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劳工
zeroing-libs
Commits
74f1074f
Commit
74f1074f
authored
Dec 11, 2020
by
wildfirecode13
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parent
ea70bbc1
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18 additions
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316 deletions
+18
-316
.DS_Store
dist/.DS_Store
+0
-0
pictures.json
dist/customs/pictures.json
+1
-1
main.js
src/custom/pictures/debug/main.js
+1
-313
main.js.map
src/custom/pictures/debug/main.js.map
+1
-1
GameView.ts
src/custom/pictures/src/game/GameView.ts
+15
-1
No files found.
dist/.DS_Store
View file @
74f1074f
No preview for this file type
dist/customs/pictures.json
View file @
74f1074f
...
@@ -89,5 +89,5 @@
...
@@ -89,5 +89,5 @@
}
}
},
},
"id"
:
"pictures"
,
"id"
:
"pictures"
,
"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.pictures = factory(global.tslib));
\n
}(this, (function (tslib) { 'use strict';
\n\n\t
var props = {};
\r\n\t
function prepareProps() {
\r\n\t
var metaProps = getProps();
\r\n\t
engine.injectProp(props, metaProps);
\r\n\t
}
\r\n\t
function injectProps(p) {
\r\n\t
engine.injectProp(props, p);
\r\n\t
}
\r\n\t
//# sourceMappingURL=props.js.map
\n\n\t
var picMap = {};
\r\n\t
var posMap = {};
\r\n\t
var qietu = (function (parent, url, MAX_COL, MAX_ROW) {
\r\n\t
if (picMap[url]) {
\r\n\t
var pics = picMap[url];
\r\n\t
for (var _i = 0, pics_1 = pics; _i < pics_1.length; _i++) {
\r\n\t
var pic = pics_1[_i];
\r\n\t
parent.addChild(pic);
\r\n\t
}
\r\n\t
return [picMap[url], posMap[url]];
\r\n\t
}
\r\n\t
var W = props.W;
\r\n\t
var H = props.H;
\r\n\t
var GAP = props.GAP;
\r\n\t
var spr = [];
\r\n\t
var pos = [];
\r\n\t
var _loop_1 = function (row) {
\r\n\t
var _loop_2 = function (col) {
\r\n\t
var child = engine.Sprite.fromImage(url);
\r\n\t
spr.push(child);
\r\n\t
child.scaleX = 1 / MAX_COL;
\r\n\t
child.scaleY = 1 / MAX_ROW;
\r\n\t
parent.addChild(child);
\r\n\t
child.x = col * (W / MAX_COL + GAP);
\r\n\t
child.y = row * (H / MAX_ROW + GAP);
\r\n\t
pos.push([child.x, child.y]);
\r\n\t
child.addEventListener(engine.Event.COMPLETE, function () {
\r\n\t
var uvs = new Float32Array([
\r\n\t
col / MAX_COL,
\r\n\t
row / MAX_ROW,
\r\n\t
(col + 1) / MAX_COL,
\r\n\t
row / MAX_ROW,
\r\n\t
(col + 1) / MAX_COL,
\r\n\t
(row + 1) / MAX_ROW,
\r\n\t
col / MAX_COL,
\r\n\t
(row + 1) / MAX_ROW,
\r\n\t
]);
\r\n\t
child.uvs = uvs;
\r\n\t
});
\r\n\t
};
\r\n\t
for (var col = 0; col < MAX_COL; col++) {
\r\n\t
_loop_2(col);
\r\n\t
}
\r\n\t
};
\r\n\t
for (var row = 0; row < MAX_ROW; row++) {
\r\n\t
_loop_1(row);
\r\n\t
}
\r\n\t
picMap[url] = spr.concat([]);
\r\n\t
posMap[url] = pos.concat([]);
\r\n\t
return [spr, pos];
\r\n\t
});
\r\n\t
//# sourceMappingURL=qietu.js.map
\n\n\t
function getIndexFromRC(row, col, maxCol) {
\r\n\t
var index;
\r\n\t
index = row * maxCol + col;
\r\n\t
return index;
\r\n\t
}
\r\n\t
function getRandomArray(array) {
\r\n\t
array.sort(function () {
\r\n\t
return .5 - Math.random();
\r\n\t
});
\r\n\t
}
\r\n\t
//# sourceMappingURL=utils.js.map
\n\n\t
var MAX_COL;
\r\n\t
var MAX_ROW;
\r\n\t
var W;
\r\n\t
var H;
\r\n\t
var GAP;
\r\n\t
var GAME_TIME;
\r\n\t
var w;
\r\n\t
var h;
\r\n\t
var GameView = (function (_super) {
\r\n\t
tslib.__extends(GameView, _super);
\r\n\t
function GameView() {
\r\n\t
var _this = _super.call(this) || this;
\r\n\t
_this._timeCounter = 0;
\r\n\t
_this.listenStageOn = 1;
\r\n\t
_this.once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);
\r\n\t
return _this;
\r\n\t
}
\r\n\t
GameView.prototype.start = function () {
\r\n\t
var _this = this;
\r\n\t
MAX_COL = props.MAX_COL;
\r\n\t
MAX_ROW = props.MAX_ROW;
\r\n\t
GAME_TIME = props.GAME_TIME;
\r\n\t
console.log('start', props.column, props.row, props.gameTime);
\r\n\t
if (!this.guideHole) {
\r\n\t
this.guideHole = new engine.Image();
\r\n\t
this.guideHole.source = 'asset://' + props.blockUrl;
\r\n\t
this.guideHole.mouseChildren = this.guideHole.mouseEnabled = false;
\r\n\t
}
\r\n\t
if (this.pictures) {
\r\n\t
for (var _i = 0, _a = this.pictures; _i < _a.length; _i++) {
\r\n\t
var pic = _a[_i];
\r\n\t
if (pic && pic.wrapper)
\r\n\t
pic.wrapper.removeChild(pic);
\r\n\t
}
\r\n\t
}
\r\n\t
console.log('on start');
\r\n\t
engine.globalEvent.dispatchEvent('pictures-time-update', {
\r\n\t
second: this.getSecond(),
\r\n\t
});
\r\n\t
var result = qietu(this.picturesWrapper, props.picUrl, MAX_COL, MAX_ROW);
\r\n\t
this.picturesWrapper.addChild(this.guideHole);
\r\n\t
console.log(this.picturesWrapper);
\r\n\t
this.pictures = result[0];
\r\n\t
this.rightList = this.pictures.concat([]);
\r\n\t
var posList = result[1];
\r\n\t
getRandomArray(this.pictures);
\r\n\t
var i = 0;
\r\n\t
var len;
\r\n\t
len = this.pictures.length;
\r\n\t
for (; i < len; i++) {
\r\n\t
this.dragPic = this.pictures[i];
\r\n\t
this.pictures[i].addEventListener(engine.MouseEvent.MOUSE_DOWN, this.onDown, this);
\r\n\t
var _b = posList[i], x = _b[0], y = _b[1];
\r\n\t
this.dragPic.x = x;
\r\n\t
this.dragPic.y = y;
\r\n\t
}
\r\n\t
this._timer = setInterval(function () {
\r\n\t
_this.onTimer();
\r\n\t
}, 10);
\r\n\t
this.date = new Date().getTime();
\r\n\t
};
\r\n\t
GameView.prototype.onTimer = function () {
\r\n\t
var date = new Date().getTime();
\r\n\t
var gap = ((date - this.date) / 1000);
\r\n\t
this.date = date;
\r\n\t
console.log(gap,
\"
gap
\"
);
\r\n\t
GAME_TIME -= gap;
\r\n\t
if (GAME_TIME < 0) {
\r\n\t
GAME_TIME = 0;
\r\n\t
}
\r\n\t
GAME_TIME = this.afterPointTwo(GAME_TIME);
\r\n\t
GAME_TIME = GAME_TIME.toFixed(2);
\r\n\t
if (GAME_TIME < 10) {
\r\n\t
GAME_TIME = '0' + GAME_TIME;
\r\n\t
}
\r\n\t
console.log(GAME_TIME,
\"
gametime1
\"
);
\r\n\t
engine.globalEvent.dispatchEvent('pictures-time-update', {
\r\n\t
second: this.getSecond(),
\r\n\t
});
\r\n\t
if (this.getSecond() == 0) {
\r\n\t
this.stop();
\r\n\t
engine.globalEvent.dispatchEvent('pictures-game-fail', {
\r\n\t
reason: 1
\r\n\t
});
\r\n\t
}
\r\n\t
};
\r\n\t
GameView.prototype.afterPointTwo = function (n) {
\r\n\t
var floatN = parseFloat(n);
\r\n\t
if (isNaN(floatN)) {
\r\n\t
return;
\r\n\t
}
\r\n\t
floatN = Math.round(floatN * 100) / 100;
\r\n\t
return floatN;
\r\n\t
};
\r\n\t
