Commit 7a96d016 authored by pengruiyang's avatar pengruiyang

update

parent f0684238
{
"liveServer.settings.port": 5501
}
\ No newline at end of file
...@@ -126,5 +126,5 @@ ...@@ -126,5 +126,5 @@
} }
}, },
"id": "food-fell", "id": "food-fell",
"code": "(function (global, factory) {\n\ttypeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('tslib')) :\n\ttypeof define === 'function' && define.amd ? define(['tslib'], factory) :\n\t(global = global || self, global['food-fell'] = factory(global.tslib));\n}(this, (function (tslib) { 'use strict';\n\n\tvar props = {};\n\tfunction prepareProps() {\n\t var metaProps = getProps();\n\t engine.injectProp(props, metaProps);\n\t}\n\tfunction injectProps(p) {\n\t engine.injectProp(props, p);\n\t}\n\t//# sourceMappingURL=props.js.map\n\n\tfunction getTexture(uuid) {\n\t return engine.Texture.from(getAssetByUUID(uuid).uuid);\n\t}\n\tfunction getTextureByName(name) {\n\t return getTexture(engine.getAssetByName(name).uuid);\n\t}\n\tfunction createSvga(name, anchorName) {\n\t var inst = new svga.Svga();\n\t inst.source = 'asset://' + engine.getAssetByName(name).uuid;\n\t return inst;\n\t}\n\t//# sourceMappingURL=utils.js.map\n\n\tvar Goods = (function (_super) {\n\t tslib.__extends(Goods, _super);\n\t function Goods() {\n\t var _this = _super.call(this) || this;\n\t var body;\n\t body = _this._body = new engine.Rect();\n\t var rain = new engine.Sprite(getTextureByName('雨滴'));\n\t rain[\"npcType\"] = \"rain\";\n\t var stone = new engine.Sprite(getTextureByName('石块'));\n\t stone[\"npcType\"] = \"stone\";\n\t var boom = new engine.Sprite(getTextureByName('炸弹'));\n\t boom[\"npcType\"] = \"boom\";\n\t rain.visible = false;\n\t stone.visible = false;\n\t boom.visible = false;\n\t body.addChild(rain);\n\t body.addChild(stone);\n\t body.addChild(boom);\n\t _this.addChild(body);\n\t body.width = .0001;\n\t body.height = .0001;\n\t body.mouseEnabled = false;\n\t return _this;\n\t }\n\t Goods.prototype.getRandomNumberByRange = function (start, end) {\n\t return Math.floor(Math.random() * (end - start) + start);\n\t };\n\t Goods.prototype.reset = function () {\n\t this.visible = true;\n\t this.rotation = 0;\n\t this.anchorOffsetY = 0;\n\t this.y = 0;\n\t this.x = (750 - 120) * Math.random() + 30;\n\t this.rotation = 0;\n\t var random = Math.random();\n\t if (random < props.goodsProbability[0]) {\n\t this.showNpc(\"rain\");\n\t }\n\t else if (random >= props.goodsProbability[0] && random <= (props.goodsProbability[0] + props.goodsProbability[1])) {\n\t this.showNpc(\"stone\");\n\t }\n\t else if (random > (props.goodsProbability[0] + props.goodsProbability[1])) {\n\t this.showNpc(\"boom\");\n\t }\n\t };\n\t Goods.prototype.showNpc = function (type) {\n\t for (var i = 0; i < this._body.children.length; i++) {\n\t this._body.children[i].visible = false;\n\t this._body.children[i].mouseEnabled = false;\n\t }\n\t for (var i = 0; i < this._body.children.length; i++) {\n\t if (this._body.children[i][\"npcType\"] == type) {\n\t this[\"npcType\"] = type;\n\t this._body.children[i].visible = true;\n\t this._body.children[i].mouseEnabled = false;\n\t }\n\t }\n\t };\n\t Object.defineProperty(Goods.prototype, \"anchorOffsetY\", {\n\t set: function (v) {\n\t this._body.y = v;\n\t },\n\t enumerable: true,\n\t configurable: true\n\t });\n\t return Goods;\n\t}(engine.Container));\n\t//# sourceMappingURL=Goods.js.map\n\n\tvar ObjectPool = engine.ObjectPool;\n\tvar PoolName = 'goods';\n\tObjectPool.registerPool(PoolName, function () {\n\t return new Goods();\n\t}, function (item, data) {\n\t item.reset();\n\t});\n\t//# sourceMappingURL=object-pool-init.js.map\n\n\tvar ObjectPool$1 = engine.ObjectPool;\n\tvar GameView = (function (_super) {\n\t tslib.__extends(GameView, _super);\n\t function GameView() {\n\t var _this = _super.call(this) || this;\n\t _this.goodsItems = [];\n\t _this.moveCatchX = 0;\n\t _this.playerCatchX = 0;\n\t _this.onDownStage = function (e) {\n\t _this.moveCatchX = e.localX;\n\t _this.playerCatchX = _this.player.x;\n\t };\n\t _this.onMoveStage = function (e) {\n\t if (_this.gameIng) {\n\t _this.player.x = _this.playerCatchX + (e.localX - _this.moveCatchX);\n\t }\n\t };\n\t _this.onOutStage = function (e) {\n\t _this.moveCatchX = 0;\n\t };\n\t _this.once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);\n\t return _this;\n\t }\n\t GameView.prototype.setup = function () {\n\t var _this = this;\n\t if (this._hasSetup) {\n\t return;\n\t }\n\t this._hasSetup = true;\n\t this.NpcBg = new engine.Container();\n\t this.NpcBg.alpha = 1;\n\t this.NpcBg.width = 0;\n\t this.NpcBg.height = 0;\n\t this.addChild(this.NpcBg);\n\t this.player = new engine.Container();\n\t this.player.mouseEnabled = false;\n\t this.addChild(this.player);\n\t this.waterSvga = createSvga(\"水花\");\n\t this.playerSvga = createSvga(\"玩家\");\n\t this.boomSvga = createSvga(\"炸弹svga\");\n\t this.player.addChild(this.playerSvga);\n\t this.player.addChild(this.waterSvga);\n\t this.player.addChild(this.boomSvga);\n\t this.playerSvga.gotoAndPlay(1);\n\t this.visible = false;\n\t setTimeout(function () {\n\t _this.visible = true;\n\t _this.player.anchorY = _this.player.height / 2;\n\t _this.player.anchorX = _this.player.width / 2;\n\t console.log(_this.player.width);\n\t console.log(_this.playerSvga.width);\n\t _this.player.x = 375 - _this.player.width / 2;\n\t _this.player.y = props.playerPositionY;\n\t }, 300);\n\t this.rectBg = new engine.Rect();\n\t this.rectBg.alpha = 0;\n\t this.rectBg.width = 750;\n\t this.rectBg.height = 1624;\n\t this.addChild(this.rectBg);\n\t this.rectBg.addEventListener(engine.MouseEvent.MOUSE_DOWN, this.onDownStage, this);\n\t this.rectBg.addEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMoveStage, this);\n\t this.rectBg.addEventListener(engine.MouseEvent.MOUSE_OUT, this.onOutStage, this);\n\t };\n\t GameView.prototype.reset = function () {\n\t this.recycleGoods();\n\t };\n\t GameView.prototype.start = function () {\n\t var _this = this;\n\t this.score = 0;\n\t this.speed = 1;\n\t this.gameIng = true;\n\t this.creatNpc();\n\t this.beginNpc();\n\t this.countdown = props.countDown;\n\t this.countdownTimer = setInterval(function () {\n\t if (_this.gameIng) {\n\t if (_this.countdown > 0) {\n\t engine.globalEvent.dispatchEvent('food-fell-time-update', {\n\t time: _this.countdown,\n\t });\n\t _this.countdown -= 1;\n\t }\n\t else {\n\t engine.globalEvent.dispatchEvent('food-fell-game-over', {\n\t score: _this.score,\n\t reason: 1\n\t });\n\t _this.died();\n\t }\n\t }\n\t }, 1000);\n\t };\n\t GameView.prototype.beginNpc = function () {\n\t var _this = this;\n\t this.timer = setTimeout(function () {\n\t if (_this.gameIng) {\n\t _this.speed += props.acceleratedSpeed;\n\t _this.creatNpc();\n\t }\n\t _this.beginNpc();\n\t }, 2000 / this.speed);\n\t };\n\t GameView.prototype.pause = function () {\n\t this.gameIng = false;\n\t };\n\t GameView.prototype.revive = function () {\n\t this.gameIng = true;\n\t };\n\t GameView.prototype.resume = function () {\n\t this.reset();\n\t this.start();\n\t };\n\t GameView.prototype.creatNpc = function () {\n\t var _this = this;\n\t var goods = this._goods = ObjectPool$1.getObject(PoolName);\n\t this.goodsItems.push(goods);\n\t this.NpcBg.addChild(goods);\n\t goods.addEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"] = function () {\n\t if (goods.y > 1624) {\n\t _this.removeNpc(goods);\n\t }\n\t else {\n\t if (_this.gameIng) {\n\t goods.y += (4 * _this.speed);\n\t if (_this.hasHit(_this.player, goods)) {\n\t if (goods[\"npcType\"] == \"rain\") {\n\t console.log(\"碰到雨滴\");\n\t _this.score += props.rainScore;\n\t _this.waterSvga.visible = true;\n\t _this.waterSvga.play(false, false);\n\t _this.waterSvga.once(engine.Event.END_FRAME, function () {\n\t _this.waterSvga.visible = false;\n\t }, _this);\n\t }\n\t else if (goods[\"npcType\"] == \"stone\") {\n\t console.log(\"碰到石头\");\n\t _this.score += props.stoneScore;\n\t }\n\t else if (goods[\"npcType\"] == \"boom\") {\n\t console.log(\"碰到炸弹\");\n\t _this.boomSvga.visible = true;\n\t _this.boomSvga.play(false, false);\n\t _this.boomSvga.once(engine.Event.END_FRAME, function () {\n\t _this.boomSvga.visible = false;\n\t }, _this);\n\t engine.globalEvent.dispatchEvent('food-fell-game-over', {\n\t score: _this.score,\n\t reason: 2\n\t });\n\t _this.died();\n\t }\n\t engine.globalEvent.dispatchEvent('food-fell-score-update', {\n\t score: _this.score,\n\t });\n\t _this.removeNpc(goods);\n\t }\n\t }\n\t }\n\t }, this);\n\t };\n\t GameView.prototype.died = function () {\n\t this.score = 0;\n\t this.pause();\n\t };\n\t GameView.prototype.removeNpc = function (goods) {\n\t this.NpcBg.removeChild(goods);\n\t ObjectPool$1.recycleObject(PoolName, goods);\n\t goods.removeEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"], this);\n\t var index = this.goodsItems.indexOf(goods);\n\t if (index > -1) {\n\t this.goodsItems.splice(index, 1);\n\t }\n\t };\n\t GameView.prototype.recycleGoods = function () {\n\t clearTimeout(this.timer);\n\t clearInterval(this.countdownTimer);\n\t for (var _i = 0, _a = this.goodsItems; _i < _a.length; _i++) {\n\t var goods = _a[_i];\n\t if (goods) {\n\t this.removeChild(goods);\n\t ObjectPool$1.recycleObject(PoolName, goods);\n\t goods.removeEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"], this);\n\t }\n\t }\n\t this.goodsItems = [];\n\t };\n\t GameView.prototype.hasHit = function (a, b) {\n\t if (Math.abs((a.x + a.width / 2) - (b.x + b.width / 2)) < a.width / 2 + b.width / 2\n\t &&\n\t Math.abs((a.y + a.height / 2) - (b.y + b.height / 2)) < a.height / 2 + b.height / 2) {\n\t return true;\n\t }\n\t else {\n\t return false;\n\t }\n\t };\n\t return GameView;\n\t}(engine.Container));\n\n\tvar GameWrapper = (function (_super) {\n\t tslib.__extends(GameWrapper, _super);\n\t function GameWrapper() {\n\t var _this = _super.call(this) || this;\n\t engine.globalEvent.addEventListener('food-fell-reset', _this.reset, _this);\n\t engine.globalEvent.addEventListener('food-fell-start', _this.start, _this);\n\t engine.globalEvent.addEventListener('food-fell-pause', _this.pause, _this);\n\t engine.globalEvent.addEventListener('food-fell-resume', _this.resume, _this);\n\t engine.globalEvent.addEventListener('food-fell-revive', _this.revive, _this);\n\t engine.globalEvent.addEventListener('food-fell-clear', _this.clear, _this);\n\t _this.addEventListener(engine.MouseEvent.CLICK, _this.onTap, _this);\n\t var gameView = _this._gameView = new GameView();\n\t _this.addChild(gameView);\n\t return _this;\n\t }\n\t GameWrapper.prototype.reset = function (event) {\n\t injectProps(event.data);\n\t this._gameView.visible = true;\n\t this._gameView.reset();\n\t };\n\t GameWrapper.prototype.start = function (event) {\n\t injectProps(event.data);\n\t this._status = 1;\n\t this._gameView.start();\n\t };\n\t GameWrapper.prototype.pause = function () {\n\t this._gameView.pause();\n\t };\n\t GameWrapper.prototype.resume = function () {\n\t this._gameView.resume();\n\t };\n\t GameWrapper.prototype.revive = function () {\n\t this._gameView.revive();\n\t };\n\t GameWrapper.prototype.clear = function () {\n\t this._gameView.visible = false;\n\t };\n\t GameWrapper.prototype.onTap = function (event) {\n\t };\n\t return GameWrapper;\n\t}(engine.Container));\n\t//# sourceMappingURL=GameWrapper.js.map\n\n\tfunction index (props) {\n\t prepareProps();\n\t injectProps(props);\n\t var instance = new GameWrapper();\n\t return instance;\n\t}\n\t//# sourceMappingURL=index.js.map\n\n\treturn index;\n\n})));\n" "code": "(function (global, factory) {\n\ttypeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('tslib')) :\n\ttypeof define === 'function' && define.amd ? define(['tslib'], factory) :\n\t(global = global || self, global['food-fell'] = factory(global.tslib));\n}(this, (function (tslib) { 'use strict';\n\n\tvar props = {};\n\tfunction prepareProps() {\n\t var metaProps = getProps();\n\t engine.injectProp(props, metaProps);\n\t}\n\tfunction injectProps(p) {\n\t engine.injectProp(props, p);\n\t}\n\n\tfunction getTexture(uuid) {\n\t return engine.Texture.from(getAssetByUUID(uuid).uuid);\n\t}\n\tfunction getTextureByName(name) {\n\t return getTexture(engine.getAssetByName(name).uuid);\n\t}\n\tfunction createSvga(name, anchorName) {\n\t var inst = new svga.Svga();\n\t inst.source = 'asset://' + engine.getAssetByName(name).uuid;\n\t return inst;\n\t}\n\n\tvar Goods = (function (_super) {\n\t tslib.__extends(Goods, _super);\n\t function Goods() {\n\t var _this = _super.call(this) || this;\n\t var body;\n\t body = _this._body = new engine.Rect();\n\t var rain = new engine.Sprite(getTextureByName('雨滴'));\n\t rain[\"npcType\"] = \"rain\";\n\t var stone = new engine.Sprite(getTextureByName('石块'));\n\t stone[\"npcType\"] = \"stone\";\n\t var boom = new engine.Sprite(getTextureByName('炸弹'));\n\t boom[\"npcType\"] = \"boom\";\n\t rain.visible = false;\n\t stone.visible = false;\n\t boom.visible = false;\n\t body.addChild(rain);\n\t body.addChild(stone);\n\t body.addChild(boom);\n\t _this.addChild(body);\n\t body.width = .0001;\n\t body.height = .0001;\n\t body.mouseEnabled = false;\n\t return _this;\n\t }\n\t Goods.prototype.getRandomNumberByRange = function (start, end) {\n\t return Math.floor(Math.random() * (end - start) + start);\n\t };\n\t Goods.prototype.reset = function () {\n\t this.visible = true;\n\t this.rotation = 0;\n\t this.anchorOffsetY = 0;\n\t this.y = 0;\n\t this.x = (750 - 120) * Math.random() + 30;\n\t this.rotation = 0;\n\t var random = Math.random();\n\t if (random < props.goodsProbability[0]) {\n\t this.showNpc(\"rain\");\n\t }\n\t else if (random >= props.goodsProbability[0] && random <= (props.goodsProbability[0] + props.goodsProbability[1])) {\n\t this.showNpc(\"stone\");\n\t }\n\t else if (random > (props.goodsProbability[0] + props.goodsProbability[1])) {\n\t this.showNpc(\"boom\");\n\t }\n\t };\n\t Goods.prototype.showNpc = function (type) {\n\t for (var i = 0; i < this._body.children.length; i++) {\n\t this._body.children[i].visible = false;\n\t this._body.children[i].mouseEnabled = false;\n\t }\n\t for (var i = 0; i < this._body.children.length; i++) {\n\t if (this._body.children[i][\"npcType\"] == type) {\n\t this[\"npcType\"] = type;\n\t this._body.children[i].visible = true;\n\t this._body.children[i].mouseEnabled = false;\n\t }\n\t }\n\t };\n\t Object.defineProperty(Goods.prototype, \"anchorOffsetY\", {\n\t set: function (v) {\n\t this._body.y = v;\n\t },\n\t enumerable: true,\n\t configurable: true\n\t });\n\t return Goods;\n\t}(engine.Container));\n\n\tvar ObjectPool = engine.ObjectPool;\n\tvar PoolName = 'goods';\n\tObjectPool.registerPool(PoolName, function () {\n\t return new Goods();\n\t}, function (item, data) {\n\t item.reset();\n\t});\n\n\tvar ObjectPool$1 = engine.ObjectPool;\n\tvar GameView = (function (_super) {\n\t tslib.__extends(GameView, _super);\n\t function GameView() {\n\t var _this = _super.call(this) || this;\n\t _this.goodsItems = [];\n\t _this.moveCatchX = 0;\n\t _this.playerCatchX = 0;\n\t _this.onDownStage = function (e) {\n\t _this.moveCatchX = e.localX;\n\t _this.playerCatchX = _this.player.x;\n\t };\n\t _this.onMoveStage = function (e) {\n\t if (_this.gameIng) {\n\t _this.player.x = _this.playerCatchX + (e.localX - _this.moveCatchX);\n\t }\n\t };\n\t _this.onOutStage = function (e) {\n\t _this.moveCatchX = 0;\n\t };\n\t _this.once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);\n\t return _this;\n\t }\n\t GameView.prototype.setup = function () {\n\t var _this = this;\n\t if (this._hasSetup) {\n\t return;\n\t }\n\t this._hasSetup = true;\n\t this.NpcBg = new engine.Container();\n\t this.NpcBg.alpha = 1;\n\t this.NpcBg.width = 0;\n\t this.NpcBg.height = 0;\n\t this.addChild(this.NpcBg);\n\t this.player = new engine.Container();\n\t this.player.mouseEnabled = false;\n\t this.addChild(this.player);\n\t this.waterSvga = createSvga(\"水花\");\n\t this.playerSvga = createSvga(\"玩家\");\n\t this.boomSvga = createSvga(\"炸弹svga\");\n\t this.player.addChild(this.playerSvga);\n\t this.player.addChild(this.waterSvga);\n\t this.player.addChild(this.boomSvga);\n\t this.playerSvga.gotoAndPlay(1);\n\t this.visible = false;\n\t setTimeout(function () {\n\t _this.visible = true;\n\t _this.player.anchorY = _this.player.height / 2;\n\t _this.player.anchorX = _this.player.width / 2;\n\t console.log(_this.player.width);\n\t console.log(_this.playerSvga.width);\n\t _this.player.x = 375 - _this.player.width / 2;\n\t _this.player.y = props.playerPositionY;\n\t }, 300);\n\t this.rectBg = new engine.Rect();\n\t this.rectBg.alpha = 0;\n\t this.rectBg.width = 750;\n\t this.rectBg.height = 1624;\n\t this.addChild(this.rectBg);\n\t this.rectBg.addEventListener(engine.MouseEvent.MOUSE_DOWN, this.onDownStage, this);\n\t this.rectBg.addEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMoveStage, this);\n\t this.rectBg.addEventListener(engine.MouseEvent.MOUSE_OUT, this.onOutStage, this);\n\t };\n\t GameView.prototype.reset = function () {\n\t this.recycleGoods();\n\t };\n\t GameView.prototype.start = function () {\n\t var _this = this;\n\t this.score = 0;\n\t this.speed = 1;\n\t this.gameIng = true;\n\t this.creatNpc();\n\t this.beginNpc();\n\t this.countdown = props.countDown;\n\t this.countdownTimer = setInterval(function () {\n\t if (_this.gameIng) {\n\t if (_this.countdown > 0) {\n\t engine.globalEvent.dispatchEvent('food-fell-time-update', {\n\t time: _this.countdown,\n\t });\n\t _this.countdown -= 1;\n\t }\n\t else {\n\t engine.globalEvent.dispatchEvent('food-fell-game-over', {\n\t score: _this.score,\n\t reason: 1\n\t });\n\t _this.died();\n\t }\n\t }\n\t }, 1000);\n\t };\n\t GameView.prototype.beginNpc = function () {\n\t var _this = this;\n\t this.timer = setTimeout(function () {\n\t if (_this.gameIng) {\n\t _this.speed += props.acceleratedSpeed;\n\t _this.creatNpc();\n\t }\n\t _this.beginNpc();\n\t }, 2000 / this.speed);\n\t };\n\t GameView.prototype.pause = function () {\n\t this.gameIng = false;\n\t };\n\t GameView.prototype.revive = function () {\n\t this.gameIng = true;\n\t };\n\t GameView.prototype.resume = function () {\n\t this.reset();\n\t this.start();\n\t };\n\t GameView.prototype.creatNpc = function () {\n\t var _this = this;\n\t var goods = this._goods = ObjectPool$1.getObject(PoolName);\n\t this.goodsItems.push(goods);\n\t this.NpcBg.addChild(goods);\n\t goods.addEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"] = function () {\n\t if (goods.y > 1624) {\n\t _this.removeNpc(goods);\n\t }\n\t else {\n\t if (_this.gameIng) {\n\t goods.y += (4 * _this.speed);\n\t if (_this.hasHit(_this.player, goods)) {\n\t if (goods[\"npcType\"] == \"rain\") {\n\t console.log(\"碰到雨滴\");\n\t _this.score += props.rainScore;\n\t _this.waterSvga.visible = true;\n\t _this.waterSvga.play(false, false);\n\t _this.waterSvga.once(engine.Event.END_FRAME, function () {\n\t _this.waterSvga.visible = false;\n\t }, _this);\n\t }\n\t else if (goods[\"npcType\"] == \"stone\") {\n\t console.log(\"碰到石头\");\n\t _this.score += props.stoneScore;\n\t }\n\t else if (goods[\"npcType\"] == \"boom\") {\n\t console.log(\"碰到炸弹\");\n\t _this.boomSvga.visible = true;\n\t _this.boomSvga.play(false, false);\n\t _this.boomSvga.once(engine.Event.END_FRAME, function () {\n\t _this.boomSvga.visible = false;\n\t }, _this);\n\t engine.globalEvent.dispatchEvent('food-fell-game-over', {\n\t score: _this.score,\n\t reason: 2\n\t });\n\t _this.died();\n\t }\n\t engine.globalEvent.dispatchEvent('food-fell-score-update', {\n\t score: _this.score,\n\t });\n\t _this.removeNpc(goods);\n\t }\n\t }\n\t }\n\t }, this);\n\t };\n\t GameView.prototype.died = function () {\n\t this.score = 0;\n\t this.pause();\n\t };\n\t GameView.prototype.removeNpc = function (goods) {\n\t this.NpcBg.removeChild(goods);\n\t ObjectPool$1.recycleObject(PoolName, goods);\n\t goods.removeEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"], this);\n\t var index = this.goodsItems.indexOf(goods);\n\t if (index > -1) {\n\t this.goodsItems.splice(index, 1);\n\t }\n\t };\n\t GameView.prototype.recycleGoods = function () {\n\t clearTimeout(this.timer);\n\t clearInterval(this.countdownTimer);\n\t for (var _i = 0, _a = this.goodsItems; _i < _a.length; _i++) {\n\t var goods = _a[_i];\n\t if (goods) {\n\t this.removeChild(goods);\n\t ObjectPool$1.recycleObject(PoolName, goods);\n\t goods.removeEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"], this);\n\t }\n\t }\n\t this.goodsItems = [];\n\t };\n\t GameView.prototype.hasHit = function (a, b) {\n\t if (Math.abs((a.x + a.width / 2) - (b.x + b.width / 2)) < a.width / 2 + b.width / 2\n\t &&\n\t Math.abs((a.y + a.height / 2) - (b.y + b.height / 2)) < a.height / 2 + b.height / 2) {\n\t return true;\n\t }\n\t else {\n\t return false;\n\t }\n\t };\n\t return GameView;\n\t}(engine.Container));\n\n\tvar GameWrapper = (function (_super) {\n\t tslib.__extends(GameWrapper, _super);\n\t function GameWrapper() {\n\t var _this = _super.call(this) || this;\n\t engine.globalEvent.addEventListener('food-fell-reset', _this.reset, _this);\n\t engine.globalEvent.addEventListener('food-fell-start', _this.start, _this);\n\t engine.globalEvent.addEventListener('food-fell-pause', _this.pause, _this);\n\t engine.globalEvent.addEventListener('food-fell-resume', _this.resume, _this);\n\t engine.globalEvent.addEventListener('food-fell-revive', _this.revive, _this);\n\t engine.globalEvent.addEventListener('food-fell-clear', _this.clear, _this);\n\t _this.addEventListener(engine.MouseEvent.CLICK, _this.onTap, _this);\n\t var gameView = _this._gameView = new GameView();\n\t _this.addChild(gameView);\n\t return _this;\n\t }\n\t GameWrapper.prototype.reset = function (event) {\n\t injectProps(event.data);\n\t this._gameView.visible = true;\n\t this._gameView.reset();\n\t };\n\t GameWrapper.prototype.start = function (event) {\n\t injectProps(event.data);\n\t this._status = 1;\n\t this._gameView.start();\n\t };\n\t GameWrapper.prototype.pause = function () {\n\t this._gameView.pause();\n\t };\n\t GameWrapper.prototype.resume = function () {\n\t this._gameView.resume();\n\t };\n\t GameWrapper.prototype.revive = function () {\n\t this._gameView.revive();\n\t };\n\t GameWrapper.prototype.clear = function () {\n\t this._gameView.visible = false;\n\t };\n\t GameWrapper.prototype.onTap = function (event) {\n\t };\n\t return GameWrapper;\n\t}(engine.Container));\n\n\tfunction index (props) {\n\t prepareProps();\n\t injectProps(props);\n\t var instance = new GameWrapper();\n\t return instance;\n\t}\n\n\treturn index;\n\n})));\n"
} }
{
"name": "口红机",
"desc": "口红机模块",
"props": {
"playerPositionY": {
"alias": "玩家Y轴位置",
"type": "number",
"default": 900
},
"rainScore": {
"alias": "接中雨滴获得分数",
"type": "number",
"default": 1
},
"stoneScore": {
"alias": "接中石块获得分数",
"type": "number",
"default": -1
},
"speed": {
"alias": "道具掉落初始速度",
"type": "number",
"default": 10
},
"maxSpeed": {
"alias": "道具掉落速度上限",
"type": "number",
"default": 3
},
"gameOverCondition": {
"alias": "游戏结束条件(1:接到炸弹死亡,2:分数负数或接到炸弹死亡)",
"type": "number",
"default": 1
}
},
"assets": [
{
"name": "玩家icon",
"url": "//yun.duiba.com.cn/aurora/assets/50a7212a113175fa18c866b005d98f07c558dc77.png",
"uuid": "66f23d13-82a5-4cec-9496-301ec240d087",
"ext": ".png"
},
{
"name": "雨滴0",
"url": "//yun.duiba.com.cn/aurora/assets/badb3627bbcc75276a3eed53daa8b0a454ced6eb.png",
"uuid": "d3ce99da-89e1-447d-8c52-b3f391925c3c",
"ext": ".png"
},
{
"name": "雨滴1",
"url": "//yun.duiba.com.cn/aurora/assets/5cc0092913c571eeb52317b8e1e0dc715793049c.png",
"uuid": "02f17008-1d8d-4108-a0fc-03fbc71fd118",
"ext": ".png"
},
{
"name": "雨滴2",
"url": "//yun.duiba.com.cn/aurora/assets/4b938949b85d50b36ef0f66450643495efbf7580.png",
"uuid": "46aa4f8a-9a6c-4210-8ffd-92da0dd3bc75",
"ext": ".png"
},
{
"name": "炸弹",
"url": "//yun.duiba.com.cn/aurora/assets/171e92283cd13c013ee1b76d28d252ff08815d47.png",
"uuid": "eb88b42d-e151-4c1b-94b9-7c16f7bfac29",
"ext": ".png"
},
{
"name": "石块",
"url": "//yun.duiba.com.cn/aurora/assets/99b0af0c59fe79a415a3f032149cfacc27e3ac2c.png",
"uuid": "ab1bdabc-21ba-46bf-9299-6c638f766c88",
"ext": ".png"
},
{
"name": "水花",
"url": "//yun.duiba.com.cn/aurora/assets/11b1f49fa3afa3a48f1dd3e3c1eb294e3fa9d886",
"uuid": "cdd2268f-ad65-4b5e-a965-ee61b730da21",
"ext": ".svga"
},
{
"name": "石头svga",
"url": "//yun.duiba.com.cn/aurora/assets/01aa6fcb33aa8231f075257026eab2f0aeb3c27a",
"uuid": "846a139d-0990-4db4-a323-f22379932ee4",
"ext": ".svga"
},
{
"name": "炸弹svga",
"url": "//yun.duiba.com.cn/aurora/assets/3b58e7ace031b09c651cf8e7202f9c86e86852c9.svga",
"uuid": "d7a3947b-7fcb-48f2-9ddf-2f075d37a619",
"ext": ".svga"
},
{
"name": "炸弹",
"url": "//yun.duiba.com.cn/aurora/assets/3b58e7ace031b09c651cf8e7202f9c86e86852c9.svga",
"uuid": "d7a3947b-7fcb-48f2-9ddf-2f075d37a619",
"ext": ".svga"
},
{
"name": "玩家",
"url": "//yun.duiba.com.cn/aurora/assets/db0130d36ef79865be9c753ea0627027f16341d8.png",
"uuid": "4931d296-4421-4a2f-8299-7bab87407c72",
"ext": ".png"
}
],
"events": {
"in": {
"food-fell-reset": {
"alias": "重置",
"data": {
"goodsProbability": "[0.2,0.5,0.3]道具概率(雨滴、石头、炸弹),所有概率相加为1",
"countDown": "倒计时(s)",
"acceleratedSpeed": "道具掉落加速度(单位:每秒)"
}
},
"food-fell-start": {
"alias": "开始"
},
"food-fell-revive": {
"alias": "复活"
},
"food-fell-pause": {
"alias": "暂停"
},
"food-fell-resume": {
"alias": "恢复"
},
"food-fell-clear": {
"alias": "清空,通过reset事件恢复"
}
},
"out": {
"food-fell-score-update": {
"alias": "分数更新",
"data": {
"score": "分数"
}
},
"food-fell-time-update": {
"alias": "倒计时更新",
"data": {
"time": "剩余时间"
}
},
"food-fell-game-over": {
"alias": "游戏结束",
"data": {
"score": "分数",
"reason": "结束原因(1:时间到了,2:玩家死亡)"
}
}
}
},
"id": "food-fell2",
