Commit 564408cc authored by 任建锋's avatar 任建锋

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

parents 0e85c3c0 35cac742
......@@ -398,5 +398,5 @@
}
},
"id": "jump-high",
"code": "(function (global, factory) {\n\ttypeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('tslib')) :\n\ttypeof define === 'function' && define.amd ? define(['tslib'], factory) :\n\t(global = global || self, global['jump-high'] = factory(global.tslib));\n}(this, (function (tslib) { 'use strict';\n\n\tvar props = {};\n\tfunction prepareProps() {\n\t var metaProps = getProps();\n\t engine.injectProp(props, metaProps);\n\t}\n\tfunction injectProps(p) {\n\t engine.injectProp(props, p);\n\t}\n\n\tfunction getTexture(uuid) {\n\t return engine.Texture.from(getAssetByUUID(uuid).uuid);\n\t}\n\tfunction getTextureByName(name) {\n\t return getTexture(engine.getAssetByName(name).uuid);\n\t}\n\tfunction getBlockAsset(type) {\n\t return engine.getAssetByName(props.blockAssets[type]);\n\t}\n\tfunction createSvga(name, anchorName) {\n\t var inst = new svga.Svga();\n\t inst.source = 'asset://' + engine.getAssetByName(name).uuid;\n\t var anchor = props[(anchorName)];\n\t if (anchor) {\n\t inst.x = -anchor.x;\n\t inst.y = -anchor.y;\n\t inst.anchorX = anchor.x;\n\t inst.anchorY = anchor.y;\n\t }\n\t return inst;\n\t}\n\tfunction playSound(name) {\n\t engine.playSound(engine.getAssetByName(name).uuid, { keep: true });\n\t}\n\n\tvar Block = (function (_super) {\n\t tslib.__extends(Block, _super);\n\t function Block() {\n\t var _this = _super.call(this) || this;\n\t var body = _this.body = new svga.Svga();\n\t body.x = -props.blockWidth / 2;\n\t body.y = -props.blockHitHeight - props.blockPaddingTop;\n\t _this.addChild(body);\n\t return _this;\n\t }\n\t Block.prototype.reset = function (_a) {\n\t var type = _a.type;\n\t this.dir = Math.random() > 0.5 ? 1 : -1;\n\t if (this.type != type) {\n\t this.type = type;\n\t var asset = getBlockAsset(type);\n\t this.body.source = 'asset://' + asset.uuid;\n\t }\n\t this.scaleX = this.dir;\n\t this.body.gotoAndStop(1);\n\t };\n\t Block.prototype.playEnter = function (index, animation) {\n\t var _this = this;\n\t this.visible = true;\n\t this.x = this.dir * this.stage.width;\n\t var _a = props.blockDurationRange, min = _a[0], max = _a[1];\n\t var duration = Math.max(max - index * props.blockDurationStep, min);\n\t duration = duration + max * Math.random() * props.blockDurationRandom * (Math.random() > 0.5 ? 1 : -1);\n\t return new Promise(function (resolve) {\n\t if (animation) {\n\t engine.Tween.get(_this, null, null, true)\n\t .to({ x: 0, }, duration)\n\t .call(resolve);\n\t }\n\t else {\n\t _this.x = 0;\n\t setTimeout(function () {\n\t console.log(_this.body);\n\t }, 200);\n\t resolve();\n\t }\n\t });\n\t };\n\t Block.prototype.playLeave = function () {\n\t this.visible = false;\n\t };\n\t Block.prototype.playEffect = function () {\n\t var body = this.body;\n\t body.play(true, false);\n\t body.once(engine.Event.END_FRAME, function () {\n\t body.gotoAndStop(1);\n\t }, this);\n\t };\n\t Block.prototype.stop = function () {\n\t engine.Tween.removeTweens(this);\n\t };\n\t return Block;\n\t}(engine.Container));\n\n\tvar Background = (function (_super) {\n\t tslib.__extends(Background, _super);\n\t function Background() {\n\t return _super.call(this) || this;\n\t }\n\t Background.prototype.setup = function () {\n\t var _a = this.stage, width = _a.width, height = _a.height;\n\t var bg = this._bg = new engine.Image(getTextureByName('背景图'));\n\t bg.anchorX = bg.width / 2;\n\t bg.anchorY = bg.height / 2;\n\t bg.x = -(bg.width - width) / 2;\n\t bg.y = -(bg.height - height) / 2;\n\t this.addChild(bg);\n\t this._minScale = width / bg.width;\n\t };\n\t Background.prototype.playZoom = function (type, duration) {\n\t var _this = this;\n\t if (duration === void 0) { duration = 700; }\n\t return new Promise(function (resolve) {\n\t var scale = type === 'in' ? 1 : _this._minScale;\n\t engine.Tween.get(_this._bg, null, null, true)\n\t .to({ scaleX: scale, scaleY: scale }, duration, engine.Ease.cubicInOut)\n\t .call(resolve);\n\t });\n\t };\n\t return Background;\n\t}(engine.Container));\n\n\tvar svgaAssets = {\n\t aniReady: { name: '准备立正', dir: 1 },\n\t aniJump: { name: '跳上升', dir: 1 },\n\t aniFall: { name: '跳下落', dir: 1 },\n\t aniLandNormal: { name: '普通着地', dir: 1 },\n\t aniLandSide: { name: '边缘着地', dir: -1 },\n\t aniHit: { name: '被撞开', dir: -1 },\n\t aniParachute: { name: '降落', dir: -1 },\n\t};\n\tvar Player = (function (_super) {\n\t tslib.__extends(Player, _super);\n\t function Player() {\n\t var _this = _super.call(this) || this;\n\t _this.g = props.gravity;\n\t _this.addEventListener(engine.Event.ENTER_FRAME, _this.onEnterFrame, _this);\n\t return _this;\n\t }\n\t Player.prototype.switchAni = function (name, dir, play, loop) {\n\t var _this = this;\n\t if (dir === void 0) { dir = 1; }\n\t if (play === void 0) { play = true; }\n\t if (loop === void 0) { loop = false; }\n\t return new Promise(function (resolve) {\n\t _this.scaleX = dir;\n\t if (_this._aniName !== name) {\n\t _this._aniName = name;\n\t var oldAni = _this.removeChild(_this.getChildByName('body'));\n\t if (oldAni) {\n\t oldAni.stop();\n\t }\n\t var ani = _this._currentAni = _this['ani' + name];\n\t _this.addChild(ani);\n\t if (play) {\n\t ani.play(false, loop);\n\t if (loop) {\n\t resolve();\n\t }\n\t else {\n\t ani.once(engine.Event.END_FRAME, resolve);\n\t }\n\t }\n\t else {\n\t ani.gotoAndStop(1);\n\t resolve();\n\t }\n\t }\n\t });\n\t };\n\t Player.prototype.setup = function () {\n\t this.prefectEffect = createSvga('完美着地特效', 'playerLandPrefectAnchor');\n\t this.landEffect = createSvga('着地特效', 'playerLandEffectAnchor');\n\t for (var key in svgaAssets) {\n\t var _a = svgaAssets[key], name = _a.name, dir = _a.dir;\n\t var body = this[key] = createSvga(name, key.replace('ani', 'player') + 'Anchor');\n\t body.name = 'body';\n\t body.scaleX = dir;\n\t }\n\t };\n\t Player.prototype.reset = function (revive) {\n\t this.x = 0;\n\t this.rotation = 0;\n\t this.scaleX = this.scaleY = 1;\n\t this._prefectLandCounting = 0;\n\t engine.Tween.removeTweens(this);\n\t if (revive) {\n\t this.switchAni('Jump', 1, false);\n\t }\n\t };\n\t Player.prototype.playReady = function () {\n\t var _this = this;\n\t return new Promise(function (resolve) {\n\t _this.switchAni('Ready', 1);\n\t _this._currentAni.once(engine.Event.END_FRAME, function () {\n\t this.switchAni('Jump', 1, false);\n\t resolve();\n\t }, _this);\n\t });\n\t };\n\t Player.prototype.onEnterFrame = function (event) {\n\t if (!this.playing) {\n\t return;\n\t }\n\t this.vy += this.g;\n\t this.y += this.vy;\n\t if (this.vy > 0 && this._aniName !== 'Fall') {\n\t this.dispatchEvent('jump-on-top');\n\t this.switchAni('Fall');\n\t }\n\t if (this.y > this.baseY) {\n\t this.y = this.baseY;\n\t this.playing = false;\n\t this.jumpPromise && this.jumpPromise({\n\t aboveBlock: this.aboveBlock,\n\t });\n\t this.jumpPromise = null;\n\t }\n\t };\n\t Player.prototype.changeBaseY = function (v) {\n\t if (this.baseY == v) {\n\t return;\n\t }\n\t this.aboveBlock = true;\n\t this.baseY = v;\n\t };\n\t Player.prototype.jump = function () {\n\t var _this = this;\n\t playSound('跳起音效');\n\t this.switchAni('Jump', 1, false);\n\t this._currentAni.play(false, false);\n\t this.aboveBlock = false;\n\t this.playing = true;\n\t this.baseY = this.y;\n\t this.vy = -props.jumpSpeed;\n\t return new Promise(function (resolve) {\n\t _this.jumpPromise = resolve;\n\t });\n\t };\n\t Player.prototype.playLand = function (type, dir) {\n\t return tslib.__awaiter(this, void 0, void 0, function () {\n\t var _a, prefectEffect_1, landEffect_1;\n\t return tslib.__generator(this, function (_b) {\n\t switch (_b.label) {\n\t case 0:\n\t _a = type;\n\t switch (_a) {\n\t case 0: return [3, 1];\n\t case 1: return [3, 3];\n\t case 2: return [3, 3];\n\t case 3: return [3, 4];\n\t }\n\t return [3, 5];\n\t case 1:\n\t this._prefectLandCounting++;\n\t playSound('完美落地音效' + Math.min(4, this._prefectLandCounting));\n\t prefectEffect_1 = this.prefectEffect;\n\t this.addChildAt(prefectEffect_1, 0);\n\t prefectEffect_1.gotoAndPlay(1);\n\t prefectEffect_1.once(engine.Event.END_FRAME, function () {\n\t this.removeChild(prefectEffect_1);\n\t }, this);\n\t landEffect_1 = this.landEffect;\n\t this.addChildAt(landEffect_1, 0);\n\t landEffect_1.gotoAndPlay(1);\n\t landEffect_1.once(engine.Event.END_FRAME, function () {\n\t this.removeChild(landEffect_1);\n\t }, this);\n\t return [4, this.switchAni('LandNormal')];\n\t case 2:\n\t _b.sent();\n\t return [3, 5];\n\t case 3:\n\t this._prefectLandCounting = 0;\n\t playSound('普通落地音效');\n\t this.switchAni('LandNormal');\n\t return [3, 5];\n\t case 4:\n\t this._prefectLandCounting = 0;\n\t playSound('边缘落地音效');\n\t this.switchAni('LandSide', dir);\n\t return [3, 5];\n\t case 5: return [2];\n\t }\n\t });\n\t });\n\t };\n\t Player.prototype.hitAway = function (dir) {\n\t return tslib.