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劳工
zeroing-libs
Commits
6d9121cd
Commit
6d9121cd
authored
Jun 03, 2020
by
汪欢
Browse files
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拼图0.2
parent
53727adb
Changes
4
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4 changed files
with
56 additions
and
11 deletions
+56
-11
main.js
src/custom/pictures/debug/main.js
+20
-3
main.js.map
src/custom/pictures/debug/main.js.map
+1
-1
meta.json
src/custom/pictures/meta.json
+3
-3
GameView.ts
src/custom/pictures/src/game/GameView.ts
+32
-4
No files found.
src/custom/pictures/debug/main.js
View file @
6d9121cd
...
...
@@ -79,7 +79,6 @@
function
GameView
()
{
var
_this
=
_super
.
call
(
this
)
||
this
;
_this
.
_timeCounter
=
0
;
_this
.
countTime
=
10
;
_this
.
once
(
engine
.
Event
.
ADDED_TO_STAGE
,
_this
.
setup
,
_this
);
return
_this
;
}
...
...
@@ -106,10 +105,12 @@
}
this
.
_timer
=
setInterval
(
function
()
{
_this
.
onTimer
();
},
10
00
);
},
10
);
};
GameView
.
prototype
.
onTimer
=
function
()
{
this
.
_timeCounter
++
;
this
.
_timeCounter
+=
0.01
;
this
.
_timeCounter
=
this
.
afterPointTwo
(
this
.
_timeCounter
);
console
.
log
(
this
.
_timeCounter
);
engine
.
globalEvent
.
dispatchEvent
(
'pictures-time-update'
,
{
second
:
this
.
getSecond
(),
});
...
...
@@ -120,6 +121,14 @@
});
}
};
GameView
.
prototype
.
afterPointTwo
=
function
(
n
)
{
var
floatN
=
parseFloat
(
n
);
if
(
isNaN
(
floatN
))
{
return
;
}
floatN
=
Math
.
round
(
floatN
*
100
)
/
100
;
return
floatN
;
};
GameView
.
prototype
.
getSecond
=
function
()
{
return
GAME_TIME
-
this
.
_timeCounter
;
};
...
...
@@ -174,6 +183,10 @@
var
dragPicIndex
=
this
.
pictures
.
indexOf
(
this
.
dragPic
);
this
.
pictures
[
dropPicIndex
]
=
this
.
dragPic
;
this
.
pictures
[
dragPicIndex
]
=
dropPic
;
if
(
dragPicIndex
===
dropPicIndex
)
{
this
.
dragPic
.
x
=
this
.
distanceX
;
this
.
dragPic
.
y
=
this
.
distanceY
;
}
var
result
=
true
;
for
(
var
j
=
0
;
j
<
this
.
rightList
.
length
;
j
++
)
{
if
(
this
.
rightList
[
j
]
!=
this
.
pictures
[
j
])
{
...
...
@@ -185,6 +198,10 @@
this
.
onSuccess
();
}
}
else
{
this
.
dragPic
.
x
=
this
.
distanceX
;
this
.
dragPic
.
y
=
this
.
distanceY
;
}
this
.
stage
.
removeEventListener
(
engine
.
MouseEvent
.
MOUSE_UP
,
this
.
stageOnUp
,
this
);
};
GameView
.
prototype
.
onSuccess
=
function
()
{
...
...
src/custom/pictures/debug/main.js.map
View file @
6d9121cd
{"version":3,"file":"index.js","sources":["src/custom/pictures/src/props.ts","src/custom/pictures/src/game/qietu.ts","src/custom/pictures/src/game/utils.ts","src/custom/pictures/src/game/GameView.ts","src/custom/pictures/src/game/GameWrapper.ts","src/custom/pictures/src/index.ts"],"sourcesContent":["/**\n * Created by rockyl on 2020-01-21.\n */\n\nexport let props: any = {};\n\nexport function prepareProps() {\n\tlet metaProps = getProps();\n\n\tengine.injectProp(props, metaProps);\n}\n\nexport function injectProps(p) {\n\tengine.injectProp(props, p);\n}\n","export default (parent, url,MAX_COL,MAX_ROW) => {\n\n const W = 600;\n const H = 600;\n const GAP = 10;\n\n const spr = [];\n const pos = []\n\n for (let row = 0; row < MAX_ROW; row++) {\n for (let col = 0; col < MAX_COL; col++) {\n\n const child = engine.Sprite.fromImage(url);\n spr.push(child);\n\n child.scaleX = 1 / MAX_COL;\n child.scaleY = 1 / MAX_ROW;\n parent.addChild(child);\n child.x = col * (W / MAX_COL + GAP);\n child.y = row * (H / MAX_ROW + GAP);\n pos.push([child.x,child.y]);\n child.addEventListener(engine.Event.COMPLETE, () => {\n const uvs = new Float32Array([\n col / MAX_COL,\n row / MAX_ROW,\n (col + 1) / MAX_COL,\n row / MAX_ROW,\n (col + 1) / MAX_COL,\n (row + 1) / MAX_ROW,\n col / MAX_COL,\n (row + 1) / MAX_ROW,\n ]);\n\n child.uvs = uvs;\n // spr.push(child);\n });\n }\n }\n // console.log(spr);\n return [spr,pos];\n};\n","/**\n * Created by rockyl on 2020-01-21.\n */\n\nexport function getTexture(uuid) {\n\treturn engine.Texture.from(getAssetByUUID(uuid).uuid);\n}\n\nexport function getTextureByName(name) {\n\treturn getTexture(engine.getAssetByName(name).uuid);\n}\n\nexport function playSound(name) {\n\tengine.playSound(engine.getAssetByName(name).uuid, {keep: true});\n}\nexport function createSvga(name, anchorName?) {\n\tlet inst = new svga.Svga();\n\tinst.source = 'asset://' + engine.getAssetByName(name).uuid;\n\treturn inst;\n}\n\nexport function getIndexFromRC(row,col,maxCol){\n\tlet index = row * maxCol + col \n\treturn index\n}\n\n\n\n\nexport function getRandomArray(array){\n\tarray.sort(function() {\n\t\treturn .5 - Math.random();\n\t});\n}","/**\n * Created by rockyl on 2018/8/16.\n */\n\nimport { props } from \"../props\";\nimport qietu from \"./qietu\";\nimport { getIndexFromRC, getRandomArray } from \"./utils\";\nimport ObjectPool = engine.ObjectPool;\n\nlet MAX_COL;\nlet MAX_ROW;\nlet W;\nlet H;\nlet GAP;\nlet GAME_TIME;\n// 每张图片宽\nlet w;\n// 每张图片高\nlet h;\nexport default class GameView extends engine.Container {\n private _timer;\n private _timeCounter = 0;\n\n start() {\n console.log('on start')\n engine.globalEvent.dispatchEvent('pictures-time-update', {\n second: this.getSecond(),\n });\n\n // 图片一维数组\n const result = qietu(this.picturesWrapper, props.picUrl, MAX_COL, MAX_ROW);\n this.pictures = result[0];\n