Commit 697e8d0e authored by 任建锋's avatar 任建锋

--

parent 2604b128
{
"name": "赛龙舟",
"desc": "赛龙舟模块",
"props": {
"playerPositionY": {
"alias": "玩家Y轴位置",
"type": "number",
"default": 900
},
"rainScore": {
"alias": "接中雨滴获得分数",
"type": "number",
"default": 1
},
"stoneScore": {
"alias": "接中石块获得分数",
"type": "number",
"default": -1
},
"speed": {
"alias": "道具掉落初始速度",
"type": "number",
"default": 10
},
"maxSpeed": {
"alias": "道具掉落速度上限",
"type": "number",
"default": 3
},
"playerHeight": {
"alias": "玩家高度",
"type": "number",
"default": 100
},
"playerWidth": {
"alias": "玩家宽度",
"type": "number",
"default": 100
},
"maxStageBound": {
"alias": "最大移动边距",
"type": "number",
"default": -20
},
"gameOverCondition": {
"alias": "游戏结束条件(1:接到炸弹死亡,2:分数负数或接到炸弹死亡)",
"type": "number",
"default": 1
},
"boomPosition1Offset": {
"alias": "爆炸svga位置偏移[x,y]",
"type": "array<number>",
"default": "0,0"
},
"boomPosition2Offset": {
"alias": "爆炸svga位置偏移[x,y]",
"type": "array<number>",
"default": "0,0"
},
"boomPosition3Offset": {
"alias": "爆炸svga位置偏移[x,y]",
"type": "array<number>",
"default": "-100,-100"
}
},
"assets": [
{
"name": "雨滴0",
"url": "//yun.duiba.com.cn/aurora/assets/badb3627bbcc75276a3eed53daa8b0a454ced6eb.png",
"uuid": "d3ce99da-89e1-447d-8c52-b3f391925c3c",
"ext": ".png"
},
{
"name": "雨滴1",
"url": "//yun.duiba.com.cn/aurora/assets/5cc0092913c571eeb52317b8e1e0dc715793049c.png",
"uuid": "02f17008-1d8d-4108-a0fc-03fbc71fd118",
"ext": ".png"
},
{
"name": "雨滴2",
"url": "//yun.duiba.com.cn/aurora/assets/4b938949b85d50b36ef0f66450643495efbf7580.png",
"uuid": "46aa4f8a-9a6c-4210-8ffd-92da0dd3bc75",
"ext": ".png"
},
{
"name": "炸弹",
"url": "//yun.duiba.com.cn/aurora/assets/171e92283cd13c013ee1b76d28d252ff08815d47.png",
"uuid": "eb88b42d-e151-4c1b-94b9-7c16f7bfac29",
"ext": ".png"
},
{
"name": "石块",
"url": "//yun.duiba.com.cn/aurora/assets/99b0af0c59fe79a415a3f032149cfacc27e3ac2c.png",
"uuid": "ab1bdabc-21ba-46bf-9299-6c638f766c88",
"ext": ".png"
},
{
"name": "水花",
"url": "//yun.duiba.com.cn/aurora/assets/11b1f49fa3afa3a48f1dd3e3c1eb294e3fa9d886.svga",
"uuid": "cdd2268f-ad65-4b5e-a965-ee61b730da21",
"ext": ".svga"
},
{
"name": "石头svga",
"url": "//yun.duiba.com.cn/aurora/assets/01aa6fcb33aa8231f075257026eab2f0aeb3c27a.svga",
"uuid": "846a139d-0990-4db4-a323-f22379932ee4",
"ext": ".svga"
},
{
"name": "炸弹svga",
"url": "//yun.duiba.com.cn/aurora/assets/3b58e7ace031b09c651cf8e7202f9c86e86852c9.svga",
"uuid": "d7a3947b-7fcb-48f2-9ddf-2f075d37a619",
"ext": ".svga"
},
{
"name": "玩家",
"url": "//yun.duiba.com.cn/aurora/assets/db0130d36ef79865be9c753ea0627027f16341d8.png",
"uuid": "4931d296-4421-4a2f-8299-7bab87407c72",
"ext": ".png"
}
],
"events": {
"in": {
"food-fell-reset": {
"alias": "重置",
"data": {
"goodsProbability": "[0.2,0.5,0.3]道具概率(雨滴、石头、炸弹),所有概率相加为1",
"countDown": "倒计时(s)",
"acceleratedSpeed": "道具掉落加速度(单位:每秒)"
}
},
"food-fell-start": {
"alias": "开始"
},
"food-fell-revive": {
"alias": "复活"
},
"food-fell-pause": {
"alias": "暂停"
},
"food-fell-resume": {
"alias": "恢复"
},
"food-fell-clear": {
"alias": "清空,通过reset事件恢复"
}
},
"out": {
"food-fell-score-update": {
"alias": "分数更新",
"data": {
"score": "分数"
}
},
"food-fell-time-update": {
"alias": "倒计时更新",
"data": {
"time": "剩余时间"
}
},
"food-fell-game-over": {
"alias": "游戏结束",
"data": {
"score": "分数",
"reason": "结束原因(1:时间到了,2:玩家死亡)"
}
}
}
},
"id": "dragon-boat-race",
"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['dragon-boat-race'] = factory(global.tslib));\n}(this, (function (tslib) { 'use strict';\n\n\tvar props = {};\n\tfunction prepareProps() {\n\t var metaProps = getProps();\n\t engine.injectProp(props, metaProps);\n\t}\n\tfunction injectProps(p) {\n\t engine.injectProp(props, p);\n\t}\n\t//# sourceMappingURL=props.js.map\n\n\tfunction getTexture(uuid) {\n\t return engine.Texture.from(engine.getAssetByUUID(uuid).uuid);\n\t}\n\tfunction getTextureByName(name) {\n\t return getTexture(engine.getAssetByName(name).uuid);\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 return inst;\n\t}\n\n\tvar Goods = (function (_super) {\n\t tslib.__extends(Goods, _super);\n\t function Goods() {\n\t var _this = _super.call(this) || this;\n\t var body;\n\t body = _this._body = new engine.Rect();\n\t var rain = new engine.Sprite(getTextureByName('雨滴0'));\n\t var rain1 = new engine.Sprite(getTextureByName('雨滴1'));\n\t var rain2 = new engine.Sprite(getTextureByName('雨滴2'));\n\t rain[\"npcType\"] = \"rain0\";\n\t rain1[\"npcType\"] = \"rain1\";\n\t rain2[\"npcType\"] = \"rain2\";\n\t var stone = new engine.Sprite(getTextureByName('石块'));\n\t stone[\"npcType\"] = \"stone\";\n\t var boom = new engine.Sprite(getTextureByName('炸弹'));\n\t boom[\"npcType\"] = \"boom\";\n\t rain.visible = false;\n\t rain1.visible = false;\n\t rain2.visible = false;\n\t stone.visible = false;\n\t boom.visible = false;\n\t body.addChild(rain);\n\t body.addChild(rain1);\n\t body.addChild(rain2);\n\t body.addChild(stone);\n\t body.addChild(boom);\n\t _this.addChild(body);\n\t body.width = .0001;\n\t body.height = .0001;\n\t body.mouseEnabled = false;\n\t return _this;\n\t }\n\t Goods.prototype.getRandomNumberByRange = function (start, end) {\n\t return Math.floor(Math.random() * (end - start) + start);\n\t };\n\t Goods.prototype.reset = function () {\n\t this.visible = true;\n\t this.rotation = 0;\n\t this.anchorOffsetY = 0;\n\t this.y = 0;\n\t this.x = (750 - 120) * Math.random() + 30;\n\t this.rotation = 0;\n\t var random = Math.random();\n\t if (typeof (props.goodsProbability) == 'string') {\n\t props.goodsProbability = props.goodsProbability.split(',').map(function (i) { return +i; });\n\t console.log(props.goodsProbability);\n\t }\n\t if (random < props.goodsProbability[0]) {\n\t var randomNum = Math.floor(Math.random() * 3);\n\t this.showNpc(\"rain\" + randomNum);\n\t }\n\t else if (random >= props.goodsProbability[0] && random <= (props.goodsProbability[0] + props.goodsProbability[1])) {\n\t this.showNpc(\"stone\");\n\t }\n\t else if (random > (props.goodsProbability[0] + props.goodsProbability[1])) {\n\t this.showNpc(\"boom\");\n\t }\n\t };\n\t Goods.prototype.showNpc = function (type) {\n\t for (var i = 0; i < this._body.children.length; i++) {\n\t this._body.children[i].visible = false;\n\t this._body.children[i].mouseEnabled = false;\n\t }\n\t for (var i = 0; i < this._body.children.length; i++) {\n\t if (this._body.children[i][\"npcType\"] == type) {\n\t this[\"npcType\"] = type;\n\t this._body.children[i].visible = true;\n\t this._body.children[i].mouseEnabled = false;\n\t }\n\t }\n\t };\n\t Object.defineProperty(Goods.prototype, \"anchorOffsetY\", {\n\t set: function (v) {\n\t this._body.y = v;\n\t },\n\t enumerable: true,\n\t configurable: true\n\t });\n\t return Goods;\n\t}(engine.Container));\n\t//# sourceMappingURL=Goods.js.map\n\n\tvar ObjectPool = engine.ObjectPool;\n\tvar PoolName = 'goods';\n\tObjectPool.registerPool(PoolName, function () {\n\t return new Goods();\n\t}, function (item, data) {\n\t item.reset();\n\t});\n\t//# sourceMappingURL=object-pool-init.js.map\n\n\tvar ObjectPool$1 = engine.ObjectPool;\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.goodsItems = [];\n\t _this.moveCatchX = 0;\n\t _this.playerCatchX = 0;\n\t _this.onDownStage = function (e) {\n\t _this.moveCatchX = e.localX;\n\t _this.playerCatchX = _this.player.x;\n\t };\n\t _this.onMoveStage = function (e) {\n\t var maxStageBound = props.maxStageBound;\n\t if (_this.gameIng) {\n\t var playerX = _this.playerCatchX + (e.localX - _this.moveCatchX);\n\t if (playerX < maxStageBound) {\n\t _this.player.x = maxStageBound;\n\t }\n\t else if (playerX + _this.player.width + maxStageBound > 750) {\n\t _this.player.x = 750 - maxStageBound - _this.player.width;\n\t }\n\t else {\n\t _this.player.x = playerX;\n\t }\n\t }\n\t };\n\t _this.onOutStage = function (e) {\n\t _this.moveCatchX = 0;\n\t };\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 var _this = this;\n\t if (this._hasSetup) {\n\t return;\n\t }\n\t this._hasSetup = true;\n\t this.NpcBg = new engine.Container();\n\t this.NpcBg.alpha = 1;\n\t this.NpcBg.width = 0;\n\t this.NpcBg.height = 0;\n\t this.addChild(this.NpcBg);\n\t this.player = new engine.Container();\n\t this.player.mouseEnabled = false;\n\t this.addChild(this.player);\n\t this.waterSvga = createSvga(\"水花\");\n\t this.stoneSvga = createSvga(\"石头svga\");\n\t this.playerSvga = new engine.Sprite(getTextureByName('玩家'));\n\t this.boomSvga = createSvga(\"炸弹svga\");\n\t this.player.addChild(this.playerSvga);\n\t this.player.addChild(this.stoneSvga);\n\t this.player.addChild(this.waterSvga);\n\t this.player.addChild(this.boomSvga);\n\t this.waterSvga.visible = false;\n\t this.stoneSvga.visible = false;\n\t this.boomSvga.visible = false;\n\t this.visible = false;\n\t setTimeout(function () {\n\t _this.visible = true;\n\t _this.player.anchorY = _this.player.height / 2;\n\t _this.player.anchorX = _this.player.width / 2;\n\t _this.player.x = 375 - _this.player.width / 2;\n\t _this.player.y = props.playerPositionY;\n\t _this.stoneSvga.x = _this.player.width / 2 - _this.stoneSvga.width / 2 + props.boomPosition1Offset[0];\n\t _this.stoneSvga.y = _this.player.height / 2 - _this.stoneSvga.height / 2 + props.boomPosition1Offset[1];\n\t _this.waterSvga.x = _this.player.width / 2 - _this.waterSvga.width / 2 + props.boomPosition2Offset[0];\n\t _this.waterSvga.y = _this.player.height / 2 - _this.waterSvga.height / 2 + props.boomPosition2Offset[1];\n\t _this.boomSvga.x = _this.player.width / 2 - _this.boomSvga.width / 2 + props.boomPosition3Offset[0];\n\t _this.boomSvga.y = _this.player.height / 2 - _this.boomSvga.height / 2 + props.boomPosition3Offset[1];\n\t }, 300);\n\t this.rectBg = new engine.Container();\n\t this.rectBg.alpha = 0;\n\t this.rectBg.width = 750;\n\t this.rectBg.height = 1624;\n\t this.addChild(this.rectBg);\n\t this.rectBg.addEventListener(engine.MouseEvent.MOUSE_DOWN, this.onDownStage, this);\n\t this.rectBg.addEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMoveStage, this);\n\t this.rectBg.addEventListener(engine.MouseEvent.MOUSE_OUT, this.onOutStage, this);\n\t };\n\t GameView.prototype.reset = function () {\n\t this.recycleGoods();\n\t };\n\t GameView.prototype.start = function () {\n\t var _this = this;\n\t this.score = 0;\n\t this.speed = 1;\n\t this.gameIng = true;\n\t this.creatNpc();\n\t this.beginNpc();\n\t this.countdown = props.countDown;\n\t this.countdownTimer = setInterval(function () {\n\t if (_this.gameIng) {\n\t if (_this.countdown > 0) {\n\t engine.globalEvent.dispatchEvent('food-fell-time-update', {\n\t time: _this.countdown,\n\t });\n\t _this.countdown -= 1;\n\t }\n\t else {\n\t engine.globalEvent.dispatchEvent('food-fell-game-over', {\n\t score: _this.score,\n\t reason: 1\n\t });\n\t _this.died();\n\t }\n\t }\n\t }, 1000);\n\t };\n\t GameView.prototype.beginNpc = function () {\n\t var _this = this;\n\t this.timer = setTimeout(function () {\n\t if (_this.gameIng) {\n\t _this.speed += props.acceleratedSpeed;\n\t _this.creatNpc();\n\t }\n\t _this.beginNpc();\n\t }, 2000 / this.speed);\n\t };\n\t GameView.prototype.pause = function () {\n\t this.gameIng = false;\n\t };\n\t GameView.prototype.revive = function () {\n\t this.gameIng = true;\n\t };\n\t GameView.prototype.resume = function () {\n\t this.reset();\n\t this.start();\n\t };\n\t GameView.prototype.creatNpc = function () {\n\t var _this = this;\n\t var goods = this._goods = ObjectPool$1.getObject(PoolName);\n\t this.goodsItems.push(goods);\n\t console.log(goods);\n\t this.NpcBg.addChild(goods);\n\t goods.addEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"] = function () {\n\t if (goods.y > 1624) {\n\t _this.removeNpc(goods);\n\t }\n\t else {\n\t if (_this.gameIng) {\n\t goods.y += (4 * _this.speed);\n\t if (_this.hasHit(_this.player, goods)) {\n\t if (goods[\"npcType\"].indexOf(\"rain\") > -1) {\n\t console.log(\"碰到雨滴\");\n\t _this.score += props.rainScore;\n\t _this.waterSvga.visible = true;\n\t _this.waterSvga.play(false, false);\n\t _this.waterSvga.once(engine.Event.END_FRAME, function () {\n\t _this.waterSvga.visible = false;\n\t }, _this);\n\t }\n\t else if (goods[\"npcType\"] == \"stone\") {\n\t console.log(\"碰到石头\");\n\t _this.score += props.stoneScore;\n\t _this.stoneSvga.visible = true;\n\t _this.stoneSvga.play(false, false);\n\t _this.stoneSvga.once(engine.Event.END_FRAME, function () {\n\t _this.stoneSvga.visible = false;\n\t }, _this);\n\t }\n\t else if (goods[\"npcType\"] == \"boom\") {\n\t console.log(\"碰到炸弹\");\n\t _this.boomSvga.visible = true;\n\t _this.boomSvga.play(false, false);\n\t _this.boomSvga.once(engine.Event.END_FRAME, function () {\n\t _this.boomSvga.visible = false;\n\t engine.globalEvent.dispatchEvent('food-fell-game-over', {\n\t score: _this.score,\n\t reason: 2\n\t });\n\t _this.died();\n\t }, _this);\n\t }\n\t engine.globalEvent.dispatchEvent('food-fell-score-update', {\n\t score: _this.score,\n\t });\n\t _this.removeNpc(goods);\n\t }\n\t }\n\t }\n\t }, this);\n\t };\n\t GameView.prototype.died = function () {\n\t this.score = 0;\n\t this.pause();\n\t };\n\t GameView.prototype.removeNpc = function (goods) {\n\t this.NpcBg.removeChild(goods);\n\t ObjectPool$1.recycleObject(PoolName, goods);\n\t goods.removeEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"], this);\n\t var index = this.goodsItems.indexOf(goods);\n\t if (index > -1) {\n\t this.goodsItems.splice(index, 1);\n\t }\n\t };\n\t GameView.prototype.recycleGoods = function () {\n\t clearTimeout(this.timer);\n\t clearInterval(this.countdownTimer);\n\t for (var _i = 0, _a = this.goodsItems; _i < _a.length; _i++) {\n\t var goods = _a[_i];\n\t if (goods) {\n\t this.NpcBg.removeChild(goods);\n\t ObjectPool$1.recycleObject(PoolName, goods);\n\t goods.removeEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"], this);\n\t }\n\t }\n\t this.goodsItems = [];\n\t };\n\t GameView.prototype.hasHit = function (a, b) {\n\t var playerH = a.height;\n\t var playerW = a.width;\n\t var playerX = a.x;\n\t console.log(\"props\", props.playerHeight);\n\t if (props.playerHeight) {\n\t playerH = props.playerHeight;\n\t }\n\t if (props.playerWidth) {\n\t playerW = props.playerWidth;\n\t playerX = a.x + (a.width - props.playerWidth) / 2;\n\t }\n\t if (Math.abs((playerX + playerW / 2) - (b.x + b.width / 2)) < playerW / 2 + b.width / 2\n\t &&\n\t Math.abs((a.y + playerH / 1.3) - (b.y + b.height / 2)) < playerH / 2 + b.height / 2) {\n\t return true;\n\t }\n\t else {\n\t return false;\n\t }\n\t };\n\t return GameView;\n\t}(engine.Container));\n\t//# sourceMappingURL=GameView.js.map\n\n\tvar GameWrapper = (function (_super) {\n\t tslib.__extends(GameWrapper, _super);\n\t function GameWrapper() {\n\t var _this = _super.call(this) || this;\n\t alert(123);\n\t engine.globalEvent.addEventListener('food-fell-reset', _this.reset, _this);\n\t engine.globalEvent.addEventListener('food-fell-start', _this.start, _this);\n\t engine.globalEvent.addEventListener('food-fell-pause', _this.pause, _this);\n\t engine.globalEvent.addEventListener('food-fell-resume', _this.resume, _this);\n\t engine.globalEvent.addEventListener('food-fell-revive', _this.revive, _this);\n\t engine.globalEvent.addEventListener('food-fell-clear', _this.clear, _this);\n\t _this.addEventListener(engine.MouseEvent.CLICK, _this.onTap, _this);\n\t var gameView = _this._gameView = new GameView();\n\t _this.addChild(gameView);\n\t return _this;\n\t }\n\t GameWrapper.prototype.reset = function (event) {\n\t injectProps(event.data);\n\t this._gameView.visible = true;\n\t this._gameView.reset();\n\t };\n\t GameWrapper.prototype.start = function (event) {\n\t injectProps(event.data);\n\t this._status = 1;\n\t this._gameView.start();\n\t };\n\t GameWrapper.prototype.pause = function () {\n\t this._gameView.pause();\n\t };\n\t GameWrapper.prototype.resume = function () {\n\t this._gameView.resume();\n\t };\n\t GameWrapper.prototype.revive = function () {\n\t this._gameView.revive();\n\t };\n\t GameWrapper.prototype.clear = function () {\n\t this._gameView.visible = false;\n\t };\n\t GameWrapper.prototype.onTap = function (event) {\n\t };\n\t return GameWrapper;\n\t}(engine.Container));\n\t//# sourceMappingURL=GameWrapper.js.map\n\n\tfunction index (props) {\n\t prepareProps();\n\t injectProps(props);\n\t var instance = new GameWrapper();\n\t return instance;\n\t}\n\t//# sourceMappingURL=index.js.map\n\n\treturn index;\n\n})));\n"