__awaiter(this, void 0, void 0, function () {\n\t var _this = this;\n\t return tslib.__generator(this, function (_a) {\n\t switch (_a.label) {\n\t case 0:\n\t this.jumpPromise && this.jumpPromise();\n\t this.jumpPromise = null;\n\t playSound('被撞开音效');\n\t this.switchAni('Hit', dir);\n\t this.vy = 0;\n\t return [4, new Promise(function (resolve) {\n\t engine.Tween.get(_this)\n\t .to({\n\t x: -dir * props.hitAwayDistance.x,\n\t }, props.hitAwayDuration, engine.Ease.quartOut);\n\t engine.Tween.get(_this)\n\t .to({\n\t y: _this.y + props.hitAwayDistance.y,\n\t }, props.hitAwayDuration, engine.Ease.cubicOut)\n\t .call(resolve);\n\t })];\n\t case 1:\n\t _a.sent();\n\t return [2];\n\t }\n\t });\n\t });\n\t };\n\t Player.prototype.parachute = function (dir) {\n\t var _this = this;\n\t this.switchAni('Parachute', dir);\n\t return new Promise(function (resolve) {\n\t engine.Tween.get(_this)\n\t .wait(200)\n\t .call(function () {\n\t playSound('降落伞下落音效');\n\t })\n\t .wait(300)\n\t .to({ y: _this.y + props.parachuteDistance }, props.parachuteDuration)\n\t .set({ anchorOffsetY: 0 })\n\t .call(resolve);\n\t });\n\t };\n\t return Player;\n\t}(engine.Container));\n\n\tvar Base = (function (_super) {\n\t tslib.__extends(Base, _super);\n\t function Base() {\n\t return _super.call(this, getTextureByName('底座')) || this;\n\t }\n\t Base.prototype.setup = function () {\n\t this.x = -(this.width) / 2;\n\t };\n\t Base.prototype.reset = function () {\n\t this.y = -props.baseOffset;\n\t };\n\t return Base;\n\t}(engine.Image));\n\n\tvar GuideLayer = (function (_super) {\n\t tslib.__extends(GuideLayer, _super);\n\t function GuideLayer() {\n\t var _this = _super.call(this) || this;\n\t _this.setup();\n\t return _this;\n\t }\n\t GuideLayer.prototype.setup = function () {\n\t };\n\t GuideLayer.prototype.show = function (id, options) {\n\t var _this = this;\n\t return new Promise(function (resolve) {\n\t _this.visible = true;\n\t if (!_this.guideMask) {\n\t var _a = _this.stage, width = _a.width, height = _a.height;\n\t var guideMask = _this.guideMask = new engine.Container();\n\t var guideHole = new engine.Image(getTextureByName('引导遮罩'));\n\t guideHole.x = (width - guideHole.width) / 2;\n\t guideHole.y = options.y;\n\t guideMask.addChild(guideHole);\n\t _this.createRect(guideMask, 0, 0, width, guideHole.y);\n\t _this.createRect(guideMask, 0, guideHole.y, guideHole.x, guideHole.height);\n\t _this.createRect(guideMask, guideHole.x + guideHole.width, guideHole.y, width - guideHole.x - guideHole.width, guideHole.height);\n\t _this.createRect(guideMask, 0, guideHole.y + guideHole.height, width, height - guideHole.y - guideHole.height);\n\t var label = _this.label = new engine.Label();\n\t label.fillColor = 'white';\n\t label.size = 25;\n\t label.text = props.guideText;\n\t label.x = (width - label.width) / 2;\n\t label.y = guideHole.y + guideHole.height + 50;\n\t guideMask.addChild(label);\n\t _this.addChild(guideMask);\n\t }\n\t _this.once(engine.MouseEvent.CLICK, function () {\n\t this.visible = false;\n\t resolve();\n\t }, _this);\n\t });\n\t };\n\t GuideLayer.prototype.createRect = function (container, x, y, width, height) {\n\t var rect = new engine.Rect();\n\t rect.x = x;\n\t rect.y = y;\n\t rect.width = width;\n\t rect.height = height;\n\t rect.fillColor = 'black';\n\t rect.alpha = 0.7;\n\t container.addChild(rect);\n\t };\n\t return GuideLayer;\n\t}(engine.Container));\n\n\tvar GoldBag = (function (_super) {\n\t tslib.__extends(GoldBag, _super);\n\t function GoldBag() {\n\t var _this = _super.call(this) || this;\n\t _this.setup();\n\t return _this;\n\t }\n\t GoldBag.prototype.setup = function () {\n\t var avatar = this.avatar = new engine.Sprite(getTextureByName('钱袋-静态'));\n\t avatar.x = -props.goldPackAvatarAnchor.x;\n\t avatar.y = -props.goldPackAvatarAnchor.y;\n\t this.addChild(avatar);\n\t var svga = this.svga = createSvga('钱袋', 'goldPackAnchor');\n\t svga.visible = false;\n\t this.addChild(svga);\n\t };\n\t GoldBag.prototype.reset = function (data) {\n\t this.y = data.y;\n\t this.avatar.visible = true;\n\t this.svga.visible = false;\n\t this.svga.gotoAndStop(1);\n\t this.remain = data.remain;\n\t };\n\t GoldBag.prototype.playOpen = function () {\n\t var _this = this;\n\t this.avatar.visible = false;\n\t this.svga.visible = true;\n\t return new Promise(function (resolve) {\n\t _this.svga.play(true, false);\n\t _this.svga.once(engine.Event.END_FRAME, function () {\n\t this.svga.visible = false;\n\t resolve();\n\t }, _this);\n\t });\n\t };\n\t return GoldBag;\n\t}(engine.Container));\n\n\tvar ObjectPool = engine.ObjectPool;\n\tvar PoolName = 'gold-bag';\n\tObjectPool.registerPool(PoolName, function () {\n\t return new GoldBag();\n\t}, function (item, data) {\n\t item.reset(data);\n\t});\n\tvar GameView = (function (_super) {\n\t tslib.__extends(GameView, _super);\n\t function GameView() {\n\t var _this = _super.call(this) || this;\n\t _this.index = -1;\n\t _this.goldBags = [];\n\t _this.baseOffset = -props.baseOffset + props.playerOffset;\n\t _this.once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);\n\t return _this;\n\t }\n\t GameView.prototype.setup = function () {\n\t if (this._hasSetup) {\n\t return;\n\t }\n\t this._hasSetup = true;\n\t var _a = this.stage, width = _a.width, height = _a.height;\n\t var background = this.background = new Background();\n\t this.addChild(background);\n\t background.setup();\n\t var frontContainer = this.frontContainer = new engine.Container();\n\t frontContainer.x = width / 2;\n\t this.addChild(frontContainer);\n\t var guideLayer = this.guideLayer = new GuideLayer();\n\t this.addChild(guideLayer);\n\t var base = this.base = new Base();\n\t frontContainer.addChild(base);\n\t base.setup();\n\t var blockContainer = this.blockContainer = new engine.Container();\n\t frontContainer.addChild(blockContainer);\n\t var player = this.player = new Player();\n\t frontContainer.addChild(player);\n\t player.setup();\n\t player.addEventListener('jump-on-top', this.onPlayerJumpOnTop, this);\n\t ObjectPool.recycleObject(PoolName, ObjectPool.getObject(PoolName, {\n\t y: 0,\n\t remain: 0,\n\t }));\n\t this.hitEffect = createSvga('被撞烟雾', 'hitEffectAnchor');\n\t this.pos = 0;\n\t this.background.setup();\n\t this.addEventListener(engine.Event.ENTER_FRAME, this.onEnterFrame, this);\n\t this.reset();\n\t };\n\t GameView.prototype.reset = function (revive) {\n\t if (revive === void 0) { revive = false; }\n\t return tslib.__awaiter(this, void 0, void 0, function () {\n\t var blockContainer, i, li, block, i, i, li, goldBag;\n\t return tslib.__generator(this, function (_a) {\n\t switch (_a.label) {\n\t case 0:\n\t this.base.reset();\n\t this.index = -1;\n\t this._score = 0;\n\t if (revive) ;\n\t else {\n\t this.pos = 0;\n\t blockContainer = this.blockContainer;\n\t for (i = 0, li = blockContainer.children.length; i < li; i++) {\n\t block = blockContainer.getChildAt(i);\n\t block.playLeave();\n\t }\n\t }\n\t for (i = 0; i < props.initBlockCount; i++) {\n\t this.addBlock(false);\n\t }\n\t for (i = 0, li = this.goldBags.length; i < li; i++) {\n\t goldBag = this.goldBags[i];\n\t this.frontContainer.removeChild(goldBag);\n\t ObjectPool.recycleObject(PoolName, goldBag);\n\t }\n\t this.goldBags.splice(0);\n\t this.playZoom('in');\n\t return [4, this.resetPlayer(revive)];\n\t case 1:\n\t _a.sent();\n\t return [2];\n\t }\n\t });\n\t });\n\t };\n\t GameView.prototype.resetPlayer = function (revive) {\n\t if (revive === void 0) { revive = false; }\n\t return tslib.__awaiter(this, void 0, void 0, function () {\n\t return tslib.__generator(this, function (_a) {\n\t this.player.reset(revive);\n\t this.player.y = this.baseOffset - (this.index + 1) * props.blockHitHeight;\n\t return [2];\n\t });\n\t });\n\t };\n\t GameView.prototype.start = function (revive) {\n\t if (revive === void 0) { revive = false; }\n\t return tslib.__awaiter(this, void 0, void 0, function () {\n\t var guideFlagKey, guideFlag;\n\t var _this = this;\n\t return tslib.__generator(this, function (_a) {\n\t switch (_a.label) {\n\t case 0:\n\t if (!!revive) return [3, 2];\n\t return [4, this.player.playReady()];\n\t case 1:\n\t _a.sent();\n\t _a.label = 2;\n\t case 2:\n\t guideFlagKey = 'jump-high-guide_' + props.guideFlagKey;\n\t guideFlag = localStorage.getItem(guideFlagKey);\n\t if (!!guideFlag) return [3, 4];\n\t localStorage.setItem(guideFlagKey, '1');\n\t return [4, this.guideLayer.show('', { y: this.stage.height + this.player.y - 280 })];\n\t case 3:\n\t _a.sent();\n\t _a.label = 4;\n\t case 4:\n\t this.lastLandType = 0;\n\t this._remainToShowGoldBag = props.goldBagScoreMultiple - props.goldBagScoreSubtraction;\n\t this._touchEnabled = true;\n\t setTimeout(function () {\n\t _this.addBlock();\n\t }, 100);\n\t engine.globalEvent.dispatchEvent('jump-high-game-start');\n\t return [2];\n\t }\n\t });\n\t });\n\t };\n\t GameView.prototype.pause = function () {\n\t if (this.currentBlock) {\n\t engine.Tween.pauseTweens(this.currentBlock);\n\t }\n\t engine.Tween.pauseTweens(this.player);\n\t };\n\t GameView.prototype.resume = function () {\n\t if (this.currentBlock) {\n\t engine.Tween.resumeTweens(this.currentBlock);\n\t }\n\t engine.Tween.resumeTweens(this.player);\n\t };\n\t GameView.prototype.revive = function () {\n\t return tslib.