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劳工
zeroing-libs
Commits
8b42bb0e
Commit
8b42bb0e
authored
May 13, 2020
by
王梦佳
Browse files
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娃娃机
parent
d1566d32
Changes
8
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Showing
8 changed files
with
87 additions
and
42 deletions
+87
-42
.DS_Store
.DS_Store
+0
-0
doll-machine2.json
dist/customs/doll-machine2.json
+21
-7
main.js
src/custom/doll-machine2/debug/main.js
+20
-12
main.js.map
src/custom/doll-machine2/debug/main.js.map
+1
-1
meta.json
src/custom/doll-machine2/meta.json
+20
-6
GameView.ts
src/custom/doll-machine2/src/game/GameView.ts
+2
-2
Zhuazi.ts
src/custom/doll-machine2/src/game/Zhuazi.ts
+5
-5
frontBox.ts
src/custom/doll-machine2/src/game/frontBox.ts
+18
-9
No files found.
.DS_Store
0 → 100644
View file @
8b42bb0e
File added
dist/customs/doll-machine2.json
View file @
8b42bb0e
...
...
@@ -102,11 +102,31 @@
"type"
:
"number"
,
"default"
:
20
},
"leftLocX"
:
{
"alias"
:
"左边爪子X位置"
,
"type"
:
"number"
,
"default"
:
-15
},
"leftLocY"
:
{
"alias"
:
"左边爪子Y位置"
,
"type"
:
"number"
,
"default"
:
60
},
"rightRotation"
:
{
"alias"
:
"右边爪子旋转角度"
,
"type"
:
"number"
,
"default"
:
-20
},
"rightLocX"
:
{
"alias"
:
"右边爪子X位置"
,
"type"
:
"number"
,
"default"
:
98
},
"rightLocY"
:
{
"alias"
:
"右边爪子Y位置"
,
"type"
:
"number"
,
"default"
:
60
},
"prizeBoxInitX"
:
{
"alias"
:
"中奖娃娃的x位置"
,
"type"
:
"number"
,
...
...
@@ -149,12 +169,6 @@
"uuid"
:
"aa30ee7c-a6ad-4e10-9b6a-13b139664ab1"
,
"ext"
:
".png"
},
{
"name"
:
"frontbox_4"
,
"url"
:
"//yun.duiba.com.cn/aurora/assets/fde8c60981791e5136c7914274c2a2d0936626cd.png"
,
"uuid"
:
"aa30ee7c-a6ad-4e10-9b6a-13b139664ab2"
,
"ext"
:
".png"
},
{
"name"
:
"backbox_0"
,
"url"
:
"//yun.duiba.com.cn/aurora/assets/94884eafc876346e283efef2aa29bd6d2c36f627.png"
,
...
...
@@ -284,5 +298,5 @@
}
},
"id"
:
"doll-machine2"
,
"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['doll-machine2'] = 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
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
//# sourceMappingURL=utils.js.map
\n\n\t
var FrontBoxs = (function (_super) {
\n\t
tslib.__extends(FrontBoxs, _super);
\n\t
function FrontBoxs() {
\n\t
var _this = _super.call(this) || this;
\n\t
_this.frontBoxs = [];
\n\t
return _this;
\n\t
}
\n\t
FrontBoxs.prototype.setup = function () {
\n\t
var initX, initY = 0;
\n\t
for (var i = 0; i <
+props.dollNum + 1; i++) {
\n\t
if (!new engine.Sprite(getTextureByName('frontbox_' + i))) {
\n\t
return;
\n\t
}
\n\t
this.frontBoxs[i] = new engine.Sprite(getTextureByName('frontbox_' + i));
\n\t
initX = this.frontBoxs[0].x = props.frontInitX;
\n\t
initY = this.frontBoxs[0].y = props.frontInitY;
\n\t
this.frontBoxs[i]['npcType'] = 'box' + i;
\n\t
}
\n\t
for (var i = 0; i < this.frontBoxs.length; i++) {
\n\t
if (i == 0) {
\n\t
this.frontBoxs[i].x = initX;
\n\t
}
\n\t
else {
\n\t
this.frontBoxs[i].x = this.frontBoxs[i - 1].x - this.frontBoxs[0].width - props.frontmargin;
\n\t
}
\n\t
console.log(this.frontBoxs[i].x);
\n\t
this.frontBoxs[i].y = initY;
\n\t
this.addChild(this.frontBoxs[i]);
\n\t
console.log('aaa', this.frontBoxs[i].x);
\n\t
}
\n\t
this.addEventListener(engine.Event.ENTER_FRAME, this.frameMove, this);
\n\t
};
\n\t
FrontBoxs.prototype.frameMove = function () {
\n\t
var _this = this;
\n\t
this.frontBoxs.forEach(function (item, index) {
\n\t
item.x += props.moveSpeed;
\n\t
if (item.x <= 0 && !item.visible) {
\n\t
item.visible = true;
\n\t
}
\n\t
if (item.x >= 750) {
\n\t
var lastitem = _this.frontBoxs.shift();
\n\t
lastitem.x = _this.frontBoxs[_this.frontBoxs.length - 1].x - _this.frontBoxs[0].width - props.frontmargin;
\n\t
if (!_this.GameView.getMoveX() && item.x <= 0 && _this.GameView.startstatus) {
\n\t
_this.GameView.setMoveX((370 - item.x - 13) / props.moveSpeed, item);
\n\t
_this.hideBox = item;
\n\t
}
\n\t
_this.frontBoxs.push(lastitem);
\n\t
}
\n\t
});
\n\t
};
\n\t
FrontBoxs.prototype.stop = function () {
\n\t
};
\n\t
FrontBoxs.prototype.showHidePrizeBox = function (isshow) {
\n\t
this.hideBox.visible = isshow;
\n\t
};
\n\t
return FrontBoxs;
\n\t
}(engine.Container));
\n\n\t
var BackBoxs = (function (_super) {
\n\t
tslib.__extends(BackBoxs, _super);
\n\t
function BackBoxs() {
\n\t
var _this = _super.call(this) || this;
\n\t
_this.backBoxs = [];
\n\t
return _this;
\n\t
}
\n\t
BackBoxs.prototype.setup = function () {
\n\t
var initX, initY = 0;
\n\t
for (var i = 0; i < props.dollNum; i++) {
\n\t
this.backBoxs[i] = new engine.Sprite(getTextureByName('backbox_' + i));
\n\t
initX = this.backBoxs[0].x = props.backInitX;
\n\t
initY = this.backBoxs[0].y = props.backInitY - props.initOffsetTop;
\n\t
this.backBoxs[i]['npcType'] = 'box' + i;
\n\t
}
\n\t
this.backBoxs[props.dollNum] = new engine.Sprite(getTextureByName('backbox_0'));
\n\t
this.backBoxs[props.dollNum]['npcType'] = 'box' + props.dollNum;
\n\t
for (var i = 0; i < this.backBoxs.length; i++) {
\n\t
if (i == 0) {
\n\t
this.backBoxs[i].x = initX;
\n\t
}
\n\t
else {
\n\t
this.backBoxs[i].x = this.backBoxs[i - 1].x + this.backBoxs[i].width + props.backmargin;
\n\t
}
\n\t
this.backBoxs[i].y = initY;
\n\t
this.addChild(this.backBoxs[i]);
\n\t
}
\n\t
this.addEventListener(engine.Event.ENTER_FRAME, this.frameMove, this);
\n\t
};
\n\t
BackBoxs.prototype.frameMove = function () {
\n\t
var _this = this;
\n\t
this.backBoxs.forEach(function (item) {
\n\t
item.x -= props.moveSpeed;
\n\t
if (item.x <= 0) {
\n\t
var lastitem = _this.backBoxs.shift();
\n\t
lastitem.x = _this.backBoxs[_this.backBoxs.length - 1].x + item.width + props.backmargin;
\n\t
_this.backBoxs.push(lastitem);
\n\t
}
\n\t
});
\n\t
};
\n\t
return BackBoxs;
\n\t
}(engine.Container));
\n\t
//# sourceMappingURL=backBox.js.map
\n\n\t
var Zhuazi = (function (_super) {
\n\t
tslib.__extends(Zhuazi, _super);
\n\t
function Zhuazi() {
\n\t
var _this = _super.call(this) || this;
\n\t
_this.moveArr = [];
\n\t
_this.prizeBoxs = [];
\n\t
return _this;
\n\t
}
\n\t
Zhuazi.prototype.setup = function () {
\n\t
this.ganNode = new engine.Container();
\n\t
this.moveNode = new engine.Container();
\n\t
this.ganNode.x = 280;
\n\t
this.ganNode.y = 350;
\n\t
this.bashouGan = new engine.Sprite(getTextureByName(
\"
把手杆子
\"
));
\n\t
this.bashouGan.x = 60;
\n\t
this.bashouGan.y = 12;
\n\t
this.bashou = new engine.Sprite(getTextureByName(
\"
把手
\"
));
\n\t
this.bashou.x = 0;
\n\t
this.bashou.y = 0;
\n\t
this.ganzi = new engine.Sprite(getTextureByName(
\"
伸缩杆
\"
));
\n\t
this.ganzi.x = 97;
\n\t
this.ganzi.y = 27;
\n\t
this.connect = new engine.Sprite(getTextureByName(
\"
连接点
\"
));
\n\t
this.connect.x = 18;
\n\t
this.connect.y = -5;
\n\t
this.left_zhuazi = new engine.Sprite(getTextureByName(
\"
左爪
\"
));
\n\t
this.left_zhuazi.x = -15;
\n\t
this.left_zhuazi.y = 60;
\n\t
this.left_zhuazi.anchorX = this.left_zhuazi.width;
\n\t
this.left_zhuazi.anchorY = 0;
\n\t
this.right_zhuazi = new engine.Sprite(getTextureByName(
\"
右爪
\"
));
\n\t
this.right_zhuazi.x = 98;
\n\t
this.right_zhuazi.y = 60;
\n\t
this.ganNode.addChild(this.left_zhuazi);
\n\t
this.ganNode.addChild(this.right_zhuazi);
\n\t
this.ganNode.addChild(this.connect);
\n\t
this.ganNode.x = 30;
\n\t
this.ganNode.y = this.ganNode.y - 263;
\n\t
this.zhuaziY = this.ganNode.y;
\n\t
this.moveNode.addChild(this.ganzi);
\n\t
this.moveNode.addChild(this.ganNode);
\n\t
this.moveNode.addChild(this.bashou);
\n\t
this.moveNode.x = 262;
\n\t
this.bashouGan.y = this.bashouGan.y;
\n\t
this.moveNode.y = this.moveNode.y;
\n\t
this.addChild(this.bashouGan);
\n\t
this.addChild(this.moveNode);
\n\t
if (!props.ganziShow) {
\n\t
this.bashouGan.visible = false;
\n\t
}
\n\t
if (!props.bashouShow) {
\n\t
this.bashou.visible = false;
\n\t
}
\n\t
this.createPrizeBox();
\n\t
};
\n\t
Zhuazi.prototype.createPrizeBox = function () {
\n\t
var _this = this;
\n\t
for (var i = 0; i < props.dollNum; i++) {
\n\t
if (!new engine.Sprite(getTextureByName('prizebox_' + i))) {
\n\t
return;
\n\t
}
\n\t
this.prizeBoxs[i] = new engine.Sprite(getTextureByName('prizebox_' + i));
\n\t
this.prizeBoxs[i]['npcType'] = 'box' + i;
\n\t
}
\n\t
this.prizeBoxs[props.dollNum] = new engine.Sprite(getTextureByName('prizebox_0'));
\n\t
this.prizeBoxs[props.dollNum]['npcType'] = 'box' + props.dollNum;
\n\t
this.prizeBoxs.forEach(function (item) {
\n\t
_this.ganNode.addChild(item);
\n\t
item.visible = false;
\n\t
item.x = props.prizeBoxInitX;
\n\t
item.y = props.prizeBoxInitY;
\n\t
});
\n\t
};
\n\t
Zhuazi.prototype.showPrizeBox = function () {
\n\t
var _this = this;
\n\t
this.prizeBoxs.forEach(function (item) {
\n\t
console.log(_this.GameView.getBox()['npcType']);
\n\t
if (item['npcType'] === _this.GameView.getBox()['npcType']) {
\n\t
item.visible = true;
\n\t
_this.itemShow = item;
\n\t
}
\n\t
else {
\n\t
item.visible = false;
\n\t
}
\n\t
});
\n\t
};
\n\t
Zhuazi.prototype.move = function () {
\n\t
var _this = this;
\n\t
var rndist = Math.random();
\n\t
var halfWidth = this.bashou.width / 2;
\n\t
var randomX = rndist * (rndist > 0.5 ? 1 : -1) * props.bashouMoveDist;
\n\t
console.log(randomX);
\n\t
engine.Tween.get(this.moveNode).to({ x: 370 + halfWidth - 71 }, 1000).call(function () {
\n\t
_this.zhangkai();
\n\t
});
\n\t
};
\n\t
Zhuazi.prototype.zhangkai = function () {
\n\t
var _this = this;
\n\t
this.left_zhuazi.anchorX = this.left_zhuazi.width;
\n\t
this.left_zhuazi.anchorY = 0;
\n\t
engine.Tween.get(this.left_zhuazi, { loop: false }).to({ rotation: props.leftRotation }, 1000);
\n\t
engine.Tween.get(this.right_zhuazi, { loop: false }).to({ rotation: props.rightRotation }, 1000);
\n\t
setTimeout(function () {
\n\t
_this.getLong();
\n\t
}, 500);
\n\t
};
\n\t
Zhuazi.prototype.getLong = function () {
\n\t
var _this = this;
\n\t
var droptime = Number((this.GameView.getMoveX() / 60 - 1).toFixed(2)) * 1000;
\n\t
console.log('dr', droptime);
\n\t
var times = (props.ganMoveEndY - this.ganzi.y) / this.ganzi.height;
\n\t
console.log(Number(times.toFixed(2)));
\n\t
engine.Tween.get(this.ganzi).to({ scaleY: Number(times.toFixed(2)) }, droptime).to({ scaleY: 1 }, droptime);
\n\t
console.log('node', this.zhuaziY);
\n\t
engine.Tween.get(this.ganNode).to({ y: props.ganMoveEndY }, droptime).call(function () {
\n\t
_this.GameView.stopMove();
\n\t
if (_this.GameView.ifPrize) {
\n\t
_this.showPrizeBox();
\n\t
_this.GameView.setVisible(false);
\n\t
}
\n\t
}).to({ y: this.zhuaziY }, droptime).call(function () {
\n\t
if (_this.GameView.ifPrize) {
\n\t
_this.itemShow.visible = false;
\n\t
}
\n\t
engine.globalEvent.dispatchEvent('doll-machine2-game-end');
\n\t
});
\n\t
};
\n\t
Zhuazi.prototype.getReset = function () {
\n\t
this.left_zhuazi.anchorX = this.left_zhuazi.width;
\n\t
this.left_zhuazi.anchorY = 0;
\n\t
engine.Tween.get(this.moveNode, { loop: false }).to({ x: 262 }, 1000);
\n\t
engine.Tween.get(this.left_zhuazi, { loop: false }).to({ rotation: 0 }, 1000);
\n\t
engine.Tween.get(this.right_zhuazi, { loop: false }).to({ rotation: 0 }, 1000);
\n\t
this.GameView.resetMoveX();
\n\t
};
\n\t
return Zhuazi;
\n\t
}(engine.Container));
\n\t
//# sourceMappingURL=Zhuazi.js.map
\n\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.startstatus = true;
\n\t
_this.ifPrize = true;
\n\t
_this.goodsItems = [];
\n\t
_this.once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);
\n\t
return _this;
\n\t
}
\n\t
GameView.prototype.setup = function () {
\n\t
var _this = this;
\n\t
if (this._hasSetup) {
\n\t
return;
\n\t
}
\n\t
this._hasSetup = true;
\n\t
var frontBoxs = (this._frontBoxs = new FrontBoxs());
\n\t
this._frontBoxs.GameView = this;
\n\t
var backBoxs = (this._backBoxs = new BackBoxs());
\n\t
this._Zhuazi = new Zhuazi();
\n\t
this._Zhuazi.GameView = this;
\n\t
this.frontTransfer = new engine.Container();
\n\t
this.backTransfer = new engine.Container();
\n\t
this.frontTransfer.width = 0;
\n\t
this.frontTransfer.height = 0;
\n\t
this.frontTransfer.alpha = 1;
\n\t
this.backTransfer.width = 0;
\n\t
this.backTransfer.height = 0;
\n\t
this.backTransfer.alpha = 1;
\n\t
this.rect = new engine.Rect();
\n\t
this.rect.width = props.gameStageWidth;
\n\t
this.rect.height = props.gameStageHeight;
\n\t
this.rect.x = 65;
\n\t
this.rect.y = 0;
\n\t
this.NpcBg = new engine.Container();
\n\t
this.NpcBg.x = 0;
\n\t
this.NpcBg.y = 0;
\n\t
this.addChild(this.NpcBg);
\n\t
this.addChild(this.rect);
\n\t
this.frontDesk = new engine.Sprite(getTextureByName(
\"
前传输带
\"
));
\n\t
this.frontDesk.x = props.initOffsetLeft;
\n\t
this.frontDesk.y = props.frontDeskY - props.initOffsetTop;
\n\t
this.backDesk = new engine.Sprite(getTextureByName(
\"
后传输带
\"
));
\n\t
this.backDesk.x = props.initOffsetLeft;
\n\t
this.backDesk.y = props.backDeskY - props.initOffsetTop;
\n\t
if (props.single) {
\n\t
this.backDesk.visible = false;
\n\t
}
\n\t
var pcarr = [this.backDesk, this.frontDesk, this.backTransfer, this.frontTransfer, this._Zhuazi];
\n\t
pcarr.forEach(function (item) {
\n\t
_this.NpcBg.addChild(item);
\n\t
});
\n\t
this.NpcBg.mask = this.rect;
\n\t
this._Zhuazi.setup();
\n\t
this.backTransfer.addChild(this._backBoxs);
\n\t
this._backBoxs.setup();
\n\t
if (props.single) {
\n\t
this.backTransfer.visible = false;
\n\t
}
\n\t
this.frontTransfer.addChild(this._frontBoxs);
\n\t
this._frontBoxs.setup();
\n\t
};
\n\t
GameView.prototype.stopMove = function () {
\n\t
this._frontBoxs.stop();
\n\t
};
\n\t
GameView.prototype.setMoveX = function (x, item) {
\n\t
this.moveTime = x;
\n\t
this.prizeBox = item;
\n\t
this._Zhuazi.move();
\n\t
};
\n\t
GameView.prototype.setVisible = function (isshow) {
\n\t
this._frontBoxs.showHidePrizeBox(isshow);
\n\t
};
\n\t
GameView.prototype.getMoveX = function () {
\n\t
return this.moveTime;
\n\t
};
\n\t
GameView.prototype.resetMoveX = function () {
\n\t
this.moveTime = null;
\n\t
};
\n\t
GameView.prototype.getBox = function () {
\n\t
return this.prizeBox;
\n\t
};
\n\t
GameView.prototype.reset = function () {
\n\t
this.startstatus = false;
\n\t
this.ifPrize = false;
\n\t
this._Zhuazi.getReset();
\n\t
};
\n\t
GameView.prototype.start = function (type) {
\n\t
if (type === void 0) { type = null; }
\n\t
this.speed = 1;
\n\t
this.gameIng = true;
\n\t
console.log('执行', type);
\n\t
this.startstatus = true;
\n\t
this.ifPrize = type && type.prize || false;
\n\t
};
\n\t
GameView.prototype.beginNpc = function () {
\n\t
var _this = this;
\n\t
this.timer = setTimeout(function () {
\n\t
if (_this.gameIng) ;
\n\t
}, 2000 / this.speed);
\n\t
};
\n\t
GameView.prototype.pause = function () {
\n\t
this.gameIng = false;
\n\t
};
\n\t
GameView.prototype.revive = function () {
\n\t
this.gameIng = true;
\n\t
};
\n\t
GameView.prototype.resume = function () {
\n\t
this.reset();
\n\t
this.start();
\n\t
};
\n\t
return GameView;
\n\t
}(engine.Container));
\n\t
//# sourceMappingURL=GameView.js.map
\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('doll-machine2-game-init', _this.reset, _this);
\n\t
engine.globalEvent.addEventListener('doll-machine2-game-start', _this.start, _this);
\n\t
var gameView = _this._gameView = new GameView();
\n\t
_this.addChild(gameView);
\n\t
return _this;
\n\t
}
\n\t
GameWrapper.prototype.reset = function (event) {
\n\t
injectProps(event.data);
\n\t
this._gameView.visible = true;
\n\t
this._gameView.reset();
\n\t
};
\n\t
GameWrapper.prototype.start = function (event) {
\n\t
console.log('监听开始');
\n\t
injectProps(event.data);
\n\t
this._gameView.start(event.data);
\n\t
};
\n\t
GameWrapper.prototype.pause = function () {
\n\t
this._gameView.pause();
\n\t
};
\n\t
GameWrapper.prototype.resume = function () {
\n\t
this._gameView.resume();
\n\t
};
\n\t
GameWrapper.prototype.revive = function () {
\n\t
this._gameView.revive();
\n\t
};
\n\t
GameWrapper.prototype.clear = function () {
\n\t
this._gameView.visible = false;
\n\t
};
\n\t
GameWrapper.prototype.onTap = function (event) {
\n\t
};
\n\t
return GameWrapper;
\n\t
}(engine.Container));
\n\t
//# sourceMappingURL=GameWrapper.js.map
\n\n\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
"
"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['doll-machine2'] = 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
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
//# sourceMappingURL=utils.js.map
\n\n\t
var FrontBoxs = (function (_super) {
\n\t
tslib.__extends(FrontBoxs, _super);
\n\t
function FrontBoxs() {
\n\t
var _this = _super.call(this) || this;
\n\t
_this.frontBoxs = [];
\n\t
return _this;
\n\t
}
\n\t
FrontBoxs.prototype.setup = function () {
\n\t
var initX, initY = 0;
\n\t
for (var i = 0; i <
props.dollNum; i++) {
\n\t
if (!new engine.Sprite(getTextureByName('frontbox_' + i))) {
\n\t
return;
\n\t
}
\n\t
this.frontBoxs[i] = new engine.Sprite(getTextureByName('frontbox_' + i));
\n\t
initX = this.frontBoxs[0].x = props.frontInitX;
\n\t
initY = this.frontBoxs[0].y = props.frontInitY;
\n\t
this.frontBoxs[i]['npcType'] = 'box' + i;
\n\t
}
\n\t
this.frontBoxs[props.dollNum] = new engine.Sprite(getTextureByName('frontbox_0'));
\n\t
this.frontBoxs[props.dollNum]['npcType'] = 'box' + props.dollNum;
\n\t
console.log(this.frontBoxs);
\n\t
for (var i = 0; i < this.frontBoxs.length; i++) {
\n\t
if (i == 0) {
\n\t
this.frontBoxs[i].x = initX;
\n\t
}
\n\t
else {
\n\t
this.frontBoxs[i].x = this.frontBoxs[i - 1].x - this.frontBoxs[0].width - props.frontmargin;
\n\t
}
\n\t
console.log(this.frontBoxs[i].x);
\n\t
this.frontBoxs[i].y = initY;
\n\t
this.addChild(this.frontBoxs[i]);
\n\t
console.log('aaa', this.frontBoxs[i].x);
\n\t
}
\n\t
this.addEventListener(engine.Event.ENTER_FRAME, this.frameMove, this);
\n\t
};
\n\t
FrontBoxs.prototype.frameMove = function () {
\n\t
var _this = this;
\n\t
this.frontBoxs.forEach(function (item, index) {
\n\t
item.x += props.moveSpeed;
\n\t
if (item.x <= 0 && !item.visible) {
\n\t
item.visible = true;
\n\t
}
\n\t
if (item.x >= 750) {
\n\t
var tmpIndex = 0;
\n\t
if (index <= 0) {
\n\t
tmpIndex = _this.frontBoxs.length - 1;
\n\t
}
\n\t
else {
\n\t
tmpIndex = index - 1;
\n\t
}
\n\t
item.x = _this.frontBoxs[tmpIndex].x - _this.frontBoxs[0].width - props.frontmargin;
\n\t
if (!_this.GameView.getMoveX() && item.x <= 0 && _this.GameView.startstatus) {
\n\t
_this.GameView.setMoveX((370 - item.x - 13) / props.moveSpeed, item);
\n\t
_this.hideBox = item;
\n\t
}
\n\t
}
\n\t
});
\n\t
};
\n\t
FrontBoxs.prototype.stop = function () {
\n\t
};
\n\t
FrontBoxs.prototype.showHidePrizeBox = function (isshow) {
\n\t
this.hideBox.visible = isshow;
\n\t
};
\n\t
return FrontBoxs;
\n\t
}(engine.Container));
\n\t
//# sourceMappingURL=frontBox.js.map
\n\n\t
var BackBoxs = (function (_super) {
\n\t
tslib.__extends(BackBoxs, _super);
\n\t
function BackBoxs() {
\n\t
var _this = _super.call(this) || this;
\n\t
_this.backBoxs = [];
\n\t
return _this;
\n\t
}
\n\t
BackBoxs.prototype.setup = function () {
\n\t
var initX, initY = 0;
\n\t
for (var i = 0; i < props.dollNum; i++) {
\n\t
this.backBoxs[i] = new engine.Sprite(getTextureByName('backbox_' + i));
\n\t
initX = this.backBoxs[0].x = props.backInitX;
\n\t
initY = this.backBoxs[0].y = props.backInitY - props.initOffsetTop;
\n\t
this.backBoxs[i]['npcType'] = 'box' + i;
\n\t
}
\n\t
this.backBoxs[props.dollNum] = new engine.Sprite(getTextureByName('backbox_0'));
\n\t
this.backBoxs[props.dollNum]['npcType'] = 'box' + props.dollNum;
\n\t
for (var i = 0; i < this.backBoxs.length; i++) {
\n\t
if (i == 0) {
\n\t
this.backBoxs[i].x = initX;
\n\t
}
\n\t
else {
\n\t
this.backBoxs[i].x = this.backBoxs[i - 1].x + this.backBoxs[i].width + props.backmargin;
\n\t
}
\n\t
this.backBoxs[i].y = initY;
\n\t
this.addChild(this.backBoxs[i]);
\n\t
}
\n\t
this.addEventListener(engine.Event.ENTER_FRAME, this.frameMove, this);
\n\t
};
\n\t
BackBoxs.prototype.frameMove = function () {
\n\t
var _this = this;
\n\t
this.backBoxs.forEach(function (item) {
\n\t
item.x -= props.moveSpeed;
\n\t
if (item.x <= 0) {
\n\t
var lastitem = _this.backBoxs.shift();
\n\t
lastitem.x = _this.backBoxs[_this.backBoxs.length - 1].x + item.width + props.backmargin;
\n\t
_this.backBoxs.push(lastitem);
\n\t
}
\n\t
});
\n\t
};
\n\t
return BackBoxs;
\n\t
}(engine.Container));
\n\t
//# sourceMappingURL=backBox.js.map
\n\n\t
var Zhuazi = (function (_super) {
\n\t
tslib.__extends(Zhuazi, _super);
\n\t
function Zhuazi() {
\n\t
var _this = _super.call(this) || this;
\n\t
_this.moveArr = [];
\n\t
_this.prizeBoxs = [];
\n\t
return _this;
\n\t
}
\n\t
Zhuazi.prototype.setup = function () {
\n\t
this.ganNode = new engine.Container();
\n\t
this.moveNode = new engine.Container();
\n\t
this.ganNode.x = 280;
\n\t
this.ganNode.y = 350;
\n\t
this.bashouGan = new engine.Sprite(getTextureByName(
\"
把手杆子
\"
));
\n\t
this.bashouGan.x = 60;
\n\t
this.bashouGan.y = 12;
\n\t
this.bashou = new engine.Sprite(getTextureByName(
\"
把手
\"
));
\n\t
this.bashou.x = 0;
\n\t
this.bashou.y = 0;
\n\t
this.ganzi = new engine.Sprite(getTextureByName(
\"
伸缩杆
\"
));
\n\t
this.ganzi.x = 97;
\n\t
this.ganzi.y = 27;
\n\t
this.connect = new engine.Sprite(getTextureByName(
\"
连接点
\"
));
\n\t
this.connect.x = 18;
\n\t
this.connect.y = -5;
\n\t
this.left_zhuazi = new engine.Sprite(getTextureByName(
\"
左爪
\"
));
\n\t
this.left_zhuazi.x = props.leftLocX;
\n\t
this.left_zhuazi.y = props.leftLocY;
\n\t
this.left_zhuazi.anchorX = this.left_zhuazi.width;
\n\t
this.left_zhuazi.anchorY = 0;
\n\t
this.right_zhuazi = new engine.Sprite(getTextureByName(
\"
右爪
\"
));
\n\t
this.right_zhuazi.x = props.rightLocX;
\n\t
this.right_zhuazi.y = props.rightLocY;
\n\t
this.ganNode.addChild(this.left_zhuazi);
\n\t
this.ganNode.addChild(this.right_zhuazi);
\n\t
this.ganNode.addChild(this.connect);
\n\t
this.ganNode.x = 30;
\n\t
this.ganNode.y = this.ganNode.y - 263;
\n\t
this.zhuaziY = this.ganNode.y;
\n\t
this.moveNode.addChild(this.ganzi);
\n\t
this.moveNode.addChild(this.ganNode);
\n\t
this.moveNode.addChild(this.bashou);
\n\t
this.moveNode.x = 262;
\n\t
this.bashouGan.y = this.bashouGan.y;
\n\t
this.moveNode.y = this.moveNode.y;
\n\t
this.addChild(this.bashouGan);
\n\t
this.addChild(this.moveNode);
\n\t
if (!props.ganziShow) {
\n\t
this.bashouGan.visible = false;
\n\t
}
\n\t
if (!props.bashouShow) {
\n\t
this.bashou.visible = false;
\n\t
}
\n\t
this.createPrizeBox();
\n\t
};
\n\t
Zhuazi.prototype.createPrizeBox = function () {
\n\t
var _this = this;
\n\t
for (var i = 0; i < props.dollNum; i++) {
\n\t
if (!new engine.Sprite(getTextureByName('prizebox_' + i))) {
\n\t
return;
\n\t
}
\n\t
this.prizeBoxs[i] = new engine.Sprite(getTextureByName('prizebox_' + i));
\n\t
this.prizeBoxs[i]['npcType'] = 'box' + i;
\n\t
}
\n\t
this.prizeBoxs[props.dollNum] = new engine.Sprite(getTextureByName('prizebox_0'));
\n\t
this.prizeBoxs[props.dollNum]['npcType'] = 'box' + props.dollNum;
\n\t
this.prizeBoxs.forEach(function (item) {
\n\t
_this.ganNode.addChild(item);
\n\t
item.visible = false;
\n\t
item.x = props.prizeBoxInitX;
\n\t
item.y = props.prizeBoxInitY;
\n\t
});
\n\t
};
\n\t
Zhuazi.prototype.showPrizeBox = function () {
\n\t
var _this = this;
\n\t
this.prizeBoxs.forEach(function (item) {
\n\t
console.log(_this.GameView.getBox()['npcType']);
\n\t
if (item['npcType'] === _this.GameView.getBox()['npcType']) {
\n\t
item.visible = true;
\n\t
_this.itemShow = item;
\n\t
}
\n\t
else {
\n\t
item.visible = false;
\n\t
}
\n\t
});
\n\t
};
\n\t
Zhuazi.prototype.move = function () {
\n\t
var _this = this;
\n\t
var rndist = Math.random();
\n\t
var halfWidth = this.bashou.width / 2;
\n\t
var randomX = rndist * (rndist > 0.5 ? 1 : -1) * props.bashouMoveDist;
\n\t
console.log(randomX);
\n\t
engine.Tween.get(this.moveNode).to({ x: 370 + halfWidth - 71 }, 1000).call(function () {
\n\t
_this.zhangkai();
\n\t
});
\n\t
};
\n\t
Zhuazi.prototype.zhangkai = function () {
\n\t
var _this = this;
\n\t
this.left_zhuazi.anchorX = this.left_zhuazi.width;
\n\t
this.left_zhuazi.anchorY = 0;
\n\t
engine.Tween.get(this.left_zhuazi, { loop: false }).to({ rotation: props.leftRotation }, 1000);
\n\t
engine.Tween.get(this.right_zhuazi, { loop: false }).to({ rotation: props.rightRotation }, 1000);
\n\t
setTimeout(function () {
\n\t
_this.getLong();
\n\t
}, 500);
\n\t
};
\n\t
Zhuazi.prototype.getLong = function () {
\n\t
var _this = this;
\n\t
var droptime = Number((this.GameView.getMoveX() / 60 - 1).toFixed(2)) * 1000 - 130;
\n\t
console.log('dr', droptime);
\n\t
var times = (props.ganMoveEndY - this.ganzi.y) / this.ganzi.height;
\n\t
console.log(Number(times.toFixed(2)));
\n\t
engine.Tween.get(this.ganzi).to({ scaleY: Number(times.toFixed(2)) }, droptime).to({ scaleY: 1 }, droptime);
\n\t
console.log('node', this.zhuaziY);
\n\t
engine.Tween.get(this.ganNode).to({ y: props.ganMoveEndY }, droptime).call(function () {
\n\t
_this.GameView.stopMove();
\n\t
if (_this.GameView.ifPrize) {
\n\t
_this.showPrizeBox();
\n\t
_this.GameView.setVisible(false);
\n\t
}
\n\t
}).to({ y: this.zhuaziY }, droptime).call(function () {
\n\t
if (_this.GameView.ifPrize) {
\n\t
_this.itemShow.visible = false;
\n\t
}
\n\t
engine.globalEvent.dispatchEvent('doll-machine2-game-end');
\n\t
});
\n\t
};
\n\t
Zhuazi.prototype.getReset = function () {
\n\t
this.left_zhuazi.anchorX = this.left_zhuazi.width;
\n\t
this.left_zhuazi.anchorY = 0;
\n\t
engine.Tween.get(this.moveNode, { loop: false }).to({ x: 262 }, 1000);
\n\t
engine.Tween.get(this.left_zhuazi, { loop: false }).to({ rotation: 0 }, 1000);
\n\t
engine.Tween.get(this.right_zhuazi, { loop: false }).to({ rotation: 0 }, 1000);
\n\t
this.GameView.resetMoveX();
\n\t
};
\n\t
return Zhuazi;
\n\t
}(engine.Container));
\n\t
//# sourceMappingURL=Zhuazi.js.map
\n\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.startstatus = false;
\n\t
_this.ifPrize = false;
\n\t
_this.goodsItems = [];
\n\t
_this.once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);
\n\t
return _this;
\n\t
}
\n\t
GameView.prototype.setup = function () {
\n\t
var _this = this;
\n\t
if (this._hasSetup) {
\n\t
return;
\n\t
}
\n\t
this._hasSetup = true;
\n\t
var frontBoxs = (this._frontBoxs = new FrontBoxs());
\n\t
this._frontBoxs.GameView = this;
\n\t
var backBoxs = (this._backBoxs = new BackBoxs());
\n\t
this._Zhuazi = new Zhuazi();
\n\t
this._Zhuazi.GameView = this;
\n\t
this.frontTransfer = new engine.Container();
\n\t
this.backTransfer = new engine.Container();
\n\t
this.frontTransfer.width = 0;
\n\t
this.frontTransfer.height = 0;
\n\t
this.frontTransfer.alpha = 1;
\n\t
this.backTransfer.width = 0;
\n\t
this.backTransfer.height = 0;
\n\t
this.backTransfer.alpha = 1;
\n\t
this.rect = new engine.Rect();
\n\t
this.rect.width = props.gameStageWidth;
\n\t
this.rect.height = props.gameStageHeight;
\n\t
this.rect.x = 65;
\n\t
this.rect.y = 0;
\n\t
this.NpcBg = new engine.Container();
\n\t
this.NpcBg.x = 0;
\n\t
this.NpcBg.y = 0;
\n\t
this.addChild(this.NpcBg);
\n\t
this.addChild(this.rect);
\n\t
this.frontDesk = new engine.Sprite(getTextureByName(
\"
前传输带
\"
));
\n\t
this.frontDesk.x = props.initOffsetLeft;
\n\t
this.frontDesk.y = props.frontDeskY - props.initOffsetTop;
\n\t
this.backDesk = new engine.Sprite(getTextureByName(
\"
后传输带
\"
));
\n\t
this.backDesk.x = props.initOffsetLeft;
\n\t
this.backDesk.y = props.backDeskY - props.initOffsetTop;
\n\t
if (props.single) {
\n\t
this.backDesk.visible = false;
\n\t
}
\n\t
var pcarr = [this.backDesk, this.frontDesk, this.backTransfer, this.frontTransfer, this._Zhuazi];
\n\t
pcarr.forEach(function (item) {
\n\t
_this.NpcBg.addChild(item);
\n\t
});
\n\t
this.NpcBg.mask = this.rect;
\n\t
this._Zhuazi.setup();
\n\t
this.backTransfer.addChild(this._backBoxs);
\n\t
this._backBoxs.setup();
\n\t
if (props.single) {
\n\t
this.backTransfer.visible = false;
\n\t
}
\n\t
this.frontTransfer.addChild(this._frontBoxs);
\n\t
this._frontBoxs.setup();
\n\t
};
\n\t
GameView.prototype.stopMove = function () {
\n\t
this._frontBoxs.stop();
\n\t
};
\n\t
GameView.prototype.setMoveX = function (x, item) {
\n\t
this.moveTime = x;
\n\t
this.prizeBox = item;
\n\t
this._Zhuazi.move();
\n\t
};
\n\t
GameView.prototype.setVisible = function (isshow) {
\n\t
this._frontBoxs.showHidePrizeBox(isshow);
\n\t
};
\n\t
GameView.prototype.getMoveX = function () {
\n\t
return this.moveTime;
\n\t
};
\n\t
GameView.prototype.resetMoveX = function () {
\n\t
this.moveTime = null;
\n\t
};
\n\t
GameView.prototype.getBox = function () {
\n\t
return this.prizeBox;
\n\t
};
\n\t
GameView.prototype.reset = function () {
\n\t
this.startstatus = false;
\n\t
this.ifPrize = false;
\n\t
this._Zhuazi.getReset();
\n\t
};
\n\t
GameView.prototype.start = function (type) {
\n\t
if (type === void 0) { type = null; }
\n\t
this.speed = 1;
\n\t
this.gameIng = true;
\n\t
console.log('执行', type);
\n\t
this.startstatus = true;
\n\t
this.ifPrize = type && type.prize || false;
\n\t
};
\n\t
GameView.prototype.beginNpc = function () {
\n\t
var _this = this;
\n\t
this.timer = setTimeout(function () {
\n\t
if (_this.gameIng) ;
\n\t
}, 2000 / this.speed);
\n\t
};
\n\t
GameView.prototype.pause = function () {
\n\t
this.gameIng = false;
\n\t
};
\n\t
GameView.prototype.revive = function () {
\n\t
this.gameIng = true;
\n\t
};
\n\t
GameView.prototype.resume = function () {
\n\t
this.reset();
\n\t
this.start();
\n\t
};
\n\t
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('doll-machine2-game-init', _this.reset, _this);
\n\t
engine.globalEvent.addEventListener('doll-machine2-game-start', _this.start, _this);
\n\t
var gameView = _this._gameView = new GameView();
\n\t
_this.addChild(gameView);
\n\t
return _this;
\n\t
}
\n\t
GameWrapper.prototype.reset = function (event) {
\n\t
injectProps(event.data);
\n\t
this._gameView.visible = true;
\n\t
this._gameView.reset();
\n\t
};
\n\t
GameWrapper.prototype.start = function (event) {
\n\t
console.log('监听开始');
\n\t
injectProps(event.data);
\n\t
this._gameView.start(event.data);
\n\t
};
\n\t
GameWrapper.prototype.pause = function () {
\n\t
this._gameView.pause();
\n\t
};
\n\t
GameWrapper.prototype.resume = function () {
\n\t
this._gameView.resume();
\n\t
};
\n\t
GameWrapper.prototype.revive = function () {
\n\t
this._gameView.revive();
\n\t
};
\n\t
GameWrapper.prototype.clear = function () {
\n\t
this._gameView.visible = false;
\n\t
};
\n\t
GameWrapper.prototype.onTap = function (event) {
\n\t
};
\n\t
return GameWrapper;
\n\t
}(engine.Container));
\n\t
//# sourceMappingURL=GameWrapper.js.map
\n\n\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/doll-machine2/debug/main.js
View file @
8b42bb0e
...
...
@@ -31,7 +31,7 @@
}
FrontBoxs
.
prototype
.
setup
=
function
()
{
var
initX
,
initY
=
0
;
for
(
var
i
=
0
;
i
<
+
props
.
dollNum
+
1
;
i
++
)
{
for
(
var
i
=
0
;
i
<
props
.
dollNum
;
i
++
)
{
if
(
!
new
engine
.
Sprite
(
getTextureByName
(
'frontbox_'
+
i
)))
{
return
;
}
...
...
@@ -40,6 +40,9 @@
initY
=
this
.
frontBoxs
[
0
].
y
=
props
.
frontInitY
;
this
.
frontBoxs
[
i
][
'npcType'
]
=
'box'
+
i
;
}
this
.
frontBoxs
[
props
.
dollNum
]
=
new
engine
.
Sprite
(
getTextureByName
(
'frontbox_0'
));
this
.
frontBoxs
[
props
.
dollNum
][
'npcType'
]
=
'box'
+
props
.
dollNum
;
console
.
log
(
this
.
frontBoxs
);
for
(
var
i
=
0
;
i
<
this
.
frontBoxs
.
length
;
i
++
)
{
if
(
i
==
0
)
{
this
.
frontBoxs
[
i
].
x
=
initX
;
...
...
@@ -62,13 +65,18 @@
item
.
visible
=
true
;
}
if
(
item
.
x
>=
750
)
{
var
lastitem
=
_this
.
frontBoxs
.
shift
();
lastitem
.
x
=
_this
.
frontBoxs
[
_this
.
frontBoxs
.
length
-
1
].
x
-
_this
.
frontBoxs
[
0
].
width
-
props
.
frontmargin
;
var
tmpIndex
=
0
;
if
(
index
<=
0
)
{
tmpIndex
=
_this
.
frontBoxs
.
length
-
1
;
}
else
{
tmpIndex
=
index
-
1
;
}
item
.
x
=
_this
.
frontBoxs
[
tmpIndex
].
x
-
_this
.
frontBoxs
[
0
].
width
-
props
.
frontmargin
;
if
(
!
_this
.
GameView
.
getMoveX
()
&&
item
.
x
<=
0
&&
_this
.
GameView
.
startstatus
)
{
_this
.
GameView
.
setMoveX
((
370
-
item
.
x
-
13
)
/
props
.
moveSpeed
,
item
);
_this
.
hideBox
=
item
;
}
_this
.
frontBoxs
.
push
(
lastitem
);
}
});
};
...
...
@@ -79,6 +87,7 @@
};
return
FrontBoxs
;
}(
engine
.
Container
));
//# sourceMappingURL=frontBox.js.map
var
BackBoxs
=
(
function
(
_super
)
{
tslib
.
__extends
(
BackBoxs
,
_super
);
...
...
@@ -150,13 +159,13 @@
this
.
connect
.
x
=
18
;
this
.
connect
.
y
=
-
5
;
this
.
left_zhuazi
=
new
engine
.
Sprite
(
getTextureByName
(
"左爪"
));
this
.
left_zhuazi
.
x
=
-
15
;
this
.
left_zhuazi
.
y
=
60
;
this
.
left_zhuazi
.
x
=
props
.
leftLocX
;
this
.
left_zhuazi
.
y
=
props
.
leftLocY
;
this
.
left_zhuazi
.
anchorX
=
this
.
left_zhuazi
.
width
;
this
.
left_zhuazi
.
anchorY
=
0
;
this
.
right_zhuazi
=
new
engine
.
Sprite
(
getTextureByName
(
"右爪"
));
this
.
right_zhuazi
.
x
=
98
;
this
.
right_zhuazi
.
y
=
60
;
this
.
right_zhuazi
.
x
=
props
.
rightLocX
;
this
.
right_zhuazi
.
y
=
props
.
rightLocY
;
this
.
ganNode
.
addChild
(
this
.
left_zhuazi
);
this
.
ganNode
.
addChild
(
this
.
right_zhuazi
);
this
.
ganNode
.
addChild
(
this
.
connect
);
...
...
@@ -232,7 +241,7 @@
};
Zhuazi
.
prototype
.
getLong
=
function
()
{
var
_this
=
this
;
var
droptime
=
Number
((
this
.
GameView
.
getMoveX
()
/
60
-
1
).
toFixed
(
2
))
*
1000
;
var
droptime
=
Number
((
this
.
GameView
.
getMoveX
()
/
60
-
1
).
toFixed
(
2
))
*
1000
-
130
;
console
.
log
(
'dr'
,
droptime
);
var
times
=
(
props
.
ganMoveEndY
-
this
.
ganzi
.
y
)
/
this
.
ganzi
.
height
;
console
.
log
(
Number
(
times
.
toFixed
(
2
)));
...
...
@@ -267,8 +276,8 @@
tslib
.
__extends
(
GameView
,
_super
);
function
GameView
()
{
var
_this
=
_super
.
call
(
this
)
||
this
;
_this
.
startstatus
=
tru
e
;
_this
.
ifPrize
=
tru
e
;
_this
.
startstatus
=
fals
e
;
_this
.
ifPrize
=
fals
e
;
_this
.
goodsItems
=
[];
_this
.
once
(
engine
.
Event
.
ADDED_TO_STAGE
,
_this
.
setup
,
_this
);
return
_this
;
...
...
@@ -376,7 +385,6 @@
};
return
GameView
;
}(
engine
.
Container
));
//# sourceMappingURL=GameView.js.map
var
GameWrapper
=
(
function
(
_super
)
{
tslib
.
__extends
(
GameWrapper
,
_super
);
...
...
src/custom/doll-machine2/debug/main.js.map
View file @
8b42bb0e
{"version":3,"file":"index.js","sources":["src/custom/doll-machine2/src/props.ts","src/custom/doll-machine2/src/game/utils.ts","src/custom/doll-machine2/src/game/frontBox.ts","src/custom/doll-machine2/src/game/backBox.ts","src/custom/doll-machine2/src/game/Zhuazi.ts","src/custom/doll-machine2/src/game/GameView.ts","src/custom/doll-machine2/src/game/GameWrapper.ts","src/custom/doll-machine2/src/index.ts"],"sourcesContent":["/**\n * Created by rockyl on 2020-01-21.\n */\n\nexport let props: any = {};\n\nexport function prepareProps() {\n\tlet metaProps = getProps();\n\n\tengine.injectProp(props, metaProps);\n}\n\nexport function injectProps(p) {\n\tengine.injectProp(props, p);\n}\n","/**\n * Created by rockyl on 2020-01-21.\n */\n\nexport function getTexture(uuid) {\n\treturn engine.Texture.from(getAssetByUUID(uuid).uuid);\n}\n\nexport function getTextureByName(name) {\n\treturn getTexture(engine.getAssetByName(name).uuid);\n}\n\nexport function playSound(name) {\n\tengine.playSound(engine.getAssetByName(name).uuid, {keep: true});\n}\nexport function createSvga(name, anchorName?) {\n\tlet inst = new svga.Svga();\n\tinst.source = 'asset://' + engine.getAssetByName(name).uuid;\n\treturn inst;\n}","import { getTextureByName } from \"./utils\";\nimport GameView from './GameView';\nimport { props } from \"../props\";\nexport class FrontBoxs extends engine.Container {\n //盒子1\n private box1: engine.Container;\n //盒子2\n private box2: engine.Container;\n //盒子3 \n private box3: engine.Container;\n //盒子4\n private box4: engine.Container;\n //盒子5\n private box5: engine.Container;\n // 需隐藏的盒子\n private hideBox: engine.Container;\n private frontBoxs=[];\n public GameView: GameView;\n constructor() {\n super();\n }\n setup() {\n let initX , initY = 0;\n for(let i = 0; i < +props.dollNum+1; i++) {\n if (!new engine.Sprite(getTextureByName('frontbox_' + i))) {\n return;\n }\n this.frontBoxs[i] = new engine.Sprite(getTextureByName('frontbox_'+i));\n initX = this.frontBoxs[0].x = props.frontInitX;\n initY = this.frontBoxs[0].y = props.frontInitY;\n this.frontBoxs[i]['npcType'] = 'box'+i;\n }\n // this.frontBoxs[props.dollNum] = new engine.Sprite(getTextureByName('frontbox_0'));\n // this.frontBoxs[props.dollNum]['npcType'] = 'box' + props.dollNum;\n \n for(let i = 0; i < this.frontBoxs.length; i++) {\n if(i == 0) {\n this.frontBoxs[i].x = initX ;\n } else {\n this.frontBoxs[i].x = this.frontBoxs[i - 1].x - this.frontBoxs[0].width - props.frontmargin;\n }\n console.log(this.frontBoxs[i].x);\n this.frontBoxs[i].y = initY;\n this.addChild(this.frontBoxs[i]);\n console.log('aaa', this.frontBoxs[i].x);\n }\n // console.log(this.frontBoxs);\n this.addEventListener(engine.Event.ENTER_FRAME, this.frameMove, this);\n }\n frameMove() {\n this.frontBoxs.forEach((item, index) => {\n item.x += props.moveSpeed;\n if(item.x <=0 && !item.visible) {\n item.visible = true;\n }\n if(item.x >= 750) {\n let lastitem = this.frontBoxs.shift();\n lastitem.x = this.frontBoxs[this.frontBoxs.length - 1].x - this.frontBoxs[0].width - props.frontmargin;\n \n if (!this.GameView.getMoveX() && item.x <= 0 && this.GameView.startstatus) {\n this.GameView.setMoveX((370 - item.x - 13) / props.moveSpeed, item);\n this.hideBox = item;\n }\n this.frontBoxs.push(lastitem);\n }\n })\n }\n stop() {\n // this.removeEventListener(engine.Event.ENTER_FRAME, this.frameMove, this);\n }\n showHidePrizeBox(isshow) {\n this.hideBox.visible = isshow\n }\n}","import { getTextureByName } from \"./utils\";\nimport { props } from \"../props\";\nexport class BackBoxs extends engine.Container {\n private backBoxs=[];\n constructor() {\n super();\n }\n setup() {\n let initX , initY = 0;\n for (let i = 0; i < props.dollNum; i++) {\n this.backBoxs[i] = new engine.Sprite(getTextureByName('backbox_' + i));\n initX = this.backBoxs[0].x = props.backInitX;\n initY = this.backBoxs[0].y = props.backInitY - props.initOffsetTop;\n this.backBoxs[i]['npcType'] = 'box' + i;\n }\n this.backBoxs[props.dollNum] = new engine.Sprite(getTextureByName('backbox_0'));\n this.backBoxs[props.dollNum]['npcType'] = 'box' + props.dollNum;\n for (let i = 0; i < this.backBoxs.length; i++) {\n if(i == 0) {\n this.backBoxs[i].x = initX;\n } else {\n this.backBoxs[i].x = this.backBoxs[i - 1].x + this.backBoxs[i].width + props.backmargin;\n }\n this.backBoxs[i].y = initY;\n \n this.addChild(this.backBoxs[i]);\n }\n this.addEventListener(engine.Event.ENTER_FRAME, this.frameMove, this);\n }\n frameMove() {\n this.backBoxs.forEach((item) => {\n item.x -= props.moveSpeed;\n if (item.x <= 0) {\n let lastitem = this.backBoxs.shift();\n lastitem.x = this.backBoxs[this.backBoxs.length - 1].x + item.width + props.backmargin;\n this.backBoxs.push(lastitem);\n }\n })\n }\n}","import { getTextureByName } from \"./utils\";\nimport { props } from \"../props\";\nimport GameView from './GameView';\nexport class Zhuazi extends engine.Container {\n private bashouGan: engine.Sprite;\n private bashou: engine.Sprite;\n private ganzi: engine.Sprite;\n private left_zhuazi: engine.Sprite;\n private right_zhuazi: engine.Sprite;\n private connect: engine.Sprite;\n private ganNode: engine.Container;\n private moveNode: engine.Container;\n private moveArr = [];\n private zhuaziY;\n private itemShow: engine.Container;\n private prizeBoxs = [];\n public GameView: GameView;\n constructor() {\n super();\n }\n setup() {\n this.ganNode = new engine.Container();\n this.moveNode = new engine.Container();\n this.ganNode.x = 280;\n this.ganNode.y = 350;\n this.bashouGan = new engine.Sprite(getTextureByName(\"把手杆子\"));\n this.bashouGan.x = 60;\n this.bashouGan.y = 12;\n this.bashou = new engine.Sprite(getTextureByName(\"把手\"));\n this.bashou.x = 0;\n this.bashou.y = 0;\n this.ganzi = new engine.Sprite(getTextureByName(\"伸缩杆\"));\n this.ganzi.x = 97;\n this.ganzi.y = 27;\n this.connect = new engine.Sprite(getTextureByName(\"连接点\"));\n this.connect.x = 18;\n this.connect.y = -5;\n this.left_zhuazi = new engine.Sprite(getTextureByName(\"左爪\"));\n this.left_zhuazi.x = -15;\n this.left_zhuazi.y = 60;\n this.left_zhuazi.anchorX = this.left_zhuazi.width;\n this.left_zhuazi.anchorY = 0;\n this.right_zhuazi = new engine.Sprite(getTextureByName(\"右爪\"));\n this.right_zhuazi.x = 98;\n this.right_zhuazi.y = 60;\n this.ganNode.addChild(this.left_zhuazi);\n this.ganNode.addChild(this.right_zhuazi);\n this.ganNode.addChild(this.connect);\n this.ganNode.x = 30;\n this.ganNode.y = this.ganNode.y - 263;\n this.zhuaziY = this.ganNode.y;\n this.moveNode.addChild(this.ganzi);\n this.moveNode.addChild(this.ganNode);\n this.moveNode.addChild(this.bashou);\n this.moveNode.x = 262;\n this.bashouGan.y = this.bashouGan.y;\n this.moveNode.y = this.moveNode.y;\n this.addChild(this.bashouGan);\n this.addChild(this.moveNode);\n if (!props.ganziShow) {\n this.bashouGan.visible = false;\n }\n if (!props.bashouShow) {\n this.bashou.visible = false;\n }\n this.createPrizeBox();\n \n }\n createPrizeBox() {\n for (let i = 0; i < props.dollNum; i++) {\n if (!new engine.Sprite(getTextureByName('prizebox_' + i))) {\n return;\n }\n this.prizeBoxs[i] = new engine.Sprite(getTextureByName('prizebox_' + i));\n this.prizeBoxs[i]['npcType'] = 'box' + i;\n }\n this.prizeBoxs[props.dollNum] = new engine.Sprite(getTextureByName('prizebox_0'));\n this.prizeBoxs[props.dollNum]['npcType'] = 'box' + props.dollNum;\n\n this.prizeBoxs.forEach(item => {\n this.ganNode.addChild(item);\n item.visible = false;\n item.x = props.prizeBoxInitX;\n item.y = props.prizeBoxInitY;\n })\n }\n showPrizeBox() {\n this.prizeBoxs.forEach(item => {\n console.log(this.GameView.getBox()['npcType']);\n if (item['npcType'] === this.GameView.getBox()['npcType']) {\n item.visible = true;\n this.itemShow = item;\n } else {\n item.visible = false;\n }\n })\n \n }\n move() {\n let rndist = Math.random();\n let halfWidth = this.bashou.width / 2;\n let randomX = rndist * (rndist > 0.5 ? 1 : -1) * props.bashouMoveDist;\n console.log(randomX);\n engine.Tween.get(this.moveNode).to({ x: 370 + halfWidth - 71}, 1000).call(() => {\n this.zhangkai();\n });\n }\n zhangkai() {\n this.left_zhuazi.anchorX = this.left_zhuazi.width;\n this.left_zhuazi.anchorY = 0;\n engine.Tween.get(this.left_zhuazi, { loop: false }).to({ rotation: props.leftRotation}, 1000);\n engine.Tween.get(this.right_zhuazi, { loop: false }).to({ rotation: props.rightRotation }, 1000);\n setTimeout(() => {\n this.getLong();\n }, 500);\n }\n getLong() {\n let droptime = Number((this.GameView.getMoveX() / 60 - 1).toFixed(2)) * 1000;\n console.log('dr', droptime);\n let times = (props.ganMoveEndY - this.ganzi.y ) / this.ganzi.height;\n console.log(Number(times.toFixed(2)) );\n engine.Tween.get(this.ganzi).to({ scaleY: Number(times.toFixed(2)) }, droptime).to({ scaleY: 1 }, droptime)\n console.log('node', this.zhuaziY);\n engine.Tween.get(this.ganNode).to({ y: props.ganMoveEndY }, droptime).call(() => {\n this.GameView.stopMove();\n if (this.GameView.ifPrize) {\n this.showPrizeBox();\n this.GameView.setVisible(false);\n }\n }).to({ y: this.zhuaziY }, droptime).call(() => {\n // this.getReset();\n if (this.GameView.ifPrize) {\n this.itemShow.visible = false;\n }\n engine.globalEvent.dispatchEvent('doll-machine2-game-end');\n })\n }\n getReset() {\n // if (this.GameView.ifPrize) {\n // this.itemShow.visible = false;\n // }\n this.left_zhuazi.anchorX = this.left_zhuazi.width;\n this.left_zhuazi.anchorY = 0;\n engine.Tween.get(this.moveNode, {loop: false}).to({x: 262}, 1000);\n engine.Tween.get(this.left_zhuazi, { loop: false }).to({ rotation: 0 }, 1000);\n engine.Tween.get(this.right_zhuazi, { loop: false }).to({ rotation: 0 }, 1000);\n this.GameView.resetMoveX();\n }\n}","/**\n * Created by rockyl on 2018/8/16.\n */\n\nimport { props } from \"../props\";\nimport { playSound, createSvga } from \"./utils\";\nimport ObjectPool = engine.ObjectPool;\nimport { getTextureByName } from \"./utils\";\nimport { Goods } from \"./Goods\";\nimport { PoolName } from \"./object-pool-init\";\nimport { FrontBoxs } from \"./frontBox\";\nimport { BackBoxs } from \"./backBox\";\nimport { Zhuazi } from './Zhuazi';\n\nexport default class GameView extends engine.Container {\n private _hasSetup;\n\n //触摸层\n private rectBg: engine.Rect;\n //npc层\n private NpcBg: engine.Container;\n //盒子1\n private box1: engine.Container;\n //盒子2\n private box2: engine.Container;\n //盒子3\n private box3: engine.Container;\n //盒子4\n private box4: engine.Container;\n //盒子5\n private box5: engine.Container;\n //前传输区域\n private frontTransfer: engine.Container;\n //后传输区域\n private backTransfer: engine.Container;\n //前台板\n private frontDesk: engine.Sprite;\n //后台板\n private backDesk: engine.Sprite;\n private _frontBoxs: FrontBoxs;\n\tprivate _backBoxs: BackBoxs;\n\tprivate _Zhuazi: Zhuazi;\n\tprivate prizeBox: engine.Container;\n\tprivate rect;\n //当前分数\n\tprivate score;\n\t\n\t//中奖盒子移动距离\n\tprivate moveTime;\n\n //游戏状态\n private gameIng;\n //是否已获取位移值\n public startstatus=true;\n //是否中奖\n public ifPrize=true;\n //npc出身计时器\n private timer;\n //倒计时计时器\n private countdownTimer: any;\n //倒计时\n private countdown: number;\n\n //当前速度\n private speed: number;\n\n // 当前场景上面的物品\n private goodsItems = [];\n\n private _goods: Goods;\n\n constructor() {\n super();\n this.once(engine.Event.ADDED_TO_STAGE, this.setup, this);\n }\n\n // private waterSvga;\n // private boomSvga;\n // private playerSvga;\n\n setup() {\n if (this._hasSetup) {\n return;\n }\n\n this._hasSetup = true;\n\t\tconst frontBoxs = (this._frontBoxs = new FrontBoxs());\n\t\tthis._frontBoxs.GameView = this;\n\t\tconst backBoxs = (this._backBoxs = new BackBoxs());\n\t\tthis._Zhuazi = new Zhuazi();\n\t\tthis._Zhuazi.GameView = this;\n this.frontTransfer = new engine.Container();\n this.backTransfer = new engine.Container();\n this.frontTransfer.width = 0;\n this.frontTransfer.height = 0;\n this.frontTransfer.alpha = 1;\n // this.frontTransfer.x = 0;\n // this.frontTransfer.y = 434;\n\n this.backTransfer.width = 0;\n this.backTransfer.height = 0;\n this.backTransfer.alpha = 1;\n // this.backTransfer.x = 0;\n // this.backTransfer.y = 390;\n\t\tthis.rect = new engine.Rect();\n this.rect.width = props.gameStageWidth;\n this.rect.height = props.gameStageHeight;\n\t\tthis.rect.x = 65;\n this.rect.y = 0;\n this.NpcBg = new engine.Container();\n this.NpcBg.x = 0;\n this.NpcBg.y = 0;\n\t\tthis.addChild(this.NpcBg);\n\t\tthis.addChild(this.rect);\n\t\t\n\t\t\n\t\t\n\t\t// let gameBg = new engine.Sprite(getTextureByName(\"游戏背景\"));\n\t\t// gameBg.x = 65;\n\t\t// gameBg.y = 263;\n\t\t// this.NpcBg.addChild(gameBg);\n\t\t\n this.frontDesk = new engine.Sprite(getTextureByName(\"前传输带\"));\n this.frontDesk.x = props.initOffsetLeft;\n this.frontDesk.y = props.frontDeskY - props.initOffsetTop;\n\n this.backDesk = new engine.Sprite(getTextureByName(\"后传输带\"));\n this.backDesk.x = props.initOffsetLeft;\n this.backDesk.y = props.backDeskY - props.initOffsetTop;\n if(props.single) {\n this.backDesk.visible = false;\n }\n let pcarr = [this.backDesk, this.frontDesk, this.backTransfer, this.frontTransfer, this._Zhuazi];\n pcarr.forEach(item => {\n this.NpcBg.addChild(item);\n })\n\t\tthis.NpcBg.mask = this.rect;\n\t\tthis._Zhuazi.setup();\n\t\t\n\t\t// this._Zhuazi.move();\n\t\tthis.backTransfer.addChild(this._backBoxs);\n this._backBoxs.setup();\n if (props.single) {\n this.backTransfer.visible = false;\n }\n\t\tthis.frontTransfer.addChild(this._frontBoxs);\n\t\tthis._frontBoxs.setup();\n\t}\n\t/**\n\t * \n\t * @param 暂停move\n\t */\n\tstopMove() {\n\t\tthis._frontBoxs.stop();\n\t}\n\t/**\n\t * 赋值x距离值\n\t */\n\tsetMoveX(x, item) {\n\t\tthis.moveTime = x;\n this.prizeBox = item;\n\t\tthis._Zhuazi.move();\n }\n\t/**\n\t * 显示隐藏盒子\n\t */\n\tsetVisible(isshow) {\n\t\tthis._frontBoxs.showHidePrizeBox(isshow);\n\t}\n\t/**\n\t * 获取中奖盒子移动的距离\n\t */\n\tgetMoveX() {\n\t\treturn this.moveTime;\n }\n /**\n * 重置moveTime\n */\n resetMoveX() {\n this.moveTime = null;\n }\n\t/**\n\t * 获取中奖盒子\n\t */\n\tgetBox() {\n\t\treturn this.prizeBox;\n\t}\n /**\n * 重置场景\n */\n reset() {\n this.startstatus = false;\n this.ifPrize = false;\n\t\tthis._Zhuazi.getReset();\n }\n\n /**\n * 开始\n */\n start(type=null) {\n this.speed = 1;\n this.gameIng = true;\n console.log('执行', type);\n this.startstatus = true;\n this.ifPrize = type && type.prize || false;\n }\n\n /**\n * npc开始掉落\n */\n beginNpc() {\n this.timer = setTimeout(() => {\n if (this.gameIng) {\n // this.speed += props.acceleratedSpeed;\n // this.creatNpc()\n }\n //递归执行\n // this.beginNpc();\n }, 2000 / this.speed);\n }\n\n /**\n * 暂停\n */\n pause() {\n this.gameIng = false;\n }\n\n /**\n * 恢复\n */\n revive() {\n this.gameIng = true;\n }\n\n /**\n * 重新开始\n */\n resume() {\n this.reset();\n this.start();\n }\n}\n","/**\n * Created by rockyl on 2020-01-09.\n */\n\nimport GameView from \"./GameView\";\nimport {injectProps} from \"../props\";\n\n\nexport class GameWrapper extends engine.Container {\n\tprivate _status;\n\tprivate _gameView: GameView;\n\n\n\n\n\n\tconstructor() {\n\t\tsuper();\n\t\tengine.globalEvent.addEventListener('doll-machine2-game-init', this.reset, this);\n\t\tengine.globalEvent.addEventListener('doll-machine2-game-start', this.start, this);\n\n\t\tlet gameView = this._gameView = new GameView();\n\t\tthis.addChild(gameView);\n\t\t// gameView.reset();\n\t\t// gameView.start()\n\t}\n\n\treset(event: engine.Event) {\t\t\n\t\tinjectProps(event.data);\n\t\tthis._gameView.visible = true;\n\t\tthis._gameView.reset();\n\t}\n\n\tstart(event: engine.Event) {\n\t\tconsole.log('监听开始');\n\t\tinjectProps(event.data);\n\t\t// this._status = 1;\n\t\tthis._gameView.start(event.data);\n\t}\n\n\tpause() {\n\t\tthis._gameView.pause();\n\t}\n\n\tresume() {\n\t\tthis._gameView.resume();\n\t}\n\n\trevive() {\n\t\tthis._gameView.revive();\n\t}\n\n\tclear() {\n\t\tthis._gameView.visible = false;\n\t}\n\n\tprivate onTap(event) {\n\t//\tthis._gameView.tap(event);\n\t}\n}\n","/**\n * Created by rockyl on 2019-11-20.\n */\n\nimport {GameWrapper} from \"./game/GameWrapper\";\nimport {injectProps, prepareProps} from \"./props\";\n\nexport default function (props) {\n\tprepareProps();\n\tinjectProps(props);\n\n\tlet instance = new GameWrapper();\n\treturn 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{"version":3,"file":"index.js","sources":["src/custom/doll-machine2/src/props.ts","src/custom/doll-machine2/src/game/utils.ts","src/custom/doll-machine2/src/game/frontBox.ts","src/custom/doll-machine2/src/game/backBox.ts","src/custom/doll-machine2/src/game/Zhuazi.ts","src/custom/doll-machine2/src/game/GameView.ts","src/custom/doll-machine2/src/game/GameWrapper.ts","src/custom/doll-machine2/src/index.ts"],"sourcesContent":["/**\n * Created by rockyl on 2020-01-21.\n */\n\nexport let props: any = {};\n\nexport function prepareProps() {\n\tlet metaProps = getProps();\n\n\tengine.injectProp(props, metaProps);\n}\n\nexport function injectProps(p) {\n\tengine.injectProp(props, p);\n}\n","/**\n * Created by rockyl on 2020-01-21.\n */\n\nexport function getTexture(uuid) {\n\treturn engine.Texture.from(getAssetByUUID(uuid).uuid);\n}\n\nexport function getTextureByName(name) {\n\treturn getTexture(engine.getAssetByName(name).uuid);\n}\n\nexport function playSound(name) {\n\tengine.playSound(engine.getAssetByName(name).uuid, {keep: true});\n}\nexport function createSvga(name, anchorName?) {\n\tlet inst = new svga.Svga();\n\tinst.source = 'asset://' + engine.getAssetByName(name).uuid;\n\treturn inst;\n}","import { getTextureByName } from \"./utils\";\nimport GameView from './GameView';\nimport { props } from \"../props\";\nexport class FrontBoxs extends engine.Container {\n //盒子1\n private box1: engine.Container;\n //盒子2\n private box2: engine.Container;\n //盒子3 \n private box3: engine.Container;\n //盒子4\n private box4: engine.Container;\n //盒子5\n private box5: engine.Container;\n // 需隐藏的盒子\n private hideBox: engine.Container;\n private frontBoxs=[];\n public GameView: GameView;\n constructor() {\n super();\n }\n setup() {\n let initX , initY = 0;\n for(let i = 0; i < props.dollNum; i++) {\n if (!new engine.Sprite(getTextureByName('frontbox_' + i))) {\n return;\n }\n\n this.frontBoxs[i] = new engine.Sprite(getTextureByName('frontbox_'+i));\n initX = this.frontBoxs[0].x = props.frontInitX;\n initY = this.frontBoxs[0].y = props.frontInitY;\n this.frontBoxs[i]['npcType'] = 'box'+i;\n }\n this.frontBoxs[props.dollNum] = new engine.Sprite(getTextureByName('frontbox_0'));\n this.frontBoxs[props.dollNum]['npcType'] = 'box' + props.dollNum;\n console.log(this.frontBoxs);\n \n for(let i = 0; i < this.frontBoxs.length; i++) {\n if(i == 0) {\n this.frontBoxs[i].x = initX ;\n } else {\n this.frontBoxs[i].x = this.frontBoxs[i - 1].x - this.frontBoxs[0].width - props.frontmargin;\n }\n console.log(this.frontBoxs[i].x);\n this.frontBoxs[i].y = initY;\n this.addChild(this.frontBoxs[i]);\n console.log('aaa', this.frontBoxs[i].x);\n }\n // console.log(this.frontBoxs);\n this.addEventListener(engine.Event.ENTER_FRAME, this.frameMove, this);\n }\n frameMove() {\n this.frontBoxs.forEach((item, index) => {\n item.x += props.moveSpeed;\n if (item.x <= 0 && !item.visible) {\n item.visible = true;\n }\n if (item.x >= 750) {\n //let lastitem = this.frontBoxs.shift();\n let tmpIndex = 0;\n if (index <= 0) {\n tmpIndex = this.frontBoxs.length - 1;\n } else {\n tmpIndex = index - 1;\n }\n\n item.x = this.frontBoxs[tmpIndex].x - this.frontBoxs[0].width - props.frontmargin;\n\n if (!this.GameView.getMoveX() && item.x <= 0 && this.GameView.startstatus) {\n this.GameView.setMoveX((370 - item.x - 13) / props.moveSpeed, item);\n this.hideBox = item;\n }\n //this.frontBoxs.push(lastitem);\n }\n })\n }\n stop() {\n // this.removeEventListener(engine.Event.ENTER_FRAME, this.frameMove, this);\n }\n showHidePrizeBox(isshow) {\n this.hideBox.visible = isshow\n }\n}","import { getTextureByName } from \"./utils\";\nimport { props } from \"../props\";\nexport class BackBoxs extends engine.Container {\n private backBoxs=[];\n constructor() {\n super();\n }\n setup() {\n let initX , initY = 0;\n for (let i = 0; i < props.dollNum; i++) {\n this.backBoxs[i] = new engine.Sprite(getTextureByName('backbox_' + i));\n initX = this.backBoxs[0].x = props.backInitX;\n initY = this.backBoxs[0].y = props.backInitY - props.initOffsetTop;\n this.backBoxs[i]['npcType'] = 'box' + i;\n }\n this.backBoxs[props.dollNum] = new engine.Sprite(getTextureByName('backbox_0'));\n this.backBoxs[props.dollNum]['npcType'] = 'box' + props.dollNum;\n for (let i = 0; i < this.backBoxs.length; i++) {\n if(i == 0) {\n this.backBoxs[i].x = initX;\n } else {\n this.backBoxs[i].x = this.backBoxs[i - 1].x + this.backBoxs[i].width + props.backmargin;\n }\n this.backBoxs[i].y = initY;\n \n this.addChild(this.backBoxs[i]);\n }\n this.addEventListener(engine.Event.ENTER_FRAME, this.frameMove, this);\n }\n frameMove() {\n this.backBoxs.forEach((item) => {\n item.x -= props.moveSpeed;\n if (item.x <= 0) {\n let lastitem = this.backBoxs.shift();\n lastitem.x = this.backBoxs[this.backBoxs.length - 1].x + item.width + props.backmargin;\n this.backBoxs.push(lastitem);\n }\n })\n }\n}","import { getTextureByName } from \"./utils\";\nimport { props } from \"../props\";\nimport GameView from './GameView';\nexport class Zhuazi extends engine.Container {\n private bashouGan: engine.Sprite;\n private bashou: engine.Sprite;\n private ganzi: engine.Sprite;\n private left_zhuazi: engine.Sprite;\n private right_zhuazi: engine.Sprite;\n private connect: engine.Sprite;\n private ganNode: engine.Container;\n private moveNode: engine.Container;\n private moveArr = [];\n private zhuaziY;\n private itemShow: engine.Container;\n private prizeBoxs = [];\n public GameView: GameView;\n constructor() {\n super();\n }\n setup() {\n this.ganNode = new engine.Container();\n this.moveNode = new engine.Container();\n this.ganNode.x = 280;\n this.ganNode.y = 350;\n this.bashouGan = new engine.Sprite(getTextureByName(\"把手杆子\"));\n this.bashouGan.x = 60;\n this.bashouGan.y = 12;\n this.bashou = new engine.Sprite(getTextureByName(\"把手\"));\n this.bashou.x = 0;\n this.bashou.y = 0;\n this.ganzi = new engine.Sprite(getTextureByName(\"伸缩杆\"));\n this.ganzi.x = 97;\n this.ganzi.y = 27;\n this.connect = new engine.Sprite(getTextureByName(\"连接点\"));\n this.connect.x = 18;\n this.connect.y = -5;\n this.left_zhuazi = new engine.Sprite(getTextureByName(\"左爪\"));\n this.left_zhuazi.x = props.leftLocX;\n this.left_zhuazi.y = props.leftLocY;\n this.left_zhuazi.anchorX = this.left_zhuazi.width;\n this.left_zhuazi.anchorY = 0;\n this.right_zhuazi = new engine.Sprite(getTextureByName(\"右爪\"));\n this.right_zhuazi.x = props.rightLocX;\n this.right_zhuazi.y = props.rightLocY;\n this.ganNode.addChild(this.left_zhuazi);\n this.ganNode.addChild(this.right_zhuazi);\n this.ganNode.addChild(this.connect);\n this.ganNode.x = 30;\n this.ganNode.y = this.ganNode.y - 263;\n this.zhuaziY = this.ganNode.y;\n this.moveNode.addChild(this.ganzi);\n this.moveNode.addChild(this.ganNode);\n this.moveNode.addChild(this.bashou);\n this.moveNode.x = 262;\n this.bashouGan.y = this.bashouGan.y;\n this.moveNode.y = this.moveNode.y;\n this.addChild(this.bashouGan);\n this.addChild(this.moveNode);\n if (!props.ganziShow) {\n this.bashouGan.visible = false;\n }\n if (!props.bashouShow) {\n this.bashou.visible = false;\n }\n this.createPrizeBox();\n \n }\n createPrizeBox() {\n for (let i = 0; i < props.dollNum; i++) {\n if (!new engine.Sprite(getTextureByName('prizebox_' + i))) {\n return;\n }\n this.prizeBoxs[i] = new engine.Sprite(getTextureByName('prizebox_' + i));\n this.prizeBoxs[i]['npcType'] = 'box' + i;\n }\n this.prizeBoxs[props.dollNum] = new engine.Sprite(getTextureByName('prizebox_0'));\n this.prizeBoxs[props.dollNum]['npcType'] = 'box' + props.dollNum;\n\n this.prizeBoxs.forEach(item => {\n this.ganNode.addChild(item);\n item.visible = false;\n item.x = props.prizeBoxInitX;\n item.y = props.prizeBoxInitY;\n })\n }\n showPrizeBox() {\n this.prizeBoxs.forEach(item => {\n console.log(this.GameView.getBox()['npcType']);\n if (item['npcType'] === this.GameView.getBox()['npcType']) {\n item.visible = true;\n this.itemShow = item;\n } else {\n item.visible = false;\n }\n })\n \n }\n move() {\n let rndist = Math.random();\n let halfWidth = this.bashou.width / 2;\n let randomX = rndist * (rndist > 0.5 ? 1 : -1) * props.bashouMoveDist;\n console.log(randomX);\n engine.Tween.get(this.moveNode).to({ x: 370 + halfWidth - 71}, 1000).call(() => {\n this.zhangkai();\n });\n }\n zhangkai() {\n this.left_zhuazi.anchorX = this.left_zhuazi.width;\n this.left_zhuazi.anchorY = 0;\n engine.Tween.get(this.left_zhuazi, { loop: false }).to({ rotation: props.leftRotation}, 1000);\n engine.Tween.get(this.right_zhuazi, { loop: false }).to({ rotation: props.rightRotation }, 1000);\n setTimeout(() => {\n this.getLong();\n }, 500);\n }\n getLong() {\n let droptime = Number((this.GameView.getMoveX() / 60 - 1).toFixed(2)) * 1000 -130;\n console.log('dr', droptime);\n let times = (props.ganMoveEndY - this.ganzi.y ) / this.ganzi.height;\n console.log(Number(times.toFixed(2)) );\n engine.Tween.get(this.ganzi).to({ scaleY: Number(times.toFixed(2)) }, droptime).to({ scaleY: 1 }, droptime)\n console.log('node', this.zhuaziY);\n engine.Tween.get(this.ganNode).to({ y: props.ganMoveEndY }, droptime).call(() => {\n this.GameView.stopMove();\n if (this.GameView.ifPrize) {\n this.showPrizeBox();\n this.GameView.setVisible(false);\n }\n }).to({ y: this.zhuaziY }, droptime).call(() => {\n // this.getReset();\n if (this.GameView.ifPrize) {\n this.itemShow.visible = false;\n }\n engine.globalEvent.dispatchEvent('doll-machine2-game-end');\n })\n }\n getReset() {\n // if (this.GameView.ifPrize) {\n // this.itemShow.visible = false;\n // }\n this.left_zhuazi.anchorX = this.left_zhuazi.width;\n this.left_zhuazi.anchorY = 0;\n engine.Tween.get(this.moveNode, {loop: false}).to({x: 262}, 1000);\n engine.Tween.get(this.left_zhuazi, { loop: false }).to({ rotation: 0 }, 1000);\n engine.Tween.get(this.right_zhuazi, { loop: false }).to({ rotation: 0 }, 1000);\n this.GameView.resetMoveX();\n }\n}","/**\n * Created by rockyl on 2018/8/16.\n */\n\nimport { props } from \"../props\";\nimport { playSound, createSvga } from \"./utils\";\nimport ObjectPool = engine.ObjectPool;\nimport { getTextureByName } from \"./utils\";\nimport { Goods } from \"./Goods\";\nimport { PoolName } from \"./object-pool-init\";\nimport { FrontBoxs } from \"./frontBox\";\nimport { BackBoxs } from \"./backBox\";\nimport { Zhuazi } from './Zhuazi';\n\nexport default class GameView extends engine.Container {\n private _hasSetup;\n\n //触摸层\n private rectBg: engine.Rect;\n //npc层\n private NpcBg: engine.Container;\n //盒子1\n private box1: engine.Container;\n //盒子2\n private box2: engine.Container;\n //盒子3\n private box3: engine.Container;\n //盒子4\n private box4: engine.Container;\n //盒子5\n private box5: engine.Container;\n //前传输区域\n private frontTransfer: engine.Container;\n //后传输区域\n private backTransfer: engine.Container;\n //前台板\n private frontDesk: engine.Sprite;\n //后台板\n private backDesk: engine.Sprite;\n private _frontBoxs: FrontBoxs;\n\tprivate _backBoxs: BackBoxs;\n\tprivate _Zhuazi: Zhuazi;\n\tprivate prizeBox: engine.Container;\n\tprivate rect;\n //当前分数\n\tprivate score;\n\t\n\t//中奖盒子移动距离\n\tprivate moveTime;\n\n //游戏状态\n private gameIng;\n //是否已获取位移值\n public startstatus=false;\n //是否中奖\n public ifPrize=false;\n //npc出身计时器\n private timer;\n //倒计时计时器\n private countdownTimer: any;\n //倒计时\n private countdown: number;\n\n //当前速度\n private speed: number;\n\n // 当前场景上面的物品\n private goodsItems = [];\n\n private _goods: Goods;\n\n constructor() {\n super();\n this.once(engine.Event.ADDED_TO_STAGE, this.setup, this);\n }\n\n // private waterSvga;\n // private boomSvga;\n // private playerSvga;\n\n setup() {\n if (this._hasSetup) {\n return;\n }\n\n this._hasSetup = true;\n\t\tconst frontBoxs = (this._frontBoxs = new FrontBoxs());\n\t\tthis._frontBoxs.GameView = this;\n\t\tconst backBoxs = (this._backBoxs = new BackBoxs());\n\t\tthis._Zhuazi = new Zhuazi();\n\t\tthis._Zhuazi.GameView = this;\n this.frontTransfer = new engine.Container();\n this.backTransfer = new engine.Container();\n this.frontTransfer.width = 0;\n this.frontTransfer.height = 0;\n this.frontTransfer.alpha = 1;\n // this.frontTransfer.x = 0;\n // this.frontTransfer.y = 434;\n\n this.backTransfer.width = 0;\n this.backTransfer.height = 0;\n this.backTransfer.alpha = 1;\n // this.backTransfer.x = 0;\n // this.backTransfer.y = 390;\n\t\tthis.rect = new engine.Rect();\n this.rect.width = props.gameStageWidth;\n this.rect.height = props.gameStageHeight;\n\t\tthis.rect.x = 65;\n this.rect.y = 0;\n this.NpcBg = new engine.Container();\n this.NpcBg.x = 0;\n this.NpcBg.y = 0;\n\t\tthis.addChild(this.NpcBg);\n\t\tthis.addChild(this.rect);\n\t\t\n\t\t\n\t\t\n\t\t// let gameBg = new engine.Sprite(getTextureByName(\"游戏背景\"));\n\t\t// gameBg.x = 65;\n\t\t// gameBg.y = 263;\n\t\t// this.NpcBg.addChild(gameBg);\n\t\t\n this.frontDesk = new engine.Sprite(getTextureByName(\"前传输带\"));\n this.frontDesk.x = props.initOffsetLeft;\n this.frontDesk.y = props.frontDeskY - props.initOffsetTop;\n\n this.backDesk = new engine.Sprite(getTextureByName(\"后传输带\"));\n this.backDesk.x = props.initOffsetLeft;\n this.backDesk.y = props.backDeskY - props.initOffsetTop;\n if(props.single) {\n this.backDesk.visible = false;\n }\n let pcarr = [this.backDesk, this.frontDesk, this.backTransfer, this.frontTransfer, this._Zhuazi];\n pcarr.forEach(item => {\n this.NpcBg.addChild(item);\n })\n\t\tthis.NpcBg.mask = this.rect;\n\t\tthis._Zhuazi.setup();\n\t\t\n\t\t// this._Zhuazi.move();\n\t\tthis.backTransfer.addChild(this._backBoxs);\n this._backBoxs.setup();\n if (props.single) {\n this.backTransfer.visible = false;\n }\n\t\tthis.frontTransfer.addChild(this._frontBoxs);\n\t\tthis._frontBoxs.setup();\n\t}\n\t/**\n\t * \n\t * @param 暂停move\n\t */\n\tstopMove() {\n\t\tthis._frontBoxs.stop();\n\t}\n\t/**\n\t * 赋值x距离值\n\t */\n\tsetMoveX(x, item) {\n\t\tthis.moveTime = x;\n this.prizeBox = item;\n\t\tthis._Zhuazi.move();\n }\n\t/**\n\t * 显示隐藏盒子\n\t */\n\tsetVisible(isshow) {\n\t\tthis._frontBoxs.showHidePrizeBox(isshow);\n\t}\n\t/**\n\t * 获取中奖盒子移动的距离\n\t */\n\tgetMoveX() {\n\t\treturn this.moveTime;\n }\n /**\n * 重置moveTime\n */\n resetMoveX() {\n this.moveTime = null;\n }\n\t/**\n\t * 获取中奖盒子\n\t */\n\tgetBox() {\n\t\treturn this.prizeBox;\n\t}\n /**\n * 重置场景\n */\n reset() {\n this.startstatus = false;\n this.ifPrize = false;\n\t\tthis._Zhuazi.getReset();\n }\n\n /**\n * 开始\n */\n start(type=null) {\n this.speed = 1;\n this.gameIng = true;\n console.log('执行', type);\n this.startstatus = true;\n this.ifPrize = type && type.prize || false;\n }\n\n /**\n * npc开始掉落\n */\n beginNpc() {\n this.timer = setTimeout(() => {\n if (this.gameIng) {\n // this.speed += props.acceleratedSpeed;\n // this.creatNpc()\n }\n //递归执行\n // this.beginNpc();\n }, 2000 / this.speed);\n }\n\n /**\n * 暂停\n */\n pause() {\n this.gameIng = false;\n }\n\n /**\n * 恢复\n */\n revive() {\n this.gameIng = true;\n }\n\n /**\n * 重新开始\n */\n resume() {\n this.reset();\n this.start();\n }\n}\n","/**\n * Created by rockyl on 2020-01-09.\n */\n\nimport GameView from \"./GameView\";\nimport {injectProps} from \"../props\";\n\n\nexport class GameWrapper extends engine.Container {\n\tprivate _status;\n\tprivate _gameView: GameView;\n\n\n\n\n\n\tconstructor() {\n\t\tsuper();\n\t\tengine.globalEvent.addEventListener('doll-machine2-game-init', this.reset, this);\n\t\tengine.globalEvent.addEventListener('doll-machine2-game-start', this.start, this);\n\n\t\tlet gameView = this._gameView = new GameView();\n\t\tthis.addChild(gameView);\n\t\t// gameView.reset();\n\t\t// gameView.start()\n\t}\n\n\treset(event: engine.Event) {\t\t\n\t\tinjectProps(event.data);\n\t\tthis._gameView.visible = true;\n\t\tthis._gameView.reset();\n\t}\n\n\tstart(event: engine.Event) {\n\t\tconsole.log('监听开始');\n\t\tinjectProps(event.data);\n\t\t// this._status = 1;\n\t\tthis._gameView.start(event.data);\n\t}\n\n\tpause() {\n\t\tthis._gameView.pause();\n\t}\n\n\tresume() {\n\t\tthis._gameView.resume();\n\t}\n\n\trevive() {\n\t\tthis._gameView.revive();\n\t}\n\n\tclear() {\n\t\tthis._gameView.visible = false;\n\t}\n\n\tprivate onTap(event) {\n\t//\tthis._gameView.tap(event);\n\t}\n}\n","/**\n * Created by rockyl on 2019-11-20.\n */\n\nimport {GameWrapper} from \"./game/GameWrapper\";\nimport {injectProps, prepareProps} from \"./props\";\n\nexport default function (props) {\n\tprepareProps();\n\tinjectProps(props);\n\n\tlet instance = new GameWrapper();\n\treturn 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\ No newline at end of file
src/custom/doll-machine2/meta.json
View file @
8b42bb0e
...
...
@@ -102,11 +102,31 @@
"type"
:
"number"
,
"default"
:
20
},
"leftLocX"
:
{
"alias"
:
"左边爪子X位置"
,
"type"
:
"number"
,
"default"
:
-15
},
"leftLocY"
:
{
"alias"
:
"左边爪子Y位置"
,
"type"
:
"number"
,
"default"
:
60
},
"rightRotation"
:
{
"alias"
:
"右边爪子旋转角度"
,
"type"
:
"number"
,
"default"
:
-20
},
"rightLocX"
:
{
"alias"
:
"右边爪子X位置"
,
"type"
:
"number"
,
"default"
:
98
},
"rightLocY"
:
{
"alias"
:
"右边爪子Y位置"
,
"type"
:
"number"
,
"default"
:
60
},
"prizeBoxInitX"
:
{
"alias"
:
"中奖娃娃的x位置"
,
"type"
:
"number"
,
...
...
@@ -148,12 +168,6 @@
"url"
:
"//yun.duiba.com.cn/aurora/assets/fde8c60981791e5136c7914274c2a2d0936626cd.png"
,
"uuid"
:
"aa30ee7c-a6ad-4e10-9b6a-13b139664ab1"
,
"ext"
:
".png"
},
{
"name"
:
"frontbox_4"
,
"url"
:
"//yun.duiba.com.cn/aurora/assets/fde8c60981791e5136c7914274c2a2d0936626cd.png"
,
"uuid"
:
"aa30ee7c-a6ad-4e10-9b6a-13b139664ab2"
,
"ext"
:
".png"
},
{
"name"
:
"backbox_0"
,
...
...
src/custom/doll-machine2/src/game/GameView.ts
View file @
8b42bb0e
...
...
@@ -51,9 +51,9 @@ export default class GameView extends engine.Container {
//游戏状态
private
gameIng
;
//是否已获取位移值
public
startstatus
=
tru
e
;
public
startstatus
=
fals
e
;
//是否中奖
public
ifPrize
=
tru
e
;
public
ifPrize
=
fals
e
;
//npc出身计时器
private
timer
;
//倒计时计时器
...
...
src/custom/doll-machine2/src/game/Zhuazi.ts
View file @
8b42bb0e
...
...
@@ -36,13 +36,13 @@ export class Zhuazi extends engine.Container {
this
.
connect
.
x
=
18
;
this
.
connect
.
y
=
-
5
;
this
.
left_zhuazi
=
new
engine
.
Sprite
(
getTextureByName
(
"左爪"
));
this
.
left_zhuazi
.
x
=
-
15
;
this
.
left_zhuazi
.
y
=
60
;
this
.
left_zhuazi
.
x
=
props
.
leftLocX
;
this
.
left_zhuazi
.
y
=
props
.
leftLocY
;
this
.
left_zhuazi
.
anchorX
=
this
.
left_zhuazi
.
width
;
this
.
left_zhuazi
.
anchorY
=
0
;
this
.
right_zhuazi
=
new
engine
.
Sprite
(
getTextureByName
(
"右爪"
));
this
.
right_zhuazi
.
x
=
98
;
this
.
right_zhuazi
.
y
=
60
;
this
.
right_zhuazi
.
x
=
props
.
rightLocX
;
this
.
right_zhuazi
.
y
=
props
.
rightLocY
;
this
.
ganNode
.
addChild
(
this
.
left_zhuazi
);
this
.
ganNode
.
addChild
(
this
.
right_zhuazi
);
this
.
ganNode
.
addChild
(
this
.
connect
);
...
...
@@ -115,7 +115,7 @@ export class Zhuazi extends engine.Container {
},
500
);
}
getLong
()
{
let
droptime
=
Number
((
this
.
GameView
.
getMoveX
()
/
60
-
1
).
toFixed
(
2
))
*
1000
;
let
droptime
=
Number
((
this
.
GameView
.
getMoveX
()
/
60
-
1
).
toFixed
(
2
))
*
1000
-
130
;
console
.
log
(
'dr'
,
droptime
);
let
times
=
(
props
.
ganMoveEndY
-
this
.
ganzi
.
y
)
/
this
.
ganzi
.
height
;
console
.
log
(
Number
(
times
.
toFixed
(
2
))
);
...
...
src/custom/doll-machine2/src/game/frontBox.ts
View file @
8b42bb0e
...
...
@@ -21,17 +21,19 @@ export class FrontBoxs extends engine.Container {
}
setup
()
{
let
initX
,
initY
=
0
;
for
(
let
i
=
0
;
i
<
+
props
.
dollNum
+
1
;
i
++
)
{
for
(
let
i
=
0
;
i
<
props
.
dollNum
;
i
++
)
{
if
(
!
new
engine
.
Sprite
(
getTextureByName
(
'frontbox_'
+
i
)))
{
return
;
}
this
.
frontBoxs
[
i
]
=
new
engine
.
Sprite
(
getTextureByName
(
'frontbox_'
+
i
));
initX
=
this
.
frontBoxs
[
0
].
x
=
props
.
frontInitX
;
initY
=
this
.
frontBoxs
[
0
].
y
=
props
.
frontInitY
;
this
.
frontBoxs
[
i
][
'npcType'
]
=
'box'
+
i
;
}
// this.frontBoxs[props.dollNum] = new engine.Sprite(getTextureByName('frontbox_0'));
// this.frontBoxs[props.dollNum]['npcType'] = 'box' + props.dollNum;
this
.
frontBoxs
[
props
.
dollNum
]
=
new
engine
.
Sprite
(
getTextureByName
(
'frontbox_0'
));
this
.
frontBoxs
[
props
.
dollNum
][
'npcType'
]
=
'box'
+
props
.
dollNum
;
console
.
log
(
this
.
frontBoxs
);
for
(
let
i
=
0
;
i
<
this
.
frontBoxs
.
length
;
i
++
)
{
if
(
i
==
0
)
{
...
...
@@ -50,18 +52,25 @@ export class FrontBoxs extends engine.Container {
frameMove
()
{
this
.
frontBoxs
.
forEach
((
item
,
index
)
=>
{
item
.
x
+=
props
.
moveSpeed
;
if
(
item
.
x
<=
0
&&
!
item
.
visible
)
{
if
(
item
.
x
<=
0
&&
!
item
.
visible
)
{
item
.
visible
=
true
;
}
if
(
item
.
x
>=
750
)
{
let
lastitem
=
this
.
frontBoxs
.
shift
();
lastitem
.
x
=
this
.
frontBoxs
[
this
.
frontBoxs
.
length
-
1
].
x
-
this
.
frontBoxs
[
0
].
width
-
props
.
frontmargin
;
if
(
item
.
x
>=
750
)
{
//let lastitem = this.frontBoxs.shift();
let
tmpIndex
=
0
;
if
(
index
<=
0
)
{
tmpIndex
=
this
.
frontBoxs
.
length
-
1
;
}
else
{
tmpIndex
=
index
-
1
;
}
item
.
x
=
this
.
frontBoxs
[
tmpIndex
].
x
-
this
.
frontBoxs
[
0
].
width
-
props
.
frontmargin
;
if
(
!
this
.
GameView
.
getMoveX
()
&&
item
.
x
<=
0
&&
this
.
GameView
.
startstatus
)
{
this
.
GameView
.
setMoveX
((
370
-
item
.
x
-
13
)
/
props
.
moveSpeed
,
item
);
this
.
hideBox
=
item
;
}
this
.
frontBoxs
.
push
(
lastitem
);
//
this.frontBoxs.push(lastitem);
}
})
}
...
...
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