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劳工
zeroing-libs
Commits
ca76151e
Commit
ca76151e
authored
Jun 10, 2020
by
rockyl
Browse files
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parent
2984fe79
Changes
68
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68 changed files
with
4061 additions
and
5 deletions
+4061
-5
wait.json
dist/processes/base/wait.json
+1
-1
pick-image.json
dist/processes/other/pick-image.json
+12
-0
resize-image.json
dist/processes/other/resize-image.json
+44
-0
GameView.js
...zeroing-libs/src/custom/doll-machine/src/game/GameView.js
+182
-0
GameWrapper.js
...oing-libs/src/custom/doll-machine/src/game/GameWrapper.js
+41
-0
Goods.js
dist/zeroing-libs/src/custom/doll-machine/src/game/Goods.js
+70
-0
Zhuazi.js
dist/zeroing-libs/src/custom/doll-machine/src/game/Zhuazi.js
+135
-0
backBox.js
.../zeroing-libs/src/custom/doll-machine/src/game/backBox.js
+47
-0
frontBox.js
...zeroing-libs/src/custom/doll-machine/src/game/frontBox.js
+64
-0
object-pool-init.js
...libs/src/custom/doll-machine/src/game/object-pool-init.js
+10
-0
utils.js
dist/zeroing-libs/src/custom/doll-machine/src/game/utils.js
+20
-0
index.js
dist/zeroing-libs/src/custom/doll-machine/src/index.js
+11
-0
props.js
dist/zeroing-libs/src/custom/doll-machine/src/props.js
+12
-0
GameView.js
...eroing-libs/src/custom/doll-machine2/src/game/GameView.js
+122
-0
GameWrapper.js
...ing-libs/src/custom/doll-machine2/src/game/GameWrapper.js
+41
-0
Goods.js
dist/zeroing-libs/src/custom/doll-machine2/src/game/Goods.js
+70
-0
Zhuazi.js
.../zeroing-libs/src/custom/doll-machine2/src/game/Zhuazi.js
+142
-0
backBox.js
...zeroing-libs/src/custom/doll-machine2/src/game/backBox.js
+47
-0
frontBox.js
...eroing-libs/src/custom/doll-machine2/src/game/frontBox.js
+70
-0
object-pool-init.js
...ibs/src/custom/doll-machine2/src/game/object-pool-init.js
+10
-0
utils.js
dist/zeroing-libs/src/custom/doll-machine2/src/game/utils.js
+20
-0
index.js
dist/zeroing-libs/src/custom/doll-machine2/src/index.js
+11
-0
props.js
dist/zeroing-libs/src/custom/doll-machine2/src/props.js
+12
-0
Background.js
...eroing-libs/src/custom/dxbcyj-game/src/game/Background.js
+85
-0
GameView.js
.../zeroing-libs/src/custom/dxbcyj-game/src/game/GameView.js
+191
-0
GameWrapper.js
...roing-libs/src/custom/dxbcyj-game/src/game/GameWrapper.js
+18
-0
GuideLayer.js
...eroing-libs/src/custom/dxbcyj-game/src/game/GuideLayer.js
+89
-0
LoopComponent.js
...ing-libs/src/custom/dxbcyj-game/src/game/LoopComponent.js
+71
-0
Pier.js
dist/zeroing-libs/src/custom/dxbcyj-game/src/game/Pier.js
+61
-0
Player.js
dist/zeroing-libs/src/custom/dxbcyj-game/src/game/Player.js
+71
-0
Road.js
dist/zeroing-libs/src/custom/dxbcyj-game/src/game/Road.js
+99
-0
ScoreLabel.js
...eroing-libs/src/custom/dxbcyj-game/src/game/ScoreLabel.js
+37
-0
Strut.js
dist/zeroing-libs/src/custom/dxbcyj-game/src/game/Strut.js
+68
-0
object-pool-init.js
...-libs/src/custom/dxbcyj-game/src/game/object-pool-init.js
+10
-0
utils.js
dist/zeroing-libs/src/custom/dxbcyj-game/src/game/utils.js
+24
-0
index.js
dist/zeroing-libs/src/custom/dxbcyj-game/src/index.js
+11
-0
props.js
dist/zeroing-libs/src/custom/dxbcyj-game/src/props.js
+12
-0
GameView.js
dist/zeroing-libs/src/custom/open-gift/src/game/GameView.js
+58
-0
GameWrapper.js
...zeroing-libs/src/custom/open-gift/src/game/GameWrapper.js
+30
-0
utils.js
dist/zeroing-libs/src/custom/open-gift/src/game/utils.js
+20
-0
index.js
dist/zeroing-libs/src/custom/open-gift/src/index.js
+11
-0
props.js
dist/zeroing-libs/src/custom/open-gift/src/props.js
+12
-0
Background.js
...eroing-libs/src/custom/walking-cat/src/game/Background.js
+55
-0
Block.js
dist/zeroing-libs/src/custom/walking-cat/src/game/Block.js
+57
-0
GameView.js
.../zeroing-libs/src/custom/walking-cat/src/game/GameView.js
+219
-0
GameWrapper.js
...roing-libs/src/custom/walking-cat/src/game/GameWrapper.js
+27
-0
LoopComponent.js
...ing-libs/src/custom/walking-cat/src/game/LoopComponent.js
+69
-0
PlayGame.js
.../zeroing-libs/src/custom/walking-cat/src/game/PlayGame.js
+177
-0
Road.js
dist/zeroing-libs/src/custom/walking-cat/src/game/Road.js
+236
-0
ScoreLabel.js
...eroing-libs/src/custom/walking-cat/src/game/ScoreLabel.js
+44
-0
object-pool-init.js
...-libs/src/custom/walking-cat/src/game/object-pool-init.js
+10
-0
Head.js
...roing-libs/src/custom/walking-cat/src/game/player/Head.js
+60
-0
IPlayerPart.js
...ibs/src/custom/walking-cat/src/game/player/IPlayerPart.js
+0
-0
Player.js
...ing-libs/src/custom/walking-cat/src/game/player/Player.js
+508
-0
PlayerPart.js
...libs/src/custom/walking-cat/src/game/player/PlayerPart.js
+49
-0
utils.js
dist/zeroing-libs/src/custom/walking-cat/src/game/utils.js
+22
-0
index.js
dist/zeroing-libs/src/custom/walking-cat/src/index.js
+11
-0
localWave.js
dist/zeroing-libs/src/custom/walking-cat/src/localWave.js
+141
-0
props.js
dist/zeroing-libs/src/custom/walking-cat/src/props.js
+12
-0
index2.js
dist/zeroing-libs/src/process/base/compare/index2.js
+47
-0
process-context.v8.d.ts
libs/process-context.v8.d.ts
+1
-1
meta.json
src/process/base/compare/meta.json
+2
-1
index.ts
src/process/base/put-data/index.ts
+1
-1
index.ts
src/process/base/wait/index.ts
+1
-1
index.ts
src/process/other/pick-image/index.ts
+20
-0
meta.json
src/process/other/pick-image/meta.json
+10
-0
index.ts
src/process/other/resize-image/index.ts
+96
-0
meta.json
src/process/other/resize-image/meta.json
+14
-0
No files found.
dist/processes/base/wait.json
View file @
ca76151e
...
@@ -12,7 +12,7 @@
...
@@ -12,7 +12,7 @@
"complete"
"complete"
],
],
"id"
:
"wait"
,
"id"
:
"wait"
,
"script"
:
"var duration = engine.findVariable('duration', args, props);
\n
setTimeout(function () {
\n
next('complete');
\n
}, duration);
\n
"
,
"script"
:
"var duration = engine.findVariable('duration', args, props);
\n
setTimeout(function () {
\n
next('complete'
, args
);
\n
}, duration);
\n
"
,
"group"
:
"base"
,
"group"
:
"base"
,
"type"
:
"builtin"
"type"
:
"builtin"
}
}
dist/processes/other/pick-image.json
0 → 100644
View file @
ca76151e
{
"name"
:
"选择图片"
,
"desc"
:
"选择一个图片文件"
,
"props"
:
{},
"output"
:
[
"success"
],
"id"
:
"pick-image"
,
"script"
:
"var input = document.createElement('input');
\n
input.type = 'file';
\n
input.onchange = function (e) {
\n
processImage(input.files[0], function (imgData) {
\n
next('success', imgData);
\n
});
\n
};
\n
input.click();
\n
function processImage(file, callback) {
\n
var reader = new FileReader();
\n
reader.readAsDataURL(file);
\n
reader.onload = function (e) {
\n
callback(reader.result);
\n
};
\n
}
\n
"
,
"group"
:
"other"
,
"type"
:
"builtin"
}
dist/processes/other/resize-image.json
0 → 100644
View file @
ca76151e
{
"name"
:
"缩放图片"
,
"desc"
:
"缩放图片"
,
"props"
:
{
"width"
:
{
"type"
:
"number"
,
"alias"
:
"目标宽度"
},
"height"
:
{
"type"
:
"number"
,
"alias"
:
"目标高度"
},
"cutType"
:
{
"type"
:
"enum"
,
"enum"
:
[
"inner"
,
"outer"
],
"alias"
:
"裁剪类型"
,
"default"
:
"inner"
},
"type"
:
{
"type"
:
"enum"
,
"enum"
:
[
"png"
,
"jpeg"
],
"alias"
:
"输出类型"
,
"default"
:
"png"
},
"quality"
:
{
"type"
:
"number"
,
"alias"
:
"图片质量"
,
"default"
:
0.7
}
},
"output"
:
[
"success"
],
"id"
:
"resize-image"
,
"script"
:
"var width = engine.findVariable('width', args, props);
\n
var height = engine.findVariable('height', args, props);
\n
var cutType = engine.findVariable('cutType', args, props);
\n
var type = engine.findVariable('type', args, props);
\n
var quality = engine.findVariable('quality', args, props);
\n
var img = args;
\n
if (typeof args === 'string') {
\n
img = new Image();
\n
img.onload = function () {
\n
deal();
\n
};
\n
img.onerror = function (e) {
\n
console.log(e);
\n
};
\n
img.src = args;
\n
}
\n
else {
\n
deal();
\n
}
\n
function getExif(callback) {
\n
EXIF.getData(img, function () {
\n
var allMetaData = EXIF.getAllTags(this);
\n
callback(allMetaData);
\n
});
\n
}
\n
function deal() {
\n
getExif(function (allMetaData) {
\n
var m = cutType === 'inner' ? Math.min : Math.max;
\n
var r = m(width / img.width, height / img.height);
\n
var imgWidth = img.width * r;
\n
var imgHeight = img.height * r;
\n
var x = (width - imgWidth) / 2;
\n
var y = (height - imgHeight) / 2;
\n
var canvas = document.createElement('canvas');
\n
canvas.width = width;
\n
canvas.height = height;
\n
var ctx = canvas.getContext('2d');
\n
ctx.translate(x, y);
\n
ctx.scale(r, r);
\n
allMetaData.Orientation = 1;
\n
if (allMetaData.Orientation) {
\n
var orientation = allMetaData.Orientation;
\n
switch (orientation) {
\n
case 2:
\n
ctx.translate(img.width, 0);
\n
ctx.scale(-1, 1);
\n
break;
\n
case 3:
\n
ctx.translate(img.width, img.height);
\n
ctx.rotate(Math.PI);
\n
break;
\n
case 4:
\n
ctx.translate(0, img.height);
\n
ctx.scale(1, -1);
\n
break;
\n
case 5:
\n
ctx.rotate(-0.5 * Math.PI);
\n
ctx.scale(-1, 1);
\n
ctx.translate(x / r - y / r, y / r - x / r);
\n
break;
\n
case 6:
\n
ctx.rotate(-0.5 * Math.PI);
\n
ctx.translate(-img.width + y / r - x / r, y / r - x / r);
\n
break;
\n
case 7:
\n
ctx.rotate(0.5 * Math.PI);
\n
ctx.scale(-1, 1);
\n
ctx.translate(-img.width + y / r - x / r, -img.height + x / r - y / r);
\n
break;
\n
case 8:
\n
ctx.rotate(-0.5 * Math.PI);
\n
ctx.translate(-img.width + y / r - x / r, -x / r + y / r);
\n
break;
\n
}
\n
}
\n
ctx.drawImage(img, 0, 0);
\n
var dataUrl = canvas.toDataURL('image/' + type, quality);
\n
next('success', dataUrl);
\n
});
\n
}
\n
"
,
"group"
:
"other"
,
"type"
:
"builtin"
}
dist/zeroing-libs/src/custom/doll-machine/src/game/GameView.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
ObjectPool
=
engine
.
ObjectPool
;
var
utils_1
=
require
(
"./utils"
);
var
object_pool_init_1
=
require
(
"./object-pool-init"
);
var
frontBox_1
=
require
(
"./frontBox"
);
var
backBox_1
=
require
(
"./backBox"
);
var
Zhuazi_1
=
require
(
"./Zhuazi"
);
var
GameView
=
(
function
(
_super
)
{
__extends
(
GameView
,
_super
);
function
GameView
()
{
var
_this
=
_super
.
call
(
this
)
||
this
;
_this
.
startstatus
=
false
;
_this
.
ifPrize
=
false
;
_this
.
goodsItems
=
[];
_this
.
once
(
engine
.
Event
.
ADDED_TO_STAGE
,
_this
.
setup
,
_this
);
return
_this
;
}
GameView
.
prototype
.
setup
=
function
()
{
if
(
this
.
_hasSetup
)
{
return
;
}
this
.
_hasSetup
=
true
;
var
frontBoxs
=
(
this
.
_frontBoxs
=
new
frontBox_1
.
FrontBoxs
());
this
.
_frontBoxs
.
GameView
=
this
;
var
backBoxs
=
(
this
.
_backBoxs
=
new
backBox_1
.
BackBoxs
());
this
.
_Zhuazi
=
new
Zhuazi_1
.
Zhuazi
();
this
.
_Zhuazi
.
GameView
=
this
;
this
.
frontTransfer
=
new
engine
.
Container
();
this
.
backTransfer
=
new
engine
.
Container
();
this
.
frontTransfer
.
width
=
0
;
this
.
frontTransfer
.
height
=
0
;
this
.
frontTransfer
.
alpha
=
1
;
this
.
backTransfer
.
width
=
0
;
this
.
backTransfer
.
height
=
0
;
this
.
backTransfer
.
alpha
=
1
;
this
.
rect
=
new
engine
.
Rect
();
this
.
rect
.
width
=
611
;
this
.
rect
.
height
=
704
;
this
.
rect
.
x
=
65
;
this
.
rect
.
y
=
263
;
this
.
NpcBg
=
new
engine
.
Container
();
this
.
addChild
(
this
.
NpcBg
);
this
.
addChild
(
this
.
rect
);
var
gameBg
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"游戏背景"
));
gameBg
.
x
=
65
;
gameBg
.
y
=
263
;
this
.
NpcBg
.
addChild
(
gameBg
);
this
.
frontDesk
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"前传输带"
));
this
.
frontDesk
.
x
=
60
;
this
.
frontDesk
.
y
=
781
;
this
.
backDesk
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"后传输带"
));
this
.
backDesk
.
x
=
60
;
this
.
backDesk
.
y
=
712
;
this
.
NpcBg
.
addChild
(
this
.
backDesk
);
this
.
NpcBg
.
addChild
(
this
.
frontDesk
);
this
.
NpcBg
.
addChild
(
this
.
backTransfer
);
this
.
NpcBg
.
addChild
(
this
.
frontTransfer
);
this
.
NpcBg
.
addChild
(
this
.
_Zhuazi
);
this
.
NpcBg
.
mask
=
this
.
rect
;
this
.
_Zhuazi
.
setup
();
this
.
backTransfer
.
addChild
(
this
.
_backBoxs
);
this
.
_backBoxs
.
setup
();
this
.
frontTransfer
.
addChild
(
this
.
_frontBoxs
);
this
.
_frontBoxs
.
setup
();
};
GameView
.
prototype
.
stopMove
=
function
()
{
this
.
_frontBoxs
.
stop
();
};
GameView
.
prototype
.
setMoveX
=
function
(
x
,
item
)
{
this
.
moveTime
=
x
;
this
.
prizeBox
=
item
;
this
.
_Zhuazi
.
move
();
};
GameView
.
prototype
.
setVisible
=
function
(
isshow
)
{
this
.
_frontBoxs
.
showHidePrizeBox
(
isshow
);
};
GameView
.
prototype
.
getMoveX
=
function
()
{
return
this
.
moveTime
;
};
GameView
.
prototype
.
resetMoveX
=
function
()
{
this
.
moveTime
=
null
;
};
GameView
.
prototype
.
getBox
=
function
()
{
return
this
.
prizeBox
;
};
GameView
.
prototype
.
reset
=
function
()
{
this
.
startstatus
=
false
;
this
.
ifPrize
=
false
;
this
.
_Zhuazi
.
getReset
();
};
GameView
.
prototype
.
start
=
function
(
type
)
{
if
(
type
===
void
0
)
{
type
=
null
;
}
this
.
speed
=
1
;
this
.
gameIng
=
true
;
console
.
log
(
'执行'
,
type
);
this
.
startstatus
=
true
;
this
.
ifPrize
=
type
&&
type
.
prize
||
false
;
};
GameView
.
prototype
.
beginNpc
=
function
()
{
var
_this
=
this
;
this
.
timer
=
setTimeout
(
function
()
{
if
(
_this
.
gameIng
)
{
}
},
2000
/
this
.
speed
);
};
GameView
.
prototype
.
pause
=
function
()
{
this
.
gameIng
=
false
;
};
GameView
.
prototype
.
revive
=
function
()
{
this
.
gameIng
=
true
;
};
GameView
.
prototype
.
resume
=
function
()
{
this
.
reset
();
this
.
start
();
};
GameView
.
prototype
.
initNpc
=
function
()
{
this
.
box1
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"草泥马盒"
));
this
.
box2
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"狗盒"
));
this
.
box3
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"猫盒"
));
this
.
box4
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"草泥马盒"
));
this
.
box5
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"猫盒"
));
this
.
box1
.
x
=
120
;
this
.
box1
.
y
=
434
;
this
.
box2
.
x
=
306
;
this
.
box2
.
y
=
434
;
this
.
box3
.
x
=
487
;
this
.
box3
.
y
=
434
;
this
.
box4
.
x
=
240
;
this
.
box4
.
scaleX
=
0.5
;
this
.
box4
.
scaleY
=
0.5
;
this
.
box4
.
y
=
390
;
this
.
box5
.
x
=
434
;
this
.
box5
.
y
=
390
;
this
.
box5
.
scaleX
=
0.5
;
this
.
box5
.
scaleY
=
0.5
;
this
.
backTransfer
.
addChild
(
this
.
box4
);
this
.
backTransfer
.
addChild
(
this
.
box5
);
this
.
frontTransfer
.
addChild
(
this
.
box1
);
this
.
frontTransfer
.
addChild
(
this
.
box2
);
this
.
frontTransfer
.
addChild
(
this
.
box3
);
};
GameView
.
prototype
.
died
=
function
()
{
this
.
score
=
0
;
this
.
pause
();
};
GameView
.
prototype
.
removeNpc
=
function
(
goods
)
{
this
.
NpcBg
.
removeChild
(
goods
);
ObjectPool
.
recycleObject
(
object_pool_init_1
.
PoolName
,
goods
);
goods
.
removeEventListener
(
engine
.
Event
.
ENTER_FRAME
,
goods
[
"onGoodsEnter"
],
this
);
var
index
=
this
.
goodsItems
.
indexOf
(
goods
);
if
(
index
>
-
1
)
{
this
.
goodsItems
.
splice
(
index
,
1
);
}
};
GameView
.
prototype
.
recycleGoods
=
function
()
{
clearTimeout
(
this
.
timer
);
clearInterval
(
this
.
countdownTimer
);
for
(
var
_i
=
0
,
_a
=
this
.
goodsItems
;
_i
<
_a
.
length
;
_i
++
)
{
var
goods
=
_a
[
_i
];
if
(
goods
)
{
this
.
removeChild
(
goods
);
ObjectPool
.
recycleObject
(
object_pool_init_1
.
PoolName
,
goods
);
goods
.
removeEventListener
(
engine
.
Event
.
ENTER_FRAME
,
goods
[
"onGoodsEnter"
],
this
);
}
}
this
.
goodsItems
=
[];
};
GameView
.
prototype
.
hasHit
=
function
(
a
,
b
)
{
if
(
Math
.
abs
(
a
.
x
+
a
.
width
/
2
-
(
b
.
x
+
b
.
width
/
2
))
<
a
.
width
/
2
+
b
.
width
/
2
&&
Math
.
abs
(
a
.
y
+
a
.
height
/
2
-
(
b
.
y
+
b
.
height
/
2
))
<
a
.
height
/
2
+
b
.
height
/
2
)
{
return
true
;
}
else
{
return
false
;
}
};
return
GameView
;
}(
engine
.
Container
));
exports
.
default
=
GameView
;
dist/zeroing-libs/src/custom/doll-machine/src/game/GameWrapper.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
GameView_1
=
require
(
"./GameView"
);
var
props_1
=
require
(
"../props"
);
var
GameWrapper
=
(
function
(
_super
)
{
__extends
(
GameWrapper
,
_super
);
function
GameWrapper
()
{
var
_this
=
_super
.
call
(
this
)
||
this
;
engine
.
globalEvent
.
addEventListener
(
'doll-machine-reset'
,
_this
.
reset
,
_this
);
engine
.
globalEvent
.
addEventListener
(
'doll-machine-prize'
,
_this
.
start
,
_this
);
var
gameView
=
_this
.
_gameView
=
new
GameView_1
.
default
();
_this
.
addChild
(
gameView
);
return
_this
;
}
GameWrapper
.
prototype
.
reset
=
function
(
event
)
{
props_1
.
injectProps
(
event
.
data
);
this
.
_gameView
.
visible
=
true
;
this
.
_gameView
.
reset
();
};
GameWrapper
.
prototype
.
start
=
function
(
event
)
{
console
.
log
(
'监听开始'
);
props_1
.
injectProps
(
event
.
data
);
this
.
_gameView
.
start
(
event
.
data
);
};
GameWrapper
.
prototype
.
pause
=
function
()
{
this
.
_gameView
.
pause
();
};
GameWrapper
.
prototype
.
resume
=
function
()
{
this
.
_gameView
.
resume
();
};
GameWrapper
.
prototype
.
revive
=
function
()
{
this
.
_gameView
.
revive
();
};
GameWrapper
.
prototype
.
clear
=
function
()
{
this
.
_gameView
.
visible
=
false
;
};
GameWrapper
.
prototype
.
onTap
=
function
(
event
)
{
};
return
GameWrapper
;
}(
engine
.
Container
));
exports
.
GameWrapper
=
GameWrapper
;
dist/zeroing-libs/src/custom/doll-machine/src/game/Goods.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
utils_1
=
require
(
"./utils"
);
var
Goods
=
(
function
(
_super
)
{
__extends
(
Goods
,
_super
);
function
Goods
()
{
var
_this
=
_super
.
call
(
this
)
||
this
;
var
body
;
body
=
_this
.
_body
=
new
engine
.
Rect
();
var
box1
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"草泥马盒"
));
box1
[
"npcType"
]
=
"box1"
;
var
box2
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"狗盒"
));
box2
[
"npcType"
]
=
"box2"
;
var
box3
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"猫盒"
));
box3
[
"npcType"
]
=
"box3"
;
box1
.
visible
=
false
;
box2
.
visible
=
false
;
box3
.
visible
=
false
;
body
.
addChild
(
box1
);
body
.
addChild
(
box2
);
body
.
addChild
(
box3
);
_this
.
addChild
(
body
);
body
.
width
=
0.0001
;
body
.
height
=
0.0001
;
body
.
mouseEnabled
=
false
;
return
_this
;
}
Goods
.
prototype
.
getRandomNumberByRange
=
function
(
start
,
end
)
{
return
Math
.
floor
(
Math
.
random
()
*
(
end
-
start
)
+
start
);
};
Goods
.
prototype
.
reset
=
function
()
{
this
.
visible
=
true
;
this
.
y
=
200
;
this
.
x
=
0
;
this
.
rotation
=
0
;
var
random
=
Math
.
random
();
if
(
random
<
0.3
)
{
this
.
showNpc
(
"box1"
);
}
else
if
(
random
<
0.6
)
{
this
.
showNpc
(
"box2"
);
}
else
{
this
.
showNpc
(
"box3"
);
}
};
Goods
.
prototype
.
showNpc
=
function
(
type
)
{
for
(
var
i
=
0
;
i
<
this
.
_body
.
children
.
length
;
i
++
)
{
this
.
_body
.
children
[
i
].
visible
=
false
;
this
.
_body
.
children
[
i
].
mouseEnabled
=
false
;
}
for
(
var
i
=
0
;
i
<
this
.
_body
.
children
.
length
;
i
++
)
{
if
(
this
.
_body
.
children
[
i
][
"npcType"
]
==
type
)
{
this
[
"npcType"
]
=
type
;
console
.
log
(
type
);
this
.
_body
.
children
[
i
].
visible
=
true
;
this
.
_body
.
children
[
i
].
mouseEnabled
=
false
;
}
}
};
Object
.
defineProperty
(
Goods
.
prototype
,
"anchorOffsetY"
,
{
set
:
function
(
v
)
{
this
.
_body
.
y
=
v
;
},
enumerable
:
true
,
configurable
:
true
});
return
Goods
;
}(
engine
.
Container
));
exports
.
Goods
=
Goods
;
dist/zeroing-libs/src/custom/doll-machine/src/game/Zhuazi.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
utils_1
=
require
(
"./utils"
);
var
props_1
=
require
(
"../props"
);
var
Zhuazi
=
(
function
(
_super
)
{
__extends
(
Zhuazi
,
_super
);
function
Zhuazi
()
{
var
_this
=
_super
.
call
(
this
)
||
this
;
_this
.
moveArr
=
[];
_this
.
prizeBoxs
=
[];
return
_this
;
}
Zhuazi
.
prototype
.
setup
=
function
()
{
this
.
ganNode
=
new
engine
.
