Commit b5cf2632 authored by 汪欢's avatar 汪欢

拼图长按bug

parent 634f2330
...@@ -56,14 +56,14 @@ function launchWithCustomModule(customModule) { ...@@ -56,14 +56,14 @@ function launchWithCustomModule(customModule) {
engine.gameStage.sceneContainer.getChildAt(0).y = (d.stage.height-props.H)/2; engine.gameStage.sceneContainer.getChildAt(0).y = (d.stage.height-props.H)/2;
}, 1000); }, 1000);
setTimeout(() => { // setTimeout(() => {
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",
// picUrl: "http://yun.duiba.com.cn/aurora/assets/d23e73d37ec01931e48cbd0a4095367044c5675c.png" // // picUrl: "http://yun.duiba.com.cn/aurora/assets/d23e73d37ec01931e48cbd0a4095367044c5675c.png"
blockUrl: "888" // blockUrl: "888"
}); // });
}, 30*1000); // }, 30*1000);
}); });
engine.globalEvent.addEventListener('pictures-time-update', (e) => { engine.globalEvent.addEventListener('pictures-time-update', (e) => {
// console.log(e.type, e.data); // console.log(e.type, e.data);
......
...@@ -100,7 +100,7 @@ ...@@ -100,7 +100,7 @@
var _this = this; var _this = this;
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;
this.guideHole.mouseChildren = this.guideHole.mouseEnabled = false; this.guideHole.mouseChildren = this.guideHole.mouseEnabled = false;
} }
if (this.pictures) { if (this.pictures) {
...@@ -110,8 +110,8 @@ ...@@ -110,8 +110,8 @@
pic.parent.removeChild(pic); pic.parent.removeChild(pic);
} }
} }
console.log('on start'); console.log("on start");
engine.globalEvent.dispatchEvent('pictures-time-update', { engine.globalEvent.dispatchEvent("pictures-time-update", {
second: this.getSecond(), second: this.getSecond(),
}); });
var result = qietu(this.picturesWrapper, props.picUrl, MAX_COL, MAX_ROW); var result = qietu(this.picturesWrapper, props.picUrl, MAX_COL, MAX_ROW);
...@@ -140,16 +140,17 @@ ...@@ -140,16 +140,17 @@
GAME_TIME = this.afterPointTwo(GAME_TIME); GAME_TIME = this.afterPointTwo(GAME_TIME);
GAME_TIME = GAME_TIME.toFixed(2); GAME_TIME = GAME_TIME.toFixed(2);
if (GAME_TIME < 10) { if (GAME_TIME < 10) {
GAME_TIME = '0' + GAME_TIME; GAME_TIME = "0" + GAME_TIME;
} }
engine.globalEvent.dispatchEvent('pictures-time-update', { console.log(GAME_TIME);
engine.globalEvent.dispatchEvent("pictures-time-update", {
second: this.getSecond(), second: this.getSecond(),
}); });
if (this.getSecond() == 0) { if (this.getSecond() == 0) {
GAME_TIME = props.GAME_TIME; GAME_TIME = props.GAME_TIME;
this.stop(); this.stop();
engine.globalEvent.dispatchEvent('pictures-game-fail', { engine.globalEvent.dispatchEvent("pictures-game-fail", {
reason: 1 reason: 1,
}); });
} }
}; };
...@@ -166,6 +167,7 @@ ...@@ -166,6 +167,7 @@
}; };
GameView.prototype.stop = function () { GameView.prototype.stop = function () {
clearInterval(this._timer); clearInterval(this._timer);
this.stage.removeEventListener(engine.MouseEvent.MOUSE_UP, this.stageOnUp, this);
var len = this.pictures.length; var len = this.pictures.length;
for (var i = 0; i < len; i++) { for (var i = 0; i < len; i++) {
this.pictures[i].removeAllEventListener(); this.pictures[i].removeAllEventListener();
...@@ -181,7 +183,7 @@ ...@@ -181,7 +183,7 @@
GAP = props.GAP; GAP = props.GAP;
w = W / MAX_COL; w = W / MAX_COL;
h = H / MAX_ROW; h = H / MAX_ROW;
console.log('onSteup', props); console.log("onSteup", props);
var parent = new engine.Sprite(); var parent = new engine.Sprite();
this.picturesWrapper = parent; this.picturesWrapper = parent;
this.addChild(parent); this.addChild(parent);