GameView.prototype.getSecond = function () {
\r\n\t
return GAME_TIME;
\r\n\t
};
\r\n\t
GameView.prototype.stop = function () {
\r\n\t
GAME_TIME = props.GAME_TIME;
\r\n\t
clearInterval(this._timer);
\r\n\t
var len = this.pictures.length;
\r\n\t
for (var i = 0; i < len; i++) {
\r\n\t
this.pictures[i].removeAllEventListener();
\r\n\t
}
\r\n\t
this.stage.removeEventListener(engine.MouseEvent.MOUSE_UP, this.stageOnUp, this);
\r\n\t
};
\r\n\t
GameView.prototype.createRects = function () { };
\r\n\t
GameView.prototype.setup = function () {
\r\n\t
MAX_COL = props.MAX_COL;
\r\n\t
MAX_ROW = props.MAX_ROW;
\r\n\t
GAME_TIME = props.GAME_TIME;
\r\n\t
console.log(GAME_TIME, 'setuptime');
\r\n\t
W = props.W;
\r\n\t
H = props.H;
\r\n\t
GAP = props.GAP;
\r\n\t
w = W / MAX_COL;
\r\n\t
h = H / MAX_ROW;
\r\n\t
console.log('onSteup', props);
\r\n\t
var parent = new engine.Sprite();
\r\n\t
this.picturesWrapper = parent;
\r\n\t
this.addChild(parent);
\r\n\t
};
\r\n\t
GameView.prototype.onDown = function (e) {
\r\n\t
var stageLeft = (750 - props.W) / 2;
\r\n\t
var stageTop = (this.stage.height - props.H) / 2;
\r\n\t
this.dragPic = e.target;
\r\n\t
this.picturesWrapper.addChild(this.dragPic);
\r\n\t
this.localPicX = e.localX / MAX_COL;
\r\n\t
this.localPicY = e.localY / MAX_ROW;
\r\n\t
this.distanceX = this.dragPic.x;
\r\n\t
this.distanceY = this.dragPic.y;
\r\n\t
this.indexJ = Math.floor((this.distanceX) / (w + GAP));
\r\n\t
this.indexI = Math.floor((this.distanceY) / (h + GAP));
\r\n\t
this.index = (this.indexI) * MAX_COL + this.indexJ;
\r\n\t
this.centerX = Math.floor((e.clientX - stageLeft) / w) * w + w / 2;
\r\n\t
this.centerY = Math.floor((e.clientY - stageTop) / h) * h + h / 2;
\r\n\t
this.stage.addEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMove, this);
\r\n\t
this.stage.addEventListener(engine.MouseEvent.MOUSE_UP, this.stageOnUp, this);
\r\n\t
};
\r\n\t
GameView.prototype.stageOnUp = function (e) {
\r\n\t
var stageLeft = (750 - props.W) / 2;
\r\n\t
var stageTop = (this.stage.height - props.H) / 2;
\r\n\t
this.stage.removeEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMove, this);
\r\n\t
this.stage.removeEventListener(engine.MouseEvent.MOUSE_UP, this.stageOnUp, this);
\r\n\t
if (this.centerY < stageTop || this.centerX < stageLeft) {
\r\n\t
this.dragPic.x = this.distanceX;
\r\n\t
this.dragPic.y = this.distanceY;
\r\n\t
}
\r\n\t
var curJ = Math.floor(this.centerX / (w + GAP));
\r\n\t
var curI = Math.floor(this.centerY / (h + GAP));
\r\n\t
this.picturesWrapper.addChild(this.guideHole);
\r\n\t
if (0 <= curJ && curJ < (MAX_COL) && 0 <= curI && curI < (MAX_ROW)) {
\r\n\t
var index = getIndexFromRC(curI, curJ, MAX_COL);
\r\n\t
var dropPic = this.pictures[index];
\r\n\t
var dropPicX = dropPic.x + stageLeft;
\r\n\t
var dropPicy = dropPic.y + stageTop;
\r\n\t
dropPic.x = this.distanceX;
\r\n\t
dropPic.y = this.distanceY;
\r\n\t
this.dragPic.x = dropPicX - stageLeft;
\r\n\t
this.dragPic.y = dropPicy - stageTop;
\r\n\t
var dropPicIndex = this.pictures.indexOf(dropPic);
\r\n\t
var dragPicIndex = this.pictures.indexOf(this.dragPic);
\r\n\t
this.pictures[dropPicIndex] = this.dragPic;
\r\n\t
this.pictures[dragPicIndex] = dropPic;
\r\n\t
if (dragPicIndex === dropPicIndex) {
\r\n\t
this.dragPic.x = this.distanceX;
\r\n\t
this.dragPic.y = this.distanceY;
\r\n\t
}
\r\n\t
var result = true;
\r\n\t
for (var j = 0; j < this.rightList.length; j++) {
\r\n\t
if (this.rightList[j] != this.pictures[j]) {
\r\n\t
result = false;
\r\n\t
break;
\r\n\t
}
\r\n\t
}
\r\n\t
if (result) {
\r\n\t
this.onSuccess();
\r\n\t
}
\r\n\t
}
\r\n\t
else {
\r\n\t
this.dragPic.x = this.distanceX;
\r\n\t
this.dragPic.y = this.distanceY;
\r\n\t
}
\r\n\t
};
\r\n\t
GameView.prototype.onSuccess = function () {
\r\n\t
console.log('拼图成功!');
\r\n\t
engine.globalEvent.dispatchEvent('pictures-game-success', { time: GAME_TIME });
\r\n\t
this.stop();
\r\n\t
};
\r\n\t
GameView.prototype.onMove = function (e) {
\r\n\t
this.dragPic.x = e.stageX - this.localPicX - (750 - props.W) / 2;
\r\n\t
this.dragPic.y = e.stageY - this.localPicY - (this.stage.height - props.H) / 2;
\r\n\t
this.centerX = this.dragPic.x + w / 2;
\r\n\t
this.centerY = this.dragPic.y + h / 2;
\r\n\t
};
\r\n\t
return GameView;
\r\n\t
}(engine.Container));
\n\n\t
var GameWrapper = (function (_super) {
\r\n\t
tslib.__extends(GameWrapper, _super);
\r\n\t
function GameWrapper() {
\r\n\t
var _this = _super.call(this) || this;
\r\n\t
engine.globalEvent.addEventListener('pictures-start', _this.start, _this);
\r\n\t
engine.globalEvent.addEventListener('pictures-stop', _this.stop, _this);
\r\n\t
var gameView = _this._gameView = new GameView();
\r\n\t
_this.addChild(gameView);
\r\n\t
return _this;
\r\n\t
}
\r\n\t
GameWrapper.prototype.start = function (event) {
\r\n\t
injectProps(event.data);
\r\n\t
this._gameView.start();
\r\n\t
};
\r\n\t
GameWrapper.prototype.stop = function (event) {
\r\n\t
this._gameView.stop();
\r\n\t
};
\r\n\t
return GameWrapper;
\r\n\t
}(engine.Container));
\r\n\t
//# sourceMappingURL=GameWrapper.js.map
\n\n\t
function index (props) {
\r\n\t
prepareProps();
\r\n\t
injectProps(props);
\r\n\t
var instance = new GameWrapper();
\r\n\t
return instance;
\r\n\t
}
\r\n\t
//# sourceMappingURL=index.js.map
\n\n\t
return index;
\n\n
})))
;
\n
"
"code"
:
"
\"
use strict
\"
;var tslib=require(
\"
tslib
\"
),props={};function prepareProps(){var t=getProps();engine.injectProp(props,t)}function injectProps(t){engine.injectProp(props,t)}var MAX_COL,MAX_ROW,W,H,GAP,GAME_TIME,w,h,picMap={},posMap={},qietu=function(r,n,o,a){if(picMap[n]){for(var t=0,e=picMap[n];t<e.length;t++){var i=e[t];r.addChild(i)}return[picMap[n],posMap[n]]}for(var p=props.W,h=props.H,c=props.GAP,d=[],g=[],s=0;s<a;s++)!function(s){for(var t=0;t<o;t++)!function(e){var i=engine.Sprite.fromImage(n);d.push(i),i.scaleX=1/o,i.scaleY=1/a,r.addChild(i),i.x=e*(p/o+c),i.y=s*(h/a+c),g.push([i.x,i.y]),i.addEventListener(engine.Event.COMPLETE,function(){var t=new Float32Array([e/o,s/a,(e+1)/o,s/a,(e+1)/o,(s+1)/a,e/o,(s+1)/a]);i.uvs=t})}(t)}(s);return picMap[n]=d.concat([]),posMap[n]=g.concat([]),[d,g]};function getIndexFromRC(t,e,i){return t*i+e}function getRandomArray(t){t.sort(function(){return.5-Math.random()})}var GameView=function(e){function t(){var t=e.call(this)||this;return t._timeCounter=0,t.listenStageOn=1,t.once(engine.Event.ADDED_TO_STAGE,t.setup,t),t}return tslib.__extends(t,e),t.prototype.start=function(){var t=this;if(MAX_COL=props.MAX_COL,MAX_ROW=props.MAX_ROW,GAME_TIME=props.GAME_TIME,console.log(
