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劳工
zeroing-libs
Commits
15f1811a
Commit
15f1811a
authored
Jun 03, 2020
by
wildfirecode
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1
parent
53727adb
Changes
6
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6 changed files
with
33 additions
and
58 deletions
+33
-58
pictures.json
dist/customs/pictures.json
+10
-24
app.js
src/custom/pictures/debug/app.js
+1
-1
main.js
src/custom/pictures/debug/main.js
+4
-3
main.js.map
src/custom/pictures/debug/main.js.map
+1
-1
meta.json
src/custom/pictures/meta.json
+10
-23
qietu.ts
src/custom/pictures/src/game/qietu.ts
+7
-6
No files found.
dist/customs/pictures.json
View file @
15f1811a
...
...
@@ -5,22 +5,22 @@
"MAX_COL"
:
{
"alias"
:
"图片分成几列"
,
"type"
:
"number"
,
"default"
:
2
"default"
:
4
},
"MAX_ROW"
:
{
"alias"
:
"图片分成几行"
,
"type"
:
"number"
,
"default"
:
2
"default"
:
4
},
"W"
:
{
"alias"
:
"图片的宽度"
,
"type"
:
"number"
,
"default"
:
6
00
"default"
:
6
18
},
"H"
:
{
"alias"
:
"图片的高度"
,
"type"
:
"number"
,
"default"
:
600
"default"
:
827
},
"GAP"
:
{
"alias"
:
"图片间隙"
,
...
...
@@ -43,28 +43,14 @@
],
"events"
:
{
"in"
:
{
"pictures-
rese
t"
:
{
"alias"
:
"
重置
"
,
"pictures-
star
t"
:
{
"alias"
:
"
开始
"
,
"data"
:
{
"goodsProbability"
:
"[0.2,0.5,0.3]道具概率(雨滴、石头、炸弹),所有概率相加为1"
,
"countDown"
:
"倒计时(s)"
,
"acceleratedSpeed"
:
"道具掉落加速度(单位:每秒)"
"picUrl"
:
"图片路径"
}
},
"pictures-start"
:
{
"alias"
:
"开始"
},
"pictures-revive"
:
{
"alias"
:
"复活"
},
"pictures-pause"
:
{
"alias"
:
"暂停"
},
"pictures-resume"
:
{
"alias"
:
"恢复"
},
"pictures-clear"
:
{
"alias"
:
"清空,通过reset事件恢复"
"pictures-stop"
:
{
"alias"
:
"停止"
}
},
"out"
:
{
...
...
@@ -89,5 +75,5 @@
}
},
"id"
:
"pictures"
,
"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.pictures = 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
var qietu = (function (parent, url, MAX_COL, MAX_ROW) {
\n\t
var W =
600;
\n\t
var H = 600;
\n\t
var GAP = 10;
\n\t
var spr = [];
\n\t
var pos = [];
\n\t
var _loop_1 = function (row) {
\n\t
var _loop_2 = function (col) {
\n\t
var child = engine.Sprite.fromImage(url);
\n\t
spr.push(child);
\n\t
child.scaleX = 1 / MAX_COL;
\n\t
child.scaleY = 1 / MAX_ROW;
\n\t
parent.addChild(child);
\n\t
child.x = col * (W / MAX_COL + GAP);
\n\t
child.y = row * (H / MAX_ROW + GAP);
\n\t
pos.push([child.x, child.y]);
\n\t
child.addEventListener(engine.Event.COMPLETE, function () {
\n\t
var uvs = new Float32Array([
\n\t
col / MAX_COL,
\n\t
row / MAX_ROW,
\n\t
(col + 1) / MAX_COL,
\n\t
row / MAX_ROW,
\n\t
(col + 1) / MAX_COL,
\n\t
(row + 1) / MAX_ROW,
\n\t
col / MAX_COL,
\n\t
(row + 1) / MAX_ROW,
\n\t
]);
\n\t
child.uvs = uvs;
\n\t
});
\n\t
};
\n\t
for (var col = 0; col < MAX_COL; col++) {
\n\t
_loop_2(col);
\n\t
}
\n\t
};
\n\t
for (var row = 0; row < MAX_ROW; row++) {
\n\t
_loop_1(row);
\n\t
}
\n\t
return [spr, pos];
\n\t
});
\n\t
//# sourceMappingURL=qietu.js.map
\n\n\t
function getIndexFromRC(row, col, maxCol) {
\n\t
var index = row * maxCol + col;
\n\t
return index;
\n\t
}
\n\t
function getRandomArray(array) {
\n\t
array.sort(function () {
\n\t
return .5 - Math.random();
\n\t
});
\n\t
}
\n\t
//# sourceMappingURL=utils.js.map
\n\n\t
var MAX_COL;
\n\t
var MAX_ROW;
\n\t
var W;
\n\t
var H;
\n\t
var GAP;
\n\t
var GAME_TIME;
\n\t
var w;
\n\t
var h;
\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._timeCounter = 0;
\n\t
_this.countTime = 10;
\n\t
_this.once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);
\n\t
return _this;
\n\t
}
\n\t
GameView.prototype.start = function () {
\n\t
var _this = this;
\n\t
console.log('on start');
\n\t
engine.globalEvent.dispatchEvent('pictures-time-update', {
\n\t
second: this.getSecond(),
\n\t
});
\n\t
var result = qietu(this.picturesWrapper, props.picUrl, MAX_COL, MAX_ROW);
\n\t
this.pictures = result[0];
\n\t
this.rightList = this.pictures.concat([]);
