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劳工
zeroing-libs
Commits
95b95b2b
Commit
95b95b2b
authored
Jun 03, 2020
by
wildfirecode
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1
parent
4bc60a0d
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3 changed files
with
5 additions
and
9 deletions
+5
-9
pictures.json
dist/customs/pictures.json
+3
-3
main.js.map
src/custom/pictures/debug/main.js.map
+1
-5
meta.json
src/custom/pictures/meta.json
+1
-1
No files found.
dist/customs/pictures.json
View file @
95b95b2b
...
...
@@ -10,7 +10,7 @@
"MAX_ROW"
:
{
"alias"
:
"图片分成几行"
,
"type"
:
"number"
,
"default"
:
4
"default"
:
3
},
"W"
:
{
"alias"
:
"图片的宽度"
,
...
...
@@ -30,7 +30,7 @@
"GAME_TIME"
:
{
"alias"
:
"游戏时间"
,
"type"
:
"number"
,
"default"
:
1
0
"default"
:
2
0
}
},
"assets"
:
[
...
...
@@ -75,5 +75,5 @@
}
},
"id"
:
"pictures"
,
"code"
:
"(function (global, factory) {
\n\t
typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('tslib')) :
\n\t
typeof define === 'function' && define.amd ? define(['tslib'], factory) :
\n\t
(global = global || self, global.pictures = factory(global.tslib));
\n
}(this, (function (tslib) { 'use strict';
\n\n\t
var props = {};
\n\t
function prepareProps() {
\n\t
var metaProps = getProps();
\n\t
engine.injectProp(props, metaProps);
\n\t
}
\n\t
function injectProps(p) {
\n\t
engine.injectProp(props, p);
\n\t
}
\n\n\t
var picMap = {};
\n\t
var posMap = {};
\n\t
var qietu = (function (parent, url, MAX_COL, MAX_ROW) {
\n\t
if (picMap[url]) {
\n\t
return [picMap[url], posMap[url]];
\n\t
}
\n\t
var W = props.W;
\n\t
var H = props.H;
\n\t
var GAP = props.GAP;
\n\t
var spr = [];
\n\t
var pos = [];
\n\t
var _loop_1 = function (row) {
\n\t
var _loop_2 = function (col) {
\n\t
var child = engine.Sprite.fromImage(url);
\n\t
spr.push(child);
\n\t
child.scaleX = 1 / MAX_COL;
\n\t
child.scaleY = 1 / MAX_ROW;
\n\t
parent.addChild(child);
\n\t
child.x = col * (W / MAX_COL + GAP);
\n\t
child.y = row * (H / MAX_ROW + GAP);
\n\t
pos.push([child.x, child.y]);
\n\t
child.addEventListener(engine.Event.COMPLETE, function () {
\n\t
var uvs = new Float32Array([
\n\t
col / MAX_COL,
\n\t
row / MAX_ROW,
\n\t
(col + 1) / MAX_COL,
\n\t
row / MAX_ROW,
\n\t
(col + 1) / MAX_COL,
\n\t
(row + 1) / MAX_ROW,
\n\t
col / MAX_COL,
\n\t
(row + 1) / MAX_ROW,
\n\t
]);
\n\t
child.uvs = uvs;
\n\t
});
\n\t
};
\n\t
for (var col = 0; col < MAX_COL; col++) {
\n\t
_loop_2(col);
\n\t
}
\n\t
};
\n\t
for (var row = 0; row < MAX_ROW; row++) {
\n\t
_loop_1(row);
\n\t
}
\n\t
picMap[url] = spr.concat([]);
\n\t
posMap[url] = pos.concat([]);
\n\t
return [spr, pos];
\n\t
});
\n\n\t
function getTexture(uuid) {
\n\t
return engine.Texture.from(getAssetByUUID(uuid).uuid);
\n\t
}
\n\t
function getTextureByName(name) {
\n\t
return getTexture(engine.getAssetByName(name).uuid);
\n\t
}
\n\t
function getIndexFromRC(row, col, maxCol) {
\n\t
var index = row * maxCol + col;
\n\t
return index;
\n\t
}
\n\t
function getRandomArray(array) {
\n\t
array.sort(function () {
\n\t
return .5 - Math.random();
\n\t
});
\n\t
}
\n\n\t
var MAX_COL;
\n\t
var MAX_ROW;
\n\t
var W;
\n\t
var H;
\n\t
var GAP;
\n\t
var GAME_TIME;
\n\t
var w;
\n\t
var h;
\n\t
var GameView = (function (_super) {
\n\t
tslib.__extends(GameView, _super);
\n\t
function GameView() {
\n\t
var _this = _super.call(this) || this;
\n\t
_this._timeCounter = 0;
\n\t
_this.
countTime = 10;
\n\t
_this.once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);
\n\t
return _this;
\n\t
}
\n\t
GameView.prototype.start = function () {
\n\t
var _this = this;
\n\t
console.log('on start');
\n\t
engine.globalEvent.dispatchEvent('pictures-time-update', {
\n\t
second: this.getSecond(),
\n\t
});
\n\t
var result = qietu(this.picturesWrapper, props.picUrl, MAX_COL, MAX_ROW);
\n\t
this.picturesWrapper.addChild(this.guideHole);
\n\t
this.pictures = result[0];
\n\t
this.rightList = this.pictures.concat([]);
\n\t
var posList = result[1];
\n\t
getRandomArray(this.pictures);
\n\t
var i = 0;
\n\t
var len;
\n\t
len = this.pictures.length;
\n\t
for (; i < len; i++) {
\n\t
this.dragPic = this.pictures[i];
\n\t
this.pictures[i].addEventListener(engine.MouseEvent.MOUSE_DOWN, this.onDown, this);
\n\t
var _a = posList[i], x = _a[0], y = _a[1];
\n\t
this.dragPic.x = x;
\n\t
this.dragPic.y = y;
\n\t
}
\n\t
this._timer = setInterval(function () {
\n\t
_this.onTimer();
\n\t
}, 1000);
\n\t
};
\n\t
GameView.prototype.onTimer = function () {
\n\t
this._timeCounter++;
\n\t
engine.globalEvent.dispatchEvent('pictures-time-update', {
\n\t
second: this.getSecond(),
\n\t
});
\n\t
if (this.getSecond() == 0) {
\n\t
this.stop();
\n\t
engine.globalEvent.dispatchEvent('pictures-game-fail', {
\n\t
reason: 1
\n\t
});
\n\t
}
\n\t
};
\n\t
GameView.prototype.getSecond = function () {
\n\t
return GAME_TIME - this._timeCounter;
\n\t
};
\n\t
GameView.prototype.stop = function () {
\n\t
this._timeCounter = 0;
\n\t
clearInterval(this._timer);
\n\t
};
\n\t
GameView.prototype.createRects = function () { };
\n\t
GameView.prototype.setup = function () {
\n\t
this.guideHole = new engine.Image(getTextureByName('遮罩'));
\n\t
this.guideHole.mouseChildren = this.guideHole.mouseEnabled = false;
\n\t
MAX_COL = props.MAX_COL;
\n\t
MAX_ROW = props.MAX_ROW;
\n\t
GAME_TIME = props.GAME_TIME;
\n\t
W = props.W;
\n\t
H = props.H;
\n\t
GAP = props.GAP;
\n\t
w = W / MAX_COL;
\n\t
h = H / MAX_ROW;
\n\t
console.log('onSteup', props);
\n\t
var parent = new engine.Sprite();
\n\t
this.picturesWrapper = parent;
\n\t
this.addChild(parent);
\n\t
};
\n\t
GameView.prototype.onDown = function (e) {
\n\t
this.dragPic = e.target;
\n\t
this.picturesWrapper.addChild(this.dragPic);
