Commit fb639686 authored by wildfirecode13's avatar wildfirecode13

1

parent eafd3468
...@@ -89,5 +89,5 @@ ...@@ -89,5 +89,5 @@
} }
}, },
"id": "pictures", "id": "pictures",
"code": "(function (global, factory) {\n\ttypeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('tslib')) :\n\ttypeof define === 'function' && define.amd ? define(['tslib'], factory) :\n\t(global = global || self, global.pictures = factory(global.tslib));\n}(this, (function (tslib) { 'use strict';\n\n\tvar props = {};\n\tfunction prepareProps() {\n\t var metaProps = getProps();\n\t engine.injectProp(props, metaProps);\n\t}\n\tfunction injectProps(p) {\n\t engine.injectProp(props, p);\n\t}\n\n\tvar picMap = {};\n\tvar posMap = {};\n\tvar qietu = (function (parent, url, MAX_COL, MAX_ROW) {\n\t if (picMap[url]) {\n\t var pics = picMap[url];\n\t for (var _i = 0, pics_1 = pics; _i < pics_1.length; _i++) {\n\t var pic = pics_1[_i];\n\t parent.addChild(pic);\n\t }\n\t return [picMap[url], posMap[url]];\n\t }\n\t var W = props.W;\n\t var H = props.H;\n\t var GAP = props.GAP;\n\t var spr = [];\n\t var pos = [];\n\t var _loop_1 = function (row) {\n\t var _loop_2 = function (col) {\n\t var child = engine.Sprite.fromImage(url);\n\t spr.push(child);\n\t child.scaleX = 1 / MAX_COL;\n\t child.scaleY = 1 / MAX_ROW;\n\t parent.addChild(child);\n\t child.x = col * (W / MAX_COL + GAP);\n\t child.y = row * (H / MAX_ROW + GAP);\n\t pos.push([child.x, child.y]);\n\t child.addEventListener(engine.Event.COMPLETE, function () {\n\t var uvs = new Float32Array([\n\t col / MAX_COL,\n\t row / MAX_ROW,\n\t (col + 1) / MAX_COL,\n\t row / MAX_ROW,\n\t (col + 1) / MAX_COL,\n\t (row + 1) / MAX_ROW,\n\t col / MAX_COL,\n\t (row + 1) / MAX_ROW,\n\t ]);\n\t child.uvs = uvs;\n\t });\n\t };\n\t for (var col = 0; col < MAX_COL; col++) {\n\t _loop_2(col);\n\t }\n\t };\n\t for (var row = 0; row < MAX_ROW; row++) {\n\t _loop_1(row);\n\t }\n\t picMap[url] = spr.concat([]);\n\t posMap[url] = pos.concat([]);\n\t return [spr, pos];\n\t});\n\n\tfunction getIndexFromRC(row, col, maxCol) {\n\t var index;\n\t index = row * maxCol + col;\n\t return index;\n\t}\n\tfunction getRandomArray(array) {\n\t array.sort(function () {\n\t return .5 - Math.random();\n\t });\n\t}\n\n\tvar MAX_COL;\n\tvar MAX_ROW;\n\tvar W;\n\tvar H;\n\tvar GAP;\n\tvar GAME_TIME;\n\tvar w;\n\tvar h;\n\tvar GameView = (function (_super) {\n\t tslib.__extends(GameView, _super);\n\t function GameView() {\n\t var _this = _super.call(this) || this;\n\t _this._timeCounter = 0;\n\t _this.listenStageOn = 1;\n\t _this.once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);\n\t return _this;\n\t }\n\t GameView.prototype.start = function () {\n\t var _this = this;\n\t MAX_COL = props.MAX_COL;\n\t MAX_ROW = props.MAX_ROW;\n\t GAME_TIME = props.GAME_TIME;\n\t console.log('start', props.column, props.row, props.gameTime);\n\t if (!this.guideHole) {\n\t this.guideHole = new engine.Image();\n\t this.guideHole.source = 'asset://' + props.blockUrl;\n\t this.guideHole.mouseChildren = this.guideHole.mouseEnabled = false;\n\t }\n\t if (this.pictures) {\n\t for (var _i = 0, _a = this.pictures; _i < _a.length; _i++) {\n\t var pic = _a[_i];\n\t if (pic && pic.wrapper)\n\t pic.wrapper.removeChild(pic);\n\t }\n\t }\n\t console.log('on start');\n\t engine.globalEvent.dispatchEvent('pictures-time-update', {\n\t second: this.getSecond(),\n\t });\n\t if (this.picturesWrapper) {\n\t while (this.picturesWrapper.children.length > 0) {\n\t var child = this.picturesWrapper.getChildAt(0);\n\t if (child) {\n\t try {\n\t this.picturesWrapper.removeChild(child);\n\t }\n\t catch (e) {\n\t console.warn('移除child失败了', e);\n\t }\n\t }\n\t }\n\t }\n\t var result = qietu(this.picturesWrapper, props.picUrl, MAX_COL, MAX_ROW);\n\t this.picturesWrapper.addChild(this.guideHole);\n\t console.log(this.picturesWrapper);\n\t this.pictures = result[0];\n\t this.rightList = this.pictures.concat([]);\n\t var posList = result[1];\n\t getRandomArray(this.pictures);\n\t var i = 0;\n\t var len;\n\t len = this.pictures.length;\n\t for (; i < len; i++) {\n\t this.dragPic = this.pictures[i];\n\t this.pictures[i].addEventListener(engine.MouseEvent.MOUSE_DOWN, this.onDown, this);\n\t var _b = posList[i], x = _b[0], y = _b[1];\n\t this.dragPic.x = x;\n\t this.dragPic.y = y;\n\t }\n\t this._timer = setInterval(function () {\n\t _this.onTimer();\n\t }, 10);\n\t this.date = new Date().getTime();\n\t };\n\t GameView.prototype.onTimer = function () {\n\t var date = new Date().getTime();\n\t var gap = ((date - this.date) / 1000);\n\t this.date = date;\n\t console.log(gap, \"gap\");\n\t GAME_TIME -= gap;\n\t if (GAME_TIME < 0) {\n\t GAME_TIME = 0;\n\t }\n\t GAME_TIME = this.afterPointTwo(GAME_TIME);\n\t GAME_TIME = GAME_TIME.toFixed(2);\n\t if (GAME_TIME < 10) {\n\t GAME_TIME = '0' + GAME_TIME;\n\t }\n\t console.log(GAME_TIME, \"gametime1\");\n\t engine.globalEvent.dispatchEvent('pictures-time-update', {\n\t second: this.getSecond(),\n\t });\n\t if (this.getSecond() == 0) {\n\t this.stop();\n\t engine.globalEvent.dispatchEvent('pictures-game-fail', {\n\t reason: 1\n\t });\n\t }\n\t };\n\t GameView.prototype.afterPointTwo = function (n) {\n\t var floatN = parseFloat(n);\n\t if (isNaN(floatN)) {\n\t return;\n\t }\n\t floatN = Math.round(floatN * 100) / 100;\n\t return floatN;\n\t };\n\t GameView.prototype.getSecond = function () {\n\t return GAME_TIME;\n\t };\n\t GameView.prototype.stop = function () {\n\t GAME_TIME = props.GAME_TIME;\n\t clearInterval(this._timer);\n\t var len = this.pictures.length;\n\t for (var i = 0; i < len; i++) {\n\t this.pictures[i].removeAllEventListener();\n\t }\n\t this.stage.removeEventListener(engine.MouseEvent.MOUSE_UP, this.stageOnUp, this);\n\t };\n\t GameView.prototype.createRects = function () { };\n\t GameView.prototype.setup = function () {\n\t MAX_COL = props.MAX_COL;\n\t MAX_ROW = props.MAX_ROW;\n\t GAME_TIME = props.GAME_TIME;\n\t console.log(GAME_TIME, 'setuptime');\n\t W = props.W;\n\t H = props.H;\n\t GAP = props.GAP;\n\t w = W / MAX_COL;\n\t h = H / MAX_ROW;\n\t console.log('onSteup', props);\n\t var parent = new engine.Sprite();\n\t this.picturesWrapper = parent;\n\t this.addChild(parent);\n\t };\n\t GameView.prototype.onDown = function (e) {\n\t var stageLeft = (750 - props.W) / 2;\n\t var stageTop = (this.stage.height - props.H) / 2;\n\t this.dragPic = e.target;\n\t this.picturesWrapper.addChild(this.dragPic);\n\t this.localPicX = e.localX / MAX_COL;\n\t this.localPicY = e.localY / MAX_ROW;\n\t this.distanceX = this.dragPic.x;\n\t this.distanceY = this.dragPic.y;\n\t this.indexJ = Math.floor((this.distanceX) / (w + GAP));\n\t this.indexI = Math.floor((this.distanceY) / (h + GAP));\n\t this.index = (this.indexI) * MAX_COL + this.indexJ;\n\t this.centerX = Math.floor((e.clientX - stageLeft) / w) * w + w / 2;\n\t this.centerY = Math.floor((e.clientY - stageTop) / h) * h + h / 2;\n\t this.stage.addEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMove, this);\n\t this.stage.addEventListener(engine.MouseEvent.MOUSE_UP, this.stageOnUp, this);\n\t };\n\t GameView.prototype.stageOnUp = function (e) {\n\t var stageLeft = (750 - props.W) / 2;\n\t var stageTop = (this.stage.height - props.H) / 2;\n\t this.stage.removeEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMove, this);\n\t this.stage.removeEventListener(engine.MouseEvent.MOUSE_UP, this.stageOnUp, this);\n\t if (this.centerY < stageTop || this.centerX < stageLeft) {\n\t this.dragPic.x = this.distanceX;\n\t this.dragPic.y = this.distanceY;\n\t }\n\t var curJ = Math.floor(this.centerX / (w + GAP));\n\t var curI = Math.floor(this.centerY / (h + GAP));\n\t this.picturesWrapper.addChild(this.guideHole);\n\t if (0 <= curJ && curJ < (MAX_COL) && 0 <= curI && curI < (MAX_ROW)) {\n\t var index = getIndexFromRC(curI, curJ, MAX_COL);\n\t var dropPic = this.pictures[index];\n\t var dropPicX = dropPic.x + stageLeft;\n\t var dropPicy = dropPic.y + stageTop;\n\t dropPic.x = this.distanceX;\n\t dropPic.y = this.distanceY;\n\t this.dragPic.x = dropPicX - stageLeft;\n\t this.dragPic.y = dropPicy - stageTop;\n\t var dropPicIndex = this.pictures.indexOf(dropPic);\n\t var dragPicIndex = this.pictures.indexOf(this.dragPic);\n\t this.pictures[dropPicIndex] = this.dragPic;\n\t this.pictures[dragPicIndex] = dropPic;\n\t if (dragPicIndex === dropPicIndex) {\n\t this.dragPic.x = this.distanceX;\n\t this.dragPic.y = this.distanceY;\n\t }\n\t var result = true;\n\t for (var j = 0; j < this.rightList.length; j++) {\n\t if (this.rightList[j] != this.pictures[j]) {\n\t result = false;\n\t break;\n\t }\n\t }\n\t if (result) {\n\t this.onSuccess();\n\t }\n\t }\n\t else {\n\t this.dragPic.x = this.distanceX;\n\t this.dragPic.y = this.distanceY;\n\t }\n\t };\n\t GameView.prototype.onSuccess = function () {\n\t console.log('拼图成功!');\n\t engine.globalEvent.dispatchEvent('pictures-game-success', { time: GAME_TIME });\n\t this.stop();\n\t };\n\t GameView.prototype.onMove = function (e) {\n\t this.dragPic.x = e.stageX - this.localPicX - (750 - props.W) / 2;\n\t this.dragPic.y = e.stageY - this.localPicY - (this.stage.height - props.H) / 2;\n\t this.centerX = this.dragPic.x + w / 2;\n\t this.centerY = this.dragPic.y + h / 2;\n\t };\n\t return GameView;\n\t}(engine.Container));\n\n\tvar GameWrapper = (function (_super) {\n\t tslib.__extends(GameWrapper, _super);\n\t function GameWrapper() {\n\t var _this = _super.call(this) || this;\n\t engine.globalEvent.addEventListener('pictures-start', _this.start, _this);\n\t engine.globalEvent.addEventListener('pictures-stop', _this.stop, _this);\n\t var gameView = _this._gameView = new GameView();\n\t _this.addChild(gameView);\n\t return _this;\n\t }\n\t GameWrapper.prototype.start = function (event) {\n\t injectProps(event.data);\n\t this._gameView.start();\n\t };\n\t GameWrapper.prototype.stop = function (event) {\n\t this._gameView.stop();\n\t };\n\t return GameWrapper;\n\t}(engine.Container));\n\n\tfunction index (props) {\n\t prepareProps();\n\t injectProps(props);\n\t var instance = new GameWrapper();\n\t return instance;\n\t}\n\n\treturn index;\n\n})));\n" "code": "(function (global, factory) {\n\ttypeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('tslib')) :\n\ttypeof define === 'function' && define.amd ? define(['tslib'], factory) :\n\t(global = global || self, global.pictures = factory(global.tslib));\n}(this, (function (tslib) { 'use strict';\n\n\tvar props = {};\n\tfunction prepareProps() {\n\t var metaProps = getProps();\n\t engine.injectProp(props, metaProps);\n\t}\n\tfunction injectProps(p) {\n\t engine.injectProp(props, p);\n\t}\n\n\tvar picMap = {};\n\tvar posMap = {};\n\tvar qietu = (function (parent, url, MAX_COL, MAX_ROW) {\n\t if (picMap[url]) {\n\t var pics = picMap[url];\n\t for (var _i = 0, pics_1 = pics; _i < pics_1.length; _i++) {\n\t var pic = pics_1[_i];\n\t parent.addChild(pic);\n\t }\n\t return [picMap[url], posMap[url]];\n\t }\n\t var W = props.W;\n\t var H = props.H;\n\t var GAP = props.GAP;\n\t var spr = [];\n\t var pos = [];\n\t var _loop_1 = function (row) {\n\t var _loop_2 = function (col) {\n\t var child = engine.Sprite.fromImage(url);\n\t spr.push(child);\n\t child.scaleX = 1 / MAX_COL;\n\t child.scaleY = 1 / MAX_ROW;\n\t parent.addChild(child);\n\t child.x = col * (W / MAX_COL + GAP);\n\t child.y = row * (H / MAX_ROW + GAP);\n\t pos.push([child.x, child.y]);\n\t child.addEventListener(engine.Event.COMPLETE, function () {\n\t var uvs = new Float32Array([\n\t col / MAX_COL,\n\t row / MAX_ROW,\n\t (col + 1) / MAX_COL,\n\t row / MAX_ROW,\n\t (col + 1) / MAX_COL,\n\t (row + 1) / MAX_ROW,\n\t col / MAX_COL,\n\t (row + 1) / MAX_ROW,\n\t ]);\n\t child.uvs = uvs;\n\t });\n\t };\n\t for (var col = 0; col < MAX_COL; col++) {\n\t _loop_2(col);\n\t }\n\t };\n\t for (var row = 0; row < MAX_ROW; row++) {\n\t _loop_1(row);\n\t }\n\t picMap[url] = spr.concat([]);\n\t posMap[url] = pos.concat([]);\n\t return [spr, pos];\n\t});\n\n\tfunction getIndexFromRC(row, col, maxCol) {\n\t var index;\n\t index = row * maxCol + col;\n\t return index;\n\t}\n\tfunction getRandomArray(array) {\n\t array.sort(function () {\n\t return .5 - Math.random();\n\t });\n\t}\n\n\tvar MAX_COL;\n\tvar MAX_ROW;\n\tvar W;\n\tvar H;\n\tvar GAP;\n\tvar GAME_TIME;\n\tvar w;\n\tvar h;\n\tvar GameView = (function (_super) {\n\t tslib.__extends(GameView, _super);\n\t function GameView() {\n\t var _this = _super.call(this) || this;\n\t _this._timeCounter = 0;\n\t _this.listenStageOn = 1;\n\t _this.once(engine.Event.ADDED_TO_STAGE, _this.setup, _this);\n\t return _this;\n\t }\n\t GameView.prototype.start = function () {\n\t var _this = this;\n\t MAX_COL = props.MAX_COL;\n\t MAX_ROW = props.MAX_ROW;\n\t GAME_TIME = props.GAME_TIME;\n\t console.log('start', props.column, props.row, props.gameTime);\n\t if (!this.guideHole) {\n\t this.guideHole = new engine.Image();\n\t this.guideHole.source = 'asset://' + props.blockUrl;\n\t this.guideHole.mouseChildren = this.guideHole.mouseEnabled = false;\n\t }\n\t if (this.pictures) {\n\t for (var _i = 0, _a = this.pictures; _i < _a.length; _i++) {\n\t var pic = _a[_i];\n\t if (pic && pic.wrapper)\n\t pic.wrapper.removeChild(pic);\n\t }\n\t }\n\t console.log('on start');\n\t engine.globalEvent.dispatchEvent('pictures-time-update', {\n\t second: this.getSecond(),\n\t });\n\t if (this.picturesWrapper) {\n\t while (this.picturesWrapper.children.length > 0) {\n\t var child = this.picturesWrapper.getChildAt(0);\n\t if (child) {\n\t try {\n\t this.picturesWrapper.removeChild(child);\n\t }\n\t catch (e) {\n\t console.warn('移除child失败了', e);\n\t }\n\t }\n\t }\n\t }\n\t var result = qietu(this.picturesWrapper, props.picUrl, MAX_COL, MAX_ROW);\n\t this.picturesWrapper.addChild(this.guideHole);\n\t console.log(this.picturesWrapper);\n\t this.pictures = result[0];\n\t this.rightList = this.pictures.concat([]);\n\t var posList = result[1];\n\t getRandomArray(this.pictures);\n\t var i = 0;\n\t var len;\n\t len = this.pictures.length;\n\t for (; i < len; i++) {\n\t this.dragPic = this.pictures[i];\n\t this.pictures[i].addEventListener(engine.MouseEvent.MOUSE_DOWN, this.onDown, this);\n\t var _b = posList[i], x = _b[0], y = _b[1];\n\t this.dragPic.x = x;\n\t this.dragPic.y = y;\n\t }\n\t this._timer = setInterval(function () {\n\t _this.onTimer();\n\t }, 10);\n\t this.date = new Date().getTime();\n\t };\n\t GameView.prototype.onTimer = function () {\n\t var date = new Date().getTime();\n\t var gap = ((date - this.date) / 1000);\n\t this.date = date;\n\t console.log(gap, \"gap\");\n\t GAME_TIME -= gap;\n\t if (GAME_TIME < 0) {\n\t GAME_TIME = 0;\n\t }\n\t GAME_TIME = this.afterPointTwo(GAME_TIME);\n\t GAME_TIME = GAME_TIME.toFixed(2);\n\t if (GAME_TIME < 10) {\n\t GAME_TIME = '0' + GAME_TIME;\n\t }\n\t console.log(GAME_TIME, \"gametime1\");\n\t engine.globalEvent.dispatchEvent('pictures-time-update', {\n\t second: this.getSecond(),\n\t });\n\t if (this.getSecond() == 0) {\n\t this.stop();\n\t engine.globalEvent.dispatchEvent('pictures-game-fail', {\n\t reason: 1\n\t });\n\t }\n\t };\n\t GameView.prototype.afterPointTwo = function (n) {\n\t var floatN = parseFloat(n);\n\t if (isNaN(floatN)) {\n\t return;\n\t }\n\t floatN = Math.round(floatN * 100) / 100;\n\t return floatN;\n\t };\n\t GameView.prototype.getSecond = function () {\n\t return GAME_TIME;\n\t };\n\t GameView.prototype.stop = function () {\n\t GAME_TIME = props.GAME_TIME;\n\t clearInterval(this._timer);\n\t var len = this.pictures.length;\n\t for (var i = 0; i < len; i++) {\n\t this.pictures[i].removeAllEventListener();\n\t }\n\t this.stage.removeEventListener(engine.MouseEvent.MOUSE_UP, this.stageOnUp, this);\n\t };\n\t GameView.prototype.createRects = function () { };\n\t GameView.prototype.setup = function () {\n\t MAX_COL = props.MAX_COL;\n\t MAX_ROW = props.MAX_ROW;\n\t GAME_TIME = props.GAME_TIME;\n\t console.log(GAME_TIME, 'setuptime');\n\t W = props.W;\n\t H = props.H;\n\t GAP = props.GAP;\n\t w = W / MAX_COL;\n\t h = H / MAX_ROW;\n\t console.log('onSteup', props);\n\t if (this.picturesWrapper) {\n\t try {\n\t this.removeChild(this.picturesWrapper);\n\t }\n\t catch (err) {\n\t console.error(err);\n\t }\n\t }\n\t var parent = new engine.Sprite();\n\t this.picturesWrapper = parent;\n\t this.addChild(parent);\n\t };\n\t GameView.prototype.onDown = function (e) {\n\t var stageLeft = (750 - props.W) / 2;\n\t var stageTop = (this.stage.height - props.H) / 2;\n\t this.dragPic = e.target;\n\t this.picturesWrapper.addChild(this.dragPic);\n\t this.localPicX = e.localX / MAX_COL;\n\t this.localPicY = e.localY / MAX_ROW;\n\t this.distanceX = this.dragPic.x;\n\t this.distanceY = this.dragPic.y;\n\t this.indexJ = Math.floor((this.distanceX) / (w + GAP));\n\t this.indexI = Math.floor((this.distanceY) / (h + GAP));\n\t this.index = (this.indexI) * MAX_COL + this.indexJ;\n\t this.centerX = Math.floor((e.clientX - stageLeft) / w) * w + w / 2;\n\t this.centerY = Math.floor((e.clientY - stageTop) / h) * h + h / 2;\n\t this.stage.addEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMove, this);\n\t this.stage.addEventListener(engine.MouseEvent.MOUSE_UP, this.stageOnUp, this);\n\t };\n\t GameView.prototype.stageOnUp = function (e) {\n\t var stageLeft = (750 - props.W) / 2;\n\t var stageTop = (this.stage.height - props.H) / 2;\n\t this.stage.removeEventListener(engine.MouseEvent.MOUSE_MOVE, this.onMove, this);\n\t this.stage.removeEventListener(engine.MouseEvent.MOUSE_UP, this.stageOnUp, this);\n\t if (this.centerY < stageTop || this.centerX < stageLeft) {\n\t this.dragPic.x = this.distanceX;\n\t this.dragPic.y = this.distanceY;\n\t }\n\t var curJ = Math.floor(this.centerX / (w + GAP));\n\t var curI = Math.floor(this.centerY / (h + GAP));\n\t this.picturesWrapper.addChild(this.guideHole);\n\t if (0 <= curJ && curJ < (MAX_COL) && 0 <= curI && curI < (MAX_ROW)) {\n\t var index = getIndexFromRC(curI, curJ, MAX_COL);\n\t var dropPic = this.pictures[index];\n\t var dropPicX = dropPic.x + stageLeft;\n\t var dropPicy = dropPic.y + stageTop;\n\t dropPic.x = this.distanceX;\n\t dropPic.y = this.distanceY;\n\t this.dragPic.x = dropPicX - stageLeft;\n\t this.dragPic.y = dropPicy - stageTop;\n\t var dropPicIndex = this.pictures.indexOf(dropPic);\n\t var dragPicIndex = this.pictures.indexOf(this.dragPic);\n\t this.pictures[dropPicIndex] = this.dragPic;\n\t this.pictures[dragPicIndex] = dropPic;\n\t if (dragPicIndex === dropPicIndex) {\n\t this.dragPic.x = this.distanceX;\n\t this.dragPic.y = this.distanceY;\n\t }\n\t var result = true;\n\t for (var j = 0; j < this.rightList.length; j++) {\n\t if (this.rightList[j] != this.pictures[j]) {\n\t result = false;\n\t break;\n\t }\n\t }\n\t if (result) {\n\t this.onSuccess();\n\t }\n\t }\n\t else {\n\t this.dragPic.x = this.distanceX;\n\t this.dragPic.y = this.distanceY;\n\t }\n\t };\n\t GameView.prototype.onSuccess = function () {\n\t console.log('拼图成功!');\n\t engine.globalEvent.dispatchEvent('pictures-game-success', { time: GAME_TIME });\n\t this.stop();\n\t };\n\t GameView.prototype.onMove = function (e) {\n\t this.dragPic.x = e.stageX - this.localPicX - (750 - props.W) / 2;\n\t this.dragPic.y = e.stageY - this.localPicY - (this.stage.height - props.H) / 2;\n\t this.centerX = this.dragPic.x + w / 2;\n\t this.centerY = this.dragPic.y + h / 2;\n\t };\n\t return GameView;\n\t}(engine.Container));\n\n\tvar GameWrapper = (function (_super) {\n\t tslib.__extends(GameWrapper, _super);\n\t function GameWrapper() {\n\t var _this = _super.call(this) || this;\n\t engine.globalEvent.addEventListener('pictures-start', _this.start, _this);\n\t engine.globalEvent.addEventListener('pictures-stop', _this.stop, _this);\n\t var gameView = _this._gameView = new GameView();\n\t _this.addChild(gameView);\n\t return _this;\n\t }\n\t GameWrapper.prototype.start = function (event) {\n\t injectProps(event.data);\n\t this._gameView.start();\n\t };\n\t GameWrapper.prototype.stop = function (event) {\n\t this._gameView.stop();\n\t };\n\t return GameWrapper;\n\t}(engine.Container));\n\n\tfunction index (props) {\n\t prepareProps();\n\t injectProps(props);\n\t var instance = new GameWrapper();\n\t return instance;\n\t}\n\n\treturn index;\n\n})));\n"
} }
...@@ -207,6 +207,14 @@ ...@@ -207,6 +207,14 @@
w = W / MAX_COL; w = W / MAX_COL;
h = H / MAX_ROW; h = H / MAX_ROW;
console.log('onSteup', props); console.log('onSteup', props);
if (this.picturesWrapper) {
try {
this.removeChild(this.picturesWrapper);
}
catch (err) {
console.error(err);
}
}
var parent = new engine.Sprite(); var parent = new engine.Sprite();
this.picturesWrapper = parent; this.picturesWrapper = parent;
this.addChild(parent); this.addChild(parent);
......