"code": "(function (global, factory) {\n\ttypeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('tslib')) :\n\ttypeof define === 'function' && define.amd ? define(['tslib'], factory) :\n\t(global = global || self, global['food-fell2'] = factory(global.tslib));\n}(this, (function (tslib) { 'use strict';\n\n\tvar props = {};\n\tfunction prepareProps() {\n\t var metaProps = getProps();\n\t engine.injectProp(props, metaProps);\n\t}\n\tfunction injectProps(p) {\n\t engine.injectProp(props, p);\n\t}\n\t//# sourceMappingURL=props.js.map\n\n\tfunction getTexture(uuid) {\n\t return engine.Texture.from(getAssetByUUID(uuid).uuid);\n\t}\n\tfunction getTextureByName(name) {\n\t return getTexture(engine.getAssetByName(name).uuid);\n\t}\n\tfunction createSvga(name, anchorName) {\n\t var inst = new svga.Svga();\n\t inst.source = 'asset://' + engine.getAssetByName(name).uuid;\n\t return inst;\n\t}\n\t//# sourceMappingURL=utils.js.map\n\n\tvar Goods = (function (_super) {\n\t tslib.__extends(Goods, _super);\n\t function Goods() {\n\t var _this = _super.call(this) || this;\n\t var body;\n\t body = _this._body = new engine.Rect();\n\t var rain = new engine.Sprite(getTextureByName('雨滴0'));\n\t var rain1 = new engine.Sprite(getTextureByName('雨滴1'));\n\t var rain2 = new engine.Sprite(getTextureByName('雨滴2'));\n\t rain[\"npcType\"] = \"rain0\";\n\t rain1[\"npcType\"] = \"rain1\";\n\t rain2[\"npcType\"] = \"rain2\";\n\t var stone = new engine.Sprite(getTextureByName('石块'));\n\t stone[\"npcType\"] = \"stone\";\n\t var boom = new engine.Sprite(getTextureByName('炸弹'));\n\t boom[\"npcType\"] = \"boom\";\n\t rain.visible = false;\n\t rain1.visible = false;\n\t rain2.visible = false;\n\t stone.visible = false;\n\t boom.visible = false;\n\t body.addChild(rain);\n\t body.addChild(rain1);\n\t body.addChild(rain2);\n\t body.addChild(stone);\n\t body.addChild(boom);\n\t _this.addChild(body);\n\t body.width = .0001;\n\t body.height = .0001;\n\t body.mouseEnabled = false;\n\t return _this;\n\t }\n\t Goods.prototype.getRandomNumberByRange = function (start, end) {\n\t return Math.floor(Math.random() * (end - start) + start);\n\t };\n\t Goods.prototype.reset = function () {\n\t this.visible = true;\n\t this.rotation = 0;\n\t this.anchorOffsetY = 0;\n\t this.y = 0;\n\t this.x = (750 - 120) * Math.random() + 30;\n\t this.rotation = 0;\n\t var random = Math.random();\n\t if (typeof (props.goodsProbability) == 'string') {\n\t props.goodsProbability = props.goodsProbability.split(',').map(function (i) { return +i; });\n\t console.log(props.goodsProbability);\n\t }\n\t if (random < props.goodsProbability[0]) {\n\t var randomNum = Math.floor(Math.random() * 3);\n\t this.showNpc(\"rain\" + randomNum);\n\t }\n\t else if (random >= props.goodsProbability[0] && random <= (props.goodsProbability[0] + props.goodsProbability[1])) {\n\t this.showNpc(\"stone\");\n\t }\n\t else if (random > (props.goodsProbability[0] + props.goodsProbability[1])) {\n\t this.showNpc(\"boom\");\n\t }\n\t };\n\t Goods.prototype.showNpc = function (type) {\n\t for (var i = 0; i < this._body.children.length; i++) {\n\t this._body.children[i].visible = false;\n\t this._body.children[i].mouseEnabled = false;\n\t }\n\t for (var i = 0; i < this._body.children.length; i++) {\n\t if (this._body.children[i][\"npcType\"] == type) {\n\t this[\"npcType\"] = type;\n\t this._body.children[i].visible = true;\n\t this._body.children[i].mouseEnabled = false;\n\t }\n\t }\n\t };\n\t Object.defineProperty(Goods.prototype, \"anchorOffsetY\", {\n\t set: function (v) {\n\t this._body.y = v;\n\t },\n\t enumerable: true,\n\t configurable: true\n\t });\n\t return Goods;\n\t}(engine.Container));\n\t//# sourceMappingURL=Goods.js.map\n\n\tvar ObjectPool = engine.ObjectPool;\n\tvar PoolName = 'goods';\n\tObjectPool.registerPool(PoolName, function () {\n\t return new Goods();\n\t}, function (item, data) {\n\t item.reset();\n\t});\n\t//# sourceMappingURL=object-pool-init.js.map\n\n\tvar ObjectPool$1 = engine.ObjectPool;\n\tvar GameView = (function (_super) {\n\t tslib.__extends(GameView, _super);\n\t function GameView() {\n\t var _this = _super.call(this) || this;\n\t _this.goodsItems = [];\n\t _this.moveCatchX = 0;\n\t _this.playerCatchX = 0;\n\t _this.onDownStage = function (e) {\n\t _this.moveCatchX = e.localX;\n\t _this.playerCatchX = _this.player.x;\n\t };\n\t _this.onMoveStage = function (e) {\n\t if (_this.gameIng) {\n\t _this.player.x = _this.playerCatchX + (e.localX - _this.moveCatchX);\n\t }\n\t };\n\t _this.onOutStage = function (e) {\n\t _this.moveCatchX = 0;\n\t };\n\t _this.once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);\n\t return _this;\n\t }\n\t GameView.prototype.setup = function () {\n\t var _this = this;\n\t if (this._hasSetup) {\n\t return;\n\t }\n\t this._hasSetup = true;\n\t this.NpcBg = new engine.Container();\n\t this.NpcBg.alpha = 1;\n\t this.NpcBg.width = 0;\n\t this.NpcBg.height = 0;\n\t this.addChild(this.NpcBg);\n\t this.player = new engine.Container();\n\t this.player.mouseEnabled = false;\n\t this.addChild(this.player);\n\t this.waterSvga = createSvga(\"水花\");\n\t this.stoneSvga = createSvga(\"石头svga\");\n\t this.playerSvga = new engine.Sprite(getTextureByName('玩家'));\n\t this.boomSvga = createSvga(\"炸弹svga\");\n\t this.player.addChild(this.playerSvga);\n\t this.player.addChild(this.stoneSvga);\n\t this.player.addChild(this.waterSvga);\n\t this.player.addChild(this.boomSvga);\n\t this.waterSvga.visible = false;\n\t this.stoneSvga.visible = false;\n\t this.boomSvga.visible = false;\n\t this.visible = false;\n\t setTimeout(function () {\n\t _this.visible = true;\n\t _this.player.anchorY = _this.player.height / 2;\n\t _this.player.anchorX = _this.player.width / 2;\n\t _this.player.x = 375 - _this.player.width / 2;\n\t _this.player.y = props.playerPositionY;\n\t _this.stoneSvga.x = _this.player.width / 2 - _this.stoneSvga.width / 2;\n\t _this.stoneSvga.y = 110;\n\t _this.waterSvga.x = _this.player.width / 2 - _this.waterSvga.width / 2;\n\t _this.waterSvga.y = 110;\n\t }, 300);\n\t this.rectBg = new engine.Container();\n\t this.rectBg.alpha = 0;\n\t this.rectBg.width = 750;\n\t this.rectBg.height = 1624;\n\t this.addChild(this.rectBg);\n\t this.rectBg.addEventListener(engine.MouseEvent.MOUSE_DOWN, this.onDownStage, this);\n\t this.rectBg.addEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMoveStage, this);\n\t this.rectBg.addEventListener(engine.MouseEvent.MOUSE_OUT, this.onOutStage, this);\n\t };\n\t GameView.prototype.reset = function () {\n\t this.recycleGoods();\n\t };\n\t GameView.prototype.start = function () {\n\t var _this = this;\n\t this.score = 0;\n\t this.speed = 1;\n\t this.gameIng = true;\n\t this.creatNpc();\n\t this.beginNpc();\n\t this.countdown = props.countDown;\n\t this.countdownTimer = setInterval(function () {\n\t if (_this.gameIng) {\n\t if (_this.countdown > 0) {\n\t engine.globalEvent.dispatchEvent('food-fell-time-update', {\n\t time: _this.countdown,\n\t });\n\t _this.countdown -= 1;\n\t }\n\t else {\n\t engine.globalEvent.dispatchEvent('food-fell-game-over', {\n\t score: _this.score,\n\t reason: 1\n\t });\n\t _this.died();\n\t }\n\t }\n\t }, 1000);\n\t };\n\t GameView.prototype.beginNpc = function () {\n\t var _this = this;\n\t this.timer = setTimeout(function () {\n\t if (_this.gameIng) {\n\t _this.speed += props.acceleratedSpeed;\n\t _this.creatNpc();\n\t }\n\t _this.beginNpc();\n\t }, 2000 / this.speed);\n\t };\n\t GameView.prototype.pause = function () {\n\t this.gameIng = false;\n\t };\n\t GameView.prototype.revive = function () {\n\t this.gameIng = true;\n\t };\n\t GameView.prototype.resume = function () {\n\t this.reset();\n\t this.start();\n\t };\n\t GameView.prototype.creatNpc = function () {\n\t var _this = this;\n\t var goods = this._goods = ObjectPool$1.getObject(PoolName);\n\t this.goodsItems.push(goods);\n\t console.log(goods);\n\t this.NpcBg.addChild(goods);\n\t goods.addEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"] = function () {\n\t if (goods.y > 1624) {\n\t _this.removeNpc(goods);\n\t }\n\t else {\n\t if (_this.gameIng) {\n\t goods.y += (4 * _this.speed);\n\t if (_this.hasHit(_this.player, goods)) {\n\t if (goods[\"npcType\"].indexOf(\"rain\") > -1) {\n\t console.log(\"碰到雨滴\");\n\t _this.score += props.rainScore;\n\t _this.waterSvga.visible = true;\n\t _this.waterSvga.x = goods.x - _this.player.x;\n\t _this.waterSvga.play(false, false);\n\t _this.waterSvga.once(engine.Event.END_FRAME, function () {\n\t _this.waterSvga.visible = false;\n\t }, _this);\n\t }\n\t else if (goods[\"npcType\"] == \"stone\") {\n\t console.log(\"碰到石头\");\n\t _this.score += props.stoneScore;\n\t _this.stoneSvga.visible = true;\n\t _this.stoneSvga.play(false, false);\n\t _this.stoneSvga.once(engine.Event.END_FRAME, function () {\n\t _this.stoneSvga.visible = false;\n\t }, _this);\n\t }\n\t else if (goods[\"npcType\"] == \"boom\") {\n\t console.log(\"碰到炸弹\");\n\t _this.boomSvga.visible = true;\n\t _this.boomSvga.play(false, false);\n\t _this.boomSvga.once(engine.Event.END_FRAME, function () {\n\t _this.boomSvga.visible = false;\n\t engine.globalEvent.dispatchEvent('food-fell-game-over', {\n\t score: _this.score,\n\t reason: 2\n\t });\n\t _this.died();\n\t }, _this);\n\t }\n\t engine.globalEvent.dispatchEvent('food-fell-score-update', {\n\t score: _this.score,\n\t });\n\t _this.removeNpc(goods);\n\t }\n\t }\n\t }\n\t }, this);\n\t };\n\t GameView.prototype.died = function () {\n\t this.score = 0;\n\t this.pause();\n\t };\n\t GameView.prototype.removeNpc = function (goods) {\n\t this.NpcBg.removeChild(goods);\n\t ObjectPool$1.recycleObject(PoolName, goods);\n\t goods.removeEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"], this);\n\t var index = this.goodsItems.indexOf(goods);\n\t if (index > -1) {\n\t this.goodsItems.splice(index, 1);\n\t }\n\t };\n\t GameView.prototype.recycleGoods = function () {\n\t clearTimeout(this.timer);\n\t clearInterval(this.countdownTimer);\n\t for (var _i = 0, _a = this.goodsItems; _i < _a.length; _i++) {\n\t var goods = _a[_i];\n\t if (goods) {\n\t this.removeChild(goods);\n\t ObjectPool$1.recycleObject(PoolName, goods);\n\t goods.removeEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"], this);\n\t }\n\t }\n\t this.goodsItems = [];\n\t };\n\t GameView.prototype.hasHit = function (a, b) {\n\t if (Math.abs((a.x + a.width / 2) - (b.x + b.width / 2)) < a.width / 2 + b.width / 2\n\t &&\n\t Math.abs((a.y + a.height / 1.3) - (b.y + b.height / 2)) < a.height / 2 + b.height / 2) {\n\t return true;\n\t }\n\t else {\n\t return false;\n\t }\n\t };\n\t return GameView;\n\t}(engine.Container));\n\n\tvar GameWrapper = (function (_super) {\n\t tslib.__extends(GameWrapper, _super);\n\t function GameWrapper() {\n\t var _this = _super.call(this) || this;\n\t engine.globalEvent.addEventListener('food-fell-reset', _this.reset, _this);\n\t engine.globalEvent.addEventListener('food-fell-start', _this.start, _this);\n\t engine.globalEvent.addEventListener('food-fell-pause', _this.pause, _this);\n\t engine.globalEvent.addEventListener('food-fell-resume', _this.resume, _this);\n\t engine.globalEvent.addEventListener('food-fell-revive', _this.revive, _this);\n\t engine.globalEvent.addEventListener('food-fell-clear', _this.clear, _this);\n\t _this.addEventListener(engine.MouseEvent.CLICK, _this.onTap, _this);\n\t var gameView = _this._gameView = new GameView();\n\t _this.addChild(gameView);\n\t return _this;\n\t }\n\t GameWrapper.prototype.reset = function (event) {\n\t injectProps(event.data);\n\t this._gameView.visible = true;\n\t this._gameView.reset();\n\t };\n\t GameWrapper.prototype.start = function (event) {\n\t injectProps(event.data);\n\t this._status = 1;\n\t this._gameView.start();\n\t };\n\t GameWrapper.prototype.pause = function () {\n\t this._gameView.pause();\n\t };\n\t GameWrapper.prototype.resume = function () {\n\t this._gameView.resume();\n\t };\n\t GameWrapper.prototype.revive = function () {\n\t this._gameView.revive();\n\t };\n\t GameWrapper.prototype.clear = function () {\n\t this._gameView.visible = false;\n\t };\n\t GameWrapper.prototype.onTap = function (event) {\n\t };\n\t return GameWrapper;\n\t}(engine.Container));\n\t//# sourceMappingURL=GameWrapper.js.map\n\n\tfunction index (props) {\n\t prepareProps();\n\t injectProps(props);\n\t var instance = new GameWrapper();\n\t return instance;\n\t}\n\t//# sourceMappingURL=index.js.map\n\n\treturn index;\n\n})));\n"
}
...@@ -398,5 +398,5 @@ ...@@ -398,5 +398,5 @@
} }
}, },
"id": "jump-high", "id": "jump-high",
"code": "(function (global, factory) {\n\ttypeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('tslib')) :\n\ttypeof define === 'function' && define.amd ? define(['tslib'], factory) :\n\t(global = global || self, global['jump-high'] = factory(global.tslib));\n}(this, (function (tslib) { 'use strict';\n\n\tvar props = {};\n\tfunction prepareProps() {\n\t var metaProps = getProps();\n\t engine.injectProp(props, metaProps);\n\t}\n\tfunction injectProps(p) {\n\t engine.injectProp(props, p);\n\t}\n\t//# sourceMappingURL=props.js.map\n\n\tfunction getTexture(uuid) {\n\t return engine.Texture.from(getAssetByUUID(uuid).uuid);\n\t}\n\tfunction getTextureByName(name) {\n\t return getTexture(engine.getAssetByName(name).uuid);\n\t}\n\tfunction getBlockAsset(type) {\n\t return engine.getAssetByName(props.blockAssets[type]);\n\t}\n\tfunction createSvga(name, anchorName) {\n\t var inst = new svga.Svga();\n\t inst.source = 'asset://' + engine.getAssetByName(name).uuid;\n\t var anchor = props[(anchorName)];\n\t if (anchor) {\n\t inst.x = -anchor.x;\n\t inst.y = -anchor.y;\n\t inst.anchorX = anchor.x;\n\t inst.anchorY = anchor.y;\n\t }\n\t return inst;\n\t}\n\tfunction playSound(name) {\n\t engine.playSound(engine.getAssetByName(name).uuid, { keep: true });\n\t}\n\t//# sourceMappingURL=utils.js.map\n\n\tvar Block = (function (_super) {\n\t tslib.__extends(Block, _super);\n\t function Block() {\n\t var _this = _super.call(this) || this;\n\t var body = _this.body = new svga.Svga();\n\t body.x = -props.blockWidth / 2;\n\t body.y = -props.blockHitHeight - props.blockPaddingTop;\n\t _this.addChild(body);\n\t return _this;\n\t }\n\t Block.prototype.reset = function (_a) {\n\t var type = _a.type;\n\t this.dir = Math.random() > 0.5 ? 1 : -1;\n\t if (this.type != type) {\n\t this.type = type;\n\t var asset = getBlockAsset(type);\n\t this.body.source = 'asset://' + asset.uuid;\n\t }\n\t this.scaleX = this.dir;\n\t this.body.gotoAndStop(1);\n\t };\n\t Block.prototype.playEnter = function (index, animation) {\n\t var _this = this;\n\t this.visible = true;\n\t this.x = this.dir * this.stage.width;\n\t var _a = props.blockDurationRange, min = _a[0], max = _a[1];\n\t var duration = Math.max(max - index * props.blockDurationStep, min);\n\t duration = duration + max * Math.random() * props.blockDurationRandom * (Math.random() > 0.5 ? 1 : -1);\n\t return new Promise(function (resolve) {\n\t if (animation) {\n\t engine.Tween.get(_this, null, null, true)\n\t .to({ x: 0, }, duration)\n\t .call(resolve);\n\t }\n\t else {\n\t _this.x = 0;\n\t setTimeout(function () {\n\t console.log(_this.body);\n\t }, 200);\n\t resolve();\n\t }\n\t });\n\t };\n\t Block.prototype.playLeave = function () {\n\t this.visible = false;\n\t };\n\t Block.prototype.playEffect = function () {\n\t var body = this.body;\n\t body.play(true, false);\n\t body.once(engine.Event.END_FRAME, function () {\n\t body.gotoAndStop(1);\n\t }, this);\n\t };\n\t Block.prototype.stop = function () {\n\t engine.Tween.removeTweens(this);\n\t };\n\t return Block;\n\t}(engine.Container));\n\t//# sourceMappingURL=Block.js.map\n\n\tvar Background = (function (_super) {\n\t tslib.__extends(Background, _super);\n\t function Background() {\n\t return _super.call(this) || this;\n\t }\n\t Background.prototype.setup = function () {\n\t var _a = this.stage, width = _a.width, height = _a.height;\n\t var bg = this._bg = new engine.Image(getTextureByName('背景图'));\n\t bg.anchorX = bg.width / 2;\n\t bg.anchorY = bg.height / 2;\n\t bg.x = -(bg.width - width) / 2;\n\t bg.y = -(bg.height - height) / 2;\n\t this.addChild(bg);\n\t this._minScale = width / bg.width;\n\t };\n\t Background.prototype.playZoom = function (type, duration) {\n\t var _this = this;\n\t if (duration === void 0) { duration = 700; }\n\t return new Promise(function (resolve) {\n\t var scale = type === 'in' ? 1 : _this._minScale;\n\t engine.Tween.get(_this._bg, null, null, true)\n\t .to({ scaleX: scale, scaleY: scale }, duration, engine.Ease.cubicInOut)\n\t .call(resolve);\n\t });\n\t };\n\t return Background;\n\t}(engine.Container));\n\t//# sourceMappingURL=Background.js.map\n\n\tvar svgaAssets = {\n\t aniReady: { name: '准备立正', dir: 1 },\n\t aniJump: { name: '跳上升', dir: 1 },\n\t aniFall: { name: '跳下落', dir: 1 },\n\t aniLandNormal: { name: '普通着地', dir: 1 },\n\t aniLandSide: { name: '边缘着地', dir: -1 },\n\t aniHit: { name: '被撞开', dir: -1 },\n\t aniParachute: { name: '降落', dir: -1 },\n\t};\n\tvar Player = (function (_super) {\n\t tslib.__extends(Player, _super);\n\t function Player() {\n\t var _this = _super.call(this) || this;\n\t _this.g = props.gravity;\n\t _this.addEventListener(engine.Event.ENTER_FRAME, _this.onEnterFrame, _this);\n\t return _this;\n\t }\n\t Player.prototype.switchAni = function (name, dir, play, loop) {\n\t var _this = this;\n\t if (dir === void 0) { dir = 1; }\n\t if (play === void 0) { play = true; }\n\t if (loop === void 0) { loop = false; }\n\t return new Promise(function (resolve) {\n\t _this.scaleX = dir;\n\t if (_this._aniName !== name) {\n\t _this._aniName = name;\n\t var oldAni = _this.removeChild(_this.getChildByName('body'));\n\t if (oldAni) {\n\t oldAni.stop();\n\t }\n\t var ani = _this._currentAni = _this['ani' + name];\n\t _this.addChild(ani);\n\t if (play) {\n\t ani.play(false, loop);\n\t if (loop) {\n\t resolve();\n\t }\n\t else {\n\t ani.once(engine.Event.END_FRAME, resolve);\n\t }\n\t }\n\t else {\n\t ani.gotoAndStop(1);\n\t resolve();\n\t }\n\t }\n\t });\n\t };\n\t Player.prototype.setup = function () {\n\t this.prefectEffect = createSvga('完美着地特效', 'playerLandPrefectAnchor');\n\t this.landEffect = createSvga('着地特效', 'playerLandEffectAnchor');\n\t for (var key in svgaAssets) {\n\t var _a = svgaAssets[key], name = _a.name, dir = _a.dir;\n\t var body = this[key] = createSvga(name, key.replace('ani', 'player') + 'Anchor');\n\t body.name = 'body';\n\t body.scaleX = dir;\n\t }\n\t };\n\t Player.prototype.reset = function (revive) {\n\t this.x = 0;\n\t this.rotation = 0;\n\t this.scaleX = this.scaleY = 1;\n\t this._prefectLandCounting = 0;\n\t engine.Tween.removeTweens(this);\n\t if (revive) {\n\t this.switchAni('Jump', 1, false);\n\t }\n\t };\n\t Player.prototype.playReady = function () {\n\t var _this = this;\n\t return new Promise(function (resolve) {\n\t _this.switchAni('Ready', 1);\n\t _this._currentAni.once(engine.Event.END_FRAME, function () {\n\t this.switchAni('Jump', 1, false);\n\t resolve();\n\t }, _this);\n\t });\n\t };\n\t Player.prototype.onEnterFrame = function (event) {\n\t if (!this.playing) {\n\t return;\n\t }\n\t this.vy += this.g;\n\t this.y += this.vy;\n\t if (this.vy > 0 && this._aniName !== 'Fall') {\n\t this.dispatchEvent('jump-on-top');\n\t this.switchAni('Fall');\n\t }\n\t if (this.y > this.baseY) {\n\t this.y = this.baseY;\n\t this.playing = false;\n\t this.jumpPromise && this.jumpPromise({\n\t aboveBlock: this.aboveBlock,\n\t });\n\t this.jumpPromise = null;\n\t }\n\t };\n\t Player.prototype.changeBaseY = function (v) {\n\t if (this.baseY == v) {\n\t return;\n\t }\n\t this.aboveBlock = true;\n\t this.baseY = v;\n\t };\n\t Player.prototype.jump = function () {\n\t var _this = this;\n\t playSound('跳起音效');\n\t this.switchAni('Jump', 1, false);\n\t this._currentAni.play(false, false);\n\t this.aboveBlock = false;\n\t this.playing = true;\n\t this.baseY = this.y;\n\t this.vy = -props.jumpSpeed;\n\t return new Promise(function (resolve) {\n\t _this.jumpPromise = resolve;\n\t });\n\t };\n\t Player.prototype.playLand = function (type, dir) {\n\t return tslib.__awaiter(this, void 0, void 0, function () {\n\t var _a, prefectEffect_1, landEffect_1;\n\t return tslib.__generator(this, function (_b) {\n\t switch (_b.label) {\n\t case 0:\n\t _a = type;\n\t switch (_a) {\n\t case 0: return [3, 1];\n\t case 1: return [3, 3];\n\t case 2: return [3, 3];\n\t case 3: return [3, 4];\n\t }\n\t return [3, 5];\n\t case 1:\n\t this._prefectLandCounting++;\n\t playSound('完美落地音效' + Math.min(4, this._prefectLandCounting));\n\t prefectEffect_1 = this.prefectEffect;\n\t this.addChildAt(prefectEffect_1, 0);\n\t prefectEffect_1.gotoAndPlay(1);\n\t prefectEffect_1.once(engine.Event.END_FRAME, function () {\n\t this.removeChild(prefectEffect_1);\n\t }, this);\n\t landEffect_1 = this.landEffect;\n\t this.addChildAt(landEffect_1, 0);\n\t landEffect_1.gotoAndPlay(1);\n\t landEffect_1.once(engine.Event.END_FRAME, function () {\n\t this.removeChild(landEffect_1);\n\t }, this);\n\t return [4, this.switchAni('LandNormal')];\n\t case 2:\n\t _b.sent();\n\t return [3, 5];\n\t case 3:\n\t this._prefectLandCounting = 0;\n\t playSound('普通落地音效');\n\t this.switchAni('LandNormal');\n\t return [3, 5];\n\t case 4:\n\t this._prefectLandCounting = 0;\n\t playSound('边缘落地音效');\n\t this.switchAni('LandSide', dir);\n\t return [3, 5];\n\t case 5: return [2];\n\t }\n\t });\n\t });\n\t };\n\t Player.prototype.hitAway = function (dir) {\n\t return tslib.__awaiter(this, void 0, void 0, function () {\n\t var _this = this;\n\t return tslib.__generator(this, function (_a) {\n\t switch (_a.label) {\n\t case 0:\n\t this.jumpPromise && this.jumpPromise();\n\t this.jumpPromise = null;\n\t playSound('被撞开音效');\n\t this.switchAni('Hit', dir);\n\t this.vy = 0;\n\t return [4, new Promise(function (resolve) {\n\t engine.Tween.get(_this)\n\t .to({\n\t x: -dir * props.hitAwayDistance.x,\n\t }, props.hitAwayDuration, engine.Ease.quartOut);\n\t engine.Tween.get(_this)\n\t .to({\n\t y: _this.y + props.hitAwayDistance.y,\n\t }, props.hitAwayDuration, engine.Ease.cubicOut)\n\t .call(resolve);\n\t })];\n\t case 1:\n\t _a.sent();\n\t return [2];\n\t }\n\t });\n\t });\n\t };\n\t Player.prototype.parachute = function (dir) {\n\t var _this = this;\n\t this.switchAni('Parachute', dir);\n\t return new Promise(function (resolve) {\n\t engine.Tween.get(_this)\n\t .wait(200)\n\t .call(function () {\n\t playSound('降落伞下落音效');\n\t })\n\t .wait(300)\n\t .to({ y: _this.y + props.parachuteDistance }, props.parachuteDuration)\n\t .set({ anchorOffsetY: 0 })\n\t .call(resolve);\n\t });\n\t };\n\t return Player;\n\t}(engine.Container));\n\t//# sourceMappingURL=Player.js.map\n\n\tvar Base = (function (_super) {\n\t tslib.__extends(Base, _super);\n\t function Base() {\n\t return _super.call(this, getTextureByName('底座')) || this;\n\t }\n\t Base.prototype.setup = function () {\n\t this.x = -(this.width) / 2;\n\t };\n\t Base.prototype.reset = function () {\n\t this.y = -props.baseOffset;\n\t };\n\t return Base;\n\t}(engine.Image));\n\t//# sourceMappingURL=Base.js.map\n\n\tvar GuideLayer = (function (_super) {\n\t tslib.__extends(GuideLayer, _super);\n\t function GuideLayer() {\n\t var _this = _super.call(this) || this;\n\t _this.setup();\n\t return _this;\n\t }\n\t GuideLayer.prototype.setup = function () {\n\t };\n\t GuideLayer.prototype.show = function (id, options) {\n\t var _this = this;\n\t return new Promise(function (resolve) {\n\t _this.visible = true;\n\t if (!_this.guideMask) {\n\t var _a = _this.stage, width = _a.width, height = _a.height;\n\t var guideMask = _this.guideMask = new engine.Container();\n\t var guideHole = new engine.Image(getTextureByName('引导遮罩'));\n\t guideHole.x = (width - guideHole.width) / 2;\n\t guideHole.y = options.y;\n\t guideMask.addChild(guideHole);\n\t _this.createRect(guideMask, 0, 0, width, guideHole.y);\n\t _this.createRect(guideMask, 0, guideHole.y, guideHole.x, guideHole.height);\n\t _this.createRect(guideMask, guideHole.x + guideHole.width, guideHole.y, width - guideHole.x - guideHole.width, guideHole.height);\n\t _this.createRect(guideMask, 0, guideHole.y + guideHole.height, width, height - guideHole.y - guideHole.height);\n\t var label = _this.label = new engine.Label();\n\t label.fillColor = 'white';\n\t label.size = 25;\n\t label.text = props.guideText;\n\t label.x = (width - label.width) / 2;\n\t label.y = guideHole.y + guideHole.height + 50;\n\t guideMask.addChild(label);\n\t _this.addChild(guideMask);\n\t }\n\t _this.once(engine.MouseEvent.CLICK, function () {\n\t this.visible = false;\n\t resolve();\n\t }, _this);\n\t });\n\t };\n\t GuideLayer.prototype.createRect = function (container, x, y, width, height) {\n\t var rect = new engine.Rect();\n\t rect.x = x;\n\t rect.y = y;\n\t rect.width = width;\n\t rect.height = height;\n\t rect.fillColor = 'black';\n\t rect.alpha = 0.7;\n\t container.addChild(rect);\n\t };\n\t return GuideLayer;\n\t}(engine.Container));\n\t//# sourceMappingURL=GuideLayer.js.map\n\n\tvar GoldBag = (function (_super) {\n\t tslib.__extends(GoldBag, _super);\n\t function GoldBag() {\n\t var _this = _super.call(this) || this;\n\t _this.setup();\n\t return _this;\n\t }\n\t GoldBag.prototype.setup = function () {\n\t var avatar = this.avatar = new engine.Sprite(getTextureByName('钱袋-静态'));\n\t avatar.x = -props.goldPackAvatarAnchor.x;\n\t avatar.y = -props.goldPackAvatarAnchor.y;\n\t this.addChild(avatar);\n\t var svga = this.svga = createSvga('钱袋', 'goldPackAnchor');\n\t svga.visible = false;\n\t this.addChild(svga);\n\t };\n\t GoldBag.prototype.reset = function (data) {\n\t this.y = data.y;\n\t this.avatar.visible = true;\n\t this.svga.visible = false;\n\t this.svga.gotoAndStop(1);\n\t this.remain = data.remain;\n\t };\n\t GoldBag.prototype.playOpen = function () {\n\t var _this = this;\n\t this.avatar.visible = false;\n\t this.svga.visible = true;\n\t return new Promise(function (resolve) {\n\t _this.svga.play(true, false);\n\t _this.svga.once(engine.Event.END_FRAME, function () {\n\t this.svga.visible = false;\n\t resolve();\n\t }, _this);\n\t });\n\t };\n\t return GoldBag;\n\t}(engine.Container));\n\t//# sourceMappingURL=GoldBag.js.map\n\n\tvar ObjectPool = engine.ObjectPool;\n\tvar PoolName = 'gold-bag';\n\tObjectPool.registerPool(PoolName, function () {\n\t return new GoldBag();\n\t}, function (item, data) {\n\t item.reset(data);\n\t});\n\tvar GameView = (function (_super) {\n\t tslib.__extends(GameView, _super);\n\t function GameView() {\n\t var _this = _super.call(this) || this;\n\t _this.index = -1;\n\t _this.goldBags = [];\n\t _this.baseOffset = -props.baseOffset + props.playerOffset;\n\t _this.once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);\n\t return _this;\n\t }\n\t GameView.prototype.setup = function () {\n\t if (this._hasSetup) {\n\t return;\n\t }\n\t this._hasSetup = true;\n\t var _a = this.stage, width = _a.width, height = _a.height;\n\t var background = this.background = new Background();\n\t this.addChild(background);\n\t background.setup();\n\t var frontContainer = this.frontContainer = new engine.Container();\n\t frontContainer.x = width / 2;\n\t this.addChild(frontContainer);\n\t var guideLayer = this.guideLayer = new GuideLayer();\n\t this.addChild(guideLayer);\n\t var base = this.base = new Base();\n\t frontContainer.addChild(base);\n\t base.setup();\n\t var blockContainer = this.blockContainer = new engine.Container();\n\t frontContainer.addChild(blockContainer);\n\t var player = this.player = new Player();\n\t frontContainer.addChild(player);\n\t player.setup();\n\t player.addEventListener('jump-on-top', this.onPlayerJumpOnTop, this);\n\t ObjectPool.recycleObject(PoolName, ObjectPool.getObject(PoolName, {\n\t y: 0,\n\t remain: 0,\n\t }));\n\t this.hitEffect = createSvga('被撞烟雾', 'hitEffectAnchor');\n\t this.pos = 0;\n\t this.background.setup();\n\t this.addEventListener(engine.Event.ENTER_FRAME, this.onEnterFrame, this);\n\t this.reset();\n\t };\n\t GameView.prototype.reset = function (revive) {\n\t if (revive === void 0) { revive = false; }\n\t return tslib.__awaiter(this, void 0, void 0, function () {\n\t var blockContainer, i, li, block, i, i, li, goldBag;\n\t return tslib.__generator(this, function (_a) {\n\t switch (_a.label) {\n\t case 0:\n\t this.base.reset();\n\t this.index = -1;\n\t this._score = 0;\n\t if (revive) ;\n\t else {\n\t this.pos = 0;\n\t blockContainer = this.blockContainer;\n\t for (i = 0, li = blockContainer.children.length; i < li; i++) {\n\t block = blockContainer.getChildAt(i);\n\t block.playLeave();\n\t }\n\t }\n\t for (i = 0; i < props.initBlockCount; i++) {\n\t this.addBlock(false);\n\t }\n\t for (i = 0, li = this.goldBags.length; i < li; i++) {\n\t goldBag = this.goldBags[i];\n\t this.frontContainer.removeChild(goldBag);\n\t ObjectPool.recycleObject(PoolName, goldBag);\n\t }\n\t this.goldBags.splice(0);\n\t this.playZoom('in');\n\t return [4, this.resetPlayer(revive)];\n\t case 1:\n\t _a.sent();\n\t return [2];\n\t }\n\t });\n\t });\n\t };\n\t GameView.prototype.resetPlayer = function (revive) {\n\t if (revive === void 0) { revive = false; }\n\t return tslib.__awaiter(this, void 0, void 0, function () {\n\t return tslib.__generator(this, function (_a) {\n\t this.player.reset(revive);\n\t this.player.y = this.baseOffset - (this.index + 1) * props.blockHitHeight;\n\t return [2];\n\t });\n\t });\n\t };\n\t GameView.prototype.start = function (revive) {\n\t if (revive === void 0) { revive = false; }\n\t return tslib.__awaiter(this, void 0, void 0, function () {\n\t var guideFlagKey, guideFlag;\n\t var _this = this;\n\t return tslib.__generator(this, function (_a) {\n\t switch (_a.label) {\n\t case 0:\n\t if (!!revive) return [3, 2];\n\t return [4, this.player.playReady()];\n\t case 1:\n\t _a.sent();\n\t _a.label = 2;\n\t case 2:\n\t guideFlagKey = 'jump-high-guide_' + props.guideFlagKey;\n\t guideFlag = localStorage.getItem(guideFlagKey);\n\t if (!!guideFlag) return [3, 4];\n\t localStorage.setItem(guideFlagKey, '1');\n\t return [4, this.guideLayer.show('', { y: this.stage.height + this.player.y - 280 })];\n\t case 3:\n\t _a.sent();\n\t _a.label = 4;\n\t case 4:\n\t this.lastLandType = 0;\n\t this._remainToShowGoldBag = props.goldBagScoreMultiple - props.goldBagScoreSubtraction;\n\t this._touchEnabled = true;\n\t setTimeout(function () {\n\t _this.addBlock();\n\t }, 100);\n\t engine.globalEvent.dispatchEvent('jump-high-game-start');\n\t return [2];\n\t }\n\t });\n\t });\n\t };\n\t GameView.prototype.pause = function () {\n\t if (this.currentBlock) {\n\t engine.Tween.pauseTweens(this.currentBlock);\n\t }\n\t engine.Tween.pauseTweens(this.player);\n\t };\n\t GameView.prototype.resume = function () {\n\t if (this.currentBlock) {\n\t engine.Tween.resumeTweens(this.currentBlock);\n\t }\n\t engine.Tween.resumeTweens(this.player);\n\t };\n\t GameView.prototype.revive = function () {\n\t return tslib.__awaiter(this, void 0, void 0, function () {\n\t return tslib.__generator(this, function (_a) {\n\t switch (_a.label) {\n\t case 0:\n\t this.blockContainer.getChildAt(this.index).visible = false;\n\t this.index--;\n\t return [4, this.resetPlayer(true)];\n\t case 1:\n\t _a.sent();\n\t return [4, this.playZoom('in')];\n\t case 2:\n\t _a.sent();\n\t this.start(true);\n\t return [2];\n\t }\n\t });\n\t });\n\t };\n\t GameView.prototype.addBlock = function (animation) {\n\t var _this = this;\n\t if (animation === void 0) { animation = true; }\n\t this.index++;\n\t var blockContainer = this.blockContainer;\n\t var block;\n\t if (blockContainer.children.length > this.index) {\n\t block = blockContainer.getChildAt(this.index);\n\t block.visible = true;\n\t }\n\t else {\n\t block = new Block();\n\t blockContainer.addChild(block);\n\t }\n\t block.reset({\n\t type: Math.floor(Math.random() * props.blockAssets.length),\n\t });\n\t block.y = this.baseOffset - this.index * props.blockHitHeight;\n\t this.blockComplete = false;\n\t block.playEnter(this.index, animation).then(function (data) {\n\t _this.blockComplete = true;\n\t });\n\t if (animation) {\n\t this.needHitTest = true;\n\t }\n\t this.currentBlock = block;\n\t };\n\t GameView.prototype.addGoldBag = function () {\n\t var goldBag = ObjectPool.getObject(PoolName, {\n\t y: this.baseOffset - (this.blockCount + props.goldBagDistance + props.goldBagJumpSubtraction) * props.blockHitHeight,\n\t remain: props.goldBagDistance,\n\t });\n\t this.frontContainer.addChild(goldBag);\n\t this.goldBags.push(goldBag);\n\t };\n\t GameView.prototype.playOpenGoldBag = function () {\n\t return tslib.__awaiter(this, void 0, void 0, function () {\n\t var i, li, goldBag;\n\t return tslib.__generator(this, function (_a) {\n\t switch (_a.label) {\n\t case 0:\n\t i = 0, li = this.goldBags.length;\n\t _a.label = 1;\n\t case 1:\n\t if (!(i < li)) return [3, 4];\n\t goldBag = this.goldBags[i];\n\t goldBag.remain--;\n\t if (!(goldBag.remain <= 0)) return [3, 3];\n\t this.goldBags.splice(i, 1);\n\t i--;\n\t li--;\n\t this.nextToUpdateScore = true;\n\t return [4, goldBag.playOpen()];\n\t case 2:\n\t _a.sent();\n\t this.frontContainer.removeChild(goldBag);\n\t ObjectPool.recycleObject(PoolName, goldBag);\n\t _a.label = 3;\n\t case 3:\n\t i++;\n\t return [3, 1];\n\t case 4: return [2];\n\t }\n\t });\n\t });\n\t };\n\t GameView.prototype.onPlayerJumpOnTop = function () {\n\t if (this.nextToUpdateScore) {\n\t this.nextToUpdateScore = false;\n\t this.scoreChange(4);\n\t playSound('撞击钱袋音效');\n\t }\n\t };\n\t Object.defineProperty(GameView.prototype, \"blockCount\", {\n\t get: function () {\n\t return this.index - props.initBlockCount + 1;\n\t },\n\t enumerable: true,\n\t configurable: true\n\t });\n\t Object.defineProperty(GameView.prototype, \"pos\", {\n\t get: function () {\n\t return this._pos;\n\t },\n\t set: function (v) {\n\t this._pos = v;\n\t this.updatePos();\n\t },\n\t enumerable: true,\n\t configurable: true\n\t });\n\t GameView.prototype.updatePos = function () {\n\t this.frontContainer.y = this.stage.height + this._pos;\n\t };\n\t GameView.prototype.onEnterFrame = function (event) {\n\t if (this.needHitTest) {\n\t if (this.currentBlock) {\n\t var _a = this.currentBlock, bx = _a.x, by = _a.y, dir = _a.dir;\n\t var _b = this.player, px = _b.x, py = _b.y;\n\t var blockHitWidth = props.blockHitWidth, blockHitHeight = props.blockHitHeight, playerWidth = props.playerWidth;\n\t var hitOn = false;\n\t if (Math.abs(px - bx) < (blockHitWidth + playerWidth) / 2) {\n\t this.player.changeBaseY(by - blockHitHeight);\n\t if (py > by - blockHitHeight) {\n\t hitOn = true;\n\t }\n\t }\n\t if (hitOn) {\n\t this.onHitOn(dir);\n\t }\n\t }\n\t }\n\t };\n\t GameView.prototype.onHitOn = function (dir) {\n\t return tslib.