Commit f1e47180 authored by wildfirecode's avatar wildfirecode

1

parent 4af19acb
{
"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"
}
...@@ -2,84 +2,70 @@ ...@@ -2,84 +2,70 @@
* Created by renjianfeng on 2020-03-13. * Created by renjianfeng on 2020-03-13.
*/ */
const customId = 'pictures'; const customId = 'recycling';
(async function () { (async function() {
let customModule = await fetch(`../meta.json`); let customModule = await fetch(`../meta.json`);
customModule = await customModule.json(); customModule = await customModule.json();
console.log(customModule); console.log(customModule);
await loadAssets(customModule.assets); await loadAssets(customModule.assets);
launchWithCustomModule(customModule); launchWithCustomModule(customModule);
})(); })();
function launchWithCustomModule(customModule) { function launchWithCustomModule(customModule) {
//engine.registerCustomCodeModule(customModule); //engine.registerCustomCodeModule(customModule);
engine.registerCustomModule(customId, window[customId]); engine.registerCustomModule(customId, window[customId]);
const { props: propsOption, assets } = customModule; const { props: propsOption, assets } = customModule;
let props = engine.computeProps(customModuleProps, propsOption); let props = engine.computeProps(customModuleProps, propsOption);
const customModuleIns = { const customModuleIns = {
id: customId, id: customId,
props, props,
assets, assets,
}; };
engine.registerCustomModules([customModuleIns]); engine.registerCustomModules([customModuleIns]);
engine.launchWithConfig({ engine.launchWithConfig({
options: { options: {
entrySceneView: 'entry', entrySceneView: 'entry',
}, },
assets: [], assets: [],
views: [{ views: [{
name: 'entry', name: 'entry',
type: 'node', type: 'node',
properties: { properties: {
x: 0, x: 0,
y: 0, y: 0,
} }
}], }],
customs: [], customs: [],
}, null, function () { }, null, function() {
setTimeout(() => { setTimeout(() => {
engine.addCustomModule(customId, engine.gameStage.sceneContainer.getChildAt(0)); engine.addCustomModule(customId, engine.gameStage.sceneContainer.getChildAt(0));
}, 100); }, 100);
setTimeout(() => { setTimeout(() => {
engine.globalEvent.dispatchEvent('pictures-start', { engine.globalEvent.dispatchEvent('recycling-start', {});
picUrl: "http://yun.duiba.com.cn/aurora/assets/e1593b97c27077b85b92f7eaaeae1ed64a1eb79a.png",
blockUrl: "888",
});
const d = engine.gameStage.sceneContainer.getChildAt(0); const d = engine.gameStage.sceneContainer.getChildAt(0);
engine.gameStage.sceneContainer.getChildAt(0).x = (d.stage.width-props.W)/2; }, 1000);
engine.gameStage.sceneContainer.getChildAt(0).y = (d.stage.height-props.H)/2; });
}, 1000); engine.globalEvent.addEventListener('recycling-time-update', (e) => {
// console.log(e.type, e.data);
