Commit a5553149 authored by 汪欢's avatar 汪欢

123

parent 21a3813f
...@@ -45,12 +45,6 @@ ...@@ -45,12 +45,6 @@
}, },
"assets": [ "assets": [
{ {
<<<<<<< HEAD
"name": "遮罩",
"url": "//yun.duiba.com.cn/aurora/assets/5b3e30496b2d9fdafb0cf3835fd6704ce10e45b4.png",
"uuid": "888",
"ext": ".png"
=======
"name": "block", "name": "block",
"url": "//yun.duiba.com.cn/aurora/assets/f91184b338ef9540b167eebe7d58e71402e8d9d9.png", "url": "//yun.duiba.com.cn/aurora/assets/f91184b338ef9540b167eebe7d58e71402e8d9d9.png",
"uuid": "888", "uuid": "888",
...@@ -61,7 +55,6 @@ ...@@ -61,7 +55,6 @@
"url": "//yun.duiba.com.cn/aurora/assets/3dc11f2d91659b7e7e1d06a9853cbc9f818e1ea2.png", "url": "//yun.duiba.com.cn/aurora/assets/3dc11f2d91659b7e7e1d06a9853cbc9f818e1ea2.png",
"uuid": "999", "uuid": "999",
"ext": ".png" "ext": ".png"
>>>>>>> 33823dbdb9c3b079aa71a545ab5472146df6429b
} }
], ],
"events": { "events": {
...@@ -102,9 +95,5 @@ ...@@ -102,9 +95,5 @@
} }
}, },
"id": "p2demo", "id": "p2demo",
<<<<<<< HEAD
"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.p2demo = factory(global.tslib));\n}(this, (function (tslib) { 'use strict';\n\n var GameView = (function (_super) {\r\n tslib.__extends(GameView, _super);\r\n function GameView() {\r\n var _this = _super.call(this) || this;\r\n _this.factor = 10;\r\n _this.isDebug = 1;\r\n _this.once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);\r\n return _this;\r\n }\r\n GameView.prototype.createBall = function (r) {\r\n var shape = new engine.Shape();\r\n shape.beginFill(0xfff000);\r\n shape.drawCircle(0, 0, r);\r\n shape.endFill();\r\n return shape;\r\n };\r\n GameView.prototype.start = function () {\r\n console.log('start');\r\n this.stage.addEventListener(engine.MouseEvent.CLICK, this.onClick, this);\r\n };\r\n GameView.prototype.createBox = function (width, height) {\r\n var shape = new engine.Shape();\r\n shape.beginFill(0xfff000);\r\n shape.drawRect(-width / 2, -height / 2, width, height);\r\n shape.endFill();\r\n return shape;\r\n };\r\n GameView.prototype.onClick = function (e) {\r\n var _a = this, world = _a.world, factor = _a.factor;\r\n var positionX = (e.stageX / factor);\r\n var positionY = ((engine.gameStage.stage.height - e.stageY) / factor);\r\n var display;\r\n if (Math.random() > .5) {\r\n var boxShape = new p2.Box({ width: 200 / factor, height: 100 / factor });\r\n var boxBody = new p2.Body({ mass: 1, position: [positionX, positionY], angularVelocity: 1 });\r\n boxBody.addShape(boxShape);\r\n world.addBody(boxBody);\r\n if (this.isDebug) {\r\n display = this.createBox(boxShape.width * factor, boxShape.height * factor);\r\n }\r\n }\r\n else {\r\n var boxShape = new p2.Circle({ radius: 200 / 2 / factor });\r\n var boxBody = new p2.Body({ mass: 1, position: [positionX, positionY] });\r\n boxBody.addShape(boxShape);\r\n world.addBody(boxBody);\r\n if (this.isDebug) {\r\n display = this.createBall(boxShape.radius * factor);\r\n }\r\n }\r\n boxBody.displays = [display];\r\n this.addChild(display);\r\n };\r\n GameView.prototype.setup = function () {\r\n console.log('setup');\r\n var world = new p2.World({});\r\n world.sleepMode = p2.World.BODY_SLEEPING;\r\n var planeShape = new p2.Plane();\r\n var planeBody = new p2.Body();\r\n planeBody.addShape(planeShape);\r\n planeBody.displays = [];\r\n world.addBody(planeBody);\r\n this.world = world;\r\n this.stage.addEventListener(engine.Event.ENTER_FRAME, this.onEnterFrame, this);\r\n };\r\n GameView.prototype.onEnterFrame = function () {\r\n var _a = this, world = _a.world, factor = _a.factor;\r\n world.step(60 / 1000);\r\n var stageHeight = engine.gameStage.stage.height;\r\n var l = world.bodies.length;\r\n for (var i = 0; i < l; i++) {\r\n var boxBody = world.bodies[i];\r\n var box = boxBody.displays[0];\r\n if (box) {\r\n box.x = boxBody.position[0] * factor;\r\n box.y = stageHeight - boxBody.position[1] * factor;\r\n box.rotation = 360 - (boxBody.angle + boxBody.shapes[0].angle) * 180 / Math.PI;\r\n if (boxBody.sleepState == p2.Body.SLEEPING) {\r\n box.alpha = 0.5;\r\n }\r\n else {\r\n box.alpha = 1;\r\n }\r\n }\r\n }\r\n };\r\n return GameView;\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 }\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('pictures-start', _this.start, _this);\r\n engine.globalEvent.addEventListener('pictures-stop', _this.stop, _this);\r\n var gameView = _this._gameView = new GameView();\r\n _this.addChild(gameView);\r\n return _this;\r\n }\r\n GameWrapper.prototype.start = function (event) {\r\n injectProps(event.data);\r\n this._gameView.start();\r\n };\r\n GameWrapper.prototype.stop = function (event) {\r\n };\r\n return GameWrapper;\r\n }(engine.Container));\n\n function index (props) {\r\n prepareProps();\r\n injectProps(props);\r\n var instance = new GameWrapper();\r\n return instance;\r\n }\n\n return index;\n\n})));\n"
=======
"code": "(function (global, factory) {\n\ttypeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('tslib')) :\n\ttypeof define === 'function' && define.amd ? define(['tslib'], factory) :\n\t(global = global || self, global.p2demo = factory(global.tslib));\n}(this, (function (tslib) { 'use strict';\n\n\tfunction getTexture(uuid) {\n\t return engine.Texture.from(getAssetByUUID(uuid).uuid);\n\t}\n\tfunction getTextureByName(name) {\n\t return getTexture(engine.getAssetByName(name).uuid);\n\t}\n\tvar OptionState;\n\t(function (OptionState) {\n\t OptionState[OptionState[\"CHOICE_RIGHT\"] = 0] = \"CHOICE_RIGHT\";\n\t OptionState[OptionState[\"CHOICE_WRONG\"] = 1] = \"CHOICE_WRONG\";\n\t OptionState[OptionState[\"CHOICE_SELECT\"] = 2] = \"CHOICE_SELECT\";\n\t})(OptionState || (OptionState = {}));\n\tvar GameState;\n\t(function (GameState) {\n\t GameState[GameState[\"STATE_START\"] = 0] = \"STATE_START\";\n\t GameState[GameState[\"STATE_END\"] = 1] = \"STATE_END\";\n\t})(GameState || (GameState = {}));\n\t//# sourceMappingURL=utils.js.map\n\n\tvar GameView = (function (_super) {\n\t tslib.__extends(GameView, _super);\n\t function GameView() {\n\t var _this = _super.call(this) || this;\n\t _this.factor = 10;\n\t _this.isDebug = 0;\n\t _this.once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);\n\t return _this;\n\t }\n\t GameView.prototype.createBall = function (r) {\n\t var shape = new engine.Shape();\n\t shape.beginFill(0xfff000);\n\t shape.drawCircle(0, 0, r);\n\t shape.endFill();\n\t return shape;\n\t };\n\t GameView.prototype.start = function () {\n\t console.log('start');\n\t this.stage.addEventListener(engine.MouseEvent.CLICK, this.onClick, this);\n\t };\n\t GameView.prototype.createBitmapByName = function (name) {\n\t var imgContainer = new engine.Sprite();\n\t var img = new engine.Sprite(getTextureByName(name));\n\t img.anchorX = img.width / 2;\n\t img.anchorY = img.height / 2;\n\t img.x = -img.width / 2;\n\t img.y = -img.height / 2;\n\t imgContainer.addChild(img);\n\t return imgContainer;\n\t };\n\t GameView.prototype.createBox = function (width, height) {\n\t var shape = new engine.Shape();\n\t shape.beginFill(0xfff000);\n\t shape.drawRect(-width / 2, -height / 2, width, height);\n\t shape.endFill();\n\t return shape;\n\t };\n\t GameView.prototype.onClick = function (e) {\n\t var _a = this, world = _a.world, factor = _a.factor;\n\t var positionX = (e.stageX / factor);\n\t var positionY = ((engine.gameStage.stage.height - e.stageY) / factor);\n\t var display;\n\t if (Math.random() > .5) {\n\t var boxShape = new p2.Box({ width: 306 / factor, height: 172 / factor });\n\t var boxBody = new