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劳工
zeroing-libs
Commits
4db3d343
Commit
4db3d343
authored
Jul 13, 2020
by
haiyoucuv
Browse files
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1111
parent
a7b8c4c0
Changes
6
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6 changed files
with
754 additions
and
155 deletions
+754
-155
getAwayFromCloud.json
dist/customs/getAwayFromCloud.json
+33
-13
package-lock.json
package-lock.json
+576
-0
index.html
src/custom/getAwayFromCloud/debug/index.html
+2
-2
main.js
src/custom/getAwayFromCloud/debug/main.js
+31
-25
main.js.map
src/custom/getAwayFromCloud/debug/main.js.map
+1
-1
GameTest.ts
src/custom/getAwayFromCloud/src/game/GameTest.ts
+111
-114
No files found.
dist/customs/getAwayFromCloud.json
View file @
4db3d343
...
@@ -2,16 +2,6 @@
...
@@ -2,16 +2,6 @@
"name"
:
"拼图"
,
"name"
:
"拼图"
,
"desc"
:
"拼图模块1.0"
,
"desc"
:
"拼图模块1.0"
,
"props"
:
{
"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
},
"OFFSET_X"
:
{
"OFFSET_X"
:
{
"alias"
:
"OFFSET_X"
,
"alias"
:
"OFFSET_X"
,
"type"
:
"number"
,
"type"
:
"number"
,
...
@@ -27,8 +17,8 @@
...
@@ -27,8 +17,8 @@
"type"
:
"number"
,
"type"
:
"number"
,
"default"
:
30
"default"
:
30
},
},
"
GAP
"
:
{
"
moistPercent
"
:
{
"alias"
:
"
图片间隙
"
,
"alias"
:
"
湿润度
"
,
"type"
:
"number"
,
"type"
:
"number"
,
"default"
:
0
"default"
:
0
}
}
...
@@ -52,6 +42,18 @@
...
@@ -52,6 +42,18 @@
"uuid"
:
"ed0e8931-2557-4527-bcfc-9071f90d5737"
,
"uuid"
:
"ed0e8931-2557-4527-bcfc-9071f90d5737"
,
"ext"
:
".png"
"ext"
:
".png"
},
},
{
"name"
:
"wind"
,
"url"
:
"//yun.duiba.com.cn/aurora/assets/15fc1dabf22baedd8bf5e5b418e57cfc81686072.svga"
,
"uuid"
:
"7f1ef018-79ab-42bf-ac85-0208e36e2928"
,
"ext"
:
".svga"
},
{
"name"
:
"雨滴动效"
,
"url"
:
"//yun.duiba.com.cn/aurora/assets/85feef80df5c2c7728da817e488987d09ba0aab3.svga"
,
"uuid"
:
"973ed8a7-bfeb-42dd-84fb-e062d150073e"
,
"ext"
:
".svga"
},
{
{
"name"
:
"背景"
,
"name"
:
"背景"
,
"url"
:
"//yun.duiba.com.cn/aurora/assets/d0e22ae58b6e8519b969ed207197a31820790349.png"
,
"url"
:
"//yun.duiba.com.cn/aurora/assets/d0e22ae58b6e8519b969ed207197a31820790349.png"
,
...
@@ -64,6 +66,24 @@
...
@@ -64,6 +66,24 @@
"uuid"
:
"b7d2a60a-9e60-4eca-be80-a991abea47c9"
,
"uuid"
:
"b7d2a60a-9e60-4eca-be80-a991abea47c9"
,
"ext"
:
".png"
"ext"
:
".png"
},
},
{
"name"
:
"t1"
,
"url"
:
"//yun.duiba.com.cn/aurora/assets/6cc52715ce3bee15d10acbe90eac5828c21fdc7f.png"
,
"uuid"
:
"a163b74f-32bc-43d2-8015-7cf1eac71501"
,
"ext"
:
".png"
},
{
"name"
:
"t2"
,
"url"
:
"//yun.duiba.com.cn/aurora/assets/0d00d8639caf5d344028b01a1022762724164c92.png"
,
"uuid"
:
"22de82d1-97ec-4195-a32c-f4fc1656e2de"
,
"ext"
:
".png"
},
{
"name"
:
"t3"
,
"url"
:
"//yun.duiba.com.cn/aurora/assets/4b7c2f0d4c8248425ed335838ab5a5ce44256b90.png"
,
"uuid"
:
"cc952365-a990-4912-98af-50905559b9d5"
,
"ext"
:
".png"
},
{
{
"name"
:
"云1"
,
"name"
:
"云1"
,
"url"
:
"//yun.duiba.com.cn/aurora/assets/429981638472e8f02ce2a780f3b05be72d13b943.png"
,
"url"
:
"//yun.duiba.com.cn/aurora/assets/429981638472e8f02ce2a780f3b05be72d13b943.png"
,
...
@@ -198,5 +218,5 @@
...
@@ -198,5 +218,5 @@
}
}
},
},
"id"
:
"getAwayFromCloud"
,
"id"
:
"getAwayFromCloud"
,
"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.getAwayFromCloud = factory(global.tslib));
\n
}(this, (function (tslib) { 'use strict';
\n\n\t
function getTexture(uuid) {
\
r\n\t
return engine.Texture.from(getAssetByUUID(uuid).uuid);
\r\n\t
}
\r\n\t
//# sourceMappingURL=utils.js.map
\n\n\t
var Human = (function (_super) {
\r\n\t
tslib.__extends(Human, _super);
\r\n\t
function Human() {
\r\n\t
var _this = _super.call(this) || this;
\r\n\t
_this.humanArray = [
\r\n\t
'487c1ca7-dea5-4732-b4b6-acb5406ee3a4',
\r\n\t
'71e07cee-fd6d-40bb-ac0b-5bb28c87276e',
\r\n\t
'2cd9f1bb-d0d8-42ea-941b-dcd0428e474d'
\r\n\t
];
\r\n\t
_this.human = new engine.Sprite(getTexture(_this.humanArray[0]));
\r\n\t
_this.addChild(_this.human);
\r\n\t
_this.width = _this.human.width;
\r\n\t
_this.height = _this.human.height;
\r\n\t
return _this;
\r\n\t
}
\r\n\t
Human.prototype.facialChange = function (num) {
\r\n\t
var face = new engine.Sprite(getTexture(this.humanArray[num]));
\r\n\t
this.human.addChild(face);
\r\n\t
return face;
\r\n\t
};
\r\n\t
Human.prototype.removeFace = function (face) {
\r\n\t
this.human.removeChild(face);
\r\n\t
};
\r\n\t
return Human;
\r\n\t
}(engine.Container));
\r\n\t
//# sourceMappingURL=Human.js.map
\n\n\t
var Moist = (function (_super) {
\r\n\t
tslib.__extends(Moist, _super);
\r\n\t
function Moist() {
\r\n\t
var _this = _super.call(this) || this;
\r\n\t
_this.moistBg = new engine.Sprite(getTexture('8a8e79b6-2c6f-441b-81ae-c441465abfb0'));
\r\n\t
_this.moist = new engine.Sprite(getTexture('024d67e9-ed7f-4481-94ca-a15bd5226cad'));
\r\n\t
_this.moistCover = new engine.Sprite(getTexture('024d67e9-ed7f-4481-94ca-a15bd5226cad'));
\r\n\t
_this.txt = new engine.TextInput();
\r\n\t
_this.hintpic = new engine.Sprite(getTexture('ed0e8931-2557-4527-bcfc-9071f90d5737'));
\r\n\t
_this.percent = 0;
\r\n\t
_this.addChild(_this.moistBg);
\r\n\t
_this.moistBg.addChild(_this.moist);
\r\n\t
_this.moist.mask = _this.moistCover;
\r\n\t
_this.txt.text = _this.percent * 100 + '%';
\r\n\t
_this.txt.size = 30;
\r\n\t
_this.txt.fillColor = '#7A83C5';
\r\n\t
_this.addChild(_this.txt);
\r\n\t
_this.txt.x = 0;
\r\n\t
_this.txt.y = -50;
\r\n\t
_this.hintpic.x = -10;
\r\n\t
_this.hintpic.y = 440;
\r\n\t
_this.addChild(_this.hintpic);
\r\n\t
return _this;
\r\n\t
}
\r\n\t
Moist.prototype.cover = function (percent) {
\r\n\t
this.moistCover.anchorY = 416;
\r\n\t
this.moistBg.addChild(this.moistCover);
\r\n\t
this.moistCover.scaleY = percent;
\r\n\t
};
\r\n\t
Moist.prototype.stopScale = function () {
\r\n\t
this.moistCover.scaleY = 1;
\r\n\t
this.txt.text = '100%';
\r\n\t
};
\r\n\t
Moist.prototype.updateText = function (percent) {
\r\n\t
var a = percent * 100;
\r\n\t
if (a <= 90) {
\r\n\t
this.txt.text = a.toPrecision(2) + '%';
\r\n\t
}
\r\n\t
else {
\r\n\t
this.txt.text = a.toPrecision(3) + '%';
\r\n\t
}
\r\n\t
};
\r\n\t
return Moist;
\r\n\t
}(engine.Container));
\r\n\t
//# sourceMappingURL=Moist.js.map
\n\n\t
var TimeCounter = (function (_super) {
\r\n\t
tslib.__extends(TimeCounter, _super);
\r\n\t
function TimeCounter() {
\r\n\t
var _this = _super.call(this) || this;
\r\n\t
_this.timeCounter = new engine.Sprite(getTexture('b7d2a60a-9e60-4eca-be80-a991abea47c9'));
\r\n\t
_this.time = 20;
\r\n\t
_this.addChild(_this.timeCounter);
\r\n\t
_this.timeCounter.x = 256;
\r\n\t
_this.timeCounter.y = 50;
\r\n\t
_this.timeText = new engine.TextInput();
\r\n\t
_this.timeText.text = _this.time + 's';
\r\n\t
_this.timeText.size = 48;
\r\n\t
_this.timeText.fillColor = '#7A83C5';
\r\n\t
_this.timeCounter.addChild(_this.timeText);
\r\n\t
_this.timeText.x = 100;
\r\n\t
_this.timeText.y = 15;
\r\n\t
return _this;
\r\n\t
}
\r\n\t
TimeCounter.prototype.updateTime = function (time) {
\r\n\t
this.time = time;
\r\n\t
this.timeText.text = this.time + 's';
\r\n\t
};
\r\n\t
return TimeCounter;
\r\n\t
}(engine.Container));
\r\n\t
//# sourceMappingURL=TimeCounter.js.map
\n\n\t
var CloudRain = (function (_super) {
\r\n\t
tslib.__extends(CloudRain, _super);
\r\n\t
function CloudRain() {
\r\n\t
var _this = _super.call(this) || this;
\r\n\t
_this.clound1 = new engine.Sprite(getTexture('1e1a6993-9da0-4813-b1bd-00f2dbae2af2'));
\r\n\t
_this.clound2 = new engine.Sprite(getTexture('6ed0e2e7-3ba3-4967-8fe0-39667792e343'));
\r\n\t
_this.sun = new engine.Sprite(getTexture(
\"
0f05aaae-338a-439a-82b0-20efcee5cca4
\"
));
\r\n\t
_this.sun.x = 90;
\r\n\t
_this.sun.y = 120;
\r\n\t
_this.addChild(_this.sun);
\r\n\t
_this.addChild(_this.clound1);
\r\n\t
_this.addChild(_this.clound2);
\r\n\t
_this.clound1.x = 100;
\r\n\t
_this.clound1.y = 220;
\r\n\t
_this.clound2.x = 150;
\r\n\t
_this.clound2.y = 220;
\r\n\t
return _this;
\r\n\t
}
\r\n\t
CloudRain.prototype.succeed = function () {
\r\n\t
var _this = this;
\r\n\t
var a = 0;
\r\n\t
var ld = Date.now();
\r\n\t
this.addEventListener(engine.Event.ENTER_FRAME, function () {
\r\n\t
var dt = Date.now() - ld;
\r\n\t
a += dt;
\r\n\t
if (a > 100) {
\r\n\t
_this.clound1.x -= (800 * dt) / 1000;
\r\n\t
_this.clound2.x += (820 * dt) / 1000;
\r\n\t
if (_this.clound1.x <= -380) {
\r\n\t
_this.clound1.x = -380;
\r\n\t
}
\r\n\t
if (_this.clound2.x >= 750) {
\r\n\t
_this.clound2.x = 750;
\r\n\t
}
\r\n\t
_this.sun.y -= (150 * dt) / 1000;
\r\n\t
if (_this.sun.y <= 60) {
\r\n\t
_this.sun.y = 60;
\r\n\t
}
\r\n\t
}
\r\n\t
ld = Date.now();
\r\n\t
});
\r\n\t
};
\r\n\t
return CloudRain;
\r\n\t
}(engine.Container));
\r\n\t
//# sourceMappingURL=CloudRain.js.map
\n\n\t
var GameTest = (function (_super) {
\r\n\t
tslib.__extends(GameTest, _super);
\r\n\t
function GameTest() {
\r\n\t
var _this = _super.call(this) || this;
\r\n\t
_this.dripArray = [];
\r\n\t
_this.clicknum = 0;
\r\n\t
_this.R = 250;
\r\n\t
_this.D = 340;
\r\n\t
_this.con = new engine.Sprite();
\r\n\t
_this.once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);
\r\n\t
return _this;
\r\n\t
}
\r\n\t
GameTest.prototype.setup = function () {
\r\n\t
var playBg = new engine.Sprite(getTexture(
\"
5ab43bdc-a6ce-46fb-99c2-a806f57f7484
\"
));
\r\n\t
this.addChild(playBg);
\r\n\t
this.humanbeing = new Human();
\r\n\t
this.humanbeing.x = 290;
\r\n\t
this.humanbeing.y = 750;
\r\n\t
this.addChild(this.humanbeing);
\r\n\t
console.log(
\"
xxxxxx
\"
, this.stage.width, this.stage.height, this.width, this.height);
\r\n\t
this.rightHand = new engine.Sprite(getTexture(
\"
c7129f77-92a6-479e-9994-7d4b39040a15
\"
));
\r\n\t
this.rightHand.x = -70;
\r\n\t
this.rightHand.y = -65;
\r\n\t
this.rightHand.anchorX = 196;
\r\n\t
this.rightHand.anchorY = 253;
\r\n\t
this.humanbeing.addChild(this.rightHand);
\r\n\t
this.playBtn = new engine.Sprite(getTexture(
\"
9e347bef-6e91-4c92-ba5f-f9a52e656207
\"
));
\r\n\t
this.playBtn.x = 138;
\r\n\t
this.playBtn.y = 1150;
\r\n\t
this.addChild(this.playBtn);
\r\n\t
this.moists = new Moist();
\r\n\t
this.moists.x = 20;
\r\n\t
this.moists.y = 450;
\r\n\t
this.addChild(this.moists);
\r\n\t
this.cloud = new CloudRain();
\r\n\t
this.addChild(this.cloud);
\r\n\t
};
\r\n\t
GameTest.prototype.start = function () {
\r\n\t
var _this = this;
\r\n\t
var middleX = this.humanbeing.x + this.humanbeing.width / 2;
\r\n\t
var validX1 = this.humanbeing.x;
\r\n\t
var validX2 = this.humanbeing.x + this.humanbeing.width;
\r\n\t
for (var i = 0; i < 1000; i++) {
\r\n\t
var y = -Math.sqrt(this.R * this.R - (i - middleX - 50) * (i - middleX - 50)) +
\r\n\t
(this.humanbeing.y + 180);
\r\n\t
var img = new engine.Sprite(getTexture(
\"
e4a82aee-4472-4b06-bd75-02fb64f1c8c8
\"
));
\r\n\t
img.width = 2;
\r\n\t
img.height = 2;
\r\n\t
img.x = i;
\r\n\t
img.y = y;
\r\n\t
this.con.addChild(img);
\r\n\t
}
\r\n\t
this.addChild(this.con);
\r\n\t
var point1 = new engine.Graphics();
\r\n\t
point1.beginFill(0xff0000);
\r\n\t
point1.drawRect(0, 0, 10, 10);
\r\n\t
point1.y = 100;
\r\n\t
point1.endFill();
\r\n\t
this.rightHand.addChild(point1);
\r\n\t
var point2 = new engine.Graphics();
\r\n\t
point2.beginFill(0xff0000);
\r\n\t
point2.drawRect(0, 0, 10, 10);
\r\n\t
point2.x = 170;
\r\n\t
point2.endFill();
\r\n\t
this.rightHand.addChild(point2);
\r\n\t
var point3 = new engine.Graphics();
\r\n\t
point3.beginFill(0xff0000);
\r\n\t
point3.drawRect(0, 0, 10, 10);
\r\n\t
point3.x = 330;
\r\n\t
point3.y = 100;
\r\n\t
point3.endFill();
\r\n\t
this.rightHand.addChild(point3);
\r\n\t
this.timeCounter = new TimeCounter();
\r\n\t
this.addChild(this.timeCounter);
\r\n\t
var ld = Date.now();
\r\n\t
var a = 0;
\r\n\t
var b = 0;
\r\n\t
var drip = new engine.Sprite(getTexture(
\"
07f74bf6-416f-445e-98d5-021efe4c9fdc
\"
));
\r\n\t
drip.x =
\r\n\t
Math.random() * (this.humanbeing.x + 160) +
\r\n\t
(this.humanbeing.x - 160);
\r\n\t
drip.worldMatrix.ty = Math.random() * 100 + 300;
\r\n\t
this.dripArray.push(drip);
\r\n\t
this.addChild(drip);
\r\n\t
this.addEventListener(engine.Event.ENTER_FRAME, function () {
\r\n\t
var dt = Date.now() - ld;
\r\n\t
a += dt;
\r\n\t
b += dt;
\r\n\t
if (a > 200) {
\r\n\t
a = 0;
\r\n\t
if (_this.timeCounter.time > 0) {
\r\n\t
var drip_1 = new engine.Sprite(getTexture(
\"
07f74bf6-416f-445e-98d5-021efe4c9fdc
\"
));
\r\n\t
drip_1.x =
\r\n\t
Math.random() * (_this.humanbeing.x + 160) +
\r\n\t
(_this.humanbeing.x - 160);
\r\n\t
drip_1.worldMatrix.ty = Math.random() * 100 + 300;
\r\n\t
_this.dripArray.push(drip_1);
\r\n\t
_this.addChild(drip_1);
\r\n\t
}
\r\n\t
}
\r\n\t
var _loop_1 = function (drip_2) {
\r\n\t
drip_2.y += (300 * dt) / 1000;
\r\n\t
if (drip_2.y > _this.stage.height) {
\r\n\t
var index_1 = _this.dripArray.indexOf(drip_2);
\r\n\t
_this.removeChild(drip_2);
\r\n\t
_this.dripArray = _this.dripArray.filter(function (ele, i) { return i != index_1; });
\r\n\t
}
\r\n\t
};
\r\n\t
for (var _i = 0, _a = _this.dripArray; _i < _a.length; _i++) {
\r\n\t
var drip_2 = _a[_i];
\r\n\t
_loop_1(drip_2);
\r\n\t
}
\r\n\t
if (b >= 1000) {
\r\n\t
b = 0;
\r\n\t
_this.timeCounter.time -= 1;
\r\n\t
if (_this.timeCounter.time <= 0) {
\r\n\t
_this.timeCounter.time = 0;
\r\n\t
}
\r\n\t
_this.timeCounter.updateTime(_this.timeCounter.time);
\r\n\t
if (_this.timeCounter.time <= 0) {
\r\n\t
console.log(
\"
游戏成功!
