Commit bea870f5 authored by zjz1994's avatar zjz1994

代码暂存

parent 426cdc81
......@@ -50,6 +50,12 @@
"url": "//yun.duiba.com.cn/aurora/assets/a3ce52a41ed53ccfa7ce404dbc10102961c4a805.png",
"uuid": "selected",
"ext": ".png"
},
{
"name": "房子动画",
"url": "//yun.duiba.com.cn/aurora/assets/f55c640d40911934c7c5cf01f4fc1940ffb4e16c.svga",
"uuid": "homeani",
"ext": ".svga"
}
],
"events": {
......@@ -89,5 +95,5 @@
}
},
"id": "xiaoxiaole",
"code": "(function (global, factory) {\n\ttypeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('tslib')) :\n\ttypeof define === 'function' && define.amd ? define(['tslib'], factory) :\n\t(global = global || self, global.xiaoxiaole = factory(global.tslib));\n}(this, (function (tslib) { 'use strict';\n\n\tfunction getTexture(uuid) {\r\n\t return engine.Texture.from(getAssetByUUID(uuid).uuid);\r\n\t}\r\n\tfunction getTextureByName(name) {\r\n\t return getTexture(engine.getAssetByName(name).uuid);\r\n\t}\n\n\tvar Element = (function (_super) {\r\n\t tslib.__extends(Element, _super);\r\n\t function Element() {\r\n\t var _this = _super.call(this) || this;\r\n\t _this.width = MapData.itemsize;\r\n\t _this.height = MapData.itemsize;\r\n\t _this.eimage = new engine.Image();\r\n\t _this.addChild(_this.eimage);\r\n\t _this.touch = true;\r\n\t _this.addEventListener(engine.MouseEvent.CLICK, _this.selectele, _this);\r\n\t return _this;\r\n\t }\r\n\t Object.defineProperty(Element.prototype, \"touch\", {\r\n\t set: function (touch) {\r\n\t this.mouseEnabled = touch;\r\n\t this.mouseChildren = touch;\r\n\t },\r\n\t enumerable: true,\r\n\t configurable: true\r\n\t });\r\n\t Element.prototype.init = function (type) {\r\n\t this.scaleX = 1;\r\n\t this.scaleY = 1;\r\n\t this.type = type;\r\n\t var ename = MapData.getEtypeImgName(type);\r\n\t this.eimage.texture = getTextureByName(ename);\r\n\t var imgwid = this.eimage.texture.width;\r\n\t var imghei = this.eimage.texture.height;\r\n\t this.eimage.x = (this.width - imgwid) / 2;\r\n\t this.eimage.y = (this.height - imghei) / 2;\r\n\t };\r\n\t Element.prototype.setrc = function (r, c) {\r\n\t this.inrow = r;\r\n\t this.incol = c;\r\n\t };\r\n\t Element.prototype.selectele = function (e) {\r\n\t engine.globalEvent.dispatchEvent(GameEvent.SelectEle, {\r\n\t r: this.inrow,\r\n\t c: this.incol\r\n\t });\r\n\t };\r\n\t Object.defineProperty(Element.prototype, \"factor\", {\r\n\t get: function () {\r\n\t return 0;\r\n\t },\r\n\t set: function (value) {\r\n\t this.x = (1 - value) * (1 - value) * this.p1x + 2 * value * (1 - value) * this.c1x + value * value * this.p2x;\r\n\t this.y = (1 - value) * (1 - value) * this.p1y + 2 * value * (1 - value) * this.c1y + value * value * this.p2y;\r\n\t var mscale = (1 - value) * (1 - value) * 1 + 2 * value * (1 - value) * 0.6 + value * value * 0;\r\n\t this.scaleX = mscale;\r\n\t this.scaleY = mscale;\r\n\t },\r\n\t enumerable: true,\r\n\t configurable: true\r\n\t });\r\n\t Element.prototype.flyToHome = function (tx, ty, time) {\r\n\t var _this = this;\r\n\t this.p1x = this.x;\r\n\t this.p1y = this.y;\r\n\t this.c1x = (this.p1x - tx) / 4 + tx;\r\n\t this.c1y = ty;\r\n\t this.p2x = tx;\r\n\t this.p2y = ty;\r\n\t engine.Tween.get(this).to({\r\n\t factor: 1\r\n\t }, time)\r\n\t .call(function () {\r\n\t var nodeparent = _this.parent;\r\n\t nodeparent && nodeparent.removeChild(_this);\r\n\t MapData.recoverEle(_this);\r\n\t });\r\n\t };\r\n\t Element.prototype.changePos = function () {\r\n\t };\r\n\t return Element;\r\n\t}(engine.Container));\n\n\tvar ElementType;\r\n\t(function (ElementType) {\r\n\t ElementType[ElementType[\"btiger\"] = 1] = \"btiger\";\r\n\t ElementType[ElementType[\"gtiger\"] = 2] = \"gtiger\";\r\n\t ElementType[ElementType[\"monkey\"] = 3] = \"monkey\";\r\n\t ElementType[ElementType[\"bird\"] = 4] = \"bird\";\r\n\t ElementType[ElementType[\"koala\"] = 5] = \"koala\";\r\n\t})(ElementType || (ElementType = {}));\r\n\tvar GameEvent;\r\n\t(function (GameEvent) {\r\n\t GameEvent[\"SelectEle\"] = \"SelectEle\";\r\n\t})(GameEvent || (GameEvent = {}));\r\n\tvar MapData = (function () {\r\n\t function MapData() {\r\n\t }\r\n\t MapData.getRy = function (r) {\r\n\t return this.paddingb + r * (this.itemsize + this.paddingi);\r\n\t };\r\n\t MapData.getCx = function (c) {\r\n\t return this.paddingb + c * (this.itemsize + this.paddingi);\r\n\t };\r\n\t MapData.getRCPos = function (r, c) {\r\n\t var x = this.getCx(c);\r\n\t var y = this.getRy(r);\r\n\t return [x, y];\r\n\t };\r\n\t MapData.adaptElePos = function (pos, wid, hei) {\r\n\t var x = pos[0] + (this.itemsize - wid) / 2;\r\n\t var y = pos[1] + (this.itemsize - hei) / 2;\r\n\t return [x, y];\r\n\t };\r\n\t MapData.getEtypeImgName = function (type) {\r\n\t var ename;\r\n\t switch (type) {\r\n\t case ElementType.btiger:\r\n\t ename = \"白虎\";\r\n\t break;\r\n\t case ElementType.gtiger:\r\n\t ename = \"雌虎\";\r\n\t break;\r\n\t case ElementType.monkey:\r\n\t ename = \"猴子\";\r\n\t break;\r\n\t case ElementType.bird:\r\n\t ename = \"\";\r\n\t break;\r\n\t case ElementType.koala:\r\n\t ename = \"树熊\";\r\n\t break;\r\n\t default:\r\n\t console.error(\"未定义元素类型\");\r\n\t break;\r\n\t }\r\n\t return ename;\r\n\t };\r\n\t MapData.getRandEtype = function () {\r\n\t var eletypeArr = [ElementType.btiger, ElementType.gtiger, ElementType.monkey, ElementType.bird, ElementType.koala];\r\n\t var etype = eletypeArr[Math.floor(Math.random() * eletypeArr.length)];\r\n\t return etype;\r\n\t };\r\n\t MapData.getOneEle = function (type) {\r\n\t var ele;\r\n\t if (this.elePool.length > 0) {\r\n\t ele = this.elePool.shift();\r\n\t }\r\n\t else {\r\n\t ele = new Element();\r\n\t }\r\n\t ele.name = \"ele_\" + this.eleidx;\r\n\t this.eleidx += 1;\r\n\t ele.init(type);\r\n\t return ele;\r\n\t };\r\n\t MapData.recoverEle = function (ele) {\r\n\t this.elePool.push(ele);\r\n\t };\r\n\t MapData.getDistance = function (p1, p2) {\r\n\t var p1x = p1[0];\r\n\t var p1y = p1[1];\r\n\t var p2x = p2[0];\r\n\t var p2y = p2[1];\r\n\t var dis = Math.sqrt(Math.pow(p1x - p2x, 2) + Math.pow(p1y - p2y, 2));\r\n\t return dis;\r\n\t };\r\n\t MapData.itemsize = 129;\r\n\t MapData.paddingb = 10;\r\n\t MapData.paddingi = 5;\r\n\t MapData.row = 5;\r\n\t MapData.col = 5;\r\n\t MapData.posData = {};\r\n\t MapData.eleidx = 1;\r\n\t MapData.elePool = [];\r\n\t return MapData;\r\n\t}());\n\n\tvar GameView = (function (_super) {\r\n\t tslib.__extends(GameView, _super);\r\n\t function GameView() {\r\n\t var _this = _super.call(this) || this;\r\n\t _this.lattices = {};\r\n\t _this.eliminateArr = [];\r\n\t _this.selectArr = [];\r\n\t _this.conty = 140;\r\n\t _this.homex = 528;\r\n\t _this.anispeed = 860;\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.setup = function () {\r\n\t this.selectimg = new engine.Image(getTextureByName(\"选中框\"));\r\n\t this.selectimg.mouseEnabled = false;\r\n\t var row = MapData.row;\r\n\t var col = MapData.col;\r\n\t this.homeimg = new engine.Image(getTextureByName(\"房子\"));\r\n\t this.addChild(this.homeimg);\r\n\t this.homeimg.x = this.homex;\r\n\t this.container = new engine.Container();\r\n\t this.addChild(this.container);\r\n\t this.container.y = this.conty;\r\n\t this.anicontainer = new engine.Container();\r\n\t this.addChild(this.anicontainer);\r\n\t this.anicontainer.mouseEnabled = false;\r\n\t this.anicontainer.mouseChildren = false;\r\n\t var map = new engine.Image(getTextureByName(\"底图\"));\r\n\t this.container.addChild(map);\r\n\t for (var r = 0; r < row; r++) {\r\n\t for (var c = 0; c < col; c++) {\r\n\t var rcpos = MapData.getRCPos(r, c);\r\n\t MapData.posData[r + \"_\" + c] = rcpos;\r\n\t }\r\n\t }\r\n\t this.tanix = this.homex + this.homeimg.texture.width / 2;\r\n\t this.taniy = this.homeimg.texture.height / 2;\r\n\t engine.globalEvent.addEventListener(GameEvent.SelectEle, this.selectele, this);\r\n\t this.removeEventListener(engine.Event.ADDED_TO_STAGE, this.setup, this);\r\n\t };\r\n\t GameView.prototype.init = function () {\r\n\t this.initContainer();\r\n\t };\r\n\t GameView.prototype.reset = function () {\r\n\t };\r\n\t GameView.prototype.start = function () {\r\n\t };\r\n\t GameView.prototype.initContainer = function () {\r\n\t this.lattices = {};\r\n\t var testdata = [\r\n\t [1, 2, 5, 3, 4],\r\n\t [3, 1, 2, 4, 5],\r\n\t [2, 5, 3, 4, 1],\r\n\t [5, 4, 1, 2, 3],\r\n\t [4, 1, 3, 5, 2],\r\n\t ];\r\n\t for (var r = 0; r < testdata.length; r++) {\r\n\t var rdata = testdata[r];\r\n\t for (var c = 0; c < rdata.length; c++) {\r\n\t var rctype = rdata[c];\r\n\t var rcele = MapData.getOneEle(rctype);\r\n\t var rcpos = MapData.getRCPos(r, c);\r\n\t this.container.addChild(rcele);\r\n\t rcele.x = rcpos[0];\r\n\t rcele.y = rcpos[1];\r\n\t var rcidx = r + \"_\" + c;\r\n\t this.lattices[rcidx] = rcele.name;\r\n\t this.setLatticeEleRc(rcidx);\r\n\t }\r\n\t }\r\n\t this.checkEliminate();\r\n\t this.attionEliminate();\r\n\t };\r\n\t GameView.prototype.setLatticeEleRc = function (rcidx) {\r\n\t var rename = this.lattices[rcidx];\r\n\t var rcnode = this.container.getChildByName(rename);\r\n\t var er = Number(rcidx.split(\"_\")[0]);\r\n\t var ec = Number(rcidx.split(\"_\")[1]);\r\n\t rcnode.setrc(er, ec);\r\n\t };\r\n\t GameView.prototype.selectele = function (e) {\r\n\t var data = e.data;\r\n\t var sr = data.r;\r\n\t var sc = data.c;\r\n\t var sname = sr + \"_\" + sc;\r\n\t if (this.selectArr.length == 0) {\r\n\t this.selectArr.push(sname);\r\n\t }\r\n\t else if (this.selectArr.length == 1) {\r\n\t var aselect = this.selectArr[0];\r\n\t var asr = aselect.split(\"_\")[0];\r\n\t var asc = aselect.split(\"_\")[1];\r\n\t if ((sr == asr && Math.abs(sc - asc) == 1) || (sc == asc && Math.abs(sr - asr) == 1)) {\r\n\t this.selectArr.push(sname);\r\n\t }\r\n\t else {\r\n\t this.selectArr[0] = sname;\r\n\t }\r\n\t }\r\n\t if (this.selectArr.length == 1) {\r\n\t this.setSelectShow();\r\n\t }\r\n\t else if (this.selectArr.length == 2) {\r\n\t this.changeElePos();\r\n\t }\r\n\t };\r\n\t GameView.prototype.setSelectShow = function () {\r\n\t var rcname = this.selectArr[0];\r\n\t var r = rcname.split(\"_\")[0];\r\n\t var c = rcname.split(\"_\")[1];\r\n\t var rcpos = MapData.getRCPos(r, c);\r\n\t this.container.addChild(this.selectimg);\r\n\t this.selectimg.x = rcpos[0];\r\n\t this.selectimg.y = rcpos[1];\r\n\t };\r\n\t GameView.prototype.changeElePos = function () {\r\n\t var _this = this;\r\n\t this.container.removeChild(this.selectimg);\r\n\t this.changeEnable(false);\r\n\t var sname1 = this.selectArr[0];\r\n\t var sname2 = this.selectArr[1];\r\n\t var sename1 = this.lattices[sname1];\r\n\t var sename2 = this.lattices[sname2];\r\n\t this.lattices[sname1] = sename2;\r\n\t this.lattices[sname2] = sename1;\r\n\t this.setLatticeEleRc(sname1);\r\n\t this.setLatticeEleRc(sname2);\r\n\t this.checkEliminate();\r\n\t var snode1 = this.container.getChildByName(sename1);\r\n\t var snode2 = this.container.getChildByName(sename2);\r\n\t var snode1x = snode1.x;\r\n\t var snode1y = snode1.y;\r\n\t var snode2x = snode2.x;\r\n\t var snode2y = snode2.y;\r\n\t var changetime = Math.ceil((MapData.itemsize / this.anispeed) * 2 * 1000);\r\n\t if (this.eliminateArr.length > 0) {\r\n\t engine.Tween.get(snode1).to({\r\n\t x: snode2x,\r\n\t y: snode2y\r\n\t }, changetime);\r\n\t engine.Tween.get(snode2).to({\r\n\t x: snode1x,\r\n\t y: snode1y\r\n\t }, changetime)\r\n\t .call(function () {\r\n\t _this.eliminate();\r\n\t });\r\n\t }\r\n\t else {\r\n\t engine.Tween.get(snode1).to({\r\n\t x: snode2x,\r\n\t y: snode2y\r\n\t }, changetime)\r\n\t .wait(100)\r\n\t .to({\r\n\t x: snode1x,\r\n\t y: snode1y\r\n\t }, changetime);\r\n\t engine.Tween.get(snode2).to({\r\n\t x: snode1x,\r\n\t y: snode1y\r\n\t }, changetime)\r\n\t .wait(100)\r\n\t .to({\r\n\t x: snode2x,\r\n\t y: snode2y\r\n\t }, changetime)\r\n\t .call(function () {\r\n\t _this.lattices[sname1] = sename1;\r\n\t _this.lattices[sname2] = sename2;\r\n\t _this.setLatticeEleRc(sname1);\r\n\t _this.setLatticeEleRc(sname2);\r\n\t _this.selectArr = new Array();\r\n\t _this.changeEnable(true);\r\n\t });\r\n\t }\r\n\t };\r\n\t GameView.prototype.eliminate = function () {\r\n\t for (var i = 0; i < this.eliminateArr.length; i++) {\r\n\t var ielidata = this.eliminateArr[i];\r\n\t var ielidxname = ielidata.idxname;\r\n\t var ielitype = ielidata.type;\r\n\t var ieliname = this.lattices[ielidxname];\r\n\t var ielinode = this.container.getChildByName(ieliname);\r\n\t var ielix = ielinode.x;\r\n\t var ieliy = ielinode.y;\r\n\t this.container.removeChild(ielinode);\r\n\t MapData.recoverEle(ielinode);\r\n\t this.lattices[ielidxname] = \"empty\";\r\n\t this.goHomeAni(ielitype, ielix, ieliy);\r\n\t }\r\n\t this.fall();\r\n\t };\r\n\t GameView.prototype.fall = function () {\r\n\t return tslib.__awaiter(this, void 0, void 0, function () {\r\n\t var fallData, fcutr, fc, r, c, idxname, elename, frcname, fetype, fele, cutr, fepos, fallPromise, _loop_1, this_1, f;\r\n\t return tslib.__generator(this, function (_a) {\r\n\t switch (_a.label) {\r\n\t case 0:\r\n\t fallData = new Array();\r\n\t fcutr = new Array();\r\n\t for (fc = 0; fc < MapData.col; fc++) {\r\n\t fcutr.push(-1);\r\n\t }\r\n\t for (r = MapData.row - 1; r > -1; r--) {\r\n\t for (c = MapData.col - 1; c > -1; c--) {\r\n\t idxname = r + \"_\" + c;\r\n\t elename = this.lattices[idxname];\r\n\t if (elename == \"empty\") {\r\n\t frcname = this.getFallRcEle(r, c);\r\n\t if (!frcname) {\r\n\t fetype = MapData.getRandEtype();\r\n\t fele = MapData.getOneEle(fetype);\r\n\t cutr = fcutr[c];\r\n\t fepos = MapData.getRCPos(cutr, c);\r\n\t fcutr[c] = cutr - 1;\r\n\t this.container.addChild(fele);\r\n\t fele.x = fepos[0];\r\n\t fele.y = fepos[1];\r\n\t frcname = fele.name;\r\n\t }\r\n\t this.lattices[idxname] = frcname;\r\n\t this.setLatticeEleRc(idxname);\r\n\t fallData.push({\r\n\t rcname: frcname,\r\n\t trow: r,\r\n\t tcol: c\r\n\t });\r\n\t }\r\n\t }\r\n\t }\r\n\t fallPromise = new Array();\r\n\t _loop_1 = function (f) {\r\n\t var fdata = fallData[f];\r\n\t var frcname = fdata.rcname;\r\n\t var ftrow = fdata.trow;\r\n\t var ftcol = fdata.tcol;\r\n\t var ftpos = MapData.getRCPos(ftrow, ftcol);\r\n\t var frcnode = this_1.container.getChildByName(frcname);\r\n\t var nepos = [frcnode.x, frcnode.y];\r\n\t var fdis = MapData.getDistance(ftpos, nepos);\r\n\t var ftime = Math.ceil((fdis / this_1.anispeed) * 1000);\r\n\t var ifallpromise = new Promise(function (res) {\r\n\t engine.Tween.get(frcnode)\r\n\t .to({\r\n\t x: ftpos[0],\r\n\t y: ftpos[1]\r\n\t }, ftime).call(function () {\r\n\t res();\r\n\t });\r\n\t });\r\n\t fallPromise.push(ifallpromise);\r\n\t };\r\n\t this_1 = this;\r\n\t for (f = 0; f < fallData.length; f++) {\r\n\t _loop_1(f);\r\n\t }\r\n\t return [4, Promise.all(fallPromise)];\r\n\t case 1:\r\n\t _a.sent();\r\n\t this.checkEliminate();\r\n\t if (this.eliminateArr.length > 0) {\r\n\t return [2, this.eliminate()];\r\n\t }\r\n\t else {\r\n\t this.selectArr = new Array();\r\n\t this.changeEnable(true);\r\n\t }\r\n\t return [2];\r\n\t }\r\n\t });\r\n\t });\r\n\t };\r\n\t GameView.prototype.goHomeAni = function (ielitype, ielix, ieliy) {\r\n\t var aniele = MapData.getOneEle(ielitype);\r\n\t var anix = ielix;\r\n\t var aniy = ieliy + this.conty;\r\n\t this.anicontainer.addChild(aniele);\r\n\t aniele.touch = false;\r\n\t aniele.x = anix;\r\n\t aniele.y = aniy;\r\n\t var anidis = MapData.getDistance([this.tanix, this.taniy], [anix, aniy]);\r\n\t var anitime = Math.ceil((anidis / this.anispeed) * 1000);\r\n\t aniele.flyToHome(this.tanix, this.taniy, anitime);\r\n\t };\r\n\t GameView.prototype.changeEnable = function (v) {\r\n\t for (var key in this.lattices) {\r\n\t var kname = this.lattices[key];\r\n\t var ele = this.container.getChildByName(kname);\r\n\t ele.touch = v;\r\n\t }\r\n\t };\r\n\t GameView.prototype.attionEliminate = function () {\r\n\t var attiondata;\r\n\t for (var r = MapData.row - 1; r > -1; r--) {\r\n\t for (var c = MapData.col - 1; c > -1; c--) {\r\n\t var checktype = this.getEleTypeByRc(r, c);\r\n\t var edatarow = this.getEliminateRow(r, c);\r\n\t var edatacol = this.getEliminateCol(r, c);\r\n\t if (edatarow.length > 2 || edatacol.length > 2) {\r\n\t console.error(\"啥情况,检查----------------\");\r\n\t }\r\n\t if (edatarow.length == 2) {\r\n\t console.log(\"横向查找\", edatarow);\r\n\t var releidx1 = edatarow[0];\r\n\t var releidx2 = edatarow[1];\r\n\t var relerow1 = Number(releidx1.split(\"_\")[0]);\r\n\t var relerow2 = Number(releidx2.split(\"_\")[0]);\r\n\t var relecol = Number(releidx1.split(\"_\")[1]);\r\n\t var downrow = relerow1 + 1;\r\n\t var uprow = relerow2 - 1;\r\n\t var rightcol = relecol + 1;\r\n\t var leftcol = relecol - 1;\r\n\t if (downrow < MapData.row) {\r\n\t if (rightcol < MapData.col) {\r\n\t var nexttype = this.getEleTypeByRc(downrow, rightcol);\r\n\t if (nexttype == checktype) {\r\n\t attiondata = [downrow + \"_\" + relecol, downrow + \"_\" + rightcol];\r\n\t break;\r\n\t }\r\n\t }\r\n\t if (leftcol > -1) {\r\n\t var nexttype = this.getEleTypeByRc(downrow, leftcol);\r\n\t if (nexttype == checktype) {\r\n\t attiondata = [downrow + \"_\" + relecol, downrow + \"_\" + leftcol];\r\n\t break;\r\n\t }\r\n\t }\r\n\t }\r\n\t if (uprow > -1) {\r\n\t if (rightcol < MapData.col) {\r\n\t var nexttype = this.getEleTypeByRc(uprow, rightcol);\r\n\t if (nexttype == checktype) {\r\n\t attiondata = [uprow + \"_\" + relecol, uprow + \"_\" + rightcol];\r\n\t break;\r\n\t }\r\n\t }\r\n\t if (leftcol > -1) {\r\n\t var nexttype = this.getEleTypeByRc(uprow, leftcol);\r\n\t if (nexttype == checktype) {\r\n\t attiondata = [uprow + \"_\" + relecol, uprow + \"_\" + leftcol];\r\n\t break;\r\n\t }\r\n\t }\r\n\t }\r\n\t }\r\n\t if (edatacol.length == 2) {\r\n\t console.log(\"竖向查找\", edatacol);\r\n\t var releidx1 = edatarow[0];\r\n\t var releidx2 = edatarow[1];\r\n\t var relerow = Number(releidx1.split(\"_\")[0]);\r\n\t var relecol1 = Number(releidx1.split(\"_\")[1]);\r\n\t var relecol2 = Number(releidx2.split(\"_\")[1]);\r\n\t console.log(\"竖向检查啦啦啦\", relerow, relecol1, relecol2);\r\n\t }\r\n\t }\r\n\t }\r\n\t console.log(\"相邻检测--------------\", attiondata);\r\n\t };\r\n\t GameView.prototype.checkEliminate = function () {\r\n\t this.eliminateArr = new Array();\r\n\t for (var r = MapData.row - 1; r > -1; r--) {\r\n\t for (var c = MapData.col - 1; c > -1; c--) {\r\n\t var edata = this.getEliminate(r, c);\r\n\t if (edata) {\r\n\t var etype = edata.etype;\r\n\t var earr = edata.arr;\r\n\t this.checkAddEli(etype, earr);\r\n\t }\r\n\t }\r\n\t }\r\n\t };\r\n\t GameView.prototype.getEliminateRow = function (x, y) {\r\n\t var checktype = this.getEleTypeByRc(x, y);\r\n\t var relearr = new Array();\r\n\t relearr.push(x + \"_\" + y);\r\n\t for (var r = x - 1; r > -1; r--) {\r\n\t var reletype = this.getEleTypeByRc(r, y);\r\n\t if (checktype == reletype) {\r\n\t relearr.push(r + \"_\" + y);\r\n\t }\r\n\t else {\r\n\t break;\r\n\t }\r\n\t }\r\n\t return relearr;\r\n\t };\r\n\t GameView.prototype.getEliminateCol = function (x, y) {\r\n\t var checktype = this.getEleTypeByRc(x, y);\r\n\t var celearr = new Array();\r\n\t celearr.push(x + \"_\" + y);\r\n\t for (var c = y - 1; c > -1; c--) {\r\n\t var celetype = this.getEleTypeByRc(x, c);\r\n\t if (checktype == celetype) {\r\n\t celearr.push(x + \"_\" + c);\r\n\t }\r\n\t else {\r\n\t break;\r\n\t }\r\n\t }\r\n\t return celearr;\r\n\t };\r\n\t GameView.prototype.getEliminate = function (x, y) {\r\n\t var checktype = this.getEleTypeByRc(x, y);\r\n\t var relearr = this.getEliminateRow(x, y);\r\n\t var celearr = this.getEliminateCol(x, y);\r\n\t var eliminatearr = new Array();\r\n\t if (relearr.length >= 