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劳工
zeroing-libs
Commits
697e8d0e
Commit
697e8d0e
authored
Jun 13, 2020
by
任建锋
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parent
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Changes
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20 changed files
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1551 additions
and
8 deletions
+1551
-8
dragon-boat-race.json
dist/customs/dragon-boat-race.json
+172
-0
food-fell2.json
dist/customs/food-fell2.json
+1
-1
context.d.ts
src/custom/context.d.ts
+0
-4
app.js
src/custom/dragon-boat-race/debug/app.js
+74
-0
index.html
src/custom/dragon-boat-race/debug/index.html
+52
-0
load-assets.js
src/custom/dragon-boat-race/debug/load-assets.js
+64
-0
main.js
src/custom/dragon-boat-race/debug/main.js
+411
-0
main.js.map
src/custom/dragon-boat-race/debug/main.js.map
+1
-0
props.js
src/custom/dragon-boat-race/debug/props.js
+7
-0
meta.json
src/custom/dragon-boat-race/meta.json
+175
-0
GameView.ts
src/custom/dragon-boat-race/src/game/GameView.ts
+365
-0
GameWrapper.ts
src/custom/dragon-boat-race/src/game/GameWrapper.ts
+63
-0
Goods.ts
src/custom/dragon-boat-race/src/game/Goods.ts
+97
-0
object-pool-init.ts
src/custom/dragon-boat-race/src/game/object-pool-init.ts
+14
-0
utils.ts
src/custom/dragon-boat-race/src/game/utils.ts
+20
-0
index.ts
src/custom/dragon-boat-race/src/index.ts
+14
-0
props.ts
src/custom/dragon-boat-race/src/props.ts
+15
-0
main.js
src/custom/food-fell2/debug/main.js
+4
-1
main.js.map
src/custom/food-fell2/debug/main.js.map
+1
-1
utils.ts
src/custom/food-fell2/src/game/utils.ts
+1
-1
No files found.
dist/customs/dragon-boat-race.json
0 → 100644
View file @
697e8d0e
{
"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\t
typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('tslib')) :
\n\t
typeof define === 'function' && define.amd ? define(['tslib'], factory) :
\n\t
(global = global || self, global['dragon-boat-race'] = factory(global.tslib));
\n
}(this, (function (tslib) { 'use strict';
\n\n\t
var props = {};
\n\t
function prepareProps() {
\n\t
var metaProps = getProps();
\n\t
engine.injectProp(props, metaProps);
\n\t
}
\n\t
function injectProps(p) {
\n\t
engine.injectProp(props, p);
\n\t
}
\n\t
//# sourceMappingURL=props.js.map
\n\n\t
function getTexture(uuid) {
\n\t
return engine.Texture.from(engine.getAssetByUUID(uuid).uuid);
\n\t
}
\n\t
function getTextureByName(name) {
\n\t
return getTexture(engine.getAssetByName(name).uuid);
\n\t
}
\n\t
function createSvga(name, anchorName) {
\n\t
var inst = new svga.Svga();
\n\t
inst.source = 'asset://' + engine.getAssetByName(name).uuid;
\n\t
return inst;
\n\t
}
\n\n\t
var 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\t
var ObjectPool = engine.ObjectPool;
\n\t
var PoolName = 'goods';
\n\t
ObjectPool.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\t
var ObjectPool$1 = engine.ObjectPool;
\n\t
var GameView = (function (_super) {
\n\t
tslib.__extends(GameView, _super);
\n\t
function GameView() {
\n\t
var _this = _super.call(this) || this;
\n\t
_this.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\t
var GameWrapper = (function (_super) {
\n\t
tslib.__extends(GameWrapper, _super);
\n\t
function GameWrapper() {
\n\t
var _this = _super.call(this) || this;
\n\t
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\t
function index (props) {
\n\t
prepareProps();
\n\t
injectProps(props);
\n\t
var instance = new GameWrapper();
\n\t
return instance;
\n\t
}
\n\t
//# sourceMappingURL=index.js.map
\n\n\t
return index;
\n\n
})));
\n
"
}
dist/customs/food-fell2.json
View file @
697e8d0e
...
...
@@ -168,5 +168,5 @@
}
},
"id"
:
"food-fell2"
,
"code"
:
"(function (global, factory) {
\n\t
typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('tslib')) :
\n\t
typeof define === 'function' && define.amd ? define(['tslib'], factory) :
\n\t
(global = global || self, global['food-fell2'] = factory(global.tslib));
\n
}(this, (function (tslib) { 'use strict';
\n\n\t
var props = {};
\n\t
function prepareProps() {
\n\t
var metaProps = getProps();
\n\t
engine.injectProp(props, metaProps);
\n\t
}
\n\t
function injectProps(p) {
\n\t
engine.injectProp(props, p);
\n\t
}
\n\t
//# sourceMappingURL=props.js.map
\n\n\t
function getTexture
ByName(name) {
\n\t
return engine.Texture.from
(getAssetByName(name).uuid);
\n\t
}
\n\t
function 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\t
var 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\t
var ObjectPool = engine.ObjectPool;
\n\t
var PoolName = 'goods';
\n\t
ObjectPool.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\t
var ObjectPool$1 = engine.ObjectPool;
\n\t
var GameView = (function (_super) {
\n\t
tslib.__extends(GameView, _super);
\n\t
function GameView() {
\n\t
var _this = _super.call(this) || this;
\n\t
_this.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\t
var GameWrapper = (function (_super) {
\n\t
tslib.__extends(GameWrapper, _super);
\n\t
function GameWrapper() {
\n\t
var _this = _super.call(this) || this;
\n\t
engine.globalEvent.addEventListener('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\t
function index (props) {
\n\t
prepareProps();
\n\t
injectProps(props);
\n\t
var instance = new GameWrapper();
\n\t
return instance;
\n\t
}
\n\t
//# sourceMappingURL=index.js.map
\n\n\t
return index;
\n\n
})));
\n
"
"code"
:
"(function (global, factory) {
\n\t
typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('tslib')) :
\n\t
typeof define === 'function' && define.amd ? define(['tslib'], factory) :
\n\t
(global = global || self, global['food-fell2'] = factory(global.tslib));
\n
}(this, (function (tslib) { 'use strict';
\n\n\t
var props = {};
\n\t
function prepareProps() {
\n\t
var metaProps = getProps();
\n\t
engine.injectProp(props, metaProps);
\n\t
}
\n\t
function injectProps(p) {
\n\t
engine.injectProp(props, p);
\n\t
}
\n\t
//# sourceMappingURL=props.js.map
\n\n\t
function getTexture
(uuid) {
\n\t
return engine.Texture.from(getAssetByUUID(uuid).uuid);
\n\t
}
\n\t
function getTextureByName(name) {
\n\t
return getTexture
(getAssetByName(name).uuid);
\n\t
}
\n\t
function 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\t
var 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\t
var ObjectPool = engine.ObjectPool;
\n\t
var PoolName = 'goods';
\n\t
ObjectPool.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\t
var ObjectPool$1 = engine.ObjectPool;
\n\t
var GameView = (function (_super) {
\n\t
tslib.__extends(GameView, _super);
\n\t
function GameView() {
\n\t
var _this = _super.call(this) || this;
\n\t
_this.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\t
var GameWrapper = (function (_super) {
\n\t
tslib.__extends(GameWrapper, _super);
\n\t
function GameWrapper() {
\n\t
var _this = _super.call(this) || this;
\n\t
engine.globalEvent.addEventListener('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\t
function index (props) {
\n\t
prepareProps();
\n\t
injectProps(props);
\n\t
var instance = new GameWrapper();
\n\t
return instance;
\n\t
}
\n\t
//# sourceMappingURL=index.js.map
\n\n\t
return index;
\n\n
})));
\n
"
}
src/custom/context.d.ts
View file @
697e8d0e
declare
function
getAssetByUUID
(
uuid
:
string
);
declare
function
getAssetByName
(
name
:
string
);
<<<<<<<
HEAD
declare
function
getProps
():
any
;
=======
declare
function
getProps
():
any
;
>>>>>>>
dev
src/custom/dragon-boat-race/debug/app.js
0 → 100644
View file @
697e8d0e
/**
* 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
);
}
src/custom/dragon-boat-race/debug/index.html
0 → 100644
View file @
697e8d0e
<!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
src/custom/dragon-boat-race/debug/load-assets.js
0 → 100644
View file @
697e8d0e
/**
* 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
);
}
src/custom/dragon-boat-race/debug/main.js
0 → 100644
View file @
697e8d0e
(
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
src/custom/dragon-boat-race/debug/main.js.map
0 → 100644
View file @
697e8d0e
{"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
src/custom/dragon-boat-race/debug/props.js
0 → 100644
View file @
697e8d0e
/**
* Created by rockyl on 2020-01-21.
*/
let
customModuleProps
=
{
};
src/custom/dragon-boat-race/meta.json
0 → 100644
View file @
697e8d0e
{
"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
src/custom/dragon-boat-race/src/game/GameView.ts
0 → 100644
View file @
697e8d0e
/**
* 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
}
}
src/custom/dragon-boat-race/src/game/GameWrapper.ts
0 → 100644
View file @
697e8d0e
/**
* 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);
}
}
src/custom/dragon-boat-race/src/game/Goods.ts
0 → 100644
View file @
697e8d0e
/**
* 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
;
}
}
src/custom/dragon-boat-race/src/game/object-pool-init.ts
0 → 100644
View file @
697e8d0e
/**
* 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
();
});
src/custom/dragon-boat-race/src/game/utils.ts
0 → 100644
View file @
697e8d0e
/**
* 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
src/custom/dragon-boat-race/src/index.ts
0 → 100644
View file @
697e8d0e
/**
* 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
;
}
src/custom/dragon-boat-race/src/props.ts
0 → 100644
View file @
697e8d0e
/**
* 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
);
}
src/custom/food-fell2/debug/main.js
View file @
697e8d0e
...
...
@@ -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
();
...
...
src/custom/food-fell2/debug/main.js.map
View file @
697e8d0e
{"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
src/custom/food-fell2/src/game/utils.ts
View file @
697e8d0e
...
...
@@ -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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