\n\t
this.localPicX = e.localX / MAX_COL;
\n\t
this.localPicY = e.localY / MAX_ROW;
\n\t
this.distanceX = this.dragPic.x;
\n\t
this.distanceY = this.dragPic.y;
\n\t
this.indexI = this.distanceX / (w + GAP);
\n\t
this.indexJ = this.distanceY / (h + GAP);
\n\t
this.index = (this.indexI - 1) * MAX_COL + this.indexJ;
\n\t
this.centerX = e.clientX + w / 2;
\n\t
this.centerY = e.clientY + h / 2;
\n\t
this.stage.addEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMove, this);
\n\t
this.stage.addEventListener(engine.MouseEvent.MOUSE_UP, this.stageOnUp, this);
\n\t
};
\n\t
GameView.prototype.stageOnUp = function (e) {
\n\t
this.stage.removeEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMove, this);
\n\t
this.picturesWrapper.addChild(this.guideHole);
\n\t
var curJ = Math.floor(this.centerX / (w + GAP));
\n\t
var curI = Math.floor(this.centerY / (h + GAP));
\n\t
if (curJ < MAX_COL && curI < MAX_ROW) {
\n\t
var index = getIndexFromRC(curI, curJ, MAX_COL);
\n\t
var dropPic = this.pictures[index];
\n\t
var dropPicX = dropPic.x;
\n\t
var dropPicy = dropPic.y;
\n\t
dropPic.x = this.distanceX;
\n\t
dropPic.y = this.distanceY;
\n\t
this.dragPic.x = dropPicX;
\n\t
this.dragPic.y = dropPicy;
\n\t
var dropPicIndex = this.pictures.indexOf(dropPic);
\n\t
var dragPicIndex = this.pictures.indexOf(this.dragPic);
\n\t
this.pictures[dropPicIndex] = this.dragPic;
\n\t
this.pictures[dragPicIndex] = dropPic;
\n\t
var result = true;
\n\t
for (var j = 0; j < this.rightList.length; j++) {
\n\t
if (this.rightList[j] != this.pictures[j]) {
\n\t
result = false;
\n\t
break;
\n\t
}
\n\t
}
\n\t
if (result) {
\n\t
this.onSuccess();
\n\t
}
\n\t
}
\n\t
this.stage.removeEventListener(engine.MouseEvent.MOUSE_UP, this.stageOnUp, this);
\n\t
};
\n\t
GameView.prototype.onSuccess = function () {
\n\t
console.log('拼图成功!');
\n\t
this.stop();
\n\t
engine.globalEvent.dispatchEvent('pictures-game-success', {});
\n\t
};
\n\t
GameView.prototype.onMove = function (e) {
\n\t
this.dragPic.x = e.stageX - this.localPicX;
\n\t
this.dragPic.y = e.stageY - this.localPicY;
\n\t
this.centerX = this.dragPic.x + w / 2;
\n\t
this.centerY = this.dragPic.y + h / 2;
\n\t
};
\n\t
return GameView;
\n\t
}(engine.Container));
\n\n\t
var GameWrapper = (function (_super) {
\n\t
tslib.__extends(GameWrapper, _super);
\n\t
function GameWrapper() {
\n\t
var _this = _super.call(this) || this;
\n\t
engine.globalEvent.addEventListener('pictures-start', _this.start, _this);
\n\t
engine.globalEvent.addEventListener('pictures-stop', _this.stop, _this);
\n\t
var gameView = _this._gameView = new GameView();
\n\t
_this.addChild(gameView);
\n\t
return _this;
\n\t
}
\n\t
GameWrapper.prototype.start = function (event) {
\n\t
injectProps(event.data);
\n\t
this._gameView.start();
\n\t
};
\n\t
GameWrapper.prototype.stop = function (event) {
\n\t
this._gameView.stop();
\n\t
};
\n\t
return GameWrapper;
\n\t
}(engine.Container));
\n\n\t
function index (props) {
\n\t
prepareProps();
\n\t
injectProps(props);
\n\t
var instance = new GameWrapper();
\n\t
return instance;
\n\t
}
\n\n\t
return index;
\n\n
})));
\n
"
"code"
:
"(function (global, factory) {
\n\t
typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('tslib')) :
\n\t
typeof define === 'function' && define.amd ? define(['tslib'], factory) :
\n\t
(global = global || self, global.pictures = factory(global.tslib));
\n
}(this, (function (tslib) { 'use strict';
\n\n\t
var props = {};
\n\t
function prepareProps() {
\n\t
var metaProps = getProps();
\n\t
engine.injectProp(props, metaProps);
\n\t
}
\n\t
function injectProps(p) {
\n\t
engine.injectProp(props, p);
\n\t
}
\n\n\t
var picMap = {};
\n\t
var posMap = {};
\n\t
var qietu = (function (parent, url, MAX_COL, MAX_ROW) {
\n\t
if (picMap[url]) {
\n\t
return [picMap[url], posMap[url]];
\n\t
}
\n\t
var W = props.W;
\n\t
var H = props.H;
\n\t
var GAP = props.GAP;
\n\t
var spr = [];
\n\t
var pos = [];
\n\t
var _loop_1 = function (row) {
\n\t
var _loop_2 = function (col) {
\n\t
var child = engine.Sprite.fromImage(url);
\n\t
spr.push(child);
\n\t
child.scaleX = 1 / MAX_COL;
\n\t
child.scaleY = 1 / MAX_ROW;
\n\t
parent.addChild(child);
\n\t
child.x = col * (W / MAX_COL + GAP);
\n\t
child.y = row * (H / MAX_ROW + GAP);
\n\t
pos.push([child.x, child.y]);
\n\t
child.addEventListener(engine.Event.COMPLETE, function () {
\n\t
var uvs = new Float32Array([
\n\t
col / MAX_COL,
\n\t
row / MAX_ROW,
\n\t
(col + 1) / MAX_COL,
\n\t
row / MAX_ROW,
\n\t
(col + 1) / MAX_COL,
\n\t
(row + 1) / MAX_ROW,
\n\t
col / MAX_COL,
\n\t
(row + 1) / MAX_ROW,
\n\t
]);
\n\t
child.uvs = uvs;
\n\t
});
\n\t
};
\n\t
for (var col = 0; col < MAX_COL; col++) {
\n\t
_loop_2(col);
\n\t
}
\n\t
};
\n\t
for (var row = 0; row < MAX_ROW; row++) {
\n\t
_loop_1(row);
\n\t
}
\n\t
picMap[url] = spr.concat([]);
\n\t
posMap[url] = pos.concat([]);
\n\t
return [spr, pos];
\n\t
});
\n\n\t
function getTexture(uuid) {
\n\t
return engine.Texture.from(getAssetByUUID(uuid).uuid);
\n\t
}
\n\t
function getTextureByName(name) {
\n\t
return getTexture(engine.getAssetByName(name).uuid);
\n\t
}
\n\t
function getIndexFromRC(row, col, maxCol) {
\n\t
var index = row * maxCol + col;
\n\t
return index;
\n\t
}
\n\t
function getRandomArray(array) {
\n\t
array.sort(function () {
\n\t
return .5 - Math.random();
\n\t
});
\n\t
}
\n\n\t
var MAX_COL;
\n\t
var MAX_ROW;
\n\t
var W;
\n\t
var H;
\n\t
var GAP;
\n\t
var GAME_TIME;
\n\t
var w;
\n\t
var h;
\n\t
var GameView = (function (_super) {
\n\t
tslib.__extends(GameView, _super);
\n\t
function GameView() {
\n\t
var _this = _super.call(this) || this;
\n\t
_this._timeCounter = 0;
\n\t
_this.