3) {\r\n\t eliminatearr.push.apply(eliminatearr, relearr);\r\n\t }\r\n\t if (celearr.length >= 3) {\r\n\t eliminatearr.push.apply(eliminatearr, celearr);\r\n\t }\r\n\t if (eliminatearr.length > 0) {\r\n\t return {\r\n\t etype: checktype,\r\n\t arr: eliminatearr\r\n\t };\r\n\t }\r\n\t else {\r\n\t return false;\r\n\t }\r\n\t };\r\n\t GameView.prototype.getEleTypeByRc = function (r, c) {\r\n\t var rc = r + \"_\" + c;\r\n\t var elename = this.lattices[rc];\r\n\t var ele = this.container.getChildByName(elename);\r\n\t var eletype = ele.type;\r\n\t return eletype;\r\n\t };\r\n\t GameView.prototype.checkAddEli = function (etype, earr) {\r\n\t for (var e = 0; e < earr.length; e++) {\r\n\t var ename = earr[e];\r\n\t var needadd = true;\r\n\t for (var i = 0; i < this.eliminateArr.length; i++) {\r\n\t var ielidata = this.eliminateArr[i];\r\n\t var ielidxname = ielidata.idxname;\r\n\t if (ielidxname == ename) {\r\n\t needadd = false;\r\n\t break;\r\n\t }\r\n\t }\r\n\t if (needadd) {\r\n\t this.eliminateArr.push({\r\n\t idxname: ename,\r\n\t type: etype\r\n\t });\r\n\t }\r\n\t }\r\n\t };\r\n\t GameView.prototype.getFallRcEle = function (r, c) {\r\n\t for (var fr = r - 1; fr > -1; fr--) {\r\n\t var frc = fr + \"_\" + c;\r\n\t var frcname = this.lattices[frc];\r\n\t if (frcname != \"empty\") {\r\n\t this.lattices[frc] = \"empty\";\r\n\t return frcname;\r\n\t }\r\n\t }\r\n\t return false;\r\n\t };\r\n\t return GameView;\r\n\t}(engine.Container));\n\n\tvar GameWrapper = (function (_super) {\r\n\t tslib.__extends(GameWrapper, _super);\r\n\t function GameWrapper() {\r\n\t var _this = _super.call(this) || this;\r\n\t _this._gameView = new GameView();\r\n\t _this.addChild(_this._gameView);\r\n\t engine.globalEvent.addEventListener('game-init', _this.init, _this);\r\n\t engine.globalEvent.addEventListener('game-reset', _this.reset, _this);\r\n\t engine.globalEvent.addEventListener('game-start', _this.start, _this);\r\n\t return _this;\r\n\t }\r\n\t GameWrapper.prototype.init = function () {\r\n\t this._gameView.init();\r\n\t };\r\n\t GameWrapper.prototype.reset = function () {\r\n\t this._gameView.reset();\r\n\t };\r\n\t GameWrapper.prototype.start = function () {\r\n\t this._gameView.start();\r\n\t };\r\n\t return GameWrapper;\r\n\t}(engine.Container));\n\n\tvar props = {};\r\n\tfunction prepareProps() {\r\n\t var metaProps = getProps();\r\n\t engine.injectProp(props, metaProps);\r\n\t}\r\n\tfunction injectProps(p) {\r\n\t engine.injectProp(props, p);\r\n\t}\n\n\tfunction index (props) {\r\n\t prepareProps();\r\n\t injectProps(props);\r\n\t var instance = new GameWrapper();\r\n\t return instance;\r\n\t}\n\n\treturn index;\n\n})));\n"
"code": "(function (global, factory) {\n\ttypeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('tslib')) :\n\ttypeof define === 'function' && define.amd ? define(['tslib'], factory) :\n\t(global = global || self, global.xiaoxiaole = factory(global.tslib));\n}(this, (function (tslib) { 'use strict';\n\n\tfunction getTexture(uuid) {\r\n\t return engine.Texture.from(getAssetByUUID(uuid).uuid);\r\n\t}\r\n\tfunction getTextureByName(name) {\r\n\t return getTexture(engine.getAssetByName(name).uuid);\r\n\t}\r\n\tfunction createSvga(name, anchorName) {\r\n\t var inst = new svga.Svga();\r\n\t inst.source = 'asset://' + engine.getAssetByName(name).uuid;\r\n\t return inst;\r\n\t}\r\n\t//# sourceMappingURL=utils.js.map\n\n\tvar Element = (function (_super) {\r\n\t tslib.__extends(Element, _super);\r\n\t function Element() {\r\n\t var _this = _super.call(this) || this;\r\n\t _this.width = MapData.itemsize;\r\n\t _this.height = MapData.itemsize;\r\n\t _this.anchorX = MapData.itemsize / 2;\r\n\t _this.anchorY = MapData.itemsize;\r\n\t _this.eimage = new engine.Image();\r\n\t _this.addChild(_this.eimage);\r\n\t _this.touch = true;\r\n\t _this.addEventListener(engine.MouseEvent.CLICK, _this.selectele, _this);\r\n\t return _this;\r\n\t }\r\n\t Object.defineProperty(Element.prototype, \"touch\", {\r\n\t set: function (touch) {\r\n\t this.mouseEnabled = touch;\r\n\t this.mouseChildren = touch;\r\n\t },\r\n\t enumerable: true,\r\n\t configurable: true\r\n\t });\r\n\t Element.prototype.init = function (type) {\r\n\t this.scaleX = 1;\r\n\t this.scaleY = 1;\r\n\t this.type = type;\r\n\t var ename = MapData.getEtypeImgName(type);\r\n\t this.eimage.texture = getTextureByName(ename);\r\n\t var imgwid = this.eimage.texture.width;\r\n\t var imghei = this.eimage.texture.height;\r\n\t this.eimage.x = (this.width - imgwid) / 2;\r\n\t this.eimage.y = (this.height - imghei) / 2;\r\n\t };\r\n\t Element.prototype.setrc = function (r, c) {\r\n\t this.inrow = r;\r\n\t this.incol = c;\r\n\t };\r\n\t Element.prototype.selectele = function (e) {\r\n\t engine.globalEvent.dispatchEvent(GameEvent.SelectEle, {\r\n\t r: this.inrow,\r\n\t c: this.incol\r\n\t });\r\n\t };\r\n\t Object.defineProperty(Element.prototype, \"factor\", {\r\n\t get: function () {\r\n\t return 0;\r\n\t },\r\n\t set: function (value) {\r\n\t this.x = (1 - value) * (1 - value) * this.p1x + 2 * value * (1 - value) * this.c1x + value * value * this.p2x;\r\n\t this.y = (1 - value) * (1 - value) * this.p1y + 2 * value * (1 - value) * this.c1y + value * value * this.p2y;\r\n\t var mscale = (1 - value) * (1 - value) * 1 + 2 * value * (1 - value) * 0.6 + value * value * 0.35;\r\n\t this.scaleX = mscale;\r\n\t this.scaleY = mscale;\r\n\t },\r\n\t enumerable: true,\r\n\t configurable: true\r\n\t });\r\n\t Element.prototype.flyToHome = function (tx, ty, time) {\r\n\t var _this = this;\r\n\t this.p1x = this.x;\r\n\t this.p1y = this.y + 20;\r\n\t this.c1x = (this.p1x - tx) / 4 + tx;\r\n\t this.c1y = ty;\r\n\t this.p2x = tx;\r\n\t this.p2y = ty;\r\n\t engine.Tween.get(this).to({\r\n\t scaleX: 1.1,\r\n\t scaleY: 1.1\r\n\t }, 200)\r\n\t .to({\r\n\t scaleX: 1.1,\r\n\t scaleY: 0.88\r\n\t }, 100)\r\n\t .to({\r\n\t scaleX: 0.98,\r\n\t scaleY: 0.98,\r\n\t y: this.y + 20\r\n\t }, 100)\r\n\t .call(function () {\r\n\t engine.Tween.get(_this).to({\r\n\t factor: 1\r\n\t }, 450)\r\n\t .call(function () {\r\n\t var nodeparent = _this.parent;\r\n\t nodeparent && nodeparent.removeChild(_this);\r\n\t MapData.recoverEle(_this);\r\n\t });\r\n\t });\r\n\t };\r\n\t Element.prototype.changePos = function (tpos) {\r\n\t var _this = this;\r\n\t var nx = this.x;\r\n\t var ny = this.y;\r\n\t var tx = tpos[0];\r\n\t var ty = tpos[1];\r\n\t var dis = MapData.getDistance([nx, ny], tpos);\r\n\t var time = Math.ceil(dis / MapData.anispeed * 1000);\r\n\t var pro = new Promise(function (res) {\r\n\t engine.Tween.get(_this, { loop: false }).to({\r\n\t x: tx,\r\n\t y: ty\r\n\t }, time)\r\n\t .call(function () {\r\n\t console.log(\"单个移动完毕\");\r\n\t res();\r\n\t });\r\n\t });\r\n\t return pro;\r\n\t };\r\n\t return Element;\r\n\t}(engine.Container));\r\n\t//# sourceMappingURL=Element.js.map\n\n\tvar ElementType;\r\n\t(function (ElementType) {\r\n\t ElementType[ElementType[\"btiger\"] = 1] = \"btiger\";\r\n\t ElementType[ElementType[\"gtiger\"] = 2] = \"gtiger\";\r\n\t ElementType[ElementType[\"monkey\"] = 3] = \"monkey\";\r\n\t ElementType[ElementType[\"bird\"] = 4] = \"bird\";\r\n\t ElementType[ElementType[\"koala\"] = 5] = \"koala\";\r\n\t})(ElementType || (ElementType = {}));\r\n\tvar GameEvent;\r\n\t(function (GameEvent) {\r\n\t GameEvent[\"SelectEle\"] = \"SelectEle\";\r\n\t})(GameEvent || (GameEvent = {}));\r\n\tvar MapData = (function () {\r\n\t function MapData() {\r\n\t }\r\n\t MapData.getRy = function (r) {\r\n\t return this.paddingb + r * (this.itemsize + this.paddingi);\r\n\t };\r\n\t MapData.getCx = function (c) {\r\n\t return this.paddingb + c * (this.itemsize + this.paddingi);\r\n\t };\r\n\t MapData.getRCPos = function (r, c) {\r\n\t var x = this.getCx(c);\r\n\t var y = this.getRy(r);\r\n\t return [x, y];\r\n\t };\r\n\t MapData.adaptElePos = function (pos, wid, hei) {\r\n\t var x = pos[0] + (this.itemsize - wid) / 2;\r\n\t var y = pos[1] + (this.itemsize - hei) / 2;\r\n\t return [x, y];\r\n\t };\r\n\t MapData.getEtypeImgName = function (type) {\r\n\t var ename;\r\n\t switch (type) {\r\n\t case ElementType.btiger:\r\n\t ename = \"白虎\";\r\n\t break;\r\n\t case ElementType.gtiger:\r\n\t ename = \"雌虎\";\r\n\t break;\r\n\t case ElementType.monkey:\r\n\t ename = \"猴子\";\r\n\t break;\r\n\t case ElementType.bird:\r\n\t ename = \"\";\r\n\t break;\r\n\t case ElementType.koala:\r\n\t ename = \"树熊\";\r\n\t break;\r\n\t default:\r\n\t console.error(\"未定义元素类型\");\r\n\t break;\r\n\t }\r\n\t return ename;\r\n\t };\r\n\t MapData.getRandEtype = function () {\r\n\t var eletypeArr = [ElementType.btiger, ElementType.gtiger, ElementType.monkey, ElementType.bird, ElementType.koala];\r\n\t var etype = eletypeArr[Math.floor(Math.random() * eletypeArr.length)];\r\n\t return etype;\r\n\t };\r\n\t MapData.getOneEle = function (type) {\r\n\t var ele;\r\n\t if (this.elePool.length > 0) {\r\n\t ele = this.elePool.shift();\r\n\t }\r\n\t else {\r\n\t ele = new Element();\r\n\t }\r\n\t ele.name = \"ele_\" + this.eleidx;\r\n\t this.eleidx += 1;\r\n\t ele.init(type);\r\n\t return ele;\r\n\t };\r\n\t MapData.recoverEle = function (ele) {\r\n\t this.elePool.push(ele);\r\n\t };\r\n\t MapData.getDistance = function (p1, p2) {\r\n\t var p1x = p1[0];\r\n\t var p1y = p1[1];\r\n\t var p2x = p2[0];\r\n\t var p2y = p2[1];\r\n\t var dis = Math.sqrt(Math.pow(p1x - p2x, 2) + Math.pow(p1y - p2y, 2));\r\n\t return dis;\r\n\t };\r\n\t MapData.itemsize = 129;\r\n\t MapData.paddingb = 10;\r\n\t MapData.paddingi = 5;\r\n\t MapData.row = 5;\r\n\t MapData.col = 5;\r\n\t MapData.posData = {};\r\n\t MapData.eleidx = 1;\r\n\t MapData.elePool = [];\r\n\t MapData.anispeed = 860;\r\n\t return MapData;\r\n\t}());\r\n\t//# sourceMappingURL=MapData.js.map\n\n\tvar GameView = (function (_super) {\r\n\t tslib.