Commit 6e97651a authored by zjz1994's avatar zjz1994

弹球暂存

parent f959095d
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<<<<<<< HEAD
{"version":3,"file":"index.js","sources":["src/custom/food-fell/src/props.ts","src/custom/food-fell/src/game/utils.ts","src/custom/food-fell/src/game/Goods.ts","src/custom/food-fell/src/game/object-pool-init.ts","src/custom/food-fell/src/game/GameView.ts","src/custom/food-fell/src/game/GameWrapper.ts","src/custom/food-fell/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(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\n\t\tlet rain = new engine.Sprite(getTextureByName('雨滴'));\n\t\train[\"npcType\"]=\"rain\"\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\tstone.visible=false;\n\t\tboom.visible=false;\n\t\tbody.addChild(rain)\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\n\t\tif(random<props.goodsProbability[0]){\n\t\t\tthis.showNpc(\"rain\")\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}\n\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\tprivate rectBg: engine.Rect;\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 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.playerSvga=createSvga(\"玩家\")\n\t\tthis.boomSvga=createSvga(\"炸弹svga\")\n\t\tthis.player.addChild(this.playerSvga);\n\t\tthis.player.addChild(this.waterSvga);\n\t\tthis.player.addChild(this.boomSvga);\n\t\tthis.playerSvga.gotoAndPlay(1);\n\n\t\tthis.visible=false;\n\t\tsetTimeout(()=>{\n\t\t\tthis.visible=true;\n\t\t\t// this.player.width=this.playerSvga.width;\n\t\t\t// this.player.height=this.playerSvga.height;\n\t\t\tthis.player.anchorY = this.player.height / 2;\n\t\t\tthis.player.anchorX = this.player.width / 2;\n\t\t\tconsole.log(this.player.width)\n\t\t\tconsole.log(this.playerSvga.width)\n\t\t\tthis.player.x = 375 - this.player.width / 2;\n\t\t\tthis.player.y = props.playerPositionY;\n\t\t},300)\n\n\t\t\n\t\tthis.rectBg = new engine.Rect();\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\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\t\n\t\t\t\t\t\tif (goods[\"npcType\"] == \"rain\") {\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.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\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} 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}, this);\n\t\t\t\t\t\t\tengine.globalEvent.dispatchEvent('food-fell-game-over', {\n\t\t\t\t\t\t\t\tscore: this.score,\n\t\t\t\t\t\t\t\treason: 2\n\t\t\t\t\t\t\t});\n\t\t\t\t\t\t\tthis.died()\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.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\t\tif (\n\t\t\tMath.abs((a.x + a.width / 2) - (b.x + b.width / 2)) < a.width / 2 + b.width / 2\n\t\t\t&&\n\t\t\tMath.abs((a.y + a.height / 2) - (b.y + b.height / 2)) < a.height / 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\tif (this.gameIng) {\n\t\t\tthis.player.x = this.playerCatchX + (e.localX - this.moveCatchX)\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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=======
{"version":3,"file":"index.js","sources":["src/custom/food-fell/src/props.ts","src/custom/food-fell/src/game/utils.ts","src/custom/food-fell/src/game/Goods.ts","src/custom/food-fell/src/game/object-pool-init.ts","src/custom/food-fell/src/game/GameView.ts","src/custom/food-fell/src/game/GameWrapper.ts","src/custom/food-fell/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(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\n\t\tlet rain = new engine.Sprite(getTextureByName('雨滴'));\n\t\train[\"npcType\"]=\"rain\"\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\tstone.visible=false;\n\t\tboom.visible=false;\n\t\tbody.addChild(rain)\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\n\t\tif(random<props.goodsProbability[0]){\n\t\t\tthis.showNpc(\"rain\")\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}\n\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\tprivate rectBg: engine.Rect;\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 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.playerSvga=createSvga(\"玩家\")\n\t\tthis.boomSvga=createSvga(\"炸弹svga\")\n\t\tthis.player.addChild(this.playerSvga);\n\t\tthis.player.addChild(this.waterSvga);\n\t\tthis.player.addChild(this.boomSvga);\n\t\tthis.playerSvga.gotoAndPlay(1);\n\n\t\tthis.visible=false;\n\t\tsetTimeout(()=>{\n\t\t\tthis.visible=true;\n\t\t\t// this.player.width=this.playerSvga.width;\n\t\t\t// this.player.height=this.playerSvga.height;\n\t\t\tthis.player.anchorY = this.player.height / 2;\n\t\t\tthis.player.anchorX = this.player.width / 2;\n\t\t\tconsole.log(this.player.width)\n\t\t\tconsole.log(this.playerSvga.width)\n\t\t\tthis.player.x = 375 - this.player.width / 2;\n\t\t\tthis.player.y = props.playerPositionY;\n\t\t},300)\n\n\t\t\n\t\tthis.rectBg = new engine.Rect();\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\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\t\n\t\t\t\t\t\tif (goods[\"npcType\"] == \"rain\") {\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.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\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} 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}, this);\n\t\t\t\t\t\t\tengine.globalEvent.dispatchEvent('food-fell-game-over', {\n\t\t\t\t\t\t\t\tscore: this.score,\n\t\t\t\t\t\t\t\treason: 2\n\t\t\t\t\t\t\t});\n\t\t\t\t\t\t\tthis.died()\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.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\t\tif (\n\t\t\tMath.abs((a.x + a.width / 2) - (b.x + b.width / 2)) < a.width / 2 + b.width / 2\n\t\t\t&&\n\t\t\tMath.abs((a.y + a.height / 2) - (b.y + b.height / 2)) < a.height / 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\tif (this.gameIng) {\n\t\t\tthis.player.x = this.playerCatchX + (e.localX - this.moveCatchX)\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 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>>>>>>> 1666d83127b74014796759c4dd3e87192f4c7e6e
......@@ -44,21 +44,16 @@ function launchWithCustomModule(customModule) {
}, 100);
setTimeout(() => {
engine.globalEvent.dispatchEvent('food-fell-reset', {
"goodsProbability": [0.8,0.1,0.1],
"countDown": 30,
"acceleratedSpeed":0.1
engine.globalEvent.dispatchEvent('game-reset');
engine.globalEvent.dispatchEvent('game-start',{
ballNums:1
});
engine.globalEvent.dispatchEvent('food-fell-start');
}, 500);
});
engine.globalEvent.addEventListener('food-fell-time-update', (e) => {
engine.globalEvent.addEventListener('game-pause', (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) => {
engine.globalEvent.addEventListener('game-resume', (e) => {
console.log(e.type, e.data);
});
}
......@@ -66,7 +61,6 @@ function launchWithCustomModule(customModule) {
function getAssetByUUID(uuid) {
return engine.resolveCustomAsset(customId, uuid);
}
function getProps() {
return engine.getProps(customId);
}
......@@ -4,46 +4,94 @@
const assets = [
{
"name": "玩家icon",
"url": "//yun.duiba.com.cn/aurora/assets/50a7212a113175fa18c866b005d98f07c558dc77.png",
"uuid": "66f23d13-82a5-4cec-9496-301ec240d087",
"name": "door",
"url": "//yun.duiba.com.cn/aurora/assets/a6dd9ac99733adbe0f175397dc1f94ee16301847.png",
"uuid": "fc8ca082-90b7-4c22-85cf-9165ffaf47bf",
"ext": ".png"
},
{
"name": "雨滴",
"url": "//yun.duiba.com.cn/aurora/assets/8564c8c9be3aead71b05a0bab8d7d07ac3f778a1.png",
"uuid": "264a6192-d7bf-45e8-8f15-6ba2c439a532",
"name": "",
"url": "//yun.duiba.com.cn/aurora/assets/45fca6ffa65282fc61587442c9847b23006c49b0.png",
"uuid": "995b0f29-885a-425d-bb4e-c9f829df4e7d",
"ext": ".png"
},
{
"name": "炸弹",
"url": "//yun.duiba.com.cn/aurora/assets/171e92283cd13c013ee1b76d28d252ff08815d47.png",
"uuid": "eb88b42d-e151-4c1b-94b9-7c16f7bfac29",
"name": "",
"url": "//yun.duiba.com.cn/aurora/assets/c5fd86a2360a34e13bf09600fb1f5742719489db.png",
"uuid": "2a1b3f6e-5bf5-41d1-b6be-39a77728b230",
"ext": ".png"
},
{
"name": "石块",
"url": "//yun.duiba.com.cn/aurora/assets/99b0af0c59fe79a415a3f032149cfacc27e3ac2c.png",
"uuid": "ab1bdabc-21ba-46bf-9299-6c638f766c88",
"name": "shootline",
"url": "//yun.duiba.com.cn/aurora/assets/ac3bc89a4eccadfa48d3a8abfc834973d6db0aad.png",
"uuid": "0f2c1ee9-c965-4780-82f2-2d8595173952",
"ext": ".png"
},
{
"name": "水花",
"url": "//yun.duiba.com.cn/aurora/assets/93d37b4a0e367e80e375308a6b4414d72d7666fc.svga",
"uuid": "b521bf94-20e1-44dd-8eca-d24996cbaeae",
"ext": ".svga"
"name": "sq1",
"url": "//yun.duiba.com.cn/aurora/assets/ba9cd3fc1859d4046b6368a45d95f80b35e3fa6e.png",
"uuid": "7b97ea0d-fb86-4842-9fc7-06e6b5ae3882",
"ext": ".png"
},
{
"name": "sq2",
"url": "//yun.duiba.com.cn/aurora/assets/ba6368eb586671cd4045d09126456229dd8dd503.png",
"uuid": "a171bf2c-c6fd-4ba2-aaff-bc8c91a04fe9",
"ext": ".png"
},
{
"name": "sq3",
"url": "//yun.duiba.com.cn/aurora/assets/7960d9aa4b0502c5c791490f575234a66706b63d.png",
"uuid": "d057cc19-66fe-46f6-91c8-cba2686e8d5d",
"ext": ".png"
},
{
"name": "炸弹",
"url": "//yun.duiba.com.cn/aurora/assets/4dd18f0689c663bbcf710a7afc4d929084d97d36.svga",
"uuid": "322edf39-805b-4e84-9d07-5573dfeebc0e",
"ext": ".svga"
"name": "sq4",
"url": "//yun.duiba.com.cn/aurora/assets/e9e31a95fd93bb2941e98156dc08aaa75b7671bf.png",
"uuid": "1865ae57-f5a3-4794-9c43-0b6aa812f971",
"ext": ".png"
},
{
"name": "tri1",
"url": "//yun.duiba.com.cn/aurora/assets/1b4103f506db3ab6739213a30fb3a7d2abc33f3f.png",
"uuid": "b33457fb-4237-4fca-b48c-bc6074bbe29a",
"ext": ".png"
},
{
"name": "tri2",
"url": "//yun.duiba.com.cn/aurora/assets/56b8a873aafed8241f761061204f5f5f890d2a32.png",
"uuid": "738d6649-6e7f-4006-83cc-0b8a904ec071",
"ext": ".png"
},
{
"name": "玩家",
"url": "//yun.duiba.com.cn/aurora/assets/b66300c5d4f27134b0aac3dc90a3220e8ae572eb.svga",
"uuid": "71d8dcbc-3931-471a-b585-b3ae01b25aa6",
"ext": ".svga"
"name": "风扇",
"url": "//yun.duiba.com.cn/aurora/assets/9f5cf7feac84bc6000bea0a038c7df419f3d5dfb.png",
"uuid": "f26b8a49-f8ee-49ac-a24d-4c83858f5c92",
"ext": ".png"
},
{
"name": "风扇1",
"url": "//yun.duiba.com.cn/aurora/assets/48bc2d0380c7a47defad851d5feaf58cd54e7465.png",
"uuid": "e7363682-e025-49ac-a4ef-fc1a61560014",
"ext": ".png"
},
{
"name": "ball",
"url": "//yun.duiba.com.cn/aurora/assets/28dcf9632e585903c87cb234b09d60244d253dde.png",
"uuid": "8a580ff7-2ece-413e-b87a-11b47f2a28ea",
"ext": ".png"
},
{
"name": "circle1",
"url": "//yun.duiba.com.cn/aurora/assets/3c0c22f57ff647f83fbb8811e9e4437c8a1ad0b4.png",
"uuid": "9af5e780-9701-4cb0-afab-9f4aec42a9ca",
"ext": ".png"
},
{
"name": "+1",
"url": "//yun.duiba.com.cn/aurora/assets/d4013a0ed9f5a367ec20be286ba26581c680b20f.png",
"uuid": "aae627c9-dd32-4ae7-b580-baaefdb77a88",
"ext": ".png"
}
];
......
This source diff could not be displayed because it is too large. You can view the blob instead.
This source diff could not be displayed because it is too large. You can view the blob instead.
......@@ -65,14 +65,14 @@ export default class PlayScene extends engine.Container {
};
constructor(){
super();
// console.log("playscene--constructor");
// this.pausegame();
this.INIT_BALL_NUMS = window['INIT_BALL_NUMS'] = 1;
this.initEvents();
this.once(engine.Event.ADDED_TO_STAGE, this.initScene, this);
}
reset(){
const blocks = this.blocks.filter(block=>!isSpecialBody(block));
const blocks = this.blocks.filter(block=>!isSpecialBody(block)||block.type=="specialCircle");
for(const block of blocks){
this.removeEle(block,this.blocks);
block.view.parent&&block.view.parent.removeChild(block.view);
......@@ -109,10 +109,11 @@ export default class PlayScene extends engine.Container {
});
}
initScene(){
// console.log("initScene");
// console.log(this.stage.width,this.stage.height);
this.initUI();
this.startGame();
// this.startGame();
engine.Tween.get(this['ele1'], { loop: true }).set({ rotation: 0 }).to({ rotation: -360 }, 3000);
engine.Tween.get(this['ele2'], { loop: true }).set({ rotation: 0 }).to({ rotation: 360 }, 3000);
......@@ -129,6 +130,7 @@ export default class PlayScene extends engine.Container {
createSpecialRegTriangle(this, 232, 1351 - 3 - 5 - 3, 400, 30);//2块斜面地面2
createSpecialRegTriangle(this, 750 - 232, 1351 - 3 - 5 - 3, 400, -30);//2块斜面地面2
this.removeEventListener(engine.Event.ADDED_TO_STAGE,this.initScene,this);
}
score:engine.Label;
......@@ -138,6 +140,7 @@ export default class PlayScene extends engine.Container {
ele2:engine.Sprite;
ballNums:engine.Label;
initUI(){
// console.log("initUI");
this.score = new engine.Label();
this.score.x = 118;
this.score.y = 13;
......@@ -354,10 +357,10 @@ export default class PlayScene extends engine.Container {
ball.velocity.x *= getBounce();
ball.velocity.y *= getBounce();
ball.collideStatus = 2;
if (block.type == 'specialCircle')
console.log('special circle')
else
console.log('normal Circle')
// if (block.type == 'specialCircle')
// console.log('special circle')
// else
// console.log('normal Circle')
}
else if (block instanceof RegTriangle) {
if (block.type == 'specialRegTriangle') {
......
......@@ -57,7 +57,6 @@ export const getBlocks = (currBallNums: number) => {
if (currBallNums >= 50)
nums = getNums2(currBallNums);
// console.log("添加nums",nums);
blocksInfo.push({
position: p,
type: getBlockShape(),
......
......@@ -13,30 +13,44 @@ export class gameWrapper extends engine.Container{
engine.globalEvent.addEventListener("game-resume", this.resume, this);
this.addEventListener(engine.MouseEvent.CLICK, this.onTap, this);
// console.log("测试wrapper");
// try{
// console.log("wrapper-init",getAssetByUUID("fc8ca082-90b7-4c22-85cf-9165ffaf47bf"));
// }catch(err){
// console.error("资源问题",err);
// }
let gameView = this._gameView = new PlayScene();
this.addChild(gameView);
// gameView.reset()
// gameView.start()
}
reset(event: engine.Event) {
injectProps(event.data);
console.log("game-reset");
if(!this._gameView){
this._gameView = new PlayScene();
this.addChild(this._gameView);
}
this._gameView.visible = true;
this._gameView.reset();
}
start(event: engine.Event) {
injectProps(event.data);
console.log("game-start");
this._status = 1;
this._gameView.start();
}
pause() {
console.log("game-pause");
this._gameView.pausegame();
}
resume() {
console.log("game-resume");
this._gameView.resumegame();
}
......
......@@ -64,13 +64,11 @@ export class Circle extends Body {
}
public shake() {
console.log("circle震动1-------",this.view.bg.x,this.view.bg.y);
var startx = -this.view.bg.anchorX;
var starty = -this.view.bg.anchorY;
this.view.bg.x = startx;
this.view.bg.y = starty;
console.log("circle震动2-------",this.view.bg.x,this.view.bg.y);
Tween.to(this.view.bg, 1, {
x: startx+3,
y: starty+3,
......
......@@ -114,7 +114,6 @@ export class RegPolygon extends Body {
set num(value) {
if (this._num != value) {
this._num = value;
// console.log("regPolygon-value",value);
this.view.txt.text = value||3 + "";
}
}
......@@ -154,7 +153,6 @@ export class RegPolygon extends Body {
v2.x = this.points[i + 1].x +thisvx;
v2.y = this.points[i + 1].y + thisvy;
axes.push(v1.edge(v2).perpendicularNormal());
// console.log(1)
};
//将收尾两点的投影轴也加入
......@@ -164,7 +162,6 @@ export class RegPolygon extends Body {
v2.x = this.points[0].x + thisvx;
v2.y = this.points[0].y + thisvy;
axes.push(v1.edge(v2).perpendicularNormal());
// console.log(axes)
return axes;
};
......@@ -184,7 +181,6 @@ export class RegPolygon extends Body {
};
polygonCollidesWithCircle(ball) {
//console.log('多边形与圆形碰撞检测');
var v1;
var v2;
var ballax = ball._viewx;
......@@ -204,7 +200,6 @@ export class RegPolygon extends Body {
v2 = new Vector(closestPoint.x, closestPoint.y);
axes.push(v1.subtract(v2).normalize());
// console.log("多边形的碰撞",!this.separationOnAxes(axes, ball));
return !this.separationOnAxes(axes, ball);
}
......@@ -231,7 +226,6 @@ export class RegPolygon extends Body {
closestPoint = testPoint;
}
};
// console.log(closestPoint)
return closestPoint;
};
//检测在投影轴上投影是否有分离
......@@ -272,8 +266,6 @@ export class RegPolygon extends Body {
var speedX = velocity.x / (deta + 1);
var speedY = velocity.y / (deta + 1);
// console.log("多边形碰撞-----1",deta);
// console.log(this.nearestCollideNormal({ x: returnP.x - velocity.x, y: returnP.y - velocity.y }, ball,deta+1,i+1))
for (var i = 0; i <= deta; i++) {
this.ballPosition(ball, deta + 1, i + 1)
if (!this.polygonCollidesWithCircle(ball)) {
......@@ -294,7 +286,6 @@ export class RegPolygon extends Body {
}
ball.view.x += ball.velocity.x;
ball.view.y += ball.velocity.y;
// console.log("多边形碰撞-----2");
return false;
} else {
return false
......@@ -320,19 +311,16 @@ export class RegPolygon extends Body {
public shake() {
console.log("regPolygon震动1----------",this.view.bg.x,this.view.bg.y);
var startx = -this.view.bg.anchorX;
var starty = -this.view.bg.anchorY;
this.view.bg.x = startx;
this.view.bg.y = starty;
console.log("regPolygon震动2----------",this.view.bg.x,this.view.bg.y);
Tween.to(this.view.bg, 1, {
x: startx+3,
y: starty+3,
yoyo: 2,
useFrame: true,
onComplete: function () {
console.log("regPolygon震动3----------",this.view.bg.x,this.view.bg.y);
}
})
......
......@@ -70,8 +70,6 @@ export class RegTriangle extends RegPolygon {
var one = this.linesOri[1].a * returnP.x + this.linesOri[1].b - returnP.y > 0;
var two = this.linesOri[2].a * returnP.x + this.linesOri[2].b - returnP.y > 0;
// console.log(this.linesOri[0].a * returnP.x + this.linesOri[0].b,returnP.y)
// console.log(zero,one,two)
//左上边
if (zero && !one && two) {
return this.sideNormals[0];
......
......@@ -106,7 +106,6 @@ export class Square extends Body {
set num(value) {
if (this._num != value) {
this._num = value;
// console.log("square-vale",value);
this.view.txt.text = value||4 + "";
}
}
......@@ -136,7 +135,6 @@ export class Square extends Body {
var deta = Math.floor(velocity.length() / ball.radius) + 5 //deta就是插值数量,如为0,则直接取上一帧的法向量
var speedX = velocity.x / (deta + 1);
var speedY = velocity.y / (deta + 1);
// console.log(this.nearestCollideNormal({ x: returnP.x - velocity.x, y: returnP.y - velocity.y }, ball,deta+1,i+1))
for (var i = 0; i <= deta; i++) {
var normal = this.nearestCollideNormal({ x: returnP.x - speedX * (i + 1), y: returnP.y - speedY * (i + 1) }, ball, deta + 1, i + 1)
if (normal) {
......@@ -199,19 +197,16 @@ export class Square extends Body {
public shake() {
console.log("square震动1---",this.view.bg.x,this.view.bg.y);
var startx = -this.view.bg.anchorX;
var starty = -this.view.bg.anchorY;
this.view.bg.x = startx;
this.view.bg.y = starty;
console.log("square震动2---",this.view.bg.x,this.view.bg.y);
Tween.to(this.view.bg, 1, {
x: startx+5,
y: starty+5,
yoyo: 3,
useFrame: true,
onComplete: function () {
console.log("square震动3---",this.view.bg.x,this.view.bg.y);
}
})
......
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