__awaiter(this, void 0, void 0, function () {\n\t return tslib.__generator(this, function (_a) {\n\t switch (_a.label) {\n\t case 0:\n\t this.blockContainer.getChildAt(this.index).visible = false;\n\t this.index--;\n\t return [4, this.resetPlayer(true)];\n\t case 1:\n\t _a.sent();\n\t return [4, this.playZoom('in')];\n\t case 2:\n\t _a.sent();\n\t this.start(true);\n\t return [2];\n\t }\n\t });\n\t });\n\t };\n\t GameView.prototype.addBlock = function (animation) {\n\t var _this = this;\n\t if (animation === void 0) { animation = true; }\n\t this.index++;\n\t var blockContainer = this.blockContainer;\n\t var block;\n\t if (blockContainer.children.length > this.index) {\n\t block = blockContainer.getChildAt(this.index);\n\t block.visible = true;\n\t }\n\t else {\n\t block = new Block();\n\t blockContainer.addChild(block);\n\t }\n\t block.reset({\n\t type: Math.floor(Math.random() * props.blockAssets.length),\n\t });\n\t block.y = this.baseOffset - this.index * props.blockHitHeight;\n\t this.blockComplete = false;\n\t block.playEnter(this.index, animation).then(function (data) {\n\t _this.blockComplete = true;\n\t });\n\t if (animation) {\n\t this.needHitTest = true;\n\t }\n\t this.currentBlock = block;\n\t };\n\t GameView.prototype.addGoldBag = function () {\n\t var goldBag = ObjectPool.getObject(PoolName, {\n\t y: this.baseOffset - (this.blockCount + props.goldBagDistance + props.goldBagJumpSubtraction) * props.blockHitHeight,\n\t remain: props.goldBagDistance,\n\t });\n\t this.frontContainer.addChild(goldBag);\n\t this.goldBags.push(goldBag);\n\t };\n\t GameView.prototype.playOpenGoldBag = function () {\n\t return tslib.__awaiter(this, void 0, void 0, function () {\n\t var i, li, goldBag;\n\t return tslib.__generator(this, function (_a) {\n\t switch (_a.label) {\n\t case 0:\n\t i = 0, li = this.goldBags.length;\n\t _a.label = 1;\n\t case 1:\n\t if (!(i < li)) return [3, 4];\n\t goldBag = this.goldBags[i];\n\t goldBag.remain--;\n\t if (!(goldBag.remain <= 0)) return [3, 3];\n\t this.goldBags.splice(i, 1);\n\t i--;\n\t li--;\n\t this.nextToUpdateScore = true;\n\t return [4, goldBag.playOpen()];\n\t case 2:\n\t _a.sent();\n\t this.frontContainer.removeChild(goldBag);\n\t ObjectPool.recycleObject(PoolName, goldBag);\n\t _a.label = 3;\n\t case 3:\n\t i++;\n\t return [3, 1];\n\t case 4: return [2];\n\t }\n\t });\n\t });\n\t };\n\t GameView.prototype.onPlayerJumpOnTop = function () {\n\t if (this.nextToUpdateScore) {\n\t this.nextToUpdateScore = false;\n\t this.scoreChange(4);\n\t playSound('撞击钱袋音效');\n\t }\n\t };\n\t Object.defineProperty(GameView.prototype, \"blockCount\", {\n\t get: function () {\n\t return this.index - props.initBlockCount + 1;\n\t },\n\t enumerable: true,\n\t configurable: true\n\t });\n\t Object.defineProperty(GameView.prototype, \"pos\", {\n\t get: function () {\n\t return this._pos;\n\t },\n\t set: function (v) {\n\t this._pos = v;\n\t this.updatePos();\n\t },\n\t enumerable: true,\n\t configurable: true\n\t });\n\t GameView.prototype.updatePos = function () {\n\t this.frontContainer.y = this.stage.height + this._pos;\n\t };\n\t GameView.prototype.onEnterFrame = function (event) {\n\t if (this.needHitTest) {\n\t if (this.currentBlock) {\n\t var _a = this.currentBlock, bx = _a.x, by = _a.y, dir = _a.dir;\n\t var _b = this.player, px = _b.x, py = _b.y;\n\t var blockHitWidth = props.blockHitWidth, blockHitHeight = props.blockHitHeight, playerWidth = props.playerWidth;\n\t var hitOn = false;\n\t if (Math.abs(px - bx) < (blockHitWidth + playerWidth) / 2) {\n\t this.player.changeBaseY(by - blockHitHeight);\n\t if (py > by - blockHitHeight) {\n\t hitOn = true;\n\t }\n\t }\n\t if (hitOn) {\n\t this.onHitOn(dir);\n\t }\n\t }\n\t }\n\t };\n\t GameView.prototype.onHitOn = function (dir) {\n\t return tslib.__awaiter(this, void 0, void 0, function () {\n\t return tslib.__generator(this, function (_a) {\n\t switch (_a.label) {\n\t case 0:\n\t this._touchEnabled = false;\n\t this.needHitTest = false;\n\t clearInterval(this.timer);\n\t this.currentBlock.stop();\n\t this.playHitEffect(dir);\n\t return [4, this.player.hitAway(dir)];\n\t case 1:\n\t _a.sent();\n\t this.playZoom('out');\n\t return [4, this.player.parachute(dir)];\n\t case 2:\n\t _a.sent();\n\t engine.globalEvent.dispatchEvent('jump-high-game-end');\n\t return [2];\n\t }\n\t });\n\t });\n\t };\n\t GameView.prototype.jump = function () {\n\t return tslib.__awaiter(this, void 0, void 0, function () {\n\t var result, pos, type, lastLandType;\n\t var _this = this;\n\t return tslib.__generator(this, function (_a) {\n\t switch (_a.label) {\n\t case 0:\n\t if (!this._touchEnabled) {\n\t return [2];\n\t }\n\t this._touchEnabled = false;\n\t this.playOpenGoldBag();\n\t return [4, this.player.jump()];\n\t case 1:\n\t result = _a.sent();\n\t if (!result) return [3, 5];\n\t if (!result.aboveBlock) return [3, 4];\n\t pos = Math.abs(this.currentBlock.x);\n\t type = 0;\n\t if (pos > 0) {\n\t type = pos > 0 && pos < props.scoreThreshold ? 2 : 3;\n\t }\n\t lastLandType = this.lastLandType;\n\t this.lastLandType = type;\n\t if (type === 0) {\n\t if (lastLandType !== type) {\n\t type = 1;\n\t }\n\t }\n\t if (type < 3) {\n\t this.currentBlock.playEffect();\n\t }\n\t this.player.playLand(type, this.currentBlock.dir);\n\t this.currentBlock.stop();\n\t this.scoreChange(type);\n\t return [4, this.playShake()];\n\t case 2:\n\t _a.sent();\n\t return [4, new Promise(function (resolve) {\n\t engine.Tween.get(_this, null, null, true)\n\t .to({ pos: props.blockHitHeight * _this.index }, 300, engine.Ease.cubicOut)\n\t .call(resolve);\n\t })];\n\t case 3:\n\t _a.sent();\n\t this.addBlock();\n\t _a.label = 4;\n\t case 4:\n\t this._touchEnabled = true;\n\t _a.label = 5;\n\t case 5: return [2];\n\t }\n\t });\n\t });\n\t };\n\t GameView.prototype.scoreChange = function (type) {\n\t var scoreAdd = props.scoreWeights[type];\n\t this._score += scoreAdd;\n\t this._remainToShowGoldBag -= scoreAdd;\n\t var score = this._score;\n\t engine.globalEvent.dispatchEvent('jump-high-score', {\n\t type: type,\n\t score: score,\n\t scoreAdd: scoreAdd,\n\t });\n\t console.log(score, this._remainToShowGoldBag);\n\t if (this._remainToShowGoldBag <= 0) {\n\t this._remainToShowGoldBag += props.goldBagScoreMultiple;\n\t this.addGoldBag();\n\t console.log('addGoldBag');\n\t }\n\t };\n\t GameView.prototype.playHitEffect = function (dir) {\n\t var hitEffect = this.hitEffect;\n\t hitEffect.scaleX = dir;\n\t hitEffect.y = this.player.y - props.hitEffectAnchor.y;\n\t hitEffect.play(true, false);\n\t hitEffect.once(engine.Event.END_FRAME, function () {\n\t this.frontContainer.removeChild(hitEffect);\n\t }, this);\n\t this.frontContainer.addChild(hitEffect);\n\t };\n\t GameView.prototype.playZoom = function (type, duration) {\n\t var _this = this;\n\t if (duration === void 0) { duration = 700; }\n\t this.background.playZoom(type, duration);\n\t var count = this.stage.height / props.blockHitHeight;\n\t return new Promise(function (resolve) {\n\t _this.frontContainer.anchorY = -props.blockHitHeight * (_this.index + count * 1.3) + props.baseOffset;\n\t var scale = type === 'in' ? 1 : Math.min((_this.stage.height / props.blockHitHeight / (_this.index + count)), props.maxScale);\n\t console.log(scale);\n\t engine.Tween.get(_this.frontContainer, null, null, true)\n\t .to({ scaleX: scale, scaleY: scale }, duration, engine.Ease.cubicInOut)\n\t .call(resolve);\n\t });\n\t };\n\t GameView.prototype.playShake = function () {\n\t var _this = this;\n\t var _a = this.frontContainer, x = _a.x, y = _a.y;\n\t return new Promise(function (resolve) {\n\t var shakeOffset = 7;\n\t var duration = 30;\n\t engine.Tween.get(_this.frontContainer, null, null, true)\n\t .to({ x: x, y: y - shakeOffset }, duration)\n\t .to({ x: x, y: y + shakeOffset }, duration)\n\t .to({ x: x + shakeOffset, y: y }, duration)\n\t .to({ x: x - shakeOffset, y: y }, duration)\n\t .to({ x: x, y: y }, duration)\n\t .call(resolve);\n\t });\n\t };\n\t return GameView;\n\t}(engine.Container));\n\n\tvar JumpHigh = (function (_super) {\n\t tslib.__extends(JumpHigh, _super);\n\t function JumpHigh() {\n\t var _this = _super.call(this) || this;\n\t engine.globalEvent.addEventListener('jump-high-reset', _this.reset, _this);\n\t engine.globalEvent.addEventListener('jump-high-start', _this.start, _this);\n\t engine.globalEvent.addEventListener('jump-high-pause', _this.pause, _this);\n\t engine.globalEvent.addEventListener('jump-high-resume', _this.resume, _this);\n\t engine.globalEvent.addEventListener('jump-high-revive', _this.revive, _this);\n\t _this.addEventListener(engine.MouseEvent.MOUSE_DOWN, _this.onTap, _this);\n\t var gameView = _this._gameView = new GameView();\n\t _this.addChild(gameView);\n\t return _this;\n\t }\n\t JumpHigh.prototype.reset = function () {\n\t this._gameView.reset();\n\t };\n\t JumpHigh.prototype.start = function (event) {\n\t {\n\t injectProps(event.data);\n\t }\n\t this._status = 1;\n\t this._gameView.start();\n\t };\n\t JumpHigh.prototype.pause = function () {\n\t this._gameView.pause();\n\t };\n\t JumpHigh.prototype.resume = function () {\n\t this._gameView.resume();\n\t };\n\t JumpHigh.prototype.revive = function () {\n\t this._gameView.revive();\n\t };\n\t JumpHigh.prototype.onTap = function (event) {\n\t this._gameView.jump();\n\t };\n\t return JumpHigh;\n\t}(engine.Container));\n\n\tfunction index (props) {\n\t prepareProps();\n\t injectProps(props);\n\t var instance = new JumpHigh();\n\t return instance;\n\t}\n\n\treturn index;\n\n})));\n"
