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劳工
zeroing-libs
Commits
7b6e842f
Commit
7b6e842f
authored
Jun 03, 2020
by
wildfirecode
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1
parent
95b95b2b
Changes
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4 changed files
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28 additions
and
14 deletions
+28
-14
pictures.json
dist/customs/pictures.json
+2
-2
main.js
src/custom/pictures/debug/main.js
+12
-2
main.js.map
src/custom/pictures/debug/main.js.map
+1
-1
GameView.ts
src/custom/pictures/src/game/GameView.ts
+13
-9
No files found.
dist/customs/pictures.json
View file @
7b6e842f
...
@@ -10,7 +10,7 @@
...
@@ -10,7 +10,7 @@
"MAX_ROW"
:
{
"MAX_ROW"
:
{
"alias"
:
"图片分成几行"
,
"alias"
:
"图片分成几行"
,
"type"
:
"number"
,
"type"
:
"number"
,
"default"
:
3
"default"
:
4
},
},
"W"
:
{
"W"
:
{
"alias"
:
"图片的宽度"
,
"alias"
:
"图片的宽度"
,
...
@@ -75,5 +75,5 @@
...
@@ -75,5 +75,5 @@
}
}
},
},
"id"
:
"pictures"
,
"id"
:
"pictures"
,
"code"
:
"(function (global, factory) {
\n\t
typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('tslib')) :
\n\t
typeof define === 'function' && define.amd ? define(['tslib'], factory) :
\n\t
(global = global || self, global.pictures = factory(global.tslib));
\n
}(this, (function (tslib) { 'use strict';
\n\n\t
var props = {};
\n\t
function prepareProps() {
\n\t
var metaProps = getProps();
\n\t
engine.injectProp(props, metaProps);
\n\t
}
\n\t
function injectProps(p) {
\n\t
engine.injectProp(props, p);
\n\t
}
\n\
n\t
var picMap = {};
\n\t
var posMap = {};
\n\t
var qietu = (function (parent, url, MAX_COL, MAX_ROW) {
\n\t
if (picMap[url]) {
\n\t
return [picMap[url], posMap[url]];
\n\t
}
\n\t
var W = props.W;
\n\t
var H = props.H;
\n\t
var GAP = props.GAP;
\n\t
var spr = [];
\n\t
var pos = [];
\n\t
var _loop_1 = function (row) {
\n\t
var _loop_2 = function (col) {
\n\t
var child = engine.Sprite.fromImage(url);
\n\t
spr.push(child);
\n\t
child.scaleX = 1 / MAX_COL;
\n\t
child.scaleY = 1 / MAX_ROW;
\n\t
parent.addChild(child);
\n\t
child.x = col * (W / MAX_COL + GAP);
\n\t
child.y = row * (H / MAX_ROW + GAP);
\n\t
pos.push([child.x, child.y]);
\n\t
child.addEventListener(engine.Event.COMPLETE, function () {
\n\t
var uvs = new Float32Array([
\n\t
col / MAX_COL,
\n\t
row / MAX_ROW,
\n\t
(col + 1) / MAX_COL,
\n\t
row / MAX_ROW,
\n\t
(col + 1) / MAX_COL,
\n\t
(row + 1) / MAX_ROW,
\n\t
col / MAX_COL,
\n\t
(row + 1) / MAX_ROW,
\n\t
]);
\n\t
child.uvs = uvs;
\n\t
});
\n\t
};
\n\t
for (var col = 0; col < MAX_COL; col++) {
\n\t
_loop_2(col);
\n\t
}
\n\t
};
\n\t
for (var row = 0; row < MAX_ROW; row++) {
\n\t
_loop_1(row);
\n\t
}
\n\t
picMap[url] = spr.concat([]);
\n\t
posMap[url] = pos.concat([]);
\n\t
return [spr, pos];
\n\t
});
\n\n\t
function getTexture(uuid) {
\n\t
return engine.Texture.from(getAssetByUUID(uuid).uuid);
\n\t
}
\n\t
function getTextureByName(name) {
\n\t
return getTexture(engine.getAssetByName(name).uuid);
\n\t
}
\n\t
function getIndexFromRC(row, col, maxCol) {
\n\t
var index = row * maxCol + col;
\n\t
return index;
\n\t
}
\n\t
function getRandomArray(array) {
\n\t
array.sort(function () {
\n\t
return .5 - Math.random();
\n\t
});
\n\t
}
\n\n\t
var MAX_COL;
\n\t
var MAX_ROW;
\n\t
var W;
\n\t
var H;
\n\t
var GAP;
\n\t
var GAME_TIME;
\n\t
var w;
\n\t
var h;
\n\t
var GameView = (function (_super) {
\n\t
tslib.__extends(GameView, _super);
\n\t
function GameView() {
\n\t
var _this = _super.call(this) || this;
\n\t
_this._timeCounter = 0;
\n\t
_this.once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);
\n\t
return _this;
\n\t
}
\n\t
GameView.prototype.start = function () {
\n\t
var _this = this;
\n\t
console.log('on start');
\n\t
engine.globalEvent.dispatchEvent('pictures-time-update', {
\n\t
second: this.getSecond(),
\n\t
});
\n\t
var result = qietu(this.picturesWrapper, props.picUrl, MAX_COL, MAX_ROW);
\n\t
this.picturesWrapper.addChild(this.guideHole);
\n\t
this.pictures = result[0];
\n\t
this.rightList = this.pictures.concat([]);
\n\t
var posList = result[1];
\n\t
getRandomArray(this.pictures);
\n\t
var i = 0;
\n\t
var len;
\n\t
len = this.pictures.length;
\n\t
for (; i < len; i++) {
\n\t
this.dragPic = this.pictures[i];
\n\t
this.pictures[i].addEventListener(engine.MouseEvent.MOUSE_DOWN, this.onDown, this);
\n\t
var _a = posList[i], x = _a[0], y = _a[1];
\n\t
this.dragPic.x = x;
\n\t
this.dragPic.y = y;
\n\t
}
\n\t
this._timer = setInterval(function () {
\n\t
_this.onTimer();
\n\t
}, 10);
\n\t
};
\n\t
GameView.prototype.onTimer = function () {
\n\t
this._timeCounter += 0.01;
\n\t
this._timeCounter = this.afterPointTwo(this._timeCounter);
\n\t
console.log(this._timeCounter);
\n\t
engine.globalEvent.dispatchEvent('pictures-time-update', {
\n\t
second: this.getSecond(),
\n\t
});
\n\t
if (this.getSecond() == 0) {
\n\t
this.stop();
\n\t
engine.globalEvent.dispatchEvent('pictures-game-fail', {
\n\t
reason: 1
\n\t
});
\n\t
}
\n\t
};
\n\t
GameView.prototype.afterPointTwo = function (n) {
\n\t
var floatN = parseFloat(n);
\n\t
if (isNaN(floatN)) {
\n\t
return;
\n\t
}
\n\t
floatN = Math.round(floatN * 100) / 100;
\n\t
return floatN;
\n\t
};
\n\t
GameView.prototype.getSecond = function () {
\n\t