\"
start
\"
,props.column,props.row,props.gameTime),this.guideHole||(this.guideHole=new engine.Image,this.guideHole.source=
\"
asset://
\"
+props.blockUrl,this.guideHole.mouseChildren=this.guideHole.mouseEnabled=!1),this.pictures)for(var e=0,i=this.pictures;e<i.length;e++){var s=i[e];s&&s.wrapper&&s.wrapper.removeChild(s)}if(console.log(
\"
on start
\"
),engine.globalEvent.dispatchEvent(
\"
pictures-time-update
\"
,{second:this.getSecond()}),this.picturesWrapper)for(;0<this.picturesWrapper.children.length;){var r=this.picturesWrapper.getChildAt(0);if(r)try{this.picturesWrapper.removeChild(r)}catch(t){console.warn(
\"
移除child失败了
\"
,t)}}var n=qietu(this.picturesWrapper,props.picUrl,MAX_COL,MAX_ROW);this.picturesWrapper.addChild(this.guideHole),console.log(this.picturesWrapper),this.pictures=n[0],this.rightList=this.pictures.concat([]);var o=n[1];getRandomArray(this.pictures);for(var a=0,p=this.pictures.length;a<p;a++){this.dragPic=this.pictures[a],this.pictures[a].addEventListener(engine.MouseEvent.MOUSE_DOWN,this.onDown,this);var h=o[a],c=h[0],d=h[1];this.dragPic.x=c,this.dragPic.y=d}this._timer=setInterval(function(){t.onTimer()},10),this.date=(new Date).getTime()},t.prototype.onTimer=function(){var t=(new Date).getTime(),e=(t-this.date)/1e3;this.date=t,console.log(e,
\"
gap
\"
),(GAME_TIME-=e)<0&&(GAME_TIME=0),(GAME_TIME=(GAME_TIME=this.afterPointTwo(GAME_TIME)).toFixed(2))<10&&(GAME_TIME=
\"
0
\"
+GAME_TIME),console.log(GAME_TIME,
\"
gametime1
\"
),engine.globalEvent.dispatchEvent(
\"
pictures-time-update
\"
,{second:this.getSecond()}),0==this.getSecond()&&(this.stop(),engine.globalEvent.dispatchEvent(
\"
pictures-game-fail
\"
,{reason:1}))},t.prototype.afterPointTwo=function(t){var e=parseFloat(t);if(!isNaN(e))return Math.round(100*e)/100},t.prototype.getSecond=function(){return GAME_TIME},t.prototype.stop=function(){GAME_TIME=props.GAME_TIME,clearInterval(this._timer);for(var t=this.pictures.length,e=0;e<t;e++)this.pictures[e].removeAllEventListener();this.stage.removeEventListener(engine.MouseEvent.MOUSE_UP,this.stageOnUp,this)},t.prototype.createRects=function(){},t.prototype.setup=function(){MAX_COL=props.MAX_COL,MAX_ROW=props.MAX_ROW,GAME_TIME=props.GAME_TIME,console.log(GAME_TIME,
\"
setuptime
\"
),W=props.W,H=props.H,GAP=props.GAP,w=W/MAX_COL,h=H/MAX_ROW,console.log(
\"
onSteup
\"
,props);var t=new engine.Sprite;this.picturesWrapper=t,this.addChild(t)},t.prototype.onDown=function(t){var e=(750-props.W)/2,i=(this.stage.height-props.H)/2;this.dragPic=t.target,this.picturesWrapper.addChild(this.dragPic),this.localPicX=t.localX/MAX_COL,this.localPicY=t.localY/MAX_ROW,this.distanceX=this.dragPic.x,this.distanceY=this.dragPic.y,this.indexJ=Math.floor(this.distanceX/(w+GAP)),this.indexI=Math.floor(this.distanceY/(h+GAP)),this.index=this.indexI*MAX_COL+this.indexJ,this.centerX=Math.floor((t.clientX-e)/w)*w+w/2,this.centerY=Math.floor((t.clientY-i)/h)*h+h/2,this.stage.addEventListener(engine.MouseEvent.MOUSE_MOVE,this.onMove,this),this.stage.addEventListener(engine.MouseEvent.MOUSE_UP,this.stageOnUp,this)},t.prototype.stageOnUp=function(t){var e=(750-props.W)/2,i=(this.stage.height-props.H)/2;this.stage.removeEventListener(engine.MouseEvent.MOUSE_MOVE,this.onMove,this),this.stage.removeEventListener(engine.MouseEvent.MOUSE_UP,this.stageOnUp,this),(this.centerY<i||this.centerX<e)&&(this.dragPic.x=this.distanceX,this.dragPic.y=this.distanceY);var s=Math.floor(this.centerX/(w+GAP)),r=Math.floor(this.centerY/(h+GAP));if(this.picturesWrapper.addChild(this.guideHole),0<=s&&s<MAX_COL&&0<=r&&r<MAX_ROW){var n=getIndexFromRC(r,s,MAX_COL),o=this.pictures[n],a=o.x+e,p=o.y+i;o.x=this.distanceX,o.y=this.distanceY,this.dragPic.x=a-e,this.dragPic.y=p-i;var c=this.pictures.indexOf(o),d=this.pictures.indexOf(this.dragPic);this.pictures[c]=this.dragPic,this.pictures[d]=o,d===c&&(this.dragPic.x=this.distanceX,this.dragPic.y=this.distanceY);for(var g=!0,u=0;u<this.rightList.length;u++)if(this.rightList[u]!=this.pictures[u]){g=!1;break}g&&this.onSuccess()}else this.dragPic.x=this.distanceX,this.dragPic.y=this.distanceY},t.prototype.onSuccess=function(){console.log(
\"
拼图成功!
\"
),engine.globalEvent.dispatchEvent(
\"
pictures-game-success
\"
,{time:GAME_TIME}),this.stop()},t.prototype.onMove=function(t){this.dragPic.x=t.stageX-this.localPicX-(750-props.W)/2,this.dragPic.y=t.stageY-this.localPicY-(this.stage.height-props.H)/2,this.centerX=this.dragPic.x+w/2,this.centerY=this.dragPic.y+h/2},t}(engine.Container),GameWrapper=function(i){function t(){var t=i.call(this)||this;engine.globalEvent.addEventListener(
\"
pictures-start
\"
,t.start,t),engine.globalEvent.addEventListener(
\"
pictures-stop
\"
,t.stop,t);var e=t._gameView=new GameView;return t.addChild(e),t}return tslib.__extends(t,i),t.prototype.start=function(t){injectProps(t.data),this._gameView.start()},t.prototype.stop=function(t){this._gameView.stop()},t}(engine.Container);function index(t){return prepareProps(),injectProps(t),new GameWrapper}module.exports=index
;
\n
"
}
}
src/custom/pictures/debug/main.js
View file @
74f1074f
(
function
(
global
,
factory
)
{
"use strict"
;
var
tslib
=
require
(
"tslib"
),
props
=
{};
function
prepareProps
(){
var
t
=
getProps
();
engine
.
injectProp
(
props
,
t
)}
function
injectProps
(
t
){
engine
.
injectProp
(
props
,
t
)}
var
MAX_COL
,
MAX_ROW
,
W
,
H
,
GAP
,
GAME_TIME
,
w
,
h
,
picMap
=
{},
posMap
=
{},
qietu
=
function
(
r
,
n
,
o
,
a
){
if
(
picMap
[
n
]){
for
(
var
t
=
0
,
e
=
picMap
[
n
];
t
<
e
.
length
;
t
++
){
var
i
=
e
[
t
];
r
.
addChild
(
i
)}
return
[
picMap
[
n
],
posMap
[
n
]]}
for
(
var
p
=
props
.
W
,
h
=
props
.
H
,
c
=
props
.
GAP
,
d
=
[],
g
=
[],
s
=
0
;
s
<
a
;
s
++
)
!
function
(
s
){
for
(
var
t
=
0
;
t
<
o
;
t
++
)
!
function
(
e
){
var
i
=
engine
.