"code": "(function (global, factory) {\n\ttypeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('tslib')) :\n\ttypeof define === 'function' && define.amd ? define(['tslib'], factory) :\n\t(global = global || self, global['jump-high'] = factory(global.tslib));\n}(this, (function (tslib) { 'use strict';\n\n\tvar props = {};\n\tfunction prepareProps() {\n\t var metaProps = getProps();\n\t engine.injectProp(props, metaProps);\n\t}\n\tfunction injectProps(p) {\n\t engine.injectProp(props, p);\n\t}\n\n\tfunction getTextureByName(name) {\n\t return engine.Texture.from(getAssetByName(name).uuid);\n\t}\n\tfunction getBlockAsset(type) {\n\t return engine.getAssetByName(props.blockAssets[type]);\n\t}\n\tfunction createSvga(name, anchorName) {\n\t var inst = new svga.Svga();\n\t inst.source = 'asset://' + getAssetByName(name).uuid;\n\t var anchor = props[anchorName];\n\t if (anchor) {\n\t inst.x = -anchor.x;\n\t inst.y = -anchor.y;\n\t inst.anchorX = anchor.x;\n\t inst.anchorY = anchor.y;\n\t }\n\t return inst;\n\t}\n\tfunction playSound(name) {\n\t engine.playSound(getAssetByName(name).uuid, { keep: true });\n\t}\n\n\tvar Block = (function (_super) {\n\t tslib.__extends(Block, _super);\n\t function Block() {\n\t var _this = _super.call(this) || this;\n\t var body = _this.body = new svga.Svga();\n\t body.x = -props.blockWidth / 2;\n\t body.y = -props.blockHitHeight - props.blockPaddingTop;\n\t _this.addChild(body);\n\t return _this;\n\t }\n\t Block.prototype.reset = function (_a) {\n\t var type = _a.type;\n\t this.dir = Math.random() > 0.5 ? 1 : -1;\n\t if (this.type != type) {\n\t this.type = type;\n\t var asset = getBlockAsset(type);\n\t this.body.source = 'asset://' + asset.uuid;\n\t }\n\t this.scaleX = this.dir;\n\t this.body.gotoAndStop(1);\n\t };\n\t Block.prototype.playEnter = function (index, animation) {\n\t var _this = this;\n\t this.visible = true;\n\t this.x = this.dir * this.stage.width;\n\t var _a = props.blockDurationRange, min = _a[0], max = _a[1];\n\t var duration = Math.max(max - index * props.blockDurationStep, min);\n\t duration = duration + max * Math.random() * props.blockDurationRandom * (Math.random() > 0.5 ? 1 : -1);\n\t return new Promise(function (resolve) {\n\t if (animation) {\n\t engine.Tween.get(_this, null, null, true)\n\t .to({ x: 0, }, duration)\n\t .call(resolve);\n\t }\n\t else {\n\t _this.x = 0;\n\t setTimeout(function () {\n\t console.log(_this.body);\n\t }, 200);\n\t resolve();\n\t }\n\t });\n\t };\n\t Block.prototype.playLeave = function () {\n\t this.visible = false;\n\t };\n\t Block.prototype.playEffect = function () {\n\t var body = this.body;\n\t body.play(true, false);\n\t body.once(engine.Event.END_FRAME, function () {\n\t body.gotoAndStop(1);\n\t }, this);\n\t };\n\t Block.prototype.stop = function () {\n\t engine.Tween.removeTweens(this);\n\t };\n\t return Block;\n\t}(engine.Container));\n\n\tvar Background = (function (_super) {\n\t tslib.__extends(Background, _super);\n\t function Background() {\n\t return _super.call(this) || this;\n\t }\n\t Background.prototype.setup = function () {\n\t var _a = this.stage, width = _a.width, height = _a.height;\n\t var bg = this._bg = new engine.Image(getTextureByName('背景图'));\n\t bg.anchorX = bg.width / 2;\n\t bg.anchorY = bg.height / 2;\n\t bg.x = -(bg.width - width) / 2;\n\t bg.y = -(bg.height - height) / 2;\n\t this.addChild(bg);\n\t this._minScale = width / bg.width;\n\t };\n\t Background.prototype.playZoom = function (type, duration) {\n\t var _this = this;\n\t if (duration === void 0) { duration = 700; }\n\t return new Promise(function (resolve) {\n\t var scale = type === 'in' ? 1 : _this._minScale;\n\t engine.Tween.get(_this._bg, null, null, true)\n\t .to({ scaleX: scale, scaleY: scale }, duration, engine.Ease.cubicInOut)\n\t .call(resolve);\n\t });\n\t };\n\t return Background;\n\t}(engine.Container));\n\n\tvar svgaAssets = {\n\t aniReady: { name: '准备立正', dir: 1 },\n\t aniJump: { name: '跳上升', dir: 1 },\n\t aniFall: { name: '跳下落', dir: 1 },\n\t aniLandNormal: { name: '普通着地', dir: 1 },\n\t aniLandSide: { name: '边缘着地', dir: -1 },\n\t aniHit: { name: '被撞开', dir: -1 },\n\t aniParachute: { name: '降落', dir: -1 },\n\t};\n\tvar Player = (function (_super) {\n\t tslib.__extends(Player, _super);\n\t function Player() {\n\t var _this = _super.call(this) || this;\n\t _this.g = props.gravity;\n\t _this.addEventListener(engine.Event.ENTER_FRAME, _this.onEnterFrame, _this);\n\t return _this;\n\t }\n\t Player.prototype.switchAni = function (name, dir, play, loop) {\n\t var _this = this;\n\t if (dir === void 0) { dir = 1; }\n\t if (play === void 0) { play = true; }\n\t if (loop === void 0) { loop = false; }\n\t return new Promise(function (resolve) {\n\t _this.scaleX = dir;\n\t if (_this._aniName !== name) {\n\t _this._aniName = name;\n\t var oldAni = _this.removeChild(_this.getChildByName('body'));\n\t if (oldAni) {\n\t oldAni.stop();\n\t }\n\t var ani = _this._currentAni = _this['ani' + name];\n\t _this.addChild(ani);\n\t if (play) {\n\t ani.play(false, loop);\n\t if (loop) {\n\t resolve();\n\t }\n\t else {\n\t ani.once(engine.Event.END_FRAME, resolve);\n\t }\n\t }\n\t else {\n\t ani.gotoAndStop(1);\n\t resolve();\n\t }\n\t }\n\t });\n\t };\n\t Player.prototype.setup = function () {\n\t this.prefectEffect = createSvga('完美着地特效', 'playerLandPrefectAnchor');\n\t this.landEffect = createSvga('着地特效', 'playerLandEffectAnchor');\n\t for (var key in svgaAssets) {\n\t var _a = svgaAssets[key], name = _a.name, dir = _a.dir;\n\t var body = this[key] = createSvga(name, key.replace('ani', 'player') + 'Anchor');\n\t body.name = 'body';\n\t body.scaleX = dir;\n\t }\n\t };\n\t Player.prototype.reset = function (revive) {\n\t this.x = 0;\n\t this.rotation = 0;\n\t this.scaleX = this.scaleY = 1;\n\t this._prefectLandCounting = 0;\n\t engine.Tween.removeTweens(this);\n\t if (revive) {\n\t this.switchAni('Jump', 1, false);\n\t }\n\t };\n\t Player.prototype.playReady = function () {\n\t var _this = this;\n\t return new Promise(function (resolve) {\n\t _this.switchAni('Ready', 1);\n\t _this._currentAni.once(engine.Event.END_FRAME, function () {\n\t this.switchAni('Jump', 1, false);\n\t resolve();\n\t }, _this);\n\t });\n\t };\n\t Player.prototype.onEnterFrame = function (event) {\n\t if (!this.playing) {\n\t return;\n\t }\n\t this.vy += this.g;\n\t this.y += this.vy;\n\t if (this.vy > 0 && this._aniName !== 'Fall') {\n\t this.dispatchEvent('jump-on-top');\n\t this.switchAni('Fall');\n\t }\n\t if (this.y > this.baseY) {\n\t this.y = this.baseY;\n\t this.playing = false;\n\t this.jumpPromise && this.jumpPromise({\n\t aboveBlock: this.aboveBlock,\n\t });\n\t this.jumpPromise = null;\n\t }\n\t };\n\t Player.prototype.changeBaseY = function (v) {\n\t if (this.baseY == v) {\n\t return;\n\t }\n\t this.aboveBlock = true;\n\t this.baseY = v;\n\t };\n\t Player.prototype.jump = function () {\n\t var _this = this;\n\t playSound('跳起音效');\n\t this.switchAni('Jump', 1, false);\n\t this._currentAni.play(false, false);\n\t this.aboveBlock = false;\n\t this.playing = true;\n\t this.baseY = this.y;\n\t this.vy = -props.jumpSpeed;\n\t return new Promise(function (resolve) {\n\t _this.jumpPromise = resolve;\n\t });\n\t };\n\t Player.prototype.playLand = function (type, dir) {\n\t return tslib.__awaiter(this, void 0, void 0, function () {\n\t var _a, prefectEffect_1, landEffect_1;\n\t return tslib.