return GAME_TIME - this._timeCounter;
\n\t
};
\n\t
GameView.prototype.stop = function () {
\n\t
this._timeCounter = 0;
\n\t
clearInterval(this._timer);
\n\t
};
\n\t
GameView.prototype.createRects = function () { };
\n\t
GameView.prototype.setup = function () {
\n\t
this.guideHole = new engine.Image(getTextureByName('遮罩'));
\n\t
this.guideHole.mouseChildren = this.guideHole.mouseEnabled = false;
\n\t
MAX_COL = props.MAX_COL;
\n\t
MAX_ROW = props.MAX_ROW;
\n\t
GAME_TIME = props.GAME_TIME;
\n\t
W = props.W;
\n\t
H = props.H;
\n\t
GAP = props.GAP;
\n\t
w = W / MAX_COL;
\n\t
h = H / MAX_ROW;
\n\t
console.log('onSteup', props);
\n\t
var parent = new engine.Sprite();
\n\t
this.picturesWrapper = parent;
\n\t
this.addChild(parent);
\n\t
};
\n\t
GameView.prototype.onDown = function (e) {
\n\t
this.dragPic = e.target;
\n\t
this.picturesWrapper.addChild(this.dragPic);
\n\t
this.localPicX = e.localX / MAX_COL;
\n\t
this.localPicY = e.localY / MAX_ROW;
\n\t
this.distanceX = this.dragPic.x;
\n\t
this.distanceY = this.dragPic.y;
\n\t
this.indexI = this.distanceX / (w + GAP);
\n\t
this.indexJ = this.distanceY / (h + GAP);
\n\t
this.index = (this.indexI - 1) * MAX_COL + this.indexJ;
\n\t
this.centerX = e.clientX + w / 2;
\n\t
this.centerY = e.clientY + h / 2;
\n\t
this.stage.addEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMove, this);
\n\t
this.stage.addEventListener(engine.MouseEvent.MOUSE_UP, this.stageOnUp, this);
\n\t
};
\n\t
GameView.prototype.stageOnUp = function (e) {
\n\t
this.stage.removeEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMove, this);
\n\t
this.picturesWrapper.addChild(this.guideHole);
\n\t
var curJ = Math.floor(this.centerX / (w + GAP));
\n\t
var curI = Math.floor(this.centerY / (h + GAP));
\n\t
if (curJ < MAX_COL && curI < MAX_ROW) {
\n\t
var index = getIndexFromRC(curI, curJ, MAX_COL);
\n\t
var dropPic = this.pictures[index];
\n\t
var dropPicX = dropPic.x;
\n\t
var dropPicy = dropPic.y;
\n\t
dropPic.x = this.distanceX;
\n\t
dropPic.y = this.distanceY;
\n\t
this.dragPic.x = dropPicX;
\n\t
this.dragPic.y = dropPicy;
\n\t
var dropPicIndex = this.pictures.indexOf(dropPic);
\n\t
var dragPicIndex = this.pictures.indexOf(this.dragPic);
\n\t
this.pictures[dropPicIndex] = this.dragPic;
\n\t
this.pictures[dragPicIndex] = dropPic;
\n\t
if (dragPicIndex === dropPicIndex) {
\n\t
this.dragPic.x = this.distanceX;
\n\t
this.dragPic.y = this.distanceY;
\n\t
}
\n\t
var result = true;
\n\t
for (var j = 0; j < this.rightList.length; j++) {
\n\t
if (this.rightList[j] != this.pictures[j]) {
\n\t
result = false;
\n\t
break;
\n\t
}
\n\t
}
\n\t
if (result) {
\n\t
this.onSuccess();
\n\t
}
\n\t
}
\n\t
else {
\n\t
this.dragPic.x = this.distanceX;
\n\t
this.dragPic.y = this.distanceY;
\n\t
}
\n\t
this.stage.removeEventListener(engine.MouseEvent.MOUSE_UP, this.stageOnUp, this);
\n\t
};
\n\t
GameView.prototype.onSuccess = function () {
\n\t
console.log('拼图成功!');
\n\t
this.stop();
\n\t
engine.globalEvent.dispatchEvent('pictures-game-success', {});
\n\t
};
\n\t
GameView.prototype.onMove = function (e) {
\n\t
this.dragPic.x = e.stageX - this.localPicX;
\n\t
this.dragPic.y = e.stageY - this.localPicY;
\n\t
this.centerX = this.dragPic.x + w / 2;
\n\t
this.centerY = this.dragPic.y + h / 2;
\n\t
};
\n\t
return GameView;
\n\t
}(engine.Container));
\n\n\t
var GameWrapper = (function (_super) {
\n\t
tslib.__extends(GameWrapper, _super);
\n\t
function GameWrapper() {
\n\t
var _this = _super.call(this) || this;
\n\t
engine.globalEvent.addEventListener('pictures-start', _this.start, _this);
\n\t
engine.globalEvent.addEventListener('pictures-stop', _this.stop, _this);
\n\t
var gameView = _this._gameView = new GameView();
\n\t
_this.addChild(gameView);
\n\t
return _this;
\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.stop = function (event) {
\n\t
this._gameView.stop();
\n\t
};
\n\t
return GameWrapper;
\n\t
}(engine.Container));
\n\n\t
function index (props) {
\n\t
prepareProps();
\n\t
injectProps(props);
\n\t
var instance = new GameWrapper();
\n\t
return instance;
\n\t
}
\n\n\t
return index;
\n\n
})));
\n
"
"code"
:
"(function (global, factory) {
\n\t
typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('tslib')) :
\n\t
typeof define === 'function' && define.amd ? define(['tslib'], factory) :
\n\t
(global = global || self, global.pictures = factory(global.tslib));
\n
}(this, (function (tslib) { 'use strict';
\n\n\t
var props = {};
\n\t
function prepareProps() {
\n\t
var metaProps = getProps();
\n\t
engine.injectProp(props, metaProps);
\n\t
}
\n\t
function injectProps(p) {
\n\t
engine.injectProp(props, p);
\n\t
}
\n\
t
//# sourceMappingURL=props.js.map
\n\n\t
var picMap = {};
\n\t
var posMap = {};
\n\t
var qietu = (function (parent, url, MAX_COL, MAX_ROW) {
\n\t
if (picMap[url]) {
\n\t
return [picMap[url], posMap[url]];
\n\t
}
\n\t
var W = props.W;
\n\t
var H = props.H;
\n\t
var GAP = props.GAP;
\n\t
var spr = [];
\n\t
var pos = [];
\n\t
var _loop_1 = function (row) {
\n\t
var _loop_2 = function (col) {
\n\t
var child = engine.Sprite.fromImage(url);
\n\t
spr.push(child);
\n\t
child.scaleX = 1 / MAX_COL;
\n\t
child.scaleY = 1 / MAX_ROW;
\n\t
parent.addChild(child);
\n\t
child.x = col * (W / MAX_COL + GAP);
\n\t
child.y = row * (H / MAX_ROW + GAP);
\n\t
pos.push([child.x, child.y]);
\n\t
child.addEventListener(engine.Event.COMPLETE, function () {
\n\t
var uvs = new Float32Array([
\n\t
col / MAX_COL,
\n\t
row / MAX_ROW,
\n\t
(col + 1) / MAX_COL,
\n\t
row / MAX_ROW,
\n\t
(col + 1) / MAX_COL,
\n\t
(row + 1) / MAX_ROW,
\n\t
col / MAX_COL,
\n\t
(row + 1) / MAX_ROW,
\n\t
]);
\n\t
child.uvs = uvs;
\n\t
});
\n\t
};
\n\t
for (var col = 0; col < MAX_COL; col++) {
\n\t
_loop_2(col);
\n\t
}
\n\t
};
\n\t
for (var row = 0; row < MAX_ROW; row++) {
\n\t
_loop_1(row);
\n\t
}
\n\t
picMap[url] = spr.concat([]);
\n\t
posMap[url] = pos.concat([]);
\n\t
return [spr, pos];
\n\t
});
\n\t
//# sourceMappingURL=qietu.js.map
\n\n\t
function getTexture(uuid) {
\n\t
return engine.Texture.from(getAssetByUUID(uuid).uuid);
\n\t
}
\n\t
function getTextureByName(name) {
\n\t
return getTexture(engine.getAssetByName(name).uuid);
\n\t
}
\n\t
function getIndexFromRC(row, col, maxCol) {
\n\t
var index = row * maxCol + col;
\n\t
return index;
\n\t
}
\n\t
function getRandomArray(array) {
\n\t
array.sort(function () {
\n\t
return .5 - Math.random();
\n\t
});
\n\t
}
\n\t
//# sourceMappingURL=utils.js.map
\n\n\t
var MAX_COL;
\n\t
var MAX_ROW;
\n\t
var W;
\n\t
var H;
\n\t
var GAP;
\n\t
var GAME_TIME;
\n\t
var w;
\n\t
var h;
\n\t
var GameView = (function (_super) {
\n\t
tslib.__extends(GameView, _super);
\n\t
function GameView() {
\n\t
var _this = _super.call(this) || this;
\n\t
_this._timeCounter = 0;
\n\t
_this.once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);
\n\t
return _this;
\n\t
}
\n\t
GameView.prototype.start = function () {
\n\t
var _this = this;
\n\t
for (var _i = 0, _a = this.pictures; _i < _a.length; _i++) {
\n\t
var pic = _a[_i];
\n\t
if (pic && pic.parent)
\n\t
pic.parent.removeChild(pic);
\n\t
}
\n\t
console.log('on start');
\n\t
engine.globalEvent.dispatchEvent('pictures-time-update', {
\n\t
second: this.getSecond(),
\n\t
});
\n\t
var result = qietu(this.picturesWrapper, props.picUrl, MAX_COL, MAX_ROW);
\n\t
this.picturesWrapper.addChild(this.guideHole);
\n\t
this.pictures = result[0];
\n\t
this.rightList = this.pictures.concat([]);
\n\t
var posList = result[1];
\n\t
getRandomArray(this.pictures);
\n\t
var i = 0;
\n\t
var len;
\n\t
len = this.pictures.length;
\n\t
for (; i < len; i++) {
\n\t
this.dragPic = this.pictures[i];
\n\t
this.pictures[i].addEventListener(engine.MouseEvent.MOUSE_DOWN, this.onDown, this);
\n\t
var _b = posList[i], x = _b[0], y = _b[1];
\n\t
this.dragPic.x = x;
\n\t
this.dragPic.y = y;
\n\t
}
\n\t
this._timer = setInterval(function () {
\n\t
_this.onTimer();
\n\t
}, 10);
\n\t
};
\n\t
GameView.prototype.onTimer = function () {
\n\t
this._timeCounter += 0.01;
\n\t
this._timeCounter = this.afterPointTwo(this._timeCounter);
\n\t
console.log(this._timeCounter);
\n\t
engine.globalEvent.dispatchEvent('pictures-time-update', {
\n\t
second: this.getSecond(),
\n\t
});
\n\t
if (this.getSecond() == 0) {
\n\t
this.stop();
\n\t
engine.globalEvent.dispatchEvent('pictures-game-fail', {
\n\t
reason: 1
\n\t
});
\n\t
}
\n\t
};
\n\t
GameView.prototype.afterPointTwo = function (n) {
\n\t
var floatN = parseFloat(n);
\n\t
if (isNaN(floatN)) {
\n\t
return;
\n\t
}
\n\t
floatN = Math.round(floatN * 100) / 100;
\n\t
return floatN;
\n\t
};
\n\t
GameView.prototype.getSecond = function () {
\n\t
return GAME_TIME - this._timeCounter;
\n\t
};
\n\t
GameView.prototype.stop = function () {
\n\t
this._timeCounter = 0;
\n\t
clearInterval(this._timer);
\n\t
};
\n\t
GameView.prototype.createRects = function () { };
\n\t
GameView.prototype.setup = function () {
\n\t
this.guideHole = new engine.Image(getTextureByName('遮罩'));
\n\t
this.guideHole.mouseChildren = this.guideHole.mouseEnabled = false;
\n\t
MAX_COL = props.MAX_COL;
\n\t
MAX_ROW = props.MAX_ROW;
\n\t
GAME_TIME = props.GAME_TIME;
\n\t
W = props.W;
\n\t
H = props.H;
\n\t
GAP = props.GAP;
\n\t
w = W / MAX_COL;
\n\t
h = H / MAX_ROW;
\n\t
console.log('onSteup', props);
\n\t
var parent = new engine.Sprite();
\n\t
this.picturesWrapper = parent;
\n\t
this.addChild(parent);
\n\t
};
\n\t
GameView.prototype.onDown = function (e) {
\n\t
this.dragPic = e.target;
\n\t
this.picturesWrapper.addChild(this.dragPic);
\n\t
this.localPicX = e.localX / MAX_COL;
\n\t
this.localPicY = e.localY / MAX_ROW;
\n\t
this.distanceX = this.dragPic.x;
\n\t
this.distanceY = this.dragPic.y;
\n\t
this.indexI = this.distanceX / (w + GAP);
\n\t
this.indexJ = this.distanceY / (h + GAP);
\n\t
this.index = (this.indexI - 1) * MAX_COL + this.indexJ;
\n\t
this.centerX = e.clientX + w / 2;
\n\t
this.centerY = e.clientY + h / 2;
\n\t
this.stage.addEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMove, this);
\n\t
this.stage.addEventListener(engine.MouseEvent.MOUSE_UP, this.stageOnUp, this);
\n\t
};
\n\t
GameView.prototype.stageOnUp = function (e) {
\n\t
this.stage.removeEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMove, this);
\n\t
this.picturesWrapper.addChild(this.guideHole);
\n\t
var curJ = Math.floor(this.centerX / (w + GAP));
\n\t
var curI = Math.floor(this.centerY / (h + GAP));
\n\t
if (curJ < MAX_COL && curI < MAX_ROW) {
\n\t
var index = getIndexFromRC(curI, curJ, MAX_COL);
\n\t
var dropPic = this.pictures[index];
\n\t
var dropPicX = dropPic.x;
\n\t
var dropPicy = dropPic.y;
\n\t
dropPic.x = this.distanceX;
\n\t
dropPic.y = this.distanceY;
\n\t
this.dragPic.x = dropPicX;
\n\t
this.dragPic.y = dropPicy;
\n\t
var dropPicIndex = this.pictures.indexOf(dropPic);
\n\t
var dragPicIndex = this.pictures.indexOf(this.dragPic);
\n\t
this.pictures[dropPicIndex] = this.dragPic;
\n\t
this.pictures[dragPicIndex] = dropPic;
\n\t
if (dragPicIndex === dropPicIndex) {
\n\t
this.dragPic.x = this.distanceX;
\n\t
this.dragPic.y = this.distanceY;
\n\t
}
\n\t
var result = true;
\n\t
for (var j = 0; j < this.rightList.length; j++) {
\n\t
if (this.rightList[j] != this.pictures[j]) {
\n\t
result = false;
\n\t
break;
\n\t
}
\n\t
}
\n\t
if (result) {
\n\t
this.onSuccess();
\n\t
}
\n\t
}
\n\t
else {
\n\t
this.dragPic.x = this.distanceX;
\n\t
this.dragPic.y = this.distanceY;
\n\t
}
\n\t
this.stage.removeEventListener(engine.MouseEvent.MOUSE_UP, this.stageOnUp, this);
\n\t
};
\n\t
GameView.prototype.onSuccess = function () {
\n\t
console.log('拼图成功!');
\n\t
this.stop();
\n\t
engine.globalEvent.dispatchEvent('pictures-game-success', { time: this._timeCounter });
\n\t
};
\n\t
GameView.prototype.onMove = function (e) {
\n\t
this.dragPic.x = e.stageX - this.localPicX;
\n\t
this.dragPic.y = e.stageY - this.localPicY;
\n\t
this.centerX = this.dragPic.x + w / 2;
\n\t
this.centerY = this.dragPic.y + h / 2;
\n\t
};
\n\t
return GameView;
\n\t
}(engine.Container));
\n\n\t
var GameWrapper = (function (_super) {
\n\t
tslib.__extends(GameWrapper, _super);
\n\t
function GameWrapper() {
\n\t
var _this = _super.call(this) || this;
\n\t
engine.globalEvent.addEventListener('pictures-start', _this.start, _this);
\n\t
engine.globalEvent.addEventListener('pictures-stop', _this.stop, _this);
\n\t
var gameView = _this._gameView = new GameView();
\n\t
_this.addChild(gameView);
\n\t
return _this;
\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.stop = function (event) {
\n\t
this._gameView.stop();
\n\t
};
\n\t
return GameWrapper;
\n\t
}(engine.Container));
\n\t
//# sourceMappingURL=GameWrapper.js.map
\n\n\t
function index (props) {
\n\t
prepareProps();
\n\t
injectProps(props);
\n\t
var instance = new GameWrapper();
\n\t
return instance;
\n\t
}
\n\t
//# sourceMappingURL=index.js.map
\n\n\t
return index;
\n\n
})));
\n
"
}
}
src/custom/pictures/debug/main.js
View file @
7b6e842f
...
@@ -12,6 +12,7 @@
...
@@ -12,6 +12,7 @@
function
injectProps
(
p
)
{
function
injectProps
(
p
)
{
engine
.
injectProp
(
props
,
p
);
engine
.
injectProp
(
props
,
p
);
}
}
//# sourceMappingURL=props.js.map
var
picMap
=
{};
var
picMap
=
{};
var
posMap
=
{};
var
posMap
=
{};
...
@@ -59,6 +60,7 @@
...
@@ -59,6 +60,7 @@
posMap
[
url
]
=
pos
.
concat
([]);
posMap
[
url
]
=
pos
.
concat
([]);
return
[
spr
,
pos
];
return
[
spr
,
pos
];
});
});
//# sourceMappingURL=qietu.js.map
function
getTexture
(
uuid
)
{
function
getTexture
(
uuid
)
{
return
engine
.
Texture
.
from
(
getAssetByUUID
(
uuid
).
uuid
);
return
engine
.
Texture
.
from
(
getAssetByUUID
(
uuid
).
uuid
);
...
@@ -75,6 +77,7 @@
...
@@ -75,6 +77,7 @@
return
.
5
-
Math
.
random
();
return
.
5
-
Math
.
random
();
});
});
}
}
//# sourceMappingURL=utils.js.map
var
MAX_COL
;
var
MAX_COL
;
var
MAX_ROW
;
var
MAX_ROW
;
...
@@ -94,6 +97,11 @@
...
@@ -94,6 +97,11 @@
}
}
GameView
.
prototype
.
start
=
function
()
{
GameView
.
prototype
.
start
=
function
()
{
var
_this
=
this
;
var
_this
=
this
;
for
(
var
_i
=
0
,
_a
=
this
.
pictures
;
_i
<
_a
.
length
;
_i
++
)
{
var
pic
=
_a
[
_i
];
if
(
pic
&&
pic
.
parent
)
pic
.
parent
.
removeChild
(
pic
);
}
console
.
log
(
'on start'
);
console
.
log
(
'on start'
);
engine
.
globalEvent
.
dispatchEvent
(
'pictures-time-update'
,
{
engine
.
globalEvent
.
dispatchEvent
(
'pictures-time-update'
,
{
second
:
this
.
getSecond
(),
second
:
this
.
getSecond
(),
...
@@ -110,7 +118,7 @@
...
@@ -110,7 +118,7 @@
for
(;
i
<
len
;
i
++
)
{
for
(;
i
<
len
;
i
++
)
{
this
.
dragPic
=
this
.
pictures
[
i
];
this
.
dragPic
=
this
.
pictures
[
i
];
this
.
pictures
[
i
].
addEventListener
(
engine
.
MouseEvent
.
MOUSE_DOWN
,
this
.
onDown
,
this
);
this
.
pictures
[
i
].
addEventListener
(
engine
.
MouseEvent
.
MOUSE_DOWN
,
this
.
onDown
,
this
);
var
_
a
=
posList
[
i
],
x
=
_a
[
0
],
y
=
_a
[
1
];
var
_
b
=
posList
[
i
],
x
=
_b
[
0
],
y
=
_b
[
1
];
this
.
dragPic
.
x
=
x
;
this
.
dragPic
.
x
=
x
;
this
.
dragPic
.
y
=
y
;
this
.
dragPic
.
y
=
y
;
}
}
...
@@ -221,7 +229,7 @@
...
@@ -221,7 +229,7 @@
GameView
.
prototype
.
onSuccess
=
function
()
{
GameView
.
prototype
.
onSuccess
=
function
()
{
console
.
log
(
'拼图成功!'
);
console
.
log
(
'拼图成功!'
);
this
.
stop
();
this
.
stop
();
engine
.
globalEvent
.
dispatchEvent
(
'pictures-game-success'
,
{});
engine
.
globalEvent
.
dispatchEvent
(
'pictures-game-success'
,
{
time
:
this
.
_timeCounter
});
};
};
GameView
.
prototype
.
onMove
=
function
(
e
)
{
GameView
.
prototype
.
onMove
=
function
(
e
)
{
this
.
dragPic
.
x
=
e
.
stageX
-
this
.
localPicX
;
this
.
dragPic
.
x
=
e
.
stageX
-
this
.
localPicX
;
...
@@ -251,6 +259,7 @@
...
@@ -251,6 +259,7 @@
};
};
return
GameWrapper
;
return
GameWrapper
;
}(
engine
.