Container
();
this
.
moveNode
=
new
engine
.
Container
();
this
.
ganNode
.
x
=
280
;
this
.
ganNode
.
y
=
350
;
this
.
bashouGan
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"把手杆子"
));
this
.
bashouGan
.
x
=
60
;
this
.
bashouGan
.
y
=
275
;
this
.
bashou
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"把手"
));
this
.
bashou
.
x
=
0
;
this
.
bashou
.
y
=
263
;
this
.
ganzi
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"伸缩杆"
));
this
.
ganzi
.
x
=
97
;
this
.
ganzi
.
y
=
290
;
this
.
connect
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"连接点"
));
this
.
connect
.
x
=
18
;
this
.
connect
.
y
=
-
5
;
this
.
left_zhuazi
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"左爪"
));
this
.
left_zhuazi
.
x
=
-
15
;
this
.
left_zhuazi
.
y
=
60
;
this
.
left_zhuazi
.
anchorX
=
this
.
left_zhuazi
.
width
;
this
.
left_zhuazi
.
anchorY
=
0
;
this
.
right_zhuazi
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"右爪"
));
this
.
right_zhuazi
.
x
=
98
;
this
.
right_zhuazi
.
y
=
60
;
this
.
ganNode
.
addChild
(
this
.
left_zhuazi
);
this
.
ganNode
.
addChild
(
this
.
right_zhuazi
);
this
.
ganNode
.
addChild
(
this
.
connect
);
this
.
ganNode
.
x
=
30
;
this
.
zhuaziY
=
this
.
ganNode
.
y
;
this
.
moveNode
.
addChild
(
this
.
ganzi
);
this
.
moveNode
.
addChild
(
this
.
ganNode
);
this
.
moveNode
.
addChild
(
this
.
bashou
);
this
.
moveNode
.
x
=
262
;
this
.
addChild
(
this
.
bashouGan
);
this
.
addChild
(
this
.
moveNode
);
this
.
createPrizeBox
();
};
Zhuazi
.
prototype
.
createPrizeBox
=
function
()
{
var
_this
=
this
;
this
.
box1
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"中奖狗盒"
));
this
.
box1
[
"npcType"
]
=
"box1"
;
this
.
box2
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"中奖猫盒"
));
this
.
box2
[
"npcType"
]
=
"box2"
;
this
.
box3
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"中奖草泥马盒"
));
this
.
box3
[
"npcType"
]
=
"box3"
;
this
.
box4
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"中奖狗盒"
));
this
.
box4
[
"npcType"
]
=
"box4"
;
this
.
box5
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"中奖猫盒"
));
this
.
box5
[
"npcType"
]
=
"box5"
;
this
.
prizeBoxs
=
[
this
.
box1
,
this
.
box2
,
this
.
box3
,
this
.
box4
,
this
.
box5
];
this
.
prizeBoxs
.
forEach
(
function
(
item
)
{
_this
.
ganNode
.
addChild
(
item
);
item
.
visible
=
false
;
item
.
x
=
15
;
item
.
y
=
48
;
});
};
Zhuazi
.
prototype
.
showPrizeBox
=
function
()
{
var
_this
=
this
;
this
.
prizeBoxs
.
forEach
(
function
(
item
)
{
console
.
log
(
_this
.
GameView
.
getBox
()[
'npcType'
]);
if
(
item
[
'npcType'
]
===
_this
.
GameView
.
getBox
()[
'npcType'
])
{
item
.
visible
=
true
;
_this
.
itemShow
=
item
;
}
else
{
item
.
visible
=
false
;
}
});
};
Zhuazi
.
prototype
.
move
=
function
()
{
var
_this
=
this
;
var
rndist
=
Math
.
random
();
var
halfWidth
=
this
.
bashou
.
width
/
2
;
var
randomX
=
rndist
*
(
rndist
>
0.5
?
1
:
-
1
)
*
props_1
.
props
.
bashouMoveDist
;
console
.
log
(
randomX
);
engine
.
Tween
.
get
(
this
.
moveNode
).
to
({
x
:
370
+
halfWidth
-
71
},
1000
).
call
(
function
()
{
_this
.
zhangkai
();
});
};
Zhuazi
.
prototype
.
zhangkai
=
function
()
{
var
_this
=
this
;
this
.
left_zhuazi
.
anchorX
=
this
.
left_zhuazi
.
width
;
this
.
left_zhuazi
.
anchorY
=
0
;
engine
.
Tween
.
get
(
this
.
left_zhuazi
,
{
loop
:
false
}).
to
({
rotation
:
props_1
.
props
.
leftRotation
},
1000
);
engine
.
Tween
.
get
(
this
.
right_zhuazi
,
{
loop
:
false
}).
to
({
rotation
:
props_1
.
props
.
rightRotation
},
1000
);
setTimeout
(
function
()
{
_this
.
getLong
();
},
500
);
};
Zhuazi
.
prototype
.
getLong
=
function
()
{
var
_this
=
this
;
var
droptime
=
Number
((
this
.
GameView
.
getMoveX
()
/
60
-
1
).
toFixed
(
2
))
*
1000
;
console
.
log
(
'dr'
,
droptime
);
var
times
=
(
props_1
.
props
.
ganMoveEndY
-
this
.
ganzi
.
y
)
/
this
.
ganzi
.
height
;
console
.
log
(
Number
(
times
.
toFixed
(
2
)));
engine
.
Tween
.
get
(
this
.
ganzi
).
to
({
scaleY
:
Number
(
times
.
toFixed
(
2
))
},
droptime
).
to
({
scaleY
:
1
},
droptime
);
console
.
log
(
'node'
,
this
.
zhuaziY
);
engine
.
Tween
.
get
(
this
.
ganNode
).
to
({
y
:
props_1
.
props
.
ganMoveEndY
},
droptime
).
call
(
function
()
{
_this
.
GameView
.
stopMove
();
if
(
_this
.
GameView
.
ifPrize
)
{
_this
.
showPrizeBox
();
_this
.
GameView
.
setVisible
(
false
);
}
}).
to
({
y
:
this
.
zhuaziY
},
droptime
).
call
(
function
()
{
if
(
_this
.
GameView
.
ifPrize
)
{
_this
.
itemShow
.
visible
=
false
;
}
engine
.
globalEvent
.
dispatchEvent
(
'doll-machine-gameover'
);
});
};
Zhuazi
.
prototype
.
getReset
=
function
()
{
this
.
left_zhuazi
.
anchorX
=
this
.
left_zhuazi
.
width
;
this
.
left_zhuazi
.
anchorY
=
0
;
engine
.
Tween
.
get
(
this
.
moveNode
,
{
loop
:
false
}).
to
({
x
:
262
},
1000
);
engine
.
Tween
.
get
(
this
.
left_zhuazi
,
{
loop
:
false
}).
to
({
rotation
:
0
},
1000
);
engine
.
Tween
.
get
(
this
.
right_zhuazi
,
{
loop
:
false
}).
to
({
rotation
:
0
},
1000
);
this
.
GameView
.
resetMoveX
();
};
return
Zhuazi
;
}(
engine
.
Container
));
exports
.
Zhuazi
=
Zhuazi
;
dist/zeroing-libs/src/custom/doll-machine/src/game/backBox.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
utils_1
=
require
(
"./utils"
);
var
props_1
=
require
(
"../props"
);
var
BackBoxs
=
(
function
(
_super
)
{
__extends
(
BackBoxs
,
_super
);
function
BackBoxs
()
{
var
_this
=
_super
.
call
(
this
)
||
this
;
_this
.
backBoxs
=
[];
return
_this
;
}
BackBoxs
.
prototype
.
setup
=
function
()
{
var
initX
,
initY
=
0
;
this
.
box1
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"后狗盒"
));
initX
=
this
.
box1
.
x
=
188
;
initY
=
this
.
box1
.
y
=
616
;
this
.
box2
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"后猫盒"
));
this
.
box3
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"后草泥马盒"
));
this
.
box4
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"后狗盒"
));
this
.
box5
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"后猫盒"
));
this
.
backBoxs
=
[
this
.
box1
,
this
.
box2
,
this
.
box3
,
this
.
box4
,
this
.
box5
];
for
(
var
i
=
0
;
i
<
this
.
backBoxs
.
length
;
i
++
)
{
if
(
i
==
0
)
{
this
.
backBoxs
[
i
].
x
=
initX
;
}
else
{
this
.
backBoxs
[
i
].
x
=
this
.
backBoxs
[
i
-
1
].
x
+
this
.
backBoxs
[
i
].
width
+
props_1
.
props
.
backmargin
;
}
this
.
backBoxs
[
i
].
y
=
initY
;
this
.
addChild
(
this
.
backBoxs
[
i
]);
}
this
.
addEventListener
(
engine
.
Event
.
ENTER_FRAME
,
this
.
frameMove
,
this
);
};
BackBoxs
.
prototype
.
frameMove
=
function
()
{
var
_this
=
this
;
this
.
backBoxs
.
forEach
(
function
(
item
)
{
item
.
x
-=
props_1
.
props
.
moveSpeed
;
if
(
item
.
x
<=
0
)
{
var
lastitem
=
_this
.
backBoxs
.
shift
();
lastitem
.
x
=
_this
.
backBoxs
[
_this
.
backBoxs
.
length
-
1
].
x
+
item
.
width
+
props_1
.
props
.
backmargin
;
_this
.
backBoxs
.
push
(
lastitem
);
}
});
};
return
BackBoxs
;
}(
engine
.
Container
));
exports
.
BackBoxs
=
BackBoxs
;
dist/zeroing-libs/src/custom/doll-machine/src/game/frontBox.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
utils_1
=
require
(
"./utils"
);
var
props_1
=
require
(
"../props"
);
var
FrontBoxs
=
(
function
(
_super
)
{
__extends
(
FrontBoxs
,
_super
);
function
FrontBoxs
()
{
var
_this
=
_super
.
call
(
this
)
||
this
;
_this
.
frontBoxs
=
[];
return
_this
;
}
FrontBoxs
.
prototype
.
setup
=
function
()
{
var
initX
,
initY
=
0
;
this
.
box1
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"狗盒"
));
this
.
box1
[
"npcType"
]
=
"box1"
;
initX
=
this
.
box1
.
x
=
435
;
initY
=
this
.
box1
.
y
=
614
;
this
.
box2
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"猫盒"
));
this
.
box2
[
"npcType"
]
=
"box2"
;
this
.
box3
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"草泥马盒"
));
this
.
box3
[
"npcType"
]
=
"box3"
;
this
.
box4
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"狗盒"
));
this
.
box4
[
"npcType"
]
=
"box4"
;
this
.
box5
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"猫盒"
));
this
.
box5
[
"npcType"
]
=
"box5"
;
this
.
frontBoxs
=
[
this
.
box1
,
this
.
box2
,
this
.
box3
,
this
.
box4
];
for
(
var
i
=
0
;
i
<
this
.
frontBoxs
.
length
;
i
++
)
{
if
(
i
==
0
)
{
this
.
frontBoxs
[
i
].
x
=
initX
;
}
else
{
this
.
frontBoxs
[
i
].
x
=
this
.
frontBoxs
[
i
-
1
].
x
-
this
.
box1
.
width
-
props_1
.
props
.
frontmargin
;
}
this
.
frontBoxs
[
i
].
y
=
initY
;
this
.
addChild
(
this
.
frontBoxs
[
i
]);
}
this
.
addEventListener
(
engine
.
Event
.
ENTER_FRAME
,
this
.
frameMove
,
this
);
};
FrontBoxs
.
prototype
.
frameMove
=
function
()
{
var
_this
=
this
;
this
.
frontBoxs
.
forEach
(
function
(
item
,
index
)
{
item
.
x
+=
props_1
.
props
.
moveSpeed
;
if
(
item
.
x
<=
0
&&
!
item
.
visible
)
{
item
.
visible
=
true
;
}
if
(
item
.
x
>=
750
)
{
var
lastitem
=
_this
.
frontBoxs
.
shift
();
lastitem
.
x
=
_this
.
frontBoxs
[
_this
.
frontBoxs
.
length
-
1
].
x
-
_this
.
box1
.
width
-
props_1
.
props
.
frontmargin
;
if
(
!
_this
.
GameView
.
getMoveX
()
&&
item
.
x
<=
0
&&
_this
.
GameView
.
startstatus
)
{
_this
.
GameView
.
setMoveX
((
370
-
item
.
x
-
13
)
/
props_1
.
props
.
moveSpeed
,
item
);
_this
.
hideBox
=
item
;
}
_this
.
frontBoxs
.
push
(
lastitem
);
}
});
};
FrontBoxs
.
prototype
.
stop
=
function
()
{
};
FrontBoxs
.
prototype
.
showHidePrizeBox
=
function
(
isshow
)
{
this
.
hideBox
.
visible
=
isshow
;
};
return
FrontBoxs
;
}(
engine
.
Container
));
exports
.
FrontBoxs
=
FrontBoxs
;
dist/zeroing-libs/src/custom/doll-machine/src/game/object-pool-init.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
Goods_1
=
require
(
"./Goods"
);
var
ObjectPool
=
engine
.
ObjectPool
;
exports
.
PoolName
=
'goods'
;
ObjectPool
.
registerPool
(
exports
.
PoolName
,
function
()
{
return
new
Goods_1
.
Goods
();
},
function
(
item
,
data
)
{
item
.
reset
();
});
dist/zeroing-libs/src/custom/doll-machine/src/game/utils.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
function
getTexture
(
uuid
)
{
return
engine
.
Texture
.
from
(
getAssetByUUID
(
uuid
).
uuid
);
}
exports
.
getTexture
=
getTexture
;
function
getTextureByName
(
name
)
{
return
getTexture
(
engine
.
getAssetByName
(
name
).
uuid
);
}
exports
.
getTextureByName
=
getTextureByName
;
function
playSound
(
name
)
{
engine
.
playSound
(
engine
.
getAssetByName
(
name
).
uuid
,
{
keep
:
true
});
}
exports
.
playSound
=
playSound
;
function
createSvga
(
name
,
anchorName
)
{
var
inst
=
new
svga
.
Svga
();
inst
.
source
=
'asset://'
+
engine
.
getAssetByName
(
name
).
uuid
;
return
inst
;
}
exports
.
createSvga
=
createSvga
;
dist/zeroing-libs/src/custom/doll-machine/src/index.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
GameWrapper_1
=
require
(
"./game/GameWrapper"
);
var
props_1
=
require
(
"./props"
);
function
default_1
(
props
)
{
props_1
.
prepareProps
();
props_1
.
injectProps
(
props
);
var
instance
=
new
GameWrapper_1
.
GameWrapper
();
return
instance
;
}
exports
.
default
=
default_1
;
dist/zeroing-libs/src/custom/doll-machine/src/props.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
exports
.
props
=
{};
function
prepareProps
()
{
var
metaProps
=
getProps
();
engine
.
injectProp
(
exports
.
props
,
metaProps
);
}
exports
.
prepareProps
=
prepareProps
;
function
injectProps
(
p
)
{
engine
.
injectProp
(
exports
.
props
,
p
);
}
exports
.
injectProps
=
injectProps
;
dist/zeroing-libs/src/custom/doll-machine2/src/game/GameView.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
props_1
=
require
(
"../props"
);
var
utils_1
=
require
(
"./utils"
);
var
frontBox_1
=
require
(
"./frontBox"
);
var
backBox_1
=
require
(
"./backBox"
);
var
Zhuazi_1
=
require
(
"./Zhuazi"
);
var
GameView
=
(
function
(
_super
)
{
__extends
(
GameView
,
_super
);
function
GameView
()
{
var
_this
=
_super
.
call
(
this
)
||
this
;
_this
.
startstatus
=
false
;
_this
.
ifPrize
=
false
;
_this
.
goodsItems
=
[];
_this
.
once
(
engine
.
Event
.
ADDED_TO_STAGE
,
_this
.
setup
,
_this
);
return
_this
;
}
GameView
.
prototype
.
setup
=
function
()
{
var
_this
=
this
;
if
(
this
.
_hasSetup
)
{
return
;
}
this
.
_hasSetup
=
true
;
var
frontBoxs
=
(
this
.
_frontBoxs
=
new
frontBox_1
.
FrontBoxs
());
this
.
_frontBoxs
.
GameView
=
this
;
var
backBoxs
=
(
this
.
_backBoxs
=
new
backBox_1
.
BackBoxs
());
this
.
_Zhuazi
=
new
Zhuazi_1
.
Zhuazi
();
this
.
_Zhuazi
.
GameView
=
this
;
this
.
frontTransfer
=
new
engine
.
Container
();
this
.
backTransfer
=
new
engine
.
Container
();
this
.
frontTransfer
.
width
=
0
;
this
.
frontTransfer
.
height
=
0
;
this
.
frontTransfer
.
alpha
=
1
;
this
.
backTransfer
.
width
=
0
;
this
.
backTransfer
.
height
=
0
;
this
.
backTransfer
.
alpha
=
1
;
this
.
rect
=
new
engine
.
Rect
();
this
.
rect
.
width
=
props_1
.
props
.
gameStageWidth
;
this
.
rect
.
height
=
props_1
.
props
.
gameStageHeight
;
this
.
rect
.
x
=
65
;
this
.
rect
.
y
=
0
;
this
.
NpcBg
=
new
engine
.
Container
();
this
.
NpcBg
.
x
=
0
;
this
.
NpcBg
.
y
=
0
;
this
.
addChild
(
this
.
NpcBg
);
this
.
addChild
(
this
.
rect
);
this
.
frontDesk
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"前传输带"
));
this
.
frontDesk
.
x
=
props_1
.
props
.
initOffsetLeft
;
this
.
frontDesk
.
y
=
props_1
.
props
.
frontDeskY
-
props_1
.
props
.
initOffsetTop
;
this
.
backDesk
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"后传输带"
));
this
.
backDesk
.
x
=
props_1
.
props
.
initOffsetLeft
;
this
.
backDesk
.
y
=
props_1
.
props
.
backDeskY
-
props_1
.
props
.
initOffsetTop
;
if
(
props_1
.
props
.
single
)
{
this
.
backDesk
.
visible
=
false
;
}
var
pcarr
=
[
this
.
backDesk
,
this
.
frontDesk
,
this
.
backTransfer
,
this
.
frontTransfer
,
this
.
_Zhuazi
];
pcarr
.
forEach
(
function
(
item
)
{
_this
.
NpcBg
.
addChild
(
item
);
});
this
.
NpcBg
.
mask
=
this
.
rect
;
this
.
_Zhuazi
.
setup
();
this
.
backTransfer
.
addChild
(
this
.
_backBoxs
);
this
.
_backBoxs
.
setup
();
if
(
props_1
.
props
.
single
)
{
this
.
backTransfer
.
visible
=
false
;
}
this
.
frontTransfer
.
addChild
(
this
.
_frontBoxs
);
this
.
_frontBoxs
.
setup
();
};
GameView
.
prototype
.
stopMove
=
function
()
{
this
.
_frontBoxs
.
stop
();
};
GameView
.
prototype
.
setMoveX
=
function
(
x
,
item
)
{
this
.
moveTime
=
x
;
this
.
prizeBox
=
item
;
this
.
_Zhuazi
.
move
();
};
GameView
.
prototype
.
setVisible
=
function
(
isshow
)
{
this
.
_frontBoxs
.
showHidePrizeBox
(
isshow
);
};
GameView
.
prototype
.
getMoveX
=
function
()
{
return
this
.
moveTime
;
};
GameView
.
prototype
.
resetMoveX
=
function
()
{
this
.
moveTime
=
null
;
};
GameView
.
prototype
.
getBox
=
function
()
{
return
this
.
prizeBox
;
};
GameView
.
prototype
.
reset
=
function
()
{
this
.
startstatus
=
false
;
this
.
ifPrize
=
false
;
this
.
_Zhuazi
.
getReset
();
};
GameView
.
prototype
.
start
=
function
(
type
)
{
if
(
type
===
void
0
)
{
type
=
null
;
}
this
.
speed
=
1
;
this
.
gameIng
=
true
;
console
.
log
(
'执行'
,
type
);
this
.
startstatus
=
true
;
this
.
ifPrize
=
type
&&
type
.
prize
||
false
;
};
GameView
.
prototype
.
beginNpc
=
function
()
{
var
_this
=
this
;
this
.
timer
=
setTimeout
(
function
()
{
if
(
_this
.
gameIng
)
{
}
},
2000
/
this
.
speed
);
};
GameView
.
prototype
.
pause
=
function
()
{
this
.
gameIng
=
false
;
};
GameView
.
prototype
.
revive
=
function
()
{
this
.
gameIng
=
true
;
};
GameView
.
prototype
.
resume
=
function
()
{
this
.
reset
();
this
.
start
();
};
return
GameView
;
}(
engine
.
Container
));
exports
.
default
=
GameView
;
dist/zeroing-libs/src/custom/doll-machine2/src/game/GameWrapper.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
GameView_1
=
require
(
"./GameView"
);
var
props_1
=
require
(
"../props"
);
var
GameWrapper
=
(
function
(
_super
)
{
__extends
(
GameWrapper
,
_super
);
function
GameWrapper
()
{
var
_this
=
_super
.
call
(
this
)
||
this
;
engine
.
globalEvent
.
addEventListener
(
'doll-machine2-game-init'
,
_this
.
reset
,
_this
);
engine
.
globalEvent
.
addEventListener
(
'doll-machine2-game-start'
,
_this
.
start
,
_this
);
var
gameView
=
_this
.
_gameView
=
new
GameView_1
.
default
();
_this
.
addChild
(
gameView
);
return
_this
;
}
GameWrapper
.
prototype
.
reset
=
function
(
event
)
{
props_1
.
injectProps
(
event
.
data
);
this
.
_gameView
.
visible
=
true
;
this
.
_gameView
.
reset
();
};
GameWrapper
.
prototype
.
start
=
function
(
event
)
{
console
.
log
(
'监听开始'
);
props_1
.
injectProps
(
event
.
data
);
this
.
_gameView
.
start
(
event
.
data
);
};
GameWrapper
.
prototype
.
pause
=
function
()
{
this
.
_gameView
.
pause
();
};
GameWrapper
.
prototype
.
resume
=
function
()
{
this
.
_gameView
.
resume
();
};
GameWrapper
.
prototype
.
revive
=
function
()
{
this
.
_gameView
.
revive
();
};
GameWrapper
.
prototype
.
clear
=
function
()
{
this
.
_gameView
.
visible
=
false
;
};
GameWrapper
.
prototype
.
onTap
=
function
(
event
)
{
};
return
GameWrapper
;
}(
engine
.
Container
));
exports
.
GameWrapper
=
GameWrapper
;
dist/zeroing-libs/src/custom/doll-machine2/src/game/Goods.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
utils_1
=
require
(
"./utils"
);
var
Goods
=
(
function
(
_super
)
{
__extends
(
Goods
,
_super
);
function
Goods
()
{
var
_this
=
_super
.
call
(
this
)
||
this
;
var
body
;
body
=
_this
.
_body
=
new
engine
.
Rect
();
var
box1
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"草泥马盒"
));
box1
[
"npcType"
]
=
"box1"
;
var
box2
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"狗盒"
));
box2
[
"npcType"
]
=
"box2"
;
var
box3
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"猫盒"
));
box3
[
"npcType"
]
=
"box3"
;
box1
.
visible
=
false
;
box2
.
visible
=
false
;
box3
.
visible
=
false
;
body
.
addChild
(
box1
);
body
.
addChild
(
box2
);
body
.
addChild
(
box3
);
_this
.
addChild
(
body
);
body
.
width
=
0.0001
;
body
.
height
=
0.0001
;
body
.
mouseEnabled
=
false
;
return
_this
;
}
Goods
.
prototype
.
getRandomNumberByRange
=
function
(
start
,
end
)
{
return
Math
.
floor
(
Math
.
random
()
*
(
end
-
start
)
+
start
);
};
Goods
.
prototype
.
reset
=
function
()
{
this
.
visible
=
true
;
this
.
y
=
200
;
this
.
x
=
0
;
this
.
rotation
=
0
;
var
random
=
Math
.
random
();
if
(
random
<
0.3
)
{
this
.
showNpc
(
"box1"
);
}
else
if
(
random
<
0.6
)
{
this
.
showNpc
(
"box2"
);
}
else
{
this
.
showNpc
(
"box3"
);
}
};
Goods
.
prototype
.
showNpc
=
function
(
type
)
{
for
(
var
i
=
0
;
i
<
this
.
_body
.
children
.
length
;
i
++
)
{
this
.
_body
.
children
[
i
].
visible
=
false
;
this
.
_body
.
children
[
i
].
mouseEnabled
=
false
;
}
for
(
var
i
=
0
;
i
<
this
.
_body
.
children
.
length
;
i
++
)
{
if
(
this
.
_body
.
children
[
i
][
"npcType"
]
==
type
)
{
this
[
"npcType"
]
=
type
;
console
.
log
(
type
);
this
.
_body
.
children
[
i
].
visible
=
true
;
this
.
_body
.
children
[
i
].
mouseEnabled
=
false
;
}
}
};
Object
.
defineProperty
(
Goods
.
prototype
,
"anchorOffsetY"
,
{
set
:
function
(
v
)
{
this
.
_body
.
y
=
v
;
},
enumerable
:
true
,
configurable
:
true
});
return
Goods
;
}(
engine
.
Container
));
exports
.
Goods
=
Goods
;
dist/zeroing-libs/src/custom/doll-machine2/src/game/Zhuazi.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
utils_1
=
require
(
"./utils"
);
var
props_1
=
require
(
"../props"
);
var
Zhuazi
=
(
function
(
_super
)
{
__extends
(
Zhuazi
,
_super
);
function
Zhuazi
()
{
var
_this
=
_super
.
call
(
this
)
||
this
;
_this
.
moveArr
=
[];
_this
.
prizeBoxs
=
[];
return
_this
;
}
Zhuazi
.
prototype
.
setup
=
function
()
{
this
.
ganNode
=
new
engine
.