\n\t
var posList = result[1];
\n\t
getRandomArray(this.pictures);
\n\t
var i = 0;
\n\t
var len;
\n\t
len = this.pictures.length;
\n\t
for (; i < len; i++) {
\n\t
this.dragPic = this.pictures[i];
\n\t
this.pictures[i].addEventListener(engine.MouseEvent.MOUSE_DOWN, this.onDown, this);
\n\t
var _a = posList[i], x = _a[0], y = _a[1];
\n\t
this.dragPic.x = x;
\n\t
this.dragPic.y = y;
\n\t
}
\n\t
this._timer = setInterval(function () {
\n\t
_this.onTimer();
\n\t
}, 1000);
\n\t
};
\n\t
GameView.prototype.onTimer = function () {
\n\t
this._timeCounter++;
\n\t
engine.globalEvent.dispatchEvent('pictures-time-update', {
\n\t
second: this.getSecond(),
\n\t
});
\n\t
if (this.getSecond() == 0) {
\n\t
this.stop();
\n\t
engine.globalEvent.dispatchEvent('pictures-game-fail', {
\n\t
reason: 1
\n\t
});
\n\t
}
\n\t
};
\n\t
GameView.prototype.getSecond = function () {
\n\t
return GAME_TIME - this._timeCounter;
\n\t
};
\n\t
GameView.prototype.stop = function () {
\n\t
this._timeCounter = 0;
\n\t
clearInterval(this._timer);
\n\t
};
\n\t
GameView.prototype.createRects = function () { };
\n\t
GameView.prototype.setup = function () {
\n\t
MAX_COL = props.MAX_COL;
\n\t
MAX_ROW = props.MAX_ROW;
\n\t
GAME_TIME = props.GAME_TIME;
\n\t
W = props.W;
\n\t
H = props.H;
\n\t
GAP = props.GAP;
\n\t
w = W / MAX_COL;
\n\t
h = H / MAX_ROW;
\n\t
console.log('onSteup', props);
\n\t
var parent = new engine.Sprite();
\n\t
this.picturesWrapper = parent;
\n\t
this.addChild(parent);
\n\t
};
\n\t
GameView.prototype.onDown = function (e) {
\n\t
this.dragPic = e.target;
\n\t
this.picturesWrapper.addChild(this.dragPic);
\n\t
this.localPicX = e.localX / MAX_COL;
\n\t
this.localPicY = e.localY / MAX_ROW;
\n\t
this.distanceX = this.dragPic.x;
\n\t
this.distanceY = this.dragPic.y;
\n\t
this.indexI = this.distanceX / (w + GAP);
\n\t
this.indexJ = this.distanceY / (h + GAP);
\n\t
this.index = (this.indexI - 1) * MAX_COL + this.indexJ;
\n\t
this.centerX = e.clientX + w / 2;
\n\t
this.centerY = e.clientY + h / 2;
\n\t
this.stage.addEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMove, this);
\n\t
this.stage.addEventListener(engine.MouseEvent.MOUSE_UP, this.stageOnUp, this);
\n\t
};
\n\t
GameView.prototype.stageOnUp = function (e) {
\n\t
this.stage.removeEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMove, this);
\n\t
var curJ = Math.floor(this.centerX / (w + GAP));
\n\t
var curI = Math.floor(this.centerY / (h + GAP));
\n\t
if (curJ < MAX_COL && curI < MAX_ROW) {
\n\t
var index = getIndexFromRC(curI, curJ, MAX_COL);
\n\t
var dropPic = this.pictures[index];
\n\t
var dropPicX = dropPic.x;
\n\t
var dropPicy = dropPic.y;
\n\t
dropPic.x = this.distanceX;
\n\t
dropPic.y = this.distanceY;
\n\t
this.dragPic.x = dropPicX;
\n\t
this.dragPic.y = dropPicy;
\n\t
var dropPicIndex = this.pictures.indexOf(dropPic);
\n\t
var dragPicIndex = this.pictures.indexOf(this.dragPic);
\n\t
this.pictures[dropPicIndex] = this.dragPic;
\n\t
this.pictures[dragPicIndex] = dropPic;
\n\t
var result = true;
\n\t
for (var j = 0; j < this.rightList.length; j++) {
\n\t
if (this.rightList[j] != this.pictures[j]) {
\n\t
result = false;
\n\t
break;
\n\t
}
\n\t
}
\n\t
if (result) {
\n\t
this.onSuccess();
\n\t
}
\n\t
}
\n\t
this.stage.removeEventListener(engine.MouseEvent.MOUSE_UP, this.stageOnUp, this);
\n\t
};
\n\t
GameView.prototype.onSuccess = function () {
\n\t
console.log('拼图成功!');
\n\t
this.stop();
\n\t
engine.globalEvent.dispatchEvent('pictures-game-success', {});
\n\t
};
\n\t
GameView.prototype.onMove = function (e) {
\n\t
this.dragPic.x = e.stageX - this.localPicX;
\n\t
this.dragPic.y = e.stageY - this.localPicY;
\n\t
this.centerX = this.dragPic.x + w / 2;
\n\t
this.centerY = this.dragPic.y + h / 2;
\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('pictures-start', _this.start, _this);
\n\t
engine.globalEvent.addEventListener('pictures-stop', _this.stop, _this);
\n\t
var gameView = _this._gameView = new GameView();
\n\t
_this.addChild(gameView);
\n\t
return _this;
\n\t
}
\n\t
GameWrapper.prototype.start = function (event) {
\n\t
injectProps(event.data);
\n\t
this._gameView.start();
\n\t
};
\n\t
GameWrapper.prototype.stop = function (event) {
\n\t
this._gameView.stop();
\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.pictures = 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
var qietu = (function (parent, url, MAX_COL, MAX_ROW) {
\n\t
var W =
props.W;
\n\t
var H = props.H;
\n\t
var GAP = props.GAP;
\n\t
var spr = [];
\n\t
var pos = [];
\n\t
var _loop_1 = function (row) {
\n\t
var _loop_2 = function (col) {
\n\t
var child = engine.Sprite.fromImage(url);
\n\t
spr.push(child);
\n\t
child.scaleX = 1 / MAX_COL;
\n\t
child.scaleY = 1 / MAX_ROW;
\n\t
parent.addChild(child);
\n\t
child.x = col * (W / MAX_COL + GAP);
\n\t
child.y = row * (H / MAX_ROW + GAP);
\n\t
pos.push([child.x, child.y]);
\n\t
child.addEventListener(engine.Event.COMPLETE, function () {
\n\t
var uvs = new Float32Array([
\n\t
col / MAX_COL,
\n\t
row / MAX_ROW,
\n\t
(col + 1) / MAX_COL,
\n\t
row / MAX_ROW,
\n\t
(col + 1) / MAX_COL,
\n\t
(row + 1) / MAX_ROW,
\n\t
col / MAX_COL,
\n\t
(row + 1) / MAX_ROW,
\n\t
]);
\n\t
child.uvs = uvs;
\n\t
});
\n\t
};
\n\t
for (var col = 0; col < MAX_COL; col++) {
\n\t
_loop_2(col);
\n\t
}
\n\t
};
\n\t
for (var row = 0; row < MAX_ROW; row++) {
\n\t
_loop_1(row);
\n\t
}
\n\t
return [spr, pos];
\n\t
});
\n\t
//# sourceMappingURL=qietu.js.map
\n\n\t
function getIndexFromRC(row, col, maxCol) {
\n\t
var index = row * maxCol + col;
\n\t
return index;
\n\t
}
\n\t
function getRandomArray(array) {
\n\t
array.sort(function () {
\n\t
return .5 - Math.random();
\n\t
});
\n\t
}
\n\t
//# sourceMappingURL=utils.js.map
\n\n\t
var MAX_COL;
\n\t
var MAX_ROW;
\n\t
var W;
\n\t
var H;
\n\t
var GAP;
\n\t
var GAME_TIME;
\n\t
var w;
\n\t
var h;
\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._timeCounter = 0;
\n\t
_this.countTime = 10;
\n\t
_this.once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);
\n\t
return _this;
\n\t
}
\n\t
GameView.prototype.start = function () {
\n\t
var _this = this;
\n\t
console.log('on start');
\n\t
engine.globalEvent.dispatchEvent('pictures-time-update', {
\n\t
second: this.getSecond(),
\n\t
});
\n\t
var result = qietu(this.picturesWrapper, props.picUrl, MAX_COL, MAX_ROW);
\n\t
this.pictures = result[0];
\n\t
this.rightList = this.pictures.concat([]);
\n\t
var posList = result[1];
\n\t
getRandomArray(this.pictures);
\n\t
var i = 0;
\n\t
var len;
\n\t
len = this.pictures.length;
\n\t
for (; i < len; i++) {
\n\t
this.dragPic = this.pictures[i];
\n\t
this.pictures[i].addEventListener(engine.MouseEvent.MOUSE_DOWN, this.onDown, this);
\n\t
var _a = posList[i], x = _a[0], y = _a[1];
\n\t
this.dragPic.x = x;
\n\t
this.dragPic.y = y;
\n\t
}
\n\t
this._timer = setInterval(function () {
\n\t
_this.onTimer();
\n\t
}, 1000);
\n\t
};
\n\t
GameView.prototype.onTimer = function () {
\n\t
this._timeCounter++;
\n\t
engine.globalEvent.dispatchEvent('pictures-time-update', {
\n\t
second: this.getSecond(),
\n\t
});
\n\t
if (this.getSecond() == 0) {
\n\t
this.stop();
\n\t
engine.globalEvent.dispatchEvent('pictures-game-fail', {
\n\t
reason: 1
\n\t
});
\n\t
}
\n\t
};
\n\t
GameView.prototype.getSecond = function () {
\n\t
return GAME_TIME - this._timeCounter;
\n\t
};
\n\t
GameView.prototype.stop = function () {
\n\t
this._timeCounter = 0;
\n\t
clearInterval(this._timer);
\n\t
};
\n\t
GameView.prototype.createRects = function () { };
\n\t
GameView.prototype.setup = function () {
\n\t
MAX_COL = props.MAX_COL;
\n\t
MAX_ROW = props.MAX_ROW;
\n\t
GAME_TIME = props.GAME_TIME;
\n\t
W = props.W;
\n\t
H = props.H;
\n\t
GAP = props.GAP;
\n\t
w = W / MAX_COL;
\n\t
h = H / MAX_ROW;
\n\t
console.log('onSteup', props);
\n\t
var parent = new engine.Sprite();
\n\t
this.picturesWrapper = parent;
\n\t
this.addChild(parent);
\n\t
};
\n\t
GameView.prototype.onDown = function (e) {
\n\t
this.dragPic = e.target;
\n\t
this.picturesWrapper.addChild(this.dragPic);
\n\t
this.localPicX = e.localX / MAX_COL;
\n\t
this.localPicY = e.localY / MAX_ROW;
\n\t
this.distanceX = this.dragPic.x;
\n\t
this.distanceY = this.dragPic.y;
\n\t
this.indexI = this.distanceX / (w + GAP);
\n\t
this.indexJ = this.distanceY / (h + GAP);
\n\t
this.index = (this.indexI - 1) * MAX_COL + this.indexJ;
\n\t
this.centerX = e.clientX + w / 2;
\n\t
this.centerY = e.clientY + h / 2;
\n\t
this.stage.addEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMove, this);
\n\t
this.stage.addEventListener(engine.MouseEvent.MOUSE_UP, this.stageOnUp, this);
\n\t
};
\n\t
GameView.prototype.stageOnUp = function (e) {
\n\t
this.stage.removeEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMove, this);
\n\t
var curJ = Math.floor(this.centerX / (w + GAP));
\n\t
var curI = Math.floor(this.centerY / (h + GAP));
\n\t
if (curJ < MAX_COL && curI < MAX_ROW) {
\n\t
var index = getIndexFromRC(curI, curJ, MAX_COL);
\n\t
var dropPic = this.pictures[index];
\n\t
var dropPicX = dropPic.x;
\n\t
var dropPicy = dropPic.y;
\n\t
dropPic.x = this.distanceX;
\n\t
dropPic.y = this.distanceY;
\n\t
this.dragPic.x = dropPicX;
\n\t
this.dragPic.y = dropPicy;
\n\t
var dropPicIndex = this.pictures.indexOf(dropPic);
\n\t
var dragPicIndex = this.pictures.indexOf(this.dragPic);
\n\t
this.pictures[dropPicIndex] = this.dragPic;
\n\t
this.pictures[dragPicIndex] = dropPic;
\n\t
var result = true;
\n\t
for (var j = 0; j < this.rightList.length; j++) {
\n\t
if (this.rightList[j] != this.pictures[j]) {
\n\t
result = false;
\n\t
break;
\n\t
}
\n\t
}
\n\t
if (result) {
\n\t
this.onSuccess();
\n\t
}
\n\t
}
\n\t
this.stage.removeEventListener(engine.MouseEvent.MOUSE_UP, this.stageOnUp, this);
\n\t
};
\n\t
GameView.prototype.onSuccess = function () {
\n\t
console.log('拼图成功!');
\n\t
this.stop();
\n\t
engine.globalEvent.dispatchEvent('pictures-game-success', {});
\n\t
};
\n\t
GameView.prototype.onMove = function (e) {
\n\t
this.dragPic.x = e.stageX - this.localPicX;
\n\t
this.dragPic.y = e.stageY - this.localPicY;
\n\t
this.centerX = this.dragPic.x + w / 2;
\n\t
this.centerY = this.dragPic.y + h / 2;
\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('pictures-start', _this.start, _this);
\n\t
engine.globalEvent.addEventListener('pictures-stop', _this.stop, _this);
\n\t
var gameView = _this._gameView = new GameView();
\n\t
_this.addChild(gameView);
\n\t
return _this;
\n\t
}
\n\t
GameWrapper.prototype.start = function (event) {
\n\t
injectProps(event.data);
\n\t
this._gameView.start();
\n\t
};
\n\t
GameWrapper.prototype.stop = function (event) {
\n\t
this._gameView.stop();
\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/pictures/debug/app.js
View file @
15f1811a
...
...
@@ -47,7 +47,7 @@ function launchWithCustomModule(customModule) {
setTimeout
(()
=>
{
engine
.
globalEvent
.
dispatchEvent
(
'pictures-start'
,
{
picUrl
:
"http://yun.duiba.com.cn/aurora/assets/
fb06e66c26f17b00f677367bd7571a1aa9b1ade4
.png"
picUrl
:
"http://yun.duiba.com.cn/aurora/assets/
e1593b97c27077b85b92f7eaaeae1ed64a1eb79a
.png"
});
},
500
);
...
...
src/custom/pictures/debug/main.js
View file @
15f1811a
...
...
@@ -15,9 +15,9 @@
//# sourceMappingURL=props.js.map
var
qietu
=
(
function
(
parent
,
url
,
MAX_COL
,
MAX_ROW
)
{
var
W
=
600
;
var
H
=
600
;
var
GAP
=
10
;
var
W
=
props
.
W
;
var
H
=
props
.
H
;
var
GAP
=
props
.
GAP
;
var
spr
=
[];
var
pos
=
[];
var
_loop_1
=
function
(
row
)
{
...
...
@@ -200,6 +200,7 @@
};
return
GameView
;
}(
engine
.
Container
));
//# sourceMappingURL=GameView.js.map
var
GameWrapper
=
(
function
(
_super
)
{
tslib
.
__extends
(
GameWrapper
,
_super
);
...
...
src/custom/pictures/debug/main.js.map
View file @
15f1811a
{"version":3,"file":"index.js","sources":["src/custom/pictures/src/props.ts","src/custom/pictures/src/game/qietu.ts","src/custom/pictures/src/game/utils.ts","src/custom/pictures/src/game/GameView.ts","src/custom/pictures/src/game/GameWrapper.ts","src/custom/pictures/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","export default (parent, url,MAX_COL,MAX_ROW) => {\n\n const W = 600;\n const H = 600;\n const GAP = 10;\n\n const spr = [];\n const pos = []\n\n for (let row = 0; row < MAX_ROW; row++) {\n for (let col = 0; col < MAX_COL; col++) {\n\n const child = engine.Sprite.fromImage(url);\n spr.push(child);\n\n child.scaleX = 1 / MAX_COL;\n child.scaleY = 1 / MAX_ROW;\n parent.addChild(child);\n child.x = col * (W / MAX_COL + GAP);\n child.y = row * (H / MAX_ROW + GAP);\n pos.push([child.x,child.y]);\n child.addEventListener(engine.Event.COMPLETE, () => {\n const uvs = new Float32Array([\n col / MAX_COL,\n row / MAX_ROW,\n (col + 1) / MAX_COL,\n row / MAX_ROW,\n (col + 1) / MAX_COL,\n (row + 1) / MAX_ROW,\n col / MAX_COL,\n (row + 1) / MAX_ROW,\n ]);\n\n child.uvs = uvs;\n // spr.push(child);\n });\n }\n }\n // console.log(spr);\n return [spr,pos];\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\nexport function getIndexFromRC(row,col,maxCol){\n\tlet index = row * maxCol + col \n\treturn index\n}\n\n\n\n\nexport function getRandomArray(array){\n\tarray.sort(function() {\n\t\treturn .5 - Math.random();\n\t});\n}","/**\n * Created by rockyl on 2018/8/16.\n */\n\nimport { props } from \"../props\";\nimport qietu from \"./qietu\";\nimport { getIndexFromRC, getRandomArray } from \"./utils\";\nimport ObjectPool = engine.ObjectPool;\n\nlet MAX_COL;\nlet MAX_ROW;\nlet W;\nlet H;\nlet GAP;\nlet GAME_TIME;\n// 每张图片宽\nlet w;\n// 每张图片高\nlet h;\nexport default class GameView extends engine.Container {\n private _timer;\n private _timeCounter = 0;\n\n start() {\n console.log('on start')\n engine.globalEvent.dispatchEvent('pictures-time-update', {\n second: this.getSecond(),\n });\n\n // 图片一维数组\n const result = qietu(this.picturesWrapper, props.picUrl, MAX_COL, MAX_ROW);\n this.pictures = result[0];\n this.rightList = this.pictures.concat([]);\n const posList = result[1];\n getRandomArray(this.pictures);\n\n let i = 0;\n let len;\n len = this.pictures.length;\n \n\n for (; i < len; i++) {\n this.dragPic = this.pictures[i];\n this.pictures[i].addEventListener(\n engine.MouseEvent.MOUSE_DOWN,\n this.onDown,\n this\n );\n const [x, y] = posList[i];\n this.dragPic.x = x;\n this.dragPic.y = y;\n }\n\n this._timer = setInterval(() => {\n this.onTimer();\n }, 1000)\n }\n\n\n onTimer() {\n this._timeCounter++;\n engine.globalEvent.dispatchEvent('pictures-time-update', {\n second: this.getSecond(),\n });\n\n if (this.getSecond() == 0) {\n this.stop();\n engine.globalEvent.dispatchEvent('pictures-game-fail', {\n reason: 1\n });\n }\n }\n\n getSecond() {\n return GAME_TIME - this._timeCounter;\n }\n\n stop() {\n this._timeCounter = 0;\n clearInterval(this._timer);\n }\n\n constructor() {\n super();\n this.once(engine.Event.ADDED_TO_STAGE, this.setup, this);\n }\n\n //当前图片对象\n dragPic;\n\n localPicX;\n localPicY;\n\n distanceX;\n distanceY;\n\n centerX: number;\n centerY: number;\n\n pictures;\n\n // 点击图片时的索引\n index;\n indexI: number;\n indexJ: number;\n rightList: engine.Sprite[];\n\n // 倒计时时间\n countTime = 10;\n\n private picturesWrapper: engine.Sprite;\n\n createRects() { }\n setup() {\n MAX_COL = props.MAX_COL;\n MAX_ROW = props.MAX_ROW;\n GAME_TIME = props.GAME_TIME;\n W = props.W;\n H = props.H;\n GAP = props.GAP;\n // 每张图片宽\n w = W / MAX_COL;\n // 每张图片高\n h = H / MAX_ROW;\n\n console.log('onSteup', props);\n\n const parent = new engine.Sprite();\n this.picturesWrapper = parent;\n this.addChild(parent);\n }\n\n onDown(e: engine.MouseEvent) {\n // console.log(e);\n\n // 创建一个图片对象接收当前位置信息\n this.dragPic = e.target;\n this.picturesWrapper.addChild(this.dragPic);\n\n // 鼠标的偏移量\n this.localPicX = e.localX / MAX_COL;\n this.localPicY = e.localY / MAX_ROW;\n\n // 最开始图片的位置\n this.distanceX = this.dragPic.x;\n this.distanceY = this.dragPic.y;\n\n // 最开始点击的图片的索引值\n this.indexI = this.distanceX / (w + GAP);\n this.indexJ = this.distanceY / (h + GAP);\n this.index = (this.indexI - 1) * MAX_COL + this.indexJ;\n\n // 图片的中心位置\n this.centerX = e.clientX + w / 2;\n this.centerY = e.clientY + h / 2;\n\n this.stage.addEventListener(\n engine.MouseEvent.MOUSE_MOVE,\n this.onMove,\n this\n );\n this.stage.addEventListener(\n engine.MouseEvent.MOUSE_UP,\n this.stageOnUp,\n this\n );\n\n }\n\n stageOnUp(e) {\n this.stage.removeEventListener(\n engine.MouseEvent.MOUSE_MOVE,\n this.onMove,\n this\n );\n\n // 判断图片是否进入另一张图片的范围内\n // 图片第几行第几列\n let curJ = Math.floor(this.centerX / (w + GAP));\n let curI = Math.floor(this.centerY / (h + GAP));\n\n\n // 点击图片的位置\n\n if (curJ < MAX_COL && curI < MAX_ROW) {\n\n // 获取交互图片的索引值\n let index = getIndexFromRC(curI, curJ, MAX_COL);\n // console.log(index);\n\n //要交换的图片\n let dropPic = this.pictures[index];\n\n let dropPicX = dropPic.x;\n let dropPicy = dropPic.y;\n\n dropPic.x = this.distanceX;\n dropPic.y = this.distanceY;\n\n this.dragPic.x = dropPicX;\n this.dragPic.y = dropPicy;\n\n // 交换之后索引也需要交换\n\n const dropPicIndex = this.pictures.indexOf(dropPic);\n const dragPicIndex = this.pictures.indexOf(this.dragPic);\n\n this.pictures[dropPicIndex] = this.dragPic;\n this.pictures[dragPicIndex] = dropPic;\n\n let result = true;\n for (let j = 0; j < this.rightList.length; j++) {\n if (this.rightList[j] != this.pictures[j]) {\n result = false;\n break;\n }\n }\n\n if (result) {\n this.onSuccess();\n\n }\n }\n\n this.stage.removeEventListener(\n engine.MouseEvent.MOUSE_UP,\n this.stageOnUp,\n this\n );\n }\n\n private onSuccess() {\n console.log('拼图成功!');\n this.stop();\n engine.globalEvent.dispatchEvent('pictures-game-success', {});\n }\n\n onMove(e: engine.MouseEvent) {\n // 当前图片的位置\n this.dragPic.x = e.stageX - this.localPicX;\n this.dragPic.y = e.stageY - this.localPicY;\n\n // 当前图片的中心位置\n this.centerX = this.dragPic.x + w / 2;\n this.centerY = this.dragPic.y + h / 2;\n\n }\n\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\t// private _status;\n\tprivate _gameView: GameView;\n\n\n\n\n\n\tconstructor() {\n\t\tsuper();\n\n\t\tengine.globalEvent.addEventListener('pictures-start', this.start, this);\n\t\tengine.globalEvent.addEventListener('pictures-stop', this.stop, this);\n\n\t\t//创建实例\n\t\tlet gameView = this._gameView = new GameView();\n\t\tthis.addChild(gameView);\n\n\t}\n\n\tstart(event: engine.Event) {\n\t\tinjectProps(event.data);\n\n\t\t// this._status = 1;\n\n\t\tthis._gameView.start();\n\t}\n\tstop(event: engine.Event) {\n\t\t\n\t\tthis._gameView.stop();\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\t\n\treturn 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\ No newline at end of file
{"version":3,"file":"index.js","sources":["src/custom/pictures/src/props.ts","src/custom/pictures/src/game/qietu.ts","src/custom/pictures/src/game/utils.ts","src/custom/pictures/src/game/GameView.ts","src/custom/pictures/src/game/GameWrapper.ts","src/custom/pictures/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","import { props } from \"../props\";\nexport default (parent, url, MAX_COL, MAX_ROW) => {\n\n const W = props.W;\n const H = props.H;\n const GAP = props.GAP;\n\n const spr = [];\n const pos = []\n\n for (let row = 0; row < MAX_ROW; row++) {\n for (let col = 0; col < MAX_COL; col++) {\n\n const child = engine.Sprite.fromImage(url);\n spr.push(child);\n\n child.scaleX = 1 / MAX_COL;\n child.scaleY = 1 / MAX_ROW;\n parent.addChild(child);\n child.x = col * (W / MAX_COL + GAP);\n child.y = row * (H / MAX_ROW + GAP);\n pos.push([child.x, child.y]);\n child.addEventListener(engine.Event.COMPLETE, () => {\n const uvs = new Float32Array([\n col / MAX_COL,\n row / MAX_ROW,\n (col + 1) / MAX_COL,\n row / MAX_ROW,\n (col + 1) / MAX_COL,\n (row + 1) / MAX_ROW,\n col / MAX_COL,\n (row + 1) / MAX_ROW,\n ]);\n\n child.uvs = uvs;\n // spr.push(child);\n });\n }\n }\n // console.log(spr);\n return [spr, pos];\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\nexport function getIndexFromRC(row,col,maxCol){\n\tlet index = row * maxCol + col \n\treturn index\n}\n\n\n\n\nexport function getRandomArray(array){\n\tarray.sort(function() {\n\t\treturn .5 - Math.random();\n\t});\n}","/**\n * Created by rockyl on 2018/8/16.\n */\n\nimport { props } from \"../props\";\nimport qietu from \"./qietu\";\nimport { getIndexFromRC, getRandomArray } from \"./utils\";\nimport ObjectPool = engine.ObjectPool;\n\nlet MAX_COL;\nlet MAX_ROW;\nlet W;\nlet H;\nlet GAP;\nlet GAME_TIME;\n// 每张图片宽\nlet w;\n// 每张图片高\nlet h;\nexport default class GameView extends engine.Container {\n private _timer;\n private _timeCounter = 0;\n\n start() {\n console.log('on start')\n engine.globalEvent.dispatchEvent('pictures-time-update', {\n second: this.getSecond(),\n });\n\n // 图片一维数组\n const result = qietu(this.picturesWrapper, props.picUrl, MAX_COL, MAX_ROW);\n this.pictures = result[0];\n this.rightList = this.pictures.concat([]);\n const posList = result[1];\n getRandomArray(this.pictures);\n\n let i = 0;\n let len;\n len = this.pictures.length;\n \n\n for (; i < len; i++) {\n this.dragPic = this.pictures[i];\n this.pictures[i].addEventListener(\n engine.MouseEvent.MOUSE_DOWN,\n this.onDown,\n this\n );\n const [x, y] = posList[i];\n this.dragPic.x = x;\n this.dragPic.y = y;\n }\n\n this._timer = setInterval(() => {\n this.onTimer();\n }, 1000)\n }\n\n\n onTimer() {\n this._timeCounter++;\n engine.globalEvent.dispatchEvent('pictures-time-update', {\n second: this.getSecond(),\n });\n\n if (this.getSecond() == 0) {\n this.stop();\n engine.globalEvent.dispatchEvent('pictures-game-fail', {\n reason: 1\n });\n }\n }\n\n getSecond() {\n return GAME_TIME - this._timeCounter;\n }\n\n stop() {\n this._timeCounter = 0;\n clearInterval(this._timer);\n }\n\n constructor() {\n super();\n this.once(engine.Event.ADDED_TO_STAGE, this.setup, this);\n }\n\n //当前图片对象\n dragPic;\n\n localPicX;\n localPicY;\n\n distanceX;\n distanceY;\n\n centerX: number;\n centerY: number;\n\n pictures;\n\n // 点击图片时的索引\n index;\n indexI: number;\n indexJ: number;\n rightList: engine.Sprite[];\n\n // 倒计时时间\n countTime = 10;\n\n private picturesWrapper: engine.Sprite;\n\n createRects() { }\n setup() {\n MAX_COL = props.MAX_COL;\n MAX_ROW = props.MAX_ROW;\n GAME_TIME = props.GAME_TIME;\n W = props.W;\n H = props.H;\n GAP = props.GAP;\n // 每张图片宽\n w = W / MAX_COL;\n // 每张图片高\n h = H / MAX_ROW;\n\n console.log('onSteup', props);\n\n const parent = new engine.Sprite();\n this.picturesWrapper = parent;\n this.addChild(parent);\n }\n\n onDown(e: engine.MouseEvent) {\n // console.log(e);\n\n // 创建一个图片对象接收当前位置信息\n this.dragPic = e.target;\n this.picturesWrapper.addChild(this.dragPic);\n\n // 鼠标的偏移量\n this.localPicX = e.localX / MAX_COL;\n this.localPicY = e.localY / MAX_ROW;\n\n // 最开始图片的位置\n this.distanceX = this.dragPic.x;\n this.distanceY = this.dragPic.y;\n\n // 最开始点击的图片的索引值\n this.indexI = this.distanceX / (w + GAP);\n this.indexJ = this.distanceY / (h + GAP);\n this.index = (this.indexI - 1) * MAX_COL + this.indexJ;\n\n // 图片的中心位置\n this.centerX = e.clientX + w / 2;\n this.centerY = e.clientY + h / 2;\n\n this.stage.addEventListener(\n engine.MouseEvent.MOUSE_MOVE,\n this.onMove,\n this\n );\n this.stage.addEventListener(\n engine.MouseEvent.MOUSE_UP,\n this.stageOnUp,\n this\n );\n\n }\n\n stageOnUp(e) {\n this.stage.removeEventListener(\n engine.MouseEvent.MOUSE_MOVE,\n this.onMove,\n this\n );\n\n // 判断图片是否进入另一张图片的范围内\n // 图片第几行第几列\n let curJ = Math.floor(this.centerX / (w + GAP));\n let curI = Math.floor(this.centerY / (h + GAP));\n\n\n // 点击图片的位置\n\n if (curJ < MAX_COL && curI < MAX_ROW) {\n\n // 获取交互图片的索引值\n let index = getIndexFromRC(curI, curJ, MAX_COL);\n // console.log(index);\n\n //要交换的图片\n let dropPic = this.pictures[index];\n\n let dropPicX = dropPic.x;\n let dropPicy = dropPic.y;\n\n dropPic.x = this.distanceX;\n dropPic.y = this.distanceY;\n\n this.dragPic.x = dropPicX;\n this.dragPic.y = dropPicy;\n\n // 交换之后索引也需要交换\n\n const dropPicIndex = this.pictures.indexOf(dropPic);\n const dragPicIndex = this.pictures.indexOf(this.dragPic);\n\n this.pictures[dropPicIndex] = this.dragPic;\n this.pictures[dragPicIndex] = dropPic;\n\n let result = true;\n for (let j = 0; j < this.rightList.length; j++) {\n if (this.rightList[j] != this.pictures[j]) {\n result = false;\n break;\n }\n }\n\n if (result) {\n this.onSuccess();\n\n }\n }\n\n this.stage.removeEventListener(\n engine.MouseEvent.MOUSE_UP,\n this.stageOnUp,\n this\n );\n }\n\n private onSuccess() {\n console.log('拼图成功!');\n this.stop();\n engine.globalEvent.dispatchEvent('pictures-game-success', {});\n }\n\n onMove(e: engine.MouseEvent) {\n // 当前图片的位置\n this.dragPic.x = e.stageX - this.localPicX;\n this.dragPic.y = e.stageY - this.localPicY;\n\n // 当前图片的中心位置\n this.centerX = this.dragPic.x + w / 2;\n this.centerY = this.dragPic.y + h / 2;\n\n }\n\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\t// private _status;\n\tprivate _gameView: GameView;\n\n\n\n\n\n\tconstructor() {\n\t\tsuper();\n\n\t\tengine.globalEvent.addEventListener('pictures-start', this.start, this);\n\t\tengine.globalEvent.addEventListener('pictures-stop', this.stop, this);\n\n\t\t//创建实例\n\t\tlet gameView = this._gameView = new GameView();\n\t\tthis.addChild(gameView);\n\n\t}\n\n\tstart(event: engine.Event) {\n\t\tinjectProps(event.data);\n\n\t\t// this._status = 1;\n\n\t\tthis._gameView.start();\n\t}\n\tstop(event: engine.Event) {\n\t\t\n\t\tthis._gameView.stop();\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 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\ No newline at end of file
src/custom/pictures/meta.json
View file @
15f1811a
...
...
@@ -5,22 +5,22 @@
"MAX_COL"
:
{
"alias"
:
"图片分成几列"
,
"type"
:
"number"
,
"default"
:
2
"default"
:
4
},
"MAX_ROW"
:
{
"alias"
:
"图片分成几行"
,
"type"
:
"number"
,
"default"
:
2
"default"
:
4
},
"W"
:
{
"alias"
:
"图片的宽度"
,
"type"
:
"number"
,
"default"
:
6
00
"default"
:
6
18
},
"H"
:
{
"alias"
:
"图片的高度"
,
"type"
:
"number"
,
"default"
:
600
"default"
:
827
},
"GAP"
:
{
"alias"
:
"图片间隙"
,
...
...
@@ -44,28 +44,15 @@
],
"events"
:
{
"in"
:
{
"pictures-reset"
:
{
"alias"
:
"重置"
,
"pictures-start"
:
{
"alias"
:
"开始"
,
"data"
:
{
"goodsProbability"
:
"[0.2,0.5,0.3]道具概率(雨滴、石头、炸弹),所有概率相加为1"
,
"countDown"
:
"倒计时(s)"
,
"acceleratedSpeed"
:
"道具掉落加速度(单位:每秒)"
"picUrl"
:
"图片路径"
}
},
"pictures-start"
:
{
"alias"
:
"开始"
},
"pictures-revive"
:
{
"alias"
:
"复活"
},
"pictures-pause"
:
{
"alias"
:
"暂停"
},
"pictures-resume"
:
{
"alias"
:
"恢复"
},
"pictures-clear"
:
{
"alias"
:
"清空,通过reset事件恢复"
"pictures-stop"
:
{
"alias"
:
"停止"
}
},
"out"
:
{
...
...
src/custom/pictures/src/game/qietu.ts
View file @
15f1811a
export
default
(
parent
,
url
,
MAX_COL
,
MAX_ROW
)
=>
{
import
{
props
}
from
"../props"
;
export
default
(
parent
,
url
,
MAX_COL
,
MAX_ROW
)
=>
{
const
W
=
600
;
const
H
=
600
;
const
GAP
=
10
;
const
W
=
props
.
W
;
const
H
=
props
.
H
;
const
GAP
=
props
.
GAP
;
const
spr
=
[];
const
pos
=
[]
...
...
@@ -18,7 +19,7 @@ export default (parent, url,MAX_COL,MAX_ROW) => {
parent
.
addChild
(
child
);
child
.
x
=
col
*
(
W
/
MAX_COL
+
GAP
);
child
.
y
=
row
*
(
H
/
MAX_ROW
+
GAP
);
pos
.
push
([
child
.
x
,
child
.
y
]);
pos
.
push
([
child
.
x
,
child
.
y
]);
child
.
addEventListener
(
engine
.
Event
.
COMPLETE
,
()
=>
{
const
uvs
=
new
Float32Array
([
col
/
MAX_COL
,
...
...
@@ -37,5 +38,5 @@ export default (parent, url,MAX_COL,MAX_ROW) => {
}
}
// console.log(spr);
return
[
spr
,
pos
];
return
[
spr
,
pos
];
};
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