}
......@@ -168,5 +168,5 @@
}
},
"id": "food-fell2",
"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['food-fell2'] = factory(global.tslib));\n}(this, (function (tslib) { 'use strict';\n\n\tvar props = {};\n\tfunction prepareProps() {\n\t var metaProps = getProps();\n\t engine.injectProp(props, metaProps);\n\t}\n\tfunction injectProps(p) {\n\t engine.injectProp(props, p);\n\t}\n\t//# sourceMappingURL=props.js.map\n\n\tfunction getTextureByName(name) {\n\t return engine.Texture.from(getAssetByName(name).uuid);\n\t}\n\tfunction createSvga(name, anchorName) {\n\t var inst = new svga.Svga();\n\t inst.source = 'asset://' + getAssetByName(name).uuid;\n\t return inst;\n\t}\n\n\tvar Goods = (function (_super) {\n\t tslib.__extends(Goods, _super);\n\t function Goods() {\n\t var _this = _super.call(this) || this;\n\t var body;\n\t body = _this._body = new engine.Rect();\n\t var rain = new engine.Sprite(getTextureByName('雨滴0'));\n\t var rain1 = new engine.Sprite(getTextureByName('雨滴1'));\n\t var rain2 = new engine.Sprite(getTextureByName('雨滴2'));\n\t rain[\"npcType\"] = \"rain0\";\n\t rain1[\"npcType\"] = \"rain1\";\n\t rain2[\"npcType\"] = \"rain2\";\n\t var stone = new engine.Sprite(getTextureByName('石块'));\n\t stone[\"npcType\"] = \"stone\";\n\t var boom = new engine.Sprite(getTextureByName('炸弹'));\n\t boom[\"npcType\"] = \"boom\";\n\t rain.visible = false;\n\t rain1.visible = false;\n\t rain2.visible = false;\n\t stone.visible = false;\n\t boom.visible = false;\n\t body.addChild(rain);\n\t body.addChild(rain1);\n\t body.addChild(rain2);\n\t body.addChild(stone);\n\t body.addChild(boom);\n\t _this.addChild(body);\n\t body.width = .0001;\n\t body.height = .0001;\n\t body.mouseEnabled = false;\n\t return _this;\n\t }\n\t Goods.prototype.getRandomNumberByRange = function (start, end) {\n\t return Math.floor(Math.random() * (end - start) + start);\n\t };\n\t Goods.prototype.reset = function () {\n\t this.visible = true;\n\t this.rotation = 0;\n\t this.anchorOffsetY = 0;\n\t this.y = 0;\n\t this.x = (750 - 120) * Math.random() + 30;\n\t this.rotation = 0;\n\t var random = Math.random();\n\t if (typeof (props.goodsProbability) == 'string') {\n\t props.goodsProbability = props.goodsProbability.split(',').map(function (i) { return +i; });\n\t console.log(props.goodsProbability);\n\t }\n\t if (random < props.goodsProbability[0]) {\n\t var randomNum = Math.floor(Math.random() * 3);\n\t this.showNpc(\"rain\" + randomNum);\n\t }\n\t else if (random >= props.goodsProbability[0] && random <= (props.goodsProbability[0] + props.goodsProbability[1])) {\n\t this.showNpc(\"stone\");\n\t }\n\t else if (random > (props.goodsProbability[0] + props.goodsProbability[1])) {\n\t this.showNpc(\"boom\");\n\t }\n\t };\n\t Goods.prototype.showNpc = function (type) {\n\t for (var i = 0; i < this._body.children.length; i++) {\n\t this._body.children[i].visible = false;\n\t this._body.children[i].mouseEnabled = false;\n\t }\n\t for (var i = 0; i < this._body.children.length; i++) {\n\t if (this._body.children[i][\"npcType\"] == type) {\n\t this[\"npcType\"] = type;\n\t this._body.children[i].visible = true;\n\t this._body.children[i].mouseEnabled = false;\n\t }\n\t }\n\t };\n\t Object.defineProperty(Goods.prototype, \"anchorOffsetY\", {\n\t set: function (v) {\n\t this._body.y = v;\n\t },\n\t enumerable: true,\n\t configurable: true\n\t });\n\t return Goods;\n\t}(engine.Container));\n\t//# sourceMappingURL=Goods.js.map\n\n\tvar ObjectPool = engine.ObjectPool;\n\tvar PoolName = 'goods';\n\tObjectPool.registerPool(PoolName, function () {\n\t return new Goods();\n\t}, function (item, data) {\n\t item.reset();\n\t});\n\t//# sourceMappingURL=object-pool-init.js.map\n\n\tvar ObjectPool$1 = engine.ObjectPool;\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.goodsItems = [];\n\t _this.moveCatchX = 0;\n\t _this.playerCatchX = 0;\n\t _this.onDownStage = function (e) {\n\t _this.moveCatchX = e.localX;\n\t _this.playerCatchX = _this.player.x;\n\t };\n\t _this.onMoveStage = function (e) {\n\t var maxStageBound = props.maxStageBound;\n\t if (_this.gameIng) {\n\t var playerX = _this.playerCatchX + (e.localX - _this.moveCatchX);\n\t if (playerX < maxStageBound) {\n\t _this.player.x = maxStageBound;\n\t }\n\t else if (playerX + _this.player.width + maxStageBound > 750) {\n\t _this.player.x = 750 - maxStageBound - _this.player.width;\n\t }\n\t else {\n\t _this.player.x = playerX;\n\t }\n\t }\n\t };\n\t _this.onOutStage = function (e) {\n\t _this.moveCatchX = 0;\n\t };\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 var _this = this;\n\t if (this._hasSetup) {\n\t return;\n\t }\n\t this._hasSetup = true;\n\t this.NpcBg = new engine.Container();\n\t this.NpcBg.alpha = 1;\n\t this.NpcBg.width = 0;\n\t this.NpcBg.height = 0;\n\t this.addChild(this.NpcBg);\n\t this.player = new engine.Container();\n\t this.player.mouseEnabled = false;\n\t this.addChild(this.player);\n\t this.waterSvga = createSvga(\"水花\");\n\t this.stoneSvga = createSvga(\"石头svga\");\n\t this.playerSvga = new engine.Sprite(getTextureByName('玩家'));\n\t this.boomSvga = createSvga(\"炸弹svga\");\n\t this.player.addChild(this.playerSvga);\n\t this.player.addChild(this.stoneSvga);\n\t this.player.addChild(this.waterSvga);\n\t this.player.addChild(this.boomSvga);\n\t this.waterSvga.visible = false;\n\t this.stoneSvga.visible = false;\n\t this.boomSvga.visible = false;\n\t this.visible = false;\n\t setTimeout(function () {\n\t _this.visible = true;\n\t _this.player.anchorY = _this.player.height / 2;\n\t _this.player.anchorX = _this.player.width / 2;\n\t _this.player.x = 375 - _this.player.width / 2;\n\t _this.player.y = props.playerPositionY;\n\t _this.stoneSvga.x = _this.player.width / 2 - _this.stoneSvga.width / 2 + props.boomPosition1Offset[0];\n\t _this.stoneSvga.y = _this.player.height / 2 - _this.stoneSvga.height / 2 + props.boomPosition1Offset[1];\n\t _this.waterSvga.x = _this.player.width / 2 - _this.waterSvga.width / 2 + props.boomPosition2Offset[0];\n\t _this.waterSvga.y = _this.player.height / 2 - _this.waterSvga.height / 2 + props.boomPosition2Offset[1];\n\t _this.boomSvga.x = _this.player.width / 2 - _this.boomSvga.width / 2 + props.boomPosition3Offset[0];\n\t _this.boomSvga.y = _this.player.height / 2 - _this.boomSvga.height / 2 + props.boomPosition3Offset[1];\n\t }, 300);\n\t this.rectBg = new engine.Container();\n\t this.rectBg.alpha = 0;\n\t this.rectBg.width = 750;\n\t this.rectBg.height = 1624;\n\t this.addChild(this.rectBg);\n\t this.rectBg.addEventListener(engine.MouseEvent.MOUSE_DOWN, this.onDownStage, this);\n\t this.rectBg.addEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMoveStage, this);\n\t this.rectBg.addEventListener(engine.MouseEvent.MOUSE_OUT, this.onOutStage, this);\n\t };\n\t GameView.prototype.reset = function () {\n\t this.recycleGoods();\n\t };\n\t GameView.prototype.start = function () {\n\t var _this = this;\n\t this.score = 0;\n\t this.speed = 1;\n\t this.gameIng = true;\n\t this.creatNpc();\n\t this.beginNpc();\n\t this.countdown = props.countDown;\n\t this.countdownTimer = setInterval(function () {\n\t if (_this.gameIng) {\n\t if (_this.countdown > 0) {\n\t engine.globalEvent.dispatchEvent('food-fell-time-update', {\n\t time: _this.countdown,\n\t });\n\t _this.countdown -= 1;\n\t }\n\t else {\n\t engine.globalEvent.dispatchEvent('food-fell-game-over', {\n\t score: _this.score,\n\t reason: 1\n\t });\n\t _this.died();\n\t }\n\t }\n\t }, 1000);\n\t };\n\t GameView.prototype.beginNpc = function () {\n\t var _this = this;\n\t this.timer = setTimeout(function () {\n\t if (_this.gameIng) {\n\t _this.speed += props.acceleratedSpeed;\n\t _this.creatNpc();\n\t }\n\t _this.beginNpc();\n\t }, 2000 / this.speed);\n\t };\n\t GameView.prototype.pause = function () {\n\t this.gameIng = false;\n\t };\n\t GameView.prototype.revive = function () {\n\t this.gameIng = true;\n\t };\n\t GameView.prototype.resume = function () {\n\t this.reset();\n\t this.start();\n\t };\n\t GameView.prototype.creatNpc = function () {\n\t var _this = this;\n\t var goods = this._goods = ObjectPool$1.getObject(PoolName);\n\t this.goodsItems.push(goods);\n\t console.log(goods);\n\t this.NpcBg.addChild(goods);\n\t goods.addEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"] = function () {\n\t if (goods.y > 1624) {\n\t _this.removeNpc(goods);\n\t }\n\t else {\n\t if (_this.gameIng) {\n\t goods.y += (4 * _this.speed);\n\t if (_this.hasHit(_this.player, goods)) {\n\t if (goods[\"npcType\"].indexOf(\"rain\") > -1) {\n\t console.log(\"碰到雨滴\");\n\t _this.score += props.rainScore;\n\t _this.waterSvga.visible = true;\n\t _this.waterSvga.play(false, false);\n\t _this.waterSvga.once(engine.Event.END_FRAME, function () {\n\t _this.waterSvga.visible = false;\n\t }, _this);\n\t }\n\t else if (goods[\"npcType\"] == \"stone\") {\n\t console.log(\"碰到石头\");\n\t _this.score += props.stoneScore;\n\t _this.stoneSvga.visible = true;\n\t _this.stoneSvga.play(false, false);\n\t _this.stoneSvga.once(engine.Event.END_FRAME, function () {\n\t _this.stoneSvga.visible = false;\n\t }, _this);\n\t }\n\t else if (goods[\"npcType\"] == \"boom\") {\n\t console.log(\"碰到炸弹\");\n\t _this.boomSvga.visible = true;\n\t _this.boomSvga.play(false, false);\n\t _this.boomSvga.once(engine.Event.END_FRAME, function () {\n\t _this.boomSvga.visible = false;\n\t engine.globalEvent.dispatchEvent('food-fell-game-over', {\n\t score: _this.score,\n\t reason: 2\n\t });\n\t _this.died();\n\t }, _this);\n\t }\n\t engine.globalEvent.dispatchEvent('food-fell-score-update', {\n\t score: _this.score,\n\t });\n\t _this.removeNpc(goods);\n\t }\n\t }\n\t }\n\t }, this);\n\t };\n\t GameView.prototype.died = function () {\n\t this.score = 0;\n\t this.pause();\n\t };\n\t GameView.prototype.removeNpc = function (goods) {\n\t this.NpcBg.removeChild(goods);\n\t ObjectPool$1.recycleObject(PoolName, goods);\n\t goods.removeEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"], this);\n\t var index = this.goodsItems.indexOf(goods);\n\t if (index > -1) {\n\t this.goodsItems.splice(index, 1);\n\t }\n\t };\n\t GameView.prototype.recycleGoods = function () {\n\t clearTimeout(this.timer);\n\t clearInterval(this.countdownTimer);\n\t for (var _i = 0, _a = this.goodsItems; _i < _a.length; _i++) {\n\t var goods = _a[_i];\n\t if (goods) {\n\t this.NpcBg.removeChild(goods);\n\t ObjectPool$1.recycleObject(PoolName, goods);\n\t goods.removeEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"], this);\n\t }\n\t }\n\t this.goodsItems = [];\n\t };\n\t GameView.prototype.hasHit = function (a, b) {\n\t var playerH = a.height;\n\t var playerW = a.width;\n\t var playerX = a.x;\n\t console.log(\"props\", props.playerHeight);\n\t if (props.playerHeight) {\n\t playerH = props.playerHeight;\n\t }\n\t if (props.playerWidth) {\n\t playerW = props.playerWidth;\n\t playerX = a.x + (a.width - props.playerWidth) / 2;\n\t }\n\t if (Math.abs((playerX + playerW / 2) - (b.x + b.width / 2)) < playerW / 2 + b.width / 2\n\t &&\n\t Math.abs((a.y + playerH / 1.3) - (b.y + b.height / 2)) < playerH / 2 + b.height / 2) {\n\t return true;\n\t }\n\t else {\n\t return false;\n\t }\n\t };\n\t return GameView;\n\t}(engine.Container));\n\t//# sourceMappingURL=GameView.js.map\n\n\tvar GameWrapper = (function (_super) {\n\t tslib.__extends(GameWrapper, _super);\n\t function GameWrapper() {\n\t var _this = _super.call(this) || this;\n\t engine.globalEvent.addEventListener('food-fell-reset', _this.reset, _this);\n\t engine.globalEvent.addEventListener('food-fell-start', _this.start, _this);\n\t engine.globalEvent.addEventListener('food-fell-pause', _this.pause, _this);\n\t engine.globalEvent.addEventListener('food-fell-resume', _this.resume, _this);\n\t engine.globalEvent.addEventListener('food-fell-revive', _this.revive, _this);\n\t engine.globalEvent.addEventListener('food-fell-clear', _this.clear, _this);\n\t _this.addEventListener(engine.MouseEvent.CLICK, _this.onTap, _this);\n\t var gameView = _this._gameView = new GameView();\n\t _this.addChild(gameView);\n\t return _this;\n\t }\n\t GameWrapper.prototype.reset = function (event) {\n\t injectProps(event.data);\n\t this._gameView.visible = true;\n\t this._gameView.reset();\n\t };\n\t GameWrapper.prototype.start = function (event) {\n\t injectProps(event.data);\n\t this._status = 1;\n\t this._gameView.start();\n\t };\n\t GameWrapper.prototype.pause = function () {\n\t this._gameView.pause();\n\t };\n\t GameWrapper.prototype.resume = function () {\n\t this._gameView.resume();\n\t };\n\t GameWrapper.prototype.revive = function () {\n\t this._gameView.revive();\n\t };\n\t GameWrapper.prototype.clear = function () {\n\t this._gameView.visible = false;\n\t };\n\t GameWrapper.prototype.onTap = function (event) {\n\t };\n\t return GameWrapper;\n\t}(engine.Container));\n\t//# sourceMappingURL=GameWrapper.js.map\n\n\tfunction index (props) {\n\t prepareProps();\n\t injectProps(props);\n\t var instance = new GameWrapper();\n\t return instance;\n\t}\n\t//# sourceMappingURL=index.js.map\n\n\treturn index;\n\n})));\n"
