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劳工
zeroing-libs
Commits
f1e47180
Commit
f1e47180
authored
Jun 11, 2020
by
wildfirecode
Browse files
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1
parent
4af19acb
Changes
7
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7 changed files
with
180 additions
and
770 deletions
+180
-770
recycling.json
dist/customs/recycling.json
+55
-0
app.js
src/custom/recycling/debug/app.js
+52
-66
main.js
src/custom/recycling/debug/main.js
+1
-305
main.js.map
src/custom/recycling/debug/main.js.map
+1
-1
meta.json
src/custom/recycling/meta.json
+51
-88
GameView.ts
src/custom/recycling/src/game/GameView.ts
+18
-306
GameWrapper.ts
src/custom/recycling/src/game/GameWrapper.ts
+2
-4
No files found.
dist/customs/recycling.json
0 → 100644
View file @
f1e47180
{
"name"
:
"垃圾分类"
,
"desc"
:
"垃圾分类1.0"
,
"props"
:
{
"MAX_COL"
:
{
"alias"
:
"图片分成几列"
,
"type"
:
"number"
,
"default"
:
3
}
},
"assets"
:
[
{
"name"
:
"playBg"
,
"url"
:
"//yun.duiba.com.cn/aurora/assets/76b9491f50eaf51ae2becf9958d96a93770854ee.jpg"
,
"uuid"
:
"888"
,
"ext"
:
".jpg"
}
],
"events"
:
{
"in"
:
{
"recycling-start"
:
{
"alias"
:
"开始"
,
"data"
:
{
"picUrl"
:
"图片路径"
,
"blockUrl"
:
"blockUrl"
}
},
"recycling-stop"
:
{
"alias"
:
"停止"
}
},
"out"
:
{
"recycling-time-update"
:
{
"alias"
:
"倒计时更新"
,
"data"
:
{
"time"
:
"剩余时间"
}
},
"recycling-game-fail"
:
{
"alias"
:
"游戏结束"
,
"data"
:
{
"reason"
:
"结束原因(1:时间到了)"
}
},
"recycling-game-success"
:
{
"alias"
:
"游戏成功"
,
"data"
:
{
"time"
:
"游戏消耗时间"
}
}
}
},
"id"
:
"recycling"
,
"code"
:
"
\"
use strict
\"
;var tslib=require(
\"
tslib
\"
);function getTexture(e){return engine.Texture.from(getAssetByUUID(e).uuid)}function getTextureByName(e){return getTexture(engine.getAssetByName(e).uuid)}var props={};function prepareProps(){var e=getProps();engine.injectProp(props,e)}function injectProps(e){engine.injectProp(props,e)}var GameView=function(t){function e(){var e=t.call(this)||this;return e._timeCounter=0,e.once(engine.Event.ADDED_TO_STAGE,e.setup,e),e}return tslib.__extends(e,t),e.prototype.start=function(){var e=new engine.Sprite(getTextureByName(
\"
playBg
\"
));this.addChild(e)},e.prototype.getSecond=function(){return 0},e.prototype.onTimer=function(){engine.globalEvent.dispatchEvent(
\"
recycling-time-update
\"
,{second:this.getSecond()}),0==this.getSecond()&&(this.stop(),engine.globalEvent.dispatchEvent(
\"
recycling-game-fail
\"
,{reason:1}))},e.prototype.stop=function(){},e.prototype.createRects=function(){},e.prototype.setup=function(){console.log(
\"
onSteup
\"
,props);var e=new engine.Sprite;this.addChild(e)},e.prototype.onDown=function(e){},e.prototype.stageOnUp=function(e){},e.prototype.onSuccess=function(){},e.prototype.onMove=function(e){},e}(engine.Container),GameWrapper=function(n){function e(){var e=n.call(this)||this;engine.globalEvent.addEventListener(
\"
recycling-start
\"
,e.start,e),engine.globalEvent.addEventListener(
\"
recycling-stop
\"
,e.stop,e);var t=e._gameView=new GameView;return e.addChild(t),e}return tslib.__extends(e,n),e.prototype.start=function(e){injectProps(e.data),this._gameView.start()},e.prototype.stop=function(e){this._gameView.stop()},e}(engine.Container);function index(e){return prepareProps(),injectProps(e),new GameWrapper}module.exports=index;
\n
"
}
src/custom/recycling/debug/app.js
View file @
f1e47180
...
...
@@ -2,84 +2,70 @@
* Created by renjianfeng on 2020-03-13.
*/
const
customId
=
'
pictures
'
;
const
customId
=
'
recycling
'
;
(
async
function
()
{
let
customModule
=
await
fetch
(
`../meta.json`
);
customModule
=
await
customModule
.
json
();
console
.
log
(
customModule
);
(
async
function
()
{
let
customModule
=
await
fetch
(
`../meta.json`
);
customModule
=
await
customModule
.
json
();
console
.
log
(
customModule
);
await
loadAssets
(
customModule
.
assets
);
launchWithCustomModule
(
customModule
);
await
loadAssets
(
customModule
.
assets
);
launchWithCustomModule
(
customModule
);
})();
function
launchWithCustomModule
(
customModule
)
{
//engine.registerCustomCodeModule(customModule);
engine
.
registerCustomModule
(
customId
,
window
[
customId
]);
//engine.registerCustomCodeModule(customModule);
engine
.
registerCustomModule
(
customId
,
window
[
customId
]);
const
{
props
:
propsOption
,
assets
}
=
customModule
;
let
props
=
engine
.
computeProps
(
customModuleProps
,
propsOption
);
const
customModuleIns
=
{
id
:
customId
,
props
,
assets
,
};
const
{
props
:
propsOption
,
assets
}
=
customModule
;
let
props
=
engine
.
computeProps
(
customModuleProps
,
propsOption
);
const
customModuleIns
=
{
id
:
customId
,
props
,
assets
,
};
engine
.
registerCustomModules
([
customModuleIns
]);
engine
.
launchWithConfig
({
options
:
{
entrySceneView
:
'entry'
,
},
assets
:
[],
views
:
[{
name
:
'entry'
,
type
:
'node'
,
properties
:
{
x
:
0
,
y
:
0
,
}
}],
customs
:
[],
},
null
,
function
()
{
setTimeout
(()
=>
{
engine
.
addCustomModule
(
customId
,
engine
.
gameStage
.
sceneContainer
.
getChildAt
(
0
));
},
100
);
engine
.
registerCustomModules
([
customModuleIns
]);
engine
.
launchWithConfig
({
options
:
{
entrySceneView
:
'entry'
,
},
assets
:
[],
views
:
[{
name
:
'entry'
,
type
:
'node'
,
properties
:
{
x
:
0
,
y
:
0
,
}
}],
customs
:
[],
},
null
,
function
()
{
setTimeout
(()
=>
{
engine
.
addCustomModule
(
customId
,
engine
.
gameStage
.
sceneContainer
.
getChildAt
(
0
));
},
100
);
setTimeout
(()
=>
{
engine
.
globalEvent
.
dispatchEvent
(
'pictures-start'
,
{
picUrl
:
"http://yun.duiba.com.cn/aurora/assets/e1593b97c27077b85b92f7eaaeae1ed64a1eb79a.png"
,
blockUrl
:
"888"
,
});
setTimeout
(()
=>
{
engine
.
globalEvent
.
dispatchEvent
(
'recycling-start'
,
{});
const
d
=
engine
.
gameStage
.
sceneContainer
.
getChildAt
(
0
);
engine
.
gameStage
.
sceneContainer
.
getChildAt
(
0
).
x
=
(
d
.
stage
.
width
-
props
.
W
)
/
2
;
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"
// });
// }, 30*1000);
});
engine
.
globalEvent
.
addEventListener
(
'pictures-time-update'
,
(
e
)
=>
{
// console.log(e.type, e.data);
});
engine
.
globalEvent
.
addEventListener
(
'pictures-game-fail'
,
(
e
)
=>
{
console
.
log
(
e
.
type
,
e
.
data
);
});
engine
.
globalEvent
.
addEventListener
(
'pictures-game-success'
,
(
e
)
=>
{
console
.
log
(
e
.
type
,
e
.
data
);
});
const
d
=
engine
.
gameStage
.
sceneContainer
.
getChildAt
(
0
);
},
1000
);
});
engine
.
globalEvent
.
addEventListener
(
'recycling-time-update'
,
(
e
)
=>
{
// console.log(e.type, e.data);
});
engine
.
globalEvent
.
addEventListener
(
'recycling-game-fail'
,
(
e
)
=>
{
console
.
log
(
e
.
type
,
e
.
data
);
});
engine
.
globalEvent
.
addEventListener
(
'recycling-game-success'
,
(
e
)
=>
{
console
.
log
(
e
.
type
,
e
.
data
);
});
}
function
getAssetByUUID
(
uuid
)
{
return
engine
.
resolveCustomAsset
(
customId
,
uuid
);
return
engine
.
resolveCustomAsset
(
customId
,
uuid
);
}
function
getProps
()
{
return
engine
.
getProps
(
customId
);
}
return
engine
.
getProps
(
customId
);
}
\ No newline at end of file
src/custom/recycling/debug/main.js
View file @
f1e47180
(
function
(
global
,
factory
)
{
typeof
exports
===
'object'
&&
typeof
module
!==
'undefined'
?
module
.
exports
=
factory
(
require
(
'tslib'
))
:
typeof
define
===
'function'
&&
define
.
amd
?
define
([
'tslib'
],
factory
)
:
(
global
=
global
||
self
,
global
.
pictures
=
factory
(
global
.
tslib
));
}(
this
,
(
function
(
tslib
)
{
'use strict'
;
var
props
=
{};
function
prepareProps
()
{
var
metaProps
=
getProps
();
engine
.
injectProp
(
props
,
metaProps
);
}
function
injectProps
(
p
)
{
engine
.
injectProp
(
props
,
p
);
}
//# sourceMappingURL=props.js.map
var
picMap
=
{};
var
posMap
=
{};
var
qietu
=
(
function
(
parent
,
url
,
MAX_COL
,
MAX_ROW
)
{
if
(
picMap
[
url
])
{
var
pics
=
picMap
[
url
];
for
(
var
_i
=
0
,
pics_1
=
pics
;
_i
<
pics_1
.
length
;
_i
++
)
{
var
pic
=
pics_1
[
_i
];
parent
.
addChild
(
pic
);
}
return
[
picMap
[
url
],
posMap
[
url
]];
}
var
W
=
props
.
W
;
var
H
=
props
.
H
;
var
GAP
=
props
.
GAP
;
var
spr
=
[];
var
pos
=
[];
var
_loop_1
=
function
(
row
)
{
var
_loop_2
=
function
(
col
)
{
var
child
=
engine
.
Sprite
.
fromImage
(
url
);
spr
.
push
(
child
);
child
.
scaleX
=
1
/
MAX_COL
;
child
.
scaleY
=
1
/
MAX_ROW
;
parent
.
addChild
(
child
);
child
.
x
=
col
*
(
W
/
MAX_COL
+
GAP
);
child
.
y
=
row
*
(
H
/
MAX_ROW
+
GAP
);
pos
.
push
([
child
.
x
,
child
.
y
]);
child
.
addEventListener
(
engine
.
Event
.
COMPLETE
,
function
()
{
var
uvs
=
new
Float32Array
([
col
/
MAX_COL
,
row
/
MAX_ROW
,
(
col
+
1
)
/
MAX_COL
,
row
/
MAX_ROW
,
(
col
+
1
)
/
MAX_COL
,
(
row
+
1
)
/
MAX_ROW
,
col
/
MAX_COL
,
(
row
+
1
)
/
MAX_ROW
,
]);
child
.
uvs
=
uvs
;
});
};
for
(
var
col
=
0
;
col
<
MAX_COL
;
col
++
)
{
_loop_2
(
col
);
}
};
for
(
var
row
=
0
;
row
<
MAX_ROW
;
row
++
)
{
_loop_1
(
row
);
}
picMap
[
url
]
=
spr
.
concat
([]);
posMap
[
url
]
=
pos
.
concat
([]);
return
[
spr
,
pos
];
});
//# sourceMappingURL=qietu.js.map
function
getIndexFromRC
(
row
,
col
,
maxCol
)
{
var
index
;
index
=
row
*
maxCol
+
col
;
return
index
;
}
function
getRandomArray
(
array
)
{
array
.
sort
(
function
()
{
return
.
5
-
Math
.
random
();
});
}
//# sourceMappingURL=utils.js.map
var
MAX_COL
;
var
MAX_ROW
;
var
W
;
var
H
;
var
GAP
;
var
GAME_TIME
;
var
w
;
var
h
;
var
GameView
=
(
function
(
_super
)
{
tslib
.
__extends
(
GameView
,
_super
);
function
GameView
()
{
var
_this
=
_super
.
call
(
this
)
||
this
;
_this
.
_timeCounter
=
0
;
_this
.
listenStageOn
=
1
;
_this
.
once
(
engine
.
Event
.
ADDED_TO_STAGE
,
_this
.
setup
,
_this
);
return
_this
;
}
GameView
.
prototype
.
start
=
function
()
{
var
_this
=
this
;
if
(
!
this
.
guideHole
)
{
this
.
guideHole
=
new
engine
.
Image
();
this
.
guideHole
.
source
=
"asset://"
+
props
.
blockUrl
;
this
.
guideHole
.
mouseChildren
=
this
.
guideHole
.
mouseEnabled
=
false
;
}
if
(
this
.
pictures
)
{
for
(
var
_i
=
0
,
_a
=
this
.
pictures
;
_i
<
_a
.
length
;
_i
++
)
{
var
pic
=
_a
[
_i
];
if
(
pic
&&
pic
.
parent
)
pic
.
parent
.
removeChild
(
pic
);
}
}
console
.
log
(
"on start"
);
engine
.
globalEvent
.
dispatchEvent
(
"pictures-time-update"
,
{
second
:
this
.
getSecond
(),
});
var
result
=
qietu
(
this
.
picturesWrapper
,
props
.
picUrl
,
MAX_COL
,
MAX_ROW
);
this
.
picturesWrapper
.
addChild
(
this
.
guideHole
);
console
.
log
(
this
.
picturesWrapper
);
this
.
pictures
=
result
[
0
];
this
.
rightList
=
this
.
pictures
.
concat
([]);
var
posList
=
result
[
1
];
getRandomArray
(
this
.
pictures
);
var
i
=
0
;
var
len
;
len
=
this
.
pictures
.
length
;
for
(;
i
<
len
;
i
++
)
{
this
.
dragPic
=
this
.
pictures
[
i
];
this
.
pictures
[
i
].
addEventListener
(
engine
.
MouseEvent
.
MOUSE_DOWN
,
this
.
onDown
,
this
);
var
_b
=
posList
[
i
],
x
=
_b
[
0
],
y
=
_b
[
1
];
this
.
dragPic
.
x
=
x
;
this
.
dragPic
.
y
=
y
;
}
this
.
_timer
=
setInterval
(
function
()
{
_this
.
onTimer
();
},
10
);
};
GameView
.
prototype
.
onTimer
=
function
()
{
GAME_TIME
-=
0.01
;
GAME_TIME
=
this
.
afterPointTwo
(
GAME_TIME
);
GAME_TIME
=
GAME_TIME
.
toFixed
(
2
);
if
(
GAME_TIME
<
10
)
{
GAME_TIME
=
"0"
+
GAME_TIME
;
}
console
.
log
(
GAME_TIME
);
engine
.
globalEvent
.
dispatchEvent
(
"pictures-time-update"
,
{
second
:
this
.
getSecond
(),
});
if
(
this
.
getSecond
()
==
0
)
{
GAME_TIME
=
props
.
GAME_TIME
;
this
.
stop
();
engine
.
globalEvent
.
dispatchEvent
(
"pictures-game-fail"
,
{
reason
:
1
,
});
}
};
GameView
.
prototype
.
afterPointTwo
=
function
(
n
)
{
var
floatN
=
parseFloat
(
n
);
if
(
isNaN
(
floatN
))
{
return
;
}
floatN
=
Math
.
round
(
floatN
*
100
)
/
100
;
return
floatN
;
};
GameView
.
prototype
.
getSecond
=
function
()
{
return
GAME_TIME
;
};
GameView
.
prototype
.
stop
=
function
()
{
clearInterval
(
this
.
_timer
);
this
.
stage
.
removeEventListener
(
engine
.
MouseEvent
.
MOUSE_UP
,
this
.
stageOnUp
,
this
);
var
len
=
this
.
pictures
.
length
;
for
(
var
i
=
0
;
i
<
len
;
i
++
)
{
this
.
pictures
[
i
].
removeAllEventListener
();
}
};
GameView
.
prototype
.
createRects
=
function
()
{
};
GameView
.
prototype
.
setup
=
function
()
{
MAX_COL
=
props
.
MAX_COL
;
MAX_ROW
=
props
.
MAX_ROW
;
GAME_TIME
=
props
.
GAME_TIME
;
W
=
props
.
W
;
H
=
props
.
H
;
GAP
=
props
.
GAP
;
w
=
W
/
MAX_COL
;
h
=
H
/
MAX_ROW
;
console
.
log
(
"onSteup"
,
props
);
var
parent
=
new
engine
.
Sprite
();
this
.
picturesWrapper
=
parent
;
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
.
index
=
this
.
indexI
*
MAX_COL
+
this
.
indexJ
;
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
()
{
if
(
GAME_TIME
>
0
)
{
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
<
stageTop
||
this
.
centerX
<
stageLeft
)
{
this
.
dragPic
.
x
=
this
.
distanceX
;
this
.
dragPic
.
y
=
this
.
distanceY
;
}
var
curJ
=
Math
.
floor
(
this
.
centerX
/
(
w
+
GAP
));
var
curI
=
Math
.
floor
(
this
.
centerY
/
(
h
+
GAP
));
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
+
stageLeft
;
var
dropPicy
=
dropPic
.
y
+
stageTop
;
dropPic
.
x
=
this
.
distanceX
;
dropPic
.
y
=
this
.
distanceY
;
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
;
this
.
pictures
[
dragPicIndex
]
=
dropPic
;
if
(
dragPicIndex
===
dropPicIndex
)
{
this
.
dragPic
.
x
=
this
.
distanceX
;
this
.
dragPic
.
y
=
this
.
distanceY
;
}
var
result
=
true
;
for
(
var
j
=
0
;
j
<
this
.
rightList
.
length
;
j
++
)
{
if
(
this
.
rightList
[
j
]
!=
this
.
pictures
[
j
])
{
result
=
false
;
break
;
}
}
if
(
result
)
{
this
.
onSuccess
();
}
}
else
{
this
.
dragPic
.
x
=
this
.
distanceX
;
this
.
dragPic
.
y
=
this
.
distanceY
;
}
}
};
GameView
.
prototype
.
onSuccess
=
function
()
{
console
.
log
(
"拼图成功!"
);
engine
.
globalEvent
.
dispatchEvent
(
"pictures-game-success"
,
{
time
:
GAME_TIME
,
});
this
.
stop
();
};
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
;
this
.
centerX
=
this
.
dragPic
.
x
+
w
/
2
;
this
.
centerY
=
this
.
dragPic
.
y
+
h
/
2
;
};
return
GameView
;
}(
engine
.
Container
));
var
GameWrapper
=
(
function
(
_super
)
{
tslib
.
__extends
(
GameWrapper
,
_super
);
function
GameWrapper
()
{
var
_this
=
_super
.
call
(
this
)
||
this
;
engine
.
globalEvent
.
addEventListener
(
'pictures-start'
,
_this
.
start
,
_this
);
engine
.
globalEvent
.
addEventListener
(
'pictures-stop'
,
_this
.
stop
,
_this
);
var
gameView
=
_this
.
_gameView
=
new
GameView
();
_this
.
addChild
(
gameView
);
return
_this
;
}
GameWrapper
.
prototype
.
start
=
function
(
event
)
{
injectProps
(
event
.
data
);
this
.
_gameView
.
start
();
};
GameWrapper
.
prototype
.
stop
=
function
(
event
)
{
this
.
_gameView
.
stop
();
};
return
GameWrapper
;
}(
engine
.
Container
));
//# sourceMappingURL=GameWrapper.js.map
function
index
(
props
)
{
prepareProps
();
injectProps
(
props
);
var
instance
=
new
GameWrapper
();
return
instance
;
}
//# sourceMappingURL=index.js.map
return
index
;
})));
//# sourceMappingURL=main.js.map
\ No newline at end of file
"use strict"
;
var
tslib
=
require
(
"tslib"
);
function
getTexture
(
e
){
return
engine
.
Texture
.
from
(
getAssetByUUID
(
e
).
uuid
)}
function
getTextureByName
(
e
){
return
getTexture
(
engine
.
getAssetByName
(
e
).
uuid
)}
var
props
=
{};
function
prepareProps
(){
var
e
=
getProps
();
engine
.
injectProp
(
props
,
e
)}
function
injectProps
(
e
){
engine
.
injectProp
(
props
,
e
)}
var
GameView
=
function
(
t
){
function
e
(){
var
e
=
t
.
call
(
this
)
||
this
;
return
e
.
_timeCounter
=
0
,
e
.
once
(
engine
.
Event
.
ADDED_TO_STAGE
,
e
.
setup
,
e
),
e
}
return
tslib
.
__extends
(
e
,
t
),
e
.
prototype
.
start
=
function
(){
var
e
=
new
engine
.
Sprite
(
getTextureByName
(
"playBg"
));
this
.
addChild
(
e
)},
e
.
prototype
.
getSecond
=
function
(){
return
0
},
e
.
prototype
.
onTimer
=
function
(){
engine
.
globalEvent
.
dispatchEvent
(
"recycling-time-update"
,{
second
:
this
.
getSecond
()}),
0
==
this
.
getSecond
()
&&
(
this
.
stop
(),
engine
.
globalEvent
.
dispatchEvent
(
"recycling-game-fail"
,{
reason
:
1
}))},
e
.
prototype
.
stop
=
function
(){},
e
.
prototype
.
createRects
=
function
(){},
e
.
prototype
.
setup
=
function
(){
console
.
log
(
"onSteup"
,
props
);
var
e
=
new
engine
.
Sprite
;
this
.
addChild
(
e
)},
e
.
prototype
.
onDown
=
function
(
e
){},
e
.
prototype
.
stageOnUp
=
function
(
e
){},
e
.
prototype
.
onSuccess
=
function
(){},
e
.
prototype
.
onMove
=
function
(
e
){},
e
}(
engine
.
Container
),
GameWrapper
=
function
(
n
){
function
e
(){
var
e
=
n
.
call
(
this
)
||
this
;
engine
.
globalEvent
.
addEventListener
(
"recycling-start"
,
e
.
start
,
e
),
engine
.
globalEvent
.
addEventListener
(
"recycling-stop"
,
e
.
stop
,
e
);
var
t
=
e
.
_gameView
=
new
GameView
;
return
e
.
addChild
(
t
),
e
}
return
tslib
.
__extends
(
e
,
n
),
e
.
prototype
.
start
=
function
(
e
){
injectProps
(
e
.
data
),
this
.
_gameView
.
start
()},
e
.
prototype
.
stop
=
function
(
e
){
this
.
_gameView
.
stop
()},
e
}(
engine
.
Container
);
function
index
(
e
){
return
prepareProps
(),
injectProps
(
e
),
new
GameWrapper
}
module
.
exports
=
index
;
src/custom/recycling/debug/main.js.map
View file @
f1e47180
{"version":3,"file":"index.js","sources":["src/custom/pictures/src/props.ts","src/custom/pictures/src/game/qietu.ts","src/custom/pictures/src/game/utils.ts","src/custom/pictures/src/game/GameView.ts","src/custom/pictures/src/game/GameWrapper.ts","src/custom/pictures/src/index.ts"],"sourcesContent":["/**\r\n * Created by rockyl on 2020-01-21.\r\n */\r\n\r\nexport let props: any = {};\r\n\r\nexport function prepareProps() {\r\n\tlet metaProps = getProps();\r\n\r\n\tengine.injectProp(props, metaProps);\r\n}\r\n\r\nexport function injectProps(p) {\r\n\tengine.injectProp(props, p);\r\n}\r\n","import { props } from \"../props\";\r\nconst urls = [];\r\nconst picMap = {};\r\nconst posMap = {};\r\nexport default (parent, url, MAX_COL, MAX_ROW) => {\r\n if (picMap[url]) {\r\n const pics:any[] = picMap[url];\r\n for (const pic of pics) {\r\n parent.addChild(pic);\r\n }\r\n return [picMap[url], posMap[url]]\r\n }\r\n\r\n const W = props.W;\r\n const H = props.H;\r\n const GAP = props.GAP;\r\n\r\n const spr = [];\r\n const pos = []\r\n\r\n for (let row = 0; row < MAX_ROW; row++) {\r\n for (let col = 0; col < MAX_COL; col++) {\r\n\r\n const child = engine.Sprite.fromImage(url);\r\n spr.push(child);\r\n\r\n child.scaleX = 1 / MAX_COL;\r\n child.scaleY = 1 / MAX_ROW;\r\n parent.addChild(child);\r\n child.x = col * (W / MAX_COL + GAP);\r\n child.y = row * (H / MAX_ROW + GAP);\r\n pos.push([child.x, child.y]);\r\n // child.texture.addEventListener('update', () => {\r\n child.addEventListener(engine.Event.COMPLETE, () => {\r\n const uvs = new Float32Array([\r\n col / MAX_COL,\r\n row / MAX_ROW,\r\n (col + 1) / MAX_COL,\r\n row / MAX_ROW,\r\n (col + 1) / MAX_COL,\r\n (row + 1) / MAX_ROW,\r\n col / MAX_COL,\r\n (row + 1) / MAX_ROW,\r\n ]);\r\n\r\n child.uvs = uvs;\r\n // spr.push(child);\r\n });\r\n }\r\n }\r\n picMap[url] = spr.concat([]);\r\n posMap[url] = pos.concat([]);;\r\n // console.log(spr);\r\n return [spr, pos];\r\n};\r\n","/**\r\n * Created by rockyl on 2020-01-21.\r\n */\r\n\r\nexport function getTexture(uuid) {\r\n\treturn engine.Texture.from(getAssetByUUID(uuid).uuid);\r\n}\r\n\r\nexport function getTextureByName(name) {\r\n\treturn getTexture(engine.getAssetByName(name).uuid);\r\n}\r\n\r\nexport function playSound(name) {\r\n\tengine.playSound(engine.getAssetByName(name).uuid, {keep: true});\r\n}\r\nexport function createSvga(name, anchorName?) {\r\n\tlet inst = new svga.Svga();\r\n\tinst.source = 'asset://' + engine.getAssetByName(name).uuid;\r\n\treturn inst;\r\n}\r\n\r\nexport function getIndexFromRC(row,col,maxCol){\r\n\tlet index;\r\n\tindex = row * maxCol + col ;\r\n\treturn index\r\n}\r\n\r\n\r\n\r\n\r\nexport function getRandomArray(array){\r\n\tarray.sort(function() {\r\n\t\treturn .5 - Math.random();\r\n\t});\r\n}","/**\r\n * Created by rockyl on 2018/8/16.\r\n */\r\n\r\nimport { props } from \"../props\";\r\nimport qietu from \"./qietu\";\r\nimport { getIndexFromRC, getRandomArray, getTexture } from \"./utils\";\r\nimport ObjectPool = engine.ObjectPool;\r\n\r\n// let OFFSET_X;\r\n// let OFFSET_Y;\r\nlet MAX_COL;\r\nlet MAX_ROW;\r\nlet W;\r\nlet H;\r\nlet GAP;\r\nlet GAME_TIME;\r\n// 每张图片宽\r\nlet w;\r\n// 每张图片高\r\nlet h;\r\n\r\nexport default class GameView extends engine.Container {\r\n private _timer;\r\n private _timeCounter = 0;\r\n\r\n start() {\r\n if (!this.guideHole) {\r\n this.guideHole = new engine.Image();\r\n this.guideHole.source = \"asset://\" + props.blockUrl;\r\n this.guideHole.mouseChildren = this.guideHole.mouseEnabled = false;\r\n }\r\n\r\n if (this.pictures) {\r\n for (const pic of this.pictures) {\r\n if (pic && pic.parent) pic.parent.removeChild(pic);\r\n }\r\n }\r\n\r\n console.log(\"on start\");\r\n engine.globalEvent.dispatchEvent(\"pictures-time-update\", {\r\n second: this.getSecond(),\r\n });\r\n\r\n // 图片一维数组\r\n const result = qietu(this.picturesWrapper, props.picUrl, MAX_COL, MAX_ROW);\r\n this.picturesWrapper.addChild(this.guideHole);\r\n\r\n console.log(this.picturesWrapper);\r\n\r\n this.pictures = result[0];\r\n this.rightList = this.pictures.concat([]);\r\n const posList = result[1];\r\n getRandomArray(this.pictures);\r\n\r\n let i = 0;\r\n let len;\r\n len = this.pictures.length;\r\n\r\n for (; i < len; i++) {\r\n this.dragPic = this.pictures[i];\r\n this.pictures[i].addEventListener(\r\n engine.MouseEvent.MOUSE_DOWN,\r\n this.onDown,\r\n this\r\n );\r\n const [x, y] = posList[i];\r\n this.dragPic.x = x;\r\n this.dragPic.y = y;\r\n }\r\n\r\n this._timer = setInterval(() => {\r\n this.onTimer();\r\n }, 10);\r\n }\r\n\r\n onTimer() {\r\n // 以GAME_TIME为标准\r\n GAME_TIME -= 0.01;\r\n GAME_TIME = this.afterPointTwo(GAME_TIME);\r\n GAME_TIME = GAME_TIME.toFixed(2);\r\n if (GAME_TIME < 10) {\r\n GAME_TIME = \"0\" + GAME_TIME;\r\n }\r\n console.log(GAME_TIME);\r\n\r\n engine.globalEvent.dispatchEvent(\"pictures-time-update\", {\r\n second: this.getSecond(),\r\n });\r\n\r\n if (this.getSecond() == 0) {\r\n \r\n GAME_TIME = props.GAME_TIME;\r\n this.stop();\r\n \r\n engine.globalEvent.dispatchEvent(\"pictures-game-fail\", {\r\n reason: 1,\r\n });\r\n }\r\n }\r\n\r\n afterPointTwo(n) {\r\n var floatN = parseFloat(n);\r\n if (isNaN(floatN)) {\r\n return;\r\n }\r\n\r\n floatN = Math.round(floatN * 100) / 100;\r\n\r\n return floatN;\r\n }\r\n\r\n getSecond() {\r\n return GAME_TIME;\r\n }\r\n\r\n stop() {\r\n // GAME_TIME = props.GAME_TIME\r\n clearInterval(this._timer);\r\n this.stage.removeEventListener(\r\n engine.MouseEvent.MOUSE_UP,\r\n this.stageOnUp,\r\n this\r\n );\r\n let len = this.pictures.length;\r\n for (let i = 0; i < len; i++) {\r\n this.pictures[i].removeAllEventListener();\r\n }\r\n // this.dragPic.removeAllEventListener();\r\n \r\n }\r\n\r\n constructor() {\r\n super();\r\n this.once(engine.Event.ADDED_TO_STAGE, this.setup, this);\r\n }\r\n\r\n //当前图片对象\r\n dragPic;\r\n // 鼠标在当前图片上的位置\r\n localPicX;\r\n localPicY;\r\n // 拖动的图片最开始的位置(左上角为准)\r\n distanceX;\r\n distanceY;\r\n // 图片中心的位置\r\n centerX: number;\r\n centerY: number;\r\n\r\n pictures: engine.Sprite[];\r\n\r\n // 点击图片时的一维数组索引\r\n index;\r\n // 计算目标图片行和列的位置\r\n indexI: number;\r\n indexJ: number;\r\n rightList: engine.Sprite[];\r\n\r\n private picturesWrapper: engine.Sprite;\r\n private guideHole: engine.Image;\r\n\r\n createRects() {}\r\n setup() {\r\n MAX_COL = props.MAX_COL;\r\n MAX_ROW = props.MAX_ROW;\r\n GAME_TIME = props.GAME_TIME;\r\n // OFFSET_X = props.OFFSET_X;\r\n // OFFSET_Y = props.OFFSET_Y;\r\n W = props.W;\r\n H = props.H;\r\n GAP = props.GAP;\r\n // 每张图片宽\r\n w = W / MAX_COL;\r\n // 每张图片高\r\n h = H / MAX_ROW;\r\n\r\n console.log(\"onSteup\", props);\r\n\r\n const parent = new engine.Sprite();\r\n this.picturesWrapper = parent;\r\n this.addChild(parent);\r\n\r\n // this.picturesWrapper.x = OFFSET_X;\r\n // this.picturesWrapper.y = OFFSET_Y;\r\n\r\n // 添加按钮\r\n // const btn = new engine.Rect();\r\n // btn.width = 200;\r\n // btn.height = 100;\r\n // btn.stage.top = 1000;\r\n // btn.stage.left = 350;\r\n // btn.fillColor = 'cyan';\r\n // this.addChild(btn)\r\n\r\n // btn.addEventListener(engine.MouseEvent.CLICK,this.onClk,this)\r\n }\r\n\r\n onDown(e: engine.MouseEvent) {\r\n // console.log(e);\r\n\r\n let stageLeft = (750 - props.W) / 2;\r\n let stageTop = (this.stage.height - props.H) / 2;\r\n\r\n // 创建一个图片对象接收当前位置信息\r\n this.dragPic = e.target;\r\n this.picturesWrapper.addChild(this.dragPic);\r\n\r\n // 鼠标的偏移量\r\n this.localPicX = e.localX / MAX_COL;\r\n this.localPicY = e.localY / MAX_ROW;\r\n\r\n // 最开始图片的位置\r\n this.distanceX = this.dragPic.x;\r\n this.distanceY = this.dragPic.y;\r\n\r\n // 最开始点击的图片的索引值\r\n\r\n this.indexJ = Math.floor(this.distanceX / (w + GAP));\r\n this.indexI = Math.floor(this.distanceY / (h + GAP));\r\n this.index = this.indexI * MAX_COL + this.indexJ;\r\n\r\n // this.centerX = Math.floor(e.clientX / w) * w + w / 2;\r\n // this.centerY = Math.floor(e.clientY / h) * h + h / 2;\r\n\r\n this.centerX = Math.floor((e.clientX - stageLeft) / w) * w + w / 2;\r\n this.centerY = Math.floor((e.clientY - stageTop) / h) * h + h / 2;\r\n\r\n this.stage.addEventListener(\r\n engine.MouseEvent.MOUSE_MOVE,\r\n this.onMove,\r\n this\r\n );\r\n this.stage.addEventListener(\r\n engine.MouseEvent.MOUSE_UP,\r\n this.stageOnUp,\r\n this\r\n );\r\n }\r\n\r\n listenStageOn = 1;\r\n /*\r\n stageOnUp(e) {\r\n\r\n let stageLeft = (750 - props.W) / 2\r\n let stageTop = (this.stage.height - props.H) / 2;\r\n\r\n this.stage.removeEventListener(\r\n engine.MouseEvent.MOUSE_MOVE,\r\n this.onMove,\r\n this\r\n );\r\n\r\n this.stage.removeEventListener(\r\n engine.MouseEvent.MOUSE_UP,\r\n this.stageOnUp,\r\n this\r\n );\r\n\r\n // 拖动的图片的中心位置在图片之外,回到原来的位置\r\n if (this.centerY < stageTop || this.centerX < stageLeft) {\r\n this.dragPic.x = this.distanceX ;\r\n this.dragPic.y = this.distanceY ;\r\n }\r\n\r\n // 判断图片是否进入另一张图片的范围内\r\n // 要交换的图片第几行第几列\r\n let curJ = Math.floor(this.centerX / (w + GAP));\r\n let curI = Math.floor(this.centerY / (h + GAP));\r\n\r\n this.picturesWrapper.addChild(this.guideHole);\r\n\r\n\r\n // 点击图片的位置\r\n\r\n if ( 0 <= curJ && curJ < (MAX_COL) && 0 <= curI && curI < (MAX_ROW)) {\r\n\r\n // 获取交互图片的索引值\r\n let index = getIndexFromRC(curI, curJ, MAX_COL);\r\n // console.log(index);\r\n\r\n //要交换的图片\r\n let dropPic = this.pictures[index];\r\n\r\n let dropPicX = dropPic.x + stageLeft;\r\n let dropPicy = dropPic.y + stageTop;\r\n\r\n dropPic.x = this.distanceX;\r\n dropPic.y = this.distanceY;\r\n\r\n this.dragPic.x = dropPicX - stageLeft;\r\n this.dragPic.y = dropPicy - stageTop;\r\n\r\n // 交换之后索引也需要交换\r\n\r\n const dropPicIndex = this.pictures.indexOf(dropPic);\r\n const dragPicIndex = this.pictures.indexOf(this.dragPic);\r\n\r\n this.pictures[dropPicIndex] = this.dragPic;\r\n this.pictures[dragPicIndex] = dropPic;\r\n\r\n // 图片中心还是在原来的位置\r\n if (dragPicIndex === dropPicIndex) {\r\n this.dragPic.x = this.distanceX\r\n this.dragPic.y = this.distanceY\r\n }\r\n\r\n let result = true;\r\n for (let j = 0; j < this.rightList.length; j++) {\r\n if (this.rightList[j] != this.pictures[j]) {\r\n result = false;\r\n break;\r\n }\r\n }\r\n\r\n if (result) {\r\n this.onSuccess();\r\n\r\n }\r\n } else {\r\n this.dragPic.x = this.distanceX\r\n this.dragPic.y = this.distanceY\r\n }\r\n\r\n\r\n }\r\n\r\n */\r\n\r\n stageOnUp() {\r\n if (GAME_TIME > 0) {\r\n let stageLeft = (750 - props.W) / 2;\r\n let stageTop = (this.stage.height - props.H) / 2;\r\n\r\n this.stage.removeEventListener(\r\n engine.MouseEvent.MOUSE_MOVE,\r\n this.onMove,\r\n this\r\n );\r\n\r\n this.stage.removeEventListener(\r\n engine.MouseEvent.MOUSE_UP,\r\n this.stageOnUp,\r\n this\r\n );\r\n\r\n // 拖动的图片的中心位置在图片之外,回到原来的位置\r\n if (this.centerY < stageTop || this.centerX < stageLeft) {\r\n this.dragPic.x = this.distanceX;\r\n this.dragPic.y = this.distanceY;\r\n }\r\n\r\n // 判断图片是否进入另一张图片的范围内\r\n // 要交换的图片第几行第几列\r\n let curJ = Math.floor(this.centerX / (w + GAP));\r\n let curI = Math.floor(this.centerY / (h + GAP));\r\n\r\n this.picturesWrapper.addChild(this.guideHole);\r\n\r\n // 点击图片的位置\r\n\r\n if (0 <= curJ && curJ < MAX_COL && 0 <= curI && curI < MAX_ROW) {\r\n // 获取交互图片的索引值\r\n let index = getIndexFromRC(curI, curJ, MAX_COL);\r\n // console.log(index);\r\n\r\n //要交换的图片\r\n let dropPic = this.pictures[index];\r\n\r\n let dropPicX = dropPic.x + stageLeft;\r\n let dropPicy = dropPic.y + stageTop;\r\n\r\n dropPic.x = this.distanceX;\r\n dropPic.y = this.distanceY;\r\n\r\n this.dragPic.x = dropPicX - stageLeft;\r\n this.dragPic.y = dropPicy - stageTop;\r\n\r\n // 交换之后索引也需要交换\r\n\r\n const dropPicIndex = this.pictures.indexOf(dropPic);\r\n const dragPicIndex = this.pictures.indexOf(this.dragPic);\r\n\r\n this.pictures[dropPicIndex] = this.dragPic;\r\n this.pictures[dragPicIndex] = dropPic;\r\n\r\n // 图片中心还是在原来的位置\r\n if (dragPicIndex === dropPicIndex) {\r\n this.dragPic.x = this.distanceX;\r\n this.dragPic.y = this.distanceY;\r\n }\r\n\r\n let result = true;\r\n for (let j = 0; j < this.rightList.length; j++) {\r\n if (this.rightList[j] != this.pictures[j]) {\r\n result = false;\r\n break;\r\n }\r\n }\r\n\r\n if (result) {\r\n this.onSuccess();\r\n }\r\n } else {\r\n this.dragPic.x = this.distanceX;\r\n this.dragPic.y = this.distanceY;\r\n }\r\n }\r\n }\r\n\r\n private onSuccess() {\r\n console.log(\"拼图成功!\");\r\n engine.globalEvent.dispatchEvent(\"pictures-game-success\", {\r\n time: GAME_TIME,\r\n });\r\n this.stop();\r\n }\r\n\r\n onMove(e: engine.MouseEvent) {\r\n // 当前图片的位置\r\n this.dragPic.x = e.stageX - this.localPicX - (750 - props.W) / 2;\r\n this.dragPic.y =\r\n e.stageY - this.localPicY - (this.stage.height - props.H) / 2;\r\n\r\n // 当前图片的中心位置\r\n this.centerX = this.dragPic.x + w / 2;\r\n this.centerY = this.dragPic.y + h / 2;\r\n }\r\n\r\n // onClk(e){\r\n // // 重置时间\r\n // this._timeCounter = 0;\r\n // //重置图片顺序\r\n\r\n // }\r\n}\r\n","/**\r\n * Created by rockyl on 2020-01-09.\r\n */\r\n\r\nimport GameView from \"./GameView\";\r\nimport { injectProps } from \"../props\";\r\n\r\n\r\nexport class GameWrapper extends engine.Container {\r\n\t// private _status;\r\n\tprivate _gameView: GameView;\r\n\r\n\r\n\r\n\r\n\r\n\tconstructor() {\r\n\t\tsuper();\r\n\r\n\t\tengine.globalEvent.addEventListener('pictures-start', this.start, this);\r\n\t\tengine.globalEvent.addEventListener('pictures-stop', this.stop, this);\r\n\r\n\t\t//创建实例\r\n\t\tlet gameView = this._gameView = new GameView();\r\n\t\tthis.addChild(gameView);\r\n\r\n\t}\r\n\r\n\tstart(event: engine.Event) {\r\n\t\tinjectProps(event.data);\r\n\r\n\t\t// this._status = 1;\r\n\r\n\t\tthis._gameView.start();\r\n\t}\r\n\tstop(event: engine.Event) {\r\n\t\t\r\n\t\tthis._gameView.stop();\r\n\t}\r\n}\r\n","/**\r\n * Created by rockyl on 2019-11-20.\r\n */\r\n\r\nimport {GameWrapper} from \"./game/GameWrapper\";\r\nimport {injectProps, prepareProps} from \"./props\";\r\n\r\nexport default function (props) {\r\n\tprepareProps();\r\n\tinjectProps(props);\r\n\r\n\tlet instance = new 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\ No newline at end of file
{"version":3,"file":"index.js","sources":["src/custom/recycling/src/game/utils.ts","src/custom/recycling/src/props.ts","src/custom/recycling/src/game/GameView.ts","src/custom/recycling/src/game/GameWrapper.ts","src/custom/recycling/src/index.ts"],"sourcesContent":["/**\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(engine.getAssetByName(name).uuid);\n}\n\nexport function playSound(name) {\n\tengine.playSound(engine.getAssetByName(name).uuid, {keep: true});\n}\nexport function createSvga(name, anchorName?) {\n\tlet inst = new svga.Svga();\n\tinst.source = 'asset://' + engine.getAssetByName(name).uuid;\n\treturn inst;\n}\n\nexport function getIndexFromRC(row,col,maxCol){\n\tlet index;\n\tindex = row * maxCol + col ;\n\treturn index\n}\n\n\n\n\nexport function getRandomArray(array){\n\tarray.sort(function() {\n\t\treturn .5 - Math.random();\n\t});\n}","/**\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 2018/8/16.\n */\n\nimport { getTextureByName } from \"../../../recycling/src/game/utils\";\nimport { props } from \"../props\";\n\nexport default class GameView extends engine.Container {\n private _timer;\n private _timeCounter = 0;\n\n constructor() {\n super();\n this.once(engine.Event.ADDED_TO_STAGE, this.setup, this);\n }\n\n start() {\n const bg = new engine.Sprite(getTextureByName('playBg'));\n this.addChild(bg);\n return;\n console.log('on start')\n\n engine.globalEvent.dispatchEvent('recycling-time-update', {\n second: this.getSecond(),\n });\n\n this._timer = setInterval(() => {\n this.onTimer();\n }, 1000)\n }\n\n getSecond() { return 0 }\n\n onTimer() {\n engine.globalEvent.dispatchEvent('recycling-time-update', {\n second: this.getSecond(),\n });\n\n if (this.getSecond() == 0) {\n // GAME_TIME = props.GAME_TIME\n this.stop();\n engine.globalEvent.dispatchEvent('recycling-game-fail', {\n reason: 1\n });\n }\n }\n\n stop() {\n\n\n }\n\n\n createRects() { }\n setup() {\n console.log('onSteup', props);\n\n const parent = new engine.Sprite();\n this.addChild(parent);\n }\n\n onDown(e: engine.MouseEvent) {\n\n }\n\n stageOnUp(e) {\n\n\n }\n\n private onSuccess() {\n\n\n }\n\n onMove(e: engine.MouseEvent) {\n\n }\n\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\t// private _status;\n\tprivate _gameView: GameView;\n\n\n\n\n\n\tconstructor() {\n\t\tsuper();\n\n\t\tengine.globalEvent.addEventListener('recycling-start', this.start, this);\n\t\tengine.globalEvent.addEventListener('recycling-stop', this.stop, this);\n\n\t\t//创建实例\n\t\tlet gameView = this._gameView = new GameView();\n\t\tthis.addChild(gameView);\n\n\t}\n\n\tstart(event: engine.Event) {\n\t\tinjectProps(event.data);\n\n\t\tthis._gameView.start();\n\t}\n\tstop(event: engine.Event) {\n\t\t\n\t\tthis._gameView.stop();\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\t\n\treturn instance;\n}\n"],"names":["__extends"],"mappings":";;;;;;UAIgB,UAAU,CAAC,IAAI;KAC9B,OAAO,MAAM,CAAC,OAAO,CAAC,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;CACvD,CAAC;UAEe,gBAAgB,CAAC,IAAI;KACpC,OAAO,UAAU,CAAC,MAAM,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;CACrD,CAAC;;;CCNM,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;;;CCPD;KAAsCA,kCAAgB;KAIpD;SAAA,YACE,iBAAO,SAER;SALO,kBAAY,GAAG,CAAC,CAAC;SAIvB,KAAI,CAAC,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,cAAc,EAAE,KAAI,CAAC,KAAK,EAAE,KAAI,CAAC,CAAC;;MAC1D;KAED,wBAAK,GAAL;SACE,IAAM,EAAE,GAAG,IAAI,MAAM,CAAC,MAAM,CAAC,gBAAgB,CAAC,QAAQ,CAAC,CAAC,CAAC;SACzD,IAAI,CAAC,QAAQ,CAAC,EAAE,CAAC,CAAC;SAClB,OAAO;MAUR;KAED,4BAAS,GAAT,cAAc,OAAO,CAAC,CAAA,EAAE;KAExB,0BAAO,GAAP;SACE,MAAM,CAAC,WAAW,CAAC,aAAa,CAAC,uBAAuB,EAAE;aACxD,MAAM,EAAE,IAAI,CAAC,SAAS,EAAE;UACzB,CAAC,CAAC;SAEH,IAAI,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,EAAE;aAEzB,IAAI,CAAC,IAAI,EAAE,CAAC;aACZ,MAAM,CAAC,WAAW,CAAC,aAAa,CAAC,qBAAqB,EAAE;iBACtD,MAAM,EAAE,CAAC;cACV,CAAC,CAAC;UACJ;MACF;KAED,uBAAI,GAAJ;MAGC;KAGD,8BAAW,GAAX,eAAiB;KACjB,wBAAK,GAAL;SACE,OAAO,CAAC,GAAG,CAAC,SAAS,EAAE,KAAK,CAAC,CAAC;SAE9B,IAAM,MAAM,GAAG,IAAI,MAAM,CAAC,MAAM,EAAE,CAAC;SACnC,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC;MACvB;KAED,yBAAM,GAAN,UAAO,CAAoB;MAE1B;KAED,4BAAS,GAAT,UAAU,CAAC;MAGV;KAEO,4BAAS,GAAjB;MAGC;KAED,yBAAM,GAAN,UAAO,CAAoB;MAE1B;KAEH,eAAC;CAAD,CAAC,CAxEqC,MAAM,CAAC,SAAS,GAwErD;;CCvED;KAAiCA,qCAAgB;KAQhD;SAAA,YACC,iBAAO,SASP;SAPA,MAAM,CAAC,WAAW,CAAC,gBAAgB,CAAC,iBAAiB,EAAE,KAAI,CAAC,KAAK,EAAE,KAAI,CAAC,CAAC;SACzE,MAAM,CAAC,WAAW,CAAC,gBAAgB,CAAC,gBAAgB,EAAE,KAAI,CAAC,IAAI,EAAE,KAAI,CAAC,CAAC;SAGvE,IAAI,QAAQ,GAAG,KAAI,CAAC,SAAS,GAAG,IAAI,QAAQ,EAAE,CAAC;SAC/C,KAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,CAAC;;MAExB;KAED,2BAAK,GAAL,UAAM,KAAmB;SACxB,WAAW,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC;SAExB,IAAI,CAAC,SAAS,CAAC,KAAK,EAAE,CAAC;MACvB;KACD,0BAAI,GAAJ,UAAK,KAAmB;SAEvB,IAAI,CAAC,SAAS,CAAC,IAAI,EAAE,CAAC;MACtB;KACF,kBAAC;CAAD,CAAC,CA7BgC,MAAM,CAAC,SAAS,GA6BhD;;;iBC9BwB,KAAK;KAC7B,YAAY,EAAE,CAAC;KACf,WAAW,CAAC,KAAK,CAAC,CAAC;KAEnB,IAAI,QAAQ,GAAG,IAAI,WAAW,EAAE,CAAC;KAEjC,OAAO,QAAQ,CAAC;CACjB,CAAC;;;;;;;;;"}
\ No newline at end of file
src/custom/recycling/meta.json
View file @
f1e47180
{
"name"
:
"拼图"
,
"desc"
:
"拼图模块1.0"
,
"props"
:
{
"MAX_COL"
:
{
"alias"
:
"图片分成几列"
,
"type"
:
"number"
,
"default"
:
3
},
"MAX_ROW"
:
{
"alias"
:
"图片分成几行"
,
"type"
:
"number"
,
"default"
:
4
},
"W"
:
{
"alias"
:
"图片的宽度"
,
"type"
:
"number"
,
"default"
:
618
},
"H"
:
{
"alias"
:
"图片的高度"
,
"type"
:
"number"
,
"default"
:
827
},
"OFFSET_X"
:
{
"alias"
:
"OFFSET_X"
,
"type"
:
"number"
,
"default"
:
0
},
"OFFSET_Y"
:
{
"alias"
:
"OFFSET_Y"
,
"type"
:
"number"
,
"default"
:
0
},
"GAP"
:
{
"alias"
:
"图片间隙"
,
"type"
:
"number"
,
"default"
:
0
},
"GAME_TIME"
:
{
"alias"
:
"游戏时间"
,
"type"
:
"number"
,
"default"
:
5
}
},
"assets"
:
[
{
"name"
:
"遮罩"
,
"url"
:
"//yun.duiba.com.cn/aurora/assets/5b3e30496b2d9fdafb0cf3835fd6704ce10e45b4.png"
,
"uuid"
:
"888"
,
"ext"
:
".png"
}
],
"events"
:
{
"in"
:
{
"pictures-start"
:
{
"alias"
:
"开始"
,
"data"
:
{
"picUrl"
:
"图片路径"
,
"blockUrl"
:
"blockUrl"
}
},
"pictures-stop"
:
{
"alias"
:
"停止"
}
},
"out"
:
{
"pictures-time-update"
:
{
"alias"
:
"倒计时更新"
,
"data"
:
{
"time"
:
"剩余时间"
}
},
"pictures-game-fail"
:
{
"alias"
:
"游戏结束"
,
"data"
:
{
"reason"
:
"结束原因(1:时间到了)"
}
},
"pictures-game-success"
:
{
"alias"
:
"游戏成功"
,
"data"
:
{
"time"
:
"游戏消耗时间"
}
}
}
}
"name"
:
"垃圾分类"
,
"desc"
:
"垃圾分类1.0"
,
"props"
:
{
"MAX_COL"
:
{
"alias"
:
"图片分成几列"
,
"type"
:
"number"
,
"default"
:
3
}
},
"assets"
:
[{
"name"
:
"playBg"
,
"url"
:
"//yun.duiba.com.cn/aurora/assets/76b9491f50eaf51ae2becf9958d96a93770854ee.jpg"
,
"uuid"
:
"888"
,
"ext"
:
".jpg"
}],
"events"
:
{
"in"
:
{
"recycling-start"
:
{
"alias"
:
"开始"
,
"data"
:
{
"picUrl"
:
"图片路径"
,
"blockUrl"
:
"blockUrl"
}
},
"recycling-stop"
:
{
"alias"
:
"停止"
}
},
"out"
:
{
"recycling-time-update"
:
{
"alias"
:
"倒计时更新"
,
"data"
:
{
"time"
:
"剩余时间"
}
},
"recycling-game-fail"
:
{
"alias"
:
"游戏结束"
,
"data"
:
{
"reason"
:
"结束原因(1:时间到了)"
}
},
"recycling-game-success"
:
{
"alias"
:
"游戏成功"
,
"data"
:
{
"time"
:
"游戏消耗时间"
}
}
}
}
}
\ No newline at end of file
src/custom/recycling/src/game/GameView.ts
View file @
f1e47180
...
...
@@ -2,367 +2,79 @@
* Created by rockyl on 2018/8/16.
*/
import
{
getTextureByName
}
from
"../../../recycling/src/game/utils"
;
import
{
props
}
from
"../props"
;
import
qietu
from
"./qietu"
;
import
{
getIndexFromRC
,
getRandomArray
,
getTexture
}
from
"./utils"
;
import
ObjectPool
=
engine
.
ObjectPool
;
// let OFFSET_X;
// let OFFSET_Y;
let
MAX_COL
;
let
MAX_ROW
;
let
W
;
let
H
;
let
GAP
;
let
GAME_TIME
;
// 每张图片宽
let
w
;
// 每张图片高
let
h
;
export
default
class
GameView
extends
engine
.
Container
{
private
_timer
;
private
_timeCounter
=
0
;
start
()
{
if
(
!
this
.
guideHole
)
{
this
.
guideHole
=
new
engine
.
Image
();
this
.
guideHole
.
source
=
'asset://'
+
props
.
blockUrl
;
this
.
guideHole
.
mouseChildren
=
this
.
guideHole
.
mouseEnabled
=
false
;
}
if
(
this
.
pictures
)
{
for
(
const
pic
of
this
.
pictures
)
{
if
(
pic
&&
pic
.
parent
)
pic
.
parent
.
removeChild
(
pic
);
}
}
constructor
()
{
super
();
this
.
once
(
engine
.
Event
.
ADDED_TO_STAGE
,
this
.
setup
,
this
);
}
start
()
{
const
bg
=
new
engine
.
Sprite
(
getTextureByName
(
'playBg'
));
this
.
addChild
(
bg
);
return
;
console
.
log
(
'on start'
)
engine
.
globalEvent
.
dispatchEvent
(
'pictures-time-update'
,
{
engine
.
globalEvent
.
dispatchEvent
(
'recycling-time-update'
,
{
second
:
this
.
getSecond
(),
});
// 图片一维数组
const
result
=
qietu
(
this
.
picturesWrapper
,
props
.
picUrl
,
MAX_COL
,
MAX_ROW
);
this
.
picturesWrapper
.
addChild
(
this
.
guideHole
);
console
.
log
(
this
.
picturesWrapper
)
this
.
pictures
=
result
[
0
];
this
.
rightList
=
this
.
pictures
.
concat
([]);
const
posList
=
result
[
1
];
getRandomArray
(
this
.
pictures
);
let
i
=
0
;
let
len
;
len
=
this
.
pictures
.
length
;
for
(;
i
<
len
;
i
++
)
{
this
.
dragPic
=
this
.
pictures
[
i
];
this
.
pictures
[
i
].
addEventListener
(
engine
.
MouseEvent
.
MOUSE_DOWN
,
this
.
onDown
,
this
);
const
[
x
,
y
]
=
posList
[
i
];
this
.
dragPic
.
x
=
x
;
this
.
dragPic
.
y
=
y
;
}
this
.
_timer
=
setInterval
(()
=>
{
this
.
onTimer
();
},
10
)
},
10
00
)
}
onTimer
()
{
// 以GAME_TIME为标准
GAME_TIME
-=
0.01
GAME_TIME
=
this
.
afterPointTwo
(
GAME_TIME
);
GAME_TIME
=
GAME_TIME
.
toFixed
(
2
)
if
(
GAME_TIME
<
10
)
{
GAME_TIME
=
'0'
+
GAME_TIME
}
// console.log(GAME_TIME);
getSecond
()
{
return
0
}
engine
.
globalEvent
.
dispatchEvent
(
'
pictures
-time-update'
,
{
onTimer
()
{
engine
.
globalEvent
.
dispatchEvent
(
'
recycling
-time-update'
,
{
second
:
this
.
getSecond
(),
});
if
(
this
.
getSecond
()
==
0
)
{
GAME_TIME
=
props
.
GAME_TIME
//
GAME_TIME = props.GAME_TIME
this
.
stop
();
engine
.
globalEvent
.
dispatchEvent
(
'
pictures
-game-fail'
,
{
engine
.
globalEvent
.
dispatchEvent
(
'
recycling
-game-fail'
,
{
reason
:
1
});
}
}
afterPointTwo
(
n
)
{
var
floatN
=
parseFloat
(
n
);
if
(
isNaN
(
floatN
))
{
return
;
}
floatN
=
Math
.
round
(
floatN
*
100
)
/
100
;
return
floatN
;
}
getSecond
()
{
return
GAME_TIME
}
stop
()
{
// GAME_TIME = props.GAME_TIME
clearInterval
(
this
.
_timer
);
let
len
=
this
.
pictures
.
length
;
for
(
let
i
=
0
;
i
<
len
;
i
++
){
this
.
pictures
[
i
].
removeAllEventListener
();
}
this
.
stage
.
removeEventListener
(
engine
.
MouseEvent
.
MOUSE_UP
,
this
.
stageOnUp
,
this
);
}
constructor
()
{
super
();
this
.
once
(
engine
.
Event
.
ADDED_TO_STAGE
,
this
.
setup
,
this
);
}
//当前图片对象
dragPic
;
// 鼠标在当前图片上的位置
localPicX
;
localPicY
;
// 拖动的图片最开始的位置(左上角为准)
distanceX
;
distanceY
;
// 图片中心的位置
centerX
:
number
;
centerY
:
number
;
pictures
:
engine
.
Sprite
[];
// 点击图片时的一维数组索引
index
;
// 计算目标图片行和列的位置
indexI
:
number
;
indexJ
:
number
;
rightList
:
engine
.
Sprite
[];
private
picturesWrapper
:
engine
.
Sprite
;
private
guideHole
:
engine
.
Image
;
createRects
()
{
}
setup
()
{
MAX_COL
=
props
.
MAX_COL
;
MAX_ROW
=
props
.
MAX_ROW
;
GAME_TIME
=
props
.
GAME_TIME
;
// OFFSET_X = props.OFFSET_X;
// OFFSET_Y = props.OFFSET_Y;
W
=
props
.
W
;
H
=
props
.
H
;
GAP
=
props
.
GAP
;
// 每张图片宽
w
=
W
/
MAX_COL
;
// 每张图片高
h
=
H
/
MAX_ROW
;
console
.
log
(
'onSteup'
,
props
);
const
parent
=
new
engine
.
Sprite
();
this
.
picturesWrapper
=
parent
;
this
.
addChild
(
parent
);
// this.picturesWrapper.x = OFFSET_X;
// this.picturesWrapper.y = OFFSET_Y;
// 添加按钮
// const btn = new engine.Rect();
// btn.width = 200;
// btn.height = 100;
// btn.stage.top = 1000;
// btn.stage.left = 350;
// btn.fillColor = 'cyan';
// this.addChild(btn)
// btn.addEventListener(engine.MouseEvent.CLICK,this.onClk,this)
}
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
.
distanceY
=
this
.
dragPic
.
y
;
// 最开始点击的图片的索引值
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
);
}
listenStageOn
=
1
;
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
,
this
);
this
.
stage
.
removeEventListener
(
engine
.
MouseEvent
.
MOUSE_UP
,
this
.
stageOnUp
,
this
);
// 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
<
stageTop
||
this
.
centerX
<
stageLeft
)
{
this
.
dragPic
.
x
=
this
.
distanceX
;
this
.
dragPic
.
y
=
this
.
distanceY
;
}
// 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
));
this
.
picturesWrapper
.
addChild
(
this
.
guideHole
);
// 点击图片的位置
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
);
// console.log(index);
//要交换的图片
let
dropPic
=
this
.
pictures
[
index
];
let
dropPicX
=
dropPic
.
x
+
stageLeft
;
let
dropPicy
=
dropPic
.
y
+
stageTop
;
dropPic
.
x
=
this
.
distanceX
;
dropPic
.
y
=
this
.
distanceY
;
this
.
dragPic
.
x
=
dropPicX
-
stageLeft
;
this
.
dragPic
.
y
=
dropPicy
-
stageTop
;
// 交换之后索引也需要交换
const
dropPicIndex
=
this
.
pictures
.
indexOf
(
dropPic
);
const
dragPicIndex
=
this
.
pictures
.
indexOf
(
this
.
dragPic
);
this
.
pictures
[
dropPicIndex
]
=
this
.
dragPic
;
this
.
pictures
[
dragPicIndex
]
=
dropPic
;
// 图片中心还是在原来的位置
if
(
dragPicIndex
===
dropPicIndex
)
{
this
.
dragPic
.
x
=
this
.
distanceX
this
.
dragPic
.
y
=
this
.
distanceY
}
let
result
=
true
;
for
(
let
j
=
0
;
j
<
this
.
rightList
.
length
;
j
++
)
{
if
(
this
.
rightList
[
j
]
!=
this
.
pictures
[
j
])
{
result
=
false
;
break
;
}
}
if
(
result
)
{
this
.
onSuccess
();
}
}
else
{
this
.
dragPic
.
x
=
this
.
distanceX
this
.
dragPic
.
y
=
this
.
distanceY
}
}
private
onSuccess
()
{
console
.
log
(
'拼图成功!'
);
engine
.
globalEvent
.
dispatchEvent
(
'pictures-game-success'
,
{
time
:
GAME_TIME
});
this
.
stop
();
}
onMove
(
e
:
engine
.
MouseEvent
)
{
// 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
;
// 当前图片的中心位置
this
.
centerX
=
this
.
dragPic
.
x
+
w
/
2
;
this
.
centerY
=
this
.
dragPic
.
y
+
h
/
2
;
}
// onClk(e){
// // 重置时间
// this._timeCounter = 0;
// //重置图片顺序
// }
}
src/custom/recycling/src/game/GameWrapper.ts
View file @
f1e47180
...
...
@@ -17,8 +17,8 @@ export class GameWrapper extends engine.Container {
constructor
()
{
super
();
engine
.
globalEvent
.
addEventListener
(
'
pictures
-start'
,
this
.
start
,
this
);
engine
.
globalEvent
.
addEventListener
(
'
pictures
-stop'
,
this
.
stop
,
this
);
engine
.
globalEvent
.
addEventListener
(
'
recycling
-start'
,
this
.
start
,
this
);
engine
.
globalEvent
.
addEventListener
(
'
recycling
-stop'
,
this
.
stop
,
this
);
//创建实例
let
gameView
=
this
.
_gameView
=
new
GameView
();
...
...
@@ -29,8 +29,6 @@ export class GameWrapper extends engine.Container {
start
(
event
:
engine
.
Event
)
{
injectProps
(
event
.
data
);
// this._status = 1;
this
.
_gameView
.
start
();
}
stop
(
event
:
engine
.
Event
)
{
...
...
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