Commit 8d59419f authored by 汪欢's avatar 汪欢

123

parent 35f79513
{
"name": "拼图",
"desc": "拼图模块1.0",
"props": {
"OFFSET_X": {
"alias": "OFFSET_X",
"type": "number",
"default": 0
},
"OFFSET_Y": {
"alias": "OFFSET_Y",
"type": "number",
"default": 0
},
"GAME_TIME": {
"alias": "游戏时间",
"type": "number",
"default": 20
},
"moistPercent": {
"alias": "湿润度",
"type": "number",
"default": 0
}
},
"assets": [
{
"name": "背景",
"url": "//yun.duiba.com.cn/aurora/assets/b7708649be2270379bd764e25ee2e783a7d49f7a.jpg",
"uuid": "a880ee6b-c6d1-4d8f-8734-367f368a1803",
"ext": ".jpg"
},
{
"name": "篮板",
"url": "//yun.duiba.com.cn/aurora/assets/13fd42607d6a79c9a8d0d053962d926fa45fa0c9.png",
"uuid": "a1c6f4d9-8f9a-4267-b701-d2a7e9ff5b1b",
"ext": ".png"
},
{
"name": "球网前",
"url": "//yun.duiba.com.cn/aurora/assets/6c94fab92bc10e8716a4d90666b96d73603b8e59.png",
"uuid": "882618a9-2cc9-498e-a764-268c6cfe6c99",
"ext": ".png"
},
{
"name": "球网后",
"url": "//yun.duiba.com.cn/aurora/assets/2a3596dd0291a20fcee55445752dc38634074c59.png",
"uuid": "0680dba9-757b-443b-8d0f-0d5811254c7d",
"ext": ".png"
},
{
"name": "篮球",
"url": "//yun.duiba.com.cn/aurora/assets/3dc11f2d91659b7e7e1d06a9853cbc9f818e1ea2.png",
"uuid": "270bbac6-b59e-4692-80c9-a95aa0b03c17",
"ext": ".png"
}
],
"events": {
"in": {
"game-reset": {
"alias": "重置"
},
"game-start": {
"alias": "开始",
"data": {
"picUrl": "图片路径",
"blockUrl": "blockUrl",
"GAME_TIME": "每局的游戏时间",
"MAX_ROW": "行",
"MAX_COL": "列",
"W": "宽",
"H": "高",
"GAP": "图片间隙",
"OFFSET_X": "OFFSET_X",
"OFFSET_Y": "OFFSET_Y"
}
},
"game-stop": {
"alias": "停止"
}
},
"out": {
"cloud-time-update": {
"alias": "倒计时更新",
"data": {
"time": "剩余时间"
}
},
"cloud-game-fail": {
"alias": "游戏结束",
"data": {
"reason": "结束原因(1:时间到了)"
}
},
"cloud-game-success": {
"alias": "游戏成功",
"data": {
"time": "游戏消耗时间"
}
}
}
},
"id": "basket",
"code": "(function (global, factory) {\n typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('tslib')) :\n typeof define === 'function' && define.amd ? define(['tslib'], factory) :\n (global = global || self, global.basket = factory(global.tslib));\n}(this, (function (tslib) { 'use strict';\n\n var GameTest = (function (_super) {\r\n tslib.__extends(GameTest, _super);\r\n function GameTest() {\r\n var _this = _super.call(this) || this;\r\n _this.factor = 50;\r\n _this.addEventListener(engine.Event.ADDED_TO_STAGE, _this.start, _this);\r\n return _this;\r\n }\r\n GameTest.prototype.start = function () {\r\n this.createGameScene();\r\n this.addEventListener(engine.Event.ENTER_FRAME, this.onEnterFrame, this);\r\n };\r\n GameTest.prototype.createGameScene = function () {\r\n var sh = engine.gameStage.stage.width / this.factor;\r\n var sw = engine.gameStage.stage.height / this.factor;\r\n var p2 = window[\"p2\"];\r\n this.world = new p2.World();\r\n this.world.sleepMode = p2.World.BODY_SLEEPING;\r\n this.world.defaultContactMaterial.friction = 0.3;\r\n this.world.defaultContactMaterial.restitution = 0.6;\r\n this.world.setGlobalStiffness(1e5);\r\n var materialBall = new p2.Material(1);\r\n var materialPoint = new p2.Material(2);\r\n var materialBoard = new p2.Material(3);\r\n var materialPlane = new p2.Material(4);\r\n var contactMaterialBallPoint = new