"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['food-fell2'] = factory(global.tslib));\n}(this, (function (tslib) { 'use strict';\n\n\tvar props = {};\n\tfunction prepareProps() {\n\t var metaProps = getProps();\n\t engine.injectProp(props, metaProps);\n\t}\n\tfunction injectProps(p) {\n\t engine.injectProp(props, p);\n\t}\n\t//# sourceMappingURL=props.js.map\n\n\tfunction getTexture(uuid) {\n\t return engine.Texture.from(getAssetByUUID(uuid).uuid);\n\t}\n\tfunction getTextureByName(name) {\n\t return getTexture(getAssetByName(name).uuid);\n\t}\n\tfunction createSvga(name, anchorName) {\n\t var inst = new svga.Svga();\n\t inst.source = 'asset://' + getAssetByName(name).uuid;\n\t return inst;\n\t}\n\n\tvar Goods = (function (_super) {\n\t tslib.__extends(Goods, _super);\n\t function Goods() {\n\t var _this = _super.call(this) || this;\n\t var body;\n\t body = _this._body = new engine.Rect();\n\t var rain = new engine.Sprite(getTextureByName('雨滴0'));\n\t var rain1 = new engine.Sprite(getTextureByName('雨滴1'));\n\t var rain2 = new engine.Sprite(getTextureByName('雨滴2'));\n\t rain[\"npcType\"] = \"rain0\";\n\t rain1[\"npcType\"] = \"rain1\";\n\t rain2[\"npcType\"] = \"rain2\";\n\t var stone = new engine.Sprite(getTextureByName('石块'));\n\t stone[\"npcType\"] = \"stone\";\n\t var boom = new engine.Sprite(getTextureByName('炸弹'));\n\t boom[\"npcType\"] = \"boom\";\n\t rain.visible = false;\n\t rain1.visible = false;\n\t rain2.visible = false;\n\t stone.visible = false;\n\t boom.visible = false;\n\t body.addChild(rain);\n\t body.addChild(rain1);\n\t body.addChild(rain2);\n\t body.addChild(stone);\n\t body.addChild(boom);\n\t _this.addChild(body);\n\t body.width = .0001;\n\t body.height = .0001;\n\t body.mouseEnabled = false;\n\t return _this;\n\t }\n\t Goods.prototype.getRandomNumberByRange = function (start, end) {\n\t return Math.floor(Math.random() * (end - start) + start);\n\t };\n\t Goods.prototype.reset = function () {\n\t this.visible = true;\n\t this.rotation = 0;\n\t this.anchorOffsetY = 0;\n\t this.y = 0;\n\t this.x = (750 - 120) * Math.random() + 30;\n\t this.rotation = 0;\n\t var random = Math.random();\n\t if (typeof (props.goodsProbability) == 'string') {\n\t props.goodsProbability = props.goodsProbability.split(',').map(function (i) { return +i; });\n\t console.log(props.goodsProbability);\n\t }\n\t if (random < props.goodsProbability[0]) {\n\t var randomNum = Math.floor(Math.random() * 3);\n\t this.showNpc(\"rain\" + randomNum);\n\t }\n\t else if (random >= props.goodsProbability[0] && random <= (props.goodsProbability[0] + props.goodsProbability[1])) {\n\t this.showNpc(\"stone\");\n\t }\n\t else if (random > (props.goodsProbability[0] + props.goodsProbability[1])) {\n\t this.showNpc(\"boom\");\n\t }\n\t };\n\t Goods.prototype.showNpc = function (type) {\n\t for (var i = 0; i < this._body.children.length; i++) {\n\t this._body.children[i].visible = false;\n\t this._body.children[i].mouseEnabled = false;\n\t }\n\t for (var i = 0; i < this._body.children.length; i++) {\n\t if (this._body.children[i][\"npcType\"] == type) {\n\t this[\"npcType\"] = type;\n\t this._body.children[i].visible = true;\n\t this._body.children[i].mouseEnabled = false;\n\t }\n\t }\n\t };\n\t Object.defineProperty(Goods.prototype, \"anchorOffsetY\", {\n\t set: function (v) {\n\t this._body.y = v;\n\t },\n\t enumerable: true,\n\t configurable: true\n\t });\n\t return Goods;\n\t}(engine.Container));\n\t//# sourceMappingURL=Goods.js.map\n\n\tvar ObjectPool = engine.ObjectPool;\n\tvar PoolName = 'goods';\n\tObjectPool.registerPool(PoolName, function () {\n\t return new Goods();\n\t}, function (item, data) {\n\t item.reset();\n\t});\n\t//# sourceMappingURL=object-pool-init.js.map\n\n\tvar ObjectPool$1 = engine.ObjectPool;\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.goodsItems = [];\n\t _this.moveCatchX = 0;\n\t _this.playerCatchX = 0;\n\t _this.onDownStage = function (e) {\n\t _this.moveCatchX = e.localX;\n\t _this.playerCatchX = _this.player.x;\n\t };\n\t _this.onMoveStage = function (e) {\n\t var maxStageBound = props.maxStageBound;\n\t if (_this.gameIng) {\n\t var playerX = _this.playerCatchX + (e.localX - _this.moveCatchX);\n\t if (playerX < maxStageBound) {\n\t _this.player.x = maxStageBound;\n\t }\n\t else if (playerX + _this.player.width + maxStageBound > 750) {\n\t _this.player.x = 750 - maxStageBound - _this.player.width;\n\t }\n\t else {\n\t _this.player.x = playerX;\n\t }\n\t }\n\t };\n\t _this.onOutStage = function (e) {\n\t _this.moveCatchX = 0;\n\t };\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 var _this = this;\n\t if (this._hasSetup) {\n\t return;\n\t }\n\t this._hasSetup = true;\n\t this.NpcBg = new engine.Container();\n\t this.NpcBg.alpha = 1;\n\t this.NpcBg.width = 0;\n\t this.NpcBg.height = 0;\n\t this.addChild(this.NpcBg);\n\t this.player = new engine.Container();\n\t this.player.mouseEnabled = false;\n\t this.addChild(this.player);\n\t this.waterSvga = createSvga(\"水花\");\n\t this.stoneSvga = createSvga(\"石头svga\");\n\t this.playerSvga = new engine.Sprite(getTextureByName('玩家'));\n\t this.boomSvga = createSvga(\"炸弹svga\");\n\t this.player.addChild(this.playerSvga);\n\t this.player.addChild(this.stoneSvga);\n\t this.player.addChild(this.waterSvga);\n\t this.player.addChild(this.boomSvga);\n\t this.waterSvga.visible = false;\n\t this.stoneSvga.visible = false;\n\t this.boomSvga.visible = false;\n\t this.visible = false;\n\t setTimeout(function () {\n\t _this.visible = true;\n\t _this.player.anchorY = _this.player.height / 2;\n\t _this.player.anchorX = _this.player.width / 2;\n\t _this.player.x = 375 - _this.player.width / 2;\n\t _this.player.y = props.playerPositionY;\n\t _this.stoneSvga.x = _this.player.width / 2 - _this.stoneSvga.width / 2 + props.boomPosition1Offset[0];\n\t _this.stoneSvga.y = _this.player.height / 2 - _this.stoneSvga.height / 2 + props.boomPosition1Offset[1];\n\t _this.waterSvga.x = _this.player.width / 2 - _this.waterSvga.width / 2 + props.boomPosition2Offset[0];\n\t _this.waterSvga.y = _this.player.height / 2 - _this.waterSvga.height / 2 + props.boomPosition2Offset[1];\n\t _this.boomSvga.x = _this.player.width / 2 - _this.boomSvga.width / 2 + props.boomPosition3Offset[0];\n\t _this.boomSvga.y = _this.player.height / 2 - _this.boomSvga.height / 2 + props.boomPosition3Offset[1];\n\t }, 300);\n\t this.rectBg = new engine.Container();\n\t this.rectBg.alpha = 0;\n\t this.rectBg.width = 750;\n\t this.rectBg.height = 1624;\n\t this.addChild(this.rectBg);\n\t this.rectBg.addEventListener(engine.MouseEvent.MOUSE_DOWN, this.onDownStage, this);\n\t this.rectBg.addEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMoveStage, this);\n\t this.rectBg.addEventListener(engine.MouseEvent.MOUSE_OUT, this.onOutStage, this);\n\t };\n\t GameView.prototype.reset = function () {\n\t this.recycleGoods();\n\t };\n\t GameView.prototype.start = function () {\n\t var _this = this;\n\t this.score = 0;\n\t this.speed = 1;\n\t this.gameIng = true;\n\t this.creatNpc();\n\t this.beginNpc();\n\t this.countdown = props.countDown;\n\t this.countdownTimer = setInterval(function () {\n\t if (_this.gameIng) {\n\t if (_this.countdown > 0) {\n\t engine.globalEvent.dispatchEvent('food-fell-time-update', {\n\t time: _this.countdown,\n\t });\n\t _this.countdown -= 1;\n\t }\n\t else {\n\t engine.globalEvent.dispatchEvent('food-fell-game-over', {\n\t score: _this.score,\n\t reason: 1\n\t });\n\t _this.died();\n\t }\n\t }\n\t }, 1000);\n\t };\n\t GameView.prototype.beginNpc = function () {\n\t var _this = this;\n\t this.timer = setTimeout(function () {\n\t if (_this.gameIng) {\n\t _this.speed += props.acceleratedSpeed;\n\t _this.creatNpc();\n\t }\n\t _this.beginNpc();\n\t }, 2000 / this.speed);\n\t };\n\t GameView.prototype.pause = function () {\n\t this.gameIng = false;\n\t };\n\t GameView.prototype.revive = function () {\n\t this.gameIng = true;\n\t };\n\t GameView.prototype.resume = function () {\n\t this.reset();\n\t this.start();\n\t };\n\t GameView.prototype.creatNpc = function () {\n\t var _this = this;\n\t var goods = this._goods = ObjectPool$1.getObject(PoolName);\n\t this.goodsItems.push(goods);\n\t console.log(goods);\n\t this.NpcBg.addChild(goods);\n\t goods.addEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"] = function () {\n\t if (goods.y > 1624) {\n\t _this.removeNpc(goods);\n\t }\n\t else {\n\t if (_this.gameIng) {\n\t goods.y += (4 * _this.speed);\n\t if (_this.hasHit(_this.player, goods)) {\n\t if (goods[\"npcType\"].indexOf(\"rain\") > -1) {\n\t console.log(\"碰到雨滴\");\n\t _this.score += props.rainScore;\n\t _this.waterSvga.visible = true;\n\t _this.waterSvga.play(false, false);\n\t _this.waterSvga.once(engine.Event.END_FRAME, function () {\n\t _this.waterSvga.visible = false;\n\t }, _this);\n\t }\n\t else if (goods[\"npcType\"] == \"stone\") {\n\t console.log(\"碰到石头\");\n\t _this.score += props.stoneScore;\n\t _this.stoneSvga.visible = true;\n\t _this.stoneSvga.play(false, false);\n\t _this.stoneSvga.once(engine.Event.END_FRAME, function () {\n\t _this.stoneSvga.visible = false;\n\t }, _this);\n\t }\n\t else if (goods[\"npcType\"] == \"boom\") {\n\t console.log(\"碰到炸弹\");\n\t _this.boomSvga.visible = true;\n\t _this.boomSvga.play(false, false);\n\t _this.boomSvga.once(engine.Event.END_FRAME, function () {\n\t _this.boomSvga.visible = false;\n\t engine.globalEvent.dispatchEvent('food-fell-game-over', {\n\t score: _this.score,\n\t reason: 2\n\t });\n\t _this.died();\n\t }, _this);\n\t }\n\t engine.globalEvent.dispatchEvent('food-fell-score-update', {\n\t score: _this.score,\n\t });\n\t _this.removeNpc(goods);\n\t }\n\t }\n\t }\n\t }, this);\n\t };\n\t GameView.prototype.died = function () {\n\t this.score = 0;\n\t this.pause();\n\t };\n\t GameView.prototype.removeNpc = function (goods) {\n\t this.NpcBg.removeChild(goods);\n\t ObjectPool$1.recycleObject(PoolName, goods);\n\t goods.removeEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"], this);\n\t var index = this.goodsItems.indexOf(goods);\n\t if (index > -1) {\n\t this.goodsItems.splice(index, 1);\n\t }\n\t };\n\t GameView.prototype.recycleGoods = function () {\n\t clearTimeout(this.timer);\n\t clearInterval(this.countdownTimer);\n\t for (var _i = 0, _a = this.goodsItems; _i < _a.length; _i++) {\n\t var goods = _a[_i];\n\t if (goods) {\n\t this.NpcBg.removeChild(goods);\n\t ObjectPool$1.recycleObject(PoolName, goods);\n\t goods.removeEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"], this);\n\t }\n\t }\n\t this.goodsItems = [];\n\t };\n\t GameView.prototype.hasHit = function (a, b) {\n\t var playerH = a.height;\n\t var playerW = a.width;\n\t var playerX = a.x;\n\t console.log(\"props\", props.playerHeight);\n\t if (props.playerHeight) {\n\t playerH = props.playerHeight;\n\t }\n\t if (props.playerWidth) {\n\t playerW = props.playerWidth;\n\t playerX = a.x + (a.width - props.playerWidth) / 2;\n\t }\n\t if (Math.abs((playerX + playerW / 2) - (b.x + b.width / 2)) < playerW / 2 + b.width / 2\n\t &&\n\t Math.abs((a.y + playerH / 1.3) - (b.y + b.height / 2)) < playerH / 2 + b.height / 2) {\n\t return true;\n\t }\n\t else {\n\t return false;\n\t }\n\t };\n\t return GameView;\n\t}(engine.Container));\n\t//# sourceMappingURL=GameView.js.map\n\n\tvar GameWrapper = (function (_super) {\n\t tslib.__extends(GameWrapper, _super);\n\t function GameWrapper() {\n\t var _this = _super.call(this) || this;\n\t engine.globalEvent.addEventListener('food-fell-reset', _this.reset, _this);\n\t engine.globalEvent.addEventListener('food-fell-start', _this.start, _this);\n\t engine.globalEvent.addEventListener('food-fell-pause', _this.pause, _this);\n\t engine.globalEvent.addEventListener('food-fell-resume', _this.resume, _this);\n\t engine.globalEvent.addEventListener('food-fell-revive', _this.revive, _this);\n\t engine.globalEvent.addEventListener('food-fell-clear', _this.clear, _this);\n\t _this.addEventListener(engine.MouseEvent.CLICK, _this.onTap, _this);\n\t var gameView = _this._gameView = new GameView();\n\t _this.addChild(gameView);\n\t return _this;\n\t }\n\t GameWrapper.prototype.reset = function (event) {\n\t injectProps(event.data);\n\t this._gameView.visible = true;\n\t this._gameView.reset();\n\t };\n\t GameWrapper.prototype.start = function (event) {\n\t injectProps(event.data);\n\t this._status = 1;\n\t this._gameView.start();\n\t };\n\t GameWrapper.prototype.pause = function () {\n\t this._gameView.pause();\n\t };\n\t GameWrapper.prototype.resume = function () {\n\t this._gameView.resume();\n\t };\n\t GameWrapper.prototype.revive = function () {\n\t this._gameView.revive();\n\t };\n\t GameWrapper.prototype.clear = function () {\n\t this._gameView.visible = false;\n\t };\n\t GameWrapper.prototype.onTap = function (event) {\n\t };\n\t return GameWrapper;\n\t}(engine.Container));\n\t//# sourceMappingURL=GameWrapper.js.map\n\n\tfunction index (props) {\n\t prepareProps();\n\t injectProps(props);\n\t var instance = new GameWrapper();\n\t return instance;\n\t}\n\t//# sourceMappingURL=index.js.map\n\n\treturn index;\n\n})));\n"
}
declare function getAssetByUUID(uuid: string);
declare function getAssetByName(name: string);
<<<<<<< HEAD
declare function getProps():any;
=======
declare function getProps():any;
>>>>>>> dev
/**
* Created by renjianfeng on 2020-03-13.
*/
const customId = 'food-fell2';
(async function () {
let customModule = await fetch(`../meta.json`);
customModule = await customModule.json();
console.log(customModule);
await loadAssets(customModule.assets);
launchWithCustomModule(customModule);
})();
function launchWithCustomModule(customModule) {
//engine.registerCustomCodeModule(customModule);
engine.registerCustomModule(customId, window[customId]);
const {props: propsOption, assets} = customModule;
let props = engine.computeProps(customModuleProps, propsOption);
const customModuleIns = {
id: customId,
props,
assets,
};
engine.registerCustomModules([customModuleIns]);
engine.launchWithConfig({
options: {
entrySceneView: 'entry',
},
assets: [],
views: [{
name: 'entry',
type: 'node',
properties: {
x: 0,
y: 0,
}
}],
customs: []
}, null, function () {
setTimeout(() => {
engine.addCustomModule(customId, engine.gameStage.sceneContainer.getChildAt(0));
}, 100);
setTimeout(() => {
engine.globalEvent.dispatchEvent('food-fell-reset', {
"goodsProbability": "0.8,0.1,0.1",
"countDown": 30,
"acceleratedSpeed":0.1
});
engine.globalEvent.dispatchEvent('food-fell-start');
}, 1000);
});
engine.globalEvent.addEventListener('food-fell-time-update', (e) => {
console.log(e.type, e.data);
});
engine.globalEvent.addEventListener('food-fell-score-update', (e) => {
console.log(e.type, e.data);
});
engine.globalEvent.addEventListener('food-fell-game-over', (e) => {
console.log(e.type, e.data);
});
}
function getAssetByUUID(uuid) {
return engine.resolveCustomAsset(customId, uuid);
}
function getProps() {
return engine.getProps(customId);
}
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>美食从天而降</title>
<meta name="viewport"
content="width=device-width,initial-scale=1, minimum-scale=1, maximum-scale=1, user-scalable=no"/>
<meta name="apple-mobile-web-app-capable" content="yes"/>
<meta name="full-screen" content="true"/>
<meta name="screen-orientation" content="portrait"/>
<meta name="x5-fullscreen" content="true"/>
<meta name="360-fullscreen" content="true"/>
<style>
html,
body {
padding: 0;
margin: 0;
border: 0;
width: 100%;
height: 100%;
overflow: hidden;
position: absolute;
background-color: red;
}
.game-container{
width: 100%;
height: 100%;
line-height:0;
font-size:0;
}
</style>
</head>
<body>
<div id="game-container" class="game-container"></div>
<!-- <script crossorigin="anonymous" src="//yun.duiba.com.cn/editor/zeroing/libs/engine.50cdcef6ebe4e8c0fbc624f9d4fbf225102c5750.js"></script> -->
<script crossorigin="anonymous" src="//yun.duiba.com.cn/editor/zeroing/libs/engine.fbc60c6d3cb30e5ab97e82d392d9efeee91b8581.js"></script>
<script crossorigin="anonymous" src="//yun.duiba.com.cn/editor/zeroing/libs/svga.fd3923ae6e664251ca7981801a65809cc5f36bc3.js"></script>
<!-- <script src="//yun.duiba.com.cn/editor/zeroing/libs/engine.ebc906f6b50b8da0a669f77027981d5f3cb560ce.js"></script> -->
<!-- <script src="http://localhost:4002/debug/engine.js"></script>
<script src="http://localhost:4003/debug/engine-svga.js"></script> -->
<!--<script src="//yun.duiba.com.cn/editor/zeroing/libs/engine.9a9dbfda4cb2dd5508ecddfe3d95dfd88063f7b5.js"></script>-->
<script src="app.js"></script>
<script src="props.js"></script>
<script src="load-assets.js"></script>
<script src="main.js"></script>
<script>
</script>
</body>
\ No newline at end of file
/**
* Created by rockyl on 2020-01-21.
