Commit 21a3813f authored by 汪欢's avatar 汪欢

Merge branch 'dev' of http://gitlab2.dui88.com/laoqifeng/zeroing-libs into dev

parents 2a1e1b52 33823dbd
...@@ -45,10 +45,23 @@ ...@@ -45,10 +45,23 @@
}, },
"assets": [ "assets": [
{ {
<<<<<<< HEAD
"name": "遮罩", "name": "遮罩",
"url": "//yun.duiba.com.cn/aurora/assets/5b3e30496b2d9fdafb0cf3835fd6704ce10e45b4.png", "url": "//yun.duiba.com.cn/aurora/assets/5b3e30496b2d9fdafb0cf3835fd6704ce10e45b4.png",
"uuid": "888", "uuid": "888",
"ext": ".png" "ext": ".png"
=======
"name": "block",
"url": "//yun.duiba.com.cn/aurora/assets/f91184b338ef9540b167eebe7d58e71402e8d9d9.png",
"uuid": "888",
"ext": ".png"
},
{
"name": "ball",
"url": "//yun.duiba.com.cn/aurora/assets/3dc11f2d91659b7e7e1d06a9853cbc9f818e1ea2.png",
"uuid": "999",
"ext": ".png"
>>>>>>> 33823dbdb9c3b079aa71a545ab5472146df6429b
} }
], ],
"events": { "events": {
...@@ -89,5 +102,9 @@ ...@@ -89,5 +102,9 @@
} }
}, },
"id": "p2demo", "id": "p2demo",
<<<<<<< HEAD
"code": "(function (global, factory) {\n typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('tslib')) :\n typeof define === 'function' && define.amd ? define(['tslib'], factory) :\n (global = global || self, global.p2demo = factory(global.tslib));\n}(this, (function (tslib) { 'use strict';\n\n var GameView = (function (_super) {\r\n tslib.__extends(GameView, _super);\r\n function GameView() {\r\n var _this = _super.call(this) || this;\r\n _this.factor = 10;\r\n _this.isDebug = 1;\r\n _this.once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);\r\n return _this;\r\n }\r\n GameView.prototype.createBall = function (r) {\r\n var shape = new engine.Shape();\r\n shape.beginFill(0xfff000);\r\n shape.drawCircle(0, 0, r);\r\n shape.endFill();\r\n return shape;\r\n };\r\n GameView.prototype.start = function () {\r\n console.log('start');\r\n this.stage.addEventListener(engine.MouseEvent.CLICK, this.onClick, this);\r\n };\r\n GameView.prototype.createBox = function (width, height) {\r\n var shape = new engine.Shape();\r\n shape.beginFill(0xfff000);\r\n shape.drawRect(-width / 2, -height / 2, width, height);\r\n shape.endFill();\r\n return shape;\r\n };\r\n GameView.prototype.onClick = function (e) {\r\n var _a = this, world = _a.world, factor = _a.factor;\r\n var positionX = (e.stageX / factor);\r\n var positionY = ((engine.gameStage.stage.height - e.stageY) / factor);\r\n var display;\r\n if (Math.random() > .5) {\r\n var boxShape = new p2.Box({ width: 200 / factor, height: 100 / factor });\r\n var boxBody = new p2.Body({ mass: 1, position: [positionX, positionY], angularVelocity: 1 });\r\n boxBody.addShape(boxShape);\r\n world.addBody(boxBody);\r\n if (this.isDebug) {\r\n display = this.createBox(boxShape.width * factor, boxShape.height * factor);\r\n }\r\n }\r\n else {\r\n var boxShape = new p2.Circle({ radius: 200 / 2 / factor });\r\n var boxBody = new p2.Body({ mass: 1, position: [positionX, positionY] });\r\n boxBody.addShape(boxShape);\r\n world.addBody(boxBody);\r\n if (this.isDebug) {\r\n display = this.createBall(boxShape.radius * factor);\r\n }\r\n }\r\n boxBody.displays = [display];\r\n this.addChild(display);\r\n };\r\n GameView.prototype.setup = function () {\r\n console.log('setup');\r\n var world = new p2.World({});\r\n world.sleepMode = p2.World.BODY_SLEEPING;\r\n var planeShape = new p2.Plane();\r\n var planeBody = new p2.Body();\r\n planeBody.addShape(planeShape);\r\n planeBody.displays = [];\r\n world.addBody(planeBody);\r\n this.world = world;\r\n this.stage.addEventListener(engine.Event.ENTER_FRAME, this.onEnterFrame, this);\r\n };\r\n GameView.prototype.onEnterFrame = function () {\r\n var _a = this, world = _a.world, factor = _a.factor;\r\n world.step(60 / 1000);\r\n var stageHeight = engine.gameStage.stage.height;\r\n var l = world.bodies.length;\r\n for (var i = 0; i < l; i++) {\r\n var boxBody = world.bodies[i];\r\n var box = boxBody.displays[0];\r\n if (box) {\r\n box.x = boxBody.position[0] * factor;\r\n box.y = stageHeight - boxBody.position[1] * factor;\r\n box.rotation = 360 - (boxBody.angle + boxBody.shapes[0].angle) * 180 / Math.PI;\r\n if (boxBody.sleepState == p2.Body.SLEEPING) {\r\n box.alpha = 0.5;\r\n }\r\n else {\r\n box.alpha = 1;\r\n }\r\n }\r\n }\r\n };\r\n return GameView;\r\n }(engine.Container));\n\n var props = {};\r\n function prepareProps() {\r\n var metaProps = getProps();\r\n engine.injectProp(props, metaProps);\r\n }\r\n function injectProps(p) {\r\n engine.injectProp(props, p);\r\n }\n\n var GameWrapper = (function (_super) {\r\n tslib.__extends(GameWrapper, _super);\r\n function GameWrapper() {\r\n var _this = _super.call(this) || this;\r\n engine.globalEvent.addEventListener('pictures-start', _this.start, _this);\r\n engine.globalEvent.addEventListener('pictures-stop', _this.stop, _this);\r\n var gameView = _this._gameView = new GameView();\r\n _this.addChild(gameView);\r\n return _this;\r\n }\r\n GameWrapper.prototype.start = function (event) {\r\n injectProps(event.data);\r\n this._gameView.start();\r\n };\r\n GameWrapper.prototype.stop = function (event) {\r\n };\r\n return GameWrapper;\r\n }(engine.Container));\n\n function index (props) {\r\n prepareProps();\r\n injectProps(props);\r\n var instance = new GameWrapper();\r\n return instance;\r\n }\n\n return index;\n\n})));\n" "code": "(function (global, factory) {\n typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('tslib')) :\n typeof define === 'function' && define.amd ? define(['tslib'], factory) :\n (global = global || self, global.p2demo = factory(global.tslib));\n}(this, (function (tslib) { 'use strict';\n\n var GameView = (function (_super) {\r\n tslib.__extends(GameView, _super);\r\n function GameView() {\r\n var _this = _super.call(this) || this;\r\n _this.factor = 10;\r\n _this.isDebug = 1;\r\n _this.once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);\r\n return _this;\r\n }\r\n GameView.prototype.createBall = function (r) {\r\n var shape = new engine.Shape();\r\n shape.beginFill(0xfff000);\r\n shape.drawCircle(0, 0, r);\r\n shape.endFill();\r\n return shape;\r\n };\r\n GameView.prototype.start = function () {\r\n console.log('start');\r\n this.stage.addEventListener(engine.MouseEvent.CLICK, this.onClick, this);\r\n };\r\n GameView.prototype.createBox = function (width, height) {\r\n var shape = new engine.Shape();\r\n shape.beginFill(0xfff000);\r\n shape.drawRect(-width / 2, -height / 2, width, height);\r\n shape.endFill();\r\n return shape;\r\n };\r\n GameView.prototype.onClick = function (e) {\r\n var _a = this, world = _a.world, factor = _a.factor;\r\n var positionX = (e.stageX / factor);\r\n var positionY = ((engine.gameStage.stage.height - e.stageY) / factor);\r\n var display;\r\n if (Math.random() > .5) {\r\n var boxShape = new p2.Box({ width: 200 / factor, height: 100 / factor });\r\n var boxBody = new p2.Body({ mass: 1, position: [positionX, positionY], angularVelocity: 1 });\r\n boxBody.addShape(boxShape);\r\n world.addBody(boxBody);\r\n if (this.isDebug) {\r\n display = this.createBox(boxShape.width * factor, boxShape.height * factor);\r\n }\r\n }\r\n else {\r\n var boxShape = new p2.Circle({ radius: 200 / 2 / factor });\r\n var boxBody = new p2.Body({ mass: 1, position: [positionX, positionY] });\r\n boxBody.addShape(boxShape);\r\n world.addBody(boxBody);\r\n if (this.isDebug) {\r\n display = this.createBall(boxShape.radius * factor);\r\n }\r\n }\r\n boxBody.displays = [display];\r\n this.addChild(display);\r\n };\r\n GameView.prototype.setup = function () {\r\n console.log('setup');\r\n var world = new p2.World({});\r\n world.sleepMode = p2.World.BODY_SLEEPING;\r\n var planeShape = new p2.Plane();\r\n var planeBody = new p2.Body();\r\n planeBody.addShape(planeShape);\r\n planeBody.displays = [];\r\n world.addBody(planeBody);\r\n this.world = world;\r\n this.stage.addEventListener(engine.Event.ENTER_FRAME, this.onEnterFrame, this);\r\n };\r\n GameView.prototype.onEnterFrame = function () {\r\n var _a = this, world = _a.world, factor = _a.factor;\r\n world.step(60 / 1000);\r\n var stageHeight = engine.gameStage.stage.height;\r\n var l = world.bodies.length;\r\n for (var i = 0; i < l; i++) {\r\n var boxBody = world.bodies[i];\r\n var box = boxBody.displays[0];\r\n if (box) {\r\n box.x = boxBody.position[0] * factor;\r\n box.y = stageHeight - boxBody.position[1] * factor;\r\n box.rotation = 360 - (boxBody.angle + boxBody.shapes[0].angle) * 180 / Math.PI;\r\n if (boxBody.sleepState == p2.Body.SLEEPING) {\r\n box.alpha = 0.5;\r\n }\r\n else {\r\n box.alpha = 1;\r\n }\r\n }\r\n }\r\n };\r\n return GameView;\r\n }(engine.Container));\n\n var props = {};\r\n function prepareProps() {\r\n var metaProps = getProps();\r\n engine.injectProp(props, metaProps);\r\n }\r\n function injectProps(p) {\r\n engine.injectProp(props, p);\r\n }\n\n var GameWrapper = (function (_super) {\r\n tslib.__extends(GameWrapper, _super);\r\n function GameWrapper() {\r\n var _this = _super.call(this) || this;\r\n engine.globalEvent.addEventListener('pictures-start', _this.start, _this);\r\n engine.globalEvent.addEventListener('pictures-stop', _this.stop, _this);\r\n var gameView = _this._gameView = new GameView();\r\n _this.addChild(gameView);\r\n return _this;\r\n }\r\n GameWrapper.prototype.start = function (event) {\r\n injectProps(event.data);\r\n this._gameView.start();\r\n };\r\n GameWrapper.prototype.stop = function (event) {\r\n };\r\n return GameWrapper;\r\n }(engine.Container));\n\n function index (props) {\r\n prepareProps();\r\n injectProps(props);\r\n var instance = new GameWrapper();\r\n return instance;\r\n }\n\n return index;\n\n})));\n"
=======
"code": "(function (global, factory) {\n\ttypeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('tslib')) :\n\ttypeof define === 'function' && define.amd ? define(['tslib'], factory) :\n\t(global = global || self, global.p2demo = factory(global.tslib));\n}(this, (function (tslib) { 'use strict';\n\n\tfunction getTexture(uuid) {\n\t return engine.Texture.from(getAssetByUUID(uuid).uuid);\n\t}\n\tfunction getTextureByName(name) {\n\t return getTexture(engine.getAssetByName(name).uuid);\n\t}\n\tvar OptionState;\n\t(function (OptionState) {\n\t OptionState[OptionState[\"CHOICE_RIGHT\"] = 0] = \"CHOICE_RIGHT\";\n\t OptionState[OptionState[\"CHOICE_WRONG\"] = 1] = \"CHOICE_WRONG\";\n\t OptionState[OptionState[\"CHOICE_SELECT\"] = 2] = \"CHOICE_SELECT\";\n\t})(OptionState || (OptionState = {}));\n\tvar GameState;\n\t(function (GameState) {\n\t GameState[GameState[\"STATE_START\"] = 0] = \"STATE_START\";\n\t GameState[GameState[\"STATE_END\"] = 1] = \"STATE_END\";\n\t})(GameState || (GameState = {}));\n\t//# sourceMappingURL=utils.js.map\n\n\tvar GameView = (function (_super) {\n\t tslib.__extends(GameView, _super);\n\t function GameView() {\n\t var _this = _super.call(this) || this;\n\t _this.factor = 10;\n\t _this.isDebug = 0;\n\t _this.once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);\n\t return _this;\n\t }\n\t GameView.prototype.createBall = function (r) {\n\t var shape = new engine.Shape();\n\t shape.beginFill(0xfff000);\n\t shape.drawCircle(0, 0, r);\n\t shape.endFill();\n\t return shape;\n\t };\n\t GameView.prototype.start = function () {\n\t console.log('start');\n\t this.stage.addEventListener(engine.MouseEvent.CLICK, this.onClick, this);\n\t };\n\t GameView.prototype.createBitmapByName = function (name) {\n\t var imgContainer = new engine.Sprite();\n\t var img = new engine.Sprite(getTextureByName(name));\n\t img.anchorX = img.width / 2;\n\t img.anchorY = img.height / 2;\n\t img.x = -img.width / 2;\n\t img.y = -img.height / 2;\n\t imgContainer.addChild(img);\n\t return imgContainer;\n\t };\n\t GameView.prototype.createBox = function (width, height) {\n\t var shape = new engine.Shape();\n\t shape.beginFill(0xfff000);\n\t shape.drawRect(-width / 2, -height / 2, width, height);\n\t shape.endFill();\n\t return shape;\n\t };\n\t GameView.prototype.onClick = function (e) {\n\t var _a = this, world = _a.world, factor = _a.factor;\n\t var positionX = (e.stageX / factor);\n\t var positionY = ((engine.gameStage.stage.height - e.stageY) / factor);\n\t var display;\n\t if (Math.random() > .5) {\n\t var boxShape = new p2.Box({ width: 306 / factor, height: 172 / factor });\n\t var boxBody = new p2.Body({ mass: 1, position: [positionX, positionY], angularVelocity: 1 });\n\t boxBody.addShape(boxShape);\n\t world.addBody(boxBody);\n\t if (this.isDebug) {\n\t display = this.createBox(boxShape.width * factor, boxShape.height * factor);\n\t }\n\t else {\n\t display = this.createBitmapByName(\"block\");\n\t }\n\t }\n\t else {\n\t var boxShape = new p2.Circle({ radius: 120 / 2 / factor });\n\t var boxBody = new p2.Body({ mass: 1, position: [positionX, positionY] });\n\t boxBody.addShape(boxShape);\n\t world.addBody(boxBody);\n\t if (this.isDebug) {\n\t display = this.createBall(boxShape.radius * factor);\n\t }\n\t else {\n\t display = this.createBitmapByName(\"ball\");\n\t }\n\t }\n\t boxBody.displays = [display];\n\t this.addChild(display);\n\t };\n\t GameView.prototype.setup = function () {\n\t console.log('setup');\n\t var world = new p2.World({\n\t gravity: [0, -10],\n\t });\n\t world.sleepMode = p2.World.BODY_SLEEPING;\n\t var planeShape = new p2.Plane();\n\t var planeBody = new p2.Body();\n\t planeBody.addShape(planeShape);\n\t planeBody.displays = [];\n\t world.addBody(planeBody);\n\t this.world = world;\n\t this.stage.addEventListener(engine.Event.ENTER_FRAME, this.onEnterFrame, this);\n\t };\n\t GameView.prototype.onEnterFrame = function () {\n\t var _a = this, world = _a.world, factor = _a.factor;\n\t world.step(60 / 1000);\n\t var stageHeight = engine.gameStage.stage.height;\n\t var l = world.bodies.length;\n\t for (var i = 0; i < l; i++) {\n\t var boxBody = world.bodies[i];\n\t var box = boxBody.displays[0];\n\t if (box) {\n\t box.x = boxBody.position[0] * factor;\n\t box.y = stageHeight - boxBody.position[1] * factor;\n\t box.rotation = 360 - (boxBody.angle + boxBody.shapes[0].angle) * 180 / Math.PI;\n\t if (boxBody.sleepState == p2.Body.SLEEPING) {\n\t box.alpha = 0.5;\n\t }\n\t else {\n\t box.alpha = 1;\n\t }\n\t }\n\t }\n\t };\n\t return GameView;\n\t}(engine.Container));\n\n\tvar props = {};\n\tfunction prepareProps() {\n\t var metaProps = getProps();\n\t engine.injectProp(props, metaProps);\n\t}\n\tfunction injectProps(p) {\n\t engine.injectProp(props, p);\n\t}\n\t//# sourceMappingURL=props.js.map\n\n\tvar 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 };\n\t return GameWrapper;\n\t}(engine.Container));\n\t//# sourceMappingURL=GameWrapper.js.map\n\n\tfunction 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\treturn index;\n\n})));\n"
>>>>>>> 33823dbdb9c3b079aa71a545ab5472146df6429b
} }
...@@ -57,7 +57,10 @@ ...@@ -57,7 +57,10 @@
"alias": "开始", "alias": "开始",
"data": { "data": {
"picUrl": "图片路径", "picUrl": "图片路径",
"blockUrl": "blockUrl" "blockUrl": "blockUrl",
"row": "行",
"column": "列",
"gameTime": "游戏时间"
} }
}, },
"pictures-stop": { "pictures-stop": {
...@@ -86,5 +89,5 @@ ...@@ -86,5 +89,5 @@
} }
}, },
"id": "pictures", "id": "pictures",
"code": "\"use strict\";var tslib=require(\"tslib\"),props={};function prepareProps(){var t=getProps();engine.injectProp(props,t)}function injectProps(t){engine.injectProp(props,t)}var MAX_COL,MAX_ROW,W,H,GAP,GAME_TIME,w,h,picMap={},posMap={},qietu=function(n,r,o,a){if(picMap[r]){for(var t=0,e=picMap[r];t<e.length;t++){var i=e[t];n.addChild(i)}return[picMap[r],posMap[r]]}for(var p=props.W,h=props.H,c=props.GAP,d=[],g=[],s=0;s<a;s++)!function(s){for(var t=0;t<o;t++)!function(e){var i=engine.Sprite.fromImage(r);d.push(i),i.scaleX=1/o,i.scaleY=1/a,n.addChild(i),i.x=e*(p/o+c),i.y=s*(h/a+c),g.push([i.x,i.y]),i.addEventListener(engine.Event.COMPLETE,function(){var t=new Float32Array([e/o,s/a,(e+1)/o,s/a,(e+1)/o,(s+1)/a,e/o,(s+1)/a]);i.uvs=t})}(t)}(s);return picMap[r]=d.concat([]),posMap[r]=g.concat([]),[d,g]};function getIndexFromRC(t,e,i){return t*i+e}function getRandomArray(t){t.sort(function(){return.5-Math.random()})}var GameView=function(e){function t(){var t=e.call(this)||this;return t._timeCounter=0,t.listenStageOn=1,t.once(engine.Event.ADDED_TO_STAGE,t.setup,t),t}return tslib.__extends(t,e),t.prototype.start=function(){var t=this;if(this.guideHole||(this.guideHole=new engine.Image,this.guideHole.source=\"asset://\"+props.blockUrl,this.guideHole.mouseChildren=this.guideHole.mouseEnabled=!1),this.pictures)for(var e=0,i=this.pictures;e<i.length;e++){var s=i[e];s&&s.parent&&s.parent.removeChild(s)}console.log(\"on start\"),engine.globalEvent.dispatchEvent(\"pictures-time-update\",{second:this.getSecond()});var n=qietu(this.picturesWrapper,props.picUrl,MAX_COL,MAX_ROW);this.picturesWrapper.addChild(this.guideHole),console.log(this.picturesWrapper),this.pictures=n[0],this.rightList=this.pictures.concat([]);var r=n[1];getRandomArray(this.pictures);for(var o=0,a=this.pictures.length;o<a;o++){this.dragPic=this.pictures[o],this.pictures[o].addEventListener(engine.MouseEvent.MOUSE_DOWN,this.onDown,this);var p=r[o],h=p[0],c=p[1];this.dragPic.x=h,this.dragPic.y=c}this._timer=setInterval(function(){t.onTimer()},10),this.date=(new Date).getTime()},t.prototype.onTimer=function(){var t=(new Date).getTime(),e=(t-this.date)/1e3;this.date=t,console.log(e,\"gap\"),(GAME_TIME-=e)<0&&(GAME_TIME=0),(GAME_TIME=(GAME_TIME=this.afterPointTwo(GAME_TIME)).toFixed(2))<10&&(GAME_TIME=\"0\"+GAME_TIME),console.log(GAME_TIME),engine.globalEvent.dispatchEvent(\"pictures-time-update\",{second:this.getSecond()}),0==this.getSecond()&&(this.stop(),engine.globalEvent.dispatchEvent(\"pictures-game-fail\",{reason:1}))},t.prototype.afterPointTwo=function(t){var e=parseFloat(t);if(!isNaN(e))return e=Math.round(100*e)/100},t.prototype.getSecond=function(){return GAME_TIME},t.prototype.stop=function(){GAME_TIME=props.GAME_TIME,clearInterval(this._timer);for(var t=this.pictures.length,e=0;e<t;e++)this.pictures[e].removeAllEventListener();this.stage.removeEventListener(engine.MouseEvent.MOUSE_UP,this.stageOnUp,this)},t.prototype.createRects=function(){},t.prototype.setup=function(){MAX_COL=props.MAX_COL,MAX_ROW=props.MAX_ROW,GAME_TIME=props.GAME_TIME,W=props.W,H=props.H,GAP=props.GAP,w=W/MAX_COL,h=H/MAX_ROW,console.log(\"onSteup\",props);var t=new engine.Sprite;this.picturesWrapper=t,this.addChild(t)},t.prototype.onDown=function(t){var e=(750-props.W)/2,i=(this.stage.height-props.H)/2;this.dragPic=t.target,this.picturesWrapper.addChild(this.dragPic),this.localPicX=t.localX/MAX_COL,this.localPicY=t.localY/MAX_ROW,this.distanceX=this.dragPic.x,this.distanceY=this.dragPic.y,this.indexJ=Math.floor(this.distanceX/(w+GAP)),this.indexI=Math.floor(this.distanceY/(h+GAP)),this.index=this.indexI*MAX_COL+this.indexJ,this.centerX=Math.floor((t.clientX-e)/w)*w+w/2,this.centerY=Math.floor((t.clientY-i)/h)*h+h/2,this.stage.addEventListener(engine.MouseEvent.MOUSE_MOVE,this.onMove,this),this.stage.addEventListener(engine.MouseEvent.MOUSE_UP,this.stageOnUp,this)},t.prototype.stageOnUp=function(t){var e=(750-props.W)/2,i=(this.stage.height-props.H)/2;this.stage.removeEventListener(engine.MouseEvent.MOUSE_MOVE,this.onMove,this),this.stage.removeEventListener(engine.MouseEvent.MOUSE_UP,this.stageOnUp,this),(this.centerY<i||this.centerX<e)&&(this.dragPic.x=this.distanceX,this.dragPic.y=this.distanceY);var s=Math.floor(this.centerX/(w+GAP)),n=Math.floor(this.centerY/(h+GAP));if(this.picturesWrapper.addChild(this.guideHole),0<=s&&s<MAX_COL&&0<=n&&n<MAX_ROW){var r=getIndexFromRC(n,s,MAX_COL),o=this.pictures[r],a=o.x+e,p=o.y+i;o.x=this.distanceX,o.y=this.distanceY,this.dragPic.x=a-e,this.dragPic.y=p-i;var c=this.pictures.indexOf(o),d=this.pictures.indexOf(this.dragPic);this.pictures[c]=this.dragPic,this.pictures[d]=o,d===c&&(this.dragPic.x=this.distanceX,this.dragPic.y=this.distanceY);for(var g=!0,u=0;u<this.rightList.length;u++)if(this.rightList[u]!=this.pictures[u]){g=!1;break}g&&this.onSuccess()}else this.dragPic.x=this.distanceX,this.dragPic.y=this.distanceY},t.prototype.onSuccess=function(){console.log(\"拼图成功!\"),engine.globalEvent.dispatchEvent(\"pictures-game-success\",{time:GAME_TIME}),this.stop()},t.prototype.onMove=function(t){this.dragPic.x=t.stageX-this.localPicX-(750-props.W)/2,this.dragPic.y=t.stageY-this.localPicY-(this.stage.height-props.H)/2,this.centerX=this.dragPic.x+w/2,this.centerY=this.dragPic.y+h/2},t}(engine.Container),GameWrapper=function(i){function t(){var t=i.call(this)||this;engine.globalEvent.addEventListener(\"pictures-start\",t.start,t),engine.globalEvent.addEventListener(\"pictures-stop\",t.stop,t);var e=t._gameView=new GameView;return t.addChild(e),t}return tslib.__extends(t,i),t.prototype.start=function(t){injectProps(t.data),this._gameView.start()},t.prototype.stop=function(t){this._gameView.stop()},t}(engine.Container);function index(t){return prepareProps(),injectProps(t),new GameWrapper}module.exports=index;\n" "code": "(function (global, factory) {\n\ttypeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('tslib')) :\n\ttypeof 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\tvar props = {};\r\n\tfunction prepareProps() {\r\n\t var metaProps = getProps();\r\n\t engine.injectProp(props, metaProps);\r\n\t}\r\n\tfunction injectProps(p) {\r\n\t engine.injectProp(props, p);\r\n\t}\n\n\tvar picMap = {};\r\n\tvar posMap = {};\r\n\tvar qietu = (function (parent, url, MAX_COL, MAX_ROW) {\r\n\t if (picMap[url]) {\r\n\t var pics = picMap[url];\r\n\t for (var _i = 0, pics_1 = pics; _i < pics_1.length; _i++) {\r\n\t var pic = pics_1[_i];\r\n\t parent.addChild(pic);\r\n\t }\r\n\t return [picMap[url], posMap[url]];\r\n\t }\r\n\t var W = props.W;\r\n\t var H = props.H;\r\n\t var GAP = props.GAP;\r\n\t var spr = [];\r\n\t var pos = [];\r\n\t var _loop_1 = function (row) {\r\n\t var _loop_2 = function (col) {\r\n\t var child = engine.Sprite.fromImage(url);\r\n\t spr.push(child);\r\n\t child.scaleX = 1 / MAX_COL;\r\n\t child.scaleY = 1 / MAX_ROW;\r\n\t parent.addChild(child);\r\n\t child.x = col * (W / MAX_COL + GAP);\r\n\t child.y = row * (H / MAX_ROW + GAP);\r\n\t pos.push([child.x, child.y]);\r\n\t child.addEventListener(engine.Event.COMPLETE, function () {\r\n\t var uvs = new Float32Array([\r\n\t col / MAX_COL,\r\n\t row / MAX_ROW,\r\n\t (col + 1) / MAX_COL,\r\n\t row / MAX_ROW,\r\n\t (col + 1) / MAX_COL,\r\n\t (row + 1) / MAX_ROW,\r\n\t col / MAX_COL,\r\n\t (row + 1) / MAX_ROW,\r\n\t ]);\r\n\t child.uvs = uvs;\r\n\t });\r\n\t };\r\n\t for (var col = 0; col < MAX_COL; col++) {\r\n\t _loop_2(col);\r\n\t }\r\n\t };\r\n\t for (var row = 0; row < MAX_ROW; row++) {\r\n\t _loop_1(row);\r\n\t }\r\n\t picMap[url] = spr.concat([]);\r\n\t posMap[url] = pos.concat([]);\r\n\t return [spr, pos];\r\n\t});\n\n\tfunction getIndexFromRC(row, col, maxCol) {\r\n\t var index;\r\n\t index = row * maxCol + col;\r\n\t return index;\r\n\t}\r\n\tfunction getRandomArray(array) {\r\n\t array.sort(function () {\r\n\t return .5 - Math.random();\r\n\t });\r\n\t}\n\n\tvar MAX_COL;\r\n\tvar MAX_ROW;\r\n\tvar W;\r\n\tvar H;\r\n\tvar GAP;\r\n\tvar GAME_TIME;\r\n\tvar w;\r\n\tvar h;\r\n\tvar GameView = (function (_super) {\r\n\t tslib.__extends(GameView, _super);\r\n\t function GameView() {\r\n\t var _this = _super.call(this) || this;\r\n\t _this._timeCounter = 0;\r\n\t _this.listenStageOn = 1;\r\n\t _this.once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);\r\n\t return _this;\r\n\t }\r\n\t GameView.prototype.start = function () {\r\n\t var _this = this;\r\n\t MAX_COL = props.column || props.MAX_COL;\r\n\t MAX_ROW = props.row || props.MAX_ROW;\r\n\t GAME_TIME = props.gameTime || props.GAME_TIME;\r\n\t console.log('start', props.column, props.row, props.gameTime);\r\n\t if (!this.guideHole) {\r\n\t this.guideHole = new engine.Image();\r\n\t this.guideHole.source = 'asset://' + props.blockUrl;\r\n\t this.guideHole.mouseChildren = this.guideHole.mouseEnabled = false;\r\n\t }\r\n\t if (this.pictures) {\r\n\t for (var _i = 0, _a = this.pictures; _i < _a.length; _i++) {\r\n\t var pic = _a[_i];\r\n\t if (pic && pic.wrapper)\r\n\t pic.wrapper.removeChild(pic);\r\n\t }\r\n\t }\r\n\t console.log('on start');\r\n\t engine.globalEvent.dispatchEvent('pictures-time-update', {\r\n\t second: this.getSecond(),\r\n\t });\r\n\t var result = qietu(this.picturesWrapper, props.picUrl, MAX_COL, MAX_ROW);\r\n\t this.picturesWrapper.addChild(this.guideHole);\r\n\t console.log(this.picturesWrapper);\r\n\t this.pictures = result[0];\r\n\t this.rightList = this.pictures.concat([]);\r\n\t var posList = result[1];\r\n\t getRandomArray(this.pictures);\r\n\t var i = 0;\r\n\t var len;\r\n\t len = this.pictures.length;\r\n\t for (; i < len; i++) {\r\n\t this.dragPic = this.pictures[i];\r\n\t this.pictures[i].addEventListener(engine.MouseEvent.MOUSE_DOWN, this.onDown, this);\r\n\t var _b = posList[i], x = _b[0], y = _b[1];\r\n\t this.dragPic.x = x;\r\n\t this.dragPic.y = y;\r\n\t }\r\n\t this._timer = setInterval(function () {\r\n\t _this.onTimer();\r\n\t }, 10);\r\n\t this.date = new Date().getTime();\r\n\t };\r\n\t GameView.prototype.onTimer = function () {\r\n\t var date = new Date().getTime();\r\n\t var gap = ((date - this.date) / 1000);\r\n\t this.date = date;\r\n\t console.log(gap, \"gap\");\r\n\t GAME_TIME -= gap;\r\n\t if (GAME_TIME < 0) {\r\n\t GAME_TIME = 0;\r\n\t }\r\n\t GAME_TIME = this.afterPointTwo(GAME_TIME);\r\n\t GAME_TIME = GAME_TIME.toFixed(2);\r\n\t if (GAME_TIME < 10) {\r\n\t GAME_TIME = '0' + GAME_TIME;\r\n\t }\r\n\t console.log(GAME_TIME);\r\n\t engine.globalEvent.dispatchEvent('pictures-time-update', {\r\n\t second: this.getSecond(),\r\n\t });\r\n\t if (this.getSecond() == 0) {\r\n\t this.stop();\r\n\t engine.globalEvent.dispatchEvent('pictures-game-fail', {\r\n\t reason: 1\r\n\t });\r\n\t }\r\n\t };\r\n\t GameView.prototype.afterPointTwo = function (n) {\r\n\t var floatN = parseFloat(n);\r\n\t if (isNaN(floatN)) {\r\n\t return;\r\n\t }\r\n\t floatN = Math.round(floatN * 100) / 100;\r\n\t return floatN;\r\n\t };\r\n\t GameView.prototype.getSecond = function () {\r\n\t return GAME_TIME;\r\n\t };\r\n\t GameView.prototype.stop = function () {\r\n\t GAME_TIME = props.GAME_TIME;\r\n\t clearInterval(this._timer);\r\n\t var len = this.pictures.length;\r\n\t for (var i = 0; i < len; i++) {\r\n\t this.pictures[i].removeAllEventListener();\r\n\t }\r\n\t this.stage.removeEventListener(engine.MouseEvent.MOUSE_UP, this.stageOnUp, this);\r\n\t };\r\n\t GameView.prototype.createRects = function () { };\r\n\t GameView.prototype.setup = function () {\r\n\t MAX_COL = props.MAX_COL;\r\n\t MAX_ROW = props.MAX_ROW;\r\n\t GAME_TIME = props.GAME_TIME;\r\n\t W = props.W;\r\n\t H = props.H;\r\n\t GAP = props.GAP;\r\n\t w = W / MAX_COL;\r\n\t h = H / MAX_ROW;\r\n\t console.log('onSteup', props);\r\n\t var parent = new engine.Sprite();\r\n\t this.picturesWrapper = parent;\r\n\t this.addChild(parent);\r\n\t };\r\n\t GameView.prototype.onDown = function (e) {\r\n\t var stageLeft = (750 - props.W) / 2;\r\n\t var stageTop = (this.stage.height - props.H) / 2;\r\n\t this.dragPic = e.target;\r\n\t this.picturesWrapper.addChild(this.dragPic);\r\n\t this.localPicX = e.localX / MAX_COL;\r\n\t this.localPicY = e.localY / MAX_ROW;\r\n\t this.distanceX = this.dragPic.x;\r\n\t this.distanceY = this.dragPic.y;\r\n\t this.indexJ = Math.floor((this.distanceX) / (w + GAP));\r\n\t this.indexI = Math.floor((this.distanceY) / (h + GAP));\r\n\t this.index = (this.indexI) * MAX_COL + this.indexJ;\r\n\t this.centerX = Math.floor((e.clientX - stageLeft) / w) * w + w / 2;\r\n\t this.centerY = Math.floor((e.clientY - stageTop) / h) * h + h / 2;\r\n\t this.stage.addEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMove, this);\r\n\t this.stage.addEventListener(engine.MouseEvent.MOUSE_UP, this.stageOnUp, this);\r\n\t };\r\n\t GameView.prototype.stageOnUp = function (e) {\r\n\t var stageLeft = (750 - props.W) / 2;\r\n\t var stageTop = (this.stage.height - props.H) / 2;\r\n\t this.stage.removeEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMove, this);\r\n\t this.stage.removeEventListener(engine.MouseEvent.MOUSE_UP, this.stageOnUp, this);\r\n\t if (this.centerY < stageTop || this.centerX < stageLeft) {\r\n\t this.dragPic.x = this.distanceX;\r\n\t this.dragPic.y = this.distanceY;\r\n\t }\r\n\t var curJ = Math.floor(this.centerX / (w + GAP));\r\n\t var curI = Math.floor(this.centerY / (h + GAP));\r\n\t this.picturesWrapper.addChild(this.guideHole);\r\n\t if (0 <= curJ && curJ < (MAX_COL) && 0 <= curI && curI < (MAX_ROW)) {\r\n\t var index = getIndexFromRC(curI, curJ, MAX_COL);\r\n\t var dropPic = this.pictures[index];\r\n\t var dropPicX = dropPic.x + stageLeft;\r\n\t var dropPicy = dropPic.y + stageTop;\r\n\t dropPic.x = this.distanceX;\r\n\t dropPic.y = this.distanceY;\r\n\t this.dragPic.x = dropPicX - stageLeft;\r\n\t this.dragPic.y = dropPicy - stageTop;\r\n\t var dropPicIndex = this.pictures.indexOf(dropPic);\r\n\t var dragPicIndex = this.pictures.indexOf(this.dragPic);\r\n\t this.pictures[dropPicIndex] = this.dragPic;\r\n\t this.pictures[dragPicIndex] = dropPic;\r\n\t if (dragPicIndex === dropPicIndex) {\r\n\t this.dragPic.x = this.distanceX;\r\n\t this.dragPic.y = this.distanceY;\r\n\t }\r\n\t var result = true;\r\n\t for (var j = 0; j < this.rightList.length; j++) {\r\n\t if (this.rightList[j] != this.pictures[j]) {\r\n\t result = false;\r\n\t break;\r\n\t }\r\n\t }\r\n\t if (result) {\r\n\t this.onSuccess();\r\n\t }\r\n\t }\r\n\t else {\r\n\t this.dragPic.x = this.distanceX;\r\n\t this.dragPic.y = this.distanceY;\r\n\t }\r\n\t };\r\n\t GameView.prototype.onSuccess = function () {\r\n\t console.log('拼图成功!');\r\n\t engine.globalEvent.dispatchEvent('pictures-game-success', { time: GAME_TIME });\r\n\t this.stop();\r\n\t };\r\n\t GameView.prototype.onMove = function (e) {\r\n\t this.dragPic.x = e.stageX - this.localPicX - (750 - props.W) / 2;\r\n\t this.dragPic.y = e.stageY - this.localPicY - (this.stage.height - props.H) / 2;\r\n\t this.centerX = this.dragPic.x + w / 2;\r\n\t this.centerY = this.dragPic.y + h / 2;\r\n\t };\r\n\t return GameView;\r\n\t}(engine.Container));\n\n\tvar GameWrapper = (function (_super) {\r\n\t tslib.__extends(GameWrapper, _super);\r\n\t function GameWrapper() {\r\n\t var _this = _super.call(this) || this;\r\n\t engine.globalEvent.addEventListener('pictures-start', _this.start, _this);\r\n\t engine.globalEvent.addEventListener('pictures-stop', _this.stop, _this);\r\n\t var gameView = _this._gameView = new GameView();\r\n\t _this.addChild(gameView);\r\n\t return _this;\r\n\t }\r\n\t GameWrapper.prototype.start = function (event) {\r\n\t injectProps(event.data);\r\n\t this._gameView.start();\r\n\t };\r\n\t GameWrapper.prototype.stop = function (event) {\r\n\t this._gameView.stop();\r\n\t };\r\n\t return GameWrapper;\r\n\t}(engine.Container));\n\n\tfunction index (props) {\r\n\t prepareProps();\r\n\t injectProps(props);\r\n\t var instance = new GameWrapper();\r\n\t return instance;\r\n\t}\n\n\treturn index;\n\n})));\n"
} }
/**
* Created by renjianfeng on 2020-03-13.
*/
const customId = 'p2demo';
(async function () {
let customModule = await fetch(`../meta.json`);
customModule = await customModule.json();
console.log(customModule);
await loadAssets(customModule.assets);
launchWithCustomModule(customModule);
})();
function launchWithCustomModule(customModule) {
//engine.registerCustomCodeModule(customModule);
engine.registerCustomModule(customId, window[customId]);
const { props: propsOption, assets } = customModule;
let props = engine.computeProps(customModuleProps, propsOption);
const customModuleIns = {
id: customId,
props,
assets,
};
engine.registerCustomModules([customModuleIns]);
engine.launchWithConfig({
options: {
entrySceneView: 'entry',
},
assets: [],
views: [{
name: 'entry',
type: 'node',
properties: {
x: 0,
y: 0,
}
}],
customs: [],
}, null, function () {
setTimeout(() => {
engine.addCustomModule(customId, engine.gameStage.sceneContainer.getChildAt(0));
}, 100);
setTimeout(() => {
engine.globalEvent.dispatchEvent('pictures-start', { });
const d = engine.gameStage.sceneContainer.getChildAt(0);
}, 100);
// setTimeout(() => {
// engine.globalEvent.dispatchEvent('pictures-start', {
// picUrl: "http://yun.duiba.com.cn/aurora/assets/e1593b97c27077b85b92f7eaaeae1ed64a1eb79a.png",
// // picUrl: "http://yun.duiba.com.cn/aurora/assets/d23e73d37ec01931e48cbd0a4095367044c5675c.png"
// blockUrl: "888"
// });
// }, 30*1000);
});
engine.globalEvent.addEventListener('pictures-time-update', (e) => {
// console.log(e.type, e.data);
});
engine.globalEvent.addEventListener('pictures-game-fail', (e) => {
console.log(e.type, e.data);
});
engine.globalEvent.addEventListener('pictures-game-success', (e) => {
console.log(e.type, e.data);
});
}
function getAssetByUUID(uuid) {
return engine.resolveCustomAsset(customId, uuid);
}
function getProps() {
return engine.getProps(customId);
}
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>美食从天而降</title>
<meta name="viewport"
content="width=device-width,initial-scale=1, minimum-scale=1, maximum-scale=1, user-scalable=no"/>
<meta name="apple-mobile-web-app-capable" content="yes"/>
<meta name="full-screen" content="true"/>
<meta name="screen-orientation" content="portrait"/>
<meta name="x5-fullscreen" content="true"/>
<meta name="360-fullscreen" content="true"/>
<style>
html,
body {
padding: 0;
margin: 0;
border: 0;
width: 100%;
height: 100%;
overflow: hidden;
position: absolute;
background-color: gray;
}
.game-container{
width: 100%;
height: 100%;
line-height:0;
font-size:0;
}
</style>
</head>
<body>
<div id="game-container" class="game-container"></div>
<script crossorigin="anonymous" src="//yun.duiba.com.cn/editor/zeroing/libs/engine.1de84ff79dba19e949088de63aa75af51a515e5c.js"></script>
<script crossorigin="anonymous" src="//yun.duiba.com.cn/editor/zeroing/libs/svga.fd3923ae6e664251ca7981801a65809cc5f36bc3.js"></script>
<script src="//yun.duiba.com.cn/js-libs/p2.js/0.7.1/p2.min.js"></script>
<!-- <script src="//yun.duiba.com.cn/editor/zeroing/libs/engine.ebc906f6b50b8da0a669f77027981d5f3cb560ce.js"></script> -->
<!-- <script src="http://localhost:4002/debug/engine.js"></script>
<script src="http://localhost:4003/debug/engine-svga.js"></script> -->
<!--<script src="//yun.duiba.com.cn/editor/zeroing/libs/engine.9a9dbfda4cb2dd5508ecddfe3d95dfd88063f7b5.js"></script>-->
<script src="app.js"></script>
<script src="props.js"></script>
<script src="load-assets.js"></script>
<script src="main.js"></script>
<script>
</script>
</body>
\ No newline at end of file
/**
* Created by rockyl on 2020-01-21.
*/
const assets = [
{
"name": "玩家icon",
"url": "//yun.duiba.com.cn/aurora/assets/5b3e30496b2d9fdafb0cf3835fd6704ce10e45b4.png",
"uuid": "888",
"ext": ".png"
},
{
"name": "雨滴",
"url": "//yun.duiba.com.cn/aurora/assets/8564c8c9be3aead71b05a0bab8d7d07ac3f778a1.png",
"uuid": "264a6192-d7bf-45e8-8f15-6ba2c439a532",
"ext": ".png"
},
{
"name": "炸弹",
"url": "//yun.duiba.com.cn/aurora/assets/171e92283cd13c013ee1b76d28d252ff08815d47.png",
"uuid": "eb88b42d-e151-4c1b-94b9-7c16f7bfac29",
"ext": ".png"
},
{
"name": "石块",
"url": "//yun.duiba.com.cn/aurora/assets/99b0af0c59fe79a415a3f032149cfacc27e3ac2c.png",
"uuid": "ab1bdabc-21ba-46bf-9299-6c638f766c88",
"ext": ".png"
},
{
"name": "水花",
"url": "//yun.duiba.com.cn/aurora/assets/93d37b4a0e367e80e375308a6b4414d72d7666fc.svga",
"uuid": "b521bf94-20e1-44dd-8eca-d24996cbaeae",
"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",
"url": "//yun.duiba.com.cn/aurora/assets/b66300c5d4f27134b0aac3dc90a3220e8ae572eb.svga",
"uuid": "71d8dcbc-3931-471a-b585-b3ae01b25aa6",
"ext": ".svga"
}
];
function loadAssets(customModuleAssets, onProgress, onComplete){
return engine.loadAssets(assets.concat(...customModuleAssets), onProgress, onComplete);
}
(function (global, factory) {
typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('tslib')) :
typeof define === 'function' && define.amd ? define(['tslib'], factory) :
(global = global || self, global.p2demo = factory(global.tslib));
}(this, (function (tslib) { 'use strict';
function getTexture(uuid) {
return engine.Texture.from(getAssetByUUID(uuid).uuid);
}
function getTextureByName(name) {
return getTexture(engine.getAssetByName(name).uuid);
}
var OptionState;
(function (OptionState) {
OptionState[OptionState["CHOICE_RIGHT"] = 0] = "CHOICE_RIGHT";
OptionState[OptionState["CHOICE_WRONG"] = 1] = "CHOICE_WRONG";
OptionState[OptionState["CHOICE_SELECT"] = 2] = "CHOICE_SELECT";
})(OptionState || (OptionState = {}));
var GameState;
(function (GameState) {
GameState[GameState["STATE_START"] = 0] = "STATE_START";
GameState[GameState["STATE_END"] = 1] = "STATE_END";
})(GameState || (GameState = {}));
//# sourceMappingURL=utils.js.map
var GameView = (function (_super) {
tslib.__extends(GameView, _super);
function GameView() {
var _this = _super.call(this) || this;
_this.factor = 10;
_this.isDebug = 0;
_this.once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);
return _this;
}
GameView.prototype.createBall = function (r) {
var shape = new engine.Shape();
shape.beginFill(0xfff000);
shape.drawCircle(0, 0, r);
shape.endFill();
return shape;
};
GameView.prototype.start = function () {
console.log('start');
this.stage.addEventListener(engine.MouseEvent.CLICK, this.onClick, this);
};
GameView.prototype.createBitmapByName = function (name) {
var imgContainer = new engine.Sprite();
var img = new engine.Sprite(getTextureByName(name));
img.anchorX = img.width / 2;
img.anchorY = img.height / 2;
img.x = -img.width / 2;
img.y = -img.height / 2;
imgContainer.addChild(img);
return imgContainer;
};
GameView.prototype.createBox = function (width, height) {
var shape = new engine.Shape();
shape.beginFill(0xfff000);
shape.drawRect(-width / 2, -height / 2, width, height);
shape.endFill();
return shape;
};
GameView.prototype.onClick = function (e) {
var _a = this, world = _a.world, factor = _a.factor;
var positionX = (e.stageX / factor);
var positionY = ((engine.gameStage.stage.height - e.stageY) / factor);
var display;
if (Math.random() > .5) {
var boxShape = new p2.Box({ width: 306 / factor, height: 172 / factor });
var boxBody = new p2.Body({ mass: 1, position: [positionX, positionY], angularVelocity: 1 });
boxBody.addShape(boxShape);
world.addBody(boxBody);
if (this.isDebug) {
display = this.createBox(boxShape.width * factor, boxShape.height * factor);
}
else {
display = this.createBitmapByName("block");
}
}
else {
var boxShape = new p2.Circle({ radius: 120 / 2 / factor });
var boxBody = new p2.Body({ mass: 1, position: [positionX, positionY] });
boxBody.addShape(boxShape);
world.addBody(boxBody);
if (this.isDebug) {
display = this.createBall(boxShape.radius * factor);
}
else {
display = this.createBitmapByName("ball");
}
}
boxBody.displays = [display];
this.addChild(display);
};
GameView.prototype.setup = function () {
console.log('setup');
var world = new p2.World({
gravity: [0, -10],
});
world.sleepMode = p2.World.BODY_SLEEPING;
var planeShape = new p2.Plane();
var planeBody = new p2.Body();
planeBody.addShape(planeShape);
planeBody.displays = [];
world.addBody(planeBody);
this.world = world;
this.stage.addEventListener(engine.Event.ENTER_FRAME, this.onEnterFrame, this);
};
GameView.prototype.onEnterFrame = function () {
var _a = this, world = _a.world, factor = _a.factor;
world.step(60 / 1000);
var stageHeight = engine.gameStage.stage.height;
var l = world.bodies.length;
for (var i = 0; i < l; i++) {
var boxBody = world.bodies[i];
var box = boxBody.displays[0];
if (box) {
box.x = boxBody.position[0] * factor;
box.y = stageHeight - boxBody.position[1] * factor;
box.rotation = 360 - (boxBody.angle + boxBody.shapes[0].angle) * 180 / Math.PI;
if (boxBody.sleepState == p2.Body.SLEEPING) {
box.alpha = 0.5;
}
else {
box.alpha = 1;
}
}
}
};
return GameView;
}(engine.Container));
var props = {};
function prepareProps() {
var metaProps = getProps();
engine.injectProp(props, metaProps);
}
function injectProps(p) {
engine.injectProp(props, p);
}
//# sourceMappingURL=props.js.map
var GameWrapper = (function (_super) {
tslib.__extends(GameWrapper, _super);
function GameWrapper() {
var _this = _super.call(this) || this;
engine.globalEvent.addEventListener('pictures-start', _this.start, _this);
engine.globalEvent.addEventListener('pictures-stop', _this.stop, _this);
var gameView = _this._gameView = new GameView();
_this.addChild(gameView);
return _this;
}
GameWrapper.prototype.start = function (event) {
injectProps(event.data);
this._gameView.start();
};
GameWrapper.prototype.stop = function (event) {
};
return GameWrapper;
}(engine.Container));
//# sourceMappingURL=GameWrapper.js.map
function index (props) {
prepareProps();
injectProps(props);
var instance = new GameWrapper();
return instance;
}
//# sourceMappingURL=index.js.map
return index;
})));
//# sourceMappingURL=main.js.map
\ No newline at end of file
{"version":3,"file":"index.js","sources":["src/custom/answer-game/src/game/utils.ts","src/custom/p2demo/src/game/GameView.ts","src/custom/p2demo/src/props.ts","src/custom/p2demo/src/game/GameWrapper.ts","src/custom/p2demo/src/index.ts"],"sourcesContent":["\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 getStage(){\n\treturn engine.gameStage.stage;\n}\n\n\nexport enum OptionState{\n\tCHOICE_RIGHT,//选对\n\tCHOICE_WRONG,//选错\n\tCHOICE_SELECT,//选中\n}\n\nexport enum GameState{\n\tSTATE_START,//开始 选择中\n\tSTATE_END,//倒计时结束\n}","import { Tool } from \"../../../seabed-game/src/game/Tools\";\nimport { getTextureByName } from \"../../../answer-game/src/game/utils\";\n\nexport default class GameView extends engine.Container {\n world: p2.World;\n factor: number = 10;\n isDebug = 0;\n constructor() {\n super();\n this.once(engine.Event.ADDED_TO_STAGE, this.setup, this);\n }\n\n private createBall(r: number) {\n var shape = new engine.Shape();\n shape.beginFill(0xfff000);\n shape.drawCircle(0, 0, r);\n shape.endFill();\n return shape;\n }\n\n start() {\n console.log('start');\n this.stage.addEventListener(engine.MouseEvent.CLICK, this.onClick, this);\n }\n\n createBitmapByName(name) {\n const imgContainer = new engine.Sprite();\n const img = new engine.Sprite(getTextureByName(name));\n img.anchorX = img.width / 2;\n img.anchorY = img.height / 2;\n img.x = -img.width / 2;\n img.y = -img.height / 2;\n imgContainer.addChild(img);\n return imgContainer\n }\n\n private createBox(width: number, height: number): engine.Shape {\n var shape = new engine.Shape();\n shape.beginFill(0xfff000);\n shape.drawRect(-width / 2, -height / 2, width, height);\n shape.endFill();\n return shape;\n }\n\n onClick(e: engine.MouseEvent) {\n\n // const ball = this.createBitmapByName('ball');\n // this.addChild(ball);\n // engine.Tween.get(ball, { loop: true }).to({ rotation: 360 }, 1000);\n // return;\n\n // const box = this.createBitmapByName('block');\n // this.addChild(box);\n // engine.Tween.get(box, { loop: true }).to({ rotation: 360 }, 1000);\n // return;\n\n // const box = this.createBox(750, 100)\n // this.addChild(box);\n // box.x = 750/2;\n // box.y = 1624/2;\n // engine.Tween.get(box, { loop: true }).to({ rotation: 360 }, 1000)\n // return;\n\n // const ball = this.createBall(750/2);\n // this.addChild(ball);\n // ball.x = e.stageX;\n // ball.y = e.stageY;\n // return;\n const { world, factor } = this;\n var positionX: number = (e.stageX / factor);\n var positionY: number = ((engine.gameStage.stage.height - e.stageY) / factor);\n var display: engine.DisplayObject;\n\n if (Math.random() > .5) {\n //添加方形刚体\n var boxShape: p2.Shape = new p2.Box({ width: 306 / factor, height: 172 / factor });\n var boxBody: p2.Body = new p2.Body({ mass: 1, position: [positionX, positionY], angularVelocity: 1 });\n boxBody.addShape(boxShape);\n world.addBody(boxBody);\n\n if (this.isDebug) {\n display = this.createBox((<p2.Box>boxShape).width * factor, (<p2.Box>boxShape).height * factor);\n } else {\n display = this.createBitmapByName(\"block\");\n }\n }\n else {\n //添加圆形刚体\n var boxShape: p2.Shape = new p2.Circle({ radius: 120 / 2 / factor });\n var boxBody: p2.Body = new p2.Body({ mass: 1, position: [positionX, positionY] });\n boxBody.addShape(boxShape);\n world.addBody(boxBody);\n\n if (this.isDebug) {\n display = this.createBall((<p2.Circle>boxShape).radius * factor);\n } else {\n display = this.createBitmapByName(\"ball\");\n }\n\n // display.width = (<p2.Circle>boxShape).radius * 2 * factor;\n // display.height = (<p2.Circle>boxShape).radius * 2 * factor;\n\n }\n\n // display.anchorX = display.width / 2;\n // display.anchorY = display.height / 2;\n\n boxBody.displays = [display];\n\n this.addChild(display);\n\n }\n\n setup() {\n console.log('setup');\n\n //创建world\n var world: p2.World = new p2.World({\n gravity: [0, -10],\n });\n\n world.sleepMode = p2.World.BODY_SLEEPING;\n\n //创建plane\n var planeShape: p2.Plane = new p2.Plane();\n var planeBody: p2.Body = new p2.Body();\n planeBody.addShape(planeShape);\n planeBody.displays = [];\n world.addBody(planeBody);\n this.world = world;\n\n this.stage.addEventListener(engine.Event.ENTER_FRAME, this.onEnterFrame, this)\n }\n\n onEnterFrame() {\n const { world, factor } = this;\n world.step(60 / 1000);\n const stageHeight = engine.gameStage.stage.height;\n var l = world.bodies.length;\n\n for (var i: number = 0; i < l; i++) {\n var boxBody: p2.Body = world.bodies[i];\n var box = boxBody.displays[0];\n if (box) {\n box.x = boxBody.position[0] * factor;\n box.y = stageHeight - boxBody.position[1] * factor;\n\n box.rotation = 360 - (boxBody.angle + boxBody.shapes[0].angle) * 180 / Math.PI;\n if (boxBody.sleepState == p2.Body.SLEEPING) {\n box.alpha = 0.5;\n }\n else {\n box.alpha = 1;\n }\n }\n }\n\n }\n\n}\n","/**\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 2020-01-09.\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}\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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/**
* Created by rockyl on 2020-01-21.
*/
let customModuleProps = {
};
{
"name": "拼图",
"desc": "拼图模块1.0",
"props": {
"MAX_COL": {
"alias": "图片分成几列",
"type": "number",
"default": 3
},
"MAX_ROW": {
"alias": "图片分成几行",
"type": "number",
"default": 4
},
"W": {
"alias": "图片的宽度",
"type": "number",
"default": 618
},
"H": {
"alias": "图片的高度",
"type": "number",
"default": 827
},
"OFFSET_X": {
"alias": "OFFSET_X",
"type": "number",
"default": 0
},
"OFFSET_Y": {
"alias": "OFFSET_Y",
"type": "number",
"default": 0
},
"GAP": {
"alias": "图片间隙",
"type": "number",
"default": 0
},
"GAME_TIME": {
"alias": "游戏时间",
"type": "number",
"default": 10
}
},
"assets": [
{
"name": "block",
"url": "//yun.duiba.com.cn/aurora/assets/f91184b338ef9540b167eebe7d58e71402e8d9d9.png",
"uuid": "888",
"ext": ".png"
},
{
"name": "ball",
"url": "//yun.duiba.com.cn/aurora/assets/3dc11f2d91659b7e7e1d06a9853cbc9f818e1ea2.png",
"uuid": "999",
"ext": ".png"
}
],
"events": {
"in": {
"pictures-start": {
"alias": "开始",
"data": {
"picUrl":"图片路径",
"blockUrl":"blockUrl",
"row":"行",
"column":"列",
"gameTime":"游戏时间"
}
},
"pictures-stop": {
"alias": "停止"
}
},
"out": {
"pictures-time-update": {
"alias": "倒计时更新",
"data": {
"time":"剩余时间"
}
},
"pictures-game-fail": {
"alias": "游戏结束",
"data": {
"reason": "结束原因(1:时间到了)"
}
},
"pictures-game-success": {
"alias": "游戏成功",
"data": {
"time": "游戏消耗时间"
}
}
}
}
}
\ No newline at end of file
import { Tool } from "../../../seabed-game/src/game/Tools";
import { getTextureByName } from "../../../answer-game/src/game/utils";
export default class GameView extends engine.Container {
world: p2.World;
factor: number = 10;
isDebug = 0;
constructor() {
super();
this.once(engine.Event.ADDED_TO_STAGE, this.setup, this);
}
private createBall(r: number) {
var shape = new engine.Shape();
shape.beginFill(0xfff000);
shape.drawCircle(0, 0, r);
shape.endFill();
return shape;
}
start() {
console.log('start');
this.stage.addEventListener(engine.MouseEvent.CLICK, this.onClick, this);
}
createBitmapByName(name) {
const imgContainer = new engine.Sprite();
const img = new engine.Sprite(getTextureByName(name));
img.anchorX = img.width / 2;
img.anchorY = img.height / 2;
img.x = -img.width / 2;
img.y = -img.height / 2;
imgContainer.addChild(img);
return imgContainer
}
private createBox(width: number, height: number): engine.Shape {
var shape = new engine.Shape();
shape.beginFill(0xfff000);
shape.drawRect(-width / 2, -height / 2, width, height);
shape.endFill();
return shape;
}
onClick(e: engine.MouseEvent) {
// const ball = this.createBitmapByName('ball');
// this.addChild(ball);
// engine.Tween.get(ball, { loop: true }).to({ rotation: 360 }, 1000);
// return;
// const box = this.createBitmapByName('block');
// this.addChild(box);
// engine.Tween.get(box, { loop: true }).to({ rotation: 360 }, 1000);
// return;
// const box = this.createBox(750, 100)
// this.addChild(box);
// box.x = 750/2;
// box.y = 1624/2;
// engine.Tween.get(box, { loop: true }).to({ rotation: 360 }, 1000)
// return;
// const ball = this.createBall(750/2);
// this.addChild(ball);
// ball.x = e.stageX;
// ball.y = e.stageY;
// return;
const { world, factor } = this;
var positionX: number = (e.stageX / factor);
var positionY: number = ((engine.gameStage.stage.height - e.stageY) / factor);
var display: engine.DisplayObject;
if (Math.random() > .5) {
//添加方形刚体
var boxShape: p2.Shape = new p2.Box({ width: 306 / factor, height: 172 / factor });
var boxBody: p2.Body = new p2.Body({ mass: 1, position: [positionX, positionY], angularVelocity: 1 });
boxBody.addShape(boxShape);
world.addBody(boxBody);
if (this.isDebug) {
display = this.createBox((<p2.Box>boxShape).width * factor, (<p2.Box>boxShape).height * factor);
} else {
display = this.createBitmapByName("block");
}
}
else {
//添加圆形刚体
var boxShape: p2.Shape = new p2.Circle({ radius: 120 / 2 / factor });
var boxBody: p2.Body = new p2.Body({ mass: 1, position: [positionX, positionY] });
boxBody.addShape(boxShape);
world.addBody(boxBody);
if (this.isDebug) {
display = this.createBall((<p2.Circle>boxShape).radius * factor);
} else {
display = this.createBitmapByName("ball");
}
// display.width = (<p2.Circle>boxShape).radius * 2 * factor;
// display.height = (<p2.Circle>boxShape).radius * 2 * factor;
}
// display.anchorX = display.width / 2;
// display.anchorY = display.height / 2;
boxBody.displays = [display];
this.addChild(display);
}
setup() {
console.log('setup');
//创建world
var world: p2.World = new p2.World({
gravity: [0, -10],
});
world.sleepMode = p2.World.BODY_SLEEPING;
//创建plane
var planeShape: p2.Plane = new p2.Plane();
var planeBody: p2.Body = new p2.Body();
planeBody.addShape(planeShape);
planeBody.displays = [];
world.addBody(planeBody);
this.world = world;
this.stage.addEventListener(engine.Event.ENTER_FRAME, this.onEnterFrame, this)
}
onEnterFrame() {
const { world, factor } = this;
world.step(60 / 1000);
const stageHeight = engine.gameStage.stage.height;
var l = world.bodies.length;
for (var i: number = 0; i < l; i++) {
var boxBody: p2.Body = world.bodies[i];
var box = boxBody.displays[0];
if (box) {
box.x = boxBody.position[0] * factor;
box.y = stageHeight - boxBody.position[1] * factor;
box.rotation = 360 - (boxBody.angle + boxBody.shapes[0].angle) * 180 / Math.PI;
if (boxBody.sleepState == p2.Body.SLEEPING) {
box.alpha = 0.5;
}
else {
box.alpha = 1;
}
}
}
}
}
/**
* Created by rockyl on 2020-01-09.
*/
import GameView from "./GameView";
import { injectProps } from "../props";
export class GameWrapper extends engine.Container {
// private _status;
private _gameView: GameView;
constructor() {
super();
engine.globalEvent.addEventListener('pictures-start', this.start, this);
engine.globalEvent.addEventListener('pictures-stop', this.stop, this);
//创建实例
let gameView = this._gameView = new GameView();
this.addChild(gameView);
}
start(event: engine.Event) {
injectProps(event.data);
// this._status = 1;
this._gameView.start();
}
stop(event: engine.Event) {
}
}
/**
* Created by rockyl on 2020-02-03.
*/
import {Goods} from "./Goods";
import ObjectPool = engine.ObjectPool;
export const PoolName: string = 'goods';
ObjectPool.registerPool(PoolName, function () {
return new Goods();
}, function (item: Goods, data) {
item.reset();
});
import { props } from "../props";
const urls = [];
const picMap = {};
const posMap = {};
export default (parent, url, MAX_COL, MAX_ROW) => {
if (picMap[url]) {
const pics:any[] = picMap[url];
for (const pic of pics) {
parent.addChild(pic);
}
return [picMap[url], posMap[url]]
}
const W = props.W;
const H = props.H;
const GAP = props.GAP;
const spr = [];
const pos = []
for (let row = 0; row < MAX_ROW; row++) {
for (let col = 0; col < MAX_COL; col++) {
const child = engine.Sprite.fromImage(url);
spr.push(child);
child.scaleX = 1 / MAX_COL;
child.scaleY = 1 / 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]);
// child.texture.addEventListener('update', () => {
child.addEventListener(engine.Event.COMPLETE, () => {
const uvs = new Float32Array([
col / MAX_COL,
row / MAX_ROW,
(col + 1) / MAX_COL,
row / MAX_ROW,
(col + 1) / MAX_COL,
(row + 1) / MAX_ROW,
col / MAX_COL,
(row + 1) / MAX_ROW,
]);
child.uvs = uvs;
// spr.push(child);
});
}
}
picMap[url] = spr.concat([]);
posMap[url] = pos.concat([]);;
// console.log(spr);
return [spr, pos];
};
/**
* Created by rockyl on 2020-01-21.
*/
export function getTexture(uuid) {
return engine.Texture.from(getAssetByUUID(uuid).uuid);
}
export function getTextureByName(name) {
return getTexture(engine.getAssetByName(name).uuid);
}
export function playSound(name) {
engine.playSound(engine.getAssetByName(name).uuid, {keep: true});
}
export function createSvga(name, anchorName?) {
let inst = new svga.Svga();
inst.source = 'asset://' + engine.getAssetByName(name).uuid;
return inst;
}
export function getIndexFromRC(row,col,maxCol){
let index;
index = row * maxCol + col ;
return index
}
export function getRandomArray(array){
array.sort(function() {
return .5 - Math.random();
});
}
\ No newline at end of file
/**
* Created by rockyl on 2019-11-20.
*/
import {GameWrapper} from "./game/GameWrapper";
import {injectProps, prepareProps} from "./props";
export default function (props) {
prepareProps();
injectProps(props);
let instance = new GameWrapper();
return instance;
}
/**
* Created by rockyl on 2020-01-21.
*/
export let props: any = {};
export function prepareProps() {
let metaProps = getProps();
engine.injectProp(props, metaProps);
}
export function injectProps(p) {
engine.injectProp(props, p);
}
...@@ -52,9 +52,15 @@ function launchWithCustomModule(customModule) { ...@@ -52,9 +52,15 @@ function launchWithCustomModule(customModule) {
engine.globalEvent.dispatchEvent('pictures-start', { engine.globalEvent.dispatchEvent('pictures-start', {
picUrl: "http://yun.duiba.com.cn/aurora/assets/e1593b97c27077b85b92f7eaaeae1ed64a1eb79a.png", picUrl: "http://yun.duiba.com.cn/aurora/assets/e1593b97c27077b85b92f7eaaeae1ed64a1eb79a.png",
blockUrl: "888", blockUrl: "888",
<<<<<<< HEAD
row: 3, row: 3,
column: 3, column: 3,
gameTime: 50 gameTime: 50
=======
column:"2",
row:"2",
gameTime:"50"
>>>>>>> 33823dbdb9c3b079aa71a545ab5472146df6429b
}); });
const d = engine.gameStage.sceneContainer.getChildAt(0); const d = engine.gameStage.sceneContainer.getChildAt(0);
......
...@@ -187,7 +187,10 @@ ...@@ -187,7 +187,10 @@
MAX_COL = props.MAX_COL; MAX_COL = props.MAX_COL;
MAX_ROW = props.MAX_ROW; MAX_ROW = props.MAX_ROW;
GAME_TIME = props.GAME_TIME; GAME_TIME = props.GAME_TIME;
<<<<<<< HEAD
console.log(GAME_TIME, 'setuptime'); console.log(GAME_TIME, 'setuptime');
=======
>>>>>>> 33823dbdb9c3b079aa71a545ab5472146df6429b
W = props.W; W = props.W;
H = props.H; H = props.H;
GAP = props.GAP; GAP = props.GAP;
......
<<<<<<< HEAD
{"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":["/**\r\n * Created by rockyl on 2020-01-21.\r\n */\r\n\r\nexport let props: any = {};\r\n\r\nexport function prepareProps() {\r\n\tlet metaProps = getProps();\r\n\r\n\tengine.injectProp(props, metaProps);\r\n}\r\n\r\nexport function injectProps(p) {\r\n\tengine.injectProp(props, p);\r\n}\r\n","import { props } from \"../props\";\r\nconst urls = [];\r\nconst picMap = {};\r\nconst posMap = {};\r\nexport default (parent, url, MAX_COL, MAX_ROW) => {\r\n if (picMap[url]) {\r\n const pics:any[] = picMap[url];\r\n for (const pic of pics) {\r\n parent.addChild(pic);\r\n }\r\n return [picMap[url], posMap[url]]\r\n }\r\n\r\n const W = props.W;\r\n const H = props.H;\r\n const GAP = props.GAP;\r\n\r\n const spr = [];\r\n const pos = []\r\n\r\n for (let row = 0; row < MAX_ROW; row++) {\r\n for (let col = 0; col < MAX_COL; col++) {\r\n\r\n const child = engine.Sprite.fromImage(url);\r\n spr.push(child);\r\n\r\n child.scaleX = 1 / MAX_COL;\r\n child.scaleY = 1 / MAX_ROW;\r\n parent.addChild(child);\r\n child.x = col * (W / MAX_COL + GAP);\r\n child.y = row * (H / MAX_ROW + GAP);\r\n pos.push([child.x, child.y]);\r\n // child.texture.addEventListener('update', () => {\r\n child.addEventListener(engine.Event.COMPLETE, () => {\r\n const uvs = new Float32Array([\r\n col / MAX_COL,\r\n row / MAX_ROW,\r\n (col + 1) / MAX_COL,\r\n row / MAX_ROW,\r\n (col + 1) / MAX_COL,\r\n (row + 1) / MAX_ROW,\r\n col / MAX_COL,\r\n (row + 1) / MAX_ROW,\r\n ]);\r\n\r\n child.uvs = uvs;\r\n // spr.push(child);\r\n });\r\n }\r\n }\r\n picMap[url] = spr.concat([]);\r\n posMap[url] = pos.concat([]);;\r\n // console.log(spr);\r\n return [spr, pos];\r\n};\r\n","/**\r\n * Created by rockyl on 2020-01-21.\r\n */\r\n\r\nexport function getTexture(uuid) {\r\n\treturn engine.Texture.from(getAssetByUUID(uuid).uuid);\r\n}\r\n\r\nexport function getTextureByName(name) {\r\n\treturn getTexture(engine.getAssetByName(name).uuid);\r\n}\r\n\r\nexport function playSound(name) {\r\n\tengine.playSound(engine.getAssetByName(name).uuid, {keep: true});\r\n}\r\nexport function createSvga(name, anchorName?) {\r\n\tlet inst = new svga.Svga();\r\n\tinst.source = 'asset://' + engine.getAssetByName(name).uuid;\r\n\treturn inst;\r\n}\r\n\r\nexport function getIndexFromRC(row,col,maxCol){\r\n\tlet index;\r\n\tindex = row * maxCol + col ;\r\n\treturn index\r\n}\r\n\r\n\r\n\r\n\r\nexport function getRandomArray(array){\r\n\tarray.sort(function() {\r\n\t\treturn .5 - Math.random();\r\n\t});\r\n}","/**\r\n * Created by rockyl on 2018/8/16.\r\n */\r\n\r\nimport { props } from \"../props\";\r\nimport qietu from \"./qietu\";\r\nimport { getIndexFromRC, getRandomArray, getTexture } from \"./utils\";\r\nimport ObjectPool = engine.ObjectPool;\r\n\r\n// let OFFSET_X;\r\n// let OFFSET_Y;\r\nlet MAX_COL;\r\nlet MAX_ROW;\r\nlet W;\r\nlet H;\r\nlet GAP;\r\nlet GAME_TIME;\r\n// 每张图片宽\r\nlet w;\r\n// 每张图片高\r\nlet h;\r\n\r\nexport default class GameView extends engine.Container {\r\n private _timer;\r\n private _timeCounter = 0;\r\n\r\n private date\r\n\r\n start() {\r\n MAX_COL = props.column || props.MAX_COL;\r\n MAX_ROW = props.row || props.MAX_ROW;\r\n GAME_TIME = props.gameTime || props.GAME_TIME;\r\n console.log('start',props.column,props.row,props.gameTime)\r\n \r\n if (!this.guideHole) {\r\n this.guideHole = new engine.Image();\r\n this.guideHole.source = 'asset://' + props.blockUrl;\r\n this.guideHole.mouseChildren = this.guideHole.mouseEnabled = false;\r\n }\r\n\r\n if (this.pictures) {\r\n for (const pic of this.pictures) {\r\n if (pic && pic.wrapper)\r\n pic.wrapper.removeChild(pic);\r\n }\r\n }\r\n\r\n console.log('on start')\r\n engine.globalEvent.dispatchEvent('pictures-time-update', {\r\n second: this.getSecond(),\r\n });\r\n\r\n // 图片一维数组\r\n const result = qietu(this.picturesWrapper, props.picUrl, MAX_COL, MAX_ROW);\r\n this.picturesWrapper.addChild(this.guideHole);\r\n\r\n console.log(this.picturesWrapper)\r\n\r\n this.pictures = result[0];\r\n this.rightList = this.pictures.concat([]);\r\n const posList = result[1];\r\n getRandomArray(this.pictures);\r\n\r\n let i = 0;\r\n let len;\r\n len = this.pictures.length;\r\n\r\n\r\n for (; i < len; i++) {\r\n this.dragPic = this.pictures[i];\r\n this.pictures[i].addEventListener(\r\n engine.MouseEvent.MOUSE_DOWN,\r\n this.onDown,\r\n this\r\n );\r\n const [x, y] = posList[i];\r\n this.dragPic.x = x;\r\n this.dragPic.y = y;\r\n\r\n }\r\n\r\n this._timer = setInterval(() => {\r\n this.onTimer();\r\n }, 10)\r\n\r\n this.date = new Date().getTime();\r\n\r\n }\r\n\r\n onTimer() {\r\n\r\n let date = new Date().getTime();\r\n\r\n let gap = ((date - this.date) / 1000);\r\n this.date = date;\r\n console.log(gap,\"gap\");\r\n\r\n // 以GAME_TIME为标准\r\n GAME_TIME -= gap;\r\n if(GAME_TIME < 0){\r\n GAME_TIME = 0;\r\n }\r\n GAME_TIME = this.afterPointTwo(GAME_TIME);\r\n GAME_TIME = GAME_TIME.toFixed(2)\r\n if (GAME_TIME < 10) {\r\n GAME_TIME = '0' + GAME_TIME\r\n }\r\n console.log(GAME_TIME,\"gametime1\");\r\n\r\n\r\n engine.globalEvent.dispatchEvent('pictures-time-update', {\r\n second: this.getSecond(),\r\n });\r\n\r\n if (this.getSecond() == 0) {\r\n this.stop();\r\n engine.globalEvent.dispatchEvent('pictures-game-fail', {\r\n reason: 1\r\n });\r\n }\r\n }\r\n\r\n afterPointTwo(n) {\r\n\r\n var floatN = parseFloat(n);\r\n if (isNaN(floatN)) {\r\n return;\r\n }\r\n floatN = Math.round(floatN * 100) / 100;\r\n return floatN;\r\n\r\n }\r\n\r\n getSecond() {\r\n return GAME_TIME\r\n }\r\n\r\n stop() {\r\n \r\n GAME_TIME = props.GAME_TIME\r\n clearInterval(this._timer);\r\n let len = this.pictures.length;\r\n for(let i=0;i<len;i++){\r\n this.pictures[i].removeAllEventListener();\r\n }\r\n\r\n this.stage.removeEventListener(\r\n engine.MouseEvent.MOUSE_UP,\r\n this.stageOnUp,\r\n this\r\n );\r\n \r\n }\r\n\r\n constructor() {\r\n super();\r\n this.once(engine.Event.ADDED_TO_STAGE, this.setup, this);\r\n }\r\n\r\n //当前图片对象\r\n dragPic;\r\n // 鼠标在当前图片上的位置\r\n localPicX;\r\n localPicY;\r\n // 拖动的图片最开始的位置(左上角为准)\r\n distanceX;\r\n distanceY;\r\n // 图片中心的位置\r\n centerX: number;\r\n centerY: number;\r\n\r\n pictures: engine.Sprite[];\r\n\r\n // 点击图片时的一维数组索引\r\n index;\r\n // 计算目标图片行和列的位置\r\n indexI: number;\r\n indexJ: number;\r\n rightList: engine.Sprite[];\r\n\r\n private picturesWrapper: engine.Sprite;\r\n private guideHole: engine.Image;\r\n\r\n createRects() { }\r\n setup() {\r\n\r\n MAX_COL = props.MAX_COL;\r\n MAX_ROW = props.MAX_ROW;\r\n GAME_TIME = props.GAME_TIME;\r\n // OFFSET_X = props.OFFSET_X;\r\n // OFFSET_Y = props.OFFSET_Y;\r\n console.log(GAME_TIME,'setuptime')\r\n W = props.W;\r\n H = props.H;\r\n GAP = props.GAP;\r\n // 每张图片宽\r\n w = W / MAX_COL;\r\n // 每张图片高\r\n h = H / MAX_ROW;\r\n\r\n console.log('onSteup', props);\r\n\r\n const parent = new engine.Sprite();\r\n this.picturesWrapper = parent;\r\n this.addChild(parent);\r\n\r\n // this.picturesWrapper.x = OFFSET_X;\r\n // this.picturesWrapper.y = OFFSET_Y;\r\n\r\n // 添加按钮\r\n // const btn = new engine.Rect();\r\n // btn.width = 200;\r\n // btn.height = 100;\r\n // btn.stage.top = 1000;\r\n // btn.stage.left = 350;\r\n // btn.fillColor = 'cyan';\r\n // this.addChild(btn)\r\n\r\n // btn.addEventListener(engine.MouseEvent.CLICK,this.onClk,this)\r\n\r\n }\r\n\r\n onDown(e: engine.MouseEvent) {\r\n // console.log(e);\r\n\r\n let stageLeft = (750 - props.W) / 2\r\n let stageTop = (this.stage.height - props.H) / 2;\r\n\r\n // 创建一个图片对象接收当前位置信息\r\n this.dragPic = e.target;\r\n this.picturesWrapper.addChild(this.dragPic);\r\n\r\n\r\n // 鼠标的偏移量\r\n this.localPicX = e.localX / MAX_COL;\r\n this.localPicY = e.localY / MAX_ROW;\r\n\r\n // 最开始图片的位置\r\n this.distanceX = this.dragPic.x ;\r\n this.distanceY = this.dragPic.y;\r\n\r\n // 最开始点击的图片的索引值\r\n\r\n this.indexJ = Math.floor((this.distanceX) / (w + GAP));\r\n this.indexI = Math.floor((this.distanceY) / (h + GAP));\r\n this.index = (this.indexI) * MAX_COL + this.indexJ;\r\n\r\n\r\n // this.centerX = Math.floor(e.clientX / w) * w + w / 2;\r\n // this.centerY = Math.floor(e.clientY / h) * h + h / 2;\r\n\r\n this.centerX = Math.floor((e.clientX - stageLeft) / w) * w + w / 2;\r\n this.centerY = Math.floor((e.clientY - stageTop) / h) * h + h / 2;\r\n\r\n this.stage.addEventListener(\r\n engine.MouseEvent.MOUSE_MOVE,\r\n this.onMove,\r\n this\r\n );\r\n this.stage.addEventListener(\r\n engine.MouseEvent.MOUSE_UP,\r\n this.stageOnUp,\r\n this\r\n );\r\n\r\n }\r\n\r\n listenStageOn = 1;\r\n\r\n stageOnUp(e) {\r\n\r\n let stageLeft = (750 - props.W) / 2\r\n let stageTop = (this.stage.height - props.H) / 2;\r\n\r\n this.stage.removeEventListener(\r\n engine.MouseEvent.MOUSE_MOVE,\r\n this.onMove,\r\n this\r\n );\r\n\r\n this.stage.removeEventListener(\r\n engine.MouseEvent.MOUSE_UP,\r\n this.stageOnUp,\r\n this\r\n );\r\n\r\n // 拖动的图片的中心位置在图片之外,回到原来的位置\r\n if (this.centerY < stageTop || this.centerX < stageLeft) {\r\n this.dragPic.x = this.distanceX ;\r\n this.dragPic.y = this.distanceY ;\r\n }\r\n\r\n // 判断图片是否进入另一张图片的范围内\r\n // 要交换的图片第几行第几列\r\n let curJ = Math.floor(this.centerX / (w + GAP));\r\n let curI = Math.floor(this.centerY / (h + GAP));\r\n\r\n this.picturesWrapper.addChild(this.guideHole);\r\n\r\n\r\n // 点击图片的位置\r\n\r\n if ( 0 <= curJ && curJ < (MAX_COL) && 0 <= curI && curI < (MAX_ROW)) {\r\n\r\n // 获取交互图片的索引值\r\n let index = getIndexFromRC(curI, curJ, MAX_COL);\r\n // console.log(index);\r\n\r\n //要交换的图片\r\n let dropPic = this.pictures[index];\r\n\r\n let dropPicX = dropPic.x + stageLeft;\r\n let dropPicy = dropPic.y + stageTop;\r\n\r\n dropPic.x = this.distanceX;\r\n dropPic.y = this.distanceY;\r\n\r\n this.dragPic.x = dropPicX - stageLeft;\r\n this.dragPic.y = dropPicy - stageTop;\r\n\r\n // 交换之后索引也需要交换\r\n\r\n const dropPicIndex = this.pictures.indexOf(dropPic);\r\n const dragPicIndex = this.pictures.indexOf(this.dragPic);\r\n\r\n this.pictures[dropPicIndex] = this.dragPic;\r\n this.pictures[dragPicIndex] = dropPic;\r\n\r\n // 图片中心还是在原来的位置\r\n if (dragPicIndex === dropPicIndex) {\r\n this.dragPic.x = this.distanceX\r\n this.dragPic.y = this.distanceY\r\n }\r\n\r\n let result = true;\r\n for (let j = 0; j < this.rightList.length; j++) {\r\n if (this.rightList[j] != this.pictures[j]) {\r\n result = false;\r\n break;\r\n }\r\n }\r\n\r\n if (result) {\r\n this.onSuccess();\r\n\r\n }\r\n } else {\r\n this.dragPic.x = this.distanceX\r\n this.dragPic.y = this.distanceY\r\n }\r\n\r\n\r\n }\r\n\r\n private onSuccess() {\r\n console.log('拼图成功!');\r\n engine.globalEvent.dispatchEvent('pictures-game-success', { time: GAME_TIME });\r\n this.stop();\r\n\r\n }\r\n\r\n onMove(e: engine.MouseEvent) {\r\n // 当前图片的位置\r\n this.dragPic.x = e.stageX - this.localPicX - (750 - props.W) / 2;\r\n this.dragPic.y = e.stageY - this.localPicY - (this.stage.height - props.H) / 2;\r\n\r\n // 当前图片的中心位置\r\n this.centerX = this.dragPic.x + w / 2;\r\n this.centerY = this.dragPic.y + h / 2;\r\n }\r\n\r\n // onClk(e){\r\n // // 重置时间\r\n // this._timeCounter = 0;\r\n // //重置图片顺序\r\n\r\n\r\n // }\r\n\r\n\r\n}\r\n","/**\r\n * Created by rockyl on 2020-01-09.\r\n */\r\n\r\nimport GameView from \"./GameView\";\r\nimport { injectProps } from \"../props\";\r\n\r\n\r\nexport class GameWrapper extends engine.Container {\r\n\t// private _status;\r\n\tprivate _gameView: GameView;\r\n\r\n\r\n\r\n\r\n\r\n\tconstructor() {\r\n\t\tsuper();\r\n\r\n\t\tengine.globalEvent.addEventListener('pictures-start', this.start, this);\r\n\t\tengine.globalEvent.addEventListener('pictures-stop', this.stop, this);\r\n\r\n\t\t//创建实例\r\n\t\tlet gameView = this._gameView = new GameView();\r\n\t\tthis.addChild(gameView);\r\n\r\n\t}\r\n\r\n\tstart(event: engine.Event) {\r\n\t\tinjectProps(event.data);\r\n\r\n\t\t// this._status = 1;\r\n\r\n\t\tthis._gameView.start();\r\n\t}\r\n\tstop(event: engine.Event) {\r\n\t\t\r\n\t\tthis._gameView.stop();\r\n\t}\r\n}\r\n","/**\r\n * Created by rockyl on 2019-11-20.\r\n */\r\n\r\nimport {GameWrapper} from \"./game/GameWrapper\";\r\nimport {injectProps, prepareProps} from \"./props\";\r\n\r\nexport default function (props) {\r\n\tprepareProps();\r\n\tinjectProps(props);\r\n\r\n\tlet instance = new GameWrapper();\r\n\t\r\n\treturn 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{"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":["/**\r\n * Created by rockyl on 2020-01-21.\r\n */\r\n\r\nexport let props: any = {};\r\n\r\nexport function prepareProps() {\r\n\tlet metaProps = getProps();\r\n\r\n\tengine.injectProp(props, metaProps);\r\n}\r\n\r\nexport function injectProps(p) {\r\n\tengine.injectProp(props, p);\r\n}\r\n","import { props } from \"../props\";\r\nconst urls = [];\r\nconst picMap = {};\r\nconst posMap = {};\r\nexport default (parent, url, MAX_COL, MAX_ROW) => {\r\n if (picMap[url]) {\r\n const pics:any[] = picMap[url];\r\n for (const pic of pics) {\r\n parent.addChild(pic);\r\n }\r\n return [picMap[url], posMap[url]]\r\n }\r\n\r\n const W = props.W;\r\n const H = props.H;\r\n const GAP = props.GAP;\r\n\r\n const spr = [];\r\n const pos = []\r\n\r\n for (let row = 0; row < MAX_ROW; row++) {\r\n for (let col = 0; col < MAX_COL; col++) {\r\n\r\n const child = engine.Sprite.fromImage(url);\r\n spr.push(child);\r\n\r\n child.scaleX = 1 / MAX_COL;\r\n child.scaleY = 1 / MAX_ROW;\r\n parent.addChild(child);\r\n child.x = col * (W / MAX_COL + GAP);\r\n child.y = row * (H / MAX_ROW + GAP);\r\n pos.push([child.x, child.y]);\r\n // child.texture.addEventListener('update', () => {\r\n child.addEventListener(engine.Event.COMPLETE, () => {\r\n const uvs = new Float32Array([\r\n col / MAX_COL,\r\n row / MAX_ROW,\r\n (col + 1) / MAX_COL,\r\n row / MAX_ROW,\r\n (col + 1) / MAX_COL,\r\n (row + 1) / MAX_ROW,\r\n col / MAX_COL,\r\n (row + 1) / MAX_ROW,\r\n ]);\r\n\r\n child.uvs = uvs;\r\n // spr.push(child);\r\n });\r\n }\r\n }\r\n picMap[url] = spr.concat([]);\r\n posMap[url] = pos.concat([]);;\r\n // console.log(spr);\r\n return [spr, pos];\r\n};\r\n","/**\r\n * Created by rockyl on 2020-01-21.\r\n */\r\n\r\nexport function getTexture(uuid) {\r\n\treturn engine.Texture.from(getAssetByUUID(uuid).uuid);\r\n}\r\n\r\nexport function getTextureByName(name) {\r\n\treturn getTexture(engine.getAssetByName(name).uuid);\r\n}\r\n\r\nexport function playSound(name) {\r\n\tengine.playSound(engine.getAssetByName(name).uuid, {keep: true});\r\n}\r\nexport function createSvga(name, anchorName?) {\r\n\tlet inst = new svga.Svga();\r\n\tinst.source = 'asset://' + engine.getAssetByName(name).uuid;\r\n\treturn inst;\r\n}\r\n\r\nexport function getIndexFromRC(row,col,maxCol){\r\n\tlet index;\r\n\tindex = row * maxCol + col ;\r\n\treturn index\r\n}\r\n\r\n\r\n\r\n\r\nexport function getRandomArray(array){\r\n\tarray.sort(function() {\r\n\t\treturn .5 - Math.random();\r\n\t});\r\n}","/**\r\n * Created by rockyl on 2018/8/16.\r\n */\r\n\r\nimport { props } from \"../props\";\r\nimport qietu from \"./qietu\";\r\nimport { getIndexFromRC, getRandomArray, getTexture } from \"./utils\";\r\nimport ObjectPool = engine.ObjectPool;\r\n\r\n// let OFFSET_X;\r\n// let OFFSET_Y;\r\nlet MAX_COL;\r\nlet MAX_ROW;\r\nlet W;\r\nlet H;\r\nlet GAP;\r\nlet GAME_TIME;\r\n// 每张图片宽\r\nlet w;\r\n// 每张图片高\r\nlet h;\r\n\r\nexport default class GameView extends engine.Container {\r\n private _timer;\r\n private _timeCounter = 0;\r\n\r\n private date\r\n\r\n start() {\r\n MAX_COL = props.column || props.MAX_COL;\r\n MAX_ROW = props.row || props.MAX_ROW;\r\n GAME_TIME = props.gameTime || props.GAME_TIME;\r\n console.log('start',props.column,props.row,props.gameTime)\r\n \r\n if (!this.guideHole) {\r\n this.guideHole = new engine.Image();\r\n this.guideHole.source = 'asset://' + props.blockUrl;\r\n this.guideHole.mouseChildren = this.guideHole.mouseEnabled = false;\r\n }\r\n\r\n if (this.pictures) {\r\n for (const pic of this.pictures) {\r\n if (pic && pic.wrapper)\r\n pic.wrapper.removeChild(pic);\r\n }\r\n }\r\n\r\n console.log('on start')\r\n engine.globalEvent.dispatchEvent('pictures-time-update', {\r\n second: this.getSecond(),\r\n });\r\n\r\n // 图片一维数组\r\n const result = qietu(this.picturesWrapper, props.picUrl, MAX_COL, MAX_ROW);\r\n this.picturesWrapper.addChild(this.guideHole);\r\n\r\n console.log(this.picturesWrapper)\r\n\r\n this.pictures = result[0];\r\n this.rightList = this.pictures.concat([]);\r\n const posList = result[1];\r\n getRandomArray(this.pictures);\r\n\r\n let i = 0;\r\n let len;\r\n len = this.pictures.length;\r\n\r\n\r\n for (; i < len; i++) {\r\n this.dragPic = this.pictures[i];\r\n this.pictures[i].addEventListener(\r\n engine.MouseEvent.MOUSE_DOWN,\r\n this.onDown,\r\n this\r\n );\r\n const [x, y] = posList[i];\r\n this.dragPic.x = x;\r\n this.dragPic.y = y;\r\n\r\n }\r\n\r\n this._timer = setInterval(() => {\r\n this.onTimer();\r\n }, 10)\r\n\r\n this.date = new Date().getTime();\r\n\r\n }\r\n\r\n onTimer() {\r\n\r\n let date = new Date().getTime();\r\n\r\n let gap = ((date - this.date) / 1000);\r\n this.date = date;\r\n console.log(gap,\"gap\");\r\n\r\n // 以GAME_TIME为标准\r\n GAME_TIME -= gap;\r\n if(GAME_TIME < 0){\r\n GAME_TIME = 0;\r\n }\r\n GAME_TIME = this.afterPointTwo(GAME_TIME);\r\n GAME_TIME = GAME_TIME.toFixed(2)\r\n if (GAME_TIME < 10) {\r\n GAME_TIME = '0' + GAME_TIME\r\n }\r\n console.log(GAME_TIME,\"gametime1\");\r\n\r\n\r\n engine.globalEvent.dispatchEvent('pictures-time-update', {\r\n second: this.getSecond(),\r\n });\r\n\r\n if (this.getSecond() == 0) {\r\n this.stop();\r\n engine.globalEvent.dispatchEvent('pictures-game-fail', {\r\n reason: 1\r\n });\r\n }\r\n }\r\n\r\n afterPointTwo(n) {\r\n\r\n var floatN = parseFloat(n);\r\n if (isNaN(floatN)) {\r\n return;\r\n }\r\n floatN = Math.round(floatN * 100) / 100;\r\n return floatN;\r\n\r\n }\r\n\r\n getSecond() {\r\n return GAME_TIME\r\n }\r\n\r\n stop() {\r\n \r\n GAME_TIME = props.GAME_TIME\r\n clearInterval(this._timer);\r\n let len = this.pictures.length;\r\n for(let i=0;i<len;i++){\r\n this.pictures[i].removeAllEventListener();\r\n }\r\n\r\n this.stage.removeEventListener(\r\n engine.MouseEvent.MOUSE_UP,\r\n this.stageOnUp,\r\n this\r\n );\r\n \r\n }\r\n\r\n constructor() {\r\n super();\r\n this.once(engine.Event.ADDED_TO_STAGE, this.setup, this);\r\n }\r\n\r\n //当前图片对象\r\n dragPic;\r\n // 鼠标在当前图片上的位置\r\n localPicX;\r\n localPicY;\r\n // 拖动的图片最开始的位置(左上角为准)\r\n distanceX;\r\n distanceY;\r\n // 图片中心的位置\r\n centerX: number;\r\n centerY: number;\r\n\r\n pictures: engine.Sprite[];\r\n\r\n // 点击图片时的一维数组索引\r\n index;\r\n // 计算目标图片行和列的位置\r\n indexI: number;\r\n indexJ: number;\r\n rightList: engine.Sprite[];\r\n\r\n private picturesWrapper: engine.Sprite;\r\n private guideHole: engine.Image;\r\n\r\n createRects() { }\r\n setup() {\r\n\r\n MAX_COL = props.MAX_COL;\r\n MAX_ROW = props.MAX_ROW;\r\n GAME_TIME = props.GAME_TIME;\r\n // OFFSET_X = props.OFFSET_X;\r\n // OFFSET_Y = props.OFFSET_Y;\r\n console.log(GAME_TIME,'setuptime')\r\n W = props.W;\r\n H = props.H;\r\n GAP = props.GAP;\r\n // 每张图片宽\r\n w = W / MAX_COL;\r\n // 每张图片高\r\n h = H / MAX_ROW;\r\n\r\n console.log('onSteup', props);\r\n\r\n const parent = new engine.Sprite();\r\n this.picturesWrapper = parent;\r\n this.addChild(parent);\r\n\r\n // this.picturesWrapper.x = OFFSET_X;\r\n // this.picturesWrapper.y = OFFSET_Y;\r\n\r\n // 添加按钮\r\n // const btn = new engine.Rect();\r\n // btn.width = 200;\r\n // btn.height = 100;\r\n // btn.stage.top = 1000;\r\n // btn.stage.left = 350;\r\n // btn.fillColor = 'cyan';\r\n // this.addChild(btn)\r\n\r\n // btn.addEventListener(engine.MouseEvent.CLICK,this.onClk,this)\r\n\r\n }\r\n\r\n onDown(e: engine.MouseEvent) {\r\n // console.log(e);\r\n\r\n let stageLeft = (750 - props.W) / 2\r\n let stageTop = (this.stage.height - props.H) / 2;\r\n\r\n // 创建一个图片对象接收当前位置信息\r\n this.dragPic = e.target;\r\n this.picturesWrapper.addChild(this.dragPic);\r\n\r\n\r\n // 鼠标的偏移量\r\n this.localPicX = e.localX / MAX_COL;\r\n this.localPicY = e.localY / MAX_ROW;\r\n\r\n // 最开始图片的位置\r\n this.distanceX = this.dragPic.x ;\r\n this.distanceY = this.dragPic.y;\r\n\r\n // 最开始点击的图片的索引值\r\n\r\n this.indexJ = Math.floor((this.distanceX) / (w + GAP));\r\n this.indexI = Math.floor((this.distanceY) / (h + GAP));\r\n this.index = (this.indexI) * MAX_COL + this.indexJ;\r\n\r\n\r\n // this.centerX = Math.floor(e.clientX / w) * w + w / 2;\r\n // this.centerY = Math.floor(e.clientY / h) * h + h / 2;\r\n\r\n this.centerX = Math.floor((e.clientX - stageLeft) / w) * w + w / 2;\r\n this.centerY = Math.floor((e.clientY - stageTop) / h) * h + h / 2;\r\n\r\n this.stage.addEventListener(\r\n engine.MouseEvent.MOUSE_MOVE,\r\n this.onMove,\r\n this\r\n );\r\n this.stage.addEventListener(\r\n engine.MouseEvent.MOUSE_UP,\r\n this.stageOnUp,\r\n this\r\n );\r\n\r\n }\r\n\r\n listenStageOn = 1;\r\n\r\n stageOnUp(e) {\r\n\r\n let stageLeft = (750 - props.W) / 2\r\n let stageTop = (this.stage.height - props.H) / 2;\r\n\r\n this.stage.removeEventListener(\r\n engine.MouseEvent.MOUSE_MOVE,\r\n this.onMove,\r\n this\r\n );\r\n\r\n this.stage.removeEventListener(\r\n engine.MouseEvent.MOUSE_UP,\r\n this.stageOnUp,\r\n this\r\n );\r\n\r\n // 拖动的图片的中心位置在图片之外,回到原来的位置\r\n if (this.centerY < stageTop || this.centerX < stageLeft) {\r\n this.dragPic.x = this.distanceX ;\r\n this.dragPic.y = this.distanceY ;\r\n }\r\n\r\n // 判断图片是否进入另一张图片的范围内\r\n // 要交换的图片第几行第几列\r\n let curJ = Math.floor(this.centerX / (w + GAP));\r\n let curI = Math.floor(this.centerY / (h + GAP));\r\n\r\n this.picturesWrapper.addChild(this.guideHole);\r\n\r\n\r\n // 点击图片的位置\r\n\r\n if ( 0 <= curJ && curJ < (MAX_COL) && 0 <= curI && curI < (MAX_ROW)) {\r\n\r\n // 获取交互图片的索引值\r\n let index = getIndexFromRC(curI, curJ, MAX_COL);\r\n // console.log(index);\r\n\r\n //要交换的图片\r\n let dropPic = this.pictures[index];\r\n\r\n let dropPicX = dropPic.x + stageLeft;\r\n let dropPicy = dropPic.y + stageTop;\r\n\r\n dropPic.x = this.distanceX;\r\n dropPic.y = this.distanceY;\r\n\r\n this.dragPic.x = dropPicX - stageLeft;\r\n this.dragPic.y = dropPicy - stageTop;\r\n\r\n // 交换之后索引也需要交换\r\n\r\n const dropPicIndex = this.pictures.indexOf(dropPic);\r\n const dragPicIndex = this.pictures.indexOf(this.dragPic);\r\n\r\n this.pictures[dropPicIndex] = this.dragPic;\r\n this.pictures[dragPicIndex] = dropPic;\r\n\r\n // 图片中心还是在原来的位置\r\n if (dragPicIndex === dropPicIndex) {\r\n this.dragPic.x = this.distanceX\r\n this.dragPic.y = this.distanceY\r\n }\r\n\r\n let result = true;\r\n for (let j = 0; j < this.rightList.length; j++) {\r\n if (this.rightList[j] != this.pictures[j]) {\r\n result = false;\r\n break;\r\n }\r\n }\r\n\r\n if (result) {\r\n this.onSuccess();\r\n\r\n }\r\n } else {\r\n this.dragPic.x = this.distanceX\r\n this.dragPic.y = this.distanceY\r\n }\r\n\r\n\r\n }\r\n\r\n private onSuccess() {\r\n console.log('拼图成功!');\r\n engine.globalEvent.dispatchEvent('pictures-game-success', { time: GAME_TIME });\r\n this.stop();\r\n\r\n }\r\n\r\n onMove(e: engine.MouseEvent) {\r\n // 当前图片的位置\r\n this.dragPic.x = e.stageX - this.localPicX - (750 - props.W) / 2;\r\n this.dragPic.y = e.stageY - this.localPicY - (this.stage.height - props.H) / 2;\r\n\r\n // 当前图片的中心位置\r\n this.centerX = this.dragPic.x + w / 2;\r\n this.centerY = this.dragPic.y + h / 2;\r\n }\r\n\r\n // onClk(e){\r\n // // 重置时间\r\n // this._timeCounter = 0;\r\n // //重置图片顺序\r\n\r\n\r\n // }\r\n\r\n\r\n}\r\n","/**\r\n * Created by rockyl on 2020-01-09.\r\n */\r\n\r\nimport GameView from \"./GameView\";\r\nimport { injectProps } from \"../props\";\r\n\r\n\r\nexport class GameWrapper extends engine.Container {\r\n\t// private _status;\r\n\tprivate _gameView: GameView;\r\n\r\n\r\n\r\n\r\n\r\n\tconstructor() {\r\n\t\tsuper();\r\n\r\n\t\tengine.globalEvent.addEventListener('pictures-start', this.start, this);\r\n\t\tengine.globalEvent.addEventListener('pictures-stop', this.stop, this);\r\n\r\n\t\t//创建实例\r\n\t\tlet gameView = this._gameView = new GameView();\r\n\t\tthis.addChild(gameView);\r\n\r\n\t}\r\n\r\n\tstart(event: engine.Event) {\r\n\t\tinjectProps(event.data);\r\n\r\n\t\t// this._status = 1;\r\n\r\n\t\tthis._gameView.start();\r\n\t}\r\n\tstop(event: engine.Event) {\r\n\t\t\r\n\t\tthis._gameView.stop();\r\n\t}\r\n}\r\n","/**\r\n * Created by rockyl on 2019-11-20.\r\n */\r\n\r\nimport {GameWrapper} from \"./game/GameWrapper\";\r\nimport {injectProps, prepareProps} from \"./props\";\r\n\r\nexport default function (props) {\r\n\tprepareProps();\r\n\tinjectProps(props);\r\n\r\n\tlet instance = new GameWrapper();\r\n\t\r\n\treturn 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{"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":["/**\r\n * Created by rockyl on 2020-01-21.\r\n */\r\n\r\nexport let props: any = {};\r\n\r\nexport function prepareProps() {\r\n\tlet metaProps = getProps();\r\n\r\n\tengine.injectProp(props, metaProps);\r\n}\r\n\r\nexport function injectProps(p) {\r\n\tengine.injectProp(props, p);\r\n}\r\n","import { props } from \"../props\";\r\nconst urls = [];\r\nconst picMap = {};\r\nconst posMap = {};\r\nexport default (parent, url, MAX_COL, MAX_ROW) => {\r\n if (picMap[url]) {\r\n const pics:any[] = picMap[url];\r\n for (const pic of pics) {\r\n parent.addChild(pic);\r\n }\r\n return [picMap[url], posMap[url]]\r\n }\r\n\r\n const W = props.W;\r\n const H = props.H;\r\n const GAP = props.GAP;\r\n\r\n const spr = [];\r\n const pos = []\r\n\r\n for (let row = 0; row < MAX_ROW; row++) {\r\n for (let col = 0; col < MAX_COL; col++) {\r\n\r\n const child = engine.Sprite.fromImage(url);\r\n spr.push(child);\r\n\r\n child.scaleX = 1 / MAX_COL;\r\n child.scaleY = 1 / MAX_ROW;\r\n parent.addChild(child);\r\n child.x = col * (W / MAX_COL + GAP);\r\n child.y = row * (H / MAX_ROW + GAP);\r\n pos.push([child.x, child.y]);\r\n // child.texture.addEventListener('update', () => {\r\n child.addEventListener(engine.Event.COMPLETE, () => {\r\n const uvs = new Float32Array([\r\n col / MAX_COL,\r\n row / MAX_ROW,\r\n (col + 1) / MAX_COL,\r\n row / MAX_ROW,\r\n (col + 1) / MAX_COL,\r\n (row + 1) / MAX_ROW,\r\n col / MAX_COL,\r\n (row + 1) / MAX_ROW,\r\n ]);\r\n\r\n child.uvs = uvs;\r\n // spr.push(child);\r\n });\r\n }\r\n }\r\n picMap[url] = spr.concat([]);\r\n posMap[url] = pos.concat([]);;\r\n // console.log(spr);\r\n return [spr, pos];\r\n};\r\n","/**\r\n * Created by rockyl on 2020-01-21.\r\n */\r\n\r\nexport function getTexture(uuid) {\r\n\treturn engine.Texture.from(getAssetByUUID(uuid).uuid);\r\n}\r\n\r\nexport function getTextureByName(name) {\r\n\treturn getTexture(engine.getAssetByName(name).uuid);\r\n}\r\n\r\nexport function playSound(name) {\r\n\tengine.playSound(engine.getAssetByName(name).uuid, {keep: true});\r\n}\r\nexport function createSvga(name, anchorName?) {\r\n\tlet inst = new svga.Svga();\r\n\tinst.source = 'asset://' + engine.getAssetByName(name).uuid;\r\n\treturn inst;\r\n}\r\n\r\nexport function getIndexFromRC(row,col,maxCol){\r\n\tlet index;\r\n\tindex = row * maxCol + col ;\r\n\treturn index\r\n}\r\n\r\n\r\n\r\n\r\nexport function getRandomArray(array){\r\n\tarray.sort(function() {\r\n\t\treturn .5 - Math.random();\r\n\t});\r\n}","/**\r\n * Created by rockyl on 2018/8/16.\r\n */\r\n\r\nimport { props } from \"../props\";\r\nimport qietu from \"./qietu\";\r\nimport { getIndexFromRC, getRandomArray, getTexture } from \"./utils\";\r\nimport ObjectPool = engine.ObjectPool;\r\n\r\n// let OFFSET_X;\r\n// let OFFSET_Y;\r\nlet MAX_COL;\r\nlet MAX_ROW;\r\nlet W;\r\nlet H;\r\nlet GAP;\r\nlet GAME_TIME;\r\n// 每张图片宽\r\nlet w;\r\n// 每张图片高\r\nlet h;\r\n\r\nexport default class GameView extends engine.Container {\r\n private _timer;\r\n private _timeCounter = 0;\r\n\r\n private date\r\n\r\n start() {\r\n //优先获取start事件接收到的参数\r\n MAX_COL = props.column || props.MAX_COL;\r\n MAX_ROW = props.row || props.MAX_ROW;\r\n GAME_TIME = props.gameTime || props.GAME_TIME;\r\n console.log('start',props.column,props.row,props.gameTime)\r\n\r\n if (!this.guideHole) {\r\n this.guideHole = new engine.Image();\r\n this.guideHole.source = 'asset://' + props.blockUrl;\r\n this.guideHole.mouseChildren = this.guideHole.mouseEnabled = false;\r\n }\r\n\r\n if (this.pictures) {\r\n for (const pic of this.pictures) {\r\n if (pic && pic.wrapper)\r\n pic.wrapper.removeChild(pic);\r\n }\r\n }\r\n\r\n console.log('on start')\r\n engine.globalEvent.dispatchEvent('pictures-time-update', {\r\n second: this.getSecond(),\r\n });\r\n\r\n // 图片一维数组\r\n const result = qietu(this.picturesWrapper, props.picUrl, MAX_COL, MAX_ROW);\r\n this.picturesWrapper.addChild(this.guideHole);\r\n\r\n console.log(this.picturesWrapper)\r\n\r\n this.pictures = result[0];\r\n this.rightList = this.pictures.concat([]);\r\n const posList = result[1];\r\n getRandomArray(this.pictures);\r\n\r\n let i = 0;\r\n let len;\r\n len = this.pictures.length;\r\n\r\n\r\n for (; i < len; i++) {\r\n this.dragPic = this.pictures[i];\r\n this.pictures[i].addEventListener(\r\n engine.MouseEvent.MOUSE_DOWN,\r\n this.onDown,\r\n this\r\n );\r\n const [x, y] = posList[i];\r\n this.dragPic.x = x;\r\n this.dragPic.y = y;\r\n\r\n }\r\n\r\n this._timer = setInterval(() => {\r\n this.onTimer();\r\n }, 10)\r\n\r\n this.date = new Date().getTime();\r\n\r\n }\r\n\r\n onTimer() {\r\n\r\n let date = new Date().getTime();\r\n\r\n let gap = ((date - this.date) / 1000);\r\n this.date = date;\r\n console.log(gap,\"gap\");\r\n\r\n // 以GAME_TIME为标准\r\n GAME_TIME -= gap;\r\n if(GAME_TIME < 0){\r\n GAME_TIME = 0;\r\n }\r\n GAME_TIME = this.afterPointTwo(GAME_TIME);\r\n GAME_TIME = GAME_TIME.toFixed(2)\r\n if (GAME_TIME < 10) {\r\n GAME_TIME = '0' + GAME_TIME\r\n }\r\n console.log(GAME_TIME);\r\n\r\n\r\n engine.globalEvent.dispatchEvent('pictures-time-update', {\r\n second: this.getSecond(),\r\n });\r\n\r\n if (this.getSecond() == 0) {\r\n this.stop();\r\n engine.globalEvent.dispatchEvent('pictures-game-fail', {\r\n reason: 1\r\n });\r\n }\r\n }\r\n\r\n afterPointTwo(n) {\r\n\r\n var floatN = parseFloat(n);\r\n if (isNaN(floatN)) {\r\n return;\r\n }\r\n floatN = Math.round(floatN * 100) / 100;\r\n return floatN;\r\n\r\n }\r\n\r\n getSecond() {\r\n return GAME_TIME\r\n }\r\n\r\n stop() {\r\n \r\n GAME_TIME = props.GAME_TIME\r\n clearInterval(this._timer);\r\n let len = this.pictures.length;\r\n for(let i=0;i<len;i++){\r\n this.pictures[i].removeAllEventListener();\r\n }\r\n\r\n this.stage.removeEventListener(\r\n engine.MouseEvent.MOUSE_UP,\r\n this.stageOnUp,\r\n this\r\n );\r\n \r\n }\r\n\r\n constructor() {\r\n super();\r\n this.once(engine.Event.ADDED_TO_STAGE, this.setup, this);\r\n }\r\n\r\n //当前图片对象\r\n dragPic;\r\n // 鼠标在当前图片上的位置\r\n localPicX;\r\n localPicY;\r\n // 拖动的图片最开始的位置(左上角为准)\r\n distanceX;\r\n distanceY;\r\n // 图片中心的位置\r\n centerX: number;\r\n centerY: number;\r\n\r\n pictures: engine.Sprite[];\r\n\r\n // 点击图片时的一维数组索引\r\n index;\r\n // 计算目标图片行和列的位置\r\n indexI: number;\r\n indexJ: number;\r\n rightList: engine.Sprite[];\r\n\r\n private picturesWrapper: engine.Sprite;\r\n private guideHole: engine.Image;\r\n\r\n createRects() { }\r\n setup() {\r\n\r\n MAX_COL = props.MAX_COL;\r\n MAX_ROW = props.MAX_ROW;\r\n GAME_TIME = props.GAME_TIME;\r\n // OFFSET_X = props.OFFSET_X;\r\n // OFFSET_Y = props.OFFSET_Y;\r\n W = props.W;\r\n H = props.H;\r\n GAP = props.GAP;\r\n // 每张图片宽\r\n w = W / MAX_COL;\r\n // 每张图片高\r\n h = H / MAX_ROW;\r\n\r\n console.log('onSteup', props);\r\n\r\n const parent = new engine.Sprite();\r\n this.picturesWrapper = parent;\r\n this.addChild(parent);\r\n\r\n // this.picturesWrapper.x = OFFSET_X;\r\n // this.picturesWrapper.y = OFFSET_Y;\r\n\r\n // 添加按钮\r\n // const btn = new engine.Rect();\r\n // btn.width = 200;\r\n // btn.height = 100;\r\n // btn.stage.top = 1000;\r\n // btn.stage.left = 350;\r\n // btn.fillColor = 'cyan';\r\n // this.addChild(btn)\r\n\r\n // btn.addEventListener(engine.MouseEvent.CLICK,this.onClk,this)\r\n\r\n }\r\n\r\n onDown(e: engine.MouseEvent) {\r\n // console.log(e);\r\n\r\n let stageLeft = (750 - props.W) / 2\r\n let stageTop = (this.stage.height - props.H) / 2;\r\n\r\n // 创建一个图片对象接收当前位置信息\r\n this.dragPic = e.target;\r\n this.picturesWrapper.addChild(this.dragPic);\r\n\r\n\r\n // 鼠标的偏移量\r\n this.localPicX = e.localX / MAX_COL;\r\n this.localPicY = e.localY / MAX_ROW;\r\n\r\n // 最开始图片的位置\r\n this.distanceX = this.dragPic.x ;\r\n this.distanceY = this.dragPic.y;\r\n\r\n // 最开始点击的图片的索引值\r\n\r\n this.indexJ = Math.floor((this.distanceX) / (w + GAP));\r\n this.indexI = Math.floor((this.distanceY) / (h + GAP));\r\n this.index = (this.indexI) * MAX_COL + this.indexJ;\r\n\r\n\r\n // this.centerX = Math.floor(e.clientX / w) * w + w / 2;\r\n // this.centerY = Math.floor(e.clientY / h) * h + h / 2;\r\n\r\n this.centerX = Math.floor((e.clientX - stageLeft) / w) * w + w / 2;\r\n this.centerY = Math.floor((e.clientY - stageTop) / h) * h + h / 2;\r\n\r\n this.stage.addEventListener(\r\n engine.MouseEvent.MOUSE_MOVE,\r\n this.onMove,\r\n this\r\n );\r\n this.stage.addEventListener(\r\n engine.MouseEvent.MOUSE_UP,\r\n this.stageOnUp,\r\n this\r\n );\r\n\r\n }\r\n\r\n listenStageOn = 1;\r\n\r\n stageOnUp(e) {\r\n\r\n let stageLeft = (750 - props.W) / 2\r\n let stageTop = (this.stage.height - props.H) / 2;\r\n\r\n this.stage.removeEventListener(\r\n engine.MouseEvent.MOUSE_MOVE,\r\n this.onMove,\r\n this\r\n );\r\n\r\n this.stage.removeEventListener(\r\n engine.MouseEvent.MOUSE_UP,\r\n this.stageOnUp,\r\n this\r\n );\r\n\r\n // 拖动的图片的中心位置在图片之外,回到原来的位置\r\n if (this.centerY < stageTop || this.centerX < stageLeft) {\r\n this.dragPic.x = this.distanceX ;\r\n this.dragPic.y = this.distanceY ;\r\n }\r\n\r\n // 判断图片是否进入另一张图片的范围内\r\n // 要交换的图片第几行第几列\r\n let curJ = Math.floor(this.centerX / (w + GAP));\r\n let curI = Math.floor(this.centerY / (h + GAP));\r\n\r\n this.picturesWrapper.addChild(this.guideHole);\r\n\r\n\r\n // 点击图片的位置\r\n\r\n if ( 0 <= curJ && curJ < (MAX_COL) && 0 <= curI && curI < (MAX_ROW)) {\r\n\r\n // 获取交互图片的索引值\r\n let index = getIndexFromRC(curI, curJ, MAX_COL);\r\n // console.log(index);\r\n\r\n //要交换的图片\r\n let dropPic = this.pictures[index];\r\n\r\n let dropPicX = dropPic.x + stageLeft;\r\n let dropPicy = dropPic.y + stageTop;\r\n\r\n dropPic.x = this.distanceX;\r\n dropPic.y = this.distanceY;\r\n\r\n this.dragPic.x = dropPicX - stageLeft;\r\n this.dragPic.y = dropPicy - stageTop;\r\n\r\n // 交换之后索引也需要交换\r\n\r\n const dropPicIndex = this.pictures.indexOf(dropPic);\r\n const dragPicIndex = this.pictures.indexOf(this.dragPic);\r\n\r\n this.pictures[dropPicIndex] = this.dragPic;\r\n this.pictures[dragPicIndex] = dropPic;\r\n\r\n // 图片中心还是在原来的位置\r\n if (dragPicIndex === dropPicIndex) {\r\n this.dragPic.x = this.distanceX\r\n this.dragPic.y = this.distanceY\r\n }\r\n\r\n let result = true;\r\n for (let j = 0; j < this.rightList.length; j++) {\r\n if (this.rightList[j] != this.pictures[j]) {\r\n result = false;\r\n break;\r\n }\r\n }\r\n\r\n if (result) {\r\n this.onSuccess();\r\n\r\n }\r\n } else {\r\n this.dragPic.x = this.distanceX\r\n this.dragPic.y = this.distanceY\r\n }\r\n\r\n\r\n }\r\n\r\n private onSuccess() {\r\n console.log('拼图成功!');\r\n engine.globalEvent.dispatchEvent('pictures-game-success', { time: GAME_TIME });\r\n this.stop();\r\n\r\n }\r\n\r\n onMove(e: engine.MouseEvent) {\r\n // 当前图片的位置\r\n this.dragPic.x = e.stageX - this.localPicX - (750 - props.W) / 2;\r\n this.dragPic.y = e.stageY - this.localPicY - (this.stage.height - props.H) / 2;\r\n\r\n // 当前图片的中心位置\r\n this.centerX = this.dragPic.x + w / 2;\r\n this.centerY = this.dragPic.y + h / 2;\r\n }\r\n\r\n // onClk(e){\r\n // // 重置时间\r\n // this._timeCounter = 0;\r\n // //重置图片顺序\r\n\r\n\r\n // }\r\n\r\n\r\n}\r\n","/**\r\n * Created by rockyl on 2020-01-09.\r\n */\r\n\r\nimport GameView from \"./GameView\";\r\nimport { injectProps } from \"../props\";\r\n\r\n\r\nexport class GameWrapper extends engine.Container {\r\n\t// private _status;\r\n\tprivate _gameView: GameView;\r\n\r\n\r\n\r\n\r\n\r\n\tconstructor() {\r\n\t\tsuper();\r\n\r\n\t\tengine.globalEvent.addEventListener('pictures-start', this.start, this);\r\n\t\tengine.globalEvent.addEventListener('pictures-stop', this.stop, this);\r\n\r\n\t\t//创建实例\r\n\t\tlet gameView = this._gameView = new GameView();\r\n\t\tthis.addChild(gameView);\r\n\r\n\t}\r\n\r\n\tstart(event: engine.Event) {\r\n\t\tinjectProps(event.data);\r\n\r\n\t\t// this._status = 1;\r\n\r\n\t\tthis._gameView.start();\r\n\t}\r\n\tstop(event: engine.Event) {\r\n\t\t\r\n\t\tthis._gameView.stop();\r\n\t}\r\n}\r\n","/**\r\n * Created by rockyl on 2019-11-20.\r\n */\r\n\r\nimport {GameWrapper} from \"./game/GameWrapper\";\r\nimport {injectProps, prepareProps} from \"./props\";\r\n\r\nexport default function (props) {\r\n\tprepareProps();\r\n\tinjectProps(props);\r\n\r\n\tlet instance = new GameWrapper();\r\n\t\r\n\treturn 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>>>>>>> 33823dbdb9c3b079aa71a545ab5472146df6429b
...@@ -28,18 +28,26 @@ export default class GameView extends engine.Container { ...@@ -28,18 +28,26 @@ export default class GameView extends engine.Container {
start() { start() {
<<<<<<< HEAD <<<<<<< HEAD
<<<<<<< HEAD
======= =======
//优先获取start事件接收到的参数 //优先获取start事件接收到的参数
>>>>>>> 2533efe07c13d1586974175c8874bc3dad71643a >>>>>>> 2533efe07c13d1586974175c8874bc3dad71643a
=======
//优先获取start事件接收到的参数
>>>>>>> 33823dbdb9c3b079aa71a545ab5472146df6429b
MAX_COL = props.column || props.MAX_COL; MAX_COL = props.column || props.MAX_COL;
MAX_ROW = props.row || props.MAX_ROW; MAX_ROW = props.row || props.MAX_ROW;
GAME_TIME = props.gameTime || props.GAME_TIME; GAME_TIME = props.gameTime || props.GAME_TIME;
console.log('start',props.column,props.row,props.gameTime) console.log('start',props.column,props.row,props.gameTime)
<<<<<<< HEAD <<<<<<< HEAD
<<<<<<< HEAD
======= =======
>>>>>>> 2533efe07c13d1586974175c8874bc3dad71643a >>>>>>> 2533efe07c13d1586974175c8874bc3dad71643a
=======
>>>>>>> 33823dbdb9c3b079aa71a545ab5472146df6429b
if (!this.guideHole) { if (!this.guideHole) {
this.guideHole = new engine.Image(); this.guideHole = new engine.Image();
this.guideHole.source = 'asset://' + props.blockUrl; this.guideHole.source = 'asset://' + props.blockUrl;
......
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