\"
);
\r\n\t
_this.success();
\r\n\t
}
\r\n\t
}
\r\n\t
var wind = -40;
\r\n\t
_this.rightHand.rotation += wind / 60;
\r\n\t
if (_this.rightHand.rotation <= -90) {
\r\n\t
_this.rightHand.rotation = -90;
\r\n\t
}
\r\n\t
else if (_this.rightHand.rotation >= 90) {
\r\n\t
_this.rightHand.rotation = 90;
\r\n\t
}
\r\n\t
ld = Date.now();
\r\n\t
_this.angle = Math.asin(_this.D / 2 / _this.R) * 57.18;
\r\n\t
_this.rightHand.name =
\"
aaa
\"
;
\r\n\t
if (_this.stage.height > 1334) ;
\r\n\t
var k12 = (point1.worldMatrix.ty - point2.worldMatrix.ty) /
\r\n\t
(point1.worldMatrix.tx - point2.worldMatrix.tx);
\r\n\t
var k23 = (point2.worldMatrix.ty - point3.worldMatrix.ty) /
\r\n\t
(point2.worldMatrix.tx - point3.worldMatrix.tx);
\r\n\t
var px1 = point1.worldMatrix.tx;
\r\n\t
var px2 = point2.worldMatrix.tx;
\r\n\t
var px3 = point3.worldMatrix.tx;
\r\n\t
var maxX = px1 >= px2 ? (px1 >= px3 ? px1 : px3) : px2 >= px3 ? px2 : px3;
\r\n\t
var minX = px1 >= px2 ? (px2 >= px3 ? px3 : px2) : px1 >= px3 ? px3 : px1;
\r\n\t
var _loop_2 = function (drip_3) {
\r\n\t
var b12 = point1.worldMatrix.ty -
\r\n\t
point1.worldMatrix.tx * k12 - 50;
\r\n\t
var b23 = point2.worldMatrix.ty -
\r\n\t
point2.worldMatrix.tx * k23 - 50;
\r\n\t
var y12 = k12 * drip_3.x + b12;
\r\n\t
var y23 = k23 * drip_3.x + b23;
\r\n\t
if (drip_3.x > minX && drip_3.x < maxX) {
\r\n\t
if (drip_3.x < px2) {
\r\n\t
if (drip_3.worldMatrix.ty >= y12) {
\r\n\t
var index_2 = _this.dripArray.indexOf(drip_3);
\r\n\t
_this.removeChild(drip_3);
\r\n\t
_this.dripArray = _this.dripArray.filter(function (ele, i) { return i != index_2; });
\r\n\t
}
\r\n\t
}
\r\n\t
if (drip_3.x >= px2) {
\r\n\t
if (drip_3.worldMatrix.ty >= y23) {
\r\n\t
var index_3 = _this.dripArray.indexOf(drip_3);
\r\n\t
_this.removeChild(drip_3);
\r\n\t
_this.dripArray = _this.dripArray.filter(function (ele, i) { return i != index_3; });
\r\n\t
}
\r\n\t
}
\r\n\t
}
\r\n\t
if (drip_3.x > _this.humanbeing.x &&
\r\n\t
drip_3.x < _this.humanbeing.x + _this.humanbeing.width) {
\r\n\t
if (drip_3.y >= _this.humanbeing.y) {
\r\n\t
_this.moists.percent += 0.1;
\r\n\t
_this.moists.cover(_this.moists.percent);
\r\n\t
_this.moists.updateText(_this.moists.percent);
\r\n\t
if (_this.moists.percent >= 1) {
\r\n\t
_this.moists.stopScale();
\r\n\t
console.log(
\"
游戏结束!
\"
);
\r\n\t
_this.stop();
\r\n\t
}
\r\n\t
_this.removeChild(drip_3);
\r\n\t
var face_1 = _this.humanbeing.facialChange(2);
\r\n\t
face_1.x = 7;
\r\n\t
face_1.y = 22;
\r\n\t
setTimeout(function () {
\r\n\t
_this.humanbeing.removeFace(face_1);
\r\n\t
}, 1000);
\r\n\t
console.log(
\"
人
\"
);
\r\n\t
var index_4 = _this.dripArray.indexOf(drip_3);
\r\n\t
_this.dripArray = _this.dripArray.filter(function (ele, i) { return i != index_4; });
\r\n\t
}
\r\n\t
}
\r\n\t
};
\r\n\t
for (var _b = 0, _c = _this.dripArray; _b < _c.length; _b++) {
\r\n\t
var drip_3 = _c[_b];
\r\n\t
_loop_2(drip_3);
\r\n\t
}
\r\n\t
ld = Date.now();
\r\n\t
});
\r\n\t
this.playBtn.addEventListener(engine.MouseEvent.CLICK, this.onClick, this);
\r\n\t
};
\r\n\t
GameTest.prototype.onClick = function () {
\r\n\t
this.clicknum += 1;
\r\n\t
this.rightHand.rotation += 10 * this.clicknum;
\r\n\t
this.clicknum = 0;
\r\n\t
};
\r\n\t
GameTest.prototype.stop = function () {
\r\n\t
engine.globalEvent.dispatchEvent(
\"
cloud-game-fail
\"
, { reason: 1 });
\r\n\t
};
\r\n\t
GameTest.prototype.success = function () {
\r\n\t
this.cloud.succeed();
\r\n\t
engine.globalEvent.dispatchEvent(
\"
cloud-game-success
\"
, {
\r\n\t
moist: this.moists.percent,
\r\n\t
});
\r\n\t
};
\r\n\t
return GameTest;
\r\n\t
}(engine.Container));
\n\n\t
var props = {};
\r\n\t
function prepareProps() {
\r\n\t
var metaProps = getProps();
\r\n\t
engine.injectProp(props, metaProps);
\r\n\t
}
\r\n\t
function injectProps(p) {
\r\n\t
engine.injectProp(props, p);
\r\n\t
}
\r\n\t
//# sourceMappingURL=props.js.map
\n\n\t
var 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 gameTest = _this._gameTest = new GameTest();
\r\n\t
_this.addChild(gameTest);
\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._gameTest.start();
\r\n\t
};
\r\n\t
GameWrapper.prototype.stop = function (event) {
\r\n\t
this._gameTest.stop();
\r\n\t
};
\r\n\t
return GameWrapper;
\r\n\t
}(engine.Container));
\r\n\t
//# sourceMappingURL=GameWrapper.js.map
\n\n\t
function 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
}
\r
\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.getAwayFromCloud = 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 createSvga(name, anchorName) {
\n\t
var inst = new svga.Svga();
\n\t
inst.source = 'asset://' + engine.getAssetByName(name).uuid;
\n\t
return inst;
\n\t
}
\n\t
//# sourceMappingURL=utils.js.map
\n\n\t
var Human = (function (_super) {
\n\t
tslib.__extends(Human, _super);
\n\t
function Human() {
\n\t
var _this = _super.call(this) || this;
\n\t
_this.humanArray = [
\n\t
'487c1ca7-dea5-4732-b4b6-acb5406ee3a4',
\n\t
'71e07cee-fd6d-40bb-ac0b-5bb28c87276e',
\n\t
'2cd9f1bb-d0d8-42ea-941b-dcd0428e474d'
\n\t
];
\n\t
_this.human = new engine.Sprite(getTexture(_this.humanArray[0]));
\n\t
_this.addChild(_this.human);
\n\t
_this.width = _this.human.width;
\n\t
_this.height = _this.human.height;
\n\t
return _this;
\n\t
}
\n\t
Human.prototype.facialChange = function (num) {
\n\t
var face = new engine.Sprite(getTexture(this.humanArray[num]));
\n\t
this.human.addChild(face);
\n\t
return face;
\n\t
};
\n\t
Human.prototype.removeFace = function (face) {
\n\t
this.human.removeChild(face);
\n\t
};
\n\t
Human.prototype.scaleEffect = function () {
\n\t
var _this = this;
\n\t
var aaa = 0;
\n\t
var pt = Date.now();
\n\t
this.addEventListener(engine.Event.ENTER_FRAME, function () {
\n\t
var dt = Date.now() - pt;
\n\t
aaa += dt;
\n\t
_this.anchorX = _this.width + _this.width / 2;
\n\t
_this.anchorY = _this.height;
\n\t
if (aaa > 90 && aaa <= 100) {
\n\t
_this.scaleY = 0.99;
\n\t
_this.scaleX = 1.01;
\n\t
}
\n\t
if (aaa > 190 && aaa < 200) {
\n\t
_this.scaleX = 1;
\n\t
_this.scaleY = 1;
\n\t
aaa = 0;
\n\t
}
\n\t
pt = Date.now();
\n\t
});
\n\t
};
\n\t
return Human;
\n\t
}(engine.Container));
\n\t
//# sourceMappingURL=Human.js.map
\n\n\t
var Moist = (function (_super) {
\n\t
tslib.__extends(Moist, _super);
\n\t
function Moist() {
\n\t
var _this = _super.call(this) || this;
\n\t
_this.moistBg = new engine.Sprite(getTexture('8a8e79b6-2c6f-441b-81ae-c441465abfb0'));
\n\t
_this.moist = new engine.Sprite(getTexture('024d67e9-ed7f-4481-94ca-a15bd5226cad'));
\n\t
_this.moistCover = new engine.Sprite(getTexture('024d67e9-ed7f-4481-94ca-a15bd5226cad'));
\n\t
_this.txt = new engine.TextInput();
\n\t
_this.hintpic = new engine.Sprite(getTexture('ed0e8931-2557-4527-bcfc-9071f90d5737'));
\n\t
_this.percent = 0;
\n\t
_this.addChild(_this.moistBg);
\n\t
_this.moistBg.addChild(_this.moist);
\n\t
_this.moist.mask = _this.moistCover;
\n\t
_this.txt.text = _this.percent * 100 + '%';
\n\t
_this.txt.size = 30;
\n\t
_this.txt.fillColor = '#7A83C5';
\n\t
_this.addChild(_this.txt);
\n\t
_this.txt.x = 0;
\n\t
_this.txt.y = -50;
\n\t
_this.hintpic.x = -10;
\n\t
_this.hintpic.y = 440;
\n\t
_this.addChild(_this.hintpic);
\n\t
return _this;
\n\t
}
\n\t
Moist.prototype.cover = function (percent) {
\n\t
this.moistCover.anchorY = 416;
\n\t
this.moistBg.addChild(this.moistCover);
\n\t
this.moistCover.scaleY = percent;
\n\t
var t = engine.Tween.get(this.moistCover);
\n\t
};
\n\t
Moist.prototype.stopScale = function () {
\n\t
this.moistCover.scaleY = 1;
\n\t
this.txt.text = '100%';
\n\t
};
\n\t
Moist.prototype.updateText = function (percent) {
\n\t
var a = percent * 100;
\n\t
if (a <= 90) {
\n\t
this.txt.text = a.toPrecision(2) + '%';
\n\t
}
\n\t
else {
\n\t
this.txt.text = a.toPrecision(3) + '%';
\n\t
}
\n\t
};
\n\t
Moist.prototype.updatePercent = function (percent) {
\n\t
this.percent = percent;
\n\t
};
\n\t
return Moist;
\n\t
}(engine.Container));
\n\t
//# sourceMappingURL=Moist.js.map
\n\n\t
var TimeCounter = (function (_super) {
\n\t
tslib.__extends(TimeCounter, _super);
\n\t
function TimeCounter() {
\n\t
var _this = _super.call(this) || this;
\n\t
_this.timeCounter = new engine.Sprite(getTexture('b7d2a60a-9e60-4eca-be80-a991abea47c9'));
\n\t
_this.time = 20;
\n\t
_this.addChild(_this.timeCounter);
\n\t
_this.timeCounter.x = 256;
\n\t
_this.timeCounter.y = 50;
\n\t
_this.timeText = new engine.TextInput();
\n\t
_this.timeText.text = _this.time + 's';
\n\t
_this.timeText.size = 48;
\n\t
_this.timeText.fillColor = '#7A83C5';
\n\t
_this.timeCounter.addChild(_this.timeText);
\n\t
_this.timeText.x = 100;
\n\t
_this.timeText.y = 15;
\n\t
return _this;
\n\t
}
\n\t
TimeCounter.prototype.updateTime = function (time) {
\n\t
this.time = time;
\n\t
this.timeText.text = this.time + 's';
\n\t
};
\n\t
return TimeCounter;
\n\t
}(engine.Container));
\n\t
//# sourceMappingURL=TimeCounter.js.map
\n\n\t
var CloudRain = (function (_super) {
\n\t
tslib.__extends(CloudRain, _super);
\n\t
function CloudRain() {
\n\t
var _this = _super.call(this) || this;
\n\t
_this.clound1 = new engine.Sprite(getTexture('1e1a6993-9da0-4813-b1bd-00f2dbae2af2'));
\n\t
_this.clound2 = new engine.Sprite(getTexture('6ed0e2e7-3ba3-4967-8fe0-39667792e343'));
\n\t
_this.sun = new engine.Sprite(getTexture(
\"
0f05aaae-338a-439a-82b0-20efcee5cca4
\"
));
\n\t
_this.sun.x = 90;
\n\t
_this.sun.y = 120;
\n\t
_this.addChild(_this.sun);
\n\t
_this.addChild(_this.clound1);
\n\t
_this.addChild(_this.clound2);
\n\t
_this.clound1.x = 100;
\n\t
_this.clound1.y = 220;
\n\t
_this.clound2.x = 150;
\n\t
_this.clound2.y = 220;
\n\t
return _this;
\n\t
}
\n\t
CloudRain.prototype.succeed = function () {
\n\t
var _this = this;
\n\t
var a = 0;
\n\t
var ld = Date.now();
\n\t
this.addEventListener(engine.Event.ENTER_FRAME, function () {
\n\t
var dt = Date.now() - ld;
\n\t
a += dt;
\n\t
if (a > 100) {
\n\t
_this.clound1.x -= (800 * dt) / 1000;
\n\t
_this.clound2.x += (820 * dt) / 1000;
\n\t
if (_this.clound1.x <= -380) {
\n\t
_this.clound1.x = -380;
\n\t
}
\n\t
if (_this.clound2.x >= 750) {
\n\t
_this.clound2.x = 750;
\n\t
}
\n\t
_this.sun.y -= (150 * dt) / 1000;
\n\t
if (_this.sun.y <= 60) {
\n\t
_this.sun.y = 60;
\n\t
}
\n\t
}
\n\t
ld = Date.now();
\n\t
});
\n\t
};
\n\t
return CloudRain;
\n\t
}(engine.Container));
\n\t
//# sourceMappingURL=CloudRain.js.map
\n\n\t
var GameTest = (function (_super) {
\n\t
tslib.__extends(GameTest, _super);
\n\t
function GameTest() {
\n\t
var _this = _super.call(this) || this;
\n\t
_this.timeArray = [];
\n\t
_this.container = new engine.Container();
\n\t
_this.dripArray = [];
\n\t
_this.clicknum = 0;
\n\t
_this.R = 250;
\n\t
_this.D = 340;
\n\t
_this.con = new engine.Sprite();
\n\t
_this.t1 = new engine.Sprite(getTexture('a163b74f-32bc-43d2-8015-7cf1eac71501'));
\n\t
_this.t2 = new engine.Sprite(getTexture('22de82d1-97ec-4195-a32c-f4fc1656e2de'));
\n\t
_this.t3 = new engine.Sprite(getTexture('cc952365-a990-4912-98af-50905559b9d5'));
\n\t
_this.once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);
\n\t
return _this;
\n\t
}
\n\t
GameTest.prototype.setup = function () {
\n\t
var playBg = new engine.Sprite(getTexture(
\"
5ab43bdc-a6ce-46fb-99c2-a806f57f7484
\"
));
\n\t
this.addChild(playBg);
\n\t
this.humanbeing = new Human();
\n\t
this.humanbeing.x = 290;
\n\t
this.humanbeing.y = 750;
\n\t
this.addChild(this.humanbeing);
\n\t
console.log(
\"
xxxxxx
\"
, this.stage.width, this.stage.height, this.width, this.height);
\n\t
this.rightHand = new engine.Sprite(getTexture(
\"
c7129f77-92a6-479e-9994-7d4b39040a15
\"
));
\n\t
this.rightHand.x = -70;
\n\t
this.rightHand.y = -65;
\n\t
this.rightHand.anchorX = 196;
\n\t
this.rightHand.anchorY = 253;
\n\t
this.humanbeing.addChild(this.rightHand);
\n\t