*/
const assets = [
{
"name": "雨滴0",
"url": "//yun.duiba.com.cn/aurora/assets/badb3627bbcc75276a3eed53daa8b0a454ced6eb.png",
"uuid": "d3ce99da-89e1-447d-8c52-b3f391925c3c",
"ext": ".png"
},
{
"name": "雨滴1",
"url": "//yun.duiba.com.cn/aurora/assets/5cc0092913c571eeb52317b8e1e0dc715793049c.png",
"uuid": "02f17008-1d8d-4108-a0fc-03fbc71fd118",
"ext": ".png"
},
{
"name": "雨滴2",
"url": "//yun.duiba.com.cn/aurora/assets/4b938949b85d50b36ef0f66450643495efbf7580.png",
"uuid": "46aa4f8a-9a6c-4210-8ffd-92da0dd3bc75",
"ext": ".png"
},
{
"name": "炸弹",
"url": "//yun.duiba.com.cn/aurora/assets/171e92283cd13c013ee1b76d28d252ff08815d47.png",
"uuid": "eb88b42d-e151-4c1b-94b9-7c16f7bfac29",
"ext": ".png"
},
{
"name": "石块",
"url": "//yun.duiba.com.cn/aurora/assets/99b0af0c59fe79a415a3f032149cfacc27e3ac2c.png",
"uuid": "ab1bdabc-21ba-46bf-9299-6c638f766c88",
"ext": ".png"
},
{
"name": "水花",
"url": "//yun.duiba.com.cn/aurora/assets/11b1f49fa3afa3a48f1dd3e3c1eb294e3fa9d886.svga",
"uuid": "cdd2268f-ad65-4b5e-a965-ee61b730da21",
"ext": ".svga"
},
{
"name": "石头svga",
"url": "//yun.duiba.com.cn/aurora/assets/01aa6fcb33aa8231f075257026eab2f0aeb3c27a.svga",
"uuid": "846a139d-0990-4db4-a323-f22379932ee4",
"ext": ".svga"
},
{
"name": "炸弹svga",
"url": "//yun.duiba.com.cn/aurora/assets/3b58e7ace031b09c651cf8e7202f9c86e86852c9.svga",
"uuid": "d7a3947b-7fcb-48f2-9ddf-2f075d37a619",
"ext": ".svga"
},
{
"name": "玩家",
"url": "//yun.duiba.com.cn/aurora/assets/db0130d36ef79865be9c753ea0627027f16341d8.png",
"uuid": "4931d296-4421-4a2f-8299-7bab87407c72",
"ext": ".png"
}
];
function loadAssets(customModuleAssets, onProgress, onComplete){
return engine.loadAssets(assets.concat(...customModuleAssets), onProgress, onComplete);
}
(function (global, factory) {
typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('tslib')) :
typeof define === 'function' && define.amd ? define(['tslib'], factory) :
(global = global || self, global['dragon-boat-race'] = factory(global.tslib));
}(this, (function (tslib) { 'use strict';
var props = {};
function prepareProps() {
var metaProps = getProps();
engine.injectProp(props, metaProps);
}
function injectProps(p) {
engine.injectProp(props, p);
}
//# sourceMappingURL=props.js.map
function getTexture(uuid) {
return engine.Texture.from(engine.getAssetByUUID(uuid).uuid);
}
function getTextureByName(name) {
return getTexture(engine.getAssetByName(name).uuid);
}
function createSvga(name, anchorName) {
var inst = new svga.Svga();
inst.source = 'asset://' + engine.getAssetByName(name).uuid;
return inst;
}
var Goods = (function (_super) {
tslib.__extends(Goods, _super);
function Goods() {
var _this = _super.call(this) || this;
var body;
body = _this._body = new engine.Rect();
var rain = new engine.Sprite(getTextureByName('雨滴0'));
var rain1 = new engine.Sprite(getTextureByName('雨滴1'));
var rain2 = new engine.Sprite(getTextureByName('雨滴2'));
rain["npcType"] = "rain0";
rain1["npcType"] = "rain1";
rain2["npcType"] = "rain2";
var stone = new engine.Sprite(getTextureByName('石块'));
stone["npcType"] = "stone";
var boom = new engine.Sprite(getTextureByName('炸弹'));
boom["npcType"] = "boom";
rain.visible = false;
rain1.visible = false;
rain2.visible = false;
stone.visible = false;
boom.visible = false;
body.addChild(rain);
body.addChild(rain1);
body.addChild(rain2);
body.addChild(stone);
body.addChild(boom);
_this.addChild(body);
body.width = .0001;
body.height = .0001;
body.mouseEnabled = false;
return _this;
}
Goods.prototype.getRandomNumberByRange = function (start, end) {
return Math.floor(Math.random() * (end - start) + start);
};
Goods.prototype.reset = function () {
this.visible = true;
this.rotation = 0;
this.anchorOffsetY = 0;
this.y = 0;
this.x = (750 - 120) * Math.random() + 30;
this.rotation = 0;
var random = Math.random();
if (typeof (props.goodsProbability) == 'string') {
props.goodsProbability = props.goodsProbability.split(',').map(function (i) { return +i; });
console.log(props.goodsProbability);
}
if (random < props.goodsProbability[0]) {
var randomNum = Math.floor(Math.random() * 3);
this.showNpc("rain" + randomNum);
}
else if (random >= props.goodsProbability[0] && random <= (props.goodsProbability[0] + props.goodsProbability[1])) {
this.showNpc("stone");
}
else if (random > (props.goodsProbability[0] + props.goodsProbability[1])) {
this.showNpc("boom");
}
};
Goods.prototype.showNpc = function (type) {
for (var i = 0; i < this._body.children.length; i++) {
this._body.children[i].visible = false;
this._body.children[i].mouseEnabled = false;
}
for (var i = 0; i < this._body.children.length; i++) {
if (this._body.children[i]["npcType"] == type) {
this["npcType"] = type;
this._body.children[i].visible = true;
this._body.children[i].mouseEnabled = false;
}
}
};
Object.defineProperty(Goods.prototype, "anchorOffsetY", {
set: function (v) {
this._body.y = v;
},
enumerable: true,
configurable: true
});
return Goods;
}(engine.Container));
//# sourceMappingURL=Goods.js.map
var ObjectPool = engine.ObjectPool;
var PoolName = 'goods';
ObjectPool.registerPool(PoolName, function () {
return new Goods();
}, function (item, data) {
item.reset();
});
//# sourceMappingURL=object-pool-init.js.map
var ObjectPool$1 = engine.ObjectPool;
var GameView = (function (_super) {
tslib.__extends(GameView, _super);
function GameView() {
var _this = _super.call(this) || this;
_this.goodsItems = [];
_this.moveCatchX = 0;
_this.playerCatchX = 0;
_this.onDownStage = function (e) {
_this.moveCatchX = e.localX;
_this.playerCatchX = _this.player.x;
};
_this.onMoveStage = function (e) {
var maxStageBound = props.maxStageBound;
if (_this.gameIng) {
var playerX = _this.playerCatchX + (e.localX - _this.moveCatchX);
if (playerX < maxStageBound) {
_this.player.x = maxStageBound;
}
else if (playerX + _this.player.width + maxStageBound > 750) {
_this.player.x = 750 - maxStageBound - _this.player.width;
}
else {
_this.player.x = playerX;
}
}
};
_this.onOutStage = function (e) {
_this.moveCatchX = 0;
};
_this.once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);
return _this;
}
GameView.prototype.setup = function () {
var _this = this;
if (this._hasSetup) {
return;
}
this._hasSetup = true;
this.NpcBg = new engine.Container();
this.NpcBg.alpha = 1;
this.NpcBg.width = 0;
this.NpcBg.height = 0;
this.addChild(this.NpcBg);
this.player = new engine.Container();
this.player.mouseEnabled = false;
this.addChild(this.player);
this.waterSvga = createSvga("水花");
this.stoneSvga = createSvga("石头svga");
this.playerSvga = new engine.Sprite(getTextureByName('玩家'));
this.boomSvga = createSvga("炸弹svga");
this.player.addChild(this.playerSvga);
this.player.addChild(this.stoneSvga);
this.player.addChild(this.waterSvga);
this.player.addChild(this.boomSvga);
this.waterSvga.visible = false;
this.stoneSvga.visible = false;
this.boomSvga.visible = false;
this.visible = false;
setTimeout(function () {
_this.visible = true;
_this.player.anchorY = _this.player.height / 2;
_this.player.anchorX = _this.player.width / 2;
_this.player.x = 375 - _this.player.width / 2;
_this.player.y = props.playerPositionY;
_this.stoneSvga.x = _this.player.width / 2 - _this.stoneSvga.width / 2 + props.boomPosition1Offset[0];
_this.stoneSvga.y = _this.player.height / 2 - _this.stoneSvga.height / 2 + props.boomPosition1Offset[1];
_this.waterSvga.x = _this.player.width / 2 - _this.waterSvga.width / 2 + props.boomPosition2Offset[0];
_this.waterSvga.y = _this.player.height / 2 - _this.waterSvga.height / 2 + props.boomPosition2Offset[1];
_this.boomSvga.x = _this.player.width / 2 - _this.boomSvga.width / 2 + props.boomPosition3Offset[0];
_this.boomSvga.y = _this.player.height / 2 - _this.boomSvga.height / 2 + props.boomPosition3Offset[1];
}, 300);
this.rectBg = new engine.Container();
this.rectBg.alpha = 0;
this.rectBg.width = 750;
this.rectBg.height = 1624;
this.addChild(this.rectBg);
this.rectBg.addEventListener(engine.MouseEvent.MOUSE_DOWN, this.onDownStage, this);
this.rectBg.addEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMoveStage, this);
this.rectBg.addEventListener(engine.MouseEvent.MOUSE_OUT, this.onOutStage, this);
};
GameView.prototype.reset = function () {
this.recycleGoods();
};
GameView.prototype.start = function () {
var _this = this;
this.score = 0;
this.speed = 1;
this.gameIng = true;
this.creatNpc();
this.beginNpc();
this.countdown = props.countDown;
this.countdownTimer = setInterval(function () {
if (_this.gameIng) {
if (_this.countdown > 0) {
engine.globalEvent.dispatchEvent('food-fell-time-update', {
time: _this.countdown,
});
_this.countdown -= 1;
}
else {
engine.globalEvent.dispatchEvent('food-fell-game-over', {
score: _this.score,
reason: 1
});
_this.died();
}
}
}, 1000);
};
GameView.prototype.beginNpc = function () {
var _this = this;
this.timer = setTimeout(function () {
if (_this.gameIng) {
_this.speed += props.acceleratedSpeed;
_this.creatNpc();
}
_this.beginNpc();
}, 2000 / this.speed);
};
GameView.prototype.pause = function () {
this.gameIng = false;
};
GameView.prototype.revive = function () {
this.gameIng = true;
};
GameView.prototype.resume = function () {
this.reset();
this.start();
};
GameView.prototype.creatNpc = function () {
var _this = this;
var goods = this._goods = ObjectPool$1.getObject(PoolName);
this.goodsItems.push(goods);
console.log(goods);
this.NpcBg.addChild(goods);
goods.addEventListener(engine.Event.ENTER_FRAME, goods["onGoodsEnter"] = function () {
if (goods.y > 1624) {
_this.removeNpc(goods);
}
else {
if (_this.gameIng) {
goods.y += (4 * _this.speed);
if (_this.hasHit(_this.player, goods)) {
if (goods["npcType"].indexOf("rain") > -1) {
console.log("碰到雨滴");
_this.score += props.rainScore;
_this.waterSvga.visible = true;
_this.waterSvga.play(false, false);
_this.waterSvga.once(engine.Event.END_FRAME, function () {
_this.waterSvga.visible = false;
}, _this);
}
else if (goods["npcType"] == "stone") {
console.log("碰到石头");
_this.score += props.stoneScore;
_this.stoneSvga.visible = true;
_this.stoneSvga.play(false, false);
_this.stoneSvga.once(engine.Event.END_FRAME, function () {
_this.stoneSvga.visible = false;
}, _this);
}
else if (goods["npcType"] == "boom") {
console.log("碰到炸弹");
_this.boomSvga.visible = true;
_this.boomSvga.play(false, false);
_this.boomSvga.once(engine.Event.END_FRAME, function () {
_this.boomSvga.visible = false;
engine.globalEvent.dispatchEvent('food-fell-game-over', {
score: _this.score,
reason: 2
});
_this.died();
}, _this);
}
engine.globalEvent.dispatchEvent('food-fell-score-update', {
score: _this.score,
});
_this.removeNpc(goods);
}
}
}
}, this);
};
GameView.prototype.died = function () {
this.score = 0;
this.pause();
};
GameView.prototype.removeNpc = function (goods) {
this.NpcBg.removeChild(goods);
ObjectPool$1.recycleObject(PoolName, goods);
goods.removeEventListener(engine.Event.ENTER_FRAME, goods["onGoodsEnter"], this);
var index = this.goodsItems.indexOf(goods);
if (index > -1) {
this.goodsItems.splice(index, 1);
}
};
GameView.prototype.recycleGoods = function () {
clearTimeout(this.timer);
clearInterval(this.countdownTimer);
for (var _i = 0, _a = this.goodsItems; _i < _a.length; _i++) {
var goods = _a[_i];
if (goods) {
this.NpcBg.removeChild(goods);
ObjectPool$1.recycleObject(PoolName, goods);
goods.removeEventListener(engine.Event.ENTER_FRAME, goods["onGoodsEnter"], this);
}
}
this.goodsItems = [];
};
GameView.prototype.hasHit = function (a, b) {
var playerH = a.height;
var playerW = a.width;
var playerX = a.x;
console.log("props", props.playerHeight);
if (props.playerHeight) {
playerH = props.playerHeight;
}
if (props.playerWidth) {
playerW = props.playerWidth;
playerX = a.x + (a.width - props.playerWidth) / 2;
}
if (Math.abs((playerX + playerW / 2) - (b.x + b.width / 2)) < playerW / 2 + b.width / 2
&&
Math.abs((a.y + playerH / 1.3) - (b.y + b.height / 2)) < playerH / 2 + b.height / 2) {
return true;
}
else {
return false;
}
};
return GameView;
}(engine.Container));
//# sourceMappingURL=GameView.js.map
var GameWrapper = (function (_super) {
tslib.__extends(GameWrapper, _super);
function GameWrapper() {
var _this = _super.call(this) || this;
alert(123);
engine.globalEvent.addEventListener('food-fell-reset', _this.reset, _this);
engine.globalEvent.addEventListener('food-fell-start', _this.start, _this);
engine.globalEvent.addEventListener('food-fell-pause', _this.pause, _this);
engine.globalEvent.addEventListener('food-fell-resume', _this.resume, _this);
engine.globalEvent.addEventListener('food-fell-revive', _this.revive, _this);
engine.globalEvent.addEventListener('food-fell-clear', _this.clear, _this);
_this.addEventListener(engine.MouseEvent.CLICK, _this.onTap, _this);
var gameView = _this._gameView = new GameView();
_this.addChild(gameView);
return _this;
}
GameWrapper.prototype.reset = function (event) {
injectProps(event.data);
this._gameView.visible = true;
this._gameView.reset();
};
GameWrapper.prototype.start = function (event) {
injectProps(event.data);
this._status = 1;
this._gameView.start();
};
GameWrapper.prototype.pause = function () {
this._gameView.pause();
};
GameWrapper.prototype.resume = function () {
this._gameView.resume();
};
GameWrapper.prototype.revive = function () {
this._gameView.revive();
};
GameWrapper.prototype.clear = function () {
this._gameView.visible = false;
};
GameWrapper.prototype.onTap = function (event) {
};
return GameWrapper;
}(engine.Container));
//# sourceMappingURL=GameWrapper.js.map
function index (props) {
prepareProps();
injectProps(props);
var instance = new GameWrapper();
return instance;
}
//# sourceMappingURL=index.js.map
return index;
})));
//# sourceMappingURL=main.js.map
\ No newline at end of file
{"version":3,"file":"index.js","sources":["src/custom/dragon-boat-race/src/props.ts","src/custom/dragon-boat-race/src/game/utils.ts","src/custom/dragon-boat-race/src/game/Goods.ts","src/custom/dragon-boat-race/src/game/object-pool-init.ts","src/custom/dragon-boat-race/src/game/GameView.ts","src/custom/dragon-boat-race/src/game/GameWrapper.ts","src/custom/dragon-boat-race/src/index.ts"],"sourcesContent":["/**\n * Created by rockyl on 2020-01-21.\n */\n\nexport let props: any = {};\n\nexport function prepareProps() {\n\tlet metaProps = getProps();\n\n\tengine.injectProp(props, metaProps);\n}\n\nexport function injectProps(p) {\n\tengine.injectProp(props, p);\n}\n","/**\n * Created by rockyl on 2020-01-21.\n */\n\nexport function getTexture(uuid) {\n\treturn engine.Texture.from(engine.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 * Created by rockyl on 2020-02-02.\n *\n * 掉落物品\n */\nimport {getTextureByName} from \"./utils\";\nimport {props} from \"../props\";\n\nexport class Goods extends engine.Container {\n\tprivate _body:engine.Rect\n\tprivate _toY;\n\n\tconstructor() {\n\t\tsuper();\n\n\t\tlet body\n\t\tbody = this._body =new engine.Rect()\n\t\t\n\t\t// let randomNum = Math.floor(Math.random() * 3)\t\t\n\t\t// console.log('雨滴' + randomNum);\n\t\t\n\t\tlet rain = new engine.Sprite(getTextureByName('雨滴0'));\n\t\tlet rain1 = new engine.Sprite(getTextureByName('雨滴1'));\n\t\tlet rain2 = new engine.Sprite(getTextureByName('雨滴2'));\n\t\train[\"npcType\"]=\"rain0\"\n\t\train1[\"npcType\"]=\"rain1\"\n\t\train2[\"npcType\"]=\"rain2\"\n\t\tlet stone = new engine.Sprite(getTextureByName('石块'));\n\t\tstone[\"npcType\"]=\"stone\"\n\t\tlet boom = new engine.Sprite(getTextureByName('炸弹'));\n\t\tboom[\"npcType\"]=\"boom\"\n\n\t\train.visible=false;\n\t\train1.visible=false;\n\t\train2.visible=false;\n\t\tstone.visible=false;\n\t\tboom.visible=false;\n\t\tbody.addChild(rain)\n\t\tbody.addChild(rain1)\n\t\tbody.addChild(rain2)\n\t\tbody.addChild(stone)\n\t\tbody.addChild(boom)\n\t\t\n\t\tthis.addChild(body);\n\t\tbody.width=.0001;\n\t\tbody.height=.0001;\n\t\tbody.mouseEnabled=false;\n\t}\n\n\n\tgetRandomNumberByRange(start, end) {\n\t\treturn Math.floor(Math.random() * (end - start) + start)\n\t}\n\n\treset() {\n\t\tthis.visible = true;\n\t\tthis.rotation = 0;\n\t\tthis.anchorOffsetY = 0;\n\t\tthis.y = 0;\n\t\tthis.x = (750-120)*Math.random()+30;\n\t\tthis.rotation = 0;\n\t\tlet random=Math.random()\n\t\tif(typeof (props.goodsProbability) == 'string'){\n\t\t\tprops.goodsProbability=props.goodsProbability.split(',').map((i: string) => +i)\n\t\t\tconsole.log(props.goodsProbability);\n\t\t\t\n\t\t}\n\t\tif(random<props.goodsProbability[0]){\n\t\t\tlet randomNum = Math.floor(Math.random() * 3)\t\t\n\t\t\tthis.showNpc(\"rain\" + randomNum)\n\t\t}else if(random>=props.goodsProbability[0]&&random<=(props.goodsProbability[0]+props.goodsProbability[1])){\n\t\t\tthis.showNpc(\"stone\")\n\t\t}else if(random>(props.goodsProbability[0]+props.goodsProbability[1])){\n\t\t\tthis.showNpc(\"boom\")\n\t\t}\n\t}\n\n\n\tshowNpc(type){\n\t\tfor(let i=0;i<this._body.children.length;i++){\n\t\t\tthis._body.children[i].visible=false;\n\t\t\tthis._body.children[i].mouseEnabled=false;\n\t\t}\t\t\n\t\tfor(let i=0;i<this._body.children.length;i++){\n\t\t\tif(this._body.children[i][\"npcType\"]==type){\n\t\t\t\tthis[\"npcType\"]=type\n\t\t\t\tthis._body.children[i].visible=true;\n\t\t\t\tthis._body.children[i].mouseEnabled=false;\n\t\t\t}\n\t\t}\n\t\t\n\t}\n\n\tset anchorOffsetY(v) {\n\t\tthis._body.y = v;\n\t}\n}\n","/**\n * Created by rockyl on 2020-02-03.