p2.Body({ mass: 1, position: [positionX, positionY], angularVelocity: 1 });\n\t boxBody.addShape(boxShape);\n\t world.addBody(boxBody);\n\t if (this.isDebug) {\n\t display = this.createBox(boxShape.width * factor, boxShape.height * factor);\n\t }\n\t else {\n\t display = this.createBitmapByName(\"block\");\n\t }\n\t }\n\t else {\n\t var boxShape = new p2.Circle({ radius: 120 / 2 / factor });\n\t var boxBody = new p2.Body({ mass: 1, position: [positionX, positionY] });\n\t boxBody.addShape(boxShape);\n\t world.addBody(boxBody);\n\t if (this.isDebug) {\n\t display = this.createBall(boxShape.radius * factor);\n\t }\n\t else {\n\t display = this.createBitmapByName(\"ball\");\n\t }\n\t }\n\t boxBody.displays = [display];\n\t this.addChild(display);\n\t };\n\t GameView.prototype.setup = function () {\n\t console.log('setup');\n\t var world = new p2.World({\n\t gravity: [0, -10],\n\t });\n\t world.sleepMode = p2.World.BODY_SLEEPING;\n\t var planeShape = new p2.Plane();\n\t var planeBody = new p2.Body();\n\t planeBody.addShape(planeShape);\n\t planeBody.displays = [];\n\t world.addBody(planeBody);\n\t this.world = world;\n\t this.stage.addEventListener(engine.Event.ENTER_FRAME, this.onEnterFrame, this);\n\t };\n\t GameView.prototype.onEnterFrame = function () {\n\t var _a = this, world = _a.world, factor = _a.factor;\n\t world.step(60 / 1000);\n\t var stageHeight = engine.gameStage.stage.height;\n\t var l = world.bodies.length;\n\t for (var i = 0; i < l; i++) {\n\t var boxBody = world.bodies[i];\n\t var box = boxBody.displays[0];\n\t if (box) {\n\t box.x = boxBody.position[0] * factor;\n\t box.y = stageHeight - boxBody.position[1] * factor;\n\t box.rotation = 360 - (boxBody.angle + boxBody.shapes[0].angle) * 180 / Math.PI;\n\t if (boxBody.sleepState == p2.Body.SLEEPING) {\n\t box.alpha = 0.5;\n\t }\n\t else {\n\t box.alpha = 1;\n\t }\n\t }\n\t }\n\t };\n\t return GameView;\n\t}(engine.Container));\n\n\tvar props = {};\n\tfunction prepareProps() {\n\t var metaProps = getProps();\n\t engine.injectProp(props, metaProps);\n\t}\n\tfunction injectProps(p) {\n\t engine.injectProp(props, p);\n\t}\n\t//# sourceMappingURL=props.js.map\n\n\tvar 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 };\n\t return GameWrapper;\n\t}(engine.Container));\n\t//# sourceMappingURL=GameWrapper.js.map\n\n\tfunction 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\treturn index;\n\n})));\n" "code": "(function (global, factory) {\n\ttypeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('tslib')) :\n\ttypeof define === 'function' && define.amd ? define(['tslib'], factory) :\n\t(global = global || self, global.p2demo = factory(global.tslib));\n}(this, (function (tslib) { 'use strict';\n\n\tfunction getTexture(uuid) {\n\t return engine.Texture.from(getAssetByUUID(uuid).uuid);\n\t}\n\tfunction getTextureByName(name) {\n\t return getTexture(engine.getAssetByName(name).uuid);\n\t}\n\tvar OptionState;\n\t(function (OptionState) {\n\t OptionState[OptionState[\"CHOICE_RIGHT\"] = 0] = \"CHOICE_RIGHT\";\n\t OptionState[OptionState[\"CHOICE_WRONG\"] = 1] = \"CHOICE_WRONG\";\n\t OptionState[OptionState[\"CHOICE_SELECT\"] = 2] = \"CHOICE_SELECT\";\n\t})(OptionState || (OptionState = {}));\n\tvar GameState;\n\t(function (GameState) {\n\t GameState[GameState[\"STATE_START\"] = 0] = \"STATE_START\";\n\t GameState[GameState[\"STATE_END\"] = 1] = \"STATE_END\";\n\t})(GameState || (GameState = {}));\n\t//# sourceMappingURL=utils.js.map\n\n\tvar GameView = (function (_super) {\n\t tslib.__extends(GameView, _super);\n\t function GameView() {\n\t var _this = _super.call(this) || this;\n\t _this.factor = 10;\n\t _this.isDebug = 0;\n\t _this.once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);\n\t return _this;\n\t }\n\t GameView.prototype.createBall = function (r) {\n\t var shape = new engine.Shape();\n\t shape.beginFill(0xfff000);\n\t shape.drawCircle(0, 0, r);\n\t shape.endFill();\n\t return shape;\n\t };\n\t GameView.prototype.start = function () {\n\t console.log('start');\n\t this.stage.addEventListener(engine.MouseEvent.CLICK, this.onClick, this);\n\t };\n\t GameView.prototype.createBitmapByName = function (name) {\n\t var imgContainer = new engine.Sprite();\n\t var img = new engine.Sprite(getTextureByName(name));\n\t img.anchorX = img.width / 2;\n\t img.anchorY = img.height / 2;\n\t img.x = -img.width / 2;\n\t img.y = -img.height / 2;\n\t imgContainer.addChild(img);\n\t return imgContainer;\n\t };\n\t GameView.prototype.createBox = function (width, height) {\n\t var shape = new engine.Shape();\n\t shape.beginFill(0xfff000);\n\t shape.drawRect(-width / 2, -height / 2, width, height);\n\t shape.endFill();\n\t return shape;\n\t };\n\t GameView.prototype.onClick = function (e) {\n\t var _a = this, world = _a.world, factor = _a.factor;\n\t var positionX = (e.stageX / factor);\n\t var positionY = ((engine.gameStage.stage.height - e.stageY) / factor);\n\t var display;\n\t if (Math.random() > .5) {\n\t var boxShape = new p2.Box({ width: 306 / factor, height: 172 / factor });\n\t var boxBody = new p2.Body({ mass: 1, position: [positionX, positionY], angularVelocity: 1 });\n\t boxBody.addShape(boxShape);\n\t world.addBody(boxBody);\n\t if (this.isDebug) {\n\t display = this.createBox(boxShape.width * factor, boxShape.height * factor);\n\t }\n\t else {\n\t display = this.createBitmapByName(\"block\");\n\t }\n\t }\n\t else {\n\t var boxShape = new p2.Circle({ radius: 120 / 2 / factor });\n\t var boxBody = new p2.Body({ mass: 1, position: [positionX, positionY] });\n\t boxBody.addShape(boxShape);\n\t world.addBody(boxBody);\n\t if (this.isDebug) {\n\t display = this.createBall(boxShape.radius * factor);\n\t }\n\t else {\n\t display = this.createBitmapByName(\"ball\");\n\t }\n\t }\n\t boxBody.displays = [display];\n\t this.addChild(display);\n\t };\n\t GameView.prototype.setup = function () {\n\t console.log('setup');\n\t var world = new p2.World({\n\t gravity: [0, -10],\n\t });\n\t world.sleepMode = p2.World.BODY_SLEEPING;\n\t var planeShape = new p2.Plane();\n\t var planeBody = new p2.Body();\n\t planeBody.addShape(planeShape);\n\t planeBody.displays = [];\n\t world.addBody(planeBody);\n\t this.world = world;\n\t this.stage.addEventListener(engine.Event.ENTER_FRAME, this.onEnterFrame, this);\n\t };\n\t GameView.prototype.onEnterFrame = function () {\n\t var _a = this, world = _a.world, factor = _a.factor;\n\t world.step(60 / 1000);\n\t var stageHeight = engine.gameStage.stage.height;\n\t var l = world.bodies.length;\n\t for (var i = 0; i < l; i++) {\n\t var boxBody = world.bodies[i];\n\t var box = boxBody.displays[0];\n\t if (box) {\n\t box.x = boxBody.position[0] * factor;\n\t box.y = stageHeight - boxBody.position[1] * factor;\n\t box.rotation = 360 - (boxBody.angle + boxBody.shapes[0].angle) * 180 / Math.PI;\n\t if (boxBody.sleepState == p2.Body.SLEEPING) {\n\t box.alpha = 0.5;\n\t }\n\t else {\n\t box.alpha = 1;\n\t }\n\t }\n\t }\n\t };\n\t return GameView;\n\t}(engine.Container));\n\n\tvar props = {};\n\tfunction prepareProps() {\n\t var metaProps = getProps();\n\t engine.injectProp(props, metaProps);\n\t}\n\tfunction injectProps(p) {\n\t engine.injectProp(props, p);\n\t}\n\t//# sourceMappingURL=props.js.map\n\n\tvar 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 };\n\t return GameWrapper;\n\t}(engine.Container));\n\t//# sourceMappingURL=GameWrapper.js.map\n\n\tfunction 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\treturn index;\n\n})));\n"
