Commit df359b61 authored by hahhh11's avatar hahhh11

改游戏为挑战

parent 361efa8a
{ {
"groups": [ "groups": [
{
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"name": "CountDownComp"
},
{
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"name": "GameOver"
},
{
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"name": "balance_guidance" "name": "balance_guidance"
...@@ -36,10 +12,26 @@ ...@@ -36,10 +12,26 @@
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"name": "guidan_360" "name": "guidan_360"
...@@ -48,10 +40,18 @@ ...@@ -48,10 +40,18 @@
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{ {
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"name": "red_shoe" "name": "red_shoe"
......
This diff is collapsed.
...@@ -302,7 +302,7 @@ export const SkinJson = { ...@@ -302,7 +302,7 @@ export const SkinJson = {
"y": 369, "y": 369,
"type": "text", "type": "text",
"props": { "props": {
"text": "游戏规则\n", "text": "挑战规则\n",
"size": 74.03529, "size": 74.03529,
"fillColor": "#000000", "fillColor": "#000000",
"textAlpha": 1 "textAlpha": 1
...@@ -976,7 +976,7 @@ export const SkinJson = { ...@@ -976,7 +976,7 @@ export const SkinJson = {
"y": 612, "y": 612,
"type": "text", "type": "text",
"props": { "props": {
"text": "游戏次数+xx", "text": "挑战次数+xx",
"size": 43.48474, "size": 43.48474,
"fillColor": "#ff5555", "fillColor": "#ff5555",
"textAlpha": 1 "textAlpha": 1
......
...@@ -9,11 +9,11 @@ import { GDispatcher } from '../../Main'; ...@@ -9,11 +9,11 @@ import { GDispatcher } from '../../Main';
export class GameOverScene extends Scene { export class GameOverScene extends Scene {
bitmapTextCount: FYGE.BitmapText bitmapTextCount: FYGE.BitmapText
get groupNames():string[] { get groupNames(): string[] {
return ['GameOver', 'GameScene'] return ['GameOver', 'GameScene']
} }
constructor(...args:any) { constructor(...args: any) {
super(...args) super(...args)
} }
...@@ -52,16 +52,16 @@ export class GameOverScene extends Scene { ...@@ -52,16 +52,16 @@ export class GameOverScene extends Scene {
var desc = UI.Ctn(this, 0, 700) var desc = UI.Ctn(this, 0, 700)
UI.Txt(desc, '本局连续完成', 40, '#111111', FYGE.TEXT_ALIGN.CENTER, layers.stageWidth, 0, 10, true) UI.Txt(desc, '本局连续完成', 40, '#111111', FYGE.TEXT_ALIGN.CENTER, layers.stageWidth, 0, 10, true)
UI.Txt(desc, '游戏结束', 40, '#757575', FYGE.TEXT_ALIGN.CENTER, layers.stageWidth, 0, 62, true) UI.Txt(desc, '挑战结束', 40, '#757575', FYGE.TEXT_ALIGN.CENTER, layers.stageWidth, 0, 62, true)
this.data.isNewRecord && UI.Sp(desc, 'new-record-icon.png', 490, -30) this.data.isNewRecord && UI.Sp(desc, 'new-record-icon.png', 490, -30)
UI.Btn(this, 'share-btn.png', function() { UI.Btn(this, 'share-btn.png', function () {
// @ts-ignore todo 分享 // @ts-ignore todo 分享
my && my.showSharePanel() my && my.showSharePanel()
addData(2) addData(2)
}, this, 45, 930) }, this, 45, 930)
UI.Btn(this, 'more-btn.png', function() { UI.Btn(this, 'more-btn.png', function () {
this.btnDelay(this) this.btnDelay(this)
sendTbNet(TbNetName.addTrack, { sendTbNet(TbNetName.addTrack, {
type: 'wildwoodmg:app_back' type: 'wildwoodmg:app_back'
...@@ -77,7 +77,7 @@ export class GameOverScene extends Scene { ...@@ -77,7 +77,7 @@ export class GameOverScene extends Scene {