\n */\n\nimport {Goods} from \"./Goods\";\nimport ObjectPool = engine.ObjectPool;\n\nexport const PoolName: string = 'goods';\n\nObjectPool.registerPool(PoolName, function () {\n\treturn new Goods();\n}, function (item: Goods, data) {\n\titem.reset();\n});\n","/**\n * Created by rockyl on 2018/8/16.\n */\n\nimport { props } from \"../props\";\nimport { playSound, createSvga } from \"./utils\";\nimport ObjectPool = engine.ObjectPool;\nimport { getTextureByName } from \"./utils\";\nimport { Goods } from \"./Goods\";\nimport { PoolName } from \"./object-pool-init\";\n\n\n\nexport default class GameView extends engine.Container {\n\n\tprivate _hasSetup;\n\n\t//玩家\n\tprivate player: engine.Container;\n\t//触摸层\n\t// private rectBg: engine.Rect;\n\tprivate rectBg: engine.Container;\n\t//npc层\n\tprivate NpcBg: engine.Container;\n\n\t//当前分数\n\tprivate score\n\n\t//游戏状态\n\tprivate gameIng;\n\n\t//npc出身计时器\n\tprivate timer\n\t//倒计时计时器\n\tprivate countdownTimer: any\n\t//倒计时\n\tprivate countdown: number\n\n\t//当前速度\n\tprivate speed: number\n\n\t// 当前场景上面的物品\n\tprivate goodsItems = []\n\n\n\tprivate _goods: Goods;\n\n\tconstructor() {\n\t\tsuper();\n\t\tthis.once(engine.Event.ADDED_TO_STAGE, this.setup, this);\n\t}\n\n\tprivate waterSvga\n\tprivate stoneSvga\n\tprivate boomSvga\n\tprivate playerSvga\n\n\tsetup() {\n\t\tif (this._hasSetup) {\n\t\t\treturn;\n\t\t}\n\t\tthis._hasSetup = true;\n\t\tthis.NpcBg = new engine.Container();\n\t\tthis.NpcBg.alpha = 1;\n\t\tthis.NpcBg.width = 0;\n\t\tthis.NpcBg.height = 0;\n\t\tthis.addChild(this.NpcBg);\n\n\t\n\n\t\tthis.player = new engine.Container();\n\t\tthis.player.mouseEnabled = false;\n\t//\tthis.player.fillColor=\"rgba(0, 0, 0,1)\"\n\t\t//console.log(this.player.fillColor)\n\t\n\t\tthis.addChild(this.player);\n\n\t\tthis.waterSvga=createSvga(\"水花\")\n\t\tthis.stoneSvga=createSvga(\"石头svga\")\n\t\t// this.playerSvga=createSvga(\"玩家\")\n\t\tthis.playerSvga= new engine.Sprite(getTextureByName('玩家'))\n\t\tthis.boomSvga=createSvga(\"炸弹svga\")\n\t\tthis.player.addChild(this.playerSvga);\n\t\tthis.player.addChild(this.stoneSvga);\n\t\tthis.player.addChild(this.waterSvga);\n\t\tthis.player.addChild(this.boomSvga);\n\t\t// this.playerSvga.gotoAndPlay(1);\n\n\t\t\n\n\t\tthis.waterSvga.visible = false\n\t\tthis.stoneSvga.visible = false\n\t\tthis.boomSvga.visible = false\n\t\t\n\t\tthis.visible=false;\n\t\tsetTimeout(()=>{\n\t\t\tthis.visible=true;\n\t\t\tthis.player.anchorY = this.player.height / 2;\n\t\t\tthis.player.anchorX = this.player.width / 2;\n\t\t\tthis.player.x = 375 - this.player.width / 2;\n\t\t\tthis.player.y = props.playerPositionY;\n\n\t\t\tthis.stoneSvga.x = this.player.width / 2 - \tthis.stoneSvga.width/2 + props.boomPosition1Offset[0];\n\t\t\tthis.stoneSvga.y = this.player.height / 2 - this.stoneSvga.height/2 + props.boomPosition1Offset[1];\n\n\t\t\tthis.waterSvga.x = this.player.width / 2 - \tthis.waterSvga.width/2+ props.boomPosition2Offset[0];\n\t\t\tthis.waterSvga.y = this.player.height / 2 - this.waterSvga.height/2 + props.boomPosition2Offset[1];\n\n\t\t\tthis.boomSvga.x = this.player.width / 2 - \tthis.boomSvga.width/2+ props.boomPosition3Offset[0];\n\t\t\tthis.boomSvga.y = this.player.height / 2 - this.boomSvga.height/2 + props.boomPosition3Offset[1];\n\n\t\t\t// this.stoneSvga.x=props.boomPositionOffset[0]\n\t\t\t// this.stoneSvga.y=props.boomPositionOffset[1]\n\n\t\t\t// this.waterSvga.x=props.boomPositionOffset[0]\n\t\t\t// this.waterSvga.y=props.boomPositionOffset[1]\n\n\t\t\t// this.boomSvga.x=props.boomPositionOffset[0]\n\t\t\t// this.boomSvga.y=props.boomPositionOffset[1]\n\n\t\t\t\n\t\t},300)\n\n\t\t\n\t\tthis.rectBg = new engine.Container();\n\t\tthis.rectBg.alpha = 0;\n\t\tthis.rectBg.width = 750;\n\t\tthis.rectBg.height = 1624;\n\t\tthis.addChild(this.rectBg)\n\n\t\tthis.rectBg.addEventListener(engine.MouseEvent.MOUSE_DOWN, this.onDownStage, this);\n\t\tthis.rectBg.addEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMoveStage, this);\n\t\tthis.rectBg.addEventListener(engine.MouseEvent.MOUSE_OUT, this.onOutStage, this);\n\n\t\n\t}\n\n\n\t/**\n\t * 重置场景\n\t */\n\treset() {\n\t\tthis.recycleGoods()\n\t}\n\n\t/**\n\t * 开始\n\t */\n\tstart() {\n\t\tthis.score = 0;\n\t\tthis.speed = 1\n\t\tthis.gameIng = true;\n\t\tthis.creatNpc()\n\t\tthis.beginNpc()\n\t\tthis.countdown = props.countDown;\n\t\t\n\t\tthis.countdownTimer = setInterval(() => {\n\t\t\tif (this.gameIng) {\n\t\t\t\tif (this.countdown > 0) {\n\t\t\t\t\tengine.globalEvent.dispatchEvent('food-fell-time-update', {\n\t\t\t\t\t\ttime: this.countdown,\n\t\t\t\t\t});\n\t\t\t\t\tthis.countdown -= 1\n\t\t\t\t} else {\n\t\t\t\t\tengine.globalEvent.dispatchEvent('food-fell-game-over', {\n\t\t\t\t\t\tscore: this.score,\n\t\t\t\t\t\treason: 1\n\t\t\t\t\t});\n\t\t\t\t\tthis.died()\n\t\t\t\t}\n\t\t\t}\n\t\t}, 1000)\n\t}\n\n\t/**\n\t * npc开始掉落\n\t */\n\tbeginNpc() {\n\t\tthis.timer = setTimeout(() => {\n\t\t\tif (this.gameIng) {\n\t\t\t\tthis.speed += props.acceleratedSpeed;\n\t\t\t\tthis.creatNpc()\n\t\t\t}\n\t\t\t//递归执行\n\t\t\tthis.beginNpc()\n\t\t}, 2000 / this.speed)\n\t}\n\n\t/**\n\t * 暂停\n\t */\n\tpause() {\n\t\tthis.gameIng = false;\n\t}\n\n\t/**\n\t * 恢复\n\t */\n\trevive() {\n\t\tthis.gameIng = true;\n\t}\n\n\t/**\n\t * 重新开始\n\t */\n\tresume() {\n\t\tthis.reset()\n\t\tthis.start()\n\t}\n\n\t/**\n\t * 创建NPC\n\t */\n\tprivate creatNpc() {\n\t\tlet goods = this._goods = <Goods>ObjectPool.getObject(PoolName);\n\t\tthis.goodsItems.push(goods)\n\t\tconsole.log(goods);\n\t\t\n\t\tthis.NpcBg.addChild(goods);\n\t\tgoods.addEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"] = () => {\n\t\t\tif (goods.y > 1624) {\n\t\t\t\tthis.removeNpc(goods)\n\t\t\t} else {\n\t\t\t\tif (this.gameIng) {\n\t\t\t\t\t//速度叠加\n\t\t\t\t\tgoods.y += (4 * this.speed)\n\t\t\t\t\t//如果玩家和物品发生碰撞\n\t\t\t\t\tif (this.hasHit(this.player, goods)) {\n\t\t\t\t\t\tif (goods[\"npcType\"].indexOf(\"rain\") > -1) {\n\t\t\t\t\t\t\tconsole.log(\"碰到雨滴\")\n\t\t\t\t\t\t\tthis.score += props.rainScore\n\t\t\t\t\t\t\tthis.waterSvga.visible=true;\n\t\t\t\t\t\t//\tthis.waterSvga.x= goods.x - this.player.x;\n\t\t\t\t\t\t\tthis.waterSvga.play(false, false)\n\t\t\t\t\t\t\tthis.waterSvga.once(engine.Event.END_FRAME, ()=>{\n\t\t\t\t\t\t\t\tthis.waterSvga.visible=false;\n\t\t\t\t\t\t\t}, this);\n\n\t\t\t\t\t\t} else if (goods[\"npcType\"] == \"stone\") {\n\t\t\t\t\t\t\tconsole.log(\"碰到石头\")\n\t\t\t\t\t\t\tthis.score += props.stoneScore\n\t\t\t\t\t\t\tthis.stoneSvga.visible=true;\n\t\t\t\t\t\t\tthis.stoneSvga.play(false, false)\n\t\t\t\t\t\t\tthis.stoneSvga.once(engine.Event.END_FRAME, ()=>{\n\t\t\t\t\t\t\t\tthis.stoneSvga.visible=false;\n\t\t\t\t\t\t\t}, this);\n\t\t\t\t\t\t} else if (goods[\"npcType\"] == \"boom\") {\n\t\t\t\t\t\t\tconsole.log(\"碰到炸弹\")\n\t\t\t\t\t\t\tthis.boomSvga.visible=true;\n\t\t\t\t\t\t\tthis.boomSvga.play(false, false)\n\t\t\t\t\t\t\tthis.boomSvga.once(engine.Event.END_FRAME, ()=>{\n\t\t\t\t\t\t\t\tthis.boomSvga.visible=false;\n\t\t\t\t\t\t\t\tengine.globalEvent.dispatchEvent('food-fell-game-over', {\n\t\t\t\t\t\t\t\t\tscore: this.score,\n\t\t\t\t\t\t\t\t\treason: 2\n\t\t\t\t\t\t\t\t});\n\t\t\t\t\t\t\t\tthis.died()\n\t\t\t\t\t\t\t}, this);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tengine.globalEvent.dispatchEvent('food-fell-score-update', {\n\t\t\t\t\t\t\tscore: this.score,\n\t\t\t\t\t\t});\n\t\t\t\t\t\tthis.removeNpc(goods)\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t}, this);\n\t}\n\n\t/**\n\t * 玩家死亡\n\t */\n\tprivate died() {\n\t\tthis.score = 0\n\t\tthis.pause()\n\t}\n\n\t/**\n\t * 回收指定物品\n\t * @param goods 物品\n\t */\n\tprivate removeNpc(goods) {\n\t\tthis.NpcBg.removeChild(goods);\n\t\tObjectPool.recycleObject(PoolName, goods);\n\t\tgoods.removeEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"], this);\n\t\tlet index = this.goodsItems.indexOf(goods);\n\t\tif (index > -1) {\n\t\t\tthis.goodsItems.splice(index, 1);\n\t\t}\n\t}\n\n\t/**\n\t * 回收对象\n\t */\n\tprivate recycleGoods() {\n\t\tclearTimeout(this.timer)\n\t\tclearInterval(this.countdownTimer)\n\t\tfor (let goods of this.goodsItems) {\n\t\t\tif (goods) {\n\t\t\t\tthis.NpcBg.removeChild(goods);\n\t\t\t\tObjectPool.recycleObject(PoolName, goods);\n\t\t\t\tgoods.removeEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"], this);\n\t\t\t}\n\t\t}\n\t\tthis.goodsItems = []\n\t}\n\n\tprivate moveCatchX = 0\n\tprivate playerCatchX = 0\n\n\t/**\n\t * 碰撞检测\n\t * @param a a盒子\n\t * @param b b盒子\n\t */\n\tprivate hasHit(a, b) {\n\n\t\tlet playerH=a.height\n\t\tlet playerW=a.width\n\t\tlet playerX=a.x\n\t\tconsole.log(\"props\",props.playerHeight)\n\t\tif(props.playerHeight){\n\t\t\tplayerH=props.playerHeight\n\t\t}\n\t\tif(props.playerWidth){\n\t\t\tplayerW=props.playerWidth\n\t\t\tplayerX=a.x+(a.width-props.playerWidth)/2\n\t\t}\n\n\t\tif (\n\t\t\tMath.abs((playerX + playerW / 2) - (b.x + b.width / 2)) < playerW / 2 + b.width / 2\n\t\t\t&&\n\t\t\t// Math.abs((a.y + a.height / 2 ) - (b.y + b.height / 2)) < a.height / 2 + b.height / 2\n\t\t\tMath.abs((a.y + playerH / 1.3 ) - (b.y + b.height / 2)) < playerH / 2 + b.height / 2\n\t\t) {\n\t\t\treturn true;\n\t\t} else {\n\t\t\treturn false;\n\t\t}\n\t}\n\n\tprivate onDownStage = (e) => {\n\t\tthis.moveCatchX = e.localX;\n\t\tthis.playerCatchX = this.player.x\n\t}\n\n\tprivate onMoveStage = (e) => {\n\t\tlet maxStageBound=props.maxStageBound;\n\t\tif (this.gameIng) {\n\t\t\tlet playerX=this.playerCatchX + (e.localX - this.moveCatchX)\n\t\t\tif(playerX<maxStageBound){\n\t\t\t\tthis.player.x=maxStageBound\n\t\t\t}else if(playerX+this.player.width+maxStageBound>750){\n\t\t\t\tthis.player.x=750-maxStageBound-this.player.width\n\t\t\t}else{\n\t\t\t\tthis.player.x=playerX\n\t\t\t}\n\t\t}\n\t}\n\n\tprivate onOutStage = (e) => {\n\t\tthis.moveCatchX = 0\n\t}\n}\n","/**\n * Created by rockyl on 2020-01-09.\n */\n\nimport GameView from \"./GameView\";\nimport {injectProps} from \"../props\";\n\n\nexport class GameWrapper extends engine.Container {\n\tprivate _status;\n\tprivate _gameView: GameView;\n\n\tconstructor() {\n\t\tsuper();\n\t\talert(123)\n\n\t\tengine.globalEvent.addEventListener('food-fell-reset', this.reset, this);\n\t\tengine.globalEvent.addEventListener('food-fell-start', this.start, this);\n\t\tengine.globalEvent.addEventListener('food-fell-pause', this.pause, this);\n\t\tengine.globalEvent.addEventListener('food-fell-resume', this.resume, this);\n\t\tengine.globalEvent.addEventListener('food-fell-revive', this.revive, this);\n\t\tengine.globalEvent.addEventListener('food-fell-clear', this.clear, this);\n\n\t\tthis.addEventListener(engine.MouseEvent.CLICK, this.onTap, this);\n\n\t\tlet gameView = this._gameView = new GameView();\n\t\tthis.addChild(gameView);\n\t\t// gameView.reset()\n\t\t// gameView.start()\n\t}\n\n\treset(event: engine.Event) {\t\t\n\t\tinjectProps(event.data);\n\t\tthis._gameView.visible = true;\n\t\tthis._gameView.reset();\n\t}\n\n\tstart(event: engine.Event) {\n\t\tinjectProps(event.data);\n\t\tthis._status = 1;\n\t\tthis._gameView.start();\n\t}\n\n\tpause() {\n\t\tthis._gameView.pause();\n\t}\n\n\tresume() {\n\t\tthis._gameView.resume();\n\t}\n\n\trevive() {\n\t\tthis._gameView.revive();\n\t}\n\n\tclear() {\n\t\tthis._gameView.visible = false;\n\t}\n\n\tprivate onTap(event) {\n\t//\tthis._gameView.tap(event);\n\t}\n}\n","/**\n * Created by rockyl on 2019-11-20.\n */\n\nimport {GameWrapper} from \"./game/GameWrapper\";\nimport {injectProps, prepareProps} from \"./props\";\n\nexport default function (props) {\n\tprepareProps();\n\tinjectProps(props);\n\n\tlet instance = new GameWrapper();\n\treturn 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\ No newline at end of file
/**
* Created by rockyl on 2020-01-21.
*/
let customModuleProps = {
};
{
"name": "赛龙舟",
"desc": "赛龙舟模块",
"props": {
"playerPositionY": {
"alias": "玩家Y轴位置",
"type": "number",
"default": 900
},
"rainScore": {
"alias": "接中雨滴获得分数",
"type": "number",
"default": 1
},
"stoneScore": {
"alias": "接中石块获得分数",
"type": "number",
"default": -1
},
"speed": {
"alias": "道具掉落初始速度",
"type": "number",
"default": 10
},
"maxSpeed": {
"alias": "道具掉落速度上限",
"type": "number",
"default": 3
},
"playerHeight": {
"alias": "玩家高度",
"type": "number",
"default": 100
},
"playerWidth": {
"alias": "玩家宽度",
"type": "number",
"default": 100
},
"maxStageBound": {
"alias": "最大移动边距",
"type": "number",
"default": -20
},
"gameOverCondition": {
"alias": "游戏结束条件(1:接到炸弹死亡,2:分数负数或接到炸弹死亡)",
"type": "number",
"default": 1
},
"boomPosition1Offset": {
"alias": "爆炸svga位置偏移[x,y]",
"type": "array<number>",
"default": "0,0"
}
,
"boomPosition2Offset": {
"alias": "爆炸svga位置偏移[x,y]",
"type": "array<number>",
"default": "0,0"
}
,
"boomPosition3Offset": {
"alias": "爆炸svga位置偏移[x,y]",
"type": "array<number>",
"default": "-100,-100"
}
},
"assets": [
{
"name": "雨滴0",
"url": "//yun.duiba.com.cn/aurora/assets/badb3627bbcc75276a3eed53daa8b0a454ced6eb.png",
"uuid": "d3ce99da-89e1-447d-8c52-b3f391925c3c",
"ext": ".png"
},
{
"name": "雨滴1",
"url": "//yun.duiba.com.cn/aurora/assets/5cc0092913c571eeb52317b8e1e0dc715793049c.png",
"uuid": "02f17008-1d8d-4108-a0fc-03fbc71fd118",
"ext": ".png"
},
{
"name": "雨滴2",
"url": "//yun.duiba.com.cn/aurora/assets/4b938949b85d50b36ef0f66450643495efbf7580.png",
"uuid": "46aa4f8a-9a6c-4210-8ffd-92da0dd3bc75",
"ext": ".png"
},
{
"name": "炸弹",
"url": "//yun.duiba.com.cn/aurora/assets/171e92283cd13c013ee1b76d28d252ff08815d47.png",
"uuid": "eb88b42d-e151-4c1b-94b9-7c16f7bfac29",
"ext": ".png"
},
{
"name": "石块",
"url": "//yun.duiba.com.cn/aurora/assets/99b0af0c59fe79a415a3f032149cfacc27e3ac2c.png",
"uuid": "ab1bdabc-21ba-46bf-9299-6c638f766c88",
"ext": ".png"
},
{
"name": "水花",
"url": "//yun.duiba.com.cn/aurora/assets/11b1f49fa3afa3a48f1dd3e3c1eb294e3fa9d886.svga",
"uuid": "cdd2268f-ad65-4b5e-a965-ee61b730da21",
"ext": ".svga"
},
{
"name": "石头svga",
"url": "//yun.duiba.com.cn/aurora/assets/01aa6fcb33aa8231f075257026eab2f0aeb3c27a.svga",
"uuid": "846a139d-0990-4db4-a323-f22379932ee4",
"ext": ".svga"
},
{
"name": "炸弹svga",
"url": "//yun.duiba.com.cn/aurora/assets/3b58e7ace031b09c651cf8e7202f9c86e86852c9.svga",
"uuid": "d7a3947b-7fcb-48f2-9ddf-2f075d37a619",
"ext": ".svga"
},
{
"name": "玩家",
"url": "//yun.duiba.com.cn/aurora/assets/db0130d36ef79865be9c753ea0627027f16341d8.png",
"uuid": "4931d296-4421-4a2f-8299-7bab87407c72",
"ext": ".png"
}
],
"events": {
"in": {
"food-fell-reset": {
"alias": "重置",
"data": {
"goodsProbability": "[0.2,0.5,0.3]道具概率(雨滴、石头、炸弹),所有概率相加为1",
"countDown": "倒计时(s)",
"acceleratedSpeed":"道具掉落加速度(单位:每秒)"
}
},
"food-fell-start": {
"alias": "开始"
},
"food-fell-revive": {
"alias": "复活"
},
"food-fell-pause": {
"alias": "暂停"
},
"food-fell-resume": {
"alias": "恢复"
},
"food-fell-clear": {
"alias": "清空,通过reset事件恢复"
}
},
"out": {
"food-fell-score-update": {
"alias": "分数更新",
"data": {
"score":"分数"
}
},
"food-fell-time-update": {
"alias": "倒计时更新",
"data": {
"time":"剩余时间"
}
},
"food-fell-game-over": {
"alias": "游戏结束",
"data": {
"score":"分数",
"reason": "结束原因(1:时间到了,2:玩家死亡)"
}
}
}
}
}
\ No newline at end of file
/**
* Created by rockyl on 2018/8/16.