{"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":["/**\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","import { props } from \"../props\";\nconst urls = [];\nconst picMap = {};\nconst posMap = {};\nexport default (parent, url, MAX_COL, MAX_ROW) => {\n if (picMap[url]) {\n const pics:any[] = picMap[url];\n for (const pic of pics) {\n parent.addChild(pic);\n }\n return [picMap[url], posMap[url]]\n }\n\n const W = props.W;\n const H = props.H;\n const GAP = props.GAP;\n\n const spr = [];\n const pos = []\n\n for (let row = 0; row < MAX_ROW; row++) {\n for (let col = 0; col < MAX_COL; col++) {\n\n const child = engine.Sprite.fromImage(url);\n spr.push(child);\n\n child.scaleX = 1 / MAX_COL;\n child.scaleY = 1 / MAX_ROW;\n parent.addChild(child);\n child.x = col * (W / MAX_COL + GAP);\n child.y = row * (H / MAX_ROW + GAP);\n pos.push([child.x, child.y]);\n // child.texture.addEventListener('update', () => {\n child.addEventListener(engine.Event.COMPLETE, () => {\n const uvs = new Float32Array([\n col / MAX_COL,\n row / MAX_ROW,\n (col + 1) / MAX_COL,\n row / MAX_ROW,\n (col + 1) / MAX_COL,\n (row + 1) / MAX_ROW,\n col / MAX_COL,\n (row + 1) / MAX_ROW,\n ]);\n\n child.uvs = uvs;\n // spr.push(child);\n });\n }\n }\n picMap[url] = spr.concat([]);\n posMap[url] = pos.concat([]);;\n // console.log(spr);\n return [spr, pos];\n};\n","/**\n * Created by rockyl on 2020-01-21.\n */\n\nexport function getTexture(uuid) {\n\treturn engine.Texture.from(getAssetByUUID(uuid).uuid);\n}\n\nexport function getTextureByName(name) {\n\treturn getTexture(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}","//Created by rockyl on 2018/8/16.\nimport qietu from \"./qietu\";\nimport { getIndexFromRC, getRandomArray, getTexture } from \"./utils\";\nimport {props} from '../props'\nimport ObjectPool = engine.ObjectPool;\n\n// let OFFSET_X;\n// let OFFSET_Y;\nlet MAX_COL;\nlet MAX_ROW;\nlet W;\nlet H;\nlet GAP;\nlet GAME_TIME;\n// 每张图片宽\nlet w;\n// 每张图片高\nlet h;\n\nexport default class GameView extends engine.Container {\n private _timer;\n private _timeCounter = 0;\n\n private date\n\n start() {\n\n //优先获取start事件接收到的参数\n\n // MAX_COL = props.column || props.MAX_COL;\n // MAX_ROW = props.row || props.MAX_ROW;\n // GAME_TIME = props.gameTime || props.GAME_TIME;\n MAX_COL = props.MAX_COL;\n MAX_ROW = props.MAX_ROW;\n GAME_TIME = props.GAME_TIME;\n console.log('start',props.column,props.row,props.gameTime)\n if (!this.guideHole) {\n this.guideHole = new engine.Image();\n this.guideHole.source = 'asset://' + props.blockUrl;\n this.guideHole.mouseChildren = this.guideHole.mouseEnabled = false;\n }\n\n if (this.pictures) {\n for (const pic of this.pictures) {\n if (pic && pic.wrapper)\n pic.wrapper.removeChild(pic);\n }\n }\n\n console.log('on start')\n engine.globalEvent.dispatchEvent('pictures-time-update', {\n second: this.getSecond(),\n });\n\n if(this.picturesWrapper) {\n while(this.picturesWrapper.children.length > 0) {\n const child = this.picturesWrapper.getChildAt(0);\n if(child) {\n try{\n this.picturesWrapper.removeChild(child)\n }catch(e) {\n console.warn('移除child失败了',e)\n }\n }\n }\n }\n\n // 图片一维数组\n const result = qietu(this.picturesWrapper, props.picUrl, MAX_COL, MAX_ROW);\n this.picturesWrapper.addChild(this.guideHole);\n\n console.log(this.picturesWrapper);\n // this.picturesWrapper.alpha = 1\n\n this.pictures = result[0];\n this.rightList = this.pictures.concat([]);\n const posList = result[1];\n getRandomArray(this.pictures);\n\n let i = 0;\n let len;\n len = this.pictures.length;\n\n\n for (; i < len; i++) {\n this.dragPic = this.pictures[i];\n this.pictures[i].addEventListener(\n engine.MouseEvent.MOUSE_DOWN,\n this.onDown,\n this\n );\n const [x, y] = posList[i];\n this.dragPic.x = x;\n this.dragPic.y = y;\n\n }\n\n this._timer = setInterval(() => {\n this.onTimer();\n }, 10)\n\n this.date = new Date().getTime();\n\n }\n\n onTimer() {\n\n let date = new Date().getTime();\n\n let gap = ((date - this.date) / 1000);\n this.date = date;\n console.log(gap,\"gap\");\n\n // 以GAME_TIME为标准\n GAME_TIME -= gap;\n if(GAME_TIME < 0){\n GAME_TIME = 0;\n }\n GAME_TIME = this.afterPointTwo(GAME_TIME);\n GAME_TIME = GAME_TIME.toFixed(2)\n if (GAME_TIME < 10) {\n GAME_TIME = '0' + GAME_TIME\n }\n console.log(GAME_TIME,\"gametime1\");\n\n\n engine.globalEvent.dispatchEvent('pictures-time-update', {\n second: this.getSecond(),\n });\n\n if (this.getSecond() == 0) {\n this.stop();\n engine.globalEvent.dispatchEvent('pictures-game-fail', {\n reason: 1\n });\n }\n }\n\n afterPointTwo(n) {\n\n var floatN = parseFloat(n);\n if (isNaN(floatN)) {\n return;\n }\n floatN = Math.round(floatN * 100) / 100;\n return floatN;\n\n }\n\n getSecond() {\n return GAME_TIME\n }\n\n stop() {\n \n GAME_TIME = props.GAME_TIME\n clearInterval(this._timer);\n let len = this.pictures.length;\n for(let i=0;i<len;i++){\n this.pictures[i].removeAllEventListener();\n }\n\n this.stage.removeEventListener(\n engine.MouseEvent.MOUSE_UP,\n this.stageOnUp,\n this\n );\n \n }\n\n constructor() {\n super();\n this.once(engine.Event.ADDED_TO_STAGE, this.setup, this);\n }\n\n //当前图片对象\n dragPic;\n // 鼠标在当前图片上的位置\n localPicX;\n localPicY;\n // 拖动的图片最开始的位置(左上角为准)\n distanceX;\n distanceY;\n // 图片中心的位置\n centerX: number;\n centerY: number;\n\n pictures: engine.Sprite[];\n\n // 点击图片时的一维数组索引\n index;\n // 计算目标图片行和列的位置\n indexI: number;\n indexJ: number;\n rightList: engine.Sprite[];\n\n private picturesWrapper: engine.Sprite;\n private guideHole: engine.Image;\n\n createRects() { }\n setup() {\n\n MAX_COL = props.MAX_COL;\n MAX_ROW = props.MAX_ROW;\n GAME_TIME = props.GAME_TIME;\n // OFFSET_X = props.OFFSET_X;\n // OFFSET_Y = props.OFFSET_Y;\n console.log(GAME_TIME,'setuptime')\n W = props.W;\n H = props.H;\n GAP = props.GAP;\n // 每张图片宽\n w = W / MAX_COL;\n // 每张图片高\n h = H / MAX_ROW;\n\n console.log('onSteup', props);\n\n const parent = new engine.Sprite();\n this.picturesWrapper = parent;\n this.addChild(parent);\n\n // this.picturesWrapper.x = OFFSET_X;\n // this.picturesWrapper.y = OFFSET_Y;\n\n // 添加按钮\n // const btn = new engine.Rect();\n // btn.width = 200;\n // btn.height = 100;\n // btn.stage.top = 1000;\n // btn.stage.left = 350;\n // btn.fillColor = 'cyan';\n // this.addChild(btn)\n\n // btn.addEventListener(engine.MouseEvent.CLICK,this.onClk,this)\n\n }\n\n onDown(e: engine.MouseEvent) {\n // console.log(e);\n\n let stageLeft = (750 - props.W) / 2\n let stageTop = (this.stage.height - props.H) / 2;\n\n // 创建一个图片对象接收当前位置信息\n this.dragPic = e.target;\n this.picturesWrapper.addChild(this.dragPic);\n\n\n // 鼠标的偏移量\n this.localPicX = e.localX / MAX_COL;\n this.localPicY = e.localY / MAX_ROW;\n\n // 最开始图片的位置\n this.distanceX = this.dragPic.x ;\n this.distanceY = this.dragPic.y;\n\n // 最开始点击的图片的索引值\n\n this.indexJ = Math.floor((this.distanceX) / (w + GAP));\n this.indexI = Math.floor((this.distanceY) / (h + GAP));\n this.index = (this.indexI) * MAX_COL + this.indexJ;\n\n\n // this.centerX = Math.floor(e.clientX / w) * w + w / 2;\n // this.centerY = Math.floor(e.clientY / h) * h + h / 2;\n\n this.centerX = Math.floor((e.clientX - stageLeft) / w) * w + w / 2;\n this.centerY = Math.floor((e.clientY - stageTop) / h) * h + h / 2;\n\n this.stage.addEventListener(\n engine.MouseEvent.MOUSE_MOVE,\n this.onMove,\n this\n );\n this.stage.addEventListener(\n engine.MouseEvent.MOUSE_UP,\n this.stageOnUp,\n this\n );\n\n }\n\n listenStageOn = 1;\n\n stageOnUp(e) {\n\n let stageLeft = (750 - props.W) / 2\n let stageTop = (this.stage.height - props.H) / 2;\n\n this.stage.removeEventListener(\n engine.MouseEvent.MOUSE_MOVE,\n this.onMove,\n this\n );\n\n this.stage.removeEventListener(\n engine.MouseEvent.MOUSE_UP,\n this.stageOnUp,\n this\n );\n\n // 拖动的图片的中心位置在图片之外,回到原来的位置\n if (this.centerY < stageTop || this.centerX < stageLeft) {\n this.dragPic.x = this.distanceX ;\n this.dragPic.y = this.distanceY ;\n }\n\n // 判断图片是否进入另一张图片的范围内\n // 要交换的图片第几行第几列\n let curJ = Math.floor(this.centerX / (w + GAP));\n let curI = Math.floor(this.centerY / (h + GAP));\n\n this.picturesWrapper.addChild(this.guideHole);\n\n\n // 点击图片的位置\n\n if ( 0 <= curJ && curJ < (MAX_COL) && 0 <= curI && curI < (MAX_ROW)) {\n\n // 获取交互图片的索引值\n let index = getIndexFromRC(curI, curJ, MAX_COL);\n // console.log(index);\n\n //要交换的图片\n let dropPic = this.pictures[index];\n\n let dropPicX = dropPic.x + stageLeft;\n let dropPicy = dropPic.y + stageTop;\n\n dropPic.x = this.distanceX;\n dropPic.y = this.distanceY;\n\n this.dragPic.x = dropPicX - stageLeft;\n this.dragPic.y = dropPicy - stageTop;\n\n // 交换之后索引也需要交换\n\n const dropPicIndex = this.pictures.indexOf(dropPic);\n const dragPicIndex = this.pictures.indexOf(this.dragPic);\n\n this.pictures[dropPicIndex] = this.dragPic;\n this.pictures[dragPicIndex] = dropPic;\n\n // 图片中心还是在原来的位置\n if (dragPicIndex === dropPicIndex) {\n this.dragPic.x = this.distanceX\n this.dragPic.y = this.distanceY\n }\n\n let result = true;\n for (let j = 0; j < this.rightList.length; j++) {\n if (this.rightList[j] != this.pictures[j]) {\n result = false;\n break;\n }\n }\n\n if (result) {\n this.onSuccess();\n\n }\n } else {\n this.dragPic.x = this.distanceX\n this.dragPic.y = this.distanceY\n }\n\n\n }\n\n private onSuccess() {\n console.log('拼图成功!');\n engine.globalEvent.dispatchEvent('pictures-game-success', { time: GAME_TIME });\n this.stop();\n\n }\n\n onMove(e: engine.MouseEvent) {\n // 当前图片的位置\n this.dragPic.x = e.stageX - this.localPicX - (750 - props.W) / 2;\n this.dragPic.y = e.stageY - this.localPicY - (this.stage.height - props.H) / 2;\n\n // 当前图片的中心位置\n this.centerX = this.dragPic.x + w / 2;\n this.centerY = this.dragPic.y + h / 2;\n }\n\n // onClk(e){\n // // 重置时间\n // this._timeCounter = 0;\n // //重置图片顺序\n\n\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('pictures-start', this.start, this);\n\t\tengine.globalEvent.addEventListener('pictures-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\t// this._status = 1;\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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{"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":["/**\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","import { props } from \"../props\";\nconst urls = [];\nconst picMap = {};\nconst posMap = {};\nexport default (parent, url, MAX_COL, MAX_ROW) => {\n if (picMap[url]) {\n const pics:any[] = picMap[url];\n for (const pic of pics) {\n parent.addChild(pic);\n }\n return [picMap[url], posMap[url]]\n }\n\n const W = props.W;\n const H = props.H;\n const GAP = props.GAP;\n\n const spr = [];\n const pos = []\n\n for (let row = 0; row < MAX_ROW; row++) {\n for (let col = 0; col < MAX_COL; col++) {\n\n const child = engine.Sprite.fromImage(url);\n spr.push(child);\n\n child.scaleX = 1 / MAX_COL;\n child.scaleY = 1 / MAX_ROW;\n parent.addChild(child);\n child.x = col * (W / MAX_COL + GAP);\n child.y = row * (H / MAX_ROW + GAP);\n pos.push([child.x, child.y]);\n // child.texture.addEventListener('update', () => {\n child.addEventListener(engine.Event.COMPLETE, () => {\n const uvs = new Float32Array([\n col / MAX_COL,\n row / MAX_ROW,\n (col + 1) / MAX_COL,\n row / MAX_ROW,\n (col + 1) / MAX_COL,\n (row + 1) / MAX_ROW,\n col / MAX_COL,\n (row + 1) / MAX_ROW,\n ]);\n\n child.uvs = uvs;\n // spr.push(child);\n });\n }\n }\n picMap[url] = spr.concat([]);\n posMap[url] = pos.concat([]);;\n // console.log(spr);\n return [spr, pos];\n};\n","/**\n * Created by rockyl on 2020-01-21.\n */\n\nexport function getTexture(uuid) {\n\treturn engine.Texture.from(getAssetByUUID(uuid).uuid);\n}\n\nexport function getTextureByName(name) {\n\treturn getTexture(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}","//Created by rockyl on 2018/8/16.\nimport qietu from \"./qietu\";\nimport { getIndexFromRC, getRandomArray, getTexture } from \"./utils\";\nimport {props} from '../props'\nimport ObjectPool = engine.ObjectPool;\n\n// let OFFSET_X;\n// let OFFSET_Y;\nlet MAX_COL;\nlet MAX_ROW;\nlet W;\nlet H;\nlet GAP;\nlet GAME_TIME;\n// 每张图片宽\nlet w;\n// 每张图片高\nlet h;\n\nexport default class GameView extends engine.Container {\n private _timer;\n private _timeCounter = 0;\n\n private date\n\n start() {\n\n //优先获取start事件接收到的参数\n\n // MAX_COL = props.column || props.MAX_COL;\n // MAX_ROW = props.row || props.MAX_ROW;\n // GAME_TIME = props.gameTime || props.GAME_TIME;\n MAX_COL = props.MAX_COL;\n MAX_ROW = props.MAX_ROW;\n GAME_TIME = props.GAME_TIME;\n console.log('start',props.column,props.row,props.gameTime)\n if (!this.guideHole) {\n this.guideHole = new engine.Image();\n this.guideHole.source = 'asset://' + props.blockUrl;\n this.guideHole.mouseChildren = this.guideHole.mouseEnabled = false;\n }\n\n if (this.pictures) {\n for (const pic of this.pictures) {\n if (pic && pic.wrapper)\n pic.wrapper.removeChild(pic);\n }\n }\n\n console.log('on start')\n engine.globalEvent.dispatchEvent('pictures-time-update', {\n second: this.getSecond(),\n });\n\n if(this.picturesWrapper) {\n while(this.picturesWrapper.children.length > 0) {\n const child = this.picturesWrapper.getChildAt(0);\n if(child) {\n try{\n this.picturesWrapper.removeChild(child)\n }catch(e) {\n console.warn('移除child失败了',e)\n }\n }\n }\n }\n\n // 图片一维数组\n const result = qietu(this.picturesWrapper, props.picUrl, MAX_COL, MAX_ROW);\n this.picturesWrapper.addChild(this.guideHole);\n\n console.log(this.picturesWrapper);\n // this.picturesWrapper.alpha = 1\n\n this.pictures = result[0];\n this.rightList = this.pictures.concat([]);\n const posList = result[1];\n getRandomArray(this.pictures);\n\n let i = 0;\n let len;\n len = this.pictures.length;\n\n\n for (; i < len; i++) {\n this.dragPic = this.pictures[i];\n this.pictures[i].addEventListener(\n engine.MouseEvent.MOUSE_DOWN,\n this.onDown,\n this\n );\n const [x, y] = posList[i];\n this.dragPic.x = x;\n this.dragPic.y = y;\n\n }\n\n this._timer = setInterval(() => {\n this.onTimer();\n }, 10)\n\n this.date = new Date().getTime();\n\n }\n\n onTimer() {\n\n let date = new Date().getTime();\n\n let gap = ((date - this.date) / 1000);\n this.date = date;\n console.log(gap,\"gap\");\n\n // 以GAME_TIME为标准\n GAME_TIME -= gap;\n if(GAME_TIME < 0){\n GAME_TIME = 0;\n }\n GAME_TIME = this.afterPointTwo(GAME_TIME);\n GAME_TIME = GAME_TIME.toFixed(2)\n if (GAME_TIME < 10) {\n GAME_TIME = '0' + GAME_TIME\n }\n console.log(GAME_TIME,\"gametime1\");\n\n\n engine.globalEvent.dispatchEvent('pictures-time-update', {\n second: this.getSecond(),\n });\n\n if (this.getSecond() == 0) {\n this.stop();\n engine.globalEvent.dispatchEvent('pictures-game-fail', {\n reason: 1\n });\n }\n }\n\n afterPointTwo(n) {\n\n var floatN = parseFloat(n);\n if (isNaN(floatN)) {\n return;\n }\n floatN = Math.round(floatN * 100) / 100;\n return floatN;\n\n }\n\n getSecond() {\n return GAME_TIME\n }\n\n stop() {\n \n GAME_TIME = props.GAME_TIME\n clearInterval(this._timer);\n let len = this.pictures.length;\n for(let i=0;i<len;i++){\n this.pictures[i].removeAllEventListener();\n }\n\n this.stage.removeEventListener(\n engine.MouseEvent.MOUSE_UP,\n this.stageOnUp,\n this\n );\n \n }\n\n constructor() {\n super();\n this.once(engine.Event.ADDED_TO_STAGE, this.setup, this);\n }\n\n //当前图片对象\n dragPic;\n // 鼠标在当前图片上的位置\n localPicX;\n localPicY;\n // 拖动的图片最开始的位置(左上角为准)\n distanceX;\n distanceY;\n // 图片中心的位置\n centerX: number;\n centerY: number;\n\n pictures: engine.Sprite[];\n\n // 点击图片时的一维数组索引\n index;\n // 计算目标图片行和列的位置\n indexI: number;\n indexJ: number;\n rightList: engine.Sprite[];\n\n private picturesWrapper: engine.Sprite;\n private guideHole: engine.Image;\n\n createRects() { }\n setup() {\n\n MAX_COL = props.MAX_COL;\n MAX_ROW = props.MAX_ROW;\n GAME_TIME = props.GAME_TIME;\n // OFFSET_X = props.OFFSET_X;\n // OFFSET_Y = props.OFFSET_Y;\n console.log(GAME_TIME,'setuptime')\n W = props.W;\n H = props.H;\n GAP = props.GAP;\n // 每张图片宽\n w = W / MAX_COL;\n // 每张图片高\n h = H / MAX_ROW;\n\n console.log('onSteup', props);\n\n if(this.picturesWrapper) {\n try{\n this.removeChild( this.picturesWrapper)\n }catch(err){\n console.error(err)\n }\n }\n const parent = new engine.Sprite();\n this.picturesWrapper = parent;\n this.addChild(parent);\n\n // this.picturesWrapper.x = OFFSET_X;\n // this.picturesWrapper.y = OFFSET_Y;\n\n // 添加按钮\n // const btn = new engine.Rect();\n // btn.width = 200;\n // btn.height = 100;\n // btn.stage.top = 1000;\n // btn.stage.left = 350;\n // btn.fillColor = 'cyan';\n // this.addChild(btn)\n\n // btn.addEventListener(engine.MouseEvent.CLICK,this.onClk,this)\n\n }\n\n onDown(e: engine.MouseEvent) {\n // console.log(e);\n\n let stageLeft = (750 - props.W) / 2\n let stageTop = (this.stage.height - props.H) / 2;\n\n // 创建一个图片对象接收当前位置信息\n this.dragPic = e.target;\n this.picturesWrapper.addChild(this.dragPic);\n\n\n // 鼠标的偏移量\n this.localPicX = e.localX / MAX_COL;\n this.localPicY = e.localY / MAX_ROW;\n\n // 最开始图片的位置\n this.distanceX = this.dragPic.x ;\n this.distanceY = this.dragPic.y;\n\n // 最开始点击的图片的索引值\n\n this.indexJ = Math.floor((this.distanceX) / (w + GAP));\n this.indexI = Math.floor((this.distanceY) / (h + GAP));\n this.index = (this.indexI) * MAX_COL + this.indexJ;\n\n\n // this.centerX = Math.floor(e.clientX / w) * w + w / 2;\n // this.centerY = Math.floor(e.clientY / h) * h + h / 2;\n\n this.centerX = Math.floor((e.clientX - stageLeft) / w) * w + w / 2;\n this.centerY = Math.floor((e.clientY - stageTop) / h) * h + h / 2;\n\n this.stage.addEventListener(\n engine.MouseEvent.MOUSE_MOVE,\n this.onMove,\n this\n );\n this.stage.addEventListener(\n engine.MouseEvent.MOUSE_UP,\n this.stageOnUp,\n this\n );\n\n }\n\n listenStageOn = 1;\n\n stageOnUp(e) {\n\n let stageLeft = (750 - props.W) / 2\n let stageTop = (this.stage.height - props.H) / 2;\n\n this.stage.removeEventListener(\n engine.MouseEvent.MOUSE_MOVE,\n this.onMove,\n this\n );\n\n this.stage.removeEventListener(\n engine.MouseEvent.MOUSE_UP,\n this.stageOnUp,\n this\n );\n\n // 拖动的图片的中心位置在图片之外,回到原来的位置\n if (this.centerY < stageTop || this.centerX < stageLeft) {\n this.dragPic.x = this.distanceX ;\n this.dragPic.y = this.distanceY ;\n }\n\n // 判断图片是否进入另一张图片的范围内\n // 要交换的图片第几行第几列\n let curJ = Math.floor(this.centerX / (w + GAP));\n let curI = Math.floor(this.centerY / (h + GAP));\n\n this.picturesWrapper.addChild(this.guideHole);\n\n\n // 点击图片的位置\n\n if ( 0 <= curJ && curJ < (MAX_COL) && 0 <= curI && curI < (MAX_ROW)) {\n\n // 获取交互图片的索引值\n let index = getIndexFromRC(curI, curJ, MAX_COL);\n // console.log(index);\n\n //要交换的图片\n let dropPic = this.pictures[index];\n\n let dropPicX = dropPic.x + stageLeft;\n let dropPicy = dropPic.y + stageTop;\n\n dropPic.x = this.distanceX;\n dropPic.y = this.distanceY;\n\n this.dragPic.x = dropPicX - stageLeft;\n this.dragPic.y = dropPicy - stageTop;\n\n // 交换之后索引也需要交换\n\n const dropPicIndex = this.pictures.indexOf(dropPic);\n const dragPicIndex = this.pictures.indexOf(this.dragPic);\n\n this.pictures[dropPicIndex] = this.dragPic;\n this.pictures[dragPicIndex] = dropPic;\n\n // 图片中心还是在原来的位置\n if (dragPicIndex === dropPicIndex) {\n this.dragPic.x = this.distanceX\n this.dragPic.y = this.distanceY\n }\n\n let result = true;\n for (let j = 0; j < this.rightList.length; j++) {\n if (this.rightList[j] != this.pictures[j]) {\n result = false;\n break;\n }\n }\n\n if (result) {\n this.onSuccess();\n\n }\n } else {\n this.dragPic.x = this.distanceX\n this.dragPic.y = this.distanceY\n }\n\n\n }\n\n private onSuccess() {\n console.log('拼图成功!');\n engine.globalEvent.dispatchEvent('pictures-game-success', { time: GAME_TIME });\n this.stop();\n\n }\n\n onMove(e: engine.MouseEvent) {\n // 当前图片的位置\n this.dragPic.x = e.stageX - this.localPicX - (750 - props.W) / 2;\n this.dragPic.y = e.stageY - this.localPicY - (this.stage.height - props.H) / 2;\n\n // 当前图片的中心位置\n this.centerX = this.dragPic.x + w / 2;\n this.centerY = this.dragPic.y + h / 2;\n }\n\n // onClk(e){\n // // 重置时间\n // this._timeCounter = 0;\n // //重置图片顺序\n\n\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('pictures-start', this.start, this);\n\t\tengine.globalEvent.addEventListener('pictures-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\t// this._status = 1;\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
...@@ -216,6 +216,13 @@ export default class GameView extends engine.Container { ...@@ -216,6 +216,13 @@ export default class GameView extends engine.Container {
console.log('onSteup', props); console.log('onSteup', props);
if(this.picturesWrapper) {
try{
this.removeChild( this.picturesWrapper)
}catch(err){
console.error(err)
}
}
const parent = new engine.Sprite(); const parent = new engine.Sprite();
this.picturesWrapper = parent; this.picturesWrapper = parent;
this.addChild(parent); this.addChild(parent);
......
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