__awaiter(this, void 0, void 0, function () {\n\t return tslib.__generator(this, function (_a) {\n\t switch (_a.label) {\n\t case 0:\n\t this._touchEnabled = false;\n\t this.needHitTest = false;\n\t clearInterval(this.timer);\n\t this.currentBlock.stop();\n\t this.playHitEffect(dir);\n\t return [4, this.player.hitAway(dir)];\n\t case 1:\n\t _a.sent();\n\t this.playZoom('out');\n\t return [4, this.player.parachute(dir)];\n\t case 2:\n\t _a.sent();\n\t engine.globalEvent.dispatchEvent('jump-high-game-end');\n\t return [2];\n\t }\n\t });\n\t });\n\t };\n\t GameView.prototype.jump = function () {\n\t return tslib.__awaiter(this, void 0, void 0, function () {\n\t var result, pos, type, lastLandType;\n\t var _this = this;\n\t return tslib.__generator(this, function (_a) {\n\t switch (_a.label) {\n\t case 0:\n\t if (!this._touchEnabled) {\n\t return [2];\n\t }\n\t this._touchEnabled = false;\n\t this.playOpenGoldBag();\n\t return [4, this.player.jump()];\n\t case 1:\n\t result = _a.sent();\n\t if (!result) return [3, 5];\n\t if (!result.aboveBlock) return [3, 4];\n\t pos = Math.abs(this.currentBlock.x);\n\t type = 0;\n\t if (pos > 0) {\n\t type = pos > 0 && pos < props.scoreThreshold ? 2 : 3;\n\t }\n\t lastLandType = this.lastLandType;\n\t this.lastLandType = type;\n\t if (type === 0) {\n\t if (lastLandType !== type) {\n\t type = 1;\n\t }\n\t }\n\t if (type < 3) {\n\t this.currentBlock.playEffect();\n\t }\n\t this.player.playLand(type, this.currentBlock.dir);\n\t this.currentBlock.stop();\n\t this.scoreChange(type);\n\t return [4, this.playShake()];\n\t case 2:\n\t _a.sent();\n\t return [4, new Promise(function (resolve) {\n\t engine.Tween.get(_this, null, null, true)\n\t .to({ pos: props.blockHitHeight * _this.index }, 300, engine.Ease.cubicOut)\n\t .call(resolve);\n\t })];\n\t case 3:\n\t _a.sent();\n\t this.addBlock();\n\t _a.label = 4;\n\t case 4:\n\t this._touchEnabled = true;\n\t _a.label = 5;\n\t case 5: return [2];\n\t }\n\t });\n\t });\n\t };\n\t GameView.prototype.scoreChange = function (type) {\n\t var scoreAdd = props.scoreWeights[type];\n\t this._score += scoreAdd;\n\t this._remainToShowGoldBag -= scoreAdd;\n\t var score = this._score;\n\t engine.globalEvent.dispatchEvent('jump-high-score', {\n\t type: type,\n\t score: score,\n\t scoreAdd: scoreAdd,\n\t });\n\t console.log(score, this._remainToShowGoldBag);\n\t if (this._remainToShowGoldBag <= 0) {\n\t this._remainToShowGoldBag += props.goldBagScoreMultiple;\n\t this.addGoldBag();\n\t console.log('addGoldBag');\n\t }\n\t };\n\t GameView.prototype.playHitEffect = function (dir) {\n\t var hitEffect = this.hitEffect;\n\t hitEffect.scaleX = dir;\n\t hitEffect.y = this.player.y - props.hitEffectAnchor.y;\n\t hitEffect.play(true, false);\n\t hitEffect.once(engine.Event.END_FRAME, function () {\n\t this.frontContainer.removeChild(hitEffect);\n\t }, this);\n\t this.frontContainer.addChild(hitEffect);\n\t };\n\t GameView.prototype.playZoom = function (type, duration) {\n\t var _this = this;\n\t if (duration === void 0) { duration = 700; }\n\t this.background.playZoom(type, duration);\n\t var count = this.stage.height / props.blockHitHeight;\n\t return new Promise(function (resolve) {\n\t _this.frontContainer.anchorY = -props.blockHitHeight * (_this.index + count * 1.3) + props.baseOffset;\n\t var scale = type === 'in' ? 1 : Math.min((_this.stage.height / props.blockHitHeight / (_this.index + count)), props.maxScale);\n\t console.log(scale);\n\t engine.Tween.get(_this.frontContainer, null, null, true)\n\t .to({ scaleX: scale, scaleY: scale }, duration, engine.Ease.cubicInOut)\n\t .call(resolve);\n\t });\n\t };\n\t GameView.prototype.playShake = function () {\n\t var _this = this;\n\t var _a = this.frontContainer, x = _a.x, y = _a.y;\n\t return new Promise(function (resolve) {\n\t var shakeOffset = 7;\n\t var duration = 30;\n\t engine.Tween.get(_this.frontContainer, null, null, true)\n\t .to({ x: x, y: y - shakeOffset }, duration)\n\t .to({ x: x, y: y + shakeOffset }, duration)\n\t .to({ x: x + shakeOffset, y: y }, duration)\n\t .to({ x: x - shakeOffset, y: y }, duration)\n\t .to({ x: x, y: y }, duration)\n\t .call(resolve);\n\t });\n\t };\n\t return GameView;\n\t}(engine.Container));\n\n\tvar JumpHigh = (function (_super) {\n\t tslib.__extends(JumpHigh, _super);\n\t function JumpHigh() {\n\t var _this = _super.call(this) || this;\n\t engine.globalEvent.addEventListener('jump-high-reset', _this.reset, _this);\n\t engine.globalEvent.addEventListener('jump-high-start', _this.start, _this);\n\t engine.globalEvent.addEventListener('jump-high-pause', _this.pause, _this);\n\t engine.globalEvent.addEventListener('jump-high-resume', _this.resume, _this);\n\t engine.globalEvent.addEventListener('jump-high-revive', _this.revive, _this);\n\t _this.addEventListener(engine.MouseEvent.MOUSE_DOWN, _this.onTap, _this);\n\t var gameView = _this._gameView = new GameView();\n\t _this.addChild(gameView);\n\t return _this;\n\t }\n\t JumpHigh.prototype.reset = function () {\n\t this._gameView.reset();\n\t };\n\t JumpHigh.prototype.start = function (event) {\n\t {\n\t injectProps(event.data);\n\t }\n\t this._status = 1;\n\t this._gameView.start();\n\t };\n\t JumpHigh.prototype.pause = function () {\n\t this._gameView.pause();\n\t };\n\t JumpHigh.prototype.resume = function () {\n\t this._gameView.resume();\n\t };\n\t JumpHigh.prototype.revive = function () {\n\t this._gameView.revive();\n\t };\n\t JumpHigh.prototype.onTap = function (event) {\n\t this._gameView.jump();\n\t };\n\t return JumpHigh;\n\t}(engine.Container));\n\t//# sourceMappingURL=JumpHigh.js.map\n\n\tfunction index (props) {\n\t prepareProps();\n\t injectProps(props);\n\t var instance = new JumpHigh();\n\t return instance;\n\t}\n\t//# sourceMappingURL=index.js.map\n\n\treturn index;\n\n})));\n" "code": "(function (global, factory) {\n\ttypeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('tslib')) :\n\ttypeof define === 'function' && define.amd ? define(['tslib'], factory) :\n\t(global = global || self, global['jump-high'] = factory(global.tslib));\n}(this, (function (tslib) { 'use strict';\n\n\tvar props = {};\n\tfunction prepareProps() {\n\t var metaProps = getProps();\n\t engine.injectProp(props, metaProps);\n\t}\n\tfunction injectProps(p) {\n\t engine.injectProp(props, p);\n\t}\n\n\tfunction getTexture(uuid) {\n\t return engine.Texture.from(getAssetByUUID(uuid).uuid);\n\t}\n\tfunction getTextureByName(name) {\n\t return getTexture(engine.getAssetByName(name).uuid);\n\t}\n\tfunction getBlockAsset(type) {\n\t return engine.getAssetByName(props.blockAssets[type]);\n\t}\n\tfunction createSvga(name, anchorName) {\n\t var inst = new svga.Svga();\n\t inst.source = 'asset://' + engine.getAssetByName(name).uuid;\n\t var anchor = props[(anchorName)];\n\t if (anchor) {\n\t inst.x = -anchor.x;\n\t inst.y = -anchor.y;\n\t inst.anchorX = anchor.x;\n\t inst.anchorY = anchor.y;\n\t }\n\t return inst;\n\t}\n\tfunction playSound(name) {\n\t engine.playSound(engine.getAssetByName(name).uuid, { keep: true });\n\t}\n\n\tvar Block = (function (_super) {\n\t tslib.__extends(Block, _super);\n\t function Block() {\n\t var _this = _super.call(this) || this;\n\t var body = _this.body = new svga.Svga();\n\t body.x = -props.blockWidth / 2;\n\t body.y = -props.blockHitHeight - props.blockPaddingTop;\n\t _this.addChild(body);\n\t return _this;\n\t }\n\t Block.prototype.reset = function (_a) {\n\t var type = _a.type;\n\t this.dir = Math.random() > 0.5 ? 1 : -1;\n\t if (this.type != type) {\n\t this.type = type;\n\t var asset = getBlockAsset(type);\n\t this.body.source = 'asset://' + asset.uuid;\n\t }\n\t this.scaleX = this.dir;\n\t this.body.gotoAndStop(1);\n\t };\n\t Block.prototype.playEnter = function (index, animation) {\n\t var _this = this;\n\t this.visible = true;\n\t this.x = this.dir * this.stage.width;\n\t var _a = props.blockDurationRange, min = _a[0], max = _a[1];\n\t var duration = Math.max(max - index * props.blockDurationStep, min);\n\t duration = duration + max * Math.random() * props.blockDurationRandom * (Math.random() > 0.5 ? 1 : -1);\n\t return new Promise(function (resolve) {\n\t if (animation) {\n\t engine.Tween.get(_this, null, null, true)\n\t .to({ x: 0, }, duration)\n\t .call(resolve);\n\t }\n\t else {\n\t _this.x = 0;\n\t setTimeout(function () {\n\t console.log(_this.body);\n\t }, 200);\n\t resolve();\n\t }\n\t });\n\t };\n\t Block.prototype.playLeave = function () {\n\t this.visible = false;\n\t };\n\t Block.prototype.playEffect = function () {\n\t var body = this.body;\n\t body.play(true, false);\n\t body.once(engine.Event.END_FRAME, function () {\n\t body.gotoAndStop(1);\n\t }, this);\n\t };\n\t Block.prototype.stop = function () {\n\t engine.Tween.removeTweens(this);\n\t };\n\t return Block;\n\t}(engine.Container));\n\n\tvar Background = (function (_super) {\n\t tslib.__extends(Background, _super);\n\t function Background() {\n\t return _super.call(this) || this;\n\t }\n\t Background.prototype.setup = function () {\n\t var _a = this.stage, width = _a.width, height = _a.height;\n\t var bg = this._bg = new engine.Image(getTextureByName('背景图'));\n\t bg.anchorX = bg.width / 2;\n\t bg.anchorY = bg.height / 2;\n\t bg.x = -(bg.width - width) / 2;\n\t bg.y = -(bg.height - height) / 2;\n\t this.addChild(bg);\n\t this._minScale = width / bg.width;\n\t };\n\t Background.prototype.playZoom = function (type, duration) {\n\t var _this = this;\n\t if (duration === void 0) { duration = 700; }\n\t return new Promise(function (resolve) {\n\t var scale = type === 'in' ? 1 : _this._minScale;\n\t engine.Tween.get(_this._bg, null, null, true)\n\t .to({ scaleX: scale, scaleY: scale }, duration, engine.Ease.cubicInOut)\n\t .call(resolve);\n\t });\n\t };\n\t return Background;\n\t}(engine.Container));\n\n\tvar svgaAssets = {\n\t aniReady: { name: '准备立正', dir: 1 },\n\t aniJump: { name: '跳上升', dir: 1 },\n\t aniFall: { name: '跳下落', dir: 1 },\n\t aniLandNormal: { name: '普通着地', dir: 1 },\n\t aniLandSide: { name: '边缘着地', dir: -1 },\n\t aniHit: { name: '被撞开', dir: -1 },\n\t aniParachute: { name: '降落', dir: -1 },\n\t};\n\tvar Player = (function (_super) {\n\t tslib.__extends(Player, _super);\n\t function Player() {\n\t var _this = _super.call(this) || this;\n\t _this.g = props.gravity;\n\t _this.addEventListener(engine.Event.ENTER_FRAME, _this.onEnterFrame, _this);\n\t return _this;\n\t }\n\t Player.prototype.switchAni = function (name, dir, play, loop) {\n\t var _this = this;\n\t if (dir === void 0) { dir = 1; }\n\t if (play === void 0) { play = true; }\n\t if (loop === void 0) { loop = false; }\n\t return new Promise(function (resolve) {\n\t _this.scaleX = dir;\n\t if (_this._aniName !== name) {\n\t _this._aniName = name;\n\t var oldAni = _this.removeChild(_this.getChildByName('body'));\n\t if (oldAni) {\n\t oldAni.stop();\n\t }\n\t var ani = _this._currentAni = _this['ani' + name];\n\t _this.addChild(ani);\n\t if (play) {\n\t ani.play(false, loop);\n\t if (loop) {\n\t resolve();\n\t }\n\t else {\n\t ani.once(engine.Event.END_FRAME, resolve);\n\t }\n\t }\n\t else {\n\t ani.gotoAndStop(1);\n\t resolve();\n\t }\n\t }\n\t });\n\t };\n\t Player.prototype.setup = function () {\n\t this.prefectEffect = createSvga('完美着地特效', 'playerLandPrefectAnchor');\n\t this.landEffect = createSvga('着地特效', 'playerLandEffectAnchor');\n\t for (var key in svgaAssets) {\n\t var _a = svgaAssets[key], name = _a.name, dir = _a.dir;\n\t var body = this[key] = createSvga(name, key.replace('ani', 'player') + 'Anchor');\n\t body.name = 'body';\n\t body.scaleX = dir;\n\t }\n\t };\n\t Player.prototype.reset = function (revive) {\n\t this.x = 0;\n\t this.rotation = 0;\n\t this.scaleX = this.scaleY = 1;\n\t this._prefectLandCounting = 0;\n\t engine.Tween.removeTweens(this);\n\t if (revive) {\n\t this.switchAni('Jump', 1, false);\n\t }\n\t };\n\t Player.prototype.playReady = function () {\n\t var _this = this;\n\t return new Promise(function (resolve) {\n\t _this.switchAni('Ready', 1);\n\t _this._currentAni.once(engine.Event.END_FRAME, function () {\n\t this.switchAni('Jump', 1, false);\n\t resolve();\n\t }, _this);\n\t });\n\t };\n\t Player.prototype.onEnterFrame = function (event) {\n\t if (!this.playing) {\n\t return;\n\t }\n\t this.vy += this.g;\n\t this.y += this.vy;\n\t if (this.vy > 0 && this._aniName !== 'Fall') {\n\t this.dispatchEvent('jump-on-top');\n\t this.switchAni('Fall');\n\t }\n\t if (this.y > this.baseY) {\n\t this.y = this.baseY;\n\t this.playing = false;\n\t this.jumpPromise && this.jumpPromise({\n\t aboveBlock: this.aboveBlock,\n\t });\n\t this.jumpPromise = null;\n\t }\n\t };\n\t Player.prototype.changeBaseY = function (v) {\n\t if (this.baseY == v) {\n\t return;\n\t }\n\t this.aboveBlock = true;\n\t this.baseY = v;\n\t };\n\t Player.prototype.jump = function () {\n\t var _this = this;\n\t playSound('跳起音效');\n\t this.switchAni('Jump', 1, false);\n\t this._currentAni.play(false, false);\n\t this.aboveBlock = false;\n\t this.playing = true;\n\t this.baseY = this.y;\n\t this.vy = -props.jumpSpeed;\n\t return new Promise(function (resolve) {\n\t _this.jumpPromise = resolve;\n\t });\n\t };\n\t Player.prototype.playLand = function (type, dir) {\n\t return tslib.__awaiter(this, void 0, void 0, function () {\n\t var _a, prefectEffect_1, landEffect_1;\n\t return tslib.__generator(this, function (_b) {\n\t switch (_b.label) {\n\t case 0:\n\t _a = type;\n\t switch (_a) {\n\t case 0: return [3, 1];\n\t case 1: return [3, 3];\n\t case 2: return [3, 3];\n\t case 3: return [3, 4];\n\t }\n\t return [3, 5];\n\t case 1:\n\t this._prefectLandCounting++;\n\t playSound('完美落地音效' + Math.min(4, this._prefectLandCounting));\n\t prefectEffect_1 = this.prefectEffect;\n\t this.addChildAt(prefectEffect_1, 0);\n\t prefectEffect_1.gotoAndPlay(1);\n\t prefectEffect_1.once(engine.Event.END_FRAME, function () {\n\t this.removeChild(prefectEffect_1);\n\t }, this);\n\t landEffect_1 = this.landEffect;\n\t this.addChildAt(landEffect_1, 0);\n\t landEffect_1.gotoAndPlay(1);\n\t landEffect_1.once(engine.Event.END_FRAME, function () {\n\t this.removeChild(landEffect_1);\n\t }, this);\n\t return [4, this.switchAni('LandNormal')];\n\t case 2:\n\t _b.sent();\n\t return [3, 5];\n\t case 3:\n\t this._prefectLandCounting = 0;\n\t playSound('普通落地音效');\n\t this.switchAni('LandNormal');\n\t return [3, 5];\n\t case 4:\n\t this._prefectLandCounting = 0;\n\t playSound('边缘落地音效');\n\t this.switchAni('LandSide', dir);\n\t return [3, 5];\n\t case 5: return [2];\n\t }\n\t });\n\t });\n\t };\n\t Player.prototype.hitAway = function (dir) {\n\t return tslib.__awaiter(this, void 0, void 0, function () {\n\t var _this = this;\n\t return tslib.__generator(this, function (_a) {\n\t switch (_a.label) {\n\t case 0:\n\t this.jumpPromise && this.jumpPromise();\n\t this.jumpPromise = null;\n\t playSound('被撞开音效');\n\t this.switchAni('Hit', dir);\n\t this.vy = 0;\n\t return [4, new Promise(function (resolve) {\n\t engine.Tween.get(_this)\n\t .to({\n\t x: -dir * props.hitAwayDistance.x,\n\t }, props.hitAwayDuration, engine.Ease.quartOut);\n\t engine.Tween.get(_this)\n\t .to({\n\t y: _this.y + props.hitAwayDistance.y,\n\t }, props.hitAwayDuration, engine.Ease.cubicOut)\n\t .call(resolve);\n\t })];\n\t case 1:\n\t _a.sent();\n\t return [2];\n\t }\n\t });\n\t });\n\t };\n\t Player.prototype.parachute = function (dir) {\n\t var _this = this;\n\t this.switchAni('Parachute', dir);\n\t return new Promise(function (resolve) {\n\t engine.Tween.get(_this)\n\t .wait(200)\n\t .call(function () {\n\t playSound('降落伞下落音效');\n\t })\n\t .wait(300)\n\t .to({ y: _this.y + props.parachuteDistance }, props.parachuteDuration)\n\t .set({ anchorOffsetY: 0 })\n\t .call(resolve);\n\t });\n\t };\n\t return Player;\n\t}(engine.Container));\n\n\tvar Base = (function (_super) {\n\t tslib.__extends(Base, _super);\n\t function Base() {\n\t return _super.call(this, getTextureByName('底座')) || this;\n\t }\n\t Base.prototype.setup = function () {\n\t this.x = -(this.width) / 2;\n\t };\n\t Base.prototype.reset = function () {\n\t this.y = -props.baseOffset;\n\t };\n\t return Base;\n\t}(engine.Image));\n\n\tvar GuideLayer = (function (_super) {\n\t tslib.__extends(GuideLayer, _super);\n\t function GuideLayer() {\n\t var _this = _super.call(this) || this;\n\t _this.setup();\n\t return _this;\n\t }\n\t GuideLayer.prototype.setup = function () {\n\t };\n\t GuideLayer.prototype.show = function (id, options) {\n\t var _this = this;\n\t return new Promise(function (resolve) {\n\t _this.visible = true;\n\t if (!_this.guideMask) {\n\t var _a = _this.stage, width = _a.width, height = _a.height;\n\t var guideMask = _this.guideMask = new engine.Container();\n\t var guideHole = new engine.Image(getTextureByName('引导遮罩'));\n\t guideHole.x = (width - guideHole.width) / 2;\n\t guideHole.y = options.y;\n\t guideMask.addChild(guideHole);\n\t _this.createRect(guideMask, 0, 0, width, guideHole.y);\n\t _this.createRect(guideMask, 0, guideHole.y, guideHole.x, guideHole.height);\n\t _this.createRect(guideMask, guideHole.x + guideHole.width, guideHole.y, width - guideHole.x - guideHole.width, guideHole.height);\n\t _this.createRect(guideMask, 0, guideHole.y + guideHole.height, width, height - guideHole.y - guideHole.height);\n\t var label = _this.label = new engine.Label();\n\t label.fillColor = 'white';\n\t label.size = 25;\n\t label.text = props.guideText;\n\t label.x = (width - label.width) / 2;\n\t label.y = guideHole.y + guideHole.height + 50;\n\t guideMask.addChild(label);\n\t _this.addChild(guideMask);\n\t }\n\t _this.once(engine.MouseEvent.CLICK, function () {\n\t this.visible = false;\n\t resolve();\n\t }, _this);\n\t });\n\t };\n\t GuideLayer.prototype.createRect = function (container, x, y, width, height) {\n\t var rect = new engine.Rect();\n\t rect.x = x;\n\t rect.y = y;\n\t rect.width = width;\n\t rect.height = height;\n\t rect.fillColor = 'black';\n\t rect.alpha = 0.7;\n\t container.addChild(rect);\n\t };\n\t return GuideLayer;\n\t}(engine.Container));\n\n\tvar GoldBag = (function (_super) {\n\t tslib.__extends(GoldBag, _super);\n\t function GoldBag() {\n\t var _this = _super.call(this) || this;\n\t _this.setup();\n\t return _this;\n\t }\n\t GoldBag.prototype.setup = function () {\n\t var avatar = this.avatar = new engine.Sprite(getTextureByName('钱袋-静态'));\n\t avatar.x = -props.goldPackAvatarAnchor.x;\n\t avatar.y = -props.goldPackAvatarAnchor.y;\n\t this.addChild(avatar);\n\t var svga = this.svga = createSvga('钱袋', 'goldPackAnchor');\n\t svga.visible = false;\n\t this.addChild(svga);\n\t };\n\t GoldBag.prototype.reset = function (data) {\n\t this.y = data.y;\n\t this.avatar.visible = true;\n\t this.svga.visible = false;\n\t this.svga.gotoAndStop(1);\n\t this.remain = data.remain;\n\t };\n\t GoldBag.prototype.playOpen = function () {\n\t var _this = this;\n\t this.avatar.visible = false;\n\t this.svga.visible = true;\n\t return new Promise(function (resolve) {\n\t _this.svga.play(true, false);\n\t _this.svga.once(engine.Event.END_FRAME, function () {\n\t this.svga.visible = false;\n\t resolve();\n\t }, _this);\n\t });\n\t };\n\t return GoldBag;\n\t}(engine.Container));\n\n\tvar ObjectPool = engine.ObjectPool;\n\tvar PoolName = 'gold-bag';\n\tObjectPool.registerPool(PoolName, function () {\n\t return new GoldBag();\n\t}, function (item, data) {\n\t item.reset(data);\n\t});\n\tvar GameView = (function (_super) {\n\t tslib.__extends(GameView, _super);\n\t function GameView() {\n\t var _this = _super.call(this) || this;\n\t _this.index = -1;\n\t _this.goldBags = [];\n\t _this.baseOffset = -props.baseOffset + props.playerOffset;\n\t _this.once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);\n\t return _this;\n\t }\n\t GameView.prototype.setup = function () {\n\t if (this._hasSetup) {\n\t return;\n\t }\n\t this._hasSetup = true;\n\t var _a = this.stage, width = _a.width, height = _a.height;\n\t var background = this.background = new Background();\n\t this.addChild(background);\n\t background.setup();\n\t var frontContainer = this.frontContainer = new engine.Container();\n\t frontContainer.x = width / 2;\n\t this.addChild(frontContainer);\n\t var guideLayer = this.guideLayer = new GuideLayer();\n\t this.addChild(guideLayer);\n\t var base = this.base = new Base();\n\t frontContainer.addChild(base);\n\t base.setup();\n\t var blockContainer = this.blockContainer = new engine.Container();\n\t frontContainer.addChild(blockContainer);\n\t var player = this.player = new Player();\n\t frontContainer.addChild(player);\n\t player.setup();\n\t player.addEventListener('jump-on-top', this.onPlayerJumpOnTop, this);\n\t ObjectPool.recycleObject(PoolName, ObjectPool.getObject(PoolName, {\n\t y: 0,\n\t remain: 0,\n\t }));\n\t this.hitEffect = createSvga('被撞烟雾', 'hitEffectAnchor');\n\t this.pos = 0;\n\t this.background.setup();\n\t this.addEventListener(engine.Event.ENTER_FRAME, this.onEnterFrame, this);\n\t this.reset();\n\t };\n\t GameView.prototype.reset = function (revive) {\n\t if (revive === void 0) { revive = false; }\n\t return tslib.__awaiter(this, void 0, void 0, function () {\n\t var blockContainer, i, li, block, i, i, li, goldBag;\n\t return tslib.__generator(this, function (_a) {\n\t switch (_a.label) {\n\t case 0:\n\t this.base.reset();\n\t this.index = -1;\n\t this._score = 0;\n\t if (revive) ;\n\t else {\n\t this.pos = 0;\n\t blockContainer = this.blockContainer;\n\t for (i = 0, li = blockContainer.children.length; i < li; i++) {\n\t block = blockContainer.getChildAt(i);\n\t block.playLeave();\n\t }\n\t }\n\t for (i = 0; i < props.initBlockCount; i++) {\n\t this.addBlock(false);\n\t }\n\t for (i = 0, li = this.goldBags.length; i < li; i++) {\n\t goldBag = this.goldBags[i];\n\t this.frontContainer.removeChild(goldBag);\n\t ObjectPool.recycleObject(PoolName, goldBag);\n\t }\n\t this.goldBags.splice(0);\n\t this.playZoom('in');\n\t return [4, this.resetPlayer(revive)];\n\t case 1:\n\t _a.sent();\n\t return [2];\n\t }\n\t });\n\t });\n\t };\n\t GameView.prototype.resetPlayer = function (revive) {\n\t if (revive === void 0) { revive = false; }\n\t return tslib.__awaiter(this, void 0, void 0, function () {\n\t return tslib.__generator(this, function (_a) {\n\t this.player.reset(revive);\n\t this.player.y = this.baseOffset - (this.index + 1) * props.blockHitHeight;\n\t return [2];\n\t });\n\t });\n\t };\n\t GameView.prototype.start = function (revive) {\n\t if (revive === void 0) { revive = false; }\n\t return tslib.__awaiter(this, void 0, void 0, function () {\n\t var guideFlagKey, guideFlag;\n\t var _this = this;\n\t return tslib.__generator(this, function (_a) {\n\t switch (_a.label) {\n\t case 0:\n\t if (!!revive) return [3, 2];\n\t return [4, this.player.playReady()];\n\t case 1:\n\t _a.sent();\n\t _a.label = 2;\n\t case 2:\n\t guideFlagKey = 'jump-high-guide_' + props.guideFlagKey;\n\t guideFlag = localStorage.getItem(guideFlagKey);\n\t if (!!guideFlag) return [3, 4];\n\t localStorage.setItem(guideFlagKey, '1');\n\t return [4, this.guideLayer.show('', { y: this.stage.height + this.player.y - 280 })];\n\t case 3:\n\t _a.sent();\n\t _a.label = 4;\n\t case 4:\n\t this.lastLandType = 0;\n\t this._remainToShowGoldBag = props.goldBagScoreMultiple - props.goldBagScoreSubtraction;\n\t this._touchEnabled = true;\n\t setTimeout(function () {\n\t _this.addBlock();\n\t }, 100);\n\t engine.globalEvent.dispatchEvent('jump-high-game-start');\n\t return [2];\n\t }\n\t });\n\t });\n\t };\n\t GameView.prototype.pause = function () {\n\t if (this.currentBlock) {\n\t engine.Tween.pauseTweens(this.currentBlock);\n\t }\n\t engine.Tween.pauseTweens(this.player);\n\t };\n\t GameView.prototype.resume = function () {\n\t if (this.currentBlock) {\n\t engine.Tween.resumeTweens(this.currentBlock);\n\t }\n\t engine.Tween.resumeTweens(this.player);\n\t };\n\t GameView.prototype.revive = function () {\n\t return tslib.__awaiter(this, void 0, void 0, function () {\n\t return tslib.__generator(this, function (_a) {\n\t switch (_a.label) {\n\t case 0:\n\t this.blockContainer.getChildAt(this.index).visible = false;\n\t this.index--;\n\t return [4, this.resetPlayer(true)];\n\t case 1:\n\t _a.sent();\n\t return [4, this.playZoom('in')];\n\t case 2:\n\t _a.sent();\n\t this.start(true);\n\t return [2];\n\t }\n\t });\n\t });\n\t };\n\t GameView.prototype.addBlock = function (animation) {\n\t var _this = this;\n\t if (animation === void 0) { animation = true; }\n\t this.index++;\n\t var blockContainer = this.blockContainer;\n\t var block;\n\t if (blockContainer.children.length > this.index) {\n\t block = blockContainer.getChildAt(this.index);\n\t block.visible = true;\n\t }\n\t else {\n\t block = new Block();\n\t blockContainer.addChild(block);\n\t }\n\t block.reset({\n\t type: Math.floor(Math.random() * props.blockAssets.length),\n\t });\n\t block.y = this.baseOffset - this.index * props.blockHitHeight;\n\t this.blockComplete = false;\n\t block.playEnter(this.index, animation).then(function (data) {\n\t _this.blockComplete = true;\n\t });\n\t if (animation) {\n\t this.needHitTest = true;\n\t }\n\t this.currentBlock = block;\n\t };\n\t GameView.prototype.addGoldBag = function () {\n\t var goldBag = ObjectPool.getObject(PoolName, {\n\t y: this.baseOffset - (this.blockCount + props.goldBagDistance + props.goldBagJumpSubtraction) * props.blockHitHeight,\n\t remain: props.goldBagDistance,\n\t });\n\t this.frontContainer.addChild(goldBag);\n\t this.goldBags.push(goldBag);\n\t };\n\t GameView.prototype.playOpenGoldBag = function () {\n\t return tslib.__awaiter(this, void 0, void 0, function () {\n\t var i, li, goldBag;\n\t return tslib.__generator(this, function (_a) {\n\t switch (_a.label) {\n\t case 0:\n\t i = 0, li = this.goldBags.length;\n\t _a.label = 1;\n\t case 1:\n\t if (!(i < li)) return [3, 4];\n\t goldBag = this.goldBags[i];\n\t goldBag.remain--;\n\t if (!(goldBag.remain <= 0)) return [3, 3];\n\t this.goldBags.splice(i, 1);\n\t i--;\n\t li--;\n\t this.nextToUpdateScore = true;\n\t return [4, goldBag.playOpen()];\n\t case 2:\n\t _a.sent();\n\t this.frontContainer.removeChild(goldBag);\n\t ObjectPool.recycleObject(PoolName, goldBag);\n\t _a.label = 3;\n\t case 3:\n\t i++;\n\t return [3, 1];\n\t case 4: return [2];\n\t }\n\t });\n\t });\n\t };\n\t GameView.prototype.onPlayerJumpOnTop = function () {\n\t if (this.nextToUpdateScore) {\n\t this.nextToUpdateScore = false;\n\t this.scoreChange(4);\n\t playSound('撞击钱袋音效');\n\t }\n\t };\n\t Object.defineProperty(GameView.prototype, \"blockCount\", {\n\t get: function () {\n\t return this.index - props.initBlockCount + 1;\n\t },\n\t enumerable: true,\n\t configurable: true\n\t });\n\t Object.defineProperty(GameView.prototype, \"pos\", {\n\t get: function () {\n\t return this._pos;\n\t },\n\t set: function (v) {\n\t this._pos = v;\n\t this.updatePos();\n\t },\n\t enumerable: true,\n\t configurable: true\n\t });\n\t GameView.prototype.updatePos = function () {\n\t this.frontContainer.y = this.stage.height + this._pos;\n\t };\n\t GameView.prototype.onEnterFrame = function (event) {\n\t if (this.needHitTest) {\n\t if (this.currentBlock) {\n\t var _a = this.currentBlock, bx = _a.x, by = _a.y, dir = _a.dir;\n\t var _b = this.player, px = _b.x, py = _b.y;\n\t var blockHitWidth = props.blockHitWidth, blockHitHeight = props.blockHitHeight, playerWidth = props.playerWidth;\n\t var hitOn = false;\n\t if (Math.abs(px - bx) < (blockHitWidth + playerWidth) / 2) {\n\t this.player.changeBaseY(by - blockHitHeight);\n\t if (py > by - blockHitHeight) {\n\t hitOn = true;\n\t }\n\t }\n\t if (hitOn) {\n\t this.onHitOn(dir);\n\t }\n\t }\n\t }\n\t };\n\t GameView.prototype.onHitOn = function (dir) {\n\t return tslib.__awaiter(this, void 0, void 0, function () {\n\t return tslib.__generator(this, function (_a) {\n\t switch (_a.label) {\n\t case 0:\n\t this._touchEnabled = false;\n\t this.needHitTest = false;\n\t clearInterval(this.timer);\n\t this.currentBlock.stop();\n\t this.playHitEffect(dir);\n\t return [4, this.player.hitAway(dir)];\n\t case 1:\n\t _a.sent();\n\t this.playZoom('out');\n\t return [4, this.player.parachute(dir)];\n\t case 2:\n\t _a.sent();\n\t engine.globalEvent.dispatchEvent('jump-high-game-end');\n\t return [2];\n\t }\n\t });\n\t });\n\t };\n\t GameView.prototype.jump = function () {\n\t return tslib.__awaiter(this, void 0, void 0, function () {\n\t var result, pos, type, lastLandType;\n\t var _this = this;\n\t return tslib.__generator(this, function (_a) {\n\t switch (_a.label) {\n\t case 0:\n\t if (!this._touchEnabled) {\n\t return [2];\n\t }\n\t this._touchEnabled = false;\n\t this.playOpenGoldBag();\n\t return [4, this.player.jump()];\n\t case 1:\n\t result = _a.sent();\n\t if (!result) return [3, 5];\n\t if (!result.aboveBlock) return [3, 4];\n\t pos = Math.abs(this.currentBlock.x);\n\t type = 0;\n\t if (pos > 0) {\n\t type = pos > 0 && pos < props.scoreThreshold ? 2 : 3;\n\t }\n\t lastLandType = this.lastLandType;\n\t this.lastLandType = type;\n\t if (type === 0) {\n\t if (lastLandType !== type) {\n\t type = 1;\n\t }\n\t }\n\t if (type < 3) {\n\t this.currentBlock.playEffect();\n\t }\n\t this.player.playLand(type, this.currentBlock.dir);\n\t this.currentBlock.stop();\n\t this.scoreChange(type);\n\t return [4, this.playShake()];\n\t case 2:\n\t _a.sent();\n\t return [4, new Promise(function (resolve) {\n\t engine.Tween.get(_this, null, null, true)\n\t .to({ pos: props.blockHitHeight * _this.index }, 300, engine.Ease.cubicOut)\n\t .call(resolve);\n\t })];\n\t case 3:\n\t _a.sent();\n\t this.addBlock();\n\t _a.label = 4;\n\t case 4:\n\t this._touchEnabled = true;\n\t _a.label = 5;\n\t case 5: return [2];\n\t }\n\t });\n\t });\n\t };\n\t GameView.prototype.scoreChange = function (type) {\n\t var scoreAdd = props.scoreWeights[type];\n\t this._score += scoreAdd;\n\t this._remainToShowGoldBag -= scoreAdd;\n\t var score = this._score;\n\t engine.globalEvent.dispatchEvent('jump-high-score', {\n\t type: type,\n\t score: score,\n\t scoreAdd: scoreAdd,\n\t });\n\t console.log(score, this._remainToShowGoldBag);\n\t if (this._remainToShowGoldBag <= 0) {\n\t this._remainToShowGoldBag += props.goldBagScoreMultiple;\n\t this.addGoldBag();\n\t console.log('addGoldBag');\n\t }\n\t };\n\t GameView.prototype.playHitEffect = function (dir) {\n\t var hitEffect = this.hitEffect;\n\t hitEffect.scaleX = dir;\n\t hitEffect.y = this.player.y - props.hitEffectAnchor.y;\n\t hitEffect.play(true, false);\n\t hitEffect.once(engine.Event.END_FRAME, function () {\n\t this.frontContainer.removeChild(hitEffect);\n\t }, this);\n\t this.frontContainer.addChild(hitEffect);\n\t };\n\t GameView.prototype.playZoom = function (type, duration) {\n\t var _this = this;\n\t if (duration === void 0) { duration = 700; }\n\t this.background.playZoom(type, duration);\n\t var count = this.stage.height / props.blockHitHeight;\n\t return new Promise(function (resolve) {\n\t _this.frontContainer.anchorY = -props.blockHitHeight * (_this.index + count * 1.3) + props.baseOffset;\n\t var scale = type === 'in' ? 1 : Math.min((_this.stage.height / props.blockHitHeight / (_this.index + count)), props.maxScale);\n\t console.log(scale);\n\t engine.Tween.get(_this.frontContainer, null, null, true)\n\t .to({ scaleX: scale, scaleY: scale }, duration, engine.Ease.cubicInOut)\n\t .call(resolve);\n\t });\n\t };\n\t GameView.prototype.playShake = function () {\n\t var _this = this;\n\t var _a = this.frontContainer, x = _a.x, y = _a.y;\n\t return new Promise(function (resolve) {\n\t var shakeOffset = 7;\n\t var duration = 30;\n\t engine.Tween.get(_this.frontContainer, null, null, true)\n\t .to({ x: x, y: y - shakeOffset }, duration)\n\t .to({ x: x, y: y + shakeOffset }, duration)\n\t .to({ x: x + shakeOffset, y: y }, duration)\n\t .to({ x: x - shakeOffset, y: y }, duration)\n\t .to({ x: x, y: y }, duration)\n\t .call(resolve);\n\t });\n\t };\n\t return GameView;\n\t}(engine.Container));\n\n\tvar JumpHigh = (function (_super) {\n\t tslib.__extends(JumpHigh, _super);\n\t function JumpHigh() {\n\t var _this = _super.call(this) || this;\n\t engine.globalEvent.addEventListener('jump-high-reset', _this.reset, _this);\n\t engine.globalEvent.addEventListener('jump-high-start', _this.start, _this);\n\t engine.globalEvent.addEventListener('jump-high-pause', _this.pause, _this);\n\t engine.globalEvent.addEventListener('jump-high-resume', _this.resume, _this);\n\t engine.globalEvent.addEventListener('jump-high-revive', _this.revive, _this);\n\t _this.addEventListener(engine.MouseEvent.MOUSE_DOWN, _this.onTap, _this);\n\t var gameView = _this._gameView = new GameView();\n\t _this.addChild(gameView);\n\t return _this;\n\t }\n\t JumpHigh.prototype.reset = function () {\n\t this._gameView.reset();\n\t };\n\t JumpHigh.prototype.start = function (event) {\n\t {\n\t injectProps(event.data);\n\t }\n\t this._status = 1;\n\t this._gameView.start();\n\t };\n\t JumpHigh.prototype.pause = function () {\n\t this._gameView.pause();\n\t };\n\t JumpHigh.prototype.resume = function () {\n\t this._gameView.resume();\n\t };\n\t JumpHigh.prototype.revive = function () {\n\t this._gameView.revive();\n\t };\n\t JumpHigh.prototype.onTap = function (event) {\n\t this._gameView.jump();\n\t };\n\t return JumpHigh;\n\t}(engine.Container));\n\n\tfunction index (props) {\n\t prepareProps();\n\t injectProps(props);\n\t var instance = new JumpHigh();\n\t return instance;\n\t}\n\n\treturn index;\n\n})));\n"
} }
{
"name": "跳一跳",
"desc": "跳一跳模块",
"props": {
"prizeScore": {
"alias": "接中奖品获得分数",
"type": "number",
"default": 3
},
"prizeOdds": {
"alias": "奖品出现概率",
"type": "number",
"default": 0.3
},
"ghostOdds": {
"alias": "怪物出现概率",
"type": "number",
"default": 0.3
}
},
"assets": [
{
"name": "玩家abc",
"url": "//yun.duiba.com.cn/aurora/assets/41aab15126a106fb7b4083fbc50f9bcea5b3a090.svga",
"uuid": "613125b7-f199-4aa1-860a-9243fc16c4eb",
"ext": ".svga"
},
{
"name": "玩家右",
"url": "//yun.duiba.com.cn/aurora/assets/85af8997aa6dd1aa47011ea843302a4a072f2efd.png",
"uuid": "09e76db2-db0f-46e0-803a-998b1895a027",
"ext": ".png"
},
{
"name": "台阶",
"url": "//yun.duiba.com.cn/aurora/assets/e37ef0563103ffd582d787d36032d7262a3dce47.png",
"uuid": "db411686-ad6b-4bed-81b5-b844715e2882",
"ext": ".png"
},
{
"name": "青团",
"url": "//yun.duiba.com.cn/aurora/assets/14bfed9ab0c2f995b1ca34a5ca0116e8d155012d.png",
"uuid": "84b0849b-7417-4322-b4a3-f7d1a38b15c3",
"ext": ".png"
},
{
"name": "大灰狼",
"url": "//yun.duiba.com.cn/aurora/assets/25a1b525af1daeab062565c2c2c9737957ce4be3.svga",
"uuid": "eae1241a-d133-4816-9496-a2850e7e2d8f",
"ext": ".svga"
},
{
"name": "得分",
"url": "//yun.duiba.com.cn/aurora/assets/88e5d349a8829ddd2b0f608da4d2d537db4bad54.png",
"uuid": "8d9cfa4e-18f9-43a4-8f8e-6996577482b6",
"ext": ".png"
},
{
"name": "加分",
"url": "//yun.duiba.com.cn/aurora/assets/b534a5f50ccc7eeca9ea4f0d4dea78430b8dec9b.png",
"uuid": "6dcb1e61-95e2-4841-8b71-7152f8d6cb37",
"ext": ".png"
},
{
"name": "游戏背景音乐",
"url": "//yun.duiba.com.cn/aurora/assets/7c955f550176b8ea2797b5555c30f1dfc9a770c1.mp3",
"uuid": "da826400-c835-4b75-8991-a29b64c5ac0b",
"ext": ".mp3"
},
{
"name": "吃道具音效",
"url": "//yun.duiba.com.cn/aurora/assets/a9e40a494d33b2c2a5c70ad93090efb4b36cb55d.mp3",
"uuid": "6b809f4e-1712-4201-beed-a683294ded02",
"ext": ".mp3"
},
{
"name": "碰到怪物掉落死亡音效",
"url": "//yun.duiba.com.cn/aurora/assets/e7f28dbc188c24613dccd11690a6f2e66bd00caa.mp3",
"uuid": "dc4426e3-cfe0-492e-bf74-002e0eb605cf",
"ext": ".mp3"
},
{
"name": "跳起死亡音效",
"url": "//yun.duiba.com.cn/aurora/assets/5603f0353a3eeea305c7398bd17f993be7474641.mp3",
"uuid": "f3f66910-8af2-4ceb-b7b3-27329a8ca93b",
"ext": ".mp3"
}
],
"events": {
"in": {
"jump-more-reset": {
"alias": "重置",
"data": {
"goodsProbability": "[0.2,0.5,0.3]道具概率(雨滴、石头、炸弹),所有概率相加为1",
"countDown": "倒计时(s)",
"acceleratedSpeed": "道具掉落加速度(单位:每秒)"
}
},
"jump-more-start": {
"alias": "开始"
},
"jump-more-revive": {
"alias": "复活"
},
"jump-more-pause": {
"alias": "暂停"
},
"jump-more-resume": {
"alias": "恢复"
}
},
"out": {
"jump-more-score-update": {
"alias": "分数更新",
"data": {
"score": "分数"
}
},
"jump-more-game-over": {
"alias": "游戏结束",
"data": {
"score": "分数",
"reason": "结束原因(1:时间到了,2:玩家死亡)"
}
}
}
},
"id": "jump-more",
"code": "(function (global, factory) {\n\ttypeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('tslib')) :\n\ttypeof define === 'function' && define.amd ? define(['tslib'], factory) :\n\t(global = global || self, global['jump-more'] = factory(global.tslib));\n}(this, (function (tslib) { 'use strict';\n\n\tvar props = {};\n\tfunction prepareProps() {\n\t var metaProps = getProps();\n\t engine.injectProp(props, metaProps);\n\t}\n\tfunction injectProps(p) {\n\t engine.injectProp(props, p);\n\t}\n\n\tfunction getTexture(uuid) {\n\t return engine.Texture.from(getAssetByUUID(uuid).uuid);\n\t}\n\tfunction getTextureByName(name) {\n\t return getTexture(engine.getAssetByName(name).uuid);\n\t}\n\tfunction createSvga(name, anchorName) {\n\t var inst = new svga.Svga();\n\t inst.source = 'asset://' + engine.getAssetByName(name).uuid;\n\t return inst;\n\t}\n\n\tvar Platform = (function (_super) {\n\t tslib.__extends(Platform, _super);\n\t function Platform() {\n\t var _this = _super.call(this) || this;\n\t _this.x = 0;\n\t _this.y = 0;\n\t _this.prizeOdds = props.prizeOdds;\n\t _this.ghostOdds = props.ghostOdds;\n\t _this.width = 224;\n\t _this.height = 56;\n\t _this.flag = 0;\n\t _this.state = 0;\n\t _this.moved = 0;\n\t _this.vx = 1;\n\t _this.type = 1;\n\t _this._body = new engine.Rect();\n\t _this.isNew = true;\n\t _this.addStatus = false;\n\t _this.addChild(new engine.Sprite(getTextureByName('台阶')));\n\t _this.prizeIcon = new engine.Sprite(getTextureByName('青团'));\n\t _this.prizeIcon.x = _this.x + _this.width / 2 - _this.prizeIcon.width / 2;\n\t _this.prizeIcon.y = _this.y - _this.height + 10;\n\t _this.ghostIcon = createSvga('大灰狼');\n\t _this.ghostIcon.gotoAndPlay(1);\n\t setTimeout(function () {\n\t _this.ghostIcon.y = -_this.height * 2 - 10;\n\t _this.ghostIcon.x = _this.width / 2 - _this.ghostIcon.width / 2;\n\t }, 10);\n\t _this.prizeIcon.visible = false;\n\t _this.ghostIcon.visible = false;\n\t _this.addChild(_this.ghostIcon);\n\t _this.addChild(_this.prizeIcon);\n\t _this.prizeFlag = Math.random() < _this.prizeOdds ? true : false;\n\t if (_this.prizeFlag) {\n\t _this.ghostFlag = false;\n\t _this.prizeIcon.visible = true;\n\t }\n\t return _this;\n\t }\n\t Platform.prototype.getStatus = function () {\n\t this.prizeIcon.visible = false;\n\t this.ghostIcon.visible = false;\n\t this.prizeFlag = Math.random() < this.prizeOdds ? true : false;\n\t if (this.prizeFlag) {\n\t this.ghostFlag = false;\n\t this.prizeIcon.visible = true;\n\t }\n\t else {\n\t this.ghostFlag = Math.random() < this.ghostOdds ? true : false;\n\t if (this.ghostFlag)\n\t this.ghostIcon.visible = true;\n\t }\n\t };\n\t return Platform;\n\t}(engine.Container));\n\n\tvar Goods = (function (_super) {\n\t tslib.__extends(Goods, _super);\n\t function Goods() {\n\t var _this = _super.call(this) || this;\n\t var body;\n\t body = _this._body = new engine.Rect();\n\t var rain = new engine.Sprite(getTextureByName('雨滴'));\n\t rain[\"npcType\"] = \"rain\";\n\t var stone = new engine.Sprite(getTextureByName('石块'));\n\t stone[\"npcType\"] = \"stone\";\n\t var boom = new engine.Sprite(getTextureByName('炸弹'));\n\t boom[\"npcType\"] = \"boom\";\n\t rain.visible = false;\n\t stone.visible = false;\n\t boom.visible = false;\n\t body.addChild(rain);\n\t body.addChild(stone);\n\t body.addChild(boom);\n\t _this.addChild(body);\n\t body.width = .0001;\n\t body.height = .0001;\n\t body.mouseEnabled = false;\n\t return _this;\n\t }\n\t Goods.prototype.getRandomNumberByRange = function (start, end) {\n\t return Math.floor(Math.random() * (end - start) + start);\n\t };\n\t Goods.prototype.reset = function () {\n\t this.visible = true;\n\t this.rotation = 0;\n\t this.anchorOffsetY = 0;\n\t this.y = 0;\n\t this.x = (750 - 120) * Math.random() + 30;\n\t this.rotation = 0;\n\t var random = Math.random();\n\t if (random < props.goodsProbability[0]) {\n\t this.showNpc(\"rain\");\n\t }\n\t else if (random >= props.goodsProbability[0] && random <= (props.goodsProbability[0] + props.goodsProbability[1])) {\n\t this.showNpc(\"stone\");\n\t }\n\t else if (random > (props.goodsProbability[0] + props.goodsProbability[1])) {\n\t this.showNpc(\"boom\");\n\t }\n\t };\n\t Goods.prototype.showNpc = function (type) {\n\t for (var i = 0; i < this._body.children.length; i++) {\n\t this._body.children[i].visible = false;\n\t this._body.children[i].mouseEnabled = false;\n\t }\n\t for (var i = 0; i < this._body.children.length; i++) {\n\t if (this._body.children[i][\"npcType\"] == type) {\n\t this[\"npcType\"] = type;\n\t this._body.children[i].visible = true;\n\t this._body.children[i].mouseEnabled = false;\n\t }\n\t }\n\t };\n\t Object.defineProperty(Goods.prototype, \"anchorOffsetY\", {\n\t set: function (v) {\n\t this._body.y = v;\n\t },\n\t enumerable: true,\n\t configurable: true\n\t });\n\t return Goods;\n\t}(engine.Container));\n\n\tvar ObjectPool = engine.ObjectPool;\n\tvar PoolName = 'goods';\n\tObjectPool.registerPool(PoolName, function () {\n\t return new Goods();\n\t}, function (item, data) {\n\t item.reset();\n\t});\n\n\tvar SoundMgr = (function () {\n\t function SoundMgr() {\n\t }\n\t Object.defineProperty(SoundMgr, \"instance\", {\n\t get: function () {\n\t if (!this._instance) {\n\t this._instance = new SoundMgr();\n\t }\n\t return this._instance;\n\t },\n\t enumerable: true,\n\t configurable: true\n\t });\n\t Object.defineProperty(SoundMgr.prototype, \"enabled\", {\n\t get: function () {\n\t return engine.env.soundEnabled;\n\t },\n\t enumerable: true,\n\t configurable: true\n\t });\n\t SoundMgr.prototype.playEffect = function (name, loop) {\n\t if (loop === void 0) { loop = false; }\n\t engine.playSound(getAssetByUUID(nameToUuid[name]).uuid, {\n\t loop: loop,\n\t keep: true\n\t }, name);\n\t };\n\t SoundMgr.prototype.stopEffect = function (name) {\n\t engine.stopSound(name);\n\t engine.destroySound(name);\n\t };\n\t SoundMgr._instance = null;\n\t return SoundMgr;\n\t}());\n\tvar nameToUuid = {\n\t bgm: \"da826400-c835-4b75-8991-a29b64c5ac0b\",\n\t prize: \"6b809f4e-1712-4201-beed-a683294ded02\",\n\t ghost: \"dc4426e3-cfe0-492e-bf74-002e0eb605cf\",\n\t jumpdied: \"f3f66910-8af2-4ceb-b7b3-27329a8ca93b\",\n\t};\n\n\tvar ObjectPool$1 = engine.ObjectPool;\n\tvar GameView = (function (_super) {\n\t tslib.__extends(GameView, _super);\n\t function GameView() {\n\t var _this = _super.call(this) || this;\n\t _this.gravity = 0.2;\n\t _this.bottomY = 5;\n\t _this.jumpCount = 0;\n\t _this.flag = 0;\n\t _this.iconX = 0;\n\t _this.goodsItems = [];\n\t _this.platformCount = 12;\n\t _this.platformGap = 0;\n\t _this.platPosition = 0;\n\t _this.platforms = [];\n\t _this.newPlatforms = [];\n\t _this.cashNum = 0;\n\t _this.moveCatchX = 0;\n\t _this.playerCatchX = 0;\n\t _this.onDownStage = function (e) {\n\t if (e.stageX < _this.width / 2) {\n\t _this.player.dir = 'left';\n\t _this.player.isMovingLeft = true;\n\t _this.playerSvga.scaleX = -1;\n\t setTimeout(function () {\n\t _this.player.isMovingLeft = false;\n\t }, 500);\n\t }\n\t else {\n\t _this.player.dir = 'right';\n\t _this.player.isMovingRight = true;\n\t _this.playerSvga.scaleX = 1;\n\t setTimeout(function () {\n\t _this.player.isMovingRight = false;\n\t }, 500);\n\t }\n\t };\n\t _this.onMoveStage = function (e) {\n\t if (_this.gameIng) {\n\t _this.player.x = _this.playerCatchX + (e.localX - _this.moveCatchX);\n\t }\n\t };\n\t _this.onOutStage = function (e) {\n\t if (e.stageX < _this.width / 2) {\n\t _this.player.dir = 'left';\n\t _this.player.isMovingLeft = false;\n\t }\n\t else {\n\t _this.player.dir = 'right';\n\t _this.player.isMovingRight = false;\n\t }\n\t };\n\t _this.once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);\n\t return _this;\n\t }\n\t GameView.prototype.setup = function () {\n\t var _this = this;\n\t if (this._hasSetup) {\n\t return;\n\t }\n\t this._hasSetup = true;\n\t this.NpcBg = new engine.Container();\n\t this.NpcBg.alpha = 1;\n\t this.NpcBg.width = 0;\n\t this.NpcBg.height = 0;\n\t this.addChild(this.NpcBg);\n\t this.player = new engine.Container();\n\t this.player.vx = 0;\n\t this.player.vy = 11;\n\t this.player.isMovingLeft = false;\n\t this.player.isMovingRight = false;\n\t this.player.isDead = false;\n\t this.player.jump = function () {\n\t _this.player.vy = -10;\n\t _this.playerSvga.play(false, false);\n\t };\n\t this.playerSvga = createSvga('玩家abc');\n\t this.player.addChild(this.playerSvga);\n\t this.visible = false;\n\t this.addScoreIcon = new engine.Sprite(getTextureByName('加分'));\n\t this.addScoreIcon.visible = false;\n\t this.player.addChild(this.addScoreIcon);\n\t setTimeout(function () {\n\t _this.visible = true;\n\t _this.playerSvga.anchorY = _this.playerSvga.height / 2;\n\t _this.playerSvga.anchorX = _this.playerSvga.width / 2;\n\t _this.player.anchorY = _this.player.height / 2;\n\t _this.player.anchorX = _this.player.width / 2;\n\t _this.player.x = 375 - _this.player.width / 2;\n\t _this.iconX = _this.player.width + 20;\n\t _this.addScoreIcon.y =\n\t _this.player.height / 2 - _this.addScoreIcon.height / 2 + 20;\n\t }, 300);\n\t this.score = 0;\n\t this.rectBg = new engine.Container();\n\t this.rectBg.width = 750;\n\t this.rectBg.height = 1624;\n\t this.rectHeight = this.stage.height - this.rectBg.height;\n\t this.rectBg.y = this.rectHeight;\n\t this.addChild(this.rectBg);\n\t this.player.y = this.rectBg.height;\n\t this.baseY = this.rectBg.height - this.bottomY;\n\t this.rectBg.addEventListener(engine.MouseEvent.CLICK, this.onDownStage, this);\n\t };\n\t GameView.prototype.base = function () { };\n\t GameView.prototype.createPlatform = function (needGhost) {\n\t if (needGhost === void 0) { needGhost = false; }\n\t var platform = new Platform();\n\t platform.x = Math.random() * (this.width - platform.width);\n\t this.platPosition += this.rectBg.height / this.platformCount;\n\t var platform2 = new Platform();\n\t var left = platform.x;\n\t if (left > this.width / 2) {\n\t platform2.x =\n\t Math.random() * (platform.x - platform.width) - platform.width / 2;\n\t }\n\t else {\n\t platform2.x =\n\t platform.x +\n\t platform.width +\n\t Math.random() * (this.width - platform.x - platform.width * 1.5);\n\t }\n\t platform2.y = platform.y = this.platPosition;\n\t if (needGhost && !platform.prizeFlag) {\n\t platform.ghostFlag = Math.random() < platform.ghostOdds ? true : false;\n\t if (platform.ghostFlag)\n\t platform.ghostIcon.visible = true;\n\t }\n\t return [platform, platform2];\n\t };\n\t GameView.prototype.changePlatformGap = function (to) {\n\t var _this = this;\n\t if (this.platformCount == to)\n\t return;\n\t this.platformCount = to;\n\t var min = this.rectBg.height;\n\t for (var i = 0; i < this.platforms.length; i++) {\n\t if (min > this.platforms[i].y) {\n\t min = this.platforms[i].y;\n\t }\n\t }\n\t this.platPosition =\n\t min - this.rectBg.height / this.platformCount + this.rectBg.height;\n\t var newList = [];\n\t for (var i = 0; i < this.platformCount; i++) {\n\t newList.push.apply(newList, this.createPlatform(true));\n\t }\n\t this.newPlatforms = newList;\n\t this.newPlatforms.forEach(function (p) {\n\t if (p.isNew && !p.addStatus) {\n\t _this.rectBg.addChild(p);\n\t p.addStatus = true;\n\t }\n\t });\n\t this.platforms.forEach(function (p) {\n\t p.isNew = false;\n\t _this.rectBg.addChild(p);\n\t });\n\t this.platforms = this.platforms.concat(this.newPlatforms);\n\t };\n\t GameView.prototype.platformInit = function () {\n\t var _a;\n\t var _this = this;\n\t for (var i = 0; i < this.platformCount; i++) {\n\t (_a = this.platforms).push.apply(_a, this.createPlatform());\n\t }\n\t this.platforms.forEach(function (p, i) {\n\t _this.rectBg.addChild(p);\n\t });\n\t };\n\t GameView.prototype.playerJump = function () {\n\t var _this = this;\n\t this.player.y += this.player.vy;\n\t this.player.vy += this.gravity;\n\t if (this.player.vy > 0 &&\n\t this.player.x + 15 < 260 &&\n\t this.player.x + this.player.width - 15 > 155 &&\n\t this.player.y + this.player.height > 475 &&\n\t this.player.y + this.player.height < 500) {\n\t return this.player.jump();\n\t }\n\t if (this.player.isMovingLeft === true) {\n\t this.player.x += this.player.vx;\n\t this.player.vx -= 0.1;\n\t }\n\t else {\n\t this.player.x += this.player.vx;\n\t if (this.player.vx < 0)\n\t this.player.vx += 0.07;\n\t }\n\t if (this.player.isMovingRight === true) {\n\t this.player.x += this.player.vx;\n\t this.player.vx += 0.1;\n\t }\n\t else {\n\t this.player.x += this.player.vx;\n\t if (this.player.vx > 0)\n\t this.player.vx -= 0.07;\n\t }\n\t if (this.player.vx > 4)\n\t this.player.vx = 4;\n\t else if (this.player.vx < -4)\n\t this.player.vx = -4;\n\t if (this.player.y + this.player.height > this.baseY &&\n\t this.baseY < this.rectBg.height) {\n\t this.player.jump();\n\t }\n\t if (this.baseY > this.rectBg.height &&\n\t this.player.y + this.player.height > this.rectBg.height &&\n\t this.player.isDead != 'lol') {\n\t this.player.isDead = true;\n\t SoundMgr.instance.playEffect('jumpdied');\n\t }\n\t if (this.player.x > this.width)\n\t this.player.x = 0 - this.player.width;\n\t else if (this.player.x < 0 - this.player.width)\n\t this.player.x = this.width - this.player.width;\n\t if (this.player.y >= this.rectBg.height / 2 - this.player.height / 2) {\n\t this.player.y += this.player.vy;\n\t this.player.vy += this.gravity;\n\t }\n\t else {\n\t if (this.player.y < this.height / 2) {\n\t this.player.y -= this.player.vy;\n\t }\n\t if (this.newPlatforms.length > 0) {\n\t this.platforms.forEach(function (p, i) {\n\t if (_this.player.vy < 0) {\n\t p.y -= _this.player.vy;\n\t }\n\t if (_this.player.y < _this.height / 2) {\n\t p.y -= _this.player.vy;\n\t }\n\t if (p.y > _this.height) {\n\t if (p.isNew == false) {\n\t _this.cashNum++;\n\t if (_this.cashNum ==\n\t _this.platforms.length - _this.newPlatforms.length) {\n\t var list = _this.platforms.splice(0, _this.cashNum);\n\t _this.newPlatforms = [];\n\t for (var i_1 = 0; i_1 < list.length; i_1++) {\n\t _this.rectBg.removeChild(list[i_1]);\n\t }\n\t _this.cashNum = 0;\n\t }\n\t }\n\t p.y = p.y - _this.rectBg.height * 2;\n\t }\n\t });\n\t }\n\t else {\n\t this.platforms.forEach(function (p, i) {\n\t if (_this.player.vy < 0) {\n\t p.y -= _this.player.vy;\n\t }\n\t if (_this.player.y < _this.height / 2) {\n\t p.y -= _this.player.vy;\n\t }\n\t if (p.y > _this.height) {\n\t if (i % 2 == 0) {\n\t _this.platforms[i].x =\n\t Math.random() * (_this.width - _this.platforms[i].width);\n\t if (i != 0) {\n\t p.getStatus();\n\t }\n\t }\n\t else {\n\t var last = _this.platforms[i - 1], left = last.x;\n\t if (left > _this.width / 2) {\n\t p.x = Math.random() * (last.x - p.width) - p.width / 2;\n\t }\n\t else {\n\t p.x =\n\t last.x +\n\t p.width +\n\t Math.random() * (_this.width - last.x - p.width * 1.5);\n\t }\n\t }\n\t p.y = p.y - _this.rectBg.height;\n\t }\n\t });\n\t }\n\t this.baseY -= this.player.vy;\n\t this.player.vy += this.gravity;\n\t if (this.player.vy >= 0) {\n\t this.player.y += this.player.vy;\n\t this.player.vy += this.gravity;\n\t }\n\t if (this.score > 30 && this.score < 60) {\n\t this.changePlatformGap(11);\n\t }\n\t else if (this.score > 60 && this.score < 120) {\n\t this.changePlatformGap(10);\n\t }\n\t else if (this.score > 120) {\n\t this.changePlatformGap(8);\n\t }\n\t }\n\t if (this.player.isDead === false)\n\t this.collides();\n\t if (this.player.isDead == true) {\n\t this.gameOver();\n\t }\n\t };\n\t GameView.prototype.playMusic = function () {\n\t SoundMgr.instance.playEffect('bgm', true);\n\t };\n\t GameView.prototype.collides = function () {\n\t var _this = this;\n\t this.platforms.forEach(function (p, i) {\n\t if (_this.player.vy > 0 &&\n\t p.state === 0 &&\n\t _this.player.x + 55 < p.x + p.width &&\n\t _this.player.x + _this.player.width - 30 > p.x &&\n\t _this.player.y + _this.player.height + 15 > p.y &&\n\t _this.player.y + _this.player.height + 15 < p.y + p.height) {\n\t if (p.prizeFlag) {\n\t SoundMgr.instance.playEffect('prize');\n\t _this.score += props.prizeScore;\n\t engine.globalEvent.dispatchEvent('jump-more-score-update', {\n\t score: _this.score\n\t });\n\t p.prizeFlag = false;\n\t p.prizeIcon.visible = false;\n\t if (p.x > _this.rectBg.width - p.width * 1.5) {\n\t _this.addScoreIcon.x = -20 - _this.addScoreIcon.width;\n\t }\n\t else {\n\t _this.addScoreIcon.x = _this.iconX;\n\t }\n\t _this.addScoreIcon.visible = true;\n\t if (_this.addTimer) {\n\t clearTimeout(_this.addTimer);\n\t }\n\t _this.addTimer = setTimeout(function () {\n\t _this.addScoreIcon.visible = false;\n\t }, 1000);\n\t }\n\t else if (p.ghostFlag) {\n\t SoundMgr.instance.playEffect('ghost');\n\t _this.diedIndex = i;\n\t _this.gameOver();\n\t }\n\t else {\n\t _this.player.jump();\n\t }\n\t }\n\t });\n\t };\n\t GameView.prototype.gameOver = function () {\n\t this.platforms.forEach(function (p, i) {\n\t p.y -= 12;\n\t });\n\t if (this.player.y > this.rectBg.height / 2 && this.flag === 0) {\n\t this.player.y -= 8;\n\t this.player.vy = 0;\n\t }\n\t else if (this.player.y + this.player.height > this.rectBg.height) ;\n\t engine.globalEvent.dispatchEvent('jump-more-game-over', {\n\t score: this.score\n\t });\n\t this.player.isDead = 'lol';\n\t };\n\t GameView.prototype.rectBgCalc = function () {\n\t };\n\t GameView.prototype.gameRevive = function () {\n\t this.player.isDead = false;\n\t var random = Math.floor(Math.random() * 3) * 2;\n\t this.player.x = this.platforms[random].x;\n\t this.player.y = this.platforms[random].y;\n\t this.player.vx = 0;\n\t this.player.vy = 11;\n\t this.platforms.forEach(function (p, i) {\n\t p.ghostFlag = false;\n\t p.ghostIcon.visible = false;\n\t });\n\t };\n\t GameView.prototype.update_my = function () {\n\t this.playerJump();\n\t this.rectBg.addChild(this.player);\n\t };\n\t GameView.prototype.reset = function () {\n\t this.removeEventListener(engine.Event.ENTER_FRAME, this.test, this);\n\t SoundMgr.instance.stopEffect('bgm');\n\t this.recycleGoods();\n\t this.player.vx = 0;\n\t this.player.vy = 11;\n\t this.player.isMovingLeft = false;\n\t this.player.isMovingRight = false;\n\t this.player.x = 375 - this.player.width / 2;\n\t this.player.y = this.rectBg.height - 200;\n\t this.rectBg.y = this.rectHeight;\n\t this.platPosition = 0;\n\t this.score = 0;\n\t this.platformCount = 12;\n\t this.platformGap = 0;\n\t this.baseY = this.rectBg.height - this.bottomY;\n\t this.player.isDead = false;\n\t this.platformInit();\n\t this.playerJump();\n\t };\n\t GameView.prototype.start = function () {\n\t this.aniLoop();\n\t this.playMusic();\n\t };\n\t GameView.prototype.pause = function () {\n\t this.gameIng = false;\n\t };\n\t GameView.prototype.revive = function () {\n\t this.gameIng = true;\n\t };\n\t GameView.prototype.resume = function () {\n\t return tslib.__awaiter(this, void 0, void 0, function () {\n\t return tslib.__generator(this, function (_a) {\n\t this.reset();\n\t this.start();\n\t return [2];\n\t });\n\t });\n\t };\n\t GameView.prototype.aniLoop = function () {\n\t var _this = this;\n\t this.addEventListener(engine.Event.ENTER_FRAME, (this.test = function () {\n\t _this.update_my();\n\t }), this);\n\t };\n\t GameView.prototype.died = function () {\n\t this.score = 0;\n\t this.pause();\n\t };\n\t GameView.prototype.removeNpc = function (goods) {\n\t var _this = this;\n\t this.NpcBg.removeChild(goods);\n\t ObjectPool$1.recycleObject(PoolName, goods);\n\t this.removeEventListener(engine.Event.ENTER_FRAME, function () {\n\t _this.update_my();\n\t }, this);\n\t var index = this.goodsItems.indexOf(goods);\n\t if (index > -1) {\n\t this.goodsItems.splice(index, 1);\n\t }\n\t };\n\t GameView.prototype.recycleGoods = function () {\n\t for (var _i = 0, _a = this.platforms; _i < _a.length; _i++) {\n\t var p = _a[_i];\n\t this.rectBg.removeChild(p);\n\t }\n\t this.newPlatforms = [];\n\t this.platforms = [];\n\t };\n\t GameView.prototype.hasHit = function (a, b) {\n\t if (Math.abs(a.x + a.width / 2 - (b.x + b.width / 2)) <\n\t a.width / 2 + b.width / 2 &&\n\t Math.abs(a.y + a.height / 2 - (b.y + b.height / 2)) <\n\t a.height / 2 + b.height / 2) {\n\t return true;\n\t }\n\t else {\n\t return false;\n\t }\n\t };\n\t return GameView;\n\t}(engine.Container));\n\n\tvar GameWrapper = (function (_super) {\n\t tslib.__extends(GameWrapper, _super);\n\t function GameWrapper() {\n\t var _this = _super.call(this) || this;\n\t engine.globalEvent.addEventListener('jump-more-reset', _this.reset, _this);\n\t engine.globalEvent.addEventListener('jump-more-start', _this.start, _this);\n\t engine.globalEvent.addEventListener('jump-more-resume', _this.resume, _this);\n\t engine.globalEvent.addEventListener('jump-more-revive', _this.revive, _this);\n\t _this.addEventListener(engine.MouseEvent.CLICK, _this.onTap, _this);\n\t var gameView = _this._gameView = new GameView();\n\t _this.addChild(gameView);\n\t return _this;\n\t }\n\t GameWrapper.prototype.reset = function (event) {\n\t injectProps(event.data);\n\t this._gameView.visible = true;\n\t this._gameView.reset();\n\t };\n\t GameWrapper.prototype.start = function (event) {\n\t injectProps(event.data);\n\t this._gameView.start();\n\t };\n\t GameWrapper.prototype.pause = function () {\n\t this._gameView.pause();\n\t };\n\t GameWrapper.prototype.resume = function () {\n\t this._gameView.resume();\n\t };\n\t GameWrapper.prototype.revive = function () {\n\t this._gameView.gameRevive();\n\t };\n\t GameWrapper.prototype.onTap = function (event) {\n\t };\n\t return GameWrapper;\n\t}(engine.Container));\n\n\tfunction index (props) {\n\t prepareProps();\n\t injectProps(props);\n\t var instance = new GameWrapper();\n\t return instance;\n\t}\n\n\treturn index;\n\n})));\n"
}
...@@ -12,7 +12,6 @@ ...@@ -12,7 +12,6 @@
function injectProps(p) { function injectProps(p) {
engine.injectProp(props, p); engine.injectProp(props, p);
} }
//# sourceMappingURL=props.js.map
function getTexture(uuid) { function getTexture(uuid) {
return engine.Texture.from(getAssetByUUID(uuid).uuid); return engine.Texture.from(getAssetByUUID(uuid).uuid);
...@@ -25,7 +24,6 @@ ...@@ -25,7 +24,6 @@
inst.source = 'asset://' + engine.getAssetByName(name).uuid; inst.source = 'asset://' + engine.getAssetByName(name).uuid;
return inst; return inst;
} }
//# sourceMappingURL=utils.js.map
var Goods = (function (_super) { var Goods = (function (_super) {
tslib.__extends(Goods, _super); tslib.__extends(Goods, _super);
...@@ -94,7 +92,6 @@ ...@@ -94,7 +92,6 @@
}); });
return Goods; return Goods;
}(engine.Container)); }(engine.Container));
//# sourceMappingURL=Goods.js.map
var ObjectPool = engine.ObjectPool; var ObjectPool = engine.ObjectPool;
var PoolName = 'goods'; var PoolName = 'goods';
...@@ -103,7 +100,6 @@ ...@@ -103,7 +100,6 @@
}, function (item, data) { }, function (item, data) {
item.reset(); item.reset();
}); });
//# sourceMappingURL=object-pool-init.js.map
var ObjectPool$1 = engine.ObjectPool; var ObjectPool$1 = engine.ObjectPool;
var GameView = (function (_super) { var GameView = (function (_super) {
...@@ -345,7 +341,6 @@ ...@@ -345,7 +341,6 @@
}; };
return GameWrapper; return GameWrapper;
}(engine.Container)); }(engine.Container));
//# sourceMappingURL=GameWrapper.js.map
function index (props) { function index (props) {
prepareProps(); prepareProps();
...@@ -353,7 +348,6 @@ ...@@ -353,7 +348,6 @@
var instance = new GameWrapper(); var instance = new GameWrapper();
return instance; return instance;
} }
//# sourceMappingURL=index.js.map
return index; return index;
......