*/
import { props } from "../props";
import { playSound, createSvga } from "./utils";
import ObjectPool = engine.ObjectPool;
import { getTextureByName } from "./utils";
import { Goods } from "./Goods";
import { PoolName } from "./object-pool-init";
export default class GameView extends engine.Container {
private _hasSetup;
//玩家
private player: engine.Container;
//触摸层
// private rectBg: engine.Rect;
private rectBg: engine.Container;
//npc层
private NpcBg: engine.Container;
//当前分数
private score
//游戏状态
private gameIng;
//npc出身计时器
private timer
//倒计时计时器
private countdownTimer: any
//倒计时
private countdown: number
//当前速度
private speed: number
// 当前场景上面的物品
private goodsItems = []
private _goods: Goods;
constructor() {
super();
this.once(engine.Event.ADDED_TO_STAGE, this.setup, this);
}
private waterSvga
private stoneSvga
private boomSvga
private playerSvga
setup() {
if (this._hasSetup) {
return;
}
this._hasSetup = true;
this.NpcBg = new engine.Container();
this.NpcBg.alpha = 1;
this.NpcBg.width = 0;
this.NpcBg.height = 0;
this.addChild(this.NpcBg);
this.player = new engine.Container();
this.player.mouseEnabled = false;
// this.player.fillColor="rgba(0, 0, 0,1)"
//console.log(this.player.fillColor)
this.addChild(this.player);
this.waterSvga=createSvga("水花")
this.stoneSvga=createSvga("石头svga")
// this.playerSvga=createSvga("玩家")
this.playerSvga= new engine.Sprite(getTextureByName('玩家'))
this.boomSvga=createSvga("炸弹svga")
this.player.addChild(this.playerSvga);
this.player.addChild(this.stoneSvga);
this.player.addChild(this.waterSvga);
this.player.addChild(this.boomSvga);
// this.playerSvga.gotoAndPlay(1);
this.waterSvga.visible = false
this.stoneSvga.visible = false
this.boomSvga.visible = false
this.visible=false;
setTimeout(()=>{
this.visible=true;
this.player.anchorY = this.player.height / 2;
this.player.anchorX = this.player.width / 2;
this.player.x = 375 - this.player.width / 2;
this.player.y = props.playerPositionY;
this.stoneSvga.x = this.player.width / 2 - this.stoneSvga.width/2 + props.boomPosition1Offset[0];
this.stoneSvga.y = this.player.height / 2 - this.stoneSvga.height/2 + props.boomPosition1Offset[1];
this.waterSvga.x = this.player.width / 2 - this.waterSvga.width/2+ props.boomPosition2Offset[0];
this.waterSvga.y = this.player.height / 2 - this.waterSvga.height/2 + props.boomPosition2Offset[1];
this.boomSvga.x = this.player.width / 2 - this.boomSvga.width/2+ props.boomPosition3Offset[0];
this.boomSvga.y = this.player.height / 2 - this.boomSvga.height/2 + props.boomPosition3Offset[1];
// this.stoneSvga.x=props.boomPositionOffset[0]
// this.stoneSvga.y=props.boomPositionOffset[1]
// this.waterSvga.x=props.boomPositionOffset[0]
// this.waterSvga.y=props.boomPositionOffset[1]
// this.boomSvga.x=props.boomPositionOffset[0]
// this.boomSvga.y=props.boomPositionOffset[1]
},300)
this.rectBg = new engine.Container();
this.rectBg.alpha = 0;
this.rectBg.width = 750;
this.rectBg.height = 1624;
this.addChild(this.rectBg)
this.rectBg.addEventListener(engine.MouseEvent.MOUSE_DOWN, this.onDownStage, this);
this.rectBg.addEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMoveStage, this);
this.rectBg.addEventListener(engine.MouseEvent.MOUSE_OUT, this.onOutStage, this);
}
/**
* 重置场景
*/
reset() {
this.recycleGoods()
}
/**
* 开始
*/
start() {
this.score = 0;
this.speed = 1
this.gameIng = true;
this.creatNpc()
this.beginNpc()
this.countdown = props.countDown;
this.countdownTimer = setInterval(() => {
if (this.gameIng) {
if (this.countdown > 0) {
engine.globalEvent.dispatchEvent('food-fell-time-update', {
time: this.countdown,
});
this.countdown -= 1
} else {
engine.globalEvent.dispatchEvent('food-fell-game-over', {
score: this.score,
reason: 1
});
this.died()
}
}
}, 1000)
}
/**
* npc开始掉落
*/
beginNpc() {
this.timer = setTimeout(() => {
if (this.gameIng) {
this.speed += props.acceleratedSpeed;
this.creatNpc()
}
//递归执行
this.beginNpc()
}, 2000 / this.speed)
}
/**
* 暂停
*/
pause() {
this.gameIng = false;
}
/**
* 恢复
*/
revive() {
this.gameIng = true;
}
/**
* 重新开始
*/
resume() {
this.reset()
this.start()
}
/**
* 创建NPC
*/
private creatNpc() {
let goods = this._goods = <Goods>ObjectPool.getObject(PoolName);
this.goodsItems.push(goods)
console.log(goods);
this.NpcBg.addChild(goods);
goods.addEventListener(engine.Event.ENTER_FRAME, goods["onGoodsEnter"] = () => {
if (goods.y > 1624) {
this.removeNpc(goods)
} else {
if (this.gameIng) {
//速度叠加
goods.y += (4 * this.speed)
//如果玩家和物品发生碰撞
if (this.hasHit(this.player, goods)) {
if (goods["npcType"].indexOf("rain") > -1) {
console.log("碰到雨滴")
this.score += props.rainScore
this.waterSvga.visible=true;
// this.waterSvga.x= goods.x - this.player.x;
this.waterSvga.play(false, false)
this.waterSvga.once(engine.Event.END_FRAME, ()=>{
this.waterSvga.visible=false;
}, this);
} else if (goods["npcType"] == "stone") {
console.log("碰到石头")
this.score += props.stoneScore
this.stoneSvga.visible=true;
this.stoneSvga.play(false, false)
this.stoneSvga.once(engine.Event.END_FRAME, ()=>{
this.stoneSvga.visible=false;
}, this);
} else if (goods["npcType"] == "boom") {
console.log("碰到炸弹")
this.boomSvga.visible=true;
this.boomSvga.play(false, false)
this.boomSvga.once(engine.Event.END_FRAME, ()=>{
this.boomSvga.visible=false;
engine.globalEvent.dispatchEvent('food-fell-game-over', {
score: this.score,
reason: 2
});
this.died()
}, this);
}
engine.globalEvent.dispatchEvent('food-fell-score-update', {
score: this.score,
});
this.removeNpc(goods)
}
}
}
}, this);
}
/**
* 玩家死亡
*/
private died() {
this.score = 0
this.pause()
}
/**
* 回收指定物品
* @param goods 物品
*/
private removeNpc(goods) {
this.NpcBg.removeChild(goods);
ObjectPool.recycleObject(PoolName, goods);
goods.removeEventListener(engine.Event.ENTER_FRAME, goods["onGoodsEnter"], this);
let index = this.goodsItems.indexOf(goods);
if (index > -1) {
this.goodsItems.splice(index, 1);
}
}
/**
* 回收对象
*/
private recycleGoods() {
clearTimeout(this.timer)
clearInterval(this.countdownTimer)
for (let goods of this.goodsItems) {
if (goods) {
this.NpcBg.removeChild(goods);
ObjectPool.recycleObject(PoolName, goods);
goods.removeEventListener(engine.Event.ENTER_FRAME, goods["onGoodsEnter"], this);
}
}
this.goodsItems = []
}
private moveCatchX = 0
private playerCatchX = 0
/**
* 碰撞检测
* @param a a盒子
* @param b b盒子
*/
private hasHit(a, b) {
let playerH=a.height
let playerW=a.width
let playerX=a.x
console.log("props",props.playerHeight)
if(props.playerHeight){
playerH=props.playerHeight
}
if(props.playerWidth){
playerW=props.playerWidth
playerX=a.x+(a.width-props.playerWidth)/2
}
if (
Math.abs((playerX + playerW / 2) - (b.x + b.width / 2)) < playerW / 2 + b.width / 2
&&
// Math.abs((a.y + a.height / 2 ) - (b.y + b.height / 2)) < a.height / 2 + b.height / 2
Math.abs((a.y + playerH / 1.3 ) - (b.y + b.height / 2)) < playerH / 2 + b.height / 2
) {
return true;
} else {
return false;
}
}
private onDownStage = (e) => {
this.moveCatchX = e.localX;
this.playerCatchX = this.player.x
}
private onMoveStage = (e) => {
let maxStageBound=props.maxStageBound;
if (this.gameIng) {
let playerX=this.playerCatchX + (e.localX - this.moveCatchX)
if(playerX<maxStageBound){
this.player.x=maxStageBound
}else if(playerX+this.player.width+maxStageBound>750){
this.player.x=750-maxStageBound-this.player.width
}else{
this.player.x=playerX
}
}
}
private onOutStage = (e) => {
this.moveCatchX = 0
}
}
/**
* Created by rockyl on 2020-01-09.
*/
import GameView from "./GameView";
import {injectProps} from "../props";
export class GameWrapper extends engine.Container {
private _status;
private _gameView: GameView;
constructor() {
super();
alert(123)
engine.globalEvent.addEventListener('food-fell-reset', this.reset, this);
engine.globalEvent.addEventListener('food-fell-start', this.start, this);
engine.globalEvent.addEventListener('food-fell-pause', this.pause, this);
engine.globalEvent.addEventListener('food-fell-resume', this.resume, this);
engine.globalEvent.addEventListener('food-fell-revive', this.revive, this);
engine.globalEvent.addEventListener('food-fell-clear', this.clear, this);
this.addEventListener(engine.MouseEvent.CLICK, this.onTap, this);
let gameView = this._gameView = new GameView();
this.addChild(gameView);
// gameView.reset()
// gameView.start()
}
reset(event: engine.Event) {
injectProps(event.data);
this._gameView.visible = true;
this._gameView.reset();
}
start(event: engine.Event) {
injectProps(event.data);
this._status = 1;
this._gameView.start();
}
pause() {
this._gameView.pause();
}
resume() {
this._gameView.resume();
}
revive() {
this._gameView.revive();
}
clear() {
this._gameView.visible = false;
}
private onTap(event) {
// this._gameView.tap(event);
}
}
/**
* Created by rockyl on 2020-02-02.
*
* 掉落物品
*/
import {getTextureByName} from "./utils";
import {props} from "../props";
export class Goods extends engine.Container {
private _body:engine.Rect
private _toY;
constructor() {
super();
let body
body = this._body =new engine.Rect()
// let randomNum = Math.floor(Math.random() * 3)
// console.log('雨滴' + randomNum);
let rain = new engine.Sprite(getTextureByName('雨滴0'));
let rain1 = new engine.Sprite(getTextureByName('雨滴1'));
let rain2 = new engine.Sprite(getTextureByName('雨滴2'));
rain["npcType"]="rain0"
rain1["npcType"]="rain1"
rain2["npcType"]="rain2"
let stone = new engine.Sprite(getTextureByName('石块'));
stone["npcType"]="stone"
let boom = new engine.Sprite(getTextureByName('炸弹'));
boom["npcType"]="boom"
rain.visible=false;
rain1.visible=false;
rain2.visible=false;
stone.visible=false;
boom.visible=false;
body.addChild(rain)
body.addChild(rain1)
body.addChild(rain2)
body.addChild(stone)
body.addChild(boom)
this.addChild(body);
body.width=.0001;
body.height=.0001;
body.mouseEnabled=false;
}
getRandomNumberByRange(start, end) {
return Math.floor(Math.random() * (end - start) + start)
}
reset() {
this.visible = true;
this.rotation = 0;
this.anchorOffsetY = 0;
this.y = 0;
this.x = (750-120)*Math.random()+30;
this.rotation = 0;
let random=Math.random()
if(typeof (props.goodsProbability) == 'string'){
props.goodsProbability=props.goodsProbability.split(',').map((i: string) => +i)
console.log(props.goodsProbability);
}
if(random<props.goodsProbability[0]){
let randomNum = Math.floor(Math.random() * 3)
this.showNpc("rain" + randomNum)
}else if(random>=props.goodsProbability[0]&&random<=(props.goodsProbability[0]+props.goodsProbability[1])){
this.showNpc("stone")
}else if(random>(props.goodsProbability[0]+props.goodsProbability[1])){
this.showNpc("boom")
}
}
showNpc(type){
for(let i=0;i<this._body.children.length;i++){
this._body.children[i].visible=false;
this._body.children[i].mouseEnabled=false;
}
for(let i=0;i<this._body.children.length;i++){
if(this._body.children[i]["npcType"]==type){
this["npcType"]=type
this._body.children[i].visible=true;
this._body.children[i].mouseEnabled=false;
}
}
}
set anchorOffsetY(v) {
this._body.y = v;
}
}
/**
* Created by rockyl on 2020-02-03.
*/
import {Goods} from "./Goods";
import ObjectPool = engine.ObjectPool;
export const PoolName: string = 'goods';
ObjectPool.registerPool(PoolName, function () {
return new Goods();
}, function (item: Goods, data) {
item.reset();
});
/**
* Created by rockyl on 2020-01-21.
*/
export function getTexture(uuid) {
return engine.Texture.from(engine.getAssetByUUID(uuid).uuid);
}
export function getTextureByName(name) {
return getTexture(engine.getAssetByName(name).uuid);
}
export function playSound(name) {
engine.playSound(engine.getAssetByName(name).uuid, {keep: true});
}
export function createSvga(name, anchorName?) {
let inst = new svga.Svga();
inst.source = 'asset://' + engine.getAssetByName(name).uuid;
return inst;
}
\ No newline at end of file
/**
* Created by rockyl on 2019-11-20.
*/
import {GameWrapper} from "./game/GameWrapper";
import {injectProps, prepareProps} from "./props";
export default function (props) {
prepareProps();
injectProps(props);
let instance = new GameWrapper();
return instance;
}
/**
* Created by rockyl on 2020-01-21.
*/
export let props: any = {};
export function prepareProps() {
let metaProps = getProps();
engine.injectProp(props, metaProps);
}
export function injectProps(p) {
engine.injectProp(props, p);
}
......@@ -14,8 +14,11 @@
}
//# sourceMappingURL=props.js.map
function getTexture(uuid) {
return engine.Texture.from(getAssetByUUID(uuid).uuid);
}
function getTextureByName(name) {
return engine.Texture.from(getAssetByName(name).uuid);
return getTexture(getAssetByName(name).uuid);
}
function createSvga(name, anchorName) {
var inst = new svga.Svga();
......
{"version":3,"file":"index.js","sources":["src/custom/food-fell2/src/props.ts","src/custom/food-fell2/src/game/utils.ts","src/custom/food-fell2/src/game/Goods.ts","src/custom/food-fell2/src/game/object-pool-init.ts","src/custom/food-fell2/src/game/GameView.ts","src/custom/food-fell2/src/game/GameWrapper.ts","src/custom/food-fell2/src/index.ts"],"sourcesContent":["/**\n * Created by rockyl on 2020-01-21.\n */\n\nexport let props: any = {};\n\nexport function prepareProps() {\n\tlet metaProps = getProps();\n\n\tengine.injectProp(props, metaProps);\n}\n\nexport function injectProps(p) {\n\tengine.injectProp(props, p);\n}\n","/**\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 engine.Texture.from(getAssetByName(name).uuid);\n}\n\nexport function playSound(name) {\n\tengine.playSound(getAssetByName(name).uuid, {keep: true});\n}\nexport function createSvga(name, anchorName?) {\n\tlet inst = new svga.Svga();\n\tinst.source = 'asset://' + getAssetByName(name).uuid;\n\treturn inst;\n}","/**\n * Created by rockyl on 2020-02-02.\n *\n * 掉落物品\n */\nimport {getTextureByName} from \"./utils\";\nimport {props} from \"../props\";\n\nexport class Goods extends engine.Container {\n\tprivate _body:engine.Rect\n\tprivate _toY;\n\n\tconstructor() {\n\t\tsuper();\n\n\t\tlet body\n\t\tbody = this._body =new engine.Rect()\n\t\t\n\t\t// let randomNum = Math.floor(Math.random() * 3)\t\t\n\t\t// console.log('雨滴' + randomNum);\n\t\t\n\t\tlet rain = new engine.Sprite(getTextureByName('雨滴0'));\n\t\tlet rain1 = new engine.Sprite(getTextureByName('雨滴1'));\n\t\tlet rain2 = new engine.Sprite(getTextureByName('雨滴2'));\n\t\train[\"npcType\"]=\"rain0\"\n\t\train1[\"npcType\"]=\"rain1\"\n\t\train2[\"npcType\"]=\"rain2\"\n\t\tlet stone = new engine.Sprite(getTextureByName('石块'));\n\t\tstone[\"npcType\"]=\"stone\"\n\t\tlet boom = new engine.Sprite(getTextureByName('炸弹'));\n\t\tboom[\"npcType\"]=\"boom\"\n\n\t\train.visible=false;\n\t\train1.visible=false;\n\t\train2.visible=false;\n\t\tstone.visible=false;\n\t\tboom.visible=false;\n\t\tbody.addChild(rain)\n\t\tbody.addChild(rain1)\n\t\tbody.addChild(rain2)\n\t\tbody.addChild(stone)\n\t\tbody.addChild(boom)\n\t\t\n\t\tthis.addChild(body);\n\t\tbody.width=.0001;\n\t\tbody.height=.0001;\n\t\tbody.mouseEnabled=false;\n\t}\n\n\n\tgetRandomNumberByRange(start, end) {\n\t\treturn Math.floor(Math.random() * (end - start) + start)\n\t}\n\n\treset() {\n\t\tthis.visible = true;\n\t\tthis.rotation = 0;\n\t\tthis.anchorOffsetY = 0;\n\t\tthis.y = 0;\n\t\tthis.x = (750-120)*Math.random()+30;\n\t\tthis.rotation = 0;\n\t\tlet random=Math.random()\n\t\tif(typeof (props.goodsProbability) == 'string'){\n\t\t\tprops.goodsProbability=props.goodsProbability.split(',').map((i: string) => +i)\n\t\t\tconsole.log(props.goodsProbability);\n\t\t\t\n\t\t}\n\t\tif(random<props.goodsProbability[0]){\n\t\t\tlet randomNum = Math.floor(Math.random() * 3)\t\t\n\t\t\tthis.showNpc(\"rain\" + randomNum)\n\t\t}else if(random>=props.goodsProbability[0]&&random<=(props.goodsProbability[0]+props.goodsProbability[1])){\n\t\t\tthis.showNpc(\"stone\")\n\t\t}else if(random>(props.goodsProbability[0]+props.goodsProbability[1])){\n\t\t\tthis.showNpc(\"boom\")\n\t\t}\n\t}\n\n\n\tshowNpc(type){\n\t\tfor(let i=0;i<this._body.children.length;i++){\n\t\t\tthis._body.children[i].visible=false;\n\t\t\tthis._body.children[i].mouseEnabled=false;\n\t\t}\t\t\n\t\tfor(let i=0;i<this._body.children.length;i++){\n\t\t\tif(this._body.children[i][\"npcType\"]==type){\n\t\t\t\tthis[\"npcType\"]=type\n\t\t\t\tthis._body.children[i].visible=true;\n\t\t\t\tthis._body.children[i].mouseEnabled=false;\n\t\t\t}\n\t\t}\n\t\t\n\t}\n\n\tset anchorOffsetY(v) {\n\t\tthis._body.y = v;\n\t}\n}\n","/**\n * Created by rockyl on 2020-02-03.\n */\n\nimport {Goods} from \"./Goods\";\nimport ObjectPool = engine.ObjectPool;\n\nexport const PoolName: string = 'goods';\n\nObjectPool.registerPool(PoolName, function () {\n\treturn new Goods();\n}, function (item: Goods, data) {\n\titem.reset();\n});\n","/**\n * Created by rockyl on 2018/8/16.\n */\n\nimport { props } from \"../props\";\nimport { playSound, createSvga } from \"./utils\";\nimport ObjectPool = engine.ObjectPool;\nimport { getTextureByName } from \"./utils\";\nimport { Goods } from \"./Goods\";\nimport { PoolName } from \"./object-pool-init\";\n\n\n\nexport default class GameView extends engine.Container {\n\n\tprivate _hasSetup;\n\n\t//玩家\n\tprivate player: engine.Container;\n\t//触摸层\n\t// private rectBg: engine.Rect;\n\tprivate rectBg: engine.Container;\n\t//npc层\n\tprivate NpcBg: engine.Container;\n\n\t//当前分数\n\tprivate score\n\n\t//游戏状态\n\tprivate gameIng;\n\n\t//npc出身计时器\n\tprivate timer\n\t//倒计时计时器\n\tprivate countdownTimer: any\n\t//倒计时\n\tprivate countdown: number\n\n\t//当前速度\n\tprivate speed: number\n\n\t// 当前场景上面的物品\n\tprivate goodsItems = []\n\n\n\tprivate _goods: Goods;\n\n\tconstructor() {\n\t\tsuper();\n\t\tthis.once(engine.Event.ADDED_TO_STAGE, this.setup, this);\n\t}\n\n\tprivate waterSvga\n\tprivate stoneSvga\n\tprivate boomSvga\n\tprivate playerSvga\n\n\tsetup() {\n\t\tif (this._hasSetup) {\n\t\t\treturn;\n\t\t}\n\t\tthis._hasSetup = true;\n\t\tthis.NpcBg = new engine.Container();\n\t\tthis.NpcBg.alpha = 1;\n\t\tthis.NpcBg.width = 0;\n\t\tthis.NpcBg.height = 0;\n\t\tthis.addChild(this.NpcBg);\n\n\t\n\n\t\tthis.player = new engine.Container();\n\t\tthis.player.mouseEnabled = false;\n\t//\tthis.player.fillColor=\"rgba(0, 0, 0,1)\"\n\t\t//console.log(this.player.fillColor)\n\t\n\t\tthis.addChild(this.player);\n\n\t\tthis.waterSvga=createSvga(\"水花\")\n\t\tthis.stoneSvga=createSvga(\"石头svga\")\n\t\t// this.playerSvga=createSvga(\"玩家\")\n\t\tthis.playerSvga= new engine.Sprite(getTextureByName('玩家'))\n\t\tthis.boomSvga=createSvga(\"炸弹svga\")\n\t\tthis.player.addChild(this.playerSvga);\n\t\tthis.player.addChild(this.stoneSvga);\n\t\tthis.player.addChild(this.waterSvga);\n\t\tthis.player.addChild(this.boomSvga);\n\t\t// this.playerSvga.gotoAndPlay(1);\n\n\t\t\n\n\t\tthis.waterSvga.visible = false\n\t\tthis.stoneSvga.visible = false\n\t\tthis.boomSvga.visible = false\n\t\t\n\t\tthis.visible=false;\n\t\tsetTimeout(()=>{\n\t\t\tthis.visible=true;\n\t\t\tthis.player.anchorY = this.player.height / 2;\n\t\t\tthis.player.anchorX = this.player.width / 2;\n\t\t\tthis.player.x = 375 - this.player.width / 2;\n\t\t\tthis.player.y = props.playerPositionY;\n\n\t\t\tthis.stoneSvga.x = this.player.width / 2 - \tthis.stoneSvga.width/2 + props.boomPosition1Offset[0];\n\t\t\tthis.stoneSvga.y = this.player.height / 2 - this.stoneSvga.height/2 + props.boomPosition1Offset[1];\n\n\t\t\tthis.waterSvga.x = this.player.width / 2 - \tthis.waterSvga.width/2+ props.boomPosition2Offset[0];\n\t\t\tthis.waterSvga.y = this.player.height / 2 - this.waterSvga.height/2 + props.boomPosition2Offset[1];\n\n\t\t\tthis.boomSvga.x = this.player.width / 2 - \tthis.boomSvga.width/2+ props.boomPosition3Offset[0];\n\t\t\tthis.boomSvga.y = this.player.height / 2 - this.boomSvga.height/2 + props.boomPosition3Offset[1];\n\n\t\t\t// this.stoneSvga.x=props.boomPositionOffset[0]\n\t\t\t// this.stoneSvga.y=props.boomPositionOffset[1]\n\n\t\t\t// this.waterSvga.x=props.boomPositionOffset[0]\n\t\t\t// this.waterSvga.y=props.boomPositionOffset[1]\n\n\t\t\t// this.boomSvga.x=props.boomPositionOffset[0]\n\t\t\t// this.boomSvga.y=props.boomPositionOffset[1]\n\n\t\t\t\n\t\t},300)\n\n\t\t\n\t\tthis.rectBg = new engine.Container();\n\t\tthis.rectBg.alpha = 0;\n\t\tthis.rectBg.width = 750;\n\t\tthis.rectBg.height = 1624;\n\t\tthis.addChild(this.rectBg)\n\n\t\tthis.rectBg.addEventListener(engine.MouseEvent.MOUSE_DOWN, this.onDownStage, this);\n\t\tthis.rectBg.addEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMoveStage, this);\n\t\tthis.rectBg.addEventListener(engine.MouseEvent.MOUSE_OUT, this.onOutStage, this);\n\n\t\n\t}\n\n\n\t/**\n\t * 重置场景\n\t */\n\treset() {\n\t\tthis.recycleGoods()\n\t}\n\n\t/**\n\t * 开始\n\t */\n\tstart() {\n\t\tthis.score = 0;\n\t\tthis.speed = 1\n\t\tthis.gameIng = true;\n\t\tthis.creatNpc()\n\t\tthis.beginNpc()\n\t\tthis.countdown = props.countDown;\n\t\t\n\t\tthis.countdownTimer = setInterval(() => {\n\t\t\tif (this.gameIng) {\n\t\t\t\tif (this.countdown > 0) {\n\t\t\t\t\tengine.globalEvent.dispatchEvent('food-fell-time-update', {\n\t\t\t\t\t\ttime: this.countdown,\n\t\t\t\t\t});\n\t\t\t\t\tthis.countdown -= 1\n\t\t\t\t} else {\n\t\t\t\t\tengine.globalEvent.dispatchEvent('food-fell-game-over', {\n\t\t\t\t\t\tscore: this.score,\n\t\t\t\t\t\treason: 1\n\t\t\t\t\t});\n\t\t\t\t\tthis.died()\n\t\t\t\t}\n\t\t\t}\n\t\t}, 1000)\n\t}\n\n\t/**\n\t * npc开始掉落\n\t */\n\tbeginNpc() {\n\t\tthis.timer = setTimeout(() => {\n\t\t\tif (this.gameIng) {\n\t\t\t\tthis.speed += props.acceleratedSpeed;\n\t\t\t\tthis.creatNpc()\n\t\t\t}\n\t\t\t//递归执行\n\t\t\tthis.beginNpc()\n\t\t}, 2000 / this.speed)\n\t}\n\n\t/**\n\t * 暂停\n\t */\n\tpause() {\n\t\tthis.gameIng = false;\n\t}\n\n\t/**\n\t * 恢复\n\t */\n\trevive() {\n\t\tthis.gameIng = true;\n\t}\n\n\t/**\n\t * 重新开始\n\t */\n\tresume() {\n\t\tthis.reset()\n\t\tthis.start()\n\t}\n\n\t/**\n\t * 创建NPC\n\t */\n\tprivate creatNpc() {\n\t\tlet goods = this._goods = <Goods>ObjectPool.getObject(PoolName);\n\t\tthis.goodsItems.push(goods)\n\t\tconsole.log(goods);\n\t\t\n\t\tthis.NpcBg.addChild(goods);\n\t\tgoods.addEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"] = () => {\n\t\t\tif (goods.y > 1624) {\n\t\t\t\tthis.removeNpc(goods)\n\t\t\t} else {\n\t\t\t\tif (this.gameIng) {\n\t\t\t\t\t//速度叠加\n\t\t\t\t\tgoods.y += (4 * this.speed)\n\t\t\t\t\t//如果玩家和物品发生碰撞\n\t\t\t\t\tif (this.hasHit(this.player, goods)) {\n\t\t\t\t\t\tif (goods[\"npcType\"].indexOf(\"rain\") > -1) {\n\t\t\t\t\t\t\tconsole.log(\"碰到雨滴\")\n\t\t\t\t\t\t\tthis.score += props.rainScore\n\t\t\t\t\t\t\tthis.waterSvga.visible=true;\n\t\t\t\t\t\t//\tthis.waterSvga.x= goods.x - this.player.x;\n\t\t\t\t\t\t\tthis.waterSvga.play(false, false)\n\t\t\t\t\t\t\tthis.waterSvga.once(engine.Event.END_FRAME, ()=>{\n\t\t\t\t\t\t\t\tthis.waterSvga.visible=false;\n\t\t\t\t\t\t\t}, this);\n\n\t\t\t\t\t\t} else if (goods[\"npcType\"] == \"stone\") {\n\t\t\t\t\t\t\tconsole.log(\"碰到石头\")\n\t\t\t\t\t\t\tthis.score += props.stoneScore\n\t\t\t\t\t\t\tthis.stoneSvga.visible=true;\n\t\t\t\t\t\t\tthis.stoneSvga.play(false, false)\n\t\t\t\t\t\t\tthis.stoneSvga.once(engine.Event.END_FRAME, ()=>{\n\t\t\t\t\t\t\t\tthis.stoneSvga.visible=false;\n\t\t\t\t\t\t\t}, this);\n\t\t\t\t\t\t} else if (goods[\"npcType\"] == \"boom\") {\n\t\t\t\t\t\t\tconsole.log(\"碰到炸弹\")\n\t\t\t\t\t\t\tthis.boomSvga.visible=true;\n\t\t\t\t\t\t\tthis.boomSvga.play(false, false)\n\t\t\t\t\t\t\tthis.boomSvga.once(engine.Event.END_FRAME, ()=>{\n\t\t\t\t\t\t\t\tthis.boomSvga.visible=false;\n\t\t\t\t\t\t\t\tengine.globalEvent.dispatchEvent('food-fell-game-over', {\n\t\t\t\t\t\t\t\t\tscore: this.score,\n\t\t\t\t\t\t\t\t\treason: 2\n\t\t\t\t\t\t\t\t});\n\t\t\t\t\t\t\t\tthis.died()\n\t\t\t\t\t\t\t}, this);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tengine.globalEvent.dispatchEvent('food-fell-score-update', {\n\t\t\t\t\t\t\tscore: this.score,\n\t\t\t\t\t\t});\n\t\t\t\t\t\tthis.removeNpc(goods)\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t}, this);\n\t}\n\n\t/**\n\t * 玩家死亡\n\t */\n\tprivate died() {\n\t\tthis.score = 0\n\t\tthis.pause()\n\t}\n\n\t/**\n\t * 回收指定物品\n\t * @param goods 物品\n\t */\n\tprivate removeNpc(goods) {\n\t\tthis.NpcBg.removeChild(goods);\n\t\tObjectPool.recycleObject(PoolName, goods);\n\t\tgoods.removeEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"], this);\n\t\tlet index = this.goodsItems.indexOf(goods);\n\t\tif (index > -1) {\n\t\t\tthis.goodsItems.splice(index, 1);\n\t\t}\n\t}\n\n\t/**\n\t * 回收对象\n\t */\n\tprivate recycleGoods() {\n\t\tclearTimeout(this.timer)\n\t\tclearInterval(this.countdownTimer)\n\t\tfor (let goods of this.goodsItems) {\n\t\t\tif (goods) {\n\t\t\t\tthis.NpcBg.removeChild(goods);\n\t\t\t\tObjectPool.recycleObject(PoolName, goods);\n\t\t\t\tgoods.removeEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"], this);\n\t\t\t}\n\t\t}\n\t\tthis.goodsItems = []\n\t}\n\n\tprivate moveCatchX = 0\n\tprivate playerCatchX = 0\n\n\t/**\n\t * 碰撞检测\n\t * @param a a盒子\n\t * @param b b盒子\n\t */\n\tprivate hasHit(a, b) {\n\n\t\tlet playerH=a.height\n\t\tlet playerW=a.width\n\t\tlet playerX=a.x\n\t\tconsole.log(\"props\",props.playerHeight)\n\t\tif(props.playerHeight){\n\t\t\tplayerH=props.playerHeight\n\t\t}\n\t\tif(props.playerWidth){\n\t\t\tplayerW=props.playerWidth\n\t\t\tplayerX=a.x+(a.width-props.playerWidth)/2\n\t\t}\n\n\t\tif (\n\t\t\tMath.abs((playerX + playerW / 2) - (b.x + b.width / 2)) < playerW / 2 + b.width / 2\n\t\t\t&&\n\t\t\t// Math.abs((a.y + a.height / 2 ) - (b.y + b.height / 2)) < a.height / 2 + b.height / 2\n\t\t\tMath.abs((a.y + playerH / 1.3 ) - (b.y + b.height / 2)) < playerH / 2 + b.height / 2\n\t\t) {\n\t\t\treturn true;\n\t\t} else {\n\t\t\treturn false;\n\t\t}\n\t}\n\n\tprivate onDownStage = (e) => {\n\t\tthis.moveCatchX = e.localX;\n\t\tthis.playerCatchX = this.player.x\n\t}\n\n\tprivate onMoveStage = (e) => {\n\t\tlet maxStageBound=props.maxStageBound;\n\t\tif (this.gameIng) {\n\t\t\tlet playerX=this.playerCatchX + (e.localX - this.moveCatchX)\n\t\t\tif(playerX<maxStageBound){\n\t\t\t\tthis.player.x=maxStageBound\n\t\t\t}else if(playerX+this.player.width+maxStageBound>750){\n\t\t\t\tthis.player.x=750-maxStageBound-this.player.width\n\t\t\t}else{\n\t\t\t\tthis.player.x=playerX\n\t\t\t}\n\t\t}\n\t}\n\n\tprivate onOutStage = (e) => {\n\t\tthis.moveCatchX = 0\n\t}\n}\n","/**\n * Created by rockyl on 2020-01-09.\n */\n\nimport GameView from \"./GameView\";\nimport {injectProps} from \"../props\";\n\n\nexport class GameWrapper extends engine.Container {\n\tprivate _status;\n\tprivate _gameView: GameView;\n\n\n\n\n\n\tconstructor() {\n\t\tsuper();\n\t\tengine.globalEvent.addEventListener('food-fell-reset', this.reset, this);\n\t\tengine.globalEvent.addEventListener('food-fell-start', this.start, this);\n\t\tengine.globalEvent.addEventListener('food-fell-pause', this.pause, this);\n\t\tengine.globalEvent.addEventListener('food-fell-resume', this.resume, this);\n\t\tengine.globalEvent.addEventListener('food-fell-revive', this.revive, this);\n\t\tengine.globalEvent.addEventListener('food-fell-clear', this.clear, this);\n\n\t\tthis.addEventListener(engine.MouseEvent.CLICK, this.onTap, this);\n\n\t\tlet gameView = this._gameView = new GameView();\n\t\tthis.addChild(gameView);\n\t\t// gameView.reset()\n\t\t// gameView.start()\n\t}\n\n\treset(event: engine.Event) {\t\t\n\t\tinjectProps(event.data);\n\t\tthis._gameView.visible = true;\n\t\tthis._gameView.reset();\n\t}\n\n\tstart(event: engine.Event) {\n\t\tinjectProps(event.data);\n\t\tthis._status = 1;\n\t\tthis._gameView.start();\n\t}\n\n\tpause() {\n\t\tthis._gameView.pause();\n\t}\n\n\tresume() {\n\t\tthis._gameView.resume();\n\t}\n\n\trevive() {\n\t\tthis._gameView.revive();\n\t}\n\n\tclear() {\n\t\tthis._gameView.visible = false;\n\t}\n\n\tprivate onTap(event) {\n\t//\tthis._gameView.tap(event);\n\t}\n}\n","/**\n * Created by rockyl on 2019-11-20.\n */\n\nimport {GameWrapper} from \"./game/GameWrapper\";\nimport {injectProps, prepareProps} from \"./props\";\n\nexport default function (props) {\n\tprepareProps();\n\tinjectProps(props);\n\n\tlet instance = new GameWrapper();\n\treturn 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\ No newline at end of file
{"version":3,"file":"index.js","sources":["src/custom/food-fell2/src/props.ts","src/custom/food-fell2/src/game/utils.ts","src/custom/food-fell2/src/game/Goods.ts","src/custom/food-fell2/src/game/object-pool-init.ts","src/custom/food-fell2/src/game/GameView.ts","src/custom/food-fell2/src/game/GameWrapper.ts","src/custom/food-fell2/src/index.ts"],"sourcesContent":["/**\n * Created by rockyl on 2020-01-21.\n */\n\nexport let props: any = {};\n\nexport function prepareProps() {\n\tlet metaProps = getProps();\n\n\tengine.injectProp(props, metaProps);\n}\n\nexport function injectProps(p) {\n\tengine.injectProp(props, p);\n}\n","/**\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(getAssetByName(name).uuid);\n}\n\nexport function playSound(name) {\n\tengine.playSound(getAssetByName(name).uuid, {keep: true});\n}\nexport function createSvga(name, anchorName?) {\n\tlet inst = new svga.Svga();\n\tinst.source = 'asset://' + getAssetByName(name).uuid;\n\treturn inst;\n}","/**\n * Created by rockyl on 2020-02-02.\n *\n * 掉落物品\n */\nimport {getTextureByName} from \"./utils\";\nimport {props} from \"../props\";\n\nexport class Goods extends engine.Container {\n\tprivate _body:engine.Rect\n\tprivate _toY;\n\n\tconstructor() {\n\t\tsuper();\n\n\t\tlet body\n\t\tbody = this._body =new engine.Rect()\n\t\t\n\t\t// let randomNum = Math.floor(Math.random() * 3)\t\t\n\t\t// console.log('雨滴' + randomNum);\n\t\t\n\t\tlet rain = new engine.Sprite(getTextureByName('雨滴0'));\n\t\tlet rain1 = new engine.Sprite(getTextureByName('雨滴1'));\n\t\tlet rain2 = new engine.Sprite(getTextureByName('雨滴2'));\n\t\train[\"npcType\"]=\"rain0\"\n\t\train1[\"npcType\"]=\"rain1\"\n\t\train2[\"npcType\"]=\"rain2\"\n\t\tlet stone = new engine.Sprite(getTextureByName('石块'));\n\t\tstone[\"npcType\"]=\"stone\"\n\t\tlet boom = new engine.Sprite(getTextureByName('炸弹'));\n\t\tboom[\"npcType\"]=\"boom\"\n\n\t\train.visible=false;\n\t\train1.visible=false;\n\t\train2.visible=false;\n\t\tstone.visible=false;\n\t\tboom.visible=false;\n\t\tbody.addChild(rain)\n\t\tbody.addChild(rain1)\n\t\tbody.addChild(rain2)\n\t\tbody.addChild(stone)\n\t\tbody.addChild(boom)\n\t\t\n\t\tthis.addChild(body);\n\t\tbody.width=.0001;\n\t\tbody.height=.0001;\n\t\tbody.mouseEnabled=false;\n\t}\n\n\n\tgetRandomNumberByRange(start, end) {\n\t\treturn Math.floor(Math.random() * (end - start) + start)\n\t}\n\n\treset() {\n\t\tthis.visible = true;\n\t\tthis.rotation = 0;\n\t\tthis.anchorOffsetY = 0;\n\t\tthis.y = 0;\n\t\tthis.x = (750-120)*Math.random()+30;\n\t\tthis.rotation = 0;\n\t\tlet random=Math.random()\n\t\tif(typeof (props.goodsProbability) == 'string'){\n\t\t\tprops.goodsProbability=props.goodsProbability.split(',').map((i: string) => +i)\n\t\t\tconsole.log(props.goodsProbability);\n\t\t\t\n\t\t}\n\t\tif(random<props.goodsProbability[0]){\n\t\t\tlet randomNum = Math.floor(Math.random() * 3)\t\t\n\t\t\tthis.showNpc(\"rain\" + randomNum)\n\t\t}else if(random>=props.goodsProbability[0]&&random<=(props.goodsProbability[0]+props.goodsProbability[1])){\n\t\t\tthis.showNpc(\"stone\")\n\t\t}else if(random>(props.goodsProbability[0]+props.goodsProbability[1])){\n\t\t\tthis.showNpc(\"boom\")\n\t\t}\n\t}\n\n\n\tshowNpc(type){\n\t\tfor(let i=0;i<this._body.children.length;i++){\n\t\t\tthis._body.children[i].visible=false;\n\t\t\tthis._body.children[i].mouseEnabled=false;\n\t\t}\t\t\n\t\tfor(let i=0;i<this._body.children.length;i++){\n\t\t\tif(this._body.children[i][\"npcType\"]==type){\n\t\t\t\tthis[\"npcType\"]=type\n\t\t\t\tthis._body.children[i].visible=true;\n\t\t\t\tthis._body.children[i].mouseEnabled=false;\n\t\t\t}\n\t\t}\n\t\t\n\t}\n\n\tset anchorOffsetY(v) {\n\t\tthis._body.y = v;\n\t}\n}\n","/**\n * Created by rockyl on 2020-02-03.\n */\n\nimport {Goods} from \"./Goods\";\nimport ObjectPool = engine.ObjectPool;\n\nexport const PoolName: string = 'goods';\n\nObjectPool.registerPool(PoolName, function () {\n\treturn new Goods();\n}, function (item: Goods, data) {\n\titem.reset();\n});\n","/**\n * Created by rockyl on 2018/8/16.\n */\n\nimport { props } from \"../props\";\nimport { playSound, createSvga } from \"./utils\";\nimport ObjectPool = engine.ObjectPool;\nimport { getTextureByName } from \"./utils\";\nimport { Goods } from \"./Goods\";\nimport { PoolName } from \"./object-pool-init\";\n\n\n\nexport default class GameView extends engine.Container {\n\n\tprivate _hasSetup;\n\n\t//玩家\n\tprivate player: engine.Container;\n\t//触摸层\n\t// private rectBg: engine.Rect;\n\tprivate rectBg: engine.Container;\n\t//npc层\n\tprivate NpcBg: engine.Container;\n\n\t//当前分数\n\tprivate score\n\n\t//游戏状态\n\tprivate gameIng;\n\n\t//npc出身计时器\n\tprivate timer\n\t//倒计时计时器\n\tprivate countdownTimer: any\n\t//倒计时\n\tprivate countdown: number\n\n\t//当前速度\n\tprivate speed: number\n\n\t// 当前场景上面的物品\n\tprivate goodsItems = []\n\n\n\tprivate _goods: Goods;\n\n\tconstructor() {\n\t\tsuper();\n\t\tthis.once(engine.Event.ADDED_TO_STAGE, this.setup, this);\n\t}\n\n\tprivate waterSvga\n\tprivate stoneSvga\n\tprivate boomSvga\n\tprivate playerSvga\n\n\tsetup() {\n\t\tif (this._hasSetup) {\n\t\t\treturn;\n\t\t}\n\t\tthis._hasSetup = true;\n\t\tthis.NpcBg = new engine.Container();\n\t\tthis.NpcBg.alpha = 1;\n\t\tthis.NpcBg.width = 0;\n\t\tthis.NpcBg.height = 0;\n\t\tthis.addChild(this.NpcBg);\n\n\t\n\n\t\tthis.player = new engine.Container();\n\t\tthis.player.mouseEnabled = false;\n\t//\tthis.player.fillColor=\"rgba(0, 0, 0,1)\"\n\t\t//console.log(this.player.fillColor)\n\t\n\t\tthis.addChild(this.player);\n\n\t\tthis.waterSvga=createSvga(\"水花\")\n\t\tthis.stoneSvga=createSvga(\"石头svga\")\n\t\t// this.playerSvga=createSvga(\"玩家\")\n\t\tthis.playerSvga= new engine.Sprite(getTextureByName('玩家'))\n\t\tthis.boomSvga=createSvga(\"炸弹svga\")\n\t\tthis.player.addChild(this.playerSvga);\n\t\tthis.player.addChild(this.stoneSvga);\n\t\tthis.player.addChild(this.waterSvga);\n\t\tthis.player.addChild(this.boomSvga);\n\t\t// this.playerSvga.gotoAndPlay(1);\n\n\t\t\n\n\t\tthis.waterSvga.visible = false\n\t\tthis.stoneSvga.visible = false\n\t\tthis.boomSvga.visible = false\n\t\t\n\t\tthis.visible=false;\n\t\tsetTimeout(()=>{\n\t\t\tthis.visible=true;\n\t\t\tthis.player.anchorY = this.player.height / 2;\n\t\t\tthis.player.anchorX = this.player.width / 2;\n\t\t\tthis.player.x = 375 - this.player.width / 2;\n\t\t\tthis.player.y = props.playerPositionY;\n\n\t\t\tthis.stoneSvga.x = this.player.width / 2 - \tthis.stoneSvga.width/2 + props.boomPosition1Offset[0];\n\t\t\tthis.stoneSvga.y = this.player.height / 2 - this.stoneSvga.height/2 + props.boomPosition1Offset[1];\n\n\t\t\tthis.waterSvga.x = this.player.width / 2 - \tthis.waterSvga.width/2+ props.boomPosition2Offset[0];\n\t\t\tthis.waterSvga.y = this.player.height / 2 - this.waterSvga.height/2 + props.boomPosition2Offset[1];\n\n\t\t\tthis.boomSvga.x = this.player.width / 2 - \tthis.boomSvga.width/2+ props.boomPosition3Offset[0];\n\t\t\tthis.boomSvga.y = this.player.height / 2 - this.boomSvga.height/2 + props.boomPosition3Offset[1];\n\n\t\t\t// this.stoneSvga.x=props.boomPositionOffset[0]\n\t\t\t// this.stoneSvga.y=props.boomPositionOffset[1]\n\n\t\t\t// this.waterSvga.x=props.boomPositionOffset[0]\n\t\t\t// this.waterSvga.y=props.boomPositionOffset[1]\n\n\t\t\t// this.boomSvga.x=props.boomPositionOffset[0]\n\t\t\t// this.boomSvga.y=props.boomPositionOffset[1]\n\n\t\t\t\n\t\t},300)\n\n\t\t\n\t\tthis.rectBg = new engine.Container();\n\t\tthis.rectBg.alpha = 0;\n\t\tthis.rectBg.width = 750;\n\t\tthis.rectBg.height = 1624;\n\t\tthis.addChild(this.rectBg)\n\n\t\tthis.rectBg.addEventListener(engine.MouseEvent.MOUSE_DOWN, this.onDownStage, this);\n\t\tthis.rectBg.addEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMoveStage, this);\n\t\tthis.rectBg.addEventListener(engine.MouseEvent.MOUSE_OUT, this.onOutStage, this);\n\n\t\n\t}\n\n\n\t/**\n\t * 重置场景\n\t */\n\treset() {\n\t\tthis.recycleGoods()\n\t}\n\n\t/**\n\t * 开始\n\t */\n\tstart() {\n\t\tthis.score = 0;\n\t\tthis.speed = 1\n\t\tthis.gameIng = true;\n\t\tthis.creatNpc()\n\t\tthis.beginNpc()\n\t\tthis.countdown = props.countDown;\n\t\t\n\t\tthis.countdownTimer = setInterval(() => {\n\t\t\tif (this.gameIng) {\n\t\t\t\tif (this.countdown > 0) {\n\t\t\t\t\tengine.globalEvent.dispatchEvent('food-fell-time-update', {\n\t\t\t\t\t\ttime: this.countdown,\n\t\t\t\t\t});\n\t\t\t\t\tthis.countdown -= 1\n\t\t\t\t} else {\n\t\t\t\t\tengine.globalEvent.dispatchEvent('food-fell-game-over', {\n\t\t\t\t\t\tscore: this.score,\n\t\t\t\t\t\treason: 1\n\t\t\t\t\t});\n\t\t\t\t\tthis.died()\n\t\t\t\t}\n\t\t\t}\n\t\t}, 1000)\n\t}\n\n\t/**\n\t * npc开始掉落\n\t */\n\tbeginNpc() {\n\t\tthis.timer = setTimeout(() => {\n\t\t\tif (this.gameIng) {\n\t\t\t\tthis.speed += props.acceleratedSpeed;\n\t\t\t\tthis.creatNpc()\n\t\t\t}\n\t\t\t//递归执行\n\t\t\tthis.beginNpc()\n\t\t}, 2000 / this.speed)\n\t}\n\n\t/**\n\t * 暂停\n\t */\n\tpause() {\n\t\tthis.gameIng = false;\n\t}\n\n\t/**\n\t * 恢复\n\t */\n\trevive() {\n\t\tthis.gameIng = true;\n\t}\n\n\t/**\n\t * 重新开始\n\t */\n\tresume() {\n\t\tthis.reset()\n\t\tthis.start()\n\t}\n\n\t/**\n\t * 创建NPC\n\t */\n\tprivate creatNpc() {\n\t\tlet goods = this._goods = <Goods>ObjectPool.getObject(PoolName);\n\t\tthis.goodsItems.push(goods)\n\t\tconsole.log(goods);\n\t\t\n\t\tthis.NpcBg.addChild(goods);\n\t\tgoods.addEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"] = () => {\n\t\t\tif (goods.y > 1624) {\n\t\t\t\tthis.removeNpc(goods)\n\t\t\t} else {\n\t\t\t\tif (this.gameIng) {\n\t\t\t\t\t//速度叠加\n\t\t\t\t\tgoods.y += (4 * this.speed)\n\t\t\t\t\t//如果玩家和物品发生碰撞\n\t\t\t\t\tif (this.hasHit(this.player, goods)) {\n\t\t\t\t\t\tif (goods[\"npcType\"].indexOf(\"rain\") > -1) {\n\t\t\t\t\t\t\tconsole.log(\"碰到雨滴\")\n\t\t\t\t\t\t\tthis.score += props.rainScore\n\t\t\t\t\t\t\tthis.waterSvga.visible=true;\n\t\t\t\t\t\t//\tthis.waterSvga.x= goods.x - this.player.x;\n\t\t\t\t\t\t\tthis.waterSvga.play(false, false)\n\t\t\t\t\t\t\tthis.waterSvga.once(engine.Event.END_FRAME, ()=>{\n\t\t\t\t\t\t\t\tthis.waterSvga.visible=false;\n\t\t\t\t\t\t\t}, this);\n\n\t\t\t\t\t\t} else if (goods[\"npcType\"] == \"stone\") {\n\t\t\t\t\t\t\tconsole.log(\"碰到石头\")\n\t\t\t\t\t\t\tthis.score += props.stoneScore\n\t\t\t\t\t\t\tthis.stoneSvga.visible=true;\n\t\t\t\t\t\t\tthis.stoneSvga.play(false, false)\n\t\t\t\t\t\t\tthis.stoneSvga.once(engine.Event.END_FRAME, ()=>{\n\t\t\t\t\t\t\t\tthis.stoneSvga.visible=false;\n\t\t\t\t\t\t\t}, this);\n\t\t\t\t\t\t} else if (goods[\"npcType\"] == \"boom\") {\n\t\t\t\t\t\t\tconsole.log(\"碰到炸弹\")\n\t\t\t\t\t\t\tthis.boomSvga.visible=true;\n\t\t\t\t\t\t\tthis.boomSvga.play(false, false)\n\t\t\t\t\t\t\tthis.boomSvga.once(engine.Event.END_FRAME, ()=>{\n\t\t\t\t\t\t\t\tthis.boomSvga.visible=false;\n\t\t\t\t\t\t\t\tengine.globalEvent.dispatchEvent('food-fell-game-over', {\n\t\t\t\t\t\t\t\t\tscore: this.score,\n\t\t\t\t\t\t\t\t\treason: 2\n\t\t\t\t\t\t\t\t});\n\t\t\t\t\t\t\t\tthis.died()\n\t\t\t\t\t\t\t}, this);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tengine.globalEvent.dispatchEvent('food-fell-score-update', {\n\t\t\t\t\t\t\tscore: this.score,\n\t\t\t\t\t\t});\n\t\t\t\t\t\tthis.removeNpc(goods)\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t}, this);\n\t}\n\n\t/**\n\t * 玩家死亡\n\t */\n\tprivate died() {\n\t\tthis.score = 0\n\t\tthis.pause()\n\t}\n\n\t/**\n\t * 回收指定物品\n\t * @param goods 物品\n\t */\n\tprivate removeNpc(goods) {\n\t\tthis.NpcBg.removeChild(goods);\n\t\tObjectPool.recycleObject(PoolName, goods);\n\t\tgoods.removeEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"], this);\n\t\tlet index = this.goodsItems.indexOf(goods);\n\t\tif (index > -1) {\n\t\t\tthis.goodsItems.splice(index, 1);\n\t\t}\n\t}\n\n\t/**\n\t * 回收对象\n\t */\n\tprivate recycleGoods() {\n\t\tclearTimeout(this.timer)\n\t\tclearInterval(this.countdownTimer)\n\t\tfor (let goods of this.goodsItems) {\n\t\t\tif (goods) {\n\t\t\t\tthis.NpcBg.removeChild(goods);\n\t\t\t\tObjectPool.recycleObject(PoolName, goods);\n\t\t\t\tgoods.removeEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"], this);\n\t\t\t}\n\t\t}\n\t\tthis.goodsItems = []\n\t}\n\n\tprivate moveCatchX = 0\n\tprivate playerCatchX = 0\n\n\t/**\n\t * 碰撞检测\n\t * @param a a盒子\n\t * @param b b盒子\n\t */\n\tprivate hasHit(a, b) {\n\n\t\tlet playerH=a.height\n\t\tlet playerW=a.width\n\t\tlet playerX=a.x\n\t\tconsole.log(\"props\",props.playerHeight)\n\t\tif(props.playerHeight){\n\t\t\tplayerH=props.playerHeight\n\t\t}\n\t\tif(props.playerWidth){\n\t\t\tplayerW=props.playerWidth\n\t\t\tplayerX=a.x+(a.width-props.playerWidth)/2\n\t\t}\n\n\t\tif (\n\t\t\tMath.abs((playerX + playerW / 2) - (b.x + b.width / 2)) < playerW / 2 + b.width / 2\n\t\t\t&&\n\t\t\t// Math.abs((a.y + a.height / 2 ) - (b.y + b.height / 2)) < a.height / 2 + b.height / 2\n\t\t\tMath.abs((a.y + playerH / 1.3 ) - (b.y + b.height / 2)) < playerH / 2 + b.height / 2\n\t\t) {\n\t\t\treturn true;\n\t\t} else {\n\t\t\treturn false;\n\t\t}\n\t}\n\n\tprivate onDownStage = (e) => {\n\t\tthis.moveCatchX = e.localX;\n\t\tthis.playerCatchX = this.player.x\n\t}\n\n\tprivate onMoveStage = (e) => {\n\t\tlet maxStageBound=props.maxStageBound;\n\t\tif (this.gameIng) {\n\t\t\tlet playerX=this.playerCatchX + (e.localX - this.moveCatchX)\n\t\t\tif(playerX<maxStageBound){\n\t\t\t\tthis.player.x=maxStageBound\n\t\t\t}else if(playerX+this.player.width+maxStageBound>750){\n\t\t\t\tthis.player.x=750-maxStageBound-this.player.width\n\t\t\t}else{\n\t\t\t\tthis.player.x=playerX\n\t\t\t}\n\t\t}\n\t}\n\n\tprivate onOutStage = (e) => {\n\t\tthis.moveCatchX = 0\n\t}\n}\n","/**\n * Created by rockyl on 2020-01-09.\n */\n\nimport GameView from \"./GameView\";\nimport {injectProps} from \"../props\";\n\n\nexport class GameWrapper extends engine.Container {\n\tprivate _status;\n\tprivate _gameView: GameView;\n\n\n\n\n\n\tconstructor() {\n\t\tsuper();\n\t\tengine.globalEvent.addEventListener('food-fell-reset', this.reset, this);\n\t\tengine.globalEvent.addEventListener('food-fell-start', this.start, this);\n\t\tengine.globalEvent.addEventListener('food-fell-pause', this.pause, this);\n\t\tengine.globalEvent.addEventListener('food-fell-resume', this.resume, this);\n\t\tengine.globalEvent.addEventListener('food-fell-revive', this.revive, this);\n\t\tengine.globalEvent.addEventListener('food-fell-clear', this.clear, this);\n\n\t\tthis.addEventListener(engine.MouseEvent.CLICK, this.onTap, this);\n\n\t\tlet gameView = this._gameView = new GameView();\n\t\tthis.addChild(gameView);\n\t\t// gameView.reset()\n\t\t// gameView.start()\n\t}\n\n\treset(event: engine.Event) {\t\t\n\t\tinjectProps(event.data);\n\t\tthis._gameView.visible = true;\n\t\tthis._gameView.reset();\n\t}\n\n\tstart(event: engine.Event) {\n\t\tinjectProps(event.data);\n\t\tthis._status = 1;\n\t\tthis._gameView.start();\n\t}\n\n\tpause() {\n\t\tthis._gameView.pause();\n\t}\n\n\tresume() {\n\t\tthis._gameView.resume();\n\t}\n\n\trevive() {\n\t\tthis._gameView.revive();\n\t}\n\n\tclear() {\n\t\tthis._gameView.visible = false;\n\t}\n\n\tprivate onTap(event) {\n\t//\tthis._gameView.tap(event);\n\t}\n}\n","/**\n * Created by rockyl on 2019-11-20.\n */\n\nimport {GameWrapper} from \"./game/GameWrapper\";\nimport {injectProps, prepareProps} from \"./props\";\n\nexport default function (props) {\n\tprepareProps();\n\tinjectProps(props);\n\n\tlet instance = new GameWrapper();\n\treturn 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\ No newline at end of file
......@@ -7,7 +7,7 @@ export function getTexture(uuid) {
}
export function getTextureByName(name) {
return engine.Texture.from(getAssetByName(name).uuid);
return getTexture(getAssetByName(name).uuid);
}
export function playSound(name) {
......
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