this.playBtn = new engine.Sprite(getTexture(
\"
9e347bef-6e91-4c92-ba5f-f9a52e656207
\"
));
\n\t
this.playBtn.x = 138;
\n\t
this.playBtn.y = 1150;
\n\t
this.playBtn.anchorX = this.playBtn.x + this.playBtn.width / 2;
\n\t
this.playBtn.anchorY = this.playBtn.y + this.playBtn.height / 2;
\n\t
this.addChild(this.playBtn);
\n\t
this.moists = new Moist();
\n\t
this.moists.x = 20;
\n\t
this.moists.y = 450;
\n\t
this.addChild(this.moists);
\n\t
this.cloud = new CloudRain();
\n\t
this.addChild(this.cloud);
\n\t
this.timeArray.push(this.t3, this.t2, this.t1);
\n\t
};
\n\t
GameTest.prototype.start = function () {
\n\t
var _this = this;
\n\t
var middleX = this.humanbeing.x + this.humanbeing.width / 2;
\n\t
var validX1 = this.humanbeing.x;
\n\t
var validX2 = this.humanbeing.x + this.humanbeing.width;
\n\t
var point1 = new engine.Graphics();
\n\t
point1.beginFill(0xff0000);
\n\t
point1.drawRect(0, 0, 10, 10);
\n\t
point1.x = 0;
\n\t
point1.y = 100;
\n\t
point1.endFill();
\n\t
this.rightHand.addChild(point1);
\n\t
var point2 = new engine.Graphics();
\n\t
point2.beginFill(0xff0000);
\n\t
point2.drawRect(0, 0, 10, 10);
\n\t
point2.x = 170;
\n\t
point2.y = 0;
\n\t
point2.endFill();
\n\t
this.rightHand.addChild(point2);
\n\t
var point3 = new engine.Graphics();
\n\t
point3.beginFill(0xff0000);
\n\t
point3.drawRect(0, 0, 10, 10);
\n\t
point3.x = 330;
\n\t
point3.y = 100;
\n\t
point3.endFill();
\n\t
this.rightHand.addChild(point3);
\n\t
window['p1'] = point1;
\n\t
window['p2'] = point2;
\n\t
window['p3'] = point3;
\n\t
this.timeCounter = new TimeCounter();
\n\t
this.addChild(this.timeCounter);
\n\t
var ld = Date.now();
\n\t
var a = 0;
\n\t
var b = 0;
\n\t
var timer = 0;
\n\t
var succeedFlag = false;
\n\t
var failFlag = false;
\n\t
for (var i = 0; i < this.timeArray.length; i++) {
\n\t
var t = this.timeArray[i];
\n\t
t.anchorTexture.set(0.5, 0.5);
\n\t
t.x = 750 / 2;
\n\t
t.y = 1624 / 2;
\n\t
t.alpha = 0;
\n\t
this.container.addChild(t);
\n\t
this.addChild(this.container);
\n\t
}
\n\t
for (var i = 0; i < this.timeArray.length; i++) {
\n\t
var img = this.timeArray[i];
\n\t
var delta = i * 1000;
\n\t
var t = engine.Tween.get(img);
\n\t
t.wait(delta).set({ alpha: 0.2, scaleX: 2, scaleY: 2 })
\n\t
.to({ alpha: 1, scaleX: 1, scaleY: 1 }, 300)
\n\t
.to({ alpha: 0 }, 200)
\n\t
.wait(500);
\n\t
if (i === this.timeArray.length - 1) {
\n\t
t.call(function () {
\n\t
engine.Tween.get(_this.container).to({ alpha: 0 }, 200).call(function () {
\n\t
_this.removeChild(_this.container);
\n\t
});
\n\t
_this.winds = createSvga(
\"
wind
\"
);
\n\t
_this.addChild(_this.winds);
\n\t
_this.winds.visible = true;
\n\t
_this.winds.play(true, true);
\n\t
_this.winds.once(engine.Event.END_FRAME, function () {
\n\t
_this.removeChild(_this.winds);
\n\t
}, _this);
\n\t
});
\n\t
}
\n\t
}
\n\t
this.rainEffect = createSvga(
\"
雨滴动效
\"
);
\n\t
this.addEventListener(engine.Event.ENTER_FRAME, function addFrame() {
\n\t
var _this = this;
\n\t
var dt = Date.now() - ld;
\n\t
b += dt;
\n\t
timer += dt;
\n\t
if (timer >= 3000) {
\n\t
a += dt;
\n\t
if (a > 10) {
\n\t
a = 0;
\n\t
if (this.moists.percent < 1 && this.timeCounter.time > 0) {
\n\t
var drip = new engine.Sprite(getTexture(
\"
07f74bf6-416f-445e-98d5-021efe4c9fdc
\"
));
\n\t
drip.x = Math.random() * (this.humanbeing.x + 160) + (this.humanbeing.x - 160);
\n\t
drip.y = Math.random() * 100 + 300;
\n\t
this.dripArray.push(drip);
\n\t
this.addChild(drip);
\n\t
}
\n\t
}
\n\t
var _loop_1 = function (drip) {
\n\t
drip.y += (300 * dt) / 1000;
\n\t
if (drip.y > this_1.stage.height) {
\n\t
var index_1 = this_1.dripArray.indexOf(drip);
\n\t
this_1.removeChild(drip);
\n\t
this_1.dripArray = this_1.dripArray.filter(function (ele, i) { return i != index_1; });
\n\t
}
\n\t
};
\n\t
var this_1 = this;
\n\t
for (var _i = 0, _a = this.dripArray; _i < _a.length; _i++) {
\n\t
var drip = _a[_i];
\n\t
_loop_1(drip);
\n\t
}
\n\t
if (b >= 1000) {
\n\t
b = 0;
\n\t
if (this.moists.percent < 1) {
\n\t
this.timeCounter.time -= 1;
\n\t
if (this.timeCounter.time <= 0) {
\n\t
this.timeCounter.time = 0;
\n\t
}
\n\t
this.timeCounter.updateTime(this.timeCounter.time);
\n\t
}
\n\t
if (this.timeCounter.time <= 0 && !succeedFlag) {
\n\t
this.timeCounter.time = 0;
\n\t
succeedFlag = true;
\n\t
console.log(
\"
游戏成功!
\"
);
\n\t
this.success();
\n\t
}
\n\t
}
\n\t
var wind = -40;
\n\t
this.rightHand.rotation += wind / 60;
\n\t
if (this.rightHand.rotation <= -90) {
\n\t
this.rightHand.rotation = -90;
\n\t
}
\n\t
else if (this.rightHand.rotation >= 90) {
\n\t
this.rightHand.rotation = 90;
\n\t
}
\n\t
if (this.rightHand.rotation <= -60) {
\n\t
var face_1 = this.humanbeing.facialChange(1);
\n\t
face_1.x = 7;
\n\t
face_1.y = 22;
\n\t
setTimeout(function () {
\n\t
_this.humanbeing.removeFace(face_1);
\n\t
}, 100);
\n\t
}
\n\t
this.angle = Math.asin(this.D / 2 / this.R) * 57.18;
\n\t
this.rightHand.name =
\"
aaa
\"
;
\n\t
var sa = this.worldMatrix.a;
\n\t
var sd = this.worldMatrix.d;
\n\t
var p1x = point1.worldMatrix.tx / sa;
\n\t
var p2x = point2.worldMatrix.tx / sa;
\n\t
var p3x = point3.worldMatrix.tx / sa;
\n\t
var p1y = point1.worldMatrix.ty / sd;
\n\t
var p2y = point2.worldMatrix.ty / sd;
\n\t
var p3y = point3.worldMatrix.ty / sd;
\n\t
var k12 = (p1y - p2y) / (p1x - p2x);
\n\t
var k23 = (p2y - p3y) / (p2x - p3x);
\n\t
var px1 = p1x;
\n\t
var px2 = p2x;
\n\t
var px3 = p3x;
\n\t
var maxX = px1 >= px2 ? (px1 >= px3 ? px1 : px3) : px2 >= px3 ? px2 : px3;
\n\t
var minX = px1 >= px2 ? (px2 >= px3 ? px3 : px2) : px1 >= px3 ? px3 : px1;
\n\t
var x2 = (middleX + this.R) < maxX ? (middleX + this.R) : maxX;
\n\t
var _loop_2 = function (drip) {
\n\t
var dx = drip.worldMatrix.tx / sa;
\n\t
var dy = drip.worldMatrix.ty / sd;
\n\t
var b12 = p1y - p1x * k12 - 50;
\n\t
var b23 = p2y - p2x * k23 - 50;
\n\t
var y12 = k12 * dx + b12;
\n\t
var y23 = k23 * dx + b23;
\n\t
if (dx >= minX && dx < maxX) {
\n\t
if (dx < px2) {
\n\t
if (dy >= y12) {
\n\t
var index_2 = this_2.dripArray.indexOf(drip);
\n\t
this_2.removeChild(drip);
\n\t
this_2.dripArray = this_2.dripArray.filter(function (ele, i) { return i != index_2; });
\n\t
}
\n\t
}
\n\t
if (dx >= px2) {
\n\t
if (dy >= y23) {
\n\t
var index_3 = this_2.dripArray.indexOf(drip);
\n\t
this_2.removeChild(drip);
\n\t
this_2.dripArray = this_2.dripArray.filter(function (ele, i) { return i != index_3; });
\n\t
}
\n\t
}
\n\t
}
\n\t
if (drip.x > this_2.humanbeing.x &&
\n\t
drip.x < this_2.humanbeing.x + this_2.humanbeing.width) {
\n\t
if (drip.y >= this_2.humanbeing.y) {
\n\t
this_2.moists.percent += 0.1;
\n\t
this_2.moists.cover(this_2.moists.percent);
\n\t
this_2.moists.updateText(this_2.moists.percent);
\n\t
this_2.addChild(this_2.rainEffect);
\n\t
this_2.rainEffect.visible = true;
\n\t
this_2.rainEffect.play(true, true);
\n\t
this_2.rainEffect.x = drip.x - drip.width * 2;
\n\t
this_2.rainEffect.y = drip.y;
\n\t
this_2.rainEffect.once(engine.Event.END_FRAME, function () {
\n\t
_this.rainEffect.visible = false;
\n\t
});
\n\t
if (this_2.moists.percent >= 1 && !failFlag) {
\n\t
this_2.moists.stopScale();
\n\t
failFlag = true;
\n\t
console.log(
\"
游戏结束!
\"
);
\n\t
this_2.stop();
\n\t
}
\n\t
this_2.removeChild(drip);
\n\t
var face_2 = this_2.humanbeing.facialChange(2);
\n\t
face_2.x = 7;
\n\t
face_2.y = 22;
\n\t
setTimeout(function () {
\n\t
_this.humanbeing.removeFace(face_2);
\n\t
}, 500);
\n\t
console.log(
\"
人
\"
);
\n\t
var index_4 = this_2.dripArray.indexOf(drip);
\n\t
this_2.dripArray = this_2.dripArray.filter(function (ele, i) { return i != index_4; });
\n\t
this_2.humanbeing.scaleEffect();
\n\t
}
\n\t
}
\n\t
};
\n\t
var this_2 = this;
\n\t
for (var _b = 0, _c = this.dripArray; _b < _c.length; _b++) {
\n\t
var drip = _c[_b];
\n\t
_loop_2(drip);
\n\t
}
\n\t
}
\n\t
ld = Date.now();
\n\t
});
\n\t
this.playBtn.addEventListener(engine.MouseEvent.CLICK, this.onClick, this);
\n\t
this.rightHand.rotation = 0;
\n\t
};
\n\t
GameTest.prototype.onClick = function () {
\n\t
this.clicknum += 1;
\n\t
this.rightHand.rotation += 10 * this.clicknum;
\n\t
this.clicknum = 0;
\n\t
};
\n\t
GameTest.prototype.stop = function () {
\n\t
engine.globalEvent.dispatchEvent(
\"
cloud-game-fail
\"
, { reason: 1 });
\n\t
};
\n\t
GameTest.prototype.success = function () {
\n\t
this.cloud.succeed();
\n\t
engine.globalEvent.dispatchEvent(
\"
cloud-game-success
\"
, {
\n\t
moist: this.moists.percent,
\n\t
});
\n\t
};
\n\t
return GameTest;
\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 gameTest = _this._gameTest = new GameTest();
\n\t
_this.addChild(gameTest);
\n\t
return _this;
\n\t
}
\n\t
GameWrapper.prototype.start = function (event) {
\n\t
injectProps(event.data);
\n\t
this._gameTest.start();
\n\t
};
\n\t
GameWrapper.prototype.stop = function (event) {
\n\t
this._gameTest.stop();
\n\t
};
\n\t
return GameWrapper;
\n\t
}(engine.Container));
\n\t
//# sourceMappingURL=GameWrapper.js.map
\n\n\t
function index (props) {
\n\t
prepareProps();
\n\t
injectProps(props);
\n\t
var instance = new GameWrapper();
\n\t
return instance;
\n\t
}
\n\t
//# sourceMappingURL=index.js.map
\n\n\t
return index;
\n\n
})));
\n
"
}
}
package-lock.json
0 → 100644
View file @
4db3d343
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:
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:
"sha1-yIHhPMcBWJTtkUhi0nZDb6mkcEM="
,
"dev"
:
true
},
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:
{
"version"
:
"6.4.0"
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"resolved"
:
"https://registry.npm.taobao.org/typechecker/download/typechecker-6.4.0.tgz"
,
"integrity"
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"sha1-wIfcdExaDxdSTVihfrMalmCrcyQ="
},
"typescript"
:
{
"version"
:
"3.9.6"
,
"resolved"
:
"https://registry.npm.taobao.org/typescript/download/typescript-3.9.6.tgz?cache=0&sync_timestamp=1594620477415&other_urls=https%3A%2F%2Fregistry.npm.taobao.org%2Ftypescript%2Fdownload%2Ftypescript-3.9.6.tgz"
,
"integrity"
:
"sha1-jz4BmKNMOuFwkbNVcdOv0xmZNlo="
,
"dev"
:
true
},
"uglify-js"
:
{
"version"
:
"3.10.0"
,
"resolved"
:
"https://registry.npm.taobao.org/uglify-js/download/uglify-js-3.10.0.tgz?cache=0&sync_timestamp=1592744803278&other_urls=https%3A%2F%2Fregistry.npm.taobao.org%2Fuglify-js%2Fdownload%2Fuglify-js-3.10.0.tgz"
,
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:
"sha1-OXp+bjHOggv9HLVbgE7hQMWHqec="
,
"dev"
:
true
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:
{
"version"
:
"2.3.0"
,
"resolved"
:
"https://registry.npm.taobao.org/unbounded/download/unbounded-2.3.0.tgz"
,
"integrity"
:
"sha1-gL/bsvRIthtJkrT++PT201xQxFk="
},
"universalify"
:
{
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:
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,
"resolved"
:
"https://registry.npm.taobao.org/universalify/download/universalify-0.1.2.tgz"
,
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:
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:
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"watchr"
:
{
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:
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:
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"requires"
:
{
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:
"^4.5.0"
,
"extendr"
:
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,
"ignorefs"
:
"^2.3.0"
,
"safefs"
:
"^5.5.0"
,
"scandirectory"
:
"^5.3.0"
,
"taskgroup"
:
"^6.5.0"
}
},
"wrappy"
:
{
"version"
:
"1.0.2"
,
"resolved"
:
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,
"dev"
:
true
}
}
}
src/custom/getAwayFromCloud/debug/index.html
View file @
4db3d343
<!DOCTYPE html>
<!DOCTYPE html>
<html
lang=
"
en
"
>
<html
lang=
"
zh
"
>
<head>
<head>
<meta
charset=
"UTF-8"
>
<meta
charset=
"UTF-8"
>
...