...@@ -195,15 +197,16 @@ ...@@ -195,15 +197,16 @@
this.localPicY = e.localY / MAX_ROW; this.localPicY = e.localY / MAX_ROW;
this.distanceX = this.dragPic.x; this.distanceX = this.dragPic.x;
this.distanceY = this.dragPic.y; this.distanceY = this.dragPic.y;
this.indexJ = Math.floor((this.distanceX) / (w + GAP)); this.indexJ = Math.floor(this.distanceX / (w + GAP));
this.indexI = Math.floor((this.distanceY) / (h + GAP)); this.indexI = Math.floor(this.distanceY / (h + GAP));
this.index = (this.indexI) * MAX_COL + this.indexJ; this.index = this.indexI * MAX_COL + this.indexJ;
this.centerX = Math.floor((e.clientX - stageLeft) / w) * w + w / 2; this.centerX = Math.floor((e.clientX - stageLeft) / w) * w + w / 2;
this.centerY = Math.floor((e.clientY - stageTop) / h) * h + h / 2; this.centerY = Math.floor((e.clientY - stageTop) / h) * h + h / 2;
this.stage.addEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMove, this); this.stage.addEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMove, this);
this.stage.addEventListener(engine.MouseEvent.MOUSE_UP, this.stageOnUp, this); this.stage.addEventListener(engine.MouseEvent.MOUSE_UP, this.stageOnUp, this);
}; };
GameView.prototype.stageOnUp = function (e) { GameView.prototype.stageOnUp = function () {
if (GAME_TIME > 0) {
var stageLeft = (750 - props.W) / 2; var stageLeft = (750 - props.W) / 2;
var stageTop = (this.stage.height - props.H) / 2; var stageTop = (this.stage.height - props.H) / 2;
this.stage.removeEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMove, this); this.stage.removeEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMove, this);
...@@ -215,7 +218,7 @@ ...@@ -215,7 +218,7 @@
var curJ = Math.floor(this.centerX / (w + GAP)); var curJ = Math.floor(this.centerX / (w + GAP));
var curI = Math.floor(this.centerY / (h + GAP)); var curI = Math.floor(this.centerY / (h + GAP));
this.picturesWrapper.addChild(this.guideHole); this.picturesWrapper.addChild(this.guideHole);
if (0 <= curJ && curJ < (MAX_COL) && 0 <= curI && curI < (MAX_ROW)) { if (0 <= curJ && curJ < MAX_COL && 0 <= curI && curI < MAX_ROW) {
var index = getIndexFromRC(curI, curJ, MAX_COL); var index = getIndexFromRC(curI, curJ, MAX_COL);
var dropPic = this.pictures[index]; var dropPic = this.pictures[index];
var dropPicX = dropPic.x + stageLeft; var dropPicX = dropPic.x + stageLeft;
...@@ -247,15 +250,19 @@ ...@@ -247,15 +250,19 @@
this.dragPic.x = this.distanceX; this.dragPic.x = this.distanceX;
this.dragPic.y = this.distanceY; this.dragPic.y = this.distanceY;
} }
}
}; };
GameView.prototype.onSuccess = function () { GameView.prototype.onSuccess = function () {
console.log('拼图成功!'); console.log("拼图成功!");
engine.globalEvent.dispatchEvent('pictures-game-success', { time: GAME_TIME }); engine.globalEvent.dispatchEvent("pictures-game-success", {
time: GAME_TIME,
});
this.stop(); this.stop();
}; };
GameView.prototype.onMove = function (e) { GameView.prototype.onMove = function (e) {
this.dragPic.x = e.stageX - this.localPicX - (750 - props.W) / 2; this.dragPic.x = e.stageX - this.localPicX - (750 - props.W) / 2;
this.dragPic.y = e.stageY - this.localPicY - (this.stage.height - props.H) / 2; this.dragPic.y =
e.stageY - this.localPicY - (this.stage.height - props.H) / 2;
this.centerX = this.dragPic.x + w / 2; this.centerX = this.dragPic.x + w / 2;
this.centerY = this.dragPic.y + h / 2; this.centerY = this.dragPic.y + h / 2;
}; };
......