// setTimeout(() => { });
// engine.globalEvent.dispatchEvent('pictures-start', { engine.globalEvent.addEventListener('recycling-game-fail', (e) => {
// picUrl: "http://yun.duiba.com.cn/aurora/assets/e1593b97c27077b85b92f7eaaeae1ed64a1eb79a.png", console.log(e.type, e.data);
// // picUrl: "http://yun.duiba.com.cn/aurora/assets/d23e73d37ec01931e48cbd0a4095367044c5675c.png" });
// blockUrl: "888" engine.globalEvent.addEventListener('recycling-game-success', (e) => {
// }); console.log(e.type, e.data);
});
// }, 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);
});
} }
function getAssetByUUID(uuid) { function getAssetByUUID(uuid) {
return engine.resolveCustomAsset(customId, uuid); return engine.resolveCustomAsset(customId, uuid);
} }
function getProps() { function getProps() {
return engine.getProps(customId); return engine.getProps(customId);
} }
\ No newline at end of file
(function (global, factory) { "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;
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
{"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 GameWrapper();\r\n\t\r\n\treturn instance;\r\n}\r\n"],"names":["__extends"],"mappings":";;;;;;CAIO,IAAI,KAAK,GAAQ,EAAE,CAAC;UAEX,YAAY;KAC3B,IAAI,SAAS,GAAG,QAAQ,EAAE,CAAC;KAE3B,MAAM,CAAC,UAAU,CAAC,KAAK,EAAE,SAAS,CAAC,CAAC;CACrC,CAAC;UAEe,WAAW,CAAC,CAAC;KAC5B,MAAM,CAAC,UAAU,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;CAC7B,CAAC;;;CCZD,IAAM,MAAM,GAAG,EAAE,CAAC;CAClB,IAAM,MAAM,GAAG,EAAE,CAAC;AAClB,cAAe,UAAC,MAAM,EAAE,GAAG,EAAE,OAAO,EAAE,OAAO;KAC3C,IAAI,MAAM,CAAC,GAAG,CAAC,EAAE;SACf,IAAM,IAAI,GAAS,MAAM,CAAC,GAAG,CAAC,CAAC;SAC/B,KAAkB,UAAI,EAAJ,aAAI,EAAJ,kBAAI,EAAJ,IAAI,EAAE;aAAnB,IAAM,GAAG,aAAA;aACZ,MAAM,CAAC,QAAQ,CAAC,GAAG,CAAC,CAAC;UACtB;SACD,OAAO,CAAC,MAAM,CAAC,GAAG,CAAC,EAAE,MAAM,CAAC,GAAG,CAAC,CAAC,CAAA;MAClC;KAED,IAAM,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC;KAClB,IAAM,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC;KAClB,IAAM,GAAG,GAAG,KAAK,CAAC,GAAG,CAAC;KAEtB,IAAM,GAAG,GAAG,EAAE,CAAC;KACf,IAAM,GAAG,GAAG,EAAE,CAAA;6BAEL,GAAG;iCACD,GAAG;aAEV,IAAM,KAAK,GAAG,MAAM,CAAC,MAAM,CAAC,SAAS,CAAC,GAAG,CAAC,CAAC;aAC3C,GAAG,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;aAEhB,KAAK,CAAC,MAAM,GAAG,CAAC,GAAG,OAAO,CAAC;aAC3B,KAAK,CAAC,MAAM,GAAG,CAAC,GAAG,OAAO,CAAC;aAC3B,MAAM,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;aACvB,KAAK,CAAC,CAAC,GAAG,GAAG,IAAI,CAAC,GAAG,OAAO,GAAG,GAAG,CAAC,CAAC;aACpC,KAAK,CAAC,CAAC,GAAG,GAAG,IAAI,CAAC,GAAG,OAAO,GAAG,GAAG,CAAC,CAAC;aACpC,GAAG,CAAC,IAAI,CAAC,CAAC,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC;aAE7B,KAAK,CAAC,gBAAgB,CAAC,MAAM,CAAC,KAAK,CAAC,QAAQ,EAAE;iBAC5C,IAAM,GAAG,GAAG,IAAI,YAAY,CAAC;qBAC3B,GAAG,GAAG,OAAO;qBACb,GAAG,GAAG,OAAO;qBACb,CAAC,GAAG,GAAG,CAAC,IAAI,OAAO;qBACnB,GAAG,GAAG,OAAO;qBACb,CAAC,GAAG,GAAG,CAAC,IAAI,OAAO;qBACnB,CAAC,GAAG,GAAG,CAAC,IAAI,OAAO;qBACnB,GAAG,GAAG,OAAO;qBACb,CAAC,GAAG,GAAG,CAAC,IAAI,OAAO;kBACpB,CAAC,CAAC;iBAEH,KAAK,CAAC,GAAG,GAAG,GAAG,CAAC;cAEjB,CAAC,CAAC;;SA1BL,KAAK,IAAI,GAAG,GAAG,CAAC,EAAE,GAAG,GAAG,OAAO,EAAE,GAAG,EAAE;qBAA7B,GAAG;UA2BX;;KA5BH,KAAK,IAAI,GAAG,GAAG,CAAC,EAAE,GAAG,GAAG,OAAO,EAAE,GAAG,EAAE;iBAA7B,GAAG;MA6BX;KACD,MAAM,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC,EAAE,CAAC,CAAC;KAC7B,MAAM,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC,EAAE,CAAC,CAAC;KAE7B,OAAO,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;CACpB,CAAC,EAAC;;;UCjCc,cAAc,CAAC,GAAG,EAAC,GAAG,EAAC,MAAM;KAC5C,IAAI,KAAK,CAAC;KACV,KAAK,GAAG,GAAG,GAAG,MAAM,GAAG,GAAG,CAAE;KAC5B,OAAO,KAAK,CAAA;CACb,CAAC;AAKD,UAAgB,cAAc,CAAC,KAAK;KACnC,KAAK,CAAC,IAAI,CAAC;SACV,OAAO,EAAE,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;MAC1B,CAAC,CAAC;CACJ,CAAC;;;CCvBD,IAAI,OAAO,CAAC;CACZ,IAAI,OAAO,CAAC;CACZ,IAAI,CAAC,CAAC;CACN,IAAI,CAAC,CAAC;CACN,IAAI,GAAG,CAAC;CACR,IAAI,SAAS,CAAC;CAEd,IAAI,CAAC,CAAC;CAEN,IAAI,CAAC,CAAC;CAEN;KAAsCA,kCAAgB;KA8GpD;SAAA,YACE,iBAAO,SAER;SA/GO,kBAAY,GAAG,CAAC,CAAC;SAuNzB,mBAAa,GAAG,CAAC,CAAC;SAzGhB,KAAI,CAAC,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,cAAc,EAAE,KAAI,CAAC,KAAK,EAAE,KAAI,CAAC,CAAC;;MAC1D;KA7GD,wBAAK,GAAL;SAAA,iBAgDC;SA/CC,IAAI,CAAC,IAAI,CAAC,SAAS,EAAE;aACnB,IAAI,CAAC,SAAS,GAAG,IAAI,MAAM,CAAC,KAAK,EAAE,CAAC;aACpC,IAAI,CAAC,SAAS,CAAC,MAAM,GAAG,UAAU,GAAG,KAAK,CAAC,QAAQ,CAAC;aACpD,IAAI,CAAC,SAAS,CAAC,aAAa,GAAG,IAAI,CAAC,SAAS,CAAC,YAAY,GAAG,KAAK,CAAC;UACpE;SAED,IAAI,IAAI,CAAC,QAAQ,EAAE;aACjB,KAAkB,UAAa,EAAb,KAAA,IAAI,CAAC,QAAQ,EAAb,cAAa,EAAb,IAAa,EAAE;iBAA5B,IAAM,GAAG,SAAA;iBACZ,IAAI,GAAG,IAAI,GAAG,CAAC,MAAM;qBAAE,GAAG,CAAC,MAAM,CAAC,WAAW,CAAC,GAAG,CAAC,CAAC;cACpD;UACF;SAED,OAAO,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC;SACxB,MAAM,CAAC,WAAW,CAAC,aAAa,CAAC,sBAAsB,EAAE;aACvD,MAAM,EAAE,IAAI,CAAC,SAAS,EAAE;UACzB,CAAC,CAAC;SAGH,IAAM,MAAM,GAAG,KAAK,CAAC,IAAI,CAAC,eAAe,EAAE,KAAK,CAAC,MAAM,EAAE,OAAO,EAAE,OAAO,CAAC,CAAC;SAC3E,IAAI,CAAC,eAAe,CAAC,QAAQ,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;SAE9C,OAAO,CAAC,GAAG,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;SAElC,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;SAC1B,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,EAAE,CAAC,CAAC;SAC1C,IAAM,OAAO,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;SAC1B,cAAc,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;SAE9B,IAAI,CAAC,GAAG,CAAC,CAAC;SACV,IAAI,GAAG,CAAC;SACR,GAAG,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC;SAE3B,OAAO,CAAC,GAAG,GAAG,EAAE,CAAC,EAAE,EAAE;aACnB,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;aAChC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,gBAAgB,CAC/B,MAAM,CAAC,UAAU,CAAC,UAAU,EAC5B,IAAI,CAAC,MAAM,EACX,IAAI,CACL,CAAC;aACI,IAAA,KAAS,OAAO,CAAC,CAAC,CAAC,EAAlB,CAAC,QAAA,EAAE,CAAC,QAAc,CAAC;aAC1B,IAAI,CAAC,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC;aACnB,IAAI,CAAC,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC;UACpB;SAED,IAAI,CAAC,MAAM,GAAG,WAAW,CAAC;aACxB,KAAI,CAAC,OAAO,EAAE,CAAC;UAChB,EAAE,EAAE,CAAC,CAAC;MACR;KAED,0BAAO,GAAP;SAEE,SAAS,IAAI,IAAI,CAAC;SAClB,SAAS,GAAG,IAAI,CAAC,aAAa,CAAC,SAAS,CAAC,CAAC;SAC1C,SAAS,GAAG,SAAS,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;SACjC,IAAI,SAAS,GAAG,EAAE,EAAE;aAClB,SAAS,GAAG,GAAG,GAAG,SAAS,CAAC;UAC7B;SACD,OAAO,CAAC,GAAG,CAAC,SAAS,CAAC,CAAC;SAEvB,MAAM,CAAC,WAAW,CAAC,aAAa,CAAC,sBAAsB,EAAE;aACvD,MAAM,EAAE,IAAI,CAAC,SAAS,EAAE;UACzB,CAAC,CAAC;SAEH,IAAI,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,EAAE;aAEzB,SAAS,GAAG,KAAK,CAAC,SAAS,CAAC;aAC5B,IAAI,CAAC,IAAI,EAAE,CAAC;aAEZ,MAAM,CAAC,WAAW,CAAC,aAAa,CAAC,oBAAoB,EAAE;iBACrD,MAAM,EAAE,CAAC;cACV,CAAC,CAAC;UACJ;MACF;KAED,gCAAa,GAAb,UAAc,CAAC;SACb,IAAI,MAAM,GAAG,UAAU,CAAC,CAAC,CAAC,CAAC;SAC3B,IAAI,KAAK,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{"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 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\ No newline at end of file \ No newline at end of file
{ {
"name": "拼图", "name": "垃圾分类",
"desc": "拼图模块1.0", "desc": "垃圾分类1.0",
"props": { "props": {
"MAX_COL": { "MAX_COL": {
"alias": "图片分成几列", "alias": "图片分成几列",
"type": "number", "type": "number",
"default": 3 "default": 3
}, }
"MAX_ROW": {
"alias": "图片分成几行", },
"type": "number", "assets": [{
"default": 4 "name": "playBg",
}, "url": "//yun.duiba.com.cn/aurora/assets/76b9491f50eaf51ae2becf9958d96a93770854ee.jpg",
"W": { "uuid": "888",
"alias": "图片的宽度", "ext": ".jpg"
"type": "number", }],
"default": 618 "events": {
}, "in": {
"H": {
"alias": "图片的高度", "recycling-start": {
"type": "number", "alias": "开始",
"default": 827 "data": {
}, "picUrl": "图片路径",
"OFFSET_X": { "blockUrl": "blockUrl"
"alias": "OFFSET_X", }
"type": "number", },
"default": 0 "recycling-stop": {
}, "alias": "停止"
"OFFSET_Y": { }
"alias": "OFFSET_Y", },
"type": "number", "out": {
"default": 0 "recycling-time-update": {
}, "alias": "倒计时更新",
"GAP": { "data": {
"alias": "图片间隙", "time": "剩余时间"
"type": "number", }
"default": 0 },
}, "recycling-game-fail": {
"GAME_TIME": { "alias": "游戏结束",
"alias": "游戏时间", "data": {
"type": "number", "reason": "结束原因(1:时间到了)"
"default": 5 }
} },
"recycling-game-success": {
}, "alias": "游戏成功",
"assets": [ "data": {
{ "time": "游戏消耗时间"
"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"
}
}
}
}
} }
\ No newline at end of file
...@@ -2,367 +2,79 @@ ...@@ -2,367 +2,79 @@
* Created by rockyl on 2018/8/16. * Created by rockyl on 2018/8/16.
*/ */
import { getTextureByName } from "../../../recycling/src/game/utils";
import { props } from "../props"; 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 { export default class GameView extends engine.Container {
private _timer; private _timer;
private _timeCounter = 0; private _timeCounter = 0;
start() { constructor() {
super();
if (!this.guideHole) { this.once(engine.Event.ADDED_TO_STAGE, this.setup, this);
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);
}
}
start() {
const bg = new engine.Sprite(getTextureByName('playBg'));
this.addChild(bg);
return;
console.log('on start') console.log('on start')
engine.globalEvent.dispatchEvent('pictures-time-update', {
engine.globalEvent.dispatchEvent('recycling-time-update', {
second: this.getSecond(), 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._timer = setInterval(() => {
this.onTimer(); this.onTimer();
}, 10) }, 1000)
} }
onTimer() { getSecond() { return 0 }
// 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);
onTimer() {
engine.globalEvent.dispatchEvent('pictures-time-update', { engine.globalEvent.dispatchEvent('recycling-time-update', {
second: this.getSecond(), second: this.getSecond(),
}); });
if (this.getSecond() == 0) { if (this.getSecond() == 0) {
GAME_TIME = props.GAME_TIME // GAME_TIME = props.GAME_TIME
this.stop(); this.stop();
engine.globalEvent.dispatchEvent('pictures-game-fail', { engine.globalEvent.dispatchEvent('recycling-game-fail', {
reason: 1 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() { 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() { } createRects() { }
setup() { 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); console.log('onSteup', props);
const parent = new engine.Sprite(); const parent = new engine.Sprite();
this.picturesWrapper = parent;
this.addChild(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) { 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) { 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() { private onSuccess() {
console.log('拼图成功!');
engine.globalEvent.dispatchEvent('pictures-game-success', { time: GAME_TIME });
this.stop();
} }
onMove(e: engine.MouseEvent) { 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
// }
} }
...@@ -17,8 +17,8 @@ export class GameWrapper extends engine.Container { ...@@ -17,8 +17,8 @@ export class GameWrapper extends engine.Container {
constructor() { constructor() {
super(); super();
engine.globalEvent.addEventListener('pictures-start', this.start, this); engine.globalEvent.addEventListener('recycling-start', this.start, this);
engine.globalEvent.addEventListener('pictures-stop', this.stop, this); engine.globalEvent.addEventListener('recycling-stop', this.stop, this);
//创建实例 //创建实例
let gameView = this._gameView = new GameView(); let gameView = this._gameView = new GameView();
...@@ -29,8 +29,6 @@ export class GameWrapper extends engine.Container { ...@@ -29,8 +29,6 @@ export class GameWrapper extends engine.Container {
start(event: engine.Event) { start(event: engine.Event) {
injectProps(event.data); injectProps(event.data);
// this._status = 1;
this._gameView.start(); this._gameView.start();
} }
stop(event: engine.Event) { stop(event: engine.Event) {
......
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