p2.ContactMaterial(materialBall, materialPoint, {\r\n friction: 0.3,\r\n restitution: 0.5,\r\n });\r\n var contactMaterialBallBoard = new p2.ContactMaterial(materialBall, materialBoard, {\r\n friction: 0.3,\r\n restitution: 0.5,\r\n });\r\n var contactMaterialBallPlane = new p2.ContactMaterial(materialBall, materialPlane, {\r\n friction: 0.3,\r\n restitution: 0.7,\r\n });\r\n this.world.addContactMaterial(contactMaterialBallPoint);\r\n this.world.addContactMaterial(contactMaterialBallBoard);\r\n this.world.addContactMaterial(contactMaterialBallPlane);\r\n this.world.gravity = [0, 10];\r\n var box = new p2.Box({\r\n width: 100,\r\n height: 60,\r\n });\r\n this.boxBody = new p2.Body({\r\n mass: 1,\r\n position: [375, 1624 / 2],\r\n velocity: [0, 10],\r\n isDrawAABB: true,\r\n });\r\n this.boxBody.addShape(box);\r\n this.world.addBody(this.boxBody);\r\n var boxshape = this.createBox(0xf0f0f0, this.boxBody.position[0], this.boxBody.position[1], 100, 60);\r\n this.boxBody.displays = [boxshape];\r\n var plane = new p2.Plane();\r\n this.planeBody = new p2.Body({\r\n position: [0, 1100],\r\n isDrawAABB: true,\r\n material: materialPlane,\r\n });\r\n this.planeBody.angle = Math.PI;\r\n this.planeBody.addShape(plane);\r\n this.world.addBody(this.planeBody);\r\n this.plane = this.createPlane(0, 0, engine.gameStage.width, 20);\r\n this.planeBody.displays = [this.plane];\r\n };\r\n GameTest.prototype.onEnterFrame = function () {\r\n this.world.step(60 / 1000);\r\n var len = this.world.bodies.length;\r\n for (var i = 0; i < len; i++) {\r\n var body = this.world.bodies[i];\r\n var display = body.displays[0];\r\n display.x = body.position[0];\r\n display.y = body.position[1];\r\n }\r\n };\r\n GameTest.prototype.createPlane = function (x, y, w, h) {\r\n var sp = new engine.Shape();\r\n sp.beginFill(0x0000ff, 1);\r\n sp.drawRect(x, y, w, h);\r\n sp.endFill();\r\n this.addChild(sp);\r\n return sp;\r\n };\r\n GameTest.prototype.createBall = function (x, y) {\r\n var sp = new engine.Shape();\r\n sp.beginFill(0xff0000, 0.4);\r\n sp.drawCircle(x, y, 60);\r\n sp.endFill();\r\n this.addChild(sp);\r\n return sp;\r\n };\r\n GameTest.prototype.createBox = function (color, x, y, w, h) {\r\n var sp = new engine.Shape();\r\n sp.beginFill(color, 1);\r\n sp.drawRect(x, y, w, h);\r\n sp.endFill();\r\n this.addChild(sp);\r\n engine.Tween.get(sp, { loop: true }).to({ rotation: 360 }, 5000);\r\n return sp;\r\n };\r\n GameTest.prototype.bindAsset = function (body, assetName) {\r\n var offset = [];\r\n body.updateAABB();\r\n var bodyWidth = body.aabb.upperBound[0] - body.aabb.lowerBound[0];\r\n var bodyHeight = body.aabb.upperBound[1] - body.aabb.lowerBound[1];\r\n var asset = new engine.BitmapText();\r\n asset.scaleX = (bodyWidth * this.factor) / asset.width;\r\n asset.scaleY = (bodyHeight * this.factor) / asset.height;\r\n this.addChild(asset);\r\n p2.vec2.subtract(offset, body.position, body.aabb.lowerBound);\r\n asset.anchorOffsetX = (offset[0] / asset.scaleX) * this.factor;\r\n asset.anchorOffsetY = (offset[1] / asset.scaleY) * this.factor;\r\n body.displays = [asset];\r\n };\r\n GameTest.prototype.stop = function () { };\r\n return GameTest;\r\n }(engine.Container));\n\n var props = {};\r\n function prepareProps() {\r\n var metaProps = getProps();\r\n engine.injectProp(props, metaProps);\r\n }\r\n function injectProps(p) {\r\n engine.injectProp(props, p);\r\n }\r\n //# sourceMappingURL=props.js.map\n\n var GameWrapper = (function (_super) {\r\n tslib.