931-471a-b585-b3ae01b25aa6",
// "ext": ".svga"
// }
];
];
function
loadAssets
(
customModuleAssets
,
onProgress
,
onComplete
){
function
loadAssets
(
customModuleAssets
,
onProgress
,
onComplete
){
...
...
src/custom/food-fell2/debug/main.js
View file @
08bf8fe8
...
@@ -21,11 +21,11 @@
...
@@ -21,11 +21,11 @@
return
getTexture
(
engine
.
getAssetByName
(
name
).
uuid
);
return
getTexture
(
engine
.
getAssetByName
(
name
).
uuid
);
}
}
function
createSvga
(
name
,
anchorName
)
{
function
createSvga
(
name
,
anchorName
)
{
console
.
log
();
var
inst
=
new
svga
.
Svga
();
var
inst
=
new
svga
.
Svga
();
inst
.
source
=
'asset://'
+
engine
.
getAssetByName
(
name
).
uuid
;
inst
.
source
=
'asset://'
+
engine
.
getAssetByName
(
name
).
uuid
;
return
inst
;
return
inst
;
}
}
//# sourceMappingURL=utils.js.map
var
Goods
=
(
function
(
_super
)
{
var
Goods
=
(
function
(
_super
)
{
tslib
.
__extends
(
Goods
,
_super
);
tslib
.
__extends
(
Goods
,
_super
);
...
@@ -132,7 +132,16 @@
...
@@ -132,7 +132,16 @@
};
};
_this
.
onMoveStage
=
function
(
e
)
{
_this
.
onMoveStage
=
function
(
e
)
{
if
(
_this
.
gameIng
)
{
if
(
_this
.
gameIng
)
{
_this
.
player
.
x
=
_this
.
playerCatchX
+
(
e
.
localX
-
_this
.
moveCatchX
);
var
playerX
=
_this
.
playerCatchX
+
(
e
.
localX
-
_this
.
moveCatchX
);
if
(
playerX
<
0
)
{
_this
.
player
.
x
=
0
;
}
else
if
(
playerX
+
_this
.
player
.
width
>
750
)
{
_this
.
player
.
x
=
750
-
_this
.
player
.
width
;
}
else
{
_this
.
player
.
x
=
playerX
;
}
}
}
};
};
_this
.
onOutStage
=
function
(
e
)
{
_this
.
onOutStage
=
function
(
e
)
{
...
@@ -254,7 +263,6 @@
...
@@ -254,7 +263,6 @@
console
.
log
(
"碰到雨滴"
);
console
.
log
(
"碰到雨滴"
);
_this
.
score
+=
props
.
rainScore
;
_this
.
score
+=
props
.
rainScore
;
_this
.
waterSvga
.
visible
=
true
;
_this
.
waterSvga
.
visible
=
true
;
_this
.
waterSvga
.
x
=
goods
.
x
-
_this
.
player
.
x
;
_this
.
waterSvga
.
play
(
false
,
false
);
_this
.
waterSvga
.
play
(
false
,
false
);
_this
.
waterSvga
.
once
(
engine
.
Event
.
END_FRAME
,
function
()
{
_this
.
waterSvga
.
once
(
engine
.
Event
.
END_FRAME
,
function
()
{
_this
.
waterSvga
.
visible
=
false
;
_this
.
waterSvga
.
visible
=
false
;
...
@@ -310,7 +318,7 @@
...
@@ -310,7 +318,7 @@
for
(
var
_i
=
0
,
_a
=
this
.
goodsItems
;
_i
<
_a
.
length
;
_i
++
)
{
for
(
var
_i
=
0
,
_a
=
this
.
goodsItems
;
_i
<
_a
.
length
;
_i
++
)
{
var
goods
=
_a
[
_i
];
var
goods
=
_a
[
_i
];
if
(
goods
)
{
if
(
goods
)
{
this
.
removeChild
(
goods
);
this
.
NpcBg
.
removeChild
(
goods
);
ObjectPool$1
.
recycleObject
(
PoolName
,
goods
);
ObjectPool$1
.
recycleObject
(
PoolName
,
goods
);
goods
.
removeEventListener
(
engine
.
Event
.
ENTER_FRAME
,
goods
[
"onGoodsEnter"
],
this
);
goods
.
removeEventListener
(
engine
.
Event
.
ENTER_FRAME
,
goods
[
"onGoodsEnter"
],
this
);
}
}
...
@@ -329,6 +337,7 @@
...
@@ -329,6 +337,7 @@
};
};
return
GameView
;
return
GameView
;
}(
engine
.
Container
));
}(
engine
.
Container
));
//# sourceMappingURL=GameView.js.map
var
GameWrapper
=
(
function
(
_super
)
{
var
GameWrapper
=
(
function
(
_super
)
{
tslib
.
__extends
(
GameWrapper
,
_super
);
tslib
.
__extends
(
GameWrapper
,
_super
);
...
...
src/custom/food-fell2/debug/main.js.map
View file @
08bf8fe8
{"version":3,"file":"index.js","sources":["src/custom/food-fell2/src/props.ts","src/custom/food-fell2/src/game/utils.ts","src/custom/food-fell2/src/game/Goods.ts","src/custom/food-fell2/src/game/object-pool-init.ts","src/custom/food-fell2/src/game/GameView.ts","src/custom/food-fell2/src/game/GameWrapper.ts","src/custom/food-fell2/src/index.ts"],"sourcesContent":["/**\n * Created by rockyl on 2020-01-21.\n */\n\nexport let props: any = {};\n\nexport function prepareProps() {\n\tlet metaProps = getProps();\n\n\tengine.injectProp(props, metaProps);\n}\n\nexport function injectProps(p) {\n\tengine.injectProp(props, p);\n}\n","/**\n * Created by rockyl on 2020-01-21.\n */\n\nexport function getTexture(uuid) {\n\treturn engine.Texture.from(getAssetByUUID(uuid).uuid);\n}\n\nexport function getTextureByName(name) {\n\treturn getTexture(engine.getAssetByName(name).uuid);\n}\n\nexport function playSound(name) {\n\tengine.playSound(engine.getAssetByName(name).uuid, {keep: true});\n}\nexport function createSvga(name, anchorName?) {\n\tlet inst = new svga.Svga();\n\tinst.source = 'asset://' + engine.getAssetByName(name).uuid;\n\treturn inst;\n}","/**\n * Created by rockyl on 2020-02-02.\n *\n * 掉落物品\n */\nimport {getTextureByName} from \"./utils\";\nimport {props} from \"../props\";\n\nexport class Goods extends engine.Container {\n\tprivate _body:engine.Rect\n\tprivate _toY;\n\n\tconstructor() {\n\t\tsuper();\n\n\t\tlet body\n\t\tbody = this._body =new engine.Rect()\n\t\t\n\t\t// let randomNum = Math.floor(Math.random() * 3)\t\t\n\t\t// console.log('雨滴' + randomNum);\n\t\t\n\t\tlet rain = new engine.Sprite(getTextureByName('雨滴0'));\n\t\tlet rain1 = new engine.Sprite(getTextureByName('雨滴1'));\n\t\tlet rain2 = new engine.Sprite(getTextureByName('雨滴2'));\n\t\train[\"npcType\"]=\"rain0\"\n\t\train1[\"npcType\"]=\"rain1\"\n\t\train2[\"npcType\"]=\"rain2\"\n\t\tlet stone = new engine.Sprite(getTextureByName('石块'));\n\t\tstone[\"npcType\"]=\"stone\"\n\t\tlet boom = new engine.Sprite(getTextureByName('炸弹'));\n\t\tboom[\"npcType\"]=\"boom\"\n\n\t\train.visible=false;\n\t\train1.visible=false;\n\t\train2.visible=false;\n\t\tstone.visible=false;\n\t\tboom.visible=false;\n\t\tbody.addChild(rain)\n\t\tbody.addChild(rain1)\n\t\tbody.addChild(rain2)\n\t\tbody.addChild(stone)\n\t\tbody.addChild(boom)\n\t\t\n\t\tthis.addChild(body);\n\t\tbody.width=.0001;\n\t\tbody.height=.0001;\n\t\tbody.mouseEnabled=false;\n\t}\n\n\n\tgetRandomNumberByRange(start, end) {\n\t\treturn Math.floor(Math.random() * (end - start) + start)\n\t}\n\n\treset() {\n\t\tthis.visible = true;\n\t\tthis.rotation = 0;\n\t\tthis.anchorOffsetY = 0;\n\t\tthis.y = 0;\n\t\tthis.x = (750-120)*Math.random()+30;\n\t\tthis.rotation = 0;\n\t\tlet random=Math.random()\n\t\tif(typeof (props.goodsProbability) == 'string'){\n\t\t\tprops.goodsProbability=props.goodsProbability.split(',').map((i: string) => +i)\n\t\t\tconsole.log(props.goodsProbability);\n\t\t\t\n\t\t}\n\t\tif(random<props.goodsProbability[0]){\n\t\t\tlet randomNum = Math.floor(Math.random() * 3)\t\t\n\t\t\tthis.showNpc(\"rain\" + randomNum)\n\t\t}else if(random>=props.goodsProbability[0]&&random<=(props.goodsProbability[0]+props.goodsProbability[1])){\n\t\t\tthis.showNpc(\"stone\")\n\t\t}else if(random>(props.goodsProbability[0]+props.goodsProbability[1])){\n\t\t\tthis.showNpc(\"boom\")\n\t\t}\n\t}\n\n\n\tshowNpc(type){\n\t\tfor(let i=0;i<this._body.children.length;i++){\n\t\t\tthis._body.children[i].visible=false;\n\t\t\tthis._body.children[i].mouseEnabled=false;\n\t\t}\t\t\n\t\tfor(let i=0;i<this._body.children.length;i++){\n\t\t\tif(this._body.children[i][\"npcType\"]==type){\n\t\t\t\tthis[\"npcType\"]=type\n\t\t\t\tthis._body.children[i].visible=true;\n\t\t\t\tthis._body.children[i].mouseEnabled=false;\n\t\t\t}\n\t\t}\n\t\t\n\t}\n\n\tset anchorOffsetY(v) {\n\t\tthis._body.y = v;\n\t}\n}\n","/**\n * Created by rockyl on 2020-02-03.\n */\n\nimport {Goods} from \"./Goods\";\nimport ObjectPool = engine.ObjectPool;\n\nexport const PoolName: string = 'goods';\n\nObjectPool.registerPool(PoolName, function () {\n\treturn new Goods();\n}, function (item: Goods, data) {\n\titem.reset();\n});\n","/**\n * Created by rockyl on 2018/8/16.\n */\n\nimport { props } from \"../props\";\nimport { playSound, createSvga } from \"./utils\";\nimport ObjectPool = engine.ObjectPool;\nimport { getTextureByName } from \"./utils\";\nimport { Goods } from \"./Goods\";\nimport { PoolName } from \"./object-pool-init\";\n\n\n\nexport default class GameView extends engine.Container {\n\n\tprivate _hasSetup;\n\n\t//玩家\n\tprivate player: engine.Container;\n\t//触摸层\n\t// private rectBg: engine.Rect;\n\tprivate rectBg: engine.Container;\n\t//npc层\n\tprivate NpcBg: engine.Container;\n\n\t//当前分数\n\tprivate score\n\n\t//游戏状态\n\tprivate gameIng;\n\n\t//npc出身计时器\n\tprivate timer\n\t//倒计时计时器\n\tprivate countdownTimer: any\n\t//倒计时\n\tprivate countdown: number\n\n\t//当前速度\n\tprivate speed: number\n\n\t// 当前场景上面的物品\n\tprivate goodsItems = []\n\n\n\tprivate _goods: Goods;\n\n\tconstructor() {\n\t\tsuper();\n\t\tthis.once(engine.Event.ADDED_TO_STAGE, this.setup, this);\n\t}\n\n\tprivate waterSvga\n\tprivate stoneSvga\n\tprivate boomSvga\n\tprivate playerSvga\n\n\tsetup() {\n\t\tif (this._hasSetup) {\n\t\t\treturn;\n\t\t}\n\t\tthis._hasSetup = true;\n\t\tthis.NpcBg = new engine.Container();\n\t\tthis.NpcBg.alpha = 1;\n\t\tthis.NpcBg.width = 0;\n\t\tthis.NpcBg.height = 0;\n\t\tthis.addChild(this.NpcBg)\n\n\t\n\n\t\tthis.player = new engine.Container();\n\t\tthis.player.mouseEnabled = false;\n\t//\tthis.player.fillColor=\"rgba(0, 0, 0,1)\"\n\t\t//console.log(this.player.fillColor)\n\t\n\t\tthis.addChild(this.player);\n\n\t\tthis.waterSvga=createSvga(\"水花\")\n\t\tthis.stoneSvga=createSvga(\"石头svga\")\n\t\t// this.playerSvga=createSvga(\"玩家\")\n\t\tthis.playerSvga= new engine.Sprite(getTextureByName('玩家'))\n\t\tthis.boomSvga=createSvga(\"炸弹svga\")\n\t\tthis.player.addChild(this.playerSvga);\n\t\tthis.player.addChild(this.stoneSvga);\n\t\tthis.player.addChild(this.waterSvga);\n\t\tthis.player.addChild(this.boomSvga);\n\t\t// this.playerSvga.gotoAndPlay(1);\n\t\tthis.waterSvga.visible = false\n\t\tthis.stoneSvga.visible = false\n\t\tthis.boomSvga.visible = false\n\t\t\n\t\tthis.visible=false;\n\t\tsetTimeout(()=>{\n\t\t\tthis.visible=true;\n\t\t\tthis.player.anchorY = this.player.height / 2;\n\t\t\tthis.player.anchorX = this.player.width / 2;\n\t\t\tthis.player.x = 375 - this.player.width / 2;\n\t\t\tthis.player.y = props.playerPositionY;\n\n\t\t\tthis.stoneSvga.x = this.player.width / 2 - \tthis.stoneSvga.width/2;\n\t\t\tthis.stoneSvga.y = 110;\n\t\t\tthis.waterSvga.x = this.player.width / 2 - \tthis.waterSvga.width/2;\n\t\t\tthis.waterSvga.y = 110;\n\t\t},300)\n\n\t\t\n\t\tthis.rectBg = new engine.Container();\n\t\tthis.rectBg.alpha = 0;\n\t\tthis.rectBg.width = 750;\n\t\tthis.rectBg.height = 1624;\n\t\tthis.addChild(this.rectBg)\n\n\t\tthis.rectBg.addEventListener(engine.MouseEvent.MOUSE_DOWN, this.onDownStage, this);\n\t\tthis.rectBg.addEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMoveStage, this);\n\t\tthis.rectBg.addEventListener(engine.MouseEvent.MOUSE_OUT, this.onOutStage, this);\n\n\t\n\t}\n\n\n\t/**\n\t * 重置场景\n\t */\n\treset() {\n\t\tthis.recycleGoods()\n\t}\n\n\t/**\n\t * 开始\n\t */\n\tstart() {\n\t\tthis.score = 0;\n\t\tthis.speed = 1\n\t\tthis.gameIng = true;\n\t\tthis.creatNpc()\n\t\tthis.beginNpc()\n\t\tthis.countdown = props.countDown;\n\t\t\n\t\tthis.countdownTimer = setInterval(() => {\n\t\t\tif (this.gameIng) {\n\t\t\t\tif (this.countdown > 0) {\n\t\t\t\t\tengine.globalEvent.dispatchEvent('food-fell-time-update', {\n\t\t\t\t\t\ttime: this.countdown,\n\t\t\t\t\t});\n\t\t\t\t\tthis.countdown -= 1\n\t\t\t\t} else {\n\t\t\t\t\tengine.globalEvent.dispatchEvent('food-fell-game-over', {\n\t\t\t\t\t\tscore: this.score,\n\t\t\t\t\t\treason: 1\n\t\t\t\t\t});\n\t\t\t\t\tthis.died()\n\t\t\t\t}\n\t\t\t}\n\t\t}, 1000)\n\t}\n\n\t/**\n\t * npc开始掉落\n\t */\n\tbeginNpc() {\n\t\tthis.timer = setTimeout(() => {\n\t\t\tif (this.gameIng) {\n\t\t\t\tthis.speed += props.acceleratedSpeed;\n\t\t\t\tthis.creatNpc()\n\t\t\t}\n\t\t\t//递归执行\n\t\t\tthis.beginNpc()\n\t\t}, 2000 / this.speed)\n\t}\n\n\t/**\n\t * 暂停\n\t */\n\tpause() {\n\t\tthis.gameIng = false;\n\t}\n\n\t/**\n\t * 恢复\n\t */\n\trevive() {\n\t\tthis.gameIng = true;\n\t}\n\n\t/**\n\t * 重新开始\n\t */\n\tresume() {\n\t\tthis.reset()\n\t\tthis.start()\n\t}\n\n\t/**\n\t * 创建NPC\n\t */\n\tprivate creatNpc() {\n\t\tlet goods = this._goods = <Goods>ObjectPool.getObject(PoolName);\n\t\tthis.goodsItems.push(goods)\n\t\tconsole.log(goods);\n\t\t\n\t\tthis.NpcBg.addChild(goods);\n\t\tgoods.addEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"] = () => {\n\t\t\tif (goods.y > 1624) {\n\t\t\t\tthis.removeNpc(goods)\n\t\t\t} else {\n\t\t\t\tif (this.gameIng) {\n\t\t\t\t\t//速度叠加\n\t\t\t\t\tgoods.y += (4 * this.speed)\n\t\t\t\t\t//如果玩家和物品发生碰撞\n\t\t\t\t\tif (this.hasHit(this.player, goods)) {\n\t\t\t\t\t\tif (goods[\"npcType\"].indexOf(\"rain\") > -1) {\n\t\t\t\t\t\t\tconsole.log(\"碰到雨滴\")\n\t\t\t\t\t\t\tthis.score += props.rainScore\n\t\t\t\t\t\t\tthis.waterSvga.visible=true;\n\t\t\t\t\t\t\tthis.waterSvga.x= goods.x - this.player.x;\n\t\t\t\t\t\t\tthis.waterSvga.play(false, false)\n\t\t\t\t\t\t\tthis.waterSvga.once(engine.Event.END_FRAME, ()=>{\n\t\t\t\t\t\t\t\tthis.waterSvga.visible=false;\n\t\t\t\t\t\t\t}, this);\n\n\t\t\t\t\t\t} else if (goods[\"npcType\"] == \"stone\") {\n\t\t\t\t\t\t\tconsole.log(\"碰到石头\")\n\t\t\t\t\t\t\tthis.score += props.stoneScore\n\t\t\t\t\t\t\tthis.stoneSvga.visible=true;\n\t\t\t\t\t\t\tthis.stoneSvga.play(false, false)\n\t\t\t\t\t\t\tthis.stoneSvga.once(engine.Event.END_FRAME, ()=>{\n\t\t\t\t\t\t\t\tthis.stoneSvga.visible=false;\n\t\t\t\t\t\t\t}, this);\n\t\t\t\t\t\t} else if (goods[\"npcType\"] == \"boom\") {\n\t\t\t\t\t\t\tconsole.log(\"碰到炸弹\")\n\t\t\t\t\t\t\tthis.boomSvga.visible=true;\n\t\t\t\t\t\t\tthis.boomSvga.play(false, false)\n\t\t\t\t\t\t\tthis.boomSvga.once(engine.Event.END_FRAME, ()=>{\n\t\t\t\t\t\t\t\tthis.boomSvga.visible=false;\n\t\t\t\t\t\t\t\tengine.globalEvent.dispatchEvent('food-fell-game-over', {\n\t\t\t\t\t\t\t\t\tscore: this.score,\n\t\t\t\t\t\t\t\t\treason: 2\n\t\t\t\t\t\t\t\t});\n\t\t\t\t\t\t\t\tthis.died()\n\t\t\t\t\t\t\t}, this);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tengine.globalEvent.dispatchEvent('food-fell-score-update', {\n\t\t\t\t\t\t\tscore: this.score,\n\t\t\t\t\t\t});\n\t\t\t\t\t\tthis.removeNpc(goods)\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t}, this);\n\t}\n\n\t/**\n\t * 玩家死亡\n\t */\n\tprivate died() {\n\t\tthis.score = 0\n\t\tthis.pause()\n\t}\n\n\t/**\n\t * 回收指定物品\n\t * @param goods 物品\n\t */\n\tprivate removeNpc(goods) {\n\t\tthis.NpcBg.removeChild(goods);\n\t\tObjectPool.recycleObject(PoolName, goods);\n\t\tgoods.removeEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"], this);\n\t\tlet index = this.goodsItems.indexOf(goods);\n\t\tif (index > -1) {\n\t\t\tthis.goodsItems.splice(index, 1);\n\t\t}\n\t}\n\n\t/**\n\t * 回收对象\n\t */\n\tprivate recycleGoods() {\n\t\tclearTimeout(this.timer)\n\t\tclearInterval(this.countdownTimer)\n\t\tfor (let goods of this.goodsItems) {\n\t\t\tif (goods) {\n\t\t\t\tthis.removeChild(goods);\n\t\t\t\tObjectPool.recycleObject(PoolName, goods);\n\t\t\t\tgoods.removeEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"], this);\n\t\t\t}\n\t\t}\n\t\tthis.goodsItems = []\n\t}\n\n\tprivate moveCatchX = 0\n\tprivate playerCatchX = 0\n\n\t/**\n\t * 碰撞检测\n\t * @param a a盒子\n\t * @param b b盒子\n\t */\n\tprivate hasHit(a, b) {\n\t\tif (\n\t\t\tMath.abs((a.x + a.width / 2) - (b.x + b.width / 2)) < a.width / 2 + b.width / 2\n\t\t\t&&\n\t\t\t// Math.abs((a.y + a.height / 2 ) - (b.y + b.height / 2)) < a.height / 2 + b.height / 2\n\t\t\tMath.abs((a.y + a.height / 1.3 ) - (b.y + b.height / 2)) < a.height / 2 + b.height / 2\n\t\t) {\n\t\t\treturn true;\n\t\t} else {\n\t\t\treturn false;\n\t\t}\n\t}\n\n\tprivate onDownStage = (e) => {\n\t\tthis.moveCatchX = e.localX;\n\t\tthis.playerCatchX = this.player.x\n\t}\n\n\tprivate onMoveStage = (e) => {\n\t\tif (this.gameIng) {\n\t\t\tthis.player.x = this.playerCatchX + (e.localX - this.moveCatchX)\n\t\t}\n\t}\n\n\tprivate onOutStage = (e) => {\n\t\tthis.moveCatchX = 0\n\t}\n}\n","/**\n * Created by rockyl on 2020-01-09.\n */\n\nimport GameView from \"./GameView\";\nimport {injectProps} from \"../props\";\n\n\nexport class GameWrapper extends engine.Container {\n\tprivate _status;\n\tprivate _gameView: GameView;\n\n\n\n\n\n\tconstructor() {\n\t\tsuper();\n\t\tengine.globalEvent.addEventListener('food-fell-reset', this.reset, this);\n\t\tengine.globalEvent.addEventListener('food-fell-start', this.start, this);\n\t\tengine.globalEvent.addEventListener('food-fell-pause', this.pause, this);\n\t\tengine.globalEvent.addEventListener('food-fell-resume', this.resume, this);\n\t\tengine.globalEvent.addEventListener('food-fell-revive', this.revive, this);\n\t\tengine.globalEvent.addEventListener('food-fell-clear', this.clear, this);\n\n\t\tthis.addEventListener(engine.MouseEvent.CLICK, this.onTap, this);\n\n\t\tlet gameView = this._gameView = new GameView();\n\t\tthis.addChild(gameView);\n\t\t// gameView.reset()\n\t\t// gameView.start()\n\t}\n\n\treset(event: engine.Event) {\t\t\n\t\tinjectProps(event.data);\n\t\tthis._gameView.visible = true;\n\t\tthis._gameView.reset();\n\t}\n\n\tstart(event: engine.Event) {\n\t\tinjectProps(event.data);\n\t\tthis._status = 1;\n\t\tthis._gameView.start();\n\t}\n\n\tpause() {\n\t\tthis._gameView.pause();\n\t}\n\n\tresume() {\n\t\tthis._gameView.resume();\n\t}\n\n\trevive() {\n\t\tthis._gameView.revive();\n\t}\n\n\tclear() {\n\t\tthis._gameView.visible = false;\n\t}\n\n\tprivate onTap(event) {\n\t//\tthis._gameView.tap(event);\n\t}\n}\n","/**\n * Created by rockyl on 2019-11-20.\n */\n\nimport {GameWrapper} from \"./game/GameWrapper\";\nimport {injectProps, prepareProps} from \"./props\";\n\nexport default function (props) {\n\tprepareProps();\n\tinjectProps(props);\n\n\tlet instance = new GameWrapper();\n\treturn 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{"version":3,"file":"index.js","sources":["src/custom/food-fell2/src/props.ts","src/custom/food-fell2/src/game/utils.ts","src/custom/food-fell2/src/game/Goods.ts","src/custom/food-fell2/src/game/object-pool-init.ts","src/custom/food-fell2/src/game/GameView.ts","src/custom/food-fell2/src/game/GameWrapper.ts","src/custom/food-fell2/src/index.ts"],"sourcesContent":["/**\n * Created by rockyl on 2020-01-21.