>>>>>>> 33823dbdb9c3b079aa71a545ab5472146df6429b
} }
...@@ -10,7 +10,7 @@ ...@@ -10,7 +10,7 @@
"MAX_ROW": { "MAX_ROW": {
"alias": "图片分成几行", "alias": "图片分成几行",
"type": "number", "type": "number",
"default": 4 "default": 3
}, },
"W": { "W": {
"alias": "图片的宽度", "alias": "图片的宽度",
...@@ -40,7 +40,7 @@ ...@@ -40,7 +40,7 @@
"GAME_TIME": { "GAME_TIME": {
"alias": "游戏时间", "alias": "游戏时间",
"type": "number", "type": "number",
"default": 10 "default": 100
} }
}, },
"assets": [ "assets": [
...@@ -89,5 +89,5 @@ ...@@ -89,5 +89,5 @@
} }
}, },
"id": "pictures", "id": "pictures",
"code": "(function (global, factory) {\n\ttypeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('tslib')) :\n\ttypeof define === 'function' && define.amd ? define(['tslib'], factory) :\n\t(global = global || self, global.pictures = factory(global.tslib));\n}(this, (function (tslib) { 'use strict';\n\n\tvar props = {};\r\n\tfunction prepareProps() {\r\n\t var metaProps = getProps();\r\n\t engine.injectProp(props, metaProps);\r\n\t}\r\n\tfunction injectProps(p) {\r\n\t engine.injectProp(props, p);\r\n\t}\n\n\tvar picMap = {};\r\n\tvar posMap = {};\r\n\tvar qietu = (function (parent, url, MAX_COL, MAX_ROW) {\r\n\t if (picMap[url]) {\r\n\t var pics = picMap[url];\r\n\t for (var _i = 0, pics_1 = pics; _i < pics_1.length; _i++) {\r\n\t var pic = pics_1[_i];\r\n\t parent.addChild(pic);\r\n\t }\r\n\t return [picMap[url], posMap[url]];\r\n\t }\r\n\t var W = props.W;\r\n\t var H = props.H;\r\n\t var GAP = props.GAP;\r\n\t var spr = [];\r\n\t var pos = [];\r\n\t var _loop_1 = function (row) {\r\n\t var _loop_2 = function (col) {\r\n\t var child = engine.Sprite.fromImage(url);\r\n\t spr.push(child);\r\n\t child.scaleX = 1 / MAX_COL;\r\n\t child.scaleY = 1 / MAX_ROW;\r\n\t parent.addChild(child);\r\n\t child.x = col * (W / MAX_COL + GAP);\r\n\t child.y = row * (H / MAX_ROW + GAP);\r\n\t pos.push([child.x, child.y]);\r\n\t child.addEventListener(engine.Event.COMPLETE, function () {\r\n\t var uvs = new Float32Array([\r\n\t col / MAX_COL,\r\n\t row / MAX_ROW,\r\n\t (col + 1) / MAX_COL,\r\n\t row / MAX_ROW,\r\n\t (col + 1) / MAX_COL,\r\n\t (row + 1) / MAX_ROW,\r\n\t col / MAX_COL,\r\n\t (row + 1) / MAX_ROW,\r\n\t ]);\r\n\t child.uvs = uvs;\r\n\t });\r\n\t };\r\n\t for (var col = 0; col < MAX_COL; col++) {\r\n\t _loop_2(col);\r\n\t }\r\n\t };\r\n\t for (var row = 0; row < MAX_ROW; row++) {\r\n\t _loop_1(row);\r\n\t }\r\n\t picMap[url] = spr.concat([]);\r\n\t posMap[url] = pos.concat([]);\r\n\t return [spr, pos];\r\n\t});\n\n\tfunction getIndexFromRC(row, col, maxCol) {\r\n\t var index;\r\n\t index = row * maxCol + col;\r\n\t return index;\r\n\t}\r\n\tfunction getRandomArray(array) {\r\n\t array.sort(function () {\r\n\t return .5 - Math.random();\r\n\t });\r\n\t}\n\n\tvar MAX_COL;\r\n\tvar MAX_ROW;\r\n\tvar W;\r\n\tvar H;\r\n\tvar GAP;\r\n\tvar GAME_TIME;\r\n\tvar w;\r\n\tvar h;\r\n\tvar GameView = (function (_super) {\r\n\t tslib.__extends(GameView, _super);\r\n\t function GameView() {\r\n\t var _this = _super.call(this) || this;\r\n\t _this._timeCounter = 0;\r\n\t _this.listenStageOn = 1;\r\n\t _this.once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);\r\n\t return _this;\r\n\t }\r\n\t GameView.prototype.start = function () {\r\n\t var _this = this;\r\n\t MAX_COL = props.column || props.MAX_COL;\r\n\t MAX_ROW = props.row || props.MAX_ROW;\r\n\t GAME_TIME = props.gameTime || props.GAME_TIME;\r\n\t console.log('start', props.column, props.row, props.gameTime);\r\n\t if (!this.guideHole) {\r\n\t this.guideHole = new engine.Image();\r\n\t this.guideHole.source = 'asset://' + props.blockUrl;\r\n\t this.guideHole.mouseChildren = this.guideHole.mouseEnabled = false;\r\n\t }\r\n\t if (this.pictures) {\r\n\t for (var _i = 0, _a = this.pictures; _i < _a.length; _i++) {\r\n\t var pic = _a[_i];\r\n\t if (pic && pic.wrapper)\r\n\t pic.wrapper.removeChild(pic);\r\n\t }\r\n\t }\r\n\t console.log('on start');\r\n\t engine.globalEvent.dispatchEvent('pictures-time-update', {\r\n\t second: this.getSecond(),\r\n\t });\r\n\t var result = qietu(this.picturesWrapper, props.picUrl, MAX_COL, MAX_ROW);\r\n\t this.picturesWrapper.addChild(this.guideHole);\r\n\t console.log(this.picturesWrapper);\r\n\t this.pictures = result[0];\r\n\t this.rightList = this.pictures.concat([]);\r\n\t var posList = result[1];\r\n\t getRandomArray(this.pictures);\r\n\t var i = 0;\r\n\t var len;\r\n\t len = this.pictures.length;\r\n\t for (; i < len; i++) {\r\n\t this.dragPic = this.pictures[i];\r\n\t this.pictures[i].addEventListener(engine.MouseEvent.MOUSE_DOWN, this.onDown, this);\r\n\t var _b = posList[i], x = _b[0], y = _b[1];\r\n\t this.dragPic.x = x;\r\n\t this.dragPic.y = y;\r\n\t }\r\n\t this._timer = setInterval(function () {\r\n\t _this.onTimer();\r\n\t }, 10);\r\n\t this.date = new Date().getTime();\r\n\t };\r\n\t GameView.prototype.onTimer = function () {\r\n\t var date = new Date().getTime();\r\n\t var gap = ((date - this.date) / 1000);\r\n\t this.date = date;\r\n\t console.log(gap, \"gap\");\r\n\t GAME_TIME -= gap;\r\n\t if (GAME_TIME < 0) {\r\n\t GAME_TIME = 0;\r\n\t }\r\n\t GAME_TIME = this.afterPointTwo(GAME_TIME);\r\n\t GAME_TIME = GAME_TIME.toFixed(2);\r\n\t if (GAME_TIME < 10) {\r\n\t GAME_TIME = '0' + GAME_TIME;\r\n\t }\r\n\t console.log(GAME_TIME);\r\n\t engine.globalEvent.dispatchEvent('pictures-time-update', {\r\n\t second: this.getSecond(),\r\n\t });\r\n\t if (this.getSecond() == 0) {\r\n\t this.stop();\r\n\t engine.globalEvent.dispatchEvent('pictures-game-fail', {\r\n\t reason: 1\r\n\t });\r\n\t }\r\n\t };\r\n\t GameView.prototype.afterPointTwo = function (n) {\r\n\t var floatN = parseFloat(n);\r\n\t if (isNaN(floatN)) {\r\n\t return;\r\n\t }\r\n\t floatN = Math.round(floatN * 100) / 100;\r\n\t return floatN;\r\n\t };\r\n\t GameView.prototype.getSecond = function () {\r\n\t return GAME_TIME;\r\n\t };\r\n\t GameView.prototype.stop = function () {\r\n\t GAME_TIME = props.GAME_TIME;\r\n\t clearInterval(this._timer);\r\n\t var len = this.pictures.length;\r\n\t for (var i = 0; i < len; i++) {\r\n\t this.pictures[i].removeAllEventListener();\r\n\t }\r\n\t this.stage.removeEventListener(engine.MouseEvent.MOUSE_UP, this.stageOnUp, this);\r\n\t };\r\n\t GameView.prototype.createRects = function () { };\r\n\t GameView.prototype.setup = function () {\r\n\t MAX_COL = props.MAX_COL;\r\n\t MAX_ROW = props.MAX_ROW;\r\n\t GAME_TIME = props.GAME_TIME;\r\n\t W = props.W;\r\n\t H = props.H;\r\n\t GAP = props.GAP;\r\n\t w = W / MAX_COL;\r\n\t h = H / MAX_ROW;\r\n\t console.log('onSteup', props);\r\n\t var parent = new engine.Sprite();\r\n\t this.picturesWrapper = parent;\r\n\t this.addChild(parent);\r\n\t };\r\n\t GameView.prototype.onDown = function (e) {\r\n\t var stageLeft = (750 - props.W) / 2;\r\n\t var stageTop = (this.stage.height - props.H) / 2;\r\n\t this.dragPic = e.target;\r\n\t this.picturesWrapper.addChild(this.dragPic);\r\n\t this.localPicX = e.localX / MAX_COL;\r\n\t this.localPicY = e.localY / MAX_ROW;\r\n\t this.distanceX = this.dragPic.x;\r\n\t this.distanceY = this.dragPic.y;\r\n\t this.indexJ = Math.floor((this.distanceX) / (w + GAP));\r\n\t this.indexI = Math.floor((this.distanceY) / (h + GAP));\r\n\t this.index = (this.indexI) * MAX_COL + this.indexJ;\r\n\t this.centerX = Math.floor((e.clientX - stageLeft) / w) * w + w / 2;\r\n\t this.centerY = Math.floor((e.clientY - stageTop) / h) * h + h / 2;\r\n\t this.stage.addEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMove, this);\r\n\t