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劳工
zeroing-libs
Commits
e7da0e0f
Commit
e7da0e0f
authored
Jun 05, 2020
by
汪欢
Browse files
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拼图点击bug
parent
84f68537
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4
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4 changed files
with
55 additions
and
40 deletions
+55
-40
app.js
src/custom/pictures/debug/app.js
+7
-7
main.js
src/custom/pictures/debug/main.js
+17
-12
main.js.map
src/custom/pictures/debug/main.js.map
+1
-1
GameView.ts
src/custom/pictures/src/game/GameView.ts
+30
-20
No files found.
src/custom/pictures/debug/app.js
View file @
e7da0e0f
...
...
@@ -56,14 +56,14 @@ function launchWithCustomModule(customModule) {
engine
.
gameStage
.
sceneContainer
.
getChildAt
(
0
).
y
=
(
d
.
stage
.
height
-
props
.
H
)
/
2
;
},
1000
);
setTimeout
(()
=>
{
engine
.
globalEvent
.
dispatchEvent
(
'pictures-start'
,
{
picUrl
:
"http://yun.duiba.com.cn/aurora/assets/e1593b97c27077b85b92f7eaaeae1ed64a1eb79a.png"
,
// picUrl: "http://yun.duiba.com.cn/aurora/assets/d23e73d37ec01931e48cbd0a4095367044c5675c.png"
blockUrl
:
"888"
});
//
setTimeout(() => {
//
engine.globalEvent.dispatchEvent('pictures-start', {
//
picUrl: "http://yun.duiba.com.cn/aurora/assets/e1593b97c27077b85b92f7eaaeae1ed64a1eb79a.png",
//
// picUrl: "http://yun.duiba.com.cn/aurora/assets/d23e73d37ec01931e48cbd0a4095367044c5675c.png"
//
blockUrl: "888"
//
});
},
5
*
1000
);
//
}, 5*1000);
});
engine
.
globalEvent
.
addEventListener
(
'pictures-time-update'
,
(
e
)
=>
{
// console.log(e.type, e.data);
...
...
src/custom/pictures/debug/main.js
View file @
e7da0e0f
...
...
@@ -183,39 +183,43 @@
this
.
addChild
(
parent
);
};
GameView
.
prototype
.
onDown
=
function
(
e
)
{
var
stageLeft
=
(
750
-
props
.
W
)
/
2
;
var
stageTop
=
(
this
.
stage
.
height
-
props
.
H
)
/
2
;
this
.
dragPic
=
e
.
target
;
this
.
picturesWrapper
.
addChild
(
this
.
dragPic
);
this
.
localPicX
=
e
.
localX
/
MAX_COL
;
this
.
localPicY
=
e
.
localY
/
MAX_ROW
;
this
.
distanceX
=
this
.
dragPic
.
x
;
this
.
distanceY
=
this
.
dragPic
.
y
;
this
.
indexJ
=
Math
.
floor
(
this
.
distanceX
/
(
w
+
GAP
));
this
.
indexI
=
Math
.
floor
(
this
.
distanceY
/
(
h
+
GAP
));
this
.
indexJ
=
Math
.
floor
(
(
this
.
distanceX
)
/
(
w
+
GAP
));
this
.
indexI
=
Math
.
floor
(
(
this
.
distanceY
)
/
(
h
+
GAP
));
this
.
index
=
(
this
.
indexI
)
*
MAX_COL
+
this
.
indexJ
;
this
.
centerX
=
Math
.
floor
(
e
.
clientX
/
w
)
*
w
+
w
/
2
;
this
.
centerY
=
Math
.
floor
(
e
.
clientY
/
h
)
*
h
+
h
/
2
;
this
.
centerX
=
Math
.
floor
(
(
e
.
clientX
-
stageLeft
)
/
w
)
*
w
+
w
/
2
;
this
.
centerY
=
Math
.
floor
(
(
e
.
clientY
-
stageTop
)
/
h
)
*
h
+
h
/
2
;
this
.
stage
.
addEventListener
(
engine
.
MouseEvent
.
MOUSE_MOVE
,
this
.
onMove
,
this
);
this
.
stage
.
addEventListener
(
engine
.
MouseEvent
.
MOUSE_UP
,
this
.
stageOnUp
,
this
);
};
GameView
.
prototype
.
stageOnUp
=
function
(
e
)
{
var
stageLeft
=
(
750
-
props
.
W
)
/
2
;
var
stageTop
=
(
this
.
stage
.
height
-
props
.
H
)
/
2
;
this
.
stage
.
removeEventListener
(
engine
.
MouseEvent
.
MOUSE_MOVE
,
this
.
onMove
,
this
);
this
.
stage
.
removeEventListener
(
engine
.
MouseEvent
.
MOUSE_UP
,
this
.
stageOnUp
,
this
);
if
(
this
.
centerY
<
0
||
this
.
centerX
<
0
)
{
if
(
this
.
centerY
<
stageTop
||
this
.
centerX
<
stageLeft
)
{
this
.
dragPic
.
x
=
this
.
distanceX
;
this
.
dragPic
.
y
=
this
.
distanceY
;
}
this
.
picturesWrapper
.
addChild
(
this
.
guideHole
);
var
curJ
=
Math
.
floor
(
this
.
centerX
/
(
w
+
GAP
));
var
curI
=
Math
.
floor
(
this
.
centerY
/
(
h
+
GAP
));
if
(
curJ
<
(
MAX_COL
)
&&
curI
<
(
MAX_ROW
))
{
this
.
picturesWrapper
.
addChild
(
this
.
guideHole
);
if
(
0
<=
curJ
&&
curJ
<
(
MAX_COL
)
&&
0
<=
curI
&&
curI
<
(
MAX_ROW
))
{
var
index
=
getIndexFromRC
(
curI
,
curJ
,
MAX_COL
);
var
dropPic
=
this
.
pictures
[
index
];
var
dropPicX
=
dropPic
.
x
;
var
dropPicy
=
dropPic
.
y
;
var
dropPicX
=
dropPic
.
x
+
stageLeft
;
var
dropPicy
=
dropPic
.
y
+
stageTop
;
dropPic
.
x
=
this
.
distanceX
;
dropPic
.
y
=
this
.
distanceY
;
this
.
dragPic
.
x
=
dropPicX
;
this
.
dragPic
.
y
=
dropPicy
;
this
.
dragPic
.
x
=
dropPicX
-
stageLeft
;
this
.
dragPic
.
y
=
dropPicy
-
stageTop
;
var
dropPicIndex
=
this
.
pictures
.
indexOf
(
dropPic
);
var
dragPicIndex
=
this
.
pictures
.
indexOf
(
this
.
dragPic
);
this
.
pictures
[
dropPicIndex
]
=
this
.
dragPic
;
...
...
@@ -248,12 +252,13 @@
GameView
.
prototype
.
onMove
=
function
(
e
)
{
this
.
dragPic
.
x
=
e
.
stageX
-
this
.
localPicX
-
(
750
-
props
.
W
)
/
2
;
this
.
dragPic
.
y
=
e
.
stageY
-
this
.
localPicY
-
(
this
.
stage
.
height
-
props
.
H
)
/
2
;
console
.
log
(
'fuck on this.stage.height'
,
this
.
stage
.
height
);
this
.
centerX
=
this
.
dragPic
.
x
+
w
/
2
;
this
.
centerY
=
this
.
dragPic
.
y
+
h
/
2
;
console
.
log
(
this
.
centerX
,
this
.
centerY
,
"center"
);
};
return
GameView
;
}(
engine
.
Container
));
//# sourceMappingURL=GameView.js.map
var
GameWrapper
=
(
function
(
_super
)
{
tslib
.
__extends
(
GameWrapper
,
_super
);
...
...
src/custom/pictures/debug/main.js.map
View file @
e7da0e0f
{"version":3,"file":"index.js","sources":["src/custom/pictures/src/props.ts","src/custom/pictures/src/game/qietu.ts","src/custom/pictures/src/game/utils.ts","src/custom/pictures/src/game/GameView.ts","src/custom/pictures/src/game/GameWrapper.ts","src/custom/pictures/src/index.ts"],"sourcesContent":["/**\r\n * Created by rockyl on 2020-01-21.\r\n */\r\n\r\nexport let props: any = {};\r\n\r\nexport function prepareProps() {\r\n\tlet metaProps = getProps();\r\n\r\n\tengine.injectProp(props, metaProps);\r\n}\r\n\r\nexport function injectProps(p) {\r\n\tengine.injectProp(props, p);\r\n}\r\n","import { props } from \"../props\";\r\nconst urls = [];\r\nconst picMap = {};\r\nconst posMap = {};\r\nexport default (parent, url, MAX_COL, MAX_ROW) => {\r\n if (picMap[url]) {\r\n const pics:any[] = picMap[url];\r\n for (const pic of pics) {\r\n parent.addChild(pic);\r\n }\r\n return [picMap[url], posMap[url]]\r\n }\r\n\r\n const W = props.W;\r\n const H = props.H;\r\n const GAP = props.GAP;\r\n\r\n const spr = [];\r\n const pos = []\r\n\r\n for (let row = 0; row < MAX_ROW; row++) {\r\n for (let col = 0; col < MAX_COL; col++) {\r\n\r\n const child = engine.Sprite.fromImage(url);\r\n spr.push(child);\r\n\r\n child.scaleX = 1 / MAX_COL;\r\n child.scaleY = 1 / MAX_ROW;\r\n parent.addChild(child);\r\n child.x = col * (W / MAX_COL + GAP);\r\n child.y = row * (H / MAX_ROW + GAP);\r\n pos.push([child.x, child.y]);\r\n // child.texture.addEventListener('update', () => {\r\n child.addEventListener(engine.Event.COMPLETE, () => {\r\n const uvs = new Float32Array([\r\n col / MAX_COL,\r\n row / MAX_ROW,\r\n (col + 1) / MAX_COL,\r\n row / MAX_ROW,\r\n (col + 1) / MAX_COL,\r\n (row + 1) / MAX_ROW,\r\n col / MAX_COL,\r\n (row + 1) / MAX_ROW,\r\n ]);\r\n\r\n child.uvs = uvs;\r\n // spr.push(child);\r\n });\r\n }\r\n }\r\n picMap[url] = spr.concat([]);\r\n posMap[url] = pos.concat([]);;\r\n // console.log(spr);\r\n return [spr, pos];\r\n};\r\n","/**\r\n * Created by rockyl on 2020-01-21.\r\n */\r\n\r\nexport function getTexture(uuid) {\r\n\treturn engine.Texture.from(getAssetByUUID(uuid).uuid);\r\n}\r\n\r\nexport function getTextureByName(name) {\r\n\treturn getTexture(engine.getAssetByName(name).uuid);\r\n}\r\n\r\nexport function playSound(name) {\r\n\tengine.playSound(engine.getAssetByName(name).uuid, {keep: true});\r\n}\r\nexport function createSvga(name, anchorName?) {\r\n\tlet inst = new svga.Svga();\r\n\tinst.source = 'asset://' + engine.getAssetByName(name).uuid;\r\n\treturn inst;\r\n}\r\n\r\nexport function getIndexFromRC(row,col,maxCol){\r\n\tlet index;\r\n\tindex = row * maxCol + col ;\r\n\treturn index\r\n}\r\n\r\n\r\n\r\n\r\nexport function getRandomArray(array){\r\n\tarray.sort(function() {\r\n\t\treturn .5 - Math.random();\r\n\t});\r\n}","/**\r\n * Created by rockyl on 2018/8/16.\r\n */\r\n\r\nimport { props } from \"../props\";\r\nimport qietu from \"./qietu\";\r\nimport { getIndexFromRC, getRandomArray, getTexture } from \"./utils\";\r\nimport ObjectPool = engine.ObjectPool;\r\n\r\n// let OFFSET_X;\r\n// let OFFSET_Y;\r\nlet MAX_COL;\r\nlet MAX_ROW;\r\nlet W;\r\nlet H;\r\nlet GAP;\r\nlet GAME_TIME;\r\n// 每张图片宽\r\nlet w;\r\n// 每张图片高\r\nlet h;\r\nexport default class GameView extends engine.Container {\r\n private _timer;\r\n private _timeCounter = 0;\r\n\r\n start() {\r\n if (!this.guideHole) {\r\n this.guideHole = new engine.Image();\r\n this.guideHole.source = 'asset://' + props.blockUrl;\r\n this.guideHole.mouseChildren = this.guideHole.mouseEnabled = false;\r\n }\r\n\r\n if (this.pictures) {\r\n for (const pic of this.pictures) {\r\n if (pic && pic.parent)\r\n pic.parent.removeChild(pic);\r\n }\r\n }\r\n\r\n console.log('on start')\r\n engine.globalEvent.dispatchEvent('pictures-time-update', {\r\n second: this.getSecond(),\r\n });\r\n\r\n // 图片一维数组\r\n const result = qietu(this.picturesWrapper, props.picUrl, MAX_COL, MAX_ROW);\r\n this.picturesWrapper.addChild(this.guideHole);\r\n\r\n console.log(this.picturesWrapper)\r\n\r\n this.pictures = result[0];\r\n this.rightList = this.pictures.concat([]);\r\n const posList = result[1];\r\n getRandomArray(this.pictures);\r\n\r\n let i = 0;\r\n let len;\r\n len = this.pictures.length;\r\n\r\n\r\n for (; i < len; i++) {\r\n this.dragPic = this.pictures[i];\r\n this.pictures[i].addEventListener(\r\n engine.MouseEvent.MOUSE_DOWN,\r\n this.onDown,\r\n this\r\n );\r\n const [x, y] = posList[i];\r\n this.dragPic.x = x;\r\n this.dragPic.y = y;\r\n\r\n }\r\n\r\n this._timer = setInterval(() => {\r\n this.onTimer();\r\n }, 10)\r\n }\r\n\r\n onTimer() {\r\n\r\n\r\n // 以GAME_TIME为标准\r\n GAME_TIME -= 0.01\r\n GAME_TIME = this.afterPointTwo(GAME_TIME);\r\n GAME_TIME = GAME_TIME.toFixed(2)\r\n if (GAME_TIME < 10) {\r\n GAME_TIME = '0' + GAME_TIME\r\n }\r\n // console.log(GAME_TIME);\r\n\r\n\r\n engine.globalEvent.dispatchEvent('pictures-time-update', {\r\n second: this.getSecond(),\r\n });\r\n\r\n if (this.getSecond() == 0) {\r\n this.stop();\r\n engine.globalEvent.dispatchEvent('pictures-game-fail', {\r\n reason: 1\r\n });\r\n }\r\n }\r\n\r\n afterPointTwo(n) {\r\n\r\n var floatN = parseFloat(n);\r\n if (isNaN(floatN)) {\r\n return;\r\n }\r\n\r\n floatN = Math.round(floatN * 100) / 100;\r\n\r\n\r\n\r\n return floatN;\r\n\r\n }\r\n\r\n getSecond() {\r\n return GAME_TIME\r\n }\r\n\r\n stop() {\r\n GAME_TIME = props.GAME_TIME\r\n clearInterval(this._timer);\r\n }\r\n\r\n constructor() {\r\n super();\r\n this.once(engine.Event.ADDED_TO_STAGE, this.setup, this);\r\n }\r\n\r\n //当前图片对象\r\n dragPic;\r\n // 鼠标在当前图片上的位置\r\n localPicX;\r\n localPicY;\r\n // 拖动的图片最开始的位置(左上角为准)\r\n distanceX;\r\n distanceY;\r\n // 图片中心的位置\r\n centerX: number;\r\n centerY: number;\r\n\r\n pictures: engine.Sprite[];\r\n\r\n // 点击图片时的一维数组索引\r\n index;\r\n // 计算目标图片行和列的位置\r\n indexI: number;\r\n indexJ: number;\r\n rightList: engine.Sprite[];\r\n\r\n\r\n\r\n private picturesWrapper: engine.Sprite;\r\n private guideHole: engine.Image;\r\n\r\n createRects() { }\r\n setup() {\r\n\r\n MAX_COL = props.MAX_COL;\r\n MAX_ROW = props.MAX_ROW;\r\n GAME_TIME = props.GAME_TIME;\r\n // OFFSET_X = props.OFFSET_X;\r\n // OFFSET_Y = props.OFFSET_Y;\r\n W = props.W;\r\n H = props.H;\r\n GAP = props.GAP;\r\n // 每张图片宽\r\n w = W / MAX_COL;\r\n // 每张图片高\r\n h = H / MAX_ROW;\r\n\r\n console.log('onSteup', props);\r\n\r\n const parent = new engine.Sprite();\r\n this.picturesWrapper = parent;\r\n this.addChild(parent);\r\n\r\n // this.picturesWrapper.x = OFFSET_X;\r\n // this.picturesWrapper.y = OFFSET_Y;\r\n\r\n // 添加按钮\r\n // const btn = new engine.Rect();\r\n // btn.width = 200;\r\n // btn.height = 100;\r\n // btn.stage.top = 1000;\r\n // btn.stage.left = 350;\r\n // btn.fillColor = 'cyan';\r\n // this.addChild(btn)\r\n\r\n // btn.addEventListener(engine.MouseEvent.CLICK,this.onClk,this)\r\n\r\n }\r\n\r\n onDown(e: engine.MouseEvent) {\r\n // console.log(e);\r\n\r\n // 创建一个图片对象接收当前位置信息\r\n this.dragPic = e.target;\r\n this.picturesWrapper.addChild(this.dragPic);\r\n\r\n // 鼠标的偏移量\r\n this.localPicX = e.localX / MAX_COL;\r\n this.localPicY = e.localY / MAX_ROW;\r\n\r\n // 最开始图片的位置\r\n this.distanceX = this.dragPic.x;\r\n this.distanceY = this.dragPic.y;\r\n\r\n // 最开始点击的图片的索引值\r\n // this.indexI = this.distanceX / (w + GAP);\r\n // this.indexJ = this.distanceY / (h + GAP);\r\n // this.index = (this.indexI - 1) * MAX_COL + this.indexJ;\r\n\r\n\r\n this.indexJ = Math.floor(this.distanceX / (w + GAP));\r\n this.indexI = Math.floor(this.distanceY / (h + GAP));\r\n this.index = (this.indexI) * MAX_COL + this.indexJ;\r\n\r\n\r\n // 图片的中心位置\r\n // this.centerX = e.clientX + w / 2;\r\n // this.centerY = e.clientY + h / 2;\r\n\r\n this.centerX = Math.floor(e.clientX / w) * w + w / 2;\r\n this.centerY = Math.floor(e.clientY / h) * h + h / 2\r\n\r\n\r\n this.stage.addEventListener(\r\n engine.MouseEvent.MOUSE_MOVE,\r\n this.onMove,\r\n this\r\n );\r\n this.stage.addEventListener(\r\n engine.MouseEvent.MOUSE_UP,\r\n this.stageOnUp,\r\n this\r\n );\r\n\r\n }\r\n\r\n listenStageOn = 1;\r\n\r\n stageOnUp(e) {\r\n\r\n this.stage.removeEventListener(\r\n engine.MouseEvent.MOUSE_MOVE,\r\n this.onMove,\r\n this\r\n );\r\n\r\n this.stage.removeEventListener(\r\n engine.MouseEvent.MOUSE_UP,\r\n this.stageOnUp,\r\n this\r\n );\r\n\r\n // 拖动的图片的中心位置在图片之外,回到原来的位置\r\n if (this.centerY < 0 || this.centerX < 0) {\r\n this.dragPic.x = this.distanceX\r\n this.dragPic.y = this.distanceY\r\n }\r\n\r\n this.picturesWrapper.addChild(this.guideHole);\r\n\r\n // 判断图片是否进入另一张图片的范围内\r\n // 要交换的图片第几行第几列\r\n let curJ = Math.floor(this.centerX / (w + GAP));\r\n let curI = Math.floor(this.centerY / (h + GAP));\r\n\r\n\r\n // 点击图片的位置\r\n\r\n if (curJ < (MAX_COL) && curI < (MAX_ROW)) {\r\n\r\n // 获取交互图片的索引值\r\n let index = getIndexFromRC(curI, curJ, MAX_COL);\r\n // console.log(index);\r\n\r\n //要交换的图片\r\n let dropPic = this.pictures[index];\r\n\r\n let dropPicX = dropPic.x;\r\n let dropPicy = dropPic.y;\r\n\r\n dropPic.x = this.distanceX;\r\n dropPic.y = this.distanceY;\r\n\r\n this.dragPic.x = dropPicX;\r\n this.dragPic.y = dropPicy;\r\n\r\n // 交换之后索引也需要交换\r\n\r\n const dropPicIndex = this.pictures.indexOf(dropPic);\r\n const dragPicIndex = this.pictures.indexOf(this.dragPic);\r\n\r\n this.pictures[dropPicIndex] = this.dragPic;\r\n this.pictures[dragPicIndex] = dropPic;\r\n\r\n // 图片中心还是在原来的位置\r\n if (dragPicIndex === dropPicIndex) {\r\n this.dragPic.x = this.distanceX\r\n this.dragPic.y = this.distanceY\r\n }\r\n\r\n let result = true;\r\n for (let j = 0; j < this.rightList.length; j++) {\r\n if (this.rightList[j] != this.pictures[j]) {\r\n result = false;\r\n break;\r\n }\r\n }\r\n\r\n if (result) {\r\n this.onSuccess();\r\n\r\n }\r\n } else {\r\n this.dragPic.x = this.distanceX\r\n this.dragPic.y = this.distanceY\r\n }\r\n\r\n\r\n }\r\n\r\n private onSuccess() {\r\n console.log('拼图成功!');\r\n engine.globalEvent.dispatchEvent('pictures-game-success', { time: GAME_TIME });\r\n this.stop();\r\n }\r\n\r\n onMove(e: engine.MouseEvent) {\r\n // 当前图片的位置\r\n this.dragPic.x = e.stageX - this.localPicX - (750 - props.W) / 2;\r\n this.dragPic.y = e.stageY - this.localPicY - (this.stage.height - props.H) / 2;\r\n console.log('fuck on this.stage.height', this.stage.height)\r\n // console.log(this.dragPic.x, this.dragPic.y)\r\n\r\n // 当前图片的中心位置\r\n this.centerX = this.dragPic.x + w / 2;\r\n this.centerY = this.dragPic.y + h / 2;\r\n\r\n }\r\n\r\n // onClk(e){\r\n // // 重置时间\r\n // this._timeCounter = 0;\r\n // //重置图片顺序\r\n\r\n\r\n // }\r\n\r\n\r\n}\r\n","/**\r\n * Created by rockyl on 2020-01-09.\r\n */\r\n\r\nimport GameView from \"./GameView\";\r\nimport { injectProps } from \"../props\";\r\n\r\n\r\nexport class GameWrapper extends engine.Container {\r\n\t// private _status;\r\n\tprivate _gameView: GameView;\r\n\r\n\r\n\r\n\r\n\r\n\tconstructor() {\r\n\t\tsuper();\r\n\r\n\t\tengine.globalEvent.addEventListener('pictures-start', this.start, this);\r\n\t\tengine.globalEvent.addEventListener('pictures-stop', this.stop, this);\r\n\r\n\t\t//创建实例\r\n\t\tlet gameView = this._gameView = new GameView();\r\n\t\tthis.addChild(gameView);\r\n\r\n\t}\r\n\r\n\tstart(event: engine.Event) {\r\n\t\tinjectProps(event.data);\r\n\r\n\t\t// this._status = 1;\r\n\r\n\t\tthis._gameView.start();\r\n\t}\r\n\tstop(event: engine.Event) {\r\n\t\t\r\n\t\tthis._gameView.stop();\r\n\t}\r\n}\r\n","/**\r\n * Created by rockyl on 2019-11-20.\r\n */\r\n\r\nimport {GameWrapper} from \"./game/GameWrapper\";\r\nimport {injectProps, prepareProps} from \"./props\";\r\n\r\nexport default function (props) {\r\n\tprepareProps();\r\n\tinjectProps(props);\r\n\r\n\tlet instance = new GameWrapper();\r\n\t\r\n\treturn 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\ No newline at end of file
{"version":3,"file":"index.js","sources":["src/custom/pictures/src/props.ts","src/custom/pictures/src/game/qietu.ts","src/custom/pictures/src/game/utils.ts","src/custom/pictures/src/game/GameView.ts","src/custom/pictures/src/game/GameWrapper.ts","src/custom/pictures/src/index.ts"],"sourcesContent":["/**\r\n * Created by rockyl on 2020-01-21.\r\n */\r\n\r\nexport let props: any = {};\r\n\r\nexport function prepareProps() {\r\n\tlet metaProps = getProps();\r\n\r\n\tengine.injectProp(props, metaProps);\r\n}\r\n\r\nexport function injectProps(p) {\r\n\tengine.injectProp(props, p);\r\n}\r\n","import { props } from \"../props\";\r\nconst urls = [];\r\nconst picMap = {};\r\nconst posMap = {};\r\nexport default (parent, url, MAX_COL, MAX_ROW) => {\r\n if (picMap[url]) {\r\n const pics:any[] = picMap[url];\r\n for (const pic of pics) {\r\n parent.addChild(pic);\r\n }\r\n return [picMap[url], posMap[url]]\r\n }\r\n\r\n const W = props.W;\r\n const H = props.H;\r\n const GAP = props.GAP;\r\n\r\n const spr = [];\r\n const pos = []\r\n\r\n for (let row = 0; row < MAX_ROW; row++) {\r\n for (let col = 0; col < MAX_COL; col++) {\r\n\r\n const child = engine.Sprite.fromImage(url);\r\n spr.push(child);\r\n\r\n child.scaleX = 1 / MAX_COL;\r\n child.scaleY = 1 / MAX_ROW;\r\n parent.addChild(child);\r\n child.x = col * (W / MAX_COL + GAP);\r\n child.y = row * (H / MAX_ROW + GAP);\r\n pos.push([child.x, child.y]);\r\n // child.texture.addEventListener('update', () => {\r\n child.addEventListener(engine.Event.COMPLETE, () => {\r\n const uvs = new Float32Array([\r\n col / MAX_COL,\r\n row / MAX_ROW,\r\n (col + 1) / MAX_COL,\r\n row / MAX_ROW,\r\n (col + 1) / MAX_COL,\r\n (row + 1) / MAX_ROW,\r\n col / MAX_COL,\r\n (row + 1) / MAX_ROW,\r\n ]);\r\n\r\n child.uvs = uvs;\r\n // spr.push(child);\r\n });\r\n }\r\n }\r\n picMap[url] = spr.concat([]);\r\n posMap[url] = pos.concat([]);;\r\n // console.log(spr);\r\n return [spr, pos];\r\n};\r\n","/**\r\n * Created by rockyl on 2020-01-21.\r\n */\r\n\r\nexport function getTexture(uuid) {\r\n\treturn engine.Texture.from(getAssetByUUID(uuid).uuid);\r\n}\r\n\r\nexport function getTextureByName(name) {\r\n\treturn getTexture(engine.getAssetByName(name).uuid);\r\n}\r\n\r\nexport function playSound(name) {\r\n\tengine.playSound(engine.getAssetByName(name).uuid, {keep: true});\r\n}\r\nexport function createSvga(name, anchorName?) {\r\n\tlet inst = new svga.Svga();\r\n\tinst.source = 'asset://' + engine.getAssetByName(name).uuid;\r\n\treturn inst;\r\n}\r\n\r\nexport function getIndexFromRC(row,col,maxCol){\r\n\tlet index;\r\n\tindex = row * maxCol + col ;\r\n\treturn index\r\n}\r\n\r\n\r\n\r\n\r\nexport function getRandomArray(array){\r\n\tarray.sort(function() {\r\n\t\treturn .5 - Math.random();\r\n\t});\r\n}","/**\r\n * Created by rockyl on 2018/8/16.\r\n */\r\n\r\nimport { props } from \"../props\";\r\nimport qietu from \"./qietu\";\r\nimport { getIndexFromRC, getRandomArray, getTexture } from \"./utils\";\r\nimport ObjectPool = engine.ObjectPool;\r\n\r\n// let OFFSET_X;\r\n// let OFFSET_Y;\r\nlet MAX_COL;\r\nlet MAX_ROW;\r\nlet W;\r\nlet H;\r\nlet GAP;\r\nlet GAME_TIME;\r\n// 每张图片宽\r\nlet w;\r\n// 每张图片高\r\nlet h;\r\nexport default class GameView extends engine.Container {\r\n private _timer;\r\n private _timeCounter = 0;\r\n\r\n start() {\r\n if (!this.guideHole) {\r\n this.guideHole = new engine.Image();\r\n this.guideHole.source = 'asset://' + props.blockUrl;\r\n this.guideHole.mouseChildren = this.guideHole.mouseEnabled = false;\r\n }\r\n\r\n if (this.pictures) {\r\n for (const pic of this.pictures) {\r\n if (pic && pic.parent)\r\n pic.parent.removeChild(pic);\r\n }\r\n }\r\n\r\n console.log('on start')\r\n engine.globalEvent.dispatchEvent('pictures-time-update', {\r\n second: this.getSecond(),\r\n });\r\n\r\n // 图片一维数组\r\n const result = qietu(this.picturesWrapper, props.picUrl, MAX_COL, MAX_ROW);\r\n this.picturesWrapper.addChild(this.guideHole);\r\n\r\n console.log(this.picturesWrapper)\r\n\r\n this.pictures = result[0];\r\n this.rightList = this.pictures.concat([]);\r\n const posList = result[1];\r\n getRandomArray(this.pictures);\r\n\r\n let i = 0;\r\n let len;\r\n len = this.pictures.length;\r\n\r\n\r\n for (; i < len; i++) {\r\n this.dragPic = this.pictures[i];\r\n this.pictures[i].addEventListener(\r\n engine.MouseEvent.MOUSE_DOWN,\r\n this.onDown,\r\n this\r\n );\r\n const [x, y] = posList[i];\r\n this.dragPic.x = x;\r\n this.dragPic.y = y;\r\n\r\n }\r\n\r\n this._timer = setInterval(() => {\r\n this.onTimer();\r\n }, 10)\r\n }\r\n\r\n onTimer() {\r\n\r\n\r\n // 以GAME_TIME为标准\r\n GAME_TIME -= 0.01\r\n GAME_TIME = this.afterPointTwo(GAME_TIME);\r\n GAME_TIME = GAME_TIME.toFixed(2)\r\n if (GAME_TIME < 10) {\r\n GAME_TIME = '0' + GAME_TIME\r\n }\r\n // console.log(GAME_TIME);\r\n\r\n\r\n engine.globalEvent.dispatchEvent('pictures-time-update', {\r\n second: this.getSecond(),\r\n });\r\n\r\n if (this.getSecond() == 0) {\r\n this.stop();\r\n engine.globalEvent.dispatchEvent('pictures-game-fail', {\r\n reason: 1\r\n });\r\n }\r\n }\r\n\r\n afterPointTwo(n) {\r\n\r\n var floatN = parseFloat(n);\r\n if (isNaN(floatN)) {\r\n return;\r\n }\r\n\r\n floatN = Math.round(floatN * 100) / 100;\r\n\r\n\r\n\r\n return floatN;\r\n\r\n }\r\n\r\n getSecond() {\r\n return GAME_TIME\r\n }\r\n\r\n stop() {\r\n GAME_TIME = props.GAME_TIME\r\n clearInterval(this._timer);\r\n }\r\n\r\n constructor() {\r\n super();\r\n this.once(engine.Event.ADDED_TO_STAGE, this.setup, this);\r\n }\r\n\r\n //当前图片对象\r\n dragPic;\r\n // 鼠标在当前图片上的位置\r\n localPicX;\r\n localPicY;\r\n // 拖动的图片最开始的位置(左上角为准)\r\n distanceX;\r\n distanceY;\r\n // 图片中心的位置\r\n centerX: number;\r\n centerY: number;\r\n\r\n pictures: engine.Sprite[];\r\n\r\n // 点击图片时的一维数组索引\r\n index;\r\n // 计算目标图片行和列的位置\r\n indexI: number;\r\n indexJ: number;\r\n rightList: engine.Sprite[];\r\n\r\n private picturesWrapper: engine.Sprite;\r\n private guideHole: engine.Image;\r\n\r\n createRects() { }\r\n setup() {\r\n\r\n MAX_COL = props.MAX_COL;\r\n MAX_ROW = props.MAX_ROW;\r\n GAME_TIME = props.GAME_TIME;\r\n // OFFSET_X = props.OFFSET_X;\r\n // OFFSET_Y = props.OFFSET_Y;\r\n W = props.W;\r\n H = props.H;\r\n GAP = props.GAP;\r\n // 每张图片宽\r\n w = W / MAX_COL;\r\n // 每张图片高\r\n h = H / MAX_ROW;\r\n\r\n console.log('onSteup', props);\r\n\r\n const parent = new engine.Sprite();\r\n this.picturesWrapper = parent;\r\n this.addChild(parent);\r\n\r\n // this.picturesWrapper.x = OFFSET_X;\r\n // this.picturesWrapper.y = OFFSET_Y;\r\n\r\n // 添加按钮\r\n // const btn = new engine.Rect();\r\n // btn.width = 200;\r\n // btn.height = 100;\r\n // btn.stage.top = 1000;\r\n // btn.stage.left = 350;\r\n // btn.fillColor = 'cyan';\r\n // this.addChild(btn)\r\n\r\n // btn.addEventListener(engine.MouseEvent.CLICK,this.onClk,this)\r\n\r\n }\r\n\r\n onDown(e: engine.MouseEvent) {\r\n // console.log(e);\r\n\r\n let stageLeft = (750 - props.W) / 2\r\n let stageTop = (this.stage.height - props.H) / 2;\r\n\r\n // 创建一个图片对象接收当前位置信息\r\n this.dragPic = e.target;\r\n this.picturesWrapper.addChild(this.dragPic);\r\n\r\n\r\n // 鼠标的偏移量\r\n this.localPicX = e.localX / MAX_COL;\r\n this.localPicY = e.localY / MAX_ROW;\r\n\r\n // 最开始图片的位置\r\n this.distanceX = this.dragPic.x ;\r\n this.distanceY = this.dragPic.y;\r\n\r\n // 最开始点击的图片的索引值\r\n // this.indexI = this.distanceX / (w + GAP);\r\n // this.indexJ = this.distanceY / (h + GAP);\r\n // this.index = (this.indexI - 1) * MAX_COL + this.indexJ;\r\n\r\n\r\n this.indexJ = Math.floor((this.distanceX) / (w + GAP));\r\n this.indexI = Math.floor((this.distanceY) / (h + GAP));\r\n this.index = (this.indexI) * MAX_COL + this.indexJ;\r\n\r\n\r\n // 图片的中心位置\r\n // this.centerX = e.clientX + w / 2;\r\n // this.centerY = e.clientY + h / 2;\r\n\r\n \r\n\r\n // this.centerX = Math.floor(e.clientX / w) * w + w / 2;\r\n // this.centerY = Math.floor(e.clientY / h) * h + h / 2;\r\n\r\n this.centerX = Math.floor((e.clientX - stageLeft) / w) * w + w / 2;\r\n this.centerY = Math.floor((e.clientY - stageTop) / h) * h + h / 2;\r\n\r\n this.stage.addEventListener(\r\n engine.MouseEvent.MOUSE_MOVE,\r\n this.onMove,\r\n this\r\n );\r\n this.stage.addEventListener(\r\n engine.MouseEvent.MOUSE_UP,\r\n this.stageOnUp,\r\n this\r\n );\r\n\r\n }\r\n\r\n listenStageOn = 1;\r\n\r\n stageOnUp(e) {\r\n\r\n let stageLeft = (750 - props.W) / 2\r\n let stageTop = (this.stage.height - props.H) / 2;\r\n\r\n this.stage.removeEventListener(\r\n engine.MouseEvent.MOUSE_MOVE,\r\n this.onMove,\r\n this\r\n );\r\n\r\n this.stage.removeEventListener(\r\n engine.MouseEvent.MOUSE_UP,\r\n this.stageOnUp,\r\n this\r\n );\r\n\r\n // 拖动的图片的中心位置在图片之外,回到原来的位置\r\n if (this.centerY < stageTop || this.centerX < stageLeft) {\r\n this.dragPic.x = this.distanceX ;\r\n this.dragPic.y = this.distanceY ;\r\n }\r\n let curJ = Math.floor(this.centerX / (w + GAP));\r\n let curI = Math.floor(this.centerY / (h + GAP));\r\n\r\n this.picturesWrapper.addChild(this.guideHole);\r\n\r\n // 判断图片是否进入另一张图片的范围内\r\n // 要交换的图片第几行第几列\r\n \r\n \r\n\r\n // 点击图片的位置\r\n\r\n if ( 0 <= curJ && curJ < (MAX_COL) && 0 <= curI && curI < (MAX_ROW)) {\r\n\r\n // 获取交互图片的索引值\r\n let index = getIndexFromRC(curI, curJ, MAX_COL);\r\n // console.log(index);\r\n\r\n //要交换的图片\r\n let dropPic = this.pictures[index];\r\n\r\n let dropPicX = dropPic.x + stageLeft;\r\n let dropPicy = dropPic.y + stageTop;\r\n\r\n dropPic.x = this.distanceX;\r\n dropPic.y = this.distanceY;\r\n\r\n this.dragPic.x = dropPicX - stageLeft;\r\n this.dragPic.y = dropPicy - stageTop;\r\n\r\n // 交换之后索引也需要交换\r\n\r\n const dropPicIndex = this.pictures.indexOf(dropPic);\r\n const dragPicIndex = this.pictures.indexOf(this.dragPic);\r\n\r\n this.pictures[dropPicIndex] = this.dragPic;\r\n this.pictures[dragPicIndex] = dropPic;\r\n\r\n // 图片中心还是在原来的位置\r\n if (dragPicIndex === dropPicIndex) {\r\n this.dragPic.x = this.distanceX\r\n this.dragPic.y = this.distanceY\r\n }\r\n\r\n let result = true;\r\n for (let j = 0; j < this.rightList.length; j++) {\r\n if (this.rightList[j] != this.pictures[j]) {\r\n result = false;\r\n break;\r\n }\r\n }\r\n\r\n if (result) {\r\n this.onSuccess();\r\n\r\n }\r\n } else {\r\n this.dragPic.x = this.distanceX\r\n this.dragPic.y = this.distanceY\r\n }\r\n\r\n\r\n }\r\n\r\n private onSuccess() {\r\n console.log('拼图成功!');\r\n engine.globalEvent.dispatchEvent('pictures-game-success', { time: GAME_TIME });\r\n this.stop();\r\n }\r\n\r\n onMove(e: engine.MouseEvent) {\r\n // 当前图片的位置\r\n this.dragPic.x = e.stageX - this.localPicX - (750 - props.W) / 2;\r\n this.dragPic.y = e.stageY - this.localPicY - (this.stage.height - props.H) / 2;\r\n // console.log('fuck on this.stage.height', this.stage.height)\r\n // console.log(this.dragPic.x, this.dragPic.y)\r\n\r\n // 当前图片的中心位置\r\n this.centerX = this.dragPic.x + w / 2;\r\n this.centerY = this.dragPic.y + h / 2;\r\n console.log(this.centerX,this.centerY,\"center\")\r\n }\r\n\r\n // onClk(e){\r\n // // 重置时间\r\n // this._timeCounter = 0;\r\n // //重置图片顺序\r\n\r\n\r\n // }\r\n\r\n\r\n}\r\n","/**\r\n * Created by rockyl on 2020-01-09.\r\n */\r\n\r\nimport GameView from \"./GameView\";\r\nimport { injectProps } from \"../props\";\r\n\r\n\r\nexport class GameWrapper extends engine.Container {\r\n\t// private _status;\r\n\tprivate _gameView: GameView;\r\n\r\n\r\n\r\n\r\n\r\n\tconstructor() {\r\n\t\tsuper();\r\n\r\n\t\tengine.globalEvent.addEventListener('pictures-start', this.start, this);\r\n\t\tengine.globalEvent.addEventListener('pictures-stop', this.stop, this);\r\n\r\n\t\t//创建实例\r\n\t\tlet gameView = this._gameView = new GameView();\r\n\t\tthis.addChild(gameView);\r\n\r\n\t}\r\n\r\n\tstart(event: engine.Event) {\r\n\t\tinjectProps(event.data);\r\n\r\n\t\t// this._status = 1;\r\n\r\n\t\tthis._gameView.start();\r\n\t}\r\n\tstop(event: engine.Event) {\r\n\t\t\r\n\t\tthis._gameView.stop();\r\n\t}\r\n}\r\n","/**\r\n * Created by rockyl on 2019-11-20.\r\n */\r\n\r\nimport {GameWrapper} from \"./game/GameWrapper\";\r\nimport {injectProps, prepareProps} from \"./props\";\r\n\r\nexport default function (props) {\r\n\tprepareProps();\r\n\tinjectProps(props);\r\n\r\n\tlet instance = new GameWrapper();\r\n\t\r\n\treturn instance;\r\n}\r\n"],"names":["__extends"],"mappings":";;;;;;CAIO,IAAI,KAAK,GAAQ,EAAE,CAAC;UAEX,YAAY;KAC3B,IAAI,SAAS,GAAG,QAAQ,EAAE,CAAC;KAE3B,MAAM,CAAC,UAAU,CAAC,KAAK,EAAE,SAAS,CAAC,CAAC;CACrC,CAAC;UAEe,WAAW,CAAC,CAAC;KAC5B,MAAM,CAAC,UAAU,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;CAC7B,CAAC;;;CCZD,IAAM,MAAM,GAAG,EAAE,CAAC;CAClB,IAAM,MAAM,GAAG,EAAE,CAAC;AAClB,cAAe,UAAC,MAAM,EAAE,GAAG,EAAE,OAAO,EAAE,OAAO;KAC3C,IAAI,MAAM,CAAC,GAAG,CAAC,EAAE;SACf,IAAM,IAAI,GAAS,MAAM,CAAC,GAAG,CAAC,CAAC;SAC/B,KAAkB,UAAI,EAAJ,aAAI,EAAJ,kBAAI,EAAJ,IAAI,EAAE;aAAnB,IAAM,GAAG,aAAA;aACZ,MAAM,CAAC,QAAQ,CAAC,GAAG,CAAC,CAAC;UACtB;SACD,OAAO,CAAC,MAAM,CAAC,GAAG,CAAC,EAAE,MAAM,CAAC,GAAG,CAAC,CAAC,CAAA;MAClC;KAED,IAAM,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC;KAClB,IAAM,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC;KAClB,IAAM,GAAG,GAAG,KAAK,CAAC,GAAG,CAAC;KAEtB,IAAM,GAAG,GAAG,EAAE,CAAC;KACf,IAAM,GAAG,GAAG,EAAE,CAAA;6BAEL,GAAG;iCACD,GAAG;aAEV,IAAM,KAAK,GAAG,MAAM,CAAC,MAAM,CAAC,SAAS,CAAC,GAAG,CAAC,CAAC;aAC3C,GAAG,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;aAEhB,KAAK,CAAC,MAAM,GAAG,CAAC,GAAG,OAAO,CAAC;aAC3B,KAAK,CAAC,MAAM,GAAG,CAAC,GAAG,OAAO,CAAC;aAC3B,MAAM,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;aACvB,KAAK,CAAC,CAAC,GAAG,GAAG,IAAI,CAAC,GAAG,OAAO,GAAG,GAAG,CAAC,CAAC;aACpC,KAAK,CAAC,CAAC,GAAG,GAAG,IAAI,CAAC,GAAG,OAAO,GAAG,GAAG,CAAC,CAAC;aACpC,GAAG,CAAC,IAAI,CAAC,CAAC,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC;aAE7B,KAAK,CAAC,gBAAgB,CAAC,MAAM,CAAC,KAAK,CAAC,QAAQ,EAAE;iBAC5C,IAAM,GAAG,GAAG,IAAI,YAAY,CAAC;qBAC3B,GAAG,GAAG,OAAO;qBACb,GAAG,GAAG,OAAO;qBACb,CAAC,GAAG,GAAG,CAAC,IAAI,OAAO;qBACnB,GAAG,GAAG,OAAO;qBACb,CAAC,GAAG,GAAG,CAAC,IAAI,OAAO;qBACnB,CAAC,GAAG,GAAG,CAAC,IAAI,OAAO;qBACnB,GAAG,GAAG,OAAO;qBACb,CAAC,GAAG,GAAG,CAAC,IAAI,OAAO;kBACpB,CAAC,CAAC;iBAEH,KAAK,CAAC,GAAG,GAAG,GAAG,CAAC;cAEjB,CAAC,CAAC;;SA1BL,KAAK,IAAI,GAAG,GAAG,CAAC,EAAE,GAAG,GAAG,OAAO,EAAE,GAAG,EAAE;qBAA7B,GAAG;UA2BX;;KA5BH,KAAK,IAAI,GAAG,GAAG,CAAC,EAAE,GAAG,GAAG,OAAO,EAAE,GAAG,EAAE;iBAA7B,GAAG;MA6BX;KACD,MAAM,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC,EAAE,CAAC,CAAC;KAC7B,MAAM,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC,EAAE,CAAC,CAAC;KAE7B,OAAO,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;CACpB,CAAC,EAAC;;;UCjCc,cAAc,CAAC,GAAG,EAAC,GAAG,EAAC,MAAM;KAC5C,IAAI,KAAK,CAAC;KACV,KAAK,GAAG,GAAG,GAAG,MAAM,GAAG,GAAG,CAAE;KAC5B,OAAO,KAAK,CAAA;CACb,CAAC;AAKD,UAAgB,cAAc,CAAC,KAAK;KACnC,KAAK,CAAC,IAAI,CAAC;SACV,OAAO,EAAE,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;MAC1B,CAAC,CAAC;CACJ,CAAC;;;CCvBD,IAAI,OAAO,CAAC;CACZ,IAAI,OAAO,CAAC;CACZ,IAAI,CAAC,CAAC;CACN,IAAI,CAAC,CAAC;CACN,IAAI,GAAG,CAAC;CACR,IAAI,SAAS,CAAC;CAEd,IAAI,CAAC,CAAC;CAEN,IAAI,CAAC,CAAC;CACN;KAAsCA,kCAAgB;KA0GpD;SAAA,YACE,iBAAO,SAER;SA3GO,kBAAY,GAAG,CAAC,CAAC;SAkOzB,mBAAa,GAAG,CAAC,CAAC;SAxHhB,KAAI,CAAC,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,cAAc,EAAE,KAAI,CAAC,KAAK,EAAE,KAAI,CAAC,CAAC;;MAC1D;KAzGD,wBAAK,GAAL;SAAA,iBAmDC;SAlDC,IAAI,CAAC,IAAI,CAAC,SAAS,EAAE;aACnB,IAAI,CAAC,SAAS,GAAG,IAAI,MAAM,CAAC,KAAK,EAAE,CAAC;aACpC,IAAI,CAAC,SAAS,CAAC,MAAM,GAAG,UAAU,GAAG,KAAK,CAAC,QAAQ,CAAC;aACpD,IAAI,CAAC,SAAS,CAAC,aAAa,GAAG,IAAI,CAAC,SAAS,CAAC,YAAY,GAAG,KAAK,CAAC;UACpE;SAED,IAAI,IAAI,CAAC,QAAQ,EAAE;aACjB,KAAkB,UAAa,EAAb,KAAA,IAAI,CAAC,QAAQ,EAAb,cAAa,EAAb,IAAa,EAAE;iBAA5B,IAAM,GAAG,SAAA;iBACZ,IAAI,GAAG,IAAI,GAAG,CAAC,MAAM;qBACnB,GAAG,CAAC,MAAM,CAAC,WAAW,CAAC,GAAG,CAAC,CAAC;cAC/B;UACF;SAED,OAAO,CAAC,GAAG,CAAC,UAAU,CAAC,CAAA;SACvB,MAAM,CAAC,WAAW,CAAC,aAAa,CAAC,sBAAsB,EAAE;aACvD,MAAM,EAAE,IAAI,CAAC,SAAS,EAAE;UACzB,CAAC,CAAC;SAGH,IAAM,MAAM,GAAG,KAAK,CAAC,IAAI,CAAC,eAAe,EAAE,KAAK,CAAC,MAAM,EAAE,OAAO,EAAE,OAAO,CAAC,CAAC;SAC3E,IAAI,CAAC,eAAe,CAAC,QAAQ,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;SAE9C,OAAO,CAAC,GAAG,CAAC,IAAI,CAAC,eAAe,CAAC,CAAA;SAEjC,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;SAC1B,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,EAAE,CAAC,CAAC;SAC1C,IAAM,OAAO,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;SAC1B,cAAc,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;SAE9B,IAAI,CAAC,GAAG,CAAC,CAAC;SACV,IAAI,GAAG,CAAC;SACR,GAAG,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC;SAG3B,OAAO,CAAC,GAAG,GAAG,EAAE,CAAC,EAAE,EAAE;aACnB,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;aAChC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,gBAAgB,CAC/B,MAAM,CAAC,UAAU,CAAC,UAAU,EAC5B,IAAI,CAAC,MAAM,EACX,IAAI,CACL,CAAC;aACI,IAAA,KAAS,OAAO,CAAC,CAAC,CAAC,EAAlB,CAAC,QAAA,EAAE,CAAC,QAAc,CAAC;aAC1B,IAAI,CAAC,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC;aACnB,IAAI,CAAC,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC;UAEpB;SAED,IAAI,CAAC,MAAM,GAAG,WAAW,CAAC;aACxB,KAAI,CAAC,OAAO,EAAE,CAAC;UAChB,EAAE,EAAE,CAAC,CAAA;MACP;KAED,0BAAO,GAAP;SAIE,SAAS,IAAI,IAAI,CAAA;SACjB,SAAS,GAAG,IAAI,CAAC,aAAa,CAAC,SAAS,CAAC,CAAC;SAC1C,SAAS,GAAG,SAAS,CAAC,OAAO,CAAC,CAAC,CAAC,CAAA;SAChC,IAAI,SAAS,GAAG,EAAE,EAAE;aAClB,SAAS,GAAG,GAAG,GAAG,SAAS,CAAA;UAC5B;SAID,MAAM,CAAC,WAAW,CAAC,aAAa,CAAC,sBAAsB,EAAE;aACvD,MAAM,EAAE,IAAI,CAAC,SAAS,EAAE;UACzB,CAAC,CAAC;SAEH,IAAI,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,EAAE;aACzB,IAAI,CAAC,IAAI,EAAE,CAAC;aACZ,MAAM,CAAC,WAAW,CAAC,aAAa,CAAC,oBAAoB,EAAE;iBACrD,MAAM,EAAE,CAAC;cACV,CAAC,CAAC;UACJ;MACF;KAED,gCAAa,GAAb,UAAc,CAAC;SAEb,IAAI,MAAM,GAAG,UAAU,CAAC,CAAC,CAAC,CAAC;SAC3B,IAAI,KAAK,CAAC,MAAM,CAAC,EAAE;aACjB,OAAO;UACR;SAED,MAAM,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,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\ No newline at end of file
src/custom/pictures/src/game/GameView.ts
View file @
e7da0e0f
...
...
@@ -151,8 +151,6 @@ export default class GameView extends engine.Container {
indexJ
:
number
;
rightList
:
engine
.
Sprite
[];
private
picturesWrapper
:
engine
.
Sprite
;
private
guideHole
:
engine
.
Image
;
...
...
@@ -197,16 +195,20 @@ export default class GameView extends engine.Container {
onDown
(
e
:
engine
.
MouseEvent
)
{
// console.log(e);
let
stageLeft
=
(
750
-
props
.
W
)
/
2
let
stageTop
=
(
this
.
stage
.
height
-
props
.
H
)
/
2
;
// 创建一个图片对象接收当前位置信息
this
.
dragPic
=
e
.
target
;
this
.
picturesWrapper
.
addChild
(
this
.
dragPic
);
// 鼠标的偏移量
this
.
localPicX
=
e
.
localX
/
MAX_COL
;
this
.
localPicY
=
e
.
localY
/
MAX_ROW
;
// 最开始图片的位置
this
.
distanceX
=
this
.
dragPic
.
x
;
this
.
distanceX
=
this
.
dragPic
.
x
;
this
.
distanceY
=
this
.
dragPic
.
y
;
// 最开始点击的图片的索引值
...
...
@@ -215,8 +217,8 @@ export default class GameView extends engine.Container {
// this.index = (this.indexI - 1) * MAX_COL + this.indexJ;
this
.
indexJ
=
Math
.
floor
(
this
.
distanceX
/
(
w
+
GAP
));
this
.
indexI
=
Math
.
floor
(
this
.
distanceY
/
(
h
+
GAP
));
this
.
indexJ
=
Math
.
floor
(
(
this
.
distanceX
)
/
(
w
+
GAP
));
this
.
indexI
=
Math
.
floor
(
(
this
.
distanceY
)
/
(
h
+
GAP
));
this
.
index
=
(
this
.
indexI
)
*
MAX_COL
+
this
.
indexJ
;
...
...
@@ -224,9 +226,13 @@ export default class GameView extends engine.Container {
// this.centerX = e.clientX + w / 2;
// this.centerY = e.clientY + h / 2;
this
.
centerX
=
Math
.
floor
(
e
.
clientX
/
w
)
*
w
+
w
/
2
;
this
.
centerY
=
Math
.
floor
(
e
.
clientY
/
h
)
*
h
+
h
/
2
// this.centerX = Math.floor(e.clientX / w) * w + w / 2;
// this.centerY = Math.floor(e.clientY / h) * h + h / 2;
this
.
centerX
=
Math
.
floor
((
e
.
clientX
-
stageLeft
)
/
w
)
*
w
+
w
/
2
;
this
.
centerY
=
Math
.
floor
((
e
.
clientY
-
stageTop
)
/
h
)
*
h
+
h
/
2
;
this
.
stage
.
addEventListener
(
engine
.
MouseEvent
.
MOUSE_MOVE
,
...
...
@@ -245,6 +251,9 @@ export default class GameView extends engine.Container {
stageOnUp
(
e
)
{
let
stageLeft
=
(
750
-
props
.
W
)
/
2
let
stageTop
=
(
this
.
stage
.
height
-
props
.
H
)
/
2
;
this
.
stage
.
removeEventListener
(
engine
.
MouseEvent
.
MOUSE_MOVE
,
this
.
onMove
,
...
...
@@ -258,22 +267,23 @@ export default class GameView extends engine.Container {
);
// 拖动的图片的中心位置在图片之外,回到原来的位置
if
(
this
.
centerY
<
0
||
this
.
centerX
<
0
)
{
this
.
dragPic
.
x
=
this
.
distanceX
this
.
dragPic
.
y
=
this
.
distanceY
if
(
this
.
centerY
<
stageTop
||
this
.
centerX
<
stageLeft
)
{
this
.
dragPic
.
x
=
this
.
distanceX
;
this
.
dragPic
.
y
=
this
.
distanceY
;
}
let
curJ
=
Math
.
floor
(
this
.
centerX
/
(
w
+
GAP
));
let
curI
=
Math
.
floor
(
this
.
centerY
/
(
h
+
GAP
));
this
.
picturesWrapper
.
addChild
(
this
.
guideHole
);
// 判断图片是否进入另一张图片的范围内
// 要交换的图片第几行第几列
let
curJ
=
Math
.
floor
(
this
.
centerX
/
(
w
+
GAP
));
let
curI
=
Math
.
floor
(
this
.
centerY
/
(
h
+
GAP
));
// 点击图片的位置
if
(
curJ
<
(
MAX_COL
)
&&
curI
<
(
MAX_ROW
))
{
if
(
0
<=
curJ
&&
curJ
<
(
MAX_COL
)
&&
0
<=
curI
&&
curI
<
(
MAX_ROW
))
{
// 获取交互图片的索引值
let
index
=
getIndexFromRC
(
curI
,
curJ
,
MAX_COL
);
...
...
@@ -282,14 +292,14 @@ export default class GameView extends engine.Container {
//要交换的图片
let
dropPic
=
this
.
pictures
[
index
];
let
dropPicX
=
dropPic
.
x
;
let
dropPicy
=
dropPic
.
y
;
let
dropPicX
=
dropPic
.
x
+
stageLeft
;
let
dropPicy
=
dropPic
.
y
+
stageTop
;
dropPic
.
x
=
this
.
distanceX
;
dropPic
.
y
=
this
.
distanceY
;
this
.
dragPic
.
x
=
dropPicX
;
this
.
dragPic
.
y
=
dropPicy
;
this
.
dragPic
.
x
=
dropPicX
-
stageLeft
;
this
.
dragPic
.
y
=
dropPicy
-
stageTop
;
// 交换之后索引也需要交换
...
...
@@ -335,13 +345,13 @@ export default class GameView extends engine.Container {
// 当前图片的位置
this
.
dragPic
.
x
=
e
.
stageX
-
this
.
localPicX
-
(
750
-
props
.
W
)
/
2
;
this
.
dragPic
.
y
=
e
.
stageY
-
this
.
localPicY
-
(
this
.
stage
.
height
-
props
.
H
)
/
2
;
console
.
log
(
'fuck on this.stage.height'
,
this
.
stage
.
height
)
//
console.log('fuck on this.stage.height', this.stage.height)
// console.log(this.dragPic.x, this.dragPic.y)
// 当前图片的中心位置
this
.
centerX
=
this
.
dragPic
.
x
+
w
/
2
;
this
.
centerY
=
this
.
dragPic
.
y
+
h
/
2
;
console
.
log
(
this
.
centerX
,
this
.
centerY
,
"center"
)
}
// onClk(e){
...
...
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