Container
));
}(
engine
.
Container
));
//# sourceMappingURL=GameWrapper.js.map
function
index
(
props
)
{
function
index
(
props
)
{
prepareProps
();
prepareProps
();
...
@@ -258,6 +267,7 @@
...
@@ -258,6 +267,7 @@
var
instance
=
new
GameWrapper
();
var
instance
=
new
GameWrapper
();
return
instance
;
return
instance
;
}
}
//# sourceMappingURL=index.js.map
return
index
;
return
index
;
...
...
src/custom/pictures/debug/main.js.map
View file @
7b6e842f
{"version":3,"file":"index.js","sources":["src/custom/pictures/src/props.ts","src/custom/pictures/src/game/qietu.ts","src/custom/pictures/src/game/utils.ts","src/custom/pictures/src/game/GameView.ts","src/custom/pictures/src/game/GameWrapper.ts","src/custom/pictures/src/index.ts"],"sourcesContent":["/**\n * Created by rockyl on 2020-01-21.\n */\n\nexport let props: any = {};\n\nexport function prepareProps() {\n\tlet metaProps = getProps();\n\n\tengine.injectProp(props, metaProps);\n}\n\nexport function injectProps(p) {\n\tengine.injectProp(props, p);\n}\n","import { props } from \"../props\";\nconst urls = [];\nconst picMap = {};\nconst posMap = {};\nexport default (parent, url, MAX_COL, MAX_ROW) => {\n if (picMap[url]) {\n return [picMap[url], posMap[url]]\n }\n\n const W = props.W;\n const H = props.H;\n const GAP = props.GAP;\n\n const spr = [];\n const pos = []\n\n for (let row = 0; row < MAX_ROW; row++) {\n for (let col = 0; col < MAX_COL; col++) {\n\n const child = engine.Sprite.fromImage(url);\n spr.push(child);\n\n child.scaleX = 1 / MAX_COL;\n child.scaleY = 1 / MAX_ROW;\n parent.addChild(child);\n child.x = col * (W / MAX_COL + GAP);\n child.y = row * (H / MAX_ROW + GAP);\n pos.push([child.x, child.y]);\n // child.texture.addEventListener('update', () => {\n child.addEventListener(engine.Event.COMPLETE, () => {\n const uvs = new Float32Array([\n col / MAX_COL,\n row / MAX_ROW,\n (col + 1) / MAX_COL,\n row / MAX_ROW,\n (col + 1) / MAX_COL,\n (row + 1) / MAX_ROW,\n col / MAX_COL,\n (row + 1) / MAX_ROW,\n ]);\n\n child.uvs = uvs;\n // spr.push(child);\n });\n }\n }\n picMap[url] = spr.concat([]);\n posMap[url] = pos.concat([]);;\n // console.log(spr);\n return [spr, pos];\n};\n","/**\n * Created by rockyl on 2020-01-21.\n */\n\nexport function getTexture(uuid) {\n\treturn engine.Texture.from(getAssetByUUID(uuid).uuid);\n}\n\nexport function getTextureByName(name) {\n\treturn getTexture(engine.getAssetByName(name).uuid);\n}\n\nexport function playSound(name) {\n\tengine.playSound(engine.getAssetByName(name).uuid, {keep: true});\n}\nexport function createSvga(name, anchorName?) {\n\tlet inst = new svga.Svga();\n\tinst.source = 'asset://' + engine.getAssetByName(name).uuid;\n\treturn inst;\n}\n\nexport function getIndexFromRC(row,col,maxCol){\n\tlet index = row * maxCol + col \n\treturn index\n}\n\n\n\n\nexport function getRandomArray(array){\n\tarray.sort(function() {\n\t\treturn .5 - Math.random();\n\t});\n}","/**\n * Created by rockyl on 2018/8/16.\n */\n\nimport { props } from \"../props\";\nimport qietu from \"./qietu\";\nimport { getIndexFromRC, getRandomArray, getTextureByName } from \"./utils\";\nimport ObjectPool = engine.ObjectPool;\n\nlet MAX_COL;\nlet MAX_ROW;\nlet W;\nlet H;\nlet GAP;\nlet GAME_TIME;\n// 每张图片宽\nlet w;\n// 每张图片高\nlet h;\nexport default class GameView extends engine.Container {\n private _timer;\n private _timeCounter = 0;\n\n // 倒计时时间\n // private countTime = 20;\n\n start() {\n console.log('on start')\n engine.globalEvent.dispatchEvent('pictures-time-update', {\n second: this.getSecond(),\n });\n\n // 图片一维数组\n const result = qietu(this.picturesWrapper, props.picUrl, MAX_COL, MAX_ROW);\n this.picturesWrapper.addChild(this.guideHole);\n this.pictures = result[0];\n this.rightList = this.pictures.concat([]);\n const posList = result[1];\n getRandomArray(this.pictures);\n\n let i = 0;\n let len;\n len = this.pictures.length;\n\n\n for (; i < len; i++) {\n this.dragPic = this.pictures[i];\n this.pictures[i].addEventListener(\n engine.MouseEvent.MOUSE_DOWN,\n this.onDown,\n this\n );\n const [x, y] = posList[i];\n this.dragPic.x = x;\n this.dragPic.y = y;\n }\n\n this._timer = setInterval(() => {\n this.onTimer();\n }, 10)\n }\n\n\n onTimer() {\n // this._timeCounter++;\n this._timeCounter += 0.01;\n this._timeCounter = this.afterPointTwo(this._timeCounter);\n // this._timeCounter = Math.floor((this._timeCounter + 0.1) * 10) / 10;\n console.log(this._timeCounter)\n\n engine.globalEvent.dispatchEvent('pictures-time-update', {\n second: this.getSecond(),\n });\n\n if (this.getSecond() == 0) {\n this.stop();\n engine.globalEvent.dispatchEvent('pictures-game-fail', {\n reason: 1\n });\n }\n }\n\n afterPointTwo(n){\n var floatN = parseFloat(n);\n if(isNaN(floatN)){\n return ;\n }\n floatN = Math.round(floatN * 100) /100;\n return floatN;\n }\n\n getSecond() {\n return GAME_TIME - this._timeCounter;\n // return GAME_TIME - this.countTime;\n }\n\n stop() {\n // this.countTime = 0\n\n this._timeCounter = 0;\n clearInterval(this._timer);\n }\n\n constructor() {\n super();\n this.once(engine.Event.ADDED_TO_STAGE, this.setup, this);\n }\n\n //当前图片对象\n dragPic;\n\n localPicX;\n localPicY;\n\n distanceX;\n distanceY;\n\n centerX: number;\n centerY: number;\n\n pictures;\n\n // 点击图片时的索引\n index;\n indexI: number;\n indexJ: number;\n rightList: engine.Sprite[];\n\n \n\n private picturesWrapper: engine.Sprite;\n private guideHole: engine.Sprite;\n\n createRects() { }\n setup() {\n this.guideHole = new engine.Image(getTextureByName('遮罩'));\n this.guideHole.mouseChildren = this.guideHole.mouseEnabled = false;\n\n MAX_COL = props.MAX_COL;\n MAX_ROW = props.MAX_ROW;\n GAME_TIME = props.GAME_TIME;\n W = props.W;\n H = props.H;\n GAP = props.GAP;\n // 每张图片宽\n w = W / MAX_COL;\n // 每张图片高\n h = H / MAX_ROW;\n\n console.log('onSteup', props);\n\n const parent = new engine.Sprite();\n this.picturesWrapper = parent;\n this.addChild(parent);\n }\n\n onDown(e: engine.MouseEvent) {\n // console.log(e);\n\n // 创建一个图片对象接收当前位置信息\n this.dragPic = e.target;\n this.picturesWrapper.addChild(this.dragPic);\n\n // 鼠标的偏移量\n this.localPicX = e.localX / MAX_COL;\n this.localPicY = e.localY / MAX_ROW;\n\n // 最开始图片的位置\n this.distanceX = this.dragPic.x;\n this.distanceY = this.dragPic.y;\n\n // 最开始点击的图片的索引值\n this.indexI = this.distanceX / (w + GAP);\n this.indexJ = this.distanceY / (h + GAP);\n this.index = (this.indexI - 1) * MAX_COL + this.indexJ;\n\n // 图片的中心位置\n this.centerX = e.clientX + w / 2;\n this.centerY = e.clientY + h / 2;\n\n this.stage.addEventListener(\n engine.MouseEvent.MOUSE_MOVE,\n this.onMove,\n this\n );\n this.stage.addEventListener(\n engine.MouseEvent.MOUSE_UP,\n this.stageOnUp,\n this\n );\n\n }\n\n stageOnUp(e) {\n this.stage.removeEventListener(\n engine.MouseEvent.MOUSE_MOVE,\n this.onMove,\n this\n );\n\n this.picturesWrapper.addChild(this.guideHole);\n\n // 判断图片是否进入另一张图片的范围内\n // 图片第几行第几列\n let curJ = Math.floor(this.centerX / (w + GAP));\n let curI = Math.floor(this.centerY / (h + GAP));\n\n\n // 点击图片的位置\n\n if (curJ < MAX_COL && curI < MAX_ROW) {\n\n // 获取交互图片的索引值\n let index = getIndexFromRC(curI, curJ, MAX_COL);\n // console.log(index);\n\n //要交换的图片\n let dropPic = this.pictures[index];\n\n let dropPicX = dropPic.x;\n let dropPicy = dropPic.y;\n\n dropPic.x = this.distanceX;\n dropPic.y = this.distanceY;\n\n this.dragPic.x = dropPicX;\n this.dragPic.y = dropPicy;\n\n // 交换之后索引也需要交换\n\n const dropPicIndex = this.pictures.indexOf(dropPic);\n const dragPicIndex = this.pictures.indexOf(this.dragPic);\n\n this.pictures[dropPicIndex] = this.dragPic;\n this.pictures[dragPicIndex] = dropPic;\n\n // 图片还是在原来的位置\n if(dragPicIndex === dropPicIndex){\n this.dragPic.x = this.distanceX\n this.dragPic.y = this.distanceY\n }\n\n let result = true;\n for (let j = 0; j < this.rightList.length; j++) {\n if (this.rightList[j] != this.pictures[j]) {\n result = false;\n break;\n }\n }\n\n if (result) {\n this.onSuccess();\n\n }\n }else{\n this.dragPic.x = this.distanceX\n this.dragPic.y = this.distanceY\n }\n\n this.stage.removeEventListener(\n engine.MouseEvent.MOUSE_UP,\n this.stageOnUp,\n this\n );\n }\n\n private onSuccess() {\n console.log('拼图成功!');\n this.stop();\n engine.globalEvent.dispatchEvent('pictures-game-success', {});\n }\n\n onMove(e: engine.MouseEvent) {\n // 当前图片的位置\n this.dragPic.x = e.stageX - this.localPicX;\n this.dragPic.y = e.stageY - this.localPicY;\n\n // 当前图片的中心位置\n this.centerX = this.dragPic.x + w / 2;\n this.centerY = this.dragPic.y + h / 2;\n\n }\n\n}\n","/**\n * Created by rockyl on 2020-01-09.\n */\n\nimport GameView from \"./GameView\";\nimport { injectProps } from \"../props\";\n\n\nexport class GameWrapper extends engine.Container {\n\t// private _status;\n\tprivate _gameView: GameView;\n\n\n\n\n\n\tconstructor() {\n\t\tsuper();\n\n\t\tengine.globalEvent.addEventListener('pictures-start', this.start, this);\n\t\tengine.globalEvent.addEventListener('pictures-stop', this.stop, this);\n\n\t\t//创建实例\n\t\tlet gameView = this._gameView = new GameView();\n\t\tthis.addChild(gameView);\n\n\t}\n\n\tstart(event: engine.Event) {\n\t\tinjectProps(event.data);\n\n\t\t// this._status = 1;\n\n\t\tthis._gameView.start();\n\t}\n\tstop(event: engine.Event) {\n\t\t\n\t\tthis._gameView.stop();\n\t}\n}\n","/**\n * Created by rockyl on 2019-11-20.\n */\n\nimport {GameWrapper} from \"./game/GameWrapper\";\nimport {injectProps, prepareProps} from \"./props\";\n\nexport default function (props) {\n\tprepareProps();\n\tinjectProps(props);\n\n\tlet instance = new GameWrapper();\n\t\n\treturn 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{"version":3,"file":"index.js","sources":["src/custom/pictures/src/props.ts","src/custom/pictures/src/game/qietu.ts","src/custom/pictures/src/game/utils.ts","src/custom/pictures/src/game/GameView.ts","src/custom/pictures/src/game/GameWrapper.ts","src/custom/pictures/src/index.ts"],"sourcesContent":["/**\n * Created by rockyl on 2020-01-21.\n */\n\nexport let props: any = {};\n\nexport function prepareProps() {\n\tlet metaProps = getProps();\n\n\tengine.injectProp(props, metaProps);\n}\n\nexport function injectProps(p) {\n\tengine.injectProp(props, p);\n}\n","import { props } from \"../props\";\nconst urls = [];\nconst picMap = {};\nconst posMap = {};\nexport default (parent, url, MAX_COL, MAX_ROW) => {\n if (picMap[url]) {\n return [picMap[url], posMap[url]]\n }\n\n const W = props.W;\n const H = props.H;\n const GAP = props.GAP;\n\n const spr = [];\n const pos = []\n\n for (let row = 0; row < MAX_ROW; row++) {\n for (let col = 0; col < MAX_COL; col++) {\n\n const child = engine.Sprite.fromImage(url);\n spr.push(child);\n\n child.scaleX = 1 / MAX_COL;\n child.scaleY = 1 / MAX_ROW;\n parent.addChild(child);\n child.x = col * (W / MAX_COL + GAP);\n child.y = row * (H / MAX_ROW + GAP);\n pos.push([child.x, child.y]);\n // child.texture.addEventListener('update', () => {\n child.addEventListener(engine.Event.COMPLETE, () => {\n const uvs = new Float32Array([\n col / MAX_COL,\n row / MAX_ROW,\n (col + 1) / MAX_COL,\n row / MAX_ROW,\n (col + 1) / MAX_COL,\n (row + 1) / MAX_ROW,\n col / MAX_COL,\n (row + 1) / MAX_ROW,\n ]);\n\n child.uvs = uvs;\n // spr.push(child);\n });\n }\n }\n picMap[url] = spr.concat([]);\n posMap[url] = pos.concat([]);;\n // console.log(spr);\n return [spr, pos];\n};\n","/**\n * Created by rockyl on 2020-01-21.\n */\n\nexport function getTexture(uuid) {\n\treturn engine.Texture.from(getAssetByUUID(uuid).uuid);\n}\n\nexport function getTextureByName(name) {\n\treturn getTexture(engine.getAssetByName(name).uuid);\n}\n\nexport function playSound(name) {\n\tengine.playSound(engine.getAssetByName(name).uuid, {keep: true});\n}\nexport function createSvga(name, anchorName?) {\n\tlet inst = new svga.Svga();\n\tinst.source = 'asset://' + engine.getAssetByName(name).uuid;\n\treturn inst;\n}\n\nexport function getIndexFromRC(row,col,maxCol){\n\tlet index = row * maxCol + col \n\treturn index\n}\n\n\n\n\nexport function getRandomArray(array){\n\tarray.sort(function() {\n\t\treturn .5 - Math.random();\n\t});\n}","/**\n * Created by rockyl on 2018/8/16.\n */\n\nimport { props } from \"../props\";\nimport qietu from \"./qietu\";\nimport { getIndexFromRC, getRandomArray, getTextureByName } from \"./utils\";\nimport ObjectPool = engine.ObjectPool;\n\nlet MAX_COL;\nlet MAX_ROW;\nlet W;\nlet H;\nlet GAP;\nlet GAME_TIME;\n// 每张图片宽\nlet w;\n// 每张图片高\nlet h;\nexport default class GameView extends engine.Container {\n private _timer;\n private _timeCounter = 0;\n\n // 倒计时时间\n // private countTime = 20;\n\n start() {\n for (const pic of this.pictures) {\n if (pic && pic.parent)\n pic.parent.removeChild(pic);\n }\n console.log('on start')\n engine.globalEvent.dispatchEvent('pictures-time-update', {\n second: this.getSecond(),\n });\n\n // 图片一维数组\n const result = qietu(this.picturesWrapper, props.picUrl, MAX_COL, MAX_ROW);\n this.picturesWrapper.addChild(this.guideHole);\n this.pictures = result[0];\n this.rightList = this.pictures.concat([]);\n const posList = result[1];\n getRandomArray(this.pictures);\n\n let i = 0;\n let len;\n len = this.pictures.length;\n\n\n for (; i < len; i++) {\n this.dragPic = this.pictures[i];\n this.pictures[i].addEventListener(\n engine.MouseEvent.MOUSE_DOWN,\n this.onDown,\n this\n );\n const [x, y] = posList[i];\n this.dragPic.x = x;\n this.dragPic.y = y;\n }\n\n this._timer = setInterval(() => {\n this.onTimer();\n }, 10)\n }\n\n\n onTimer() {\n // this._timeCounter++;\n this._timeCounter += 0.01;\n this._timeCounter = this.afterPointTwo(this._timeCounter);\n // this._timeCounter = Math.floor((this._timeCounter + 0.1) * 10) / 10;\n console.log(this._timeCounter)\n\n engine.globalEvent.dispatchEvent('pictures-time-update', {\n second: this.getSecond(),\n });\n\n if (this.getSecond() == 0) {\n this.stop();\n engine.globalEvent.dispatchEvent('pictures-game-fail', {\n reason: 1\n });\n }\n }\n\n afterPointTwo(n) {\n var floatN = parseFloat(n);\n if (isNaN(floatN)) {\n return;\n }\n floatN = Math.round(floatN * 100) / 100;\n return floatN;\n }\n\n getSecond() {\n return GAME_TIME - this._timeCounter;\n // return GAME_TIME - this.countTime;\n }\n\n stop() {\n // this.countTime = 0\n\n this._timeCounter = 0;\n clearInterval(this._timer);\n }\n\n constructor() {\n super();\n this.once(engine.Event.ADDED_TO_STAGE, this.setup, this);\n }\n\n //当前图片对象\n dragPic;\n\n localPicX;\n localPicY;\n\n distanceX;\n distanceY;\n\n centerX: number;\n centerY: number;\n\n pictures: engine.Sprite[];\n\n // 点击图片时的索引\n index;\n indexI: number;\n indexJ: number;\n rightList: engine.Sprite[];\n\n\n\n private picturesWrapper: engine.Sprite;\n private guideHole: engine.Sprite;\n\n createRects() { }\n setup() {\n this.guideHole = new engine.Image(getTextureByName('遮罩'));\n this.guideHole.mouseChildren = this.guideHole.mouseEnabled = false;\n\n MAX_COL = props.MAX_COL;\n MAX_ROW = props.MAX_ROW;\n GAME_TIME = props.GAME_TIME;\n W = props.W;\n H = props.H;\n GAP = props.GAP;\n // 每张图片宽\n w = W / MAX_COL;\n // 每张图片高\n h = H / MAX_ROW;\n\n console.log('onSteup', props);\n\n const parent = new engine.Sprite();\n this.picturesWrapper = parent;\n this.addChild(parent);\n }\n\n onDown(e: engine.MouseEvent) {\n // console.log(e);\n\n // 创建一个图片对象接收当前位置信息\n this.dragPic = e.target;\n this.picturesWrapper.addChild(this.dragPic);\n\n // 鼠标的偏移量\n this.localPicX = e.localX / MAX_COL;\n this.localPicY = e.localY / MAX_ROW;\n\n // 最开始图片的位置\n this.distanceX = this.dragPic.x;\n this.distanceY = this.dragPic.y;\n\n // 最开始点击的图片的索引值\n this.indexI = this.distanceX / (w + GAP);\n this.indexJ = this.distanceY / (h + GAP);\n this.index = (this.indexI - 1) * MAX_COL + this.indexJ;\n\n // 图片的中心位置\n this.centerX = e.clientX + w / 2;\n this.centerY = e.clientY + h / 2;\n\n this.stage.addEventListener(\n engine.MouseEvent.MOUSE_MOVE,\n this.onMove,\n this\n );\n this.stage.addEventListener(\n engine.MouseEvent.MOUSE_UP,\n this.stageOnUp,\n this\n );\n\n }\n\n stageOnUp(e) {\n this.stage.removeEventListener(\n engine.MouseEvent.MOUSE_MOVE,\n this.onMove,\n this\n );\n\n this.picturesWrapper.addChild(this.guideHole);\n\n // 判断图片是否进入另一张图片的范围内\n // 图片第几行第几列\n let curJ = Math.floor(this.centerX / (w + GAP));\n let curI = Math.floor(this.centerY / (h + GAP));\n\n\n // 点击图片的位置\n\n if (curJ < MAX_COL && curI < MAX_ROW) {\n\n // 获取交互图片的索引值\n let index = getIndexFromRC(curI, curJ, MAX_COL);\n // console.log(index);\n\n //要交换的图片\n let dropPic = this.pictures[index];\n\n let dropPicX = dropPic.x;\n let dropPicy = dropPic.y;\n\n dropPic.x = this.distanceX;\n dropPic.y = this.distanceY;\n\n this.dragPic.x = dropPicX;\n this.dragPic.y = dropPicy;\n\n // 交换之后索引也需要交换\n\n const dropPicIndex = this.pictures.indexOf(dropPic);\n const dragPicIndex = this.pictures.indexOf(this.dragPic);\n\n this.pictures[dropPicIndex] = this.dragPic;\n this.pictures[dragPicIndex] = dropPic;\n\n // 图片还是在原来的位置\n if (dragPicIndex === dropPicIndex) {\n this.dragPic.x = this.distanceX\n this.dragPic.y = this.distanceY\n }\n\n let result = true;\n for (let j = 0; j < this.rightList.length; j++) {\n if (this.rightList[j] != this.pictures[j]) {\n result = false;\n break;\n }\n }\n\n if (result) {\n this.onSuccess();\n\n }\n } else {\n this.dragPic.x = this.distanceX\n this.dragPic.y = this.distanceY\n }\n\n this.stage.removeEventListener(\n engine.MouseEvent.MOUSE_UP,\n this.stageOnUp,\n this\n );\n }\n\n private onSuccess() {\n console.log('拼图成功!');\n this.stop();\n engine.globalEvent.dispatchEvent('pictures-game-success', { time: this._timeCounter });\n }\n\n onMove(e: engine.MouseEvent) {\n // 当前图片的位置\n this.dragPic.x = e.stageX - this.localPicX;\n this.dragPic.y = e.stageY - this.localPicY;\n\n // 当前图片的中心位置\n this.centerX = this.dragPic.x + w / 2;\n this.centerY = this.dragPic.y + h / 2;\n\n }\n\n}\n","/**\n * Created by rockyl on 2020-01-09.\n */\n\nimport GameView from \"./GameView\";\nimport { injectProps } from \"../props\";\n\n\nexport class GameWrapper extends engine.Container {\n\t// private _status;\n\tprivate _gameView: GameView;\n\n\n\n\n\n\tconstructor() {\n\t\tsuper();\n\n\t\tengine.globalEvent.addEventListener('pictures-start', this.start, this);\n\t\tengine.globalEvent.addEventListener('pictures-stop', this.stop, this);\n\n\t\t//创建实例\n\t\tlet gameView = this._gameView = new GameView();\n\t\tthis.addChild(gameView);\n\n\t}\n\n\tstart(event: engine.Event) {\n\t\tinjectProps(event.data);\n\n\t\t// this._status = 1;\n\n\t\tthis._gameView.start();\n\t}\n\tstop(event: engine.Event) {\n\t\t\n\t\tthis._gameView.stop();\n\t}\n}\n","/**\n * 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\ No newline at end of file
\ No newline at end of file
src/custom/pictures/src/game/GameView.ts
View file @
7b6e842f
...
@@ -25,6 +25,10 @@ export default class GameView extends engine.Container {
...
@@ -25,6 +25,10 @@ export default class GameView extends engine.Container {
// private countTime = 20;
// private countTime = 20;
start
()
{
start
()
{
for
(
const
pic
of
this
.
pictures
)
{
if
(
pic
&&
pic
.
parent
)
pic
.
parent
.
removeChild
(
pic
);
}
console
.
log
(
'on start'
)
console
.
log
(
'on start'
)
engine
.
globalEvent
.
dispatchEvent
(
'pictures-time-update'
,
{
engine
.
globalEvent
.
dispatchEvent
(
'pictures-time-update'
,
{
second
:
this
.
getSecond
(),
second
:
this
.
getSecond
(),
...
@@ -80,12 +84,12 @@ export default class GameView extends engine.Container {
...
@@ -80,12 +84,12 @@ export default class GameView extends engine.Container {
}
}
}
}
afterPointTwo
(
n
){
afterPointTwo
(
n
)
{
var
floatN
=
parseFloat
(
n
);
var
floatN
=
parseFloat
(
n
);
if
(
isNaN
(
floatN
))
{
if
(
isNaN
(
floatN
))
{
return
;
return
;
}
}
floatN
=
Math
.
round
(
floatN
*
100
)
/
100
;
floatN
=
Math
.
round
(
floatN
*
100
)
/
100
;
return
floatN
;
return
floatN
;
}
}
...
@@ -118,7 +122,7 @@ export default class GameView extends engine.Container {
...
@@ -118,7 +122,7 @@ export default class GameView extends engine.Container {
centerX
:
number
;
centerX
:
number
;
centerY
:
number
;
centerY
:
number
;
pictures
;
pictures
:
engine
.
Sprite
[]
;
// 点击图片时的索引
// 点击图片时的索引
index
;
index
;
...
@@ -126,7 +130,7 @@ export default class GameView extends engine.Container {
...
@@ -126,7 +130,7 @@ export default class GameView extends engine.Container {
indexJ
:
number
;
indexJ
:
number
;
rightList
:
engine
.
Sprite
[];
rightList
:
engine
.
Sprite
[];
private
picturesWrapper
:
engine
.
Sprite
;
private
picturesWrapper
:
engine
.
Sprite
;
private
guideHole
:
engine
.
Sprite
;
private
guideHole
:
engine
.
Sprite
;
...
@@ -235,7 +239,7 @@ export default class GameView extends engine.Container {
...
@@ -235,7 +239,7 @@ export default class GameView extends engine.Container {
this
.
pictures
[
dragPicIndex
]
=
dropPic
;
this
.
pictures
[
dragPicIndex
]
=
dropPic
;
// 图片还是在原来的位置
// 图片还是在原来的位置
if
(
dragPicIndex
===
dropPicIndex
)
{
if
(
dragPicIndex
===
dropPicIndex
)
{
this
.
dragPic
.
x
=
this
.
distanceX
this
.
dragPic
.
x
=
this
.
distanceX
this
.
dragPic
.
y
=
this
.
distanceY
this
.
dragPic
.
y
=
this
.
distanceY
}
}
...
@@ -252,7 +256,7 @@ export default class GameView extends engine.Container {
...
@@ -252,7 +256,7 @@ export default class GameView extends engine.Container {
this
.
onSuccess
();
this
.
onSuccess
();
}
}
}
else
{
}
else
{
this
.
dragPic
.
x
=
this
.
distanceX
this
.
dragPic
.
x
=
this
.
distanceX
this
.
dragPic
.
y
=
this
.
distanceY
this
.
dragPic
.
y
=
this
.
distanceY
}
}
...
@@ -267,7 +271,7 @@ export default class GameView extends engine.Container {
...
@@ -267,7 +271,7 @@ export default class GameView extends engine.Container {
private
onSuccess
()
{
private
onSuccess
()
{
console
.
log
(
'拼图成功!'
);
console
.
log
(
'拼图成功!'
);
this
.
stop
();
this
.
stop
();
engine
.
globalEvent
.
dispatchEvent
(
'pictures-game-success'
,
{});
engine
.
globalEvent
.
dispatchEvent
(
'pictures-game-success'
,
{
time
:
this
.
_timeCounter
});
}
}
onMove
(
e
:
engine
.
MouseEvent
)
{
onMove
(
e
:
engine
.
MouseEvent
)
{
...
...
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