\n */\n\nexport let props: any = {};\n\nexport function prepareProps() {\n\tlet metaProps = getProps();\n\n\tengine.injectProp(props, metaProps);\n}\n\nexport function injectProps(p) {\n\tengine.injectProp(props, p);\n}\n","/**\n * Created by rockyl on 2020-01-21.\n */\n\nexport function getTexture(uuid) {\n\treturn engine.Texture.from(getAssetByUUID(uuid).uuid);\n}\n\nexport function getTextureByName(name) {\n\treturn getTexture(engine.getAssetByName(name).uuid);\n}\n\nexport function playSound(name) {\n\tengine.playSound(engine.getAssetByName(name).uuid, {keep: true});\n}\nexport function createSvga(name, anchorName?) {\n\tconsole.log()\n\tlet inst = new svga.Svga();\n\tinst.source = 'asset://' + engine.getAssetByName(name).uuid;\n\treturn inst;\n}","/**\n * Created by rockyl on 2020-02-02.\n *\n * 掉落物品\n */\nimport {getTextureByName} from \"./utils\";\nimport {props} from \"../props\";\n\nexport class Goods extends engine.Container {\n\tprivate _body:engine.Rect\n\tprivate _toY;\n\n\tconstructor() {\n\t\tsuper();\n\n\t\tlet body\n\t\tbody = this._body =new engine.Rect()\n\t\t\n\t\t// let randomNum = Math.floor(Math.random() * 3)\t\t\n\t\t// console.log('雨滴' + randomNum);\n\t\t\n\t\tlet rain = new engine.Sprite(getTextureByName('雨滴0'));\n\t\tlet rain1 = new engine.Sprite(getTextureByName('雨滴1'));\n\t\tlet rain2 = new engine.Sprite(getTextureByName('雨滴2'));\n\t\train[\"npcType\"]=\"rain0\"\n\t\train1[\"npcType\"]=\"rain1\"\n\t\train2[\"npcType\"]=\"rain2\"\n\t\tlet stone = new engine.Sprite(getTextureByName('石块'));\n\t\tstone[\"npcType\"]=\"stone\"\n\t\tlet boom = new engine.Sprite(getTextureByName('炸弹'));\n\t\tboom[\"npcType\"]=\"boom\"\n\n\t\train.visible=false;\n\t\train1.visible=false;\n\t\train2.visible=false;\n\t\tstone.visible=false;\n\t\tboom.visible=false;\n\t\tbody.addChild(rain)\n\t\tbody.addChild(rain1)\n\t\tbody.addChild(rain2)\n\t\tbody.addChild(stone)\n\t\tbody.addChild(boom)\n\t\t\n\t\tthis.addChild(body);\n\t\tbody.width=.0001;\n\t\tbody.height=.0001;\n\t\tbody.mouseEnabled=false;\n\t}\n\n\n\tgetRandomNumberByRange(start, end) {\n\t\treturn Math.floor(Math.random() * (end - start) + start)\n\t}\n\n\treset() {\n\t\tthis.visible = true;\n\t\tthis.rotation = 0;\n\t\tthis.anchorOffsetY = 0;\n\t\tthis.y = 0;\n\t\tthis.x = (750-120)*Math.random()+30;\n\t\tthis.rotation = 0;\n\t\tlet random=Math.random()\n\t\tif(typeof (props.goodsProbability) == 'string'){\n\t\t\tprops.goodsProbability=props.goodsProbability.split(',').map((i: string) => +i)\n\t\t\tconsole.log(props.goodsProbability);\n\t\t\t\n\t\t}\n\t\tif(random<props.goodsProbability[0]){\n\t\t\tlet randomNum = Math.floor(Math.random() * 3)\t\t\n\t\t\tthis.showNpc(\"rain\" + randomNum)\n\t\t}else if(random>=props.goodsProbability[0]&&random<=(props.goodsProbability[0]+props.goodsProbability[1])){\n\t\t\tthis.showNpc(\"stone\")\n\t\t}else if(random>(props.goodsProbability[0]+props.goodsProbability[1])){\n\t\t\tthis.showNpc(\"boom\")\n\t\t}\n\t}\n\n\n\tshowNpc(type){\n\t\tfor(let i=0;i<this._body.children.length;i++){\n\t\t\tthis._body.children[i].visible=false;\n\t\t\tthis._body.children[i].mouseEnabled=false;\n\t\t}\t\t\n\t\tfor(let i=0;i<this._body.children.length;i++){\n\t\t\tif(this._body.children[i][\"npcType\"]==type){\n\t\t\t\tthis[\"npcType\"]=type\n\t\t\t\tthis._body.children[i].visible=true;\n\t\t\t\tthis._body.children[i].mouseEnabled=false;\n\t\t\t}\n\t\t}\n\t\t\n\t}\n\n\tset anchorOffsetY(v) {\n\t\tthis._body.y = v;\n\t}\n}\n","/**\n * Created by rockyl on 2020-02-03.\n */\n\nimport {Goods} from \"./Goods\";\nimport ObjectPool = engine.ObjectPool;\n\nexport const PoolName: string = 'goods';\n\nObjectPool.registerPool(PoolName, function () {\n\treturn new Goods();\n}, function (item: Goods, data) {\n\titem.reset();\n});\n","/**\n * Created by rockyl on 2018/8/16.\n */\n\nimport { props } from \"../props\";\nimport { playSound, createSvga } from \"./utils\";\nimport ObjectPool = engine.ObjectPool;\nimport { getTextureByName } from \"./utils\";\nimport { Goods } from \"./Goods\";\nimport { PoolName } from \"./object-pool-init\";\n\n\n\nexport default class GameView extends engine.Container {\n\n\tprivate _hasSetup;\n\n\t//玩家\n\tprivate player: engine.Container;\n\t//触摸层\n\t// private rectBg: engine.Rect;\n\tprivate rectBg: engine.Container;\n\t//npc层\n\tprivate NpcBg: engine.Container;\n\n\t//当前分数\n\tprivate score\n\n\t//游戏状态\n\tprivate gameIng;\n\n\t//npc出身计时器\n\tprivate timer\n\t//倒计时计时器\n\tprivate countdownTimer: any\n\t//倒计时\n\tprivate countdown: number\n\n\t//当前速度\n\tprivate speed: number\n\n\t// 当前场景上面的物品\n\tprivate goodsItems = []\n\n\n\tprivate _goods: Goods;\n\n\tconstructor() {\n\t\tsuper();\n\t\tthis.once(engine.Event.ADDED_TO_STAGE, this.setup, this);\n\t}\n\n\tprivate waterSvga\n\tprivate stoneSvga\n\tprivate boomSvga\n\tprivate playerSvga\n\n\tsetup() {\n\t\tif (this._hasSetup) {\n\t\t\treturn;\n\t\t}\n\t\tthis._hasSetup = true;\n\t\tthis.NpcBg = new engine.Container();\n\t\tthis.NpcBg.alpha = 1;\n\t\tthis.NpcBg.width = 0;\n\t\tthis.NpcBg.height = 0;\n\t\tthis.addChild(this.NpcBg)\n\n\t\n\n\t\tthis.player = new engine.Container();\n\t\tthis.player.mouseEnabled = false;\n\t//\tthis.player.fillColor=\"rgba(0, 0, 0,1)\"\n\t\t//console.log(this.player.fillColor)\n\t\n\t\tthis.addChild(this.player);\n\n\t\tthis.waterSvga=createSvga(\"水花\")\n\t\tthis.stoneSvga=createSvga(\"石头svga\")\n\t\t// this.playerSvga=createSvga(\"玩家\")\n\t\tthis.playerSvga= new engine.Sprite(getTextureByName('玩家'))\n\t\tthis.boomSvga=createSvga(\"炸弹svga\")\n\t\tthis.player.addChild(this.playerSvga);\n\t\tthis.player.addChild(this.stoneSvga);\n\t\tthis.player.addChild(this.waterSvga);\n\t\tthis.player.addChild(this.boomSvga);\n\t\t// this.playerSvga.gotoAndPlay(1);\n\t\tthis.waterSvga.visible = false\n\t\tthis.stoneSvga.visible = false\n\t\tthis.boomSvga.visible = false\n\t\t\n\t\tthis.visible=false;\n\t\tsetTimeout(()=>{\n\t\t\tthis.visible=true;\n\t\t\tthis.player.anchorY = this.player.height / 2;\n\t\t\tthis.player.anchorX = this.player.width / 2;\n\t\t\tthis.player.x = 375 - this.player.width / 2;\n\t\t\tthis.player.y = props.playerPositionY;\n\n\t\t\tthis.stoneSvga.x = this.player.width / 2 - \tthis.stoneSvga.width/2;\n\t\t\tthis.stoneSvga.y = 110;\n\t\t\tthis.waterSvga.x = this.player.width / 2 - \tthis.waterSvga.width/2;\n\t\t\tthis.waterSvga.y = 110;\n\t\t},300)\n\n\t\t\n\t\tthis.rectBg = new engine.Container();\n\t\tthis.rectBg.alpha = 0;\n\t\tthis.rectBg.width = 750;\n\t\tthis.rectBg.height = 1624;\n\t\tthis.addChild(this.rectBg)\n\n\t\tthis.rectBg.addEventListener(engine.MouseEvent.MOUSE_DOWN, this.onDownStage, this);\n\t\tthis.rectBg.addEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMoveStage, this);\n\t\tthis.rectBg.addEventListener(engine.MouseEvent.MOUSE_OUT, this.onOutStage, this);\n\n\t\n\t}\n\n\n\t/**\n\t * 重置场景\n\t */\n\treset() {\n\t\tthis.recycleGoods()\n\t}\n\n\t/**\n\t * 开始\n\t */\n\tstart() {\n\t\tthis.score = 0;\n\t\tthis.speed = 1\n\t\tthis.gameIng = true;\n\t\tthis.creatNpc()\n\t\tthis.beginNpc()\n\t\tthis.countdown = props.countDown;\n\t\t\n\t\tthis.countdownTimer = setInterval(() => {\n\t\t\tif (this.gameIng) {\n\t\t\t\tif (this.countdown > 0) {\n\t\t\t\t\tengine.globalEvent.dispatchEvent('food-fell-time-update', {\n\t\t\t\t\t\ttime: this.countdown,\n\t\t\t\t\t});\n\t\t\t\t\tthis.countdown -= 1\n\t\t\t\t} else {\n\t\t\t\t\tengine.globalEvent.dispatchEvent('food-fell-game-over', {\n\t\t\t\t\t\tscore: this.score,\n\t\t\t\t\t\treason: 1\n\t\t\t\t\t});\n\t\t\t\t\tthis.died()\n\t\t\t\t}\n\t\t\t}\n\t\t}, 1000)\n\t}\n\n\t/**\n\t * npc开始掉落\n\t */\n\tbeginNpc() {\n\t\tthis.timer = setTimeout(() => {\n\t\t\tif (this.gameIng) {\n\t\t\t\tthis.speed += props.acceleratedSpeed;\n\t\t\t\tthis.creatNpc()\n\t\t\t}\n\t\t\t//递归执行\n\t\t\tthis.beginNpc()\n\t\t}, 2000 / this.speed)\n\t}\n\n\t/**\n\t * 暂停\n\t */\n\tpause() {\n\t\tthis.gameIng = false;\n\t}\n\n\t/**\n\t * 恢复\n\t */\n\trevive() {\n\t\tthis.gameIng = true;\n\t}\n\n\t/**\n\t * 重新开始\n\t */\n\tresume() {\n\t\tthis.reset()\n\t\tthis.start()\n\t}\n\n\t/**\n\t * 创建NPC\n\t */\n\tprivate creatNpc() {\n\t\tlet goods = this._goods = <Goods>ObjectPool.getObject(PoolName);\n\t\tthis.goodsItems.push(goods)\n\t\tconsole.log(goods);\n\t\t\n\t\tthis.NpcBg.addChild(goods);\n\t\tgoods.addEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"] = () => {\n\t\t\tif (goods.y > 1624) {\n\t\t\t\tthis.removeNpc(goods)\n\t\t\t} else {\n\t\t\t\tif (this.gameIng) {\n\t\t\t\t\t//速度叠加\n\t\t\t\t\tgoods.y += (4 * this.speed)\n\t\t\t\t\t//如果玩家和物品发生碰撞\n\t\t\t\t\tif (this.hasHit(this.player, goods)) {\n\t\t\t\t\t\tif (goods[\"npcType\"].indexOf(\"rain\") > -1) {\n\t\t\t\t\t\t\tconsole.log(\"碰到雨滴\")\n\t\t\t\t\t\t\tthis.score += props.rainScore\n\t\t\t\t\t\t\tthis.waterSvga.visible=true;\n\t\t\t\t\t\t//\tthis.waterSvga.x= goods.x - this.player.x;\n\t\t\t\t\t\t\tthis.waterSvga.play(false, false)\n\t\t\t\t\t\t\tthis.waterSvga.once(engine.Event.END_FRAME, ()=>{\n\t\t\t\t\t\t\t\tthis.waterSvga.visible=false;\n\t\t\t\t\t\t\t}, this);\n\n\t\t\t\t\t\t} else if (goods[\"npcType\"] == \"stone\") {\n\t\t\t\t\t\t\tconsole.log(\"碰到石头\")\n\t\t\t\t\t\t\tthis.score += props.stoneScore\n\t\t\t\t\t\t\tthis.stoneSvga.visible=true;\n\t\t\t\t\t\t\tthis.stoneSvga.play(false, false)\n\t\t\t\t\t\t\tthis.stoneSvga.once(engine.Event.END_FRAME, ()=>{\n\t\t\t\t\t\t\t\tthis.stoneSvga.visible=false;\n\t\t\t\t\t\t\t}, this);\n\t\t\t\t\t\t} else if (goods[\"npcType\"] == \"boom\") {\n\t\t\t\t\t\t\tconsole.log(\"碰到炸弹\")\n\t\t\t\t\t\t\tthis.boomSvga.visible=true;\n\t\t\t\t\t\t\tthis.boomSvga.play(false, false)\n\t\t\t\t\t\t\tthis.boomSvga.once(engine.Event.END_FRAME, ()=>{\n\t\t\t\t\t\t\t\tthis.boomSvga.visible=false;\n\t\t\t\t\t\t\t\tengine.globalEvent.dispatchEvent('food-fell-game-over', {\n\t\t\t\t\t\t\t\t\tscore: this.score,\n\t\t\t\t\t\t\t\t\treason: 2\n\t\t\t\t\t\t\t\t});\n\t\t\t\t\t\t\t\tthis.died()\n\t\t\t\t\t\t\t}, this);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tengine.globalEvent.dispatchEvent('food-fell-score-update', {\n\t\t\t\t\t\t\tscore: this.score,\n\t\t\t\t\t\t});\n\t\t\t\t\t\tthis.removeNpc(goods)\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t}, this);\n\t}\n\n\t/**\n\t * 玩家死亡\n\t */\n\tprivate died() {\n\t\tthis.score = 0\n\t\tthis.pause()\n\t}\n\n\t/**\n\t * 回收指定物品\n\t * @param goods 物品\n\t */\n\tprivate removeNpc(goods) {\n\t\tthis.NpcBg.removeChild(goods);\n\t\tObjectPool.recycleObject(PoolName, goods);\n\t\tgoods.removeEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"], this);\n\t\tlet index = this.goodsItems.indexOf(goods);\n\t\tif (index > -1) {\n\t\t\tthis.goodsItems.splice(index, 1);\n\t\t}\n\t}\n\n\t/**\n\t * 回收对象\n\t */\n\tprivate recycleGoods() {\n\t\tclearTimeout(this.timer)\n\t\tclearInterval(this.countdownTimer)\n\t\tfor (let goods of this.goodsItems) {\n\t\t\tif (goods) {\n\t\t\t\tthis.NpcBg.removeChild(goods);\n\t\t\t\tObjectPool.recycleObject(PoolName, goods);\n\t\t\t\tgoods.removeEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"], this);\n\t\t\t}\n\t\t}\n\t\tthis.goodsItems = []\n\t}\n\n\tprivate moveCatchX = 0\n\tprivate playerCatchX = 0\n\n\t/**\n\t * 碰撞检测\n\t * @param a a盒子\n\t * @param b b盒子\n\t */\n\tprivate hasHit(a, b) {\n\t\tif (\n\t\t\tMath.abs((a.x + a.width / 2) - (b.x + b.width / 2)) < a.width / 2 + b.width / 2\n\t\t\t&&\n\t\t\t// Math.abs((a.y + a.height / 2 ) - (b.y + b.height / 2)) < a.height / 2 + b.height / 2\n\t\t\tMath.abs((a.y + a.height / 1.3 ) - (b.y + b.height / 2)) < a.height / 2 + b.height / 2\n\t\t) {\n\t\t\treturn true;\n\t\t} else {\n\t\t\treturn false;\n\t\t}\n\t}\n\n\tprivate onDownStage = (e) => {\n\t\tthis.moveCatchX = e.localX;\n\t\tthis.playerCatchX = this.player.x\n\t}\n\n\tprivate onMoveStage = (e) => {\n\t\tif (this.gameIng) {\n\t\t\tlet playerX=this.playerCatchX + (e.localX - this.moveCatchX)\n\t\t\tif(playerX<0){\n\t\t\t\tthis.player.x=0\n\t\t\t}else if(playerX+this.player.width>750){\n\t\t\t\tthis.player.x=750-this.player.width\n\t\t\t}else{\n\t\t\t\tthis.player.x=playerX\n\t\t\t}\n\t\t}\n\t}\n\n\tprivate onOutStage = (e) => {\n\t\tthis.moveCatchX = 0\n\t}\n}\n","/**\n * Created by rockyl on 2020-01-09.\n */\n\nimport GameView from \"./GameView\";\nimport {injectProps} from \"../props\";\n\n\nexport class GameWrapper extends engine.Container {\n\tprivate _status;\n\tprivate _gameView: GameView;\n\n\n\n\n\n\tconstructor() {\n\t\tsuper();\n\t\tengine.globalEvent.addEventListener('food-fell-reset', this.reset, this);\n\t\tengine.globalEvent.addEventListener('food-fell-start', this.start, this);\n\t\tengine.globalEvent.addEventListener('food-fell-pause', this.pause, this);\n\t\tengine.globalEvent.addEventListener('food-fell-resume', this.resume, this);\n\t\tengine.globalEvent.addEventListener('food-fell-revive', this.revive, this);\n\t\tengine.globalEvent.addEventListener('food-fell-clear', this.clear, this);\n\n\t\tthis.addEventListener(engine.MouseEvent.CLICK, this.onTap, this);\n\n\t\tlet gameView = this._gameView = new GameView();\n\t\tthis.addChild(gameView);\n\t\t// gameView.reset()\n\t\t// gameView.start()\n\t}\n\n\treset(event: engine.Event) {\t\t\n\t\tinjectProps(event.data);\n\t\tthis._gameView.visible = true;\n\t\tthis._gameView.reset();\n\t}\n\n\tstart(event: engine.Event) {\n\t\tinjectProps(event.data);\n\t\tthis._status = 1;\n\t\tthis._gameView.start();\n\t}\n\n\tpause() {\n\t\tthis._gameView.pause();\n\t}\n\n\tresume() {\n\t\tthis._gameView.resume();\n\t}\n\n\trevive() {\n\t\tthis._gameView.revive();\n\t}\n\n\tclear() {\n\t\tthis._gameView.visible = false;\n\t}\n\n\tprivate onTap(event) {\n\t//\tthis._gameView.tap(event);\n\t}\n}\n","/**\n * Created by rockyl on 2019-11-20.\n */\n\nimport {GameWrapper} from \"./game/GameWrapper\";\nimport {injectProps, prepareProps} from \"./props\";\n\nexport default function (props) {\n\tprepareProps();\n\tinjectProps(props);\n\n\tlet instance = new GameWrapper();\n\treturn 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\ No newline at end of file
\ No newline at end of file
src/custom/food-fell2/meta.json
View file @
08bf8fe8
...
@@ -73,13 +73,13 @@
...
@@ -73,13 +73,13 @@
},
},
{
{
"name"
:
"水花"
,
"name"
:
"水花"
,
"url"
:
"//yun.duiba.com.cn/aurora/assets/11b1f49fa3afa3a48f1dd3e3c1eb294e3fa9d886"
,
"url"
:
"//yun.duiba.com.cn/aurora/assets/11b1f49fa3afa3a48f1dd3e3c1eb294e3fa9d886
.svga
"
,
"uuid"
:
"cdd2268f-ad65-4b5e-a965-ee61b730da21"
,
"uuid"
:
"cdd2268f-ad65-4b5e-a965-ee61b730da21"
,
"ext"
:
".svga"
"ext"
:
".svga"
},
},
{
{
"name"
:
"石头svga"
,
"name"
:
"石头svga"
,
"url"
:
"//yun.duiba.com.cn/aurora/assets/01aa6fcb33aa8231f075257026eab2f0aeb3c27a"
,
"url"
:
"//yun.duiba.com.cn/aurora/assets/01aa6fcb33aa8231f075257026eab2f0aeb3c27a
.svga
"
,
"uuid"
:
"846a139d-0990-4db4-a323-f22379932ee4"
,
"uuid"
:
"846a139d-0990-4db4-a323-f22379932ee4"
,
"ext"
:
".svga"
"ext"
:
".svga"
},
},
...
...
src/custom/food-fell2/src/game/GameView.ts
View file @
08bf8fe8
...
@@ -212,7 +212,7 @@ export default class GameView extends engine.Container {
...
@@ -212,7 +212,7 @@ export default class GameView extends engine.Container {
console
.
log
(
"碰到雨滴"
)
console
.
log
(
"碰到雨滴"
)
this
.
score
+=
props
.
rainScore
this
.
score
+=
props
.
rainScore
this
.
waterSvga
.
visible
=
true
;
this
.
waterSvga
.
visible
=
true
;
this
.
waterSvga
.
x
=
goods
.
x
-
this
.
player
.
x
;
//
this.waterSvga.x= goods.x - this.player.x;
this
.
waterSvga
.
play
(
false
,
false
)
this
.
waterSvga
.
play
(
false
,
false
)
this
.
waterSvga
.
once
(
engine
.
Event
.
END_FRAME
,
()
=>
{
this
.
waterSvga
.
once
(
engine
.
Event
.
END_FRAME
,
()
=>
{
this
.
waterSvga
.
visible
=
false
;
this
.
waterSvga
.
visible
=
false
;
...
@@ -280,7 +280,7 @@ export default class GameView extends engine.Container {
...
@@ -280,7 +280,7 @@ export default class GameView extends engine.Container {
clearInterval
(
this
.
countdownTimer
)
clearInterval
(
this
.
countdownTimer
)
for
(
let
goods
of
this
.
goodsItems
)
{
for
(
let
goods
of
this
.
goodsItems
)
{
if
(
goods
)
{
if
(
goods
)
{
this
.
removeChild
(
goods
);
this
.
NpcBg
.
removeChild
(
goods
);
ObjectPool
.
recycleObject
(
PoolName
,
goods
);
ObjectPool
.
recycleObject
(
PoolName
,
goods
);
goods
.
removeEventListener
(
engine
.
Event
.
ENTER_FRAME
,
goods
[
"onGoodsEnter"
],
this
);
goods
.
removeEventListener
(
engine
.
Event
.
ENTER_FRAME
,
goods
[
"onGoodsEnter"
],
this
);
}
}
...
@@ -316,7 +316,14 @@ export default class GameView extends engine.Container {
...
@@ -316,7 +316,14 @@ export default class GameView extends engine.Container {
private
onMoveStage
=
(
e
)
=>
{
private
onMoveStage
=
(
e
)
=>
{
if
(
this
.
gameIng
)
{
if
(
this
.
gameIng
)
{
this
.
player
.
x
=
this
.
playerCatchX
+
(
e
.
localX
-
this
.
moveCatchX
)
let
playerX
=
this
.
playerCatchX
+
(
e
.
localX
-
this
.
moveCatchX
)
if
(
playerX
<
0
){
this
.
player
.
x
=
0
}
else
if
(
playerX
+
this
.
player
.
width
>
750
){
this
.
player
.
x
=
750
-
this
.
player
.
width
}
else
{
this
.
player
.
x
=
playerX
}
}
}
}
}
...
...
src/custom/food-fell2/src/game/utils.ts
View file @
08bf8fe8
...
@@ -14,6 +14,7 @@ export function playSound(name) {
...
@@ -14,6 +14,7 @@ export function playSound(name) {
engine
.
playSound
(
engine
.
getAssetByName
(
name
).
uuid
,
{
keep
:
true
});
engine
.
playSound
(
engine
.
getAssetByName
(
name
).
uuid
,
{
keep
:
true
});
}
}
export
function
createSvga
(
name
,
anchorName
?)
{
export
function
createSvga
(
name
,
anchorName
?)
{
console
.
log
()
let
inst
=
new
svga
.
Svga
();
let
inst
=
new
svga
.
Svga
();
inst
.
source
=
'asset://'
+
engine
.
getAssetByName
(
name
).
uuid
;
inst
.
source
=
'asset://'
+
engine
.
getAssetByName
(
name
).
uuid
;
return
inst
;
return
inst
;
...
...
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