__extends(GameWrapper, _super);\r\n function GameWrapper() {\r\n var _this = _super.call(this) || this;\r\n engine.globalEvent.addEventListener('game-start', _this.start, _this);\r\n engine.globalEvent.addEventListener('game-stop', _this.stop, _this);\r\n var gameTest = _this._gameTest = new GameTest();\r\n _this.addChild(gameTest);\r\n return _this;\r\n }\r\n GameWrapper.prototype.start = function (event) {\r\n injectProps(event.data);\r\n this._gameTest.start();\r\n };\r\n GameWrapper.prototype.stop = function (event) {\r\n this._gameTest.stop();\r\n };\r\n return GameWrapper;\r\n }(engine.Container));\r\n //# sourceMappingURL=GameWrapper.js.map\n\n function index (props) {\r\n prepareProps();\r\n injectProps(props);\r\n var instance = new GameWrapper();\r\n return instance;\r\n }\r\n //# sourceMappingURL=index.js.map\n\n return index;\n\n})));\n"
}
import { getTextureByName, getTexture } from "./utils";
export default class GameTest extends engine.Container {
private world: p2.World;
private planeBody: p2.Body;
private plane;
private boxBody: p2.Body;
factor = 50;
constructor() {
super();
this.addEventListener(engine.Event.ADDED_TO_STAGE, this.start, this);
}
start() {
this.createGameScene();
this.addEventListener(
engine.Event.ENTER_FRAME,
this.onEnterFrame,
this
);
}
private createGameScene() {
let sh = engine.gameStage.stage.width / this.factor;
let sw = engine.gameStage.stage.height / this.factor;
var p2 = window["p2"];
this.world = new p2.World();
this.world.sleepMode = p2.World.BODY_SLEEPING;
this.world.defaultContactMaterial.friction = 0.3;
this.world.defaultContactMaterial.restitution = 0.6;
this.world.setGlobalStiffness(1e5);
//材质
var materialBall = new p2.Material(1);
var materialPoint = new p2.Material(2);
var materialBoard = new p2.Material(3);
var materialPlane = new p2.Material(4);
var contactMaterialBallPoint = new p2.ContactMaterial(
materialBall,
materialPoint,
{
friction: 0.3,
restitution: 0.5,
// stiffness:0.1,
// relaxation:0
}
);
var contactMaterialBallBoard = new p2.ContactMaterial(
materialBall,
materialBoard,
{
friction: 0.3,
restitution: 0.5,
// stiffness:0.1,
// relaxation:0
}
);
var contactMaterialBallPlane = new p2.ContactMaterial(
materialBall,
materialPlane,
{
friction: 0.3,
restitution: 0.7,
// stiffness:0.1,
// relaxation:0
}
);
this.world.addContactMaterial(contactMaterialBallPoint);
this.world.addContactMaterial(contactMaterialBallBoard);
this.world.addContactMaterial(contactMaterialBallPlane);
this.world.gravity = [0, 10];
// 创建矩形
var box: p2.Box = new p2.Box({
width: 100,
height: 60,
});
this.boxBody = new p2.Body({
mass: 1,
position: [375, 1624 / 2],
velocity: [0, 10],
isDrawAABB: true,
// angularVelocity:1
});
this.boxBody.addShape(box);
this.world.addBody(this.boxBody);
// 添加形状
let boxshape = this.createBox(
0xf0f0f0,
this.boxBody.position[0],
this.boxBody.position[1],
100,
60
);
this.boxBody.displays = [boxshape];
// 创建地平面
var plane: p2.Plane = new p2.Plane();
