Skip to content
Projects
Groups
Snippets
Help
Loading...
Help
Submit feedback
Contribute to GitLab
Sign in
Toggle navigation
Z
zeroing-libs
Project
Project
Details
Activity
Releases
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
劳工
zeroing-libs
Commits
ef6bacb4
Commit
ef6bacb4
authored
Jun 16, 2020
by
任建锋
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
--
parent
ebe1877a
Changes
3
Show whitespace changes
Inline
Side-by-side
Showing
3 changed files
with
7 additions
and
2 deletions
+7
-2
food-fell2.json
dist/customs/food-fell2.json
+1
-1
main.js
src/custom/food-fell2/debug/main.js
+5
-0
main.js.map
src/custom/food-fell2/debug/main.js.map
+1
-1
No files found.
dist/customs/food-fell2.json
View file @
ef6bacb4
...
@@ -168,5 +168,5 @@
...
@@ -168,5 +168,5 @@
}
}
},
},
"id"
:
"food-fell2"
,
"id"
:
"food-fell2"
,
"code"
:
"(function (global, factory) {
\n\t
typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('tslib')) :
\n\t
typeof define === 'function' && define.amd ? define(['tslib'], factory) :
\n\t
(global = global || self, global['food-fell2'] = factory(global.tslib));
\n
}(this, (function (tslib) { 'use strict';
\n\n\t
var props = {};
\n\t
function prepareProps() {
\n\t
var metaProps = getProps();
\n\t
engine.injectProp(props, metaProps);
\n\t
}
\n\t
function injectProps(p) {
\n\t
engine.injectProp(props, p);
\n\t
}
\n\
n\t
function getTexture(uuid) {
\n\t
return engine.Texture.from(getAssetByUUID(uuid).uuid);
\n\t
}
\n\t
function getTextureByName(name) {
\n\t
return getTexture(getAssetByName(name).uuid);
\n\t
}
\n\t
function createSvga(name, anchorName) {
\n\t
var inst = new svga.Svga();
\n\t
inst.source = 'asset://' + getAssetByName(name).uuid;
\n\t
return inst;
\n\t
}
\n\n\t
var Goods = (function (_super) {
\n\t
tslib.__extends(Goods, _super);
\n\t
function Goods() {
\n\t
var _this = _super.call(this) || this;
\n\t
var body;
\n\t
body = _this._body = new engine.Rect();
\n\t
var rain = new engine.Sprite(getTextureByName('雨滴0'));
\n\t
var rain1 = new engine.Sprite(getTextureByName('雨滴1'));
\n\t
var rain2 = new engine.Sprite(getTextureByName('雨滴2'));
\n\t
rain[
\"
npcType
\"
] =
\"
rain0
\"
;
\n\t
rain1[
\"
npcType
\"
] =
\"
rain1
\"
;
\n\t
rain2[
\"
npcType
\"
] =
\"
rain2
\"
;
\n\t
var stone = new engine.Sprite(getTextureByName('石块'));
\n\t
stone[
\"
npcType
\"
] =
\"
stone
\"
;
\n\t
var boom = new engine.Sprite(getTextureByName('炸弹'));
\n\t
boom[
\"
npcType
\"
] =
\"
boom
\"
;
\n\t
rain.visible = false;
\n\t
rain1.visible = false;
\n\t
rain2.visible = false;
\n\t
stone.visible = false;
\n\t
boom.visible = false;
\n\t
body.addChild(rain);
\n\t
body.addChild(rain1);
\n\t
body.addChild(rain2);
\n\t
body.addChild(stone);
\n\t
body.addChild(boom);
\n\t
_this.addChild(body);
\n\t
body.width = .0001;
\n\t
body.height = .0001;
\n\t
body.mouseEnabled = false;
\n\t
return _this;
\n\t
}
\n\t
Goods.prototype.getRandomNumberByRange = function (start, end) {
\n\t
return Math.floor(Math.random() * (end - start) + start);
\n\t
};
\n\t
Goods.prototype.reset = function () {
\n\t
this.visible = true;
\n\t
this.rotation = 0;
\n\t
this.anchorOffsetY = 0;
\n\t
this.y = 0;
\n\t
this.x = (750 - 120) * Math.random() + 30;
\n\t
this.rotation = 0;
\n\t
var random = Math.random();
\n\t
if (typeof (props.goodsProbability) == 'string') {
\n\t
props.goodsProbability = props.goodsProbability.split(',').map(function (i) { return +i; });
\n\t
console.log(props.goodsProbability);
\n\t
}
\n\t
if (random < props.goodsProbability[0]) {
\n\t
var randomNum = Math.floor(Math.random() * 3);
\n\t
this.showNpc(
\"
rain
\"
+ randomNum);
\n\t
}
\n\t
else if (random >= props.goodsProbability[0] && random <= (props.goodsProbability[0] + props.goodsProbability[1])) {
\n\t
this.showNpc(
\"
stone
\"
);
\n\t
}
\n\t
else if (random > (props.goodsProbability[0] + props.goodsProbability[1])) {
\n\t
this.showNpc(
\"
boom
\"
);
\n\t
}
\n\t
};
\n\t
Goods.prototype.showNpc = function (type) {
\n\t
for (var i = 0; i < this._body.children.length; i++) {
\n\t
this._body.children[i].visible = false;
\n\t
this._body.children[i].mouseEnabled = false;
\n\t
}
\n\t
for (var i = 0; i < this._body.children.length; i++) {
\n\t
if (this._body.children[i][
\"
npcType
\"
] == type) {
\n\t
this[
\"
npcType
\"
] = type;
\n\t
this._body.children[i].visible = true;
\n\t
this._body.children[i].mouseEnabled = false;
\n\t
}
\n\t
}
\n\t
};
\n\t
Object.defineProperty(Goods.prototype,
\"
anchorOffsetY
\"
, {
\n\t
set: function (v) {
\n\t
this._body.y = v;
\n\t
},
\n\t
enumerable: true,
\n\t
configurable: true
\n\t
});
\n\t
return Goods;
\n\t
}(engine.Container));
\n\n\t
var ObjectPool = engine.ObjectPool;
\n\t
var PoolName = 'goods';
\n\t
ObjectPool.registerPool(PoolName, function () {
\n\t
return new Goods();
\n\t
}, function (item, data) {
\n\t
item.reset();
\n\t
});
\n\n\t
var ObjectPool$1 = engine.ObjectPool;
\n\t
var GameView = (function (_super) {
\n\t
tslib.__extends(GameView, _super);
\n\t
function GameView() {
\n\t
var _this = _super.call(this) || this;
\n\t
_this.goodsItems = [];
\n\t
_this.moveCatchX = 0;
\n\t
_this.playerCatchX = 0;
\n\t
_this.onDownStage = function (e) {
\n\t
_this.moveCatchX = e.localX;
\n\t
_this.playerCatchX = _this.player.x;
\n\t
};
\n\t
_this.onMoveStage = function (e) {
\n\t
var maxStageBound = props.maxStageBound;
\n\t
if (_this.gameIng) {
\n\t
var playerX = _this.playerCatchX + (e.localX - _this.moveCatchX);
\n\t
if (playerX < maxStageBound) {
\n\t
_this.player.x = maxStageBound;
\n\t
}
\n\t
else if (playerX + _this.player.width + maxStageBound > 750) {
\n\t
_this.player.x = 750 - maxStageBound - _this.player.width;
\n\t
}
\n\t
else {
\n\t
_this.player.x = playerX;
\n\t
}
\n\t
}
\n\t
};
\n\t
_this.onOutStage = function (e) {
\n\t
_this.moveCatchX = 0;
\n\t
};
\n\t
_this.once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);
\n\t
return _this;
\n\t
}
\n\t
GameView.prototype.setup = function () {
\n\t
var _this = this;
\n\t
if (this._hasSetup) {
\n\t
return;
\n\t
}
\n\t
this._hasSetup = true;
\n\t
this.NpcBg = new engine.Container();
\n\t
this.NpcBg.alpha = 1;
\n\t
this.NpcBg.width = 0;
\n\t
this.NpcBg.height = 0;
\n\t
this.addChild(this.NpcBg);
\n\t
this.player = new engine.Container();
\n\t
this.player.mouseEnabled = false;
\n\t
this.addChild(this.player);
\n\t
this.waterSvga = createSvga(
\"
水花
\"
);
\n\t
this.stoneSvga = createSvga(
\"
石头svga
\"
);
\n\t
this.playerSvga = new engine.Sprite(getTextureByName('玩家'));
\n\t
this.boomSvga = createSvga(
\"
炸弹svga
\"
);
\n\t
this.player.addChild(this.playerSvga);
\n\t
this.player.addChild(this.stoneSvga);
\n\t
this.player.addChild(this.waterSvga);
\n\t
this.player.addChild(this.boomSvga);
\n\t
this.waterSvga.visible = false;
\n\t
this.stoneSvga.visible = false;
\n\t
this.boomSvga.visible = false;
\n\t
this.visible = false;
\n\t
setTimeout(function () {
\n\t
_this.visible = true;
\n\t
_this.player.anchorY = _this.player.height / 2;
\n\t
_this.player.anchorX = _this.player.width / 2;
\n\t
_this.player.x = 375 - _this.player.width / 2;
\n\t
_this.player.y = props.playerPositionY;
\n\t
_this.stoneSvga.x = _this.player.width / 2 - _this.stoneSvga.width / 2 + props.boomPosition1Offset[0];
\n\t
_this.stoneSvga.y = _this.player.height / 2 - _this.stoneSvga.height / 2 + props.boomPosition1Offset[1];
\n\t
_this.waterSvga.x = _this.player.width / 2 - _this.waterSvga.width / 2 + props.boomPosition2Offset[0];
\n\t
_this.waterSvga.y = _this.player.height / 2 - _this.waterSvga.height / 2 + props.boomPosition2Offset[1];
\n\t
_this.boomSvga.x = _this.player.width / 2 - _this.boomSvga.width / 2 + props.boomPosition3Offset[0];
\n\t
_this.boomSvga.y = _this.player.height / 2 - _this.boomSvga.height / 2 + props.boomPosition3Offset[1];
\n\t
}, 300);
\n\t
this.rectBg = new engine.Container();
\n\t
this.rectBg.alpha = 0;
\n\t
this.rectBg.width = 750;
\n\t
this.rectBg.height = 1624;
\n\t
this.addChild(this.rectBg);
\n\t
this.rectBg.addEventListener(engine.MouseEvent.MOUSE_DOWN, this.onDownStage, this);
\n\t
this.rectBg.addEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMoveStage, this);
\n\t
this.rectBg.addEventListener(engine.MouseEvent.MOUSE_OUT, this.onOutStage, this);
\n\t
};
\n\t
GameView.prototype.reset = function () {
\n\t
this.recycleGoods();
\n\t
this.player.x = 375 - this.player.width / 2;
\n\t
};
\n\t
GameView.prototype.start = function () {
\n\t
var _this = this;
\n\t
this.score = 0;
\n\t
this.speed = 1;
\n\t
this.gameIng = true;
\n\t
this.creatNpc();
\n\t
this.beginNpc();
\n\t
this.countdown = props.countDown;
\n\t
this.countdownTimer = setInterval(function () {
\n\t
if (_this.gameIng) {
\n\t
if (_this.countdown > 0) {
\n\t
engine.globalEvent.dispatchEvent('food-fell-time-update', {
\n\t
time: _this.countdown,
\n\t
});
\n\t
_this.countdown -= 1;
\n\t
}
\n\t
else {
\n\t
engine.globalEvent.dispatchEvent('food-fell-game-over', {
\n\t
score: _this.score,
\n\t
reason: 1
\n\t
});
\n\t
_this.died();
\n\t
}
\n\t
}
\n\t
}, 1000);
\n\t
};
\n\t
GameView.prototype.beginNpc = function () {
\n\t
var _this = this;
\n\t
this.timer = setTimeout(function () {
\n\t
if (_this.gameIng) {
\n\t
_this.speed += props.acceleratedSpeed;
\n\t
_this.creatNpc();
\n\t
}
\n\t
_this.beginNpc();
\n\t
}, 2000 / this.speed);
\n\t
};
\n\t
GameView.prototype.pause = function () {
\n\t
this.gameIng = false;
\n\t
};
\n\t
GameView.prototype.revive = function () {
\n\t
this.gameIng = true;
\n\t
};
\n\t
GameView.prototype.resume = function () {
\n\t
this.reset();
\n\t
this.start();
\n\t
};
\n\t
GameView.prototype.creatNpc = function () {
\n\t
var _this = this;
\n\t
var goods = this._goods = ObjectPool$1.getObject(PoolName);
\n\t
this.goodsItems.push(goods);
\n\t
console.log(goods);
\n\t
this.NpcBg.addChild(goods);
\n\t
goods.addEventListener(engine.Event.ENTER_FRAME, goods[
\"
onGoodsEnter
\"
] = function () {
\n\t
if (goods.y > 1624) {
\n\t
_this.removeNpc(goods);
\n\t
}
\n\t
else {
\n\t
if (_this.gameIng) {
\n\t
goods.y += (4 * _this.speed);
\n\t
if (_this.hasHit(_this.player, goods)) {
\n\t
if (goods[
\"
npcType
\"
].indexOf(
\"
rain
\"
) > -1) {
\n\t
console.log(
\"
碰到雨滴
\"
);
\n\t
_this.score += props.rainScore;
\n\t
_this.waterSvga.visible = true;
\n\t
_this.waterSvga.play(false, false);
\n\t
_this.waterSvga.once(engine.Event.END_FRAME, function () {
\n\t
_this.waterSvga.visible = false;
\n\t
}, _this);
\n\t
}
\n\t
else if (goods[
\"
npcType
\"
] ==
\"
stone
\"
) {
\n\t
console.log(
\"
碰到石头
\"
);
\n\t
_this.score += props.stoneScore;
\n\t
_this.stoneSvga.visible = true;
\n\t
_this.stoneSvga.play(false, false);
\n\t
_this.stoneSvga.once(engine.Event.END_FRAME, function () {
\n\t
_this.stoneSvga.visible = false;
\n\t
}, _this);
\n\t
}
\n\t
else if (goods[
\"
npcType
\"
] ==
\"
boom
\"
) {
\n\t
console.log(
\"
碰到炸弹
\"
);
\n\t
_this.boomSvga.visible = true;
\n\t
_this.boomSvga.play(false, false);
\n\t
_this.boomSvga.once(engine.Event.END_FRAME, function () {
\n\t
_this.boomSvga.visible = false;
\n\t
engine.globalEvent.dispatchEvent('food-fell-game-over', {
\n\t
score: _this.score,
\n\t
reason: 2
\n\t
});
\n\t
_this.died();
\n\t
}, _this);
\n\t
}
\n\t
engine.globalEvent.dispatchEvent('food-fell-score-update', {
\n\t
score: _this.score,
\n\t
});
\n\t
_this.removeNpc(goods);
\n\t
}
\n\t
}
\n\t
}
\n\t
}, this);
\n\t
};
\n\t
GameView.prototype.died = function () {
\n\t
this.score = 0;
\n\t
this.pause();
\n\t
};
\n\t
GameView.prototype.removeNpc = function (goods) {
\n\t
this.NpcBg.removeChild(goods);
\n\t
ObjectPool$1.recycleObject(PoolName, goods);
\n\t
goods.removeEventListener(engine.Event.ENTER_FRAME, goods[
\"
onGoodsEnter
\"
], this);
\n\t
var index = this.goodsItems.indexOf(goods);
\n\t
if (index > -1) {
\n\t
this.goodsItems.splice(index, 1);
\n\t
}
\n\t
};
\n\t
GameView.prototype.recycleGoods = function () {
\n\t
clearTimeout(this.timer);
\n\t
clearInterval(this.countdownTimer);
\n\t
for (var _i = 0, _a = this.goodsItems; _i < _a.length; _i++) {
\n\t
var goods = _a[_i];
\n\t
if (goods) {
\n\t
this.NpcBg.removeChild(goods);
\n\t
ObjectPool$1.recycleObject(PoolName, goods);
\n\t
goods.removeEventListener(engine.Event.ENTER_FRAME, goods[
\"
onGoodsEnter
\"
], this);
\n\t
}
\n\t
}
\n\t
this.goodsItems = [];
\n\t
};
\n\t
GameView.prototype.hasHit = function (a, b) {
\n\t
var playerH = a.height;
\n\t
var playerW = a.width;
\n\t
var playerX = a.x;
\n\t
console.log(
\"
props
\"
, props.playerHeight);
\n\t
if (props.playerHeight) {
\n\t
playerH = props.playerHeight;
\n\t
}
\n\t
if (props.playerWidth) {
\n\t
playerW = props.playerWidth;
\n\t
playerX = a.x + (a.width - props.playerWidth) / 2;
\n\t
}
\n\t
if (Math.abs((playerX + playerW / 2) - (b.x + b.width / 2)) < playerW / 2 + b.width / 2
\n\t
&&
\n\t
Math.abs((a.y + playerH / 1.3) - (b.y + b.height / 2)) < playerH / 2 + b.height / 2) {
\n\t
return true;
\n\t
}
\n\t
else {
\n\t
return false;
\n\t
}
\n\t
};
\n\t
return GameView;
\n\t
}(engine.Container));
\n\n\t
var GameWrapper = (function (_super) {
\n\t
tslib.__extends(GameWrapper, _super);
\n\t
function GameWrapper() {
\n\t
var _this = _super.call(this) || this;
\n\t
engine.globalEvent.addEventListener('food-fell-reset', _this.reset, _this);
\n\t
engine.globalEvent.addEventListener('food-fell-start', _this.start, _this);
\n\t
engine.globalEvent.addEventListener('food-fell-pause', _this.pause, _this);
\n\t
engine.globalEvent.addEventListener('food-fell-resume', _this.resume, _this);
\n\t
engine.globalEvent.addEventListener('food-fell-revive', _this.revive, _this);
\n\t
engine.globalEvent.addEventListener('food-fell-clear', _this.clear, _this);
\n\t
_this.addEventListener(engine.MouseEvent.CLICK, _this.onTap, _this);
\n\t
var gameView = _this._gameView = new GameView();
\n\t
_this.addChild(gameView);
\n\t
return _this;
\n\t
}
\n\t
GameWrapper.prototype.reset = function (event) {
\n\t
injectProps(event.data);
\n\t
this._gameView.visible = true;
\n\t
this._gameView.reset();
\n\t
};
\n\t
GameWrapper.prototype.start = function (event) {
\n\t
injectProps(event.data);
\n\t
this._status = 1;
\n\t
this._gameView.start();
\n\t
};
\n\t
GameWrapper.prototype.pause = function () {
\n\t
this._gameView.pause();
\n\t
};
\n\t
GameWrapper.prototype.resume = function () {
\n\t
this._gameView.resume();
\n\t
};
\n\t
GameWrapper.prototype.revive = function () {
\n\t
this._gameView.revive();
\n\t
};
\n\t
GameWrapper.prototype.clear = function () {
\n\t
this._gameView.visible = false;
\n\t
};
\n\t
GameWrapper.prototype.onTap = function (event) {
\n\t
};
\n\t
return GameWrapper;
\n\t
}(engine.Container));
\n\n\t
function index (props) {
\n\t
prepareProps();
\n\t
injectProps(props);
\n\t
var instance = new GameWrapper();
\n\t
return instance;
\n\t
}
\n\n\t
return index;
\n\n
})));
\n
"
"code"
:
"(function (global, factory) {
\n\t
typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('tslib')) :
\n\t
typeof define === 'function' && define.amd ? define(['tslib'], factory) :
\n\t
(global = global || self, global['food-fell2'] = factory(global.tslib));
\n
}(this, (function (tslib) { 'use strict';
\n\n\t
var props = {};
\n\t
function prepareProps() {
\n\t
var metaProps = getProps();
\n\t
engine.injectProp(props, metaProps);
\n\t
}
\n\t
function injectProps(p) {
\n\t
engine.injectProp(props, p);
\n\t
}
\n\
t
//# sourceMappingURL=props.js.map
\n\n\t
function getTexture(uuid) {
\n\t
return engine.Texture.from(getAssetByUUID(uuid).uuid);
\n\t
}
\n\t
function getTextureByName(name) {
\n\t
return getTexture(getAssetByName(name).uuid);
\n\t
}
\n\t
function createSvga(name, anchorName) {
\n\t
var inst = new svga.Svga();
\n\t
inst.source = 'asset://' + getAssetByName(name).uuid;
\n\t
return inst;
\n\t
}
\n\n\t
var Goods = (function (_super) {
\n\t
tslib.__extends(Goods, _super);
\n\t
function Goods() {
\n\t
var _this = _super.call(this) || this;
\n\t
var body;
\n\t
body = _this._body = new engine.Rect();
\n\t
var rain = new engine.Sprite(getTextureByName('雨滴0'));
\n\t
var rain1 = new engine.Sprite(getTextureByName('雨滴1'));
\n\t
var rain2 = new engine.Sprite(getTextureByName('雨滴2'));
\n\t
rain[
\"
npcType
\"
] =
\"
rain0
\"
;
\n\t
rain1[
\"
npcType
\"
] =
\"
rain1
\"
;
\n\t
rain2[
\"
npcType
\"
] =
\"
rain2
\"
;
\n\t
var stone = new engine.Sprite(getTextureByName('石块'));
\n\t
stone[
\"
npcType
\"
] =
\"
stone
\"
;
\n\t
var boom = new engine.Sprite(getTextureByName('炸弹'));
\n\t
boom[
\"
npcType
\"
] =
\"
boom
\"
;
\n\t
rain.visible = false;
\n\t
rain1.visible = false;
\n\t
rain2.visible = false;
\n\t
stone.visible = false;
\n\t
boom.visible = false;
\n\t
body.addChild(rain);
\n\t
body.addChild(rain1);
\n\t
body.addChild(rain2);
\n\t
body.addChild(stone);
\n\t
body.addChild(boom);
\n\t
_this.addChild(body);
\n\t
body.width = .0001;
\n\t
body.height = .0001;
\n\t
body.mouseEnabled = false;
\n\t
return _this;
\n\t
}
\n\t
Goods.prototype.getRandomNumberByRange = function (start, end) {
\n\t
return Math.floor(Math.random() * (end - start) + start);
\n\t
};
\n\t
Goods.prototype.reset = function () {
\n\t
this.visible = true;
\n\t
this.rotation = 0;
\n\t
this.anchorOffsetY = 0;
\n\t
this.y = 0;
\n\t
this.x = (750 - 120) * Math.random() + 30;
\n\t
this.rotation = 0;
\n\t
var random = Math.random();
\n\t
if (typeof (props.goodsProbability) == 'string') {
\n\t
props.goodsProbability = props.goodsProbability.split(',').map(function (i) { return +i; });
\n\t
console.log(props.goodsProbability);
\n\t
}
\n\t
if (random < props.goodsProbability[0]) {
\n\t
var randomNum = Math.floor(Math.random() * 3);
\n\t
this.showNpc(
\"
rain
\"
+ randomNum);
\n\t
}
\n\t
else if (random >= props.goodsProbability[0] && random <= (props.goodsProbability[0] + props.goodsProbability[1])) {
\n\t
this.showNpc(
\"
stone
\"
);
\n\t
}
\n\t
else if (random > (props.goodsProbability[0] + props.goodsProbability[1])) {
\n\t
this.showNpc(
\"
boom
\"
);
\n\t
}
\n\t
};
\n\t
Goods.prototype.showNpc = function (type) {
\n\t
for (var i = 0; i < this._body.children.length; i++) {
\n\t
this._body.children[i].visible = false;
\n\t
this._body.children[i].mouseEnabled = false;
\n\t
}
\n\t
for (var i = 0; i < this._body.children.length; i++) {
\n\t
if (this._body.children[i][
\"
npcType
\"
] == type) {
\n\t
this[
\"
npcType
\"
] = type;
\n\t
this._body.children[i].visible = true;
\n\t
this._body.children[i].mouseEnabled = false;
\n\t
}
\n\t
}
\n\t
};
\n\t
Object.defineProperty(Goods.prototype,
\"
anchorOffsetY
\"
, {
\n\t
set: function (v) {
\n\t
this._body.y = v;
\n\t
},
\n\t
enumerable: true,
\n\t
configurable: true
\n\t
});
\n\t
return Goods;
\n\t
}(engine.Container));
\n\t
//# sourceMappingURL=Goods.js.map
\n\n\t
var ObjectPool = engine.ObjectPool;
\n\t
var PoolName = 'goods';
\n\t
ObjectPool.registerPool(PoolName, function () {
\n\t
return new Goods();
\n\t
}, function (item, data) {
\n\t
item.reset();
\n\t
});
\n\t
//# sourceMappingURL=object-pool-init.js.map
\n\n\t
var ObjectPool$1 = engine.ObjectPool;
\n\t
var GameView = (function (_super) {
\n\t
tslib.__extends(GameView, _super);
\n\t
function GameView() {
\n\t
var _this = _super.call(this) || this;
\n\t
_this.goodsItems = [];
\n\t
_this.moveCatchX = 0;
\n\t
_this.playerCatchX = 0;
\n\t
_this.onDownStage = function (e) {
\n\t
_this.moveCatchX = e.localX;
\n\t
_this.playerCatchX = _this.player.x;
\n\t
};
\n\t
_this.onMoveStage = function (e) {
\n\t
var maxStageBound = props.maxStageBound;
\n\t
if (_this.gameIng) {
\n\t
var playerX = _this.playerCatchX + (e.localX - _this.moveCatchX);
\n\t
if (playerX < maxStageBound) {
\n\t
_this.player.x = maxStageBound;
\n\t
}
\n\t
else if (playerX + _this.player.width + maxStageBound > 750) {
\n\t
_this.player.x = 750 - maxStageBound - _this.player.width;
\n\t
}
\n\t
else {
\n\t
_this.player.x = playerX;
\n\t
}
\n\t
}
\n\t
};
\n\t
_this.onOutStage = function (e) {
\n\t
_this.moveCatchX = 0;
\n\t
};
\n\t
_this.once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);
\n\t
return _this;
\n\t
}
\n\t
GameView.prototype.setup = function () {
\n\t
var _this = this;
\n\t
if (this._hasSetup) {
\n\t
return;
\n\t
}
\n\t
this._hasSetup = true;
\n\t
this.NpcBg = new engine.Container();
\n\t
this.NpcBg.alpha = 1;
\n\t
this.NpcBg.width = 0;
\n\t
this.NpcBg.height = 0;
\n\t
this.addChild(this.NpcBg);
\n\t
this.player = new engine.Container();
\n\t
this.player.mouseEnabled = false;
\n\t
this.addChild(this.player);
\n\t
this.waterSvga = createSvga(
\"
水花
\"
);
\n\t
this.stoneSvga = createSvga(
\"
石头svga
\"
);
\n\t
this.playerSvga = new engine.Sprite(getTextureByName('玩家'));
\n\t
this.boomSvga = createSvga(
\"
炸弹svga
\"
);
\n\t
this.player.addChild(this.playerSvga);
\n\t
this.player.addChild(this.stoneSvga);
\n\t
this.player.addChild(this.waterSvga);
\n\t
this.player.addChild(this.boomSvga);
\n\t
this.waterSvga.visible = false;
\n\t
this.stoneSvga.visible = false;
\n\t
this.boomSvga.visible = false;
\n\t
this.visible = false;
\n\t
setTimeout(function () {
\n\t
_this.visible = true;
\n\t
_this.player.anchorY = _this.player.height / 2;
\n\t
_this.player.anchorX = _this.player.width / 2;
\n\t
_this.player.x = 375 - _this.player.width / 2;
\n\t
_this.player.y = props.playerPositionY;
\n\t
_this.stoneSvga.x = _this.player.width / 2 - _this.stoneSvga.width / 2 + props.boomPosition1Offset[0];
\n\t
_this.stoneSvga.y = _this.player.height / 2 - _this.stoneSvga.height / 2 + props.boomPosition1Offset[1];
\n\t
_this.waterSvga.x = _this.player.width / 2 - _this.waterSvga.width / 2 + props.boomPosition2Offset[0];
\n\t
_this.waterSvga.y = _this.player.height / 2 - _this.waterSvga.height / 2 + props.boomPosition2Offset[1];
\n\t
_this.boomSvga.x = _this.player.width / 2 - _this.boomSvga.width / 2 + props.boomPosition3Offset[0];
\n\t
_this.boomSvga.y = _this.player.height / 2 - _this.boomSvga.height / 2 + props.boomPosition3Offset[1];
\n\t
}, 300);
\n\t
this.rectBg = new engine.Container();
\n\t
this.rectBg.alpha = 0;
\n\t
this.rectBg.width = 750;
\n\t
this.rectBg.height = 1624;
\n\t
this.addChild(this.rectBg);
\n\t
this.rectBg.addEventListener(engine.MouseEvent.MOUSE_DOWN, this.onDownStage, this);
\n\t
this.rectBg.addEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMoveStage, this);
\n\t
this.rectBg.addEventListener(engine.MouseEvent.MOUSE_OUT, this.onOutStage, this);
\n\t
};
\n\t
GameView.prototype.reset = function () {
\n\t
this.recycleGoods();
\n\t
this.player.x = 375 - this.player.width / 2;
\n\t
};
\n\t
GameView.prototype.start = function () {
\n\t
var _this = this;
\n\t
this.score = 0;
\n\t
this.speed = 1;
\n\t
this.gameIng = true;
\n\t
this.creatNpc();
\n\t
this.beginNpc();
\n\t
this.countdown = props.countDown;
\n\t
this.countdownTimer = setInterval(function () {
\n\t
if (_this.gameIng) {
\n\t
if (_this.countdown > 0) {
\n\t
engine.globalEvent.dispatchEvent('food-fell-time-update', {
\n\t
time: _this.countdown,
\n\t
});
\n\t
_this.countdown -= 1;
\n\t
}
\n\t
else {
\n\t
engine.globalEvent.dispatchEvent('food-fell-game-over', {
\n\t
score: _this.score,
\n\t
reason: 1
\n\t
});
\n\t
_this.died();
\n\t
}
\n\t
}
\n\t
}, 1000);
\n\t
};
\n\t
GameView.prototype.beginNpc = function () {
\n\t
var _this = this;
\n\t
this.timer = setTimeout(function () {
\n\t
if (_this.gameIng) {
\n\t
_this.speed += props.acceleratedSpeed;
\n\t
_this.creatNpc();
\n\t
}
\n\t
_this.beginNpc();
\n\t
}, 2000 / this.speed);
\n\t
};
\n\t
GameView.prototype.pause = function () {
\n\t
this.gameIng = false;
\n\t
};
\n\t
GameView.prototype.revive = function () {
\n\t
this.gameIng = true;
\n\t
};
\n\t
GameView.prototype.resume = function () {
\n\t
this.reset();
\n\t
this.start();
\n\t
};
\n\t
GameView.prototype.creatNpc = function () {
\n\t
var _this = this;
\n\t
var goods = this._goods = ObjectPool$1.getObject(PoolName);
\n\t
this.goodsItems.push(goods);
\n\t
console.log(goods);
\n\t
this.NpcBg.addChild(goods);
\n\t
goods.addEventListener(engine.Event.ENTER_FRAME, goods[
\"
onGoodsEnter
\"
] = function () {
\n\t
if (goods.y > 1624) {
\n\t
_this.removeNpc(goods);
\n\t
}
\n\t
else {
\n\t
if (_this.gameIng) {
\n\t
goods.y += (4 * _this.speed);
\n\t
if (_this.hasHit(_this.player, goods)) {
\n\t
if (goods[
\"
npcType
\"
].indexOf(
\"
rain
\"
) > -1) {
\n\t
console.log(
\"
碰到雨滴
\"
);
\n\t
_this.score += props.rainScore;
\n\t
_this.waterSvga.visible = true;
\n\t
_this.waterSvga.play(false, false);
\n\t
_this.waterSvga.once(engine.Event.END_FRAME, function () {
\n\t
_this.waterSvga.visible = false;
\n\t
}, _this);
\n\t
}
\n\t
else if (goods[
\"
npcType
\"
] ==
\"
stone
\"
) {
\n\t
console.log(
\"
碰到石头
\"
);
\n\t
_this.score += props.stoneScore;
\n\t
_this.stoneSvga.visible = true;
\n\t
_this.stoneSvga.play(false, false);
\n\t
_this.stoneSvga.once(engine.Event.END_FRAME, function () {
\n\t
_this.stoneSvga.visible = false;
\n\t
}, _this);
\n\t
}
\n\t
else if (goods[
\"
npcType
\"
] ==
\"
boom
\"
) {
\n\t
console.log(
\"
碰到炸弹
\"
);
\n\t
_this.boomSvga.visible = true;
\n\t
_this.boomSvga.play(false, false);
\n\t
_this.boomSvga.once(engine.Event.END_FRAME, function () {
\n\t
_this.boomSvga.visible = false;
\n\t
engine.globalEvent.dispatchEvent('food-fell-game-over', {
\n\t
score: _this.score,
\n\t
reason: 2
\n\t
});
\n\t
_this.died();
\n\t
}, _this);
\n\t
}
\n\t
engine.globalEvent.dispatchEvent('food-fell-score-update', {
\n\t
score: _this.score,
\n\t
});
\n\t
_this.removeNpc(goods);
\n\t
}
\n\t
}
\n\t
}
\n\t
}, this);
\n\t
};
\n\t
GameView.prototype.died = function () {
\n\t
this.score = 0;
\n\t
this.pause();
\n\t
};
\n\t
GameView.prototype.removeNpc = function (goods) {
\n\t
this.NpcBg.removeChild(goods);
\n\t
ObjectPool$1.recycleObject(PoolName, goods);
\n\t
goods.removeEventListener(engine.Event.ENTER_FRAME, goods[
\"
onGoodsEnter
\"
], this);
\n\t
var index = this.goodsItems.indexOf(goods);
\n\t
if (index > -1) {
\n\t
this.goodsItems.splice(index, 1);
\n\t
}
\n\t
};
\n\t
GameView.prototype.recycleGoods = function () {
\n\t
clearTimeout(this.timer);
\n\t
clearInterval(this.countdownTimer);
\n\t
for (var _i = 0, _a = this.goodsItems; _i < _a.length; _i++) {
\n\t
var goods = _a[_i];
\n\t
if (goods) {
\n\t
this.NpcBg.removeChild(goods);
\n\t
ObjectPool$1.recycleObject(PoolName, goods);
\n\t
goods.removeEventListener(engine.Event.ENTER_FRAME, goods[
\"
onGoodsEnter
\"
], this);
\n\t
}
\n\t
}
\n\t
this.goodsItems = [];
\n\t
};
\n\t
GameView.prototype.hasHit = function (a, b) {
\n\t
var playerH = a.height;
\n\t
var playerW = a.width;
\n\t
var playerX = a.x;
\n\t
console.log(
\"
props
\"
, props.playerHeight);
\n\t
if (props.playerHeight) {
\n\t
playerH = props.playerHeight;
\n\t
}
\n\t
if (props.playerWidth) {
\n\t
playerW = props.playerWidth;
\n\t
playerX = a.x + (a.width - props.playerWidth) / 2;
\n\t
}
\n\t
if (Math.abs((playerX + playerW / 2) - (b.x + b.width / 2)) < playerW / 2 + b.width / 2
\n\t
&&
\n\t
Math.abs((a.y + playerH / 1.3) - (b.y + b.height / 2)) < playerH / 2 + b.height / 2) {
\n\t
return true;
\n\t
}
\n\t
else {
\n\t
return false;
\n\t
}
\n\t
};
\n\t
return GameView;
\n\t
}(engine.Container));
\n\n\t
var GameWrapper = (function (_super) {
\n\t
tslib.__extends(GameWrapper, _super);
\n\t
function GameWrapper() {
\n\t
var _this = _super.call(this) || this;
\n\t
engine.globalEvent.addEventListener('food-fell-reset', _this.reset, _this);
\n\t
engine.globalEvent.addEventListener('food-fell-start', _this.start, _this);
\n\t
engine.globalEvent.addEventListener('food-fell-pause', _this.pause, _this);
\n\t
engine.globalEvent.addEventListener('food-fell-resume', _this.resume, _this);
\n\t
engine.globalEvent.addEventListener('food-fell-revive', _this.revive, _this);
\n\t
engine.globalEvent.addEventListener('food-fell-clear', _this.clear, _this);
\n\t
_this.addEventListener(engine.MouseEvent.CLICK, _this.onTap, _this);
\n\t
var gameView = _this._gameView = new GameView();
\n\t
_this.addChild(gameView);
\n\t
return _this;
\n\t
}
\n\t
GameWrapper.prototype.reset = function (event) {
\n\t
injectProps(event.data);
\n\t
this._gameView.visible = true;
\n\t
this._gameView.reset();
\n\t
};
\n\t
GameWrapper.prototype.start = function (event) {
\n\t
injectProps(event.data);
\n\t
this._status = 1;
\n\t
this._gameView.start();
\n\t
};
\n\t
GameWrapper.prototype.pause = function () {
\n\t
this._gameView.pause();
\n\t
};
\n\t
GameWrapper.prototype.resume = function () {
\n\t
this._gameView.resume();
\n\t
};
\n\t
GameWrapper.prototype.revive = function () {
\n\t
this._gameView.revive();
\n\t
};
\n\t
GameWrapper.prototype.clear = function () {
\n\t
this._gameView.visible = false;
\n\t
};
\n\t
GameWrapper.prototype.onTap = function (event) {
\n\t
};
\n\t
return GameWrapper;
\n\t
}(engine.Container));
\n\t
//# sourceMappingURL=GameWrapper.js.map
\n\n\t
function index (props) {
\n\t
prepareProps();
\n\t
injectProps(props);
\n\t
var instance = new GameWrapper();
\n\t
return instance;
\n\t
}
\n\t
//# sourceMappingURL=index.js.map
\n\n\t
return index;
\n\n
})));
\n
"
}
}
src/custom/food-fell2/debug/main.js
View file @
ef6bacb4
...
@@ -12,6 +12,7 @@
...
@@ -12,6 +12,7 @@
function
injectProps
(
p
)
{
function
injectProps
(
p
)
{
engine
.
injectProp
(
props
,
p
);
engine
.
injectProp
(
props
,
p
);
}
}
//# sourceMappingURL=props.js.map
function
getTexture
(
uuid
)
{
function
getTexture
(
uuid
)
{
return
engine
.
Texture
.
from
(
getAssetByUUID
(
uuid
).
uuid
);
return
engine
.
Texture
.
from
(
getAssetByUUID
(
uuid
).
uuid
);
...
@@ -105,6 +106,7 @@
...
@@ -105,6 +106,7 @@
});
});
return
Goods
;
return
Goods
;
}(
engine
.
Container
));
}(
engine
.
Container
));
//# sourceMappingURL=Goods.js.map
var
ObjectPool
=
engine
.
ObjectPool
;
var
ObjectPool
=
engine
.
ObjectPool
;
var
PoolName
=
'goods'
;
var
PoolName
=
'goods'
;
...
@@ -113,6 +115,7 @@
...
@@ -113,6 +115,7 @@
},
function
(
item
,
data
)
{
},
function
(
item
,
data
)
{
item
.
reset
();
item
.
reset
();
});
});
//# sourceMappingURL=object-pool-init.js.map
var
ObjectPool$1
=
engine
.
ObjectPool
;
var
ObjectPool$1
=
engine
.
ObjectPool
;
var
GameView
=
(
function
(
_super
)
{
var
GameView
=
(
function
(
_super
)
{
...
@@ -390,6 +393,7 @@
...
@@ -390,6 +393,7 @@
};
};
return
GameWrapper
;
return
GameWrapper
;
}(
engine
.
Container
));
}(
engine
.
Container
));
//# sourceMappingURL=GameWrapper.js.map
function
index
(
props
)
{
function
index
(
props
)
{
prepareProps
();
prepareProps
();
...
@@ -397,6 +401,7 @@
...
@@ -397,6 +401,7 @@
var
instance
=
new
GameWrapper
();
var
instance
=
new
GameWrapper
();
return
instance
;
return
instance
;
}
}
//# sourceMappingURL=index.js.map
return
index
;
return
index
;
...
...
src/custom/food-fell2/debug/main.js.map
View file @
ef6bacb4
{"version":3,"file":"index.js","sources":["src/custom/food-fell2/src/props.ts","src/custom/food-fell2/src/game/utils.ts","src/custom/food-fell2/src/game/Goods.ts","src/custom/food-fell2/src/game/object-pool-init.ts","src/custom/food-fell2/src/game/GameView.ts","src/custom/food-fell2/src/game/GameWrapper.ts","src/custom/food-fell2/src/index.ts"],"sourcesContent":["/**\n * Created by rockyl on 2020-01-21.\n */\n\nexport let props: any = {};\n\nexport function prepareProps() {\n\tlet metaProps = getProps();\n\n\tengine.injectProp(props, metaProps);\n}\n\nexport function injectProps(p) {\n\tengine.injectProp(props, p);\n}\n","/**\n * Created by rockyl on 2020-01-21.\n */\n\nexport function getTexture(uuid) {\n\treturn engine.Texture.from(getAssetByUUID(uuid).uuid);\n}\n\nexport function getTextureByName(name) {\n\treturn getTexture(getAssetByName(name).uuid);\n}\n\nexport function playSound(name) {\n\tengine.playSound(getAssetByName(name).uuid, {keep: true});\n}\nexport function createSvga(name, anchorName?) {\n\tlet inst = new svga.Svga();\n\tinst.source = 'asset://' + getAssetByName(name).uuid;\n\treturn inst;\n}","/**\n * Created by rockyl on 2020-02-02.\n *\n * 掉落物品\n */\nimport {getTextureByName} from \"./utils\";\nimport {props} from \"../props\";\n\nexport class Goods extends engine.Container {\n\tprivate _body:engine.Rect\n\tprivate _toY;\n\n\tconstructor() {\n\t\tsuper();\n\n\t\tlet body\n\t\tbody = this._body =new engine.Rect()\n\t\t\n\t\t// let randomNum = Math.floor(Math.random() * 3)\t\t\n\t\t// console.log('雨滴' + randomNum);\n\t\t\n\t\tlet rain = new engine.Sprite(getTextureByName('雨滴0'));\n\t\tlet rain1 = new engine.Sprite(getTextureByName('雨滴1'));\n\t\tlet rain2 = new engine.Sprite(getTextureByName('雨滴2'));\n\t\train[\"npcType\"]=\"rain0\"\n\t\train1[\"npcType\"]=\"rain1\"\n\t\train2[\"npcType\"]=\"rain2\"\n\t\tlet stone = new engine.Sprite(getTextureByName('石块'));\n\t\tstone[\"npcType\"]=\"stone\"\n\t\tlet boom = new engine.Sprite(getTextureByName('炸弹'));\n\t\tboom[\"npcType\"]=\"boom\"\n\n\t\train.visible=false;\n\t\train1.visible=false;\n\t\train2.visible=false;\n\t\tstone.visible=false;\n\t\tboom.visible=false;\n\t\tbody.addChild(rain)\n\t\tbody.addChild(rain1)\n\t\tbody.addChild(rain2)\n\t\tbody.addChild(stone)\n\t\tbody.addChild(boom)\n\t\t\n\t\tthis.addChild(body);\n\t\tbody.width=.0001;\n\t\tbody.height=.0001;\n\t\tbody.mouseEnabled=false;\n\t}\n\n\n\tgetRandomNumberByRange(start, end) {\n\t\treturn Math.floor(Math.random() * (end - start) + start)\n\t}\n\n\treset() {\n\t\tthis.visible = true;\n\t\tthis.rotation = 0;\n\t\tthis.anchorOffsetY = 0;\n\t\tthis.y = 0;\n\t\tthis.x = (750-120)*Math.random()+30;\n\t\tthis.rotation = 0;\n\t\tlet random=Math.random()\n\t\tif(typeof (props.goodsProbability) == 'string'){\n\t\t\tprops.goodsProbability=props.goodsProbability.split(',').map((i: string) => +i)\n\t\t\tconsole.log(props.goodsProbability);\n\t\t\t\n\t\t}\n\t\tif(random<props.goodsProbability[0]){\n\t\t\tlet randomNum = Math.floor(Math.random() * 3)\t\t\n\t\t\tthis.showNpc(\"rain\" + randomNum)\n\t\t}else if(random>=props.goodsProbability[0]&&random<=(props.goodsProbability[0]+props.goodsProbability[1])){\n\t\t\tthis.showNpc(\"stone\")\n\t\t}else if(random>(props.goodsProbability[0]+props.goodsProbability[1])){\n\t\t\tthis.showNpc(\"boom\")\n\t\t}\n\t}\n\n\n\tshowNpc(type){\n\t\tfor(let i=0;i<this._body.children.length;i++){\n\t\t\tthis._body.children[i].visible=false;\n\t\t\tthis._body.children[i].mouseEnabled=false;\n\t\t}\t\t\n\t\tfor(let i=0;i<this._body.children.length;i++){\n\t\t\tif(this._body.children[i][\"npcType\"]==type){\n\t\t\t\tthis[\"npcType\"]=type\n\t\t\t\tthis._body.children[i].visible=true;\n\t\t\t\tthis._body.children[i].mouseEnabled=false;\n\t\t\t}\n\t\t}\n\t\t\n\t}\n\n\tset anchorOffsetY(v) {\n\t\tthis._body.y = v;\n\t}\n}\n","/**\n * Created by rockyl on 2020-02-03.\n */\n\nimport {Goods} from \"./Goods\";\nimport ObjectPool = engine.ObjectPool;\n\nexport const PoolName: string = 'goods';\n\nObjectPool.registerPool(PoolName, function () {\n\treturn new Goods();\n}, function (item: Goods, data) {\n\titem.reset();\n});\n","/**\n * Created by rockyl on 2018/8/16.\n */\n\nimport { props } from \"../props\";\nimport { playSound, createSvga } from \"./utils\";\nimport ObjectPool = engine.ObjectPool;\nimport { getTextureByName } from \"./utils\";\nimport { Goods } from \"./Goods\";\nimport { PoolName } from \"./object-pool-init\";\n\n\n\nexport default class GameView extends engine.Container {\n\n\tprivate _hasSetup;\n\n\t//玩家\n\tprivate player: engine.Container;\n\t//触摸层\n\t// private rectBg: engine.Rect;\n\tprivate rectBg: engine.Container;\n\t//npc层\n\tprivate NpcBg: engine.Container;\n\n\t//当前分数\n\tprivate score\n\n\t//游戏状态\n\tprivate gameIng;\n\n\t//npc出身计时器\n\tprivate timer\n\t//倒计时计时器\n\tprivate countdownTimer: any\n\t//倒计时\n\tprivate countdown: number\n\n\t//当前速度\n\tprivate speed: number\n\n\t// 当前场景上面的物品\n\tprivate goodsItems = []\n\n\n\tprivate _goods: Goods;\n\n\tconstructor() {\n\t\tsuper();\n\t\tthis.once(engine.Event.ADDED_TO_STAGE, this.setup, this);\n\t}\n\n\tprivate waterSvga\n\tprivate stoneSvga\n\tprivate boomSvga\n\tprivate playerSvga\n\n\tsetup() {\n\t\tif (this._hasSetup) {\n\t\t\treturn;\n\t\t}\n\t\tthis._hasSetup = true;\n\t\tthis.NpcBg = new engine.Container();\n\t\tthis.NpcBg.alpha = 1;\n\t\tthis.NpcBg.width = 0;\n\t\tthis.NpcBg.height = 0;\n\t\tthis.addChild(this.NpcBg);\n\n\t\n\n\t\tthis.player = new engine.Container();\n\t\tthis.player.mouseEnabled = false;\n\t//\tthis.player.fillColor=\"rgba(0, 0, 0,1)\"\n\t\t//console.log(this.player.fillColor)\n\t\n\t\tthis.addChild(this.player);\n\n\t\tthis.waterSvga=createSvga(\"水花\")\n\t\tthis.stoneSvga=createSvga(\"石头svga\")\n\t\t// this.playerSvga=createSvga(\"玩家\")\n\t\tthis.playerSvga= new engine.Sprite(getTextureByName('玩家'))\n\t\tthis.boomSvga=createSvga(\"炸弹svga\")\n\t\tthis.player.addChild(this.playerSvga);\n\t\tthis.player.addChild(this.stoneSvga);\n\t\tthis.player.addChild(this.waterSvga);\n\t\tthis.player.addChild(this.boomSvga);\n\t\t// this.playerSvga.gotoAndPlay(1);\n\n\t\t\n\n\t\tthis.waterSvga.visible = false\n\t\tthis.stoneSvga.visible = false\n\t\tthis.boomSvga.visible = false\n\t\t\n\t\tthis.visible=false;\n\t\tsetTimeout(()=>{\n\t\t\tthis.visible=true;\n\t\t\tthis.player.anchorY = this.player.height / 2;\n\t\t\tthis.player.anchorX = this.player.width / 2;\n\t\t\tthis.player.x = 375 - this.player.width / 2;\n\t\t\tthis.player.y = props.playerPositionY;\n\n\t\t\tthis.stoneSvga.x = this.player.width / 2 - \tthis.stoneSvga.width/2 + props.boomPosition1Offset[0];\n\t\t\tthis.stoneSvga.y = this.player.height / 2 - this.stoneSvga.height/2 + props.boomPosition1Offset[1];\n\n\t\t\tthis.waterSvga.x = this.player.width / 2 - \tthis.waterSvga.width/2+ props.boomPosition2Offset[0];\n\t\t\tthis.waterSvga.y = this.player.height / 2 - this.waterSvga.height/2 + props.boomPosition2Offset[1];\n\n\t\t\tthis.boomSvga.x = this.player.width / 2 - \tthis.boomSvga.width/2+ props.boomPosition3Offset[0];\n\t\t\tthis.boomSvga.y = this.player.height / 2 - this.boomSvga.height/2 + props.boomPosition3Offset[1];\n\n\t\t\t// this.stoneSvga.x=props.boomPositionOffset[0]\n\t\t\t// this.stoneSvga.y=props.boomPositionOffset[1]\n\n\t\t\t// this.waterSvga.x=props.boomPositionOffset[0]\n\t\t\t// this.waterSvga.y=props.boomPositionOffset[1]\n\n\t\t\t// this.boomSvga.x=props.boomPositionOffset[0]\n\t\t\t// this.boomSvga.y=props.boomPositionOffset[1]\n\n\t\t\t\n\t\t},300)\n\n\t\t\n\t\tthis.rectBg = new engine.Container();\n\t\tthis.rectBg.alpha = 0;\n\t\tthis.rectBg.width = 750;\n\t\tthis.rectBg.height = 1624;\n\t\tthis.addChild(this.rectBg)\n\n\t\tthis.rectBg.addEventListener(engine.MouseEvent.MOUSE_DOWN, this.onDownStage, this);\n\t\tthis.rectBg.addEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMoveStage, this);\n\t\tthis.rectBg.addEventListener(engine.MouseEvent.MOUSE_OUT, this.onOutStage, this);\n\n\t\n\t}\n\n\n\t/**\n\t * 重置场景\n\t */\n\treset() {\n\t\tthis.recycleGoods()\n\t\tthis.player.x = 375 - this.player.width / 2;\n\t}\n\n\t/**\n\t * 开始\n\t */\n\tstart() {\n\t\tthis.score = 0;\n\t\tthis.speed = 1\n\t\tthis.gameIng = true;\n\t\tthis.creatNpc()\n\t\tthis.beginNpc()\n\t\tthis.countdown = props.countDown;\n\t\t\n\t\tthis.countdownTimer = setInterval(() => {\n\t\t\tif (this.gameIng) {\n\t\t\t\tif (this.countdown > 0) {\n\t\t\t\t\tengine.globalEvent.dispatchEvent('food-fell-time-update', {\n\t\t\t\t\t\ttime: this.countdown,\n\t\t\t\t\t});\n\t\t\t\t\tthis.countdown -= 1\n\t\t\t\t} else {\n\t\t\t\t\tengine.globalEvent.dispatchEvent('food-fell-game-over', {\n\t\t\t\t\t\tscore: this.score,\n\t\t\t\t\t\treason: 1\n\t\t\t\t\t});\n\t\t\t\t\tthis.died()\n\t\t\t\t}\n\t\t\t}\n\t\t}, 1000)\n\t}\n\n\t/**\n\t * npc开始掉落\n\t */\n\tbeginNpc() {\n\t\tthis.timer = setTimeout(() => {\n\t\t\tif (this.gameIng) {\n\t\t\t\tthis.speed += props.acceleratedSpeed;\n\t\t\t\tthis.creatNpc()\n\t\t\t}\n\t\t\t//递归执行\n\t\t\tthis.beginNpc()\n\t\t}, 2000 / this.speed)\n\t}\n\n\t/**\n\t * 暂停\n\t */\n\tpause() {\n\t\tthis.gameIng = false;\n\t}\n\n\t/**\n\t * 恢复\n\t */\n\trevive() {\n\t\tthis.gameIng = true;\n\t}\n\n\t/**\n\t * 重新开始\n\t */\n\tresume() {\n\t\tthis.reset()\n\t\tthis.start()\n\t}\n\n\t/**\n\t * 创建NPC\n\t */\n\tprivate creatNpc() {\n\t\tlet goods = this._goods = <Goods>ObjectPool.getObject(PoolName);\n\t\tthis.goodsItems.push(goods)\n\t\tconsole.log(goods);\n\t\t\n\t\tthis.NpcBg.addChild(goods);\n\t\tgoods.addEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"] = () => {\n\t\t\tif (goods.y > 1624) {\n\t\t\t\tthis.removeNpc(goods)\n\t\t\t} else {\n\t\t\t\tif (this.gameIng) {\n\t\t\t\t\t//速度叠加\n\t\t\t\t\tgoods.y += (4 * this.speed)\n\t\t\t\t\t//如果玩家和物品发生碰撞\n\t\t\t\t\tif (this.hasHit(this.player, goods)) {\n\t\t\t\t\t\tif (goods[\"npcType\"].indexOf(\"rain\") > -1) {\n\t\t\t\t\t\t\tconsole.log(\"碰到雨滴\")\n\t\t\t\t\t\t\tthis.score += props.rainScore\n\t\t\t\t\t\t\tthis.waterSvga.visible=true;\n\t\t\t\t\t\t//\tthis.waterSvga.x= goods.x - this.player.x;\n\t\t\t\t\t\t\tthis.waterSvga.play(false, false)\n\t\t\t\t\t\t\tthis.waterSvga.once(engine.Event.END_FRAME, ()=>{\n\t\t\t\t\t\t\t\tthis.waterSvga.visible=false;\n\t\t\t\t\t\t\t}, this);\n\n\t\t\t\t\t\t} else if (goods[\"npcType\"] == \"stone\") {\n\t\t\t\t\t\t\tconsole.log(\"碰到石头\")\n\t\t\t\t\t\t\tthis.score += props.stoneScore\n\t\t\t\t\t\t\tthis.stoneSvga.visible=true;\n\t\t\t\t\t\t\tthis.stoneSvga.play(false, false)\n\t\t\t\t\t\t\tthis.stoneSvga.once(engine.Event.END_FRAME, ()=>{\n\t\t\t\t\t\t\t\tthis.stoneSvga.visible=false;\n\t\t\t\t\t\t\t}, this);\n\t\t\t\t\t\t} else if (goods[\"npcType\"] == \"boom\") {\n\t\t\t\t\t\t\tconsole.log(\"碰到炸弹\")\n\t\t\t\t\t\t\tthis.boomSvga.visible=true;\n\t\t\t\t\t\t\tthis.boomSvga.play(false, false)\n\t\t\t\t\t\t\tthis.boomSvga.once(engine.Event.END_FRAME, ()=>{\n\t\t\t\t\t\t\t\tthis.boomSvga.visible=false;\n\t\t\t\t\t\t\t\tengine.globalEvent.dispatchEvent('food-fell-game-over', {\n\t\t\t\t\t\t\t\t\tscore: this.score,\n\t\t\t\t\t\t\t\t\treason: 2\n\t\t\t\t\t\t\t\t});\n\t\t\t\t\t\t\t\tthis.died()\n\t\t\t\t\t\t\t}, this);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tengine.globalEvent.dispatchEvent('food-fell-score-update', {\n\t\t\t\t\t\t\tscore: this.score,\n\t\t\t\t\t\t});\n\t\t\t\t\t\tthis.removeNpc(goods)\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t}, this);\n\t}\n\n\t/**\n\t * 玩家死亡\n\t */\n\tprivate died() {\n\t\tthis.score = 0\n\t\tthis.pause()\n\t}\n\n\t/**\n\t * 回收指定物品\n\t * @param goods 物品\n\t */\n\tprivate removeNpc(goods) {\n\t\tthis.NpcBg.removeChild(goods);\n\t\tObjectPool.recycleObject(PoolName, goods);\n\t\tgoods.removeEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"], this);\n\t\tlet index = this.goodsItems.indexOf(goods);\n\t\tif (index > -1) {\n\t\t\tthis.goodsItems.splice(index, 1);\n\t\t}\n\t}\n\n\t/**\n\t * 回收对象\n\t */\n\tprivate recycleGoods() {\n\t\tclearTimeout(this.timer)\n\t\tclearInterval(this.countdownTimer)\n\t\tfor (let goods of this.goodsItems) {\n\t\t\tif (goods) {\n\t\t\t\tthis.NpcBg.removeChild(goods);\n\t\t\t\tObjectPool.recycleObject(PoolName, goods);\n\t\t\t\tgoods.removeEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"], this);\n\t\t\t}\n\t\t}\n\t\tthis.goodsItems = []\n\t}\n\n\tprivate moveCatchX = 0\n\tprivate playerCatchX = 0\n\n\t/**\n\t * 碰撞检测\n\t * @param a a盒子\n\t * @param b b盒子\n\t */\n\tprivate hasHit(a, b) {\n\n\t\tlet playerH=a.height\n\t\tlet playerW=a.width\n\t\tlet playerX=a.x\n\t\tconsole.log(\"props\",props.playerHeight)\n\t\tif(props.playerHeight){\n\t\t\tplayerH=props.playerHeight\n\t\t}\n\t\tif(props.playerWidth){\n\t\t\tplayerW=props.playerWidth\n\t\t\tplayerX=a.x+(a.width-props.playerWidth)/2\n\t\t}\n\n\t\tif (\n\t\t\tMath.abs((playerX + playerW / 2) - (b.x + b.width / 2)) < playerW / 2 + b.width / 2\n\t\t\t&&\n\t\t\t// Math.abs((a.y + a.height / 2 ) - (b.y + b.height / 2)) < a.height / 2 + b.height / 2\n\t\t\tMath.abs((a.y + playerH / 1.3 ) - (b.y + b.height / 2)) < playerH / 2 + b.height / 2\n\t\t) {\n\t\t\treturn true;\n\t\t} else {\n\t\t\treturn false;\n\t\t}\n\t}\n\n\tprivate onDownStage = (e) => {\n\t\tthis.moveCatchX = e.localX;\n\t\tthis.playerCatchX = this.player.x\n\t}\n\n\tprivate onMoveStage = (e) => {\n\t\tlet maxStageBound=props.maxStageBound;\n\t\tif (this.gameIng) {\n\t\t\tlet playerX=this.playerCatchX + (e.localX - this.moveCatchX)\n\t\t\tif(playerX<maxStageBound){\n\t\t\t\tthis.player.x=maxStageBound\n\t\t\t}else if(playerX+this.player.width+maxStageBound>750){\n\t\t\t\tthis.player.x=750-maxStageBound-this.player.width\n\t\t\t}else{\n\t\t\t\tthis.player.x=playerX\n\t\t\t}\n\t\t}\n\t}\n\n\tprivate onOutStage = (e) => {\n\t\tthis.moveCatchX = 0\n\t}\n}\n","/**\n * Created by rockyl on 2020-01-09.\n */\n\nimport GameView from \"./GameView\";\nimport {injectProps} from \"../props\";\n\n\nexport class GameWrapper extends engine.Container {\n\tprivate _status;\n\tprivate _gameView: GameView;\n\n\n\n\n\n\tconstructor() {\n\t\tsuper();\n\t\tengine.globalEvent.addEventListener('food-fell-reset', this.reset, this);\n\t\tengine.globalEvent.addEventListener('food-fell-start', this.start, this);\n\t\tengine.globalEvent.addEventListener('food-fell-pause', this.pause, this);\n\t\tengine.globalEvent.addEventListener('food-fell-resume', this.resume, this);\n\t\tengine.globalEvent.addEventListener('food-fell-revive', this.revive, this);\n\t\tengine.globalEvent.addEventListener('food-fell-clear', this.clear, this);\n\n\t\tthis.addEventListener(engine.MouseEvent.CLICK, this.onTap, this);\n\n\t\tlet gameView = this._gameView = new GameView();\n\t\tthis.addChild(gameView);\n\t\t// gameView.reset()\n\t\t// gameView.start()\n\t}\n\n\treset(event: engine.Event) {\t\t\n\t\tinjectProps(event.data);\n\t\tthis._gameView.visible = true;\n\t\tthis._gameView.reset();\n\t}\n\n\tstart(event: engine.Event) {\n\t\tinjectProps(event.data);\n\t\tthis._status = 1;\n\t\tthis._gameView.start();\n\t}\n\n\tpause() {\n\t\tthis._gameView.pause();\n\t}\n\n\tresume() {\n\t\tthis._gameView.resume();\n\t}\n\n\trevive() {\n\t\tthis._gameView.revive();\n\t}\n\n\tclear() {\n\t\tthis._gameView.visible = false;\n\t}\n\n\tprivate onTap(event) {\n\t//\tthis._gameView.tap(event);\n\t}\n}\n","/**\n * Created by rockyl on 2019-11-20.\n */\n\nimport {GameWrapper} from \"./game/GameWrapper\";\nimport {injectProps, prepareProps} from \"./props\";\n\nexport default function (props) {\n\tprepareProps();\n\tinjectProps(props);\n\n\tlet instance = new GameWrapper();\n\treturn instance;\n}\n"],"names":["__extends","ObjectPool"],"mappings":";;;;;;CAIO,IAAI,KAAK,GAAQ,EAAE,CAAC;AAE3B,UAAgB,YAAY;KAC3B,IAAI,SAAS,GAAG,QAAQ,EAAE,CAAC;KAE3B,MAAM,CAAC,UAAU,CAAC,KAAK,EAAE,SAAS,CAAC,CAAC;CACrC,CAAC;AAED,UAAgB,WAAW,CAAC,CAAC;KAC5B,MAAM,CAAC,UAAU,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;CAC7B,CAAC;;UCVe,UAAU,CAAC,IAAI;KAC9B,OAAO,MAAM,CAAC,OAAO,CAAC,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;CACvD,CAAC;AAED,UAAgB,gBAAgB,CAAC,IAAI;KACpC,OAAO,UAAU,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;CAC9C,CAAC;AAED,UAGgB,UAAU,CAAC,IAAI,EAAE,UAAW;KAC3C,IAAI,IAAI,GAAG,IAAI,IAAI,CAAC,IAAI,EAAE,CAAC;KAC3B,IAAI,CAAC,MAAM,GAAG,UAAU,GAAG,cAAc,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC;KACrD,OAAO,IAAI,CAAC;CACb,CAAC;;CCXD;KAA2BA,+BAAgB;KAI1C;SAAA,YACC,iBAAO,SAkCP;SAhCA,IAAI,IAAI,CAAA;SACR,IAAI,GAAG,KAAI,CAAC,KAAK,GAAE,IAAI,MAAM,CAAC,IAAI,EAAE,CAAA;SAKpC,IAAI,IAAI,GAAG,IAAI,MAAM,CAAC,MAAM,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC,CAAC;SACtD,IAAI,KAAK,GAAG,IAAI,MAAM,CAAC,MAAM,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC,CAAC;SACvD,IAAI,KAAK,GAAG,IAAI,MAAM,CAAC,MAAM,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC,CAAC;SACvD,IAAI,CAAC,SAAS,CAAC,GAAC,OAAO,CAAA;SACvB,KAAK,CAAC,SAAS,CAAC,GAAC,OAAO,CAAA;SACxB,KAAK,CAAC,SAAS,CAAC,GAAC,OAAO,CAAA;SACxB,IAAI,KAAK,GAAG,IAAI,MAAM,CAAC,MAAM,CAAC,gBAAgB,CAAC,IAAI,CAAC,CAAC,CAAC;SACtD,KAAK,CAAC,SAAS,CAAC,GAAC,OAAO,CAAA;SACxB,IAAI,IAAI,GAAG,IAAI,MAAM,CAAC,MAAM,CAAC,gBAAgB,CAAC,IAAI,CAAC,CAAC,CAAC;SACrD,IAAI,CAAC,SAAS,CAAC,GAAC,MAAM,CAAA;SAEtB,IAAI,CAAC,OAAO,GAAC,KAAK,CAAC;SACnB,KAAK,CAAC,OAAO,GAAC,KAAK,CAAC;SACpB,KAAK,CAAC,OAAO,GAAC,KAAK,CAAC;SACpB,KAAK,CAAC,OAAO,GAAC,KAAK,CAAC;SACpB,IAAI,CAAC,OAAO,GAAC,KAAK,CAAC;SACnB,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAA;SACnB,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAA;SACpB,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAA;SACpB,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAA;SACpB,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAA;SAEnB,KAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC;SACpB,IAAI,CAAC,KAAK,GAAC,KAAK,CAAC;SACjB,IAAI,CAAC,MAAM,GAAC,KAAK,CAAC;SAClB,IAAI,CAAC,YAAY,GAAC,KAAK,CAAC;;MACxB;KAGD,sCAAsB,GAAtB,UAAuB,KAAK,EAAE,GAAG;SAChC,OAAO,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,GAAG,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC,CAAA;MACxD;KAED,qBAAK,GAAL;SACC,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;SACpB,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAC;SAClB,IAAI,CAAC,aAAa,GAAG,CAAC,CAAC;SACvB,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;SACX,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,GAAC,GAAG,IAAE,IAAI,CAAC,MAAM,EAAE,GAAC,EAAE,CAAC;SACpC,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAC;SAClB,IAAI,MAAM,GAAC,IAAI,CAAC,MAAM,EAAE,CAAA;SACxB,IAAG,QAAQ,KAAK,CAAC,gBAAgB,CAAC,IAAI,QAAQ,EAAC;aAC9C,KAAK,CAAC,gBAAgB,GAAC,KAAK,CAAC,gBAAgB,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,UAAC,CAAS,IAAK,OAAA,CAAC,CAAC,GAAA,CAAC,CAAA;aAC/E,OAAO,CAAC,GAAG,CAAC,KAAK,CAAC,gBAAgB,CAAC,CAAC;UAEpC;SACD,IAAG,MAAM,GAAC,KAAK,CAAC,gBAAgB,CAAC,CAAC,CAAC,EAAC;aACnC,IAAI,SAAS,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,MAAM,EAAE,GAAG,CAAC,CAAC,CAAA;aAC7C,IAAI,CAAC,OAAO,CAAC,MAAM,GAAG,SAAS,CAAC,CAAA;UAChC;cAAK,IAAG,MAAM,IAAE,KAAK,CAAC,gBAAgB,CAAC,CAAC,CAAC,IAAE,MAAM,KAAG,KAAK,CAAC,gBAAgB,CAAC,CAAC,CAAC,GAAC,KAAK,CAAC,gBAAgB,CAAC,CAAC,CAAC,CAAC,EAAC;aACzG,IAAI,CAAC,OAAO,CAAC,OAAO,CAAC,CAAA;UACrB;cAAK,IAAG,MAAM,IAAE,KAAK,CAAC,gBAAgB,CAAC,CAAC,CAAC,GAAC,KAAK,CAAC,gBAAgB,CAAC,CAAC,CAAC,CAAC,EAAC;aACrE,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,CAAA;UACpB;MACD;KAGD,uBAAO,GAAP,UAAQ,IAAI;SACX,KAAI,IAAI,CAAC,GAAC,CAAC,EAAC,CAAC,GAAC,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,MAAM,EAAC,CAAC,EAAE,EAAC;aAC5C,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,OAAO,GAAC,KAAK,CAAC;aACrC,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,YAAY,GAAC,KAAK,CAAC;UAC1C;SACD,KAAI,IAAI,CAAC,GAAC,CAAC,EAAC,CAAC,GAAC,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,MAAM,EAAC,CAAC,EAAE,EAAC;aAC5C,IAAG,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,IAAE,IAAI,EAAC;iBAC1C,IAAI,CAAC,SAAS,CAAC,GAAC,IAAI,CAAA;iBACpB,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,OAAO,GAAC,IAAI,CAAC;iBACpC,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,YAAY,GAAC,KAAK,CAAC;cAC1C;UACD;MAED;KAED,sBAAI,gCAAa;cAAjB,UAAkB,CAAC;aAClB,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,CAAC,CAAC;UACjB;;;QAAA;KACF,YAAC;CAAD,CAAC,CAxF0B,MAAM,CAAC,SAAS,GAwF1C;;CC3FD,IAAO,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;AAEtC,CAAO,IAAM,QAAQ,GAAW,OAAO,CAAC;CAExC,UAAU,CAAC,YAAY,CAAC,QAAQ,EAAE;KACjC,OAAO,IAAI,KAAK,EAAE,CAAC;CACpB,CAAC,EAAE,UAAU,IAAW,EAAE,IAAI;KAC7B,IAAI,CAAC,KAAK,EAAE,CAAC;CACd,CAAC,CAAC,CAAC;;CCPH,IAAOC,YAAU,GAAG,MAAM,CAAC,UAAU,CAAC;AACtC,CAMA;KAAsCD,kCAAgB;KAkCrD;SAAA,YACC,iBAAO,SAEP;SARO,gBAAU,GAAG,EAAE,CAAA;SA2Qf,gBAAU,GAAG,CAAC,CAAA;SACd,kBAAY,GAAG,CAAC,CAAA;SAiChB,iBAAW,GAAG,UAAC,CAAC;aACvB,KAAI,CAAC,UAAU,GAAG,CAAC,CAAC,MAAM,CAAC;aAC3B,KAAI,CAAC,YAAY,GAAG,KAAI,CAAC,MAAM,CAAC,CAAC,CAAA;UACjC,CAAA;SAEO,iBAAW,GAAG,UAAC,CAAC;aACvB,IAAI,aAAa,GAAC,KAAK,CAAC,aAAa,CAAC;aACtC,IAAI,KAAI,CAAC,OAAO,EAAE;iBACjB,IAAI,OAAO,GAAC,KAAI,CAAC,YAAY,IAAI,CAAC,CAAC,MAAM,GAAG,KAAI,CAAC,UAAU,CAAC,CAAA;iBAC5D,IAAG,OAAO,GAAC,aAAa,EAAC;qBACxB,KAAI,CAAC,MAAM,CAAC,CAAC,GAAC,aAAa,CAAA;kBAC3B;sBAAK,IAAG,OAAO,GAAC,KAAI,CAAC,MAAM,CAAC,KAAK,GAAC,aAAa,GAAC,GAAG,EAAC;qBACpD,KAAI,CAAC,MAAM,CAAC,CAAC,GAAC,GAAG,GAAC,aAAa,GAAC,KAAI,CAAC,MAAM,CAAC,KAAK,CAAA;kBACjD;sBAAI;qBACJ,KAAI,CAAC,MAAM,CAAC,CAAC,GAAC,OAAO,CAAA;kBACrB;cACD;UACD,CAAA;SAEO,gBAAU,GAAG,UAAC,CAAC;aACtB,KAAI,CAAC,UAAU,GAAG,CAAC,CAAA;UACnB,CAAA;SA3TA,KAAI,CAAC,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,cAAc,EAAE,KAAI,CAAC,KAAK,EAAE,KAAI,CAAC,CAAC;;MACzD;KAOD,wBAAK,GAAL;SAAA,iBA8EC;SA7EA,IAAI,IAAI,CAAC,SAAS,EAAE;aACnB,OAAO;UACP;SACD,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;SACtB,IAAI,CAAC,KAAK,GAAG,IAAI,MAAM,CAAC,SAAS,EAAE,CAAC;SACpC,IAAI,CAAC,KAAK,CAAC,KAAK,GAAG,CAAC,CAAC;SACrB,IAAI,CAAC,KAAK,CAAC,KAAK,GAAG,CAAC,CAAC;SACrB,IAAI,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC;SACtB,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;SAI1B,IAAI,CAAC,MAAM,GAAG,IAAI,MAAM,CAAC,SAAS,EAAE,CAAC;SACrC,IAAI,CAAC,MAAM,CAAC,YAAY,GAAG,KAAK,CAAC;SAIjC,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;SAE3B,IAAI,CAAC,SAAS,GAAC,UAAU,CAAC,IAAI,CAAC,CAAA;SAC/B,IAAI,CAAC,SAAS,GAAC,UAAU,CAAC,QAAQ,CAAC,CAAA;SAEnC,IAAI,CAAC,UAAU,GAAE,IAAI,MAAM,CAAC,MAAM,CAAC,gBAAgB,CAAC,IAAI,CAAC,CAAC,CAAA;SAC1D,IAAI,CAAC,QAAQ,GAAC,UAAU,CAAC,QAAQ,CAAC,CAAA;SAClC,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;SACtC,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;SACrC,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;SACrC,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;SAKpC,IAAI,CAAC,SAAS,CAAC,OAAO,GAAG,KAAK,CAAA;SAC9B,IAAI,CAAC,SAAS,CAAC,OAAO,GAAG,KAAK,CAAA;SAC9B,IAAI,CAAC,QAAQ,CAAC,OAAO,GAAG,KAAK,CAAA;SAE7B,IAAI,CAAC,OAAO,GAAC,KAAK,CAAC;SACnB,UAAU,CAAC;aACV,KAAI,CAAC,OAAO,GAAC,IAAI,CAAC;aAClB,KAAI,CAAC,MAAM,CAAC,OAAO,GAAG,KAAI,CAAC,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC;aAC7C,KAAI,CAAC,MAAM,CAAC,OAAO,GAAG,KAAI,CAAC,MAAM,CAAC,KAAK,GAAG,CAAC,CAAC;aAC5C,KAAI,CAAC,MAAM,CAAC,CAAC,GAAG,GAAG,GAAG,KAAI,CAAC,MAAM,CAAC,KAAK,GAAG,CAAC,CAAC;aAC5C,KAAI,CAAC,MAAM,CAAC,CAAC,GAAG,KAAK,CAAC,eAAe,CAAC;aAEtC,KAAI,CAAC,SAAS,CAAC,CAAC,GAAG,KAAI,CAAC,MAAM,CAAC,KAAK,GAAG,CAAC,GAAI,KAAI,CAAC,SAAS,CAAC,KAAK,GAAC,CAAC,GAAG,KAAK,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC;aAClG,KAAI,CAAC,SAAS,CAAC,CAAC,GAAG,KAAI,CAAC,MAAM,CAAC,MAAM,GAAG,CAAC,GAAG,KAAI,CAAC,SAAS,CAAC,MAAM,GAAC,CAAC,GAAG,KAAK,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC;aAEnG,KAAI,CAAC,SAAS,CAAC,CAAC,GAAG,KAAI,CAAC,MAAM,CAAC,KAAK,GAAG,CAAC,GAAI,KAAI,CAAC,SAAS,CAAC,KAAK,GAAC,CAAC,GAAE,KAAK,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC;aACjG,KAAI,CAAC,SAAS,CAAC,CAAC,GAAG,KAAI,CAAC,MAAM,CAAC,MAAM,GAAG,CAAC,GAAG,KAAI,CAAC,SAAS,CAAC,MAAM,GAAC,CAAC,GAAG,KAAK,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC;aAEnG,KAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,KAAI,CAAC,MAAM,CAAC,KAAK,GAAG,CAAC,GAAI,KAAI,CAAC,QAAQ,CAAC,KAAK,GAAC,CAAC,GAAE,KAAK,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC;aAC/F,KAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,KAAI,CAAC,MAAM,CAAC,MAAM,GAAG,CAAC,GAAG,KAAI,CAAC,QAAQ,CAAC,MAAM,GAAC,CAAC,GAAG,KAAK,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC;UAYjG,EAAC,GAAG,CAAC,CAAA;SAGN,IAAI,CAAC,MAAM,GAAG,IAAI,MAAM,CAAC,SAAS,EAAE,CAAC;SACrC,IAAI,CAAC,MAAM,CAAC,KAAK,GAAG,CAAC,CAAC;SACtB,IAAI,CAAC,MAAM,CAAC,KAAK,GAAG,GAAG,CAAC;SACxB,IAAI,CAAC,MAAM,CAAC,MAAM,GAAG,IAAI,CAAC;SAC1B,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,MAAM,CAAC,CAAA;SAE1B,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,MAAM,CAAC,UAAU,CAAC,UAAU,EAAE,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,CAAC;SACnF,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,MAAM,CAAC,UAAU,CAAC,UAAU,EAAE,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,CAAC;SACnF,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,MAAM,CAAC,UAAU,CAAC,SAAS,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,CAAC;MAGjF;KAMD,wBAAK,GAAL;SACC,IAAI,CAAC,YAAY,EAAE,CAAA;SACnB,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,GAAG,GAAG,IAAI,CAAC,MAAM,CAAC,KAAK,GAAG,CAAC,CAAC;MAC5C;KAKD,wBAAK,GAAL;SAAA,iBAwBC;SAvBA,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC;SACf,IAAI,CAAC,KAAK,GAAG,CAAC,CAAA;SACd,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;SACpB,IAAI,CAAC,QAAQ,EAAE,CAAA;SACf,IAAI,CAAC,QAAQ,EAAE,CAAA;SACf,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC,SAAS,CAAC;SAEjC,IAAI,CAAC,cAAc,GAAG,WAAW,CAAC;aACjC,IAAI,KAAI,CAAC,OAAO,EAAE;iBACjB,IAAI,KAAI,CAAC,SAAS,GAAG,CAAC,EAAE;qBACvB,MAAM,CAAC,WAAW,CAAC,aAAa,CAAC,uBAAuB,EAAE;yBACzD,IAAI,EAAE,KAAI,CAAC,SAAS;sBACpB,CAAC,CAAC;qBACH,KAAI,CAAC,SAAS,IAAI,CAAC,CAAA;kBACnB;sBAAM;qBACN,MAAM,CAAC,WAAW,CAAC,aAAa,CAAC,qBAAqB,EAAE;yBACvD,KAAK,EAAE,KAAI,CAAC,KAAK;yBACjB,MAAM,EAAE,CAAC;sBACT,CAAC,CAAC;qBACH,KAAI,CAAC,IAAI,EAAE,CAAA;kBACX;cACD;UACD,EAAE,IAAI,CAAC,CAAA;MACR;KAKD,2BAAQ,GAAR;SAAA,iBASC;SARA,IAAI,CAAC,KAAK,GAAG,UAAU,CAAC;aACvB,IAAI,KAAI,CAAC,OAAO,EAAE;iBACjB,KAAI,CAAC,KAAK,IAAI,KAAK,CAAC,gBAAgB,CAAC;iBACrC,KAAI,CAAC,QAAQ,EAAE,CAAA;cACf;aAED,KAAI,CAAC,QAAQ,EAAE,CAAA;UACf,EAAE,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,CAAA;MACrB;KAKD,wBAAK,GAAL;SACC,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;MACrB;KAKD,yBAAM,GAAN;SACC,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;MACpB;KAKD,yBAAM,GAAN;SACC,IAAI,CAAC,KAAK,EAAE,CAAA;SACZ,IAAI,CAAC,KAAK,EAAE,CAAA;MACZ;KAKO,2BAAQ,GAAhB;SAAA,iBAuDC;SAtDA,IAAI,KAAK,GAAG,IAAI,CAAC,MAAM,GAAUC,YAAU,CAAC,SAAS,CAAC,QAAQ,CAAC,CAAC;SAChE,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,KAAK,CAAC,CAAA;SAC3B,OAAO,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;SAEnB,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;SAC3B,KAAK,CAAC,gBAAgB,CAAC,MAAM,CAAC,KAAK,CAAC,WAAW,EAAE,KAAK,CAAC,cAAc,CAAC,GAAG;aACxE,IAAI,KAAK,CAAC,CAAC,GAAG,IAAI,EAAE;iBACnB,KAAI,CAAC,SAAS,CAAC,KAAK,CAAC,CAAA;cACrB;kBAAM;iBACN,IAAI,KAAI,CAAC,OAAO,EAAE;qBAEjB,KAAK,CAAC,CAAC,KAAK,CAAC,GAAG,KAAI,CAAC,KAAK,CAAC,CAAA;qBAE3B,IAAI,KAAI,CAAC,MAAM,CAAC,KAAI,CAAC,MAAM,EAAE,KAAK,CAAC,EAAE;yBACpC,IAAI,KAAK,CAAC,SAAS,CAAC,CAAC,OAAO,CAAC,MAAM,CAAC,GAAG,CAAC,CAAC,EAAE;6BAC1C,OAAO,CAAC,GAAG,CAAC,MAAM,CAAC,CAAA;6BACnB,KAAI,CAAC,KAAK,IAAI,KAAK,CAAC,SAAS,CAAA;6BAC7B,KAAI,CAAC,SAAS,CAAC,OAAO,GAAC,IAAI,CAAC;6BAE5B,KAAI,CAAC,SAAS,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,CAAC,CAAA;6BACjC,KAAI,CAAC,SAAS,CAAC,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,SAAS,EAAE;iCAC3C,KAAI,CAAC,SAAS,CAAC,OAAO,GAAC,KAAK,CAAC;8BAC7B,EAAE,KAAI,CAAC,CAAC;0BAET;8BAAM,IAAI,KAAK,CAAC,SAAS,CAAC,IAAI,OAAO,EAAE;6BACvC,OAAO,CAAC,GAAG,CAAC,MAAM,CAAC,CAAA;6BACnB,KAAI,CAAC,KAAK,IAAI,KAAK,CAAC,UAAU,CAAA;6BAC9B,KAAI,CAAC,SAAS,CAAC,OAAO,GAAC,IAAI,CAAC;6BAC5B,KAAI,CAAC,SAAS,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,CAAC,CAAA;6BACjC,KAAI,CAAC,SAAS,CAAC,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,SAAS,EAAE;iCAC3C,KAAI,CAAC,SAAS,CAAC,OAAO,GAAC,KAAK,CAAC;8BAC7B,EAAE,KAAI,CAAC,CAAC;0BACT;8BAAM,IAAI,KAAK,CAAC,SAAS,CAAC,IAAI,MAAM,EAAE;6BACtC,OAAO,CAAC,GAAG,CAAC,MAAM,CAAC,CAAA;6BACnB,KAAI,CAAC,QAAQ,CAAC,OAAO,GAAC,IAAI,CAAC;6BAC3B,KAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,CAAC,CAAA;6BAChC,KAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,SAAS,EAAE;iCAC1C,KAAI,CAAC,QAAQ,CAAC,OAAO,GAAC,KAAK,CAAC;iCAC5B,MAAM,CAAC,WAAW,CAAC,aAAa,CAAC,qBAAqB,EAAE;qCACvD,KAAK,EAAE,KAAI,CAAC,KAAK;qCACjB,MAAM,EAAE,CAAC;kCACT,CAAC,CAAC;iCACH,KAAI,CAAC,IAAI,EAAE,CAAA;8BACX,EAAE,KAAI,CAAC,CAAC;0BACT;yBACD,MAAM,CAAC,WAAW,CAAC,aAAa,CAAC,wBAAwB,EAAE;6BAC1D,KAAK,EAAE,KAAI,CAAC,KAAK;0BACjB,CAAC,CAAC;yBACH,KAAI,CAAC,SAAS,CAAC,KAAK,CAAC,CAAA;sBACrB;kBACD;cACD;UAED,EAAE,IAAI,CAAC,CAAC;MACT;KAKO,uBAAI,GAAZ;SACC,IAAI,CAAC,KAAK,GAAG,CAAC,CAAA;SACd,IAAI,CAAC,KAAK,EAAE,CAAA;MACZ;KAMO,4BAAS,GAAjB,UAAkB,KAAK;SACtB,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;SAC9BA,YAAU,CAAC,aAAa,CAAC,QAAQ,EAAE,KAAK,CAAC,CAAC;SAC1C,KAAK,CAAC,mBAAmB,CAAC,MAAM,CAAC,KAAK,CAAC,WAAW,EAAE,KAAK,CAAC,cAAc,CAAC,EAAE,IAAI,CAAC,CAAC;SACjF,IAAI,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC;SAC3C,IAAI,KAAK,GAAG,CAAC,CAAC,EAAE;aACf,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;UACjC;MACD;KAKO,+BAAY,GAApB;SACC,YAAY,CAAC,IAAI,CAAC,KAAK,CAAC,CAAA;SACxB,aAAa,CAAC,IAAI,CAAC,cAAc,CAAC,CAAA;SAClC,KAAkB,UAAe,EAAf,KAAA,IAAI,CAAC,UAAU,EAAf,cAAe,EAAf,IAAe,EAAE;aAA9B,IAAI,KAAK,SAAA;aACb,IAAI,KAAK,EAAE;iBACV,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;iBAC9BA,YAAU,CAAC,aAAa,CAAC,QAAQ,EAAE,KAAK,CAAC,CAAC;iBAC1C,KAAK,CAAC,mBAAmB,CAAC,MAAM,CAAC,KAAK,CAAC,WAAW,EAAE,KAAK,CAAC,cAAc,CAAC,EAAE,IAAI,CAAC,CAAC;cACjF;UACD;SACD,IAAI,CAAC,UAAU,GAAG,EAAE,CAAA;MACpB;KAUO,yBAAM,GAAd,UAAe,CAAC,EAAE,CAAC;SAElB,IAAI,OAAO,GAAC,CAAC,CAAC,MAAM,CAAA;SACpB,IAAI,OAAO,GAAC,CAAC,CAAC,KAAK,CAAA;SACnB,IAAI,OAAO,GAAC,CAAC,CAAC,CAAC,CAAA;SACf,OAAO,CAAC,GAAG,CAAC,OAAO,EAAC,KAAK,CAAC,YAAY,CAAC,CAAA;SACvC,IAAG,KAAK,CAAC,YAAY,EAAC;aACrB,OAAO,GAAC,KAAK,CAAC,YAAY,CAAA;UAC1B;SACD,IAAG,KAAK,CAAC,WAAW,EAAC;aACpB,OAAO,GAAC,KAAK,CAAC,WAAW,CAAA;aACzB,OAAO,GAAC,CAAC,CAAC,CAAC,GAAC,CAAC,CAAC,CAAC,KAAK,GAAC,KAAK,CAAC,WAAW,IAAE,CAAC,CAAA;UACzC;SAED,IACC,IAAI,CAAC,GAAG,CAAC,CAAC,OAAO,GAAG,OAAO,GAAG,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,GAAG,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,KAAK,GAAG,CAAC;;iBAGnF,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,OAAO,GAAG,GAAG,KAAM,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,GAAG,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,MAAM,GAAG,CAAC,EACnF;aACD,OAAO,IAAI,CAAC;UACZ;cAAM;aACN,OAAO,KAAK,CAAC;UACb;MACD;KAwBF,eAAC;CAAD,CAAC,CAhWqC,MAAM,CAAC,SAAS,GAgWrD;;CCrWD;KAAiCD,qCAAgB;KAQhD;SAAA,YACC,iBAAO,SAcP;SAbA,MAAM,CAAC,WAAW,CAAC,gBAAgB,CAAC,iBAAiB,EAAE,KAAI,CAAC,KAAK,EAAE,KAAI,CAAC,CAAC;SACzE,MAAM,CAAC,WAAW,CAAC,gBAAgB,CAAC,iBAAiB,EAAE,KAAI,CAAC,KAAK,EAAE,KAAI,CAAC,CAAC;SACzE,MAAM,CAAC,WAAW,CAAC,gBAAgB,CAAC,iBAAiB,EAAE,KAAI,CAAC,KAAK,EAAE,KAAI,CAAC,CAAC;SACzE,MAAM,CAAC,WAAW,CAAC,gBAAgB,CAAC,kBAAkB,EAAE,KAAI,CAAC,MAAM,EAAE,KAAI,CAAC,CAAC;SAC3E,MAAM,CAAC,WAAW,CAAC,gBAAgB,CAAC,kBAAkB,EAAE,KAAI,CAAC,MAAM,EAAE,KAAI,CAAC,CAAC;SAC3E,MAAM,CAAC,WAAW,CAAC,gBAAgB,CAAC,iBAAiB,EAAE,KAAI,CAAC,KAAK,EAAE,KAAI,CAAC,CAAC;SAEzE,KAAI,CAAC,gBAAgB,CAAC,MAAM,CAAC,UAAU,CAAC,KAAK,EAAE,KAAI,CAAC,KAAK,EAAE,KAAI,CAAC,CAAC;SAEjE,IAAI,QAAQ,GAAG,KAAI,CAAC,SAAS,GAAG,IAAI,QAAQ,EAAE,CAAC;SAC/C,KAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,CAAC;;MAGxB;KAED,2BAAK,GAAL,UAAM,KAAmB;SACxB,WAAW,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC;SACxB,IAAI,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC;SAC9B,IAAI,CAAC,SAAS,CAAC,KAAK,EAAE,CAAC;MACvB;KAED,2BAAK,GAAL,UAAM,KAAmB;SACxB,WAAW,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC;SACxB,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC;SACjB,IAAI,CAAC,SAAS,CAAC,KAAK,EAAE,CAAC;MACvB;KAED,2BAAK,GAAL;SACC,IAAI,CAAC,SAAS,CAAC,KAAK,EAAE,CAAC;MACvB;KAED,4BAAM,GAAN;SACC,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC;MACxB;KAED,4BAAM,GAAN;SACC,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC;MACxB;KAED,2BAAK,GAAL;SACC,IAAI,CAAC,SAAS,CAAC,OAAO,GAAG,KAAK,CAAC;MAC/B;KAEO,2BAAK,GAAb,UAAc,KAAK;MAElB;KACF,kBAAC;CAAD,CAAC,CAxDgC,MAAM,CAAC,SAAS,GAwDhD;;iBCzDwB,KAAK;KAC7B,YAAY,EAAE,CAAC;KACf,WAAW,CAAC,KAAK,CAAC,CAAC;KAEnB,IAAI,QAAQ,GAAG,IAAI,WAAW,EAAE,CAAC;KACjC,OAAO,QAAQ,CAAC;CACjB,CAAC;;;;;;;;"}
{"version":3,"file":"index.js","sources":["src/custom/food-fell2/src/props.ts","src/custom/food-fell2/src/game/utils.ts","src/custom/food-fell2/src/game/Goods.ts","src/custom/food-fell2/src/game/object-pool-init.ts","src/custom/food-fell2/src/game/GameView.ts","src/custom/food-fell2/src/game/GameWrapper.ts","src/custom/food-fell2/src/index.ts"],"sourcesContent":["/**\n * Created by rockyl on 2020-01-21.\n */\n\nexport let props: any = {};\n\nexport function prepareProps() {\n\tlet metaProps = getProps();\n\n\tengine.injectProp(props, metaProps);\n}\n\nexport function injectProps(p) {\n\tengine.injectProp(props, p);\n}\n","/**\n * Created by rockyl on 2020-01-21.\n */\n\nexport function getTexture(uuid) {\n\treturn engine.Texture.from(getAssetByUUID(uuid).uuid);\n}\n\nexport function getTextureByName(name) {\n\treturn getTexture(getAssetByName(name).uuid);\n}\n\nexport function playSound(name) {\n\tengine.playSound(getAssetByName(name).uuid, {keep: true});\n}\nexport function createSvga(name, anchorName?) {\n\tlet inst = new svga.Svga();\n\tinst.source = 'asset://' + getAssetByName(name).uuid;\n\treturn inst;\n}","/**\n * Created by rockyl on 2020-02-02.\n *\n * 掉落物品\n */\nimport {getTextureByName} from \"./utils\";\nimport {props} from \"../props\";\n\nexport class Goods extends engine.Container {\n\tprivate _body:engine.Rect\n\tprivate _toY;\n\n\tconstructor() {\n\t\tsuper();\n\n\t\tlet body\n\t\tbody = this._body =new engine.Rect()\n\t\t\n\t\t// let randomNum = Math.floor(Math.random() * 3)\t\t\n\t\t// console.log('雨滴' + randomNum);\n\t\t\n\t\tlet rain = new engine.Sprite(getTextureByName('雨滴0'));\n\t\tlet rain1 = new engine.Sprite(getTextureByName('雨滴1'));\n\t\tlet rain2 = new engine.Sprite(getTextureByName('雨滴2'));\n\t\train[\"npcType\"]=\"rain0\"\n\t\train1[\"npcType\"]=\"rain1\"\n\t\train2[\"npcType\"]=\"rain2\"\n\t\tlet stone = new engine.Sprite(getTextureByName('石块'));\n\t\tstone[\"npcType\"]=\"stone\"\n\t\tlet boom = new engine.Sprite(getTextureByName('炸弹'));\n\t\tboom[\"npcType\"]=\"boom\"\n\n\t\train.visible=false;\n\t\train1.visible=false;\n\t\train2.visible=false;\n\t\tstone.visible=false;\n\t\tboom.visible=false;\n\t\tbody.addChild(rain)\n\t\tbody.addChild(rain1)\n\t\tbody.addChild(rain2)\n\t\tbody.addChild(stone)\n\t\tbody.addChild(boom)\n\t\t\n\t\tthis.addChild(body);\n\t\tbody.width=.0001;\n\t\tbody.height=.0001;\n\t\tbody.mouseEnabled=false;\n\t}\n\n\n\tgetRandomNumberByRange(start, end) {\n\t\treturn Math.floor(Math.random() * (end - start) + start)\n\t}\n\n\treset() {\n\t\tthis.visible = true;\n\t\tthis.rotation = 0;\n\t\tthis.anchorOffsetY = 0;\n\t\tthis.y = 0;\n\t\tthis.x = (750-120)*Math.random()+30;\n\t\tthis.rotation = 0;\n\t\tlet random=Math.random()\n\t\tif(typeof (props.goodsProbability) == 'string'){\n\t\t\tprops.goodsProbability=props.goodsProbability.split(',').map((i: string) => +i)\n\t\t\tconsole.log(props.goodsProbability);\n\t\t\t\n\t\t}\n\t\tif(random<props.goodsProbability[0]){\n\t\t\tlet randomNum = Math.floor(Math.random() * 3)\t\t\n\t\t\tthis.showNpc(\"rain\" + randomNum)\n\t\t}else if(random>=props.goodsProbability[0]&&random<=(props.goodsProbability[0]+props.goodsProbability[1])){\n\t\t\tthis.showNpc(\"stone\")\n\t\t}else if(random>(props.goodsProbability[0]+props.goodsProbability[1])){\n\t\t\tthis.showNpc(\"boom\")\n\t\t}\n\t}\n\n\n\tshowNpc(type){\n\t\tfor(let i=0;i<this._body.children.length;i++){\n\t\t\tthis._body.children[i].visible=false;\n\t\t\tthis._body.children[i].mouseEnabled=false;\n\t\t}\t\t\n\t\tfor(let i=0;i<this._body.children.length;i++){\n\t\t\tif(this._body.children[i][\"npcType\"]==type){\n\t\t\t\tthis[\"npcType\"]=type\n\t\t\t\tthis._body.children[i].visible=true;\n\t\t\t\tthis._body.children[i].mouseEnabled=false;\n\t\t\t}\n\t\t}\n\t\t\n\t}\n\n\tset anchorOffsetY(v) {\n\t\tthis._body.y = v;\n\t}\n}\n","/**\n * Created by rockyl on 2020-02-03.\n */\n\nimport {Goods} from \"./Goods\";\nimport ObjectPool = engine.ObjectPool;\n\nexport const PoolName: string = 'goods';\n\nObjectPool.registerPool(PoolName, function () {\n\treturn new Goods();\n}, function (item: Goods, data) {\n\titem.reset();\n});\n","/**\n * Created by rockyl on 2018/8/16.\n */\n\nimport { props } from \"../props\";\nimport { playSound, createSvga } from \"./utils\";\nimport ObjectPool = engine.ObjectPool;\nimport { getTextureByName } from \"./utils\";\nimport { Goods } from \"./Goods\";\nimport { PoolName } from \"./object-pool-init\";\n\n\n\nexport default class GameView extends engine.Container {\n\n\tprivate _hasSetup;\n\n\t//玩家\n\tprivate player: engine.Container;\n\t//触摸层\n\t// private rectBg: engine.Rect;\n\tprivate rectBg: engine.Container;\n\t//npc层\n\tprivate NpcBg: engine.Container;\n\n\t//当前分数\n\tprivate score\n\n\t//游戏状态\n\tprivate gameIng;\n\n\t//npc出身计时器\n\tprivate timer\n\t//倒计时计时器\n\tprivate countdownTimer: any\n\t//倒计时\n\tprivate countdown: number\n\n\t//当前速度\n\tprivate speed: number\n\n\t// 当前场景上面的物品\n\tprivate goodsItems = []\n\n\n\tprivate _goods: Goods;\n\n\tconstructor() {\n\t\tsuper();\n\t\tthis.once(engine.Event.ADDED_TO_STAGE, this.setup, this);\n\t}\n\n\tprivate waterSvga\n\tprivate stoneSvga\n\tprivate boomSvga\n\tprivate playerSvga\n\n\tsetup() {\n\t\tif (this._hasSetup) {\n\t\t\treturn;\n\t\t}\n\t\tthis._hasSetup = true;\n\t\tthis.NpcBg = new engine.Container();\n\t\tthis.NpcBg.alpha = 1;\n\t\tthis.NpcBg.width = 0;\n\t\tthis.NpcBg.height = 0;\n\t\tthis.addChild(this.NpcBg);\n\n\t\n\n\t\tthis.player = new engine.Container();\n\t\tthis.player.mouseEnabled = false;\n\t//\tthis.player.fillColor=\"rgba(0, 0, 0,1)\"\n\t\t//console.log(this.player.fillColor)\n\t\n\t\tthis.addChild(this.player);\n\n\t\tthis.waterSvga=createSvga(\"水花\")\n\t\tthis.stoneSvga=createSvga(\"石头svga\")\n\t\t// this.playerSvga=createSvga(\"玩家\")\n\t\tthis.playerSvga= new engine.Sprite(getTextureByName('玩家'))\n\t\tthis.boomSvga=createSvga(\"炸弹svga\")\n\t\tthis.player.addChild(this.playerSvga);\n\t\tthis.player.addChild(this.stoneSvga);\n\t\tthis.player.addChild(this.waterSvga);\n\t\tthis.player.addChild(this.boomSvga);\n\t\t// this.playerSvga.gotoAndPlay(1);\n\n\t\t\n\n\t\tthis.waterSvga.visible = false\n\t\tthis.stoneSvga.visible = false\n\t\tthis.boomSvga.visible = false\n\t\t\n\t\tthis.visible=false;\n\t\tsetTimeout(()=>{\n\t\t\tthis.visible=true;\n\t\t\tthis.player.anchorY = this.player.height / 2;\n\t\t\tthis.player.anchorX = this.player.width / 2;\n\t\t\tthis.player.x = 375 - this.player.width / 2;\n\t\t\tthis.player.y = props.playerPositionY;\n\n\t\t\tthis.stoneSvga.x = this.player.width / 2 - \tthis.stoneSvga.width/2 + props.boomPosition1Offset[0];\n\t\t\tthis.stoneSvga.y = this.player.height / 2 - this.stoneSvga.height/2 + props.boomPosition1Offset[1];\n\n\t\t\tthis.waterSvga.x = this.player.width / 2 - \tthis.waterSvga.width/2+ props.boomPosition2Offset[0];\n\t\t\tthis.waterSvga.y = this.player.height / 2 - this.waterSvga.height/2 + props.boomPosition2Offset[1];\n\n\t\t\tthis.boomSvga.x = this.player.width / 2 - \tthis.boomSvga.width/2+ props.boomPosition3Offset[0];\n\t\t\tthis.boomSvga.y = this.player.height / 2 - this.boomSvga.height/2 + props.boomPosition3Offset[1];\n\n\t\t\t// this.stoneSvga.x=props.boomPositionOffset[0]\n\t\t\t// this.stoneSvga.y=props.boomPositionOffset[1]\n\n\t\t\t// this.waterSvga.x=props.boomPositionOffset[0]\n\t\t\t// this.waterSvga.y=props.boomPositionOffset[1]\n\n\t\t\t// this.boomSvga.x=props.boomPositionOffset[0]\n\t\t\t// this.boomSvga.y=props.boomPositionOffset[1]\n\n\t\t\t\n\t\t},300)\n\n\t\t\n\t\tthis.rectBg = new engine.Container();\n\t\tthis.rectBg.alpha = 0;\n\t\tthis.rectBg.width = 750;\n\t\tthis.rectBg.height = 1624;\n\t\tthis.addChild(this.rectBg)\n\n\t\tthis.rectBg.addEventListener(engine.MouseEvent.MOUSE_DOWN, this.onDownStage, this);\n\t\tthis.rectBg.addEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMoveStage, this);\n\t\tthis.rectBg.addEventListener(engine.MouseEvent.MOUSE_OUT, this.onOutStage, this);\n\n\t\n\t}\n\n\n\t/**\n\t * 重置场景\n\t */\n\treset() {\n\t\tthis.recycleGoods()\n\t\tthis.player.x = 375 - this.player.width / 2;\n\t}\n\n\t/**\n\t * 开始\n\t */\n\tstart() {\n\t\tthis.score = 0;\n\t\tthis.speed = 1\n\t\tthis.gameIng = true;\n\t\tthis.creatNpc()\n\t\tthis.beginNpc()\n\t\tthis.countdown = props.countDown;\n\t\t\n\t\tthis.countdownTimer = setInterval(() => {\n\t\t\tif (this.gameIng) {\n\t\t\t\tif (this.countdown > 0) {\n\t\t\t\t\tengine.globalEvent.dispatchEvent('food-fell-time-update', {\n\t\t\t\t\t\ttime: this.countdown,\n\t\t\t\t\t});\n\t\t\t\t\tthis.countdown -= 1\n\t\t\t\t} else {\n\t\t\t\t\tengine.globalEvent.dispatchEvent('food-fell-game-over', {\n\t\t\t\t\t\tscore: this.score,\n\t\t\t\t\t\treason: 1\n\t\t\t\t\t});\n\t\t\t\t\tthis.died()\n\t\t\t\t}\n\t\t\t}\n\t\t}, 1000)\n\t}\n\n\t/**\n\t * npc开始掉落\n\t */\n\tbeginNpc() {\n\t\tthis.timer = setTimeout(() => {\n\t\t\tif (this.gameIng) {\n\t\t\t\tthis.speed += props.acceleratedSpeed;\n\t\t\t\tthis.creatNpc()\n\t\t\t}\n\t\t\t//递归执行\n\t\t\tthis.beginNpc()\n\t\t}, 2000 / this.speed)\n\t}\n\n\t/**\n\t * 暂停\n\t */\n\tpause() {\n\t\tthis.gameIng = false;\n\t}\n\n\t/**\n\t * 恢复\n\t */\n\trevive() {\n\t\tthis.gameIng = true;\n\t}\n\n\t/**\n\t * 重新开始\n\t */\n\tresume() {\n\t\tthis.reset()\n\t\tthis.start()\n\t}\n\n\t/**\n\t * 创建NPC\n\t */\n\tprivate creatNpc() {\n\t\tlet goods = this._goods = <Goods>ObjectPool.getObject(PoolName);\n\t\tthis.goodsItems.push(goods)\n\t\tconsole.log(goods);\n\t\t\n\t\tthis.NpcBg.addChild(goods);\n\t\tgoods.addEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"] = () => {\n\t\t\tif (goods.y > 1624) {\n\t\t\t\tthis.removeNpc(goods)\n\t\t\t} else {\n\t\t\t\tif (this.gameIng) {\n\t\t\t\t\t//速度叠加\n\t\t\t\t\tgoods.y += (4 * this.speed)\n\t\t\t\t\t//如果玩家和物品发生碰撞\n\t\t\t\t\tif (this.hasHit(this.player, goods)) {\n\t\t\t\t\t\tif (goods[\"npcType\"].indexOf(\"rain\") > -1) {\n\t\t\t\t\t\t\tconsole.log(\"碰到雨滴\")\n\t\t\t\t\t\t\tthis.score += props.rainScore\n\t\t\t\t\t\t\tthis.waterSvga.visible=true;\n\t\t\t\t\t\t//\tthis.waterSvga.x= goods.x - this.player.x;\n\t\t\t\t\t\t\tthis.waterSvga.play(false, false)\n\t\t\t\t\t\t\tthis.waterSvga.once(engine.Event.END_FRAME, ()=>{\n\t\t\t\t\t\t\t\tthis.waterSvga.visible=false;\n\t\t\t\t\t\t\t}, this);\n\n\t\t\t\t\t\t} else if (goods[\"npcType\"] == \"stone\") {\n\t\t\t\t\t\t\tconsole.log(\"碰到石头\")\n\t\t\t\t\t\t\tthis.score += props.stoneScore\n\t\t\t\t\t\t\tthis.stoneSvga.visible=true;\n\t\t\t\t\t\t\tthis.stoneSvga.play(false, false)\n\t\t\t\t\t\t\tthis.stoneSvga.once(engine.Event.END_FRAME, ()=>{\n\t\t\t\t\t\t\t\tthis.stoneSvga.visible=false;\n\t\t\t\t\t\t\t}, this);\n\t\t\t\t\t\t} else if (goods[\"npcType\"] == \"boom\") {\n\t\t\t\t\t\t\tconsole.log(\"碰到炸弹\")\n\t\t\t\t\t\t\tthis.boomSvga.visible=true;\n\t\t\t\t\t\t\tthis.boomSvga.play(false, false)\n\t\t\t\t\t\t\tthis.boomSvga.once(engine.Event.END_FRAME, ()=>{\n\t\t\t\t\t\t\t\tthis.boomSvga.visible=false;\n\t\t\t\t\t\t\t\tengine.globalEvent.dispatchEvent('food-fell-game-over', {\n\t\t\t\t\t\t\t\t\tscore: this.score,\n\t\t\t\t\t\t\t\t\treason: 2\n\t\t\t\t\t\t\t\t});\n\t\t\t\t\t\t\t\tthis.died()\n\t\t\t\t\t\t\t}, this);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tengine.globalEvent.dispatchEvent('food-fell-score-update', {\n\t\t\t\t\t\t\tscore: this.score,\n\t\t\t\t\t\t});\n\t\t\t\t\t\tthis.removeNpc(goods)\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t}, this);\n\t}\n\n\t/**\n\t * 玩家死亡\n\t */\n\tprivate died() {\n\t\tthis.score = 0\n\t\tthis.pause()\n\t}\n\n\t/**\n\t * 回收指定物品\n\t * @param goods 物品\n\t */\n\tprivate removeNpc(goods) {\n\t\tthis.NpcBg.removeChild(goods);\n\t\tObjectPool.recycleObject(PoolName, goods);\n\t\tgoods.removeEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"], this);\n\t\tlet index = this.goodsItems.indexOf(goods);\n\t\tif (index > -1) {\n\t\t\tthis.goodsItems.splice(index, 1);\n\t\t}\n\t}\n\n\t/**\n\t * 回收对象\n\t */\n\tprivate recycleGoods() {\n\t\tclearTimeout(this.timer)\n\t\tclearInterval(this.countdownTimer)\n\t\tfor (let goods of this.goodsItems) {\n\t\t\tif (goods) {\n\t\t\t\tthis.NpcBg.removeChild(goods);\n\t\t\t\tObjectPool.recycleObject(PoolName, goods);\n\t\t\t\tgoods.removeEventListener(engine.Event.ENTER_FRAME, goods[\"onGoodsEnter\"], this);\n\t\t\t}\n\t\t}\n\t\tthis.goodsItems = []\n\t}\n\n\tprivate moveCatchX = 0\n\tprivate playerCatchX = 0\n\n\t/**\n\t * 碰撞检测\n\t * @param a a盒子\n\t * @param b b盒子\n\t */\n\tprivate hasHit(a, b) {\n\n\t\tlet playerH=a.height\n\t\tlet playerW=a.width\n\t\tlet playerX=a.x\n\t\tconsole.log(\"props\",props.playerHeight)\n\t\tif(props.playerHeight){\n\t\t\tplayerH=props.playerHeight\n\t\t}\n\t\tif(props.playerWidth){\n\t\t\tplayerW=props.playerWidth\n\t\t\tplayerX=a.x+(a.width-props.playerWidth)/2\n\t\t}\n\n\t\tif (\n\t\t\tMath.abs((playerX + playerW / 2) - (b.x + b.width / 2)) < playerW / 2 + b.width / 2\n\t\t\t&&\n\t\t\t// Math.abs((a.y + a.height / 2 ) - (b.y + b.height / 2)) < a.height / 2 + b.height / 2\n\t\t\tMath.abs((a.y + playerH / 1.3 ) - (b.y + b.height / 2)) < playerH / 2 + b.height / 2\n\t\t) {\n\t\t\treturn true;\n\t\t} else {\n\t\t\treturn false;\n\t\t}\n\t}\n\n\tprivate onDownStage = (e) => {\n\t\tthis.moveCatchX = e.localX;\n\t\tthis.playerCatchX = this.player.x\n\t}\n\n\tprivate onMoveStage = (e) => {\n\t\tlet maxStageBound=props.maxStageBound;\n\t\tif (this.gameIng) {\n\t\t\tlet playerX=this.playerCatchX + (e.localX - this.moveCatchX)\n\t\t\tif(playerX<maxStageBound){\n\t\t\t\tthis.player.x=maxStageBound\n\t\t\t}else if(playerX+this.player.width+maxStageBound>750){\n\t\t\t\tthis.player.x=750-maxStageBound-this.player.width\n\t\t\t}else{\n\t\t\t\tthis.player.x=playerX\n\t\t\t}\n\t\t}\n\t}\n\n\tprivate onOutStage = (e) => {\n\t\tthis.moveCatchX = 0\n\t}\n}\n","/**\n * Created by rockyl on 2020-01-09.\n */\n\nimport GameView from \"./GameView\";\nimport {injectProps} from \"../props\";\n\n\nexport class GameWrapper extends engine.Container {\n\tprivate _status;\n\tprivate _gameView: GameView;\n\n\n\n\n\n\tconstructor() {\n\t\tsuper();\n\t\tengine.globalEvent.addEventListener('food-fell-reset', this.reset, this);\n\t\tengine.globalEvent.addEventListener('food-fell-start', this.start, this);\n\t\tengine.globalEvent.addEventListener('food-fell-pause', this.pause, this);\n\t\tengine.globalEvent.addEventListener('food-fell-resume', this.resume, this);\n\t\tengine.globalEvent.addEventListener('food-fell-revive', this.revive, this);\n\t\tengine.globalEvent.addEventListener('food-fell-clear', this.clear, this);\n\n\t\tthis.addEventListener(engine.MouseEvent.CLICK, this.onTap, this);\n\n\t\tlet gameView = this._gameView = new GameView();\n\t\tthis.addChild(gameView);\n\t\t// gameView.reset()\n\t\t// gameView.start()\n\t}\n\n\treset(event: engine.Event) {\t\t\n\t\tinjectProps(event.data);\n\t\tthis._gameView.visible = true;\n\t\tthis._gameView.reset();\n\t}\n\n\tstart(event: engine.Event) {\n\t\tinjectProps(event.data);\n\t\tthis._status = 1;\n\t\tthis._gameView.start();\n\t}\n\n\tpause() {\n\t\tthis._gameView.pause();\n\t}\n\n\tresume() {\n\t\tthis._gameView.resume();\n\t}\n\n\trevive() {\n\t\tthis._gameView.revive();\n\t}\n\n\tclear() {\n\t\tthis._gameView.visible = false;\n\t}\n\n\tprivate onTap(event) {\n\t//\tthis._gameView.tap(event);\n\t}\n}\n","/**\n * Created by rockyl on 2019-11-20.\n */\n\nimport {GameWrapper} from \"./game/GameWrapper\";\nimport {injectProps, prepareProps} from \"./props\";\n\nexport default function (props) {\n\tprepareProps();\n\tinjectProps(props);\n\n\tlet instance = new GameWrapper();\n\treturn instance;\n}\n"],"names":["__extends","ObjectPool"],"mappings":";;;;;;CAIO,IAAI,KAAK,GAAQ,EAAE,CAAC;AAE3B,UAAgB,YAAY;KAC3B,IAAI,SAAS,GAAG,QAAQ,EAAE,CAAC;KAE3B,MAAM,CAAC,UAAU,CAAC,KAAK,EAAE,SAAS,CAAC,CAAC;CACrC,CAAC;AAED,UAAgB,WAAW,CAAC,CAAC;KAC5B,MAAM,CAAC,UAAU,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;CAC7B,CAAC;;;UCVe,UAAU,CAAC,IAAI;KAC9B,OAAO,MAAM,CAAC,OAAO,CAAC,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;CACvD,CAAC;AAED,UAAgB,gBAAgB,CAAC,IAAI;KACpC,OAAO,UAAU,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;CAC9C,CAAC;AAED,UAGgB,UAAU,CAAC,IAAI,EAAE,UAAW;KAC3C,IAAI,IAAI,GAAG,IAAI,IAAI,CAAC,IAAI,EAAE,CAAC;KAC3B,IAAI,CAAC,MAAM,GAAG,UAAU,GAAG,cAAc,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC;KACrD,OAAO,IAAI,CAAC;CACb,CAAC;;CCXD;KAA2BA,+BAAgB;KAI1C;SAAA,YACC,iBAAO,SAkCP;SAhCA,IAAI,IAAI,CAAA;SACR,IAAI,GAAG,KAAI,CAAC,KAAK,GAAE,IAAI,MAAM,CAAC,IAAI,EAAE,CAAA;SAKpC,IAAI,IAAI,GAAG,IAAI,MAAM,CAAC,MAAM,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC,CAAC;SACtD,IAAI,KAAK,GAAG,IAAI,MAAM,CAAC,MAAM,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC,CAAC;SACvD,IAAI,KAAK,GAAG,IAAI,MAAM,CAAC,MAAM,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC,CAAC;SACvD,IAAI,CAAC,SAAS,CAAC,GAAC,OAAO,CAAA;SACvB,KAAK,CAAC,SAAS,CAAC,GAAC,OAAO,CAAA;SACxB,KAAK,CAAC,SAAS,CAAC,GAAC,OAAO,CAAA;SACxB,IAAI,KAAK,GAAG,IAAI,MAAM,CAAC,MAAM,CAAC,gBAAgB,CAAC,IAAI,CAAC,CAAC,CAAC;SACtD,KAAK,CAAC,SAAS,CAAC,GAAC,OAAO,CAAA;SACxB,IAAI,IAAI,GAAG,IAAI,MAAM,CAAC,MAAM,CAAC,gBAAgB,CAAC,IAAI,CAAC,CAAC,CAAC;SACrD,IAAI,CAAC,SAAS,CAAC,GAAC,MAAM,CAAA;SAEtB,IAAI,CAAC,OAAO,GAAC,KAAK,CAAC;SACnB,KAAK,CAAC,OAAO,GAAC,KAAK,CAAC;SACpB,KAAK,CAAC,OAAO,GAAC,KAAK,CAAC;SACpB,KAAK,CAAC,OAAO,GAAC,KAAK,CAAC;SACpB,IAAI,CAAC,OAAO,GAAC,KAAK,CAAC;SACnB,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAA;SACnB,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAA;SACpB,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAA;SACpB,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAA;SACpB,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAA;SAEnB,KAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC;SACpB,IAAI,CAAC,KAAK,GAAC,KAAK,CAAC;SACjB,IAAI,CAAC,MAAM,GAAC,KAAK,CAAC;SAClB,IAAI,CAAC,YAAY,GAAC,KAAK,CAAC;;MACxB;KAGD,sCAAsB,GAAtB,UAAuB,KAAK,EAAE,GAAG;SAChC,OAAO,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,GAAG,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC,CAAA;MACxD;KAED,qBAAK,GAAL;SACC,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;SACpB,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAC;SAClB,IAAI,CAAC,aAAa,GAAG,CAAC,CAAC;SACvB,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;SACX,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,GAAC,GAAG,IAAE,IAAI,CAAC,MAAM,EAAE,GAAC,EAAE,CAAC;SACpC,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAC;SAClB,IAAI,MAAM,GAAC,IAAI,CAAC,MAAM,EAAE,CAAA;SACxB,IAAG,QAAQ,KAAK,CAAC,gBAAgB,CAAC,IAAI,QAAQ,EAAC;aAC9C,KAAK,CAAC,gBAAgB,GAAC,KAAK,CAAC,gBAAgB,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,UAAC,CAAS,IAAK,OAAA,CAAC,CAAC,GAAA,CAAC,CAAA;aAC/E,OAAO,CAAC,GAAG,CAAC,KAAK,CAAC,gBAAgB,CAAC,CAAC;UAEpC;SACD,IAAG,MAAM,GAAC,KAAK,CAAC,gBAAgB,CAAC,CAAC,CAAC,EAAC;aACnC,IAAI,SAAS,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,MAAM,EAAE,GAAG,CAAC,CAAC,CAAA;aAC7C,IAAI,CAAC,OAAO,CAAC,MAAM,GAAG,SAAS,CAAC,CAAA;UAChC;cAAK,IAAG,MAAM,IAAE,KAAK,CAAC,gBAAgB,CAAC,CAAC,CAAC,IAAE,MAAM,KAAG,KAAK,CAAC,gBAAgB,CAAC,CAAC,CAAC,GAAC,KAAK,CAAC,gBAAgB,CAAC,CAAC,CAAC,CAAC,EAAC;aACzG,IAAI,CAAC,OAAO,CAAC,OAAO,CAAC,CAAA;UACrB;cAAK,IAAG,MAAM,IAAE,KAAK,CAAC,gBAAgB,CAAC,CAAC,CAAC,GAAC,KAAK,CAAC,gBAAgB,CAAC,CAAC,CAAC,CAAC,EAAC;aACrE,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,CAAA;UACpB;MACD;KAGD,uBAAO,GAAP,UAAQ,IAAI;SACX,KAAI,IAAI,CAAC,GAAC,CAAC,EAAC,CAAC,GAAC,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,MAAM,EAAC,CAAC,EAAE,EAAC;aAC5C,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,OAAO,GAAC,KAAK,CAAC;aACrC,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,YAAY,GAAC,KAAK,CAAC;UAC1C;SACD,KAAI,IAAI,CAAC,GAAC,CAAC,EAAC,CAAC,GAAC,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,MAAM,EAAC,CAAC,EAAE,EAAC;aAC5C,IAAG,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,IAAE,IAAI,EAAC;iBAC1C,IAAI,CAAC,SAAS,CAAC,GAAC,IAAI,CAAA;iBACpB,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,OAAO,GAAC,IAAI,CAAC;iBACpC,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,YAAY,GAAC,KAAK,CAAC;cAC1C;UACD;MAED;KAED,sBAAI,gCAAa;cAAjB,UAAkB,CAAC;aAClB,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,CAAC,CAAC;UACjB;;;QAAA;KACF,YAAC;CAAD,CAAC,CAxF0B,MAAM,CAAC,SAAS,GAwF1C;;;CC3FD,IAAO,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;AAEtC,CAAO,IAAM,QAAQ,GAAW,OAAO,CAAC;CAExC,UAAU,CAAC,YAAY,CAAC,QAAQ,EAAE;KACjC,OAAO,IAAI,KAAK,EAAE,CAAC;CACpB,CAAC,EAAE,UAAU,IAAW,EAAE,IAAI;KAC7B,IAAI,CAAC,KAAK,EAAE,CAAC;CACd,CAAC,CAAC,CAAC;;;CCPH,IAAOC,YAAU,GAAG,MAAM,CAAC,UAAU,CAAC;AACtC,CAMA;KAAsCD,kCAAgB;KAkCrD;SAAA,YACC,iBAAO,SAEP;SARO,gBAAU,GAAG,EAAE,CAAA;SA2Qf,gBAAU,GAAG,CAAC,CAAA;SACd,kBAAY,GAAG,CAAC,CAAA;SAiChB,iBAAW,GAAG,UAAC,CAAC;aACvB,KAAI,CAAC,UAAU,GAAG,CAAC,CAAC,MAAM,CAAC;aAC3B,KAAI,CAAC,YAAY,GAAG,KAAI,CAAC,MAAM,CAAC,CAAC,CAAA;UACjC,CAAA;SAEO,iBAAW,GAAG,UAAC,CAAC;aACvB,IAAI,aAAa,GAAC,KAAK,CAAC,aAAa,CAAC;aACtC,IAAI,KAAI,CAAC,OAAO,EAAE;iBACjB,IAAI,OAAO,GAAC,KAAI,CAAC,YAAY,IAAI,CAAC,CAAC,MAAM,GAAG,KAAI,CAAC,UAAU,CAAC,CAAA;iBAC5D,IAAG,OAAO,GAAC,aAAa,EAAC;qBACxB,KAAI,CAAC,MAAM,CAAC,CAAC,GAAC,aAAa,CAAA;kBAC3B;sBAAK,IAAG,OAAO,GAAC,KAAI,CAAC,MAAM,CAAC,KAAK,GAAC,aAAa,GAAC,GAAG,EAAC;qBACpD,KAAI,CAAC,MAAM,CAAC,CAAC,GAAC,GAAG,GAAC,aAAa,GAAC,KAAI,CAAC,MAAM,CAAC,KAAK,CAAA;kBACjD;sBAAI;qBACJ,KAAI,CAAC,MAAM,CAAC,CAAC,GAAC,OAAO,CAAA;kBACrB;cACD;UACD,CAAA;SAEO,gBAAU,GAAG,UAAC,CAAC;aACtB,KAAI,CAAC,UAAU,GAAG,CAAC,CAAA;UACnB,CAAA;SA3TA,KAAI,CAAC,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,cAAc,EAAE,KAAI,CAAC,KAAK,EAAE,KAAI,CAAC,CAAC;;MACzD;KAOD,wBAAK,GAAL;SAAA,iBA8EC;SA7EA,IAAI,IAAI,CAAC,SAAS,EAAE;aACnB,OAAO;UACP;SACD,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;SACtB,IAAI,CAAC,KAAK,GAAG,IAAI,MAAM,CAAC,SAAS,EAAE,CAAC;SACpC,IAAI,CAAC,KAAK,CAAC,KAAK,GAAG,CAAC,CAAC;SACrB,IAAI,CAAC,KAAK,CAAC,KAAK,GAAG,CAAC,CAAC;SACrB,IAAI,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC;SACtB,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;SAI1B,IAAI,CAAC,MAAM,GAAG,IAAI,MAAM,CAAC,SAAS,EAAE,CAAC;SACrC,IAAI,CAAC,MAAM,CAAC,YAAY,GAAG,KAAK,CAAC;SAIjC,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;SAE3B,IAAI,CAAC,SAAS,GAAC,UAAU,CAAC,IAAI,CAAC,CAAA;SAC/B,IAAI,CAAC,SAAS,GAAC,UAAU,CAAC,QAAQ,CAAC,CAAA;SAEnC,IAAI,CAAC,UAAU,GAAE,IAAI,MAAM,CAAC,MAAM,CAAC,gBAAgB,CAAC,IAAI,CAAC,CAAC,CAAA;SAC1D,IAAI,CAAC,QAAQ,GAAC,UAAU,CAAC,QAAQ,CAAC,CAAA;SAClC,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;SACtC,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;SACrC,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;SACrC,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;SAKpC,IAAI,CAAC,SAAS,CAAC,OAAO,GAAG,KAAK,CAAA;SAC9B,IAAI,CAAC,SAAS,CAAC,OAAO,GAAG,KAAK,CAAA;SAC9B,IAAI,CAAC,QAAQ,CAAC,OAAO,GAAG,KAAK,CAAA;SAE7B,IAAI,CAAC,OAAO,GAAC,KAAK,CAAC;SACnB,UAAU,CAAC;aACV,KAAI,CAAC,OAAO,GAAC,IAAI,CAAC;aAClB,KAAI,CAAC,MAAM,CAAC,OAAO,GAAG,KAAI,CAAC,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC;aAC7C,KAAI,CAAC,MAAM,CAAC,OAAO,GAAG,KAAI,CAAC,MAAM,CAAC,KAAK,GAAG,CAAC,CAAC;aAC5C,KAAI,CAAC,MAAM,CAAC,CAAC,GAAG,GAAG,GAAG,KAAI,CAAC,MAAM,CAAC,KAAK,GAAG,CAAC,CAAC;aAC5C,KAAI,CAAC,MAAM,CAAC,CAAC,GAAG,KAAK,CAAC,eAAe,CAAC;aAEtC,KAAI,CAAC,SAAS,CAAC,CAAC,GAAG,KAAI,CAAC,MAAM,CAAC,KAAK,GAAG,CAAC,GAAI,KAAI,CAAC,SAAS,CAAC,KAAK,GAAC,CAAC,GAAG,KAAK,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC;aAClG,KAAI,CAAC,SAAS,CAAC,CAAC,GAAG,KAAI,CAAC,MAAM,CAAC,MAAM,GAAG,CAAC,GAAG,KAAI,CAAC,SAAS,CAAC,MAAM,GAAC,CAAC,GAAG,KAAK,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC;aAEnG,KAAI,CAAC,SAAS,CAAC,CAAC,GAAG,KAAI,CAAC,MAAM,CAAC,KAAK,GAAG,CAAC,GAAI,KAAI,CAAC,SAAS,CAAC,KAAK,GAAC,CAAC,GAAE,KAAK,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC;aACjG,KAAI,CAAC,SAAS,CAAC,CAAC,GAAG,KAAI,CAAC,MAAM,CAAC,MAAM,GAAG,CAAC,GAAG,KAAI,CAAC,SAAS,CAAC,MAAM,GAAC,CAAC,GAAG,KAAK,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC;aAEnG,KAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,KAAI,CAAC,MAAM,CAAC,KAAK,GAAG,CAAC,GAAI,KAAI,CAAC,QAAQ,CAAC,KAAK,GAAC,CAAC,GAAE,KAAK,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC;aAC/F,KAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,KAAI,CAAC,MAAM,CAAC,MAAM,GAAG,CAAC,GAAG,KAAI,CAAC,QAAQ,CAAC,MAAM,GAAC,CAAC,GAAG,KAAK,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC;UAYjG,EAAC,GAAG,CAAC,CAAA;SAGN,IAAI,CAAC,MAAM,GAAG,IAAI,MAAM,CAAC,SAAS,EAAE,CAAC;SACrC,IAAI,CAAC,MAAM,CAAC,KAAK,GAAG,CAAC,CAAC;SACtB,IAAI,CAAC,MAAM,CAAC,KAAK,GAAG,GAAG,CAAC;SACxB,IAAI,CAAC,MAAM,CAAC,MAAM,GAAG,IAAI,CAAC;SAC1B,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,MAAM,CAAC,CAAA;SAE1B,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,MAAM,CAAC,UAAU,CAAC,UAAU,EAAE,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,CAAC;SACnF,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,MAAM,CAAC,UAAU,CAAC,UAAU,EAAE,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,CAAC;SACnF,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,MAAM,CAAC,UAAU,CAAC,SAAS,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,CAAC;MAGjF;KAMD,wBAAK,GAAL;SACC,IAAI,CAAC,YAAY,EAAE,CAAA;SACnB,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,GAAG,GAAG,IAAI,CAAC,MAAM,CAAC,KAAK,GAAG,CAAC,CAAC;MAC5C;KAKD,wBAAK,GAAL;SAAA,iBAwBC;SAvBA,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC;SACf,IAAI,CAAC,KAAK,GAAG,CAAC,CAAA;SACd,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;SACpB,IAAI,CAAC,QAAQ,EAAE,CAAA;SACf,IAAI,CAAC,QAAQ,EAAE,CAAA;SACf,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC,SAAS,CAAC;SAEjC,IAAI,CAAC,cAAc,GAAG,WAAW,CAAC;aACjC,IAAI,KAAI,CAAC,OAAO,EAAE;iBACjB,IAAI,KAAI,CAAC,SAAS,GAAG,CAAC,EAAE;qBACvB,MAAM,CAAC,WAAW,CAAC,aAAa,CAAC,uBAAuB,EAAE;yBACzD,IAAI,EAAE,KAAI,CAAC,SAAS;sBACpB,CAAC,CAAC;qBACH,KAAI,CAAC,SAAS,IAAI,CAAC,CAAA;kBACnB;sBAAM;qBACN,MAAM,CAAC,WAAW,CAAC,aAAa,CAAC,qBAAqB,EAAE;yBACvD,KAAK,EAAE,KAAI,CAAC,KAAK;yBACjB,MAAM,EAAE,CAAC;sBACT,CAAC,CAAC;qBACH,KAAI,CAAC,IAAI,EAAE,CAAA;kBACX;cACD;UACD,EAAE,IAAI,CAAC,CAAA;MACR;KAKD,2BAAQ,GAAR;SAAA,iBASC;SARA,IAAI,CAAC,KAAK,GAAG,UAAU,CAAC;aACvB,IAAI,KAAI,CAAC,OAAO,EAAE;iBACjB,KAAI,CAAC,KAAK,IAAI,KAAK,CAAC,gBAAgB,CAAC;iBACrC,KAAI,CAAC,QAAQ,EAAE,CAAA;cACf;aAED,KAAI,CAAC,QAAQ,EAAE,CAAA;UACf,EAAE,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,CAAA;MACrB;KAKD,wBAAK,GAAL;SACC,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;MACrB;KAKD,yBAAM,GAAN;SACC,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;MACpB;KAKD,yBAAM,GAAN;SACC,IAAI,CAAC,KAAK,EAAE,CAAA;SACZ,IAAI,CAAC,KAAK,EAAE,CAAA;MACZ;KAKO,2BAAQ,GAAhB;SAAA,iBAuDC;SAtDA,IAAI,KAAK,GAAG,IAAI,CAAC,MAAM,GAAUC,YAAU,CAAC,SAAS,CAAC,QAAQ,CAAC,CAAC;SAChE,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,KAAK,CAAC,CAAA;SAC3B,OAAO,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;SAEnB,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;SAC3B,KAAK,CAAC,gBAAgB,CAAC,MAAM,CAAC,KAAK,CAAC,WAAW,EAAE,KAAK,CAAC,cAAc,CAAC,GAAG;aACxE,IAAI,KAAK,CAAC,CAAC,GAAG,IAAI,EAAE;iBACnB,KAAI,CAAC,SAAS,CAAC,KAAK,CAAC,CAAA;cACrB;kBAAM;iBACN,IAAI,KAAI,CAAC,OAAO,EAAE;qBAEjB,KAAK,CAAC,CAAC,KAAK,CAAC,GAAG,KAAI,CAAC,KAAK,CAAC,CAAA;qBAE3B,IAAI,KAAI,CAAC,MAAM,CAAC,KAAI,CAAC,MAAM,EAAE,KAAK,CAAC,EAAE;yBACpC,IAAI,KAAK,CAAC,SAAS,CAAC,CAAC,OAAO,CAAC,MAAM,CAAC,GAAG,CAAC,CAAC,EAAE;6BAC1C,OAAO,CAAC,GAAG,CAAC,MAAM,CAAC,CAAA;6BACnB,KAAI,CAAC,KAAK,IAAI,KAAK,CAAC,SAAS,CAAA;6BAC7B,KAAI,CAAC,SAAS,CAAC,OAAO,GAAC,IAAI,CAAC;6BAE5B,KAAI,CAAC,SAAS,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,CAAC,CAAA;6BACjC,KAAI,CAAC,SAAS,CAAC,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,SAAS,EAAE;iCAC3C,KAAI,CAAC,SAAS,CAAC,OAAO,GAAC,KAAK,CAAC;8BAC7B,EAAE,KAAI,CAAC,CAAC;0BAET;8BAAM,IAAI,KAAK,CAAC,SAAS,CAAC,IAAI,OAAO,EAAE;6BACvC,OAAO,CAAC,GAAG,CAAC,MAAM,CAAC,CAAA;6BACnB,KAAI,CAAC,KAAK,IAAI,KAAK,CAAC,UAAU,CAAA;6BAC9B,KAAI,CAAC,SAAS,CAAC,OAAO,GAAC,IAAI,CAAC;6BAC5B,KAAI,CAAC,SAAS,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,CAAC,CAAA;6BACjC,KAAI,CAAC,SAAS,CAAC,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,SAAS,EAAE;iCAC3C,KAAI,CAAC,SAAS,CAAC,OAAO,GAAC,KAAK,CAAC;8BAC7B,EAAE,KAAI,CAAC,CAAC;0BACT;8BAAM,IAAI,KAAK,CAAC,SAAS,CAAC,IAAI,MAAM,EAAE;6BACtC,OAAO,CAAC,GAAG,CAAC,MAAM,CAAC,CAAA;6BACnB,KAAI,CAAC,QAAQ,CAAC,OAAO,GAAC,IAAI,CAAC;6BAC3B,KAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,CAAC,CAAA;6BAChC,KAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,SAAS,EAAE;iCAC1C,KAAI,CAAC,QAAQ,CAAC,OAAO,GAAC,KAAK,CAAC;iCAC5B,MAAM,CAAC,WAAW,CAAC,aAAa,CAAC,qBAAqB,EAAE;qCACvD,KAAK,EAAE,KAAI,CAAC,KAAK;qCACjB,MAAM,EAAE,CAAC;kCACT,CAAC,CAAC;iCACH,KAAI,CAAC,IAAI,EAAE,CAAA;8BACX,EAAE,KAAI,CAAC,CAAC;0BACT;yBACD,MAAM,CAAC,WAAW,CAAC,aAAa,CAAC,wBAAwB,EAAE;6BAC1D,KAAK,EAAE,KAAI,CAAC,KAAK;0BACjB,CAAC,CAAC;yBACH,KAAI,CAAC,SAAS,CAAC,KAAK,CAAC,CAAA;sBACrB;kBACD;cACD;UAED,EAAE,IAAI,CAAC,CAAC;MACT;KAKO,uBAAI,GAAZ;SACC,IAAI,CAAC,KAAK,GAAG,CAAC,CAAA;SACd,IAAI,CAAC,KAAK,EAAE,CAAA;MACZ;KAMO,4BAAS,GAAjB,UAAkB,KAAK;SACtB,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;SAC9BA,YAAU,CAAC,aAAa,CAAC,QAAQ,EAAE,KAAK,CAAC,CAAC;SAC1C,KAAK,CAAC,mBAAmB,CAAC,MAAM,CAAC,KAAK,CAAC,WAAW,EAAE,KAAK,CAAC,cAAc,CAAC,EAAE,IAAI,CAAC,CAAC;SACjF,IAAI,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC;SAC3C,IAAI,KAAK,GAAG,CAAC,CAAC,EAAE;aACf,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;UACjC;MACD;KAKO,+BAAY,GAApB;SACC,YAAY,CAAC,IAAI,CAAC,KAAK,CAAC,CAAA;SACxB,aAAa,CAAC,IAAI,CAAC,cAAc,CAAC,CAAA;SAClC,KAAkB,UAAe,EAAf,KAAA,IAAI,CAAC,UAAU,EAAf,cAAe,EAAf,IAAe,EAAE;aAA9B,IAAI,KAAK,SAAA;aACb,IAAI,KAAK,EAAE;iBACV,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;iBAC9BA,YAAU,CAAC,aAAa,CAAC,QAAQ,EAAE,KAAK,CAAC,CAAC;iBAC1C,KAAK,CAAC,mBAAmB,CAAC,MAAM,CAAC,KAAK,CAAC,WAAW,EAAE,KAAK,CAAC,cAAc,CAAC,EAAE,IAAI,CAAC,CAAC;cACjF;UACD;SACD,IAAI,CAAC,UAAU,GAAG,EAAE,CAAA;MACpB;KAUO,yBAAM,GAAd,UAAe,CAAC,EAAE,CAAC;SAElB,IAAI,OAAO,GAAC,CAAC,CAAC,MAAM,CAAA;SACpB,IAAI,OAAO,GAAC,CAAC,CAAC,KAAK,CAAA;SACnB,IAAI,OAAO,GAAC,CAAC,CAAC,CAAC,CAAA;SACf,OAAO,CAAC,GAAG,CAAC,OAAO,EAAC,KAAK,CAAC,YAAY,CAAC,CAAA;SACvC,IAAG,KAAK,CAAC,YAAY,EAAC;aACrB,OAAO,GAAC,KAAK,CAAC,YAAY,CAAA;UAC1B;SACD,IAAG,KAAK,CAAC,WAAW,EAAC;aACpB,OAAO,GAAC,KAAK,CAAC,WAAW,CAAA;aACzB,OAAO,GAAC,CAAC,CAAC,CAAC,GAAC,CAAC,CAAC,CAAC,KAAK,GAAC,KAAK,CAAC,WAAW,IAAE,CAAC,CAAA;UACzC;SAED,IACC,IAAI,CAAC,GAAG,CAAC,CAAC,OAAO,GAAG,OAAO,GAAG,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,GAAG,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,KAAK,GAAG,CAAC;;iBAGnF,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,OAAO,GAAG,GAAG,KAAM,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,GAAG,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,MAAM,GAAG,CAAC,EACnF;aACD,OAAO,IAAI,CAAC;UACZ;cAAM;aACN,OAAO,KAAK,CAAC;UACb;MACD;KAwBF,eAAC;CAAD,CAAC,CAhWqC,MAAM,CAAC,SAAS,GAgWrD;;CCrWD;KAAiCD,qCAAgB;KAQhD;SAAA,YACC,iBAAO,SAcP;SAbA,MAAM,CAAC,WAAW,CAAC,gBAAgB,CAAC,iBAAiB,EAAE,KAAI,CAAC,KAAK,EAAE,KAAI,CAAC,CAAC;SACzE,MAAM,CAAC,WAAW,CAAC,gBAAgB,CAAC,iBAAiB,EAAE,KAAI,CAAC,KAAK,EAAE,KAAI,CAAC,CAAC;SACzE,MAAM,CAAC,WAAW,CAAC,gBAAgB,CAAC,iBAAiB,EAAE,KAAI,CAAC,KAAK,EAAE,KAAI,CAAC,CAAC;SACzE,MAAM,CAAC,WAAW,CAAC,gBAAgB,CAAC,kBAAkB,EAAE,KAAI,CAAC,MAAM,EAAE,KAAI,CAAC,CAAC;SAC3E,MAAM,CAAC,WAAW,CAAC,gBAAgB,CAAC,kBAAkB,EAAE,KAAI,CAAC,MAAM,EAAE,KAAI,CAAC,CAAC;SAC3E,MAAM,CAAC,WAAW,CAAC,gBAAgB,CAAC,iBAAiB,EAAE,KAAI,CAAC,KAAK,EAAE,KAAI,CAAC,CAAC;SAEzE,KAAI,CAAC,gBAAgB,CAAC,MAAM,CAAC,UAAU,CAAC,KAAK,EAAE,KAAI,CAAC,KAAK,EAAE,KAAI,CAAC,CAAC;SAEjE,IAAI,QAAQ,GAAG,KAAI,CAAC,SAAS,GAAG,IAAI,QAAQ,EAAE,CAAC;SAC/C,KAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,CAAC;;MAGxB;KAED,2BAAK,GAAL,UAAM,KAAmB;SACxB,WAAW,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC;SACxB,IAAI,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC;SAC9B,IAAI,CAAC,SAAS,CAAC,KAAK,EAAE,CAAC;MACvB;KAED,2BAAK,GAAL,UAAM,KAAmB;SACxB,WAAW,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC;SACxB,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC;SACjB,IAAI,CAAC,SAAS,CAAC,KAAK,EAAE,CAAC;MACvB;KAED,2BAAK,GAAL;SACC,IAAI,CAAC,SAAS,CAAC,KAAK,EAAE,CAAC;MACvB;KAED,4BAAM,GAAN;SACC,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC;MACxB;KAED,4BAAM,GAAN;SACC,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC;MACxB;KAED,2BAAK,GAAL;SACC,IAAI,CAAC,SAAS,CAAC,OAAO,GAAG,KAAK,CAAC;MAC/B;KAEO,2BAAK,GAAb,UAAc,KAAK;MAElB;KACF,kBAAC;CAAD,CAAC,CAxDgC,MAAM,CAAC,SAAS,GAwDhD;;;iBCzDwB,KAAK;KAC7B,YAAY,EAAE,CAAC;KACf,WAAW,CAAC,KAAK,CAAC,CAAC;KAEnB,IAAI,QAAQ,GAAG,IAAI,WAAW,EAAE,CAAC;KACjC,OAAO,QAAQ,CAAC;CACjB,CAAC;;;;;;;;;"}
\ No newline at end of file
\ No newline at end of file
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment