Commit 86efa534 authored by wildfirecode13's avatar wildfirecode13

1

parent 5c486690
......@@ -47,25 +47,15 @@
"type": "array<string>",
"default": "方块素材0"
},
"blockHitAssets": {
"alias": "方块素材组撞击状态",
"type": "array<string>",
"default": "方块素材0_hit"
},
"blockHitOffsetY": {
"alias": "方块素材组撞击状态Y轴锚点",
"type": "number",
"default": 75
},
"blockProfectOffset": {
"alias": "方块素材组完美状态锚点",
"type": "vector2",
"default": "-100,35"
},
"blockBaseOffset": {
"alias": "初始方块偏移",
"type": "number",
"default": -40
"default": -20
},
"blockShadowOffset": {
"alias": "初始方块阴影偏移",
......@@ -110,7 +100,7 @@
"blockHitHeight": {
"alias": "方块碰撞高度",
"type": "number",
"default": 160
"default": 120
},
"blockPaddingTop": {
"alias": "方块上边距",
......@@ -205,42 +195,42 @@
"playerReadyAnchor": {
"alias": "角色准备锚点",
"type": "vector2",
"default": "150,210"
"default": "75,122"
},
"playerReady2Anchor": {
"alias": "角色准备2锚点",
"type": "vector2",
"default": "150,210"
"default": "75,122"
},
"playerJumpAnchor": {
"alias": "角色跳起锚点",
"type": "vector2",
"default": "150,210"
"default": "75,122"
},
"playerFallAnchor": {
"alias": "角色下落锚点",
"type": "vector2",
"default": "150,210"
"default": "75,122"
},
"playerHitAnchor": {
"alias": "角色撞开锚点",
"type": "vector2",
"default": "150,210"
"default": "75,122"
},
"playerParachuteAnchor": {
"alias": "角色降落锚点",
"type": "vector2",
"default": "150,210"
"default": "126,212"
},
"playerLandNormalAnchor": {
"alias": "角色正常落地锚点",
"type": "vector2",
"default": "150,210"
"default": "75,122"
},
"playerLandPerfectAnchor": {
"alias": "角色完美落地锚点",
"type": "vector2",
"default": "150,210"
"default": "75,122"
},
"playerLandEffectAnchor": {
"alias": "角色落地特效锚点",
......@@ -250,7 +240,7 @@
"playerLandSideAnchor": {
"alias": "角色边缘落地锚点",
"type": "vector2",
"default": "150,210"
"default": "75,122"
},
"playerLandPrefectAnchor": {
"alias": "角色完美落地锚点",
......@@ -274,18 +264,6 @@
}
},
"assets": [
{
"name": "跳跃提示背景",
"url": "//yun.duiba.com.cn/aurora/assets/93646ba4e8e57adc64350c7ef78a9bff1f8c1aa9.png",
"uuid": "ff98fa3d-f37d-4be4-aa4f-0f1322cbd676",
"ext": ".png"
},
{
"name": "完美方块素材",
"url": "//yun.duiba.com.cn/aurora/assets/e2150383e8391a2972bc43fd888e4c1250e1933a.svga",
"uuid": "7499df87-4155-406b-8c2b-fea972719f39",
"ext": ".svga"
},
{
"name": "背景图",
"url": "//yun.duiba.com.cn/aurora/assets/c90e6bc6718e4cc83d30bf2ce8b9f80a909adbee.jpg",
......@@ -367,9 +345,15 @@
{
"name": "降落",
"url": "//yun.duiba.com.cn/aurora/assets/0c33a8285661684f24062af815a38befdbf36a06.svga",
"uuid": "82b514a9-69c4-425c-a77d-f34efeef1997",
"uuid": "f234sf",
"ext": ".svga"
},
{
"name": "降落pic",
"url": "////yun.duiba.com.cn/aurora/assets/e42a48c9b4a47dc180523bdeecd6b7305e088e27.png",
"uuid": "9sf881289",
"ext": ".png"
},
{
"name": "钱袋-静态",
"url": "//yun.duiba.com.cn/aurora/assets/c5d04d5caf2dc812baeebdd34ea1abb17d183f44.png",
......@@ -481,5 +465,5 @@
}
},
"id": "jump-high-3",
"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-3'] = 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 getBlockHitAsset(type) {\n\t console.log(\"props.blockHitAssets\", props.blockHitAssets);\n\t return engine.getAssetByName(props.blockHitAssets[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 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 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 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 var bodyHit = _this.bodyHit = new svga.Svga();\n\t bodyHit.x = -props.blockWidth / 2;\n\t bodyHit.y = -props.blockHitHeight - props.blockPaddingTop + props.blockHitOffsetY;\n\t _this.addChild(bodyHit);\n\t console.log(\"props.blockProfectOffset\", props.blockProfectOffset);\n\t var bodyProfect = _this.bodyProfect = new svga.Svga();\n\t bodyProfect.x = -props.blockWidth / 2 + props.blockProfectOffset.x;\n\t bodyProfect.y = -props.blockHitHeight - props.blockPaddingTop + props.blockProfectOffset.y;\n\t _this.addChild(bodyProfect);\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 var assetHit = getBlockHitAsset(type);\n\t console.log(\"assetHit\", assetHit);\n\t this.bodyHit.source = 'asset://' + assetHit.uuid;\n\t }\n\t this.bodyProfect.source = 'asset://' + engine.getAssetByName(\"完美方块素材\").uuid;\n\t this.scaleX = this.dir;\n\t this.body.gotoAndStop(1);\n\t this.bodyHit.gotoAndStop(1);\n\t this.bodyProfect.gotoAndStop(1);\n\t this.body.visible = true;\n\t this.bodyHit.visible = false;\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.playHit = function () {\n\t var bodyHit = this.bodyHit;\n\t bodyHit.play(true, false);\n\t this.body.visible = false;\n\t this.bodyHit.visible = true;\n\t bodyHit.once(engine.Event.END_FRAME, function () {\n\t this.body.visible = true;\n\t this.bodyHit.visible = false;\n\t bodyHit.gotoAndStop(1);\n\t }, this);\n\t };\n\t Block.prototype.playProFect = function () {\n\t var bodyProfect = this.bodyProfect;\n\t bodyProfect.play(true, false);\n\t bodyProfect.once(engine.Event.END_FRAME, function () {\n\t bodyProfect.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 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 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 svgaAssets = {\n\t aniReady: { name: '准备立正', dir: 1 },\n\t aniReady2: { 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 aniLandPerfect: { name: '完美着地_笑', 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 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('Ready2', 1, true, true);\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, 4];\n\t case 2: return [3, 4];\n\t case 3: return [3, 5];\n\t }\n\t return [3, 6];\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('LandPerfect')];\n\t case 2:\n\t _b.sent();\n\t return [4, this.switchAni('Ready2', 1, true, true)];\n\t case 3:\n\t _b.sent();\n\t return [3, 6];\n\t case 4:\n\t this._prefectLandCounting = 0;\n\t playSound('普通落地音效');\n\t this.switchAni('Ready2', 1, true, true);\n\t return [3, 6];\n\t case 5:\n\t this._prefectLandCounting = 0;\n\t playSound('边缘落地音效');\n\t this.switchAni('LandSide', dir);\n\t return [3, 6];\n\t case 6: 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 .call(function () {\n\t playSound('降落伞下落音效');\n\t })\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 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 var scoreAddTipsContainer = this.scoreAddTipsContainer = new engine.Container();\n\t scoreAddTipsContainer.width = 750;\n\t scoreAddTipsContainer.anchorX = scoreAddTipsContainer.width / 2;\n\t scoreAddTipsContainer.anchorY = scoreAddTipsContainer.height / 2;\n\t var scoreAddTips = this.scoreAddTips = new engine.Label();\n\t scoreAddTips.width = 750;\n\t scoreAddTips.fillColor = props.scoreAddFontColor;\n\t scoreAddTips.textAlign = engine.TEXT_ALIGN.CENTER;\n\t scoreAddTips.size = props.scoreAddFontSize;\n\t scoreAddTips.alpha = 0;\n\t scoreAddTips.text = \"+0\";\n\t scoreAddTips.x = this.player.x - scoreAddTips.width / 2;\n\t scoreAddTipsContainer.addChild(scoreAddTips);\n\t frontContainer.addChild(player);\n\t frontContainer.addChild(scoreAddTipsContainer);\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.setScoreText = function (score) {\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 return [2, new Promise(function (resolve) {\n\t _this.scoreAddTips.text = score;\n\t _this.scoreAddTips.y = 0;\n\t _this.scoreAddTips.alpha = 1;\n\t engine.Tween.get(_this.scoreAddTips, null, null, true)\n\t .to({ y: -100, alpha: 0 }, 500, engine.Ease.cubicInOut)\n\t .call(resolve);\n\t })];\n\t });\n\t });\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 + props.blockBaseOffset;\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 this.scoreAddTipsContainer.y = this.player.y + props.scoreAddTipsOffset;\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 console.log(\"开始\");\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.addChildAt(block, 0);\n\t }\n\t blockContainer.addChildAt(block, 0);\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 + props.blockBaseOffset;\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: false,\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: false,\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.playHit();\n\t return [4, this.player.hitAway(dir)];\n\t case 1:\n\t _a.sent();\n\t return [4, this.player.parachute(dir)];\n\t case 2:\n\t _a.sent();\n\t console.log('jump-high-game-end');\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 if (type === 0) {\n\t this.currentBlock.playProFect();\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 this.scoreAddTipsContainer.y = this.player.y + props.scoreAddTipsOffset;\n\t this.setScoreText(\"+\" + scoreAdd);\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\t//# sourceMappingURL=GameView.js.map\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-3'] = 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() {\n\t return engine.getAssetByName(props.blockAssets[0]);\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 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 this.addChild(bg);\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 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 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 this.type = type;\n\t var asset = getBlockAsset();\n\t this.body.source = 'asset://' + asset.uuid;\n\t this.scaleX = this.dir;\n\t this.body.gotoAndStop(1);\n\t this.body.visible = true;\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 }, 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 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 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 svgaAssets = {\n\t aniReady: { name: '准备立正', dir: 1 },\n\t aniReady2: { 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pic', dir: -1, type: 'pic' },\n\t aniLandPerfect: { name: '完美着地_笑', 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 ani.y = -300;\n\t if (play) {\n\t ani.play && 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 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 body = void 0;\n\t var _a = svgaAssets[key], name = _a.name, dir = _a.dir, type = _a.type;\n\t if (type == 'pic') {\n\t body = this[key] = new engine.Image(getTextureByName('降落pic'));\n\t var anchor = { x: 75, y: 122 };\n\t body.x = -anchor.x;\n\t body.y = -anchor.y;\n\t body.anchorX = anchor.x;\n\t