{"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\n// MAX_COL = props.MAX_COL;\r\n// MAX_ROW = props.MAX_ROW;\r\nexport default class GameView extends engine.Container {\r\n private _timer;\r\n private _timeCounter = 0;\r\n\r\n start() {\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.parent)\r\n pic.parent.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\r\n onTimer() {\r\n\r\n\r\n // 以GAME_TIME为标准\r\n GAME_TIME -= 0.01\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 GAME_TIME = props.GAME_TIME\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\r\n floatN = Math.round(floatN * 100) / 100;\r\n\r\n\r\n\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 // 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\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 // 图片的中心位置\r\n // this.centerX = e.clientX + w / 2;\r\n // this.centerY = e.clientY + h / 2;\r\n\r\n \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 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 // 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 \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 // GAME_TIME *= 0.8; \r\n // props.MAX_ROW += 1;\r\n // props.MAX_COL += 1;\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 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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 start() {\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.parent) pic.parent.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 for (; i < len; i++) {\r\n this.dragPic = this.pictures[i];\r\n this.pictures[i].addEventListener(\r\n engine.MouseEvent.MOUSE_DOWN,\r\n this.onDown,\r\n this\r\n );\r\n const [x, y] = posList[i];\r\n this.dragPic.x = x;\r\n this.dragPic.y = y;\r\n }\r\n\r\n this._timer = setInterval(() => {\r\n this.onTimer();\r\n }, 10);\r\n }\r\n\r\n onTimer() {\r\n // 以GAME_TIME为标准\r\n GAME_TIME -= 0.01;\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 engine.globalEvent.dispatchEvent(\"pictures-time-update\", {\r\n second: this.getSecond(),\r\n });\r\n\r\n if (this.getSecond() == 0) {\r\n \r\n GAME_TIME = props.GAME_TIME;\r\n this.stop();\r\n \r\n engine.globalEvent.dispatchEvent(\"pictures-game-fail\", {\r\n reason: 1,\r\n });\r\n }\r\n }\r\n\r\n afterPointTwo(n) {\r\n var floatN = parseFloat(n);\r\n if (isNaN(floatN)) {\r\n return;\r\n }\r\n\r\n floatN = Math.round(floatN * 100) / 100;\r\n\r\n return floatN;\r\n }\r\n\r\n getSecond() {\r\n return GAME_TIME;\r\n }\r\n\r\n stop() {\r\n // GAME_TIME = props.GAME_TIME\r\n clearInterval(this._timer);\r\n this.stage.removeEventListener(\r\n engine.MouseEvent.MOUSE_UP,\r\n this.stageOnUp,\r\n this\r\n );\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 // this.dragPic.removeAllEventListener();\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 