Commit 3f49b0e4 authored by 汪欢's avatar 汪欢

拼图0.2

parents 6d9121cd 942737e1
No preview for this file type
...@@ -5,27 +5,27 @@ ...@@ -5,27 +5,27 @@
"MAX_COL": { "MAX_COL": {
"alias": "图片分成几列", "alias": "图片分成几列",
"type": "number", "type": "number",
"default": 2 "default": 3
}, },
"MAX_ROW": { "MAX_ROW": {
"alias": "图片分成几行", "alias": "图片分成几行",
"type": "number", "type": "number",
"default": 2 "default": 4
}, },
"W": { "W": {
"alias": "图片的宽度", "alias": "图片的宽度",
"type": "number", "type": "number",
"default": 600 "default": 618
}, },
"H": { "H": {
"alias": "图片的高度", "alias": "图片的高度",
"type": "number", "type": "number",
"default": 600 "default": 827
}, },
"GAP": { "GAP": {
"alias": "图片间隙", "alias": "图片间隙",
"type": "number", "type": "number",
"default": 10 "default": 0
}, },
"GAME_TIME": { "GAME_TIME": {
"alias": "游戏时间", "alias": "游戏时间",
...@@ -35,36 +35,22 @@ ...@@ -35,36 +35,22 @@
}, },
"assets": [ "assets": [
{ {
"name": "测试资源", "name": "遮罩",
"url": "//yun.duiba.com.cn/aurora/assets/50a7212a113175fa18c866b005d98f07c558dc77.png", "url": "//yun.duiba.com.cn/aurora/assets/5b3e30496b2d9fdafb0cf3835fd6704ce10e45b4.png",
"uuid": "66f23d13-82a5-4cec-9496-301ec240d087", "uuid": "66f23d13-82a5-4cec-9496-301ec240d087",
"ext": ".png" "ext": ".png"
} }
], ],
"events": { "events": {
"in": { "in": {
"pictures-reset": { "pictures-start": {
"alias": "重置", "alias": "开始",
"data": { "data": {
"goodsProbability": "[0.2,0.5,0.3]道具概率(雨滴、石头、炸弹),所有概率相加为1", "picUrl": "图片路径"
"countDown": "倒计时(s)",
"acceleratedSpeed": "道具掉落加速度(单位:每秒)"
} }
}, },
"pictures-start": { "pictures-stop": {
"alias": "开始" "alias": "停止"
},
"pictures-revive": {
"alias": "复活"
},
"pictures-pause": {
"alias": "暂停"
},
"pictures-resume": {
"alias": "恢复"
},
"pictures-clear": {
"alias": "清空,通过reset事件恢复"
} }
}, },
"out": { "out": {
...@@ -89,5 +75,5 @@ ...@@ -89,5 +75,5 @@
} }
}, },
"id": "pictures", "id": "pictures",
"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 = {};\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 qietu = (function (parent, url, MAX_COL, MAX_ROW) {\n\t var W = 600;\n\t var H = 600;\n\t var GAP = 10;\n\t var spr = [];\n\t var pos = [];\n\t var _loop_1 = function (row) {\n\t var _loop_2 = function (col) {\n\t var child = engine.Sprite.fromImage(url);\n\t spr.push(child);\n\t child.scaleX = 1 / MAX_COL;\n\t child.scaleY = 1 / MAX_ROW;\n\t parent.addChild(child);\n\t child.x = col * (W / MAX_COL + GAP);\n\t child.y = row * (H / MAX_ROW + GAP);\n\t pos.push([child.x, child.y]);\n\t child.addEventListener(engine.Event.COMPLETE, function () {\n\t var uvs = new Float32Array([\n\t col / MAX_COL,\n\t row / MAX_ROW,\n\t (col + 1) / MAX_COL,\n\t row / MAX_ROW,\n\t (col + 1) / MAX_COL,\n\t (row + 1) / MAX_ROW,\n\t col / MAX_COL,\n\t (row + 1) / MAX_ROW,\n\t ]);\n\t child.uvs = uvs;\n\t });\n\t };\n\t for (var col = 0; col < MAX_COL; col++) {\n\t _loop_2(col);\n\t }\n\t };\n\t for (var row = 0; row < MAX_ROW; row++) {\n\t _loop_1(row);\n\t }\n\t return [spr, pos];\n\t});\n\t//# sourceMappingURL=qietu.js.map\n\n\tfunction getIndexFromRC(row, col, maxCol) {\n\t var index = row * maxCol + col;\n\t return index;\n\t}\n\tfunction getRandomArray(array) {\n\t array.sort(function () {\n\t return .5 - Math.random();\n\t });\n\t}\n\t//# sourceMappingURL=utils.js.map\n\n\tvar MAX_COL;\n\tvar MAX_ROW;\n\tvar W;\n\tvar H;\n\tvar GAP;\n\tvar GAME_TIME;\n\tvar w;\n\tvar h;\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._timeCounter = 0;\n\t _this.countTime = 10;\n\t _this.once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);\n\t return _this;\n\t }\n\t GameView.prototype.start = function () {\n\t var _this = this;\n\t console.log('on start');\n\t engine.globalEvent.dispatchEvent('pictures-time-update', {\n\t second: this.getSecond(),\n\t });\n\t var result = qietu(this.picturesWrapper, props.picUrl, MAX_COL, MAX_ROW);\n\t this.pictures = result[0];\n\t this.rightList = this.pictures.concat([]);\n\t var posList = result[1];\n\t getRandomArray(this.pictures);\n\t var i = 0;\n\t var len;\n\t len = this.pictures.length;\n\t for (; i < len; i++) {\n\t this.dragPic = this.pictures[i];\n\t this.pictures[i].addEventListener(engine.MouseEvent.MOUSE_DOWN, this.onDown, this);\n\t var _a = posList[i], x = _a[0], y = _a[1];\n\t this.dragPic.x = x;\n\t this.dragPic.y = y;\n\t }\n\t this._timer = setInterval(function () {\n\t _this.onTimer();\n\t }, 1000);\n\t };\n\t GameView.prototype.onTimer = function () {\n\t this._timeCounter++;\n\t engine.globalEvent.dispatchEvent('pictures-time-update', {\n\t second: this.getSecond(),\n\t });\n\t if (this.getSecond() == 0) {\n\t this.stop();\n\t engine.globalEvent.dispatchEvent('pictures-game-fail', {\n\t reason: 1\n\t });\n\t }\n\t };\n\t GameView.prototype.getSecond = function () {\n\t return GAME_TIME - this._timeCounter;\n\t };\n\t GameView.prototype.stop = function () {\n\t this._timeCounter = 0;\n\t clearInterval(this._timer);\n\t };\n\t GameView.prototype.createRects = function () { };\n\t GameView.prototype.setup = function () {\n\t MAX_COL = props.MAX_COL;\n\t MAX_ROW = props.MAX_ROW;\n\t GAME_TIME = props.GAME_TIME;\n\t W = props.W;\n\t H = props.H;\n\t GAP = props.GAP;\n\t w = W / MAX_COL;\n\t h = H / MAX_ROW;\n\t console.log('onSteup', props);\n\t var parent = new engine.Sprite();\n\t this.picturesWrapper = parent;\n\t this.addChild(parent);\n\t };\n\t GameView.prototype.onDown = function (e) {\n\t this.dragPic = e.target;\n\t this.picturesWrapper.addChild(this.dragPic);\n\t this.localPicX = e.localX / MAX_COL;\n\t this.localPicY = e.localY / MAX_ROW;\n\t this.distanceX = this.dragPic.x;\n\t this.distanceY = this.dragPic.y;\n\t this.indexI = this.distanceX / (w + GAP);\n\t this.indexJ = this.distanceY / (h + GAP);\n\t this.index = (this.indexI - 1) * MAX_COL + this.indexJ;\n\t this.centerX = e.clientX + w / 2;\n\t this.centerY = e.clientY + h / 2;\n\t this.stage.addEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMove, this);\n\t this.stage.addEventListener(engine.MouseEvent.MOUSE_UP, this.stageOnUp, this);\n\t };\n\t GameView.prototype.stageOnUp = function (e) {\n\t this.stage.removeEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMove, this);\n\t var curJ = Math.floor(this.centerX / (w + GAP));\n\t var curI = Math.floor(this.centerY / (h + GAP));\n\t if (curJ < MAX_COL && curI < MAX_ROW) {\n\t var index = getIndexFromRC(curI, curJ, MAX_COL);\n\t var dropPic = this.pictures[index];\n\t var dropPicX = dropPic.x;\n\t var dropPicy = dropPic.y;\n\t dropPic.x = this.distanceX;\n\t dropPic.y = this.distanceY;\n\t this.dragPic.x = dropPicX;\n\t this.dragPic.y = dropPicy;\n\t var dropPicIndex = this.pictures.indexOf(dropPic);\n\t var dragPicIndex = this.pictures.indexOf(this.dragPic);\n\t this.pictures[dropPicIndex] = this.dragPic;\n\t this.pictures[dragPicIndex] = dropPic;\n\t var result = true;\n\t for (var j = 0; j < this.rightList.length; j++) {\n\t if (this.rightList[j] != this.pictures[j]) {\n\t result = false;\n\t break;\n\t }\n\t }\n\t if (result) {\n\t this.onSuccess();\n\t }\n\t }\n\t this.stage.removeEventListener(engine.MouseEvent.MOUSE_UP, this.stageOnUp, this);\n\t };\n\t GameView.prototype.onSuccess = function () {\n\t console.log('拼图成功!');\n\t this.stop();\n\t engine.globalEvent.dispatchEvent('pictures-game-success', {});\n\t };\n\t GameView.prototype.onMove = function (e) {\n\t this.dragPic.x = e.stageX - this.localPicX;\n\t this.dragPic.y = e.stageY - this.localPicY;\n\t this.centerX = this.dragPic.x + w / 2;\n\t this.centerY = this.dragPic.y + h / 2;\n\t };\n\t return GameView;\n\t}(engine.Container));\n\n\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 this._gameView.stop();\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" "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 = {};\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\n\tvar picMap = {};\n\tvar posMap = {};\n\tvar qietu = (function (parent, url, MAX_COL, MAX_ROW) {\n\t if (picMap[url]) {\n\t return [picMap[url], posMap[url]];\n\t }\n\t var W = props.W;\n\t var H = props.H;\n\t var GAP = props.GAP;\n\t var spr = [];\n\t var pos = [];\n\t var _loop_1 = function (row) {\n\t var _loop_2 = function (col) {\n\t var child = engine.Sprite.fromImage(url);\n\t spr.push(child);\n\t child.scaleX = 1 / MAX_COL;\n\t child.scaleY = 1 / MAX_ROW;\n\t parent.addChild(child);\n\t child.x = col * (W / MAX_COL + GAP);\n\t child.y = row * (H / MAX_ROW + GAP);\n\t pos.push([child.x, child.y]);\n\t child.addEventListener(engine.Event.COMPLETE, function () {\n\t var uvs = new Float32Array([\n\t col / MAX_COL,\n\t row / MAX_ROW,\n\t (col + 1) / MAX_COL,\n\t row / MAX_ROW,\n\t (col + 1) / MAX_COL,\n\t (row + 1) / MAX_ROW,\n\t col / MAX_COL,\n\t (row + 1) / MAX_ROW,\n\t ]);\n\t child.uvs = uvs;\n\t });\n\t };\n\t for (var col = 0; col < MAX_COL; col++) {\n\t _loop_2(col);\n\t }\n\t };\n\t for (var row = 0; row < MAX_ROW; row++) {\n\t _loop_1(row);\n\t }\n\t picMap[url] = spr.concat([]);\n\t posMap[url] = pos.concat([]);\n\t return [spr, pos];\n\t});\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\tfunction getIndexFromRC(row, col, maxCol) {\n\t var index = row * maxCol + col;\n\t return index;\n\t}\n\tfunction getRandomArray(array) {\n\t array.sort(function () {\n\t return .5 - Math.random();\n\t });\n\t}\n\n\tvar MAX_COL;\n\tvar MAX_ROW;\n\tvar W;\n\tvar H;\n\tvar GAP;\n\tvar GAME_TIME;\n\tvar w;\n\tvar h;\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._timeCounter = 0;\n\t _this.countTime = 10;\n\t _this.once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);\n\t return _this;\n\t }\n\t GameView.prototype.start = function () {\n\t var _this = this;\n\t console.log('on start');\n\t