@@ -50,4 +50,4 @@
...
@@ -50,4 +50,4 @@
<script>
<script>
</script>
</script>
</body>
</body>
\ No newline at end of file
src/custom/getAwayFromCloud/debug/main.js
View file @
4db3d343
...
@@ -110,6 +110,7 @@
...
@@ -110,6 +110,7 @@
};
};
return
Moist
;
return
Moist
;
}(
engine
.
Container
));
}(
engine
.
Container
));
//# sourceMappingURL=Moist.js.map
var
TimeCounter
=
(
function
(
_super
)
{
var
TimeCounter
=
(
function
(
_super
)
{
tslib
.
__extends
(
TimeCounter
,
_super
);
tslib
.
__extends
(
TimeCounter
,
_super
);
...
@@ -254,6 +255,9 @@
...
@@ -254,6 +255,9 @@
point3
.
y
=
100
;
point3
.
y
=
100
;
point3
.
endFill
();
point3
.
endFill
();
this
.
rightHand
.
addChild
(
point3
);
this
.
rightHand
.
addChild
(
point3
);
window
[
'p1'
]
=
point1
;
window
[
'p2'
]
=
point2
;
window
[
'p3'
]
=
point3
;
this
.
timeCounter
=
new
TimeCounter
();
this
.
timeCounter
=
new
TimeCounter
();
this
.
addChild
(
this
.
timeCounter
);
this
.
addChild
(
this
.
timeCounter
);
var
ld
=
Date
.
now
();
var
ld
=
Date
.
now
();
...
@@ -298,17 +302,15 @@
...
@@ -298,17 +302,15 @@
this
.
addEventListener
(
engine
.
Event
.
ENTER_FRAME
,
function
addFrame
()
{
this
.
addEventListener
(
engine
.
Event
.
ENTER_FRAME
,
function
addFrame
()
{
var
_this
=
this
;
var
_this
=
this
;
var
dt
=
Date
.
now
()
-
ld
;
var
dt
=
Date
.
now
()
-
ld
;
a
+=
dt
;
b
+=
dt
;
b
+=
dt
;
timer
+=
dt
;
timer
+=
dt
;
if
(
timer
>=
3000
)
{
if
(
timer
>=
3000
)
{
if
(
a
>
200
)
{
a
+=
dt
;
if
(
a
>
10
)
{
a
=
0
;
a
=
0
;
if
(
this
.
moists
.
percent
<
1
&&
this
.
timeCounter
.
time
>
0
)
{
if
(
this
.
moists
.
percent
<
1
&&
this
.
timeCounter
.
time
>
0
)
{
var
drip
=
new
engine
.
Sprite
(
getTexture
(
"07f74bf6-416f-445e-98d5-021efe4c9fdc"
));
var
drip
=
new
engine
.
Sprite
(
getTexture
(
"07f74bf6-416f-445e-98d5-021efe4c9fdc"
));
drip
.
x
=
drip
.
x
=
Math
.
random
()
*
(
this
.
humanbeing
.
x
+
160
)
+
(
this
.
humanbeing
.
x
-
160
);
Math
.
random
()
*
(
this
.
humanbeing
.
x
+
160
)
+
(
this
.
humanbeing
.
x
-
160
);
drip
.
y
=
Math
.
random
()
*
100
+
300
;
drip
.
y
=
Math
.
random
()
*
100
+
300
;
this
.
dripArray
.
push
(
drip
);
this
.
dripArray
.
push
(
drip
);
this
.
addChild
(
drip
);
this
.
addChild
(
drip
);
...
@@ -361,34 +363,39 @@
...
@@ -361,34 +363,39 @@
}
}
this
.
angle
=
Math
.
asin
(
this
.
D
/
2
/
this
.
R
)
*
57.18
;
this
.
angle
=
Math
.
asin
(
this
.
D
/
2
/
this
.
R
)
*
57.18
;
this
.
rightHand
.
name
=
"aaa"
;
this
.
rightHand
.
name
=
"aaa"
;
if
(
this
.
stage
.
height
>
1334
)
;
var
sa
=
this
.
worldMatrix
.
a
;
var
k12
=
(
point1
.
worldMatrix
.
ty
-
point2
.
worldMatrix
.
ty
)
/
var
sd
=
this
.
worldMatrix
.
d
;
(
point1
.
worldMatrix
.
tx
-
point2
.
worldMatrix
.
tx
);
var
p1x
=
point1
.
worldMatrix
.
tx
/
sa
;
var
k23
=
(
point2
.
worldMatrix
.
ty
-
point3
.
worldMatrix
.
ty
)
/
var
p2x
=
point2
.
worldMatrix
.
tx
/
sa
;
(
point2
.
worldMatrix
.
tx
-
point3
.
worldMatrix
.
tx
);
var
p3x
=
point3
.
worldMatrix
.
tx
/
sa
;
var
px1
=
point1
.
worldMatrix
.
tx
;
var
p1y
=
point1
.
worldMatrix
.
ty
/
sd
;
var
px2
=
point2
.
worldMatrix
.
tx
;
var
p2y
=
point2
.
worldMatrix
.
ty
/
sd
;
var
px3
=
point3
.
worldMatrix
.
tx
;
var
p3y
=
point3
.
worldMatrix
.
ty
/
sd
;
var
k12
=
(
p1y
-
p2y
)
/
(
p1x
-
p2x
);
var
k23
=
(
p2y
-
p3y
)
/
(
p2x
-
p3x
);
var
px1
=
p1x
;
var
px2
=
p2x
;
var
px3
=
p3x
;
var
maxX
=
px1
>=
px2
?
(
px1
>=
px3
?
px1
:
px3
)
:
px2
>=
px3
?
px2
:
px3
;
var
maxX
=
px1
>=
px2
?
(
px1
>=
px3
?
px1
:
px3
)
:
px2
>=
px3
?
px2
:
px3
;
var
minX
=
px1
>=
px2
?
(
px2
>=
px3
?
px3
:
px2
)
:
px1
>=
px3
?
px3
:
px1
;
var
minX
=
px1
>=
px2
?
(
px2
>=
px3
?
px3
:
px2
)
:
px1
>=
px3
?
px3
:
px1
;
var
x2
=
(
middleX
+
this
.
R
)
<
maxX
?
(
middleX
+
this
.
R
)
:
maxX
;
var
x2
=
(
middleX
+
this
.
R
)
<
maxX
?
(
middleX
+
this
.
R
)
:
maxX
;
var
_loop_2
=
function
(
drip
)
{
var
_loop_2
=
function
(
drip
)
{
var
b12
=
point1
.
worldMatrix
.
ty
-
var
dx
=
drip
.
worldMatrix
.
tx
/
sa
;
point1
.
worldMatrix
.
tx
*
k12
-
50
;
var
dy
=
drip
.
worldMatrix
.
ty
/
sd
;
var
b
23
=
point2
.
worldMatrix
.
ty
-
var
b
12
=
p1y
-
p1x
*
k12
-
50
;
point2
.
worldMatrix
.
t
x
*
k23
-
50
;
var
b23
=
p2y
-
p2
x
*
k23
-
50
;
var
y12
=
k12
*
d
rip
.
x
+
b12
;
var
y12
=
k12
*
dx
+
b12
;
var
y23
=
k23
*
d
rip
.
x
+
b23
;
var
y23
=
k23
*
dx
+
b23
;
if
(
d
rip
.
x
>=
minX
&&
drip
.
x
<
maxX
)
{
if
(
d
x
>=
minX
&&
d
x
<
maxX
)
{
if
(
d
rip
.
x
<
px2
)
{
if
(
dx
<
px2
)
{
if
(
d
rip
.
y
>=
y12
)
{
if
(
dy
>=
y12
)
{
var
index_2
=
this_2
.
dripArray
.
indexOf
(
drip
);
var
index_2
=
this_2
.
dripArray
.
indexOf
(
drip
);
this_2
.
removeChild
(
drip
);
this_2
.
removeChild
(
drip
);
this_2
.
dripArray
=
this_2
.
dripArray
.
filter
(
function
(
ele
,
i
)
{
return
i
!=
index_2
;
});
this_2
.
dripArray
=
this_2
.
dripArray
.
filter
(
function
(
ele
,
i
)
{
return
i
!=
index_2
;
});
}
}
}
}
if
(
d
rip
.
x
>=
px2
)
{
if
(
dx
>=
px2
)
{
if
(
d
rip
.
y
>=
y23
)
{
if
(
dy
>=
y23
)
{
var
index_3
=
this_2
.
dripArray
.
indexOf
(
drip
);
var
index_3
=
this_2
.
dripArray
.
indexOf
(
drip
);
this_2
.
removeChild
(
drip
);
this_2
.
removeChild
(
drip
);
this_2
.
dripArray
=
this_2
.
dripArray
.
filter
(
function
(
ele
,
i
)
{
return
i
!=
index_3
;
});
this_2
.
dripArray
=
this_2
.
dripArray
.
filter
(
function
(
ele
,
i
)
{
return
i
!=
index_3
;
});
...
@@ -456,7 +463,6 @@
...
@@ -456,7 +463,6 @@
};
};
return
GameTest
;
return
GameTest
;
}(
engine
.
Container
));
}(
engine
.
Container
));
//# sourceMappingURL=GameTest.js.map
var
props
=
{};
var
props
=
{};
function
prepareProps
()
{
function
prepareProps
()
{
...
...
src/custom/getAwayFromCloud/debug/main.js.map
View file @
4db3d343
{"version":3,"file":"index.js","sources":["src/custom/getAwayFromCloud/src/game/utils.ts","src/custom/getAwayFromCloud/src/game/Human.ts","src/custom/getAwayFromCloud/src/game/Moist.ts","src/custom/getAwayFromCloud/src/game/TimeCounter.ts","src/custom/getAwayFromCloud/src/game/CloudRain.ts","src/custom/getAwayFromCloud/src/game/GameTest.ts","src/custom/getAwayFromCloud/src/props.ts","src/custom/getAwayFromCloud/src/game/GameWrapper.ts","src/custom/getAwayFromCloud/src/index.ts"],"sourcesContent":["/**\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\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}","import {getTexture} from './utils'\r\n\r\nexport default class Human extends engine.Container{\r\n \r\n //常态,吃力,沮丧\r\n humanArray = [\r\n '487c1ca7-dea5-4732-b4b6-acb5406ee3a4',\r\n '71e07cee-fd6d-40bb-ac0b-5bb28c87276e',\r\n '2cd9f1bb-d0d8-42ea-941b-dcd0428e474d'\r\n ]\r\n //三张面部表情\r\n human:engine.Sprite = new engine.Sprite(getTexture(this.humanArray[0]))\r\n\r\n constructor(){\r\n super();\r\n this.addChild(this.human)\r\n this.width = this.human.width;\r\n this.height = this.human.height;\r\n }\r\n\r\n facialChange(num){\r\n let face = new engine.Sprite(getTexture(this.humanArray[num]));\r\n this.human.addChild(face);\r\n return face;\r\n }\r\n\r\n removeFace(face){\r\n this.human.removeChild(face);\r\n }\r\n\r\n scaleEffect(){\r\n let aaa = 0;\r\n let pt = Date.now();\r\n this.addEventListener(engine.Event.ENTER_FRAME,()=>{\r\n let dt = Date.now() -pt;\r\n aaa += dt;\r\n this.anchorX = this.width + this.width / 2\r\n this.anchorY = this.height;\r\n if(aaa > 90 && aaa<=100 ){\r\n this.scaleY = 0.99;\r\n this.scaleX = 1.01;\r\n }\r\n\r\n if(aaa >190 && aaa < 200){\r\n this.scaleX = 1;\r\n this.scaleY = 1;\r\n aaa = 0;\r\n }\r\n\r\n pt = Date.now();\r\n })\r\n }\r\n}","import {getTexture} from './utils'\r\n\r\nexport default class Moist extends engine.Container{\r\n\r\n percent:number\r\n moistBg:engine.Sprite = new engine.Sprite(getTexture('8a8e79b6-2c6f-441b-81ae-c441465abfb0'))\r\n moist:engine.Sprite = new engine.Sprite(getTexture('024d67e9-ed7f-4481-94ca-a15bd5226cad'))\r\n moistCover:any = new engine.Sprite(getTexture('024d67e9-ed7f-4481-94ca-a15bd5226cad'))\r\n txt = new engine.TextInput();\r\n hintpic:engine.Sprite = new engine.Sprite(getTexture('ed0e8931-2557-4527-bcfc-9071f90d5737'))\r\n\r\n addPercent:number\r\n constructor(){\r\n super();\r\n this.percent = 0;\r\n this.addChild(this.moistBg)\r\n this.moistBg.addChild(this.moist)\r\n this.moist.mask = this.moistCover;\r\n\r\n\r\n this.txt.text = this.percent*100+'%';\r\n this.txt.size = 30;\r\n this.txt.fillColor = '#7A83C5';\r\n this.addChild(this.txt)\r\n this.txt.x = 0;\r\n this.txt.y = -50;\r\n\r\n this.hintpic.x = -10;\r\n this.hintpic.y = 440;\r\n this.addChild(this.hintpic)\r\n }\r\n\r\n cover(percent){\r\n this.moistCover.anchorY = 416;\r\n this.moistBg.addChild(this.moistCover)\r\n this.moistCover.scaleY = percent;\r\n let ld = Date.now();\r\n // let time\r\n // this.addEventListener(engine.Event.ENTER_FRAME,()=>{\r\n // let dt = Date.now() - ld;\r\n // time += dt;\r\n // if(time >= 100){\r\n // // this.moistCover.scaleY =\r\n // }\r\n // })\r\n let t = engine.Tween.get(this.moistCover);\r\n // t.set({alpha:1,scaleY:this.percent})\r\n // .to({alpha:1,scaleY:percent - 0.08},100)\r\n // .to({alpha:1,scaleY:percent - 0.06},100)\r\n // .to({alpha:1,scaleY:percent - 0.04},100)\r\n // .to({alpha:1,scaleY:percent - 0.02},100)\r\n // .to({alpha:1,scaleY:percent},100)\r\n\r\n }\r\n\r\n stopScale(){\r\n this.moistCover.scaleY = 1;\r\n this.txt.text = '100%';\r\n }\r\n\r\n updateText(percent){\r\n let a = percent * 100;\r\n if(a <=90){\r\n this.txt.text = a.toPrecision(2)+'%';\r\n }else{\r\n this.txt.text = a.toPrecision(3)+'%';\r\n }\r\n }\r\n\r\n updatePercent(percent){\r\n this.percent = percent;\r\n }\r\n}","import {getTexture} from './utils'\r\n\r\nexport default class TimeCounter extends engine.Container{\r\n timeCounter:engine.Sprite = new engine.Sprite(getTexture('b7d2a60a-9e60-4eca-be80-a991abea47c9'));\r\n timeText:any;\r\n time:number\r\n\r\n \r\n constructor(){\r\n super()\r\n this.time = 20\r\n this.addChild(this.timeCounter)\r\n\r\n this.timeCounter.x = 256;\r\n this.timeCounter.y = 50;\r\n // 计时文本\r\n this.timeText = new engine.TextInput();\r\n this.timeText.text = this.time +'s';\r\n this.timeText.size = 48;\r\n this.timeText.fillColor = '#7A83C5';\r\n this.timeCounter.addChild(this.timeText);\r\n this.timeText.x = 100;\r\n this.timeText.y = 15;\r\n\r\n }\r\n\r\n updateTime(time){\r\n this.time = time;\r\n this.timeText.text = this.time + 's'\r\n }\r\n\r\n\r\n}","import {getTexture} from './utils'\r\n\r\nexport default class CloudRain extends engine.Container{\r\n\r\n clound1:engine.Sprite = new engine.Sprite(getTexture('1e1a6993-9da0-4813-b1bd-00f2dbae2af2'))\r\n clound2:engine.Sprite = new engine.Sprite(getTexture('6ed0e2e7-3ba3-4967-8fe0-39667792e343'))\r\n sun = new engine.Sprite(getTexture(\"0f05aaae-338a-439a-82b0-20efcee5cca4\"));\r\n \r\n constructor(){\r\n super()\r\n this.sun.x = 90;\r\n this.sun.y = 120;\r\n this.addChild(this.sun)\r\n\r\n this.addChild(this.clound1);\r\n this.addChild(this.clound2);\r\n\r\n this.clound1.x = 100;\r\n this.clound1.y = 220;\r\n this.clound2.x = 150;\r\n this.clound2.y = 220;\r\n\r\n }\r\n\r\n succeed(){\r\n // 380 580\r\n let a = 0\r\n let ld = Date.now();\r\n this.addEventListener(engine.Event.ENTER_FRAME,()=>{\r\n let dt = Date.now() - ld;\r\n a += dt;\r\n if(a>100){\r\n this.clound1.x -= (800 * dt) / 1000;\r\n this.clound2.x += (820*dt)/1000;\r\n if(this.clound1.x <= -380){\r\n this.clound1.x = -380;\r\n }\r\n if(this.clound2.x >= 750){\r\n this.clound2.x = 750;\r\n }\r\n\r\n this.sun.y -= (150 * dt) / 1000;\r\n if(this.sun.y <= 60){\r\n this.sun.y = 60;\r\n }\r\n }\r\n ld = Date.now();\r\n })\r\n }\r\n\r\n\r\n \r\n\r\n\r\n\r\n}","import { getTexture,createSvga } from \"./utils\";\r\n\r\nimport Human from \"./Human\";\r\nimport Moist from \"./Moist\";\r\nimport TimeCounter from \"./TimeCounter\";\r\nimport CloudRain from \"./CloudRain\";\r\n\r\nexport default class GameTest extends engine.Container {\r\n constructor() {\r\n super();\r\n this.once(engine.Event.ADDED_TO_STAGE, this.setup, this);\r\n }\r\n\r\n rightHand: engine.Sprite;\r\n // ambrella: engine.Sprite;\r\n playBtn: engine.Sprite;\r\n human: engine.Sprite;\r\n\r\n humanbeing: Human;\r\n moists: Moist;\r\n contain: any;\r\n timeCounter: TimeCounter;\r\n cloudRain: CloudRain;\r\n cloud: CloudRain;\r\n winds\r\n rainEffect\r\n timeArray:any[] = []\r\n container:engine.Container = new engine.Container()\r\n setup() {\r\n let playBg = new engine.Sprite(\r\n getTexture(\"5ab43bdc-a6ce-46fb-99c2-a806f57f7484\")\r\n );\r\n this.addChild(playBg);\r\n\r\n // this.human = new engine.Sprite(\r\n // getTexture(\"487c1ca7-dea5-4732-b4b6-acb5406ee3a4\")\r\n // );\r\n // this.human.x = 290;\r\n // this.human.y = 900;\r\n // 人\r\n this.humanbeing = new Human();\r\n this.humanbeing.x = 290;\r\n // this.humanbeing.y = 900;\r\n this.humanbeing.y = 750;\r\n this.addChild(this.humanbeing);\r\n\r\n // this.contain = new engine.Sprite()\r\n console.log(\r\n \"xxxxxx\",\r\n this.stage.width,\r\n this.stage.height,\r\n this.width,\r\n this.height\r\n );\r\n\r\n // 手和伞为一个整体\r\n this.rightHand = new engine.Sprite(\r\n getTexture(\"c7129f77-92a6-479e-9994-7d4b39040a15\")\r\n );\r\n this.rightHand.x = -70;\r\n this.rightHand.y = -65;\r\n this.rightHand.anchorX = 196;\r\n this.rightHand.anchorY = 253;\r\n\r\n this.humanbeing.addChild(this.rightHand);\r\n\r\n // this.addChild(this.human);\r\n // this.human.addChild(this.rightHand);\r\n\r\n this.playBtn = new engine.Sprite(\r\n getTexture(\"9e347bef-6e91-4c92-ba5f-f9a52e656207\")\r\n );\r\n this.playBtn.x = 138;\r\n this.playBtn.y = 1150;\r\n this.playBtn.anchorX = this.playBtn.x + this.playBtn.width / 2;\r\n this.playBtn.anchorY = this.playBtn.y + this.playBtn.height / 2;\r\n this.addChild(this.playBtn);\r\n // 湿润度\r\n this.moists = new Moist();\r\n this.moists.x = 20;\r\n this.moists.y = 450;\r\n this.addChild(this.moists);\r\n\r\n // 云\r\n this.cloud = new CloudRain();\r\n this.addChild(this.cloud);\r\n \r\n this.timeArray.push(this.t3,this.t2,this.t1);\r\n }\r\n\r\n dripArray: any[] = [];\r\n clicknum: number = 0;\r\n R: number = 250;\r\n D: number = 340;\r\n angle: number;\r\n\r\n con: engine.Sprite = new engine.Sprite();\r\n\r\n // 游戏开始前倒计时三张图\r\n t1 = new engine.Sprite(getTexture('a163b74f-32bc-43d2-8015-7cf1eac71501'));\r\n t2 = new engine.Sprite(getTexture('22de82d1-97ec-4195-a32c-f4fc1656e2de'));\r\n t3 = new engine.Sprite(getTexture('cc952365-a990-4912-98af-50905559b9d5'));\r\n \r\n\r\n start() {\r\n const middleX = this.humanbeing.x + this.humanbeing.width / 2;\r\n const validX1 = this.humanbeing.x;\r\n const validX2 = this.humanbeing.x + this.humanbeing.width;\r\n\r\n let point1 = new engine.Graphics();\r\n point1.beginFill(0xff0000);\r\n point1.drawRect(0, 0, 10, 10);\r\n point1.x = 0;\r\n point1.y = 100;\r\n point1.endFill();\r\n // this.addChild(point1)\r\n this.rightHand.addChild(point1);\r\n\r\n let point2 = new engine.Graphics();\r\n point2.beginFill(0xff0000);\r\n point2.drawRect(0, 0, 10, 10);\r\n point2.x = 170;\r\n point2.y = 0;\r\n point2.endFill();\r\n // this.addChild(point2)\r\n this.rightHand.addChild(point2);\r\n\r\n let point3 = new engine.Graphics();\r\n point3.beginFill(0xff0000);\r\n point3.drawRect(0, 0, 10, 10);\r\n point3.x = 330;\r\n point3.y = 100;\r\n point3.endFill();\r\n // this.addChild(point3)\r\n this.rightHand.addChild(point3);\r\n\r\n //计时器\r\n this.timeCounter = new TimeCounter();\r\n this.addChild(this.timeCounter);\r\n\r\n let ld = Date.now();\r\n\r\n let a = 0;\r\n let b = 0;\r\n \r\n let timer = 0;\r\n\r\n let succeedFlag = false;\r\n let failFlag = false;\r\n\r\n\r\n // 倒计时\r\n for(let i=0;i<this.timeArray.length;i++){\r\n let t = this.timeArray[i]\r\n t.anchorTexture.set(0.5,0.5);\r\n t.x = 750 / 2;\r\n t.y = 1624 / 2;\r\n t.alpha = 0;\r\n this.container.addChild(t);\r\n this.addChild(this.container)\r\n }\r\n for(let i=0;i<this.timeArray.length;i++){\r\n let img = this.timeArray[i];\r\n let delta = i * 1000;\r\n let t = engine.Tween.get(img);\r\n t.wait(delta).set({alpha:0.2, scaleX:2, scaleY:2})\r\n .to({alpha:1,scaleX:1,scaleY:1},300)\r\n .to({alpha:0},200)\r\n .wait(500);\r\n if(i === this.timeArray.length - 1){\r\n t.call(()=>{\r\n engine.Tween.get(this.container).to({alpha:0},200).call(()=>{\r\n this.removeChild(this.container)\r\n })\r\n\r\n // 风吹动效\r\n this.winds = createSvga(\"wind\");\r\n this.addChild(this.winds);\r\n this.winds.visible = true;\r\n this.winds.play(true,true)\r\n this.winds.once(engine.Event.END_FRAME,()=>{\r\n this.removeChild(this.winds);\r\n },this)\r\n })\r\n\r\n }\r\n }\r\n\r\n // 雨滴动效\r\n this.rainEffect = createSvga(\"雨滴动效\");\r\n\r\n this.addEventListener(engine.Event.ENTER_FRAME, function addFrame(){\r\n let dt = Date.now() - ld;\r\n\r\n a += dt;\r\n b += dt;\r\n timer += dt;\r\n \r\n // 延迟三秒执行\r\n if(timer >= 3000){\r\n if (a > 200) {\r\n a = 0;\r\n if (this.moists.percent < 1 && this.timeCounter.time > 0) {\r\n let drip = new engine.Sprite(\r\n getTexture(\"07f74bf6-416f-445e-98d5-021efe4c9fdc\")\r\n );\r\n drip.x =\r\n Math.random() * (this.humanbeing.x + 160) +\r\n (this.humanbeing.x - 160);\r\n drip.y = Math.random() * 100 + 300;\r\n this.dripArray.push(drip);\r\n this.addChild(drip);\r\n }\r\n \r\n }\r\n \r\n // 雨滴下落\r\n for (let drip of this.dripArray) {\r\n drip.y += (300 * dt) / 1000;\r\n if (drip.y > this.stage.height) {\r\n let index = this.dripArray.indexOf(drip);\r\n this.removeChild(drip);\r\n this.dripArray = this.dripArray.filter(\r\n (ele, i) => i != index\r\n );\r\n }\r\n }\r\n\r\n \r\n\r\n //计时器\r\n if (b >= 1000) {\r\n b = 0;\r\n if(this.moists.percent < 1){\r\n this.timeCounter.time -= 1;\r\n if (this.timeCounter.time <= 0) {\r\n this.timeCounter.time = 0;\r\n }\r\n this.timeCounter.updateTime(this.timeCounter.time);\r\n }\r\n \r\n if (this.timeCounter.time <= 0 && !succeedFlag) {\r\n this.timeCounter.time = 0;\r\n succeedFlag = true;\r\n console.log(\"游戏成功!\");\r\n // 云动画\r\n // 雨水结束\r\n // 太阳出来\r\n this.success();\r\n // this.removeEventListener(engine.Event.END_FRAME,()=>{})\r\n // if(succeedFlag){\r\n // }\r\n }\r\n }\r\n \r\n // 伞的旋转\r\n let wind = -40;\r\n this.rightHand.rotation += wind / 60;\r\n \r\n if (this.rightHand.rotation <= -90) {\r\n this.rightHand.rotation = -90;\r\n } else if (this.rightHand.rotation >= 90) {\r\n this.rightHand.rotation = 90;\r\n }\r\n\r\n // 吃力表情\r\n if(this.rightHand.rotation <= -60){\r\n let face = this.humanbeing.facialChange(1);\r\n face.x = 7;\r\n face.y = 22;\r\n setTimeout(() => {\r\n this.humanbeing.removeFace(face);\r\n }, 100);\r\n }\r\n\r\n // ld = Date.now();\r\n \r\n // return;\r\n // 扇形的角度\r\n this.angle = Math.asin(this.D / 2 / this.R) * 57.18;\r\n \r\n // 伞的偏移角度距离水平位置\r\n let validMaxX;\r\n let validMinX;\r\n // 伞的圆函数\r\n let ambrellaFuncY;\r\n \r\n this.rightHand.name = \"aaa\";\r\n \r\n // a.worldMatrix.tx\r\n \r\n // point1,2线性方程斜率\r\n let aa = 0;\r\n if (this.stage.height > 1334) {\r\n aa = 290;\r\n }\r\n let k12 =\r\n (point1.worldMatrix.ty - point2.worldMatrix.ty) /\r\n (point1.worldMatrix.tx - point2.worldMatrix.tx);\r\n let k23 =\r\n (point2.worldMatrix.ty - point3.worldMatrix.ty) /\r\n (point2.worldMatrix.tx - point3.worldMatrix.tx);\r\n \r\n let px1 = point1.worldMatrix.tx;\r\n let px2 = point2.worldMatrix.tx;\r\n let px3 = point3.worldMatrix.tx;\r\n\r\n // let px1 = point1.worldMatrix.tx;\r\n // let px2 = point2.worldMatrix.tx;\r\n // let px3 = point3.worldMatrix.tx;\r\n\r\n let maxX =\r\n px1 >= px2 ? (px1 >= px3 ? px1 : px3) : px2 >= px3 ? px2 : px3;\r\n let minX =\r\n px1 >= px2 ? (px2 >= px3 ? px3 : px2) : px1 >= px3 ? px3 : px1;\r\n \r\n let x2 = (middleX + this.R) < maxX ? (middleX+this.R):maxX;\r\n for (let drip of this.dripArray) {\r\n // point1,2线性方程\r\n let b12 =\r\n point1.worldMatrix.ty -\r\n point1.worldMatrix.tx * k12 - 50;\r\n let b23 =\r\n point2.worldMatrix.ty -\r\n point2.worldMatrix.tx * k23 - 50;\r\n let y12 = k12 * drip.x + b12;\r\n let y23 = k23 * drip.x + b23;\r\n if (drip.x >= minX && drip.x <maxX) {\r\n // 伞碰撞12\r\n if (drip.x < px2) {\r\n // if (Math.abs(y12 -drip.worldMatrix.ty) <= 20) {\r\n if (drip.y >= y12) {\r\n let index = this.dripArray.indexOf(drip);\r\n this.removeChild(drip);\r\n this.dripArray = this.dripArray.filter(\r\n (ele, i) => i != index\r\n );\r\n }\r\n // }\r\n }\r\n // 23\r\n if (drip.x >= px2) {\r\n // if (Math.abs(y23 -drip.worldMatrix.ty) <= 20) {\r\n if (drip.y >= y23) {\r\n let index = this.dripArray.indexOf(drip);\r\n this.removeChild(drip);\r\n this.dripArray = this.dripArray.filter(\r\n (ele, i) => i != index\r\n );\r\n }\r\n // }\r\n }\r\n }\r\n \r\n // 碰人\r\n if (\r\n drip.x > this.humanbeing.x &&\r\n drip.x < this.humanbeing.x + this.humanbeing.width\r\n ) {\r\n if (drip.y >= this.humanbeing.y) {\r\n // 湿润度增加\r\n this.moists.percent += 0.1;\r\n this.moists.cover(this.moists.percent);\r\n this.moists.updateText(this.moists.percent);\r\n // this.moists.updatePercent(this.moists.percent);\r\n\r\n\r\n\r\n // 雨滴动效\r\n this.addChild(this.rainEffect);\r\n this.rainEffect.visible = true;\r\n this.rainEffect.play(true,true);\r\n this.rainEffect.x = drip.x - drip.width * 2;\r\n this.rainEffect.y = drip.y;\r\n this.rainEffect.once(engine.Event.END_FRAME,()=>{\r\n this.rainEffect.visible = false;\r\n })\r\n \r\n if (this.moists.percent >= 1 && !failFlag) {\r\n // 游戏结束\r\n this.moists.stopScale();\r\n failFlag = true;\r\n console.log(\"游戏结束!\");\r\n // 清除事件\r\n this.stop();\r\n // this.timeCounter.updateTime(this.timeCounter.time);\r\n }\r\n \r\n this.removeChild(drip);\r\n // 表情改变\r\n let face = this.humanbeing.facialChange(2);\r\n face.x = 7;\r\n face.y = 22;\r\n setTimeout(() => {\r\n this.humanbeing.removeFace(face);\r\n }, 500);\r\n console.log(\"人\");\r\n \r\n let index = this.dripArray.indexOf(drip);\r\n this.dripArray = this.dripArray.filter(\r\n (ele, i) => i != index\r\n );\r\n\r\n // 动效\r\n this.humanbeing.scaleEffect();\r\n }\r\n }\r\n }\r\n }\r\n \r\n\r\n ld = Date.now();\r\n });\r\n\r\n this.playBtn.addEventListener(\r\n engine.MouseEvent.CLICK,\r\n this.onClick,\r\n this\r\n );\r\n this.rightHand.rotation = 0;\r\n }\r\n\r\n onClick() {\r\n this.clicknum += 1;\r\n this.rightHand.rotation += 10 * this.clicknum;\r\n this.clicknum = 0;\r\n // engine.Tween.get(this.playBtn)\r\n // .set({scaleX:1,scaleY:1})\r\n // .to({scaleX:1.1,scaleY:1.1},100)\r\n // .to({scaleX:1,scaleY:1},100)\r\n\r\n\r\n\r\n }\r\n stop() {\r\n // this.removeAllEventListener();\r\n // this.playBtn.removeAllEventListener();\r\n engine.globalEvent.dispatchEvent(\"cloud-game-fail\", { reason: 1 });\r\n\r\n }\r\n\r\n success() {\r\n this.cloud.succeed();\r\n engine.globalEvent.dispatchEvent(\"cloud-game-success\", {\r\n moist: this.moists.percent,\r\n });\r\n }\r\n }\r\n// }\r\n\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","\r\nimport GameView from \"./GameView\";\r\nimport GameTest from \"./GameTest\";\r\n\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\tprivate _gameTest: GameTest;\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\t// let gameView = this._gameView = new GameView();\r\n\t\tlet gameTest = this._gameTest = new GameTest();\r\n\t\tthis.addChild(gameTest);\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\t// this._gameView.start();\r\n\t\tthis._gameTest.start();\r\n\t}\r\n\tstop(event: engine.Event) {\r\n\t\t\r\n\t\t// this._gameView.stop();\r\n\t\tthis._gameTest.stop();\r\n\t}\r\n}\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/getAwayFromCloud/src/game/utils.ts","src/custom/getAwayFromCloud/src/game/Human.ts","src/custom/getAwayFromCloud/src/game/Moist.ts","src/custom/getAwayFromCloud/src/game/TimeCounter.ts","src/custom/getAwayFromCloud/src/game/CloudRain.ts","src/custom/getAwayFromCloud/src/game/GameTest.ts","src/custom/getAwayFromCloud/src/props.ts","src/custom/getAwayFromCloud/src/game/GameWrapper.ts","src/custom/getAwayFromCloud/src/index.ts"],"sourcesContent":["/**\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\n\n\nexport function getIndexFromRC(row,col,maxCol){\n\tlet index;\n\tindex = 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}","import {getTexture} from './utils'\n\nexport default class Human extends engine.Container{\n \n //常态,吃力,沮丧\n humanArray = [\n '487c1ca7-dea5-4732-b4b6-acb5406ee3a4',\n '71e07cee-fd6d-40bb-ac0b-5bb28c87276e',\n '2cd9f1bb-d0d8-42ea-941b-dcd0428e474d'\n ]\n //三张面部表情\n human:engine.Sprite = new engine.Sprite(getTexture(this.humanArray[0]))\n\n constructor(){\n super();\n this.addChild(this.human)\n this.width = this.human.width;\n this.height = this.human.height;\n }\n\n facialChange(num){\n let face = new engine.Sprite(getTexture(this.humanArray[num]));\n this.human.addChild(face);\n return face;\n }\n\n removeFace(face){\n this.human.removeChild(face);\n }\n\n scaleEffect(){\n let aaa = 0;\n let pt = Date.now();\n this.addEventListener(engine.Event.ENTER_FRAME,()=>{\n let dt = Date.now() -pt;\n aaa += dt;\n this.anchorX = this.width + this.width / 2\n this.anchorY = this.height;\n if(aaa > 90 && aaa<=100 ){\n this.scaleY = 0.99;\n this.scaleX = 1.01;\n }\n\n if(aaa >190 && aaa < 200){\n this.scaleX = 1;\n this.scaleY = 1;\n aaa = 0;\n }\n\n pt = Date.now();\n })\n }\n}","import {getTexture} from './utils'\n\nexport default class Moist extends engine.Container{\n\n percent:number\n moistBg:engine.Sprite = new engine.Sprite(getTexture('8a8e79b6-2c6f-441b-81ae-c441465abfb0'))\n moist:engine.Sprite = new engine.Sprite(getTexture('024d67e9-ed7f-4481-94ca-a15bd5226cad'))\n moistCover:any = new engine.Sprite(getTexture('024d67e9-ed7f-4481-94ca-a15bd5226cad'))\n txt = new engine.TextInput();\n hintpic:engine.Sprite = new engine.Sprite(getTexture('ed0e8931-2557-4527-bcfc-9071f90d5737'))\n\n addPercent:number\n constructor(){\n super();\n this.percent = 0;\n this.addChild(this.moistBg)\n this.moistBg.addChild(this.moist)\n this.moist.mask = this.moistCover;\n\n\n this.txt.text = this.percent*100+'%';\n this.txt.size = 30;\n this.txt.fillColor = '#7A83C5';\n this.addChild(this.txt)\n this.txt.x = 0;\n this.txt.y = -50;\n\n this.hintpic.x = -10;\n this.hintpic.y = 440;\n this.addChild(this.hintpic)\n }\n\n cover(percent){\n this.moistCover.anchorY = 416;\n this.moistBg.addChild(this.moistCover)\n this.moistCover.scaleY = percent;\n let ld = Date.now();\n // let time\n // this.addEventListener(engine.Event.ENTER_FRAME,()=>{\n // let dt = Date.now() - ld;\n // time += dt;\n // if(time >= 100){\n // // this.moistCover.scaleY =\n // }\n // })\n let t = engine.Tween.get(this.moistCover);\n // t.set({alpha:1,scaleY:this.percent})\n // .to({alpha:1,scaleY:percent - 0.08},100)\n // .to({alpha:1,scaleY:percent - 0.06},100)\n // .to({alpha:1,scaleY:percent - 0.04},100)\n // .to({alpha:1,scaleY:percent - 0.02},100)\n // .to({alpha:1,scaleY:percent},100)\n\n }\n\n stopScale(){\n this.moistCover.scaleY = 1;\n this.txt.text = '100%';\n }\n\n updateText(percent){\n let a = percent * 100;\n if(a <=90){\n this.txt.text = a.toPrecision(2)+'%';\n }else{\n this.txt.text = a.toPrecision(3)+'%';\n }\n }\n\n updatePercent(percent){\n this.percent = percent;\n }\n}","import {getTexture} from './utils'\n\nexport default class TimeCounter extends engine.Container{\n timeCounter:engine.Sprite = new engine.Sprite(getTexture('b7d2a60a-9e60-4eca-be80-a991abea47c9'));\n timeText:any;\n time:number\n\n \n constructor(){\n super()\n this.time = 20\n this.addChild(this.timeCounter)\n\n this.timeCounter.x = 256;\n this.timeCounter.y = 50;\n // 计时文本\n this.timeText = new engine.TextInput();\n this.timeText.text = this.time +'s';\n this.timeText.size = 48;\n this.timeText.fillColor = '#7A83C5';\n this.timeCounter.addChild(this.timeText);\n this.timeText.x = 100;\n this.timeText.y = 15;\n\n }\n\n updateTime(time){\n this.time = time;\n this.timeText.text = this.time + 's'\n }\n\n\n}","import {getTexture} from './utils'\n\nexport default class CloudRain extends engine.Container{\n\n clound1:engine.Sprite = new engine.Sprite(getTexture('1e1a6993-9da0-4813-b1bd-00f2dbae2af2'))\n clound2:engine.Sprite = new engine.Sprite(getTexture('6ed0e2e7-3ba3-4967-8fe0-39667792e343'))\n sun = new engine.Sprite(getTexture(\"0f05aaae-338a-439a-82b0-20efcee5cca4\"));\n \n constructor(){\n super()\n this.sun.x = 90;\n this.sun.y = 120;\n this.addChild(this.sun)\n\n this.addChild(this.clound1);\n this.addChild(this.clound2);\n\n this.clound1.x = 100;\n this.clound1.y = 220;\n this.clound2.x = 150;\n this.clound2.y = 220;\n\n }\n\n succeed(){\n // 380 580\n let a = 0\n let ld = Date.now();\n this.addEventListener(engine.Event.ENTER_FRAME,()=>{\n let dt = Date.now() - ld;\n a += dt;\n if(a>100){\n this.clound1.x -= (800 * dt) / 1000;\n this.clound2.x += (820*dt)/1000;\n if(this.clound1.x <= -380){\n this.clound1.x = -380;\n }\n if(this.clound2.x >= 750){\n this.clound2.x = 750;\n }\n\n this.sun.y -= (150 * dt) / 1000;\n if(this.sun.y <= 60){\n this.sun.y = 60;\n }\n }\n ld = Date.now();\n })\n }\n\n\n \n\n\n\n}","import { getTexture, createSvga } from \"./utils\";\n\nimport Human from \"./Human\";\nimport Moist from \"./Moist\";\nimport TimeCounter from \"./TimeCounter\";\nimport CloudRain from \"./CloudRain\";\nimport gameStage = engine.gameStage;\n\nexport default class GameTest extends engine.Container {\n constructor() {\n super();\n this.once(engine.Event.ADDED_TO_STAGE, this.setup, this);\n }\n\n rightHand: engine.Sprite;\n // ambrella: engine.Sprite;\n playBtn: engine.Sprite;\n human: engine.Sprite;\n\n humanbeing: Human;\n moists: Moist;\n contain: any;\n timeCounter: TimeCounter;\n cloudRain: CloudRain;\n cloud: CloudRain;\n winds\n rainEffect\n timeArray: any[] = []\n container: engine.Container = new engine.Container()\n\n setup() {\n let playBg = new engine.Sprite(\n getTexture(\"5ab43bdc-a6ce-46fb-99c2-a806f57f7484\")\n );\n this.addChild(playBg);\n\n // this.human = new engine.Sprite(\n // getTexture(\"487c1ca7-dea5-4732-b4b6-acb5406ee3a4\")\n // );\n // this.human.x = 290;\n // this.human.y = 900;\n // 人\n this.humanbeing = new Human();\n this.humanbeing.x = 290;\n // this.humanbeing.y = 900;\n this.humanbeing.y = 750;\n this.addChild(this.humanbeing);\n\n // this.contain = new engine.Sprite()\n console.log(\n \"xxxxxx\",\n this.stage.width,\n this.stage.height,\n this.width,\n this.height\n );\n\n // 手和伞为一个整体\n this.rightHand = new engine.Sprite(\n getTexture(\"c7129f77-92a6-479e-9994-7d4b39040a15\")\n );\n this.rightHand.x = -70;\n this.rightHand.y = -65;\n this.rightHand.anchorX = 196;\n this.rightHand.anchorY = 253;\n\n this.humanbeing.addChild(this.rightHand);\n\n // this.addChild(this.human);\n // this.human.addChild(this.rightHand);\n\n this.playBtn = new engine.Sprite(\n getTexture(\"9e347bef-6e91-4c92-ba5f-f9a52e656207\")\n );\n this.playBtn.x = 138;\n this.playBtn.y = 1150;\n this.playBtn.anchorX = this.playBtn.x + this.playBtn.width / 2;\n this.playBtn.anchorY = this.playBtn.y + this.playBtn.height / 2;\n this.addChild(this.playBtn);\n // 湿润度\n this.moists = new Moist();\n this.moists.x = 20;\n this.moists.y = 450;\n this.addChild(this.moists);\n\n // 云\n this.cloud = new CloudRain();\n this.addChild(this.cloud);\n\n this.timeArray.push(this.t3, this.t2, this.t1);\n }\n\n dripArray: any[] = [];\n clicknum: number = 0;\n R: number = 250;\n D: number = 340;\n angle: number;\n\n con: engine.Sprite = new engine.Sprite();\n\n // 游戏开始前倒计时三张图\n t1 = new engine.Sprite(getTexture('a163b74f-32bc-43d2-8015-7cf1eac71501'));\n t2 = new engine.Sprite(getTexture('22de82d1-97ec-4195-a32c-f4fc1656e2de'));\n t3 = new engine.Sprite(getTexture('cc952365-a990-4912-98af-50905559b9d5'));\n\n\n start() {\n const middleX = this.humanbeing.x + this.humanbeing.width / 2;\n const validX1 = this.humanbeing.x;\n const validX2 = this.humanbeing.x + this.humanbeing.width;\n\n let point1 = new engine.Graphics();\n point1.beginFill(0xff0000);\n point1.drawRect(0, 0, 10, 10);\n point1.x = 0;\n point1.y = 100;\n point1.endFill();\n // this.addChild(point1)\n this.rightHand.addChild(point1);\n\n let point2 = new engine.Graphics();\n point2.beginFill(0xff0000);\n point2.drawRect(0, 0, 10, 10);\n point2.x = 170;\n point2.y = 0;\n point2.endFill();\n // this.addChild(point2)\n this.rightHand.addChild(point2);\n\n let point3 = new engine.Graphics();\n point3.beginFill(0xff0000);\n point3.drawRect(0, 0, 10, 10);\n point3.x = 330;\n point3.y = 100;\n point3.endFill();\n // this.addChild(point3)\n this.rightHand.addChild(point3);\n\n window['p1'] = point1;\n // @ts-ignore\n window['p2'] = point2;\n window['p3'] = point3;\n\n //计时器\n this.timeCounter = new TimeCounter();\n this.addChild(this.timeCounter);\n\n let ld = Date.now();\n\n let a = 0;\n let b = 0;\n\n let timer = 0;\n\n let succeedFlag = false;\n let failFlag = false;\n\n\n // 倒计时\n for (let i = 0; i < this.timeArray.length; i++) {\n let t = this.timeArray[i]\n t.anchorTexture.set(0.5, 0.5);\n t.x = 750 / 2;\n t.y = 1624 / 2;\n t.alpha = 0;\n this.container.addChild(t);\n this.addChild(this.container)\n }\n for (let i = 0; i < this.timeArray.length; i++) {\n let img = this.timeArray[i];\n let delta = i * 1000;\n let t = engine.Tween.get(img);\n t.wait(delta).set({alpha: 0.2, scaleX: 2, scaleY: 2})\n .to({alpha: 1, scaleX: 1, scaleY: 1}, 300)\n .to({alpha: 0}, 200)\n .wait(500);\n if (i === this.timeArray.length - 1) {\n t.call(() => {\n engine.Tween.get(this.container).to({alpha: 0}, 200).call(() => {\n this.removeChild(this.container)\n })\n\n // 风吹动效\n this.winds = createSvga(\"wind\");\n this.addChild(this.winds);\n this.winds.visible = true;\n this.winds.play(true, true)\n this.winds.once(engine.Event.END_FRAME, () => {\n this.removeChild(this.winds);\n }, this)\n })\n\n }\n }\n\n // 雨滴动效\n this.rainEffect = createSvga(\"雨滴动效\");\n\n this.addEventListener(engine.Event.ENTER_FRAME, function addFrame() {\n let dt = Date.now() - ld;\n\n b += dt;\n timer += dt;\n\n // 延迟三秒执行\n if (timer >= 3000) {\n a += dt;\n if (a > 10) {\n a = 0;\n if (this.moists.percent < 1 && this.timeCounter.time > 0) {\n let drip = new engine.Sprite(getTexture(\"07f74bf6-416f-445e-98d5-021efe4c9fdc\"));\n drip.x = Math.random() * (this.humanbeing.x + 160) + (this.humanbeing.x - 160);\n drip.y = Math.random() * 100 + 300;\n this.dripArray.push(drip);\n this.addChild(drip);\n }\n\n }\n\n // 雨滴下落\n for (let drip of this.dripArray) {\n drip.y += (300 * dt) / 1000;\n if (drip.y > this.stage.height) {\n let index = this.dripArray.indexOf(drip);\n this.removeChild(drip);\n this.dripArray = this.dripArray.filter(\n (ele, i) => i != index\n );\n }\n }\n\n\n //计时器\n if (b >= 1000) {\n b = 0;\n if (this.moists.percent < 1) {\n this.timeCounter.time -= 1;\n if (this.timeCounter.time <= 0) {\n this.timeCounter.time = 0;\n }\n this.timeCounter.updateTime(this.timeCounter.time);\n }\n\n if (this.timeCounter.time <= 0 && !succeedFlag) {\n this.timeCounter.time = 0;\n succeedFlag = true;\n console.log(\"游戏成功!\");\n // 云动画\n // 雨水结束\n // 太阳出来\n this.success();\n // this.removeEventListener(engine.Event.END_FRAME,()=>{})\n // if(succeedFlag){\n // }\n }\n }\n\n // 伞的旋转\n let wind = -40;\n this.rightHand.rotation += wind / 60;\n\n if (this.rightHand.rotation <= -90) {\n this.rightHand.rotation = -90;\n } else if (this.rightHand.rotation >= 90) {\n this.rightHand.rotation = 90;\n }\n\n // 吃力表情\n if (this.rightHand.rotation <= -60) {\n let face = this.humanbeing.facialChange(1);\n face.x = 7;\n face.y = 22;\n setTimeout(() => {\n this.humanbeing.removeFace(face);\n }, 100);\n }\n\n // ld = Date.now();\n\n // return;\n // 扇形的角度\n this.angle = Math.asin(this.D / 2 / this.R) * 57.18;\n\n // 伞的偏移角度距离水平位置\n let validMaxX;\n let validMinX;\n // 伞的圆函数\n let ambrellaFuncY;\n\n this.rightHand.name = \"aaa\";\n\n // a.worldMatrix.tx\n\n // point1,2线性方程斜率\n\n const sa = this.worldMatrix.a;\n const sd = this.worldMatrix.d;\n\n const p1x = point1.worldMatrix.tx / sa;\n const p2x = point2.worldMatrix.tx / sa;\n const p3x = point3.worldMatrix.tx / sa;\n const p1y = point1.worldMatrix.ty / sd;\n const p2y = point2.worldMatrix.ty / sd;\n const p3y = point3.worldMatrix.ty / sd;\n\n let k12 = (p1y - p2y) / (p1x - p2x);\n let k23 = (p2y - p3y) / (p2x - p3x);\n\n let px1 = p1x;\n let px2 = p2x;\n let px3 = p3x;\n\n let maxX = px1 >= px2 ? (px1 >= px3 ? px1 : px3) : px2 >= px3 ? px2 : px3;\n let minX = px1 >= px2 ? (px2 >= px3 ? px3 : px2) : px1 >= px3 ? px3 : px1;\n\n let x2 = (middleX + this.R) < maxX ? (middleX + this.R) : maxX;\n\n for (let drip of this.dripArray) {\n\n const dx = drip.worldMatrix.tx / sa;\n const dy = drip.worldMatrix.ty / sd;\n\n // point1,2线性方程\n let b12 = p1y - p1x * k12 - 50;\n let b23 = p2y - p2x * k23 - 50;\n let y12 = k12 * dx + b12;\n let y23 = k23 * dx + b23;\n if (dx >= minX && dx < maxX) {\n // 伞碰撞12\n if (dx < px2) {\n // if (Math.abs(y12 -drip.worldMatrix.ty) <= 20) {\n if (dy >= y12) {\n let index = this.dripArray.indexOf(drip);\n this.removeChild(drip);\n this.dripArray = this.dripArray.filter(\n (ele, i) => i != index\n );\n }\n // }\n }\n // 23\n if (dx >= px2) {\n // if (Math.abs(y23 -drip.worldMatrix.ty) <= 20) {\n if (dy >= y23) {\n let index = this.dripArray.indexOf(drip);\n this.removeChild(drip);\n this.dripArray = this.dripArray.filter(\n (ele, i) => i != index\n );\n }\n // }\n }\n }\n\n // 碰人\n if (drip.x > this.humanbeing.x &&\n drip.x < this.humanbeing.x + this.humanbeing.width) {\n if (drip.y >= this.humanbeing.y) {\n // 湿润度增加\n this.moists.percent += 0.1;\n this.moists.cover(this.moists.percent);\n this.moists.updateText(this.moists.percent);\n // this.moists.updatePercent(this.moists.percent);\n\n\n // 雨滴动效\n this.addChild(this.rainEffect);\n this.rainEffect.visible = true;\n this.rainEffect.play(true, true);\n this.rainEffect.x = drip.x - drip.width * 2;\n this.rainEffect.y = drip.y;\n this.rainEffect.once(engine.Event.END_FRAME, () => {\n this.rainEffect.visible = false;\n })\n\n if (this.moists.percent >= 1 && !failFlag) {\n // 游戏结束\n this.moists.stopScale();\n failFlag = true;\n console.log(\"游戏结束!\");\n // 清除事件\n this.stop();\n // this.timeCounter.updateTime(this.timeCounter.time);\n }\n\n this.removeChild(drip);\n // 表情改变\n let face = this.humanbeing.facialChange(2);\n face.x = 7;\n face.y = 22;\n setTimeout(() => {\n this.humanbeing.removeFace(face);\n }, 500);\n console.log(\"人\");\n\n let index = this.dripArray.indexOf(drip);\n this.dripArray = this.dripArray.filter(\n (ele, i) => i != index\n );\n\n // 动效\n this.humanbeing.scaleEffect();\n }\n }\n }\n }\n\n\n ld = Date.now();\n });\n\n this.playBtn.addEventListener(\n engine.MouseEvent.CLICK,\n this.onClick,\n this\n );\n this.rightHand.rotation = 0;\n }\n\n onClick() {\n this.clicknum += 1;\n this.rightHand.rotation += 10 * this.clicknum;\n this.clicknum = 0;\n // engine.Tween.get(this.playBtn)\n // .set({scaleX:1,scaleY:1})\n // .to({scaleX:1.1,scaleY:1.1},100)\n // .to({scaleX:1,scaleY:1},100)\n\n\n }\n\n stop() {\n // this.removeAllEventListener();\n // this.playBtn.removeAllEventListener();\n engine.globalEvent.dispatchEvent(\"cloud-game-fail\", {reason: 1});\n\n }\n\n success() {\n this.cloud.succeed();\n engine.globalEvent.dispatchEvent(\"cloud-game-success\", {\n moist: this.moists.percent,\n });\n }\n}\n// }\n\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","\nimport GameView from \"./GameView\";\nimport GameTest from \"./GameTest\";\n\nimport { injectProps } from \"../props\";\n\n\nexport class GameWrapper extends engine.Container {\n\t// private _status;\n\tprivate _gameView: GameView;\n\tprivate _gameTest: GameTest;\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\t// let gameView = this._gameView = new GameView();\n\t\tlet gameTest = this._gameTest = new GameTest();\n\t\tthis.addChild(gameTest);\n\n\t}\n\n\tstart(event: engine.Event) {\n\t\tinjectProps(event.data);\n\n\t\t// this._status = 1;\n\n\t\t// this._gameView.start();\n\t\tthis._gameTest.start();\n\t}\n\tstop(event: engine.Event) {\n\t\t\n\t\t// this._gameView.stop();\n\t\tthis._gameTest.stop();\n\t}\n}\n","\n\nimport {GameWrapper} from \"./game/GameWrapper\";\nimport {injectProps, prepareProps} from \"./props\";\n\nexport default function (props) {\n\tprepareProps();\n\tinjectProps(props);\n\n\tlet instance = new GameWrapper();\n\t\n\treturn 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\ No newline at end of file
\ No newline at end of file
src/custom/getAwayFromCloud/src/game/GameTest.ts
View file @
4db3d343
import
{
getTexture
,
createSvga
}
from
"./utils"
;
import
{
getTexture
,
createSvga
}
from
"./utils"
;
import
Human
from
"./Human"
;
import
Human
from
"./Human"
;
import
Moist
from
"./Moist"
;
import
Moist
from
"./Moist"
;
import
TimeCounter
from
"./TimeCounter"
;
import
TimeCounter
from
"./TimeCounter"
;
import
CloudRain
from
"./CloudRain"
;
import
CloudRain
from
"./CloudRain"
;
import
gameStage
=
engine
.
gameStage
;
export
default
class
GameTest
extends
engine
.
Container
{
export
default
class
GameTest
extends
engine
.
Container
{
constructor
()
{
constructor
()
{
...
@@ -24,8 +25,9 @@ export default class GameTest extends engine.Container {
...
@@ -24,8 +25,9 @@ export default class GameTest extends engine.Container {
cloud
:
CloudRain
;
cloud
:
CloudRain
;
winds
winds
rainEffect
rainEffect
timeArray
:
any
[]
=
[]
timeArray
:
any
[]
=
[]
container
:
engine
.
Container
=
new
engine
.
Container
()
container
:
engine
.
Container
=
new
engine
.
Container
()
setup
()
{
setup
()
{
let
playBg
=
new
engine
.
Sprite
(
let
playBg
=
new
engine
.
Sprite
(
getTexture
(
"5ab43bdc-a6ce-46fb-99c2-a806f57f7484"
)
getTexture
(
"5ab43bdc-a6ce-46fb-99c2-a806f57f7484"
)
...
@@ -84,8 +86,8 @@ export default class GameTest extends engine.Container {
...
@@ -84,8 +86,8 @@ export default class GameTest extends engine.Container {
// 云
// 云
this
.
cloud
=
new
CloudRain
();
this
.
cloud
=
new
CloudRain
();
this
.
addChild
(
this
.
cloud
);
this
.
addChild
(
this
.
cloud
);
this
.
timeArray
.
push
(
this
.
t3
,
this
.
t2
,
this
.
t1
);
this
.
timeArray
.
push
(
this
.
t3
,
this
.
t2
,
this
.
t1
);
}
}
dripArray
:
any
[]
=
[];
dripArray
:
any
[]
=
[];
...
@@ -100,7 +102,7 @@ export default class GameTest extends engine.Container {
...
@@ -100,7 +102,7 @@ export default class GameTest extends engine.Container {
t1
=
new
engine
.
Sprite
(
getTexture
(
'a163b74f-32bc-43d2-8015-7cf1eac71501'
));
t1
=
new
engine
.
Sprite
(
getTexture
(
'a163b74f-32bc-43d2-8015-7cf1eac71501'
));
t2
=
new
engine
.
Sprite
(
getTexture
(
'22de82d1-97ec-4195-a32c-f4fc1656e2de'
));
t2
=
new
engine
.
Sprite
(
getTexture
(
'22de82d1-97ec-4195-a32c-f4fc1656e2de'
));
t3
=
new
engine
.
Sprite
(
getTexture
(
'cc952365-a990-4912-98af-50905559b9d5'
));
t3
=
new
engine
.
Sprite
(
getTexture
(
'cc952365-a990-4912-98af-50905559b9d5'
));
start
()
{
start
()
{
const
middleX
=
this
.
humanbeing
.
x
+
this
.
humanbeing
.
width
/
2
;
const
middleX
=
this
.
humanbeing
.
x
+
this
.
humanbeing
.
width
/
2
;
...
@@ -134,6 +136,11 @@ export default class GameTest extends engine.Container {
...
@@ -134,6 +136,11 @@ export default class GameTest extends engine.Container {
// this.addChild(point3)
// this.addChild(point3)
this
.
rightHand
.
addChild
(
point3
);
this
.
rightHand
.
addChild
(
point3
);
window
[
'p1'
]
=
point1
;
// @ts-ignore
window
[
'p2'
]
=
point2
;
window
[
'p3'
]
=
point3
;
//计时器
//计时器
this
.
timeCounter
=
new
TimeCounter
();
this
.
timeCounter
=
new
TimeCounter
();
this
.
addChild
(
this
.
timeCounter
);
this
.
addChild
(
this
.
timeCounter
);
...
@@ -142,7 +149,7 @@ export default class GameTest extends engine.Container {
...
@@ -142,7 +149,7 @@ export default class GameTest extends engine.Container {
let
a
=
0
;
let
a
=
0
;
let
b
=
0
;
let
b
=
0
;
let
timer
=
0
;
let
timer
=
0
;
let
succeedFlag
=
false
;
let
succeedFlag
=
false
;
...
@@ -150,26 +157,26 @@ export default class GameTest extends engine.Container {
...
@@ -150,26 +157,26 @@ export default class GameTest extends engine.Container {
// 倒计时
// 倒计时
for
(
let
i
=
0
;
i
<
this
.
timeArray
.
length
;
i
++
)
{
for
(
let
i
=
0
;
i
<
this
.
timeArray
.
length
;
i
++
)
{
let
t
=
this
.
timeArray
[
i
]
let
t
=
this
.
timeArray
[
i
]
t
.
anchorTexture
.
set
(
0.5
,
0.5
);
t
.
anchorTexture
.
set
(
0.5
,
0.5
);
t
.
x
=
750
/
2
;
t
.
x
=
750
/
2
;
t
.
y
=
1624
/
2
;
t
.
y
=
1624
/
2
;
t
.
alpha
=
0
;
t
.
alpha
=
0
;
this
.
container
.
addChild
(
t
);
this
.
container
.
addChild
(
t
);
this
.
addChild
(
this
.
container
)
this
.
addChild
(
this
.
container
)
}
}
for
(
let
i
=
0
;
i
<
this
.
timeArray
.
length
;
i
++
)
{
for
(
let
i
=
0
;
i
<
this
.
timeArray
.
length
;
i
++
)
{
let
img
=
this
.
timeArray
[
i
];
let
img
=
this
.
timeArray
[
i
];
let
delta
=
i
*
1000
;
let
delta
=
i
*
1000
;
let
t
=
engine
.
Tween
.
get
(
img
);
let
t
=
engine
.
Tween
.
get
(
img
);
t
.
wait
(
delta
).
set
({
alpha
:
0.2
,
scaleX
:
2
,
scaleY
:
2
})
t
.
wait
(
delta
).
set
({
alpha
:
0.2
,
scaleX
:
2
,
scaleY
:
2
})
.
to
({
alpha
:
1
,
scaleX
:
1
,
scaleY
:
1
},
300
)
.
to
({
alpha
:
1
,
scaleX
:
1
,
scaleY
:
1
},
300
)
.
to
({
alpha
:
0
},
200
)
.
to
({
alpha
:
0
},
200
)
.
wait
(
500
);
.
wait
(
500
);
if
(
i
===
this
.
timeArray
.
length
-
1
)
{
if
(
i
===
this
.
timeArray
.
length
-
1
)
{
t
.
call
(()
=>
{
t
.
call
(()
=>
{
engine
.
Tween
.
get
(
this
.
container
).
to
({
alpha
:
0
},
200
).
call
(()
=>
{
engine
.
Tween
.
get
(
this
.
container
).
to
({
alpha
:
0
},
200
).
call
(()
=>
{
this
.
removeChild
(
this
.
container
)
this
.
removeChild
(
this
.
container
)
})
})
...
@@ -177,10 +184,10 @@ export default class GameTest extends engine.Container {
...
@@ -177,10 +184,10 @@ export default class GameTest extends engine.Container {
this
.
winds
=
createSvga
(
"wind"
);
this
.
winds
=
createSvga
(
"wind"
);
this
.
addChild
(
this
.
winds
);
this
.
addChild
(
this
.
winds
);
this
.
winds
.
visible
=
true
;
this
.
winds
.
visible
=
true
;
this
.
winds
.
play
(
true
,
true
)
this
.
winds
.
play
(
true
,
true
)
this
.
winds
.
once
(
engine
.
Event
.
END_FRAME
,
()
=>
{
this
.
winds
.
once
(
engine
.
Event
.
END_FRAME
,
()
=>
{
this
.
removeChild
(
this
.
winds
);
this
.
removeChild
(
this
.
winds
);
},
this
)
},
this
)
})
})
}
}
...
@@ -189,34 +196,30 @@ export default class GameTest extends engine.Container {
...
@@ -189,34 +196,30 @@ export default class GameTest extends engine.Container {
// 雨滴动效
// 雨滴动效
this
.
rainEffect
=
createSvga
(
"雨滴动效"
);
this
.
rainEffect
=
createSvga
(
"雨滴动效"
);
this
.
addEventListener
(
engine
.
Event
.
ENTER_FRAME
,
function
addFrame
(){
this
.
addEventListener
(
engine
.
Event
.
ENTER_FRAME
,
function
addFrame
()
{
let
dt
=
Date
.
now
()
-
ld
;
let
dt
=
Date
.
now
()
-
ld
;
a
+=
dt
;
b
+=
dt
;
b
+=
dt
;
timer
+=
dt
;
timer
+=
dt
;
// 延迟三秒执行
// 延迟三秒执行
if
(
timer
>=
3000
){
if
(
timer
>=
3000
)
{
if
(
a
>
200
)
{
a
+=
dt
;
if
(
a
>
10
)
{
a
=
0
;
a
=
0
;
if
(
this
.
moists
.
percent
<
1
&&
this
.
timeCounter
.
time
>
0
)
{
if
(
this
.
moists
.
percent
<
1
&&
this
.
timeCounter
.
time
>
0
)
{
let
drip
=
new
engine
.
Sprite
(
let
drip
=
new
engine
.
Sprite
(
getTexture
(
"07f74bf6-416f-445e-98d5-021efe4c9fdc"
));
getTexture
(
"07f74bf6-416f-445e-98d5-021efe4c9fdc"
)
drip
.
x
=
Math
.
random
()
*
(
this
.
humanbeing
.
x
+
160
)
+
(
this
.
humanbeing
.
x
-
160
);
);
drip
.
x
=
Math
.
random
()
*
(
this
.
humanbeing
.
x
+
160
)
+
(
this
.
humanbeing
.
x
-
160
);
drip
.
y
=
Math
.
random
()
*
100
+
300
;
drip
.
y
=
Math
.
random
()
*
100
+
300
;
this
.
dripArray
.
push
(
drip
);
this
.
dripArray
.
push
(
drip
);
this
.
addChild
(
drip
);
this
.
addChild
(
drip
);
}
}
}
}
// 雨滴下落
// 雨滴下落
for
(
let
drip
of
this
.
dripArray
)
{
for
(
let
drip
of
this
.
dripArray
)
{
drip
.
y
+=
(
300
*
dt
)
/
1000
;
drip
.
y
+=
(
300
*
dt
)
/
1000
;
if
(
drip
.
y
>
this
.
stage
.
height
)
{
if
(
drip
.
y
>
this
.
stage
.
height
)
{
let
index
=
this
.
dripArray
.
indexOf
(
drip
);
let
index
=
this
.
dripArray
.
indexOf
(
drip
);
this
.
removeChild
(
drip
);
this
.
removeChild
(
drip
);
...
@@ -226,19 +229,18 @@ export default class GameTest extends engine.Container {
...
@@ -226,19 +229,18 @@ export default class GameTest extends engine.Container {
}
}
}
}
//计时器
//计时器
if
(
b
>=
1000
)
{
if
(
b
>=
1000
)
{
b
=
0
;
b
=
0
;
if
(
this
.
moists
.
percent
<
1
)
{
if
(
this
.
moists
.
percent
<
1
)
{
this
.
timeCounter
.
time
-=
1
;
this
.
timeCounter
.
time
-=
1
;
if
(
this
.
timeCounter
.
time
<=
0
)
{
if
(
this
.
timeCounter
.
time
<=
0
)
{
this
.
timeCounter
.
time
=
0
;
this
.
timeCounter
.
time
=
0
;
}
}
this
.
timeCounter
.
updateTime
(
this
.
timeCounter
.
time
);
this
.
timeCounter
.
updateTime
(
this
.
timeCounter
.
time
);
}
}
if
(
this
.
timeCounter
.
time
<=
0
&&
!
succeedFlag
)
{
if
(
this
.
timeCounter
.
time
<=
0
&&
!
succeedFlag
)
{
this
.
timeCounter
.
time
=
0
;
this
.
timeCounter
.
time
=
0
;
succeedFlag
=
true
;
succeedFlag
=
true
;
...
@@ -252,11 +254,11 @@ export default class GameTest extends engine.Container {
...
@@ -252,11 +254,11 @@ export default class GameTest extends engine.Container {
// }
// }
}
}
}
}
// 伞的旋转
// 伞的旋转
let
wind
=
-
40
;
let
wind
=
-
40
;
this
.
rightHand
.
rotation
+=
wind
/
60
;
this
.
rightHand
.
rotation
+=
wind
/
60
;
if
(
this
.
rightHand
.
rotation
<=
-
90
)
{
if
(
this
.
rightHand
.
rotation
<=
-
90
)
{
this
.
rightHand
.
rotation
=
-
90
;
this
.
rightHand
.
rotation
=
-
90
;
}
else
if
(
this
.
rightHand
.
rotation
>=
90
)
{
}
else
if
(
this
.
rightHand
.
rotation
>=
90
)
{
...
@@ -264,7 +266,7 @@ export default class GameTest extends engine.Container {
...
@@ -264,7 +266,7 @@ export default class GameTest extends engine.Container {
}
}
// 吃力表情
// 吃力表情
if
(
this
.
rightHand
.
rotation
<=
-
60
)
{
if
(
this
.
rightHand
.
rotation
<=
-
60
)
{
let
face
=
this
.
humanbeing
.
facialChange
(
1
);
let
face
=
this
.
humanbeing
.
facialChange
(
1
);
face
.
x
=
7
;
face
.
x
=
7
;
face
.
y
=
22
;
face
.
y
=
22
;
...
@@ -274,89 +276,85 @@ export default class GameTest extends engine.Container {
...
@@ -274,89 +276,85 @@ export default class GameTest extends engine.Container {
}
}
// ld = Date.now();
// ld = Date.now();
// return;
// return;
// 扇形的角度
// 扇形的角度
this
.
angle
=
Math
.
asin
(
this
.
D
/
2
/
this
.
R
)
*
57.18
;
this
.
angle
=
Math
.
asin
(
this
.
D
/
2
/
this
.
R
)
*
57.18
;
// 伞的偏移角度距离水平位置
// 伞的偏移角度距离水平位置
let
validMaxX
;
let
validMaxX
;
let
validMinX
;
let
validMinX
;
// 伞的圆函数
// 伞的圆函数
let
ambrellaFuncY
;
let
ambrellaFuncY
;
this
.
rightHand
.
name
=
"aaa"
;
this
.
rightHand
.
name
=
"aaa"
;
// a.worldMatrix.tx
// a.worldMatrix.tx
// point1,2线性方程斜率
// point1,2线性方程斜率
let
aa
=
0
;
if
(
this
.
stage
.
height
>
1334
)
{
const
sa
=
this
.
worldMatrix
.
a
;
aa
=
290
;
const
sd
=
this
.
worldMatrix
.
d
;
}
let
k12
=
const
p1x
=
point1
.
worldMatrix
.
tx
/
sa
;
(
point1
.
worldMatrix
.
ty
-
point2
.
worldMatrix
.
ty
)
/
const
p2x
=
point2
.
worldMatrix
.
tx
/
sa
;
(
point1
.
worldMatrix
.
tx
-
point2
.
worldMatrix
.
tx
);
const
p3x
=
point3
.
worldMatrix
.
tx
/
sa
;
let
k23
=
const
p1y
=
point1
.
worldMatrix
.
ty
/
sd
;
(
point2
.
worldMatrix
.
ty
-
point3
.
worldMatrix
.
ty
)
/
const
p2y
=
point2
.
worldMatrix
.
ty
/
sd
;
(
point2
.
worldMatrix
.
tx
-
point3
.
worldMatrix
.
tx
);
const
p3y
=
point3
.
worldMatrix
.
ty
/
sd
;
let
px1
=
point1
.
worldMatrix
.
tx
;
let
k12
=
(
p1y
-
p2y
)
/
(
p1x
-
p2x
);
let
px2
=
point2
.
worldMatrix
.
tx
;
let
k23
=
(
p2y
-
p3y
)
/
(
p2x
-
p3x
);
let
px3
=
point3
.
worldMatrix
.
tx
;
let
px1
=
p1x
;
// let px1 = point1.worldMatrix.tx;
let
px2
=
p2x
;
// let px2 = point2.worldMatrix.tx;
let
px3
=
p3x
;
// let px3 = point3.worldMatrix.tx;
let
maxX
=
px1
>=
px2
?
(
px1
>=
px3
?
px1
:
px3
)
:
px2
>=
px3
?
px2
:
px3
;
let
maxX
=
let
minX
=
px1
>=
px2
?
(
px2
>=
px3
?
px3
:
px2
)
:
px1
>=
px3
?
px3
:
px1
;
px1
>=
px2
?
(
px1
>=
px3
?
px1
:
px3
)
:
px2
>=
px3
?
px2
:
px3
;
let
minX
=
let
x2
=
(
middleX
+
this
.
R
)
<
maxX
?
(
middleX
+
this
.
R
)
:
maxX
;
px1
>=
px2
?
(
px2
>=
px3
?
px3
:
px2
)
:
px1
>=
px3
?
px3
:
px1
;
let
x2
=
(
middleX
+
this
.
R
)
<
maxX
?
(
middleX
+
this
.
R
):
maxX
;
for
(
let
drip
of
this
.
dripArray
)
{
for
(
let
drip
of
this
.
dripArray
)
{
const
dx
=
drip
.
worldMatrix
.
tx
/
sa
;
const
dy
=
drip
.
worldMatrix
.
ty
/
sd
;
// point1,2线性方程
// point1,2线性方程
let
b12
=
let
b12
=
p1y
-
p1x
*
k12
-
50
;
point1
.
worldMatrix
.
ty
-
let
b23
=
p2y
-
p2x
*
k23
-
50
;
point1
.
worldMatrix
.
tx
*
k12
-
50
;
let
y12
=
k12
*
dx
+
b12
;
let
b23
=
let
y23
=
k23
*
dx
+
b23
;
point2
.
worldMatrix
.
ty
-
if
(
dx
>=
minX
&&
dx
<
maxX
)
{
point2
.
worldMatrix
.
tx
*
k23
-
50
;
let
y12
=
k12
*
drip
.
x
+
b12
;
let
y23
=
k23
*
drip
.
x
+
b23
;
if
(
drip
.
x
>=
minX
&&
drip
.
x
<
maxX
)
{
// 伞碰撞12
// 伞碰撞12
if
(
d
rip
.
x
<
px2
)
{
if
(
dx
<
px2
)
{
// if (Math.abs(y12 -drip.worldMatrix.ty) <= 20) {
// if (Math.abs(y12 -drip.worldMatrix.ty) <= 20) {
if
(
drip
.
y
>=
y12
)
{
if
(
d
y
>=
y12
)
{
let
index
=
this
.
dripArray
.
indexOf
(
drip
);
let
index
=
this
.
dripArray
.
indexOf
(
drip
);
this
.
removeChild
(
drip
);
this
.
removeChild
(
drip
);
this
.
dripArray
=
this
.
dripArray
.
filter
(
this
.
dripArray
=
this
.
dripArray
.
filter
(
(
ele
,
i
)
=>
i
!=
index
(
ele
,
i
)
=>
i
!=
index
);
);
}
}
// }
// }
}
}
// 23
// 23
if
(
d
rip
.
x
>=
px2
)
{
if
(
dx
>=
px2
)
{
// if (Math.abs(y23 -drip.worldMatrix.ty) <= 20) {
// if (Math.abs(y23 -drip.worldMatrix.ty) <= 20) {
if
(
drip
.
y
>=
y23
)
{
if
(
d
y
>=
y23
)
{
let
index
=
this
.
dripArray
.
indexOf
(
drip
);
let
index
=
this
.
dripArray
.
indexOf
(
drip
);
this
.
removeChild
(
drip
);
this
.
removeChild
(
drip
);
this
.
dripArray
=
this
.
dripArray
.
filter
(
this
.
dripArray
=
this
.
dripArray
.
filter
(
(
ele
,
i
)
=>
i
!=
index
(
ele
,
i
)
=>
i
!=
index
);
);
}
}
// }
// }
}
}
}
}
// 碰人
// 碰人
if
(
if
(
drip
.
x
>
this
.
humanbeing
.
x
&&
drip
.
x
>
this
.
humanbeing
.
x
&&
drip
.
x
<
this
.
humanbeing
.
x
+
this
.
humanbeing
.
width
)
{
drip
.
x
<
this
.
humanbeing
.
x
+
this
.
humanbeing
.
width
)
{
if
(
drip
.
y
>=
this
.
humanbeing
.
y
)
{
if
(
drip
.
y
>=
this
.
humanbeing
.
y
)
{
// 湿润度增加
// 湿润度增加
this
.
moists
.
percent
+=
0.1
;
this
.
moists
.
percent
+=
0.1
;
...
@@ -365,17 +363,16 @@ export default class GameTest extends engine.Container {
...
@@ -365,17 +363,16 @@ export default class GameTest extends engine.Container {
// this.moists.updatePercent(this.moists.percent);
// this.moists.updatePercent(this.moists.percent);
// 雨滴动效
// 雨滴动效
this
.
addChild
(
this
.
rainEffect
);
this
.
addChild
(
this
.
rainEffect
);
this
.
rainEffect
.
visible
=
true
;
this
.
rainEffect
.
visible
=
true
;
this
.
rainEffect
.
play
(
true
,
true
);
this
.
rainEffect
.
play
(
true
,
true
);
this
.
rainEffect
.
x
=
drip
.
x
-
drip
.
width
*
2
;
this
.
rainEffect
.
x
=
drip
.
x
-
drip
.
width
*
2
;
this
.
rainEffect
.
y
=
drip
.
y
;
this
.
rainEffect
.
y
=
drip
.
y
;
this
.
rainEffect
.
once
(
engine
.
Event
.
END_FRAME
,
()
=>
{
this
.
rainEffect
.
once
(
engine
.
Event
.
END_FRAME
,
()
=>
{
this
.
rainEffect
.
visible
=
false
;
this
.
rainEffect
.
visible
=
false
;
})
})
if
(
this
.
moists
.
percent
>=
1
&&
!
failFlag
)
{
if
(
this
.
moists
.
percent
>=
1
&&
!
failFlag
)
{
// 游戏结束
// 游戏结束
this
.
moists
.
stopScale
();
this
.
moists
.
stopScale
();
...
@@ -385,7 +382,7 @@ export default class GameTest extends engine.Container {
...
@@ -385,7 +382,7 @@ export default class GameTest extends engine.Container {
this
.
stop
();
this
.
stop
();
// this.timeCounter.updateTime(this.timeCounter.time);
// this.timeCounter.updateTime(this.timeCounter.time);
}
}
this
.
removeChild
(
drip
);
this
.
removeChild
(
drip
);
// 表情改变
// 表情改变
let
face
=
this
.
humanbeing
.
facialChange
(
2
);
let
face
=
this
.
humanbeing
.
facialChange
(
2
);
...
@@ -395,7 +392,7 @@ export default class GameTest extends engine.Container {
...
@@ -395,7 +392,7 @@ export default class GameTest extends engine.Container {
this
.
humanbeing
.
removeFace
(
face
);
this
.
humanbeing
.
removeFace
(
face
);
},
500
);
},
500
);
console
.
log
(
"人"
);
console
.
log
(
"人"
);
let
index
=
this
.
dripArray
.
indexOf
(
drip
);
let
index
=
this
.
dripArray
.
indexOf
(
drip
);
this
.
dripArray
=
this
.
dripArray
.
filter
(
this
.
dripArray
=
this
.
dripArray
.
filter
(
(
ele
,
i
)
=>
i
!=
index
(
ele
,
i
)
=>
i
!=
index
...
@@ -406,8 +403,8 @@ export default class GameTest extends engine.Container {
...
@@ -406,8 +403,8 @@ export default class GameTest extends engine.Container {
}
}
}
}
}
}
}
}
ld
=
Date
.
now
();
ld
=
Date
.
now
();
});
});
...
@@ -430,12 +427,12 @@ export default class GameTest extends engine.Container {
...
@@ -430,12 +427,12 @@ export default class GameTest extends engine.Container {
// .to({scaleX:1,scaleY:1},100)
// .to({scaleX:1,scaleY:1},100)
}
}
stop
()
{
stop
()
{
// this.removeAllEventListener();
// this.removeAllEventListener();
// this.playBtn.removeAllEventListener();
// this.playBtn.removeAllEventListener();
engine
.
globalEvent
.
dispatchEvent
(
"cloud-game-fail"
,
{
reason
:
1
});
engine
.
globalEvent
.
dispatchEvent
(
"cloud-game-fail"
,
{
reason
:
1
});
}
}
...
@@ -445,6 +442,6 @@ export default class GameTest extends engine.Container {
...
@@ -445,6 +442,6 @@ export default class GameTest extends engine.Container {
moist
:
this
.
moists
.
percent
,
moist
:
this
.
moists
.
percent
,
});
});
}
}
}
}
// }
// }
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