this.planeBody = new p2.Body({
position: [0, 1100],
isDrawAABB: true,
material: materialPlane,
});
this.planeBody.angle = Math.PI;
this.planeBody.addShape(plane);
this.world.addBody(this.planeBody);
this.plane = this.createPlane(0, 0, engine.gameStage.width, 20);
this.planeBody.displays = [this.plane];
}
private onEnterFrame() {
this.world.step(60 / 1000);
var len: number = this.world.bodies.length;
for (var i: number = 0; i < len; i++) {
var body: p2.Body = this.world.bodies[i];
var display: engine.DisplayObject = body.displays[0];
display.x = body.position[0]; //同步刚体和egret显示对象的位置和旋转角度
display.y = body.position[1];
// display.rotation = (body.angle * 180) / Math.PI;
}
// if (this.boxBody.position[0] < -120) {
// this.boxBody.position[0] = 750;
// }
// if (this.boxBody.position[0] > 750 + 120) {
// this.boxBody.position[0] = - 120;
// }
}
private createPlane(x, y, w, h) {
var sp = new engine.Shape();
sp.beginFill(0x0000ff, 1);
sp.drawRect(x, y, w, h);
sp.endFill();
// sp.anchorX = sp.width / 2;
// sp.anchorY = sp.height / 2;
this.addChild(sp);
return sp;
}
private createBall(x, y) {
var sp = new engine.Shape();
sp.beginFill(0xff0000, 0.4);
sp.drawCircle(x, y, 60);
sp.endFill();
this.addChild(sp);
return sp;
}
private createBox(color, x, y, w, h) {
var sp = new engine.Shape();
sp.beginFill(color, 1);
sp.drawRect(x, y, w, h);
sp.endFill();
// sp.anchorX = w / 2;
// sp.anchorY = h / 2;
return sp;
}
private bindAsset(body: p2.Body, assetName: string): void {
var offset: number[] = [];
body.updateAABB();
var bodyWidth: number =
body.aabb.upperBound[0] - body.aabb.lowerBound[0];
var bodyHeight: number =
body.aabb.upperBound[1] - body.aabb.lowerBound[1];
var asset: engine.BitmapText = new engine.BitmapText();
// asset.texture = RES.getRes(assetName);
asset.scaleX = (bodyWidth * this.factor) / asset.width;
asset.scaleY = (bodyHeight * this.factor) / asset.height;
this.addChild(asset);
p2.vec2.subtract(offset, body.position, body.aabb.lowerBound);
asset.anchorOffsetX = (offset[0] / asset.scaleX) * this.factor;
asset.anchorOffsetY = (offset[1] / asset.scaleY) * this.factor;
body.displays = [asset];
}
stop() {}
}
import GameView from "./GameView";
import GameTest from './GameTest'
import { injectProps } from "../props";
......@@ -7,6 +8,7 @@ import { injectProps } from "../props";
export class GameWrapper extends engine.Container {
// private _status;
private _gameView: GameView;
private _gameTest: GameTest;
constructor() {
super();
......@@ -15,8 +17,10 @@ export class GameWrapper extends engine.Container {
engine.globalEvent.addEventListener('game-stop', this.stop, this);
//创建实例
let gameView = this._gameView = new GameView();
this.addChild(gameView);
// let gameView = this._gameView = new GameView();
// this.addChild(gameView);
let gameTest = this._gameTest = new GameTest();
this.addChild(gameTest);
}
......@@ -25,11 +29,13 @@ export class GameWrapper extends engine.Container {
// this._status = 1;
this._gameView.start();
// this._gameView.start();
this._gameTest.start();
}
stop(event: engine.Event) {
this._gameView.stop();
// this._gameView.stop();
this._gameTest.stop();
}
// reset(event:engine.Event){
......
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