Sprite
.
fromImage
(
n
);
d
.
push
(
i
),
i
.
scaleX
=
1
/
o
,
i
.
scaleY
=
1
/
a
,
r
.
addChild
(
i
),
i
.
x
=
e
*
(
p
/
o
+
c
),
i
.
y
=
s
*
(
h
/
a
+
c
),
g
.
push
([
i
.
x
,
i
.
y
]),
i
.
addEventListener
(
engine
.
Event
.
COMPLETE
,
function
(){
var
t
=
new
Float32Array
([
e
/
o
,
s
/
a
,(
e
+
1
)
/
o
,
s
/
a
,(
e
+
1
)
/
o
,(
s
+
1
)
/
a
,
e
/
o
,(
s
+
1
)
/
a
]);
i
.
uvs
=
t
})}(
t
)}(
s
);
return
picMap
[
n
]
=
d
.
concat
([]),
posMap
[
n
]
=
g
.
concat
([]),[
d
,
g
]};
function
getIndexFromRC
(
t
,
e
,
i
){
return
t
*
i
+
e
}
function
getRandomArray
(
t
){
t
.
sort
(
function
(){
return
.
5
-
Math
.
random
()})}
var
GameView
=
function
(
e
){
function
t
(){
var
t
=
e
.
call
(
this
)
||
this
;
return
t
.
_timeCounter
=
0
,
t
.
listenStageOn
=
1
,
t
.
once
(
engine
.
Event
.
ADDED_TO_STAGE
,
t
.
setup
,
t
),
t
}
return
tslib
.
__extends
(
t
,
e
),
t
.
prototype
.
start
=
function
(){
var
t
=
this
;
if
(
MAX_COL
=
props
.
MAX_COL
,
MAX_ROW
=
props
.
MAX_ROW
,
GAME_TIME
=
props
.
GAME_TIME
,
console
.
log
(
"start"
,
props
.
column
,
props
.
row
,
props
.
gameTime
),
this
.
guideHole
||
(
this
.
guideHole
=
new
engine
.
Image
,
this
.
guideHole
.
source
=
"asset://"
+
props
.
blockUrl
,
this
.
guideHole
.
mouseChildren
=
this
.
guideHole
.
mouseEnabled
=!
1
),
this
.
pictures
)
for
(
var
e
=
0
,
i
=
this
.
pictures
;
e
<
i
.
length
;
e
++
){
var
s
=
i
[
e
];
s
&&
s
.
wrapper
&&
s
.
wrapper
.
removeChild
(
s
)}
if
(
console
.
log
(
"on start"
),
engine
.
globalEvent
.
dispatchEvent
(
"pictures-time-update"
,{
second
:
this
.
getSecond
()}),
this
.
picturesWrapper
)
for
(;
0
<
this
.
picturesWrapper
.
children
.
length
;){
var
r
=
this
.
picturesWrapper
.
getChildAt
(
0
);
if
(
r
)
try
{
this
.
picturesWrapper
.
removeChild
(
r
)}
catch
(
t
){
console
.
warn
(
"移除child失败了"
,
t
)}}
var
n
=
qietu
(
this
.
picturesWrapper
,
props
.
picUrl
,
MAX_COL
,
MAX_ROW
);
this
.
picturesWrapper
.
addChild
(
this
.
guideHole
),
console
.
log
(
this
.
picturesWrapper
),
this
.
pictures
=
n
[
0
],
this
.
rightList
=
this
.
pictures
.
concat
([]);
var
o
=
n
[
1
];
getRandomArray
(
this
.
pictures
);
for
(
var
a
=
0
,
p
=
this
.
pictures
.
length
;
a
<
p
;
a
++
){
this
.
dragPic
=
this
.
pictures
[
a
],
this
.
pictures
[
a
].
addEventListener
(
engine
.
MouseEvent
.
MOUSE_DOWN
,
this
.
onDown
,
this
);
var
h
=
o
[
a
],
c
=
h
[
0
],
d
=
h
[
1
];
this
.
dragPic
.
x
=
c
,
this
.
dragPic
.
y
=
d
}
this
.
_timer
=
setInterval
(
function
(){
t
.
onTimer
()},
10
),
this
.
date
=
(
new
Date
).
getTime
()},
t
.
prototype
.
onTimer
=
function
(){
var
t
=
(
new
Date
).
getTime
(),
e
=
(
t
-
this
.
date
)
/
1
e3
;
this
.
date
=
t
,
console
.
log
(
e
,
"gap"
),(
GAME_TIME
-=
e
)
<
0
&&
(
GAME_TIME
=
0
),(
GAME_TIME
=
(
GAME_TIME
=
this
.
afterPointTwo
(
GAME_TIME
)).
toFixed
(
2
))
<
10
&&
(
GAME_TIME
=
"0"
+
GAME_TIME
),
console
.
log
(
GAME_TIME
,
"gametime1"
),
engine
.
globalEvent
.
dispatchEvent
(
"pictures-time-update"
,{
second
:
this
.
getSecond
()}),
0
==
this
.
getSecond
()
&&
(
this
.
stop
(),
engine
.
globalEvent
.
dispatchEvent
(
"pictures-game-fail"
,{
reason
:
1
}))},
t
.
prototype
.
afterPointTwo
=
function
(
t
){
var
e
=
parseFloat
(
t
);
if
(
!
isNaN
(
e
))
return
Math
.
round
(
100
*
e
)
/
100
},
t
.
prototype
.
getSecond
=
function
(){
return
GAME_TIME
},
t
.
prototype
.
stop
=
function
(){
GAME_TIME
=
props
.
GAME_TIME
,
clearInterval
(
this
.
_timer
);
for
(
var
t
=
this
.
pictures
.
length
,
e
=
0
;
e
<
t
;
e
++
)
this
.
pictures
[
e
].
removeAllEventListener
();
this
.
stage
.
removeEventListener
(
engine
.
MouseEvent
.
MOUSE_UP
,
this
.
stageOnUp
,
this
)},
t
.
prototype
.
createRects
=
function
(){},
t
.
prototype
.
setup
=
function
(){
MAX_COL
=
props
.
MAX_COL
,
MAX_ROW
=
props
.
MAX_ROW
,
GAME_TIME
=
props
.
GAME_TIME
,
console
.
log
(
GAME_TIME
,
"setuptime"
),
W
=
props
.
W
,
H
=
props
.
H
,
GAP
=
props
.
GAP
,
w
=
W
/
MAX_COL
,
h
=
H
/
MAX_ROW
,
console
.
log
(
"onSteup"
,
props
);
var
t
=
new
engine
.
Sprite
;
this
.
picturesWrapper
=
t
,
this
.
addChild
(
t
)},
t
.
prototype
.
onDown
=
function
(
t
){
var
e
=
(
750
-
props
.
W
)
/
2
,
i
=
(
this
.
stage
.
height
-
props
.
H
)
/
2
;
this
.
dragPic
=
t
.
target
,
this
.
picturesWrapper
.
addChild
(
this
.
dragPic
),
this
.
localPicX
=
t
.
localX
/
MAX_COL
,
this
.
localPicY
=
t
.
localY
/
MAX_ROW
,
this
.
distanceX
=
this
.
dragPic
.
x
,
this
.
distanceY
=
this
.
dragPic
.
y
,
this
.
indexJ
=
Math
.
floor
(
this
.
distanceX
/
(
w
+
GAP
)),
this
.
indexI
=
Math
.
floor
(
this
.
distanceY
/
(
h
+
GAP
)),
this
.
index
=
this
.
indexI
*
MAX_COL
+
this
.
indexJ
,
this
.
centerX
=
Math
.
floor
((
t
.
clientX
-
e
)
/
w
)
*
w
+
w
/
2
,
this
.
centerY
=
Math
.
floor
((
t
.
clientY
-
i
)
/
h
)
*
h
+
h
/
2
,
this
.
stage
.
addEventListener
(
engine
.
MouseEvent
.
MOUSE_MOVE
,
this
.
onMove
,
this
),
this
.
stage
.
addEventListener
(
engine
.
MouseEvent
.
MOUSE_UP
,
this
.
stageOnUp
,
this
)},
t
.
prototype
.
stageOnUp
=
function
(
t
){
var
e
=
(
750
-
props
.
W
)
/
2
,
i
=
(
this
.
stage
.
height
-
props
.
H
)
/
2
;
this
.
stage
.
removeEventListener
(
engine
.
MouseEvent
.
MOUSE_MOVE
,
this
.
onMove
,
this
),
this
.
stage
.
removeEventListener
(
engine
.
MouseEvent
.
MOUSE_UP
,
this
.
stageOnUp
,
this
),(
this
.
centerY
<
i
||
this
.
centerX
<
e
)
&&
(
this
.
dragPic
.
x
=
this
.
distanceX
,
this
.
dragPic
.
y
=
this
.
distanceY
);
var
s
=
Math
.
floor
(
this
.
centerX
/
(
w
+
GAP
)),
r
=
Math
.
floor
(
this
.
centerY
/
(
h
+
GAP
));
if
(
this
.
picturesWrapper
.
addChild
(
this
.
guideHole
),
0
<=
s
&&
s
<
MAX_COL
&&
0
<=
r
&&
r
<
MAX_ROW
){
var
n
=
getIndexFromRC
(
r
,
s
,
MAX_COL
),
o
=
this
.
pictures
[
n
],
a
=
o
.
x
+
e
,
p
=
o
.
y
+
i
;
o
.
x
=
this
.
distanceX
,
o
.
y
=
this
.
distanceY
,
this
.
dragPic
.
x
=
a
-
e
,
this
.
dragPic
.
y
=
p
-
i
;
var
c
=
this
.
pictures
.
indexOf
(
o
),
d
=
this
.
pictures
.
indexOf
(
this
.
dragPic
);
this
.
pictures
[
c
]
=
this
.
dragPic
,
this
.
pictures
[
d
]
=
o
,
d
===
c
&&
(
this
.
dragPic
.
x
=
this
.
distanceX
,
this
.
dragPic
.
y
=
this
.
distanceY
);
for
(
var
g
=!
0
,
u
=
0
;
u
<
this
.
rightList
.
length
;
u
++
)
if
(
this
.
rightList
[
u
]
!=
this
.
pictures
[
u
]){
g
=!
1
;
break
}
g
&&
this
.
onSuccess
()}
else
this
.
dragPic
.
x
=
this
.
distanceX
,
this
.
dragPic
.
y
=
this
.
distanceY
},
t
.
prototype
.
onSuccess
=
function
(){
console
.
log
(
"拼图成功!"
),
engine
.
globalEvent
.
dispatchEvent
(
"pictures-game-success"
,{
time
:
GAME_TIME
}),
this
.
stop
()},
t
.
prototype
.
onMove
=
function
(
t
){
this
.
dragPic
.
x
=
t
.
stageX
-
this
.
localPicX
-
(
750
-
props
.
W
)
/
2
,
this
.
dragPic
.
y
=
t
.
stageY
-
this
.
localPicY
-
(
this
.
stage
.
height
-
props
.
H
)
/
2
,
this
.
centerX
=
this
.
dragPic
.
x
+
w
/
2
,
this
.
centerY
=
this
.
dragPic
.
y
+
h
/
2
},
t
}(
engine
.
Container
),
GameWrapper
=
function
(
i
){
function
t
(){
var
t
=
i
.
call
(
this
)
||
this
;
engine
.
globalEvent
.
addEventListener
(
"pictures-start"
,
t
.
start
,
t
),
engine
.
globalEvent
.
addEventListener
(
"pictures-stop"
,
t
.
stop
,
t
);
var
e
=
t
.
_gameView
=
new
GameView
;
return
t
.
addChild
(
e
),
t
}
return
tslib
.
__extends
(
t
,
i
),
t
.
prototype
.
start
=
function
(
t
){
injectProps
(
t
.
data
),
this
.
_gameView
.
start
()},
t
.
prototype
.
stop
=
function
(
t
){
this
.
_gameView
.
stop
()},
t
}(
engine
.
Container
);
function
index
(
t
){
return
prepareProps
(),
injectProps
(
t
),
new
GameWrapper
}
module
.
exports
=
index
;
typeof
exports
===
'object'
&&
typeof
module
!==
'undefined'
?
module
.
exports
=
factory
(
require
(
'tslib'
))
:
typeof
define
===
'function'
&&
define
.
amd
?
define
([
'tslib'
],
factory
)
:
(
global
=
global
||
self
,
global
.
pictures
=
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
var
picMap
=
{};
var
posMap
=
{};
var
qietu
=
(
function
(
parent
,
url
,
MAX_COL
,
MAX_ROW
)
{
if
(
picMap
[
url
])
{
var
pics
=
picMap
[
url
];
for
(
var
_i
=
0
,
pics_1
=
pics
;
_i
<
pics_1
.
length
;
_i
++
)
{
var
pic
=
pics_1
[
_i
];
parent
.
addChild
(
pic
);
}
return
[
picMap
[
url
],
posMap
[
url
]];
}
var
W
=
props
.
W
;
var
H
=
props
.
H
;
var
GAP
=
props
.
GAP
;
var
spr
=
[];
var
pos
=
[];
var
_loop_1
=
function
(
row
)
{
var
_loop_2
=
function
(
col
)
{
var
child
=
engine
.
Sprite
.
fromImage
(
url
);
spr
.
push
(
child
);
child
.
scaleX
=
1
/
MAX_COL
;
child
.
scaleY
=
1
/
MAX_ROW
;
parent
.
addChild
(
child
);
child
.
x
=
col
*
(
W
/
MAX_COL
+
GAP
);
child
.
y
=
row
*
(
H
/
MAX_ROW
+
GAP
);
pos
.
push
([
child
.
x
,
child
.
y
]);
child
.
addEventListener
(
engine
.
Event
.
COMPLETE
,
function
()
{
var
uvs
=
new
Float32Array
([
col
/
MAX_COL
,
row
/
MAX_ROW
,
(
col
+
1
)
/
MAX_COL
,
row
/
MAX_ROW
,
(
col
+
1
)
/
MAX_COL
,
(
row
+
1
)
/
MAX_ROW
,
col
/
MAX_COL
,
(
row
+
1
)
/
MAX_ROW
,
]);
child
.
uvs
=
uvs
;
});
};
for
(
var
col
=
0
;
col
<
MAX_COL
;
col
++
)
{
_loop_2
(
col
);
}
};
for
(
var
row
=
0
;
row
<
MAX_ROW
;
row
++
)
{
_loop_1
(
row
);
}
picMap
[
url
]
=
spr
.
concat
([]);
posMap
[
url
]
=
pos
.
concat
([]);
return
[
spr
,
pos
];
});
//# sourceMappingURL=qietu.js.map
function
getIndexFromRC
(
row
,
col
,
maxCol
)
{
var
index
;
index
=
row
*
maxCol
+
col
;
return
index
;
}
function
getRandomArray
(
array
)
{
array
.
sort
(
function
()
{
return
.
5
-
Math
.
random
();
});
}
//# sourceMappingURL=utils.js.map
var
MAX_COL
;
var
MAX_ROW
;
var
W
;
var
H
;
var
GAP
;
var
GAME_TIME
;
var
w
;
var
h
;
var
GameView
=
(
function
(
_super
)
{
tslib
.
__extends
(
GameView
,
_super
);
function
GameView
()
{
var
_this
=
_super
.
call
(
this
)
||
this
;
_this
.
_timeCounter
=
0
;
_this
.
listenStageOn
=
1
;
_this
.
once
(
engine
.
Event
.
ADDED_TO_STAGE
,
_this
.
setup
,
_this
);
return
_this
;
}
GameView
.
prototype
.
start
=
function
()
{
var
_this
=
this
;
MAX_COL
=
props
.
MAX_COL
;
MAX_ROW
=
props
.
MAX_ROW
;
GAME_TIME
=
props
.
GAME_TIME
;
console
.
log
(
'start'
,
props
.
column
,
props
.
row
,
props
.
gameTime
);
if
(
!
this
.
guideHole
)
{
this
.
guideHole
=
new
engine
.
Image
();
this
.
guideHole
.
source
=
'asset://'
+
props
.
blockUrl
;
this
.
guideHole
.
mouseChildren
=
this
.
guideHole
.
mouseEnabled
=
false
;
}
if
(
this
.
pictures
)
{
for
(
var
_i
=
0
,
_a
=
this
.
pictures
;
_i
<
_a
.
length
;
_i
++
)
{
var
pic
=
_a
[
_i
];
if
(
pic
&&
pic
.
wrapper
)
pic
.
wrapper
.
removeChild
(
pic
);
}
}
console
.
log
(
'on start'
);
engine
.
globalEvent
.
dispatchEvent
(
'pictures-time-update'
,
{
second
:
this
.
getSecond
(),
});
var
result
=
qietu
(
this
.
picturesWrapper
,
props
.
picUrl
,
MAX_COL
,
MAX_ROW
);
this
.
picturesWrapper
.
addChild
(
this
.
guideHole
);
console
.
log
(
this
.
picturesWrapper
);
this
.
pictures
=
result
[
0
];
this
.
rightList
=
this
.
pictures
.
concat
([]);
var
posList
=
result
[
1
];
getRandomArray
(
this
.
pictures
);
var
i
=
0
;
var
len
;
len
=
this
.
pictures
.
length
;
for
(;
i
<
len
;
i
++
)
{
this
.
dragPic
=
this
.
pictures
[
i
];
this
.
pictures
[
i
].
addEventListener
(
engine
.
MouseEvent
.
MOUSE_DOWN
,
this
.
onDown
,
this
);
var
_b
=
posList
[
i
],
x
=
_b
[
0
],
y
=
_b
[
1
];
this
.
dragPic
.
x
=
x
;
this
.
dragPic
.
y
=
y
;
}
this
.
_timer
=
setInterval
(
function
()
{
_this
.
onTimer
();
},
10
);
this
.
date
=
new
Date
().
getTime
();
};
GameView
.
prototype
.
onTimer
=
function
()
{
var
date
=
new
Date
().
getTime
();
var
gap
=
((
date
-
this
.
date
)
/
1000
);
this
.
date
=
date
;
console
.
log
(
gap
,
"gap"
);
GAME_TIME
-=
gap
;
if
(
GAME_TIME
<
0
)
{
GAME_TIME
=
0
;
}
GAME_TIME
=
this
.
afterPointTwo
(
GAME_TIME
);
GAME_TIME
=
GAME_TIME
.
toFixed
(
2
);
if
(
GAME_TIME
<
10
)
{
GAME_TIME
=
'0'
+
GAME_TIME
;
}
console
.
log
(
GAME_TIME
,
"gametime1"
);
engine
.
globalEvent
.
dispatchEvent
(
'pictures-time-update'
,
{
second
:
this
.
getSecond
(),
});
if
(
this
.
getSecond
()
==
0
)
{
this
.
stop
();
engine
.
globalEvent
.
dispatchEvent
(
'pictures-game-fail'
,
{
reason
:
1
});
}
};
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
;
};
GameView
.
prototype
.
stop
=
function
()
{
GAME_TIME
=
props
.
GAME_TIME
;
clearInterval
(
this
.
_timer
);
var
len
=
this
.
pictures
.
length
;
for
(
var
i
=
0
;
i
<
len
;
i
++
)
{
this
.
pictures
[
i
].
removeAllEventListener
();
}
this
.
stage
.
removeEventListener
(
engine
.
MouseEvent
.
MOUSE_UP
,
this
.
stageOnUp
,
this
);
};
GameView
.
prototype
.
createRects
=
function
()
{
};
GameView
.
prototype
.
setup
=
function
()
{
MAX_COL
=
props
.
MAX_COL
;
MAX_ROW
=
props
.
MAX_ROW
;
GAME_TIME
=
props
.
GAME_TIME
;
console
.
log
(
GAME_TIME
,
'setuptime'
);
W
=
props
.
W
;
H
=
props
.
H
;
GAP
=
props
.
GAP
;
w
=
W
/
MAX_COL
;
h
=
H
/
MAX_ROW
;
console
.
log
(
'onSteup'
,
props
);
var
parent
=
new
engine
.
Sprite
();
this
.
picturesWrapper
=
parent
;
this
.
addChild
(
parent
);
};
GameView
.
prototype
.
onDown
=
function
(
e
)
{
var
stageLeft
=
(
750
-
props
.
W
)
/
2
;
var
stageTop
=
(
this
.
stage
.
height
-
props
.
H
)
/
2
;
this
.
dragPic
=
e
.
target
;
this
.
picturesWrapper
.
addChild
(
this
.
dragPic
);
this
.
localPicX
=
e
.
localX
/
MAX_COL
;
this
.
localPicY
=
e
.
localY
/
MAX_ROW
;
this
.
distanceX
=
this
.
dragPic
.
x
;
this
.
distanceY
=
this
.
dragPic
.
y
;
this
.
indexJ
=
Math
.
floor
((
this
.
distanceX
)
/
(
w
+
GAP
));
this
.
indexI
=
Math
.
floor
((
this
.
distanceY
)
/
(
h
+
GAP
));
this
.
index
=
(
this
.
indexI
)
*
MAX_COL
+
this
.
indexJ
;
this
.
centerX
=
Math
.
floor
((
e
.
clientX
-
stageLeft
)
/
w
)
*
w
+
w
/
2
;
this
.
centerY
=
Math
.
floor
((
e
.
clientY
-
stageTop
)
/
h
)
*
h
+
h
/
2
;
this
.
stage
.
addEventListener
(
engine
.
MouseEvent
.
MOUSE_MOVE
,
this
.
onMove
,
this
);
this
.
stage
.
addEventListener
(
engine
.
MouseEvent
.
MOUSE_UP
,
this
.
stageOnUp
,
this
);
};
GameView
.
prototype
.
stageOnUp
=
function
(
e
)
{
var
stageLeft
=
(
750
-
props
.
W
)
/
2
;
var
stageTop
=
(
this
.
stage
.
height
-
props
.
H
)
/
2
;
this
.
stage
.
removeEventListener
(
engine
.
MouseEvent
.
MOUSE_MOVE
,
this
.
onMove
,
this
);
this
.
stage
.
removeEventListener
(
engine
.
MouseEvent
.
MOUSE_UP
,
this
.
stageOnUp
,
this
);
if
(
this
.
centerY
<
stageTop
||
this
.
centerX
<
stageLeft
)
{
this
.
dragPic
.
x
=
this
.
distanceX
;
this
.
dragPic
.
y
=
this
.
distanceY
;
}
var
curJ
=
Math
.
floor
(
this
.
centerX
/
(
w
+
GAP
));
var
curI
=
Math
.
floor
(
this
.
centerY
/
(
h
+
GAP
));
this
.
picturesWrapper
.
addChild
(
this
.
guideHole
);
if
(
0
<=
curJ
&&
curJ
<
(
MAX_COL
)
&&
0
<=
curI
&&
curI
<
(
MAX_ROW
))
{
var
index
=
getIndexFromRC
(
curI
,
curJ
,
MAX_COL
);
var
dropPic
=
this
.
pictures
[
index
];
var
dropPicX
=
dropPic
.
x
+
stageLeft
;
var
dropPicy
=
dropPic
.
y
+
stageTop
;
dropPic
.
x
=
this
.
distanceX
;
dropPic
.
y
=
this
.
distanceY
;
this
.
dragPic
.
x
=
dropPicX
-
stageLeft
;
this
.
dragPic
.
y
=
dropPicy
-
stageTop
;
var
dropPicIndex
=
this
.
pictures
.
indexOf
(
dropPic
);
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
])
{
result
=
false
;
break
;
}
}
if
(
result
)
{
this
.
onSuccess
();
}
}
else
{
this
.
dragPic
.
x
=
this
.
distanceX
;
this
.
dragPic
.
y
=
this
.
distanceY
;
}
};
GameView
.
prototype
.
onSuccess
=
function
()
{
console
.
log
(
'拼图成功!'
);
engine
.
globalEvent
.
dispatchEvent
(
'pictures-game-success'
,
{
time
:
GAME_TIME
});
this
.
stop
();
};
GameView
.
prototype
.
onMove
=
function
(
e
)
{
this
.
dragPic
.
x
=
e
.
stageX
-
this
.
localPicX
-
(
750
-
props
.
W
)
/
2
;
this
.
dragPic
.
y
=
e
.
stageY
-
this
.
localPicY
-
(
this
.
stage
.
height
-
props
.
H
)
/
2
;
this
.
centerX
=
this
.
dragPic
.
x
+
w
/
2
;
this
.
centerY
=
this
.
dragPic
.
y
+
h
/
2
;
};
return
GameView
;
}(
engine
.
Container
));
var
GameWrapper
=
(
function
(
_super
)
{
tslib
.
__extends
(
GameWrapper
,
_super
);
function
GameWrapper
()
{
var
_this
=
_super
.
call
(
this
)
||
this
;
engine
.
globalEvent
.
addEventListener
(
'pictures-start'
,
_this
.
start
,
_this
);
engine
.
globalEvent
.
addEventListener
(
'pictures-stop'
,
_this
.
stop
,
_this
);
var
gameView
=
_this
.
_gameView
=
new
GameView
();
_this
.
addChild
(
gameView
);
return
_this
;
}
GameWrapper
.
prototype
.
start
=
function
(
event
)
{
injectProps
(
event
.
data
);
this
.
_gameView
.
start
();
};
GameWrapper
.
prototype
.
stop
=
function
(
event
)
{
this
.
_gameView
.
stop
();
};
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/pictures/debug/main.js.map
View file @
74f1074f
{"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","import { props } from \"../props\";\r\nconst urls = [];\r\nconst picMap = {};\r\nconst posMap = {};\r\nexport default (parent, url, MAX_COL, MAX_ROW) => {\r\n if (picMap[url]) {\r\n const pics:any[] = picMap[url];\r\n for (const pic of pics) {\r\n parent.addChild(pic);\r\n }\r\n return [picMap[url], posMap[url]]\r\n }\r\n\r\n const W = props.W;\r\n const H = props.H;\r\n const GAP = props.GAP;\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.texture.addEventListener('update', () => {\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 picMap[url] = spr.concat([]);\r\n posMap[url] = pos.concat([]);;\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;\r\n\tindex = 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}","//Created by rockyl on 2018/8/16.\r\nimport qietu from \"./qietu\";\r\nimport { getIndexFromRC, getRandomArray, getTexture } from \"./utils\";\r\nimport {props} from '../props'\r\nimport ObjectPool = engine.ObjectPool;\r\n\r\n// let OFFSET_X;\r\n// let OFFSET_Y;\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\n\r\nexport default class GameView extends engine.Container {\r\n private _timer;\r\n private _timeCounter = 0;\r\n\r\n private date\r\n\r\n start() {\r\n\r\n //优先获取start事件接收到的参数\r\n\r\n // MAX_COL = props.column || props.MAX_COL;\r\n // MAX_ROW = props.row || props.MAX_ROW;\r\n // GAME_TIME = props.gameTime || props.GAME_TIME;\r\n MAX_COL = props.MAX_COL;\r\n MAX_ROW = props.MAX_ROW;\r\n GAME_TIME = props.GAME_TIME;\r\n console.log('start',props.column,props.row,props.gameTime)\r\n if (!this.guideHole) {\r\n this.guideHole = new engine.Image();\r\n this.guideHole.source = 'asset://' + props.blockUrl;\r\n this.guideHole.mouseChildren = this.guideHole.mouseEnabled = false;\r\n }\r\n\r\n if (this.pictures) {\r\n for (const pic of this.pictures) {\r\n if (pic && pic.wrapper)\r\n pic.wrapper.removeChild(pic);\r\n }\r\n }\r\n\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.picturesWrapper.addChild(this.guideHole);\r\n\r\n console.log(this.picturesWrapper)\r\n\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\r\n this._timer = setInterval(() => {\r\n this.onTimer();\r\n }, 10)\r\n\r\n this.date = new Date().getTime();\r\n\r\n }\r\n\r\n onTimer() {\r\n\r\n let date = new Date().getTime();\r\n\r\n let gap = ((date - this.date) / 1000);\r\n this.date = date;\r\n console.log(gap,\"gap\");\r\n\r\n // 以GAME_TIME为标准\r\n GAME_TIME -= gap;\r\n if(GAME_TIME < 0){\r\n GAME_TIME = 0;\r\n }\r\n GAME_TIME = this.afterPointTwo(GAME_TIME);\r\n GAME_TIME = GAME_TIME.toFixed(2)\r\n if (GAME_TIME < 10) {\r\n GAME_TIME = '0' + GAME_TIME\r\n }\r\n console.log(GAME_TIME,\"gametime1\");\r\n\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\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\r\n getSecond() {\r\n return GAME_TIME\r\n }\r\n\r\n stop() {\r\n \r\n GAME_TIME = props.GAME_TIME\r\n clearInterval(this._timer);\r\n let len = this.pictures.length;\r\n for(let i=0;i<len;i++){\r\n this.pictures[i].removeAllEventListener();\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\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 // 鼠标在当前图片上的位置\r\n localPicX;\r\n localPicY;\r\n // 拖动的图片最开始的位置(左上角为准)\r\n distanceX;\r\n distanceY;\r\n // 图片中心的位置\r\n centerX: number;\r\n centerY: number;\r\n\r\n pictures: engine.Sprite[];\r\n\r\n // 点击图片时的一维数组索引\r\n index;\r\n // 计算目标图片行和列的位置\r\n indexI: number;\r\n indexJ: number;\r\n rightList: engine.Sprite[];\r\n\r\n private picturesWrapper: engine.Sprite;\r\n private guideHole: engine.Image;\r\n\r\n createRects() { }\r\n setup() {\r\n\r\n MAX_COL = props.MAX_COL;\r\n MAX_ROW = props.MAX_ROW;\r\n GAME_TIME = props.GAME_TIME;\r\n // OFFSET_X = props.OFFSET_X;\r\n // OFFSET_Y = props.OFFSET_Y;\r\n console.log(GAME_TIME,'setuptime')\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 // this.picturesWrapper.x = OFFSET_X;\r\n // this.picturesWrapper.y = OFFSET_Y;\r\n\r\n // 添加按钮\r\n // const btn = new engine.Rect();\r\n // btn.width = 200;\r\n // btn.height = 100;\r\n // btn.stage.top = 1000;\r\n // btn.stage.left = 350;\r\n // btn.fillColor = 'cyan';\r\n // this.addChild(btn)\r\n\r\n // btn.addEventListener(engine.MouseEvent.CLICK,this.onClk,this)\r\n\r\n }\r\n\r\n onDown(e: engine.MouseEvent) {\r\n // console.log(e);\r\n\r\n let stageLeft = (750 - props.W) / 2\r\n let stageTop = (this.stage.height - props.H) / 2;\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\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\r\n this.indexJ = Math.floor((this.distanceX) / (w + GAP));\r\n this.indexI = Math.floor((this.distanceY) / (h + GAP));\r\n this.index = (this.indexI) * MAX_COL + this.indexJ;\r\n\r\n\r\n // this.centerX = Math.floor(e.clientX / w) * w + w / 2;\r\n // this.centerY = Math.floor(e.clientY / h) * h + h / 2;\r\n\r\n this.centerX = Math.floor((e.clientX - stageLeft) / w) * w + w / 2;\r\n this.centerY = Math.floor((e.clientY - stageTop) / h) * h + 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 listenStageOn = 1;\r\n\r\n stageOnUp(e) {\r\n\r\n let stageLeft = (750 - props.W) / 2\r\n let stageTop = (this.stage.height - props.H) / 2;\r\n\r\n this.stage.removeEventListener(\r\n engine.MouseEvent.MOUSE_MOVE,\r\n this.onMove,\r\n this\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 // 拖动的图片的中心位置在图片之外,回到原来的位置\r\n if (this.centerY < stageTop || this.centerX < stageLeft) {\r\n this.dragPic.x = this.distanceX ;\r\n this.dragPic.y = this.distanceY ;\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 // 要交换的图片第几行第几列\r\n let curJ = Math.floor(this.centerX / (w + GAP));\r\n let curI = Math.floor(this.centerY / (h + GAP));\r\n\r\n this.picturesWrapper.addChild(this.guideHole);\r\n\r\n\r\n // 点击图片的位置\r\n\r\n if ( 0 <= curJ && curJ < (MAX_COL) && 0 <= curI && 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 + stageLeft;\r\n let dropPicy = dropPic.y + stageTop;\r\n\r\n dropPic.x = this.distanceX;\r\n dropPic.y = this.distanceY;\r\n\r\n this.dragPic.x = dropPicX - stageLeft;\r\n this.dragPic.y = dropPicy - stageTop;\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 // 图片中心还是在原来的位置\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\r\n }\r\n\r\n private onSuccess() {\r\n console.log('拼图成功!');\r\n engine.globalEvent.dispatchEvent('pictures-game-success', { time: GAME_TIME });\r\n this.stop();\r\n\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 - (750 - props.W) / 2;\r\n this.dragPic.y = e.stageY - this.localPicY - (this.stage.height - props.H) / 2;\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 // onClk(e){\r\n // // 重置时间\r\n // this._timeCounter = 0;\r\n // //重置图片顺序\r\n\r\n\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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{"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","import { props } from \"../props\";\nconst urls = [];\nconst picMap = {};\nconst posMap = {};\nexport default (parent, url, MAX_COL, MAX_ROW) => {\n if (picMap[url]) {\n const pics:any[] = picMap[url];\n for (const pic of pics) {\n parent.addChild(pic);\n }\n return [picMap[url], posMap[url]]\n }\n\n const W = props.W;\n const H = props.H;\n const GAP = props.GAP;\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.texture.addEventListener('update', () => {\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 picMap[url] = spr.concat([]);\n posMap[url] = pos.concat([]);;\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;\n\tindex = 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}","//Created by rockyl on 2018/8/16.\nimport qietu from \"./qietu\";\nimport { getIndexFromRC, getRandomArray, getTexture } from \"./utils\";\nimport {props} from '../props'\nimport ObjectPool = engine.ObjectPool;\n\n// let OFFSET_X;\n// let OFFSET_Y;\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;\n\nexport default class GameView extends engine.Container {\n private _timer;\n private _timeCounter = 0;\n\n private date\n\n start() {\n\n //优先获取start事件接收到的参数\n\n // MAX_COL = props.column || props.MAX_COL;\n // MAX_ROW = props.row || props.MAX_ROW;\n // GAME_TIME = props.gameTime || props.GAME_TIME;\n MAX_COL = props.MAX_COL;\n MAX_ROW = props.MAX_ROW;\n GAME_TIME = props.GAME_TIME;\n console.log('start',props.column,props.row,props.gameTime)\n if (!this.guideHole) {\n this.guideHole = new engine.Image();\n this.guideHole.source = 'asset://' + props.blockUrl;\n this.guideHole.mouseChildren = this.guideHole.mouseEnabled = false;\n }\n\n if (this.pictures) {\n for (const pic of this.pictures) {\n if (pic && pic.wrapper)\n pic.wrapper.removeChild(pic);\n }\n }\n\n console.log('on start')\n engine.globalEvent.dispatchEvent('pictures-time-update', {\n second: this.getSecond(),\n });\n\n if(this.picturesWrapper) {\n while(this.picturesWrapper.children.length > 0) {\n const child = this.picturesWrapper.getChildAt(0);\n if(child) {\n try{\n this.picturesWrapper.removeChild(child)\n }catch(e) {\n console.warn('移除child失败了',e)\n }\n }\n }\n }\n\n // 图片一维数组\n const result = qietu(this.picturesWrapper, props.picUrl, MAX_COL, MAX_ROW);\n this.picturesWrapper.addChild(this.guideHole);\n\n console.log(this.picturesWrapper);\n // this.picturesWrapper.alpha = 1\n\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\n this._timer = setInterval(() => {\n this.onTimer();\n }, 10)\n\n this.date = new Date().getTime();\n\n }\n\n onTimer() {\n\n let date = new Date().getTime();\n\n let gap = ((date - this.date) / 1000);\n this.date = date;\n console.log(gap,\"gap\");\n\n // 以GAME_TIME为标准\n GAME_TIME -= gap;\n if(GAME_TIME < 0){\n GAME_TIME = 0;\n }\n GAME_TIME = this.afterPointTwo(GAME_TIME);\n GAME_TIME = GAME_TIME.toFixed(2)\n if (GAME_TIME < 10) {\n GAME_TIME = '0' + GAME_TIME\n }\n console.log(GAME_TIME,\"gametime1\");\n\n\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 afterPointTwo(n) {\n\n var floatN = parseFloat(n);\n if (isNaN(floatN)) {\n return;\n }\n floatN = Math.round(floatN * 100) / 100;\n return floatN;\n\n }\n\n getSecond() {\n return GAME_TIME\n }\n\n stop() {\n \n GAME_TIME = props.GAME_TIME\n clearInterval(this._timer);\n let len = this.pictures.length;\n for(let i=0;i<len;i++){\n this.pictures[i].removeAllEventListener();\n }\n\n this.stage.removeEventListener(\n engine.MouseEvent.MOUSE_UP,\n this.stageOnUp,\n this\n );\n \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 // 鼠标在当前图片上的位置\n localPicX;\n localPicY;\n // 拖动的图片最开始的位置(左上角为准)\n distanceX;\n distanceY;\n // 图片中心的位置\n centerX: number;\n centerY: number;\n\n pictures: engine.Sprite[];\n\n // 点击图片时的一维数组索引\n index;\n // 计算目标图片行和列的位置\n indexI: number;\n indexJ: number;\n rightList: engine.Sprite[];\n\n private picturesWrapper: engine.Sprite;\n private guideHole: engine.Image;\n\n createRects() { }\n setup() {\n\n MAX_COL = props.MAX_COL;\n MAX_ROW = props.MAX_ROW;\n GAME_TIME = props.GAME_TIME;\n // OFFSET_X = props.OFFSET_X;\n // OFFSET_Y = props.OFFSET_Y;\n console.log(GAME_TIME,'setuptime')\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 // this.picturesWrapper.x = OFFSET_X;\n // this.picturesWrapper.y = OFFSET_Y;\n\n // 添加按钮\n // const btn = new engine.Rect();\n // btn.width = 200;\n // btn.height = 100;\n // btn.stage.top = 1000;\n // btn.stage.left = 350;\n // btn.fillColor = 'cyan';\n // this.addChild(btn)\n\n // btn.addEventListener(engine.MouseEvent.CLICK,this.onClk,this)\n\n }\n\n onDown(e: engine.MouseEvent) {\n // console.log(e);\n\n let stageLeft = (750 - props.W) / 2\n let stageTop = (this.stage.height - props.H) / 2;\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\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\n this.indexJ = Math.floor((this.distanceX) / (w + GAP));\n this.indexI = Math.floor((this.distanceY) / (h + GAP));\n this.index = (this.indexI) * MAX_COL + this.indexJ;\n\n\n // this.centerX = Math.floor(e.clientX / w) * w + w / 2;\n // this.centerY = Math.floor(e.clientY / h) * h + h / 2;\n\n this.centerX = Math.floor((e.clientX - stageLeft) / w) * w + w / 2;\n this.centerY = Math.floor((e.clientY - stageTop) / h) * h + 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 listenStageOn = 1;\n\n stageOnUp(e) {\n\n let stageLeft = (750 - props.W) / 2\n let stageTop = (this.stage.height - props.H) / 2;\n\n this.stage.removeEventListener(\n engine.MouseEvent.MOUSE_MOVE,\n this.onMove,\n this\n );\n\n this.stage.removeEventListener(\n engine.MouseEvent.MOUSE_UP,\n this.stageOnUp,\n this\n );\n\n // 拖动的图片的中心位置在图片之外,回到原来的位置\n if (this.centerY < stageTop || this.centerX < stageLeft) {\n this.dragPic.x = this.distanceX ;\n this.dragPic.y = this.distanceY ;\n }\n\n // 判断图片是否进入另一张图片的范围内\n // 要交换的图片第几行第几列\n let curJ = Math.floor(this.centerX / (w + GAP));\n let curI = Math.floor(this.centerY / (h + GAP));\n\n this.picturesWrapper.addChild(this.guideHole);\n\n\n // 点击图片的位置\n\n if ( 0 <= curJ && curJ < (MAX_COL) && 0 <= curI && 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 + stageLeft;\n let dropPicy = dropPic.y + stageTop;\n\n dropPic.x = this.distanceX;\n dropPic.y = this.distanceY;\n\n this.dragPic.x = dropPicX - stageLeft;\n this.dragPic.y = dropPicy - stageTop;\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 // 图片中心还是在原来的位置\n if (dragPicIndex === dropPicIndex) {\n this.dragPic.x = this.distanceX\n this.dragPic.y = this.distanceY\n }\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 } else {\n this.dragPic.x = this.distanceX\n this.dragPic.y = this.distanceY\n }\n\n\n }\n\n private onSuccess() {\n console.log('拼图成功!');\n engine.globalEvent.dispatchEvent('pictures-game-success', { time: GAME_TIME });\n this.stop();\n\n }\n\n onMove(e: engine.MouseEvent) {\n // 当前图片的位置\n this.dragPic.x = e.stageX - this.localPicX - (750 - props.W) / 2;\n this.dragPic.y = e.stageY - this.localPicY - (this.stage.height - props.H) / 2;\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 // onClk(e){\n // // 重置时间\n // this._timeCounter = 0;\n // //重置图片顺序\n\n\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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src/custom/pictures/src/game/GameView.ts
View file @
74f1074f
...
@@ -52,11 +52,25 @@ export default class GameView extends engine.Container {
...
@@ -52,11 +52,25 @@ export default class GameView extends engine.Container {
second
:
this
.
getSecond
(),
second
:
this
.
getSecond
(),
});
});
if
(
this
.
picturesWrapper
)
{
while
(
this
.
picturesWrapper
.
children
.
length
>
0
)
{
const
child
=
this
.
picturesWrapper
.
getChildAt
(
0
);
if
(
child
)
{
try
{
this
.
picturesWrapper
.
removeChild
(
child
)
}
catch
(
e
)
{
console
.
warn
(
'移除child失败了'
,
e
)
}
}
}
}
// 图片一维数组
// 图片一维数组
const
result
=
qietu
(
this
.
picturesWrapper
,
props
.
picUrl
,
MAX_COL
,
MAX_ROW
);
const
result
=
qietu
(
this
.
picturesWrapper
,
props
.
picUrl
,
MAX_COL
,
MAX_ROW
);
this
.
picturesWrapper
.
addChild
(
this
.
guideHole
);
this
.
picturesWrapper
.
addChild
(
this
.
guideHole
);
console
.
log
(
this
.
picturesWrapper
)
console
.
log
(
this
.
picturesWrapper
);
// this.picturesWrapper.alpha = 1
this
.
pictures
=
result
[
0
];
this
.
pictures
=
result
[
0
];
this
.
rightList
=
this
.
pictures
.
concat
([]);
this
.
rightList
=
this
.
pictures
.
concat
([]);
...
...
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