engine.globalEvent.dispatchEvent('pictures-time-update', {\n\t second: this.getSecond(),\n\t });\n\t var result = qietu(this.picturesWrapper, props.picUrl, MAX_COL, MAX_ROW);\n\t this.picturesWrapper.addChild(this.guideHole);\n\t this.pictures = result[0];\n\t this.rightList = this.pictures.concat([]);\n\t var posList = result[1];\n\t getRandomArray(this.pictures);\n\t var i = 0;\n\t var len;\n\t len = this.pictures.length;\n\t for (; i < len; i++) {\n\t this.dragPic = this.pictures[i];\n\t this.pictures[i].addEventListener(engine.MouseEvent.MOUSE_DOWN, this.onDown, this);\n\t var _a = posList[i], x = _a[0], y = _a[1];\n\t this.dragPic.x = x;\n\t this.dragPic.y = y;\n\t }\n\t this._timer = setInterval(function () {\n\t _this.onTimer();\n\t }, 1000);\n\t };\n\t GameView.prototype.onTimer = function () {\n\t this._timeCounter++;\n\t engine.globalEvent.dispatchEvent('pictures-time-update', {\n\t second: this.getSecond(),\n\t });\n\t if (this.getSecond() == 0) {\n\t this.stop();\n\t engine.globalEvent.dispatchEvent('pictures-game-fail', {\n\t reason: 1\n\t });\n\t }\n\t };\n\t GameView.prototype.getSecond = function () {\n\t return GAME_TIME - this._timeCounter;\n\t };\n\t GameView.prototype.stop = function () {\n\t this._timeCounter = 0;\n\t clearInterval(this._timer);\n\t };\n\t GameView.prototype.createRects = function () { };\n\t GameView.prototype.setup = function () {\n\t this.guideHole = new engine.Image(getTextureByName('遮罩'));\n\t this.guideHole.mouseChildren = this.guideHole.mouseEnabled = false;\n\t MAX_COL = props.MAX_COL;\n\t MAX_ROW = props.MAX_ROW;\n\t GAME_TIME = props.GAME_TIME;\n\t W = props.W;\n\t H = props.H;\n\t GAP = props.GAP;\n\t w = W / MAX_COL;\n\t h = H / MAX_ROW;\n\t console.log('onSteup', props);\n\t var parent = new engine.Sprite();\n\t this.picturesWrapper = parent;\n\t this.addChild(parent);\n\t };\n\t GameView.prototype.onDown = function (e) {\n\t this.dragPic = e.target;\n\t this.picturesWrapper.addChild(this.dragPic);\n\t this.localPicX = e.localX / MAX_COL;\n\t this.localPicY = e.localY / MAX_ROW;\n\t this.distanceX = this.dragPic.x;\n\t this.distanceY = this.dragPic.y;\n\t this.indexI = this.distanceX / (w + GAP);\n\t this.indexJ = this.distanceY / (h + GAP);\n\t this.index = (this.indexI - 1) * MAX_COL + this.indexJ;\n\t this.centerX = e.clientX + w / 2;\n\t this.centerY = e.clientY + h / 2;\n\t this.stage.addEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMove, this);\n\t this.stage.addEventListener(engine.MouseEvent.MOUSE_UP, this.stageOnUp, this);\n\t };\n\t GameView.prototype.stageOnUp = function (e) {\n\t this.stage.removeEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMove, this);\n\t this.picturesWrapper.addChild(this.guideHole);\n\t var curJ = Math.floor(this.centerX / (w + GAP));\n\t var curI = Math.floor(this.centerY / (h + GAP));\n\t if (curJ < MAX_COL && curI < MAX_ROW) {\n\t var index = getIndexFromRC(curI, curJ, MAX_COL);\n\t var dropPic = this.pictures[index];\n\t var dropPicX = dropPic.x;\n\t var dropPicy = dropPic.y;\n\t dropPic.x = this.distanceX;\n\t dropPic.y = this.distanceY;\n\t this.dragPic.x = dropPicX;\n\t this.dragPic.y = dropPicy;\n\t var dropPicIndex = this.pictures.indexOf(dropPic);\n\t var dragPicIndex = this.pictures.indexOf(this.dragPic);\n\t this.pictures[dropPicIndex] = this.dragPic;\n\t this.pictures[dragPicIndex] = dropPic;\n\t var result = true;\n\t for (var j = 0; j < this.rightList.length; j++) {\n\t if (this.rightList[j] != this.pictures[j]) {\n\t result = false;\n\t break;\n\t }\n\t }\n\t if (result) {\n\t this.onSuccess();\n\t }\n\t }\n\t this.stage.removeEventListener(engine.MouseEvent.MOUSE_UP, this.stageOnUp, this);\n\t };\n\t GameView.prototype.onSuccess = function () {\n\t console.log('拼图成功!');\n\t this.stop();\n\t engine.globalEvent.dispatchEvent('pictures-game-success', {});\n\t };\n\t GameView.prototype.onMove = function (e) {\n\t this.dragPic.x = e.stageX - this.localPicX;\n\t this.dragPic.y = e.stageY - this.localPicY;\n\t this.centerX = this.dragPic.x + w / 2;\n\t this.centerY = this.dragPic.y + h / 2;\n\t };\n\t return GameView;\n\t}(engine.Container));\n\n\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 this._gameView.stop();\n\t };\n\t return GameWrapper;\n\t}(engine.Container));\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\n\treturn index;\n\n})));\n"
} }
...@@ -47,7 +47,7 @@ function launchWithCustomModule(customModule) { ...@@ -47,7 +47,7 @@ function launchWithCustomModule(customModule) {
setTimeout(() => { setTimeout(() => {
engine.globalEvent.dispatchEvent('pictures-start', { engine.globalEvent.dispatchEvent('pictures-start', {
picUrl: "http://yun.duiba.com.cn/aurora/assets/fb06e66c26f17b00f677367bd7571a1aa9b1ade4.png" picUrl: "http://yun.duiba.com.cn/aurora/assets/e1593b97c27077b85b92f7eaaeae1ed64a1eb79a.png"
}); });
}, 500); }, 500);
......
...@@ -12,12 +12,16 @@ ...@@ -12,12 +12,16 @@
function injectProps(p) { function injectProps(p) {
engine.injectProp(props, p); engine.injectProp(props, p);
} }
//# sourceMappingURL=props.js.map
var picMap = {};
var posMap = {};
var qietu = (function (parent, url, MAX_COL, MAX_ROW) { var qietu = (function (parent, url, MAX_COL, MAX_ROW) {
var W = 600; if (picMap[url]) {
var H = 600; return [picMap[url], posMap[url]];
var GAP = 10; }
var W = props.W;
var H = props.H;
var GAP = props.GAP;
var spr = []; var spr = [];
var pos = []; var pos = [];
var _loop_1 = function (row) { var _loop_1 = function (row) {
...@@ -51,10 +55,17 @@ ...@@ -51,10 +55,17 @@
for (var row = 0; row < MAX_ROW; row++) { for (var row = 0; row < MAX_ROW; row++) {
_loop_1(row); _loop_1(row);
} }
picMap[url] = spr.concat([]);
posMap[url] = pos.concat([]);
return [spr, pos]; return [spr, pos];
}); });
//# sourceMappingURL=qietu.js.map
function getTexture(uuid) {
return engine.Texture.from(getAssetByUUID(uuid).uuid);
}
function getTextureByName(name) {
return getTexture(engine.getAssetByName(name).uuid);
}
function getIndexFromRC(row, col, maxCol) { function getIndexFromRC(row, col, maxCol) {
var index = row * maxCol + col; var index = row * maxCol + col;
return index; return index;
...@@ -64,7 +75,6 @@ ...@@ -64,7 +75,6 @@
return .5 - Math.random(); return .5 - Math.random();
}); });
} }
//# sourceMappingURL=utils.js.map
var MAX_COL; var MAX_COL;
var MAX_ROW; var MAX_ROW;
...@@ -89,6 +99,7 @@ ...@@ -89,6 +99,7 @@
second: this.getSecond(), second: this.getSecond(),
}); });
var result = qietu(this.picturesWrapper, props.picUrl, MAX_COL, MAX_ROW); var result = qietu(this.picturesWrapper, props.picUrl, MAX_COL, MAX_ROW);
this.picturesWrapper.addChild(this.guideHole);
this.pictures = result[0]; this.pictures = result[0];
this.rightList = this.pictures.concat([]); this.rightList = this.pictures.concat([]);
var posList = result[1]; var posList = result[1];
...@@ -138,6 +149,8 @@ ...@@ -138,6 +149,8 @@
}; };
GameView.prototype.createRects = function () { }; GameView.prototype.createRects = function () { };
GameView.prototype.setup = function () { GameView.prototype.setup = function () {
this.guideHole = new engine.Image(getTextureByName('遮罩'));
this.guideHole.mouseChildren = this.guideHole.mouseEnabled = false;
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;
...@@ -168,6 +181,7 @@ ...@@ -168,6 +181,7 @@
}; };
GameView.prototype.stageOnUp = function (e) { GameView.prototype.stageOnUp = function (e) {
this.stage.removeEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMove, this); this.stage.removeEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMove, this);
this.picturesWrapper.addChild(this.guideHole);
var curJ = Math.floor(this.centerX / (w + GAP)); var curJ = Math.floor(this.centerX / (w + GAP));
var curI = Math.floor(this.centerY / (h + GAP)); var curI = Math.floor(this.centerY / (h + GAP));
if (curJ < MAX_COL && curI < MAX_ROW) { if (curJ < MAX_COL && curI < MAX_ROW) {
...@@ -237,7 +251,6 @@ ...@@ -237,7 +251,6 @@
}; };
return GameWrapper; return GameWrapper;
}(engine.Container)); }(engine.Container));
//# sourceMappingURL=GameWrapper.js.map
function index (props) { function index (props) {
prepareProps(); prepareProps();
...@@ -245,7 +258,6 @@ ...@@ -245,7 +258,6 @@
var instance = new GameWrapper(); var instance = new GameWrapper();
return instance; return instance;
} }
//# sourceMappingURL=index.js.map
return index; return index;
......
{"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","export default (parent, url,MAX_COL,MAX_ROW) => {\r\n\r\n const W = 600;\r\n const H = 600;\r\n const GAP = 10;\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.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 // 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 = 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 } from \"./utils\";\r\nimport ObjectPool = engine.ObjectPool;\r\n\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\nexport default class GameView extends engine.Container {\r\n private _timer;\r\n private _timeCounter = 0;\r\n\r\n // 倒计时时间\r\n // private countTime = 20;\r\n\r\n start() {\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.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 this._timer = setInterval(() => {\r\n this.onTimer();\r\n }, 10)\r\n }\r\n\r\n\r\n onTimer() {\r\n // this._timeCounter++;\r\n this._timeCounter += 0.01;\r\n this._timeCounter = this.afterPointTwo(this._timeCounter);\r\n // this._timeCounter = Math.floor((this._timeCounter + 0.1) * 10) / 10;\r\n console.log(this._timeCounter)\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 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 getSecond() {\r\n return GAME_TIME - this._timeCounter;\r\n // return GAME_TIME - this.countTime;\r\n }\r\n\r\n stop() {\r\n // this.countTime = 0\r\n\r\n this._timeCounter = 0;\r\n clearInterval(this._timer);\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\r\n localPicX;\r\n localPicY;\r\n\r\n distanceX;\r\n distanceY;\r\n\r\n centerX: number;\r\n centerY: number;\r\n\r\n pictures;\r\n\r\n // 点击图片时的索引\r\n index;\r\n indexI: number;\r\n indexJ: number;\r\n rightList: engine.Sprite[];\r\n\r\n \r\n\r\n private picturesWrapper: engine.Sprite;\r\n\r\n createRects() { }\r\n setup() {\r\n MAX_COL = props.MAX_COL;\r\n MAX_ROW = props.MAX_ROW;\r\n GAME_TIME = props.GAME_TIME;\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\r\n onDown(e: engine.MouseEvent) {\r\n // console.log(e);\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 // 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 this.indexI = this.distanceX / (w + GAP);\r\n this.indexJ = this.distanceY / (h + GAP);\r\n this.index = (this.indexI - 1) * MAX_COL + this.indexJ;\r\n\r\n // 图片的中心位置\r\n this.centerX = e.clientX + w / 2;\r\n this.centerY = e.clientY + 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 stageOnUp(e) {\r\n this.stage.removeEventListener(\r\n engine.MouseEvent.MOUSE_MOVE,\r\n this.onMove,\r\n this\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 // 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\r\n // 点击图片的位置\r\n\r\n if (curJ < MAX_COL && 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;\r\n let dropPicy = dropPic.y;\r\n\r\n dropPic.x = this.distanceX;\r\n dropPic.y = this.distanceY;\r\n\r\n this.dragPic.x = dropPicX;\r\n this.dragPic.y = dropPicy;\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 this.stage.removeEventListener(\r\n engine.MouseEvent.MOUSE_UP,\r\n this.stageOnUp,\r\n this\r\n );\r\n }\r\n\r\n private onSuccess() {\r\n console.log('拼图成功!');\r\n this.stop();\r\n engine.globalEvent.dispatchEvent('pictures-game-success', {});\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;\r\n this.dragPic.y = e.stageY - this.localPicY;\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\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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<<<<<<< HEAD
\ No newline at end of file {"version":3,"file":"index.js","sources":["src/custom/pictures/src/props.ts","src/custom/pictures/src/game/qietu.ts","src/custom/pictures/src/game/utils.ts","src/custom/pictures/src/game/GameView.ts","src/custom/pictures/src/game/GameWrapper.ts","src/custom/pictures/src/index.ts"],"sourcesContent":["/**\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","export default (parent, url,MAX_COL,MAX_ROW) => {\r\n\r\n const W = 600;\r\n const H = 600;\r\n const GAP = 10;\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.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 // 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 = 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 } from \"./utils\";\r\nimport ObjectPool = engine.ObjectPool;\r\n\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\nexport default class GameView extends engine.Container {\r\n private _timer;\r\n private _timeCounter = 0;\r\n\r\n // 倒计时时间\r\n // private countTime = 20;\r\n\r\n start() {\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.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 this._timer = setInterval(() => {\r\n this.onTimer();\r\n }, 10)\r\n }\r\n\r\n\r\n onTimer() {\r\n // this._timeCounter++;\r\n this._timeCounter += 0.01;\r\n this._timeCounter = this.afterPointTwo(this._timeCounter);\r\n // this._timeCounter = Math.floor((this._timeCounter + 0.1) * 10) / 10;\r\n console.log(this._timeCounter)\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 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 getSecond() {\r\n return GAME_TIME - this._timeCounter;\r\n // return GAME_TIME - this.countTime;\r\n }\r\n\r\n stop() {\r\n // this.countTime = 0\r\n\r\n this._timeCounter = 0;\r\n clearInterval(this._timer);\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\r\n localPicX;\r\n localPicY;\r\n\r\n distanceX;\r\n distanceY;\r\n\r\n centerX: number;\r\n centerY: number;\r\n\r\n pictures;\r\n\r\n // 点击图片时的索引\r\n index;\r\n indexI: number;\r\n indexJ: number;\r\n rightList: engine.Sprite[];\r\n\r\n \r\n\r\n private picturesWrapper: engine.Sprite;\r\n\r\n createRects() { }\r\n setup() {\r\n MAX_COL = props.MAX_COL;\r\n MAX_ROW = props.MAX_ROW;\r\n GAME_TIME = props.GAME_TIME;\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\r\n onDown(e: engine.MouseEvent) {\r\n // console.log(e);\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 // 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 this.indexI = this.distanceX / (w + GAP);\r\n this.indexJ = this.distanceY / (h + GAP);\r\n this.index = (this.indexI - 1) * MAX_COL + this.indexJ;\r\n\r\n // 图片的中心位置\r\n this.centerX = e.clientX + w / 2;\r\n this.centerY = e.clientY + 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 stageOnUp(e) {\r\n this.stage.removeEventListener(\r\n engine.MouseEvent.MOUSE_MOVE,\r\n this.onMove,\r\n this\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 // 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\r\n // 点击图片的位置\r\n\r\n if (curJ < MAX_COL && 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;\r\n let dropPicy = dropPic.y;\r\n\r\n dropPic.x = this.distanceX;\r\n dropPic.y = this.distanceY;\r\n\r\n this.dragPic.x = dropPicX;\r\n this.dragPic.y = dropPicy;\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 this.stage.removeEventListener(\r\n engine.MouseEvent.MOUSE_UP,\r\n this.stageOnUp,\r\n this\r\n );\r\n }\r\n\r\n private onSuccess() {\r\n console.log('拼图成功!');\r\n this.stop();\r\n engine.globalEvent.dispatchEvent('pictures-game-success', {});\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;\r\n this.dragPic.y = e.stageY - this.localPicY;\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\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":["/**\n * Created by rockyl on 2020-01-21.\n */\n\nexport let props: any = {};\n\nexport function prepareProps() {\n\tlet metaProps = getProps();\n\n\tengine.injectProp(props, metaProps);\n}\n\nexport function injectProps(p) {\n\tengine.injectProp(props, p);\n}\n","import { props } from \"../props\";\nconst urls = [];\nconst picMap = {};\nconst posMap = {};\nexport default (parent, url, MAX_COL, MAX_ROW) => {\n if (picMap[url]) {\n return [picMap[url], posMap[url]]\n }\n\n const W = props.W;\n const H = props.H;\n const GAP = props.GAP;\n\n const spr = [];\n const pos = []\n\n for (let row = 0; row < MAX_ROW; row++) {\n for (let col = 0; col < MAX_COL; col++) {\n\n const child = engine.Sprite.fromImage(url);\n spr.push(child);\n\n child.scaleX = 1 / MAX_COL;\n child.scaleY = 1 / MAX_ROW;\n parent.addChild(child);\n child.x = col * (W / MAX_COL + GAP);\n child.y = row * (H / MAX_ROW + GAP);\n pos.push([child.x, child.y]);\n // child.texture.addEventListener('update', () => {\n child.addEventListener(engine.Event.COMPLETE, () => {\n const uvs = new Float32Array([\n col / MAX_COL,\n row / MAX_ROW,\n (col + 1) / MAX_COL,\n row / MAX_ROW,\n (col + 1) / MAX_COL,\n (row + 1) / MAX_ROW,\n col / MAX_COL,\n (row + 1) / MAX_ROW,\n ]);\n\n child.uvs = uvs;\n // spr.push(child);\n });\n }\n }\n picMap[url] = spr.concat([]);\n posMap[url] = pos.concat([]);;\n // console.log(spr);\n return [spr, pos];\n};\n","/**\n * Created by rockyl on 2020-01-21.\n */\n\nexport function getTexture(uuid) {\n\treturn engine.Texture.from(getAssetByUUID(uuid).uuid);\n}\n\nexport function getTextureByName(name) {\n\treturn getTexture(engine.getAssetByName(name).uuid);\n}\n\nexport function playSound(name) {\n\tengine.playSound(engine.getAssetByName(name).uuid, {keep: true});\n}\nexport function createSvga(name, anchorName?) {\n\tlet inst = new svga.Svga();\n\tinst.source = 'asset://' + engine.getAssetByName(name).uuid;\n\treturn inst;\n}\n\nexport function getIndexFromRC(row,col,maxCol){\n\tlet index = row * maxCol + col \n\treturn index\n}\n\n\n\n\nexport function getRandomArray(array){\n\tarray.sort(function() {\n\t\treturn .5 - Math.random();\n\t});\n}","/**\n * Created by rockyl on 2018/8/16.\n */\n\nimport { props } from \"../props\";\nimport qietu from \"./qietu\";\nimport { getIndexFromRC, getRandomArray, getTextureByName } from \"./utils\";\nimport ObjectPool = engine.ObjectPool;\n\nlet MAX_COL;\nlet MAX_ROW;\nlet W;\nlet H;\nlet GAP;\nlet GAME_TIME;\n// 每张图片宽\nlet w;\n// 每张图片高\nlet h;\nexport default class GameView extends engine.Container {\n private _timer;\n private _timeCounter = 0;\n\n start() {\n console.log('on start')\n engine.globalEvent.dispatchEvent('pictures-time-update', {\n second: this.getSecond(),\n });\n\n // 图片一维数组\n const result = qietu(this.picturesWrapper, props.picUrl, MAX_COL, MAX_ROW);\n this.picturesWrapper.addChild(this.guideHole);\n this.pictures = result[0];\n this.rightList = this.pictures.concat([]);\n const posList = result[1];\n getRandomArray(this.pictures);\n\n let i = 0;\n let len;\n len = this.pictures.length;\n\n\n for (; i < len; i++) {\n this.dragPic = this.pictures[i];\n this.pictures[i].addEventListener(\n engine.MouseEvent.MOUSE_DOWN,\n this.onDown,\n this\n );\n const [x, y] = posList[i];\n this.dragPic.x = x;\n this.dragPic.y = y;\n }\n\n this._timer = setInterval(() => {\n this.onTimer();\n }, 1000)\n }\n\n\n onTimer() {\n this._timeCounter++;\n engine.globalEvent.dispatchEvent('pictures-time-update', {\n second: this.getSecond(),\n });\n\n if (this.getSecond() == 0) {\n this.stop();\n engine.globalEvent.dispatchEvent('pictures-game-fail', {\n reason: 1\n });\n }\n }\n\n getSecond() {\n return GAME_TIME - this._timeCounter;\n }\n\n stop() {\n this._timeCounter = 0;\n clearInterval(this._timer);\n }\n\n constructor() {\n super();\n this.once(engine.Event.ADDED_TO_STAGE, this.setup, this);\n }\n\n //当前图片对象\n dragPic;\n\n localPicX;\n localPicY;\n\n distanceX;\n distanceY;\n\n centerX: number;\n centerY: number;\n\n pictures;\n\n // 点击图片时的索引\n index;\n indexI: number;\n indexJ: number;\n rightList: engine.Sprite[];\n\n // 倒计时时间\n countTime = 10;\n\n private picturesWrapper: engine.Sprite;\n private guideHole: engine.Sprite;\n\n createRects() { }\n setup() {\n this.guideHole = new engine.Image(getTextureByName('遮罩'));\n this.guideHole.mouseChildren = this.guideHole.mouseEnabled = false;\n\n MAX_COL = props.MAX_COL;\n MAX_ROW = props.MAX_ROW;\n GAME_TIME = props.GAME_TIME;\n W = props.W;\n H = props.H;\n GAP = props.GAP;\n // 每张图片宽\n w = W / MAX_COL;\n // 每张图片高\n h = H / MAX_ROW;\n\n console.log('onSteup', props);\n\n const parent = new engine.Sprite();\n this.picturesWrapper = parent;\n this.addChild(parent);\n }\n\n onDown(e: engine.MouseEvent) {\n // console.log(e);\n\n // 创建一个图片对象接收当前位置信息\n this.dragPic = e.target;\n this.picturesWrapper.addChild(this.dragPic);\n\n // 鼠标的偏移量\n this.localPicX = e.localX / MAX_COL;\n this.localPicY = e.localY / MAX_ROW;\n\n // 最开始图片的位置\n this.distanceX = this.dragPic.x;\n this.distanceY = this.dragPic.y;\n\n // 最开始点击的图片的索引值\n this.indexI = this.distanceX / (w + GAP);\n this.indexJ = this.distanceY / (h + GAP);\n this.index = (this.indexI - 1) * MAX_COL + this.indexJ;\n\n // 图片的中心位置\n this.centerX = e.clientX + w / 2;\n this.centerY = e.clientY + h / 2;\n\n this.stage.addEventListener(\n engine.MouseEvent.MOUSE_MOVE,\n this.onMove,\n this\n );\n this.stage.addEventListener(\n engine.MouseEvent.MOUSE_UP,\n this.stageOnUp,\n this\n );\n\n }\n\n stageOnUp(e) {\n this.stage.removeEventListener(\n engine.MouseEvent.MOUSE_MOVE,\n this.onMove,\n this\n );\n\n this.picturesWrapper.addChild(this.guideHole);\n\n // 判断图片是否进入另一张图片的范围内\n // 图片第几行第几列\n let curJ = Math.floor(this.centerX / (w + GAP));\n let curI = Math.floor(this.centerY / (h + GAP));\n\n\n // 点击图片的位置\n\n if (curJ < MAX_COL && curI < MAX_ROW) {\n\n // 获取交互图片的索引值\n let index = getIndexFromRC(curI, curJ, MAX_COL);\n // console.log(index);\n\n //要交换的图片\n let dropPic = this.pictures[index];\n\n let dropPicX = dropPic.x;\n let dropPicy = dropPic.y;\n\n dropPic.x = this.distanceX;\n dropPic.y = this.distanceY;\n\n this.dragPic.x = dropPicX;\n this.dragPic.y = dropPicy;\n\n // 交换之后索引也需要交换\n\n const dropPicIndex = this.pictures.indexOf(dropPic);\n const dragPicIndex = this.pictures.indexOf(this.dragPic);\n\n this.pictures[dropPicIndex] = this.dragPic;\n this.pictures[dragPicIndex] = dropPic;\n\n let result = true;\n for (let j = 0; j < this.rightList.length; j++) {\n if (this.rightList[j] != this.pictures[j]) {\n result = false;\n break;\n }\n }\n\n if (result) {\n this.onSuccess();\n\n }\n }\n\n this.stage.removeEventListener(\n engine.MouseEvent.MOUSE_UP,\n this.stageOnUp,\n this\n );\n }\n\n private onSuccess() {\n console.log('拼图成功!');\n this.stop();\n engine.globalEvent.dispatchEvent('pictures-game-success', {});\n }\n\n onMove(e: engine.MouseEvent) {\n // 当前图片的位置\n this.dragPic.x = e.stageX - this.localPicX;\n this.dragPic.y = e.stageY - this.localPicY;\n\n // 当前图片的中心位置\n this.centerX = this.dragPic.x + w / 2;\n this.centerY = this.dragPic.y + h / 2;\n\n }\n\n}\n","/**\n * Created by rockyl on 2020-01-09.\n */\n\nimport GameView from \"./GameView\";\nimport { injectProps } from \"../props\";\n\n\nexport class GameWrapper extends engine.Container {\n\t// private _status;\n\tprivate _gameView: GameView;\n\n\n\n\n\n\tconstructor() {\n\t\tsuper();\n\n\t\tengine.globalEvent.addEventListener('pictures-start', this.start, this);\n\t\tengine.globalEvent.addEventListener('pictures-stop', this.stop, this);\n\n\t\t//创建实例\n\t\tlet gameView = this._gameView = new GameView();\n\t\tthis.addChild(gameView);\n\n\t}\n\n\tstart(event: engine.Event) {\n\t\tinjectProps(event.data);\n\n\t\t// this._status = 1;\n\n\t\tthis._gameView.start();\n\t}\n\tstop(event: engine.Event) {\n\t\t\n\t\tthis._gameView.stop();\n\t}\n}\n","/**\n * Created by rockyl on 2019-11-20.\n */\n\nimport {GameWrapper} from \"./game/GameWrapper\";\nimport {injectProps, prepareProps} from \"./props\";\n\nexport default function (props) {\n\tprepareProps();\n\tinjectProps(props);\n\n\tlet instance = new GameWrapper();\n\t\n\treturn 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>>>>>>> 942737e103f614239f421c98ab5a0e18935bc709
...@@ -10,22 +10,26 @@ ...@@ -10,22 +10,26 @@
"MAX_ROW": { "MAX_ROW": {
"alias": "图片分成几行", "alias": "图片分成几行",
"type": "number", "type": "number",
<<<<<<< HEAD
"default": 3 "default": 3
=======
"default": 4
>>>>>>> 942737e103f614239f421c98ab5a0e18935bc709
}, },
"W": { "W": {
"alias": "图片的宽度", "alias": "图片的宽度",
"type": "number", "type": "number",
"default": 600 "default": 618
}, },
"H": { "H": {
"alias": "图片的高度", "alias": "图片的高度",
"type": "number", "type": "number",
"default": 600 "default": 827
}, },
"GAP": { "GAP": {
"alias": "图片间隙", "alias": "图片间隙",
"type": "number", "type": "number",
"default": 10 "default": 0
}, },
"GAME_TIME": { "GAME_TIME": {
"alias": "游戏时间", "alias": "游戏时间",
...@@ -36,36 +40,23 @@ ...@@ -36,36 +40,23 @@
}, },
"assets": [ "assets": [
{ {
"name": "测试资源", "name": "遮罩",
"url": "//yun.duiba.com.cn/aurora/assets/50a7212a113175fa18c866b005d98f07c558dc77.png", "url": "//yun.duiba.com.cn/aurora/assets/5b3e30496b2d9fdafb0cf3835fd6704ce10e45b4.png",
"uuid": "66f23d13-82a5-4cec-9496-301ec240d087", "uuid": "66f23d13-82a5-4cec-9496-301ec240d087",
"ext": ".png" "ext": ".png"
} }
], ],
"events": { "events": {
"in": { "in": {
"pictures-reset": {
"alias": "重置", "pictures-start": {
"alias": "开始",
"data": { "data": {
"goodsProbability": "[0.2,0.5,0.3]道具概率(雨滴、石头、炸弹),所有概率相加为1", "picUrl":"图片路径"
"countDown": "倒计时(s)",
"acceleratedSpeed":"道具掉落加速度(单位:每秒)"
} }
}, },
"pictures-start": { "pictures-stop": {
"alias": "开始" "alias": "停止"
},
"pictures-revive": {
"alias": "复活"
},
"pictures-pause": {
"alias": "暂停"
},
"pictures-resume": {
"alias": "恢复"
},
"pictures-clear": {
"alias": "清空,通过reset事件恢复"
} }
}, },
"out": { "out": {
......
...@@ -4,7 +4,7 @@ ...@@ -4,7 +4,7 @@
import { props } from "../props"; import { props } from "../props";
import qietu from "./qietu"; import qietu from "./qietu";
import { getIndexFromRC, getRandomArray } from "./utils"; import { getIndexFromRC, getRandomArray, getTextureByName } from "./utils";
import ObjectPool = engine.ObjectPool; import ObjectPool = engine.ObjectPool;
let MAX_COL; let MAX_COL;
...@@ -32,6 +32,7 @@ export default class GameView extends engine.Container { ...@@ -32,6 +32,7 @@ export default class GameView extends engine.Container {
// 图片一维数组 // 图片一维数组
const result = qietu(this.picturesWrapper, props.picUrl, MAX_COL, MAX_ROW); const result = qietu(this.picturesWrapper, props.picUrl, MAX_COL, MAX_ROW);
this.picturesWrapper.addChild(this.guideHole);
this.pictures = result[0]; this.pictures = result[0];
this.rightList = this.pictures.concat([]); this.rightList = this.pictures.concat([]);
const posList = result[1]; const posList = result[1];
...@@ -40,7 +41,7 @@ export default class GameView extends engine.Container { ...@@ -40,7 +41,7 @@ export default class GameView extends engine.Container {
let i = 0; let i = 0;
let len; let len;
len = this.pictures.length; len = this.pictures.length;
for (; i < len; i++) { for (; i < len; i++) {
this.dragPic = this.pictures[i]; this.dragPic = this.pictures[i];
...@@ -128,9 +129,13 @@ export default class GameView extends engine.Container { ...@@ -128,9 +129,13 @@ export default class GameView extends engine.Container {
private picturesWrapper: engine.Sprite; private picturesWrapper: engine.Sprite;
private guideHole: engine.Sprite;
createRects() { } createRects() { }
setup() { setup() {
this.guideHole = new engine.Image(getTextureByName('遮罩'));
this.guideHole.mouseChildren = this.guideHole.mouseEnabled = false;
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;
...@@ -193,6 +198,8 @@ export default class GameView extends engine.Container { ...@@ -193,6 +198,8 @@ export default class GameView extends engine.Container {
this this
); );
this.picturesWrapper.addChild(this.guideHole);
// 判断图片是否进入另一张图片的范围内 // 判断图片是否进入另一张图片的范围内
// 图片第几行第几列 // 图片第几行第几列
let curJ = Math.floor(this.centerX / (w + GAP)); let curJ = Math.floor(this.centerX / (w + GAP));
......
export default (parent, url,MAX_COL,MAX_ROW) => { import { props } from "../props";
const urls = [];
const picMap = {};
const posMap = {};
export default (parent, url, MAX_COL, MAX_ROW) => {
if (picMap[url]) {
return [picMap[url], posMap[url]]
}
const W = 600; const W = props.W;
const H = 600; const H = props.H;
const GAP = 10; const GAP = props.GAP;
const spr = []; const spr = [];
const pos = [] const pos = []
...@@ -18,7 +25,8 @@ export default (parent, url,MAX_COL,MAX_ROW) => { ...@@ -18,7 +25,8 @@ export default (parent, url,MAX_COL,MAX_ROW) => {
parent.addChild(child); parent.addChild(child);
child.x = col * (W / MAX_COL + GAP); child.x = col * (W / MAX_COL + GAP);
child.y = row * (H / MAX_ROW + GAP); child.y = row * (H / MAX_ROW + GAP);
pos.push([child.x,child.y]); pos.push([child.x, child.y]);
// child.texture.addEventListener('update', () => {
child.addEventListener(engine.Event.COMPLETE, () => { child.addEventListener(engine.Event.COMPLETE, () => {
const uvs = new Float32Array([ const uvs = new Float32Array([
col / MAX_COL, col / MAX_COL,
...@@ -36,6 +44,8 @@ export default (parent, url,MAX_COL,MAX_ROW) => { ...@@ -36,6 +44,8 @@ export default (parent, url,MAX_COL,MAX_ROW) => {
}); });
} }
} }
picMap[url] = spr.concat([]);
posMap[url] = pos.concat([]);;
// console.log(spr); // console.log(spr);
return [spr,pos]; return [spr, pos];
}; };
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