once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);
\n\t
return _this;
\n\t
}
\n\t
GameView.prototype.start = function () {
\n\t
var _this = this;
\n\t
console.log('on start');
\n\t
engine.globalEvent.dispatchEvent('pictures-time-update', {
\n\t
second: this.getSecond(),
\n\t
});
\n\t
var result = qietu(this.picturesWrapper, props.picUrl, MAX_COL, MAX_ROW);
\n\t
this.picturesWrapper.addChild(this.guideHole);
\n\t
this.pictures = result[0];
\n\t
this.rightList = this.pictures.concat([]);
\n\t
var posList = result[1];
\n\t
getRandomArray(this.pictures);
\n\t
var i = 0;
\n\t
var len;
\n\t
len = this.pictures.length;
\n\t
for (; i < len; i++) {
\n\t
this.dragPic = this.pictures[i];
\n\t
this.pictures[i].addEventListener(engine.MouseEvent.MOUSE_DOWN, this.onDown, this);
\n\t
var _a = posList[i], x = _a[0], y = _a[1];
\n\t
this.dragPic.x = x;
\n\t
this.dragPic.y = y;
\n\t
}
\n\t
this._timer = setInterval(function () {
\n\t
_this.onTimer();
\n\t
}, 10);
\n\t
};
\n\t
GameView.prototype.onTimer = function () {
\n\t
this._timeCounter += 0.01;
\n\t
this._timeCounter = this.afterPointTwo(this._timeCounter);
\n\t
console.log(this._timeCounter);
\n\t
engine.globalEvent.dispatchEvent('pictures-time-update', {
\n\t
second: this.getSecond(),
\n\t
});
\n\t
if (this.getSecond() == 0) {
\n\t
this.stop();
\n\t
engine.globalEvent.dispatchEvent('pictures-game-fail', {
\n\t
reason: 1
\n\t
});
\n\t
}
\n\t
};
\n\t
GameView.prototype.afterPointTwo = function (n) {
\n\t
var floatN = parseFloat(n);
\n\t
if (isNaN(floatN)) {
\n\t
return;
\n\t
}
\n\t
floatN = Math.round(floatN * 100) / 100;
\n\t
return floatN;
\n\t
};
\n\t
GameView.prototype.getSecond = function () {
\n\t
return GAME_TIME - this._timeCounter;
\n\t
};
\n\t
GameView.prototype.stop = function () {
\n\t
this._timeCounter = 0;
\n\t
clearInterval(this._timer);
\n\t
};
\n\t
GameView.prototype.createRects = function () { };
\n\t
GameView.prototype.setup = function () {
\n\t
this.guideHole = new engine.Image(getTextureByName('遮罩'));
\n\t
this.guideHole.mouseChildren = this.guideHole.mouseEnabled = false;
\n\t
MAX_COL = props.MAX_COL;
\n\t
MAX_ROW = props.MAX_ROW;
\n\t
GAME_TIME = props.GAME_TIME;
\n\t
W = props.W;
\n\t
H = props.H;
\n\t
GAP = props.GAP;
\n\t
w = W / MAX_COL;
\n\t
h = H / MAX_ROW;
\n\t
console.log('onSteup', props);
\n\t
var parent = new engine.Sprite();
\n\t
this.picturesWrapper = parent;
\n\t
this.addChild(parent);
\n\t
};
\n\t
GameView.prototype.onDown = function (e) {
\n\t
this.dragPic = e.target;
\n\t
this.picturesWrapper.addChild(this.dragPic);
\n\t
this.localPicX = e.localX / MAX_COL;
\n\t
this.localPicY = e.localY / MAX_ROW;
\n\t
this.distanceX = this.dragPic.x;
\n\t
this.distanceY = this.dragPic.y;
\n\t
this.indexI = this.distanceX / (w + GAP);
\n\t
this.indexJ = this.distanceY / (h + GAP);
\n\t
this.index = (this.indexI - 1) * MAX_COL + this.indexJ;
\n\t
this.centerX = e.clientX + w / 2;
\n\t
this.centerY = e.clientY + h / 2;
\n\t
this.stage.addEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMove, this);
\n\t
this.stage.addEventListener(engine.MouseEvent.MOUSE_UP, this.stageOnUp, this);
\n\t
};
\n\t
GameView.prototype.stageOnUp = function (e) {
\n\t
this.stage.removeEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMove, this);
\n\t
this.picturesWrapper.addChild(this.guideHole);
\n\t
var curJ = Math.floor(this.centerX / (w + GAP));
\n\t
var curI = Math.floor(this.centerY / (h + GAP));
\n\t
if (curJ < MAX_COL && curI < MAX_ROW) {
\n\t
var index = getIndexFromRC(curI, curJ, MAX_COL);
\n\t
var dropPic = this.pictures[index];
\n\t
var dropPicX = dropPic.x;
\n\t
var dropPicy = dropPic.y;
\n\t
dropPic.x = this.distanceX;
\n\t
dropPic.y = this.distanceY;
\n\t
this.dragPic.x = dropPicX;
\n\t
this.dragPic.y = dropPicy;
\n\t
var dropPicIndex = this.pictures.indexOf(dropPic);
\n\t
var dragPicIndex = this.pictures.indexOf(this.dragPic);
\n\t
this.pictures[dropPicIndex] = this.dragPic;
\n\t
this.pictures[dragPicIndex] = dropPic;
\n\t
if (dragPicIndex === dropPicIndex) {
\n\t
this.dragPic.x = this.distanceX;
\n\t
this.dragPic.y = this.distanceY;
\n\t
}
\n\t
var result = true;
\n\t
for (var j = 0; j < this.rightList.length; j++) {
\n\t
if (this.rightList[j] != this.pictures[j]) {
\n\t
result = false;
\n\t
break;
\n\t
}
\n\t
}
\n\t
if (result) {
\n\t
this.onSuccess();
\n\t
}
\n\t
}
\n\t
else {
\n\t
this.dragPic.x = this.distanceX;
\n\t
this.dragPic.y = this.distanceY;
\n\t
}
\n\t
this.stage.removeEventListener(engine.MouseEvent.MOUSE_UP, this.stageOnUp, this);
\n\t
};
\n\t
GameView.prototype.onSuccess = function () {
\n\t
console.log('拼图成功!');
\n\t
this.stop();
\n\t
engine.globalEvent.dispatchEvent('pictures-game-success', {});
\n\t
};
\n\t
GameView.prototype.onMove = function (e) {
\n\t
this.dragPic.x = e.stageX - this.localPicX;
\n\t
this.dragPic.y = e.stageY - this.localPicY;
\n\t
this.centerX = this.dragPic.x + w / 2;
\n\t
this.centerY = this.dragPic.y + h / 2;
\n\t
};
\n\t
return GameView;
\n\t
}(engine.Container));
\n\n\t
var GameWrapper = (function (_super) {
\n\t
tslib.__extends(GameWrapper, _super);
\n\t
function GameWrapper() {
\n\t
var _this = _super.call(this) || this;
\n\t
engine.globalEvent.addEventListener('pictures-start', _this.start, _this);
\n\t
engine.globalEvent.addEventListener('pictures-stop', _this.stop, _this);
\n\t
var gameView = _this._gameView = new GameView();
\n\t
_this.addChild(gameView);
\n\t
return _this;
\n\t
}
\n\t
GameWrapper.prototype.start = function (event) {
\n\t
injectProps(event.data);
\n\t
this._gameView.start();
\n\t
};
\n\t
GameWrapper.prototype.stop = function (event) {
\n\t
this._gameView.stop();
\n\t
};
\n\t
return GameWrapper;
\n\t
}(engine.Container));
\n\n\t
function index (props) {
\n\t
prepareProps();
\n\t
injectProps(props);
\n\t
var instance = new GameWrapper();
\n\t
return instance;
\n\t
}
\n\n\t
return index;
\n\n
})));
\n
"
}
src/custom/pictures/debug/main.js.map
View file @
95b95b2b
<<<<<<< HEAD
{"version":3,"file":"index.js","sources":["src/custom/pictures/src/props.ts","src/custom/pictures/src/game/qietu.ts","src/custom/pictures/src/game/utils.ts","src/custom/pictures/src/game/GameView.ts","src/custom/pictures/src/game/GameWrapper.ts","src/custom/pictures/src/index.ts"],"sourcesContent":["/**\r\n * Created by rockyl on 2020-01-21.\r\n */\r\n\r\nexport let props: any = {};\r\n\r\nexport function prepareProps() {\r\n\tlet metaProps = getProps();\r\n\r\n\tengine.injectProp(props, metaProps);\r\n}\r\n\r\nexport function injectProps(p) {\r\n\tengine.injectProp(props, p);\r\n}\r\n","export default (parent, url,MAX_COL,MAX_ROW) => {\r\n\r\n const W = 600;\r\n const H = 600;\r\n const GAP = 10;\r\n\r\n const spr = [];\r\n const pos = []\r\n\r\n for (let row = 0; row < MAX_ROW; row++) {\r\n for (let col = 0; col < MAX_COL; col++) {\r\n\r\n const child = engine.Sprite.fromImage(url);\r\n spr.push(child);\r\n\r\n child.scaleX = 1 / MAX_COL;\r\n child.scaleY = 1 / MAX_ROW;\r\n parent.addChild(child);\r\n child.x = col * (W / MAX_COL + GAP);\r\n child.y = row * (H / MAX_ROW + GAP);\r\n pos.push([child.x,child.y]);\r\n child.addEventListener(engine.Event.COMPLETE, () => {\r\n const uvs = new Float32Array([\r\n col / MAX_COL,\r\n row / MAX_ROW,\r\n (col + 1) / MAX_COL,\r\n row / MAX_ROW,\r\n (col + 1) / MAX_COL,\r\n (row + 1) / MAX_ROW,\r\n col / MAX_COL,\r\n (row + 1) / MAX_ROW,\r\n ]);\r\n\r\n child.uvs = uvs;\r\n // spr.push(child);\r\n });\r\n }\r\n }\r\n // console.log(spr);\r\n return [spr,pos];\r\n};\r\n","/**\r\n * Created by rockyl on 2020-01-21.\r\n */\r\n\r\nexport function getTexture(uuid) {\r\n\treturn engine.Texture.from(getAssetByUUID(uuid).uuid);\r\n}\r\n\r\nexport function getTextureByName(name) {\r\n\treturn getTexture(engine.getAssetByName(name).uuid);\r\n}\r\n\r\nexport function playSound(name) {\r\n\tengine.playSound(engine.getAssetByName(name).uuid, {keep: true});\r\n}\r\nexport function createSvga(name, anchorName?) {\r\n\tlet inst = new svga.Svga();\r\n\tinst.source = 'asset://' + engine.getAssetByName(name).uuid;\r\n\treturn inst;\r\n}\r\n\r\nexport function getIndexFromRC(row,col,maxCol){\r\n\tlet index = row * maxCol + col \r\n\treturn index\r\n}\r\n\r\n\r\n\r\n\r\nexport function getRandomArray(array){\r\n\tarray.sort(function() {\r\n\t\treturn .5 - Math.random();\r\n\t});\r\n}","/**\r\n * Created by rockyl on 2018/8/16.\r\n */\r\n\r\nimport { props } from \"../props\";\r\nimport qietu from \"./qietu\";\r\nimport { getIndexFromRC, getRandomArray } from \"./utils\";\r\nimport ObjectPool = engine.ObjectPool;\r\n\r\nlet MAX_COL;\r\nlet MAX_ROW;\r\nlet W;\r\nlet H;\r\nlet GAP;\r\nlet GAME_TIME;\r\n// 每张图片宽\r\nlet w;\r\n// 每张图片高\r\nlet h;\r\nexport default class GameView extends engine.Container {\r\n private _timer;\r\n private _timeCounter = 0;\r\n\r\n // 倒计时时间\r\n // private countTime = 20;\r\n\r\n start() {\r\n console.log('on start')\r\n engine.globalEvent.dispatchEvent('pictures-time-update', {\r\n second: this.getSecond(),\r\n });\r\n\r\n // 图片一维数组\r\n const result = qietu(this.picturesWrapper, props.picUrl, MAX_COL, MAX_ROW);\r\n this.pictures = result[0];\r\n this.rightList = this.pictures.concat([]);\r\n const posList = result[1];\r\n getRandomArray(this.pictures);\r\n\r\n let i = 0;\r\n let len;\r\n len = this.pictures.length;\r\n \r\n\r\n for (; i < len; i++) {\r\n this.dragPic = this.pictures[i];\r\n this.pictures[i].addEventListener(\r\n engine.MouseEvent.MOUSE_DOWN,\r\n this.onDown,\r\n this\r\n );\r\n const [x, y] = posList[i];\r\n this.dragPic.x = x;\r\n this.dragPic.y = y;\r\n }\r\n\r\n this._timer = setInterval(() => {\r\n this.onTimer();\r\n }, 10)\r\n }\r\n\r\n\r\n onTimer() {\r\n // this._timeCounter++;\r\n this._timeCounter += 0.01;\r\n this._timeCounter = this.afterPointTwo(this._timeCounter);\r\n // this._timeCounter = Math.floor((this._timeCounter + 0.1) * 10) / 10;\r\n console.log(this._timeCounter)\r\n\r\n engine.globalEvent.dispatchEvent('pictures-time-update', {\r\n second: this.getSecond(),\r\n });\r\n\r\n if (this.getSecond() == 0) {\r\n this.stop();\r\n engine.globalEvent.dispatchEvent('pictures-game-fail', {\r\n reason: 1\r\n });\r\n }\r\n }\r\n\r\n afterPointTwo(n){\r\n var floatN = parseFloat(n);\r\n if(isNaN(floatN)){\r\n return ;\r\n }\r\n floatN = Math.round(floatN * 100) /100;\r\n return floatN;\r\n }\r\n\r\n getSecond() {\r\n return GAME_TIME - this._timeCounter;\r\n // return GAME_TIME - this.countTime;\r\n }\r\n\r\n stop() {\r\n // this.countTime = 0\r\n\r\n this._timeCounter = 0;\r\n clearInterval(this._timer);\r\n }\r\n\r\n constructor() {\r\n super();\r\n this.once(engine.Event.ADDED_TO_STAGE, this.setup, this);\r\n }\r\n\r\n //当前图片对象\r\n dragPic;\r\n\r\n localPicX;\r\n localPicY;\r\n\r\n distanceX;\r\n distanceY;\r\n\r\n centerX: number;\r\n centerY: number;\r\n\r\n pictures;\r\n\r\n // 点击图片时的索引\r\n index;\r\n indexI: number;\r\n indexJ: number;\r\n rightList: engine.Sprite[];\r\n\r\n \r\n\r\n private picturesWrapper: engine.Sprite;\r\n\r\n createRects() { }\r\n setup() {\r\n MAX_COL = props.MAX_COL;\r\n MAX_ROW = props.MAX_ROW;\r\n GAME_TIME = props.GAME_TIME;\r\n W = props.W;\r\n H = props.H;\r\n GAP = props.GAP;\r\n // 每张图片宽\r\n w = W / MAX_COL;\r\n // 每张图片高\r\n h = H / MAX_ROW;\r\n\r\n console.log('onSteup', props);\r\n\r\n const parent = new engine.Sprite();\r\n this.picturesWrapper = parent;\r\n this.addChild(parent);\r\n }\r\n\r\n onDown(e: engine.MouseEvent) {\r\n // console.log(e);\r\n\r\n // 创建一个图片对象接收当前位置信息\r\n this.dragPic = e.target;\r\n this.picturesWrapper.addChild(this.dragPic);\r\n\r\n // 鼠标的偏移量\r\n this.localPicX = e.localX / MAX_COL;\r\n this.localPicY = e.localY / MAX_ROW;\r\n\r\n // 最开始图片的位置\r\n this.distanceX = this.dragPic.x;\r\n this.distanceY = this.dragPic.y;\r\n\r\n // 最开始点击的图片的索引值\r\n this.indexI = this.distanceX / (w + GAP);\r\n this.indexJ = this.distanceY / (h + GAP);\r\n this.index = (this.indexI - 1) * MAX_COL + this.indexJ;\r\n\r\n // 图片的中心位置\r\n this.centerX = e.clientX + w / 2;\r\n this.centerY = e.clientY + h / 2;\r\n\r\n this.stage.addEventListener(\r\n engine.MouseEvent.MOUSE_MOVE,\r\n this.onMove,\r\n this\r\n );\r\n this.stage.addEventListener(\r\n engine.MouseEvent.MOUSE_UP,\r\n this.stageOnUp,\r\n this\r\n );\r\n\r\n }\r\n\r\n stageOnUp(e) {\r\n this.stage.removeEventListener(\r\n engine.MouseEvent.MOUSE_MOVE,\r\n this.onMove,\r\n this\r\n );\r\n\r\n // 判断图片是否进入另一张图片的范围内\r\n // 图片第几行第几列\r\n let curJ = Math.floor(this.centerX / (w + GAP));\r\n let curI = Math.floor(this.centerY / (h + GAP));\r\n\r\n\r\n // 点击图片的位置\r\n\r\n if (curJ < MAX_COL && curI < MAX_ROW) {\r\n\r\n // 获取交互图片的索引值\r\n let index = getIndexFromRC(curI, curJ, MAX_COL);\r\n // console.log(index);\r\n\r\n //要交换的图片\r\n let dropPic = this.pictures[index];\r\n\r\n let dropPicX = dropPic.x;\r\n let dropPicy = dropPic.y;\r\n\r\n dropPic.x = this.distanceX;\r\n dropPic.y = this.distanceY;\r\n\r\n this.dragPic.x = dropPicX;\r\n this.dragPic.y = dropPicy;\r\n\r\n // 交换之后索引也需要交换\r\n\r\n const dropPicIndex = this.pictures.indexOf(dropPic);\r\n const dragPicIndex = this.pictures.indexOf(this.dragPic);\r\n\r\n this.pictures[dropPicIndex] = this.dragPic;\r\n this.pictures[dragPicIndex] = dropPic;\r\n\r\n // 图片还是在原来的位置\r\n if(dragPicIndex === dropPicIndex){\r\n this.dragPic.x = this.distanceX\r\n this.dragPic.y = this.distanceY\r\n }\r\n\r\n let result = true;\r\n for (let j = 0; j < this.rightList.length; j++) {\r\n if (this.rightList[j] != this.pictures[j]) {\r\n result = false;\r\n break;\r\n }\r\n }\r\n\r\n if (result) {\r\n this.onSuccess();\r\n\r\n }\r\n }else{\r\n this.dragPic.x = this.distanceX\r\n this.dragPic.y = this.distanceY\r\n }\r\n\r\n this.stage.removeEventListener(\r\n engine.MouseEvent.MOUSE_UP,\r\n this.stageOnUp,\r\n this\r\n );\r\n }\r\n\r\n private onSuccess() {\r\n console.log('拼图成功!');\r\n this.stop();\r\n engine.globalEvent.dispatchEvent('pictures-game-success', {});\r\n }\r\n\r\n onMove(e: engine.MouseEvent) {\r\n // 当前图片的位置\r\n this.dragPic.x = e.stageX - this.localPicX;\r\n this.dragPic.y = e.stageY - this.localPicY;\r\n\r\n // 当前图片的中心位置\r\n this.centerX = this.dragPic.x + w / 2;\r\n this.centerY = this.dragPic.y + h / 2;\r\n\r\n }\r\n\r\n}\r\n","/**\r\n * Created by rockyl on 2020-01-09.\r\n */\r\n\r\nimport GameView from \"./GameView\";\r\nimport { injectProps } from \"../props\";\r\n\r\n\r\nexport class GameWrapper extends engine.Container {\r\n\t// private _status;\r\n\tprivate _gameView: GameView;\r\n\r\n\r\n\r\n\r\n\r\n\tconstructor() {\r\n\t\tsuper();\r\n\r\n\t\tengine.globalEvent.addEventListener('pictures-start', this.start, this);\r\n\t\tengine.globalEvent.addEventListener('pictures-stop', this.stop, this);\r\n\r\n\t\t//创建实例\r\n\t\tlet gameView = this._gameView = new GameView();\r\n\t\tthis.addChild(gameView);\r\n\r\n\t}\r\n\r\n\tstart(event: engine.Event) {\r\n\t\tinjectProps(event.data);\r\n\r\n\t\t// this._status = 1;\r\n\r\n\t\tthis._gameView.start();\r\n\t}\r\n\tstop(event: engine.Event) {\r\n\t\t\r\n\t\tthis._gameView.stop();\r\n\t}\r\n}\r\n","/**\r\n * Created by rockyl on 2019-11-20.\r\n */\r\n\r\nimport {GameWrapper} from \"./game/GameWrapper\";\r\nimport {injectProps, prepareProps} from \"./props\";\r\n\r\nexport default function (props) {\r\n\tprepareProps();\r\n\tinjectProps(props);\r\n\r\n\tlet instance = new GameWrapper();\r\n\t\r\n\treturn instance;\r\n}\r\n"],"names":["__extends"],"mappings":";;;;;;CAIO,IAAI,KAAK,GAAQ,EAAE,CAAC;UAEX,YAAY;KAC3B,IAAI,SAAS,GAAG,QAAQ,EAAE,CAAC;KAE3B,MAAM,CAAC,UAAU,CAAC,KAAK,EAAE,SAAS,CAAC,CAAC;CACrC,CAAC;UAEe,WAAW,CAAC,CAAC;KAC5B,MAAM,CAAC,UAAU,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;CAC7B,CAAC;;;ACdD,cAAe,UAAC,MAAM,EAAE,GAAG,EAAC,OAAO,EAAC,OAAO;KAEzC,IAAM,CAAC,GAAG,GAAG,CAAC;KACd,IAAM,CAAC,GAAG,GAAG,CAAC;KACd,IAAM,GAAG,GAAG,EAAE,CAAC;KAEf,IAAM,GAAG,GAAG,EAAE,CAAC;KACf,IAAM,GAAG,GAAG,EAAE,CAAA;6BAEL,GAAG;iCACD,GAAG;aAEV,IAAM,KAAK,GAAG,MAAM,CAAC,MAAM,CAAC,SAAS,CAAC,GAAG,CAAC,CAAC;aAC3C,GAAG,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;aAEhB,KAAK,CAAC,MAAM,GAAG,CAAC,GAAG,OAAO,CAAC;aAC3B,KAAK,CAAC,MAAM,GAAG,CAAC,GAAG,OAAO,CAAC;aAC3B,MAAM,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;aACvB,KAAK,CAAC,CAAC,GAAG,GAAG,IAAI,CAAC,GAAG,OAAO,GAAG,GAAG,CAAC,CAAC;aACpC,KAAK,CAAC,CAAC,GAAG,GAAG,IAAI,CAAC,GAAG,OAAO,GAAG,GAAG,CAAC,CAAC;aACpC,GAAG,CAAC,IAAI,CAAC,CAAC,KAAK,CAAC,CAAC,EAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC;aAC5B,KAAK,CAAC,gBAAgB,CAAC,MAAM,CAAC,KAAK,CAAC,QAAQ,EAAE;iBAC5C,IAAM,GAAG,GAAG,IAAI,YAAY,CAAC;qBAC3B,GAAG,GAAG,OAAO;qBACb,GAAG,GAAG,OAAO;qBACb,CAAC,GAAG,GAAG,CAAC,IAAI,OAAO;qBACnB,GAAG,GAAG,OAAO;qBACb,CAAC,GAAG,GAAG,CAAC,IAAI,OAAO;qBACnB,CAAC,GAAG,GAAG,CAAC,IAAI,OAAO;qBACnB,GAAG,GAAG,OAAO;qBACb,CAAC,GAAG,GAAG,CAAC,IAAI,OAAO;kBACpB,CAAC,CAAC;iBAEH,KAAK,CAAC,GAAG,GAAG,GAAG,CAAC;cAEjB,CAAC,CAAC;;SAzBL,KAAK,IAAI,GAAG,GAAG,CAAC,EAAE,GAAG,GAAG,OAAO,EAAE,GAAG,EAAE;qBAA7B,GAAG;UA0BX;;KA3BH,KAAK,IAAI,GAAG,GAAG,CAAC,EAAE,GAAG,GAAG,OAAO,EAAE,GAAG,EAAE;iBAA7B,GAAG;MA4BX;KAED,OAAO,CAAC,GAAG,EAAC,GAAG,CAAC,CAAC;CACnB,CAAC,EAAC;;;UCnBc,cAAc,CAAC,GAAG,EAAC,GAAG,EAAC,MAAM;KAC5C,IAAI,KAAK,GAAG,GAAG,GAAG,MAAM,GAAG,GAAG,CAAA;KAC9B,OAAO,KAAK,CAAA;CACb,CAAC;AAKD,UAAgB,cAAc,CAAC,KAAK;KACnC,KAAK,CAAC,IAAI,CAAC;SACV,OAAO,EAAE,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;MAC1B,CAAC,CAAC;CACJ,CAAC;;;CCxBD,IAAI,OAAO,CAAC;CACZ,IAAI,OAAO,CAAC;CACZ,IAAI,CAAC,CAAC;CACN,IAAI,CAAC,CAAC;CACN,IAAI,GAAG,CAAC;CACR,IAAI,SAAS,CAAC;CAEd,IAAI,CAAC,CAAC;CAEN,IAAI,CAAC,CAAC;CACN;KAAsCA,kCAAgB;KAmFpD;SAAA,YACE,iBAAO,SAER;SApFO,kBAAY,GAAG,CAAC,CAAC;SAmFvB,KAAI,CAAC,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,cAAc,EAAE,KAAI,CAAC,KAAK,EAAE,KAAI,CAAC,CAAC;;MAC1D;KA/ED,wBAAK,GAAL;SAAA,iBAiCC;SAhCC,OAAO,CAAC,GAAG,CAAC,UAAU,CAAC,CAAA;SACvB,MAAM,CAAC,WAAW,CAAC,aAAa,CAAC,sBAAsB,EAAE;aACvD,MAAM,EAAE,IAAI,CAAC,SAAS,EAAE;UACzB,CAAC,CAAC;SAGH,IAAM,MAAM,GAAG,KAAK,CAAC,IAAI,CAAC,eAAe,EAAE,KAAK,CAAC,MAAM,EAAE,OAAO,EAAE,OAAO,CAAC,CAAC;SAC3E,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;SAC1B,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,EAAE,CAAC,CAAC;SAC1C,IAAM,OAAO,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;SAC1B,cAAc,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;SAE9B,IAAI,CAAC,GAAG,CAAC,CAAC;SACV,IAAI,GAAG,CAAC;SACR,GAAG,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC;SAG3B,OAAO,CAAC,GAAG,GAAG,EAAE,CAAC,EAAE,EAAE;aACnB,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;aAChC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,gBAAgB,CAC/B,MAAM,CAAC,UAAU,CAAC,UAAU,EAC5B,IAAI,CAAC,MAAM,EACX,IAAI,CACL,CAAC;aACI,IAAA,KAAS,OAAO,CAAC,CAAC,CAAC,EAAlB,CAAC,QAAA,EAAE,CAAC,QAAc,CAAC;aAC1B,IAAI,CAAC,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC;aACnB,IAAI,CAAC,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC;UACpB;SAED,IAAI,CAAC,MAAM,GAAG,WAAW,CAAC;aACxB,KAAI,CAAC,OAAO,EAAE,CAAC;UAChB,EAAE,EAAE,CAAC,CAAA;MACP;KAGD,0BAAO,GAAP;SAEE,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC;SAC1B,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;SAE1D,OAAO,CAAC,GAAG,CAAC,IAAI,CAAC,YAAY,CAAC,CAAA;SAE9B,MAAM,CAAC,WAAW,CAAC,aAAa,CAAC,sBAAsB,EAAE;aACvD,MAAM,EAAE,IAAI,CAAC,SAAS,EAAE;UACzB,CAAC,CAAC;SAEH,IAAI,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,EAAE;aACzB,IAAI,CAAC,IAAI,EAAE,CAAC;aACZ,MAAM,CAAC,WAAW,CAAC,aAAa,CAAC,oBAAoB,EAAE;iBACrD,MAAM,EAAE,CAAC;cACV,CAAC,CAAC;UACJ;MACF;KAED,gCAAa,GAAb,UAAc,CAAC;SACb,IAAI,MAAM,GAAG,UAAU,CAAC,CAAC,CAAC,CAAC;SAC3B,IAAG,KAAK,CAAC,MAAM,CAAC,EAAC;aACf,OAAQ;UACT;SACD,MAAM,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,GAAG,GAAG,CAAC,GAAE,GAAG,CAAC;SACvC,OAAO,MAAM,CAAC;MACf;KAED,4BAAS,GAAT;SACE,OAAO,SAAS,GAAG,IAAI,CAAC,YAAY,CAAC;MAEtC;KAED,uBAAI,GAAJ;SAGE,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC;SACtB,aAAa,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;MAC5B;KA+BD,8BAAW,GAAX,eAAiB;KACjB,wBAAK,GAAL;SACE,OAAO,GAAG,KAAK,CAAC,OAAO,CAAC;SACxB,OAAO,GAAG,KAAK,CAAC,OAAO,CAAC;SACxB,SAAS,GAAG,KAAK,CAAC,SAAS,CAAC;SAC5B,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC;SACZ,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC;SACZ,GAAG,GAAG,KAAK,CAAC,GAAG,CAAC;SAEhB,CAAC,GAAG,CAAC,GAAG,OAAO,CAAC;SAEhB,CAAC,GAAG,CAAC,GAAG,OAAO,CAAC;SAEhB,OAAO,CAAC,GAAG,CAAC,SAAS,EAAE,KAAK,CAAC,CAAC;SAE9B,IAAM,MAAM,GAAG,IAAI,MAAM,CAAC,MAAM,EAAE,CAAC;SACnC,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC;SAC9B,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC;MACvB;KAED,yBAAM,GAAN,UAAO,CAAoB;SAIzB,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC,MAAM,CAAC;SACxB,IAAI,CAAC,eAAe,CAAC,QAAQ,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;SAG5C,IAAI,CAAC,SAAS,GAAG,CAAC,CAAC,MAAM,GAAG,OAAO,CAAC;SACpC,IAAI,CAAC,SAAS,GAAG,CAAC,CAAC,MAAM,GAAG,OAAO,CAAC;SAGpC,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC;SAChC,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC;SAGhC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,SAAS,IAAI,CAAC,GAAG,GAAG,CAAC,CAAC;SAC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=======
{"version":3,"file":"index.js","sources":["src/custom/pictures/src/props.ts","src/custom/pictures/src/game/qietu.ts","src/custom/pictures/src/game/utils.ts","src/custom/pictures/src/game/GameView.ts","src/custom/pictures/src/game/GameWrapper.ts","src/custom/pictures/src/index.ts"],"sourcesContent":["/**\n * Created by rockyl on 2020-01-21.\n */\n\nexport let props: any = {};\n\nexport function prepareProps() {\n\tlet metaProps = getProps();\n\n\tengine.injectProp(props, metaProps);\n}\n\nexport function injectProps(p) {\n\tengine.injectProp(props, p);\n}\n","import { props } from \"../props\";\nconst urls = [];\nconst picMap = {};\nconst posMap = {};\nexport default (parent, url, MAX_COL, MAX_ROW) => {\n if (picMap[url]) {\n return [picMap[url], posMap[url]]\n }\n\n const W = props.W;\n const H = props.H;\n const GAP = props.GAP;\n\n const spr = [];\n const pos = []\n\n for (let row = 0; row < MAX_ROW; row++) {\n for (let col = 0; col < MAX_COL; col++) {\n\n const child = engine.Sprite.fromImage(url);\n spr.push(child);\n\n child.scaleX = 1 / MAX_COL;\n child.scaleY = 1 / MAX_ROW;\n parent.addChild(child);\n child.x = col * (W / MAX_COL + GAP);\n child.y = row * (H / MAX_ROW + GAP);\n pos.push([child.x, child.y]);\n // child.texture.addEventListener('update', () => {\n child.addEventListener(engine.Event.COMPLETE, () => {\n const uvs = new Float32Array([\n col / MAX_COL,\n row / MAX_ROW,\n (col + 1) / MAX_COL,\n row / MAX_ROW,\n (col + 1) / MAX_COL,\n (row + 1) / MAX_ROW,\n col / MAX_COL,\n (row + 1) / MAX_ROW,\n ]);\n\n child.uvs = uvs;\n // spr.push(child);\n });\n }\n }\n picMap[url] = spr.concat([]);\n posMap[url] = pos.concat([]);;\n // console.log(spr);\n return [spr, pos];\n};\n","/**\n * Created by rockyl on 2020-01-21.\n */\n\nexport function getTexture(uuid) {\n\treturn engine.Texture.from(getAssetByUUID(uuid).uuid);\n}\n\nexport function getTextureByName(name) {\n\treturn getTexture(engine.getAssetByName(name).uuid);\n}\n\nexport function playSound(name) {\n\tengine.playSound(engine.getAssetByName(name).uuid, {keep: true});\n}\nexport function createSvga(name, anchorName?) {\n\tlet inst = new svga.Svga();\n\tinst.source = 'asset://' + engine.getAssetByName(name).uuid;\n\treturn inst;\n}\n\nexport function getIndexFromRC(row,col,maxCol){\n\tlet index = row * maxCol + col \n\treturn index\n}\n\n\n\n\nexport function getRandomArray(array){\n\tarray.sort(function() {\n\t\treturn .5 - Math.random();\n\t});\n}","/**\n * Created by rockyl on 2018/8/16.\n */\n\nimport { props } from \"../props\";\nimport qietu from \"./qietu\";\nimport { getIndexFromRC, getRandomArray, getTextureByName } from \"./utils\";\nimport ObjectPool = engine.ObjectPool;\n\nlet MAX_COL;\nlet MAX_ROW;\nlet W;\nlet H;\nlet GAP;\nlet GAME_TIME;\n// 每张图片宽\nlet w;\n// 每张图片高\nlet h;\nexport default class GameView extends engine.Container {\n private _timer;\n private _timeCounter = 0;\n\n start() {\n console.log('on start')\n engine.globalEvent.dispatchEvent('pictures-time-update', {\n second: this.getSecond(),\n });\n\n // 图片一维数组\n const result = qietu(this.picturesWrapper, props.picUrl, MAX_COL, MAX_ROW);\n this.picturesWrapper.addChild(this.guideHole);\n this.pictures = result[0];\n this.rightList = this.pictures.concat([]);\n const posList = result[1];\n getRandomArray(this.pictures);\n\n let i = 0;\n let len;\n len = this.pictures.length;\n\n\n for (; i < len; i++) {\n this.dragPic = this.pictures[i];\n this.pictures[i].addEventListener(\n engine.MouseEvent.MOUSE_DOWN,\n this.onDown,\n this\n );\n const [x, y] = posList[i];\n this.dragPic.x = x;\n this.dragPic.y = y;\n }\n\n this._timer = setInterval(() => {\n this.onTimer();\n }, 1000)\n }\n\n\n onTimer() {\n this._timeCounter++;\n engine.globalEvent.dispatchEvent('pictures-time-update', {\n second: this.getSecond(),\n });\n\n if (this.getSecond() == 0) {\n this.stop();\n engine.globalEvent.dispatchEvent('pictures-game-fail', {\n reason: 1\n });\n }\n }\n\n getSecond() {\n return GAME_TIME - this._timeCounter;\n }\n\n stop() {\n this._timeCounter = 0;\n clearInterval(this._timer);\n }\n\n constructor() {\n super();\n this.once(engine.Event.ADDED_TO_STAGE, this.setup, this);\n }\n\n //当前图片对象\n dragPic;\n\n localPicX;\n localPicY;\n\n distanceX;\n distanceY;\n\n centerX: number;\n centerY: number;\n\n pictures;\n\n // 点击图片时的索引\n index;\n indexI: number;\n indexJ: number;\n rightList: engine.Sprite[];\n\n // 倒计时时间\n countTime = 10;\n\n private picturesWrapper: engine.Sprite;\n private guideHole: engine.Sprite;\n\n createRects() { }\n setup() {\n this.guideHole = new engine.Image(getTextureByName('遮罩'));\n this.guideHole.mouseChildren = this.guideHole.mouseEnabled = false;\n\n MAX_COL = props.MAX_COL;\n MAX_ROW = props.MAX_ROW;\n GAME_TIME = props.GAME_TIME;\n W = props.W;\n H = props.H;\n GAP = props.GAP;\n // 每张图片宽\n w = W / MAX_COL;\n // 每张图片高\n h = H / MAX_ROW;\n\n console.log('onSteup', props);\n\n const parent = new engine.Sprite();\n this.picturesWrapper = parent;\n this.addChild(parent);\n }\n\n onDown(e: engine.MouseEvent) {\n // console.log(e);\n\n // 创建一个图片对象接收当前位置信息\n this.dragPic = e.target;\n this.picturesWrapper.addChild(this.dragPic);\n\n // 鼠标的偏移量\n this.localPicX = e.localX / MAX_COL;\n this.localPicY = e.localY / MAX_ROW;\n\n // 最开始图片的位置\n this.distanceX = this.dragPic.x;\n this.distanceY = this.dragPic.y;\n\n // 最开始点击的图片的索引值\n this.indexI = this.distanceX / (w + GAP);\n this.indexJ = this.distanceY / (h + GAP);\n this.index = (this.indexI - 1) * MAX_COL + this.indexJ;\n\n // 图片的中心位置\n this.centerX = e.clientX + w / 2;\n this.centerY = e.clientY + h / 2;\n\n this.stage.addEventListener(\n engine.MouseEvent.MOUSE_MOVE,\n this.onMove,\n this\n );\n this.stage.addEventListener(\n engine.MouseEvent.MOUSE_UP,\n this.stageOnUp,\n this\n );\n\n }\n\n stageOnUp(e) {\n this.stage.removeEventListener(\n engine.MouseEvent.MOUSE_MOVE,\n this.onMove,\n this\n );\n\n this.picturesWrapper.addChild(this.guideHole);\n\n // 判断图片是否进入另一张图片的范围内\n // 图片第几行第几列\n let curJ = Math.floor(this.centerX / (w + GAP));\n let curI = Math.floor(this.centerY / (h + GAP));\n\n\n // 点击图片的位置\n\n if (curJ < MAX_COL && curI < MAX_ROW) {\n\n // 获取交互图片的索引值\n let index = getIndexFromRC(curI, curJ, MAX_COL);\n // console.log(index);\n\n //要交换的图片\n let dropPic = this.pictures[index];\n\n let dropPicX = dropPic.x;\n let dropPicy = dropPic.y;\n\n dropPic.x = this.distanceX;\n dropPic.y = this.distanceY;\n\n this.dragPic.x = dropPicX;\n this.dragPic.y = dropPicy;\n\n // 交换之后索引也需要交换\n\n const dropPicIndex = this.pictures.indexOf(dropPic);\n const dragPicIndex = this.pictures.indexOf(this.dragPic);\n\n this.pictures[dropPicIndex] = this.dragPic;\n this.pictures[dragPicIndex] = dropPic;\n\n let result = true;\n for (let j = 0; j < this.rightList.length; j++) {\n if (this.rightList[j] != this.pictures[j]) {\n result = false;\n break;\n }\n }\n\n if (result) {\n this.onSuccess();\n\n }\n }\n\n this.stage.removeEventListener(\n engine.MouseEvent.MOUSE_UP,\n this.stageOnUp,\n this\n );\n }\n\n private onSuccess() {\n console.log('拼图成功!');\n this.stop();\n engine.globalEvent.dispatchEvent('pictures-game-success', {});\n }\n\n onMove(e: engine.MouseEvent) {\n // 当前图片的位置\n this.dragPic.x = e.stageX - this.localPicX;\n this.dragPic.y = e.stageY - this.localPicY;\n\n // 当前图片的中心位置\n this.centerX = this.dragPic.x + w / 2;\n this.centerY = this.dragPic.y + h / 2;\n\n }\n\n}\n","/**\n * Created by rockyl on 2020-01-09.\n */\n\nimport GameView from \"./GameView\";\nimport { injectProps } from \"../props\";\n\n\nexport class GameWrapper extends engine.Container {\n\t// private _status;\n\tprivate _gameView: GameView;\n\n\n\n\n\n\tconstructor() {\n\t\tsuper();\n\n\t\tengine.globalEvent.addEventListener('pictures-start', this.start, this);\n\t\tengine.globalEvent.addEventListener('pictures-stop', this.stop, this);\n\n\t\t//创建实例\n\t\tlet gameView = this._gameView = new GameView();\n\t\tthis.addChild(gameView);\n\n\t}\n\n\tstart(event: engine.Event) {\n\t\tinjectProps(event.data);\n\n\t\t// this._status = 1;\n\n\t\tthis._gameView.start();\n\t}\n\tstop(event: engine.Event) {\n\t\t\n\t\tthis._gameView.stop();\n\t}\n}\n","/**\n * Created by rockyl on 2019-11-20.\n */\n\nimport {GameWrapper} from \"./game/GameWrapper\";\nimport {injectProps, prepareProps} from \"./props\";\n\nexport default function (props) {\n\tprepareProps();\n\tinjectProps(props);\n\n\tlet instance = new GameWrapper();\n\t\n\treturn 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>>>>>>> 942737e103f614239f421c98ab5a0e18935bc709
{"version":3,"file":"index.js","sources":["src/custom/pictures/src/props.ts","src/custom/pictures/src/game/qietu.ts","src/custom/pictures/src/game/utils.ts","src/custom/pictures/src/game/GameView.ts","src/custom/pictures/src/game/GameWrapper.ts","src/custom/pictures/src/index.ts"],"sourcesContent":["/**\n * Created by rockyl on 2020-01-21.\n */\n\nexport let props: any = {};\n\nexport function prepareProps() {\n\tlet metaProps = getProps();\n\n\tengine.injectProp(props, metaProps);\n}\n\nexport function injectProps(p) {\n\tengine.injectProp(props, p);\n}\n","import { props } from \"../props\";\nconst urls = [];\nconst picMap = {};\nconst posMap = {};\nexport default (parent, url, MAX_COL, MAX_ROW) => {\n if (picMap[url]) {\n return [picMap[url], posMap[url]]\n }\n\n const W = props.W;\n const H = props.H;\n const GAP = props.GAP;\n\n const spr = [];\n const pos = []\n\n for (let row = 0; row < MAX_ROW; row++) {\n for (let col = 0; col < MAX_COL; col++) {\n\n const child = engine.Sprite.fromImage(url);\n spr.push(child);\n\n child.scaleX = 1 / MAX_COL;\n child.scaleY = 1 / MAX_ROW;\n parent.addChild(child);\n child.x = col * (W / MAX_COL + GAP);\n child.y = row * (H / MAX_ROW + GAP);\n pos.push([child.x, child.y]);\n // child.texture.addEventListener('update', () => {\n child.addEventListener(engine.Event.COMPLETE, () => {\n const uvs = new Float32Array([\n col / MAX_COL,\n row / MAX_ROW,\n (col + 1) / MAX_COL,\n row / MAX_ROW,\n (col + 1) / MAX_COL,\n (row + 1) / MAX_ROW,\n col / MAX_COL,\n (row + 1) / MAX_ROW,\n ]);\n\n child.uvs = uvs;\n // spr.push(child);\n });\n }\n }\n picMap[url] = spr.concat([]);\n posMap[url] = pos.concat([]);;\n // console.log(spr);\n return [spr, pos];\n};\n","/**\n * Created by rockyl on 2020-01-21.\n */\n\nexport function getTexture(uuid) {\n\treturn engine.Texture.from(getAssetByUUID(uuid).uuid);\n}\n\nexport function getTextureByName(name) {\n\treturn getTexture(engine.getAssetByName(name).uuid);\n}\n\nexport function playSound(name) {\n\tengine.playSound(engine.getAssetByName(name).uuid, {keep: true});\n}\nexport function createSvga(name, anchorName?) {\n\tlet inst = new svga.Svga();\n\tinst.source = 'asset://' + engine.getAssetByName(name).uuid;\n\treturn inst;\n}\n\nexport function getIndexFromRC(row,col,maxCol){\n\tlet index = row * maxCol + col \n\treturn index\n}\n\n\n\n\nexport function getRandomArray(array){\n\tarray.sort(function() {\n\t\treturn .5 - Math.random();\n\t});\n}","/**\n * Created by rockyl on 2018/8/16.\n */\n\nimport { props } from \"../props\";\nimport qietu from \"./qietu\";\nimport { getIndexFromRC, getRandomArray, getTextureByName } from \"./utils\";\nimport ObjectPool = engine.ObjectPool;\n\nlet MAX_COL;\nlet MAX_ROW;\nlet W;\nlet H;\nlet GAP;\nlet GAME_TIME;\n// 每张图片宽\nlet w;\n// 每张图片高\nlet h;\nexport default class GameView extends engine.Container {\n private _timer;\n private _timeCounter = 0;\n\n // 倒计时时间\n // private countTime = 20;\n\n start() {\n console.log('on start')\n engine.globalEvent.dispatchEvent('pictures-time-update', {\n second: this.getSecond(),\n });\n\n // 图片一维数组\n const result = qietu(this.picturesWrapper, props.picUrl, MAX_COL, MAX_ROW);\n this.picturesWrapper.addChild(this.guideHole);\n this.pictures = result[0];\n this.rightList = this.pictures.concat([]);\n const posList = result[1];\n getRandomArray(this.pictures);\n\n let i = 0;\n let len;\n len = this.pictures.length;\n\n\n for (; i < len; i++) {\n this.dragPic = this.pictures[i];\n this.pictures[i].addEventListener(\n engine.MouseEvent.MOUSE_DOWN,\n this.onDown,\n this\n );\n const [x, y] = posList[i];\n this.dragPic.x = x;\n this.dragPic.y = y;\n }\n\n this._timer = setInterval(() => {\n this.onTimer();\n }, 10)\n }\n\n\n onTimer() {\n // this._timeCounter++;\n this._timeCounter += 0.01;\n this._timeCounter = this.afterPointTwo(this._timeCounter);\n // this._timeCounter = Math.floor((this._timeCounter + 0.1) * 10) / 10;\n console.log(this._timeCounter)\n\n engine.globalEvent.dispatchEvent('pictures-time-update', {\n second: this.getSecond(),\n });\n\n if (this.getSecond() == 0) {\n this.stop();\n engine.globalEvent.dispatchEvent('pictures-game-fail', {\n reason: 1\n });\n }\n }\n\n afterPointTwo(n){\n var floatN = parseFloat(n);\n if(isNaN(floatN)){\n return ;\n }\n floatN = Math.round(floatN * 100) /100;\n return floatN;\n }\n\n getSecond() {\n return GAME_TIME - this._timeCounter;\n // return GAME_TIME - this.countTime;\n }\n\n stop() {\n // this.countTime = 0\n\n this._timeCounter = 0;\n clearInterval(this._timer);\n }\n\n constructor() {\n super();\n this.once(engine.Event.ADDED_TO_STAGE, this.setup, this);\n }\n\n //当前图片对象\n dragPic;\n\n localPicX;\n localPicY;\n\n distanceX;\n distanceY;\n\n centerX: number;\n centerY: number;\n\n pictures;\n\n // 点击图片时的索引\n index;\n indexI: number;\n indexJ: number;\n rightList: engine.Sprite[];\n\n \n\n private picturesWrapper: engine.Sprite;\n private guideHole: engine.Sprite;\n\n createRects() { }\n setup() {\n this.guideHole = new engine.Image(getTextureByName('遮罩'));\n this.guideHole.mouseChildren = this.guideHole.mouseEnabled = false;\n\n MAX_COL = props.MAX_COL;\n MAX_ROW = props.MAX_ROW;\n GAME_TIME = props.GAME_TIME;\n W = props.W;\n H = props.H;\n GAP = props.GAP;\n // 每张图片宽\n w = W / MAX_COL;\n // 每张图片高\n h = H / MAX_ROW;\n\n console.log('onSteup', props);\n\n const parent = new engine.Sprite();\n this.picturesWrapper = parent;\n this.addChild(parent);\n }\n\n onDown(e: engine.MouseEvent) {\n // console.log(e);\n\n // 创建一个图片对象接收当前位置信息\n this.dragPic = e.target;\n this.picturesWrapper.addChild(this.dragPic);\n\n // 鼠标的偏移量\n this.localPicX = e.localX / MAX_COL;\n this.localPicY = e.localY / MAX_ROW;\n\n // 最开始图片的位置\n this.distanceX = this.dragPic.x;\n this.distanceY = this.dragPic.y;\n\n // 最开始点击的图片的索引值\n this.indexI = this.distanceX / (w + GAP);\n this.indexJ = this.distanceY / (h + GAP);\n this.index = (this.indexI - 1) * MAX_COL + this.indexJ;\n\n // 图片的中心位置\n this.centerX = e.clientX + w / 2;\n this.centerY = e.clientY + h / 2;\n\n this.stage.addEventListener(\n engine.MouseEvent.MOUSE_MOVE,\n this.onMove,\n this\n );\n this.stage.addEventListener(\n engine.MouseEvent.MOUSE_UP,\n this.stageOnUp,\n this\n );\n\n }\n\n stageOnUp(e) {\n this.stage.removeEventListener(\n engine.MouseEvent.MOUSE_MOVE,\n this.onMove,\n this\n );\n\n this.picturesWrapper.addChild(this.guideHole);\n\n // 判断图片是否进入另一张图片的范围内\n // 图片第几行第几列\n let curJ = Math.floor(this.centerX / (w + GAP));\n let curI = Math.floor(this.centerY / (h + GAP));\n\n\n // 点击图片的位置\n\n if (curJ < MAX_COL && curI < MAX_ROW) {\n\n // 获取交互图片的索引值\n let index = getIndexFromRC(curI, curJ, MAX_COL);\n // console.log(index);\n\n //要交换的图片\n let dropPic = this.pictures[index];\n\n let dropPicX = dropPic.x;\n let dropPicy = dropPic.y;\n\n dropPic.x = this.distanceX;\n dropPic.y = this.distanceY;\n\n this.dragPic.x = dropPicX;\n this.dragPic.y = dropPicy;\n\n // 交换之后索引也需要交换\n\n const dropPicIndex = this.pictures.indexOf(dropPic);\n const dragPicIndex = this.pictures.indexOf(this.dragPic);\n\n this.pictures[dropPicIndex] = this.dragPic;\n this.pictures[dragPicIndex] = dropPic;\n\n // 图片还是在原来的位置\n if(dragPicIndex === dropPicIndex){\n this.dragPic.x = this.distanceX\n this.dragPic.y = this.distanceY\n }\n\n let result = true;\n for (let j = 0; j < this.rightList.length; j++) {\n if (this.rightList[j] != this.pictures[j]) {\n result = false;\n break;\n }\n }\n\n if (result) {\n this.onSuccess();\n\n }\n }else{\n this.dragPic.x = this.distanceX\n this.dragPic.y = this.distanceY\n }\n\n this.stage.removeEventListener(\n engine.MouseEvent.MOUSE_UP,\n this.stageOnUp,\n this\n );\n }\n\n private onSuccess() {\n console.log('拼图成功!');\n this.stop();\n engine.globalEvent.dispatchEvent('pictures-game-success', {});\n }\n\n onMove(e: engine.MouseEvent) {\n // 当前图片的位置\n this.dragPic.x = e.stageX - this.localPicX;\n this.dragPic.y = e.stageY - this.localPicY;\n\n // 当前图片的中心位置\n this.centerX = this.dragPic.x + w / 2;\n this.centerY = this.dragPic.y + h / 2;\n\n }\n\n}\n","/**\n * Created by rockyl on 2020-01-09.\n */\n\nimport GameView from \"./GameView\";\nimport { injectProps } from \"../props\";\n\n\nexport class GameWrapper extends engine.Container {\n\t// private _status;\n\tprivate _gameView: GameView;\n\n\n\n\n\n\tconstructor() {\n\t\tsuper();\n\n\t\tengine.globalEvent.addEventListener('pictures-start', this.start, this);\n\t\tengine.globalEvent.addEventListener('pictures-stop', this.stop, this);\n\n\t\t//创建实例\n\t\tlet gameView = this._gameView = new GameView();\n\t\tthis.addChild(gameView);\n\n\t}\n\n\tstart(event: engine.Event) {\n\t\tinjectProps(event.data);\n\n\t\t// this._status = 1;\n\n\t\tthis._gameView.start();\n\t}\n\tstop(event: engine.Event) {\n\t\t\n\t\tthis._gameView.stop();\n\t}\n}\n","/**\n * Created by rockyl on 2019-11-20.\n */\n\nimport {GameWrapper} from \"./game/GameWrapper\";\nimport {injectProps, prepareProps} from \"./props\";\n\nexport default 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\ No newline at end of file
src/custom/pictures/meta.json
View file @
95b95b2b
...
...
@@ -10,7 +10,7 @@
"MAX_ROW"
:
{
"alias"
:
"图片分成几行"
,
"type"
:
"number"
,
"default"
:
3
"default"
:
4
},
"W"
:
{
"alias"
:
"图片的宽度"
,
...
...
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