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任建锋
sl
Commits
9de15aad
Commit
9de15aad
authored
Jul 09, 2018
by
任建锋
Browse files
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Browse Files
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Plain Diff
change scene module
parent
64f4746d
Changes
6
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6 changed files
with
161 additions
and
6 deletions
+161
-6
package_20180709110833.json
.history/package_20180709110833.json
+15
-0
GameSceneModule_20180709110822.ts
.history/src/module/game/GameSceneModule_20180709110822.ts
+136
-0
GameSceneModule.js
dist/module/game/GameSceneModule.js
+4
-2
GameSceneModule.js.map
dist/module/game/GameSceneModule.js.map
+1
-1
package.json
package.json
+1
-1
GameSceneModule.ts
src/module/game/GameSceneModule.ts
+4
-2
No files found.
.history/package_20180709110833.json
0 → 100644
View file @
9de15aad
{
"name"
:
"sl"
,
"version"
:
"1.0.3"
,
"description"
:
"基于babylonjs的活动组件"
,
"main"
:
"./dist/index.js"
,
"types"
:
"./types/index.d.ts"
,
"scripts"
:
{
},
"author"
:
""
,
"license"
:
"ISC"
,
"dependencies"
:
{
"yt"
:
"git+ssh://git@gitlab2.dui88.com:renjianfeng/yt.git"
,
"tw"
:
"git+ssh://git@gitlab2.dui88.com:clq/tw.git#1.0"
}
}
\ No newline at end of file
.history/src/module/game/GameSceneModule_20180709110822.ts
0 → 100644
View file @
9de15aad
import
{
Module
}
from
"yt"
;
import
{
SceneManager
}
from
"yt"
;
import
{
ModuleManager
}
from
"yt"
;
import
{
YtModuleName
}
from
"yt"
;
import
{
YtLang
}
from
"yt"
;
import
{
ModuleName
}
from
"../../enum/ModuleName"
;
import
{
GamePlayModel
}
from
"tw"
;
export
class
GameSceneModule
extends
Module
{
/**
* 是否校验积分
*/
protected
checkScore
:
boolean
;
/**
* 数据
*/
protected
model
:
GamePlayModel
;
protected
initModel
():
void
{
this
.
model
=
new
GamePlayModel
();
}
/**
* 扩展数据
* */
protected
other
:
any
;
protected
score
=
0
;
//销毁
public
dispose
(){
var
j
;
for
(
j
in
this
.
display
){
console
.
log
(
this
.
display
[
j
])
if
(
this
.
display
[
j
]){
this
.
display
[
j
].
dispose
()
}
}
}
public
show
(){
this
.
resetGame
()
SceneManager
.
ins
.
change
(
this
.
display
);
}
protected
resetGame
(){
this
.
model
.
update
();
}
protected
gameOver
():
void
{
this
.
removeEvent
();
//将最高纪录缓存
this
.
enableMouseEvt
(
false
);
this
.
removeEvent
();
this
.
model
.
cacheMaxScore
(
this
.
score
);
this
.
model
.
submit
(
this
.
submit_result
.
bind
(
this
),
this
.
score
);
}
/**
* 更新游戏积分
* @param type 1 增加, 2 简少, 3重置
* @param score 分值
*/
protected
updateScore
(
type
:
number
,
score
:
number
):
void
{
if
(
type
==
1
)
{
this
.
score
+=
score
;
}
else
if
(
type
==
2
)
{
this
.
score
-=
score
;
this
.
score
=
Math
.
max
(
0
,
this
.
score
);
}
else
{
this
.
score
=
score
;
}
this
.
datapash
();
}
/**
* 阶段性提交
*/
protected
datapash
():
void
{
if
(
this
.
model
.
checkDatapash
(
this
.
score
))
{
this
.
model
.
datapash
();
}
}
protected
submit_result
():
void
{
let
moduleName
:
string
;
if
(
this
.
model
.
gameIsWinning
)
{
moduleName
=
ModuleName
.
GAME_WIN_PANEL
;
}
else
{
moduleName
=
ModuleName
.
GAME_LOSE_PANEL
;
}
ModuleManager
.
ins
.
openModule
(
moduleName
);
this
.
enableMouseEvt
(
true
);
}
/**
* 导入外部网格
* @param importMeshes 网格资源列表
* @param onSuccess 成功回调
*/
protected
ImportMeshes
(
importMeshes
,
onSuccess
){
ModuleManager
.
ins
.
openModule
(
YtModuleName
.
WAITING_PANEL
,
YtLang
.
lang_004
);
var
_length
=
importMeshes
.
length
;
var
_meshes
=
[]
var
_skeletons
=
[]
var
_loadCount
=
0
;
importMeshes
.
forEach
((
list
)
=>
{
BABYLON
.
SceneLoader
.
ImportMesh
(
""
,
list
.
rootUrl
,
list
.
sceneFilename
,
SceneManager
.
ins
.
scene
,
(
_mesh
,
_skeleton
)
=>
{
try
{
_meshes
.
push
(
_mesh
)
_skeletons
.
push
(
_skeleton
)
_loadCount
++
if
(
_loadCount
==
_length
){
setTimeout
(()
=>
{
ModuleManager
.
ins
.
closeModule
(
YtModuleName
.
WAITING_PANEL
);
},
100
)
//ModuleManager.ins.openModule(ModuleName.GAME_PLAY_GUI);
onSuccess
(
_meshes
,
_skeletons
)
}
}
catch
(
e
)
{
console
.
error
(
e
)
}
}
);
})
}
}
\ No newline at end of file
dist/module/game/GameSceneModule.js
View file @
9de15aad
...
...
@@ -107,8 +107,10 @@ var GameSceneModule = /** @class */ (function (_super) {
_skeletons
.
push
(
_skeleton
);
_loadCount
++
;
if
(
_loadCount
==
_length
)
{
yt_3
.
ModuleManager
.
ins
.
closeModule
(
yt_4
.
YtModuleName
.
WAITING_PANEL
);
yt_3
.
ModuleManager
.
ins
.
openModule
(
ModuleName_1
.
ModuleName
.
GAME_PLAY_GUI
);
setTimeout
(
function
()
{
yt_3
.
ModuleManager
.
ins
.
closeModule
(
yt_4
.
YtModuleName
.
WAITING_PANEL
);
},
100
);
//ModuleManager.ins.openModule(ModuleName.GAME_PLAY_GUI);
onSuccess
(
_meshes
,
_skeletons
);
}
}
...
...
dist/module/game/GameSceneModule.js.map
View file @
9de15aad
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\ No newline at end of file
{"version":3,"file":"GameSceneModule.js","sourceRoot":"","sources":["../../../src/module/game/GameSceneModule.ts"],"names":[],"mappings":";;;;;;;;;;;;AAAA,yBAA0B;AAC1B,yBAAgC;AAChC,yBAAiC;AACjC,yBAAgC;AAChC,yBAA0B;AAC1B,oDAAiD;AACjD,yBAAmC;AAEnC;IAAqC,mCAAM;IAA3C;QAAA,qEA+HC;QA1Ga,WAAK,GAAC,CAAC,CAAC;;IA0GtB,CAAC;IApHa,mCAAS,GAAnB;QACI,IAAI,CAAC,KAAK,GAAG,IAAI,kBAAa,EAAE,CAAC;IACrC,CAAC;IAUD,IAAI;IACG,iCAAO,GAAd;QACI,IAAI,CAAC,CAAC;QACN,KAAI,CAAC,IAAI,IAAI,CAAC,OAAO,EAAC;YAClB,OAAO,CAAC,GAAG,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAA;YAC5B,IAAI,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,EAAC;gBAChB,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAA;aAC5B;SACJ;IACL,CAAC;IAEM,8BAAI,GAAX;QACI,IAAI,CAAC,SAAS,EAAE,CAAA;QAChB,iBAAY,CAAC,GAAG,CAAC,MAAM,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;IAC1C,CAAC;IAES,mCAAS,GAAnB;QACI,IAAI,CAAC,KAAK,CAAC,MAAM,EAAE,CAAC;IACxB,CAAC;IAES,kCAAQ,GAAlB;QACI,IAAI,CAAC,WAAW,EAAE,CAAC;QACnB,SAAS;QACT,IAAI,CAAC,cAAc,CAAC,KAAK,CAAC,CAAC;QAC3B,IAAI,CAAC,WAAW,EAAE,CAAC;QACnB,IAAI,CAAC,KAAK,CAAC,aAAa,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;QACrC,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