Container
();
this
.
moveNode
=
new
engine
.
Container
();
this
.
ganNode
.
x
=
280
;
this
.
ganNode
.
y
=
350
;
this
.
bashouGan
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"把手杆子"
));
this
.
bashouGan
.
x
=
60
;
this
.
bashouGan
.
y
=
12
;
this
.
bashou
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"把手"
));
this
.
bashou
.
x
=
0
;
this
.
bashou
.
y
=
0
;
this
.
ganzi
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"伸缩杆"
));
this
.
ganzi
.
x
=
97
;
this
.
ganzi
.
y
=
27
;
this
.
connect
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"连接点"
));
this
.
connect
.
x
=
18
;
this
.
connect
.
y
=
-
5
;
this
.
left_zhuazi
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"左爪"
));
this
.
left_zhuazi
.
x
=
props_1
.
props
.
leftLocX
;
this
.
left_zhuazi
.
y
=
props_1
.
props
.
leftLocY
;
this
.
left_zhuazi
.
anchorX
=
this
.
left_zhuazi
.
width
;
this
.
left_zhuazi
.
anchorY
=
0
;
this
.
right_zhuazi
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
"右爪"
));
this
.
right_zhuazi
.
x
=
props_1
.
props
.
rightLocX
;
this
.
right_zhuazi
.
y
=
props_1
.
props
.
rightLocY
;
this
.
ganNode
.
addChild
(
this
.
left_zhuazi
);
this
.
ganNode
.
addChild
(
this
.
right_zhuazi
);
this
.
ganNode
.
addChild
(
this
.
connect
);
this
.
ganNode
.
x
=
30
;
this
.
ganNode
.
y
=
this
.
ganNode
.
y
-
263
;
this
.
zhuaziY
=
this
.
ganNode
.
y
;
this
.
moveNode
.
addChild
(
this
.
ganzi
);
this
.
moveNode
.
addChild
(
this
.
ganNode
);
this
.
moveNode
.
addChild
(
this
.
bashou
);
this
.
moveNode
.
x
=
262
;
this
.
bashouGan
.
y
=
this
.
bashouGan
.
y
;
this
.
moveNode
.
y
=
this
.
moveNode
.
y
;
this
.
addChild
(
this
.
bashouGan
);
this
.
addChild
(
this
.
moveNode
);
if
(
!
props_1
.
props
.
ganziShow
)
{
this
.
bashouGan
.
visible
=
false
;
}
if
(
!
props_1
.
props
.
bashouShow
)
{
this
.
bashou
.
visible
=
false
;
}
this
.
createPrizeBox
();
};
Zhuazi
.
prototype
.
createPrizeBox
=
function
()
{
var
_this
=
this
;
for
(
var
i
=
0
;
i
<
props_1
.
props
.
dollNum
;
i
++
)
{
if
(
!
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
'prizebox_'
+
i
)))
{
return
;
}
this
.
prizeBoxs
[
i
]
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
'prizebox_'
+
i
));
this
.
prizeBoxs
[
i
][
'npcType'
]
=
'box'
+
i
;
}
this
.
prizeBoxs
[
props_1
.
props
.
dollNum
]
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
'prizebox_0'
));
this
.
prizeBoxs
[
props_1
.
props
.
dollNum
][
'npcType'
]
=
'box'
+
props_1
.
props
.
dollNum
;
this
.
prizeBoxs
.
forEach
(
function
(
item
)
{
_this
.
ganNode
.
addChild
(
item
);
item
.
visible
=
false
;
item
.
x
=
props_1
.
props
.
prizeBoxInitX
;
item
.
y
=
props_1
.
props
.
prizeBoxInitY
;
});
};
Zhuazi
.
prototype
.
showPrizeBox
=
function
()
{
var
_this
=
this
;
this
.
prizeBoxs
.
forEach
(
function
(
item
)
{
console
.
log
(
_this
.
GameView
.
getBox
()[
'npcType'
]);
if
(
item
[
'npcType'
]
===
_this
.
GameView
.
getBox
()[
'npcType'
])
{
item
.
visible
=
true
;
_this
.
itemShow
=
item
;
}
else
{
item
.
visible
=
false
;
}
});
};
Zhuazi
.
prototype
.
move
=
function
()
{
var
_this
=
this
;
var
rndist
=
Math
.
random
();
var
halfWidth
=
this
.
bashou
.
width
/
2
;
var
randomX
=
rndist
*
(
rndist
>
0.5
?
1
:
-
1
)
*
props_1
.
props
.
bashouMoveDist
;
console
.
log
(
randomX
);
engine
.
Tween
.
get
(
this
.
moveNode
).
to
({
x
:
370
+
halfWidth
-
71
},
1000
).
call
(
function
()
{
_this
.
zhangkai
();
});
};
Zhuazi
.
prototype
.
zhangkai
=
function
()
{
var
_this
=
this
;
this
.
left_zhuazi
.
anchorX
=
this
.
left_zhuazi
.
width
;
this
.
left_zhuazi
.
anchorY
=
0
;
engine
.
Tween
.
get
(
this
.
left_zhuazi
,
{
loop
:
false
}).
to
({
rotation
:
props_1
.
props
.
leftRotation
},
1000
);
engine
.
Tween
.
get
(
this
.
right_zhuazi
,
{
loop
:
false
}).
to
({
rotation
:
props_1
.
props
.
rightRotation
},
1000
);
setTimeout
(
function
()
{
_this
.
getLong
();
},
500
);
};
Zhuazi
.
prototype
.
getLong
=
function
()
{
var
_this
=
this
;
var
droptime
=
Number
((
this
.
GameView
.
getMoveX
()
/
60
-
1
).
toFixed
(
2
))
*
1000
-
130
;
console
.
log
(
'dr'
,
droptime
);
var
times
=
(
props_1
.
props
.
ganMoveEndY
-
this
.
ganzi
.
y
)
/
this
.
ganzi
.
height
;
console
.
log
(
Number
(
times
.
toFixed
(
2
)));
engine
.
Tween
.
get
(
this
.
ganzi
).
to
({
scaleY
:
Number
(
times
.
toFixed
(
2
))
},
droptime
).
to
({
scaleY
:
1
},
droptime
);
console
.
log
(
'node'
,
this
.
zhuaziY
);
engine
.
Tween
.
get
(
this
.
ganNode
).
to
({
y
:
props_1
.
props
.
ganMoveEndY
},
droptime
).
call
(
function
()
{
_this
.
GameView
.
stopMove
();
if
(
_this
.
GameView
.
ifPrize
)
{
_this
.
showPrizeBox
();
_this
.
GameView
.
setVisible
(
false
);
}
}).
to
({
y
:
this
.
zhuaziY
},
droptime
).
call
(
function
()
{
if
(
_this
.
GameView
.
ifPrize
)
{
_this
.
itemShow
.
visible
=
false
;
}
engine
.
globalEvent
.
dispatchEvent
(
'doll-machine2-game-end'
);
});
};
Zhuazi
.
prototype
.
getReset
=
function
()
{
this
.
left_zhuazi
.
anchorX
=
this
.
left_zhuazi
.
width
;
this
.
left_zhuazi
.
anchorY
=
0
;
engine
.
Tween
.
get
(
this
.
moveNode
,
{
loop
:
false
}).
to
({
x
:
262
},
1000
);
engine
.
Tween
.
get
(
this
.
left_zhuazi
,
{
loop
:
false
}).
to
({
rotation
:
0
},
1000
);
engine
.
Tween
.
get
(
this
.
right_zhuazi
,
{
loop
:
false
}).
to
({
rotation
:
0
},
1000
);
this
.
GameView
.
resetMoveX
();
};
return
Zhuazi
;
}(
engine
.
Container
));
exports
.
Zhuazi
=
Zhuazi
;
dist/zeroing-libs/src/custom/doll-machine2/src/game/backBox.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
utils_1
=
require
(
"./utils"
);
var
props_1
=
require
(
"../props"
);
var
BackBoxs
=
(
function
(
_super
)
{
__extends
(
BackBoxs
,
_super
);
function
BackBoxs
()
{
var
_this
=
_super
.
call
(
this
)
||
this
;
_this
.
backBoxs
=
[];
return
_this
;
}
BackBoxs
.
prototype
.
setup
=
function
()
{
var
initX
,
initY
=
0
;
for
(
var
i
=
0
;
i
<
props_1
.
props
.
dollNum
;
i
++
)
{
this
.
backBoxs
[
i
]
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
'backbox_'
+
i
));
initX
=
this
.
backBoxs
[
0
].
x
=
props_1
.
props
.
backInitX
;
initY
=
this
.
backBoxs
[
0
].
y
=
props_1
.
props
.
backInitY
-
props_1
.
props
.
initOffsetTop
;
this
.
backBoxs
[
i
][
'npcType'
]
=
'box'
+
i
;
}
this
.
backBoxs
[
props_1
.
props
.
dollNum
]
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
'backbox_0'
));
this
.
backBoxs
[
props_1
.
props
.
dollNum
][
'npcType'
]
=
'box'
+
props_1
.
props
.
dollNum
;
for
(
var
i
=
0
;
i
<
this
.
backBoxs
.
length
;
i
++
)
{
if
(
i
==
0
)
{
this
.
backBoxs
[
i
].
x
=
initX
;
}
else
{
this
.
backBoxs
[
i
].
x
=
this
.
backBoxs
[
i
-
1
].
x
+
this
.
backBoxs
[
i
].
width
+
props_1
.
props
.
backmargin
;
}
this
.
backBoxs
[
i
].
y
=
initY
;
this
.
addChild
(
this
.
backBoxs
[
i
]);
}
this
.
addEventListener
(
engine
.
Event
.
ENTER_FRAME
,
this
.
frameMove
,
this
);
};
BackBoxs
.
prototype
.
frameMove
=
function
()
{
var
_this
=
this
;
this
.
backBoxs
.
forEach
(
function
(
item
)
{
item
.
x
-=
props_1
.
props
.
moveSpeed
;
if
(
item
.
x
<=
0
)
{
var
lastitem
=
_this
.
backBoxs
.
shift
();
lastitem
.
x
=
_this
.
backBoxs
[
_this
.
backBoxs
.
length
-
1
].
x
+
item
.
width
+
props_1
.
props
.
backmargin
;
_this
.
backBoxs
.
push
(
lastitem
);
}
});
};
return
BackBoxs
;
}(
engine
.
Container
));
exports
.
BackBoxs
=
BackBoxs
;
dist/zeroing-libs/src/custom/doll-machine2/src/game/frontBox.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
utils_1
=
require
(
"./utils"
);
var
props_1
=
require
(
"../props"
);
var
FrontBoxs
=
(
function
(
_super
)
{
__extends
(
FrontBoxs
,
_super
);
function
FrontBoxs
()
{
var
_this
=
_super
.
call
(
this
)
||
this
;
_this
.
frontBoxs
=
[];
return
_this
;
}
FrontBoxs
.
prototype
.
setup
=
function
()
{
var
initX
,
initY
=
0
;
for
(
var
i
=
0
;
i
<
props_1
.
props
.
dollNum
;
i
++
)
{
if
(
!
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
'frontbox_'
+
i
)))
{
return
;
}
this
.
frontBoxs
[
i
]
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
'frontbox_'
+
i
));
initX
=
this
.
frontBoxs
[
0
].
x
=
props_1
.
props
.
frontInitX
;
initY
=
this
.
frontBoxs
[
0
].
y
=
props_1
.
props
.
frontInitY
;
this
.
frontBoxs
[
i
][
'npcType'
]
=
'box'
+
i
;
}
this
.
frontBoxs
[
props_1
.
props
.
dollNum
]
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
'frontbox_0'
));
this
.
frontBoxs
[
props_1
.
props
.
dollNum
][
'npcType'
]
=
'box'
+
props_1
.
props
.
dollNum
;
console
.
log
(
this
.
frontBoxs
);
for
(
var
i
=
0
;
i
<
this
.
frontBoxs
.
length
;
i
++
)
{
if
(
i
==
0
)
{
this
.
frontBoxs
[
i
].
x
=
initX
;
}
else
{
this
.
frontBoxs
[
i
].
x
=
this
.
frontBoxs
[
i
-
1
].
x
-
this
.
frontBoxs
[
0
].
width
-
props_1
.
props
.
frontmargin
;
}
console
.
log
(
this
.
frontBoxs
[
i
].
x
);
this
.
frontBoxs
[
i
].
y
=
initY
;
this
.
addChild
(
this
.
frontBoxs
[
i
]);
console
.
log
(
'aaa'
,
this
.
frontBoxs
[
i
].
x
);
}
this
.
addEventListener
(
engine
.
Event
.
ENTER_FRAME
,
this
.
frameMove
,
this
);
};
FrontBoxs
.
prototype
.
frameMove
=
function
()
{
var
_this
=
this
;
this
.
frontBoxs
.
forEach
(
function
(
item
,
index
)
{
item
.
x
+=
props_1
.
props
.
moveSpeed
;
if
(
item
.
x
<=
0
&&
!
item
.
visible
)
{
item
.
visible
=
true
;
}
if
(
item
.
x
>=
750
)
{
var
tmpIndex
=
0
;
if
(
index
<=
0
)
{
tmpIndex
=
_this
.
frontBoxs
.
length
-
1
;
}
else
{
tmpIndex
=
index
-
1
;
}
item
.
x
=
_this
.
frontBoxs
[
tmpIndex
].
x
-
_this
.
frontBoxs
[
0
].
width
-
props_1
.
props
.
frontmargin
;
if
(
!
_this
.
GameView
.
getMoveX
()
&&
item
.
x
<=
0
&&
_this
.
GameView
.
startstatus
)
{
_this
.
GameView
.
setMoveX
((
370
-
item
.
x
-
13
)
/
props_1
.
props
.
moveSpeed
,
item
);
_this
.
hideBox
=
item
;
}
}
});
};
FrontBoxs
.
prototype
.
stop
=
function
()
{
};
FrontBoxs
.
prototype
.
showHidePrizeBox
=
function
(
isshow
)
{
this
.
hideBox
.
visible
=
isshow
;
};
return
FrontBoxs
;
}(
engine
.
Container
));
exports
.
FrontBoxs
=
FrontBoxs
;
dist/zeroing-libs/src/custom/doll-machine2/src/game/object-pool-init.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
Goods_1
=
require
(
"./Goods"
);
var
ObjectPool
=
engine
.
ObjectPool
;
exports
.
PoolName
=
'goods'
;
ObjectPool
.
registerPool
(
exports
.
PoolName
,
function
()
{
return
new
Goods_1
.
Goods
();
},
function
(
item
,
data
)
{
item
.
reset
();
});
dist/zeroing-libs/src/custom/doll-machine2/src/game/utils.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
function
getTexture
(
uuid
)
{
return
engine
.
Texture
.
from
(
getAssetByUUID
(
uuid
).
uuid
);
}
exports
.
getTexture
=
getTexture
;
function
getTextureByName
(
name
)
{
return
getTexture
(
engine
.
getAssetByName
(
name
).
uuid
);
}
exports
.
getTextureByName
=
getTextureByName
;
function
playSound
(
name
)
{
engine
.
playSound
(
engine
.
getAssetByName
(
name
).
uuid
,
{
keep
:
true
});
}
exports
.
playSound
=
playSound
;
function
createSvga
(
name
,
anchorName
)
{
var
inst
=
new
svga
.
Svga
();
inst
.
source
=
'asset://'
+
engine
.
getAssetByName
(
name
).
uuid
;
return
inst
;
}
exports
.
createSvga
=
createSvga
;
dist/zeroing-libs/src/custom/doll-machine2/src/index.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
GameWrapper_1
=
require
(
"./game/GameWrapper"
);
var
props_1
=
require
(
"./props"
);
function
default_1
(
props
)
{
props_1
.
prepareProps
();
props_1
.
injectProps
(
props
);
var
instance
=
new
GameWrapper_1
.
GameWrapper
();
return
instance
;
}
exports
.
default
=
default_1
;
dist/zeroing-libs/src/custom/doll-machine2/src/props.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
exports
.
props
=
{};
function
prepareProps
()
{
var
metaProps
=
getProps
();
engine
.
injectProp
(
exports
.
props
,
metaProps
);
}
exports
.
prepareProps
=
prepareProps
;
function
injectProps
(
p
)
{
engine
.
injectProp
(
exports
.
props
,
p
);
}
exports
.
injectProps
=
injectProps
;
dist/zeroing-libs/src/custom/dxbcyj-game/src/game/Background.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
utils_1
=
require
(
"./utils"
);
var
LoopComponent_1
=
require
(
"./LoopComponent"
);
var
props_1
=
require
(
"./../props"
);
var
Background
=
(
function
(
_super
)
{
__extends
(
Background
,
_super
);
function
Background
()
{
var
_this
=
_super
!==
null
&&
_super
.
apply
(
this
,
arguments
)
||
this
;
_this
.
partResHHL
=
[
'hhl_after'
,
'hhl_front'
];
_this
.
partResHB
=
[
'hb_after'
,
'hb_front'
];
_this
.
partResWH
=
[
'wh_after'
,
'wh_front'
];
_this
.
speeds
=
[];
_this
.
resArray
=
[];
_this
.
frameMovePos
=
0
;
return
_this
;
}
Background
.
prototype
.
initBg
=
function
()
{
this
.
sumMovePos
=
0
;
this
.
speeds
.
push
(
props_1
.
props
.
afterBGMoveSpeed
);
this
.
speeds
.
push
(
props_1
.
props
.
frontBGMoveSpeed
);
var
bottomBg
=
new
engine
.
Rect
();
bottomBg
.
x
=
0
;
bottomBg
.
y
=
0
;
bottomBg
.
width
=
utils_1
.
getStage
().
width
;
bottomBg
.
height
=
0
;
bottomBg
.
fillColor
=
0x75c9f5
;
this
.
addChild
(
bottomBg
);
this
.
resArray
.
push
(
this
.
partResHHL
);
this
.
resArray
.
push
(
this
.
partResHB
);
this
.
resArray
.
push
(
this
.
partResWH
);
this
.
_bgIndex
=
0
;
var
parts
=
[];
for
(
var
i
=
0
;
i
<
2
;
i
++
)
{
var
part
=
new
LoopComponent_1
.
LoopComponent
();
part
.
setupLoop
([
this
.
resArray
[
0
][
i
],
this
.
resArray
[
0
][
i
],
]);
parts
.
push
(
part
);
this
.
addChild
(
part
);
}
parts
[
1
].
y
=
200
;
};
Background
.
prototype
.
setViewport
=
function
(
pos
)
{
this
.
needFrameSum
=
(
props_1
.
props
.
pierMoveTime
/
1000
)
*
60
;
this
.
frameMovePos
=
pos
/
this
.
needFrameSum
;
this
.
frameIndex
=
0
;
this
.
addEventListener
(
engine
.
Event
.
ENTER_FRAME
,
this
.
frameBack
,
this
);
};
Background
.
prototype
.
frameBack
=
function
()
{
if
(
this
.
frameIndex
<
this
.
needFrameSum
)
{
for
(
var
i
=
0
;
i
<
2
;
i
++
)
{
var
part
=
this
.
getChildAt
(
i
+
1
);
var
speed
=
this
.
speeds
[
i
];
var
tmpPos
=
((
this
.
frameMovePos
*
this
.
frameIndex
)
+
this
.
sumMovePos
)
*
speed
;
part
.
setViewport
(
tmpPos
);
}
this
.
frameIndex
++
;
}
else
{
this
.
sumMovePos
+=
this
.
frameMovePos
*
this
.
needFrameSum
;
this
.
frameIndex
=
0
;
this
.
removeEventListener
(
engine
.
Event
.
ENTER_FRAME
,
this
.
frameBack
,
this
);
}
};
Background
.
prototype
.
changeBg
=
function
(
index
)
{
for
(
var
i
=
0
;
i
<
2
;
i
++
)
{
var
part
=
this
.
getChildAt
(
i
+
1
);
part
.
changeBg
(
this
.
resArray
[
index
][
i
]);
if
(
i
==
1
&&
index
==
1
)
{
part
.
y
=
400
;
}
if
(
i
==
1
&&
index
==
2
)
{
part
.
y
=
250
;
}
}
this
.
_bgIndex
=
index
;
};
Background
.
prototype
.
getBgIndex
=
function
()
{
return
this
.
_bgIndex
;
};
return
Background
;
}(
engine
.
Container
));
exports
.
Background
=
Background
;
dist/zeroing-libs/src/custom/dxbcyj-game/src/game/GameView.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
Road_1
=
require
(
"./Road"
);
var
props_1
=
require
(
"../props"
);
var
utils_1
=
require
(
"./utils"
);
var
GuideLayer_1
=
require
(
"./GuideLayer"
);
var
Background_1
=
require
(
"./Background"
);
var
ObjectPool
=
engine
.
ObjectPool
;
var
Pier_1
=
require
(
"./Pier"
);
var
Player_1
=
require
(
"./Player"
);
var
Strut_1
=
require
(
"./Strut"
);
var
ScoreLabel_1
=
require
(
"./ScoreLabel"
);
exports
.
PoolName
=
'pier'
;
ObjectPool
.
registerPool
(
exports
.
PoolName
,
function
()
{
return
new
Pier_1
.
Pier
();
},
function
(
item
,
data
)
{
item
.
init
();
});
var
GameView
=
(
function
(
_super
)
{
__extends
(
GameView
,
_super
);
function
GameView
()
{
var
_this
=
_super
.
call
(
this
)
||
this
;
_this
.
moveX
=
0
;
_this
.
once
(
engine
.
Event
.
ADDED_TO_STAGE
,
_this
.
setup
,
_this
);
return
_this
;
}
GameView
.
prototype
.
setup
=
function
()
{
if
(
this
.
_hasSetup
)
{
return
;
}
this
.
_hasSetup
=
true
;
this
.
_backgroud
=
new
Background_1
.
Background
();
this
.
addChild
(
this
.
_backgroud
);
this
.
_backgroud
.
initBg
();
var
road
=
this
.
_road
=
new
Road_1
.
Road
();
this
.
addChild
(
road
);
road
.
setup
();
var
pierWidth
=
this
.
_road
.
getFristPier
();
var
player
=
this
.
_player
=
new
Player_1
.
Player
();
this
.
addChild
(
player
);
player
.
initPlayer
(
pierWidth
);
var
strut
=
this
.
_strut
=
new
Strut_1
.
Strut
();
this
.
addChild
(
strut
);
strut
.
init
();
this
.
_scoreContainer
=
new
engine
.
Container
();
this
.
addChild
(
this
.
_scoreContainer
);
this
.
initLabScore
();
};
GameView
.
prototype
.
start
=
function
(
guide
)
{
return
__awaiter
(
this
,
void
0
,
void
0
,
function
()
{
var
initScore
;
return
__generator
(
this
,
function
(
_a
)
{
this
.
_isTouchLayer
=
true
;
this
.
_sumScore
=
0
;
this
.
_isMouseDown
=
false
;
this
.
_guide
=
guide
;
initScore
=
this
.
_road
.
getStartGold
(
0
)
?
props_1
.
props
.
goldScore
:
0
;
this
.
updateScore
(
initScore
);
if
(
this
.
_guide
==
'1'
)
{
this
.
setGuide
();
}
else
{
this
.
initTouch
();
this
.
registerEvent
();
}
return
[
2
];
});
});
};
GameView
.
prototype
.
setGuide
=
function
()
{
var
_this
=
this
;
this
.
_road
.
setGuide
();
var
guideLayer
=
this
.
guideLayer
=
new
GuideLayer_1
.
GuideLayer
();
this
.
addChild
(
guideLayer
);
this
.
guideLayer
.
show
(
1
,
{
x
:
20
,
y
:
650
,
guideText
:
props_1
.
props
.
guideText1
},
function
()
{
var
posX
=
_this
.
_road
.
getMovePos
();
_this
.
guideLayer
.
show
(
2
,
{
x
:
posX
+
20
,
y
:
620
,
guideText
:
props_1
.
props
.
guideText2
},
function
()
{
_this
.
initTouch
();
_this
.
registerEvent
();
});
});
};
GameView
.
prototype
.
initLabScore
=
function
()
{
var
scoreBg
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
'scoreBg'
));
scoreBg
.
x
=
utils_1
.
getStage
().
width
/
2
-
scoreBg
.
width
/
2
;
scoreBg
.
y
=
80
;
var
scoreHint
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
'scoreHint'
));
scoreHint
.
x
=
utils_1
.
getStage
().
width
/
2
-
scoreHint
.
width
/
2
;
scoreHint
.
y
=
40
;
this
.
_scoreContainer
.
addChild
(
scoreHint
);
this
.
labScore
=
new
ScoreLabel_1
.
ScoreLabel
();
this
.
labScore
.
fillColor
=
0xff7646
;
this
.
labScore
.
size
=
70
;
this
.
labScore
.
width
=
utils_1
.
getStage
().
width
;
this
.
labScore
.
height
=
scoreBg
.
height
;
this
.
labScore
.
textAlign
=
engine
.
TEXT_ALIGN
.
CENTER
;
this
.
labScore
.
x
=
0
;
this
.
labScore
.
y
=
scoreBg
.
y
+
10
;
this
.
_scoreContainer
.
addChild
(
this
.
labScore
);
};
GameView
.
prototype
.
registerEvent
=
function
()
{
this
.
_touchLayer
.
addEventListener
(
engine
.
MouseEvent
.
MOUSE_DOWN
,
this
.
onMouseDown
,
this
);
this
.
_touchLayer
.
addEventListener
(
engine
.
MouseEvent
.
MOUSE_UP
,
this
.
onMouseUp
,
this
);
};
GameView
.
prototype
.
removeListener
=
function
()
{
this
.
_touchLayer
.
removeEventListener
(
engine
.
MouseEvent
.
MOUSE_DOWN
,
this
.
onMouseDown
,
this
);
this
.
_touchLayer
.
removeEventListener
(
engine
.
MouseEvent
.
MOUSE_UP
,
this
.
onMouseUp
,
this
);
};
GameView
.
prototype
.
initTouch
=
function
()
{
this
.
_touchLayer
=
new
engine
.
Rect
();
this
.
addChild
(
this
.
_touchLayer
);
this
.
_touchLayer
.
width
=
utils_1
.
getStage
().
width
;
this
.
_touchLayer
.
height
=
utils_1
.
getStage
().
height
;
this
.
_touchLayer
.
x
=
0
;
this
.
_touchLayer
.
y
=
0
;
this
.
_touchLayer
.
alpha
=
0
;
};
GameView
.
prototype
.
setScoreShow
=
function
()
{
};
GameView
.
prototype
.
onMouseDown
=
function
()
{
if
(
this
.
_isTouchLayer
)
{
this
.
_isMouseDown
=
true
;
this
.
_strut
.
onMouseDown
(
this
.
_road
.
getFristPier
(),
this
.
_road
.
getDistance
(),
this
.
goCallBcak
.
bind
(
this
));
}
};
GameView
.
prototype
.
onMouseUp
=
function
()
{
if
(
this
.
_isTouchLayer
&&
this
.
_isMouseDown
)
{
this
.
_strut
.
onMouseUp
();
this
.
_isMouseDown
=
false
;
this
.
_isTouchLayer
=
false
;
}
};
GameView
.
prototype
.
goCallBcak
=
function
(
isSuccess
)
{
var
_this
=
this
;
if
(
isSuccess
)
{
console
.
log
(
'成功了'
);
var
movePos
=
this
.
_road
.
getMovePos
();
if
(
this
.
_road
.
getStartGold
(
1
,
false
))
{
this
.
updateScore
(
props_1
.
props
.
singleScore
+
props_1
.
props
.
goldScore
);
}
else
{
this
.
updateScore
(
props_1
.
props
.
singleScore
);
}
this
.
_player
.
setViewport
(
movePos
,
this
.
complete
.
bind
(
this
));
}
else
{
console
.
log
(
'失败了'
);
this
.
_player
.
setViewport
(
this
.
_strut
.
getStrutHeight
(),
function
()
{
console
.
log
(
'掉下去了'
);
engine
.
globalEvent
.
dispatchEvent
(
'dxbcyj-game-result'
,
{
score
:
_this
.
_sumScore
});
},
this
.
_road
.
getFristPier
());
}
};
GameView
.
prototype
.
complete
=
function
()
{
var
_this
=
this
;
this
.
_road
.
getStartGold
(
1
);
var
movePos
=
this
.
_road
.
getMovePos
();
this
.
_road
.
setViewport
();
this
.
_backgroud
.
setViewport
(
movePos
);
this
.
_player
.
setBackViewport
(
function
()
{
_this
.
_isTouchLayer
=
true
;
});
this
.
closeStrut
();
};
GameView
.
prototype
.
closeStrut
=
function
()
{
this
.
_strut
.
rest
();
};
GameView
.
prototype
.
updateScore
=
function
(
score
)
{
this
.
_sumScore
+=
score
;
if
(
0
<=
this
.
_sumScore
&&
this
.
_sumScore
<=
props_1
.
props
.
bgFristScore
)
{
this
.
changeBg
(
0
);
}
else
if
(
props_1
.
props
.
bgFristScore
<
this
.
_sumScore
&&
this
.
_sumScore
<=
props_1
.
props
.
bgSecondScore
)
{
this
.
changeBg
(
1
);
}
else
{
this
.
changeBg
(
2
);
}
this
.
labScore
.
updateScore
(
this
.
_sumScore
);
};
GameView
.
prototype
.
getScore
=
function
()
{
return
this
.
_sumScore
;
};
GameView
.
prototype
.
changeBg
=
function
(
index
)
{
if
(
this
.
_backgroud
.
getBgIndex
()
!=
index
)
{
this
.
_backgroud
.
changeBg
(
index
);
}
};
return
GameView
;
}(
engine
.
Container
));
exports
.
default
=
GameView
;
dist/zeroing-libs/src/custom/dxbcyj-game/src/game/GameWrapper.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
GameView_1
=
require
(
"./GameView"
);
var
GameWrapper
=
(
function
(
_super
)
{
__extends
(
GameWrapper
,
_super
);
function
GameWrapper
()
{
var
_this
=
_super
.
call
(
this
)
||
this
;
engine
.
globalEvent
.
addEventListener
(
'dxbcyj-game-start'
,
_this
.
start
,
_this
);
var
gameView
=
_this
.
_gameView
=
new
GameView_1
.
default
();
_this
.
addChild
(
gameView
);
return
_this
;
}
GameWrapper
.
prototype
.
start
=
function
(
event
)
{
this
.
_gameView
.
start
(
event
.
data
.
guide
);
};
return
GameWrapper
;
}(
engine
.
Container
));
exports
.
GameWrapper
=
GameWrapper
;
dist/zeroing-libs/src/custom/dxbcyj-game/src/game/GuideLayer.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
props_1
=
require
(
"../props"
);
var
utils_1
=
require
(
"./utils"
);
var
GuideLayer
=
(
function
(
_super
)
{
__extends
(
GuideLayer
,
_super
);
function
GuideLayer
()
{
var
_this
=
_super
.
call
(
this
)
||
this
;
_this
.
_canClear
=
[];
_this
.
setup
();
return
_this
;
}
GuideLayer
.
prototype
.
setup
=
function
()
{
};
GuideLayer
.
prototype
.
show
=
function
(
id
,
options
,
callback
)
{
this
.
visible
=
true
;
this
.
_callBack
=
callback
?
callback
:
null
;
if
(
!
this
.
guideMask
)
{
this
.
_options
=
options
;
var
_a
=
this
.
stage
,
width
=
_a
.
width
,
height
=
_a
.
height
;
var
guideMask
=
this
.
guideMask
=
new
engine
.
Container
();
var
guideHole
=
this
.
_guideHole
=
new
engine
.
Image
(
utils_1
.
getTextureByName
(
'guide'
));
guideHole
.
x
=
options
.
x
;
guideHole
.
y
=
options
.
y
;
guideHole
.
width
=
250
;
guideHole
.
height
=
250
;
guideHole
.
name
=
'guideHole'
;
guideMask
.
addChild
(
guideHole
);
this
.
createRect
(
guideMask
,
0
,
0
,
width
,
guideHole
.
y
);
this
.
createRect
(
guideMask
,
0
,
guideHole
.
y
,
guideHole
.
x
,
guideHole
.
height
);
this
.
createRect
(
guideMask
,
guideHole
.
x
+
guideHole
.
width
,
guideHole
.
y
,
width
-
guideHole
.
x
-
guideHole
.
width
,
guideHole
.
height
);
this
.
createRect
(
guideMask
,
0
,
guideHole
.
y
+
guideHole
.
height
,
width
,
height
-
guideHole
.
y
-
guideHole
.
height
);
this
.
guideStep
(
id
);
var
label
=
this
.
label
=
new
engine
.
Label
();
label
.
fillColor
=
'white'
;
label
.
size
=
30
;
label
.
text
=
options
.
guideText
;
label
.
x
=
(
width
-
label
.
width
)
/
2
;
label
.
y
=
guideHole
.
y
+
guideHole
.
height
+
50
;
label
.
textAlign
=
engine
.
TEXT_ALIGN
.
CENTER
;
label
.
name
=
'labHint'
;
guideMask
.
addChild
(
label
);
this
.
addChild
(
guideMask
);
}
this
.
once
(
engine
.
MouseEvent
.
CLICK
,
function
()
{
this
.
removeChild
(
this
.
guideMask
);
this
.
guideMask
=
null
;
if
(
this
.
_callBack
)
{
this
.
_callBack
();
}
},
this
);
};
GuideLayer
.
prototype
.
createRect
=
function
(
container
,
x
,
y
,
width
,
height
)
{
var
rect
=
new
engine
.
Rect
();
rect
.
x
=
x
;
rect
.
y
=
y
;
rect
.
width
=
width
;
rect
.
height
=
height
;
rect
.
fillColor
=
'black'
;
rect
.
alpha
=
0.7
;
container
.
addChild
(
rect
);
};
GuideLayer
.
prototype
.
guideStep
=
function
(
id
)
{
if
(
id
==
1
)
{
var
guideHand
=
new
engine
.
Image
(
utils_1
.
getTextureByName
(
'guideHand'
));
guideHand
.
x
=
this
.
_options
.
x
+
300
;
guideHand
.
y
=
this
.
_options
.
y
+
100
;
this
.
guideMask
.
addChild
(
guideHand
);
var
rect
=
new
engine
.
Rect
();
rect
.
x
=
this
.
_options
.
x
+
200
;
rect
.
y
=
this
.
_options
.
y
-
15
;
rect
.
width
=
props_1
.
props
.
strutWidth
;
rect
.
height
=
200
;
rect
.
fillColor
=
props_1
.
props
.
strutColor
;
this
.
guideMask
.
addChild
(
rect
);
this
.
_canClear
.
push
(
guideHand
);
this
.
_canClear
.
push
(
rect
);
}
if
(
id
==
2
)
{
var
know
=
new
engine
.
Image
(
utils_1
.
getTextureByName
(
'know'
));
know
.
x
=
(
this
.
stage
.
width
-
know
.
width
)
/
2
;
know
.
y
=
this
.
_options
.
y
+
400
;
this
.
guideMask
.
addChild
(
know
);
this
.
_canClear
.
push
(
know
);
}
};
return
GuideLayer
;
}(
engine
.
Container
));
exports
.
GuideLayer
=
GuideLayer
;
dist/zeroing-libs/src/custom/dxbcyj-game/src/game/LoopComponent.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
utils_1
=
require
(
"./utils"
);
var
LoopComponent
=
(
function
(
_super
)
{
__extends
(
LoopComponent
,
_super
);
function
LoopComponent
()
{
var
_this
=
_super
.
call
(
this
)
||
this
;
_this
.
onceInfo
=
{
width
:
0
,
height
:
0
,
count
:
0
};
_this
.
loopInfo
=
{
width
:
0
,
height
:
0
,
count
:
0
};
_this
.
parts
=
[];
return
_this
;
}
LoopComponent
.
prototype
.
setup
=
function
(
parts
,
info
)
{
var
_this
=
this
;
parts
.
forEach
(
function
(
item
,
index
)
{
var
part
;
if
(
typeof
item
==
'string'
)
{
part
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
item
));
}
else
if
(
item
instanceof
engine
.
Texture
)
{
part
=
new
engine
.
Sprite
(
item
);
}
else
{
part
=
item
;
}
_this
.
addChild
(
part
);
_this
.
parts
.
push
(
part
);
if
(
index
==
0
)
{
info
.
width
=
part
.
width
;
info
.
height
=
part
.
height
;
}
});
info
.
count
=
parts
.
length
;
this
.
setViewport
(
0
,
0
);
};
LoopComponent
.
prototype
.
changeBg
=
function
(
changName
)
{
this
.
parts
.
forEach
(
function
(
item
,
index
)
{
item
.
texture
=
utils_1
.
getTextureByName
(
changName
);
});
};
LoopComponent
.
prototype
.
setupLoop
=
function
(
resArr
)
{
this
.
setup
(
resArr
,
this
.
loopInfo
);
};
LoopComponent
.
prototype
.
setViewport
=
function
(
x
,
y
)
{
if
(
y
===
void
0
)
{
y
=
0
;
}
var
sizeField
=
y
==
0
?
'width'
:
'height'
;
var
posField
=
y
==
0
?
'x'
:
'y'
;
var
pos
=
y
==
0
?
x
:
y
;
var
index
;
var
onceSize
=
this
.
onceInfo
[
sizeField
];
var
onceCount
=
this
.
onceInfo
.
count
;
var
loopCount
=
this
.
loopInfo
.
count
;
var
loopSize
=
this
.
loopInfo
[
sizeField
];
index
=
onceSize
==
0
?
-
1
:
Math
.
floor
(
pos
/
onceSize
);
if
(
index
<
0
||
index
>=
onceCount
)
{
var
loopIndex
=
Math
.
floor
((
pos
-
onceCount
*
onceSize
)
/
this
.
loopInfo
[
sizeField
]);
index
=
onceCount
+
loopIndex
;
}
var
formerIndex
=
index
<
onceCount
?
index
:
(
index
)
%
loopCount
+
onceCount
;
var
latterIndex
=
index
<
onceCount
?
index
+
1
:
(
index
-
onceCount
+
1
)
%
loopCount
+
onceCount
;
var
former
=
this
.
parts
[
formerIndex
];
var
latter
=
this
.
parts
[
latterIndex
];
if
(
!
former
||
!
latter
)
{
console
.
log
(
formerIndex
,
latterIndex
);
}
former
[
posField
]
=
-
(
pos
-
loopSize
*
(
index
<
onceCount
?
index
:
index
-
onceCount
)
-
(
index
<
onceCount
?
0
:
onceCount
*
onceSize
));
latter
[
posField
]
=
former
.
x
+
(
index
<
onceCount
?
onceSize
:
loopSize
);
};
return
LoopComponent
;
}(
engine
.
Container
));
exports
.
LoopComponent
=
LoopComponent
;
dist/zeroing-libs/src/custom/dxbcyj-game/src/game/Pier.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
props_1
=
require
(
"./../props"
);
var
utils_1
=
require
(
"./utils"
);
var
Pier
=
(
function
(
_super
)
{
__extends
(
Pier
,
_super
);
function
Pier
()
{
var
_this
=
_super
.
call
(
this
)
||
this
;
_this
.
bmp
=
new
engine
.
Sprite
();
_this
.
addChild
(
_this
.
bmp
);
return
_this
;
}
Pier
.
prototype
.
init
=
function
()
{
var
bmp
=
this
.
bmp
;
bmp
.
alpha
=
1
;
bmp
.
texture
=
utils_1
.
getTextureByName
(
'pier'
);
bmp
.
x
=
0
;
bmp
.
y
=
bmp
.
height
;
if
(
this
.
children
.
length
<
2
)
{
var
gold
=
new
engine
.
Sprite
();
gold
.
texture
=
utils_1
.
getTextureByName
(
'gold'
);
gold
.
name
=
'gold'
;
this
.
addChild
(
gold
);
}
this
.
setGoldPosX
(
bmp
);
this
.
setShowGold
();
};
Pier
.
prototype
.
setShowGold
=
function
()
{
var
nodeGold
=
this
.
getChildByName
(
'gold'
);
var
randomWard
=
Math
.
random
();
nodeGold
.
alpha
=
1
;
var
isShow
=
randomWard
<
props_1
.
props
.
reward
?
true
:
false
;
nodeGold
.
visible
=
isShow
;
this
.
haveGold
=
isShow
;
};
Pier
.
prototype
.
setGoldPosX
=
function
(
bmp
)
{
var
nodeGold
=
this
.
getChildByName
(
'gold'
);
var
pos
=
bmp
.
width
/
2
-
nodeGold
.
width
/
2
;
nodeGold
.
x
=
pos
;
nodeGold
.
y
=
bmp
.
height
-
nodeGold
.
height
-
50
;
nodeGold
.
visible
=
false
;
};
Pier
.
prototype
.
closeGold
=
function
()
{
var
_this
=
this
;
this
.
children
.
forEach
(
function
(
item
)
{
if
(
item
.
name
==
'gold'
)
{
item
.
anchorX
=
item
.
width
/
2
;
item
.
anchorY
=
item
.
height
/
2
;
engine
.
Tween
.
get
(
item
,
{
loop
:
false
})
.
to
({
scaleX
:
2.5
,
scaleY
:
2.5
},
200
,
engine
.
Ease
.
cubicOut
)
.
to
({
scaleX
:
1
,
scaleY
:
1
,
alpha
:
0
},
200
,
engine
.
Ease
.
cubicIn
)
.
call
(
function
()
{
item
.
visible
=
false
;
_this
.
haveGold
=
false
;
});
}
});
};
return
Pier
;
}(
engine
.
Container
));
exports
.
Pier
=
Pier
;
dist/zeroing-libs/src/custom/dxbcyj-game/src/game/Player.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
props_1
=
require
(
"../props"
);
var
utils_1
=
require
(
"./utils"
);
var
Player
=
(
function
(
_super
)
{
__extends
(
Player
,
_super
);
function
Player
()
{
return
_super
!==
null
&&
_super
.
apply
(
this
,
arguments
)
||
this
;
}
Player
.
prototype
.
initPlayer
=
function
(
pierWidth
)
{
this
.
_container
=
new
engine
.
Container
();
this
.
addChild
(
this
.
_container
);
this
.
playerNode
=
utils_1
.
createSvga
(
'walk'
);
this
.
_container
.
addChild
(
this
.
playerNode
);
this
.
playerNode
.
y
=
675
;
this
.
playerNode
.
x
=
pierWidth
/
2
-
80
;
this
.
playerNode
.
play
();
};
Player
.
prototype
.
setViewport
=
function
(
pos
,
callBack
,
pierWidth
)
{
var
tmpPos
=
0
;
var
isSuccess
=
false
;
if
(
!
pierWidth
)
{
tmpPos
=
pos
;
isSuccess
=
true
;
}
else
{
tmpPos
=
pierWidth
-
this
.
playerNode
.
x
+
pos
-
60
;
}
this
.
playGoTween
(
tmpPos
,
callBack
,
isSuccess
);
};
Player
.
prototype
.
playGoTween
=
function
(
pos
,
callBack
,
isSuccess
)
{
var
_this
=
this
;
engine
.
Tween
.
get
(
this
.
_container
,
{
loop
:
false
})
.
to
({
x
:
pos
},
props_1
.
props
.
playerMoveSpeed
)
.
call
(
function
()
{
engine
.
Tween
.
removeTweens
(
_this
.
_container
);
if
(
isSuccess
)
{
if
(
callBack
)
{
callBack
();
}
}
else
{
_this
.
playDropTween
(
callBack
);
}
});
};
Player
.
prototype
.
playDropTween
=
function
(
callBack
)
{
var
_this
=
this
;
engine
.
Tween
.
get
(
this
.
_container
,
{
loop
:
false
})
.
to
({
y
:
2000
},
1000
)
.
call
(
function
()
{
engine
.
Tween
.
removeTweens
(
_this
.
_container
);
if
(
callBack
)
{
callBack
();
}
});
};
Player
.
prototype
.
setBackViewport
=
function
(
callBack
)
{
var
_this
=
this
;
engine
.
Tween
.
get
(
this
.
_container
,
{
loop
:
false
})
.
to
({
x
:
0
},
props_1
.
props
.
pierMoveTime
)
.
call
(
function
()
{
engine
.
Tween
.
removeTweens
(
_this
.
_container
);
if
(
callBack
)
{
callBack
();
}
});
};
return
Player
;
}(
engine
.
Container
));
exports
.
Player
=
Player
;
dist/zeroing-libs/src/custom/dxbcyj-game/src/game/Road.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
props_1
=
require
(
"./../props"
);
var
ObjectPool
=
engine
.
ObjectPool
;
var
Road
=
(
function
(
_super
)
{
__extends
(
Road
,
_super
);
function
Road
()
{
return
_super
!==
null
&&
_super
.
apply
(
this
,
arguments
)
||
this
;
}
Road
.
prototype
.
setup
=
function
()
{
this
.
lastPos
=
0
;
this
.
addPier
();
};
Road
.
prototype
.
getFristPier
=
function
()
{
return
this
.
getChildAt
(
0
).
width
;
};
Road
.
prototype
.
getDistance
=
function
()
{
var
distance
=
[];
var
pier1
=
this
.
getChildAt
(
0
);
var
pier2
=
this
.
getChildAt
(
1
);
distance
.
push
(
pier2
.
x
-
pier1
.
x
);
distance
.
push
(
pier2
.
width
);
return
distance
;
};
Road
.
prototype
.
addPier
=
function
()
{
while
(
this
.
children
.
length
<
props_1
.
props
.
pierCount
+
1
)
{
var
childrenNum
=
this
.
children
.
length
;
var
randomPos
=
this
.
makeRandomFloat
(
props_1
.
props
.
pierMaxDistance
,
props_1
.
props
.
pierMinDistance
);
var
pier
=
ObjectPool
.
getObject
(
'pier'
);
this
.
addChild
(
pier
);
if
(
childrenNum
==
0
)
{
pier
.
x
=
0
;
}
else
{
pier
.
x
=
this
.
lastPos
+
randomPos
;
}
this
.
lastPos
=
pier
.
x
;
}
};
Road
.
prototype
.
moveAddPier
=
function
()
{
var
randomPos
=
this
.
makeRandomFloat
(
props_1
.
props
.
pierMaxDistance
,
props_1
.
props
.
pierMinDistance
);
var
pier
=
ObjectPool
.
getObject
(
'pier'
);
var
lastChild
=
this
.
getChildAt
(
this
.
children
.
length
-
1
);
pier
.
x
=
lastChild
.
x
+
randomPos
;
this
.
addChild
(
pier
);
};
Road
.
prototype
.
makeRandomFloat
=
function
(
max
,
min
)
{
if
(
min
===
void
0
)
{
min
=
0
;
}
return
Math
.
random
()
*
(
max
-
min
)
+
min
;
};
Road
.
prototype
.
setViewport
=
function
()
{
var
_this
=
this
;
var
tmpMovepos
=
this
.
getMovePos
();
this
.
children
.
forEach
(
function
(
item
,
index
)
{
_this
.
playTween
(
item
,
index
,
tmpMovepos
);
});
};
Road
.
prototype
.
getMovePos
=
function
()
{
var
movePos
=
this
.
getChildAt
(
1
);
return
movePos
.
x
;
};
Road
.
prototype
.
playTween
=
function
(
item
,
index
,
tmpMovepos
)
{
var
_this
=
this
;
engine
.
Tween
.
get
(
item
,
{
loop
:
false
})
.
to
({
x
:
item
.
x
-
tmpMovepos
},
props_1
.
props
.
pierMoveTime
)
.
call
(
function
()
{
if
(
_this
.
getChildIndex
(
item
)
==
0
)
{
engine
.
Tween
.
removeTweens
(
item
);
_this
.
removeChild
(
item
);
ObjectPool
.
recycleObject
(
'pier'
,
item
);
}
if
(
index
==
0
)
{
_this
.
moveAddPier
();
}
});
};
Road
.
prototype
.
getStartGold
=
function
(
index
,
isClose
)
{
if
(
isClose
===
void
0
)
{
isClose
=
true
;
}
var
tmpNode
=
this
.
getChildAt
(
index
);
var
haveGold
=
tmpNode
.
haveGold
;
if
(
haveGold
&&
isClose
)
{
tmpNode
.
closeGold
();
}
return
haveGold
;
};
Road
.
prototype
.
setGuide
=
function
()
{
var
tmpNode
=
this
.
getChildAt
(
1
);
if
(
!
tmpNode
.
haveGold
)
{
tmpNode
.
children
.
forEach
(
function
(
item
)
{
if
(
item
.
name
==
'gold'
)
{
item
.
visible
=
true
;
}
});
tmpNode
.
haveGold
=
true
;
}
};
return
Road
;
}(
engine
.
Container
));
exports
.
Road
=
Road
;
dist/zeroing-libs/src/custom/dxbcyj-game/src/game/ScoreLabel.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
ScoreLabel
=
(
function
(
_super
)
{
__extends
(
ScoreLabel
,
_super
);
function
ScoreLabel
()
{
return
_super
!==
null
&&
_super
.
apply
(
this
,
arguments
)
||
this
;
}
ScoreLabel
.
prototype
.
updateScore
=
function
(
score
,
animation
)
{
if
(
animation
===
void
0
)
{
animation
=
true
;
}
this
.
_value
=
score
;
if
(
animation
&&
this
.
_tmp
)
{
this
.
animationUpdate
();
}
else
{
this
.
updateLocal
(
score
);
}
};
ScoreLabel
.
prototype
.
animationUpdate
=
function
()
{
var
_this
=
this
;
var
tmpInterval
=
setInterval
(
function
()
{
_this
.
_tmp
+=
1
;
if
(
_this
.
_tmp
<=
_this
.
_value
)
{
_this
.
text
=
_this
.
_tmp
;
}
else
{
_this
.
_tmp
=
_this
.
_value
;
clearInterval
(
tmpInterval
);
}
},
50
);
};
ScoreLabel
.
prototype
.
updateLocal
=
function
(
v
)
{
this
.
_tmp
=
v
;
this
.
text
=
v
;
};
return
ScoreLabel
;
}(
engine
.
Label
));
exports
.
ScoreLabel
=
ScoreLabel
;
dist/zeroing-libs/src/custom/dxbcyj-game/src/game/Strut.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
props_1
=
require
(
"../props"
);
var
Strut
=
(
function
(
_super
)
{
__extends
(
Strut
,
_super
);
function
Strut
()
{
return
_super
!==
null
&&
_super
.
apply
(
this
,
arguments
)
||
this
;
}
Strut
.
prototype
.
init
=
function
()
{
this
.
_strut
=
new
engine
.
Rect
();
this
.
addChild
(
this
.
_strut
);
this
.
_strut
.
width
=
props_1
.
props
.
strutWidth
;
this
.
_strut
.
y
=
833
;
this
.
_strut
.
fillColor
=
props_1
.
props
.
strutColor
;
this
.
_strut
.
rotation
=
180
;
};
Strut
.
prototype
.
onMouseDown
=
function
(
pierWidth
,
distance
,
callBack
)
{
this
.
_strut
.
x
=
pierWidth
-
60
;
this
.
_distance
=
distance
;
this
.
_callBack
=
callBack
;
this
.
_strut
.
visible
=
true
;
this
.
addEventListener
(
engine
.
Event
.
ENTER_FRAME
,
this
.
frameStrut
,
this
);
};
Strut
.
prototype
.
onMouseUp
=
function
()
{
var
_this
=
this
;
this
.
removeEventListener
(
engine
.
Event
.
ENTER_FRAME
,
this
.
frameStrut
,
this
);
setTimeout
(
function
()
{
_this
.
strutRotation
();
},
200
);
};
Strut
.
prototype
.
strutRotation
=
function
()
{
var
_this
=
this
;
engine
.
Tween
.
get
(
this
.
_strut
,
{
loop
:
false
})
.
to
({
rotation
:
270
},
props_1
.
props
.
strutRotationSpeed
)
.
call
(
function
()
{
_this
.
judgeResult
();
engine
.
Tween
.
removeTweens
(
_this
.
_strut
);
});
};
Strut
.
prototype
.
judgeResult
=
function
()
{
var
isSuccess
=
false
;
if
(
this
.
_distance
[
0
]
-
this
.
_distance
[
1
]
+
100
<=
this
.
_strut
.
height
&&
this
.
_strut
.
height
<=
this
.
_distance
[
0
]
+
20
)
{
isSuccess
=
true
;
}
if
(
this
.
_callBack
)
{
this
.
_callBack
(
isSuccess
);
}
};
Strut
.
prototype
.
frameStrut
=
function
()
{
if
(
this
.
_strut
.
height
<
1000
)
{
this
.
_strut
.
height
+=
props_1
.
props
.
strutUpSpeed
;
}
};
Strut
.
prototype
.
rest
=
function
()
{
this
.
_strut
.
width
=
props_1
.
props
.
strutWidth
;
this
.
_strut
.
y
=
833
;
this
.
_strut
.
fillColor
=
props_1
.
props
.
strutColor
;
this
.
_strut
.
rotation
=
180
;
this
.
_strut
.
height
=
0
;
this
.
_strut
.
visible
=
false
;
};
Strut
.
prototype
.
getStrutHeight
=
function
()
{
var
distance
=
this
.
_strut
.
height
>
1000
?
1000
:
this
.
_strut
.
height
;
return
distance
;
};
return
Strut
;
}(
engine
.
Container
));
exports
.
Strut
=
Strut
;
dist/zeroing-libs/src/custom/dxbcyj-game/src/game/object-pool-init.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
Pier_1
=
require
(
"./Pier"
);
var
ObjectPool
=
engine
.
ObjectPool
;
exports
.
PoolName
=
'pier'
;
ObjectPool
.
registerPool
(
exports
.
PoolName
,
function
()
{
return
new
Pier_1
.
Pier
();
},
function
(
item
,
data
)
{
item
.
init
();
});
dist/zeroing-libs/src/custom/dxbcyj-game/src/game/utils.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
function
getTexture
(
uuid
)
{
return
engine
.
Texture
.
from
(
getAssetByUUID
(
uuid
).
uuid
);
}
exports
.
getTexture
=
getTexture
;
function
getTextureByName
(
name
)
{
return
getTexture
(
engine
.
getAssetByName
(
name
).
uuid
);
}
exports
.
getTextureByName
=
getTextureByName
;
function
playSound
(
name
)
{
engine
.
playSound
(
engine
.
getAssetByName
(
name
).
uuid
,
{
keep
:
true
});
}
exports
.
playSound
=
playSound
;
function
getStage
()
{
return
engine
.
gameStage
.
stage
;
}
exports
.
getStage
=
getStage
;
function
createSvga
(
name
)
{
var
inst
=
new
svga
.
Svga
();
inst
.
source
=
engine
.
getAssetByName
(
name
).
uuid
;
return
inst
;
}
exports
.
createSvga
=
createSvga
;
dist/zeroing-libs/src/custom/dxbcyj-game/src/index.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
GameWrapper_1
=
require
(
"./game/GameWrapper"
);
var
props_1
=
require
(
"./props"
);
function
default_1
(
props
)
{
props_1
.
prepareProps
();
props_1
.
injectProps
(
props
);
var
instance
=
new
GameWrapper_1
.
GameWrapper
();
return
instance
;
}
exports
.
default
=
default_1
;
dist/zeroing-libs/src/custom/dxbcyj-game/src/props.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
exports
.
props
=
{};
function
prepareProps
()
{
var
metaProps
=
getProps
();
engine
.
injectProp
(
exports
.
props
,
metaProps
);
}
exports
.
prepareProps
=
prepareProps
;
function
injectProps
(
p
)
{
engine
.
injectProp
(
exports
.
props
,
p
);
}
exports
.
injectProps
=
injectProps
;
dist/zeroing-libs/src/custom/open-gift/src/game/GameView.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
props_1
=
require
(
"../props"
);
var
utils_1
=
require
(
"./utils"
);
var
GameView
=
(
function
(
_super
)
{
__extends
(
GameView
,
_super
);
function
GameView
()
{
var
_this
=
_super
.
call
(
this
)
||
this
;
_this
.
once
(
engine
.
Event
.
ADDED_TO_STAGE
,
_this
.
setup
,
_this
);
return
_this
;
}
GameView
.
prototype
.
setup
=
function
()
{
if
(
this
.
_hasSetup
)
{
return
;
}
this
.
_hasSetup
=
true
;
this
.
NpcBg
=
new
engine
.
Container
();
this
.
NpcBg
.
x
=
props_1
.
props
.
initX
;
this
.
NpcBg
.
y
=
props_1
.
props
.
initY
;
this
.
addChild
(
this
.
NpcBg
);
this
.
bottomCircle
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
'底座'
));
this
.
bottomCircle
.
x
=
17
;
this
.
bottomCircle
.
y
=
305
;
this
.
loveDot
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
'点缀'
));
this
.
loveDot
.
x
=
0
;
this
.
loveDot
.
y
=
6
;
this
.
giftboxSvga
=
utils_1
.
createSvga
(
'初始礼盒'
);
this
.
giftboxSvga
.
x
=
105
;
this
.
giftboxSvga
.
y
=
37
;
this
.
giftAfterSvga
=
utils_1
.
createSvga
(
"拆礼盒"
);
this
.
giftAfterSvga
.
x
=
105
;
this
.
giftAfterSvga
.
y
=
0
;
this
.
giftAfterSvga
.
visible
=
false
;
this
.
NpcBg
.
addChild
(
this
.
bottomCircle
);
this
.
NpcBg
.
addChild
(
this
.
giftboxSvga
);
this
.
NpcBg
.
addChild
(
this
.
giftAfterSvga
);
this
.
NpcBg
.
addChild
(
this
.
loveDot
);
this
.
giftboxSvga
.
play
(
false
,
true
);
};
GameView
.
prototype
.
reset
=
function
()
{
this
.
giftboxSvga
.
visible
=
true
;
this
.
giftAfterSvga
.
visible
=
false
;
};
GameView
.
prototype
.
start
=
function
()
{
this
.
giftAfterSvga
.
visible
=
true
;
this
.
giftboxSvga
.
visible
=
false
;
this
.
giftAfterSvga
.
play
(
false
,
false
);
this
.
giftAfterSvga
.
once
(
engine
.
Event
.
END_FRAME
,
function
()
{
engine
.
globalEvent
.
dispatchEvent
(
'open-gift-game-end'
);
},
this
);
};
GameView
.
prototype
.
resume
=
function
()
{
this
.
reset
();
this
.
start
();
};
return
GameView
;
}(
engine
.
Container
));
exports
.
default
=
GameView
;
dist/zeroing-libs/src/custom/open-gift/src/game/GameWrapper.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
GameView_1
=
require
(
"./GameView"
);
var
props_1
=
require
(
"../props"
);
var
GameWrapper
=
(
function
(
_super
)
{
__extends
(
GameWrapper
,
_super
);
function
GameWrapper
()
{
var
_this
=
_super
.
call
(
this
)
||
this
;
engine
.
globalEvent
.
addEventListener
(
'open-gift-game-init'
,
_this
.
reset
,
_this
);
engine
.
globalEvent
.
addEventListener
(
'open-gift-game-start'
,
_this
.
start
,
_this
);
var
gameView
=
_this
.
_gameView
=
new
GameView_1
.
default
();
_this
.
addChild
(
gameView
);
return
_this
;
}
GameWrapper
.
prototype
.
reset
=
function
(
event
)
{
props_1
.
injectProps
(
event
.
data
);
this
.
_gameView
.
visible
=
true
;
this
.
_gameView
.
reset
();
};
GameWrapper
.
prototype
.
start
=
function
(
event
)
{
console
.
log
(
'监听开始'
);
props_1
.
injectProps
(
event
.
data
);
this
.
_gameView
.
start
();
};
GameWrapper
.
prototype
.
clear
=
function
()
{
this
.
_gameView
.
visible
=
false
;
};
return
GameWrapper
;
}(
engine
.
Container
));
exports
.
GameWrapper
=
GameWrapper
;
dist/zeroing-libs/src/custom/open-gift/src/game/utils.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
function
getTexture
(
uuid
)
{
return
engine
.
Texture
.
from
(
getAssetByUUID
(
uuid
).
uuid
);
}
exports
.
getTexture
=
getTexture
;
function
getTextureByName
(
name
)
{
return
getTexture
(
engine
.
getAssetByName
(
name
).
uuid
);
}
exports
.
getTextureByName
=
getTextureByName
;
function
playSound
(
name
)
{
engine
.
playSound
(
engine
.
getAssetByName
(
name
).
uuid
,
{
keep
:
true
});
}
exports
.
playSound
=
playSound
;
function
createSvga
(
name
,
anchorName
)
{
var
inst
=
new
svga
.
Svga
();
inst
.
source
=
'asset://'
+
engine
.
getAssetByName
(
name
).
uuid
;
return
inst
;
}
exports
.
createSvga
=
createSvga
;
dist/zeroing-libs/src/custom/open-gift/src/index.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
GameWrapper_1
=
require
(
"./game/GameWrapper"
);
var
props_1
=
require
(
"./props"
);
function
default_1
(
props
)
{
props_1
.
prepareProps
();
props_1
.
injectProps
(
props
);
var
instance
=
new
GameWrapper_1
.
GameWrapper
();
return
instance
;
}
exports
.
default
=
default_1
;
dist/zeroing-libs/src/custom/open-gift/src/props.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
exports
.
props
=
{};
function
prepareProps
()
{
var
metaProps
=
getProps
();
engine
.
injectProp
(
exports
.
props
,
metaProps
);
}
exports
.
prepareProps
=
prepareProps
;
function
injectProps
(
p
)
{
engine
.
injectProp
(
exports
.
props
,
p
);
}
exports
.
injectProps
=
injectProps
;
dist/zeroing-libs/src/custom/walking-cat/src/game/Background.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
utils_1
=
require
(
"./utils"
);
var
LoopComponent_1
=
require
(
"./LoopComponent"
);
var
utils_2
=
require
(
"./utils"
);
var
Background
=
(
function
(
_super
)
{
__extends
(
Background
,
_super
);
function
Background
()
{
var
_this
=
_super
!==
null
&&
_super
.
apply
(
this
,
arguments
)
||
this
;
_this
.
partRes
=
[
'bg_far'
,
'bg_mid'
,
'bg_near'
];
_this
.
speeds
=
[
0.05
,
0.5
,
1
];
return
_this
;
}
Background
.
prototype
.
setup
=
function
()
{
var
bottomBg
=
new
engine
.
Rect
();
bottomBg
.
x
=
0
;
bottomBg
.
y
=
0
;
bottomBg
.
width
=
utils_2
.
getStage
().
width
;
bottomBg
.
height
=
0
;
bottomBg
.
fillColor
=
0x75c9f5
;
this
.
addChild
(
bottomBg
);
var
parts
=
[];
for
(
var
i
=
0
;
i
<
3
;
i
++
)
{
var
part
=
new
LoopComponent_1
.
LoopComponent
();
part
.
setupLoop
([
this
.
partRes
[
i
],
this
.
partRes
[
i
],
]);
parts
.
push
(
part
);
this
.
addChild
(
part
);
}
var
height
=
utils_2
.
getStage
().
height
;
parts
[
0
].
y
=
(
height
-
parts
[
0
].
height
)
/
2
-
400
;
parts
[
1
].
y
=
(
height
-
parts
[
1
].
height
)
/
2
-
120
;
parts
[
2
].
y
=
(
height
-
parts
[
2
].
height
)
/
2
+
300
;
bottomBg
.
y
=
parts
[
2
].
y
;
bottomBg
.
height
=
height
-
parts
[
2
].
y
;
var
moon
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
'moon'
));
moon
.
x
=
100
;
moon
.
y
=
100
;
this
.
addChild
(
moon
);
};
Background
.
prototype
.
setViewport
=
function
(
pos
)
{
for
(
var
i
=
0
;
i
<
3
;
i
++
)
{
var
part
=
this
.
getChildAt
(
i
+
1
);
var
speed
=
this
.
speeds
[
i
];
part
.
setViewport
(
pos
*
speed
);
}
};
Background
.
prototype
.
reset
=
function
(
revive
)
{
if
(
revive
===
void
0
)
{
revive
=
false
;
}
};
return
Background
;
}(
engine
.
Container
));
exports
.
Background
=
Background
;
dist/zeroing-libs/src/custom/walking-cat/src/game/Block.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
utils_1
=
require
(
"./utils"
);
var
Block
=
(
function
(
_super
)
{
__extends
(
Block
,
_super
);
function
Block
()
{
var
_this
=
_super
.
call
(
this
)
||
this
;
_this
.
bmp
=
new
engine
.
Sprite
();
_this
.
addChild
(
_this
.
bmp
=
new
engine
.
Sprite
());
return
_this
;
}
Block
.
prototype
.
reset
=
function
(
_a
)
{
var
type
=
_a
.
type
;
this
.
type
=
type
;
var
bmp
=
this
.
bmp
;
bmp
.
alpha
=
1
;
bmp
.
texture
=
this
.
getBlock
();
var
_b
=
Block
.
configs
[
type
],
width
=
_b
.
width
,
off
=
_b
.
off
;
bmp
.
x
=
-
(
off
+
width
/
2
);
bmp
.
y
=
-
(
bmp
.
height
/
2
);
};
Block
.
prototype
.
getBlock
=
function
()
{
return
utils_1
.
getTextureByName
(
'block_'
+
this
.
type
);
};
Block
.
prototype
.
playEffect
=
function
()
{
};
Block
.
prototype
.
playFadeOut
=
function
()
{
return
this
.
getTweenPromise
(
engine
.
Tween
.
get
(
this
.
bmp
)
.
to
({
alpha
:
0
},
100
)
.
to
({
alpha
:
1
},
100
)
.
to
({
alpha
:
0
},
100
));
};
Block
.
prototype
.
onEffectComplete
=
function
(
event
)
{
this
.
effectResolve
&&
this
.
effectResolve
();
this
.
effectResolve
=
null
;
};
Block
.
prototype
.
getTweenPromise
=
function
(
tween
)
{
return
new
Promise
(
function
(
resolve
)
{
tween
.
call
(
resolve
);
});
};
Block
.
configs
=
[
{
ratio
:
0.6
,
width
:
15
,
off
:
32
,
effect
:
''
,
effect_offset
:
{
x
:
0
,
y
:
0
}
},
{
ratio
:
0.1
,
width
:
10
,
off
:
18
,
effect
:
''
,
effect_offset
:
{
x
:
0
,
y
:
0
}
},
{
ratio
:
0.15
,
width
:
30
,
off
:
32
,
effect
:
''
,
effect_offset
:
{
x
:
0
,
y
:
0
}
},
{
ratio
:
0.1
,
width
:
86
,
off
:
28
,
effect
:
''
,
effect_offset
:
{
x
:
0
,
y
:
0
}
},
{
ratio
:
0.5
,
width
:
70
,
off
:
20
,
effect
:
''
,
effect_offset
:
{
x
:
0
,
y
:
-
20
}
},
{
ratio
:
0
,
width
:
0
,
off
:
0
,
effect
:
''
,
effect_offset
:
{
x
:
0
,
y
:
0
}
},
{
ratio
:
0
,
width
:
0
,
off
:
0
,
effect
:
''
,
effect_offset
:
{
x
:
0
,
y
:
0
}
},
{
ratio
:
0
,
width
:
0
,
off
:
0
,
effect
:
''
,
effect_offset
:
{
x
:
0
,
y
:
0
}
},
{
ratio
:
0
,
width
:
0
,
off
:
0
,
effect
:
''
,
effect_offset
:
{
x
:
0
,
y
:
0
}
},
{
ratio
:
0
,
width
:
0
,
off
:
0
,
effect
:
''
,
effect_offset
:
{
x
:
0
,
y
:
0
}
},
{
ratio
:
0
,
width
:
123
,
off
:
23
,
effect
:
''
,
effect_offset
:
{
x
:
0
,
y
:
0
}
},
];
return
Block
;
}(
engine
.
Container
));
exports
.
Block
=
Block
;
dist/zeroing-libs/src/custom/walking-cat/src/game/GameView.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
PlayGame_1
=
require
(
"./PlayGame"
);
var
Background_1
=
require
(
"./Background"
);
var
Road_1
=
require
(
"./Road"
);
var
Player_1
=
require
(
"./player/Player"
);
var
utils_1
=
require
(
"./utils"
);
var
Block_1
=
require
(
"./Block"
);
var
ObjectPool
=
engine
.
ObjectPool
;
exports
.
PoolName
=
'block'
;
ObjectPool
.
registerPool
(
exports
.
PoolName
,
function
()
{
return
new
Block_1
.
Block
();
},
function
(
item
,
data
)
{
item
.
reset
(
data
);
});
var
GameView
=
(
function
(
_super
)
{
__extends
(
GameView
,
_super
);
function
GameView
()
{
var
_this
=
_super
.
call
(
this
)
||
this
;
_this
.
offset
=
{
x
:
-
100
,
y
:
320
};
_this
.
worldFPS
=
60
;
_this
.
_viewport
=
{
x
:
0
,
y
:
0
,
};
return
_this
;
}
Object
.
defineProperty
(
GameView
,
"instance"
,
{
get
:
function
()
{
if
(
this
.
_instance
==
undefined
)
{
this
.
_instance
=
new
GameView
();
}
return
this
.
_instance
;
},
enumerable
:
true
,
configurable
:
true
});
GameView
.
prototype
.
eventStart
=
function
()
{
var
_this
=
this
;
if
(
this
.
hasPreSetup
)
{
return
;
}
this
.
hasPreSetup
=
true
;
var
background
=
this
.
background
=
new
Background_1
.
Background
();
background
.
setup
();
this
.
addChild
(
background
);
var
road
=
this
.
road
=
new
Road_1
.
Road
();
road
.
y
=
utils_1
.
getStage
().
height
/
2
+
310
;
this
.
addChild
(
road
);
this
.
road
.
preSetup
();
this
.
setupWorld
();
this
.
player
.
fade
(
0
,
false
);
this
.
viewport
=
0
;
this
.
startWorld
();
this
.
reset
();
this
.
setup
();
var
playHint
=
new
engine
.
Label
();
playHint
.
fillColor
=
'block'
;
playHint
.
size
=
30
;
playHint
.
text
=
'注意不要踩到线和陷阱哦,后果很严重哦~'
;
playHint
.
x
=
(
utils_1
.
getStage
().
width
-
playHint
.
width
)
/
2
;
playHint
.
y
=
utils_1
.
getStage
().
height
/
2
+
500
;
this
.
addChild
(
playHint
);
this
.
playGame
=
new
PlayGame_1
.
PlayGame
();
setTimeout
(
function
()
{
_this
.
playGame
.
GameView
=
_this
;
_this
.
addChild
(
_this
.
playGame
);
_this
.
start
();
},
500
);
};
GameView
.
prototype
.
setup
=
function
()
{
if
(
this
.
hasSetup
)
{
return
;
}
this
.
hasSetup
=
true
;
this
.
road
.
setup
();
};
GameView
.
prototype
.
setupWorld
=
function
()
{
var
OTHER
=
Math
.
pow
(
2
,
1
),
BODYPARTS
=
Math
.
pow
(
2
,
2
),
GROUND
=
Math
.
pow
(
2
,
3
);
var
world
=
this
.
world
=
new
p2
.
World
({});
world
.
sleepMode
=
p2
.
World
.
BODY_SLEEPING
;
var
planeShape
=
new
p2
.
Plane
();
var
ground
=
new
p2
.
Body
({
position
:
[
0
,
0
],
});
ground
.
addShape
(
planeShape
);
planeShape
.
collisionGroup
=
GROUND
;
planeShape
.
collisionMask
=
BODYPARTS
|
OTHER
;
world
.
addBody
(
ground
);
var
player
=
this
.
player
=
new
Player_1
.
Player
();
player
.
setup
({
collisionGroup
:
BODYPARTS
,
collisionMask
:
GROUND
|
OTHER
,
world
:
world
,
ground
:
ground
,
});
player
.
addEventListener
(
'move'
,
this
.
onMove
,
this
);
player
.
addEventListener
(
'foot_down'
,
this
.
onFootDown
,
this
);
};
GameView
.
prototype
.
onTicker
=
function
(
dt
)
{
var
world
=
this
.
world
;
this
.
world
.
step
(
this
.
worldFPS
/
1000
);
var
l
=
world
.
bodies
.
length
;
for
(
var
i
=
0
;
i
<
l
;
i
++
)
{
var
body
=
world
.
bodies
[
i
];
var
display
=
body
.
displays
?
body
.
displays
[
0
]
:
null
;
if
(
display
)
{
if
(
!
this
.
contains
(
display
))
{
this
.
addChild
(
display
);
}
display
.
localUpdate
(
body
.
position
[
0
]
*
utils_1
.
getfactor
()
+
utils_1
.
getStage
().
width
/
2
+
this
.
offset
.
x
-
this
.
viewport
,
utils_1
.
getStage
().
height
/
2
-
body
.
position
[
1
]
*
utils_1
.
getfactor
()
+
this
.
offset
.
y
,
360
-
(
body
.
angle
+
body
.
shapes
[
0
].
angle
)
*
180
/
Math
.
PI
,
body
.
sleepState
==
p2
.
Body
.
SLEEPING
);
}
}
return
false
;
};
GameView
.
prototype
.
reset
=
function
(
revive
)
{
if
(
revive
===
void
0
)
{
revive
=
false
;
}
this
.
background
.
reset
(
revive
);
this
.
road
.
reset
(
revive
);
this
.
player
.
reset
(
revive
);
this
.
player
.
fade
(
0
);
this
.
viewport
=
revive
?
this
.
revivePos
:
0
;
};
GameView
.
prototype
.
start
=
function
(
revive
)
{
if
(
revive
===
void
0
)
{
revive
=
false
;
}
this
.
road
.
start
(
revive
);
this
.
player
.
fade
(
1
);
this
.
playGame
.
start
(
revive
);
};
GameView
.
prototype
.
startWorld
=
function
()
{
if
(
this
.
playing
)
{
return
;
}
this
.
playing
=
true
;
engine
.
gameStage
.
addEventListener
(
engine
.
Event
.
ENTER_FRAME
,
this
.
onTicker
,
this
);
};
GameView
.
prototype
.
stopWorld
=
function
()
{
if
(
!
this
.
playing
)
{
return
;
}
this
.
playing
=
false
;
engine
.
gameStage
.
removeEventListener
(
engine
.
Event
.
ENTER_FRAME
,
this
.
onTicker
,
this
);
};
Object
.
defineProperty
(
GameView
.
prototype
,
"viewport"
,
{
get
:
function
()
{
return
this
.
_viewport
.
x
;
},
set
:
function
(
v
)
{
this
.
_viewport
.
x
=
v
;
this
.
updateViewport
();
},
enumerable
:
true
,
configurable
:
true
});
GameView
.
prototype
.
updateViewport
=
function
()
{
var
_a
=
this
.
_viewport
,
x
=
_a
.
x
,
y
=
_a
.
y
;
var
pos
=
Math
.
max
(
0
,
x
);
this
.
background
.
setViewport
(
pos
);
this
.
road
.
setViewport
(
pos
);
};
GameView
.
prototype
.
onMove
=
function
(
event
)
{
var
_a
=
event
.
data
,
pos
=
_a
.
pos
,
bodyPos
=
_a
.
bodyPos
;
this
.
viewport
=
pos
;
if
(
this
.
road
.
hitReward
(
bodyPos
))
{
this
.
dispatchEvent
(
'scoreChange'
,
{
rewardScore
:
100
,
passType
:
10
,
},
true
);
}
};
GameView
.
prototype
.
down
=
function
()
{
if
(
this
.
lock
)
{
return
;
}
this
.
player
.
down
();
};
GameView
.
prototype
.
up
=
function
()
{
if
(
this
.
lock
)
{
return
;
}
this
.
player
.
up
();
};
GameView
.
prototype
.
onFootDown
=
function
(
event
)
{
var
_a
=
event
.
data
,
mileage
=
_a
.
mileage
,
pos
=
_a
.
pos
;
this
.
revivePos
=
pos
;
var
_b
=
this
.
road
.
hitBlock
(
pos
),
target
=
_b
.
target
,
lastTarget
=
_b
.
lastTarget
;
this
.
road
.
playDust
(
pos
);
if
(
target
)
{
this
.
lock
=
true
;
this
.
stopWorld
();
this
.
dispatchEvent
(
engine
.
Event
.
COMPLETE
,
null
,
true
);
target
.
playFadeOut
();
target
.
playEffect
();
if
(
target
.
type
==
4
)
{
this
.
player
.
setSkin
(
'gray'
);
}
this
.
road
.
removeBlock
(
target
);
this
.
player
.
switchFace
(
target
.
type
);
if
(
target
.
type
==
0
)
{
this
.
player
.
fall
();
}
this
.
lock
=
false
;
this
.
startWorld
();
}
else
{
this
.
player
.
switchFace
(
'normal'
);
var
score
=
Math
.
floor
(
mileage
/
50
*
5
);
this
.
dispatchEvent
(
'scoreChange'
,
{
score
:
score
,
passType
:
lastTarget
?
lastTarget
.
type
:
-
1
,
},
true
);
}
};
GameView
.
prototype
.
setWitchFace
=
function
(
type
)
{
this
.
player
.
switchFace
(
type
);
};
return
GameView
;
}(
engine
.
Container
));
exports
.
default
=
GameView
;
dist/zeroing-libs/src/custom/walking-cat/src/game/GameWrapper.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
GameView_1
=
require
(
"./GameView"
);
var
props_1
=
require
(
"../props"
);
var
GameWrapper
=
(
function
(
_super
)
{
__extends
(
GameWrapper
,
_super
);
function
GameWrapper
()
{
var
_this
=
_super
.
call
(
this
)
||
this
;
engine
.
globalEvent
.
addEventListener
(
'walking-cat-start'
,
_this
.
start
,
_this
);
engine
.
globalEvent
.
addEventListener
(
'walking-cat-revive'
,
_this
.
revive
,
_this
);
engine
.
globalEvent
.
addEventListener
(
'walking-cat-showScore'
,
_this
.
revive
,
_this
);
var
gameView
=
_this
.
_gameView
=
new
GameView_1
.
default
();
_this
.
addChild
(
gameView
);
return
_this
;
}
GameWrapper
.
prototype
.
start
=
function
(
event
)
{
props_1
.
injectProps
(
event
.
data
);
this
.
_gameView
.
eventStart
();
};
GameWrapper
.
prototype
.
revive
=
function
()
{
console
.
log
(
'复活'
);
this
.
_gameView
.
reset
(
true
);
this
.
_gameView
.
start
(
true
);
};
return
GameWrapper
;
}(
engine
.
Container
));
exports
.
GameWrapper
=
GameWrapper
;
dist/zeroing-libs/src/custom/walking-cat/src/game/LoopComponent.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
utils_1
=
require
(
"./utils"
);
var
LoopComponent
=
(
function
(
_super
)
{
__extends
(
LoopComponent
,
_super
);
function
LoopComponent
()
{
var
_this
=
_super
.
call
(
this
)
||
this
;
_this
.
onceInfo
=
{
width
:
0
,
height
:
0
,
count
:
0
};
_this
.
loopInfo
=
{
width
:
0
,
height
:
0
,
count
:
0
};
_this
.
parts
=
[];
return
_this
;
}
LoopComponent
.
prototype
.
setup
=
function
(
parts
,
info
)
{
var
_this
=
this
;
parts
.
forEach
(
function
(
item
,
index
)
{
var
part
;
if
(
typeof
item
==
'string'
)
{
part
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
item
));
}
else
if
(
item
instanceof
engine
.
Texture
)
{
part
=
new
engine
.
Sprite
(
item
);
}
else
{
part
=
item
;
}
_this
.
addChild
(
part
);
_this
.
parts
.
push
(
part
);
if
(
index
==
0
)
{
info
.
width
=
part
.
width
;
info
.
height
=
part
.
height
;
}
});
info
.
count
=
parts
.
length
;
this
.
setViewport
(
0
,
0
);
};
LoopComponent
.
prototype
.
setupOnce
=
function
(
resArr
)
{
this
.
setup
(
resArr
,
this
.
onceInfo
);
};
LoopComponent
.
prototype
.
setupLoop
=
function
(
resArr
)
{
this
.
setup
(
resArr
,
this
.
loopInfo
);
};
LoopComponent
.
prototype
.
setViewport
=
function
(
x
,
y
)
{
if
(
y
===
void
0
)
{
y
=
0
;
}
var
sizeField
=
y
==
0
?
'width'
:
'height'
;
var
posField
=
y
==
0
?
'x'
:
'y'
;
var
pos
=
y
==
0
?
x
:
y
;
var
index
;
var
onceSize
=
this
.
onceInfo
[
sizeField
];
var
onceCount
=
this
.
onceInfo
.
count
;
var
loopCount
=
this
.
loopInfo
.
count
;
var
loopSize
=
this
.
loopInfo
[
sizeField
];
index
=
onceSize
==
0
?
-
1
:
Math
.
floor
(
pos
/
onceSize
);
if
(
index
<
0
||
index
>=
onceCount
)
{
var
loopIndex
=
Math
.
floor
((
pos
-
onceCount
*
onceSize
)
/
this
.
loopInfo
[
sizeField
]);
index
=
onceCount
+
loopIndex
;
}
var
formerIndex
=
index
<
onceCount
?
index
:
(
index
)
%
loopCount
+
onceCount
;
var
latterIndex
=
index
<
onceCount
?
index
+
1
:
(
index
-
onceCount
+
1
)
%
loopCount
+
onceCount
;
var
former
=
this
.
parts
[
formerIndex
];
var
latter
=
this
.
parts
[
latterIndex
];
if
(
!
former
||
!
latter
)
{
console
.
log
(
formerIndex
,
latterIndex
);
}
former
[
posField
]
=
-
(
pos
-
loopSize
*
(
index
<
onceCount
?
index
:
index
-
onceCount
)
-
(
index
<
onceCount
?
0
:
onceCount
*
onceSize
));
latter
[
posField
]
=
former
.
x
+
(
index
<
onceCount
?
onceSize
:
loopSize
);
};
return
LoopComponent
;
}(
engine
.
Container
));
exports
.
LoopComponent
=
LoopComponent
;
dist/zeroing-libs/src/custom/walking-cat/src/game/PlayGame.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
utils_1
=
require
(
"./utils"
);
var
props_1
=
require
(
"../props"
);
var
ScoreLabel_1
=
require
(
"./ScoreLabel"
);
var
PlayGame
=
(
function
(
_super
)
{
__extends
(
PlayGame
,
_super
);
function
PlayGame
()
{
var
_this
=
_super
!==
null
&&
_super
.
apply
(
this
,
arguments
)
||
this
;
_this
.
addlabelScore
=
null
;
_this
.
formatScore
=
function
(
s
)
{
var
t
=
(
Math
.
ceil
(
s
*
10
)
/
10
).
toString
();
t
+=
t
.
indexOf
(
'.'
)
<
0
?
'.0'
:
''
;
return
t
;
};
return
_this
;
}
Object
.
defineProperty
(
PlayGame
,
"instance"
,
{
get
:
function
()
{
if
(
this
.
_instance
==
undefined
)
{
this
.
_instance
=
new
PlayGame
();
}
return
this
.
_instance
;
},
enumerable
:
true
,
configurable
:
true
});
PlayGame
.
prototype
.
start
=
function
(
revive
)
{
if
(
revive
===
void
0
)
{
revive
=
false
;
}
if
(
!
revive
)
{
this
.
normalScore
=
0
;
this
.
rewardScore
=
0
;
this
.
lastDialogTs
=
0
;
this
.
initTouch
();
this
.
initLabScore
();
this
.
initAddlabel
();
this
.
initDialog
();
}
this
.
registerEvent
();
};
PlayGame
.
prototype
.
registerEvent
=
function
()
{
this
.
touchLayer
.
addEventListener
(
engine
.
MouseEvent
.
MOUSE_DOWN
,
this
.
onMouseDown
,
this
);
this
.
touchLayer
.
addEventListener
(
engine
.
MouseEvent
.
MOUSE_UP
,
this
.
onMouseUp
,
this
);
this
.
GameView
.
addEventListener
(
engine
.
Event
.
COMPLETE
,
this
.
onGameComplete
,
this
);
this
.
GameView
.
addEventListener
(
'scoreChange'
,
this
.
onScoreChange
,
this
);
};
PlayGame
.
prototype
.
initTouch
=
function
()
{
this
.
touchLayer
=
new
engine
.
Rect
();
this
.
addChild
(
this
.
touchLayer
);
this
.
touchLayer
.
width
=
utils_1
.
getStage
().
width
;
this
.
touchLayer
.
height
=
utils_1
.
getStage
().
height
;
this
.
touchLayer
.
x
=
0
;
this
.
touchLayer
.
y
=
0
;
this
.
touchLayer
.
alpha
=
0
;
};
PlayGame
.
prototype
.
removeListener
=
function
()
{
this
.
touchLayer
.
removeEventListener
(
engine
.
MouseEvent
.
MOUSE_DOWN
,
this
.
onMouseDown
,
this
);
this
.
touchLayer
.
removeEventListener
(
engine
.
MouseEvent
.
MOUSE_UP
,
this
.
onMouseUp
,
this
);
this
.
GameView
.
removeEventListener
(
engine
.
Event
.
COMPLETE
,
this
.
onGameComplete
,
this
);
this
.
GameView
.
removeEventListener
(
'scoreChange'
,
this
.
onScoreChange
,
this
);
};
PlayGame
.
prototype
.
initLabScore
=
function
()
{
this
.
labScore
=
new
ScoreLabel_1
.
ScoreLabel
();
this
.
labScore
.
visible
=
props_1
.
props
.
showScore
;
this
.
labScore
.
updateScore
(
0
,
this
.
formatScore
,
false
);
this
.
labScore
.
fillColor
=
'yellow'
;
this
.
labScore
.
size
=
46
;
this
.
labScore
.
x
=
610
;
engine
.
Tween
.
get
(
this
.
labScore
,
{
loop
:
false
})
.
set
({
y
:
-
100
})
.
wait
(
300
)
.
to
({
y
:
40
},
200
,
engine
.
Ease
.
backOut
);
this
.
addChild
(
this
.
labScore
);
};
PlayGame
.
prototype
.
initAddlabel
=
function
()
{
this
.
addlabelScore
=
new
engine
.
Label
();
this
.
addlabelScore
.
fillColor
=
'yellow'
;
this
.
addlabelScore
.
size
=
40
;
this
.
addlabelScore
.
text
=
''
;
this
.
addlabelScore
.
x
=
378
;
this
.
addlabelScore
.
y
=
582
;
this
.
addlabelScore
.
visible
=
false
;
this
.
addChild
(
this
.
addlabelScore
);
};
PlayGame
.
prototype
.
initDialog
=
function
()
{
this
.
dialog
=
new
engine
.
Image
();
this
.
dialog
.
x
=
390
;
this
.
dialog
.
y
=
323
;
this
.
addChild
(
this
.
dialog
);
};
PlayGame
.
prototype
.
onMouseDown
=
function
()
{
this
.
GameView
.
down
();
};
PlayGame
.
prototype
.
onMouseUp
=
function
()
{
this
.
GameView
.
up
();
};
PlayGame
.
prototype
.
onGameComplete
=
function
()
{
console
.
log
(
'死亡'
);
this
.
removeListener
();
var
score
=
this
.
getScore
();
engine
.
globalEvent
.
dispatchEvent
(
'walking-cat-game-end'
,
{
score
:
score
});
};
PlayGame
.
prototype
.
getScore
=
function
(
round
)
{
if
(
round
===
void
0
)
{
round
=
false
;
}
var
score
=
(
this
.
normalScore
+
this
.
rewardScore
)
/
10
;
score
*=
(
props_1
.
props
.
scoreTimes
||
1
);
if
(
round
)
{
return
Math
.
round
(
score
);
}
return
score
;
};
PlayGame
.
prototype
.
onScoreChange
=
function
(
event
)
{
var
_a
=
event
.
data
,
score
=
_a
.
score
,
passType
=
_a
.
passType
,
rewardScore
=
_a
.
rewardScore
;
var
scoreAdd
;
if
(
rewardScore
)
{
this
.
rewardScore
+=
rewardScore
;
scoreAdd
=
rewardScore
;
}
else
{
scoreAdd
=
score
-
this
.
normalScore
;
this
.
normalScore
=
score
;
}
var
curScore
=
this
.
getScore
();
this
.
labScore
.
updateScore
(
curScore
,
this
.
formatScore
);
if
(
passType
>
0
&&
passType
<=
4
)
{
var
now
=
Date
.
now
();
if
(
now
-
this
.
lastDialogTs
>
15000
)
{
this
.
play
(
1
);
this
.
lastDialogTs
=
now
;
}
}
else
if
(
passType
==
10
)
{
this
.
play
(
0
);
this
.
lastDialogTs
=
Date
.
now
();
this
.
GameView
.
setWitchFace
(
'happy'
);
}
if
(
scoreAdd
>
0
)
{
var
labScoreAdd_1
=
this
.
addlabelScore
;
labScoreAdd_1
.
visible
=
props_1
.
props
.
showScore
;
labScoreAdd_1
.
alpha
=
0
;
labScoreAdd_1
.
verticalCenter
=
0
;
labScoreAdd_1
.
text
=
'+'
+
(
scoreAdd
/
10
*
(
props_1
.
props
.
scoreTimes
||
1
));
engine
.
Tween
.
get
(
labScoreAdd_1
,
null
,
null
,
true
)
.
to
({
verticalCenter
:
-
50
,
alpha
:
1
,
},
200
,
engine
.
Ease
.
cubicIn
)
.
wait
(
300
)
.
to
({
verticalCenter
:
-
100
,
alpha
:
0
,
},
100
,
engine
.
Ease
.
cubicOut
)
.
call
(
function
()
{
labScoreAdd_1
.
visible
=
false
;
},
this
);
}
engine
.
globalEvent
.
dispatchEvent
(
'walking-cat-game-changScore'
,
{
score
:
curScore
});
};
PlayGame
.
prototype
.
play
=
function
(
id
)
{
var
img
=
this
.
dialog
;
img
.
texture
=
utils_1
.
getTextureByName
(
'dialog_'
+
id
);
img
.
scaleX
=
img
.
scaleY
=
0
;
img
.
alpha
=
1
;
img
.
visible
=
true
;
engine
.
Tween
.
get
(
img
,
null
,
null
,
true
)
.
to
({
scaleX
:
1
,
scaleY
:
1
},
500
,
engine
.
Ease
.
backOut
)
.
wait
(
500
)
.
to
({
alpha
:
0
,
},
300
)
.
call
(
function
()
{
img
.
visible
=
false
;
});
};
PlayGame
.
prototype
.
revive
=
function
()
{
this
.
GameView
.
reset
(
true
);
this
.
GameView
.
start
(
true
);
};
return
PlayGame
;
}(
engine
.
Container
));
exports
.
PlayGame
=
PlayGame
;
dist/zeroing-libs/src/custom/walking-cat/src/game/Road.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
localWave_1
=
require
(
"./../localWave"
);
var
ObjectPool
=
engine
.
ObjectPool
;
var
utils_1
=
require
(
"./utils"
);
var
utils_2
=
require
(
"./utils"
);
var
props_1
=
require
(
"../props"
);
var
Block_1
=
require
(
"./Block"
);
var
Road
=
(
function
(
_super
)
{
__extends
(
Road
,
_super
);
function
Road
()
{
var
_this
=
_super
!==
null
&&
_super
.
apply
(
this
,
arguments
)
||
this
;
_this
.
dustIndex
=
0
;
_this
.
index
=
0
;
_this
.
minDistance
=
parseInt
(
props_1
.
props
.
blockMinDistance
)
||
100
;
_this
.
maxDistance
=
parseInt
(
props_1
.
props
.
blockMaxDistance
)
||
300
;
_this
.
basePos
=
utils_1
.
getStage
().
width
/
2
-
100
;
_this
.
padding
=
500
;
return
_this
;
}
Road
.
prototype
.
preSetup
=
function
()
{
this
.
addChild
(
this
.
container
=
new
engine
.
Container
());
var
flag
=
this
.
flag
=
new
engine
.
Sprite
(
utils_2
.
getTextureByName
(
'flag_record'
));
this
.
anchorRate
(
flag
,
0.5
,
1
);
flag
.
y
=
-
230
;
flag
.
x
=
this
.
transScoreToFlagPos
();
flag
.
visible
=
flag
.
x
>
0
;
this
.
addChild
(
flag
);
};
Road
.
prototype
.
setup
=
function
()
{
this
.
dustNode
=
new
engine
.
Container
();
this
.
dustSprite
=
new
engine
.
Sprite
();
this
.
dustSprite
.
visible
=
false
;
this
.
dustNode
.
y
=
-
1000
;
this
.
dustNode
.
x
=
-
450
;
this
.
dustNode
.
addChild
(
this
.
dustSprite
);
this
.
addChild
(
this
.
dustNode
);
var
reward
=
this
.
reward
=
new
engine
.
Sprite
();
reward
.
visible
=
false
;
reward
.
y
=
-
500
;
this
.
addChild
(
reward
);
this
.
aniReward
=
new
localWave_1
.
localWave
();
this
.
aniReward
.
init
(
reward
,
2000
,
localWave_1
.
localWave
.
sin
.
bind
(
null
,
10
));
};
Road
.
prototype
.
start
=
function
(
revive
)
{
if
(
revive
===
void
0
)
{
revive
=
false
;
}
if
(
revive
)
{
}
else
{
this
.
rewardIndex
=
0
;
this
.
showReward
();
}
};
Road
.
prototype
.
reset
=
function
(
revive
)
{
if
(
revive
===
void
0
)
{
revive
=
false
;
}
if
(
!
revive
)
{
this
.
index
=
0
;
this
.
lastPos
=
0
;
this
.
clear
();
this
.
fill
();
this
.
flag
.
x
=
this
.
transScoreToFlagPos
();
this
.
flag
.
visible
=
this
.
flag
.
x
>
0
;
}
};
Road
.
prototype
.
anchorRate
=
function
(
target
,
rx
,
ry
,
width
,
height
,
resetPos
)
{
if
(
width
===
void
0
)
{
width
=
0
;
}
if
(
height
===
void
0
)
{
height
=
0
;
}
if
(
resetPos
===
void
0
)
{
resetPos
=
true
;
}
if
(
width
==
0
)
{
width
=
target
.
width
;
}
if
(
height
==
0
)
{
height
=
target
.
height
;
}
if
(
resetPos
)
{
if
(
rx
==
0
)
{
target
.
x
-=
target
.
anchorOffsetX
;
}
if
(
ry
==
0
)
{
target
.
y
-=
target
.
anchorOffsetY
;
}
}
target
.
anchorOffsetX
=
width
*
rx
;
target
.
anchorOffsetY
=
height
*
ry
;
if
(
resetPos
)
{
if
(
rx
>
0
)
{
target
.
x
+=
target
.
anchorOffsetX
;
}
if
(
ry
>
0
)
{
target
.
y
+=
target
.
anchorOffsetY
;
}
}
};
Road
.
prototype
.
transScoreToFlagPos
=
function
()
{
return
-
1
;
};
Road
.
prototype
.
clear
=
function
()
{
while
(
this
.
container
.
children
.
length
>
0
)
{
this
.
removeBlockAt
(
0
);
}
};
Road
.
prototype
.
addBlock
=
function
()
{
var
type
=
0
,
v
;
if
(
this
.
index
>
10
)
{
do
{
var
rv
=
Math
.
random
();
v
=
0
;
for
(
var
i
=
0
;
i
<
5
;
i
++
)
{
v
+=
Block_1
.
Block
.
configs
[
i
].
ratio
;
if
(
rv
<
v
)
{
type
=
i
;
break
;
}
}
}
while
(
this
.
lastBlockType
==
type
);
this
.
lastBlockType
=
type
;
}
var
block
=
ObjectPool
.
getObject
(
'block'
,
{
type
:
type
});
var
width
=
Block_1
.
Block
.
configs
[
type
].
width
;
var
distance
=
this
.
index
==
0
?
this
.
maxDistance
:
this
.
makeRandomFloat
(
this
.
maxDistance
,
this
.
minDistance
);
var
pos
=
this
.
lastPos
+
distance
;
block
.
x
=
pos
;
this
.
container
.
addChild
(
block
);
this
.
lastPos
=
pos
+
width
;
this
.
index
++
;
};
Road
.
prototype
.
removeBlockAt
=
function
(
index
)
{
var
block
=
this
.
container
.
removeChildAt
(
index
);
ObjectPool
.
recycleObject
(
'block'
,
block
);
};
Road
.
prototype
.
removeBlock
=
function
(
block
)
{
this
.
container
.
removeChild
(
block
);
ObjectPool
.
recycleObject
(
'block'
,
block
);
};
Road
.
prototype
.
fill
=
function
()
{
if
(
isNaN
(
this
.
lastPos
))
{
return
;
}
while
(
true
)
{
if
(
this
.
lastPos
+
this
.
x
>
utils_1
.
getStage
().
width
+
this
.
padding
)
{
break
;
}
this
.
addBlock
();
}
};
Road
.
prototype
.
makeRandomFloat
=
function
(
max
,
min
)
{
if
(
min
===
void
0
)
{
min
=
0
;
}
return
Math
.
random
()
*
(
max
-
min
)
+
min
;
};
Road
.
prototype
.
setViewport
=
function
(
pos
)
{
this
.
x
=
this
.
basePos
-
pos
;
while
(
this
.
container
.
children
.
length
>
0
)
{
if
(
this
.
container
.
getChildAt
(
0
).
x
>=
pos
-
this
.
padding
)
{
break
;
}
this
.
removeBlockAt
(
0
);
}
this
.
fill
();
};
Road
.
prototype
.
showReward
=
function
(
type
)
{
if
(
type
===
void
0
)
{
type
=
10
;
}
this
.
rewardIndex
++
;
var
pos
=
this
.
rewardIndex
*
utils_1
.
getStage
().
width
*
3
;
var
reward
=
this
.
reward
;
reward
.
visible
=
true
;
reward
.
alpha
=
1
;
reward
.
texture
=
utils_2
.
getTextureByName
(
'menu_block_10'
);
reward
.
x
=
pos
;
this
.
aniReward
.
updateRegisterPos
();
};
Road
.
prototype
.
hideReward
=
function
()
{
var
_this
=
this
;
var
reward
=
this
.
reward
;
this
.
tweenReward
=
engine
.
Tween
.
get
(
reward
)
.
to
({
alpha
:
0
},
200
)
.
call
(
function
()
{
_this
.
tweenReward
=
null
;
_this
.
showReward
();
});
};
Road
.
prototype
.
hitReward
=
function
(
pos
)
{
if
(
this
.
reward
.
visible
&&
pos
>=
this
.
reward
.
x
&&
!
this
.
tweenReward
)
{
this
.
hideReward
();
return
true
;
}
};
Road
.
prototype
.
playDust
=
function
(
pos
)
{
this
.
dustSprite
.
x
=
pos
;
this
.
dustSprite
.
visible
=
true
;
this
.
addEventListener
(
engine
.
Event
.
ENTER_FRAME
,
this
.
onEnterFrame
,
this
);
};
Road
.
prototype
.
onEnterFrame
=
function
()
{
if
(
this
.
dustIndex
<
12
)
{
this
.
dustSprite
.
texture
=
utils_2
.
getTextureByName
(
'dust_'
+
this
.
dustIndex
);
this
.
dustIndex
++
;
}
else
{
this
.
dustIndex
=
0
;
this
.
dustSprite
.
visible
=
false
;
this
.
removeEventListener
(
engine
.
Event
.
ENTER_FRAME
,
this
.
onEnterFrame
,
this
);
}
};
Road
.
prototype
.
hitBlock
=
function
(
pos
)
{
var
_this
=
this
;
var
target
,
lastTarget
;
var
foot
=
{
a
:
pos
-
84
/
2
,
b
:
pos
+
84
/
2
};
this
.
container
.
children
.
some
(
function
(
block
,
i
)
{
var
width
=
Block_1
.
Block
.
configs
[
block
.
type
].
width
;
var
line
=
{
a
:
block
.
x
-
width
/
2
,
b
:
block
.
x
+
width
/
2
};
if
(
_this
.
lineHitTest
(
foot
,
line
))
{
target
=
block
;
return
true
;
}
});
if
(
!
target
)
{
for
(
var
i
=
this
.
container
.
children
.
length
;
i
>
0
;
i
--
)
{
var
block
=
this
.
container
.
getChildAt
(
i
-
1
);
if
(
block
.
x
<
pos
)
{
lastTarget
=
block
;
break
;
}
}
}
return
{
target
:
target
,
lastTarget
:
lastTarget
,
};
};
Road
.
prototype
.
lineHitTest
=
function
(
l0
,
l1
)
{
return
l0
.
a
<
l1
.
b
&&
l0
.
b
>
l1
.
a
;
};
return
Road
;
}(
engine
.
Container
));
exports
.
Road
=
Road
;
dist/zeroing-libs/src/custom/walking-cat/src/game/ScoreLabel.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
ScoreLabel
=
(
function
(
_super
)
{
__extends
(
ScoreLabel
,
_super
);
function
ScoreLabel
()
{
return
_super
!==
null
&&
_super
.
apply
(
this
,
arguments
)
||
this
;
}
ScoreLabel
.
prototype
.
updateScore
=
function
(
score
,
formatFun
,
animation
)
{
if
(
formatFun
===
void
0
)
{
formatFun
=
null
;
}
if
(
animation
===
void
0
)
{
animation
=
true
;
}
this
.
formatFun
=
formatFun
;
this
.
_value
=
score
;
if
(
animation
)
{
engine
.
Tween
.
get
(
this
,
null
,
null
,
true
)
.
to
({
temp
:
score
},
300
);
}
else
{
this
.
updateLocal
(
score
);
}
};
Object
.
defineProperty
(
ScoreLabel
.
prototype
,
"score"
,
{
get
:
function
()
{
return
this
.
_value
;
},
enumerable
:
true
,
configurable
:
true
});
Object
.
defineProperty
(
ScoreLabel
.
prototype
,
"temp"
,
{
get
:
function
()
{
return
this
.
_temp
;
},
set
:
function
(
v
)
{
this
.
_temp
=
v
;
this
.
updateLocal
(
v
);
},
enumerable
:
true
,
configurable
:
true
});
ScoreLabel
.
prototype
.
updateLocal
=
function
(
v
)
{
this
.
text
=
this
.
formatFun
&&
this
.
formatFun
(
v
)
||
v
;
};
return
ScoreLabel
;
}(
engine
.
Label
));
exports
.
ScoreLabel
=
ScoreLabel
;
dist/zeroing-libs/src/custom/walking-cat/src/game/object-pool-init.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
Block_1
=
require
(
"./Block"
);
var
ObjectPool
=
engine
.
ObjectPool
;
exports
.
PoolName
=
'block'
;
ObjectPool
.
registerPool
(
exports
.
PoolName
,
function
()
{
return
new
Block_1
.
Block
();
},
function
(
item
,
data
)
{
item
.
reset
(
data
);
});
dist/zeroing-libs/src/custom/walking-cat/src/game/player/Head.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
utils_1
=
require
(
"../utils"
);
var
factor
=
10
;
var
Head
=
(
function
(
_super
)
{
__extends
(
Head
,
_super
);
function
Head
()
{
var
_this
=
_super
.
call
(
this
)
||
this
;
_this
.
imgFace
=
new
engine
.
Sprite
(
utils_1
.
getTextureByName
(
'head_0'
));
_this
.
addChild
(
_this
.
imgFace
);
_this
.
imgFace
.
anchorTexture
.
set
(
107
/
_this
.
imgFace
.
width
,
155
/
_this
.
imgFace
.
height
);
_this
.
imgFace
.
y
=
65
;
_this
.
_headType
=
''
;
return
_this
;
}
Head
.
prototype
.
localUpdate
=
function
(
x
,
y
,
rotation
,
sleeping
)
{
this
.
x
=
x
;
this
.
y
=
y
;
this
.
rotation
=
rotation
;
};
Object
.
defineProperty
(
Head
.
prototype
,
"fWidth"
,
{
get
:
function
()
{
return
this
.
width
/
factor
;
},
enumerable
:
true
,
configurable
:
true
});
Object
.
defineProperty
(
Head
.
prototype
,
"fHeight"
,
{
get
:
function
()
{
return
this
.
height
/
factor
;
},
enumerable
:
true
,
configurable
:
true
});
Head
.
prototype
.
switchFace
=
function
(
type
,
playAni
)
{
if
(
type
==
this
.
_headType
)
{
return
;
}
var
headName
=
''
;
if
(
type
==
'normal'
)
{
headName
=
'head_0'
;
}
else
if
(
type
==
'happy'
)
{
headName
=
'head_1'
;
}
else
if
(
type
==
1
||
type
==
0
||
type
==
2
)
{
headName
=
'head_2'
;
}
else
if
(
type
==
3
)
{
headName
=
'head_3'
;
}
else
if
(
type
==
4
)
{
headName
=
'head_4'
;
}
this
.
_headType
=
type
;
this
.
imgFace
.
texture
=
utils_1
.
getTextureByName
(
headName
);
};
return
Head
;
}(
engine
.
Container
));
exports
.
Head
=
Head
;
dist/zeroing-libs/src/custom/walking-cat/src/game/player/IPlayerPart.js
0 → 100644
View file @
ca76151e
dist/zeroing-libs/src/custom/walking-cat/src/game/player/Player.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
Head_1
=
require
(
"./Head"
);
var
PlayerPart_1
=
require
(
"./PlayerPart"
);
var
utils_1
=
require
(
"../utils"
);
var
PlayerStat
;
(
function
(
PlayerStat
)
{
PlayerStat
[
PlayerStat
[
"RELEASE"
]
=
0
]
=
"RELEASE"
;
PlayerStat
[
PlayerStat
[
"RISING"
]
=
1
]
=
"RISING"
;
PlayerStat
[
PlayerStat
[
"FALL"
]
=
2
]
=
"FALL"
;
})(
PlayerStat
||
(
PlayerStat
=
{}));
var
debug
=
false
;
var
Player
=
(
function
(
_super
)
{
__extends
(
Player
,
_super
);
function
Player
()
{
var
_this
=
_super
!==
null
&&
_super
.
apply
(
this
,
arguments
)
||
this
;
_this
.
partMass
=
0.1
;
_this
.
footMass
=
0.1
;
_this
.
shouldersDistance
=
50
/
utils_1
.
getfactor
();
_this
.
speed
=
30
;
_this
.
skin
=
''
;
_this
.
originPos
=
{};
_this
.
safePos
=
0
;
_this
.
onPostStep
=
function
(
e
)
{
if
(
e
===
void
0
)
{
e
=
null
;
}
var
side
=
_this
.
currentSide
;
var
footHang
=
_this
.
foots
[
_this
.
currentSide
];
var
footFall
=
_this
.
foots
[
_this
.
anotherSide
];
switch
(
_this
.
state
)
{
case
PlayerStat
.
FALL
:
break
;
case
PlayerStat
.
RISING
:
var
footOffset
=
footHang
.
position
[
0
]
-
footFall
.
position
[
0
];
var
speed
=
_this
.
speed
;
_this
.
upperLegs
[
side
].
angularVelocity
=
10
;
_this
.
upperLegs
[
side
].
velocity
=
[
footOffset
<
0
?
speed
-
10
:
speed
,
0
];
_this
.
lowerLegs
[
side
].
velocity
=
[
footOffset
<
0
?
speed
-
10
:
speed
,
footOffset
<
0
?
3
:
2
];
_this
.
head
.
velocity
=
[
speed
*
0.5
,
20
];
_this
.
dispatchEvent
(
'move'
,
{
pos
:
(
_this
.
leftFoot
.
position
[
0
]
+
_this
.
rightFoot
.
position
[
0
])
/
2
*
utils_1
.
getfactor
(),
bodyPos
:
_this
.
body
.
position
[
0
]
*
utils_1
.
getfactor
(),
},
true
);
if
(
footOffset
>
50
)
{
_this
.
up
();
}
break
;
case
PlayerStat
.
RELEASE
:
_this
.
head
.
velocity
=
[
0
,
30
];
break
;
}
};
_this
.
onFootDown
=
function
()
{
var
pos
=
_this
.
foots
[
_this
.
currentSide
].
position
[
0
]
*
utils_1
.
getfactor
();
var
mileage
=
Math
.
max
(
_this
.
foots
[
0
].
position
[
0
],
_this
.
foots
[
1
].
position
[
0
])
*
utils_1
.
getfactor
();
_this
.
safePos
=
_this
.
foots
[
_this
.
currentSide
].
position
[
0
];
_this
.
dispatchEvent
(
'foot_down'
,
{
mileage
:
mileage
,
pos
:
pos
,
},
true
);
};
return
_this
;
}
Player
.
prototype
.
setup
=
function
(
options
)
{
var
collisionGroup
=
options
.
collisionGroup
,
collisionMask
=
options
.
collisionMask
,
world
=
options
.
world
,
ground
=
options
.
ground
;
this
.
world
=
world
;
world
.
on
(
'postStep'
,
this
.
onPostStep
);
var
bodyPartShapes
=
[];
var
leftFootDisplay
=
this
.
createDisplay
(
'foot'
);
var
lowerLeftLegDisplay
=
this
.
createDisplay
(
'lower_left_leg'
);
var
upperLeftLegDisplay
=
this
.
createDisplay
(
'upper_left_leg'
);
var
rightFootDisplay
=
this
.
createDisplay
(
'foot'
);
var
lowerRightLegDisplay
=
this
.
createDisplay
(
'lower_right_leg'
);
var
upperRightLegDisplay
=
this
.
createDisplay
(
'upper_right_leg'
);
var
bodyDisplay
=
this
.
createDisplay
(
'body'
,
{
x
:
50
,
y
:
0
});
var
headDisplay
=
new
Head_1
.
Head
();
var
upperLeftArmDisplay
=
this
.
createDisplay
(
'upper_left_arm'
);
var
lowerLeftArmDisplay
=
this
.
createDisplay
(
'lower_left_arm'
,
{
x
:
-
20
,
y
:
0
});
var
upperRightArmDisplay
=
this
.
createDisplay
(
'upper_right_arm'
);
var
lowerRightArmDisplay
=
this
.
createDisplay
(
'lower_right_arm'
,
{
x
:
-
39
,
y
:
0
});
var
leftFootShape
=
new
p2
.
Box
(
leftFootDisplay
.
fSize
);
bodyPartShapes
.
push
(
leftFootShape
);
this
.
originPos
[
'leftFoot'
]
=
[
-
this
.
shouldersDistance
/
2
,
leftFootDisplay
.
fHeight
/
2
];
var
leftFoot
=
this
.
leftFoot
=
new
p2
.
Body
({
allowSleep
:
false
,
mass
:
this
.
footMass
,
position
:
this
.
originPos
[
'leftFoot'
],
});
if
(
!
debug
)
leftFoot
.
displays
=
[
leftFootDisplay
];
leftFoot
.
addShape
(
leftFootShape
);
var
lowerLeftLegShape
=
new
p2
.
Box
(
lowerLeftLegDisplay
.
fSize
);
bodyPartShapes
.
push
(
lowerLeftLegShape
);
this
.
originPos
[
'lowerLeftLeg'
]
=
[
-
this
.
shouldersDistance
/
2
,
leftFoot
.
position
[
1
]
+
lowerLeftLegDisplay
.
fHeight
/
2
+
5
/
utils_1
.
getfactor
()
];
var
lowerLeftLeg
=
this
.
lowerLeftLeg
=
new
p2
.
Body
({
allowSleep
:
false
,
mass
:
this
.
partMass
,
position
:
this
.
originPos
[
'lowerLeftLeg'
],
});
if
(
!
debug
)
lowerLeftLeg
.
displays
=
[
lowerLeftLegDisplay
];
lowerLeftLeg
.
addShape
(
lowerLeftLegShape
);
var
leftAnkleJoint
=
new
p2
.
RevoluteConstraint
(
lowerLeftLeg
,
leftFoot
,
{
localPivotA
:
[
0
,
-
lowerLeftLegDisplay
.
fHeight
/
2
+
5
/
utils_1
.
getfactor
()],
localPivotB
:
[
-
leftFootDisplay
.
fWidth
/
2
+
18
/
utils_1
.
getfactor
(),
0
],
});
leftAnkleJoint
.
setLimits
(
-
Math
.
PI
/
3
,
Math
.
PI
/
3
);
var
leftFootGroundCons
=
this
.
leftFootGroundCons
=
new
p2
.
RevoluteConstraint
(
leftFoot
,
ground
,
{
localPivotA
:
[
0
,
-
leftFootDisplay
.
fHeight
/
2
],
localPivotB
:
[
leftFoot
.
position
[
0
],
0
],
});
leftFootGroundCons
.
setLimits
(
0
,
0
);
var
upperLeftLegShape
=
new
p2
.
Box
(
upperLeftLegDisplay
.
fSize
);
bodyPartShapes
.
push
(
upperLeftLegShape
);
this
.
originPos
[
'upperLeftLeg'
]
=
[
-
this
.
shouldersDistance
/
2
,
lowerLeftLeg
.
position
[
1
]
+
lowerLeftLegDisplay
.
fHeight
/
2
+
upperLeftLegDisplay
.
fHeight
/
2
-
40
/
utils_1
.
getfactor
()
];
var
upperLeftLeg
=
this
.
upperLeftLeg
=
new
p2
.
Body
({
allowSleep
:
false
,
mass
:
this
.
partMass
,
position
:
this
.
originPos
[
'upperLeftLeg'
],
});
if
(
!
debug
)
upperLeftLeg
.
displays
=
[
upperLeftLegDisplay
];
upperLeftLeg
.
addShape
(
upperLeftLegShape
);
var
leftKneeJoint
=
new
p2
.
RevoluteConstraint
(
upperLeftLeg
,
lowerLeftLeg
,
{
localPivotA
:
[
0
,
-
upperLeftLegDisplay
.
fHeight
/
2
+
20
/
utils_1
.
getfactor
()],
localPivotB
:
[
0
,
lowerLeftLegDisplay
.
fHeight
/
2
-
20
/
utils_1
.
getfactor
()],
});
leftKneeJoint
.
setLimits
(
-
Math
.
PI
,
0
);
var
rightFootShape
=
new
p2
.
Box
(
rightFootDisplay
.
fSize
);
bodyPartShapes
.
push
(
rightFootShape
);
this
.
originPos
[
'rightFoot'
]
=
[
this
.
shouldersDistance
/
2
,
rightFootDisplay
.
fHeight
/
2
];
var
rightFoot
=
this
.
rightFoot
=
new
p2
.
Body
({
allowSleep
:
false
,
mass
:
this
.
footMass
,
position
:
this
.
originPos
[
'rightFoot'
],
});
if
(
!
debug
)
rightFoot
.
displays
=
[
rightFootDisplay
];
rightFoot
.
addShape
(
rightFootShape
);
var
lowerRightLegShape
=
new
p2
.
Box
(
lowerRightLegDisplay
.
fSize
);
bodyPartShapes
.
push
(
lowerRightLegShape
);
this
.
originPos
[
'lowerRightLeg'
]
=
[
this
.
shouldersDistance
/
2
,
rightFoot
.
position
[
1
]
+
lowerRightLegDisplay
.
fHeight
/
2
+
5
/
utils_1
.
getfactor
()
];
var
lowerRightLeg
=
this
.
lowerRightLeg
=
new
p2
.
Body
({
allowSleep
:
false
,
mass
:
this
.
partMass
,
position
:
this
.
originPos
[
'lowerRightLeg'
],
});
if
(
!
debug
)
lowerRightLeg
.
displays
=
[
lowerRightLegDisplay
];
lowerRightLeg
.
addShape
(
lowerRightLegShape
);
var
rightAnkleJoint
=
new
p2
.
RevoluteConstraint
(
lowerRightLeg
,
rightFoot
,
{
localPivotA
:
[
0
,
-
lowerRightLegDisplay
.
fHeight
/
2
+
5
/
utils_1
.
getfactor
()],
localPivotB
:
[
-
rightFootDisplay
.
fWidth
/
2
+
18
/
utils_1
.
getfactor
(),
0
],
});
rightAnkleJoint
.
setLimits
(
-
Math
.
PI
/
3
,
Math
.
PI
/
3
);
var
rightFootGroundCons
=
this
.
rightFootGroundCons
=
new
p2
.
RevoluteConstraint
(
rightFoot
,
ground
,
{
localPivotA
:
[
0
,
-
rightFootDisplay
.
fHeight
/
2
],
localPivotB
:
[
rightFoot
.
position
[
0
],
0
],
});
rightFootGroundCons
.
setLimits
(
0
,
0
);
var
upperRightLegShape
=
new
p2
.
Box
(
upperRightLegDisplay
.
fSize
);
bodyPartShapes
.
push
(
upperRightLegShape
);
this
.
originPos
[
'upperRightLeg'
]
=
[
this
.
shouldersDistance
/
2
,
lowerRightLeg
.
position
[
1
]
+
lowerRightLegDisplay
.
fHeight
/
2
+
upperRightLegDisplay
.
fHeight
/
2
-
40
/
utils_1
.
getfactor
()
];
var
upperRightLeg
=
this
.
upperRightLeg
=
new
p2
.
Body
({
allowSleep
:
false
,
mass
:
this
.
partMass
,
position
:
this
.
originPos
[
'upperRightLeg'
],
});
if
(
!
debug
)
upperRightLeg
.
displays
=
[
upperRightLegDisplay
];
upperRightLeg
.
addShape
(
upperRightLegShape
);
var
rightKneeJoint
=
new
p2
.
RevoluteConstraint
(
upperRightLeg
,
lowerRightLeg
,
{
localPivotA
:
[
0
,
-
upperRightLegDisplay
.
fHeight
/
2
+
20
/
utils_1
.
getfactor
()],
localPivotB
:
[
0
,
lowerRightLegDisplay
.
fHeight
/
2
-
20
/
utils_1
.
getfactor
()],
});
rightKneeJoint
.
setLimits
(
-
Math
.
PI
,
0
);
var
bodyWidth
=
120
/
utils_1
.
getfactor
();
var
bodyHeight
=
250
/
utils_1
.
getfactor
();
var
bodyShape
=
new
p2
.
Box
({
width
:
bodyWidth
,
height
:
bodyHeight
});
bodyPartShapes
.
push
(
bodyShape
);
this
.
originPos
[
'body'
]
=
[
0
,
upperRightLeg
.
position
[
1
]
+
upperRightLegDisplay
.
fHeight
/
2
+
bodyHeight
/
2
-
60
/
utils_1
.
getfactor
()
];
var
body
=
this
.
body
=
new
p2
.
Body
({
allowSleep
:
false
,
mass
:
this
.
partMass
,
position
:
this
.
originPos
[
'body'
],
});
if
(
!
debug
)
body
.
displays
=
[
bodyDisplay
];
body
.
addShape
(
bodyShape
);
var
leftHipJoint
=
new
p2
.
RevoluteConstraint
(
body
,
upperLeftLeg
,
{
localPivotA
:
[
-
20
/
utils_1
.
getfactor
(),
-
bodyHeight
/
2
+
30
/
utils_1
.
getfactor
()],
localPivotB
:
[
0
,
upperLeftLegDisplay
.
fHeight
/
2
-
30
/
utils_1
.
getfactor
()],
});
leftHipJoint
.
setLimits
(
-
Math
.
PI
/
6
*
2
,
Math
.
PI
/
6
*
2
);
var
rightHipJoint
=
new
p2
.
RevoluteConstraint
(
body
,
upperRightLeg
,
{
localPivotA
:
[
-
20
/
utils_1
.
getfactor
(),
-
bodyHeight
/
2
+
30
/
utils_1
.
getfactor
()],
localPivotB
:
[
0
,
upperRightLegDisplay
.
fHeight
/
2
-
30
/
utils_1
.
getfactor
()],
});
rightHipJoint
.
setLimits
(
-
Math
.
PI
/
6
*
2
,
Math
.
PI
/
6
*
2
);
var
headShape
=
new
p2
.
Circle
({
radius
:
85
/
utils_1
.
getfactor
()
});
bodyPartShapes
.
push
(
headShape
);
this
.
originPos
[
'head'
]
=
[
0
,
body
.
position
[
1
]
+
bodyHeight
/
2
+
85
/
utils_1
.
getfactor
()
];
var
head
=
this
.
head
=
new
p2
.
Body
({
allowSleep
:
false
,
mass
:
this
.
partMass
,
position
:
this
.
originPos
[
'head'
],
});
head
.
addShape
(
headShape
);
if
(
!
debug
)
head
.
displays
=
[
headDisplay
];
var
headJoint
=
new
p2
.
RevoluteConstraint
(
body
,
head
,
{
localPivotA
:
[
0
,
bodyHeight
/
2
-
10
/
utils_1
.
getfactor
()],
localPivotB
:
[
0
,
(
-
85
+
10
)
/
utils_1
.
getfactor
()],
});
headJoint
.
setLimits
(
-
Math
.
PI
/
6
*
2
,
Math
.
PI
/
6
*
2
);
var
upperLeftArmShape
=
new
p2
.
Box
(
upperLeftArmDisplay
.
fSize
);
bodyPartShapes
.
push
(
upperLeftArmShape
);
this
.
originPos
[
'upperLeftArm'
]
=
[
-
this
.
shouldersDistance
/
2
-
10
/
utils_1
.
getfactor
(),
body
.
position
[
1
]
+
bodyHeight
/
2
-
upperLeftArmDisplay
.
fHeight
/
2
];
var
upperLeftArm
=
this
.
upperLeftArm
=
new
p2
.
Body
({
allowSleep
:
false
,
mass
:
this
.
partMass
,
position
:
this
.
originPos
[
'upperLeftArm'
],
});
if
(
!
debug
)
upperLeftArm
.
displays
=
[
upperLeftArmDisplay
];
upperLeftArm
.
addShape
(
upperLeftArmShape
);
var
leftShoulderJoint
=
new
p2
.
RevoluteConstraint
(
body
,
upperLeftArm
,
{
localPivotA
:
[
-
this
.
shouldersDistance
/
2
+
10
/
utils_1
.
getfactor
(),
bodyHeight
/
2
],
localPivotB
:
[
0
,
upperLeftArmDisplay
.
fHeight
/
2
],
});
leftShoulderJoint
.
setLimits
(
-
Math
.
PI
/
2
,
0
);
var
width
=
50
/
utils_1
.
getfactor
();
var
lowerLeftArmShape
=
new
p2
.
Box
({
width
:
width
,
height
:
lowerLeftArmDisplay
.
fHeight
});
bodyPartShapes
.
push
(
lowerLeftArmShape
);
this
.
originPos
[
'lowerLeftArm'
]
=
[
-
this
.
shouldersDistance
/
2
-
10
/
utils_1
.
getfactor
()
+
10
/
utils_1
.
getfactor
(),
upperLeftArm
.
position
[
1
]
-
upperLeftArmDisplay
.
fHeight
/
2
-
lowerLeftArmDisplay
.
fHeight
/
2
+
20
/
utils_1
.
getfactor
()
];
var
lowerLeftArm
=
this
.
lowerLeftArm
=
new
p2
.
Body
({
allowSleep
:
false
,
mass
:
this
.
partMass
,
position
:
this
.
originPos
[
'lowerLeftArm'
],
});
if
(
!
debug
)
lowerLeftArm
.
displays
=
[
lowerLeftArmDisplay
];
lowerLeftArm
.
addShape
(
lowerLeftArmShape
);
var
leftElbowJoint
=
new
p2
.
RevoluteConstraint
(
upperLeftArm
,
lowerLeftArm
,
{
localPivotA
:
[
0
,
-
upperLeftArmDisplay
.
fHeight
/
2
+
10
/
utils_1
.
getfactor
()],
localPivotB
:
[
-
10
/
utils_1
.
getfactor
(),
lowerLeftLegDisplay
.
fHeight
/
2
-
10
/
utils_1
.
getfactor
()],
});
leftElbowJoint
.
setLimits
(
0
,
Math
.
PI
*
2
/
3
);
var
upperRightArmShape
=
new
p2
.
Box
(
upperRightArmDisplay
.
fSize
);
bodyPartShapes
.
push
(
upperRightArmShape
);
this
.
originPos
[
'upperRightArm'
]
=
[
this
.
shouldersDistance
/
2
,
body
.
position
[
1
]
+
bodyHeight
/
2
-
upperRightArmDisplay
.
fHeight
/
2
];
var
upperRightArm
=
this
.
upperRightArm
=
new
p2
.
Body
({
allowSleep
:
false
,
mass
:
this
.
partMass
,
position
:
this
.
originPos
[
'upperRightArm'
],
});
if
(
!
debug
)
upperRightArm
.
displays
=
[
upperRightArmDisplay
];
upperRightArm
.
addShape
(
upperRightArmShape
);
var
rightShoulderJoint
=
new
p2
.
RevoluteConstraint
(
body
,
upperRightArm
,
{
localPivotA
:
[
this
.
shouldersDistance
/
2
+
10
/
utils_1
.
getfactor
(),
bodyHeight
/
2
],
localPivotB
:
[
0
,
upperRightArmDisplay
.
fHeight
/
2
],
});
rightShoulderJoint
.
setLimits
(
-
Math
.
PI
/
2
,
0
);
var
width
=
30
/
utils_1
.
getfactor
();
var
lowerRightArmShape
=
new
p2
.
Box
({
width
:
width
,
height
:
lowerRightArmDisplay
.
fHeight
});
bodyPartShapes
.
push
(
lowerRightArmShape
);
this
.
originPos
[
'lowerRightArm'
]
=
[
this
.
shouldersDistance
/
2
,
upperRightArm
.
position
[
1
]
-
upperRightArmDisplay
.
fHeight
/
2
-
lowerRightArmDisplay
.
fHeight
/
2
+
40
/
utils_1
.
getfactor
()
];
var
lowerRightArm
=
this
.
lowerRightArm
=
new
p2
.
Body
({
allowSleep
:
false
,
mass
:
this
.
partMass
,
position
:
this
.
originPos
[
'lowerRightArm'
],
});
if
(
!
debug
)
lowerRightArm
.
displays
=
[
lowerRightArmDisplay
];
lowerRightArm
.
addShape
(
lowerRightArmShape
);
var
rightElbowJoint
=
new
p2
.
RevoluteConstraint
(
upperRightArm
,
lowerRightArm
,
{
localPivotA
:
[
0
,
-
upperRightArmDisplay
.
fHeight
/
2
+
20
/
utils_1
.
getfactor
()],
localPivotB
:
[
0
,
lowerRightLegDisplay
.
fHeight
/
2
-
20
/
utils_1
.
getfactor
()],
});
rightElbowJoint
.
setLimits
(
0
,
Math
.
PI
*
2
/
3
);
var
bodies
=
[
lowerRightArm
,
upperRightArm
,
lowerRightLeg
,
upperRightLeg
,
rightFoot
,
body
,
lowerLeftLeg
,
upperLeftLeg
,
leftFoot
,
lowerLeftArm
,
upperLeftArm
,
head
,
];
bodies
.
forEach
(
function
(
body
)
{
world
.
addBody
(
body
);
});
var
joints
=
[
leftAnkleJoint
,
leftKneeJoint
,
rightAnkleJoint
,
rightKneeJoint
,
headJoint
,
leftHipJoint
,
rightHipJoint
,
leftShoulderJoint
,
leftElbowJoint
,
rightShoulderJoint
,
rightElbowJoint
,
leftFootGroundCons
,
rightFootGroundCons
,
];
joints
.
forEach
(
function
(
joint
)
{
world
.
addConstraint
(
joint
);
});
for
(
var
i
=
0
;
i
<
bodyPartShapes
.
length
;
i
++
)
{
var
s
=
bodyPartShapes
[
i
];
s
.
collisionGroup
=
collisionGroup
;
s
.
collisionMask
=
collisionMask
;
}
this
.
foots
=
[
leftFoot
,
rightFoot
];
this
.
lowerLegs
=
[
lowerLeftLeg
,
lowerRightLeg
];
this
.
upperLegs
=
[
upperLeftLeg
,
upperRightLeg
];
this
.
footGroundCons
=
[
leftFootGroundCons
,
rightFootGroundCons
];
};
Player
.
prototype
.
reset
=
function
(
revive
)
{
var
_this
=
this
;
if
(
revive
===
void
0
)
{
revive
=
false
;
}
if
(
revive
)
{
}
else
{
this
.
step
=
-
1
;
this
.
safePos
=
0
;
[
'lowerLeftLeg'
,
'upperLeftLeg'
,
'lowerRightLeg'
,
'upperRightLeg'
,
'body'
,
'head'
,
'upperLeftArm'
,
'lowerLeftArm'
,
'upperRightArm'
,
'lowerRightArm'
,
].
forEach
(
function
(
partName
)
{
var
part
=
_this
[
partName
];
part
.
position
[
0
]
=
_this
.
safePos
+
_this
.
originPos
[
partName
][
0
];
});
}
for
(
var
i
=
0
;
i
<
2
;
i
++
)
{
var
cons
=
this
.
footGroundCons
[
i
];
cons
.
pivotB
[
0
]
=
this
.
foots
[
i
].
position
[
0
]
=
this
.
safePos
+
(
i
==
0
?
-
1
:
1
)
*
this
.
shouldersDistance
/
2
;
if
(
this
.
state
==
PlayerStat
.
FALL
)
{
this
.
world
.
addConstraint
(
cons
);
}
}
this
.
switchFace
(
'normal'
,
false
);
this
.
setSkin
(
'normal'
);
this
.
state
=
PlayerStat
.
RELEASE
;
};
Player
.
prototype
.
createDisplay
=
function
(
resName
,
offset
)
{
if
(
offset
===
void
0
)
{
offset
=
null
;
}
var
bmp
=
new
PlayerPart_1
.
PlayerPart
(
resName
);
var
anchorX
=
bmp
.
width
/
2
+
(
offset
?
offset
.
x
:
0
);
var
anchorY
=
bmp
.
height
/
2
+
(
offset
?
offset
.
y
:
0
);
bmp
.
anchorTexture
.
set
(
anchorX
/
bmp
.
width
,
anchorY
/
bmp
.
height
);
return
bmp
;
};
Object
.
defineProperty
(
Player
.
prototype
,
"currentSide"
,
{
get
:
function
()
{
return
this
.
step
%
2
;
},
enumerable
:
true
,
configurable
:
true
});
Object
.
defineProperty
(
Player
.
prototype
,
"anotherSide"
,
{
get
:
function
()
{
return
(
this
.
step
+
1
)
%
2
;
},
enumerable
:
true
,
configurable
:
true
});
Player
.
prototype
.
down
=
function
()
{
if
(
this
.
state
==
PlayerStat
.
RISING
)
{
return
;
}
this
.
step
++
;
var
cons
=
this
.
footGroundCons
[
this
.
currentSide
];
this
.
world
.
removeConstraint
(
cons
);
this
.
state
=
PlayerStat
.
RISING
;
};
Player
.
prototype
.
up
=
function
()
{
if
(
this
.
state
==
PlayerStat
.
RELEASE
)
{
return
;
}
var
side
=
this
.
currentSide
;
this
.
foots
[
side
].
velocity
=
[
0
,
0
];
this
.
body
.
velocity
=
[
0
,
0
];
var
currentFoot
=
this
.
foots
[
side
];
var
cons
=
this
.
footGroundCons
[
side
];
cons
.
pivotB
[
0
]
=
currentFoot
.
position
[
0
];
this
.
world
.
addConstraint
(
cons
);
this
.
state
=
PlayerStat
.
RELEASE
;
setTimeout
(
this
.
onFootDown
,
200
);
};
Player
.
prototype
.
fall
=
function
()
{
this
.
body
.
velocity
=
[
0
,
-
30
];
this
.
head
.
velocity
=
[
-
50
,
-
50
];
this
.
world
.
removeConstraint
(
this
.
footGroundCons
[
0
]);
this
.
world
.
removeConstraint
(
this
.
footGroundCons
[
1
]);
this
.
foots
[
this
.
currentSide
].
velocity
[
0
]
=
60
;
this
.
foots
[
this
.
anotherSide
].
velocity
[
0
]
=
70
;
this
.
state
=
PlayerStat
.
FALL
;
};
Player
.
prototype
.
switchFace
=
function
(
type
,
playAni
)
{
if
(
playAni
===
void
0
)
{
playAni
=
true
;
}
var
headDisplay
=
this
.
head
.
displays
[
0
];
headDisplay
.
switchFace
(
type
,
playAni
);
};
Player
.
prototype
.
setSkin
=
function
(
name
)
{
var
_this
=
this
;
if
(
this
.
skin
==
name
)
{
return
;
}
this
.
skin
=
name
;
[
'leftFoot'
,
'lowerLeftLeg'
,
'upperLeftLeg'
,
'rightFoot'
,
'lowerRightLeg'
,
'upperRightLeg'
,
'body'
,
'upperLeftArm'
,
'lowerLeftArm'
,
'upperRightArm'
,
'lowerRightArm'
,
].
forEach
(
function
(
partName
)
{
var
part
=
_this
[
partName
];
part
.
displays
[
0
].
setSkin
(
name
);
});
};
Player
.
prototype
.
fade
=
function
(
alpha
,
animation
)
{
var
_this
=
this
;
if
(
animation
===
void
0
)
{
animation
=
true
;
}
[
'leftFoot'
,
'lowerLeftLeg'
,
'upperLeftLeg'
,
'rightFoot'
,
'lowerRightLeg'
,
'upperRightLeg'
,
'body'
,
'head'
,
'upperLeftArm'
,
'lowerLeftArm'
,
'upperRightArm'
,
'lowerRightArm'
,
].
forEach
(
function
(
partName
)
{
var
display
=
_this
[
partName
].
displays
[
0
];
if
(
animation
)
{
engine
.
Tween
.
get
(
display
,
null
,
null
,
true
)
.
to
({
alpha
:
alpha
},
200
);
}
else
{
display
.
alpha
=
alpha
;
}
});
};
return
Player
;
}(
engine
.
EventDispatcher
));
exports
.
Player
=
Player
;
dist/zeroing-libs/src/custom/walking-cat/src/game/player/PlayerPart.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
utils_1
=
require
(
"../utils"
);
var
PlayerPart
=
(
function
(
_super
)
{
__extends
(
PlayerPart
,
_super
);
function
PlayerPart
(
name
)
{
var
_this
=
_super
.
call
(
this
)
||
this
;
_this
.
changeRes
(
name
);
return
_this
;
}
PlayerPart
.
prototype
.
changeRes
=
function
(
name
)
{
this
.
name
=
name
;
this
.
texture
=
utils_1
.
getTextureByName
(
'body_normal_'
+
name
);
};
;
PlayerPart
.
prototype
.
setSkin
=
function
(
name
)
{
this
.
texture
=
utils_1
.
getTextureByName
(
'body_'
+
name
+
'_'
+
this
.
name
);
};
PlayerPart
.
prototype
.
localUpdate
=
function
(
x
,
y
,
rotation
,
sleeping
)
{
this
.
x
=
x
;
this
.
y
=
y
;
this
.
rotation
=
rotation
;
};
Object
.
defineProperty
(
PlayerPart
.
prototype
,
"fSize"
,
{
get
:
function
()
{
return
{
width
:
this
.
fWidth
,
height
:
this
.
fHeight
};
},
enumerable
:
true
,
configurable
:
true
});
Object
.
defineProperty
(
PlayerPart
.
prototype
,
"fWidth"
,
{
get
:
function
()
{
return
this
.
width
/
utils_1
.
getfactor
();
},
enumerable
:
true
,
configurable
:
true
});
Object
.
defineProperty
(
PlayerPart
.
prototype
,
"fHeight"
,
{
get
:
function
()
{
return
this
.
height
/
utils_1
.
getfactor
();
},
enumerable
:
true
,
configurable
:
true
});
PlayerPart
.
prototype
.
reset
=
function
()
{
};
return
PlayerPart
;
}(
engine
.
Sprite
));
exports
.
PlayerPart
=
PlayerPart
;
dist/zeroing-libs/src/custom/walking-cat/src/game/utils.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
function
getTexture
(
uuid
)
{
return
engine
.
Texture
.
from
(
getAssetByUUID
(
uuid
).
uuid
);
}
exports
.
getTexture
=
getTexture
;
function
getTextureByName
(
name
)
{
return
getTexture
(
engine
.
getAssetByName
(
name
).
uuid
);
}
exports
.
getTextureByName
=
getTextureByName
;
function
playSound
(
name
)
{
engine
.
playSound
(
engine
.
getAssetByName
(
name
).
uuid
,
{
keep
:
true
});
}
exports
.
playSound
=
playSound
;
function
getStage
()
{
return
engine
.
gameStage
.
stage
;
}
exports
.
getStage
=
getStage
;
function
getfactor
()
{
return
10
;
}
exports
.
getfactor
=
getfactor
;
dist/zeroing-libs/src/custom/walking-cat/src/index.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
GameWrapper_1
=
require
(
"./game/GameWrapper"
);
var
props_1
=
require
(
"./props"
);
function
default_1
(
props
)
{
props_1
.
prepareProps
();
props_1
.
injectProps
(
props
);
var
instance
=
new
GameWrapper_1
.
GameWrapper
();
return
instance
;
}
exports
.
default
=
default_1
;
dist/zeroing-libs/src/custom/walking-cat/src/localWave.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
var
localWave
=
(
function
()
{
function
localWave
()
{
this
.
_oldProperties
=
{};
this
.
_t
=
0
;
}
localWave
.
prototype
.
init
=
function
(
target
,
duration
,
calProps
,
loop
,
autoPlay
,
reverse
,
delay
,
offset
)
{
if
(
calProps
===
void
0
)
{
calProps
=
null
;
}
if
(
loop
===
void
0
)
{
loop
=
0
;
}
if
(
autoPlay
===
void
0
)
{
autoPlay
=
true
;
}
if
(
reverse
===
void
0
)
{
reverse
=
false
;
}
if
(
delay
===
void
0
)
{
delay
=
0
;
}
if
(
offset
===
void
0
)
{
offset
=
0
;
}
this
.
target
=
target
;
this
.
_calProps
=
calProps
?
calProps
:
localWave
.
round
;
this
.
duration
=
duration
;
this
.
loop
=
loop
;
this
.
reverse
=
reverse
;
this
.
delay
=
delay
;
this
.
offset
=
offset
;
this
.
updateRegisterPos
();
if
(
autoPlay
)
{
this
.
play
();
}
};
localWave
.
prototype
.
updateRegisterPos
=
function
()
{
this
.
_oldProperties
.
x
=
this
.
target
.
x
;
this
.
_oldProperties
.
y
=
this
.
target
.
y
;
this
.
_oldProperties
.
scaleX
=
this
.
target
.
scaleX
;
this
.
_oldProperties
.
scaleY
=
this
.
target
.
scaleY
;
this
.
_oldProperties
.
skewX
=
this
.
target
.
skewX
;
this
.
_oldProperties
.
skewY
=
this
.
target
.
skewY
;
this
.
_oldProperties
.
rotation
=
this
.
target
.
rotation
;
this
.
_oldProperties
.
alpha
=
this
.
target
.
alpha
;
};
localWave
.
prototype
.
play
=
function
()
{
if
(
this
.
_tween
)
{
return
this
.
_tween
;
}
this
.
_count
=
0
;
return
this
.
_playStep
();
};
localWave
.
prototype
.
_playStep
=
function
()
{
if
(
this
.
loop
>
0
&&
this
.
_count
>=
this
.
loop
)
{
this
.
stop
();
return
;
}
this
.
_count
++
;
this
.
t
=
this
.
reverse
?
Math
.
PI
*
2
:
0
;
this
.
_tween
=
engine
.
Tween
.
get
(
this
);
this
.
_tween
.
wait
(
this
.
delay
).
to
({
t
:
this
.
reverse
?
0
:
Math
.
PI
*
2
},
this
.
duration
).
call
(
this
.
_playStep
,
this
);
return
this
.
_tween
;
};
Object
.
defineProperty
(
localWave
.
prototype
,
"t"
,
{
get
:
function
()
{
return
this
.
_t
;
},
set
:
function
(
value
)
{
if
(
!
this
.
target
.
stage
)
{
return
;
}
this
.
_t
=
value
;
var
props
=
this
.
_calProps
.
call
(
this
,
this
.
_t
+
this
.
offset
);
if
(
props
.
hasOwnProperty
(
'x'
))
{
this
.
target
.
x
=
(
props
.
x
||
0
)
+
this
.
_oldProperties
.
x
;
}
if
(
props
.
hasOwnProperty
(
'y'
))
{
this
.
target
.
y
=
(
props
.
y
||
0
)
+
this
.
_oldProperties
.
y
;
}
if
(
props
.
hasOwnProperty
(
'sx'
))
{
this
.
target
.
scaleX
=
props
.
sx
;
}
if
(
props
.
hasOwnProperty
(
'sy'
))
{
this
.
target
.
scaleY
=
props
.
sy
;
}
if
(
props
.
hasOwnProperty
(
'skewX'
))
{
this
.
target
.
skewX
=
props
.
skewX
;
}
if
(
props
.
hasOwnProperty
(
'skewY'
))
{
this
.
target
.
skewY
=
props
.
skewY
;
}
if
(
props
.
hasOwnProperty
(
'r'
))
{
this
.
target
.
rotation
=
props
.
r
;
}
if
(
props
.
hasOwnProperty
(
'alpha'
))
{
this
.
target
.
alpha
=
props
.
alpha
;
}
},
enumerable
:
true
,
configurable
:
true
});
localWave
.
prototype
.
stop
=
function
(
recovery
,
animation
,
duration
)
{
if
(
recovery
===
void
0
)
{
recovery
=
false
;
}
if
(
animation
===
void
0
)
{
animation
=
false
;
}
if
(
duration
===
void
0
)
{
duration
=
1000
;
}
if
(
!
this
.
_tween
)
{
return
;
}
engine
.
Tween
.
removeTweens
(
this
);
if
(
recovery
)
{
engine
.
Tween
.
get
(
this
.
target
).
to
(
this
.
_oldProperties
,
duration
);
}
this
.
_tween
=
null
;
};
Object
.
defineProperty
(
localWave
.
prototype
,
"playing"
,
{
get
:
function
()
{
return
this
.
_tween
!=
null
;
},
enumerable
:
true
,
configurable
:
true
});
localWave
.
round
=
function
(
h
,
t
)
{
return
{
x
:
Math
.
cos
(
t
)
*
h
,
y
:
Math
.
sin
(
t
)
*
h
};
};
localWave
.
cos
=
function
(
h
,
t
)
{
return
{
x
:
Math
.
cos
(
t
)
*
h
,
y
:
0
};
};
localWave
.
sin
=
function
(
h
,
t
)
{
h
=
h
||
1
;
return
{
x
:
0
,
y
:
Math
.
sin
(
t
)
*
h
};
};
localWave
.
rotate
=
function
(
t
)
{
return
{
r
:
360
*
t
/
Math
.
PI
/
2
};
};
localWave
.
shake
=
function
(
angle
,
count
,
t
)
{
return
{
r
:
Math
.
sin
(
t
*
count
)
*
angle
};
};
localWave
.
breath
=
function
(
scale
,
t
)
{
return
{
sx
:
Math
.
sin
(
t
)
*
scale
+
1
,
sy
:
-
Math
.
sin
(
t
+
Math
.
PI
/
4
)
*
scale
+
1
};
};
localWave
.
zoom
=
function
(
scale
,
t
)
{
scale
=
scale
||
0.1
;
return
{
sx
:
Math
.
sin
(
t
)
*
scale
+
1
,
sy
:
Math
.
sin
(
t
)
*
scale
+
1
};
};
localWave
.
fade
=
function
(
base
,
t
)
{
return
{
alpha
:
(
Math
.
sin
(
t
)
+
1
)
*
0.5
+
base
};
};
return
localWave
;
}());
exports
.
localWave
=
localWave
;
dist/zeroing-libs/src/custom/walking-cat/src/props.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
exports
.
props
=
{};
function
prepareProps
()
{
var
metaProps
=
getProps
();
engine
.
injectProp
(
exports
.
props
,
metaProps
);
}
exports
.
prepareProps
=
prepareProps
;
function
injectProps
(
p
)
{
engine
.
injectProp
(
exports
.
props
,
p
);
}
exports
.
injectProps
=
injectProps
;
dist/zeroing-libs/src/process/base/compare/index2.js
0 → 100644
View file @
ca76151e
"use strict"
;
Object
.
defineProperty
(
exports
,
"__esModule"
,
{
value
:
true
});
function
prop
(
key
,
meta
)
{
return
function
(
target
,
propertyKey
,
descriptor
)
{
};
}
var
default_1
=
(
function
()
{
function
default_1
()
{
}
default_1
.
process
=
function
()
{
var
leftValue
=
engine
.
findVariable
(
'left'
,
args
,
props
);
var
rightValue
=
engine
.
findVariable
(
'right'
,
args
,
props
);
var
operator
=
engine
.
findVariable
(
'operator'
,
args
,
props
);
var
result
;
if
(
operator
===
'exist'
)
{
result
=
!!
leftValue
;
}
else
{
switch
(
props
.
type
)
{
case
'string'
:
leftValue
=
'"'
+
leftValue
+
'"'
;
rightValue
=
'"'
+
rightValue
+
'"'
;
break
;
case
'number'
:
leftValue
=
typeof
leftValue
===
'number'
?
leftValue
:
parseFloat
(
leftValue
);
rightValue
=
typeof
rightValue
===
'number'
?
rightValue
:
parseFloat
(
rightValue
);
break
;
case
'boolean'
:
leftValue
=
typeof
leftValue
===
'boolean'
?
leftValue
:
(
leftValue
===
'true'
?
true
:
(
leftValue
===
'false'
?
false
:
!!
leftValue
));
rightValue
=
typeof
rightValue
===
'boolean'
?
rightValue
:
(
rightValue
===
'true'
?
true
:
(
rightValue
===
'false'
?
false
:
!!
rightValue
));
break
;
}
var
func
=
new
Function
(
'return '
+
leftValue
+
operator
+
rightValue
);
result
=
func
();
}
next
(
result
?
'true'
:
'false'
);
};
__decorate
([
prop
(
'left'
,
{
"alias"
:
"左值"
,
"type"
:
"dynamic"
,
"default"
:
""
})
],
default_1
,
"process"
,
null
);
return
default_1
;
}());
exports
.
default
=
default_1
;
libs/process-context.v8.d.ts
View file @
ca76151e
...
@@ -10,7 +10,7 @@ declare type NodeClass =
...
@@ -10,7 +10,7 @@ declare type NodeClass =
declare
const
args
:
any
;
declare
const
args
:
any
;
declare
const
scope
:
any
;
declare
const
scope
:
any
;
declare
const
props
:
ProcessProps
;
declare
const
props
:
ProcessProps
|
any
;
declare
const
target
:
NodeClass
;
declare
const
target
:
NodeClass
;
declare
const
global
:
{
declare
const
global
:
{
gameStage
:
engine
.
GameStage
,
gameStage
:
engine
.
GameStage
,
...
...
src/process/base/compare/meta.json
View file @
ca76151e
...
@@ -15,3 +15,4 @@
...
@@ -15,3 +15,4 @@
"true"
,
"false"
"true"
,
"false"
]
]
}
}
src/process/base/put-data/index.ts
View file @
ca76151e
/**
/**
* Created by rockyl on 2019-11-16.
* Created by rockyl on 2019-11-16.
*/
*/
engine
.
gameStage
.
dataCenter
.
mutate
(
props
.
name
,
args
,
props
.
path
);
engine
.
gameStage
.
dataCenter
.
mutate
(
props
.
name
,
args
,
props
.
path
);
next
(
'success'
,
args
);
next
(
'success'
,
args
);
src/process/base/wait/index.ts
View file @
ca76151e
...
@@ -5,5 +5,5 @@
...
@@ -5,5 +5,5 @@
const
duration
=
engine
.
findVariable
(
'duration'
,
args
,
props
);
const
duration
=
engine
.
findVariable
(
'duration'
,
args
,
props
);
setTimeout
(
function
(){
setTimeout
(
function
(){
next
(
'complete'
)
next
(
'complete'
,
args
)
},
duration
);
},
duration
);
src/process/other/pick-image/index.ts
0 → 100644
View file @
ca76151e
/**
* Created by rockyl on 2019-11-16.
*/
let
input
=
document
.
createElement
(
'input'
);
input
.
type
=
'file'
;
input
.
onchange
=
function
(
e
)
{
processImage
(
input
.
files
[
0
],
(
imgData
)
=>
{
next
(
'success'
,
imgData
);
})
};
input
.
click
();
function
processImage
(
file
,
callback
)
{
let
reader
=
new
FileReader
();
reader
.
readAsDataURL
(
file
);
reader
.
onload
=
function
(
e
)
{
callback
(
reader
.
result
)
}
}
src/process/other/pick-image/meta.json
0 → 100644
View file @
ca76151e
{
"name"
:
"选择图片"
,
"desc"
:
"选择一个图片文件"
,
"props"
:
{
},
"output"
:
[
"success"
]
}
src/process/other/resize-image/index.ts
0 → 100644
View file @
ca76151e
/**
* Created by rockyl on 2019-11-16.
*/
const
width
=
engine
.
findVariable
(
'width'
,
args
,
props
);
const
height
=
engine
.
findVariable
(
'height'
,
args
,
props
);
const
cutType
=
engine
.
findVariable
(
'cutType'
,
args
,
props
);
const
type
=
engine
.
findVariable
(
'type'
,
args
,
props
);
const
quality
=
engine
.
findVariable
(
'quality'
,
args
,
props
);
let
img
=
args
;
if
(
typeof
args
===
'string'
)
{
img
=
new
Image
();
img
.
onload
=
function
()
{
deal
();
};
img
.
onerror
=
function
(
e
)
{
console
.
log
(
e
);
};
img
.
src
=
args
;
}
else
{
deal
();
}
function
getExif
(
callback
)
{
EXIF
.
getData
(
img
,
function
()
{
var
allMetaData
=
EXIF
.
getAllTags
(
this
);
callback
(
allMetaData
)
});
}
function
deal
()
{
getExif
((
allMetaData
)
=>
{
let
m
=
cutType
===
'inner'
?
Math
.
min
:
Math
.
max
;
let
r
=
m
(
width
/
img
.
width
,
height
/
img
.
height
);
let
imgWidth
=
img
.
width
*
r
;
let
imgHeight
=
img
.
height
*
r
;
let
x
=
(
width
-
imgWidth
)
/
2
;
let
y
=
(
height
-
imgHeight
)
/
2
;
let
canvas
=
document
.
createElement
(
'canvas'
);
canvas
.
width
=
width
;
canvas
.
height
=
height
;
let
ctx
=
canvas
.
getContext
(
'2d'
);
//ctx.strokeStyle = 'blue';
//ctx.strokeRect(0, 0, width, height);
ctx
.
translate
(
x
,
y
);
ctx
.
scale
(
r
,
r
);
allMetaData
.
Orientation
=
1
;
if
(
allMetaData
.
Orientation
)
{
let
orientation
=
allMetaData
.
Orientation
;
switch
(
orientation
)
{
case
2
:
//水平翻转
ctx
.
translate
(
img
.
width
,
0
);
ctx
.
scale
(
-
1
,
1
);
break
;
case
3
:
//180°
ctx
.
translate
(
img
.
width
,
img
.
height
);
ctx
.
rotate
(
Math
.
PI
);
break
;
case
4
:
//垂直翻转
ctx
.
translate
(
0
,
img
.
height
);
ctx
.
scale
(
1
,
-
1
);
break
;
case
5
:
//逆时针90°+水平翻转
ctx
.
rotate
(
-
0.5
*
Math
.
PI
);
ctx
.
scale
(
-
1
,
1
);
ctx
.
translate
(
x
/
r
-
y
/
r
,
y
/
r
-
x
/
r
);
break
;
case
6
:
//逆时针90°
ctx
.
rotate
(
-
0.5
*
Math
.
PI
);
ctx
.
translate
(
-
img
.
width
+
y
/
r
-
x
/
r
,
y
/
r
-
x
/
r
);
break
;
case
7
:
//顺时针90°+垂直翻转
ctx
.
rotate
(
0.5
*
Math
.
PI
);
ctx
.
scale
(
-
1
,
1
);
ctx
.
translate
(
-
img
.
width
+
y
/
r
-
x
/
r
,
-
img
.
height
+
x
/
r
-
y
/
r
);
break
;
case
8
:
//顺时针90°
ctx
.
rotate
(
-
0.5
*
Math
.
PI
);
ctx
.
translate
(
-
img
.
width
+
y
/
r
-
x
/
r
,
-
x
/
r
+
y
/
r
);
break
;
}
}
ctx
.
drawImage
(
img
,
0
,
0
);
let
dataUrl
=
canvas
.
toDataURL
(
'image/'
+
type
,
quality
);
next
(
'success'
,
dataUrl
);
})
}
src/process/other/resize-image/meta.json
0 → 100644
View file @
ca76151e
{
"name"
:
"缩放图片"
,
"desc"
:
"缩放图片"
,
"props"
:
{
"width"
:
{
"type"
:
"number"
,
"alias"
:
"目标宽度"
},
"height"
:
{
"type"
:
"number"
,
"alias"
:
"目标高度"
},
"cutType"
:
{
"type"
:
"enum"
,
"enum"
:
[
"inner"
,
"outer"
],
"alias"
:
"裁剪类型"
,
"default"
:
"inner"
},
"type"
:
{
"type"
:
"enum"
,
"enum"
:
[
"png"
,
"jpeg"
],
"alias"
:
"输出类型"
,
"default"
:
"png"
},
"quality"
:
{
"type"
:
"number"
,
"alias"
:
"图片质量"
,
"default"
:
0.7
}
},
"output"
:
[
"success"
]
}
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