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劳工
zeroing-libs
Commits
33823dbd
Commit
33823dbd
authored
Aug 11, 2020
by
wildfirecode13
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parent
6c1b291e
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3 changed files
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3 deletions
+3
-3
p2demo.json
dist/customs/p2demo.json
+1
-1
main.js
src/custom/p2demo/debug/main.js
+1
-1
main.js.map
src/custom/p2demo/debug/main.js.map
+1
-1
No files found.
dist/customs/p2demo.json
View file @
33823dbd
...
...
@@ -95,5 +95,5 @@
}
},
"id"
:
"p2demo"
,
"code"
:
"(function (global, factory) {
\n\t
typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('tslib')) :
\n\t
typeof define === 'function' && define.amd ? define(['tslib'], factory) :
\n\t
(global = global || self, global.p2demo = factory(global.tslib));
\n
}(this, (function (tslib) { 'use strict';
\n\n\t
function getTexture(uuid) {
\n\t
return engine.Texture.from(getAssetByUUID(uuid).uuid);
\n\t
}
\n\t
function getTextureByName(name) {
\n\t
return getTexture(engine.getAssetByName(name).uuid);
\n\t
}
\n\t
var 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\t
var 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\t
var GameView = (function (_super) {
\n\t
tslib.__extends(GameView, _super);
\n\t
function GameView() {
\n\t
var _this = _super.call(this) || this;
\n\t
_this.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, -
2
0],
\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\t
var props = {};
\n\t
function prepareProps() {
\n\t
var metaProps = getProps();
\n\t
engine.injectProp(props, metaProps);
\n\t
}
\n\t
function injectProps(p) {
\n\t
engine.injectProp(props, p);
\n\t
}
\n\t
//# sourceMappingURL=props.js.map
\n\n\t
var 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\t
function index (props) {
\n\t
prepareProps();
\n\t
injectProps(props);
\n\t
var instance = new GameWrapper();
\n\t
return instance;
\n\t
}
\n\t
//# sourceMappingURL=index.js.map
\n\n\t
return index;
\n\n
})));
\n
"
"code"
:
"(function (global, factory) {
\n\t
typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('tslib')) :
\n\t
typeof define === 'function' && define.amd ? define(['tslib'], factory) :
\n\t
(global = global || self, global.p2demo = factory(global.tslib));
\n
}(this, (function (tslib) { 'use strict';
\n\n\t
function getTexture(uuid) {
\n\t
return engine.Texture.from(getAssetByUUID(uuid).uuid);
\n\t
}
\n\t
function getTextureByName(name) {
\n\t
return getTexture(engine.getAssetByName(name).uuid);
\n\t
}
\n\t
var 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\t
var 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\t
var GameView = (function (_super) {
\n\t
tslib.__extends(GameView, _super);
\n\t
function GameView() {
\n\t
var _this = _super.call(this) || this;
\n\t
_this.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, -
1
0],
\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\t
var props = {};
\n\t
function prepareProps() {
\n\t
var metaProps = getProps();
\n\t
engine.injectProp(props, metaProps);
\n\t
}
\n\t
function injectProps(p) {
\n\t
engine.injectProp(props, p);
\n\t
}
\n\t
//# sourceMappingURL=props.js.map
\n\n\t
var 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\t
function index (props) {
\n\t
prepareProps();
\n\t
injectProps(props);
\n\t
var instance = new GameWrapper();
\n\t
return instance;
\n\t
}
\n\t
//# sourceMappingURL=index.js.map
\n\n\t
return index;
\n\n
})));
\n
"
}
src/custom/p2demo/debug/main.js
View file @
33823dbd
...
...
@@ -95,7 +95,7 @@
GameView
.
prototype
.
setup
=
function
()
{
console
.
log
(
'setup'
);
var
world
=
new
p2
.
World
({
gravity
:
[
0
,
-
2
0
],
gravity
:
[
0
,
-
1
0
],
});
world
.
sleepMode
=
p2
.
World
.
BODY_SLEEPING
;
var
planeShape
=
new
p2
.
Plane
();
...
...
src/custom/p2demo/debug/main.js.map
View file @
33823dbd
{"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, -20],\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) 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{"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) 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