;IACjE,CAAC;IAED;;;;OAIG;IACO,qCAAW,GAArB,UAAsB,IAAY,EAAE,KAAa;QAC7C,IAAI,IAAI,IAAI,CAAC,EAAE;YACX,IAAI,CAAC,KAAK,IAAI,KAAK,CAAC;SACvB;aAAM,IAAI,IAAI,IAAI,CAAC,EAAE;YAClB,IAAI,CAAC,KAAK,IAAI,KAAK,CAAC;YACpB,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;SACxC;aAAM;YACH,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;SACtB;QACD,IAAI,CAAC,QAAQ,EAAE,CAAC;IACpB,CAAC;IAED;;OAEG;IACO,kCAAQ,GAAlB;QACI,IAAI,IAAI,CAAC,KAAK,CAAC,aAAa,CAAC,IAAI,CAAC,KAAK,CAAC,EAAE;YACtC,IAAI,CAAC,KAAK,CAAC,QAAQ,EAAE,CAAC;SACzB;IACL,CAAC;IAES,uCAAa,GAAvB;QACI,IAAI,UAAkB,CAAC;QACvB,IAAI,IAAI,CAAC,KAAK,CAAC,aAAa,EAAE;YAC1B,UAAU,GAAG,uBAAU,CAAC,cAAc,CAAC;SAC1C;aAAM;YACH,UAAU,GAAG,uBAAU,CAAC,eAAe,CAAC;SAC3C;QACD,kBAAa,CAAC,GAAG,CAAC,UAAU,CAAC,UAAU,CAAC,CAAC;QACzC,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC;IAC9B,CAAC;IAGD;;;;OAIG;IACO,sCAAY,GAAtB,UAAuB,YAAY,EAAC,SAAS;QACzC,kBAAa,CAAC,GAAG,CAAC,UAAU,CAAC,iBAAY,CAAC,aAAa,EAAC,WAAM,CAAC,QAAQ,CAAC,CAAC;QACzE,IAAI,OAAO,GAAC,YAAY,CAAC,MAAM,CAAC;QAChC,IAAI,OAAO,GAAC,EAAE,CAAA;QACd,IAAI,UAAU,GAAC,EAAE,CAAA;QACjB,IAAI,UAAU,GAAC,CAAC,CAAC;QACjB,YAAY,CAAC,OAAO,CAAC,UAAC,IAAI;YACtB,OAAO,CAAC,WAAW,CAAC,UAAU,CAC1B,EAAE,EACF,IAAI,CAAC,OAAO,EACZ,IAAI,CAAC,aAAa,EAClB,iBAAY,CAAC,GAAG,CAAC,KAAK,EACtB,UAAC,KAAK,EAAC,SAAS;gBACZ,IAAI;oBACA,OAAO,CAAC,IAAI,CAAC,KAAK,CAAC,CAAA;oBACnB,UAAU,CAAC,IAAI,CAAC,SAAS,CAAC,CAAA;oBAC1B,UAAU,EAAE,CAAA;oBACZ,IAAG,UAAU,IAAE,OAAO,EAAC;wBACnB,UAAU,CAAC;4BACP,kBAAa,CAAC,GAAG,CAAC,WAAW,CAAC,iBAAY,CAAC,aAAa,CAAC,CAAC;wBAC9D,CAAC,EAAC,GAAG,CAAC,CAAA;wBACN,yDAAyD;wBACzD,SAAS,CAAC,OAAO,EAAC,UAAU,CAAC,CAAA;qBAChC;iBACJ;gBAAC,OAAO,CAAC,EAAE;oBACR,OAAO,CAAC,KAAK,CAAC,CAAC,CAAC,CAAA;iBACnB;YACL,CAAC,CACJ,CAAC;QACN,CAAC,CAAC,CAAA;IACN,CAAC;IAEL,sBAAC;AAAD,CAAC,AA/HD,CAAqC,WAAM,GA+H1C;AA/HY,0CAAe"}
\ No newline at end of file
package.json
View file @
9de15aad
{
"name"
:
"sl"
,
"version"
:
"1.0.
2
"
,
"version"
:
"1.0.
3
"
,
"description"
:
"基于babylonjs的活动组件"
,
"main"
:
"./dist/index.js"
,
"types"
:
"./types/index.d.ts"
,
...
...
src/module/game/GameSceneModule.ts
View file @
9de15aad
...
...
@@ -119,8 +119,10 @@ export class GameSceneModule extends Module{
_skeletons
.
push
(
_skeleton
)
_loadCount
++
if
(
_loadCount
==
_length
){
ModuleManager
.
ins
.
closeModule
(
YtModuleName
.
WAITING_PANEL
);
ModuleManager
.
ins
.
openModule
(
ModuleName
.
GAME_PLAY_GUI
);
setTimeout
(()
=>
{
ModuleManager
.
ins
.
closeModule
(
YtModuleName
.
WAITING_PANEL
);
},
100
)
//ModuleManager.ins.openModule(ModuleName.GAME_PLAY_GUI);
onSuccess
(
_meshes
,
_skeletons
)
}
}
catch
(
e
)
{
...
...
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