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劳工
zeroing-libs
Commits
a5553149
Commit
a5553149
authored
Aug 17, 2020
by
汪欢
Browse files
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123
parent
21a3813f
Changes
7
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7 changed files
with
25 additions
and
56 deletions
+25
-56
p2demo.json
dist/customs/p2demo.json
+0
-11
pictures.json
dist/customs/pictures.json
+3
-3
GameTest.ts
src/custom/basket/src/game/GameTest.ts
+2
-0
app.js
src/custom/pictures/debug/app.js
+0
-6
main.js
src/custom/pictures/debug/main.js
+9
-7
main.js.map
src/custom/pictures/debug/main.js.map
+1
-5
GameView.ts
src/custom/pictures/src/game/GameView.ts
+10
-24
No files found.
dist/customs/p2demo.json
View file @
a5553149
...
...
@@ -45,12 +45,6 @@
},
"assets"
:
[
{
<<<<<<<
HEAD
"name"
:
"遮罩"
,
"url"
:
"//yun.duiba.com.cn/aurora/assets/5b3e30496b2d9fdafb0cf3835fd6704ce10e45b4.png"
,
"uuid"
:
"888"
,
"ext"
:
".png"
=======
"name"
:
"block"
,
"url"
:
"//yun.duiba.com.cn/aurora/assets/f91184b338ef9540b167eebe7d58e71402e8d9d9.png"
,
"uuid"
:
"888"
,
...
...
@@ -61,7 +55,6 @@
"url"
:
"//yun.duiba.com.cn/aurora/assets/3dc11f2d91659b7e7e1d06a9853cbc9f818e1ea2.png"
,
"uuid"
:
"999"
,
"ext"
:
".png"
>>>>>>>
33823
dbdb
9
c
3
b
079
aa
71
a
545
ab
5472146
df
6429
b
}
],
"events"
:
{
...
...
@@ -102,9 +95,5 @@
}
},
"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\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.p2demo = factory(global.tslib));
\n
}(this, (function (tslib) { 'use strict';
\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
var 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\t
var 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\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.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\t
var props = {};
\n\t
function prepareProps() {
\n\t
var metaProps = getProps();
\n\t
engine.injectProp(props, metaProps);
\n\t
}
\n\t
function injectProps(p) {
\n\t
engine.injectProp(props, p);
\n\t
}
\n\t
//# sourceMappingURL=props.js.map
\n\n\t
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
};
\n\t
return GameWrapper;
\n\t
}(engine.Container));
\n\t
//# sourceMappingURL=GameWrapper.js.map
\n\n\t
function index (props) {
\n\t
prepareProps();
\n\t
injectProps(props);
\n\t
var instance = new GameWrapper();
\n\t
return instance;
\n\t
}
\n\t
//# sourceMappingURL=index.js.map
\n\n\t
return index;
\n\n
})));
\n
"
>>>>>>>
33823
dbdb
9
c
3
b
079
aa
71
a
545
ab
5472146
df
6429
b
}
dist/customs/pictures.json
View file @
a5553149
...
...
@@ -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"
,
...
...
@@ -40,7 +40,7 @@
"GAME_TIME"
:
{
"alias"
:
"游戏时间"
,
"type"
:
"number"
,
"default"
:
10
"default"
:
10
0
}
},
"assets"
:
[
...
...
@@ -89,5 +89,5 @@
}
},
"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 = {};
\r\n\t
function prepareProps() {
\r\n\t
var metaProps = getProps();
\r\n\t
engine.injectProp(props, metaProps);
\r\n\t
}
\r\n\t
function injectProps(p) {
\r\n\t
engine.injectProp(props, p);
\r\n\t
}
\
n\n\t
var picMap = {};
\r\n\t
var posMap = {};
\r\n\t
var 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\t
function 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\t
function getRandomArray(array) {
\r\n\t
array.sort(function () {
\r\n\t
return .5 - Math.random();
\r\n\t
});
\r\n\t
}
\n\n\t
var MAX_COL;
\r\n\t
var MAX_ROW;
\r\n\t
var W;
\r\n\t
var H;
\r\n\t
var GAP;
\r\n\t
var GAME_TIME;
\r\n\t
var w;
\r\n\t
var h;
\r\n\t
var 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\t
var 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\t
function 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\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 = {};
\r\n\t
function prepareProps() {
\r\n\t
var metaProps = getProps();
\r\n\t
engine.injectProp(props, metaProps);
\r\n\t
}
\r\n\t
function injectProps(p) {
\r\n\t
engine.injectProp(props, p);
\r\n\t
}
\
r\n\t
//# sourceMappingURL=props.js.map
\n\n\t
var picMap = {};
\r\n\t
var posMap = {};
\r\n\t
var 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\t
function 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\t
function 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\t
var MAX_COL;
\r\n\t
var MAX_ROW;
\r\n\t
var W;
\r\n\t
var H;
\r\n\t
var GAP;
\r\n\t
var GAME_TIME;
\r\n\t
var w;
\r\n\t
var h;
\r\n\t
var 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\t
var 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\t
function 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\t
return index;
\n\n
})));
\n
"
}
src/custom/basket/src/game/GameTest.ts
View file @
a5553149
...