this.stage.addEventListener(engine.MouseEvent.MOUSE_UP, this.stageOnUp, this);\r\n\t };\r\n\t GameView.prototype.stageOnUp = function (e) {\r\n\t var stageLeft = (750 - props.W) / 2;\r\n\t var stageTop = (this.stage.height - props.H) / 2;\r\n\t this.stage.removeEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMove, this);\r\n\t this.stage.removeEventListener(engine.MouseEvent.MOUSE_UP, this.stageOnUp, this);\r\n\t if (this.centerY < stageTop || this.centerX < stageLeft) {\r\n\t this.dragPic.x = this.distanceX;\r\n\t this.dragPic.y = this.distanceY;\r\n\t }\r\n\t var curJ = Math.floor(this.centerX / (w + GAP));\r\n\t var curI = Math.floor(this.centerY / (h + GAP));\r\n\t this.picturesWrapper.addChild(this.guideHole);\r\n\t if (0 <= curJ && curJ < (MAX_COL) && 0 <= curI && curI < (MAX_ROW)) {\r\n\t var index = getIndexFromRC(curI, curJ, MAX_COL);\r\n\t var dropPic = this.pictures[index];\r\n\t var dropPicX = dropPic.x + stageLeft;\r\n\t var dropPicy = dropPic.y + stageTop;\r\n\t dropPic.x = this.distanceX;\r\n\t dropPic.y = this.distanceY;\r\n\t this.dragPic.x = dropPicX - stageLeft;\r\n\t this.dragPic.y = dropPicy - stageTop;\r\n\t var dropPicIndex = this.pictures.indexOf(dropPic);\r\n\t var dragPicIndex = this.pictures.indexOf(this.dragPic);\r\n\t this.pictures[dropPicIndex] = this.dragPic;\r\n\t this.pictures[dragPicIndex] = dropPic;\r\n\t if (dragPicIndex === dropPicIndex) {\r\n\t this.dragPic.x = this.distanceX;\r\n\t this.dragPic.y = this.distanceY;\r\n\t }\r\n\t var result = true;\r\n\t for (var j = 0; j < this.rightList.length; j++) {\r\n\t if (this.rightList[j] != this.pictures[j]) {\r\n\t result = false;\r\n\t break;\r\n\t }\r\n\t }\r\n\t if (result) {\r\n\t this.onSuccess();\r\n\t }\r\n\t }\r\n\t else {\r\n\t this.dragPic.x = this.distanceX;\r\n\t this.dragPic.y = this.distanceY;\r\n\t }\r\n\t };\r\n\t GameView.prototype.onSuccess = function () {\r\n\t console.log('拼图成功!');\r\n\t engine.globalEvent.dispatchEvent('pictures-game-success', { time: GAME_TIME });\r\n\t this.stop();\r\n\t };\r\n\t GameView.prototype.onMove = function (e) {\r\n\t this.dragPic.x = e.stageX - this.localPicX - (750 - props.W) / 2;\r\n\t this.dragPic.y = e.stageY - this.localPicY - (this.stage.height - props.H) / 2;\r\n\t this.centerX = this.dragPic.x + w / 2;\r\n\t this.centerY = this.dragPic.y + h / 2;\r\n\t };\r\n\t return GameView;\r\n\t}(engine.Container));\n\n\tvar GameWrapper = (function (_super) {\r\n\t tslib.__extends(GameWrapper, _super);\r\n\t function GameWrapper() {\r\n\t var _this = _super.call(this) || this;\r\n\t engine.globalEvent.addEventListener('pictures-start', _this.start, _this);\r\n\t engine.globalEvent.addEventListener('pictures-stop', _this.stop, _this);\r\n\t var gameView = _this._gameView = new GameView();\r\n\t _this.addChild(gameView);\r\n\t return _this;\r\n\t }\r\n\t GameWrapper.prototype.start = function (event) {\r\n\t injectProps(event.data);\r\n\t this._gameView.start();\r\n\t };\r\n\t GameWrapper.prototype.stop = function (event) {\r\n\t this._gameView.stop();\r\n\t };\r\n\t return GameWrapper;\r\n\t}(engine.Container));\n\n\tfunction index (props) {\r\n\t prepareProps();\r\n\t injectProps(props);\r\n\t var instance = new GameWrapper();\r\n\t return instance;\r\n\t}\n\n\treturn index;\n\n})));\n" "code": "(function (global, factory) {\n\ttypeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('tslib')) :\n\ttypeof define === 'function' && define.amd ? define(['tslib'], factory) :\n\t(global = global || self, global.pictures = factory(global.tslib));\n}(this, (function (tslib) { 'use strict';\n\n\tvar props = {};\r\n\tfunction prepareProps() {\r\n\t var metaProps = getProps();\r\n\t engine.injectProp(props, metaProps);\r\n\t}\r\n\tfunction injectProps(p) {\r\n\t engine.injectProp(props, p);\r\n\t}\r\n\t//# sourceMappingURL=props.js.map\n\n\tvar picMap = {};\r\n\tvar posMap = {};\r\n\tvar qietu = (function (parent, url, MAX_COL, MAX_ROW) {\r\n\t if (picMap[url]) {\r\n\t var pics = picMap[url];\r\n\t for (var _i = 0, pics_1 = pics; _i < pics_1.length; _i++) {\r\n\t var pic = pics_1[_i];\r\n\t parent.addChild(pic);\r\n\t }\r\n\t return [picMap[url], posMap[url]];\r\n\t }\r\n\t var W = props.W;\r\n\t var H = props.H;\r\n\t var GAP = props.GAP;\r\n\t var spr = [];\r\n\t var pos = [];\r\n\t var _loop_1 = function (row) {\r\n\t var _loop_2 = function (col) {\r\n\t var child = engine.Sprite.fromImage(url);\r\n\t spr.push(child);\r\n\t child.scaleX = 1 / MAX_COL;\r\n\t child.scaleY = 1 / MAX_ROW;\r\n\t parent.addChild(child);\r\n\t child.x = col * (W / MAX_COL + GAP);\r\n\t child.y = row * (H / MAX_ROW + GAP);\r\n\t pos.push([child.x, child.y]);\r\n\t child.addEventListener(engine.Event.COMPLETE, function () {\r\n\t var uvs = new Float32Array([\r\n\t col / MAX_COL,\r\n\t row / MAX_ROW,\r\n\t (col + 1) / MAX_COL,\r\n\t row / MAX_ROW,\r\n\t (col + 1) / MAX_COL,\r\n\t (row + 1) / MAX_ROW,\r\n\t col / MAX_COL,\r\n\t (row + 1) / MAX_ROW,\r\n\t ]);\r\n\t child.uvs = uvs;\r\n\t });\r\n\t };\r\n\t for (var col = 0; col < MAX_COL; col++) {\r\n\t _loop_2(col);\r\n\t }\r\n\t };\r\n\t for (var row = 0; row < MAX_ROW; row++) {\r\n\t _loop_1(row);\r\n\t }\r\n\t picMap[url] = spr.concat([]);\r\n\t posMap[url] = pos.concat([]);\r\n\t return [spr, pos];\r\n\t});\r\n\t//# sourceMappingURL=qietu.js.map\n\n\tfunction getIndexFromRC(row, col, maxCol) {\r\n\t var index;\r\n\t index = row * maxCol + col;\r\n\t return index;\r\n\t}\r\n\tfunction getRandomArray(array) {\r\n\t array.sort(function () {\r\n\t return .5 - Math.random();\r\n\t });\r\n\t}\r\n\t//# sourceMappingURL=utils.js.map\n\n\tvar MAX_COL;\r\n\tvar MAX_ROW;\r\n\tvar W;\r\n\tvar H;\r\n\tvar GAP;\r\n\tvar GAME_TIME;\r\n\tvar w;\r\n\tvar h;\r\n\tvar GameView = (function (_super) {\r\n\t tslib.__extends(GameView, _super);\r\n\t function GameView() {\r\n\t var _this = _super.call(this) || this;\r\n\t _this._timeCounter = 0;\r\n\t _this.listenStageOn = 1;\r\n\t _this.once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);\r\n\t return _this;\r\n\t }\r\n\t GameView.prototype.start = function () {\r\n\t var _this = this;\r\n\t MAX_COL = props.MAX_COL;\r\n\t MAX_ROW = props.MAX_ROW;\r\n\t GAME_TIME = props.GAME_TIME;\r\n\t console.log('start', props.column, props.row, props.gameTime);\r\n\t if (!this.guideHole) {\r\n\t this.guideHole = new engine.Image();\r\n\t this.guideHole.source = 'asset://' + props.blockUrl;\r\n\t this.guideHole.mouseChildren = this.guideHole.mouseEnabled = false;\r\n\t }\r\n\t if (this.pictures) {\r\n\t for (var _i = 0, _a = this.pictures; _i < _a.length; _i++) {\r\n\t var pic = _a[_i];\r\n\t if (pic && pic.wrapper)\r\n\t pic.wrapper.removeChild(pic);\r\n\t }\r\n\t }\r\n\t console.log('on start');\r\n\t engine.globalEvent.dispatchEvent('pictures-time-update', {\r\n\t second: this.getSecond(),\r\n\t });\r\n\t var result = qietu(this.picturesWrapper, props.picUrl, MAX_COL, MAX_ROW);\r\n\t this.picturesWrapper.addChild(this.guideHole);\r\n\t console.log(this.picturesWrapper);\r\n\t this.pictures = result[0];\r\n\t this.rightList = this.pictures.concat([]);\r\n\t var posList = result[1];\r\n\t getRandomArray(this.pictures);\r\n\t var i = 0;\r\n\t var len;\r\n\t len = this.pictures.length;\r\n\t for (; i < len; i++) {\r\n\t this.dragPic = this.pictures[i];\r\n\t this.pictures[i].addEventListener(engine.MouseEvent.MOUSE_DOWN, this.onDown, this);\r\n\t var _b = posList[i], x = _b[0], y = _b[1];\r\n\t this.dragPic.x = x;\r\n\t this.dragPic.y = y;\r\n\t }\r\n\t this._timer = setInterval(function () {\r\n\t _this.onTimer();\r\n\t }, 10);\r\n\t this.date = new Date().getTime();\r\n\t };\r\n\t GameView.prototype.onTimer = function () {\r\n\t var date = new Date().getTime();\r\n\t var gap = ((date - this.date) / 1000);\r\n\t this.date = date;\r\n\t console.log(gap, \"gap\");\r\n\t GAME_TIME -= gap;\r\n\t if (GAME_TIME < 0) {\r\n\t GAME_TIME = 0;\r\n\t }\r\n\t GAME_TIME = this.afterPointTwo(GAME_TIME);\r\n\t GAME_TIME = GAME_TIME.toFixed(2);\r\n\t if (GAME_TIME < 10) {\r\n\t GAME_TIME = '0' + GAME_TIME;\r\n\t }\r\n\t console.log(GAME_TIME, \"gametime1\");\r\n\t engine.globalEvent.dispatchEvent('pictures-time-update', {\r\n\t second: this.getSecond(),\r\n\t });\r\n\t if (this.getSecond() == 0) {\r\n\t this.stop();\r\n\t engine.globalEvent.dispatchEvent('pictures-game-fail', {\r\n\t reason: 1\r\n\t });\r\n\t }\r\n\t };\r\n\t GameView.prototype.afterPointTwo = function (n) {\r\n\t var floatN = parseFloat(n);\r\n\t if (isNaN(floatN)) {\r\n\t return;\r\n\t }\r\n\t floatN = Math.round(floatN * 100) / 100;\r\n\t return floatN;\r\n\t };\r\n\t GameView.prototype.getSecond = function () {\r\n\t return GAME_TIME;\r\n\t };\r\n\t GameView.prototype.stop = function () {\r\n\t GAME_TIME = props.GAME_TIME;\r\n\t clearInterval(this._timer);\r\n\t var len = this.pictures.length;\r\n\t for (var i = 0; i < len; i++) {\r\n\t this.pictures[i].removeAllEventListener();\r\n\t }\r\n\t this.stage.removeEventListener(engine.MouseEvent.MOUSE_UP, this.stageOnUp, this);\r\n\t };\r\n\t GameView.prototype.createRects = function () { };\r\n\t GameView.prototype.setup = function () {\r\n\t MAX_COL = props.MAX_COL;\r\n\t MAX_ROW = props.MAX_ROW;\r\n\t GAME_TIME = props.GAME_TIME;\r\n\t console.log(GAME_TIME, 'setuptime');\r\n\t W = props.W;\r\n\t H = props.H;\r\n\t GAP = props.GAP;\r\n\t w = W / MAX_COL;\r\n\t h = H / MAX_ROW;\r\n\t console.log('onSteup', props);\r\n\t var parent = new engine.Sprite();\r\n\t this.picturesWrapper = parent;\r\n\t this.addChild(parent);\r\n\t };\r\n\t GameView.prototype.onDown = function (e) {\r\n\t var stageLeft = (750 - props.W) / 2;\r\n\t var stageTop = (this.stage.height - props.H) / 2;\r\n\t this.dragPic = e.target;\r\n\t this.picturesWrapper.addChild(this.dragPic);\r\n\t this.localPicX = e.localX / MAX_COL;\r\n\t this.localPicY = e.localY / MAX_ROW;\r\n\t this.distanceX = this.dragPic.x;\r\n\t this.distanceY = this.dragPic.y;\r\n\t this.indexJ = Math.floor((this.distanceX) / (w + GAP));\r\n\t this.indexI = Math.floor((this.distanceY) / (h + GAP));\r\n\t this.index = (this.indexI) * MAX_COL + this.indexJ;\r\n\t this.centerX = Math.floor((e.clientX - stageLeft) / w) * w + w / 2;\r\n\t this.centerY = Math.floor((e.clientY - stageTop) / h) * h + h / 2;\r\n\t this.stage.addEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMove, this);\r\n\t this.stage.addEventListener(engine.MouseEvent.MOUSE_UP, this.stageOnUp, this);\r\n\t };\r\n\t GameView.prototype.stageOnUp = function (e) {\r\n\t var stageLeft = (750 - props.W) / 2;\r\n\t var stageTop = (this.stage.height - props.H) / 2;\r\n\t this.stage.removeEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMove, this);\r\n\t this.stage.removeEventListener(engine.MouseEvent.MOUSE_UP, this.stageOnUp, this);\r\n\t if (this.centerY < stageTop || this.centerX < stageLeft) {\r\n\t this.dragPic.x = this.distanceX;\r\n\t this.dragPic.y = this.distanceY;\r\n\t }\r\n\t var curJ = Math.floor(this.centerX / (w + GAP));\r\n\t var curI = Math.floor(this.centerY / (h + GAP));\r\n\t this.picturesWrapper.addChild(this.guideHole);\r\n\t if (0 <= curJ && curJ < (MAX_COL) && 0 <= curI && curI < (MAX_ROW)) {\r\n\t var index = getIndexFromRC(curI, curJ, MAX_COL);\r\n\t var dropPic = this.pictures[index];\r\n\t var dropPicX = dropPic.x + stageLeft;\r\n\t var dropPicy = dropPic.y + stageTop;\r\n\t dropPic.x = this.distanceX;\r\n\t dropPic.y = this.distanceY;\r\n\t this.dragPic.x = dropPicX - stageLeft;\r\n\t this.dragPic.y = dropPicy - stageTop;\r\n\t var dropPicIndex = this.pictures.indexOf(dropPic);\r\n\t var dragPicIndex = this.pictures.indexOf(this.dragPic);\r\n\t this.pictures[dropPicIndex] = this.dragPic;\r\n\t this.pictures[dragPicIndex] = dropPic;\r\n\t if (dragPicIndex === dropPicIndex) {\r\n\t this.dragPic.x = this.distanceX;\r\n\t this.dragPic.y = this.distanceY;\r\n\t }\r\n\t var result = true;\r\n\t for (var j = 0; j < this.rightList.length; j++) {\r\n\t if (this.rightList[j] != this.pictures[j]) {\r\n\t result = false;\r\n\t break;\r\n\t }\r\n\t }\r\n\t if (result) {\r\n\t this.onSuccess();\r\n\t }\r\n\t }\r\n\t else {\r\n\t this.dragPic.x = this.distanceX;\r\n\t this.dragPic.y = this.distanceY;\r\n\t }\r\n\t };\r\n\t GameView.prototype.onSuccess = function () {\r\n\t console.log('拼图成功!');\r\n\t engine.globalEvent.dispatchEvent('pictures-game-success', { time: GAME_TIME });\r\n\t this.stop();\r\n\t };\r\n\t GameView.prototype.onMove = function (e) {\r\n\t this.dragPic.x = e.stageX - this.localPicX - (750 - props.W) / 2;\r\n\t this.dragPic.y = e.stageY - this.localPicY - (this.stage.height - props.H) / 2;\r\n\t this.centerX = this.dragPic.x + w / 2;\r\n\t this.centerY = this.dragPic.y + h / 2;\r\n\t };\r\n\t return GameView;\r\n\t}(engine.Container));\n\n\tvar GameWrapper = (function (_super) {\r\n\t tslib.__extends(GameWrapper, _super);\r\n\t function GameWrapper() {\r\n\t var _this = _super.call(this) || this;\r\n\t engine.globalEvent.addEventListener('pictures-start', _this.start, _this);\r\n\t engine.globalEvent.addEventListener('pictures-stop', _this.stop, _this);\r\n\t var gameView = _this._gameView = new GameView();\r\n\t _this.addChild(gameView);\r\n\t return _this;\r\n\t }\r\n\t GameWrapper.prototype.start = function (event) {\r\n\t injectProps(event.data);\r\n\t this._gameView.start();\r\n\t };\r\n\t GameWrapper.prototype.stop = function (event) {\r\n\t this._gameView.stop();\r\n\t };\r\n\t return GameWrapper;\r\n\t}(engine.Container));\r\n\t//# sourceMappingURL=GameWrapper.js.map\n\n\tfunction index (props) {\r\n\t prepareProps();\r\n\t injectProps(props);\r\n\t var instance = new GameWrapper();\r\n\t return instance;\r\n\t}\r\n\t//# sourceMappingURL=index.js.map\n\n\treturn index;\n\n})));\n"
} }
...@@ -179,6 +179,8 @@ export default class GameTest extends engine.Container { ...@@ -179,6 +179,8 @@ export default class GameTest extends engine.Container {
var boardPointBody:p2.Body = new p2.Body({ var boardPointBody:p2.Body = new p2.Body({
position:[100/this.factor,800/this.factor] position:[100/this.factor,800/this.factor]
}) })
boardPointBody.addShape(boardPoint);
boardPointBody.displays = []
// 篮球 // 篮球
var boxShape: p2.Shape = new p2.Circle({radius: 60 / this.factor}); var boxShape: p2.Shape = new p2.Circle({radius: 60 / this.factor});
......
...@@ -52,15 +52,9 @@ function launchWithCustomModule(customModule) { ...@@ -52,15 +52,9 @@ function launchWithCustomModule(customModule) {
engine.globalEvent.dispatchEvent('pictures-start', { engine.globalEvent.dispatchEvent('pictures-start', {
picUrl: "http://yun.duiba.com.cn/aurora/assets/e1593b97c27077b85b92f7eaaeae1ed64a1eb79a.png", picUrl: "http://yun.duiba.com.cn/aurora/assets/e1593b97c27077b85b92f7eaaeae1ed64a1eb79a.png",
blockUrl: "888", blockUrl: "888",
<<<<<<< HEAD
row: 3,
column: 3,
gameTime: 50
=======
column:"2", column:"2",
row:"2", row:"2",
gameTime:"50" gameTime:"50"
>>>>>>> 33823dbdb9c3b079aa71a545ab5472146df6429b
}); });
const d = engine.gameStage.sceneContainer.getChildAt(0); const d = engine.gameStage.sceneContainer.getChildAt(0);
......
...@@ -12,6 +12,7 @@ ...@@ -12,6 +12,7 @@
function injectProps(p) { function injectProps(p) {
engine.injectProp(props, p); engine.injectProp(props, p);
} }
//# sourceMappingURL=props.js.map
var picMap = {}; var picMap = {};
var posMap = {}; var posMap = {};
...@@ -64,6 +65,7 @@ ...@@ -64,6 +65,7 @@
posMap[url] = pos.concat([]); posMap[url] = pos.concat([]);
return [spr, pos]; return [spr, pos];
}); });
//# sourceMappingURL=qietu.js.map
function getIndexFromRC(row, col, maxCol) { function getIndexFromRC(row, col, maxCol) {
var index; var index;
...@@ -75,6 +77,7 @@ ...@@ -75,6 +77,7 @@
return .5 - Math.random(); return .5 - Math.random();
}); });
} }
//# sourceMappingURL=utils.js.map
var MAX_COL; var MAX_COL;
var MAX_ROW; var MAX_ROW;
...@@ -95,9 +98,9 @@ ...@@ -95,9 +98,9 @@
} }
GameView.prototype.start = function () { GameView.prototype.start = function () {
var _this = this; var _this = this;
MAX_COL = props.column || props.MAX_COL; MAX_COL = props.MAX_COL;
MAX_ROW = props.row || props.MAX_ROW; MAX_ROW = props.MAX_ROW;
GAME_TIME = props.gameTime || props.GAME_TIME; GAME_TIME = props.GAME_TIME;
console.log('start', props.column, props.row, props.gameTime); console.log('start', props.column, props.row, props.gameTime);
if (!this.guideHole) { if (!this.guideHole) {
this.guideHole = new engine.Image(); this.guideHole = new engine.Image();
...@@ -151,7 +154,7 @@ ...@@ -151,7 +154,7 @@
if (GAME_TIME < 10) { if (GAME_TIME < 10) {
GAME_TIME = '0' + GAME_TIME; GAME_TIME = '0' + GAME_TIME;
} }
console.log(GAME_TIME); console.log(GAME_TIME, "gametime1");
engine.globalEvent.dispatchEvent('pictures-time-update', { engine.globalEvent.dispatchEvent('pictures-time-update', {
second: this.getSecond(), second: this.getSecond(),
}); });
...@@ -187,10 +190,7 @@ ...@@ -187,10 +190,7 @@
MAX_COL = props.MAX_COL; MAX_COL = props.MAX_COL;
MAX_ROW = props.MAX_ROW; MAX_ROW = props.MAX_ROW;
GAME_TIME = props.GAME_TIME; GAME_TIME = props.GAME_TIME;
<<<<<<< HEAD
console.log(GAME_TIME, 'setuptime'); console.log(GAME_TIME, 'setuptime');
=======
>>>>>>> 33823dbdb9c3b079aa71a545ab5472146df6429b
W = props.W; W = props.W;
H = props.H; H = props.H;
GAP = props.GAP; GAP = props.GAP;
...@@ -296,6 +296,7 @@ ...@@ -296,6 +296,7 @@
}; };
return GameWrapper; return GameWrapper;
}(engine.Container)); }(engine.Container));
//# sourceMappingURL=GameWrapper.js.map
function index (props) { function index (props) {
prepareProps(); prepareProps();
...@@ -303,6 +304,7 @@ ...@@ -303,6 +304,7 @@
var instance = new GameWrapper(); var instance = new GameWrapper();
return instance; return instance;
} }
//# sourceMappingURL=index.js.map
return index; return index;
......
<<<<<<< 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","import { props } from \"../props\";\r\nconst urls = [];\r\nconst picMap = {};\r\nconst posMap = {};\r\nexport default (parent, url, MAX_COL, MAX_ROW) => {\r\n if (picMap[url]) {\r\n const pics:any[] = picMap[url];\r\n for (const pic of pics) {\r\n parent.addChild(pic);\r\n }\r\n return [picMap[url], posMap[url]]\r\n }\r\n\r\n const W = props.W;\r\n const H = props.H;\r\n const GAP = props.GAP;\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.texture.addEventListener('update', () => {\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 picMap[url] = spr.concat([]);\r\n posMap[url] = pos.concat([]);;\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;\r\n\tindex = 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}","//Created by rockyl on 2018/8/16.\r\nimport qietu from \"./qietu\";\r\nimport { getIndexFromRC, getRandomArray, getTexture } from \"./utils\";\r\nimport {props} from '../props'\r\nimport ObjectPool = engine.ObjectPool;\r\n\r\n// let OFFSET_X;\r\n// let OFFSET_Y;\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\n\r\nexport default class GameView extends engine.Container {\r\n private _timer;\r\n private _timeCounter = 0;\r\n\r\n private date\r\n\r\n start() {\r\n\r\n //优先获取start事件接收到的参数\r\n\r\n // MAX_COL = props.column || props.MAX_COL;\r\n // MAX_ROW = props.row || props.MAX_ROW;\r\n // GAME_TIME = props.gameTime || props.GAME_TIME;\r\n MAX_COL = props.MAX_COL;\r\n MAX_ROW = props.MAX_ROW;\r\n GAME_TIME = props.GAME_TIME;\r\n console.log('start',props.column,props.row,props.gameTime)\r\n if (!this.guideHole) {\r\n this.guideHole = new engine.Image();\r\n this.guideHole.source = 'asset://' + props.blockUrl;\r\n this.guideHole.mouseChildren = this.guideHole.mouseEnabled = false;\r\n }\r\n\r\n if (this.pictures) {\r\n for (const pic of this.pictures) {\r\n if (pic && pic.wrapper)\r\n pic.wrapper.removeChild(pic);\r\n }\r\n }\r\n\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.picturesWrapper.addChild(this.guideHole);\r\n\r\n console.log(this.picturesWrapper)\r\n\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\r\n this._timer = setInterval(() => {\r\n this.onTimer();\r\n }, 10)\r\n\r\n this.date = new Date().getTime();\r\n\r\n }\r\n\r\n onTimer() {\r\n\r\n let date = new Date().getTime();\r\n\r\n let gap = ((date - this.date) / 1000);\r\n this.date = date;\r\n console.log(gap,\"gap\");\r\n\r\n // 以GAME_TIME为标准\r\n GAME_TIME -= gap;\r\n if(GAME_TIME < 0){\r\n GAME_TIME = 0;\r\n }\r\n GAME_TIME = this.afterPointTwo(GAME_TIME);\r\n GAME_TIME = GAME_TIME.toFixed(2)\r\n if (GAME_TIME < 10) {\r\n GAME_TIME = '0' + GAME_TIME\r\n }\r\n console.log(GAME_TIME,\"gametime1\");\r\n\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\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\r\n getSecond() {\r\n return GAME_TIME\r\n }\r\n\r\n stop() {\r\n \r\n GAME_TIME = props.GAME_TIME\r\n clearInterval(this._timer);\r\n let len = this.pictures.length;\r\n for(let i=0;i<len;i++){\r\n this.pictures[i].removeAllEventListener();\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\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 // 鼠标在当前图片上的位置\r\n localPicX;\r\n localPicY;\r\n // 拖动的图片最开始的位置(左上角为准)\r\n distanceX;\r\n distanceY;\r\n // 图片中心的位置\r\n centerX: number;\r\n centerY: number;\r\n\r\n pictures: engine.Sprite[];\r\n\r\n // 点击图片时的一维数组索引\r\n index;\r\n // 计算目标图片行和列的位置\r\n indexI: number;\r\n indexJ: number;\r\n rightList: engine.Sprite[];\r\n\r\n private picturesWrapper: engine.Sprite;\r\n private guideHole: engine.Image;\r\n\r\n createRects() { }\r\n setup() {\r\n\r\n MAX_COL = props.MAX_COL;\r\n MAX_ROW = props.MAX_ROW;\r\n GAME_TIME = props.GAME_TIME;\r\n // OFFSET_X = props.OFFSET_X;\r\n // OFFSET_Y = props.OFFSET_Y;\r\n console.log(GAME_TIME,'setuptime')\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 // this.picturesWrapper.x = OFFSET_X;\r\n // this.picturesWrapper.y = OFFSET_Y;\r\n\r\n // 添加按钮\r\n // const btn = new engine.Rect();\r\n // btn.width = 200;\r\n // btn.height = 100;\r\n // btn.stage.top = 1000;\r\n // btn.stage.left = 350;\r\n // btn.fillColor = 'cyan';\r\n // this.addChild(btn)\r\n\r\n // btn.addEventListener(engine.MouseEvent.CLICK,this.onClk,this)\r\n\r\n }\r\n\r\n onDown(e: engine.MouseEvent) {\r\n // console.log(e);\r\n\r\n let stageLeft = (750 - props.W) / 2\r\n let stageTop = (this.stage.height - props.H) / 2;\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\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\r\n this.indexJ = Math.floor((this.distanceX) / (w + GAP));\r\n this.indexI = Math.floor((this.distanceY) / (h + GAP));\r\n this.index = (this.indexI) * MAX_COL + this.indexJ;\r\n\r\n\r\n // this.centerX = Math.floor(e.clientX / w) * w + w / 2;\r\n // this.centerY = Math.floor(e.clientY / h) * h + h / 2;\r\n\r\n this.centerX = Math.floor((e.clientX - stageLeft) / w) * w + w / 2;\r\n this.centerY = Math.floor((e.clientY - stageTop) / h) * h + 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 listenStageOn = 1;\r\n\r\n stageOnUp(e) {\r\n\r\n let stageLeft = (750 - props.W) / 2\r\n let stageTop = (this.stage.height - props.H) / 2;\r\n\r\n this.stage.removeEventListener(\r\n engine.MouseEvent.MOUSE_MOVE,\r\n this.onMove,\r\n this\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 // 拖动的图片的中心位置在图片之外,回到原来的位置\r\n if (this.centerY < stageTop || this.centerX < stageLeft) {\r\n this.dragPic.x = this.distanceX ;\r\n this.dragPic.y = this.distanceY ;\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 // 要交换的图片第几行第几列\r\n let curJ = Math.floor(this.centerX / (w + GAP));\r\n let curI = Math.floor(this.centerY / (h + GAP));\r\n\r\n this.picturesWrapper.addChild(this.guideHole);\r\n\r\n\r\n // 点击图片的位置\r\n\r\n if ( 0 <= curJ && curJ < (MAX_COL) && 0 <= curI && 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 + stageLeft;\r\n let dropPicy = dropPic.y + stageTop;\r\n\r\n dropPic.x = this.distanceX;\r\n dropPic.y = this.distanceY;\r\n\r\n this.dragPic.x = dropPicX - stageLeft;\r\n this.dragPic.y = dropPicy - stageTop;\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 // 图片中心还是在原来的位置\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\r\n }\r\n\r\n private onSuccess() {\r\n console.log('拼图成功!');\r\n engine.globalEvent.dispatchEvent('pictures-game-success', { time: GAME_TIME });\r\n this.stop();\r\n\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 - (750 - props.W) / 2;\r\n this.dragPic.y = e.stageY - this.localPicY - (this.stage.height - props.H) / 2;\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 // onClk(e){\r\n // // 重置时间\r\n // this._timeCounter = 0;\r\n // //重置图片顺序\r\n\r\n\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 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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":["/**\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","import { props } from \"../props\";\r\nconst urls = [];\r\nconst picMap = {};\r\nconst posMap = {};\r\nexport default (parent, url, MAX_COL, MAX_ROW) => {\r\n if (picMap[url]) {\r\n const pics:any[] = picMap[url];\r\n for (const pic of pics) {\r\n parent.addChild(pic);\r\n }\r\n return [picMap[url], posMap[url]]\r\n }\r\n\r\n const W = props.W;\r\n const H = props.H;\r\n const GAP = props.GAP;\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.texture.addEventListener('update', () => {\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 picMap[url] = spr.concat([]);\r\n posMap[url] = pos.concat([]);;\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;\r\n\tindex = 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, getTexture } from \"./utils\";\r\nimport ObjectPool = engine.ObjectPool;\r\n\r\n// let OFFSET_X;\r\n// let OFFSET_Y;\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\n\r\nexport default class GameView extends engine.Container {\r\n private _timer;\r\n private _timeCounter = 0;\r\n\r\n private date\r\n\r\n start() {\r\n MAX_COL = props.column || props.MAX_COL;\r\n MAX_ROW = props.row || props.MAX_ROW;\r\n GAME_TIME = props.gameTime || props.GAME_TIME;\r\n console.log('start',props.column,props.row,props.gameTime)\r\n \r\n if (!this.guideHole) {\r\n this.guideHole = new engine.Image();\r\n this.guideHole.source = 'asset://' + props.blockUrl;\r\n this.guideHole.mouseChildren = this.guideHole.mouseEnabled = false;\r\n }\r\n\r\n if (this.pictures) {\r\n for (const pic of this.pictures) {\r\n if (pic && pic.wrapper)\r\n pic.wrapper.removeChild(pic);\r\n }\r\n }\r\n\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.picturesWrapper.addChild(this.guideHole);\r\n\r\n console.log(this.picturesWrapper)\r\n\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\r\n this._timer = setInterval(() => {\r\n this.onTimer();\r\n }, 10)\r\n\r\n this.date = new Date().getTime();\r\n\r\n }\r\n\r\n onTimer() {\r\n\r\n let date = new Date().getTime();\r\n\r\n let gap = ((date - this.date) / 1000);\r\n this.date = date;\r\n console.log(gap,\"gap\");\r\n\r\n // 以GAME_TIME为标准\r\n GAME_TIME -= gap;\r\n if(GAME_TIME < 0){\r\n GAME_TIME = 0;\r\n }\r\n GAME_TIME = this.afterPointTwo(GAME_TIME);\r\n GAME_TIME = GAME_TIME.toFixed(2)\r\n if (GAME_TIME < 10) {\r\n GAME_TIME = '0' + GAME_TIME\r\n }\r\n console.log(GAME_TIME,\"gametime1\");\r\n\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\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\r\n getSecond() {\r\n return GAME_TIME\r\n }\r\n\r\n stop() {\r\n \r\n GAME_TIME = props.GAME_TIME\r\n clearInterval(this._timer);\r\n let len = this.pictures.length;\r\n for(let i=0;i<len;i++){\r\n this.pictures[i].removeAllEventListener();\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\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 // 鼠标在当前图片上的位置\r\n localPicX;\r\n localPicY;\r\n // 拖动的图片最开始的位置(左上角为准)\r\n distanceX;\r\n distanceY;\r\n // 图片中心的位置\r\n centerX: number;\r\n centerY: number;\r\n\r\n pictures: engine.Sprite[];\r\n\r\n // 点击图片时的一维数组索引\r\n index;\r\n // 计算目标图片行和列的位置\r\n indexI: number;\r\n indexJ: number;\r\n rightList: engine.Sprite[];\r\n\r\n private picturesWrapper: engine.Sprite;\r\n private guideHole: engine.Image;\r\n\r\n createRects() { }\r\n setup() {\r\n\r\n MAX_COL = props.MAX_COL;\r\n MAX_ROW = props.MAX_ROW;\r\n GAME_TIME = props.GAME_TIME;\r\n // OFFSET_X = props.OFFSET_X;\r\n // OFFSET_Y = props.OFFSET_Y;\r\n console.log(GAME_TIME,'setuptime')\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 // this.picturesWrapper.x = OFFSET_X;\r\n // this.picturesWrapper.y = OFFSET_Y;\r\n\r\n // 添加按钮\r\n // const btn = new engine.Rect();\r\n // btn.width = 200;\r\n // btn.height = 100;\r\n // btn.stage.top = 1000;\r\n // btn.stage.left = 350;\r\n // btn.fillColor = 'cyan';\r\n // this.addChild(btn)\r\n\r\n // btn.addEventListener(engine.MouseEvent.CLICK,this.onClk,this)\r\n\r\n }\r\n\r\n onDown(e: engine.MouseEvent) {\r\n // console.log(e);\r\n\r\n let stageLeft = (750 - props.W) / 2\r\n let stageTop = (this.stage.height - props.H) / 2;\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\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\r\n this.indexJ = Math.floor((this.distanceX) / (w + GAP));\r\n this.indexI = Math.floor((this.distanceY) / (h + GAP));\r\n this.index = (this.indexI) * MAX_COL + this.indexJ;\r\n\r\n\r\n // this.centerX = Math.floor(e.clientX / w) * w + w / 2;\r\n // this.centerY = Math.floor(e.clientY / h) * h + h / 2;\r\n\r\n this.centerX = Math.floor((e.clientX - stageLeft) / w) * w + w / 2;\r\n this.centerY = Math.floor((e.clientY - stageTop) / h) * h + 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 listenStageOn = 1;\r\n\r\n stageOnUp(e) {\r\n\r\n let stageLeft = (750 - props.W) / 2\r\n let stageTop = (this.stage.height - props.H) / 2;\r\n\r\n this.stage.removeEventListener(\r\n engine.MouseEvent.MOUSE_MOVE,\r\n this.onMove,\r\n this\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 // 拖动的图片的中心位置在图片之外,回到原来的位置\r\n if (this.centerY < stageTop || this.centerX < stageLeft) {\r\n this.dragPic.x = this.distanceX ;\r\n this.dragPic.y = this.distanceY ;\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 // 要交换的图片第几行第几列\r\n let curJ = Math.floor(this.centerX / (w + GAP));\r\n let curI = Math.floor(this.centerY / (h + GAP));\r\n\r\n this.picturesWrapper.addChild(this.guideHole);\r\n\r\n\r\n // 点击图片的位置\r\n\r\n if ( 0 <= curJ && curJ < (MAX_COL) && 0 <= curI && 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 + stageLeft;\r\n let dropPicy = dropPic.y + stageTop;\r\n\r\n dropPic.x = this.distanceX;\r\n dropPic.y = this.distanceY;\r\n\r\n this.dragPic.x = dropPicX - stageLeft;\r\n this.dragPic.y = dropPicy - stageTop;\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 // 图片中心还是在原来的位置\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\r\n }\r\n\r\n private onSuccess() {\r\n console.log('拼图成功!');\r\n engine.globalEvent.dispatchEvent('pictures-game-success', { time: GAME_TIME });\r\n this.stop();\r\n\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 - (750 - props.W) / 2;\r\n this.dragPic.y = e.stageY - this.localPicY - (this.stage.height - props.H) / 2;\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 // onClk(e){\r\n // // 重置时间\r\n // this._timeCounter = 0;\r\n // //重置图片顺序\r\n\r\n\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 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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":["/**\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","import { props } from \"../props\";\r\nconst urls = [];\r\nconst picMap = {};\r\nconst posMap = {};\r\nexport default (parent, url, MAX_COL, MAX_ROW) => {\r\n if (picMap[url]) {\r\n const pics:any[] = picMap[url];\r\n for (const pic of pics) {\r\n parent.addChild(pic);\r\n }\r\n return [picMap[url], posMap[url]]\r\n }\r\n\r\n const W = props.W;\r\n const H = props.H;\r\n const GAP = props.GAP;\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.texture.addEventListener('update', () => {\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 picMap[url] = spr.concat([]);\r\n posMap[url] = pos.concat([]);;\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;\r\n\tindex = 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, getTexture } from \"./utils\";\r\nimport ObjectPool = engine.ObjectPool;\r\n\r\n// let OFFSET_X;\r\n// let OFFSET_Y;\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\n\r\nexport default class GameView extends engine.Container {\r\n private _timer;\r\n private _timeCounter = 0;\r\n\r\n private date\r\n\r\n start() {\r\n //优先获取start事件接收到的参数\r\n MAX_COL = props.column || props.MAX_COL;\r\n MAX_ROW = props.row || props.MAX_ROW;\r\n GAME_TIME = props.gameTime || props.GAME_TIME;\r\n console.log('start',props.column,props.row,props.gameTime)\r\n\r\n if (!this.guideHole) {\r\n this.guideHole = new engine.Image();\r\n this.guideHole.source = 'asset://' + props.blockUrl;\r\n this.guideHole.mouseChildren = this.guideHole.mouseEnabled = false;\r\n }\r\n\r\n if (this.pictures) {\r\n for (const pic of this.pictures) {\r\n if (pic && pic.wrapper)\r\n pic.wrapper.removeChild(pic);\r\n }\r\n }\r\n\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.picturesWrapper.addChild(this.guideHole);\r\n\r\n console.log(this.picturesWrapper)\r\n\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\r\n this._timer = setInterval(() => {\r\n this.onTimer();\r\n }, 10)\r\n\r\n this.date = new Date().getTime();\r\n\r\n }\r\n\r\n onTimer() {\r\n\r\n let date = new Date().getTime();\r\n\r\n let gap = ((date - this.date) / 1000);\r\n this.date = date;\r\n console.log(gap,\"gap\");\r\n\r\n // 以GAME_TIME为标准\r\n GAME_TIME -= gap;\r\n if(GAME_TIME < 0){\r\n GAME_TIME = 0;\r\n }\r\n GAME_TIME = this.afterPointTwo(GAME_TIME);\r\n GAME_TIME = GAME_TIME.toFixed(2)\r\n if (GAME_TIME < 10) {\r\n GAME_TIME = '0' + GAME_TIME\r\n }\r\n console.log(GAME_TIME);\r\n\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\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\r\n getSecond() {\r\n return GAME_TIME\r\n }\r\n\r\n stop() {\r\n \r\n GAME_TIME = props.GAME_TIME\r\n clearInterval(this._timer);\r\n let len = this.pictures.length;\r\n for(let i=0;i<len;i++){\r\n this.pictures[i].removeAllEventListener();\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\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 // 鼠标在当前图片上的位置\r\n localPicX;\r\n localPicY;\r\n // 拖动的图片最开始的位置(左上角为准)\r\n distanceX;\r\n distanceY;\r\n // 图片中心的位置\r\n centerX: number;\r\n centerY: number;\r\n\r\n pictures: engine.Sprite[];\r\n\r\n // 点击图片时的一维数组索引\r\n index;\r\n // 计算目标图片行和列的位置\r\n indexI: number;\r\n indexJ: number;\r\n rightList: engine.Sprite[];\r\n\r\n private picturesWrapper: engine.Sprite;\r\n private guideHole: engine.Image;\r\n\r\n createRects() { }\r\n setup() {\r\n\r\n MAX_COL = props.MAX_COL;\r\n MAX_ROW = props.MAX_ROW;\r\n GAME_TIME = props.GAME_TIME;\r\n // OFFSET_X = props.OFFSET_X;\r\n // OFFSET_Y = props.OFFSET_Y;\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 // this.picturesWrapper.x = OFFSET_X;\r\n // this.picturesWrapper.y = OFFSET_Y;\r\n\r\n // 添加按钮\r\n // const btn = new engine.Rect();\r\n // btn.width = 200;\r\n // btn.height = 100;\r\n // btn.stage.top = 1000;\r\n // btn.stage.left = 350;\r\n // btn.fillColor = 'cyan';\r\n // this.addChild(btn)\r\n\r\n // btn.addEventListener(engine.MouseEvent.CLICK,this.onClk,this)\r\n\r\n }\r\n\r\n onDown(e: engine.MouseEvent) {\r\n // console.log(e);\r\n\r\n let stageLeft = (750 - props.W) / 2\r\n let stageTop = (this.stage.height - props.H) / 2;\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\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\r\n this.indexJ = Math.floor((this.distanceX) / (w + GAP));\r\n this.indexI = Math.floor((this.distanceY) / (h + GAP));\r\n this.index = (this.indexI) * MAX_COL + this.indexJ;\r\n\r\n\r\n // this.centerX = Math.floor(e.clientX / w) * w + w / 2;\r\n // this.centerY = Math.floor(e.clientY / h) * h + h / 2;\r\n\r\n this.centerX = Math.floor((e.clientX - stageLeft) / w) * w + w / 2;\r\n this.centerY = Math.floor((e.clientY - stageTop) / h) * h + 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 listenStageOn = 1;\r\n\r\n stageOnUp(e) {\r\n\r\n let stageLeft = (750 - props.W) / 2\r\n let stageTop = (this.stage.height - props.H) / 2;\r\n\r\n this.stage.removeEventListener(\r\n engine.MouseEvent.MOUSE_MOVE,\r\n this.onMove,\r\n this\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 // 拖动的图片的中心位置在图片之外,回到原来的位置\r\n if (this.centerY < stageTop || this.centerX < stageLeft) {\r\n this.dragPic.x = this.distanceX ;\r\n this.dragPic.y = this.distanceY ;\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 // 要交换的图片第几行第几列\r\n let curJ = Math.floor(this.centerX / (w + GAP));\r\n let curI = Math.floor(this.centerY / (h + GAP));\r\n\r\n this.picturesWrapper.addChild(this.guideHole);\r\n\r\n\r\n // 点击图片的位置\r\n\r\n if ( 0 <= curJ && curJ < (MAX_COL) && 0 <= curI && 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 + stageLeft;\r\n let dropPicy = dropPic.y + stageTop;\r\n\r\n dropPic.x = this.distanceX;\r\n dropPic.y = this.distanceY;\r\n\r\n this.dragPic.x = dropPicX - stageLeft;\r\n this.dragPic.y = dropPicy - stageTop;\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 // 图片中心还是在原来的位置\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\r\n }\r\n\r\n private onSuccess() {\r\n console.log('拼图成功!');\r\n engine.globalEvent.dispatchEvent('pictures-game-success', { time: GAME_TIME });\r\n this.stop();\r\n\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 - (750 - props.W) / 2;\r\n this.dragPic.y = e.stageY - this.localPicY - (this.stage.height - props.H) / 2;\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 // onClk(e){\r\n // // 重置时间\r\n // this._timeCounter = 0;\r\n // //重置图片顺序\r\n\r\n\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 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>>>>>>> 33823dbdb9c3b079aa71a545ab5472146df6429b
/** //Created by rockyl on 2018/8/16.
* Created by rockyl on 2018/8/16.
*/
import { props } from "../props";
import qietu from "./qietu"; import qietu from "./qietu";
import { getIndexFromRC, getRandomArray, getTexture } from "./utils"; import { getIndexFromRC, getRandomArray, getTexture } from "./utils";
import {props} from '../props'
import ObjectPool = engine.ObjectPool; import ObjectPool = engine.ObjectPool;
// let OFFSET_X; // let OFFSET_X;
...@@ -27,27 +24,16 @@ export default class GameView extends engine.Container { ...@@ -27,27 +24,16 @@ export default class GameView extends engine.Container {
private date private date
start() { start() {
<<<<<<< HEAD
<<<<<<< HEAD
=======
//优先获取start事件接收到的参数
>>>>>>> 2533efe07c13d1586974175c8874bc3dad71643a
=======
//优先获取start事件接收到的参数
>>>>>>> 33823dbdb9c3b079aa71a545ab5472146df6429b
MAX_COL = props.column || props.MAX_COL;
MAX_ROW = props.row || props.MAX_ROW;
GAME_TIME = props.gameTime || props.GAME_TIME;
console.log('start',props.column,props.row,props.gameTime)
<<<<<<< HEAD
<<<<<<< HEAD
=======
>>>>>>> 2533efe07c13d1586974175c8874bc3dad71643a //优先获取start事件接收到的参数
=======
>>>>>>> 33823dbdb9c3b079aa71a545ab5472146df6429b // MAX_COL = props.column || props.MAX_COL;
// MAX_ROW = props.row || props.MAX_ROW;
// GAME_TIME = props.gameTime || props.GAME_TIME;
MAX_COL = props.MAX_COL;
MAX_ROW = props.MAX_ROW;
GAME_TIME = props.GAME_TIME;
console.log('start',props.column,props.row,props.gameTime)
if (!this.guideHole) { if (!this.guideHole) {
this.guideHole = new engine.Image(); this.guideHole = new engine.Image();
this.guideHole.source = 'asset://' + props.blockUrl; this.guideHole.source = 'asset://' + props.blockUrl;
......
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