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 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 // 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 // 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 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 */\r\n\r\n stageOnUp() {\r\n if (GAME_TIME > 0) {\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 // 点击图片的位置\r\n\r\n if (0 <= curJ && curJ < MAX_COL && 0 <= curI && curI < MAX_ROW) {\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 } 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 private onSuccess() {\r\n console.log(\"拼图成功!\");\r\n engine.globalEvent.dispatchEvent(\"pictures-game-success\", {\r\n time: GAME_TIME,\r\n });\r\n this.stop();\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 =\r\n 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 * Created by rockyl on 2020-01-09.\r\n */\r\n\r\nimport GameView from \"./GameView\";\r\nimport { injectProps } from \"../props\";\r\n\r\n\r\nexport class GameWrapper extends engine.Container {\r\n\t// private _status;\r\n\tprivate _gameView: GameView;\r\n\r\n\r\n\r\n\r\n\r\n\tconstructor() {\r\n\t\tsuper();\r\n\r\n\t\tengine.globalEvent.addEventListener('pictures-start', this.start, this);\r\n\t\tengine.globalEvent.addEventListener('pictures-stop', this.stop, this);\r\n\r\n\t\t//创建实例\r\n\t\tlet gameView = this._gameView = new GameView();\r\n\t\tthis.addChild(gameView);\r\n\r\n\t}\r\n\r\n\tstart(event: engine.Event) {\r\n\t\tinjectProps(event.data);\r\n\r\n\t\t// this._status = 1;\r\n\r\n\t\tthis._gameView.start();\r\n\t}\r\n\tstop(event: engine.Event) {\r\n\t\t\r\n\t\tthis._gameView.stop();\r\n\t}\r\n}\r\n","/**\r\n * Created by rockyl on 2019-11-20.\r\n */\r\n\r\nimport {GameWrapper} from \"./game/GameWrapper\";\r\nimport {injectProps, prepareProps} from \"./props\";\r\n\r\nexport default function (props) {\r\n\tprepareProps();\r\n\tinjectProps(props);\r\n\r\n\tlet instance = new GameWrapper();\r\n\t\r\n\treturn instance;\r\n}\r\n"],"names":["__extends"],"mappings":";;;;;;CAIO,IAAI,KAAK,GAAQ,EAAE,CAAC;UAEX,YAAY;KAC3B,IAAI,SAAS,GAAG,QAAQ,EAAE,CAAC;KAE3B,MAAM,CAAC,UAAU,CAAC,KAAK,EAAE,SAAS,CAAC,CAAC;CACrC,CAAC;UAEe,WAAW,CAAC,CAAC;KAC5B,MAAM,CAAC,UAAU,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;CAC7B,CAAC;;;CCZD,IAAM,MAAM,GAAG,EAAE,CAAC;CAClB,IAAM,MAAM,GAAG,EAAE,CAAC;AAClB,cAAe,UAAC,MAAM,EAAE,GAAG,EAAE,OAAO,EAAE,OAAO;KAC3C,IAAI,MAAM,CAAC,GAAG,CAAC,EAAE;SACf,IAAM,IAAI,GAAS,MAAM,CAAC,GAAG,CAAC,CAAC;SAC/B,KAAkB,UAAI,EAAJ,aAAI,EAAJ,kBAAI,EAAJ,IAAI,EAAE;aAAnB,IAAM,GAAG,aAAA;aACZ,MAAM,CAAC,QAAQ,CAAC,GAAG,CAAC,CAAC;UACtB;SACD,OAAO,CAAC,MAAM,CAAC,GAAG,CAAC,EAAE,MAAM,CAAC,GAAG,CAAC,CAAC,CAAA;MAClC;KAED,IAAM,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC;KAClB,IAAM,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC;KAClB,IAAM,GAAG,GAAG,KAAK,CAAC,GAAG,CAAC;KAEtB,IAAM,GAAG,GAAG,EAAE,CAAC;KACf,IAAM,GAAG,GAAG,EAAE,CAAA;6BAEL,GAAG;iCACD,GAAG;aAEV,IAAM,KAAK,GAAG,MAAM,CAAC,MAAM,CAAC,SAAS,CAAC,GAAG,CAAC,CAAC;aAC3C,GAAG,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;aAEhB,KAAK,CAAC,MAAM,GAAG,CAAC,GAAG,OAAO,CAAC;aAC3B,KAAK,CAAC,MAAM,GAAG,CAAC,GAAG,OAAO,CAAC;aAC3B,MAAM,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;aACvB,KAAK,CAAC,CAAC,GAAG,GAAG,IAAI,CAAC,GAAG,OAAO,GAAG,GAAG,CAAC,CAAC;aACpC,KAAK,CAAC,CAAC,GAAG,GAAG,IAAI,CAAC,GAAG,OAAO,GAAG,GAAG,CAAC,CAAC;aACpC,GAAG,CAAC,IAAI,CAAC,CAAC,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC;aAE7B,KAAK,CAAC,gBAAgB,CAAC,MAAM,CAAC,KAAK,CAAC,QAAQ,EAAE;iBAC5C,IAAM,GAAG,GAAG,IAAI,YAAY,CAAC;qBAC3B,GAAG,GAAG,OAAO;qBACb,GAAG,GAAG,OAAO;qBACb,CAAC,GAAG,GAAG,CAAC,IAAI,OAAO;qBACnB,GAAG,GAAG,OAAO;qBACb,CAAC,GAAG,GAAG,CAAC,IAAI,OAAO;qBACnB,CAAC,GAAG,GAAG,CAAC,IAAI,OAAO;qBACnB,GAAG,GAAG,OAAO;qBACb,CAAC,GAAG,GAAG,CAAC,IAAI,OAAO;kBACpB,CAAC,CAAC;iBAEH,KAAK,CAAC,GAAG,GAAG,GAAG,CAAC;cAEjB,CAAC,CAAC;;SA1BL,KAAK,IAAI,GAAG,GAAG,CAAC,EAAE,GAAG,GAAG,OAAO,EAAE,GAAG,EAAE;qBAA7B,GAAG;UA2BX;;KA5BH,KAAK,IAAI,GAAG,GAAG,CAAC,EAAE,GAAG,GAAG,OAAO,EAAE,GAAG,EAAE;iBAA7B,GAAG;MA6BX;KACD,MAAM,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC,EAAE,CAAC,CAAC;KAC7B,MAAM,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC,EAAE,CAAC,CAAC;KAE7B,OAAO,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;CACpB,CAAC,EAAC;;;UCjCc,cAAc,CAAC,GAAG,EAAC,GAAG,EAAC,MAAM;KAC5C,IAAI,KAAK,CAAC;KACV,KAAK,GAAG,GAAG,GAAG,MAAM,GAAG,GAAG,CAAE;KAC5B,OAAO,KAAK,CAAA;CACb,CAAC;AAKD,UAAgB,cAAc,CAAC,KAAK;KACnC,KAAK,CAAC,IAAI,CAAC;SACV,OAAO,EAAE,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;MAC1B,CAAC,CAAC;CACJ,CAAC;;;CCvBD,IAAI,OAAO,CAAC;CACZ,IAAI,OAAO,CAAC;CACZ,IAAI,CAAC,CAAC;CACN,IAAI,CAAC,CAAC;CACN,IAAI,GAAG,CAAC;CACR,IAAI,SAAS,CAAC;CAEd,IAAI,CAAC,CAAC;CAEN,IAAI,CAAC,CAAC;CAEN;KAAsCA,kCAAgB;KA8GpD;SAAA,YACE,iBAAO,SAER;SA/GO,kBAAY,GAAG,CAAC,CAAC;SAuNzB,mBAAa,GAAG,CAAC,CAAC;SAzGhB,KAAI,CAAC,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,cAAc,EAAE,KAAI,CAAC,KAAK,EAAE,KAAI,CAAC,CAAC;;MAC1D;KA7GD,wBAAK,GAAL;SAAA,iBAgDC;SA/CC,IAAI,CAAC,IAAI,CAAC,SAAS,EAAE;aACnB,IAAI,CAAC,SAAS,GAAG,IAAI,MAAM,CAAC,KAAK,EAAE,CAAC;aACpC,IAAI,CAAC,SAAS,CAAC,MAAM,GAAG,UAAU,GAAG,KAAK,CAAC,QAAQ,CAAC;aACpD,IAAI,CAAC,SAAS,CAAC,aAAa,GAAG,IAAI,CAAC,SAAS,CAAC,YAAY,GAAG,KAAK,CAAC;UACpE;SAED,IAAI,IAAI,CAAC,QAAQ,EAAE;aACjB,KAAkB,UAAa,EAAb,KAAA,IAAI,CAAC,QAAQ,EAAb,cAAa,EAAb,IAAa,EAAE;iBAA5B,IAAM,GAAG,SAAA;iBACZ,IAAI,GAAG,IAAI,GAAG,CAAC,MAAM;qBAAE,GAAG,CAAC,MAAM,CAAC,WAAW,CAAC,GAAG,CAAC,CAAC;cACpD;UACF;SAED,OAAO,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC;SACxB,MAAM,CAAC,WAAW,CAAC,aAAa,CAAC,sBAAsB,EAAE;aACvD,MAAM,EAAE,IAAI,CAAC,SAAS,EAAE;UACzB,CAAC,CAAC;SAGH,IAAM,MAAM,GAAG,KAAK,CAAC,IAAI,CAAC,eAAe,EAAE,KAAK,CAAC,MAAM,EAAE,OAAO,EAAE,OAAO,CAAC,CAAC;SAC3E,IAAI,CAAC,eAAe,CAAC,QAAQ,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;SAE9C,OAAO,CAAC,GAAG,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;SAElC,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;SAC1B,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,EAAE,CAAC,CAAC;SAC1C,IAAM,OAAO,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;SAC1B,cAAc,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;SAE9B,IAAI,CAAC,GAAG,CAAC,CAAC;SACV,IAAI,GAAG,CAAC;SACR,GAAG,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC;SAE3B,OAAO,CAAC,GAAG,GAAG,EAAE,CAAC,EAAE,EAAE;aACnB,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;aAChC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,gBAAgB,CAC/B,MAAM,CAAC,UAAU,CAAC,UAAU,EAC5B,IAAI,CAAC,MAAM,EACX,IAAI,CACL,CAAC;aACI,IAAA,KAAS,OAAO,CAAC,CAAC,CAAC,EAAlB,CAAC,QAAA,EAAE,CAAC,QAAc,CAAC;aAC1B,IAAI,CAAC,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC;aACnB,IAAI,CAAC,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC;UACpB;SAED,IAAI,CAAC,MAAM,GAAG,WAAW,CAAC;aACxB,KAAI,CAAC,OAAO,EAAE,CAAC;UAChB,EAAE,EAAE,CAAC,CAAC;MACR;KAED,0BAAO,GAAP;SAEE,SAAS,IAAI,IAAI,CAAC;SAClB,SAAS,GAAG,IAAI,CAAC,aAAa,CAAC,SAAS,CAAC,CAAC;SAC1C,SAAS,GAAG,SAAS,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;SACjC,IAAI,SAAS,GAAG,EAAE,EAAE;aAClB,SAAS,GAAG,GAAG,GAAG,SAAS,CAAC;UAC7B;SACD,OAAO,CAAC,GAAG,CAAC,SAAS,CAAC,CAAC;SAEvB,MAAM,CAAC,WAAW,CAAC,aAAa,CAAC,sBAAsB,EAAE;aACvD,MAAM,EAAE,IAAI,CAAC,SAAS,EAAE;UACzB,CAAC,CAAC;SAEH,IAAI,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,EAAE;aAEzB,SAAS,GAAG,KAAK,CAAC,SAAS,CAAC;aAC5B,IAAI,CAAC,IAAI,EAAE,CAAC;aAEZ,MAAM,CAAC,WAAW,CAAC,aAAa,CAAC,oBAAoB,EAAE;iBACrD,MAAM,EAAE,CAAC;cACV,CAAC,CAAC;UACJ;MACF;KAED,gCAAa,GAAb,UAAc,CAAC;SACb,IAAI,MAAM,GAAG,UAAU,CAAC,CAAC,CAAC,CAAC;SAC3B,IAAI,KAAK,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\ No newline at end of file \ No newline at end of file
...@@ -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": 50 "default": 5
} }
}, },
......
...@@ -124,12 +124,20 @@ export default class GameView extends engine.Container { ...@@ -124,12 +124,20 @@ export default class GameView extends engine.Container {
} }
stop() { stop() {
// GAME_TIME = props.GAME_TIME // GAME_TIME = props.GAME_TIME
clearInterval(this._timer); clearInterval(this._timer);
let len = this.pictures.length; let len = this.pictures.length;
for(let i=0;i<len;i++){ for(let i=0;i<len;i++){
this.pictures[i].removeAllEventListener(); this.pictures[i].removeAllEventListener();
} }
this.stage.removeEventListener(
engine.MouseEvent.MOUSE_UP,
this.stageOnUp,
this
);
} }
constructor() { constructor() {
......
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