__generator(this, function (_b) {\n\t switch (_b.label) {\n\t case 0:\n\t _a = type;\n\t switch (_a) {\n\t case 0: return [3, 1];\n\t case 1: return [3, 3];\n\t case 2: return [3, 3];\n\t case 3: return [3, 4];\n\t }\n\t return [3, 5];\n\t case 1:\n\t this._prefectLandCounting++;\n\t playSound('完美落地音效' + Math.min(4, this._prefectLandCounting));\n\t prefectEffect_1 = this.prefectEffect;\n\t this.addChildAt(prefectEffect_1, 0);\n\t prefectEffect_1.gotoAndPlay(1);\n\t prefectEffect_1.once(engine.Event.END_FRAME, function () {\n\t this.removeChild(prefectEffect_1);\n\t }, this);\n\t landEffect_1 = this.landEffect;\n\t this.addChildAt(landEffect_1, 0);\n\t landEffect_1.gotoAndPlay(1);\n\t landEffect_1.once(engine.Event.END_FRAME, function () {\n\t this.removeChild(landEffect_1);\n\t }, this);\n\t return [4, this.switchAni('LandNormal')];\n\t case 2:\n\t _b.sent();\n\t return [3, 5];\n\t case 3:\n\t this._prefectLandCounting = 0;\n\t playSound('普通落地音效');\n\t this.switchAni('LandNormal');\n\t return [3, 5];\n\t case 4:\n\t this._prefectLandCounting = 0;\n\t playSound('边缘落地音效');\n\t this.switchAni('LandSide', dir);\n\t return [3, 5];\n\t case 5: return [2];\n\t }\n\t });\n\t });\n\t };\n\t Player.prototype.hitAway = function (dir) {\n\t return tslib.__awaiter(this, void 0, void 0, function () {\n\t var _this = this;\n\t return tslib.__generator(this, function (_a) {\n\t switch (_a.label) {\n\t case 0:\n\t this.jumpPromise && this.jumpPromise();\n\t this.jumpPromise = null;\n\t playSound('被撞开音效');\n\t this.switchAni('Hit', dir);\n\t this.vy = 0;\n\t return [4, new Promise(function (resolve) {\n\t engine.Tween.get(_this)\n\t .to({\n\t x: -dir * props.hitAwayDistance.x,\n\t }, props.hitAwayDuration, engine.Ease.quartOut);\n\t engine.Tween.get(_this)\n\t .to({\n\t y: _this.y + props.hitAwayDistance.y,\n\t }, props.hitAwayDuration, engine.Ease.cubicOut)\n\t .call(resolve);\n\t })];\n\t case 1:\n\t _a.sent();\n\t return [2];\n\t }\n\t });\n\t });\n\t };\n\t Player.prototype.parachute = function (dir) {\n\t var _this = this;\n\t this.switchAni('Parachute', dir);\n\t return new Promise(function (resolve) {\n\t engine.Tween.get(_this)\n\t .wait(200)\n\t .call(function () {\n\t playSound('降落伞下落音效');\n\t })\n\t .wait(300)\n\t .to({ y: _this.y + props.parachuteDistance }, props.parachuteDuration)\n\t .set({ anchorOffsetY: 0 })\n\t .call(resolve);\n\t });\n\t };\n\t return Player;\n\t}(engine.Container));\n\n\tvar Base = (function (_super) {\n\t tslib.__extends(Base, _super);\n\t function Base() {\n\t return _super.call(this, getTextureByName('底座')) || this;\n\t }\n\t Base.prototype.setup = function () {\n\t this.x = -(this.width) / 2;\n\t };\n\t Base.prototype.reset = function () {\n\t this.y = -props.baseOffset;\n\t };\n\t return Base;\n\t}(engine.Image));\n\n\tvar GuideLayer = (function (_super) {\n\t tslib.__extends(GuideLayer, _super);\n\t function GuideLayer() {\n\t var _this = _super.call(this) || this;\n\t _this.setup();\n\t return _this;\n\t }\n\t GuideLayer.prototype.setup = function () {\n\t };\n\t GuideLayer.prototype.show = function (id, options) {\n\t var _this = this;\n\t return new Promise(function (resolve) {\n\t _this.visible = true;\n\t if (!_this.guideMask) {\n\t var _a = _this.stage, width = _a.width, height = _a.height;\n\t var guideMask = _this.guideMask = new engine.Container();\n\t var guideHole = new engine.Image(getTextureByName('引导遮罩'));\n\t guideHole.x = (width - guideHole.width) / 2;\n\t guideHole.y = options.y;\n\t guideMask.addChild(guideHole);\n\t _this.createRect(guideMask, 0, 0, width, guideHole.y);\n\t _this.createRect(guideMask, 0, guideHole.y, guideHole.x, guideHole.height);\n\t _this.createRect(guideMask, guideHole.x + guideHole.width, guideHole.y, width - guideHole.x - guideHole.width, guideHole.height);\n\t _this.createRect(guideMask, 0, guideHole.y + guideHole.height, width, height - guideHole.y - guideHole.height);\n\t var label = _this.label = new engine.Label();\n\t label.fillColor = 'white';\n\t label.size = 25;\n\t label.text = props.guideText;\n\t label.x = (width - label.width) / 2;\n\t label.y = guideHole.y + guideHole.height + 50;\n\t guideMask.addChild(label);\n\t _this.addChild(guideMask);\n\t }\n\t _this.once(engine.MouseEvent.CLICK, function () {\n\t this.visible = false;\n\t resolve();\n\t }, _this);\n\t });\n\t };\n\t GuideLayer.prototype.createRect = function (container, x, y, width, height) {\n\t var rect = new engine.Rect();\n\t rect.x = x;\n\t rect.y = y;\n\t rect.width = width;\n\t rect.height = height;\n\t rect.fillColor = 'black';\n\t rect.alpha = 0.7;\n\t container.addChild(rect);\n\t };\n\t return GuideLayer;\n\t}(engine.Container));\n\n\tvar GoldBag = (function (_super) {\n\t tslib.__extends(GoldBag, _super);\n\t function GoldBag() {\n\t var _this = _super.call(this) || this;\n\t _this.setup();\n\t return _this;\n\t }\n\t GoldBag.prototype.setup = function () {\n\t var avatar = this.avatar = new engine.Sprite(getTextureByName('钱袋-静态'));\n\t avatar.x = -props.goldPackAvatarAnchor.x;\n\t avatar.y = -props.goldPackAvatarAnchor.y;\n\t this.addChild(avatar);\n\t var svga = this.svga = createSvga('钱袋', 'goldPackAnchor');\n\t svga.visible = false;\n\t this.addChild(svga);\n\t };\n\t GoldBag.prototype.reset = function (data) {\n\t this.y = data.y;\n\t this.avatar.visible = true;\n\t this.svga.visible = false;\n\t this.svga.gotoAndStop(1);\n\t this.remain = data.remain;\n\t };\n\t GoldBag.prototype.playOpen = function () {\n\t var _this = this;\n\t this.avatar.visible = false;\n\t this.svga.visible = true;\n\t return new Promise(function (resolve) {\n\t _this.svga.play(true, false);\n\t _this.svga.once(engine.Event.END_FRAME, function () {\n\t this.svga.visible = false;\n\t resolve();\n\t }, _this);\n\t });\n\t };\n\t return GoldBag;\n\t}(engine.Container));\n\n\tvar ObjectPool = engine.ObjectPool;\n\tvar PoolName = 'gold-bag';\n\tObjectPool.registerPool(PoolName, function () {\n\t return new GoldBag();\n\t}, function (item, data) {\n\t item.reset(data);\n\t});\n\tvar GameView = (function (_super) {\n\t tslib.__extends(GameView, _super);\n\t function GameView() {\n\t var _this = _super.call(this) || this;\n\t _this.index = -1;\n\t _this.goldBags = [];\n\t _this.baseOffset = -props.baseOffset + props.playerOffset;\n\t _this.once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);\n\t return _this;\n\t }\n\t GameView.prototype.setup = function () {\n\t if (this._hasSetup) {\n\t return;\n\t }\n\t this._hasSetup = true;\n\t var _a = this.stage, width = _a.width, height = _a.height;\n\t var background = this.background = new Background();\n\t this.addChild(background);\n\t background.setup();\n\t var frontContainer = this.frontContainer = new engine.Container();\n\t frontContainer.x = width / 2;\n\t this.addChild(frontContainer);\n\t var guideLayer = this.guideLayer = new GuideLayer();\n\t this.addChild(guideLayer);\n\t var base = this.base = new Base();\n\t frontContainer.addChild(base);\n\t base.setup();\n\t var blockContainer = this.blockContainer = new engine.Container();\n\t frontContainer.addChild(blockContainer);\n\t var player = this.player = new Player();\n\t frontContainer.addChild(player);\n\t player.setup();\n\t player.addEventListener('jump-on-top', this.onPlayerJumpOnTop, this);\n\t ObjectPool.recycleObject(PoolName, ObjectPool.getObject(PoolName, {\n\t y: 0,\n\t remain: 0,\n\t }));\n\t this.hitEffect = createSvga('被撞烟雾', 'hitEffectAnchor');\n\t this.pos = 0;\n\t this.background.setup();\n\t this.addEventListener(engine.Event.ENTER_FRAME, this.onEnterFrame, this);\n\t this.reset();\n\t };\n\t GameView.prototype.reset = function (revive) {\n\t if (revive === void 0) { revive = false; }\n\t return tslib.__awaiter(this, void 0, void 0, function () {\n\t var blockContainer, i, li, block, i, i, li, goldBag;\n\t return tslib.__generator(this, function (_a) {\n\t switch (_a.label) {\n\t case 0:\n\t this.base.reset();\n\t this.index = -1;\n\t this._score = 0;\n\t if (revive) ;\n\t else {\n\t this.pos = 0;\n\t blockContainer = this.blockContainer;\n\t for (i = 0, li = blockContainer.children.length; i < li; i++) {\n\t block = blockContainer.getChildAt(i);\n\t block.playLeave();\n\t }\n\t }\n\t for (i = 0; i < props.initBlockCount; i++) {\n\t this.addBlock(false);\n\t }\n\t for (i = 0, li = this.goldBags.length; i < li; i++) {\n\t goldBag = this.goldBags[i];\n\t this.frontContainer.removeChild(goldBag);\n\t ObjectPool.recycleObject(PoolName, goldBag);\n\t }\n\t this.goldBags.splice(0);\n\t this.playZoom('in');\n\t return [4, this.resetPlayer(revive)];\n\t case 1:\n\t _a.sent();\n\t return [2];\n\t }\n\t });\n\t });\n\t };\n\t GameView.prototype.resetPlayer = function (revive) {\n\t if (revive === void 0) { revive = false; }\n\t return tslib.__awaiter(this, void 0, void 0, function () {\n\t return tslib.__generator(this, function (_a) {\n\t this.player.reset(revive);\n\t this.player.y = this.baseOffset - (this.index + 1) * props.blockHitHeight;\n\t return [2];\n\t });\n\t });\n\t };\n\t GameView.prototype.start = function (revive) {\n\t if (revive === void 0) { revive = false; }\n\t return tslib.__awaiter(this, void 0, void 0, function () {\n\t var guideFlagKey, guideFlag;\n\t var _this = this;\n\t return tslib.