this.rightList = this.pictures.concat([]);\n const posList = result[1];\n getRandomArray(this.pictures);\n\n let i = 0;\n let len;\n len = this.pictures.length;\n \n\n for (; i < len; i++) {\n this.dragPic = this.pictures[i];\n this.pictures[i].addEventListener(\n engine.MouseEvent.MOUSE_DOWN,\n this.onDown,\n this\n );\n const [x, y] = posList[i];\n this.dragPic.x = x;\n this.dragPic.y = y;\n }\n\n this._timer = setInterval(() => {\n this.onTimer();\n }, 1000)\n }\n\n\n onTimer() {\n this._timeCounter++;\n engine.globalEvent.dispatchEvent('pictures-time-update', {\n second: this.getSecond(),\n });\n\n if (this.getSecond() == 0) {\n this.stop();\n engine.globalEvent.dispatchEvent('pictures-game-fail', {\n reason: 1\n });\n }\n }\n\n getSecond() {\n return GAME_TIME - this._timeCounter;\n }\n\n stop() {\n this._timeCounter = 0;\n clearInterval(this._timer);\n }\n\n constructor() {\n super();\n this.once(engine.Event.ADDED_TO_STAGE, this.setup, this);\n }\n\n //当前图片对象\n dragPic;\n\n localPicX;\n localPicY;\n\n distanceX;\n distanceY;\n\n centerX: number;\n centerY: number;\n\n pictures;\n\n // 点击图片时的索引\n index;\n indexI: number;\n indexJ: number;\n rightList: engine.Sprite[];\n\n // 倒计时时间\n countTime = 10;\n\n private picturesWrapper: engine.Sprite;\n\n createRects() { }\n setup() {\n MAX_COL = props.MAX_COL;\n MAX_ROW = props.MAX_ROW;\n GAME_TIME = props.GAME_TIME;\n W = props.W;\n H = props.H;\n GAP = props.GAP;\n // 每张图片宽\n w = W / MAX_COL;\n // 每张图片高\n h = H / MAX_ROW;\n\n console.log('onSteup', props);\n\n const parent = new engine.Sprite();\n this.picturesWrapper = parent;\n this.addChild(parent);\n }\n\n onDown(e: engine.MouseEvent) {\n // console.log(e);\n\n // 创建一个图片对象接收当前位置信息\n this.dragPic = e.target;\n this.picturesWrapper.addChild(this.dragPic);\n\n // 鼠标的偏移量\n this.localPicX = e.localX / MAX_COL;\n this.localPicY = e.localY / MAX_ROW;\n\n // 最开始图片的位置\n this.distanceX = this.dragPic.x;\n this.distanceY = this.dragPic.y;\n\n // 最开始点击的图片的索引值\n this.indexI = this.distanceX / (w + GAP);\n this.indexJ = this.distanceY / (h + GAP);\n this.index = (this.indexI - 1) * MAX_COL + this.indexJ;\n\n // 图片的中心位置\n this.centerX = e.clientX + w / 2;\n this.centerY = e.clientY + h / 2;\n\n this.stage.addEventListener(\n engine.MouseEvent.MOUSE_MOVE,\n this.onMove,\n this\n );\n this.stage.addEventListener(\n engine.MouseEvent.MOUSE_UP,\n this.stageOnUp,\n this\n );\n\n }\n\n stageOnUp(e) {\n this.stage.removeEventListener(\n engine.MouseEvent.MOUSE_MOVE,\n this.onMove,\n this\n );\n\n // 判断图片是否进入另一张图片的范围内\n // 图片第几行第几列\n let curJ = Math.floor(this.centerX / (w + GAP));\n let curI = Math.floor(this.centerY / (h + GAP));\n\n\n // 点击图片的位置\n\n if (curJ < MAX_COL && curI < MAX_ROW) {\n\n // 获取交互图片的索引值\n let index = getIndexFromRC(curI, curJ, MAX_COL);\n // console.log(index);\n\n //要交换的图片\n let dropPic = this.pictures[index];\n\n let dropPicX = dropPic.x;\n let