body.anchorY = anchor.y;\n\t }\n\t else {\n\t body = this[key] = createSvga(name, key.replace('ani', 'player') + 'Anchor');\n\t }\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('Ready2', 1, true, true);\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, 4];\n\t case 2: return [3, 4];\n\t case 3: return [3, 5];\n\t }\n\t return [3, 6];\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('LandPerfect')];\n\t case 2:\n\t _b.sent();\n\t return [4, this.switchAni('Ready2', 1, true, true)];\n\t case 3:\n\t _b.sent();\n\t return [3, 6];\n\t case 4:\n\t this._prefectLandCounting = 0;\n\t playSound('普通落地音效');\n\t this.switchAni('Ready2', 1, true, true);\n\t return [3, 6];\n\t case 5:\n\t this._prefectLandCounting = 0;\n\t playSound('边缘落地音效');\n\t this.switchAni('LandSide', dir);\n\t return [3, 6];\n\t case 6: 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 .call(function () {\n\t playSound('降落伞下落音效');\n\t })\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 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 background.y = height - 1624;\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 blockContainer = this.blockContainer = new engine.Container();\n\t frontContainer.addChild(blockContainer);\n\t var base = this.base = new Base();\n\t frontContainer.addChild(base);\n\t base.setup();\n\t var player = this.player = new Player();\n\t frontContainer.addChildAt(player, 0);\n\t player.setup();\n\t player.addEventListener('jump-on-top', this.onPlayerJumpOnTop, this);\n\t var scoreAddTipsContainer = this.scoreAddTipsContainer = new engine.Container();\n\t scoreAddTipsContainer.width = 750;\n\t scoreAddTipsContainer.anchorX = scoreAddTipsContainer.width / 2;\n\t scoreAddTipsContainer.anchorY = scoreAddTipsContainer.height / 2;\n\t var scoreAddTips = this.scoreAddTips = new engine.Label();\n\t scoreAddTips.width = 750;\n\t scoreAddTips.fillColor = props.scoreAddFontColor;\n\t scoreAddTips.textAlign = engine.TEXT_ALIGN.CENTER;\n\t scoreAddTips.size = props.scoreAddFontSize;\n\t scoreAddTips.alpha = 0;\n\t scoreAddTips.text = \"+0\";\n\t scoreAddTips.x = this.player.x - scoreAddTips.width / 2;\n\t scoreAddTipsContainer.addChild(scoreAddTips);\n\t frontContainer.addChildAt(player, 0);\n\t frontContainer.addChild(scoreAddTipsContainer);\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.setScoreText = function (score) {\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 return [2, new Promise(function (resolve) {\n\t _this.scoreAddTips.text = score;\n\t _this.scoreAddTips.y = 0;\n\t _this.scoreAddTips.alpha = 1;\n\t engine.Tween.get(_this.scoreAddTips, null, null, true)\n\t .to({ y: -100, alpha: 0 }, 500, engine.Ease.cubicInOut)\n\t .call(resolve);\n\t })];\n\t });\n\t });\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 + props.blockBaseOffset;\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 this.scoreAddTipsContainer.y = this.player.y + props.scoreAddTipsOffset;\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 console.log(\"开始\");\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.addChildAt(block, 0);\n\t }\n\t blockContainer.addChildAt(block, 0);\n\t block.reset({\n\t type: Math.floor(Math.random() * props.blockAssets.length),\n\t });\n\t console.log('addblock', this.index);\n\t block.y = this.baseOffset - (this.index * props.blockHitHeight) + props.blockBaseOffset;\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: false,\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: false,\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 return [4, this.player.hitAway(dir)];\n\t case 1:\n\t _a.sent();\n\t this.frontContainer.addChild(this.player);\n\t return [4, this.player.parachute(dir)];\n\t case 2:\n\t _a.sent();\n\t console.log('jump-high-game-end');\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, 4];\n\t if (!result.aboveBlock) return [3, 3];\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 this.currentBlock.playEffect();\n\t this.player.playLand(type, this.currentBlock.dir);\n\t this.currentBlock.stop();\n\t this.scoreChange(type);\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 2:\n\t _a.sent();\n\t this.addBlock();\n\t _a.label = 3;\n\t case 3:\n\t this._touchEnabled = true;\n\t _a.label = 4;\n\t case 4: 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 this.scoreAddTipsContainer.y = this.player.y + props.scoreAddTipsOffset;\n\t this.setScoreText(\"+\" + scoreAdd);\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 return GameView;\n\t}(engine.Container));\n\t//# sourceMappingURL=GameView.js.map\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"
}
......@@ -5,15 +5,9 @@
const assets = [
{
"name": "方块素材0",
"url": "//yun.duiba.com.cn/aurora/assets/4c6fba8e09e6fa6015e911870c295ff3e11bde72.svga",
"url": "//yun.duiba.com.cn/aurora/assets/f4a8043e67c73dcb65d5c1f2e09aa302ef977373.svga",
"uuid": "c3e908ad-a895-4463-98a9-c78c19ba5e6b",
"ext": ".svga"
},
{
"name": "方块素材0_hit",
"url": "//yun.duiba.com.cn/aurora/assets/4c6fba8e09e6fa6015e911870c295ff3e11bde72.svga",
"uuid": "79cd10e7-67c4-4cb1-9e56-598100162a7c",
"ext": ".svga"
}
];
......
......@@ -20,12 +20,8 @@
function getTextureByName(name) {
return getTexture(engine.getAssetByName(name).uuid);
}
function getBlockAsset(type) {
return engine.getAssetByName(props.blockAssets[type]);
}
function getBlockHitAsset(type) {
console.log("props.blockHitAssets", props.blockHitAssets);
return engine.getAssetByName(props.blockHitAssets[type]);
function getBlockAsset() {
return engine.getAssetByName(props.blockAssets[0]);
}
function createSvga(name, anchorName) {
var inst = new svga.Svga();
......@@ -52,12 +48,7 @@
Background.prototype.setup = function () {
var _a = this.stage, width = _a.width, height = _a.height;
var bg = this._bg = new engine.Image(getTextureByName('背景图'));
bg.anchorX = bg.width / 2;
bg.anchorY = bg.height / 2;
bg.x = -(bg.width - width) / 2;
bg.y = -(bg.height - height) / 2;
this.addChild(bg);
this._minScale = width / bg.width;
};
Background.prototype.playZoom = function (type, duration) {
var _this = this;
......@@ -96,35 +87,17 @@
body.x = -props.blockWidth / 2;
body.y = -props.blockHitHeight - props.blockPaddingTop;
_this.addChild(body);
var bodyHit = _this.bodyHit = new svga.Svga();
bodyHit.x = -props.blockWidth / 2;
bodyHit.y = -props.blockHitHeight - props.blockPaddingTop + props.blockHitOffsetY;
_this.addChild(bodyHit);
console.log("props.blockProfectOffset", props.blockProfectOffset);
var bodyProfect = _this.bodyProfect = new svga.Svga();
bodyProfect.x = -props.blockWidth / 2 + props.blockProfectOffset.x;
bodyProfect.y = -props.blockHitHeight - props.blockPaddingTop + props.blockProfectOffset.y;
_this.addChild(bodyProfect);
return _this;
}
Block.prototype.reset = function (_a) {
var type = _a.type;
this.dir = Math.random() > 0.5 ? 1 : -1;
if (this.type != type) {
this.type = type;
var asset = getBlockAsset(type);
this.body.source = 'asset://' + asset.uuid;
var assetHit = getBlockHitAsset(type);
console.log("assetHit", assetHit);
this.bodyHit.source = 'asset://' + assetHit.uuid;
}
this.bodyProfect.source = 'asset://' + engine.getAssetByName("完美方块素材").uuid;
this.type = type;
var asset = getBlockAsset();
this.body.source = 'asset://' + asset.uuid;
this.scaleX = this.dir;
this.body.gotoAndStop(1);
this.bodyHit.gotoAndStop(1);
this.bodyProfect.gotoAndStop(1);
this.body.visible = true;
this.bodyHit.visible = false;
};
Block.prototype.playEnter = function (index, animation) {
var _this = this;
......@@ -142,7 +115,6 @@
else {
_this.x = 0;
setTimeout(function () {
console.log(_this.body);
}, 200);
resolve();
}
......@@ -158,24 +130,6 @@
body.gotoAndStop(1);
}, this);
};
Block.prototype.playHit = function () {
var bodyHit = this.bodyHit;
bodyHit.play(true, false);
this.body.visible = false;
this.bodyHit.visible = true;
bodyHit.once(engine.Event.END_FRAME, function () {
this.body.visible = true;
this.bodyHit.visible = false;
bodyHit.gotoAndStop(1);
}, this);
};
Block.prototype.playProFect = function () {
var bodyProfect = this.bodyProfect;
bodyProfect.play(true, false);
bodyProfect.once(engine.Event.END_FRAME, function () {
bodyProfect.gotoAndStop(1);
}, this);
};
Block.prototype.stop = function () {
engine.Tween.removeTweens(this);
};
......@@ -283,7 +237,7 @@
aniLandNormal: { name: '普通着地', dir: 1 },
aniLandSide: { name: '边缘着地', dir: -1 },
aniHit: { name: '被撞开', dir: -1 },
aniParachute: { name: '降落', dir: -1 },
aniParachute: { name: '降落pic', dir: -1, type: 'pic' },
aniLandPerfect: { name: '完美着地_笑', dir: 1 },
};
var Player = (function (_super) {
......@@ -309,8 +263,9 @@
}
var ani = _this._currentAni = _this['ani' + name];
_this.addChild(ani);
ani.y = -300;
if (play) {
ani.play(false, loop);
ani.play && ani.play(false, loop);
if (loop) {
resolve();
}
......@@ -328,8 +283,19 @@
this.prefectEffect = createSvga('完美着地特效', 'playerLandPrefectAnchor');
this.landEffect = createSvga('着地特效', 'playerLandEffectAnchor');
for (var key in svgaAssets) {
var _a = svgaAssets[key], name = _a.name, dir = _a.dir;
var body = this[key] = createSvga(name, key.replace('ani', 'player') + 'Anchor');
var body = void 0;
var _a = svgaAssets[key], name = _a.name, dir = _a.dir, type = _a.type;
if (type == 'pic') {
body = this[key] = new engine.Image(getTextureByName('降落pic'));
var anchor = { x: 75, y: 122 };
body.x = -anchor.x;
body.y = -anchor.y;
body.anchorX = anchor.x;
body.anchorY = anchor.y;
}
else {
body = this[key] = createSvga(name, key.replace('ani', 'player') + 'Anchor');
}
body.name = 'body';
body.scaleX = dir;
}
......@@ -513,6 +479,7 @@
this._hasSetup = true;
var _a = this.stage, width = _a.width, height = _a.height;
var background = this.background = new Background();
background.y = height - 1624;
this.addChild(background);
background.setup();
var frontContainer = this.frontContainer = new engine.Container();
......@@ -520,13 +487,13 @@
this.addChild(frontContainer);
var guideLayer = this.guideLayer = new GuideLayer();
this.addChild(guideLayer);
var blockContainer = this.blockContainer = new engine.Container();
frontContainer.addChild(blockContainer);
var base = this.base = new Base();
frontContainer.addChild(base);
base.setup();
var blockContainer = this.blockContainer = new engine.Container();
frontContainer.addChild(blockContainer);
var player = this.player = new Player();
frontContainer.addChild(player);
frontContainer.addChildAt(player, 0);
player.setup();
player.addEventListener('jump-on-top', this.onPlayerJumpOnTop, this);
var scoreAddTipsContainer = this.scoreAddTipsContainer = new engine.Container();
......@@ -542,7 +509,7 @@
scoreAddTips.text = "+0";
scoreAddTips.x = this.player.x - scoreAddTips.width / 2;
scoreAddTipsContainer.addChild(scoreAddTips);
frontContainer.addChild(player);
frontContainer.addChildAt(player, 0);
frontContainer.addChild(scoreAddTipsContainer);
ObjectPool.recycleObject(PoolName, ObjectPool.getObject(PoolName, {
y: 0,
......@@ -702,7 +669,8 @@
block.reset({
type: Math.floor(Math.random() * props.blockAssets.length),
});
block.y = this.baseOffset - this.index * props.blockHitHeight + props.blockBaseOffset;
console.log('addblock', this.index);
block.y = this.baseOffset - (this.index * props.blockHitHeight) + props.blockBaseOffset;
this.blockComplete = false;
block.playEnter(this.index, animation).then(function (data) {
_this.blockComplete = true;
......@@ -806,10 +774,10 @@
this._touchEnabled = false;
this.needHitTest = false;
clearInterval(this.timer);
this.currentBlock.playHit();
return [4, this.player.hitAway(dir)];
case 1:
_a.sent();
this.frontContainer.addChild(this.player);
return [4, this.player.parachute(dir)];
case 2:
_a.sent();
......@@ -835,8 +803,8 @@
return [4, this.player.jump()];
case 1:
result = _a.sent();
if (!result) return [3, 5];
if (!result.aboveBlock) return [3, 4];
if (!result) return [3, 4];
if (!result.aboveBlock) return [3, 3];
pos = Math.abs(this.currentBlock.x);
type = 0;
if (pos > 0) {
......@@ -849,31 +817,23 @@
type = 1;
}
}
if (type < 3) {
this.currentBlock.playEffect();
}
if (type === 0) {
this.currentBlock.playProFect();
}
this.currentBlock.playEffect();
this.player.playLand(type, this.currentBlock.dir);
this.currentBlock.stop();
this.scoreChange(type);
return [4, this.playShake()];
case 2:
_a.sent();
return [4, new Promise(function (resolve) {
engine.Tween.get(_this, null, null, true)
.to({ pos: props.blockHitHeight * _this.index }, 300, engine.Ease.cubicOut)
.call(resolve);
})];
case 3:
case 2:
_a.sent();
this.addBlock();
_a.label = 4;
case 4:
_a.label = 3;
case 3:
this._touchEnabled = true;
_a.label = 5;
case 5: return [2];
_a.label = 4;
case 4: return [2];
}
});
});
......@@ -921,21 +881,6 @@
.call(resolve);
});
};
GameView.prototype.playShake = function () {
var _this = this;
var _a = this.frontContainer, x = _a.x, y = _a.y;
return new Promise(function (resolve) {
var shakeOffset = 7;
var duration = 30;
engine.Tween.get(_this.frontContainer, null, null, true)
.to({ x: x, y: y - shakeOffset }, duration)
.to({ x: x, y: y + shakeOffset }, duration)
.to({ x: x + shakeOffset, y: y }, duration)
.to({ x: x - shakeOffset, y: y }, duration)
.to({ x: x, y: y }, duration)
.call(resolve);
});
};
return GameView;
}(engine.Container));
//# sourceMappingURL=GameView.js.map
......
This source diff could not be displayed because it is too large. You can view the blob instead.
......@@ -47,25 +47,15 @@
"type": "array<string>",
"default": "方块素材0"
},
"blockHitAssets": {
"alias": "方块素材组撞击状态",
"type": "array<string>",
"default": "方块素材0_hit"
},
"blockHitOffsetY": {
"alias": "方块素材组撞击状态Y轴锚点",
"type": "number",
"default": 75
},
"blockProfectOffset": {
"alias": "方块素材组完美状态锚点",
"type": "vector2",
"default": "-100,35"
},
"blockBaseOffset": {
"alias": "初始方块偏移",
"type": "number",
"default": -40
"default": -20
},
"blockShadowOffset": {
"alias": "初始方块阴影偏移",
......@@ -110,7 +100,7 @@
"blockHitHeight": {
"alias": "方块碰撞高度",
"type": "number",
"default": 160
"default": 120
},
"blockPaddingTop": {
"alias": "方块上边距",
......@@ -205,42 +195,42 @@
"playerReadyAnchor": {
"alias": "角色准备锚点",
"type": "vector2",
"default": "150,210"
"default": "75,122"
},
"playerReady2Anchor": {
"alias": "角色准备2锚点",
"type": "vector2",
"default": "150,210"
"default": "75,122"
},
"playerJumpAnchor": {
"alias": "角色跳起锚点",
"type": "vector2",
"default": "150,210"
"default": "75,122"
},
"playerFallAnchor": {
"alias": "角色下落锚点",
"type": "vector2",
"default": "150,210"
"default": "75,122"
},
"playerHitAnchor": {
"alias": "角色撞开锚点",
"type": "vector2",
"default": "150,210"
"default": "75,122"
},
"playerParachuteAnchor": {
"alias": "角色降落锚点",
"type": "vector2",
"default": "150,210"
"default": "126,212"
},
"playerLandNormalAnchor": {
"alias": "角色正常落地锚点",
"type": "vector2",
"default": "150,210"
"default": "75,122"
},
"playerLandPerfectAnchor": {
"alias": "角色完美落地锚点",
"type": "vector2",
"default": "150,210"
"default": "75,122"
},
"playerLandEffectAnchor": {
"alias": "角色落地特效锚点",
......@@ -250,7 +240,7 @@
"playerLandSideAnchor": {
"alias": "角色边缘落地锚点",
"type": "vector2",
"default": "150,210"
"default": "75,122"
},
"playerLandPrefectAnchor": {
"alias": "角色完美落地锚点",
......@@ -274,13 +264,7 @@
}
},
"assets": [
{
"name": "完美方块素材",
"url": "//yun.duiba.com.cn/aurora/assets/e2150383e8391a2972bc43fd888e4c1250e1933a.svga",
"uuid": "7499df87-4155-406b-8c2b-fea972719f39",
"ext": ".svga"
},
{
"name": "背景图",
"url": "//yun.duiba.com.cn/aurora/assets/c90e6bc6718e4cc83d30bf2ce8b9f80a909adbee.jpg",
......@@ -363,9 +347,15 @@
{
"name": "降落",
"url": "//yun.duiba.com.cn/aurora/assets/0c33a8285661684f24062af815a38befdbf36a06.svga",
"uuid": "82b514a9-69c4-425c-a77d-f34efeef1997",
"uuid": "f234sf",
"ext": ".svga"
},
{
"name": "降落pic",
"url": "////yun.duiba.com.cn/aurora/assets/e42a48c9b4a47dc180523bdeecd6b7305e088e27.png",
"uuid": "9sf881289",
"ext": ".png"
},
{
"name": "钱袋-静态",
"url": "//yun.duiba.com.cn/aurora/assets/c5d04d5caf2dc812baeebdd34ea1abb17d183f44.png",
......
/**
* Created by rockyl on 2020-01-21.
*/
import {getTextureByName} from "./utils";
import { getTextureByName } from "./utils";
export class Background extends engine.Container {
private _bg: engine.Image;
......@@ -13,21 +13,21 @@ export class Background extends engine.Container {
}
setup() {
const {width, height} = this.stage;
const { width, height } = this.stage;
let bg = this._bg = new engine.Image(getTextureByName('背景图'));
bg.anchorX = bg.width / 2;
bg.anchorY = bg.height / 2;
bg.x = -(bg.width - width) / 2;
bg.y = -(bg.height - height) / 2;
// bg.anchorX = bg.width / 2;
// bg.anchorY = bg.height / 2;
// bg.x = -(bg.width - width) / 2;
// bg.y = -(bg.height - height) / 2;
this.addChild(bg);
this._minScale = width / bg.width;
// this._minScale = width / bg.width;
}
playZoom(type: 'in' | 'out', duration = 700) {
return new Promise(resolve => {
let scale = type === 'in' ? 1 : this._minScale;
engine.Tween.get(this._bg, null, null, true)
.to({scaleX: scale, scaleY: scale}, duration, engine.Ease.cubicInOut)
.to({ scaleX: scale, scaleY: scale }, duration, engine.Ease.cubicInOut)
.call(resolve);
})
}
......
......@@ -3,65 +3,38 @@
* 障碍块
*/
import {getBlockAsset,getBlockHitAsset,getTextureByName} from "./utils";
import {props} from "../props";
import { getBlockAsset, getTextureByName } from "./utils";
import { props } from "../props";
export default class Block extends engine.Container {
private body: svga.Svga;
private bodyHit: svga.Svga;
private bodyProfect: svga.Svga;
type;
dir;
constructor() {
super();
let body = this.body = new svga.Svga();
body.x = -props.blockWidth / 2;
body.y = -props.blockHitHeight - props.blockPaddingTop;
this.addChild(body);
let bodyHit = this.bodyHit = new svga.Svga();
bodyHit.x = -props.blockWidth / 2;
bodyHit.y = -props.blockHitHeight - props.blockPaddingTop+props.blockHitOffsetY;
this.addChild(bodyHit);
console.log("props.blockProfectOffset",props.blockProfectOffset)
let bodyProfect = this.bodyProfect = new svga.Svga();
bodyProfect.x = -props.blockWidth / 2+props.blockProfectOffset.x;
bodyProfect.y = -props.blockHitHeight - props.blockPaddingTop+props.blockProfectOffset.y;
this.addChild(bodyProfect);
}
reset({type,}) {
reset({ type, }) {
this.dir = Math.random() > 0.5 ? 1 : -1;
if (this.type != type) {
this.type = type;
let asset = getBlockAsset(type);
this.body.source = 'asset://' + asset.uuid;
this.type = type;
let assetHit = getBlockHitAsset(type);
console.log("assetHit",assetHit)
this.bodyHit.source = 'asset://' + assetHit.uuid;
}
let asset = getBlockAsset();
this.body.source = 'asset://' + asset.uuid;
this.bodyProfect.source = 'asset://' + engine.getAssetByName("完美方块素材").uuid;
this.scaleX = this.dir;
this.body.gotoAndStop(1);
this.bodyHit.gotoAndStop(1);
this.bodyProfect.gotoAndStop(1);
this.body.visible=true;
this.bodyHit.visible=false;
this.body.visible = true;
}
playEnter(index, animation) {
......@@ -73,12 +46,12 @@ export default class Block extends engine.Container {
return new Promise(resolve => {
if (animation) {
engine.Tween.get(this, null, null, true)
.to({x: 0,}, duration)
.to({ x: 0, }, duration)
.call(resolve);
} else {
this.x = 0;
setTimeout(() => {
console.log(this.body);
// console.log(this.body);
}, 200);
resolve();
}
......@@ -97,25 +70,6 @@ export default class Block extends engine.Container {
}, this);
}
playHit() {
let bodyHit = this.bodyHit;
bodyHit.play(true, false);
this.body.visible=false;
this.bodyHit.visible=true;
bodyHit.once(engine.Event.END_FRAME, function () {
this.body.visible=true;
this.bodyHit.visible=false;
bodyHit.gotoAndStop(1);
}, this);
}
playProFect() {
let bodyProfect = this.bodyProfect;
bodyProfect.play(true, false);
bodyProfect.once(engine.Event.END_FRAME, function () {
bodyProfect.gotoAndStop(1);
}, this);
}
stop() {
engine.Tween.removeTweens(this);
......
......@@ -64,6 +64,7 @@ export default class GameView extends engine.Container {
const {width, height} = this.stage;
const background = this.background = new Background();
background.y = height-1624;
this.addChild(background);
background.setup();
......@@ -74,22 +75,19 @@ export default class GameView extends engine.Container {
const guideLayer = this.guideLayer = new GuideLayer();
this.addChild(guideLayer);
const base = this.base = new Base();
frontContainer.addChild(base);
base.setup();
const blockContainer = this.blockContainer = new engine.Container();
frontContainer.addChild(blockContainer);
const base = this.base = new Base();
frontContainer.addChild(base);
base.setup();
const player = this.player = new Player();
frontContainer.addChild(player);
frontContainer.addChildAt(player,0);
player.setup();
player.addEventListener('jump-on-top', this.onPlayerJumpOnTop, this);
let scoreAddTipsContainer = this.scoreAddTipsContainer = new engine.Container();
scoreAddTipsContainer.width=750;
scoreAddTipsContainer.anchorX = scoreAddTipsContainer.width / 2;
......@@ -105,10 +103,8 @@ export default class GameView extends engine.Container {
scoreAddTips.text = "+0";
scoreAddTips.x = this.player.x-scoreAddTips.width / 2;
scoreAddTipsContainer.addChild(scoreAddTips);
frontContainer.addChild(player);
frontContainer.addChildAt(player,0);
frontContainer.addChild(scoreAddTipsContainer);
......@@ -229,8 +225,6 @@ export default class GameView extends engine.Container {
addBlock(animation = true) {
this.index++;
const blockContainer = this.blockContainer;
let block: Block;
......@@ -247,7 +241,8 @@ export default class GameView extends engine.Container {
block.reset({
type: Math.floor(Math.random() * props.blockAssets.length),
});
block.y = this.baseOffset - this.index * props.blockHitHeight+props.blockBaseOffset;
console.log('addblock', this.index)
block.y = this.baseOffset - (this.index * props.blockHitHeight)+props.blockBaseOffset;
this.blockComplete = false;
block.playEnter(this.index, animation).then(
......@@ -349,11 +344,10 @@ export default class GameView extends engine.Container {
this.needHitTest = false;
clearInterval(this.timer);
this.currentBlock.playHit();
// this.currentBlock.stop();
// this.playHitEffect(dir);
await this.player.hitAway(dir);
// this.playZoom('out');
this.frontContainer.addChild(this.player);
await this.player.parachute(dir);
console.log('jump-high-game-end')
......@@ -382,12 +376,10 @@ export default class GameView extends engine.Container {
}
}
if (type < 3) {
this.currentBlock.playEffect();
// this.currentBlock.playEffect();
}
this.currentBlock.playEffect();
if(type===0){
this.currentBlock.playProFect();
}
if(type!=3){
}
......@@ -395,7 +387,6 @@ export default class GameView extends engine.Container {
this.player.playLand(type, this.currentBlock.dir);
this.currentBlock.stop();
this.scoreChange(type);
await this.playShake();
await new Promise(resolve => {
engine.Tween.get(this, null, null, true)
.to({pos: props.blockHitHeight * this.index}, 300, engine.Ease.cubicOut)
......@@ -454,19 +445,4 @@ export default class GameView extends engine.Container {
.call(resolve);
})
}
playShake(){
const {x, y} = this.frontContainer;
return new Promise(resolve => {
const shakeOffset = 7;
const duration = 30;
engine.Tween.get(this.frontContainer, null, null, true)
.to({x: x, y: y - shakeOffset}, duration)
.to({x: x, y: y + shakeOffset}, duration)
.to({x: x + shakeOffset, y: y}, duration)
.to({x: x - shakeOffset, y: y}, duration)
.to({x: x, y: y}, duration)
.call(resolve)
})
}
}
......@@ -2,19 +2,20 @@
* Created by rockyl on 2018/8/17.
*/
import {props} from "../props";
import {createSvga, playSound,getTextureByName} from "./utils";
import { props } from "../props";
import { createSvga, playSound, getTextureByName } from "./utils";
const svgaAssets = {
aniReady: {name: '准备立正', dir: 1},
aniReady2: {name: '准备立正', dir: 1},
aniJump: {name: '跳上升', dir: 1},
aniFall: {name: '跳下落', dir: 1},
aniLandNormal: {name: '普通着地', dir: 1},
aniLandSide: {name: '边缘着地', dir: -1},
aniHit: {name: '被撞开', dir: -1},
aniParachute: {name: '降落', dir: -1},
aniLandPerfect: {name: '完美着地_笑', dir: 1},
aniReady: { name: '准备立正', dir: 1 },
aniReady2: { name: '准备立正', dir: 1 },
aniJump: { name: '跳上升', dir: 1 },
aniFall: { name: '跳下落', dir: 1 },
aniLandNormal: { name: '普通着地', dir: 1 },
aniLandSide: { name: '边缘着地', dir: -1 },
aniHit: { name: '被撞开', dir: -1 },
// aniParachute: {name: '降落', dir: -1},
aniParachute: { name: '降落pic', dir: -1, type: 'pic' },
aniLandPerfect: { name: '完美着地_笑', dir: 1 },
};
export default class Player extends engine.Container {
......@@ -58,9 +59,10 @@ export default class Player extends engine.Container {
}
let ani: svga.Svga = this._currentAni = this['ani' + name];
this.addChild(ani);
ani.y = -300;
if (play) {
ani.play(false, loop);
ani.play &&ani.play(false, loop);
if (loop) {
resolve();
} else {
......@@ -79,8 +81,18 @@ export default class Player extends engine.Container {
this.landEffect = createSvga('着地特效', 'playerLandEffectAnchor');
for (let key in svgaAssets) {
let {name, dir} = svgaAssets[key];
let body = this[key] = createSvga(name, key.replace('ani', 'player') + 'Anchor');
let body
let { name, dir, type } = svgaAssets[key];
if (type == 'pic') {
body = this[key] = new engine.Image(getTextureByName('降落pic'));
let anchor ={x: 75,y:122};
body.x = -anchor.x;
body.y = -anchor.y;
body.anchorX = anchor.x;
body.anchorY = anchor.y;
} else {
body = this[key] = createSvga(name, key.replace('ani', 'player') + 'Anchor');
}
body.name = 'body';
body.scaleX = dir;
......@@ -94,7 +106,7 @@ export default class Player extends engine.Container {
this._prefectLandCounting = 0;
engine.Tween.removeTweens(this);
if(revive){
if (revive) {
this.switchAni('Jump', 1, false);
}
}
......@@ -103,7 +115,7 @@ export default class Player extends engine.Container {
return new Promise(resolve => {
this.switchAni('Ready', 1);
this._currentAni.once(engine.Event.END_FRAME, function () {
this.switchAni('Ready2', 1, true,true);
this.switchAni('Ready2', 1, true, true);
resolve();
}, this);
})
......@@ -179,13 +191,13 @@ export default class Player extends engine.Container {
this.removeChild(landEffect);
}, this);
await this.switchAni('LandPerfect');
await this.switchAni('Ready2', 1, true,true);
await this.switchAni('Ready2', 1, true, true);
break;
case 1:
case 2:
this._prefectLandCounting = 0;
playSound('普通落地音效');
this.switchAni('Ready2', 1, true,true);
this.switchAni('Ready2', 1, true, true);
break;
case 3:
this._prefectLandCounting = 0;
......@@ -226,8 +238,8 @@ export default class Player extends engine.Container {
playSound('降落伞下落音效');
})
// .wait(300)
.to({y: this.y + props.parachuteDistance}, props.parachuteDuration)
.set({anchorOffsetY: 0})
.to({ y: this.y + props.parachuteDistance }, props.parachuteDuration)
.set({ anchorOffsetY: 0 })
.call(resolve)
});
}
......
......@@ -11,14 +11,10 @@ export function getTextureByName(name) {
return getTexture(engine.getAssetByName(name).uuid);
}
export function getBlockAsset(type) {
return engine.getAssetByName(props.blockAssets[type]);
export function getBlockAsset() {
return engine.getAssetByName(props.blockAssets[0]);
}
export function getBlockHitAsset(type) {
console.log("props.blockHitAssets",props.blockHitAssets)
return engine.getAssetByName(props.blockHitAssets[type]);
}
export function createSvga(name, anchorName) {
let inst = new svga.Svga();
......
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