__extends(GameView, _super);\r\n\t function GameView() {\r\n\t var _this = _super.call(this) || this;\r\n\t _this.lattices = {};\r\n\t _this.eliminateArr = [];\r\n\t _this.selectArr = [];\r\n\t _this.conty = 140;\r\n\t _this.homex = 528;\r\n\t _this.homey = -40;\r\n\t _this.ination = false;\r\n\t _this.canation = true;\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.setup = function () {\r\n\t this.selectimg = new engine.Image(getTextureByName(\"选中框\"));\r\n\t this.selectimg.mouseEnabled = false;\r\n\t var row = MapData.row;\r\n\t var col = MapData.col;\r\n\t this.homeimg = createSvga(\"房子动画\");\r\n\t this.addChild(this.homeimg);\r\n\t this.homeimg.x = this.homex;\r\n\t this.homeimg.y = -40;\r\n\t this.homeimg.stop();\r\n\t console.log(\"房子动画\", this.homeimg);\r\n\t this.container = new engine.Container();\r\n\t this.addChild(this.container);\r\n\t this.container.y = this.conty;\r\n\t var maskimg = new engine.Graphics();\r\n\t this.container.addChild(maskimg);\r\n\t this.container.mask = maskimg;\r\n\t maskimg.moveTo(0, 0);\r\n\t maskimg.beginFill(0);\r\n\t maskimg.lineTo(681, 0);\r\n\t maskimg.lineTo(681, 679);\r\n\t maskimg.lineTo(0, 679);\r\n\t maskimg.lineTo(0, 0);\r\n\t maskimg.endFill();\r\n\t this.anicontainer = new engine.Container();\r\n\t this.addChild(this.anicontainer);\r\n\t this.anicontainer.mouseEnabled = false;\r\n\t this.anicontainer.mouseChildren = false;\r\n\t var map = new engine.Image(getTextureByName(\"底图\"));\r\n\t this.container.addChild(map);\r\n\t for (var r = 0; r < row; r++) {\r\n\t for (var c = 0; c < col; c++) {\r\n\t var rcpos = MapData.getRCPos(r, c);\r\n\t MapData.posData[r + \"_\" + c] = rcpos;\r\n\t }\r\n\t }\r\n\t this.tanix = this.homex + 146 / 2 - MapData.itemsize / 3;\r\n\t this.taniy = this.homey + 120 / 2;\r\n\t engine.globalEvent.addEventListener(GameEvent.SelectEle, this.selectele, this);\r\n\t this.removeEventListener(engine.Event.ADDED_TO_STAGE, this.setup, this);\r\n\t this.lastframeTime = Date.now();\r\n\t this.lastatime = Date.now();\r\n\t this.addEventListener(engine.Event.ENTER_FRAME, this.onUpdate, this);\r\n\t };\r\n\t GameView.prototype.playComp = function () {\r\n\t console.log(\"动画播放完毕\");\r\n\t this.homeimg.stop(1);\r\n\t };\r\n\t GameView.prototype.init = function () {\r\n\t this.initContainer();\r\n\t };\r\n\t GameView.prototype.reset = function () {\r\n\t };\r\n\t GameView.prototype.start = function () {\r\n\t };\r\n\t GameView.prototype.onUpdate = function () {\r\n\t var ntime = Date.now();\r\n\t var passtime = ntime - this.lastframeTime;\r\n\t if (ntime - this.lastatime >= 5000 && !this.ination && this.canation && this.selectArr.length == 0) {\r\n\t this.attionEliShow();\r\n\t }\r\n\t if (this.homeimg) {\r\n\t var curframe = this.homeimg.currentFrame;\r\n\t if (curframe == this.homeimg.totalFrames) {\r\n\t this.homeimg.gotoAndStop(1);\r\n\t }\r\n\t }\r\n\t this.lastframeTime = ntime;\r\n\t };\r\n\t GameView.prototype.initContainer = function () {\r\n\t this.lattices = {};\r\n\t var testdata = [\r\n\t [1, 2, 5, 3, 3],\r\n\t [3, 1, 4, 4, 5],\r\n\t [2, 5, 3, 5, 1],\r\n\t [5, 4, 1, 2, 3],\r\n\t [4, 1, 3, 5, 2],\r\n\t ];\r\n\t for (var r = 0; r < testdata.length; r++) {\r\n\t var rdata = testdata[r];\r\n\t for (var c = 0; c < rdata.length; c++) {\r\n\t var rctype = rdata[c];\r\n\t var rcele = MapData.getOneEle(rctype);\r\n\t var rcpos = MapData.getRCPos(r, c);\r\n\t this.container.addChild(rcele);\r\n\t rcele.x = rcpos[0];\r\n\t rcele.y = rcpos[1];\r\n\t var rcidx = r + \"_\" + c;\r\n\t this.lattices[rcidx] = rcele.name;\r\n\t this.setLatticeEleRc(rcidx);\r\n\t }\r\n\t }\r\n\t this.checkEliminate();\r\n\t this.fall();\r\n\t };\r\n\t GameView.prototype.setLatticeEleRc = function (rcidx) {\r\n\t var rename = this.lattices[rcidx];\r\n\t var rcnode = this.container.getChildByName(rename);\r\n\t var er = Number(rcidx.split(\"_\")[0]);\r\n\t var ec = Number(rcidx.split(\"_\")[1]);\r\n\t rcnode.setrc(er, ec);\r\n\t };\r\n\t GameView.prototype.selectele = function (e) {\r\n\t var data = e.data;\r\n\t var sr = data.r;\r\n\t var sc = data.c;\r\n\t var sname = sr + \"_\" + sc;\r\n\t if (this.ination) {\r\n\t this.ination = false;\r\n\t this.lastatime = Date.now();\r\n\t var arrcidx1 = this.attiondata[0];\r\n\t var arrcidx2 = this.attiondata[1];\r\n\t var atname1 = this.lattices[arrcidx1];\r\n\t var atname2 = this.lattices[arrcidx2];\r\n\t var atnode1 = this.container.getChildByName(atname1);\r\n\t var atnode2 = this.container.getChildByName(atname2);\r\n\t var atpos1 = MapData.getRCPos(arrcidx1.split(\"_\")[0], arrcidx1.split(\"_\")[1]);\r\n\t var atpos2 = MapData.getRCPos(arrcidx2.split(\"_\")[0], arrcidx2.split(\"_\")[1]);\r\n\t engine.Tween.removeTweens(atnode1);\r\n\t engine.Tween.removeTweens(atnode2);\r\n\t atnode1.x = atpos1[0];\r\n\t atnode1.y = atpos1[1];\r\n\t atnode2.x = atpos2[0];\r\n\t atnode2.y = atpos2[1];\r\n\t }\r\n\t if (this.selectArr.length == 0) {\r\n\t this.selectArr.push(sname);\r\n\t }\r\n\t else if (this.selectArr.length == 1) {\r\n\t var aselect = this.selectArr[0];\r\n\t var asr = aselect.split(\"_\")[0];\r\n\t var asc = aselect.split(\"_\")[1];\r\n\t if ((sr == asr && Math.abs(sc - asc) == 1) || (sc == asc && Math.abs(sr - asr) == 1)) {\r\n\t this.selectArr.push(sname);\r\n\t }\r\n\t else {\r\n\t if (sr == asr && sc == asc) {\r\n\t this.selectArr = new Array();\r\n\t this.anicontainer.removeChild(this.selectimg);\r\n\t }\r\n\t else {\r\n\t this.selectArr[0] = sname;\r\n\t }\r\n\t }\r\n\t }\r\n\t if (this.selectArr.length == 1) {\r\n\t this.setSelectShow();\r\n\t }\r\n\t else if (this.selectArr.length == 2) {\r\n\t this.changeElePos();\r\n\t }\r\n\t };\r\n\t GameView.prototype.setSelectShow = function () {\r\n\t var rcname = this.selectArr[0];\r\n\t var r = rcname.split(\"_\")[0];\r\n\t var c = rcname.split(\"_\")[1];\r\n\t var rcpos = MapData.getRCPos(r, c);\r\n\t this.anicontainer.addChild(this.selectimg);\r\n\t this.selectimg.x = rcpos[0];\r\n\t this.selectimg.y = rcpos[1] + this.conty;\r\n\t };\r\n\t GameView.prototype.changeElePos = function () {\r\n\t var _this = this;\r\n\t this.anicontainer.removeChild(this.selectimg);\r\n\t this.changeEnable(false);\r\n\t var sname1 = this.selectArr[0];\r\n\t var sname2 = this.selectArr[1];\r\n\t var sename1 = this.lattices[sname1];\r\n\t var sename2 = this.lattices[sname2];\r\n\t this.lattices[sname1] = sename2;\r\n\t this.lattices[sname2] = sename1;\r\n\t this.setLatticeEleRc(sname1);\r\n\t this.setLatticeEleRc(sname2);\r\n\t this.checkEliminate();\r\n\t var snode1 = this.container.getChildByName(sename1);\r\n\t var snode2 = this.container.getChildByName(sename2);\r\n\t var snode1x = snode1.x;\r\n\t var snode1y = snode1.y;\r\n\t var snode2x = snode2.x;\r\n\t var snode2y = snode2.y;\r\n\t var changetime = Math.ceil((MapData.itemsize / MapData.anispeed) * 2 * 1000);\r\n\t if (this.eliminateArr.length > 0) {\r\n\t engine.Tween.get(snode1).to({\r\n\t x: snode2x,\r\n\t y: snode2y\r\n\t }, changetime);\r\n\t engine.Tween.get(snode2).to({\r\n\t x: snode1x,\r\n\t y: snode1y\r\n\t }, changetime)\r\n\t .call(function () {\r\n\t _this.eliminate();\r\n\t });\r\n\t }\r\n\t else {\r\n\t engine.Tween.get(snode1).to({\r\n\t x: snode2x,\r\n\t y: snode2y\r\n\t }, changetime)\r\n\t .wait(100)\r\n\t .to({\r\n\t x: snode1x,\r\n\t y: snode1y\r\n\t }, changetime);\r\n\t engine.Tween.get(snode2).to({\r\n\t x: snode1x,\r\n\t y: snode1y\r\n\t }, changetime)\r\n\t .wait(100)\r\n\t .to({\r\n\t x: snode2x,\r\n\t y: snode2y\r\n\t }, changetime)\r\n\t .call(function () {\r\n\t _this.lattices[sname1] = sename1;\r\n\t _this.lattices[sname2] = sename2;\r\n\t _this.setLatticeEleRc(sname1);\r\n\t _this.setLatticeEleRc(sname2);\r\n\t _this.selectArr = new Array();\r\n\t _this.changeEnable(true);\r\n\t });\r\n\t }\r\n\t };\r\n\t GameView.prototype.eliminate = function () {\r\n\t return tslib.__awaiter(this, void 0, void 0, function () {\r\n\t var i, ielidata, ielidxname, ielitype, ieliname, ielinode, ielix, ieliy;\r\n\t return tslib.__generator(this, function (_a) {\r\n\t switch (_a.label) {\r\n\t case 0:\r\n\t for (i = 0; i < this.eliminateArr.length; i++) {\r\n\t ielidata = this.eliminateArr[i];\r\n\t ielidxname = ielidata.idxname;\r\n\t ielitype = ielidata.type;\r\n\t ieliname = this.lattices[ielidxname];\r\n\t ielinode = this.container.getChildByName(ieliname);\r\n\t ielix = ielinode.x;\r\n\t ieliy = ielinode.y;\r\n\t this.container.removeChild(ielinode);\r\n\t MapData.recoverEle(ielinode);\r\n\t this.lattices[ielidxname] = \"empty\";\r\n\t this.goHomeAni(ielitype, ielix, ieliy);\r\n\t }\r\n\t return [4, new Promise(function (res) {\r\n\t setTimeout(function () {\r\n\t res();\r\n\t }, 800);\r\n\t })];\r\n\t case 1:\r\n\t _a.sent();\r\n\t this.fall();\r\n\t return [4, new Promise(function (res1) {\r\n\t setTimeout(function () {\r\n\t res1();\r\n\t }, 550);\r\n\t })];\r\n\t case 2:\r\n\t _a.sent();\r\n\t this.homeimg.play();\r\n\t return [2];\r\n\t }\r\n\t });\r\n\t });\r\n\t };\r\n\t GameView.prototype.fall = function () {\r\n\t return tslib.__awaiter(this, void 0, void 0, function () {\r\n\t var fallData, fcutr, fc, r, c, idxname, elename, frcname, fetype, fele, cutr, fepos, fallPromise, _loop_1, this_1, f, isdiedata;\r\n\t return tslib.__generator(this, function (_a) {\r\n\t switch (_a.label) {\r\n\t case 0:\r\n\t fallData = new Array();\r\n\t fcutr = new Array();\r\n\t for (fc = 0; fc < MapData.col; fc++) {\r\n\t fcutr.push(-1);\r\n\t }\r\n\t for (r = MapData.row - 1; r > -1; r--) {\r\n\t for (c = MapData.col - 1; c > -1; c--) {\r\n\t idxname = r + \"_\" + c;\r\n\t elename = this.lattices[idxname];\r\n\t if (elename == \"empty\") {\r\n\t frcname = this.getFallRcEle(r, c);\r\n\t if (!frcname) {\r\n\t fetype = MapData.getRandEtype();\r\n\t fele = MapData.getOneEle(fetype);\r\n\t cutr = fcutr[c];\r\n\t fepos = MapData.getRCPos(cutr, c);\r\n\t fcutr[c] = cutr - 1;\r\n\t this.container.addChild(fele);\r\n\t fele.x = fepos[0];\r\n\t fele.y = fepos[1];\r\n\t frcname = fele.name;\r\n\t }\r\n\t this.lattices[idxname] = frcname;\r\n\t this.setLatticeEleRc(idxname);\r\n\t fallData.push({\r\n\t rcname: frcname,\r\n\t trow: r,\r\n\t tcol: c\r\n\t });\r\n\t }\r\n\t }\r\n\t }\r\n\t fallPromise = new Array();\r\n\t _loop_1 = function (f) {\r\n\t var fdata = fallData[f];\r\n\t var frcname = fdata.rcname;\r\n\t var ftrow = fdata.trow;\r\n\t var ftcol = fdata.tcol;\r\n\t var ftpos = MapData.getRCPos(ftrow, ftcol);\r\n\t var frcnode = this_1.container.getChildByName(frcname);\r\n\t var nepos = [frcnode.x, frcnode.y];\r\n\t var fdis = MapData.getDistance(ftpos, nepos);\r\n\t var ftime = Math.ceil((fdis / MapData.anispeed) * 1000);\r\n\t var ifallpromise = new Promise(function (res) {\r\n\t engine.Tween.get(frcnode)\r\n\t .to({\r\n\t x: ftpos[0],\r\n\t y: ftpos[1]\r\n\t }, ftime)\r\n\t .to({\r\n\t scaleY: 0.85\r\n\t }, 80)\r\n\t .to({\r\n\t scaleY: 1\r\n\t }, 80)\r\n\t .call(function () {\r\n\t res();\r\n\t });\r\n\t });\r\n\t fallPromise.push(ifallpromise);\r\n\t };\r\n\t this_1 = this;\r\n\t for (f = 0; f < fallData.length; f++) {\r\n\t _loop_1(f);\r\n\t }\r\n\t return [4, Promise.all(fallPromise)];\r\n\t case 1:\r\n\t _a.sent();\r\n\t this.checkEliminate();\r\n\t if (this.eliminateArr.length > 0) {\r\n\t return [2, this.eliminate()];\r\n\t }\r\n\t else {\r\n\t this.selectArr = new Array();\r\n\t isdiedata = this.attionEliminate();\r\n\t if (isdiedata && isdiedata.length == 2) {\r\n\t this.changeEnable(true);\r\n\t }\r\n\t else {\r\n\t this.solveDieMap();\r\n\t }\r\n\t }\r\n\t return [2];\r\n\t }\r\n\t });\r\n\t });\r\n\t };\r\n\t GameView.prototype.goHomeAni = function (ielitype, ielix, ieliy) {\r\n\t var aniele = MapData.getOneEle(ielitype);\r\n\t aniele.alpha = 0;\r\n\t var anix = ielix;\r\n\t var aniy = ieliy + this.conty;\r\n\t this.anicontainer.addChild(aniele);\r\n\t aniele.touch = false;\r\n\t aniele.x = anix;\r\n\t aniele.y = aniy;\r\n\t aniele.alpha = 1;\r\n\t var anidis = MapData.getDistance([this.tanix, this.taniy], [anix, aniy]);\r\n\t var anitime = Math.ceil((anidis / MapData.anispeed) * 1000);\r\n\t aniele.flyToHome(this.tanix, this.taniy, anitime);\r\n\t };\r\n\t GameView.prototype.changeEnable = function (v) {\r\n\t for (var key in this.lattices) {\r\n\t var kname = this.lattices[key];\r\n\t var ele = this.container.getChildByName(kname);\r\n\t ele.touch = v;\r\n\t }\r\n\t if (v) {\r\n\t this.lastatime = Date.now();\r\n\t }\r\n\t this.canation = v;\r\n\t };\r\n\t GameView.prototype.attionEliShow = function () {\r\n\t var attiondata = this.attionEliminate();\r\n\t if (attiondata && attiondata.length == 2) {\r\n\t this.ination = true;\r\n\t console.log(\"可以提示\");\r\n\t this.attiondata = [attiondata[0], attiondata[1]];\r\n\t var atname1 = this.lattices[attiondata[0]];\r\n\t var atname2 = this.lattices[attiondata[1]];\r\n\t var atnode1 = this.container.getChildByName(atname1);\r\n\t var atnode2 = this.container.getChildByName(atname2);\r\n\t var atx1 = atnode1.x;\r\n\t var aty1 = atnode1.y;\r\n\t var atx2 = atnode2.x;\r\n\t var aty2 = atnode2.y;\r\n\t var lerpnum = 0.1;\r\n\t var atpos1 = [(atx2 - atx1) * lerpnum + atx1, (aty2 - aty1) * lerpnum + aty1];\r\n\t var atpos2 = [(atx1 - atx2) * lerpnum + atx2, (aty1 - aty2) * lerpnum + aty2];\r\n\t engine.Tween.get(atnode1, {\r\n\t loop: true\r\n\t }).to({\r\n\t x: atpos1[0],\r\n\t y: atpos1[1]\r\n\t }, 500)\r\n\t .to({\r\n\t x: atx1,\r\n\t y: aty1\r\n\t }, 500);\r\n\t engine.Tween.get(atnode2, { loop: true })\r\n\t .to({\r\n\t x: atpos2[0],\r\n\t y: atpos2[1]\r\n\t }, 500)\r\n\t .to({\r\n\t x: atx2,\r\n\t y: aty2\r\n\t }, 500);\r\n\t }\r\n\t else {\r\n\t this.solveDieMap();\r\n\t }\r\n\t };\r\n\t GameView.prototype.solveDieMap = function () {\r\n\t this.changeEnable(false);\r\n\t console.error(\"死图调整\");\r\n\t console.log(this.lattices);\r\n\t var elearr = new Array();\r\n\t for (var key in this.lattices) {\r\n\t var keyval = this.lattices[key];\r\n\t elearr.push(keyval);\r\n\t }\r\n\t for (var key in this.lattices) {\r\n\t var changeval = elearr.splice(Math.floor(Math.random() * elearr.length), 1)[0];\r\n\t this.lattices[key] = changeval;\r\n\t }\r\n\t var isdiedata = this.attionEliminate();\r\n\t if (isdiedata && isdiedata.length == 2) {\r\n\t console.error(\"可以复活了,转移位置\");\r\n\t this.changeToFuHuoPos();\r\n\t }\r\n\t else {\r\n\t console.error(\"依然死亡,寻求复活\");\r\n\t return this.solveDieMap();\r\n\t }\r\n\t };\r\n\t GameView.prototype.changeToFuHuoPos = function () {\r\n\t return tslib.__awaiter(this, void 0, void 0, function () {\r\n\t var prolist, key, keyval, keynode, keynodex, keynodey, tpos, ipro;\r\n\t return tslib.__generator(this, function (_a) {\r\n\t switch (_a.label) {\r\n\t case 0:\r\n\t prolist = new Array();\r\n\t for (key in this.lattices) {\r\n\t keyval = this.lattices[key];\r\n\t keynode = this.container.getChildByName(keyval);\r\n\t keynodex = keynode.x;\r\n\t keynodey = keynode.y;\r\n\t tpos = MapData.getRCPos(key.split(\"_\")[0], key.split(\"_\")[1]);\r\n\t ipro = keynode.changePos(tpos);\r\n\t prolist.push(ipro);\r\n\t this.setLatticeEleRc(key);\r\n\t }\r\n\t return [4, Promise.all(prolist)];\r\n\t case 1:\r\n\t _a.sent();\r\n\t console.error(\"死亡转移完毕\");\r\n\t this.changeEnable(true);\r\n\t return [2];\r\n\t }\r\n\t });\r\n\t });\r\n\t };\r\n\t GameView.prototype.attionEliminate = function () {\r\n\t var attiondata;\r\n\t for (var r = MapData.row - 1; r > -1; r--) {\r\n\t if (attiondata && attiondata.length == 2) {\r\n\t break;\r\n\t }\r\n\t for (var c = MapData.col - 1; c > -1; c--) {\r\n\t var checktype = this.getEleTypeByRc(r, c);\r\n\t var edatarow = this.getEliminateRow(r, c);\r\n\t var edatacol = this.getEliminateCol(r, c);\r\n\t if (edatarow.length > 2 || edatacol.length > 2) {\r\n\t console.error(\"啥情况,检查----------------\");\r\n\t }\r\n\t if (edatarow.length == 2) {\r\n\t console.log(\"横向查找\", edatarow, checktype);\r\n\t var releidx1 = edatarow[0];\r\n\t var releidx2 = edatarow[1];\r\n\t var relerow1 = Number(releidx1.split(\"_\")[0]);\r\n\t var relerow2 = Number(releidx2.split(\"_\")[0]);\r\n\t var relecol = Number(releidx1.split(\"_\")[1]);\r\n\t var downrow = relerow1 + 1;\r\n\t var uprow = relerow2 - 1;\r\n\t var rightcol = relecol + 1;\r\n\t var leftcol = relecol - 1;\r\n\t if (downrow < MapData.row) {\r\n\t if (rightcol < MapData.col) {\r\n\t var nexttype = this.getEleTypeByRc(downrow, rightcol);\r\n\t if (nexttype == checktype) {\r\n\t attiondata = [downrow + \"_\" + relecol, downrow + \"_\" + rightcol];\r\n\t break;\r\n\t }\r\n\t }\r\n\t if (leftcol > -1) {\r\n\t var nexttype = this.getEleTypeByRc(downrow, leftcol);\r\n\t if (nexttype == checktype) {\r\n\t attiondata = [downrow + \"_\" + relecol, downrow + \"_\" + leftcol];\r\n\t break;\r\n\t }\r\n\t }\r\n\t }\r\n\t if (uprow > -1) {\r\n\t if (rightcol < MapData.col) {\r\n\t var nexttype = this.getEleTypeByRc(uprow, rightcol);\r\n\t if (nexttype == checktype) {\r\n\t attiondata = [uprow + \"_\" + relecol, uprow + \"_\" + rightcol];\r\n\t break;\r\n\t }\r\n\t }\r\n\t if (leftcol > -1) {\r\n\t var nexttype = this.getEleTypeByRc(uprow, leftcol);\r\n\t if (nexttype == checktype) {\r\n\t attiondata = [uprow + \"_\" + relecol, uprow + \"_\" + leftcol];\r\n\t break;\r\n\t }\r\n\t }\r\n\t }\r\n\t }\r\n\t if (edatacol.length == 2) {\r\n\t console.log(\"竖向查找\", edatacol, checktype);\r\n\t var releidx1 = edatacol[0];\r\n\t var releidx2 = edatacol[1];\r\n\t var relerow = Number(releidx1.split(\"_\")[0]);\r\n\t var relecol1 = Number(releidx1.split(\"_\")[1]);\r\n\t var relecol2 = Number(releidx2.split(\"_\")[1]);\r\n\t var rightcol = relecol1 + 1;\r\n\t var leftcol = relecol2 - 1;\r\n\t var uprow = relerow - 1;\r\n\t var downrow = relerow + 1;\r\n\t if (leftcol > -1) {\r\n\t if (uprow > -1) {\r\n\t var nexttype = this.getEleTypeByRc(uprow, leftcol);\r\n\t if (nexttype == checktype) {\r\n\t attiondata = [relerow + \"_\" + leftcol, uprow + \"_\" + leftcol];\r\n\t break;\r\n\t }\r\n\t }\r\n\t if (downrow < MapData.row) {\r\n\t var nexttype = this.getEleTypeByRc(downrow, leftcol);\r\n\t if (nexttype == checktype) {\r\n\t attiondata = [relerow + \"_\" + leftcol, downrow + \"_\" + leftcol];\r\n\t break;\r\n\t }\r\n\t }\r\n\t }\r\n\t if (rightcol < MapData.col) {\r\n\t if (uprow > -1) {\r\n\t var nexttype = this.getEleTypeByRc(uprow, rightcol);\r\n\t if (nexttype == checktype) {\r\n\t attiondata = [relerow + \"_\" + rightcol, uprow + \"_\" + rightcol];\r\n\t break;\r\n\t }\r\n\t }\r\n\t if (downrow < MapData.row) {\r\n\t var nexttype = this.getEleTypeByRc(downrow, rightcol);\r\n\t if (nexttype == checktype) {\r\n\t attiondata = [relerow + \"_\" + rightcol, downrow + \"_\" + rightcol];\r\n\t break;\r\n\t }\r\n\t }\r\n\t }\r\n\t }\r\n\t }\r\n\t }\r\n\t console.log(\"相邻检测--------------\", attiondata);\r\n\t return attiondata;\r\n\t };\r\n\t GameView.prototype.checkEliminate = function () {\r\n\t this.eliminateArr = new Array();\r\n\t for (var r = MapData.row - 1; r > -1; r--) {\r\n\t for (var c = MapData.col - 1; c > -1; c--) {\r\n\t var edata = this.getEliminate(r, c);\r\n\t if (edata) {\r\n\t var etype = edata.etype;\r\n\t var earr = edata.arr;\r\n\t this.checkAddEli(etype, earr);\r\n\t }\r\n\t }\r\n\t }\r\n\t };\r\n\t GameView.prototype.getEliminateRow = function (x, y) {\r\n\t var checktype = this.getEleTypeByRc(x, y);\r\n\t var relearr = new Array();\r\n\t relearr.push(x + \"_\" + y);\r\n\t for (var r = x - 1; r > -1; r--) {\r\n\t var reletype = this.getEleTypeByRc(r, y);\r\n\t if (checktype == reletype) {\r\n\t relearr.push(r + \"_\" + y);\r\n\t }\r\n\t else {\r\n\t break;\r\n\t }\r\n\t }\r\n\t return relearr;\r\n\t };\r\n\t GameView.prototype.getEliminateCol = function (x, y) {\r\n\t var checktype = this.getEleTypeByRc(x, y);\r\n\t var celearr = new Array();\r\n\t celearr.push(x + \"_\" + y);\r\n\t for (var c = y - 1; c > -1; c--) {\r\n\t var celetype = this.getEleTypeByRc(x, c);\r\n\t if (checktype == celetype) {\r\n\t celearr.push(x + \"_\" + c);\r\n\t }\r\n\t else {\r\n\t break;\r\n\t }\r\n\t }\r\n\t return celearr;\r\n\t };\r\n\t GameView.prototype.getEliminate = function (x, y) {\r\n\t var checktype = this.getEleTypeByRc(x, y);\r\n\t var relearr = this.getEliminateRow(x, y);\r\n\t var celearr = this.getEliminateCol(x, y);\r\n\t var eliminatearr = new Array();\r\n\t if (relearr.length >= 3) {\r\n\t eliminatearr.push.apply(eliminatearr, relearr);\r\n\t }\r\n\t if (celearr.length >= 3) {\r\n\t eliminatearr.push.apply(eliminatearr, celearr);\r\n\t }\r\n\t if (eliminatearr.length > 0) {\r\n\t return {\r\n\t etype: checktype,\r\n\t arr: eliminatearr\r\n\t };\r\n\t }\r\n\t else {\r\n\t return false;\r\n\t }\r\n\t };\r\n\t GameView.prototype.getEleTypeByRc = function (r, c) {\r\n\t var rc = r + \"_\" + c;\r\n\t var elename = this.lattices[rc];\r\n\t var ele = this.container.getChildByName(elename);\r\n\t var eletype = ele.type;\r\n\t return eletype;\r\n\t };\r\n\t GameView.prototype.checkAddEli = function (etype, earr) {\r\n\t for (var e = 0; e < earr.length; e++) {\r\n\t var ename = earr[e];\r\n\t var needadd = true;\r\n\t for (var i = 0; i < this.eliminateArr.length; i++) {\r\n\t var ielidata = this.eliminateArr[i];\r\n\t var ielidxname = ielidata.idxname;\r\n\t if (ielidxname == ename) {\r\n\t needadd = false;\r\n\t break;\r\n\t }\r\n\t }\r\n\t if (needadd) {\r\n\t this.eliminateArr.push({\r\n\t idxname: ename,\r\n\t type: etype\r\n\t });\r\n\t }\r\n\t }\r\n\t };\r\n\t GameView.prototype.getFallRcEle = function (r, c) {\r\n\t for (var fr = r - 1; fr > -1; fr--) {\r\n\t var frc = fr + \"_\" + c;\r\n\t var frcname = this.lattices[frc];\r\n\t if (frcname != \"empty\") {\r\n\t this.lattices[frc] = \"empty\";\r\n\t return frcname;\r\n\t }\r\n\t }\r\n\t return false;\r\n\t };\r\n\t return GameView;\r\n\t}(engine.Container));\n\n\tvar GameWrapper = (function (_super) {\r\n\t tslib.__extends(GameWrapper, _super);\r\n\t function GameWrapper() {\r\n\t var _this = _super.call(this) || this;\r\n\t _this._gameView = new GameView();\r\n\t _this.addChild(_this._gameView);\r\n\t engine.globalEvent.addEventListener('game-init', _this.init, _this);\r\n\t engine.globalEvent.addEventListener('game-reset', _this.reset, _this);\r\n\t engine.globalEvent.addEventListener('game-start', _this.start, _this);\r\n\t return _this;\r\n\t }\r\n\t GameWrapper.prototype.init = function () {\r\n\t this._gameView.init();\r\n\t };\r\n\t GameWrapper.prototype.reset = function () {\r\n\t this._gameView.reset();\r\n\t };\r\n\t GameWrapper.prototype.start = function () {\r\n\t this._gameView.start();\r\n\t };\r\n\t return GameWrapper;\r\n\t}(engine.Container));\r\n\t//# sourceMappingURL=GameWrapper.js.map\n\n\tvar props = {};\r\n\tfunction prepareProps() {\r\n\t var metaProps = getProps();\r\n\t engine.injectProp(props, metaProps);\r\n\t}\r\n\tfunction injectProps(p) {\r\n\t engine.injectProp(props, p);\r\n\t}\r\n\t//# sourceMappingURL=props.js.map\n\n\tfunction index (props) {\r\n\t prepareProps();\r\n\t injectProps(props);\r\n\t var instance = new GameWrapper();\r\n\t return instance;\r\n\t}\r\n\t//# sourceMappingURL=index.js.map\n\n\treturn index;\n\n})));\n"
}
......@@ -16,7 +16,7 @@ export class Player extends engine.Container{
this._container.addChild(this.playerNode);
this.playerNode.y = this.playery;
this.playerNode.x = pierWidth/2 - 50;
this.playerNode.play();
this.playerNode.stop();
this._container.visible = false;
}
......
......@@ -10,6 +10,12 @@
function getTextureByName(name) {
return getTexture(engine.getAssetByName(name).uuid);
}
function createSvga(name, anchorName) {
var inst = new svga.Svga();
inst.source = 'asset://' + engine.getAssetByName(name).uuid;
return inst;
}
//# sourceMappingURL=utils.js.map
var Element = (function (_super) {
tslib.__extends(Element, _super);
......@@ -17,6 +23,8 @@
var _this = _super.call(this) || this;
_this.width = MapData.itemsize;
_this.height = MapData.itemsize;
_this.anchorX = MapData.itemsize / 2;
_this.anchorY = MapData.itemsize;
_this.eimage = new engine.Image();
_this.addChild(_this.eimage);
_this.touch = true;
......@@ -59,7 +67,7 @@
set: function (value) {
this.x = (1 - value) * (1 - value) * this.p1x + 2 * value * (1 - value) * this.c1x + value * value * this.p2x;
this.y = (1 - value) * (1 - value) * this.p1y + 2 * value * (1 - value) * this.c1y + value * value * this.p2y;
var mscale = (1 - value) * (1 - value) * 1 + 2 * value * (1 - value) * 0.6 + value * value * 0;
var mscale = (1 - value) * (1 - value) * 1 + 2 * value * (1 - value) * 0.6 + value * value * 0.35;
this.scaleX = mscale;
this.scaleY = mscale;
},
......@@ -69,24 +77,58 @@
Element.prototype.flyToHome = function (tx, ty, time) {
var _this = this;
this.p1x = this.x;
this.p1y = this.y;
this.p1y = this.y + 20;
this.c1x = (this.p1x - tx) / 4 + tx;
this.c1y = ty;
this.p2x = tx;
this.p2y = ty;
engine.Tween.get(this).to({
scaleX: 1.1,
scaleY: 1.1
}, 200)
.to({
scaleX: 1.1,
scaleY: 0.88
}, 100)
.to({
scaleX: 0.98,
scaleY: 0.98,
y: this.y + 20
}, 100)
.call(function () {
engine.Tween.get(_this).to({
factor: 1
}, time)
}, 450)
.call(function () {
var nodeparent = _this.parent;
nodeparent && nodeparent.removeChild(_this);
MapData.recoverEle(_this);
});
});
};
Element.prototype.changePos = function () {
Element.prototype.changePos = function (tpos) {
var _this = this;
var nx = this.x;
var ny = this.y;
var tx = tpos[0];
var ty = tpos[1];
var dis = MapData.getDistance([nx, ny], tpos);
var time = Math.ceil(dis / MapData.anispeed * 1000);
var pro = new Promise(function (res) {
engine.Tween.get(_this, { loop: false }).to({
x: tx,
y: ty
}, time)
.call(function () {
console.log("单个移动完毕");
res();
});
});
return pro;
};
return Element;
}(engine.Container));
//# sourceMappingURL=Element.js.map
var ElementType;
(function (ElementType) {
......@@ -180,8 +222,10 @@
MapData.posData = {};
MapData.eleidx = 1;
MapData.elePool = [];
MapData.anispeed = 860;
return MapData;
}());
//# sourceMappingURL=MapData.js.map
var GameView = (function (_super) {
tslib.__extends(GameView, _super);
......@@ -192,7 +236,9 @@
_this.selectArr = [];
_this.conty = 140;
_this.homex = 528;
_this.anispeed = 860;
_this.homey = -40;
_this.ination = false;
_this.canation = true;
_this.once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);
return _this;
}
......@@ -201,12 +247,25 @@
this.selectimg.mouseEnabled = false;
var row = MapData.row;
var col = MapData.col;
this.homeimg = new engine.Image(getTextureByName("房子"));
this.homeimg = createSvga("房子动画");
this.addChild(this.homeimg);
this.homeimg.x = this.homex;
this.homeimg.y = -40;
this.homeimg.stop();
console.log("房子动画", this.homeimg);
this.container = new engine.Container();
this.addChild(this.container);
this.container.y = this.conty;
var maskimg = new engine.Graphics();
this.container.addChild(maskimg);
this.container.mask = maskimg;
maskimg.moveTo(0, 0);
maskimg.beginFill(0);
maskimg.lineTo(681, 0);
maskimg.lineTo(681, 679);
maskimg.lineTo(0, 679);
maskimg.lineTo(0, 0);
maskimg.endFill();
this.anicontainer = new engine.Container();
this.addChild(this.anicontainer);
this.anicontainer.mouseEnabled = false;
......@@ -219,10 +278,17 @@
MapData.posData[r + "_" + c] = rcpos;
}
}
this.tanix = this.homex + this.homeimg.texture.width / 2;
this.taniy = this.homeimg.texture.height / 2;
this.tanix = this.homex + 146 / 2 - MapData.itemsize / 3;
this.taniy = this.homey + 120 / 2;
engine.globalEvent.addEventListener(GameEvent.SelectEle, this.selectele, this);
this.removeEventListener(engine.Event.ADDED_TO_STAGE, this.setup, this);
this.lastframeTime = Date.now();
this.lastatime = Date.now();
this.addEventListener(engine.Event.ENTER_FRAME, this.onUpdate, this);
};
GameView.prototype.playComp = function () {
console.log("动画播放完毕");
this.homeimg.stop(1);
};
GameView.prototype.init = function () {
this.initContainer();
......@@ -231,12 +297,26 @@
};
GameView.prototype.start = function () {
};
GameView.prototype.onUpdate = function () {
var ntime = Date.now();
var passtime = ntime - this.lastframeTime;
if (ntime - this.lastatime >= 5000 && !this.ination && this.canation && this.selectArr.length == 0) {
this.attionEliShow();
}
if (this.homeimg) {
var curframe = this.homeimg.currentFrame;
if (curframe == this.homeimg.totalFrames) {
this.homeimg.gotoAndStop(1);
}
}
this.lastframeTime = ntime;
};
GameView.prototype.initContainer = function () {
this.lattices = {};
var testdata = [
[1, 2, 5, 3, 4],
[3, 1, 2, 4, 5],
[2, 5, 3, 4, 1],
[1, 2, 5, 3, 3],
[3, 1, 4, 4, 5],
[2, 5, 3, 5, 1],
[5, 4, 1, 2, 3],
[4, 1, 3, 5, 2],
];
......@@ -255,7 +335,7 @@
}
}
this.checkEliminate();
this.attionEliminate();
this.fall();
};
GameView.prototype.setLatticeEleRc = function (rcidx) {
var rename = this.lattices[rcidx];
......@@ -269,6 +349,24 @@
var sr = data.r;
var sc = data.c;
var sname = sr + "_" + sc;
if (this.ination) {
this.ination = false;
this.lastatime = Date.now();
var arrcidx1 = this.attiondata[0];
var arrcidx2 = this.attiondata[1];
var atname1 = this.lattices[arrcidx1];
var atname2 = this.lattices[arrcidx2];
var atnode1 = this.container.getChildByName(atname1);
var atnode2 = this.container.getChildByName(atname2);
var atpos1 = MapData.getRCPos(arrcidx1.split("_")[0], arrcidx1.split("_")[1]);
var atpos2 = MapData.getRCPos(arrcidx2.split("_")[0], arrcidx2.split("_")[1]);
engine.Tween.removeTweens(atnode1);
engine.Tween.removeTweens(atnode2);
atnode1.x = atpos1[0];
atnode1.y = atpos1[1];
atnode2.x = atpos2[0];
atnode2.y = atpos2[1];
}
if (this.selectArr.length == 0) {
this.selectArr.push(sname);
}
......@@ -279,10 +377,16 @@
if ((sr == asr && Math.abs(sc - asc) == 1) || (sc == asc && Math.abs(sr - asr) == 1)) {
this.selectArr.push(sname);
}
else {
if (sr == asr && sc == asc) {
this.selectArr = new Array();
this.anicontainer.removeChild(this.selectimg);
}
else {
this.selectArr[0] = sname;
}
}
}
if (this.selectArr.length == 1) {
this.setSelectShow();
}
......@@ -295,13 +399,13 @@
var r = rcname.split("_")[0];
var c = rcname.split("_")[1];
var rcpos = MapData.getRCPos(r, c);
this.container.addChild(this.selectimg);
this.anicontainer.addChild(this.selectimg);
this.selectimg.x = rcpos[0];
this.selectimg.y = rcpos[1];
this.selectimg.y = rcpos[1] + this.conty;
};
GameView.prototype.changeElePos = function () {
var _this = this;
this.container.removeChild(this.selectimg);
this.anicontainer.removeChild(this.selectimg);
this.changeEnable(false);
var sname1 = this.selectArr[0];
var sname2 = this.selectArr[1];
......@@ -318,7 +422,7 @@
var snode1y = snode1.y;
var snode2x = snode2.x;
var snode2y = snode2.y;
var changetime = Math.ceil((MapData.itemsize / this.anispeed) * 2 * 1000);
var changetime = Math.ceil((MapData.itemsize / MapData.anispeed) * 2 * 1000);
if (this.eliminateArr.length > 0) {
engine.Tween.get(snode1).to({
x: snode2x,
......@@ -362,24 +466,48 @@
}
};
GameView.prototype.eliminate = function () {
for (var i = 0; i < this.eliminateArr.length; i++) {
var ielidata = this.eliminateArr[i];
var ielidxname = ielidata.idxname;
var ielitype = ielidata.type;
var ieliname = this.lattices[ielidxname];
var ielinode = this.container.getChildByName(ieliname);
var ielix = ielinode.x;
var ieliy = ielinode.y;
return tslib.__awaiter(this, void 0, void 0, function () {
var i, ielidata, ielidxname, ielitype, ieliname, ielinode, ielix, ieliy;
return tslib.__generator(this, function (_a) {
switch (_a.label) {
case 0:
for (i = 0; i < this.eliminateArr.length; i++) {
ielidata = this.eliminateArr[i];
ielidxname = ielidata.idxname;
ielitype = ielidata.type;
ieliname = this.lattices[ielidxname];
ielinode = this.container.getChildByName(ieliname);
ielix = ielinode.x;
ieliy = ielinode.y;
this.container.removeChild(ielinode);
MapData.recoverEle(ielinode);
this.lattices[ielidxname] = "empty";
this.goHomeAni(ielitype, ielix, ieliy);
}
return [4, new Promise(function (res) {
setTimeout(function () {
res();
}, 800);
})];
case 1:
_a.sent();
this.fall();
return [4, new Promise(function (res1) {
setTimeout(function () {
res1();
}, 550);
})];
case 2:
_a.sent();
this.homeimg.play();
return [2];
}
});
});
};
GameView.prototype.fall = function () {
return tslib.__awaiter(this, void 0, void 0, function () {
var fallData, fcutr, fc, r, c, idxname, elename, frcname, fetype, fele, cutr, fepos, fallPromise, _loop_1, this_1, f;
var fallData, fcutr, fc, r, c, idxname, elename, frcname, fetype, fele, cutr, fepos, fallPromise, _loop_1, this_1, f, isdiedata;
return tslib.__generator(this, function (_a) {
switch (_a.label) {
case 0:
......@@ -425,13 +553,20 @@
var frcnode = this_1.container.getChildByName(frcname);
var nepos = [frcnode.x, frcnode.y];
var fdis = MapData.getDistance(ftpos, nepos);
var ftime = Math.ceil((fdis / this_1.anispeed) * 1000);
var ftime = Math.ceil((fdis / MapData.anispeed) * 1000);
var ifallpromise = new Promise(function (res) {
engine.Tween.get(frcnode)
.to({
x: ftpos[0],
y: ftpos[1]
}, ftime).call(function () {
}, ftime)
.to({
scaleY: 0.85
}, 80)
.to({
scaleY: 1
}, 80)
.call(function () {
res();
});
});
......@@ -450,8 +585,14 @@
}
else {
this.selectArr = new Array();
isdiedata = this.attionEliminate();
if (isdiedata && isdiedata.length == 2) {
this.changeEnable(true);
}
else {
this.solveDieMap();
}
}
return [2];
}
});
......@@ -459,14 +600,16 @@
};
GameView.prototype.goHomeAni = function (ielitype, ielix, ieliy) {
var aniele = MapData.getOneEle(ielitype);
aniele.alpha = 0;
var anix = ielix;
var aniy = ieliy + this.conty;
this.anicontainer.addChild(aniele);
aniele.touch = false;
aniele.x = anix;
aniele.y = aniy;
aniele.alpha = 1;
var anidis = MapData.getDistance([this.tanix, this.taniy], [anix, aniy]);
var anitime = Math.ceil((anidis / this.anispeed) * 1000);
var anitime = Math.ceil((anidis / MapData.anispeed) * 1000);
aniele.flyToHome(this.tanix, this.taniy, anitime);
};
GameView.prototype.changeEnable = function (v) {
......@@ -475,10 +618,108 @@
var ele = this.container.getChildByName(kname);
ele.touch = v;
}
if (v) {
this.lastatime = Date.now();
}
this.canation = v;
};
GameView.prototype.attionEliShow = function () {
var attiondata = this.attionEliminate();
if (attiondata && attiondata.length == 2) {
this.ination = true;
console.log("可以提示");
this.attiondata = [attiondata[0], attiondata[1]];
var atname1 = this.lattices[attiondata[0]];
var atname2 = this.lattices[attiondata[1]];
var atnode1 = this.container.getChildByName(atname1);
var atnode2 = this.container.getChildByName(atname2);
var atx1 = atnode1.x;
var aty1 = atnode1.y;
var atx2 = atnode2.x;
var aty2 = atnode2.y;
var lerpnum = 0.1;
var atpos1 = [(atx2 - atx1) * lerpnum + atx1, (aty2 - aty1) * lerpnum + aty1];
var atpos2 = [(atx1 - atx2) * lerpnum + atx2, (aty1 - aty2) * lerpnum + aty2];
engine.Tween.get(atnode1, {
loop: true
}).to({
x: atpos1[0],
y: atpos1[1]
}, 500)
.to({
x: atx1,
y: aty1
}, 500);
engine.Tween.get(atnode2, { loop: true })
.to({
x: atpos2[0],
y: atpos2[1]
}, 500)
.to({
x: atx2,
y: aty2
}, 500);
}
else {
this.solveDieMap();
}
};
GameView.prototype.solveDieMap = function () {
this.changeEnable(false);
console.error("死图调整");
console.log(this.lattices);
var elearr = new Array();
for (var key in this.lattices) {
var keyval = this.lattices[key];
elearr.push(keyval);
}
for (var key in this.lattices) {
var changeval = elearr.splice(Math.floor(Math.random() * elearr.length), 1)[0];
this.lattices[key] = changeval;
}
var isdiedata = this.attionEliminate();
if (isdiedata && isdiedata.length == 2) {
console.error("可以复活了,转移位置");
this.changeToFuHuoPos();
}
else {
console.error("依然死亡,寻求复活");
return this.solveDieMap();
}
};
GameView.prototype.changeToFuHuoPos = function () {
return tslib.__awaiter(this, void 0, void 0, function () {
var prolist, key, keyval, keynode, keynodex, keynodey, tpos, ipro;
return tslib.__generator(this, function (_a) {
switch (_a.label) {
case 0:
prolist = new Array();
for (key in this.lattices) {
keyval = this.lattices[key];
keynode = this.container.getChildByName(keyval);
keynodex = keynode.x;
keynodey = keynode.y;
tpos = MapData.getRCPos(key.split("_")[0], key.split("_")[1]);
ipro = keynode.changePos(tpos);
prolist.push(ipro);
this.setLatticeEleRc(key);
}
return [4, Promise.all(prolist)];
case 1:
_a.sent();
console.error("死亡转移完毕");
this.changeEnable(true);
return [2];
}
});
});
};
GameView.prototype.attionEliminate = function () {
var attiondata;
for (var r = MapData.row - 1; r > -1; r--) {
if (attiondata && attiondata.length == 2) {
break;
}
for (var c = MapData.col - 1; c > -1; c--) {
var checktype = this.getEleTypeByRc(r, c);
var edatarow = this.getEliminateRow(r, c);
......@@ -487,7 +728,7 @@
console.error("啥情况,检查----------------");
}
if (edatarow.length == 2) {
console.log("横向查找", edatarow);
console.log("横向查找", edatarow, checktype);
var releidx1 = edatarow[0];
var releidx2 = edatarow[1];
var relerow1 = Number(releidx1.split("_")[0]);
......@@ -531,17 +772,53 @@
}
}
if (edatacol.length == 2) {
console.log("竖向查找", edatacol);
var releidx1 = edatarow[0];
var releidx2 = edatarow[1];
console.log("竖向查找", edatacol, checktype);
var releidx1 = edatacol[0];
var releidx2 = edatacol[1];
var relerow = Number(releidx1.split("_")[0]);
var relecol1 = Number(releidx1.split("_")[1]);
var relecol2 = Number(releidx2.split("_")[1]);
console.log("竖向检查啦啦啦", relerow, relecol1, relecol2);
var rightcol = relecol1 + 1;
var leftcol = relecol2 - 1;
var uprow = relerow - 1;
var downrow = relerow + 1;
if (leftcol > -1) {
if (uprow > -1) {
var nexttype = this.getEleTypeByRc(uprow, leftcol);
if (nexttype == checktype) {
attiondata = [relerow + "_" + leftcol, uprow + "_" + leftcol];
break;
}
}
if (downrow < MapData.row) {
var nexttype = this.getEleTypeByRc(downrow, leftcol);
if (nexttype == checktype) {
attiondata = [relerow + "_" + leftcol, downrow + "_" + leftcol];
break;
}
}
}
if (rightcol < MapData.col) {
if (uprow > -1) {
var nexttype = this.getEleTypeByRc(uprow, rightcol);
if (nexttype == checktype) {
attiondata = [relerow + "_" + rightcol, uprow + "_" + rightcol];
break;
}
}
if (downrow < MapData.row) {
var nexttype = this.getEleTypeByRc(downrow, rightcol);
if (nexttype == checktype) {
attiondata = [relerow + "_" + rightcol, downrow + "_" + rightcol];
break;
}
}
}
}
}
}
console.log("相邻检测--------------", attiondata);
return attiondata;
};
GameView.prototype.checkEliminate = function () {
this.eliminateArr = new Array();
......@@ -670,6 +947,7 @@
};
return GameWrapper;
}(engine.Container));
//# sourceMappingURL=GameWrapper.js.map
var props = {};
function prepareProps() {
......@@ -679,6 +957,7 @@
function injectProps(p) {
engine.injectProp(props, p);
}
//# sourceMappingURL=props.js.map
function index (props) {
prepareProps();
......@@ -686,6 +965,7 @@
var instance = new GameWrapper();
return instance;
}
//# sourceMappingURL=index.js.map
return index;
......
This source diff could not be displayed because it is too large. You can view the blob instead.
......@@ -52,6 +52,12 @@
"url": "//yun.duiba.com.cn/aurora/assets/a3ce52a41ed53ccfa7ce404dbc10102961c4a805.png",
"uuid": "selected",
"ext": ".png"
},
{
"name": "房子动画",
"url": "//yun.duiba.com.cn/aurora/assets/f55c640d40911934c7c5cf01f4fc1940ffb4e16c.svga",
"uuid": "homeani",
"ext": ".svga"
}
],
"events": {
......
......@@ -3,9 +3,8 @@
*/
import { props } from "../props";
import { playSound, createSvga } from "./utils";
import { playSound, createSvga,getTextureByName } from "./utils";
import ObjectPool = engine.ObjectPool;
import { getTextureByName } from "./utils";
import MapData, { GameEvent } from "./MapData";
import Element from "./ele/Element";
......@@ -31,14 +30,22 @@ export default class GameView extends engine.Container {
selectimg:engine.Image;
//屋子
homeimg:engine.Image;
homeimg;
conty = 140;
homex = 528;
homey = -40;
tanix;
taniy;
anispeed = 860;
//5秒不操作,给提示
lastframeTime;
attiondata;
lastatime;
ination = false;
canation = true;
setup() {
this.selectimg = new engine.Image(getTextureByName("选中框"));
......@@ -47,13 +54,26 @@ export default class GameView extends engine.Container {
let row = MapData.row;
let col = MapData.col;
this.homeimg = new engine.Image(getTextureByName("房子"));
this.homeimg = createSvga("房子动画");
this.addChild(this.homeimg);
this.homeimg.x = this.homex;
this.homeimg.y = -40;
this.homeimg.stop();
console.log("房子动画",this.homeimg);
this.container = new engine.Container();
this.addChild(this.container);
this.container.y = this.conty;
let maskimg = new engine.Graphics();
this.container.addChild(maskimg);
this.container.mask = maskimg;
maskimg.moveTo(0,0);
maskimg.beginFill(0);
maskimg.lineTo(681,0);
maskimg.lineTo(681,679);
maskimg.lineTo(0,679);
maskimg.lineTo(0,0);
maskimg.endFill();
this.anicontainer = new engine.Container();
this.addChild(this.anicontainer);
......@@ -73,11 +93,19 @@ export default class GameView extends engine.Container {
MapData.posData[r+"_"+c] = rcpos;
}
}
this.tanix = this.homex+this.homeimg.texture.width/2;
this.taniy = this.homeimg.texture.height/2;
this.tanix = this.homex+146/2-MapData.itemsize/3;
this.taniy = this.homey+120/2;// - MapData.itemsize/2;
engine.globalEvent.addEventListener(GameEvent.SelectEle,this.selectele,this);
this.removeEventListener(engine.Event.ADDED_TO_STAGE,this.setup,this);
this.lastframeTime = Date.now();
this.lastatime = Date.now();
this.addEventListener(engine.Event.ENTER_FRAME,this.onUpdate,this);
}
playComp(){
console.log("动画播放完毕");
this.homeimg.stop(1);
}
init(){
......@@ -89,13 +117,27 @@ export default class GameView extends engine.Container {
start(){
}
onUpdate(){
let ntime = Date.now();
let passtime = ntime - this.lastframeTime;
if(ntime-this.lastatime>=5000&&!this.ination&&this.canation&&this.selectArr.length==0){
this.attionEliShow();
}
if(this.homeimg){
let curframe = this.homeimg.currentFrame;
if(curframe==this.homeimg.totalFrames){
this.homeimg.gotoAndStop(1);
}
}
this.lastframeTime = ntime;
}
initContainer(){
this.lattices = {};
let testdata = [
[1,2,5,3,4],
[3,1,2,4,5],
[2,5,3,4,1],
[1,2,5,3,3],
[3,1,4,4,5],
[2,5,3,5,1],
[5,4,1,2,3],
[4,1,3,5,2],
]
......@@ -117,8 +159,7 @@ export default class GameView extends engine.Container {
}
this.checkEliminate();
this.attionEliminate();
this.fall();
}
//关联
setLatticeEleRc(rcidx){
......@@ -134,6 +175,29 @@ export default class GameView extends engine.Container {
let sr = data.r;
let sc = data.c;
let sname = sr+"_"+sc;
if(this.ination){
this.ination = false;
this.lastatime = Date.now();
let arrcidx1 = this.attiondata[0];
let arrcidx2 = this.attiondata[1];
let atname1 = this.lattices[arrcidx1];
let atname2 = this.lattices[arrcidx2];
let atnode1:Element = this.container.getChildByName(atname1);
let atnode2:Element = this.container.getChildByName(atname2);
let atpos1 = MapData.getRCPos(arrcidx1.split("_")[0],arrcidx1.split("_")[1]);
let atpos2 = MapData.getRCPos(arrcidx2.split("_")[0],arrcidx2.split("_")[1]);
engine.Tween.removeTweens(atnode1);
engine.Tween.removeTweens(atnode2);
atnode1.x = atpos1[0];
atnode1.y = atpos1[1];
atnode2.x = atpos2[0];
atnode2.y = atpos2[1];
}
if(this.selectArr.length==0){
// console.log("选中元素",data);
this.selectArr.push(sname);
......@@ -144,10 +208,16 @@ export default class GameView extends engine.Container {
if((sr==asr&&Math.abs(sc-asc)==1)||(sc==asc&&Math.abs(sr-asr)==1)){
this.selectArr.push(sname);
}else{
//重选自己,取消选择,否则选中新的
if(sr==asr&&sc==asc){
this.selectArr = new Array();
this.anicontainer.removeChild(this.selectimg);
}else{
this.selectArr[0] = sname;
}
}
}
if(this.selectArr.length==1){
this.setSelectShow();
......@@ -161,14 +231,14 @@ export default class GameView extends engine.Container {
let c = rcname.split("_")[1];
let rcpos = MapData.getRCPos(r,c);
this.container.addChild(this.selectimg);
this.anicontainer.addChild(this.selectimg);
this.selectimg.x = rcpos[0];
this.selectimg.y = rcpos[1];
this.selectimg.y = rcpos[1]+this.conty;
}
changeElePos(){
this.container.removeChild(this.selectimg);
this.anicontainer.removeChild(this.selectimg);
this.changeEnable(false);
let sname1 = this.selectArr[0];
......@@ -195,7 +265,7 @@ export default class GameView extends engine.Container {
let snode2x = snode2.x;
let snode2y = snode2.y;
let changetime = Math.ceil((MapData.itemsize/this.anispeed)*2*1000)
let changetime = Math.ceil((MapData.itemsize/MapData.anispeed)*2*1000)
if(this.eliminateArr.length>0){
engine.Tween.get(snode1).to({
x:snode2x,
......@@ -241,7 +311,7 @@ export default class GameView extends engine.Container {
}
//消除
eliminate(){
async eliminate(){
for(let i=0;i<this.eliminateArr.length;i++){
let ielidata = this.eliminateArr[i];
let ielidxname = ielidata.idxname;
......@@ -258,7 +328,20 @@ export default class GameView extends engine.Container {
//元素层消除,动画层添加
this.goHomeAni(ielitype,ielix,ieliy);
}
await new Promise(res=>{
setTimeout(function(){
res();
},800);
})
this.fall();
await new Promise(res1=>{
setTimeout(function(){
res1();
},550)
})
this.homeimg.play()
}
//掉落
async fall(){
......@@ -312,14 +395,21 @@ export default class GameView extends engine.Container {
let nepos = [frcnode.x,frcnode.y];
let fdis = MapData.getDistance(ftpos,nepos);
let ftime = Math.ceil((fdis/this.anispeed)*1000);
let ftime = Math.ceil((fdis/MapData.anispeed)*1000);
let ifallpromise = new Promise(res=>{
engine.Tween.get(frcnode)
.to({
x:ftpos[0],
y:ftpos[1]
},ftime).call(()=>{
},ftime)
.to({
scaleY:0.85
},80)
.to({
scaleY:1
},80)
.call(()=>{
res();
})
})
......@@ -332,11 +422,20 @@ export default class GameView extends engine.Container {
return this.eliminate();
}else{//一次操作完毕
this.selectArr = new Array();
let isdiedata = this.attionEliminate();
if(isdiedata&&isdiedata.length==2){//没死
this.changeEnable(true);
}else{//死图处理
this.solveDieMap();
}
//检查死图
}
}
goHomeAni(ielitype,ielix,ieliy){
let aniele = MapData.getOneEle(ielitype);
aniele.alpha = 0;
let anix = ielix;
let aniy = ieliy + this.conty;
this.anicontainer.addChild(aniele);
......@@ -344,9 +443,11 @@ export default class GameView extends engine.Container {
aniele.x = anix;
aniele.y = aniy;
aniele.alpha = 1;
let anidis = MapData.getDistance([this.tanix,this.taniy],[anix,aniy]);
let anitime = Math.ceil((anidis/this.anispeed)*1000);
let anitime = Math.ceil((anidis/MapData.anispeed)*1000);
aniele.flyToHome(this.tanix,this.taniy,anitime);
// engine.Tween.get(aniele)
......@@ -365,12 +466,109 @@ export default class GameView extends engine.Container {
let ele:Element = this.container.getChildByName(kname);
ele.touch = v;
}
if(v){
this.lastatime = Date.now();
}
this.canation = v;
}
//相邻显性提示
attionEliShow(){
let attiondata = this.attionEliminate();
if(attiondata&&attiondata.length==2){
this.ination = true;
console.log("可以提示");
this.attiondata = [attiondata[0],attiondata[1]];
let atname1 = this.lattices[attiondata[0]];
let atname2 = this.lattices[attiondata[1]];
let atnode1:Element = this.container.getChildByName(atname1);
let atnode2:Element = this.container.getChildByName(atname2);
let atx1 = atnode1.x;
let aty1 = atnode1.y;
let atx2 = atnode2.x;
let aty2 = atnode2.y;
let lerpnum = 0.1;
let atpos1 = [(atx2-atx1)*lerpnum+atx1,(aty2-aty1)*lerpnum+aty1];
let atpos2 = [(atx1-atx2)*lerpnum+atx2,(aty1-aty2)*lerpnum+aty2];
engine.Tween.get(atnode1,{
loop:true
}).to({
x:atpos1[0],
y:atpos1[1]
},500)
.to({
x:atx1,
y:aty1
},500);
engine.Tween.get(atnode2,{loop:true})
.to({
x:atpos2[0],
y:atpos2[1]
},500)
.to({
x:atx2,
y:aty2
},500);
}else{//死图处理
this.solveDieMap();
}
}
//死图调整
solveDieMap(){
this.changeEnable(false);
console.error("死图调整");
console.log(this.lattices);
let elearr = new Array();
for(let key in this.lattices){
let keyval = this.lattices[key];
elearr.push(keyval);
}
for(let key in this.lattices){
let changeval = elearr.splice(Math.floor(Math.random()*elearr.length),1)[0];
this.lattices[key] = changeval;
}
let isdiedata = this.attionEliminate();
if(isdiedata&&isdiedata.length==2){
console.error("可以复活了,转移位置");
this.changeToFuHuoPos();
}else{
console.error("依然死亡,寻求复活");
return this.solveDieMap();
}
}
//转移到复活pos
async changeToFuHuoPos(){
let prolist = new Array();
for(let key in this.lattices){
let keyval = this.lattices[key];
var keynode:Element = this.container.getChildByName(keyval);
let keynodex = keynode.x;
let keynodey = keynode.y;
let tpos = MapData.getRCPos(key.split("_")[0],key.split("_")[1]);
let ipro = keynode.changePos(tpos);
prolist.push(ipro);
this.setLatticeEleRc(key);
}
await Promise.all(prolist)
console.error("死亡转移完毕");
this.changeEnable(true);
}
//相邻检测
attionEliminate(){
let attiondata;
for(let r=MapData.row-1;r>-1;r--){
if(attiondata&&attiondata.length==2){
break;
}
for(let c=MapData.col-1;c>-1;c--){
let checktype = this.getEleTypeByRc(r,c);
......@@ -381,7 +579,7 @@ export default class GameView extends engine.Container {
console.error("啥情况,检查----------------");
}
if(edatarow.length==2){
console.log("横向查找",edatarow);
console.log("横向查找",edatarow,checktype);
let releidx1 = edatarow[0];
let releidx2 = edatarow[1];
......@@ -398,7 +596,7 @@ export default class GameView extends engine.Container {
if(rightcol<MapData.col){
let nexttype = this.getEleTypeByRc(downrow,rightcol);
if(nexttype==checktype){
attiondata = [downrow+"_"+relecol,downrow+"_"+rightcol]
attiondata = [downrow+"_"+relecol,downrow+"_"+rightcol];
break;
}
}
......@@ -444,20 +642,58 @@ export default class GameView extends engine.Container {
// }
}
if(edatacol.length==2){
console.log("竖向查找",edatacol);
let releidx1 = edatarow[0];
let releidx2 = edatarow[1];
console.log("竖向查找",edatacol,checktype);
let releidx1 = edatacol[0];
let releidx2 = edatacol[1];
let relerow = Number(releidx1.split("_")[0]);
let relecol1 = Number(releidx1.split("_")[1]);
let relecol2 = Number(releidx2.split("_")[1]);
console.log("竖向检查啦啦啦",relerow,relecol1,relecol2);
let rightcol = relecol1+1;
let leftcol = relecol2-1;
let uprow = relerow-1;
let downrow = relerow+1;
if(leftcol>-1){
if(uprow>-1){
let nexttype = this.getEleTypeByRc(uprow,leftcol);
if(nexttype==checktype){
attiondata = [relerow+"_"+leftcol,uprow+"_"+leftcol];
break;
}
}
if(downrow<MapData.row){
let nexttype = this.getEleTypeByRc(downrow,leftcol);
if(nexttype==checktype){
attiondata = [relerow+"_"+leftcol,downrow+"_"+leftcol];
break;
}
}
}
if(rightcol<MapData.col){
if(uprow>-1){
let nexttype = this.getEleTypeByRc(uprow,rightcol);
if(nexttype==checktype){
attiondata = [relerow+"_"+rightcol,uprow+"_"+rightcol];
break;
}
}
if(downrow<MapData.row){
let nexttype = this.getEleTypeByRc(downrow,rightcol);
if(nexttype==checktype){
attiondata = [relerow+"_"+rightcol,downrow+"_"+rightcol];
break;
}
}
}
// console.log("竖向检查啦啦啦",relerow,relecol1,relecol2);
}
}
}
console.log("相邻检测--------------",attiondata);
return attiondata;
}
//检测消除
checkEliminate(){
......
......@@ -26,6 +26,8 @@ export default class MapData{
};
static eleidx = 1;
static elePool = [];
static anispeed = 860;
static getRy(r){
return this.paddingb+r*(this.itemsize+this.paddingi);
}
......
......@@ -16,6 +16,10 @@ export default class Element extends engine.Container{
this.width = MapData.itemsize;
this.height = MapData.itemsize;
this.anchorX = MapData.itemsize/2;
// this.anchorY = MapData.itemsize/2;
this.anchorY = MapData.itemsize;
this.eimage = new engine.Image();
this.addChild(this.eimage);
this.touch = true;
......@@ -55,7 +59,7 @@ export default class Element extends engine.Container{
this.x = (1 - value) * (1 - value) * this.p1x + 2 * value * (1 - value) * this.c1x + value * value * this.p2x;
this.y = (1 - value) * (1 - value) * this.p1y + 2 * value * (1 - value) * this.c1y + value * value * this.p2y;
var mscale = (1 - value) * (1 - value) * 1 + 2 * value * (1 - value) * 0.6 + value * value * 0;
var mscale = (1 - value) * (1 - value) * 1 + 2 * value * (1 - value) * 0.6 + value * value * 0.35;
this.scaleX = mscale;
this.scaleY = mscale;
}
......@@ -70,7 +74,7 @@ export default class Element extends engine.Container{
//飞到小屋
flyToHome(tx,ty,time){
this.p1x = this.x;
this.p1y = this.y;
this.p1y = this.y+20;
this.c1x = (this.p1x-tx)/4+tx;
this.c1y = ty;
......@@ -78,17 +82,52 @@ export default class Element extends engine.Container{
this.p2x = tx;
this.p2y = ty;
engine.Tween.get(this).to({
scaleX:1.1,
scaleY:1.1
},200)
.to({
scaleX:1.1,
scaleY:0.88
},100)
.to({
scaleX:0.98,
scaleY:0.98,
y:this.y+20
},100)
.call(()=>{
engine.Tween.get(this).to({
factor:1
},time)
},450)
.call(()=>{
let nodeparent:engine.Container = this.parent;
nodeparent&&nodeparent.removeChild(this);
MapData.recoverEle(this);
})
})
}
changePos(){
changePos(tpos:Array<number>){
let nx = this.x;
let ny = this.y;
let tx = tpos[0];
let ty = tpos[1];
let dis = MapData.getDistance([nx,ny],tpos);
let time = Math.ceil(dis/MapData.anispeed*1000);
let pro = new Promise(res=>{
engine.Tween.get(this,{loop:false}).to({
x:tx,
y:ty
},time)
.call(()=>{
console.log("单个移动完毕");
res();
})
})
return pro;
}
}
\ No newline at end of file
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