{"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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\ No newline at end of file \ No newline at end of file
/**
* Created by renjianfeng on 2020-03-13.
*/
const customId = 'food-fell2';
(async function () {
let customModule = await fetch(`../meta.json`);
customModule = await customModule.json();
console.log(customModule);
await loadAssets(customModule.assets);
launchWithCustomModule(customModule);
})();
function launchWithCustomModule(customModule) {
//engine.registerCustomCodeModule(customModule);
engine.registerCustomModule(customId, window[customId]);
const {props: propsOption, assets} = customModule;
let props = engine.computeProps(customModuleProps, propsOption);
const customModuleIns = {
id: customId,
props,
assets,
};
engine.registerCustomModules([customModuleIns]);
engine.launchWithConfig({
options: {
entrySceneView: 'entry',
},
assets: [],
views: [{
name: 'entry',
type: 'node',
properties: {
x: 0,
y: 0,
}
}],
customs: []
}, null, function () {
setTimeout(() => {
engine.addCustomModule(customId, engine.gameStage.sceneContainer.getChildAt(0));
}, 100);
setTimeout(() => {
engine.globalEvent.dispatchEvent('food-fell-reset', {
"goodsProbability": "0.8,0.1,0.1",
"countDown": 30,
"acceleratedSpeed":0.1
});
engine.globalEvent.dispatchEvent('food-fell-start');
}, 500);
});
engine.globalEvent.addEventListener('food-fell-time-update', (e) => {
console.log(e.type, e.data);
});
engine.globalEvent.addEventListener('food-fell-score-update', (e) => {
console.log(e.type, e.data);
});
engine.globalEvent.addEventListener('food-fell-game-over', (e) => {
console.log(e.type, e.data);
});
}
function getAssetByUUID(uuid) {
return engine.resolveCustomAsset(customId, uuid);
}
function getProps() {
return engine.getProps(customId);
}
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>美食从天而降</title>
<meta name="viewport"
content="width=device-width,initial-scale=1, minimum-scale=1, maximum-scale=1, user-scalable=no"/>
<meta name="apple-mobile-web-app-capable" content="yes"/>
<meta name="full-screen" content="true"/>
<meta name="screen-orientation" content="portrait"/>
<meta name="x5-fullscreen" content="true"/>
<meta name="360-fullscreen" content="true"/>
<style>
html,
body {
padding: 0;
margin: 0;
border: 0;
width: 100%;
height: 100%;
overflow: hidden;
position: absolute;
background-color: red;
}
.game-container{
width: 100%;
height: 100%;
line-height:0;
font-size:0;
}
</style>
</head>
<body>
<div id="game-container" class="game-container"></div>
<!-- <script crossorigin="anonymous" src="//yun.duiba.com.cn/editor/zeroing/libs/engine.50cdcef6ebe4e8c0fbc624f9d4fbf225102c5750.js"></script> -->
<script crossorigin="anonymous" src="//yun.duiba.com.cn/editor/zeroing/libs/engine.fbc60c6d3cb30e5ab97e82d392d9efeee91b8581.js"></script>
<script crossorigin="anonymous" src="//yun.duiba.com.cn/editor/zeroing/libs/svga.fd3923ae6e664251ca7981801a65809cc5f36bc3.js"></script>
<!-- <script src="//yun.duiba.com.cn/editor/zeroing/libs/engine.ebc906f6b50b8da0a669f77027981d5f3cb560ce.js"></script> -->
<!-- <script src="http://localhost:4002/debug/engine.js"></script>
<script src="http://localhost:4003/debug/engine-svga.js"></script> -->
<!--<script src="//yun.duiba.com.cn/editor/zeroing/libs/engine.9a9dbfda4cb2dd5508ecddfe3d95dfd88063f7b5.js"></script>-->
<script src="app.js"></script>
<script src="props.js"></script>
<script src="load-assets.js"></script>
<script src="main.js"></script>
<script>
</script>
</body>
\ No newline at end of file
/**
* Created by rockyl on 2020-01-21.
*/
const assets = [
{
"name": "玩家icon",
"url": "//yun.duiba.com.cn/aurora/assets/50a7212a113175fa18c866b005d98f07c558dc77.png",
"uuid": "66f23d13-82a5-4cec-9496-301ec240d087",
"ext": ".png"
},
{
"name": "雨滴0",
"url": "//yun.duiba.com.cn/aurora/assets/badb3627bbcc75276a3eed53daa8b0a454ced6eb.png",
"uuid": "d3ce99da-89e1-447d-8c52-b3f391925c3c",
"ext": ".png"
},
{
"name": "雨滴1",
"url": "//yun.duiba.com.cn/aurora/assets/5cc0092913c571eeb52317b8e1e0dc715793049c.png",
"uuid": "02f17008-1d8d-4108-a0fc-03fbc71fd118",
"ext": ".png"
},
{
"name": "雨滴2",
"url": "//yun.duiba.com.cn/aurora/assets/4b938949b85d50b36ef0f66450643495efbf7580.png",
"uuid": "46aa4f8a-9a6c-4210-8ffd-92da0dd3bc75",
"ext": ".png"
},
{
"name": "炸弹",
"url": "//yun.duiba.com.cn/aurora/assets/171e92283cd13c013ee1b76d28d252ff08815d47.png",
"uuid": "eb88b42d-e151-4c1b-94b9-7c16f7bfac29",
"ext": ".png"
},
{
"name": "石块",
"url": "//yun.duiba.com.cn/aurora/assets/99b0af0c59fe79a415a3f032149cfacc27e3ac2c.png",
"uuid": "ab1bdabc-21ba-46bf-9299-6c638f766c88",
"ext": ".png"
},
{
"name": "水花",
"url": "//yun.duiba.com.cn/aurora/assets/11b1f49fa3afa3a48f1dd3e3c1eb294e3fa9d886",
"uuid": "cdd2268f-ad65-4b5e-a965-ee61b730da21",
"ext": ".svga"
},
{
"name": "石头svga",
"url": "//yun.duiba.com.cn/aurora/assets/01aa6fcb33aa8231f075257026eab2f0aeb3c27a",
"uuid": "846a139d-0990-4db4-a323-f22379932ee4",
"ext": ".svga"
},
{
"name": "炸弹svga",
"url": "//yun.duiba.com.cn/aurora/assets/3b58e7ace031b09c651cf8e7202f9c86e86852c9.svga",
"uuid": "d7a3947b-7fcb-48f2-9ddf-2f075d37a619",
"ext": ".svga"
},
{
"name": "炸弹",
"url": "//yun.duiba.com.cn/aurora/assets/3b58e7ace031b09c651cf8e7202f9c86e86852c9.svga",
"uuid": "d7a3947b-7fcb-48f2-9ddf-2f075d37a619",
"ext": ".svga"
},
// {
// "name": "炸弹",
// "url": "//yun.duiba.com.cn/aurora/assets/4dd18f0689c663bbcf710a7afc4d929084d97d36.svga",
// "uuid": "322edf39-805b-4e84-9d07-5573dfeebc0e",
// "ext": ".svga"
// },
{
"name": "玩家",
"url": "//yun.duiba.com.cn/aurora/assets/db0130d36ef79865be9c753ea0627027f16341d8.png",
"uuid": "4931d296-4421-4a2f-8299-7bab87407c72",
"ext": ".png"
}
// {
// "name": "玩家",
// "url": "//yun.duiba.com.cn/aurora/assets/b66300c5d4f27134b0aac3dc90a3220e8ae572eb.svga",
// "uuid": "71d8dcbc-3931-471a-b585-b3ae01b25aa6",
// "ext": ".svga"
// }
];
function loadAssets(customModuleAssets, onProgress, onComplete){
return engine.loadAssets(assets.concat(...customModuleAssets), onProgress, onComplete);
}
(function (global, factory) {
typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('tslib')) :
typeof define === 'function' && define.amd ? define(['tslib'], factory) :
(global = global || self, global['food-fell2'] = factory(global.tslib));
}(this, (function (tslib) { 'use strict';
var props = {};
function prepareProps() {
var metaProps = getProps();
engine.injectProp(props, metaProps);
}
function injectProps(p) {
engine.injectProp(props, p);
}
//# sourceMappingURL=props.js.map
function getTexture(uuid) {
return engine.Texture.from(getAssetByUUID(uuid).uuid);
}
function getTextureByName(name) {
return getTexture(engine.getAssetByName(name).uuid);
}
function createSvga(name, anchorName) {
var inst = new svga.Svga();
inst.source = 'asset://' + engine.getAssetByName(name).uuid;
return inst;
}
//# sourceMappingURL=utils.js.map
var Goods = (function (_super) {
tslib.__extends(Goods, _super);
function Goods() {
var _this = _super.call(this) || this;
var body;
body = _this._body = new engine.Rect();
var rain = new engine.Sprite(getTextureByName('雨滴0'));
var rain1 = new engine.Sprite(getTextureByName('雨滴1'));
var rain2 = new engine.Sprite(getTextureByName('雨滴2'));
rain["npcType"] = "rain0";
rain1["npcType"] = "rain1";
rain2["npcType"] = "rain2";
var stone = new engine.Sprite(getTextureByName('石块'));
stone["npcType"] = "stone";
var boom = new engine.Sprite(getTextureByName('炸弹'));
boom["npcType"] = "boom";
rain.visible = false;
rain1.visible = false;
rain2.visible = false;
stone.visible = false;
boom.visible = false;
body.addChild(rain);
body.addChild(rain1);
body.addChild(rain2);
body.addChild(stone);
body.addChild(boom);
_this.addChild(body);
body.width = .0001;
body.height = .0001;
body.mouseEnabled = false;
return _this;
}
Goods.prototype.getRandomNumberByRange = function (start, end) {
return Math.floor(Math.random() * (end - start) + start);
};
Goods.prototype.reset = function () {
this.visible = true;
this.rotation = 0;
this.anchorOffsetY = 0;
this.y = 0;
this.x = (750 - 120) * Math.random() + 30;
this.rotation = 0;
var random = Math.random();
if (typeof (props.goodsProbability) == 'string') {
props.goodsProbability = props.goodsProbability.split(',').map(function (i) { return +i; });
console.log(props.goodsProbability);
}
if (random < props.goodsProbability[0]) {
var randomNum = Math.floor(Math.random() * 3);
this.showNpc("rain" + randomNum);
}
else if (random >= props.goodsProbability[0] && random <= (props.goodsProbability[0] + props.goodsProbability[1])) {
this.showNpc("stone");
}
else if (random > (props.goodsProbability[0] + props.goodsProbability[1])) {
this.showNpc("boom");
}
};
Goods.prototype.showNpc = function (type) {
for (var i = 0; i < this._body.children.length; i++) {
this._body.children[i].visible = false;
this._body.children[i].mouseEnabled = false;
}
for (var i = 0; i < this._body.children.length; i++) {
if (this._body.children[i]["npcType"] == type) {
this["npcType"] = type;
this._body.children[i].visible = true;
this._body.children[i].mouseEnabled = false;
}
}
};
Object.defineProperty(Goods.prototype, "anchorOffsetY", {
set: function (v) {
this._body.y = v;
},
enumerable: true,
configurable: true
});
return Goods;
}(engine.Container));
//# sourceMappingURL=Goods.js.map
var ObjectPool = engine.ObjectPool;
var PoolName = 'goods';
ObjectPool.registerPool(PoolName, function () {
return new Goods();
}, function (item, data) {
item.reset();
});
//# sourceMappingURL=object-pool-init.js.map
var ObjectPool$1 = engine.ObjectPool;
var GameView = (function (_super) {
tslib.__extends(GameView, _super);
function GameView() {
var _this = _super.call(this) || this;
_this.goodsItems = [];
_this.moveCatchX = 0;
_this.playerCatchX = 0;
_this.onDownStage = function (e) {
_this.moveCatchX = e.localX;
_this.playerCatchX = _this.player.x;
};
_this.onMoveStage = function (e) {
if (_this.gameIng) {
_this.player.x = _this.playerCatchX + (e.localX - _this.moveCatchX);
}
};
_this.onOutStage = function (e) {
_this.moveCatchX = 0;
};
_this.once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);
return _this;
}
GameView.prototype.setup = function () {
var _this = this;
if (this._hasSetup) {
return;
}
this._hasSetup = true;
this.NpcBg = new engine.Container();
this.NpcBg.alpha = 1;
this.NpcBg.width = 0;
this.NpcBg.height = 0;
this.addChild(this.NpcBg);
this.player = new engine.Container();
this.player.mouseEnabled = false;
this.addChild(this.player);
this.waterSvga = createSvga("水花");
this.stoneSvga = createSvga("石头svga");
this.playerSvga = new engine.Sprite(getTextureByName('玩家'));
this.boomSvga = createSvga("炸弹svga");
this.player.addChild(this.playerSvga);
this.player.addChild(this.stoneSvga);
this.player.addChild(this.waterSvga);
this.player.addChild(this.boomSvga);
this.waterSvga.visible = false;
this.stoneSvga.visible = false;
this.boomSvga.visible = false;
this.visible = false;
setTimeout(function () {
_this.visible = true;
_this.player.anchorY = _this.player.height / 2;
_this.player.anchorX = _this.player.width / 2;
_this.player.x = 375 - _this.player.width / 2;
_this.player.y = props.playerPositionY;
_this.stoneSvga.x = _this.player.width / 2 - _this.stoneSvga.width / 2;
_this.stoneSvga.y = 110;
_this.waterSvga.x = _this.player.width / 2 - _this.waterSvga.width / 2;
_this.waterSvga.y = 110;
}, 300);
this.rectBg = new engine.Container();
this.rectBg.alpha = 0;
this.rectBg.width = 750;
this.rectBg.height = 1624;
this.addChild(this.rectBg);
this.rectBg.addEventListener(engine.MouseEvent.MOUSE_DOWN, this.onDownStage, this);
this.rectBg.addEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMoveStage, this);
this.rectBg.addEventListener(engine.MouseEvent.MOUSE_OUT, this.onOutStage, this);
};
GameView.prototype.reset = function () {
this.recycleGoods();
};
GameView.prototype.start = function () {
var _this = this;
this.score = 0;
this.speed = 1;
this.gameIng = true;
this.creatNpc();
this.beginNpc();
this.countdown = props.countDown;
this.countdownTimer = setInterval(function () {
if (_this.gameIng) {
if (_this.countdown > 0) {
engine.globalEvent.dispatchEvent('food-fell-time-update', {
time: _this.countdown,
});
_this.countdown -= 1;
}
else {
engine.globalEvent.dispatchEvent('food-fell-game-over', {
score: _this.score,
reason: 1
});
_this.died();
}
}
}, 1000);
};
GameView.prototype.beginNpc = function () {
var _this = this;
this.timer = setTimeout(function () {
if (_this.gameIng) {
_this.speed += props.acceleratedSpeed;
_this.creatNpc();
}
_this.beginNpc();
}, 2000 / this.speed);
};
GameView.prototype.pause = function () {
this.gameIng = false;
};
GameView.prototype.revive = function () {
this.gameIng = true;
};
GameView.prototype.resume = function () {
this.reset();
this.start();
};
GameView.prototype.creatNpc = function () {
var _this = this;
var goods = this._goods = ObjectPool$1.getObject(PoolName);
this.goodsItems.push(goods);
console.log(goods);
this.NpcBg.addChild(goods);
goods.addEventListener(engine.Event.ENTER_FRAME, goods["onGoodsEnter"] = function () {
if (goods.y > 1624) {
_this.removeNpc(goods);
}
else {
if (_this.gameIng) {
goods.y += (4 * _this.speed);
if (_this.hasHit(_this.player, goods)) {
if (goods["npcType"].indexOf("rain") > -1) {
console.log("碰到雨滴");
_this.score += props.rainScore;
_this.waterSvga.visible = true;
_this.waterSvga.x = goods.x - _this.player.x;
_this.waterSvga.play(false, false);
_this.waterSvga.once(engine.Event.END_FRAME, function () {
_this.waterSvga.visible = false;
}, _this);
}
else if (goods["npcType"] == "stone") {
console.log("碰到石头");
_this.score += props.stoneScore;
_this.stoneSvga.visible = true;
_this.stoneSvga.play(false, false);
_this.stoneSvga.once(engine.Event.END_FRAME, function () {
_this.stoneSvga.visible = false;
}, _this);
}
else if (goods["npcType"] == "boom") {
console.log("碰到炸弹");
_this.boomSvga.visible = true;
_this.boomSvga.play(false, false);
_this.boomSvga.once(engine.Event.END_FRAME, function () {
_this.boomSvga.visible = false;
engine.globalEvent.dispatchEvent('food-fell-game-over', {
score: _this.score,
reason: 2
});
_this.died();
}, _this);
}
engine.globalEvent.dispatchEvent('food-fell-score-update', {
score: _this.score,
});
_this.removeNpc(goods);
}
}
}
}, this);
};
GameView.prototype.died = function () {
this.score = 0;
this.pause();
};
GameView.prototype.removeNpc = function (goods) {
this.NpcBg.removeChild(goods);
ObjectPool$1.recycleObject(PoolName, goods);
goods.removeEventListener(engine.Event.ENTER_FRAME, goods["onGoodsEnter"], this);
var index = this.goodsItems.indexOf(goods);
if (index > -1) {
this.goodsItems.splice(index, 1);
}
};
GameView.prototype.recycleGoods = function () {
clearTimeout(this.timer);
clearInterval(this.countdownTimer);
for (var _i = 0, _a = this.goodsItems; _i < _a.length; _i++) {
var goods = _a[_i];
if (goods) {
this.removeChild(goods);
ObjectPool$1.recycleObject(PoolName, goods);
goods.removeEventListener(engine.Event.ENTER_FRAME, goods["onGoodsEnter"], this);
}
}
this.goodsItems = [];
};
GameView.prototype.hasHit = function (a, b) {
if (Math.abs((a.x + a.width / 2) - (b.x + b.width / 2)) < a.width / 2 + b.width / 2
&&
Math.abs((a.y + a.height / 1.3) - (b.y + b.height / 2)) < a.height / 2 + b.height / 2) {
return true;
}
else {
return false;
}
};
return GameView;
}(engine.Container));
var GameWrapper = (function (_super) {
tslib.__extends(GameWrapper, _super);
function GameWrapper() {
var _this = _super.call(this) || this;
engine.globalEvent.addEventListener('food-fell-reset', _this.reset, _this);
engine.globalEvent.addEventListener('food-fell-start', _this.start, _this);
engine.globalEvent.addEventListener('food-fell-pause', _this.pause, _this);
engine.globalEvent.addEventListener('food-fell-resume', _this.resume, _this);
engine.globalEvent.addEventListener('food-fell-revive', _this.revive, _this);
engine.globalEvent.addEventListener('food-fell-clear', _this.clear, _this);
_this.addEventListener(engine.MouseEvent.CLICK, _this.onTap, _this);
var gameView = _this._gameView = new GameView();
_this.addChild(gameView);
return _this;
}
GameWrapper.prototype.reset = function (event) {
injectProps(event.data);
this._gameView.visible = true;
this._gameView.reset();
};
GameWrapper.prototype.start = function (event) {
injectProps(event.data);
this._status = 1;
this._gameView.start();
};
GameWrapper.prototype.pause = function () {
this._gameView.pause();
};
GameWrapper.prototype.resume = function () {
this._gameView.resume();
};
GameWrapper.prototype.revive = function () {
this._gameView.revive();
};
GameWrapper.prototype.clear = function () {
this._gameView.visible = false;
};
GameWrapper.prototype.onTap = function (event) {
};
return GameWrapper;
}(engine.Container));
//# sourceMappingURL=GameWrapper.js.map
function index (props) {
prepareProps();
injectProps(props);
var instance = new GameWrapper();
return instance;
}
//# sourceMappingURL=index.js.map
return index;
})));
//# sourceMappingURL=main.js.map
\ No newline at end of file
{"version":3,"file":"index.js","sources":["src/custom/food-fell2/src/props.ts","src/custom/food-fell2/src/game/utils.ts","src/custom/food-fell2/src/game/Goods.ts","src/custom/food-fell2/src/game/object-pool-init.ts","src/custom/food-fell2/src/game/GameView.ts","src/custom/food-fell2/src/game/GameWrapper.ts","src/custom/food-fell2/src/index.ts"],"sourcesContent":["/**\n * Created by rockyl on 2020-01-21.\n */\n\nexport let props: any = {};\n\nexport function prepareProps() {\n\tlet metaProps = getProps();\n\n\tengine.injectProp(props, metaProps);\n}\n\nexport function injectProps(p) {\n\tengine.injectProp(props, p);\n}\n","/**\n * Created by rockyl on 2020-01-21.\n */\n\nexport function getTexture(uuid) {\n\treturn engine.Texture.from(getAssetByUUID(uuid).uuid);\n}\n\nexport function getTextureByName(name) {\n\treturn getTexture(engine.getAssetByName(name).uuid);\n}\n\nexport function playSound(name) {\n\tengine.playSound(engine.getAssetByName(name).uuid, {keep: true});\n}\nexport function createSvga(name, anchorName?) {\n\tlet inst = new svga.Svga();\n\tinst.source = 'asset://' + engine.getAssetByName(name).uuid;\n\treturn inst;\n}","/**\n * Created by rockyl on 2020-02-02.\n *\n * 掉落物品\n */\nimport {getTextureByName} from \"./utils\";\nimport {props} from \"../props\";\n\nexport class Goods extends engine.Container {\n\tprivate _body:engine.Rect\n\tprivate _toY;\n\n\tconstructor() {\n\t\tsuper();\n\n\t\tlet body\n\t\tbody = this._body =new engine.Rect()\n\t\t\n\t\t// let randomNum = Math.floor(Math.random() * 3)\t\t\n\t\t// console.log('雨滴' + randomNum);\n\t\t\n\t\tlet rain = new engine.Sprite(getTextureByName('雨滴0'));\n\t\tlet rain1 = new engine.Sprite(getTextureByName('雨滴1'));\n\t\tlet rain2 = new engine.Sprite(getTextureByName('雨滴2'));\n\t\train[\"npcType\"]=\"rain0\"\n\t\train1[\"npcType\"]=\"rain1\"\n\t\train2[\"npcType\"]=\"rain2\"\n\t\tlet stone = new engine.Sprite(getTextureByName('石块'));\n\t\tstone[\"npcType\"]=\"stone\"\n\t\tlet boom = new engine.Sprite(getTextureByName('炸弹'));\n\t\tboom[\"npcType\"]=\"boom\"\n\n\t\train.visible=false;\n\t\train1.visible=false;\n\t\train2.visible=false;\n\t\tstone.visible=false;\n\t\tboom.visible=false;\n\t\tbody.addChild(rain)\n\t\tbody.addChild(rain1)\n\t\tbody.addChild(rain2)\n\t\tbody.addChild(stone)\n\t\tbody.addChild(boom)\n\t\t\n\t\tthis.addChild(body);\n\t\tbody.width=.0001;\n\t\tbody.height=.0001;\n\t\tbody.mouseEnabled=false;\n\t}\n\n\n\tgetRandomNumberByRange(start, end) {\n\t\treturn Math.floor(Math.random() * (end - start) + start)\n\t}\n\n\treset() {\n\t\tthis.visible = true;\n\t\tthis.rotation = 0;\n\t\tthis.anchorOffsetY = 0;\n\t\tthis.y = 0;\n\t\tthis.x = (750-120)*Math.random()+30;\n\t\tthis.rotation = 0;\n\t\tlet random=Math.random()\n\t\tif(typeof (props.goodsProbability) == 'string'){\n\t\t\tprops.goodsProbability=props.goodsProbability.split(',').map((i: string) => +i)\n\t\t\tconsole.log(props.goodsProbability);\n\t\t\t\n\t\t}\n\t\tif(random<props.goodsProbability[0]){\n\t\t\tlet randomNum = Math.floor(Math.random() * 3)\t\t\n\t\t\tthis.showNpc(\"rain\" + randomNum)\n\t\t}else if(random>=props.goodsProbability[0]&&random<=(props.goodsProbability[0]+props.goodsProbability[1])){\n\t\t\tthis.showNpc(\"stone\")\n\t\t}else if(random>(props.goodsProbability[0]+props.goodsProbability[1])){\n\t\t\tthis.showNpc(\"boom\")\n\t\t}\n\t}\n\n\n\tshowNpc(type){\n\t\tfor(let i=0;i<this._body.children.length;i++){\n\t\t\tthis._body.children[i].visible=false;\n\t\t\tthis._body.children[i].mouseEnabled=false;\n\t\t}\t\t\n\t\tfor(let i=0;i<this._body.children.length;i++){\n\t\t\tif(this._body.children[i][\"npcType\"]==type){\n\t\t\t\tthis[\"npcType\"]=type\n\t\t\t\tthis._body.children[i].visible=true;\n\t\t\t\tthis._body.children[i].mouseEnabled=false;\n\t\t\t}\n\t\t}\n\t\t\n\t}\n\n\tset anchorOffsetY(v) {\n\t\tthis._body.y = v;\n\t}\n}\n","/**\n * Created by rockyl on 2020-02-03.\n */\n\nimport {Goods} from \"./Goods\";\nimport ObjectPool = engine.ObjectPool;\n\nexport const PoolName: string = 'goods';\n\nObjectPool.registerPool(PoolName, function () {\n\treturn new Goods();\n}, function (item: Goods, data) {\n\titem.reset();\n});\n","/**\n * Created by rockyl on 2018/8/16.\n */\n\nimport { props } from \"../props\";\nimport { playSound, createSvga } from \"./utils\";\nimport ObjectPool = engine.ObjectPool;\nimport { getTextureByName } from \"./utils\";\nimport { Goods } from \"./Goods\";\nimport { PoolName } from \"./object-pool-init\";\n\n\n\nexport default class GameView extends engine.Container {\n\n\tprivate _hasSetup;\n\n\t//玩家\n\tprivate player: engine.Container;\n\t//触摸层\n\t// private rectBg: engine.Rect;\n\tprivate rectBg: engine.Container;\n\t//npc层\n\tprivate NpcBg: engine.Container;\n\n\t//当前分数\n\tprivate score\n\n\t//游戏状态\n\tprivate gameIng;\n\n\t//npc出身计时器\n\tprivate timer\n\t//倒计时计时器\n\tprivate countdownTimer: any\n\t//倒计时\n\tprivate countdown: number\n\n\t//当前速度\n\tprivate speed: number\n\n\t// 当前场景上面的物品\n\tprivate goodsItems = []\n\n\n\tprivate _goods: Goods;\n\n\tconstructor() {\n\t\tsuper();\n\t\tthis.once(engine.Event.ADDED_TO_STAGE, this.setup, this);\n\t}\n\n\tprivate waterSvga\n\tprivate stoneSvga\n\tprivate boomSvga\n\tprivate playerSvga\n\n\tsetup() {\n\t\tif (this._hasSetup) {\n\t\t\treturn;\n\t\t}\n\t\tthis._hasSetup = true;\n\t\tthis.NpcBg = new engine.Container();\n\t\tthis.NpcBg.alpha = 1;\n\t\tthis.NpcBg.width = 0;\n\t\tthis.NpcBg.height = 0;\n\t\tthis.addChild(this.NpcBg)\n\n\t\n\n\t\tthis.player = new engine.Container();\n\t\tthis.player.mouseEnabled = false;\n\t//\tthis.player.fillColor=\"rgba(0, 0, 0,1)\"\n\t\t//console.log(this.player.fillColor)\n\t\n\t\tthis.addChild(this.player);\n\n\t\tthis.waterSvga=createSvga(\"水花\")\n\t\tthis.stoneSvga=createSvga(\"石头svga\")\n\t\t// this.playerSvga=createSvga(\"玩家\")\n\t\tthis.playerSvga= new engine.Sprite(getTextureByName('玩家'))\n\t\tthis.boomSvga=createSvga(\"炸弹svga\")\n\t\tthis.player.addChild(this.playerSvga);\n\t\tthis.player.addChild(this.stoneSvga);\n\t\tthis.player.addChild(this.waterSvga);\n\t\tthis.player.addChild(this.boomSvga);\n\t\t// this.playerSvga.gotoAndPlay(1);\n\t\tthis.waterSvga.visible = false\n\t\tthis.stoneSvga.visible = false\n\t\tthis.boomSvga.visible = false\n\t\t\n\t\tthis.visible=false;\n\t\tsetTimeout(()=>{\n\t\t\tthis.visible=true;\n\t\t\tthis.player.anchorY = this.player.height / 2;\n\t\t\tthis.player.anchorX = this.player.width / 2;\n\t\t\tthis.player.x = 375 - this.player.width / 2;\n\t\t\tthis.player.y = props.playerPositionY;\n\n\t\t\tthis.stoneSvga.x = this.player.width / 2 - \tthis.stoneSvga.width/2;\n\t\t\tthis.stoneSvga.y = 110;\n\t\t\tthis.waterSvga.x = this.player.width / 2 - \tthis.waterSvga.width/2;\n\t\t\tthis.waterSvga.y = 110;\n\t\t},300)\n\n\t\t\n\t\tthis.rectBg = new engine.Container();\n\t\tthis.rectBg.alpha = 0;\n\t\tthis.rectBg.width = 750;\n\t\tthis.rectBg.height = 1624;\n\t\tthis.addChild(this.rectBg)\n\n\t\tthis.rectBg.addEventListener(engine.MouseEvent.MOUSE_DOWN, this.onDownStage, this);\n\t\tthis.rectBg.addEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMoveStage, this);\n\t\tthis.rectBg.addEventListener(engine.MouseEvent.MOUSE_OUT, this.onOutStage, this);\n\n\t\n\t}\n\n\n\t/**\n\t * 重置场景\n\t */\n\treset() {\n\t\tthis.recycleGoods()\n\t}\n\n\t/**\n\t * 开始\n\t */\n\tstart() {\n\t\tthis.score = 0;\n\t\tthis.speed = 1\n\t\tthis.gameIng = true;\n\t\tthis.creatNpc()\n\t\tthis.beginNpc()\n\t\tthis.countdown = props.countDown;\n\t\t\n\t\tthis.countdownTimer = setInterval(() => {\n\t\t\tif (this.gameIng) {\n\t\t\t\tif (this.countdown > 0) {\n\t\t\t\t\tengine.globalEvent.dispatchEvent('food-fell-time-update', {\n\t\t\t\t\t\ttime: this.countdown,\n\t\t\t\t\t});\n\t\t\t\t\tthis.countdown -= 1\n\t\t\t\t} else {\n\t\t\t\t\tengine.globalEvent.dispatchEvent('food-fell-game-over', {\n\t\t\t\t\t\tscore: this.score,\n\t\t\t\t\t\treason: 1\n\t\t\t\t\t});\n\t\t\t\t\tthis.died()\n\t\t\t\t}\n\t\t\t}\n\t\t}, 1000)\n\t}\n\n\t/**\n\t * npc开始掉落\n\t */\n\tbeginNpc() {\n\t\tthis.timer = setTimeout(() => {\n\t\t\tif (this.gameIng) {\n\t\t\t\tthis.speed += props.acceleratedSpeed;\n\t\t\t\tthis.creatNpc()\n\t\t\t}\n\t\t\t//递归执行\n\t\t\tthis.beginNpc()\n\t\t}, 2000 / this.speed)\n\t}\n\n\t/**\n\t * 暂停\n\t */\n\tpause() {\n\t\tthis.gameIng = false;\n\t}\n\n\t/**\n\t * 恢复\n\t */\n\trevive() {\n\t\tthis.gameIng = true;\n\t}\n\n\t/**\n\t * 重新开始\n\t */\n\tresume() {\n\t\tthis.reset()\n\t\tthis.start()\n\t}\n\n\t/**\n\t * 创建NPC\n\t */\n\tprivate creatNpc() {\n\t\tlet goods = this._goods = <Goods>ObjectPool.getObject(PoolName);\n\t\tthis.goodsItems.push(goods)\n\t\tconsole.log(goods);\n\t\t\n\t\tthis.NpcBg.addChild(goods);\n\t\tgoods.addEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"] = () => {\n\t\t\tif (goods.y > 1624) {\n\t\t\t\tthis.removeNpc(goods)\n\t\t\t} else {\n\t\t\t\tif (this.gameIng) {\n\t\t\t\t\t//速度叠加\n\t\t\t\t\tgoods.y += (4 * this.speed)\n\t\t\t\t\t//如果玩家和物品发生碰撞\n\t\t\t\t\tif (this.hasHit(this.player, goods)) {\n\t\t\t\t\t\tif (goods[\"npcType\"].indexOf(\"rain\") > -1) {\n\t\t\t\t\t\t\tconsole.log(\"碰到雨滴\")\n\t\t\t\t\t\t\tthis.score += props.rainScore\n\t\t\t\t\t\t\tthis.waterSvga.visible=true;\n\t\t\t\t\t\t\tthis.waterSvga.x= goods.x - this.player.x;\n\t\t\t\t\t\t\tthis.waterSvga.play(false, false)\n\t\t\t\t\t\t\tthis.waterSvga.once(engine.Event.END_FRAME, ()=>{\n\t\t\t\t\t\t\t\tthis.waterSvga.visible=false;\n\t\t\t\t\t\t\t}, this);\n\n\t\t\t\t\t\t} else if (goods[\"npcType\"] == \"stone\") {\n\t\t\t\t\t\t\tconsole.log(\"碰到石头\")\n\t\t\t\t\t\t\tthis.score += props.stoneScore\n\t\t\t\t\t\t\tthis.stoneSvga.visible=true;\n\t\t\t\t\t\t\tthis.stoneSvga.play(false, false)\n\t\t\t\t\t\t\tthis.stoneSvga.once(engine.Event.END_FRAME, ()=>{\n\t\t\t\t\t\t\t\tthis.stoneSvga.visible=false;\n\t\t\t\t\t\t\t}, this);\n\t\t\t\t\t\t} else if (goods[\"npcType\"] == \"boom\") {\n\t\t\t\t\t\t\tconsole.log(\"碰到炸弹\")\n\t\t\t\t\t\t\tthis.boomSvga.visible=true;\n\t\t\t\t\t\t\tthis.boomSvga.play(false, false)\n\t\t\t\t\t\t\tthis.boomSvga.once(engine.Event.END_FRAME, ()=>{\n\t\t\t\t\t\t\t\tthis.boomSvga.visible=false;\n\t\t\t\t\t\t\t\tengine.globalEvent.dispatchEvent('food-fell-game-over', {\n\t\t\t\t\t\t\t\t\tscore: this.score,\n\t\t\t\t\t\t\t\t\treason: 2\n\t\t\t\t\t\t\t\t});\n\t\t\t\t\t\t\t\tthis.died()\n\t\t\t\t\t\t\t}, this);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tengine.globalEvent.dispatchEvent('food-fell-score-update', {\n\t\t\t\t\t\t\tscore: this.score,\n\t\t\t\t\t\t});\n\t\t\t\t\t\tthis.removeNpc(goods)\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t}, this);\n\t}\n\n\t/**\n\t * 玩家死亡\n\t */\n\tprivate died() {\n\t\tthis.score = 0\n\t\tthis.pause()\n\t}\n\n\t/**\n\t * 回收指定物品\n\t * @param goods 物品\n\t */\n\tprivate removeNpc(goods) {\n\t\tthis.NpcBg.removeChild(goods);\n\t\tObjectPool.recycleObject(PoolName, goods);\n\t\tgoods.removeEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"], this);\n\t\tlet index = this.goodsItems.indexOf(goods);\n\t\tif (index > -1) {\n\t\t\tthis.goodsItems.splice(index, 1);\n\t\t}\n\t}\n\n\t/**\n\t * 回收对象\n\t */\n\tprivate recycleGoods() {\n\t\tclearTimeout(this.timer)\n\t\tclearInterval(this.countdownTimer)\n\t\tfor (let goods of this.goodsItems) {\n\t\t\tif (goods) {\n\t\t\t\tthis.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\t// Math.abs((a.y + a.height / 2 ) - (b.y + b.height / 2)) < a.height / 2 + b.height / 2\n\t\t\tMath.abs((a.y + a.height / 1.3 ) - (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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\ No newline at end of file
/**
* Created by rockyl on 2020-01-21.
*/
let customModuleProps = {
};
{
"name": "口红机",
"desc": "口红机模块",
"props": {
"playerPositionY": {
"alias": "玩家Y轴位置",
"type": "number",
"default": 900
},
"rainScore": {
"alias": "接中雨滴获得分数",
"type": "number",
"default": 1
},
"stoneScore": {
"alias": "接中石块获得分数",
"type": "number",
"default": -1
},
"speed": {
"alias": "道具掉落初始速度",
"type": "number",
"default": 10
},
"maxSpeed": {
"alias": "道具掉落速度上限",
"type": "number",
"default": 3
},
"gameOverCondition": {
"alias": "游戏结束条件(1:接到炸弹死亡,2:分数负数或接到炸弹死亡)",
"type": "number",
"default": 1
}
},
"assets": [
{
"name": "玩家icon",
"url": "//yun.duiba.com.cn/aurora/assets/50a7212a113175fa18c866b005d98f07c558dc77.png",
"uuid": "66f23d13-82a5-4cec-9496-301ec240d087",
"ext": ".png"
},
{
"name": "雨滴0",
"url": "//yun.duiba.com.cn/aurora/assets/badb3627bbcc75276a3eed53daa8b0a454ced6eb.png",
"uuid": "d3ce99da-89e1-447d-8c52-b3f391925c3c",
"ext": ".png"
},
{
"name": "雨滴1",
"url": "//yun.duiba.com.cn/aurora/assets/5cc0092913c571eeb52317b8e1e0dc715793049c.png",
"uuid": "02f17008-1d8d-4108-a0fc-03fbc71fd118",
"ext": ".png"
},
{
"name": "雨滴2",
"url": "//yun.duiba.com.cn/aurora/assets/4b938949b85d50b36ef0f66450643495efbf7580.png",
"uuid": "46aa4f8a-9a6c-4210-8ffd-92da0dd3bc75",
"ext": ".png"
},
{
"name": "炸弹",
"url": "//yun.duiba.com.cn/aurora/assets/171e92283cd13c013ee1b76d28d252ff08815d47.png",
"uuid": "eb88b42d-e151-4c1b-94b9-7c16f7bfac29",
"ext": ".png"
},
{
"name": "石块",
"url": "//yun.duiba.com.cn/aurora/assets/99b0af0c59fe79a415a3f032149cfacc27e3ac2c.png",
"uuid": "ab1bdabc-21ba-46bf-9299-6c638f766c88",
"ext": ".png"
},
{
"name": "水花",
"url": "//yun.duiba.com.cn/aurora/assets/11b1f49fa3afa3a48f1dd3e3c1eb294e3fa9d886",
"uuid": "cdd2268f-ad65-4b5e-a965-ee61b730da21",
"ext": ".svga"
},
{
"name": "石头svga",
"url": "//yun.duiba.com.cn/aurora/assets/01aa6fcb33aa8231f075257026eab2f0aeb3c27a",
"uuid": "846a139d-0990-4db4-a323-f22379932ee4",
"ext": ".svga"
},
{
"name": "炸弹svga",
"url": "//yun.duiba.com.cn/aurora/assets/3b58e7ace031b09c651cf8e7202f9c86e86852c9.svga",
"uuid": "d7a3947b-7fcb-48f2-9ddf-2f075d37a619",
"ext": ".svga"
},
{
"name": "炸弹",
"url": "//yun.duiba.com.cn/aurora/assets/3b58e7ace031b09c651cf8e7202f9c86e86852c9.svga",
"uuid": "d7a3947b-7fcb-48f2-9ddf-2f075d37a619",
"ext": ".svga"
},
{
"name": "玩家",
"url": "//yun.duiba.com.cn/aurora/assets/db0130d36ef79865be9c753ea0627027f16341d8.png",
"uuid": "4931d296-4421-4a2f-8299-7bab87407c72",
"ext": ".png"
}
],
"events": {
"in": {
"food-fell-reset": {
"alias": "重置",
"data": {
"goodsProbability": "[0.2,0.5,0.3]道具概率(雨滴、石头、炸弹),所有概率相加为1",
"countDown": "倒计时(s)",
"acceleratedSpeed":"道具掉落加速度(单位:每秒)"
}
},
"food-fell-start": {
"alias": "开始"
},
"food-fell-revive": {
"alias": "复活"
},
"food-fell-pause": {
"alias": "暂停"
},
"food-fell-resume": {
"alias": "恢复"
},
"food-fell-clear": {
"alias": "清空,通过reset事件恢复"
}
},
"out": {
"food-fell-score-update": {
"alias": "分数更新",
"data": {
"score":"分数"
}
},
"food-fell-time-update": {
"alias": "倒计时更新",
"data": {
"time":"剩余时间"
}
},
"food-fell-game-over": {
"alias": "游戏结束",
"data": {
"score":"分数",
"reason": "结束原因(1:时间到了,2:玩家死亡)"
}
}
}
}
}
\ No newline at end of file
/**
* Created by rockyl on 2018/8/16.
*/
import { props } from "../props";
import { playSound, createSvga } from "./utils";
import ObjectPool = engine.ObjectPool;
import { getTextureByName } from "./utils";
import { Goods } from "./Goods";
import { PoolName } from "./object-pool-init";
export default class GameView extends engine.Container {
private _hasSetup;
//玩家
private player: engine.Container;
//触摸层
// private rectBg: engine.Rect;
private rectBg: engine.Container;
//npc层
private NpcBg: engine.Container;
//当前分数
private score
//游戏状态
private gameIng;
//npc出身计时器
private timer
//倒计时计时器
private countdownTimer: any
//倒计时
private countdown: number
//当前速度
private speed: number
// 当前场景上面的物品
private goodsItems = []
private _goods: Goods;
constructor() {
super();
this.once(engine.Event.ADDED_TO_STAGE, this.setup, this);
}
private waterSvga
private stoneSvga
private boomSvga
private playerSvga
setup() {
if (this._hasSetup) {
return;
}
this._hasSetup = true;
this.NpcBg = new engine.Container();
this.NpcBg.alpha = 1;
this.NpcBg.width = 0;
this.NpcBg.height = 0;
this.addChild(this.NpcBg)
this.player = new engine.Container();
this.player.mouseEnabled = false;
// this.player.fillColor="rgba(0, 0, 0,1)"
//console.log(this.player.fillColor)
this.addChild(this.player);
this.waterSvga=createSvga("水花")
this.stoneSvga=createSvga("石头svga")
// this.playerSvga=createSvga("玩家")
this.playerSvga= new engine.Sprite(getTextureByName('玩家'))
this.boomSvga=createSvga("炸弹svga")
this.player.addChild(this.playerSvga);
this.player.addChild(this.stoneSvga);
this.player.addChild(this.waterSvga);
this.player.addChild(this.boomSvga);
// this.playerSvga.gotoAndPlay(1);
this.waterSvga.visible = false
this.stoneSvga.visible = false
this.boomSvga.visible = false
this.visible=false;
setTimeout(()=>{
this.visible=true;
this.player.anchorY = this.player.height / 2;
this.player.anchorX = this.player.width / 2;
this.player.x = 375 - this.player.width / 2;
this.player.y = props.playerPositionY;
this.stoneSvga.x = this.player.width / 2 - this.stoneSvga.width/2;
this.stoneSvga.y = 110;
this.waterSvga.x = this.player.width / 2 - this.waterSvga.width/2;
this.waterSvga.y = 110;
},300)
this.rectBg = new engine.Container();
this.rectBg.alpha = 0;
this.rectBg.width = 750;
this.rectBg.height = 1624;
this.addChild(this.rectBg)
this.rectBg.addEventListener(engine.MouseEvent.MOUSE_DOWN, this.onDownStage, this);
this.rectBg.addEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMoveStage, this);
this.rectBg.addEventListener(engine.MouseEvent.MOUSE_OUT, this.onOutStage, this);
}
/**
* 重置场景
*/
reset() {
this.recycleGoods()
}
/**
* 开始
*/
start() {
this.score = 0;
this.speed = 1
this.gameIng = true;
this.creatNpc()
this.beginNpc()
this.countdown = props.countDown;
this.countdownTimer = setInterval(() => {
if (this.gameIng) {
if (this.countdown > 0) {
engine.globalEvent.dispatchEvent('food-fell-time-update', {
time: this.countdown,
});
this.countdown -= 1
} else {
engine.globalEvent.dispatchEvent('food-fell-game-over', {
score: this.score,
reason: 1
});
this.died()
}
}
}, 1000)
}
/**
* npc开始掉落
*/
beginNpc() {
this.timer = setTimeout(() => {
if (this.gameIng) {
this.speed += props.acceleratedSpeed;
this.creatNpc()
}
//递归执行
this.beginNpc()
}, 2000 / this.speed)
}
/**
* 暂停
*/
pause() {
this.gameIng = false;
}
/**
* 恢复
*/
revive() {
this.gameIng = true;
}
/**
* 重新开始
*/
resume() {
this.reset()
this.start()
}
/**
* 创建NPC
*/
private creatNpc() {
let goods = this._goods = <Goods>ObjectPool.getObject(PoolName);
this.goodsItems.push(goods)
console.log(goods);
this.NpcBg.addChild(goods);
goods.addEventListener(engine.Event.ENTER_FRAME, goods["onGoodsEnter"] = () => {
if (goods.y > 1624) {
this.removeNpc(goods)
} else {
if (this.gameIng) {
//速度叠加
goods.y += (4 * this.speed)
//如果玩家和物品发生碰撞
if (this.hasHit(this.player, goods)) {
if (goods["npcType"].indexOf("rain") > -1) {
console.log("碰到雨滴")
this.score += props.rainScore
this.waterSvga.visible=true;
this.waterSvga.x= goods.x - this.player.x;
this.waterSvga.play(false, false)
this.waterSvga.once(engine.Event.END_FRAME, ()=>{
this.waterSvga.visible=false;
}, this);
} else if (goods["npcType"] == "stone") {
console.log("碰到石头")
this.score += props.stoneScore
this.stoneSvga.visible=true;
this.stoneSvga.play(false, false)
this.stoneSvga.once(engine.Event.END_FRAME, ()=>{
this.stoneSvga.visible=false;
}, this);
} else if (goods["npcType"] == "boom") {
console.log("碰到炸弹")
this.boomSvga.visible=true;
this.boomSvga.play(false, false)
this.boomSvga.once(engine.Event.END_FRAME, ()=>{
this.boomSvga.visible=false;
engine.globalEvent.dispatchEvent('food-fell-game-over', {
score: this.score,
reason: 2
});
this.died()
}, this);
}
engine.globalEvent.dispatchEvent('food-fell-score-update', {
score: this.score,
});
this.removeNpc(goods)
}
}
}
}, this);
}
/**
* 玩家死亡
*/
private died() {
this.score = 0
this.pause()
}
/**
* 回收指定物品
* @param goods 物品
*/
private removeNpc(goods) {
this.NpcBg.removeChild(goods);
ObjectPool.recycleObject(PoolName, goods);
goods.removeEventListener(engine.Event.ENTER_FRAME, goods["onGoodsEnter"], this);
let index = this.goodsItems.indexOf(goods);
if (index > -1) {
this.goodsItems.splice(index, 1);
}
}
/**
* 回收对象
*/
private recycleGoods() {
clearTimeout(this.timer)
clearInterval(this.countdownTimer)
for (let goods of this.goodsItems) {
if (goods) {
this.removeChild(goods);
ObjectPool.recycleObject(PoolName, goods);
goods.removeEventListener(engine.Event.ENTER_FRAME, goods["onGoodsEnter"], this);
}
}
this.goodsItems = []
}
private moveCatchX = 0
private playerCatchX = 0
/**
* 碰撞检测
* @param a a盒子
* @param b b盒子
*/
private hasHit(a, b) {
if (
Math.abs((a.x + a.width / 2) - (b.x + b.width / 2)) < a.width / 2 + b.width / 2
&&
// Math.abs((a.y + a.height / 2 ) - (b.y + b.height / 2)) < a.height / 2 + b.height / 2
Math.abs((a.y + a.height / 1.3 ) - (b.y + b.height / 2)) < a.height / 2 + b.height / 2
) {
return true;
} else {
return false;
}
}
private onDownStage = (e) => {
this.moveCatchX = e.localX;
this.playerCatchX = this.player.x
}
private onMoveStage = (e) => {
if (this.gameIng) {
this.player.x = this.playerCatchX + (e.localX - this.moveCatchX)
}
}
private onOutStage = (e) => {
this.moveCatchX = 0
}
}
/**
* Created by rockyl on 2020-01-09.
*/
import GameView from "./GameView";
import {injectProps} from "../props";
export class GameWrapper extends engine.Container {
private _status;
private _gameView: GameView;
constructor() {
super();
engine.globalEvent.addEventListener('food-fell-reset', this.reset, this);
engine.globalEvent.addEventListener('food-fell-start', this.start, this);
engine.globalEvent.addEventListener('food-fell-pause', this.pause, this);
engine.globalEvent.addEventListener('food-fell-resume', this.resume, this);
engine.globalEvent.addEventListener('food-fell-revive', this.revive, this);
engine.globalEvent.addEventListener('food-fell-clear', this.clear, this);
this.addEventListener(engine.MouseEvent.CLICK, this.onTap, this);
let gameView = this._gameView = new GameView();
this.addChild(gameView);
// gameView.reset()
// gameView.start()
}
reset(event: engine.Event) {
injectProps(event.data);
this._gameView.visible = true;
this._gameView.reset();
}
start(event: engine.Event) {
injectProps(event.data);
this._status = 1;
this._gameView.start();
}
pause() {
this._gameView.pause();
}
resume() {
this._gameView.resume();
}
revive() {
this._gameView.revive();
}
clear() {
this._gameView.visible = false;
}
private onTap(event) {
// this._gameView.tap(event);
}
}
/**
* Created by rockyl on 2020-02-02.
*
* 掉落物品
*/
import {getTextureByName} from "./utils";
import {props} from "../props";
export class Goods extends engine.Container {
private _body:engine.Rect
private _toY;
constructor() {
super();
let body
body = this._body =new engine.Rect()
// let randomNum = Math.floor(Math.random() * 3)
// console.log('雨滴' + randomNum);
let rain = new engine.Sprite(getTextureByName('雨滴0'));
let rain1 = new engine.Sprite(getTextureByName('雨滴1'));
let rain2 = new engine.Sprite(getTextureByName('雨滴2'));
rain["npcType"]="rain0"
rain1["npcType"]="rain1"
rain2["npcType"]="rain2"
let stone = new engine.Sprite(getTextureByName('石块'));
stone["npcType"]="stone"
let boom = new engine.Sprite(getTextureByName('炸弹'));
boom["npcType"]="boom"
rain.visible=false;
rain1.visible=false;
rain2.visible=false;
stone.visible=false;
boom.visible=false;
body.addChild(rain)
body.addChild(rain1)
body.addChild(rain2)
body.addChild(stone)
body.addChild(boom)
this.addChild(body);
body.width=.0001;
body.height=.0001;
body.mouseEnabled=false;
}
getRandomNumberByRange(start, end) {
return Math.floor(Math.random() * (end - start) + start)
}
reset() {
this.visible = true;
this.rotation = 0;
this.anchorOffsetY = 0;
this.y = 0;
this.x = (750-120)*Math.random()+30;
this.rotation = 0;
let random=Math.random()
if(typeof (props.goodsProbability) == 'string'){
props.goodsProbability=props.goodsProbability.split(',').map((i: string) => +i)
console.log(props.goodsProbability);
}
if(random<props.goodsProbability[0]){
let randomNum = Math.floor(Math.random() * 3)
this.showNpc("rain" + randomNum)
}else if(random>=props.goodsProbability[0]&&random<=(props.goodsProbability[0]+props.goodsProbability[1])){
this.showNpc("stone")
}else if(random>(props.goodsProbability[0]+props.goodsProbability[1])){
this.showNpc("boom")
}
}
showNpc(type){
for(let i=0;i<this._body.children.length;i++){
this._body.children[i].visible=false;
this._body.children[i].mouseEnabled=false;
}
for(let i=0;i<this._body.children.length;i++){
if(this._body.children[i]["npcType"]==type){
this["npcType"]=type
this._body.children[i].visible=true;
this._body.children[i].mouseEnabled=false;
}
}
}
set anchorOffsetY(v) {
this._body.y = v;
}
}
/**
* Created by rockyl on 2020-02-03.
*/
import {Goods} from "./Goods";
import ObjectPool = engine.ObjectPool;
export const PoolName: string = 'goods';
ObjectPool.registerPool(PoolName, function () {
return new Goods();
}, function (item: Goods, data) {
item.reset();
});
/**
* Created by rockyl on 2020-01-21.
*/
export function getTexture(uuid) {
return engine.Texture.from(getAssetByUUID(uuid).uuid);
}
export function getTextureByName(name) {
return getTexture(engine.getAssetByName(name).uuid);
}
export function playSound(name) {
engine.playSound(engine.getAssetByName(name).uuid, {keep: true});
}
export function createSvga(name, anchorName?) {
let inst = new svga.Svga();
inst.source = 'asset://' + engine.getAssetByName(name).uuid;
return inst;
}
\ No newline at end of file
/**
* Created by rockyl on 2019-11-20.
*/
import {GameWrapper} from "./game/GameWrapper";
import {injectProps, prepareProps} from "./props";
export default function (props) {
prepareProps();
injectProps(props);
let instance = new GameWrapper();
return instance;
}
/**
* Created by rockyl on 2020-01-21.
*/
export let props: any = {};
export function prepareProps() {
let metaProps = getProps();
engine.injectProp(props, metaProps);
}
export function injectProps(p) {
engine.injectProp(props, p);
}
...@@ -12,7 +12,6 @@ ...@@ -12,7 +12,6 @@
function injectProps(p) { function injectProps(p) {
engine.injectProp(props, p); engine.injectProp(props, p);
} }
//# sourceMappingURL=props.js.map
function getTexture(uuid) { function getTexture(uuid) {
return engine.Texture.from(getAssetByUUID(uuid).uuid); return engine.Texture.from(getAssetByUUID(uuid).uuid);
...@@ -38,7 +37,6 @@ ...@@ -38,7 +37,6 @@
function playSound(name) { function playSound(name) {
engine.playSound(engine.getAssetByName(name).uuid, { keep: true }); engine.playSound(engine.getAssetByName(name).uuid, { keep: true });
} }
//# sourceMappingURL=utils.js.map
var Block = (function (_super) { var Block = (function (_super) {
tslib.__extends(Block, _super); tslib.__extends(Block, _super);
...@@ -98,7 +96,6 @@ ...@@ -98,7 +96,6 @@
}; };
return Block; return Block;
}(engine.Container)); }(engine.Container));
//# sourceMappingURL=Block.js.map
var Background = (function (_super) { var Background = (function (_super) {
tslib.__extends(Background, _super); tslib.__extends(Background, _super);
...@@ -127,7 +124,6 @@ ...@@ -127,7 +124,6 @@
}; };
return Background; return Background;
}(engine.Container)); }(engine.Container));
//# sourceMappingURL=Background.js.map
var svgaAssets = { var svgaAssets = {
aniReady: { name: '准备立正', dir: 1 }, aniReady: { name: '准备立正', dir: 1 },
...@@ -340,7 +336,6 @@ ...@@ -340,7 +336,6 @@
}; };
return Player; return Player;
}(engine.Container)); }(engine.Container));
//# sourceMappingURL=Player.js.map
var Base = (function (_super) { var Base = (function (_super) {
tslib.__extends(Base, _super); tslib.__extends(Base, _super);
...@@ -355,7 +350,6 @@ ...@@ -355,7 +350,6 @@
}; };
return Base; return Base;
}(engine.Image)); }(engine.Image));
//# sourceMappingURL=Base.js.map
var GuideLayer = (function (_super) { var GuideLayer = (function (_super) {
tslib.__extends(GuideLayer, _super); tslib.__extends(GuideLayer, _super);
...@@ -408,7 +402,6 @@ ...@@ -408,7 +402,6 @@
}; };
return GuideLayer; return GuideLayer;
}(engine.Container)); }(engine.Container));
//# sourceMappingURL=GuideLayer.js.map
var GoldBag = (function (_super) { var GoldBag = (function (_super) {
tslib.__extends(GoldBag, _super); tslib.__extends(GoldBag, _super);
...@@ -447,7 +440,6 @@ ...@@ -447,7 +440,6 @@
}; };
return GoldBag; return GoldBag;
}(engine.Container)); }(engine.Container));
//# sourceMappingURL=GoldBag.js.map
var ObjectPool = engine.ObjectPool; var ObjectPool = engine.ObjectPool;
var PoolName = 'gold-bag'; var PoolName = 'gold-bag';
...@@ -900,7 +892,6 @@ ...@@ -900,7 +892,6 @@
}; };
return JumpHigh; return JumpHigh;
}(engine.Container)); }(engine.Container));
//# sourceMappingURL=JumpHigh.js.map
function index (props) { function index (props) {
prepareProps(); prepareProps();
...@@ -908,7 +899,6 @@ ...@@ -908,7 +899,6 @@
var instance = new JumpHigh(); var instance = new JumpHigh();
return instance; return instance;
} }
//# sourceMappingURL=index.js.map
return index; return index;
......
This source diff could not be displayed because it is too large. You can view the blob instead.
/**
* Created by renjianfeng on 2020-03-13.
*/
//这里需要修改
const customId = 'jump-more';
(async function () {
let customModule = await fetch(`../meta.json`);
customModule = await customModule.json();
console.log(customModule);
await loadAssets(customModule.assets);
launchWithCustomModule(customModule);
})();
function launchWithCustomModule(customModule) {
//engine.registerCustomCodeModule(customModule);
engine.registerCustomModule(customId, window[customId]);
const {props: propsOption, assets} = customModule;
let props = engine.computeProps(customModuleProps, propsOption);
const customModuleIns = {
id: customId,
props,
assets,
};
engine.registerCustomModules([customModuleIns]);
engine.launchWithConfig({
options: {
entrySceneView: 'entry',
},
assets: [],
views: [{
name: 'entry',
type: 'node',
properties: {
x: 0,
y: 0,
}
}],
}, null, function () {
setTimeout(() => {
engine.addCustomModule(customId, engine.gameStage.sceneContainer.getChildAt(0));
}, 100);
setTimeout(() => {
engine.globalEvent.dispatchEvent('jump-more-reset', {
"goodsProbability": [0.8,0.1,0.1],
"countDown": 30,
"acceleratedSpeed":0.1
});
engine.globalEvent.dispatchEvent('jump-more-start');
// engine.globalEvent.dispatchEvent('jump-more-play-music');
}, 500);
});
engine.globalEvent.addEventListener('jump-more-time-update', (e) => {
// console.log(e.type, e.data);
});
engine.globalEvent.addEventListener('jump-more-score-update', (e) => {
// console.log(e.type, e.data);
});
engine.globalEvent.addEventListener('jump-more-game-over', (e) => {
// console.log(e.type, e.data);
});
engine.globalEvent.addEventListener('jump-more-score-update', (e) => {
});
}
function getAssetByUUID(uuid) {
return engine.resolveCustomAsset(customId, uuid);
}
function getProps() {
return engine.getProps(customId);
}
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>美食从天而降</title>
<meta name="viewport"
content="width=device-width,initial-scale=1, minimum-scale=1, maximum-scale=1, user-scalable=no"/>
<meta name="apple-mobile-web-app-capable" content="yes"/>
<meta name="full-screen" content="true"/>
<meta name="screen-orientation" content="portrait"/>
<meta name="x5-fullscreen" content="true"/>
<meta name="360-fullscreen" content="true"/>
<style>
html,
body {
padding: 0;
margin: 0;
border: 0;
width: 100%;
height: 100%;
overflow: hidden;
position: absolute;
/* background-color: red; */
}
</style>
</head>
<body>
<div id="game-container" style="line-height:0;font-size:0"></div>
<script crossorigin="anonymous" src="//yun.duiba.com.cn/editor/zeroing/libs/engine.50cdcef6ebe4e8c0fbc624f9d4fbf225102c5750.js"></script>
<script crossorigin="anonymous" src="//yun.duiba.com.cn/editor/zeroing/libs/svga.fd3923ae6e664251ca7981801a65809cc5f36bc3.js"></script>
<!-- <script src="//yun.duiba.com.cn/editor/zeroing/libs/engine.ebc906f6b50b8da0a669f77027981d5f3cb560ce.js"></script> -->
<!-- <script src="http://localhost:4002/debug/engine.js"></script>
<script src="http://localhost:4003/debug/engine-svga.js"></script> -->
<!--<script src="//yun.duiba.com.cn/editor/zeroing/libs/engine.9a9dbfda4cb2dd5508ecddfe3d95dfd88063f7b5.js"></script>-->
<script>
window.requestAnimFrame = (function() {
return (
window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function(callback) {
window.setTimeout(callback, 1000 / 60);
}
);
})();
</script>
<script src="app.js"></script>
<script src="props.js"></script>
<script src="load-assets.js"></script>
<script src="main.js"></script>
</body>
\ No newline at end of file
/**
* Created by rockyl on 2020-01-21.
*/
const assets = [
{
"name": "玩家icon",
"url": "//yun.duiba.com.cn/aurora/assets/50a7212a113175fa18c866b005d98f07c558dc77.png",
"uuid": "66f23d13-82a5-4cec-9496-301ec240d087",
"ext": ".png"
},
{
"name": "雨滴",
"url": "//yun.duiba.com.cn/aurora/assets/8564c8c9be3aead71b05a0bab8d7d07ac3f778a1.png",
"uuid": "264a6192-d7bf-45e8-8f15-6ba2c439a532",
"ext": ".png"
},
{
"name": "炸弹",
"url": "//yun.duiba.com.cn/aurora/assets/171e92283cd13c013ee1b76d28d252ff08815d47.png",
"uuid": "eb88b42d-e151-4c1b-94b9-7c16f7bfac29",
"ext": ".png"
},
{
"name": "石块",
"url": "//yun.duiba.com.cn/aurora/assets/99b0af0c59fe79a415a3f032149cfacc27e3ac2c.png",
"uuid": "ab1bdabc-21ba-46bf-9299-6c638f766c88",
"ext": ".png"
},
{
"name": "水花",
"url": "//yun.duiba.com.cn/aurora/assets/93d37b4a0e367e80e375308a6b4414d72d7666fc.svga",
"uuid": "b521bf94-20e1-44dd-8eca-d24996cbaeae",
"ext": ".svga"
},
{
"name": "炸弹",
"url": "//yun.duiba.com.cn/aurora/assets/4dd18f0689c663bbcf710a7afc4d929084d97d36.svga",
"uuid": "322edf39-805b-4e84-9d07-5573dfeebc0e",
"ext": ".svga"
},
{
"name": "玩家abc",
"url": "//yun.duiba.com.cn/aurora/assets/41aab15126a106fb7b4083fbc50f9bcea5b3a090.svga",
"uuid": "613125b7-f199-4aa1-860a-9243fc16c4eb",
"ext": ".svga"
},
{
"name": "玩家右",
"url": "//yun.duiba.com.cn/aurora/assets/85af8997aa6dd1aa47011ea843302a4a072f2efd.png",
"uuid": "09e76db2-db0f-46e0-803a-998b1895a027",
"ext": ".png"
},
{
"name": "台阶",
"url": "//yun.duiba.com.cn/aurora/assets/e37ef0563103ffd582d787d36032d7262a3dce47.png",
"uuid": "db411686-ad6b-4bed-81b5-b844715e2882",
"ext": ".png"
},
{
"name": "青团",
"url": "//yun.duiba.com.cn/aurora/assets/14bfed9ab0c2f995b1ca34a5ca0116e8d155012d.png",
"uuid": "84b0849b-7417-4322-b4a3-f7d1a38b15c3",
"ext": ".png"
},
{
"name": "大灰狼",
"url": "//yun.duiba.com.cn/aurora/assets/25a1b525af1daeab062565c2c2c9737957ce4be3.svga",
"uuid": "eae1241a-d133-4816-9496-a2850e7e2d8f",
"ext": ".svga"
}, {
"name": "得分",
"url": "//yun.duiba.com.cn/aurora/assets/88e5d349a8829ddd2b0f608da4d2d537db4bad54.png",
"uuid": "8d9cfa4e-18f9-43a4-8f8e-6996577482b6",
"ext": ".png"
}, {
"name": "加分",
"url": "//yun.duiba.com.cn/aurora/assets/b534a5f50ccc7eeca9ea4f0d4dea78430b8dec9b.png",
"uuid": "6dcb1e61-95e2-4841-8b71-7152f8d6cb37",
"ext": ".png"
},
{
"name": "游戏背景音乐",
"url": "//yun.duiba.com.cn/aurora/assets/7c955f550176b8ea2797b5555c30f1dfc9a770c1.mp3",
"uuid": "da826400-c835-4b75-8991-a29b64c5ac0b",
"ext": ".mp3"
},
{
"name": "吃道具音效",
"url": "//yun.duiba.com.cn/aurora/assets/a9e40a494d33b2c2a5c70ad93090efb4b36cb55d.mp3",
"uuid": "6b809f4e-1712-4201-beed-a683294ded02",
"ext": ".mp3"
},
{
"name": "碰到怪物掉落死亡音效",
"url": "//yun.duiba.com.cn/aurora/assets/e7f28dbc188c24613dccd11690a6f2e66bd00caa.mp3",
"uuid": "dc4426e3-cfe0-492e-bf74-002e0eb605cf",
"ext": ".mp3"
},
{
"name": "跳起死亡音效",
"url": "//yun.duiba.com.cn/aurora/assets/5603f0353a3eeea305c7398bd17f993be7474641.mp3",
"uuid": "f3f66910-8af2-4ceb-b7b3-27329a8ca93b",
"ext": ".mp3"
}
];
function loadAssets(customModuleAssets, onProgress, onComplete){
return engine.loadAssets(assets.concat(...customModuleAssets), onProgress, onComplete);
}
(function (global, factory) {
typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('tslib')) :
typeof define === 'function' && define.amd ? define(['tslib'], factory) :
(global = global || self, global['jump-more'] = 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);
}
function getTexture(uuid) {
return engine.Texture.from(getAssetByUUID(uuid).uuid);
}
function getTextureByName(name) {
return getTexture(engine.getAssetByName(name).uuid);
}
function createSvga(name, anchorName) {
var inst = new svga.Svga();
inst.source = 'asset://' + engine.getAssetByName(name).uuid;
return inst;
}
var Platform = (function (_super) {
tslib.__extends(Platform, _super);
function Platform() {
var _this = _super.call(this) || this;
_this.x = 0;
_this.y = 0;
_this.prizeOdds = props.prizeOdds;
_this.ghostOdds = props.ghostOdds;
_this.width = 224;
_this.height = 56;
_this.flag = 0;
_this.state = 0;
_this.moved = 0;
_this.vx = 1;
_this.type = 1;
_this._body = new engine.Rect();
_this.isNew = true;
_this.addStatus = false;
_this.addChild(new engine.Sprite(getTextureByName('台阶')));
_this.prizeIcon = new engine.Sprite(getTextureByName('青团'));
_this.prizeIcon.x = _this.x + _this.width / 2 - _this.prizeIcon.width / 2;
_this.prizeIcon.y = _this.y - _this.height + 10;
_this.ghostIcon = createSvga('大灰狼');
_this.ghostIcon.gotoAndPlay(1);
setTimeout(function () {
_this.ghostIcon.y = -_this.height * 2 - 10;
_this.ghostIcon.x = _this.width / 2 - _this.ghostIcon.width / 2;
}, 10);
_this.prizeIcon.visible = false;
_this.ghostIcon.visible = false;
_this.addChild(_this.ghostIcon);
_this.addChild(_this.prizeIcon);
_this.prizeFlag = Math.random() < _this.prizeOdds ? true : false;
if (_this.prizeFlag) {
_this.ghostFlag = false;
_this.prizeIcon.visible = true;
}
return _this;
}
Platform.prototype.getStatus = function () {
this.prizeIcon.visible = false;
this.ghostIcon.visible = false;
this.prizeFlag = Math.random() < this.prizeOdds ? true : false;
if (this.prizeFlag) {
this.ghostFlag = false;
this.prizeIcon.visible = true;
}
else {
this.ghostFlag = Math.random() < this.ghostOdds ? true : false;
if (this.ghostFlag)
this.ghostIcon.visible = true;
}
};
return Platform;
}(engine.Container));
var Goods = (function (_super) {
tslib.__extends(Goods, _super);
function Goods() {
var _this = _super.call(this) || this;
var body;
body = _this._body = new engine.Rect();
var rain = new engine.Sprite(getTextureByName('雨滴'));
rain["npcType"] = "rain";
var stone = new engine.Sprite(getTextureByName('石块'));
stone["npcType"] = "stone";
var boom = new engine.Sprite(getTextureByName('炸弹'));
boom["npcType"] = "boom";
rain.visible = false;
stone.visible = false;
boom.visible = false;
body.addChild(rain);
body.addChild(stone);
body.addChild(boom);
_this.addChild(body);
body.width = .0001;
body.height = .0001;
body.mouseEnabled = false;
return _this;
}
Goods.prototype.getRandomNumberByRange = function (start, end) {
return Math.floor(Math.random() * (end - start) + start);
};
Goods.prototype.reset = function () {
this.visible = true;
this.rotation = 0;
this.anchorOffsetY = 0;
this.y = 0;
this.x = (750 - 120) * Math.random() + 30;
this.rotation = 0;
var random = Math.random();
if (random < props.goodsProbability[0]) {
this.showNpc("rain");
}
else if (random >= props.goodsProbability[0] && random <= (props.goodsProbability[0] + props.goodsProbability[1])) {
this.showNpc("stone");
}
else if (random > (props.goodsProbability[0] + props.goodsProbability[1])) {
this.showNpc("boom");
}
};
Goods.prototype.showNpc = function (type) {
for (var i = 0; i < this._body.children.length; i++) {
this._body.children[i].visible = false;
this._body.children[i].mouseEnabled = false;
}
for (var i = 0; i < this._body.children.length; i++) {
if (this._body.children[i]["npcType"] == type) {
this["npcType"] = type;
this._body.children[i].visible = true;
this._body.children[i].mouseEnabled = false;
}
}
};
Object.defineProperty(Goods.prototype, "anchorOffsetY", {
set: function (v) {
this._body.y = v;
},
enumerable: true,
configurable: true
});
return Goods;
}(engine.Container));
var ObjectPool = engine.ObjectPool;
var PoolName = 'goods';
ObjectPool.registerPool(PoolName, function () {
return new Goods();
}, function (item, data) {
item.reset();
});
var SoundMgr = (function () {
function SoundMgr() {
}
Object.defineProperty(SoundMgr, "instance", {
get: function () {
if (!this._instance) {
this._instance = new SoundMgr();
}
return this._instance;
},
enumerable: true,
configurable: true
});
Object.defineProperty(SoundMgr.prototype, "enabled", {
get: function () {
return engine.env.soundEnabled;
},
enumerable: true,
configurable: true
});
SoundMgr.prototype.playEffect = function (name, loop) {
if (loop === void 0) { loop = false; }
engine.playSound(getAssetByUUID(nameToUuid[name]).uuid, {
loop: loop,
keep: true
}, name);
};
SoundMgr.prototype.stopEffect = function (name) {
engine.stopSound(name);
engine.destroySound(name);
};
SoundMgr._instance = null;
return SoundMgr;
}());
var nameToUuid = {
bgm: "da826400-c835-4b75-8991-a29b64c5ac0b",
prize: "6b809f4e-1712-4201-beed-a683294ded02",
ghost: "dc4426e3-cfe0-492e-bf74-002e0eb605cf",
jumpdied: "f3f66910-8af2-4ceb-b7b3-27329a8ca93b",
};
var ObjectPool$1 = engine.ObjectPool;
var GameView = (function (_super) {
tslib.__extends(GameView, _super);
function GameView() {
var _this = _super.call(this) || this;
_this.gravity = 0.2;
_this.bottomY = 5;
_this.jumpCount = 0;
_this.flag = 0;
_this.iconX = 0;
_this.goodsItems = [];
_this.platformCount = 12;
_this.platformGap = 0;
_this.platPosition = 0;
_this.platforms = [];
_this.newPlatforms = [];
_this.cashNum = 0;
_this.moveCatchX = 0;
_this.playerCatchX = 0;
_this.onDownStage = function (e) {
if (e.stageX < _this.width / 2) {
_this.player.dir = 'left';
_this.player.isMovingLeft = true;
_this.playerSvga.scaleX = -1;
setTimeout(function () {
_this.player.isMovingLeft = false;
}, 500);
}
else {
_this.player.dir = 'right';
_this.player.isMovingRight = true;
_this.playerSvga.scaleX = 1;
setTimeout(function () {
_this.player.isMovingRight = false;
}, 500);
}
};
_this.onMoveStage = function (e) {
if (_this.gameIng) {
_this.player.x = _this.playerCatchX + (e.localX - _this.moveCatchX);
}
};
_this.onOutStage = function (e) {
if (e.stageX < _this.width / 2) {
_this.player.dir = 'left';
_this.player.isMovingLeft = false;
}
else {
_this.player.dir = 'right';
_this.player.isMovingRight = false;
}
};
_this.once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);
return _this;
}
GameView.prototype.setup = function () {
var _this = this;
if (this._hasSetup) {
return;
}
this._hasSetup = true;
this.NpcBg = new engine.Container();
this.NpcBg.alpha = 1;
this.NpcBg.width = 0;
this.NpcBg.height = 0;
this.addChild(this.NpcBg);
this.player = new engine.Container();
this.player.vx = 0;
this.player.vy = 11;
this.player.isMovingLeft = false;
this.player.isMovingRight = false;
this.player.isDead = false;
this.player.jump = function () {
_this.player.vy = -10;
_this.playerSvga.play(false, false);
};
this.playerSvga = createSvga('玩家abc');
this.player.addChild(this.playerSvga);
this.visible = false;
this.addScoreIcon = new engine.Sprite(getTextureByName('加分'));
this.addScoreIcon.visible = false;
this.player.addChild(this.addScoreIcon);
setTimeout(function () {
_this.visible = true;
_this.playerSvga.anchorY = _this.playerSvga.height / 2;
_this.playerSvga.anchorX = _this.playerSvga.width / 2;
_this.player.anchorY = _this.player.height / 2;
_this.player.anchorX = _this.player.width / 2;
_this.player.x = 375 - _this.player.width / 2;
_this.iconX = _this.player.width + 20;
_this.addScoreIcon.y =
_this.player.height / 2 - _this.addScoreIcon.height / 2 + 20;
}, 300);
this.score = 0;
this.rectBg = new engine.Container();
this.rectBg.width = 750;
this.rectBg.height = 1624;
this.rectHeight = this.stage.height - this.rectBg.height;
this.rectBg.y = this.rectHeight;
this.addChild(this.rectBg);
this.player.y = this.rectBg.height;
this.baseY = this.rectBg.height - this.bottomY;
this.rectBg.addEventListener(engine.MouseEvent.CLICK, this.onDownStage, this);
};
GameView.prototype.base = function () { };
GameView.prototype.createPlatform = function (needGhost) {
if (needGhost === void 0) { needGhost = false; }
var platform = new Platform();
platform.x = Math.random() * (this.width - platform.width);
this.platPosition += this.rectBg.height / this.platformCount;
var platform2 = new Platform();
var left = platform.x;
if (left > this.width / 2) {
platform2.x =
Math.random() * (platform.x - platform.width) - platform.width / 2;
}
else {
platform2.x =
platform.x +
platform.width +
Math.random() * (this.width - platform.x - platform.width * 1.5);
}
platform2.y = platform.y = this.platPosition;
if (needGhost && !platform.prizeFlag) {
platform.ghostFlag = Math.random() < platform.ghostOdds ? true : false;
if (platform.ghostFlag)
platform.ghostIcon.visible = true;
}
return [platform, platform2];
};
GameView.prototype.changePlatformGap = function (to) {
var _this = this;
if (this.platformCount == to)
return;
this.platformCount = to;
var min = this.rectBg.height;
for (var i = 0; i < this.platforms.length; i++) {
if (min > this.platforms[i].y) {
min = this.platforms[i].y;
}
}
this.platPosition =
min - this.rectBg.height / this.platformCount + this.rectBg.height;
var newList = [];
for (var i = 0; i < this.platformCount; i++) {
newList.push.apply(newList, this.createPlatform(true));
}
this.newPlatforms = newList;
this.newPlatforms.forEach(function (p) {
if (p.isNew && !p.addStatus) {
_this.rectBg.addChild(p);
p.addStatus = true;
}
});
this.platforms.forEach(function (p) {
p.isNew = false;
_this.rectBg.addChild(p);
});
this.platforms = this.platforms.concat(this.newPlatforms);
};
GameView.prototype.platformInit = function () {
var _a;
var _this = this;
for (var i = 0; i < this.platformCount; i++) {
(_a = this.platforms).push.apply(_a, this.createPlatform());
}
this.platforms.forEach(function (p, i) {
_this.rectBg.addChild(p);
});
};
GameView.prototype.playerJump = function () {
var _this = this;
this.player.y += this.player.vy;
this.player.vy += this.gravity;
if (this.player.vy > 0 &&
this.player.x + 15 < 260 &&
this.player.x + this.player.width - 15 > 155 &&
this.player.y + this.player.height > 475 &&
this.player.y + this.player.height < 500) {
return this.player.jump();
}
if (this.player.isMovingLeft === true) {
this.player.x += this.player.vx;
this.player.vx -= 0.1;
}
else {
this.player.x += this.player.vx;
if (this.player.vx < 0)
this.player.vx += 0.07;
}
if (this.player.isMovingRight === true) {
this.player.x += this.player.vx;
this.player.vx += 0.1;
}
else {
this.player.x += this.player.vx;
if (this.player.vx > 0)
this.player.vx -= 0.07;
}
if (this.player.vx > 4)
this.player.vx = 4;
else if (this.player.vx < -4)
this.player.vx = -4;
if (this.player.y + this.player.height > this.baseY &&
this.baseY < this.rectBg.height) {
this.player.jump();
}
if (this.baseY > this.rectBg.height &&
this.player.y + this.player.height > this.rectBg.height &&
this.player.isDead != 'lol') {
this.player.isDead = true;
SoundMgr.instance.playEffect('jumpdied');
}
if (this.player.x > this.width)
this.player.x = 0 - this.player.width;
else if (this.player.x < 0 - this.player.width)
this.player.x = this.width - this.player.width;
if (this.player.y >= this.rectBg.height / 2 - this.player.height / 2) {
this.player.y += this.player.vy;
this.player.vy += this.gravity;
}
else {
if (this.player.y < this.height / 2) {
this.player.y -= this.player.vy;
}
if (this.newPlatforms.length > 0) {
this.platforms.forEach(function (p, i) {
if (_this.player.vy < 0) {
p.y -= _this.player.vy;
}
if (_this.player.y < _this.height / 2) {
p.y -= _this.player.vy;
}
if (p.y > _this.height) {
if (p.isNew == false) {
_this.cashNum++;
if (_this.cashNum ==
_this.platforms.length - _this.newPlatforms.length) {
var list = _this.platforms.splice(0, _this.cashNum);
_this.newPlatforms = [];
for (var i_1 = 0; i_1 < list.length; i_1++) {
_this.rectBg.removeChild(list[i_1]);
}
_this.cashNum = 0;
}
}
p.y = p.y - _this.rectBg.height * 2;
}
});
}
else {
this.platforms.forEach(function (p, i) {
if (_this.player.vy < 0) {
p.y -= _this.player.vy;
}
if (_this.player.y < _this.height / 2) {
p.y -= _this.player.vy;
}
if (p.y > _this.height) {
if (i % 2 == 0) {
_this.platforms[i].x =
Math.random() * (_this.width - _this.platforms[i].width);
if (i != 0) {
p.getStatus();
}
}
else {
var last = _this.platforms[i - 1], left = last.x;
if (left > _this.width / 2) {
p.x = Math.random() * (last.x - p.width) - p.width / 2;
}
else {
p.x =
last.x +
p.width +
Math.random() * (_this.width - last.x - p.width * 1.5);
}
}
p.y = p.y - _this.rectBg.height;
}
});
}
this.baseY -= this.player.vy;
this.player.vy += this.gravity;
if (this.player.vy >= 0) {
this.player.y += this.player.vy;
this.player.vy += this.gravity;
}
if (this.score > 30 && this.score < 60) {
this.changePlatformGap(11);
}
else if (this.score > 60 && this.score < 120) {
this.changePlatformGap(10);
}
else if (this.score > 120) {
this.changePlatformGap(8);
}
}
if (this.player.isDead === false)
this.collides();
if (this.player.isDead == true) {
this.gameOver();
}
};
GameView.prototype.playMusic = function () {
SoundMgr.instance.playEffect('bgm', true);
};
GameView.prototype.collides = function () {
var _this = this;
this.platforms.forEach(function (p, i) {
if (_this.player.vy > 0 &&
p.state === 0 &&
_this.player.x + 55 < p.x + p.width &&
_this.player.x + _this.player.width - 30 > p.x &&
_this.player.y + _this.player.height + 15 > p.y &&
_this.player.y + _this.player.height + 15 < p.y + p.height) {
if (p.prizeFlag) {
SoundMgr.instance.playEffect('prize');
_this.score += props.prizeScore;
engine.globalEvent.dispatchEvent('jump-more-score-update', {
score: _this.score
});
p.prizeFlag = false;
p.prizeIcon.visible = false;
if (p.x > _this.rectBg.width - p.width * 1.5) {
_this.addScoreIcon.x = -20 - _this.addScoreIcon.width;
}
else {
_this.addScoreIcon.x = _this.iconX;
}
_this.addScoreIcon.visible = true;
if (_this.addTimer) {
clearTimeout(_this.addTimer);
}
_this.addTimer = setTimeout(function () {
_this.addScoreIcon.visible = false;
}, 1000);
}
else if (p.ghostFlag) {
SoundMgr.instance.playEffect('ghost');
_this.diedIndex = i;
_this.gameOver();
}
else {
_this.player.jump();
}
}
});
};
GameView.prototype.gameOver = function () {
this.platforms.forEach(function (p, i) {
p.y -= 12;
});
if (this.player.y > this.rectBg.height / 2 && this.flag === 0) {
this.player.y -= 8;
this.player.vy = 0;
}
else if (this.player.y + this.player.height > this.rectBg.height) ;
engine.globalEvent.dispatchEvent('jump-more-game-over', {
score: this.score
});
this.player.isDead = 'lol';
};
GameView.prototype.rectBgCalc = function () {
};
GameView.prototype.gameRevive = function () {
this.player.isDead = false;
var random = Math.floor(Math.random() * 3) * 2;
this.player.x = this.platforms[random].x;
this.player.y = this.platforms[random].y;
this.player.vx = 0;
this.player.vy = 11;
this.platforms.forEach(function (p, i) {
p.ghostFlag = false;
p.ghostIcon.visible = false;
});
};
GameView.prototype.update_my = function () {
this.playerJump();
this.rectBg.addChild(this.player);
};
GameView.prototype.reset = function () {
this.removeEventListener(engine.Event.ENTER_FRAME, this.test, this);
SoundMgr.instance.stopEffect('bgm');
this.recycleGoods();
this.player.vx = 0;
this.player.vy = 11;
this.player.isMovingLeft = false;
this.player.isMovingRight = false;
this.player.x = 375 - this.player.width / 2;
this.player.y = this.rectBg.height - 200;
this.rectBg.y = this.rectHeight;
this.platPosition = 0;
this.score = 0;
this.platformCount = 12;
this.platformGap = 0;
this.baseY = this.rectBg.height - this.bottomY;
this.player.isDead = false;
this.platformInit();
this.playerJump();
};
GameView.prototype.start = function () {
this.aniLoop();
this.playMusic();
};
GameView.prototype.pause = function () {
this.gameIng = false;
};
GameView.prototype.revive = function () {
this.gameIng = true;
};
GameView.prototype.resume = function () {
return tslib.__awaiter(this, void 0, void 0, function () {
return tslib.__generator(this, function (_a) {
this.reset();
this.start();
return [2];
});
});
};
GameView.prototype.aniLoop = function () {
var _this = this;
this.addEventListener(engine.Event.ENTER_FRAME, (this.test = function () {
_this.update_my();
}), this);
};
GameView.prototype.died = function () {
this.score = 0;
this.pause();
};
GameView.prototype.removeNpc = function (goods) {
var _this = this;
this.NpcBg.removeChild(goods);
ObjectPool$1.recycleObject(PoolName, goods);
this.removeEventListener(engine.Event.ENTER_FRAME, function () {
_this.update_my();
}, this);
var index = this.goodsItems.indexOf(goods);
if (index > -1) {
this.goodsItems.splice(index, 1);
}
};
GameView.prototype.recycleGoods = function () {
for (var _i = 0, _a = this.platforms; _i < _a.length; _i++) {
var p = _a[_i];
this.rectBg.removeChild(p);
}
this.newPlatforms = [];
this.platforms = [];
};
GameView.prototype.hasHit = function (a, b) {
if (Math.abs(a.x + a.width / 2 - (b.x + b.width / 2)) <
a.width / 2 + b.width / 2 &&
Math.abs(a.y + a.height / 2 - (b.y + b.height / 2)) <
a.height / 2 + b.height / 2) {
return true;
}
else {
return false;
}
};
return GameView;
}(engine.Container));
var GameWrapper = (function (_super) {
tslib.__extends(GameWrapper, _super);
function GameWrapper() {
var _this = _super.call(this) || this;
engine.globalEvent.addEventListener('jump-more-reset', _this.reset, _this);
engine.globalEvent.addEventListener('jump-more-start', _this.start, _this);
engine.globalEvent.addEventListener('jump-more-resume', _this.resume, _this);
engine.globalEvent.addEventListener('jump-more-revive', _this.revive, _this);
_this.addEventListener(engine.MouseEvent.CLICK, _this.onTap, _this);
var gameView = _this._gameView = new GameView();
_this.addChild(gameView);
return _this;
}
GameWrapper.prototype.reset = function (event) {
injectProps(event.data);
this._gameView.visible = true;
this._gameView.reset();
};
GameWrapper.prototype.start = function (event) {
injectProps(event.data);
this._gameView.start();
};
GameWrapper.prototype.pause = function () {
this._gameView.pause();
};
GameWrapper.prototype.resume = function () {
this._gameView.resume();
};
GameWrapper.prototype.revive = function () {
this._gameView.gameRevive();
};
GameWrapper.prototype.onTap = function (event) {
};
return GameWrapper;
}(engine.Container));
function index (props) {
prepareProps();
injectProps(props);
var instance = new GameWrapper();
return instance;
}
return index;
})));
//# sourceMappingURL=main.js.map
\ No newline at end of file
{"version":3,"file":"index.js","sources":["src/custom/jump-more/src/props.ts","src/custom/jump-more/src/game/utils.ts","src/custom/jump-more/src/game/Platform.ts","src/custom/jump-more/src/game/Goods.ts","src/custom/jump-more/src/game/object-pool-init.ts","src/custom/jump-more/src/game/SoundMgr.ts","src/custom/jump-more/src/game/GameView.ts","src/custom/jump-more/src/game/GameWrapper.ts","src/custom/jump-more/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}","import { getTextureByName } from './utils';\nimport { props } from '../props';\nimport { createSvga } from './utils';\ninterface PlatformProps {\n width: number;\n height: number;\n x: number;\n y: number;\n count: number;\n}\n\nexport class Platform extends engine.Container {\n private _body: engine.Rect;\n // private _toY;\n flag;\n state;\n moved;\n vx;\n type;\n x = 0;\n y = 0;\n prizeOdds = props.prizeOdds;\n ghostOdds = props.ghostOdds;\n prizeFlag: boolean;\n ghostFlag: boolean;\n isNew: boolean;\n addStatus: boolean;\n prizeIcon: engine.Sprite;\n ghostIcon;\n constructor() {\n super();\n this.width = 224;\n this.height = 56;\n\n this.flag = 0;\n this.state = 0;\n this.moved = 0;\n this.vx = 1;\n this.type = 1;\n this._body = new engine.Rect();\n this.isNew = true\n this.addStatus = false\n this.addChild(new engine.Sprite(getTextureByName('台阶')));\n this.prizeIcon = new engine.Sprite(getTextureByName('青团'));\n this.prizeIcon.x = this.x + this.width / 2 - this.prizeIcon.width / 2;\n this.prizeIcon.y = this.y - this.height + 10;\n this.ghostIcon = createSvga('大灰狼');\n this.ghostIcon.gotoAndPlay(1);\n setTimeout(() => {\n this.ghostIcon.y = -this.height * 2 - 10;\n this.ghostIcon.x = this.width / 2 - this.ghostIcon.width / 2;\n }, 10);\n this.prizeIcon.visible = false;\n this.ghostIcon.visible = false;\n this.addChild(this.ghostIcon);\n this.addChild(this.prizeIcon);\n\n this.prizeFlag = Math.random() < this.prizeOdds ? true : false;\n if (this.prizeFlag) {\n this.ghostFlag = false;\n this.prizeIcon.visible = true;\n } else {\n // this.ghostFlag = Math.random() < this.ghostOdds ? true : false;\n\n // if (this.ghostFlag) this.ghostIcon.visible = true;\n }\n // let platform = new engine.Sprite(getTextureByName('台阶'));\n }\n getStatus() {\n this.prizeIcon.visible = false;\n this.ghostIcon.visible = false;\n this.prizeFlag = Math.random() < this.prizeOdds ? true : false;\n if (this.prizeFlag) {\n this.ghostFlag = false;\n this.prizeIcon.visible = true;\n } else {\n this.ghostFlag = Math.random() < this.ghostOdds ? true : false;\n if (this.ghostFlag) this.ghostIcon.visible = true;\n }\n }\n}\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 {Platform} from \"./Platform\";\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","\nexport default class SoundMgr {\n\tprivate static _instance: SoundMgr = null;\n\tpublic static get instance(): SoundMgr {\n\t\tif (!this._instance) {\n\t\t\tthis._instance = new SoundMgr();\n\t\t}\n\n\t\treturn this._instance;\n\t}\n\n\tpublic get enabled() {\n\t\treturn engine.env.soundEnabled;\n\t}\n\n\tpublic playEffect(name: string, loop: boolean = false) {\n\t\t//if (!this.enabled) return;\n\n\t\tengine.playSound(getAssetByUUID(nameToUuid[name]).uuid, {\n\t\t\tloop,\n\t\t\tkeep: true\n\t\t}, name);\n\t}\n\tpublic stopEffect(name: string){\n\t\tengine.stopSound(name);\n\t\tengine.destroySound(name);\n\t}\n\n\n}\n\nconst nameToUuid = {\n\tbgm: \"da826400-c835-4b75-8991-a29b64c5ac0b\",\n\tprize: \"6b809f4e-1712-4201-beed-a683294ded02\",\n\tghost: \"dc4426e3-cfe0-492e-bf74-002e0eb605cf\",\n\tjumpdied: \"f3f66910-8af2-4ceb-b7b3-27329a8ca93b\",\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 { Platform } from './Platform';\nimport { PrizeGood } from './PrizeGood';\nimport { getTextureByName } from './utils';\nimport { Goods } from './Goods';\nimport { PoolName } from './object-pool-init';\nimport SoundMgr from './SoundMgr';\ninterface playerProp extends engine.Container {\n // x速度\n vx?: number;\n // y速度\n vy?: number;\n isMovingLeft?: boolean;\n isMovingRight?: boolean;\n isDead?: boolean | string;\n dir?: string;\n // deadInfo:object;\n draw?(): void;\n jump?(): void;\n jumpHigh?(): void;\n}\n\nexport default class GameView extends engine.Container {\n private _hasSetup;\n gravity: number = 0.2;\n bottomY: number = 5;\n jumpCount: number = 0;\n baseY: number;\n flag = 0;\n loopFrame: any;\n prizeGoodList: { number: PrizeGood };\n diedIndex: number;\n rectHeight: number;\n addTimer: NodeJS.Timer | null;\n iconX = 0;\n //玩家\n private player: playerProp;\n\n //触摸层\n private rectBg: engine.Container;\n //npc层\n private NpcBg: engine.Container;\n\n //当前分数\n private score;\n\n //游戏状态\n private gameIng;\n\n //npc出身计时器\n private timer;\n //倒计时计时器\n private countdownTimer: any;\n //倒计时\n private countdown: number;\n\n //当前速度\n private speed: number;\n\n // 当前场景上面的物品\n private goodsItems = [];\n\n private _goods: Goods;\n\n constructor() {\n super();\n // this.platformCount = 10\n this.once(engine.Event.ADDED_TO_STAGE, this.setup, this);\n // engine.globalEvent.addEventListener('jump-more-score', , this);\n }\n platformCount = 12;\n platformGap = 0;\n platPosition = 0;\n platforms = [];\n newPlatforms = [];\n cashNum = 0;\n\n private waterSvga;\n private boomSvga;\n private playerSvga;\n private addScoreIcon;\n\n setup() {\n if (this._hasSetup) {\n return;\n }\n this._hasSetup = true;\n this.NpcBg = new engine.Container();\n this.NpcBg.alpha = 1;\n this.NpcBg.width = 0;\n this.NpcBg.height = 0;\n this.addChild(this.NpcBg);\n\n this.player = new engine.Container();\n\n this.player.vx = 0;\n this.player.vy = 11;\n this.player.isMovingLeft = false;\n this.player.isMovingRight = false;\n this.player.isDead = false;\n this.player.jump = () => {\n this.player.vy = -10;\n this.playerSvga.play(false, false);\n };\n\n this.playerSvga = createSvga('玩家abc');\n this.player.addChild(this.playerSvga);\n // this.playerSvga.gotoAndPlay(1);\n this.visible = false;\n this.addScoreIcon = new engine.Sprite(getTextureByName('加分'));\n this.addScoreIcon.visible = false;\n this.player.addChild(this.addScoreIcon);\n\n setTimeout(() => {\n this.visible = true;\n this.playerSvga.anchorY = this.playerSvga.height / 2;\n this.playerSvga.anchorX = this.playerSvga.width / 2;\n this.player.anchorY = this.player.height / 2;\n this.player.anchorX = this.player.width / 2;\n this.player.x = 375 - this.player.width / 2;\n // this.addScoreIcon.x = this.player.width + 20;\n this.iconX = this.player.width + 20;\n this.addScoreIcon.y =\n this.player.height / 2 - this.addScoreIcon.height / 2 + 20;\n\n // this.player.y = props.playerPositionY;\n }, 300);\n this.score = 0;\n this.rectBg = new engine.Container();\n // this.rectBg.alpha = 0;\n this.rectBg.width = 750;\n this.rectBg.height = 1624;\n this.rectHeight = this.stage.height - this.rectBg.height;\n this.rectBg.y = this.rectHeight;\n\n // this.bottom = 1624\n this.addChild(this.rectBg);\n this.player.y = this.rectBg.height;\n this.baseY = this.rectBg.height - this.bottomY;\n\n this.rectBg.addEventListener(\n engine.MouseEvent.CLICK,\n this.onDownStage,\n this\n );\n }\n\n base() {}\n // 创建台阶\n createPlatform(needGhost: boolean = false) {\n let platform = new Platform();\n platform.x = Math.random() * (this.width - platform.width);\n\n this.platPosition += this.rectBg.height / this.platformCount;\n let platform2 = new Platform();\n\n //左边出现的位置\n let left = platform.x;\n if (left > this.width / 2) {\n platform2.x =\n Math.random() * (platform.x - platform.width) - platform.width / 2;\n } else {\n platform2.x =\n platform.x +\n platform.width +\n Math.random() * (this.width - platform.x - platform.width * 1.5);\n }\n platform2.y = platform.y = this.platPosition;\n if (needGhost && !platform.prizeFlag) {\n platform.ghostFlag = Math.random() < platform.ghostOdds ? true : false;\n if (platform.ghostFlag) platform.ghostIcon.visible = true;\n }\n return [platform, platform2];\n }\n changePlatformGap(to: number) {\n if (this.platformCount == to) return;\n this.platformCount = to;\n let min = this.rectBg.height;\n for (let i = 0; i < this.platforms.length; i++) {\n if (min > this.platforms[i].y) {\n min = this.platforms[i].y;\n }\n }\n this.platPosition =\n min - this.rectBg.height / this.platformCount + this.rectBg.height;\n let newList = [];\n for (let i = 0; i < this.platformCount; i++) {\n newList.push(...this.createPlatform(true));\n }\n\n this.newPlatforms = newList;\n\n this.newPlatforms.forEach(p => {\n if (p.isNew && !p.addStatus) {\n this.rectBg.addChild(p);\n p.addStatus = true;\n }\n });\n this.platforms.forEach(p => {\n p.isNew = false;\n // // 如果有狼层级变高\n this.rectBg.addChild(p);\n // if (p.ghostFlag) {\n // this.rectBg.addChild(p);\n // }\n });\n this.platforms = this.platforms.concat(this.newPlatforms);\n // console.log(this.platforms);\n }\n // 台阶展示\n platformInit() {\n for (let i = 0; i < this.platformCount; i++) {\n this.platforms.push(...this.createPlatform());\n }\n this.platforms.forEach((p, i) => {\n this.rectBg.addChild(p);\n });\n }\n // getNewPlatform(){\n\n // }\n // 兔子跳起\n playerJump() {\n this.player.y += this.player.vy;\n this.player.vy += this.gravity;\n\n if (\n this.player.vy > 0 &&\n this.player.x + 15 < 260 &&\n this.player.x + this.player.width - 15 > 155 &&\n this.player.y + this.player.height > 475 &&\n this.player.y + this.player.height < 500\n ) {\n return this.player.jump();\n }\n\n if (this.player.isMovingLeft === true) {\n this.player.x += this.player.vx;\n this.player.vx -= 0.1;\n } else {\n this.player.x += this.player.vx;\n if (this.player.vx < 0) this.player.vx += 0.07;\n }\n\n if (this.player.isMovingRight === true) {\n this.player.x += this.player.vx;\n this.player.vx += 0.1;\n } else {\n this.player.x += this.player.vx;\n if (this.player.vx > 0) this.player.vx -= 0.07;\n }\n\n if (this.player.vx > 4) this.player.vx = 4;\n else if (this.player.vx < -4) this.player.vx = -4;\n\n if (\n this.player.y + this.player.height > this.baseY &&\n this.baseY < this.rectBg.height\n ) {\n this.player.jump();\n }\n\n if (\n this.baseY > this.rectBg.height &&\n this.player.y + this.player.height > this.rectBg.height &&\n this.player.isDead != 'lol'\n ) {\n this.player.isDead = true;\n SoundMgr.instance.playEffect('jumpdied');\n }\n\n if (this.player.x > this.width) this.player.x = 0 - this.player.width;\n else if (this.player.x < 0 - this.player.width)\n this.player.x = this.width - this.player.width;\n\n if (this.player.y >= this.rectBg.height / 2 - this.player.height / 2) {\n this.player.y += this.player.vy;\n this.player.vy += this.gravity;\n }\n\n //高度过半 重新创建台阶 滚动效果\n else {\n if (this.player.y < this.height / 2) {\n this.player.y -= this.player.vy;\n }\n if (this.newPlatforms.length > 0) {\n this.platforms.forEach((p, i) => {\n if (this.player.vy < 0) {\n p.y -= this.player.vy;\n }\n if (this.player.y < this.height / 2) {\n p.y -= this.player.vy;\n }\n // if (p.isNew && !p.addStatus) {\n // this.rectBg.addChild(p);\n // p.addStatus = true;\n // // this.newPlatforms.length--;\n // }\n // // 如果有狼层级变高\n // if (!p.isNew && p.ghostFlag) {\n // this.rectBg.addChild(p);\n // }\n if (p.y > this.height) {\n if (p.isNew == false) {\n this.cashNum++;\n if (\n this.cashNum ==\n this.platforms.length - this.newPlatforms.length\n ) {\n let list = this.platforms.splice(0, this.cashNum);\n // console.log(this.platforms);\n this.newPlatforms = [];\n // for (let p of list) {\n // this.rectBg.removeChild(p);\n // }\n for (let i = 0; i < list.length; i++) {\n this.rectBg.removeChild(list[i]);\n }\n this.cashNum = 0;\n }\n }\n\n p.y = p.y - this.rectBg.height * 2;\n }\n });\n } else {\n this.platforms.forEach((p, i) => {\n if (this.player.vy < 0) {\n p.y -= this.player.vy;\n }\n if (this.player.y < this.height / 2) {\n p.y -= this.player.vy;\n }\n if (p.y > this.height) {\n if (i % 2 == 0) {\n this.platforms[i].x =\n Math.random() * (this.width - this.platforms[i].width);\n if (i != 0) {\n p.getStatus();\n }\n } else {\n let last = this.platforms[i - 1],\n left = last.x;\n // p.y = last.y\n if (left > this.width / 2) {\n p.x = Math.random() * (last.x - p.width) - p.width / 2;\n } else {\n p.x =\n last.x +\n p.width +\n Math.random() * (this.width - last.x - p.width * 1.5);\n }\n }\n p.y = p.y - this.rectBg.height;\n }\n });\n }\n\n this.baseY -= this.player.vy;\n\n this.player.vy += this.gravity;\n if (this.player.vy >= 0) {\n this.player.y += this.player.vy;\n this.player.vy += this.gravity;\n }\n\n // 向上跳加分\n // this.score++;\n\n // engine.globalEvent.dispatchEvent('jump-more-score-update', {\n // score: this.score\n // });\n\n if (this.score > 30 && this.score < 60) {\n this.changePlatformGap(11);\n } else if (this.score > 60 && this.score < 120) {\n this.changePlatformGap(10);\n } else if (this.score > 120) {\n this.changePlatformGap(8);\n }\n }\n if (this.player.isDead === false) this.collides();\n if (this.player.isDead == true) {\n this.gameOver();\n }\n }\n playMusic() {\n SoundMgr.instance.playEffect('bgm', true);\n }\n // 跳上台阶检测\n collides() {\n this.platforms.forEach((p, i) => {\n if (\n this.player.vy > 0 &&\n p.state === 0 &&\n this.player.x + 55 < p.x + p.width &&\n this.player.x + this.player.width - 30 > p.x &&\n this.player.y + this.player.height + 15 > p.y &&\n this.player.y + this.player.height + 15 < p.y + p.height\n ) {\n // console.log(\"左边:\" , this.player.x + this.player.width - 30 > p.x);\n // console.log(\"右边:\" , this.player.x + 30< p.x + p.width);\n // console.log(this.player.x + 40, p.x + p.width);\n\n if (p.prizeFlag) {\n SoundMgr.instance.playEffect('prize');\n this.score += props.prizeScore;\n\n engine.globalEvent.dispatchEvent('jump-more-score-update', {\n score: this.score\n });\n p.prizeFlag = false;\n p.prizeIcon.visible = false;\n if (p.x > this.rectBg.width - p.width * 1.5) {\n this.addScoreIcon.x = -20 - this.addScoreIcon.width;\n // console.log(this.addScoreIcon.x);\n } else {\n this.addScoreIcon.x = this.iconX;\n }\n this.addScoreIcon.visible = true;\n if (this.addTimer) {\n clearTimeout(this.addTimer);\n }\n this.addTimer = setTimeout(() => {\n this.addScoreIcon.visible = false;\n }, 1000);\n } else if (p.ghostFlag) {\n SoundMgr.instance.playEffect('ghost');\n this.diedIndex = i;\n this.gameOver();\n } else {\n this.player.jump();\n }\n }\n });\n }\n\n gameOver() {\n this.platforms.forEach((p, i) => {\n p.y -= 12;\n });\n\n if (this.player.y > this.rectBg.height / 2 && this.flag === 0) {\n this.player.y -= 8;\n this.player.vy = 0;\n } else if (this.player.y + this.player.height > this.rectBg.height) {\n // console.log('showGoMenu');\n // this.player.isDead = 'lol';\n }\n engine.globalEvent.dispatchEvent('jump-more-game-over', {\n score: this.score\n });\n // console.log('showGoMenu');\n this.player.isDead = 'lol';\n // setTimeout(() => {\n // this.resume();\n // }, 3000);\n }\n rectBgCalc() {\n // if(this.player.y < this.height/2){\n // \tthis.rectBg.y-=this.player.vy;\n // }\n }\n gameRevive() {\n this.player.isDead = false;\n let random = Math.floor(Math.random() * 3) * 2;\n\n this.player.x = this.platforms[random].x;\n this.player.y = this.platforms[random].y;\n this.player.vx = 0;\n this.player.vy = 11;\n this.platforms.forEach((p, i) => {\n p.ghostFlag = false;\n p.ghostIcon.visible = false;\n });\n }\n update_my() {\n this.playerJump();\n // if (this.platforms[0].ghostFlag || this.platforms[1].ghostFlag) {\n // console.log(this.platforms[0]);\n // }\n\n this.rectBg.addChild(this.player);\n }\n\n /**\n * 重置场景\n */\n reset() {\n this.removeEventListener(engine.Event.ENTER_FRAME, this.test, this);\n SoundMgr.instance.stopEffect('bgm');\n this.recycleGoods();\n this.player.vx = 0;\n this.player.vy = 11;\n this.player.isMovingLeft = false;\n this.player.isMovingRight = false;\n this.player.x = 375 - this.player.width / 2;\n this.player.y = this.rectBg.height - 200;\n this.rectBg.y = this.rectHeight;\n this.platPosition = 0;\n this.score = 0;\n // this.cashNum = 0\n this.platformCount = 12;\n this.platformGap = 0;\n this.baseY = this.rectBg.height - this.bottomY;\n this.player.isDead = false;\n this.platformInit();\n this.playerJump();\n }\n\n /**\n * 开始\n */\n start() {\n // this.platformInit();\n this.aniLoop();\n this.playMusic();\n }\n\n /**\n * 暂停\n */\n pause() {\n this.gameIng = false;\n }\n\n /**\n * 恢复\n */\n revive() {\n this.gameIng = true;\n }\n\n /**\n * 重新开始\n */\n async resume() {\n this.reset();\n this.start();\n }\n\n test;\n\n aniLoop() {\n this.addEventListener(\n engine.Event.ENTER_FRAME,\n (this.test = () => {\n this.update_my();\n }),\n this\n );\n }\n\n /**\n * 玩家死亡\n */\n private died() {\n this.score = 0;\n this.pause();\n }\n\n /**\n * 回收指定物品\n * @param goods 物品\n */\n private removeNpc(goods) {\n this.NpcBg.removeChild(goods);\n ObjectPool.recycleObject(PoolName, goods);\n this.removeEventListener(\n engine.Event.ENTER_FRAME,\n () => {\n this.update_my();\n },\n this\n );\n let index = this.goodsItems.indexOf(goods);\n if (index > -1) {\n this.goodsItems.splice(index, 1);\n }\n }\n\n /**\n * 回收对象\n */\n private recycleGoods() {\n for (let p of this.platforms) {\n this.rectBg.removeChild(p);\n }\n this.newPlatforms = [];\n this.platforms = [];\n }\n\n private moveCatchX = 0;\n private playerCatchX = 0;\n\n /**\n * 碰撞检测\n * @param a a盒子\n * @param b b盒子\n */\n private hasHit(a, b) {\n if (\n Math.abs(a.x + a.width / 2 - (b.x + b.width / 2)) <\n a.width / 2 + b.width / 2 &&\n Math.abs(a.y + a.height / 2 - (b.y + b.height / 2)) <\n a.height / 2 + b.height / 2\n ) {\n return true;\n } else {\n return false;\n }\n }\n\n private onDownStage = e => {\n if (e.stageX < this.width / 2) {\n this.player.dir = 'left';\n this.player.isMovingLeft = true;\n this.playerSvga.scaleX = -1;\n setTimeout(() => {\n this.player.isMovingLeft = false;\n }, 500);\n } else {\n this.player.dir = 'right';\n this.player.isMovingRight = true;\n this.playerSvga.scaleX = 1;\n setTimeout(() => {\n this.player.isMovingRight = false;\n }, 500);\n }\n };\n private onMoveStage = e => {\n if (this.gameIng) {\n this.player.x = this.playerCatchX + (e.localX - this.moveCatchX);\n }\n };\n\n private onOutStage = e => {\n // this.moveCatchX = 0;\n // console.log(e);\n\n if (e.stageX < this.width / 2) {\n this.player.dir = 'left';\n this.player.isMovingLeft = false;\n } else {\n this.player.dir = 'right';\n this.player.isMovingRight = false;\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\tprivate _status;\n\tprivate _gameView: GameView;\n\n\n\n\n\n\tconstructor() {\n\t\tsuper();\n\t\tengine.globalEvent.addEventListener('jump-more-reset', this.reset, this);\n\t\tengine.globalEvent.addEventListener('jump-more-start', this.start, this);\n\t\t// engine.globalEvent.addEventListener('jump-more-pause', this.pause, this);\n\t\tengine.globalEvent.addEventListener('jump-more-resume', this.resume, this);\n\t\tengine.globalEvent.addEventListener('jump-more-revive', this.revive, this);\n\t\t// engine.globalEvent.addEventListener('jump-more-play-music', this.playMusic, this);\n\t\t// engine.globalEvent.addEventListener('food-fell-clear', this.clear, this);\n\t\t// engine.globalEvent.addEventListener('jump-more-score', ()=>{\n\t\t\n\t\t// } , this);\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\t// this._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.gameRevive();\n\t}\n\t// playMusic(){\n\t// \tthis._gameView.playMusic()\n\t// }\n\n\t// clear() {\n\t// \tthis._gameView.visible = false;\n\t// }\n\n\tprivate onTap(event) {\n\t//\tthis._gameView.tap(event);\n\t}\n}\n","/**\n * Created by rockyl on 2019-11-20.\n */\n\nimport {GameWrapper} from \"./game/GameWrapper\";\nimport {injectProps, prepareProps} from \"./props\";\n\nexport default function (props) {\n\tprepareProps();\n\tinjectProps(props);\n\n\tlet instance = new GameWrapper();\n\treturn 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\ No newline at end of file
/**
* Created by rockyl on 2020-01-21.
*/
let customModuleProps = {
};
{
"name": "跳一跳",
"desc": "跳一跳模块",
"props": {
"prizeScore": {
"alias": "接中奖品获得分数",
"type": "number",
"default": 3
},
"prizeOdds": {
"alias": "奖品出现概率",
"type": "number",
"default": 0.3
},
"ghostOdds": {
"alias": "怪物出现概率",
"type": "number",
"default": 0.3
}
},
"assets": [
{
"name": "玩家abc",
"url": "//yun.duiba.com.cn/aurora/assets/41aab15126a106fb7b4083fbc50f9bcea5b3a090.svga",
"uuid": "613125b7-f199-4aa1-860a-9243fc16c4eb",
"ext": ".svga"
},
{
"name": "玩家右",
"url": "//yun.duiba.com.cn/aurora/assets/85af8997aa6dd1aa47011ea843302a4a072f2efd.png",
"uuid": "09e76db2-db0f-46e0-803a-998b1895a027",
"ext": ".png"
},
{
"name": "台阶",
"url": "//yun.duiba.com.cn/aurora/assets/e37ef0563103ffd582d787d36032d7262a3dce47.png",
"uuid": "db411686-ad6b-4bed-81b5-b844715e2882",
"ext": ".png"
},
{
"name": "青团",
"url": "//yun.duiba.com.cn/aurora/assets/14bfed9ab0c2f995b1ca34a5ca0116e8d155012d.png",
"uuid": "84b0849b-7417-4322-b4a3-f7d1a38b15c3",
"ext": ".png"
}, {
"name": "大灰狼",
"url": "//yun.duiba.com.cn/aurora/assets/25a1b525af1daeab062565c2c2c9737957ce4be3.svga",
"uuid": "eae1241a-d133-4816-9496-a2850e7e2d8f",
"ext": ".svga"
}, {
"name": "得分",
"url": "//yun.duiba.com.cn/aurora/assets/88e5d349a8829ddd2b0f608da4d2d537db4bad54.png",
"uuid": "8d9cfa4e-18f9-43a4-8f8e-6996577482b6",
"ext": ".png"
},{
"name": "加分",
"url": "//yun.duiba.com.cn/aurora/assets/b534a5f50ccc7eeca9ea4f0d4dea78430b8dec9b.png",
"uuid": "6dcb1e61-95e2-4841-8b71-7152f8d6cb37",
"ext": ".png"
},
{
"name": "游戏背景音乐",
"url": "//yun.duiba.com.cn/aurora/assets/7c955f550176b8ea2797b5555c30f1dfc9a770c1.mp3",
"uuid": "da826400-c835-4b75-8991-a29b64c5ac0b",
"ext": ".mp3"
},
{
"name": "吃道具音效",
"url": "//yun.duiba.com.cn/aurora/assets/a9e40a494d33b2c2a5c70ad93090efb4b36cb55d.mp3",
"uuid": "6b809f4e-1712-4201-beed-a683294ded02",
"ext": ".mp3"
},
{
"name": "碰到怪物掉落死亡音效",
"url": "//yun.duiba.com.cn/aurora/assets/e7f28dbc188c24613dccd11690a6f2e66bd00caa.mp3",
"uuid": "dc4426e3-cfe0-492e-bf74-002e0eb605cf",
"ext": ".mp3"
},
{
"name": "跳起死亡音效",
"url": "//yun.duiba.com.cn/aurora/assets/5603f0353a3eeea305c7398bd17f993be7474641.mp3",
"uuid": "f3f66910-8af2-4ceb-b7b3-27329a8ca93b",
"ext": ".mp3"
}
],
"events": {
"in": {
"jump-more-reset": {
"alias": "重置",
"data": {
"goodsProbability": "[0.2,0.5,0.3]道具概率(雨滴、石头、炸弹),所有概率相加为1",
"countDown": "倒计时(s)",
"acceleratedSpeed": "道具掉落加速度(单位:每秒)"
}
},
"jump-more-start": {
"alias": "开始"
},
"jump-more-revive": {
"alias": "复活"
},
"jump-more-pause": {
"alias": "暂停"
},
"jump-more-resume": {
"alias": "恢复"
}
},
"out": {
"jump-more-score-update": {
"alias": "分数更新",
"data": {
"score": "分数"
}
},
"jump-more-game-over": {
"alias": "游戏结束",
"data": {
"score": "分数",
"reason": "结束原因(1:时间到了,2:玩家死亡)"
}
}
}
}
}
/**
* Created by rockyl on 2018/8/16.
*/
import { props } from '../props';
import { playSound, createSvga } from './utils';
import ObjectPool = engine.ObjectPool;
import { Platform } from './Platform';
import { PrizeGood } from './PrizeGood';
import { getTextureByName } from './utils';
import { Goods } from './Goods';
import { PoolName } from './object-pool-init';
import SoundMgr from './SoundMgr';
interface playerProp extends engine.Container {
// x速度
vx?: number;
// y速度
vy?: number;
isMovingLeft?: boolean;
isMovingRight?: boolean;
isDead?: boolean | string;
dir?: string;
// deadInfo:object;
draw?(): void;
jump?(): void;
jumpHigh?(): void;
}
export default class GameView extends engine.Container {
private _hasSetup;
gravity: number = 0.2;
bottomY: number = 5;
jumpCount: number = 0;
baseY: number;
flag = 0;
loopFrame: any;
prizeGoodList: { number: PrizeGood };
diedIndex: number;
rectHeight: number;
addTimer: NodeJS.Timer | null;
iconX = 0;
//玩家
private player: playerProp;
//触摸层
private rectBg: engine.Container;
//npc层
private NpcBg: engine.Container;
//当前分数
private score;
//游戏状态
private gameIng;
//npc出身计时器
private timer;
//倒计时计时器
private countdownTimer: any;
//倒计时
private countdown: number;
//当前速度
private speed: number;
// 当前场景上面的物品
private goodsItems = [];
private _goods: Goods;
constructor() {
super();
// this.platformCount = 10
this.once(engine.Event.ADDED_TO_STAGE, this.setup, this);
// engine.globalEvent.addEventListener('jump-more-score', , this);
}
platformCount = 12;
platformGap = 0;
platPosition = 0;
platforms = [];
newPlatforms = [];
cashNum = 0;
private waterSvga;
private boomSvga;
private playerSvga;
private addScoreIcon;
setup() {
if (this._hasSetup) {
return;
}
this._hasSetup = true;
this.NpcBg = new engine.Container();
this.NpcBg.alpha = 1;
this.NpcBg.width = 0;
this.NpcBg.height = 0;
this.addChild(this.NpcBg);
this.player = new engine.Container();
this.player.vx = 0;
this.player.vy = 11;
this.player.isMovingLeft = false;
this.player.isMovingRight = false;
this.player.isDead = false;
this.player.jump = () => {
this.player.vy = -10;
this.playerSvga.play(false, false);
};
this.playerSvga = createSvga('玩家abc');
this.player.addChild(this.playerSvga);
// this.playerSvga.gotoAndPlay(1);
this.visible = false;
this.addScoreIcon = new engine.Sprite(getTextureByName('加分'));
this.addScoreIcon.visible = false;
this.player.addChild(this.addScoreIcon);
setTimeout(() => {
this.visible = true;
this.playerSvga.anchorY = this.playerSvga.height / 2;
this.playerSvga.anchorX = this.playerSvga.width / 2;
this.player.anchorY = this.player.height / 2;
this.player.anchorX = this.player.width / 2;
this.player.x = 375 - this.player.width / 2;
// this.addScoreIcon.x = this.player.width + 20;
this.iconX = this.player.width + 20;
this.addScoreIcon.y =
this.player.height / 2 - this.addScoreIcon.height / 2 + 20;
// this.player.y = props.playerPositionY;
}, 300);
this.score = 0;
this.rectBg = new engine.Container();
// this.rectBg.alpha = 0;
this.rectBg.width = 750;
this.rectBg.height = 1624;
this.rectHeight = this.stage.height - this.rectBg.height;
this.rectBg.y = this.rectHeight;
// this.bottom = 1624
this.addChild(this.rectBg);
this.player.y = this.rectBg.height;
this.baseY = this.rectBg.height - this.bottomY;
this.rectBg.addEventListener(
engine.MouseEvent.CLICK,
this.onDownStage,
this
);
}
base() {}
// 创建台阶
createPlatform(needGhost: boolean = false) {
let platform = new Platform();
platform.x = Math.random() * (this.width - platform.width);
this.platPosition += this.rectBg.height / this.platformCount;
let platform2 = new Platform();
//左边出现的位置
let left = platform.x;
if (left > this.width / 2) {
platform2.x =
Math.random() * (platform.x - platform.width) - platform.width / 2;
} else {
platform2.x =
platform.x +
platform.width +
Math.random() * (this.width - platform.x - platform.width * 1.5);
}
platform2.y = platform.y = this.platPosition;
if (needGhost && !platform.prizeFlag) {
platform.ghostFlag = Math.random() < platform.ghostOdds ? true : false;
if (platform.ghostFlag) platform.ghostIcon.visible = true;
}
return [platform, platform2];
}
changePlatformGap(to: number) {
if (this.platformCount == to) return;
this.platformCount = to;
let min = this.rectBg.height;
for (let i = 0; i < this.platforms.length; i++) {
if (min > this.platforms[i].y) {
min = this.platforms[i].y;
}
}
this.platPosition =
min - this.rectBg.height / this.platformCount + this.rectBg.height;
let newList = [];
for (let i = 0; i < this.platformCount; i++) {
newList.push(...this.createPlatform(true));
}
this.newPlatforms = newList;
this.newPlatforms.forEach(p => {
if (p.isNew && !p.addStatus) {
this.rectBg.addChild(p);
p.addStatus = true;
}
});
this.platforms.forEach(p => {
p.isNew = false;
// // 如果有狼层级变高
this.rectBg.addChild(p);
// if (p.ghostFlag) {
// this.rectBg.addChild(p);
// }
});
this.platforms = this.platforms.concat(this.newPlatforms);
// console.log(this.platforms);
}
// 台阶展示
platformInit() {
for (let i = 0; i < this.platformCount; i++) {
this.platforms.push(...this.createPlatform());
}
this.platforms.forEach((p, i) => {
this.rectBg.addChild(p);
});
}
// getNewPlatform(){
// }
// 兔子跳起
playerJump() {
this.player.y += this.player.vy;
this.player.vy += this.gravity;
if (
this.player.vy > 0 &&
this.player.x + 15 < 260 &&
this.player.x + this.player.width - 15 > 155 &&
this.player.y + this.player.height > 475 &&
this.player.y + this.player.height < 500
) {
return this.player.jump();
}
if (this.player.isMovingLeft === true) {
this.player.x += this.player.vx;
this.player.vx -= 0.1;
} else {
this.player.x += this.player.vx;
if (this.player.vx < 0) this.player.vx += 0.07;
}
if (this.player.isMovingRight === true) {
this.player.x += this.player.vx;
this.player.vx += 0.1;
} else {
this.player.x += this.player.vx;
if (this.player.vx > 0) this.player.vx -= 0.07;
}
if (this.player.vx > 4) this.player.vx = 4;
else if (this.player.vx < -4) this.player.vx = -4;
if (
this.player.y + this.player.height > this.baseY &&
this.baseY < this.rectBg.height
) {
this.player.jump();
}
if (
this.baseY > this.rectBg.height &&
this.player.y + this.player.height > this.rectBg.height &&
this.player.isDead != 'lol'
) {
this.player.isDead = true;
SoundMgr.instance.playEffect('jumpdied');
}
if (this.player.x > this.width) this.player.x = 0 - this.player.width;
else if (this.player.x < 0 - this.player.width)
this.player.x = this.width - this.player.width;
if (this.player.y >= this.rectBg.height / 2 - this.player.height / 2) {
this.player.y += this.player.vy;
this.player.vy += this.gravity;
}
//高度过半 重新创建台阶 滚动效果
else {
if (this.player.y < this.height / 2) {
this.player.y -= this.player.vy;
}
if (this.newPlatforms.length > 0) {
this.platforms.forEach((p, i) => {
if (this.player.vy < 0) {
p.y -= this.player.vy;
}
if (this.player.y < this.height / 2) {
p.y -= this.player.vy;
}
// if (p.isNew && !p.addStatus) {
// this.rectBg.addChild(p);
// p.addStatus = true;
// // this.newPlatforms.length--;
// }
// // 如果有狼层级变高
// if (!p.isNew && p.ghostFlag) {
// this.rectBg.addChild(p);
// }
if (p.y > this.height) {
if (p.isNew == false) {
this.cashNum++;
if (
this.cashNum ==
this.platforms.length - this.newPlatforms.length
) {
let list = this.platforms.splice(0, this.cashNum);
// console.log(this.platforms);
this.newPlatforms = [];
// for (let p of list) {
// this.rectBg.removeChild(p);
// }
for (let i = 0; i < list.length; i++) {
this.rectBg.removeChild(list[i]);
}
this.cashNum = 0;
}
}
p.y = p.y - this.rectBg.height * 2;
}
});
} else {
this.platforms.forEach((p, i) => {
if (this.player.vy < 0) {
p.y -= this.player.vy;
}
if (this.player.y < this.height / 2) {
p.y -= this.player.vy;
}
if (p.y > this.height) {
if (i % 2 == 0) {
this.platforms[i].x =
Math.random() * (this.width - this.platforms[i].width);
if (i != 0) {
p.getStatus();
}
} else {
let last = this.platforms[i - 1],
left = last.x;
// p.y = last.y
if (left > this.width / 2) {
p.x = Math.random() * (last.x - p.width) - p.width / 2;
} else {
p.x =
last.x +
p.width +
Math.random() * (this.width - last.x - p.width * 1.5);
}
}
p.y = p.y - this.rectBg.height;
}
});
}
this.baseY -= this.player.vy;
this.player.vy += this.gravity;
if (this.player.vy >= 0) {
this.player.y += this.player.vy;
this.player.vy += this.gravity;
}
// 向上跳加分
// this.score++;
// engine.globalEvent.dispatchEvent('jump-more-score-update', {
// score: this.score
// });
if (this.score > 30 && this.score < 60) {
this.changePlatformGap(11);
} else if (this.score > 60 && this.score < 120) {
this.changePlatformGap(10);
} else if (this.score > 120) {
this.changePlatformGap(8);
}
}
if (this.player.isDead === false) this.collides();
if (this.player.isDead == true) {
this.gameOver();
}
}
playMusic() {
SoundMgr.instance.playEffect('bgm', true);
}
// 跳上台阶检测
collides() {
this.platforms.forEach((p, i) => {
if (
this.player.vy > 0 &&
p.state === 0 &&
this.player.x + 55 < p.x + p.width &&
this.player.x + this.player.width - 30 > p.x &&
this.player.y + this.player.height + 15 > p.y &&
this.player.y + this.player.height + 15 < p.y + p.height
) {
// console.log("左边:" , this.player.x + this.player.width - 30 > p.x);
// console.log("右边:" , this.player.x + 30< p.x + p.width);
// console.log(this.player.x + 40, p.x + p.width);
if (p.prizeFlag) {
SoundMgr.instance.playEffect('prize');
this.score += props.prizeScore;
engine.globalEvent.dispatchEvent('jump-more-score-update', {
score: this.score
});
p.prizeFlag = false;
p.prizeIcon.visible = false;
if (p.x > this.rectBg.width - p.width * 1.5) {
this.addScoreIcon.x = -20 - this.addScoreIcon.width;
// console.log(this.addScoreIcon.x);
} else {
this.addScoreIcon.x = this.iconX;
}
this.addScoreIcon.visible = true;
if (this.addTimer) {
clearTimeout(this.addTimer);
}
this.addTimer = setTimeout(() => {
this.addScoreIcon.visible = false;
}, 1000);
} else if (p.ghostFlag) {
SoundMgr.instance.playEffect('ghost');
this.diedIndex = i;
this.gameOver();
} else {
this.player.jump();
}
}
});
}
gameOver() {
this.platforms.forEach((p, i) => {
p.y -= 12;
});
if (this.player.y > this.rectBg.height / 2 && this.flag === 0) {
this.player.y -= 8;
this.player.vy = 0;
} else if (this.player.y + this.player.height > this.rectBg.height) {
// console.log('showGoMenu');
// this.player.isDead = 'lol';
}
engine.globalEvent.dispatchEvent('jump-more-game-over', {
score: this.score
});
// console.log('showGoMenu');
this.player.isDead = 'lol';
// setTimeout(() => {
// this.resume();
// }, 3000);
}
rectBgCalc() {
// if(this.player.y < this.height/2){
// this.rectBg.y-=this.player.vy;
// }
}
gameRevive() {
this.player.isDead = false;
let random = Math.floor(Math.random() * 3) * 2;
this.player.x = this.platforms[random].x;
this.player.y = this.platforms[random].y;
this.player.vx = 0;
this.player.vy = 11;
this.platforms.forEach((p, i) => {
p.ghostFlag = false;
p.ghostIcon.visible = false;
});
}
update_my() {
this.playerJump();
// if (this.platforms[0].ghostFlag || this.platforms[1].ghostFlag) {
// console.log(this.platforms[0]);
// }
this.rectBg.addChild(this.player);
}
/**
* 重置场景
*/
reset() {
this.removeEventListener(engine.Event.ENTER_FRAME, this.test, this);
SoundMgr.instance.stopEffect('bgm');
this.recycleGoods();
this.player.vx = 0;
this.player.vy = 11;
this.player.isMovingLeft = false;
this.player.isMovingRight = false;
this.player.x = 375 - this.player.width / 2;
this.player.y = this.rectBg.height - 200;
this.rectBg.y = this.rectHeight;
this.platPosition = 0;
this.score = 0;
// this.cashNum = 0
this.platformCount = 12;
this.platformGap = 0;
this.baseY = this.rectBg.height - this.bottomY;
this.player.isDead = false;
this.platformInit();
this.playerJump();
}
/**
* 开始
*/
start() {
// this.platformInit();
this.aniLoop();
this.playMusic();
}
/**
* 暂停
*/
pause() {
this.gameIng = false;
}
/**
* 恢复
*/
revive() {
this.gameIng = true;
}
/**
* 重新开始
*/
async resume() {
this.reset();
this.start();
}
test;
aniLoop() {
this.addEventListener(
engine.Event.ENTER_FRAME,
(this.test = () => {
this.update_my();
}),
this
);
}
/**
* 玩家死亡
*/
private died() {
this.score = 0;
this.pause();
}
/**
* 回收指定物品
* @param goods 物品
*/
private removeNpc(goods) {
this.NpcBg.removeChild(goods);
ObjectPool.recycleObject(PoolName, goods);
this.removeEventListener(
engine.Event.ENTER_FRAME,
() => {
this.update_my();
},
this
);
let index = this.goodsItems.indexOf(goods);
if (index > -1) {
this.goodsItems.splice(index, 1);
}
}
/**
* 回收对象
*/
private recycleGoods() {
for (let p of this.platforms) {
this.rectBg.removeChild(p);
}
this.newPlatforms = [];
this.platforms = [];
}
private moveCatchX = 0;
private playerCatchX = 0;
/**
* 碰撞检测
* @param a a盒子
* @param b b盒子
*/
private hasHit(a, b) {
if (
Math.abs(a.x + a.width / 2 - (b.x + b.width / 2)) <
a.width / 2 + b.width / 2 &&
Math.abs(a.y + a.height / 2 - (b.y + b.height / 2)) <
a.height / 2 + b.height / 2
) {
return true;
} else {
return false;
}
}
private onDownStage = e => {
if (e.stageX < this.width / 2) {
this.player.dir = 'left';
this.player.isMovingLeft = true;
this.playerSvga.scaleX = -1;
setTimeout(() => {
this.player.isMovingLeft = false;
}, 500);
} else {
this.player.dir = 'right';
this.player.isMovingRight = true;
this.playerSvga.scaleX = 1;
setTimeout(() => {
this.player.isMovingRight = false;
}, 500);
}
};
private onMoveStage = e => {
if (this.gameIng) {
this.player.x = this.playerCatchX + (e.localX - this.moveCatchX);
}
};
private onOutStage = e => {
// this.moveCatchX = 0;
// console.log(e);
if (e.stageX < this.width / 2) {
this.player.dir = 'left';
this.player.isMovingLeft = false;
} else {
this.player.dir = 'right';
this.player.isMovingRight = false;
}
};
}
/**
* Created by rockyl on 2020-01-09.
*/
import GameView from "./GameView";
import {injectProps} from "../props";
export class GameWrapper extends engine.Container {
private _status;
private _gameView: GameView;
constructor() {
super();
engine.globalEvent.addEventListener('jump-more-reset', this.reset, this);
engine.globalEvent.addEventListener('jump-more-start', this.start, this);
// engine.globalEvent.addEventListener('jump-more-pause', this.pause, this);
engine.globalEvent.addEventListener('jump-more-resume', this.resume, this);
engine.globalEvent.addEventListener('jump-more-revive', this.revive, this);
// engine.globalEvent.addEventListener('jump-more-play-music', this.playMusic, this);
// engine.globalEvent.addEventListener('food-fell-clear', this.clear, this);
// engine.globalEvent.addEventListener('jump-more-score', ()=>{
// } , this);
this.addEventListener(engine.MouseEvent.CLICK, this.onTap, this);
let gameView = this._gameView = new GameView();
this.addChild(gameView);
// gameView.reset()
// gameView.start()
}
reset(event: engine.Event) {
injectProps(event.data);
this._gameView.visible = true;
this._gameView.reset();
}
start(event: engine.Event) {
injectProps(event.data);
// this._status = 1;
this._gameView.start();
}
pause() {
this._gameView.pause();
}
resume() {
this._gameView.resume();
}
revive() {
this._gameView.gameRevive();
}
// playMusic(){
// this._gameView.playMusic()
// }
// clear() {
// this._gameView.visible = false;
// }
private onTap(event) {
// this._gameView.tap(event);
}
}
/**
* Created by rockyl on 2020-02-02.
*
* 掉落物品
*/
import {getTextureByName} from "./utils";
import {props} from "../props";
export class Goods extends engine.Container {
private _body:engine.Rect
private _toY;
constructor() {
super();
let body
body = this._body =new engine.Rect()
let rain = new engine.Sprite(getTextureByName('雨滴'));
rain["npcType"]="rain"
let stone = new engine.Sprite(getTextureByName('石块'));
stone["npcType"]="stone"
let boom = new engine.Sprite(getTextureByName('炸弹'));
boom["npcType"]="boom"
rain.visible=false;
stone.visible=false;
boom.visible=false;
body.addChild(rain)
body.addChild(stone)
body.addChild(boom)
this.addChild(body);
body.width=.0001;
body.height=.0001;
body.mouseEnabled=false;
}
getRandomNumberByRange(start, end) {
return Math.floor(Math.random() * (end - start) + start)
}
reset() {
this.visible = true;
this.rotation = 0;
this.anchorOffsetY = 0;
this.y = 0;
this.x = (750-120)*Math.random()+30;
this.rotation = 0;
let random=Math.random()
if(random<props.goodsProbability[0]){
this.showNpc("rain")
}else if(random>=props.goodsProbability[0]&&random<=(props.goodsProbability[0]+props.goodsProbability[1])){
this.showNpc("stone")
}else if(random>(props.goodsProbability[0]+props.goodsProbability[1])){
this.showNpc("boom")
}
}
showNpc(type){
for(let i=0;i<this._body.children.length;i++){
this._body.children[i].visible=false;
this._body.children[i].mouseEnabled=false;
}
for(let i=0;i<this._body.children.length;i++){
if(this._body.children[i]["npcType"]==type){
this["npcType"]=type
this._body.children[i].visible=true;
this._body.children[i].mouseEnabled=false;
}
}
}
set anchorOffsetY(v) {
this._body.y = v;
}
}
import { getTextureByName } from './utils';
import { props } from '../props';
import { createSvga } from './utils';
interface PlatformProps {
width: number;
height: number;
x: number;
y: number;
count: number;
}
export class Platform extends engine.Container {
private _body: engine.Rect;
// private _toY;
flag;
state;
moved;
vx;
type;
x = 0;
y = 0;
prizeOdds = props.prizeOdds;
ghostOdds = props.ghostOdds;
prizeFlag: boolean;
ghostFlag: boolean;
isNew: boolean;
addStatus: boolean;
prizeIcon: engine.Sprite;
ghostIcon;
constructor() {
super();
this.width = 224;
this.height = 56;
this.flag = 0;
this.state = 0;
this.moved = 0;
this.vx = 1;
this.type = 1;
this._body = new engine.Rect();
this.isNew = true
this.addStatus = false
this.addChild(new engine.Sprite(getTextureByName('台阶')));
this.prizeIcon = new engine.Sprite(getTextureByName('青团'));
this.prizeIcon.x = this.x + this.width / 2 - this.prizeIcon.width / 2;
this.prizeIcon.y = this.y - this.height + 10;
this.ghostIcon = createSvga('大灰狼');
this.ghostIcon.gotoAndPlay(1);
setTimeout(() => {
this.ghostIcon.y = -this.height * 2 - 10;
this.ghostIcon.x = this.width / 2 - this.ghostIcon.width / 2;
}, 10);
this.prizeIcon.visible = false;
this.ghostIcon.visible = false;
this.addChild(this.ghostIcon);
this.addChild(this.prizeIcon);
this.prizeFlag = Math.random() < this.prizeOdds ? true : false;
if (this.prizeFlag) {
this.ghostFlag = false;
this.prizeIcon.visible = true;
} else {
// this.ghostFlag = Math.random() < this.ghostOdds ? true : false;
// if (this.ghostFlag) this.ghostIcon.visible = true;
}
// let platform = new engine.Sprite(getTextureByName('台阶'));
}
getStatus() {
this.prizeIcon.visible = false;
this.ghostIcon.visible = false;
this.prizeFlag = Math.random() < this.prizeOdds ? true : false;
if (this.prizeFlag) {
this.ghostFlag = false;
this.prizeIcon.visible = true;
} else {
this.ghostFlag = Math.random() < this.ghostOdds ? true : false;
if (this.ghostFlag) this.ghostIcon.visible = true;
}
}
}
import {getTextureByName} from "./utils";
import {props} from "../props";
export class PrizeGood extends engine.Container {
private _body:engine.Rect
// private _toY;
x = 0;
y = 0;
id = 0;
state: number
constructor() {
super();
this.width = 146
this.height = 52
this.state = 0
this.addChild(new engine.Sprite(getTextureByName('青团')));
}
}
\ No newline at end of file
export default class SoundMgr {
private static _instance: SoundMgr = null;
public static get instance(): SoundMgr {
if (!this._instance) {
this._instance = new SoundMgr();
}
return this._instance;
}
public get enabled() {
return engine.env.soundEnabled;
}
public playEffect(name: string, loop: boolean = false) {
//if (!this.enabled) return;
engine.playSound(getAssetByUUID(nameToUuid[name]).uuid, {
loop,
keep: true
}, name);
}
public stopEffect(name: string){
engine.stopSound(name);
engine.destroySound(name);
}
}
const nameToUuid = {
bgm: "da826400-c835-4b75-8991-a29b64c5ac0b",
prize: "6b809f4e-1712-4201-beed-a683294ded02",
ghost: "dc4426e3-cfe0-492e-bf74-002e0eb605cf",
jumpdied: "f3f66910-8af2-4ceb-b7b3-27329a8ca93b",
}
\ No newline at end of file
/**
* Created by rockyl on 2020-02-03.
*/
import {Goods} from "./Goods";
import {Platform} from "./Platform";
import ObjectPool = engine.ObjectPool;
export const PoolName: string = 'goods';
ObjectPool.registerPool(PoolName, function () {
return new Goods();
}, function (item: Goods, data) {
item.reset();
});
/**
* Created by rockyl on 2020-01-21.
*/
export function getTexture(uuid) {
return engine.Texture.from(getAssetByUUID(uuid).uuid);
}
export function getTextureByName(name) {
return getTexture(engine.getAssetByName(name).uuid);
}
export function playSound(name) {
engine.playSound(engine.getAssetByName(name).uuid, {keep: true});
}
export function createSvga(name, anchorName?) {
let inst = new svga.Svga();
inst.source = 'asset://' + engine.getAssetByName(name).uuid;
return inst;
}
\ No newline at end of file
/**
* Created by rockyl on 2019-11-20.
*/
import {GameWrapper} from "./game/GameWrapper";
import {injectProps, prepareProps} from "./props";
export default function (props) {
prepareProps();
injectProps(props);
let instance = new GameWrapper();
return instance;
}
/**
* Created by rockyl on 2020-01-21.
*/
export let props: any = {};
export function prepareProps() {
let metaProps = getProps();
engine.injectProp(props, metaProps);
}
export function injectProps(p) {
engine.injectProp(props, p);
}
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