}, this, 45, 1090) }, this, 45, 1090)
var _s = UI.Sp(this, 'back-home.png', layers.stageCenterX, 1310) var _s = UI.Sp(this, 'back-home.png', layers.stageCenterX, 1310)
_s.addEventListener(FYGE.MouseEvent.CLICK, function() { _s.addEventListener(FYGE.MouseEvent.CLICK, function () {
this.btnDelay(this) this.btnDelay(this)
sendTbNet(TbNetName.addTrack, { sendTbNet(TbNetName.addTrack, {
type: 'wildwoodmg:app_exit' type: 'wildwoodmg:app_exit'
...@@ -94,10 +94,10 @@ export class GameOverScene extends Scene { ...@@ -94,10 +94,10 @@ export class GameOverScene extends Scene {
var isJordan = Tools.globalData.shopId == 10003 var isJordan = Tools.globalData.shopId == 10003
UI.Rect(bottomCont, layers.stageWidth, 130, 0xffffff) UI.Rect(bottomCont, layers.stageWidth, 130, 0xffffff)
UI.Sp(bottomCont, 'product-link__icon.png', 50, 25) UI.Sp(bottomCont, 'product-link__icon.png', 50, 25)
UI.Txt(bottomCont, `${isJordan ? 'Jordan女子商品': 'Nike瑜伽商品'}`, 24, '#111111', FYGE.TEXT_ALIGN.LEFT, 500, 160, 40, true) UI.Txt(bottomCont, `${isJordan ? 'Jordan女子商品' : 'Nike瑜伽商品'}`, 24, '#111111', FYGE.TEXT_ALIGN.LEFT, 500, 160, 40, true)
UI.Txt(bottomCont, `${isJordan ? '让你充满活力和灵感' : '让你的体态更加健康'}`, 22, '#111111', FYGE.TEXT_ALIGN.LEFT, 500, 160, 70, true) UI.Txt(bottomCont, `${isJordan ? '让你充满活力和灵感' : '让你的体态更加健康'}`, 22, '#111111', FYGE.TEXT_ALIGN.LEFT, 500, 160, 70, true)
UI.Sp(bottomCont, 'jump-icon.png', 600, 40) UI.Sp(bottomCont, 'jump-icon.png', 600, 40)
.addEventListener(FYGE.MouseEvent.CLICK, function() { .addEventListener(FYGE.MouseEvent.CLICK, function () {
this.btnDelay(this) this.btnDelay(this)
addData(7) addData(7)
...@@ -107,7 +107,7 @@ export class GameOverScene extends Scene { ...@@ -107,7 +107,7 @@ export class GameOverScene extends Scene {
// }) // })
my.call( my.call(
'navigateToOutside', 'navigateToOutside',
{url: this.data.productLink}, (res) => { { url: this.data.productLink }, (res) => {
sendTbNet(TbNetName.addTrack, { sendTbNet(TbNetName.addTrack, {
type: 'wildwoodmg:navigateToOutSide', type: 'wildwoodmg:navigateToOutSide',
isSuccess: res.success, isSuccess: res.success,
...@@ -122,7 +122,7 @@ export class GameOverScene extends Scene { ...@@ -122,7 +122,7 @@ export class GameOverScene extends Scene {
} }
showNumberUp() { showNumberUp() {
var o = { _score: 0} var o = { _score: 0 }
var bitmapTextCount = this.bitmapTextCount var bitmapTextCount = this.bitmapTextCount
Object.defineProperty(o, 'score', { Object.defineProperty(o, 'score', {
configurable: true, configurable: true,
...@@ -130,7 +130,7 @@ export class GameOverScene extends Scene { ...@@ -130,7 +130,7 @@ export class GameOverScene extends Scene {
get() { get() {
return o._score return o._score
}, },
set(n:number) { set(n: number) {
o._score = n o._score = n
bitmapTextCount.text = ~~n + '' bitmapTextCount.text = ~~n + ''
} }
...@@ -142,7 +142,7 @@ export class GameOverScene extends Scene { ...@@ -142,7 +142,7 @@ export class GameOverScene extends Scene {
} }
initEvents() { initEvents() {
GDispatcher.once('init-score', async function() { GDispatcher.once('init-score', async function () {
if (this.data.score > 3) { if (this.data.score > 3) {
await sendTbNet(TbNetName.openMusic, { await sendTbNet(TbNetName.openMusic, {
isOn: true, isOn: true,
......
...@@ -21,28 +21,28 @@ const Container = FYGE.Container ...@@ -21,28 +21,28 @@ const Container = FYGE.Container
const TEXT_ALIGN = FYGE.TEXT_ALIGN const TEXT_ALIGN = FYGE.TEXT_ALIGN
//二维向量定义 //二维向量定义
const Vector2 = function(x, y) { this.x = x; this.y = y; }; const Vector2 = function (x, y) { this.x = x; this.y = y; };
Vector2.prototype = { Vector2.prototype = {
// 辅助一个向量 // 辅助一个向量
copy: function() { return new Vector2(this.x, this.y); }, copy: function () { return new Vector2(this.x, this.y); },
// 向量的模()长度 // 向量的模()长度
length: function() { return Math.sqrt(this.x * this.x + this.y * this.y); }, length: function () { return Math.sqrt(this.x * this.x + this.y * this.y); },
sqrLength: function() { return this.x * this.x + this.y * this.y; }, sqrLength: function () { return this.x * this.x + this.y * this.y; },
// 向量的单位向量 // 向量的单位向量
normalize: function() { var inv = 1 / this.length(); return new Vector2(this.x * inv, this.y * inv); }, normalize: function () { var inv = 1 / this.length(); return new Vector2(this.x * inv, this.y * inv); },
// 相反向量 // 相反向量
negate: function() { return new Vector2(-this.x, -this.y); }, negate: function () { return new Vector2(-this.x, -this.y); },
// 向量相加 // 向量相加
add: function(v) { return new Vector2(this.x + v.x, this.y + v.y); }, add: function (v) { return new Vector2(this.x + v.x, this.y + v.y); },
// 向量相减 // 向量相减
subtract: function(v) { return new Vector2(this.x - v.x, this.y - v.y); }, subtract: function (v) { return new Vector2(this.x - v.x, this.y - v.y); },
// 向量数量乘法 // 向量数量乘法
multiply: function(f) { return new Vector2(this.x * f, this.y * f); }, multiply: function (f) { return new Vector2(this.x * f, this.y * f); },
// 向量数量除法 // 向量数量除法
divide: function(f) { var invf = 1 / f; return new Vector2(this.x * invf, this.y * invf); }, divide: function (f) { var invf = 1 / f; return new Vector2(this.x * invf, this.y * invf); },
// 向量的点乘(内机)dot // 向量的点乘(内机)dot
dot: function(v) { return this.x * v.x + this.y * v.y; } dot: function (v) { return this.x * v.x + this.y * v.y; }
}; };
/** /**
...@@ -51,11 +51,11 @@ Vector2.prototype = { ...@@ -51,11 +51,11 @@ Vector2.prototype = {
* @param delay * @param delay
* @returns * @returns
*/ */
function debounce(func: Function, delay=1000) { function debounce(func: Function, delay = 1000) {
var timer = { var timer = {
curr: null curr: null
} }
var fn = function(...args) { var fn = function (...args) {
var context = this var context = this
if (timer.curr) clearTimeout(timer.curr) if (timer.curr) clearTimeout(timer.curr)
timer.curr = setTimeout(() => { timer.curr = setTimeout(() => {
...@@ -80,7 +80,7 @@ type pos = { ...@@ -80,7 +80,7 @@ type pos = {
} }
function pos2Len(p1: pos, p2:pos):number { function pos2Len(p1: pos, p2: pos): number {
return Math.sqrt(Math.pow(p1.x - p2.x, 2) + Math.pow(p1.y - p2.y, 2)) return Math.sqrt(Math.pow(p1.x - p2.x, 2) + Math.pow(p1.y - p2.y, 2))
} }
...@@ -88,7 +88,7 @@ class RandomArray { ...@@ -88,7 +88,7 @@ class RandomArray {
iarr: Array<any> iarr: Array<any>
arr: Array<any> arr: Array<any>
get len():number { get len(): number {
return this.arr.length return this.arr.length
} }
...@@ -113,7 +113,7 @@ class RandomArray { ...@@ -113,7 +113,7 @@ class RandomArray {
return value return value
} }
spliceValue(v:any) { spliceValue(v: any) {
var i = this.arr.indexOf(v) var i = this.arr.indexOf(v)
if (i == -1) return if (i == -1) return
this.arr.splice(i, 1) this.arr.splice(i, 1)
...@@ -127,11 +127,11 @@ export class GameScene extends MotionInitScene { ...@@ -127,11 +127,11 @@ export class GameScene extends MotionInitScene {
scoreText: FYGE.TextField scoreText: FYGE.TextField
_score: number _score: number
gameEle: GameEle gameEle: GameEle
_gIndex: number = 1 // 游戏元素索引 _gIndex: number = 1 // 挑战元素索引
isJordan: boolean isJordan: boolean
arr_t: RandomArray = new RandomArray(Array.from(Array(20), (_, i) => ++i)) arr_t: RandomArray = new RandomArray(Array.from(Array(20), (_, i) => ++i))
constructor(){ constructor() {
super() super()
} }
...@@ -157,7 +157,7 @@ export class GameScene extends MotionInitScene { ...@@ -157,7 +157,7 @@ export class GameScene extends MotionInitScene {
this.scoreText = UI.Txt(this, '连续完成: ' + n, 40, '#111111', FYGE.TEXT_ALIGN.CENTER, layers.stageWidth, -8, layers.stageOffsetY + (getApp().isLarge ? (250 - 168) : 50)) this.scoreText = UI.Txt(this, '连续完成: ' + n, 40, '#111111', FYGE.TEXT_ALIGN.CENTER, layers.stageWidth, -8, layers.stageOffsetY + (getApp().isLarge ? (250 - 168) : 50))
this.scoreText.mouseEnable = false this.scoreText.mouseEnable = false
} }
this.scoreText.text = '连续完成: '+n this.scoreText.text = '连续完成: ' + n
} }
get score() { get score() {
...@@ -178,7 +178,7 @@ export class GameScene extends MotionInitScene { ...@@ -178,7 +178,7 @@ export class GameScene extends MotionInitScene {
DeviceMotion.instance.destory() DeviceMotion.instance.destory()
this.gameEle && this.gameEle.freeze() this.gameEle && this.gameEle.freeze()
FYGE.Tween.removeAllTweens() FYGE.Tween.removeAllTweens()
var fail = UI.Lottie(this, yoga_fail,180, 290) var fail = UI.Lottie(this, yoga_fail, 180, 290)
fail.play(1, () => { fail.play(1, () => {
// close bgm // close bgm
sendTbNet(TbNetName.openMusic, { sendTbNet(TbNetName.openMusic, {
...@@ -224,9 +224,9 @@ export class GameScene extends MotionInitScene { ...@@ -224,9 +224,9 @@ export class GameScene extends MotionInitScene {
} }
async onSubmit(params) { async onSubmit(params) {
const {data, success, message} = await sendTbNet(TbNetName.submitGame, params) const { data, success, message } = await sendTbNet(TbNetName.submitGame, params)
if (success) { if (success) {
const {score, isNewRecord, productLink, isWinPrize, level, isCompleteTask} = data const { score, isNewRecord, productLink, isWinPrize, level, isCompleteTask } = data
isCompleteTask && sendTbNet(TbNetName.addTrack, { isCompleteTask && sendTbNet(TbNetName.addTrack, {
type: 'wildwoodmg:app_finish_task' type: 'wildwoodmg:app_finish_task'
}, null, null, true) }, null, null, true)
...@@ -277,13 +277,13 @@ export class GameScene extends MotionInitScene { ...@@ -277,13 +277,13 @@ export class GameScene extends MotionInitScene {
} }
export class GameEle extends Container { export class GameEle extends Container {
rorate:number // 旋转角度 rorate: number // 旋转角度
vx = GameCfg.ispeed // 当前x速度, 有初速度 vx = GameCfg.ispeed // 当前x速度, 有初速度
vy = GameCfg.ispeed // 当前y速度, 有初速度 vy = GameCfg.ispeed // 当前y速度, 有初速度
accx:number = 0 // 当前x 加速度 accx: number = 0 // 当前x 加速度
accy:number = 0 // 当前 y加速度 accy: number = 0 // 当前 y加速度
lt:number = 0 // lastTime lt: number = 0 // lastTime
resisteAcc:number = GameCfg.resisteAcc // 摩擦力加速度 resisteAcc: number = GameCfg.resisteAcc // 摩擦力加速度
k: number // 旋转角度和和中心点距离的系数 k: number // 旋转角度和和中心点距离的系数
isIn: boolean // 是否在中心范围内 isIn: boolean // 是否在中心范围内
...@@ -296,7 +296,7 @@ export class GameEle extends Container { ...@@ -296,7 +296,7 @@ export class GameEle extends Container {
* 是否固定在页面上 * 是否固定在页面上
* @param cb 正中心的回调函数 * @param cb 正中心的回调函数
*/ */
constructor(textureName: string ,fixedCenter: pos, cb?: Function) { constructor(textureName: string, fixedCenter: pos, cb?: Function) {
super() super()
this.fixedCenter = fixedCenter this.fixedCenter = fixedCenter
this.finishFunc = cb this.finishFunc = cb
...@@ -343,16 +343,16 @@ export class GameEle extends Container { ...@@ -343,16 +343,16 @@ export class GameEle extends Container {
var _roration = this.rotation var _roration = this.rotation
this.freeze() this.freeze()
FYGE.Tween.get(this) FYGE.Tween.get(this)
.set({alpha:0, scaleX: 1.5,scaleY: 1.5, rotation: _roration - 90}) .set({ alpha: 0, scaleX: 1.5, scaleY: 1.5, rotation: _roration - 90 })
.to({alpha:1, scaleX: 1,scaleY: 1, rotation: _roration - 20}, 500) .to({ alpha: 1, scaleX: 1, scaleY: 1, rotation: _roration - 20 }, 500)
.to({scaleX: .93,scaleY: .93,rotation: _roration}, 150) .to({ scaleX: .93, scaleY: .93, rotation: _roration }, 150)
.to({scaleX: 1,scaleY: 1,}, 150) .to({ scaleX: 1, scaleY: 1, }, 150)
.call(() => { .call(() => {
this.unfreeze() this.unfreeze()
}) })
} }
correctCoordinate(isCorrectRoration:boolean = false) { correctCoordinate(isCorrectRoration: boolean = false) {
var sw = this.sprite.width / 2 var sw = this.sprite.width / 2
if (this.x > layers.stageWidth + layers.stageOffsetX - sw) { if (this.x > layers.stageWidth + layers.stageOffsetX - sw) {
this.x = layers.stageWidth + layers.stageOffsetX - sw this.x = layers.stageWidth + layers.stageOffsetX - sw
...@@ -424,7 +424,7 @@ export class GameEle extends Container { ...@@ -424,7 +424,7 @@ export class GameEle extends Container {
this.accy = GameCfg.acc * Math.sin(e.beta) this.accy = GameCfg.acc * Math.sin(e.beta)
} }
setRotation(n:number) { setRotation(n: number) {
this.sprite.rotation = n this.sprite.rotation = n
} }
...@@ -490,19 +490,19 @@ export class GameEle extends Container { ...@@ -490,19 +490,19 @@ export class GameEle extends Container {
this.lt = nt this.lt = nt
var ax = 0 var ax = 0
if (Math.abs(this.vx)<0.2 && Math.abs(this.accx) < Math.abs(this.resisteAcc)) { if (Math.abs(this.vx) < 0.2 && Math.abs(this.accx) < Math.abs(this.resisteAcc)) {
ax = 0 ax = 0
this.vx = 0 this.vx = 0
} else { } else {
ax = this.accx + (this.vx >=0 ? -1 : 1) * this.resisteAcc ax = this.accx + (this.vx >= 0 ? -1 : 1) * this.resisteAcc
} }
var ay = 0 var ay = 0
if (Math.abs(this.vy)<0.2 && Math.abs(this.accy) < Math.abs(this.resisteAcc)) { if (Math.abs(this.vy) < 0.2 && Math.abs(this.accy) < Math.abs(this.resisteAcc)) {
ay = 0 ay = 0
this.vy = 0 this.vy = 0
} else { } else {
ay = this.accy + (this.vy >=0 ? -1 : 1) * this.resisteAcc ay = this.accy + (this.vy >= 0 ? -1 : 1) * this.resisteAcc
} }
...@@ -512,12 +512,12 @@ export class GameEle extends Container { ...@@ -512,12 +512,12 @@ export class GameEle extends Container {
this.x += this.vx * pt this.x += this.vx * pt
this.y += this.vy * pt this.y += this.vy * pt
if(Math.abs(this.accx)<.01 && Math.abs(this.vx)<0.2){ if (Math.abs(this.accx) < .01 && Math.abs(this.vx) < 0.2) {
this.vx =0 this.vx = 0
} }
if(Math.abs(this.accy)<.01 && Math.abs(this.vy)<0.2){ if (Math.abs(this.accy) < .01 && Math.abs(this.vy) < 0.2) {
this.vy =0 this.vy = 0
} }
this.correctCoordinate() this.correctCoordinate()
......
...@@ -30,11 +30,11 @@ const pow = Math.pow ...@@ -30,11 +30,11 @@ const pow = Math.pow
* @param delay * @param delay
* @returns * @returns
*/ */
function debounce(func: Function, delay=1000) { function debounce(func: Function, delay = 1000) {
var timer = { var timer = {
curr: null curr: null
} }
var fn = function(...args) { var fn = function (...args) {
var context = this var context = this
if (timer.curr) clearTimeout(timer.curr) if (timer.curr) clearTimeout(timer.curr)
timer.curr = setTimeout(() => { timer.curr = setTimeout(() => {
...@@ -54,7 +54,7 @@ export class MotionInitFunc extends Container { ...@@ -54,7 +54,7 @@ export class MotionInitFunc extends Container {
type: number // 用来区分新手引导还是 首页 type: number // 用来区分新手引导还是 首页
step1Mask: FYGE.Container step1Mask: FYGE.Container
constructor(type: number, cb?:Function) { constructor(type: number, cb?: Function) {
super() super()
this.type = type this.type = type
this.initGame = cb this.initGame = cb
...@@ -63,13 +63,13 @@ export class MotionInitFunc extends Container { ...@@ -63,13 +63,13 @@ export class MotionInitFunc extends Container {
init() { init() {
this.maskCont = UI.Ctn(this, layers.stageOffsetX, layers.stageOffsetY) this.maskCont = UI.Ctn(this, layers.stageOffsetX, layers.stageOffsetY)
UI.Rect(this.maskCont , 750, 1624, 0x1b1a1a, 0).alpha=0.8 UI.Rect(this.maskCont, 750, 1624, 0x1b1a1a, 0).alpha = 0.8
this.step1Mask = UI.Ctn(this.maskCont) this.step1Mask = UI.Ctn(this.maskCont)
UI.Lottie(this.step1Mask, balance_guidance, 150, layers.stageHeight / 2 - 166).play(0) UI.Lottie(this.step1Mask, balance_guidance, 150, layers.stageHeight / 2 - 166).play(0)
UI.Txt(this.step1Mask, '端平手机开始游戏', 36, '#ffffff', TEXT_ALIGN.CENTER, layers.stageWidth, 0, layers.stageHeight / 2 + 176, true) UI.Txt(this.step1Mask, '端平手机开始挑战', 36, '#ffffff', TEXT_ALIGN.CENTER, layers.stageWidth, 0, layers.stageHeight / 2 + 176, true)
var p = this.progress = this.step1Mask.addChild(new ProgressBar(0xcccccc, { var p = this.progress = this.step1Mask.addChild(new ProgressBar(0xcccccc, {
width: 450, width: 450,
...@@ -178,8 +178,8 @@ export class MotionInitFunc extends Container { ...@@ -178,8 +178,8 @@ export class MotionInitFunc extends Container {
var _y = layers.stageCenterY var _y = layers.stageCenterY
return new Promise((resolve, reject) => { return new Promise((resolve, reject) => {
FYGE.Tween.get(desc) FYGE.Tween.get(desc)
.set({ alpha:0, y: layers.stageCenterY}) .set({ alpha: 0, y: layers.stageCenterY })
.to({ alpha: 1, y: layers.stageCenterY - 150 }, 600 ,FYGE.Ease.quadInOut) .to({ alpha: 1, y: layers.stageCenterY - 150 }, 600, FYGE.Ease.quadInOut)
.wait(300) .wait(300)
.call(() => { .call(() => {
...@@ -190,8 +190,8 @@ export class MotionInitFunc extends Container { ...@@ -190,8 +190,8 @@ export class MotionInitFunc extends Container {
}, null, null, true) }, null, null, true)
FYGE.Tween.get(timerBoxTxtSp) FYGE.Tween.get(timerBoxTxtSp)
.set({ alpha: 0, y: _y + 150}) .set({ alpha: 0, y: _y + 150 })
.to({ alpha: 1, y: _y }, 300,FYGE.Ease.quadInOut) .to({ alpha: 1, y: _y }, 300, FYGE.Ease.quadInOut)
.wait(600) .wait(600)
.to({ alpha: 0 }, 100) .to({ alpha: 0 }, 100)
.call(() => { .call(() => {
...@@ -200,8 +200,8 @@ export class MotionInitFunc extends Container { ...@@ -200,8 +200,8 @@ export class MotionInitFunc extends Container {
timerBoxTxtSp.texture = RES.getRes('count2.png') timerBoxTxtSp.texture = RES.getRes('count2.png')
FYGE.Tween.get(timerBoxTxtSp) FYGE.Tween.get(timerBoxTxtSp)
.set({ alpha: 0,y: _y + 150}) .set({ alpha: 0, y: _y + 150 })
.to({ alpha: 1, y: _y }, 300,FYGE.Ease.quadInOut) .to({ alpha: 1, y: _y }, 300, FYGE.Ease.quadInOut)
.wait(600) .wait(600)
.to({ alpha: 0 }, 100) .to({ alpha: 0 }, 100)
.call(() => { .call(() => {
...@@ -210,8 +210,8 @@ export class MotionInitFunc extends Container { ...@@ -210,8 +210,8 @@ export class MotionInitFunc extends Container {
timerBoxTxtSp.texture = RES.getRes('count1.png') timerBoxTxtSp.texture = RES.getRes('count1.png')
FYGE.Tween.get(timerBoxTxtSp) FYGE.Tween.get(timerBoxTxtSp)
.set({ alpha: 0,y: _y + 150}) .set({ alpha: 0, y: _y + 150 })
.to({ alpha: 1, y: _y }, 300,FYGE.Ease.quadInOut) .to({ alpha: 1, y: _y }, 300, FYGE.Ease.quadInOut)
.wait(600) .wait(600)
.call(() => { .call(() => {
//@ts-ignore //@ts-ignore
...@@ -260,10 +260,10 @@ export class MotionInitFunc extends Container { ...@@ -260,10 +260,10 @@ export class MotionInitFunc extends Container {
// } // }
} }
}) })
.to({value: 1}, 1500) .to({ value: 1 }, 1500)
.call(async () => { .call(async () => {
DeviceMotion.instance.off(this.deviceOritationChange) DeviceMotion.instance.off(this.deviceOritationChange)
// 游戏页面有个倒计时 // 挑战页面有个倒计时
if (this.type != 1) { if (this.type != 1) {
this.step1Mask.visible = false this.step1Mask.visible = false
await this.onStepDwon() await this.onStepDwon()
...@@ -287,7 +287,7 @@ export class MotionInitFunc extends Container { ...@@ -287,7 +287,7 @@ export class MotionInitFunc extends Container {
export class MotionInitScene extends Scene { export class MotionInitScene extends Scene {
motionInitFunc: MotionInitFunc // 端平action类 motionInitFunc: MotionInitFunc // 端平action类
holdOnTxt: FYGE.TextField // 保持住文案 holdOnTxt: FYGE.TextField // 保持住文案
gameEle: GameEle // 游戏元素 gameEle: GameEle // 挑战元素
constructor(...args) { constructor(...args) {
super(...args) super(...args)
...@@ -308,14 +308,14 @@ export class MotionInitScene extends Scene { ...@@ -308,14 +308,14 @@ export class MotionInitScene extends Scene {
set musicBoolean(m: boolean) { set musicBoolean(m: boolean) {
if (m) { if (m) {
(this.musicBtn || (this.musicBtn = UI.Btn(this, 'music-on.png', this.onMusicClick, this, 650, layers.stageOffsetY + (getApp().isLarge ? 52 : 5 )))).texture = RES.getRes('music-on.png'); (this.musicBtn || (this.musicBtn = UI.Btn(this, 'music-on.png', this.onMusicClick, this, 650, layers.stageOffsetY + (getApp().isLarge ? 52 : 5)))).texture = RES.getRes('music-on.png');
this.musicBtn.anchorX = 30 this.musicBtn.anchorX = 30
this.musicBtn.anchorY = 30 this.musicBtn.anchorY = 30
FYGE.Tween.get(this.musicBtn, {loop: true}) FYGE.Tween.get(this.musicBtn, { loop: true })
.to({rotation: 360}, 5000) .to({ rotation: 360 }, 5000)
} else { } else {
(this.musicBtn || (this.musicBtn = UI.Btn(this, 'music-on.png', this.onMusicClick, this, 650, layers.stageOffsetY + (getApp().isLarge ? 52 : 5 )))).texture = RES.getRes('music-off.png'); (this.musicBtn || (this.musicBtn = UI.Btn(this, 'music-on.png', this.onMusicClick, this, 650, layers.stageOffsetY + (getApp().isLarge ? 52 : 5)))).texture = RES.getRes('music-off.png');
FYGE.Tween.removeTweens(this.musicBtn) FYGE.Tween.removeTweens(this.musicBtn)
this.musicBtn.rotation = 0 this.musicBtn.rotation = 0
} }
...@@ -425,33 +425,33 @@ export class MotionInitScene extends Scene { ...@@ -425,33 +425,33 @@ export class MotionInitScene extends Scene {
this.bitmapTextCount.visible = true this.bitmapTextCount.visible = true
FYGE.Tween.get(this.holdOnTxt) FYGE.Tween.get(this.holdOnTxt)
.set({visible: true, scaleX: .1, scaleY: .1}) .set({ visible: true, scaleX: .1, scaleY: .1 })
.to({scaleX: 1.08, scaleY: 1.08}, 300) .to({ scaleX: 1.08, scaleY: 1.08 }, 300)
.to({scaleX: 1, scaleY: 1}, 150) .to({ scaleX: 1, scaleY: 1 }, 150)
.call(() => { .call(() => {
// vtodo 做wiggle 动效 // vtodo 做wiggle 动效
const _y = this.holdOnTxt.y const _y = this.holdOnTxt.y
const _x = this.holdOnTxt.x const _x = this.holdOnTxt.x
FYGE.Tween.get(this.holdOnTxt, {loop: true}) FYGE.Tween.get(this.holdOnTxt, { loop: true })
.to({x: _x -2, y: _y + 2}, 125) .to({ x: _x - 2, y: _y + 2 }, 125)
.to({x: _x, y: _y + 1}, 125) .to({ x: _x, y: _y + 1 }, 125)
.to({x: _x -2, y: _y + 2}, 125) .to({ x: _x - 2, y: _y + 2 }, 125)
.to({x: _x + 1, y: _y -1}, 125) .to({ x: _x + 1, y: _y - 1 }, 125)
.to({x: _x + 2, y: _y - 2}, 125) .to({ x: _x + 2, y: _y - 2 }, 125)
.to({x: _x, y: _y+1}, 125) .to({ x: _x, y: _y + 1 }, 125)
.to({x: _x -2, y: _y - 2}, 125) .to({ x: _x - 2, y: _y - 2 }, 125)
.to({x: _x -1, y: _y -1}, 125) .to({ x: _x - 1, y: _y - 1 }, 125)
}) })
FYGE.Tween.removeTweens(this.focusProgress) FYGE.Tween.removeTweens(this.focusProgress)
FYGE.Tween.get(this.focusProgress,{ FYGE.Tween.get(this.focusProgress, {
onChange: () => { onChange: () => {
this.bitmapTextCount.text = ((this.focusProgress.value * 100) >> 0) + "%" this.bitmapTextCount.text = ((this.focusProgress.value * 100) >> 0) + "%"
} }
}) })
.set({value: 0, visible: true, radius: 240, alpha: 1}) .set({ value: 0, visible: true, radius: 240, alpha: 1 })
.to({radius: 285}, 300) .to({ radius: 285 }, 300)
.to({value: 1.001}, GameCfg.getHTime(), FYGE.Ease.quartOut) .to({ value: 1.001 }, GameCfg.getHTime(), FYGE.Ease.quartOut)
.call(() => { .call(() => {
console.log('%c 成功套种', 'color: green'); console.log('%c 成功套种', 'color: green');
//@ts-ignore //@ts-ignore
...@@ -475,13 +475,13 @@ export class MotionInitScene extends Scene { ...@@ -475,13 +475,13 @@ export class MotionInitScene extends Scene {
if (this.focusProgress.visible && istween) { if (this.focusProgress.visible && istween) {
this.unshoot() this.unshoot()
FYGE.Tween.removeTweens(this.focusProgress) FYGE.Tween.removeTweens(this.focusProgress)
FYGE.Tween.get(this.focusProgress,{ FYGE.Tween.get(this.focusProgress, {
onChange: () => { onChange: () => {
this.bitmapTextCount.text = ((this.focusProgress.value * 100) >> 0) + "%" this.bitmapTextCount.text = ((this.focusProgress.value * 100) >> 0) + "%"
} }
}) })
.to({value: 0}, 500) .to({ value: 0 }, 500)
.to({radius: 220, alpha: 0}, 300) .to({ radius: 220, alpha: 0 }, 300)
.call(() => { .call(() => {
this.focusProgress.visible = false this.focusProgress.visible = false
this.bitmapTextCount.visible = false this.bitmapTextCount.visible = false
......
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