__generator(this, function (_a) {\n\t switch (_a.label) {\n\t case 0:\n\t if (!!revive) return [3, 2];\n\t return [4, this.player.playReady()];\n\t case 1:\n\t _a.sent();\n\t _a.label = 2;\n\t case 2:\n\t guideFlagKey = 'jump-high-guide_' + props.guideFlagKey;\n\t guideFlag = localStorage.getItem(guideFlagKey);\n\t if (!!guideFlag) return [3, 4];\n\t localStorage.setItem(guideFlagKey, '1');\n\t return [4, this.guideLayer.show('', { y: this.stage.height + this.player.y - 280 })];\n\t case 3:\n\t _a.sent();\n\t _a.label = 4;\n\t case 4:\n\t this.lastLandType = 0;\n\t this._remainToShowGoldBag = props.goldBagScoreMultiple - props.goldBagScoreSubtraction;\n\t this._touchEnabled = true;\n\t setTimeout(function () {\n\t _this.addBlock();\n\t }, 100);\n\t engine.globalEvent.dispatchEvent('jump-high-game-start');\n\t return [2];\n\t }\n\t });\n\t });\n\t };\n\t GameView.prototype.pause = function () {\n\t if (this.currentBlock) {\n\t engine.Tween.pauseTweens(this.currentBlock);\n\t }\n\t engine.Tween.pauseTweens(this.player);\n\t };\n\t GameView.prototype.resume = function () {\n\t if (this.currentBlock) {\n\t engine.Tween.resumeTweens(this.currentBlock);\n\t }\n\t engine.Tween.resumeTweens(this.player);\n\t };\n\t GameView.prototype.revive = function () {\n\t return tslib.__awaiter(this, void 0, void 0, function () {\n\t return tslib.__generator(this, function (_a) {\n\t switch (_a.label) {\n\t case 0:\n\t this.blockContainer.getChildAt(this.index).visible = false;\n\t this.index--;\n\t return [4, this.resetPlayer(true)];\n\t case 1:\n\t _a.sent();\n\t return [4, this.playZoom('in')];\n\t case 2:\n\t _a.sent();\n\t this.start(true);\n\t return [2];\n\t }\n\t });\n\t });\n\t };\n\t GameView.prototype.addBlock = function (animation) {\n\t var _this = this;\n\t if (animation === void 0) { animation = true; }\n\t this.index++;\n\t var blockContainer = this.blockContainer;\n\t var block;\n\t if (blockContainer.children.length > this.index) {\n\t block = blockContainer.getChildAt(this.index);\n\t block.visible = true;\n\t }\n\t else {\n\t block = new Block();\n\t blockContainer.addChild(block);\n\t }\n\t block.reset({\n\t type: Math.floor(Math.random() * props.blockAssets.length),\n\t });\n\t block.y = this.baseOffset - this.index * props.blockHitHeight;\n\t this.blockComplete = false;\n\t block.playEnter(this.index, animation).then(function (data) {\n\t _this.blockComplete = true;\n\t });\n\t if (animation) {\n\t this.needHitTest = true;\n\t }\n\t this.currentBlock = block;\n\t };\n\t GameView.prototype.addGoldBag = function () {\n\t var goldBag = ObjectPool.getObject(PoolName, {\n\t y: this.baseOffset - (this.blockCount + props.goldBagDistance + props.goldBagJumpSubtraction) * props.blockHitHeight,\n\t remain: props.goldBagDistance,\n\t });\n\t this.frontContainer.addChild(goldBag);\n\t this.goldBags.push(goldBag);\n\t };\n\t GameView.prototype.playOpenGoldBag = function () {\n\t return tslib.__awaiter(this, void 0, void 0, function () {\n\t var i, li, goldBag;\n\t return tslib.__generator(this, function (_a) {\n\t switch (_a.label) {\n\t case 0:\n\t i = 0, li = this.goldBags.length;\n\t _a.label = 1;\n\t case 1:\n\t if (!(i < li)) return [3, 4];\n\t goldBag = this.goldBags[i];\n\t goldBag.remain--;\n\t if (!(goldBag.remain <= 0)) return [3, 3];\n\t this.goldBags.splice(i, 1);\n\t i--;\n\t li--;\n\t this.nextToUpdateScore = true;\n\t return [4, goldBag.playOpen()];\n\t case 2:\n\t _a.sent();\n\t this.frontContainer.removeChild(goldBag);\n\t ObjectPool.recycleObject(PoolName, goldBag);\n\t _a.label = 3;\n\t case 3:\n\t i++;\n\t return [3, 1];\n\t case 4: return [2];\n\t }\n\t });\n\t });\n\t };\n\t GameView.prototype.onPlayerJumpOnTop = function () {\n\t if (this.nextToUpdateScore) {\n\t this.nextToUpdateScore = false;\n\t this.scoreChange(4);\n\t playSound('撞击钱袋音效');\n\t }\n\t };\n\t Object.defineProperty(GameView.prototype, \"blockCount\", {\n\t get: function () {\n\t return this.index - props.initBlockCount + 1;\n\t },\n\t enumerable: true,\n\t configurable: true\n\t });\n\t Object.defineProperty(GameView.prototype, \"pos\", {\n\t get: function () {\n\t return this._pos;\n\t },\n\t set: function (v) {\n\t this._pos = v;\n\t this.updatePos();\n\t },\n\t enumerable: true,\n\t configurable: true\n\t });\n\t GameView.prototype.updatePos = function () {\n\t this.frontContainer.y = this.stage.height + this._pos;\n\t };\n\t GameView.prototype.onEnterFrame = function (event) {\n\t if (this.needHitTest) {\n\t if (this.currentBlock) {\n\t var _a = this.currentBlock, bx = _a.x, by = _a.y, dir = _a.dir;\n\t var _b = this.player, px = _b.x, py = _b.y;\n\t var blockHitWidth = props.blockHitWidth, blockHitHeight = props.blockHitHeight, playerWidth = props.playerWidth;\n\t var hitOn = false;\n\t if (Math.abs(px - bx) < (blockHitWidth + playerWidth) / 2) {\n\t this.player.changeBaseY(by - blockHitHeight);\n\t if (py > by - blockHitHeight) {\n\t hitOn = true;\n\t }\n\t }\n\t if (hitOn) {\n\t this.onHitOn(dir);\n\t }\n\t }\n\t }\n\t };\n\t GameView.prototype.onHitOn = function (dir) {\n\t return tslib.__awaiter(this, void 0, void 0, function () {\n\t return tslib.__generator(this, function (_a) {\n\t switch (_a.label) {\n\t case 0:\n\t this._touchEnabled = false;\n\t this.needHitTest = false;\n\t clearInterval(this.timer);\n\t this.currentBlock.stop();\n\t this.playHitEffect(dir);\n\t return [4, this.player.hitAway(dir)];\n\t case 1:\n\t _a.sent();\n\t this.playZoom('out');\n\t return [4, this.player.parachute(dir)];\n\t case 2:\n\t _a.sent();\n\t engine.globalEvent.dispatchEvent('jump-high-game-end');\n\t return [2];\n\t }\n\t });\n\t });\n\t };\n\t GameView.prototype.jump = function () {\n\t return tslib.__awaiter(this, void 0, void 0, function () {\n\t var result, pos, type, lastLandType;\n\t var _this = this;\n\t return tslib.__generator(this, function (_a) {\n\t switch (_a.label) {\n\t case 0:\n\t if (!this._touchEnabled) {\n\t return [2];\n\t }\n\t this._touchEnabled = false;\n\t this.playOpenGoldBag();\n\t return [4, this.player.jump()];\n\t case 1:\n\t result = _a.sent();\n\t if (!result) return [3, 5];\n\t if (!result.aboveBlock) return [3, 4];\n\t pos = Math.abs(this.currentBlock.x);\n\t type = 0;\n\t if (pos > 0) {\n\t type = pos > 0 && pos < props.scoreThreshold ? 2 : 3;\n\t }\n\t lastLandType = this.lastLandType;\n\t this.lastLandType = type;\n\t if (type === 0) {\n\t if (lastLandType !== type) {\n\t type = 1;\n\t }\n\t }\n\t if (type < 3) {\n\t this.currentBlock.playEffect();\n\t }\n\t this.player.playLand(type, this.currentBlock.dir);\n\t this.currentBlock.stop();\n\t this.scoreChange(type);\n\t return [4, this.playShake()];\n\t case 2:\n\t _a.sent();\n\t return [4, new Promise(function (resolve) {\n\t engine.Tween.get(_this, null, null, true)\n\t .to({ pos: props.blockHitHeight * _this.index }, 300, engine.Ease.cubicOut)\n\t .call(resolve);\n\t })];\n\t case 3:\n\t _a.sent();\n\t this.addBlock();\n\t _a.label = 4;\n\t case 4:\n\t this._touchEnabled = true;\n\t _a.label = 5;\n\t case 5: return [2];\n\t }\n\t });\n\t });\n\t };\n\t GameView.prototype.scoreChange = function (type) {\n\t var scoreAdd = props.scoreWeights[type];\n\t this._score += scoreAdd;\n\t this._remainToShowGoldBag -= scoreAdd;\n\t var score = this._score;\n\t engine.globalEvent.dispatchEvent('jump-high-score', {\n\t type: type,\n\t score: score,\n\t scoreAdd: scoreAdd,\n\t });\n\t console.log(score, this._remainToShowGoldBag);\n\t if (this._remainToShowGoldBag <= 0) {\n\t this._remainToShowGoldBag += props.goldBagScoreMultiple;\n\t this.addGoldBag();\n\t console.log('addGoldBag');\n\t }\n\t };\n\t GameView.prototype.playHitEffect = function (dir) {\n\t var hitEffect = this.hitEffect;\n\t hitEffect.scaleX = dir;\n\t hitEffect.y = this.player.y - props.hitEffectAnchor.y;\n\t hitEffect.play(true, false);\n\t hitEffect.once(engine.Event.END_FRAME, function () {\n\t this.frontContainer.removeChild(hitEffect);\n\t }, this);\n\t this.frontContainer.addChild(hitEffect);\n\t };\n\t GameView.prototype.playZoom = function (type, duration) {\n\t var _this = this;\n\t if (duration === void 0) { duration = 700; }\n\t this.background.playZoom(type, duration);\n\t var count = this.stage.height / props.blockHitHeight;\n\t return new Promise(function (resolve) {\n\t _this.frontContainer.anchorY = -props.blockHitHeight * (_this.index + count * 1.3) + props.baseOffset;\n\t var scale = type === 'in' ? 1 : Math.min((_this.stage.height / props.blockHitHeight / (_this.index + count)), props.maxScale);\n\t console.log(scale);\n\t engine.Tween.get(_this.frontContainer, null, null, true)\n\t .to({ scaleX: scale, scaleY: scale }, duration, engine.Ease.cubicInOut)\n\t .call(resolve);\n\t });\n\t };\n\t GameView.prototype.playShake = function () {\n\t var _this = this;\n\t var _a = this.frontContainer, x = _a.x, y = _a.y;\n\t return new Promise(function (resolve) {\n\t var shakeOffset = 7;\n\t var duration = 30;\n\t engine.Tween.get(_this.frontContainer, null, null, true)\n\t .to({ x: x, y: y - shakeOffset }, duration)\n\t .to({ x: x, y: y + shakeOffset }, duration)\n\t .to({ x: x + shakeOffset, y: y }, duration)\n\t .to({ x: x - shakeOffset, y: y }, duration)\n\t .to({ x: x, y: y }, duration)\n\t .call(resolve);\n\t });\n\t };\n\t return GameView;\n\t}(engine.Container));\n\n\tvar JumpHigh = (function (_super) {\n\t tslib.__extends(JumpHigh, _super);\n\t function JumpHigh() {\n\t var _this = _super.call(this) || this;\n\t engine.globalEvent.addEventListener('jump-high-reset', _this.reset, _this);\n\t engine.globalEvent.addEventListener('jump-high-start', _this.start, _this);\n\t engine.globalEvent.addEventListener('jump-high-pause', _this.pause, _this);\n\t engine.globalEvent.addEventListener('jump-high-resume', _this.resume, _this);\n\t engine.globalEvent.addEventListener('jump-high-revive', _this.revive, _this);\n\t _this.addEventListener(engine.MouseEvent.MOUSE_DOWN, _this.onTap, _this);\n\t var gameView = _this._gameView = new GameView();\n\t _this.addChild(gameView);\n\t return _this;\n\t }\n\t JumpHigh.prototype.reset = function () {\n\t this._gameView.reset();\n\t };\n\t JumpHigh.prototype.start = function (event) {\n\t {\n\t injectProps(event.data);\n\t }\n\t this._status = 1;\n\t this._gameView.start();\n\t };\n\t JumpHigh.prototype.pause = function () {\n\t this._gameView.pause();\n\t };\n\t JumpHigh.prototype.resume = function () {\n\t this._gameView.resume();\n\t };\n\t JumpHigh.prototype.revive = function () {\n\t this._gameView.revive();\n\t };\n\t JumpHigh.prototype.onTap = function (event) {\n\t this._gameView.jump();\n\t };\n\t return JumpHigh;\n\t}(engine.Container));\n\n\tfunction index (props) {\n\t prepareProps();\n\t injectProps(props);\n\t var instance = new JumpHigh();\n\t return instance;\n\t}\n\n\treturn index;\n\n})));\n"
}
......@@ -6,7 +6,7 @@
"success"
],
"id": "pick-image",
"script": "var input = document.createElement('input');\ninput.type = 'file';\ninput.onchange = function (e) {\n processImage(input.files[0], function (imgData) {\n next('success', imgData);\n });\n};\ninput.click();\nfunction processImage(file, callback) {\n var reader = new FileReader();\n reader.readAsDataURL(file);\n reader.onload = function (e) {\n callback(reader.result);\n };\n}\n",
"script": "pick(function (imgData) {\n next('success', imgData);\n});\nfunction getExif(img, callback) {\n EXIF.getData(img, function () {\n var allMetaData = EXIF.getAllTags(this);\n callback(allMetaData);\n });\n}\nfunction pick(callback) {\n var fileInput = document.createElement(\"input\");\n fileInput.type = \"file\";\n fileInput.accept = \"image/*\";\n fileInput.style.display = \"none\";\n document.body.insertBefore(fileInput, document.body.firstChild);\n fileInput.addEventListener(\"change\", function (evt) {\n var mime = { \"png\": \"image/png\", \"jpg\": \"image/jpeg\", \"jpeg\": \"image/jpeg\", \"bmp\": \"image/bmp\" };\n var file = evt.target.files[0];\n var type = file.type;\n if (!type) {\n type = mime[file.name.match(/\\.([^\\.]+)$/i)[1]];\n }\n var fileReader = new FileReader();\n fileReader.onload = function () {\n getExif(file, function (exif) {\n var orientation = -1;\n if (exif) {\n orientation = exif[\"Orientation\"];\n }\n var image = new Image();\n image.onload = function () {\n var canvas = document.createElement(\"canvas\");\n var ctx = canvas.getContext(\"2d\");\n canvas.width = image.width;\n canvas.height = image.height;\n if (orientation > 4) {\n canvas.width = image.height;\n canvas.height = image.width;\n }\n ctx.clearRect(0, 0, canvas.width, canvas.height);\n switch (orientation) {\n case 2:\n ctx.translate(canvas.width, 0);\n ctx.scale(-1, 1);\n break;\n case 3:\n ctx.translate(canvas.width, canvas.height);\n ctx.rotate(Math.PI);\n break;\n case 4:\n ctx.translate(0, canvas.height);\n ctx.scale(1, -1);\n break;\n case 5:\n ctx.rotate(0.5 * Math.PI);\n ctx.scale(1, -1);\n break;\n case 6:\n ctx.rotate(0.5 * Math.PI);\n ctx.translate(0, -image.height);\n break;\n case 7:\n ctx.rotate(0.5 * Math.PI);\n ctx.translate(canvas.width, -canvas.height);\n ctx.scale(-1, 1);\n break;\n case 8:\n ctx.rotate(-0.5 * Math.PI);\n ctx.translate(-canvas.height, 0);\n break;\n default:\n ctx.transform(1, 0, 0, 1, 0, 0);\n }\n ctx.drawImage(image, 0, 0);\n var imagetype = \"png\";\n if (orientation !== -1) {\n imagetype = \"jpeg\";\n }\n var resultURL = \"\";\n if (imagetype === \"jpg\" || imagetype === \"jpeg\") {\n resultURL = canvas.toDataURL(\"image/\" + imagetype);\n }\n else {\n resultURL = canvas.toDataURL(\"image/\" + imagetype);\n }\n callback(resultURL);\n image.parentNode.removeChild(image);\n fileInput.parentNode.removeChild(fileInput);\n };\n image.src = fileReader.result;\n image.style.display = \"none\";\n document.body.appendChild(image);\n fileInput.value = \"\";\n });\n };\n fileReader.readAsDataURL(file);\n }, false);\n fileInput.click();\n}\n",
"group": "other",
"type": "builtin"
}
......@@ -38,7 +38,7 @@
"success"
],
"id": "resize-image",
"script": "var width = engine.findVariable('width', args, props);\nvar height = engine.findVariable('height', args, props);\nvar cutType = engine.findVariable('cutType', args, props);\nvar type = engine.findVariable('type', args, props);\nvar quality = engine.findVariable('quality', args, props);\nvar img = args;\nif (typeof args === 'string') {\n img = new Image();\n img.onload = function () {\n deal();\n };\n img.onerror = function (e) {\n console.log(e);\n };\n img.src = args;\n}\nelse {\n deal();\n}\nfunction getExif(callback) {\n EXIF.getData(img, function () {\n var allMetaData = EXIF.getAllTags(this);\n callback(allMetaData);\n });\n}\nfunction deal() {\n getExif(function (allMetaData) {\n var m = cutType === 'inner' ? Math.min : Math.max;\n var r = m(width / img.width, height / img.height);\n var imgWidth = img.width * r;\n var imgHeight = img.height * r;\n var x = (width - imgWidth) / 2;\n var y = (height - imgHeight) / 2;\n var canvas = document.createElement('canvas');\n canvas.width = width;\n canvas.height = height;\n var ctx = canvas.getContext('2d');\n ctx.translate(x, y);\n ctx.scale(r, r);\n allMetaData.Orientation = 1;\n if (allMetaData.Orientation) {\n var orientation = allMetaData.Orientation;\n switch (orientation) {\n case 2:\n ctx.translate(img.width, 0);\n ctx.scale(-1, 1);\n break;\n case 3:\n ctx.translate(img.width, img.height);\n ctx.rotate(Math.PI);\n break;\n case 4:\n ctx.translate(0, img.height);\n ctx.scale(1, -1);\n break;\n case 5:\n ctx.rotate(-0.5 * Math.PI);\n ctx.scale(-1, 1);\n ctx.translate(x / r - y / r, y / r - x / r);\n break;\n case 6:\n ctx.rotate(-0.5 * Math.PI);\n ctx.translate(-img.width + y / r - x / r, y / r - x / r);\n break;\n case 7:\n ctx.rotate(0.5 * Math.PI);\n ctx.scale(-1, 1);\n ctx.translate(-img.width + y / r - x / r, -img.height + x / r - y / r);\n break;\n case 8:\n ctx.rotate(-0.5 * Math.PI);\n ctx.translate(-img.width + y / r - x / r, -x / r + y / r);\n break;\n }\n }\n ctx.drawImage(img, 0, 0);\n var dataUrl = canvas.toDataURL('image/' + type, quality);\n next('success', dataUrl);\n });\n}\n",
"script": "var width = engine.findVariable('width', args, props);\nvar height = engine.findVariable('height', args, props);\nvar cutType = engine.findVariable('cutType', args, props);\nvar type = engine.findVariable('type', args, props);\nvar quality = engine.findVariable('quality', args, props);\nvar img = args;\nif (typeof args === 'string') {\n img = new Image();\n img.onload = function () {\n deal();\n };\n img.onerror = function (e) {\n console.log(e);\n };\n img.src = args;\n}\nelse {\n deal();\n}\nfunction deal() {\n var m = cutType === 'inner' ? Math.min : Math.max;\n var r = m(width / img.width, height / img.height);\n var imgWidth = img.width * r;\n var imgHeight = img.height * r;\n var x = (width - imgWidth) / 2;\n var y = (height - imgHeight) / 2;\n var canvas = document.createElement('canvas');\n canvas.width = width;\n canvas.height = height;\n var ctx = canvas.getContext('2d');\n ctx.translate(x, y);\n ctx.scale(r, r);\n ctx.drawImage(img, 0, 0);\n var dataUrl = canvas.toDataURL('image/' + type, quality);\n next('success', dataUrl);\n}\n",
"group": "other",
"type": "builtin"
}
......@@ -6,13 +6,42 @@
},
"text": {
"type": "string",
"alias": "内容"
"alias": "文本内容"
},
"labelAlign": {
"alias": "文本对齐",
"type": "enum",
"enum": [
{
"label": "左对齐",
"value": "left"
},
{
"label": "居中对齐",
"value": "center"
},
{
"label": "右对齐",
"value": "right"
}
],
"default": "center"
},
"labSize": {
"alias": "文本大小",
"type": "number",
"default": 30
},
"padding": {
"type": "number",
"default": 10,
"alias": "边距"
},
"bgAlpha": {
"type": "number",
"default": 0.7,
"alias": "背景透明度"
},
"paddingH": {
"type": "number",
"alias": "横向边距"
......