dropPicy = dropPic.y;\n\n dropPic.x = this.distanceX;\n dropPic.y = this.distanceY;\n\n this.dragPic.x = dropPicX;\n this.dragPic.y = dropPicy;\n\n // 交换之后索引也需要交换\n\n const dropPicIndex = this.pictures.indexOf(dropPic);\n const dragPicIndex = this.pictures.indexOf(this.dragPic);\n\n this.pictures[dropPicIndex] = this.dragPic;\n this.pictures[dragPicIndex] = dropPic;\n\n let result = true;\n for (let j = 0; j < this.rightList.length; j++) {\n if (this.rightList[j] != this.pictures[j]) {\n result = false;\n break;\n }\n }\n\n if (result) {\n this.onSuccess();\n\n }\n }\n\n this.stage.removeEventListener(\n engine.MouseEvent.MOUSE_UP,\n this.stageOnUp,\n this\n );\n }\n\n private onSuccess() {\n console.log('拼图成功!');\n this.stop();\n engine.globalEvent.dispatchEvent('pictures-game-success', {});\n }\n\n onMove(e: engine.MouseEvent) {\n // 当前图片的位置\n this.dragPic.x = e.stageX - this.localPicX;\n this.dragPic.y = e.stageY - this.localPicY;\n\n // 当前图片的中心位置\n this.centerX = this.dragPic.x + w / 2;\n this.centerY = this.dragPic.y + h / 2;\n\n }\n\n}\n","/**\n * Created by rockyl on 2020-01-09.\n */\n\nimport GameView from \"./GameView\";\nimport { injectProps } from \"../props\";\n\n\nexport class GameWrapper extends engine.Container {\n\t// private _status;\n\tprivate _gameView: GameView;\n\n\n\n\n\n\tconstructor() {\n\t\tsuper();\n\n\t\tengine.globalEvent.addEventListener('pictures-start', this.start, this);\n\t\tengine.globalEvent.addEventListener('pictures-stop', this.stop, this);\n\n\t\t//创建实例\n\t\tlet gameView = this._gameView = new GameView();\n\t\tthis.addChild(gameView);\n\n\t}\n\n\tstart(event: engine.Event) {\n\t\tinjectProps(event.data);\n\n\t\t// this._status = 1;\n\n\t\tthis._gameView.start();\n\t}\n\tstop(event: engine.Event) {\n\t\t\n\t\tthis._gameView.stop();\n\t}\n}\n","/**\n * Created by rockyl on 2019-11-20.\n */\n\nimport {GameWrapper} from \"./game/GameWrapper\";\nimport {injectProps, prepareProps} from \"./props\";\n\nexport default function (props) {\n\tprepareProps();\n\tinjectProps(props);\n\n\tlet instance = new GameWrapper();\n\t\n\treturn 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\ No newline at end of file
{"version":3,"file":"index.js","sources":["src/custom/pictures/src/props.ts","src/custom/pictures/src/game/qietu.ts","src/custom/pictures/src/game/utils.ts","src/custom/pictures/src/game/GameView.ts","src/custom/pictures/src/game/GameWrapper.ts","src/custom/pictures/src/index.ts"],"sourcesContent":["/**\r\n * Created by rockyl on 2020-01-21.\r\n */\r\n\r\nexport let props: any = {};\r\n\r\nexport function prepareProps() {\r\n\tlet metaProps = getProps();\r\n\r\n\tengine.injectProp(props, metaProps);\r\n}\r\n\r\nexport function injectProps(p) {\r\n\tengine.injectProp(props, p);\r\n}\r\n","export default (parent, url,MAX_COL,MAX_ROW) => {\r\n\r\n const W = 600;\r\n const H = 600;\r\n const GAP = 10;\r\n\r\n const spr = [];\r\n const pos = []\r\n\r\n for (let row = 0; row < MAX_ROW; row++) {\r\n for (let col = 0; col < MAX_COL; col++) {\r\n\r\n const child = engine.Sprite.fromImage(url);\r\n spr.push(child);\r\n\r\n child.scaleX = 1 / MAX_COL;\r\n child.scaleY = 1 / MAX_ROW;\r\n parent.addChild(child);\r\n child.x = col * (W / MAX_COL + GAP);\r\n child.y = row * (H / MAX_ROW + GAP);\r\n pos.push([child.x,child.y]);\r\n child.addEventListener(engine.Event.COMPLETE, () => {\r\n const uvs = new Float32Array([\r\n col / MAX_COL,\r\n row / MAX_ROW,\r\n (col + 1) / MAX_COL,\r\n row / MAX_ROW,\r\n (col + 1) / MAX_COL,\r\n (row + 1) / MAX_ROW,\r\n col / MAX_COL,\r\n (row + 1) / MAX_ROW,\r\n ]);\r\n\r\n child.uvs = uvs;\r\n // spr.push(child);\r\n });\r\n }\r\n }\r\n // console.log(spr);\r\n return [spr,pos];\r\n};\r\n","/**\r\n * Created by rockyl on 2020-01-21.\r\n */\r\n\r\nexport function getTexture(uuid) {\r\n\treturn engine.Texture.from(getAssetByUUID(uuid).uuid);\r\n}\r\n\r\nexport function getTextureByName(name) {\r\n\treturn getTexture(engine.getAssetByName(name).uuid);\r\n}\r\n\r\nexport function playSound(name) {\r\n\tengine.playSound(engine.getAssetByName(name).uuid, {keep: true});\r\n}\r\nexport function createSvga(name, anchorName?) {\r\n\tlet inst = new svga.Svga();\r\n\tinst.source = 'asset://' + engine.getAssetByName(name).uuid;\r\n\treturn inst;\r\n}\r\n\r\nexport function getIndexFromRC(row,col,maxCol){\r\n\tlet index = row * maxCol + col \r\n\treturn index\r\n}\r\n\r\n\r\n\r\n\r\nexport function getRandomArray(array){\r\n\tarray.sort(function() {\r\n\t\treturn .5 - Math.random();\r\n\t});\r\n}","/**\r\n * Created by rockyl on 2018/8/16.\r\n */\r\n\r\nimport { props } from \"../props\";\r\nimport qietu from \"./qietu\";\r\nimport { getIndexFromRC, getRandomArray } from \"./utils\";\r\nimport ObjectPool = engine.ObjectPool;\r\n\r\nlet MAX_COL;\r\nlet MAX_ROW;\r\nlet W;\r\nlet H;\r\nlet GAP;\r\nlet GAME_TIME;\r\n// 每张图片宽\r\nlet w;\r\n// 每张图片高\r\nlet h;\r\nexport default class GameView extends engine.Container {\r\n private _timer;\r\n private _timeCounter = 0;\r\n\r\n // 倒计时时间\r\n // private countTime = 20;\r\n\r\n start() {\r\n console.log('on start')\r\n engine.globalEvent.dispatchEvent('pictures-time-update', {\r\n second: this.getSecond(),\r\n });\r\n\r\n // 图片一维数组\r\n const result = qietu(this.picturesWrapper, props.picUrl, MAX_COL, MAX_ROW);\r\n this.pictures = result[0];\r\n this.rightList = this.pictures.concat([]);\r\n const posList = result[1];\r\n getRandomArray(this.pictures);\r\n\r\n let i = 0;\r\n let len;\r\n len = this.pictures.length;\r\n \r\n\r\n for (; i < len; i++) {\r\n this.dragPic = this.pictures[i];\r\n this.pictures[i].addEventListener(\r\n engine.MouseEvent.MOUSE_DOWN,\r\n this.onDown,\r\n this\r\n );\r\n const [x, y] = posList[i];\r\n this.dragPic.x = x;\r\n this.dragPic.y = y;\r\n }\r\n\r\n this._timer = setInterval(() => {\r\n this.onTimer();\r\n }, 10)\r\n }\r\n\r\n\r\n onTimer() {\r\n // this._timeCounter++;\r\n this._timeCounter += 0.01;\r\n this._timeCounter = this.afterPointTwo(this._timeCounter);\r\n // this._timeCounter = Math.floor((this._timeCounter + 0.1) * 10) / 10;\r\n console.log(this._timeCounter)\r\n\r\n engine.globalEvent.dispatchEvent('pictures-time-update', {\r\n second: this.getSecond(),\r\n });\r\n\r\n if (this.getSecond() == 0) {\r\n this.stop();\r\n engine.globalEvent.dispatchEvent('pictures-game-fail', {\r\n reason: 1\r\n });\r\n }\r\n }\r\n\r\n afterPointTwo(n){\r\n var floatN = parseFloat(n);\r\n if(isNaN(floatN)){\r\n return ;\r\n }\r\n floatN = Math.round(floatN * 100) /100;\r\n return floatN;\r\n }\r\n\r\n getSecond() {\r\n return GAME_TIME - this._timeCounter;\r\n // return GAME_TIME - this.countTime;\r\n }\r\n\r\n stop() {\r\n // this.countTime = 0\r\n\r\n this._timeCounter = 0;\r\n clearInterval(this._timer);\r\n }\r\n\r\n constructor() {\r\n super();\r\n this.once(engine.Event.ADDED_TO_STAGE, this.setup, this);\r\n }\r\n\r\n //当前图片对象\r\n dragPic;\r\n\r\n localPicX;\r\n localPicY;\r\n\r\n distanceX;\r\n distanceY;\r\n\r\n centerX: number;\r\n centerY: number;\r\n\r\n pictures;\r\n\r\n // 点击图片时的索引\r\n index;\r\n indexI: number;\r\n indexJ: number;\r\n rightList: engine.Sprite[];\r\n\r\n \r\n\r\n private picturesWrapper: engine.Sprite;\r\n\r\n createRects() { }\r\n setup() {\r\n MAX_COL = props.MAX_COL;\r\n MAX_ROW = props.MAX_ROW;\r\n GAME_TIME = props.GAME_TIME;\r\n W = props.W;\r\n H = props.H;\r\n GAP = props.GAP;\r\n // 每张图片宽\r\n w = W / MAX_COL;\r\n // 每张图片高\r\n h = H / MAX_ROW;\r\n\r\n console.log('onSteup', props);\r\n\r\n const parent = new engine.Sprite();\r\n this.picturesWrapper = parent;\r\n this.addChild(parent);\r\n }\r\n\r\n onDown(e: engine.MouseEvent) {\r\n // console.log(e);\r\n\r\n // 创建一个图片对象接收当前位置信息\r\n this.dragPic = e.target;\r\n this.picturesWrapper.addChild(this.dragPic);\r\n\r\n // 鼠标的偏移量\r\n this.localPicX = e.localX / MAX_COL;\r\n this.localPicY = e.localY / MAX_ROW;\r\n\r\n // 最开始图片的位置\r\n this.distanceX = this.dragPic.x;\r\n this.distanceY = this.dragPic.y;\r\n\r\n // 最开始点击的图片的索引值\r\n this.indexI = this.distanceX / (w + GAP);\r\n this.indexJ = this.distanceY / (h + GAP);\r\n this.index = (this.indexI - 1) * MAX_COL + this.indexJ;\r\n\r\n // 图片的中心位置\r\n this.centerX = e.clientX + w / 2;\r\n this.centerY = e.clientY + h / 2;\r\n\r\n this.stage.addEventListener(\r\n engine.MouseEvent.MOUSE_MOVE,\r\n this.onMove,\r\n this\r\n );\r\n this.stage.addEventListener(\r\n engine.MouseEvent.MOUSE_UP,\r\n this.stageOnUp,\r\n this\r\n );\r\n\r\n }\r\n\r\n stageOnUp(e) {\r\n this.stage.removeEventListener(\r\n engine.MouseEvent.MOUSE_MOVE,\r\n this.onMove,\r\n this\r\n );\r\n\r\n // 判断图片是否进入另一张图片的范围内\r\n // 图片第几行第几列\r\n let curJ = Math.floor(this.centerX / (w + GAP));\r\n let curI = Math.floor(this.centerY / (h + GAP));\r\n\r\n\r\n // 点击图片的位置\r\n\r\n if (curJ < MAX_COL && curI < MAX_ROW) {\r\n\r\n // 获取交互图片的索引值\r\n let index = getIndexFromRC(curI, curJ, MAX_COL);\r\n // console.log(index);\r\n\r\n //要交换的图片\r\n let dropPic = this.pictures[index];\r\n\r\n let dropPicX = dropPic.x;\r\n let dropPicy = dropPic.y;\r\n\r\n dropPic.x = this.distanceX;\r\n dropPic.y = this.distanceY;\r\n\r\n this.dragPic.x = dropPicX;\r\n this.dragPic.y = dropPicy;\r\n\r\n // 交换之后索引也需要交换\r\n\r\n const dropPicIndex = this.pictures.indexOf(dropPic);\r\n const dragPicIndex = this.pictures.indexOf(this.dragPic);\r\n\r\n this.pictures[dropPicIndex] = this.dragPic;\r\n this.pictures[dragPicIndex] = dropPic;\r\n\r\n // 图片还是在原来的位置\r\n if(dragPicIndex === dropPicIndex){\r\n this.dragPic.x = this.distanceX\r\n this.dragPic.y = this.distanceY\r\n }\r\n\r\n let result = true;\r\n for (let j = 0; j < this.rightList.length; j++) {\r\n if (this.rightList[j] != this.pictures[j]) {\r\n result = false;\r\n break;\r\n }\r\n }\r\n\r\n if (result) {\r\n this.onSuccess();\r\n\r\n }\r\n }else{\r\n this.dragPic.x = this.distanceX\r\n this.dragPic.y = this.distanceY\r\n }\r\n\r\n this.stage.removeEventListener(\r\n engine.MouseEvent.MOUSE_UP,\r\n this.stageOnUp,\r\n this\r\n );\r\n }\r\n\r\n private onSuccess() {\r\n console.log('拼图成功!');\r\n this.stop();\r\n engine.globalEvent.dispatchEvent('pictures-game-success', {});\r\n }\r\n\r\n onMove(e: engine.MouseEvent) {\r\n // 当前图片的位置\r\n this.dragPic.x = e.stageX - this.localPicX;\r\n this.dragPic.y = e.stageY - this.localPicY;\r\n\r\n // 当前图片的中心位置\r\n this.centerX = this.dragPic.x + w / 2;\r\n this.centerY = this.dragPic.y + h / 2;\r\n\r\n }\r\n\r\n}\r\n","/**\r\n * Created by rockyl on 2020-01-09.\r\n */\r\n\r\nimport GameView from \"./GameView\";\r\nimport { injectProps } from \"../props\";\r\n\r\n\r\nexport class GameWrapper extends engine.Container {\r\n\t// private _status;\r\n\tprivate _gameView: GameView;\r\n\r\n\r\n\r\n\r\n\r\n\tconstructor() {\r\n\t\tsuper();\r\n\r\n\t\tengine.globalEvent.addEventListener('pictures-start', this.start, this);\r\n\t\tengine.globalEvent.addEventListener('pictures-stop', this.stop, this);\r\n\r\n\t\t//创建实例\r\n\t\tlet gameView = this._gameView = new GameView();\r\n\t\tthis.addChild(gameView);\r\n\r\n\t}\r\n\r\n\tstart(event: engine.Event) {\r\n\t\tinjectProps(event.data);\r\n\r\n\t\t// this._status = 1;\r\n\r\n\t\tthis._gameView.start();\r\n\t}\r\n\tstop(event: engine.Event) {\r\n\t\t\r\n\t\tthis._gameView.stop();\r\n\t}\r\n}\r\n","/**\r\n * Created by rockyl on 2019-11-20.\r\n */\r\n\r\nimport {GameWrapper} from \"./game/GameWrapper\";\r\nimport {injectProps, prepareProps} from \"./props\";\r\n\r\nexport default function (props) {\r\n\tprepareProps();\r\n\tinjectProps(props);\r\n\r\n\tlet instance = new GameWrapper();\r\n\t\r\n\treturn 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\ No newline at end of file
src/custom/pictures/meta.json
View file @
6d9121cd
...
...
@@ -5,12 +5,12 @@
"MAX_COL"
:
{
"alias"
:
"图片分成几列"
,
"type"
:
"number"
,
"default"
:
2
"default"
:
3
},
"MAX_ROW"
:
{
"alias"
:
"图片分成几行"
,
"type"
:
"number"
,
"default"
:
2
"default"
:
3
},
"W"
:
{
"alias"
:
"图片的宽度"
,
...
...
@@ -30,7 +30,7 @@
"GAME_TIME"
:
{
"alias"
:
"游戏时间"
,
"type"
:
"number"
,
"default"
:
1
0
"default"
:
2
0
}
},
...
...
src/custom/pictures/src/game/GameView.ts
View file @
6d9121cd
...
...
@@ -21,6 +21,9 @@ export default class GameView extends engine.Container {
private
_timer
;
private
_timeCounter
=
0
;
// 倒计时时间
// private countTime = 20;
start
()
{
console
.
log
(
'on start'
)
engine
.
globalEvent
.
dispatchEvent
(
'pictures-time-update'
,
{
...
...
@@ -53,12 +56,17 @@ export default class GameView extends engine.Container {
this
.
_timer
=
setInterval
(()
=>
{
this
.
onTimer
();
},
10
00
)
},
10
)
}
onTimer
()
{
this
.
_timeCounter
++
;
// this._timeCounter++;
this
.
_timeCounter
+=
0.01
;
this
.
_timeCounter
=
this
.
afterPointTwo
(
this
.
_timeCounter
);
// this._timeCounter = Math.floor((this._timeCounter + 0.1) * 10) / 10;
console
.
log
(
this
.
_timeCounter
)
engine
.
globalEvent
.
dispatchEvent
(
'pictures-time-update'
,
{
second
:
this
.
getSecond
(),
});
...
...
@@ -71,11 +79,23 @@ export default class GameView extends engine.Container {
}
}
afterPointTwo
(
n
){
var
floatN
=
parseFloat
(
n
);
if
(
isNaN
(
floatN
)){
return
;
}
floatN
=
Math
.
round
(
floatN
*
100
)
/
100
;
return
floatN
;
}
getSecond
()
{
return
GAME_TIME
-
this
.
_timeCounter
;
// return GAME_TIME - this.countTime;
}
stop
()
{
// this.countTime = 0
this
.
_timeCounter
=
0
;
clearInterval
(
this
.
_timer
);
}
...
...
@@ -105,8 +125,7 @@ export default class GameView extends engine.Container {
indexJ
:
number
;
rightList
:
engine
.
Sprite
[];
// 倒计时时间
countTime
=
10
;
private
picturesWrapper
:
engine
.
Sprite
;
...
...
@@ -208,6 +227,12 @@ export default class GameView extends engine.Container {
this
.
pictures
[
dropPicIndex
]
=
this
.
dragPic
;
this
.
pictures
[
dragPicIndex
]
=
dropPic
;
// 图片还是在原来的位置
if
(
dragPicIndex
===
dropPicIndex
){
this
.
dragPic
.
x
=
this
.
distanceX
this
.
dragPic
.
y
=
this
.
distanceY
}
let
result
=
true
;
for
(
let
j
=
0
;
j
<
this
.
rightList
.
length
;
j
++
)
{
if
(
this
.
rightList
[
j
]
!=
this
.
pictures
[
j
])
{
...
...
@@ -220,6 +245,9 @@ export default class GameView extends engine.Container {
this
.
onSuccess
();
}
}
else
{
this
.
dragPic
.
x
=
this
.
distanceX
this
.
dragPic
.
y
=
this
.
distanceY
}
this
.
stage
.
removeEventListener
(
...
...
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