...
@@ -179,6 +179,8 @@ export default class GameTest extends engine.Container {
var
boardPointBody
:
p2
.
Body
=
new
p2
.
Body
({
position
:[
100
/
this
.
factor
,
800
/
this
.
factor
]
})
boardPointBody
.
addShape
(
boardPoint
);
boardPointBody
.
displays
=
[]
// 篮球
var
boxShape
:
p2
.
Shape
=
new
p2
.
Circle
({
radius
:
60
/
this
.
factor
});
...
...
src/custom/pictures/debug/app.js
View file @
a5553149
...
...
@@ -52,15 +52,9 @@ function launchWithCustomModule(customModule) {
engine
.
globalEvent
.
dispatchEvent
(
'pictures-start'
,
{
picUrl
:
"http://yun.duiba.com.cn/aurora/assets/e1593b97c27077b85b92f7eaaeae1ed64a1eb79a.png"
,
blockUrl
:
"888"
,
<<<<<<<
HEAD
row
:
3
,
column
:
3
,
gameTime
:
50
=======
column
:
"2"
,
row
:
"2"
,
gameTime
:
"50"
>>>>>>>
33823
dbdb9c3b079aa71a545ab5472146df6429b
});
const
d
=
engine
.
gameStage
.
sceneContainer
.
getChildAt
(
0
);
...
...
src/custom/pictures/debug/main.js
View file @
a5553149
...
...
@@ -12,6 +12,7 @@
function
injectProps
(
p
)
{
engine
.
injectProp
(
props
,
p
);
}
//# sourceMappingURL=props.js.map
var
picMap
=
{};
var
posMap
=
{};
...
...
@@ -64,6 +65,7 @@
posMap
[
url
]
=
pos
.
concat
([]);
return
[
spr
,
pos
];
});
//# sourceMappingURL=qietu.js.map
function
getIndexFromRC
(
row
,
col
,
maxCol
)
{
var
index
;
...
...
@@ -75,6 +77,7 @@
return
.
5
-
Math
.
random
();
});
}
//# sourceMappingURL=utils.js.map
var
MAX_COL
;
var
MAX_ROW
;
...
...
@@ -95,9 +98,9 @@
}
GameView
.
prototype
.
start
=
function
()
{
var
_this
=
this
;
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
)
{
this
.
guideHole
=
new
engine
.
Image
();
...
...
@@ -151,7 +154,7 @@
if
(
GAME_TIME
<
10
)
{
GAME_TIME
=
'0'
+
GAME_TIME
;
}
console
.
log
(
GAME_TIME
);
console
.
log
(
GAME_TIME
,
"gametime1"
);
engine
.
globalEvent
.
dispatchEvent
(
'pictures-time-update'
,
{
second
:
this
.
getSecond
(),
});
...
...
@@ -187,10 +190,7 @@
MAX_COL
=
props
.
MAX_COL
;
MAX_ROW
=
props
.
MAX_ROW
;
GAME_TIME
=
props
.
GAME_TIME
;
<<<<<<<
HEAD
console
.
log
(
GAME_TIME
,
'setuptime'
);
=======
>>>>>>>
33823
dbdb9c3b079aa71a545ab5472146df6429b
W
=
props
.
W
;
H
=
props
.
H
;
GAP
=
props
.
GAP
;
...
...
@@ -296,6 +296,7 @@
};
return
GameWrapper
;
}(
engine
.
Container
));
//# sourceMappingURL=GameWrapper.js.map
function
index
(
props
)
{
prepareProps
();
...
...
@@ -303,6 +304,7 @@
var
instance
=
new
GameWrapper
();
return
instance
;
}
//# sourceMappingURL=index.js.map
return
index
;
...
...
src/custom/pictures/debug/main.js.map
View file @
a5553149
<<<<<<< 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}","/**\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
{"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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\ No newline at end of file
src/custom/pictures/src/game/GameView.ts
View file @
a5553149
/**
* Created by rockyl on 2018/8/16.
*/
import
{
props
}
from
"../props"
;
//Created by rockyl on 2018/8/16.
import
qietu
from
"./qietu"
;
import
{
getIndexFromRC
,
getRandomArray
,
getTexture
}
from
"./utils"
;
import
{
props
}
from
'../props'
import
ObjectPool
=
engine
.
ObjectPool
;
// let OFFSET_X;
...
...
@@ -27,27 +24,16 @@ export default class GameView extends engine.Container {
private
date
start
()
{
<<<<<<<
HEAD
<<<<<<<
HEAD
=======
//优先获取start事件接收到的参数
>>>>>>>
2533
efe07c13d1586974175c8874bc3dad71643a
=======
//优先获取start事件接收到的参数
>>>>>>>
33823
dbdb9c3b079aa71a545ab5472146df6429b
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
=======
>>>>>>>
2533
efe07c13d1586974175c8874bc3dad71643a
=======
//优先获取start事件接收到的参数
>>>>>>>
33823
dbdb9c3b079aa71a545ab5472146df6429b
// 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
)
{
this
.
guideHole
=
new
engine
.
Image
();
this
.
guideHole
.
source
=
'asset://'
+
props
.
blockUrl
;
...
...
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