......@@ -13,11 +13,8 @@
engine.injectProp(props, p);
}
function getTexture(uuid) {
return engine.Texture.from(uuid);
}
function getTextureByName(name) {
return getTexture(getAssetByName(name).uuid);
return engine.Texture.from(getAssetByName(name).uuid);
}
function getBlockAsset(type) {
return engine.getAssetByName(props.blockAssets[type]);
......@@ -853,7 +850,6 @@
};
return GameView;
}(engine.Container));
//# sourceMappingURL=GameView.js.map
var JumpHigh = (function (_super) {
tslib.__extends(JumpHigh, _super);
......
This source diff could not be displayed because it is too large. You can view the blob instead.
......@@ -8,7 +8,7 @@ export function getTexture(uuid) {
}
export function getTextureByName(name) {
return getTexture(getAssetByName(name).uuid);
return engine.Texture.from(getAssetByName(name).uuid);
}
export function getBlockAsset(type) {
......
......@@ -2,19 +2,106 @@
* Created by rockyl on 2019-11-16.
*/
let input = document.createElement('input');
input.type = 'file';
input.onchange = function (e) {
processImage(input.files[0], (imgData)=>{
pick(function (imgData) {
next('success', imgData);
})
};
input.click();
});
function processImage(file, callback) {
let reader = new FileReader();
reader.readAsDataURL(file);
reader.onload = function(e) {
callback(reader.result)
function getExif(img, callback) {
EXIF.getData(img, function () {
let allMetaData = EXIF.getAllTags(this);
callback(allMetaData)
});
}
function pick(callback) {
let fileInput = document.createElement("input");
fileInput.type = "file";
fileInput.accept = "image/*";
fileInput.style.display = "none";
document.body.insertBefore(fileInput, document.body.firstChild);
fileInput.addEventListener("change", function (evt) {
let mime = {"png": "image/png", "jpg": "image/jpeg", "jpeg": "image/jpeg", "bmp": "image/bmp"};
let file = evt.target.files[0];
let type = file.type;
if (!type) {
type = mime[file.name.match(/\.([^\.]+)$/i)[1]];
}
let fileReader = new FileReader();
fileReader.onload = function () {
getExif(file, (exif) => {
//let exif = EXIF.readFromBinaryFile(arrayBuffer);
let orientation = -1;
if (exif) {
orientation = exif["Orientation"];
}
let image = new Image();
image.onload = function () {
let canvas = document.createElement("canvas");
let ctx = canvas.getContext("2d");
canvas.width = image.width;
canvas.height = image.height;
if (orientation > 4) {
canvas.width = image.height;
canvas.height = image.width;
}
ctx.clearRect(0, 0, canvas.width, canvas.height);
switch (orientation) {
case 2:
// horizontal flip
ctx.translate(canvas.width, 0);
ctx.scale(-1, 1);
break;
case 3:
// 180° rotate left
ctx.translate(canvas.width, canvas.height);
ctx.rotate(Math.PI);
break;
case 4:
ctx.translate(0, canvas.height);
ctx.scale(1, -1);
break;
case 5:
ctx.rotate(0.5 * Math.PI);
ctx.scale(1, -1);
break;
case 6:
ctx.rotate(0.5 * Math.PI);
ctx.translate(0, -image.height);
break;
case 7:
ctx.rotate(0.5 * Math.PI);
ctx.translate(canvas.width, -canvas.height);
ctx.scale(-1, 1);
break;
case 8:
ctx.rotate(-0.5 * Math.PI);
ctx.translate(-canvas.height, 0);
break;
default:
ctx.transform(1, 0, 0, 1, 0, 0);
}
ctx.drawImage(image, 0, 0);
let imagetype = "png";
if (orientation !== -1) {
imagetype = "jpeg";
}
let resultURL = "";
if (imagetype === "jpg" || imagetype === "jpeg") {
resultURL = canvas.toDataURL("image/" + imagetype);
} else {
resultURL = canvas.toDataURL("image/" + imagetype);
}
callback(resultURL);
image.parentNode.removeChild(image);
fileInput.parentNode.removeChild(fileInput);
};
image.src = fileReader.result;
image.style.display = "none";
document.body.appendChild(image);
fileInput.value = "";
});
};
fileReader.readAsDataURL(file);
}, false);
fileInput.click();
}
......@@ -7,7 +7,6 @@ const height = engine.findVariable('height', args, props);
const cutType = engine.findVariable('cutType', args, props);
const type = engine.findVariable('type', args, props);
const quality = engine.findVariable('quality', args, props);
let img = args;
if (typeof args === 'string') {
img = new Image();
......@@ -18,79 +17,25 @@ if (typeof args === 'string') {
console.log(e);
};
img.src = args;
} else {
deal();
}
function getExif(callback) {
EXIF.getData(img, function () {
var allMetaData = EXIF.getAllTags(this);
callback(allMetaData)
});
else {
deal();
}
function deal() {
getExif((allMetaData) => {
let m = cutType === 'inner' ? Math.min : Math.max;
let r = m(width / img.width, height / img.height);
let imgWidth = img.width * r;
let imgHeight = img.height * r;
let x = (width - imgWidth) / 2;
let y = (height - imgHeight) / 2;
let canvas = document.createElement('canvas');
canvas.width = width;
canvas.height = height;
let ctx = canvas.getContext('2d');
//ctx.strokeStyle = 'blue';
//ctx.strokeRect(0, 0, width, height);
ctx.translate(x, y);
ctx.scale(r, r);
allMetaData.Orientation = 1;
if (allMetaData.Orientation) {
let orientation = allMetaData.Orientation;
switch (orientation) {
case 2: //水平翻转
ctx.translate(img.width, 0);
ctx.scale(-1, 1);
break;
case 3: //180°
ctx.translate(img.width, img.height);
ctx.rotate(Math.PI);
break;
case 4: //垂直翻转
ctx.translate(0, img.height);
ctx.scale(1, -1);
break;
case 5: //逆时针90°+水平翻转
ctx.rotate(-0.5 * Math.PI);
ctx.scale(-1, 1);
ctx.translate(x / r -y / r, y / r - x / r);
break;
case 6: //逆时针90°
ctx.rotate(-0.5 * Math.PI);
ctx.translate(-img.width + y / r - x / r, y / r - x / r);
break;
case 7: //顺时针90°+垂直翻转
ctx.rotate(0.5 * Math.PI);
ctx.scale(-1, 1);
ctx.translate(-img.width + y / r - x / r, -img.height + x / r - y / r);
break;
case 8: //顺时针90°
ctx.rotate(-0.5 * Math.PI);
ctx.translate(-img.width + y / r - x / r, -x / r + y / r);
break;
}
}
ctx.drawImage(img, 0, 0);
let dataUrl = canvas.toDataURL('image/' + type, quality);
next('success', dataUrl);
})
}
......@@ -6,13 +6,33 @@
},
"text": {
"type": "string",
"alias": "内容"
"alias": "文本内容"
},
"labelAlign": {
"alias": "文本对齐",
"type": "enum",
"enum": [
{"label":"左对齐", "value":"left"},
{"label":"居中对齐", "value":"center"},
{"label":"右对齐", "value":"right"}
],
"default": "center"
},
"labSize": {
"alias": "文本大小",
"type": "number",
"default": 30
},
"padding": {
"type": "number",
"default": 10,
"alias": "边距"
},
"bgAlpha": {
"type": "number",
"default": 0.7,
"alias": "背景透明度"
},
"paddingH": {
"type": "number",
"alias": "横向边距"
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment